po: Update German translation.
[wine.git] / dlls / wined3d / wined3d_private.h
blobf8aeb629c92e20e2e1a9f5a45153e48d401f62d7
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 <assert.h>
35 #include <stdarg.h>
36 #include <math.h>
37 #include <limits.h>
38 #include "ntstatus.h"
39 #define WIN32_NO_STATUS
40 #define NONAMELESSUNION
41 #define NONAMELESSSTRUCT
42 #define COBJMACROS
43 #include "windef.h"
44 #include "winbase.h"
45 #include "winreg.h"
46 #include "wingdi.h"
47 #include "winuser.h"
48 #include "winternl.h"
49 #include "ddk/d3dkmthk.h"
50 #include "wine/debug.h"
51 #include "wine/unicode.h"
53 #include "objbase.h"
54 #include "wine/wined3d.h"
55 #include "wined3d_gl.h"
56 #include "wine/list.h"
57 #include "wine/rbtree.h"
58 #include "wine/wgl_driver.h"
60 #ifndef ARRAY_SIZE
61 #define ARRAY_SIZE(array) (sizeof(array) / sizeof((array)[0]))
62 #endif
64 /* Driver quirks */
65 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
66 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
67 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
68 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
69 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
70 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
71 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
72 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
73 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
74 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
76 enum wined3d_ffp_idx
78 WINED3D_FFP_POSITION = 0,
79 WINED3D_FFP_BLENDWEIGHT = 1,
80 WINED3D_FFP_BLENDINDICES = 2,
81 WINED3D_FFP_NORMAL = 3,
82 WINED3D_FFP_PSIZE = 4,
83 WINED3D_FFP_DIFFUSE = 5,
84 WINED3D_FFP_SPECULAR = 6,
85 WINED3D_FFP_TEXCOORD0 = 7,
86 WINED3D_FFP_TEXCOORD1 = 8,
87 WINED3D_FFP_TEXCOORD2 = 9,
88 WINED3D_FFP_TEXCOORD3 = 10,
89 WINED3D_FFP_TEXCOORD4 = 11,
90 WINED3D_FFP_TEXCOORD5 = 12,
91 WINED3D_FFP_TEXCOORD6 = 13,
92 WINED3D_FFP_TEXCOORD7 = 14,
93 WINED3D_FFP_ATTRIBS_COUNT = 15,
96 enum wined3d_ffp_emit_idx
98 WINED3D_FFP_EMIT_FLOAT1,
99 WINED3D_FFP_EMIT_FLOAT2,
100 WINED3D_FFP_EMIT_FLOAT3,
101 WINED3D_FFP_EMIT_FLOAT4,
102 WINED3D_FFP_EMIT_D3DCOLOR,
103 WINED3D_FFP_EMIT_UBYTE4,
104 WINED3D_FFP_EMIT_SHORT2,
105 WINED3D_FFP_EMIT_SHORT4,
106 WINED3D_FFP_EMIT_UBYTE4N,
107 WINED3D_FFP_EMIT_SHORT2N,
108 WINED3D_FFP_EMIT_SHORT4N,
109 WINED3D_FFP_EMIT_USHORT2N,
110 WINED3D_FFP_EMIT_USHORT4N,
111 WINED3D_FFP_EMIT_UDEC3,
112 WINED3D_FFP_EMIT_DEC3N,
113 WINED3D_FFP_EMIT_FLOAT16_2,
114 WINED3D_FFP_EMIT_FLOAT16_4,
115 WINED3D_FFP_EMIT_INVALID,
116 WINED3D_FFP_EMIT_COUNT,
119 /* Texture format fixups */
121 enum fixup_channel_source
123 CHANNEL_SOURCE_ZERO = 0,
124 CHANNEL_SOURCE_ONE = 1,
125 CHANNEL_SOURCE_X = 2,
126 CHANNEL_SOURCE_Y = 3,
127 CHANNEL_SOURCE_Z = 4,
128 CHANNEL_SOURCE_W = 5,
129 CHANNEL_SOURCE_COMPLEX0 = 6,
130 CHANNEL_SOURCE_COMPLEX1 = 7,
133 enum complex_fixup
135 COMPLEX_FIXUP_NONE = 0,
136 COMPLEX_FIXUP_YUY2 = 1,
137 COMPLEX_FIXUP_UYVY = 2,
138 COMPLEX_FIXUP_YV12 = 3,
139 COMPLEX_FIXUP_P8 = 4,
140 COMPLEX_FIXUP_NV12 = 5,
143 #include <pshpack2.h>
144 struct color_fixup_desc
146 unsigned short x_sign_fixup : 1;
147 unsigned short x_source : 3;
148 unsigned short y_sign_fixup : 1;
149 unsigned short y_source : 3;
150 unsigned short z_sign_fixup : 1;
151 unsigned short z_source : 3;
152 unsigned short w_sign_fixup : 1;
153 unsigned short w_source : 3;
155 #include <poppack.h>
157 struct wined3d_d3d_limits
159 unsigned int vs_version, hs_version, ds_version, gs_version, ps_version, cs_version;
160 DWORD vs_uniform_count;
161 DWORD ps_uniform_count;
162 unsigned int varying_count;
163 unsigned int ffp_textures;
164 unsigned int ffp_blend_stages;
165 unsigned int ffp_vertex_blend_matrices;
166 unsigned int active_light_count;
169 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
170 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
171 typedef void (WINE_GLAPI *wined3d_generic_attrib_func)(GLuint idx, const void *data);
172 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
174 struct wined3d_ffp_attrib_ops
176 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
177 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
178 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
179 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
180 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
181 wined3d_generic_attrib_func generic[WINED3D_FFP_EMIT_COUNT];
184 struct wined3d_d3d_info
186 struct wined3d_d3d_limits limits;
187 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
188 BOOL xyzrhw;
189 BOOL emulated_flatshading;
190 BOOL ffp_generic_attributes;
191 BOOL vs_clipping;
192 BOOL shader_color_key;
193 DWORD valid_rt_mask;
194 DWORD wined3d_creation_flags;
195 BOOL shader_double_precision;
198 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
199 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
201 static inline struct color_fixup_desc create_color_fixup_desc(
202 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
203 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
205 struct color_fixup_desc fixup =
207 sign0, src0,
208 sign1, src1,
209 sign2, src2,
210 sign3, src3,
212 return fixup;
215 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
217 struct color_fixup_desc fixup =
219 0u, complex_fixup & (1u << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
220 0u, complex_fixup & (1u << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
221 0u, complex_fixup & (1u << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
222 0u, complex_fixup & (1u << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
224 return fixup;
227 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
229 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
232 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
234 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
237 static inline BOOL is_scaling_fixup(struct color_fixup_desc fixup)
239 return fixup.x_sign_fixup || fixup.y_sign_fixup || fixup.z_sign_fixup || fixup.w_sign_fixup;
242 static inline BOOL is_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2)
244 return f1.x_sign_fixup == f2.x_sign_fixup && f1.x_source == f2.x_source
245 && f1.y_sign_fixup == f2.y_sign_fixup && f1.y_source == f2.y_source
246 && f1.z_sign_fixup == f2.z_sign_fixup && f1.z_source == f2.z_source
247 && f1.w_sign_fixup == f2.w_sign_fixup && f1.w_source == f2.w_source;
250 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
252 enum complex_fixup complex_fixup = 0;
253 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 0);
254 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 1);
255 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 2);
256 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 3);
257 return complex_fixup;
260 /* Device caps */
261 #define MAX_STREAMS 16
262 #define MAX_TEXTURES 8
263 #define MAX_FRAGMENT_SAMPLERS 16
264 #define MAX_VERTEX_SAMPLERS 4
265 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
266 #define MAX_ACTIVE_LIGHTS 8
267 #define MAX_CLIP_DISTANCES WINED3DMAXUSERCLIPPLANES
268 #define MAX_CONSTANT_BUFFERS 15
269 #define MAX_SAMPLER_OBJECTS 16
270 #define MAX_SHADER_RESOURCE_VIEWS 128
271 #define MAX_UNORDERED_ACCESS_VIEWS 8
272 #define MAX_TGSM_REGISTERS 8192
273 #define MAX_VERTEX_BLENDS 4
274 #define MAX_MULTISAMPLE_TYPES 8
276 struct min_lookup
278 GLenum mip[WINED3D_TEXF_LINEAR + 1];
281 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
282 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
284 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN;
286 static inline enum wined3d_cmp_func wined3d_sanitize_cmp_func(enum wined3d_cmp_func func)
288 if (func < WINED3D_CMP_NEVER || func > WINED3D_CMP_ALWAYS)
289 return WINED3D_CMP_ALWAYS;
290 return func;
293 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
295 return magLookup[mag_filter];
298 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter,
299 enum wined3d_texture_filter_type mip_filter)
301 return minMipLookup[min_filter].mip[mip_filter];
304 /* float_16_to_32() and float_32_to_16() (see implementation in
305 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
306 * to standard C floats and vice versa. They do not depend on the encoding
307 * of the C float, so they are platform independent, but slow. On x86 and
308 * other IEEE 754 compliant platforms the conversion can be accelerated by
309 * bit shifting the exponent and mantissa. There are also some SSE-based
310 * assembly routines out there.
312 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
314 static inline float float_16_to_32(const unsigned short *in)
316 const unsigned short s = ((*in) & 0x8000u);
317 const unsigned short e = ((*in) & 0x7c00u) >> 10;
318 const unsigned short m = (*in) & 0x3ffu;
319 const float sgn = (s ? -1.0f : 1.0f);
321 if(e == 0) {
322 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
323 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
324 } else if(e < 31) {
325 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
326 } else {
327 if(m == 0) return sgn * INFINITY;
328 else return NAN;
332 static inline float float_24_to_32(DWORD in)
334 const float sgn = in & 0x800000u ? -1.0f : 1.0f;
335 const unsigned short e = (in & 0x780000u) >> 19;
336 const unsigned int m = in & 0x7ffffu;
338 if (e == 0)
340 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
341 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
343 else if (e < 15)
345 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
347 else
349 if (m == 0) return sgn * INFINITY;
350 else return NAN;
354 static inline unsigned int wined3d_popcount(unsigned int x)
356 #ifdef HAVE___BUILTIN_POPCOUNT
357 return __builtin_popcount(x);
358 #else
359 x -= x >> 1 & 0x55555555;
360 x = (x & 0x33333333) + (x >> 2 & 0x33333333);
361 return ((x + (x >> 4)) & 0x0f0f0f0f) * 0x01010101 >> 24;
362 #endif
365 static inline void wined3d_pause(void)
367 #if defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__))
368 __asm__ __volatile__( "rep;nop" : : : "memory" );
369 #endif
372 #define ORM_BACKBUFFER 0
373 #define ORM_FBO 1
375 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
376 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
378 /* NOTE: When adding fields to this structure, make sure to update the default
379 * values in wined3d_main.c as well. */
380 struct wined3d_settings
382 unsigned int cs_multithreaded;
383 DWORD max_gl_version;
384 BOOL glslRequested;
385 int offscreen_rendering_mode;
386 unsigned short pci_vendor_id;
387 unsigned short pci_device_id;
388 /* Memory tracking and object counting. */
389 UINT64 emulated_textureram;
390 char *logo;
391 unsigned int sample_count;
392 BOOL strict_draw_ordering;
393 BOOL check_float_constants;
394 unsigned int max_sm_vs;
395 unsigned int max_sm_hs;
396 unsigned int max_sm_ds;
397 unsigned int max_sm_gs;
398 unsigned int max_sm_ps;
399 unsigned int max_sm_cs;
400 BOOL no_3d;
403 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
405 enum wined3d_shader_resource_type
407 WINED3D_SHADER_RESOURCE_NONE,
408 WINED3D_SHADER_RESOURCE_BUFFER,
409 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
410 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
411 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
412 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
413 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
414 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
415 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
416 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
417 WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY,
420 #define WINED3D_SHADER_CONST_VS_F 0x00000001
421 #define WINED3D_SHADER_CONST_VS_I 0x00000002
422 #define WINED3D_SHADER_CONST_VS_B 0x00000004
423 #define WINED3D_SHADER_CONST_VS_CLIP_PLANES 0x00000008
424 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000010
425 #define WINED3D_SHADER_CONST_POS_FIXUP 0x00000020
426 #define WINED3D_SHADER_CONST_PS_F 0x00000040
427 #define WINED3D_SHADER_CONST_PS_I 0x00000080
428 #define WINED3D_SHADER_CONST_PS_B 0x00000100
429 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000200
430 #define WINED3D_SHADER_CONST_PS_FOG 0x00000400
431 #define WINED3D_SHADER_CONST_PS_ALPHA_TEST 0x00000800
432 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00001000
433 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00002000
434 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00004000
435 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00008000
436 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00010000
437 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00020000
438 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00040000
439 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00080000
440 #define WINED3D_SHADER_CONST_FFP_PS 0x00100000
441 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00200000
443 enum wined3d_shader_register_type
445 WINED3DSPR_TEMP = 0,
446 WINED3DSPR_INPUT = 1,
447 WINED3DSPR_CONST = 2,
448 WINED3DSPR_ADDR = 3,
449 WINED3DSPR_TEXTURE = 3,
450 WINED3DSPR_RASTOUT = 4,
451 WINED3DSPR_ATTROUT = 5,
452 WINED3DSPR_TEXCRDOUT = 6,
453 WINED3DSPR_OUTPUT = 6,
454 WINED3DSPR_CONSTINT = 7,
455 WINED3DSPR_COLOROUT = 8,
456 WINED3DSPR_DEPTHOUT = 9,
457 WINED3DSPR_SAMPLER = 10,
458 WINED3DSPR_CONST2 = 11,
459 WINED3DSPR_CONST3 = 12,
460 WINED3DSPR_CONST4 = 13,
461 WINED3DSPR_CONSTBOOL = 14,
462 WINED3DSPR_LOOP = 15,
463 WINED3DSPR_TEMPFLOAT16 = 16,
464 WINED3DSPR_MISCTYPE = 17,
465 WINED3DSPR_LABEL = 18,
466 WINED3DSPR_PREDICATE = 19,
467 WINED3DSPR_IMMCONST,
468 WINED3DSPR_CONSTBUFFER,
469 WINED3DSPR_IMMCONSTBUFFER,
470 WINED3DSPR_PRIMID,
471 WINED3DSPR_NULL,
472 WINED3DSPR_RESOURCE,
473 WINED3DSPR_UAV,
474 WINED3DSPR_OUTPOINTID,
475 WINED3DSPR_FORKINSTID,
476 WINED3DSPR_JOININSTID,
477 WINED3DSPR_INCONTROLPOINT,
478 WINED3DSPR_OUTCONTROLPOINT,
479 WINED3DSPR_PATCHCONST,
480 WINED3DSPR_TESSCOORD,
481 WINED3DSPR_GROUPSHAREDMEM,
482 WINED3DSPR_THREADID,
483 WINED3DSPR_THREADGROUPID,
484 WINED3DSPR_LOCALTHREADID,
485 WINED3DSPR_LOCALTHREADINDEX,
486 WINED3DSPR_IDXTEMP,
487 WINED3DSPR_STREAM,
488 WINED3DSPR_FUNCTIONBODY,
489 WINED3DSPR_FUNCTIONPOINTER,
490 WINED3DSPR_COVERAGE,
491 WINED3DSPR_SAMPLEMASK,
492 WINED3DSPR_GSINSTID,
495 enum wined3d_data_type
497 WINED3D_DATA_FLOAT,
498 WINED3D_DATA_INT,
499 WINED3D_DATA_RESOURCE,
500 WINED3D_DATA_SAMPLER,
501 WINED3D_DATA_UAV,
502 WINED3D_DATA_UINT,
503 WINED3D_DATA_UNORM,
504 WINED3D_DATA_SNORM,
505 WINED3D_DATA_OPAQUE,
508 enum wined3d_immconst_type
510 WINED3D_IMMCONST_SCALAR,
511 WINED3D_IMMCONST_VEC4,
514 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
516 enum wined3d_shader_src_modifier
518 WINED3DSPSM_NONE = 0,
519 WINED3DSPSM_NEG = 1,
520 WINED3DSPSM_BIAS = 2,
521 WINED3DSPSM_BIASNEG = 3,
522 WINED3DSPSM_SIGN = 4,
523 WINED3DSPSM_SIGNNEG = 5,
524 WINED3DSPSM_COMP = 6,
525 WINED3DSPSM_X2 = 7,
526 WINED3DSPSM_X2NEG = 8,
527 WINED3DSPSM_DZ = 9,
528 WINED3DSPSM_DW = 10,
529 WINED3DSPSM_ABS = 11,
530 WINED3DSPSM_ABSNEG = 12,
531 WINED3DSPSM_NOT = 13,
534 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */
535 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */
536 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */
537 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */
538 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */
540 enum wined3d_shader_dst_modifier
542 WINED3DSPDM_NONE = 0,
543 WINED3DSPDM_SATURATE = 1,
544 WINED3DSPDM_PARTIALPRECISION = 2,
545 WINED3DSPDM_MSAMPCENTROID = 4,
548 enum wined3d_shader_interpolation_mode
550 WINED3DSIM_CONSTANT = 1,
551 WINED3DSIM_LINEAR = 2,
552 WINED3DSIM_LINEAR_CENTROID = 3,
553 WINED3DSIM_LINEAR_NOPERSPECTIVE = 4,
554 WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5,
555 WINED3DSIM_LINEAR_SAMPLE = 6,
556 WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7,
559 enum wined3d_shader_global_flags
561 WINED3DSGF_REFACTORING_ALLOWED = 0x1,
562 WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL = 0x4,
563 WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8,
566 enum wined3d_shader_sync_flags
568 WINED3DSSF_THREAD_GROUP = 0x1,
569 WINED3DSSF_GROUP_SHARED_MEMORY = 0x2,
572 enum wined3d_shader_uav_flags
574 WINED3DSUF_GLOBALLY_COHERENT = 0x2,
575 WINED3DSUF_ORDER_PRESERVING_COUNTER = 0x100,
578 enum wined3d_tessellator_domain
580 WINED3D_TESSELLATOR_DOMAIN_LINE = 1,
581 WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2,
582 WINED3D_TESSELLATOR_DOMAIN_QUAD = 3,
585 enum wined3d_tessellator_output_primitive
587 WINED3D_TESSELLATOR_OUTPUT_POINT = 1,
588 WINED3D_TESSELLATOR_OUTPUT_LINE = 2,
589 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
590 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
593 enum wined3d_tessellator_partitioning
595 WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
596 WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2,
597 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
598 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
601 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
602 #define WINED3DSI_TEXLD_PROJECT 0x1
603 #define WINED3DSI_TEXLD_BIAS 0x2
604 #define WINED3DSI_INDEXED_DYNAMIC 0x4
605 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1
606 #define WINED3DSI_RESINFO_UINT 0x2
607 #define WINED3DSI_SAMPLE_INFO_UINT 0x1
608 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1
610 enum wined3d_shader_rel_op
612 WINED3D_SHADER_REL_OP_GT = 1,
613 WINED3D_SHADER_REL_OP_EQ = 2,
614 WINED3D_SHADER_REL_OP_GE = 3,
615 WINED3D_SHADER_REL_OP_LT = 4,
616 WINED3D_SHADER_REL_OP_NE = 5,
617 WINED3D_SHADER_REL_OP_LE = 6,
620 enum wined3d_shader_conditional_op
