user32: Get rid of the unused parameter in the EmptyClipboard driver entry point.
[wine.git] / dlls / wined3d / wined3d_private.h
blob75fc2beee2c2408b5664ac83505ba5460197231e
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 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
131 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
132 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
133 0, complex_fixup & (1 << 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 |= (1 << 0);
160 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
161 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
162 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 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
183 struct min_lookup
185 GLenum mip[WINED3D_TEXF_LINEAR + 1];
188 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
189 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
191 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN;
193 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
195 return magLookup[mag_filter];
198 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter,
199 enum wined3d_texture_filter_type mip_filter)
201 return minMipLookup[min_filter].mip[mip_filter];
204 /* float_16_to_32() and float_32_to_16() (see implementation in
205 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
206 * to standard C floats and vice versa. They do not depend on the encoding
207 * of the C float, so they are platform independent, but slow. On x86 and
208 * other IEEE 754 compliant platforms the conversion can be accelerated by
209 * bit shifting the exponent and mantissa. There are also some SSE-based
210 * assembly routines out there.
212 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
214 static inline float float_16_to_32(const unsigned short *in)
216 const unsigned short s = ((*in) & 0x8000);
217 const unsigned short e = ((*in) & 0x7c00) >> 10;
218 const unsigned short m = (*in) & 0x3ff;
219 const float sgn = (s ? -1.0f : 1.0f);
221 if(e == 0) {
222 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
223 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
224 } else if(e < 31) {
225 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
226 } else {
227 if(m == 0) return sgn * INFINITY;
228 else return NAN;
232 static inline float float_24_to_32(DWORD in)
234 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
235 const unsigned short e = (in & 0x780000) >> 19;
236 const unsigned int m = in & 0x7ffff;
238 if (e == 0)
240 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
241 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
243 else if (e < 15)
245 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
247 else
249 if (m == 0) return sgn * INFINITY;
250 else return NAN;
254 #define ORM_BACKBUFFER 0
255 #define ORM_FBO 1
257 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
258 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
260 /* NOTE: When adding fields to this structure, make sure to update the default
261 * values in wined3d_main.c as well. */
262 struct wined3d_settings
264 /* Ideally, we don't want the user to have to request GLSL. If the
265 * hardware supports GLSL, we should use it. However, until it's fully
266 * implemented, we'll leave it as a registry setting for developers. */
267 BOOL glslRequested;
268 int offscreen_rendering_mode;
269 unsigned short pci_vendor_id;
270 unsigned short pci_device_id;
271 /* Memory tracking and object counting. */
272 UINT64 emulated_textureram;
273 char *logo;
274 int allow_multisampling;
275 BOOL strict_draw_ordering;
276 BOOL always_offscreen;
277 unsigned int max_sm_vs;
278 unsigned int max_sm_gs;
279 unsigned int max_sm_ps;
280 BOOL no_3d;
283 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
285 enum wined3d_shader_resource_type
287 WINED3D_SHADER_RESOURCE_NONE,
288 WINED3D_SHADER_RESOURCE_BUFFER,
289 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
290 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
291 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
292 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
293 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
294 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
295 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
296 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
299 #define WINED3D_SHADER_CONST_VS_F 0x00000001
300 #define WINED3D_SHADER_CONST_VS_I 0x00000002
301 #define WINED3D_SHADER_CONST_VS_B 0x00000004
302 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000008
303 #define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000010
304 #define WINED3D_SHADER_CONST_PS_F 0x00000020
305 #define WINED3D_SHADER_CONST_PS_I 0x00000040
306 #define WINED3D_SHADER_CONST_PS_B 0x00000080
307 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000100
308 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000200
309 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000400
310 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00000800
311 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00001000
312 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00002000
313 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00004000
314 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00008000
315 #define WINED3D_SHADER_CONST_FFP_PS 0x00010000
316 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00020000
318 enum wined3d_shader_register_type
320 WINED3DSPR_TEMP = 0,
321 WINED3DSPR_INPUT = 1,
322 WINED3DSPR_CONST = 2,
323 WINED3DSPR_ADDR = 3,
324 WINED3DSPR_TEXTURE = 3,
325 WINED3DSPR_RASTOUT = 4,
326 WINED3DSPR_ATTROUT = 5,
327 WINED3DSPR_TEXCRDOUT = 6,
328 WINED3DSPR_OUTPUT = 6,
329 WINED3DSPR_CONSTINT = 7,
330 WINED3DSPR_COLOROUT = 8,
331 WINED3DSPR_DEPTHOUT = 9,
332 WINED3DSPR_SAMPLER = 10,
333 WINED3DSPR_CONST2 = 11,
334 WINED3DSPR_CONST3 = 12,
335 WINED3DSPR_CONST4 = 13,
336 WINED3DSPR_CONSTBOOL = 14,
337 WINED3DSPR_LOOP = 15,
338 WINED3DSPR_TEMPFLOAT16 = 16,
339 WINED3DSPR_MISCTYPE = 17,
340 WINED3DSPR_LABEL = 18,
341 WINED3DSPR_PREDICATE = 19,
342 WINED3DSPR_IMMCONST,
343 WINED3DSPR_CONSTBUFFER,
344 WINED3DSPR_PRIMID,
345 WINED3DSPR_NULL,
346 WINED3DSPR_RESOURCE,
349 enum wined3d_data_type
351 WINED3D_DATA_FLOAT,
352 WINED3D_DATA_INT,
353 WINED3D_DATA_RESOURCE,
354 WINED3D_DATA_SAMPLER,
355 WINED3D_DATA_UINT,
356 WINED3D_DATA_UNORM,
357 WINED3D_DATA_SNORM,
360 enum wined3d_immconst_type
362 WINED3D_IMMCONST_SCALAR,
363 WINED3D_IMMCONST_VEC4,
366 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
368 enum wined3d_shader_src_modifier
370 WINED3DSPSM_NONE = 0,
371 WINED3DSPSM_NEG = 1,
372 WINED3DSPSM_BIAS = 2,
373 WINED3DSPSM_BIASNEG = 3,
374 WINED3DSPSM_SIGN = 4,
375 WINED3DSPSM_SIGNNEG = 5,
376 WINED3DSPSM_COMP = 6,
377 WINED3DSPSM_X2 = 7,
378 WINED3DSPSM_X2NEG = 8,
379 WINED3DSPSM_DZ = 9,
380 WINED3DSPSM_DW = 10,
381 WINED3DSPSM_ABS = 11,
382 WINED3DSPSM_ABSNEG = 12,
383 WINED3DSPSM_NOT = 13,
386 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
387 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
388 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
389 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
390 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
392 enum wined3d_shader_dst_modifier
394 WINED3DSPDM_NONE = 0,
395 WINED3DSPDM_SATURATE = 1,
396 WINED3DSPDM_PARTIALPRECISION = 2,
397 WINED3DSPDM_MSAMPCENTROID = 4,
400 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
401 #define WINED3DSI_TEXLD_PROJECT 0x1
402 #define WINED3DSI_TEXLD_BIAS 0x2
403 #define WINED3DSI_INDEXED_DYNAMIC 0x4
405 enum wined3d_shader_rel_op
407 WINED3D_SHADER_REL_OP_GT = 1,
408 WINED3D_SHADER_REL_OP_EQ = 2,
409 WINED3D_SHADER_REL_OP_GE = 3,
410 WINED3D_SHADER_REL_OP_LT = 4,
411 WINED3D_SHADER_REL_OP_NE = 5,
412 WINED3D_SHADER_REL_OP_LE = 6,
415 #define WINED3D_SM1_VS 0xfffe
416 #define WINED3D_SM1_PS 0xffff
417 #define WINED3D_SM4_PS 0x0000
418 #define WINED3D_SM4_VS 0x0001
419 #define WINED3D_SM4_GS 0x0002
421 /* Shader version tokens, and shader end tokens */
422 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
423 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
425 /* Shader backends */
427 /* TODO: Make this dynamic, based on shader limits ? */
428 #define MAX_ATTRIBS 16
429 #define MAX_REG_ADDR 1
430 #define MAX_REG_TEMP 32
431 #define MAX_REG_TEXCRD 8
432 #define MAX_REG_INPUT 32
433 #define MAX_REG_OUTPUT 32
434 #define MAX_CONST_I 16
435 #define MAX_CONST_B 16
436 #define WINED3D_MAX_CBS 15
438 /* FIXME: This needs to go up to 2048 for
439 * Shader model 3 according to msdn (and for software shaders) */
440 #define MAX_LABELS 16
442 struct wined3d_string_buffer
444 struct list entry;
445 char *buffer;
446 unsigned int buffer_size;
447 unsigned int content_size;
450 enum WINED3D_SHADER_INSTRUCTION_HANDLER
452 WINED3DSIH_ABS,
453 WINED3DSIH_ADD,
454 WINED3DSIH_AND,
455 WINED3DSIH_BEM,
456 WINED3DSIH_BREAK,
457 WINED3DSIH_BREAKC,
458 WINED3DSIH_BREAKP,
459 WINED3DSIH_CALL,
460 WINED3DSIH_CALLNZ,
461 WINED3DSIH_CMP,
462 WINED3DSIH_CND,
463 WINED3DSIH_CRS,
464 WINED3DSIH_CUT,
465 WINED3DSIH_DCL,
466 WINED3DSIH_DCL_CONSTANT_BUFFER,
467 WINED3DSIH_DCL_INPUT_PRIMITIVE,
468 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
469 WINED3DSIH_DCL_VERTICES_OUT,
470 WINED3DSIH_DEF,
471 WINED3DSIH_DEFB,
472 WINED3DSIH_DEFI,
473 WINED3DSIH_DIV,
474 WINED3DSIH_DP2,
475 WINED3DSIH_DP2ADD,
476 WINED3DSIH_DP3,
477 WINED3DSIH_DP4,
478 WINED3DSIH_DST,
479 WINED3DSIH_DSX,
480 WINED3DSIH_DSY,
481 WINED3DSIH_ELSE,
482 WINED3DSIH_EMIT,
483 WINED3DSIH_ENDIF,
484 WINED3DSIH_ENDLOOP,
485 WINED3DSIH_ENDREP,
486 WINED3DSIH_EQ,
487 WINED3DSIH_EXP,
488 WINED3DSIH_EXPP,
489 WINED3DSIH_FRC,
490 WINED3DSIH_FTOI,
491 WINED3DSIH_GE,
492 WINED3DSIH_IADD,
493 WINED3DSIH_IEQ,
494 WINED3DSIH_IF,
495 WINED3DSIH_IFC,
496 WINED3DSIH_IGE,
497 WINED3DSIH_IMUL,
498 WINED3DSIH_ISHL,
499 WINED3DSIH_ITOF,
500 WINED3DSIH_LABEL,
501 WINED3DSIH_LD,
502 WINED3DSIH_LIT,
503 WINED3DSIH_LOG,
504 WINED3DSIH_LOGP,
505 WINED3DSIH_LOOP,
506 WINED3DSIH_LRP,
507 WINED3DSIH_LT,
508 WINED3DSIH_M3x2,
509 WINED3DSIH_M3x3,
510 WINED3DSIH_M3x4,
511 WINED3DSIH_M4x3,
512 WINED3DSIH_M4x4,
513 WINED3DSIH_MAD,
514 WINED3DSIH_MAX,
515 WINED3DSIH_MIN,
516 WINED3DSIH_MOV,
517 WINED3DSIH_MOVA,
518 WINED3DSIH_MOVC,
519 WINED3DSIH_MUL,
520 WINED3DSIH_NE,
521 WINED3DSIH_NOP,
522 WINED3DSIH_NRM,
523 WINED3DSIH_OR,
524 WINED3DSIH_PHASE,
525 WINED3DSIH_POW,
526 WINED3DSIH_RCP,
527 WINED3DSIH_REP,
528 WINED3DSIH_RET,
529 WINED3DSIH_ROUND_NI,
530 WINED3DSIH_RSQ,
531 WINED3DSIH_SAMPLE,
532 WINED3DSIH_SAMPLE_GRAD,
533 WINED3DSIH_SAMPLE_LOD,
534 WINED3DSIH_SETP,
535 WINED3DSIH_SGE,
536 WINED3DSIH_SGN,
537 WINED3DSIH_SINCOS,
538 WINED3DSIH_SLT,
539 WINED3DSIH_SQRT,
540 WINED3DSIH_SUB,
541 WINED3DSIH_TEX,
542 WINED3DSIH_TEXBEM,
543 WINED3DSIH_TEXBEML,
544 WINED3DSIH_TEXCOORD,
545 WINED3DSIH_TEXDEPTH,
546 WINED3DSIH_TEXDP3,
547 WINED3DSIH_TEXDP3TEX,
548 WINED3DSIH_TEXKILL,
549 WINED3DSIH_TEXLDD,
550 WINED3DSIH_TEXLDL,
551 WINED3DSIH_TEXM3x2DEPTH,
552 WINED3DSIH_TEXM3x2PAD,
553 WINED3DSIH_TEXM3x2TEX,
554 WINED3DSIH_TEXM3x3,
555 WINED3DSIH_TEXM3x3DIFF,
556 WINED3DSIH_TEXM3x3PAD,
557 WINED3DSIH_TEXM3x3SPEC,
558 WINED3DSIH_TEXM3x3TEX,
559 WINED3DSIH_TEXM3x3VSPEC,
560 WINED3DSIH_TEXREG2AR,
561 WINED3DSIH_TEXREG2GB,
562 WINED3DSIH_TEXREG2RGB,
563 WINED3DSIH_UDIV,
564 WINED3DSIH_UGE,
565 WINED3DSIH_USHR,
566 WINED3DSIH_UTOF,
567 WINED3DSIH_XOR,
568 WINED3DSIH_TABLE_SIZE
571 enum wined3d_shader_type
573 WINED3D_SHADER_TYPE_PIXEL,
574 WINED3D_SHADER_TYPE_VERTEX,
575 WINED3D_SHADER_TYPE_GEOMETRY,
576 WINED3D_SHADER_TYPE_COUNT,
579 struct wined3d_shader_version
581 enum wined3d_shader_type type;
582 BYTE major;
583 BYTE minor;
586 struct wined3d_shader_resource_info
588 enum wined3d_shader_resource_type type;
589 enum wined3d_data_type data_type;
592 struct wined3d_shader_sampler_map_entry
594 unsigned int resource_idx;
595 unsigned int sampler_idx;
596 unsigned int bind_idx;
599 struct wined3d_shader_sampler_map
601 struct wined3d_shader_sampler_map_entry *entries;
602 size_t size;
603 size_t count;
606 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
608 struct wined3d_shader_reg_maps
610 struct wined3d_shader_version shader_version;
611 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
612 BYTE address; /* MAX_REG_ADDR, 1 */
613 WORD labels; /* MAX_LABELS, 16 */
614 DWORD temporary; /* MAX_REG_TEMP, 32 */
615 DWORD *constf; /* pixel, vertex */
616 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
617 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
618 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
619 WORD integer_constants; /* MAX_CONST_I, 16 */
