wined3d: Pack wined3d_context better.
[wine.git] / dlls / wined3d / wined3d_private.h
blob9fe7fbcd72d9eaef531e8e8eca90a5c85b19ca73
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 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
66 /* Driver quirks */
67 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
68 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
69 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
70 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
71 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
72 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
73 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
74 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
75 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
76 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
78 enum wined3d_ffp_idx
80 WINED3D_FFP_POSITION = 0,
81 WINED3D_FFP_BLENDWEIGHT = 1,
82 WINED3D_FFP_BLENDINDICES = 2,
83 WINED3D_FFP_NORMAL = 3,
84 WINED3D_FFP_PSIZE = 4,
85 WINED3D_FFP_DIFFUSE = 5,
86 WINED3D_FFP_SPECULAR = 6,
87 WINED3D_FFP_TEXCOORD0 = 7,
88 WINED3D_FFP_TEXCOORD1 = 8,
89 WINED3D_FFP_TEXCOORD2 = 9,
90 WINED3D_FFP_TEXCOORD3 = 10,
91 WINED3D_FFP_TEXCOORD4 = 11,
92 WINED3D_FFP_TEXCOORD5 = 12,
93 WINED3D_FFP_TEXCOORD6 = 13,
94 WINED3D_FFP_TEXCOORD7 = 14,
95 WINED3D_FFP_ATTRIBS_COUNT = 15,
98 enum wined3d_ffp_emit_idx
100 WINED3D_FFP_EMIT_FLOAT1,
101 WINED3D_FFP_EMIT_FLOAT2,
102 WINED3D_FFP_EMIT_FLOAT3,
103 WINED3D_FFP_EMIT_FLOAT4,
104 WINED3D_FFP_EMIT_D3DCOLOR,
105 WINED3D_FFP_EMIT_UBYTE4,
106 WINED3D_FFP_EMIT_SHORT2,
107 WINED3D_FFP_EMIT_SHORT4,
108 WINED3D_FFP_EMIT_UBYTE4N,
109 WINED3D_FFP_EMIT_SHORT2N,
110 WINED3D_FFP_EMIT_SHORT4N,
111 WINED3D_FFP_EMIT_USHORT2N,
112 WINED3D_FFP_EMIT_USHORT4N,
113 WINED3D_FFP_EMIT_UDEC3,
114 WINED3D_FFP_EMIT_DEC3N,
115 WINED3D_FFP_EMIT_FLOAT16_2,
116 WINED3D_FFP_EMIT_FLOAT16_4,
117 WINED3D_FFP_EMIT_INVALID,
118 WINED3D_FFP_EMIT_COUNT,
121 /* Texture format fixups */
123 enum fixup_channel_source
125 CHANNEL_SOURCE_ZERO = 0,
126 CHANNEL_SOURCE_ONE = 1,
127 CHANNEL_SOURCE_X = 2,
128 CHANNEL_SOURCE_Y = 3,
129 CHANNEL_SOURCE_Z = 4,
130 CHANNEL_SOURCE_W = 5,
131 CHANNEL_SOURCE_COMPLEX0 = 6,
132 CHANNEL_SOURCE_COMPLEX1 = 7,
135 enum complex_fixup
137 COMPLEX_FIXUP_NONE = 0,
138 COMPLEX_FIXUP_YUY2 = 1,
139 COMPLEX_FIXUP_UYVY = 2,
140 COMPLEX_FIXUP_YV12 = 3,
141 COMPLEX_FIXUP_P8 = 4,
142 COMPLEX_FIXUP_NV12 = 5,
145 #include <pshpack2.h>
146 struct color_fixup_desc
148 unsigned short x_sign_fixup : 1;
149 unsigned short x_source : 3;
150 unsigned short y_sign_fixup : 1;
151 unsigned short y_source : 3;
152 unsigned short z_sign_fixup : 1;
153 unsigned short z_source : 3;
154 unsigned short w_sign_fixup : 1;
155 unsigned short w_source : 3;
157 #include <poppack.h>
159 struct wined3d_d3d_limits
161 unsigned int vs_version, hs_version, ds_version, gs_version, ps_version, cs_version;
162 DWORD vs_uniform_count;
163 DWORD ps_uniform_count;
164 unsigned int varying_count;
165 unsigned int ffp_textures;
166 unsigned int ffp_blend_stages;
167 unsigned int ffp_vertex_blend_matrices;
168 unsigned int active_light_count;
171 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
172 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
173 typedef void (WINE_GLAPI *wined3d_generic_attrib_func)(GLuint idx, const void *data);
174 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
176 struct wined3d_ffp_attrib_ops
178 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
179 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
180 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
181 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
182 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
183 wined3d_generic_attrib_func generic[WINED3D_FFP_EMIT_COUNT];
186 struct wined3d_d3d_info
188 struct wined3d_d3d_limits limits;
189 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
190 BOOL xyzrhw;
191 BOOL emulated_flatshading;
192 BOOL ffp_generic_attributes;
193 BOOL vs_clipping;
194 BOOL shader_color_key;
195 DWORD valid_rt_mask;
196 DWORD wined3d_creation_flags;
197 BOOL shader_double_precision;
200 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
201 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
203 static inline struct color_fixup_desc create_color_fixup_desc(
204 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
205 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
207 struct color_fixup_desc fixup =
209 sign0, src0,
210 sign1, src1,
211 sign2, src2,
212 sign3, src3,
214 return fixup;
217 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
219 struct color_fixup_desc fixup =
221 0u, complex_fixup & (1u << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
222 0u, complex_fixup & (1u << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
223 0u, complex_fixup & (1u << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
224 0u, complex_fixup & (1u << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
226 return fixup;
229 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
231 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
234 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
236 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
239 static inline BOOL is_scaling_fixup(struct color_fixup_desc fixup)
241 return fixup.x_sign_fixup || fixup.y_sign_fixup || fixup.z_sign_fixup || fixup.w_sign_fixup;
244 static inline BOOL is_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2)
246 return f1.x_sign_fixup == f2.x_sign_fixup && f1.x_source == f2.x_source
247 && f1.y_sign_fixup == f2.y_sign_fixup && f1.y_source == f2.y_source
248 && f1.z_sign_fixup == f2.z_sign_fixup && f1.z_source == f2.z_source
249 && f1.w_sign_fixup == f2.w_sign_fixup && f1.w_source == f2.w_source;
252 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
254 enum complex_fixup complex_fixup = 0;
255 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 0);
256 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 1);
257 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 2);
258 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 3);
259 return complex_fixup;
262 #define WINED3D_MAX_USER_CLIP_PLANES 32
264 /* Device caps */
265 #define MAX_STREAMS 16
266 #define MAX_TEXTURES 8
267 #define MAX_FRAGMENT_SAMPLERS 16
268 #define MAX_VERTEX_SAMPLERS 4
269 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
270 #define MAX_ACTIVE_LIGHTS 8
271 #define MAX_CLIP_DISTANCES 8
272 #define MAX_CONSTANT_BUFFERS 15
273 #define MAX_SAMPLER_OBJECTS 16
274 #define MAX_SHADER_RESOURCE_VIEWS 128
275 #define MAX_UNORDERED_ACCESS_VIEWS 8
276 #define MAX_TGSM_REGISTERS 8192
277 #define MAX_VERTEX_BLENDS 4
278 #define MAX_MULTISAMPLE_TYPES 8
280 struct min_lookup
282 GLenum mip[WINED3D_TEXF_LINEAR + 1];
285 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
286 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
288 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN;
290 static inline enum wined3d_cmp_func wined3d_sanitize_cmp_func(enum wined3d_cmp_func func)
292 if (func < WINED3D_CMP_NEVER || func > WINED3D_CMP_ALWAYS)
293 return WINED3D_CMP_ALWAYS;
294 return func;
297 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
299 return magLookup[mag_filter];
302 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter,
303 enum wined3d_texture_filter_type mip_filter)
305 return minMipLookup[min_filter].mip[mip_filter];
308 /* float_16_to_32() and float_32_to_16() (see implementation in
309 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
310 * to standard C floats and vice versa. They do not depend on the encoding
311 * of the C float, so they are platform independent, but slow. On x86 and
312 * other IEEE 754 compliant platforms the conversion can be accelerated by
313 * bit shifting the exponent and mantissa. There are also some SSE-based
314 * assembly routines out there.
316 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
318 static inline float float_16_to_32(const unsigned short *in)
320 const unsigned short s = ((*in) & 0x8000u);
321 const unsigned short e = ((*in) & 0x7c00u) >> 10;
322 const unsigned short m = (*in) & 0x3ffu;
323 const float sgn = (s ? -1.0f : 1.0f);
325 if(e == 0) {
326 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
327 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
328 } else if(e < 31) {
329 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
330 } else {
331 if(m == 0) return sgn * INFINITY;
332 else return NAN;
336 static inline float float_24_to_32(DWORD in)
338 const float sgn = in & 0x800000u ? -1.0f : 1.0f;
339 const unsigned short e = (in & 0x780000u) >> 19;
340 const unsigned int m = in & 0x7ffffu;
342 if (e == 0)
344 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
345 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
347 else if (e < 15)
349 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
351 else
353 if (m == 0) return sgn * INFINITY;
354 else return NAN;
358 static inline unsigned int wined3d_popcount(unsigned int x)
360 #ifdef HAVE___BUILTIN_POPCOUNT
361 return __builtin_popcount(x);
362 #else
363 x -= x >> 1 & 0x55555555;
364 x = (x & 0x33333333) + (x >> 2 & 0x33333333);
365 return ((x + (x >> 4)) & 0x0f0f0f0f) * 0x01010101 >> 24;
366 #endif
369 static inline void wined3d_pause(void)
371 #if defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__))
372 __asm__ __volatile__( "rep;nop" : : : "memory" );
373 #endif
376 #define ORM_BACKBUFFER 0
377 #define ORM_FBO 1
379 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
380 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
382 /* NOTE: When adding fields to this structure, make sure to update the default
383 * values in wined3d_main.c as well. */
384 struct wined3d_settings
386 unsigned int cs_multithreaded;
387 DWORD max_gl_version;
388 BOOL glslRequested;
389 int offscreen_rendering_mode;
390 unsigned short pci_vendor_id;
391 unsigned short pci_device_id;
392 /* Memory tracking and object counting. */
393 UINT64 emulated_textureram;
394 char *logo;
395 unsigned int sample_count;
396 BOOL strict_draw_ordering;
397 BOOL check_float_constants;
398 unsigned int max_sm_vs;
399 unsigned int max_sm_hs;
400 unsigned int max_sm_ds;
401 unsigned int max_sm_gs;
402 unsigned int max_sm_ps;
403 unsigned int max_sm_cs;
404 BOOL no_3d;
407 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
409 enum wined3d_shader_resource_type
411 WINED3D_SHADER_RESOURCE_NONE,
412 WINED3D_SHADER_RESOURCE_BUFFER,
413 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
414 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
415 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
416 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
417 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
418 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
419 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
420 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
421 WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY,
424 #define WINED3D_SHADER_CONST_VS_F 0x00000001
425 #define WINED3D_SHADER_CONST_VS_I 0x00000002
426 #define WINED3D_SHADER_CONST_VS_B 0x00000004
427 #define WINED3D_SHADER_CONST_VS_CLIP_PLANES 0x00000008
428 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000010
429 #define WINED3D_SHADER_CONST_POS_FIXUP 0x00000020
430 #define WINED3D_SHADER_CONST_PS_F 0x00000040
431 #define WINED3D_SHADER_CONST_PS_I 0x00000080
432 #define WINED3D_SHADER_CONST_PS_B 0x00000100
433 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000200
434 #define WINED3D_SHADER_CONST_PS_FOG 0x00000400
435 #define WINED3D_SHADER_CONST_PS_ALPHA_TEST 0x00000800
436 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00001000
437 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00002000
438 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00004000
439 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00008000
440 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00010000
441 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00020000
442 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00040000
443 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00080000
444 #define WINED3D_SHADER_CONST_FFP_PS 0x00100000
445 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00200000
447 enum wined3d_shader_register_type
449 WINED3DSPR_TEMP = 0,
450 WINED3DSPR_INPUT = 1,
451 WINED3DSPR_CONST = 2,
452 WINED3DSPR_ADDR = 3,
453 WINED3DSPR_TEXTURE = 3,
454 WINED3DSPR_RASTOUT = 4,
455 WINED3DSPR_ATTROUT = 5,
456 WINED3DSPR_TEXCRDOUT = 6,
457 WINED3DSPR_OUTPUT = 6,
458 WINED3DSPR_CONSTINT = 7,
459 WINED3DSPR_COLOROUT = 8,
460 WINED3DSPR_DEPTHOUT = 9,
461 WINED3DSPR_SAMPLER = 10,
462 WINED3DSPR_CONST2 = 11,
463 WINED3DSPR_CONST3 = 12,
464 WINED3DSPR_CONST4 = 13,
465 WINED3DSPR_CONSTBOOL = 14,
466 WINED3DSPR_LOOP = 15,
467 WINED3DSPR_TEMPFLOAT16 = 16,
468 WINED3DSPR_MISCTYPE = 17,
469 WINED3DSPR_LABEL = 18,
470 WINED3DSPR_PREDICATE = 19,
471 WINED3DSPR_IMMCONST,
472 WINED3DSPR_CONSTBUFFER,
473 WINED3DSPR_IMMCONSTBUFFER,
474 WINED3DSPR_PRIMID,
475 WINED3DSPR_NULL,
476 WINED3DSPR_RESOURCE,
477 WINED3DSPR_UAV,
478 WINED3DSPR_OUTPOINTID,
479 WINED3DSPR_FORKINSTID,
480 WINED3DSPR_JOININSTID,
481 WINED3DSPR_INCONTROLPOINT,
482 WINED3DSPR_OUTCONTROLPOINT,
483 WINED3DSPR_PATCHCONST,
484 WINED3DSPR_TESSCOORD,
485 WINED3DSPR_GROUPSHAREDMEM,
486 WINED3DSPR_THREADID,
487 WINED3DSPR_THREADGROUPID,
488 WINED3DSPR_LOCALTHREADID,
489 WINED3DSPR_LOCALTHREADINDEX,
490 WINED3DSPR_IDXTEMP,
491 WINED3DSPR_STREAM,
492 WINED3DSPR_FUNCTIONBODY,
493 WINED3DSPR_FUNCTIONPOINTER,
494 WINED3DSPR_COVERAGE,
495 WINED3DSPR_SAMPLEMASK,
496 WINED3DSPR_GSINSTID,
497 WINED3DSPR_DEPTHOUTGE,
498 WINED3DSPR_DEPTHOUTLE,
501 enum wined3d_data_type
503 WINED3D_DATA_FLOAT,
504 WINED3D_DATA_INT,
505 WINED3D_DATA_RESOURCE,
506 WINED3D_DATA_SAMPLER,
507 WINED3D_DATA_UAV,
508 WINED3D_DATA_UINT,
509 WINED3D_DATA_UNORM,
510 WINED3D_DATA_SNORM,
511 WINED3D_DATA_OPAQUE,
514 enum wined3d_immconst_type
516 WINED3D_IMMCONST_SCALAR,
517 WINED3D_IMMCONST_VEC4,
520 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
522 enum wined3d_shader_src_modifier
524 WINED3DSPSM_NONE = 0,
525 WINED3DSPSM_NEG = 1,
526 WINED3DSPSM_BIAS = 2,
527 WINED3DSPSM_BIASNEG = 3,
528 WINED3DSPSM_SIGN = 4,
529 WINED3DSPSM_SIGNNEG = 5,
530 WINED3DSPSM_COMP = 6,
531 WINED3DSPSM_X2 = 7,
532 WINED3DSPSM_X2NEG = 8,
533 WINED3DSPSM_DZ = 9,
534 WINED3DSPSM_DW = 10,
535 WINED3DSPSM_ABS = 11,
536 WINED3DSPSM_ABSNEG = 12,
537 WINED3DSPSM_NOT = 13,
540 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */
541 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */
542 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */
543 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */
544 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */
546 enum wined3d_shader_dst_modifier
548 WINED3DSPDM_NONE = 0,
549 WINED3DSPDM_SATURATE = 1,
550 WINED3DSPDM_PARTIALPRECISION = 2,
551 WINED3DSPDM_MSAMPCENTROID = 4,
554 enum wined3d_shader_interpolation_mode
556 WINED3DSIM_NONE = 0,
557 WINED3DSIM_CONSTANT = 1,
558 WINED3DSIM_LINEAR = 2,
559 WINED3DSIM_LINEAR_CENTROID = 3,
560 WINED3DSIM_LINEAR_NOPERSPECTIVE = 4,
561 WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5,
562 WINED3DSIM_LINEAR_SAMPLE = 6,
563 WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7,
566 #define WINED3D_PACKED_INTERPOLATION_SIZE 3
567 #define WINED3D_PACKED_INTERPOLATION_BIT_COUNT 3
569 enum wined3d_shader_global_flags
571 WINED3DSGF_REFACTORING_ALLOWED = 0x1,
572 WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL = 0x4,
573 WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8,
576 enum wined3d_shader_sync_flags
578 WINED3DSSF_THREAD_GROUP = 0x1,
579 WINED3DSSF_GROUP_SHARED_MEMORY = 0x2,
582 enum wined3d_shader_uav_flags
584 WINED3DSUF_GLOBALLY_COHERENT = 0x2,
585 WINED3DSUF_ORDER_PRESERVING_COUNTER = 0x100,
588 enum wined3d_tessellator_domain
590 WINED3D_TESSELLATOR_DOMAIN_LINE = 1,
591 WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2,
592 WINED3D_TESSELLATOR_DOMAIN_QUAD = 3,
595 enum wined3d_tessellator_output_primitive
597 WINED3D_TESSELLATOR_OUTPUT_POINT = 1,
598 WINED3D_TESSELLATOR_OUTPUT_LINE = 2,
599 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
600 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
603 enum wined3d_tessellator_partitioning
605 WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
606 WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2,
607 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
608 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
611 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
612 #define WINED3DSI_TEXLD_PROJECT 0x1
613 #define WINED3DSI_TEXLD_BIAS 0x2
614 #define WINED3DSI_INDEXED_DYNAMIC 0x4
615 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1
616 #define WINED3DSI_RESINFO_UINT 0x2
617 #define WINED3DSI_SAMPLE_INFO_UINT 0x1
618 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1
620 enum wined3d_shader_rel_op
622 WINED3D_SHADER_REL_OP_GT = 1,
623 WINED3D_SHADER_REL_OP_EQ = 2,
624 WINED3D_SHADER_REL_OP_GE = 3,
625 WINED3D_SHADER_REL_OP_LT = 4,
626 WINED3D_SHADER_REL_OP_NE = 5,
627 WINED3D_SHADER_REL_OP_LE = 6,
630 enum wined3d_shader_conditional_op
632 WINED3D_SHADER_CONDITIONAL_OP_NZ = 0,
633 WINED3D_SHADER_CONDITIONAL_OP_Z = 1
636 #define WINED3D_SM1_VS 0xfffeu
637 #define WINED3D_SM1_PS 0xffffu
638 #define WINED3D_SM4_PS 0x0000u
639 #define WINED3D_SM4_VS 0x0001u
640 #define WINED3D_SM4_GS 0x0002u
641 #define WINED3D_SM5_HS 0x0003u
642 #define WINED3D_SM5_DS 0x0004u
643 #define WINED3D_SM5_CS 0x0005u
645 /* Shader version tokens, and shader end tokens */
646 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
647 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
649 /* Shader backends */
651 /* TODO: Make this dynamic, based on shader limits ? */
652 #define MAX_ATTRIBS 16
653 #define MAX_REG_ADDR 1
654 #define MAX_REG_TEXCRD 8
655 #define MAX_REG_INPUT 32
656 #define MAX_REG_OUTPUT 32
657 #define WINED3D_MAX_CBS 15
658 #define WINED3D_MAX_CONSTS_B 16
659 #define WINED3D_MAX_CONSTS_I 16
660 #define WINED3D_MAX_VS_CONSTS_F 256
