wined3d: Add support for GLSL based fixed function vertex shaders.
[wine/multimedia.git] / dlls / wined3d / wined3d_private.h
blob5cbd63ac918598bf728558f0af70216baf266793
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2011, 2013 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #ifndef __WINE_WINED3D_PRIVATE_H
26 #define __WINE_WINED3D_PRIVATE_H
28 #ifdef USE_WIN32_OPENGL
29 #define WINE_GLAPI __stdcall
30 #else
31 #define WINE_GLAPI
32 #endif
34 #include <stdarg.h>
35 #include <math.h>
36 #include <limits.h>
37 #define NONAMELESSUNION
38 #define NONAMELESSSTRUCT
39 #define COBJMACROS
40 #include "windef.h"
41 #include "winbase.h"
42 #include "winreg.h"
43 #include "wingdi.h"
44 #include "winuser.h"
45 #include "wine/debug.h"
46 #include "wine/unicode.h"
48 #include "objbase.h"
49 #include "wine/wined3d.h"
50 #include "wined3d_gl.h"
51 #include "wine/list.h"
52 #include "wine/rbtree.h"
53 #include "wine/wgl_driver.h"
55 /* Driver quirks */
56 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
57 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
58 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
59 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
60 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
61 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
62 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
63 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
64 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
66 /* Texture format fixups */
68 enum fixup_channel_source
70 CHANNEL_SOURCE_ZERO = 0,
71 CHANNEL_SOURCE_ONE = 1,
72 CHANNEL_SOURCE_X = 2,
73 CHANNEL_SOURCE_Y = 3,
74 CHANNEL_SOURCE_Z = 4,
75 CHANNEL_SOURCE_W = 5,
76 CHANNEL_SOURCE_COMPLEX0 = 6,
77 CHANNEL_SOURCE_COMPLEX1 = 7,
80 enum complex_fixup
82 COMPLEX_FIXUP_NONE = 0,
83 COMPLEX_FIXUP_YUY2 = 1,
84 COMPLEX_FIXUP_UYVY = 2,
85 COMPLEX_FIXUP_YV12 = 3,
86 COMPLEX_FIXUP_P8 = 4,
89 #include <pshpack2.h>
90 struct color_fixup_desc
92 unsigned x_sign_fixup : 1;
93 unsigned x_source : 3;
94 unsigned y_sign_fixup : 1;
95 unsigned y_source : 3;
96 unsigned z_sign_fixup : 1;
97 unsigned z_source : 3;
98 unsigned w_sign_fixup : 1;
99 unsigned w_source : 3;
101 #include <poppack.h>
103 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
104 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
106 static inline struct color_fixup_desc create_color_fixup_desc(
107 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
108 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
110 struct color_fixup_desc fixup =
112 sign0, src0,
113 sign1, src1,
114 sign2, src2,
115 sign3, src3,
117 return fixup;
120 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
122 struct color_fixup_desc fixup =
124 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
125 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
126 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
127 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
129 return fixup;
132 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
134 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
137 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
139 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
142 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
144 enum complex_fixup complex_fixup = 0;
145 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
146 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
147 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
148 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
149 return complex_fixup;
152 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
153 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
154 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
156 /* Device caps */
157 #define MAX_PALETTES 65536
158 #define MAX_STREAM_OUT 4
159 #define MAX_STREAMS 16
160 #define MAX_TEXTURES 8
161 #define MAX_FRAGMENT_SAMPLERS 16
162 #define MAX_VERTEX_SAMPLERS 4
163 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
164 #define MAX_ACTIVE_LIGHTS 8
165 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
166 #define MAX_CONSTANT_BUFFERS 15
167 #define MAX_SAMPLER_OBJECTS 16
169 struct min_lookup
171 GLenum mip[WINED3D_TEXF_LINEAR + 1];
174 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
175 extern const struct min_lookup minMipLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
176 extern const struct min_lookup minMipLookup_noMip[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
177 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
178 extern const GLenum magLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
180 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], enum wined3d_texture_filter_type mag_filter)
182 return mag_lookup[mag_filter];
185 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
186 enum wined3d_texture_filter_type min_filter, enum wined3d_texture_filter_type mip_filter)
188 return min_mip_lookup[min_filter].mip[mip_filter];
191 /* float_16_to_32() and float_32_to_16() (see implementation in
192 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
193 * to standard C floats and vice versa. They do not depend on the encoding
194 * of the C float, so they are platform independent, but slow. On x86 and
195 * other IEEE 754 compliant platforms the conversion can be accelerated by
196 * bit shifting the exponent and mantissa. There are also some SSE-based
197 * assembly routines out there.
199 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
201 static inline float float_16_to_32(const unsigned short *in)
203 const unsigned short s = ((*in) & 0x8000);
204 const unsigned short e = ((*in) & 0x7c00) >> 10;
205 const unsigned short m = (*in) & 0x3ff;
206 const float sgn = (s ? -1.0f : 1.0f);
208 if(e == 0) {
209 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
210 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
211 } else if(e < 31) {
212 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
213 } else {
214 if(m == 0) return sgn * INFINITY;
215 else return NAN;
219 static inline float float_24_to_32(DWORD in)
221 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
222 const unsigned short e = (in & 0x780000) >> 19;
223 const unsigned int m = in & 0x7ffff;
225 if (e == 0)
227 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
228 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
230 else if (e < 15)
232 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
234 else
236 if (m == 0) return sgn * INFINITY;
237 else return NAN;
241 #define ORM_BACKBUFFER 0
242 #define ORM_FBO 1
244 #define RTL_READDRAW 1
245 #define RTL_READTEX 2
247 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
248 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
250 /* NOTE: When adding fields to this structure, make sure to update the default
251 * values in wined3d_main.c as well. */
252 struct wined3d_settings
254 /* Ideally, we don't want the user to have to request GLSL. If the
255 * hardware supports GLSL, we should use it. However, until it's fully
256 * implemented, we'll leave it as a registry setting for developers. */
257 BOOL glslRequested;
258 int offscreen_rendering_mode;
259 int rendertargetlock_mode;
260 unsigned short pci_vendor_id;
261 unsigned short pci_device_id;
262 /* Memory tracking and object counting. */
263 unsigned int emulated_textureram;
264 char *logo;
265 int allow_multisampling;
266 BOOL strict_draw_ordering;
267 BOOL always_offscreen;
268 unsigned int max_sm_vs;
269 unsigned int max_sm_gs;
270 unsigned int max_sm_ps;
273 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
275 enum wined3d_sampler_texture_type
277 WINED3DSTT_UNKNOWN = 0,
278 WINED3DSTT_1D = 1,
279 WINED3DSTT_2D = 2,
280 WINED3DSTT_CUBE = 3,
281 WINED3DSTT_VOLUME = 4,
284 enum wined3d_shader_register_type
286 WINED3DSPR_TEMP = 0,
287 WINED3DSPR_INPUT = 1,
288 WINED3DSPR_CONST = 2,
289 WINED3DSPR_ADDR = 3,
290 WINED3DSPR_TEXTURE = 3,
291 WINED3DSPR_RASTOUT = 4,
292 WINED3DSPR_ATTROUT = 5,
293 WINED3DSPR_TEXCRDOUT = 6,
294 WINED3DSPR_OUTPUT = 6,
295 WINED3DSPR_CONSTINT = 7,
296 WINED3DSPR_COLOROUT = 8,
297 WINED3DSPR_DEPTHOUT = 9,
298 WINED3DSPR_SAMPLER = 10,
299 WINED3DSPR_CONST2 = 11,
300 WINED3DSPR_CONST3 = 12,
301 WINED3DSPR_CONST4 = 13,
302 WINED3DSPR_CONSTBOOL = 14,
303 WINED3DSPR_LOOP = 15,
304 WINED3DSPR_TEMPFLOAT16 = 16,
305 WINED3DSPR_MISCTYPE = 17,
306 WINED3DSPR_LABEL = 18,
307 WINED3DSPR_PREDICATE = 19,
308 WINED3DSPR_IMMCONST,
309 WINED3DSPR_CONSTBUFFER,
310 WINED3DSPR_PRIMID,
311 WINED3DSPR_NULL,
312 WINED3DSPR_RESOURCE,
315 enum wined3d_data_type
317 WINED3D_DATA_FLOAT,
318 WINED3D_DATA_INT,
319 WINED3D_DATA_RESOURCE,
320 WINED3D_DATA_SAMPLER,
321 WINED3D_DATA_UINT,
324 enum wined3d_immconst_type
326 WINED3D_IMMCONST_SCALAR,
327 WINED3D_IMMCONST_VEC4,
330 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
332 enum wined3d_shader_src_modifier
334 WINED3DSPSM_NONE = 0,
335 WINED3DSPSM_NEG = 1,
336 WINED3DSPSM_BIAS = 2,
337 WINED3DSPSM_BIASNEG = 3,
338 WINED3DSPSM_SIGN = 4,
339 WINED3DSPSM_SIGNNEG = 5,
340 WINED3DSPSM_COMP = 6,
341 WINED3DSPSM_X2 = 7,
342 WINED3DSPSM_X2NEG = 8,
343 WINED3DSPSM_DZ = 9,
344 WINED3DSPSM_DW = 10,
345 WINED3DSPSM_ABS = 11,
346 WINED3DSPSM_ABSNEG = 12,
347 WINED3DSPSM_NOT = 13,
350 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
351 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
352 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
353 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
354 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
356 enum wined3d_shader_dst_modifier
358 WINED3DSPDM_NONE = 0,
359 WINED3DSPDM_SATURATE = 1,
360 WINED3DSPDM_PARTIALPRECISION = 2,
361 WINED3DSPDM_MSAMPCENTROID = 4,
364 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
365 #define WINED3DSI_TEXLD_PROJECT 0x1
366 #define WINED3DSI_TEXLD_BIAS 0x2
367 #define WINED3DSI_INDEXED_DYNAMIC 0x4
369 enum wined3d_shader_rel_op
371 WINED3D_SHADER_REL_OP_GT = 1,
372 WINED3D_SHADER_REL_OP_EQ = 2,
373 WINED3D_SHADER_REL_OP_GE = 3,
374 WINED3D_SHADER_REL_OP_LT = 4,
375 WINED3D_SHADER_REL_OP_NE = 5,
376 WINED3D_SHADER_REL_OP_LE = 6,
379 #define WINED3D_SM1_VS 0xfffe
380 #define WINED3D_SM1_PS 0xffff
381 #define WINED3D_SM4_PS 0x0000
382 #define WINED3D_SM4_VS 0x0001
383 #define WINED3D_SM4_GS 0x0002
385 /* Shader version tokens, and shader end tokens */
386 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
387 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
389 /* Shader backends */
391 /* TODO: Make this dynamic, based on shader limits ? */
392 #define MAX_ATTRIBS 16
393 #define MAX_REG_ADDR 1
394 #define MAX_REG_TEMP 32
395 #define MAX_REG_TEXCRD 8
396 #define MAX_REG_INPUT 32
397 #define MAX_REG_OUTPUT 32
398 #define MAX_CONST_I 16
399 #define MAX_CONST_B 16
400 #define WINED3D_MAX_CBS 15
402 /* FIXME: This needs to go up to 2048 for
403 * Shader model 3 according to msdn (and for software shaders) */
404 #define MAX_LABELS 16
406 #define SHADER_PGMSIZE 16384
408 struct wined3d_shader_buffer
410 char *buffer;
411 unsigned int buffer_size;
412 unsigned int content_size;
413 unsigned int lineNo;
414 BOOL newline;
417 enum WINED3D_SHADER_INSTRUCTION_HANDLER
419 WINED3DSIH_ABS,
420 WINED3DSIH_ADD,
421 WINED3DSIH_AND,
422 WINED3DSIH_BEM,
423 WINED3DSIH_BREAK,
424 WINED3DSIH_BREAKC,
425 WINED3DSIH_BREAKP,
426 WINED3DSIH_CALL,
427 WINED3DSIH_CALLNZ,
428 WINED3DSIH_CMP,
429 WINED3DSIH_CND,
430 WINED3DSIH_CRS,
431 WINED3DSIH_CUT,
432 WINED3DSIH_DCL,
433 WINED3DSIH_DCL_CONSTANT_BUFFER,
434 WINED3DSIH_DCL_INPUT_PRIMITIVE,
435 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
436 WINED3DSIH_DCL_VERTICES_OUT,
437 WINED3DSIH_DEF,
438 WINED3DSIH_DEFB,
439 WINED3DSIH_DEFI,
440 WINED3DSIH_DIV,
441 WINED3DSIH_DP2ADD,
442 WINED3DSIH_DP3,
443 WINED3DSIH_DP4,
444 WINED3DSIH_DST,
445 WINED3DSIH_DSX,
446 WINED3DSIH_DSY,
447 WINED3DSIH_ELSE,
448 WINED3DSIH_EMIT,
449 WINED3DSIH_ENDIF,
450 WINED3DSIH_ENDLOOP,
451 WINED3DSIH_ENDREP,
452 WINED3DSIH_EQ,
453 WINED3DSIH_EXP,
