wined3d: Remove the dead wined3d_volume_invalidate_location declaration.
[wine.git] / dlls / wined3d / wined3d_private.h
blob8f6d09f7ba8ef9a7f69163a89a220a7bc98e4fa4
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 #define NONAMELESSUNION
38 #define NONAMELESSSTRUCT
39 #define COBJMACROS
40 #include "windef.h"
41 #include "winbase.h"
42 #include "winreg.h"
43 #include "wingdi.h"
44 #include "winuser.h"
45 #include "wine/debug.h"
46 #include "wine/unicode.h"
48 #include "objbase.h"
49 #include "wine/wined3d.h"
50 #include "wined3d_gl.h"
51 #include "wine/list.h"
52 #include "wine/rbtree.h"
53 #include "wine/wgl_driver.h"
55 #ifndef ARRAY_SIZE
56 #define ARRAY_SIZE(array) (sizeof(array) / sizeof((array)[0]))
57 #endif
59 /* Driver quirks */
60 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
61 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
62 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
63 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
64 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
65 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
66 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
67 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
68 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
69 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
71 /* Texture format fixups */
73 enum fixup_channel_source
75 CHANNEL_SOURCE_ZERO = 0,
76 CHANNEL_SOURCE_ONE = 1,
77 CHANNEL_SOURCE_X = 2,
78 CHANNEL_SOURCE_Y = 3,
79 CHANNEL_SOURCE_Z = 4,
80 CHANNEL_SOURCE_W = 5,
81 CHANNEL_SOURCE_COMPLEX0 = 6,
82 CHANNEL_SOURCE_COMPLEX1 = 7,
85 enum complex_fixup
87 COMPLEX_FIXUP_NONE = 0,
88 COMPLEX_FIXUP_YUY2 = 1,
89 COMPLEX_FIXUP_UYVY = 2,
90 COMPLEX_FIXUP_YV12 = 3,
91 COMPLEX_FIXUP_P8 = 4,
92 COMPLEX_FIXUP_NV12 = 5,
95 #include <pshpack2.h>
96 struct color_fixup_desc
98 unsigned short x_sign_fixup : 1;
99 unsigned short x_source : 3;
100 unsigned short y_sign_fixup : 1;
101 unsigned short y_source : 3;
102 unsigned short z_sign_fixup : 1;
103 unsigned short z_source : 3;
104 unsigned short w_sign_fixup : 1;
105 unsigned short w_source : 3;
107 #include <poppack.h>
109 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
110 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
112 static inline struct color_fixup_desc create_color_fixup_desc(
113 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
114 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
116 struct color_fixup_desc fixup =
118 sign0, src0,
119 sign1, src1,
120 sign2, src2,
121 sign3, src3,
123 return fixup;
126 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
128 struct color_fixup_desc fixup =
130 0u, complex_fixup & (1u << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
131 0u, complex_fixup & (1u << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
132 0u, complex_fixup & (1u << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
133 0u, complex_fixup & (1u << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
135 return fixup;
138 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
140 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
143 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
145 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
148 static inline BOOL is_scaling_fixup(struct color_fixup_desc fixup)
150 return fixup.x_sign_fixup || fixup.y_sign_fixup || fixup.z_sign_fixup || fixup.w_sign_fixup;
153 static inline BOOL is_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2)
155 return f1.x_sign_fixup == f2.x_sign_fixup && f1.x_source == f2.x_source
156 && f1.y_sign_fixup == f2.y_sign_fixup && f1.y_source == f2.y_source
157 && f1.z_sign_fixup == f2.z_sign_fixup && f1.z_source == f2.z_source
158 && f1.w_sign_fixup == f2.w_sign_fixup && f1.w_source == f2.w_source;
161 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
163 enum complex_fixup complex_fixup = 0;
164 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 0);
165 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 1);
166 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 2);
167 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 3);
168 return complex_fixup;
171 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
172 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
173 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
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_CLIPPLANES WINED3DMAXUSERCLIPPLANES
184 #define MAX_CONSTANT_BUFFERS 15
185 #define MAX_SAMPLER_OBJECTS 16
186 #define MAX_SHADER_RESOURCE_VIEWS 128
187 #define MAX_VERTEX_BLENDS 4
188 #define MAX_MULTISAMPLE_TYPES 8
190 struct min_lookup
192 GLenum mip[WINED3D_TEXF_LINEAR + 1];
195 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
196 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
198 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN;
200 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
202 return magLookup[mag_filter];
205 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter,
206 enum wined3d_texture_filter_type mip_filter)
208 return minMipLookup[min_filter].mip[mip_filter];
211 /* float_16_to_32() and float_32_to_16() (see implementation in
212 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
213 * to standard C floats and vice versa. They do not depend on the encoding
214 * of the C float, so they are platform independent, but slow. On x86 and
215 * other IEEE 754 compliant platforms the conversion can be accelerated by
216 * bit shifting the exponent and mantissa. There are also some SSE-based
217 * assembly routines out there.
219 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
221 static inline float float_16_to_32(const unsigned short *in)
223 const unsigned short s = ((*in) & 0x8000u);
224 const unsigned short e = ((*in) & 0x7c00u) >> 10;
225 const unsigned short m = (*in) & 0x3ffu;
226 const float sgn = (s ? -1.0f : 1.0f);
228 if(e == 0) {
229 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
230 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
231 } else if(e < 31) {
232 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
233 } else {
234 if(m == 0) return sgn * INFINITY;
235 else return NAN;
239 static inline float float_24_to_32(DWORD in)
241 const float sgn = in & 0x800000u ? -1.0f : 1.0f;
242 const unsigned short e = (in & 0x780000u) >> 19;
243 const unsigned int m = in & 0x7ffffu;
245 if (e == 0)
247 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
248 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
250 else if (e < 15)
252 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
254 else
256 if (m == 0) return sgn * INFINITY;
257 else return NAN;
261 static inline unsigned int wined3d_popcount(unsigned int x)
263 #ifdef HAVE___BUILTIN_POPCOUNT
264 return __builtin_popcount(x);
265 #else
266 x -= x >> 1 & 0x55555555;
267 x = (x & 0x33333333) + (x >> 2 & 0x33333333);
268 return ((x + (x >> 4)) & 0x0f0f0f0f) * 0x01010101 >> 24;
269 #endif
272 #define ORM_BACKBUFFER 0
273 #define ORM_FBO 1
275 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
276 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
278 /* NOTE: When adding fields to this structure, make sure to update the default
279 * values in wined3d_main.c as well. */
280 struct wined3d_settings
282 DWORD max_gl_version;
283 BOOL glslRequested;
284 int offscreen_rendering_mode;
285 unsigned short pci_vendor_id;
286 unsigned short pci_device_id;
287 /* Memory tracking and object counting. */
288 UINT64 emulated_textureram;
289 char *logo;
290 int allow_multisampling;
291 unsigned int sample_count;
292 BOOL strict_draw_ordering;
293 BOOL always_offscreen;
294 BOOL check_float_constants;
295 unsigned int max_sm_vs;
296 unsigned int max_sm_hs;
297 unsigned int max_sm_ds;
298 unsigned int max_sm_gs;
299 unsigned int max_sm_ps;
300 BOOL no_3d;
303 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
305 enum wined3d_shader_resource_type
307 WINED3D_SHADER_RESOURCE_NONE,
308 WINED3D_SHADER_RESOURCE_BUFFER,
309 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
310 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
311 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
312 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
313 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
314 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
315 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
316 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
319 #define WINED3D_SHADER_CONST_VS_F 0x00000001
320 #define WINED3D_SHADER_CONST_VS_I 0x00000002
321 #define WINED3D_SHADER_CONST_VS_B 0x00000004
322 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000008
323 #define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000010
324 #define WINED3D_SHADER_CONST_PS_F 0x00000020
325 #define WINED3D_SHADER_CONST_PS_I 0x00000040
326 #define WINED3D_SHADER_CONST_PS_B 0x00000080
327 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000100
328 #define WINED3D_SHADER_CONST_PS_FOG 0x00000200
329 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000400
330 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000800
331 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00001000
332 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00002000
333 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00004000
334 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00008000
335 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00010000
336 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00020000
337 #define WINED3D_SHADER_CONST_FFP_PS 0x00040000
338 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00080000
340 enum wined3d_shader_register_type
342 WINED3DSPR_TEMP = 0,
343 WINED3DSPR_INPUT = 1,
344 WINED3DSPR_CONST = 2,
345 WINED3DSPR_ADDR = 3,
346 WINED3DSPR_TEXTURE = 3,
347 WINED3DSPR_RASTOUT = 4,
348 WINED3DSPR_ATTROUT = 5,
349 WINED3DSPR_TEXCRDOUT = 6,
350 WINED3DSPR_OUTPUT = 6,
351 WINED3DSPR_CONSTINT = 7,
352 WINED3DSPR_COLOROUT = 8,
353 WINED3DSPR_DEPTHOUT = 9,
354 WINED3DSPR_SAMPLER = 10,
355 WINED3DSPR_CONST2 = 11,
356 WINED3DSPR_CONST3 = 12,
357 WINED3DSPR_CONST4 = 13,
358 WINED3DSPR_CONSTBOOL = 14,
359 WINED3DSPR_LOOP = 15,
360 WINED3DSPR_TEMPFLOAT16 = 16,
361 WINED3DSPR_MISCTYPE = 17,
362 WINED3DSPR_LABEL = 18,
363 WINED3DSPR_PREDICATE = 19,
364 WINED3DSPR_IMMCONST,
365 WINED3DSPR_CONSTBUFFER,
366 WINED3DSPR_IMMCONSTBUFFER,
367 WINED3DSPR_PRIMID,
368 WINED3DSPR_NULL,
369 WINED3DSPR_RESOURCE,
370 WINED3DSPR_UAV,
371 WINED3DSPR_FORKINSTID,
374 enum wined3d_data_type
376 WINED3D_DATA_FLOAT,
377 WINED3D_DATA_INT,
378 WINED3D_DATA_RESOURCE,
379 WINED3D_DATA_SAMPLER,
380 WINED3D_DATA_UAV,
381 WINED3D_DATA_UINT,
382 WINED3D_DATA_UNORM,
383 WINED3D_DATA_SNORM,
386 enum wined3d_immconst_type
388 WINED3D_IMMCONST_SCALAR,
389 WINED3D_IMMCONST_VEC4,
392 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
394 enum wined3d_shader_src_modifier
396 WINED3DSPSM_NONE = 0,
397 WINED3DSPSM_NEG = 1,
398 WINED3DSPSM_BIAS = 2,
399 WINED3DSPSM_BIASNEG = 3,
400 WINED3DSPSM_SIGN = 4,
401 WINED3DSPSM_SIGNNEG = 5,
402 WINED3DSPSM_COMP = 6,
403 WINED3DSPSM_X2 = 7,
404 WINED3DSPSM_X2NEG = 8,
405 WINED3DSPSM_DZ = 9,
406 WINED3DSPSM_DW = 10,
407 WINED3DSPSM_ABS = 11,
408 WINED3DSPSM_ABSNEG = 12,
409 WINED3DSPSM_NOT = 13,
412 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */
413 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */
414 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */
415 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */
416 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */
418 enum wined3d_shader_dst_modifier
420 WINED3DSPDM_NONE = 0,
421 WINED3DSPDM_SATURATE = 1,
422 WINED3DSPDM_PARTIALPRECISION = 2,
423 WINED3DSPDM_MSAMPCENTROID = 4,
426 enum wined3d_shader_interpolation_mode
428 WINED3DSIM_CONSTANT = 1,
429 WINED3DSIM_LINEAR = 2,
430 WINED3DSIM_LINEAR_CENTROID = 3,
431 WINED3DSIM_LINEAR_NOPERSPECTIVE = 4,
432 WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5,
433 WINED3DSIM_LINEAR_SAMPLE = 6,
434 WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7,
437 enum wined3d_shader_global_flags
439 WINED3DSGF_REFACTORING_ALLOWED = 0x1,
440 WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8,
443 enum wined3d_tessellator_domain
445 WINED3D_TESSELLATOR_DOMAIN_LINE = 1,
446 WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2,
447 WINED3D_TESSELLATOR_DOMAIN_QUAD = 3,
450 enum wined3d_tessellator_output_primitive
452 WINED3D_TESSELLATOR_OUTPUT_POINT = 1,
453 WINED3D_TESSELLATOR_OUTPUT_LINE = 2,
454 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
455 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
458 enum wined3d_tessellator_partitioning
460 WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
461 WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2,
462 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
463 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
466 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
467 #define WINED3DSI_TEXLD_PROJECT 0x1
468 #define WINED3DSI_TEXLD_BIAS 0x2
469 #define WINED3DSI_INDEXED_DYNAMIC 0x4
470 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1
471 #define WINED3DSI_RESINFO_UINT 0x2
472 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1
474 enum wined3d_shader_rel_op
476 WINED3D_SHADER_REL_OP_GT = 1,
477 WINED3D_SHADER_REL_OP_EQ = 2,
478 WINED3D_SHADER_REL_OP_GE = 3,
479 WINED3D_SHADER_REL_OP_LT = 4,
480 WINED3D_SHADER_REL_OP_NE = 5,
481 WINED3D_SHADER_REL_OP_LE = 6,
484 #define WINED3D_SM1_VS 0xfffeu
485 #define WINED3D_SM1_PS 0xffffu
486 #define WINED3D_SM4_PS 0x0000u
487 #define WINED3D_SM4_VS 0x0001u
488 #define WINED3D_SM4_GS 0x0002u
489 #define WINED3D_SM5_HS 0x0003u
490 #define WINED3D_SM5_DS 0x0004u
492 /* Shader version tokens, and shader end tokens */
493 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
494 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
496 /* Shader backends */
498 /* TODO: Make this dynamic, based on shader limits ? */
499 #define MAX_ATTRIBS 16
500 #define MAX_REG_ADDR 1
501 #define MAX_REG_TEMP 32
502 #define MAX_REG_TEXCRD 8
503 #define MAX_REG_INPUT 32
504 #define MAX_REG_OUTPUT 32
505 #define MAX_CONST_I 16
506 #define MAX_CONST_B 16
507 #define WINED3D_MAX_CBS 15
509 /* FIXME: This needs to go up to 2048 for
510 * Shader model 3 according to msdn (and for software shaders) */
