wined3d: Remove wined3d_buffer_set/get_priority.
[wine.git] / dlls / wined3d / wined3d_private.h
blob1d199256778cc30537c453ffe8c31f3de9613a0a
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2011, 2013 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #ifndef __WINE_WINED3D_PRIVATE_H
26 #define __WINE_WINED3D_PRIVATE_H
28 #ifdef USE_WIN32_OPENGL
29 #define WINE_GLAPI __stdcall
30 #else
31 #define WINE_GLAPI
32 #endif
34 #include <stdarg.h>
35 #include <math.h>
36 #include <limits.h>
37 #define NONAMELESSUNION
38 #define NONAMELESSSTRUCT
39 #define COBJMACROS
40 #include "windef.h"
41 #include "winbase.h"
42 #include "winreg.h"
43 #include "wingdi.h"
44 #include "winuser.h"
45 #include "wine/debug.h"
46 #include "wine/unicode.h"
48 #include "objbase.h"
49 #include "wine/wined3d.h"
50 #include "wined3d_gl.h"
51 #include "wine/list.h"
52 #include "wine/rbtree.h"
53 #include "wine/wgl_driver.h"
55 /* Driver quirks */
56 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
57 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
58 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
59 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
60 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
61 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
62 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
63 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
64 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
65 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
67 /* Texture format fixups */
69 enum fixup_channel_source
71 CHANNEL_SOURCE_ZERO = 0,
72 CHANNEL_SOURCE_ONE = 1,
73 CHANNEL_SOURCE_X = 2,
74 CHANNEL_SOURCE_Y = 3,
75 CHANNEL_SOURCE_Z = 4,
76 CHANNEL_SOURCE_W = 5,
77 CHANNEL_SOURCE_COMPLEX0 = 6,
78 CHANNEL_SOURCE_COMPLEX1 = 7,
81 enum complex_fixup
83 COMPLEX_FIXUP_NONE = 0,
84 COMPLEX_FIXUP_YUY2 = 1,
85 COMPLEX_FIXUP_UYVY = 2,
86 COMPLEX_FIXUP_YV12 = 3,
87 COMPLEX_FIXUP_P8 = 4,
88 COMPLEX_FIXUP_NV12 = 5,
91 #include <pshpack2.h>
92 struct color_fixup_desc
94 unsigned x_sign_fixup : 1;
95 unsigned x_source : 3;
96 unsigned y_sign_fixup : 1;
97 unsigned y_source : 3;
98 unsigned z_sign_fixup : 1;
99 unsigned z_source : 3;
100 unsigned w_sign_fixup : 1;
101 unsigned w_source : 3;
103 #include <poppack.h>
105 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
106 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
108 static inline struct color_fixup_desc create_color_fixup_desc(
109 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
110 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
112 struct color_fixup_desc fixup =
114 sign0, src0,
115 sign1, src1,
116 sign2, src2,
117 sign3, src3,
119 return fixup;
122 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
124 struct color_fixup_desc fixup =
126 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
127 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
128 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
129 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
131 return fixup;
134 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
136 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
139 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
141 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
144 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
146 enum complex_fixup complex_fixup = 0;
147 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
148 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
149 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
150 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
151 return complex_fixup;
154 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
155 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
156 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
158 /* Device caps */
159 #define MAX_STREAM_OUT 4
160 #define MAX_STREAMS 16
161 #define MAX_TEXTURES 8
162 #define MAX_FRAGMENT_SAMPLERS 16
163 #define MAX_VERTEX_SAMPLERS 4
164 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
165 #define MAX_ACTIVE_LIGHTS 8
166 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
167 #define MAX_CONSTANT_BUFFERS 15
168 #define MAX_SAMPLER_OBJECTS 16
170 struct min_lookup
172 GLenum mip[WINED3D_TEXF_LINEAR + 1];
175 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
176 extern const struct min_lookup minMipLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
177 extern const struct min_lookup minMipLookup_noMip[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
178 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
179 extern const GLenum magLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
181 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], enum wined3d_texture_filter_type mag_filter)
183 return mag_lookup[mag_filter];
186 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
187 enum wined3d_texture_filter_type min_filter, enum wined3d_texture_filter_type mip_filter)
189 return min_mip_lookup[min_filter].mip[mip_filter];
192 /* float_16_to_32() and float_32_to_16() (see implementation in
193 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
194 * to standard C floats and vice versa. They do not depend on the encoding
195 * of the C float, so they are platform independent, but slow. On x86 and
196 * other IEEE 754 compliant platforms the conversion can be accelerated by
197 * bit shifting the exponent and mantissa. There are also some SSE-based
198 * assembly routines out there.
200 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
202 static inline float float_16_to_32(const unsigned short *in)
204 const unsigned short s = ((*in) & 0x8000);
205 const unsigned short e = ((*in) & 0x7c00) >> 10;
206 const unsigned short m = (*in) & 0x3ff;
207 const float sgn = (s ? -1.0f : 1.0f);
209 if(e == 0) {
210 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
211 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
212 } else if(e < 31) {
213 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
214 } else {
215 if(m == 0) return sgn * INFINITY;
216 else return NAN;
220 static inline float float_24_to_32(DWORD in)
222 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
223 const unsigned short e = (in & 0x780000) >> 19;
224 const unsigned int m = in & 0x7ffff;
226 if (e == 0)
228 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
229 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
231 else if (e < 15)
233 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
235 else
237 if (m == 0) return sgn * INFINITY;
238 else return NAN;
242 #define ORM_BACKBUFFER 0
243 #define ORM_FBO 1
245 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
246 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
248 /* NOTE: When adding fields to this structure, make sure to update the default
249 * values in wined3d_main.c as well. */
250 struct wined3d_settings
252 /* Ideally, we don't want the user to have to request GLSL. If the
253 * hardware supports GLSL, we should use it. However, until it's fully
254 * implemented, we'll leave it as a registry setting for developers. */
255 BOOL glslRequested;
256 int offscreen_rendering_mode;
257 unsigned short pci_vendor_id;
258 unsigned short pci_device_id;
259 /* Memory tracking and object counting. */
260 unsigned int emulated_textureram;
261 char *logo;
262 int allow_multisampling;
263 BOOL strict_draw_ordering;
264 BOOL always_offscreen;
265 unsigned int max_sm_vs;
266 unsigned int max_sm_gs;
267 unsigned int max_sm_ps;
268 BOOL no_3d;
271 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
273 enum wined3d_sampler_texture_type
275 WINED3DSTT_UNKNOWN = 0,
276 WINED3DSTT_1D = 1,
277 WINED3DSTT_2D = 2,
278 WINED3DSTT_CUBE = 3,
279 WINED3DSTT_VOLUME = 4,
282 #define WINED3D_SHADER_CONST_VS_F 0x00000001
283 #define WINED3D_SHADER_CONST_VS_I 0x00000002
284 #define WINED3D_SHADER_CONST_VS_B 0x00000004
285 #define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000008
286 #define WINED3D_SHADER_CONST_PS_F 0x00000010
287 #define WINED3D_SHADER_CONST_PS_I 0x00000020
288 #define WINED3D_SHADER_CONST_PS_B 0x00000040
289 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000080
290 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000100
291 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000200
292 #define WINED3D_SHADER_CONST_FFP_PS 0x00000400
294 enum wined3d_shader_register_type
296 WINED3DSPR_TEMP = 0,
297 WINED3DSPR_INPUT = 1,
298 WINED3DSPR_CONST = 2,
299 WINED3DSPR_ADDR = 3,
300 WINED3DSPR_TEXTURE = 3,
301 WINED3DSPR_RASTOUT = 4,
302 WINED3DSPR_ATTROUT = 5,
303 WINED3DSPR_TEXCRDOUT = 6,
304 WINED3DSPR_OUTPUT = 6,
305 WINED3DSPR_CONSTINT = 7,
306 WINED3DSPR_COLOROUT = 8,
307 WINED3DSPR_DEPTHOUT = 9,
308 WINED3DSPR_SAMPLER = 10,
309 WINED3DSPR_CONST2 = 11,
310 WINED3DSPR_CONST3 = 12,
311 WINED3DSPR_CONST4 = 13,
312 WINED3DSPR_CONSTBOOL = 14,
313 WINED3DSPR_LOOP = 15,
314 WINED3DSPR_TEMPFLOAT16 = 16,
315 WINED3DSPR_MISCTYPE = 17,
316 WINED3DSPR_LABEL = 18,
317 WINED3DSPR_PREDICATE = 19,
318 WINED3DSPR_IMMCONST,
319 WINED3DSPR_CONSTBUFFER,
320 WINED3DSPR_PRIMID,
321 WINED3DSPR_NULL,
322 WINED3DSPR_RESOURCE,
325 enum wined3d_data_type
327 WINED3D_DATA_FLOAT,
328 WINED3D_DATA_INT,
329 WINED3D_DATA_RESOURCE,
330 WINED3D_DATA_SAMPLER,
331 WINED3D_DATA_UINT,
334 enum wined3d_immconst_type
336 WINED3D_IMMCONST_SCALAR,
337 WINED3D_IMMCONST_VEC4,
340 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
342 enum wined3d_shader_src_modifier
344 WINED3DSPSM_NONE = 0,
345 WINED3DSPSM_NEG = 1,
346 WINED3DSPSM_BIAS = 2,
347 WINED3DSPSM_BIASNEG = 3,
348 WINED3DSPSM_SIGN = 4,
349 WINED3DSPSM_SIGNNEG = 5,
350 WINED3DSPSM_COMP = 6,
351 WINED3DSPSM_X2 = 7,
352 WINED3DSPSM_X2NEG = 8,
353 WINED3DSPSM_DZ = 9,
354 WINED3DSPSM_DW = 10,
355 WINED3DSPSM_ABS = 11,
356 WINED3DSPSM_ABSNEG = 12,
357 WINED3DSPSM_NOT = 13,
360 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
361 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
362 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
363 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
364 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
366 enum wined3d_shader_dst_modifier
368 WINED3DSPDM_NONE = 0,
369 WINED3DSPDM_SATURATE = 1,
370 WINED3DSPDM_PARTIALPRECISION = 2,
371 WINED3DSPDM_MSAMPCENTROID = 4,
374 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
375 #define WINED3DSI_TEXLD_PROJECT 0x1
376 #define WINED3DSI_TEXLD_BIAS 0x2
377 #define WINED3DSI_INDEXED_DYNAMIC 0x4
379 enum wined3d_shader_rel_op
381 WINED3D_SHADER_REL_OP_GT = 1,
382 WINED3D_SHADER_REL_OP_EQ = 2,
383 WINED3D_SHADER_REL_OP_GE = 3,
384 WINED3D_SHADER_REL_OP_LT = 4,
385 WINED3D_SHADER_REL_OP_NE = 5,
386 WINED3D_SHADER_REL_OP_LE = 6,
389 #define WINED3D_SM1_VS 0xfffe
390 #define WINED3D_SM1_PS 0xffff
391 #define WINED3D_SM4_PS 0x0000
392 #define WINED3D_SM4_VS 0x0001
393 #define WINED3D_SM4_GS 0x0002
395 /* Shader version tokens, and shader end tokens */
396 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
397 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
399 /* Shader backends */
401 /* TODO: Make this dynamic, based on shader limits ? */
402 #define MAX_ATTRIBS 16
403 #define MAX_REG_ADDR 1
404 #define MAX_REG_TEMP 32
405 #define MAX_REG_TEXCRD 8
406 #define MAX_REG_INPUT 32
407 #define MAX_REG_OUTPUT 32
408 #define MAX_CONST_I 16
409 #define MAX_CONST_B 16
410 #define WINED3D_MAX_CBS 15
412 /* FIXME: This needs to go up to 2048 for
413 * Shader model 3 according to msdn (and for software shaders) */
414 #define MAX_LABELS 16
416 struct wined3d_shader_buffer
418 char *buffer;
419 unsigned int buffer_size;
420 unsigned int content_size;
421 unsigned int lineNo;
422 BOOL newline;
425 enum WINED3D_SHADER_INSTRUCTION_HANDLER
427 WINED3DSIH_ABS,
428 WINED3DSIH_ADD,
429 WINED3DSIH_AND,
430 WINED3DSIH_BEM,
431 WINED3DSIH_BREAK,
432 WINED3DSIH_BREAKC,
433 WINED3DSIH_BREAKP,
434 WINED3DSIH_CALL,
435 WINED3DSIH_CALLNZ,
436 WINED3DSIH_CMP,
437 WINED3DSIH_CND,
438 WINED3DSIH_CRS,
439 WINED3DSIH_CUT,
440 WINED3DSIH_DCL,
441 WINED3DSIH_DCL_CONSTANT_BUFFER,
442 WINED3DSIH_DCL_INPUT_PRIMITIVE,
443 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
444 WINED3DSIH_DCL_VERTICES_OUT,
445 WINED3DSIH_DEF,
446 WINED3DSIH_DEFB,
447 WINED3DSIH_DEFI,
448 WINED3DSIH_DIV,
449 WINED3DSIH_DP2,
450 WINED3DSIH_DP2ADD,
451 WINED3DSIH_DP3,
452 WINED3DSIH_DP4,
453 WINED3DSIH_DST,
454 WINED3DSIH_DSX,
455 WINED3DSIH_DSY,
