wined3d: Remove object creation methods from the IWineD3DDevice interface.
[wine/multimedia.git] / dlls / wined3d / wined3d_private.h
blob4d1ce8b60558207b52ab314a1e912139ef430153
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 #include <stdarg.h>
28 #include <math.h>
29 #include <limits.h>
30 #define NONAMELESSUNION
31 #define NONAMELESSSTRUCT
32 #define COBJMACROS
33 #include "windef.h"
34 #include "winbase.h"
35 #include "winreg.h"
36 #include "wingdi.h"
37 #include "winuser.h"
38 #include "wine/debug.h"
39 #include "wine/unicode.h"
41 #include "objbase.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
45 #include "wine/rbtree.h"
47 /* Driver quirks */
48 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
49 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
50 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
51 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
52 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
53 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
55 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
57 /* Texture format fixups */
59 enum fixup_channel_source
61 CHANNEL_SOURCE_ZERO = 0,
62 CHANNEL_SOURCE_ONE = 1,
63 CHANNEL_SOURCE_X = 2,
64 CHANNEL_SOURCE_Y = 3,
65 CHANNEL_SOURCE_Z = 4,
66 CHANNEL_SOURCE_W = 5,
67 CHANNEL_SOURCE_COMPLEX0 = 6,
68 CHANNEL_SOURCE_COMPLEX1 = 7,
71 enum complex_fixup
73 COMPLEX_FIXUP_NONE = 0,
74 COMPLEX_FIXUP_YUY2 = 1,
75 COMPLEX_FIXUP_UYVY = 2,
76 COMPLEX_FIXUP_YV12 = 3,
77 COMPLEX_FIXUP_P8 = 4,
80 #include <pshpack2.h>
81 struct color_fixup_desc
83 unsigned x_sign_fixup : 1;
84 unsigned x_source : 3;
85 unsigned y_sign_fixup : 1;
86 unsigned y_source : 3;
87 unsigned z_sign_fixup : 1;
88 unsigned z_source : 3;
89 unsigned w_sign_fixup : 1;
90 unsigned w_source : 3;
92 #include <poppack.h>
94 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
95 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
97 static inline struct color_fixup_desc create_color_fixup_desc(
98 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
99 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
101 struct color_fixup_desc fixup =
103 sign0, src0,
104 sign1, src1,
105 sign2, src2,
106 sign3, src3,
108 return fixup;
111 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
113 struct color_fixup_desc fixup =
115 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
116 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
117 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
118 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
120 return fixup;
123 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
125 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
128 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
130 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
133 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
135 enum complex_fixup complex_fixup = 0;
136 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
137 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
138 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
139 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
140 return complex_fixup;
143 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
144 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
145 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
147 /* Device caps */
148 #define MAX_PALETTES 65536
149 #define MAX_STREAMS 16
150 #define MAX_TEXTURES 8
151 #define MAX_FRAGMENT_SAMPLERS 16
152 #define MAX_VERTEX_SAMPLERS 4
153 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
154 #define MAX_ACTIVE_LIGHTS 8
155 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
157 struct min_lookup
159 GLenum mip[WINED3DTEXF_LINEAR + 1];
162 extern const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
163 extern const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
164 extern const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
165 extern const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
166 extern const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
168 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
170 return mag_lookup[mag_filter];
173 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
174 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
176 return min_mip_lookup[min_filter].mip[mip_filter];
179 /* float_16_to_32() and float_32_to_16() (see implementation in
180 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
181 * to standard C floats and vice versa. They do not depend on the encoding
182 * of the C float, so they are platform independent, but slow. On x86 and
183 * other IEEE 754 compliant platforms the conversion can be accelerated by
184 * bit shifting the exponent and mantissa. There are also some SSE-based
185 * assembly routines out there.
187 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
189 static inline float float_16_to_32(const unsigned short *in) {
190 const unsigned short s = ((*in) & 0x8000);
191 const unsigned short e = ((*in) & 0x7C00) >> 10;
192 const unsigned short m = (*in) & 0x3FF;
193 const float sgn = (s ? -1.0f : 1.0f);
195 if(e == 0) {
196 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
197 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
198 } else if(e < 31) {
199 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
200 } else {
201 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
202 else return 0.0f / 0.0f; /* NAN */
206 static inline float float_24_to_32(DWORD in)
208 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
209 const unsigned short e = (in & 0x780000) >> 19;
210 const unsigned int m = in & 0x7ffff;
212 if (e == 0)
214 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
215 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
217 else if (e < 15)
219 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
221 else
223 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
224 else return 0.0f / 0.0f; /* NAN */
229 * Settings
231 #define VS_NONE 0
232 #define VS_HW 1
234 #define PS_NONE 0
235 #define PS_HW 1
237 #define VBO_NONE 0
238 #define VBO_HW 1
240 #define ORM_BACKBUFFER 0
241 #define ORM_FBO 1
243 #define SHADER_ARB 1
244 #define SHADER_GLSL 2
245 #define SHADER_ATI 3
246 #define SHADER_NONE 4
248 #define RTL_DISABLE -1
249 #define RTL_READDRAW 1
250 #define RTL_READTEX 2
252 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
253 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
255 /* NOTE: When adding fields to this structure, make sure to update the default
256 * values in wined3d_main.c as well. */
257 struct wined3d_settings
259 /* vertex and pixel shader modes */
260 int vs_mode;
261 int ps_mode;
262 /* Ideally, we don't want the user to have to request GLSL. If the
263 * hardware supports GLSL, we should use it. However, until it's fully
264 * implemented, we'll leave it as a registry setting for developers. */
265 BOOL glslRequested;
266 int offscreen_rendering_mode;
267 int rendertargetlock_mode;
268 unsigned short pci_vendor_id;
269 unsigned short pci_device_id;
270 /* Memory tracking and object counting. */
271 unsigned int emulated_textureram;
272 char *logo;
273 int allow_multisampling;
274 BOOL strict_draw_ordering;
277 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
279 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
281 WINED3DSTT_UNKNOWN = 0,
282 WINED3DSTT_1D = 1,
283 WINED3DSTT_2D = 2,
284 WINED3DSTT_CUBE = 3,
285 WINED3DSTT_VOLUME = 4,
286 } WINED3DSAMPLER_TEXTURE_TYPE;
288 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
290 WINED3DSPR_TEMP = 0,
291 WINED3DSPR_INPUT = 1,
292 WINED3DSPR_CONST = 2,
293 WINED3DSPR_ADDR = 3,
294 WINED3DSPR_TEXTURE = 3,
295 WINED3DSPR_RASTOUT = 4,
296 WINED3DSPR_ATTROUT = 5,
297 WINED3DSPR_TEXCRDOUT = 6,
298 WINED3DSPR_OUTPUT = 6,
299 WINED3DSPR_CONSTINT = 7,
300 WINED3DSPR_COLOROUT = 8,
301 WINED3DSPR_DEPTHOUT = 9,
302 WINED3DSPR_SAMPLER = 10,
303 WINED3DSPR_CONST2 = 11,
304 WINED3DSPR_CONST3 = 12,
305 WINED3DSPR_CONST4 = 13,
306 WINED3DSPR_CONSTBOOL = 14,
307 WINED3DSPR_LOOP = 15,
308 WINED3DSPR_TEMPFLOAT16 = 16,
309 WINED3DSPR_MISCTYPE = 17,
310 WINED3DSPR_LABEL = 18,
311 WINED3DSPR_PREDICATE = 19,
312 WINED3DSPR_IMMCONST,
313 WINED3DSPR_CONSTBUFFER,
314 WINED3DSPR_NULL,
315 WINED3DSPR_RESOURCE,
316 } WINED3DSHADER_PARAM_REGISTER_TYPE;
318 enum wined3d_immconst_type
320 WINED3D_IMMCONST_SCALAR,
321 WINED3D_IMMCONST_VEC4,
324 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
326 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
328 WINED3DSPSM_NONE = 0,
329 WINED3DSPSM_NEG = 1,
330 WINED3DSPSM_BIAS = 2,
331 WINED3DSPSM_BIASNEG = 3,
332 WINED3DSPSM_SIGN = 4,
333 WINED3DSPSM_SIGNNEG = 5,
334 WINED3DSPSM_COMP = 6,
335 WINED3DSPSM_X2 = 7,
336 WINED3DSPSM_X2NEG = 8,
337 WINED3DSPSM_DZ = 9,
338 WINED3DSPSM_DW = 10,
339 WINED3DSPSM_ABS = 11,
340 WINED3DSPSM_ABSNEG = 12,
341 WINED3DSPSM_NOT = 13,
342 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
344 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
345 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
346 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
347 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
348 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
350 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
352 WINED3DSPDM_NONE = 0,
353 WINED3DSPDM_SATURATE = 1,
354 WINED3DSPDM_PARTIALPRECISION = 2,
355 WINED3DSPDM_MSAMPCENTROID = 4,
356 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
358 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
359 #define WINED3DSI_TEXLD_PROJECT 1
360 #define WINED3DSI_TEXLD_BIAS 2
362 typedef enum COMPARISON_TYPE
364 COMPARISON_GT = 1,
365 COMPARISON_EQ = 2,
366 COMPARISON_GE = 3,
367 COMPARISON_LT = 4,
368 COMPARISON_NE = 5,
369 COMPARISON_LE = 6,
370 } COMPARISON_TYPE;
372 #define WINED3D_SM1_VS 0xfffe
373 #define WINED3D_SM1_PS 0xffff
374 #define WINED3D_SM4_PS 0x0000
375 #define WINED3D_SM4_VS 0x0001
376 #define WINED3D_SM4_GS 0x0002
378 /* Shader version tokens, and shader end tokens */
379 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
380 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
382 /* Shader backends */
384 /* TODO: Make this dynamic, based on shader limits ? */
385 #define MAX_ATTRIBS 16
386 #define MAX_REG_ADDR 1
387 #define MAX_REG_TEMP 32
388 #define MAX_REG_TEXCRD 8
389 #define MAX_REG_INPUT 12
390 #define MAX_REG_OUTPUT 12
391 #define MAX_CONST_I 16
392 #define MAX_CONST_B 16
394 /* FIXME: This needs to go up to 2048 for
395 * Shader model 3 according to msdn (and for software shaders) */
396 #define MAX_LABELS 16
398 #define SHADER_PGMSIZE 65535
400 struct wined3d_shader_buffer
402 char *buffer;
403 unsigned int bsize;
404 unsigned int lineNo;
405 BOOL newline;
408 enum WINED3D_SHADER_INSTRUCTION_HANDLER
410 WINED3DSIH_ABS,
411 WINED3DSIH_ADD,
412 WINED3DSIH_AND,
413 WINED3DSIH_BEM,
414 WINED3DSIH_BREAK,
415 WINED3DSIH_BREAKC,
416 WINED3DSIH_BREAKP,
417 WINED3DSIH_CALL,
418 WINED3DSIH_CALLNZ,
419 WINED3DSIH_CMP,
420 WINED3DSIH_CND,
421 WINED3DSIH_CRS,
422 WINED3DSIH_CUT,
423 WINED3DSIH_DCL,
424 WINED3DSIH_DEF,
425 WINED3DSIH_DEFB,
426 WINED3DSIH_DEFI,
427 WINED3DSIH_DIV,
428 WINED3DSIH_DP2ADD,
429 WINED3DSIH_DP3,
430 WINED3DSIH_DP4,
431 WINED3DSIH_DST,
432 WINED3DSIH_DSX,
433 WINED3DSIH_DSY,
434 WINED3DSIH_ELSE,
435 WINED3DSIH_EMIT,
436 WINED3DSIH_ENDIF,
437 WINED3DSIH_ENDLOOP,
438 WINED3DSIH_ENDREP,
439 WINED3DSIH_EXP,
440 WINED3DSIH_EXPP,
441 WINED3DSIH_FRC,
442 WINED3DSIH_FTOI,
443 WINED3DSIH_IADD,
