wined3d: Fix pixel format masks.
[wine/multimedia.git] / dlls / wined3d / wined3d_private.h
blobc0b00bf2c515e0c94ea13c4bbb5f1dd97d59f342
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #ifdef USE_WIN32_OPENGL
28 #define WINE_GLAPI __stdcall
29 #else
30 #define WINE_GLAPI
31 #endif
33 #include <stdarg.h>
34 #include <math.h>
35 #include <limits.h>
36 #define NONAMELESSUNION
37 #define NONAMELESSSTRUCT
38 #define COBJMACROS
39 #include "windef.h"
40 #include "winbase.h"
41 #include "winreg.h"
42 #include "wingdi.h"
43 #include "winuser.h"
44 #include "wine/debug.h"
45 #include "wine/unicode.h"
47 #include "objbase.h"
48 #include "wine/wined3d.h"
49 #include "wined3d_gl.h"
50 #include "wine/list.h"
51 #include "wine/rbtree.h"
52 #include "wine/wgl_driver.h"
54 /* Driver quirks */
55 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
56 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
57 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
58 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
59 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
60 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
61 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
62 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
63 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
65 /* Texture format fixups */
67 enum fixup_channel_source
69 CHANNEL_SOURCE_ZERO = 0,
70 CHANNEL_SOURCE_ONE = 1,
71 CHANNEL_SOURCE_X = 2,
72 CHANNEL_SOURCE_Y = 3,
73 CHANNEL_SOURCE_Z = 4,
74 CHANNEL_SOURCE_W = 5,
75 CHANNEL_SOURCE_COMPLEX0 = 6,
76 CHANNEL_SOURCE_COMPLEX1 = 7,
79 enum complex_fixup
81 COMPLEX_FIXUP_NONE = 0,
82 COMPLEX_FIXUP_YUY2 = 1,
83 COMPLEX_FIXUP_UYVY = 2,
84 COMPLEX_FIXUP_YV12 = 3,
85 COMPLEX_FIXUP_P8 = 4,
88 #include <pshpack2.h>
89 struct color_fixup_desc
91 unsigned x_sign_fixup : 1;
92 unsigned x_source : 3;
93 unsigned y_sign_fixup : 1;
94 unsigned y_source : 3;
95 unsigned z_sign_fixup : 1;
96 unsigned z_source : 3;
97 unsigned w_sign_fixup : 1;
98 unsigned w_source : 3;
100 #include <poppack.h>
102 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
103 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
105 static inline struct color_fixup_desc create_color_fixup_desc(
106 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
107 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
109 struct color_fixup_desc fixup =
111 sign0, src0,
112 sign1, src1,
113 sign2, src2,
114 sign3, src3,
116 return fixup;
119 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
121 struct color_fixup_desc fixup =
123 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
124 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
125 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
126 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
128 return fixup;
131 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
133 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
136 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
138 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
141 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
143 enum complex_fixup complex_fixup = 0;
144 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
145 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
146 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
147 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
148 return complex_fixup;
151 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
152 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
153 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
155 /* Device caps */
156 #define MAX_PALETTES 65536
157 #define MAX_STREAMS 16
158 #define MAX_TEXTURES 8
159 #define MAX_FRAGMENT_SAMPLERS 16
160 #define MAX_VERTEX_SAMPLERS 4
161 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
162 #define MAX_ACTIVE_LIGHTS 8
163 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
165 struct min_lookup
167 GLenum mip[WINED3D_TEXF_LINEAR + 1];
170 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
171 extern const struct min_lookup minMipLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
172 extern const struct min_lookup minMipLookup_noMip[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
173 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
174 extern const GLenum magLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
176 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], enum wined3d_texture_filter_type mag_filter)
178 return mag_lookup[mag_filter];
181 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
182 enum wined3d_texture_filter_type min_filter, enum wined3d_texture_filter_type mip_filter)
184 return min_mip_lookup[min_filter].mip[mip_filter];
187 /* float_16_to_32() and float_32_to_16() (see implementation in
188 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
189 * to standard C floats and vice versa. They do not depend on the encoding
190 * of the C float, so they are platform independent, but slow. On x86 and
191 * other IEEE 754 compliant platforms the conversion can be accelerated by
192 * bit shifting the exponent and mantissa. There are also some SSE-based
193 * assembly routines out there.