454 WINED3DSIH_EXPP,
455 WINED3DSIH_FRC,
456 WINED3DSIH_FTOI,
457 WINED3DSIH_GE,
458 WINED3DSIH_IADD,
459 WINED3DSIH_IEQ,
460 WINED3DSIH_IF,
461 WINED3DSIH_IFC,
462 WINED3DSIH_IGE,
463 WINED3DSIH_IMUL,
464 WINED3DSIH_ITOF,
465 WINED3DSIH_LABEL,
466 WINED3DSIH_LD,
467 WINED3DSIH_LIT,
468 WINED3DSIH_LOG,
469 WINED3DSIH_LOGP,
470 WINED3DSIH_LOOP,
471 WINED3DSIH_LRP,
472 WINED3DSIH_LT,
473 WINED3DSIH_M3x2,
474 WINED3DSIH_M3x3,
475 WINED3DSIH_M3x4,
476 WINED3DSIH_M4x3,
477 WINED3DSIH_M4x4,
478 WINED3DSIH_MAD,
479 WINED3DSIH_MAX,
480 WINED3DSIH_MIN,
481 WINED3DSIH_MOV,
482 WINED3DSIH_MOVA,
483 WINED3DSIH_MOVC,
484 WINED3DSIH_MUL,
485 WINED3DSIH_NOP,
486 WINED3DSIH_NRM,
487 WINED3DSIH_PHASE,
488 WINED3DSIH_POW,
489 WINED3DSIH_RCP,
490 WINED3DSIH_REP,
491 WINED3DSIH_RET,
492 WINED3DSIH_ROUND_NI,
493 WINED3DSIH_RSQ,
494 WINED3DSIH_SAMPLE,
495 WINED3DSIH_SAMPLE_GRAD,
496 WINED3DSIH_SAMPLE_LOD,
497 WINED3DSIH_SETP,
498 WINED3DSIH_SGE,
499 WINED3DSIH_SGN,
500 WINED3DSIH_SINCOS,
501 WINED3DSIH_SLT,
502 WINED3DSIH_SQRT,
503 WINED3DSIH_SUB,
504 WINED3DSIH_TEX,
505 WINED3DSIH_TEXBEM,
506 WINED3DSIH_TEXBEML,
507 WINED3DSIH_TEXCOORD,
508 WINED3DSIH_TEXDEPTH,
509 WINED3DSIH_TEXDP3,
510 WINED3DSIH_TEXDP3TEX,
511 WINED3DSIH_TEXKILL,
512 WINED3DSIH_TEXLDD,
513 WINED3DSIH_TEXLDL,
514 WINED3DSIH_TEXM3x2DEPTH,
515 WINED3DSIH_TEXM3x2PAD,
516 WINED3DSIH_TEXM3x2TEX,
517 WINED3DSIH_TEXM3x3,
518 WINED3DSIH_TEXM3x3DIFF,
519 WINED3DSIH_TEXM3x3PAD,
520 WINED3DSIH_TEXM3x3SPEC,
521 WINED3DSIH_TEXM3x3TEX,
522 WINED3DSIH_TEXM3x3VSPEC,
523 WINED3DSIH_TEXREG2AR,
524 WINED3DSIH_TEXREG2GB,
525 WINED3DSIH_TEXREG2RGB,
526 WINED3DSIH_UDIV,
527 WINED3DSIH_USHR,
528 WINED3DSIH_UTOF,
529 WINED3DSIH_XOR,
530 WINED3DSIH_TABLE_SIZE
533 enum wined3d_shader_type
535 WINED3D_SHADER_TYPE_PIXEL,
536 WINED3D_SHADER_TYPE_VERTEX,
537 WINED3D_SHADER_TYPE_GEOMETRY,
540 struct wined3d_shader_version
542 enum wined3d_shader_type type;
543 BYTE major;
544 BYTE minor;
547 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
549 struct wined3d_shader_reg_maps
551 struct wined3d_shader_version shader_version;
552 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
553 BYTE address; /* MAX_REG_ADDR, 1 */
554 WORD labels; /* MAX_LABELS, 16 */
555 DWORD temporary; /* MAX_REG_TEMP, 32 */
556 DWORD *constf; /* pixel, vertex */
557 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
558 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
559 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
560 WORD integer_constants; /* MAX_CONST_I, 16 */
561 WORD boolean_constants; /* MAX_CONST_B, 16 */
562 WORD local_int_consts; /* MAX_CONST_I, 16 */
563 WORD local_bool_consts; /* MAX_CONST_B, 16 */
564 UINT cb_sizes[WINED3D_MAX_CBS];
566 enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
567 BYTE bumpmat; /* MAX_TEXTURES, 8 */
568 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
570 WORD usesnrm : 1;
571 WORD vpos : 1;
572 WORD usesdsx : 1;
573 WORD usesdsy : 1;
574 WORD usestexldd : 1;
575 WORD usesmova : 1;
576 WORD usesfacing : 1;
577 WORD usesrelconstF : 1;
578 WORD fog : 1;
579 WORD usestexldl : 1;
580 WORD usesifc : 1;
581 WORD usescall : 1;
582 WORD usespow : 1;
583 WORD padding : 3;
585 DWORD rt_mask; /* Used render targets, 32 max. */
587 /* Whether or not loops are used in this shader, and nesting depth */
588 unsigned loop_depth;
589 UINT min_rel_offset, max_rel_offset;
592 /* Keeps track of details for TEX_M#x# instructions which need to maintain
593 * state information between multiple instructions. */
594 struct wined3d_shader_tex_mx
596 unsigned int current_row;
597 DWORD texcoord_w[2];
600 struct wined3d_shader_loop_state
602 UINT current_depth;
603 UINT current_reg;
606 struct wined3d_shader_context
608 const struct wined3d_shader *shader;
609 const struct wined3d_gl_info *gl_info;
610 const struct wined3d_shader_reg_maps *reg_maps;
611 struct wined3d_shader_buffer *buffer;
612 struct wined3d_shader_tex_mx *tex_mx;
613 struct wined3d_shader_loop_state *loop_state;
614 void *backend_data;
617 struct wined3d_shader_register_index
619 const struct wined3d_shader_src_param *rel_addr;
620 unsigned int offset;
623 struct wined3d_shader_register
625 enum wined3d_shader_register_type type;
626 enum wined3d_data_type data_type;
627 struct wined3d_shader_register_index idx[2];
628 enum wined3d_immconst_type immconst_type;
629 DWORD immconst_data[4];
632 struct wined3d_shader_dst_param
634 struct wined3d_shader_register reg;
635 DWORD write_mask;
636 DWORD modifiers;
637 DWORD shift;
640 struct wined3d_shader_src_param
642 struct wined3d_shader_register reg;
643 DWORD swizzle;
644 enum wined3d_shader_src_modifier modifiers;
647 struct wined3d_shader_semantic
649 enum wined3d_decl_usage usage;
650 UINT usage_idx;
651 enum wined3d_sampler_texture_type sampler_type;
652 struct wined3d_shader_dst_param reg;
655 struct wined3d_shader_instruction
657 const struct wined3d_shader_context *ctx;
658 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
659 DWORD flags;
660 BOOL coissue;
661 const struct wined3d_shader_src_param *predicate;
662 UINT dst_count;
663 const struct wined3d_shader_dst_param *dst;
664 UINT src_count;
665 const struct wined3d_shader_src_param *src;
666 union
668 struct wined3d_shader_semantic semantic;
669 enum wined3d_primitive_type primitive_type;
670 struct wined3d_shader_src_param src;
671 UINT count;
672 } declaration;
675 struct wined3d_shader_attribute
677 enum wined3d_decl_usage usage;
678 UINT usage_idx;
681 struct wined3d_shader_loop_control
683 unsigned int count;
684 unsigned int start;
685 int step;
688 struct wined3d_shader_frontend
690 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
691 void (*shader_free)(void *data);
692 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
693 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
694 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
697 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
698 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
700 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
702 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
703 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
705 struct shader_caps
707 UINT vs_version;
708 UINT gs_version;
709 UINT ps_version;
711 DWORD vs_uniform_count;
712 DWORD ps_uniform_count;
713 float ps_1x_max_value;
715 DWORD wined3d_caps;
718 enum tex_types
720 tex_1d = 0,
721 tex_2d = 1,
722 tex_3d = 2,
723 tex_cube = 3,
724 tex_rect = 4,
725 tex_type_count = 5,
728 enum vertexprocessing_mode {
729 fixedfunction,
730 vertexshader,
731 pretransformed
734 #define WINED3D_CONST_NUM_UNUSED ~0U
736 enum fogmode {
737 FOG_OFF,
738 FOG_LINEAR,
739 FOG_EXP,
740 FOG_EXP2
743 /* Stateblock dependent parameters which have to be hardcoded
744 * into the shader code
747 #define WINED3D_PSARGS_PROJECTED (1 << 3)
748 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
749 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
750 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
751 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3
753 /* Similar to tex_types, except that it doesn't have 1d textures
754 * (can't be bound), rect textures (handled via np2_fixup) and
755 * none / unknown (treated as 2d and handled via dummy textures). */
756 enum wined3d_shader_tex_types
758 WINED3D_SHADER_TEX_2D = 0,
759 WINED3D_SHADER_TEX_3D = 1,
760 WINED3D_SHADER_TEX_CUBE = 2,
763 struct ps_compile_args {
764 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
765 enum vertexprocessing_mode vp_mode;
766 enum fogmode fog;
767 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
768 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
769 WORD srgb_correction;
770 WORD np2_fixup;
771 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
772 D3D9 has a limit of 16 samplers and the fixup is superfluous
773 in D3D10 (unconditional NP2 support mandatory). */
774 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
777 enum fog_src_type {
778 VS_FOG_Z = 0,
779 VS_FOG_COORD = 1
782 struct vs_compile_args {
783 BYTE fog_src;
784 BYTE clip_enabled;
785 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
788 struct wined3d_context;
789 struct wined3d_state;
790 struct fragment_pipeline;
791 struct wined3d_vertex_pipe_ops;
793 struct wined3d_shader_backend_ops
795 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
796 void (*shader_select)(void *shader_priv, const struct wined3d_context *context,
797 const struct wined3d_state *state);
798 void (*shader_disable)(void *shader_priv, const struct wined3d_context *context);
799 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
800 enum tex_types tex_type, const SIZE *ds_mask_size);
801 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
802 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
803 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
804 void (*shader_load_constants)(void *shader_priv, const struct wined3d_context *context,
805 const struct wined3d_state *state);
806 void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
807 const struct wined3d_state *state);
808 void (*shader_destroy)(struct wined3d_shader *shader);
809 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
810 const struct fragment_pipeline *fragment_pipe);
811 void (*shader_free_private)(struct wined3d_device *device);
812 void (*shader_context_destroyed)(void *shader_priv, const struct wined3d_context *context);
813 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
814 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
815 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
818 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
819 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
820 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
822 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
824 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
825 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
826 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
827 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
829 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f)
830 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f)
831 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f)
832 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f)
834 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
835 (vec)[0] = D3DCOLOR_R(dw); \
836 (vec)[1] = D3DCOLOR_G(dw); \
837 (vec)[2] = D3DCOLOR_B(dw); \
838 (vec)[3] = D3DCOLOR_A(dw); \
839 } while(0)
841 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
843 /* Checking of API calls */
844 /* --------------------- */
845 #ifndef WINE_NO_DEBUG_MSGS
846 #define checkGLcall(A) \
847 do { \
848 GLint err; \
849 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
850 err = gl_info->gl_ops.gl.p_glGetError(); \
851 if (err == GL_NO_ERROR) { \
852 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
854 } else do { \
855 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
856 debug_glerror(err), err, A, __FILE__, __LINE__); \
857 err = gl_info->gl_ops.gl.p_glGetError(); \
858 } while (err != GL_NO_ERROR); \
859 } while(0)
860 #else
861 #define checkGLcall(A) do {} while(0)
862 #endif
864 enum wined3d_ffp_idx
866 WINED3D_FFP_POSITION = 0,
867 WINED3D_FFP_BLENDWEIGHT = 1,
868 WINED3D_FFP_BLENDINDICES = 2,
869 WINED3D_FFP_NORMAL = 3,
870 WINED3D_FFP_PSIZE = 4,
871 WINED3D_FFP_DIFFUSE = 5,
872 WINED3D_FFP_SPECULAR = 6,
873 WINED3D_FFP_TEXCOORD0 = 7,
874 WINED3D_FFP_TEXCOORD1 = 8,
875 WINED3D_FFP_TEXCOORD2 = 9,
876 WINED3D_FFP_TEXCOORD3 = 10,
877 WINED3D_FFP_TEXCOORD4 = 11,
878 WINED3D_FFP_TEXCOORD5 = 12,
879 WINED3D_FFP_TEXCOORD6 = 13,
880 WINED3D_FFP_TEXCOORD7 = 14,
883 enum wined3d_ffp_emit_idx
885 WINED3D_FFP_EMIT_FLOAT1 = 0,
886 WINED3D_FFP_EMIT_FLOAT2 = 1,
887 WINED3D_FFP_EMIT_FLOAT3 = 2,
888 WINED3D_FFP_EMIT_FLOAT4 = 3,
889 WINED3D_FFP_EMIT_D3DCOLOR = 4,
890 WINED3D_FFP_EMIT_UBYTE4 = 5,
891 WINED3D_FFP_EMIT_SHORT2 = 6,
892 WINED3D_FFP_EMIT_SHORT4 = 7,
