cmd/tests: Add tests for LSS comparison operator in "if" statements.
[wine.git] / dlls / wined3d / wined3d_private.h
blob06f75de7281ed3892698125bf6e95c287efa0cad
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
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #ifdef USE_WIN32_OPENGL
28 #define WINE_GLAPI __stdcall
29 #else
30 #define WINE_GLAPI
31 #endif
33 #include <stdarg.h>
34 #include <math.h>
35 #include <limits.h>
36 #define NONAMELESSUNION
37 #define NONAMELESSSTRUCT
38 #define COBJMACROS
39 #include "windef.h"
40 #include "winbase.h"
41 #include "winreg.h"
42 #include "wingdi.h"
43 #include "winuser.h"
44 #include "wine/debug.h"
45 #include "wine/unicode.h"
47 #include "objbase.h"
48 #include "wine/wined3d.h"
49 #include "wined3d_gl.h"
50 #include "wine/list.h"
51 #include "wine/rbtree.h"
52 #include "wine/wgl_driver.h"
54 /* Driver quirks */
55 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
56 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
57 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
58 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
59 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
60 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
61 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
62 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
63 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
65 /* Texture format fixups */
67 enum fixup_channel_source
69 CHANNEL_SOURCE_ZERO = 0,
70 CHANNEL_SOURCE_ONE = 1,
71 CHANNEL_SOURCE_X = 2,
72 CHANNEL_SOURCE_Y = 3,
73 CHANNEL_SOURCE_Z = 4,
74 CHANNEL_SOURCE_W = 5,
75 CHANNEL_SOURCE_COMPLEX0 = 6,
76 CHANNEL_SOURCE_COMPLEX1 = 7,
79 enum complex_fixup
81 COMPLEX_FIXUP_NONE = 0,
82 COMPLEX_FIXUP_YUY2 = 1,
83 COMPLEX_FIXUP_UYVY = 2,
84 COMPLEX_FIXUP_YV12 = 3,
85 COMPLEX_FIXUP_P8 = 4,
88 #include <pshpack2.h>
89 struct color_fixup_desc
91 unsigned x_sign_fixup : 1;
92 unsigned x_source : 3;
93 unsigned y_sign_fixup : 1;
94 unsigned y_source : 3;
95 unsigned z_sign_fixup : 1;
96 unsigned z_source : 3;
97 unsigned w_sign_fixup : 1;
98 unsigned w_source : 3;
100 #include <poppack.h>
102 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
103 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
105 static inline struct color_fixup_desc create_color_fixup_desc(
106 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
107 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
109 struct color_fixup_desc fixup =
111 sign0, src0,
112 sign1, src1,
113 sign2, src2,
114 sign3, src3,
116 return fixup;
119 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
121 struct color_fixup_desc fixup =
123 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
124 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
125 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
126 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
128 return fixup;
131 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
133 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
136 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
138 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
141 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
143 enum complex_fixup complex_fixup = 0;
144 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
145 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
146 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
147 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
148 return complex_fixup;
151 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
152 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
153 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
155 /* Device caps */
156 #define MAX_PALETTES 65536
157 #define MAX_STREAMS 16
158 #define MAX_TEXTURES 8
159 #define MAX_FRAGMENT_SAMPLERS 16
160 #define MAX_VERTEX_SAMPLERS 4
161 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
162 #define MAX_ACTIVE_LIGHTS 8
163 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
165 struct min_lookup
167 GLenum mip[WINED3D_TEXF_LINEAR + 1];
170 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
171 extern const struct min_lookup minMipLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
172 extern const struct min_lookup minMipLookup_noMip[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
173 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
174 extern const GLenum magLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
176 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], enum wined3d_texture_filter_type mag_filter)
178 return mag_lookup[mag_filter];
181 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
182 enum wined3d_texture_filter_type min_filter, enum wined3d_texture_filter_type mip_filter)
184 return min_mip_lookup[min_filter].mip[mip_filter];
187 /* float_16_to_32() and float_32_to_16() (see implementation in
188 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
189 * to standard C floats and vice versa. They do not depend on the encoding
190 * of the C float, so they are platform independent, but slow. On x86 and
191 * other IEEE 754 compliant platforms the conversion can be accelerated by
192 * bit shifting the exponent and mantissa. There are also some SSE-based
193 * assembly routines out there.
195 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
197 static inline float float_16_to_32(const unsigned short *in)
199 const unsigned short s = ((*in) & 0x8000);
200 const unsigned short e = ((*in) & 0x7c00) >> 10;
201 const unsigned short m = (*in) & 0x3ff;
202 const float sgn = (s ? -1.0f : 1.0f);
204 if(e == 0) {
205 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
206 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
207 } else if(e < 31) {
208 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
209 } else {
210 if(m == 0) return sgn * INFINITY;
211 else return NAN;
215 static inline float float_24_to_32(DWORD in)
217 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
218 const unsigned short e = (in & 0x780000) >> 19;
219 const unsigned int m = in & 0x7ffff;
221 if (e == 0)
223 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
224 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
226 else if (e < 15)
228 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
230 else
232 if (m == 0) return sgn * INFINITY;
233 else return NAN;
238 * Settings
240 #define VS_NONE 0
241 #define VS_HW 1
243 #define PS_NONE 0
244 #define PS_HW 1
246 #define VBO_NONE 0
247 #define VBO_HW 1
249 #define ORM_BACKBUFFER 0
250 #define ORM_FBO 1
252 #define SHADER_ARB 1
253 #define SHADER_GLSL 2
254 #define SHADER_ATI 3
255 #define SHADER_NONE 4
257 #define RTL_READDRAW 1
258 #define RTL_READTEX 2
260 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
261 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
263 /* NOTE: When adding fields to this structure, make sure to update the default
264 * values in wined3d_main.c as well. */
265 struct wined3d_settings
267 /* vertex and pixel shader modes */
268 int vs_mode;
269 int ps_mode;
270 /* Ideally, we don't want the user to have to request GLSL. If the
271 * hardware supports GLSL, we should use it. However, until it's fully
272 * implemented, we'll leave it as a registry setting for developers. */
273 BOOL glslRequested;
274 int offscreen_rendering_mode;
275 int rendertargetlock_mode;
276 unsigned short pci_vendor_id;
277 unsigned short pci_device_id;
278 /* Memory tracking and object counting. */
279 unsigned int emulated_textureram;
280 char *logo;
281 int allow_multisampling;
282 BOOL strict_draw_ordering;
283 BOOL always_offscreen;
286 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
288 enum wined3d_sampler_texture_type
290 WINED3DSTT_UNKNOWN = 0,
291 WINED3DSTT_1D = 1,
292 WINED3DSTT_2D = 2,
293 WINED3DSTT_CUBE = 3,
294 WINED3DSTT_VOLUME = 4,
297 enum wined3d_shader_register_type
299 WINED3DSPR_TEMP = 0,
300 WINED3DSPR_INPUT = 1,
301 WINED3DSPR_CONST = 2,
302 WINED3DSPR_ADDR = 3,
303 WINED3DSPR_TEXTURE = 3,
304 WINED3DSPR_RASTOUT = 4,
305 WINED3DSPR_ATTROUT = 5,
306 WINED3DSPR_TEXCRDOUT = 6,
307 WINED3DSPR_OUTPUT = 6,
308 WINED3DSPR_CONSTINT = 7,
309 WINED3DSPR_COLOROUT = 8,
310 WINED3DSPR_DEPTHOUT = 9,
311 WINED3DSPR_SAMPLER = 10,
312 WINED3DSPR_CONST2 = 11,
313 WINED3DSPR_CONST3 = 12,
314 WINED3DSPR_CONST4 = 13,
315 WINED3DSPR_CONSTBOOL = 14,
316 WINED3DSPR_LOOP = 15,
317 WINED3DSPR_TEMPFLOAT16 = 16,
318 WINED3DSPR_MISCTYPE = 17,
319 WINED3DSPR_LABEL = 18,
320 WINED3DSPR_PREDICATE = 19,
321 WINED3DSPR_IMMCONST,
322 WINED3DSPR_CONSTBUFFER,
323 WINED3DSPR_PRIMID,
324 WINED3DSPR_NULL,
325 WINED3DSPR_RESOURCE,
328 enum wined3d_data_type
330 WINED3D_DATA_FLOAT,
331 WINED3D_DATA_INT,
332 WINED3D_DATA_RESOURCE,
333 WINED3D_DATA_SAMPLER,
334 WINED3D_DATA_UINT,
337 enum wined3d_immconst_type
339 WINED3D_IMMCONST_SCALAR,
340 WINED3D_IMMCONST_VEC4,
343 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
345 enum wined3d_shader_src_modifier
347 WINED3DSPSM_NONE = 0,
348 WINED3DSPSM_NEG = 1,
349 WINED3DSPSM_BIAS = 2,
350 WINED3DSPSM_BIASNEG = 3,
351 WINED3DSPSM_SIGN = 4,
352 WINED3DSPSM_SIGNNEG = 5,
353 WINED3DSPSM_COMP = 6,
354 WINED3DSPSM_X2 = 7,
355 WINED3DSPSM_X2NEG = 8,
356 WINED3DSPSM_DZ = 9,
357 WINED3DSPSM_DW = 10,
358 WINED3DSPSM_ABS = 11,
359 WINED3DSPSM_ABSNEG = 12,
360 WINED3DSPSM_NOT = 13,
363 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
364 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
365 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
366 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
367 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
369 enum wined3d_shader_dst_modifier
371 WINED3DSPDM_NONE = 0,
372 WINED3DSPDM_SATURATE = 1,
373 WINED3DSPDM_PARTIALPRECISION = 2,
374 WINED3DSPDM_MSAMPCENTROID = 4,
377 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
378 #define WINED3DSI_TEXLD_PROJECT 0x1
379 #define WINED3DSI_TEXLD_BIAS 0x2
380 #define WINED3DSI_INDEXED_DYNAMIC 0x4
382 enum wined3d_shader_rel_op
384 WINED3D_SHADER_REL_OP_GT = 1,
385 WINED3D_SHADER_REL_OP_EQ = 2,
386 WINED3D_SHADER_REL_OP_GE = 3,
387 WINED3D_SHADER_REL_OP_LT = 4,
388 WINED3D_SHADER_REL_OP_NE = 5,
389 WINED3D_SHADER_REL_OP_LE = 6,
392 #define WINED3D_SM1_VS 0xfffe
393 #define WINED3D_SM1_PS 0xffff
394 #define WINED3D_SM4_PS 0x0000
395 #define WINED3D_SM4_VS 0x0001
396 #define WINED3D_SM4_GS 0x0002
398 /* Shader version tokens, and shader end tokens */
399 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
400 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
402 /* Shader backends */
404 /* TODO: Make this dynamic, based on shader limits ? */
405 #define MAX_ATTRIBS 16
406 #define MAX_REG_ADDR 1
407 #define MAX_REG_TEMP 32
408 #define MAX_REG_TEXCRD 8
409 #define MAX_REG_INPUT 32
410 #define MAX_REG_OUTPUT 32
411 #define MAX_CONST_I 16
412 #define MAX_CONST_B 16
413 #define WINED3D_MAX_CBS 15
415 /* FIXME: This needs to go up to 2048 for
416 * Shader model 3 according to msdn (and for software shaders) */
417 #define MAX_LABELS 16
419 #define SHADER_PGMSIZE 65535
421 struct wined3d_shader_buffer
423 char *buffer;
424 unsigned int bsize;
425 unsigned int lineNo;
426 BOOL newline;
429 enum WINED3D_SHADER_INSTRUCTION_HANDLER
431 WINED3DSIH_ABS,
432 WINED3DSIH_ADD,
433 WINED3DSIH_AND,
434 WINED3DSIH_BEM,
435 WINED3DSIH_BREAK,
436 WINED3DSIH_BREAKC,
437 WINED3DSIH_BREAKP,
438 WINED3DSIH_CALL,
439 WINED3DSIH_CALLNZ,
