wined3d: Recognize SM5 deriv_rty_coarse opcode.
[wine.git] / dlls / wined3d / wined3d_private.h
blob3cfb480927fefbe47b1ee9ded5b9d311b7e25d43
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_gs;
297 unsigned int max_sm_ps;
298 BOOL no_3d;
301 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
303 enum wined3d_shader_resource_type
305 WINED3D_SHADER_RESOURCE_NONE,
306 WINED3D_SHADER_RESOURCE_BUFFER,
307 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
308 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
309 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
310 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
311 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
312 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
313 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
314 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
317 #define WINED3D_SHADER_CONST_VS_F 0x00000001
318 #define WINED3D_SHADER_CONST_VS_I 0x00000002
319 #define WINED3D_SHADER_CONST_VS_B 0x00000004
320 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000008
321 #define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000010
322 #define WINED3D_SHADER_CONST_PS_F 0x00000020
323 #define WINED3D_SHADER_CONST_PS_I 0x00000040
324 #define WINED3D_SHADER_CONST_PS_B 0x00000080
325 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000100
326 #define WINED3D_SHADER_CONST_PS_FOG 0x00000200
327 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000400
328 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000800
329 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00001000
330 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00002000
331 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00004000
332 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00008000
333 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00010000
334 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00020000
335 #define WINED3D_SHADER_CONST_FFP_PS 0x00040000
336 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00080000
338 enum wined3d_shader_register_type
340 WINED3DSPR_TEMP = 0,
341 WINED3DSPR_INPUT = 1,
342 WINED3DSPR_CONST = 2,
343 WINED3DSPR_ADDR = 3,
344 WINED3DSPR_TEXTURE = 3,
345 WINED3DSPR_RASTOUT = 4,
346 WINED3DSPR_ATTROUT = 5,
347 WINED3DSPR_TEXCRDOUT = 6,
348 WINED3DSPR_OUTPUT = 6,
349 WINED3DSPR_CONSTINT = 7,
350 WINED3DSPR_COLOROUT = 8,
351 WINED3DSPR_DEPTHOUT = 9,
352 WINED3DSPR_SAMPLER = 10,
353 WINED3DSPR_CONST2 = 11,
354 WINED3DSPR_CONST3 = 12,
355 WINED3DSPR_CONST4 = 13,
356 WINED3DSPR_CONSTBOOL = 14,
357 WINED3DSPR_LOOP = 15,
358 WINED3DSPR_TEMPFLOAT16 = 16,
359 WINED3DSPR_MISCTYPE = 17,
360 WINED3DSPR_LABEL = 18,
361 WINED3DSPR_PREDICATE = 19,
362 WINED3DSPR_IMMCONST,
363 WINED3DSPR_CONSTBUFFER,
364 WINED3DSPR_IMMCONSTBUFFER,
365 WINED3DSPR_PRIMID,
366 WINED3DSPR_NULL,
367 WINED3DSPR_RESOURCE,
370 enum wined3d_data_type
372 WINED3D_DATA_FLOAT,
373 WINED3D_DATA_INT,
374 WINED3D_DATA_RESOURCE,
375 WINED3D_DATA_SAMPLER,
376 WINED3D_DATA_UINT,
377 WINED3D_DATA_UNORM,
378 WINED3D_DATA_SNORM,
381 enum wined3d_immconst_type
383 WINED3D_IMMCONST_SCALAR,
384 WINED3D_IMMCONST_VEC4,
387 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
389 enum wined3d_shader_src_modifier
391 WINED3DSPSM_NONE = 0,
392 WINED3DSPSM_NEG = 1,
393 WINED3DSPSM_BIAS = 2,
394 WINED3DSPSM_BIASNEG = 3,
395 WINED3DSPSM_SIGN = 4,
396 WINED3DSPSM_SIGNNEG = 5,
397 WINED3DSPSM_COMP = 6,
398 WINED3DSPSM_X2 = 7,
399 WINED3DSPSM_X2NEG = 8,
400 WINED3DSPSM_DZ = 9,
401 WINED3DSPSM_DW = 10,
402 WINED3DSPSM_ABS = 11,
403 WINED3DSPSM_ABSNEG = 12,
404 WINED3DSPSM_NOT = 13,
407 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */
408 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */
409 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */
410 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */
411 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */
413 enum wined3d_shader_dst_modifier
415 WINED3DSPDM_NONE = 0,
416 WINED3DSPDM_SATURATE = 1,
417 WINED3DSPDM_PARTIALPRECISION = 2,
418 WINED3DSPDM_MSAMPCENTROID = 4,
421 enum wined3d_shader_interpolation_mode
423 WINED3DSIM_CONSTANT = 1,
424 WINED3DSIM_LINEAR = 2,
425 WINED3DSIM_LINEAR_CENTROID = 3,
426 WINED3DSIM_LINEAR_NOPERSPECTIVE = 4,
427 WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5,
428 WINED3DSIM_LINEAR_SAMPLE = 6,
429 WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7,
432 enum wined3d_shader_global_flags
434 WINED3DSGF_REFACTORING_ALLOWED = 0x1,
435 WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8,
438 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
439 #define WINED3DSI_TEXLD_PROJECT 0x1
440 #define WINED3DSI_TEXLD_BIAS 0x2
441 #define WINED3DSI_INDEXED_DYNAMIC 0x4
442 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1
443 #define WINED3DSI_RESINFO_UINT 0x2
444 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1
446 enum wined3d_shader_rel_op
448 WINED3D_SHADER_REL_OP_GT = 1,
449 WINED3D_SHADER_REL_OP_EQ = 2,
450 WINED3D_SHADER_REL_OP_GE = 3,
451 WINED3D_SHADER_REL_OP_LT = 4,
452 WINED3D_SHADER_REL_OP_NE = 5,
453 WINED3D_SHADER_REL_OP_LE = 6,
456 #define WINED3D_SM1_VS 0xfffeu
457 #define WINED3D_SM1_PS 0xffffu
458 #define WINED3D_SM4_PS 0x0000u
459 #define WINED3D_SM4_VS 0x0001u
460 #define WINED3D_SM4_GS 0x0002u
462 /* Shader version tokens, and shader end tokens */
463 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
464 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
466 /* Shader backends */
468 /* TODO: Make this dynamic, based on shader limits ? */
469 #define MAX_ATTRIBS 16
470 #define MAX_REG_ADDR 1
471 #define MAX_REG_TEMP 32
472 #define MAX_REG_TEXCRD 8
473 #define MAX_REG_INPUT 32
474 #define MAX_REG_OUTPUT 32
475 #define MAX_CONST_I 16
476 #define MAX_CONST_B 16
477 #define WINED3D_MAX_CBS 15
479 /* FIXME: This needs to go up to 2048 for
480 * Shader model 3 according to msdn (and for software shaders) */
481 #define MAX_LABELS 16
483 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096
485 struct wined3d_string_buffer
487 struct list entry;
488 char *buffer;
489 unsigned int buffer_size;
490 unsigned int content_size;
493 enum WINED3D_SHADER_INSTRUCTION_HANDLER
495 WINED3DSIH_ABS,
496 WINED3DSIH_ADD,
497 WINED3DSIH_AND,
498 WINED3DSIH_BEM,
499 WINED3DSIH_BREAK,
500 WINED3DSIH_BREAKC,
501 WINED3DSIH_BREAKP,
502 WINED3DSIH_CALL,
503 WINED3DSIH_CALLNZ,
504 WINED3DSIH_CMP,
505 WINED3DSIH_CND,
506 WINED3DSIH_CRS,
507 WINED3DSIH_CUT,
508 WINED3DSIH_DCL,
509 WINED3DSIH_DCL_CONSTANT_BUFFER,
510 WINED3DSIH_DCL_GLOBAL_FLAGS,
511 WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER,
512 WINED3DSIH_DCL_INPUT,
513 WINED3DSIH_DCL_INPUT_PRIMITIVE,
514 WINED3DSIH_DCL_INPUT_PS,
515 WINED3DSIH_DCL_INPUT_PS_SGV,
516 WINED3DSIH_DCL_INPUT_PS_SIV,
517 WINED3DSIH_DCL_INPUT_SGV,
518 WINED3DSIH_DCL_INPUT_SIV,
519 WINED3DSIH_DCL_OUTPUT,
520 WINED3DSIH_DCL_OUTPUT_SIV,
521 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
522 WINED3DSIH_DCL_SAMPLER,
523 WINED3DSIH_DCL_TEMPS,
524 WINED3DSIH_DCL_VERTICES_OUT,
525 WINED3DSIH_DEF,
526 WINED3DSIH_DEFB,
527 WINED3DSIH_DEFI,
528 WINED3DSIH_DIV,
529 WINED3DSIH_DP2,
530 WINED3DSIH_DP2ADD,
531 WINED3DSIH_DP3,
532 WINED3DSIH_DP4,
533 WINED3DSIH_DST,
534 WINED3DSIH_DSX,
535 WINED3DSIH_DSX_COARSE,
536 WINED3DSIH_DSY,
537 WINED3DSIH_DSY_COARSE,
538 WINED3DSIH_ELSE,
539 WINED3DSIH_EMIT,
540 WINED3DSIH_ENDIF,
541 WINED3DSIH_ENDLOOP,
542 WINED3DSIH_ENDREP,
543 WINED3DSIH_EQ,
544 WINED3DSIH_EXP,
545 WINED3DSIH_EXPP,
546 WINED3DSIH_FRC,
547 WINED3DSIH_FTOI,
548 WINED3DSIH_FTOU,
549 WINED3DSIH_GE,
550 WINED3DSIH_IADD,
551 WINED3DSIH_IEQ,
552 WINED3DSIH_IF,
553 WINED3DSIH_IFC,
554 WINED3DSIH_IGE,
555 WINED3DSIH_ILT,
556 WINED3DSIH_IMAD,
557 WINED3DSIH_IMAX,
558 WINED3DSIH_IMIN,
559 WINED3DSIH_IMUL,
560 WINED3DSIH_INE,
561 WINED3DSIH_INEG,
562 WINED3DSIH_ISHL,
563 WINED3DSIH_ITOF,
564 WINED3DSIH_LABEL,
565 WINED3DSIH_LD,
566 WINED3DSIH_LD_STRUCTURED,
567 WINED3DSIH_LIT,
568 WINED3DSIH_LOG,
569 WINED3DSIH_LOGP,
570 WINED3DSIH_LOOP,
571 WINED3DSIH_LRP,
572 WINED3DSIH_LT,
573 WINED3DSIH_M3x2,
574 WINED3DSIH_M3x3,
575 WINED3DSIH_M3x4,
576 WINED3DSIH_M4x3,
577 WINED3DSIH_M4x4,
578 WINED3DSIH_MAD,
579 WINED3DSIH_MAX,
580 WINED3DSIH_MIN,
581 WINED3DSIH_MOV,
582 WINED3DSIH_MOVA,
583 WINED3DSIH_MOVC,
584 WINED3DSIH_MUL,
585 WINED3DSIH_NE,
586 WINED3DSIH_NOP,
587 WINED3DSIH_NOT,
588 WINED3DSIH_NRM,
589 WINED3DSIH_OR,
590 WINED3DSIH_PHASE,
591 WINED3DSIH_POW,
592 WINED3DSIH_RCP,
593 WINED3DSIH_REP,
594 WINED3DSIH_RESINFO,
595 WINED3DSIH_RET,
596 WINED3DSIH_ROUND_NI,
597 WINED3DSIH_ROUND_PI,
598 WINED3DSIH_ROUND_Z,
599 WINED3DSIH_RSQ,
600 WINED3DSIH_SAMPLE,
601 WINED3DSIH_SAMPLE_B,
602 WINED3DSIH_SAMPLE_C,
603 WINED3DSIH_SAMPLE_C_LZ,
604 WINED3DSIH_SAMPLE_GRAD,
605 WINED3DSIH_SAMPLE_LOD,
606 WINED3DSIH_SETP,
607 WINED3DSIH_SGE,
608 WINED3DSIH_SGN,
609 WINED3DSIH_SINCOS,
610 WINED3DSIH_SLT,
611 WINED3DSIH_SQRT,
612 WINED3DSIH_SUB,
613 WINED3DSIH_TEX,
614 WINED3DSIH_TEXBEM,
615 WINED3DSIH_TEXBEML,
616 WINED3DSIH_TEXCOORD,
617 WINED3DSIH_TEXDEPTH,
618 WINED3DSIH_TEXDP3,
619 WINED3DSIH_TEXDP3TEX,
620 WINED3DSIH_TEXKILL,
621 WINED3DSIH_TEXLDD,
622 WINED3DSIH_TEXLDL,
623 WINED3DSIH_TEXM3x2DEPTH,
624 WINED3DSIH_TEXM3x2PAD,
625 WINED3DSIH_TEXM3x2TEX,
626 WINED3DSIH_TEXM3x3,
627 WINED3DSIH_TEXM3x3DIFF,
628 WINED3DSIH_TEXM3x3PAD,
629 WINED3DSIH_TEXM3x3SPEC,
630 WINED3DSIH_TEXM3x3TEX,
631 WINED3DSIH_TEXM3x3VSPEC,
632 WINED3DSIH_TEXREG2AR,
633 WINED3DSIH_TEXREG2GB,
634 WINED3DSIH_TEXREG2RGB,
635 WINED3DSIH_UDIV,
636 WINED3DSIH_UGE,
637 WINED3DSIH_USHR,
638 WINED3DSIH_UTOF,
639 WINED3DSIH_XOR,
640 WINED3DSIH_TABLE_SIZE
643 enum wined3d_shader_type
645 WINED3D_SHADER_TYPE_PIXEL,
646 WINED3D_SHADER_TYPE_VERTEX,
647 WINED3D_SHADER_TYPE_GEOMETRY,
648 WINED3D_SHADER_TYPE_COUNT,
651 struct wined3d_shader_version
653 enum wined3d_shader_type type;
654 BYTE major;
655 BYTE minor;
658 struct wined3d_shader_resource_info
660 enum wined3d_shader_resource_type type;
661 enum wined3d_data_type data_type;
664 #define WINED3D_SAMPLER_DEFAULT ~0x0u
666 struct wined3d_shader_sampler_map_entry
668 unsigned int resource_idx;
669 unsigned int sampler_idx;
670 unsigned int bind_idx;
673 struct wined3d_shader_sampler_map
675 struct wined3d_shader_sampler_map_entry *entries;
676 size_t size;
677 size_t count;
680 struct wined3d_shader_immediate_constant_buffer
682 UINT element_count;
683 DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE];
686 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
688 struct wined3d_shader_reg_maps
690 struct wined3d_shader_version shader_version;
691 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
692 BYTE address; /* MAX_REG_ADDR, 1 */
693 WORD labels; /* MAX_LABELS, 16 */
694 DWORD temporary; /* MAX_REG_TEMP, 32 */
695 DWORD *constf; /* pixel, vertex */
696 const struct wined3d_shader_immediate_constant_buffer *icb;
697 union
699 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
700 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
701 } u;
702 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
703 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
704 WORD integer_constants; /* MAX_CONST_I, 16 */
705 WORD boolean_constants; /* MAX_CONST_B, 16 */
706 WORD local_int_consts; /* MAX_CONST_I, 16 */
707 WORD local_bool_consts; /* MAX_CONST_B, 16 */
708 UINT cb_sizes[WINED3D_MAX_CBS];
710 struct wined3d_shader_resource_info resource_info[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
711 struct wined3d_shader_sampler_map sampler_map;
712 BYTE bumpmat; /* MAX_TEXTURES, 8 */
713 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
715 WORD usesnrm : 1;
716 WORD vpos : 1;
717 WORD usesdsx : 1;
718 WORD usesdsy : 1;
719 WORD usestexldd : 1;
720 WORD usesmova : 1;
721 WORD usesfacing : 1;
722 WORD usesrelconstF : 1;
723 WORD fog : 1;
724 WORD usestexldl : 1;
725 WORD usesifc : 1;
726 WORD usescall : 1;
727 WORD usespow : 1;
728 WORD point_size : 1;
729 WORD padding : 2;
731 DWORD rt_mask; /* Used render targets, 32 max. */
733 /* Whether or not loops are used in this shader, and nesting depth */
734 unsigned loop_depth;
735 UINT min_rel_offset, max_rel_offset;
738 /* Keeps track of details for TEX_M#x# instructions which need to maintain
739 * state information between multiple instructions. */
740 struct wined3d_shader_tex_mx
742 unsigned int current_row;
743 DWORD texcoord_w[2];
746 struct wined3d_shader_loop_state
748 UINT current_depth;
749 UINT current_reg;
752 struct wined3d_shader_context
754 const struct wined3d_shader *shader;
755 const struct wined3d_gl_info *gl_info;
756 const struct wined3d_shader_reg_maps *reg_maps;
757 struct wined3d_string_buffer *buffer;
758 struct wined3d_shader_tex_mx *tex_mx;
759 struct wined3d_shader_loop_state *loop_state;
760 void *backend_data;
763 struct wined3d_shader_register_index
765 const struct wined3d_shader_src_param *rel_addr;
766 unsigned int offset;
769 struct wined3d_shader_register
771 enum wined3d_shader_register_type type;
772 enum wined3d_data_type data_type;
773 struct wined3d_shader_register_index idx[2];
