wined3d: Make wined3d_event_query_test() and resource_get_type() static.
[wine/multimedia.git] / dlls / wined3d / wined3d_private.h
blob955595cd63ca3c80f6e05235dbf3e66538a5a171
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #include <limits.h>
30 #define NONAMELESSUNION
31 #define NONAMELESSSTRUCT
32 #define COBJMACROS
33 #include "windef.h"
34 #include "winbase.h"
35 #include "winreg.h"
36 #include "wingdi.h"
37 #include "winuser.h"
38 #include "wine/debug.h"
39 #include "wine/unicode.h"
41 #include "objbase.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
45 #include "wine/rbtree.h"
47 /* Driver quirks */
48 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
49 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
50 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
51 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
52 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
53 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
55 typedef struct IWineD3DDeviceImpl IWineD3DDeviceImpl;
57 /* Texture format fixups */
59 enum fixup_channel_source
61 CHANNEL_SOURCE_ZERO = 0,
62 CHANNEL_SOURCE_ONE = 1,
63 CHANNEL_SOURCE_X = 2,
64 CHANNEL_SOURCE_Y = 3,
65 CHANNEL_SOURCE_Z = 4,
66 CHANNEL_SOURCE_W = 5,
67 CHANNEL_SOURCE_COMPLEX0 = 6,
68 CHANNEL_SOURCE_COMPLEX1 = 7,
71 enum complex_fixup
73 COMPLEX_FIXUP_NONE = 0,
74 COMPLEX_FIXUP_YUY2 = 1,
75 COMPLEX_FIXUP_UYVY = 2,
76 COMPLEX_FIXUP_YV12 = 3,
77 COMPLEX_FIXUP_P8 = 4,
80 #include <pshpack2.h>
81 struct color_fixup_desc
83 unsigned x_sign_fixup : 1;
84 unsigned x_source : 3;
85 unsigned y_sign_fixup : 1;
86 unsigned y_source : 3;
87 unsigned z_sign_fixup : 1;
88 unsigned z_source : 3;
89 unsigned w_sign_fixup : 1;
90 unsigned w_source : 3;
92 #include <poppack.h>
94 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
95 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
97 static inline struct color_fixup_desc create_color_fixup_desc(
98 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
99 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
101 struct color_fixup_desc fixup =
103 sign0, src0,
104 sign1, src1,
105 sign2, src2,
106 sign3, src3,
108 return fixup;
111 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
113 struct color_fixup_desc fixup =
115 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
116 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
117 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
118 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
120 return fixup;
123 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
125 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
128 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
130 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
133 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
135 enum complex_fixup complex_fixup = 0;
136 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
137 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
138 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
139 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
140 return complex_fixup;
143 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
144 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
145 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
147 /* Device caps */
148 #define MAX_PALETTES 65536
149 #define MAX_STREAMS 16
150 #define MAX_TEXTURES 8
151 #define MAX_FRAGMENT_SAMPLERS 16
152 #define MAX_VERTEX_SAMPLERS 4
153 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
154 #define MAX_ACTIVE_LIGHTS 8
155 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
157 struct min_lookup
159 GLenum mip[WINED3DTEXF_LINEAR + 1];
162 extern const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
163 extern const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
164 extern const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
165 extern const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
166 extern const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
168 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
170 return mag_lookup[mag_filter];
173 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
174 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
176 return min_mip_lookup[min_filter].mip[mip_filter];
179 /* float_16_to_32() and float_32_to_16() (see implementation in
180 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
181 * to standard C floats and vice versa. They do not depend on the encoding
182 * of the C float, so they are platform independent, but slow. On x86 and
183 * other IEEE 754 compliant platforms the conversion can be accelerated by
184 * bit shifting the exponent and mantissa. There are also some SSE-based
185 * assembly routines out there.
187 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
189 static inline float float_16_to_32(const unsigned short *in) {
190 const unsigned short s = ((*in) & 0x8000);
191 const unsigned short e = ((*in) & 0x7C00) >> 10;
192 const unsigned short m = (*in) & 0x3FF;
193 const float sgn = (s ? -1.0f : 1.0f);
195 if(e == 0) {
196 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
197 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
198 } else if(e < 31) {
199 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
200 } else {
201 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
202 else return 0.0f / 0.0f; /* NAN */
206 static inline float float_24_to_32(DWORD in)
208 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
209 const unsigned short e = (in & 0x780000) >> 19;
210 const unsigned int m = in & 0x7ffff;
212 if (e == 0)
214 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
215 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
217 else if (e < 15)
219 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
221 else
223 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
224 else return 0.0f / 0.0f; /* NAN */
229 * Settings
231 #define VS_NONE 0
232 #define VS_HW 1
234 #define PS_NONE 0
235 #define PS_HW 1
237 #define VBO_NONE 0
238 #define VBO_HW 1
240 #define ORM_BACKBUFFER 0
241 #define ORM_FBO 1
243 #define SHADER_ARB 1
244 #define SHADER_GLSL 2
245 #define SHADER_ATI 3
246 #define SHADER_NONE 4
248 #define RTL_DISABLE -1
249 #define RTL_READDRAW 1
250 #define RTL_READTEX 2
252 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
253 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
255 /* NOTE: When adding fields to this structure, make sure to update the default
256 * values in wined3d_main.c as well. */
257 typedef struct wined3d_settings_s {
258 /* vertex and pixel shader modes */
259 int vs_mode;
260 int ps_mode;
261 /* Ideally, we don't want the user to have to request GLSL. If the hardware supports GLSL,
262 we should use it. However, until it's fully implemented, we'll leave it as a registry
263 setting for developers. */
264 BOOL glslRequested;
265 int offscreen_rendering_mode;
266 int rendertargetlock_mode;
267 unsigned short pci_vendor_id;
268 unsigned short pci_device_id;
269 /* Memory tracking and object counting */
270 unsigned int emulated_textureram;
271 char *logo;
272 int allow_multisampling;
273 BOOL strict_draw_ordering;
274 } wined3d_settings_t;
276 extern wined3d_settings_t wined3d_settings DECLSPEC_HIDDEN;
278 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
280 WINED3DSTT_UNKNOWN = 0,
281 WINED3DSTT_1D = 1,
282 WINED3DSTT_2D = 2,
283 WINED3DSTT_CUBE = 3,
284 WINED3DSTT_VOLUME = 4,
285 } WINED3DSAMPLER_TEXTURE_TYPE;
287 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
289 WINED3DSPR_TEMP = 0,
290 WINED3DSPR_INPUT = 1,
291 WINED3DSPR_CONST = 2,
292 WINED3DSPR_ADDR = 3,
293 WINED3DSPR_TEXTURE = 3,
294 WINED3DSPR_RASTOUT = 4,
295 WINED3DSPR_ATTROUT = 5,
296 WINED3DSPR_TEXCRDOUT = 6,
297 WINED3DSPR_OUTPUT = 6,
298 WINED3DSPR_CONSTINT = 7,
299 WINED3DSPR_COLOROUT = 8,
300 WINED3DSPR_DEPTHOUT = 9,
301 WINED3DSPR_SAMPLER = 10,
302 WINED3DSPR_CONST2 = 11,
303 WINED3DSPR_CONST3 = 12,
304 WINED3DSPR_CONST4 = 13,
305 WINED3DSPR_CONSTBOOL = 14,
306 WINED3DSPR_LOOP = 15,
307 WINED3DSPR_TEMPFLOAT16 = 16,
308 WINED3DSPR_MISCTYPE = 17,
309 WINED3DSPR_LABEL = 18,
310 WINED3DSPR_PREDICATE = 19,
311 WINED3DSPR_IMMCONST,
312 WINED3DSPR_CONSTBUFFER,
313 WINED3DSPR_NULL,
314 WINED3DSPR_RESOURCE,
315 } WINED3DSHADER_PARAM_REGISTER_TYPE;
317 enum wined3d_immconst_type
319 WINED3D_IMMCONST_SCALAR,
320 WINED3D_IMMCONST_VEC4,
323 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
325 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
327 WINED3DSPSM_NONE = 0,
328 WINED3DSPSM_NEG = 1,
329 WINED3DSPSM_BIAS = 2,
330 WINED3DSPSM_BIASNEG = 3,
331 WINED3DSPSM_SIGN = 4,
332 WINED3DSPSM_SIGNNEG = 5,
333 WINED3DSPSM_COMP = 6,
334 WINED3DSPSM_X2 = 7,
335 WINED3DSPSM_X2NEG = 8,
336 WINED3DSPSM_DZ = 9,
337 WINED3DSPSM_DW = 10,
338 WINED3DSPSM_ABS = 11,
339 WINED3DSPSM_ABSNEG = 12,
340 WINED3DSPSM_NOT = 13,
341 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
343 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
344 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
345 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
346 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
347 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
349 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
351 WINED3DSPDM_NONE = 0,
352 WINED3DSPDM_SATURATE = 1,
353 WINED3DSPDM_PARTIALPRECISION = 2,
354 WINED3DSPDM_MSAMPCENTROID = 4,
355 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
357 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
358 #define WINED3DSI_TEXLD_PROJECT 1
359 #define WINED3DSI_TEXLD_BIAS 2
361 typedef enum COMPARISON_TYPE
363 COMPARISON_GT = 1,
364 COMPARISON_EQ = 2,
365 COMPARISON_GE = 3,
366 COMPARISON_LT = 4,
367 COMPARISON_NE = 5,
368 COMPARISON_LE = 6,
369 } COMPARISON_TYPE;
371 #define WINED3D_SM1_VS 0xfffe
372 #define WINED3D_SM1_PS 0xffff
373 #define WINED3D_SM4_PS 0x0000
374 #define WINED3D_SM4_VS 0x0001
375 #define WINED3D_SM4_GS 0x0002
377 /* Shader version tokens, and shader end tokens */
378 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
379 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
381 /* Shader backends */
383 /* TODO: Make this dynamic, based on shader limits ? */
384 #define MAX_ATTRIBS 16
385 #define MAX_REG_ADDR 1
386 #define MAX_REG_TEMP 32
387 #define MAX_REG_TEXCRD 8
388 #define MAX_REG_INPUT 12
389 #define MAX_REG_OUTPUT 12
390 #define MAX_CONST_I 16
391 #define MAX_CONST_B 16
393 /* FIXME: This needs to go up to 2048 for
394 * Shader model 3 according to msdn (and for software shaders) */
395 #define MAX_LABELS 16
397 #define SHADER_PGMSIZE 65535
399 struct wined3d_shader_buffer
401 char *buffer;
402 unsigned int bsize;
403 unsigned int lineNo;
404 BOOL newline;
407 enum WINED3D_SHADER_INSTRUCTION_HANDLER
409 WINED3DSIH_ABS,
410 WINED3DSIH_ADD,
411 WINED3DSIH_AND,
412 WINED3DSIH_BEM,
413 WINED3DSIH_BREAK,
414 WINED3DSIH_BREAKC,
415 WINED3DSIH_BREAKP,
416 WINED3DSIH_CALL,
417 WINED3DSIH_CALLNZ,
418 WINED3DSIH_CMP,
419 WINED3DSIH_CND,
420 WINED3DSIH_CRS,
421 WINED3DSIH_CUT,
422 WINED3DSIH_DCL,
423 WINED3DSIH_DEF,
424 WINED3DSIH_DEFB,
425 WINED3DSIH_DEFI,
426 WINED3DSIH_DIV,
427 WINED3DSIH_DP2ADD,
428 WINED3DSIH_DP3,
429 WINED3DSIH_DP4,
430 WINED3DSIH_DST,
431 WINED3DSIH_DSX,
432 WINED3DSIH_DSY,
433 WINED3DSIH_ELSE,
434 WINED3DSIH_EMIT,
435 WINED3DSIH_ENDIF,
436 WINED3DSIH_ENDLOOP,
437 WINED3DSIH_ENDREP,
438 WINED3DSIH_EXP,
439 WINED3DSIH_EXPP,
440 WINED3DSIH_FRC,
441 WINED3DSIH_FTOI,
442 WINED3DSIH_IADD,
443 WINED3DSIH_IEQ,
444 WINED3DSIH_IF,
445 WINED3DSIH_IFC,
446 WINED3DSIH_IGE,
447 WINED3DSIH_IMUL,
448 WINED3DSIH_ITOF,
449 WINED3DSIH_LABEL,
450 WINED3DSIH_LD,
451 WINED3DSIH_LIT,
452 WINED3DSIH_LOG,
453 WINED3DSIH_LOGP,
454 WINED3DSIH_LOOP,
455 WINED3DSIH_LRP,
456 WINED3DSIH_LT,
457 WINED3DSIH_M3x2,
458 WINED3DSIH_M3x3,
459 WINED3DSIH_M3x4,
460 WINED3DSIH_M4x3,
461 WINED3DSIH_M4x4,
