ntdll: Implement RtlValidRelativeSecurityDescriptor.
[wine.git] / dlls / wined3d / wined3d_private.h
blobd75761e6e605908ef92484d8a52d211bc330fe3b
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_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2)
150 return f1.x_sign_fixup == f2.x_sign_fixup && f1.x_source == f2.x_source
151 && f1.y_sign_fixup == f2.y_sign_fixup && f1.y_source == f2.y_source
152 && f1.z_sign_fixup == f2.z_sign_fixup && f1.z_source == f2.z_source
153 && f1.w_sign_fixup == f2.w_sign_fixup && f1.w_source == f2.w_source;
156 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
158 enum complex_fixup complex_fixup = 0;
159 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 0);
160 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 1);
161 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 2);
162 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 3);
163 return complex_fixup;
166 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
167 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
168 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
170 /* Device caps */
171 #define MAX_STREAM_OUT 4
172 #define MAX_STREAMS 16
173 #define MAX_TEXTURES 8
174 #define MAX_FRAGMENT_SAMPLERS 16
175 #define MAX_VERTEX_SAMPLERS 4
176 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
177 #define MAX_ACTIVE_LIGHTS 8
178 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
179 #define MAX_CONSTANT_BUFFERS 15
180 #define MAX_SAMPLER_OBJECTS 16
181 #define MAX_SHADER_RESOURCE_VIEWS 128
182 #define MAX_VERTEX_BLENDS 4
184 struct min_lookup
186 GLenum mip[WINED3D_TEXF_LINEAR + 1];
189 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
190 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
192 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN;
194 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
196 return magLookup[mag_filter];
199 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter,
200 enum wined3d_texture_filter_type mip_filter)
202 return minMipLookup[min_filter].mip[mip_filter];
205 /* float_16_to_32() and float_32_to_16() (see implementation in
206 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
207 * to standard C floats and vice versa. They do not depend on the encoding
208 * of the C float, so they are platform independent, but slow. On x86 and
209 * other IEEE 754 compliant platforms the conversion can be accelerated by
210 * bit shifting the exponent and mantissa. There are also some SSE-based
211 * assembly routines out there.
213 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
215 static inline float float_16_to_32(const unsigned short *in)
217 const unsigned short s = ((*in) & 0x8000u);
218 const unsigned short e = ((*in) & 0x7c00u) >> 10;
219 const unsigned short m = (*in) & 0x3ffu;
220 const float sgn = (s ? -1.0f : 1.0f);
222 if(e == 0) {
223 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
224 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
225 } else if(e < 31) {
226 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
227 } else {
228 if(m == 0) return sgn * INFINITY;
229 else return NAN;
233 static inline float float_24_to_32(DWORD in)
235 const float sgn = in & 0x800000u ? -1.0f : 1.0f;
236 const unsigned short e = (in & 0x780000u) >> 19;
237 const unsigned int m = in & 0x7ffffu;
239 if (e == 0)
241 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
242 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
244 else if (e < 15)
246 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
248 else
250 if (m == 0) return sgn * INFINITY;
251 else return NAN;
255 #define ORM_BACKBUFFER 0
256 #define ORM_FBO 1
258 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
259 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
261 /* NOTE: When adding fields to this structure, make sure to update the default
262 * values in wined3d_main.c as well. */
263 struct wined3d_settings
265 DWORD max_gl_version;
266 BOOL glslRequested;
267 int offscreen_rendering_mode;
268 unsigned short pci_vendor_id;
269 unsigned short pci_device_id;
270 /* Memory tracking and object counting. */
271 UINT64 emulated_textureram;
272 char *logo;
273 int allow_multisampling;
274 BOOL strict_draw_ordering;
275 BOOL always_offscreen;
276 unsigned int max_sm_vs;
277 unsigned int max_sm_gs;
278 unsigned int max_sm_ps;
279 BOOL no_3d;
282 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
284 enum wined3d_shader_resource_type
286 WINED3D_SHADER_RESOURCE_NONE,
287 WINED3D_SHADER_RESOURCE_BUFFER,
288 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
289 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
290 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
291 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
292 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
293 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
294 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
295 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
298 #define WINED3D_SHADER_CONST_VS_F 0x00000001
299 #define WINED3D_SHADER_CONST_VS_I 0x00000002
300 #define WINED3D_SHADER_CONST_VS_B 0x00000004
301 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000008
302 #define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000010
303 #define WINED3D_SHADER_CONST_PS_F 0x00000020
304 #define WINED3D_SHADER_CONST_PS_I 0x00000040
305 #define WINED3D_SHADER_CONST_PS_B 0x00000080
306 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000100
307 #define WINED3D_SHADER_CONST_PS_FOG 0x00000200
308 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000400
309 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000800
310 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00001000
311 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00002000
312 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00004000
313 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00008000
314 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00010000
315 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00020000
316 #define WINED3D_SHADER_CONST_FFP_PS 0x00040000
317 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00080000
319 enum wined3d_shader_register_type
321 WINED3DSPR_TEMP = 0,
322 WINED3DSPR_INPUT = 1,
323 WINED3DSPR_CONST = 2,
324 WINED3DSPR_ADDR = 3,
325 WINED3DSPR_TEXTURE = 3,
326 WINED3DSPR_RASTOUT = 4,
327 WINED3DSPR_ATTROUT = 5,
328 WINED3DSPR_TEXCRDOUT = 6,
329 WINED3DSPR_OUTPUT = 6,
330 WINED3DSPR_CONSTINT = 7,
331 WINED3DSPR_COLOROUT = 8,
332 WINED3DSPR_DEPTHOUT = 9,
333 WINED3DSPR_SAMPLER = 10,
334 WINED3DSPR_CONST2 = 11,
335 WINED3DSPR_CONST3 = 12,
336 WINED3DSPR_CONST4 = 13,
337 WINED3DSPR_CONSTBOOL = 14,
338 WINED3DSPR_LOOP = 15,
339 WINED3DSPR_TEMPFLOAT16 = 16,
340 WINED3DSPR_MISCTYPE = 17,
341 WINED3DSPR_LABEL = 18,
342 WINED3DSPR_PREDICATE = 19,
343 WINED3DSPR_IMMCONST,
344 WINED3DSPR_CONSTBUFFER,
345 WINED3DSPR_PRIMID,
346 WINED3DSPR_NULL,
347 WINED3DSPR_RESOURCE,
350 enum wined3d_data_type
352 WINED3D_DATA_FLOAT,
353 WINED3D_DATA_INT,
354 WINED3D_DATA_RESOURCE,
355 WINED3D_DATA_SAMPLER,
356 WINED3D_DATA_UINT,
357 WINED3D_DATA_UNORM,
358 WINED3D_DATA_SNORM,
361 enum wined3d_immconst_type
363 WINED3D_IMMCONST_SCALAR,
364 WINED3D_IMMCONST_VEC4,
367 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
369 enum wined3d_shader_src_modifier
371 WINED3DSPSM_NONE = 0,
372 WINED3DSPSM_NEG = 1,
373 WINED3DSPSM_BIAS = 2,
374 WINED3DSPSM_BIASNEG = 3,
375 WINED3DSPSM_SIGN = 4,
376 WINED3DSPSM_SIGNNEG = 5,
377 WINED3DSPSM_COMP = 6,
378 WINED3DSPSM_X2 = 7,
379 WINED3DSPSM_X2NEG = 8,
380 WINED3DSPSM_DZ = 9,
381 WINED3DSPSM_DW = 10,
382 WINED3DSPSM_ABS = 11,
383 WINED3DSPSM_ABSNEG = 12,
384 WINED3DSPSM_NOT = 13,
387 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */
388 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */
389 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */
390 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */
391 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */
393 enum wined3d_shader_dst_modifier
395 WINED3DSPDM_NONE = 0,
396 WINED3DSPDM_SATURATE = 1,
397 WINED3DSPDM_PARTIALPRECISION = 2,
398 WINED3DSPDM_MSAMPCENTROID = 4,
401 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
402 #define WINED3DSI_TEXLD_PROJECT 0x1
403 #define WINED3DSI_TEXLD_BIAS 0x2
404 #define WINED3DSI_INDEXED_DYNAMIC 0x4
406 enum wined3d_shader_rel_op
408 WINED3D_SHADER_REL_OP_GT = 1,
409 WINED3D_SHADER_REL_OP_EQ = 2,
410 WINED3D_SHADER_REL_OP_GE = 3,
411 WINED3D_SHADER_REL_OP_LT = 4,
412 WINED3D_SHADER_REL_OP_NE = 5,
413 WINED3D_SHADER_REL_OP_LE = 6,
416 #define WINED3D_SM1_VS 0xfffeu
417 #define WINED3D_SM1_PS 0xffffu
418 #define WINED3D_SM4_PS 0x0000u
419 #define WINED3D_SM4_VS 0x0001u
420 #define WINED3D_SM4_GS 0x0002u
422 /* Shader version tokens, and shader end tokens */
423 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
424 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
426 /* Shader backends */
428 /* TODO: Make this dynamic, based on shader limits ? */
429 #define MAX_ATTRIBS 16
430 #define MAX_REG_ADDR 1
431 #define MAX_REG_TEMP 32
432 #define MAX_REG_TEXCRD 8
433 #define MAX_REG_INPUT 32
434 #define MAX_REG_OUTPUT 32
435 #define MAX_CONST_I 16
436 #define MAX_CONST_B 16
437 #define WINED3D_MAX_CBS 15
439 /* FIXME: This needs to go up to 2048 for
440 * Shader model 3 according to msdn (and for software shaders) */
441 #define MAX_LABELS 16
443 struct wined3d_string_buffer
445 struct list entry;
446 char *buffer;
447 unsigned int buffer_size;
448 unsigned int content_size;
451 enum WINED3D_SHADER_INSTRUCTION_HANDLER
453 WINED3DSIH_ABS,
454 WINED3DSIH_ADD,
455 WINED3DSIH_AND,
456 WINED3DSIH_BEM,
457 WINED3DSIH_BREAK,
458 WINED3DSIH_BREAKC,
459 WINED3DSIH_BREAKP,
460 WINED3DSIH_CALL,
461 WINED3DSIH_CALLNZ,
462 WINED3DSIH_CMP,
463 WINED3DSIH_CND,
464 WINED3DSIH_CRS,
465 WINED3DSIH_CUT,
466 WINED3DSIH_DCL,
467 WINED3DSIH_DCL_CONSTANT_BUFFER,
468 WINED3DSIH_DCL_INPUT_PRIMITIVE,
469 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
470 WINED3DSIH_DCL_VERTICES_OUT,
471 WINED3DSIH_DEF,
472 WINED3DSIH_DEFB,
473 WINED3DSIH_DEFI,
474 WINED3DSIH_DIV,
475 WINED3DSIH_DP2,
476 WINED3DSIH_DP2ADD,
477 WINED3DSIH_DP3,
478 WINED3DSIH_DP4,
479 WINED3DSIH_DST,
480 WINED3DSIH_DSX,
481 WINED3DSIH_DSY,
482 WINED3DSIH_ELSE,
483 WINED3DSIH_EMIT,
484 WINED3DSIH_ENDIF,
485 WINED3DSIH_ENDLOOP,
486 WINED3DSIH_ENDREP,
487 WINED3DSIH_EQ,
488 WINED3DSIH_EXP,
489 WINED3DSIH_EXPP,
490 WINED3DSIH_FRC,
491 WINED3DSIH_FTOI,
492 WINED3DSIH_GE,
493 WINED3DSIH_IADD,
494 WINED3DSIH_IEQ,
495 WINED3DSIH_IF,
496 WINED3DSIH_IFC,
497 WINED3DSIH_IGE,
498 WINED3DSIH_IMUL,
499 WINED3DSIH_ISHL,
500 WINED3DSIH_ITOF,
501 WINED3DSIH_LABEL,
502 WINED3DSIH_LD,
503 WINED3DSIH_LIT,
504 WINED3DSIH_LOG,
505 WINED3DSIH_LOGP,
506 WINED3DSIH_LOOP,
507 WINED3DSIH_LRP,
508 WINED3DSIH_LT,
509 WINED3DSIH_M3x2,
510 WINED3DSIH_M3x3,
511 WINED3DSIH_M3x4,
512 WINED3DSIH_M4x3,
513 WINED3DSIH_M4x4,
514 WINED3DSIH_MAD,
515 WINED3DSIH_MAX,
516 WINED3DSIH_MIN,
517 WINED3DSIH_MOV,
518 WINED3DSIH_MOVA,
519 WINED3DSIH_MOVC,
520 WINED3DSIH_MUL,
521 WINED3DSIH_NE,
522 WINED3DSIH_NOP,
523 WINED3DSIH_NRM,
524 WINED3DSIH_OR,
525 WINED3DSIH_PHASE,
526 WINED3DSIH_POW,
527 WINED3DSIH_RCP,
528 WINED3DSIH_REP,
529 WINED3DSIH_RET,
530 WINED3DSIH_ROUND_NI,
531 WINED3DSIH_RSQ,
532 WINED3DSIH_SAMPLE,
533 WINED3DSIH_SAMPLE_GRAD,
534 WINED3DSIH_SAMPLE_LOD,
535 WINED3DSIH_SETP,
536 WINED3DSIH_SGE,
537 WINED3DSIH_SGN,
538 WINED3DSIH_SINCOS,
539 WINED3DSIH_SLT,
540 WINED3DSIH_SQRT,
541 WINED3DSIH_SUB,
542 WINED3DSIH_TEX,
543 WINED3DSIH_TEXBEM,
544 WINED3DSIH_TEXBEML,
545 WINED3DSIH_TEXCOORD,
546 WINED3DSIH_TEXDEPTH,
547 WINED3DSIH_TEXDP3,
548 WINED3DSIH_TEXDP3TEX,
549 WINED3DSIH_TEXKILL,
550 WINED3DSIH_TEXLDD,
551 WINED3DSIH_TEXLDL,
552 WINED3DSIH_TEXM3x2DEPTH,
553 WINED3DSIH_TEXM3x2PAD,
554 WINED3DSIH_TEXM3x2TEX,
555 WINED3DSIH_TEXM3x3,
556 WINED3DSIH_TEXM3x3DIFF,
557 WINED3DSIH_TEXM3x3PAD,
558 WINED3DSIH_TEXM3x3SPEC,
559 WINED3DSIH_TEXM3x3TEX,
560 WINED3DSIH_TEXM3x3VSPEC,
561 WINED3DSIH_TEXREG2AR,
562 WINED3DSIH_TEXREG2GB,
563 WINED3DSIH_TEXREG2RGB,
564 WINED3DSIH_UDIV,
565 WINED3DSIH_UGE,
566 WINED3DSIH_USHR,
567 WINED3DSIH_UTOF,
568 WINED3DSIH_XOR,
569 WINED3DSIH_TABLE_SIZE
572 enum wined3d_shader_type
574 WINED3D_SHADER_TYPE_PIXEL,
575 WINED3D_SHADER_TYPE_VERTEX,
576 WINED3D_SHADER_TYPE_GEOMETRY,
577 WINED3D_SHADER_TYPE_COUNT,
580 struct wined3d_shader_version
582 enum wined3d_shader_type type;
583 BYTE major;
584 BYTE minor;
587 struct wined3d_shader_resource_info
589 enum wined3d_shader_resource_type type;
590 enum wined3d_data_type data_type;
593 struct wined3d_shader_sampler_map_entry
595 unsigned int resource_idx;
596 unsigned int sampler_idx;
597 unsigned int bind_idx;
600 struct wined3d_shader_sampler_map
602 struct wined3d_shader_sampler_map_entry *entries;
603 size_t size;
604 size_t count;
607 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