622 WINED3D_SHADER_CONDITIONAL_OP_NZ = 0,
623 WINED3D_SHADER_CONDITIONAL_OP_Z = 1
626 #define WINED3D_SM1_VS 0xfffeu
627 #define WINED3D_SM1_PS 0xffffu
628 #define WINED3D_SM4_PS 0x0000u
629 #define WINED3D_SM4_VS 0x0001u
630 #define WINED3D_SM4_GS 0x0002u
631 #define WINED3D_SM5_HS 0x0003u
632 #define WINED3D_SM5_DS 0x0004u
633 #define WINED3D_SM5_CS 0x0005u
635 /* Shader version tokens, and shader end tokens */
636 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
637 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
639 /* Shader backends */
641 /* TODO: Make this dynamic, based on shader limits ? */
642 #define MAX_ATTRIBS 16
643 #define MAX_REG_ADDR 1
644 #define MAX_REG_TEXCRD 8
645 #define MAX_REG_INPUT 32
646 #define MAX_REG_OUTPUT 32
647 #define WINED3D_MAX_CBS 15
648 #define WINED3D_MAX_CONSTS_B 16
649 #define WINED3D_MAX_CONSTS_I 16
650 #define WINED3D_MAX_VS_CONSTS_F 256
651 #define WINED3D_MAX_PS_CONSTS_F 224
653 /* FIXME: This needs to go up to 2048 for
654 * Shader model 3 according to msdn (and for software shaders) */
655 #define MAX_LABELS 16
657 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096
659 struct wined3d_string_buffer
661 struct list entry;
662 char *buffer;
663 unsigned int buffer_size;
664 unsigned int content_size;
667 enum WINED3D_SHADER_INSTRUCTION_HANDLER
669 WINED3DSIH_ABS,
670 WINED3DSIH_ADD,
671 WINED3DSIH_AND,
672 WINED3DSIH_ATOMIC_AND,
673 WINED3DSIH_ATOMIC_CMP_STORE,
674 WINED3DSIH_ATOMIC_IADD,
675 WINED3DSIH_ATOMIC_IMAX,
676 WINED3DSIH_ATOMIC_IMIN,
677 WINED3DSIH_ATOMIC_OR,
678 WINED3DSIH_ATOMIC_UMAX,
679 WINED3DSIH_ATOMIC_UMIN,
680 WINED3DSIH_ATOMIC_XOR,
681 WINED3DSIH_BEM,
682 WINED3DSIH_BFI,
683 WINED3DSIH_BFREV,
684 WINED3DSIH_BREAK,
685 WINED3DSIH_BREAKC,
686 WINED3DSIH_BREAKP,
687 WINED3DSIH_BUFINFO,
688 WINED3DSIH_CALL,
689 WINED3DSIH_CALLNZ,
690 WINED3DSIH_CASE,
691 WINED3DSIH_CMP,
692 WINED3DSIH_CND,
693 WINED3DSIH_CONTINUE,
694 WINED3DSIH_CONTINUEP,
695 WINED3DSIH_COUNTBITS,
696 WINED3DSIH_CRS,
697 WINED3DSIH_CUT,
698 WINED3DSIH_CUT_STREAM,
699 WINED3DSIH_DCL,
700 WINED3DSIH_DCL_CONSTANT_BUFFER,
701 WINED3DSIH_DCL_FUNCTION_BODY,
702 WINED3DSIH_DCL_FUNCTION_TABLE,
703 WINED3DSIH_DCL_GLOBAL_FLAGS,
704 WINED3DSIH_DCL_GS_INSTANCES,
705 WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT,
706 WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT,
707 WINED3DSIH_DCL_HS_MAX_TESSFACTOR,
708 WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER,
709 WINED3DSIH_DCL_INDEX_RANGE,
710 WINED3DSIH_DCL_INDEXABLE_TEMP,
711 WINED3DSIH_DCL_INPUT,
712 WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT,
713 WINED3DSIH_DCL_INPUT_PRIMITIVE,
714 WINED3DSIH_DCL_INPUT_PS,
715 WINED3DSIH_DCL_INPUT_PS_SGV,
716 WINED3DSIH_DCL_INPUT_PS_SIV,
717 WINED3DSIH_DCL_INPUT_SGV,
718 WINED3DSIH_DCL_INPUT_SIV,
719 WINED3DSIH_DCL_INTERFACE,
720 WINED3DSIH_DCL_OUTPUT,
721 WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT,
722 WINED3DSIH_DCL_OUTPUT_SIV,
723 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
724 WINED3DSIH_DCL_RESOURCE_RAW,
725 WINED3DSIH_DCL_RESOURCE_STRUCTURED,
726 WINED3DSIH_DCL_SAMPLER,
727 WINED3DSIH_DCL_STREAM,
728 WINED3DSIH_DCL_TEMPS,
729 WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
730 WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
731 WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
732 WINED3DSIH_DCL_TGSM_RAW,
733 WINED3DSIH_DCL_TGSM_STRUCTURED,
734 WINED3DSIH_DCL_THREAD_GROUP,
735 WINED3DSIH_DCL_UAV_RAW,
736 WINED3DSIH_DCL_UAV_STRUCTURED,
737 WINED3DSIH_DCL_UAV_TYPED,
738 WINED3DSIH_DCL_VERTICES_OUT,
739 WINED3DSIH_DEF,
740 WINED3DSIH_DEFAULT,
741 WINED3DSIH_DEFB,
742 WINED3DSIH_DEFI,
743 WINED3DSIH_DIV,
744 WINED3DSIH_DP2,
745 WINED3DSIH_DP2ADD,
746 WINED3DSIH_DP3,
747 WINED3DSIH_DP4,
748 WINED3DSIH_DST,
749 WINED3DSIH_DSX,
750 WINED3DSIH_DSX_COARSE,
751 WINED3DSIH_DSX_FINE,
752 WINED3DSIH_DSY,
753 WINED3DSIH_DSY_COARSE,
754 WINED3DSIH_DSY_FINE,
755 WINED3DSIH_ELSE,
756 WINED3DSIH_EMIT,
757 WINED3DSIH_EMIT_STREAM,
758 WINED3DSIH_ENDIF,
759 WINED3DSIH_ENDLOOP,
760 WINED3DSIH_ENDREP,
761 WINED3DSIH_ENDSWITCH,
762 WINED3DSIH_EQ,
763 WINED3DSIH_EXP,
764 WINED3DSIH_EXPP,
765 WINED3DSIH_F16TOF32,
766 WINED3DSIH_F32TOF16,
767 WINED3DSIH_FCALL,
768 WINED3DSIH_FIRSTBIT_HI,
769 WINED3DSIH_FIRSTBIT_LO,
770 WINED3DSIH_FIRSTBIT_SHI,
771 WINED3DSIH_FRC,
772 WINED3DSIH_FTOI,
773 WINED3DSIH_FTOU,
774 WINED3DSIH_GATHER4,
775 WINED3DSIH_GATHER4_C,
776 WINED3DSIH_GATHER4_PO,
777 WINED3DSIH_GATHER4_PO_C,
778 WINED3DSIH_GE,
779 WINED3DSIH_HS_CONTROL_POINT_PHASE,
780 WINED3DSIH_HS_DECLS,
781 WINED3DSIH_HS_FORK_PHASE,
782 WINED3DSIH_HS_JOIN_PHASE,
783 WINED3DSIH_IADD,
784 WINED3DSIH_IBFE,
785 WINED3DSIH_IEQ,
786 WINED3DSIH_IF,
787 WINED3DSIH_IFC,
788 WINED3DSIH_IGE,
789 WINED3DSIH_ILT,
790 WINED3DSIH_IMAD,
791 WINED3DSIH_IMAX,
792 WINED3DSIH_IMIN,
793 WINED3DSIH_IMM_ATOMIC_ALLOC,
794 WINED3DSIH_IMM_ATOMIC_AND,
795 WINED3DSIH_IMM_ATOMIC_CMP_EXCH,
796 WINED3DSIH_IMM_ATOMIC_CONSUME,
797 WINED3DSIH_IMM_ATOMIC_EXCH,
798 WINED3DSIH_IMM_ATOMIC_IADD,
799 WINED3DSIH_IMM_ATOMIC_IMAX,
800 WINED3DSIH_IMM_ATOMIC_IMIN,
801 WINED3DSIH_IMM_ATOMIC_OR,
802 WINED3DSIH_IMM_ATOMIC_UMAX,
803 WINED3DSIH_IMM_ATOMIC_UMIN,
804 WINED3DSIH_IMM_ATOMIC_XOR,
805 WINED3DSIH_IMUL,
806 WINED3DSIH_INE,
807 WINED3DSIH_INEG,
808 WINED3DSIH_ISHL,
809 WINED3DSIH_ISHR,
810 WINED3DSIH_ITOF,
811 WINED3DSIH_LABEL,
812 WINED3DSIH_LD,
813 WINED3DSIH_LD2DMS,
814 WINED3DSIH_LD_RAW,
815 WINED3DSIH_LD_STRUCTURED,
816 WINED3DSIH_LD_UAV_TYPED,
817 WINED3DSIH_LIT,
818 WINED3DSIH_LOD,
819 WINED3DSIH_LOG,
820 WINED3DSIH_LOGP,
821 WINED3DSIH_LOOP,
822 WINED3DSIH_LRP,
823 WINED3DSIH_LT,
824 WINED3DSIH_M3x2,
825 WINED3DSIH_M3x3,
826 WINED3DSIH_M3x4,
827 WINED3DSIH_M4x3,
828 WINED3DSIH_M4x4,
829 WINED3DSIH_MAD,
830 WINED3DSIH_MAX,
831 WINED3DSIH_MIN,
832 WINED3DSIH_MOV,
833 WINED3DSIH_MOVA,
834 WINED3DSIH_MOVC,
835 WINED3DSIH_MUL,
836 WINED3DSIH_NE,
837 WINED3DSIH_NOP,
838 WINED3DSIH_NOT,
839 WINED3DSIH_NRM,
840 WINED3DSIH_OR,
841 WINED3DSIH_PHASE,
842 WINED3DSIH_POW,
843 WINED3DSIH_RCP,
844 WINED3DSIH_REP,
845 WINED3DSIH_RESINFO,
846 WINED3DSIH_RET,
847 WINED3DSIH_RETP,
848 WINED3DSIH_ROUND_NE,
849 WINED3DSIH_ROUND_NI,
850 WINED3DSIH_ROUND_PI,
851 WINED3DSIH_ROUND_Z,
852 WINED3DSIH_RSQ,
853 WINED3DSIH_SAMPLE,
854 WINED3DSIH_SAMPLE_B,
855 WINED3DSIH_SAMPLE_C,
856 WINED3DSIH_SAMPLE_C_LZ,
857 WINED3DSIH_SAMPLE_GRAD,
858 WINED3DSIH_SAMPLE_INFO,
859 WINED3DSIH_SAMPLE_LOD,
860 WINED3DSIH_SAMPLE_POS,
861 WINED3DSIH_SETP,
862 WINED3DSIH_SGE,
863 WINED3DSIH_SGN,
864 WINED3DSIH_SINCOS,
865 WINED3DSIH_SLT,
866 WINED3DSIH_SQRT,
867 WINED3DSIH_STORE_RAW,
868 WINED3DSIH_STORE_STRUCTURED,
869 WINED3DSIH_STORE_UAV_TYPED,
870 WINED3DSIH_SUB,
871 WINED3DSIH_SWAPC,
872 WINED3DSIH_SWITCH,
873 WINED3DSIH_SYNC,
874 WINED3DSIH_TEX,
875 WINED3DSIH_TEXBEM,
876 WINED3DSIH_TEXBEML,
877 WINED3DSIH_TEXCOORD,
878 WINED3DSIH_TEXDEPTH,
879 WINED3DSIH_TEXDP3,
880 WINED3DSIH_TEXDP3TEX,
881 WINED3DSIH_TEXKILL,
882 WINED3DSIH_TEXLDD,
883 WINED3DSIH_TEXLDL,
884 WINED3DSIH_TEXM3x2DEPTH,
885 WINED3DSIH_TEXM3x2PAD,
886 WINED3DSIH_TEXM3x2TEX,
887 WINED3DSIH_TEXM3x3,
888 WINED3DSIH_TEXM3x3DIFF,
889 WINED3DSIH_TEXM3x3PAD,
890 WINED3DSIH_TEXM3x3SPEC,
891 WINED3DSIH_TEXM3x3TEX,
892 WINED3DSIH_TEXM3x3VSPEC,
893 WINED3DSIH_TEXREG2AR,
894 WINED3DSIH_TEXREG2GB,
895 WINED3DSIH_TEXREG2RGB,
896 WINED3DSIH_UBFE,
897 WINED3DSIH_UDIV,
898 WINED3DSIH_UGE,
899 WINED3DSIH_ULT,
900 WINED3DSIH_UMAX,
901 WINED3DSIH_UMIN,
902 WINED3DSIH_UMUL,
903 WINED3DSIH_USHR,
904 WINED3DSIH_UTOF,
905 WINED3DSIH_XOR,
906 WINED3DSIH_TABLE_SIZE
909 enum wined3d_shader_type
911 WINED3D_SHADER_TYPE_PIXEL,
912 WINED3D_SHADER_TYPE_VERTEX,
913 WINED3D_SHADER_TYPE_GEOMETRY,
914 WINED3D_SHADER_TYPE_HULL,
915 WINED3D_SHADER_TYPE_DOMAIN,
916 WINED3D_SHADER_TYPE_GRAPHICS_COUNT,
918 WINED3D_SHADER_TYPE_COMPUTE = WINED3D_SHADER_TYPE_GRAPHICS_COUNT,
919 WINED3D_SHADER_TYPE_COUNT,
922 struct wined3d_shader_version
924 enum wined3d_shader_type type;
925 BYTE major;
926 BYTE minor;
929 struct wined3d_shader_resource_info
931 enum wined3d_shader_resource_type type;
932 enum wined3d_data_type data_type;
933 unsigned int flags;
934 unsigned int stride;
937 #define WINED3D_SAMPLER_DEFAULT ~0x0u
939 struct wined3d_shader_sampler_map_entry
941 unsigned int resource_idx;
942 unsigned int sampler_idx;
943 unsigned int bind_idx;
946 struct wined3d_shader_sampler_map
948 struct wined3d_shader_sampler_map_entry *entries;
949 size_t size;
950 size_t count;
953 struct wined3d_shader_immediate_constant_buffer
955 unsigned int vec4_count;
956 DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE];
959 struct wined3d_shader_indexable_temp
961 struct list entry;
962 unsigned int register_idx;
963 unsigned int register_size;
964 unsigned int component_count;
967 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
969 struct wined3d_shader_reg_maps
971 struct wined3d_shader_version shader_version;
972 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
973 BYTE address; /* MAX_REG_ADDR, 1 */
974 WORD labels; /* MAX_LABELS, 16 */
975 DWORD temporary; /* 32 */
976 unsigned int temporary_count;
977 DWORD *constf; /* pixel, vertex */
978 struct list indexable_temps;
979 const struct wined3d_shader_immediate_constant_buffer *icb;
980 union
982 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
983 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
984 } u;
985 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
986 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
987 WORD integer_constants; /* WINED3D_MAX_CONSTS_I, 16 */
988 WORD boolean_constants; /* WINED3D_MAX_CONSTS_B, 16 */
989 WORD local_int_consts; /* WINED3D_MAX_CONSTS_I, 16 */
990 WORD local_bool_consts; /* WINED3D_MAX_CONSTS_B, 16 */
991 UINT cb_sizes[WINED3D_MAX_CBS];
993 struct wined3d_shader_resource_info resource_info[MAX_SHADER_RESOURCE_VIEWS];
994 struct wined3d_shader_sampler_map sampler_map;
995 DWORD sampler_comparison_mode;
996 BYTE bumpmat; /* MAX_TEXTURES, 8 */
997 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
998 struct wined3d_shader_resource_info uav_resource_info[MAX_UNORDERED_ACCESS_VIEWS];
999 DWORD uav_read_mask; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
1000 DWORD uav_counter_mask; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
1002 WORD usesnrm : 1;
1003 WORD vpos : 1;
1004 WORD usesdsx : 1;
1005 WORD usesdsy : 1;
1006 WORD usestexldd : 1;
1007 WORD usesmova : 1;
1008 WORD usesfacing : 1;
1009 WORD usesrelconstF : 1;
1010 WORD fog : 1;
1011 WORD usestexldl : 1;
1012 WORD usesifc : 1;
1013 WORD usescall : 1;
1014 WORD usespow : 1;
1015 WORD point_size : 1;
1016 WORD vocp : 1;
1017 WORD padding : 1;
1019 DWORD rt_mask; /* Used render targets, 32 max. */
1021 /* Whether or not loops are used in this shader, and nesting depth */
1022 unsigned loop_depth;
1023 UINT min_rel_offset, max_rel_offset;
1025 struct wined3d_shader_tgsm *tgsm;
1026 SIZE_T tgsm_capacity;
1027 unsigned int tgsm_count;
1030 /* Keeps track of details for TEX_M#x# instructions which need to maintain
1031 * state information between multiple instructions. */
1032 struct wined3d_shader_tex_mx
1034 unsigned int current_row;
1035 DWORD texcoord_w[2];
1038 struct wined3d_shader_parser_state
1040 unsigned int current_loop_depth;
1041 unsigned int current_loop_reg;
1042 BOOL in_subroutine;
1045 struct wined3d_shader_context
1047 const struct wined3d_shader *shader;
1048 const struct wined3d_gl_info *gl_info;
1049 const struct wined3d_shader_reg_maps *reg_maps;
1050 struct wined3d_string_buffer *buffer;
1051 struct wined3d_shader_tex_mx *tex_mx;
1052 struct wined3d_shader_parser_state *state;
1053 void *backend_data;
1056 struct wined3d_shader_register_index
1058 const struct wined3d_shader_src_param *rel_addr;
1059 unsigned int offset;
1062 struct wined3d_shader_register
1064 enum wined3d_shader_register_type type;
1065 enum wined3d_data_type data_type;
1066 struct wined3d_shader_register_index idx[2];
1067 enum wined3d_immconst_type immconst_type;
1068 union
1070 DWORD immconst_data[4];
1071 unsigned fp_body_idx;
1072 } u;
1075 struct wined3d_shader_dst_param
1077 struct wined3d_shader_register reg;
1078 DWORD write_mask;
1079 DWORD modifiers;
1080 DWORD shift;
1083 struct wined3d_shader_src_param
1085 struct wined3d_shader_register reg;
1086 DWORD swizzle;
1087 enum wined3d_shader_src_modifier modifiers;
1090 struct wined3d_shader_index_range
1092 struct wined3d_shader_dst_param first_register;
1093 unsigned int last_register;
1096 struct wined3d_shader_semantic
1098 enum wined3d_decl_usage usage;
1099 UINT usage_idx;
1100 enum wined3d_shader_resource_type resource_type;
1101 enum wined3d_data_type resource_data_type;
1102 struct wined3d_shader_dst_param reg;
1105 enum wined3d_shader_input_sysval_semantic
1107 WINED3D_SIV_POSITION = 1,
1108 WINED3D_SIV_CLIP_DISTANCE = 2,
1109 WINED3D_SIV_CULL_DISTANCE = 3,
1110 WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX = 4,
1111 WINED3D_SIV_VIEWPORT_ARRAY_INDEX = 5,
1112 WINED3D_SIV_VERTEX_ID = 6,
1113 WINED3D_SIV_PRIMITIVE_ID = 7,
1114 WINED3D_SIV_INSTANCE_ID = 8,
1115 WINED3D_SIV_IS_FRONT_FACE = 9,
1116 WINED3D_SIV_SAMPLE_INDEX = 10,
1117 WINED3D_SIV_QUAD_U0_TESS_FACTOR = 11,
1118 WINED3D_SIV_QUAD_V0_TESS_FACTOR = 12,
1119 WINED3D_SIV_QUAD_U1_TESS_FACTOR = 13,
1120 WINED3D_SIV_QUAD_V1_TESS_FACTOR = 14,
1121 WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR = 15,
1122 WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR = 16,
1123 WINED3D_SIV_TRIANGLE_U_TESS_FACTOR = 17,
1124 WINED3D_SIV_TRIANGLE_V_TESS_FACTOR = 18,
1125 WINED3D_SIV_TRIANGLE_W_TESS_FACTOR = 19,
1126 WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR = 20,
1127 WINED3D_SIV_LINE_DETAIL_TESS_FACTOR = 21,
1128 WINED3D_SIV_LINE_DENSITY_TESS_FACTOR = 22,
1131 struct wined3d_shader_register_semantic
1133 struct wined3d_shader_dst_param reg;
1134 enum wined3d_shader_input_sysval_semantic sysval_semantic;
1137 struct wined3d_shader_structured_resource
1139 struct wined3d_shader_dst_param reg;
1140 unsigned int byte_stride;
1143 struct wined3d_shader_tgsm
1145 unsigned int size;
1146 unsigned int stride;
1149 struct wined3d_shader_tgsm_raw
1151 struct wined3d_shader_dst_param reg;
1152 unsigned int byte_count;
1155 struct wined3d_shader_tgsm_structured
1157 struct wined3d_shader_dst_param reg;
1158 unsigned int byte_stride;
1159 unsigned int structure_count;
1162 struct wined3d_shader_thread_group_size
1164 unsigned int x, y, z;
1167 struct wined3d_shader_function_table_pointer
1169 unsigned int index;
1170 unsigned int array_size;
1171 unsigned int body_count;
1172 unsigned int table_count;
1175 struct wined3d_shader_texel_offset
1177 signed char u, v, w;
1180 struct wined3d_shader_primitive_type
1182 enum wined3d_primitive_type type;
1183 unsigned int patch_vertex_count;
1186 struct wined3d_shader_instruction
1188 const struct wined3d_shader_context *ctx;
1189 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
1190 DWORD flags;
1191 unsigned int dst_count;
1192 unsigned int src_count;
1193 const struct wined3d_shader_dst_param *dst;
1194 const struct wined3d_shader_src_param *src;
1195 struct wined3d_shader_texel_offset texel_offset;
1196 BOOL coissue;
1197 const struct wined3d_shader_src_param *predicate;
1198 union
1200 struct wined3d_shader_semantic semantic;
1201 struct wined3d_shader_register_semantic register_semantic;
1202 struct wined3d_shader_primitive_type primitive_type;
1203 struct wined3d_shader_dst_param dst;
1204 struct wined3d_shader_src_param src;
1205 unsigned int count;
1206 unsigned int index;
1207 const struct wined3d_shader_immediate_constant_buffer *icb;
1208 struct wined3d_shader_structured_resource structured_resource;
1209 struct wined3d_shader_tgsm_raw tgsm_raw;
1210 struct wined3d_shader_tgsm_structured tgsm_structured;
1211 struct wined3d_shader_thread_group_size thread_group_size;
1212 enum wined3d_tessellator_domain tessellator_domain;
1213 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
1214 enum wined3d_tessellator_partitioning tessellator_partitioning;
1215 float max_tessellation_factor;
1216 struct wined3d_shader_index_range index_range;
1217 struct wined3d_shader_indexable_temp indexable_temp;
1218 struct wined3d_shader_function_table_pointer fp;
1219 } declaration;
1222 static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins)
1224 return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w;
1227 struct wined3d_shader_attribute
1229 enum wined3d_decl_usage usage;
1230 UINT usage_idx;
1233 struct wined3d_shader_loop_control
1235 unsigned int count;
1236 unsigned int start;
1237 int step;
1240 struct wined3d_shader_frontend
1242 void *(*shader_init)(const DWORD *byte_code, size_t byte_code_size,
1243 const struct wined3d_shader_signature *output_signature);
1244 void (*shader_free)(void *data);
1245 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
1246 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
1247 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
1250 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
1251 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
1253 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
1255 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
1256 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
1257 #define WINED3D_SHADER_CAP_DOUBLE_PRECISION 0x00000004
1259 struct shader_caps
1261 unsigned int vs_version;
1262 unsigned int hs_version;
1263 unsigned int ds_version;
1264 unsigned int gs_version;
1265 unsigned int ps_version;
1266 unsigned int cs_version;
1268 DWORD vs_uniform_count;
1269 DWORD ps_uniform_count;
1270 float ps_1x_max_value;
1271 DWORD varying_count;
1273 DWORD wined3d_caps;