462 WINED3DSIH_MAD,
463 WINED3DSIH_MAX,
464 WINED3DSIH_MIN,
465 WINED3DSIH_MOV,
466 WINED3DSIH_MOVA,
467 WINED3DSIH_MOVC,
468 WINED3DSIH_MUL,
469 WINED3DSIH_NOP,
470 WINED3DSIH_NRM,
471 WINED3DSIH_PHASE,
472 WINED3DSIH_POW,
473 WINED3DSIH_RCP,
474 WINED3DSIH_REP,
475 WINED3DSIH_RET,
476 WINED3DSIH_RSQ,
477 WINED3DSIH_SAMPLE,
478 WINED3DSIH_SAMPLE_GRAD,
479 WINED3DSIH_SAMPLE_LOD,
480 WINED3DSIH_SETP,
481 WINED3DSIH_SGE,
482 WINED3DSIH_SGN,
483 WINED3DSIH_SINCOS,
484 WINED3DSIH_SLT,
485 WINED3DSIH_SQRT,
486 WINED3DSIH_SUB,
487 WINED3DSIH_TEX,
488 WINED3DSIH_TEXBEM,
489 WINED3DSIH_TEXBEML,
490 WINED3DSIH_TEXCOORD,
491 WINED3DSIH_TEXDEPTH,
492 WINED3DSIH_TEXDP3,
493 WINED3DSIH_TEXDP3TEX,
494 WINED3DSIH_TEXKILL,
495 WINED3DSIH_TEXLDD,
496 WINED3DSIH_TEXLDL,
497 WINED3DSIH_TEXM3x2DEPTH,
498 WINED3DSIH_TEXM3x2PAD,
499 WINED3DSIH_TEXM3x2TEX,
500 WINED3DSIH_TEXM3x3,
501 WINED3DSIH_TEXM3x3DIFF,
502 WINED3DSIH_TEXM3x3PAD,
503 WINED3DSIH_TEXM3x3SPEC,
504 WINED3DSIH_TEXM3x3TEX,
505 WINED3DSIH_TEXM3x3VSPEC,
506 WINED3DSIH_TEXREG2AR,
507 WINED3DSIH_TEXREG2GB,
508 WINED3DSIH_TEXREG2RGB,
509 WINED3DSIH_UTOF,
510 WINED3DSIH_TABLE_SIZE
513 enum wined3d_shader_type
515 WINED3D_SHADER_TYPE_PIXEL,
516 WINED3D_SHADER_TYPE_VERTEX,
517 WINED3D_SHADER_TYPE_GEOMETRY,
520 struct wined3d_shader_version
522 enum wined3d_shader_type type;
523 BYTE major;
524 BYTE minor;
527 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
529 struct wined3d_shader_reg_maps
531 struct wined3d_shader_version shader_version;
532 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
533 BYTE address; /* MAX_REG_ADDR, 1 */
534 WORD labels; /* MAX_LABELS, 16 */
535 DWORD temporary; /* MAX_REG_TEMP, 32 */
536 DWORD *constf; /* pixel, vertex */
537 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
538 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
539 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
540 WORD integer_constants; /* MAX_CONST_I, 16 */
541 WORD boolean_constants; /* MAX_CONST_B, 16 */
542 WORD local_int_consts; /* MAX_CONST_I, 16 */
543 WORD local_bool_consts; /* MAX_CONST_B, 16 */
545 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
546 BYTE bumpmat; /* MAX_TEXTURES, 8 */
547 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
549 WORD usesnrm : 1;
550 WORD vpos : 1;
551 WORD usesdsx : 1;
552 WORD usesdsy : 1;
553 WORD usestexldd : 1;
554 WORD usesmova : 1;
555 WORD usesfacing : 1;
556 WORD usesrelconstF : 1;
557 WORD fog : 1;
558 WORD usestexldl : 1;
559 WORD usesifc : 1;
560 WORD usescall : 1;
561 WORD padding : 4;
563 /* Whether or not loops are used in this shader, and nesting depth */
564 unsigned loop_depth;
565 unsigned highest_render_target;
566 UINT min_rel_offset, max_rel_offset;
569 /* Keeps track of details for TEX_M#x# instructions which need to maintain
570 * state information between multiple instructions. */
571 struct wined3d_shader_tex_mx
573 unsigned int current_row;
574 DWORD texcoord_w[2];
577 struct wined3d_shader_loop_state
579 UINT current_depth;
580 UINT current_reg;
583 struct wined3d_shader_context
585 struct wined3d_shader *shader;
586 const struct wined3d_gl_info *gl_info;
587 const struct wined3d_shader_reg_maps *reg_maps;
588 struct wined3d_shader_buffer *buffer;
589 struct wined3d_shader_tex_mx *tex_mx;
590 struct wined3d_shader_loop_state *loop_state;
591 void *backend_data;
594 struct wined3d_shader_register
596 WINED3DSHADER_PARAM_REGISTER_TYPE type;
597 UINT idx;
598 UINT array_idx;
599 const struct wined3d_shader_src_param *rel_addr;
600 enum wined3d_immconst_type immconst_type;
601 DWORD immconst_data[4];
604 struct wined3d_shader_dst_param
606 struct wined3d_shader_register reg;
607 DWORD write_mask;
608 DWORD modifiers;
609 DWORD shift;
612 struct wined3d_shader_src_param
614 struct wined3d_shader_register reg;
615 DWORD swizzle;
616 DWORD modifiers;
619 struct wined3d_shader_instruction
621 const struct wined3d_shader_context *ctx;
622 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
623 DWORD flags;
624 BOOL coissue;
625 DWORD predicate;
626 UINT dst_count;
627 const struct wined3d_shader_dst_param *dst;
628 UINT src_count;
629 const struct wined3d_shader_src_param *src;
632 struct wined3d_shader_semantic
634 WINED3DDECLUSAGE usage;
635 UINT usage_idx;
636 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
637 struct wined3d_shader_dst_param reg;
640 struct wined3d_shader_attribute
642 WINED3DDECLUSAGE usage;
643 UINT usage_idx;
646 struct wined3d_shader_loop_control
648 unsigned int count;
649 unsigned int start;
650 int step;
653 struct wined3d_shader_frontend
655 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
656 void (*shader_free)(void *data);
657 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
658 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
659 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
660 struct wined3d_shader_src_param *src_rel_addr);
661 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
662 struct wined3d_shader_src_param *dst_rel_addr);
663 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
664 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
665 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
668 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
669 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
671 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
673 struct shader_caps {
674 DWORD VertexShaderVersion;
675 DWORD MaxVertexShaderConst;
677 DWORD PixelShaderVersion;
678 float PixelShader1xMaxValue;
679 DWORD MaxPixelShaderConst;
681 BOOL VSClipping;
684 enum tex_types
686 tex_1d = 0,
687 tex_2d = 1,
688 tex_3d = 2,
689 tex_cube = 3,
690 tex_rect = 4,
691 tex_type_count = 5,
694 enum vertexprocessing_mode {
695 fixedfunction,
696 vertexshader,
697 pretransformed
700 #define WINED3D_CONST_NUM_UNUSED ~0U
702 enum fogmode {
703 FOG_OFF,
704 FOG_LINEAR,
705 FOG_EXP,
706 FOG_EXP2
709 /* Stateblock dependent parameters which have to be hardcoded
710 * into the shader code
713 #define WINED3D_PSARGS_PROJECTED (1 << 3)
714 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
715 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
717 struct ps_compile_args {
718 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
719 enum vertexprocessing_mode vp_mode;
720 enum fogmode fog;
721 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
722 /* Texture types(2D, Cube, 3D) in ps 1.x */
723 WORD srgb_correction;
724 WORD np2_fixup;
725 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
726 D3D9 has a limit of 16 samplers and the fixup is superfluous
727 in D3D10 (unconditional NP2 support mandatory). */
728 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
731 enum fog_src_type {
732 VS_FOG_Z = 0,
733 VS_FOG_COORD = 1
736 struct vs_compile_args {
737 BYTE fog_src;
738 BYTE clip_enabled;
739 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
742 struct wined3d_context;
743 struct wined3d_state;
745 typedef struct {
746 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
747 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
748 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
749 enum tex_types tex_type, const SIZE *ds_mask_size);
750 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
751 void (*shader_update_float_vertex_constants)(IWineD3DDeviceImpl *device, UINT start, UINT count);
752 void (*shader_update_float_pixel_constants)(IWineD3DDeviceImpl *device, UINT start, UINT count);
753 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
754 void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
755 const struct wined3d_state *state);
756 void (*shader_destroy)(struct wined3d_shader *shader);
757 HRESULT (*shader_alloc_private)(IWineD3DDeviceImpl *device);
758 void (*shader_free_private)(IWineD3DDeviceImpl *device);
759 BOOL (*shader_dirtifyable_constants)(void);
760 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
761 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
762 } shader_backend_t;
764 extern const shader_backend_t glsl_shader_backend DECLSPEC_HIDDEN;
765 extern const shader_backend_t arb_program_shader_backend DECLSPEC_HIDDEN;
766 extern const shader_backend_t none_shader_backend DECLSPEC_HIDDEN;
768 /* X11 locking */
770 extern void (CDECL *wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
771 extern void (CDECL *wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
773 /* As GLX relies on X, this is needed */
774 extern int num_lock DECLSPEC_HIDDEN;
776 #if 0
777 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
778 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
779 #else
780 #define ENTER_GL() wine_tsx11_lock_ptr()
781 #define LEAVE_GL() wine_tsx11_unlock_ptr()
782 #endif
784 /*****************************************************************************
785 * Defines
788 /* GL related defines */
789 /* ------------------ */
790 #define GL_EXTCALL(f) (gl_info->f)
792 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
793 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
794 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
795 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
797 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
798 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
799 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
800 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
802 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
803 (vec)[0] = D3DCOLOR_R(dw); \
804 (vec)[1] = D3DCOLOR_G(dw); \
805 (vec)[2] = D3DCOLOR_B(dw); \
806 (vec)[3] = D3DCOLOR_A(dw); \
807 } while(0)
809 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
811 /* Checking of API calls */
812 /* --------------------- */
813 #ifndef WINE_NO_DEBUG_MSGS
814 #define checkGLcall(A) \
815 do { \
816 GLint err; \
817 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
818 err = glGetError(); \
819 if (err == GL_NO_ERROR) { \
820 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
822 } else do { \
823 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
824 debug_glerror(err), err, A, __FILE__, __LINE__); \
825 err = glGetError(); \
826 } while (err != GL_NO_ERROR); \
827 } while(0)
828 #else
829 #define checkGLcall(A) do {} while(0)
830 #endif
832 /* Trace routines / diagnostics */
833 /* ---------------------------- */
835 /* Dump out a matrix and copy it */
836 #define conv_mat(mat,gl_mat) \
837 do { \
838 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
839 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
840 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
841 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
842 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
843 } while (0)
845 /* Trace vector and strided data information */
846 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
847 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
848 si->elements[name].data, si->elements[name].stride, si->elements[name].format->id, \
849 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
851 /* Global variables */
852 extern const float identity[16] DECLSPEC_HIDDEN;
854 enum wined3d_ffp_idx
856 WINED3D_FFP_POSITION = 0,
857 WINED3D_FFP_BLENDWEIGHT = 1,
858 WINED3D_FFP_BLENDINDICES = 2,
859 WINED3D_FFP_NORMAL = 3,
860 WINED3D_FFP_PSIZE = 4,
861 WINED3D_FFP_DIFFUSE = 5,
862 WINED3D_FFP_SPECULAR = 6,
863 WINED3D_FFP_TEXCOORD0 = 7,
864 WINED3D_FFP_TEXCOORD1 = 8,
865 WINED3D_FFP_TEXCOORD2 = 9,
866 WINED3D_FFP_TEXCOORD3 = 10,
867 WINED3D_FFP_TEXCOORD4 = 11,
868 WINED3D_FFP_TEXCOORD5 = 12,
869 WINED3D_FFP_TEXCOORD6 = 13,
870 WINED3D_FFP_TEXCOORD7 = 14,
873 enum wined3d_ffp_emit_idx
875 WINED3D_FFP_EMIT_FLOAT1 = 0,
876 WINED3D_FFP_EMIT_FLOAT2 = 1,
877 WINED3D_FFP_EMIT_FLOAT3 = 2,
878 WINED3D_FFP_EMIT_FLOAT4 = 3,
879 WINED3D_FFP_EMIT_D3DCOLOR = 4,
880 WINED3D_FFP_EMIT_UBYTE4 = 5,
881 WINED3D_FFP_EMIT_SHORT2 = 6,
882 WINED3D_FFP_EMIT_SHORT4 = 7,
