wined3d: Extract create_texture_view() function from shader resource views.
[wine.git] / dlls / wined3d / wined3d_private.h
blob29143bee5e1b32c5ca8e497ff85a6e75060bc8c8
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2011, 2013 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #ifndef __WINE_WINED3D_PRIVATE_H
26 #define __WINE_WINED3D_PRIVATE_H
28 #ifdef USE_WIN32_OPENGL
29 #define WINE_GLAPI __stdcall
30 #else
31 #define WINE_GLAPI
32 #endif
34 #include <stdarg.h>
35 #include <math.h>
36 #include <limits.h>
37 #include "ntstatus.h"
38 #define WIN32_NO_STATUS
39 #define NONAMELESSUNION
40 #define NONAMELESSSTRUCT
41 #define COBJMACROS
42 #include "windef.h"
43 #include "winbase.h"
44 #include "winreg.h"
45 #include "wingdi.h"
46 #include "winuser.h"
47 #include "winternl.h"
48 #include "ddk/d3dkmthk.h"
49 #include "wine/debug.h"
50 #include "wine/unicode.h"
52 #include "objbase.h"
53 #include "wine/wined3d.h"
54 #include "wined3d_gl.h"
55 #include "wine/list.h"
56 #include "wine/rbtree.h"
57 #include "wine/wgl_driver.h"
59 #ifndef ARRAY_SIZE
60 #define ARRAY_SIZE(array) (sizeof(array) / sizeof((array)[0]))
61 #endif
63 /* Driver quirks */
64 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
65 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
66 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
67 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
68 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
69 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
70 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
71 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
72 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
73 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
75 /* Texture format fixups */
77 enum fixup_channel_source
79 CHANNEL_SOURCE_ZERO = 0,
80 CHANNEL_SOURCE_ONE = 1,
81 CHANNEL_SOURCE_X = 2,
82 CHANNEL_SOURCE_Y = 3,
83 CHANNEL_SOURCE_Z = 4,
84 CHANNEL_SOURCE_W = 5,
85 CHANNEL_SOURCE_COMPLEX0 = 6,
86 CHANNEL_SOURCE_COMPLEX1 = 7,
89 enum complex_fixup
91 COMPLEX_FIXUP_NONE = 0,
92 COMPLEX_FIXUP_YUY2 = 1,
93 COMPLEX_FIXUP_UYVY = 2,
94 COMPLEX_FIXUP_YV12 = 3,
95 COMPLEX_FIXUP_P8 = 4,
96 COMPLEX_FIXUP_NV12 = 5,
99 #include <pshpack2.h>
100 struct color_fixup_desc
102 unsigned short x_sign_fixup : 1;
103 unsigned short x_source : 3;
104 unsigned short y_sign_fixup : 1;
105 unsigned short y_source : 3;
106 unsigned short z_sign_fixup : 1;
107 unsigned short z_source : 3;
108 unsigned short w_sign_fixup : 1;
109 unsigned short w_source : 3;
111 #include <poppack.h>
113 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
114 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
116 static inline struct color_fixup_desc create_color_fixup_desc(
117 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
118 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
120 struct color_fixup_desc fixup =
122 sign0, src0,
123 sign1, src1,
124 sign2, src2,
125 sign3, src3,
127 return fixup;
130 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
132 struct color_fixup_desc fixup =
134 0u, complex_fixup & (1u << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
135 0u, complex_fixup & (1u << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
136 0u, complex_fixup & (1u << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
137 0u, complex_fixup & (1u << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
139 return fixup;
142 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
144 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
147 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
149 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
152 static inline BOOL is_scaling_fixup(struct color_fixup_desc fixup)
154 return fixup.x_sign_fixup || fixup.y_sign_fixup || fixup.z_sign_fixup || fixup.w_sign_fixup;
157 static inline BOOL is_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2)
159 return f1.x_sign_fixup == f2.x_sign_fixup && f1.x_source == f2.x_source
160 && f1.y_sign_fixup == f2.y_sign_fixup && f1.y_source == f2.y_source
161 && f1.z_sign_fixup == f2.z_sign_fixup && f1.z_source == f2.z_source
162 && f1.w_sign_fixup == f2.w_sign_fixup && f1.w_source == f2.w_source;
165 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
167 enum complex_fixup complex_fixup = 0;
168 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 0);
169 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 1);
170 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 2);
171 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 3);
172 return complex_fixup;
175 /* Device caps */
176 #define MAX_STREAM_OUT 4
177 #define MAX_STREAMS 16
178 #define MAX_TEXTURES 8
179 #define MAX_FRAGMENT_SAMPLERS 16
180 #define MAX_VERTEX_SAMPLERS 4
181 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
182 #define MAX_ACTIVE_LIGHTS 8
183 #define MAX_CLIP_DISTANCES WINED3DMAXUSERCLIPPLANES
184 #define MAX_CONSTANT_BUFFERS 15
185 #define MAX_SAMPLER_OBJECTS 16
186 #define MAX_SHADER_RESOURCE_VIEWS 128
187 #define MAX_UNORDERED_ACCESS_VIEWS 8
188 #define MAX_VERTEX_BLENDS 4
189 #define MAX_MULTISAMPLE_TYPES 8
191 struct min_lookup
193 GLenum mip[WINED3D_TEXF_LINEAR + 1];
196 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
197 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
199 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN;
201 static inline enum wined3d_cmp_func wined3d_sanitize_cmp_func(enum wined3d_cmp_func func)
203 if (func < WINED3D_CMP_NEVER || func > WINED3D_CMP_ALWAYS)
204 return WINED3D_CMP_ALWAYS;
205 return func;
208 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
210 return magLookup[mag_filter];
213 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter,
214 enum wined3d_texture_filter_type mip_filter)
216 return minMipLookup[min_filter].mip[mip_filter];
219 /* float_16_to_32() and float_32_to_16() (see implementation in
220 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
221 * to standard C floats and vice versa. They do not depend on the encoding
222 * of the C float, so they are platform independent, but slow. On x86 and
223 * other IEEE 754 compliant platforms the conversion can be accelerated by
224 * bit shifting the exponent and mantissa. There are also some SSE-based
225 * assembly routines out there.
227 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
229 static inline float float_16_to_32(const unsigned short *in)
231 const unsigned short s = ((*in) & 0x8000u);
232 const unsigned short e = ((*in) & 0x7c00u) >> 10;
233 const unsigned short m = (*in) & 0x3ffu;
234 const float sgn = (s ? -1.0f : 1.0f);
236 if(e == 0) {
237 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
238 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
239 } else if(e < 31) {
240 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
241 } else {
242 if(m == 0) return sgn * INFINITY;
243 else return NAN;
247 static inline float float_24_to_32(DWORD in)
249 const float sgn = in & 0x800000u ? -1.0f : 1.0f;
250 const unsigned short e = (in & 0x780000u) >> 19;
251 const unsigned int m = in & 0x7ffffu;
253 if (e == 0)
255 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
256 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
258 else if (e < 15)
260 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
262 else
264 if (m == 0) return sgn * INFINITY;
265 else return NAN;
269 static inline unsigned int wined3d_popcount(unsigned int x)
271 #ifdef HAVE___BUILTIN_POPCOUNT
272 return __builtin_popcount(x);
273 #else
274 x -= x >> 1 & 0x55555555;
275 x = (x & 0x33333333) + (x >> 2 & 0x33333333);
276 return ((x + (x >> 4)) & 0x0f0f0f0f) * 0x01010101 >> 24;
277 #endif
280 #define ORM_BACKBUFFER 0
281 #define ORM_FBO 1
283 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
284 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
286 /* NOTE: When adding fields to this structure, make sure to update the default
287 * values in wined3d_main.c as well. */
288 struct wined3d_settings
290 DWORD max_gl_version;
291 BOOL glslRequested;
292 int offscreen_rendering_mode;
293 unsigned short pci_vendor_id;
294 unsigned short pci_device_id;
295 /* Memory tracking and object counting. */
296 UINT64 emulated_textureram;
297 char *logo;
298 int allow_multisampling;
299 unsigned int sample_count;
300 BOOL strict_draw_ordering;
301 BOOL always_offscreen;
302 BOOL check_float_constants;
303 unsigned int max_sm_vs;
304 unsigned int max_sm_hs;
305 unsigned int max_sm_ds;
306 unsigned int max_sm_gs;
307 unsigned int max_sm_ps;
308 unsigned int max_sm_cs;
309 BOOL no_3d;
312 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
314 enum wined3d_shader_resource_type
316 WINED3D_SHADER_RESOURCE_NONE,
317 WINED3D_SHADER_RESOURCE_BUFFER,
318 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
319 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
320 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
321 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
322 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
323 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
324 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
325 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
328 #define WINED3D_SHADER_CONST_VS_F 0x00000001
329 #define WINED3D_SHADER_CONST_VS_I 0x00000002
330 #define WINED3D_SHADER_CONST_VS_B 0x00000004
331 #define WINED3D_SHADER_CONST_VS_CLIP_PLANES 0x00000008
332 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000010
333 #define WINED3D_SHADER_CONST_POS_FIXUP 0x00000020
334 #define WINED3D_SHADER_CONST_PS_F 0x00000040
335 #define WINED3D_SHADER_CONST_PS_I 0x00000080
336 #define WINED3D_SHADER_CONST_PS_B 0x00000100
337 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000200
338 #define WINED3D_SHADER_CONST_PS_FOG 0x00000400
339 #define WINED3D_SHADER_CONST_PS_ALPHA_TEST 0x00000800
340 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00001000
341 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00002000
342 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00004000
343 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00008000
344 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00010000
345 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00020000
346 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00040000
347 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00080000
348 #define WINED3D_SHADER_CONST_FFP_PS 0x00100000
349 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00200000
351 enum wined3d_shader_register_type
353 WINED3DSPR_TEMP = 0,
354 WINED3DSPR_INPUT = 1,
355 WINED3DSPR_CONST = 2,
356 WINED3DSPR_ADDR = 3,
357 WINED3DSPR_TEXTURE = 3,
358 WINED3DSPR_RASTOUT = 4,
359 WINED3DSPR_ATTROUT = 5,
360 WINED3DSPR_TEXCRDOUT = 6,
361 WINED3DSPR_OUTPUT = 6,
362 WINED3DSPR_CONSTINT = 7,
363 WINED3DSPR_COLOROUT = 8,
364 WINED3DSPR_DEPTHOUT = 9,
365 WINED3DSPR_SAMPLER = 10,
366 WINED3DSPR_CONST2 = 11,
367 WINED3DSPR_CONST3 = 12,
368 WINED3DSPR_CONST4 = 13,
369 WINED3DSPR_CONSTBOOL = 14,
370 WINED3DSPR_LOOP = 15,
371 WINED3DSPR_TEMPFLOAT16 = 16,
372 WINED3DSPR_MISCTYPE = 17,
373 WINED3DSPR_LABEL = 18,
374 WINED3DSPR_PREDICATE = 19,
375 WINED3DSPR_IMMCONST,
376 WINED3DSPR_CONSTBUFFER,
377 WINED3DSPR_IMMCONSTBUFFER,
378 WINED3DSPR_PRIMID,
379 WINED3DSPR_NULL,
380 WINED3DSPR_RESOURCE,
381 WINED3DSPR_UAV,
382 WINED3DSPR_OUTPOINTID,
383 WINED3DSPR_FORKINSTID,
384 WINED3DSPR_INCONTROLPOINT,
385 WINED3DSPR_OUTCONTROLPOINT,
386 WINED3DSPR_PATCHCONST,
387 WINED3DSPR_TESSCOORD,
388 WINED3DSPR_GROUPSHAREDMEM,
389 WINED3DSPR_THREADID,
390 WINED3DSPR_THREADGROUPID,
391 WINED3DSPR_LOCALTHREADID,
392 WINED3DSPR_LOCALTHREADINDEX,
393 WINED3DSPR_IDXTEMP,
394 WINED3DSPR_STREAM,
395 WINED3DSPR_FUNCTIONBODY,
396 WINED3DSPR_FUNCTIONPOINTER,
399 enum wined3d_data_type
401 WINED3D_DATA_FLOAT,
402 WINED3D_DATA_INT,
403 WINED3D_DATA_RESOURCE,
404 WINED3D_DATA_SAMPLER,
405 WINED3D_DATA_UAV,
406 WINED3D_DATA_UINT,
407 WINED3D_DATA_UNORM,
408 WINED3D_DATA_SNORM,
409 WINED3D_DATA_OPAQUE,
412 enum wined3d_immconst_type
414 WINED3D_IMMCONST_SCALAR,
415 WINED3D_IMMCONST_VEC4,
418 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
420 enum wined3d_shader_src_modifier
422 WINED3DSPSM_NONE = 0,
423 WINED3DSPSM_NEG = 1,
424 WINED3DSPSM_BIAS = 2,
425 WINED3DSPSM_BIASNEG = 3,
426 WINED3DSPSM_SIGN = 4,
427 WINED3DSPSM_SIGNNEG = 5,
428 WINED3DSPSM_COMP = 6,
429 WINED3DSPSM_X2 = 7,
430 WINED3DSPSM_X2NEG = 8,
431 WINED3DSPSM_DZ = 9,
432 WINED3DSPSM_DW = 10,
433 WINED3DSPSM_ABS = 11,
434 WINED3DSPSM_ABSNEG = 12,
435 WINED3DSPSM_NOT = 13,
438 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */
439 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */
440 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */
441 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */
442 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */
444 enum wined3d_shader_dst_modifier
446 WINED3DSPDM_NONE = 0,
447 WINED3DSPDM_SATURATE = 1,
448 WINED3DSPDM_PARTIALPRECISION = 2,
449 WINED3DSPDM_MSAMPCENTROID = 4,
452 enum wined3d_shader_interpolation_mode
454 WINED3DSIM_CONSTANT = 1,
455 WINED3DSIM_LINEAR = 2,
456 WINED3DSIM_LINEAR_CENTROID = 3,
457 WINED3DSIM_LINEAR_NOPERSPECTIVE = 4,
458 WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5,
459 WINED3DSIM_LINEAR_SAMPLE = 6,
460 WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7,
463 enum wined3d_shader_global_flags
465 WINED3DSGF_REFACTORING_ALLOWED = 0x1,
466 WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8,
469 enum wined3d_shader_sync_flags
471 WINED3DSSF_THREAD_GROUP = 0x1,
472 WINED3DSSF_GROUP_SHARED_MEMORY = 0x2,
475 enum wined3d_shader_uav_flags
477 WINED3DSUF_GLOBALLY_COHERENT = 0x20,
478 WINED3DSUF_ORDER_PRESERVING_COUNTER = 0x8000,
481 enum wined3d_tessellator_domain
483 WINED3D_TESSELLATOR_DOMAIN_LINE = 1,
484 WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2,
485 WINED3D_TESSELLATOR_DOMAIN_QUAD = 3,
488 enum wined3d_tessellator_output_primitive
490 WINED3D_TESSELLATOR_OUTPUT_POINT = 1,
491 WINED3D_TESSELLATOR_OUTPUT_LINE = 2,
492 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
493 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
496 enum wined3d_tessellator_partitioning
498 WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
499 WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2,
500 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
501 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
504 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
505 #define WINED3DSI_TEXLD_PROJECT 0x1
506 #define WINED3DSI_TEXLD_BIAS 0x2
507 #define WINED3DSI_INDEXED_DYNAMIC 0x4
508 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1
509 #define WINED3DSI_RESINFO_UINT 0x2
510 #define WINED3DSI_SAMPLE_INFO_UINT 0x1
511 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1
513 enum wined3d_shader_rel_op
515 WINED3D_SHADER_REL_OP_GT = 1,
516 WINED3D_SHADER_REL_OP_EQ = 2,
517 WINED3D_SHADER_REL_OP_GE = 3,
518 WINED3D_SHADER_REL_OP_LT = 4,
519 WINED3D_SHADER_REL_OP_NE = 5,
520 WINED3D_SHADER_REL_OP_LE = 6,
523 enum wined3d_shader_conditional_op
525 WINED3D_SHADER_CONDITIONAL_OP_NZ = 0,
526 WINED3D_SHADER_CONDITIONAL_OP_Z = 1
529 #define WINED3D_SM1_VS 0xfffeu
530 #define WINED3D_SM1_PS 0xffffu
531 #define WINED3D_SM4_PS 0x0000u
532 #define WINED3D_SM4_VS 0x0001u
533 #define WINED3D_SM4_GS 0x0002u
534 #define WINED3D_SM5_HS 0x0003u
535 #define WINED3D_SM5_DS 0x0004u
536 #define WINED3D_SM5_CS 0x0005u
538 /* Shader version tokens, and shader end tokens */
539 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
540 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
542 /* Shader backends */
544 /* TODO: Make this dynamic, based on shader limits ? */
545 #define MAX_ATTRIBS 16
546 #define MAX_REG_ADDR 1
547 #define MAX_REG_TEXCRD 8