609 struct wined3d_shader_reg_maps
611 struct wined3d_shader_version shader_version;
612 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
613 BYTE address; /* MAX_REG_ADDR, 1 */
614 WORD labels; /* MAX_LABELS, 16 */
615 DWORD temporary; /* MAX_REG_TEMP, 32 */
616 DWORD *constf; /* pixel, vertex */
617 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
618 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
619 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
620 WORD integer_constants; /* MAX_CONST_I, 16 */
621 WORD boolean_constants; /* MAX_CONST_B, 16 */
622 WORD local_int_consts; /* MAX_CONST_I, 16 */
623 WORD local_bool_consts; /* MAX_CONST_B, 16 */
624 UINT cb_sizes[WINED3D_MAX_CBS];
626 struct wined3d_shader_resource_info resource_info[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
627 struct wined3d_shader_sampler_map sampler_map;
628 BYTE bumpmat; /* MAX_TEXTURES, 8 */
629 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
631 WORD usesnrm : 1;
632 WORD vpos : 1;
633 WORD usesdsx : 1;
634 WORD usesdsy : 1;
635 WORD usestexldd : 1;
636 WORD usesmova : 1;
637 WORD usesfacing : 1;
638 WORD usesrelconstF : 1;
639 WORD fog : 1;
640 WORD usestexldl : 1;
641 WORD usesifc : 1;
642 WORD usescall : 1;
643 WORD usespow : 1;
644 WORD point_size : 1;
645 WORD padding : 2;
647 DWORD rt_mask; /* Used render targets, 32 max. */
649 /* Whether or not loops are used in this shader, and nesting depth */
650 unsigned loop_depth;
651 UINT min_rel_offset, max_rel_offset;
654 /* Keeps track of details for TEX_M#x# instructions which need to maintain
655 * state information between multiple instructions. */
656 struct wined3d_shader_tex_mx
658 unsigned int current_row;
659 DWORD texcoord_w[2];
662 struct wined3d_shader_loop_state
664 UINT current_depth;
665 UINT current_reg;
668 struct wined3d_shader_context
670 const struct wined3d_shader *shader;
671 const struct wined3d_gl_info *gl_info;
672 const struct wined3d_shader_reg_maps *reg_maps;
673 struct wined3d_string_buffer *buffer;
674 struct wined3d_shader_tex_mx *tex_mx;
675 struct wined3d_shader_loop_state *loop_state;
676 void *backend_data;
679 struct wined3d_shader_register_index
681 const struct wined3d_shader_src_param *rel_addr;
682 unsigned int offset;
685 struct wined3d_shader_register
687 enum wined3d_shader_register_type type;
688 enum wined3d_data_type data_type;
689 struct wined3d_shader_register_index idx[2];
690 enum wined3d_immconst_type immconst_type;
691 DWORD immconst_data[4];
694 struct wined3d_shader_dst_param
696 struct wined3d_shader_register reg;
697 DWORD write_mask;
698 DWORD modifiers;
699 DWORD shift;
702 struct wined3d_shader_src_param
704 struct wined3d_shader_register reg;
705 DWORD swizzle;
706 enum wined3d_shader_src_modifier modifiers;
709 struct wined3d_shader_semantic
711 enum wined3d_decl_usage usage;
712 UINT usage_idx;
713 enum wined3d_shader_resource_type resource_type;
714 enum wined3d_data_type resource_data_type;
715 struct wined3d_shader_dst_param reg;
718 struct wined3d_shader_instruction
720 const struct wined3d_shader_context *ctx;
721 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
722 DWORD flags;
723 BOOL coissue;
724 const struct wined3d_shader_src_param *predicate;
725 UINT dst_count;
726 const struct wined3d_shader_dst_param *dst;
727 UINT src_count;
728 const struct wined3d_shader_src_param *src;
729 union
731 struct wined3d_shader_semantic semantic;
732 enum wined3d_primitive_type primitive_type;
733 struct wined3d_shader_src_param src;
734 UINT count;
735 } declaration;
738 struct wined3d_shader_attribute
740 enum wined3d_decl_usage usage;
741 UINT usage_idx;
744 struct wined3d_shader_loop_control
746 unsigned int count;
747 unsigned int start;
748 int step;
751 struct wined3d_shader_frontend
753 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
754 void (*shader_free)(void *data);
755 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
756 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
757 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
760 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
761 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
763 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
765 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
766 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
768 struct shader_caps
770 UINT vs_version;
771 UINT gs_version;
772 UINT ps_version;
774 DWORD vs_uniform_count;
775 DWORD ps_uniform_count;
776 float ps_1x_max_value;
777 DWORD varying_count;
779 DWORD wined3d_caps;
782 enum wined3d_gl_resource_type
784 WINED3D_GL_RES_TYPE_TEX_1D = 0,
785 WINED3D_GL_RES_TYPE_TEX_2D = 1,
786 WINED3D_GL_RES_TYPE_TEX_3D = 2,
787 WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
788 WINED3D_GL_RES_TYPE_TEX_RECT = 4,
789 WINED3D_GL_RES_TYPE_BUFFER = 5,
790 WINED3D_GL_RES_TYPE_RB = 6,
791 WINED3D_GL_RES_TYPE_COUNT = 7,
794 enum vertexprocessing_mode {
795 fixedfunction,
796 vertexshader,
797 pretransformed
800 #define WINED3D_CONST_NUM_UNUSED ~0U
802 enum wined3d_ffp_ps_fog_mode
804 WINED3D_FFP_PS_FOG_OFF,
805 WINED3D_FFP_PS_FOG_LINEAR,
806 WINED3D_FFP_PS_FOG_EXP,
807 WINED3D_FFP_PS_FOG_EXP2,
810 /* Stateblock dependent parameters which have to be hardcoded
811 * into the shader code
814 #define WINED3D_PSARGS_PROJECTED (1u << 3)
815 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
816 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu
817 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
818 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u
820 /* Used for Shader Model 1 pixel shaders to track the bound texture
821 * type. 2D and RECT textures are separated through NP2 fixup. */
822 enum wined3d_shader_tex_types
824 WINED3D_SHADER_TEX_2D = 0,
825 WINED3D_SHADER_TEX_3D = 1,
826 WINED3D_SHADER_TEX_CUBE = 2,
829 struct ps_compile_args {
830 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
831 enum vertexprocessing_mode vp_mode;
832 enum wined3d_ffp_ps_fog_mode fog;
833 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
834 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
835 WORD srgb_correction;
836 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
837 D3D9 has a limit of 16 samplers and the fixup is superfluous
838 in D3D10 (unconditional NP2 support mandatory). */
839 WORD np2_fixup;
840 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
841 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */
842 BOOL pointsprite;
845 enum fog_src_type {
846 VS_FOG_Z = 0,
847 VS_FOG_COORD = 1
850 struct vs_compile_args
852 BYTE fog_src;
853 BYTE clip_enabled : 1;
854 BYTE point_size : 1;
855 BYTE per_vertex_point_size : 1;
856 BYTE padding : 5;
857 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
860 struct wined3d_context;
861 struct wined3d_state;
862 struct fragment_pipeline;
863 struct wined3d_vertex_pipe_ops;
865 struct wined3d_shader_backend_ops
867 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
868 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
869 const struct wined3d_state *state);
870 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
871 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
872 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size);
873 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
874 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
875 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
876 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
877 const struct wined3d_state *state);
878 void (*shader_destroy)(struct wined3d_shader *shader);
879 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
880 const struct fragment_pipeline *fragment_pipe);
881 void (*shader_free_private)(struct wined3d_device *device);
882 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
883 void (*shader_free_context_data)(struct wined3d_context *context);
884 void (*shader_init_context_state)(struct wined3d_context *context);
885 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
886 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
887 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
890 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
891 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
892 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
894 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
896 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
897 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
898 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
899 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
901 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f)
902 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f)
903 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f)
904 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f)
906 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
907 (vec)[0] = D3DCOLOR_R(dw); \
908 (vec)[1] = D3DCOLOR_G(dw); \
909 (vec)[2] = D3DCOLOR_B(dw); \
910 (vec)[3] = D3DCOLOR_A(dw); \
911 } while(0)
913 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
915 /* Checking of API calls */
916 /* --------------------- */
917 #ifndef WINE_NO_DEBUG_MSGS
918 #define checkGLcall(A) \
919 do { \
920 GLint err; \
921 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
922 err = gl_info->gl_ops.gl.p_glGetError(); \
923 if (err == GL_NO_ERROR) { \
924 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
926 } else do { \
927 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
928 debug_glerror(err), err, A, __FILE__, __LINE__); \
929 err = gl_info->gl_ops.gl.p_glGetError(); \
930 } while (err != GL_NO_ERROR); \
931 } while(0)
932 #else
933 #define checkGLcall(A) do {} while(0)
934 #endif
936 enum wined3d_ffp_idx
938 WINED3D_FFP_POSITION = 0,
939 WINED3D_FFP_BLENDWEIGHT = 1,
940 WINED3D_FFP_BLENDINDICES = 2,
941 WINED3D_FFP_NORMAL = 3,
942 WINED3D_FFP_PSIZE = 4,
943 WINED3D_FFP_DIFFUSE = 5,
944 WINED3D_FFP_SPECULAR = 6,
945 WINED3D_FFP_TEXCOORD0 = 7,
946 WINED3D_FFP_TEXCOORD1 = 8,
947 WINED3D_FFP_TEXCOORD2 = 9,
948 WINED3D_FFP_TEXCOORD3 = 10,
949 WINED3D_FFP_TEXCOORD4 = 11,
950 WINED3D_FFP_TEXCOORD5 = 12,
951 WINED3D_FFP_TEXCOORD6 = 13,
952 WINED3D_FFP_TEXCOORD7 = 14,
953 WINED3D_FFP_ATTRIBS_COUNT = 15,
956 enum wined3d_ffp_emit_idx
958 WINED3D_FFP_EMIT_FLOAT1 = 0,
959 WINED3D_FFP_EMIT_FLOAT2 = 1,
960 WINED3D_FFP_EMIT_FLOAT3 = 2,
961 WINED3D_FFP_EMIT_FLOAT4 = 3,
962 WINED3D_FFP_EMIT_D3DCOLOR = 4,
963 WINED3D_FFP_EMIT_UBYTE4 = 5,
964 WINED3D_FFP_EMIT_SHORT2 = 6,
965 WINED3D_FFP_EMIT_SHORT4 = 7,
966 WINED3D_FFP_EMIT_UBYTE4N = 8,
967 WINED3D_FFP_EMIT_SHORT2N = 9,
968 WINED3D_FFP_EMIT_SHORT4N = 10,
969 WINED3D_FFP_EMIT_USHORT2N = 11,
970 WINED3D_FFP_EMIT_USHORT4N = 12,
971 WINED3D_FFP_EMIT_UDEC3 = 13,
972 WINED3D_FFP_EMIT_DEC3N = 14,
973 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
974 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
975 WINED3D_FFP_EMIT_INVALID = 17,
976 WINED3D_FFP_EMIT_COUNT = 18
979 struct wined3d_bo_address
981 GLuint buffer_object;
982 BYTE *addr;
985 struct wined3d_const_bo_address
987 GLuint buffer_object;
988 const BYTE *addr;
991 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
993 return (struct wined3d_const_bo_address *)data;
996 struct wined3d_stream_info_element
998 const struct wined3d_format *format;
999 struct wined3d_bo_address data;
1000 GLsizei stride;
1001 unsigned int stream_idx;
1002 unsigned int divisor;
1005 struct wined3d_stream_info
1007 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1008 DWORD position_transformed : 1;
1009 DWORD all_vbo : 1;
1010 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1011 WORD use_map; /* MAX_ATTRIBS, 16 */
1014 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
1015 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
1016 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1018 #define eps 1e-8f
1020 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1021 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1023 /* Routines and structures related to state management */
1025 #define STATE_RENDER(a) (a)
1026 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1028 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1029 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1031 /* + 1 because samplers start with 0 */
1032 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1033 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1035 #define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1036 #define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
1038 #define STATE_CONSTANT_BUFFER(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a))
1039 #define STATE_IS_CONSTANT_BUFFER(a) ((a) >= STATE_CONSTANT_BUFFER(0) && (a) < STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1041 #define STATE_SHADER_RESOURCE_BINDING (STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1042 #define STATE_IS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_SHADER_RESOURCE_BINDING)