883 WINED3D_FFP_EMIT_UBYTE4N = 8,
884 WINED3D_FFP_EMIT_SHORT2N = 9,
885 WINED3D_FFP_EMIT_SHORT4N = 10,
886 WINED3D_FFP_EMIT_USHORT2N = 11,
887 WINED3D_FFP_EMIT_USHORT4N = 12,
888 WINED3D_FFP_EMIT_UDEC3 = 13,
889 WINED3D_FFP_EMIT_DEC3N = 14,
890 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
891 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
892 WINED3D_FFP_EMIT_COUNT = 17
895 struct wined3d_stream_info_element
897 const struct wined3d_format *format;
898 GLsizei stride;
899 const BYTE *data;
900 UINT stream_idx;
901 GLuint buffer_object;
904 struct wined3d_stream_info
906 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
907 BOOL position_transformed;
908 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
909 WORD use_map; /* MAX_ATTRIBS, 16 */
912 /*****************************************************************************
913 * Prototypes
916 /* Routine common to the draw primitive and draw indexed primitive routines */
917 void drawPrimitive(IWineD3DDeviceImpl *device, UINT index_count,
918 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
919 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
921 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
922 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
923 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
924 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
925 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
926 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
927 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
928 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
930 #define eps 1e-8
932 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
933 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
935 /* Routines and structures related to state management */
937 #define STATE_RENDER(a) (a)
938 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
940 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
941 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
943 /* + 1 because samplers start with 0 */
944 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
945 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
947 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
948 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
950 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
951 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
953 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
954 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
955 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
956 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
958 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
959 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
961 #define STATE_VSHADER (STATE_VDECL + 1)
962 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
964 #define STATE_VIEWPORT (STATE_VSHADER + 1)
965 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
967 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
968 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
969 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
970 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
972 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
973 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
975 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
976 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
978 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
979 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
981 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
982 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
984 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
985 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
987 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
988 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
990 #define STATE_HIGHEST (STATE_POINTSPRITECOORDORIGIN)
992 enum fogsource {
993 FOGSOURCE_FFP,
994 FOGSOURCE_VS,
995 FOGSOURCE_COORD,
998 #define WINED3D_MAX_FBO_ENTRIES 64
1000 struct wined3d_occlusion_query
1002 struct list entry;
1003 GLuint id;
1004 struct wined3d_context *context;
1007 union wined3d_gl_query_object
1009 GLuint id;
1010 GLsync sync;
1013 struct wined3d_event_query
1015 struct list entry;
1016 union wined3d_gl_query_object object;
1017 struct wined3d_context *context;
1020 enum wined3d_event_query_result
1022 WINED3D_EVENT_QUERY_OK,
1023 WINED3D_EVENT_QUERY_WAITING,
1024 WINED3D_EVENT_QUERY_NOT_STARTED,
1025 WINED3D_EVENT_QUERY_WRONG_THREAD,
1026 WINED3D_EVENT_QUERY_ERROR
1029 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1030 enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1031 void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1032 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1034 struct wined3d_context
1036 const struct wined3d_gl_info *gl_info;
1037 /* State dirtification
1038 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1039 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1040 * 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
1041 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1043 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1044 DWORD numDirtyEntries;
1045 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1047 struct wined3d_swapchain *swapchain;
1048 struct wined3d_surface *current_rt;
1049 DWORD tid; /* Thread ID which owns this context at the moment */
1051 /* Stores some information about the context state for optimization */
1052 WORD render_offscreen : 1;
1053 WORD draw_buffer_dirty : 1;
1054 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1055 WORD last_was_pshader : 1;
1056 WORD last_was_vshader : 1;
1057 WORD namedArraysLoaded : 1;
1058 WORD numberedArraysLoaded : 1;
1059 WORD last_was_blit : 1;
1060 WORD last_was_ckey : 1;
1061 WORD fog_coord : 1;
1062 WORD fog_enabled : 1;
1063 WORD num_untracked_materials : 2; /* Max value 2 */
1064 WORD current : 1;
1065 WORD destroyed : 1;
1066 WORD valid : 1;
1067 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1068 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1069 DWORD numbered_array_mask;
1070 GLenum tracking_parm; /* Which source is tracking current colour */
1071 GLenum untracked_materials[2];
1072 UINT blit_w, blit_h;
1073 enum fogsource fog_source;
1075 char *vshader_const_dirty, *pshader_const_dirty;
1077 /* The actual opengl context */
1078 UINT level;
1079 HGLRC restore_ctx;
1080 HDC restore_dc;
1081 HGLRC glCtx;
1082 HWND win_handle;
1083 HDC hdc;
1084 int pixel_format;
1085 GLint aux_buffers;
1087 /* FBOs */
1088 UINT fbo_entry_count;
1089 struct list fbo_list;
1090 struct list fbo_destroy_list;
1091 struct fbo_entry *current_fbo;
1092 GLuint dst_fbo;
1093 GLuint fbo_read_binding;
1094 GLuint fbo_draw_binding;
1095 BOOL rebind_fbo;
1096 struct wined3d_surface **blit_targets;
1097 GLenum *draw_buffers;
1099 /* Queries */
1100 GLuint *free_occlusion_queries;
1101 UINT free_occlusion_query_size;
1102 UINT free_occlusion_query_count;
1103 struct list occlusion_queries;
1105 union wined3d_gl_query_object *free_event_queries;
1106 UINT free_event_query_size;
1107 UINT free_event_query_count;
1108 struct list event_queries;
1110 /* Extension emulation */
1111 GLint gl_fog_source;
1112 GLfloat fog_coord_value;
1113 GLfloat color[4], fogstart, fogend, fogcolor[4];
1114 GLuint dummy_arbfp_prog;
1117 typedef void (*APPLYSTATEFUNC)(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *ctx);
1119 struct StateEntry
1121 DWORD representative;
1122 APPLYSTATEFUNC apply;
1125 struct StateEntryTemplate
1127 DWORD state;
1128 struct StateEntry content;
1129 GL_SupportedExt extension;
1132 struct fragment_caps
1134 DWORD PrimitiveMiscCaps;
1135 DWORD TextureOpCaps;
1136 DWORD MaxTextureBlendStages;
1137 DWORD MaxSimultaneousTextures;
1140 struct fragment_pipeline
1142 void (*enable_extension)(BOOL enable);
1143 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1144 HRESULT (*alloc_private)(IWineD3DDeviceImpl *device);
1145 void (*free_private)(IWineD3DDeviceImpl *device);
1146 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1147 const struct StateEntryTemplate *states;
1148 BOOL ffp_proj_control;
1151 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1152 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1153 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1154 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1155 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1156 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1157 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1159 /* "Base" state table */
1160 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1161 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1162 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1164 enum wined3d_blit_op
1166 WINED3D_BLIT_OP_COLOR_BLIT,
1167 WINED3D_BLIT_OP_COLOR_FILL,
1168 WINED3D_BLIT_OP_DEPTH_FILL,
1169 WINED3D_BLIT_OP_DEPTH_BLIT,
1172 /* Shaders for color conversions in blits. Do not do blit operations while
1173 * already under the GL lock. */
1174 struct blit_shader
1176 HRESULT (*alloc_private)(IWineD3DDeviceImpl *device);
1177 void (*free_private)(IWineD3DDeviceImpl *device);
1178 HRESULT (*set_shader)(void *blit_priv, const struct wined3d_gl_info *gl_info, struct wined3d_surface *surface);
1179 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1180 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1181 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
1182 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format);
1183 HRESULT (*color_fill)(IWineD3DDeviceImpl *device, struct wined3d_surface *dst_surface,
1184 const RECT *dst_rect, const WINED3DCOLORVALUE *color);
1185 HRESULT (*depth_fill)(IWineD3DDeviceImpl *device, struct wined3d_surface *surface, const RECT *rect, float depth);
1188 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1189 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1190 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1192 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1193 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
1194 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
1195 DECLSPEC_HIDDEN;
1197 /* Temporary blit_shader helper functions */
1198 HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, struct wined3d_surface *src_surface,
1199 const RECT *src_rect, struct wined3d_surface *dst_surface, const RECT *dst_rect_in,
1200 enum wined3d_blit_op blit_op, DWORD Filter) DECLSPEC_HIDDEN;
1202 struct wined3d_context *context_acquire(IWineD3DDeviceImpl *This, struct wined3d_surface *target) DECLSPEC_HIDDEN;
1203 void context_alloc_event_query(struct wined3d_context *context,
1204 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1205 void context_alloc_occlusion_query(struct wined3d_context *context,
1206 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1207 void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1208 BOOL context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceImpl *device,
1209 UINT rt_count, struct wined3d_surface **rts, struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1210 BOOL context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1211 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1212 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1213 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1214 GLenum fbo_target, struct wined3d_surface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1215 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1216 void context_check_fbo_status(struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1217 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1218 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1219 void context_destroy(IWineD3DDeviceImpl *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