548 #define MAX_REG_INPUT 32
549 #define MAX_REG_OUTPUT 32
550 #define WINED3D_MAX_CBS 15
551 #define WINED3D_MAX_CONSTS_B 16
552 #define WINED3D_MAX_CONSTS_I 16
553 #define WINED3D_MAX_VS_CONSTS_F 256
554 #define WINED3D_MAX_PS_CONSTS_F 224
556 /* FIXME: This needs to go up to 2048 for
557 * Shader model 3 according to msdn (and for software shaders) */
558 #define MAX_LABELS 16
560 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096
562 struct wined3d_string_buffer
564 struct list entry;
565 char *buffer;
566 unsigned int buffer_size;
567 unsigned int content_size;
570 enum WINED3D_SHADER_INSTRUCTION_HANDLER
572 WINED3DSIH_ABS,
573 WINED3DSIH_ADD,
574 WINED3DSIH_AND,
575 WINED3DSIH_ATOMIC_AND,
576 WINED3DSIH_ATOMIC_CMP_STORE,
577 WINED3DSIH_ATOMIC_IADD,
578 WINED3DSIH_ATOMIC_OR,
579 WINED3DSIH_ATOMIC_UMAX,
580 WINED3DSIH_ATOMIC_UMIN,
581 WINED3DSIH_ATOMIC_XOR,
582 WINED3DSIH_BEM,
583 WINED3DSIH_BFI,
584 WINED3DSIH_BFREV,
585 WINED3DSIH_BREAK,
586 WINED3DSIH_BREAKC,
587 WINED3DSIH_BREAKP,
588 WINED3DSIH_BUFINFO,
589 WINED3DSIH_CALL,
590 WINED3DSIH_CALLNZ,
591 WINED3DSIH_CASE,
592 WINED3DSIH_CMP,
593 WINED3DSIH_CND,
594 WINED3DSIH_CONTINUE,
595 WINED3DSIH_CRS,
596 WINED3DSIH_CUT,
597 WINED3DSIH_CUT_STREAM,
598 WINED3DSIH_DCL,
599 WINED3DSIH_DCL_CONSTANT_BUFFER,
600 WINED3DSIH_DCL_FUNCTION_BODY,
601 WINED3DSIH_DCL_FUNCTION_TABLE,
602 WINED3DSIH_DCL_GLOBAL_FLAGS,
603 WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT,
604 WINED3DSIH_DCL_HS_MAX_TESSFACTOR,
605 WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER,
606 WINED3DSIH_DCL_INDEXABLE_TEMP,
607 WINED3DSIH_DCL_INPUT,
608 WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT,
609 WINED3DSIH_DCL_INPUT_PRIMITIVE,
610 WINED3DSIH_DCL_INPUT_PS,
611 WINED3DSIH_DCL_INPUT_PS_SGV,
612 WINED3DSIH_DCL_INPUT_PS_SIV,
613 WINED3DSIH_DCL_INPUT_SGV,
614 WINED3DSIH_DCL_INPUT_SIV,
615 WINED3DSIH_DCL_INTERFACE,
616 WINED3DSIH_DCL_OUTPUT,
617 WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT,
618 WINED3DSIH_DCL_OUTPUT_SIV,
619 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
620 WINED3DSIH_DCL_RESOURCE_STRUCTURED,
621 WINED3DSIH_DCL_SAMPLER,
622 WINED3DSIH_DCL_STREAM,
623 WINED3DSIH_DCL_TEMPS,
624 WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
625 WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
626 WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
627 WINED3DSIH_DCL_TGSM_RAW,
628 WINED3DSIH_DCL_TGSM_STRUCTURED,
629 WINED3DSIH_DCL_THREAD_GROUP,
630 WINED3DSIH_DCL_UAV_RAW,
631 WINED3DSIH_DCL_UAV_STRUCTURED,
632 WINED3DSIH_DCL_UAV_TYPED,
633 WINED3DSIH_DCL_VERTICES_OUT,
634 WINED3DSIH_DEF,
635 WINED3DSIH_DEFAULT,
636 WINED3DSIH_DEFB,
637 WINED3DSIH_DEFI,
638 WINED3DSIH_DIV,
639 WINED3DSIH_DP2,
640 WINED3DSIH_DP2ADD,
641 WINED3DSIH_DP3,
642 WINED3DSIH_DP4,
643 WINED3DSIH_DST,
644 WINED3DSIH_DSX,
645 WINED3DSIH_DSX_COARSE,
646 WINED3DSIH_DSX_FINE,
647 WINED3DSIH_DSY,
648 WINED3DSIH_DSY_COARSE,
649 WINED3DSIH_DSY_FINE,
650 WINED3DSIH_ELSE,
651 WINED3DSIH_EMIT,
652 WINED3DSIH_EMIT_STREAM,
653 WINED3DSIH_ENDIF,
654 WINED3DSIH_ENDLOOP,
655 WINED3DSIH_ENDREP,
656 WINED3DSIH_ENDSWITCH,
657 WINED3DSIH_EQ,
658 WINED3DSIH_EXP,
659 WINED3DSIH_EXPP,
660 WINED3DSIH_FCALL,
661 WINED3DSIH_FRC,
662 WINED3DSIH_FTOI,
663 WINED3DSIH_FTOU,
664 WINED3DSIH_GATHER4,
665 WINED3DSIH_GATHER4_C,
666 WINED3DSIH_GE,
667 WINED3DSIH_HS_CONTROL_POINT_PHASE,
668 WINED3DSIH_HS_DECLS,
669 WINED3DSIH_HS_FORK_PHASE,
670 WINED3DSIH_HS_JOIN_PHASE,
671 WINED3DSIH_IADD,
672 WINED3DSIH_IEQ,
673 WINED3DSIH_IF,
674 WINED3DSIH_IFC,
675 WINED3DSIH_IGE,
676 WINED3DSIH_ILT,
677 WINED3DSIH_IMAD,
678 WINED3DSIH_IMAX,
679 WINED3DSIH_IMIN,
680 WINED3DSIH_IMM_ATOMIC_ALLOC,
681 WINED3DSIH_IMM_ATOMIC_AND,
682 WINED3DSIH_IMM_ATOMIC_CMP_EXCH,
683 WINED3DSIH_IMM_ATOMIC_CONSUME,
684 WINED3DSIH_IMM_ATOMIC_EXCH,
685 WINED3DSIH_IMM_ATOMIC_OR,
686 WINED3DSIH_IMM_ATOMIC_UMAX,
687 WINED3DSIH_IMM_ATOMIC_UMIN,
688 WINED3DSIH_IMM_ATOMIC_XOR,
689 WINED3DSIH_IMUL,
690 WINED3DSIH_INE,
691 WINED3DSIH_INEG,
692 WINED3DSIH_ISHL,
693 WINED3DSIH_ISHR,
694 WINED3DSIH_ITOF,
695 WINED3DSIH_LABEL,
696 WINED3DSIH_LD,
697 WINED3DSIH_LD2DMS,
698 WINED3DSIH_LD_RAW,
699 WINED3DSIH_LD_STRUCTURED,
700 WINED3DSIH_LD_UAV_TYPED,
701 WINED3DSIH_LIT,
702 WINED3DSIH_LOD,
703 WINED3DSIH_LOG,
704 WINED3DSIH_LOGP,
705 WINED3DSIH_LOOP,
706 WINED3DSIH_LRP,
707 WINED3DSIH_LT,
708 WINED3DSIH_M3x2,
709 WINED3DSIH_M3x3,
710 WINED3DSIH_M3x4,
711 WINED3DSIH_M4x3,
712 WINED3DSIH_M4x4,
713 WINED3DSIH_MAD,
714 WINED3DSIH_MAX,
715 WINED3DSIH_MIN,
716 WINED3DSIH_MOV,
717 WINED3DSIH_MOVA,
718 WINED3DSIH_MOVC,
719 WINED3DSIH_MUL,
720 WINED3DSIH_NE,
721 WINED3DSIH_NOP,
722 WINED3DSIH_NOT,
723 WINED3DSIH_NRM,
724 WINED3DSIH_OR,
725 WINED3DSIH_PHASE,
726 WINED3DSIH_POW,
727 WINED3DSIH_RCP,
728 WINED3DSIH_REP,
729 WINED3DSIH_RESINFO,
730 WINED3DSIH_RET,
731 WINED3DSIH_ROUND_NE,
732 WINED3DSIH_ROUND_NI,
733 WINED3DSIH_ROUND_PI,
734 WINED3DSIH_ROUND_Z,
735 WINED3DSIH_RSQ,
736 WINED3DSIH_SAMPLE,
737 WINED3DSIH_SAMPLE_B,
738 WINED3DSIH_SAMPLE_C,
739 WINED3DSIH_SAMPLE_C_LZ,
740 WINED3DSIH_SAMPLE_GRAD,
741 WINED3DSIH_SAMPLE_INFO,
742 WINED3DSIH_SAMPLE_LOD,
743 WINED3DSIH_SAMPLE_POS,
744 WINED3DSIH_SETP,
745 WINED3DSIH_SGE,
746 WINED3DSIH_SGN,
747 WINED3DSIH_SINCOS,
748 WINED3DSIH_SLT,
749 WINED3DSIH_SQRT,
750 WINED3DSIH_STORE_RAW,
751 WINED3DSIH_STORE_STRUCTURED,
752 WINED3DSIH_STORE_UAV_TYPED,
753 WINED3DSIH_SUB,
754 WINED3DSIH_SWAPC,
755 WINED3DSIH_SWITCH,
756 WINED3DSIH_SYNC,
757 WINED3DSIH_TEX,
758 WINED3DSIH_TEXBEM,
759 WINED3DSIH_TEXBEML,
760 WINED3DSIH_TEXCOORD,
761 WINED3DSIH_TEXDEPTH,
762 WINED3DSIH_TEXDP3,
763 WINED3DSIH_TEXDP3TEX,
764 WINED3DSIH_TEXKILL,
765 WINED3DSIH_TEXLDD,
766 WINED3DSIH_TEXLDL,
767 WINED3DSIH_TEXM3x2DEPTH,
768 WINED3DSIH_TEXM3x2PAD,
769 WINED3DSIH_TEXM3x2TEX,
770 WINED3DSIH_TEXM3x3,
771 WINED3DSIH_TEXM3x3DIFF,
772 WINED3DSIH_TEXM3x3PAD,
773 WINED3DSIH_TEXM3x3SPEC,
774 WINED3DSIH_TEXM3x3TEX,
775 WINED3DSIH_TEXM3x3VSPEC,
776 WINED3DSIH_TEXREG2AR,
777 WINED3DSIH_TEXREG2GB,
778 WINED3DSIH_TEXREG2RGB,
779 WINED3DSIH_UBFE,
780 WINED3DSIH_UDIV,
781 WINED3DSIH_UGE,
782 WINED3DSIH_ULT,
783 WINED3DSIH_UMAX,
784 WINED3DSIH_UMIN,
785 WINED3DSIH_USHR,
786 WINED3DSIH_UTOF,
787 WINED3DSIH_XOR,
788 WINED3DSIH_TABLE_SIZE
791 enum wined3d_shader_type
793 WINED3D_SHADER_TYPE_PIXEL,
794 WINED3D_SHADER_TYPE_VERTEX,
795 WINED3D_SHADER_TYPE_GEOMETRY,
796 WINED3D_SHADER_TYPE_HULL,
797 WINED3D_SHADER_TYPE_DOMAIN,
798 WINED3D_SHADER_TYPE_COMPUTE,
799 WINED3D_SHADER_TYPE_COUNT,
802 struct wined3d_shader_version
804 enum wined3d_shader_type type;
805 BYTE major;
806 BYTE minor;
809 struct wined3d_shader_resource_info
811 enum wined3d_shader_resource_type type;
812 enum wined3d_data_type data_type;
815 #define WINED3D_SAMPLER_DEFAULT ~0x0u
817 struct wined3d_shader_sampler_map_entry
819 unsigned int resource_idx;
820 unsigned int sampler_idx;
821 unsigned int bind_idx;
824 struct wined3d_shader_sampler_map
826 struct wined3d_shader_sampler_map_entry *entries;
827 size_t size;
828 size_t count;
831 struct wined3d_shader_immediate_constant_buffer
833 unsigned int vec4_count;
834 DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE];
837 struct wined3d_shader_indexable_temp
839 struct list entry;
840 unsigned int register_idx;
841 unsigned int register_size;
842 unsigned int component_count;
845 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
847 struct wined3d_shader_reg_maps
849 struct wined3d_shader_version shader_version;
850 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
851 BYTE address; /* MAX_REG_ADDR, 1 */
852 WORD labels; /* MAX_LABELS, 16 */
853 DWORD temporary; /* 32 */
854 unsigned int temporary_count;
855 DWORD *constf; /* pixel, vertex */
856 struct list indexable_temps;
857 const struct wined3d_shader_immediate_constant_buffer *icb;
858 union
860 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
861 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
862 } u;
863 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
864 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
865 WORD integer_constants; /* WINED3D_MAX_CONSTS_I, 16 */
866 WORD boolean_constants; /* WINED3D_MAX_CONSTS_B, 16 */
867 WORD local_int_consts; /* WINED3D_MAX_CONSTS_I, 16 */
868 WORD local_bool_consts; /* WINED3D_MAX_CONSTS_B, 16 */
869 UINT cb_sizes[WINED3D_MAX_CBS];
871 struct wined3d_shader_resource_info resource_info[MAX_SHADER_RESOURCE_VIEWS];
872 struct wined3d_shader_sampler_map sampler_map;
873 DWORD sampler_comparison_mode;
874 BYTE bumpmat; /* MAX_TEXTURES, 8 */
875 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
876 struct wined3d_shader_resource_info uav_resource_info[MAX_UNORDERED_ACCESS_VIEWS];
877 DWORD uav_read_mask; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
879 WORD usesnrm : 1;
880 WORD vpos : 1;
881 WORD usesdsx : 1;
882 WORD usesdsy : 1;
883 WORD usestexldd : 1;
884 WORD usesmova : 1;
885 WORD usesfacing : 1;
886 WORD usesrelconstF : 1;
887 WORD fog : 1;
888 WORD usestexldl : 1;
889 WORD usesifc : 1;
890 WORD usescall : 1;
891 WORD usespow : 1;
892 WORD point_size : 1;
893 WORD padding : 2;
895 DWORD rt_mask; /* Used render targets, 32 max. */
897 /* Whether or not loops are used in this shader, and nesting depth */
898 unsigned loop_depth;
899 UINT min_rel_offset, max_rel_offset;
902 /* Keeps track of details for TEX_M#x# instructions which need to maintain
903 * state information between multiple instructions. */
904 struct wined3d_shader_tex_mx
906 unsigned int current_row;
907 DWORD texcoord_w[2];
910 struct wined3d_shader_parser_state
912 unsigned int current_loop_depth;
913 unsigned int current_loop_reg;
914 BOOL in_subroutine;
917 struct wined3d_shader_context
919 const struct wined3d_shader *shader;
920 const struct wined3d_gl_info *gl_info;
921 const struct wined3d_shader_reg_maps *reg_maps;
922 struct wined3d_string_buffer *buffer;
923 struct wined3d_shader_tex_mx *tex_mx;
924 struct wined3d_shader_parser_state *state;
925 void *backend_data;
928 struct wined3d_shader_register_index
930 const struct wined3d_shader_src_param *rel_addr;
931 unsigned int offset;
934 struct wined3d_shader_register
936 enum wined3d_shader_register_type type;
937 enum wined3d_data_type data_type;
938 struct wined3d_shader_register_index idx[2];
939 enum wined3d_immconst_type immconst_type;
940 union
942 DWORD immconst_data[4];
943 unsigned fp_body_idx;
944 } u;
947 struct wined3d_shader_dst_param
949 struct wined3d_shader_register reg;
950 DWORD write_mask;
951 DWORD modifiers;
952 DWORD shift;
955 struct wined3d_shader_src_param
957 struct wined3d_shader_register reg;
958 DWORD swizzle;
959 enum wined3d_shader_src_modifier modifiers;
962 struct wined3d_shader_semantic
964 enum wined3d_decl_usage usage;
965 UINT usage_idx;
966 enum wined3d_shader_resource_type resource_type;
967 enum wined3d_data_type resource_data_type;
968 struct wined3d_shader_dst_param reg;
971 struct wined3d_shader_register_semantic
973 struct wined3d_shader_dst_param reg;
974 enum wined3d_sysval_semantic sysval_semantic;
977 struct wined3d_shader_structured_resource
979 struct wined3d_shader_dst_param reg;
980 unsigned int byte_stride;
983 struct wined3d_shader_tgsm_raw
985 struct wined3d_shader_dst_param reg;
986 unsigned int byte_count;
989 struct wined3d_shader_tgsm_structured
991 struct wined3d_shader_dst_param reg;
992 unsigned int byte_stride;
993 unsigned int structure_count;
996 struct wined3d_shader_thread_group_size
998 unsigned int x, y, z;
1001 struct wined3d_shader_function_table_pointer
1003 unsigned int index;
1004 unsigned int array_size;
1005 unsigned int body_count;
1006 unsigned int table_count;
1009 struct wined3d_shader_texel_offset
1011 signed char u, v, w;
1014 struct wined3d_shader_instruction
1016 const struct wined3d_shader_context *ctx;
1017 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
1018 DWORD flags;
1019 BOOL coissue;
1020 const struct wined3d_shader_src_param *predicate;
1021 UINT dst_count;
1022 const struct wined3d_shader_dst_param *dst;
1023 UINT src_count;
1024 const struct wined3d_shader_src_param *src;
1025 struct wined3d_shader_texel_offset texel_offset;
1026 union
1028 struct wined3d_shader_semantic semantic;
1029 struct wined3d_shader_register_semantic register_semantic;
1030 enum wined3d_primitive_type primitive_type;
1031 struct wined3d_shader_dst_param dst;
1032 struct wined3d_shader_src_param src;
1033 unsigned int count;
1034 unsigned int index;
1035 const struct wined3d_shader_immediate_constant_buffer *icb;
1036 struct wined3d_shader_structured_resource structured_resource;
1037 struct wined3d_shader_tgsm_raw tgsm_raw;
1038 struct wined3d_shader_tgsm_structured tgsm_structured;
1039 struct wined3d_shader_thread_group_size thread_group_size;
1040 enum wined3d_tessellator_domain tessellator_domain;
1041 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
1042 enum wined3d_tessellator_partitioning tessellator_partitioning;
1043 float max_tessellation_factor;
1044 struct wined3d_shader_indexable_temp indexable_temp;
1045 struct wined3d_shader_function_table_pointer fp;
1046 } declaration;
1049 static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins)
1051 return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w;
1054 struct wined3d_shader_attribute
1056 enum wined3d_decl_usage usage;
1057 UINT usage_idx;
1060 struct wined3d_shader_loop_control
1062 unsigned int count;
1063 unsigned int start;
1064 int step;
1067 struct wined3d_shader_frontend
1069 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
1070 void (*shader_free)(void *data);
1071 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
1072 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
1073 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
1076 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
1077 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
1079 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
1081 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
1082 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
1084 struct shader_caps
1086 unsigned int vs_version;
1087 unsigned int hs_version;
1088 unsigned int ds_version;
1089 unsigned int gs_version;
1090 unsigned int ps_version;
1091 unsigned int cs_version;
1093 DWORD vs_uniform_count;
1094 DWORD ps_uniform_count;
1095 float ps_1x_max_value;
1096 DWORD varying_count;
1098 DWORD wined3d_caps;
1101 enum wined3d_gl_resource_type
1103 WINED3D_GL_RES_TYPE_TEX_1D = 0,
1104 WINED3D_GL_RES_TYPE_TEX_2D = 1,
1105 WINED3D_GL_RES_TYPE_TEX_3D = 2,
1106 WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
1107 WINED3D_GL_RES_TYPE_TEX_RECT = 4,
1108 WINED3D_GL_RES_TYPE_BUFFER = 5,
1109 WINED3D_GL_RES_TYPE_RB = 6,
1110 WINED3D_GL_RES_TYPE_COUNT = 7,
1113 enum vertexprocessing_mode {
1114 fixedfunction,
1115 vertexshader,
1116 pretransformed
1119 #define WINED3D_CONST_NUM_UNUSED ~0U
1121 enum wined3d_ffp_ps_fog_mode
1123 WINED3D_FFP_PS_FOG_OFF,
1124 WINED3D_FFP_PS_FOG_LINEAR,
1125 WINED3D_FFP_PS_FOG_EXP,
1126 WINED3D_FFP_PS_FOG_EXP2,
1129 /* Stateblock dependent parameters which have to be hardcoded
1130 * into the shader code
1133 #define WINED3D_PSARGS_PROJECTED (1u << 3)
1134 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
1135 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu
1136 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
1137 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u
1139 /* Used for Shader Model 1 pixel shaders to track the bound texture
1140 * type. 2D and RECT textures are separated through NP2 fixup. */
1141 enum wined3d_shader_tex_types
1143 WINED3D_SHADER_TEX_2D = 0,
1144 WINED3D_SHADER_TEX_3D = 1,
1145 WINED3D_SHADER_TEX_CUBE = 2,
1148 struct ps_compile_args {
1149 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
1150 enum vertexprocessing_mode vp_mode;