456 WINED3DSIH_ELSE,
457 WINED3DSIH_EMIT,
458 WINED3DSIH_ENDIF,
459 WINED3DSIH_ENDLOOP,
460 WINED3DSIH_ENDREP,
461 WINED3DSIH_EQ,
462 WINED3DSIH_EXP,
463 WINED3DSIH_EXPP,
464 WINED3DSIH_FRC,
465 WINED3DSIH_FTOI,
466 WINED3DSIH_GE,
467 WINED3DSIH_IADD,
468 WINED3DSIH_IEQ,
469 WINED3DSIH_IF,
470 WINED3DSIH_IFC,
471 WINED3DSIH_IGE,
472 WINED3DSIH_IMUL,
473 WINED3DSIH_ISHL,
474 WINED3DSIH_ITOF,
475 WINED3DSIH_LABEL,
476 WINED3DSIH_LD,
477 WINED3DSIH_LIT,
478 WINED3DSIH_LOG,
479 WINED3DSIH_LOGP,
480 WINED3DSIH_LOOP,
481 WINED3DSIH_LRP,
482 WINED3DSIH_LT,
483 WINED3DSIH_M3x2,
484 WINED3DSIH_M3x3,
485 WINED3DSIH_M3x4,
486 WINED3DSIH_M4x3,
487 WINED3DSIH_M4x4,
488 WINED3DSIH_MAD,
489 WINED3DSIH_MAX,
490 WINED3DSIH_MIN,
491 WINED3DSIH_MOV,
492 WINED3DSIH_MOVA,
493 WINED3DSIH_MOVC,
494 WINED3DSIH_MUL,
495 WINED3DSIH_NOP,
496 WINED3DSIH_NRM,
497 WINED3DSIH_PHASE,
498 WINED3DSIH_POW,
499 WINED3DSIH_RCP,
500 WINED3DSIH_REP,
501 WINED3DSIH_RET,
502 WINED3DSIH_ROUND_NI,
503 WINED3DSIH_RSQ,
504 WINED3DSIH_SAMPLE,
505 WINED3DSIH_SAMPLE_GRAD,
506 WINED3DSIH_SAMPLE_LOD,
507 WINED3DSIH_SETP,
508 WINED3DSIH_SGE,
509 WINED3DSIH_SGN,
510 WINED3DSIH_SINCOS,
511 WINED3DSIH_SLT,
512 WINED3DSIH_SQRT,
513 WINED3DSIH_SUB,
514 WINED3DSIH_TEX,
515 WINED3DSIH_TEXBEM,
516 WINED3DSIH_TEXBEML,
517 WINED3DSIH_TEXCOORD,
518 WINED3DSIH_TEXDEPTH,
519 WINED3DSIH_TEXDP3,
520 WINED3DSIH_TEXDP3TEX,
521 WINED3DSIH_TEXKILL,
522 WINED3DSIH_TEXLDD,
523 WINED3DSIH_TEXLDL,
524 WINED3DSIH_TEXM3x2DEPTH,
525 WINED3DSIH_TEXM3x2PAD,
526 WINED3DSIH_TEXM3x2TEX,
527 WINED3DSIH_TEXM3x3,
528 WINED3DSIH_TEXM3x3DIFF,
529 WINED3DSIH_TEXM3x3PAD,
530 WINED3DSIH_TEXM3x3SPEC,
531 WINED3DSIH_TEXM3x3TEX,
532 WINED3DSIH_TEXM3x3VSPEC,
533 WINED3DSIH_TEXREG2AR,
534 WINED3DSIH_TEXREG2GB,
535 WINED3DSIH_TEXREG2RGB,
536 WINED3DSIH_UDIV,
537 WINED3DSIH_USHR,
538 WINED3DSIH_UTOF,
539 WINED3DSIH_XOR,
540 WINED3DSIH_TABLE_SIZE
543 enum wined3d_shader_type
545 WINED3D_SHADER_TYPE_PIXEL,
546 WINED3D_SHADER_TYPE_VERTEX,
547 WINED3D_SHADER_TYPE_GEOMETRY,
548 WINED3D_SHADER_TYPE_COUNT,
551 struct wined3d_shader_version
553 enum wined3d_shader_type type;
554 BYTE major;
555 BYTE minor;
558 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
560 struct wined3d_shader_reg_maps
562 struct wined3d_shader_version shader_version;
563 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
564 BYTE address; /* MAX_REG_ADDR, 1 */
565 WORD labels; /* MAX_LABELS, 16 */
566 DWORD temporary; /* MAX_REG_TEMP, 32 */
567 DWORD *constf; /* pixel, vertex */
568 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
569 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
570 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
571 WORD integer_constants; /* MAX_CONST_I, 16 */
572 WORD boolean_constants; /* MAX_CONST_B, 16 */
573 WORD local_int_consts; /* MAX_CONST_I, 16 */
574 WORD local_bool_consts; /* MAX_CONST_B, 16 */
575 UINT cb_sizes[WINED3D_MAX_CBS];
577 enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
578 BYTE bumpmat; /* MAX_TEXTURES, 8 */
579 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
581 WORD usesnrm : 1;
582 WORD vpos : 1;
583 WORD usesdsx : 1;
584 WORD usesdsy : 1;
585 WORD usestexldd : 1;
586 WORD usesmova : 1;
587 WORD usesfacing : 1;
588 WORD usesrelconstF : 1;
589 WORD fog : 1;
590 WORD usestexldl : 1;
591 WORD usesifc : 1;
592 WORD usescall : 1;
593 WORD usespow : 1;
594 WORD padding : 3;
596 DWORD rt_mask; /* Used render targets, 32 max. */
598 /* Whether or not loops are used in this shader, and nesting depth */
599 unsigned loop_depth;
600 UINT min_rel_offset, max_rel_offset;
603 /* Keeps track of details for TEX_M#x# instructions which need to maintain
604 * state information between multiple instructions. */
605 struct wined3d_shader_tex_mx
607 unsigned int current_row;
608 DWORD texcoord_w[2];
611 struct wined3d_shader_loop_state
613 UINT current_depth;
614 UINT current_reg;
617 struct wined3d_shader_context
619 const struct wined3d_shader *shader;
620 const struct wined3d_gl_info *gl_info;
621 const struct wined3d_shader_reg_maps *reg_maps;
622 struct wined3d_shader_buffer *buffer;
623 struct wined3d_shader_tex_mx *tex_mx;
624 struct wined3d_shader_loop_state *loop_state;
625 void *backend_data;
628 struct wined3d_shader_register_index
630 const struct wined3d_shader_src_param *rel_addr;
631 unsigned int offset;
634 struct wined3d_shader_register
636 enum wined3d_shader_register_type type;
637 enum wined3d_data_type data_type;
638 struct wined3d_shader_register_index idx[2];
639 enum wined3d_immconst_type immconst_type;
640 DWORD immconst_data[4];
643 struct wined3d_shader_dst_param
645 struct wined3d_shader_register reg;
646 DWORD write_mask;
647 DWORD modifiers;
648 DWORD shift;
651 struct wined3d_shader_src_param
653 struct wined3d_shader_register reg;
654 DWORD swizzle;
655 enum wined3d_shader_src_modifier modifiers;
658 struct wined3d_shader_semantic
660 enum wined3d_decl_usage usage;
661 UINT usage_idx;
662 enum wined3d_sampler_texture_type sampler_type;
663 struct wined3d_shader_dst_param reg;
666 struct wined3d_shader_instruction
668 const struct wined3d_shader_context *ctx;
669 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
670 DWORD flags;
671 BOOL coissue;
672 const struct wined3d_shader_src_param *predicate;
673 UINT dst_count;
674 const struct wined3d_shader_dst_param *dst;
675 UINT src_count;
676 const struct wined3d_shader_src_param *src;
677 union
679 struct wined3d_shader_semantic semantic;
680 enum wined3d_primitive_type primitive_type;
681 struct wined3d_shader_src_param src;
682 UINT count;
683 } declaration;
686 struct wined3d_shader_attribute
688 enum wined3d_decl_usage usage;
689 UINT usage_idx;
692 struct wined3d_shader_loop_control
694 unsigned int count;
695 unsigned int start;
696 int step;
699 struct wined3d_shader_frontend
701 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
702 void (*shader_free)(void *data);
703 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
704 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
705 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
708 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
709 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
711 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
713 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
714 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
716 struct shader_caps
718 UINT vs_version;
719 UINT gs_version;
720 UINT ps_version;
722 DWORD vs_uniform_count;
723 DWORD ps_uniform_count;
724 float ps_1x_max_value;
726 DWORD wined3d_caps;
729 enum tex_types
731 tex_1d = 0,
732 tex_2d = 1,
733 tex_3d = 2,
734 tex_cube = 3,
735 tex_rect = 4,
736 tex_type_count = 5,
739 enum vertexprocessing_mode {
740 fixedfunction,
741 vertexshader,
742 pretransformed
745 #define WINED3D_CONST_NUM_UNUSED ~0U
747 enum wined3d_ffp_ps_fog_mode
749 WINED3D_FFP_PS_FOG_OFF,
750 WINED3D_FFP_PS_FOG_LINEAR,
751 WINED3D_FFP_PS_FOG_EXP,
752 WINED3D_FFP_PS_FOG_EXP2,
755 /* Stateblock dependent parameters which have to be hardcoded
756 * into the shader code
759 #define WINED3D_PSARGS_PROJECTED (1 << 3)
760 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
761 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
762 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
763 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3
765 /* Similar to tex_types, except that it doesn't have 1d textures
766 * (can't be bound), rect textures (handled via np2_fixup) and
767 * none / unknown (treated as 2d and handled via dummy textures). */
768 enum wined3d_shader_tex_types
770 WINED3D_SHADER_TEX_2D = 0,
771 WINED3D_SHADER_TEX_3D = 1,
772 WINED3D_SHADER_TEX_CUBE = 2,
775 struct ps_compile_args {
776 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
777 enum vertexprocessing_mode vp_mode;
778 enum wined3d_ffp_ps_fog_mode fog;
779 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
780 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
781 WORD srgb_correction;
782 WORD np2_fixup;
783 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
784 D3D9 has a limit of 16 samplers and the fixup is superfluous
785 in D3D10 (unconditional NP2 support mandatory). */
786 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
789 enum fog_src_type {
790 VS_FOG_Z = 0,
791 VS_FOG_COORD = 1
794 struct vs_compile_args {
795 BYTE fog_src;
796 BYTE clip_enabled;
797 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
800 struct wined3d_context;
801 struct wined3d_state;
802 struct fragment_pipeline;
803 struct wined3d_vertex_pipe_ops;
805 struct wined3d_shader_backend_ops
807 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
808 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
809 const struct wined3d_state *state);
810 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
811 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
812 enum tex_types tex_type, const SIZE *ds_mask_size);
813 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
814 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
815 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
816 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
817 const struct wined3d_state *state);
818 void (*shader_destroy)(struct wined3d_shader *shader);
819 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
820 const struct fragment_pipeline *fragment_pipe);
821 void (*shader_free_private)(struct wined3d_device *device);
822 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
823 void (*shader_free_context_data)(struct wined3d_context *context);
824 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
825 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
826 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
829 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
830 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
831 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
833 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
835 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
836 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
837 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
838 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
840 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f)
841 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f)
842 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f)
843 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f)
845 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
846 (vec)[0] = D3DCOLOR_R(dw); \
847 (vec)[1] = D3DCOLOR_G(dw); \
848 (vec)[2] = D3DCOLOR_B(dw); \
849 (vec)[3] = D3DCOLOR_A(dw); \
850 } while(0)
852 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
854 /* Checking of API calls */
855 /* --------------------- */
856 #ifndef WINE_NO_DEBUG_MSGS
857 #define checkGLcall(A) \
858 do { \
859 GLint err; \
860 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
861 err = gl_info->gl_ops.gl.p_glGetError(); \
862 if (err == GL_NO_ERROR) { \
863 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
865 } else do { \
866 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
867 debug_glerror(err), err, A, __FILE__, __LINE__); \
868 err = gl_info->gl_ops.gl.p_glGetError(); \
869 } while (err != GL_NO_ERROR); \
870 } while(0)
871 #else
872 #define checkGLcall(A) do {} while(0)
873 #endif
875 enum wined3d_ffp_idx
877 WINED3D_FFP_POSITION = 0,
878 WINED3D_FFP_BLENDWEIGHT = 1,
879 WINED3D_FFP_BLENDINDICES = 2,
880 WINED3D_FFP_NORMAL = 3,
881 WINED3D_FFP_PSIZE = 4,
882 WINED3D_FFP_DIFFUSE = 5,
883 WINED3D_FFP_SPECULAR = 6,
884 WINED3D_FFP_TEXCOORD0 = 7,
885 WINED3D_FFP_TEXCOORD1 = 8,
886 WINED3D_FFP_TEXCOORD2 = 9,
887 WINED3D_FFP_TEXCOORD3 = 10,
888 WINED3D_FFP_TEXCOORD4 = 11,
889 WINED3D_FFP_TEXCOORD5 = 12,
890 WINED3D_FFP_TEXCOORD6 = 13,
891 WINED3D_FFP_TEXCOORD7 = 14,
894 enum wined3d_ffp_emit_idx
896 WINED3D_FFP_EMIT_FLOAT1 = 0,
897 WINED3D_FFP_EMIT_FLOAT2 = 1,
898 WINED3D_FFP_EMIT_FLOAT3 = 2,
899 WINED3D_FFP_EMIT_FLOAT4 = 3,
900 WINED3D_FFP_EMIT_D3DCOLOR = 4,
901 WINED3D_FFP_EMIT_UBYTE4 = 5,
902 WINED3D_FFP_EMIT_SHORT2 = 6,
903 WINED3D_FFP_EMIT_SHORT4 = 7,
904 WINED3D_FFP_EMIT_UBYTE4N = 8,
905 WINED3D_FFP_EMIT_SHORT2N = 9,
906 WINED3D_FFP_EMIT_SHORT4N = 10,
907 WINED3D_FFP_EMIT_USHORT2N = 11,
908 WINED3D_FFP_EMIT_USHORT4N = 12,
909 WINED3D_FFP_EMIT_UDEC3 = 13,
910 WINED3D_FFP_EMIT_DEC3N = 14,
911 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