893 WINED3D_FFP_EMIT_UBYTE4N = 8,
894 WINED3D_FFP_EMIT_SHORT2N = 9,
895 WINED3D_FFP_EMIT_SHORT4N = 10,
896 WINED3D_FFP_EMIT_USHORT2N = 11,
897 WINED3D_FFP_EMIT_USHORT4N = 12,
898 WINED3D_FFP_EMIT_UDEC3 = 13,
899 WINED3D_FFP_EMIT_DEC3N = 14,
900 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
901 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
902 WINED3D_FFP_EMIT_COUNT = 17
905 struct wined3d_bo_address
907 GLuint buffer_object;
908 const BYTE *addr;
911 struct wined3d_stream_info_element
913 const struct wined3d_format *format;
914 struct wined3d_bo_address data;
915 GLsizei stride;
916 UINT stream_idx;
919 struct wined3d_stream_info
921 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
922 DWORD position_transformed : 1;
923 DWORD all_vbo : 1;
924 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
925 WORD use_map; /* MAX_ATTRIBS, 16 */
928 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
929 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
930 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
932 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
933 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
934 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
935 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
936 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
937 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
938 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
939 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
941 #define eps 1e-8
943 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
944 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
946 /* Routines and structures related to state management */
948 #define STATE_RENDER(a) (a)
949 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
951 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
952 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
954 /* + 1 because samplers start with 0 */
955 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
956 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
958 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
959 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
961 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
962 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
964 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
965 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
966 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
967 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
969 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
970 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
972 #define STATE_VSHADER (STATE_VDECL + 1)
973 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
975 #define STATE_GEOMETRY_SHADER (STATE_VSHADER + 1)
976 #define STATE_IS_GEOMETRY_SHADER(a) ((a) == STATE_GEOMETRY_SHADER)
978 #define STATE_VIEWPORT (STATE_GEOMETRY_SHADER + 1)
979 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
981 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
982 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
983 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
984 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
986 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
987 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
989 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
990 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
992 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
993 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
995 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
996 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
998 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
999 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1001 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1002 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1004 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1005 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1007 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1008 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1010 #define STATE_HIGHEST (STATE_FRAMEBUFFER)
1012 enum fogsource {
1013 FOGSOURCE_FFP,
1014 FOGSOURCE_VS,
1015 FOGSOURCE_COORD,
1018 #define WINED3D_MAX_FBO_ENTRIES 64
1020 struct wined3d_occlusion_query
1022 struct list entry;
1023 GLuint id;
1024 struct wined3d_context *context;
1027 union wined3d_gl_query_object
1029 GLuint id;
1030 GLsync sync;
1033 struct wined3d_event_query
1035 struct list entry;
1036 union wined3d_gl_query_object object;
1037 struct wined3d_context *context;
1040 enum wined3d_event_query_result
1042 WINED3D_EVENT_QUERY_OK,
1043 WINED3D_EVENT_QUERY_WAITING,
1044 WINED3D_EVENT_QUERY_NOT_STARTED,
1045 WINED3D_EVENT_QUERY_WRONG_THREAD,
1046 WINED3D_EVENT_QUERY_ERROR
1049 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1050 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1051 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1052 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1053 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1055 struct wined3d_context
1057 const struct wined3d_gl_info *gl_info;
1058 const struct wined3d_d3d_info *d3d_info;
1059 const struct StateEntry *state_table;
1060 /* State dirtification
1061 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1062 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1063 * 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
1064 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1066 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1067 DWORD numDirtyEntries;
1068 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1070 struct wined3d_swapchain *swapchain;
1071 struct wined3d_surface *current_rt;
1072 DWORD tid; /* Thread ID which owns this context at the moment */
1074 /* Stores some information about the context state for optimization */
1075 DWORD render_offscreen : 1;
1076 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1077 DWORD last_was_pshader : 1;
1078 DWORD last_was_vshader : 1;
1079 DWORD namedArraysLoaded : 1;
1080 DWORD numberedArraysLoaded : 1;
1081 DWORD last_was_blit : 1;
1082 DWORD last_was_ckey : 1;
1083 DWORD fog_coord : 1;
1084 DWORD fog_enabled : 1;
1085 DWORD num_untracked_materials : 2; /* Max value 2 */
1086 DWORD current : 1;
1087 DWORD destroyed : 1;
1088 DWORD valid : 1;
1089 DWORD select_shader : 1;
1090 DWORD load_constants : 1;
1091 DWORD padding : 15;
1092 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1093 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1094 DWORD numbered_array_mask;
1095 GLenum tracking_parm; /* Which source is tracking current colour */
1096 GLenum untracked_materials[2];
1097 UINT blit_w, blit_h;
1098 enum fogsource fog_source;
1099 DWORD active_texture;
1100 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1102 /* The actual opengl context */
1103 UINT level;
1104 HGLRC restore_ctx;
1105 HDC restore_dc;
1106 int restore_pf;
1107 HGLRC glCtx;
1108 HWND win_handle;
1109 HDC hdc;
1110 int pixel_format;
1111 GLint aux_buffers;
1113 /* FBOs */
1114 UINT fbo_entry_count;
1115 struct list fbo_list;
1116 struct list fbo_destroy_list;
1117 struct fbo_entry *current_fbo;
1118 GLuint fbo_read_binding;
1119 GLuint fbo_draw_binding;
1120 BOOL rebind_fbo;
1121 struct wined3d_surface **blit_targets;
1122 GLenum *draw_buffers;
1123 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1125 /* Queries */
1126 GLuint *free_occlusion_queries;
1127 UINT free_occlusion_query_size;
1128 UINT free_occlusion_query_count;
1129 struct list occlusion_queries;
1131 union wined3d_gl_query_object *free_event_queries;
1132 UINT free_event_query_size;
1133 UINT free_event_query_count;
1134 struct list event_queries;
1136 /* Extension emulation */
1137 GLint gl_fog_source;
1138 GLfloat fog_coord_value;
1139 GLfloat color[4], fogstart, fogend, fogcolor[4];
1140 GLuint dummy_arbfp_prog;
1143 struct wined3d_fb_state
1145 struct wined3d_surface **render_targets;
1146 struct wined3d_surface *depth_stencil;
1149 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1151 struct StateEntry
1153 DWORD representative;
1154 APPLYSTATEFUNC apply;
1157 struct StateEntryTemplate
1159 DWORD state;
1160 struct StateEntry content;
1161 enum wined3d_gl_extension extension;
1164 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1165 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1167 struct fragment_caps
1169 DWORD wined3d_caps;
1170 DWORD PrimitiveMiscCaps;
1171 DWORD TextureOpCaps;
1172 DWORD MaxTextureBlendStages;
1173 DWORD MaxSimultaneousTextures;
1176 struct fragment_pipeline
1178 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1179 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1180 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1181 void (*free_private)(struct wined3d_device *device);
1182 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1183 const struct StateEntryTemplate *states;
1186 struct wined3d_vertex_caps
1188 DWORD max_active_lights;
1189 DWORD max_vertex_blend_matrices;
1190 DWORD max_vertex_blend_matrix_index;
1191 DWORD vertex_processing_caps;
1192 DWORD fvf_caps;
1193 DWORD max_user_clip_planes;
1194 DWORD raster_caps;
1197 struct wined3d_vertex_pipe_ops
1199 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1200 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1201 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1202 void (*vp_free)(struct wined3d_device *device);
1203 const struct StateEntryTemplate *vp_states;
1206 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1207 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1208 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1209 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1210 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1211 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1212 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1213 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1215 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1216 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1217 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1219 /* "Base" state table */
1220 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1221 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1222 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1223 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1225 enum wined3d_blit_op
1227 WINED3D_BLIT_OP_COLOR_BLIT,
1228 WINED3D_BLIT_OP_COLOR_FILL,
1229 WINED3D_BLIT_OP_DEPTH_FILL,
1230 WINED3D_BLIT_OP_DEPTH_BLIT,
1233 /* Shaders for color conversions in blits. Do not do blit operations while
1234 * already under the GL lock. */
1235 struct blit_shader
1237 HRESULT (*alloc_private)(struct wined3d_device *device);
1238 void (*free_private)(struct wined3d_device *device);
1239 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface);
1240 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1241 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1242 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1243 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1244 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1245 const RECT *dst_rect, const struct wined3d_color *color);
1246 HRESULT (*depth_fill)(struct wined3d_device *device,
1247 struct wined3d_surface *surface, const RECT *rect, float depth);
1250 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1251 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1252 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1254 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1255 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1256 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1257 DECLSPEC_HIDDEN;
1259 /* Temporary blit_shader helper functions */
1260 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
1261 struct wined3d_surface *src_surface, const RECT *src_rect,