661 #define WINED3D_MAX_PS_CONSTS_F 224
663 /* FIXME: This needs to go up to 2048 for
664 * Shader model 3 according to msdn (and for software shaders) */
665 #define MAX_LABELS 16
667 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096
669 struct wined3d_string_buffer
671 struct list entry;
672 char *buffer;
673 unsigned int buffer_size;
674 unsigned int content_size;
677 enum WINED3D_SHADER_INSTRUCTION_HANDLER
679 WINED3DSIH_ABS,
680 WINED3DSIH_ADD,
681 WINED3DSIH_AND,
682 WINED3DSIH_ATOMIC_AND,
683 WINED3DSIH_ATOMIC_CMP_STORE,
684 WINED3DSIH_ATOMIC_IADD,
685 WINED3DSIH_ATOMIC_IMAX,
686 WINED3DSIH_ATOMIC_IMIN,
687 WINED3DSIH_ATOMIC_OR,
688 WINED3DSIH_ATOMIC_UMAX,
689 WINED3DSIH_ATOMIC_UMIN,
690 WINED3DSIH_ATOMIC_XOR,
691 WINED3DSIH_BEM,
692 WINED3DSIH_BFI,
693 WINED3DSIH_BFREV,
694 WINED3DSIH_BREAK,
695 WINED3DSIH_BREAKC,
696 WINED3DSIH_BREAKP,
697 WINED3DSIH_BUFINFO,
698 WINED3DSIH_CALL,
699 WINED3DSIH_CALLNZ,
700 WINED3DSIH_CASE,
701 WINED3DSIH_CMP,
702 WINED3DSIH_CND,
703 WINED3DSIH_CONTINUE,
704 WINED3DSIH_CONTINUEP,
705 WINED3DSIH_COUNTBITS,
706 WINED3DSIH_CRS,
707 WINED3DSIH_CUT,
708 WINED3DSIH_CUT_STREAM,
709 WINED3DSIH_DCL,
710 WINED3DSIH_DCL_CONSTANT_BUFFER,
711 WINED3DSIH_DCL_FUNCTION_BODY,
712 WINED3DSIH_DCL_FUNCTION_TABLE,
713 WINED3DSIH_DCL_GLOBAL_FLAGS,
714 WINED3DSIH_DCL_GS_INSTANCES,
715 WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT,
716 WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT,
717 WINED3DSIH_DCL_HS_MAX_TESSFACTOR,
718 WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER,
719 WINED3DSIH_DCL_INDEX_RANGE,
720 WINED3DSIH_DCL_INDEXABLE_TEMP,
721 WINED3DSIH_DCL_INPUT,
722 WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT,
723 WINED3DSIH_DCL_INPUT_PRIMITIVE,
724 WINED3DSIH_DCL_INPUT_PS,
725 WINED3DSIH_DCL_INPUT_PS_SGV,
726 WINED3DSIH_DCL_INPUT_PS_SIV,
727 WINED3DSIH_DCL_INPUT_SGV,
728 WINED3DSIH_DCL_INPUT_SIV,
729 WINED3DSIH_DCL_INTERFACE,
730 WINED3DSIH_DCL_OUTPUT,
731 WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT,
732 WINED3DSIH_DCL_OUTPUT_SIV,
733 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
734 WINED3DSIH_DCL_RESOURCE_RAW,
735 WINED3DSIH_DCL_RESOURCE_STRUCTURED,
736 WINED3DSIH_DCL_SAMPLER,
737 WINED3DSIH_DCL_STREAM,
738 WINED3DSIH_DCL_TEMPS,
739 WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
740 WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
741 WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
742 WINED3DSIH_DCL_TGSM_RAW,
743 WINED3DSIH_DCL_TGSM_STRUCTURED,
744 WINED3DSIH_DCL_THREAD_GROUP,
745 WINED3DSIH_DCL_UAV_RAW,
746 WINED3DSIH_DCL_UAV_STRUCTURED,
747 WINED3DSIH_DCL_UAV_TYPED,
748 WINED3DSIH_DCL_VERTICES_OUT,
749 WINED3DSIH_DEF,
750 WINED3DSIH_DEFAULT,
751 WINED3DSIH_DEFB,
752 WINED3DSIH_DEFI,
753 WINED3DSIH_DIV,
754 WINED3DSIH_DP2,
755 WINED3DSIH_DP2ADD,
756 WINED3DSIH_DP3,
757 WINED3DSIH_DP4,
758 WINED3DSIH_DST,
759 WINED3DSIH_DSX,
760 WINED3DSIH_DSX_COARSE,
761 WINED3DSIH_DSX_FINE,
762 WINED3DSIH_DSY,
763 WINED3DSIH_DSY_COARSE,
764 WINED3DSIH_DSY_FINE,
765 WINED3DSIH_ELSE,
766 WINED3DSIH_EMIT,
767 WINED3DSIH_EMIT_STREAM,
768 WINED3DSIH_ENDIF,
769 WINED3DSIH_ENDLOOP,
770 WINED3DSIH_ENDREP,
771 WINED3DSIH_ENDSWITCH,
772 WINED3DSIH_EQ,
773 WINED3DSIH_EXP,
774 WINED3DSIH_EXPP,
775 WINED3DSIH_F16TOF32,
776 WINED3DSIH_F32TOF16,
777 WINED3DSIH_FCALL,
778 WINED3DSIH_FIRSTBIT_HI,
779 WINED3DSIH_FIRSTBIT_LO,
780 WINED3DSIH_FIRSTBIT_SHI,
781 WINED3DSIH_FRC,
782 WINED3DSIH_FTOI,
783 WINED3DSIH_FTOU,
784 WINED3DSIH_GATHER4,
785 WINED3DSIH_GATHER4_C,
786 WINED3DSIH_GATHER4_PO,
787 WINED3DSIH_GATHER4_PO_C,
788 WINED3DSIH_GE,
789 WINED3DSIH_HS_CONTROL_POINT_PHASE,
790 WINED3DSIH_HS_DECLS,
791 WINED3DSIH_HS_FORK_PHASE,
792 WINED3DSIH_HS_JOIN_PHASE,
793 WINED3DSIH_IADD,
794 WINED3DSIH_IBFE,
795 WINED3DSIH_IEQ,
796 WINED3DSIH_IF,
797 WINED3DSIH_IFC,
798 WINED3DSIH_IGE,
799 WINED3DSIH_ILT,
800 WINED3DSIH_IMAD,
801 WINED3DSIH_IMAX,
802 WINED3DSIH_IMIN,
803 WINED3DSIH_IMM_ATOMIC_ALLOC,
804 WINED3DSIH_IMM_ATOMIC_AND,
805 WINED3DSIH_IMM_ATOMIC_CMP_EXCH,
806 WINED3DSIH_IMM_ATOMIC_CONSUME,
807 WINED3DSIH_IMM_ATOMIC_EXCH,
808 WINED3DSIH_IMM_ATOMIC_IADD,
809 WINED3DSIH_IMM_ATOMIC_IMAX,
810 WINED3DSIH_IMM_ATOMIC_IMIN,
811 WINED3DSIH_IMM_ATOMIC_OR,
812 WINED3DSIH_IMM_ATOMIC_UMAX,
813 WINED3DSIH_IMM_ATOMIC_UMIN,
814 WINED3DSIH_IMM_ATOMIC_XOR,
815 WINED3DSIH_IMUL,
816 WINED3DSIH_INE,
817 WINED3DSIH_INEG,
818 WINED3DSIH_ISHL,
819 WINED3DSIH_ISHR,
820 WINED3DSIH_ITOF,
821 WINED3DSIH_LABEL,
822 WINED3DSIH_LD,
823 WINED3DSIH_LD2DMS,
824 WINED3DSIH_LD_RAW,
825 WINED3DSIH_LD_STRUCTURED,
826 WINED3DSIH_LD_UAV_TYPED,
827 WINED3DSIH_LIT,
828 WINED3DSIH_LOD,
829 WINED3DSIH_LOG,
830 WINED3DSIH_LOGP,
831 WINED3DSIH_LOOP,
832 WINED3DSIH_LRP,
833 WINED3DSIH_LT,
834 WINED3DSIH_M3x2,
835 WINED3DSIH_M3x3,
836 WINED3DSIH_M3x4,
837 WINED3DSIH_M4x3,
838 WINED3DSIH_M4x4,
839 WINED3DSIH_MAD,
840 WINED3DSIH_MAX,
841 WINED3DSIH_MIN,
842 WINED3DSIH_MOV,
843 WINED3DSIH_MOVA,
844 WINED3DSIH_MOVC,
845 WINED3DSIH_MUL,
846 WINED3DSIH_NE,
847 WINED3DSIH_NOP,
848 WINED3DSIH_NOT,
849 WINED3DSIH_NRM,
850 WINED3DSIH_OR,
851 WINED3DSIH_PHASE,
852 WINED3DSIH_POW,
853 WINED3DSIH_RCP,
854 WINED3DSIH_REP,
855 WINED3DSIH_RESINFO,
856 WINED3DSIH_RET,
857 WINED3DSIH_RETP,
858 WINED3DSIH_ROUND_NE,
859 WINED3DSIH_ROUND_NI,
860 WINED3DSIH_ROUND_PI,
861 WINED3DSIH_ROUND_Z,
862 WINED3DSIH_RSQ,
863 WINED3DSIH_SAMPLE,
864 WINED3DSIH_SAMPLE_B,
865 WINED3DSIH_SAMPLE_C,
866 WINED3DSIH_SAMPLE_C_LZ,
867 WINED3DSIH_SAMPLE_GRAD,
868 WINED3DSIH_SAMPLE_INFO,
869 WINED3DSIH_SAMPLE_LOD,
870 WINED3DSIH_SAMPLE_POS,
871 WINED3DSIH_SETP,
872 WINED3DSIH_SGE,
873 WINED3DSIH_SGN,
874 WINED3DSIH_SINCOS,
875 WINED3DSIH_SLT,
876 WINED3DSIH_SQRT,
877 WINED3DSIH_STORE_RAW,
878 WINED3DSIH_STORE_STRUCTURED,
879 WINED3DSIH_STORE_UAV_TYPED,
880 WINED3DSIH_SUB,
881 WINED3DSIH_SWAPC,
882 WINED3DSIH_SWITCH,
883 WINED3DSIH_SYNC,
884 WINED3DSIH_TEX,
885 WINED3DSIH_TEXBEM,
886 WINED3DSIH_TEXBEML,
887 WINED3DSIH_TEXCOORD,
888 WINED3DSIH_TEXDEPTH,
889 WINED3DSIH_TEXDP3,
890 WINED3DSIH_TEXDP3TEX,
891 WINED3DSIH_TEXKILL,
892 WINED3DSIH_TEXLDD,
893 WINED3DSIH_TEXLDL,
894 WINED3DSIH_TEXM3x2DEPTH,
895 WINED3DSIH_TEXM3x2PAD,
896 WINED3DSIH_TEXM3x2TEX,
897 WINED3DSIH_TEXM3x3,
898 WINED3DSIH_TEXM3x3DIFF,
899 WINED3DSIH_TEXM3x3PAD,
900 WINED3DSIH_TEXM3x3SPEC,
901 WINED3DSIH_TEXM3x3TEX,
902 WINED3DSIH_TEXM3x3VSPEC,
903 WINED3DSIH_TEXREG2AR,
904 WINED3DSIH_TEXREG2GB,
905 WINED3DSIH_TEXREG2RGB,
906 WINED3DSIH_UBFE,
907 WINED3DSIH_UDIV,
908 WINED3DSIH_UGE,
909 WINED3DSIH_ULT,
910 WINED3DSIH_UMAX,
911 WINED3DSIH_UMIN,
912 WINED3DSIH_UMUL,
913 WINED3DSIH_USHR,
914 WINED3DSIH_UTOF,
915 WINED3DSIH_XOR,
916 WINED3DSIH_TABLE_SIZE
919 enum wined3d_shader_type
921 WINED3D_SHADER_TYPE_PIXEL,
922 WINED3D_SHADER_TYPE_VERTEX,
923 WINED3D_SHADER_TYPE_GEOMETRY,
924 WINED3D_SHADER_TYPE_HULL,
925 WINED3D_SHADER_TYPE_DOMAIN,
926 WINED3D_SHADER_TYPE_GRAPHICS_COUNT,
928 WINED3D_SHADER_TYPE_COMPUTE = WINED3D_SHADER_TYPE_GRAPHICS_COUNT,
929 WINED3D_SHADER_TYPE_COUNT,
932 struct wined3d_shader_version
934 enum wined3d_shader_type type;
935 BYTE major;
936 BYTE minor;
939 struct wined3d_shader_resource_info
941 enum wined3d_shader_resource_type type;
942 enum wined3d_data_type data_type;
943 unsigned int flags;
944 unsigned int stride;
947 #define WINED3D_SAMPLER_DEFAULT ~0x0u
949 struct wined3d_shader_sampler_map_entry
951 unsigned int resource_idx;
952 unsigned int sampler_idx;
953 unsigned int bind_idx;
956 struct wined3d_shader_sampler_map
958 struct wined3d_shader_sampler_map_entry *entries;
959 size_t size;
960 size_t count;
963 struct wined3d_shader_immediate_constant_buffer
965 unsigned int vec4_count;
966 DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE];
969 struct wined3d_shader_indexable_temp
971 struct list entry;
972 unsigned int register_idx;
973 unsigned int register_size;
974 unsigned int component_count;
977 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
979 struct wined3d_shader_reg_maps
981 struct wined3d_shader_version shader_version;
982 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
983 BYTE address; /* MAX_REG_ADDR, 1 */
984 WORD labels; /* MAX_LABELS, 16 */
985 DWORD temporary; /* 32 */
986 unsigned int temporary_count;
987 DWORD *constf; /* pixel, vertex */
988 struct list indexable_temps;
989 const struct wined3d_shader_immediate_constant_buffer *icb;
990 union
992 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
993 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
994 } u;
995 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
996 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
997 WORD integer_constants; /* WINED3D_MAX_CONSTS_I, 16 */
998 WORD boolean_constants; /* WINED3D_MAX_CONSTS_B, 16 */
999 WORD local_int_consts; /* WINED3D_MAX_CONSTS_I, 16 */
1000 WORD local_bool_consts; /* WINED3D_MAX_CONSTS_B, 16 */
1001 UINT cb_sizes[WINED3D_MAX_CBS];
1003 struct wined3d_shader_resource_info resource_info[MAX_SHADER_RESOURCE_VIEWS];
1004 struct wined3d_shader_sampler_map sampler_map;
1005 DWORD sampler_comparison_mode;
1006 BYTE bumpmat; /* MAX_TEXTURES, 8 */
1007 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
1008 struct wined3d_shader_resource_info uav_resource_info[MAX_UNORDERED_ACCESS_VIEWS];
1009 DWORD uav_read_mask; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
1010 DWORD uav_counter_mask; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
1012 WORD usesnrm : 1;
1013 WORD vpos : 1;
1014 WORD usesdsx : 1;
1015 WORD usesdsy : 1;
1016 WORD usestexldd : 1;
1017 WORD usesmova : 1;
1018 WORD usesfacing : 1;
1019 WORD usesrelconstF : 1;
1020 WORD fog : 1;
1021 WORD usestexldl : 1;
1022 WORD usesifc : 1;
1023 WORD usescall : 1;
1024 WORD usespow : 1;
1025 WORD point_size : 1;
1026 WORD vocp : 1;
1027 WORD padding : 1;
1029 DWORD rt_mask; /* Used render targets, 32 max. */
1031 /* Whether or not loops are used in this shader, and nesting depth */
1032 unsigned loop_depth;
1033 UINT min_rel_offset, max_rel_offset;
1035 struct wined3d_shader_tgsm *tgsm;
1036 SIZE_T tgsm_capacity;
1037 unsigned int tgsm_count;
1040 /* Keeps track of details for TEX_M#x# instructions which need to maintain
1041 * state information between multiple instructions. */
1042 struct wined3d_shader_tex_mx
1044 unsigned int current_row;
1045 DWORD texcoord_w[2];
1048 struct wined3d_shader_parser_state
1050 unsigned int current_loop_depth;
1051 unsigned int current_loop_reg;
1052 BOOL in_subroutine;
1055 struct wined3d_shader_context
1057 const struct wined3d_shader *shader;
1058 const struct wined3d_gl_info *gl_info;
1059 const struct wined3d_shader_reg_maps *reg_maps;
1060 struct wined3d_string_buffer *buffer;
1061 struct wined3d_shader_tex_mx *tex_mx;
1062 struct wined3d_shader_parser_state *state;
1063 void *backend_data;
1066 struct wined3d_shader_register_index
1068 const struct wined3d_shader_src_param *rel_addr;
1069 unsigned int offset;
1072 struct wined3d_shader_register
1074 enum wined3d_shader_register_type type;
1075 enum wined3d_data_type data_type;
1076 struct wined3d_shader_register_index idx[2];
1077 enum wined3d_immconst_type immconst_type;
1078 union
1080 DWORD immconst_data[4];
1081 unsigned fp_body_idx;
1082 } u;
1085 struct wined3d_shader_dst_param
1087 struct wined3d_shader_register reg;
1088 DWORD write_mask;
1089 DWORD modifiers;
1090 DWORD shift;
1093 struct wined3d_shader_src_param
1095 struct wined3d_shader_register reg;
1096 DWORD swizzle;
1097 enum wined3d_shader_src_modifier modifiers;
1100 struct wined3d_shader_index_range
1102 struct wined3d_shader_dst_param first_register;
1103 unsigned int last_register;
1106 struct wined3d_shader_semantic
1108 enum wined3d_decl_usage usage;
1109 UINT usage_idx;
1110 enum wined3d_shader_resource_type resource_type;
1111 enum wined3d_data_type resource_data_type;
1112 struct wined3d_shader_dst_param reg;
1115 enum wined3d_shader_input_sysval_semantic
1117 WINED3D_SIV_POSITION = 1,
1118 WINED3D_SIV_CLIP_DISTANCE = 2,
1119 WINED3D_SIV_CULL_DISTANCE = 3,
1120 WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX = 4,
1121 WINED3D_SIV_VIEWPORT_ARRAY_INDEX = 5,
1122 WINED3D_SIV_VERTEX_ID = 6,
1123 WINED3D_SIV_PRIMITIVE_ID = 7,
1124 WINED3D_SIV_INSTANCE_ID = 8,
1125 WINED3D_SIV_IS_FRONT_FACE = 9,
1126 WINED3D_SIV_SAMPLE_INDEX = 10,
1127 WINED3D_SIV_QUAD_U0_TESS_FACTOR = 11,
1128 WINED3D_SIV_QUAD_V0_TESS_FACTOR = 12,
1129 WINED3D_SIV_QUAD_U1_TESS_FACTOR = 13,
1130 WINED3D_SIV_QUAD_V1_TESS_FACTOR = 14,
1131 WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR = 15,
1132 WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR = 16,
1133 WINED3D_SIV_TRIANGLE_U_TESS_FACTOR = 17,
1134 WINED3D_SIV_TRIANGLE_V_TESS_FACTOR = 18,
1135 WINED3D_SIV_TRIANGLE_W_TESS_FACTOR = 19,
1136 WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR = 20,
1137 WINED3D_SIV_LINE_DETAIL_TESS_FACTOR = 21,
1138 WINED3D_SIV_LINE_DENSITY_TESS_FACTOR = 22,
1141 struct wined3d_shader_register_semantic
1143 struct wined3d_shader_dst_param reg;
1144 enum wined3d_shader_input_sysval_semantic sysval_semantic;
1147 struct wined3d_shader_structured_resource
1149 struct wined3d_shader_dst_param reg;
1150 unsigned int byte_stride;
1153 struct wined3d_shader_tgsm
1155 unsigned int size;
1156 unsigned int stride;
1159 struct wined3d_shader_tgsm_raw
1161 struct wined3d_shader_dst_param reg;
1162 unsigned int byte_count;
1165 struct wined3d_shader_tgsm_structured
1167 struct wined3d_shader_dst_param reg;
1168 unsigned int byte_stride;
1169 unsigned int structure_count;
1172 struct wined3d_shader_thread_group_size
1174 unsigned int x, y, z;
1177 struct wined3d_shader_function_table_pointer
1179 unsigned int index;
1180 unsigned int array_size;
1181 unsigned int body_count;
1182 unsigned int table_count;
1185 struct wined3d_shader_texel_offset
1187 signed char u, v, w;
1190 struct wined3d_shader_primitive_type
1192 enum wined3d_primitive_type type;
1193 unsigned int patch_vertex_count;
1196 struct wined3d_shader_instruction
1198 const struct wined3d_shader_context *ctx;
1199 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
1200 DWORD flags;
1201 unsigned int dst_count;
1202 unsigned int src_count;
1203 const struct wined3d_shader_dst_param *dst;
1204 const struct wined3d_shader_src_param *src;
1205 struct wined3d_shader_texel_offset texel_offset;
1206 BOOL coissue;
1207 const struct wined3d_shader_src_param *predicate;
1208 union
1210 struct wined3d_shader_semantic semantic;
1211 struct wined3d_shader_register_semantic register_semantic;
1212 struct wined3d_shader_primitive_type primitive_type;
1213 struct wined3d_shader_dst_param dst;
1214 struct wined3d_shader_src_param src;
1215 unsigned int count;
1216 unsigned int index;
1217 const struct wined3d_shader_immediate_constant_buffer *icb;
1218 struct wined3d_shader_structured_resource structured_resource;
1219 struct wined3d_shader_tgsm_raw tgsm_raw;
1220 struct wined3d_shader_tgsm_structured tgsm_structured;
1221 struct wined3d_shader_thread_group_size thread_group_size;
1222 enum wined3d_tessellator_domain tessellator_domain;
1223 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
1224 enum wined3d_tessellator_partitioning tessellator_partitioning;
1225 float max_tessellation_factor;
1226 struct wined3d_shader_index_range index_range;
1227 struct wined3d_shader_indexable_temp indexable_temp;
1228 struct wined3d_shader_function_table_pointer fp;
1229 } declaration;
1232 static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins)
1234 return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w;
1237 struct wined3d_shader_attribute
1239 enum wined3d_decl_usage usage;
1240 UINT usage_idx;
1243 struct wined3d_shader_loop_control
1245 unsigned int count;
1246 unsigned int start;
1247 int step;
1250 struct wined3d_shader_frontend
1252 void *(*shader_init)(const DWORD *byte_code, size_t byte_code_size,
1253 const struct wined3d_shader_signature *output_signature);
1254 void (*shader_free)(void *data);
1255 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
1256 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
1257 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
1260 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
1261 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
1263 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
1265 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
1266 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
1267 #define WINED3D_SHADER_CAP_DOUBLE_PRECISION 0x00000004
1269 struct shader_caps
1271 unsigned int vs_version;
1272 unsigned int hs_version;
1273 unsigned int ds_version;
1274 unsigned int gs_version;
1275 unsigned int ps_version;
1276 unsigned int cs_version;
1278 DWORD vs_uniform_count;
1279 DWORD ps_uniform_count;
1280 float ps_1x_max_value;
1281 DWORD varying_count;
1283 DWORD wined3d_caps;
1286 enum wined3d_gl_resource_type
1288 WINED3D_GL_RES_TYPE_TEX_1D = 0,
1289 WINED3D_GL_RES_TYPE_TEX_2D = 1,
1290 WINED3D_GL_RES_TYPE_TEX_3D = 2,
1291 WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
1292 WINED3D_GL_RES_TYPE_TEX_RECT = 4,
1293 WINED3D_GL_RES_TYPE_BUFFER = 5,
1294 WINED3D_GL_RES_TYPE_RB = 6,
1295 WINED3D_GL_RES_TYPE_COUNT = 7,
1298 enum vertexprocessing_mode {
1299 fixedfunction,
1300 vertexshader,
1301 pretransformed
1304 #define WINED3D_CONST_NUM_UNUSED ~0U
1306 enum wined3d_ffp_ps_fog_mode
1308 WINED3D_FFP_PS_FOG_OFF,
1309 WINED3D_FFP_PS_FOG_LINEAR,
1310 WINED3D_FFP_PS_FOG_EXP,
1311 WINED3D_FFP_PS_FOG_EXP2,
1314 /* Stateblock dependent parameters which have to be hardcoded
1315 * into the shader code
1318 #define WINED3D_PSARGS_PROJECTED (1u << 3)
1319 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
1320 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu
1321 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
1322 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u
1324 /* Used for Shader Model 1 pixel shaders to track the bound texture
1325 * type. 2D and RECT textures are separated through NP2 fixup. */
1326 enum wined3d_shader_tex_types
1328 WINED3D_SHADER_TEX_2D = 0,
1329 WINED3D_SHADER_TEX_3D = 1,
1330 WINED3D_SHADER_TEX_CUBE = 2,
1333 struct ps_compile_args
1335 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