444 WINED3DSIH_IEQ,
445 WINED3DSIH_IF,
446 WINED3DSIH_IFC,
447 WINED3DSIH_IGE,
448 WINED3DSIH_IMUL,
449 WINED3DSIH_ITOF,
450 WINED3DSIH_LABEL,
451 WINED3DSIH_LD,
452 WINED3DSIH_LIT,
453 WINED3DSIH_LOG,
454 WINED3DSIH_LOGP,
455 WINED3DSIH_LOOP,
456 WINED3DSIH_LRP,
457 WINED3DSIH_LT,
458 WINED3DSIH_M3x2,
459 WINED3DSIH_M3x3,
460 WINED3DSIH_M3x4,
461 WINED3DSIH_M4x3,
462 WINED3DSIH_M4x4,
463 WINED3DSIH_MAD,
464 WINED3DSIH_MAX,
465 WINED3DSIH_MIN,
466 WINED3DSIH_MOV,
467 WINED3DSIH_MOVA,
468 WINED3DSIH_MOVC,
469 WINED3DSIH_MUL,
470 WINED3DSIH_NOP,
471 WINED3DSIH_NRM,
472 WINED3DSIH_PHASE,
473 WINED3DSIH_POW,
474 WINED3DSIH_RCP,
475 WINED3DSIH_REP,
476 WINED3DSIH_RET,
477 WINED3DSIH_RSQ,
478 WINED3DSIH_SAMPLE,
479 WINED3DSIH_SAMPLE_GRAD,
480 WINED3DSIH_SAMPLE_LOD,
481 WINED3DSIH_SETP,
482 WINED3DSIH_SGE,
483 WINED3DSIH_SGN,
484 WINED3DSIH_SINCOS,
485 WINED3DSIH_SLT,
486 WINED3DSIH_SQRT,
487 WINED3DSIH_SUB,
488 WINED3DSIH_TEX,
489 WINED3DSIH_TEXBEM,
490 WINED3DSIH_TEXBEML,
491 WINED3DSIH_TEXCOORD,
492 WINED3DSIH_TEXDEPTH,
493 WINED3DSIH_TEXDP3,
494 WINED3DSIH_TEXDP3TEX,
495 WINED3DSIH_TEXKILL,
496 WINED3DSIH_TEXLDD,
497 WINED3DSIH_TEXLDL,
498 WINED3DSIH_TEXM3x2DEPTH,
499 WINED3DSIH_TEXM3x2PAD,
500 WINED3DSIH_TEXM3x2TEX,
501 WINED3DSIH_TEXM3x3,
502 WINED3DSIH_TEXM3x3DIFF,
503 WINED3DSIH_TEXM3x3PAD,
504 WINED3DSIH_TEXM3x3SPEC,
505 WINED3DSIH_TEXM3x3TEX,
506 WINED3DSIH_TEXM3x3VSPEC,
507 WINED3DSIH_TEXREG2AR,
508 WINED3DSIH_TEXREG2GB,
509 WINED3DSIH_TEXREG2RGB,
510 WINED3DSIH_UTOF,
511 WINED3DSIH_TABLE_SIZE
514 enum wined3d_shader_type
516 WINED3D_SHADER_TYPE_PIXEL,
517 WINED3D_SHADER_TYPE_VERTEX,
518 WINED3D_SHADER_TYPE_GEOMETRY,
521 struct wined3d_shader_version
523 enum wined3d_shader_type type;
524 BYTE major;
525 BYTE minor;
528 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
530 struct wined3d_shader_reg_maps
532 struct wined3d_shader_version shader_version;
533 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
534 BYTE address; /* MAX_REG_ADDR, 1 */
535 WORD labels; /* MAX_LABELS, 16 */
536 DWORD temporary; /* MAX_REG_TEMP, 32 */
537 DWORD *constf; /* pixel, vertex */
538 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
539 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
540 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
541 WORD integer_constants; /* MAX_CONST_I, 16 */
542 WORD boolean_constants; /* MAX_CONST_B, 16 */
543 WORD local_int_consts; /* MAX_CONST_I, 16 */
544 WORD local_bool_consts; /* MAX_CONST_B, 16 */
546 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
547 BYTE bumpmat; /* MAX_TEXTURES, 8 */
548 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
550 WORD usesnrm : 1;
551 WORD vpos : 1;
552 WORD usesdsx : 1;
553 WORD usesdsy : 1;
554 WORD usestexldd : 1;
555 WORD usesmova : 1;
556 WORD usesfacing : 1;
557 WORD usesrelconstF : 1;
558 WORD fog : 1;
559 WORD usestexldl : 1;
560 WORD usesifc : 1;
561 WORD usescall : 1;
562 WORD usespow : 1;
563 WORD padding : 3;
565 /* Whether or not loops are used in this shader, and nesting depth */
566 unsigned loop_depth;
567 unsigned highest_render_target;
568 UINT min_rel_offset, max_rel_offset;
571 /* Keeps track of details for TEX_M#x# instructions which need to maintain
572 * state information between multiple instructions. */
573 struct wined3d_shader_tex_mx
575 unsigned int current_row;
576 DWORD texcoord_w[2];
579 struct wined3d_shader_loop_state
581 UINT current_depth;
582 UINT current_reg;
585 struct wined3d_shader_context
587 struct wined3d_shader *shader;
588 const struct wined3d_gl_info *gl_info;
589 const struct wined3d_shader_reg_maps *reg_maps;
590 struct wined3d_shader_buffer *buffer;
591 struct wined3d_shader_tex_mx *tex_mx;
592 struct wined3d_shader_loop_state *loop_state;
593 void *backend_data;
596 struct wined3d_shader_register
598 WINED3DSHADER_PARAM_REGISTER_TYPE type;
599 UINT idx;
600 UINT array_idx;
601 const struct wined3d_shader_src_param *rel_addr;
602 enum wined3d_immconst_type immconst_type;
603 DWORD immconst_data[4];
606 struct wined3d_shader_dst_param
608 struct wined3d_shader_register reg;
609 DWORD write_mask;
610 DWORD modifiers;
611 DWORD shift;
614 struct wined3d_shader_src_param
616 struct wined3d_shader_register reg;
617 DWORD swizzle;
618 DWORD modifiers;
621 struct wined3d_shader_instruction
623 const struct wined3d_shader_context *ctx;
624 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
625 DWORD flags;
626 BOOL coissue;
627 DWORD predicate;
628 UINT dst_count;
629 const struct wined3d_shader_dst_param *dst;
630 UINT src_count;
631 const struct wined3d_shader_src_param *src;
634 struct wined3d_shader_semantic
636 WINED3DDECLUSAGE usage;
637 UINT usage_idx;
638 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
639 struct wined3d_shader_dst_param reg;
642 struct wined3d_shader_attribute
644 WINED3DDECLUSAGE usage;
645 UINT usage_idx;
648 struct wined3d_shader_loop_control
650 unsigned int count;
651 unsigned int start;
652 int step;
655 struct wined3d_shader_frontend
657 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
658 void (*shader_free)(void *data);
659 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
660 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
661 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
662 struct wined3d_shader_src_param *src_rel_addr);
663 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
664 struct wined3d_shader_src_param *dst_rel_addr);
665 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
666 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
667 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
670 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
671 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
673 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
675 struct shader_caps {
676 DWORD VertexShaderVersion;
677 DWORD MaxVertexShaderConst;
679 DWORD PixelShaderVersion;
680 float PixelShader1xMaxValue;
681 DWORD MaxPixelShaderConst;
683 BOOL VSClipping;
686 enum tex_types
688 tex_1d = 0,
689 tex_2d = 1,
690 tex_3d = 2,
691 tex_cube = 3,
692 tex_rect = 4,
693 tex_type_count = 5,
696 enum vertexprocessing_mode {
697 fixedfunction,
698 vertexshader,
699 pretransformed
702 #define WINED3D_CONST_NUM_UNUSED ~0U
704 enum fogmode {
705 FOG_OFF,
706 FOG_LINEAR,
707 FOG_EXP,
708 FOG_EXP2
711 /* Stateblock dependent parameters which have to be hardcoded
712 * into the shader code
715 #define WINED3D_PSARGS_PROJECTED (1 << 3)
716 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
717 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
719 struct ps_compile_args {
720 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
721 enum vertexprocessing_mode vp_mode;
722 enum fogmode fog;
723 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
724 /* Texture types(2D, Cube, 3D) in ps 1.x */
725 WORD srgb_correction;
726 WORD np2_fixup;
727 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
728 D3D9 has a limit of 16 samplers and the fixup is superfluous
729 in D3D10 (unconditional NP2 support mandatory). */
730 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
733 enum fog_src_type {
734 VS_FOG_Z = 0,
735 VS_FOG_COORD = 1
738 struct vs_compile_args {
739 BYTE fog_src;
740 BYTE clip_enabled;
741 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
744 struct wined3d_context;
745 struct wined3d_state;
747 struct wined3d_shader_backend_ops
749 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
750 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
751 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
752 enum tex_types tex_type, const SIZE *ds_mask_size);
753 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
754 void (*shader_update_float_vertex_constants)(IWineD3DDeviceImpl *device, UINT start, UINT count);
755 void (*shader_update_float_pixel_constants)(IWineD3DDeviceImpl *device, UINT start, UINT count);
756 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
757 void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
758 const struct wined3d_state *state);
759 void (*shader_destroy)(struct wined3d_shader *shader);
760 HRESULT (*shader_alloc_private)(IWineD3DDeviceImpl *device);
761 void (*shader_free_private)(IWineD3DDeviceImpl *device);
762 BOOL (*shader_dirtifyable_constants)(void);
763 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
764 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
767 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
768 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
769 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
771 /* X11 locking */
773 extern void (CDECL *wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
774 extern void (CDECL *wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
776 /* As GLX relies on X, this is needed */
777 extern int num_lock DECLSPEC_HIDDEN;
779 #if 0
780 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
781 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
782 #else
783 #define ENTER_GL() wine_tsx11_lock_ptr()
784 #define LEAVE_GL() wine_tsx11_unlock_ptr()
785 #endif
787 /*****************************************************************************
788 * Defines
791 /* GL related defines */
792 /* ------------------ */
793 #define GL_EXTCALL(f) (gl_info->f)
795 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
796 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
797 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
798 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
800 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
801 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
802 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
803 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
805 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
806 (vec)[0] = D3DCOLOR_R(dw); \
807 (vec)[1] = D3DCOLOR_G(dw); \
808 (vec)[2] = D3DCOLOR_B(dw); \
809 (vec)[3] = D3DCOLOR_A(dw); \
810 } while(0)
812 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
814 /* Checking of API calls */
815 /* --------------------- */
816 #ifndef WINE_NO_DEBUG_MSGS
817 #define checkGLcall(A) \
818 do { \
819 GLint err; \
820 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
821 err = glGetError(); \
822 if (err == GL_NO_ERROR) { \
823 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
825 } else do { \
826 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
827 debug_glerror(err), err, A, __FILE__, __LINE__); \
828 err = glGetError(); \
829 } while (err != GL_NO_ERROR); \
830 } while(0)
831 #else
832 #define checkGLcall(A) do {} while(0)
833 #endif
835 /* Trace routines / diagnostics */
836 /* ---------------------------- */
838 /* Dump out a matrix and copy it */
839 #define conv_mat(mat,gl_mat) \
840 do { \
841 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
842 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
843 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
844 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
845 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
846 } while (0)
848 /* Trace vector and strided data information */
849 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
850 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
851 si->elements[name].data, si->elements[name].stride, si->elements[name].format->id, \
852 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
854 /* Global variables */
855 extern const float identity[16] DECLSPEC_HIDDEN;
857 enum wined3d_ffp_idx
859 WINED3D_FFP_POSITION = 0,