1151 enum wined3d_ffp_ps_fog_mode fog;
1152 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
1153 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
1154 WORD srgb_correction;
1155 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
1156 D3D9 has a limit of 16 samplers and the fixup is superfluous
1157 in D3D10 (unconditional NP2 support mandatory). */
1158 WORD np2_fixup;
1159 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
1160 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */
1161 DWORD pointsprite : 1;
1162 DWORD flatshading : 1;
1163 DWORD alpha_test_func : 3;
1164 DWORD render_offscreen : 1;
1165 DWORD padding : 26;
1168 enum fog_src_type {
1169 VS_FOG_Z = 0,
1170 VS_FOG_COORD = 1
1173 struct vs_compile_args
1175 BYTE fog_src;
1176 BYTE clip_enabled : 1;
1177 BYTE point_size : 1;
1178 BYTE per_vertex_point_size : 1;
1179 BYTE flatshading : 1;
1180 BYTE next_shader_type : 3;
1181 BYTE padding : 1;
1182 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1183 unsigned int next_shader_input_count;
1186 struct gs_compile_args
1188 unsigned int ps_input_count;
1191 struct wined3d_context;
1192 struct wined3d_state;
1193 struct fragment_pipeline;
1194 struct wined3d_vertex_pipe_ops;
1196 struct wined3d_shader_backend_ops
1198 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
1199 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
1200 const struct wined3d_state *state);
1201 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
1202 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
1203 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size);
1204 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
1205 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
1206 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
1207 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
1208 const struct wined3d_state *state);
1209 void (*shader_destroy)(struct wined3d_shader *shader);
1210 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
1211 const struct fragment_pipeline *fragment_pipe);
1212 void (*shader_free_private)(struct wined3d_device *device);
1213 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
1214 void (*shader_free_context_data)(struct wined3d_context *context);
1215 void (*shader_init_context_state)(struct wined3d_context *context);
1216 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
1217 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
1218 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
1221 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
1222 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
1223 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
1225 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
1227 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
1228 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
1229 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
1230 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
1232 static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color)
1234 wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f;
1235 wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f;
1236 wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f;
1237 wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f;
1240 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
1242 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1243 const char *file, unsigned int line, const char *name) DECLSPEC_HIDDEN;
1245 /* Checking of API calls */
1246 /* --------------------- */
1247 #ifndef WINE_NO_DEBUG_MSGS
1248 #define checkGLcall(A) \
1249 do { \
1250 if (__WINE_IS_DEBUG_ON(_ERR, &__wine_dbch_d3d) \
1251 && !gl_info->supported[ARB_DEBUG_OUTPUT]) \
1252 wined3d_check_gl_call(gl_info, __FILE__, __LINE__, A); \
1253 } while(0)
1254 #else
1255 #define checkGLcall(A) do {} while(0)
1256 #endif
1258 enum wined3d_ffp_idx
1260 WINED3D_FFP_POSITION = 0,
1261 WINED3D_FFP_BLENDWEIGHT = 1,
1262 WINED3D_FFP_BLENDINDICES = 2,
1263 WINED3D_FFP_NORMAL = 3,
1264 WINED3D_FFP_PSIZE = 4,
1265 WINED3D_FFP_DIFFUSE = 5,
1266 WINED3D_FFP_SPECULAR = 6,
1267 WINED3D_FFP_TEXCOORD0 = 7,
1268 WINED3D_FFP_TEXCOORD1 = 8,
1269 WINED3D_FFP_TEXCOORD2 = 9,
1270 WINED3D_FFP_TEXCOORD3 = 10,
1271 WINED3D_FFP_TEXCOORD4 = 11,
1272 WINED3D_FFP_TEXCOORD5 = 12,
1273 WINED3D_FFP_TEXCOORD6 = 13,
1274 WINED3D_FFP_TEXCOORD7 = 14,
1275 WINED3D_FFP_ATTRIBS_COUNT = 15,
1278 enum wined3d_ffp_emit_idx
1280 WINED3D_FFP_EMIT_FLOAT1,
1281 WINED3D_FFP_EMIT_FLOAT2,
1282 WINED3D_FFP_EMIT_FLOAT3,
1283 WINED3D_FFP_EMIT_FLOAT4,
1284 WINED3D_FFP_EMIT_D3DCOLOR,
1285 WINED3D_FFP_EMIT_UBYTE4,
1286 WINED3D_FFP_EMIT_SHORT2,
1287 WINED3D_FFP_EMIT_SHORT4,
1288 WINED3D_FFP_EMIT_UBYTE4N,
1289 WINED3D_FFP_EMIT_SHORT2N,
1290 WINED3D_FFP_EMIT_SHORT4N,
1291 WINED3D_FFP_EMIT_USHORT2N,
1292 WINED3D_FFP_EMIT_USHORT4N,
1293 WINED3D_FFP_EMIT_UDEC3,
1294 WINED3D_FFP_EMIT_DEC3N,
1295 WINED3D_FFP_EMIT_FLOAT16_2,
1296 WINED3D_FFP_EMIT_FLOAT16_4,
1297 WINED3D_FFP_EMIT_INVALID,
1298 WINED3D_FFP_EMIT_COUNT
1301 struct wined3d_bo_address
1303 GLuint buffer_object;
1304 BYTE *addr;
1307 struct wined3d_const_bo_address
1309 GLuint buffer_object;
1310 const BYTE *addr;
1313 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
1315 return (struct wined3d_const_bo_address *)data;
1318 struct wined3d_stream_info_element
1320 const struct wined3d_format *format;
1321 struct wined3d_bo_address data;
1322 GLsizei stride;
1323 unsigned int stream_idx;
1324 unsigned int divisor;
1327 struct wined3d_stream_info
1329 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1330 DWORD position_transformed : 1;
1331 DWORD all_vbo : 1;
1332 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1333 WORD use_map; /* MAX_ATTRIBS, 16 */
1336 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
1337 int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
1338 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
1339 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1341 #define eps 1e-8f
1343 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1344 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1346 /* Routines and structures related to state management */
1348 #define STATE_RENDER(a) (a)
1349 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1351 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1352 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1354 /* + 1 because samplers start with 0 */
1355 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1356 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1358 #define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1359 #define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
1361 #define STATE_CONSTANT_BUFFER(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a))
1362 #define STATE_IS_CONSTANT_BUFFER(a) ((a) >= STATE_CONSTANT_BUFFER(0) && (a) < STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1364 #define STATE_SHADER_RESOURCE_BINDING (STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1365 #define STATE_IS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_SHADER_RESOURCE_BINDING)
1367 #define STATE_UNORDERED_ACCESS_VIEW_BINDING (STATE_SHADER_RESOURCE_BINDING + 1)
1368 #define STATE_IS_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_UNORDERED_ACCESS_VIEW_BINDING)
1370 #define STATE_TRANSFORM(a) (STATE_UNORDERED_ACCESS_VIEW_BINDING + (a))
1371 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1373 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1374 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1375 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1376 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1378 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1379 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1381 #define STATE_VIEWPORT (STATE_VDECL + 1)
1382 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1384 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1385 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1386 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1387 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1389 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1390 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1392 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1393 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIP_DISTANCES - 1))
1395 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIP_DISTANCES))
1396 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1398 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1399 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1401 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1402 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1404 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1405 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1407 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1408 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1410 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
1411 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
1413 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
1414 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1416 #define STATE_HIGHEST (STATE_COLOR_KEY)
1418 enum fogsource {
1419 FOGSOURCE_FFP,
1420 FOGSOURCE_VS,
1421 FOGSOURCE_COORD,
1424 /* Direct3D terminology with little modifications. We do not have an issued
1425 * state because only the driver knows about it, but we have a created state
1426 * because D3D allows GetData() on a created query, but OpenGL doesn't. */
1427 enum wined3d_query_state
1429 QUERY_CREATED,
1430 QUERY_SIGNALLED,
1431 QUERY_BUILDING
1434 struct wined3d_query_ops
1436 BOOL (*query_poll)(struct wined3d_query *query);
1437 void (*query_issue)(struct wined3d_query *query, DWORD flags);
1440 struct wined3d_query
1442 LONG ref;
1444 void *parent;
1445 struct wined3d_device *device;
1446 enum wined3d_query_state state;
1447 enum wined3d_query_type type;
1448 const void *data;
1449 DWORD data_size;
1450 const struct wined3d_query_ops *query_ops;
1453 union wined3d_gl_query_object
1455 GLuint id;
1456 GLsync sync;
1459 struct wined3d_event_query
1461 struct wined3d_query query;
1463 struct list entry;
1464 union wined3d_gl_query_object object;
1465 struct wined3d_context *context;
1466 BOOL signalled;
1469 enum wined3d_event_query_result
1471 WINED3D_EVENT_QUERY_OK,
1472 WINED3D_EVENT_QUERY_WAITING,
1473 WINED3D_EVENT_QUERY_NOT_STARTED,
1474 WINED3D_EVENT_QUERY_WRONG_THREAD,
1475 WINED3D_EVENT_QUERY_ERROR
1478 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1479 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1480 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1481 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1482 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1484 struct wined3d_occlusion_query
1486 struct wined3d_query query;
1488 struct list entry;
1489 GLuint id;
1490 struct wined3d_context *context;
1491 UINT64 samples;
1494 struct wined3d_timestamp_query
1496 struct wined3d_query query;
1498 struct list entry;
1499 GLuint id;
1500 struct wined3d_context *context;
1501 UINT64 timestamp;
1504 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1505 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1507 struct wined3d_context
1509 const struct wined3d_gl_info *gl_info;
1510 const struct wined3d_d3d_info *d3d_info;
1511 const struct StateEntry *state_table;
1512 /* State dirtification
1513 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1514 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1515 * but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states
1516 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1518 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1519 DWORD numDirtyEntries;
1520 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1522 struct wined3d_device *device;
1523 struct wined3d_swapchain *swapchain;
1524 struct
1526 struct wined3d_texture *texture;
1527 unsigned int sub_resource_idx;
1528 } current_rt;
1529 DWORD tid; /* Thread ID which owns this context at the moment */
1531 /* Stores some information about the context state for optimization */
1532 DWORD render_offscreen : 1;
1533 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1534 DWORD last_was_pshader : 1;
1535 DWORD last_was_vshader : 1;
1536 DWORD last_was_normal : 1;
1537 DWORD namedArraysLoaded : 1;
1538 DWORD numberedArraysLoaded : 1;
1539 DWORD last_was_blit : 1;
1540 DWORD last_was_ckey : 1;
1541 DWORD fog_coord : 1;
1542 DWORD fog_enabled : 1;
1543 DWORD num_untracked_materials : 2; /* Max value 2 */
1544 DWORD current : 1;
1545 DWORD destroyed : 1;
1546 DWORD valid : 1;
1547 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1548 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1549 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1550 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1551 DWORD use_immediate_mode_draw : 1;
1552 DWORD rebind_fbo : 1;
1553 DWORD needs_set : 1;
1554 DWORD hdc_is_private : 1;
1555 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1556 DWORD update_shader_resource_bindings : 1;
1557 DWORD update_unordered_access_view_bindings : 1;
1558 DWORD uses_uavs : 1;
1559 DWORD destroy_delayed : 1;
1560 DWORD padding : 11;
1561 DWORD last_swizzle_map; /* MAX_ATTRIBS, 16 */
1562 DWORD shader_update_mask;
1563 DWORD constant_update_mask;
1564 DWORD numbered_array_mask;
1565 GLenum tracking_parm; /* Which source is tracking current colour */
1566 GLenum untracked_materials[2];
1567 UINT blit_w, blit_h;
1568 enum fogsource fog_source;
1569 DWORD active_texture;
1570 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1572 UINT instance_count;
1574 /* The actual opengl context */
1575 UINT level;
1576 HGLRC restore_ctx;
1577 HDC restore_dc;
1578 int restore_pf;
1579 HWND restore_pf_win;
1580 HGLRC glCtx;
1581 HWND win_handle;
1582 HDC hdc;
1583 int pixel_format;
1584 GLint aux_buffers;
1586 void *shader_backend_data;
1587 void *fragment_pipe_data;
1589 /* FBOs */
1590 UINT fbo_entry_count;
1591 struct list fbo_list;
1592 struct list fbo_destroy_list;
1593 struct fbo_entry *current_fbo;
1594 GLuint fbo_read_binding;
1595 GLuint fbo_draw_binding;
1596 struct wined3d_surface **blit_targets;
1597 struct wined3d_fbo_entry_key *fbo_key;
1598 GLenum *draw_buffers;
1599 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1601 /* Queries */
1602 GLuint *free_occlusion_queries;
1603 UINT free_occlusion_query_size;
1604 UINT free_occlusion_query_count;
1605 struct list occlusion_queries;
1607 union wined3d_gl_query_object *free_event_queries;
1608 UINT free_event_query_size;
1609 UINT free_event_query_count;
1610 struct list event_queries;
1612 GLuint *free_timestamp_queries;
1613 UINT free_timestamp_query_size;
1614 UINT free_timestamp_query_count;
1615 struct list timestamp_queries;
1617 struct wined3d_stream_info stream_info;
1619 /* Fences for GL_APPLE_flush_buffer_range */
1620 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1621 unsigned int num_buffer_queries;
1623 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1624 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1626 /* Extension emulation */
1627 GLint gl_fog_source;
1628 GLfloat fog_coord_value;
1629 GLfloat color[4], fogstart, fogend, fogcolor[4];
1630 GLuint dummy_arbfp_prog;
1633 struct wined3d_fb_state
1635 struct wined3d_rendertarget_view **render_targets;
1636 struct wined3d_rendertarget_view *depth_stencil;
1639 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1641 struct StateEntry
1643 DWORD representative;
1644 APPLYSTATEFUNC apply;
1647 struct StateEntryTemplate
1649 DWORD state;
1650 struct StateEntry content;
1651 enum wined3d_gl_extension extension;