912 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
913 WINED3D_FFP_EMIT_INVALID = 17,
914 WINED3D_FFP_EMIT_COUNT = 18
917 struct wined3d_bo_address
919 GLuint buffer_object;
920 BYTE *addr;
923 struct wined3d_stream_info_element
925 const struct wined3d_format *format;
926 struct wined3d_bo_address data;
927 GLsizei stride;
928 UINT stream_idx;
931 struct wined3d_stream_info
933 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
934 DWORD position_transformed : 1;
935 DWORD all_vbo : 1;
936 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
937 WORD use_map; /* MAX_ATTRIBS, 16 */
940 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
941 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
942 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
944 #define eps 1e-8f
946 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
947 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
949 /* Routines and structures related to state management */
951 #define STATE_RENDER(a) (a)
952 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
954 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
955 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
957 /* + 1 because samplers start with 0 */
958 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
959 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
961 #define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
962 #define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
964 #define STATE_TRANSFORM(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a) - 1)
965 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
967 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
968 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
969 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
970 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
972 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
973 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
975 #define STATE_VIEWPORT (STATE_VDECL + 1)
976 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
978 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
979 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
980 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
981 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
983 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
984 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
986 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
987 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
989 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
990 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
992 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
993 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
995 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
996 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
998 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
999 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1001 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1002 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1004 #define STATE_POINT_SIZE_ENABLE (STATE_FRAMEBUFFER + 1)
1005 #define STATE_IS_POINT_SIZE_ENABLE(a) ((a) == STATE_POINT_SIZE_ENABLE)
1007 #define STATE_HIGHEST (STATE_POINT_SIZE_ENABLE)
1009 enum fogsource {
1010 FOGSOURCE_FFP,
1011 FOGSOURCE_VS,
1012 FOGSOURCE_COORD,
1015 struct wined3d_occlusion_query
1017 struct list entry;
1018 GLuint id;
1019 struct wined3d_context *context;
1022 union wined3d_gl_query_object
1024 GLuint id;
1025 GLsync sync;
1028 struct wined3d_event_query
1030 struct list entry;
1031 union wined3d_gl_query_object object;
1032 struct wined3d_context *context;
1035 enum wined3d_event_query_result
1037 WINED3D_EVENT_QUERY_OK,
1038 WINED3D_EVENT_QUERY_WAITING,
1039 WINED3D_EVENT_QUERY_NOT_STARTED,
1040 WINED3D_EVENT_QUERY_WRONG_THREAD,
1041 WINED3D_EVENT_QUERY_ERROR
1044 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1045 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1046 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1047 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1048 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1050 struct wined3d_timestamp_query
1052 struct list entry;
1053 GLuint id;
1054 struct wined3d_context *context;
1057 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1058 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1060 struct wined3d_context
1062 const struct wined3d_gl_info *gl_info;
1063 const struct wined3d_d3d_info *d3d_info;
1064 const struct StateEntry *state_table;
1065 /* State dirtification
1066 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1067 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1068 * 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
1069 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1071 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1072 DWORD numDirtyEntries;
1073 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1075 struct wined3d_swapchain *swapchain;
1076 struct wined3d_surface *current_rt;
1077 DWORD tid; /* Thread ID which owns this context at the moment */
1079 /* Stores some information about the context state for optimization */
1080 DWORD render_offscreen : 1;
1081 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1082 DWORD last_was_pshader : 1;
1083 DWORD last_was_vshader : 1;
1084 DWORD namedArraysLoaded : 1;
1085 DWORD numberedArraysLoaded : 1;
1086 DWORD last_was_blit : 1;
1087 DWORD last_was_ckey : 1;
1088 DWORD fog_coord : 1;
1089 DWORD fog_enabled : 1;
1090 DWORD num_untracked_materials : 2; /* Max value 2 */
1091 DWORD current : 1;
1092 DWORD destroyed : 1;
1093 DWORD valid : 1;
1094 DWORD use_immediate_mode_draw : 1;
1095 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1096 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1097 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1098 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1099 DWORD rebind_fbo : 1;
1100 DWORD needs_set : 1;
1101 DWORD hdc_is_private : 1;
1102 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1103 DWORD padding : 16;
1104 DWORD shader_update_mask;
1105 DWORD constant_update_mask;
1106 DWORD numbered_array_mask;
1107 GLenum tracking_parm; /* Which source is tracking current colour */
1108 GLenum untracked_materials[2];
1109 UINT blit_w, blit_h;
1110 enum fogsource fog_source;
1111 DWORD active_texture;
1112 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1114 UINT instance_count;
1116 /* The actual opengl context */
1117 UINT level;
1118 HGLRC restore_ctx;
1119 HDC restore_dc;
1120 int restore_pf;
1121 HWND restore_pf_win;
1122 HGLRC glCtx;
1123 HWND win_handle;
1124 HDC hdc;
1125 int pixel_format;
1126 GLint aux_buffers;
1128 void *shader_backend_data;
1130 /* FBOs */
1131 UINT fbo_entry_count;
1132 struct list fbo_list;
1133 struct list fbo_destroy_list;
1134 struct fbo_entry *current_fbo;
1135 GLuint fbo_read_binding;
1136 GLuint fbo_draw_binding;
1137 struct wined3d_surface **blit_targets;
1138 GLenum *draw_buffers;
1139 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1141 /* Queries */
1142 GLuint *free_occlusion_queries;
1143 UINT free_occlusion_query_size;
1144 UINT free_occlusion_query_count;
1145 struct list occlusion_queries;
1147 union wined3d_gl_query_object *free_event_queries;
1148 UINT free_event_query_size;
1149 UINT free_event_query_count;
1150 struct list event_queries;
1152 GLuint *free_timestamp_queries;
1153 UINT free_timestamp_query_size;
1154 UINT free_timestamp_query_count;
1155 struct list timestamp_queries;
1157 struct wined3d_stream_info stream_info;
1159 /* Fences for GL_APPLE_flush_buffer_range */
1160 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1161 unsigned int num_buffer_queries;
1163 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1164 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1166 /* Extension emulation */
1167 GLint gl_fog_source;
1168 GLfloat fog_coord_value;
1169 GLfloat color[4], fogstart, fogend, fogcolor[4];
1170 GLuint dummy_arbfp_prog;
1173 struct wined3d_fb_state
1175 struct wined3d_surface **render_targets;
1176 struct wined3d_surface *depth_stencil;
1179 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1181 struct StateEntry
1183 DWORD representative;
1184 APPLYSTATEFUNC apply;
1187 struct StateEntryTemplate
1189 DWORD state;
1190 struct StateEntry content;
1191 enum wined3d_gl_extension extension;
1194 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1195 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1197 struct fragment_caps
1199 DWORD wined3d_caps;
1200 DWORD PrimitiveMiscCaps;
1201 DWORD TextureOpCaps;
1202 DWORD MaxTextureBlendStages;
1203 DWORD MaxSimultaneousTextures;
1206 struct fragment_pipeline
1208 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1209 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1210 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1211 void (*free_private)(struct wined3d_device *device);
1212 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1213 const struct StateEntryTemplate *states;
1216 struct wined3d_vertex_caps
1218 BOOL xyzrhw;
1219 DWORD max_active_lights;
1220 DWORD max_vertex_blend_matrices;
1221 DWORD max_vertex_blend_matrix_index;
1222 DWORD vertex_processing_caps;
1223 DWORD fvf_caps;
1224 DWORD max_user_clip_planes;
1225 DWORD raster_caps;
1228 struct wined3d_vertex_pipe_ops
1230 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1231 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1232 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1233 void (*vp_free)(struct wined3d_device *device);
1234 const struct StateEntryTemplate *vp_states;
1237 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1238 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1239 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1240 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1241 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1242 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1243 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1244 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1246 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1247 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1248 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1250 /* "Base" state table */
1251 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1252 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1253 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1254 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1256 enum wined3d_blit_op
1258 WINED3D_BLIT_OP_COLOR_BLIT,
1259 WINED3D_BLIT_OP_COLOR_FILL,
1260 WINED3D_BLIT_OP_DEPTH_FILL,
1261 WINED3D_BLIT_OP_DEPTH_BLIT,
1264 /* Shaders for color conversions in blits. Do not do blit operations while
1265 * already under the GL lock. */
1266 struct blit_shader
1268 HRESULT (*alloc_private)(struct wined3d_device *device);
1269 void (*free_private)(struct wined3d_device *device);
1270 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface);
1271 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1272 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1273 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1274 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1275 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1276 const RECT *dst_rect, const struct wined3d_color *color);
1277 HRESULT (*depth_fill)(struct wined3d_device *device,
1278 struct wined3d_surface *surface, const RECT *rect, float depth);
1281 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1282 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1283 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1285 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1286 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1287 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1288 DECLSPEC_HIDDEN;
1290 /* Temporary blit_shader helper functions */
1291 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
1292 struct wined3d_surface *src_surface, const RECT *src_rect,
1293 struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN;
1295 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1296 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1297 void context_alloc_event_query(struct wined3d_context *context,