860 WINED3D_FFP_BLENDWEIGHT = 1,
861 WINED3D_FFP_BLENDINDICES = 2,
862 WINED3D_FFP_NORMAL = 3,
863 WINED3D_FFP_PSIZE = 4,
864 WINED3D_FFP_DIFFUSE = 5,
865 WINED3D_FFP_SPECULAR = 6,
866 WINED3D_FFP_TEXCOORD0 = 7,
867 WINED3D_FFP_TEXCOORD1 = 8,
868 WINED3D_FFP_TEXCOORD2 = 9,
869 WINED3D_FFP_TEXCOORD3 = 10,
870 WINED3D_FFP_TEXCOORD4 = 11,
871 WINED3D_FFP_TEXCOORD5 = 12,
872 WINED3D_FFP_TEXCOORD6 = 13,
873 WINED3D_FFP_TEXCOORD7 = 14,
876 enum wined3d_ffp_emit_idx
878 WINED3D_FFP_EMIT_FLOAT1 = 0,
879 WINED3D_FFP_EMIT_FLOAT2 = 1,
880 WINED3D_FFP_EMIT_FLOAT3 = 2,
881 WINED3D_FFP_EMIT_FLOAT4 = 3,
882 WINED3D_FFP_EMIT_D3DCOLOR = 4,
883 WINED3D_FFP_EMIT_UBYTE4 = 5,
884 WINED3D_FFP_EMIT_SHORT2 = 6,
885 WINED3D_FFP_EMIT_SHORT4 = 7,
886 WINED3D_FFP_EMIT_UBYTE4N = 8,
887 WINED3D_FFP_EMIT_SHORT2N = 9,
888 WINED3D_FFP_EMIT_SHORT4N = 10,
889 WINED3D_FFP_EMIT_USHORT2N = 11,
890 WINED3D_FFP_EMIT_USHORT4N = 12,
891 WINED3D_FFP_EMIT_UDEC3 = 13,
892 WINED3D_FFP_EMIT_DEC3N = 14,
893 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
894 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
895 WINED3D_FFP_EMIT_COUNT = 17
898 struct wined3d_stream_info_element
900 const struct wined3d_format *format;
901 GLsizei stride;
902 const BYTE *data;
903 UINT stream_idx;
904 GLuint buffer_object;
907 struct wined3d_stream_info
909 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
910 BOOL position_transformed;
911 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
912 WORD use_map; /* MAX_ATTRIBS, 16 */
915 /*****************************************************************************
916 * Prototypes
919 /* Routine common to the draw primitive and draw indexed primitive routines */
920 void drawPrimitive(IWineD3DDeviceImpl *device, UINT index_count,
921 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
922 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
924 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
925 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
926 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
927 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
928 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
929 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
930 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
931 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
933 #define eps 1e-8
935 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
936 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
938 /* Routines and structures related to state management */
940 #define STATE_RENDER(a) (a)
941 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
943 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
944 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
946 /* + 1 because samplers start with 0 */
947 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
948 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
950 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
951 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
953 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
954 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
956 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
957 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
958 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
959 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
961 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
962 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
964 #define STATE_VSHADER (STATE_VDECL + 1)
965 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
967 #define STATE_VIEWPORT (STATE_VSHADER + 1)
968 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
970 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
971 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
972 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
973 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
975 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
976 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
978 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
979 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
981 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
982 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
984 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
985 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
987 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
988 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
990 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
991 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
993 #define STATE_HIGHEST (STATE_POINTSPRITECOORDORIGIN)
995 enum fogsource {
996 FOGSOURCE_FFP,
997 FOGSOURCE_VS,
998 FOGSOURCE_COORD,
1001 #define WINED3D_MAX_FBO_ENTRIES 64
1003 struct wined3d_occlusion_query
1005 struct list entry;
1006 GLuint id;
1007 struct wined3d_context *context;
1010 union wined3d_gl_query_object
1012 GLuint id;
1013 GLsync sync;
1016 struct wined3d_event_query
1018 struct list entry;
1019 union wined3d_gl_query_object object;
1020 struct wined3d_context *context;
1023 enum wined3d_event_query_result
1025 WINED3D_EVENT_QUERY_OK,
1026 WINED3D_EVENT_QUERY_WAITING,
1027 WINED3D_EVENT_QUERY_NOT_STARTED,
1028 WINED3D_EVENT_QUERY_WRONG_THREAD,
1029 WINED3D_EVENT_QUERY_ERROR
1032 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1033 enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1034 void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1035 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1037 struct wined3d_context
1039 const struct wined3d_gl_info *gl_info;
1040 /* State dirtification
1041 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1042 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1043 * 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
1044 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1046 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1047 DWORD numDirtyEntries;
1048 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1050 struct wined3d_swapchain *swapchain;
1051 struct wined3d_surface *current_rt;
1052 DWORD tid; /* Thread ID which owns this context at the moment */
1054 /* Stores some information about the context state for optimization */
1055 WORD render_offscreen : 1;
1056 WORD draw_buffer_dirty : 1;
1057 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1058 WORD last_was_pshader : 1;
1059 WORD last_was_vshader : 1;
1060 WORD namedArraysLoaded : 1;
1061 WORD numberedArraysLoaded : 1;
1062 WORD last_was_blit : 1;
1063 WORD last_was_ckey : 1;
1064 WORD fog_coord : 1;
1065 WORD fog_enabled : 1;
1066 WORD num_untracked_materials : 2; /* Max value 2 */
1067 WORD current : 1;
1068 WORD destroyed : 1;
1069 WORD valid : 1;
1070 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1071 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1072 DWORD numbered_array_mask;
1073 GLenum tracking_parm; /* Which source is tracking current colour */
1074 GLenum untracked_materials[2];
1075 UINT blit_w, blit_h;
1076 enum fogsource fog_source;
1078 char *vshader_const_dirty, *pshader_const_dirty;
1080 /* The actual opengl context */
1081 UINT level;
1082 HGLRC restore_ctx;
1083 HDC restore_dc;
1084 HGLRC glCtx;
1085 HWND win_handle;
1086 HDC hdc;
1087 int pixel_format;
1088 GLint aux_buffers;
1090 /* FBOs */
1091 UINT fbo_entry_count;
1092 struct list fbo_list;
1093 struct list fbo_destroy_list;
1094 struct fbo_entry *current_fbo;
1095 GLuint dst_fbo;
1096 GLuint fbo_read_binding;
1097 GLuint fbo_draw_binding;
1098 BOOL rebind_fbo;
1099 struct wined3d_surface **blit_targets;
1100 GLenum *draw_buffers;
1102 /* Queries */
1103 GLuint *free_occlusion_queries;
1104 UINT free_occlusion_query_size;
1105 UINT free_occlusion_query_count;
1106 struct list occlusion_queries;
1108 union wined3d_gl_query_object *free_event_queries;
1109 UINT free_event_query_size;
1110 UINT free_event_query_count;
1111 struct list event_queries;
1113 /* Extension emulation */
1114 GLint gl_fog_source;
1115 GLfloat fog_coord_value;
1116 GLfloat color[4], fogstart, fogend, fogcolor[4];
1117 GLuint dummy_arbfp_prog;
1120 typedef void (*APPLYSTATEFUNC)(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *ctx);
1122 struct StateEntry
1124 DWORD representative;
1125 APPLYSTATEFUNC apply;
1128 struct StateEntryTemplate
1130 DWORD state;
1131 struct StateEntry content;
1132 GL_SupportedExt extension;
1135 struct fragment_caps
1137 DWORD PrimitiveMiscCaps;
1138 DWORD TextureOpCaps;
1139 DWORD MaxTextureBlendStages;
1140 DWORD MaxSimultaneousTextures;
1143 struct fragment_pipeline
1145 void (*enable_extension)(BOOL enable);
1146 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1147 HRESULT (*alloc_private)(IWineD3DDeviceImpl *device);
1148 void (*free_private)(IWineD3DDeviceImpl *device);
1149 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1150 const struct StateEntryTemplate *states;
1151 BOOL ffp_proj_control;
1154 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1155 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1156 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1157 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1158 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1159 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1160 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1162 /* "Base" state table */
1163 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1164 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1165 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1167 enum wined3d_blit_op
1169 WINED3D_BLIT_OP_COLOR_BLIT,
1170 WINED3D_BLIT_OP_COLOR_FILL,
1171 WINED3D_BLIT_OP_DEPTH_FILL,
1172 WINED3D_BLIT_OP_DEPTH_BLIT,
1175 /* Shaders for color conversions in blits. Do not do blit operations while
1176 * already under the GL lock. */
1177 struct blit_shader
1179 HRESULT (*alloc_private)(IWineD3DDeviceImpl *device);
1180 void (*free_private)(IWineD3DDeviceImpl *device);
1181 HRESULT (*set_shader)(void *blit_priv, const struct wined3d_gl_info *gl_info, struct wined3d_surface *surface);
1182 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1183 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1184 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
1185 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format);
1186 HRESULT (*color_fill)(IWineD3DDeviceImpl *device, struct wined3d_surface *dst_surface,
1187 const RECT *dst_rect, const WINED3DCOLORVALUE *color);
1188 HRESULT (*depth_fill)(IWineD3DDeviceImpl *device, struct wined3d_surface *surface, const RECT *rect, float depth);
1191 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1192 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1193 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1195 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1196 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
1197 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
1198 DECLSPEC_HIDDEN;
1200 /* Temporary blit_shader helper functions */
1201 HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, struct wined3d_surface *src_surface,
1202 const RECT *src_rect, struct wined3d_surface *dst_surface, const RECT *dst_rect_in,
1203 enum wined3d_blit_op blit_op, DWORD Filter) DECLSPEC_HIDDEN;
1205 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This, struct wined3d_surface *target) DECLSPEC_HIDDEN;
1206 void context_alloc_event_query(struct wined3d_context *context,