1220 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1221 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1222 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1223 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1224 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1225 void context_resource_released(struct IWineD3DDeviceImpl *device,
1226 struct wined3d_resource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1227 void context_resource_unloaded(struct IWineD3DDeviceImpl *device,
1228 struct wined3d_resource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1229 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1230 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1231 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1232 void context_surface_update(struct wined3d_context *context, struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1234 /* Macros for doing basic GPU detection based on opengl capabilities */
1235 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1236 #define WINE_D3D7_CAPABLE(gl_info) (gl_info->supported[ARB_TEXTURE_COMPRESSION] && gl_info->supported[ARB_TEXTURE_CUBE_MAP] && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1237 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1238 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1239 #define WINE_D3D10_CAPABLE(gl_info) WINE_D3D9_CAPABLE(gl_info) && (gl_info->supported[EXT_GPU_SHADER4])
1241 /*****************************************************************************
1242 * Internal representation of a light
1244 struct wined3d_light_info
1246 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1247 DWORD OriginalIndex;
1248 LONG glIndex;
1249 BOOL enabled;
1251 /* Converted parms to speed up swapping lights */
1252 float lightPosn[4];
1253 float lightDirn[4];
1254 float exponent;
1255 float cutoff;
1257 struct list entry;
1260 /* The default light parameters */
1261 extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1263 typedef struct WineD3D_PixelFormat
1265 int iPixelFormat; /* WGL pixel format */
1266 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1267 int redSize, greenSize, blueSize, alphaSize, colorSize;
1268 int depthSize, stencilSize;
1269 BOOL windowDrawable;
1270 BOOL doubleBuffer;
1271 int auxBuffers;
1272 int numSamples;
1273 } WineD3D_PixelFormat;
1275 /* The driver names reflect the lowest GPU supported
1276 * by a certain driver, so DRIVER_AMD_R300 supports
1277 * R3xx, R4xx and R5xx GPUs. */
1278 enum wined3d_display_driver
1280 DRIVER_AMD_RAGE_128PRO,
1281 DRIVER_AMD_R100,
1282 DRIVER_AMD_R300,
1283 DRIVER_AMD_R600,
1284 DRIVER_INTEL_GMA800,
1285 DRIVER_INTEL_GMA900,
1286 DRIVER_INTEL_GMA950,
1287 DRIVER_INTEL_GMA3000,
1288 DRIVER_NVIDIA_TNT,
1289 DRIVER_NVIDIA_GEFORCE2MX,
1290 DRIVER_NVIDIA_GEFORCEFX,
1291 DRIVER_NVIDIA_GEFORCE6,
1292 DRIVER_UNKNOWN
1295 enum wined3d_driver_model
1297 DRIVER_MODEL_WIN9X,
1298 DRIVER_MODEL_NT40,
1299 DRIVER_MODEL_NT5X,
1300 DRIVER_MODEL_NT6X
1303 enum wined3d_gl_vendor
1305 GL_VENDOR_UNKNOWN,
1306 GL_VENDOR_APPLE,
1307 GL_VENDOR_FGLRX,
1308 GL_VENDOR_INTEL,
1309 GL_VENDOR_MESA,
1310 GL_VENDOR_NVIDIA,
1314 enum wined3d_pci_vendor
1316 HW_VENDOR_SOFTWARE = 0x0000,
1317 HW_VENDOR_AMD = 0x1002,
1318 HW_VENDOR_NVIDIA = 0x10de,
1319 HW_VENDOR_INTEL = 0x8086,
1322 enum wined3d_pci_device
1324 CARD_WINE = 0x0000,
1326 CARD_AMD_RAGE_128PRO = 0x5246,
1327 CARD_AMD_RADEON_7200 = 0x5144,
1328 CARD_AMD_RADEON_8500 = 0x514c,
1329 CARD_AMD_RADEON_9500 = 0x4144,
1330 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1331 CARD_AMD_RADEON_X700 = 0x5e4c,
1332 CARD_AMD_RADEON_X1600 = 0x71c2,
1333 CARD_AMD_RADEON_HD2350 = 0x94c7,
1334 CARD_AMD_RADEON_HD2600 = 0x9581,
1335 CARD_AMD_RADEON_HD2900 = 0x9400,
1336 CARD_AMD_RADEON_HD3200 = 0x9620,
1337 CARD_AMD_RADEON_HD4350 = 0x954f,
1338 CARD_AMD_RADEON_HD4550 = 0x9540,
1339 CARD_AMD_RADEON_HD4600 = 0x9495,
1340 CARD_AMD_RADEON_HD4650 = 0x9498,
1341 CARD_AMD_RADEON_HD4670 = 0x9490,
1342 CARD_AMD_RADEON_HD4700 = 0x944e,
1343 CARD_AMD_RADEON_HD4770 = 0x94b3,
1344 CARD_AMD_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1345 CARD_AMD_RADEON_HD4830 = 0x944c,
1346 CARD_AMD_RADEON_HD4850 = 0x9442,
1347 CARD_AMD_RADEON_HD4870 = 0x9440,
1348 CARD_AMD_RADEON_HD4890 = 0x9460,
1349 CARD_AMD_RADEON_HD5400 = 0x68f9,
1350 CARD_AMD_RADEON_HD5600 = 0x68d8,
1351 CARD_AMD_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1352 CARD_AMD_RADEON_HD5750 = 0x68BE,
1353 CARD_AMD_RADEON_HD5770 = 0x68B8,
1354 CARD_AMD_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1355 CARD_AMD_RADEON_HD5850 = 0x6898,
1356 CARD_AMD_RADEON_HD5870 = 0x6899,
1357 CARD_AMD_RADEON_HD5900 = 0x689c,
1358 CARD_AMD_RADEON_HD6310 = 0x9803,
1359 CARD_AMD_RADEON_HD6800 = 0x6739,
1360 CARD_AMD_RADEON_HD6900 = 0x6719,
1362 CARD_NVIDIA_RIVA_128 = 0x0018,
1363 CARD_NVIDIA_RIVA_TNT = 0x0020,
1364 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1365 CARD_NVIDIA_GEFORCE = 0x0100,
1366 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1367 CARD_NVIDIA_GEFORCE2 = 0x0150,
1368 CARD_NVIDIA_GEFORCE3 = 0x0200,
1369 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1370 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1371 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1372 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1373 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1374 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1375 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1376 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1377 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1378 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1379 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1380 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1381 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1382 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1383 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1384 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1385 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1386 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1387 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1388 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1389 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1390 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1391 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1392 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1393 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1394 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1395 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1396 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1397 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1398 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1399 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1400 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1401 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1402 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1403 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1404 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1405 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1406 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1407 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1408 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1409 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1410 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1411 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1412 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1413 CARD_NVIDIA_GEFORCE_GTX560 = 0x1200,
1414 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1415 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1417 CARD_INTEL_845G = 0x2562,
1418 CARD_INTEL_I830G = 0x3577,
1419 CARD_INTEL_I855G = 0x3582,
1420 CARD_INTEL_I865G = 0x2572,
1421 CARD_INTEL_I915G = 0x2582,
1422 CARD_INTEL_I915GM = 0x2592,
1423 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1424 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GM965/GL960 */
1425 CARD_INTEL_GM45 = 0x2a42,
1428 struct wined3d_fbo_ops
1430 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
1431 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
1432 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
1433 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
1434 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
1435 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
1436 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
1437 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
1438 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
1439 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
1440 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
1441 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
1442 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
1443 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
1444 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
1445 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
1446 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
1447 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
1448 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
1451 struct wined3d_gl_limits
1453 UINT buffers;
1454 UINT lights;
1455 UINT textures;
1456 UINT texture_stages;
1457 UINT fragment_samplers;
1458 UINT vertex_samplers;
1459 UINT combined_samplers;
1460 UINT general_combiners;
1461 UINT sampler_stages;
1462 UINT clipplanes;
1463 UINT texture_size;
1464 UINT texture3d_size;
1465 float pointsize_max;
1466 float pointsize_min;
1467 UINT point_sprite_units;
1468 UINT blends;
1469 UINT anisotropy;
1470 float shininess;
1472 UINT glsl_varyings;
1473 UINT glsl_vs_float_constants;
1474 UINT glsl_ps_float_constants;
1476 UINT arb_vs_float_constants;
1477 UINT arb_vs_native_constants;
1478 UINT arb_vs_instructions;
1479 UINT arb_vs_temps;
1480 UINT arb_ps_float_constants;
1481 UINT arb_ps_local_constants;
1482 UINT arb_ps_native_constants;
1483 UINT arb_ps_instructions;
1484 UINT arb_ps_temps;
1487 struct wined3d_gl_info
1489 DWORD glsl_version;
1490 struct wined3d_gl_limits limits;
1491 DWORD reserved_glsl_constants;
1492 DWORD quirks;
1493 BOOL supported[WINED3D_GL_EXT_COUNT];
1494 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
1496 struct wined3d_fbo_ops fbo_ops;
1497 #define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
1498 /* GL function pointers */
1499 GL_EXT_FUNCS_GEN
1500 /* WGL function pointers */
1501 WGL_EXT_FUNCS_GEN
1502 #undef USE_GL_FUNC
1504 struct wined3d_format *formats;
1507 struct wined3d_driver_info
1509 enum wined3d_pci_vendor vendor;
1510 enum wined3d_pci_device device;
1511 const char *name;
1512 const char *description;
1513 unsigned int vidmem;
1514 DWORD version_high;
1515 DWORD version_low;
1518 /* The adapter structure */
1519 struct wined3d_adapter
1521 UINT ordinal;
1522 BOOL opengl;
1523 POINT monitorPoint;
1524 struct wined3d_gl_info gl_info;
1525 struct wined3d_driver_info driver_info;
1526 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1527 int nCfgs;
1528 WineD3D_PixelFormat *cfgs;
1529 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1530 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1531 unsigned int UsedTextureRam;
1532 LUID luid;
1534 const struct fragment_pipeline *fragment_pipe;
1535 const shader_backend_t *shader_backend;
1536 const struct blit_shader *blitter;
1539 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1540 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1541 extern unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, unsigned int glram) DECLSPEC_HIDDEN;
1542 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1544 /*****************************************************************************