511 #define MAX_LABELS 16
513 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096
515 struct wined3d_string_buffer
517 struct list entry;
518 char *buffer;
519 unsigned int buffer_size;
520 unsigned int content_size;
523 enum WINED3D_SHADER_INSTRUCTION_HANDLER
525 WINED3DSIH_ABS,
526 WINED3DSIH_ADD,
527 WINED3DSIH_AND,
528 WINED3DSIH_BEM,
529 WINED3DSIH_BREAK,
530 WINED3DSIH_BREAKC,
531 WINED3DSIH_BREAKP,
532 WINED3DSIH_CALL,
533 WINED3DSIH_CALLNZ,
534 WINED3DSIH_CMP,
535 WINED3DSIH_CND,
536 WINED3DSIH_CRS,
537 WINED3DSIH_CUT,
538 WINED3DSIH_DCL,
539 WINED3DSIH_DCL_CONSTANT_BUFFER,
540 WINED3DSIH_DCL_GLOBAL_FLAGS,
541 WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT,
542 WINED3DSIH_DCL_HS_MAX_TESSFACTOR,
543 WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER,
544 WINED3DSIH_DCL_INPUT,
545 WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT,
546 WINED3DSIH_DCL_INPUT_PRIMITIVE,
547 WINED3DSIH_DCL_INPUT_PS,
548 WINED3DSIH_DCL_INPUT_PS_SGV,
549 WINED3DSIH_DCL_INPUT_PS_SIV,
550 WINED3DSIH_DCL_INPUT_SGV,
551 WINED3DSIH_DCL_INPUT_SIV,
552 WINED3DSIH_DCL_OUTPUT,
553 WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT,
554 WINED3DSIH_DCL_OUTPUT_SIV,
555 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
556 WINED3DSIH_DCL_RESOURCE_STRUCTURED,
557 WINED3DSIH_DCL_SAMPLER,
558 WINED3DSIH_DCL_TEMPS,
559 WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
560 WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
561 WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
562 WINED3DSIH_DCL_UAV_TYPED,
563 WINED3DSIH_DCL_VERTICES_OUT,
564 WINED3DSIH_DEF,
565 WINED3DSIH_DEFB,
566 WINED3DSIH_DEFI,
567 WINED3DSIH_DIV,
568 WINED3DSIH_DP2,
569 WINED3DSIH_DP2ADD,
570 WINED3DSIH_DP3,
571 WINED3DSIH_DP4,
572 WINED3DSIH_DST,
573 WINED3DSIH_DSX,
574 WINED3DSIH_DSX_COARSE,
575 WINED3DSIH_DSX_FINE,
576 WINED3DSIH_DSY,
577 WINED3DSIH_DSY_COARSE,
578 WINED3DSIH_DSY_FINE,
579 WINED3DSIH_ELSE,
580 WINED3DSIH_EMIT,
581 WINED3DSIH_ENDIF,
582 WINED3DSIH_ENDLOOP,
583 WINED3DSIH_ENDREP,
584 WINED3DSIH_EQ,
585 WINED3DSIH_EXP,
586 WINED3DSIH_EXPP,
587 WINED3DSIH_FRC,
588 WINED3DSIH_FTOI,
589 WINED3DSIH_FTOU,
590 WINED3DSIH_GE,
591 WINED3DSIH_HS_DECLS,
592 WINED3DSIH_HS_FORK_PHASE,
593 WINED3DSIH_IADD,
594 WINED3DSIH_IEQ,
595 WINED3DSIH_IF,
596 WINED3DSIH_IFC,
597 WINED3DSIH_IGE,
598 WINED3DSIH_ILT,
599 WINED3DSIH_IMAD,
600 WINED3DSIH_IMAX,
601 WINED3DSIH_IMIN,
602 WINED3DSIH_IMUL,
603 WINED3DSIH_INE,
604 WINED3DSIH_INEG,
605 WINED3DSIH_ISHL,
606 WINED3DSIH_ITOF,
607 WINED3DSIH_LABEL,
608 WINED3DSIH_LD,
609 WINED3DSIH_LD2DMS,
610 WINED3DSIH_LD_STRUCTURED,
611 WINED3DSIH_LIT,
612 WINED3DSIH_LOG,
613 WINED3DSIH_LOGP,
614 WINED3DSIH_LOOP,
615 WINED3DSIH_LRP,
616 WINED3DSIH_LT,
617 WINED3DSIH_M3x2,
618 WINED3DSIH_M3x3,
619 WINED3DSIH_M3x4,
620 WINED3DSIH_M4x3,
621 WINED3DSIH_M4x4,
622 WINED3DSIH_MAD,
623 WINED3DSIH_MAX,
624 WINED3DSIH_MIN,
625 WINED3DSIH_MOV,
626 WINED3DSIH_MOVA,
627 WINED3DSIH_MOVC,
628 WINED3DSIH_MUL,
629 WINED3DSIH_NE,
630 WINED3DSIH_NOP,
631 WINED3DSIH_NOT,
632 WINED3DSIH_NRM,
633 WINED3DSIH_OR,
634 WINED3DSIH_PHASE,
635 WINED3DSIH_POW,
636 WINED3DSIH_RCP,
637 WINED3DSIH_REP,
638 WINED3DSIH_RESINFO,
639 WINED3DSIH_RET,
640 WINED3DSIH_ROUND_NI,
641 WINED3DSIH_ROUND_PI,
642 WINED3DSIH_ROUND_Z,
643 WINED3DSIH_RSQ,
644 WINED3DSIH_SAMPLE,
645 WINED3DSIH_SAMPLE_B,
646 WINED3DSIH_SAMPLE_C,
647 WINED3DSIH_SAMPLE_C_LZ,
648 WINED3DSIH_SAMPLE_GRAD,
649 WINED3DSIH_SAMPLE_LOD,
650 WINED3DSIH_SETP,
651 WINED3DSIH_SGE,
652 WINED3DSIH_SGN,
653 WINED3DSIH_SINCOS,
654 WINED3DSIH_SLT,
655 WINED3DSIH_SQRT,
656 WINED3DSIH_STORE_UAV_TYPED,
657 WINED3DSIH_SUB,
658 WINED3DSIH_TEX,
659 WINED3DSIH_TEXBEM,
660 WINED3DSIH_TEXBEML,
661 WINED3DSIH_TEXCOORD,
662 WINED3DSIH_TEXDEPTH,
663 WINED3DSIH_TEXDP3,
664 WINED3DSIH_TEXDP3TEX,
665 WINED3DSIH_TEXKILL,
666 WINED3DSIH_TEXLDD,
667 WINED3DSIH_TEXLDL,
668 WINED3DSIH_TEXM3x2DEPTH,
669 WINED3DSIH_TEXM3x2PAD,
670 WINED3DSIH_TEXM3x2TEX,
671 WINED3DSIH_TEXM3x3,
672 WINED3DSIH_TEXM3x3DIFF,
673 WINED3DSIH_TEXM3x3PAD,
674 WINED3DSIH_TEXM3x3SPEC,
675 WINED3DSIH_TEXM3x3TEX,
676 WINED3DSIH_TEXM3x3VSPEC,
677 WINED3DSIH_TEXREG2AR,
678 WINED3DSIH_TEXREG2GB,
679 WINED3DSIH_TEXREG2RGB,
680 WINED3DSIH_UDIV,
681 WINED3DSIH_UGE,
682 WINED3DSIH_USHR,
683 WINED3DSIH_UTOF,
684 WINED3DSIH_XOR,
685 WINED3DSIH_TABLE_SIZE
688 enum wined3d_shader_type
690 WINED3D_SHADER_TYPE_PIXEL,
691 WINED3D_SHADER_TYPE_VERTEX,
692 WINED3D_SHADER_TYPE_GEOMETRY,
693 WINED3D_SHADER_TYPE_HULL,
694 WINED3D_SHADER_TYPE_DOMAIN,
695 WINED3D_SHADER_TYPE_COUNT,
698 struct wined3d_shader_version
700 enum wined3d_shader_type type;
701 BYTE major;
702 BYTE minor;
705 struct wined3d_shader_resource_info
707 enum wined3d_shader_resource_type type;
708 enum wined3d_data_type data_type;
711 #define WINED3D_SAMPLER_DEFAULT ~0x0u
713 struct wined3d_shader_sampler_map_entry
715 unsigned int resource_idx;
716 unsigned int sampler_idx;
717 unsigned int bind_idx;
720 struct wined3d_shader_sampler_map
722 struct wined3d_shader_sampler_map_entry *entries;
723 size_t size;
724 size_t count;
727 struct wined3d_shader_immediate_constant_buffer
729 UINT element_count;
730 DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE];
733 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
735 struct wined3d_shader_reg_maps
737 struct wined3d_shader_version shader_version;
738 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
739 BYTE address; /* MAX_REG_ADDR, 1 */
740 WORD labels; /* MAX_LABELS, 16 */
741 DWORD temporary; /* MAX_REG_TEMP, 32 */
742 DWORD *constf; /* pixel, vertex */
743 const struct wined3d_shader_immediate_constant_buffer *icb;
744 union
746 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
747 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
748 } u;
749 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
750 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
751 WORD integer_constants; /* MAX_CONST_I, 16 */
752 WORD boolean_constants; /* MAX_CONST_B, 16 */
753 WORD local_int_consts; /* MAX_CONST_I, 16 */
754 WORD local_bool_consts; /* MAX_CONST_B, 16 */
755 UINT cb_sizes[WINED3D_MAX_CBS];
757 struct wined3d_shader_resource_info resource_info[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
758 struct wined3d_shader_sampler_map sampler_map;
759 DWORD sampler_comparison_mode;
760 BYTE bumpmat; /* MAX_TEXTURES, 8 */
761 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
763 WORD usesnrm : 1;
764 WORD vpos : 1;
765 WORD usesdsx : 1;
766 WORD usesdsy : 1;
767 WORD usestexldd : 1;
768 WORD usesmova : 1;
769 WORD usesfacing : 1;
770 WORD usesrelconstF : 1;
771 WORD fog : 1;
772 WORD usestexldl : 1;
773 WORD usesifc : 1;
774 WORD usescall : 1;
775 WORD usespow : 1;
776 WORD point_size : 1;
777 WORD padding : 2;
779 DWORD rt_mask; /* Used render targets, 32 max. */
781 /* Whether or not loops are used in this shader, and nesting depth */
782 unsigned loop_depth;
783 UINT min_rel_offset, max_rel_offset;
786 /* Keeps track of details for TEX_M#x# instructions which need to maintain
787 * state information between multiple instructions. */
788 struct wined3d_shader_tex_mx
790 unsigned int current_row;
791 DWORD texcoord_w[2];
794 struct wined3d_shader_loop_state
796 UINT current_depth;
797 UINT current_reg;
800 struct wined3d_shader_context
802 const struct wined3d_shader *shader;
803 const struct wined3d_gl_info *gl_info;
804 const struct wined3d_shader_reg_maps *reg_maps;
805 struct wined3d_string_buffer *buffer;
806 struct wined3d_shader_tex_mx *tex_mx;
807 struct wined3d_shader_loop_state *loop_state;
808 void *backend_data;
811 struct wined3d_shader_register_index
813 const struct wined3d_shader_src_param *rel_addr;
814 unsigned int offset;
817 struct wined3d_shader_register
819 enum wined3d_shader_register_type type;
820 enum wined3d_data_type data_type;
821 struct wined3d_shader_register_index idx[2];
822 enum wined3d_immconst_type immconst_type;
823 DWORD immconst_data[4];
826 struct wined3d_shader_dst_param
828 struct wined3d_shader_register reg;
829 DWORD write_mask;
830 DWORD modifiers;
831 DWORD shift;
834 struct wined3d_shader_src_param
836 struct wined3d_shader_register reg;
837 DWORD swizzle;
838 enum wined3d_shader_src_modifier modifiers;
841 struct wined3d_shader_semantic
843 enum wined3d_decl_usage usage;
844 UINT usage_idx;
845 enum wined3d_shader_resource_type resource_type;
846 enum wined3d_data_type resource_data_type;
847 struct wined3d_shader_dst_param reg;
850 struct wined3d_shader_register_semantic
852 struct wined3d_shader_dst_param reg;
853 enum wined3d_sysval_semantic sysval_semantic;
856 struct wined3d_shader_structured_resource
858 struct wined3d_shader_dst_param reg;
859 unsigned int byte_stride;
862 struct wined3d_shader_texel_offset
864 signed char u, v, w;
867 struct wined3d_shader_instruction
869 const struct wined3d_shader_context *ctx;
870 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
871 DWORD flags;
872 BOOL coissue;
873 const struct wined3d_shader_src_param *predicate;
874 UINT dst_count;
875 const struct wined3d_shader_dst_param *dst;
876 UINT src_count;
877 const struct wined3d_shader_src_param *src;
878 struct wined3d_shader_texel_offset texel_offset;
879 union
881 struct wined3d_shader_semantic semantic;
882 struct wined3d_shader_register_semantic register_semantic;
883 enum wined3d_primitive_type primitive_type;
884 struct wined3d_shader_dst_param dst;
885 struct wined3d_shader_src_param src;
886 UINT count;
887 const struct wined3d_shader_immediate_constant_buffer *icb;
888 struct wined3d_shader_structured_resource structured_resource;
889 enum wined3d_tessellator_domain tessellator_domain;
890 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
891 enum wined3d_tessellator_partitioning tessellator_partitioning;
892 float max_tessellation_factor;
893 } declaration;
896 static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins)
898 return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w;
901 struct wined3d_shader_attribute
903 enum wined3d_decl_usage usage;
904 UINT usage_idx;
907 struct wined3d_shader_loop_control
909 unsigned int count;
910 unsigned int start;
911 int step;
914 struct wined3d_shader_frontend
916 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
917 void (*shader_free)(void *data);
918 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
919 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
920 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
923 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
924 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
926 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
928 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
929 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
931 struct shader_caps
933 unsigned int vs_version;
934 unsigned int hs_version;
935 unsigned int ds_version;
936 unsigned int gs_version;
937 unsigned int ps_version;
939 DWORD vs_uniform_count;
940 DWORD ps_uniform_count;
941 float ps_1x_max_value;
942 DWORD varying_count;
944 DWORD wined3d_caps;
947 enum wined3d_gl_resource_type
949 WINED3D_GL_RES_TYPE_TEX_1D = 0,
950 WINED3D_GL_RES_TYPE_TEX_2D = 1,
951 WINED3D_GL_RES_TYPE_TEX_3D = 2,
952 WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
953 WINED3D_GL_RES_TYPE_TEX_RECT = 4,
954 WINED3D_GL_RES_TYPE_BUFFER = 5,
955 WINED3D_GL_RES_TYPE_RB = 6,
956 WINED3D_GL_RES_TYPE_COUNT = 7,
959 enum vertexprocessing_mode {
960 fixedfunction,
961 vertexshader,
962 pretransformed
965 #define WINED3D_CONST_NUM_UNUSED ~0U
967 enum wined3d_ffp_ps_fog_mode
969 WINED3D_FFP_PS_FOG_OFF,
970 WINED3D_FFP_PS_FOG_LINEAR,
971 WINED3D_FFP_PS_FOG_EXP,
972 WINED3D_FFP_PS_FOG_EXP2,
975 /* Stateblock dependent parameters which have to be hardcoded
976 * into the shader code
979 #define WINED3D_PSARGS_PROJECTED (1u << 3)
980 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
981 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu
982 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
983 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u
985 /* Used for Shader Model 1 pixel shaders to track the bound texture
986 * type. 2D and RECT textures are separated through NP2 fixup. */
987 enum wined3d_shader_tex_types
989 WINED3D_SHADER_TEX_2D = 0,
990 WINED3D_SHADER_TEX_3D = 1,
991 WINED3D_SHADER_TEX_CUBE = 2,
994 struct ps_compile_args {
995 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
996 enum vertexprocessing_mode vp_mode;
997 enum wined3d_ffp_ps_fog_mode fog;
998 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
999 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
1000 WORD srgb_correction;
1001 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
1002 D3D9 has a limit of 16 samplers and the fixup is superfluous
1003 in D3D10 (unconditional NP2 support mandatory). */
1004 WORD np2_fixup;
1005 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
1006 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */
1007 BOOL pointsprite;
1008 BOOL flatshading;
1011 enum fog_src_type {
1012 VS_FOG_Z = 0,
1013 VS_FOG_COORD = 1
1016 struct vs_compile_args
1018 BYTE fog_src;
1019 BYTE clip_enabled : 1;
1020 BYTE point_size : 1;
1021 BYTE per_vertex_point_size : 1;
1022 BYTE flatshading : 1;
1023 BYTE padding : 4;
1024 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1027 struct wined3d_context;
1028 struct wined3d_state;
1029 struct fragment_pipeline;
1030 struct wined3d_vertex_pipe_ops;
1032 struct wined3d_shader_backend_ops
1034 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
1035 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
1036 const struct wined3d_state *state);
1037 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
1038 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
1039 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size);
1040 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
1041 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
1042 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
1043 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
1044 const struct wined3d_state *state);
1045 void (*shader_destroy)(struct wined3d_shader *shader);
1046 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
1047 const struct fragment_pipeline *fragment_pipe);
1048 void (*shader_free_private)(struct wined3d_device *device);
1049 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