620 WORD boolean_constants; /* MAX_CONST_B, 16 */
621 WORD local_int_consts; /* MAX_CONST_I, 16 */
622 WORD local_bool_consts; /* MAX_CONST_B, 16 */
623 UINT cb_sizes[WINED3D_MAX_CBS];
625 struct wined3d_shader_resource_info resource_info[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
626 struct wined3d_shader_sampler_map sampler_map;
627 BYTE bumpmat; /* MAX_TEXTURES, 8 */
628 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
630 WORD usesnrm : 1;
631 WORD vpos : 1;
632 WORD usesdsx : 1;
633 WORD usesdsy : 1;
634 WORD usestexldd : 1;
635 WORD usesmova : 1;
636 WORD usesfacing : 1;
637 WORD usesrelconstF : 1;
638 WORD fog : 1;
639 WORD usestexldl : 1;
640 WORD usesifc : 1;
641 WORD usescall : 1;
642 WORD usespow : 1;
643 WORD padding : 3;
645 DWORD rt_mask; /* Used render targets, 32 max. */
647 /* Whether or not loops are used in this shader, and nesting depth */
648 unsigned loop_depth;
649 UINT min_rel_offset, max_rel_offset;
652 /* Keeps track of details for TEX_M#x# instructions which need to maintain
653 * state information between multiple instructions. */
654 struct wined3d_shader_tex_mx
656 unsigned int current_row;
657 DWORD texcoord_w[2];
660 struct wined3d_shader_loop_state
662 UINT current_depth;
663 UINT current_reg;
666 struct wined3d_shader_context
668 const struct wined3d_shader *shader;
669 const struct wined3d_gl_info *gl_info;
670 const struct wined3d_shader_reg_maps *reg_maps;
671 struct wined3d_string_buffer *buffer;
672 struct wined3d_shader_tex_mx *tex_mx;
673 struct wined3d_shader_loop_state *loop_state;
674 void *backend_data;
677 struct wined3d_shader_register_index
679 const struct wined3d_shader_src_param *rel_addr;
680 unsigned int offset;
683 struct wined3d_shader_register
685 enum wined3d_shader_register_type type;
686 enum wined3d_data_type data_type;
687 struct wined3d_shader_register_index idx[2];
688 enum wined3d_immconst_type immconst_type;
689 DWORD immconst_data[4];
692 struct wined3d_shader_dst_param
694 struct wined3d_shader_register reg;
695 DWORD write_mask;
696 DWORD modifiers;
697 DWORD shift;
700 struct wined3d_shader_src_param
702 struct wined3d_shader_register reg;
703 DWORD swizzle;
704 enum wined3d_shader_src_modifier modifiers;
707 struct wined3d_shader_semantic
709 enum wined3d_decl_usage usage;
710 UINT usage_idx;
711 enum wined3d_shader_resource_type resource_type;
712 enum wined3d_data_type resource_data_type;
713 struct wined3d_shader_dst_param reg;
716 struct wined3d_shader_instruction
718 const struct wined3d_shader_context *ctx;
719 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
720 DWORD flags;
721 BOOL coissue;
722 const struct wined3d_shader_src_param *predicate;
723 UINT dst_count;
724 const struct wined3d_shader_dst_param *dst;
725 UINT src_count;
726 const struct wined3d_shader_src_param *src;
727 union
729 struct wined3d_shader_semantic semantic;
730 enum wined3d_primitive_type primitive_type;
731 struct wined3d_shader_src_param src;
732 UINT count;
733 } declaration;
736 struct wined3d_shader_attribute
738 enum wined3d_decl_usage usage;
739 UINT usage_idx;
742 struct wined3d_shader_loop_control
744 unsigned int count;
745 unsigned int start;
746 int step;
749 struct wined3d_shader_frontend
751 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
752 void (*shader_free)(void *data);
753 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
754 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
755 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
758 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
759 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
761 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
763 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
764 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
766 struct shader_caps
768 UINT vs_version;
769 UINT gs_version;
770 UINT ps_version;
772 DWORD vs_uniform_count;
773 DWORD ps_uniform_count;
774 float ps_1x_max_value;
776 DWORD wined3d_caps;
779 enum wined3d_gl_resource_type
781 WINED3D_GL_RES_TYPE_TEX_1D = 0,
782 WINED3D_GL_RES_TYPE_TEX_2D = 1,
783 WINED3D_GL_RES_TYPE_TEX_3D = 2,
784 WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
785 WINED3D_GL_RES_TYPE_TEX_RECT = 4,
786 WINED3D_GL_RES_TYPE_BUFFER = 5,
787 WINED3D_GL_RES_TYPE_COUNT = 6,
790 enum vertexprocessing_mode {
791 fixedfunction,
792 vertexshader,
793 pretransformed
796 #define WINED3D_CONST_NUM_UNUSED ~0U
798 enum wined3d_ffp_ps_fog_mode
800 WINED3D_FFP_PS_FOG_OFF,
801 WINED3D_FFP_PS_FOG_LINEAR,
802 WINED3D_FFP_PS_FOG_EXP,
803 WINED3D_FFP_PS_FOG_EXP2,
806 /* Stateblock dependent parameters which have to be hardcoded
807 * into the shader code
810 #define WINED3D_PSARGS_PROJECTED (1 << 3)
811 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
812 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
813 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
814 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3
816 /* Used for Shader Model 1 pixel shaders to track the bound texture
817 * type. 2D and RECT textures are separated through NP2 fixup. */
818 enum wined3d_shader_tex_types
820 WINED3D_SHADER_TEX_2D = 0,
821 WINED3D_SHADER_TEX_3D = 1,
822 WINED3D_SHADER_TEX_CUBE = 2,
825 struct ps_compile_args {
826 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
827 enum vertexprocessing_mode vp_mode;
828 enum wined3d_ffp_ps_fog_mode fog;
829 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
830 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
831 WORD srgb_correction;
832 WORD np2_fixup;
833 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
834 D3D9 has a limit of 16 samplers and the fixup is superfluous
835 in D3D10 (unconditional NP2 support mandatory). */
836 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
839 enum fog_src_type {
840 VS_FOG_Z = 0,
841 VS_FOG_COORD = 1
844 struct vs_compile_args {
845 BYTE fog_src;
846 BYTE clip_enabled;
847 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
850 struct wined3d_context;
851 struct wined3d_state;
852 struct fragment_pipeline;
853 struct wined3d_vertex_pipe_ops;
855 struct wined3d_shader_backend_ops
857 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
858 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
859 const struct wined3d_state *state);
860 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
861 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
862 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size);
863 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
864 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
865 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
866 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
867 const struct wined3d_state *state);
868 void (*shader_destroy)(struct wined3d_shader *shader);
869 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
870 const struct fragment_pipeline *fragment_pipe);
871 void (*shader_free_private)(struct wined3d_device *device);
872 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
873 void (*shader_free_context_data)(struct wined3d_context *context);
874 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
875 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
876 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
879 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
880 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
881 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
883 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
885 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
886 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
887 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
888 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
890 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f)
891 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f)
892 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f)
893 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f)
895 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
896 (vec)[0] = D3DCOLOR_R(dw); \
897 (vec)[1] = D3DCOLOR_G(dw); \
898 (vec)[2] = D3DCOLOR_B(dw); \
899 (vec)[3] = D3DCOLOR_A(dw); \
900 } while(0)
902 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
904 /* Checking of API calls */
905 /* --------------------- */
906 #ifndef WINE_NO_DEBUG_MSGS
907 #define checkGLcall(A) \
908 do { \
909 GLint err; \
910 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
911 err = gl_info->gl_ops.gl.p_glGetError(); \
912 if (err == GL_NO_ERROR) { \
913 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
915 } else do { \
916 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
917 debug_glerror(err), err, A, __FILE__, __LINE__); \
918 err = gl_info->gl_ops.gl.p_glGetError(); \
919 } while (err != GL_NO_ERROR); \
920 } while(0)
921 #else
922 #define checkGLcall(A) do {} while(0)
923 #endif
925 enum wined3d_ffp_idx
927 WINED3D_FFP_POSITION = 0,
928 WINED3D_FFP_BLENDWEIGHT = 1,
929 WINED3D_FFP_BLENDINDICES = 2,
930 WINED3D_FFP_NORMAL = 3,
931 WINED3D_FFP_PSIZE = 4,
932 WINED3D_FFP_DIFFUSE = 5,
933 WINED3D_FFP_SPECULAR = 6,
934 WINED3D_FFP_TEXCOORD0 = 7,
935 WINED3D_FFP_TEXCOORD1 = 8,
936 WINED3D_FFP_TEXCOORD2 = 9,
937 WINED3D_FFP_TEXCOORD3 = 10,
938 WINED3D_FFP_TEXCOORD4 = 11,
939 WINED3D_FFP_TEXCOORD5 = 12,
940 WINED3D_FFP_TEXCOORD6 = 13,
941 WINED3D_FFP_TEXCOORD7 = 14,
944 enum wined3d_ffp_emit_idx
946 WINED3D_FFP_EMIT_FLOAT1 = 0,
947 WINED3D_FFP_EMIT_FLOAT2 = 1,
948 WINED3D_FFP_EMIT_FLOAT3 = 2,
949 WINED3D_FFP_EMIT_FLOAT4 = 3,
950 WINED3D_FFP_EMIT_D3DCOLOR = 4,
951 WINED3D_FFP_EMIT_UBYTE4 = 5,
952 WINED3D_FFP_EMIT_SHORT2 = 6,
953 WINED3D_FFP_EMIT_SHORT4 = 7,
954 WINED3D_FFP_EMIT_UBYTE4N = 8,
955 WINED3D_FFP_EMIT_SHORT2N = 9,
956 WINED3D_FFP_EMIT_SHORT4N = 10,
957 WINED3D_FFP_EMIT_USHORT2N = 11,
958 WINED3D_FFP_EMIT_USHORT4N = 12,
959 WINED3D_FFP_EMIT_UDEC3 = 13,
960 WINED3D_FFP_EMIT_DEC3N = 14,
961 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
962 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
963 WINED3D_FFP_EMIT_INVALID = 17,
964 WINED3D_FFP_EMIT_COUNT = 18
967 struct wined3d_bo_address
969 GLuint buffer_object;
970 BYTE *addr;
973 struct wined3d_const_bo_address
975 GLuint buffer_object;
976 const BYTE *addr;
979 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
981 return (struct wined3d_const_bo_address *)data;
984 struct wined3d_stream_info_element
986 const struct wined3d_format *format;
987 struct wined3d_bo_address data;
988 GLsizei stride;
989 unsigned int stream_idx;
990 unsigned int divisor;
993 struct wined3d_stream_info
995 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
996 DWORD position_transformed : 1;
997 DWORD all_vbo : 1;
998 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
999 WORD use_map; /* MAX_ATTRIBS, 16 */
1002 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
1003 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
1004 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1006 #define eps 1e-8f
1008 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1009 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1011 /* Routines and structures related to state management */
1013 #define STATE_RENDER(a) (a)
1014 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1016 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1017 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1019 /* + 1 because samplers start with 0 */
1020 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1021 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1023 #define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1024 #define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
1026 #define STATE_CONSTANT_BUFFER(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a))
1027 #define STATE_IS_CONSTANT_BUFFER(a) ((a) >= STATE_CONSTANT_BUFFER(0) && (a) < STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1029 #define STATE_SHADER_RESOURCE_BINDING (STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1030 #define STATE_IS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_SHADER_RESOURCE_BINDING)
1032 #define STATE_TRANSFORM(a) (STATE_SHADER_RESOURCE_BINDING + (a))
1033 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1035 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1036 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1037 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1038 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1040 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1041 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1043 #define STATE_VIEWPORT (STATE_VDECL + 1)