440 WINED3DSIH_CMP,
441 WINED3DSIH_CND,
442 WINED3DSIH_CRS,
443 WINED3DSIH_CUT,
444 WINED3DSIH_DCL,
445 WINED3DSIH_DCL_CONSTANT_BUFFER,
446 WINED3DSIH_DCL_INPUT_PRIMITIVE,
447 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
448 WINED3DSIH_DCL_VERTICES_OUT,
449 WINED3DSIH_DEF,
450 WINED3DSIH_DEFB,
451 WINED3DSIH_DEFI,
452 WINED3DSIH_DIV,
453 WINED3DSIH_DP2ADD,
454 WINED3DSIH_DP3,
455 WINED3DSIH_DP4,
456 WINED3DSIH_DST,
457 WINED3DSIH_DSX,
458 WINED3DSIH_DSY,
459 WINED3DSIH_ELSE,
460 WINED3DSIH_EMIT,
461 WINED3DSIH_ENDIF,
462 WINED3DSIH_ENDLOOP,
463 WINED3DSIH_ENDREP,
464 WINED3DSIH_EQ,
465 WINED3DSIH_EXP,
466 WINED3DSIH_EXPP,
467 WINED3DSIH_FRC,
468 WINED3DSIH_FTOI,
469 WINED3DSIH_GE,
470 WINED3DSIH_IADD,
471 WINED3DSIH_IEQ,
472 WINED3DSIH_IF,
473 WINED3DSIH_IFC,
474 WINED3DSIH_IGE,
475 WINED3DSIH_IMUL,
476 WINED3DSIH_ITOF,
477 WINED3DSIH_LABEL,
478 WINED3DSIH_LD,
479 WINED3DSIH_LIT,
480 WINED3DSIH_LOG,
481 WINED3DSIH_LOGP,
482 WINED3DSIH_LOOP,
483 WINED3DSIH_LRP,
484 WINED3DSIH_LT,
485 WINED3DSIH_M3x2,
486 WINED3DSIH_M3x3,
487 WINED3DSIH_M3x4,
488 WINED3DSIH_M4x3,
489 WINED3DSIH_M4x4,
490 WINED3DSIH_MAD,
491 WINED3DSIH_MAX,
492 WINED3DSIH_MIN,
493 WINED3DSIH_MOV,
494 WINED3DSIH_MOVA,
495 WINED3DSIH_MOVC,
496 WINED3DSIH_MUL,
497 WINED3DSIH_NOP,
498 WINED3DSIH_NRM,
499 WINED3DSIH_PHASE,
500 WINED3DSIH_POW,
501 WINED3DSIH_RCP,
502 WINED3DSIH_REP,
503 WINED3DSIH_RET,
504 WINED3DSIH_ROUND_NI,
505 WINED3DSIH_RSQ,
506 WINED3DSIH_SAMPLE,
507 WINED3DSIH_SAMPLE_GRAD,
508 WINED3DSIH_SAMPLE_LOD,
509 WINED3DSIH_SETP,
510 WINED3DSIH_SGE,
511 WINED3DSIH_SGN,
512 WINED3DSIH_SINCOS,
513 WINED3DSIH_SLT,
514 WINED3DSIH_SQRT,
515 WINED3DSIH_SUB,
516 WINED3DSIH_TEX,
517 WINED3DSIH_TEXBEM,
518 WINED3DSIH_TEXBEML,
519 WINED3DSIH_TEXCOORD,
520 WINED3DSIH_TEXDEPTH,
521 WINED3DSIH_TEXDP3,
522 WINED3DSIH_TEXDP3TEX,
523 WINED3DSIH_TEXKILL,
524 WINED3DSIH_TEXLDD,
525 WINED3DSIH_TEXLDL,
526 WINED3DSIH_TEXM3x2DEPTH,
527 WINED3DSIH_TEXM3x2PAD,
528 WINED3DSIH_TEXM3x2TEX,
529 WINED3DSIH_TEXM3x3,
530 WINED3DSIH_TEXM3x3DIFF,
531 WINED3DSIH_TEXM3x3PAD,
532 WINED3DSIH_TEXM3x3SPEC,
533 WINED3DSIH_TEXM3x3TEX,
534 WINED3DSIH_TEXM3x3VSPEC,
535 WINED3DSIH_TEXREG2AR,
536 WINED3DSIH_TEXREG2GB,
537 WINED3DSIH_TEXREG2RGB,
538 WINED3DSIH_UDIV,
539 WINED3DSIH_USHR,
540 WINED3DSIH_UTOF,
541 WINED3DSIH_XOR,
542 WINED3DSIH_TABLE_SIZE
545 enum wined3d_shader_type
547 WINED3D_SHADER_TYPE_PIXEL,
548 WINED3D_SHADER_TYPE_VERTEX,
549 WINED3D_SHADER_TYPE_GEOMETRY,
552 struct wined3d_shader_version
554 enum wined3d_shader_type type;
555 BYTE major;
556 BYTE minor;
559 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
561 struct wined3d_shader_reg_maps
563 struct wined3d_shader_version shader_version;
564 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
565 BYTE address; /* MAX_REG_ADDR, 1 */
566 WORD labels; /* MAX_LABELS, 16 */
567 DWORD temporary; /* MAX_REG_TEMP, 32 */
568 DWORD *constf; /* pixel, vertex */
569 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
570 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
571 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
572 WORD integer_constants; /* MAX_CONST_I, 16 */
573 WORD boolean_constants; /* MAX_CONST_B, 16 */
574 WORD local_int_consts; /* MAX_CONST_I, 16 */
575 WORD local_bool_consts; /* MAX_CONST_B, 16 */
576 UINT cb_sizes[WINED3D_MAX_CBS];
578 enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
579 BYTE bumpmat; /* MAX_TEXTURES, 8 */
580 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
582 WORD usesnrm : 1;
583 WORD vpos : 1;
584 WORD usesdsx : 1;
585 WORD usesdsy : 1;
586 WORD usestexldd : 1;
587 WORD usesmova : 1;
588 WORD usesfacing : 1;
589 WORD usesrelconstF : 1;
590 WORD fog : 1;
591 WORD usestexldl : 1;
592 WORD usesifc : 1;
593 WORD usescall : 1;
594 WORD usespow : 1;
595 WORD padding : 3;
597 DWORD rt_mask; /* Used render targets, 32 max. */
599 /* Whether or not loops are used in this shader, and nesting depth */
600 unsigned loop_depth;
601 UINT min_rel_offset, max_rel_offset;
604 /* Keeps track of details for TEX_M#x# instructions which need to maintain
605 * state information between multiple instructions. */
606 struct wined3d_shader_tex_mx
608 unsigned int current_row;
609 DWORD texcoord_w[2];
612 struct wined3d_shader_loop_state
614 UINT current_depth;
615 UINT current_reg;
618 struct wined3d_shader_context
620 const struct wined3d_shader *shader;
621 const struct wined3d_gl_info *gl_info;
622 const struct wined3d_shader_reg_maps *reg_maps;
623 struct wined3d_shader_buffer *buffer;
624 struct wined3d_shader_tex_mx *tex_mx;
625 struct wined3d_shader_loop_state *loop_state;
626 void *backend_data;
629 struct wined3d_shader_register_index
631 const struct wined3d_shader_src_param *rel_addr;
632 unsigned int offset;
635 struct wined3d_shader_register
637 enum wined3d_shader_register_type type;
638 enum wined3d_data_type data_type;
639 struct wined3d_shader_register_index idx[2];
640 enum wined3d_immconst_type immconst_type;
641 DWORD immconst_data[4];
644 struct wined3d_shader_dst_param
646 struct wined3d_shader_register reg;
647 DWORD write_mask;
648 DWORD modifiers;
649 DWORD shift;
652 struct wined3d_shader_src_param
654 struct wined3d_shader_register reg;
655 DWORD swizzle;
656 enum wined3d_shader_src_modifier modifiers;
659 struct wined3d_shader_semantic
661 enum wined3d_decl_usage usage;
662 UINT usage_idx;
663 enum wined3d_sampler_texture_type sampler_type;
664 struct wined3d_shader_dst_param reg;
667 struct wined3d_shader_instruction
669 const struct wined3d_shader_context *ctx;
670 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
671 DWORD flags;
672 BOOL coissue;
673 const struct wined3d_shader_src_param *predicate;
674 UINT dst_count;
675 const struct wined3d_shader_dst_param *dst;
676 UINT src_count;
677 const struct wined3d_shader_src_param *src;
678 union
680 struct wined3d_shader_semantic semantic;
681 enum wined3d_primitive_type primitive_type;
682 struct wined3d_shader_src_param src;
683 UINT count;
684 } declaration;
687 struct wined3d_shader_attribute
689 enum wined3d_decl_usage usage;
690 UINT usage_idx;
693 struct wined3d_shader_loop_control
695 unsigned int count;
696 unsigned int start;
697 int step;
700 struct wined3d_shader_frontend
702 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
703 void (*shader_free)(void *data);
704 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
705 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
706 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
709 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
710 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
712 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
714 struct shader_caps
716 UINT vs_version;
717 UINT gs_version;
718 UINT ps_version;
720 DWORD vs_uniform_count;
721 DWORD ps_uniform_count;
722 float ps_1x_max_value;
724 BOOL vs_clipping;
727 enum tex_types
729 tex_1d = 0,
730 tex_2d = 1,
731 tex_3d = 2,
732 tex_cube = 3,
733 tex_rect = 4,
734 tex_type_count = 5,
737 enum vertexprocessing_mode {
738 fixedfunction,
739 vertexshader,
740 pretransformed
743 #define WINED3D_CONST_NUM_UNUSED ~0U
745 enum fogmode {
746 FOG_OFF,
747 FOG_LINEAR,
748 FOG_EXP,
749 FOG_EXP2
752 /* Stateblock dependent parameters which have to be hardcoded
753 * into the shader code
756 #define WINED3D_PSARGS_PROJECTED (1 << 3)
757 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
758 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
760 struct ps_compile_args {
761 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
762 enum vertexprocessing_mode vp_mode;
763 enum fogmode fog;
764 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
765 /* Texture types(2D, Cube, 3D) in ps 1.x */
766 WORD srgb_correction;
767 WORD np2_fixup;
768 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
769 D3D9 has a limit of 16 samplers and the fixup is superfluous
770 in D3D10 (unconditional NP2 support mandatory). */
771 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
774 enum fog_src_type {
775 VS_FOG_Z = 0,
776 VS_FOG_COORD = 1
779 struct vs_compile_args {
780 BYTE fog_src;
781 BYTE clip_enabled;
782 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
785 struct wined3d_context;
786 struct wined3d_state;
788 struct wined3d_shader_backend_ops
790 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
791 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
792 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
793 enum tex_types tex_type, const SIZE *ds_mask_size);
794 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
795 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
796 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
797 void (*shader_load_constants)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
798 void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
799 const struct wined3d_state *state);
800 void (*shader_destroy)(struct wined3d_shader *shader);
801 HRESULT (*shader_alloc_private)(struct wined3d_device *device);
802 void (*shader_free_private)(struct wined3d_device *device);
803 void (*shader_context_destroyed)(void *shader_priv, const struct wined3d_context *context);
804 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
805 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
808 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
809 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
810 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
812 #define ENTER_GL() do {} while(0)
813 #define LEAVE_GL() do {} while(0)
815 /*****************************************************************************
816 * Defines
819 /* GL related defines */
820 /* ------------------ */
821 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
823 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
824 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
825 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
826 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
828 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f)
829 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f)
830 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f)
831 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f)
833 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
834 (vec)[0] = D3DCOLOR_R(dw); \
835 (vec)[1] = D3DCOLOR_G(dw); \
836 (vec)[2] = D3DCOLOR_B(dw); \
837 (vec)[3] = D3DCOLOR_A(dw); \
838 } while(0)
840 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
842 /* Checking of API calls */
843 /* --------------------- */
844 #ifndef WINE_NO_DEBUG_MSGS
845 #define checkGLcall(A) \
846 do { \
847 GLint err; \
848 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
849 err = gl_info->gl_ops.gl.p_glGetError(); \
850 if (err == GL_NO_ERROR) { \
851 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
853 } else do { \
854 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
855 debug_glerror(err), err, A, __FILE__, __LINE__); \
856 err = gl_info->gl_ops.gl.p_glGetError(); \
857 } while (err != GL_NO_ERROR); \
858 } while(0)
859 #else
860 #define checkGLcall(A) do {} while(0)
861 #endif
863 /* Trace vector and strided data information */
864 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
865 TRACE( #name " = (data {%#x:%p}, stride %d, format %s, stream %u)\n", \
866 si->elements[name].data.buffer_object, si->elements[name].data.addr, si->elements[name].stride, \