1298 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1299 void context_alloc_occlusion_query(struct wined3d_context *context,
1300 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1301 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1302 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1303 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1304 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1305 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1306 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1307 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1308 unsigned int unit) DECLSPEC_HIDDEN;
1309 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1310 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1311 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1312 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1313 BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1314 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1315 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1316 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1317 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1318 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1319 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1320 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1321 void context_resource_released(const struct wined3d_device *device,
1322 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1323 void context_resource_unloaded(const struct wined3d_device *device,
1324 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1325 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1326 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1327 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1328 void context_state_drawbuf(struct wined3d_context *context,
1329 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1330 void context_state_fb(struct wined3d_context *context,
1331 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1332 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1333 void context_stream_info_from_declaration(struct wined3d_context *context,
1334 const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1336 /*****************************************************************************
1337 * Internal representation of a light
1339 struct wined3d_light_info
1341 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1342 DWORD OriginalIndex;
1343 LONG glIndex;
1344 BOOL enabled;
1346 /* Converted parms to speed up swapping lights */
1347 float lightPosn[4];
1348 float lightDirn[4];
1349 float exponent;
1350 float cutoff;
1352 struct list entry;
1355 /* The default light parameters */
1356 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1358 struct wined3d_pixel_format
1360 int iPixelFormat; /* WGL pixel format */
1361 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1362 int redSize, greenSize, blueSize, alphaSize, colorSize;
1363 int depthSize, stencilSize;
1364 BOOL windowDrawable;
1365 BOOL doubleBuffer;
1366 int auxBuffers;
1367 int numSamples;
1370 enum wined3d_pci_vendor
1372 HW_VENDOR_SOFTWARE = 0x0000,
1373 HW_VENDOR_AMD = 0x1002,
1374 HW_VENDOR_NVIDIA = 0x10de,
1375 HW_VENDOR_VMWARE = 0x15ad,
1376 HW_VENDOR_INTEL = 0x8086,
1379 enum wined3d_pci_device
1381 CARD_WINE = 0x0000,
1383 CARD_AMD_RAGE_128PRO = 0x5246,
1384 CARD_AMD_RADEON_7200 = 0x5144,
1385 CARD_AMD_RADEON_8500 = 0x514c,
1386 CARD_AMD_RADEON_9500 = 0x4144,
1387 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1388 CARD_AMD_RADEON_X700 = 0x5e4c,
1389 CARD_AMD_RADEON_X1600 = 0x71c2,
1390 CARD_AMD_RADEON_HD2350 = 0x94c7,
1391 CARD_AMD_RADEON_HD2600 = 0x9581,
1392 CARD_AMD_RADEON_HD2900 = 0x9400,
1393 CARD_AMD_RADEON_HD3200 = 0x9620,
1394 CARD_AMD_RADEON_HD4200M = 0x9712,
1395 CARD_AMD_RADEON_HD4350 = 0x954f,
1396 CARD_AMD_RADEON_HD4600 = 0x9495,
1397 CARD_AMD_RADEON_HD4700 = 0x944e,
1398 CARD_AMD_RADEON_HD4800 = 0x944c,
1399 CARD_AMD_RADEON_HD5400 = 0x68f9,
1400 CARD_AMD_RADEON_HD5600 = 0x68d8,
1401 CARD_AMD_RADEON_HD5700 = 0x68be,
1402 CARD_AMD_RADEON_HD5800 = 0x6898,
1403 CARD_AMD_RADEON_HD5900 = 0x689c,
1404 CARD_AMD_RADEON_HD6300 = 0x9803,
1405 CARD_AMD_RADEON_HD6400 = 0x6770,
1406 CARD_AMD_RADEON_HD6410D = 0x9644,
1407 CARD_AMD_RADEON_HD6550D = 0x9640,
1408 CARD_AMD_RADEON_HD6600 = 0x6758,
1409 CARD_AMD_RADEON_HD6600M = 0x6741,
1410 CARD_AMD_RADEON_HD6700 = 0x68ba,
1411 CARD_AMD_RADEON_HD6800 = 0x6739,
1412 CARD_AMD_RADEON_HD6900 = 0x6719,
1413 CARD_AMD_RADEON_HD7700 = 0x683d,
1414 CARD_AMD_RADEON_HD7800 = 0x6819,
1415 CARD_AMD_RADEON_HD7900 = 0x679a,
1417 CARD_NVIDIA_RIVA_128 = 0x0018,
1418 CARD_NVIDIA_RIVA_TNT = 0x0020,
1419 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1420 CARD_NVIDIA_GEFORCE = 0x0100,
1421 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1422 CARD_NVIDIA_GEFORCE2 = 0x0150,
1423 CARD_NVIDIA_GEFORCE3 = 0x0200,
1424 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1425 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1426 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1427 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1428 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1429 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1430 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1431 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1432 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1433 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1434 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1435 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1436 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1437 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1438 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1439 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1440 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1441 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1442 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1443 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1444 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1445 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1446 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1447 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1448 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1449 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1450 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1451 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1452 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1453 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1454 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1455 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1456 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1457 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1458 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1459 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1460 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1461 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1462 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1463 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1464 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1465 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1466 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1467 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1468 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1469 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1470 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1471 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1472 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1473 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1474 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1475 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1476 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1477 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1478 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1479 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1480 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1481 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1482 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1483 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1484 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1485 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1486 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1487 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1488 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1489 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
1490 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1491 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1492 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1493 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1494 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
1495 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
1496 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
1497 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
1498 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
1499 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
1500 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
1501 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
1503 CARD_VMWARE_SVGA3D = 0x0405,
1505 CARD_INTEL_830M = 0x3577,
1506 CARD_INTEL_855GM = 0x3582,
1507 CARD_INTEL_845G = 0x2562,
1508 CARD_INTEL_865G = 0x2572,
1509 CARD_INTEL_915G = 0x2582,
1510 CARD_INTEL_E7221G = 0x258a,
1511 CARD_INTEL_915GM = 0x2592,
1512 CARD_INTEL_945G = 0x2772,
1513 CARD_INTEL_945GM = 0x27a2,
1514 CARD_INTEL_945GME = 0x27ae,
1515 CARD_INTEL_Q35 = 0x29b2,
1516 CARD_INTEL_G33 = 0x29c2,
1517 CARD_INTEL_Q33 = 0x29d2,
1518 CARD_INTEL_PNVG = 0xa001,
1519 CARD_INTEL_PNVM = 0xa011,
1520 CARD_INTEL_965Q = 0x2992,
1521 CARD_INTEL_965G = 0x2982,
1522 CARD_INTEL_946GZ = 0x2972,
1523 CARD_INTEL_965GM = 0x2a02,
1524 CARD_INTEL_965GME = 0x2a12,
1525 CARD_INTEL_GM45 = 0x2a42,
1526 CARD_INTEL_IGD = 0x2e02,
1527 CARD_INTEL_Q45 = 0x2e12,
1528 CARD_INTEL_G45 = 0x2e22,
1529 CARD_INTEL_G41 = 0x2e32,
1530 CARD_INTEL_B43 = 0x2e92,
1531 CARD_INTEL_ILKD = 0x0042,
1532 CARD_INTEL_ILKM = 0x0046,
1533 CARD_INTEL_SNBD = 0x0122,
1534 CARD_INTEL_SNBM = 0x0126,
1535 CARD_INTEL_SNBS = 0x010a,
1536 CARD_INTEL_IVBD = 0x0162,
1537 CARD_INTEL_IVBM = 0x0166,
1538 CARD_INTEL_IVBS = 0x015a,
1539 CARD_INTEL_HWM = 0x0416,
1542 struct wined3d_fbo_ops
1544 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1545 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1546 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1547 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1548 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1549 GLsizei width, GLsizei height);
1550 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1551 GLenum internalformat, GLsizei width, GLsizei height);
1552 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1553 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1554 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1555 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1556 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1557 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1558 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1559 GLenum textarget, GLuint texture, GLint level);
1560 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1561 GLenum textarget, GLuint texture, GLint level);
1562 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1563 GLenum textarget, GLuint texture, GLint level, GLint layer);
1564 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1565 GLenum renderbuffertarget, GLuint renderbuffer);
1566 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1567 GLenum pname, GLint *params);
1568 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1569 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1570 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1573 struct wined3d_gl_limits
1575 UINT buffers;
1576 UINT lights;
1577 UINT textures;
1578 UINT texture_coords;
1579 UINT fragment_samplers;
1580 UINT vertex_samplers;
1581 UINT combined_samplers;
1582 UINT general_combiners;
1583 UINT clipplanes;
1584 UINT texture_size;
1585 UINT texture3d_size;
1586 float pointsize_max;