1276 enum wined3d_gl_resource_type
1278 WINED3D_GL_RES_TYPE_TEX_1D = 0,
1279 WINED3D_GL_RES_TYPE_TEX_2D = 1,
1280 WINED3D_GL_RES_TYPE_TEX_3D = 2,
1281 WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
1282 WINED3D_GL_RES_TYPE_TEX_RECT = 4,
1283 WINED3D_GL_RES_TYPE_BUFFER = 5,
1284 WINED3D_GL_RES_TYPE_RB = 6,
1285 WINED3D_GL_RES_TYPE_COUNT = 7,
1288 enum vertexprocessing_mode {
1289 fixedfunction,
1290 vertexshader,
1291 pretransformed
1294 #define WINED3D_CONST_NUM_UNUSED ~0U
1296 enum wined3d_ffp_ps_fog_mode
1298 WINED3D_FFP_PS_FOG_OFF,
1299 WINED3D_FFP_PS_FOG_LINEAR,
1300 WINED3D_FFP_PS_FOG_EXP,
1301 WINED3D_FFP_PS_FOG_EXP2,
1304 /* Stateblock dependent parameters which have to be hardcoded
1305 * into the shader code
1308 #define WINED3D_PSARGS_PROJECTED (1u << 3)
1309 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
1310 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu
1311 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
1312 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u
1314 /* Used for Shader Model 1 pixel shaders to track the bound texture
1315 * type. 2D and RECT textures are separated through NP2 fixup. */
1316 enum wined3d_shader_tex_types
1318 WINED3D_SHADER_TEX_2D = 0,
1319 WINED3D_SHADER_TEX_3D = 1,
1320 WINED3D_SHADER_TEX_CUBE = 2,
1323 struct ps_compile_args {
1324 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
1325 enum vertexprocessing_mode vp_mode;
1326 enum wined3d_ffp_ps_fog_mode fog;
1327 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
1328 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
1329 WORD srgb_correction;
1330 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
1331 D3D9 has a limit of 16 samplers and the fixup is superfluous
1332 in D3D10 (unconditional NP2 support mandatory). */
1333 WORD np2_fixup;
1334 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
1335 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */
1336 DWORD pointsprite : 1;
1337 DWORD flatshading : 1;
1338 DWORD alpha_test_func : 3;
1339 DWORD render_offscreen : 1;
1340 DWORD padding : 26;
1343 enum fog_src_type {
1344 VS_FOG_Z = 0,
1345 VS_FOG_COORD = 1
1348 struct vs_compile_args
1350 BYTE fog_src;
1351 BYTE clip_enabled : 1;
1352 BYTE point_size : 1;
1353 BYTE per_vertex_point_size : 1;
1354 BYTE flatshading : 1;
1355 BYTE next_shader_type : 3;
1356 BYTE padding : 1;
1357 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1358 unsigned int next_shader_input_count;
1361 struct ds_compile_args
1363 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
1364 enum wined3d_tessellator_partitioning tessellator_partitioning;
1365 unsigned int output_count : 16;
1366 unsigned int next_shader_type : 3;
1367 unsigned int render_offscreen : 1;
1368 unsigned int padding : 12;
1371 struct gs_compile_args
1373 unsigned int output_count;
1376 struct wined3d_context;
1377 struct wined3d_state;
1378 struct fragment_pipeline;
1379 struct wined3d_vertex_pipe_ops;
1381 struct wined3d_shader_backend_ops
1383 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
1384 void (*shader_precompile)(void *shader_priv, struct wined3d_shader *shader);
1385 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
1386 const struct wined3d_state *state);
1387 void (*shader_select_compute)(void *shader_priv, struct wined3d_context *context,
1388 const struct wined3d_state *state);
1389 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
1390 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
1391 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
1392 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
1393 const struct wined3d_state *state);
1394 void (*shader_destroy)(struct wined3d_shader *shader);
1395 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
1396 const struct fragment_pipeline *fragment_pipe);
1397 void (*shader_free_private)(struct wined3d_device *device);
1398 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
1399 void (*shader_free_context_data)(struct wined3d_context *context);
1400 void (*shader_init_context_state)(struct wined3d_context *context);
1401 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
1402 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
1403 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
1406 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
1407 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
1408 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
1410 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
1412 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
1413 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
1414 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
1415 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
1417 static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color)
1419 wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f;
1420 wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f;
1421 wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f;
1422 wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f;
1425 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
1427 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1428 const char *file, unsigned int line, const char *name) DECLSPEC_HIDDEN;
1430 /* Checking of API calls */
1431 /* --------------------- */
1432 #ifndef WINE_NO_DEBUG_MSGS
1433 #define checkGLcall(A) \
1434 do { \
1435 if (__WINE_IS_DEBUG_ON(_ERR, &__wine_dbch_d3d) \
1436 && !gl_info->supported[ARB_DEBUG_OUTPUT]) \
1437 wined3d_check_gl_call(gl_info, __FILE__, __LINE__, A); \
1438 } while(0)
1439 #else
1440 #define checkGLcall(A) do {} while(0)
1441 #endif
1443 struct wined3d_bo_address
1445 GLuint buffer_object;
1446 BYTE *addr;
1449 struct wined3d_const_bo_address
1451 GLuint buffer_object;
1452 const BYTE *addr;
1455 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
1457 return (struct wined3d_const_bo_address *)data;
1460 struct wined3d_stream_info_element
1462 const struct wined3d_format *format;
1463 struct wined3d_bo_address data;
1464 GLsizei stride;
1465 unsigned int stream_idx;
1466 unsigned int divisor;
1469 struct wined3d_stream_info
1471 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1472 DWORD position_transformed : 1;
1473 DWORD all_vbo : 1;
1474 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1475 WORD use_map; /* MAX_ATTRIBS, 16 */
1478 void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info,
1479 const struct wined3d_state *state, const struct wined3d_gl_info *gl_info,
1480 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
1482 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
1483 int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
1484 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
1485 void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
1486 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z) DECLSPEC_HIDDEN;
1487 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1489 #define eps 1e-8f
1491 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1492 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1494 enum wined3d_pipeline
1496 WINED3D_PIPELINE_GRAPHICS,
1497 WINED3D_PIPELINE_COMPUTE,
1498 WINED3D_PIPELINE_COUNT,
1501 /* Routines and structures related to state management */
1503 #define STATE_RENDER(a) (a)
1504 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1506 #define STATE_TEXTURESTAGE(stage, num) \
1507 (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1508 #define STATE_IS_TEXTURESTAGE(a) \
1509 ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1511 /* + 1 because samplers start with 0 */
1512 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1513 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1515 #define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1516 #define STATE_IS_GRAPHICS_SHADER(a) \
1517 ((a) >= STATE_GRAPHICS_SHADER(0) && (a) < STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1519 #define STATE_GRAPHICS_CONSTANT_BUFFER(a) (STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT) + (a))
1520 #define STATE_IS_GRAPHICS_CONSTANT_BUFFER(a) \
1521 ((a) >= STATE_GRAPHICS_CONSTANT_BUFFER(0) \
1522 && (a) < STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1524 #define STATE_GRAPHICS_SHADER_RESOURCE_BINDING (STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1525 #define STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_GRAPHICS_SHADER_RESOURCE_BINDING)
1527 #define STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING (STATE_GRAPHICS_SHADER_RESOURCE_BINDING + 1)
1528 #define STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING)
1530 #define STATE_TRANSFORM(a) (STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING + (a))
1531 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1533 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1534 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1535 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1536 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1538 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1539 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1541 #define STATE_VIEWPORT (STATE_VDECL + 1)
1542 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1544 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1545 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1546 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1547 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1549 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1550 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1552 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1553 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIP_DISTANCES - 1))
1555 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIP_DISTANCES))
1556 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1558 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1559 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1561 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1562 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1564 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1565 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1567 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1568 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1570 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
1571 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
1573 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
1574 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1576 #define STATE_STREAM_OUTPUT (STATE_COLOR_KEY + 1)
1577 #define STATE_IS_STREAM_OUTPUT(a) ((a) == STATE_STREAM_OUTPUT)
1579 #define STATE_COMPUTE_OFFSET (STATE_STREAM_OUTPUT + 1)
1581 #define STATE_COMPUTE_SHADER (STATE_COMPUTE_OFFSET)
1582 #define STATE_IS_COMPUTE_SHADER(a) ((a) == STATE_COMPUTE_SHADER)
1584 #define STATE_COMPUTE_CONSTANT_BUFFER (STATE_COMPUTE_SHADER + 1)
1585 #define STATE_IS_COMPUTE_CONSTANT_BUFFER(a) ((a) == STATE_COMPUTE_CONSTANT_BUFFER)
1587 #define STATE_COMPUTE_SHADER_RESOURCE_BINDING (STATE_COMPUTE_CONSTANT_BUFFER + 1)
1588 #define STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(a) ((a) == STATE_COMPUTE_SHADER_RESOURCE_BINDING)
1590 #define STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING (STATE_COMPUTE_SHADER_RESOURCE_BINDING + 1)
1591 #define STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1593 #define STATE_COMPUTE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1594 #define STATE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1596 #define STATE_IS_COMPUTE(a) ((a) >= STATE_COMPUTE_OFFSET && (a) <= STATE_COMPUTE_HIGHEST)
1597 #define STATE_COMPUTE_COUNT (STATE_COMPUTE_HIGHEST - STATE_COMPUTE_OFFSET + 1)
1599 #define STATE_SHADER(a) ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_SHADER(a) : STATE_COMPUTE_SHADER)
1600 #define STATE_CONSTANT_BUFFER(a) \
1601 ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_CONSTANT_BUFFER(a) : STATE_COMPUTE_CONSTANT_BUFFER)
1602 #define STATE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == WINED3D_PIPELINE_GRAPHICS ? \
1603 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING : STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1605 enum fogsource {
1606 FOGSOURCE_FFP,
1607 FOGSOURCE_VS,
1608 FOGSOURCE_COORD,
1611 union wined3d_gl_fence_object
1613 GLuint id;
1614 GLsync sync;
1617 enum wined3d_fence_result
1619 WINED3D_FENCE_OK,
1620 WINED3D_FENCE_WAITING,
1621 WINED3D_FENCE_NOT_STARTED,
1622 WINED3D_FENCE_WRONG_THREAD,
1623 WINED3D_FENCE_ERROR,
1626 struct wined3d_fence
1628 struct list entry;
1629 union wined3d_gl_fence_object object;
1630 struct wined3d_context *context;
1633 HRESULT wined3d_fence_create(struct wined3d_device *device, struct wined3d_fence **fence) DECLSPEC_HIDDEN;
1634 void wined3d_fence_destroy(struct wined3d_fence *fence) DECLSPEC_HIDDEN;
1635 void wined3d_fence_issue(struct wined3d_fence *fence, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1636 enum wined3d_fence_result wined3d_fence_wait(const struct wined3d_fence *fence,
1637 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1639 /* Direct3D terminology with little modifications. We do not have an issued
1640 * state because only the driver knows about it, but we have a created state
1641 * because D3D allows GetData() on a created query, but OpenGL doesn't. */
1642 enum wined3d_query_state
1644 QUERY_CREATED,
1645 QUERY_SIGNALLED,
1646 QUERY_BUILDING
1649 struct wined3d_query_ops
1651 BOOL (*query_poll)(struct wined3d_query *query, DWORD flags);
1652 BOOL (*query_issue)(struct wined3d_query *query, DWORD flags);
1653 void (*query_destroy)(struct wined3d_query *query);
1656 struct wined3d_query
1658 LONG ref;
1660 void *parent;
1661 const struct wined3d_parent_ops *parent_ops;
1662 struct wined3d_device *device;
1663 enum wined3d_query_state state;
1664 enum wined3d_query_type type;
1665 const void *data;
1666 DWORD data_size;
1667 const struct wined3d_query_ops *query_ops;
1669 LONG counter_main, counter_retrieved;
1670 struct list poll_list_entry;
1673 struct wined3d_event_query
1675 struct wined3d_query query;
1677 struct wined3d_fence fence;
1678 BOOL signalled;
1681 struct wined3d_occlusion_query
1683 struct wined3d_query query;
1685 struct list entry;
1686 GLuint id;
1687 struct wined3d_context *context;
1688 UINT64 samples;
1689 BOOL started;
1692 struct wined3d_timestamp_query
1694 struct wined3d_query query;
1696 struct list entry;
1697 GLuint id;
1698 struct wined3d_context *context;
1699 UINT64 timestamp;
1702 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1703 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1705 union wined3d_gl_so_statistics_query
1707 GLuint id[2];
1708 struct
1710 GLuint written;
1711 GLuint generated;
1712 } query;
1715 struct wined3d_so_statistics_query
1717 struct wined3d_query query;
1719 struct list entry;
1720 union wined3d_gl_so_statistics_query u;
1721 struct wined3d_context *context;
1722 unsigned int stream_idx;
1723 struct wined3d_query_data_so_statistics statistics;
1724 BOOL started;
1727 void context_alloc_so_statistics_query(struct wined3d_context *context,
1728 struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN;
1729 void context_free_so_statistics_query(struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN;
1731 union wined3d_gl_pipeline_statistics_query
1733 GLuint id[11];
1734 struct
1736 GLuint vertices;
1737 GLuint primitives;
1738 GLuint vertex_shader;
1739 GLuint tess_control_shader;
1740 GLuint tess_eval_shader;
1741 GLuint geometry_shader;
1742 GLuint geometry_primitives;
1743 GLuint fragment_shader;
1744 GLuint compute_shader;
1745 GLuint clipping_input;
1746 GLuint clipping_output;
1747 } query;
1750 struct wined3d_pipeline_statistics_query
1752 struct wined3d_query query;
1754 struct list entry;
1755 union wined3d_gl_pipeline_statistics_query u;
1756 struct wined3d_context *context;
1757 struct wined3d_query_data_pipeline_statistics statistics;
1758 BOOL started;
1761 void context_alloc_pipeline_statistics_query(struct wined3d_context *context,
1762 struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN;
1763 void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN;
1765 struct wined3d_gl_view
1767 GLenum target;
1768 GLuint name;
1771 struct wined3d_rendertarget_info
1773 struct wined3d_gl_view gl_view;
1774 struct wined3d_resource *resource;
1775 unsigned int sub_resource_idx;
1776 unsigned int layer_count;
1779 #define MAX_GL_FRAGMENT_SAMPLERS 32
1781 struct wined3d_context
1783 const struct wined3d_gl_info *gl_info;
1784 const struct wined3d_d3d_info *d3d_info;
1785 const struct StateEntry *state_table;
1786 /* State dirtification
1787 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1788 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1789 * 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
1790 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1792 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1793 DWORD numDirtyEntries;
1794 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1795 unsigned int dirty_compute_states[STATE_COMPUTE_COUNT / (sizeof(unsigned int) * CHAR_BIT) + 1];
1797 struct wined3d_device *device;
1798 struct wined3d_swapchain *swapchain;
1799 struct
1801 struct wined3d_texture *texture;
1802 unsigned int sub_resource_idx;
1803 } current_rt;
1804 DWORD tid; /* Thread ID which owns this context at the moment */
1806 /* Stores some information about the context state for optimization */
1807 DWORD render_offscreen : 1;
1808 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1809 DWORD last_was_pshader : 1;
1810 DWORD last_was_vshader : 1;