1044 #define STATE_TRANSFORM(a) (STATE_SHADER_RESOURCE_BINDING + (a))
1045 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1047 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1048 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1049 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1050 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1052 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1053 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1055 #define STATE_VIEWPORT (STATE_VDECL + 1)
1056 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1058 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1059 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1060 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1061 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1063 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1064 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1066 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1067 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1069 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1070 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1072 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1073 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1075 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1076 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1078 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1079 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1081 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1082 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1084 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
1085 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
1087 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
1088 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1090 #define STATE_HIGHEST (STATE_COLOR_KEY)
1092 enum fogsource {
1093 FOGSOURCE_FFP,
1094 FOGSOURCE_VS,
1095 FOGSOURCE_COORD,
1098 struct wined3d_occlusion_query
1100 struct list entry;
1101 GLuint id;
1102 struct wined3d_context *context;
1105 union wined3d_gl_query_object
1107 GLuint id;
1108 GLsync sync;
1111 struct wined3d_event_query
1113 struct list entry;
1114 union wined3d_gl_query_object object;
1115 struct wined3d_context *context;
1118 enum wined3d_event_query_result
1120 WINED3D_EVENT_QUERY_OK,
1121 WINED3D_EVENT_QUERY_WAITING,
1122 WINED3D_EVENT_QUERY_NOT_STARTED,
1123 WINED3D_EVENT_QUERY_WRONG_THREAD,
1124 WINED3D_EVENT_QUERY_ERROR
1127 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1128 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1129 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1130 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1131 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1133 struct wined3d_timestamp_query
1135 struct list entry;
1136 GLuint id;
1137 struct wined3d_context *context;
1140 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1141 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1143 struct wined3d_context
1145 const struct wined3d_gl_info *gl_info;
1146 const struct wined3d_d3d_info *d3d_info;
1147 const struct StateEntry *state_table;
1148 /* State dirtification
1149 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1150 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1151 * 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
1152 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1154 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1155 DWORD numDirtyEntries;
1156 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1158 struct wined3d_swapchain *swapchain;
1159 struct wined3d_surface *current_rt;
1160 DWORD tid; /* Thread ID which owns this context at the moment */
1162 /* Stores some information about the context state for optimization */
1163 DWORD render_offscreen : 1;
1164 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1165 DWORD last_was_pshader : 1;
1166 DWORD last_was_vshader : 1;
1167 DWORD namedArraysLoaded : 1;
1168 DWORD numberedArraysLoaded : 1;
1169 DWORD last_was_blit : 1;
1170 DWORD last_was_ckey : 1;
1171 DWORD fog_coord : 1;
1172 DWORD fog_enabled : 1;
1173 DWORD num_untracked_materials : 2; /* Max value 2 */
1174 DWORD current : 1;
1175 DWORD destroyed : 1;
1176 DWORD valid : 1;
1177 DWORD use_immediate_mode_draw : 1;
1178 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1179 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1180 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1181 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1182 DWORD rebind_fbo : 1;
1183 DWORD needs_set : 1;
1184 DWORD hdc_is_private : 1;
1185 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1186 DWORD update_shader_resource_bindings : 1;
1187 DWORD padding : 15;
1188 DWORD shader_update_mask;
1189 DWORD constant_update_mask;
1190 DWORD numbered_array_mask;
1191 GLenum tracking_parm; /* Which source is tracking current colour */
1192 GLenum untracked_materials[2];
1193 UINT blit_w, blit_h;
1194 enum fogsource fog_source;
1195 DWORD active_texture;
1196 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1198 UINT instance_count;
1200 /* The actual opengl context */
1201 UINT level;
1202 HGLRC restore_ctx;
1203 HDC restore_dc;
1204 int restore_pf;
1205 HWND restore_pf_win;
1206 HGLRC glCtx;
1207 HWND win_handle;
1208 HDC hdc;
1209 int pixel_format;
1210 GLint aux_buffers;
1212 void *shader_backend_data;
1213 void *fragment_pipe_data;
1215 /* FBOs */
1216 UINT fbo_entry_count;
1217 struct list fbo_list;
1218 struct list fbo_destroy_list;
1219 struct fbo_entry *current_fbo;
1220 GLuint fbo_read_binding;
1221 GLuint fbo_draw_binding;
1222 struct wined3d_surface **blit_targets;
1223 GLenum *draw_buffers;
1224 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1226 /* Queries */
1227 GLuint *free_occlusion_queries;
1228 UINT free_occlusion_query_size;
1229 UINT free_occlusion_query_count;
1230 struct list occlusion_queries;
1232 union wined3d_gl_query_object *free_event_queries;
1233 UINT free_event_query_size;
1234 UINT free_event_query_count;
1235 struct list event_queries;
1237 GLuint *free_timestamp_queries;
1238 UINT free_timestamp_query_size;
1239 UINT free_timestamp_query_count;
1240 struct list timestamp_queries;
1242 struct wined3d_stream_info stream_info;
1244 /* Fences for GL_APPLE_flush_buffer_range */
1245 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1246 unsigned int num_buffer_queries;
1248 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1249 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1251 /* Extension emulation */
1252 GLint gl_fog_source;
1253 GLfloat fog_coord_value;
1254 GLfloat color[4], fogstart, fogend, fogcolor[4];
1255 GLuint dummy_arbfp_prog;
1258 struct wined3d_fb_state
1260 struct wined3d_rendertarget_view **render_targets;
1261 struct wined3d_rendertarget_view *depth_stencil;
1264 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1266 struct StateEntry
1268 DWORD representative;
1269 APPLYSTATEFUNC apply;
1272 struct StateEntryTemplate
1274 DWORD state;
1275 struct StateEntry content;
1276 enum wined3d_gl_extension extension;
1279 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1280 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1281 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
1283 struct fragment_caps
1285 DWORD wined3d_caps;
1286 DWORD PrimitiveMiscCaps;
1287 DWORD TextureOpCaps;
1288 DWORD MaxTextureBlendStages;
1289 DWORD MaxSimultaneousTextures;
1292 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001
1293 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002
1295 struct fragment_pipeline
1297 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1298 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1299 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
1300 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1301 void (*free_private)(struct wined3d_device *device);
1302 BOOL (*allocate_context_data)(struct wined3d_context *context);
1303 void (*free_context_data)(struct wined3d_context *context);
1304 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1305 const struct StateEntryTemplate *states;
1308 struct wined3d_vertex_caps
1310 BOOL xyzrhw;
1311 BOOL ffp_generic_attributes;
1312 DWORD max_active_lights;
1313 DWORD max_vertex_blend_matrices;
1314 DWORD max_vertex_blend_matrix_index;
1315 DWORD vertex_processing_caps;
1316 DWORD fvf_caps;
1317 DWORD max_user_clip_planes;
1318 DWORD raster_caps;
1321 struct wined3d_vertex_pipe_ops
1323 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1324 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1325 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
1326 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1327 void (*vp_free)(struct wined3d_device *device);
1328 const struct StateEntryTemplate *vp_states;
1331 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1332 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1333 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1334 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1335 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1336 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1337 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1338 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1340 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1341 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1342 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1344 /* "Base" state table */
1345 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1346 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1347 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1348 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1350 enum wined3d_blit_op
1352 WINED3D_BLIT_OP_COLOR_BLIT,
1353 WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
1354 WINED3D_BLIT_OP_COLOR_FILL,
1355 WINED3D_BLIT_OP_DEPTH_FILL,
1356 WINED3D_BLIT_OP_DEPTH_BLIT,
1359 /* Shaders for color conversions in blits. Do not do blit operations while
1360 * already under the GL lock. */
1361 struct blit_shader
1363 HRESULT (*alloc_private)(struct wined3d_device *device);
1364 void (*free_private)(struct wined3d_device *device);
1365 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
1366 const struct wined3d_color_key *color_key);
1367 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1368 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info,
1369 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1370 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1371 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1372 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1373 const RECT *dst_rect, const struct wined3d_color *color);
1374 HRESULT (*depth_fill)(struct wined3d_device *device,
1375 struct wined3d_surface *surface, const RECT *rect, float depth);
1376 void (*blit_surface)(struct wined3d_device *device, DWORD filter,
1377 struct wined3d_surface *src_surface, const RECT *src_rect,
1378 struct wined3d_surface *dst_surface, const RECT *dst_rect,
1379 const struct wined3d_color_key *color_key);
1382 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1383 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1384 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1386 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info,
1387 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1388 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1389 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1390 DECLSPEC_HIDDEN;
1392 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1393 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1394 void context_alloc_event_query(struct wined3d_context *context,
1395 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1396 void context_alloc_occlusion_query(struct wined3d_context *context,
1397 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1398 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1399 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1400 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1401 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1402 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1403 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1404 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1405 unsigned int unit) DECLSPEC_HIDDEN;
1406 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1407 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1408 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1409 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1410 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