1545 * High order patch management
1547 struct WineD3DRectPatch
1549 UINT Handle;
1550 float *mem;
1551 WineDirect3DVertexStridedData strided;
1552 WINED3DRECTPATCH_INFO RectPatchInfo;
1553 float numSegs[4];
1554 char has_normals, has_texcoords;
1555 struct list entry;
1558 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1560 enum projection_types
1562 proj_none = 0,
1563 proj_count3 = 1,
1564 proj_count4 = 2
1567 enum dst_arg
1569 resultreg = 0,
1570 tempreg = 1
1573 /*****************************************************************************
1574 * Fixed function pipeline replacements
1576 #define ARG_UNUSED 0xff
1577 struct texture_stage_op
1579 unsigned cop : 8;
1580 unsigned carg1 : 8;
1581 unsigned carg2 : 8;
1582 unsigned carg0 : 8;
1584 unsigned aop : 8;
1585 unsigned aarg1 : 8;
1586 unsigned aarg2 : 8;
1587 unsigned aarg0 : 8;
1589 struct color_fixup_desc color_fixup;
1590 unsigned tex_type : 3;
1591 unsigned dst : 1;
1592 unsigned projected : 2;
1593 unsigned padding : 10;
1596 struct ffp_frag_settings {
1597 struct texture_stage_op op[MAX_TEXTURES];
1598 enum fogmode fog;
1599 /* Use shorts instead of chars to get dword alignment */
1600 unsigned short sRGB_write;
1601 unsigned short emul_clipplanes;
1604 struct ffp_frag_desc
1606 struct wine_rb_entry entry;
1607 struct ffp_frag_settings settings;
1610 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1611 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1613 void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_settings *settings,
1614 BOOL ignore_textype) DECLSPEC_HIDDEN;
1615 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1616 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1617 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1619 struct wined3d
1621 LONG ref;
1622 void *parent;
1623 UINT dxVersion;
1624 UINT adapter_count;
1625 struct wined3d_adapter adapters[1];
1628 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, void *parent) DECLSPEC_HIDDEN;
1629 BOOL wined3d_register_window(HWND window, struct IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1630 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1632 /*****************************************************************************
1633 * IWineD3DDevice implementation structure
1635 #define WINED3D_UNMAPPED_STAGE ~0U
1637 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1638 #define WINED3DCREATE_MULTITHREADED 0x00000004
1640 struct IWineD3DDeviceImpl
1642 /* IUnknown fields */
1643 const IWineD3DDeviceVtbl *lpVtbl;
1644 LONG ref; /* Note: Ref counting not required */
1646 /* WineD3D Information */
1647 IWineD3DDeviceParent *device_parent;
1648 struct wined3d *wined3d;
1649 struct wined3d_adapter *adapter;
1651 /* Window styles to restore when switching fullscreen mode */
1652 LONG style;
1653 LONG exStyle;
1655 /* X and GL Information */
1656 GLint maxConcurrentLights;
1657 GLenum offscreenBuffer;
1659 /* Selected capabilities */
1660 int vs_selected_mode;
1661 int ps_selected_mode;
1662 const shader_backend_t *shader_backend;
1663 void *shader_priv;
1664 void *fragment_priv;
1665 void *blit_priv;
1666 struct StateEntry StateTable[STATE_HIGHEST + 1];
1667 /* Array of functions for states which are handled by more than one pipeline part */
1668 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1669 const struct fragment_pipeline *frag_pipe;
1670 const struct blit_shader *blitter;
1672 unsigned int max_ffp_textures;
1673 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1674 DWORD vs_clipping;
1676 WORD view_ident : 1; /* true iff view matrix is identity */
1677 WORD untransformed : 1;
1678 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1679 WORD isRecordingState : 1;
1680 WORD isInDraw : 1;
1681 WORD bCursorVisible : 1;
1682 WORD haveHardwareCursor : 1;
1683 WORD d3d_initialized : 1;
1684 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1685 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1686 WORD useDrawStridedSlow : 1;
1687 WORD instancedDraw : 1;
1688 WORD filter_messages : 1;
1689 WORD padding : 3;
1691 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1693 #define DDRAW_PITCH_ALIGNMENT 8
1694 #define D3D8_PITCH_ALIGNMENT 4
1695 unsigned char surface_alignment; /* Line Alignment of surfaces */
1697 /* State block related */
1698 struct wined3d_stateblock *stateBlock;
1699 struct wined3d_stateblock *updateStateBlock;
1701 /* Internal use fields */
1702 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1703 WINED3DDEVTYPE devType;
1704 HWND focus_window;
1706 struct wined3d_swapchain **swapchains;
1707 UINT swapchain_count;
1709 struct list resources; /* a linked list to track resources created by the device */
1710 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1711 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1713 /* Render Target Support */
1714 struct wined3d_surface **render_targets;
1715 struct wined3d_surface *auto_depth_stencil;
1716 struct wined3d_surface *onscreen_depth_stencil;
1717 struct wined3d_surface *depth_stencil;
1719 /* palettes texture management */
1720 PALETTEENTRY **palettes;
1721 UINT palette_count;
1722 UINT currentPalette;
1724 /* For rendering to a texture using glCopyTexImage */
1725 GLuint depth_blt_texture;
1726 GLuint depth_blt_rb;
1727 UINT depth_blt_rb_w;
1728 UINT depth_blt_rb_h;
1730 /* Cursor management */
1731 UINT xHotSpot;
1732 UINT yHotSpot;
1733 UINT xScreenSpace;
1734 UINT yScreenSpace;
1735 UINT cursorWidth, cursorHeight;
1736 GLuint cursorTexture;
1737 HCURSOR hardwareCursor;
1739 /* The Wine logo surface */
1740 struct wined3d_surface *logo_surface;
1742 /* Textures for when no other textures are mapped */
1743 UINT dummyTextureName[MAX_TEXTURES];
1745 /* DirectDraw stuff */
1746 DWORD ddraw_width, ddraw_height;
1747 enum wined3d_format_id ddraw_format;
1749 /* With register combiners we can skip junk texture stages */
1750 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1751 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1753 /* Stream source management */
1754 struct wined3d_stream_info strided_streams;
1755 const WineDirect3DVertexStridedData *up_strided;
1756 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1757 unsigned int num_buffer_queries;
1759 /* Context management */
1760 struct wined3d_context **contexts;
1761 UINT context_count;
1763 /* High level patch management */
1764 #define PATCHMAP_SIZE 43
1765 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1766 struct list patches[PATCHMAP_SIZE];
1767 struct WineD3DRectPatch *currentPatch;
1770 HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, struct wined3d_surface **rts,
1771 struct wined3d_surface *depth_stencil, UINT rect_count, const RECT *rects, const RECT *draw_rect,
1772 DWORD flags, const WINED3DCOLORVALUE *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
1773 BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1774 void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1775 void device_get_draw_rect(IWineD3DDeviceImpl *device, RECT *rect) DECLSPEC_HIDDEN;
1776 HRESULT device_init(IWineD3DDeviceImpl *device, struct wined3d *wined3d,
1777 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
1778 IWineD3DDeviceParent *device_parent) DECLSPEC_HIDDEN;
1779 void device_preload_textures(IWineD3DDeviceImpl *device) DECLSPEC_HIDDEN;
1780 LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window, BOOL unicode,
1781 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1782 void device_resource_add(struct IWineD3DDeviceImpl *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1783 void device_resource_released(struct IWineD3DDeviceImpl *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1784 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1785 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1786 void device_switch_onscreen_ds(IWineD3DDeviceImpl *device, struct wined3d_context *context,
1787 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1788 void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1789 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) DECLSPEC_HIDDEN;
1790 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) DECLSPEC_HIDDEN;
1792 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1794 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1795 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1796 return context->isStateDirty[idx] & (1 << shift);
1799 struct wined3d_resource_ops
1801 void (*resource_unload)(struct wined3d_resource *resource);
1804 struct wined3d_resource
1806 LONG ref;
1807 IWineD3DDeviceImpl *device;
1808 WINED3DRESOURCETYPE resourceType;
1809 const struct wined3d_format *format;
1810 WINED3DMULTISAMPLE_TYPE multisample_type;
1811 UINT multisample_quality;
1812 DWORD usage;
1813 WINED3DPOOL pool;
1814 UINT width;
1815 UINT height;
1816 UINT depth;
1817 UINT size;
1818 DWORD priority;
1819 BYTE *allocatedMemory; /* Pointer to the real data location */
1820 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1821 struct list privateData;
1822 struct list resource_list_entry;
1824 void *parent;
1825 const struct wined3d_parent_ops *parent_ops;
1826 const struct wined3d_resource_ops *resource_ops;
1829 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1830 HRESULT resource_free_private_data(struct wined3d_resource *resource, REFGUID guid) DECLSPEC_HIDDEN;
1831 DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1832 HRESULT resource_get_private_data(const struct wined3d_resource *resource, REFGUID guid,
1833 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1834 HRESULT resource_init(struct wined3d_resource *resource, IWineD3DDeviceImpl *device,
1835 WINED3DRESOURCETYPE resource_type, const struct wined3d_format *format,
1836 WINED3DMULTISAMPLE_TYPE multisample_type, UINT multisample_quality,
1837 DWORD usage, WINED3DPOOL pool, UINT width, UINT height, UINT depth, UINT size,
1838 void *parent, const struct wined3d_parent_ops *parent_ops,
1839 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
1840 DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN;
1841 HRESULT resource_set_private_data(struct wined3d_resource *resource, REFGUID guid,
1842 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1843 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1845 /* Tests show that the start address of resources is 32 byte aligned */
1846 #define RESOURCE_ALIGNMENT 16
1848 typedef enum winetexturestates {
1849 WINED3DTEXSTA_ADDRESSU = 0,
1850 WINED3DTEXSTA_ADDRESSV = 1,
1851 WINED3DTEXSTA_ADDRESSW = 2,
1852 WINED3DTEXSTA_BORDERCOLOR = 3,
1853 WINED3DTEXSTA_MAGFILTER = 4,
1854 WINED3DTEXSTA_MINFILTER = 5,
1855 WINED3DTEXSTA_MIPFILTER = 6,
1856 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1857 WINED3DTEXSTA_MAXANISOTROPY = 8,
1858 WINED3DTEXSTA_SRGBTEXTURE = 9,
1859 WINED3DTEXSTA_SHADOW = 10,
1860 MAX_WINETEXTURESTATES = 11,
1861 } winetexturestates;
1863 enum WINED3DSRGB
1865 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1866 SRGB_RGB = 1, /* Loads the rgb texture */
1867 SRGB_SRGB = 2, /* Loads the srgb texture */
1868 SRGB_BOTH = 3, /* Loads both textures */
1871 struct gl_texture
1873 DWORD states[MAX_WINETEXTURESTATES];
1874 BOOL dirty;
1875 GLuint name;
1878 struct wined3d_texture_ops
1880 HRESULT (*texture_bind)(struct wined3d_texture *texture,
1881 const struct wined3d_gl_info *gl_info, BOOL srgb);
1882 void (*texture_preload)(struct wined3d_texture *texture, enum WINED3DSRGB srgb);
1883 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
1884 const WINED3DBOX *dirty_region);
1885 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
1888 #define WINED3D_TEXTURE_COND_NP2 0x1
1889 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x2
1890 #define WINED3D_TEXTURE_IS_SRGB 0x4
1892 struct wined3d_texture
1894 struct wined3d_resource resource;
1895 const struct wined3d_texture_ops *texture_ops;
1896 struct gl_texture texture_rgb, texture_srgb;