1587 float pointsize_min;
1588 UINT blends;
1589 UINT anisotropy;
1590 float shininess;
1591 UINT samples;
1592 UINT vertex_attribs;
1594 UINT glsl_varyings;
1595 UINT glsl_vs_float_constants;
1596 UINT glsl_ps_float_constants;
1598 UINT arb_vs_float_constants;
1599 UINT arb_vs_native_constants;
1600 UINT arb_vs_instructions;
1601 UINT arb_vs_temps;
1602 UINT arb_ps_float_constants;
1603 UINT arb_ps_local_constants;
1604 UINT arb_ps_native_constants;
1605 UINT arb_ps_instructions;
1606 UINT arb_ps_temps;
1609 struct wined3d_gl_info
1611 DWORD glsl_version;
1612 struct wined3d_gl_limits limits;
1613 DWORD reserved_glsl_constants, reserved_arb_constants;
1614 DWORD quirks;
1615 BOOL supported[WINED3D_GL_EXT_COUNT];
1616 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1618 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
1619 struct opengl_funcs gl_ops;
1620 struct wined3d_fbo_ops fbo_ops;
1622 struct wined3d_format *formats;
1625 struct wined3d_driver_info
1627 enum wined3d_pci_vendor vendor;
1628 enum wined3d_pci_device device;
1629 const char *name;
1630 const char *description;
1631 unsigned int vidmem;
1632 DWORD version_high;
1633 DWORD version_low;
1636 struct wined3d_d3d_limits
1638 UINT vs_version, gs_version, ps_version;
1639 DWORD vs_uniform_count;
1640 DWORD ps_uniform_count;
1641 UINT ffp_textures;
1642 UINT ffp_blend_stages;
1645 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
1646 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
1647 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
1649 struct wined3d_ffp_attrib_ops
1651 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
1652 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
1653 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
1654 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
1655 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
1658 struct wined3d_d3d_info
1660 struct wined3d_d3d_limits limits;
1661 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
1662 BOOL xyzrhw;
1663 BOOL vs_clipping;
1664 DWORD valid_rt_mask;
1667 /* The adapter structure */
1668 struct wined3d_adapter
1670 UINT ordinal;
1671 POINT monitorPoint;
1672 enum wined3d_format_id screen_format;
1674 struct wined3d_gl_info gl_info;
1675 struct wined3d_d3d_info d3d_info;
1676 struct wined3d_driver_info driver_info;
1677 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1678 unsigned int cfg_count;
1679 struct wined3d_pixel_format *cfgs;
1680 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1681 unsigned int UsedTextureRam;
1682 LUID luid;
1684 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1685 const struct fragment_pipeline *fragment_pipe;
1686 const struct wined3d_shader_backend_ops *shader_backend;
1687 const struct blit_shader *blitter;
1690 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter) DECLSPEC_HIDDEN;
1691 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount) DECLSPEC_HIDDEN;
1693 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1694 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1696 enum projection_types
1698 proj_none = 0,
1699 proj_count3 = 1,
1700 proj_count4 = 2
1703 enum dst_arg
1705 resultreg = 0,
1706 tempreg = 1
1709 /*****************************************************************************
1710 * Fixed function pipeline replacements
1712 #define ARG_UNUSED 0xff
1713 struct texture_stage_op
1715 unsigned cop : 8;
1716 unsigned carg1 : 8;
1717 unsigned carg2 : 8;
1718 unsigned carg0 : 8;
1720 unsigned aop : 8;
1721 unsigned aarg1 : 8;
1722 unsigned aarg2 : 8;
1723 unsigned aarg0 : 8;
1725 struct color_fixup_desc color_fixup;
1726 unsigned tex_type : 3;
1727 unsigned dst : 1;
1728 unsigned projected : 2;
1729 unsigned padding : 10;
1732 struct ffp_frag_settings
1734 struct texture_stage_op op[MAX_TEXTURES];
1735 enum wined3d_ffp_ps_fog_mode fog;
1736 /* Use shorts instead of chars to get dword alignment */
1737 unsigned short sRGB_write;
1738 unsigned short emul_clipplanes;
1741 struct ffp_frag_desc
1743 struct wine_rb_entry entry;
1744 struct ffp_frag_settings settings;
1747 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1748 extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN;
1749 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1751 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
1752 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1753 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1754 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1755 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1756 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1757 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
1759 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
1760 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
1762 enum wined3d_ffp_vs_fog_mode
1764 WINED3D_FFP_VS_FOG_OFF = 0,
1765 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
1766 WINED3D_FFP_VS_FOG_DEPTH = 2,
1767 WINED3D_FFP_VS_FOG_RANGE = 3,
1770 #define WINED3D_FFP_TCI_SHIFT 16
1771 #define WINED3D_FFP_TCI_MASK 0xff
1773 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
1774 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7
1776 struct wined3d_ffp_vs_settings
1778 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
1779 DWORD diffuse_source : 2;
1780 DWORD emission_source : 2;
1781 DWORD ambient_source : 2;
1782 DWORD specular_source : 2;
1784 DWORD transformed : 1;
1785 DWORD clipping : 1;
1786 DWORD normal : 1;
1787 DWORD normalize : 1;
1788 DWORD lighting : 1;
1789 DWORD localviewer : 1;
1790 DWORD point_size : 1;
1791 DWORD fog_mode : 2;
1792 DWORD texcoords : 8; /* MAX_TEXTURES */
1793 DWORD ortho_fog : 1;
1794 DWORD padding : 14;
1796 BYTE texgen[MAX_TEXTURES];
1799 struct wined3d_ffp_vs_desc
1801 struct wine_rb_entry entry;
1802 struct wined3d_ffp_vs_settings settings;
1805 void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct wined3d_stream_info *si,
1806 struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
1808 struct wined3d
1810 LONG ref;
1811 DWORD flags;
1812 UINT adapter_count;
1813 struct wined3d_adapter adapters[1];
1816 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
1817 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1818 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1820 struct wined3d_stream_output
1822 struct wined3d_buffer *buffer;
1823 UINT offset;
1826 struct wined3d_stream_state
1828 struct wined3d_buffer *buffer;
1829 UINT offset;
1830 UINT stride;
1831 UINT frequency;
1832 UINT flags;
1835 #define WINED3D_STATE_NO_REF 0x00000001
1836 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
1838 struct wined3d_state
1840 DWORD flags;
1841 const struct wined3d_fb_state *fb;
1843 struct wined3d_vertex_declaration *vertex_declaration;
1844 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
1845 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
1846 struct wined3d_buffer *index_buffer;
1847 enum wined3d_format_id index_format;
1848 INT base_vertex_index;
1849 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
1850 GLenum gl_primitive_type;
1852 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
1853 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
1854 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
1856 BOOL vs_consts_b[MAX_CONST_B];
1857 INT vs_consts_i[MAX_CONST_I * 4];
1858 float *vs_consts_f;
1860 BOOL ps_consts_b[MAX_CONST_B];
1861 INT ps_consts_i[MAX_CONST_I * 4];
1862 float *ps_consts_f;
1864 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
1865 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1866 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1868 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
1869 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
1870 struct wined3d_material material;
1871 struct wined3d_viewport viewport;
1872 RECT scissor_rect;
1874 /* Light hashmap. Collisions are handled using linked lists. */
1875 #define LIGHTMAP_SIZE 43
1876 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
1877 struct list light_map[LIGHTMAP_SIZE];
1878 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
1880 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
1883 #define WINED3D_UNMAPPED_STAGE ~0U
1885 /* Multithreaded flag. Removed from the public header to signal that
1886 * wined3d_device_create() ignores it. */
1887 #define WINED3DCREATE_MULTITHREADED 0x00000004
1889 struct wined3d_device
1891 LONG ref;
1893 /* WineD3D Information */
1894 struct wined3d_device_parent *device_parent;
1895 struct wined3d *wined3d;
1896 struct wined3d_adapter *adapter;
1898 /* Window styles to restore when switching fullscreen mode */
1899 LONG style;
1900 LONG exStyle;
1902 /* X and GL Information */
1903 GLenum offscreenBuffer;
1905 const struct wined3d_shader_backend_ops *shader_backend;
1906 void *shader_priv;
1907 void *fragment_priv;
1908 void *vertex_priv;
1909 void *blit_priv;
1910 struct StateEntry StateTable[STATE_HIGHEST + 1];
1911 /* Array of functions for states which are handled by more than one pipeline part */
1912 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1913 const struct blit_shader *blitter;
1915 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1916 BYTE bCursorVisible : 1;
1917 BYTE d3d_initialized : 1;
1918 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1919 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1920 BYTE filter_messages : 1;
1921 BYTE padding : 2;
1923 unsigned char surface_alignment; /* Line Alignment of surfaces */
1925 WORD padding2 : 16;
1927 struct wined3d_state state;
1928 struct wined3d_state *update_state;
1929 struct wined3d_stateblock *recording;
1931 /* Internal use fields */
1932 struct wined3d_device_creation_parameters create_parms;
1933 HWND focus_window;
1935 struct wined3d_swapchain **swapchains;
1936 UINT swapchain_count;
1938 struct list resources; /* a linked list to track resources created by the device */
1939 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1941 /* Render Target Support */
1942 struct wined3d_fb_state fb;
1943 struct wined3d_surface *onscreen_depth_stencil;
1944 struct wined3d_surface *auto_depth_stencil;
1946 /* For rendering to a texture using glCopyTexImage */
1947 GLuint depth_blt_texture;
1949 /* Cursor management */
1950 UINT xHotSpot;
1951 UINT yHotSpot;
1952 UINT xScreenSpace;
1953 UINT yScreenSpace;
1954 UINT cursorWidth, cursorHeight;
1955 struct wined3d_texture *cursor_texture;
1956 HCURSOR hardwareCursor;
1958 /* The Wine logo texture */
1959 struct wined3d_texture *logo_texture;
1961 /* Textures for when no other textures are mapped */
1962 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
1963 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
1964 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
1965 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
1967 /* Command stream */
1968 struct wined3d_cs *cs;
1970 /* Context management */
1971 struct wined3d_context **contexts;
1972 UINT context_count;
1975 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
1976 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
1977 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
1978 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1979 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1980 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
1981 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
1982 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
1983 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
1984 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1985 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1986 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1987 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
1988 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1989 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
1991 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
1993 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1994 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1995 return context->isStateDirty[idx] & (1 << shift);
1998 static inline void context_invalidate_active_texture(struct wined3d_context *context)
2000 DWORD sampler = context->rev_tex_unit_map[context->active_texture];
2001 if (sampler != WINED3D_UNMAPPED_STAGE)
2002 context_invalidate_state(context, STATE_SAMPLER(sampler));