1654 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1655 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1656 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
1658 struct fragment_caps
1660 DWORD wined3d_caps;
1661 DWORD PrimitiveMiscCaps;
1662 DWORD TextureOpCaps;
1663 DWORD MaxTextureBlendStages;
1664 DWORD MaxSimultaneousTextures;
1667 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001
1668 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002
1670 struct fragment_pipeline
1672 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1673 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1674 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
1675 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1676 void (*free_private)(struct wined3d_device *device);
1677 BOOL (*allocate_context_data)(struct wined3d_context *context);
1678 void (*free_context_data)(struct wined3d_context *context);
1679 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1680 const struct StateEntryTemplate *states;
1683 struct wined3d_vertex_caps
1685 BOOL xyzrhw;
1686 BOOL emulated_flatshading;
1687 BOOL ffp_generic_attributes;
1688 DWORD max_active_lights;
1689 DWORD max_vertex_blend_matrices;
1690 DWORD max_vertex_blend_matrix_index;
1691 DWORD vertex_processing_caps;
1692 DWORD fvf_caps;
1693 DWORD max_user_clip_planes;
1694 DWORD raster_caps;
1697 struct wined3d_vertex_pipe_ops
1699 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1700 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1701 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
1702 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1703 void (*vp_free)(struct wined3d_device *device);
1704 const struct StateEntryTemplate *vp_states;
1707 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1708 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1709 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1710 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1711 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1712 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1713 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1714 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1716 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1717 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1718 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1720 /* "Base" state table */
1721 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1722 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1723 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1724 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1726 enum wined3d_blit_op
1728 WINED3D_BLIT_OP_COLOR_BLIT,
1729 WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST,
1730 WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
1731 WINED3D_BLIT_OP_COLOR_FILL,
1732 WINED3D_BLIT_OP_DEPTH_FILL,
1733 WINED3D_BLIT_OP_DEPTH_BLIT,
1736 /* Shaders for color conversions in blits. Do not do blit operations while
1737 * already under the GL lock. */
1738 struct blit_shader
1740 HRESULT (*alloc_private)(struct wined3d_device *device);
1741 void (*free_private)(struct wined3d_device *device);
1742 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
1743 const struct wined3d_color_key *color_key);
1744 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1745 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info,
1746 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1747 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1748 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1749 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1750 const RECT *rect, const struct wined3d_color *color);
1751 HRESULT (*depth_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1752 const RECT *rect, DWORD clear_flags, float depth, DWORD stencil);
1753 void (*blit_surface)(struct wined3d_device *device, enum wined3d_blit_op op, DWORD filter,
1754 struct wined3d_surface *src_surface, const RECT *src_rect,
1755 struct wined3d_surface *dst_surface, const RECT *dst_rect,
1756 const struct wined3d_color_key *color_key);
1759 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1760 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1761 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1763 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN;
1764 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
1765 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1766 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1767 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1768 DECLSPEC_HIDDEN;
1770 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1771 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1772 void context_alloc_event_query(struct wined3d_context *context,
1773 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1774 void context_alloc_occlusion_query(struct wined3d_context *context,
1775 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1776 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1777 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
1778 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1779 BOOL context_apply_draw_state(struct wined3d_context *context,
1780 const struct wined3d_device *device, const struct wined3d_state *state) DECLSPEC_HIDDEN;
1781 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1782 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1783 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1784 unsigned int unit) DECLSPEC_HIDDEN;
1785 void context_bind_dummy_textures(const struct wined3d_device *device,
1786 const struct wined3d_context *context) DECLSPEC_HIDDEN;
1787 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1788 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1789 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target,
1790 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1791 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
1792 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1793 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1794 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1795 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1796 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN;
1797 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1798 void context_gl_resource_released(struct wined3d_device *device,
1799 GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN;
1800 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1801 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1802 void context_resource_released(const struct wined3d_device *device,
1803 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1804 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore) DECLSPEC_HIDDEN;
1805 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1806 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1807 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1808 void context_state_drawbuf(struct wined3d_context *context,
1809 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1810 void context_state_fb(struct wined3d_context *context,
1811 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1812 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1813 void context_stream_info_from_declaration(struct wined3d_context *context,
1814 const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1816 /*****************************************************************************
1817 * Internal representation of a light
1819 struct wined3d_light_info
1821 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1822 DWORD OriginalIndex;
1823 LONG glIndex;
1824 BOOL enabled;
1826 /* Converted parms to speed up swapping lights */
1827 struct wined3d_vec4 position;
1828 struct wined3d_vec4 direction;
1829 float exponent;
1830 float cutoff;
1832 struct list entry;
1835 /* The default light parameters */
1836 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1838 struct wined3d_pixel_format
1840 int iPixelFormat; /* WGL pixel format */
1841 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1842 int redSize, greenSize, blueSize, alphaSize, colorSize;
1843 int depthSize, stencilSize;
1844 BOOL windowDrawable;
1845 BOOL doubleBuffer;
1846 int auxBuffers;
1847 int numSamples;
1850 enum wined3d_pci_vendor
1852 HW_VENDOR_SOFTWARE = 0x0000,
1853 HW_VENDOR_AMD = 0x1002,
1854 HW_VENDOR_NVIDIA = 0x10de,
1855 HW_VENDOR_VMWARE = 0x15ad,
1856 HW_VENDOR_INTEL = 0x8086,
1859 enum wined3d_pci_device
1861 CARD_WINE = 0x0000,
1863 CARD_AMD_RAGE_128PRO = 0x5246,
1864 CARD_AMD_RADEON_7200 = 0x5144,
1865 CARD_AMD_RADEON_8500 = 0x514c,
1866 CARD_AMD_RADEON_9500 = 0x4144,
1867 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1868 CARD_AMD_RADEON_X700 = 0x5e4c,
1869 CARD_AMD_RADEON_X1600 = 0x71c2,
1870 CARD_AMD_RADEON_HD2350 = 0x94c7,
1871 CARD_AMD_RADEON_HD2600 = 0x9581,
1872 CARD_AMD_RADEON_HD2900 = 0x9400,
1873 CARD_AMD_RADEON_HD3200 = 0x9620,
1874 CARD_AMD_RADEON_HD3850 = 0x9515,
1875 CARD_AMD_RADEON_HD4200M = 0x9712,
1876 CARD_AMD_RADEON_HD4350 = 0x954f,
1877 CARD_AMD_RADEON_HD4600 = 0x9495,
1878 CARD_AMD_RADEON_HD4700 = 0x944e,
1879 CARD_AMD_RADEON_HD4800 = 0x944c,
1880 CARD_AMD_RADEON_HD5400 = 0x68f9,
1881 CARD_AMD_RADEON_HD5600 = 0x68d8,
1882 CARD_AMD_RADEON_HD5700 = 0x68be,
1883 CARD_AMD_RADEON_HD5800 = 0x6898,
1884 CARD_AMD_RADEON_HD5900 = 0x689c,
1885 CARD_AMD_RADEON_HD6300 = 0x9803,
1886 CARD_AMD_RADEON_HD6400 = 0x6770,
1887 CARD_AMD_RADEON_HD6410D = 0x9644,
1888 CARD_AMD_RADEON_HD6480G = 0x9648,
1889 CARD_AMD_RADEON_HD6550D = 0x9640,
1890 CARD_AMD_RADEON_HD6600 = 0x6758,
1891 CARD_AMD_RADEON_HD6600M = 0x6741,
1892 CARD_AMD_RADEON_HD6700 = 0x68ba,
1893 CARD_AMD_RADEON_HD6800 = 0x6739,
1894 CARD_AMD_RADEON_HD6900 = 0x6719,
1895 CARD_AMD_RADEON_HD7660D = 0x9901,
1896 CARD_AMD_RADEON_HD7700 = 0x683d,
1897 CARD_AMD_RADEON_HD7800 = 0x6819,
1898 CARD_AMD_RADEON_HD7900 = 0x679a,
1899 CARD_AMD_RADEON_HD8600M = 0x6660,
1900 CARD_AMD_RADEON_HD8670 = 0x6610,
1901 CARD_AMD_RADEON_HD8770 = 0x665c,
1902 CARD_AMD_RADEON_R3 = 0x9830,
1903 CARD_AMD_RADEON_R7 = 0x130f,
1904 CARD_AMD_RADEON_R9 = 0x67b1,
1905 CARD_AMD_RADEON_RX_460 = 0x67ef,
1906 CARD_AMD_RADEON_RX_480 = 0x67df,
1908 CARD_NVIDIA_RIVA_128 = 0x0018,
1909 CARD_NVIDIA_RIVA_TNT = 0x0020,
1910 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1911 CARD_NVIDIA_GEFORCE = 0x0100,
1912 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1913 CARD_NVIDIA_GEFORCE2 = 0x0150,
1914 CARD_NVIDIA_GEFORCE3 = 0x0200,
1915 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1916 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1917 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1918 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1919 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1920 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1921 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1922 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1923 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1924 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1925 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1926 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1927 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1928 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1929 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1930 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1931 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1932 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1933 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1934 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1935 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1936 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1937 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1938 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1939 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1940 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1941 CARD_NVIDIA_GEFORCE_9700MGT = 0x064a,
1942 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1943 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1944 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1945 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1946 CARD_NVIDIA_GEFORCE_GTS250 = 0x0615,
1947 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1948 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1949 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1950 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1951 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1952 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1953 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1954 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1955 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1956 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1957 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1958 CARD_NVIDIA_GEFORCE_GT425M = 0x0df0,
1959 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1960 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1961 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1962 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1963 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1964 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1965 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1966 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1967 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1968 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1969 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1970 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1971 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1972 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1973 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1974 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1975 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1976 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1977 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1978 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1979 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1980 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1981 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1982 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1983 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
1984 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1985 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1986 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1987 CARD_NVIDIA_GEFORCE_GTX675MX = 0x11a7,
1988 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1989 CARD_NVIDIA_GEFORCE_GTX690 = 0x1188,
1990 CARD_NVIDIA_GEFORCE_GT730 = 0x1287,
1991 CARD_NVIDIA_GEFORCE_GT730M = 0x0fe1,
1992 CARD_NVIDIA_GEFORCE_GT740M = 0x1292,
1993 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
1994 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
1995 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
1996 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
1997 CARD_NVIDIA_GEFORCE_GTX760TI = 0x1193,
1998 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
1999 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
2000 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
2001 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
2002 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
2003 CARD_NVIDIA_GEFORCE_GTXTITAN = 0x1005,
2004 CARD_NVIDIA_GEFORCE_GTXTITANB = 0x100c,
2005 CARD_NVIDIA_GEFORCE_GTXTITANX = 0x17c2,
2006 CARD_NVIDIA_GEFORCE_GTXTITANZ = 0x1001,
2007 CARD_NVIDIA_GEFORCE_820M = 0x0fed,
2008 CARD_NVIDIA_GEFORCE_830M = 0x1340,
2009 CARD_NVIDIA_GEFORCE_840M = 0x1341,