1262 struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN;
1264 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1265 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1266 void context_alloc_event_query(struct wined3d_context *context,
1267 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1268 void context_alloc_occlusion_query(struct wined3d_context *context,
1269 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1270 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1271 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1272 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1273 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1274 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1275 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1276 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1277 unsigned int unit) DECLSPEC_HIDDEN;
1278 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1279 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1280 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1281 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1282 BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1283 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1284 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1285 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1286 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1287 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1288 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1289 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1290 void context_resource_released(const struct wined3d_device *device,
1291 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1292 void context_resource_unloaded(const struct wined3d_device *device,
1293 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1294 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1295 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1296 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1297 void context_state_drawbuf(struct wined3d_context *context,
1298 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1299 void context_state_fb(struct wined3d_context *context,
1300 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1301 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1303 /*****************************************************************************
1304 * Internal representation of a light
1306 struct wined3d_light_info
1308 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1309 DWORD OriginalIndex;
1310 LONG glIndex;
1311 BOOL enabled;
1313 /* Converted parms to speed up swapping lights */
1314 float lightPosn[4];
1315 float lightDirn[4];
1316 float exponent;
1317 float cutoff;
1319 struct list entry;
1322 /* The default light parameters */
1323 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1325 struct wined3d_pixel_format
1327 int iPixelFormat; /* WGL pixel format */
1328 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1329 int redSize, greenSize, blueSize, alphaSize, colorSize;
1330 int depthSize, stencilSize;
1331 BOOL windowDrawable;
1332 BOOL doubleBuffer;
1333 int auxBuffers;
1334 int numSamples;
1337 enum wined3d_pci_vendor
1339 HW_VENDOR_SOFTWARE = 0x0000,
1340 HW_VENDOR_AMD = 0x1002,
1341 HW_VENDOR_NVIDIA = 0x10de,
1342 HW_VENDOR_INTEL = 0x8086,
1345 enum wined3d_pci_device
1347 CARD_WINE = 0x0000,
1349 CARD_AMD_RAGE_128PRO = 0x5246,
1350 CARD_AMD_RADEON_7200 = 0x5144,
1351 CARD_AMD_RADEON_8500 = 0x514c,
1352 CARD_AMD_RADEON_9500 = 0x4144,
1353 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1354 CARD_AMD_RADEON_X700 = 0x5e4c,
1355 CARD_AMD_RADEON_X1600 = 0x71c2,
1356 CARD_AMD_RADEON_HD2350 = 0x94c7,
1357 CARD_AMD_RADEON_HD2600 = 0x9581,
1358 CARD_AMD_RADEON_HD2900 = 0x9400,
1359 CARD_AMD_RADEON_HD3200 = 0x9620,
1360 CARD_AMD_RADEON_HD4350 = 0x954f,
1361 CARD_AMD_RADEON_HD4600 = 0x9495,
1362 CARD_AMD_RADEON_HD4700 = 0x944e,
1363 CARD_AMD_RADEON_HD4800 = 0x944c,
1364 CARD_AMD_RADEON_HD5400 = 0x68f9,
1365 CARD_AMD_RADEON_HD5600 = 0x68d8,
1366 CARD_AMD_RADEON_HD5700 = 0x68be,
1367 CARD_AMD_RADEON_HD5800 = 0x6898,
1368 CARD_AMD_RADEON_HD5900 = 0x689c,
1369 CARD_AMD_RADEON_HD6300 = 0x9803,
1370 CARD_AMD_RADEON_HD6400 = 0x6770,
1371 CARD_AMD_RADEON_HD6410D = 0x9644,
1372 CARD_AMD_RADEON_HD6550D = 0x9640,
1373 CARD_AMD_RADEON_HD6600 = 0x6758,
1374 CARD_AMD_RADEON_HD6600M = 0x6741,
1375 CARD_AMD_RADEON_HD6700 = 0x68ba,
1376 CARD_AMD_RADEON_HD6800 = 0x6739,
1377 CARD_AMD_RADEON_HD6900 = 0x6719,
1378 CARD_AMD_RADEON_HD7700 = 0x683d,
1379 CARD_AMD_RADEON_HD7800 = 0x6819,
1380 CARD_AMD_RADEON_HD7900 = 0x679a,
1382 CARD_NVIDIA_RIVA_128 = 0x0018,
1383 CARD_NVIDIA_RIVA_TNT = 0x0020,
1384 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1385 CARD_NVIDIA_GEFORCE = 0x0100,
1386 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1387 CARD_NVIDIA_GEFORCE2 = 0x0150,
1388 CARD_NVIDIA_GEFORCE3 = 0x0200,
1389 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1390 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1391 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1392 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1393 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1394 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1395 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1396 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1397 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1398 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1399 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1400 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1401 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1402 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1403 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1404 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1405 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1406 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1407 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1408 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1409 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1410 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1411 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1412 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1413 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1414 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1415 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1416 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1417 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1418 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1419 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1420 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1421 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1422 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1423 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1424 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1425 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1426 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1427 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1428 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1429 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1430 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1431 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1432 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1433 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1434 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1435 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1436 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1437 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1438 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1439 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1440 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1441 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1442 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1443 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1444 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1445 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1446 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1447 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1448 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1449 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1450 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1451 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1452 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1453 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1454 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1455 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1456 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1458 CARD_INTEL_830M = 0x3577,
1459 CARD_INTEL_855GM = 0x3582,
1460 CARD_INTEL_845G = 0x2562,
1461 CARD_INTEL_865G = 0x2572,
1462 CARD_INTEL_915G = 0x2582,
1463 CARD_INTEL_E7221G = 0x258a,
1464 CARD_INTEL_915GM = 0x2592,
1465 CARD_INTEL_945G = 0x2772,
1466 CARD_INTEL_945GM = 0x27a2,
1467 CARD_INTEL_945GME = 0x27ae,
1468 CARD_INTEL_Q35 = 0x29b2,
1469 CARD_INTEL_G33 = 0x29c2,
1470 CARD_INTEL_Q33 = 0x29d2,
1471 CARD_INTEL_PNVG = 0xa001,
1472 CARD_INTEL_PNVM = 0xa011,
1473 CARD_INTEL_965Q = 0x2992,
1474 CARD_INTEL_965G = 0x2982,
1475 CARD_INTEL_946GZ = 0x2972,
1476 CARD_INTEL_965GM = 0x2a02,
1477 CARD_INTEL_965GME = 0x2a12,
1478 CARD_INTEL_GM45 = 0x2a42,
1479 CARD_INTEL_IGD = 0x2e02,
1480 CARD_INTEL_Q45 = 0x2e12,
1481 CARD_INTEL_G45 = 0x2e22,
1482 CARD_INTEL_G41 = 0x2e32,
1483 CARD_INTEL_B43 = 0x2e92,
1484 CARD_INTEL_ILKD = 0x0042,
1485 CARD_INTEL_ILKM = 0x0046,
1486 CARD_INTEL_SNBD = 0x0122,
1487 CARD_INTEL_SNBM = 0x0126,
1488 CARD_INTEL_SNBS = 0x010a,
1489 CARD_INTEL_IVBD = 0x0162,
1490 CARD_INTEL_IVBM = 0x0166,
1491 CARD_INTEL_IVBS = 0x015a,
1494 struct wined3d_fbo_ops
1496 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1497 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1498 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1499 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1500 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1501 GLsizei width, GLsizei height);
1502 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1503 GLenum internalformat, GLsizei width, GLsizei height);
1504 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1505 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1506 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1507 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1508 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1509 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1510 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1511 GLenum textarget, GLuint texture, GLint level);
1512 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1513 GLenum textarget, GLuint texture, GLint level);
1514 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1515 GLenum textarget, GLuint texture, GLint level, GLint layer);
1516 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1517 GLenum renderbuffertarget, GLuint renderbuffer);
1518 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1519 GLenum pname, GLint *params);
1520 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1521 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1522 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1525 struct wined3d_gl_limits
1527 UINT buffers;
1528 UINT lights;
1529 UINT textures;
1530 UINT texture_coords;
1531 UINT fragment_samplers;
1532 UINT vertex_samplers;
1533 UINT combined_samplers;
1534 UINT general_combiners;
1535 UINT clipplanes;
1536 UINT texture_size;
1537 UINT texture3d_size;
1538 float pointsize_max;
1539 float pointsize_min;
1540 UINT blends;
1541 UINT anisotropy;
1542 float shininess;
1543 UINT samples;
1544 UINT vertex_attribs;
1546 UINT glsl_varyings;
1547 UINT glsl_vs_float_constants;
