wined3d: Introduce a get_modelview_matrix() function.
[wine/multimedia.git] / dlls / wined3d / wined3d_private.h
blob8d000e88d36c25050223ee5d4a8f2f78555d403f
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 #ifndef ARRAY_SIZE
56 #define ARRAY_SIZE(array) (sizeof(array) / sizeof((array)[0]))
57 #endif
59 /* Driver quirks */
60 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
61 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
62 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
63 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
64 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
65 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
66 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
67 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
68 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
69 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
71 /* Texture format fixups */
73 enum fixup_channel_source
75 CHANNEL_SOURCE_ZERO = 0,
76 CHANNEL_SOURCE_ONE = 1,
77 CHANNEL_SOURCE_X = 2,
78 CHANNEL_SOURCE_Y = 3,
79 CHANNEL_SOURCE_Z = 4,
80 CHANNEL_SOURCE_W = 5,
81 CHANNEL_SOURCE_COMPLEX0 = 6,
82 CHANNEL_SOURCE_COMPLEX1 = 7,
85 enum complex_fixup
87 COMPLEX_FIXUP_NONE = 0,
88 COMPLEX_FIXUP_YUY2 = 1,
89 COMPLEX_FIXUP_UYVY = 2,
90 COMPLEX_FIXUP_YV12 = 3,
91 COMPLEX_FIXUP_P8 = 4,
92 COMPLEX_FIXUP_NV12 = 5,
95 #include <pshpack2.h>
96 struct color_fixup_desc
98 unsigned short x_sign_fixup : 1;
99 unsigned short x_source : 3;
100 unsigned short y_sign_fixup : 1;
101 unsigned short y_source : 3;
102 unsigned short z_sign_fixup : 1;
103 unsigned short z_source : 3;
104 unsigned short w_sign_fixup : 1;
105 unsigned short w_source : 3;
107 #include <poppack.h>
109 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
110 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
112 static inline struct color_fixup_desc create_color_fixup_desc(
113 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
114 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
116 struct color_fixup_desc fixup =
118 sign0, src0,
119 sign1, src1,
120 sign2, src2,
121 sign3, src3,
123 return fixup;
126 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
128 struct color_fixup_desc fixup =
130 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
131 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
132 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
133 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
135 return fixup;
138 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
140 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
143 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
145 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
148 static inline BOOL is_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2)
150 return f1.x_sign_fixup == f2.x_sign_fixup && f1.x_source == f2.x_source
151 && f1.y_sign_fixup == f2.y_sign_fixup && f1.y_source == f2.y_source
152 && f1.z_sign_fixup == f2.z_sign_fixup && f1.z_source == f2.z_source
153 && f1.w_sign_fixup == f2.w_sign_fixup && f1.w_source == f2.w_source;
156 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
158 enum complex_fixup complex_fixup = 0;
159 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
160 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
161 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
162 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
163 return complex_fixup;
166 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
167 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
168 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
170 /* Device caps */
171 #define MAX_STREAM_OUT 4
172 #define MAX_STREAMS 16
173 #define MAX_TEXTURES 8
174 #define MAX_FRAGMENT_SAMPLERS 16
175 #define MAX_VERTEX_SAMPLERS 4
176 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
177 #define MAX_ACTIVE_LIGHTS 8
178 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
179 #define MAX_CONSTANT_BUFFERS 15
180 #define MAX_SAMPLER_OBJECTS 16
181 #define MAX_SHADER_RESOURCE_VIEWS 128
183 struct min_lookup
185 GLenum mip[WINED3D_TEXF_LINEAR + 1];
188 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
189 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
191 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN;
193 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
195 return magLookup[mag_filter];
198 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter,
199 enum wined3d_texture_filter_type mip_filter)
201 return minMipLookup[min_filter].mip[mip_filter];
204 /* float_16_to_32() and float_32_to_16() (see implementation in
205 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
206 * to standard C floats and vice versa. They do not depend on the encoding
207 * of the C float, so they are platform independent, but slow. On x86 and
208 * other IEEE 754 compliant platforms the conversion can be accelerated by
209 * bit shifting the exponent and mantissa. There are also some SSE-based
210 * assembly routines out there.
212 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
214 static inline float float_16_to_32(const unsigned short *in)
216 const unsigned short s = ((*in) & 0x8000);
217 const unsigned short e = ((*in) & 0x7c00) >> 10;
218 const unsigned short m = (*in) & 0x3ff;
219 const float sgn = (s ? -1.0f : 1.0f);
221 if(e == 0) {
222 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
223 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
224 } else if(e < 31) {
225 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
226 } else {
227 if(m == 0) return sgn * INFINITY;
228 else return NAN;
232 static inline float float_24_to_32(DWORD in)
234 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
235 const unsigned short e = (in & 0x780000) >> 19;
236 const unsigned int m = in & 0x7ffff;
238 if (e == 0)
240 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
241 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
243 else if (e < 15)
245 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
247 else
249 if (m == 0) return sgn * INFINITY;
250 else return NAN;
254 #define ORM_BACKBUFFER 0
255 #define ORM_FBO 1
257 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
258 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
260 /* NOTE: When adding fields to this structure, make sure to update the default
261 * values in wined3d_main.c as well. */
262 struct wined3d_settings
264 /* Ideally, we don't want the user to have to request GLSL. If the
265 * hardware supports GLSL, we should use it. However, until it's fully
266 * implemented, we'll leave it as a registry setting for developers. */
267 BOOL glslRequested;
268 int offscreen_rendering_mode;
269 unsigned short pci_vendor_id;
270 unsigned short pci_device_id;
271 /* Memory tracking and object counting. */
272 UINT64 emulated_textureram;
273 char *logo;
274 int allow_multisampling;
275 BOOL strict_draw_ordering;
276 BOOL always_offscreen;
277 unsigned int max_sm_vs;
278 unsigned int max_sm_gs;
279 unsigned int max_sm_ps;
280 BOOL no_3d;
283 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
285 enum wined3d_shader_resource_type
287 WINED3D_SHADER_RESOURCE_NONE,
288 WINED3D_SHADER_RESOURCE_BUFFER,
289 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
290 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
291 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
292 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
293 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
294 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
295 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
296 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
299 #define WINED3D_SHADER_CONST_VS_F 0x00000001
300 #define WINED3D_SHADER_CONST_VS_I 0x00000002
301 #define WINED3D_SHADER_CONST_VS_B 0x00000004
302 #define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000008
303 #define WINED3D_SHADER_CONST_PS_F 0x00000010
304 #define WINED3D_SHADER_CONST_PS_I 0x00000020
305 #define WINED3D_SHADER_CONST_PS_B 0x00000040
306 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000080
307 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000100
308 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000200
309 #define WINED3D_SHADER_CONST_FFP_PS 0x00000400
311 enum wined3d_shader_register_type
313 WINED3DSPR_TEMP = 0,
314 WINED3DSPR_INPUT = 1,
315 WINED3DSPR_CONST = 2,
316 WINED3DSPR_ADDR = 3,
317 WINED3DSPR_TEXTURE = 3,
318 WINED3DSPR_RASTOUT = 4,
319 WINED3DSPR_ATTROUT = 5,
320 WINED3DSPR_TEXCRDOUT = 6,
321 WINED3DSPR_OUTPUT = 6,
322 WINED3DSPR_CONSTINT = 7,
323 WINED3DSPR_COLOROUT = 8,
324 WINED3DSPR_DEPTHOUT = 9,
325 WINED3DSPR_SAMPLER = 10,
326 WINED3DSPR_CONST2 = 11,
327 WINED3DSPR_CONST3 = 12,
328 WINED3DSPR_CONST4 = 13,
329 WINED3DSPR_CONSTBOOL = 14,
330 WINED3DSPR_LOOP = 15,
331 WINED3DSPR_TEMPFLOAT16 = 16,
332 WINED3DSPR_MISCTYPE = 17,
333 WINED3DSPR_LABEL = 18,
334 WINED3DSPR_PREDICATE = 19,
335 WINED3DSPR_IMMCONST,
336 WINED3DSPR_CONSTBUFFER,
337 WINED3DSPR_PRIMID,
338 WINED3DSPR_NULL,
339 WINED3DSPR_RESOURCE,
342 enum wined3d_data_type
344 WINED3D_DATA_FLOAT,
345 WINED3D_DATA_INT,
346 WINED3D_DATA_RESOURCE,
347 WINED3D_DATA_SAMPLER,
348 WINED3D_DATA_UINT,
349 WINED3D_DATA_UNORM,
350 WINED3D_DATA_SNORM,
353 enum wined3d_immconst_type
355 WINED3D_IMMCONST_SCALAR,
356 WINED3D_IMMCONST_VEC4,
359 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
361 enum wined3d_shader_src_modifier
363 WINED3DSPSM_NONE = 0,
364 WINED3DSPSM_NEG = 1,
365 WINED3DSPSM_BIAS = 2,
366 WINED3DSPSM_BIASNEG = 3,
367 WINED3DSPSM_SIGN = 4,
368 WINED3DSPSM_SIGNNEG = 5,
369 WINED3DSPSM_COMP = 6,
370 WINED3DSPSM_X2 = 7,
371 WINED3DSPSM_X2NEG = 8,
372 WINED3DSPSM_DZ = 9,
373 WINED3DSPSM_DW = 10,
374 WINED3DSPSM_ABS = 11,
375 WINED3DSPSM_ABSNEG = 12,
376 WINED3DSPSM_NOT = 13,
379 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
380 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
381 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
382 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
383 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
385 enum wined3d_shader_dst_modifier
387 WINED3DSPDM_NONE = 0,
388 WINED3DSPDM_SATURATE = 1,
389 WINED3DSPDM_PARTIALPRECISION = 2,
390 WINED3DSPDM_MSAMPCENTROID = 4,
393 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
394 #define WINED3DSI_TEXLD_PROJECT 0x1
395 #define WINED3DSI_TEXLD_BIAS 0x2
396 #define WINED3DSI_INDEXED_DYNAMIC 0x4
398 enum wined3d_shader_rel_op
400 WINED3D_SHADER_REL_OP_GT = 1,
401 WINED3D_SHADER_REL_OP_EQ = 2,
402 WINED3D_SHADER_REL_OP_GE = 3,
403 WINED3D_SHADER_REL_OP_LT = 4,
404 WINED3D_SHADER_REL_OP_NE = 5,
405 WINED3D_SHADER_REL_OP_LE = 6,
408 #define WINED3D_SM1_VS 0xfffe
409 #define WINED3D_SM1_PS 0xffff
410 #define WINED3D_SM4_PS 0x0000
411 #define WINED3D_SM4_VS 0x0001
412 #define WINED3D_SM4_GS 0x0002
414 /* Shader version tokens, and shader end tokens */
415 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
416 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
418 /* Shader backends */
420 /* TODO: Make this dynamic, based on shader limits ? */
421 #define MAX_ATTRIBS 16
422 #define MAX_REG_ADDR 1
423 #define MAX_REG_TEMP 32
424 #define MAX_REG_TEXCRD 8
425 #define MAX_REG_INPUT 32
426 #define MAX_REG_OUTPUT 32
427 #define MAX_CONST_I 16
428 #define MAX_CONST_B 16
429 #define WINED3D_MAX_CBS 15
431 /* FIXME: This needs to go up to 2048 for
432 * Shader model 3 according to msdn (and for software shaders) */
433 #define MAX_LABELS 16
435 struct wined3d_shader_buffer
437 char *buffer;
438 unsigned int buffer_size;
439 unsigned int content_size;
440 unsigned int lineNo;
441 BOOL newline;
444 enum WINED3D_SHADER_INSTRUCTION_HANDLER
446 WINED3DSIH_ABS,
447 WINED3DSIH_ADD,
448 WINED3DSIH_AND,
449 WINED3DSIH_BEM,
450 WINED3DSIH_BREAK,
451 WINED3DSIH_BREAKC,
452 WINED3DSIH_BREAKP,
453 WINED3DSIH_CALL,
454 WINED3DSIH_CALLNZ,
455 WINED3DSIH_CMP,
456 WINED3DSIH_CND,
457 WINED3DSIH_CRS,
458 WINED3DSIH_CUT,
459 WINED3DSIH_DCL,
460 WINED3DSIH_DCL_CONSTANT_BUFFER,
461 WINED3DSIH_DCL_INPUT_PRIMITIVE,
462 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
463 WINED3DSIH_DCL_VERTICES_OUT,
464 WINED3DSIH_DEF,
465 WINED3DSIH_DEFB,
466 WINED3DSIH_DEFI,
467 WINED3DSIH_DIV,
468 WINED3DSIH_DP2,
469 WINED3DSIH_DP2ADD,
470 WINED3DSIH_DP3,
471 WINED3DSIH_DP4,
472 WINED3DSIH_DST,
473 WINED3DSIH_DSX,
474 WINED3DSIH_DSY,
475 WINED3DSIH_ELSE,
476 WINED3DSIH_EMIT,
477 WINED3DSIH_ENDIF,
478 WINED3DSIH_ENDLOOP,
479 WINED3DSIH_ENDREP,
480 WINED3DSIH_EQ,
481 WINED3DSIH_EXP,
482 WINED3DSIH_EXPP,
483 WINED3DSIH_FRC,
484 WINED3DSIH_FTOI,
485 WINED3DSIH_GE,
486 WINED3DSIH_IADD,
487 WINED3DSIH_IEQ,
488 WINED3DSIH_IF,
489 WINED3DSIH_IFC,
490 WINED3DSIH_IGE,
491 WINED3DSIH_IMUL,
492 WINED3DSIH_ISHL,
493 WINED3DSIH_ITOF,
494 WINED3DSIH_LABEL,
495 WINED3DSIH_LD,
496 WINED3DSIH_LIT,
497 WINED3DSIH_LOG,