2010 CARD_NVIDIA_GEFORCE_845M = 0x1344,
2011 CARD_NVIDIA_GEFORCE_GTX850M = 0x1391,
2012 CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */
2013 CARD_NVIDIA_GEFORCE_GTX870M = 0x1199,
2014 CARD_NVIDIA_GEFORCE_GTX880M = 0x1198,
2015 CARD_NVIDIA_GEFORCE_GTX950 = 0x1402,
2016 CARD_NVIDIA_GEFORCE_GTX950M = 0x139a,
2017 CARD_NVIDIA_GEFORCE_GTX960 = 0x1401,
2018 CARD_NVIDIA_GEFORCE_GTX960M = 0x139b,
2019 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
2020 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
2021 CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0,
2022 CARD_NVIDIA_GEFORCE_GTX980TI = 0x17c8,
2023 CARD_NVIDIA_GEFORCE_GTX1050 = 0x1c81,
2024 CARD_NVIDIA_GEFORCE_GTX1060 = 0x1c03,
2025 CARD_NVIDIA_GEFORCE_GTX1070 = 0x1b81,
2026 CARD_NVIDIA_GEFORCE_GTX1080 = 0x1b80,
2028 CARD_VMWARE_SVGA3D = 0x0405,
2030 CARD_INTEL_830M = 0x3577,
2031 CARD_INTEL_855GM = 0x3582,
2032 CARD_INTEL_845G = 0x2562,
2033 CARD_INTEL_865G = 0x2572,
2034 CARD_INTEL_915G = 0x2582,
2035 CARD_INTEL_E7221G = 0x258a,
2036 CARD_INTEL_915GM = 0x2592,
2037 CARD_INTEL_945G = 0x2772,
2038 CARD_INTEL_945GM = 0x27a2,
2039 CARD_INTEL_945GME = 0x27ae,
2040 CARD_INTEL_Q35 = 0x29b2,
2041 CARD_INTEL_G33 = 0x29c2,
2042 CARD_INTEL_Q33 = 0x29d2,
2043 CARD_INTEL_PNVG = 0xa001,
2044 CARD_INTEL_PNVM = 0xa011,
2045 CARD_INTEL_965Q = 0x2992,
2046 CARD_INTEL_965G = 0x2982,
2047 CARD_INTEL_946GZ = 0x2972,
2048 CARD_INTEL_965GM = 0x2a02,
2049 CARD_INTEL_965GME = 0x2a12,
2050 CARD_INTEL_GM45 = 0x2a42,
2051 CARD_INTEL_IGD = 0x2e02,
2052 CARD_INTEL_Q45 = 0x2e12,
2053 CARD_INTEL_G45 = 0x2e22,
2054 CARD_INTEL_G41 = 0x2e32,
2055 CARD_INTEL_B43 = 0x2e92,
2056 CARD_INTEL_ILKD = 0x0042,
2057 CARD_INTEL_ILKM = 0x0046,
2058 CARD_INTEL_SNBD = 0x0122,
2059 CARD_INTEL_SNBM = 0x0126,
2060 CARD_INTEL_SNBS = 0x010a,
2061 CARD_INTEL_IVBD = 0x0162,
2062 CARD_INTEL_IVBM = 0x0166,
2063 CARD_INTEL_IVBS = 0x015a,
2064 CARD_INTEL_HWD = 0x0412,
2065 CARD_INTEL_HWM = 0x0416,
2066 CARD_INTEL_HD5300 = 0x161e,
2067 CARD_INTEL_HD5500 = 0x1616,
2068 CARD_INTEL_HD5600 = 0x1612,
2069 CARD_INTEL_HD6000 = 0x1626,
2070 CARD_INTEL_I6100 = 0x162b,
2071 CARD_INTEL_IP6200 = 0x1622,
2072 CARD_INTEL_IPP6300 = 0x162a,
2073 CARD_INTEL_HD510_1 = 0x1902,
2074 CARD_INTEL_HD510_2 = 0x1906,
2075 CARD_INTEL_HD510_3 = 0x190b,
2076 CARD_INTEL_HD515 = 0x191e,
2077 CARD_INTEL_HD520_1 = 0x1916,
2078 CARD_INTEL_HD520_2 = 0x1921,
2079 CARD_INTEL_HD530_1 = 0x1912,
2080 CARD_INTEL_HD530_2 = 0x191b,
2081 CARD_INTEL_HDP530 = 0x191d,
2082 CARD_INTEL_I540 = 0x1926,
2083 CARD_INTEL_I550 = 0x1927,
2084 CARD_INTEL_I555 = 0x192b,
2085 CARD_INTEL_IP555 = 0x192d,
2086 CARD_INTEL_IP580_1 = 0x1932,
2087 CARD_INTEL_IP580_2 = 0x193b,
2088 CARD_INTEL_IPP580_1 = 0x193a,
2089 CARD_INTEL_IPP580_2 = 0x193d,
2092 struct wined3d_fbo_ops
2094 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
2095 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
2096 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
2097 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
2098 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
2099 GLsizei width, GLsizei height);
2100 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
2101 GLenum internalformat, GLsizei width, GLsizei height);
2102 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
2103 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
2104 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
2105 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
2106 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
2107 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
2108 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
2109 GLenum textarget, GLuint texture, GLint level);
2110 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
2111 GLenum textarget, GLuint texture, GLint level);
2112 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
2113 GLenum textarget, GLuint texture, GLint level, GLint layer);
2114 void (WINE_GLAPI *glFramebufferTextureLayer)(GLenum target, GLenum attachment,
2115 GLuint texture, GLint level, GLint layer);
2116 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
2117 GLenum renderbuffertarget, GLuint renderbuffer);
2118 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
2119 GLenum pname, GLint *params);
2120 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
2121 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
2122 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
2125 struct wined3d_gl_limits
2127 UINT buffers;
2128 UINT lights;
2129 UINT textures;
2130 UINT texture_coords;
2131 unsigned int vertex_uniform_blocks;
2132 unsigned int geometry_uniform_blocks;
2133 unsigned int fragment_uniform_blocks;
2134 UINT fragment_samplers;
2135 UINT vertex_samplers;
2136 UINT combined_samplers;
2137 UINT general_combiners;
2138 UINT user_clip_distances;
2139 UINT texture_size;
2140 UINT texture3d_size;
2141 float pointsize_max;
2142 float pointsize_min;
2143 UINT blends;
2144 UINT anisotropy;
2145 float shininess;
2146 UINT samples;
2147 UINT vertex_attribs;
2149 UINT glsl_varyings;
2150 UINT glsl_vs_float_constants;
2151 UINT glsl_ps_float_constants;
2153 UINT arb_vs_float_constants;
2154 UINT arb_vs_native_constants;
2155 UINT arb_vs_instructions;
2156 UINT arb_vs_temps;
2157 UINT arb_ps_float_constants;
2158 UINT arb_ps_local_constants;
2159 UINT arb_ps_native_constants;
2160 UINT arb_ps_instructions;
2161 UINT arb_ps_temps;
2164 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
2165 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2167 struct wined3d_gl_info
2169 DWORD selected_gl_version;
2170 DWORD glsl_version;
2171 struct wined3d_gl_limits limits;
2172 DWORD reserved_glsl_constants, reserved_arb_constants;
2173 DWORD quirks;
2174 BOOL supported[WINED3D_GL_EXT_COUNT];
2175 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
2176 float fixed_polyoffset_scale, float_polyoffset_scale;
2178 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
2179 struct opengl_funcs gl_ops;
2180 struct wined3d_fbo_ops fbo_ops;
2182 struct wined3d_format *formats;
2183 unsigned int format_count;
2186 struct wined3d_driver_info
2188 enum wined3d_pci_vendor vendor;
2189 enum wined3d_pci_device device;
2190 const char *name;
2191 const char *description;
2192 UINT64 vram_bytes;
2193 DWORD version_high;
2194 DWORD version_low;
2197 struct wined3d_d3d_limits
2199 unsigned int vs_version, hs_version, ds_version, gs_version, ps_version, cs_version;
2200 DWORD vs_uniform_count;
2201 DWORD ps_uniform_count;
2202 UINT varying_count;
2203 UINT ffp_textures;
2204 UINT ffp_blend_stages;
2205 UINT ffp_vertex_blend_matrices;
2208 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
2209 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
2210 typedef void (WINE_GLAPI *wined3d_generic_attrib_func)(GLuint idx, const void *data);
2211 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
2213 struct wined3d_ffp_attrib_ops
2215 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
2216 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
2217 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
2218 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
2219 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
2220 wined3d_generic_attrib_func generic[WINED3D_FFP_EMIT_COUNT];
2223 struct wined3d_d3d_info
2225 struct wined3d_d3d_limits limits;
2226 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
2227 BOOL xyzrhw;
2228 BOOL emulated_flatshading;
2229 BOOL ffp_generic_attributes;
2230 BOOL vs_clipping;
2231 BOOL shader_color_key;
2232 DWORD valid_rt_mask;
2233 DWORD wined3d_creation_flags;
2236 /* The adapter structure */
2237 struct wined3d_adapter
2239 UINT ordinal;
2240 POINT monitor_position;
2241 enum wined3d_format_id screen_format;
2243 struct wined3d_gl_info gl_info;
2244 struct wined3d_d3d_info d3d_info;
2245 struct wined3d_driver_info driver_info;
2246 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
2247 unsigned int cfg_count;
2248 struct wined3d_pixel_format *cfgs;
2249 UINT64 vram_bytes;
2250 UINT64 vram_bytes_used;
2251 LUID luid;
2253 const struct wined3d_vertex_pipe_ops *vertex_pipe;
2254 const struct fragment_pipeline *fragment_pipe;
2255 const struct wined3d_shader_backend_ops *shader_backend;
2256 const struct blit_shader *blitter;
2259 struct wined3d_caps_gl_ctx
2261 HDC dc;
2262 HWND wnd;
2263 HGLRC gl_ctx;
2264 HDC restore_dc;
2265 HGLRC restore_gl_ctx;
2267 const struct wined3d_gl_info *gl_info;
2268 GLuint test_vbo;
2269 GLuint test_program_id;
2272 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format) DECLSPEC_HIDDEN;
2273 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter,
2274 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2275 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
2277 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2278 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN;
2280 enum projection_types
2282 proj_none = 0,
2283 proj_count3 = 1,
2284 proj_count4 = 2
2287 enum dst_arg
2289 resultreg = 0,
2290 tempreg = 1
2293 /*****************************************************************************
2294 * Fixed function pipeline replacements
2296 #define ARG_UNUSED 0xff
2297 struct texture_stage_op
2299 unsigned cop : 8;
2300 unsigned carg1 : 8;
2301 unsigned carg2 : 8;
2302 unsigned carg0 : 8;
2304 unsigned aop : 8;
2305 unsigned aarg1 : 8;
2306 unsigned aarg2 : 8;
2307 unsigned aarg0 : 8;
2309 struct color_fixup_desc color_fixup;
2310 unsigned tex_type : 3;
2311 unsigned dst : 1;
2312 unsigned projected : 2;
2313 unsigned padding : 10;
2316 struct ffp_frag_settings
2318 struct texture_stage_op op[MAX_TEXTURES];
2319 enum wined3d_ffp_ps_fog_mode fog;
2320 unsigned char sRGB_write;
2321 unsigned char emul_clipplanes;
2322 unsigned char texcoords_initialized;
2323 unsigned char color_key_enabled : 1;
2324 unsigned char pointsprite : 1;
2325 unsigned char flatshading : 1;
2326 unsigned char alpha_test_func : 3;
2327 unsigned char padding : 2;
2330 struct ffp_frag_desc
2332 struct wine_rb_entry entry;
2333 struct ffp_frag_settings settings;
2336 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2337 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2339 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
2341 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2342 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
2343 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
2344 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
2345 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
2346 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
2347 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
2348 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
2350 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
2351 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
2353 enum wined3d_ffp_vs_fog_mode
2355 WINED3D_FFP_VS_FOG_OFF = 0,
2356 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
2357 WINED3D_FFP_VS_FOG_DEPTH = 2,
2358 WINED3D_FFP_VS_FOG_RANGE = 3,
2361 #define WINED3D_FFP_TCI_SHIFT 16
2362 #define WINED3D_FFP_TCI_MASK 0xffu
2364 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
2365 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u
2367 struct wined3d_ffp_vs_settings
2369 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
2370 DWORD diffuse_source : 2;
2371 DWORD emissive_source : 2;
2372 DWORD ambient_source : 2;
2373 DWORD specular_source : 2;
2375 DWORD transformed : 1;
2376 DWORD vertexblends : 2;
2377 DWORD clipping : 1;
2378 DWORD normal : 1;
2379 DWORD normalize : 1;
2380 DWORD lighting : 1;
2381 DWORD localviewer : 1;
2382 DWORD point_size : 1;
2383 DWORD per_vertex_point_size : 1;
2384 DWORD fog_mode : 2;
2385 DWORD texcoords : 8; /* MAX_TEXTURES */
2386 DWORD ortho_fog : 1;
2387 DWORD flatshading : 1;
2388 DWORD padding : 10;
2390 DWORD texgen[MAX_TEXTURES];
2392 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
2395 struct wined3d_ffp_vs_desc
2397 struct wine_rb_entry entry;
2398 struct wined3d_ffp_vs_settings settings;
2401 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
2402 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
2404 struct wined3d
2406 LONG ref;
2407 DWORD flags;
2408 UINT adapter_count;
2409 struct wined3d_adapter adapters[1];
2412 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
2413 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
2414 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
2416 struct wined3d_rasterizer_state
2418 LONG refcount;
2419 struct wined3d_rasterizer_state_desc desc;
2421 struct wined3d_device *device;
2424 struct wined3d_stream_output
2426 struct wined3d_buffer *buffer;
2427 UINT offset;
2430 struct wined3d_stream_state
2432 struct wined3d_buffer *buffer;
2433 UINT offset;
2434 UINT stride;
2435 UINT frequency;
2436 UINT flags;
2439 #define WINED3D_STATE_NO_REF 0x00000001
2440 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
2442 struct wined3d_state
2444 DWORD flags;
2445 const struct wined3d_fb_state *fb;
2447 struct wined3d_vertex_declaration *vertex_declaration;
2448 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
2449 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2450 struct wined3d_buffer *index_buffer;
2451 enum wined3d_format_id index_format;
2452 unsigned int index_offset;
2453 int base_vertex_index;
2454 int load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2455 GLenum gl_primitive_type;
2456 struct wined3d_query *predicate;
2457 BOOL predicate_value;
2459 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
2460 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
2461 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
2462 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
2463 struct wined3d_unordered_access_view *unordered_access_view[MAX_UNORDERED_ACCESS_VIEWS];
2465 BOOL vs_consts_b[WINED3D_MAX_CONSTS_B];
2466 struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
2467 struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2469 BOOL ps_consts_b[WINED3D_MAX_CONSTS_B];
2470 struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I];
2471 struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2473 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2474 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2475 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2477 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2478 struct wined3d_vec4 clip_planes[MAX_CLIP_DISTANCES];
2479 struct wined3d_material material;
2480 struct wined3d_viewport viewport;
2481 RECT scissor_rect;
2483 /* Light hashmap. Collisions are handled using linked lists. */
2484 #define LIGHTMAP_SIZE 43
2485 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
2486 struct list light_map[LIGHTMAP_SIZE];
2487 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
2489 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2490 struct wined3d_rasterizer_state *rasterizer_state;
2493 #define WINED3D_UNMAPPED_STAGE ~0U
2495 /* Multithreaded flag. Removed from the public header to signal that
2496 * wined3d_device_create() ignores it. */
2497 #define WINED3DCREATE_MULTITHREADED 0x00000004
2499 struct wined3d_device
2501 LONG ref;
2503 /* WineD3D Information */
2504 struct wined3d_device_parent *device_parent;
2505 struct wined3d *wined3d;
2506 struct wined3d_adapter *adapter;
2508 /* Window styles to restore when switching fullscreen mode */
2509 LONG style;
2510 LONG exStyle;
2512 const struct wined3d_shader_backend_ops *shader_backend;
2513 void *shader_priv;
2514 void *fragment_priv;
2515 void *vertex_priv;
2516 void *blit_priv;
2517 struct StateEntry StateTable[STATE_HIGHEST + 1];
2518 /* Array of functions for states which are handled by more than one pipeline part */