774 enum wined3d_immconst_type immconst_type;
775 DWORD immconst_data[4];
778 struct wined3d_shader_dst_param
780 struct wined3d_shader_register reg;
781 DWORD write_mask;
782 DWORD modifiers;
783 DWORD shift;
786 struct wined3d_shader_src_param
788 struct wined3d_shader_register reg;
789 DWORD swizzle;
790 enum wined3d_shader_src_modifier modifiers;
793 struct wined3d_shader_semantic
795 enum wined3d_decl_usage usage;
796 UINT usage_idx;
797 enum wined3d_shader_resource_type resource_type;
798 enum wined3d_data_type resource_data_type;
799 struct wined3d_shader_dst_param reg;
802 struct wined3d_shader_register_semantic
804 struct wined3d_shader_dst_param reg;
805 enum wined3d_sysval_semantic sysval_semantic;
808 struct wined3d_shader_texel_offset
810 signed char u, v, w;
813 struct wined3d_shader_instruction
815 const struct wined3d_shader_context *ctx;
816 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
817 DWORD flags;
818 BOOL coissue;
819 const struct wined3d_shader_src_param *predicate;
820 UINT dst_count;
821 const struct wined3d_shader_dst_param *dst;
822 UINT src_count;
823 const struct wined3d_shader_src_param *src;
824 struct wined3d_shader_texel_offset texel_offset;
825 union
827 struct wined3d_shader_semantic semantic;
828 struct wined3d_shader_register_semantic register_semantic;
829 enum wined3d_primitive_type primitive_type;
830 struct wined3d_shader_dst_param dst;
831 struct wined3d_shader_src_param src;
832 UINT count;
833 const struct wined3d_shader_immediate_constant_buffer *icb;
834 } declaration;
837 static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins)
839 return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w;
842 struct wined3d_shader_attribute
844 enum wined3d_decl_usage usage;
845 UINT usage_idx;
848 struct wined3d_shader_loop_control
850 unsigned int count;
851 unsigned int start;
852 int step;
855 struct wined3d_shader_frontend
857 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
858 void (*shader_free)(void *data);
859 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
860 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
861 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
864 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
865 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
867 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
869 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
870 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
872 struct shader_caps
874 UINT vs_version;
875 UINT gs_version;
876 UINT ps_version;
878 DWORD vs_uniform_count;
879 DWORD ps_uniform_count;
880 float ps_1x_max_value;
881 DWORD varying_count;
883 DWORD wined3d_caps;
886 enum wined3d_gl_resource_type
888 WINED3D_GL_RES_TYPE_TEX_1D = 0,
889 WINED3D_GL_RES_TYPE_TEX_2D = 1,
890 WINED3D_GL_RES_TYPE_TEX_3D = 2,
891 WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
892 WINED3D_GL_RES_TYPE_TEX_RECT = 4,
893 WINED3D_GL_RES_TYPE_BUFFER = 5,
894 WINED3D_GL_RES_TYPE_RB = 6,
895 WINED3D_GL_RES_TYPE_COUNT = 7,
898 enum vertexprocessing_mode {
899 fixedfunction,
900 vertexshader,
901 pretransformed
904 #define WINED3D_CONST_NUM_UNUSED ~0U
906 enum wined3d_ffp_ps_fog_mode
908 WINED3D_FFP_PS_FOG_OFF,
909 WINED3D_FFP_PS_FOG_LINEAR,
910 WINED3D_FFP_PS_FOG_EXP,
911 WINED3D_FFP_PS_FOG_EXP2,
914 /* Stateblock dependent parameters which have to be hardcoded
915 * into the shader code
918 #define WINED3D_PSARGS_PROJECTED (1u << 3)
919 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
920 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu
921 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
922 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u
924 /* Used for Shader Model 1 pixel shaders to track the bound texture
925 * type. 2D and RECT textures are separated through NP2 fixup. */
926 enum wined3d_shader_tex_types
928 WINED3D_SHADER_TEX_2D = 0,
929 WINED3D_SHADER_TEX_3D = 1,
930 WINED3D_SHADER_TEX_CUBE = 2,
933 struct ps_compile_args {
934 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
935 enum vertexprocessing_mode vp_mode;
936 enum wined3d_ffp_ps_fog_mode fog;
937 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
938 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
939 WORD srgb_correction;
940 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
941 D3D9 has a limit of 16 samplers and the fixup is superfluous
942 in D3D10 (unconditional NP2 support mandatory). */
943 WORD np2_fixup;
944 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
945 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */
946 BOOL pointsprite;
947 BOOL flatshading;
950 enum fog_src_type {
951 VS_FOG_Z = 0,
952 VS_FOG_COORD = 1
955 struct vs_compile_args
957 BYTE fog_src;
958 BYTE clip_enabled : 1;
959 BYTE point_size : 1;
960 BYTE per_vertex_point_size : 1;
961 BYTE flatshading : 1;
962 BYTE padding : 4;
963 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
966 struct wined3d_context;
967 struct wined3d_state;
968 struct fragment_pipeline;
969 struct wined3d_vertex_pipe_ops;
971 struct wined3d_shader_backend_ops
973 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
974 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
975 const struct wined3d_state *state);
976 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
977 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
978 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size);
979 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
980 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
981 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
982 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
983 const struct wined3d_state *state);
984 void (*shader_destroy)(struct wined3d_shader *shader);
985 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
986 const struct fragment_pipeline *fragment_pipe);
987 void (*shader_free_private)(struct wined3d_device *device);
988 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
989 void (*shader_free_context_data)(struct wined3d_context *context);
990 void (*shader_init_context_state)(struct wined3d_context *context);
991 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
992 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
993 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
996 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
997 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
998 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
1000 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
1002 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
1003 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
1004 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
1005 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
1007 static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color)
1009 wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f;
1010 wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f;
1011 wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f;
1012 wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f;
1015 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
1017 /* Checking of API calls */
1018 /* --------------------- */
1019 #ifndef WINE_NO_DEBUG_MSGS
1020 #define checkGLcall(A) \
1021 do { \
1022 GLint err; \
1023 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
1024 err = gl_info->gl_ops.gl.p_glGetError(); \
1025 if (err == GL_NO_ERROR) { \
1026 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
1028 } else do { \
1029 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
1030 debug_glerror(err), err, A, __FILE__, __LINE__); \
1031 err = gl_info->gl_ops.gl.p_glGetError(); \
1032 } while (err != GL_NO_ERROR); \
1033 } while(0)
1034 #else
1035 #define checkGLcall(A) do {} while(0)
1036 #endif
1038 enum wined3d_ffp_idx
1040 WINED3D_FFP_POSITION = 0,
1041 WINED3D_FFP_BLENDWEIGHT = 1,
1042 WINED3D_FFP_BLENDINDICES = 2,
1043 WINED3D_FFP_NORMAL = 3,
1044 WINED3D_FFP_PSIZE = 4,
1045 WINED3D_FFP_DIFFUSE = 5,
1046 WINED3D_FFP_SPECULAR = 6,
1047 WINED3D_FFP_TEXCOORD0 = 7,
1048 WINED3D_FFP_TEXCOORD1 = 8,
1049 WINED3D_FFP_TEXCOORD2 = 9,
1050 WINED3D_FFP_TEXCOORD3 = 10,
1051 WINED3D_FFP_TEXCOORD4 = 11,
1052 WINED3D_FFP_TEXCOORD5 = 12,
1053 WINED3D_FFP_TEXCOORD6 = 13,
1054 WINED3D_FFP_TEXCOORD7 = 14,
1055 WINED3D_FFP_ATTRIBS_COUNT = 15,
1058 enum wined3d_ffp_emit_idx
1060 WINED3D_FFP_EMIT_FLOAT1 = 0,
1061 WINED3D_FFP_EMIT_FLOAT2 = 1,
1062 WINED3D_FFP_EMIT_FLOAT3 = 2,
1063 WINED3D_FFP_EMIT_FLOAT4 = 3,
1064 WINED3D_FFP_EMIT_D3DCOLOR = 4,
1065 WINED3D_FFP_EMIT_UBYTE4 = 5,
1066 WINED3D_FFP_EMIT_SHORT2 = 6,
1067 WINED3D_FFP_EMIT_SHORT4 = 7,
1068 WINED3D_FFP_EMIT_UBYTE4N = 8,
1069 WINED3D_FFP_EMIT_SHORT2N = 9,
1070 WINED3D_FFP_EMIT_SHORT4N = 10,
1071 WINED3D_FFP_EMIT_USHORT2N = 11,
1072 WINED3D_FFP_EMIT_USHORT4N = 12,
1073 WINED3D_FFP_EMIT_UDEC3 = 13,
1074 WINED3D_FFP_EMIT_DEC3N = 14,
1075 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1076 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1077 WINED3D_FFP_EMIT_INVALID = 17,
1078 WINED3D_FFP_EMIT_COUNT = 18
1081 struct wined3d_bo_address
1083 GLuint buffer_object;
1084 BYTE *addr;
1087 struct wined3d_const_bo_address
1089 GLuint buffer_object;
1090 const BYTE *addr;
1093 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
1095 return (struct wined3d_const_bo_address *)data;
1098 struct wined3d_stream_info_element
1100 const struct wined3d_format *format;
1101 struct wined3d_bo_address data;
1102 GLsizei stride;
1103 unsigned int stream_idx;
1104 unsigned int divisor;
1107 struct wined3d_stream_info
1109 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1110 DWORD position_transformed : 1;
1111 DWORD all_vbo : 1;
1112 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1113 WORD use_map; /* MAX_ATTRIBS, 16 */
1116 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
1117 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
1118 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1120 #define eps 1e-8f
1122 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1123 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1125 /* Routines and structures related to state management */
1127 #define STATE_RENDER(a) (a)
1128 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1130 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1131 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1133 /* + 1 because samplers start with 0 */
1134 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1135 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1137 #define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1138 #define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
1140 #define STATE_CONSTANT_BUFFER(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a))
1141 #define STATE_IS_CONSTANT_BUFFER(a) ((a) >= STATE_CONSTANT_BUFFER(0) && (a) < STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1143 #define STATE_SHADER_RESOURCE_BINDING (STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1144 #define STATE_IS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_SHADER_RESOURCE_BINDING)
1146 #define STATE_TRANSFORM(a) (STATE_SHADER_RESOURCE_BINDING + (a))
1147 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1149 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1150 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1151 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1152 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1154 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1155 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1157 #define STATE_VIEWPORT (STATE_VDECL + 1)
1158 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1160 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1161 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1162 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1163 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1165 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1166 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1168 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1169 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1171 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1172 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1174 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1175 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1177 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1178 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1180 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1181 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1183 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1184 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1186 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
1187 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
1189 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
1190 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1192 #define STATE_HIGHEST (STATE_COLOR_KEY)