195 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
197 static inline float float_16_to_32(const unsigned short *in)
199 const unsigned short s = ((*in) & 0x8000);
200 const unsigned short e = ((*in) & 0x7c00) >> 10;
201 const unsigned short m = (*in) & 0x3ff;
202 const float sgn = (s ? -1.0f : 1.0f);
204 if(e == 0) {
205 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
206 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
207 } else if(e < 31) {
208 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
209 } else {
210 if(m == 0) return sgn * INFINITY;
211 else return NAN;
215 static inline float float_24_to_32(DWORD in)
217 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
218 const unsigned short e = (in & 0x780000) >> 19;
219 const unsigned int m = in & 0x7ffff;
221 if (e == 0)
223 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
224 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
226 else if (e < 15)
228 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
230 else
232 if (m == 0) return sgn * INFINITY;
233 else return NAN;
238 * Settings
240 #define VS_NONE 0
241 #define VS_HW 1
243 #define PS_NONE 0
244 #define PS_HW 1
246 #define VBO_NONE 0
247 #define VBO_HW 1
249 #define ORM_BACKBUFFER 0
250 #define ORM_FBO 1
252 #define SHADER_ARB 1
253 #define SHADER_GLSL 2
254 #define SHADER_ATI 3
255 #define SHADER_NONE 4
257 #define RTL_READDRAW 1
258 #define RTL_READTEX 2
260 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
261 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
263 /* NOTE: When adding fields to this structure, make sure to update the default
264 * values in wined3d_main.c as well. */
265 struct wined3d_settings
267 /* vertex and pixel shader modes */
268 int vs_mode;
269 int ps_mode;
270 /* Ideally, we don't want the user to have to request GLSL. If the
271 * hardware supports GLSL, we should use it. However, until it's fully
272 * implemented, we'll leave it as a registry setting for developers. */
273 BOOL glslRequested;
274 int offscreen_rendering_mode;
275 int rendertargetlock_mode;
276 unsigned short pci_vendor_id;
277 unsigned short pci_device_id;
278 /* Memory tracking and object counting. */
279 unsigned int emulated_textureram;
280 char *logo;
281 int allow_multisampling;
282 BOOL strict_draw_ordering;
283 BOOL always_offscreen;
286 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
288 enum wined3d_sampler_texture_type
290 WINED3DSTT_UNKNOWN = 0,
291 WINED3DSTT_1D = 1,
292 WINED3DSTT_2D = 2,
293 WINED3DSTT_CUBE = 3,
294 WINED3DSTT_VOLUME = 4,
297 enum wined3d_shader_register_type
299 WINED3DSPR_TEMP = 0,
300 WINED3DSPR_INPUT = 1,
301 WINED3DSPR_CONST = 2,
302 WINED3DSPR_ADDR = 3,
303 WINED3DSPR_TEXTURE = 3,
304 WINED3DSPR_RASTOUT = 4,
305 WINED3DSPR_ATTROUT = 5,
306 WINED3DSPR_TEXCRDOUT = 6,
307 WINED3DSPR_OUTPUT = 6,
308 WINED3DSPR_CONSTINT = 7,
309 WINED3DSPR_COLOROUT = 8,
310 WINED3DSPR_DEPTHOUT = 9,
311 WINED3DSPR_SAMPLER = 10,
312 WINED3DSPR_CONST2 = 11,
313 WINED3DSPR_CONST3 = 12,
314 WINED3DSPR_CONST4 = 13,
315 WINED3DSPR_CONSTBOOL = 14,
316 WINED3DSPR_LOOP = 15,
317 WINED3DSPR_TEMPFLOAT16 = 16,
318 WINED3DSPR_MISCTYPE = 17,
319 WINED3DSPR_LABEL = 18,
320 WINED3DSPR_PREDICATE = 19,
321 WINED3DSPR_IMMCONST,
322 WINED3DSPR_CONSTBUFFER,
323 WINED3DSPR_NULL,
324 WINED3DSPR_RESOURCE,
327 enum wined3d_immconst_type
329 WINED3D_IMMCONST_SCALAR,
330 WINED3D_IMMCONST_VEC4,
333 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
335 enum wined3d_shader_src_modifier
337 WINED3DSPSM_NONE = 0,
338 WINED3DSPSM_NEG = 1,
339 WINED3DSPSM_BIAS = 2,
340 WINED3DSPSM_BIASNEG = 3,
341 WINED3DSPSM_SIGN = 4,
342 WINED3DSPSM_SIGNNEG = 5,
343 WINED3DSPSM_COMP = 6,
344 WINED3DSPSM_X2 = 7,
345 WINED3DSPSM_X2NEG = 8,
346 WINED3DSPSM_DZ = 9,
347 WINED3DSPSM_DW = 10,
348 WINED3DSPSM_ABS = 11,
349 WINED3DSPSM_ABSNEG = 12,
350 WINED3DSPSM_NOT = 13,
353 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
354 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
355 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
356 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
357 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
359 enum wined3d_shader_dst_modifier
361 WINED3DSPDM_NONE = 0,
362 WINED3DSPDM_SATURATE = 1,
363 WINED3DSPDM_PARTIALPRECISION = 2,
364 WINED3DSPDM_MSAMPCENTROID = 4,
367 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
368 #define WINED3DSI_TEXLD_PROJECT 1
369 #define WINED3DSI_TEXLD_BIAS 2
371 enum wined3d_shader_rel_op
373 WINED3D_SHADER_REL_OP_GT = 1,
374 WINED3D_SHADER_REL_OP_EQ = 2,
375 WINED3D_SHADER_REL_OP_GE = 3,
376 WINED3D_SHADER_REL_OP_LT = 4,
377 WINED3D_SHADER_REL_OP_NE = 5,
378 WINED3D_SHADER_REL_OP_LE = 6,
381 #define WINED3D_SM1_VS 0xfffe
382 #define WINED3D_SM1_PS 0xffff
383 #define WINED3D_SM4_PS 0x0000
384 #define WINED3D_SM4_VS 0x0001
385 #define WINED3D_SM4_GS 0x0002
387 /* Shader version tokens, and shader end tokens */
388 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
389 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
391 /* Shader backends */
393 /* TODO: Make this dynamic, based on shader limits ? */
394 #define MAX_ATTRIBS 16
395 #define MAX_REG_ADDR 1
396 #define MAX_REG_TEMP 32
397 #define MAX_REG_TEXCRD 8
398 #define MAX_REG_INPUT 12
399 #define MAX_REG_OUTPUT 12
400 #define MAX_CONST_I 16
401 #define MAX_CONST_B 16
403 /* FIXME: This needs to go up to 2048 for
404 * Shader model 3 according to msdn (and for software shaders) */
405 #define MAX_LABELS 16
407 #define SHADER_PGMSIZE 65535
409 struct wined3d_shader_buffer
411 char *buffer;
412 unsigned int bsize;
413 unsigned int lineNo;
414 BOOL newline;
417 enum WINED3D_SHADER_INSTRUCTION_HANDLER
419 WINED3DSIH_ABS,
420 WINED3DSIH_ADD,
421 WINED3DSIH_AND,
422 WINED3DSIH_BEM,
423 WINED3DSIH_BREAK,
424 WINED3DSIH_BREAKC,
425 WINED3DSIH_BREAKP,
426 WINED3DSIH_CALL,