1548 UINT glsl_ps_float_constants;
1550 UINT arb_vs_float_constants;
1551 UINT arb_vs_native_constants;
1552 UINT arb_vs_instructions;
1553 UINT arb_vs_temps;
1554 UINT arb_ps_float_constants;
1555 UINT arb_ps_local_constants;
1556 UINT arb_ps_native_constants;
1557 UINT arb_ps_instructions;
1558 UINT arb_ps_temps;
1561 struct wined3d_gl_info
1563 DWORD glsl_version;
1564 struct wined3d_gl_limits limits;
1565 DWORD reserved_glsl_constants, reserved_arb_constants;
1566 DWORD quirks;
1567 BOOL supported[WINED3D_GL_EXT_COUNT];
1568 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1570 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
1571 struct opengl_funcs gl_ops;
1572 struct wined3d_fbo_ops fbo_ops;
1574 struct wined3d_format *formats;
1577 struct wined3d_driver_info
1579 enum wined3d_pci_vendor vendor;
1580 enum wined3d_pci_device device;
1581 const char *name;
1582 const char *description;
1583 unsigned int vidmem;
1584 DWORD version_high;
1585 DWORD version_low;
1588 struct wined3d_d3d_limits
1590 UINT vs_version, gs_version, ps_version;
1591 DWORD vs_uniform_count;
1592 DWORD ps_uniform_count;
1593 UINT ffp_textures;
1594 UINT ffp_blend_stages;
1597 struct wined3d_d3d_info
1599 struct wined3d_d3d_limits limits;
1600 BOOL vs_clipping;
1601 DWORD valid_rt_mask;
1604 /* The adapter structure */
1605 struct wined3d_adapter
1607 UINT ordinal;
1608 POINT monitorPoint;
1609 enum wined3d_format_id screen_format;
1611 struct wined3d_gl_info gl_info;
1612 struct wined3d_d3d_info d3d_info;
1613 struct wined3d_driver_info driver_info;
1614 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1615 unsigned int cfg_count;
1616 struct wined3d_pixel_format *cfgs;
1617 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1618 unsigned int UsedTextureRam;
1619 LUID luid;
1621 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1622 const struct fragment_pipeline *fragment_pipe;
1623 const struct wined3d_shader_backend_ops *shader_backend;
1624 const struct blit_shader *blitter;
1627 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter) DECLSPEC_HIDDEN;
1628 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount) DECLSPEC_HIDDEN;
1630 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1631 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1633 enum projection_types
1635 proj_none = 0,
1636 proj_count3 = 1,
1637 proj_count4 = 2
1640 enum dst_arg
1642 resultreg = 0,
1643 tempreg = 1
1646 /*****************************************************************************
1647 * Fixed function pipeline replacements
1649 #define ARG_UNUSED 0xff
1650 struct texture_stage_op
1652 unsigned cop : 8;
1653 unsigned carg1 : 8;
1654 unsigned carg2 : 8;
1655 unsigned carg0 : 8;
1657 unsigned aop : 8;
1658 unsigned aarg1 : 8;
1659 unsigned aarg2 : 8;
1660 unsigned aarg0 : 8;
1662 struct color_fixup_desc color_fixup;
1663 unsigned tex_type : 3;
1664 unsigned dst : 1;
1665 unsigned projected : 2;
1666 unsigned padding : 10;
1669 struct ffp_frag_settings {
1670 struct texture_stage_op op[MAX_TEXTURES];
1671 enum fogmode fog;
1672 /* Use shorts instead of chars to get dword alignment */
1673 unsigned short sRGB_write;
1674 unsigned short emul_clipplanes;
1677 struct ffp_frag_desc
1679 struct wine_rb_entry entry;
1680 struct ffp_frag_settings settings;
1683 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1684 extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN;
1685 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1687 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
1688 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1689 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1690 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1691 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1692 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1694 enum wined3d_ffp_vs_fog_mode
1696 WINED3D_FFP_VS_FOG_OFF = 0,
1697 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
1698 WINED3D_FFP_VS_FOG_DEPTH = 2,
1699 WINED3D_FFP_VS_FOG_RANGE = 3,
1702 #define WINED3D_FFP_TCI_SHIFT 16
1703 #define WINED3D_FFP_TCI_MASK 0xff
1705 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
1706 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7
1708 struct wined3d_ffp_vs_settings
1710 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
1711 DWORD diffuse_source : 2;
1712 DWORD emission_source : 2;
1713 DWORD ambient_source : 2;
1714 DWORD specular_source : 2;
1716 DWORD normal : 1;
1717 DWORD normalize : 1;
1718 DWORD lighting : 1;
1719 DWORD localviewer : 1;
1720 DWORD fog_mode : 2;
1721 DWORD texcoords : 8; /* MAX_TEXTURES */
1722 DWORD padding : 18;
1724 BYTE texgen[MAX_TEXTURES];
1727 struct wined3d_ffp_vs_desc
1729 struct wine_rb_entry entry;
1730 struct wined3d_ffp_vs_settings settings;
1733 void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct wined3d_stream_info *si,
1734 struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
1736 struct wined3d
1738 LONG ref;
1739 DWORD flags;
1740 UINT dxVersion;
1741 UINT adapter_count;
1742 struct wined3d_adapter adapters[1];
1745 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags) DECLSPEC_HIDDEN;
1746 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1747 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1749 /*****************************************************************************
1750 * IWineD3DDevice implementation structure
1752 #define WINED3D_UNMAPPED_STAGE ~0U
1754 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1755 #define WINED3DCREATE_MULTITHREADED 0x00000004
1757 struct wined3d_device
1759 LONG ref;
1761 /* WineD3D Information */
1762 struct wined3d_device_parent *device_parent;
1763 struct wined3d *wined3d;
1764 struct wined3d_adapter *adapter;
1766 /* Window styles to restore when switching fullscreen mode */
1767 LONG style;
1768 LONG exStyle;
1770 /* X and GL Information */
1771 GLenum offscreenBuffer;
1773 const struct wined3d_shader_backend_ops *shader_backend;
1774 void *shader_priv;
1775 void *fragment_priv;
1776 void *vertex_priv;
1777 void *blit_priv;
1778 struct StateEntry StateTable[STATE_HIGHEST + 1];
1779 /* Array of functions for states which are handled by more than one pipeline part */
1780 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1781 const struct blit_shader *blitter;
1783 UINT instance_count;
1785 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1786 WORD isRecordingState : 1;
1787 WORD isInDraw : 1;
1788 WORD bCursorVisible : 1;
1789 WORD d3d_initialized : 1;
1790 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1791 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1792 WORD useDrawStridedSlow : 1;
1793 WORD filter_messages : 1;
1794 WORD padding : 7;
1796 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1798 #define DDRAW_PITCH_ALIGNMENT 8
1799 #define D3D8_PITCH_ALIGNMENT 4
1800 unsigned char surface_alignment; /* Line Alignment of surfaces */
1802 /* State block related */
1803 struct wined3d_stateblock *stateBlock;
1804 struct wined3d_stateblock *updateStateBlock;
1806 /* Internal use fields */
1807 struct wined3d_device_creation_parameters create_parms;
1808 HWND focus_window;
1810 struct wined3d_swapchain **swapchains;
1811 UINT swapchain_count;
1813 struct list resources; /* a linked list to track resources created by the device */
1814 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1816 /* Render Target Support */
1817 struct wined3d_fb_state fb;
1818 struct wined3d_surface *onscreen_depth_stencil;
1819 struct wined3d_surface *auto_depth_stencil;
1821 /* For rendering to a texture using glCopyTexImage */
1822 GLuint depth_blt_texture;
1824 /* Cursor management */
1825 UINT xHotSpot;
1826 UINT yHotSpot;
1827 UINT xScreenSpace;
1828 UINT yScreenSpace;
1829 UINT cursorWidth, cursorHeight;
1830 GLuint cursorTexture;
1831 HCURSOR hardwareCursor;
1833 /* The Wine logo surface */
1834 struct wined3d_surface *logo_surface;
1836 /* Textures for when no other textures are mapped */
1837 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
1838 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
1839 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
1840 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
1842 /* With register combiners we can skip junk texture stages */
1843 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1844 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1846 /* Stream source management */
1847 struct wined3d_stream_info stream_info;
1848 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1849 unsigned int num_buffer_queries;
1851 /* Context management */
1852 struct wined3d_context **contexts;
1853 UINT context_count;
1856 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
1857 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
1858 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
1859 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1860 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1861 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
1862 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
1863 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
1864 void device_preload_textures(const struct wined3d_device *device) DECLSPEC_HIDDEN;
1865 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
1866 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1867 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1868 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1869 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
1870 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1871 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1872 void device_update_tex_unit_map(struct wined3d_device *device) DECLSPEC_HIDDEN;
1873 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
1875 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
1877 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1878 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1879 return context->isStateDirty[idx] & (1 << shift);
1882 static inline void invalidate_active_texture(const struct wined3d_device *device, struct wined3d_context *context)
1884 DWORD sampler = device->rev_tex_unit_map[context->active_texture];
1885 if (sampler != WINED3D_UNMAPPED_STAGE)
1886 context_invalidate_state(context, STATE_SAMPLER(sampler));
1889 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
1890 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
1891 /* SCRATCH is mostly the same as CPU, but can't be used by the GPU at all,
1892 * not even for resource uploads. */
1893 #define WINED3D_RESOURCE_ACCESS_SCRATCH 0x4
1895 struct wined3d_resource_ops
1897 void (*resource_unload)(struct wined3d_resource *resource);
1900 struct wined3d_resource
1902 LONG ref;
1903 LONG bind_count;
1904 LONG map_count;
1905 struct wined3d_device *device;
1906 enum wined3d_resource_type type;
1907 const struct wined3d_format *format;
1908 enum wined3d_multisample_type multisample_type;
1909 UINT multisample_quality;
1910 DWORD usage;
1911 enum wined3d_pool pool;
1912 DWORD access_flags;
1913 UINT width;
1914 UINT height;
1915 UINT depth;
1916 UINT size;
1917 DWORD priority;
1918 BYTE *allocatedMemory; /* Pointer to the real data location */
1919 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1920 struct list privateData;
1921 struct list resource_list_entry;
1923 void *parent;
1924 const struct wined3d_parent_ops *parent_ops;
1925 const struct wined3d_resource_ops *resource_ops;
1928 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1929 DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1930 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
1931 enum wined3d_resource_type type, const struct wined3d_format *format,
1932 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
1933 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
1934 void *parent, const struct wined3d_parent_ops *parent_ops,
1935 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