1811 DWORD last_was_normal : 1;
1812 DWORD namedArraysLoaded : 1;
1813 DWORD numberedArraysLoaded : 1;
1814 DWORD last_was_blit : 1;
1815 DWORD last_was_ckey : 1;
1816 DWORD fog_coord : 1;
1817 DWORD fog_enabled : 1;
1818 DWORD num_untracked_materials : 2; /* Max value 2 */
1819 DWORD current : 1;
1820 DWORD destroyed : 1;
1821 DWORD valid : 1;
1822 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1823 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1824 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1825 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1826 DWORD use_immediate_mode_draw : 1;
1827 DWORD rebind_fbo : 1;
1828 DWORD needs_set : 1;
1829 DWORD hdc_is_private : 1;
1830 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1831 DWORD update_shader_resource_bindings : 1;
1832 DWORD update_compute_shader_resource_bindings : 1;
1833 DWORD update_unordered_access_view_bindings : 1;
1834 DWORD update_compute_unordered_access_view_bindings : 1;
1835 DWORD uses_uavs : 1;
1836 DWORD destroy_delayed : 1;
1837 DWORD transform_feedback_active : 1;
1838 DWORD transform_feedback_paused : 1;
1839 DWORD padding : 7;
1840 DWORD last_swizzle_map; /* MAX_ATTRIBS, 16 */
1841 DWORD shader_update_mask;
1842 DWORD constant_update_mask;
1843 DWORD numbered_array_mask;
1844 GLenum tracking_parm; /* Which source is tracking current colour */
1845 GLenum untracked_materials[2];
1846 UINT blit_w, blit_h;
1847 enum fogsource fog_source;
1848 DWORD active_texture;
1849 DWORD *texture_type;
1851 UINT instance_count;
1853 /* The actual opengl context */
1854 UINT level;
1855 HGLRC restore_ctx;
1856 HDC restore_dc;
1857 int restore_pf;
1858 HWND restore_pf_win;
1859 HGLRC glCtx;
1860 HWND win_handle;
1861 HDC hdc;
1862 int pixel_format;
1863 GLint aux_buffers;
1865 void *shader_backend_data;
1866 void *fragment_pipe_data;
1868 /* FBOs */
1869 UINT fbo_entry_count;
1870 struct list fbo_list;
1871 struct list fbo_destroy_list;
1872 struct fbo_entry *current_fbo;
1873 GLuint fbo_read_binding;
1874 GLuint fbo_draw_binding;
1875 struct wined3d_rendertarget_info *blit_targets;
1876 struct wined3d_fbo_entry_key *fbo_key;
1877 GLenum *draw_buffers;
1878 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1880 /* Queries */
1881 GLuint *free_occlusion_queries;
1882 SIZE_T free_occlusion_query_size;
1883 unsigned int free_occlusion_query_count;
1884 struct list occlusion_queries;
1886 union wined3d_gl_fence_object *free_fences;
1887 SIZE_T free_fence_size;
1888 unsigned int free_fence_count;
1889 struct list fences;
1891 GLuint *free_timestamp_queries;
1892 SIZE_T free_timestamp_query_size;
1893 unsigned int free_timestamp_query_count;
1894 struct list timestamp_queries;
1896 union wined3d_gl_so_statistics_query *free_so_statistics_queries;
1897 SIZE_T free_so_statistics_query_size;
1898 unsigned int free_so_statistics_query_count;
1899 struct list so_statistics_queries;
1901 union wined3d_gl_pipeline_statistics_query *free_pipeline_statistics_queries;
1902 SIZE_T free_pipeline_statistics_query_size;
1903 unsigned int free_pipeline_statistics_query_count;
1904 struct list pipeline_statistics_queries;
1906 struct wined3d_stream_info stream_info;
1908 /* Fences for GL_APPLE_flush_buffer_range */
1909 struct wined3d_fence *buffer_fences[MAX_ATTRIBS];
1910 unsigned int buffer_fence_count;
1912 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1913 DWORD rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS];
1915 /* Extension emulation */
1916 GLint gl_fog_source;
1917 GLfloat fog_coord_value;
1918 GLfloat color[4], fogstart, fogend, fogcolor[4];
1919 GLuint dummy_arbfp_prog;
1922 struct wined3d_fb_state
1924 struct wined3d_rendertarget_view **render_targets;
1925 struct wined3d_rendertarget_view *depth_stencil;
1928 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1930 struct StateEntry
1932 DWORD representative;
1933 APPLYSTATEFUNC apply;
1936 struct StateEntryTemplate
1938 DWORD state;
1939 struct StateEntry content;
1940 enum wined3d_gl_extension extension;
1943 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1944 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1945 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
1947 struct fragment_caps
1949 DWORD wined3d_caps;
1950 DWORD PrimitiveMiscCaps;
1951 DWORD TextureOpCaps;
1952 DWORD MaxTextureBlendStages;
1953 DWORD MaxSimultaneousTextures;
1956 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001
1957 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002
1959 struct fragment_pipeline
1961 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1962 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1963 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
1964 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1965 void (*free_private)(struct wined3d_device *device);
1966 BOOL (*allocate_context_data)(struct wined3d_context *context);
1967 void (*free_context_data)(struct wined3d_context *context);
1968 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1969 const struct StateEntryTemplate *states;
1972 struct wined3d_vertex_caps
1974 BOOL xyzrhw;
1975 BOOL emulated_flatshading;
1976 BOOL ffp_generic_attributes;
1977 DWORD max_active_lights;
1978 DWORD max_vertex_blend_matrices;
1979 DWORD max_vertex_blend_matrix_index;
1980 DWORD vertex_processing_caps;
1981 DWORD fvf_caps;
1982 DWORD max_user_clip_planes;
1983 DWORD raster_caps;
1986 struct wined3d_vertex_pipe_ops
1988 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1989 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1990 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
1991 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1992 void (*vp_free)(struct wined3d_device *device);
1993 const struct StateEntryTemplate *vp_states;
1996 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1997 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1998 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1999 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
2000 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
2001 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
2002 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
2003 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
2005 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
2006 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
2007 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
2009 /* "Base" state table */
2010 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
2011 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2012 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
2013 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
2015 struct wined3d_surface;
2017 enum wined3d_blit_op
2019 WINED3D_BLIT_OP_COLOR_BLIT,
2020 WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST,
2021 WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
2022 WINED3D_BLIT_OP_COLOR_FILL,
2023 WINED3D_BLIT_OP_DEPTH_FILL,
2024 WINED3D_BLIT_OP_DEPTH_BLIT,
2027 struct wined3d_blitter
2029 const struct wined3d_blitter_ops *ops;
2030 struct wined3d_blitter *next;
2033 struct wined3d_blitter_ops
2035 void (*blitter_destroy)(struct wined3d_blitter *blitter, struct wined3d_context *context);
2036 void (*blitter_clear)(struct wined3d_blitter *blitter, struct wined3d_device *device,
2037 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
2038 const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil);
2039 void (*blitter_blit)(struct wined3d_blitter *blitter, enum wined3d_blit_op op, struct wined3d_context *context,
2040 struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect,
2041 struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect,
2042 const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter);
2045 void wined3d_arbfp_blitter_create(struct wined3d_blitter **next,
2046 const struct wined3d_device *device) DECLSPEC_HIDDEN;
2047 struct wined3d_blitter *wined3d_cpu_blitter_create(void) DECLSPEC_HIDDEN;
2048 void wined3d_fbo_blitter_create(struct wined3d_blitter **next,
2049 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2050 void wined3d_ffp_blitter_create(struct wined3d_blitter **next,
2051 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2053 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN;
2055 struct wined3d_context *context_acquire(const struct wined3d_device *device,
2056 struct wined3d_texture *texture, unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
2057 void context_alloc_fence(struct wined3d_context *context, struct wined3d_fence *fence) DECLSPEC_HIDDEN;
2058 void context_alloc_occlusion_query(struct wined3d_context *context,
2059 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
2060 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
2061 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
2062 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
2063 void context_apply_compute_state(struct wined3d_context *context,
2064 const struct wined3d_device *device, const struct wined3d_state *state) DECLSPEC_HIDDEN;
2065 BOOL context_apply_draw_state(struct wined3d_context *context,
2066 const struct wined3d_device *device, const struct wined3d_state *state) DECLSPEC_HIDDEN;
2067 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
2068 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
2069 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
2070 unsigned int unit) DECLSPEC_HIDDEN;
2071 void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) DECLSPEC_HIDDEN;
2072 void context_bind_dummy_textures(const struct wined3d_device *device,
2073 const struct wined3d_context *context) DECLSPEC_HIDDEN;
2074 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
2075 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
2076 void context_copy_bo_address(struct wined3d_context *context,
2077 const struct wined3d_bo_address *dst, GLenum dst_binding,
2078 const struct wined3d_bo_address *src, GLenum src_binding, size_t size) DECLSPEC_HIDDEN;
2079 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target,
2080 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
2081 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
2082 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2083 void context_end_transform_feedback(struct wined3d_context *context) DECLSPEC_HIDDEN;
2084 void context_free_fence(struct wined3d_fence *fence) DECLSPEC_HIDDEN;
2085 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
2086 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
2087 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN;
2088 const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context,
2089 const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2090 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
2091 void context_gl_resource_released(struct wined3d_device *device,
2092 GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN;
2093 void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
2094 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
2095 void *context_map_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data,
2096 size_t size, GLenum binding, DWORD flags) DECLSPEC_HIDDEN;
2097 struct wined3d_context *context_reacquire(const struct wined3d_device *device,
2098 struct wined3d_context *context) DECLSPEC_HIDDEN;
2099 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
2100 void context_resource_released(const struct wined3d_device *device,
2101 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
2102 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore) DECLSPEC_HIDDEN;
2103 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
2104 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
2105 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
2106 void context_state_drawbuf(struct wined3d_context *context,
2107 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2108 void context_state_fb(struct wined3d_context *context,
2109 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2110 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2111 void context_unmap_bo_address(struct wined3d_context *context,
2112 const struct wined3d_bo_address *data, GLenum binding) DECLSPEC_HIDDEN;
2114 /*****************************************************************************
2115 * Internal representation of a light
2117 struct wined3d_light_info
2119 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
2120 DWORD OriginalIndex;
2121 LONG glIndex;
2122 BOOL enabled;
2124 /* Converted parms to speed up swapping lights */
2125 struct wined3d_vec4 position;
2126 struct wined3d_vec4 direction;
2127 float exponent;
2128 float cutoff;
2130 struct list entry;
2133 /* The default light parameters */
2134 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
2136 struct wined3d_pixel_format
2138 int iPixelFormat; /* WGL pixel format */
2139 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
2140 int redSize, greenSize, blueSize, alphaSize, colorSize;
2141 int depthSize, stencilSize;
2142 BOOL windowDrawable;
2143 BOOL doubleBuffer;
2144 int auxBuffers;
2145 int numSamples;
2148 enum wined3d_pci_vendor
2150 HW_VENDOR_SOFTWARE = 0x0000,
2151 HW_VENDOR_AMD = 0x1002,
2152 HW_VENDOR_NVIDIA = 0x10de,
2153 HW_VENDOR_VMWARE = 0x15ad,
2154 HW_VENDOR_INTEL = 0x8086,
2157 enum wined3d_pci_device
2159 CARD_WINE = 0x0000,
2161 CARD_AMD_RAGE_128PRO = 0x5246,
2162 CARD_AMD_RADEON_7200 = 0x5144,
2163 CARD_AMD_RADEON_8500 = 0x514c,
2164 CARD_AMD_RADEON_9500 = 0x4144,
2165 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
2166 CARD_AMD_RADEON_X700 = 0x5e4c,
2167 CARD_AMD_RADEON_X1600 = 0x71c2,
2168 CARD_AMD_RADEON_HD2350 = 0x94c7,
2169 CARD_AMD_RADEON_HD2600 = 0x9581,
2170 CARD_AMD_RADEON_HD2900 = 0x9400,
2171 CARD_AMD_RADEON_HD3200 = 0x9620,
2172 CARD_AMD_RADEON_HD3850 = 0x9515,
2173 CARD_AMD_RADEON_HD4200M = 0x9712,
2174 CARD_AMD_RADEON_HD4350 = 0x954f,
2175 CARD_AMD_RADEON_HD4600 = 0x9495,
2176 CARD_AMD_RADEON_HD4700 = 0x944e,
2177 CARD_AMD_RADEON_HD4800 = 0x944c,
2178 CARD_AMD_RADEON_HD5400 = 0x68f9,
2179 CARD_AMD_RADEON_HD5600 = 0x68d8,
2180 CARD_AMD_RADEON_HD5700 = 0x68be,
2181 CARD_AMD_RADEON_HD5800 = 0x6898,
2182 CARD_AMD_RADEON_HD5900 = 0x689c,
2183 CARD_AMD_RADEON_HD6300 = 0x9803,
2184 CARD_AMD_RADEON_HD6400 = 0x6770,
2185 CARD_AMD_RADEON_HD6410D = 0x9644,
2186 CARD_AMD_RADEON_HD6480G = 0x9648,
2187 CARD_AMD_RADEON_HD6550D = 0x9640,
2188 CARD_AMD_RADEON_HD6600 = 0x6758,
2189 CARD_AMD_RADEON_HD6600M = 0x6741,
2190 CARD_AMD_RADEON_HD6700 = 0x68ba,
2191 CARD_AMD_RADEON_HD6800 = 0x6739,
2192 CARD_AMD_RADEON_HD6900 = 0x6719,
2193 CARD_AMD_RADEON_HD7660D = 0x9901,
2194 CARD_AMD_RADEON_HD7700 = 0x683d,
2195 CARD_AMD_RADEON_HD7800 = 0x6819,
2196 CARD_AMD_RADEON_HD7900 = 0x679a,
2197 CARD_AMD_RADEON_HD8600M = 0x6660,
2198 CARD_AMD_RADEON_HD8670 = 0x6610,
2199 CARD_AMD_RADEON_HD8770 = 0x665c,
2200 CARD_AMD_RADEON_R3 = 0x9830,
2201 CARD_AMD_RADEON_R7 = 0x130f,
2202 CARD_AMD_RADEON_R9_285 = 0x6939,
2203 CARD_AMD_RADEON_R9_290 = 0x67b1,
2204 CARD_AMD_RADEON_R9_FURY = 0x7300,
2205 CARD_AMD_RADEON_RX_460 = 0x67ef,
2206 CARD_AMD_RADEON_RX_480 = 0x67df,
2208 CARD_NVIDIA_RIVA_128 = 0x0018,
2209 CARD_NVIDIA_RIVA_TNT = 0x0020,
2210 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
2211 CARD_NVIDIA_GEFORCE = 0x0100,
2212 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
2213 CARD_NVIDIA_GEFORCE2 = 0x0150,
2214 CARD_NVIDIA_GEFORCE3 = 0x0200,
2215 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
2216 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
2217 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
2218 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
2219 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
2220 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
2221 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
2222 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
2223 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
2224 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
2225 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
2226 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
2227 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
2228 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
2229 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
2230 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
2231 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
2232 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
2233 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
2234 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
2235 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
2236 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
2237 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
2238 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
2239 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
2240 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
2241 CARD_NVIDIA_GEFORCE_9700MGT = 0x064a,
2242 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
2243 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
2244 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
2245 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
2246 CARD_NVIDIA_GEFORCE_GTS250 = 0x0615,
2247 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
2248 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
2249 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
2250 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
2251 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
2252 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
2253 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