1411 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1412 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1413 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1414 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1415 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1416 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1417 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1418 void context_resource_released(const struct wined3d_device *device,
1419 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1420 void context_resource_unloaded(const struct wined3d_device *device,
1421 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1422 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1423 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1424 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1425 void context_state_drawbuf(struct wined3d_context *context,
1426 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1427 void context_state_fb(struct wined3d_context *context,
1428 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1429 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1430 void context_stream_info_from_declaration(struct wined3d_context *context,
1431 const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1433 /*****************************************************************************
1434 * Internal representation of a light
1436 struct wined3d_light_info
1438 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1439 DWORD OriginalIndex;
1440 LONG glIndex;
1441 BOOL enabled;
1443 /* Converted parms to speed up swapping lights */
1444 struct wined3d_vec4 position;
1445 struct wined3d_vec4 direction;
1446 float exponent;
1447 float cutoff;
1449 struct list entry;
1452 /* The default light parameters */
1453 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1455 struct wined3d_pixel_format
1457 int iPixelFormat; /* WGL pixel format */
1458 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1459 int redSize, greenSize, blueSize, alphaSize, colorSize;
1460 int depthSize, stencilSize;
1461 BOOL windowDrawable;
1462 BOOL doubleBuffer;
1463 int auxBuffers;
1464 int numSamples;
1467 enum wined3d_pci_vendor
1469 HW_VENDOR_SOFTWARE = 0x0000,
1470 HW_VENDOR_AMD = 0x1002,
1471 HW_VENDOR_NVIDIA = 0x10de,
1472 HW_VENDOR_VMWARE = 0x15ad,
1473 HW_VENDOR_INTEL = 0x8086,
1476 enum wined3d_pci_device
1478 CARD_WINE = 0x0000,
1480 CARD_AMD_RAGE_128PRO = 0x5246,
1481 CARD_AMD_RADEON_7200 = 0x5144,
1482 CARD_AMD_RADEON_8500 = 0x514c,
1483 CARD_AMD_RADEON_9500 = 0x4144,
1484 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1485 CARD_AMD_RADEON_X700 = 0x5e4c,
1486 CARD_AMD_RADEON_X1600 = 0x71c2,
1487 CARD_AMD_RADEON_HD2350 = 0x94c7,
1488 CARD_AMD_RADEON_HD2600 = 0x9581,
1489 CARD_AMD_RADEON_HD2900 = 0x9400,
1490 CARD_AMD_RADEON_HD3200 = 0x9620,
1491 CARD_AMD_RADEON_HD4200M = 0x9712,
1492 CARD_AMD_RADEON_HD4350 = 0x954f,
1493 CARD_AMD_RADEON_HD4600 = 0x9495,
1494 CARD_AMD_RADEON_HD4700 = 0x944e,
1495 CARD_AMD_RADEON_HD4800 = 0x944c,
1496 CARD_AMD_RADEON_HD5400 = 0x68f9,
1497 CARD_AMD_RADEON_HD5600 = 0x68d8,
1498 CARD_AMD_RADEON_HD5700 = 0x68be,
1499 CARD_AMD_RADEON_HD5800 = 0x6898,
1500 CARD_AMD_RADEON_HD5900 = 0x689c,
1501 CARD_AMD_RADEON_HD6300 = 0x9803,
1502 CARD_AMD_RADEON_HD6400 = 0x6770,
1503 CARD_AMD_RADEON_HD6410D = 0x9644,
1504 CARD_AMD_RADEON_HD6550D = 0x9640,
1505 CARD_AMD_RADEON_HD6600 = 0x6758,
1506 CARD_AMD_RADEON_HD6600M = 0x6741,
1507 CARD_AMD_RADEON_HD6700 = 0x68ba,
1508 CARD_AMD_RADEON_HD6800 = 0x6739,
1509 CARD_AMD_RADEON_HD6900 = 0x6719,
1510 CARD_AMD_RADEON_HD7660D = 0x9901,
1511 CARD_AMD_RADEON_HD7700 = 0x683d,
1512 CARD_AMD_RADEON_HD7800 = 0x6819,
1513 CARD_AMD_RADEON_HD7900 = 0x679a,
1514 CARD_AMD_RADEON_HD8600M = 0x6660,
1515 CARD_AMD_RADEON_HD8670 = 0x6610,
1516 CARD_AMD_RADEON_HD8770 = 0x665c,
1517 CARD_AMD_RADEON_R3 = 0x9830,
1518 CARD_AMD_RADEON_R7 = 0x130f,
1519 CARD_AMD_RADEON_R9 = 0x67b1,
1521 CARD_NVIDIA_RIVA_128 = 0x0018,
1522 CARD_NVIDIA_RIVA_TNT = 0x0020,
1523 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1524 CARD_NVIDIA_GEFORCE = 0x0100,
1525 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1526 CARD_NVIDIA_GEFORCE2 = 0x0150,
1527 CARD_NVIDIA_GEFORCE3 = 0x0200,
1528 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1529 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1530 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1531 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1532 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1533 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1534 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1535 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1536 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1537 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1538 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1539 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1540 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1541 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1542 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1543 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1544 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1545 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1546 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1547 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1548 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1549 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1550 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1551 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1552 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1553 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1554 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1555 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1556 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1557 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1558 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1559 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1560 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1561 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1562 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1563 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1564 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1565 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1566 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1567 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1568 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1569 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1570 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1571 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1572 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1573 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1574 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1575 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1576 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1577 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1578 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1579 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1580 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1581 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1582 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1583 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1584 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1585 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1586 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1587 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1588 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1589 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1590 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1591 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1592 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1593 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
1594 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1595 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1596 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1597 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1598 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
1599 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
1600 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
1601 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
1602 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
1603 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
1604 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
1605 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
1606 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
1607 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
1608 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
1610 CARD_VMWARE_SVGA3D = 0x0405,
1612 CARD_INTEL_830M = 0x3577,
1613 CARD_INTEL_855GM = 0x3582,
1614 CARD_INTEL_845G = 0x2562,
1615 CARD_INTEL_865G = 0x2572,
1616 CARD_INTEL_915G = 0x2582,
1617 CARD_INTEL_E7221G = 0x258a,
1618 CARD_INTEL_915GM = 0x2592,
1619 CARD_INTEL_945G = 0x2772,
1620 CARD_INTEL_945GM = 0x27a2,
1621 CARD_INTEL_945GME = 0x27ae,
1622 CARD_INTEL_Q35 = 0x29b2,
1623 CARD_INTEL_G33 = 0x29c2,
1624 CARD_INTEL_Q33 = 0x29d2,
1625 CARD_INTEL_PNVG = 0xa001,
1626 CARD_INTEL_PNVM = 0xa011,
1627 CARD_INTEL_965Q = 0x2992,
1628 CARD_INTEL_965G = 0x2982,
1629 CARD_INTEL_946GZ = 0x2972,
1630 CARD_INTEL_965GM = 0x2a02,
1631 CARD_INTEL_965GME = 0x2a12,
1632 CARD_INTEL_GM45 = 0x2a42,
1633 CARD_INTEL_IGD = 0x2e02,
1634 CARD_INTEL_Q45 = 0x2e12,
1635 CARD_INTEL_G45 = 0x2e22,
1636 CARD_INTEL_G41 = 0x2e32,
1637 CARD_INTEL_B43 = 0x2e92,
1638 CARD_INTEL_ILKD = 0x0042,
1639 CARD_INTEL_ILKM = 0x0046,
1640 CARD_INTEL_SNBD = 0x0122,
1641 CARD_INTEL_SNBM = 0x0126,
1642 CARD_INTEL_SNBS = 0x010a,
1643 CARD_INTEL_IVBD = 0x0162,
1644 CARD_INTEL_IVBM = 0x0166,
1645 CARD_INTEL_IVBS = 0x015a,
1646 CARD_INTEL_HWM = 0x0416,
1649 struct wined3d_fbo_ops
1651 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1652 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1653 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1654 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1655 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1656 GLsizei width, GLsizei height);
1657 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1658 GLenum internalformat, GLsizei width, GLsizei height);
1659 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1660 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1661 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1662 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1663 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1664 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1665 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1666 GLenum textarget, GLuint texture, GLint level);
1667 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1668 GLenum textarget, GLuint texture, GLint level);
1669 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1670 GLenum textarget, GLuint texture, GLint level, GLint layer);
1671 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1672 GLenum renderbuffertarget, GLuint renderbuffer);
1673 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1674 GLenum pname, GLint *params);
1675 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1676 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1677 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1680 struct wined3d_gl_limits
1682 UINT buffers;
1683 UINT lights;
1684 UINT textures;
1685 UINT texture_coords;
1686 UINT vertex_uniform_blocks;
1687 UINT geometry_uniform_blocks;
1688 UINT fragment_uniform_blocks;
1689 UINT fragment_samplers;
1690 UINT vertex_samplers;
1691 UINT combined_samplers;
1692 UINT general_combiners;
1693 UINT clipplanes;
1694 UINT texture_size;
1695 UINT texture3d_size;
1696 float pointsize_max;
1697 float pointsize_min;
1698 UINT blends;
1699 UINT anisotropy;
1700 float shininess;
1701 UINT samples;
1702 UINT vertex_attribs;
1704 UINT glsl_varyings;
1705 UINT glsl_vs_float_constants;
1706 UINT glsl_ps_float_constants;
1708 UINT arb_vs_float_constants;
1709 UINT arb_vs_native_constants;
1710 UINT arb_vs_instructions;
1711 UINT arb_vs_temps;
1712 UINT arb_ps_float_constants;
1713 UINT arb_ps_local_constants;
1714 UINT arb_ps_native_constants;
1715 UINT arb_ps_instructions;
1716 UINT arb_ps_temps;
1719 struct wined3d_gl_info
1721 DWORD selected_gl_version;
1722 DWORD glsl_version;
1723 struct wined3d_gl_limits limits;
1724 DWORD reserved_glsl_constants, reserved_arb_constants;
1725 DWORD quirks;
1726 BOOL supported[WINED3D_GL_EXT_COUNT];
1727 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1728 float fixed_polyoffset_scale, float_polyoffset_scale;
1730 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
1731 struct opengl_funcs gl_ops;
1732 struct wined3d_fbo_ops fbo_ops;
1734 struct wined3d_format *formats;
1737 struct wined3d_driver_info