1194 enum fogsource {
1195 FOGSOURCE_FFP,
1196 FOGSOURCE_VS,
1197 FOGSOURCE_COORD,
1200 struct wined3d_occlusion_query
1202 struct list entry;
1203 GLuint id;
1204 struct wined3d_context *context;
1207 union wined3d_gl_query_object
1209 GLuint id;
1210 GLsync sync;
1213 struct wined3d_event_query
1215 struct list entry;
1216 union wined3d_gl_query_object object;
1217 struct wined3d_context *context;
1220 enum wined3d_event_query_result
1222 WINED3D_EVENT_QUERY_OK,
1223 WINED3D_EVENT_QUERY_WAITING,
1224 WINED3D_EVENT_QUERY_NOT_STARTED,
1225 WINED3D_EVENT_QUERY_WRONG_THREAD,
1226 WINED3D_EVENT_QUERY_ERROR
1229 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1230 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1231 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1232 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1233 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1235 struct wined3d_timestamp_query
1237 struct list entry;
1238 GLuint id;
1239 struct wined3d_context *context;
1242 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1243 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1245 struct wined3d_context
1247 const struct wined3d_gl_info *gl_info;
1248 const struct wined3d_d3d_info *d3d_info;
1249 const struct StateEntry *state_table;
1250 /* State dirtification
1251 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1252 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1253 * 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
1254 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1256 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1257 DWORD numDirtyEntries;
1258 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1260 struct wined3d_swapchain *swapchain;
1261 struct wined3d_surface *current_rt;
1262 DWORD tid; /* Thread ID which owns this context at the moment */
1264 /* Stores some information about the context state for optimization */
1265 DWORD render_offscreen : 1;
1266 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1267 DWORD last_was_pshader : 1;
1268 DWORD last_was_vshader : 1;
1269 DWORD last_was_normal : 1;
1270 DWORD namedArraysLoaded : 1;
1271 DWORD numberedArraysLoaded : 1;
1272 DWORD last_was_blit : 1;
1273 DWORD last_was_ckey : 1;
1274 DWORD fog_coord : 1;
1275 DWORD fog_enabled : 1;
1276 DWORD num_untracked_materials : 2; /* Max value 2 */
1277 DWORD current : 1;
1278 DWORD destroyed : 1;
1279 DWORD valid : 1;
1280 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1281 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1282 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1283 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1284 DWORD use_immediate_mode_draw : 1;
1285 DWORD rebind_fbo : 1;
1286 DWORD needs_set : 1;
1287 DWORD hdc_is_private : 1;
1288 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1289 DWORD update_shader_resource_bindings : 1;
1290 DWORD padding : 14;
1291 DWORD shader_update_mask;
1292 DWORD constant_update_mask;
1293 DWORD numbered_array_mask;
1294 GLenum tracking_parm; /* Which source is tracking current colour */
1295 GLenum untracked_materials[2];
1296 UINT blit_w, blit_h;
1297 enum fogsource fog_source;
1298 DWORD active_texture;
1299 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1301 UINT instance_count;
1303 /* The actual opengl context */
1304 UINT level;
1305 HGLRC restore_ctx;
1306 HDC restore_dc;
1307 int restore_pf;
1308 HWND restore_pf_win;
1309 HGLRC glCtx;
1310 HWND win_handle;
1311 HDC hdc;
1312 int pixel_format;
1313 GLint aux_buffers;
1315 void *shader_backend_data;
1316 void *fragment_pipe_data;
1318 /* FBOs */
1319 UINT fbo_entry_count;
1320 struct list fbo_list;
1321 struct list fbo_destroy_list;
1322 struct fbo_entry *current_fbo;
1323 GLuint fbo_read_binding;
1324 GLuint fbo_draw_binding;
1325 struct wined3d_surface **blit_targets;
1326 struct wined3d_fbo_entry_key *fbo_key;
1327 GLenum *draw_buffers;
1328 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1330 /* Queries */
1331 GLuint *free_occlusion_queries;
1332 UINT free_occlusion_query_size;
1333 UINT free_occlusion_query_count;
1334 struct list occlusion_queries;
1336 union wined3d_gl_query_object *free_event_queries;
1337 UINT free_event_query_size;
1338 UINT free_event_query_count;
1339 struct list event_queries;
1341 GLuint *free_timestamp_queries;
1342 UINT free_timestamp_query_size;
1343 UINT free_timestamp_query_count;
1344 struct list timestamp_queries;
1346 struct wined3d_stream_info stream_info;
1348 /* Fences for GL_APPLE_flush_buffer_range */
1349 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1350 unsigned int num_buffer_queries;
1352 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1353 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1355 /* Extension emulation */
1356 GLint gl_fog_source;
1357 GLfloat fog_coord_value;
1358 GLfloat color[4], fogstart, fogend, fogcolor[4];
1359 GLuint dummy_arbfp_prog;
1362 struct wined3d_fb_state
1364 struct wined3d_rendertarget_view **render_targets;
1365 struct wined3d_rendertarget_view *depth_stencil;
1368 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1370 struct StateEntry
1372 DWORD representative;
1373 APPLYSTATEFUNC apply;
1376 struct StateEntryTemplate
1378 DWORD state;
1379 struct StateEntry content;
1380 enum wined3d_gl_extension extension;
1383 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1384 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1385 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
1387 struct fragment_caps
1389 DWORD wined3d_caps;
1390 DWORD PrimitiveMiscCaps;
1391 DWORD TextureOpCaps;
1392 DWORD MaxTextureBlendStages;
1393 DWORD MaxSimultaneousTextures;
1396 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001
1397 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002
1399 struct fragment_pipeline
1401 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1402 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1403 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
1404 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1405 void (*free_private)(struct wined3d_device *device);
1406 BOOL (*allocate_context_data)(struct wined3d_context *context);
1407 void (*free_context_data)(struct wined3d_context *context);
1408 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1409 const struct StateEntryTemplate *states;
1412 struct wined3d_vertex_caps
1414 BOOL xyzrhw;
1415 BOOL emulated_flatshading;
1416 BOOL ffp_generic_attributes;
1417 DWORD max_active_lights;
1418 DWORD max_vertex_blend_matrices;
1419 DWORD max_vertex_blend_matrix_index;
1420 DWORD vertex_processing_caps;
1421 DWORD fvf_caps;
1422 DWORD max_user_clip_planes;
1423 DWORD raster_caps;
1426 struct wined3d_vertex_pipe_ops
1428 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1429 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1430 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
1431 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1432 void (*vp_free)(struct wined3d_device *device);
1433 const struct StateEntryTemplate *vp_states;
1436 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1437 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1438 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1439 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1440 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1441 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1442 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1443 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1445 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1446 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1447 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1449 /* "Base" state table */
1450 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1451 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1452 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1453 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1455 enum wined3d_blit_op
1457 WINED3D_BLIT_OP_COLOR_BLIT,
1458 WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST,
1459 WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
1460 WINED3D_BLIT_OP_COLOR_FILL,
1461 WINED3D_BLIT_OP_DEPTH_FILL,
1462 WINED3D_BLIT_OP_DEPTH_BLIT,
1465 /* Shaders for color conversions in blits. Do not do blit operations while
1466 * already under the GL lock. */
1467 struct blit_shader
1469 HRESULT (*alloc_private)(struct wined3d_device *device);
1470 void (*free_private)(struct wined3d_device *device);
1471 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
1472 const struct wined3d_color_key *color_key);
1473 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1474 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info,
1475 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1476 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1477 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1478 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1479 const RECT *rect, const struct wined3d_color *color);
1480 HRESULT (*depth_fill)(struct wined3d_device *device, struct wined3d_rendertarget_view *view,
1481 const RECT *rect, DWORD clear_flags, float depth, DWORD stencil);
1482 void (*blit_surface)(struct wined3d_device *device, enum wined3d_blit_op op, DWORD filter,
1483 struct wined3d_surface *src_surface, const RECT *src_rect,
1484 struct wined3d_surface *dst_surface, const RECT *dst_rect,
1485 const struct wined3d_color_key *color_key);
1488 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1489 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1490 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1492 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN;
1493 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
1494 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1495 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1496 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1497 DECLSPEC_HIDDEN;
1499 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1500 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1501 void context_alloc_event_query(struct wined3d_context *context,
1502 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1503 void context_alloc_occlusion_query(struct wined3d_context *context,
1504 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1505 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1506 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1507 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1508 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1509 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1510 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1511 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1512 unsigned int unit) DECLSPEC_HIDDEN;
1513 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1514 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1515 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1516 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1517 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
1518 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1519 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1520 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1521 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1522 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN;
1523 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1524 void context_gl_resource_released(struct wined3d_device *device,
1525 GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN;
1526 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1527 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1528 void context_resource_released(const struct wined3d_device *device,
1529 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1530 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore) DECLSPEC_HIDDEN;
1531 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1532 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1533 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1534 void context_state_drawbuf(struct wined3d_context *context,
1535 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1536 void context_state_fb(struct wined3d_context *context,
1537 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1538 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1539 void context_stream_info_from_declaration(struct wined3d_context *context,
1540 const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1542 /*****************************************************************************
1543 * Internal representation of a light
1545 struct wined3d_light_info
1547 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1548 DWORD OriginalIndex;
1549 LONG glIndex;
1550 BOOL enabled;
1552 /* Converted parms to speed up swapping lights */
1553 struct wined3d_vec4 position;
1554 struct wined3d_vec4 direction;
1555 float exponent;
1556 float cutoff;
1558 struct list entry;
1561 /* The default light parameters */