1050 void (*shader_free_context_data)(struct wined3d_context *context);
1051 void (*shader_init_context_state)(struct wined3d_context *context);
1052 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
1053 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
1054 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
1057 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
1058 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
1059 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
1061 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
1063 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
1064 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
1065 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
1066 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
1068 static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color)
1070 wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f;
1071 wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f;
1072 wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f;
1073 wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f;
1076 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
1078 /* Checking of API calls */
1079 /* --------------------- */
1080 #ifndef WINE_NO_DEBUG_MSGS
1081 #define checkGLcall(A) \
1082 do { \
1083 GLint err; \
1084 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
1085 err = gl_info->gl_ops.gl.p_glGetError(); \
1086 if (err == GL_NO_ERROR) { \
1087 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
1089 } else do { \
1090 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
1091 debug_glerror(err), err, A, __FILE__, __LINE__); \
1092 err = gl_info->gl_ops.gl.p_glGetError(); \
1093 } while (err != GL_NO_ERROR); \
1094 } while(0)
1095 #else
1096 #define checkGLcall(A) do {} while(0)
1097 #endif
1099 enum wined3d_ffp_idx
1101 WINED3D_FFP_POSITION = 0,
1102 WINED3D_FFP_BLENDWEIGHT = 1,
1103 WINED3D_FFP_BLENDINDICES = 2,
1104 WINED3D_FFP_NORMAL = 3,
1105 WINED3D_FFP_PSIZE = 4,
1106 WINED3D_FFP_DIFFUSE = 5,
1107 WINED3D_FFP_SPECULAR = 6,
1108 WINED3D_FFP_TEXCOORD0 = 7,
1109 WINED3D_FFP_TEXCOORD1 = 8,
1110 WINED3D_FFP_TEXCOORD2 = 9,
1111 WINED3D_FFP_TEXCOORD3 = 10,
1112 WINED3D_FFP_TEXCOORD4 = 11,
1113 WINED3D_FFP_TEXCOORD5 = 12,
1114 WINED3D_FFP_TEXCOORD6 = 13,
1115 WINED3D_FFP_TEXCOORD7 = 14,
1116 WINED3D_FFP_ATTRIBS_COUNT = 15,
1119 enum wined3d_ffp_emit_idx
1121 WINED3D_FFP_EMIT_FLOAT1 = 0,
1122 WINED3D_FFP_EMIT_FLOAT2 = 1,
1123 WINED3D_FFP_EMIT_FLOAT3 = 2,
1124 WINED3D_FFP_EMIT_FLOAT4 = 3,
1125 WINED3D_FFP_EMIT_D3DCOLOR = 4,
1126 WINED3D_FFP_EMIT_UBYTE4 = 5,
1127 WINED3D_FFP_EMIT_SHORT2 = 6,
1128 WINED3D_FFP_EMIT_SHORT4 = 7,
1129 WINED3D_FFP_EMIT_UBYTE4N = 8,
1130 WINED3D_FFP_EMIT_SHORT2N = 9,
1131 WINED3D_FFP_EMIT_SHORT4N = 10,
1132 WINED3D_FFP_EMIT_USHORT2N = 11,
1133 WINED3D_FFP_EMIT_USHORT4N = 12,
1134 WINED3D_FFP_EMIT_UDEC3 = 13,
1135 WINED3D_FFP_EMIT_DEC3N = 14,
1136 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1137 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1138 WINED3D_FFP_EMIT_INVALID = 17,
1139 WINED3D_FFP_EMIT_COUNT = 18
1142 struct wined3d_bo_address
1144 GLuint buffer_object;
1145 BYTE *addr;
1148 struct wined3d_const_bo_address
1150 GLuint buffer_object;
1151 const BYTE *addr;
1154 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
1156 return (struct wined3d_const_bo_address *)data;
1159 struct wined3d_stream_info_element
1161 const struct wined3d_format *format;
1162 struct wined3d_bo_address data;
1163 GLsizei stride;
1164 unsigned int stream_idx;
1165 unsigned int divisor;
1168 struct wined3d_stream_info
1170 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1171 DWORD position_transformed : 1;
1172 DWORD all_vbo : 1;
1173 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1174 WORD use_map; /* MAX_ATTRIBS, 16 */
1177 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
1178 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
1179 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1181 #define eps 1e-8f
1183 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1184 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1186 /* Routines and structures related to state management */
1188 #define STATE_RENDER(a) (a)
1189 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1191 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1192 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1194 /* + 1 because samplers start with 0 */
1195 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1196 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1198 #define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1199 #define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
1201 #define STATE_CONSTANT_BUFFER(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a))
1202 #define STATE_IS_CONSTANT_BUFFER(a) ((a) >= STATE_CONSTANT_BUFFER(0) && (a) < STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1204 #define STATE_SHADER_RESOURCE_BINDING (STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1205 #define STATE_IS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_SHADER_RESOURCE_BINDING)
1207 #define STATE_TRANSFORM(a) (STATE_SHADER_RESOURCE_BINDING + (a))
1208 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1210 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1211 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1212 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1213 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1215 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1216 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1218 #define STATE_VIEWPORT (STATE_VDECL + 1)
1219 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1221 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1222 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1223 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1224 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1226 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1227 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1229 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1230 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1232 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1233 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1235 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1236 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1238 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1239 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1241 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1242 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1244 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1245 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1247 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
1248 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
1250 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
1251 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1253 #define STATE_HIGHEST (STATE_COLOR_KEY)
1255 enum fogsource {
1256 FOGSOURCE_FFP,
1257 FOGSOURCE_VS,
1258 FOGSOURCE_COORD,
1261 struct wined3d_occlusion_query
1263 struct list entry;
1264 GLuint id;
1265 struct wined3d_context *context;
1268 union wined3d_gl_query_object
1270 GLuint id;
1271 GLsync sync;
1274 struct wined3d_event_query
1276 struct list entry;
1277 union wined3d_gl_query_object object;
1278 struct wined3d_context *context;
1281 enum wined3d_event_query_result
1283 WINED3D_EVENT_QUERY_OK,
1284 WINED3D_EVENT_QUERY_WAITING,
1285 WINED3D_EVENT_QUERY_NOT_STARTED,
1286 WINED3D_EVENT_QUERY_WRONG_THREAD,
1287 WINED3D_EVENT_QUERY_ERROR
1290 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1291 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1292 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1293 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1294 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1296 struct wined3d_timestamp_query
1298 struct list entry;
1299 GLuint id;
1300 struct wined3d_context *context;
1303 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1304 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1306 struct wined3d_context
1308 const struct wined3d_gl_info *gl_info;
1309 const struct wined3d_d3d_info *d3d_info;
1310 const struct StateEntry *state_table;
1311 /* State dirtification
1312 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1313 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1314 * 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
1315 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1317 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1318 DWORD numDirtyEntries;
1319 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1321 struct wined3d_swapchain *swapchain;
1322 struct
1324 struct wined3d_texture *texture;
1325 unsigned int sub_resource_idx;
1326 } current_rt;
1327 DWORD tid; /* Thread ID which owns this context at the moment */
1329 /* Stores some information about the context state for optimization */
1330 DWORD render_offscreen : 1;
1331 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1332 DWORD last_was_pshader : 1;
1333 DWORD last_was_vshader : 1;
1334 DWORD last_was_normal : 1;
1335 DWORD namedArraysLoaded : 1;
1336 DWORD numberedArraysLoaded : 1;
1337 DWORD last_was_blit : 1;
1338 DWORD last_was_ckey : 1;
1339 DWORD fog_coord : 1;
1340 DWORD fog_enabled : 1;
1341 DWORD num_untracked_materials : 2; /* Max value 2 */
1342 DWORD current : 1;
1343 DWORD destroyed : 1;
1344 DWORD valid : 1;
1345 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1346 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1347 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1348 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1349 DWORD use_immediate_mode_draw : 1;
1350 DWORD rebind_fbo : 1;
1351 DWORD needs_set : 1;
1352 DWORD hdc_is_private : 1;
1353 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1354 DWORD update_shader_resource_bindings : 1;
1355 DWORD padding : 14;
1356 DWORD shader_update_mask;
1357 DWORD constant_update_mask;
1358 DWORD numbered_array_mask;
1359 GLenum tracking_parm; /* Which source is tracking current colour */
1360 GLenum untracked_materials[2];
1361 UINT blit_w, blit_h;
1362 enum fogsource fog_source;
1363 DWORD active_texture;
1364 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1366 UINT instance_count;
1368 /* The actual opengl context */
1369 UINT level;
1370 HGLRC restore_ctx;
1371 HDC restore_dc;
1372 int restore_pf;
1373 HWND restore_pf_win;
1374 HGLRC glCtx;
1375 HWND win_handle;
1376 HDC hdc;
1377 int pixel_format;
1378 GLint aux_buffers;
1380 void *shader_backend_data;
1381 void *fragment_pipe_data;
1383 /* FBOs */
1384 UINT fbo_entry_count;
1385 struct list fbo_list;
1386 struct list fbo_destroy_list;
1387 struct fbo_entry *current_fbo;
1388 GLuint fbo_read_binding;
1389 GLuint fbo_draw_binding;
1390 struct wined3d_surface **blit_targets;
1391 struct wined3d_fbo_entry_key *fbo_key;
1392 GLenum *draw_buffers;
1393 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1395 /* Queries */
1396 GLuint *free_occlusion_queries;
1397 UINT free_occlusion_query_size;
1398 UINT free_occlusion_query_count;
1399 struct list occlusion_queries;
1401 union wined3d_gl_query_object *free_event_queries;
1402 UINT free_event_query_size;
1403 UINT free_event_query_count;
1404 struct list event_queries;
1406 GLuint *free_timestamp_queries;
1407 UINT free_timestamp_query_size;
1408 UINT free_timestamp_query_count;
1409 struct list timestamp_queries;
1411 struct wined3d_stream_info stream_info;
1413 /* Fences for GL_APPLE_flush_buffer_range */
1414 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1415 unsigned int num_buffer_queries;
1417 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1418 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1420 /* Extension emulation */
1421 GLint gl_fog_source;
1422 GLfloat fog_coord_value;
1423 GLfloat color[4], fogstart, fogend, fogcolor[4];
1424 GLuint dummy_arbfp_prog;
1427 struct wined3d_fb_state
1429 struct wined3d_rendertarget_view **render_targets;
1430 struct wined3d_rendertarget_view *depth_stencil;
1433 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1435 struct StateEntry
1437 DWORD representative;
1438 APPLYSTATEFUNC apply;
1441 struct StateEntryTemplate
1443 DWORD state;
1444 struct StateEntry content;
1445 enum wined3d_gl_extension extension;
1448 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1449 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1450 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
1452 struct fragment_caps
1454 DWORD wined3d_caps;
1455 DWORD PrimitiveMiscCaps;
1456 DWORD TextureOpCaps;
1457 DWORD MaxTextureBlendStages;
1458 DWORD MaxSimultaneousTextures;
1461 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001
1462 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002
1464 struct fragment_pipeline
1466 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1467 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1468 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
1469 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1470 void (*free_private)(struct wined3d_device *device);
1471 BOOL (*allocate_context_data)(struct wined3d_context *context);
1472 void (*free_context_data)(struct wined3d_context *context);
1473 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1474 const struct StateEntryTemplate *states;
1477 struct wined3d_vertex_caps
1479 BOOL xyzrhw;
1480 BOOL emulated_flatshading;
1481 BOOL ffp_generic_attributes;
1482 DWORD max_active_lights;
1483 DWORD max_vertex_blend_matrices;
1484 DWORD max_vertex_blend_matrix_index;
1485 DWORD vertex_processing_caps;
1486 DWORD fvf_caps;
1487 DWORD max_user_clip_planes;
1488 DWORD raster_caps;
1491 struct wined3d_vertex_pipe_ops
1493 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1494 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1495 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
1496 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1497 void (*vp_free)(struct wined3d_device *device);
1498 const struct StateEntryTemplate *vp_states;