2254 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
2255 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
2256 CARD_NVIDIA_GEFORCE_410M = 0x1055,
2257 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
2258 CARD_NVIDIA_GEFORCE_GT425M = 0x0df0,
2259 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
2260 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
2261 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
2262 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
2263 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
2264 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
2265 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
2266 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
2267 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
2268 CARD_NVIDIA_GEFORCE_GT525M = 0x0dec,
2269 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
2270 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
2271 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
2272 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
2273 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
2274 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
2275 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
2276 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
2277 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
2278 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
2279 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
2280 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
2281 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
2282 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
2283 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
2284 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
2285 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
2286 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
2287 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
2288 CARD_NVIDIA_GEFORCE_GTX675MX = 0x11a7,
2289 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
2290 CARD_NVIDIA_GEFORCE_GTX690 = 0x1188,
2291 CARD_NVIDIA_GEFORCE_GT730 = 0x1287,
2292 CARD_NVIDIA_GEFORCE_GT730M = 0x0fe1,
2293 CARD_NVIDIA_GEFORCE_GT740M = 0x1292,
2294 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
2295 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
2296 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
2297 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
2298 CARD_NVIDIA_GEFORCE_GTX760TI = 0x1193,
2299 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
2300 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
2301 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
2302 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
2303 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
2304 CARD_NVIDIA_GEFORCE_GTXTITAN = 0x1005,
2305 CARD_NVIDIA_GEFORCE_GTXTITANB = 0x100c,
2306 CARD_NVIDIA_GEFORCE_GTXTITANX = 0x17c2,
2307 CARD_NVIDIA_GEFORCE_GTXTITANZ = 0x1001,
2308 CARD_NVIDIA_GEFORCE_820M = 0x0fed,
2309 CARD_NVIDIA_GEFORCE_830M = 0x1340,
2310 CARD_NVIDIA_GEFORCE_840M = 0x1341,
2311 CARD_NVIDIA_GEFORCE_845M = 0x1344,
2312 CARD_NVIDIA_GEFORCE_GTX850M = 0x1391,
2313 CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */
2314 CARD_NVIDIA_GEFORCE_GTX870M = 0x1199,
2315 CARD_NVIDIA_GEFORCE_GTX880M = 0x1198,
2316 CARD_NVIDIA_GEFORCE_940M = 0x1347,
2317 CARD_NVIDIA_GEFORCE_GTX950 = 0x1402,
2318 CARD_NVIDIA_GEFORCE_GTX950M = 0x139a,
2319 CARD_NVIDIA_GEFORCE_GTX960 = 0x1401,
2320 CARD_NVIDIA_GEFORCE_GTX960M = 0x139b,
2321 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
2322 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
2323 CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0,
2324 CARD_NVIDIA_GEFORCE_GTX980TI = 0x17c8,
2325 CARD_NVIDIA_GEFORCE_GTX1050 = 0x1c81,
2326 CARD_NVIDIA_GEFORCE_GTX1060 = 0x1c03,
2327 CARD_NVIDIA_GEFORCE_GTX1070 = 0x1b81,
2328 CARD_NVIDIA_GEFORCE_GTX1080 = 0x1b80,
2329 CARD_NVIDIA_GEFORCE_GTX1080TI = 0x1b06,
2330 CARD_NVIDIA_TITANX_PASCAL = 0x1b00,
2332 CARD_VMWARE_SVGA3D = 0x0405,
2334 CARD_INTEL_830M = 0x3577,
2335 CARD_INTEL_855GM = 0x3582,
2336 CARD_INTEL_845G = 0x2562,
2337 CARD_INTEL_865G = 0x2572,
2338 CARD_INTEL_915G = 0x2582,
2339 CARD_INTEL_E7221G = 0x258a,
2340 CARD_INTEL_915GM = 0x2592,
2341 CARD_INTEL_945G = 0x2772,
2342 CARD_INTEL_945GM = 0x27a2,
2343 CARD_INTEL_945GME = 0x27ae,
2344 CARD_INTEL_Q35 = 0x29b2,
2345 CARD_INTEL_G33 = 0x29c2,
2346 CARD_INTEL_Q33 = 0x29d2,
2347 CARD_INTEL_PNVG = 0xa001,
2348 CARD_INTEL_PNVM = 0xa011,
2349 CARD_INTEL_965Q = 0x2992,
2350 CARD_INTEL_965G = 0x2982,
2351 CARD_INTEL_946GZ = 0x2972,
2352 CARD_INTEL_965GM = 0x2a02,
2353 CARD_INTEL_965GME = 0x2a12,
2354 CARD_INTEL_GM45 = 0x2a42,
2355 CARD_INTEL_IGD = 0x2e02,
2356 CARD_INTEL_Q45 = 0x2e12,
2357 CARD_INTEL_G45 = 0x2e22,
2358 CARD_INTEL_G41 = 0x2e32,
2359 CARD_INTEL_B43 = 0x2e92,
2360 CARD_INTEL_ILKD = 0x0042,
2361 CARD_INTEL_ILKM = 0x0046,
2362 CARD_INTEL_SNBD = 0x0122,
2363 CARD_INTEL_SNBM = 0x0126,
2364 CARD_INTEL_SNBS = 0x010a,
2365 CARD_INTEL_IVBD = 0x0162,
2366 CARD_INTEL_IVBM = 0x0166,
2367 CARD_INTEL_IVBS = 0x015a,
2368 CARD_INTEL_HWD = 0x0412,
2369 CARD_INTEL_HWM = 0x0416,
2370 CARD_INTEL_I5100_1 = 0x0a22,
2371 CARD_INTEL_I5100_2 = 0x0a2a,
2372 CARD_INTEL_I5100_3 = 0x0a2b,
2373 CARD_INTEL_I5100_4 = 0x0a2e,
2374 CARD_INTEL_IP5200_1 = 0x0d22,
2375 CARD_INTEL_IP5200_2 = 0x0d26,
2376 CARD_INTEL_IP5200_3 = 0x0d2a,
2377 CARD_INTEL_IP5200_4 = 0x0d2b,
2378 CARD_INTEL_IP5200_5 = 0x0d2e,
2379 CARD_INTEL_HD5300 = 0x161e,
2380 CARD_INTEL_HD5500 = 0x1616,
2381 CARD_INTEL_HD5600 = 0x1612,
2382 CARD_INTEL_HD6000 = 0x1626,
2383 CARD_INTEL_I6100 = 0x162b,
2384 CARD_INTEL_IP6200 = 0x1622,
2385 CARD_INTEL_IPP6300 = 0x162a,
2386 CARD_INTEL_HD510_1 = 0x1902,
2387 CARD_INTEL_HD510_2 = 0x1906,
2388 CARD_INTEL_HD510_3 = 0x190b,
2389 CARD_INTEL_HD515 = 0x191e,
2390 CARD_INTEL_HD520_1 = 0x1916,
2391 CARD_INTEL_HD520_2 = 0x1921,
2392 CARD_INTEL_HD530_1 = 0x1912,
2393 CARD_INTEL_HD530_2 = 0x191b,
2394 CARD_INTEL_HDP530 = 0x191d,
2395 CARD_INTEL_I540 = 0x1926,
2396 CARD_INTEL_I550 = 0x1927,
2397 CARD_INTEL_I555 = 0x192b,
2398 CARD_INTEL_IP555 = 0x192d,
2399 CARD_INTEL_IP580_1 = 0x1932,
2400 CARD_INTEL_IP580_2 = 0x193b,
2401 CARD_INTEL_IPP580_1 = 0x193a,
2402 CARD_INTEL_IPP580_2 = 0x193d,
2405 struct wined3d_fbo_ops
2407 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
2408 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
2409 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
2410 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
2411 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
2412 GLsizei width, GLsizei height);
2413 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
2414 GLenum internalformat, GLsizei width, GLsizei height);
2415 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
2416 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
2417 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
2418 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
2419 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
2420 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
2421 void (WINE_GLAPI *glFramebufferTexture)(GLenum target, GLenum attachment,
2422 GLuint texture, GLint level);
2423 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
2424 GLenum textarget, GLuint texture, GLint level);
2425 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
2426 GLenum textarget, GLuint texture, GLint level);
2427 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
2428 GLenum textarget, GLuint texture, GLint level, GLint layer);
2429 void (WINE_GLAPI *glFramebufferTextureLayer)(GLenum target, GLenum attachment,
2430 GLuint texture, GLint level, GLint layer);
2431 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
2432 GLenum renderbuffertarget, GLuint renderbuffer);
2433 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
2434 GLenum pname, GLint *params);
2435 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
2436 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
2437 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
2440 struct wined3d_gl_limits
2442 UINT buffers;
2443 UINT lights;
2444 UINT textures;
2445 UINT texture_coords;
2446 unsigned int uniform_blocks[WINED3D_SHADER_TYPE_COUNT];
2447 unsigned int samplers[WINED3D_SHADER_TYPE_COUNT];
2448 unsigned int graphics_samplers;
2449 unsigned int combined_samplers;
2450 UINT general_combiners;
2451 UINT user_clip_distances;
2452 UINT texture_size;
2453 UINT texture3d_size;
2454 float pointsize_max;
2455 float pointsize_min;
2456 UINT blends;
2457 UINT anisotropy;
2458 float shininess;
2459 UINT samples;
2460 UINT vertex_attribs;
2462 unsigned int texture_buffer_offset_alignment;
2464 UINT glsl_varyings;
2465 UINT glsl_vs_float_constants;
2466 UINT glsl_ps_float_constants;
2468 UINT arb_vs_float_constants;
2469 UINT arb_vs_native_constants;
2470 UINT arb_vs_instructions;
2471 UINT arb_vs_temps;
2472 UINT arb_ps_float_constants;
2473 UINT arb_ps_local_constants;
2474 UINT arb_ps_native_constants;
2475 UINT arb_ps_instructions;
2476 UINT arb_ps_temps;
2479 void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
2480 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2481 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
2482 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2484 struct wined3d_gl_info
2486 DWORD selected_gl_version;
2487 DWORD glsl_version;
2488 struct wined3d_gl_limits limits;
2489 DWORD reserved_glsl_constants, reserved_arb_constants;
2490 DWORD quirks;
2491 BOOL supported[WINED3D_GL_EXT_COUNT];
2492 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
2493 float fixed_polyoffset_scale, float_polyoffset_scale;
2495 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
2496 struct opengl_funcs gl_ops;
2497 struct wined3d_fbo_ops fbo_ops;
2499 struct wined3d_format *formats;
2500 unsigned int format_count;
2503 struct wined3d_driver_info
2505 enum wined3d_pci_vendor vendor;
2506 enum wined3d_pci_device device;
2507 const char *name;
2508 const char *description;
2509 UINT64 vram_bytes;
2510 DWORD version_high;
2511 DWORD version_low;
2514 /* The adapter structure */
2515 struct wined3d_adapter
2517 UINT ordinal;
2518 POINT monitor_position;
2519 enum wined3d_format_id screen_format;
2521 struct wined3d_gl_info gl_info;
2522 struct wined3d_d3d_info d3d_info;
2523 struct wined3d_driver_info driver_info;
2524 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
2525 unsigned int cfg_count;
2526 struct wined3d_pixel_format *cfgs;
2527 UINT64 vram_bytes;
2528 UINT64 vram_bytes_used;
2529 LUID luid;
2531 const struct wined3d_vertex_pipe_ops *vertex_pipe;
2532 const struct fragment_pipeline *fragment_pipe;
2533 const struct wined3d_shader_backend_ops *shader_backend;
2536 struct wined3d_caps_gl_ctx
2538 HDC dc;
2539 HWND wnd;
2540 HGLRC gl_ctx;
2541 HDC restore_dc;
2542 HGLRC restore_gl_ctx;
2544 const struct wined3d_gl_info *gl_info;
2545 GLuint test_vbo;
2546 GLuint test_program_id;
2549 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format) DECLSPEC_HIDDEN;
2550 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter,
2551 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2552 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
2554 BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2556 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN;
2558 enum projection_types
2560 proj_none = 0,
2561 proj_count3 = 1,
2562 proj_count4 = 2
2565 enum dst_arg
2567 resultreg = 0,
2568 tempreg = 1
2571 /*****************************************************************************
2572 * Fixed function pipeline replacements
2574 #define ARG_UNUSED 0xff
2575 struct texture_stage_op
2577 unsigned cop : 8;
2578 unsigned carg1 : 8;
2579 unsigned carg2 : 8;
2580 unsigned carg0 : 8;
2582 unsigned aop : 8;
2583 unsigned aarg1 : 8;
2584 unsigned aarg2 : 8;
2585 unsigned aarg0 : 8;
2587 struct color_fixup_desc color_fixup;
2588 unsigned tex_type : 3;
2589 unsigned dst : 1;
2590 unsigned projected : 2;
2591 unsigned padding : 10;
2594 struct ffp_frag_settings
2596 struct texture_stage_op op[MAX_TEXTURES];
2597 enum wined3d_ffp_ps_fog_mode fog;
2598 unsigned char sRGB_write;
2599 unsigned char emul_clipplanes;
2600 unsigned char texcoords_initialized;
2601 unsigned char color_key_enabled : 1;
2602 unsigned char pointsprite : 1;
2603 unsigned char flatshading : 1;
2604 unsigned char alpha_test_func : 3;
2605 unsigned char padding : 2;
2608 struct ffp_frag_desc
2610 struct wine_rb_entry entry;
2611 struct ffp_frag_settings settings;
2614 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2615 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2617 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
2619 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2620 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
2621 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
2622 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
2623 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
2624 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
2625 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
2626 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
2628 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
2629 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
2631 enum wined3d_ffp_vs_fog_mode
2633 WINED3D_FFP_VS_FOG_OFF = 0,
2634 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
2635 WINED3D_FFP_VS_FOG_DEPTH = 2,
2636 WINED3D_FFP_VS_FOG_RANGE = 3,
2639 #define WINED3D_FFP_TCI_SHIFT 16
2640 #define WINED3D_FFP_TCI_MASK 0xffu
2642 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
2643 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u
2645 struct wined3d_ffp_vs_settings
2647 DWORD point_light_count : 4;
2648 DWORD spot_light_count : 4;
2649 DWORD directional_light_count : 4;
2650 DWORD parallel_point_light_count : 4;
2651 DWORD diffuse_source : 2;
2652 DWORD emissive_source : 2;
2653 DWORD ambient_source : 2;
2654 DWORD specular_source : 2;
2655 DWORD transformed : 1;
2656 DWORD vertexblends : 2;
2657 DWORD clipping : 1;
2658 DWORD normal : 1;
2659 DWORD normalize : 1;
2660 DWORD lighting : 1;
2661 DWORD localviewer : 1;
2663 DWORD point_size : 1;
2664 DWORD per_vertex_point_size : 1;
2665 DWORD fog_mode : 2;
2666 DWORD texcoords : 8; /* MAX_TEXTURES */
2667 DWORD ortho_fog : 1;
2668 DWORD flatshading : 1;
2669 DWORD swizzle_map : 16; /* MAX_ATTRIBS, 16 */
2670 DWORD padding : 2;
2672 DWORD texgen[MAX_TEXTURES];
2675 struct wined3d_ffp_vs_desc
2677 struct wine_rb_entry entry;
2678 struct wined3d_ffp_vs_settings settings;
2681 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
2682 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
2684 struct wined3d
2686 LONG ref;
2687 DWORD flags;
2688 UINT adapter_count;
2689 struct wined3d_adapter adapters[1];
2692 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
2693 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
2694 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
2696 struct wined3d_rasterizer_state
2698 LONG refcount;
2699 struct wined3d_rasterizer_state_desc desc;
2701 void *parent;
2702 const struct wined3d_parent_ops *parent_ops;
2704 struct wined3d_device *device;
2707 struct wined3d_stream_output
2709 struct wined3d_buffer *buffer;
2710 UINT offset;
2713 struct wined3d_stream_state
2715 struct wined3d_buffer *buffer;
2716 UINT offset;
2717 UINT stride;
2718 UINT frequency;
2719 UINT flags;
2722 #define WINED3D_STATE_NO_REF 0x00000001
2723 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
2725 struct wined3d_state
2727 DWORD flags;
2728 const struct wined3d_fb_state *fb;
2730 struct wined3d_vertex_declaration *vertex_declaration;
2731 struct wined3d_stream_output stream_output[WINED3D_MAX_STREAM_OUTPUT_BUFFERS];
2732 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2733 struct wined3d_buffer *index_buffer;
2734 enum wined3d_format_id index_format;
2735 unsigned int index_offset;
2736 int base_vertex_index;
2737 int load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2738 GLenum gl_primitive_type;
2739 GLint gl_patch_vertices;
2740 struct wined3d_query *predicate;
2741 BOOL predicate_value;
2743 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
2744 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
2745 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
2746 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
2747 struct wined3d_unordered_access_view *unordered_access_view[WINED3D_PIPELINE_COUNT][MAX_UNORDERED_ACCESS_VIEWS];
2749 BOOL vs_consts_b[WINED3D_MAX_CONSTS_B];
2750 struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
2751 struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2753 BOOL ps_consts_b[WINED3D_MAX_CONSTS_B];
2754 struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I];
2755 struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2757 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2758 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2759 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2761 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2762 struct wined3d_vec4 clip_planes[MAX_CLIP_DISTANCES];
2763 struct wined3d_material material;
2764 struct wined3d_viewport viewport;
2765 RECT scissor_rect;
2767 /* Light hashmap. Collisions are handled using linked lists. */
2768 #define LIGHTMAP_SIZE 43
2769 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
2770 struct list light_map[LIGHTMAP_SIZE];
2771 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
2773 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2774 struct wined3d_rasterizer_state *rasterizer_state;