498 WINED3DSIH_LOGP,
499 WINED3DSIH_LOOP,
500 WINED3DSIH_LRP,
501 WINED3DSIH_LT,
502 WINED3DSIH_M3x2,
503 WINED3DSIH_M3x3,
504 WINED3DSIH_M3x4,
505 WINED3DSIH_M4x3,
506 WINED3DSIH_M4x4,
507 WINED3DSIH_MAD,
508 WINED3DSIH_MAX,
509 WINED3DSIH_MIN,
510 WINED3DSIH_MOV,
511 WINED3DSIH_MOVA,
512 WINED3DSIH_MOVC,
513 WINED3DSIH_MUL,
514 WINED3DSIH_NE,
515 WINED3DSIH_NOP,
516 WINED3DSIH_NRM,
517 WINED3DSIH_OR,
518 WINED3DSIH_PHASE,
519 WINED3DSIH_POW,
520 WINED3DSIH_RCP,
521 WINED3DSIH_REP,
522 WINED3DSIH_RET,
523 WINED3DSIH_ROUND_NI,
524 WINED3DSIH_RSQ,
525 WINED3DSIH_SAMPLE,
526 WINED3DSIH_SAMPLE_GRAD,
527 WINED3DSIH_SAMPLE_LOD,
528 WINED3DSIH_SETP,
529 WINED3DSIH_SGE,
530 WINED3DSIH_SGN,
531 WINED3DSIH_SINCOS,
532 WINED3DSIH_SLT,
533 WINED3DSIH_SQRT,
534 WINED3DSIH_SUB,
535 WINED3DSIH_TEX,
536 WINED3DSIH_TEXBEM,
537 WINED3DSIH_TEXBEML,
538 WINED3DSIH_TEXCOORD,
539 WINED3DSIH_TEXDEPTH,
540 WINED3DSIH_TEXDP3,
541 WINED3DSIH_TEXDP3TEX,
542 WINED3DSIH_TEXKILL,
543 WINED3DSIH_TEXLDD,
544 WINED3DSIH_TEXLDL,
545 WINED3DSIH_TEXM3x2DEPTH,
546 WINED3DSIH_TEXM3x2PAD,
547 WINED3DSIH_TEXM3x2TEX,
548 WINED3DSIH_TEXM3x3,
549 WINED3DSIH_TEXM3x3DIFF,
550 WINED3DSIH_TEXM3x3PAD,
551 WINED3DSIH_TEXM3x3SPEC,
552 WINED3DSIH_TEXM3x3TEX,
553 WINED3DSIH_TEXM3x3VSPEC,
554 WINED3DSIH_TEXREG2AR,
555 WINED3DSIH_TEXREG2GB,
556 WINED3DSIH_TEXREG2RGB,
557 WINED3DSIH_UDIV,
558 WINED3DSIH_UGE,
559 WINED3DSIH_USHR,
560 WINED3DSIH_UTOF,
561 WINED3DSIH_XOR,
562 WINED3DSIH_TABLE_SIZE
565 enum wined3d_shader_type
567 WINED3D_SHADER_TYPE_PIXEL,
568 WINED3D_SHADER_TYPE_VERTEX,
569 WINED3D_SHADER_TYPE_GEOMETRY,
570 WINED3D_SHADER_TYPE_COUNT,
573 struct wined3d_shader_version
575 enum wined3d_shader_type type;
576 BYTE major;
577 BYTE minor;
580 struct wined3d_shader_resource_info
582 enum wined3d_shader_resource_type type;
583 enum wined3d_data_type data_type;
586 struct wined3d_shader_sampler_map_entry
588 unsigned int resource_idx;
589 unsigned int sampler_idx;
590 unsigned int bind_idx;
593 struct wined3d_shader_sampler_map
595 struct wined3d_shader_sampler_map_entry *entries;
596 size_t size;
597 size_t count;
600 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
602 struct wined3d_shader_reg_maps
604 struct wined3d_shader_version shader_version;
605 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
606 BYTE address; /* MAX_REG_ADDR, 1 */
607 WORD labels; /* MAX_LABELS, 16 */
608 DWORD temporary; /* MAX_REG_TEMP, 32 */
609 DWORD *constf; /* pixel, vertex */
610 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
611 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
612 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
613 WORD integer_constants; /* MAX_CONST_I, 16 */
614 WORD boolean_constants; /* MAX_CONST_B, 16 */
615 WORD local_int_consts; /* MAX_CONST_I, 16 */
616 WORD local_bool_consts; /* MAX_CONST_B, 16 */
617 UINT cb_sizes[WINED3D_MAX_CBS];
619 struct wined3d_shader_resource_info resource_info[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
620 struct wined3d_shader_sampler_map sampler_map;
621 BYTE bumpmat; /* MAX_TEXTURES, 8 */
622 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
624 WORD usesnrm : 1;
625 WORD vpos : 1;
626 WORD usesdsx : 1;
627 WORD usesdsy : 1;
628 WORD usestexldd : 1;
629 WORD usesmova : 1;
630 WORD usesfacing : 1;
631 WORD usesrelconstF : 1;
632 WORD fog : 1;
633 WORD usestexldl : 1;
634 WORD usesifc : 1;
635 WORD usescall : 1;
636 WORD usespow : 1;
637 WORD padding : 3;
639 DWORD rt_mask; /* Used render targets, 32 max. */
641 /* Whether or not loops are used in this shader, and nesting depth */
642 unsigned loop_depth;
643 UINT min_rel_offset, max_rel_offset;
646 /* Keeps track of details for TEX_M#x# instructions which need to maintain
647 * state information between multiple instructions. */
648 struct wined3d_shader_tex_mx
650 unsigned int current_row;
651 DWORD texcoord_w[2];
654 struct wined3d_shader_loop_state
656 UINT current_depth;
657 UINT current_reg;
660 struct wined3d_shader_context
662 const struct wined3d_shader *shader;
663 const struct wined3d_gl_info *gl_info;
664 const struct wined3d_shader_reg_maps *reg_maps;
665 struct wined3d_shader_buffer *buffer;
666 struct wined3d_shader_tex_mx *tex_mx;
667 struct wined3d_shader_loop_state *loop_state;
668 void *backend_data;
671 struct wined3d_shader_register_index
673 const struct wined3d_shader_src_param *rel_addr;
674 unsigned int offset;
677 struct wined3d_shader_register
679 enum wined3d_shader_register_type type;
680 enum wined3d_data_type data_type;
681 struct wined3d_shader_register_index idx[2];
682 enum wined3d_immconst_type immconst_type;
683 DWORD immconst_data[4];
686 struct wined3d_shader_dst_param
688 struct wined3d_shader_register reg;
689 DWORD write_mask;
690 DWORD modifiers;
691 DWORD shift;
694 struct wined3d_shader_src_param
696 struct wined3d_shader_register reg;
697 DWORD swizzle;
698 enum wined3d_shader_src_modifier modifiers;
701 struct wined3d_shader_semantic
703 enum wined3d_decl_usage usage;
704 UINT usage_idx;
705 enum wined3d_shader_resource_type resource_type;
706 enum wined3d_data_type resource_data_type;
707 struct wined3d_shader_dst_param reg;
710 struct wined3d_shader_instruction
712 const struct wined3d_shader_context *ctx;
713 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
714 DWORD flags;
715 BOOL coissue;
716 const struct wined3d_shader_src_param *predicate;
717 UINT dst_count;
718 const struct wined3d_shader_dst_param *dst;
719 UINT src_count;
720 const struct wined3d_shader_src_param *src;
721 union
723 struct wined3d_shader_semantic semantic;
724 enum wined3d_primitive_type primitive_type;
725 struct wined3d_shader_src_param src;
726 UINT count;
727 } declaration;
730 struct wined3d_shader_attribute
732 enum wined3d_decl_usage usage;
733 UINT usage_idx;
736 struct wined3d_shader_loop_control
738 unsigned int count;
739 unsigned int start;
740 int step;
743 struct wined3d_shader_frontend
745 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
746 void (*shader_free)(void *data);
747 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
748 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
749 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
752 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
753 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
755 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
757 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
758 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
760 struct shader_caps
762 UINT vs_version;
763 UINT gs_version;
764 UINT ps_version;
766 DWORD vs_uniform_count;
767 DWORD ps_uniform_count;
768 float ps_1x_max_value;
770 DWORD wined3d_caps;
773 enum tex_types
775 tex_1d = 0,
776 tex_2d = 1,
777 tex_3d = 2,
778 tex_cube = 3,
779 tex_rect = 4,
780 tex_type_count = 5,
783 enum vertexprocessing_mode {
784 fixedfunction,
785 vertexshader,
786 pretransformed
789 #define WINED3D_CONST_NUM_UNUSED ~0U
791 enum wined3d_ffp_ps_fog_mode
793 WINED3D_FFP_PS_FOG_OFF,
794 WINED3D_FFP_PS_FOG_LINEAR,
795 WINED3D_FFP_PS_FOG_EXP,
796 WINED3D_FFP_PS_FOG_EXP2,
799 /* Stateblock dependent parameters which have to be hardcoded
800 * into the shader code
803 #define WINED3D_PSARGS_PROJECTED (1 << 3)
804 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
805 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
806 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
807 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3
809 /* Similar to tex_types, except that it doesn't have 1d textures
810 * (can't be bound), rect textures (handled via np2_fixup) and
811 * none / unknown (treated as 2d and handled via dummy textures). */
812 enum wined3d_shader_tex_types
814 WINED3D_SHADER_TEX_2D = 0,
815 WINED3D_SHADER_TEX_3D = 1,
816 WINED3D_SHADER_TEX_CUBE = 2,
819 struct ps_compile_args {
820 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
821 enum vertexprocessing_mode vp_mode;
822 enum wined3d_ffp_ps_fog_mode fog;
823 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
824 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
825 WORD srgb_correction;
826 WORD np2_fixup;
827 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
828 D3D9 has a limit of 16 samplers and the fixup is superfluous
829 in D3D10 (unconditional NP2 support mandatory). */
830 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
833 enum fog_src_type {
834 VS_FOG_Z = 0,
835 VS_FOG_COORD = 1
838 struct vs_compile_args {
839 BYTE fog_src;
840 BYTE clip_enabled;
841 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
844 struct wined3d_context;
845 struct wined3d_state;
846 struct fragment_pipeline;
847 struct wined3d_vertex_pipe_ops;
849 struct wined3d_shader_backend_ops
851 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
852 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
853 const struct wined3d_state *state);
854 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
855 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
856 enum tex_types tex_type, const SIZE *ds_mask_size);
857 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
858 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
859 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
860 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
861 const struct wined3d_state *state);
862 void (*shader_destroy)(struct wined3d_shader *shader);
863 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
864 const struct fragment_pipeline *fragment_pipe);
865 void (*shader_free_private)(struct wined3d_device *device);
866 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
867 void (*shader_free_context_data)(struct wined3d_context *context);
868 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
869 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
870 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
873 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
874 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
875 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
877 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
879 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
880 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
881 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
882 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
884 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f)
885 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f)
886 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f)
887 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f)
889 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
890 (vec)[0] = D3DCOLOR_R(dw); \
891 (vec)[1] = D3DCOLOR_G(dw); \
892 (vec)[2] = D3DCOLOR_B(dw); \
893 (vec)[3] = D3DCOLOR_A(dw); \
894 } while(0)
896 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
898 /* Checking of API calls */
899 /* --------------------- */
900 #ifndef WINE_NO_DEBUG_MSGS
901 #define checkGLcall(A) \
902 do { \
903 GLint err; \
904 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
905 err = gl_info->gl_ops.gl.p_glGetError(); \
906 if (err == GL_NO_ERROR) { \
907 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
909 } else do { \
910 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
911 debug_glerror(err), err, A, __FILE__, __LINE__); \
912 err = gl_info->gl_ops.gl.p_glGetError(); \
913 } while (err != GL_NO_ERROR); \
914 } while(0)
915 #else
916 #define checkGLcall(A) do {} while(0)
917 #endif
919 enum wined3d_ffp_idx
921 WINED3D_FFP_POSITION = 0,
922 WINED3D_FFP_BLENDWEIGHT = 1,
923 WINED3D_FFP_BLENDINDICES = 2,
924 WINED3D_FFP_NORMAL = 3,
925 WINED3D_FFP_PSIZE = 4,
926 WINED3D_FFP_DIFFUSE = 5,
927 WINED3D_FFP_SPECULAR = 6,
928 WINED3D_FFP_TEXCOORD0 = 7,
929 WINED3D_FFP_TEXCOORD1 = 8,
930 WINED3D_FFP_TEXCOORD2 = 9,
931 WINED3D_FFP_TEXCOORD3 = 10,
932 WINED3D_FFP_TEXCOORD4 = 11,
933 WINED3D_FFP_TEXCOORD5 = 12,
934 WINED3D_FFP_TEXCOORD6 = 13,
935 WINED3D_FFP_TEXCOORD7 = 14,
938 enum wined3d_ffp_emit_idx
940 WINED3D_FFP_EMIT_FLOAT1 = 0,
941 WINED3D_FFP_EMIT_FLOAT2 = 1,
942 WINED3D_FFP_EMIT_FLOAT3 = 2,
943 WINED3D_FFP_EMIT_FLOAT4 = 3,
944 WINED3D_FFP_EMIT_D3DCOLOR = 4,
945 WINED3D_FFP_EMIT_UBYTE4 = 5,
946 WINED3D_FFP_EMIT_SHORT2 = 6,
947 WINED3D_FFP_EMIT_SHORT4 = 7,
948 WINED3D_FFP_EMIT_UBYTE4N = 8,
949 WINED3D_FFP_EMIT_SHORT2N = 9,
950 WINED3D_FFP_EMIT_SHORT4N = 10,
951 WINED3D_FFP_EMIT_USHORT2N = 11,
952 WINED3D_FFP_EMIT_USHORT4N = 12,
953 WINED3D_FFP_EMIT_UDEC3 = 13,
954 WINED3D_FFP_EMIT_DEC3N = 14,
955 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
956 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
957 WINED3D_FFP_EMIT_INVALID = 17,
958 WINED3D_FFP_EMIT_COUNT = 18
961 struct wined3d_bo_address
963 GLuint buffer_object;
964 BYTE *addr;
967 struct wined3d_const_bo_address
969 GLuint buffer_object;
970 const BYTE *addr;
973 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