427 WINED3DSIH_CALLNZ,
428 WINED3DSIH_CMP,
429 WINED3DSIH_CND,
430 WINED3DSIH_CRS,
431 WINED3DSIH_CUT,
432 WINED3DSIH_DCL,
433 WINED3DSIH_DEF,
434 WINED3DSIH_DEFB,
435 WINED3DSIH_DEFI,
436 WINED3DSIH_DIV,
437 WINED3DSIH_DP2ADD,
438 WINED3DSIH_DP3,
439 WINED3DSIH_DP4,
440 WINED3DSIH_DST,
441 WINED3DSIH_DSX,
442 WINED3DSIH_DSY,
443 WINED3DSIH_ELSE,
444 WINED3DSIH_EMIT,
445 WINED3DSIH_ENDIF,
446 WINED3DSIH_ENDLOOP,
447 WINED3DSIH_ENDREP,
448 WINED3DSIH_EQ,
449 WINED3DSIH_EXP,
450 WINED3DSIH_EXPP,
451 WINED3DSIH_FRC,
452 WINED3DSIH_FTOI,
453 WINED3DSIH_GE,
454 WINED3DSIH_IADD,
455 WINED3DSIH_IEQ,
456 WINED3DSIH_IF,
457 WINED3DSIH_IFC,
458 WINED3DSIH_IGE,
459 WINED3DSIH_IMUL,
460 WINED3DSIH_ITOF,
461 WINED3DSIH_LABEL,
462 WINED3DSIH_LD,
463 WINED3DSIH_LIT,
464 WINED3DSIH_LOG,
465 WINED3DSIH_LOGP,
466 WINED3DSIH_LOOP,
467 WINED3DSIH_LRP,
468 WINED3DSIH_LT,
469 WINED3DSIH_M3x2,
470 WINED3DSIH_M3x3,
471 WINED3DSIH_M3x4,
472 WINED3DSIH_M4x3,
473 WINED3DSIH_M4x4,
474 WINED3DSIH_MAD,
475 WINED3DSIH_MAX,
476 WINED3DSIH_MIN,
477 WINED3DSIH_MOV,
478 WINED3DSIH_MOVA,
479 WINED3DSIH_MOVC,
480 WINED3DSIH_MUL,
481 WINED3DSIH_NOP,
482 WINED3DSIH_NRM,
483 WINED3DSIH_PHASE,
484 WINED3DSIH_POW,
485 WINED3DSIH_RCP,
486 WINED3DSIH_REP,
487 WINED3DSIH_RET,
488 WINED3DSIH_ROUND_NI,
489 WINED3DSIH_RSQ,
490 WINED3DSIH_SAMPLE,
491 WINED3DSIH_SAMPLE_GRAD,
492 WINED3DSIH_SAMPLE_LOD,
493 WINED3DSIH_SETP,
494 WINED3DSIH_SGE,
495 WINED3DSIH_SGN,
496 WINED3DSIH_SINCOS,
497 WINED3DSIH_SLT,
498 WINED3DSIH_SQRT,
499 WINED3DSIH_SUB,
500 WINED3DSIH_TEX,
501 WINED3DSIH_TEXBEM,
502 WINED3DSIH_TEXBEML,
503 WINED3DSIH_TEXCOORD,
504 WINED3DSIH_TEXDEPTH,
505 WINED3DSIH_TEXDP3,
506 WINED3DSIH_TEXDP3TEX,
507 WINED3DSIH_TEXKILL,
508 WINED3DSIH_TEXLDD,
509 WINED3DSIH_TEXLDL,
510 WINED3DSIH_TEXM3x2DEPTH,
511 WINED3DSIH_TEXM3x2PAD,
512 WINED3DSIH_TEXM3x2TEX,
513 WINED3DSIH_TEXM3x3,
514 WINED3DSIH_TEXM3x3DIFF,
515 WINED3DSIH_TEXM3x3PAD,
516 WINED3DSIH_TEXM3x3SPEC,
517 WINED3DSIH_TEXM3x3TEX,
518 WINED3DSIH_TEXM3x3VSPEC,
519 WINED3DSIH_TEXREG2AR,
520 WINED3DSIH_TEXREG2GB,
521 WINED3DSIH_TEXREG2RGB,
522 WINED3DSIH_UDIV,
523 WINED3DSIH_USHR,
524 WINED3DSIH_UTOF,
525 WINED3DSIH_XOR,
526 WINED3DSIH_TABLE_SIZE
529 enum wined3d_shader_type
531 WINED3D_SHADER_TYPE_PIXEL,
532 WINED3D_SHADER_TYPE_VERTEX,
533 WINED3D_SHADER_TYPE_GEOMETRY,
536 struct wined3d_shader_version
538 enum wined3d_shader_type type;
539 BYTE major;
540 BYTE minor;
543 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
545 struct wined3d_shader_reg_maps
547 struct wined3d_shader_version shader_version;
548 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
549 BYTE address; /* MAX_REG_ADDR, 1 */
550 WORD labels; /* MAX_LABELS, 16 */
551 DWORD temporary; /* MAX_REG_TEMP, 32 */
552 DWORD *constf; /* pixel, vertex */
553 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
554 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
555 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
556 WORD integer_constants; /* MAX_CONST_I, 16 */
557 WORD boolean_constants; /* MAX_CONST_B, 16 */
558 WORD local_int_consts; /* MAX_CONST_I, 16 */
559 WORD local_bool_consts; /* MAX_CONST_B, 16 */
561 enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
562 BYTE bumpmat; /* MAX_TEXTURES, 8 */
563 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
565 WORD usesnrm : 1;
566 WORD vpos : 1;
567 WORD usesdsx : 1;
568 WORD usesdsy : 1;
569 WORD usestexldd : 1;
570 WORD usesmova : 1;
571 WORD usesfacing : 1;
572 WORD usesrelconstF : 1;
573 WORD fog : 1;
574 WORD usestexldl : 1;
575 WORD usesifc : 1;
576 WORD usescall : 1;
577 WORD usespow : 1;
578 WORD padding : 3;
580 DWORD rt_mask; /* Used render targets, 32 max. */
582 /* Whether or not loops are used in this shader, and nesting depth */
583 unsigned loop_depth;
584 UINT min_rel_offset, max_rel_offset;
587 /* Keeps track of details for TEX_M#x# instructions which need to maintain
588 * state information between multiple instructions. */
589 struct wined3d_shader_tex_mx
591 unsigned int current_row;
592 DWORD texcoord_w[2];
595 struct wined3d_shader_loop_state
597 UINT current_depth;
598 UINT current_reg;
601 struct wined3d_shader_context
603 const struct wined3d_shader *shader;
604 const struct wined3d_gl_info *gl_info;
605 const struct wined3d_shader_reg_maps *reg_maps;
606 struct wined3d_shader_buffer *buffer;
607 struct wined3d_shader_tex_mx *tex_mx;
608 struct wined3d_shader_loop_state *loop_state;
609 void *backend_data;
612 struct wined3d_shader_register
614 enum wined3d_shader_register_type type;
615 UINT idx;
616 UINT array_idx;
617 const struct wined3d_shader_src_param *rel_addr;
618 enum wined3d_immconst_type immconst_type;
619 DWORD immconst_data[4];
622 struct wined3d_shader_dst_param
624 struct wined3d_shader_register reg;
625 DWORD write_mask;
626 DWORD modifiers;
627 DWORD shift;
630 struct wined3d_shader_src_param
632 struct wined3d_shader_register reg;
633 DWORD swizzle;
634 enum wined3d_shader_src_modifier modifiers;
637 struct wined3d_shader_instruction
639 const struct wined3d_shader_context *ctx;
640 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
641 DWORD flags;
642 BOOL coissue;
643 DWORD predicate;
644 UINT dst_count;
645 const struct wined3d_shader_dst_param *dst;
646 UINT src_count;
647 const struct wined3d_shader_src_param *src;
650 struct wined3d_shader_semantic
652 enum wined3d_decl_usage usage;
653 UINT usage_idx;
654 enum wined3d_sampler_texture_type sampler_type;
655 struct wined3d_shader_dst_param reg;
658 struct wined3d_shader_attribute
660 enum wined3d_decl_usage usage;
661 UINT usage_idx;
664 struct wined3d_shader_loop_control
666 unsigned int count;
667 unsigned int start;
668 int step;
671 struct wined3d_shader_frontend
673 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
674 void (*shader_free)(void *data);
675 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