1739 enum wined3d_pci_vendor vendor;
1740 enum wined3d_pci_device device;
1741 const char *name;
1742 const char *description;
1743 UINT64 vram_bytes;
1744 DWORD version_high;
1745 DWORD version_low;
1748 struct wined3d_d3d_limits
1750 UINT vs_version, gs_version, ps_version;
1751 DWORD vs_uniform_count;
1752 DWORD ps_uniform_count;
1753 UINT varying_count;
1754 UINT ffp_textures;
1755 UINT ffp_blend_stages;
1756 UINT ffp_vertex_blend_matrices;
1759 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
1760 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
1761 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
1763 struct wined3d_ffp_attrib_ops
1765 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
1766 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
1767 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
1768 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
1769 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
1772 struct wined3d_d3d_info
1774 struct wined3d_d3d_limits limits;
1775 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
1776 BOOL xyzrhw;
1777 BOOL ffp_generic_attributes;
1778 BOOL vs_clipping;
1779 BOOL shader_color_key;
1780 DWORD valid_rt_mask;
1783 /* The adapter structure */
1784 struct wined3d_adapter
1786 UINT ordinal;
1787 POINT monitorPoint;
1788 enum wined3d_format_id screen_format;
1790 struct wined3d_gl_info gl_info;
1791 struct wined3d_d3d_info d3d_info;
1792 struct wined3d_driver_info driver_info;
1793 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1794 unsigned int cfg_count;
1795 struct wined3d_pixel_format *cfgs;
1796 UINT64 vram_bytes;
1797 UINT64 vram_bytes_used;
1798 LUID luid;
1800 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1801 const struct fragment_pipeline *fragment_pipe;
1802 const struct wined3d_shader_backend_ops *shader_backend;
1803 const struct blit_shader *blitter;
1806 struct wined3d_caps_gl_ctx
1808 HDC dc;
1809 HWND wnd;
1810 HGLRC gl_ctx;
1811 HDC restore_dc;
1812 HGLRC restore_gl_ctx;
1814 const struct wined3d_gl_info *gl_info;
1815 GLuint test_vbo;
1816 GLuint test_program_id;
1819 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format) DECLSPEC_HIDDEN;
1820 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter,
1821 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
1822 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
1824 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1825 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN;
1827 enum projection_types
1829 proj_none = 0,
1830 proj_count3 = 1,
1831 proj_count4 = 2
1834 enum dst_arg
1836 resultreg = 0,
1837 tempreg = 1
1840 /*****************************************************************************
1841 * Fixed function pipeline replacements
1843 #define ARG_UNUSED 0xff
1844 struct texture_stage_op
1846 unsigned cop : 8;
1847 unsigned carg1 : 8;
1848 unsigned carg2 : 8;
1849 unsigned carg0 : 8;
1851 unsigned aop : 8;
1852 unsigned aarg1 : 8;
1853 unsigned aarg2 : 8;
1854 unsigned aarg0 : 8;
1856 struct color_fixup_desc color_fixup;
1857 unsigned tex_type : 3;
1858 unsigned dst : 1;
1859 unsigned projected : 2;
1860 unsigned padding : 10;
1863 struct ffp_frag_settings
1865 struct texture_stage_op op[MAX_TEXTURES];
1866 enum wined3d_ffp_ps_fog_mode fog;
1867 unsigned char sRGB_write;
1868 unsigned char emul_clipplanes;
1869 unsigned char texcoords_initialized;
1870 unsigned char color_key_enabled : 1;
1871 unsigned char pointsprite : 1;
1872 unsigned char padding : 6;
1875 struct ffp_frag_desc
1877 struct wine_rb_entry entry;
1878 struct ffp_frag_settings settings;
1881 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1882 extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN;
1883 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1885 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1886 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
1887 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1888 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1889 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1890 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1891 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1892 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
1894 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
1895 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
1897 enum wined3d_ffp_vs_fog_mode
1899 WINED3D_FFP_VS_FOG_OFF = 0,
1900 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
1901 WINED3D_FFP_VS_FOG_DEPTH = 2,
1902 WINED3D_FFP_VS_FOG_RANGE = 3,
1905 #define WINED3D_FFP_TCI_SHIFT 16
1906 #define WINED3D_FFP_TCI_MASK 0xffu
1908 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
1909 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u
1911 struct wined3d_ffp_vs_settings
1913 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
1914 DWORD diffuse_source : 2;
1915 DWORD emissive_source : 2;
1916 DWORD ambient_source : 2;
1917 DWORD specular_source : 2;
1919 DWORD transformed : 1;
1920 DWORD vertexblends : 2;
1921 DWORD clipping : 1;
1922 DWORD normal : 1;
1923 DWORD normalize : 1;
1924 DWORD lighting : 1;
1925 DWORD localviewer : 1;
1926 DWORD point_size : 1;
1927 DWORD per_vertex_point_size : 1;
1928 DWORD fog_mode : 2;
1929 DWORD texcoords : 8; /* MAX_TEXTURES */
1930 DWORD ortho_fog : 1;
1931 DWORD padding : 11;
1933 DWORD texgen[MAX_TEXTURES];
1936 struct wined3d_ffp_vs_desc
1938 struct wine_rb_entry entry;
1939 struct wined3d_ffp_vs_settings settings;
1942 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
1943 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
1945 struct wined3d
1947 LONG ref;
1948 DWORD flags;
1949 UINT adapter_count;
1950 struct wined3d_adapter adapters[1];
1953 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
1954 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1955 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1957 struct wined3d_stream_output
1959 struct wined3d_buffer *buffer;
1960 UINT offset;
1963 struct wined3d_stream_state
1965 struct wined3d_buffer *buffer;
1966 UINT offset;
1967 UINT stride;
1968 UINT frequency;
1969 UINT flags;
1972 #define WINED3D_STATE_NO_REF 0x00000001
1973 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
1975 struct wined3d_state
1977 DWORD flags;
1978 const struct wined3d_fb_state *fb;
1980 struct wined3d_vertex_declaration *vertex_declaration;
1981 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
1982 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
1983 struct wined3d_buffer *index_buffer;
1984 enum wined3d_format_id index_format;
1985 INT base_vertex_index;
1986 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
1987 GLenum gl_primitive_type;
1988 struct wined3d_query *predicate;
1989 BOOL predicate_value;
1991 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
1992 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
1993 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
1994 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
1996 BOOL vs_consts_b[MAX_CONST_B];
1997 INT vs_consts_i[MAX_CONST_I * 4];
1998 float *vs_consts_f;
2000 BOOL ps_consts_b[MAX_CONST_B];
2001 INT ps_consts_i[MAX_CONST_I * 4];
2002 float *ps_consts_f;
2004 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2005 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2006 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2008 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2009 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
2010 struct wined3d_material material;
2011 struct wined3d_viewport viewport;
2012 RECT scissor_rect;
2014 /* Light hashmap. Collisions are handled using linked lists. */
2015 #define LIGHTMAP_SIZE 43
2016 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
2017 struct list light_map[LIGHTMAP_SIZE];
2018 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
2020 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2023 #define WINED3D_UNMAPPED_STAGE ~0U
2025 /* Multithreaded flag. Removed from the public header to signal that
2026 * wined3d_device_create() ignores it. */
2027 #define WINED3DCREATE_MULTITHREADED 0x00000004
2029 struct wined3d_device
2031 LONG ref;
2033 /* WineD3D Information */
2034 struct wined3d_device_parent *device_parent;
2035 struct wined3d *wined3d;
2036 struct wined3d_adapter *adapter;
2038 /* Window styles to restore when switching fullscreen mode */
2039 LONG style;
2040 LONG exStyle;
2042 /* X and GL Information */
2043 GLenum offscreenBuffer;
2045 const struct wined3d_shader_backend_ops *shader_backend;
2046 void *shader_priv;
2047 void *fragment_priv;
2048 void *vertex_priv;
2049 void *blit_priv;
2050 struct StateEntry StateTable[STATE_HIGHEST + 1];
2051 /* Array of functions for states which are handled by more than one pipeline part */
2052 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
2053 const struct blit_shader *blitter;
2055 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
2056 BYTE bCursorVisible : 1;
2057 BYTE d3d_initialized : 1;
2058 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
2059 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
2060 BYTE filter_messages : 1;
2061 BYTE padding : 2;
2063 unsigned char surface_alignment; /* Line Alignment of surfaces */
2065 WORD padding2 : 16;
2067 struct wined3d_state state;
2068 struct wined3d_state *update_state;
2069 struct wined3d_stateblock *recording;
2071 /* Internal use fields */
2072 struct wined3d_device_creation_parameters create_parms;
2073 HWND focus_window;
2075 struct wined3d_rendertarget_view *back_buffer_view;
2076 struct wined3d_swapchain **swapchains;
2077 UINT swapchain_count;
2079 struct list resources; /* a linked list to track resources created by the device */
2080 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2081 struct wine_rb_tree samplers;
2083 /* Render Target Support */
2084 struct wined3d_fb_state fb;
2085 struct wined3d_surface *onscreen_depth_stencil;
2086 struct wined3d_rendertarget_view *auto_depth_stencil_view;
2088 /* For rendering to a texture using glCopyTexImage */
2089 GLuint depth_blt_texture;
2091 /* Cursor management */
2092 UINT xHotSpot;
2093 UINT yHotSpot;
2094 UINT xScreenSpace;
2095 UINT yScreenSpace;
2096 UINT cursorWidth, cursorHeight;
2097 struct wined3d_texture *cursor_texture;
2098 HCURSOR hardwareCursor;
2100 /* The Wine logo texture */
2101 struct wined3d_texture *logo_texture;
2103 /* Textures for when no other textures are mapped */
2104 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
2105 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
2106 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
2107 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
2109 /* Command stream */
2110 struct wined3d_cs *cs;
2112 /* Context management */
2113 struct wined3d_context **contexts;
2114 UINT context_count;
2117 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
2118 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
2119 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2120 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2121 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2122 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
2123 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
2124 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
2125 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
2126 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2127 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2128 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2129 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
2130 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
2131 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
2133 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2135 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2136 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2137 return context->isStateDirty[idx] & (1u << shift);
2140 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2141 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2143 struct wined3d_resource_ops
2145 ULONG (*resource_incref)(struct wined3d_resource *resource);
2146 ULONG (*resource_decref)(struct wined3d_resource *resource);
2147 void (*resource_unload)(struct wined3d_resource *resource);
2150 struct wined3d_resource
2152 LONG ref;
2153 LONG bind_count;
2154 LONG map_count;
2155 struct wined3d_device *device;
2156 enum wined3d_resource_type type;
2157 enum wined3d_gl_resource_type gl_type;
2158 const struct wined3d_format *format;
2159 unsigned int format_flags;
2160 enum wined3d_multisample_type multisample_type;
2161 UINT multisample_quality;
2162 DWORD usage;
2163 enum wined3d_pool pool;
2164 DWORD access_flags;
2165 DWORD draw_binding;
2166 DWORD map_binding;
2167 UINT width;
2168 UINT height;
2169 UINT depth;
2170 UINT size;
2171 DWORD priority;
2172 void *heap_memory;
2173 struct list resource_list_entry;