867 debug_d3dformat(si->elements[name].format->id), si->elements[name].stream_idx); } while(0)
869 /* Global variables */
870 extern const struct wined3d_matrix identity DECLSPEC_HIDDEN;
872 enum wined3d_ffp_idx
874 WINED3D_FFP_POSITION = 0,
875 WINED3D_FFP_BLENDWEIGHT = 1,
876 WINED3D_FFP_BLENDINDICES = 2,
877 WINED3D_FFP_NORMAL = 3,
878 WINED3D_FFP_PSIZE = 4,
879 WINED3D_FFP_DIFFUSE = 5,
880 WINED3D_FFP_SPECULAR = 6,
881 WINED3D_FFP_TEXCOORD0 = 7,
882 WINED3D_FFP_TEXCOORD1 = 8,
883 WINED3D_FFP_TEXCOORD2 = 9,
884 WINED3D_FFP_TEXCOORD3 = 10,
885 WINED3D_FFP_TEXCOORD4 = 11,
886 WINED3D_FFP_TEXCOORD5 = 12,
887 WINED3D_FFP_TEXCOORD6 = 13,
888 WINED3D_FFP_TEXCOORD7 = 14,
891 enum wined3d_ffp_emit_idx
893 WINED3D_FFP_EMIT_FLOAT1 = 0,
894 WINED3D_FFP_EMIT_FLOAT2 = 1,
895 WINED3D_FFP_EMIT_FLOAT3 = 2,
896 WINED3D_FFP_EMIT_FLOAT4 = 3,
897 WINED3D_FFP_EMIT_D3DCOLOR = 4,
898 WINED3D_FFP_EMIT_UBYTE4 = 5,
899 WINED3D_FFP_EMIT_SHORT2 = 6,
900 WINED3D_FFP_EMIT_SHORT4 = 7,
901 WINED3D_FFP_EMIT_UBYTE4N = 8,
902 WINED3D_FFP_EMIT_SHORT2N = 9,
903 WINED3D_FFP_EMIT_SHORT4N = 10,
904 WINED3D_FFP_EMIT_USHORT2N = 11,
905 WINED3D_FFP_EMIT_USHORT4N = 12,
906 WINED3D_FFP_EMIT_UDEC3 = 13,
907 WINED3D_FFP_EMIT_DEC3N = 14,
908 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
909 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
910 WINED3D_FFP_EMIT_COUNT = 17
913 struct wined3d_bo_address
915 GLuint buffer_object;
916 const BYTE *addr;
919 struct wined3d_stream_info_element
921 const struct wined3d_format *format;
922 struct wined3d_bo_address data;
923 GLsizei stride;
924 UINT stream_idx;
927 struct wined3d_stream_info
929 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
930 DWORD position_transformed : 1;
931 DWORD all_vbo : 1;
932 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
933 WORD use_map; /* MAX_ATTRIBS, 16 */
936 /*****************************************************************************
937 * Prototypes
940 /* Routine common to the draw primitive and draw indexed primitive routines */
941 void drawPrimitive(struct wined3d_device *device, UINT index_count,
942 UINT start_idx, BOOL indexed, const void *idxData) DECLSPEC_HIDDEN;
943 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
945 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
946 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
947 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
948 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
949 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
950 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
951 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
952 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
954 #define eps 1e-8
956 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
957 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
959 /* Routines and structures related to state management */
961 #define STATE_RENDER(a) (a)
962 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
964 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
965 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
967 /* + 1 because samplers start with 0 */
968 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
969 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
971 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
972 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
974 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
975 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
977 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
978 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
979 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
980 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
982 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
983 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
985 #define STATE_VSHADER (STATE_VDECL + 1)
986 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
988 #define STATE_VIEWPORT (STATE_VSHADER + 1)
989 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
991 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
992 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
993 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
994 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
996 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
997 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
999 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1000 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1002 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1003 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1005 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1006 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1008 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1009 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1011 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1012 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1014 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1015 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1017 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1018 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1020 #define STATE_HIGHEST (STATE_FRAMEBUFFER)
1022 enum fogsource {
1023 FOGSOURCE_FFP,
1024 FOGSOURCE_VS,
1025 FOGSOURCE_COORD,
1028 #define WINED3D_MAX_FBO_ENTRIES 64
1030 struct wined3d_occlusion_query
1032 struct list entry;
1033 GLuint id;
1034 struct wined3d_context *context;
1037 union wined3d_gl_query_object
1039 GLuint id;
1040 GLsync sync;
1043 struct wined3d_event_query
1045 struct list entry;
1046 union wined3d_gl_query_object object;
1047 struct wined3d_context *context;
1050 enum wined3d_event_query_result
1052 WINED3D_EVENT_QUERY_OK,
1053 WINED3D_EVENT_QUERY_WAITING,
1054 WINED3D_EVENT_QUERY_NOT_STARTED,
1055 WINED3D_EVENT_QUERY_WRONG_THREAD,
1056 WINED3D_EVENT_QUERY_ERROR
1059 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1060 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1061 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1062 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1063 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1065 struct wined3d_context
1067 const struct wined3d_gl_info *gl_info;
1068 const struct StateEntry *state_table;
1069 /* State dirtification
1070 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1071 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1072 * 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
1073 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1075 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1076 DWORD numDirtyEntries;
1077 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1079 struct wined3d_swapchain *swapchain;
1080 struct wined3d_surface *current_rt;
1081 DWORD tid; /* Thread ID which owns this context at the moment */
1083 /* Stores some information about the context state for optimization */
1084 WORD render_offscreen : 1;
1085 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1086 WORD last_was_pshader : 1;
1087 WORD last_was_vshader : 1;
1088 WORD namedArraysLoaded : 1;
1089 WORD numberedArraysLoaded : 1;
1090 WORD last_was_blit : 1;
1091 WORD last_was_ckey : 1;
1092 WORD fog_coord : 1;
1093 WORD fog_enabled : 1;
1094 WORD num_untracked_materials : 2; /* Max value 2 */
1095 WORD current : 1;
1096 WORD destroyed : 1;
1097 WORD valid : 1;
1098 WORD padding : 1;
1099 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1100 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1101 DWORD numbered_array_mask;
1102 GLenum tracking_parm; /* Which source is tracking current colour */
1103 GLenum untracked_materials[2];
1104 UINT blit_w, blit_h;
1105 enum fogsource fog_source;
1106 DWORD active_texture;
1107 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1109 /* The actual opengl context */
1110 UINT level;
1111 HGLRC restore_ctx;
1112 HDC restore_dc;
1113 int restore_pf;
1114 HGLRC glCtx;
1115 HWND win_handle;
1116 HDC hdc;
1117 int pixel_format;
1118 GLint aux_buffers;
1120 /* FBOs */
1121 UINT fbo_entry_count;
1122 struct list fbo_list;
1123 struct list fbo_destroy_list;
1124 struct fbo_entry *current_fbo;
1125 GLuint fbo_read_binding;
1126 GLuint fbo_draw_binding;
1127 BOOL rebind_fbo;
1128 struct wined3d_surface **blit_targets;
1129 GLenum *draw_buffers;
1130 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1132 /* Queries */
1133 GLuint *free_occlusion_queries;
1134 UINT free_occlusion_query_size;
1135 UINT free_occlusion_query_count;
1136 struct list occlusion_queries;
1138 union wined3d_gl_query_object *free_event_queries;
1139 UINT free_event_query_size;
1140 UINT free_event_query_count;
1141 struct list event_queries;
1143 /* Extension emulation */
1144 GLint gl_fog_source;
1145 GLfloat fog_coord_value;
1146 GLfloat color[4], fogstart, fogend, fogcolor[4];
1147 GLuint dummy_arbfp_prog;
1150 struct wined3d_fb_state
1152 struct wined3d_surface **render_targets;
1153 struct wined3d_surface *depth_stencil;
1156 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1158 struct StateEntry
1160 DWORD representative;
1161 APPLYSTATEFUNC apply;
1164 struct StateEntryTemplate
1166 DWORD state;
1167 struct StateEntry content;
1168 enum wined3d_gl_extension extension;
1171 struct fragment_caps
1173 DWORD PrimitiveMiscCaps;
1174 DWORD TextureOpCaps;
1175 DWORD MaxTextureBlendStages;
1176 DWORD MaxSimultaneousTextures;
1179 struct fragment_pipeline
1181 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1182 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1183 HRESULT (*alloc_private)(struct wined3d_device *device);
1184 void (*free_private)(struct wined3d_device *device);
1185 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1186 const struct StateEntryTemplate *states;
1187 BOOL ffp_proj_control;
1190 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1191 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1192 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1193 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1194 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1195 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1196 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1198 /* "Base" state table */
1199 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1200 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1201 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1203 enum wined3d_blit_op
1205 WINED3D_BLIT_OP_COLOR_BLIT,
1206 WINED3D_BLIT_OP_COLOR_FILL,
1207 WINED3D_BLIT_OP_DEPTH_FILL,
1208 WINED3D_BLIT_OP_DEPTH_BLIT,
1211 /* Shaders for color conversions in blits. Do not do blit operations while
1212 * already under the GL lock. */
1213 struct blit_shader
1215 HRESULT (*alloc_private)(struct wined3d_device *device);
1216 void (*free_private)(struct wined3d_device *device);
1217 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface);
1218 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1219 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1220 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1221 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1222 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1223 const RECT *dst_rect, const struct wined3d_color *color);
1224 HRESULT (*depth_fill)(struct wined3d_device *device,