975 return (struct wined3d_const_bo_address *)data;
978 struct wined3d_stream_info_element
980 const struct wined3d_format *format;
981 struct wined3d_bo_address data;
982 GLsizei stride;
983 UINT stream_idx;
986 struct wined3d_stream_info
988 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
989 DWORD position_transformed : 1;
990 DWORD all_vbo : 1;
991 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
992 WORD use_map; /* MAX_ATTRIBS, 16 */
995 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
996 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
997 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
999 #define eps 1e-8f
1001 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1002 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1004 /* Routines and structures related to state management */
1006 #define STATE_RENDER(a) (a)
1007 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1009 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1010 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1012 /* + 1 because samplers start with 0 */
1013 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1014 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1016 #define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1017 #define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
1019 #define STATE_CONSTANT_BUFFER(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a))
1020 #define STATE_IS_CONSTANT_BUFFER(a) ((a) >= STATE_CONSTANT_BUFFER(0) && (a) < STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1022 #define STATE_SHADER_RESOURCE_BINDING (STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1023 #define STATE_IS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_SHADER_RESOURCE_BINDING)
1025 #define STATE_TRANSFORM(a) (STATE_SHADER_RESOURCE_BINDING + (a))
1026 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1028 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1029 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1030 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1031 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1033 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1034 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1036 #define STATE_VIEWPORT (STATE_VDECL + 1)
1037 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1039 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1040 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1041 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1042 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1044 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1045 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1047 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1048 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1050 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1051 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1053 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1054 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1056 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1057 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1059 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1060 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1062 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1063 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1065 #define STATE_POINT_SIZE_ENABLE (STATE_FRAMEBUFFER + 1)
1066 #define STATE_IS_POINT_SIZE_ENABLE(a) ((a) == STATE_POINT_SIZE_ENABLE)
1068 #define STATE_HIGHEST (STATE_POINT_SIZE_ENABLE)
1070 enum fogsource {
1071 FOGSOURCE_FFP,
1072 FOGSOURCE_VS,
1073 FOGSOURCE_COORD,
1076 struct wined3d_occlusion_query
1078 struct list entry;
1079 GLuint id;
1080 struct wined3d_context *context;
1083 union wined3d_gl_query_object
1085 GLuint id;
1086 GLsync sync;
1089 struct wined3d_event_query
1091 struct list entry;
1092 union wined3d_gl_query_object object;
1093 struct wined3d_context *context;
1096 enum wined3d_event_query_result
1098 WINED3D_EVENT_QUERY_OK,
1099 WINED3D_EVENT_QUERY_WAITING,
1100 WINED3D_EVENT_QUERY_NOT_STARTED,
1101 WINED3D_EVENT_QUERY_WRONG_THREAD,
1102 WINED3D_EVENT_QUERY_ERROR
1105 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1106 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1107 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1108 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1109 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1111 struct wined3d_timestamp_query
1113 struct list entry;
1114 GLuint id;
1115 struct wined3d_context *context;
1118 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1119 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1121 struct wined3d_context
1123 const struct wined3d_gl_info *gl_info;
1124 const struct wined3d_d3d_info *d3d_info;
1125 const struct StateEntry *state_table;
1126 /* State dirtification
1127 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1128 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1129 * 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
1130 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1132 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1133 DWORD numDirtyEntries;
1134 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1136 struct wined3d_swapchain *swapchain;
1137 struct wined3d_surface *current_rt;
1138 DWORD tid; /* Thread ID which owns this context at the moment */
1140 /* Stores some information about the context state for optimization */
1141 DWORD render_offscreen : 1;
1142 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1143 DWORD last_was_pshader : 1;
1144 DWORD last_was_vshader : 1;
1145 DWORD namedArraysLoaded : 1;
1146 DWORD numberedArraysLoaded : 1;
1147 DWORD last_was_blit : 1;
1148 DWORD last_was_ckey : 1;
1149 DWORD fog_coord : 1;
1150 DWORD fog_enabled : 1;
1151 DWORD num_untracked_materials : 2; /* Max value 2 */
1152 DWORD current : 1;
1153 DWORD destroyed : 1;
1154 DWORD valid : 1;
1155 DWORD use_immediate_mode_draw : 1;
1156 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1157 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1158 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1159 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1160 DWORD rebind_fbo : 1;
1161 DWORD needs_set : 1;
1162 DWORD hdc_is_private : 1;
1163 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1164 DWORD update_shader_resource_bindings : 1;
1165 DWORD padding : 15;
1166 DWORD shader_update_mask;
1167 DWORD constant_update_mask;
1168 DWORD numbered_array_mask;
1169 GLenum tracking_parm; /* Which source is tracking current colour */
1170 GLenum untracked_materials[2];
1171 UINT blit_w, blit_h;
1172 enum fogsource fog_source;
1173 DWORD active_texture;
1174 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1176 UINT instance_count;
1178 /* The actual opengl context */
1179 UINT level;
1180 HGLRC restore_ctx;
1181 HDC restore_dc;
1182 int restore_pf;
1183 HWND restore_pf_win;
1184 HGLRC glCtx;
1185 HWND win_handle;
1186 HDC hdc;
1187 int pixel_format;
1188 GLint aux_buffers;
1190 void *shader_backend_data;
1192 /* FBOs */
1193 UINT fbo_entry_count;
1194 struct list fbo_list;
1195 struct list fbo_destroy_list;
1196 struct fbo_entry *current_fbo;
1197 GLuint fbo_read_binding;
1198 GLuint fbo_draw_binding;
1199 struct wined3d_surface **blit_targets;
1200 GLenum *draw_buffers;
1201 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1203 /* Queries */
1204 GLuint *free_occlusion_queries;
1205 UINT free_occlusion_query_size;
1206 UINT free_occlusion_query_count;
1207 struct list occlusion_queries;
1209 union wined3d_gl_query_object *free_event_queries;
1210 UINT free_event_query_size;
1211 UINT free_event_query_count;
1212 struct list event_queries;
1214 GLuint *free_timestamp_queries;
1215 UINT free_timestamp_query_size;
1216 UINT free_timestamp_query_count;
1217 struct list timestamp_queries;
1219 struct wined3d_stream_info stream_info;
1221 /* Fences for GL_APPLE_flush_buffer_range */
1222 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1223 unsigned int num_buffer_queries;
1225 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1226 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1228 /* Extension emulation */
1229 GLint gl_fog_source;
1230 GLfloat fog_coord_value;
1231 GLfloat color[4], fogstart, fogend, fogcolor[4];
1232 GLuint dummy_arbfp_prog;
1235 struct wined3d_fb_state
1237 struct wined3d_rendertarget_view **render_targets;
1238 struct wined3d_rendertarget_view *depth_stencil;
1241 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1243 struct StateEntry
1245 DWORD representative;
1246 APPLYSTATEFUNC apply;
1249 struct StateEntryTemplate
1251 DWORD state;
1252 struct StateEntry content;
1253 enum wined3d_gl_extension extension;
1256 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1257 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1259 struct fragment_caps
1261 DWORD wined3d_caps;
1262 DWORD PrimitiveMiscCaps;
1263 DWORD TextureOpCaps;
1264 DWORD MaxTextureBlendStages;
1265 DWORD MaxSimultaneousTextures;
1268 struct fragment_pipeline
1270 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1271 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1272 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1273 void (*free_private)(struct wined3d_device *device);
1274 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1275 const struct StateEntryTemplate *states;
1278 struct wined3d_vertex_caps
1280 BOOL xyzrhw;
1281 DWORD max_active_lights;
1282 DWORD max_vertex_blend_matrices;
1283 DWORD max_vertex_blend_matrix_index;
1284 DWORD vertex_processing_caps;
1285 DWORD fvf_caps;
1286 DWORD max_user_clip_planes;
1287 DWORD raster_caps;
1290 struct wined3d_vertex_pipe_ops
1292 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1293 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1294 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1295 void (*vp_free)(struct wined3d_device *device);
1296 const struct StateEntryTemplate *vp_states;
1299 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1300 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1301 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1302 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1303 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1304 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1305 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1306 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1308 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1309 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1310 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1312 /* "Base" state table */
1313 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1314 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1315 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1316 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1318 enum wined3d_blit_op
1320 WINED3D_BLIT_OP_COLOR_BLIT,
1321 WINED3D_BLIT_OP_COLOR_FILL,
1322 WINED3D_BLIT_OP_DEPTH_FILL,
1323 WINED3D_BLIT_OP_DEPTH_BLIT,
1326 /* Shaders for color conversions in blits. Do not do blit operations while
1327 * already under the GL lock. */
1328 struct blit_shader
1330 HRESULT (*alloc_private)(struct wined3d_device *device);
1331 void (*free_private)(struct wined3d_device *device);
1332 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface);
1333 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1334 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1335 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1336 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1337 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1338 const RECT *dst_rect, const struct wined3d_color *color);
1339 HRESULT (*depth_fill)(struct wined3d_device *device,
1340 struct wined3d_surface *surface, const RECT *rect, float depth);
1343 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1344 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1345 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1347 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1348 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1349 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1350 DECLSPEC_HIDDEN;
1352 /* Temporary blit_shader helper functions */
1353 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
1354 struct wined3d_surface *src_surface, const RECT *src_rect,
1355 struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN;
1357 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1358 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1359 void context_alloc_event_query(struct wined3d_context *context,
1360 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1361 void context_alloc_occlusion_query(struct wined3d_context *context,