1501 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1502 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1503 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1504 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1505 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1506 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1507 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1508 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1510 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1511 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1512 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1514 /* "Base" state table */
1515 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1516 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1517 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1518 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1520 enum wined3d_blit_op
1522 WINED3D_BLIT_OP_COLOR_BLIT,
1523 WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST,
1524 WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
1525 WINED3D_BLIT_OP_COLOR_FILL,
1526 WINED3D_BLIT_OP_DEPTH_FILL,
1527 WINED3D_BLIT_OP_DEPTH_BLIT,
1530 /* Shaders for color conversions in blits. Do not do blit operations while
1531 * already under the GL lock. */
1532 struct blit_shader
1534 HRESULT (*alloc_private)(struct wined3d_device *device);
1535 void (*free_private)(struct wined3d_device *device);
1536 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
1537 const struct wined3d_color_key *color_key);
1538 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1539 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info,
1540 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1541 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1542 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1543 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1544 const RECT *rect, const struct wined3d_color *color);
1545 HRESULT (*depth_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1546 const RECT *rect, DWORD clear_flags, float depth, DWORD stencil);
1547 void (*blit_surface)(struct wined3d_device *device, enum wined3d_blit_op op, DWORD filter,
1548 struct wined3d_surface *src_surface, const RECT *src_rect,
1549 struct wined3d_surface *dst_surface, const RECT *dst_rect,
1550 const struct wined3d_color_key *color_key);
1553 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1554 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1555 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1557 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN;
1558 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
1559 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1560 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1561 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1562 DECLSPEC_HIDDEN;
1564 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1565 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1566 void context_alloc_event_query(struct wined3d_context *context,
1567 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1568 void context_alloc_occlusion_query(struct wined3d_context *context,
1569 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1570 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1571 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1572 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1573 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1574 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1575 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1576 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1577 unsigned int unit) DECLSPEC_HIDDEN;
1578 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1579 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1580 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target,
1581 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1582 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
1583 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1584 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1585 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1586 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1587 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN;
1588 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1589 void context_gl_resource_released(struct wined3d_device *device,
1590 GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN;
1591 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1592 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1593 void context_resource_released(const struct wined3d_device *device,
1594 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1595 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore) DECLSPEC_HIDDEN;
1596 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1597 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1598 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1599 void context_state_drawbuf(struct wined3d_context *context,
1600 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1601 void context_state_fb(struct wined3d_context *context,
1602 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1603 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1604 void context_stream_info_from_declaration(struct wined3d_context *context,
1605 const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1607 /*****************************************************************************
1608 * Internal representation of a light
1610 struct wined3d_light_info
1612 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1613 DWORD OriginalIndex;
1614 LONG glIndex;
1615 BOOL enabled;
1617 /* Converted parms to speed up swapping lights */
1618 struct wined3d_vec4 position;
1619 struct wined3d_vec4 direction;
1620 float exponent;
1621 float cutoff;
1623 struct list entry;
1626 /* The default light parameters */
1627 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1629 struct wined3d_pixel_format
1631 int iPixelFormat; /* WGL pixel format */
1632 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1633 int redSize, greenSize, blueSize, alphaSize, colorSize;
1634 int depthSize, stencilSize;
1635 BOOL windowDrawable;
1636 BOOL doubleBuffer;
1637 int auxBuffers;
1638 int numSamples;
1641 enum wined3d_pci_vendor
1643 HW_VENDOR_SOFTWARE = 0x0000,
1644 HW_VENDOR_AMD = 0x1002,
1645 HW_VENDOR_NVIDIA = 0x10de,
1646 HW_VENDOR_VMWARE = 0x15ad,
1647 HW_VENDOR_INTEL = 0x8086,
1650 enum wined3d_pci_device
1652 CARD_WINE = 0x0000,
1654 CARD_AMD_RAGE_128PRO = 0x5246,
1655 CARD_AMD_RADEON_7200 = 0x5144,
1656 CARD_AMD_RADEON_8500 = 0x514c,
1657 CARD_AMD_RADEON_9500 = 0x4144,
1658 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1659 CARD_AMD_RADEON_X700 = 0x5e4c,
1660 CARD_AMD_RADEON_X1600 = 0x71c2,
1661 CARD_AMD_RADEON_HD2350 = 0x94c7,
1662 CARD_AMD_RADEON_HD2600 = 0x9581,
1663 CARD_AMD_RADEON_HD2900 = 0x9400,
1664 CARD_AMD_RADEON_HD3200 = 0x9620,
1665 CARD_AMD_RADEON_HD3850 = 0x9515,
1666 CARD_AMD_RADEON_HD4200M = 0x9712,
1667 CARD_AMD_RADEON_HD4350 = 0x954f,
1668 CARD_AMD_RADEON_HD4600 = 0x9495,
1669 CARD_AMD_RADEON_HD4700 = 0x944e,
1670 CARD_AMD_RADEON_HD4800 = 0x944c,
1671 CARD_AMD_RADEON_HD5400 = 0x68f9,
1672 CARD_AMD_RADEON_HD5600 = 0x68d8,
1673 CARD_AMD_RADEON_HD5700 = 0x68be,
1674 CARD_AMD_RADEON_HD5800 = 0x6898,
1675 CARD_AMD_RADEON_HD5900 = 0x689c,
1676 CARD_AMD_RADEON_HD6300 = 0x9803,
1677 CARD_AMD_RADEON_HD6400 = 0x6770,
1678 CARD_AMD_RADEON_HD6410D = 0x9644,
1679 CARD_AMD_RADEON_HD6550D = 0x9640,
1680 CARD_AMD_RADEON_HD6600 = 0x6758,
1681 CARD_AMD_RADEON_HD6600M = 0x6741,
1682 CARD_AMD_RADEON_HD6700 = 0x68ba,
1683 CARD_AMD_RADEON_HD6800 = 0x6739,
1684 CARD_AMD_RADEON_HD6900 = 0x6719,
1685 CARD_AMD_RADEON_HD7660D = 0x9901,
1686 CARD_AMD_RADEON_HD7700 = 0x683d,
1687 CARD_AMD_RADEON_HD7800 = 0x6819,
1688 CARD_AMD_RADEON_HD7900 = 0x679a,
1689 CARD_AMD_RADEON_HD8600M = 0x6660,
1690 CARD_AMD_RADEON_HD8670 = 0x6610,
1691 CARD_AMD_RADEON_HD8770 = 0x665c,
1692 CARD_AMD_RADEON_R3 = 0x9830,
1693 CARD_AMD_RADEON_R7 = 0x130f,
1694 CARD_AMD_RADEON_R9 = 0x67b1,
1696 CARD_NVIDIA_RIVA_128 = 0x0018,
1697 CARD_NVIDIA_RIVA_TNT = 0x0020,
1698 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1699 CARD_NVIDIA_GEFORCE = 0x0100,
1700 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1701 CARD_NVIDIA_GEFORCE2 = 0x0150,
1702 CARD_NVIDIA_GEFORCE3 = 0x0200,
1703 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1704 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1705 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1706 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1707 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1708 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1709 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1710 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1711 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1712 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1713 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1714 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1715 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1716 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1717 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1718 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1719 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1720 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1721 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1722 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1723 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1724 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1725 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1726 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1727 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1728 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1729 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1730 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1731 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1732 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1733 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1734 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1735 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1736 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1737 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1738 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1739 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1740 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1741 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1742 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1743 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1744 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1745 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1746 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1747 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1748 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1749 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1750 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1751 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1752 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1753 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1754 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1755 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1756 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1757 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1758 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1759 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1760 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1761 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1762 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1763 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1764 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1765 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1766 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1767 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1768 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
1769 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1770 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1771 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1772 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1773 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
1774 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
1775 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
1776 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
1777 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
1778 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
1779 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
1780 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
1781 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
1782 CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */
1783 CARD_NVIDIA_GEFORCE_GTX950 = 0x1402,
1784 CARD_NVIDIA_GEFORCE_GTX950M = 0x139a,
1785 CARD_NVIDIA_GEFORCE_GTX960 = 0x1401,
1786 CARD_NVIDIA_GEFORCE_GTX960M = 0x139b,
1787 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
1788 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
1789 CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0,
1791 CARD_VMWARE_SVGA3D = 0x0405,
1793 CARD_INTEL_830M = 0x3577,
1794 CARD_INTEL_855GM = 0x3582,
1795 CARD_INTEL_845G = 0x2562,
1796 CARD_INTEL_865G = 0x2572,
1797 CARD_INTEL_915G = 0x2582,
1798 CARD_INTEL_E7221G = 0x258a,
1799 CARD_INTEL_915GM = 0x2592,
1800 CARD_INTEL_945G = 0x2772,
1801 CARD_INTEL_945GM = 0x27a2,
1802 CARD_INTEL_945GME = 0x27ae,
1803 CARD_INTEL_Q35 = 0x29b2,
1804 CARD_INTEL_G33 = 0x29c2,
1805 CARD_INTEL_Q33 = 0x29d2,
1806 CARD_INTEL_PNVG = 0xa001,
1807 CARD_INTEL_PNVM = 0xa011,
1808 CARD_INTEL_965Q = 0x2992,
1809 CARD_INTEL_965G = 0x2982,
1810 CARD_INTEL_946GZ = 0x2972,
1811 CARD_INTEL_965GM = 0x2a02,
1812 CARD_INTEL_965GME = 0x2a12,
1813 CARD_INTEL_GM45 = 0x2a42,
1814 CARD_INTEL_IGD = 0x2e02,
1815 CARD_INTEL_Q45 = 0x2e12,
1816 CARD_INTEL_G45 = 0x2e22,
1817 CARD_INTEL_G41 = 0x2e32,
1818 CARD_INTEL_B43 = 0x2e92,
1819 CARD_INTEL_ILKD = 0x0042,
1820 CARD_INTEL_ILKM = 0x0046,
1821 CARD_INTEL_SNBD = 0x0122,
1822 CARD_INTEL_SNBM = 0x0126,
1823 CARD_INTEL_SNBS = 0x010a,
1824 CARD_INTEL_IVBD = 0x0162,
1825 CARD_INTEL_IVBM = 0x0166,
1826 CARD_INTEL_IVBS = 0x015a,
1827 CARD_INTEL_HWM = 0x0416,