1225 struct wined3d_surface *surface, const RECT *rect, float depth);
1228 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1229 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1230 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1232 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1233 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1234 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1235 DECLSPEC_HIDDEN;
1237 /* Temporary blit_shader helper functions */
1238 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
1239 struct wined3d_surface *src_surface, const RECT *src_rect,
1240 struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN;
1242 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1243 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1244 void context_alloc_event_query(struct wined3d_context *context,
1245 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1246 void context_alloc_occlusion_query(struct wined3d_context *context,
1247 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1248 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1249 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1250 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1251 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1252 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1253 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1254 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1255 unsigned int unit) DECLSPEC_HIDDEN;
1256 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1257 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1258 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1259 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1260 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1261 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1262 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1263 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1264 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1265 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1266 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1267 void context_resource_released(const struct wined3d_device *device,
1268 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1269 void context_resource_unloaded(const struct wined3d_device *device,
1270 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1271 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1272 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1273 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1274 void context_state_drawbuf(struct wined3d_context *context,
1275 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1276 void context_state_fb(struct wined3d_context *context,
1277 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1278 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1280 /*****************************************************************************
1281 * Internal representation of a light
1283 struct wined3d_light_info
1285 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1286 DWORD OriginalIndex;
1287 LONG glIndex;
1288 BOOL enabled;
1290 /* Converted parms to speed up swapping lights */
1291 float lightPosn[4];
1292 float lightDirn[4];
1293 float exponent;
1294 float cutoff;
1296 struct list entry;
1299 /* The default light parameters */
1300 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1302 struct wined3d_pixel_format
1304 int iPixelFormat; /* WGL pixel format */
1305 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1306 int redSize, greenSize, blueSize, alphaSize, colorSize;
1307 int depthSize, stencilSize;
1308 BOOL windowDrawable;
1309 BOOL doubleBuffer;
1310 int auxBuffers;
1311 int numSamples;
1314 enum wined3d_pci_vendor
1316 HW_VENDOR_SOFTWARE = 0x0000,
1317 HW_VENDOR_AMD = 0x1002,
1318 HW_VENDOR_NVIDIA = 0x10de,
1319 HW_VENDOR_INTEL = 0x8086,
1322 enum wined3d_pci_device
1324 CARD_WINE = 0x0000,
1326 CARD_AMD_RAGE_128PRO = 0x5246,
1327 CARD_AMD_RADEON_7200 = 0x5144,
1328 CARD_AMD_RADEON_8500 = 0x514c,
1329 CARD_AMD_RADEON_9500 = 0x4144,
1330 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1331 CARD_AMD_RADEON_X700 = 0x5e4c,
1332 CARD_AMD_RADEON_X1600 = 0x71c2,
1333 CARD_AMD_RADEON_HD2350 = 0x94c7,
1334 CARD_AMD_RADEON_HD2600 = 0x9581,
1335 CARD_AMD_RADEON_HD2900 = 0x9400,
1336 CARD_AMD_RADEON_HD3200 = 0x9620,
1337 CARD_AMD_RADEON_HD4350 = 0x954f,
1338 CARD_AMD_RADEON_HD4600 = 0x9495,
1339 CARD_AMD_RADEON_HD4700 = 0x944e,
1340 CARD_AMD_RADEON_HD4800 = 0x944c,
1341 CARD_AMD_RADEON_HD5400 = 0x68f9,
1342 CARD_AMD_RADEON_HD5600 = 0x68d8,
1343 CARD_AMD_RADEON_HD5700 = 0x68be,
1344 CARD_AMD_RADEON_HD5800 = 0x6898,
1345 CARD_AMD_RADEON_HD5900 = 0x689c,
1346 CARD_AMD_RADEON_HD6300 = 0x9803,
1347 CARD_AMD_RADEON_HD6400 = 0x6770,
1348 CARD_AMD_RADEON_HD6410D = 0x9644,
1349 CARD_AMD_RADEON_HD6550D = 0x9640,
1350 CARD_AMD_RADEON_HD6600 = 0x6758,
1351 CARD_AMD_RADEON_HD6600M = 0x6741,
1352 CARD_AMD_RADEON_HD6700 = 0x68ba,
1353 CARD_AMD_RADEON_HD6800 = 0x6739,
1354 CARD_AMD_RADEON_HD6900 = 0x6719,
1355 CARD_AMD_RADEON_HD7700 = 0x683d,
1356 CARD_AMD_RADEON_HD7800 = 0x6819,
1357 CARD_AMD_RADEON_HD7900 = 0x679a,
1359 CARD_NVIDIA_RIVA_128 = 0x0018,
1360 CARD_NVIDIA_RIVA_TNT = 0x0020,
1361 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1362 CARD_NVIDIA_GEFORCE = 0x0100,
1363 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1364 CARD_NVIDIA_GEFORCE2 = 0x0150,
1365 CARD_NVIDIA_GEFORCE3 = 0x0200,
1366 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1367 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1368 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1369 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1370 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1371 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1372 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1373 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1374 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1375 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1376 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1377 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1378 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1379 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1380 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1381 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1382 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1383 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1384 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1385 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1386 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1387 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1388 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1389 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1390 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1391 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1392 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1393 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1394 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1395 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1396 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1397 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1398 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1399 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1400 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1401 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1402 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1403 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1404 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1405 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1406 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1407 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1408 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1409 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1410 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1411 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1412 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1413 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1414 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1415 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1416 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1417 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1418 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1419 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1420 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1421 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1422 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1423 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1425 CARD_INTEL_830M = 0x3577,
1426 CARD_INTEL_855GM = 0x3582,
1427 CARD_INTEL_845G = 0x2562,
1428 CARD_INTEL_865G = 0x2572,
1429 CARD_INTEL_915G = 0x2582,
1430 CARD_INTEL_E7221G = 0x258a,
1431 CARD_INTEL_915GM = 0x2592,
1432 CARD_INTEL_945G = 0x2772,
1433 CARD_INTEL_945GM = 0x27a2,
1434 CARD_INTEL_945GME = 0x27ae,
1435 CARD_INTEL_Q35 = 0x29b2,
1436 CARD_INTEL_G33 = 0x29c2,
1437 CARD_INTEL_Q33 = 0x29d2,
1438 CARD_INTEL_PNVG = 0xa001,
1439 CARD_INTEL_PNVM = 0xa011,
1440 CARD_INTEL_965Q = 0x2992,
1441 CARD_INTEL_965G = 0x2982,
1442 CARD_INTEL_946GZ = 0x2972,
1443 CARD_INTEL_965GM = 0x2a02,
1444 CARD_INTEL_965GME = 0x2a12,
1445 CARD_INTEL_GM45 = 0x2a42,
1446 CARD_INTEL_IGD = 0x2e02,
1447 CARD_INTEL_Q45 = 0x2e12,
1448 CARD_INTEL_G45 = 0x2e22,
1449 CARD_INTEL_G41 = 0x2e32,
1450 CARD_INTEL_B43 = 0x2e92,
1451 CARD_INTEL_ILKD = 0x0042,
1452 CARD_INTEL_ILKM = 0x0046,
1453 CARD_INTEL_SNBD = 0x0122,
1454 CARD_INTEL_SNBM = 0x0126,
1455 CARD_INTEL_SNBS = 0x010a,
1456 CARD_INTEL_IVBD = 0x0162,
1457 CARD_INTEL_IVBM = 0x0166,
1458 CARD_INTEL_IVBS = 0x015a,
1461 struct wined3d_fbo_ops
1463 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1464 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1465 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1466 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1467 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1468 GLsizei width, GLsizei height);
1469 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1470 GLenum internalformat, GLsizei width, GLsizei height);
1471 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1472 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1473 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1474 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1475 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1476 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1477 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1478 GLenum textarget, GLuint texture, GLint level);
1479 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1480 GLenum textarget, GLuint texture, GLint level);
1481 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1482 GLenum textarget, GLuint texture, GLint level, GLint layer);
1483 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1484 GLenum renderbuffertarget, GLuint renderbuffer);
1485 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1486 GLenum pname, GLint *params);
1487 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1488 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1489 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1492 struct wined3d_gl_limits