2005 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2006 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2008 struct wined3d_resource_ops
2010 void (*resource_unload)(struct wined3d_resource *resource);
2013 struct wined3d_resource
2015 LONG ref;
2016 LONG bind_count;
2017 LONG map_count;
2018 struct wined3d_device *device;
2019 enum wined3d_resource_type type;
2020 const struct wined3d_format *format;
2021 enum wined3d_multisample_type multisample_type;
2022 UINT multisample_quality;
2023 DWORD usage;
2024 enum wined3d_pool pool;
2025 DWORD access_flags;
2026 UINT width;
2027 UINT height;
2028 UINT depth;
2029 UINT size;
2030 DWORD priority;
2031 void *heap_memory;
2032 struct list resource_list_entry;
2034 void *parent;
2035 const struct wined3d_parent_ops *parent_ops;
2036 const struct wined3d_resource_ops *resource_ops;
2039 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2040 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2041 enum wined3d_resource_type type, const struct wined3d_format *format,
2042 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2043 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2044 void *parent, const struct wined3d_parent_ops *parent_ops,
2045 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2046 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2047 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2048 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2049 DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource,
2050 DWORD flags) DECLSPEC_HIDDEN;
2051 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2052 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2054 /* Tests show that the start address of resources is 32 byte aligned */
2055 #define RESOURCE_ALIGNMENT 16
2057 enum wined3d_texture_state
2059 WINED3DTEXSTA_ADDRESSU = 0,
2060 WINED3DTEXSTA_ADDRESSV = 1,
2061 WINED3DTEXSTA_ADDRESSW = 2,
2062 WINED3DTEXSTA_BORDERCOLOR = 3,
2063 WINED3DTEXSTA_MAGFILTER = 4,
2064 WINED3DTEXSTA_MINFILTER = 5,
2065 WINED3DTEXSTA_MIPFILTER = 6,
2066 WINED3DTEXSTA_MAXMIPLEVEL = 7,
2067 WINED3DTEXSTA_MAXANISOTROPY = 8,
2068 WINED3DTEXSTA_SRGBTEXTURE = 9,
2069 WINED3DTEXSTA_SHADOW = 10,
2070 MAX_WINETEXTURESTATES = 11,
2073 struct gl_texture
2075 DWORD states[MAX_WINETEXTURESTATES];
2076 GLuint name;
2079 struct wined3d_texture_ops
2081 void (*texture_sub_resource_load)(struct wined3d_resource *sub_resource,
2082 struct wined3d_context *context, BOOL srgb);
2083 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
2084 const struct wined3d_box *dirty_region);
2085 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
2088 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2089 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000002
2090 #define WINED3D_TEXTURE_IS_SRGB 0x00000004
2091 #define WINED3D_TEXTURE_RGB_VALID 0x00000008
2092 #define WINED3D_TEXTURE_SRGB_VALID 0x00000010
2094 struct wined3d_texture
2096 struct wined3d_resource resource;
2097 const struct wined3d_texture_ops *texture_ops;
2098 struct gl_texture texture_rgb, texture_srgb;
2099 struct wined3d_resource **sub_resources;
2100 UINT layer_count;
2101 UINT level_count;
2102 float pow2_matrix[16];
2103 UINT lod;
2104 enum wined3d_texture_filter_type filter_type;
2105 DWORD sampler;
2106 DWORD flags;
2107 const struct min_lookup *min_mip_lookup;
2108 const GLenum *mag_lookup;
2109 GLenum target;
2111 /* Color keys for DDraw */
2112 struct wined3d_color_key dst_blt_color_key;
2113 struct wined3d_color_key src_blt_color_key;
2114 struct wined3d_color_key dst_overlay_color_key;
2115 struct wined3d_color_key src_overlay_color_key;
2116 DWORD color_key_flags;
2119 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
2121 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2124 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2125 BOOL srgb)
2127 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
2130 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
2131 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
2132 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2133 void wined3d_texture_bind(struct wined3d_texture *texture,
2134 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2135 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
2136 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2137 void wined3d_texture_load(struct wined3d_texture *texture,
2138 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2139 void wined3d_texture_set_dirty(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2141 #define WINED3D_VFLAG_ALLOCATED 0x00000001
2142 #define WINED3D_VFLAG_SRGB_ALLOCATED 0x00000002
2143 #define WINED3D_VFLAG_PBO 0x00000004
2144 #define WINED3D_VFLAG_CLIENT_STORAGE 0x00000008
2146 #define WINED3D_LOCATION_DISCARDED 0x00000001
2147 #define WINED3D_LOCATION_SYSMEM 0x00000002
2148 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
2149 #define WINED3D_LOCATION_DIB 0x00000008
2150 #define WINED3D_LOCATION_BUFFER 0x00000010
2151 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000020
2152 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000040
2153 #define WINED3D_LOCATION_DRAWABLE 0x00000080
2154 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000100
2155 #define WINED3D_LOCATION_RB_RESOLVED 0x00000200
2157 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2159 struct wined3d_volume
2161 struct wined3d_resource resource;
2162 struct wined3d_texture *container;
2164 DWORD flags, locations;
2165 GLint texture_level;
2166 DWORD download_count;
2167 GLuint pbo;
2170 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
2172 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
2175 HRESULT wined3d_volume_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
2176 unsigned int level, struct wined3d_volume **volume) DECLSPEC_HIDDEN;
2177 void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context,
2178 BOOL srgb_mode) DECLSPEC_HIDDEN;
2179 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
2180 void wined3d_volume_invalidate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
2181 void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
2182 const struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2184 struct wined3d_surface_dib
2186 HBITMAP DIBsection;
2187 void *bitmap_data;
2188 UINT bitmap_size;
2191 struct wined3d_renderbuffer_entry
2193 struct list entry;
2194 GLuint id;
2195 UINT width;
2196 UINT height;
2199 struct fbo_entry
2201 struct list entry;
2202 struct wined3d_surface **render_targets;
2203 struct wined3d_surface *depth_stencil;
2204 DWORD location;
2205 DWORD rt_mask;
2206 BOOL attached;
2207 GLuint id;
2210 struct wined3d_surface_ops
2212 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2213 void (*surface_unmap)(struct wined3d_surface *surface);
2216 struct wined3d_surface
2218 struct wined3d_resource resource;
2219 const struct wined3d_surface_ops *surface_ops;
2220 struct wined3d_texture *container;
2221 struct wined3d_swapchain *swapchain;
2222 DWORD draw_binding, map_binding;
2223 void *user_memory;
2224 DWORD locations;
2226 DWORD flags;
2228 UINT pitch;
2229 UINT pow2Width;
2230 UINT pow2Height;
2232 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2233 void (*get_drawable_size)(const struct wined3d_context *context, UINT *width, UINT *height);
2235 /* PBO */
2236 GLuint pbo;
2237 GLuint rb_multisample;
2238 GLuint rb_resolved;
2239 GLint texture_level;
2240 GLenum texture_target;
2242 RECT lockedRect;
2243 int lockCount;
2245 /* For GetDC */
2246 struct wined3d_surface_dib dib;
2247 HDC hDC;
2249 struct wined3d_color_key gl_color_key;
2251 struct list renderbuffers;
2252 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2253 SIZE ds_current_size;
2255 /* DirectDraw Overlay handling */
2256 RECT overlay_srcrect;
2257 RECT overlay_destrect;
2258 struct wined3d_surface *overlay_dest;
2259 struct list overlays;
2260 struct list overlay_entry;
2263 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2265 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2268 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2269 const struct wined3d_gl_info *gl_info, BOOL srgb)
2271 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2272 ? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
2275 void surface_set_dirty(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2276 HRESULT surface_color_fill(struct wined3d_surface *s,
2277 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2278 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2279 void surface_invalidate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2280 BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2281 void surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2282 void surface_load_ds_location(struct wined3d_surface *surface,
2283 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2284 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2285 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2286 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2287 void surface_prepare_rb(struct wined3d_surface *surface,
2288 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2289 void surface_prepare_texture(struct wined3d_surface *surface,
2290 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2291 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2292 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2293 void surface_set_container(struct wined3d_surface *surface, struct wined3d_texture *container) DECLSPEC_HIDDEN;
2294 void surface_set_swapchain(struct wined3d_surface *surface, struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2295 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2296 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2297 void surface_update_draw_binding(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2298 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2299 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2300 void surface_validate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2301 HRESULT wined3d_surface_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
2302 GLenum target, GLint level, DWORD flags, struct wined3d_surface **surface) DECLSPEC_HIDDEN;
2303 void surface_prepare_map_memory(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2305 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2306 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2307 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2309 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2310 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2311 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2313 /* Surface flags: */
2314 #define SFLAG_CONVERTED 0x00000001 /* Converted for color keying or palettized. */
2315 #define SFLAG_DISCARD 0x00000002 /* ??? */
2316 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2317 #define SFLAG_NORMCOORD 0x00000008 /* Set if GL texture coordinates are normalized (non-texture rectangle). */
2318 #define SFLAG_DYNLOCK 0x00000010 /* Surface is often locked by the application. */
2319 #define SFLAG_PIN_SYSMEM 0x00000020 /* Keep the surface in sysmem, at the same address. */
2320 #define SFLAG_DCINUSE 0x00000040 /* Set between GetDC and ReleaseDC calls. */
2321 #define SFLAG_LOST 0x00000080 /* Surface lost flag for ddraw. */
2322 #define SFLAG_GLCKEY 0x00000100 /* The GL texture was created with a color key. */
2323 #define SFLAG_CLIENT 0x00000200 /* GL_APPLE_client_storage is used with this surface. */
2324 #define SFLAG_DIBSECTION 0x00000400 /* Has a DIB section attached for GetDC. */
2325 #define SFLAG_ALLOCATED 0x00000800 /* A GL texture is allocated for this surface. */
2326 #define SFLAG_SRGBALLOCATED 0x00001000 /* A sRGB GL texture is allocated for this surface. */
2328 /* In some conditions the surface memory must not be freed:
2329 * SFLAG_CONVERTED: Converting the data back would take too long
2330 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2331 * SFLAG_CLIENT: OpenGL uses our memory as backup
2333 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2334 SFLAG_DYNLOCK | \
2335 SFLAG_CLIENT | \
2336 SFLAG_PIN_SYSMEM)
2338 enum wined3d_conversion_type
2340 WINED3D_CT_NONE,
2341 WINED3D_CT_PALETTED,
2342 WINED3D_CT_CK_565,
2343 WINED3D_CT_CK_5551,
2344 WINED3D_CT_CK_RGB24,
2345 WINED3D_CT_RGB32_888,
2346 WINED3D_CT_CK_ARGB32,
2349 struct wined3d_sampler
2351 LONG refcount;