1562 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1564 struct wined3d_pixel_format
1566 int iPixelFormat; /* WGL pixel format */
1567 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1568 int redSize, greenSize, blueSize, alphaSize, colorSize;
1569 int depthSize, stencilSize;
1570 BOOL windowDrawable;
1571 BOOL doubleBuffer;
1572 int auxBuffers;
1573 int numSamples;
1576 enum wined3d_pci_vendor
1578 HW_VENDOR_SOFTWARE = 0x0000,
1579 HW_VENDOR_AMD = 0x1002,
1580 HW_VENDOR_NVIDIA = 0x10de,
1581 HW_VENDOR_VMWARE = 0x15ad,
1582 HW_VENDOR_INTEL = 0x8086,
1585 enum wined3d_pci_device
1587 CARD_WINE = 0x0000,
1589 CARD_AMD_RAGE_128PRO = 0x5246,
1590 CARD_AMD_RADEON_7200 = 0x5144,
1591 CARD_AMD_RADEON_8500 = 0x514c,
1592 CARD_AMD_RADEON_9500 = 0x4144,
1593 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1594 CARD_AMD_RADEON_X700 = 0x5e4c,
1595 CARD_AMD_RADEON_X1600 = 0x71c2,
1596 CARD_AMD_RADEON_HD2350 = 0x94c7,
1597 CARD_AMD_RADEON_HD2600 = 0x9581,
1598 CARD_AMD_RADEON_HD2900 = 0x9400,
1599 CARD_AMD_RADEON_HD3200 = 0x9620,
1600 CARD_AMD_RADEON_HD3850 = 0x9515,
1601 CARD_AMD_RADEON_HD4200M = 0x9712,
1602 CARD_AMD_RADEON_HD4350 = 0x954f,
1603 CARD_AMD_RADEON_HD4600 = 0x9495,
1604 CARD_AMD_RADEON_HD4700 = 0x944e,
1605 CARD_AMD_RADEON_HD4800 = 0x944c,
1606 CARD_AMD_RADEON_HD5400 = 0x68f9,
1607 CARD_AMD_RADEON_HD5600 = 0x68d8,
1608 CARD_AMD_RADEON_HD5700 = 0x68be,
1609 CARD_AMD_RADEON_HD5800 = 0x6898,
1610 CARD_AMD_RADEON_HD5900 = 0x689c,
1611 CARD_AMD_RADEON_HD6300 = 0x9803,
1612 CARD_AMD_RADEON_HD6400 = 0x6770,
1613 CARD_AMD_RADEON_HD6410D = 0x9644,
1614 CARD_AMD_RADEON_HD6550D = 0x9640,
1615 CARD_AMD_RADEON_HD6600 = 0x6758,
1616 CARD_AMD_RADEON_HD6600M = 0x6741,
1617 CARD_AMD_RADEON_HD6700 = 0x68ba,
1618 CARD_AMD_RADEON_HD6800 = 0x6739,
1619 CARD_AMD_RADEON_HD6900 = 0x6719,
1620 CARD_AMD_RADEON_HD7660D = 0x9901,
1621 CARD_AMD_RADEON_HD7700 = 0x683d,
1622 CARD_AMD_RADEON_HD7800 = 0x6819,
1623 CARD_AMD_RADEON_HD7900 = 0x679a,
1624 CARD_AMD_RADEON_HD8600M = 0x6660,
1625 CARD_AMD_RADEON_HD8670 = 0x6610,
1626 CARD_AMD_RADEON_HD8770 = 0x665c,
1627 CARD_AMD_RADEON_R3 = 0x9830,
1628 CARD_AMD_RADEON_R7 = 0x130f,
1629 CARD_AMD_RADEON_R9 = 0x67b1,
1631 CARD_NVIDIA_RIVA_128 = 0x0018,
1632 CARD_NVIDIA_RIVA_TNT = 0x0020,
1633 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1634 CARD_NVIDIA_GEFORCE = 0x0100,
1635 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1636 CARD_NVIDIA_GEFORCE2 = 0x0150,
1637 CARD_NVIDIA_GEFORCE3 = 0x0200,
1638 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1639 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1640 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1641 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1642 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1643 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1644 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1645 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1646 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1647 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1648 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1649 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1650 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1651 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1652 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1653 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1654 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1655 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1656 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1657 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1658 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1659 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1660 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1661 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1662 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1663 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1664 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1665 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1666 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1667 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1668 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1669 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1670 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1671 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1672 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1673 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1674 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1675 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1676 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1677 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1678 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1679 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1680 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1681 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1682 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1683 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1684 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1685 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1686 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1687 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1688 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1689 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1690 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1691 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1692 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1693 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1694 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1695 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1696 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1697 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1698 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1699 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1700 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1701 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1702 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1703 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
1704 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1705 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1706 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1707 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1708 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
1709 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
1710 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
1711 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
1712 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
1713 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
1714 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
1715 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
1716 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
1717 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
1718 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
1720 CARD_VMWARE_SVGA3D = 0x0405,
1722 CARD_INTEL_830M = 0x3577,
1723 CARD_INTEL_855GM = 0x3582,
1724 CARD_INTEL_845G = 0x2562,
1725 CARD_INTEL_865G = 0x2572,
1726 CARD_INTEL_915G = 0x2582,
1727 CARD_INTEL_E7221G = 0x258a,
1728 CARD_INTEL_915GM = 0x2592,
1729 CARD_INTEL_945G = 0x2772,
1730 CARD_INTEL_945GM = 0x27a2,
1731 CARD_INTEL_945GME = 0x27ae,
1732 CARD_INTEL_Q35 = 0x29b2,
1733 CARD_INTEL_G33 = 0x29c2,
1734 CARD_INTEL_Q33 = 0x29d2,
1735 CARD_INTEL_PNVG = 0xa001,
1736 CARD_INTEL_PNVM = 0xa011,
1737 CARD_INTEL_965Q = 0x2992,
1738 CARD_INTEL_965G = 0x2982,
1739 CARD_INTEL_946GZ = 0x2972,
1740 CARD_INTEL_965GM = 0x2a02,
1741 CARD_INTEL_965GME = 0x2a12,
1742 CARD_INTEL_GM45 = 0x2a42,
1743 CARD_INTEL_IGD = 0x2e02,
1744 CARD_INTEL_Q45 = 0x2e12,
1745 CARD_INTEL_G45 = 0x2e22,
1746 CARD_INTEL_G41 = 0x2e32,
1747 CARD_INTEL_B43 = 0x2e92,
1748 CARD_INTEL_ILKD = 0x0042,
1749 CARD_INTEL_ILKM = 0x0046,
1750 CARD_INTEL_SNBD = 0x0122,
1751 CARD_INTEL_SNBM = 0x0126,
1752 CARD_INTEL_SNBS = 0x010a,
1753 CARD_INTEL_IVBD = 0x0162,
1754 CARD_INTEL_IVBM = 0x0166,
1755 CARD_INTEL_IVBS = 0x015a,
1756 CARD_INTEL_HWM = 0x0416,
1759 struct wined3d_fbo_ops
1761 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1762 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1763 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1764 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1765 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1766 GLsizei width, GLsizei height);
1767 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1768 GLenum internalformat, GLsizei width, GLsizei height);
1769 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1770 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1771 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1772 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1773 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1774 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1775 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1776 GLenum textarget, GLuint texture, GLint level);
1777 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1778 GLenum textarget, GLuint texture, GLint level);
1779 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1780 GLenum textarget, GLuint texture, GLint level, GLint layer);
1781 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1782 GLenum renderbuffertarget, GLuint renderbuffer);
1783 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1784 GLenum pname, GLint *params);
1785 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1786 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1787 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1790 struct wined3d_gl_limits
1792 UINT buffers;
1793 UINT lights;
1794 UINT textures;
1795 UINT texture_coords;
1796 UINT vertex_uniform_blocks;
1797 UINT geometry_uniform_blocks;
1798 UINT fragment_uniform_blocks;
1799 UINT fragment_samplers;
1800 UINT vertex_samplers;
1801 UINT combined_samplers;
1802 UINT general_combiners;
1803 UINT clipplanes;
1804 UINT texture_size;
1805 UINT texture3d_size;
1806 float pointsize_max;
1807 float pointsize_min;
1808 UINT blends;
1809 UINT anisotropy;
1810 float shininess;
1811 UINT samples;
1812 UINT vertex_attribs;
1814 UINT glsl_varyings;
1815 UINT glsl_vs_float_constants;
1816 UINT glsl_ps_float_constants;
1818 UINT arb_vs_float_constants;
1819 UINT arb_vs_native_constants;
1820 UINT arb_vs_instructions;
1821 UINT arb_vs_temps;
1822 UINT arb_ps_float_constants;
1823 UINT arb_ps_local_constants;
1824 UINT arb_ps_native_constants;
1825 UINT arb_ps_instructions;
1826 UINT arb_ps_temps;
1829 struct wined3d_gl_info
1831 DWORD selected_gl_version;
1832 DWORD glsl_version;
1833 struct wined3d_gl_limits limits;
1834 DWORD reserved_glsl_constants, reserved_arb_constants;
1835 DWORD quirks;
1836 BOOL supported[WINED3D_GL_EXT_COUNT];
1837 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1838 float fixed_polyoffset_scale, float_polyoffset_scale;
1840 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
1841 struct opengl_funcs gl_ops;
1842 struct wined3d_fbo_ops fbo_ops;
1844 struct wined3d_format *formats;
1845 unsigned int format_count;
1848 struct wined3d_driver_info
1850 enum wined3d_pci_vendor vendor;
1851 enum wined3d_pci_device device;
1852 const char *name;
1853 const char *description;
1854 UINT64 vram_bytes;
1855 DWORD version_high;
1856 DWORD version_low;
1859 struct wined3d_d3d_limits
1861 UINT vs_version, gs_version, ps_version;
1862 DWORD vs_uniform_count;
1863 DWORD ps_uniform_count;
1864 UINT varying_count;
1865 UINT ffp_textures;
1866 UINT ffp_blend_stages;
1867 UINT ffp_vertex_blend_matrices;
1870 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
1871 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
1872 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
1874 struct wined3d_ffp_attrib_ops
1876 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
1877 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
1878 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
1879 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
1880 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
1883 struct wined3d_d3d_info
1885 struct wined3d_d3d_limits limits;
1886 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
1887 BOOL xyzrhw;
1888 BOOL emulated_flatshading;
1889 BOOL ffp_generic_attributes;
1890 BOOL vs_clipping;
1891 BOOL shader_color_key;
1892 DWORD valid_rt_mask;
1893 DWORD wined3d_creation_flags;
1896 /* The adapter structure */
1897 struct wined3d_adapter
1899 UINT ordinal;
1900 POINT monitor_position;
1901 enum wined3d_format_id screen_format;
1903 struct wined3d_gl_info gl_info;
1904 struct wined3d_d3d_info d3d_info;
1905 struct wined3d_driver_info driver_info;
1906 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1907 unsigned int cfg_count;