1494 UINT buffers;
1495 UINT lights;
1496 UINT textures;
1497 UINT texture_stages;
1498 UINT texture_coords;
1499 UINT fragment_samplers;
1500 UINT vertex_samplers;
1501 UINT combined_samplers;
1502 UINT general_combiners;
1503 UINT clipplanes;
1504 UINT texture_size;
1505 UINT texture3d_size;
1506 float pointsize_max;
1507 float pointsize_min;
1508 UINT blends;
1509 UINT anisotropy;
1510 float shininess;
1511 UINT samples;
1512 UINT vertex_attribs;
1514 UINT glsl_varyings;
1515 UINT glsl_vs_float_constants;
1516 UINT glsl_ps_float_constants;
1518 UINT arb_vs_float_constants;
1519 UINT arb_vs_native_constants;
1520 UINT arb_vs_instructions;
1521 UINT arb_vs_temps;
1522 UINT arb_ps_float_constants;
1523 UINT arb_ps_local_constants;
1524 UINT arb_ps_native_constants;
1525 UINT arb_ps_instructions;
1526 UINT arb_ps_temps;
1529 struct wined3d_gl_info
1531 DWORD glsl_version;
1532 struct wined3d_gl_limits limits;
1533 DWORD reserved_glsl_constants;
1534 DWORD quirks;
1535 BOOL supported[WINED3D_GL_EXT_COUNT];
1536 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1538 struct opengl_funcs gl_ops;
1539 struct wined3d_fbo_ops fbo_ops;
1541 struct wined3d_format *formats;
1544 struct wined3d_driver_info
1546 enum wined3d_pci_vendor vendor;
1547 enum wined3d_pci_device device;
1548 const char *name;
1549 const char *description;
1550 unsigned int vidmem;
1551 DWORD version_high;
1552 DWORD version_low;
1555 /* The adapter structure */
1556 struct wined3d_adapter
1558 UINT ordinal;
1559 BOOL opengl;
1561 POINT monitorPoint;
1562 enum wined3d_format_id screen_format;
1564 struct wined3d_gl_info gl_info;
1565 struct wined3d_driver_info driver_info;
1566 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1567 unsigned int cfg_count;
1568 struct wined3d_pixel_format *cfgs;
1569 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1570 unsigned int UsedTextureRam;
1571 LUID luid;
1573 const struct fragment_pipeline *fragment_pipe;
1574 const struct wined3d_shader_backend_ops *shader_backend;
1575 const struct blit_shader *blitter;
1578 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount) DECLSPEC_HIDDEN;
1580 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1581 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1582 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1584 /*****************************************************************************
1585 * High order patch management
1587 struct wined3d_rect_patch
1589 UINT Handle;
1590 float *mem;
1591 struct wined3d_strided_data strided;
1592 struct wined3d_rect_patch_info rect_patch_info;
1593 float numSegs[4];
1594 char has_normals, has_texcoords;
1595 struct list entry;
1598 HRESULT tesselate_rectpatch(struct wined3d_device *device, struct wined3d_rect_patch *patch) DECLSPEC_HIDDEN;
1600 enum projection_types
1602 proj_none = 0,
1603 proj_count3 = 1,
1604 proj_count4 = 2
1607 enum dst_arg
1609 resultreg = 0,
1610 tempreg = 1
1613 /*****************************************************************************
1614 * Fixed function pipeline replacements
1616 #define ARG_UNUSED 0xff
1617 struct texture_stage_op
1619 unsigned cop : 8;
1620 unsigned carg1 : 8;
1621 unsigned carg2 : 8;
1622 unsigned carg0 : 8;
1624 unsigned aop : 8;
1625 unsigned aarg1 : 8;
1626 unsigned aarg2 : 8;
1627 unsigned aarg0 : 8;
1629 struct color_fixup_desc color_fixup;
1630 unsigned tex_type : 3;
1631 unsigned dst : 1;
1632 unsigned projected : 2;
1633 unsigned padding : 10;
1636 struct ffp_frag_settings {
1637 struct texture_stage_op op[MAX_TEXTURES];
1638 enum fogmode fog;
1639 /* Use shorts instead of chars to get dword alignment */
1640 unsigned short sRGB_write;
1641 unsigned short emul_clipplanes;
1644 struct ffp_frag_desc
1646 struct wine_rb_entry entry;
1647 struct ffp_frag_settings settings;
1650 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1651 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1653 void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_state *state,
1654 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1655 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1656 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1657 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1658 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1660 struct wined3d
1662 LONG ref;
1663 DWORD flags;
1664 UINT dxVersion;
1665 UINT adapter_count;
1666 struct wined3d_adapter adapters[1];
1669 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags) DECLSPEC_HIDDEN;
1670 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1671 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1673 /*****************************************************************************
1674 * IWineD3DDevice implementation structure
1676 #define WINED3D_UNMAPPED_STAGE ~0U
1678 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1679 #define WINED3DCREATE_MULTITHREADED 0x00000004
1681 struct wined3d_device
1683 LONG ref;
1685 /* WineD3D Information */
1686 struct wined3d_device_parent *device_parent;
1687 struct wined3d *wined3d;
1688 struct wined3d_adapter *adapter;
1690 /* Window styles to restore when switching fullscreen mode */
1691 LONG style;
1692 LONG exStyle;
1694 /* X and GL Information */
1695 GLenum offscreenBuffer;
1697 /* Selected capabilities */
1698 int vs_selected_mode;
1699 int ps_selected_mode;
1700 const struct wined3d_shader_backend_ops *shader_backend;
1701 void *shader_priv;
1702 void *fragment_priv;
1703 void *blit_priv;
1704 struct StateEntry StateTable[STATE_HIGHEST + 1];
1705 /* Array of functions for states which are handled by more than one pipeline part */
1706 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1707 const struct fragment_pipeline *frag_pipe;
1708 const struct blit_shader *blitter;
1710 unsigned int max_ffp_textures;
1711 UINT vs_version, gs_version, ps_version;
1712 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1713 DWORD vs_clipping;
1715 WORD view_ident : 1; /* true iff view matrix is identity */
1716 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1717 WORD isRecordingState : 1;
1718 WORD isInDraw : 1;
1719 WORD bCursorVisible : 1;
1720 WORD d3d_initialized : 1;
1721 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1722 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1723 WORD useDrawStridedSlow : 1;
1724 WORD instancedDraw : 1;
1725 WORD filter_messages : 1;
1726 WORD padding : 5;
1728 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1730 #define DDRAW_PITCH_ALIGNMENT 8
1731 #define D3D8_PITCH_ALIGNMENT 4
1732 unsigned char surface_alignment; /* Line Alignment of surfaces */
1734 /* State block related */
1735 struct wined3d_stateblock *stateBlock;
1736 struct wined3d_stateblock *updateStateBlock;
1738 /* Internal use fields */
1739 struct wined3d_device_creation_parameters create_parms;
1740 HWND focus_window;
1742 struct wined3d_swapchain **swapchains;
1743 UINT swapchain_count;
1745 struct list resources; /* a linked list to track resources created by the device */
1746 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1748 /* Render Target Support */
1749 DWORD valid_rt_mask;
1750 struct wined3d_fb_state fb;
1751 struct wined3d_surface *onscreen_depth_stencil;
1752 struct wined3d_surface *auto_depth_stencil;
1754 /* For rendering to a texture using glCopyTexImage */
1755 GLuint depth_blt_texture;
1757 /* Cursor management */
1758 UINT xHotSpot;
1759 UINT yHotSpot;
1760 UINT xScreenSpace;
1761 UINT yScreenSpace;
1762 UINT cursorWidth, cursorHeight;
1763 GLuint cursorTexture;
1764 HCURSOR hardwareCursor;
1766 /* The Wine logo surface */
1767 struct wined3d_surface *logo_surface;
1769 /* Textures for when no other textures are mapped */
1770 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
1771 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
1772 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
1773 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
1775 /* With register combiners we can skip junk texture stages */
1776 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1777 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1779 /* Stream source management */
1780 struct wined3d_stream_info strided_streams;
1781 const struct wined3d_strided_data *up_strided;
1782 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1783 unsigned int num_buffer_queries;
1785 /* Context management */
1786 struct wined3d_context **contexts;
1787 UINT context_count;
1789 /* High level patch management */
1790 #define PATCHMAP_SIZE 43
1791 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1792 struct list patches[PATCHMAP_SIZE];
1795 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
1796 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
1797 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
1798 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1799 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1800 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
1801 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
1802 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
1803 void device_preload_textures(const struct wined3d_device *device) DECLSPEC_HIDDEN;
1804 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
1805 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1806 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1807 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1808 void device_stream_info_from_declaration(struct wined3d_device *device,
1809 struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1810 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
1811 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1812 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1813 void device_update_tex_unit_map(struct wined3d_device *device) DECLSPEC_HIDDEN;
1814 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
1816 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
1818 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1819 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1820 return context->isStateDirty[idx] & (1 << shift);
1823 static inline void invalidate_active_texture(const struct wined3d_device *device, struct wined3d_context *context)
1825 DWORD sampler = device->rev_tex_unit_map[context->active_texture];
1826 if (sampler != WINED3D_UNMAPPED_STAGE)
1827 context_invalidate_state(context, STATE_SAMPLER(sampler));
1830 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
1831 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
1832 /* SCRATCH is mostly the same as CPU, but can't be used by the GPU at all,
1833 * not even for resource uploads. */
1834 #define WINED3D_RESOURCE_ACCESS_SCRATCH 0x4
1836 struct wined3d_resource_ops
1838 void (*resource_unload)(struct wined3d_resource *resource);
1841 struct wined3d_resource
1843 LONG ref;
1844 LONG bind_count;
1845 LONG map_count;
1846 struct wined3d_device *device;
1847 enum wined3d_resource_type type;
1848 const struct wined3d_format *format;
1849 enum wined3d_multisample_type multisample_type;
1850 UINT multisample_quality;
1851 DWORD usage;
1852 enum wined3d_pool pool;
1853 DWORD access_flags;
1854 UINT width;
1855 UINT height;
1856 UINT depth;
1857 UINT size;
1858 DWORD priority;
1859 BYTE *allocatedMemory; /* Pointer to the real data location */