1336 enum vertexprocessing_mode vp_mode;
1337 enum wined3d_ffp_ps_fog_mode fog;
1338 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
1339 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
1340 WORD srgb_correction;
1341 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
1342 D3D9 has a limit of 16 samplers and the fixup is superfluous
1343 in D3D10 (unconditional NP2 support mandatory). */
1344 WORD np2_fixup;
1345 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
1346 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */
1347 DWORD pointsprite : 1;
1348 DWORD flatshading : 1;
1349 DWORD alpha_test_func : 3;
1350 DWORD render_offscreen : 1;
1351 DWORD padding : 26;
1354 enum fog_src_type
1356 VS_FOG_Z = 0,
1357 VS_FOG_COORD = 1
1360 struct vs_compile_args
1362 BYTE fog_src;
1363 BYTE clip_enabled : 1;
1364 BYTE point_size : 1;
1365 BYTE per_vertex_point_size : 1;
1366 BYTE flatshading : 1;
1367 BYTE next_shader_type : 3;
1368 BYTE padding : 1;
1369 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1370 unsigned int next_shader_input_count;
1371 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
1374 struct ds_compile_args
1376 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
1377 enum wined3d_tessellator_partitioning tessellator_partitioning;
1378 unsigned int output_count : 16;
1379 unsigned int next_shader_type : 3;
1380 unsigned int render_offscreen : 1;
1381 unsigned int padding : 12;
1382 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
1385 struct gs_compile_args
1387 unsigned int output_count;
1388 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
1391 struct wined3d_context;
1392 struct wined3d_state;
1393 struct fragment_pipeline;
1394 struct wined3d_vertex_pipe_ops;
1396 struct wined3d_shader_backend_ops
1398 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
1399 void (*shader_precompile)(void *shader_priv, struct wined3d_shader *shader);
1400 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
1401 const struct wined3d_state *state);
1402 void (*shader_select_compute)(void *shader_priv, struct wined3d_context *context,
1403 const struct wined3d_state *state);
1404 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
1405 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
1406 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
1407 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
1408 const struct wined3d_state *state);
1409 void (*shader_destroy)(struct wined3d_shader *shader);
1410 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
1411 const struct fragment_pipeline *fragment_pipe);
1412 void (*shader_free_private)(struct wined3d_device *device);
1413 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
1414 void (*shader_free_context_data)(struct wined3d_context *context);
1415 void (*shader_init_context_state)(struct wined3d_context *context);
1416 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
1417 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
1418 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
1421 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
1422 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
1423 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
1425 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
1427 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
1428 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
1429 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
1430 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
1432 static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color)
1434 wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f;
1435 wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f;
1436 wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f;
1437 wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f;
1440 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
1442 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1443 const char *file, unsigned int line, const char *name) DECLSPEC_HIDDEN;
1445 /* Checking of API calls */
1446 /* --------------------- */
1447 #ifndef WINE_NO_DEBUG_MSGS
1448 #define checkGLcall(A) \
1449 do { \
1450 if (__WINE_IS_DEBUG_ON(_ERR, &__wine_dbch_d3d) \
1451 && !gl_info->supported[ARB_DEBUG_OUTPUT]) \
1452 wined3d_check_gl_call(gl_info, __FILE__, __LINE__, A); \
1453 } while(0)
1454 #else
1455 #define checkGLcall(A) do {} while(0)
1456 #endif
1458 struct wined3d_bo_address
1460 GLuint buffer_object;
1461 BYTE *addr;
1464 struct wined3d_const_bo_address
1466 GLuint buffer_object;
1467 const BYTE *addr;
1470 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
1472 return (struct wined3d_const_bo_address *)data;
1475 struct wined3d_stream_info_element
1477 const struct wined3d_format *format;
1478 struct wined3d_bo_address data;
1479 GLsizei stride;
1480 unsigned int stream_idx;
1481 unsigned int divisor;
1484 struct wined3d_stream_info
1486 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1487 DWORD position_transformed : 1;
1488 DWORD all_vbo : 1;
1489 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1490 WORD use_map; /* MAX_ATTRIBS, 16 */
1493 void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info,
1494 const struct wined3d_state *state, const struct wined3d_gl_info *gl_info,
1495 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
1497 struct wined3d_direct_dispatch_parameters
1499 unsigned int group_count_x;
1500 unsigned int group_count_y;
1501 unsigned int group_count_z;
1504 struct wined3d_indirect_dispatch_parameters
1506 struct wined3d_buffer *buffer;
1507 unsigned int offset;
1510 struct wined3d_dispatch_parameters
1512 BOOL indirect;
1513 union
1515 struct wined3d_direct_dispatch_parameters direct;
1516 struct wined3d_indirect_dispatch_parameters indirect;
1517 } u;
1520 struct wined3d_direct_draw_parameters
1522 int base_vertex_idx;
1523 unsigned int start_idx;
1524 unsigned int index_count;
1525 unsigned int start_instance;
1526 unsigned int instance_count;
1529 struct wined3d_indirect_draw_parameters
1531 struct wined3d_buffer *buffer;
1532 unsigned int offset;
1535 struct wined3d_draw_parameters
1537 BOOL indirect;
1538 union
1540 struct wined3d_direct_draw_parameters direct;
1541 struct wined3d_indirect_draw_parameters indirect;
1542 } u;
1543 BOOL indexed;
1546 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
1547 const struct wined3d_draw_parameters *draw_parameters) DECLSPEC_HIDDEN;
1548 void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
1549 const struct wined3d_dispatch_parameters *dispatch_parameters) DECLSPEC_HIDDEN;
1550 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1552 #define eps 1e-8f
1554 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1555 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1557 enum wined3d_pipeline
1559 WINED3D_PIPELINE_GRAPHICS,
1560 WINED3D_PIPELINE_COMPUTE,
1561 WINED3D_PIPELINE_COUNT,
1564 /* Routines and structures related to state management */
1566 #define STATE_RENDER(a) (a)
1567 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1569 #define STATE_TEXTURESTAGE(stage, num) \
1570 (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1571 #define STATE_IS_TEXTURESTAGE(a) \
1572 ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1574 /* + 1 because samplers start with 0 */
1575 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1576 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1578 #define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1579 #define STATE_IS_GRAPHICS_SHADER(a) \
1580 ((a) >= STATE_GRAPHICS_SHADER(0) && (a) < STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1582 #define STATE_GRAPHICS_CONSTANT_BUFFER(a) (STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT) + (a))
1583 #define STATE_IS_GRAPHICS_CONSTANT_BUFFER(a) \
1584 ((a) >= STATE_GRAPHICS_CONSTANT_BUFFER(0) \
1585 && (a) < STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1587 #define STATE_GRAPHICS_SHADER_RESOURCE_BINDING (STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1588 #define STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_GRAPHICS_SHADER_RESOURCE_BINDING)
1590 #define STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING (STATE_GRAPHICS_SHADER_RESOURCE_BINDING + 1)
1591 #define STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING)
1593 #define STATE_TRANSFORM(a) (STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING + (a))
1594 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1596 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1597 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1598 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1599 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1601 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1602 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1604 #define STATE_VIEWPORT (STATE_VDECL + 1)
1605 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1607 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1608 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1609 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1610 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1612 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1613 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1615 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1616 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIP_DISTANCES - 1))
1618 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIP_DISTANCES))
1619 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1621 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1622 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1624 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1625 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1627 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1628 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1630 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1631 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1633 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
1634 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
1636 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
1637 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1639 #define STATE_STREAM_OUTPUT (STATE_COLOR_KEY + 1)
1640 #define STATE_IS_STREAM_OUTPUT(a) ((a) == STATE_STREAM_OUTPUT)
1642 #define STATE_COMPUTE_OFFSET (STATE_STREAM_OUTPUT + 1)
1644 #define STATE_COMPUTE_SHADER (STATE_COMPUTE_OFFSET)
1645 #define STATE_IS_COMPUTE_SHADER(a) ((a) == STATE_COMPUTE_SHADER)
1647 #define STATE_COMPUTE_CONSTANT_BUFFER (STATE_COMPUTE_SHADER + 1)
1648 #define STATE_IS_COMPUTE_CONSTANT_BUFFER(a) ((a) == STATE_COMPUTE_CONSTANT_BUFFER)
1650 #define STATE_COMPUTE_SHADER_RESOURCE_BINDING (STATE_COMPUTE_CONSTANT_BUFFER + 1)
1651 #define STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(a) ((a) == STATE_COMPUTE_SHADER_RESOURCE_BINDING)
1653 #define STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING (STATE_COMPUTE_SHADER_RESOURCE_BINDING + 1)
1654 #define STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1656 #define STATE_COMPUTE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1657 #define STATE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1659 #define STATE_IS_COMPUTE(a) ((a) >= STATE_COMPUTE_OFFSET && (a) <= STATE_COMPUTE_HIGHEST)
1660 #define STATE_COMPUTE_COUNT (STATE_COMPUTE_HIGHEST - STATE_COMPUTE_OFFSET + 1)
1662 #define STATE_SHADER(a) ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_SHADER(a) : STATE_COMPUTE_SHADER)
1663 #define STATE_CONSTANT_BUFFER(a) \
1664 ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_CONSTANT_BUFFER(a) : STATE_COMPUTE_CONSTANT_BUFFER)
1665 #define STATE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == WINED3D_PIPELINE_GRAPHICS ? \
1666 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING : STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1668 enum fogsource {
1669 FOGSOURCE_FFP,
1670 FOGSOURCE_VS,
1671 FOGSOURCE_COORD,
1674 union wined3d_gl_fence_object
1676 GLuint id;
1677 GLsync sync;
1680 enum wined3d_fence_result
1682 WINED3D_FENCE_OK,
1683 WINED3D_FENCE_WAITING,
1684 WINED3D_FENCE_NOT_STARTED,
1685 WINED3D_FENCE_WRONG_THREAD,
1686 WINED3D_FENCE_ERROR,
1689 struct wined3d_fence
1691 struct list entry;
1692 union wined3d_gl_fence_object object;
1693 struct wined3d_context *context;
1696 HRESULT wined3d_fence_create(struct wined3d_device *device, struct wined3d_fence **fence) DECLSPEC_HIDDEN;
1697 void wined3d_fence_destroy(struct wined3d_fence *fence) DECLSPEC_HIDDEN;
1698 void wined3d_fence_issue(struct wined3d_fence *fence, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1699 enum wined3d_fence_result wined3d_fence_wait(const struct wined3d_fence *fence,
1700 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1702 /* Direct3D terminology with little modifications. We do not have an issued
1703 * state because only the driver knows about it, but we have a created state
1704 * because D3D allows GetData() on a created query, but OpenGL doesn't. */
1705 enum wined3d_query_state
1707 QUERY_CREATED,
1708 QUERY_SIGNALLED,
1709 QUERY_BUILDING
1712 struct wined3d_query_ops
1714 BOOL (*query_poll)(struct wined3d_query *query, DWORD flags);
1715 BOOL (*query_issue)(struct wined3d_query *query, DWORD flags);
1716 void (*query_destroy)(struct wined3d_query *query);
1719 struct wined3d_query
1721 LONG ref;
1723 void *parent;
1724 const struct wined3d_parent_ops *parent_ops;
1725 struct wined3d_device *device;
1726 enum wined3d_query_state state;
1727 enum wined3d_query_type type;
1728 const void *data;
1729 DWORD data_size;
1730 const struct wined3d_query_ops *query_ops;
1732 LONG counter_main, counter_retrieved;
1733 struct list poll_list_entry;
1736 struct wined3d_event_query
1738 struct wined3d_query query;
1740 struct wined3d_fence fence;
1741 BOOL signalled;
1744 struct wined3d_occlusion_query
1746 struct wined3d_query query;
1748 struct list entry;
1749 GLuint id;
1750 struct wined3d_context *context;
1751 UINT64 samples;
1752 BOOL started;
1755 struct wined3d_timestamp_query
1757 struct wined3d_query query;
1759 struct list entry;
1760 GLuint id;
1761 struct wined3d_context *context;
1762 UINT64 timestamp;
1765 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1766 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1768 union wined3d_gl_so_statistics_query
1770 GLuint id[2];
1771 struct
1773 GLuint written;
1774 GLuint generated;
1775 } query;
1778 struct wined3d_so_statistics_query
1780 struct wined3d_query query;
1782 struct list entry;
1783 union wined3d_gl_so_statistics_query u;
1784 struct wined3d_context *context;
1785 unsigned int stream_idx;
1786 struct wined3d_query_data_so_statistics statistics;
1787 BOOL started;
1790 void context_alloc_so_statistics_query(struct wined3d_context *context,
1791 struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN;
1792 void context_free_so_statistics_query(struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN;
1794 union wined3d_gl_pipeline_statistics_query
1796 GLuint id[11];
1797 struct
1799 GLuint vertices;
1800 GLuint primitives;
1801 GLuint vertex_shader;
1802 GLuint tess_control_shader;
1803 GLuint tess_eval_shader;
1804 GLuint geometry_shader;
1805 GLuint geometry_primitives;
1806 GLuint fragment_shader;
1807 GLuint compute_shader;
1808 GLuint clipping_input;
1809 GLuint clipping_output;
1810 } query;
1813 struct wined3d_pipeline_statistics_query
1815 struct wined3d_query query;
1817 struct list entry;
1818 union wined3d_gl_pipeline_statistics_query u;
1819 struct wined3d_context *context;
1820 struct wined3d_query_data_pipeline_statistics statistics;
1821 BOOL started;
1824 void context_alloc_pipeline_statistics_query(struct wined3d_context *context,
1825 struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN;
1826 void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN;
1828 struct wined3d_gl_view
1830 GLenum target;
1831 GLuint name;
1834 struct wined3d_rendertarget_info
1836 struct wined3d_gl_view gl_view;
1837 struct wined3d_resource *resource;
1838 unsigned int sub_resource_idx;
1839 unsigned int layer_count;
1842 #define MAX_GL_FRAGMENT_SAMPLERS 32
1844 struct wined3d_context
1846 const struct wined3d_gl_info *gl_info;
1847 const struct wined3d_d3d_info *d3d_info;
1848 const struct StateEntry *state_table;
1849 /* State dirtification
1850 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1851 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1852 * 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
1853 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1855 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1856 DWORD numDirtyEntries;
1857 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1858 unsigned int dirty_compute_states[STATE_COMPUTE_COUNT / (sizeof(unsigned int) * CHAR_BIT) + 1];
1860 struct wined3d_device *device;
1861 struct wined3d_swapchain *swapchain;
1862 struct
1864 struct wined3d_texture *texture;
1865 unsigned int sub_resource_idx;
1866 } current_rt;
1867 DWORD tid; /* Thread ID which owns this context at the moment */
1869 /* Stores some information about the context state for optimization */
1870 DWORD render_offscreen : 1;
1871 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1872 DWORD last_swizzle_map : 16; /* MAX_ATTRIBS, 16 */
1873 DWORD last_was_pshader : 1;
1874 DWORD last_was_vshader : 1;
1875 DWORD last_was_normal : 1;
1876 DWORD namedArraysLoaded : 1;
1877 DWORD numberedArraysLoaded : 1;
1878 DWORD last_was_blit : 1;
1879 DWORD last_was_ckey : 1;
1880 DWORD fog_coord : 1;
1881 DWORD fog_enabled : 1;
1882 DWORD num_untracked_materials : 2; /* Max value 2 */
1883 DWORD current : 1;
1884 DWORD destroyed : 1;
1885 DWORD valid : 1;
1886 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1887 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1888 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1889 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1890 DWORD use_immediate_mode_draw : 1;
1891 DWORD rebind_fbo : 1;
1892 DWORD needs_set : 1;
1893 DWORD hdc_is_private : 1;