1362 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1363 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1364 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1365 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1366 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1367 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1368 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1369 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1370 unsigned int unit) DECLSPEC_HIDDEN;
1371 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1372 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1373 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1374 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1375 BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1376 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1377 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1378 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1379 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1380 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1381 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1382 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1383 void context_resource_released(const struct wined3d_device *device,
1384 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1385 void context_resource_unloaded(const struct wined3d_device *device,
1386 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1387 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1388 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1389 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1390 void context_state_drawbuf(struct wined3d_context *context,
1391 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1392 void context_state_fb(struct wined3d_context *context,
1393 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1394 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1395 void context_stream_info_from_declaration(struct wined3d_context *context,
1396 const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1398 /*****************************************************************************
1399 * Internal representation of a light
1401 struct wined3d_light_info
1403 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1404 DWORD OriginalIndex;
1405 LONG glIndex;
1406 BOOL enabled;
1408 /* Converted parms to speed up swapping lights */
1409 float lightPosn[4];
1410 float lightDirn[4];
1411 float exponent;
1412 float cutoff;
1414 struct list entry;
1417 /* The default light parameters */
1418 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1420 struct wined3d_pixel_format
1422 int iPixelFormat; /* WGL pixel format */
1423 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1424 int redSize, greenSize, blueSize, alphaSize, colorSize;
1425 int depthSize, stencilSize;
1426 BOOL windowDrawable;
1427 BOOL doubleBuffer;
1428 int auxBuffers;
1429 int numSamples;
1432 enum wined3d_pci_vendor
1434 HW_VENDOR_SOFTWARE = 0x0000,
1435 HW_VENDOR_AMD = 0x1002,
1436 HW_VENDOR_NVIDIA = 0x10de,
1437 HW_VENDOR_VMWARE = 0x15ad,
1438 HW_VENDOR_INTEL = 0x8086,
1441 enum wined3d_pci_device
1443 CARD_WINE = 0x0000,
1445 CARD_AMD_RAGE_128PRO = 0x5246,
1446 CARD_AMD_RADEON_7200 = 0x5144,
1447 CARD_AMD_RADEON_8500 = 0x514c,
1448 CARD_AMD_RADEON_9500 = 0x4144,
1449 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1450 CARD_AMD_RADEON_X700 = 0x5e4c,
1451 CARD_AMD_RADEON_X1600 = 0x71c2,
1452 CARD_AMD_RADEON_HD2350 = 0x94c7,
1453 CARD_AMD_RADEON_HD2600 = 0x9581,
1454 CARD_AMD_RADEON_HD2900 = 0x9400,
1455 CARD_AMD_RADEON_HD3200 = 0x9620,
1456 CARD_AMD_RADEON_HD4200M = 0x9712,
1457 CARD_AMD_RADEON_HD4350 = 0x954f,
1458 CARD_AMD_RADEON_HD4600 = 0x9495,
1459 CARD_AMD_RADEON_HD4700 = 0x944e,
1460 CARD_AMD_RADEON_HD4800 = 0x944c,
1461 CARD_AMD_RADEON_HD5400 = 0x68f9,
1462 CARD_AMD_RADEON_HD5600 = 0x68d8,
1463 CARD_AMD_RADEON_HD5700 = 0x68be,
1464 CARD_AMD_RADEON_HD5800 = 0x6898,
1465 CARD_AMD_RADEON_HD5900 = 0x689c,
1466 CARD_AMD_RADEON_HD6300 = 0x9803,
1467 CARD_AMD_RADEON_HD6400 = 0x6770,
1468 CARD_AMD_RADEON_HD6410D = 0x9644,
1469 CARD_AMD_RADEON_HD6550D = 0x9640,
1470 CARD_AMD_RADEON_HD6600 = 0x6758,
1471 CARD_AMD_RADEON_HD6600M = 0x6741,
1472 CARD_AMD_RADEON_HD6700 = 0x68ba,
1473 CARD_AMD_RADEON_HD6800 = 0x6739,
1474 CARD_AMD_RADEON_HD6900 = 0x6719,
1475 CARD_AMD_RADEON_HD7660D = 0x9901,
1476 CARD_AMD_RADEON_HD7700 = 0x683d,
1477 CARD_AMD_RADEON_HD7800 = 0x6819,
1478 CARD_AMD_RADEON_HD7900 = 0x679a,
1479 CARD_AMD_RADEON_HD8600M = 0x6660,
1480 CARD_AMD_RADEON_HD8670 = 0x6610,
1481 CARD_AMD_RADEON_HD8770 = 0x665c,
1482 CARD_AMD_RADEON_R3 = 0x9830,
1483 CARD_AMD_RADEON_R7 = 0x130f,
1484 CARD_AMD_RADEON_R9 = 0x67b1,
1486 CARD_NVIDIA_RIVA_128 = 0x0018,
1487 CARD_NVIDIA_RIVA_TNT = 0x0020,
1488 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1489 CARD_NVIDIA_GEFORCE = 0x0100,
1490 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1491 CARD_NVIDIA_GEFORCE2 = 0x0150,
1492 CARD_NVIDIA_GEFORCE3 = 0x0200,
1493 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1494 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1495 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1496 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1497 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1498 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1499 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1500 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1501 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1502 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1503 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1504 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1505 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1506 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1507 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1508 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1509 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1510 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1511 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1512 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1513 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1514 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1515 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1516 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1517 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1518 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1519 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1520 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1521 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1522 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1523 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1524 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1525 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1526 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1527 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1528 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1529 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1530 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1531 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1532 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1533 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1534 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1535 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1536 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1537 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1538 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1539 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1540 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1541 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1542 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1543 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1544 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1545 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1546 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1547 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1548 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1549 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1550 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1551 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1552 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1553 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1554 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1555 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1556 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1557 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1558 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
1559 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1560 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1561 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1562 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1563 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
1564 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
1565 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
1566 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
1567 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
1568 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
1569 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
1570 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
1571 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
1572 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
1574 CARD_VMWARE_SVGA3D = 0x0405,
1576 CARD_INTEL_830M = 0x3577,
1577 CARD_INTEL_855GM = 0x3582,
1578 CARD_INTEL_845G = 0x2562,
1579 CARD_INTEL_865G = 0x2572,
1580 CARD_INTEL_915G = 0x2582,
1581 CARD_INTEL_E7221G = 0x258a,
1582 CARD_INTEL_915GM = 0x2592,
1583 CARD_INTEL_945G = 0x2772,
1584 CARD_INTEL_945GM = 0x27a2,
1585 CARD_INTEL_945GME = 0x27ae,
1586 CARD_INTEL_Q35 = 0x29b2,
1587 CARD_INTEL_G33 = 0x29c2,
1588 CARD_INTEL_Q33 = 0x29d2,
1589 CARD_INTEL_PNVG = 0xa001,
1590 CARD_INTEL_PNVM = 0xa011,
1591 CARD_INTEL_965Q = 0x2992,
1592 CARD_INTEL_965G = 0x2982,
1593 CARD_INTEL_946GZ = 0x2972,
1594 CARD_INTEL_965GM = 0x2a02,
1595 CARD_INTEL_965GME = 0x2a12,
1596 CARD_INTEL_GM45 = 0x2a42,
1597 CARD_INTEL_IGD = 0x2e02,
1598 CARD_INTEL_Q45 = 0x2e12,
1599 CARD_INTEL_G45 = 0x2e22,
1600 CARD_INTEL_G41 = 0x2e32,
1601 CARD_INTEL_B43 = 0x2e92,
1602 CARD_INTEL_ILKD = 0x0042,
1603 CARD_INTEL_ILKM = 0x0046,
1604 CARD_INTEL_SNBD = 0x0122,
1605 CARD_INTEL_SNBM = 0x0126,
1606 CARD_INTEL_SNBS = 0x010a,
1607 CARD_INTEL_IVBD = 0x0162,
1608 CARD_INTEL_IVBM = 0x0166,
1609 CARD_INTEL_IVBS = 0x015a,
1610 CARD_INTEL_HWM = 0x0416,
1613 struct wined3d_fbo_ops
1615 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1616 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1617 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1618 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1619 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1620 GLsizei width, GLsizei height);
1621 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1622 GLenum internalformat, GLsizei width, GLsizei height);
1623 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1624 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1625 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1626 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1627 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1628 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1629 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1630 GLenum textarget, GLuint texture, GLint level);
1631 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1632 GLenum textarget, GLuint texture, GLint level);
1633 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1634 GLenum textarget, GLuint texture, GLint level, GLint layer);
1635 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1636 GLenum renderbuffertarget, GLuint renderbuffer);
1637 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1638 GLenum pname, GLint *params);
1639 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1640 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1641 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1644 struct wined3d_gl_limits
1646 UINT buffers;
1647 UINT lights;
1648 UINT textures;
1649 UINT texture_coords;
1650 UINT vertex_uniform_blocks;
1651 UINT geometry_uniform_blocks;
1652 UINT fragment_uniform_blocks;
1653 UINT fragment_samplers;
1654 UINT vertex_samplers;
1655 UINT combined_samplers;
1656 UINT general_combiners;
1657 UINT clipplanes;
1658 UINT texture_size;
1659 UINT texture3d_size;
1660 float pointsize_max;
1661 float pointsize_min;
1662 UINT blends;
1663 UINT anisotropy;
1664 float shininess;
1665 UINT samples;