2519 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
2520 const struct blit_shader *blitter;
2522 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
2523 BYTE bCursorVisible : 1;
2524 BYTE d3d_initialized : 1;
2525 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
2526 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
2527 BYTE filter_messages : 1;
2528 BYTE padding : 2;
2530 unsigned char surface_alignment; /* Line Alignment of surfaces */
2532 WORD padding2 : 16;
2534 struct wined3d_state state;
2535 struct wined3d_state *update_state;
2536 struct wined3d_stateblock *recording;
2538 /* Internal use fields */
2539 struct wined3d_device_creation_parameters create_parms;
2540 HWND focus_window;
2542 struct wined3d_rendertarget_view *back_buffer_view;
2543 struct wined3d_swapchain **swapchains;
2544 UINT swapchain_count;
2546 struct list resources; /* a linked list to track resources created by the device */
2547 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2548 struct wine_rb_tree samplers;
2550 /* Render Target Support */
2551 struct wined3d_fb_state fb;
2552 struct wined3d_surface *onscreen_depth_stencil;
2553 struct wined3d_rendertarget_view *auto_depth_stencil_view;
2555 /* For rendering to a texture using glCopyTexImage */
2556 GLuint depth_blt_texture;
2558 /* Cursor management */
2559 UINT xHotSpot;
2560 UINT yHotSpot;
2561 UINT xScreenSpace;
2562 UINT yScreenSpace;
2563 UINT cursorWidth, cursorHeight;
2564 struct wined3d_texture *cursor_texture;
2565 HCURSOR hardwareCursor;
2567 /* The Wine logo texture */
2568 struct wined3d_texture *logo_texture;
2570 /* Textures for when no other textures are mapped */
2571 struct
2573 GLuint tex_2d;
2574 GLuint tex_rect;
2575 GLuint tex_3d;
2576 GLuint tex_cube;
2577 GLuint tex_2d_array;
2578 } dummy_textures;
2580 /* Default sampler used to emulate the direct resource access without using wined3d_sampler */
2581 GLuint default_sampler;
2582 GLuint null_sampler;
2584 /* Command stream */
2585 struct wined3d_cs *cs;
2587 /* Context management */
2588 struct wined3d_context **contexts;
2589 UINT context_count;
2592 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
2593 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
2594 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2595 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2596 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2597 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
2598 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
2599 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
2600 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
2601 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2602 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2603 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2604 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
2605 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
2606 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
2608 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2610 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2611 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2612 return context->isStateDirty[idx] & (1u << shift);
2615 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2616 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2618 struct wined3d_resource_ops
2620 ULONG (*resource_incref)(struct wined3d_resource *resource);
2621 ULONG (*resource_decref)(struct wined3d_resource *resource);
2622 void (*resource_preload)(struct wined3d_resource *resource);
2623 void (*resource_unload)(struct wined3d_resource *resource);
2624 HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
2625 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags);
2626 HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
2629 struct wined3d_resource
2631 LONG ref;
2632 LONG bind_count;
2633 LONG map_count;
2634 struct wined3d_device *device;
2635 enum wined3d_resource_type type;
2636 enum wined3d_gl_resource_type gl_type;
2637 const struct wined3d_format *format;
2638 unsigned int format_flags;
2639 enum wined3d_multisample_type multisample_type;
2640 UINT multisample_quality;
2641 DWORD usage;
2642 enum wined3d_pool pool;
2643 DWORD access_flags;
2644 DWORD draw_binding;
2645 DWORD map_binding;
2646 UINT width;
2647 UINT height;
2648 UINT depth;
2649 UINT size;
2650 DWORD priority;
2651 void *heap_memory;
2652 struct list resource_list_entry;
2653 LONG access_count;
2655 void *parent;
2656 const struct wined3d_parent_ops *parent_ops;
2657 const struct wined3d_resource_ops *resource_ops;
2660 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
2662 return resource->resource_ops->resource_incref(resource);
2665 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
2667 return resource->resource_ops->resource_decref(resource);
2670 static inline void wined3d_resource_acquire(struct wined3d_resource *resource)
2672 InterlockedIncrement(&resource->access_count);
2675 static inline void wined3d_resource_release(struct wined3d_resource *resource)
2677 InterlockedDecrement(&resource->access_count);
2680 static inline void wined3d_resource_wait_idle(struct wined3d_resource *resource)
2682 while (InterlockedCompareExchange(&resource->access_count, 0, 0));
2685 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2686 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2687 enum wined3d_resource_type type, const struct wined3d_format *format,
2688 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2689 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2690 void *parent, const struct wined3d_parent_ops *parent_ops,
2691 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2692 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2693 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2694 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2695 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2696 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2697 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2698 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2700 /* Tests show that the start address of resources is 32 byte aligned */
2701 #define RESOURCE_ALIGNMENT 16
2703 struct gl_texture
2705 struct wined3d_sampler_desc sampler_desc;
2706 unsigned int base_level;
2707 GLuint name;
2710 struct wined3d_texture_ops
2712 void (*texture_upload_data)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2713 const struct wined3d_context *context, const struct wined3d_box *box,
2714 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch);
2715 BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2716 struct wined3d_context *context, DWORD location);
2717 void (*texture_prepare_texture)(struct wined3d_texture *texture,
2718 struct wined3d_context *context, BOOL srgb);
2719 void (*texture_cleanup_sub_resources)(struct wined3d_texture *texture);
2722 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2723 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002
2724 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004
2725 #define WINED3D_TEXTURE_IS_SRGB 0x00000008
2726 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010
2727 #define WINED3D_TEXTURE_RGB_VALID 0x00000020
2728 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
2729 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080
2730 #define WINED3D_TEXTURE_CONVERTED 0x00000100
2731 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
2732 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
2733 #define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800
2734 #define WINED3D_TEXTURE_DC_IN_USE 0x00001000
2735 #define WINED3D_TEXTURE_DISCARD 0x00002000
2736 #define WINED3D_TEXTURE_GET_DC 0x00004000
2738 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
2740 struct wined3d_texture
2742 struct wined3d_resource resource;
2743 const struct wined3d_texture_ops *texture_ops;
2744 struct gl_texture texture_rgb, texture_srgb;
2745 struct wined3d_swapchain *swapchain;
2746 unsigned int pow2_width;
2747 unsigned int pow2_height;
2748 UINT layer_count;
2749 UINT level_count;
2750 unsigned int download_count;
2751 unsigned int sysmem_count;
2752 float pow2_matrix[16];
2753 UINT lod;
2754 enum wined3d_texture_filter_type filter_type;
2755 DWORD sampler;
2756 DWORD flags;
2757 GLenum target;
2758 DWORD update_map_binding;
2760 GLuint rb_multisample;
2761 GLuint rb_resolved;
2763 void *user_memory;
2764 unsigned int row_pitch;
2765 unsigned int slice_pitch;
2767 /* May only be accessed from the command stream worker thread. */
2768 struct wined3d_texture_async
2770 DWORD flags;
2772 /* Color keys for DDraw */
2773 struct wined3d_color_key dst_blt_color_key;
2774 struct wined3d_color_key src_blt_color_key;
2775 struct wined3d_color_key dst_overlay_color_key;
2776 struct wined3d_color_key src_overlay_color_key;
2777 struct wined3d_color_key gl_color_key;
2778 DWORD color_key_flags;
2779 } async;
2781 struct wined3d_texture_sub_resource
2783 void *parent;
2784 const struct wined3d_parent_ops *parent_ops;
2786 union
2788 struct wined3d_surface *surface;
2789 } u;
2790 unsigned int offset;
2791 unsigned int size;
2793 unsigned int map_count;
2794 DWORD locations;
2795 GLuint buffer_object;
2796 } sub_resources[1];
2799 static inline struct wined3d_texture *texture_from_resource(struct wined3d_resource *resource)
2801 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2804 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2805 BOOL srgb)
2807 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
2810 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture,
2811 unsigned int level)
2813 return max(1, texture->resource.width >> level);
2816 static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture,
2817 unsigned int level)
2819 return max(1, texture->resource.height >> level);
2822 static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture,
2823 unsigned int level)
2825 return max(1, texture->resource.depth >> level);
2828 static inline unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture,
2829 unsigned int level)
2831 return max(1, texture->pow2_width >> level);
2834 static inline unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture,
2835 unsigned int level)
2837 return max(1, texture->pow2_height >> level);
2840 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
2841 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN;
2842 void wined3d_texture_bind(struct wined3d_texture *texture,
2843 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2844 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
2845 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2846 BOOL wined3d_texture_check_block_align(const struct wined3d_texture *texture,
2847 unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
2848 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2849 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2850 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
2851 struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
2852 unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
2853 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
2854 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2855 void wined3d_texture_load(struct wined3d_texture *texture,
2856 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2857 BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
2858 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2859 void *wined3d_texture_map_bo_address(const struct wined3d_bo_address *data, size_t size,
2860 const struct wined3d_gl_info *gl_info, GLenum binding, DWORD flags) DECLSPEC_HIDDEN;
2861 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2862 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2863 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
2864 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2865 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) DECLSPEC_HIDDEN;
2866 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
2867 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2868 void wined3d_texture_unmap_bo_address(const struct wined3d_bo_address *data,
2869 const struct wined3d_gl_info *gl_info, GLenum binding) DECLSPEC_HIDDEN;
2870 void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2871 const struct wined3d_context *context, const struct wined3d_box *box,
2872 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch) DECLSPEC_HIDDEN;
2873 void wined3d_texture_validate_location(struct wined3d_texture *texture,
2874 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2876 #define WINED3D_LOCATION_DISCARDED 0x00000001
2877 #define WINED3D_LOCATION_SYSMEM 0x00000002
2878 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
2879 #define WINED3D_LOCATION_BUFFER 0x00000008
2880 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000010
2881 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020
2882 #define WINED3D_LOCATION_DRAWABLE 0x00000040
2883 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080
2884 #define WINED3D_LOCATION_RB_RESOLVED 0x00000100
2886 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2888 struct wined3d_renderbuffer_entry
2890 struct list entry;
2891 GLuint id;
2892 UINT width;
2893 UINT height;
2896 struct wined3d_fbo_resource
2898 GLuint object;
2899 GLenum target;
2900 GLuint level, layer;
2903 #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1
2904 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2
2905 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4
2907 struct fbo_entry
2909 struct list entry;
2910 DWORD flags;
2911 DWORD rt_mask;
2912 GLuint id;
2913 struct wined3d_fbo_entry_key
2915 DWORD rb_namespace;
2916 struct wined3d_fbo_resource objects[1];
2917 } key;
2920 struct wined3d_surface
2922 struct wined3d_texture *container;
2924 GLenum texture_target;
2925 unsigned int texture_level;
2926 unsigned int texture_layer;
2928 /* For GetDC */
2929 HBITMAP bitmap;
2930 HDC dc;
2932 struct list renderbuffers;
2933 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2934 SIZE ds_current_size;
2936 /* DirectDraw Overlay handling */
2937 RECT overlay_srcrect;
2938 RECT overlay_destrect;
2939 struct wined3d_surface *overlay_dest;
2940 struct list overlays;
2941 struct list overlay_entry;
2944 static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context)
2946 return !context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2947 && context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL;
2950 static inline unsigned int surface_get_sub_resource_idx(const struct wined3d_surface *surface)
2952 return surface->texture_layer * surface->container->level_count + surface->texture_level;
2955 static inline struct wined3d_texture_sub_resource *surface_get_sub_resource(struct wined3d_surface *surface)
2957 return &surface->container->sub_resources[surface_get_sub_resource_idx(surface)];
2960 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2961 const struct wined3d_context *context, BOOL srgb)
2963 return srgb && needs_separate_srgb_gl_texture(context)
2964 ? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
2967 HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
2968 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
2969 const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2970 HRESULT surface_color_fill(struct wined3d_surface *s,
2971 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2972 HRESULT wined3d_surface_create_dc(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2973 void wined3d_surface_destroy_dc(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2974 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb,
2975 struct wined3d_context *context) DECLSPEC_HIDDEN;
2976 HRESULT surface_load_location(struct wined3d_surface *surface,