1207 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1208 void context_alloc_occlusion_query(struct wined3d_context *context,
1209 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1210 void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1211 BOOL context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
1212 UINT rt_count, struct wined3d_surface **rts, struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1213 BOOL context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1214 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1215 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1216 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1217 GLenum fbo_target, struct wined3d_surface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1218 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1219 void context_check_fbo_status(struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1220 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1221 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1222 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1223 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1224 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1225 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1226 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1227 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1228 void context_resource_released(struct IWineD3DDeviceImpl *device,
1229 struct wined3d_resource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1230 void context_resource_unloaded(struct IWineD3DDeviceImpl *device,
1231 struct wined3d_resource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1232 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1233 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1234 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1235 void context_surface_update(struct wined3d_context *context, struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1237 /* Macros for doing basic GPU detection based on opengl capabilities */
1238 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1239 #define WINE_D3D7_CAPABLE(gl_info) (gl_info->supported[ARB_TEXTURE_COMPRESSION] && gl_info->supported[ARB_TEXTURE_CUBE_MAP] && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1240 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1241 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1242 #define WINE_D3D10_CAPABLE(gl_info) WINE_D3D9_CAPABLE(gl_info) && (gl_info->supported[EXT_GPU_SHADER4])
1244 /*****************************************************************************
1245 * Internal representation of a light
1247 struct wined3d_light_info
1249 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1250 DWORD OriginalIndex;
1251 LONG glIndex;
1252 BOOL enabled;
1254 /* Converted parms to speed up swapping lights */
1255 float lightPosn[4];
1256 float lightDirn[4];
1257 float exponent;
1258 float cutoff;
1260 struct list entry;
1263 /* The default light parameters */
1264 extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1266 struct wined3d_pixel_format
1268 int iPixelFormat; /* WGL pixel format */
1269 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1270 int redSize, greenSize, blueSize, alphaSize, colorSize;
1271 int depthSize, stencilSize;
1272 BOOL windowDrawable;
1273 BOOL doubleBuffer;
1274 int auxBuffers;
1275 int numSamples;
1276 } wined3d_pixel_format;
1278 /* The driver names reflect the lowest GPU supported
1279 * by a certain driver, so DRIVER_AMD_R300 supports
1280 * R3xx, R4xx and R5xx GPUs. */
1281 enum wined3d_display_driver
1283 DRIVER_AMD_RAGE_128PRO,
1284 DRIVER_AMD_R100,
1285 DRIVER_AMD_R300,
1286 DRIVER_AMD_R600,
1287 DRIVER_INTEL_GMA800,
1288 DRIVER_INTEL_GMA900,
1289 DRIVER_INTEL_GMA950,
1290 DRIVER_INTEL_GMA3000,
1291 DRIVER_NVIDIA_TNT,
1292 DRIVER_NVIDIA_GEFORCE2MX,
1293 DRIVER_NVIDIA_GEFORCEFX,
1294 DRIVER_NVIDIA_GEFORCE6,
1295 DRIVER_UNKNOWN
1298 enum wined3d_driver_model
1300 DRIVER_MODEL_WIN9X,
1301 DRIVER_MODEL_NT40,
1302 DRIVER_MODEL_NT5X,
1303 DRIVER_MODEL_NT6X
1306 enum wined3d_gl_vendor
1308 GL_VENDOR_UNKNOWN,
1309 GL_VENDOR_APPLE,
1310 GL_VENDOR_FGLRX,
1311 GL_VENDOR_INTEL,
1312 GL_VENDOR_MESA,
1313 GL_VENDOR_NVIDIA,
1317 enum wined3d_pci_vendor
1319 HW_VENDOR_SOFTWARE = 0x0000,
1320 HW_VENDOR_AMD = 0x1002,
1321 HW_VENDOR_NVIDIA = 0x10de,
1322 HW_VENDOR_INTEL = 0x8086,
1325 enum wined3d_pci_device
1327 CARD_WINE = 0x0000,
1329 CARD_AMD_RAGE_128PRO = 0x5246,
1330 CARD_AMD_RADEON_7200 = 0x5144,
1331 CARD_AMD_RADEON_8500 = 0x514c,
1332 CARD_AMD_RADEON_9500 = 0x4144,
1333 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1334 CARD_AMD_RADEON_X700 = 0x5e4c,
1335 CARD_AMD_RADEON_X1600 = 0x71c2,
1336 CARD_AMD_RADEON_HD2350 = 0x94c7,
1337 CARD_AMD_RADEON_HD2600 = 0x9581,
1338 CARD_AMD_RADEON_HD2900 = 0x9400,
1339 CARD_AMD_RADEON_HD3200 = 0x9620,
1340 CARD_AMD_RADEON_HD4350 = 0x954f,
1341 CARD_AMD_RADEON_HD4550 = 0x9540,
1342 CARD_AMD_RADEON_HD4600 = 0x9495,
1343 CARD_AMD_RADEON_HD4650 = 0x9498,
1344 CARD_AMD_RADEON_HD4670 = 0x9490,
1345 CARD_AMD_RADEON_HD4700 = 0x944e,
1346 CARD_AMD_RADEON_HD4770 = 0x94b3,
1347 CARD_AMD_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1348 CARD_AMD_RADEON_HD4830 = 0x944c,
1349 CARD_AMD_RADEON_HD4850 = 0x9442,
1350 CARD_AMD_RADEON_HD4870 = 0x9440,
1351 CARD_AMD_RADEON_HD4890 = 0x9460,
1352 CARD_AMD_RADEON_HD5400 = 0x68f9,
1353 CARD_AMD_RADEON_HD5600 = 0x68d8,
1354 CARD_AMD_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1355 CARD_AMD_RADEON_HD5750 = 0x68BE,
1356 CARD_AMD_RADEON_HD5770 = 0x68B8,
1357 CARD_AMD_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1358 CARD_AMD_RADEON_HD5850 = 0x6898,
1359 CARD_AMD_RADEON_HD5870 = 0x6899,
1360 CARD_AMD_RADEON_HD5900 = 0x689c,
1361 CARD_AMD_RADEON_HD6310 = 0x9803,
1362 CARD_AMD_RADEON_HD6800 = 0x6739,
1363 CARD_AMD_RADEON_HD6900 = 0x6719,
1365 CARD_NVIDIA_RIVA_128 = 0x0018,
1366 CARD_NVIDIA_RIVA_TNT = 0x0020,
1367 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1368 CARD_NVIDIA_GEFORCE = 0x0100,
1369 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1370 CARD_NVIDIA_GEFORCE2 = 0x0150,
1371 CARD_NVIDIA_GEFORCE3 = 0x0200,
1372 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1373 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1374 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1375 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1376 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1377 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1378 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1379 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1380 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1381 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1382 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1383 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1384 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1385 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1386 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1387 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1388 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1389 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1390 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1391 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1392 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1393 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1394 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1395 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1396 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1397 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1398 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1399 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1400 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1401 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1402 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1403 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1404 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1405 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1406 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1407 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1408 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1409 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1410 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1411 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1412 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1413 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1414 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1415 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1416 CARD_NVIDIA_GEFORCE_GTX560 = 0x1200,
1417 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1418 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1420 CARD_INTEL_845G = 0x2562,
1421 CARD_INTEL_I830G = 0x3577,
1422 CARD_INTEL_I855G = 0x3582,
1423 CARD_INTEL_I865G = 0x2572,
1424 CARD_INTEL_I915G = 0x2582,
1425 CARD_INTEL_I915GM = 0x2592,
1426 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1427 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GM965/GL960 */
1428 CARD_INTEL_GM45 = 0x2a42,
1431 struct wined3d_fbo_ops
1433 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
1434 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
1435 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
1436 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
1437 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
1438 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
1439 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
1440 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
1441 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
1442 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
1443 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
1444 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
1445 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
1446 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
1447 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
1448 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
1449 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
1450 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
1451 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
1454 struct wined3d_gl_limits
1456 UINT buffers;
1457 UINT lights;
1458 UINT textures;
1459 UINT texture_stages;
1460 UINT fragment_samplers;
1461 UINT vertex_samplers;
1462 UINT combined_samplers;
1463 UINT general_combiners;
1464 UINT sampler_stages;
1465 UINT clipplanes;
1466 UINT texture_size;
1467 UINT texture3d_size;
1468 float pointsize_max;
1469 float pointsize_min;
1470 UINT point_sprite_units;
1471 UINT blends;
1472 UINT anisotropy;
1473 float shininess;
1475 UINT glsl_varyings;
1476 UINT glsl_vs_float_constants;
1477 UINT glsl_ps_float_constants;
1479 UINT arb_vs_float_constants;
1480 UINT arb_vs_native_constants;
1481 UINT arb_vs_instructions;
1482 UINT arb_vs_temps;
1483 UINT arb_ps_float_constants;
1484 UINT arb_ps_local_constants;
1485 UINT arb_ps_native_constants;
1486 UINT arb_ps_instructions;
1487 UINT arb_ps_temps;
1490 struct wined3d_gl_info
1492 DWORD glsl_version;
1493 struct wined3d_gl_limits limits;
1494 DWORD reserved_glsl_constants;
1495 DWORD quirks;
1496 BOOL supported[WINED3D_GL_EXT_COUNT];
1497 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
1499 struct wined3d_fbo_ops fbo_ops;
1500 #define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