1666 UINT vertex_attribs;
1668 UINT glsl_varyings;
1669 UINT glsl_vs_float_constants;
1670 UINT glsl_ps_float_constants;
1672 UINT arb_vs_float_constants;
1673 UINT arb_vs_native_constants;
1674 UINT arb_vs_instructions;
1675 UINT arb_vs_temps;
1676 UINT arb_ps_float_constants;
1677 UINT arb_ps_local_constants;
1678 UINT arb_ps_native_constants;
1679 UINT arb_ps_instructions;
1680 UINT arb_ps_temps;
1683 struct wined3d_gl_info
1685 DWORD glsl_version;
1686 struct wined3d_gl_limits limits;
1687 DWORD reserved_glsl_constants, reserved_arb_constants;
1688 DWORD quirks;
1689 BOOL supported[WINED3D_GL_EXT_COUNT];
1690 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1692 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
1693 struct opengl_funcs gl_ops;
1694 struct wined3d_fbo_ops fbo_ops;
1696 struct wined3d_format *formats;
1699 struct wined3d_driver_info
1701 enum wined3d_pci_vendor vendor;
1702 enum wined3d_pci_device device;
1703 const char *name;
1704 const char *description;
1705 UINT64 vram_bytes;
1706 DWORD version_high;
1707 DWORD version_low;
1710 struct wined3d_d3d_limits
1712 UINT vs_version, gs_version, ps_version;
1713 DWORD vs_uniform_count;
1714 DWORD ps_uniform_count;
1715 UINT ffp_textures;
1716 UINT ffp_blend_stages;
1719 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
1720 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
1721 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
1723 struct wined3d_ffp_attrib_ops
1725 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
1726 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
1727 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
1728 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
1729 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
1732 struct wined3d_d3d_info
1734 struct wined3d_d3d_limits limits;
1735 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
1736 BOOL xyzrhw;
1737 BOOL vs_clipping;
1738 DWORD valid_rt_mask;
1741 /* The adapter structure */
1742 struct wined3d_adapter
1744 UINT ordinal;
1745 POINT monitorPoint;
1746 enum wined3d_format_id screen_format;
1748 struct wined3d_gl_info gl_info;
1749 struct wined3d_d3d_info d3d_info;
1750 struct wined3d_driver_info driver_info;
1751 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1752 unsigned int cfg_count;
1753 struct wined3d_pixel_format *cfgs;
1754 UINT64 vram_bytes;
1755 UINT64 vram_bytes_used;
1756 LUID luid;
1758 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1759 const struct fragment_pipeline *fragment_pipe;
1760 const struct wined3d_shader_backend_ops *shader_backend;
1761 const struct blit_shader *blitter;
1764 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter) DECLSPEC_HIDDEN;
1765 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
1767 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1768 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1770 enum projection_types
1772 proj_none = 0,
1773 proj_count3 = 1,
1774 proj_count4 = 2
1777 enum dst_arg
1779 resultreg = 0,
1780 tempreg = 1
1783 /*****************************************************************************
1784 * Fixed function pipeline replacements
1786 #define ARG_UNUSED 0xff
1787 struct texture_stage_op
1789 unsigned cop : 8;
1790 unsigned carg1 : 8;
1791 unsigned carg2 : 8;
1792 unsigned carg0 : 8;
1794 unsigned aop : 8;
1795 unsigned aarg1 : 8;
1796 unsigned aarg2 : 8;
1797 unsigned aarg0 : 8;
1799 struct color_fixup_desc color_fixup;
1800 unsigned tex_type : 3;
1801 unsigned dst : 1;
1802 unsigned projected : 2;
1803 unsigned padding : 10;
1806 struct ffp_frag_settings
1808 struct texture_stage_op op[MAX_TEXTURES];
1809 enum wined3d_ffp_ps_fog_mode fog;
1810 /* Use shorts instead of chars to get dword alignment */
1811 unsigned short sRGB_write;
1812 unsigned short emul_clipplanes;
1815 struct ffp_frag_desc
1817 struct wine_rb_entry entry;
1818 struct ffp_frag_settings settings;
1821 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1822 extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN;
1823 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1825 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
1826 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1827 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1828 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1829 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1830 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1831 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
1833 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
1834 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
1836 enum wined3d_ffp_vs_fog_mode
1838 WINED3D_FFP_VS_FOG_OFF = 0,
1839 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
1840 WINED3D_FFP_VS_FOG_DEPTH = 2,
1841 WINED3D_FFP_VS_FOG_RANGE = 3,
1844 #define WINED3D_FFP_TCI_SHIFT 16
1845 #define WINED3D_FFP_TCI_MASK 0xff
1847 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
1848 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7
1850 struct wined3d_ffp_vs_settings
1852 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
1853 DWORD diffuse_source : 2;
1854 DWORD emission_source : 2;
1855 DWORD ambient_source : 2;
1856 DWORD specular_source : 2;
1858 DWORD transformed : 1;
1859 DWORD clipping : 1;
1860 DWORD normal : 1;
1861 DWORD normalize : 1;
1862 DWORD lighting : 1;
1863 DWORD localviewer : 1;
1864 DWORD point_size : 1;
1865 DWORD fog_mode : 2;
1866 DWORD texcoords : 8; /* MAX_TEXTURES */
1867 DWORD ortho_fog : 1;
1868 DWORD padding : 14;
1870 BYTE texgen[MAX_TEXTURES];
1873 struct wined3d_ffp_vs_desc
1875 struct wine_rb_entry entry;
1876 struct wined3d_ffp_vs_settings settings;
1879 void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct wined3d_stream_info *si,
1880 struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
1882 struct wined3d
1884 LONG ref;
1885 DWORD flags;
1886 UINT adapter_count;
1887 struct wined3d_adapter adapters[1];
1890 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
1891 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1892 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1894 struct wined3d_stream_output
1896 struct wined3d_buffer *buffer;
1897 UINT offset;
1900 struct wined3d_stream_state
1902 struct wined3d_buffer *buffer;
1903 UINT offset;
1904 UINT stride;
1905 UINT frequency;
1906 UINT flags;
1909 #define WINED3D_STATE_NO_REF 0x00000001
1910 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
1912 struct wined3d_state
1914 DWORD flags;
1915 const struct wined3d_fb_state *fb;
1917 struct wined3d_vertex_declaration *vertex_declaration;
1918 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
1919 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
1920 struct wined3d_buffer *index_buffer;
1921 enum wined3d_format_id index_format;
1922 INT base_vertex_index;
1923 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
1924 GLenum gl_primitive_type;
1925 struct wined3d_query *predicate;
1926 BOOL predicate_value;
1928 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
1929 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
1930 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
1931 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
1933 BOOL vs_consts_b[MAX_CONST_B];
1934 INT vs_consts_i[MAX_CONST_I * 4];
1935 float *vs_consts_f;
1937 BOOL ps_consts_b[MAX_CONST_B];
1938 INT ps_consts_i[MAX_CONST_I * 4];
1939 float *ps_consts_f;
1941 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
1942 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1943 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1945 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
1946 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
1947 struct wined3d_material material;
1948 struct wined3d_viewport viewport;
1949 RECT scissor_rect;
1951 /* Light hashmap. Collisions are handled using linked lists. */
1952 #define LIGHTMAP_SIZE 43
1953 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
1954 struct list light_map[LIGHTMAP_SIZE];
1955 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
1957 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
1960 #define WINED3D_UNMAPPED_STAGE ~0U
1962 /* Multithreaded flag. Removed from the public header to signal that
1963 * wined3d_device_create() ignores it. */
1964 #define WINED3DCREATE_MULTITHREADED 0x00000004
1966 struct wined3d_device
1968 LONG ref;
1970 /* WineD3D Information */
1971 struct wined3d_device_parent *device_parent;
1972 struct wined3d *wined3d;
1973 struct wined3d_adapter *adapter;
1975 /* Window styles to restore when switching fullscreen mode */
1976 LONG style;
1977 LONG exStyle;
1979 /* X and GL Information */
1980 GLenum offscreenBuffer;
1982 const struct wined3d_shader_backend_ops *shader_backend;
1983 void *shader_priv;
1984 void *fragment_priv;
1985 void *vertex_priv;
1986 void *blit_priv;
1987 struct StateEntry StateTable[STATE_HIGHEST + 1];
1988 /* Array of functions for states which are handled by more than one pipeline part */
1989 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1990 const struct blit_shader *blitter;
1992 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1993 BYTE bCursorVisible : 1;
1994 BYTE d3d_initialized : 1;
1995 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1996 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1997 BYTE filter_messages : 1;
1998 BYTE padding : 2;
2000 unsigned char surface_alignment; /* Line Alignment of surfaces */
2002 WORD padding2 : 16;
2004 struct wined3d_state state;
2005 struct wined3d_state *update_state;
2006 struct wined3d_stateblock *recording;
2008 /* Internal use fields */
2009 struct wined3d_device_creation_parameters create_parms;
2010 HWND focus_window;
2012 struct wined3d_rendertarget_view *back_buffer_view;
2013 struct wined3d_swapchain **swapchains;
2014 UINT swapchain_count;
2016 struct list resources; /* a linked list to track resources created by the device */
2017 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2018 struct wine_rb_tree samplers;
2020 /* Render Target Support */
2021 struct wined3d_fb_state fb;
2022 struct wined3d_surface *onscreen_depth_stencil;
2023 struct wined3d_rendertarget_view *auto_depth_stencil_view;
2025 /* For rendering to a texture using glCopyTexImage */
2026 GLuint depth_blt_texture;
2028 /* Cursor management */
2029 UINT xHotSpot;
2030 UINT yHotSpot;
2031 UINT xScreenSpace;
2032 UINT yScreenSpace;
2033 UINT cursorWidth, cursorHeight;
2034 struct wined3d_texture *cursor_texture;
2035 HCURSOR hardwareCursor;
2037 /* The Wine logo texture */
2038 struct wined3d_texture *logo_texture;
2040 /* Textures for when no other textures are mapped */
2041 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
2042 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
2043 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
2044 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
2046 /* Command stream */
2047 struct wined3d_cs *cs;
2049 /* Context management */
2050 struct wined3d_context **contexts;
2051 UINT context_count;
2054 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
2055 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
2056 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2057 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2058 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2059 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
2060 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
2061 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
2062 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
2063 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2064 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2065 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2066 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
2067 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
2068 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
2070 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2072 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2073 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2074 return context->isStateDirty[idx] & (1 << shift);
2077 static inline void context_invalidate_active_texture(struct wined3d_context *context)
2079 DWORD sampler = context->rev_tex_unit_map[context->active_texture];
2080 if (sampler != WINED3D_UNMAPPED_STAGE)
2081 context_invalidate_state(context, STATE_SAMPLER(sampler));
2084 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2085 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2087 struct wined3d_resource_ops
2089 ULONG (*resource_incref)(struct wined3d_resource *resource);
2090 ULONG (*resource_decref)(struct wined3d_resource *resource);
2091 void (*resource_unload)(struct wined3d_resource *resource);
2094 struct wined3d_resource
2096 LONG ref;
2097 LONG bind_count;
2098 LONG map_count;