2175 void *parent;
2176 const struct wined3d_parent_ops *parent_ops;
2177 const struct wined3d_resource_ops *resource_ops;
2180 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
2182 return resource->resource_ops->resource_incref(resource);
2185 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
2187 return resource->resource_ops->resource_decref(resource);
2190 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2191 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2192 enum wined3d_resource_type type, const struct wined3d_format *format,
2193 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2194 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2195 void *parent, const struct wined3d_parent_ops *parent_ops,
2196 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2197 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2198 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2199 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2200 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2201 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2202 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2203 DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource, DWORD flags) DECLSPEC_HIDDEN;
2204 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2206 /* Tests show that the start address of resources is 32 byte aligned */
2207 #define RESOURCE_ALIGNMENT 16
2209 struct gl_texture
2211 struct wined3d_sampler_desc sampler_desc;
2212 unsigned int base_level;
2213 GLuint name;
2216 struct wined3d_texture_ops
2218 void (*texture_sub_resource_load)(struct wined3d_resource *sub_resource,
2219 struct wined3d_context *context, BOOL srgb);
2220 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
2221 const struct wined3d_box *dirty_region);
2222 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
2223 void (*texture_sub_resource_invalidate_location)(struct wined3d_resource *sub_resource, DWORD location);
2224 void (*texture_sub_resource_validate_location)(struct wined3d_resource *sub_resource, DWORD location);
2225 void (*texture_sub_resource_upload_data)(struct wined3d_resource *sub_resource,
2226 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data);
2227 HRESULT (*texture_sub_resource_map)(struct wined3d_resource *sub_resource,
2228 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags);
2229 HRESULT (*texture_sub_resource_unmap)(struct wined3d_resource *sub_resource);
2230 void (*texture_prepare_texture)(struct wined3d_texture *texture,
2231 struct wined3d_context *context, BOOL srgb);
2234 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2235 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000002
2236 #define WINED3D_TEXTURE_IS_SRGB 0x00000004
2237 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000008
2238 #define WINED3D_TEXTURE_RGB_VALID 0x00000010
2239 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000020
2240 #define WINED3D_TEXTURE_SRGB_VALID 0x00000040
2241 #define WINED3D_TEXTURE_CONVERTED 0x00000080
2242 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000100
2243 #define WINED3D_TEXTURE_DYNAMIC_MAP 0x00000200
2244 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
2246 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
2248 struct wined3d_texture
2250 struct wined3d_resource resource;
2251 const struct wined3d_texture_ops *texture_ops;
2252 struct gl_texture texture_rgb, texture_srgb;
2253 struct wined3d_resource **sub_resources;
2254 struct wined3d_swapchain *swapchain;
2255 UINT layer_count;
2256 UINT level_count;
2257 float pow2_matrix[16];
2258 UINT lod;
2259 enum wined3d_texture_filter_type filter_type;
2260 DWORD sampler;
2261 DWORD flags;
2262 GLenum target;
2264 /* May only be accessed from the command stream worker thread. */
2265 struct wined3d_texture_async
2267 DWORD flags;
2269 /* Color keys for DDraw */
2270 struct wined3d_color_key dst_blt_color_key;
2271 struct wined3d_color_key src_blt_color_key;
2272 struct wined3d_color_key dst_overlay_color_key;
2273 struct wined3d_color_key src_overlay_color_key;
2274 struct wined3d_color_key gl_color_key;
2275 DWORD color_key_flags;
2276 } async;
2279 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
2281 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2284 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2285 BOOL srgb)
2287 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
2290 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
2291 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2292 void wined3d_texture_bind(struct wined3d_texture *texture,
2293 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2294 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
2295 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2296 void wined3d_texture_force_reload(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2297 void wined3d_texture_load(struct wined3d_texture *texture,
2298 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2299 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
2300 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2301 void wined3d_texture_set_dirty(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2302 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
2303 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2305 #define WINED3D_LOCATION_DISCARDED 0x00000001
2306 #define WINED3D_LOCATION_SYSMEM 0x00000002
2307 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
2308 #define WINED3D_LOCATION_DIB 0x00000008
2309 #define WINED3D_LOCATION_BUFFER 0x00000010
2310 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000020
2311 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000040
2312 #define WINED3D_LOCATION_DRAWABLE 0x00000080
2313 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000100
2314 #define WINED3D_LOCATION_RB_RESOLVED 0x00000200
2316 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2318 #define WINED3D_VFLAG_CLIENT_STORAGE 0x00000001
2320 struct wined3d_volume
2322 struct wined3d_resource resource;
2323 struct wined3d_texture *container;
2325 DWORD flags, locations;
2326 GLint texture_level;
2327 DWORD download_count;
2328 GLuint pbo;
2331 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
2333 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
2336 BOOL volume_prepare_system_memory(struct wined3d_volume *volume) DECLSPEC_HIDDEN;
2337 HRESULT wined3d_volume_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
2338 unsigned int level, struct wined3d_volume **volume) DECLSPEC_HIDDEN;
2339 void wined3d_volume_destroy(struct wined3d_volume *volume) DECLSPEC_HIDDEN;
2340 void wined3d_volume_get_pitch(const struct wined3d_volume *volume, UINT *row_pitch, UINT *slice_pitch) DECLSPEC_HIDDEN;
2341 void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context,
2342 BOOL srgb_mode) DECLSPEC_HIDDEN;
2343 void wined3d_volume_invalidate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
2344 HRESULT wined3d_volume_map(struct wined3d_volume *volume,
2345 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags) DECLSPEC_HIDDEN;
2346 void wined3d_volume_validate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
2347 HRESULT wined3d_volume_unmap(struct wined3d_volume *volume) DECLSPEC_HIDDEN;
2348 void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
2349 const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2351 struct wined3d_surface_dib
2353 HBITMAP DIBsection;
2354 void *bitmap_data;
2355 UINT bitmap_size;
2358 struct wined3d_renderbuffer_entry
2360 struct list entry;
2361 GLuint id;
2362 UINT width;
2363 UINT height;
2366 struct fbo_entry
2368 struct list entry;
2369 struct wined3d_surface **render_targets;
2370 struct wined3d_surface *depth_stencil;
2371 DWORD color_location, ds_location;
2372 DWORD rt_mask;
2373 BOOL attached;
2374 GLuint id;
2377 struct wined3d_surface_ops
2379 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2380 void (*surface_unmap)(struct wined3d_surface *surface);
2383 struct wined3d_surface
2385 struct wined3d_resource resource;
2386 const struct wined3d_surface_ops *surface_ops;
2387 struct wined3d_texture *container;
2388 void *user_memory;
2389 DWORD locations;
2391 DWORD flags;
2393 UINT pitch;
2394 UINT pow2Width;
2395 UINT pow2Height;
2397 /* PBO */
2398 GLuint pbo;
2399 GLuint rb_multisample;
2400 GLuint rb_resolved;
2401 GLenum texture_target;
2402 unsigned int texture_level;
2403 unsigned int texture_layer;
2405 RECT lockedRect;
2406 int lockCount;
2408 /* For GetDC */
2409 struct wined3d_surface_dib dib;
2410 HDC hDC;
2412 struct list renderbuffers;
2413 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2414 SIZE ds_current_size;
2416 /* DirectDraw Overlay handling */
2417 RECT overlay_srcrect;
2418 RECT overlay_destrect;
2419 struct wined3d_surface *overlay_dest;
2420 struct list overlays;
2421 struct list overlay_entry;
2424 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2426 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2429 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2430 const struct wined3d_gl_info *gl_info, BOOL srgb)
2432 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2433 ? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
2436 void surface_set_dirty(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2437 HRESULT surface_color_fill(struct wined3d_surface *s,
2438 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2439 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2440 void surface_get_drawable_size(const struct wined3d_surface *surface, const struct wined3d_context *context,
2441 unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
2442 void surface_invalidate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2443 void surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2444 void surface_load_ds_location(struct wined3d_surface *surface,
2445 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2446 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2447 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2448 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2449 void surface_prepare_rb(struct wined3d_surface *surface,
2450 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2451 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2452 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2453 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2454 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2455 HRESULT wined3d_surface_update_desc(struct wined3d_surface *surface,
2456 const struct wined3d_gl_info *gl_info, void *mem, unsigned int pitch) DECLSPEC_HIDDEN;
2457 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2458 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2459 void surface_validate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2460 HRESULT wined3d_surface_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
2461 GLenum target, unsigned int level, unsigned int layer, DWORD flags,
2462 struct wined3d_surface **surface) DECLSPEC_HIDDEN;
2463 void wined3d_surface_destroy(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2464 void surface_prepare_map_memory(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2465 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2466 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
2467 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2469 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2470 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2472 /* Surface flags: */
2473 #define SFLAG_DIBSECTION 0x00000001 /* Has a DIB section attached for GetDC. */
2474 #define SFLAG_DISCARD 0x00000002 /* ??? */
2475 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2476 #define SFLAG_LOST 0x00000008 /* Surface lost flag for ddraw. */
2477 #define SFLAG_CLIENT 0x00000010 /* GL_APPLE_client_storage is used with this surface. */
2478 #define SFLAG_DCINUSE 0x00000020 /* Set between GetDC and ReleaseDC calls. */
2480 struct wined3d_sampler
2482 struct wine_rb_entry entry;
2483 LONG refcount;
2484 struct wined3d_device *device;
2485 void *parent;
2486 struct wined3d_sampler_desc desc;
2487 GLuint name;
2490 struct wined3d_vertex_declaration_element
2492 const struct wined3d_format *format;
2493 BOOL ffp_valid;
2494 unsigned int input_slot;
2495 unsigned int offset;
2496 unsigned int output_slot;
2497 enum wined3d_input_classification input_slot_class;
2498 unsigned int instance_data_step_rate;
2499 BYTE method;
2500 BYTE usage;
2501 BYTE usage_idx;
2504 struct wined3d_vertex_declaration
2506 LONG ref;
2507 void *parent;
2508 const struct wined3d_parent_ops *parent_ops;
2509 struct wined3d_device *device;
2511 struct wined3d_vertex_declaration_element *elements;
2512 UINT element_count;
2514 BOOL position_transformed;
2515 BOOL half_float_conv_needed;
2518 struct wined3d_saved_states
2520 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2521 WORD streamSource; /* MAX_STREAMS, 16 */