1044 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1046 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1047 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1048 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1049 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1051 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1052 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1054 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1055 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1057 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1058 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1060 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1061 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1063 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1064 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1066 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1067 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1069 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1070 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1072 #define STATE_POINT_SIZE_ENABLE (STATE_FRAMEBUFFER + 1)
1073 #define STATE_IS_POINT_SIZE_ENABLE(a) ((a) == STATE_POINT_SIZE_ENABLE)
1075 #define STATE_COLOR_KEY (STATE_POINT_SIZE_ENABLE + 1)
1076 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1078 #define STATE_HIGHEST (STATE_COLOR_KEY)
1080 enum fogsource {
1081 FOGSOURCE_FFP,
1082 FOGSOURCE_VS,
1083 FOGSOURCE_COORD,
1086 struct wined3d_occlusion_query
1088 struct list entry;
1089 GLuint id;
1090 struct wined3d_context *context;
1093 union wined3d_gl_query_object
1095 GLuint id;
1096 GLsync sync;
1099 struct wined3d_event_query
1101 struct list entry;
1102 union wined3d_gl_query_object object;
1103 struct wined3d_context *context;
1106 enum wined3d_event_query_result
1108 WINED3D_EVENT_QUERY_OK,
1109 WINED3D_EVENT_QUERY_WAITING,
1110 WINED3D_EVENT_QUERY_NOT_STARTED,
1111 WINED3D_EVENT_QUERY_WRONG_THREAD,
1112 WINED3D_EVENT_QUERY_ERROR
1115 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1116 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1117 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1118 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1119 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1121 struct wined3d_timestamp_query
1123 struct list entry;
1124 GLuint id;
1125 struct wined3d_context *context;
1128 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1129 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1131 struct wined3d_context
1133 const struct wined3d_gl_info *gl_info;
1134 const struct wined3d_d3d_info *d3d_info;
1135 const struct StateEntry *state_table;
1136 /* State dirtification
1137 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1138 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1139 * 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
1140 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1142 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1143 DWORD numDirtyEntries;
1144 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1146 struct wined3d_swapchain *swapchain;
1147 struct wined3d_surface *current_rt;
1148 DWORD tid; /* Thread ID which owns this context at the moment */
1150 /* Stores some information about the context state for optimization */
1151 DWORD render_offscreen : 1;
1152 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1153 DWORD last_was_pshader : 1;
1154 DWORD last_was_vshader : 1;
1155 DWORD namedArraysLoaded : 1;
1156 DWORD numberedArraysLoaded : 1;
1157 DWORD last_was_blit : 1;
1158 DWORD last_was_ckey : 1;
1159 DWORD fog_coord : 1;
1160 DWORD fog_enabled : 1;
1161 DWORD num_untracked_materials : 2; /* Max value 2 */
1162 DWORD current : 1;
1163 DWORD destroyed : 1;
1164 DWORD valid : 1;
1165 DWORD use_immediate_mode_draw : 1;
1166 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1167 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1168 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1169 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1170 DWORD rebind_fbo : 1;
1171 DWORD needs_set : 1;
1172 DWORD hdc_is_private : 1;
1173 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1174 DWORD update_shader_resource_bindings : 1;
1175 DWORD padding : 15;
1176 DWORD shader_update_mask;
1177 DWORD constant_update_mask;
1178 DWORD numbered_array_mask;
1179 GLenum tracking_parm; /* Which source is tracking current colour */
1180 GLenum untracked_materials[2];
1181 UINT blit_w, blit_h;
1182 enum fogsource fog_source;
1183 DWORD active_texture;
1184 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1186 UINT instance_count;
1188 /* The actual opengl context */
1189 UINT level;
1190 HGLRC restore_ctx;
1191 HDC restore_dc;
1192 int restore_pf;
1193 HWND restore_pf_win;
1194 HGLRC glCtx;
1195 HWND win_handle;
1196 HDC hdc;
1197 int pixel_format;
1198 GLint aux_buffers;
1200 void *shader_backend_data;
1201 void *fragment_pipe_data;
1203 /* FBOs */
1204 UINT fbo_entry_count;
1205 struct list fbo_list;
1206 struct list fbo_destroy_list;
1207 struct fbo_entry *current_fbo;
1208 GLuint fbo_read_binding;
1209 GLuint fbo_draw_binding;
1210 struct wined3d_surface **blit_targets;
1211 GLenum *draw_buffers;
1212 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1214 /* Queries */
1215 GLuint *free_occlusion_queries;
1216 UINT free_occlusion_query_size;
1217 UINT free_occlusion_query_count;
1218 struct list occlusion_queries;
1220 union wined3d_gl_query_object *free_event_queries;
1221 UINT free_event_query_size;
1222 UINT free_event_query_count;
1223 struct list event_queries;
1225 GLuint *free_timestamp_queries;
1226 UINT free_timestamp_query_size;
1227 UINT free_timestamp_query_count;
1228 struct list timestamp_queries;
1230 struct wined3d_stream_info stream_info;
1232 /* Fences for GL_APPLE_flush_buffer_range */
1233 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1234 unsigned int num_buffer_queries;
1236 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1237 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1239 /* Extension emulation */
1240 GLint gl_fog_source;
1241 GLfloat fog_coord_value;
1242 GLfloat color[4], fogstart, fogend, fogcolor[4];
1243 GLuint dummy_arbfp_prog;
1246 struct wined3d_fb_state
1248 struct wined3d_rendertarget_view **render_targets;
1249 struct wined3d_rendertarget_view *depth_stencil;
1252 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1254 struct StateEntry
1256 DWORD representative;
1257 APPLYSTATEFUNC apply;
1260 struct StateEntryTemplate
1262 DWORD state;
1263 struct StateEntry content;
1264 enum wined3d_gl_extension extension;
1267 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1268 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1269 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
1271 struct fragment_caps
1273 DWORD wined3d_caps;
1274 DWORD PrimitiveMiscCaps;
1275 DWORD TextureOpCaps;
1276 DWORD MaxTextureBlendStages;
1277 DWORD MaxSimultaneousTextures;
1280 struct fragment_pipeline
1282 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1283 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1284 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1285 void (*free_private)(struct wined3d_device *device);
1286 BOOL (*allocate_context_data)(struct wined3d_context *context);
1287 void (*free_context_data)(struct wined3d_context *context);
1288 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1289 const struct StateEntryTemplate *states;
1292 struct wined3d_vertex_caps
1294 BOOL xyzrhw;
1295 DWORD max_active_lights;
1296 DWORD max_vertex_blend_matrices;
1297 DWORD max_vertex_blend_matrix_index;
1298 DWORD vertex_processing_caps;
1299 DWORD fvf_caps;
1300 DWORD max_user_clip_planes;
1301 DWORD raster_caps;
1304 struct wined3d_vertex_pipe_ops
1306 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1307 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1308 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1309 void (*vp_free)(struct wined3d_device *device);
1310 const struct StateEntryTemplate *vp_states;
1313 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1314 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1315 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1316 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1317 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1318 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1319 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1320 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1322 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1323 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1324 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1326 /* "Base" state table */
1327 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1328 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1329 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1330 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1332 enum wined3d_blit_op
1334 WINED3D_BLIT_OP_COLOR_BLIT,
1335 WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
1336 WINED3D_BLIT_OP_COLOR_FILL,
1337 WINED3D_BLIT_OP_DEPTH_FILL,
1338 WINED3D_BLIT_OP_DEPTH_BLIT,
1341 /* Shaders for color conversions in blits. Do not do blit operations while
1342 * already under the GL lock. */
1343 struct blit_shader
1345 HRESULT (*alloc_private)(struct wined3d_device *device);
1346 void (*free_private)(struct wined3d_device *device);
1347 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface,
1348 const struct wined3d_color_key *color_key);
1349 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1350 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info,
1351 const struct wined3d_d3d_info *d3d_info, enum wined3d_blit_op blit_op,
1352 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1353 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1354 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1355 const RECT *dst_rect, const struct wined3d_color *color);
1356 HRESULT (*depth_fill)(struct wined3d_device *device,
1357 struct wined3d_surface *surface, const RECT *rect, float depth);
1358 void (*blit_surface)(struct wined3d_device *device, DWORD filter,
1359 struct wined3d_surface *src_surface, const RECT *src_rect,
1360 struct wined3d_surface *dst_surface, const RECT *dst_rect,
1361 const struct wined3d_color_key *color_key);
1364 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1365 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1366 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1368 const struct blit_shader *wined3d_select_blitter(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 DECLSPEC_HIDDEN;
1374 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1375 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1376 void context_alloc_event_query(struct wined3d_context *context,
1377 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1378 void context_alloc_occlusion_query(struct wined3d_context *context,
1379 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1380 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1381 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1382 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1383 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1384 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1385 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1386 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1387 unsigned int unit) DECLSPEC_HIDDEN;
1388 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1389 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1390 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1391 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1392 BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1393 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1394 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1395 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1396 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1397 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1398 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1399 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1400 void context_resource_released(const struct wined3d_device *device,
1401 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1402 void context_resource_unloaded(const struct wined3d_device *device,
1403 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1404 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1405 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1406 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1407 void context_state_drawbuf(struct wined3d_context *context,