2099 struct wined3d_device *device;
2100 enum wined3d_resource_type type;
2101 const struct wined3d_format *format;
2102 enum wined3d_multisample_type multisample_type;
2103 UINT multisample_quality;
2104 DWORD usage;
2105 enum wined3d_pool pool;
2106 DWORD access_flags;
2107 DWORD draw_binding;
2108 DWORD map_binding;
2109 UINT width;
2110 UINT height;
2111 UINT depth;
2112 UINT size;
2113 DWORD priority;
2114 void *heap_memory;
2115 struct list resource_list_entry;
2117 void *parent;
2118 const struct wined3d_parent_ops *parent_ops;
2119 const struct wined3d_resource_ops *resource_ops;
2122 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
2124 return resource->resource_ops->resource_incref(resource);
2127 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
2129 return resource->resource_ops->resource_decref(resource);
2132 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2133 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2134 enum wined3d_resource_type type, const struct wined3d_format *format,
2135 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2136 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2137 void *parent, const struct wined3d_parent_ops *parent_ops,
2138 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2139 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2140 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2141 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2142 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2143 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2144 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2145 DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource, DWORD flags) DECLSPEC_HIDDEN;
2146 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2148 /* Tests show that the start address of resources is 32 byte aligned */
2149 #define RESOURCE_ALIGNMENT 16
2151 struct gl_texture
2153 struct wined3d_sampler_desc sampler_desc;
2154 unsigned int base_level;
2155 GLuint name;
2158 struct wined3d_texture_ops
2160 void (*texture_sub_resource_load)(struct wined3d_resource *sub_resource,
2161 struct wined3d_context *context, BOOL srgb);
2162 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
2163 const struct wined3d_box *dirty_region);
2164 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
2165 void (*texture_sub_resource_invalidate_location)(struct wined3d_resource *sub_resource, DWORD location);
2166 void (*texture_sub_resource_validate_location)(struct wined3d_resource *sub_resource, DWORD location);
2167 void (*texture_sub_resource_upload_data)(struct wined3d_resource *sub_resource,
2168 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data);
2169 void (*texture_prepare_texture)(struct wined3d_texture *texture,
2170 struct wined3d_context *context, BOOL srgb);
2173 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2174 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000002
2175 #define WINED3D_TEXTURE_IS_SRGB 0x00000004
2176 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000008
2177 #define WINED3D_TEXTURE_RGB_VALID 0x00000010
2178 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000020
2179 #define WINED3D_TEXTURE_SRGB_VALID 0x00000040
2180 #define WINED3D_TEXTURE_CONVERTED 0x00000080
2181 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000100
2182 #define WINED3D_TEXTURE_DYNAMIC_MAP 0x00000200
2183 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
2184 #define WINED3D_TEXTURE_COLOR_KEY 0x00000800
2186 struct wined3d_texture
2188 struct wined3d_resource resource;
2189 const struct wined3d_texture_ops *texture_ops;
2190 struct gl_texture texture_rgb, texture_srgb;
2191 struct wined3d_resource **sub_resources;
2192 struct wined3d_swapchain *swapchain;
2193 UINT layer_count;
2194 UINT level_count;
2195 float pow2_matrix[16];
2196 UINT lod;
2197 enum wined3d_texture_filter_type filter_type;
2198 DWORD sampler;
2199 DWORD flags;
2200 GLenum target;
2202 /* Color keys for DDraw */
2203 struct wined3d_color_key dst_blt_color_key;
2204 struct wined3d_color_key src_blt_color_key;
2205 struct wined3d_color_key dst_overlay_color_key;
2206 struct wined3d_color_key src_overlay_color_key;
2207 struct wined3d_color_key gl_color_key;
2208 DWORD color_key_flags;
2211 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
2213 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2216 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2217 BOOL srgb)
2219 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
2222 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
2223 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2224 void wined3d_texture_bind(struct wined3d_texture *texture,
2225 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2226 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
2227 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2228 void wined3d_texture_force_reload(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2229 void wined3d_texture_load(struct wined3d_texture *texture,
2230 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2231 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
2232 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2233 void wined3d_texture_set_dirty(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2234 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
2235 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2237 #define WINED3D_LOCATION_DISCARDED 0x00000001
2238 #define WINED3D_LOCATION_SYSMEM 0x00000002
2239 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
2240 #define WINED3D_LOCATION_DIB 0x00000008
2241 #define WINED3D_LOCATION_BUFFER 0x00000010
2242 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000020
2243 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000040
2244 #define WINED3D_LOCATION_DRAWABLE 0x00000080
2245 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000100
2246 #define WINED3D_LOCATION_RB_RESOLVED 0x00000200
2248 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2250 #define WINED3D_VFLAG_CLIENT_STORAGE 0x00000001
2252 struct wined3d_volume
2254 struct wined3d_resource resource;
2255 struct wined3d_texture *container;
2257 DWORD flags, locations;
2258 GLint texture_level;
2259 DWORD download_count;
2260 GLuint pbo;
2263 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
2265 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
2268 BOOL volume_prepare_system_memory(struct wined3d_volume *volume) DECLSPEC_HIDDEN;
2269 HRESULT wined3d_volume_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
2270 unsigned int level, struct wined3d_volume **volume) DECLSPEC_HIDDEN;
2271 void wined3d_volume_destroy(struct wined3d_volume *volume) DECLSPEC_HIDDEN;
2272 void wined3d_volume_get_pitch(const struct wined3d_volume *volume, UINT *row_pitch, UINT *slice_pitch) DECLSPEC_HIDDEN;
2273 void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context,
2274 BOOL srgb_mode) DECLSPEC_HIDDEN;
2275 void wined3d_volume_invalidate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
2276 void wined3d_volume_validate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
2277 void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
2278 const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2280 struct wined3d_surface_dib
2282 HBITMAP DIBsection;
2283 void *bitmap_data;
2284 UINT bitmap_size;
2287 struct wined3d_renderbuffer_entry
2289 struct list entry;
2290 GLuint id;
2291 UINT width;
2292 UINT height;
2295 struct fbo_entry
2297 struct list entry;
2298 struct wined3d_surface **render_targets;
2299 struct wined3d_surface *depth_stencil;
2300 DWORD location;
2301 DWORD rt_mask;
2302 BOOL attached;
2303 GLuint id;
2306 struct wined3d_surface_ops
2308 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2309 void (*surface_unmap)(struct wined3d_surface *surface);
2312 struct wined3d_surface
2314 struct wined3d_resource resource;
2315 const struct wined3d_surface_ops *surface_ops;
2316 struct wined3d_texture *container;
2317 void *user_memory;
2318 DWORD locations;
2320 DWORD flags;
2322 UINT pitch;
2323 UINT pow2Width;
2324 UINT pow2Height;
2326 /* PBO */
2327 GLuint pbo;
2328 GLuint rb_multisample;
2329 GLuint rb_resolved;
2330 GLenum texture_target;
2331 unsigned int texture_level;
2332 unsigned int texture_layer;
2334 RECT lockedRect;
2335 int lockCount;
2337 /* For GetDC */
2338 struct wined3d_surface_dib dib;
2339 HDC hDC;
2341 struct list renderbuffers;
2342 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2343 SIZE ds_current_size;
2345 /* DirectDraw Overlay handling */
2346 RECT overlay_srcrect;
2347 RECT overlay_destrect;
2348 struct wined3d_surface *overlay_dest;
2349 struct list overlays;
2350 struct list overlay_entry;
2353 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2355 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2358 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2359 const struct wined3d_gl_info *gl_info, BOOL srgb)
2361 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2362 ? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
2365 void surface_set_dirty(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2366 HRESULT surface_color_fill(struct wined3d_surface *s,
2367 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2368 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2369 void surface_get_drawable_size(const struct wined3d_surface *surface, const struct wined3d_context *context,
2370 unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
2371 void surface_invalidate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2372 void surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2373 void surface_load_ds_location(struct wined3d_surface *surface,
2374 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2375 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2376 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2377 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2378 void surface_prepare_rb(struct wined3d_surface *surface,
2379 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2380 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2381 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2382 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2383 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2384 HRESULT wined3d_surface_update_desc(struct wined3d_surface *surface,
2385 const struct wined3d_gl_info *gl_info, void *mem, unsigned int pitch) DECLSPEC_HIDDEN;
2386 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2387 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2388 void surface_validate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2389 HRESULT wined3d_surface_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
2390 GLenum target, unsigned int level, unsigned int layer, DWORD flags,
2391 struct wined3d_surface **surface) DECLSPEC_HIDDEN;
2392 void wined3d_surface_destroy(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2393 void surface_prepare_map_memory(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2394 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2395 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
2396 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2398 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2399 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2400 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2402 /* Surface flags: */
2403 #define SFLAG_DIBSECTION 0x00000001 /* Has a DIB section attached for GetDC. */
2404 #define SFLAG_DISCARD 0x00000002 /* ??? */
2405 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2406 #define SFLAG_LOST 0x00000008 /* Surface lost flag for ddraw. */
2407 #define SFLAG_CLIENT 0x00000010 /* GL_APPLE_client_storage is used with this surface. */
2408 #define SFLAG_DCINUSE 0x00000020 /* Set between GetDC and ReleaseDC calls. */
2410 struct wined3d_sampler
2412 struct wine_rb_entry entry;
2413 LONG refcount;
2414 struct wined3d_device *device;
2415 void *parent;
2416 struct wined3d_sampler_desc desc;
2417 GLuint name;
2420 struct wined3d_vertex_declaration_element
2422 const struct wined3d_format *format;
2423 BOOL ffp_valid;
2424 unsigned int input_slot;
2425 unsigned int offset;
2426 UINT output_slot;
2427 BYTE method;
2428 BYTE usage;
2429 BYTE usage_idx;
2432 struct wined3d_vertex_declaration
2434 LONG ref;
2435 void *parent;
2436 const struct wined3d_parent_ops *parent_ops;
2437 struct wined3d_device *device;
2439 struct wined3d_vertex_declaration_element *elements;
2440 UINT element_count;
2442 BOOL position_transformed;
2443 BOOL half_float_conv_needed;
2446 struct wined3d_saved_states
2448 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2449 WORD streamSource; /* MAX_STREAMS, 16 */
2450 WORD streamFreq; /* MAX_STREAMS, 16 */