1860 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1861 struct list privateData;
1862 struct list resource_list_entry;
1864 void *parent;
1865 const struct wined3d_parent_ops *parent_ops;
1866 const struct wined3d_resource_ops *resource_ops;
1869 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1870 DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1871 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
1872 enum wined3d_resource_type type, const struct wined3d_format *format,
1873 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
1874 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
1875 void *parent, const struct wined3d_parent_ops *parent_ops,
1876 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
1877 DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN;
1878 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1880 /* Tests show that the start address of resources is 32 byte aligned */
1881 #define RESOURCE_ALIGNMENT 16
1883 enum wined3d_texture_state
1885 WINED3DTEXSTA_ADDRESSU = 0,
1886 WINED3DTEXSTA_ADDRESSV = 1,
1887 WINED3DTEXSTA_ADDRESSW = 2,
1888 WINED3DTEXSTA_BORDERCOLOR = 3,
1889 WINED3DTEXSTA_MAGFILTER = 4,
1890 WINED3DTEXSTA_MINFILTER = 5,
1891 WINED3DTEXSTA_MIPFILTER = 6,
1892 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1893 WINED3DTEXSTA_MAXANISOTROPY = 8,
1894 WINED3DTEXSTA_SRGBTEXTURE = 9,
1895 WINED3DTEXSTA_SHADOW = 10,
1896 MAX_WINETEXTURESTATES = 11,
1899 enum WINED3DSRGB
1901 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1902 SRGB_RGB = 1, /* Loads the rgb texture */
1903 SRGB_SRGB = 2, /* Loads the srgb texture */
1906 struct gl_texture
1908 DWORD states[MAX_WINETEXTURESTATES];
1909 BOOL dirty;
1910 GLuint name;
1913 struct wined3d_texture_ops
1915 HRESULT (*texture_bind)(struct wined3d_texture *texture,
1916 struct wined3d_context *context, BOOL srgb);
1917 void (*texture_preload)(struct wined3d_texture *texture, enum WINED3DSRGB srgb);
1918 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
1919 const struct wined3d_box *dirty_region);
1920 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
1923 #define WINED3D_TEXTURE_COND_NP2 0x1
1924 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x2
1925 #define WINED3D_TEXTURE_IS_SRGB 0x4
1927 struct wined3d_texture
1929 struct wined3d_resource resource;
1930 const struct wined3d_texture_ops *texture_ops;
1931 struct gl_texture texture_rgb, texture_srgb;
1932 struct wined3d_resource **sub_resources;
1933 UINT layer_count;
1934 UINT level_count;
1935 float pow2_matrix[16];
1936 UINT lod;
1937 enum wined3d_texture_filter_type filter_type;
1938 DWORD sampler;
1939 DWORD flags;
1940 const struct min_lookup *min_mip_lookup;
1941 const GLenum *mag_lookup;
1942 GLenum target;
1945 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
1947 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
1950 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
1951 const struct wined3d_gl_info *gl_info, BOOL srgb)
1953 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
1954 ? &texture->texture_srgb : &texture->texture_rgb;
1957 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
1958 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1959 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1960 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN;
1962 struct wined3d_volume
1964 struct wined3d_resource resource;
1965 struct wined3d_texture *container;
1966 BOOL lockable;
1967 BOOL locked;
1968 struct wined3d_box lockedBox;
1969 struct wined3d_box dirtyBox;
1970 BOOL dirty;
1973 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
1975 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
1978 void volume_add_dirty_box(struct wined3d_volume *volume, const struct wined3d_box *dirty_box) DECLSPEC_HIDDEN;
1979 void volume_load(const struct wined3d_volume *volume, struct wined3d_context *context, UINT level, BOOL srgb_mode) DECLSPEC_HIDDEN;
1980 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
1982 struct wined3d_surface_dib
1984 HBITMAP DIBsection;
1985 void *bitmap_data;
1986 UINT bitmap_size;
1989 struct wined3d_renderbuffer_entry
1991 struct list entry;
1992 GLuint id;
1993 UINT width;
1994 UINT height;
1997 struct fbo_entry
1999 struct list entry;
2000 struct wined3d_surface **render_targets;
2001 struct wined3d_surface *depth_stencil;
2002 DWORD location;
2003 DWORD rt_mask;
2004 BOOL attached;
2005 GLuint id;
2008 enum wined3d_container_type
2010 WINED3D_CONTAINER_NONE = 0,
2011 WINED3D_CONTAINER_SWAPCHAIN,
2012 WINED3D_CONTAINER_TEXTURE,
2015 struct wined3d_subresource_container
2017 enum wined3d_container_type type;
2018 union
2020 struct wined3d_swapchain *swapchain;
2021 struct wined3d_texture *texture;
2022 void *base;
2023 } u;
2026 struct wined3d_surface_ops
2028 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2029 void (*surface_realize_palette)(struct wined3d_surface *surface);
2030 void (*surface_map)(struct wined3d_surface *surface, const RECT *rect, DWORD flags);
2031 void (*surface_unmap)(struct wined3d_surface *surface);
2034 struct wined3d_surface
2036 struct wined3d_resource resource;
2037 const struct wined3d_surface_ops *surface_ops;
2038 struct wined3d_subresource_container container;
2039 struct wined3d_palette *palette; /* D3D7 style palette handling */
2040 DWORD draw_binding;
2042 DWORD flags;
2044 enum wined3d_surface_type surface_type;
2045 UINT pow2Width;
2046 UINT pow2Height;
2048 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2049 void (*get_drawable_size)(const struct wined3d_context *context, UINT *width, UINT *height);
2051 /* PBO */
2052 GLuint pbo;
2053 GLuint rb_multisample;
2054 GLuint rb_resolved;
2055 GLuint texture_name;
2056 GLuint texture_name_srgb;
2057 GLint texture_level;
2058 GLenum texture_target;
2060 RECT lockedRect;
2061 RECT dirtyRect;
2062 int lockCount;
2063 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2065 /* For GetDC */
2066 struct wined3d_surface_dib dib;
2067 HDC hDC;
2069 /* Color keys for DDraw */
2070 struct wined3d_color_key dst_blt_color_key;
2071 struct wined3d_color_key src_blt_color_key;
2072 struct wined3d_color_key dst_overlay_color_key;
2073 struct wined3d_color_key src_overlay_color_key;
2074 DWORD CKeyFlags;
2076 struct wined3d_color_key gl_color_key;
2078 struct list renderbuffers;
2079 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2080 SIZE ds_current_size;
2082 /* DirectDraw Overlay handling */
2083 RECT overlay_srcrect;
2084 RECT overlay_destrect;
2085 struct wined3d_surface *overlay_dest;
2086 struct list overlays;
2087 struct list overlay_entry;
2090 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2092 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2095 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2096 const struct wined3d_gl_info *gl_info, BOOL srgb)
2098 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2099 ? surface->texture_name_srgb : surface->texture_name;
2102 void surface_add_dirty_rect(struct wined3d_surface *surface, const struct wined3d_box *dirty_rect) DECLSPEC_HIDDEN;
2103 HRESULT surface_color_fill(struct wined3d_surface *s,
2104 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2105 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2106 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
2107 BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2108 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2109 void surface_load_ds_location(struct wined3d_surface *surface,
2110 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2111 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2112 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect) DECLSPEC_HIDDEN;
2113 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2114 void surface_modify_location(struct wined3d_surface *surface, DWORD location, BOOL persistent) DECLSPEC_HIDDEN;
2115 void surface_prepare_rb(struct wined3d_surface *surface,
2116 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2117 void surface_prepare_texture(struct wined3d_surface *surface,
2118 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2119 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2120 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2121 void surface_set_container(struct wined3d_surface *surface,
2122 enum wined3d_container_type type, void *container) DECLSPEC_HIDDEN;
2123 void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2124 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target) DECLSPEC_HIDDEN;
2125 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2126 void surface_update_draw_binding(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2127 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2128 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2130 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2131 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2132 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2134 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2135 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2136 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2138 /* Surface flags: */
2139 #define SFLAG_CONVERTED 0x00000001 /* Converted for color keying or palettized. */
2140 #define SFLAG_DISCARD 0x00000002 /* ??? */
2141 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2142 #define SFLAG_NORMCOORD 0x00000008 /* Set if GL texture coordinates are normalized (non-texture rectangle). */
2143 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked. */
2144 #define SFLAG_DYNLOCK 0x00000020 /* Surface is often locked by the application. */
2145 #define SFLAG_PIN_SYSMEM 0x00000040 /* Keep the surface in sysmem, at the same address. */
2146 #define SFLAG_DCINUSE 0x00000080 /* Set between GetDC and ReleaseDC calls. */
2147 #define SFLAG_LOST 0x00000100 /* Surface lost flag for ddraw. */
2148 #define SFLAG_GLCKEY 0x00000200 /* The GL texture was created with a color key. */
2149 #define SFLAG_CLIENT 0x00000400 /* GL_APPLE_client_storage is used with this surface. */
2150 #define SFLAG_INOVERLAYDRAW 0x00000800 /* Overlay drawing is in progress. Recursion prevention. */
2151 #define SFLAG_DIBSECTION 0x00001000 /* Has a DIB section attached for GetDC. */
2152 #define SFLAG_USERPTR 0x00002000 /* The application allocated the memory for this surface. */
2153 #define SFLAG_ALLOCATED 0x00004000 /* A GL texture is allocated for this surface. */
2154 #define SFLAG_SRGBALLOCATED 0x00008000 /* A sRGB GL texture is allocated for this surface. */
2155 #define SFLAG_PBO 0x00010000 /* The surface has a PBO. */
2156 #define SFLAG_INSYSMEM 0x00020000 /* The system memory copy is current. */
2157 #define SFLAG_INTEXTURE 0x00040000 /* The GL texture is current. */
2158 #define SFLAG_INSRGBTEX 0x00080000 /* The GL sRGB texture is current. */
2159 #define SFLAG_INDRAWABLE 0x00100000 /* The GL drawable is current. */
2160 #define SFLAG_INRB_MULTISAMPLE 0x00200000 /* The multisample renderbuffer is current. */
2161 #define SFLAG_INRB_RESOLVED 0x00400000 /* The resolved renderbuffer is current. */
2162 #define SFLAG_DISCARDED 0x00800000 /* Surface was discarded, allocating new location is enough. */
2164 /* In some conditions the surface memory must not be freed:
2165 * SFLAG_CONVERTED: Converting the data back would take too long
2166 * SFLAG_DIBSECTION: The dib code manages the memory