1408 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1409 void context_state_fb(struct wined3d_context *context,
1410 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1411 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1412 void context_stream_info_from_declaration(struct wined3d_context *context,
1413 const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1415 /*****************************************************************************
1416 * Internal representation of a light
1418 struct wined3d_light_info
1420 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1421 DWORD OriginalIndex;
1422 LONG glIndex;
1423 BOOL enabled;
1425 /* Converted parms to speed up swapping lights */
1426 struct wined3d_vec4 position;
1427 struct wined3d_vec4 direction;
1428 float exponent;
1429 float cutoff;
1431 struct list entry;
1434 /* The default light parameters */
1435 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1437 struct wined3d_pixel_format
1439 int iPixelFormat; /* WGL pixel format */
1440 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1441 int redSize, greenSize, blueSize, alphaSize, colorSize;
1442 int depthSize, stencilSize;
1443 BOOL windowDrawable;
1444 BOOL doubleBuffer;
1445 int auxBuffers;
1446 int numSamples;
1449 enum wined3d_pci_vendor
1451 HW_VENDOR_SOFTWARE = 0x0000,
1452 HW_VENDOR_AMD = 0x1002,
1453 HW_VENDOR_NVIDIA = 0x10de,
1454 HW_VENDOR_VMWARE = 0x15ad,
1455 HW_VENDOR_INTEL = 0x8086,
1458 enum wined3d_pci_device
1460 CARD_WINE = 0x0000,
1462 CARD_AMD_RAGE_128PRO = 0x5246,
1463 CARD_AMD_RADEON_7200 = 0x5144,
1464 CARD_AMD_RADEON_8500 = 0x514c,
1465 CARD_AMD_RADEON_9500 = 0x4144,
1466 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1467 CARD_AMD_RADEON_X700 = 0x5e4c,
1468 CARD_AMD_RADEON_X1600 = 0x71c2,
1469 CARD_AMD_RADEON_HD2350 = 0x94c7,
1470 CARD_AMD_RADEON_HD2600 = 0x9581,
1471 CARD_AMD_RADEON_HD2900 = 0x9400,
1472 CARD_AMD_RADEON_HD3200 = 0x9620,
1473 CARD_AMD_RADEON_HD4200M = 0x9712,
1474 CARD_AMD_RADEON_HD4350 = 0x954f,
1475 CARD_AMD_RADEON_HD4600 = 0x9495,
1476 CARD_AMD_RADEON_HD4700 = 0x944e,
1477 CARD_AMD_RADEON_HD4800 = 0x944c,
1478 CARD_AMD_RADEON_HD5400 = 0x68f9,
1479 CARD_AMD_RADEON_HD5600 = 0x68d8,
1480 CARD_AMD_RADEON_HD5700 = 0x68be,
1481 CARD_AMD_RADEON_HD5800 = 0x6898,
1482 CARD_AMD_RADEON_HD5900 = 0x689c,
1483 CARD_AMD_RADEON_HD6300 = 0x9803,
1484 CARD_AMD_RADEON_HD6400 = 0x6770,
1485 CARD_AMD_RADEON_HD6410D = 0x9644,
1486 CARD_AMD_RADEON_HD6550D = 0x9640,
1487 CARD_AMD_RADEON_HD6600 = 0x6758,
1488 CARD_AMD_RADEON_HD6600M = 0x6741,
1489 CARD_AMD_RADEON_HD6700 = 0x68ba,
1490 CARD_AMD_RADEON_HD6800 = 0x6739,
1491 CARD_AMD_RADEON_HD6900 = 0x6719,
1492 CARD_AMD_RADEON_HD7660D = 0x9901,
1493 CARD_AMD_RADEON_HD7700 = 0x683d,
1494 CARD_AMD_RADEON_HD7800 = 0x6819,
1495 CARD_AMD_RADEON_HD7900 = 0x679a,
1496 CARD_AMD_RADEON_HD8600M = 0x6660,
1497 CARD_AMD_RADEON_HD8670 = 0x6610,
1498 CARD_AMD_RADEON_HD8770 = 0x665c,
1499 CARD_AMD_RADEON_R3 = 0x9830,
1500 CARD_AMD_RADEON_R7 = 0x130f,
1501 CARD_AMD_RADEON_R9 = 0x67b1,
1503 CARD_NVIDIA_RIVA_128 = 0x0018,
1504 CARD_NVIDIA_RIVA_TNT = 0x0020,
1505 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1506 CARD_NVIDIA_GEFORCE = 0x0100,
1507 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1508 CARD_NVIDIA_GEFORCE2 = 0x0150,
1509 CARD_NVIDIA_GEFORCE3 = 0x0200,
1510 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1511 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1512 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1513 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1514 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1515 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1516 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1517 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1518 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1519 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1520 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1521 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1522 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1523 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1524 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1525 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1526 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1527 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1528 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1529 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1530 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1531 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1532 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1533 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1534 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1535 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1536 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1537 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1538 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1539 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1540 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1541 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1542 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1543 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1544 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1545 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1546 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1547 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1548 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1549 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1550 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1551 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1552 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1553 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1554 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1555 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1556 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1557 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1558 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1559 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1560 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1561 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1562 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1563 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1564 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1565 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1566 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1567 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1568 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1569 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1570 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1571 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1572 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1573 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1574 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1575 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
1576 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1577 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1578 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1579 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1580 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
1581 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
1582 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
1583 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
1584 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
1585 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
1586 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
1587 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
1588 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
1589 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
1590 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
1592 CARD_VMWARE_SVGA3D = 0x0405,
1594 CARD_INTEL_830M = 0x3577,
1595 CARD_INTEL_855GM = 0x3582,
1596 CARD_INTEL_845G = 0x2562,
1597 CARD_INTEL_865G = 0x2572,
1598 CARD_INTEL_915G = 0x2582,
1599 CARD_INTEL_E7221G = 0x258a,
1600 CARD_INTEL_915GM = 0x2592,
1601 CARD_INTEL_945G = 0x2772,
1602 CARD_INTEL_945GM = 0x27a2,
1603 CARD_INTEL_945GME = 0x27ae,
1604 CARD_INTEL_Q35 = 0x29b2,
1605 CARD_INTEL_G33 = 0x29c2,
1606 CARD_INTEL_Q33 = 0x29d2,
1607 CARD_INTEL_PNVG = 0xa001,
1608 CARD_INTEL_PNVM = 0xa011,
1609 CARD_INTEL_965Q = 0x2992,
1610 CARD_INTEL_965G = 0x2982,
1611 CARD_INTEL_946GZ = 0x2972,
1612 CARD_INTEL_965GM = 0x2a02,
1613 CARD_INTEL_965GME = 0x2a12,
1614 CARD_INTEL_GM45 = 0x2a42,
1615 CARD_INTEL_IGD = 0x2e02,
1616 CARD_INTEL_Q45 = 0x2e12,
1617 CARD_INTEL_G45 = 0x2e22,
1618 CARD_INTEL_G41 = 0x2e32,
1619 CARD_INTEL_B43 = 0x2e92,
1620 CARD_INTEL_ILKD = 0x0042,
1621 CARD_INTEL_ILKM = 0x0046,
1622 CARD_INTEL_SNBD = 0x0122,
1623 CARD_INTEL_SNBM = 0x0126,
1624 CARD_INTEL_SNBS = 0x010a,
1625 CARD_INTEL_IVBD = 0x0162,
1626 CARD_INTEL_IVBM = 0x0166,
1627 CARD_INTEL_IVBS = 0x015a,
1628 CARD_INTEL_HWM = 0x0416,
1631 struct wined3d_fbo_ops
1633 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1634 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1635 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1636 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1637 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1638 GLsizei width, GLsizei height);
1639 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1640 GLenum internalformat, GLsizei width, GLsizei height);
1641 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1642 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1643 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1644 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1645 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1646 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1647 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1648 GLenum textarget, GLuint texture, GLint level);
1649 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1650 GLenum textarget, GLuint texture, GLint level);
1651 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1652 GLenum textarget, GLuint texture, GLint level, GLint layer);
1653 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1654 GLenum renderbuffertarget, GLuint renderbuffer);
1655 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1656 GLenum pname, GLint *params);
1657 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1658 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1659 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1662 struct wined3d_gl_limits
1664 UINT buffers;
1665 UINT lights;
1666 UINT textures;
1667 UINT texture_coords;
1668 UINT vertex_uniform_blocks;
1669 UINT geometry_uniform_blocks;
1670 UINT fragment_uniform_blocks;
1671 UINT fragment_samplers;
1672 UINT vertex_samplers;
1673 UINT combined_samplers;
1674 UINT general_combiners;
1675 UINT clipplanes;
1676 UINT texture_size;
1677 UINT texture3d_size;
1678 float pointsize_max;
1679 float pointsize_min;
1680 UINT blends;
1681 UINT anisotropy;
1682 float shininess;
1683 UINT samples;
1684 UINT vertex_attribs;
1686 UINT glsl_varyings;
1687 UINT glsl_vs_float_constants;
1688 UINT glsl_ps_float_constants;
1690 UINT arb_vs_float_constants;
1691 UINT arb_vs_native_constants;
1692 UINT arb_vs_instructions;
1693 UINT arb_vs_temps;
1694 UINT arb_ps_float_constants;
1695 UINT arb_ps_local_constants;
1696 UINT arb_ps_native_constants;
1697 UINT arb_ps_instructions;
1698 UINT arb_ps_temps;
1701 struct wined3d_gl_info
1703 DWORD glsl_version;
1704 struct wined3d_gl_limits limits;
1705 DWORD reserved_glsl_constants, reserved_arb_constants;
1706 DWORD quirks;
1707 BOOL supported[WINED3D_GL_EXT_COUNT];
1708 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1710 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
1711 struct opengl_funcs gl_ops;
1712 struct wined3d_fbo_ops fbo_ops;
1714 struct wined3d_format *formats;
1717 struct wined3d_driver_info
1719 enum wined3d_pci_vendor vendor;
1720 enum wined3d_pci_device device;
1721 const char *name;
1722 const char *description;
1723 UINT64 vram_bytes;
1724 DWORD version_high;
1725 DWORD version_low;
1728 struct wined3d_d3d_limits
1730 UINT vs_version, gs_version, ps_version;
1731 DWORD vs_uniform_count;
1732 DWORD ps_uniform_count;
1733 UINT ffp_textures;
1734 UINT ffp_blend_stages;
1737 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