1936 DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN;
1937 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1939 /* Tests show that the start address of resources is 32 byte aligned */
1940 #define RESOURCE_ALIGNMENT 16
1942 enum wined3d_texture_state
1944 WINED3DTEXSTA_ADDRESSU = 0,
1945 WINED3DTEXSTA_ADDRESSV = 1,
1946 WINED3DTEXSTA_ADDRESSW = 2,
1947 WINED3DTEXSTA_BORDERCOLOR = 3,
1948 WINED3DTEXSTA_MAGFILTER = 4,
1949 WINED3DTEXSTA_MINFILTER = 5,
1950 WINED3DTEXSTA_MIPFILTER = 6,
1951 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1952 WINED3DTEXSTA_MAXANISOTROPY = 8,
1953 WINED3DTEXSTA_SRGBTEXTURE = 9,
1954 WINED3DTEXSTA_SHADOW = 10,
1955 MAX_WINETEXTURESTATES = 11,
1958 enum WINED3DSRGB
1960 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1961 SRGB_RGB = 1, /* Loads the rgb texture */
1962 SRGB_SRGB = 2, /* Loads the srgb texture */
1965 struct gl_texture
1967 DWORD states[MAX_WINETEXTURESTATES];
1968 BOOL dirty;
1969 GLuint name;
1972 struct wined3d_texture_ops
1974 HRESULT (*texture_bind)(struct wined3d_texture *texture,
1975 struct wined3d_context *context, BOOL srgb);
1976 void (*texture_preload)(struct wined3d_texture *texture, enum WINED3DSRGB srgb);
1977 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
1978 const struct wined3d_box *dirty_region);
1979 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
1982 #define WINED3D_TEXTURE_COND_NP2 0x1
1983 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x2
1984 #define WINED3D_TEXTURE_IS_SRGB 0x4
1986 struct wined3d_texture
1988 struct wined3d_resource resource;
1989 const struct wined3d_texture_ops *texture_ops;
1990 struct gl_texture texture_rgb, texture_srgb;
1991 struct wined3d_resource **sub_resources;
1992 UINT layer_count;
1993 UINT level_count;
1994 float pow2_matrix[16];
1995 UINT lod;
1996 enum wined3d_texture_filter_type filter_type;
1997 DWORD sampler;
1998 DWORD flags;
1999 const struct min_lookup *min_mip_lookup;
2000 const GLenum *mag_lookup;
2001 GLenum target;
2004 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
2006 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2009 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2010 const struct wined3d_gl_info *gl_info, BOOL srgb)
2012 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2013 ? &texture->texture_srgb : &texture->texture_rgb;
2016 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
2017 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
2018 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2019 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN;
2021 struct wined3d_volume
2023 struct wined3d_resource resource;
2024 struct wined3d_texture *container;
2025 BOOL lockable;
2026 BOOL locked;
2027 struct wined3d_box lockedBox;
2028 struct wined3d_box dirtyBox;
2029 BOOL dirty;
2032 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
2034 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
2037 void volume_add_dirty_box(struct wined3d_volume *volume, const struct wined3d_box *dirty_box) DECLSPEC_HIDDEN;
2038 void volume_load(const struct wined3d_volume *volume, struct wined3d_context *context, UINT level, BOOL srgb_mode) DECLSPEC_HIDDEN;
2039 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
2041 struct wined3d_surface_dib
2043 HBITMAP DIBsection;
2044 void *bitmap_data;
2045 UINT bitmap_size;
2048 struct wined3d_renderbuffer_entry
2050 struct list entry;
2051 GLuint id;
2052 UINT width;
2053 UINT height;
2056 struct fbo_entry
2058 struct list entry;
2059 struct wined3d_surface **render_targets;
2060 struct wined3d_surface *depth_stencil;
2061 DWORD location;
2062 DWORD rt_mask;
2063 BOOL attached;
2064 GLuint id;
2067 enum wined3d_container_type
2069 WINED3D_CONTAINER_NONE = 0,
2070 WINED3D_CONTAINER_SWAPCHAIN,
2071 WINED3D_CONTAINER_TEXTURE,
2074 struct wined3d_subresource_container
2076 enum wined3d_container_type type;
2077 union
2079 struct wined3d_swapchain *swapchain;
2080 struct wined3d_texture *texture;
2081 void *base;
2082 } u;
2085 struct wined3d_surface_ops
2087 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2088 void (*surface_realize_palette)(struct wined3d_surface *surface);
2089 void (*surface_map)(struct wined3d_surface *surface, const RECT *rect, DWORD flags);
2090 void (*surface_unmap)(struct wined3d_surface *surface);
2093 struct wined3d_surface
2095 struct wined3d_resource resource;
2096 const struct wined3d_surface_ops *surface_ops;
2097 struct wined3d_subresource_container container;
2098 struct wined3d_palette *palette; /* D3D7 style palette handling */
2099 DWORD draw_binding;
2101 DWORD flags;
2103 UINT pow2Width;
2104 UINT pow2Height;
2106 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2107 void (*get_drawable_size)(const struct wined3d_context *context, UINT *width, UINT *height);
2109 /* PBO */
2110 GLuint pbo;
2111 GLuint rb_multisample;
2112 GLuint rb_resolved;
2113 GLuint texture_name;
2114 GLuint texture_name_srgb;
2115 GLint texture_level;
2116 GLenum texture_target;
2118 RECT lockedRect;
2119 RECT dirtyRect;
2120 int lockCount;
2121 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2123 /* For GetDC */
2124 struct wined3d_surface_dib dib;
2125 HDC hDC;
2127 /* Color keys for DDraw */
2128 struct wined3d_color_key dst_blt_color_key;
2129 struct wined3d_color_key src_blt_color_key;
2130 struct wined3d_color_key dst_overlay_color_key;
2131 struct wined3d_color_key src_overlay_color_key;
2132 DWORD CKeyFlags;
2134 struct wined3d_color_key gl_color_key;
2136 struct list renderbuffers;
2137 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2138 SIZE ds_current_size;
2140 /* DirectDraw Overlay handling */
2141 RECT overlay_srcrect;
2142 RECT overlay_destrect;
2143 struct wined3d_surface *overlay_dest;
2144 struct list overlays;
2145 struct list overlay_entry;
2148 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2150 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2153 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2154 const struct wined3d_gl_info *gl_info, BOOL srgb)
2156 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2157 ? surface->texture_name_srgb : surface->texture_name;
2160 void surface_add_dirty_rect(struct wined3d_surface *surface, const struct wined3d_box *dirty_rect) DECLSPEC_HIDDEN;
2161 HRESULT surface_color_fill(struct wined3d_surface *s,
2162 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2163 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2164 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
2165 BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2166 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2167 void surface_load_ds_location(struct wined3d_surface *surface,
2168 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2169 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2170 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect) DECLSPEC_HIDDEN;
2171 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2172 void surface_modify_location(struct wined3d_surface *surface, DWORD location, BOOL persistent) DECLSPEC_HIDDEN;
2173 void surface_prepare_rb(struct wined3d_surface *surface,
2174 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2175 void surface_prepare_texture(struct wined3d_surface *surface,
2176 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2177 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2178 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2179 void surface_set_container(struct wined3d_surface *surface,
2180 enum wined3d_container_type type, void *container) DECLSPEC_HIDDEN;
2181 void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2182 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2183 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2184 void surface_update_draw_binding(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2185 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2186 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2188 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2189 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2190 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2192 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2193 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2194 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2196 /* Surface flags: */
2197 #define SFLAG_CONVERTED 0x00000001 /* Converted for color keying or palettized. */
2198 #define SFLAG_DISCARD 0x00000002 /* ??? */
2199 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2200 #define SFLAG_NORMCOORD 0x00000008 /* Set if GL texture coordinates are normalized (non-texture rectangle). */
2201 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked. */
2202 #define SFLAG_DYNLOCK 0x00000020 /* Surface is often locked by the application. */
2203 #define SFLAG_PIN_SYSMEM 0x00000040 /* Keep the surface in sysmem, at the same address. */
2204 #define SFLAG_DCINUSE 0x00000080 /* Set between GetDC and ReleaseDC calls. */
2205 #define SFLAG_LOST 0x00000100 /* Surface lost flag for ddraw. */
2206 #define SFLAG_GLCKEY 0x00000200 /* The GL texture was created with a color key. */
2207 #define SFLAG_CLIENT 0x00000400 /* GL_APPLE_client_storage is used with this surface. */
2208 #define SFLAG_INOVERLAYDRAW 0x00000800 /* Overlay drawing is in progress. Recursion prevention. */
2209 #define SFLAG_DIBSECTION 0x00001000 /* Has a DIB section attached for GetDC. */
2210 #define SFLAG_USERPTR 0x00002000 /* The application allocated the memory for this surface. */
2211 #define SFLAG_ALLOCATED 0x00004000 /* A GL texture is allocated for this surface. */
2212 #define SFLAG_SRGBALLOCATED 0x00008000 /* A sRGB GL texture is allocated for this surface. */
2213 #define SFLAG_PBO 0x00010000 /* The surface has a PBO. */
2214 #define SFLAG_INSYSMEM 0x00020000 /* The system memory copy is current. */
2215 #define SFLAG_INTEXTURE 0x00040000 /* The GL texture is current. */
2216 #define SFLAG_INSRGBTEX 0x00080000 /* The GL sRGB texture is current. */
2217 #define SFLAG_INDRAWABLE 0x00100000 /* The GL drawable is current. */
2218 #define SFLAG_INRB_MULTISAMPLE 0x00200000 /* The multisample renderbuffer is current. */
2219 #define SFLAG_INRB_RESOLVED 0x00400000 /* The resolved renderbuffer is current. */
2220 #define SFLAG_DISCARDED 0x00800000 /* Surface was discarded, allocating new location is enough. */
2222 /* In some conditions the surface memory must not be freed:
2223 * SFLAG_CONVERTED: Converting the data back would take too long
2224 * SFLAG_DIBSECTION: The dib code manages the memory
2225 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2226 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2227 * SFLAG_CLIENT: OpenGL uses our memory as backup
2229 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2230 SFLAG_DYNLOCK | \
2231 SFLAG_CLIENT | \
2232 SFLAG_DIBSECTION | \
2233 SFLAG_USERPTR | \
2234 SFLAG_PBO | \
2235 SFLAG_PIN_SYSMEM)
2237 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2238 SFLAG_INTEXTURE | \
2239 SFLAG_INSRGBTEX | \
2240 SFLAG_INDRAWABLE | \
2241 SFLAG_INRB_MULTISAMPLE | \
2242 SFLAG_INRB_RESOLVED)
2244 enum wined3d_conversion_type
2246 WINED3D_CT_NONE,
2247 WINED3D_CT_PALETTED,
2248 WINED3D_CT_PALETTED_CK,
2249 WINED3D_CT_CK_565,
2250 WINED3D_CT_CK_5551,
2251 WINED3D_CT_CK_RGB24,
2252 WINED3D_CT_RGB32_888,
2253 WINED3D_CT_CK_ARGB32,
2256 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2258 struct wined3d_sampler
2260 LONG refcount;
2261 void *parent;
2264 struct wined3d_vertex_declaration_element
2266 const struct wined3d_format *format;
2267 BOOL ffp_valid;
2268 WORD input_slot;
2269 WORD offset;
2270 UINT output_slot;
2271 BYTE method;
2272 BYTE usage;
2273 BYTE usage_idx;
2276 struct wined3d_vertex_declaration
2278 LONG ref;
2279 void *parent;
2280 const struct wined3d_parent_ops *parent_ops;
2281 struct wined3d_device *device;
2283 struct wined3d_vertex_declaration_element *elements;
2284 UINT element_count;
2286 BOOL position_transformed;
2287 BOOL half_float_conv_needed;