2522 WORD streamFreq; /* MAX_STREAMS, 16 */
2523 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2524 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2525 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2526 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2527 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2528 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2529 BOOL *pixelShaderConstantsF;
2530 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2531 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2532 BOOL *vertexShaderConstantsF;
2533 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2534 DWORD primitive_type : 1;
2535 DWORD indices : 1;
2536 DWORD material : 1;
2537 DWORD viewport : 1;
2538 DWORD vertexDecl : 1;
2539 DWORD pixelShader : 1;
2540 DWORD vertexShader : 1;
2541 DWORD scissorRect : 1;
2542 DWORD padding : 4;
2545 struct StageState {
2546 DWORD stage;
2547 DWORD state;
2550 struct wined3d_stateblock
2552 LONG ref; /* Note: Ref counting not required */
2553 struct wined3d_device *device;
2555 /* Array indicating whether things have been set or changed */
2556 struct wined3d_saved_states changed;
2557 struct wined3d_state state;
2559 /* Contained state management */
2560 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2561 unsigned int num_contained_render_states;
2562 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2563 unsigned int num_contained_transform_states;
2564 DWORD contained_vs_consts_i[MAX_CONST_I];
2565 unsigned int num_contained_vs_consts_i;
2566 DWORD contained_vs_consts_b[MAX_CONST_B];
2567 unsigned int num_contained_vs_consts_b;
2568 DWORD *contained_vs_consts_f;
2569 unsigned int num_contained_vs_consts_f;
2570 DWORD contained_ps_consts_i[MAX_CONST_I];
2571 unsigned int num_contained_ps_consts_i;
2572 DWORD contained_ps_consts_b[MAX_CONST_B];
2573 unsigned int num_contained_ps_consts_b;
2574 DWORD *contained_ps_consts_f;
2575 unsigned int num_contained_ps_consts_f;
2576 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2577 unsigned int num_contained_tss_states;
2578 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2579 unsigned int num_contained_sampler_states;
2582 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2584 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
2585 HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
2586 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2587 DWORD flags) DECLSPEC_HIDDEN;
2588 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
2590 struct wined3d_cs_ops
2592 void *(*require_space)(struct wined3d_cs *cs, size_t size);
2593 void (*submit)(struct wined3d_cs *cs);
2596 struct wined3d_cs
2598 const struct wined3d_cs_ops *ops;
2599 struct wined3d_device *device;
2600 struct wined3d_fb_state fb;
2601 struct wined3d_state state;
2603 size_t data_size;
2604 void *data;
2607 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
2608 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2610 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
2611 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2612 void wined3d_cs_emit_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_count,
2613 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
2614 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
2615 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
2616 const RGNDATA *dirty_region, DWORD flags) DECLSPEC_HIDDEN;
2617 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2618 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
2619 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
2620 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
2621 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
2622 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
2623 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2624 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
2625 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2626 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
2627 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2628 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
2629 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
2630 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
2631 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
2632 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
2633 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
2634 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2635 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
2636 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
2637 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
2638 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
2639 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
2640 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
2641 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
2642 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
2643 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
2644 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
2645 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
2646 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
2647 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
2648 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
2649 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
2650 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2651 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
2652 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
2653 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
2654 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
2655 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
2656 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
2657 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
2659 /* Direct3D terminology with little modifications. We do not have an issued state
2660 * because only the driver knows about it, but we have a created state because d3d
2661 * allows GetData on a created issue, but opengl doesn't
2663 enum query_state {
2664 QUERY_CREATED,
2665 QUERY_SIGNALLED,
2666 QUERY_BUILDING
2669 struct wined3d_query_ops
2671 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2672 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2675 struct wined3d_query
2677 LONG ref;
2679 void *parent;
2680 const struct wined3d_query_ops *query_ops;
2681 struct wined3d_device *device;
2682 enum query_state state;
2683 enum wined3d_query_type type;
2684 DWORD data_size;
2685 void *extendedData;
2688 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2689 * fixed function semantics as D3DCOLOR or FLOAT16 */
2690 enum wined3d_buffer_conversion_type
2692 CONV_NONE,
2693 CONV_D3DCOLOR,
2694 CONV_POSITIONT,
2697 struct wined3d_map_range
2699 UINT offset;
2700 UINT size;
2703 struct wined3d_buffer
2705 struct wined3d_resource resource;
2707 struct wined3d_buffer_desc desc;
2709 GLuint buffer_object;
2710 GLenum buffer_object_usage;
2711 GLenum buffer_type_hint;
2712 DWORD flags;
2713 void *map_ptr;
2715 struct wined3d_map_range *maps;
2716 ULONG maps_size, modified_areas;
2717 struct wined3d_event_query *query;
2719 /* conversion stuff */
2720 UINT decl_change_count, full_conversion_count;
2721 UINT draw_count;
2722 UINT stride; /* 0 if no conversion */
2723 UINT conversion_stride; /* 0 if no shifted conversion */
2724 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2727 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2729 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2732 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
2733 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2734 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
2735 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
2736 const struct wined3d_state *state) DECLSPEC_HIDDEN;
2737 void buffer_mark_used(struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2739 struct wined3d_rendertarget_view
2741 LONG refcount;
2743 struct wined3d_resource *resource;
2744 void *parent;
2745 const struct wined3d_parent_ops *parent_ops;
2747 const struct wined3d_format *format;
2748 unsigned int format_flags;
2749 unsigned int sub_resource_idx;
2750 unsigned int buffer_offset;
2752 unsigned int width;
2753 unsigned int height;
2754 unsigned int depth;
2757 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
2758 const struct wined3d_rendertarget_view *view)
2760 struct wined3d_resource *resource;
2761 struct wined3d_texture *texture;
2763 if (!view)
2764 return NULL;
2766 if (view->resource->type != WINED3D_RTYPE_TEXTURE && view->resource->type != WINED3D_RTYPE_CUBE_TEXTURE)
2767 return NULL;
2769 texture = wined3d_texture_from_resource(view->resource);
2770 if (!(resource = wined3d_texture_get_sub_resource(texture, view->sub_resource_idx)))
2771 return NULL;
2773 return surface_from_resource(resource);
2776 struct wined3d_shader_resource_view
2778 LONG refcount;
2780 struct wined3d_resource *resource;
2781 void *parent;
2782 const struct wined3d_parent_ops *parent_ops;
2785 struct wined3d_swapchain_ops
2787 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2788 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2791 struct wined3d_swapchain
2793 LONG ref;
2794 void *parent;
2795 const struct wined3d_parent_ops *parent_ops;
2796 const struct wined3d_swapchain_ops *swapchain_ops;
2797 struct wined3d_device *device;
2799 struct wined3d_texture **back_buffers;
2800 struct wined3d_texture *front_buffer;
2801 struct wined3d_swapchain_desc desc;
2802 struct wined3d_display_mode original_mode, d3d_mode;
2803 struct wined3d_gamma_ramp orig_gamma;
2804 BOOL render_to_fbo, reapply_mode;
2805 const struct wined3d_format *ds_format;
2806 struct wined3d_palette *palette;
2808 LONG prev_time, frames; /* Performance tracking */
2810 struct wined3d_context **context;
2811 unsigned int num_contexts;
2813 HWND win_handle;
2814 HWND device_window;
2816 HDC backup_dc;
2817 HWND backup_wnd;
2820 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2822 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
2823 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2824 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2825 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2826 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2828 /*****************************************************************************
2829 * Utility function prototypes
2832 /* Trace routines */
2833 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2834 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
2835 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
2836 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2837 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2838 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
2839 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2840 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
2841 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2842 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
2843 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
2844 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2845 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
2846 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
2847 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
2848 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
2849 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2850 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2851 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
2852 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2854 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2855 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2856 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2857 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
2858 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2859 void texture_activate_dimensions(const struct wined3d_texture *texture,
2860 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2861 void sampler_texdim(struct wined3d_context *context,
2862 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2863 void tex_alphaop(struct wined3d_context *context,
2864 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2865 void apply_pixelshader(struct wined3d_context *context,
2866 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2867 void state_alpha_test(struct wined3d_context *context,
2868 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2869 void state_fogcolor(struct wined3d_context *context,
2870 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2871 void state_fogdensity(struct wined3d_context *context,
2872 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2873 void state_fogstartend(struct wined3d_context *context,
2874 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2875 void state_fog_fragpart(struct wined3d_context *context,