1894 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1895 DWORD update_shader_resource_bindings : 1;
1896 DWORD update_compute_shader_resource_bindings : 1;
1897 DWORD update_unordered_access_view_bindings : 1;
1898 DWORD update_compute_unordered_access_view_bindings : 1;
1899 DWORD uses_uavs : 1;
1900 DWORD destroy_delayed : 1;
1901 DWORD transform_feedback_active : 1;
1902 DWORD transform_feedback_paused : 1;
1903 DWORD shader_update_mask : 6; /* WINED3D_SHADER_TYPE_COUNT, 6 */
1904 DWORD padding : 17;
1905 DWORD constant_update_mask;
1906 DWORD numbered_array_mask;
1907 GLenum tracking_parm; /* Which source is tracking current colour */
1908 GLenum untracked_materials[2];
1909 UINT blit_w, blit_h;
1910 enum fogsource fog_source;
1911 DWORD active_texture;
1912 DWORD *texture_type;
1914 UINT instance_count;
1916 /* The actual opengl context */
1917 UINT level;
1918 HGLRC restore_ctx;
1919 HDC restore_dc;
1920 int restore_pf;
1921 HWND restore_pf_win;
1922 HGLRC glCtx;
1923 HWND win_handle;
1924 HDC hdc;
1925 int pixel_format;
1926 GLint aux_buffers;
1928 void *shader_backend_data;
1929 void *fragment_pipe_data;
1931 /* FBOs */
1932 UINT fbo_entry_count;
1933 struct list fbo_list;
1934 struct list fbo_destroy_list;
1935 struct fbo_entry *current_fbo;
1936 GLuint fbo_read_binding;
1937 GLuint fbo_draw_binding;
1938 struct wined3d_rendertarget_info *blit_targets;
1939 struct wined3d_fbo_entry_key *fbo_key;
1940 GLenum *draw_buffers;
1941 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1943 /* Queries */
1944 GLuint *free_occlusion_queries;
1945 SIZE_T free_occlusion_query_size;
1946 unsigned int free_occlusion_query_count;
1947 struct list occlusion_queries;
1949 union wined3d_gl_fence_object *free_fences;
1950 SIZE_T free_fence_size;
1951 unsigned int free_fence_count;
1952 struct list fences;
1954 GLuint *free_timestamp_queries;
1955 SIZE_T free_timestamp_query_size;
1956 unsigned int free_timestamp_query_count;
1957 struct list timestamp_queries;
1959 union wined3d_gl_so_statistics_query *free_so_statistics_queries;
1960 SIZE_T free_so_statistics_query_size;
1961 unsigned int free_so_statistics_query_count;
1962 struct list so_statistics_queries;
1964 union wined3d_gl_pipeline_statistics_query *free_pipeline_statistics_queries;
1965 SIZE_T free_pipeline_statistics_query_size;
1966 unsigned int free_pipeline_statistics_query_count;
1967 struct list pipeline_statistics_queries;
1969 struct wined3d_stream_info stream_info;
1971 /* Fences for GL_APPLE_flush_buffer_range */
1972 struct wined3d_fence *buffer_fences[MAX_ATTRIBS];
1973 unsigned int buffer_fence_count;
1975 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1976 DWORD rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS];
1978 /* Extension emulation */
1979 GLint gl_fog_source;
1980 GLfloat fog_coord_value;
1981 GLfloat color[4], fogstart, fogend, fogcolor[4];
1982 GLuint dummy_arbfp_prog;
1985 struct wined3d_fb_state
1987 struct wined3d_rendertarget_view **render_targets;
1988 struct wined3d_rendertarget_view *depth_stencil;
1991 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1993 struct StateEntry
1995 DWORD representative;
1996 APPLYSTATEFUNC apply;
1999 struct StateEntryTemplate
2001 DWORD state;
2002 struct StateEntry content;
2003 enum wined3d_gl_extension extension;
2006 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
2007 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
2008 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
2010 struct fragment_caps
2012 DWORD wined3d_caps;
2013 DWORD PrimitiveMiscCaps;
2014 DWORD TextureOpCaps;
2015 DWORD MaxTextureBlendStages;
2016 DWORD MaxSimultaneousTextures;
2019 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001
2020 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002
2022 struct fragment_pipeline
2024 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
2025 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
2026 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
2027 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
2028 void (*free_private)(struct wined3d_device *device);
2029 BOOL (*allocate_context_data)(struct wined3d_context *context);
2030 void (*free_context_data)(struct wined3d_context *context);
2031 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
2032 const struct StateEntryTemplate *states;
2035 struct wined3d_vertex_caps
2037 BOOL xyzrhw;
2038 BOOL emulated_flatshading;
2039 BOOL ffp_generic_attributes;
2040 DWORD max_active_lights;
2041 DWORD max_vertex_blend_matrices;
2042 DWORD max_vertex_blend_matrix_index;
2043 DWORD vertex_processing_caps;
2044 DWORD fvf_caps;
2045 DWORD max_user_clip_planes;
2046 DWORD raster_caps;
2049 struct wined3d_vertex_pipe_ops
2051 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
2052 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
2053 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
2054 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
2055 void (*vp_free)(struct wined3d_device *device);
2056 const struct StateEntryTemplate *vp_states;
2059 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
2060 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
2061 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
2062 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
2063 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
2064 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
2065 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
2066 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
2068 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
2069 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
2070 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
2072 /* "Base" state table */
2073 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
2074 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2075 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
2076 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
2078 struct wined3d_surface;
2080 enum wined3d_blit_op
2082 WINED3D_BLIT_OP_COLOR_BLIT,
2083 WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST,
2084 WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
2085 WINED3D_BLIT_OP_COLOR_FILL,
2086 WINED3D_BLIT_OP_DEPTH_FILL,
2087 WINED3D_BLIT_OP_DEPTH_BLIT,
2088 WINED3D_BLIT_OP_RAW_BLIT,
2091 struct wined3d_blitter
2093 const struct wined3d_blitter_ops *ops;
2094 struct wined3d_blitter *next;
2097 struct wined3d_blitter_ops
2099 void (*blitter_destroy)(struct wined3d_blitter *blitter, struct wined3d_context *context);
2100 void (*blitter_clear)(struct wined3d_blitter *blitter, struct wined3d_device *device,
2101 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
2102 const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil);
2103 DWORD (*blitter_blit)(struct wined3d_blitter *blitter, enum wined3d_blit_op op, struct wined3d_context *context,
2104 struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect,
2105 struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect,
2106 const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter);
2109 void wined3d_arbfp_blitter_create(struct wined3d_blitter **next,
2110 const struct wined3d_device *device) DECLSPEC_HIDDEN;
2111 struct wined3d_blitter *wined3d_cpu_blitter_create(void) DECLSPEC_HIDDEN;
2112 void wined3d_fbo_blitter_create(struct wined3d_blitter **next,
2113 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2114 void wined3d_ffp_blitter_create(struct wined3d_blitter **next,
2115 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2116 void wined3d_raw_blitter_create(struct wined3d_blitter **next,
2117 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2119 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN;
2121 struct wined3d_context *context_acquire(const struct wined3d_device *device,
2122 struct wined3d_texture *texture, unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
2123 void context_alloc_fence(struct wined3d_context *context, struct wined3d_fence *fence) DECLSPEC_HIDDEN;
2124 void context_alloc_occlusion_query(struct wined3d_context *context,
2125 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
2126 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
2127 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
2128 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
2129 void context_apply_compute_state(struct wined3d_context *context,
2130 const struct wined3d_device *device, const struct wined3d_state *state) DECLSPEC_HIDDEN;
2131 BOOL context_apply_draw_state(struct wined3d_context *context,
2132 const struct wined3d_device *device, const struct wined3d_state *state) DECLSPEC_HIDDEN;
2133 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
2134 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
2135 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
2136 unsigned int unit) DECLSPEC_HIDDEN;
2137 void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) DECLSPEC_HIDDEN;
2138 void context_bind_dummy_textures(const struct wined3d_device *device,
2139 const struct wined3d_context *context) DECLSPEC_HIDDEN;
2140 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
2141 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
2142 void context_copy_bo_address(struct wined3d_context *context,
2143 const struct wined3d_bo_address *dst, GLenum dst_binding,
2144 const struct wined3d_bo_address *src, GLenum src_binding, size_t size) DECLSPEC_HIDDEN;
2145 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target,
2146 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
2147 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
2148 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2149 void context_end_transform_feedback(struct wined3d_context *context) DECLSPEC_HIDDEN;
2150 void context_free_fence(struct wined3d_fence *fence) DECLSPEC_HIDDEN;
2151 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
2152 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
2153 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN;
2154 const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context,
2155 const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2156 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
2157 void context_gl_resource_released(struct wined3d_device *device,
2158 GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN;
2159 void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
2160 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
2161 void *context_map_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data,
2162 size_t size, GLenum binding, DWORD flags) DECLSPEC_HIDDEN;
2163 struct wined3d_context *context_reacquire(const struct wined3d_device *device,
2164 struct wined3d_context *context) DECLSPEC_HIDDEN;
2165 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
2166 void context_resource_released(const struct wined3d_device *device,
2167 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
2168 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore) DECLSPEC_HIDDEN;
2169 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
2170 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
2171 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
2172 void context_state_drawbuf(struct wined3d_context *context,
2173 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2174 void context_state_fb(struct wined3d_context *context,
2175 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2176 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2177 void context_unmap_bo_address(struct wined3d_context *context,
2178 const struct wined3d_bo_address *data, GLenum binding) DECLSPEC_HIDDEN;
2180 /*****************************************************************************
2181 * Internal representation of a light
2183 struct wined3d_light_info
2185 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
2186 DWORD OriginalIndex;
2187 LONG glIndex;
2188 BOOL enabled;
2190 /* Converted parms to speed up swapping lights */
2191 struct wined3d_vec4 position;
2192 struct wined3d_vec4 direction;
2193 float exponent;
2194 float cutoff;
2196 struct list entry;
2199 /* The default light parameters */
2200 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
2202 struct wined3d_pixel_format
2204 int iPixelFormat; /* WGL pixel format */
2205 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
2206 int redSize, greenSize, blueSize, alphaSize, colorSize;
2207 int depthSize, stencilSize;
2208 BOOL windowDrawable;
2209 BOOL doubleBuffer;
2210 int auxBuffers;
2211 int numSamples;
2214 enum wined3d_pci_vendor
2216 HW_VENDOR_SOFTWARE = 0x0000,
2217 HW_VENDOR_AMD = 0x1002,
2218 HW_VENDOR_NVIDIA = 0x10de,
2219 HW_VENDOR_VMWARE = 0x15ad,
2220 HW_VENDOR_INTEL = 0x8086,
2223 enum wined3d_pci_device
2225 CARD_WINE = 0x0000,
2227 CARD_AMD_RAGE_128PRO = 0x5246,
2228 CARD_AMD_RADEON_7200 = 0x5144,
2229 CARD_AMD_RADEON_8500 = 0x514c,
2230 CARD_AMD_RADEON_9500 = 0x4144,
2231 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
2232 CARD_AMD_RADEON_X700 = 0x5e4c,
2233 CARD_AMD_RADEON_X1600 = 0x71c2,
2234 CARD_AMD_RADEON_HD2350 = 0x94c7,
2235 CARD_AMD_RADEON_HD2600 = 0x9581,
2236 CARD_AMD_RADEON_HD2900 = 0x9400,
2237 CARD_AMD_RADEON_HD3200 = 0x9620,
2238 CARD_AMD_RADEON_HD3850 = 0x9515,
2239 CARD_AMD_RADEON_HD4200M = 0x9712,
2240 CARD_AMD_RADEON_HD4350 = 0x954f,
2241 CARD_AMD_RADEON_HD4600 = 0x9495,
2242 CARD_AMD_RADEON_HD4700 = 0x944e,
2243 CARD_AMD_RADEON_HD4800 = 0x944c,
2244 CARD_AMD_RADEON_HD5400 = 0x68f9,
2245 CARD_AMD_RADEON_HD5600 = 0x68d8,
2246 CARD_AMD_RADEON_HD5700 = 0x68be,
2247 CARD_AMD_RADEON_HD5800 = 0x6898,
2248 CARD_AMD_RADEON_HD5900 = 0x689c,
2249 CARD_AMD_RADEON_HD6300 = 0x9803,
2250 CARD_AMD_RADEON_HD6400 = 0x6770,
2251 CARD_AMD_RADEON_HD6410D = 0x9644,
2252 CARD_AMD_RADEON_HD6480G = 0x9648,
2253 CARD_AMD_RADEON_HD6550D = 0x9640,
2254 CARD_AMD_RADEON_HD6600 = 0x6758,
2255 CARD_AMD_RADEON_HD6600M = 0x6741,
2256 CARD_AMD_RADEON_HD6700 = 0x68ba,
2257 CARD_AMD_RADEON_HD6800 = 0x6739,
2258 CARD_AMD_RADEON_HD6900 = 0x6719,
2259 CARD_AMD_RADEON_HD7660D = 0x9901,
2260 CARD_AMD_RADEON_HD7700 = 0x683d,
2261 CARD_AMD_RADEON_HD7800 = 0x6819,
2262 CARD_AMD_RADEON_HD7900 = 0x679a,
2263 CARD_AMD_RADEON_HD8600M = 0x6660,
2264 CARD_AMD_RADEON_HD8670 = 0x6610,
2265 CARD_AMD_RADEON_HD8770 = 0x665c,
2266 CARD_AMD_RADEON_R3 = 0x9830,
2267 CARD_AMD_RADEON_R7 = 0x130f,
2268 CARD_AMD_RADEON_R9_285 = 0x6939,
2269 CARD_AMD_RADEON_R9_290 = 0x67b1,
2270 CARD_AMD_RADEON_R9_FURY = 0x7300,
2271 CARD_AMD_RADEON_RX_460 = 0x67ef,
2272 CARD_AMD_RADEON_RX_480 = 0x67df,
2274 CARD_NVIDIA_RIVA_128 = 0x0018,
2275 CARD_NVIDIA_RIVA_TNT = 0x0020,
2276 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
2277 CARD_NVIDIA_GEFORCE = 0x0100,
2278 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
2279 CARD_NVIDIA_GEFORCE2 = 0x0150,
2280 CARD_NVIDIA_GEFORCE3 = 0x0200,
2281 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
2282 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
2283 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
2284 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
2285 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
2286 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
2287 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
2288 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
2289 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
2290 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
2291 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
2292 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
2293 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
2294 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
2295 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
2296 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
2297 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
2298 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
2299 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
2300 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
2301 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
2302 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
2303 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
2304 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
2305 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
2306 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
2307 CARD_NVIDIA_GEFORCE_9700MGT = 0x064a,
2308 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
2309 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
2310 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
2311 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
2312 CARD_NVIDIA_GEFORCE_GTS250 = 0x0615,
2313 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
2314 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
2315 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
2316 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
2317 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
2318 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
2319 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
2320 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
2321 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
2322 CARD_NVIDIA_GEFORCE_410M = 0x1055,
2323 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
2324 CARD_NVIDIA_GEFORCE_GT425M = 0x0df0,
2325 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
2326 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
2327 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
2328 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
2329 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
2330 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
2331 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
2332 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
2333 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
2334 CARD_NVIDIA_GEFORCE_GT525M = 0x0dec,
2335 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
2336 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
2337 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