1908 struct wined3d_pixel_format *cfgs;
1909 UINT64 vram_bytes;
1910 UINT64 vram_bytes_used;
1911 LUID luid;
1913 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1914 const struct fragment_pipeline *fragment_pipe;
1915 const struct wined3d_shader_backend_ops *shader_backend;
1916 const struct blit_shader *blitter;
1919 struct wined3d_caps_gl_ctx
1921 HDC dc;
1922 HWND wnd;
1923 HGLRC gl_ctx;
1924 HDC restore_dc;
1925 HGLRC restore_gl_ctx;
1927 const struct wined3d_gl_info *gl_info;
1928 GLuint test_vbo;
1929 GLuint test_program_id;
1932 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format) DECLSPEC_HIDDEN;
1933 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter,
1934 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
1935 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
1937 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1938 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN;
1940 enum projection_types
1942 proj_none = 0,
1943 proj_count3 = 1,
1944 proj_count4 = 2
1947 enum dst_arg
1949 resultreg = 0,
1950 tempreg = 1
1953 /*****************************************************************************
1954 * Fixed function pipeline replacements
1956 #define ARG_UNUSED 0xff
1957 struct texture_stage_op
1959 unsigned cop : 8;
1960 unsigned carg1 : 8;
1961 unsigned carg2 : 8;
1962 unsigned carg0 : 8;
1964 unsigned aop : 8;
1965 unsigned aarg1 : 8;
1966 unsigned aarg2 : 8;
1967 unsigned aarg0 : 8;
1969 struct color_fixup_desc color_fixup;
1970 unsigned tex_type : 3;
1971 unsigned dst : 1;
1972 unsigned projected : 2;
1973 unsigned padding : 10;
1976 struct ffp_frag_settings
1978 struct texture_stage_op op[MAX_TEXTURES];
1979 enum wined3d_ffp_ps_fog_mode fog;
1980 unsigned char sRGB_write;
1981 unsigned char emul_clipplanes;
1982 unsigned char texcoords_initialized;
1983 unsigned char color_key_enabled : 1;
1984 unsigned char pointsprite : 1;
1985 unsigned char flatshading : 1;
1986 unsigned char padding : 5;
1989 struct ffp_frag_desc
1991 struct wine_rb_entry entry;
1992 struct ffp_frag_settings settings;
1995 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1996 extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN;
1997 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1999 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2000 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
2001 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
2002 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
2003 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
2004 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
2005 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
2006 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
2008 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
2009 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
2011 enum wined3d_ffp_vs_fog_mode
2013 WINED3D_FFP_VS_FOG_OFF = 0,
2014 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
2015 WINED3D_FFP_VS_FOG_DEPTH = 2,
2016 WINED3D_FFP_VS_FOG_RANGE = 3,
2019 #define WINED3D_FFP_TCI_SHIFT 16
2020 #define WINED3D_FFP_TCI_MASK 0xffu
2022 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
2023 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u
2025 struct wined3d_ffp_vs_settings
2027 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
2028 DWORD diffuse_source : 2;
2029 DWORD emissive_source : 2;
2030 DWORD ambient_source : 2;
2031 DWORD specular_source : 2;
2033 DWORD transformed : 1;
2034 DWORD vertexblends : 2;
2035 DWORD clipping : 1;
2036 DWORD normal : 1;
2037 DWORD normalize : 1;
2038 DWORD lighting : 1;
2039 DWORD localviewer : 1;
2040 DWORD point_size : 1;
2041 DWORD per_vertex_point_size : 1;
2042 DWORD fog_mode : 2;
2043 DWORD texcoords : 8; /* MAX_TEXTURES */
2044 DWORD ortho_fog : 1;
2045 DWORD flatshading : 1;
2046 DWORD padding : 10;
2048 DWORD texgen[MAX_TEXTURES];
2051 struct wined3d_ffp_vs_desc
2053 struct wine_rb_entry entry;
2054 struct wined3d_ffp_vs_settings settings;
2057 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
2058 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
2060 struct wined3d
2062 LONG ref;
2063 DWORD flags;
2064 UINT adapter_count;
2065 struct wined3d_adapter adapters[1];
2068 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
2069 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
2070 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
2072 struct wined3d_stream_output
2074 struct wined3d_buffer *buffer;
2075 UINT offset;
2078 struct wined3d_stream_state
2080 struct wined3d_buffer *buffer;
2081 UINT offset;
2082 UINT stride;
2083 UINT frequency;
2084 UINT flags;
2087 #define WINED3D_STATE_NO_REF 0x00000001
2088 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
2090 struct wined3d_state
2092 DWORD flags;
2093 const struct wined3d_fb_state *fb;
2095 struct wined3d_vertex_declaration *vertex_declaration;
2096 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
2097 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2098 struct wined3d_buffer *index_buffer;
2099 enum wined3d_format_id index_format;
2100 INT base_vertex_index;
2101 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2102 GLenum gl_primitive_type;
2103 struct wined3d_query *predicate;
2104 BOOL predicate_value;
2106 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
2107 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
2108 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
2109 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
2111 BOOL vs_consts_b[MAX_CONST_B];
2112 INT vs_consts_i[MAX_CONST_I * 4];
2113 float *vs_consts_f;
2115 BOOL ps_consts_b[MAX_CONST_B];
2116 INT ps_consts_i[MAX_CONST_I * 4];
2117 float *ps_consts_f;
2119 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2120 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2121 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2123 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2124 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
2125 struct wined3d_material material;
2126 struct wined3d_viewport viewport;
2127 RECT scissor_rect;
2129 /* Light hashmap. Collisions are handled using linked lists. */
2130 #define LIGHTMAP_SIZE 43
2131 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
2132 struct list light_map[LIGHTMAP_SIZE];
2133 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
2135 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2138 #define WINED3D_UNMAPPED_STAGE ~0U
2140 /* Multithreaded flag. Removed from the public header to signal that
2141 * wined3d_device_create() ignores it. */
2142 #define WINED3DCREATE_MULTITHREADED 0x00000004
2144 struct wined3d_device
2146 LONG ref;
2148 /* WineD3D Information */
2149 struct wined3d_device_parent *device_parent;
2150 struct wined3d *wined3d;
2151 struct wined3d_adapter *adapter;
2153 /* Window styles to restore when switching fullscreen mode */
2154 LONG style;
2155 LONG exStyle;
2157 const struct wined3d_shader_backend_ops *shader_backend;
2158 void *shader_priv;
2159 void *fragment_priv;
2160 void *vertex_priv;
2161 void *blit_priv;
2162 struct StateEntry StateTable[STATE_HIGHEST + 1];
2163 /* Array of functions for states which are handled by more than one pipeline part */
2164 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
2165 const struct blit_shader *blitter;
2167 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
2168 BYTE bCursorVisible : 1;
2169 BYTE d3d_initialized : 1;
2170 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
2171 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
2172 BYTE filter_messages : 1;
2173 BYTE padding : 2;
2175 unsigned char surface_alignment; /* Line Alignment of surfaces */
2177 WORD padding2 : 16;
2179 struct wined3d_state state;
2180 struct wined3d_state *update_state;
2181 struct wined3d_stateblock *recording;
2183 /* Internal use fields */
2184 struct wined3d_device_creation_parameters create_parms;
2185 HWND focus_window;
2187 struct wined3d_rendertarget_view *back_buffer_view;
2188 struct wined3d_swapchain **swapchains;
2189 UINT swapchain_count;
2191 struct list resources; /* a linked list to track resources created by the device */
2192 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2193 struct wine_rb_tree samplers;
2195 /* Render Target Support */
2196 struct wined3d_fb_state fb;
2197 struct wined3d_surface *onscreen_depth_stencil;
2198 struct wined3d_rendertarget_view *auto_depth_stencil_view;
2200 /* For rendering to a texture using glCopyTexImage */
2201 GLuint depth_blt_texture;
2203 /* Cursor management */
2204 UINT xHotSpot;
2205 UINT yHotSpot;
2206 UINT xScreenSpace;
2207 UINT yScreenSpace;
2208 UINT cursorWidth, cursorHeight;
2209 struct wined3d_texture *cursor_texture;
2210 HCURSOR hardwareCursor;
2212 /* The Wine logo texture */
2213 struct wined3d_texture *logo_texture;
2215 /* Textures for when no other textures are mapped */
2216 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
2217 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
2218 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
2219 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
2221 /* Default sampler used to emulate the direct resource access without using wined3d_sampler */
2222 GLuint default_sampler;
2224 /* Command stream */
2225 struct wined3d_cs *cs;
2227 /* Context management */
2228 struct wined3d_context **contexts;
2229 UINT context_count;
2232 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
2233 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
2234 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2235 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2236 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2237 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
2238 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
2239 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
2240 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
2241 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2242 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2243 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2244 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
2245 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
2246 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
2248 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2250 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2251 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2252 return context->isStateDirty[idx] & (1u << shift);
2255 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2256 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2258 struct wined3d_resource_ops
2260 ULONG (*resource_incref)(struct wined3d_resource *resource);
2261 ULONG (*resource_decref)(struct wined3d_resource *resource);
2262 void (*resource_unload)(struct wined3d_resource *resource);
2263 HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
2264 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags);
2265 HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
2268 struct wined3d_resource
2270 LONG ref;
2271 LONG bind_count;
2272 LONG map_count;
2273 struct wined3d_device *device;
2274 enum wined3d_resource_type type;
2275 enum wined3d_gl_resource_type gl_type;
2276 const struct wined3d_format *format;
2277 unsigned int format_flags;
2278 enum wined3d_multisample_type multisample_type;
2279 UINT multisample_quality;
2280 DWORD usage;
2281 enum wined3d_pool pool;
2282 DWORD access_flags;
2283 DWORD draw_binding;
2284 DWORD map_binding;
2285 UINT width;
2286 UINT height;
2287 UINT depth;
2288 UINT size;
2289 DWORD priority;
2290 void *heap_memory;
2291 struct list resource_list_entry;
2293 void *parent;
2294 const struct wined3d_parent_ops *parent_ops;
2295 const struct wined3d_resource_ops *resource_ops;
2298 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
2300 return resource->resource_ops->resource_incref(resource);
2303 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
2305 return resource->resource_ops->resource_decref(resource);
2308 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2309 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2310 enum wined3d_resource_type type, const struct wined3d_format *format,
2311 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2312 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2313 void *parent, const struct wined3d_parent_ops *parent_ops,
2314 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2315 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2316 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2317 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2318 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2319 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2320 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2321 DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource, DWORD flags) DECLSPEC_HIDDEN;
2322 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2324 /* Tests show that the start address of resources is 32 byte aligned */