1830 struct wined3d_fbo_ops
1832 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1833 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1834 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1835 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1836 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1837 GLsizei width, GLsizei height);
1838 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1839 GLenum internalformat, GLsizei width, GLsizei height);
1840 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1841 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1842 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1843 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1844 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1845 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1846 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1847 GLenum textarget, GLuint texture, GLint level);
1848 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1849 GLenum textarget, GLuint texture, GLint level);
1850 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1851 GLenum textarget, GLuint texture, GLint level, GLint layer);
1852 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1853 GLenum renderbuffertarget, GLuint renderbuffer);
1854 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1855 GLenum pname, GLint *params);
1856 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1857 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1858 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1861 struct wined3d_gl_limits
1863 UINT buffers;
1864 UINT lights;
1865 UINT textures;
1866 UINT texture_coords;
1867 UINT vertex_uniform_blocks;
1868 UINT geometry_uniform_blocks;
1869 UINT fragment_uniform_blocks;
1870 UINT fragment_samplers;
1871 UINT vertex_samplers;
1872 UINT combined_samplers;
1873 UINT general_combiners;
1874 UINT clipplanes;
1875 UINT texture_size;
1876 UINT texture3d_size;
1877 float pointsize_max;
1878 float pointsize_min;
1879 UINT blends;
1880 UINT anisotropy;
1881 float shininess;
1882 UINT samples;
1883 UINT vertex_attribs;
1885 UINT glsl_varyings;
1886 UINT glsl_vs_float_constants;
1887 UINT glsl_ps_float_constants;
1889 UINT arb_vs_float_constants;
1890 UINT arb_vs_native_constants;
1891 UINT arb_vs_instructions;
1892 UINT arb_vs_temps;
1893 UINT arb_ps_float_constants;
1894 UINT arb_ps_local_constants;
1895 UINT arb_ps_native_constants;
1896 UINT arb_ps_instructions;
1897 UINT arb_ps_temps;
1900 struct wined3d_gl_info
1902 DWORD selected_gl_version;
1903 DWORD glsl_version;
1904 struct wined3d_gl_limits limits;
1905 DWORD reserved_glsl_constants, reserved_arb_constants;
1906 DWORD quirks;
1907 BOOL supported[WINED3D_GL_EXT_COUNT];
1908 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1909 float fixed_polyoffset_scale, float_polyoffset_scale;
1911 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
1912 struct opengl_funcs gl_ops;
1913 struct wined3d_fbo_ops fbo_ops;
1915 struct wined3d_format *formats;
1916 unsigned int format_count;
1919 struct wined3d_driver_info
1921 enum wined3d_pci_vendor vendor;
1922 enum wined3d_pci_device device;
1923 const char *name;
1924 const char *description;
1925 UINT64 vram_bytes;
1926 DWORD version_high;
1927 DWORD version_low;
1930 struct wined3d_d3d_limits
1932 unsigned int vs_version, hs_version, ds_version, gs_version, ps_version;
1933 DWORD vs_uniform_count;
1934 DWORD ps_uniform_count;
1935 UINT varying_count;
1936 UINT ffp_textures;
1937 UINT ffp_blend_stages;
1938 UINT ffp_vertex_blend_matrices;
1941 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
1942 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
1943 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
1945 struct wined3d_ffp_attrib_ops
1947 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
1948 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
1949 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
1950 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
1951 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
1954 struct wined3d_d3d_info
1956 struct wined3d_d3d_limits limits;
1957 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
1958 BOOL xyzrhw;
1959 BOOL emulated_flatshading;
1960 BOOL ffp_generic_attributes;
1961 BOOL vs_clipping;
1962 BOOL shader_color_key;
1963 DWORD valid_rt_mask;
1964 DWORD wined3d_creation_flags;
1967 /* The adapter structure */
1968 struct wined3d_adapter
1970 UINT ordinal;
1971 POINT monitor_position;
1972 enum wined3d_format_id screen_format;
1974 struct wined3d_gl_info gl_info;
1975 struct wined3d_d3d_info d3d_info;
1976 struct wined3d_driver_info driver_info;
1977 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1978 unsigned int cfg_count;
1979 struct wined3d_pixel_format *cfgs;
1980 UINT64 vram_bytes;
1981 UINT64 vram_bytes_used;
1982 LUID luid;
1984 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1985 const struct fragment_pipeline *fragment_pipe;
1986 const struct wined3d_shader_backend_ops *shader_backend;
1987 const struct blit_shader *blitter;
1990 struct wined3d_caps_gl_ctx
1992 HDC dc;
1993 HWND wnd;
1994 HGLRC gl_ctx;
1995 HDC restore_dc;
1996 HGLRC restore_gl_ctx;
1998 const struct wined3d_gl_info *gl_info;
1999 GLuint test_vbo;
2000 GLuint test_program_id;
2003 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format) DECLSPEC_HIDDEN;
2004 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter,
2005 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2006 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
2008 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2009 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN;
2011 enum projection_types
2013 proj_none = 0,
2014 proj_count3 = 1,
2015 proj_count4 = 2
2018 enum dst_arg
2020 resultreg = 0,
2021 tempreg = 1
2024 /*****************************************************************************
2025 * Fixed function pipeline replacements
2027 #define ARG_UNUSED 0xff
2028 struct texture_stage_op
2030 unsigned cop : 8;
2031 unsigned carg1 : 8;
2032 unsigned carg2 : 8;
2033 unsigned carg0 : 8;
2035 unsigned aop : 8;
2036 unsigned aarg1 : 8;
2037 unsigned aarg2 : 8;
2038 unsigned aarg0 : 8;
2040 struct color_fixup_desc color_fixup;
2041 unsigned tex_type : 3;
2042 unsigned dst : 1;
2043 unsigned projected : 2;
2044 unsigned padding : 10;
2047 struct ffp_frag_settings
2049 struct texture_stage_op op[MAX_TEXTURES];
2050 enum wined3d_ffp_ps_fog_mode fog;
2051 unsigned char sRGB_write;
2052 unsigned char emul_clipplanes;
2053 unsigned char texcoords_initialized;
2054 unsigned char color_key_enabled : 1;
2055 unsigned char pointsprite : 1;
2056 unsigned char flatshading : 1;
2057 unsigned char padding : 5;
2060 struct ffp_frag_desc
2062 struct wine_rb_entry entry;
2063 struct ffp_frag_settings settings;
2066 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
2067 extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN;
2068 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
2070 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2071 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
2072 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
2073 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
2074 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
2075 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
2076 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
2077 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
2079 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
2080 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
2082 enum wined3d_ffp_vs_fog_mode
2084 WINED3D_FFP_VS_FOG_OFF = 0,
2085 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
2086 WINED3D_FFP_VS_FOG_DEPTH = 2,
2087 WINED3D_FFP_VS_FOG_RANGE = 3,
2090 #define WINED3D_FFP_TCI_SHIFT 16
2091 #define WINED3D_FFP_TCI_MASK 0xffu
2093 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
2094 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u
2096 struct wined3d_ffp_vs_settings
2098 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
2099 DWORD diffuse_source : 2;
2100 DWORD emissive_source : 2;
2101 DWORD ambient_source : 2;
2102 DWORD specular_source : 2;
2104 DWORD transformed : 1;
2105 DWORD vertexblends : 2;
2106 DWORD clipping : 1;
2107 DWORD normal : 1;
2108 DWORD normalize : 1;
2109 DWORD lighting : 1;
2110 DWORD localviewer : 1;
2111 DWORD point_size : 1;
2112 DWORD per_vertex_point_size : 1;
2113 DWORD fog_mode : 2;
2114 DWORD texcoords : 8; /* MAX_TEXTURES */
2115 DWORD ortho_fog : 1;
2116 DWORD flatshading : 1;
2117 DWORD padding : 10;
2119 DWORD texgen[MAX_TEXTURES];
2122 struct wined3d_ffp_vs_desc
2124 struct wine_rb_entry entry;
2125 struct wined3d_ffp_vs_settings settings;
2128 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
2129 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
2131 struct wined3d
2133 LONG ref;
2134 DWORD flags;
2135 UINT adapter_count;
2136 struct wined3d_adapter adapters[1];
2139 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
2140 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
2141 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
2143 struct wined3d_stream_output
2145 struct wined3d_buffer *buffer;
2146 UINT offset;
2149 struct wined3d_stream_state
2151 struct wined3d_buffer *buffer;
2152 UINT offset;
2153 UINT stride;
2154 UINT frequency;
2155 UINT flags;
2158 #define WINED3D_STATE_NO_REF 0x00000001
2159 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
2161 struct wined3d_state
2163 DWORD flags;
2164 const struct wined3d_fb_state *fb;
2166 struct wined3d_vertex_declaration *vertex_declaration;
2167 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
2168 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2169 struct wined3d_buffer *index_buffer;
2170 enum wined3d_format_id index_format;
2171 INT base_vertex_index;
2172 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2173 GLenum gl_primitive_type;
2174 struct wined3d_query *predicate;
2175 BOOL predicate_value;
2177 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
2178 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
2179 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
2180 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
2182 BOOL vs_consts_b[MAX_CONST_B];
2183 INT vs_consts_i[MAX_CONST_I * 4];
2184 float *vs_consts_f;
2186 BOOL ps_consts_b[MAX_CONST_B];
2187 INT ps_consts_i[MAX_CONST_I * 4];
2188 float *ps_consts_f;
2190 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2191 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2192 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2194 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2195 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
2196 struct wined3d_material material;
2197 struct wined3d_viewport viewport;
2198 RECT scissor_rect;
2200 /* Light hashmap. Collisions are handled using linked lists. */
2201 #define LIGHTMAP_SIZE 43
2202 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
2203 struct list light_map[LIGHTMAP_SIZE];
2204 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
2206 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2209 #define WINED3D_UNMAPPED_STAGE ~0U
2211 /* Multithreaded flag. Removed from the public header to signal that
2212 * wined3d_device_create() ignores it. */
2213 #define WINED3DCREATE_MULTITHREADED 0x00000004
2215 struct wined3d_device
2217 LONG ref;
2219 /* WineD3D Information */
2220 struct wined3d_device_parent *device_parent;
2221 struct wined3d *wined3d;
2222 struct wined3d_adapter *adapter;
2224 /* Window styles to restore when switching fullscreen mode */
2225 LONG style;
2226 LONG exStyle;
2228 const struct wined3d_shader_backend_ops *shader_backend;
2229 void *shader_priv;
2230 void *fragment_priv;
2231 void *vertex_priv;
2232 void *blit_priv;
2233 struct StateEntry StateTable[STATE_HIGHEST + 1];
2234 /* Array of functions for states which are handled by more than one pipeline part */
2235 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
2236 const struct blit_shader *blitter;
2238 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
2239 BYTE bCursorVisible : 1;
2240 BYTE d3d_initialized : 1;
2241 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
2242 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
2243 BYTE filter_messages : 1;
2244 BYTE padding : 2;
2246 unsigned char surface_alignment; /* Line Alignment of surfaces */
2248 WORD padding2 : 16;
2250 struct wined3d_state state;
2251 struct wined3d_state *update_state;
2252 struct wined3d_stateblock *recording;
2254 /* Internal use fields */
2255 struct wined3d_device_creation_parameters create_parms;
2256 HWND focus_window;
2258 struct wined3d_rendertarget_view *back_buffer_view;
2259 struct wined3d_swapchain **swapchains;
2260 UINT swapchain_count;
2262 struct list resources; /* a linked list to track resources created by the device */
2263 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2264 struct wine_rb_tree samplers;
2266 /* Render Target Support */
2267 struct wined3d_fb_state fb;
2268 struct wined3d_surface *onscreen_depth_stencil;
2269 struct wined3d_rendertarget_view *auto_depth_stencil_view;
2271 /* For rendering to a texture using glCopyTexImage */
2272 GLuint depth_blt_texture;
2274 /* Cursor management */
2275 UINT xHotSpot;
2276 UINT yHotSpot;
2277 UINT xScreenSpace;
2278 UINT yScreenSpace;
2279 UINT cursorWidth, cursorHeight;
2280 struct wined3d_texture *cursor_texture;
2281 HCURSOR hardwareCursor;
2283 /* The Wine logo texture */
2284 struct wined3d_texture *logo_texture;
2286 /* Textures for when no other textures are mapped */
2287 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
2288 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
2289 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
2290 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
2292 /* Default sampler used to emulate the direct resource access without using wined3d_sampler */
2293 GLuint default_sampler;
2295 /* Command stream */
2296 struct wined3d_cs *cs;
2298 /* Context management */
2299 struct wined3d_context **contexts;
2300 UINT context_count;
2303 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
2304 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