2338 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
2339 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
2340 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
2341 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
2342 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
2343 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
2344 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
2345 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
2346 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
2347 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
2348 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
2349 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
2350 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
2351 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
2352 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
2353 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
2354 CARD_NVIDIA_GEFORCE_GTX675MX = 0x11a7,
2355 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
2356 CARD_NVIDIA_GEFORCE_GTX690 = 0x1188,
2357 CARD_NVIDIA_GEFORCE_GT730 = 0x1287,
2358 CARD_NVIDIA_GEFORCE_GT730M = 0x0fe1,
2359 CARD_NVIDIA_GEFORCE_GT740M = 0x1292,
2360 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
2361 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
2362 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
2363 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
2364 CARD_NVIDIA_GEFORCE_GTX760TI = 0x1193,
2365 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
2366 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
2367 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
2368 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
2369 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
2370 CARD_NVIDIA_GEFORCE_GTXTITAN = 0x1005,
2371 CARD_NVIDIA_GEFORCE_GTXTITANB = 0x100c,
2372 CARD_NVIDIA_GEFORCE_GTXTITANX = 0x17c2,
2373 CARD_NVIDIA_GEFORCE_GTXTITANZ = 0x1001,
2374 CARD_NVIDIA_GEFORCE_820M = 0x0fed,
2375 CARD_NVIDIA_GEFORCE_830M = 0x1340,
2376 CARD_NVIDIA_GEFORCE_840M = 0x1341,
2377 CARD_NVIDIA_GEFORCE_845M = 0x1344,
2378 CARD_NVIDIA_GEFORCE_GTX850M = 0x1391,
2379 CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */
2380 CARD_NVIDIA_GEFORCE_GTX870M = 0x1199,
2381 CARD_NVIDIA_GEFORCE_GTX880M = 0x1198,
2382 CARD_NVIDIA_GEFORCE_940M = 0x1347,
2383 CARD_NVIDIA_GEFORCE_GTX950 = 0x1402,
2384 CARD_NVIDIA_GEFORCE_GTX950M = 0x139a,
2385 CARD_NVIDIA_GEFORCE_GTX960 = 0x1401,
2386 CARD_NVIDIA_GEFORCE_GTX960M = 0x139b,
2387 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
2388 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
2389 CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0,
2390 CARD_NVIDIA_GEFORCE_GTX980TI = 0x17c8,
2391 CARD_NVIDIA_GEFORCE_GTX1050 = 0x1c81,
2392 CARD_NVIDIA_GEFORCE_GTX1060 = 0x1c03,
2393 CARD_NVIDIA_GEFORCE_GTX1070 = 0x1b81,
2394 CARD_NVIDIA_GEFORCE_GTX1080 = 0x1b80,
2395 CARD_NVIDIA_GEFORCE_GTX1080TI = 0x1b06,
2396 CARD_NVIDIA_TITANX_PASCAL = 0x1b00,
2398 CARD_VMWARE_SVGA3D = 0x0405,
2400 CARD_INTEL_830M = 0x3577,
2401 CARD_INTEL_855GM = 0x3582,
2402 CARD_INTEL_845G = 0x2562,
2403 CARD_INTEL_865G = 0x2572,
2404 CARD_INTEL_915G = 0x2582,
2405 CARD_INTEL_E7221G = 0x258a,
2406 CARD_INTEL_915GM = 0x2592,
2407 CARD_INTEL_945G = 0x2772,
2408 CARD_INTEL_945GM = 0x27a2,
2409 CARD_INTEL_945GME = 0x27ae,
2410 CARD_INTEL_Q35 = 0x29b2,
2411 CARD_INTEL_G33 = 0x29c2,
2412 CARD_INTEL_Q33 = 0x29d2,
2413 CARD_INTEL_PNVG = 0xa001,
2414 CARD_INTEL_PNVM = 0xa011,
2415 CARD_INTEL_965Q = 0x2992,
2416 CARD_INTEL_965G = 0x2982,
2417 CARD_INTEL_946GZ = 0x2972,
2418 CARD_INTEL_965GM = 0x2a02,
2419 CARD_INTEL_965GME = 0x2a12,
2420 CARD_INTEL_GM45 = 0x2a42,
2421 CARD_INTEL_IGD = 0x2e02,
2422 CARD_INTEL_Q45 = 0x2e12,
2423 CARD_INTEL_G45 = 0x2e22,
2424 CARD_INTEL_G41 = 0x2e32,
2425 CARD_INTEL_B43 = 0x2e92,
2426 CARD_INTEL_ILKD = 0x0042,
2427 CARD_INTEL_ILKM = 0x0046,
2428 CARD_INTEL_SNBD = 0x0122,
2429 CARD_INTEL_SNBM = 0x0126,
2430 CARD_INTEL_SNBS = 0x010a,
2431 CARD_INTEL_IVBD = 0x0162,
2432 CARD_INTEL_IVBM = 0x0166,
2433 CARD_INTEL_IVBS = 0x015a,
2434 CARD_INTEL_HWD = 0x0412,
2435 CARD_INTEL_HWM = 0x0416,
2436 CARD_INTEL_I5100_1 = 0x0a22,
2437 CARD_INTEL_I5100_2 = 0x0a2a,
2438 CARD_INTEL_I5100_3 = 0x0a2b,
2439 CARD_INTEL_I5100_4 = 0x0a2e,
2440 CARD_INTEL_IP5200_1 = 0x0d22,
2441 CARD_INTEL_IP5200_2 = 0x0d26,
2442 CARD_INTEL_IP5200_3 = 0x0d2a,
2443 CARD_INTEL_IP5200_4 = 0x0d2b,
2444 CARD_INTEL_IP5200_5 = 0x0d2e,
2445 CARD_INTEL_HD5300 = 0x161e,
2446 CARD_INTEL_HD5500 = 0x1616,
2447 CARD_INTEL_HD5600 = 0x1612,
2448 CARD_INTEL_HD6000 = 0x1626,
2449 CARD_INTEL_I6100 = 0x162b,
2450 CARD_INTEL_IP6200 = 0x1622,
2451 CARD_INTEL_IPP6300 = 0x162a,
2452 CARD_INTEL_HD510_1 = 0x1902,
2453 CARD_INTEL_HD510_2 = 0x1906,
2454 CARD_INTEL_HD510_3 = 0x190b,
2455 CARD_INTEL_HD515 = 0x191e,
2456 CARD_INTEL_HD520_1 = 0x1916,
2457 CARD_INTEL_HD520_2 = 0x1921,
2458 CARD_INTEL_HD530_1 = 0x1912,
2459 CARD_INTEL_HD530_2 = 0x191b,
2460 CARD_INTEL_HDP530 = 0x191d,
2461 CARD_INTEL_I540 = 0x1926,
2462 CARD_INTEL_I550 = 0x1927,
2463 CARD_INTEL_I555 = 0x192b,
2464 CARD_INTEL_IP555 = 0x192d,
2465 CARD_INTEL_IP580_1 = 0x1932,
2466 CARD_INTEL_IP580_2 = 0x193b,
2467 CARD_INTEL_IPP580_1 = 0x193a,
2468 CARD_INTEL_IPP580_2 = 0x193d,
2471 struct wined3d_fbo_ops
2473 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
2474 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
2475 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
2476 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
2477 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
2478 GLsizei width, GLsizei height);
2479 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
2480 GLenum internalformat, GLsizei width, GLsizei height);
2481 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
2482 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
2483 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
2484 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
2485 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
2486 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
2487 void (WINE_GLAPI *glFramebufferTexture)(GLenum target, GLenum attachment,
2488 GLuint texture, GLint level);
2489 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
2490 GLenum textarget, GLuint texture, GLint level);
2491 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
2492 GLenum textarget, GLuint texture, GLint level);
2493 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
2494 GLenum textarget, GLuint texture, GLint level, GLint layer);
2495 void (WINE_GLAPI *glFramebufferTextureLayer)(GLenum target, GLenum attachment,
2496 GLuint texture, GLint level, GLint layer);
2497 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
2498 GLenum renderbuffertarget, GLuint renderbuffer);
2499 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
2500 GLenum pname, GLint *params);
2501 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
2502 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
2503 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
2506 struct wined3d_gl_limits
2508 UINT buffers;
2509 UINT lights;
2510 UINT textures;
2511 UINT texture_coords;
2512 unsigned int uniform_blocks[WINED3D_SHADER_TYPE_COUNT];
2513 unsigned int samplers[WINED3D_SHADER_TYPE_COUNT];
2514 unsigned int graphics_samplers;
2515 unsigned int combined_samplers;
2516 UINT general_combiners;
2517 UINT user_clip_distances;
2518 UINT texture_size;
2519 UINT texture3d_size;
2520 float pointsize_max;
2521 float pointsize_min;
2522 UINT blends;
2523 UINT anisotropy;
2524 float shininess;
2525 UINT samples;
2526 UINT vertex_attribs;
2528 unsigned int texture_buffer_offset_alignment;
2530 UINT glsl_varyings;
2531 UINT glsl_vs_float_constants;
2532 UINT glsl_ps_float_constants;
2534 UINT arb_vs_float_constants;
2535 UINT arb_vs_native_constants;
2536 UINT arb_vs_instructions;
2537 UINT arb_vs_temps;
2538 UINT arb_ps_float_constants;
2539 UINT arb_ps_local_constants;
2540 UINT arb_ps_native_constants;
2541 UINT arb_ps_instructions;
2542 UINT arb_ps_temps;
2545 void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
2546 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2547 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
2548 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2550 struct wined3d_gl_info
2552 DWORD selected_gl_version;
2553 DWORD glsl_version;
2554 struct wined3d_gl_limits limits;
2555 DWORD reserved_glsl_constants, reserved_arb_constants;
2556 DWORD quirks;
2557 BOOL supported[WINED3D_GL_EXT_COUNT];
2558 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
2559 float fixed_polyoffset_scale, float_polyoffset_scale;
2561 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
2562 struct opengl_funcs gl_ops;
2563 struct wined3d_fbo_ops fbo_ops;
2565 struct wined3d_format *formats;
2566 unsigned int format_count;
2569 struct wined3d_driver_info
2571 enum wined3d_pci_vendor vendor;
2572 enum wined3d_pci_device device;
2573 const char *name;
2574 const char *description;
2575 UINT64 vram_bytes;
2576 DWORD version_high;
2577 DWORD version_low;
2580 /* The adapter structure */
2581 struct wined3d_adapter
2583 UINT ordinal;
2584 POINT monitor_position;
2585 enum wined3d_format_id screen_format;
2587 struct wined3d_gl_info gl_info;
2588 struct wined3d_d3d_info d3d_info;
2589 struct wined3d_driver_info driver_info;
2590 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
2591 unsigned int cfg_count;
2592 struct wined3d_pixel_format *cfgs;
2593 UINT64 vram_bytes;
2594 UINT64 vram_bytes_used;
2595 LUID luid;
2597 const struct wined3d_vertex_pipe_ops *vertex_pipe;
2598 const struct fragment_pipeline *fragment_pipe;
2599 const struct wined3d_shader_backend_ops *shader_backend;
2602 struct wined3d_caps_gl_ctx
2604 HDC dc;
2605 HWND wnd;
2606 HGLRC gl_ctx;
2607 HDC restore_dc;
2608 HGLRC restore_gl_ctx;
2610 const struct wined3d_gl_info *gl_info;
2611 GLuint test_vbo;
2612 GLuint test_program_id;
2615 float wined3d_adapter_find_polyoffset_scale(struct wined3d_caps_gl_ctx *ctx, GLenum format) DECLSPEC_HIDDEN;
2616 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter,
2617 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2618 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
2620 BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2622 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN;
2624 enum projection_types
2626 proj_none = 0,
2627 proj_count3 = 1,
2628 proj_count4 = 2
2631 enum dst_arg
2633 resultreg = 0,
2634 tempreg = 1
2637 /*****************************************************************************
2638 * Fixed function pipeline replacements
2640 #define ARG_UNUSED 0xff
2641 struct texture_stage_op
2643 unsigned cop : 8;
2644 unsigned carg1 : 8;
2645 unsigned carg2 : 8;
2646 unsigned carg0 : 8;
2648 unsigned aop : 8;
2649 unsigned aarg1 : 8;
2650 unsigned aarg2 : 8;
2651 unsigned aarg0 : 8;
2653 struct color_fixup_desc color_fixup;
2654 unsigned tex_type : 3;
2655 unsigned dst : 1;
2656 unsigned projected : 2;
2657 unsigned padding : 10;
2660 struct ffp_frag_settings
2662 struct texture_stage_op op[MAX_TEXTURES];
2663 enum wined3d_ffp_ps_fog_mode fog;
2664 unsigned char sRGB_write;
2665 unsigned char emul_clipplanes;
2666 unsigned char texcoords_initialized;
2667 unsigned char color_key_enabled : 1;
2668 unsigned char pointsprite : 1;
2669 unsigned char flatshading : 1;
2670 unsigned char alpha_test_func : 3;
2671 unsigned char padding : 2;
2674 struct ffp_frag_desc
2676 struct wine_rb_entry entry;
2677 struct ffp_frag_settings settings;
2680 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2681 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2683 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
2685 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2686 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
2687 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
2688 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
2689 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
2690 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
2691 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
2692 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
2694 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
2695 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
2697 enum wined3d_ffp_vs_fog_mode
2699 WINED3D_FFP_VS_FOG_OFF = 0,
2700 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
2701 WINED3D_FFP_VS_FOG_DEPTH = 2,
2702 WINED3D_FFP_VS_FOG_RANGE = 3,
2705 #define WINED3D_FFP_TCI_SHIFT 16
2706 #define WINED3D_FFP_TCI_MASK 0xffu
2708 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
2709 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u
2711 struct wined3d_ffp_vs_settings
2713 DWORD point_light_count : 4;
2714 DWORD spot_light_count : 4;
2715 DWORD directional_light_count : 4;
2716 DWORD parallel_point_light_count : 4;
2717 DWORD diffuse_source : 2;
2718 DWORD emissive_source : 2;
2719 DWORD ambient_source : 2;
2720 DWORD specular_source : 2;
2721 DWORD transformed : 1;
2722 DWORD vertexblends : 2;
2723 DWORD clipping : 1;
2724 DWORD normal : 1;
2725 DWORD normalize : 1;
2726 DWORD lighting : 1;
2727 DWORD localviewer : 1;
2729 DWORD point_size : 1;
2730 DWORD per_vertex_point_size : 1;
2731 DWORD fog_mode : 2;
2732 DWORD texcoords : 8; /* MAX_TEXTURES */
2733 DWORD ortho_fog : 1;
2734 DWORD flatshading : 1;
2735 DWORD swizzle_map : 16; /* MAX_ATTRIBS, 16 */
2736 DWORD padding : 2;
2738 DWORD texgen[MAX_TEXTURES];
2741 struct wined3d_ffp_vs_desc
2743 struct wine_rb_entry entry;
2744 struct wined3d_ffp_vs_settings settings;
2747 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
2748 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
2750 struct wined3d
2752 LONG ref;
2753 DWORD flags;
2754 UINT adapter_count;
2755 struct wined3d_adapter adapters[1];
2758 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
2759 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
2760 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
2762 struct wined3d_rasterizer_state
2764 LONG refcount;
2765 struct wined3d_rasterizer_state_desc desc;
2767 void *parent;
2768 const struct wined3d_parent_ops *parent_ops;
2770 struct wined3d_device *device;
2773 struct wined3d_stream_output
2775 struct wined3d_buffer *buffer;
2776 UINT offset;
2779 struct wined3d_stream_state
2781 struct wined3d_buffer *buffer;
2782 UINT offset;
2783 UINT stride;
2784 UINT frequency;
2785 UINT flags;
2788 #define WINED3D_STATE_NO_REF 0x00000001
2789 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
2791 struct wined3d_state
2793 DWORD flags;
2794 const struct wined3d_fb_state *fb;
2796 struct wined3d_vertex_declaration *vertex_declaration;
2797 struct wined3d_stream_output stream_output[WINED3D_MAX_STREAM_OUTPUT_BUFFERS];
2798 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2799 struct wined3d_buffer *index_buffer;
2800 enum wined3d_format_id index_format;
2801 unsigned int index_offset;
2802 int base_vertex_index;
2803 int load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2804 GLenum gl_primitive_type;
2805 GLint gl_patch_vertices;
2806 struct wined3d_query *predicate;
2807 BOOL predicate_value;
2809 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
2810 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
2811 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
2812 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
2813 struct wined3d_unordered_access_view *unordered_access_view[WINED3D_PIPELINE_COUNT][MAX_UNORDERED_ACCESS_VIEWS];
2815 BOOL vs_consts_b[WINED3D_MAX_CONSTS_B];
2816 struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
2817 struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2819 BOOL ps_consts_b[WINED3D_MAX_CONSTS_B];
2820 struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I];
2821 struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2823 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2824 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2825 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2827 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2828 struct wined3d_vec4 clip_planes[WINED3D_MAX_USER_CLIP_PLANES];
2829 struct wined3d_material material;
2830 struct wined3d_viewport viewport;
2831 RECT scissor_rect;
2833 /* Light hashmap. Collisions are handled using linked lists. */
2834 #define LIGHTMAP_SIZE 43
2835 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
2836 struct list light_map[LIGHTMAP_SIZE];
2837 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
2839 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2840 struct wined3d_rasterizer_state *rasterizer_state;
2843 #define WINED3D_UNMAPPED_STAGE ~0u
2845 /* Multithreaded flag. Removed from the public header to signal that
2846 * wined3d_device_create() ignores it. */
2847 #define WINED3DCREATE_MULTITHREADED 0x00000004
2849 struct wined3d_device
2851 LONG ref;
2853 /* WineD3D Information */
2854 struct wined3d_device_parent *device_parent;
2855 struct wined3d *wined3d;
2856 struct wined3d_adapter *adapter;
2858 /* Window styles to restore when switching fullscreen mode */
2859 LONG style;
2860 LONG exStyle;
2862 const struct wined3d_shader_backend_ops *shader_backend;
2863 void *shader_priv;
2864 void *fragment_priv;
2865 void *vertex_priv;
2866 struct StateEntry StateTable[STATE_HIGHEST + 1];
2867 /* Array of functions for states which are handled by more than one pipeline part */
2868 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
2869 struct wined3d_blitter *blitter;
2871 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
2872 BYTE bCursorVisible : 1;
2873 BYTE d3d_initialized : 1;
2874 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
2875 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
2876 BYTE filter_messages : 1;
2877 BYTE padding : 2;
2879 unsigned char surface_alignment; /* Line Alignment of surfaces */
2881 WORD padding2 : 16;
2883 struct wined3d_state state;
2884 struct wined3d_state *update_state;
2885 struct wined3d_stateblock *recording;
2887 /* Internal use fields */