1897 struct wined3d_resource **sub_resources;
1898 UINT layer_count;
1899 UINT level_count;
1900 float pow2_matrix[16];
1901 UINT lod;
1902 WINED3DTEXTUREFILTERTYPE filter_type;
1903 LONG bind_count;
1904 DWORD sampler;
1905 DWORD flags;
1906 const struct min_lookup *min_mip_lookup;
1907 const GLenum *mag_lookup;
1908 GLenum target;
1911 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
1913 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
1916 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
1917 const struct wined3d_gl_info *gl_info, BOOL srgb)
1919 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
1920 ? &texture->texture_srgb : &texture->texture_rgb;
1923 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
1924 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1925 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1926 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN;
1928 HRESULT cubetexture_init(struct wined3d_texture *texture, UINT edge_length, UINT levels,
1929 IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
1930 void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1932 HRESULT texture_init(struct wined3d_texture *texture, UINT width, UINT height, UINT levels,
1933 IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
1934 void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1936 HRESULT volumetexture_init(struct wined3d_texture *texture, UINT width, UINT height,
1937 UINT depth, UINT levels, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id,
1938 WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1940 struct wined3d_volume
1942 struct wined3d_resource resource;
1943 struct wined3d_texture *container;
1944 BOOL lockable;
1945 BOOL locked;
1946 WINED3DBOX lockedBox;
1947 WINED3DBOX dirtyBox;
1948 BOOL dirty;
1951 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
1953 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
1956 void volume_add_dirty_box(struct wined3d_volume *volume, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
1957 HRESULT volume_init(struct wined3d_volume *volume, IWineD3DDeviceImpl *device, UINT width,
1958 UINT height, UINT depth, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool,
1959 void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
1960 void volume_load(struct wined3d_volume *volume, UINT level, BOOL srgb_mode) DECLSPEC_HIDDEN;
1961 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
1963 /*****************************************************************************
1964 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1966 typedef struct wineD3DSurface_DIB {
1967 HBITMAP DIBsection;
1968 void* bitmap_data;
1969 UINT bitmap_size;
1970 HGDIOBJ holdbitmap;
1971 BOOL client_memory;
1972 } wineD3DSurface_DIB;
1974 typedef struct {
1975 struct list entry;
1976 GLuint id;
1977 UINT width;
1978 UINT height;
1979 } renderbuffer_entry_t;
1981 struct fbo_entry
1983 struct list entry;
1984 struct wined3d_surface **render_targets;
1985 struct wined3d_surface *depth_stencil;
1986 DWORD location;
1987 BOOL attached;
1988 GLuint id;
1991 struct wined3d_clipper
1993 LONG ref;
1995 HWND hWnd;
1998 enum wined3d_container_type
2000 WINED3D_CONTAINER_NONE = 0,
2001 WINED3D_CONTAINER_SWAPCHAIN,
2002 WINED3D_CONTAINER_TEXTURE,
2005 struct wined3d_subresource_container
2007 enum wined3d_container_type type;
2008 union
2010 struct wined3d_swapchain *swapchain;
2011 struct wined3d_texture *texture;
2012 void *base;
2013 } u;
2016 struct wined3d_surface_ops
2018 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2019 void (*surface_cleanup)(struct wined3d_surface *surface);
2020 void (*surface_realize_palette)(struct wined3d_surface *surface);
2021 HRESULT (*surface_draw_overlay)(struct wined3d_surface *surface);
2022 void (*surface_preload)(struct wined3d_surface *surface);
2023 void (*surface_map)(struct wined3d_surface *surface, const RECT *rect, DWORD flags);
2024 void (*surface_unmap)(struct wined3d_surface *surface);
2025 HRESULT (*surface_getdc)(struct wined3d_surface *surface);
2026 HRESULT (*surface_flip)(struct wined3d_surface *surface, struct wined3d_surface *override);
2027 HRESULT (*surface_blt)(struct wined3d_surface *dst_surface, const RECT *dst_rect,
2028 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
2029 const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter);
2030 HRESULT (*surface_bltfast)(struct wined3d_surface *dst_surface, DWORD dst_x, DWORD dst_y,
2031 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD trans);
2032 HRESULT (*surface_set_mem)(struct wined3d_surface *surface, void *mem);
2035 struct wined3d_surface
2037 struct wined3d_resource resource;
2038 const struct wined3d_surface_ops *surface_ops;
2039 struct wined3d_subresource_container container;
2040 struct wined3d_palette *palette; /* D3D7 style palette handling */
2041 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
2043 DWORD flags;
2045 WINED3DSURFTYPE surface_type;
2046 UINT pow2Width;
2047 UINT pow2Height;
2049 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2050 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
2052 /* PBO */
2053 GLuint pbo;
2054 GLuint texture_name;
2055 GLuint texture_name_srgb;
2056 GLint texture_level;
2057 GLenum texture_target;
2059 RECT lockedRect;
2060 RECT dirtyRect;
2061 int lockCount;
2062 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2064 /* For GetDC */
2065 wineD3DSurface_DIB dib;
2066 HDC hDC;
2068 /* Color keys for DDraw */
2069 WINEDDCOLORKEY DestBltCKey;
2070 WINEDDCOLORKEY DestOverlayCKey;
2071 WINEDDCOLORKEY SrcOverlayCKey;
2072 WINEDDCOLORKEY SrcBltCKey;
2073 DWORD CKeyFlags;
2075 WINEDDCOLORKEY glCKey;
2077 struct list renderbuffers;
2078 renderbuffer_entry_t *current_renderbuffer;
2079 SIZE ds_current_size;
2081 /* DirectDraw clippers */
2082 struct wined3d_clipper *clipper;
2084 /* DirectDraw Overlay handling */
2085 RECT overlay_srcrect;
2086 RECT overlay_destrect;
2087 struct wined3d_surface *overlay_dest;
2088 struct list overlays;
2089 struct list overlay_entry;
2092 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2094 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2097 static inline GLuint surface_get_texture_name(struct wined3d_surface *surface,
2098 const struct wined3d_gl_info *gl_info, BOOL srgb)
2100 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2101 ? surface->texture_name_srgb : surface->texture_name;
2104 void surface_add_dirty_rect(struct wined3d_surface *surface, const WINED3DBOX *dirty_rect) DECLSPEC_HIDDEN;
2105 void surface_bind(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
2106 HRESULT surface_color_fill(struct wined3d_surface *s, const RECT *rect, const WINED3DCOLORVALUE *color) DECLSPEC_HIDDEN;
2107 GLenum surface_get_gl_buffer(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2108 HRESULT surface_init(struct wined3d_surface *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2109 UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2110 UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, enum wined3d_format_id format_id,
2111 WINED3DPOOL pool, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2112 BOOL surface_init_sysmem(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2113 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
2114 BOOL surface_is_offscreen(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2115 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2116 void surface_load_ds_location(struct wined3d_surface *surface,
2117 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2118 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD flag, const RECT *rect) DECLSPEC_HIDDEN;
2119 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2120 void surface_modify_location(struct wined3d_surface *surface, DWORD flag, BOOL persistent) DECLSPEC_HIDDEN;
2121 void surface_prepare_texture(struct wined3d_surface *surface,
2122 const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
2123 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface, struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2124 void surface_set_container(struct wined3d_surface *surface,
2125 enum wined3d_container_type type, void *container) DECLSPEC_HIDDEN;
2126 void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2127 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target) DECLSPEC_HIDDEN;
2128 void surface_translate_drawable_coords(struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2130 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2131 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2132 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2134 void draw_textured_quad(struct wined3d_surface *src_surface, const RECT *src_rect,
2135 const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2136 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2138 /* Surface flags: */
2139 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2140 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2141 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2142 #define SFLAG_DISCARD 0x00000010 /* ??? */
2143 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2144 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2145 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2146 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2147 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2148 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2149 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2150 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2151 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2152 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2153 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2154 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2155 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2156 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2157 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2158 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2159 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2160 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2161 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2163 /* In some conditions the surface memory must not be freed:
2164 * SFLAG_CONVERTED: Converting the data back would take too long
2165 * SFLAG_DIBSECTION: The dib code manages the memory
2166 * SFLAG_LOCKED: The app requires access to the surface data
2167 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2168 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2169 * SFLAG_CLIENT: OpenGL uses our memory as backup
2171 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2172 SFLAG_DIBSECTION | \
2173 SFLAG_LOCKED | \
2174 SFLAG_DYNLOCK | \
2175 SFLAG_USERPTR | \
2176 SFLAG_PBO | \
2177 SFLAG_CLIENT)
2179 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2180 SFLAG_INTEXTURE | \
2181 SFLAG_INDRAWABLE | \
2182 SFLAG_INSRGBTEX)
2184 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2185 SFLAG_DS_OFFSCREEN)
2186 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2188 typedef enum {
2189 NO_CONVERSION,
2190 CONVERT_PALETTED,
2191 CONVERT_PALETTED_CK,
2192 CONVERT_CK_565,
2193 CONVERT_CK_5551,
2194 CONVERT_CK_RGB24,
2195 CONVERT_RGB32_888
2196 } CONVERT_TYPES;
2198 HRESULT d3dfmt_get_conv(struct wined3d_surface *surface, BOOL need_alpha_ck, BOOL use_texturing,
2199 struct wined3d_format *format, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
2200 void d3dfmt_p8_init_palette(struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2202 BOOL palette9_changed(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2204 struct wined3d_vertex_declaration_element
2206 const struct wined3d_format *format;
2207 BOOL ffp_valid;
2208 WORD input_slot;
2209 WORD offset;
2210 UINT output_slot;
2211 BYTE method;
2212 BYTE usage;