2290 struct wined3d_saved_states
2292 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2293 WORD streamSource; /* MAX_STREAMS, 16 */
2294 WORD streamFreq; /* MAX_STREAMS, 16 */
2295 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2296 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2297 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2298 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2299 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2300 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2301 BOOL *pixelShaderConstantsF;
2302 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2303 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2304 BOOL *vertexShaderConstantsF;
2305 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2306 DWORD primitive_type : 1;
2307 DWORD indices : 1;
2308 DWORD material : 1;
2309 DWORD viewport : 1;
2310 DWORD vertexDecl : 1;
2311 DWORD pixelShader : 1;
2312 DWORD vertexShader : 1;
2313 DWORD scissorRect : 1;
2314 DWORD padding : 4;
2317 struct StageState {
2318 DWORD stage;
2319 DWORD state;
2322 struct wined3d_stream_output
2324 struct wined3d_buffer *buffer;
2325 UINT offset;
2328 struct wined3d_stream_state
2330 struct wined3d_buffer *buffer;
2331 UINT offset;
2332 UINT stride;
2333 UINT frequency;
2334 UINT flags;
2337 struct wined3d_state
2339 const struct wined3d_fb_state *fb;
2341 struct wined3d_vertex_declaration *vertex_declaration;
2342 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
2343 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2344 struct wined3d_buffer *index_buffer;
2345 enum wined3d_format_id index_format;
2346 INT base_vertex_index;
2347 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2348 GLenum gl_primitive_type;
2350 struct wined3d_shader *vertex_shader;
2351 struct wined3d_buffer *vs_cb[MAX_CONSTANT_BUFFERS];
2352 struct wined3d_sampler *vs_sampler[MAX_SAMPLER_OBJECTS];
2353 BOOL vs_consts_b[MAX_CONST_B];
2354 INT vs_consts_i[MAX_CONST_I * 4];
2355 float *vs_consts_f;
2357 struct wined3d_shader *geometry_shader;
2358 struct wined3d_buffer *gs_cb[MAX_CONSTANT_BUFFERS];
2359 struct wined3d_sampler *gs_sampler[MAX_SAMPLER_OBJECTS];
2361 struct wined3d_shader *pixel_shader;
2362 struct wined3d_buffer *ps_cb[MAX_CONSTANT_BUFFERS];
2363 struct wined3d_sampler *ps_sampler[MAX_SAMPLER_OBJECTS];
2364 BOOL ps_consts_b[MAX_CONST_B];
2365 INT ps_consts_i[MAX_CONST_I * 4];
2366 float *ps_consts_f;
2368 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2369 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2370 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2371 DWORD lowest_disabled_stage;
2373 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2374 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
2375 struct wined3d_material material;
2376 struct wined3d_viewport viewport;
2377 RECT scissor_rect;
2379 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2380 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2381 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2382 struct list light_map[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2383 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2385 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2388 struct wined3d_stateblock
2390 LONG ref; /* Note: Ref counting not required */
2391 struct wined3d_device *device;
2393 /* Array indicating whether things have been set or changed */
2394 struct wined3d_saved_states changed;
2395 struct wined3d_state state;
2397 /* Contained state management */
2398 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2399 unsigned int num_contained_render_states;
2400 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2401 unsigned int num_contained_transform_states;
2402 DWORD contained_vs_consts_i[MAX_CONST_I];
2403 unsigned int num_contained_vs_consts_i;
2404 DWORD contained_vs_consts_b[MAX_CONST_B];
2405 unsigned int num_contained_vs_consts_b;
2406 DWORD *contained_vs_consts_f;
2407 unsigned int num_contained_vs_consts_f;
2408 DWORD contained_ps_consts_i[MAX_CONST_I];
2409 unsigned int num_contained_ps_consts_i;
2410 DWORD contained_ps_consts_b[MAX_CONST_B];
2411 unsigned int num_contained_ps_consts_b;
2412 DWORD *contained_ps_consts_f;
2413 unsigned int num_contained_ps_consts_f;
2414 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2415 unsigned int num_contained_tss_states;
2416 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2417 unsigned int num_contained_sampler_states;
2420 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2421 void stateblock_init_default_state(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2422 void stateblock_unbind_resources(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2424 /* Direct3D terminology with little modifications. We do not have an issued state
2425 * because only the driver knows about it, but we have a created state because d3d
2426 * allows GetData on a created issue, but opengl doesn't
2428 enum query_state {
2429 QUERY_CREATED,
2430 QUERY_SIGNALLED,
2431 QUERY_BUILDING
2434 struct wined3d_query_ops
2436 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2437 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2440 struct wined3d_query
2442 LONG ref;
2443 const struct wined3d_query_ops *query_ops;
2444 struct wined3d_device *device;
2445 enum query_state state;
2446 enum wined3d_query_type type;
2447 DWORD data_size;
2448 void *extendedData;
2451 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2452 * fixed function semantics as D3DCOLOR or FLOAT16 */
2453 enum wined3d_buffer_conversion_type
2455 CONV_NONE,
2456 CONV_D3DCOLOR,
2457 CONV_POSITIONT,
2460 struct wined3d_map_range
2462 UINT offset;
2463 UINT size;
2466 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2467 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2468 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2469 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2470 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2471 #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2472 #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2473 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2475 struct wined3d_buffer
2477 struct wined3d_resource resource;
2479 struct wined3d_buffer_desc desc;
2481 GLuint buffer_object;
2482 GLenum buffer_object_usage;
2483 GLenum buffer_type_hint;
2484 UINT buffer_object_size;
2485 DWORD flags;
2487 struct wined3d_map_range *maps;
2488 ULONG maps_size, modified_areas;
2489 struct wined3d_event_query *query;
2491 /* conversion stuff */
2492 UINT decl_change_count, full_conversion_count;
2493 UINT draw_count;
2494 UINT stride; /* 0 if no conversion */
2495 UINT conversion_stride; /* 0 if no shifted conversion */
2496 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2499 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2501 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2504 void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
2505 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2506 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2508 struct wined3d_rendertarget_view
2510 LONG refcount;
2512 struct wined3d_resource *resource;
2513 void *parent;
2516 struct wined3d_swapchain_ops
2518 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2519 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2522 struct wined3d_swapchain
2524 LONG ref;
2525 void *parent;
2526 const struct wined3d_parent_ops *parent_ops;
2527 const struct wined3d_swapchain_ops *swapchain_ops;
2528 struct wined3d_device *device;
2530 struct wined3d_surface **back_buffers;
2531 struct wined3d_surface *front_buffer;
2532 struct wined3d_swapchain_desc desc;
2533 DWORD orig_width, orig_height;
2534 enum wined3d_format_id orig_fmt;
2535 struct wined3d_gamma_ramp orig_gamma;
2536 BOOL render_to_fbo;
2537 const struct wined3d_format *ds_format;
2539 LONG prev_time, frames; /* Performance tracking */
2541 struct wined3d_context **context;
2542 unsigned int num_contexts;
2544 HWND win_handle;
2545 HWND device_window;
2547 HDC backup_dc;
2548 HWND backup_wnd;
2551 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2553 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2554 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2555 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2556 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2557 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2559 #define DEFAULT_REFRESH_RATE 0
2561 /*****************************************************************************
2562 * Utility function prototypes
2565 /* Trace routines */
2566 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2567 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
2568 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
2569 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2570 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2571 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
2572 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2573 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2574 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
2575 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
2576 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2577 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
2578 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
2579 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
2580 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
2581 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2582 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2583 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
2584 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2585 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2587 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2588 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2589 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2590 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
2591 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2592 void set_texture_matrix(const struct wined3d_gl_info *gl_info, const float *smat, DWORD flags,
2593 BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id coordtype,
2594 BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2595 void texture_activate_dimensions(const struct wined3d_texture *texture,
2596 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2597 void sampler_texdim(struct wined3d_context *context,
2598 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2599 void tex_alphaop(struct wined3d_context *context,
2600 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2601 void apply_pixelshader(struct wined3d_context *context,
2602 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2603 void state_fogcolor(struct wined3d_context *context,
2604 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2605 void state_fogdensity(struct wined3d_context *context,
2606 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2607 void state_fogstartend(struct wined3d_context *context,
2608 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2609 void state_fog_fragpart(struct wined3d_context *context,
2610 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2611 void state_srgbwrite(struct wined3d_context *context,
2612 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2614 void sampler_texmatrix(struct wined3d_context *context,
2615 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2616 void state_specularenable(struct wined3d_context *context,
2617 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2618 void transform_world(struct wined3d_context *context,
2619 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2620 void transform_view(struct wined3d_context *context,
2621 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2622 void transform_projection(struct wined3d_context *context,
2623 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2624 void transform_texture(struct wined3d_context *context,