2167 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2168 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2169 * SFLAG_CLIENT: OpenGL uses our memory as backup
2171 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2172 SFLAG_DYNLOCK | \
2173 SFLAG_CLIENT | \
2174 SFLAG_DIBSECTION | \
2175 SFLAG_USERPTR | \
2176 SFLAG_PBO | \
2177 SFLAG_PIN_SYSMEM)
2179 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2180 SFLAG_INTEXTURE | \
2181 SFLAG_INSRGBTEX | \
2182 SFLAG_INDRAWABLE | \
2183 SFLAG_INRB_MULTISAMPLE | \
2184 SFLAG_INRB_RESOLVED)
2186 enum wined3d_conversion_type
2188 WINED3D_CT_NONE,
2189 WINED3D_CT_PALETTED,
2190 WINED3D_CT_PALETTED_CK,
2191 WINED3D_CT_CK_565,
2192 WINED3D_CT_CK_5551,
2193 WINED3D_CT_CK_RGB24,
2194 WINED3D_CT_RGB32_888,
2195 WINED3D_CT_CK_ARGB32,
2198 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2200 struct wined3d_vertex_declaration_element
2202 const struct wined3d_format *format;
2203 BOOL ffp_valid;
2204 WORD input_slot;
2205 WORD offset;
2206 UINT output_slot;
2207 BYTE method;
2208 BYTE usage;
2209 BYTE usage_idx;
2212 struct wined3d_vertex_declaration
2214 LONG ref;
2215 void *parent;
2216 const struct wined3d_parent_ops *parent_ops;
2217 struct wined3d_device *device;
2219 struct wined3d_vertex_declaration_element *elements;
2220 UINT element_count;
2222 DWORD streams[MAX_STREAMS];
2223 UINT num_streams;
2224 BOOL position_transformed;
2225 BOOL half_float_conv_needed;
2228 struct wined3d_saved_states
2230 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2231 WORD streamSource; /* MAX_STREAMS, 16 */
2232 WORD streamFreq; /* MAX_STREAMS, 16 */
2233 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2234 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2235 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2236 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2237 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2238 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2239 BOOL *pixelShaderConstantsF;
2240 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2241 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2242 BOOL *vertexShaderConstantsF;
2243 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2244 DWORD primitive_type : 1;
2245 DWORD indices : 1;
2246 DWORD material : 1;
2247 DWORD viewport : 1;
2248 DWORD vertexDecl : 1;
2249 DWORD pixelShader : 1;
2250 DWORD vertexShader : 1;
2251 DWORD scissorRect : 1;
2252 DWORD padding : 4;
2255 struct StageState {
2256 DWORD stage;
2257 DWORD state;
2260 struct wined3d_stream_state
2262 struct wined3d_buffer *buffer;
2263 UINT offset;
2264 UINT stride;
2265 UINT frequency;
2266 UINT flags;
2269 struct wined3d_state
2271 const struct wined3d_fb_state *fb;
2273 struct wined3d_vertex_declaration *vertex_declaration;
2274 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2275 BOOL user_stream;
2276 struct wined3d_buffer *index_buffer;
2277 enum wined3d_format_id index_format;
2278 INT base_vertex_index;
2279 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2280 GLenum gl_primitive_type;
2282 struct wined3d_shader *vertex_shader;
2283 BOOL vs_consts_b[MAX_CONST_B];
2284 INT vs_consts_i[MAX_CONST_I * 4];
2285 float *vs_consts_f;
2287 struct wined3d_shader *pixel_shader;
2288 BOOL ps_consts_b[MAX_CONST_B];
2289 INT ps_consts_i[MAX_CONST_I * 4];
2290 float *ps_consts_f;
2292 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2293 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2294 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2295 DWORD lowest_disabled_stage;
2297 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2298 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
2299 struct wined3d_material material;
2300 struct wined3d_viewport viewport;
2301 RECT scissor_rect;
2303 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2304 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2305 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2306 struct list light_map[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2307 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2309 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2312 struct wined3d_stateblock
2314 LONG ref; /* Note: Ref counting not required */
2315 struct wined3d_device *device;
2317 /* Array indicating whether things have been set or changed */
2318 struct wined3d_saved_states changed;
2319 struct wined3d_state state;
2321 /* Contained state management */
2322 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2323 unsigned int num_contained_render_states;
2324 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2325 unsigned int num_contained_transform_states;
2326 DWORD contained_vs_consts_i[MAX_CONST_I];
2327 unsigned int num_contained_vs_consts_i;
2328 DWORD contained_vs_consts_b[MAX_CONST_B];
2329 unsigned int num_contained_vs_consts_b;
2330 DWORD *contained_vs_consts_f;
2331 unsigned int num_contained_vs_consts_f;
2332 DWORD contained_ps_consts_i[MAX_CONST_I];
2333 unsigned int num_contained_ps_consts_i;
2334 DWORD contained_ps_consts_b[MAX_CONST_B];
2335 unsigned int num_contained_ps_consts_b;
2336 DWORD *contained_ps_consts_f;
2337 unsigned int num_contained_ps_consts_f;
2338 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2339 unsigned int num_contained_tss_states;
2340 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2341 unsigned int num_contained_sampler_states;
2344 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2345 void stateblock_init_default_state(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2346 void stateblock_unbind_resources(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2348 /* Direct3D terminology with little modifications. We do not have an issued state
2349 * because only the driver knows about it, but we have a created state because d3d
2350 * allows GetData on a created issue, but opengl doesn't
2352 enum query_state {
2353 QUERY_CREATED,
2354 QUERY_SIGNALLED,
2355 QUERY_BUILDING
2358 struct wined3d_query_ops
2360 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2361 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2364 struct wined3d_query
2366 LONG ref;
2367 const struct wined3d_query_ops *query_ops;
2368 struct wined3d_device *device;
2369 enum query_state state;
2370 enum wined3d_query_type type;
2371 DWORD data_size;
2372 void *extendedData;
2375 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2376 * fixed function semantics as D3DCOLOR or FLOAT16 */
2377 enum wined3d_buffer_conversion_type
2379 CONV_NONE,
2380 CONV_D3DCOLOR,
2381 CONV_POSITIONT,
2384 struct wined3d_map_range
2386 UINT offset;
2387 UINT size;
2390 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2391 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2392 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2393 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2394 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2395 #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2396 #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2397 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2399 struct wined3d_buffer
2401 struct wined3d_resource resource;
2403 struct wined3d_buffer_desc desc;
2405 GLuint buffer_object;
2406 GLenum buffer_object_usage;
2407 GLenum buffer_type_hint;
2408 UINT buffer_object_size;
2409 DWORD flags;
2411 struct wined3d_map_range *maps;
2412 ULONG maps_size, modified_areas;
2413 struct wined3d_event_query *query;
2415 /* conversion stuff */
2416 UINT decl_change_count, full_conversion_count;
2417 UINT draw_count;
2418 UINT stride; /* 0 if no conversion */
2419 UINT conversion_stride; /* 0 if no shifted conversion */
2420 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2423 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2425 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2428 void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
2429 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2430 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2432 struct wined3d_rendertarget_view
2434 LONG refcount;
2436 struct wined3d_resource *resource;
2437 void *parent;
2440 struct wined3d_swapchain_ops
2442 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2443 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2446 struct wined3d_swapchain
2448 LONG ref;
2449 void *parent;
2450 const struct wined3d_parent_ops *parent_ops;
2451 const struct wined3d_swapchain_ops *swapchain_ops;
2452 struct wined3d_device *device;
2454 struct wined3d_surface **back_buffers;
2455 struct wined3d_surface *front_buffer;
2456 struct wined3d_swapchain_desc desc;
2457 DWORD orig_width, orig_height;
2458 enum wined3d_format_id orig_fmt;
2459 struct wined3d_gamma_ramp orig_gamma;
2460 BOOL render_to_fbo;
2461 const struct wined3d_format *ds_format;
2463 LONG prev_time, frames; /* Performance tracking */
2465 struct wined3d_context **context;
2466 unsigned int num_contexts;
2468 HWND win_handle;
2469 HWND device_window;
2471 HDC backup_dc;
2472 HWND backup_wnd;
2475 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2477 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2478 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2479 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2480 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2481 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2483 #define DEFAULT_REFRESH_RATE 0
2485 /*****************************************************************************
2486 * Utility function prototypes
2489 /* Trace routines */
2490 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2491 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
2492 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
2493 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2494 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2495 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
2496 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2497 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2498 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
2499 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
2500 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2501 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
2502 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
2503 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
2504 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
2505 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2506 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2507 const char *debug_d3dbasis(enum wined3d_basis_type basis) DECLSPEC_HIDDEN;
2508 const char *debug_d3ddegree(enum wined3d_degree_type order) DECLSPEC_HIDDEN;
2509 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
2510 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2511 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2513 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2514 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2515 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2516 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
2517 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2518 void set_texture_matrix(const struct wined3d_gl_info *gl_info, const float *smat, DWORD flags,
2519 BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id coordtype,