2213 BYTE usage_idx;
2216 struct wined3d_vertex_declaration
2218 LONG ref;
2219 void *parent;
2220 const struct wined3d_parent_ops *parent_ops;
2221 IWineD3DDeviceImpl *device;
2223 struct wined3d_vertex_declaration_element *elements;
2224 UINT element_count;
2226 DWORD streams[MAX_STREAMS];
2227 UINT num_streams;
2228 BOOL position_transformed;
2229 BOOL half_float_conv_needed;
2232 HRESULT vertexdeclaration_init(struct wined3d_vertex_declaration *declaration,
2233 IWineD3DDeviceImpl *device, const WINED3DVERTEXELEMENT *elements, UINT element_count,
2234 void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2236 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2237 /* Note: Very long winded but gl Lists are not flexible enough */
2238 /* to resolve everything we need, so doing it manually for now */
2239 typedef struct SAVEDSTATES {
2240 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2241 WORD streamSource; /* MAX_STREAMS, 16 */
2242 WORD streamFreq; /* MAX_STREAMS, 16 */
2243 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2244 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2245 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2246 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2247 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2248 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2249 BOOL *pixelShaderConstantsF;
2250 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2251 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2252 BOOL *vertexShaderConstantsF;
2253 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2254 DWORD primitive_type : 1;
2255 DWORD indices : 1;
2256 DWORD material : 1;
2257 DWORD viewport : 1;
2258 DWORD vertexDecl : 1;
2259 DWORD pixelShader : 1;
2260 DWORD vertexShader : 1;
2261 DWORD scissorRect : 1;
2262 DWORD padding : 4;
2263 } SAVEDSTATES;
2265 struct StageState {
2266 DWORD stage;
2267 DWORD state;
2270 struct wined3d_stream_state
2272 struct wined3d_buffer *buffer;
2273 UINT offset;
2274 UINT stride;
2275 UINT frequency;
2276 UINT flags;
2279 struct wined3d_state
2281 struct wined3d_vertex_declaration *vertex_declaration;
2282 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2283 BOOL user_stream;
2284 struct wined3d_buffer *index_buffer;
2285 enum wined3d_format_id index_format;
2286 INT base_vertex_index;
2287 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2288 GLenum gl_primitive_type;
2290 struct wined3d_shader *vertex_shader;
2291 BOOL vs_consts_b[MAX_CONST_B];
2292 INT vs_consts_i[MAX_CONST_I * 4];
2293 float *vs_consts_f;
2295 struct wined3d_shader *pixel_shader;
2296 BOOL ps_consts_b[MAX_CONST_B];
2297 INT ps_consts_i[MAX_CONST_I * 4];
2298 float *ps_consts_f;
2300 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2301 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2302 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2303 DWORD lowest_disabled_stage;
2305 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2306 double clip_planes[MAX_CLIPPLANES][4];
2307 WINED3DCLIPSTATUS clip_status;
2308 WINED3DMATERIAL material;
2309 WINED3DVIEWPORT viewport;
2310 RECT scissor_rect;
2312 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2313 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2314 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2315 struct list light_map[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2316 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2318 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2321 struct wined3d_stateblock
2323 LONG ref; /* Note: Ref counting not required */
2324 IWineD3DDeviceImpl *device;
2325 WINED3DSTATEBLOCKTYPE blockType;
2327 /* Array indicating whether things have been set or changed */
2328 SAVEDSTATES changed;
2329 struct wined3d_state state;
2331 /* Contained state management */
2332 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2333 unsigned int num_contained_render_states;
2334 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2335 unsigned int num_contained_transform_states;
2336 DWORD contained_vs_consts_i[MAX_CONST_I];
2337 unsigned int num_contained_vs_consts_i;
2338 DWORD contained_vs_consts_b[MAX_CONST_B];
2339 unsigned int num_contained_vs_consts_b;
2340 DWORD *contained_vs_consts_f;
2341 unsigned int num_contained_vs_consts_f;
2342 DWORD contained_ps_consts_i[MAX_CONST_I];
2343 unsigned int num_contained_ps_consts_i;
2344 DWORD contained_ps_consts_b[MAX_CONST_B];
2345 unsigned int num_contained_ps_consts_b;
2346 DWORD *contained_ps_consts_f;
2347 unsigned int num_contained_ps_consts_f;
2348 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2349 unsigned int num_contained_tss_states;
2350 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2351 unsigned int num_contained_sampler_states;
2354 HRESULT stateblock_init(struct wined3d_stateblock *stateblock,
2355 IWineD3DDeviceImpl *device, WINED3DSTATEBLOCKTYPE type) DECLSPEC_HIDDEN;
2356 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2357 void stateblock_init_default_state(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2359 static inline void stateblock_apply_state(DWORD state, struct wined3d_stateblock *stateblock,
2360 struct wined3d_context *context)
2362 const struct StateEntry *statetable = stateblock->device->StateTable;
2363 DWORD rep = statetable[state].representative;
2364 statetable[rep].apply(rep, stateblock, context);
2367 /* Direct3D terminology with little modifications. We do not have an issued state
2368 * because only the driver knows about it, but we have a created state because d3d
2369 * allows GetData on a created issue, but opengl doesn't
2371 enum query_state {
2372 QUERY_CREATED,
2373 QUERY_SIGNALLED,
2374 QUERY_BUILDING
2377 struct wined3d_query_ops
2379 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2380 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2383 struct wined3d_query
2385 LONG ref;
2386 const struct wined3d_query_ops *query_ops;
2387 IWineD3DDeviceImpl *device;
2388 enum query_state state;
2389 WINED3DQUERYTYPE type;
2390 DWORD data_size;
2391 void *extendedData;
2394 HRESULT query_init(struct wined3d_query *query, IWineD3DDeviceImpl *device, WINED3DQUERYTYPE type) DECLSPEC_HIDDEN;
2396 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2397 * fixed function semantics as D3DCOLOR or FLOAT16 */
2398 enum wined3d_buffer_conversion_type
2400 CONV_NONE,
2401 CONV_D3DCOLOR,
2402 CONV_POSITIONT,
2405 struct wined3d_map_range
2407 UINT offset;
2408 UINT size;
2411 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2412 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2413 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2414 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2415 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2416 #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2417 #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2418 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2420 struct wined3d_buffer
2422 struct wined3d_resource resource;
2424 struct wined3d_buffer_desc desc;
2426 GLuint buffer_object;
2427 GLenum buffer_object_usage;
2428 GLenum buffer_type_hint;
2429 UINT buffer_object_size;
2430 LONG bind_count;
2431 DWORD flags;
2433 LONG lock_count;
2434 struct wined3d_map_range *maps;
2435 ULONG maps_size, modified_areas;
2436 struct wined3d_event_query *query;
2438 /* conversion stuff */
2439 UINT decl_change_count, full_conversion_count;
2440 UINT draw_count;
2441 UINT stride; /* 0 if no conversion */
2442 UINT conversion_stride; /* 0 if no shifted conversion */
2443 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2446 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2448 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2451 const BYTE *buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
2452 GLuint *buffer_object) DECLSPEC_HIDDEN;
2453 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2454 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
2455 UINT size, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, GLenum bind_hint,
2456 const char *data, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2458 struct wined3d_rendertarget_view
2460 LONG refcount;
2462 struct wined3d_resource *resource;
2463 void *parent;
2466 void wined3d_rendertarget_view_init(struct wined3d_rendertarget_view *view,
2467 struct wined3d_resource *resource, void *parent) DECLSPEC_HIDDEN;
2469 struct wined3d_swapchain_ops
2471 HRESULT (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2472 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2475 struct wined3d_swapchain
2477 LONG ref;
2478 void *parent;
2479 const struct wined3d_parent_ops *parent_ops;
2480 const struct wined3d_swapchain_ops *swapchain_ops;
2481 IWineD3DDeviceImpl *device;
2483 struct wined3d_surface **back_buffers;
2484 struct wined3d_surface *front_buffer;
2485 WINED3DPRESENT_PARAMETERS presentParms;
2486 DWORD orig_width, orig_height;
2487 enum wined3d_format_id orig_fmt;
2488 WINED3DGAMMARAMP orig_gamma;
2489 BOOL render_to_fbo;
2490 const struct wined3d_format *ds_format;
2492 LONG prev_time, frames; /* Performance tracking */
2494 struct wined3d_context **context;
2495 unsigned int num_contexts;
2497 HWND win_handle;
2498 HWND device_window;
2500 HDC backup_dc;
2501 HWND backup_wnd;
2504 void x11_copy_to_screen(struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2506 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2507 HRESULT swapchain_init(struct wined3d_swapchain *swapchain, WINED3DSURFTYPE surface_type,
2508 IWineD3DDeviceImpl *device, WINED3DPRESENT_PARAMETERS *present_parameters,
2509 void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2511 #define DEFAULT_REFRESH_RATE 0
2513 /*****************************************************************************
2514 * Utility function prototypes
2517 /* Trace routines */
2518 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2519 const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2520 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2521 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2522 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2523 const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2524 const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2525 const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2526 const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2527 const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2528 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2529 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2530 const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2531 const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2532 const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2533 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2534 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2535 const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2536 const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2537 const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2538 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2539 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2541 /* Routines for GL <-> D3D values */
2542 GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2543 GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2544 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2545 WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2546 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2547 BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3,
2548 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2549 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2550 BOOL transformed, enum wined3d_format_id coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2551 void texture_activate_dimensions(const struct wined3d_texture *texture,