1738 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
1739 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
1741 struct wined3d_ffp_attrib_ops
1743 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
1744 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
1745 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
1746 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
1747 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
1750 struct wined3d_d3d_info
1752 struct wined3d_d3d_limits limits;
1753 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
1754 BOOL xyzrhw;
1755 BOOL vs_clipping;
1756 BOOL shader_color_key;
1757 DWORD valid_rt_mask;
1760 /* The adapter structure */
1761 struct wined3d_adapter
1763 UINT ordinal;
1764 POINT monitorPoint;
1765 enum wined3d_format_id screen_format;
1767 struct wined3d_gl_info gl_info;
1768 struct wined3d_d3d_info d3d_info;
1769 struct wined3d_driver_info driver_info;
1770 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1771 unsigned int cfg_count;
1772 struct wined3d_pixel_format *cfgs;
1773 UINT64 vram_bytes;
1774 UINT64 vram_bytes_used;
1775 LUID luid;
1777 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1778 const struct fragment_pipeline *fragment_pipe;
1779 const struct wined3d_shader_backend_ops *shader_backend;
1780 const struct blit_shader *blitter;
1783 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter) DECLSPEC_HIDDEN;
1784 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
1786 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1787 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1789 enum projection_types
1791 proj_none = 0,
1792 proj_count3 = 1,
1793 proj_count4 = 2
1796 enum dst_arg
1798 resultreg = 0,
1799 tempreg = 1
1802 /*****************************************************************************
1803 * Fixed function pipeline replacements
1805 #define ARG_UNUSED 0xff
1806 struct texture_stage_op
1808 unsigned cop : 8;
1809 unsigned carg1 : 8;
1810 unsigned carg2 : 8;
1811 unsigned carg0 : 8;
1813 unsigned aop : 8;
1814 unsigned aarg1 : 8;
1815 unsigned aarg2 : 8;
1816 unsigned aarg0 : 8;
1818 struct color_fixup_desc color_fixup;
1819 unsigned tex_type : 3;
1820 unsigned dst : 1;
1821 unsigned projected : 2;
1822 unsigned padding : 10;
1825 struct ffp_frag_settings
1827 struct texture_stage_op op[MAX_TEXTURES];
1828 enum wined3d_ffp_ps_fog_mode fog;
1829 unsigned char sRGB_write;
1830 unsigned char emul_clipplanes;
1831 unsigned char color_key_enabled;
1832 unsigned char padding;
1835 struct ffp_frag_desc
1837 struct wine_rb_entry entry;
1838 struct ffp_frag_settings settings;
1841 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1842 extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN;
1843 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1845 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
1846 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1847 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1848 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1849 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1850 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1851 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
1853 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
1854 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
1856 enum wined3d_ffp_vs_fog_mode
1858 WINED3D_FFP_VS_FOG_OFF = 0,
1859 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
1860 WINED3D_FFP_VS_FOG_DEPTH = 2,
1861 WINED3D_FFP_VS_FOG_RANGE = 3,
1864 #define WINED3D_FFP_TCI_SHIFT 16
1865 #define WINED3D_FFP_TCI_MASK 0xff
1867 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
1868 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7
1870 struct wined3d_ffp_vs_settings
1872 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
1873 DWORD diffuse_source : 2;
1874 DWORD emissive_source : 2;
1875 DWORD ambient_source : 2;
1876 DWORD specular_source : 2;
1878 DWORD transformed : 1;
1879 DWORD clipping : 1;
1880 DWORD normal : 1;
1881 DWORD normalize : 1;
1882 DWORD lighting : 1;
1883 DWORD localviewer : 1;
1884 DWORD point_size : 1;
1885 DWORD fog_mode : 2;
1886 DWORD texcoords : 8; /* MAX_TEXTURES */
1887 DWORD ortho_fog : 1;
1888 DWORD padding : 14;
1890 BYTE texgen[MAX_TEXTURES];
1893 struct wined3d_ffp_vs_desc
1895 struct wine_rb_entry entry;
1896 struct wined3d_ffp_vs_settings settings;
1899 void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct wined3d_stream_info *si,
1900 struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
1902 struct wined3d
1904 LONG ref;
1905 DWORD flags;
1906 UINT adapter_count;
1907 struct wined3d_adapter adapters[1];
1910 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
1911 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1912 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1914 struct wined3d_stream_output
1916 struct wined3d_buffer *buffer;
1917 UINT offset;
1920 struct wined3d_stream_state
1922 struct wined3d_buffer *buffer;
1923 UINT offset;
1924 UINT stride;
1925 UINT frequency;
1926 UINT flags;
1929 #define WINED3D_STATE_NO_REF 0x00000001
1930 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
1932 struct wined3d_state
1934 DWORD flags;
1935 const struct wined3d_fb_state *fb;
1937 struct wined3d_vertex_declaration *vertex_declaration;
1938 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
1939 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
1940 struct wined3d_buffer *index_buffer;
1941 enum wined3d_format_id index_format;
1942 INT base_vertex_index;
1943 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
1944 GLenum gl_primitive_type;
1945 struct wined3d_query *predicate;
1946 BOOL predicate_value;
1948 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
1949 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
1950 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
1951 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
1953 BOOL vs_consts_b[MAX_CONST_B];
1954 INT vs_consts_i[MAX_CONST_I * 4];
1955 float *vs_consts_f;
1957 BOOL ps_consts_b[MAX_CONST_B];
1958 INT ps_consts_i[MAX_CONST_I * 4];
1959 float *ps_consts_f;
1961 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
1962 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1963 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1965 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
1966 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
1967 struct wined3d_material material;
1968 struct wined3d_viewport viewport;
1969 RECT scissor_rect;
1971 /* Light hashmap. Collisions are handled using linked lists. */
1972 #define LIGHTMAP_SIZE 43
1973 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
1974 struct list light_map[LIGHTMAP_SIZE];
1975 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
1977 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
1980 #define WINED3D_UNMAPPED_STAGE ~0U
1982 /* Multithreaded flag. Removed from the public header to signal that
1983 * wined3d_device_create() ignores it. */
1984 #define WINED3DCREATE_MULTITHREADED 0x00000004
1986 struct wined3d_device
1988 LONG ref;
1990 /* WineD3D Information */
1991 struct wined3d_device_parent *device_parent;
1992 struct wined3d *wined3d;
1993 struct wined3d_adapter *adapter;
1995 /* Window styles to restore when switching fullscreen mode */
1996 LONG style;
1997 LONG exStyle;
1999 /* X and GL Information */
2000 GLenum offscreenBuffer;
2002 const struct wined3d_shader_backend_ops *shader_backend;
2003 void *shader_priv;
2004 void *fragment_priv;
2005 void *vertex_priv;
2006 void *blit_priv;
2007 struct StateEntry StateTable[STATE_HIGHEST + 1];
2008 /* Array of functions for states which are handled by more than one pipeline part */
2009 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
2010 const struct blit_shader *blitter;
2012 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
2013 BYTE bCursorVisible : 1;
2014 BYTE d3d_initialized : 1;
2015 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
2016 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
2017 BYTE filter_messages : 1;
2018 BYTE padding : 2;
2020 unsigned char surface_alignment; /* Line Alignment of surfaces */
2022 WORD padding2 : 16;
2024 struct wined3d_state state;
2025 struct wined3d_state *update_state;
2026 struct wined3d_stateblock *recording;
2028 /* Internal use fields */
2029 struct wined3d_device_creation_parameters create_parms;
2030 HWND focus_window;
2032 struct wined3d_rendertarget_view *back_buffer_view;
2033 struct wined3d_swapchain **swapchains;
2034 UINT swapchain_count;
2036 struct list resources; /* a linked list to track resources created by the device */
2037 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2038 struct wine_rb_tree samplers;
2040 /* Render Target Support */
2041 struct wined3d_fb_state fb;
2042 struct wined3d_surface *onscreen_depth_stencil;
2043 struct wined3d_rendertarget_view *auto_depth_stencil_view;
2045 /* For rendering to a texture using glCopyTexImage */
2046 GLuint depth_blt_texture;
2048 /* Cursor management */
2049 UINT xHotSpot;
2050 UINT yHotSpot;
2051 UINT xScreenSpace;
2052 UINT yScreenSpace;
2053 UINT cursorWidth, cursorHeight;
2054 struct wined3d_texture *cursor_texture;
2055 HCURSOR hardwareCursor;
2057 /* The Wine logo texture */
2058 struct wined3d_texture *logo_texture;
2060 /* Textures for when no other textures are mapped */
2061 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
2062 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
2063 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
2064 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
2066 /* Command stream */
2067 struct wined3d_cs *cs;
2069 /* Context management */
2070 struct wined3d_context **contexts;
2071 UINT context_count;
2074 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
2075 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
2076 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2077 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2078 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2079 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
2080 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
2081 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
2082 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
2083 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2084 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2085 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2086 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
2087 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
2088 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
2090 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2092 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2093 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2094 return context->isStateDirty[idx] & (1 << shift);
2097 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2098 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2100 struct wined3d_resource_ops
2102 ULONG (*resource_incref)(struct wined3d_resource *resource);
2103 ULONG (*resource_decref)(struct wined3d_resource *resource);
2104 void (*resource_unload)(struct wined3d_resource *resource);
2107 struct wined3d_resource
2109 LONG ref;
2110 LONG bind_count;
2111 LONG map_count;
2112 struct wined3d_device *device;
2113 enum wined3d_resource_type type;
2114 enum wined3d_gl_resource_type gl_type;
2115 const struct wined3d_format *format;
2116 unsigned int format_flags;
2117 enum wined3d_multisample_type multisample_type;
2118 UINT multisample_quality;
2119 DWORD usage;
2120 enum wined3d_pool pool;
2121 DWORD access_flags;
2122 DWORD draw_binding;
2123 DWORD map_binding;
2124 UINT width;
2125 UINT height;
2126 UINT depth;
2127 UINT size;
2128 DWORD priority;
2129 void *heap_memory;
2130 struct list resource_list_entry;
2132 void *parent;
2133 const struct wined3d_parent_ops *parent_ops;
2134 const struct wined3d_resource_ops *resource_ops;
2137 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
2139 return resource->resource_ops->resource_incref(resource);
2142 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
2144 return resource->resource_ops->resource_decref(resource);
2147 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2148 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2149 enum wined3d_resource_type type, enum wined3d_gl_resource_type gl_type, const struct wined3d_format *format,
2150 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2151 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2152 void *parent, const struct wined3d_parent_ops *parent_ops,