2451 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2452 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2453 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2454 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2455 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2456 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2457 BOOL *pixelShaderConstantsF;
2458 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2459 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2460 BOOL *vertexShaderConstantsF;
2461 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2462 DWORD primitive_type : 1;
2463 DWORD indices : 1;
2464 DWORD material : 1;
2465 DWORD viewport : 1;
2466 DWORD vertexDecl : 1;
2467 DWORD pixelShader : 1;
2468 DWORD vertexShader : 1;
2469 DWORD scissorRect : 1;
2470 DWORD padding : 4;
2473 struct StageState {
2474 DWORD stage;
2475 DWORD state;
2478 struct wined3d_stateblock
2480 LONG ref; /* Note: Ref counting not required */
2481 struct wined3d_device *device;
2483 /* Array indicating whether things have been set or changed */
2484 struct wined3d_saved_states changed;
2485 struct wined3d_state state;
2487 /* Contained state management */
2488 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2489 unsigned int num_contained_render_states;
2490 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2491 unsigned int num_contained_transform_states;
2492 DWORD contained_vs_consts_i[MAX_CONST_I];
2493 unsigned int num_contained_vs_consts_i;
2494 DWORD contained_vs_consts_b[MAX_CONST_B];
2495 unsigned int num_contained_vs_consts_b;
2496 DWORD *contained_vs_consts_f;
2497 unsigned int num_contained_vs_consts_f;
2498 DWORD contained_ps_consts_i[MAX_CONST_I];
2499 unsigned int num_contained_ps_consts_i;
2500 DWORD contained_ps_consts_b[MAX_CONST_B];
2501 unsigned int num_contained_ps_consts_b;
2502 DWORD *contained_ps_consts_f;
2503 unsigned int num_contained_ps_consts_f;
2504 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2505 unsigned int num_contained_tss_states;
2506 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2507 unsigned int num_contained_sampler_states;
2510 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2512 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
2513 HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
2514 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2515 DWORD flags) DECLSPEC_HIDDEN;
2516 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
2518 struct wined3d_cs_ops
2520 void *(*require_space)(struct wined3d_cs *cs, size_t size);
2521 void (*submit)(struct wined3d_cs *cs);
2524 struct wined3d_cs
2526 const struct wined3d_cs_ops *ops;
2527 struct wined3d_device *device;
2528 struct wined3d_fb_state fb;
2529 struct wined3d_state state;
2531 size_t data_size;
2532 void *data;
2535 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
2536 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2538 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
2539 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2540 void wined3d_cs_emit_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_count,
2541 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
2542 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
2543 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
2544 const RGNDATA *dirty_region, DWORD flags) DECLSPEC_HIDDEN;
2545 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2546 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
2547 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
2548 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
2549 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2550 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
2551 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2552 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
2553 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2554 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
2555 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
2556 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
2557 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
2558 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
2559 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
2560 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2561 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
2562 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
2563 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
2564 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
2565 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
2566 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
2567 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
2568 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
2569 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
2570 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
2571 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
2572 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
2573 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
2574 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
2575 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
2576 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2577 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
2578 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
2579 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
2580 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
2581 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
2582 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
2583 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
2585 /* Direct3D terminology with little modifications. We do not have an issued state
2586 * because only the driver knows about it, but we have a created state because d3d
2587 * allows GetData on a created issue, but opengl doesn't
2589 enum query_state {
2590 QUERY_CREATED,
2591 QUERY_SIGNALLED,
2592 QUERY_BUILDING
2595 struct wined3d_query_ops
2597 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2598 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2601 struct wined3d_query
2603 LONG ref;
2605 void *parent;
2606 const struct wined3d_query_ops *query_ops;
2607 struct wined3d_device *device;
2608 enum query_state state;
2609 enum wined3d_query_type type;
2610 DWORD data_size;
2611 void *extendedData;
2614 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2615 * fixed function semantics as D3DCOLOR or FLOAT16 */
2616 enum wined3d_buffer_conversion_type
2618 CONV_NONE,
2619 CONV_D3DCOLOR,
2620 CONV_POSITIONT,
2623 struct wined3d_map_range
2625 UINT offset;
2626 UINT size;
2629 struct wined3d_buffer
2631 struct wined3d_resource resource;
2633 struct wined3d_buffer_desc desc;
2635 GLuint buffer_object;
2636 GLenum buffer_object_usage;
2637 GLenum buffer_type_hint;
2638 DWORD flags;
2639 void *map_ptr;
2641 struct wined3d_map_range *maps;
2642 ULONG maps_size, modified_areas;
2643 struct wined3d_event_query *query;
2645 /* conversion stuff */
2646 UINT decl_change_count, full_conversion_count;
2647 UINT draw_count;
2648 UINT stride; /* 0 if no conversion */
2649 UINT conversion_stride; /* 0 if no shifted conversion */
2650 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2653 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2655 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2658 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
2659 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2660 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
2661 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
2662 const struct wined3d_state *state) DECLSPEC_HIDDEN;
2663 void buffer_mark_used(struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2665 struct wined3d_rendertarget_view
2667 LONG refcount;
2669 struct wined3d_resource *resource;
2670 void *parent;
2671 const struct wined3d_parent_ops *parent_ops;
2673 const struct wined3d_format *format;
2674 unsigned int sub_resource_idx;
2675 unsigned int buffer_offset;
2677 unsigned int width;
2678 unsigned int height;
2679 unsigned int depth;
2682 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
2683 const struct wined3d_rendertarget_view *view)
2685 struct wined3d_resource *resource;
2686 struct wined3d_texture *texture;
2688 if (!view)
2689 return NULL;
2691 if (view->resource->type != WINED3D_RTYPE_TEXTURE && view->resource->type != WINED3D_RTYPE_CUBE_TEXTURE)
2692 return NULL;
2694 texture = wined3d_texture_from_resource(view->resource);
2695 if (!(resource = wined3d_texture_get_sub_resource(texture, view->sub_resource_idx)))
2696 return NULL;
2698 return surface_from_resource(resource);
2701 struct wined3d_shader_resource_view
2703 LONG refcount;
2705 struct wined3d_resource *resource;
2706 void *parent;
2707 const struct wined3d_parent_ops *parent_ops;
2710 struct wined3d_swapchain_ops
2712 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2713 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2716 struct wined3d_swapchain
2718 LONG ref;
2719 void *parent;
2720 const struct wined3d_parent_ops *parent_ops;
2721 const struct wined3d_swapchain_ops *swapchain_ops;
2722 struct wined3d_device *device;
2724 struct wined3d_texture **back_buffers;
2725 struct wined3d_texture *front_buffer;
2726 struct wined3d_swapchain_desc desc;
2727 struct wined3d_display_mode original_mode, d3d_mode;
2728 struct wined3d_gamma_ramp orig_gamma;
2729 BOOL render_to_fbo, reapply_mode;
2730 const struct wined3d_format *ds_format;
2731 struct wined3d_palette *palette;
2733 LONG prev_time, frames; /* Performance tracking */
2735 struct wined3d_context **context;
2736 unsigned int num_contexts;
2738 HWND win_handle;
2739 HWND device_window;
2741 HDC backup_dc;
2742 HWND backup_wnd;
2745 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2747 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
2748 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2749 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2750 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2751 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2752 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2754 /*****************************************************************************
2755 * Utility function prototypes
2758 /* Trace routines */
2759 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2760 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
2761 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
2762 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2763 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2764 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
2765 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2766 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2767 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
2768 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
2769 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2770 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
2771 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
2772 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
2773 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
2774 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2775 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2776 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
2777 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2779 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2780 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2781 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2782 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
2783 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2784 void set_texture_matrix(const struct wined3d_gl_info *gl_info, const float *smat, DWORD flags,
2785 BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id coordtype,
2786 BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2787 void texture_activate_dimensions(const struct wined3d_texture *texture,
2788 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2789 void sampler_texdim(struct wined3d_context *context,
2790 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2791 void tex_alphaop(struct wined3d_context *context,
2792 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2793 void apply_pixelshader(struct wined3d_context *context,
2794 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2795 void state_fogcolor(struct wined3d_context *context,
2796 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2797 void state_fogdensity(struct wined3d_context *context,
2798 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2799 void state_fogstartend(struct wined3d_context *context,
2800 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2801 void state_fog_fragpart(struct wined3d_context *context,
2802 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2803 void state_srgbwrite(struct wined3d_context *context,