2552 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2553 void sampler_texdim(DWORD state, struct wined3d_stateblock *stateblock,
2554 struct wined3d_context *context) DECLSPEC_HIDDEN;
2555 void tex_alphaop(DWORD state, struct wined3d_stateblock *stateblock,
2556 struct wined3d_context *context) DECLSPEC_HIDDEN;
2557 void apply_pixelshader(DWORD state, struct wined3d_stateblock *stateblock,
2558 struct wined3d_context *context) DECLSPEC_HIDDEN;
2559 void state_fogcolor(DWORD state, struct wined3d_stateblock *stateblock,
2560 struct wined3d_context *context) DECLSPEC_HIDDEN;
2561 void state_fogdensity(DWORD state, struct wined3d_stateblock *stateblock,
2562 struct wined3d_context *context) DECLSPEC_HIDDEN;
2563 void state_fogstartend(DWORD state, struct wined3d_stateblock *stateblock,
2564 struct wined3d_context *context) DECLSPEC_HIDDEN;
2565 void state_fog_fragpart(DWORD state, struct wined3d_stateblock *stateblock,
2566 struct wined3d_context *context) DECLSPEC_HIDDEN;
2568 BOOL getColorBits(const struct wined3d_format *format,
2569 short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize) DECLSPEC_HIDDEN;
2570 BOOL getDepthStencilBits(const struct wined3d_format *format,
2571 short *depthSize, short *stencilSize) DECLSPEC_HIDDEN;
2573 /* Math utils */
2574 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2575 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2576 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2578 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2580 typedef struct local_constant {
2581 struct list entry;
2582 unsigned int idx;
2583 DWORD value[4];
2584 } local_constant;
2586 typedef struct SHADER_LIMITS {
2587 unsigned int temporary;
2588 unsigned int texcoord;
2589 unsigned int sampler;
2590 unsigned int constant_int;
2591 unsigned int constant_float;
2592 unsigned int constant_bool;
2593 unsigned int address;
2594 unsigned int packed_output;
2595 unsigned int packed_input;
2596 unsigned int attributes;
2597 unsigned int label;
2598 } SHADER_LIMITS;
2600 #ifdef __GNUC__
2601 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2602 #else
2603 #define PRINTF_ATTR(fmt,args)
2604 #endif
2606 /* Base Shader utility functions. */
2607 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2608 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2610 /* Vertex shader utility functions */
2611 extern BOOL vshader_get_input(struct wined3d_shader *shader,
2612 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2614 struct wined3d_vertex_shader
2616 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2619 struct wined3d_pixel_shader
2621 /* Pixel shader input semantics */
2622 DWORD input_reg_map[MAX_REG_INPUT];
2623 BOOL input_reg_used[MAX_REG_INPUT];
2624 unsigned int declared_in_count;
2626 /* Some information about the shader behavior */
2627 char vpos_uniform;
2628 BOOL color0_mov;
2629 DWORD color0_reg;
2632 struct wined3d_shader
2634 LONG ref;
2635 SHADER_LIMITS limits;
2636 DWORD *function;
2637 UINT functionLength;
2638 BOOL load_local_constsF;
2639 const struct wined3d_shader_frontend *frontend;
2640 void *frontend_data;
2641 void *backend_data;
2643 void *parent;
2644 const struct wined3d_parent_ops *parent_ops;
2646 /* Programs this shader is linked with */
2647 struct list linked_programs;
2649 /* Immediate constants (override global ones) */
2650 struct list constantsB;
2651 struct list constantsF;
2652 struct list constantsI;
2653 struct wined3d_shader_reg_maps reg_maps;
2655 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2656 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2658 /* Pointer to the parent device */
2659 struct IWineD3DDeviceImpl *device;
2660 struct list shader_list_entry;
2662 union
2664 struct wined3d_vertex_shader vs;
2665 struct wined3d_pixel_shader ps;
2666 } u;
2669 HRESULT geometryshader_init(struct wined3d_shader *shader, IWineD3DDeviceImpl *device,
2670 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2671 void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2673 HRESULT pixelshader_init(struct wined3d_shader *shader, IWineD3DDeviceImpl *device,
2674 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2675 void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2676 void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps,
2677 struct wined3d_texture * const *textures) DECLSPEC_HIDDEN;
2678 void find_ps_compile_args(const struct wined3d_state *state,
2679 const struct wined3d_shader *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
2681 void find_vs_compile_args(const struct wined3d_state *state,
2682 const struct wined3d_shader *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2683 HRESULT vertexshader_init(struct wined3d_shader *shader, IWineD3DDeviceImpl *device,
2684 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
2685 void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN;
2687 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2688 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2689 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2690 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2691 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2692 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2693 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2694 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2695 unsigned int max) DECLSPEC_HIDDEN;
2696 void shader_generate_main(struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2697 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2698 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2700 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2702 return type == WINED3D_SHADER_TYPE_PIXEL;
2705 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2707 return type == WINED3D_SHADER_TYPE_VERTEX;
2710 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2712 switch (reg->type)
2714 case WINED3DSPR_RASTOUT:
2715 /* oFog & oPts */
2716 if (reg->idx) return TRUE;
2717 /* oPos */
2718 return FALSE;
2720 case WINED3DSPR_DEPTHOUT: /* oDepth */
2721 case WINED3DSPR_CONSTBOOL: /* b# */
2722 case WINED3DSPR_LOOP: /* aL */
2723 case WINED3DSPR_PREDICATE: /* p0 */
2724 return TRUE;
2726 case WINED3DSPR_MISCTYPE:
2727 switch(reg->idx)
2729 case 0: /* vPos */
2730 return FALSE;
2731 case 1: /* vFace */
2732 return TRUE;
2733 default:
2734 return FALSE;
2737 case WINED3DSPR_IMMCONST:
2738 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2740 default:
2741 return FALSE;
2745 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2746 const struct wined3d_state *state, float *position_fixup)
2748 position_fixup[0] = 1.0f;
2749 position_fixup[1] = 1.0f;
2750 position_fixup[2] = (63.0f / 64.0f) / state->viewport.Width;
2751 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.Height;
2753 if (context->render_offscreen)
2755 position_fixup[1] *= -1.0f;
2756 position_fixup[3] *= -1.0f;
2760 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
2762 struct local_constant *lconst;
2764 if (shader->load_local_constsF)
2765 return FALSE;
2767 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
2769 if (lconst->idx == reg)
2770 return TRUE;
2773 return FALSE;
2776 /* Using additional shader constants (uniforms in GLSL / program environment
2777 * or local parameters in ARB) is costly:
2778 * ARB only knows float4 parameters and GLSL compiler are not really smart
2779 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2780 * (in fact most compilers map a float2 to a full float4 uniform).
2782 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2783 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2784 * into a single shader constant (uniform / program parameter).
2786 * This structure is shared between the GLSL and the ARB backend.*/
2787 struct ps_np2fixup_info {
2788 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2789 WORD active; /* bitfield indicating if we can apply the fixup */
2790 WORD num_consts;
2793 /* sRGB correction constants */
2794 static const float srgb_cmp = 0.0031308f;
2795 static const float srgb_mul_low = 12.92f;
2796 static const float srgb_pow = 0.41666f;
2797 static const float srgb_mul_high = 1.055f;
2798 static const float srgb_sub_high = 0.055f;
2800 struct wined3d_palette
2802 LONG ref;
2803 void *parent;
2804 IWineD3DDeviceImpl *device;
2806 HPALETTE hpal;
2807 WORD palVersion; /*| */
2808 WORD palNumEntries; /*| LOGPALETTE */
2809 PALETTEENTRY palents[256]; /*| */
2810 /* This is to store the palette in 'screen format' */
2811 int screen_palents[256];
2812 DWORD flags;
2815 HRESULT wined3d_palette_init(struct wined3d_palette *palette, IWineD3DDeviceImpl *device,
2816 DWORD flags, const PALETTEENTRY *entries, void *parent) DECLSPEC_HIDDEN;
2818 /* DirectDraw utility functions */
2819 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2821 /*****************************************************************************
2822 * Pixel format management
2825 /* WineD3D pixel format flags */
2826 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2827 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2828 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2829 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2830 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2831 #define WINED3DFMT_FLAG_FOURCC 0x00000020
2832 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2833 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
2834 #define WINED3DFMT_FLAG_GETDC 0x00000100
2835 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2836 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2837 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2838 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2839 #define WINED3DFMT_FLAG_VTF 0x00002000
2840 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2841 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
2842 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
2844 struct wined3d_format
2846 enum wined3d_format_id id;
2848 DWORD red_mask;
2849 DWORD green_mask;
2850 DWORD blue_mask;
2851 DWORD alpha_mask;
2852 UINT byte_count;
2853 WORD depth_size;
2854 WORD stencil_size;
2856 UINT block_width;
2857 UINT block_height;
2858 UINT block_byte_count;
2860 enum wined3d_ffp_emit_idx emit_idx;
2861 GLint component_count;
2862 GLenum gl_vtx_type;
2863 GLint gl_vtx_format;
2864 GLboolean gl_normalized;
2865 unsigned int component_size;
2867 GLint glInternal;
2868 GLint glGammaInternal;
2869 GLint rtInternal;
2870 GLint glFormat;
2871 GLint glType;
2872 UINT conv_byte_count;
2873 unsigned int flags;
2874 float heightscale;
2875 struct color_fixup_desc color_fixup;
2876 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
2879 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2880 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2881 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
2882 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2883 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
2884 const WINED3DCOLORVALUE *color) DECLSPEC_HIDDEN;
2886 static inline BOOL use_vs(const struct wined3d_state *state)
2888 /* Check stateblock->vertexDecl to allow this to be used from
2889 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2890 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2891 * style strided data. */
2892 return state->vertex_shader && !state->vertex_declaration->position_transformed;
2895 static inline BOOL use_ps(const struct wined3d_state *state)
2897 return !!state->pixel_shader;
2900 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2901 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2903 #define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \
2904 ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \
2905 ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))
2907 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
2909 #endif