2153 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2154 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2155 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2156 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2157 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2158 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2159 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2160 DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource, DWORD flags) DECLSPEC_HIDDEN;
2161 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2163 /* Tests show that the start address of resources is 32 byte aligned */
2164 #define RESOURCE_ALIGNMENT 16
2166 struct gl_texture
2168 struct wined3d_sampler_desc sampler_desc;
2169 unsigned int base_level;
2170 GLuint name;
2173 struct wined3d_texture_ops
2175 void (*texture_sub_resource_load)(struct wined3d_resource *sub_resource,
2176 struct wined3d_context *context, BOOL srgb);
2177 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
2178 const struct wined3d_box *dirty_region);
2179 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
2180 void (*texture_sub_resource_invalidate_location)(struct wined3d_resource *sub_resource, DWORD location);
2181 void (*texture_sub_resource_validate_location)(struct wined3d_resource *sub_resource, DWORD location);
2182 void (*texture_sub_resource_upload_data)(struct wined3d_resource *sub_resource,
2183 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data);
2184 void (*texture_prepare_texture)(struct wined3d_texture *texture,
2185 struct wined3d_context *context, BOOL srgb);
2188 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2189 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000002
2190 #define WINED3D_TEXTURE_IS_SRGB 0x00000004
2191 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000008
2192 #define WINED3D_TEXTURE_RGB_VALID 0x00000010
2193 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000020
2194 #define WINED3D_TEXTURE_SRGB_VALID 0x00000040
2195 #define WINED3D_TEXTURE_CONVERTED 0x00000080
2196 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000100
2197 #define WINED3D_TEXTURE_DYNAMIC_MAP 0x00000200
2198 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
2200 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
2202 struct wined3d_texture
2204 struct wined3d_resource resource;
2205 const struct wined3d_texture_ops *texture_ops;
2206 struct gl_texture texture_rgb, texture_srgb;
2207 struct wined3d_resource **sub_resources;
2208 struct wined3d_swapchain *swapchain;
2209 UINT layer_count;
2210 UINT level_count;
2211 float pow2_matrix[16];
2212 UINT lod;
2213 enum wined3d_texture_filter_type filter_type;
2214 DWORD sampler;
2215 DWORD flags;
2216 GLenum target;
2218 /* May only be accessed from the command stream worker thread. */
2219 struct wined3d_texture_async
2221 DWORD flags;
2223 /* Color keys for DDraw */
2224 struct wined3d_color_key dst_blt_color_key;
2225 struct wined3d_color_key src_blt_color_key;
2226 struct wined3d_color_key dst_overlay_color_key;
2227 struct wined3d_color_key src_overlay_color_key;
2228 struct wined3d_color_key gl_color_key;
2229 DWORD color_key_flags;
2230 } async;
2233 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
2235 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2238 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2239 BOOL srgb)
2241 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
2244 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
2245 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2246 void wined3d_texture_bind(struct wined3d_texture *texture,
2247 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2248 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
2249 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2250 void wined3d_texture_force_reload(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2251 void wined3d_texture_load(struct wined3d_texture *texture,
2252 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2253 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
2254 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2255 void wined3d_texture_set_dirty(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2256 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
2257 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2259 #define WINED3D_LOCATION_DISCARDED 0x00000001
2260 #define WINED3D_LOCATION_SYSMEM 0x00000002
2261 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
2262 #define WINED3D_LOCATION_DIB 0x00000008
2263 #define WINED3D_LOCATION_BUFFER 0x00000010
2264 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000020
2265 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000040
2266 #define WINED3D_LOCATION_DRAWABLE 0x00000080
2267 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000100
2268 #define WINED3D_LOCATION_RB_RESOLVED 0x00000200
2270 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2272 #define WINED3D_VFLAG_CLIENT_STORAGE 0x00000001
2274 struct wined3d_volume
2276 struct wined3d_resource resource;
2277 struct wined3d_texture *container;
2279 DWORD flags, locations;
2280 GLint texture_level;
2281 DWORD download_count;
2282 GLuint pbo;
2285 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
2287 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
2290 BOOL volume_prepare_system_memory(struct wined3d_volume *volume) DECLSPEC_HIDDEN;
2291 HRESULT wined3d_volume_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
2292 unsigned int level, struct wined3d_volume **volume) DECLSPEC_HIDDEN;
2293 void wined3d_volume_destroy(struct wined3d_volume *volume) DECLSPEC_HIDDEN;
2294 void wined3d_volume_get_pitch(const struct wined3d_volume *volume, UINT *row_pitch, UINT *slice_pitch) DECLSPEC_HIDDEN;
2295 void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context,
2296 BOOL srgb_mode) DECLSPEC_HIDDEN;
2297 void wined3d_volume_invalidate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
2298 void wined3d_volume_validate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
2299 void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
2300 const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2302 struct wined3d_surface_dib
2304 HBITMAP DIBsection;
2305 void *bitmap_data;
2306 UINT bitmap_size;
2309 struct wined3d_renderbuffer_entry
2311 struct list entry;
2312 GLuint id;
2313 UINT width;
2314 UINT height;
2317 struct fbo_entry
2319 struct list entry;
2320 struct wined3d_surface **render_targets;
2321 struct wined3d_surface *depth_stencil;
2322 DWORD color_location, ds_location;
2323 DWORD rt_mask;
2324 BOOL attached;
2325 GLuint id;
2328 struct wined3d_surface_ops
2330 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2331 void (*surface_unmap)(struct wined3d_surface *surface);
2334 struct wined3d_surface
2336 struct wined3d_resource resource;
2337 const struct wined3d_surface_ops *surface_ops;
2338 struct wined3d_texture *container;
2339 void *user_memory;
2340 DWORD locations;
2342 DWORD flags;
2344 UINT pitch;
2345 UINT pow2Width;
2346 UINT pow2Height;
2348 /* PBO */
2349 GLuint pbo;
2350 GLuint rb_multisample;
2351 GLuint rb_resolved;
2352 GLenum texture_target;
2353 unsigned int texture_level;
2354 unsigned int texture_layer;
2356 RECT lockedRect;
2357 int lockCount;
2359 /* For GetDC */
2360 struct wined3d_surface_dib dib;
2361 HDC hDC;
2363 struct list renderbuffers;
2364 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2365 SIZE ds_current_size;
2367 /* DirectDraw Overlay handling */
2368 RECT overlay_srcrect;
2369 RECT overlay_destrect;
2370 struct wined3d_surface *overlay_dest;
2371 struct list overlays;
2372 struct list overlay_entry;
2375 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2377 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2380 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2381 const struct wined3d_gl_info *gl_info, BOOL srgb)
2383 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2384 ? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
2387 void surface_set_dirty(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2388 HRESULT surface_color_fill(struct wined3d_surface *s,
2389 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2390 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2391 void surface_get_drawable_size(const struct wined3d_surface *surface, const struct wined3d_context *context,
2392 unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
2393 void surface_invalidate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2394 void surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2395 void surface_load_ds_location(struct wined3d_surface *surface,
2396 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2397 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2398 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2399 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2400 void surface_prepare_rb(struct wined3d_surface *surface,
2401 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2402 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2403 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2404 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2405 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2406 HRESULT wined3d_surface_update_desc(struct wined3d_surface *surface,
2407 const struct wined3d_gl_info *gl_info, void *mem, unsigned int pitch) DECLSPEC_HIDDEN;
2408 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2409 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2410 void surface_validate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2411 HRESULT wined3d_surface_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
2412 GLenum target, unsigned int level, unsigned int layer, DWORD flags,
2413 struct wined3d_surface **surface) DECLSPEC_HIDDEN;
2414 void wined3d_surface_destroy(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2415 void surface_prepare_map_memory(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2416 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2417 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
2418 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2420 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2421 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2422 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2424 /* Surface flags: */
2425 #define SFLAG_DIBSECTION 0x00000001 /* Has a DIB section attached for GetDC. */
2426 #define SFLAG_DISCARD 0x00000002 /* ??? */
2427 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2428 #define SFLAG_LOST 0x00000008 /* Surface lost flag for ddraw. */
2429 #define SFLAG_CLIENT 0x00000010 /* GL_APPLE_client_storage is used with this surface. */
2430 #define SFLAG_DCINUSE 0x00000020 /* Set between GetDC and ReleaseDC calls. */
2432 struct wined3d_sampler
2434 struct wine_rb_entry entry;
2435 LONG refcount;
2436 struct wined3d_device *device;
2437 void *parent;
2438 struct wined3d_sampler_desc desc;
2439 GLuint name;
2442 struct wined3d_vertex_declaration_element
2444 const struct wined3d_format *format;
2445 BOOL ffp_valid;
2446 unsigned int input_slot;
2447 unsigned int offset;
2448 unsigned int output_slot;
2449 enum wined3d_input_classification input_slot_class;
2450 unsigned int instance_data_step_rate;
2451 BYTE method;
2452 BYTE usage;
2453 BYTE usage_idx;
2456 struct wined3d_vertex_declaration
2458 LONG ref;
2459 void *parent;
2460 const struct wined3d_parent_ops *parent_ops;
2461 struct wined3d_device *device;
2463 struct wined3d_vertex_declaration_element *elements;
2464 UINT element_count;
2466 BOOL position_transformed;
2467 BOOL half_float_conv_needed;
2470 struct wined3d_saved_states
2472 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2473 WORD streamSource; /* MAX_STREAMS, 16 */
2474 WORD streamFreq; /* MAX_STREAMS, 16 */
2475 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2476 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2477 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2478 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2479 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2480 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2481 BOOL *pixelShaderConstantsF;
2482 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2483 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2484 BOOL *vertexShaderConstantsF;
2485 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2486 DWORD primitive_type : 1;
2487 DWORD indices : 1;
2488 DWORD material : 1;
2489 DWORD viewport : 1;
2490 DWORD vertexDecl : 1;
2491 DWORD pixelShader : 1;
2492 DWORD vertexShader : 1;