2352 void *parent;
2355 struct wined3d_vertex_declaration_element
2357 const struct wined3d_format *format;
2358 BOOL ffp_valid;
2359 WORD input_slot;
2360 WORD offset;
2361 UINT output_slot;
2362 BYTE method;
2363 BYTE usage;
2364 BYTE usage_idx;
2367 struct wined3d_vertex_declaration
2369 LONG ref;
2370 void *parent;
2371 const struct wined3d_parent_ops *parent_ops;
2372 struct wined3d_device *device;
2374 struct wined3d_vertex_declaration_element *elements;
2375 UINT element_count;
2377 BOOL position_transformed;
2378 BOOL half_float_conv_needed;
2381 struct wined3d_saved_states
2383 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2384 WORD streamSource; /* MAX_STREAMS, 16 */
2385 WORD streamFreq; /* MAX_STREAMS, 16 */
2386 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2387 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2388 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2389 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2390 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2391 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2392 BOOL *pixelShaderConstantsF;
2393 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2394 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2395 BOOL *vertexShaderConstantsF;
2396 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2397 DWORD primitive_type : 1;
2398 DWORD indices : 1;
2399 DWORD material : 1;
2400 DWORD viewport : 1;
2401 DWORD vertexDecl : 1;
2402 DWORD pixelShader : 1;
2403 DWORD vertexShader : 1;
2404 DWORD scissorRect : 1;
2405 DWORD padding : 4;
2408 struct StageState {
2409 DWORD stage;
2410 DWORD state;
2413 struct wined3d_stateblock
2415 LONG ref; /* Note: Ref counting not required */
2416 struct wined3d_device *device;
2418 /* Array indicating whether things have been set or changed */
2419 struct wined3d_saved_states changed;
2420 struct wined3d_state state;
2422 /* Contained state management */
2423 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2424 unsigned int num_contained_render_states;
2425 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2426 unsigned int num_contained_transform_states;
2427 DWORD contained_vs_consts_i[MAX_CONST_I];
2428 unsigned int num_contained_vs_consts_i;
2429 DWORD contained_vs_consts_b[MAX_CONST_B];
2430 unsigned int num_contained_vs_consts_b;
2431 DWORD *contained_vs_consts_f;
2432 unsigned int num_contained_vs_consts_f;
2433 DWORD contained_ps_consts_i[MAX_CONST_I];
2434 unsigned int num_contained_ps_consts_i;
2435 DWORD contained_ps_consts_b[MAX_CONST_B];
2436 unsigned int num_contained_ps_consts_b;
2437 DWORD *contained_ps_consts_f;
2438 unsigned int num_contained_ps_consts_f;
2439 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2440 unsigned int num_contained_tss_states;
2441 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2442 unsigned int num_contained_sampler_states;
2445 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2447 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
2448 HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
2449 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2450 DWORD flags) DECLSPEC_HIDDEN;
2451 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
2453 struct wined3d_cs_ops
2455 void *(*require_space)(struct wined3d_cs *cs, size_t size);
2456 void (*submit)(struct wined3d_cs *cs);
2459 struct wined3d_cs
2461 const struct wined3d_cs_ops *ops;
2462 struct wined3d_device *device;
2463 struct wined3d_fb_state fb;
2464 struct wined3d_state state;
2466 size_t data_size;
2467 void *data;
2470 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
2471 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2473 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
2474 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2475 void wined3d_cs_emit_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_count,
2476 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
2477 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
2478 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
2479 const RGNDATA *dirty_region, DWORD flags) DECLSPEC_HIDDEN;
2480 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2481 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
2482 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
2483 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
2484 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2485 void wined3d_cs_emit_set_depth_stencil(struct wined3d_cs *cs, struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
2486 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
2487 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2488 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
2489 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
2490 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
2491 void wined3d_cs_emit_set_render_target(struct wined3d_cs *cs, UINT render_target_idx,
2492 struct wined3d_surface *render_target) DECLSPEC_HIDDEN;
2493 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
2494 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
2495 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
2496 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
2497 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
2498 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
2499 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
2500 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
2501 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
2502 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
2503 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
2504 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
2505 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
2506 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2507 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
2508 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
2509 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
2510 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
2511 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
2512 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
2513 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
2515 /* Direct3D terminology with little modifications. We do not have an issued state
2516 * because only the driver knows about it, but we have a created state because d3d
2517 * allows GetData on a created issue, but opengl doesn't
2519 enum query_state {
2520 QUERY_CREATED,
2521 QUERY_SIGNALLED,
2522 QUERY_BUILDING
2525 struct wined3d_query_ops
2527 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2528 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2531 struct wined3d_query
2533 LONG ref;
2534 const struct wined3d_query_ops *query_ops;
2535 struct wined3d_device *device;
2536 enum query_state state;
2537 enum wined3d_query_type type;
2538 DWORD data_size;
2539 void *extendedData;
2542 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2543 * fixed function semantics as D3DCOLOR or FLOAT16 */
2544 enum wined3d_buffer_conversion_type
2546 CONV_NONE,
2547 CONV_D3DCOLOR,
2548 CONV_POSITIONT,
2551 struct wined3d_map_range
2553 UINT offset;
2554 UINT size;
2557 struct wined3d_buffer
2559 struct wined3d_resource resource;
2561 struct wined3d_buffer_desc desc;
2563 GLuint buffer_object;
2564 GLenum buffer_object_usage;
2565 GLenum buffer_type_hint;
2566 DWORD flags;
2567 void *map_ptr;
2569 struct wined3d_map_range *maps;
2570 ULONG maps_size, modified_areas;
2571 struct wined3d_event_query *query;
2573 /* conversion stuff */
2574 UINT decl_change_count, full_conversion_count;
2575 UINT draw_count;
2576 UINT stride; /* 0 if no conversion */
2577 UINT conversion_stride; /* 0 if no shifted conversion */
2578 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2581 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2583 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2586 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
2587 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2588 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
2589 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
2590 const struct wined3d_state *state) DECLSPEC_HIDDEN;
2591 void buffer_mark_used(struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2593 struct wined3d_rendertarget_view
2595 LONG refcount;
2597 struct wined3d_resource *resource;
2598 void *parent;
2601 struct wined3d_swapchain_ops
2603 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2604 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2607 struct wined3d_swapchain
2609 LONG ref;
2610 void *parent;
2611 const struct wined3d_parent_ops *parent_ops;
2612 const struct wined3d_swapchain_ops *swapchain_ops;
2613 struct wined3d_device *device;
2615 struct wined3d_surface **back_buffers;
2616 struct wined3d_surface *front_buffer;
2617 struct wined3d_swapchain_desc desc;
2618 struct wined3d_display_mode original_mode;
2619 struct wined3d_gamma_ramp orig_gamma;
2620 BOOL render_to_fbo;
2621 const struct wined3d_format *ds_format;
2622 struct wined3d_palette *palette;
2624 LONG prev_time, frames; /* Performance tracking */
2626 struct wined3d_context **context;
2627 unsigned int num_contexts;
2629 HWND win_handle;
2630 HWND device_window;
2632 HDC backup_dc;
2633 HWND backup_wnd;
2636 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2638 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2639 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2640 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2641 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2642 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2644 /*****************************************************************************
2645 * Utility function prototypes
2648 /* Trace routines */
2649 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2650 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
2651 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
2652 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2653 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2654 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
2655 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2656 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2657 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
2658 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
2659 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2660 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
2661 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
2662 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
2663 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
2664 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2665 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2666 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
2667 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2669 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2670 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2671 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2672 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
2673 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2674 void set_texture_matrix(const struct wined3d_gl_info *gl_info, const float *smat, DWORD flags,
2675 BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id coordtype,
2676 BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2677 void texture_activate_dimensions(const struct wined3d_texture *texture,
2678 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2679 void sampler_texdim(struct wined3d_context *context,
2680 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2681 void tex_alphaop(struct wined3d_context *context,
2682 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2683 void apply_pixelshader(struct wined3d_context *context,
2684 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2685 void state_fogcolor(struct wined3d_context *context,
2686 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2687 void state_fogdensity(struct wined3d_context *context,
2688 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2689 void state_fogstartend(struct wined3d_context *context,
2690 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2691 void state_fog_fragpart(struct wined3d_context *context,
2692 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2693 void state_srgbwrite(struct wined3d_context *context,