2888 struct wined3d_device_creation_parameters create_parms;
2889 HWND focus_window;
2891 struct wined3d_rendertarget_view *back_buffer_view;
2892 struct wined3d_swapchain **swapchains;
2893 UINT swapchain_count;
2895 struct list resources; /* a linked list to track resources created by the device */
2896 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2897 struct wine_rb_tree samplers;
2899 /* Render Target Support */
2900 struct wined3d_fb_state fb;
2901 struct wined3d_rendertarget_view *auto_depth_stencil_view;
2903 /* Cursor management */
2904 UINT xHotSpot;
2905 UINT yHotSpot;
2906 UINT xScreenSpace;
2907 UINT yScreenSpace;
2908 UINT cursorWidth, cursorHeight;
2909 struct wined3d_texture *cursor_texture;
2910 HCURSOR hardwareCursor;
2912 /* The Wine logo texture */
2913 struct wined3d_texture *logo_texture;
2915 /* Textures for when no other textures are mapped */
2916 struct
2918 GLuint tex_2d;
2919 GLuint tex_rect;
2920 GLuint tex_3d;
2921 GLuint tex_cube;
2922 GLuint tex_cube_array;
2923 GLuint tex_2d_array;
2924 GLuint tex_buffer;
2925 } dummy_textures;
2927 /* Default sampler used to emulate the direct resource access without using wined3d_sampler */
2928 struct wined3d_sampler *default_sampler;
2929 struct wined3d_sampler *null_sampler;
2931 /* Command stream */
2932 struct wined3d_cs *cs;
2934 /* Context management */
2935 struct wined3d_context **contexts;
2936 UINT context_count;
2939 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
2940 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
2941 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2942 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2943 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2944 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
2945 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
2946 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
2947 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
2948 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2949 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2950 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2951 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
2953 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2955 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2956 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2957 return context->isStateDirty[idx] & (1u << shift);
2960 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2961 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2963 struct wined3d_resource_ops
2965 ULONG (*resource_incref)(struct wined3d_resource *resource);
2966 ULONG (*resource_decref)(struct wined3d_resource *resource);
2967 void (*resource_preload)(struct wined3d_resource *resource);
2968 void (*resource_unload)(struct wined3d_resource *resource);
2969 HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
2970 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags);
2971 HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
2974 struct wined3d_resource
2976 LONG ref;
2977 LONG bind_count;
2978 LONG map_count;
2979 LONG access_count;
2980 struct wined3d_device *device;
2981 enum wined3d_resource_type type;
2982 enum wined3d_gl_resource_type gl_type;
2983 const struct wined3d_format *format;
2984 unsigned int format_flags;
2985 enum wined3d_multisample_type multisample_type;
2986 UINT multisample_quality;
2987 DWORD usage;
2988 enum wined3d_pool pool;
2989 DWORD access_flags;
2990 WORD draw_binding;
2991 WORD map_binding;
2992 UINT width;
2993 UINT height;
2994 UINT depth;
2995 UINT size;
2996 DWORD priority;
2997 void *heap_memory;
2999 void *parent;
3000 const struct wined3d_parent_ops *parent_ops;
3001 const struct wined3d_resource_ops *resource_ops;
3003 struct list resource_list_entry;
3006 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
3008 return resource->resource_ops->resource_incref(resource);
3011 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
3013 return resource->resource_ops->resource_decref(resource);
3016 static inline void wined3d_resource_acquire(struct wined3d_resource *resource)
3018 InterlockedIncrement(&resource->access_count);
3021 static inline void wined3d_resource_release(struct wined3d_resource *resource)
3023 InterlockedDecrement(&resource->access_count);
3026 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3027 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
3028 enum wined3d_resource_type type, const struct wined3d_format *format,
3029 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
3030 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
3031 void *parent, const struct wined3d_parent_ops *parent_ops,
3032 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
3033 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3034 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3035 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3036 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
3037 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
3038 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3039 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3041 /* Tests show that the start address of resources is 32 byte aligned */
3042 #define RESOURCE_ALIGNMENT 16
3043 #define WINED3D_CONSTANT_BUFFER_ALIGNMENT 16
3045 struct gl_texture
3047 struct wined3d_sampler_desc sampler_desc;
3048 unsigned int base_level;
3049 GLuint name;
3052 struct wined3d_texture_ops
3054 void (*texture_upload_data)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3055 const struct wined3d_context *context, const struct wined3d_box *box,
3056 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch);
3057 BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3058 struct wined3d_context *context, DWORD location);
3059 void (*texture_prepare_texture)(struct wined3d_texture *texture,
3060 struct wined3d_context *context, BOOL srgb);
3061 void (*texture_cleanup_sub_resources)(struct wined3d_texture *texture);
3064 #define WINED3D_TEXTURE_COND_NP2 0x00000001
3065 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002
3066 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004
3067 #define WINED3D_TEXTURE_IS_SRGB 0x00000008
3068 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010
3069 #define WINED3D_TEXTURE_RGB_VALID 0x00000020
3070 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
3071 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080
3072 #define WINED3D_TEXTURE_CONVERTED 0x00000100
3073 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
3074 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
3075 #define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800
3076 #define WINED3D_TEXTURE_DC_IN_USE 0x00001000
3077 #define WINED3D_TEXTURE_DISCARD 0x00002000
3078 #define WINED3D_TEXTURE_GET_DC 0x00004000
3079 #define WINED3D_TEXTURE_GENERATE_MIPMAPS 0x00008000
3081 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
3083 struct wined3d_texture
3085 struct wined3d_resource resource;
3086 const struct wined3d_texture_ops *texture_ops;
3087 struct gl_texture texture_rgb, texture_srgb;
3088 struct wined3d_swapchain *swapchain;
3089 unsigned int pow2_width;
3090 unsigned int pow2_height;
3091 UINT layer_count;
3092 UINT level_count;
3093 unsigned int download_count;
3094 unsigned int sysmem_count;
3095 float pow2_matrix[16];
3096 UINT lod;
3097 enum wined3d_texture_filter_type filter_type;
3098 DWORD sampler;
3099 DWORD flags;
3100 GLenum target;
3101 DWORD update_map_binding;
3103 GLuint rb_multisample;
3104 GLuint rb_resolved;
3106 void *user_memory;
3107 unsigned int row_pitch;
3108 unsigned int slice_pitch;
3110 /* May only be accessed from the command stream worker thread. */
3111 struct wined3d_texture_async
3113 DWORD flags;
3115 /* Color keys for DDraw */
3116 struct wined3d_color_key dst_blt_color_key;
3117 struct wined3d_color_key src_blt_color_key;
3118 struct wined3d_color_key dst_overlay_color_key;
3119 struct wined3d_color_key src_overlay_color_key;
3120 struct wined3d_color_key gl_color_key;
3121 DWORD color_key_flags;
3122 } async;
3124 struct wined3d_texture_sub_resource
3126 void *parent;
3127 const struct wined3d_parent_ops *parent_ops;
3129 union
3131 struct wined3d_surface *surface;
3132 } u;
3133 unsigned int offset;
3134 unsigned int size;
3136 unsigned int map_count;
3137 DWORD locations;
3138 GLuint buffer_object;
3139 } sub_resources[1];
3142 static inline struct wined3d_texture *texture_from_resource(struct wined3d_resource *resource)
3144 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
3147 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
3148 BOOL srgb)
3150 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
3153 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture,
3154 unsigned int level)
3156 return max(1, texture->resource.width >> level);
3159 static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture,
3160 unsigned int level)
3162 return max(1, texture->resource.height >> level);
3165 static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture,
3166 unsigned int level)
3168 return max(1, texture->resource.depth >> level);
3171 static inline unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture,
3172 unsigned int level)
3174 return max(1, texture->pow2_width >> level);
3177 static inline unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture,
3178 unsigned int level)
3180 return max(1, texture->pow2_height >> level);
3183 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
3184 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN;
3185 void wined3d_texture_bind(struct wined3d_texture *texture,
3186 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3187 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
3188 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3189 HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture,
3190 unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
3191 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN;
3192 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3193 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
3194 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
3195 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
3196 void wined3d_texture_load(struct wined3d_texture *texture,
3197 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3198 BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
3199 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3200 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3201 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3202 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
3203 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3204 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) DECLSPEC_HIDDEN;
3205 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
3206 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3207 void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3208 const struct wined3d_context *context, const struct wined3d_box *box,
3209 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch) DECLSPEC_HIDDEN;
3210 void wined3d_texture_validate_location(struct wined3d_texture *texture,
3211 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
3213 #define WINED3D_LOCATION_DISCARDED 0x00000001
3214 #define WINED3D_LOCATION_SYSMEM 0x00000002
3215 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
3216 #define WINED3D_LOCATION_BUFFER 0x00000008
3217 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000010
3218 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020
3219 #define WINED3D_LOCATION_DRAWABLE 0x00000040
3220 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080
3221 #define WINED3D_LOCATION_RB_RESOLVED 0x00000100
3223 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
3225 struct wined3d_renderbuffer_entry
3227 struct list entry;
3228 GLuint id;
3229 UINT width;
3230 UINT height;
3233 struct wined3d_fbo_resource
3235 GLuint object;
3236 GLenum target;
3237 GLuint level, layer;
3240 #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1
3241 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2
3242 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4
3244 struct fbo_entry
3246 struct list entry;
3247 DWORD flags;
3248 DWORD rt_mask;
3249 GLuint id;
3250 struct wined3d_fbo_entry_key
3252 DWORD rb_namespace;
3253 struct wined3d_fbo_resource objects[1];
3254 } key;
3257 struct wined3d_surface
3259 struct wined3d_texture *container;
3261 GLenum texture_target;
3262 unsigned int texture_level;
3263 unsigned int texture_layer;
3265 /* For GetDC */
3266 HBITMAP bitmap;
3267 HDC dc;
3269 struct list renderbuffers;
3270 const struct wined3d_renderbuffer_entry *current_renderbuffer;
3272 /* DirectDraw Overlay handling */
3273 RECT overlay_srcrect;
3274 RECT overlay_destrect;
3275 struct wined3d_surface *overlay_dest;
3276 struct list overlays;
3277 struct list overlay_entry;
3280 static inline unsigned int surface_get_sub_resource_idx(const struct wined3d_surface *surface)
3282 return surface->texture_layer * surface->container->level_count + surface->texture_level;
3285 static inline struct wined3d_texture_sub_resource *surface_get_sub_resource(struct wined3d_surface *surface)
3287 return &surface->container->sub_resources[surface_get_sub_resource_idx(surface)];
3290 HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
3291 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
3292 const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
3293 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb,
3294 struct wined3d_context *context) DECLSPEC_HIDDEN;
3295 BOOL surface_load_location(struct wined3d_surface *surface,
3296 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3297 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
3298 const struct wined3d_rendertarget_info *rt) DECLSPEC_HIDDEN;
3299 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
3300 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
3301 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
3302 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
3304 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
3305 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
3307 struct wined3d_sampler
3309 struct wine_rb_entry entry;
3310 LONG refcount;
3311 GLuint name;
3312 struct wined3d_device *device;
3313 void *parent;
3314 const struct wined3d_parent_ops *parent_ops;
3315 struct wined3d_sampler_desc desc;
3318 void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit,
3319 struct wined3d_texture *texture, const struct wined3d_context *context) DECLSPEC_HIDDEN;
3321 struct wined3d_vertex_declaration_element
3323 const struct wined3d_format *format;
3324 BOOL ffp_valid;
3325 unsigned int input_slot;
3326 unsigned int offset;
3327 unsigned int output_slot;
3328 enum wined3d_input_classification input_slot_class;
3329 unsigned int instance_data_step_rate;
3330 BYTE method;
3331 BYTE usage;
3332 BYTE usage_idx;
3335 struct wined3d_vertex_declaration
3337 LONG ref;
3338 void *parent;
3339 const struct wined3d_parent_ops *parent_ops;
3340 struct wined3d_device *device;
3342 struct wined3d_vertex_declaration_element *elements;
3343 UINT element_count;
3345 BOOL position_transformed;
3346 BOOL half_float_conv_needed;
3349 struct wined3d_saved_states
3351 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
3352 WORD streamSource; /* MAX_STREAMS, 16 */
3353 WORD streamFreq; /* MAX_STREAMS, 16 */
3354 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
3355 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
3356 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
3357 DWORD clipplane; /* WINED3D_MAX_USER_CLIP_PLANES, 32 */
3358 WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
3359 WORD pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
3360 BOOL ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
3361 WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
3362 WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
3363 BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
3364 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
3365 DWORD indices : 1;
3366 DWORD material : 1;
3367 DWORD viewport : 1;
3368 DWORD vertexDecl : 1;
3369 DWORD pixelShader : 1;
3370 DWORD vertexShader : 1;
3371 DWORD scissorRect : 1;
3372 DWORD padding : 5;
3375 struct StageState {
3376 DWORD stage;
3377 DWORD state;
3380 struct wined3d_stateblock
3382 LONG ref; /* Note: Ref counting not required */
3383 struct wined3d_device *device;
3385 /* Array indicating whether things have been set or changed */
3386 struct wined3d_saved_states changed;
3387 struct wined3d_state state;
3389 /* Contained state management */
3390 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
3391 unsigned int num_contained_render_states;
3392 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
3393 unsigned int num_contained_transform_states;
3394 DWORD contained_vs_consts_i[WINED3D_MAX_CONSTS_I];
3395 unsigned int num_contained_vs_consts_i;
3396 DWORD contained_vs_consts_b[WINED3D_MAX_CONSTS_B];
3397 unsigned int num_contained_vs_consts_b;
3398 DWORD contained_vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
3399 unsigned int num_contained_vs_consts_f;
3400 DWORD contained_ps_consts_i[WINED3D_MAX_CONSTS_I];
3401 unsigned int num_contained_ps_consts_i;
3402 DWORD contained_ps_consts_b[WINED3D_MAX_CONSTS_B];
3403 unsigned int num_contained_ps_consts_b;
3404 DWORD contained_ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
3405 unsigned int num_contained_ps_consts_f;
3406 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
3407 unsigned int num_contained_tss_states;
3408 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
3409 unsigned int num_contained_sampler_states;
3412 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
3414 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
3415 void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info,
3416 struct wined3d_light_info *light_info, BOOL enable) DECLSPEC_HIDDEN;
3417 struct wined3d_light_info *wined3d_state_get_light(const struct wined3d_state *state,