2977 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2978 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2979 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2980 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2981 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2982 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2983 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2984 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2985 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
2986 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2988 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2989 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2991 struct wined3d_sampler
2993 struct wine_rb_entry entry;
2994 LONG refcount;
2995 struct wined3d_device *device;
2996 void *parent;
2997 struct wined3d_sampler_desc desc;
2998 GLuint name;
3001 struct wined3d_vertex_declaration_element
3003 const struct wined3d_format *format;
3004 BOOL ffp_valid;
3005 unsigned int input_slot;
3006 unsigned int offset;
3007 unsigned int output_slot;
3008 enum wined3d_input_classification input_slot_class;
3009 unsigned int instance_data_step_rate;
3010 BYTE method;
3011 BYTE usage;
3012 BYTE usage_idx;
3015 struct wined3d_vertex_declaration
3017 LONG ref;
3018 void *parent;
3019 const struct wined3d_parent_ops *parent_ops;
3020 struct wined3d_device *device;
3022 struct wined3d_vertex_declaration_element *elements;
3023 UINT element_count;
3025 BOOL position_transformed;
3026 BOOL half_float_conv_needed;
3029 struct wined3d_saved_states
3031 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
3032 WORD streamSource; /* MAX_STREAMS, 16 */
3033 WORD streamFreq; /* MAX_STREAMS, 16 */
3034 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
3035 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
3036 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
3037 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
3038 WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
3039 WORD pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
3040 BOOL ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
3041 WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
3042 WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
3043 BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
3044 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
3045 DWORD primitive_type : 1;
3046 DWORD indices : 1;
3047 DWORD material : 1;
3048 DWORD viewport : 1;
3049 DWORD vertexDecl : 1;
3050 DWORD pixelShader : 1;
3051 DWORD vertexShader : 1;
3052 DWORD scissorRect : 1;
3053 DWORD padding : 4;
3056 struct StageState {
3057 DWORD stage;
3058 DWORD state;
3061 struct wined3d_stateblock
3063 LONG ref; /* Note: Ref counting not required */
3064 struct wined3d_device *device;
3066 /* Array indicating whether things have been set or changed */
3067 struct wined3d_saved_states changed;
3068 struct wined3d_state state;
3070 /* Contained state management */
3071 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
3072 unsigned int num_contained_render_states;
3073 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
3074 unsigned int num_contained_transform_states;
3075 DWORD contained_vs_consts_i[WINED3D_MAX_CONSTS_I];
3076 unsigned int num_contained_vs_consts_i;
3077 DWORD contained_vs_consts_b[WINED3D_MAX_CONSTS_B];
3078 unsigned int num_contained_vs_consts_b;
3079 DWORD contained_vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
3080 unsigned int num_contained_vs_consts_f;
3081 DWORD contained_ps_consts_i[WINED3D_MAX_CONSTS_I];
3082 unsigned int num_contained_ps_consts_i;
3083 DWORD contained_ps_consts_b[WINED3D_MAX_CONSTS_B];
3084 unsigned int num_contained_ps_consts_b;
3085 DWORD contained_ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
3086 unsigned int num_contained_ps_consts_f;
3087 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
3088 unsigned int num_contained_tss_states;
3089 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
3090 unsigned int num_contained_sampler_states;
3093 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
3095 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
3096 void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
3097 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
3098 DWORD flags) DECLSPEC_HIDDEN;
3099 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
3101 enum wined3d_push_constants
3103 WINED3D_PUSH_CONSTANTS_VS_F,
3104 WINED3D_PUSH_CONSTANTS_PS_F,
3105 WINED3D_PUSH_CONSTANTS_VS_I,
3106 WINED3D_PUSH_CONSTANTS_PS_I,
3107 WINED3D_PUSH_CONSTANTS_VS_B,
3108 WINED3D_PUSH_CONSTANTS_PS_B,
3111 struct wined3d_cs_ops
3113 void *(*require_space)(struct wined3d_cs *cs, size_t size);
3114 void (*submit)(struct wined3d_cs *cs);
3115 void (*push_constants)(struct wined3d_cs *cs, enum wined3d_push_constants p,
3116 unsigned int start_idx, unsigned int count, const void *constants);
3119 struct wined3d_cs
3121 const struct wined3d_cs_ops *ops;
3122 struct wined3d_device *device;
3123 struct wined3d_fb_state fb;
3124 struct wined3d_state state;
3126 size_t data_size;
3127 void *data;
3130 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
3131 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3133 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
3134 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
3135 void wined3d_cs_emit_destroy_object(struct wined3d_cs *cs,
3136 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
3137 void wined3d_cs_emit_draw(struct wined3d_cs *cs, int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
3138 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
3139 void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3140 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
3141 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, DWORD flags) DECLSPEC_HIDDEN;
3142 void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags) DECLSPEC_HIDDEN;
3143 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3144 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
3145 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
3146 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
3147 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
3148 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
3149 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
3150 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
3151 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3152 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
3153 enum wined3d_format_id format_id, unsigned int offset) DECLSPEC_HIDDEN;
3154 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
3155 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
3156 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
3157 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
3158 struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN;
3159 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
3160 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
3161 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
3162 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3163 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
3164 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
3165 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
3166 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
3167 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
3168 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
3169 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
3170 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
3171 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
3172 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
3173 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
3174 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
3175 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
3176 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
3177 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
3178 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
3179 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
3180 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
3181 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
3182 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
3183 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, unsigned int view_idx,
3184 struct wined3d_unordered_access_view *view) DECLSPEC_HIDDEN;
3185 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
3186 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
3187 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
3188 void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3189 HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx,
3190 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags) DECLSPEC_HIDDEN;
3191 HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource,
3192 unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
3194 static inline void wined3d_cs_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p,
3195 unsigned int start_idx, unsigned int count, const void *constants)
3197 cs->ops->push_constants(cs, p, start_idx, count, constants);
3200 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
3201 * fixed function semantics as D3DCOLOR or FLOAT16 */
3202 enum wined3d_buffer_conversion_type
3204 CONV_NONE,
3205 CONV_D3DCOLOR,
3206 CONV_POSITIONT,
3209 struct wined3d_map_range
3211 UINT offset;
3212 UINT size;
3215 struct wined3d_buffer
3217 struct wined3d_resource resource;
3219 struct wined3d_buffer_desc desc;
3221 GLuint buffer_object;
3222 GLenum buffer_object_usage;
3223 GLenum buffer_type_hint;
3224 unsigned int bind_flags;
3225 DWORD flags;
3226 void *map_ptr;
3228 struct wined3d_map_range *maps;
3229 ULONG maps_size, modified_areas;
3230 DWORD locations;
3231 struct wined3d_event_query *query;
3233 /* conversion stuff */
3234 UINT decl_change_count, full_conversion_count;
3235 UINT draw_count;
3236 UINT stride; /* 0 if no conversion */
3237 UINT conversion_stride; /* 0 if no shifted conversion */
3238 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
3241 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
3243 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
3246 void buffer_mark_used(struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
3247 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
3248 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
3249 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location) DECLSPEC_HIDDEN;
3250 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
3251 const struct wined3d_state *state) DECLSPEC_HIDDEN;
3252 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer, struct wined3d_context *context,
3253 DWORD location) DECLSPEC_HIDDEN;
3254 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN;
3255 HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
3256 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN;
3257 HRESULT wined3d_buffer_upload_data(struct wined3d_buffer *buffer,
3258 const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN;
3259 void wined3d_buffer_validate_location(struct wined3d_buffer *buffer, DWORD location) DECLSPEC_HIDDEN;
3261 struct wined3d_rendertarget_view
3263 LONG refcount;
3265 struct wined3d_resource *resource;
3266 void *parent;
3267 const struct wined3d_parent_ops *parent_ops;
3269 const struct wined3d_format *format;
3270 unsigned int format_flags;
3271 unsigned int sub_resource_idx;
3272 unsigned int buffer_offset;
3274 unsigned int width;
3275 unsigned int height;
3276 unsigned int depth;
3279 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
3280 const struct wined3d_rendertarget_view *view)
3282 struct wined3d_texture *texture;
3284 if (!view || view->resource->type != WINED3D_RTYPE_TEXTURE_2D)
3285 return NULL;
3287 texture = texture_from_resource(view->resource);
3289 return texture->sub_resources[view->sub_resource_idx].u.surface;
3292 void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view,
3293 const struct wined3d_context *context, unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
3295 struct wined3d_gl_view
3297 GLenum target;
3298 GLuint name;
3301 struct wined3d_shader_resource_view
3303 LONG refcount;
3305 struct wined3d_resource *resource;
3306 void *parent;
3307 const struct wined3d_parent_ops *parent_ops;
3309 struct wined3d_gl_view gl_view;
3312 void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view,
3313 struct wined3d_context *context) DECLSPEC_HIDDEN;
3315 struct wined3d_unordered_access_view
3317 LONG refcount;
3319 struct wined3d_resource *resource;
3320 void *parent;
3321 const struct wined3d_parent_ops *parent_ops;
3323 const struct wined3d_format *format;
3325 unsigned int layer_idx;
3326 unsigned int layer_count;
3327 unsigned int level_idx;
3330 void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view,
3331 DWORD location) DECLSPEC_HIDDEN;
3333 struct wined3d_swapchain_ops
3335 void (*swapchain_present)(struct wined3d_swapchain *swapchain,
3336 const RECT *src_rect, const RECT *dst_rect, DWORD flags);
3337 void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swapchain);
3340 struct wined3d_swapchain
3342 LONG ref;
3343 void *parent;
3344 const struct wined3d_parent_ops *parent_ops;
3345 const struct wined3d_swapchain_ops *swapchain_ops;
3346 struct wined3d_device *device;
3348 struct wined3d_texture **back_buffers;
3349 struct wined3d_texture *front_buffer;
3350 struct wined3d_swapchain_desc desc;
3351 struct wined3d_display_mode original_mode, d3d_mode;
3352 RECT original_window_rect;
3353 struct wined3d_gamma_ramp orig_gamma;
3354 BOOL render_to_fbo, reapply_mode;
3355 const struct wined3d_format *ds_format;
3356 struct wined3d_palette *palette;
3357 RECT front_buffer_update;
3359 LONG prev_time, frames; /* Performance tracking */
3361 struct wined3d_context **context;
3362 unsigned int num_contexts;
3364 HWND win_handle;
3365 HWND device_window;
3367 HDC backup_dc;
3368 HWND backup_wnd;
3371 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
3372 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3373 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3374 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3375 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3376 void swapchain_update_swap_interval(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3378 /*****************************************************************************
3379 * Utility function prototypes
3382 /* Trace routines */
3383 const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN;
3384 const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN;
3385 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN;
3386 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3387 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
3388 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
3389 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
3390 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
3391 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
3392 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3393 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
3394 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3395 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
3396 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
3397 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
3398 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
3399 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
3400 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
3401 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
3402 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