2694 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2696 void sampler_texmatrix(struct wined3d_context *context,
2697 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2698 void state_specularenable(struct wined3d_context *context,
2699 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2700 void transform_world(struct wined3d_context *context,
2701 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2702 void transform_view(struct wined3d_context *context,
2703 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2704 void transform_projection(struct wined3d_context *context,
2705 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2706 void transform_texture(struct wined3d_context *context,
2707 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2708 void state_ambient(struct wined3d_context *context,
2709 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2710 void viewport_vertexpart(struct wined3d_context *context,
2711 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2712 void state_clipping(struct wined3d_context *context,
2713 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2714 void light(struct wined3d_context *context,
2715 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2716 void vertexdeclaration(struct wined3d_context *context,
2717 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2718 void clipplane(struct wined3d_context *context,
2719 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2720 void state_psizemin_w(struct wined3d_context *context,
2721 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2722 void state_psizemin_ext(struct wined3d_context *context,
2723 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2724 void state_psizemin_arb(struct wined3d_context *context,
2725 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2726 void state_pointsprite_w(struct wined3d_context *context,
2727 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2728 void state_pointsprite(struct wined3d_context *context,
2729 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2730 void state_pscale(struct wined3d_context *context,
2731 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2733 BOOL getColorBits(const struct wined3d_format *format,
2734 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2735 BOOL getDepthStencilBits(const struct wined3d_format *format,
2736 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2737 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2739 /* Math utils */
2740 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2741 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2742 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2743 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2745 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
2747 struct wined3d_shader_lconst
2749 struct list entry;
2750 unsigned int idx;
2751 DWORD value[4];
2754 struct wined3d_shader_limits
2756 unsigned int sampler;
2757 unsigned int constant_int;
2758 unsigned int constant_float;
2759 unsigned int constant_bool;
2760 unsigned int packed_output;
2761 unsigned int packed_input;
2764 #ifdef __GNUC__
2765 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2766 #else
2767 #define PRINTF_ATTR(fmt,args)
2768 #endif
2770 /* Base Shader utility functions. */
2771 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2772 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2774 /* Vertex shader utility functions */
2775 BOOL vshader_get_input(const struct wined3d_shader *shader,
2776 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2778 struct wined3d_vertex_shader
2780 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2783 struct wined3d_geometry_shader
2785 enum wined3d_primitive_type input_type;
2786 enum wined3d_primitive_type output_type;
2787 UINT vertices_out;
2790 struct wined3d_pixel_shader
2792 /* Pixel shader input semantics */
2793 DWORD input_reg_map[MAX_REG_INPUT];
2794 BOOL input_reg_used[MAX_REG_INPUT];
2795 unsigned int declared_in_count;
2797 /* Some information about the shader behavior */
2798 BOOL color0_mov;
2799 DWORD color0_reg;
2802 struct wined3d_shader
2804 LONG ref;
2805 struct wined3d_shader_limits limits;
2806 DWORD *function;
2807 UINT functionLength;
2808 BOOL load_local_constsF;
2809 const struct wined3d_shader_frontend *frontend;
2810 void *frontend_data;
2811 void *backend_data;
2813 void *parent;
2814 const struct wined3d_parent_ops *parent_ops;
2816 /* Programs this shader is linked with */
2817 struct list linked_programs;
2819 /* Immediate constants (override global ones) */
2820 struct list constantsB;
2821 struct list constantsF;
2822 struct list constantsI;
2823 struct wined3d_shader_reg_maps reg_maps;
2824 BOOL lconst_inf_or_nan;
2826 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2827 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2829 /* Pointer to the parent device */
2830 struct wined3d_device *device;
2831 struct list shader_list_entry;
2833 union
2835 struct wined3d_vertex_shader vs;
2836 struct wined3d_geometry_shader gs;
2837 struct wined3d_pixel_shader ps;
2838 } u;
2841 void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
2842 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
2843 BOOL position_transformed, struct ps_compile_args *args,
2844 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2846 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
2847 WORD swizzle_map, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2849 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2850 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2851 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2852 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2853 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2854 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2855 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2856 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2857 unsigned int max) DECLSPEC_HIDDEN;
2858 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2859 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
2860 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2862 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2864 switch (reg->type)
2866 case WINED3DSPR_RASTOUT:
2867 /* oFog & oPts */
2868 if (reg->idx[0].offset)
2869 return TRUE;
2870 /* oPos */
2871 return FALSE;
2873 case WINED3DSPR_DEPTHOUT: /* oDepth */
2874 case WINED3DSPR_CONSTBOOL: /* b# */
2875 case WINED3DSPR_LOOP: /* aL */
2876 case WINED3DSPR_PREDICATE: /* p0 */
2877 case WINED3DSPR_PRIMID: /* primID */
2878 return TRUE;
2880 case WINED3DSPR_MISCTYPE:
2881 switch (reg->idx[0].offset)
2883 case 0: /* vPos */
2884 return FALSE;
2885 case 1: /* vFace */
2886 return TRUE;
2887 default:
2888 return FALSE;
2891 case WINED3DSPR_IMMCONST:
2892 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2894 default:
2895 return FALSE;
2899 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2900 const struct wined3d_state *state, float *position_fixup)
2902 position_fixup[0] = 1.0f;
2903 position_fixup[1] = 1.0f;
2904 position_fixup[2] = (63.0f / 64.0f) / state->viewport.width;
2905 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.height;
2907 if (context->render_offscreen)
2909 position_fixup[1] *= -1.0f;
2910 position_fixup[3] *= -1.0f;
2914 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
2916 struct wined3d_shader_lconst *lconst;
2918 if (shader->load_local_constsF)
2919 return FALSE;
2921 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
2923 if (lconst->idx == reg)
2924 return TRUE;
2927 return FALSE;
2930 /* Using additional shader constants (uniforms in GLSL / program environment
2931 * or local parameters in ARB) is costly:
2932 * ARB only knows float4 parameters and GLSL compiler are not really smart
2933 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2934 * (in fact most compilers map a float2 to a full float4 uniform).
2936 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2937 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2938 * into a single shader constant (uniform / program parameter).
2940 * This structure is shared between the GLSL and the ARB backend.*/
2941 struct ps_np2fixup_info {
2942 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2943 WORD active; /* bitfield indicating if we can apply the fixup */
2944 WORD num_consts;
2947 struct wined3d_palette
2949 LONG ref;
2950 struct wined3d_device *device;
2952 unsigned int size;
2953 RGBQUAD colors[256];
2954 DWORD flags;
2957 /* DirectDraw utility functions */
2958 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2960 /*****************************************************************************
2961 * Pixel format management
2964 /* WineD3D pixel format flags */
2965 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2966 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2967 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2968 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2969 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2970 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2971 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
2972 #define WINED3DFMT_FLAG_GETDC 0x00000100
2973 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2974 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2975 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2976 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2977 #define WINED3DFMT_FLAG_VTF 0x00002000
2978 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2979 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
2980 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
2981 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
2982 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
2983 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
2984 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
2986 struct wined3d_rational
2988 UINT numerator;
2989 UINT denominator;
2992 struct wined3d_format
2994 enum wined3d_format_id id;
2996 DWORD red_size;
2997 DWORD green_size;
2998 DWORD blue_size;
2999 DWORD alpha_size;
3000 DWORD red_offset;
3001 DWORD green_offset;
3002 DWORD blue_offset;
3003 DWORD alpha_offset;
3004 UINT byte_count;
3005 BYTE depth_size;
3006 BYTE stencil_size;
3008 UINT block_width;
3009 UINT block_height;
3010 UINT block_byte_count;
3012 enum wined3d_ffp_emit_idx emit_idx;
3013 GLint component_count;
3014 GLenum gl_vtx_type;
3015 GLint gl_vtx_format;
3016 GLboolean gl_normalized;
3017 unsigned int component_size;
3019 GLint glInternal;
3020 GLint glGammaInternal;
3021 GLint rtInternal;
3022 GLint glFormat;
3023 GLint glType;
3024 UINT conv_byte_count;
3025 unsigned int flags;
3026 struct wined3d_rational height_scale;
3027 struct color_fixup_desc color_fixup;
3028 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
3029 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
3032 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3033 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3034 UINT wined3d_format_calculate_pitch(const struct wined3d_format *format, UINT width) DECLSPEC_HIDDEN;
3035 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
3036 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
3037 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
3038 const struct wined3d_color *color) DECLSPEC_HIDDEN;
3040 static inline BOOL use_vs(const struct wined3d_state *state)
3042 /* Check state->vertex_declaration to allow this to be used before the
3043 * stream info is validated, for example in device_update_tex_unit_map(). */
3044 return state->shader[WINED3D_SHADER_TYPE_VERTEX] && !state->vertex_declaration->position_transformed;
3047 static inline BOOL use_ps(const struct wined3d_state *state)
3049 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
3052 static inline void context_apply_state(struct wined3d_context *context,
3053 const struct wined3d_state *state, DWORD state_id)
3055 const struct StateEntry *state_table = context->state_table;
3056 DWORD rep = state_table[state_id].representative;
3057 state_table[rep].apply(context, state, rep);
3060 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3061 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3063 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
3065 #endif