2876 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2877 void state_nop(struct wined3d_context *context,
2878 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2879 void state_srgbwrite(struct wined3d_context *context,
2880 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2882 void state_clipping(struct wined3d_context *context,
2883 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2884 void clipplane(struct wined3d_context *context,
2885 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2886 void state_pointsprite_w(struct wined3d_context *context,
2887 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2888 void state_pointsprite(struct wined3d_context *context,
2889 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2891 BOOL getColorBits(const struct wined3d_format *format,
2892 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2893 BOOL getDepthStencilBits(const struct wined3d_format *format,
2894 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2895 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2897 /* Math utils */
2898 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2899 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2900 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2902 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
2904 struct wined3d_shader_lconst
2906 struct list entry;
2907 unsigned int idx;
2908 DWORD value[4];
2911 struct wined3d_shader_limits
2913 unsigned int sampler;
2914 unsigned int constant_int;
2915 unsigned int constant_float;
2916 unsigned int constant_bool;
2917 unsigned int packed_output;
2918 unsigned int packed_input;
2921 #ifdef __GNUC__
2922 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2923 #else
2924 #define PRINTF_ATTR(fmt,args)
2925 #endif
2927 struct wined3d_string_buffer_list
2929 struct list list;
2932 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
2933 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
2934 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
2935 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
2936 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
2938 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2939 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
2940 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2942 /* Vertex shader utility functions */
2943 BOOL vshader_get_input(const struct wined3d_shader *shader,
2944 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2946 struct wined3d_vertex_shader
2948 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2951 struct wined3d_geometry_shader
2953 enum wined3d_primitive_type input_type;
2954 enum wined3d_primitive_type output_type;
2955 UINT vertices_out;
2958 struct wined3d_pixel_shader
2960 /* Pixel shader input semantics */
2961 DWORD input_reg_map[MAX_REG_INPUT];
2962 BOOL input_reg_used[MAX_REG_INPUT];
2963 unsigned int declared_in_count;
2965 /* Some information about the shader behavior */
2966 BOOL color0_mov;
2967 DWORD color0_reg;
2970 struct wined3d_shader
2972 LONG ref;
2973 const struct wined3d_shader_limits *limits;
2974 DWORD *function;
2975 UINT functionLength;
2976 BOOL load_local_constsF;
2977 const struct wined3d_shader_frontend *frontend;
2978 void *frontend_data;
2979 void *backend_data;
2981 void *parent;
2982 const struct wined3d_parent_ops *parent_ops;
2984 /* Programs this shader is linked with */
2985 struct list linked_programs;
2987 /* Immediate constants (override global ones) */
2988 struct list constantsB;
2989 struct list constantsF;
2990 struct list constantsI;
2991 struct wined3d_shader_reg_maps reg_maps;
2992 BOOL lconst_inf_or_nan;
2994 struct wined3d_shader_signature input_signature;
2995 struct wined3d_shader_signature output_signature;
2996 char *signature_strings;
2998 /* Pointer to the parent device */
2999 struct wined3d_device *device;
3000 struct list shader_list_entry;
3002 union
3004 struct wined3d_vertex_shader vs;
3005 struct wined3d_geometry_shader gs;
3006 struct wined3d_pixel_shader ps;
3007 } u;
3010 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
3011 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3012 BOOL position_transformed, struct ps_compile_args *args,
3013 const struct wined3d_context *context) DECLSPEC_HIDDEN;
3015 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3016 WORD swizzle_map, struct vs_compile_args *args) DECLSPEC_HIDDEN;
3018 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3019 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3020 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3021 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
3022 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
3023 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
3024 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
3025 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
3026 unsigned int max) DECLSPEC_HIDDEN;
3027 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
3028 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
3029 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3031 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
3033 switch (reg->type)
3035 case WINED3DSPR_RASTOUT:
3036 /* oFog & oPts */
3037 if (reg->idx[0].offset)
3038 return TRUE;
3039 /* oPos */
3040 return FALSE;
3042 case WINED3DSPR_DEPTHOUT: /* oDepth */
3043 case WINED3DSPR_CONSTBOOL: /* b# */
3044 case WINED3DSPR_LOOP: /* aL */
3045 case WINED3DSPR_PREDICATE: /* p0 */
3046 case WINED3DSPR_PRIMID: /* primID */
3047 return TRUE;
3049 case WINED3DSPR_MISCTYPE:
3050 switch (reg->idx[0].offset)
3052 case 0: /* vPos */
3053 return FALSE;
3054 case 1: /* vFace */
3055 return TRUE;
3056 default:
3057 return FALSE;
3060 case WINED3DSPR_IMMCONST:
3061 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
3063 default:
3064 return FALSE;
3068 static inline void shader_get_position_fixup(const struct wined3d_context *context,
3069 const struct wined3d_state *state, float *position_fixup)
3071 float center_offset;
3073 if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
3074 center_offset = 63.0f / 64.0f;
3075 else
3076 center_offset = -1.0f / 64.0f;
3078 position_fixup[0] = 1.0f;
3079 position_fixup[1] = 1.0f;
3080 position_fixup[2] = center_offset / state->viewport.width;
3081 position_fixup[3] = -center_offset / state->viewport.height;
3083 if (context->render_offscreen)
3085 position_fixup[1] *= -1.0f;
3086 position_fixup[3] *= -1.0f;
3090 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
3092 struct wined3d_shader_lconst *lconst;
3094 if (shader->load_local_constsF)
3095 return FALSE;
3097 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3099 if (lconst->idx == reg)
3100 return TRUE;
3103 return FALSE;
3106 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3107 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3108 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3109 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3110 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3111 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3112 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3113 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
3114 float *out_min, float *out_max) DECLSPEC_HIDDEN;
3115 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
3116 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
3117 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
3118 float *start, float *end) DECLSPEC_HIDDEN;
3120 /* Using additional shader constants (uniforms in GLSL / program environment
3121 * or local parameters in ARB) is costly:
3122 * ARB only knows float4 parameters and GLSL compiler are not really smart
3123 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3124 * (in fact most compilers map a float2 to a full float4 uniform).
3126 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3127 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3128 * into a single shader constant (uniform / program parameter).
3130 * This structure is shared between the GLSL and the ARB backend.*/
3131 struct ps_np2fixup_info {
3132 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3133 WORD active; /* bitfield indicating if we can apply the fixup */
3134 WORD num_consts;
3137 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN;
3138 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN;
3140 struct wined3d_palette
3142 LONG ref;
3143 struct wined3d_device *device;
3145 unsigned int size;
3146 RGBQUAD colors[256];
3147 DWORD flags;
3150 /* DirectDraw utility functions */
3151 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3153 /*****************************************************************************
3154 * Pixel format management
3157 /* WineD3D pixel format flags */
3158 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
3159 #define WINED3DFMT_FLAG_FILTERING 0x00000002
3160 #define WINED3DFMT_FLAG_DEPTH 0x00000004
3161 #define WINED3DFMT_FLAG_STENCIL 0x00000008
3162 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
3163 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
3164 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
3165 #define WINED3DFMT_FLAG_GETDC 0x00000100
3166 #define WINED3DFMT_FLAG_FLOAT 0x00000200
3167 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
3168 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
3169 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
3170 #define WINED3DFMT_FLAG_VTF 0x00002000
3171 #define WINED3DFMT_FLAG_SHADOW 0x00004000
3172 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
3173 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
3174 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
3175 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
3176 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
3177 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
3179 struct wined3d_rational
3181 UINT numerator;
3182 UINT denominator;
3185 struct wined3d_color_key_conversion
3187 enum wined3d_format_id dst_format;
3188 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width,
3189 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key);
3192 struct wined3d_format
3194 enum wined3d_format_id id;
3196 DWORD red_size;
3197 DWORD green_size;
3198 DWORD blue_size;
3199 DWORD alpha_size;
3200 DWORD red_offset;
3201 DWORD green_offset;
3202 DWORD blue_offset;
3203 DWORD alpha_offset;
3204 UINT byte_count;
3205 BYTE depth_size;
3206 BYTE stencil_size;
3208 UINT block_width;
3209 UINT block_height;
3210 UINT block_byte_count;
3212 enum wined3d_ffp_emit_idx emit_idx;
3213 GLint component_count;
3214 GLenum gl_vtx_type;
3215 GLint gl_vtx_format;
3216 GLboolean gl_normalized;
3217 unsigned int component_size;
3219 GLint glInternal;
3220 GLint glGammaInternal;
3221 GLint rtInternal;
3222 GLint glFormat;
3223 GLint glType;
3224 UINT conv_byte_count;
3225 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3226 struct wined3d_rational height_scale;
3227 struct color_fixup_desc color_fixup;
3228 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
3229 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
3232 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3233 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3234 UINT wined3d_format_calculate_pitch(const struct wined3d_format *format, UINT width) DECLSPEC_HIDDEN;
3235 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
3236 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
3237 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
3238 const struct wined3d_color *color) DECLSPEC_HIDDEN;
3239 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
3240 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color) DECLSPEC_HIDDEN;
3241 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
3242 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN;
3243 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
3244 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
3246 static inline BOOL use_vs(const struct wined3d_state *state)
3248 /* Check state->vertex_declaration to allow this to be used before the
3249 * stream info is validated, for example in device_update_tex_unit_map(). */
3250 return state->shader[WINED3D_SHADER_TYPE_VERTEX] && !state->vertex_declaration->position_transformed;
3253 static inline BOOL use_ps(const struct wined3d_state *state)
3255 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
3258 static inline void context_apply_state(struct wined3d_context *context,
3259 const struct wined3d_state *state, DWORD state_id)
3261 const struct StateEntry *state_table = context->state_table;
3262 DWORD rep = state_table[state_id].representative;
3263 state_table[rep].apply(context, state, rep);
3266 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3267 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3269 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
3271 #endif