1501 /* GL function pointers */
1502 GL_EXT_FUNCS_GEN
1503 /* WGL function pointers */
1504 WGL_EXT_FUNCS_GEN
1505 #undef USE_GL_FUNC
1507 struct wined3d_format *formats;
1510 struct wined3d_driver_info
1512 enum wined3d_pci_vendor vendor;
1513 enum wined3d_pci_device device;
1514 const char *name;
1515 const char *description;
1516 unsigned int vidmem;
1517 DWORD version_high;
1518 DWORD version_low;
1521 /* The adapter structure */
1522 struct wined3d_adapter
1524 UINT ordinal;
1525 BOOL opengl;
1526 POINT monitorPoint;
1527 struct wined3d_gl_info gl_info;
1528 struct wined3d_driver_info driver_info;
1529 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1530 int nCfgs;
1531 struct wined3d_pixel_format *cfgs;
1532 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1533 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1534 unsigned int UsedTextureRam;
1535 LUID luid;
1537 const struct fragment_pipeline *fragment_pipe;
1538 const struct wined3d_shader_backend_ops *shader_backend;
1539 const struct blit_shader *blitter;
1542 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1543 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1544 extern unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, unsigned int glram) DECLSPEC_HIDDEN;
1545 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1547 /*****************************************************************************
1548 * High order patch management
1550 struct WineD3DRectPatch
1552 UINT Handle;
1553 float *mem;
1554 WineDirect3DVertexStridedData strided;
1555 WINED3DRECTPATCH_INFO RectPatchInfo;
1556 float numSegs[4];
1557 char has_normals, has_texcoords;
1558 struct list entry;
1561 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1563 enum projection_types
1565 proj_none = 0,
1566 proj_count3 = 1,
1567 proj_count4 = 2
1570 enum dst_arg
1572 resultreg = 0,
1573 tempreg = 1
1576 /*****************************************************************************
1577 * Fixed function pipeline replacements
1579 #define ARG_UNUSED 0xff
1580 struct texture_stage_op
1582 unsigned cop : 8;
1583 unsigned carg1 : 8;
1584 unsigned carg2 : 8;
1585 unsigned carg0 : 8;
1587 unsigned aop : 8;
1588 unsigned aarg1 : 8;
1589 unsigned aarg2 : 8;
1590 unsigned aarg0 : 8;
1592 struct color_fixup_desc color_fixup;
1593 unsigned tex_type : 3;
1594 unsigned dst : 1;
1595 unsigned projected : 2;
1596 unsigned padding : 10;
1599 struct ffp_frag_settings {
1600 struct texture_stage_op op[MAX_TEXTURES];
1601 enum fogmode fog;
1602 /* Use shorts instead of chars to get dword alignment */
1603 unsigned short sRGB_write;
1604 unsigned short emul_clipplanes;
1607 struct ffp_frag_desc
1609 struct wine_rb_entry entry;
1610 struct ffp_frag_settings settings;
1613 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1614 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1616 void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_settings *settings,
1617 BOOL ignore_textype) DECLSPEC_HIDDEN;
1618 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1619 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1620 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1622 struct wined3d
1624 LONG ref;
1625 void *parent;
1626 UINT dxVersion;
1627 UINT adapter_count;
1628 struct wined3d_adapter adapters[1];
1631 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, void *parent) DECLSPEC_HIDDEN;
1632 BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1633 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1635 /*****************************************************************************
1636 * IWineD3DDevice implementation structure
1638 #define WINED3D_UNMAPPED_STAGE ~0U
1640 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1641 #define WINED3DCREATE_MULTITHREADED 0x00000004
1643 struct IWineD3DDeviceImpl
1645 /* IUnknown fields */
1646 const IWineD3DDeviceVtbl *lpVtbl;
1647 LONG ref; /* Note: Ref counting not required */
1649 /* WineD3D Information */
1650 IWineD3DDeviceParent *device_parent;
1651 struct wined3d *wined3d;
1652 struct wined3d_adapter *adapter;
1654 /* Window styles to restore when switching fullscreen mode */
1655 LONG style;
1656 LONG exStyle;
1658 /* X and GL Information */
1659 GLint maxConcurrentLights;
1660 GLenum offscreenBuffer;
1662 /* Selected capabilities */
1663 int vs_selected_mode;
1664 int ps_selected_mode;
1665 const struct wined3d_shader_backend_ops *shader_backend;
1666 void *shader_priv;
1667 void *fragment_priv;
1668 void *blit_priv;
1669 struct StateEntry StateTable[STATE_HIGHEST + 1];
1670 /* Array of functions for states which are handled by more than one pipeline part */
1671 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1672 const struct fragment_pipeline *frag_pipe;
1673 const struct blit_shader *blitter;
1675 unsigned int max_ffp_textures;
1676 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1677 DWORD vs_clipping;
1679 WORD view_ident : 1; /* true iff view matrix is identity */
1680 WORD untransformed : 1;
1681 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1682 WORD isRecordingState : 1;
1683 WORD isInDraw : 1;
1684 WORD bCursorVisible : 1;
1685 WORD haveHardwareCursor : 1;
1686 WORD d3d_initialized : 1;
1687 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1688 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1689 WORD useDrawStridedSlow : 1;
1690 WORD instancedDraw : 1;
1691 WORD filter_messages : 1;
1692 WORD padding : 3;
1694 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1696 #define DDRAW_PITCH_ALIGNMENT 8
1697 #define D3D8_PITCH_ALIGNMENT 4
1698 unsigned char surface_alignment; /* Line Alignment of surfaces */
1700 /* State block related */
1701 struct wined3d_stateblock *stateBlock;
1702 struct wined3d_stateblock *updateStateBlock;
1704 /* Internal use fields */
1705 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1706 WINED3DDEVTYPE devType;
1707 HWND focus_window;
1709 struct wined3d_swapchain **swapchains;
1710 UINT swapchain_count;
1712 struct list resources; /* a linked list to track resources created by the device */
1713 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1714 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1716 /* Render Target Support */
1717 struct wined3d_surface **render_targets;
1718 struct wined3d_surface *auto_depth_stencil;
1719 struct wined3d_surface *onscreen_depth_stencil;
1720 struct wined3d_surface *depth_stencil;
1722 /* palettes texture management */
1723 PALETTEENTRY **palettes;
1724 UINT palette_count;
1725 UINT currentPalette;
1727 /* For rendering to a texture using glCopyTexImage */
1728 GLuint depth_blt_texture;
1729 GLuint depth_blt_rb;
1730 UINT depth_blt_rb_w;
1731 UINT depth_blt_rb_h;
1733 /* Cursor management */
1734 UINT xHotSpot;
1735 UINT yHotSpot;
1736 UINT xScreenSpace;
1737 UINT yScreenSpace;
1738 UINT cursorWidth, cursorHeight;
1739 GLuint cursorTexture;
1740 HCURSOR hardwareCursor;
1742 /* The Wine logo surface */
1743 struct wined3d_surface *logo_surface;
1745 /* Textures for when no other textures are mapped */
1746 UINT dummyTextureName[MAX_TEXTURES];
1748 /* DirectDraw stuff */
1749 DWORD ddraw_width, ddraw_height;
1750 enum wined3d_format_id ddraw_format;
1752 /* With register combiners we can skip junk texture stages */
1753 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1754 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1756 /* Stream source management */
1757 struct wined3d_stream_info strided_streams;
1758 const WineDirect3DVertexStridedData *up_strided;
1759 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1760 unsigned int num_buffer_queries;
1762 /* Context management */
1763 struct wined3d_context **contexts;
1764 UINT context_count;
1766 /* High level patch management */
1767 #define PATCHMAP_SIZE 43
1768 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1769 struct list patches[PATCHMAP_SIZE];
1770 struct WineD3DRectPatch *currentPatch;
1773 HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, struct wined3d_surface **rts,
1774 struct wined3d_surface *depth_stencil, UINT rect_count, const RECT *rects, const RECT *draw_rect,
1775 DWORD flags, const WINED3DCOLORVALUE *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
1776 BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1777 void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1778 void device_get_draw_rect(IWineD3DDeviceImpl *device, RECT *rect) DECLSPEC_HIDDEN;
1779 HRESULT device_init(IWineD3DDeviceImpl *device, struct wined3d *wined3d,
1780 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
1781 IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
1782 void device_preload_textures(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1783 LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window, BOOL unicode,
1784 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1785 void device_resource_add(struct IWineD3DDeviceImpl *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1786 void device_resource_released(struct IWineD3DDeviceImpl *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1787 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1788 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1789 void device_switch_onscreen_ds(IWineD3DDeviceImpl *device, struct wined3d_context *context,
1790 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1791 void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1792 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
1793 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
1795 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1797 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1798 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1799 return context->isStateDirty[idx] & (1 << shift);
1802 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
1803 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
1804 /* SCRATCH is mostly the same as CPU, but can't be used by the GPU at all,
1805 * not even for resource uploads. */
1806 #define WINED3D_RESOURCE_ACCESS_SCRATCH 0x4
1808 struct wined3d_resource_ops
1810 void (*resource_unload)(struct wined3d_resource *resource);
1813 struct wined3d_resource
1815 LONG ref;
1816 IWineD3DDeviceImpl *device;
1817 WINED3DRESOURCETYPE resourceType;
1818 const struct wined3d_format *format;
1819 WINED3DMULTISAMPLE_TYPE multisample_type;
1820 UINT multisample_quality;
1821 DWORD usage;
1822 WINED3DPOOL pool;
1823 DWORD access_flags;
1824 UINT width;
1825 UINT height;
1826 UINT depth;
1827 UINT size;
1828 DWORD priority;
1829 BYTE *allocatedMemory; /* Pointer to the real data location */
1830 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1831 struct list privateData;
1832 struct list resource_list_entry;
1834 void *parent;
1835 const struct wined3d_parent_ops *parent_ops;
1836 const struct wined3d_resource_ops *resource_ops;
1839 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1840 HRESULT resource_free_private_data(struct wined3d_resource *resource, REFGUID guid) DECLSPEC_HIDDEN;
1841 DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1842 HRESULT resource_get_private_data(const struct wined3d_resource *resource, REFGUID guid,
1843 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1844 HRESULT resource_init(struct wined3d_resource *resource, IWineD3DDeviceImpl *device,
1845 WINED3DRESOURCETYPE resource_type, const struct wined3d_format *format,
1846 WINED3DMULTISAMPLE_TYPE multisample_type, UINT multisample_quality,