2777 #define WINED3D_UNMAPPED_STAGE ~0u
2779 /* Multithreaded flag. Removed from the public header to signal that
2780 * wined3d_device_create() ignores it. */
2781 #define WINED3DCREATE_MULTITHREADED 0x00000004
2783 struct wined3d_device
2785 LONG ref;
2787 /* WineD3D Information */
2788 struct wined3d_device_parent *device_parent;
2789 struct wined3d *wined3d;
2790 struct wined3d_adapter *adapter;
2792 /* Window styles to restore when switching fullscreen mode */
2793 LONG style;
2794 LONG exStyle;
2796 const struct wined3d_shader_backend_ops *shader_backend;
2797 void *shader_priv;
2798 void *fragment_priv;
2799 void *vertex_priv;
2800 struct StateEntry StateTable[STATE_HIGHEST + 1];
2801 /* Array of functions for states which are handled by more than one pipeline part */
2802 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
2803 struct wined3d_blitter *blitter;
2805 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
2806 BYTE bCursorVisible : 1;
2807 BYTE d3d_initialized : 1;
2808 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
2809 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
2810 BYTE filter_messages : 1;
2811 BYTE padding : 2;
2813 unsigned char surface_alignment; /* Line Alignment of surfaces */
2815 WORD padding2 : 16;
2817 struct wined3d_state state;
2818 struct wined3d_state *update_state;
2819 struct wined3d_stateblock *recording;
2821 /* Internal use fields */
2822 struct wined3d_device_creation_parameters create_parms;
2823 HWND focus_window;
2825 struct wined3d_rendertarget_view *back_buffer_view;
2826 struct wined3d_swapchain **swapchains;
2827 UINT swapchain_count;
2829 struct list resources; /* a linked list to track resources created by the device */
2830 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2831 struct wine_rb_tree samplers;
2833 /* Render Target Support */
2834 struct wined3d_fb_state fb;
2835 struct wined3d_rendertarget_view *auto_depth_stencil_view;
2837 /* Cursor management */
2838 UINT xHotSpot;
2839 UINT yHotSpot;
2840 UINT xScreenSpace;
2841 UINT yScreenSpace;
2842 UINT cursorWidth, cursorHeight;
2843 struct wined3d_texture *cursor_texture;
2844 HCURSOR hardwareCursor;
2846 /* The Wine logo texture */
2847 struct wined3d_texture *logo_texture;
2849 /* Textures for when no other textures are mapped */
2850 struct
2852 GLuint tex_2d;
2853 GLuint tex_rect;
2854 GLuint tex_3d;
2855 GLuint tex_cube;
2856 GLuint tex_cube_array;
2857 GLuint tex_2d_array;
2858 GLuint tex_buffer;
2859 } dummy_textures;
2861 /* Default sampler used to emulate the direct resource access without using wined3d_sampler */
2862 struct wined3d_sampler *default_sampler;
2863 struct wined3d_sampler *null_sampler;
2865 /* Command stream */
2866 struct wined3d_cs *cs;
2868 /* Context management */
2869 struct wined3d_context **contexts;
2870 UINT context_count;
2873 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
2874 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
2875 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2876 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2877 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2878 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
2879 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
2880 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
2881 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
2882 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2883 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2884 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2885 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
2887 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2889 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2890 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2891 return context->isStateDirty[idx] & (1u << shift);
2894 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2895 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2897 struct wined3d_resource_ops
2899 ULONG (*resource_incref)(struct wined3d_resource *resource);
2900 ULONG (*resource_decref)(struct wined3d_resource *resource);
2901 void (*resource_preload)(struct wined3d_resource *resource);
2902 void (*resource_unload)(struct wined3d_resource *resource);
2903 HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
2904 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags);
2905 HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
2908 struct wined3d_resource
2910 LONG ref;
2911 LONG bind_count;
2912 LONG map_count;
2913 LONG access_count;
2914 struct wined3d_device *device;
2915 enum wined3d_resource_type type;
2916 enum wined3d_gl_resource_type gl_type;
2917 const struct wined3d_format *format;
2918 unsigned int format_flags;
2919 enum wined3d_multisample_type multisample_type;
2920 UINT multisample_quality;
2921 DWORD usage;
2922 enum wined3d_pool pool;
2923 DWORD access_flags;
2924 WORD draw_binding;
2925 WORD map_binding;
2926 UINT width;
2927 UINT height;
2928 UINT depth;
2929 UINT size;
2930 DWORD priority;
2931 void *heap_memory;
2933 void *parent;
2934 const struct wined3d_parent_ops *parent_ops;
2935 const struct wined3d_resource_ops *resource_ops;
2937 struct list resource_list_entry;
2940 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
2942 return resource->resource_ops->resource_incref(resource);
2945 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
2947 return resource->resource_ops->resource_decref(resource);
2950 static inline void wined3d_resource_acquire(struct wined3d_resource *resource)
2952 InterlockedIncrement(&resource->access_count);
2955 static inline void wined3d_resource_release(struct wined3d_resource *resource)
2957 InterlockedDecrement(&resource->access_count);
2960 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2961 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2962 enum wined3d_resource_type type, const struct wined3d_format *format,
2963 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2964 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2965 void *parent, const struct wined3d_parent_ops *parent_ops,
2966 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2967 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2968 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2969 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2970 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2971 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2972 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2973 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2975 /* Tests show that the start address of resources is 32 byte aligned */
2976 #define RESOURCE_ALIGNMENT 16
2977 #define WINED3D_CONSTANT_BUFFER_ALIGNMENT 16
2979 struct gl_texture
2981 struct wined3d_sampler_desc sampler_desc;
2982 unsigned int base_level;
2983 GLuint name;
2986 struct wined3d_texture_ops
2988 void (*texture_upload_data)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2989 const struct wined3d_context *context, const struct wined3d_box *box,
2990 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch);
2991 BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
2992 struct wined3d_context *context, DWORD location);
2993 void (*texture_prepare_texture)(struct wined3d_texture *texture,
2994 struct wined3d_context *context, BOOL srgb);
2995 void (*texture_cleanup_sub_resources)(struct wined3d_texture *texture);
2998 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2999 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002
3000 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004
3001 #define WINED3D_TEXTURE_IS_SRGB 0x00000008
3002 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010
3003 #define WINED3D_TEXTURE_RGB_VALID 0x00000020
3004 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
3005 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080
3006 #define WINED3D_TEXTURE_CONVERTED 0x00000100
3007 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
3008 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
3009 #define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800
3010 #define WINED3D_TEXTURE_DC_IN_USE 0x00001000
3011 #define WINED3D_TEXTURE_DISCARD 0x00002000
3012 #define WINED3D_TEXTURE_GET_DC 0x00004000
3014 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
3016 struct wined3d_texture
3018 struct wined3d_resource resource;
3019 const struct wined3d_texture_ops *texture_ops;
3020 struct gl_texture texture_rgb, texture_srgb;
3021 struct wined3d_swapchain *swapchain;
3022 unsigned int pow2_width;
3023 unsigned int pow2_height;
3024 UINT layer_count;
3025 UINT level_count;
3026 unsigned int download_count;
3027 unsigned int sysmem_count;
3028 float pow2_matrix[16];
3029 UINT lod;
3030 enum wined3d_texture_filter_type filter_type;
3031 DWORD sampler;
3032 DWORD flags;
3033 GLenum target;
3034 DWORD update_map_binding;
3036 GLuint rb_multisample;
3037 GLuint rb_resolved;
3039 void *user_memory;
3040 unsigned int row_pitch;
3041 unsigned int slice_pitch;
3043 /* May only be accessed from the command stream worker thread. */
3044 struct wined3d_texture_async
3046 DWORD flags;
3048 /* Color keys for DDraw */
3049 struct wined3d_color_key dst_blt_color_key;
3050 struct wined3d_color_key src_blt_color_key;
3051 struct wined3d_color_key dst_overlay_color_key;
3052 struct wined3d_color_key src_overlay_color_key;
3053 struct wined3d_color_key gl_color_key;
3054 DWORD color_key_flags;
3055 } async;
3057 struct wined3d_texture_sub_resource
3059 void *parent;
3060 const struct wined3d_parent_ops *parent_ops;
3062 union
3064 struct wined3d_surface *surface;
3065 } u;
3066 unsigned int offset;
3067 unsigned int size;
3069 unsigned int map_count;
3070 DWORD locations;
3071 GLuint buffer_object;
3072 } sub_resources[1];
3075 static inline struct wined3d_texture *texture_from_resource(struct wined3d_resource *resource)
3077 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
3080 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
3081 BOOL srgb)
3083 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
3086 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture,
3087 unsigned int level)
3089 return max(1, texture->resource.width >> level);
3092 static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture,
3093 unsigned int level)
3095 return max(1, texture->resource.height >> level);
3098 static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture,
3099 unsigned int level)
3101 return max(1, texture->resource.depth >> level);
3104 static inline unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture,
3105 unsigned int level)
3107 return max(1, texture->pow2_width >> level);
3110 static inline unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture,
3111 unsigned int level)
3113 return max(1, texture->pow2_height >> level);
3116 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
3117 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN;
3118 void wined3d_texture_bind(struct wined3d_texture *texture,
3119 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3120 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
3121 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3122 HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture,
3123 unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
3124 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN;
3125 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3126 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
3127 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
3128 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
3129 void wined3d_texture_load(struct wined3d_texture *texture,
3130 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3131 BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
3132 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3133 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3134 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3135 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
3136 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3137 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) DECLSPEC_HIDDEN;
3138 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
3139 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3140 void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3141 const struct wined3d_context *context, const struct wined3d_box *box,
3142 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch) DECLSPEC_HIDDEN;
3143 void wined3d_texture_validate_location(struct wined3d_texture *texture,
3144 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
3146 #define WINED3D_LOCATION_DISCARDED 0x00000001
3147 #define WINED3D_LOCATION_SYSMEM 0x00000002
3148 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
3149 #define WINED3D_LOCATION_BUFFER 0x00000008
3150 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000010
3151 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020
3152 #define WINED3D_LOCATION_DRAWABLE 0x00000040
3153 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080
3154 #define WINED3D_LOCATION_RB_RESOLVED 0x00000100
3156 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
3158 struct wined3d_renderbuffer_entry
3160 struct list entry;
3161 GLuint id;
3162 UINT width;
3163 UINT height;
3166 struct wined3d_fbo_resource
3168 GLuint object;
3169 GLenum target;
3170 GLuint level, layer;
3173 #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1
3174 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2
3175 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4
3177 struct fbo_entry
3179 struct list entry;
3180 DWORD flags;
3181 DWORD rt_mask;
3182 GLuint id;
3183 struct wined3d_fbo_entry_key
3185 DWORD rb_namespace;
3186 struct wined3d_fbo_resource objects[1];
3187 } key;
3190 struct wined3d_surface
3192 struct wined3d_texture *container;
3194 GLenum texture_target;
3195 unsigned int texture_level;
3196 unsigned int texture_layer;
3198 /* For GetDC */
3199 HBITMAP bitmap;
3200 HDC dc;
3202 struct list renderbuffers;
3203 const struct wined3d_renderbuffer_entry *current_renderbuffer;
3205 /* DirectDraw Overlay handling */
3206 RECT overlay_srcrect;
3207 RECT overlay_destrect;
3208 struct wined3d_surface *overlay_dest;
3209 struct list overlays;
3210 struct list overlay_entry;
3213 static inline unsigned int surface_get_sub_resource_idx(const struct wined3d_surface *surface)
3215 return surface->texture_layer * surface->container->level_count + surface->texture_level;
3218 static inline struct wined3d_texture_sub_resource *surface_get_sub_resource(struct wined3d_surface *surface)
3220 return &surface->container->sub_resources[surface_get_sub_resource_idx(surface)];
3223 HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
3224 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
3225 const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
3226 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb,
3227 struct wined3d_context *context) DECLSPEC_HIDDEN;
3228 BOOL surface_load_location(struct wined3d_surface *surface,
3229 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3230 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
3231 const struct wined3d_rendertarget_info *rt) DECLSPEC_HIDDEN;
3232 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
3233 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
3234 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
3235 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
3237 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
3238 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
3240 struct wined3d_sampler
3242 struct wine_rb_entry entry;
3243 LONG refcount;
3244 GLuint name;
3245 struct wined3d_device *device;
3246 void *parent;
3247 const struct wined3d_parent_ops *parent_ops;
3248 struct wined3d_sampler_desc desc;
3251 void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit,
3252 struct wined3d_texture *texture, const struct wined3d_context *context) DECLSPEC_HIDDEN;
3254 struct wined3d_vertex_declaration_element
3256 const struct wined3d_format *format;
3257 BOOL ffp_valid;
3258 unsigned int input_slot;
3259 unsigned int offset;
3260 unsigned int output_slot;
3261 enum wined3d_input_classification input_slot_class;
3262 unsigned int instance_data_step_rate;
3263 BYTE method;
3264 BYTE usage;
3265 BYTE usage_idx;
3268 struct wined3d_vertex_declaration
3270 LONG ref;
3271 void *parent;
3272 const struct wined3d_parent_ops *parent_ops;
3273 struct wined3d_device *device;
3275 struct wined3d_vertex_declaration_element *elements;
3276 UINT element_count;
3278 BOOL position_transformed;
3279 BOOL half_float_conv_needed;
3282 struct wined3d_saved_states
3284 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
3285 WORD streamSource; /* MAX_STREAMS, 16 */
3286 WORD streamFreq; /* MAX_STREAMS, 16 */
3287 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
3288 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
3289 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
3290 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
3291 WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
3292 WORD pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
3293 BOOL ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
3294 WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
3295 WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
3296 BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
3297 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
3298 DWORD indices : 1;
3299 DWORD material : 1;
3300 DWORD viewport : 1;
3301 DWORD vertexDecl : 1;