3418 unsigned int idx) DECLSPEC_HIDDEN;
3419 void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
3420 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
3421 DWORD flags) DECLSPEC_HIDDEN;
3422 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
3424 enum wined3d_cs_queue_id
3426 WINED3D_CS_QUEUE_DEFAULT = 0,
3427 WINED3D_CS_QUEUE_MAP,
3428 WINED3D_CS_QUEUE_COUNT,
3431 enum wined3d_push_constants
3433 WINED3D_PUSH_CONSTANTS_VS_F,
3434 WINED3D_PUSH_CONSTANTS_PS_F,
3435 WINED3D_PUSH_CONSTANTS_VS_I,
3436 WINED3D_PUSH_CONSTANTS_PS_I,
3437 WINED3D_PUSH_CONSTANTS_VS_B,
3438 WINED3D_PUSH_CONSTANTS_PS_B,
3441 #define WINED3D_CS_QUERY_POLL_INTERVAL 10u
3442 #define WINED3D_CS_QUEUE_SIZE 0x100000u
3443 #define WINED3D_CS_SPIN_COUNT 10000000u
3445 struct wined3d_cs_queue
3447 LONG head, tail;
3448 BYTE data[WINED3D_CS_QUEUE_SIZE];
3451 struct wined3d_cs_ops
3453 void *(*require_space)(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id);
3454 void (*submit)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id);
3455 void (*finish)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id);
3456 void (*push_constants)(struct wined3d_cs *cs, enum wined3d_push_constants p,
3457 unsigned int start_idx, unsigned int count, const void *constants);
3460 struct wined3d_cs
3462 const struct wined3d_cs_ops *ops;
3463 struct wined3d_device *device;
3464 struct wined3d_fb_state fb;
3465 struct wined3d_state state;
3466 HMODULE wined3d_module;
3467 HANDLE thread;
3468 DWORD thread_id;
3470 struct wined3d_cs_queue queue[WINED3D_CS_QUEUE_COUNT];
3471 size_t data_size, start, end;
3472 void *data;
3473 struct list query_poll_list;
3474 BOOL queries_flushed;
3476 HANDLE event;
3477 BOOL waiting_for_event;
3478 LONG pending_presents;
3481 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
3482 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3483 void wined3d_cs_destroy_object(struct wined3d_cs *cs,
3484 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
3485 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs,
3486 struct wined3d_texture *texture, unsigned int layer) DECLSPEC_HIDDEN;
3487 void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *dst_resource,
3488 unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box, struct wined3d_resource *src_resource,
3489 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags,
3490 const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
3491 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
3492 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
3493 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view,
3494 const RECT *rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
3495 void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs,
3496 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value) DECLSPEC_HIDDEN;
3497 void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs *cs, struct wined3d_buffer *dst_buffer,
3498 unsigned int offset, struct wined3d_unordered_access_view *uav) DECLSPEC_HIDDEN;
3499 void wined3d_cs_emit_dispatch(struct wined3d_cs *cs,
3500 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z) DECLSPEC_HIDDEN;
3501 void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs,
3502 struct wined3d_buffer *buffer, unsigned int offset) DECLSPEC_HIDDEN;
3503 void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count,
3504 int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
3505 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
3506 void wined3d_cs_emit_draw_indirect(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count,
3507 struct wined3d_buffer *buffer, unsigned int offset, BOOL indexed) DECLSPEC_HIDDEN;
3508 void wined3d_cs_emit_flush(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3509 void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3510 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
3511 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, DWORD flags) DECLSPEC_HIDDEN;
3512 void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags) DECLSPEC_HIDDEN;
3513 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3514 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
3515 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
3516 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
3517 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
3518 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
3519 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
3520 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
3521 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3522 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
3523 enum wined3d_format_id format_id, unsigned int offset) DECLSPEC_HIDDEN;
3524 void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light_info *light) DECLSPEC_HIDDEN;
3525 void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, BOOL enable) DECLSPEC_HIDDEN;
3526 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
3527 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
3528 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
3529 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
3530 struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN;
3531 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
3532 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
3533 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
3534 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3535 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
3536 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
3537 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
3538 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
3539 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
3540 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
3541 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
3542 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
3543 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
3544 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
3545 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
3546 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
3547 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
3548 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
3549 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
3550 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
3551 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
3552 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
3553 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
3554 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
3555 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined3d_pipeline pipeline,
3556 unsigned int view_idx, struct wined3d_unordered_access_view *view,
3557 unsigned int initial_count) DECLSPEC_HIDDEN;
3558 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
3559 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
3560 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
3561 void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3562 void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource,
3563 unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
3564 unsigned int slice_pitch) DECLSPEC_HIDDEN;
3565 void wined3d_cs_init_object(struct wined3d_cs *cs,
3566 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
3567 HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx,
3568 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags) DECLSPEC_HIDDEN;
3569 HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource,
3570 unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
3572 static inline void wined3d_cs_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p,
3573 unsigned int start_idx, unsigned int count, const void *constants)
3575 cs->ops->push_constants(cs, p, start_idx, count, constants);
3578 static inline void wined3d_resource_wait_idle(struct wined3d_resource *resource)
3580 const struct wined3d_cs *cs = resource->device->cs;
3582 if (!cs->thread || cs->thread_id == GetCurrentThreadId())
3583 return;
3585 while (InterlockedCompareExchange(&resource->access_count, 0, 0))
3586 wined3d_pause();
3589 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
3590 * fixed function semantics as D3DCOLOR or FLOAT16 */
3591 enum wined3d_buffer_conversion_type
3593 CONV_NONE,
3594 CONV_D3DCOLOR,
3595 CONV_POSITIONT,
3598 struct wined3d_map_range
3600 UINT offset;
3601 UINT size;
3604 struct wined3d_buffer
3606 struct wined3d_resource resource;
3608 struct wined3d_buffer_desc desc;
3610 GLuint buffer_object;
3611 GLenum buffer_object_usage;
3612 GLenum buffer_type_hint;
3613 unsigned int bind_flags;
3614 DWORD flags;
3615 DWORD locations;
3616 void *map_ptr;
3618 struct wined3d_map_range *maps;
3619 SIZE_T maps_size, modified_areas;
3620 struct wined3d_fence *fence;
3622 /* conversion stuff */
3623 UINT decl_change_count, full_conversion_count;
3624 UINT draw_count;
3625 UINT stride; /* 0 if no conversion */
3626 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
3627 UINT conversion_stride; /* 0 if no shifted conversion */
3630 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
3632 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
3635 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
3636 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
3637 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location) DECLSPEC_HIDDEN;
3638 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
3639 const struct wined3d_state *state) DECLSPEC_HIDDEN;
3640 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
3641 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3642 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN;
3643 void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
3644 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN;
3645 void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context,
3646 const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN;
3648 struct wined3d_rendertarget_view
3650 LONG refcount;
3652 struct wined3d_resource *resource;
3653 void *parent;
3654 const struct wined3d_parent_ops *parent_ops;
3656 struct wined3d_gl_view gl_view;
3657 const struct wined3d_format *format;
3658 unsigned int format_flags;
3659 unsigned int sub_resource_idx;
3660 unsigned int layer_count;
3662 unsigned int width;
3663 unsigned int height;
3665 struct wined3d_view_desc desc;
3668 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
3669 const struct wined3d_rendertarget_view *view)
3671 struct wined3d_texture *texture;
3673 if (!view || view->resource->type != WINED3D_RTYPE_TEXTURE_2D)
3674 return NULL;
3676 texture = texture_from_resource(view->resource);
3678 return texture->sub_resources[view->sub_resource_idx].u.surface;
3681 void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view,
3682 const struct wined3d_context *context, unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
3683 void wined3d_rendertarget_view_invalidate_location(struct wined3d_rendertarget_view *view,
3684 DWORD location) DECLSPEC_HIDDEN;
3685 void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view,
3686 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3687 void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view *view,
3688 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3689 void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_view *view,
3690 DWORD location) DECLSPEC_HIDDEN;
3692 struct wined3d_shader_resource_view
3694 LONG refcount;
3696 struct wined3d_resource *resource;
3697 void *parent;
3698 const struct wined3d_parent_ops *parent_ops;
3700 struct wined3d_gl_view gl_view;
3701 const struct wined3d_format *format;
3703 struct wined3d_view_desc desc;
3706 void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view, unsigned int unit,
3707 struct wined3d_sampler *sampler, struct wined3d_context *context) DECLSPEC_HIDDEN;
3709 struct wined3d_unordered_access_view
3711 LONG refcount;
3713 struct wined3d_resource *resource;
3714 void *parent;
3715 const struct wined3d_parent_ops *parent_ops;
3717 struct wined3d_gl_view gl_view;
3718 const struct wined3d_format *format;
3719 GLuint counter_bo;
3721 struct wined3d_view_desc desc;
3724 void wined3d_unordered_access_view_clear_uint(struct wined3d_unordered_access_view *view,
3725 const struct wined3d_uvec4 *clear_value, struct wined3d_context *context) DECLSPEC_HIDDEN;
3726 void wined3d_unordered_access_view_copy_counter(struct wined3d_unordered_access_view *view,
3727 struct wined3d_buffer *buffer, unsigned int offset, struct wined3d_context *context) DECLSPEC_HIDDEN;
3728 void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view,
3729 DWORD location) DECLSPEC_HIDDEN;
3730 void wined3d_unordered_access_view_set_counter(struct wined3d_unordered_access_view *view,
3731 unsigned int value) DECLSPEC_HIDDEN;
3733 struct wined3d_swapchain_ops
3735 void (*swapchain_present)(struct wined3d_swapchain *swapchain,
3736 const RECT *src_rect, const RECT *dst_rect, DWORD flags);
3737 void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swapchain);
3740 struct wined3d_swapchain
3742 LONG ref;
3743 void *parent;
3744 const struct wined3d_parent_ops *parent_ops;
3745 const struct wined3d_swapchain_ops *swapchain_ops;
3746 struct wined3d_device *device;
3748 struct wined3d_texture **back_buffers;
3749 struct wined3d_texture *front_buffer;
3750 struct wined3d_swapchain_desc desc;
3751 struct wined3d_display_mode original_mode, d3d_mode;
3752 RECT original_window_rect;
3753 struct wined3d_gamma_ramp orig_gamma;
3754 BOOL render_to_fbo, reapply_mode;
3755 const struct wined3d_format *ds_format;
3756 struct wined3d_palette *palette;
3757 RECT front_buffer_update;
3759 LONG prev_time, frames; /* Performance tracking */
3761 struct wined3d_context **context;
3762 unsigned int num_contexts;
3764 HWND win_handle;
3765 HWND device_window;
3767 HDC backup_dc;
3768 HWND backup_wnd;
3771 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
3772 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3773 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3774 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3775 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3776 void swapchain_update_swap_interval(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3778 /*****************************************************************************
3779 * Utility function prototypes
3782 /* Trace routines */
3783 const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN;
3784 const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN;
3785 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN;
3786 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3787 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
3788 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
3789 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
3790 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
3791 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
3792 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3793 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
3794 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3795 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
3796 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
3797 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
3798 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
3799 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
3800 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
3801 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
3802 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
3803 const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN;
3804 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
3805 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
3806 const char *debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN;
3807 const char *debug_uvec4(const struct wined3d_uvec4 *v) DECLSPEC_HIDDEN;
3808 const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN;
3809 const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN;
3810 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3812 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3813 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
3814 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
3815 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
3816 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
3817 void texture_activate_dimensions(const struct wined3d_texture *texture,
3818 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3819 void sampler_texdim(struct wined3d_context *context,
3820 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3821 void tex_alphaop(struct wined3d_context *context,
3822 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3823 void apply_pixelshader(struct wined3d_context *context,
3824 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3825 void state_alpha_test(struct wined3d_context *context,
3826 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3827 void state_fogcolor(struct wined3d_context *context,
3828 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3829 void state_fogdensity(struct wined3d_context *context,
3830 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3831 void state_fogstartend(struct wined3d_context *context,
3832 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3833 void state_fog_fragpart(struct wined3d_context *context,
3834 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3835 void state_nop(struct wined3d_context *context,
3836 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3837 void state_srgbwrite(struct wined3d_context *context,
3838 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3840 void state_clipping(struct wined3d_context *context,
3841 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3842 void clipplane(struct wined3d_context *context,
3843 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3844 void state_pointsprite_w(struct wined3d_context *context,