676 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
677 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
678 struct wined3d_shader_src_param *src_rel_addr);
679 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
680 struct wined3d_shader_src_param *dst_rel_addr);
681 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
682 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
683 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
686 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
687 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
689 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
691 struct shader_caps {
692 DWORD VertexShaderVersion;
693 DWORD MaxVertexShaderConst;
695 DWORD PixelShaderVersion;
696 float PixelShader1xMaxValue;
697 DWORD MaxPixelShaderConst;
699 BOOL VSClipping;
702 enum tex_types
704 tex_1d = 0,
705 tex_2d = 1,
706 tex_3d = 2,
707 tex_cube = 3,
708 tex_rect = 4,
709 tex_type_count = 5,
712 enum vertexprocessing_mode {
713 fixedfunction,
714 vertexshader,
715 pretransformed
718 #define WINED3D_CONST_NUM_UNUSED ~0U
720 enum fogmode {
721 FOG_OFF,
722 FOG_LINEAR,
723 FOG_EXP,
724 FOG_EXP2
727 /* Stateblock dependent parameters which have to be hardcoded
728 * into the shader code
731 #define WINED3D_PSARGS_PROJECTED (1 << 3)
732 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
733 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
735 struct ps_compile_args {
736 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
737 enum vertexprocessing_mode vp_mode;
738 enum fogmode fog;
739 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
740 /* Texture types(2D, Cube, 3D) in ps 1.x */
741 WORD srgb_correction;
742 WORD np2_fixup;
743 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
744 D3D9 has a limit of 16 samplers and the fixup is superfluous
745 in D3D10 (unconditional NP2 support mandatory). */
746 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
749 enum fog_src_type {
750 VS_FOG_Z = 0,
751 VS_FOG_COORD = 1
754 struct vs_compile_args {
755 BYTE fog_src;
756 BYTE clip_enabled;
757 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
760 struct wined3d_context;
761 struct wined3d_state;
763 struct wined3d_shader_backend_ops
765 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
766 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
767 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
768 enum tex_types tex_type, const SIZE *ds_mask_size);
769 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
770 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
771 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
772 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
773 void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
774 const struct wined3d_state *state);
775 void (*shader_destroy)(struct wined3d_shader *shader);
776 HRESULT (*shader_alloc_private)(struct wined3d_device *device);
777 void (*shader_free_private)(struct wined3d_device *device);
778 void (*shader_context_destroyed)(void *shader_priv, const struct wined3d_context *context);
779 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
780 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
783 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
784 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
785 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
787 /* X11 locking */
789 extern void (CDECL *wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
790 extern void (CDECL *wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
792 /* As GLX relies on X, this is needed */
793 extern int num_lock DECLSPEC_HIDDEN;
795 #if 0
796 #define ENTER_GL() wine_tsx11_lock_ptr()
797 #define LEAVE_GL() wine_tsx11_unlock_ptr()
798 #else
799 #define ENTER_GL() do {} while(0)
800 #define LEAVE_GL() do {} while(0)
801 #endif
803 /*****************************************************************************
804 * Defines
807 /* GL related defines */
808 /* ------------------ */
809 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
811 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
812 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
813 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
814 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
816 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f)
817 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f)
818 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f)
819 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f)
821 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
822 (vec)[0] = D3DCOLOR_R(dw); \
823 (vec)[1] = D3DCOLOR_G(dw); \
824 (vec)[2] = D3DCOLOR_B(dw); \
825 (vec)[3] = D3DCOLOR_A(dw); \
826 } while(0)
828 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
830 /* Checking of API calls */
831 /* --------------------- */
832 #ifndef WINE_NO_DEBUG_MSGS
833 #define checkGLcall(A) \
834 do { \
835 GLint err; \
836 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
837 err = gl_info->gl_ops.gl.p_glGetError(); \
838 if (err == GL_NO_ERROR) { \
839 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
841 } else do { \
842 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
843 debug_glerror(err), err, A, __FILE__, __LINE__); \
844 err = gl_info->gl_ops.gl.p_glGetError(); \
845 } while (err != GL_NO_ERROR); \
846 } while(0)
847 #else
848 #define checkGLcall(A) do {} while(0)
849 #endif
851 /* Trace vector and strided data information */
852 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
853 TRACE( #name " = (data {%#x:%p}, stride %d, format %s, stream %u)\n", \
854 si->elements[name].data.buffer_object, si->elements[name].data.addr, si->elements[name].stride, \
855 debug_d3dformat(si->elements[name].format->id), si->elements[name].stream_idx); } while(0)