2804 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2806 void sampler_texmatrix(struct wined3d_context *context,
2807 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2808 void state_specularenable(struct wined3d_context *context,
2809 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2810 void transform_world(struct wined3d_context *context,
2811 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2812 void transform_view(struct wined3d_context *context,
2813 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2814 void transform_projection(struct wined3d_context *context,
2815 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2816 void transform_texture(struct wined3d_context *context,
2817 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2818 void state_ambient(struct wined3d_context *context,
2819 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2820 void viewport_vertexpart(struct wined3d_context *context,
2821 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2822 void state_clipping(struct wined3d_context *context,
2823 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2824 void light(struct wined3d_context *context,
2825 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2826 void vertexdeclaration(struct wined3d_context *context,
2827 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2828 void clipplane(struct wined3d_context *context,
2829 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2830 void state_psizemin_w(struct wined3d_context *context,
2831 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2832 void state_psizemin_ext(struct wined3d_context *context,
2833 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2834 void state_psizemin_arb(struct wined3d_context *context,
2835 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2836 void state_pointsprite_w(struct wined3d_context *context,
2837 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2838 void state_pointsprite(struct wined3d_context *context,
2839 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2840 void state_pscale(struct wined3d_context *context,
2841 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2843 BOOL getColorBits(const struct wined3d_format *format,
2844 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2845 BOOL getDepthStencilBits(const struct wined3d_format *format,
2846 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2847 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2849 /* Math utils */
2850 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2851 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2852 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2854 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
2856 struct wined3d_shader_lconst
2858 struct list entry;
2859 unsigned int idx;
2860 DWORD value[4];
2863 struct wined3d_shader_limits
2865 unsigned int sampler;
2866 unsigned int constant_int;
2867 unsigned int constant_float;
2868 unsigned int constant_bool;
2869 unsigned int packed_output;
2870 unsigned int packed_input;
2873 #ifdef __GNUC__
2874 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2875 #else
2876 #define PRINTF_ATTR(fmt,args)
2877 #endif
2879 /* Base Shader utility functions. */
2880 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2881 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2883 /* Vertex shader utility functions */
2884 BOOL vshader_get_input(const struct wined3d_shader *shader,
2885 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2887 struct wined3d_vertex_shader
2889 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2892 struct wined3d_geometry_shader
2894 enum wined3d_primitive_type input_type;
2895 enum wined3d_primitive_type output_type;
2896 UINT vertices_out;
2899 struct wined3d_pixel_shader
2901 /* Pixel shader input semantics */
2902 DWORD input_reg_map[MAX_REG_INPUT];
2903 BOOL input_reg_used[MAX_REG_INPUT];
2904 unsigned int declared_in_count;
2906 /* Some information about the shader behavior */
2907 BOOL color0_mov;
2908 DWORD color0_reg;
2911 struct wined3d_shader
2913 LONG ref;
2914 const struct wined3d_shader_limits *limits;
2915 DWORD *function;
2916 UINT functionLength;
2917 BOOL load_local_constsF;
2918 const struct wined3d_shader_frontend *frontend;
2919 void *frontend_data;
2920 void *backend_data;
2922 void *parent;
2923 const struct wined3d_parent_ops *parent_ops;
2925 /* Programs this shader is linked with */
2926 struct list linked_programs;
2928 /* Immediate constants (override global ones) */
2929 struct list constantsB;
2930 struct list constantsF;
2931 struct list constantsI;
2932 struct wined3d_shader_reg_maps reg_maps;
2933 BOOL lconst_inf_or_nan;
2935 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2936 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2937 char *signature_strings;
2939 /* Pointer to the parent device */
2940 struct wined3d_device *device;
2941 struct list shader_list_entry;
2943 union
2945 struct wined3d_vertex_shader vs;
2946 struct wined3d_geometry_shader gs;
2947 struct wined3d_pixel_shader ps;
2948 } u;
2951 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
2952 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
2953 BOOL position_transformed, struct ps_compile_args *args,
2954 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2956 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
2957 WORD swizzle_map, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2959 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2960 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2961 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2962 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2963 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2964 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2965 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2966 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2967 unsigned int max) DECLSPEC_HIDDEN;
2968 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2969 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
2970 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2972 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2974 switch (reg->type)
2976 case WINED3DSPR_RASTOUT:
2977 /* oFog & oPts */
2978 if (reg->idx[0].offset)
2979 return TRUE;
2980 /* oPos */
2981 return FALSE;
2983 case WINED3DSPR_DEPTHOUT: /* oDepth */
2984 case WINED3DSPR_CONSTBOOL: /* b# */
2985 case WINED3DSPR_LOOP: /* aL */
2986 case WINED3DSPR_PREDICATE: /* p0 */
2987 case WINED3DSPR_PRIMID: /* primID */
2988 return TRUE;
2990 case WINED3DSPR_MISCTYPE:
2991 switch (reg->idx[0].offset)
2993 case 0: /* vPos */
2994 return FALSE;
2995 case 1: /* vFace */
2996 return TRUE;
2997 default:
2998 return FALSE;
3001 case WINED3DSPR_IMMCONST:
3002 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
3004 default:
3005 return FALSE;
3009 static inline void shader_get_position_fixup(const struct wined3d_context *context,
3010 const struct wined3d_state *state, float *position_fixup)
3012 position_fixup[0] = 1.0f;
3013 position_fixup[1] = 1.0f;
3014 position_fixup[2] = (63.0f / 64.0f) / state->viewport.width;
3015 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.height;
3017 if (context->render_offscreen)
3019 position_fixup[1] *= -1.0f;
3020 position_fixup[3] *= -1.0f;
3024 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
3026 struct wined3d_shader_lconst *lconst;
3028 if (shader->load_local_constsF)
3029 return FALSE;
3031 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3033 if (lconst->idx == reg)
3034 return TRUE;
3037 return FALSE;
3040 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3041 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
3042 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
3044 /* Using additional shader constants (uniforms in GLSL / program environment
3045 * or local parameters in ARB) is costly:
3046 * ARB only knows float4 parameters and GLSL compiler are not really smart
3047 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3048 * (in fact most compilers map a float2 to a full float4 uniform).
3050 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3051 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3052 * into a single shader constant (uniform / program parameter).
3054 * This structure is shared between the GLSL and the ARB backend.*/
3055 struct ps_np2fixup_info {
3056 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3057 WORD active; /* bitfield indicating if we can apply the fixup */
3058 WORD num_consts;
3061 struct wined3d_palette
3063 LONG ref;
3064 struct wined3d_device *device;
3066 unsigned int size;
3067 RGBQUAD colors[256];
3068 DWORD flags;
3071 /* DirectDraw utility functions */
3072 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3074 /*****************************************************************************
3075 * Pixel format management
3078 /* WineD3D pixel format flags */
3079 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
3080 #define WINED3DFMT_FLAG_FILTERING 0x00000002
3081 #define WINED3DFMT_FLAG_DEPTH 0x00000004
3082 #define WINED3DFMT_FLAG_STENCIL 0x00000008
3083 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
3084 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
3085 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
3086 #define WINED3DFMT_FLAG_GETDC 0x00000100
3087 #define WINED3DFMT_FLAG_FLOAT 0x00000200
3088 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
3089 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
3090 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
3091 #define WINED3DFMT_FLAG_VTF 0x00002000
3092 #define WINED3DFMT_FLAG_SHADOW 0x00004000
3093 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
3094 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
3095 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
3096 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
3097 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
3098 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
3100 struct wined3d_rational
3102 UINT numerator;
3103 UINT denominator;
3106 struct wined3d_color_key_conversion
3108 enum wined3d_format_id dst_format;
3109 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width,
3110 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key);
3113 struct wined3d_format
3115 enum wined3d_format_id id;
3117 DWORD red_size;
3118 DWORD green_size;
3119 DWORD blue_size;
3120 DWORD alpha_size;
3121 DWORD red_offset;
3122 DWORD green_offset;
3123 DWORD blue_offset;
3124 DWORD alpha_offset;
3125 UINT byte_count;
3126 BYTE depth_size;
3127 BYTE stencil_size;
3129 UINT block_width;
3130 UINT block_height;
3131 UINT block_byte_count;
3133 enum wined3d_ffp_emit_idx emit_idx;
3134 GLint component_count;
3135 GLenum gl_vtx_type;
3136 GLint gl_vtx_format;
3137 GLboolean gl_normalized;
3138 unsigned int component_size;
3140 GLint glInternal;
3141 GLint glGammaInternal;
3142 GLint rtInternal;
3143 GLint glFormat;
3144 GLint glType;
3145 UINT conv_byte_count;
3146 unsigned int flags;
3147 struct wined3d_rational height_scale;
3148 struct color_fixup_desc color_fixup;
3149 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
3150 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
3153 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3154 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3155 UINT wined3d_format_calculate_pitch(const struct wined3d_format *format, UINT width) DECLSPEC_HIDDEN;
3156 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
3157 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
3158 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
3159 const struct wined3d_color *color) DECLSPEC_HIDDEN;
3160 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
3161 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
3163 static inline BOOL use_vs(const struct wined3d_state *state)
3165 /* Check state->vertex_declaration to allow this to be used before the
3166 * stream info is validated, for example in device_update_tex_unit_map(). */
3167 return state->shader[WINED3D_SHADER_TYPE_VERTEX] && !state->vertex_declaration->position_transformed;
3170 static inline BOOL use_ps(const struct wined3d_state *state)
3172 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
3175 static inline void context_apply_state(struct wined3d_context *context,
3176 const struct wined3d_state *state, DWORD state_id)
3178 const struct StateEntry *state_table = context->state_table;
3179 DWORD rep = state_table[state_id].representative;
3180 state_table[rep].apply(context, state, rep);
3183 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3184 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3186 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
3188 #endif