1847 DWORD usage, WINED3DPOOL pool, UINT width, UINT height, UINT depth, UINT size,
1848 void *parent, const struct wined3d_parent_ops *parent_ops,
1849 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
1850 DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN;
1851 HRESULT resource_set_private_data(struct wined3d_resource *resource, REFGUID guid,
1852 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1853 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1855 /* Tests show that the start address of resources is 32 byte aligned */
1856 #define RESOURCE_ALIGNMENT 16
1858 typedef enum winetexturestates {
1859 WINED3DTEXSTA_ADDRESSU = 0,
1860 WINED3DTEXSTA_ADDRESSV = 1,
1861 WINED3DTEXSTA_ADDRESSW = 2,
1862 WINED3DTEXSTA_BORDERCOLOR = 3,
1863 WINED3DTEXSTA_MAGFILTER = 4,
1864 WINED3DTEXSTA_MINFILTER = 5,
1865 WINED3DTEXSTA_MIPFILTER = 6,
1866 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1867 WINED3DTEXSTA_MAXANISOTROPY = 8,
1868 WINED3DTEXSTA_SRGBTEXTURE = 9,
1869 WINED3DTEXSTA_SHADOW = 10,
1870 MAX_WINETEXTURESTATES = 11,
1871 } winetexturestates;
1873 enum WINED3DSRGB
1875 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1876 SRGB_RGB = 1, /* Loads the rgb texture */
1877 SRGB_SRGB = 2, /* Loads the srgb texture */
1878 SRGB_BOTH = 3, /* Loads both textures */
1881 struct gl_texture
1883 DWORD states[MAX_WINETEXTURESTATES];
1884 BOOL dirty;
1885 GLuint name;
1888 struct wined3d_texture_ops
1890 HRESULT (*texture_bind)(struct wined3d_texture *texture,
1891 const struct wined3d_gl_info *gl_info, BOOL srgb);
1892 void (*texture_preload)(struct wined3d_texture *texture, enum WINED3DSRGB srgb);
1893 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
1894 const WINED3DBOX *dirty_region);
1895 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
1898 #define WINED3D_TEXTURE_COND_NP2 0x1
1899 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x2
1900 #define WINED3D_TEXTURE_IS_SRGB 0x4
1902 struct wined3d_texture
1904 struct wined3d_resource resource;
1905 const struct wined3d_texture_ops *texture_ops;
1906 struct gl_texture texture_rgb, texture_srgb;
1907 struct wined3d_resource **sub_resources;
1908 UINT layer_count;
1909 UINT level_count;
1910 float pow2_matrix[16];
1911 UINT lod;
1912 WINED3DTEXTUREFILTERTYPE filter_type;
1913 LONG bind_count;
1914 DWORD sampler;
1915 DWORD flags;
1916 const struct min_lookup *min_mip_lookup;
1917 const GLenum *mag_lookup;
1918 GLenum target;
1921 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
1923 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
1926 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
1927 const struct wined3d_gl_info *gl_info, BOOL srgb)
1929 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
1930 ? &texture->texture_srgb : &texture->texture_rgb;
1933 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
1934 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1935 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1936 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN;
1938 struct wined3d_volume
1940 struct wined3d_resource resource;
1941 struct wined3d_texture *container;
1942 BOOL lockable;
1943 BOOL locked;
1944 WINED3DBOX lockedBox;
1945 WINED3DBOX dirtyBox;
1946 BOOL dirty;
1949 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
1951 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
1954 void volume_add_dirty_box(struct wined3d_volume *volume, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
1955 void volume_load(struct wined3d_volume *volume, UINT level, BOOL srgb_mode) DECLSPEC_HIDDEN;
1956 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
1958 /*****************************************************************************
1959 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1961 typedef struct wineD3DSurface_DIB {
1962 HBITMAP DIBsection;
1963 void* bitmap_data;
1964 UINT bitmap_size;
1965 HGDIOBJ holdbitmap;
1966 BOOL client_memory;
1967 } wineD3DSurface_DIB;
1969 typedef struct {
1970 struct list entry;
1971 GLuint id;
1972 UINT width;
1973 UINT height;
1974 } renderbuffer_entry_t;
1976 struct fbo_entry
1978 struct list entry;
1979 struct wined3d_surface **render_targets;
1980 struct wined3d_surface *depth_stencil;
1981 DWORD location;
1982 BOOL attached;
1983 GLuint id;
1986 struct wined3d_clipper
1988 LONG ref;
1990 HWND hWnd;
1993 enum wined3d_container_type
1995 WINED3D_CONTAINER_NONE = 0,
1996 WINED3D_CONTAINER_SWAPCHAIN,
1997 WINED3D_CONTAINER_TEXTURE,
2000 struct wined3d_subresource_container
2002 enum wined3d_container_type type;
2003 union
2005 struct wined3d_swapchain *swapchain;
2006 struct wined3d_texture *texture;
2007 void *base;
2008 } u;
2011 struct wined3d_surface_ops
2013 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2014 void (*surface_cleanup)(struct wined3d_surface *surface);
2015 void (*surface_realize_palette)(struct wined3d_surface *surface);
2016 HRESULT (*surface_draw_overlay)(struct wined3d_surface *surface);
2017 void (*surface_preload)(struct wined3d_surface *surface);
2018 void (*surface_map)(struct wined3d_surface *surface, const RECT *rect, DWORD flags);
2019 void (*surface_unmap)(struct wined3d_surface *surface);
2020 HRESULT (*surface_getdc)(struct wined3d_surface *surface);
2021 HRESULT (*surface_flip)(struct wined3d_surface *surface, struct wined3d_surface *override);
2022 HRESULT (*surface_blt)(struct wined3d_surface *dst_surface, const RECT *dst_rect,
2023 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
2024 const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter);
2025 HRESULT (*surface_bltfast)(struct wined3d_surface *dst_surface, DWORD dst_x, DWORD dst_y,
2026 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD trans);
2027 HRESULT (*surface_set_mem)(struct wined3d_surface *surface, void *mem);
2030 struct wined3d_surface
2032 struct wined3d_resource resource;
2033 const struct wined3d_surface_ops *surface_ops;
2034 struct wined3d_subresource_container container;
2035 struct wined3d_palette *palette; /* D3D7 style palette handling */
2036 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
2038 DWORD flags;
2040 WINED3DSURFTYPE surface_type;
2041 UINT pow2Width;
2042 UINT pow2Height;
2044 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2045 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
2047 /* PBO */
2048 GLuint pbo;
2049 GLuint texture_name;
2050 GLuint texture_name_srgb;
2051 GLint texture_level;
2052 GLenum texture_target;
2054 RECT lockedRect;
2055 RECT dirtyRect;
2056 int lockCount;
2057 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2059 /* For GetDC */
2060 wineD3DSurface_DIB dib;
2061 HDC hDC;
2063 /* Color keys for DDraw */
2064 WINEDDCOLORKEY DestBltCKey;
2065 WINEDDCOLORKEY DestOverlayCKey;
2066 WINEDDCOLORKEY SrcOverlayCKey;
2067 WINEDDCOLORKEY SrcBltCKey;
2068 DWORD CKeyFlags;
2070 WINEDDCOLORKEY glCKey;
2072 struct list renderbuffers;
2073 renderbuffer_entry_t *current_renderbuffer;
2074 SIZE ds_current_size;
2076 /* DirectDraw clippers */
2077 struct wined3d_clipper *clipper;
2079 /* DirectDraw Overlay handling */
2080 RECT overlay_srcrect;
2081 RECT overlay_destrect;
2082 struct wined3d_surface *overlay_dest;
2083 struct list overlays;
2084 struct list overlay_entry;
2087 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2089 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2092 static inline GLuint surface_get_texture_name(struct wined3d_surface *surface,
2093 const struct wined3d_gl_info *gl_info, BOOL srgb)
2095 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2096 ? surface->texture_name_srgb : surface->texture_name;
2099 void surface_add_dirty_rect(struct wined3d_surface *surface, const WINED3DBOX *dirty_rect) DECLSPEC_HIDDEN;
2100 void surface_bind(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
2101 HRESULT surface_color_fill(struct wined3d_surface *s, const RECT *rect, const WINED3DCOLORVALUE *color) DECLSPEC_HIDDEN;
2102 GLenum surface_get_gl_buffer(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2103 BOOL surface_init_sysmem(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2104 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
2105 BOOL surface_is_offscreen(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2106 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2107 void surface_load_ds_location(struct wined3d_surface *surface,
2108 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2109 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD flag, const RECT *rect) DECLSPEC_HIDDEN;
2110 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2111 void surface_modify_location(struct wined3d_surface *surface, DWORD flag, BOOL persistent) DECLSPEC_HIDDEN;
2112 void surface_prepare_texture(struct wined3d_surface *surface,
2113 const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
2114 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface, struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2115 void surface_set_container(struct wined3d_surface *surface,
2116 enum wined3d_container_type type, void *container) DECLSPEC_HIDDEN;
2117 void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2118 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target) DECLSPEC_HIDDEN;
2119 void surface_translate_drawable_coords(struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2121 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2122 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2123 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2125 void draw_textured_quad(struct wined3d_surface *src_surface, const RECT *src_rect,
2126 const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2127 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2129 /* Surface flags: */
2130 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2131 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2132 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2133 #define SFLAG_DISCARD 0x00000010 /* ??? */
2134 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2135 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2136 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2137 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2138 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2139 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2140 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2141 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2142 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2143 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2144 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2145 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2146 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2147 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2148 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2149 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2150 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2151 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2152 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2154 /* In some conditions the surface memory must not be freed:
2155 * SFLAG_CONVERTED: Converting the data back would take too long
2156 * SFLAG_DIBSECTION: The dib code manages the memory
2157 * SFLAG_LOCKED: The app requires access to the surface data
2158 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2159 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2160 * SFLAG_CLIENT: OpenGL uses our memory as backup