857 /* Global variables */
858 extern const struct wined3d_matrix identity DECLSPEC_HIDDEN;
860 enum wined3d_ffp_idx
862 WINED3D_FFP_POSITION = 0,
863 WINED3D_FFP_BLENDWEIGHT = 1,
864 WINED3D_FFP_BLENDINDICES = 2,
865 WINED3D_FFP_NORMAL = 3,
866 WINED3D_FFP_PSIZE = 4,
867 WINED3D_FFP_DIFFUSE = 5,
868 WINED3D_FFP_SPECULAR = 6,
869 WINED3D_FFP_TEXCOORD0 = 7,
870 WINED3D_FFP_TEXCOORD1 = 8,
871 WINED3D_FFP_TEXCOORD2 = 9,
872 WINED3D_FFP_TEXCOORD3 = 10,
873 WINED3D_FFP_TEXCOORD4 = 11,
874 WINED3D_FFP_TEXCOORD5 = 12,
875 WINED3D_FFP_TEXCOORD6 = 13,
876 WINED3D_FFP_TEXCOORD7 = 14,
879 enum wined3d_ffp_emit_idx
881 WINED3D_FFP_EMIT_FLOAT1 = 0,
882 WINED3D_FFP_EMIT_FLOAT2 = 1,
883 WINED3D_FFP_EMIT_FLOAT3 = 2,
884 WINED3D_FFP_EMIT_FLOAT4 = 3,
885 WINED3D_FFP_EMIT_D3DCOLOR = 4,
886 WINED3D_FFP_EMIT_UBYTE4 = 5,
887 WINED3D_FFP_EMIT_SHORT2 = 6,
888 WINED3D_FFP_EMIT_SHORT4 = 7,
889 WINED3D_FFP_EMIT_UBYTE4N = 8,
890 WINED3D_FFP_EMIT_SHORT2N = 9,
891 WINED3D_FFP_EMIT_SHORT4N = 10,
892 WINED3D_FFP_EMIT_USHORT2N = 11,
893 WINED3D_FFP_EMIT_USHORT4N = 12,
894 WINED3D_FFP_EMIT_UDEC3 = 13,
895 WINED3D_FFP_EMIT_DEC3N = 14,
896 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
897 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
898 WINED3D_FFP_EMIT_COUNT = 17
901 struct wined3d_bo_address
903 GLuint buffer_object;
904 const BYTE *addr;
907 struct wined3d_stream_info_element
909 const struct wined3d_format *format;
910 struct wined3d_bo_address data;
911 GLsizei stride;
912 UINT stream_idx;
915 struct wined3d_stream_info
917 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
918 DWORD position_transformed : 1;
919 DWORD all_vbo : 1;
920 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
921 WORD use_map; /* MAX_ATTRIBS, 16 */
924 /*****************************************************************************
925 * Prototypes
928 /* Routine common to the draw primitive and draw indexed primitive routines */
929 void drawPrimitive(struct wined3d_device *device, UINT index_count,
930 UINT start_idx, BOOL indexed, const void *idxData) DECLSPEC_HIDDEN;
931 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
933 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
934 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
935 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
936 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
937 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
938 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
939 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
940 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
942 #define eps 1e-8
944 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
945 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
947 /* Routines and structures related to state management */
949 #define STATE_RENDER(a) (a)
950 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
952 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
953 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
955 /* + 1 because samplers start with 0 */
956 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
957 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
959 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
960 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
962 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
963 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
965 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
966 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
967 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
968 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
970 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
971 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
973 #define STATE_VSHADER (STATE_VDECL + 1)
974 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
976 #define STATE_VIEWPORT (STATE_VSHADER + 1)
977 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
979 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
980 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
981 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
982 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
984 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
985 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
987 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
988 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
990 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
991 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
993 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
994 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
996 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
997 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
999 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1000 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1002 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1003 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1005 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1006 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1008 #define STATE_HIGHEST (STATE_FRAMEBUFFER)
1010 enum fogsource {
1011 FOGSOURCE_FFP,
1012 FOGSOURCE_VS,
1013 FOGSOURCE_COORD,
1016 #define WINED3D_MAX_FBO_ENTRIES 64
1018 struct wined3d_occlusion_query
1020 struct list entry;
1021 GLuint id;
1022 struct wined3d_context *context;
1025 union wined3d_gl_query_object
1027 GLuint id;
1028 GLsync sync;
1031 struct wined3d_event_query
1033 struct list entry;
1034 union wined3d_gl_query_object object;
1035 struct wined3d_context *context;
1038 enum wined3d_event_query_result
1040 WINED3D_EVENT_QUERY_OK,
1041 WINED3D_EVENT_QUERY_WAITING,
1042 WINED3D_EVENT_QUERY_NOT_STARTED,
1043 WINED3D_EVENT_QUERY_WRONG_THREAD,
1044 WINED3D_EVENT_QUERY_ERROR