2305 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2306 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2307 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2308 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
2309 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
2310 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
2311 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
2312 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2313 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2314 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2315 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
2316 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
2317 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
2319 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2321 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2322 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2323 return context->isStateDirty[idx] & (1u << shift);
2326 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2327 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2329 struct wined3d_resource_ops
2331 ULONG (*resource_incref)(struct wined3d_resource *resource);
2332 ULONG (*resource_decref)(struct wined3d_resource *resource);
2333 void (*resource_unload)(struct wined3d_resource *resource);
2334 HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
2335 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags);
2336 HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
2339 struct wined3d_resource
2341 LONG ref;
2342 LONG bind_count;
2343 LONG map_count;
2344 struct wined3d_device *device;
2345 enum wined3d_resource_type type;
2346 enum wined3d_gl_resource_type gl_type;
2347 const struct wined3d_format *format;
2348 unsigned int format_flags;
2349 enum wined3d_multisample_type multisample_type;
2350 UINT multisample_quality;
2351 DWORD usage;
2352 enum wined3d_pool pool;
2353 DWORD access_flags;
2354 DWORD draw_binding;
2355 DWORD map_binding;
2356 UINT width;
2357 UINT height;
2358 UINT depth;
2359 UINT size;
2360 DWORD priority;
2361 void *heap_memory;
2362 struct list resource_list_entry;
2364 void *parent;
2365 const struct wined3d_parent_ops *parent_ops;
2366 const struct wined3d_resource_ops *resource_ops;
2369 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
2371 return resource->resource_ops->resource_incref(resource);
2374 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
2376 return resource->resource_ops->resource_decref(resource);
2379 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2380 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2381 enum wined3d_resource_type type, const struct wined3d_format *format,
2382 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2383 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2384 void *parent, const struct wined3d_parent_ops *parent_ops,
2385 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2386 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2387 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2388 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2389 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2390 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2391 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2392 DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource, DWORD flags) DECLSPEC_HIDDEN;
2393 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2395 /* Tests show that the start address of resources is 32 byte aligned */
2396 #define RESOURCE_ALIGNMENT 16
2398 struct gl_texture
2400 struct wined3d_sampler_desc sampler_desc;
2401 unsigned int base_level;
2402 GLuint name;
2405 struct wined3d_texture_ops
2407 void (*texture_sub_resource_load)(struct wined3d_resource *sub_resource,
2408 struct wined3d_context *context, BOOL srgb);
2409 void (*texture_sub_resource_upload_data)(struct wined3d_resource *sub_resource,
2410 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data);
2411 BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2412 struct wined3d_context *context, DWORD location);
2413 BOOL (*texture_prepare_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2414 struct wined3d_context *context, DWORD location);
2415 void (*texture_prepare_texture)(struct wined3d_texture *texture,
2416 struct wined3d_context *context, BOOL srgb);
2417 void (*texture_cleanup_sub_resources)(struct wined3d_texture *texture);
2420 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2421 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002
2422 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004
2423 #define WINED3D_TEXTURE_IS_SRGB 0x00000008
2424 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010
2425 #define WINED3D_TEXTURE_RGB_VALID 0x00000020
2426 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
2427 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080
2428 #define WINED3D_TEXTURE_CONVERTED 0x00000100
2429 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
2430 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
2432 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
2434 struct wined3d_texture
2436 struct wined3d_resource resource;
2437 const struct wined3d_texture_ops *texture_ops;
2438 struct gl_texture texture_rgb, texture_srgb;
2439 struct wined3d_swapchain *swapchain;
2440 UINT layer_count;
2441 UINT level_count;
2442 unsigned int download_count;
2443 float pow2_matrix[16];
2444 UINT lod;
2445 enum wined3d_texture_filter_type filter_type;
2446 DWORD sampler;
2447 DWORD flags;
2448 GLenum target;
2450 void *user_memory;
2451 unsigned int row_pitch;
2452 unsigned int slice_pitch;
2454 /* May only be accessed from the command stream worker thread. */
2455 struct wined3d_texture_async
2457 DWORD flags;
2459 /* Color keys for DDraw */
2460 struct wined3d_color_key dst_blt_color_key;
2461 struct wined3d_color_key src_blt_color_key;
2462 struct wined3d_color_key dst_overlay_color_key;
2463 struct wined3d_color_key src_overlay_color_key;
2464 struct wined3d_color_key gl_color_key;
2465 DWORD color_key_flags;
2466 } async;
2468 struct wined3d_texture_sub_resource
2470 struct wined3d_resource *resource;
2471 union
2473 struct wined3d_surface *surface;
2474 struct wined3d_volume *volume;
2475 } u;
2477 DWORD locations;
2478 GLuint buffer_object;
2479 } sub_resources[1];
2482 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
2484 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2487 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2488 BOOL srgb)
2490 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
2493 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture,
2494 unsigned int level)
2496 return max(1, texture->resource.width >> level);
2499 static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture,
2500 unsigned int level)
2502 return max(1, texture->resource.height >> level);
2505 static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture,
2506 unsigned int level)
2508 return max(1, texture->resource.depth >> level);
2511 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
2512 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN;
2513 void wined3d_texture_bind(struct wined3d_texture *texture,
2514 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2515 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
2516 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2517 BOOL wined3d_texture_check_block_align(const struct wined3d_texture *texture,
2518 unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
2519 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2520 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2521 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
2522 struct wined3d_resource *wined3d_texture_get_sub_resource(const struct wined3d_texture *texture,
2523 UINT sub_resource_idx) DECLSPEC_HIDDEN;
2524 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
2525 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2526 void wined3d_texture_load(struct wined3d_texture *texture,
2527 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2528 void wined3d_texture_prepare_buffer_object(struct wined3d_texture *texture,
2529 unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2530 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
2531 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2532 void wined3d_texture_remove_buffer_object(struct wined3d_texture *texture,
2533 unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2534 void wined3d_texture_set_dirty(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2535 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
2536 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2537 BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture,
2538 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2539 void wined3d_texture_validate_location(struct wined3d_texture *texture,
2540 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
2542 #define WINED3D_LOCATION_DISCARDED 0x00000001
2543 #define WINED3D_LOCATION_SYSMEM 0x00000002
2544 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
2545 #define WINED3D_LOCATION_DIB 0x00000008
2546 #define WINED3D_LOCATION_BUFFER 0x00000010
2547 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000020
2548 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000040
2549 #define WINED3D_LOCATION_DRAWABLE 0x00000080
2550 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000100
2551 #define WINED3D_LOCATION_RB_RESOLVED 0x00000200
2553 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2555 struct wined3d_volume
2557 struct wined3d_resource resource;
2558 struct wined3d_texture *container;
2560 GLint texture_level;
2563 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
2565 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
2568 void wined3d_volume_cleanup(struct wined3d_volume *volume) DECLSPEC_HIDDEN;
2569 HRESULT wined3d_volume_init(struct wined3d_volume *volume, struct wined3d_texture *container,
2570 const struct wined3d_resource_desc *desc, UINT level) DECLSPEC_HIDDEN;
2571 void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context,
2572 BOOL srgb_mode) DECLSPEC_HIDDEN;
2573 BOOL wined3d_volume_load_location(struct wined3d_volume *volume,
2574 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2575 BOOL wined3d_volume_prepare_location(struct wined3d_volume *volume,
2576 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2577 void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
2578 const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2580 struct wined3d_surface_dib
2582 HBITMAP DIBsection;
2583 void *bitmap_data;
2584 UINT bitmap_size;
2587 struct wined3d_renderbuffer_entry
2589 struct list entry;
2590 GLuint id;
2591 UINT width;
2592 UINT height;
2595 struct wined3d_fbo_resource
2597 GLuint object;
2598 GLuint level, target;
2601 #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1
2602 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2
2603 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4
2605 struct fbo_entry
2607 struct list entry;
2608 DWORD flags;
2609 DWORD rt_mask;
2610 GLuint id;
2611 struct wined3d_fbo_entry_key
2613 DWORD rb_namespace;
2614 struct wined3d_fbo_resource objects[1];
2615 } key;
2618 struct wined3d_surface
2620 struct wined3d_resource resource;
2621 struct wined3d_texture *container;
2623 DWORD flags;
2625 UINT pow2Width;
2626 UINT pow2Height;
2627 GLuint rb_multisample;
2628 GLuint rb_resolved;
2629 GLenum texture_target;
2630 unsigned int texture_level;
2631 unsigned int texture_layer;
2633 /* For GetDC */
2634 struct wined3d_surface_dib dib;
2635 HDC hDC;
2637 struct list renderbuffers;
2638 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2639 SIZE ds_current_size;
2641 /* DirectDraw Overlay handling */
2642 RECT overlay_srcrect;
2643 RECT overlay_destrect;
2644 struct wined3d_surface *overlay_dest;
2645 struct list overlays;
2646 struct list overlay_entry;
2649 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2651 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2654 static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context)
2656 return !context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2657 && context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL;
2660 static inline unsigned int surface_get_sub_resource_idx(const struct wined3d_surface *surface)
2662 return surface->texture_layer * surface->container->level_count + surface->texture_level;
2665 static inline struct wined3d_texture_sub_resource *surface_get_sub_resource(struct wined3d_surface *surface)
2667 return &surface->container->sub_resources[surface_get_sub_resource_idx(surface)];
2670 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2671 const struct wined3d_context *context, BOOL srgb)
2673 return srgb && needs_separate_srgb_gl_texture(context)
2674 ? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
2677 HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
2678 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
2679 const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2680 void wined3d_surface_cleanup(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2681 HRESULT surface_color_fill(struct wined3d_surface *s,
2682 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2683 HRESULT surface_create_dib_section(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2684 void surface_get_drawable_size(const struct wined3d_surface *surface, const struct wined3d_context *context,
2685 unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
2686 HRESULT wined3d_surface_init(struct wined3d_surface *surface,
2687 struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
2688 GLenum target, unsigned int level, unsigned int layer, DWORD flags) DECLSPEC_HIDDEN;
2689 void surface_load(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2690 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb,
2691 struct wined3d_context *context) DECLSPEC_HIDDEN;
2692 HRESULT surface_load_location(struct wined3d_surface *surface,
2693 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2694 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2695 void wined3d_surface_prepare(struct wined3d_surface *surface, struct wined3d_context *context,
2696 DWORD location) DECLSPEC_HIDDEN;