2162 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2163 SFLAG_DIBSECTION | \
2164 SFLAG_LOCKED | \
2165 SFLAG_DYNLOCK | \
2166 SFLAG_USERPTR | \
2167 SFLAG_PBO | \
2168 SFLAG_CLIENT)
2170 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2171 SFLAG_INTEXTURE | \
2172 SFLAG_INDRAWABLE | \
2173 SFLAG_INSRGBTEX)
2175 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2176 SFLAG_DS_OFFSCREEN)
2177 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2179 typedef enum {
2180 NO_CONVERSION,
2181 CONVERT_PALETTED,
2182 CONVERT_PALETTED_CK,
2183 CONVERT_CK_565,
2184 CONVERT_CK_5551,
2185 CONVERT_CK_RGB24,
2186 CONVERT_RGB32_888
2187 } CONVERT_TYPES;
2189 HRESULT d3dfmt_get_conv(struct wined3d_surface *surface, BOOL need_alpha_ck, BOOL use_texturing,
2190 struct wined3d_format *format, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
2191 void d3dfmt_p8_init_palette(struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2193 BOOL palette9_changed(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2195 struct wined3d_vertex_declaration_element
2197 const struct wined3d_format *format;
2198 BOOL ffp_valid;
2199 WORD input_slot;
2200 WORD offset;
2201 UINT output_slot;
2202 BYTE method;
2203 BYTE usage;
2204 BYTE usage_idx;
2207 struct wined3d_vertex_declaration
2209 LONG ref;
2210 void *parent;
2211 const struct wined3d_parent_ops *parent_ops;
2212 IWineD3DDeviceImpl *device;
2214 struct wined3d_vertex_declaration_element *elements;
2215 UINT element_count;
2217 DWORD streams[MAX_STREAMS];
2218 UINT num_streams;
2219 BOOL position_transformed;
2220 BOOL half_float_conv_needed;
2223 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2224 /* Note: Very long winded but gl Lists are not flexible enough */
2225 /* to resolve everything we need, so doing it manually for now */
2226 typedef struct SAVEDSTATES {
2227 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2228 WORD streamSource; /* MAX_STREAMS, 16 */
2229 WORD streamFreq; /* MAX_STREAMS, 16 */
2230 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2231 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2232 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2233 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2234 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2235 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2236 BOOL *pixelShaderConstantsF;
2237 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2238 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2239 BOOL *vertexShaderConstantsF;
2240 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2241 DWORD primitive_type : 1;
2242 DWORD indices : 1;
2243 DWORD material : 1;
2244 DWORD viewport : 1;
2245 DWORD vertexDecl : 1;
2246 DWORD pixelShader : 1;
2247 DWORD vertexShader : 1;
2248 DWORD scissorRect : 1;
2249 DWORD padding : 4;
2250 } SAVEDSTATES;
2252 struct StageState {
2253 DWORD stage;
2254 DWORD state;
2257 struct wined3d_stream_state
2259 struct wined3d_buffer *buffer;
2260 UINT offset;
2261 UINT stride;
2262 UINT frequency;
2263 UINT flags;
2266 struct wined3d_state
2268 struct wined3d_vertex_declaration *vertex_declaration;
2269 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2270 BOOL user_stream;
2271 struct wined3d_buffer *index_buffer;
2272 enum wined3d_format_id index_format;
2273 INT base_vertex_index;
2274 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2275 GLenum gl_primitive_type;
2277 struct wined3d_shader *vertex_shader;
2278 BOOL vs_consts_b[MAX_CONST_B];
2279 INT vs_consts_i[MAX_CONST_I * 4];
2280 float *vs_consts_f;
2282 struct wined3d_shader *pixel_shader;
2283 BOOL ps_consts_b[MAX_CONST_B];
2284 INT ps_consts_i[MAX_CONST_I * 4];
2285 float *ps_consts_f;
2287 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2288 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2289 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2290 DWORD lowest_disabled_stage;
2292 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2293 double clip_planes[MAX_CLIPPLANES][4];
2294 WINED3DCLIPSTATUS clip_status;
2295 WINED3DMATERIAL material;
2296 WINED3DVIEWPORT viewport;
2297 RECT scissor_rect;
2299 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2300 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2301 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2302 struct list light_map[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2303 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2305 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2308 struct wined3d_stateblock
2310 LONG ref; /* Note: Ref counting not required */
2311 IWineD3DDeviceImpl *device;
2312 WINED3DSTATEBLOCKTYPE blockType;
2314 /* Array indicating whether things have been set or changed */
2315 SAVEDSTATES changed;
2316 struct wined3d_state state;
2318 /* Contained state management */
2319 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2320 unsigned int num_contained_render_states;
2321 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2322 unsigned int num_contained_transform_states;
2323 DWORD contained_vs_consts_i[MAX_CONST_I];
2324 unsigned int num_contained_vs_consts_i;
2325 DWORD contained_vs_consts_b[MAX_CONST_B];
2326 unsigned int num_contained_vs_consts_b;
2327 DWORD *contained_vs_consts_f;
2328 unsigned int num_contained_vs_consts_f;
2329 DWORD contained_ps_consts_i[MAX_CONST_I];
2330 unsigned int num_contained_ps_consts_i;
2331 DWORD contained_ps_consts_b[MAX_CONST_B];
2332 unsigned int num_contained_ps_consts_b;
2333 DWORD *contained_ps_consts_f;
2334 unsigned int num_contained_ps_consts_f;
2335 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2336 unsigned int num_contained_tss_states;
2337 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2338 unsigned int num_contained_sampler_states;
2341 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2342 void stateblock_init_default_state(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2344 static inline void stateblock_apply_state(DWORD state, struct wined3d_stateblock *stateblock,
2345 struct wined3d_context *context)
2347 const struct StateEntry *statetable = stateblock->device->StateTable;
2348 DWORD rep = statetable[state].representative;
2349 statetable[rep].apply(rep, stateblock, context);
2352 /* Direct3D terminology with little modifications. We do not have an issued state
2353 * because only the driver knows about it, but we have a created state because d3d
2354 * allows GetData on a created issue, but opengl doesn't
2356 enum query_state {
2357 QUERY_CREATED,
2358 QUERY_SIGNALLED,
2359 QUERY_BUILDING
2362 struct wined3d_query_ops
2364 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2365 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2368 struct wined3d_query
2370 LONG ref;
2371 const struct wined3d_query_ops *query_ops;
2372 IWineD3DDeviceImpl *device;
2373 enum query_state state;
2374 WINED3DQUERYTYPE type;
2375 DWORD data_size;
2376 void *extendedData;
2379 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2380 * fixed function semantics as D3DCOLOR or FLOAT16 */
2381 enum wined3d_buffer_conversion_type
2383 CONV_NONE,
2384 CONV_D3DCOLOR,
2385 CONV_POSITIONT,
2388 struct wined3d_map_range
2390 UINT offset;
2391 UINT size;
2394 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2395 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2396 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2397 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2398 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2399 #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2400 #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2401 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2403 struct wined3d_buffer
2405 struct wined3d_resource resource;
2407 struct wined3d_buffer_desc desc;
2409 GLuint buffer_object;
2410 GLenum buffer_object_usage;
2411 GLenum buffer_type_hint;
2412 UINT buffer_object_size;
2413 LONG bind_count;
2414 DWORD flags;
2416 LONG lock_count;
2417 struct wined3d_map_range *maps;
2418 ULONG maps_size, modified_areas;
2419 struct wined3d_event_query *query;
2421 /* conversion stuff */
2422 UINT decl_change_count, full_conversion_count;
2423 UINT draw_count;
2424 UINT stride; /* 0 if no conversion */
2425 UINT conversion_stride; /* 0 if no shifted conversion */
2426 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2429 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2431 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2434 const BYTE *buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
2435 GLuint *buffer_object) DECLSPEC_HIDDEN;
2436 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2438 struct wined3d_rendertarget_view
2440 LONG refcount;
2442 struct wined3d_resource *resource;
2443 void *parent;
2446 struct wined3d_swapchain_ops
2448 HRESULT (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2449 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2452 struct wined3d_swapchain
2454 LONG ref;
2455 void *parent;
2456 const struct wined3d_parent_ops *parent_ops;
2457 const struct wined3d_swapchain_ops *swapchain_ops;
2458 IWineD3DDeviceImpl *device;
2460 struct wined3d_surface **back_buffers;
2461 struct wined3d_surface *front_buffer;
2462 WINED3DPRESENT_PARAMETERS presentParms;
2463 DWORD orig_width, orig_height;
2464 enum wined3d_format_id orig_fmt;
2465 WINED3DGAMMARAMP orig_gamma;
2466 BOOL render_to_fbo;
2467 const struct wined3d_format *ds_format;
2469 LONG prev_time, frames; /* Performance tracking */
2471 struct wined3d_context **context;
2472 unsigned int num_contexts;
2474 HWND win_handle;
2475 HWND device_window;
2477 HDC backup_dc;
2478 HWND backup_wnd;
2481 void x11_copy_to_screen(struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2483 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2485 #define DEFAULT_REFRESH_RATE 0
2487 /*****************************************************************************
2488 * Utility function prototypes
2491 /* Trace routines */
2492 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2493 const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2494 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2495 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2496 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2497 const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2498 const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2499 const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2500 const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2501 const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2502 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2503 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2504 const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2505 const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2506 const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2507 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2508 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2509 const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2510 const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2511 const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2512 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2513 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2515 /* Routines for GL <-> D3D values */
2516 GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2517 GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2518 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2519 WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2520 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2521 BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3,