3845 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3846 void state_pointsprite(struct wined3d_context *context,
3847 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3848 void state_shademode(struct wined3d_context *context,
3849 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3851 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3853 /* Math utils */
3854 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
3855 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
3857 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
3859 struct wined3d_shader_lconst
3861 struct list entry;
3862 unsigned int idx;
3863 DWORD value[4];
3866 struct wined3d_shader_limits
3868 unsigned int sampler;
3869 unsigned int constant_int;
3870 unsigned int constant_float;
3871 unsigned int constant_bool;
3872 unsigned int packed_output;
3873 unsigned int packed_input;
3876 #ifdef __GNUC__
3877 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
3878 #else
3879 #define PRINTF_ATTR(fmt,args)
3880 #endif
3882 struct wined3d_string_buffer_list
3884 struct list list;
3887 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3888 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
3889 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3890 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3891 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3893 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
3894 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
3895 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
3897 struct wined3d_shader_phase
3899 const DWORD *start;
3900 const DWORD *end;
3901 unsigned int instance_count;
3902 unsigned int temporary_count;
3905 struct wined3d_vertex_shader
3907 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
3910 struct wined3d_hull_shader
3912 struct
3914 struct wined3d_shader_phase *control_point;
3915 unsigned int fork_count;
3916 unsigned int join_count;
3917 struct wined3d_shader_phase *fork;
3918 SIZE_T fork_size;
3919 struct wined3d_shader_phase *join;
3920 SIZE_T join_size;
3921 } phases;
3922 unsigned int output_vertex_count;
3923 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
3924 enum wined3d_tessellator_partitioning tessellator_partitioning;
3927 struct wined3d_domain_shader
3929 enum wined3d_tessellator_domain tessellator_domain;
3932 struct wined3d_geometry_shader
3934 enum wined3d_primitive_type input_type;
3935 enum wined3d_primitive_type output_type;
3936 unsigned int vertices_out;
3937 unsigned int instance_count;
3939 struct wined3d_stream_output_desc so_desc;
3942 struct wined3d_pixel_shader
3944 /* Pixel shader input semantics */
3945 DWORD input_reg_map[MAX_REG_INPUT];
3946 DWORD input_reg_used; /* MAX_REG_INPUT, 32 */
3947 unsigned int declared_in_count;
3949 /* Some information about the shader behavior */
3950 BOOL color0_mov;
3951 DWORD color0_reg;
3953 BOOL force_early_depth_stencil;
3954 enum wined3d_shader_register_type depth_output;
3955 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
3958 struct wined3d_compute_shader
3960 struct wined3d_shader_thread_group_size thread_group_size;
3963 struct wined3d_shader
3965 LONG ref;
3966 const struct wined3d_shader_limits *limits;
3967 DWORD *function;
3968 UINT functionLength;
3969 BOOL load_local_constsF;
3970 const struct wined3d_shader_frontend *frontend;
3971 void *frontend_data;
3972 void *backend_data;
3974 void *parent;
3975 const struct wined3d_parent_ops *parent_ops;
3977 /* Programs this shader is linked with */
3978 struct list linked_programs;
3980 /* Immediate constants (override global ones) */
3981 struct list constantsB;
3982 struct list constantsF;
3983 struct list constantsI;
3984 struct wined3d_shader_reg_maps reg_maps;
3985 BOOL lconst_inf_or_nan;
3987 struct wined3d_shader_signature input_signature;
3988 struct wined3d_shader_signature output_signature;
3989 struct wined3d_shader_signature patch_constant_signature;
3990 char *signature_strings;
3992 /* Pointer to the parent device */
3993 struct wined3d_device *device;
3994 struct list shader_list_entry;
3996 union
3998 struct wined3d_vertex_shader vs;
3999 struct wined3d_hull_shader hs;
4000 struct wined3d_domain_shader ds;
4001 struct wined3d_geometry_shader gs;
4002 struct wined3d_pixel_shader ps;
4003 struct wined3d_compute_shader cs;
4004 } u;
4007 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
4008 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
4009 BOOL position_transformed, struct ps_compile_args *args,
4010 const struct wined3d_context *context) DECLSPEC_HIDDEN;
4012 BOOL vshader_get_input(const struct wined3d_shader *shader,
4013 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
4014 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
4015 WORD swizzle_map, struct vs_compile_args *args,
4016 const struct wined3d_context *context) DECLSPEC_HIDDEN;
4018 void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
4019 struct ds_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN;
4021 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
4022 struct gs_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN;
4024 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
4025 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
4026 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
4027 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
4028 unsigned int max) DECLSPEC_HIDDEN;
4029 HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
4030 const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx,
4031 const DWORD *start, const DWORD *end) DECLSPEC_HIDDEN;
4032 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
4034 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
4036 switch (reg->type)
4038 case WINED3DSPR_RASTOUT:
4039 /* oFog & oPts */
4040 if (reg->idx[0].offset)
4041 return TRUE;
4042 /* oPos */
4043 return FALSE;
4045 case WINED3DSPR_DEPTHOUT: /* oDepth */
4046 case WINED3DSPR_DEPTHOUTGE:
4047 case WINED3DSPR_DEPTHOUTLE:
4048 case WINED3DSPR_CONSTBOOL: /* b# */
4049 case WINED3DSPR_LOOP: /* aL */
4050 case WINED3DSPR_PREDICATE: /* p0 */
4051 case WINED3DSPR_PRIMID: /* primID */
4052 return TRUE;
4054 case WINED3DSPR_MISCTYPE:
4055 switch (reg->idx[0].offset)
4057 case 0: /* vPos */
4058 return FALSE;
4059 case 1: /* vFace */
4060 return TRUE;
4061 default:
4062 return FALSE;
4065 case WINED3DSPR_IMMCONST:
4066 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
4068 default:
4069 return FALSE;
4073 static inline void shader_get_position_fixup(const struct wined3d_context *context,
4074 const struct wined3d_state *state, float *position_fixup)
4076 float center_offset;
4078 if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
4079 center_offset = 63.0f / 64.0f;
4080 else
4081 center_offset = -1.0f / 64.0f;
4083 position_fixup[0] = 1.0f;
4084 position_fixup[1] = 1.0f;
4085 position_fixup[2] = center_offset / state->viewport.width;
4086 position_fixup[3] = -center_offset / state->viewport.height;
4088 if (context->render_offscreen)
4090 position_fixup[1] *= -1.0f;
4091 position_fixup[3] *= -1.0f;
4095 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
4097 struct wined3d_shader_lconst *lconst;
4099 if (shader->load_local_constsF)
4100 return FALSE;
4102 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
4104 if (lconst->idx == reg)
4105 return TRUE;
4108 return FALSE;
4111 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4112 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4113 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4114 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4115 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4116 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4117 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4118 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
4119 float *out_min, float *out_max) DECLSPEC_HIDDEN;
4120 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
4121 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
4122 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
4123 float *start, float *end) DECLSPEC_HIDDEN;
4125 /* Using additional shader constants (uniforms in GLSL / program environment
4126 * or local parameters in ARB) is costly:
4127 * ARB only knows float4 parameters and GLSL compiler are not really smart
4128 * when it comes to efficiently pack float2 uniforms, so no space is wasted
4129 * (in fact most compilers map a float2 to a full float4 uniform).
4131 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
4132 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
4133 * into a single shader constant (uniform / program parameter).
4135 * This structure is shared between the GLSL and the ARB backend.*/
4136 struct ps_np2fixup_info {
4137 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
4138 WORD active; /* bitfield indicating if we can apply the fixup */
4139 WORD num_consts;
4142 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN;
4143 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN;
4145 struct wined3d_palette
4147 LONG ref;
4148 struct wined3d_device *device;
4150 unsigned int size;
4151 RGBQUAD colors[256];
4152 DWORD flags;
4155 /* DirectDraw utility functions */
4156 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
4158 /*****************************************************************************
4159 * Pixel format management
4162 /* WineD3D pixel format flags */
4163 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
4164 #define WINED3DFMT_FLAG_FILTERING 0x00000002
4165 #define WINED3DFMT_FLAG_DEPTH 0x00000004
4166 #define WINED3DFMT_FLAG_STENCIL 0x00000008
4167 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
4168 #define WINED3DFMT_FLAG_EXTENSION 0x00000020
4169 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
4170 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
4171 #define WINED3DFMT_FLAG_FLOAT 0x00000200
4172 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
4173 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
4174 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
4175 #define WINED3DFMT_FLAG_VTF 0x00002000
4176 #define WINED3DFMT_FLAG_SHADOW 0x00004000
4177 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
4178 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
4179 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
4180 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
4181 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
4182 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
4183 #define WINED3DFMT_FLAG_INTEGER 0x00200000
4185 struct wined3d_rational
4187 UINT numerator;
4188 UINT denominator;
4191 struct wined3d_color_key_conversion
4193 enum wined3d_format_id dst_format;
4194 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width,
4195 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key);
4198 struct wined3d_format
4200 enum wined3d_format_id id;
4202 D3DDDIFORMAT ddi_format;
4203 DWORD red_size;
4204 DWORD green_size;
4205 DWORD blue_size;
4206 DWORD alpha_size;
4207 DWORD red_offset;
4208 DWORD green_offset;
4209 DWORD blue_offset;
4210 DWORD alpha_offset;
4211 UINT byte_count;
4212 BYTE depth_size;
4213 BYTE stencil_size;
4215 UINT block_width;
4216 UINT block_height;
4217 UINT block_byte_count;
4219 enum wined3d_ffp_emit_idx emit_idx;
4220 GLint component_count;
4221 GLenum gl_vtx_type;
4222 GLint gl_vtx_format;
4223 GLboolean gl_normalized;
4224 unsigned int attribute_size;
4226 GLint glInternal;
4227 GLint glGammaInternal;
4228 GLint rtInternal;
4229 GLint glFormat;
4230 GLint glType;
4231 UINT conv_byte_count;
4232 DWORD multisample_types;
4233 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
4234 struct wined3d_rational height_scale;
4235 struct color_fixup_desc color_fixup;
4236 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
4237 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
4239 enum wined3d_format_id typeless_id;
4240 GLenum gl_view_class;
4243 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
4244 enum wined3d_format_id format_id, unsigned int resource_usage) DECLSPEC_HIDDEN;
4245 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
4246 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN;
4247 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
4248 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
4249 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
4250 const struct wined3d_color *color) DECLSPEC_HIDDEN;
4251 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
4252 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN;
4253 BOOL wined3d_format_is_depth_view(enum wined3d_format_id resource_format_id,
4254 enum wined3d_format_id view_format_id) DECLSPEC_HIDDEN;
4255 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
4256 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
4257 BOOL wined3d_formats_are_srgb_variants(enum wined3d_format_id format1,
4258 enum wined3d_format_id format2) DECLSPEC_HIDDEN;
4260 BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size) DECLSPEC_HIDDEN;
4262 static inline BOOL wined3d_format_is_typeless(const struct wined3d_format *format)
4264 return format->id == format->typeless_id && format->id != WINED3DFMT_UNKNOWN;
4267 static inline void *wined3d_calloc(SIZE_T count, SIZE_T size)
4269 if (count > ~(SIZE_T)0 / size)
4270 return NULL;
4271 return HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, count * size);
4274 static inline BOOL use_vs(const struct wined3d_state *state)
4276 /* Check state->vertex_declaration to allow this to be used before the
4277 * stream info is validated, for example in device_update_tex_unit_map(). */
4278 return state->shader[WINED3D_SHADER_TYPE_VERTEX]
4279 && (!state->vertex_declaration || !state->vertex_declaration->position_transformed);
4282 static inline BOOL use_ps(const struct wined3d_state *state)
4284 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
4287 static inline void context_apply_state(struct wined3d_context *context,
4288 const struct wined3d_state *state, DWORD state_id)
4290 const struct StateEntry *state_table = context->state_table;
4291 DWORD rep = state_table[state_id].representative;
4292 state_table[rep].apply(context, state, rep);
4295 static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context,
4296 const struct wined3d_texture *texture)
4298 unsigned int flags = texture->resource.format_flags
4299 & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
4301 return (!context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
4302 || (flags && flags != (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
4303 && context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL;
4306 static inline BOOL needs_srgb_write(const struct wined3d_context *context,
4307 const struct wined3d_state *state, const struct wined3d_fb_state *fb)
4309 return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
4310 || state->render_states[WINED3D_RS_SRGBWRITEENABLE])
4311 && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
4314 static inline GLuint wined3d_texture_get_texture_name(const struct wined3d_texture *texture,
4315 const struct wined3d_context *context, BOOL srgb)
4317 return srgb && needs_separate_srgb_gl_texture(context, texture)
4318 ? texture->texture_srgb.name : texture->texture_rgb.name;
4321 static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
4323 return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup)
4324 && !is_scaling_fixup(format->color_fixup);
4327 static inline BOOL needs_interpolation_qualifiers_for_shader_outputs(const struct wined3d_gl_info *gl_info)
4329 /* In GLSL 4.40+ it is fine to specify interpolation qualifiers only in
4330 * fragment shaders. In older GLSL versions interpolation qualifiers must
4331 * match between shader stages.
4333 return gl_info->glsl_version < MAKEDWORD_VERSION(4, 40);
4336 static inline BOOL is_rasterization_disabled(const struct wined3d_shader *geometry_shader)
4338 return geometry_shader
4339 && geometry_shader->u.gs.so_desc.rasterizer_stream_idx == WINED3D_NO_RASTERIZER_STREAM;
4342 static inline DWORD wined3d_extract_bits(const DWORD *bitstream,
4343 unsigned int offset, unsigned int count)
4345 const unsigned int word_bit_count = sizeof(*bitstream) * CHAR_BIT;
4346 const unsigned int idx = offset / word_bit_count;
4347 const unsigned int shift = offset % word_bit_count;
4348 DWORD mask = (1u << count) - 1;
4349 DWORD ret;
4351 ret = (bitstream[idx] >> shift) & mask;
4352 if (shift + count > word_bit_count)
4354 const unsigned int extracted_bit_count = word_bit_count - shift;
4355 const unsigned int remaining_bit_count = count - extracted_bit_count;
4356 mask = (1u << remaining_bit_count) - 1;
4357 ret |= (bitstream[idx + 1] & mask) << extracted_bit_count;
4359 return ret;
4362 static inline void wined3d_insert_bits(DWORD *bitstream,
4363 unsigned int offset, unsigned int count, DWORD bits)
4365 const unsigned int word_bit_count = sizeof(*bitstream) * CHAR_BIT;
4366 const unsigned int idx = offset / word_bit_count;
4367 const unsigned int shift = offset % word_bit_count;
4368 DWORD mask = (1u << count) - 1;
4370 bitstream[idx] |= (bits & mask) << shift;
4371 if (shift + count > word_bit_count)
4373 const unsigned int inserted_bit_count = word_bit_count - shift;
4374 const unsigned int remaining_bit_count = count - inserted_bit_count;
4375 mask = (1u << remaining_bit_count) - 1;
4376 bitstream[idx + 1] |= (bits >> inserted_bit_count) & mask;
4380 static inline struct wined3d_surface *context_get_rt_surface(const struct wined3d_context *context)
4382 struct wined3d_texture *texture = context->current_rt.texture;
4384 if (!texture)
4385 return NULL;
4386 return texture->sub_resources[context->current_rt.sub_resource_idx].u.surface;
4389 static inline void wined3d_from_cs(const struct wined3d_cs *cs)
4391 if (cs->thread)
4392 assert(cs->thread_id == GetCurrentThreadId());
4395 static inline void wined3d_not_from_cs(struct wined3d_cs *cs)
4397 assert(cs->thread_id != GetCurrentThreadId());
4400 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
4401 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
4403 #endif