2520 BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2521 void texture_activate_dimensions(const struct wined3d_texture *texture,
2522 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2523 void sampler_texdim(struct wined3d_context *context,
2524 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2525 void tex_alphaop(struct wined3d_context *context,
2526 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2527 void apply_pixelshader(struct wined3d_context *context,
2528 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2529 void state_fogcolor(struct wined3d_context *context,
2530 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2531 void state_fogdensity(struct wined3d_context *context,
2532 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2533 void state_fogstartend(struct wined3d_context *context,
2534 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2535 void state_fog_fragpart(struct wined3d_context *context,
2536 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2538 BOOL getColorBits(const struct wined3d_format *format,
2539 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2540 BOOL getDepthStencilBits(const struct wined3d_format *format,
2541 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2543 /* Math utils */
2544 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2545 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2546 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2547 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2549 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2551 struct wined3d_shader_lconst
2553 struct list entry;
2554 unsigned int idx;
2555 DWORD value[4];
2558 struct wined3d_shader_limits
2560 unsigned int sampler;
2561 unsigned int constant_int;
2562 unsigned int constant_float;
2563 unsigned int constant_bool;
2564 unsigned int packed_output;
2565 unsigned int packed_input;
2568 #ifdef __GNUC__
2569 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2570 #else
2571 #define PRINTF_ATTR(fmt,args)
2572 #endif
2574 /* Base Shader utility functions. */
2575 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2576 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2578 /* Vertex shader utility functions */
2579 BOOL vshader_get_input(const struct wined3d_shader *shader,
2580 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2582 struct wined3d_vertex_shader
2584 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2587 struct wined3d_pixel_shader
2589 /* Pixel shader input semantics */
2590 DWORD input_reg_map[MAX_REG_INPUT];
2591 BOOL input_reg_used[MAX_REG_INPUT];
2592 unsigned int declared_in_count;
2594 /* Some information about the shader behavior */
2595 BOOL color0_mov;
2596 DWORD color0_reg;
2599 struct wined3d_shader
2601 LONG ref;
2602 struct wined3d_shader_limits limits;
2603 DWORD *function;
2604 UINT functionLength;
2605 BOOL load_local_constsF;
2606 const struct wined3d_shader_frontend *frontend;
2607 void *frontend_data;
2608 void *backend_data;
2610 void *parent;
2611 const struct wined3d_parent_ops *parent_ops;
2613 /* Programs this shader is linked with */
2614 struct list linked_programs;
2616 /* Immediate constants (override global ones) */
2617 struct list constantsB;
2618 struct list constantsF;
2619 struct list constantsI;
2620 struct wined3d_shader_reg_maps reg_maps;
2622 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2623 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2625 /* Pointer to the parent device */
2626 struct wined3d_device *device;
2627 struct list shader_list_entry;
2629 union
2631 struct wined3d_vertex_shader vs;
2632 struct wined3d_pixel_shader ps;
2633 } u;
2636 void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps,
2637 struct wined3d_texture * const *textures) DECLSPEC_HIDDEN;
2638 void find_ps_compile_args(const struct wined3d_state *state,
2639 const struct wined3d_shader *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
2641 void find_vs_compile_args(const struct wined3d_state *state,
2642 const struct wined3d_shader *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2644 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2645 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2646 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2647 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2648 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2649 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2650 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2651 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2652 unsigned int max) DECLSPEC_HIDDEN;
2653 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2654 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
2655 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2657 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2659 return type == WINED3D_SHADER_TYPE_PIXEL;
2662 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2664 return type == WINED3D_SHADER_TYPE_VERTEX;
2667 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2669 switch (reg->type)
2671 case WINED3DSPR_RASTOUT:
2672 /* oFog & oPts */
2673 if (reg->idx[0].offset)
2674 return TRUE;
2675 /* oPos */
2676 return FALSE;
2678 case WINED3DSPR_DEPTHOUT: /* oDepth */
2679 case WINED3DSPR_CONSTBOOL: /* b# */
2680 case WINED3DSPR_LOOP: /* aL */
2681 case WINED3DSPR_PREDICATE: /* p0 */
2682 case WINED3DSPR_PRIMID: /* primID */
2683 return TRUE;
2685 case WINED3DSPR_MISCTYPE:
2686 switch (reg->idx[0].offset)
2688 case 0: /* vPos */
2689 return FALSE;
2690 case 1: /* vFace */
2691 return TRUE;
2692 default:
2693 return FALSE;
2696 case WINED3DSPR_IMMCONST:
2697 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2699 default:
2700 return FALSE;
2704 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2705 const struct wined3d_state *state, float *position_fixup)
2707 position_fixup[0] = 1.0f;
2708 position_fixup[1] = 1.0f;
2709 position_fixup[2] = (63.0f / 64.0f) / state->viewport.width;
2710 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.height;
2712 if (context->render_offscreen)
2714 position_fixup[1] *= -1.0f;
2715 position_fixup[3] *= -1.0f;
2719 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
2721 struct wined3d_shader_lconst *lconst;
2723 if (shader->load_local_constsF)
2724 return FALSE;
2726 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
2728 if (lconst->idx == reg)
2729 return TRUE;
2732 return FALSE;
2735 /* Using additional shader constants (uniforms in GLSL / program environment
2736 * or local parameters in ARB) is costly:
2737 * ARB only knows float4 parameters and GLSL compiler are not really smart
2738 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2739 * (in fact most compilers map a float2 to a full float4 uniform).
2741 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2742 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2743 * into a single shader constant (uniform / program parameter).
2745 * This structure is shared between the GLSL and the ARB backend.*/
2746 struct ps_np2fixup_info {
2747 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2748 WORD active; /* bitfield indicating if we can apply the fixup */
2749 WORD num_consts;
2752 /* sRGB correction constants */
2753 static const float srgb_cmp = 0.0031308f;
2754 static const float srgb_mul_low = 12.92f;
2755 static const float srgb_pow = 0.41666f;
2756 static const float srgb_mul_high = 1.055f;
2757 static const float srgb_sub_high = 0.055f;
2759 struct wined3d_palette
2761 LONG ref;
2762 void *parent;
2763 struct wined3d_device *device;
2765 HPALETTE hpal;
2766 WORD palVersion; /*| */
2767 WORD palNumEntries; /*| LOGPALETTE */
2768 PALETTEENTRY palents[256]; /*| */
2769 /* This is to store the palette in 'screen format' */
2770 int screen_palents[256];
2771 DWORD flags;
2774 /* DirectDraw utility functions */
2775 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2777 /*****************************************************************************
2778 * Pixel format management
2781 /* WineD3D pixel format flags */
2782 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2783 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2784 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2785 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2786 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2787 #define WINED3DFMT_FLAG_FOURCC 0x00000020
2788 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2789 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
2790 #define WINED3DFMT_FLAG_GETDC 0x00000100
2791 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2792 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2793 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2794 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2795 #define WINED3DFMT_FLAG_VTF 0x00002000
2796 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2797 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
2798 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
2799 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
2800 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
2802 struct wined3d_rational
2804 UINT numerator;
2805 UINT denominator;
2808 struct wined3d_format
2810 enum wined3d_format_id id;
2812 DWORD red_size;
2813 DWORD green_size;
2814 DWORD blue_size;
2815 DWORD alpha_size;
2816 DWORD red_offset;
2817 DWORD green_offset;
2818 DWORD blue_offset;
2819 DWORD alpha_offset;
2820 UINT byte_count;
2821 BYTE depth_size;
2822 BYTE stencil_size;
2824 UINT block_width;
2825 UINT block_height;
2826 UINT block_byte_count;
2828 enum wined3d_ffp_emit_idx emit_idx;
2829 GLint component_count;
2830 GLenum gl_vtx_type;
2831 GLint gl_vtx_format;
2832 GLboolean gl_normalized;
2833 unsigned int component_size;
2835 GLint glInternal;
2836 GLint glGammaInternal;
2837 GLint rtInternal;
2838 GLint glFormat;
2839 GLint glType;
2840 UINT conv_byte_count;
2841 unsigned int flags;
2842 struct wined3d_rational height_scale;
2843 struct color_fixup_desc color_fixup;
2844 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
2847 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2848 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2849 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
2850 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2851 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
2852 const struct wined3d_color *color) DECLSPEC_HIDDEN;
2854 static inline BOOL use_vs(const struct wined3d_state *state)
2856 /* Check stateblock->vertexDecl to allow this to be used from
2857 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2858 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2859 * style strided data. */
2860 return state->vertex_shader && !state->vertex_declaration->position_transformed;
2863 static inline BOOL use_ps(const struct wined3d_state *state)
2865 return !!state->pixel_shader;
2868 static inline void context_apply_state(struct wined3d_context *context,
2869 const struct wined3d_state *state, DWORD state_id)
2871 const struct StateEntry *state_table = context->state_table;
2872 DWORD rep = state_table[state_id].representative;
2873 state_table[rep].apply(context, state, rep);
2876 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2877 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2879 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
2881 #endif