1047 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1048 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1049 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1050 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1051 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1053 struct wined3d_context
1055 const struct wined3d_gl_info *gl_info;
1056 const struct StateEntry *state_table;
1057 /* State dirtification
1058 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1059 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1060 * 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
1061 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1063 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1064 DWORD numDirtyEntries;
1065 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1067 struct wined3d_swapchain *swapchain;
1068 struct wined3d_surface *current_rt;
1069 DWORD tid; /* Thread ID which owns this context at the moment */
1071 /* Stores some information about the context state for optimization */
1072 WORD render_offscreen : 1;
1073 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1074 WORD last_was_pshader : 1;
1075 WORD last_was_vshader : 1;
1076 WORD namedArraysLoaded : 1;
1077 WORD numberedArraysLoaded : 1;
1078 WORD last_was_blit : 1;
1079 WORD last_was_ckey : 1;
1080 WORD fog_coord : 1;
1081 WORD fog_enabled : 1;
1082 WORD num_untracked_materials : 2; /* Max value 2 */
1083 WORD current : 1;
1084 WORD destroyed : 1;
1085 WORD valid : 1;
1086 WORD padding : 1;
1087 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1088 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1089 DWORD numbered_array_mask;
1090 GLenum tracking_parm; /* Which source is tracking current colour */
1091 GLenum untracked_materials[2];
1092 UINT blit_w, blit_h;
1093 enum fogsource fog_source;
1094 DWORD active_texture;
1095 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1097 /* The actual opengl context */
1098 UINT level;
1099 HGLRC restore_ctx;
1100 HDC restore_dc;
1101 int restore_pf;
1102 HGLRC glCtx;
1103 HWND win_handle;
1104 HDC hdc;
1105 int pixel_format;
1106 GLint aux_buffers;
1108 /* FBOs */
1109 UINT fbo_entry_count;
1110 struct list fbo_list;
1111 struct list fbo_destroy_list;
1112 struct fbo_entry *current_fbo;
1113 GLuint fbo_read_binding;
1114 GLuint fbo_draw_binding;
1115 BOOL rebind_fbo;
1116 struct wined3d_surface **blit_targets;
1117 GLenum *draw_buffers;
1118 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1120 /* Queries */
1121 GLuint *free_occlusion_queries;
1122 UINT free_occlusion_query_size;
1123 UINT free_occlusion_query_count;
1124 struct list occlusion_queries;
1126 union wined3d_gl_query_object *free_event_queries;
1127 UINT free_event_query_size;
1128 UINT free_event_query_count;
1129 struct list event_queries;
1131 /* Extension emulation */
1132 GLint gl_fog_source;
1133 GLfloat fog_coord_value;
1134 GLfloat color[4], fogstart, fogend, fogcolor[4];
1135 GLuint dummy_arbfp_prog;
1138 struct wined3d_fb_state
1140 struct wined3d_surface **render_targets;
1141 struct wined3d_surface *depth_stencil;
1144 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1146 struct StateEntry
1148 DWORD representative;
1149 APPLYSTATEFUNC apply;
1152 struct StateEntryTemplate
1154 DWORD state;
1155 struct StateEntry content;
1156 enum wined3d_gl_extension extension;
1159 struct fragment_caps
1161 DWORD PrimitiveMiscCaps;
1162 DWORD TextureOpCaps;
1163 DWORD MaxTextureBlendStages;
1164 DWORD MaxSimultaneousTextures;
1167 struct fragment_pipeline
1169 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1170 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1171 HRESULT (*alloc_private)(struct wined3d_device *device);
1172 void (*free_private)(struct wined3d_device *device);
1173 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1174 const struct StateEntryTemplate *states;
1175 BOOL ffp_proj_control;
1178 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1179 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1180 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1181 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1182 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1183 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1184 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1186 /* "Base" state table */
1187 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1188 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1189 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1191 enum wined3d_blit_op
1193 WINED3D_BLIT_OP_COLOR_BLIT,
1194 WINED3D_BLIT_OP_COLOR_FILL,
1195 WINED3D_BLIT_OP_DEPTH_FILL,
1196 WINED3D_BLIT_OP_DEPTH_BLIT,
1199 /* Shaders for color conversions in blits. Do not do blit operations while
1200 * already under the GL lock. */
1201 struct blit_shader
1203 HRESULT (*alloc_private)(struct wined3d_device *device);
1204 void (*free_private)(struct wined3d_device *device);
1205 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface);
1206 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1207 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1208 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1209 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1210 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1211 const RECT *dst_rect, const struct wined3d_color *color);
1212 HRESULT (*depth_fill)(struct wined3d_device *device,
1213 struct wined3d_surface *surface, const RECT *rect, float depth);
1216 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1217 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1218 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1220 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1221 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1222 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1223 DECLSPEC_HIDDEN;
1225 /* Temporary blit_shader helper functions */