2493 DWORD scissorRect : 1;
2494 DWORD padding : 4;
2497 struct StageState {
2498 DWORD stage;
2499 DWORD state;
2502 struct wined3d_stateblock
2504 LONG ref; /* Note: Ref counting not required */
2505 struct wined3d_device *device;
2507 /* Array indicating whether things have been set or changed */
2508 struct wined3d_saved_states changed;
2509 struct wined3d_state state;
2511 /* Contained state management */
2512 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2513 unsigned int num_contained_render_states;
2514 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2515 unsigned int num_contained_transform_states;
2516 DWORD contained_vs_consts_i[MAX_CONST_I];
2517 unsigned int num_contained_vs_consts_i;
2518 DWORD contained_vs_consts_b[MAX_CONST_B];
2519 unsigned int num_contained_vs_consts_b;
2520 DWORD *contained_vs_consts_f;
2521 unsigned int num_contained_vs_consts_f;
2522 DWORD contained_ps_consts_i[MAX_CONST_I];
2523 unsigned int num_contained_ps_consts_i;
2524 DWORD contained_ps_consts_b[MAX_CONST_B];
2525 unsigned int num_contained_ps_consts_b;
2526 DWORD *contained_ps_consts_f;
2527 unsigned int num_contained_ps_consts_f;
2528 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2529 unsigned int num_contained_tss_states;
2530 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2531 unsigned int num_contained_sampler_states;
2534 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2536 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
2537 HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
2538 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2539 DWORD flags) DECLSPEC_HIDDEN;
2540 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
2542 struct wined3d_cs_ops
2544 void *(*require_space)(struct wined3d_cs *cs, size_t size);
2545 void (*submit)(struct wined3d_cs *cs);
2548 struct wined3d_cs
2550 const struct wined3d_cs_ops *ops;
2551 struct wined3d_device *device;
2552 struct wined3d_fb_state fb;
2553 struct wined3d_state state;
2555 size_t data_size;
2556 void *data;
2559 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
2560 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2562 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
2563 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2564 void wined3d_cs_emit_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_count,
2565 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
2566 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
2567 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
2568 const RGNDATA *dirty_region, DWORD flags) DECLSPEC_HIDDEN;
2569 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2570 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
2571 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
2572 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
2573 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
2574 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
2575 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2576 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
2577 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2578 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
2579 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2580 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
2581 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
2582 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
2583 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
2584 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
2585 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
2586 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2587 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
2588 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
2589 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
2590 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
2591 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
2592 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
2593 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
2594 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
2595 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
2596 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
2597 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
2598 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
2599 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
2600 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
2601 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
2602 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2603 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
2604 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
2605 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
2606 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
2607 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
2608 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
2609 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
2611 /* Direct3D terminology with little modifications. We do not have an issued state
2612 * because only the driver knows about it, but we have a created state because d3d
2613 * allows GetData on a created issue, but opengl doesn't
2615 enum query_state {
2616 QUERY_CREATED,
2617 QUERY_SIGNALLED,
2618 QUERY_BUILDING
2621 struct wined3d_query_ops
2623 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2624 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2627 struct wined3d_query
2629 LONG ref;
2631 void *parent;
2632 const struct wined3d_query_ops *query_ops;
2633 struct wined3d_device *device;
2634 enum query_state state;
2635 enum wined3d_query_type type;
2636 DWORD data_size;
2637 void *extendedData;
2640 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2641 * fixed function semantics as D3DCOLOR or FLOAT16 */
2642 enum wined3d_buffer_conversion_type
2644 CONV_NONE,
2645 CONV_D3DCOLOR,
2646 CONV_POSITIONT,
2649 struct wined3d_map_range
2651 UINT offset;
2652 UINT size;
2655 struct wined3d_buffer
2657 struct wined3d_resource resource;
2659 struct wined3d_buffer_desc desc;
2661 GLuint buffer_object;
2662 GLenum buffer_object_usage;
2663 GLenum buffer_type_hint;
2664 DWORD flags;
2665 void *map_ptr;
2667 struct wined3d_map_range *maps;
2668 ULONG maps_size, modified_areas;
2669 struct wined3d_event_query *query;
2671 /* conversion stuff */
2672 UINT decl_change_count, full_conversion_count;
2673 UINT draw_count;
2674 UINT stride; /* 0 if no conversion */
2675 UINT conversion_stride; /* 0 if no shifted conversion */
2676 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2679 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2681 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2684 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
2685 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2686 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
2687 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
2688 const struct wined3d_state *state) DECLSPEC_HIDDEN;
2689 void buffer_mark_used(struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2691 struct wined3d_rendertarget_view
2693 LONG refcount;
2695 struct wined3d_resource *resource;
2696 void *parent;
2697 const struct wined3d_parent_ops *parent_ops;
2699 const struct wined3d_format *format;
2700 unsigned int format_flags;
2701 unsigned int sub_resource_idx;
2702 unsigned int buffer_offset;
2704 unsigned int width;
2705 unsigned int height;
2706 unsigned int depth;
2709 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
2710 const struct wined3d_rendertarget_view *view)
2712 struct wined3d_resource *resource;
2713 struct wined3d_texture *texture;
2715 if (!view)
2716 return NULL;
2718 if (view->resource->type != WINED3D_RTYPE_TEXTURE && view->resource->type != WINED3D_RTYPE_CUBE_TEXTURE)
2719 return NULL;
2721 texture = wined3d_texture_from_resource(view->resource);
2722 if (!(resource = wined3d_texture_get_sub_resource(texture, view->sub_resource_idx)))
2723 return NULL;
2725 return surface_from_resource(resource);
2728 struct wined3d_shader_resource_view
2730 LONG refcount;
2732 struct wined3d_resource *resource;
2733 void *parent;
2734 const struct wined3d_parent_ops *parent_ops;
2737 struct wined3d_swapchain_ops
2739 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2740 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2743 struct wined3d_swapchain
2745 LONG ref;
2746 void *parent;
2747 const struct wined3d_parent_ops *parent_ops;
2748 const struct wined3d_swapchain_ops *swapchain_ops;
2749 struct wined3d_device *device;
2751 struct wined3d_texture **back_buffers;
2752 struct wined3d_texture *front_buffer;
2753 struct wined3d_swapchain_desc desc;
2754 struct wined3d_display_mode original_mode, d3d_mode;
2755 struct wined3d_gamma_ramp orig_gamma;
2756 BOOL render_to_fbo, reapply_mode;
2757 const struct wined3d_format *ds_format;
2758 struct wined3d_palette *palette;
2760 LONG prev_time, frames; /* Performance tracking */
2762 struct wined3d_context **context;
2763 unsigned int num_contexts;
2765 HWND win_handle;
2766 HWND device_window;
2768 HDC backup_dc;
2769 HWND backup_wnd;
2772 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2774 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
2775 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2776 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2777 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2778 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2779 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2781 /*****************************************************************************
2782 * Utility function prototypes
2785 /* Trace routines */
2786 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2787 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
2788 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
2789 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2790 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2791 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
2792 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2793 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
2794 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2795 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
2796 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
2797 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2798 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
2799 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
2800 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
2801 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
2802 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2803 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2804 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
2805 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2807 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2808 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2809 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2810 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
2811 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2812 void texture_activate_dimensions(const struct wined3d_texture *texture,
2813 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2814 void sampler_texdim(struct wined3d_context *context,
2815 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2816 void tex_alphaop(struct wined3d_context *context,
2817 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2818 void apply_pixelshader(struct wined3d_context *context,
2819 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2820 void state_alpha_test(struct wined3d_context *context,
2821 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2822 void state_fogcolor(struct wined3d_context *context,
2823 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2824 void state_fogdensity(struct wined3d_context *context,
2825 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2826 void state_fogstartend(struct wined3d_context *context,
2827 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2828 void state_fog_fragpart(struct wined3d_context *context,
2829 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2830 void state_nop(struct wined3d_context *context,
2831 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2832 void state_srgbwrite(struct wined3d_context *context,
2833 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2835 void state_clipping(struct wined3d_context *context,
2836 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2837 void clipplane(struct wined3d_context *context,