2325 #define RESOURCE_ALIGNMENT 16
2327 struct gl_texture
2329 struct wined3d_sampler_desc sampler_desc;
2330 unsigned int base_level;
2331 GLuint name;
2334 struct wined3d_texture_ops
2336 void (*texture_sub_resource_load)(struct wined3d_resource *sub_resource,
2337 struct wined3d_context *context, BOOL srgb);
2338 void (*texture_sub_resource_invalidate_location)(struct wined3d_resource *sub_resource, DWORD location);
2339 void (*texture_sub_resource_validate_location)(struct wined3d_resource *sub_resource, DWORD location);
2340 void (*texture_sub_resource_upload_data)(struct wined3d_resource *sub_resource,
2341 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data);
2342 BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2343 struct wined3d_context *context, DWORD location);
2344 BOOL (*texture_prepare_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2345 struct wined3d_context *context, DWORD location);
2346 void (*texture_prepare_texture)(struct wined3d_texture *texture,
2347 struct wined3d_context *context, BOOL srgb);
2348 void (*texture_cleanup_sub_resources)(struct wined3d_texture *texture);
2351 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2352 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002
2353 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004
2354 #define WINED3D_TEXTURE_IS_SRGB 0x00000008
2355 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010
2356 #define WINED3D_TEXTURE_RGB_VALID 0x00000020
2357 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
2358 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080
2359 #define WINED3D_TEXTURE_CONVERTED 0x00000100
2360 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
2361 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
2363 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
2365 struct wined3d_texture
2367 struct wined3d_resource resource;
2368 const struct wined3d_texture_ops *texture_ops;
2369 struct gl_texture texture_rgb, texture_srgb;
2370 struct wined3d_swapchain *swapchain;
2371 UINT layer_count;
2372 UINT level_count;
2373 unsigned int download_count;
2374 float pow2_matrix[16];
2375 UINT lod;
2376 enum wined3d_texture_filter_type filter_type;
2377 DWORD sampler;
2378 DWORD flags;
2379 GLenum target;
2381 void *user_memory;
2382 unsigned int row_pitch;
2383 unsigned int slice_pitch;
2385 /* May only be accessed from the command stream worker thread. */
2386 struct wined3d_texture_async
2388 DWORD flags;
2390 /* Color keys for DDraw */
2391 struct wined3d_color_key dst_blt_color_key;
2392 struct wined3d_color_key src_blt_color_key;
2393 struct wined3d_color_key dst_overlay_color_key;
2394 struct wined3d_color_key src_overlay_color_key;
2395 struct wined3d_color_key gl_color_key;
2396 DWORD color_key_flags;
2397 } async;
2399 struct
2401 struct wined3d_resource *resource;
2402 union
2404 struct wined3d_surface *surface;
2405 struct wined3d_volume *volume;
2406 } u;
2408 GLuint buffer_object;
2409 } sub_resources[1];
2412 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
2414 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2417 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2418 BOOL srgb)
2420 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
2423 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture,
2424 unsigned int level)
2426 return max(1, texture->resource.width >> level);
2429 static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture,
2430 unsigned int level)
2432 return max(1, texture->resource.height >> level);
2435 static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture,
2436 unsigned int level)
2438 return max(1, texture->resource.depth >> level);
2441 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
2442 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN;
2443 void wined3d_texture_bind(struct wined3d_texture *texture,
2444 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2445 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
2446 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2447 BOOL wined3d_texture_check_block_align(const struct wined3d_texture *texture,
2448 unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
2449 void wined3d_texture_force_reload(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2450 struct wined3d_resource *wined3d_texture_get_sub_resource(const struct wined3d_texture *texture,
2451 UINT sub_resource_idx) DECLSPEC_HIDDEN;
2452 void wined3d_texture_load(struct wined3d_texture *texture,
2453 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2454 void wined3d_texture_prepare_buffer_object(struct wined3d_texture *texture,
2455 unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2456 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
2457 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2458 void wined3d_texture_remove_buffer_object(struct wined3d_texture *texture,
2459 unsigned int sub_resource_idx, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2460 void wined3d_texture_set_dirty(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2461 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
2462 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2463 BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture,
2464 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2466 #define WINED3D_LOCATION_DISCARDED 0x00000001
2467 #define WINED3D_LOCATION_SYSMEM 0x00000002
2468 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
2469 #define WINED3D_LOCATION_DIB 0x00000008
2470 #define WINED3D_LOCATION_BUFFER 0x00000010
2471 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000020
2472 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000040
2473 #define WINED3D_LOCATION_DRAWABLE 0x00000080
2474 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000100
2475 #define WINED3D_LOCATION_RB_RESOLVED 0x00000200
2477 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2479 struct wined3d_volume
2481 struct wined3d_resource resource;
2482 struct wined3d_texture *container;
2484 DWORD locations;
2485 GLint texture_level;
2488 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
2490 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
2493 void wined3d_volume_cleanup(struct wined3d_volume *volume) DECLSPEC_HIDDEN;
2494 HRESULT wined3d_volume_init(struct wined3d_volume *volume, struct wined3d_texture *container,
2495 const struct wined3d_resource_desc *desc, UINT level) DECLSPEC_HIDDEN;
2496 void wined3d_volume_invalidate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
2497 void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context,
2498 BOOL srgb_mode) DECLSPEC_HIDDEN;
2499 BOOL wined3d_volume_load_location(struct wined3d_volume *volume,
2500 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2501 BOOL wined3d_volume_prepare_location(struct wined3d_volume *volume,
2502 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2503 void wined3d_volume_validate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
2504 void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
2505 const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2507 struct wined3d_surface_dib
2509 HBITMAP DIBsection;
2510 void *bitmap_data;
2511 UINT bitmap_size;
2514 struct wined3d_renderbuffer_entry
2516 struct list entry;
2517 GLuint id;
2518 UINT width;
2519 UINT height;
2522 struct wined3d_fbo_resource
2524 GLuint object;
2525 GLuint level, target;
2528 #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1
2529 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2
2530 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4
2532 struct fbo_entry
2534 struct list entry;
2535 DWORD flags;
2536 DWORD rt_mask;
2537 GLuint id;
2538 struct wined3d_fbo_entry_key
2540 DWORD rb_namespace;
2541 struct wined3d_fbo_resource objects[1];
2542 } key;
2545 struct wined3d_surface_ops
2547 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2550 struct wined3d_surface
2552 struct wined3d_resource resource;
2553 const struct wined3d_surface_ops *surface_ops;
2554 struct wined3d_texture *container;
2555 DWORD locations;
2557 DWORD flags;
2559 UINT pow2Width;
2560 UINT pow2Height;
2561 GLuint rb_multisample;
2562 GLuint rb_resolved;
2563 GLenum texture_target;
2564 unsigned int texture_level;
2565 unsigned int texture_layer;
2567 /* For GetDC */
2568 struct wined3d_surface_dib dib;
2569 HDC hDC;
2571 struct list renderbuffers;
2572 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2573 SIZE ds_current_size;
2575 /* DirectDraw Overlay handling */
2576 RECT overlay_srcrect;
2577 RECT overlay_destrect;
2578 struct wined3d_surface *overlay_dest;
2579 struct list overlays;
2580 struct list overlay_entry;
2583 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2585 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2588 static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context)
2590 return !context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2591 && context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL;
2594 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2595 const struct wined3d_context *context, BOOL srgb)
2597 return srgb && needs_separate_srgb_gl_texture(context)
2598 ? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
2601 HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
2602 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
2603 const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2604 void wined3d_surface_cleanup(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2605 HRESULT surface_color_fill(struct wined3d_surface *s,
2606 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2607 HRESULT surface_create_dib_section(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2608 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2609 void surface_get_drawable_size(const struct wined3d_surface *surface, const struct wined3d_context *context,
2610 unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
2611 HRESULT wined3d_surface_init(struct wined3d_surface *surface,
2612 struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
2613 GLenum target, unsigned int level, unsigned int layer, DWORD flags) DECLSPEC_HIDDEN;
2614 void surface_invalidate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2615 void surface_load(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2616 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb,
2617 struct wined3d_context *context) DECLSPEC_HIDDEN;
2618 HRESULT surface_load_location(struct wined3d_surface *surface,
2619 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2620 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2621 void wined3d_surface_prepare(struct wined3d_surface *surface, struct wined3d_context *context,
2622 DWORD location) DECLSPEC_HIDDEN;
2623 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2624 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2625 void surface_set_dirty(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2626 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2627 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2628 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2629 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2630 void surface_validate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2631 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2632 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
2633 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2635 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2636 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2638 /* Surface flags: */
2639 #define SFLAG_DIBSECTION 0x00000001 /* Has a DIB section attached for GetDC. */
2640 #define SFLAG_DISCARD 0x00000002 /* ??? */
2641 #define SFLAG_DCINUSE 0x00000020 /* Set between GetDC and ReleaseDC calls. */
2643 struct wined3d_sampler
2645 struct wine_rb_entry entry;
2646 LONG refcount;
2647 struct wined3d_device *device;
2648 void *parent;
2649 struct wined3d_sampler_desc desc;
2650 GLuint name;
2653 struct wined3d_vertex_declaration_element
2655 const struct wined3d_format *format;
2656 BOOL ffp_valid;
2657 unsigned int input_slot;
2658 unsigned int offset;
2659 unsigned int output_slot;
2660 enum wined3d_input_classification input_slot_class;
2661 unsigned int instance_data_step_rate;
2662 BYTE method;
2663 BYTE usage;
2664 BYTE usage_idx;
2667 struct wined3d_vertex_declaration
2669 LONG ref;
2670 void *parent;
2671 const struct wined3d_parent_ops *parent_ops;
2672 struct wined3d_device *device;
2674 struct wined3d_vertex_declaration_element *elements;
2675 UINT element_count;
2677 BOOL position_transformed;
2678 BOOL half_float_conv_needed;
2681 struct wined3d_saved_states
2683 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2684 WORD streamSource; /* MAX_STREAMS, 16 */
2685 WORD streamFreq; /* MAX_STREAMS, 16 */