1226 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
1227 struct wined3d_surface *src_surface, const RECT *src_rect,
1228 struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN;
1230 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1231 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1232 void context_alloc_event_query(struct wined3d_context *context,
1233 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1234 void context_alloc_occlusion_query(struct wined3d_context *context,
1235 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1236 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1237 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1238 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1239 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1240 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1241 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1242 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1243 unsigned int unit) DECLSPEC_HIDDEN;
1244 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1245 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1246 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1247 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1248 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1249 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1250 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1251 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1252 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1253 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1254 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1255 void context_resource_released(const struct wined3d_device *device,
1256 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1257 void context_resource_unloaded(const struct wined3d_device *device,
1258 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1259 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1260 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1261 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1262 void context_state_drawbuf(struct wined3d_context *context,
1263 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1264 void context_state_fb(struct wined3d_context *context,
1265 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1266 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1268 /*****************************************************************************
1269 * Internal representation of a light
1271 struct wined3d_light_info
1273 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1274 DWORD OriginalIndex;
1275 LONG glIndex;
1276 BOOL enabled;
1278 /* Converted parms to speed up swapping lights */
1279 float lightPosn[4];
1280 float lightDirn[4];
1281 float exponent;
1282 float cutoff;
1284 struct list entry;
1287 /* The default light parameters */
1288 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1290 struct wined3d_pixel_format
1292 int iPixelFormat; /* WGL pixel format */
1293 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1294 int redSize, greenSize, blueSize, alphaSize, colorSize;
1295 int depthSize, stencilSize;
1296 BOOL windowDrawable;
1297 BOOL doubleBuffer;
1298 int auxBuffers;
1299 int numSamples;
1302 enum wined3d_pci_vendor
1304 HW_VENDOR_SOFTWARE = 0x0000,
1305 HW_VENDOR_AMD = 0x1002,
1306 HW_VENDOR_NVIDIA = 0x10de,
1307 HW_VENDOR_INTEL = 0x8086,
1310 enum wined3d_pci_device
1312 CARD_WINE = 0x0000,
1314 CARD_AMD_RAGE_128PRO = 0x5246,
1315 CARD_AMD_RADEON_7200 = 0x5144,
1316 CARD_AMD_RADEON_8500 = 0x514c,
1317 CARD_AMD_RADEON_9500 = 0x4144,
1318 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1319 CARD_AMD_RADEON_X700 = 0x5e4c,
1320 CARD_AMD_RADEON_X1600 = 0x71c2,
1321 CARD_AMD_RADEON_HD2350 = 0x94c7,
1322 CARD_AMD_RADEON_HD2600 = 0x9581,
1323 CARD_AMD_RADEON_HD2900 = 0x9400,
1324 CARD_AMD_RADEON_HD3200 = 0x9620,
1325 CARD_AMD_RADEON_HD4350 = 0x954f,
1326 CARD_AMD_RADEON_HD4600 = 0x9495,
1327 CARD_AMD_RADEON_HD4700 = 0x944e,
1328 CARD_AMD_RADEON_HD4800 = 0x944c,
1329 CARD_AMD_RADEON_HD5400 = 0x68f9,
1330 CARD_AMD_RADEON_HD5600 = 0x68d8,
1331 CARD_AMD_RADEON_HD5700 = 0x68be,
1332 CARD_AMD_RADEON_HD5800 = 0x6898,
1333 CARD_AMD_RADEON_HD5900 = 0x689c,
1334 CARD_AMD_RADEON_HD6300 = 0x9803,
1335 CARD_AMD_RADEON_HD6400 = 0x6770,
1336 CARD_AMD_RADEON_HD6410D = 0x9644,
1337 CARD_AMD_RADEON_HD6550D = 0x9640,
1338 CARD_AMD_RADEON_HD6600 = 0x6758,
1339 CARD_AMD_RADEON_HD6600M = 0x6741,
1340 CARD_AMD_RADEON_HD6700 = 0x68ba,
1341 CARD_AMD_RADEON_HD6800 = 0x6739,
1342 CARD_AMD_RADEON_HD6900 = 0x6719,
1343 CARD_AMD_RADEON_HD7900 = 0x679a,
1345 CARD_NVIDIA_RIVA_128 = 0x0018,
1346 CARD_NVIDIA_RIVA_TNT = 0x0020,
1347 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1348 CARD_NVIDIA_GEFORCE = 0x0100,
1349 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1350 CARD_NVIDIA_GEFORCE2 = 0x0150,
1351 CARD_NVIDIA_GEFORCE3 = 0x0200,
1352 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1353 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1354 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1355 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1356 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1357 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1358 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1359 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1360 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1361 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1362 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1363 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1364 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1365 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1366 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1367 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1368 