2838 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2839 void state_psizemin_w(struct wined3d_context *context,
2840 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2841 void state_psizemin_ext(struct wined3d_context *context,
2842 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2843 void state_psizemin_arb(struct wined3d_context *context,
2844 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2845 void state_pointsprite_w(struct wined3d_context *context,
2846 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2847 void state_pointsprite(struct wined3d_context *context,
2848 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2849 void state_pscale(struct wined3d_context *context,
2850 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2852 BOOL getColorBits(const struct wined3d_format *format,
2853 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2854 BOOL getDepthStencilBits(const struct wined3d_format *format,
2855 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2856 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2858 /* Math utils */
2859 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2860 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2861 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2863 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
2865 struct wined3d_shader_lconst
2867 struct list entry;
2868 unsigned int idx;
2869 DWORD value[4];
2872 struct wined3d_shader_limits
2874 unsigned int sampler;
2875 unsigned int constant_int;
2876 unsigned int constant_float;
2877 unsigned int constant_bool;
2878 unsigned int packed_output;
2879 unsigned int packed_input;
2882 #ifdef __GNUC__
2883 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2884 #else
2885 #define PRINTF_ATTR(fmt,args)
2886 #endif
2888 struct wined3d_string_buffer_list
2890 struct list list;
2893 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
2894 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
2895 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
2896 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
2897 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
2899 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2900 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
2901 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2903 /* Vertex shader utility functions */
2904 BOOL vshader_get_input(const struct wined3d_shader *shader,
2905 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2907 struct wined3d_vertex_shader
2909 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2912 struct wined3d_geometry_shader
2914 enum wined3d_primitive_type input_type;
2915 enum wined3d_primitive_type output_type;
2916 UINT vertices_out;
2919 struct wined3d_pixel_shader
2921 /* Pixel shader input semantics */
2922 DWORD input_reg_map[MAX_REG_INPUT];
2923 BOOL input_reg_used[MAX_REG_INPUT];
2924 unsigned int declared_in_count;
2926 /* Some information about the shader behavior */
2927 BOOL color0_mov;
2928 DWORD color0_reg;
2931 struct wined3d_shader
2933 LONG ref;
2934 const struct wined3d_shader_limits *limits;
2935 DWORD *function;
2936 UINT functionLength;
2937 BOOL load_local_constsF;
2938 const struct wined3d_shader_frontend *frontend;
2939 void *frontend_data;
2940 void *backend_data;
2942 void *parent;
2943 const struct wined3d_parent_ops *parent_ops;
2945 /* Programs this shader is linked with */
2946 struct list linked_programs;
2948 /* Immediate constants (override global ones) */
2949 struct list constantsB;
2950 struct list constantsF;
2951 struct list constantsI;
2952 struct wined3d_shader_reg_maps reg_maps;
2953 BOOL lconst_inf_or_nan;
2955 struct wined3d_shader_signature input_signature;
2956 struct wined3d_shader_signature output_signature;
2957 char *signature_strings;
2959 /* Pointer to the parent device */
2960 struct wined3d_device *device;
2961 struct list shader_list_entry;
2963 union
2965 struct wined3d_vertex_shader vs;
2966 struct wined3d_geometry_shader gs;
2967 struct wined3d_pixel_shader ps;
2968 } u;
2971 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
2972 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
2973 BOOL position_transformed, struct ps_compile_args *args,
2974 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2976 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
2977 WORD swizzle_map, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2979 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
2980 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
2981 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
2982 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2983 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2984 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2985 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2986 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2987 unsigned int max) DECLSPEC_HIDDEN;
2988 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
2989 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
2990 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2992 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2994 switch (reg->type)
2996 case WINED3DSPR_RASTOUT:
2997 /* oFog & oPts */
2998 if (reg->idx[0].offset)
2999 return TRUE;
3000 /* oPos */
3001 return FALSE;
3003 case WINED3DSPR_DEPTHOUT: /* oDepth */
3004 case WINED3DSPR_CONSTBOOL: /* b# */
3005 case WINED3DSPR_LOOP: /* aL */
3006 case WINED3DSPR_PREDICATE: /* p0 */
3007 case WINED3DSPR_PRIMID: /* primID */
3008 return TRUE;
3010 case WINED3DSPR_MISCTYPE:
3011 switch (reg->idx[0].offset)
3013 case 0: /* vPos */
3014 return FALSE;
3015 case 1: /* vFace */
3016 return TRUE;
3017 default:
3018 return FALSE;
3021 case WINED3DSPR_IMMCONST:
3022 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
3024 default:
3025 return FALSE;
3029 static inline void shader_get_position_fixup(const struct wined3d_context *context,
3030 const struct wined3d_state *state, float *position_fixup)
3032 float center_offset;
3034 if (context->swapchain->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
3035 center_offset = 63.0f / 64.0f;
3036 else
3037 center_offset = -1.0f / 64.0f;
3039 position_fixup[0] = 1.0f;
3040 position_fixup[1] = 1.0f;
3041 position_fixup[2] = center_offset / state->viewport.width;
3042 position_fixup[3] = -center_offset / state->viewport.height;
3044 if (context->render_offscreen)
3046 position_fixup[1] *= -1.0f;
3047 position_fixup[3] *= -1.0f;
3051 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
3053 struct wined3d_shader_lconst *lconst;
3055 if (shader->load_local_constsF)
3056 return FALSE;
3058 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3060 if (lconst->idx == reg)
3061 return TRUE;
3064 return FALSE;
3067 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3068 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3069 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3070 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3071 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3072 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3073 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3074 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
3075 float *out_min, float *out_max) DECLSPEC_HIDDEN;
3076 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
3077 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
3079 /* Using additional shader constants (uniforms in GLSL / program environment
3080 * or local parameters in ARB) is costly:
3081 * ARB only knows float4 parameters and GLSL compiler are not really smart
3082 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3083 * (in fact most compilers map a float2 to a full float4 uniform).
3085 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3086 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3087 * into a single shader constant (uniform / program parameter).
3089 * This structure is shared between the GLSL and the ARB backend.*/
3090 struct ps_np2fixup_info {
3091 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3092 WORD active; /* bitfield indicating if we can apply the fixup */
3093 WORD num_consts;
3096 struct wined3d_palette
3098 LONG ref;
3099 struct wined3d_device *device;
3101 unsigned int size;
3102 RGBQUAD colors[256];
3103 DWORD flags;
3106 /* DirectDraw utility functions */
3107 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3109 /*****************************************************************************
3110 * Pixel format management
3113 /* WineD3D pixel format flags */
3114 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
3115 #define WINED3DFMT_FLAG_FILTERING 0x00000002
3116 #define WINED3DFMT_FLAG_DEPTH 0x00000004
3117 #define WINED3DFMT_FLAG_STENCIL 0x00000008
3118 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
3119 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
3120 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
3121 #define WINED3DFMT_FLAG_GETDC 0x00000100
3122 #define WINED3DFMT_FLAG_FLOAT 0x00000200
3123 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
3124 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
3125 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
3126 #define WINED3DFMT_FLAG_VTF 0x00002000
3127 #define WINED3DFMT_FLAG_SHADOW 0x00004000
3128 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
3129 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
3130 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
3131 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
3132 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
3133 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
3135 struct wined3d_rational
3137 UINT numerator;
3138 UINT denominator;
3141 struct wined3d_color_key_conversion
3143 enum wined3d_format_id dst_format;
3144 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width,
3145 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key);
3148 struct wined3d_format
3150 enum wined3d_format_id id;
3152 DWORD red_size;
3153 DWORD green_size;
3154 DWORD blue_size;
3155 DWORD alpha_size;
3156 DWORD red_offset;
3157 DWORD green_offset;
3158 DWORD blue_offset;
3159 DWORD alpha_offset;
3160 UINT byte_count;
3161 BYTE depth_size;
3162 BYTE stencil_size;
3164 UINT block_width;
3165 UINT block_height;
3166 UINT block_byte_count;
3168 enum wined3d_ffp_emit_idx emit_idx;
3169 GLint component_count;
3170 GLenum gl_vtx_type;
3171 GLint gl_vtx_format;
3172 GLboolean gl_normalized;
3173 unsigned int component_size;
3175 GLint glInternal;
3176 GLint glGammaInternal;
3177 GLint rtInternal;
3178 GLint glFormat;
3179 GLint glType;
3180 UINT conv_byte_count;
3181 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
3182 struct wined3d_rational height_scale;
3183 struct color_fixup_desc color_fixup;
3184 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
3185 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
3188 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3189 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3190 UINT wined3d_format_calculate_pitch(const struct wined3d_format *format, UINT width) DECLSPEC_HIDDEN;
3191 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
3192 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
3193 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
3194 const struct wined3d_color *color) DECLSPEC_HIDDEN;
3195 BOOL wined3d_format_convert_color_to_float(const struct wined3d_format *format,
3196 const struct wined3d_palette *palette, DWORD color, struct wined3d_color *float_color) DECLSPEC_HIDDEN;
3197 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
3198 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
3200 static inline BOOL use_vs(const struct wined3d_state *state)
3202 /* Check state->vertex_declaration to allow this to be used before the
3203 * stream info is validated, for example in device_update_tex_unit_map(). */
3204 return state->shader[WINED3D_SHADER_TYPE_VERTEX] && !state->vertex_declaration->position_transformed;
3207 static inline BOOL use_ps(const struct wined3d_state *state)
3209 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
3212 static inline void context_apply_state(struct wined3d_context *context,
3213 const struct wined3d_state *state, DWORD state_id)
3215 const struct StateEntry *state_table = context->state_table;
3216 DWORD rep = state_table[state_id].representative;
3217 state_table[rep].apply(context, state, rep);
3220 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3221 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3223 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
3225 #endif