2522 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2523 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2524 BOOL transformed, enum wined3d_format_id coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2525 void texture_activate_dimensions(const struct wined3d_texture *texture,
2526 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2527 void sampler_texdim(DWORD state, struct wined3d_stateblock *stateblock,
2528 struct wined3d_context *context) DECLSPEC_HIDDEN;
2529 void tex_alphaop(DWORD state, struct wined3d_stateblock *stateblock,
2530 struct wined3d_context *context) DECLSPEC_HIDDEN;
2531 void apply_pixelshader(DWORD state, struct wined3d_stateblock *stateblock,
2532 struct wined3d_context *context) DECLSPEC_HIDDEN;
2533 void state_fogcolor(DWORD state, struct wined3d_stateblock *stateblock,
2534 struct wined3d_context *context) DECLSPEC_HIDDEN;
2535 void state_fogdensity(DWORD state, struct wined3d_stateblock *stateblock,
2536 struct wined3d_context *context) DECLSPEC_HIDDEN;
2537 void state_fogstartend(DWORD state, struct wined3d_stateblock *stateblock,
2538 struct wined3d_context *context) DECLSPEC_HIDDEN;
2539 void state_fog_fragpart(DWORD state, struct wined3d_stateblock *stateblock,
2540 struct wined3d_context *context) DECLSPEC_HIDDEN;
2542 BOOL getColorBits(const struct wined3d_format *format,
2543 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
2544 BOOL getDepthStencilBits(const struct wined3d_format *format,
2545 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
2547 /* Math utils */
2548 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2549 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2550 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2552 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2554 typedef struct local_constant {
2555 struct list entry;
2556 unsigned int idx;
2557 DWORD value[4];
2558 } local_constant;
2560 typedef struct SHADER_LIMITS {
2561 unsigned int temporary;
2562 unsigned int texcoord;
2563 unsigned int sampler;
2564 unsigned int constant_int;
2565 unsigned int constant_float;
2566 unsigned int constant_bool;
2567 unsigned int address;
2568 unsigned int packed_output;
2569 unsigned int packed_input;
2570 unsigned int attributes;
2571 unsigned int label;
2572 } SHADER_LIMITS;
2574 #ifdef __GNUC__
2575 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2576 #else
2577 #define PRINTF_ATTR(fmt,args)
2578 #endif
2580 /* Base Shader utility functions. */
2581 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2582 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2584 /* Vertex shader utility functions */
2585 extern BOOL vshader_get_input(struct wined3d_shader *shader,
2586 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2588 struct wined3d_vertex_shader
2590 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2593 struct wined3d_pixel_shader
2595 /* Pixel shader input semantics */
2596 DWORD input_reg_map[MAX_REG_INPUT];
2597 BOOL input_reg_used[MAX_REG_INPUT];
2598 unsigned int declared_in_count;
2600 /* Some information about the shader behavior */
2601 char vpos_uniform;
2602 BOOL color0_mov;
2603 DWORD color0_reg;
2606 struct wined3d_shader
2608 LONG ref;
2609 SHADER_LIMITS limits;
2610 DWORD *function;
2611 UINT functionLength;
2612 BOOL load_local_constsF;
2613 const struct wined3d_shader_frontend *frontend;
2614 void *frontend_data;
2615 void *backend_data;
2617 void *parent;
2618 const struct wined3d_parent_ops *parent_ops;
2620 /* Programs this shader is linked with */
2621 struct list linked_programs;
2623 /* Immediate constants (override global ones) */
2624 struct list constantsB;
2625 struct list constantsF;
2626 struct list constantsI;
2627 struct wined3d_shader_reg_maps reg_maps;
2629 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2630 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2632 /* Pointer to the parent device */
2633 struct IWineD3DDeviceImpl *device;
2634 struct list shader_list_entry;
2636 union
2638 struct wined3d_vertex_shader vs;
2639 struct wined3d_pixel_shader ps;
2640 } u;
2643 void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps,
2644 struct wined3d_texture * const *textures) DECLSPEC_HIDDEN;
2645 void find_ps_compile_args(const struct wined3d_state *state,
2646 const struct wined3d_shader *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
2648 void find_vs_compile_args(const struct wined3d_state *state,
2649 const struct wined3d_shader *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2651 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2652 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2653 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2654 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2655 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2656 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2657 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2658 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2659 unsigned int max) DECLSPEC_HIDDEN;
2660 void shader_generate_main(struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2661 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2662 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2664 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2666 return type == WINED3D_SHADER_TYPE_PIXEL;
2669 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2671 return type == WINED3D_SHADER_TYPE_VERTEX;
2674 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2676 switch (reg->type)
2678 case WINED3DSPR_RASTOUT:
2679 /* oFog & oPts */
2680 if (reg->idx) return TRUE;
2681 /* oPos */
2682 return FALSE;
2684 case WINED3DSPR_DEPTHOUT: /* oDepth */
2685 case WINED3DSPR_CONSTBOOL: /* b# */
2686 case WINED3DSPR_LOOP: /* aL */
2687 case WINED3DSPR_PREDICATE: /* p0 */
2688 return TRUE;
2690 case WINED3DSPR_MISCTYPE:
2691 switch(reg->idx)
2693 case 0: /* vPos */
2694 return FALSE;
2695 case 1: /* vFace */
2696 return TRUE;
2697 default:
2698 return FALSE;
2701 case WINED3DSPR_IMMCONST:
2702 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2704 default:
2705 return FALSE;
2709 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2710 const struct wined3d_state *state, float *position_fixup)
2712 position_fixup[0] = 1.0f;
2713 position_fixup[1] = 1.0f;
2714 position_fixup[2] = (63.0f / 64.0f) / state->viewport.Width;
2715 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.Height;
2717 if (context->render_offscreen)
2719 position_fixup[1] *= -1.0f;
2720 position_fixup[3] *= -1.0f;
2724 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
2726 struct local_constant *lconst;
2728 if (shader->load_local_constsF)
2729 return FALSE;
2731 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
2733 if (lconst->idx == reg)
2734 return TRUE;
2737 return FALSE;
2740 /* Using additional shader constants (uniforms in GLSL / program environment
2741 * or local parameters in ARB) is costly:
2742 * ARB only knows float4 parameters and GLSL compiler are not really smart
2743 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2744 * (in fact most compilers map a float2 to a full float4 uniform).
2746 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2747 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2748 * into a single shader constant (uniform / program parameter).
2750 * This structure is shared between the GLSL and the ARB backend.*/
2751 struct ps_np2fixup_info {
2752 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2753 WORD active; /* bitfield indicating if we can apply the fixup */
2754 WORD num_consts;
2757 /* sRGB correction constants */
2758 static const float srgb_cmp = 0.0031308f;
2759 static const float srgb_mul_low = 12.92f;
2760 static const float srgb_pow = 0.41666f;
2761 static const float srgb_mul_high = 1.055f;
2762 static const float srgb_sub_high = 0.055f;
2764 struct wined3d_palette
2766 LONG ref;
2767 void *parent;
2768 IWineD3DDeviceImpl *device;
2770 HPALETTE hpal;
2771 WORD palVersion; /*| */
2772 WORD palNumEntries; /*| LOGPALETTE */
2773 PALETTEENTRY palents[256]; /*| */
2774 /* This is to store the palette in 'screen format' */
2775 int screen_palents[256];
2776 DWORD flags;
2779 /* DirectDraw utility functions */
2780 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2782 /*****************************************************************************
2783 * Pixel format management
2786 /* WineD3D pixel format flags */
2787 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2788 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2789 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2790 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2791 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2792 #define WINED3DFMT_FLAG_FOURCC 0x00000020
2793 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2794 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
2795 #define WINED3DFMT_FLAG_GETDC 0x00000100
2796 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2797 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2798 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2799 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2800 #define WINED3DFMT_FLAG_VTF 0x00002000
2801 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2802 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
2803 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
2805 struct wined3d_format
2807 enum wined3d_format_id id;
2809 DWORD red_mask;
2810 DWORD green_mask;
2811 DWORD blue_mask;
2812 DWORD alpha_mask;
2813 UINT byte_count;
2814 WORD depth_size;
2815 WORD stencil_size;
2817 UINT block_width;
2818 UINT block_height;
2819 UINT block_byte_count;
2821 enum wined3d_ffp_emit_idx emit_idx;
2822 GLint component_count;
2823 GLenum gl_vtx_type;
2824 GLint gl_vtx_format;
2825 GLboolean gl_normalized;
2826 unsigned int component_size;
2828 GLint glInternal;
2829 GLint glGammaInternal;
2830 GLint rtInternal;
2831 GLint glFormat;
2832 GLint glType;
2833 UINT conv_byte_count;
2834 unsigned int flags;
2835 float heightscale;
2836 struct color_fixup_desc color_fixup;
2837 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
2840 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2841 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2842 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
2843 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2844 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
2845 const WINED3DCOLORVALUE *color) DECLSPEC_HIDDEN;
2847 static inline BOOL use_vs(const struct wined3d_state *state)
2849 /* Check stateblock->vertexDecl to allow this to be used from
2850 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2851 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2852 * style strided data. */
2853 return state->vertex_shader && !state->vertex_declaration->position_transformed;
2856 static inline BOOL use_ps(const struct wined3d_state *state)
2858 return !!state->pixel_shader;
2861 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2862 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2864 #define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \
2865 ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
2866 ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
2868 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
2870 #endif