2625 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2626 void state_ambient(struct wined3d_context *context,
2627 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2628 void viewport_vertexpart(struct wined3d_context *context,
2629 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2630 void state_clipping(struct wined3d_context *context,
2631 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2632 void light(struct wined3d_context *context,
2633 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2634 void state_fog_vertexpart(struct wined3d_context *context,
2635 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2636 void vertexdeclaration(struct wined3d_context *context,
2637 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2638 void clipplane(struct wined3d_context *context,
2639 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2640 void state_psizemin_w(struct wined3d_context *context,
2641 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2642 void state_psizemin_ext(struct wined3d_context *context,
2643 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2644 void state_psizemin_arb(struct wined3d_context *context,
2645 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2646 void state_pointsprite_w(struct wined3d_context *context,
2647 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2648 void state_pointsprite(struct wined3d_context *context,
2649 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2650 void state_pscale(struct wined3d_context *context,
2651 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2653 BOOL getColorBits(const struct wined3d_format *format,
2654 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2655 BOOL getDepthStencilBits(const struct wined3d_format *format,
2656 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2657 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2659 /* Math utils */
2660 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2661 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2662 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2663 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2665 struct wined3d_shader_lconst
2667 struct list entry;
2668 unsigned int idx;
2669 DWORD value[4];
2672 struct wined3d_shader_limits
2674 unsigned int sampler;
2675 unsigned int constant_int;
2676 unsigned int constant_float;
2677 unsigned int constant_bool;
2678 unsigned int packed_output;
2679 unsigned int packed_input;
2682 #ifdef __GNUC__
2683 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2684 #else
2685 #define PRINTF_ATTR(fmt,args)
2686 #endif
2688 /* Base Shader utility functions. */
2689 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2690 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2692 /* Vertex shader utility functions */
2693 BOOL vshader_get_input(const struct wined3d_shader *shader,
2694 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2696 struct wined3d_vertex_shader
2698 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2701 struct wined3d_geometry_shader
2703 enum wined3d_primitive_type input_type;
2704 enum wined3d_primitive_type output_type;
2705 UINT vertices_out;
2708 struct wined3d_pixel_shader
2710 /* Pixel shader input semantics */
2711 DWORD input_reg_map[MAX_REG_INPUT];
2712 BOOL input_reg_used[MAX_REG_INPUT];
2713 unsigned int declared_in_count;
2715 /* Some information about the shader behavior */
2716 BOOL color0_mov;
2717 DWORD color0_reg;
2720 struct wined3d_shader
2722 LONG ref;
2723 struct wined3d_shader_limits limits;
2724 DWORD *function;
2725 UINT functionLength;
2726 BOOL load_local_constsF;
2727 const struct wined3d_shader_frontend *frontend;
2728 void *frontend_data;
2729 void *backend_data;
2731 void *parent;
2732 const struct wined3d_parent_ops *parent_ops;
2734 /* Programs this shader is linked with */
2735 struct list linked_programs;
2737 /* Immediate constants (override global ones) */
2738 struct list constantsB;
2739 struct list constantsF;
2740 struct list constantsI;
2741 struct wined3d_shader_reg_maps reg_maps;
2742 BOOL lconst_inf_or_nan;
2744 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2745 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2747 /* Pointer to the parent device */
2748 struct wined3d_device *device;
2749 struct list shader_list_entry;
2751 union
2753 struct wined3d_vertex_shader vs;
2754 struct wined3d_geometry_shader gs;
2755 struct wined3d_pixel_shader ps;
2756 } u;
2759 void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
2760 void find_ps_compile_args(const struct wined3d_state *state,
2761 const struct wined3d_shader *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
2763 void find_vs_compile_args(const struct wined3d_state *state,
2764 const struct wined3d_shader *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2766 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2767 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2768 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2769 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2770 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2771 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2772 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2773 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2774 unsigned int max) DECLSPEC_HIDDEN;
2775 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2776 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
2777 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2779 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2781 switch (reg->type)
2783 case WINED3DSPR_RASTOUT:
2784 /* oFog & oPts */
2785 if (reg->idx[0].offset)
2786 return TRUE;
2787 /* oPos */
2788 return FALSE;
2790 case WINED3DSPR_DEPTHOUT: /* oDepth */
2791 case WINED3DSPR_CONSTBOOL: /* b# */
2792 case WINED3DSPR_LOOP: /* aL */
2793 case WINED3DSPR_PREDICATE: /* p0 */
2794 case WINED3DSPR_PRIMID: /* primID */
2795 return TRUE;
2797 case WINED3DSPR_MISCTYPE:
2798 switch (reg->idx[0].offset)
2800 case 0: /* vPos */
2801 return FALSE;
2802 case 1: /* vFace */
2803 return TRUE;
2804 default:
2805 return FALSE;
2808 case WINED3DSPR_IMMCONST:
2809 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2811 default:
2812 return FALSE;
2816 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2817 const struct wined3d_state *state, float *position_fixup)
2819 position_fixup[0] = 1.0f;
2820 position_fixup[1] = 1.0f;
2821 position_fixup[2] = (63.0f / 64.0f) / state->viewport.width;
2822 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.height;
2824 if (context->render_offscreen)
2826 position_fixup[1] *= -1.0f;
2827 position_fixup[3] *= -1.0f;
2831 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
2833 struct wined3d_shader_lconst *lconst;
2835 if (shader->load_local_constsF)
2836 return FALSE;
2838 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
2840 if (lconst->idx == reg)
2841 return TRUE;
2844 return FALSE;
2847 /* Using additional shader constants (uniforms in GLSL / program environment
2848 * or local parameters in ARB) is costly:
2849 * ARB only knows float4 parameters and GLSL compiler are not really smart
2850 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2851 * (in fact most compilers map a float2 to a full float4 uniform).
2853 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2854 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2855 * into a single shader constant (uniform / program parameter).
2857 * This structure is shared between the GLSL and the ARB backend.*/
2858 struct ps_np2fixup_info {
2859 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2860 WORD active; /* bitfield indicating if we can apply the fixup */
2861 WORD num_consts;
2864 /* sRGB correction constants */
2865 static const float srgb_cmp = 0.0031308f;
2866 static const float srgb_mul_low = 12.92f;
2867 static const float srgb_pow = 0.41666f;
2868 static const float srgb_mul_high = 1.055f;
2869 static const float srgb_sub_high = 0.055f;
2871 struct wined3d_palette
2873 LONG ref;
2874 void *parent;
2875 struct wined3d_device *device;
2877 HPALETTE hpal;
2878 WORD palVersion; /*| */
2879 WORD palNumEntries; /*| LOGPALETTE */
2880 PALETTEENTRY palents[256]; /*| */
2881 /* This is to store the palette in 'screen format' */
2882 int screen_palents[256];
2883 DWORD flags;
2886 /* DirectDraw utility functions */
2887 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2889 /*****************************************************************************
2890 * Pixel format management
2893 /* WineD3D pixel format flags */
2894 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2895 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2896 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2897 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2898 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2899 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2900 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
2901 #define WINED3DFMT_FLAG_GETDC 0x00000100
2902 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2903 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2904 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2905 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2906 #define WINED3DFMT_FLAG_VTF 0x00002000
2907 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2908 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
2909 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
2910 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
2911 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
2912 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
2914 struct wined3d_rational
2916 UINT numerator;
2917 UINT denominator;
2920 struct wined3d_format
2922 enum wined3d_format_id id;
2924 DWORD red_size;
2925 DWORD green_size;
2926 DWORD blue_size;
2927 DWORD alpha_size;
2928 DWORD red_offset;
2929 DWORD green_offset;
2930 DWORD blue_offset;
2931 DWORD alpha_offset;
2932 UINT byte_count;
2933 BYTE depth_size;
2934 BYTE stencil_size;
2936 UINT block_width;
2937 UINT block_height;
2938 UINT block_byte_count;
2940 enum wined3d_ffp_emit_idx emit_idx;
2941 GLint component_count;
2942 GLenum gl_vtx_type;
2943 GLint gl_vtx_format;
2944 GLboolean gl_normalized;
2945 unsigned int component_size;
2947 GLint glInternal;
2948 GLint glGammaInternal;
2949 GLint rtInternal;
2950 GLint glFormat;
2951 GLint glType;
2952 UINT conv_byte_count;
2953 unsigned int flags;
2954 struct wined3d_rational height_scale;
2955 struct color_fixup_desc color_fixup;
2956 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
2959 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2960 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2961 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
2962 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2963 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
2964 const struct wined3d_color *color) DECLSPEC_HIDDEN;
2966 static inline BOOL use_vs(const struct wined3d_state *state)
2968 /* Check stateblock->vertexDecl to allow this to be used from
2969 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2970 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2971 * style strided data. */
2972 return state->vertex_shader && !state->vertex_declaration->position_transformed;
2975 static inline BOOL use_ps(const struct wined3d_state *state)
2977 return !!state->pixel_shader;
2980 static inline void context_apply_state(struct wined3d_context *context,
2981 const struct wined3d_state *state, DWORD state_id)
2983 const struct StateEntry *state_table = context->state_table;
2984 DWORD rep = state_table[state_id].representative;
2985 state_table[rep].apply(context, state, rep);
2988 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2989 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2991 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
2993 #endif