3403 const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN;
3404 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
3405 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
3406 const char *debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN;
3407 const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN;
3408 const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN;
3409 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3411 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3412 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
3413 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
3414 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
3415 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
3416 void texture_activate_dimensions(const struct wined3d_texture *texture,
3417 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3418 void sampler_texdim(struct wined3d_context *context,
3419 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3420 void tex_alphaop(struct wined3d_context *context,
3421 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3422 void apply_pixelshader(struct wined3d_context *context,
3423 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3424 void state_alpha_test(struct wined3d_context *context,
3425 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3426 void state_fogcolor(struct wined3d_context *context,
3427 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3428 void state_fogdensity(struct wined3d_context *context,
3429 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3430 void state_fogstartend(struct wined3d_context *context,
3431 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3432 void state_fog_fragpart(struct wined3d_context *context,
3433 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3434 void state_nop(struct wined3d_context *context,
3435 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3436 void state_srgbwrite(struct wined3d_context *context,
3437 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3439 void state_clipping(struct wined3d_context *context,
3440 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3441 void clipplane(struct wined3d_context *context,
3442 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3443 void state_pointsprite_w(struct wined3d_context *context,
3444 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3445 void state_pointsprite(struct wined3d_context *context,
3446 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3447 void state_shademode(struct wined3d_context *context,
3448 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3450 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3452 /* Math utils */
3453 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
3454 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
3456 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
3458 struct wined3d_shader_lconst
3460 struct list entry;
3461 unsigned int idx;
3462 DWORD value[4];
3465 struct wined3d_shader_limits
3467 unsigned int sampler;
3468 unsigned int constant_int;
3469 unsigned int constant_float;
3470 unsigned int constant_bool;
3471 unsigned int packed_output;
3472 unsigned int packed_input;
3475 #ifdef __GNUC__
3476 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
3477 #else
3478 #define PRINTF_ATTR(fmt,args)
3479 #endif
3481 struct wined3d_string_buffer_list
3483 struct list list;
3486 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3487 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
3488 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3489 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3490 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3492 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
3493 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
3494 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
3496 /* Vertex shader utility functions */
3497 BOOL vshader_get_input(const struct wined3d_shader *shader,
3498 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
3500 struct wined3d_vertex_shader
3502 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
3505 struct wined3d_geometry_shader
3507 enum wined3d_primitive_type input_type;
3508 enum wined3d_primitive_type output_type;
3509 UINT vertices_out;
3512 struct wined3d_pixel_shader
3514 /* Pixel shader input semantics */
3515 DWORD input_reg_map[MAX_REG_INPUT];
3516 BOOL input_reg_used[MAX_REG_INPUT];
3517 unsigned int declared_in_count;
3519 /* Some information about the shader behavior */
3520 BOOL color0_mov;
3521 DWORD color0_reg;
3524 struct wined3d_shader
3526 LONG ref;
3527 const struct wined3d_shader_limits *limits;
3528 DWORD *function;
3529 UINT functionLength;
3530 BOOL load_local_constsF;
3531 const struct wined3d_shader_frontend *frontend;
3532 void *frontend_data;
3533 void *backend_data;
3535 void *parent;
3536 const struct wined3d_parent_ops *parent_ops;
3538 /* Programs this shader is linked with */
3539 struct list linked_programs;
3541 /* Immediate constants (override global ones) */
3542 struct list constantsB;
3543 struct list constantsF;
3544 struct list constantsI;
3545 struct wined3d_shader_reg_maps reg_maps;
3546 BOOL lconst_inf_or_nan;
3548 struct wined3d_shader_signature input_signature;
3549 struct wined3d_shader_signature output_signature;
3550 char *signature_strings;
3552 /* Pointer to the parent device */
3553 struct wined3d_device *device;
3554 struct list shader_list_entry;
3556 union
3558 struct wined3d_vertex_shader vs;
3559 struct wined3d_geometry_shader gs;
3560 struct wined3d_pixel_shader ps;
3561 } u;
3564 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
3565 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3566 BOOL position_transformed, struct ps_compile_args *args,
3567 const struct wined3d_context *context) DECLSPEC_HIDDEN;
3569 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3570 WORD swizzle_map, struct vs_compile_args *args,
3571 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
3573 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3574 struct gs_compile_args *args) DECLSPEC_HIDDEN;
3576 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3577 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3578 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3579 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
3580 unsigned int max) DECLSPEC_HIDDEN;
3581 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
3582 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
3583 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3585 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
3587 switch (reg->type)
3589 case WINED3DSPR_RASTOUT:
3590 /* oFog & oPts */
3591 if (reg->idx[0].offset)
3592 return TRUE;
3593 /* oPos */
3594 return FALSE;
3596 case WINED3DSPR_DEPTHOUT: /* oDepth */
3597 case WINED3DSPR_CONSTBOOL: /* b# */
3598 case WINED3DSPR_LOOP: /* aL */
3599 case WINED3DSPR_PREDICATE: /* p0 */
3600 case WINED3DSPR_PRIMID: /* primID */
3601 return TRUE;
3603 case WINED3DSPR_MISCTYPE:
3604 switch (reg->idx[0].offset)
3606 case 0: /* vPos */
3607 return FALSE;
3608 case 1: /* vFace */
3609 return TRUE;
3610 default:
3611 return FALSE;
3614 case WINED3DSPR_IMMCONST:
3615 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
3617 default:
3618 return FALSE;
3622 static inline void shader_get_position_fixup(const struct wined3d_context *context,
3623 const struct wined3d_state *state, float *position_fixup)
3625 float center_offset;
3627 if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
3628 center_offset = 63.0f / 64.0f;
3629 else
3630 center_offset = -1.0f / 64.0f;
3632 position_fixup[0] = 1.0f;
3633 position_fixup[1] = 1.0f;
3634 position_fixup[2] = center_offset / state->viewport.width;
3635 position_fixup[3] = -center_offset / state->viewport.height;
3637 if (context->render_offscreen)
3639 position_fixup[1] *= -1.0f;
3640 position_fixup[3] *= -1.0f;
3644 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
3646 struct wined3d_shader_lconst *lconst;
3648 if (shader->load_local_constsF)
3649 return FALSE;
3651 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3653 if (lconst->idx == reg)
3654 return TRUE;
3657 return FALSE;
3660 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3661 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3662 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3663 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3664 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3665 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3666 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3667 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
3668 float *out_min, float *out_max) DECLSPEC_HIDDEN;
3669 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
3670 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
3671 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
3672 float *start, float *end) DECLSPEC_HIDDEN;
3674 /* Using additional shader constants (uniforms in GLSL / program environment
3675 * or local parameters in ARB) is costly:
3676 * ARB only knows float4 parameters and GLSL compiler are not really smart
3677 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3678 * (in fact most compilers map a float2 to a full float4 uniform).
3680 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3681 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3682 * into a single shader constant (uniform / program parameter).
3684 * This structure is shared between the GLSL and the ARB backend.*/
3685 struct ps_np2fixup_info {
3686 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3687 WORD active; /* bitfield indicating if we can apply the fixup */
3688 WORD num_consts;
3691 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN;
3692 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN;
3694 struct wined3d_palette
3696 LONG ref;
3697 struct wined3d_device *device;
3699 unsigned int size;
3700 RGBQUAD colors[256];
3701 DWORD flags;
3704 /* DirectDraw utility functions */
3705 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3707 /*****************************************************************************
3708 * Pixel format management
3711 /* WineD3D pixel format flags */
3712 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
3713 #define WINED3DFMT_FLAG_FILTERING 0x00000002
3714 #define WINED3DFMT_FLAG_DEPTH 0x00000004
3715 #define WINED3DFMT_FLAG_STENCIL 0x00000008
3716 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
3717 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
3718 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
3719 #define WINED3DFMT_FLAG_FLOAT 0x00000200
3720 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
3721 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
3722 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
3723 #define WINED3DFMT_FLAG_VTF 0x00002000
3724 #define WINED3DFMT_FLAG_SHADOW 0x00004000
3725 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
3726 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
3727 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
3728 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
3729 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
3730 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
3731 #define WINED3DFMT_FLAG_INTEGER 0x00200000
3733 struct wined3d_rational
3735 UINT numerator;
3736 UINT denominator;
3739 struct wined3d_color_key_conversion
3741 enum wined3d_format_id dst_format;
3742 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width,
3743 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key);
3746 struct wined3d_format
3748 enum wined3d_format_id id;
3750 D3DDDIFORMAT ddi_format;
3751 DWORD red_size;
3752 DWORD green_size;
3753 DWORD blue_size;
3754 DWORD alpha_size;
3755 DWORD red_offset;
3756 DWORD green_offset;
3757 DWORD blue_offset;
3758 DWORD alpha_offset;
3759 UINT byte_count;
3760 BYTE depth_size;
3761 BYTE stencil_size;
3763 UINT block_width;
3764 UINT block_height;
3765 UINT block_byte_count;
3767 enum wined3d_ffp_emit_idx emit_idx;
3768 GLint component_count;
3769 GLenum gl_vtx_type;
3770 GLint gl_vtx_format;
3771 GLboolean gl_normalized;
3772 unsigned int attribute_size;
3774 GLint glInternal;
3775 GLint glGammaInternal;
3776 GLint rtInternal;
3777 GLint glFormat;
3778 GLint glType;
3779 UINT conv_byte_count;
3780 DWORD multisample_types;
3781 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3782 struct wined3d_rational height_scale;
3783 struct color_fixup_desc color_fixup;
3784 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
3785 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
3787 enum wined3d_format_id typeless_id;
3788 GLenum gl_view_class;
3791 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3792 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3793 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3794 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN;
3795 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
3796 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
3797 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
3798 const struct wined3d_color *color) DECLSPEC_HIDDEN;
3799 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
3800 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color) DECLSPEC_HIDDEN;
3801 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
3802 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN;
3803 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
3804 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
3806 static inline BOOL wined3d_format_is_typeless(const struct wined3d_format *format)
3808 return format->id == format->typeless_id && format->id != WINED3DFMT_UNKNOWN;
3811 static inline void *wined3d_calloc(SIZE_T count, SIZE_T size)
3813 if (count > ~(SIZE_T)0 / size)
3814 return NULL;
3815 return HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, count * size);
3818 static inline BOOL use_vs(const struct wined3d_state *state)
3820 /* Check state->vertex_declaration to allow this to be used before the
3821 * stream info is validated, for example in device_update_tex_unit_map(). */
3822 return state->shader[WINED3D_SHADER_TYPE_VERTEX]
3823 && (!state->vertex_declaration || !state->vertex_declaration->position_transformed);
3826 static inline BOOL use_ps(const struct wined3d_state *state)
3828 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
3831 static inline void context_apply_state(struct wined3d_context *context,
3832 const struct wined3d_state *state, DWORD state_id)
3834 const struct StateEntry *state_table = context->state_table;
3835 DWORD rep = state_table[state_id].representative;
3836 state_table[rep].apply(context, state, rep);
3839 static inline BOOL needs_srgb_write(const struct wined3d_context *context,
3840 const struct wined3d_state *state, const struct wined3d_fb_state *fb)
3842 return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
3843 || state->render_states[WINED3D_RS_SRGBWRITEENABLE])
3844 && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
3847 static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
3849 return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup)
3850 && !is_scaling_fixup(format->color_fixup);
3853 static inline struct wined3d_surface *context_get_rt_surface(const struct wined3d_context *context)
3855 struct wined3d_texture *texture = context->current_rt.texture;
3857 if (!texture)
3858 return NULL;
3859 return texture->sub_resources[context->current_rt.sub_resource_idx].u.surface;
3862 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3863 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3865 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
3867 #endif