2697 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2698 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2699 void surface_set_dirty(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2700 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2701 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2702 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2703 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2704 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2705 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
2706 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2708 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2709 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2711 /* Surface flags: */
2712 #define SFLAG_DIBSECTION 0x00000001 /* Has a DIB section attached for GetDC. */
2713 #define SFLAG_DISCARD 0x00000002 /* ??? */
2714 #define SFLAG_DCINUSE 0x00000020 /* Set between GetDC and ReleaseDC calls. */
2716 struct wined3d_sampler
2718 struct wine_rb_entry entry;
2719 LONG refcount;
2720 struct wined3d_device *device;
2721 void *parent;
2722 struct wined3d_sampler_desc desc;
2723 GLuint name;
2726 struct wined3d_vertex_declaration_element
2728 const struct wined3d_format *format;
2729 BOOL ffp_valid;
2730 unsigned int input_slot;
2731 unsigned int offset;
2732 unsigned int output_slot;
2733 enum wined3d_input_classification input_slot_class;
2734 unsigned int instance_data_step_rate;
2735 BYTE method;
2736 BYTE usage;
2737 BYTE usage_idx;
2740 struct wined3d_vertex_declaration
2742 LONG ref;
2743 void *parent;
2744 const struct wined3d_parent_ops *parent_ops;
2745 struct wined3d_device *device;
2747 struct wined3d_vertex_declaration_element *elements;
2748 UINT element_count;
2750 BOOL position_transformed;
2751 BOOL half_float_conv_needed;
2754 struct wined3d_saved_states
2756 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2757 WORD streamSource; /* MAX_STREAMS, 16 */
2758 WORD streamFreq; /* MAX_STREAMS, 16 */
2759 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2760 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2761 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2762 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2763 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2764 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2765 BOOL *pixelShaderConstantsF;
2766 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2767 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2768 BOOL *vertexShaderConstantsF;
2769 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2770 DWORD primitive_type : 1;
2771 DWORD indices : 1;
2772 DWORD material : 1;
2773 DWORD viewport : 1;
2774 DWORD vertexDecl : 1;
2775 DWORD pixelShader : 1;
2776 DWORD vertexShader : 1;
2777 DWORD scissorRect : 1;
2778 DWORD padding : 4;
2781 struct StageState {
2782 DWORD stage;
2783 DWORD state;
2786 struct wined3d_stateblock
2788 LONG ref; /* Note: Ref counting not required */
2789 struct wined3d_device *device;
2791 /* Array indicating whether things have been set or changed */
2792 struct wined3d_saved_states changed;
2793 struct wined3d_state state;
2795 /* Contained state management */
2796 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2797 unsigned int num_contained_render_states;
2798 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2799 unsigned int num_contained_transform_states;
2800 DWORD contained_vs_consts_i[MAX_CONST_I];
2801 unsigned int num_contained_vs_consts_i;
2802 DWORD contained_vs_consts_b[MAX_CONST_B];
2803 unsigned int num_contained_vs_consts_b;
2804 DWORD *contained_vs_consts_f;
2805 unsigned int num_contained_vs_consts_f;
2806 DWORD contained_ps_consts_i[MAX_CONST_I];
2807 unsigned int num_contained_ps_consts_i;
2808 DWORD contained_ps_consts_b[MAX_CONST_B];
2809 unsigned int num_contained_ps_consts_b;
2810 DWORD *contained_ps_consts_f;
2811 unsigned int num_contained_ps_consts_f;
2812 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2813 unsigned int num_contained_tss_states;
2814 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2815 unsigned int num_contained_sampler_states;
2818 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2820 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
2821 HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
2822 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2823 DWORD flags) DECLSPEC_HIDDEN;
2824 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
2826 struct wined3d_cs_ops
2828 void *(*require_space)(struct wined3d_cs *cs, size_t size);
2829 void (*submit)(struct wined3d_cs *cs);
2832 struct wined3d_cs
2834 const struct wined3d_cs_ops *ops;
2835 struct wined3d_device *device;
2836 struct wined3d_fb_state fb;
2837 struct wined3d_state state;
2839 size_t data_size;
2840 void *data;
2843 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
2844 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2846 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
2847 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2848 void wined3d_cs_emit_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_count,
2849 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
2850 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
2851 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, DWORD flags) DECLSPEC_HIDDEN;
2852 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2853 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
2854 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
2855 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
2856 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
2857 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
2858 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2859 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
2860 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2861 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
2862 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2863 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
2864 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
2865 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
2866 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
2867 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
2868 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
2869 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2870 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
2871 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
2872 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
2873 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
2874 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
2875 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
2876 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
2877 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
2878 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
2879 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
2880 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
2881 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
2882 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
2883 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
2884 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
2885 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2886 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
2887 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
2888 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
2889 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
2890 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
2891 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
2892 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
2894 /* Direct3D terminology with little modifications. We do not have an issued state
2895 * because only the driver knows about it, but we have a created state because d3d
2896 * allows GetData on a created issue, but opengl doesn't
2898 enum query_state {
2899 QUERY_CREATED,
2900 QUERY_SIGNALLED,
2901 QUERY_BUILDING
2904 struct wined3d_query_ops
2906 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2907 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2910 struct wined3d_query
2912 LONG ref;
2914 void *parent;
2915 const struct wined3d_query_ops *query_ops;
2916 struct wined3d_device *device;
2917 enum query_state state;
2918 enum wined3d_query_type type;
2919 DWORD data_size;
2920 void *extendedData;
2923 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2924 * fixed function semantics as D3DCOLOR or FLOAT16 */
2925 enum wined3d_buffer_conversion_type
2927 CONV_NONE,
2928 CONV_D3DCOLOR,
2929 CONV_POSITIONT,
2932 struct wined3d_map_range
2934 UINT offset;
2935 UINT size;
2938 struct wined3d_buffer
2940 struct wined3d_resource resource;
2942 struct wined3d_buffer_desc desc;
2944 GLuint buffer_object;
2945 GLenum buffer_object_usage;
2946 GLenum buffer_type_hint;
2947 DWORD flags;
2948 void *map_ptr;
2950 struct wined3d_map_range *maps;
2951 ULONG maps_size, modified_areas;
2952 struct wined3d_event_query *query;
2954 /* conversion stuff */
2955 UINT decl_change_count, full_conversion_count;
2956 UINT draw_count;
2957 UINT stride; /* 0 if no conversion */
2958 UINT conversion_stride; /* 0 if no shifted conversion */
2959 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2962 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2964 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2967 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
2968 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2969 BYTE *buffer_get_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN;
2970 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
2971 const struct wined3d_state *state) DECLSPEC_HIDDEN;
2972 void buffer_mark_used(struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2973 HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
2974 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN;
2975 HRESULT wined3d_buffer_upload_data(struct wined3d_buffer *buffer,
2976 const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN;
2978 struct wined3d_rendertarget_view
2980 LONG refcount;
2982 struct wined3d_resource *resource;
2983 void *parent;
2984 const struct wined3d_parent_ops *parent_ops;
2986 const struct wined3d_format *format;
2987 unsigned int format_flags;
2988 unsigned int sub_resource_idx;
2989 unsigned int buffer_offset;
2991 unsigned int width;
2992 unsigned int height;
2993 unsigned int depth;
2996 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
2997 const struct wined3d_rendertarget_view *view)
2999 struct wined3d_texture *texture;
3001 if (!view || view->resource->type != WINED3D_RTYPE_TEXTURE_2D)
3002 return NULL;
3004 texture = wined3d_texture_from_resource(view->resource);
3006 return texture->sub_resources[view->sub_resource_idx].u.surface;
3009 struct wined3d_shader_resource_view
3011 LONG refcount;
3013 struct wined3d_resource *resource;
3014 void *parent;
3015 const struct wined3d_parent_ops *parent_ops;
3018 struct wined3d_swapchain_ops
3020 void (*swapchain_present)(struct wined3d_swapchain *swapchain,
3021 const RECT *src_rect, const RECT *dst_rect, DWORD flags);
3022 void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swaphchain);
3025 struct wined3d_swapchain
3027 LONG ref;
3028 void *parent;
3029 const struct wined3d_parent_ops *parent_ops;
3030 const struct wined3d_swapchain_ops *swapchain_ops;
3031 struct wined3d_device *device;
3033 struct wined3d_texture **back_buffers;
3034 struct wined3d_texture *front_buffer;
3035 struct wined3d_swapchain_desc desc;
3036 struct wined3d_display_mode original_mode, d3d_mode;
3037 struct wined3d_gamma_ramp orig_gamma;
3038 BOOL render_to_fbo, reapply_mode;
3039 const struct wined3d_format *ds_format;
3040 struct wined3d_palette *palette;
3041 RECT front_buffer_update;
3043 LONG prev_time, frames; /* Performance tracking */
3045 struct wined3d_context **context;
3046 unsigned int num_contexts;
3048 HWND win_handle;
3049 HWND device_window;
3051 HDC backup_dc;
3052 HWND backup_wnd;
3055 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
3056 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3057 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3058 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3059 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3061 /*****************************************************************************
3062 * Utility function prototypes
3065 /* Trace routines */
3066 const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN;
3067 const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN;
3068 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN;
3069 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3070 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
3071 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
3072 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
3073 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
3074 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
3075 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3076 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
3077 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3078 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
3079 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
3080 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
3081 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
3082 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
3083 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
3084 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
3085 const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN;
3086 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
3087 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
3088 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
3089 const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN;
3090 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3092 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3093 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
3094 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
3095 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
3096 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
3097 void texture_activate_dimensions(const struct wined3d_texture *texture,