2686 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2687 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2688 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2689 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2690 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2691 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2692 BOOL *pixelShaderConstantsF;
2693 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2694 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2695 BOOL *vertexShaderConstantsF;
2696 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2697 DWORD primitive_type : 1;
2698 DWORD indices : 1;
2699 DWORD material : 1;
2700 DWORD viewport : 1;
2701 DWORD vertexDecl : 1;
2702 DWORD pixelShader : 1;
2703 DWORD vertexShader : 1;
2704 DWORD scissorRect : 1;
2705 DWORD padding : 4;
2708 struct StageState {
2709 DWORD stage;
2710 DWORD state;
2713 struct wined3d_stateblock
2715 LONG ref; /* Note: Ref counting not required */
2716 struct wined3d_device *device;
2718 /* Array indicating whether things have been set or changed */
2719 struct wined3d_saved_states changed;
2720 struct wined3d_state state;
2722 /* Contained state management */
2723 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2724 unsigned int num_contained_render_states;
2725 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2726 unsigned int num_contained_transform_states;
2727 DWORD contained_vs_consts_i[MAX_CONST_I];
2728 unsigned int num_contained_vs_consts_i;
2729 DWORD contained_vs_consts_b[MAX_CONST_B];
2730 unsigned int num_contained_vs_consts_b;
2731 DWORD *contained_vs_consts_f;
2732 unsigned int num_contained_vs_consts_f;
2733 DWORD contained_ps_consts_i[MAX_CONST_I];
2734 unsigned int num_contained_ps_consts_i;
2735 DWORD contained_ps_consts_b[MAX_CONST_B];
2736 unsigned int num_contained_ps_consts_b;
2737 DWORD *contained_ps_consts_f;
2738 unsigned int num_contained_ps_consts_f;
2739 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2740 unsigned int num_contained_tss_states;
2741 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2742 unsigned int num_contained_sampler_states;
2745 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2747 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
2748 HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
2749 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2750 DWORD flags) DECLSPEC_HIDDEN;
2751 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
2753 struct wined3d_cs_ops
2755 void *(*require_space)(struct wined3d_cs *cs, size_t size);
2756 void (*submit)(struct wined3d_cs *cs);
2759 struct wined3d_cs
2761 const struct wined3d_cs_ops *ops;
2762 struct wined3d_device *device;
2763 struct wined3d_fb_state fb;
2764 struct wined3d_state state;
2766 size_t data_size;
2767 void *data;
2770 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
2771 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2773 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
2774 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2775 void wined3d_cs_emit_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_count,
2776 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
2777 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
2778 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
2779 const RGNDATA *dirty_region, DWORD flags) DECLSPEC_HIDDEN;
2780 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2781 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
2782 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
2783 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
2784 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
2785 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
2786 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2787 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
2788 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2789 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
2790 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2791 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
2792 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
2793 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
2794 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
2795 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
2796 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
2797 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2798 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
2799 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
2800 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
2801 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
2802 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
2803 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
2804 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
2805 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
2806 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
2807 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
2808 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
2809 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
2810 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
2811 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
2812 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
2813 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2814 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
2815 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
2816 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
2817 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
2818 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
2819 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
2820 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
2822 /* Direct3D terminology with little modifications. We do not have an issued state
2823 * because only the driver knows about it, but we have a created state because d3d
2824 * allows GetData on a created issue, but opengl doesn't
2826 enum query_state {
2827 QUERY_CREATED,
2828 QUERY_SIGNALLED,
2829 QUERY_BUILDING
2832 struct wined3d_query_ops
2834 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2835 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2838 struct wined3d_query
2840 LONG ref;
2842 void *parent;
2843 const struct wined3d_query_ops *query_ops;
2844 struct wined3d_device *device;
2845 enum query_state state;
2846 enum wined3d_query_type type;
2847 DWORD data_size;
2848 void *extendedData;
2851 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2852 * fixed function semantics as D3DCOLOR or FLOAT16 */
2853 enum wined3d_buffer_conversion_type
2855 CONV_NONE,
2856 CONV_D3DCOLOR,
2857 CONV_POSITIONT,
2860 struct wined3d_map_range
2862 UINT offset;
2863 UINT size;
2866 struct wined3d_buffer
2868 struct wined3d_resource resource;
2870 struct wined3d_buffer_desc desc;
2872 GLuint buffer_object;
2873 GLenum buffer_object_usage;
2874 GLenum buffer_type_hint;
2875 DWORD flags;
2876 void *map_ptr;
2878 struct wined3d_map_range *maps;
2879 ULONG maps_size, modified_areas;
2880 struct wined3d_event_query *query;
2882 /* conversion stuff */
2883 UINT decl_change_count, full_conversion_count;
2884 UINT draw_count;
2885 UINT stride; /* 0 if no conversion */
2886 UINT conversion_stride; /* 0 if no shifted conversion */
2887 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2890 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2892 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2895 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
2896 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2897 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
2898 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
2899 const struct wined3d_state *state) DECLSPEC_HIDDEN;
2900 void buffer_mark_used(struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2901 HRESULT wined3d_buffer_upload_data(struct wined3d_buffer *buffer,
2902 const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN;
2904 struct wined3d_rendertarget_view
2906 LONG refcount;
2908 struct wined3d_resource *resource;
2909 void *parent;
2910 const struct wined3d_parent_ops *parent_ops;
2912 const struct wined3d_format *format;
2913 unsigned int format_flags;
2914 unsigned int sub_resource_idx;
2915 unsigned int buffer_offset;
2917 unsigned int width;
2918 unsigned int height;
2919 unsigned int depth;
2922 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
2923 const struct wined3d_rendertarget_view *view)
2925 struct wined3d_resource *resource;
2926 struct wined3d_texture *texture;
2928 if (!view || view->resource->type != WINED3D_RTYPE_TEXTURE_2D)
2929 return NULL;
2931 texture = wined3d_texture_from_resource(view->resource);
2932 if (!(resource = wined3d_texture_get_sub_resource(texture, view->sub_resource_idx)))
2933 return NULL;
2935 return surface_from_resource(resource);
2938 struct wined3d_shader_resource_view
2940 LONG refcount;
2942 struct wined3d_resource *resource;
2943 void *parent;
2944 const struct wined3d_parent_ops *parent_ops;
2947 struct wined3d_swapchain_ops
2949 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2950 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2951 void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swaphchain);
2954 struct wined3d_swapchain
2956 LONG ref;
2957 void *parent;
2958 const struct wined3d_parent_ops *parent_ops;
2959 const struct wined3d_swapchain_ops *swapchain_ops;
2960 struct wined3d_device *device;
2962 struct wined3d_texture **back_buffers;
2963 struct wined3d_texture *front_buffer;
2964 struct wined3d_swapchain_desc desc;
2965 struct wined3d_display_mode original_mode, d3d_mode;
2966 struct wined3d_gamma_ramp orig_gamma;
2967 BOOL render_to_fbo, reapply_mode;
2968 const struct wined3d_format *ds_format;
2969 struct wined3d_palette *palette;
2970 RECT front_buffer_update;
2972 LONG prev_time, frames; /* Performance tracking */
2974 struct wined3d_context **context;
2975 unsigned int num_contexts;
2977 HWND win_handle;
2978 HWND device_window;
2980 HDC backup_dc;
2981 HWND backup_wnd;
2984 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
2985 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2986 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2987 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2988 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2990 /*****************************************************************************
2991 * Utility function prototypes
2994 /* Trace routines */
2995 const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN;
2996 const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN;
2997 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN;
2998 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2999 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
3000 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
3001 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
3002 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
3003 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
3004 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3005 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
3006 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3007 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
3008 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
3009 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
3010 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
3011 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
3012 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
3013 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
3014 const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN;
3015 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
3016 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
3017 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
3018 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3020 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3021 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
3022 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
3023 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
3024 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
3025 void texture_activate_dimensions(const struct wined3d_texture *texture,
3026 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3027 void sampler_texdim(struct wined3d_context *context,
3028 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3029 void tex_alphaop(struct wined3d_context *context,
3030 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3031 void apply_pixelshader(struct wined3d_context *context,
3032 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3033 void state_alpha_test(struct wined3d_context *context,
3034 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3035 void state_fogcolor(struct wined3d_context *context,
3036 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3037 void state_fogdensity(struct wined3d_context *context,
3038 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3039 void state_fogstartend(struct wined3d_context *context,