3302 DWORD pixelShader : 1;
3303 DWORD vertexShader : 1;
3304 DWORD scissorRect : 1;
3305 DWORD padding : 5;
3308 struct StageState {
3309 DWORD stage;
3310 DWORD state;
3313 struct wined3d_stateblock
3315 LONG ref; /* Note: Ref counting not required */
3316 struct wined3d_device *device;
3318 /* Array indicating whether things have been set or changed */
3319 struct wined3d_saved_states changed;
3320 struct wined3d_state state;
3322 /* Contained state management */
3323 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
3324 unsigned int num_contained_render_states;
3325 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
3326 unsigned int num_contained_transform_states;
3327 DWORD contained_vs_consts_i[WINED3D_MAX_CONSTS_I];
3328 unsigned int num_contained_vs_consts_i;
3329 DWORD contained_vs_consts_b[WINED3D_MAX_CONSTS_B];
3330 unsigned int num_contained_vs_consts_b;
3331 DWORD contained_vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
3332 unsigned int num_contained_vs_consts_f;
3333 DWORD contained_ps_consts_i[WINED3D_MAX_CONSTS_I];
3334 unsigned int num_contained_ps_consts_i;
3335 DWORD contained_ps_consts_b[WINED3D_MAX_CONSTS_B];
3336 unsigned int num_contained_ps_consts_b;
3337 DWORD contained_ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
3338 unsigned int num_contained_ps_consts_f;
3339 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
3340 unsigned int num_contained_tss_states;
3341 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
3342 unsigned int num_contained_sampler_states;
3345 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
3347 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
3348 void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info,
3349 struct wined3d_light_info *light_info, BOOL enable) DECLSPEC_HIDDEN;
3350 struct wined3d_light_info *wined3d_state_get_light(const struct wined3d_state *state,
3351 unsigned int idx) DECLSPEC_HIDDEN;
3352 void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
3353 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
3354 DWORD flags) DECLSPEC_HIDDEN;
3355 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
3357 enum wined3d_cs_queue_id
3359 WINED3D_CS_QUEUE_DEFAULT = 0,
3360 WINED3D_CS_QUEUE_MAP,
3361 WINED3D_CS_QUEUE_COUNT,
3364 enum wined3d_push_constants
3366 WINED3D_PUSH_CONSTANTS_VS_F,
3367 WINED3D_PUSH_CONSTANTS_PS_F,
3368 WINED3D_PUSH_CONSTANTS_VS_I,
3369 WINED3D_PUSH_CONSTANTS_PS_I,
3370 WINED3D_PUSH_CONSTANTS_VS_B,
3371 WINED3D_PUSH_CONSTANTS_PS_B,
3374 #define WINED3D_CS_QUERY_POLL_INTERVAL 10u
3375 #define WINED3D_CS_QUEUE_SIZE 0x100000u
3376 #define WINED3D_CS_SPIN_COUNT 10000000u
3378 struct wined3d_cs_queue
3380 LONG head, tail;
3381 BYTE data[WINED3D_CS_QUEUE_SIZE];
3384 struct wined3d_cs_ops
3386 void *(*require_space)(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id);
3387 void (*submit)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id);
3388 void (*finish)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id);
3389 void (*push_constants)(struct wined3d_cs *cs, enum wined3d_push_constants p,
3390 unsigned int start_idx, unsigned int count, const void *constants);
3393 struct wined3d_cs
3395 const struct wined3d_cs_ops *ops;
3396 struct wined3d_device *device;
3397 struct wined3d_fb_state fb;
3398 struct wined3d_state state;
3399 HMODULE wined3d_module;
3400 HANDLE thread;
3401 DWORD thread_id;
3403 struct wined3d_cs_queue queue[WINED3D_CS_QUEUE_COUNT];
3404 size_t data_size, start, end;
3405 void *data;
3406 struct list query_poll_list;
3408 HANDLE event;
3409 BOOL waiting_for_event;
3410 LONG pending_presents;
3413 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
3414 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3415 void wined3d_cs_destroy_object(struct wined3d_cs *cs,
3416 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
3417 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs,
3418 struct wined3d_texture *texture, unsigned int layer) DECLSPEC_HIDDEN;
3419 void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *dst_resource,
3420 unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box, struct wined3d_resource *src_resource,
3421 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags,
3422 const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
3423 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
3424 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
3425 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view,
3426 const RECT *rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
3427 void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs,
3428 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value) DECLSPEC_HIDDEN;
3429 void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs *cs, struct wined3d_buffer *dst_buffer,
3430 unsigned int offset, struct wined3d_unordered_access_view *uav) DECLSPEC_HIDDEN;
3431 void wined3d_cs_emit_dispatch(struct wined3d_cs *cs,
3432 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z) DECLSPEC_HIDDEN;
3433 void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count,
3434 int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
3435 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
3436 void wined3d_cs_emit_flush(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3437 void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3438 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
3439 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, DWORD flags) DECLSPEC_HIDDEN;
3440 void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags) DECLSPEC_HIDDEN;
3441 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3442 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
3443 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
3444 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
3445 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
3446 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
3447 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
3448 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
3449 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3450 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
3451 enum wined3d_format_id format_id, unsigned int offset) DECLSPEC_HIDDEN;
3452 void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light_info *light) DECLSPEC_HIDDEN;
3453 void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, BOOL enable) DECLSPEC_HIDDEN;
3454 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
3455 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
3456 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
3457 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
3458 struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN;
3459 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
3460 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
3461 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
3462 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3463 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
3464 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
3465 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
3466 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
3467 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
3468 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
3469 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
3470 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
3471 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
3472 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
3473 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
3474 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
3475 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
3476 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
3477 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
3478 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
3479 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
3480 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
3481 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
3482 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
3483 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined3d_pipeline pipeline,
3484 unsigned int view_idx, struct wined3d_unordered_access_view *view,
3485 unsigned int initial_count) DECLSPEC_HIDDEN;
3486 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
3487 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
3488 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
3489 void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3490 void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource,
3491 unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
3492 unsigned int slice_pitch) DECLSPEC_HIDDEN;
3493 void wined3d_cs_init_object(struct wined3d_cs *cs,
3494 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
3495 HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx,
3496 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags) DECLSPEC_HIDDEN;
3497 HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource,
3498 unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
3500 static inline void wined3d_cs_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p,
3501 unsigned int start_idx, unsigned int count, const void *constants)
3503 cs->ops->push_constants(cs, p, start_idx, count, constants);
3506 static inline void wined3d_resource_wait_idle(struct wined3d_resource *resource)
3508 const struct wined3d_cs *cs = resource->device->cs;
3510 if (!cs->thread || cs->thread_id == GetCurrentThreadId())
3511 return;
3513 while (InterlockedCompareExchange(&resource->access_count, 0, 0))
3514 wined3d_pause();
3517 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
3518 * fixed function semantics as D3DCOLOR or FLOAT16 */
3519 enum wined3d_buffer_conversion_type
3521 CONV_NONE,
3522 CONV_D3DCOLOR,
3523 CONV_POSITIONT,
3526 struct wined3d_map_range
3528 UINT offset;
3529 UINT size;
3532 struct wined3d_buffer
3534 struct wined3d_resource resource;
3536 struct wined3d_buffer_desc desc;
3538 GLuint buffer_object;
3539 GLenum buffer_object_usage;
3540 GLenum buffer_type_hint;
3541 unsigned int bind_flags;
3542 DWORD flags;
3543 DWORD locations;
3544 void *map_ptr;
3546 struct wined3d_map_range *maps;
3547 SIZE_T maps_size, modified_areas;
3548 struct wined3d_fence *fence;
3550 /* conversion stuff */
3551 UINT decl_change_count, full_conversion_count;
3552 UINT draw_count;
3553 UINT stride; /* 0 if no conversion */
3554 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
3555 UINT conversion_stride; /* 0 if no shifted conversion */
3558 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
3560 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
3563 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
3564 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
3565 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location) DECLSPEC_HIDDEN;
3566 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
3567 const struct wined3d_state *state) DECLSPEC_HIDDEN;
3568 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
3569 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3570 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN;
3571 void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
3572 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN;
3573 void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context,
3574 const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN;
3576 struct wined3d_rendertarget_view
3578 LONG refcount;
3580 struct wined3d_resource *resource;
3581 void *parent;
3582 const struct wined3d_parent_ops *parent_ops;
3584 struct wined3d_gl_view gl_view;
3585 const struct wined3d_format *format;
3586 unsigned int format_flags;
3587 unsigned int sub_resource_idx;
3588 unsigned int layer_count;
3590 unsigned int width;
3591 unsigned int height;
3593 struct wined3d_view_desc desc;
3596 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
3597 const struct wined3d_rendertarget_view *view)
3599 struct wined3d_texture *texture;
3601 if (!view || view->resource->type != WINED3D_RTYPE_TEXTURE_2D)
3602 return NULL;
3604 texture = texture_from_resource(view->resource);
3606 return texture->sub_resources[view->sub_resource_idx].u.surface;
3609 void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view,
3610 const struct wined3d_context *context, unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
3611 void wined3d_rendertarget_view_invalidate_location(struct wined3d_rendertarget_view *view,
3612 DWORD location) DECLSPEC_HIDDEN;
3613 void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view,
3614 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3615 void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view *view,
3616 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3617 void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_view *view,
3618 DWORD location) DECLSPEC_HIDDEN;
3620 struct wined3d_shader_resource_view
3622 LONG refcount;
3624 struct wined3d_resource *resource;
3625 void *parent;
3626 const struct wined3d_parent_ops *parent_ops;
3628 struct wined3d_gl_view gl_view;
3629 const struct wined3d_format *format;
3631 struct wined3d_view_desc desc;
3634 void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view, unsigned int unit,
3635 struct wined3d_sampler *sampler, struct wined3d_context *context) DECLSPEC_HIDDEN;
3637 struct wined3d_unordered_access_view
3639 LONG refcount;
3641 struct wined3d_resource *resource;
3642 void *parent;
3643 const struct wined3d_parent_ops *parent_ops;
3645 struct wined3d_gl_view gl_view;
3646 const struct wined3d_format *format;
3647 GLuint counter_bo;
3649 struct wined3d_view_desc desc;
3652 void wined3d_unordered_access_view_clear_uint(struct wined3d_unordered_access_view *view,
3653 const struct wined3d_uvec4 *clear_value, struct wined3d_context *context) DECLSPEC_HIDDEN;
3654 void wined3d_unordered_access_view_copy_counter(struct wined3d_unordered_access_view *view,
3655 struct wined3d_buffer *buffer, unsigned int offset, struct wined3d_context *context) DECLSPEC_HIDDEN;
3656 void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view,
3657 DWORD location) DECLSPEC_HIDDEN;
3658 void wined3d_unordered_access_view_set_counter(struct wined3d_unordered_access_view *view,
3659 unsigned int value) DECLSPEC_HIDDEN;
3661 struct wined3d_swapchain_ops
3663 void (*swapchain_present)(struct wined3d_swapchain *swapchain,
3664 const RECT *src_rect, const RECT *dst_rect, DWORD flags);
3665 void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swapchain);
3668 struct wined3d_swapchain
3670 LONG ref;
3671 void *parent;
3672 const struct wined3d_parent_ops *parent_ops;
3673 const struct wined3d_swapchain_ops *swapchain_ops;
3674 struct wined3d_device *device;
3676 struct wined3d_texture **back_buffers;
3677 struct wined3d_texture *front_buffer;
3678 struct wined3d_swapchain_desc desc;
3679 struct wined3d_display_mode original_mode, d3d_mode;
3680 RECT original_window_rect;
3681 struct wined3d_gamma_ramp orig_gamma;
3682 BOOL render_to_fbo, reapply_mode;
3683 const struct wined3d_format *ds_format;
3684 struct wined3d_palette *palette;
3685 RECT front_buffer_update;
3687 LONG prev_time, frames; /* Performance tracking */
3689 struct wined3d_context **context;
3690 unsigned int num_contexts;
3692 HWND win_handle;
3693 HWND device_window;
3695 HDC backup_dc;
3696 HWND backup_wnd;
3699 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
3700 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3701 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3702 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3703 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3704 void swapchain_update_swap_interval(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3706 /*****************************************************************************
3707 * Utility function prototypes
3710 /* Trace routines */
3711 const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN;
3712 const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN;
3713 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN;
3714 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3715 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
3716 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
3717 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
3718 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
3719 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
3720 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3721 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
3722 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3723 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
3724 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
3725 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
3726 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
3727 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
3728 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
3729 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
3730 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
3731 const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN;
3732 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
3733 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
3734 const char *debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN;
3735 const char *debug_uvec4(const struct wined3d_uvec4 *v) DECLSPEC_HIDDEN;
3736 const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN;
3737 const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN;