3098 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3099 void sampler_texdim(struct wined3d_context *context,
3100 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3101 void tex_alphaop(struct wined3d_context *context,
3102 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3103 void apply_pixelshader(struct wined3d_context *context,
3104 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3105 void state_alpha_test(struct wined3d_context *context,
3106 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3107 void state_fogcolor(struct wined3d_context *context,
3108 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3109 void state_fogdensity(struct wined3d_context *context,
3110 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3111 void state_fogstartend(struct wined3d_context *context,
3112 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3113 void state_fog_fragpart(struct wined3d_context *context,
3114 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3115 void state_nop(struct wined3d_context *context,
3116 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3117 void state_srgbwrite(struct wined3d_context *context,
3118 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3120 void state_clipping(struct wined3d_context *context,
3121 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3122 void clipplane(struct wined3d_context *context,
3123 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3124 void state_pointsprite_w(struct wined3d_context *context,
3125 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3126 void state_pointsprite(struct wined3d_context *context,
3127 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3128 void state_shademode(struct wined3d_context *context,
3129 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3131 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3133 /* Math utils */
3134 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
3135 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
3137 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
3139 struct wined3d_shader_lconst
3141 struct list entry;
3142 unsigned int idx;
3143 DWORD value[4];
3146 struct wined3d_shader_limits
3148 unsigned int sampler;
3149 unsigned int constant_int;
3150 unsigned int constant_float;
3151 unsigned int constant_bool;
3152 unsigned int packed_output;
3153 unsigned int packed_input;
3156 #ifdef __GNUC__
3157 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
3158 #else
3159 #define PRINTF_ATTR(fmt,args)
3160 #endif
3162 struct wined3d_string_buffer_list
3164 struct list list;
3167 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3168 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
3169 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3170 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3171 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3173 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
3174 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
3175 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
3177 /* Vertex shader utility functions */
3178 BOOL vshader_get_input(const struct wined3d_shader *shader,
3179 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
3181 struct wined3d_vertex_shader
3183 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
3186 struct wined3d_geometry_shader
3188 enum wined3d_primitive_type input_type;
3189 enum wined3d_primitive_type output_type;
3190 UINT vertices_out;
3193 struct wined3d_pixel_shader
3195 /* Pixel shader input semantics */
3196 DWORD input_reg_map[MAX_REG_INPUT];
3197 BOOL input_reg_used[MAX_REG_INPUT];
3198 unsigned int declared_in_count;
3200 /* Some information about the shader behavior */
3201 BOOL color0_mov;
3202 DWORD color0_reg;
3205 struct wined3d_shader
3207 LONG ref;
3208 const struct wined3d_shader_limits *limits;
3209 DWORD *function;
3210 UINT functionLength;
3211 BOOL load_local_constsF;
3212 const struct wined3d_shader_frontend *frontend;
3213 void *frontend_data;
3214 void *backend_data;
3216 void *parent;
3217 const struct wined3d_parent_ops *parent_ops;
3219 /* Programs this shader is linked with */
3220 struct list linked_programs;
3222 /* Immediate constants (override global ones) */
3223 struct list constantsB;
3224 struct list constantsF;
3225 struct list constantsI;
3226 struct wined3d_shader_reg_maps reg_maps;
3227 BOOL lconst_inf_or_nan;
3229 struct wined3d_shader_signature input_signature;
3230 struct wined3d_shader_signature output_signature;
3231 char *signature_strings;
3233 /* Pointer to the parent device */
3234 struct wined3d_device *device;
3235 struct list shader_list_entry;
3237 union
3239 struct wined3d_vertex_shader vs;
3240 struct wined3d_geometry_shader gs;
3241 struct wined3d_pixel_shader ps;
3242 } u;
3245 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
3246 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3247 BOOL position_transformed, struct ps_compile_args *args,
3248 const struct wined3d_context *context) DECLSPEC_HIDDEN;
3250 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3251 WORD swizzle_map, struct vs_compile_args *args,
3252 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
3254 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3255 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3256 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3257 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
3258 unsigned int max) DECLSPEC_HIDDEN;
3259 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
3260 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
3261 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3263 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
3265 switch (reg->type)
3267 case WINED3DSPR_RASTOUT:
3268 /* oFog & oPts */
3269 if (reg->idx[0].offset)
3270 return TRUE;
3271 /* oPos */
3272 return FALSE;
3274 case WINED3DSPR_DEPTHOUT: /* oDepth */
3275 case WINED3DSPR_CONSTBOOL: /* b# */
3276 case WINED3DSPR_LOOP: /* aL */
3277 case WINED3DSPR_PREDICATE: /* p0 */
3278 case WINED3DSPR_PRIMID: /* primID */
3279 return TRUE;
3281 case WINED3DSPR_MISCTYPE:
3282 switch (reg->idx[0].offset)
3284 case 0: /* vPos */
3285 return FALSE;
3286 case 1: /* vFace */
3287 return TRUE;
3288 default:
3289 return FALSE;
3292 case WINED3DSPR_IMMCONST:
3293 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
3295 default:
3296 return FALSE;
3300 static inline void shader_get_position_fixup(const struct wined3d_context *context,
3301 const struct wined3d_state *state, float *position_fixup)
3303 float center_offset;
3305 if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
3306 center_offset = 63.0f / 64.0f;
3307 else
3308 center_offset = -1.0f / 64.0f;
3310 position_fixup[0] = 1.0f;
3311 position_fixup[1] = 1.0f;
3312 position_fixup[2] = center_offset / state->viewport.width;
3313 position_fixup[3] = -center_offset / state->viewport.height;
3315 if (context->render_offscreen)
3317 position_fixup[1] *= -1.0f;
3318 position_fixup[3] *= -1.0f;
3322 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
3324 struct wined3d_shader_lconst *lconst;
3326 if (shader->load_local_constsF)
3327 return FALSE;
3329 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3331 if (lconst->idx == reg)
3332 return TRUE;
3335 return FALSE;
3338 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3339 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3340 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3341 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3342 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3343 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3344 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3345 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
3346 float *out_min, float *out_max) DECLSPEC_HIDDEN;
3347 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
3348 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
3349 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
3350 float *start, float *end) DECLSPEC_HIDDEN;
3352 /* Using additional shader constants (uniforms in GLSL / program environment
3353 * or local parameters in ARB) is costly:
3354 * ARB only knows float4 parameters and GLSL compiler are not really smart
3355 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3356 * (in fact most compilers map a float2 to a full float4 uniform).
3358 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3359 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3360 * into a single shader constant (uniform / program parameter).
3362 * This structure is shared between the GLSL and the ARB backend.*/
3363 struct ps_np2fixup_info {
3364 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3365 WORD active; /* bitfield indicating if we can apply the fixup */
3366 WORD num_consts;
3369 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN;
3370 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN;
3372 struct wined3d_palette
3374 LONG ref;
3375 struct wined3d_device *device;
3377 unsigned int size;
3378 RGBQUAD colors[256];
3379 DWORD flags;
3382 /* DirectDraw utility functions */
3383 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3385 /*****************************************************************************
3386 * Pixel format management
3389 /* WineD3D pixel format flags */
3390 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
3391 #define WINED3DFMT_FLAG_FILTERING 0x00000002
3392 #define WINED3DFMT_FLAG_DEPTH 0x00000004
3393 #define WINED3DFMT_FLAG_STENCIL 0x00000008
3394 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
3395 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
3396 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
3397 #define WINED3DFMT_FLAG_GETDC 0x00000100
3398 #define WINED3DFMT_FLAG_FLOAT 0x00000200
3399 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
3400 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
3401 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
3402 #define WINED3DFMT_FLAG_VTF 0x00002000
3403 #define WINED3DFMT_FLAG_SHADOW 0x00004000
3404 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
3405 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
3406 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
3407 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
3408 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
3409 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
3410 #define WINED3DFMT_FLAG_INTEGER 0x00200000
3412 struct wined3d_rational
3414 UINT numerator;
3415 UINT denominator;
3418 struct wined3d_color_key_conversion
3420 enum wined3d_format_id dst_format;
3421 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width,
3422 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key);
3425 struct wined3d_format
3427 enum wined3d_format_id id;
3429 DWORD red_size;
3430 DWORD green_size;
3431 DWORD blue_size;
3432 DWORD alpha_size;
3433 DWORD red_offset;
3434 DWORD green_offset;
3435 DWORD blue_offset;
3436 DWORD alpha_offset;
3437 UINT byte_count;
3438 BYTE depth_size;
3439 BYTE stencil_size;
3441 UINT block_width;
3442 UINT block_height;
3443 UINT block_byte_count;
3445 enum wined3d_ffp_emit_idx emit_idx;
3446 GLint component_count;
3447 GLenum gl_vtx_type;
3448 GLint gl_vtx_format;
3449 GLboolean gl_normalized;
3450 unsigned int component_size;
3452 GLint glInternal;
3453 GLint glGammaInternal;
3454 GLint rtInternal;
3455 GLint glFormat;
3456 GLint glType;
3457 UINT conv_byte_count;
3458 DWORD multisample_types;
3459 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3460 struct wined3d_rational height_scale;
3461 struct color_fixup_desc color_fixup;
3462 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
3463 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
3466 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3467 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3468 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3469 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN;
3470 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
3471 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
3472 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
3473 const struct wined3d_color *color) DECLSPEC_HIDDEN;
3474 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
3475 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color) DECLSPEC_HIDDEN;
3476 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
3477 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN;
3478 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
3479 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
3481 static inline BOOL use_vs(const struct wined3d_state *state)
3483 /* Check state->vertex_declaration to allow this to be used before the
3484 * stream info is validated, for example in device_update_tex_unit_map(). */
3485 return state->shader[WINED3D_SHADER_TYPE_VERTEX] && !state->vertex_declaration->position_transformed;
3488 static inline BOOL use_ps(const struct wined3d_state *state)
3490 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
3493 static inline void context_apply_state(struct wined3d_context *context,
3494 const struct wined3d_state *state, DWORD state_id)
3496 const struct StateEntry *state_table = context->state_table;
3497 DWORD rep = state_table[state_id].representative;
3498 state_table[rep].apply(context, state, rep);
3501 static inline BOOL needs_srgb_write(const struct wined3d_context *context,
3502 const struct wined3d_state *state, const struct wined3d_fb_state *fb)
3504 return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
3505 || state->render_states[WINED3D_RS_SRGBWRITEENABLE])
3506 && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
3509 static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
3511 return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup)
3512 && !is_scaling_fixup(format->color_fixup);
3515 static inline struct wined3d_surface *context_get_rt_surface(const struct wined3d_context *context)
3517 struct wined3d_texture *texture = context->current_rt.texture;
3519 if (!texture)
3520 return NULL;
3521 return texture->sub_resources[context->current_rt.sub_resource_idx].u.surface;
3524 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3525 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3527 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
3529 #endif