3040 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3041 void state_fog_fragpart(struct wined3d_context *context,
3042 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3043 void state_nop(struct wined3d_context *context,
3044 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3045 void state_srgbwrite(struct wined3d_context *context,
3046 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3048 void state_clipping(struct wined3d_context *context,
3049 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3050 void clipplane(struct wined3d_context *context,
3051 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3052 void state_pointsprite_w(struct wined3d_context *context,
3053 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3054 void state_pointsprite(struct wined3d_context *context,
3055 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3056 void state_shademode(struct wined3d_context *context,
3057 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3059 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3061 /* Math utils */
3062 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
3063 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
3065 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
3067 struct wined3d_shader_lconst
3069 struct list entry;
3070 unsigned int idx;
3071 DWORD value[4];
3074 struct wined3d_shader_limits
3076 unsigned int sampler;
3077 unsigned int constant_int;
3078 unsigned int constant_float;
3079 unsigned int constant_bool;
3080 unsigned int packed_output;
3081 unsigned int packed_input;
3084 #ifdef __GNUC__
3085 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
3086 #else
3087 #define PRINTF_ATTR(fmt,args)
3088 #endif
3090 struct wined3d_string_buffer_list
3092 struct list list;
3095 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3096 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
3097 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3098 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3099 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3101 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
3102 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
3103 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
3105 /* Vertex shader utility functions */
3106 BOOL vshader_get_input(const struct wined3d_shader *shader,
3107 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
3109 struct wined3d_vertex_shader
3111 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
3114 struct wined3d_geometry_shader
3116 enum wined3d_primitive_type input_type;
3117 enum wined3d_primitive_type output_type;
3118 UINT vertices_out;
3121 struct wined3d_pixel_shader
3123 /* Pixel shader input semantics */
3124 DWORD input_reg_map[MAX_REG_INPUT];
3125 BOOL input_reg_used[MAX_REG_INPUT];
3126 unsigned int declared_in_count;
3128 /* Some information about the shader behavior */
3129 BOOL color0_mov;
3130 DWORD color0_reg;
3133 struct wined3d_shader
3135 LONG ref;
3136 const struct wined3d_shader_limits *limits;
3137 DWORD *function;
3138 UINT functionLength;
3139 BOOL load_local_constsF;
3140 const struct wined3d_shader_frontend *frontend;
3141 void *frontend_data;
3142 void *backend_data;
3144 void *parent;
3145 const struct wined3d_parent_ops *parent_ops;
3147 /* Programs this shader is linked with */
3148 struct list linked_programs;
3150 /* Immediate constants (override global ones) */
3151 struct list constantsB;
3152 struct list constantsF;
3153 struct list constantsI;
3154 struct wined3d_shader_reg_maps reg_maps;
3155 BOOL lconst_inf_or_nan;
3157 struct wined3d_shader_signature input_signature;
3158 struct wined3d_shader_signature output_signature;
3159 char *signature_strings;
3161 /* Pointer to the parent device */
3162 struct wined3d_device *device;
3163 struct list shader_list_entry;
3165 union
3167 struct wined3d_vertex_shader vs;
3168 struct wined3d_geometry_shader gs;
3169 struct wined3d_pixel_shader ps;
3170 } u;
3173 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
3174 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3175 BOOL position_transformed, struct ps_compile_args *args,
3176 const struct wined3d_context *context) DECLSPEC_HIDDEN;
3178 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3179 WORD swizzle_map, struct vs_compile_args *args,
3180 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
3182 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3183 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3184 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3185 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
3186 unsigned int max) DECLSPEC_HIDDEN;
3187 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
3188 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
3189 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3191 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
3193 switch (reg->type)
3195 case WINED3DSPR_RASTOUT:
3196 /* oFog & oPts */
3197 if (reg->idx[0].offset)
3198 return TRUE;
3199 /* oPos */
3200 return FALSE;
3202 case WINED3DSPR_DEPTHOUT: /* oDepth */
3203 case WINED3DSPR_CONSTBOOL: /* b# */
3204 case WINED3DSPR_LOOP: /* aL */
3205 case WINED3DSPR_PREDICATE: /* p0 */
3206 case WINED3DSPR_PRIMID: /* primID */
3207 return TRUE;
3209 case WINED3DSPR_MISCTYPE:
3210 switch (reg->idx[0].offset)
3212 case 0: /* vPos */
3213 return FALSE;
3214 case 1: /* vFace */
3215 return TRUE;
3216 default:
3217 return FALSE;
3220 case WINED3DSPR_IMMCONST:
3221 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
3223 default:
3224 return FALSE;
3228 static inline void shader_get_position_fixup(const struct wined3d_context *context,
3229 const struct wined3d_state *state, float *position_fixup)
3231 float center_offset;
3233 if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
3234 center_offset = 63.0f / 64.0f;
3235 else
3236 center_offset = -1.0f / 64.0f;
3238 position_fixup[0] = 1.0f;
3239 position_fixup[1] = 1.0f;
3240 position_fixup[2] = center_offset / state->viewport.width;
3241 position_fixup[3] = -center_offset / state->viewport.height;
3243 if (context->render_offscreen)
3245 position_fixup[1] *= -1.0f;
3246 position_fixup[3] *= -1.0f;
3250 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
3252 struct wined3d_shader_lconst *lconst;
3254 if (shader->load_local_constsF)
3255 return FALSE;
3257 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3259 if (lconst->idx == reg)
3260 return TRUE;
3263 return FALSE;
3266 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3267 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3268 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3269 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3270 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3271 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3272 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3273 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
3274 float *out_min, float *out_max) DECLSPEC_HIDDEN;
3275 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
3276 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
3277 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
3278 float *start, float *end) DECLSPEC_HIDDEN;
3280 /* Using additional shader constants (uniforms in GLSL / program environment
3281 * or local parameters in ARB) is costly:
3282 * ARB only knows float4 parameters and GLSL compiler are not really smart
3283 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3284 * (in fact most compilers map a float2 to a full float4 uniform).
3286 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3287 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3288 * into a single shader constant (uniform / program parameter).
3290 * This structure is shared between the GLSL and the ARB backend.*/
3291 struct ps_np2fixup_info {
3292 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3293 WORD active; /* bitfield indicating if we can apply the fixup */
3294 WORD num_consts;
3297 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN;
3298 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN;
3300 struct wined3d_palette
3302 LONG ref;
3303 struct wined3d_device *device;
3305 unsigned int size;
3306 RGBQUAD colors[256];
3307 DWORD flags;
3310 /* DirectDraw utility functions */
3311 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3313 /*****************************************************************************
3314 * Pixel format management
3317 /* WineD3D pixel format flags */
3318 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
3319 #define WINED3DFMT_FLAG_FILTERING 0x00000002
3320 #define WINED3DFMT_FLAG_DEPTH 0x00000004
3321 #define WINED3DFMT_FLAG_STENCIL 0x00000008
3322 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
3323 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
3324 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
3325 #define WINED3DFMT_FLAG_GETDC 0x00000100
3326 #define WINED3DFMT_FLAG_FLOAT 0x00000200
3327 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
3328 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
3329 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
3330 #define WINED3DFMT_FLAG_VTF 0x00002000
3331 #define WINED3DFMT_FLAG_SHADOW 0x00004000
3332 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
3333 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
3334 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
3335 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
3336 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
3337 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
3338 #define WINED3DFMT_FLAG_INTEGER 0x00200000
3340 struct wined3d_rational
3342 UINT numerator;
3343 UINT denominator;
3346 struct wined3d_color_key_conversion
3348 enum wined3d_format_id dst_format;
3349 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width,
3350 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key);
3353 struct wined3d_format
3355 enum wined3d_format_id id;
3357 DWORD red_size;
3358 DWORD green_size;
3359 DWORD blue_size;
3360 DWORD alpha_size;
3361 DWORD red_offset;
3362 DWORD green_offset;
3363 DWORD blue_offset;
3364 DWORD alpha_offset;
3365 UINT byte_count;
3366 BYTE depth_size;
3367 BYTE stencil_size;
3369 UINT block_width;
3370 UINT block_height;
3371 UINT block_byte_count;
3373 enum wined3d_ffp_emit_idx emit_idx;
3374 GLint component_count;
3375 GLenum gl_vtx_type;
3376 GLint gl_vtx_format;
3377 GLboolean gl_normalized;
3378 unsigned int component_size;
3380 GLint glInternal;
3381 GLint glGammaInternal;
3382 GLint rtInternal;
3383 GLint glFormat;
3384 GLint glType;
3385 UINT conv_byte_count;
3386 DWORD multisample_types;
3387 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3388 struct wined3d_rational height_scale;
3389 struct color_fixup_desc color_fixup;
3390 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
3391 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
3394 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3395 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3396 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
3397 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN;
3398 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
3399 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
3400 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
3401 const struct wined3d_color *color) DECLSPEC_HIDDEN;
3402 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
3403 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color) DECLSPEC_HIDDEN;
3404 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
3405 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN;
3406 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
3407 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
3409 static inline BOOL use_vs(const struct wined3d_state *state)
3411 /* Check state->vertex_declaration to allow this to be used before the
3412 * stream info is validated, for example in device_update_tex_unit_map(). */
3413 return state->shader[WINED3D_SHADER_TYPE_VERTEX] && !state->vertex_declaration->position_transformed;
3416 static inline BOOL use_ps(const struct wined3d_state *state)
3418 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
3421 static inline void context_apply_state(struct wined3d_context *context,
3422 const struct wined3d_state *state, DWORD state_id)
3424 const struct StateEntry *state_table = context->state_table;
3425 DWORD rep = state_table[state_id].representative;
3426 state_table[rep].apply(context, state, rep);
3429 static inline BOOL needs_srgb_write(const struct wined3d_context *context,
3430 const struct wined3d_state *state, const struct wined3d_fb_state *fb)
3432 return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
3433 || state->render_states[WINED3D_RS_SRGBWRITEENABLE])
3434 && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
3437 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3438 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3440 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
3442 #endif