3738 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3740 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3741 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
3742 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
3743 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
3744 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
3745 void texture_activate_dimensions(const struct wined3d_texture *texture,
3746 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3747 void sampler_texdim(struct wined3d_context *context,
3748 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3749 void tex_alphaop(struct wined3d_context *context,
3750 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3751 void apply_pixelshader(struct wined3d_context *context,
3752 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3753 void state_alpha_test(struct wined3d_context *context,
3754 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3755 void state_fogcolor(struct wined3d_context *context,
3756 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3757 void state_fogdensity(struct wined3d_context *context,
3758 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3759 void state_fogstartend(struct wined3d_context *context,
3760 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3761 void state_fog_fragpart(struct wined3d_context *context,
3762 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3763 void state_nop(struct wined3d_context *context,
3764 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3765 void state_srgbwrite(struct wined3d_context *context,
3766 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3768 void state_clipping(struct wined3d_context *context,
3769 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3770 void clipplane(struct wined3d_context *context,
3771 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3772 void state_pointsprite_w(struct wined3d_context *context,
3773 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3774 void state_pointsprite(struct wined3d_context *context,
3775 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3776 void state_shademode(struct wined3d_context *context,
3777 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3779 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3781 /* Math utils */
3782 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
3783 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
3785 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
3787 struct wined3d_shader_lconst
3789 struct list entry;
3790 unsigned int idx;
3791 DWORD value[4];
3794 struct wined3d_shader_limits
3796 unsigned int sampler;
3797 unsigned int constant_int;
3798 unsigned int constant_float;
3799 unsigned int constant_bool;
3800 unsigned int packed_output;
3801 unsigned int packed_input;
3804 #ifdef __GNUC__
3805 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
3806 #else
3807 #define PRINTF_ATTR(fmt,args)
3808 #endif
3810 struct wined3d_string_buffer_list
3812 struct list list;
3815 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3816 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
3817 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3818 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3819 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3821 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
3822 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
3823 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
3825 struct wined3d_shader_phase
3827 const DWORD *start;
3828 const DWORD *end;
3829 unsigned int instance_count;
3830 unsigned int temporary_count;
3833 struct wined3d_vertex_shader
3835 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
3838 struct wined3d_hull_shader
3840 struct
3842 struct wined3d_shader_phase *control_point;
3843 unsigned int fork_count;
3844 unsigned int join_count;
3845 struct wined3d_shader_phase *fork;
3846 SIZE_T fork_size;
3847 struct wined3d_shader_phase *join;
3848 SIZE_T join_size;
3849 } phases;
3850 unsigned int output_vertex_count;
3851 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
3852 enum wined3d_tessellator_partitioning tessellator_partitioning;
3855 struct wined3d_domain_shader
3857 enum wined3d_tessellator_domain tessellator_domain;
3860 struct wined3d_geometry_shader
3862 enum wined3d_primitive_type input_type;
3863 enum wined3d_primitive_type output_type;
3864 unsigned int vertices_out;
3865 unsigned int instance_count;
3867 struct wined3d_stream_output_desc so_desc;
3870 struct wined3d_pixel_shader
3872 /* Pixel shader input semantics */
3873 DWORD input_reg_map[MAX_REG_INPUT];
3874 DWORD input_reg_used; /* MAX_REG_INPUT, 32 */
3875 unsigned int declared_in_count;
3877 /* Some information about the shader behavior */
3878 BOOL color0_mov;
3879 DWORD color0_reg;
3881 BOOL force_early_depth_stencil;
3884 struct wined3d_compute_shader
3886 struct wined3d_shader_thread_group_size thread_group_size;
3889 struct wined3d_shader
3891 LONG ref;
3892 const struct wined3d_shader_limits *limits;
3893 DWORD *function;
3894 UINT functionLength;
3895 BOOL load_local_constsF;
3896 const struct wined3d_shader_frontend *frontend;
3897 void *frontend_data;
3898 void *backend_data;
3900 void *parent;
3901 const struct wined3d_parent_ops *parent_ops;
3903 /* Programs this shader is linked with */
3904 struct list linked_programs;
3906 /* Immediate constants (override global ones) */
3907 struct list constantsB;
3908 struct list constantsF;
3909 struct list constantsI;
3910 struct wined3d_shader_reg_maps reg_maps;
3911 BOOL lconst_inf_or_nan;
3913 struct wined3d_shader_signature input_signature;
3914 struct wined3d_shader_signature output_signature;
3915 struct wined3d_shader_signature patch_constant_signature;
3916 char *signature_strings;
3918 /* Pointer to the parent device */
3919 struct wined3d_device *device;
3920 struct list shader_list_entry;
3922 union
3924 struct wined3d_vertex_shader vs;
3925 struct wined3d_hull_shader hs;
3926 struct wined3d_domain_shader ds;
3927 struct wined3d_geometry_shader gs;
3928 struct wined3d_pixel_shader ps;
3929 struct wined3d_compute_shader cs;
3930 } u;
3933 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
3934 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3935 BOOL position_transformed, struct ps_compile_args *args,
3936 const struct wined3d_context *context) DECLSPEC_HIDDEN;
3938 BOOL vshader_get_input(const struct wined3d_shader *shader,
3939 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
3940 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3941 WORD swizzle_map, struct vs_compile_args *args,
3942 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
3944 void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3945 struct ds_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN;
3947 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
3948 struct gs_compile_args *args) DECLSPEC_HIDDEN;
3950 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3951 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3952 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3953 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
3954 unsigned int max) DECLSPEC_HIDDEN;
3955 HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
3956 const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx,
3957 const DWORD *start, const DWORD *end) DECLSPEC_HIDDEN;
3958 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3960 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
3962 switch (reg->type)
3964 case WINED3DSPR_RASTOUT:
3965 /* oFog & oPts */
3966 if (reg->idx[0].offset)
3967 return TRUE;
3968 /* oPos */
3969 return FALSE;
3971 case WINED3DSPR_DEPTHOUT: /* oDepth */
3972 case WINED3DSPR_CONSTBOOL: /* b# */
3973 case WINED3DSPR_LOOP: /* aL */
3974 case WINED3DSPR_PREDICATE: /* p0 */
3975 case WINED3DSPR_PRIMID: /* primID */
3976 return TRUE;
3978 case WINED3DSPR_MISCTYPE:
3979 switch (reg->idx[0].offset)
3981 case 0: /* vPos */
3982 return FALSE;
3983 case 1: /* vFace */
3984 return TRUE;
3985 default:
3986 return FALSE;
3989 case WINED3DSPR_IMMCONST:
3990 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
3992 default:
3993 return FALSE;
3997 static inline void shader_get_position_fixup(const struct wined3d_context *context,
3998 const struct wined3d_state *state, float *position_fixup)
4000 float center_offset;
4002 if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
4003 center_offset = 63.0f / 64.0f;
4004 else
4005 center_offset = -1.0f / 64.0f;
4007 position_fixup[0] = 1.0f;
4008 position_fixup[1] = 1.0f;
4009 position_fixup[2] = center_offset / state->viewport.width;
4010 position_fixup[3] = -center_offset / state->viewport.height;
4012 if (context->render_offscreen)
4014 position_fixup[1] *= -1.0f;
4015 position_fixup[3] *= -1.0f;
4019 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
4021 struct wined3d_shader_lconst *lconst;
4023 if (shader->load_local_constsF)
4024 return FALSE;
4026 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
4028 if (lconst->idx == reg)
4029 return TRUE;
4032 return FALSE;
4035 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4036 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4037 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4038 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4039 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4040 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4041 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4042 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
4043 float *out_min, float *out_max) DECLSPEC_HIDDEN;
4044 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
4045 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
4046 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
4047 float *start, float *end) DECLSPEC_HIDDEN;
4049 /* Using additional shader constants (uniforms in GLSL / program environment
4050 * or local parameters in ARB) is costly:
4051 * ARB only knows float4 parameters and GLSL compiler are not really smart
4052 * when it comes to efficiently pack float2 uniforms, so no space is wasted
4053 * (in fact most compilers map a float2 to a full float4 uniform).
4055 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
4056 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
4057 * into a single shader constant (uniform / program parameter).
4059 * This structure is shared between the GLSL and the ARB backend.*/
4060 struct ps_np2fixup_info {
4061 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
4062 WORD active; /* bitfield indicating if we can apply the fixup */
4063 WORD num_consts;
4066 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN;
4067 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN;
4069 struct wined3d_palette
4071 LONG ref;
4072 struct wined3d_device *device;
4074 unsigned int size;
4075 RGBQUAD colors[256];
4076 DWORD flags;
4079 /* DirectDraw utility functions */
4080 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
4082 /*****************************************************************************
4083 * Pixel format management
4086 /* WineD3D pixel format flags */
4087 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
4088 #define WINED3DFMT_FLAG_FILTERING 0x00000002
4089 #define WINED3DFMT_FLAG_DEPTH 0x00000004
4090 #define WINED3DFMT_FLAG_STENCIL 0x00000008
4091 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
4092 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
4093 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
4094 #define WINED3DFMT_FLAG_FLOAT 0x00000200
4095 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
4096 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
4097 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
4098 #define WINED3DFMT_FLAG_VTF 0x00002000
4099 #define WINED3DFMT_FLAG_SHADOW 0x00004000
4100 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
4101 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
4102 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
4103 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
4104 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
4105 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
4106 #define WINED3DFMT_FLAG_INTEGER 0x00200000
4108 struct wined3d_rational
4110 UINT numerator;
4111 UINT denominator;
4114 struct wined3d_color_key_conversion
4116 enum wined3d_format_id dst_format;
4117 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width,
4118 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key);
4121 struct wined3d_format
4123 enum wined3d_format_id id;
4125 D3DDDIFORMAT ddi_format;
4126 DWORD red_size;
4127 DWORD green_size;
4128 DWORD blue_size;
4129 DWORD alpha_size;
4130 DWORD red_offset;
4131 DWORD green_offset;
4132 DWORD blue_offset;
4133 DWORD alpha_offset;
4134 UINT byte_count;
4135 BYTE depth_size;
4136 BYTE stencil_size;
4138 UINT block_width;
4139 UINT block_height;
4140 UINT block_byte_count;
4142 enum wined3d_ffp_emit_idx emit_idx;
4143 GLint component_count;
4144 GLenum gl_vtx_type;
4145 GLint gl_vtx_format;
4146 GLboolean gl_normalized;
4147 unsigned int attribute_size;
4149 GLint glInternal;
4150 GLint glGammaInternal;
4151 GLint rtInternal;
4152 GLint glFormat;
4153 GLint glType;
4154 UINT conv_byte_count;
4155 DWORD multisample_types;
4156 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
4157 struct wined3d_rational height_scale;
4158 struct color_fixup_desc color_fixup;
4159 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
4160 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
4162 enum wined3d_format_id typeless_id;
4163 GLenum gl_view_class;
4166 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
4167 enum wined3d_format_id format_id, unsigned int resource_usage) DECLSPEC_HIDDEN;
4168 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
4169 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN;
4170 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
4171 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
4172 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
4173 const struct wined3d_color *color) DECLSPEC_HIDDEN;
4174 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
4175 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN;
4176 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
4177 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
4179 BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size) DECLSPEC_HIDDEN;
4181 static inline BOOL wined3d_format_is_typeless(const struct wined3d_format *format)
4183 return format->id == format->typeless_id && format->id != WINED3DFMT_UNKNOWN;
4186 static inline void *wined3d_calloc(SIZE_T count, SIZE_T size)
4188 if (count > ~(SIZE_T)0 / size)
4189 return NULL;
4190 return HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, count * size);
4193 static inline BOOL use_vs(const struct wined3d_state *state)
4195 /* Check state->vertex_declaration to allow this to be used before the
4196 * stream info is validated, for example in device_update_tex_unit_map(). */
4197 return state->shader[WINED3D_SHADER_TYPE_VERTEX]
4198 && (!state->vertex_declaration || !state->vertex_declaration->position_transformed);
4201 static inline BOOL use_ps(const struct wined3d_state *state)
4203 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
4206 static inline void context_apply_state(struct wined3d_context *context,
4207 const struct wined3d_state *state, DWORD state_id)
4209 const struct StateEntry *state_table = context->state_table;
4210 DWORD rep = state_table[state_id].representative;
4211 state_table[rep].apply(context, state, rep);
4214 static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context,
4215 const struct wined3d_texture *texture)
4217 unsigned int flags = texture->resource.format_flags
4218 & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
4220 return (!context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
4221 || (flags && flags != (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
4222 && context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL;
4225 static inline BOOL needs_srgb_write(const struct wined3d_context *context,
4226 const struct wined3d_state *state, const struct wined3d_fb_state *fb)
4228 return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
4229 || state->render_states[WINED3D_RS_SRGBWRITEENABLE])
4230 && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
4233 static inline GLuint wined3d_texture_get_texture_name(const struct wined3d_texture *texture,
4234 const struct wined3d_context *context, BOOL srgb)
4236 return srgb && needs_separate_srgb_gl_texture(context, texture)
4237 ? texture->texture_srgb.name : texture->texture_rgb.name;
4240 static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
4242 return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup)
4243 && !is_scaling_fixup(format->color_fixup);
4246 static inline struct wined3d_surface *context_get_rt_surface(const struct wined3d_context *context)
4248 struct wined3d_texture *texture = context->current_rt.texture;
4250 if (!texture)
4251 return NULL;
4252 return texture->sub_resources[context->current_rt.sub_resource_idx].u.surface;
4255 static inline void wined3d_from_cs(struct wined3d_cs *cs)
4257 if (cs->thread)
4258 assert(cs->thread_id == GetCurrentThreadId());
4261 static inline void wined3d_not_from_cs(struct wined3d_cs *cs)
4263 assert(cs->thread_id != GetCurrentThreadId());
4266 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
4267 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
4269 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
4271 #endif