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1369 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1370 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1371 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1372 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1373 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1374 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1375 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1376 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1377 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1378 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1379 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1380 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1381 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1382 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1383 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1384 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1385 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1386 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1387 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1388 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1389 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1390 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1391 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1392 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1393 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1394 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1395 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1396 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1397 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1398 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1399 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1400 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1401 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1402 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1403 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1404 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1405 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1406 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1407 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1409 CARD_INTEL_830M = 0x3577,
1410 CARD_INTEL_855GM = 0x3582,
1411 CARD_INTEL_845G = 0x2562,
1412 CARD_INTEL_865G = 0x2572,
1413 CARD_INTEL_915G = 0x2582,
1414 CARD_INTEL_E7221G = 0x258a,
1415 CARD_INTEL_915GM = 0x2592,
1416 CARD_INTEL_945G = 0x2772,
1417 CARD_INTEL_945GM = 0x27a2,
1418 CARD_INTEL_945GME = 0x27ae,
1419 CARD_INTEL_Q35 = 0x29b2,
1420 CARD_INTEL_G33 = 0x29c2,
1421 CARD_INTEL_Q33 = 0x29d2,
1422 CARD_INTEL_PNVG = 0xa001,
1423 CARD_INTEL_PNVM = 0xa011,
1424 CARD_INTEL_965Q = 0x2992,
1425 CARD_INTEL_965G = 0x2982,
1426 CARD_INTEL_946GZ = 0x2972,
1427 CARD_INTEL_965GM = 0x2a02,
1428 CARD_INTEL_965GME = 0x2a12,
1429 CARD_INTEL_GM45 = 0x2a42,
1430 CARD_INTEL_IGD = 0x2e02,
1431 CARD_INTEL_Q45 = 0x2e12,
1432 CARD_INTEL_G45 = 0x2e22,
1433 CARD_INTEL_G41 = 0x2e32,
1434 CARD_INTEL_B43 = 0x2e92,
1435 CARD_INTEL_ILKD = 0x0042,
1436 CARD_INTEL_ILKM = 0x0046,
1437 CARD_INTEL_SNBD = 0x0122,
1438 CARD_INTEL_SNBM = 0x0126,
1439 CARD_INTEL_SNBS = 0x010a,
1440 CARD_INTEL_IVBD = 0x0162,
1441 CARD_INTEL_IVBM = 0x0166,
1442 CARD_INTEL_IVBS = 0x015a,
1445 struct wined3d_fbo_ops
1447 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1448 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1449 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1450 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1451 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1452 GLsizei width, GLsizei height);
1453 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1454 GLenum internalformat, GLsizei width, GLsizei height);
1455 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1456 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1457 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1458 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1459 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1460 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1461 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1462 GLenum textarget, GLuint texture, GLint level);
1463 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1464 GLenum textarget, GLuint texture, GLint level);
1465 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1466 GLenum textarget, GLuint texture, GLint level, GLint layer);
1467 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1468 GLenum renderbuffertarget, GLuint renderbuffer);
1469 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1470 GLenum pname, GLint *params);
1471 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1472 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1473 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1476 struct wined3d_gl_limits
1478 UINT buffers;
1479 UINT lights;
1480 UINT textures;
1481 UINT texture_stages;
1482 UINT texture_coords;
1483 UINT fragment_samplers;
1484 UINT vertex_samplers;
1485 UINT combined_samplers;
1486 UINT general_combiners;
1487 UINT clipplanes;
1488 UINT texture_size;
1489 UINT texture3d_size;
1490 float pointsize_max;
1491 float pointsize_min;
1492 UINT blends;
1493 UINT anisotropy;
1494 float shininess;
1495 UINT samples;
1496 UINT vertex_attribs;
1498 UINT glsl_varyings;
1499 UINT glsl_vs_float_constants;
1500 UINT glsl_ps_float_constants;
1502 UINT arb_vs_float_constants;
1503 UINT arb_vs_native_constants;
1504 UINT arb_vs_instructions;
1505 UINT arb_vs_temps;
1506 UINT arb_ps_float_constants;
1507 UINT arb_ps_local_constants;
1508 UINT arb_ps_native_constants;
1509 UINT arb_ps_instructions;
1510 UINT arb_ps_temps;
1513 struct wined3d_gl_info
1515 DWORD glsl_version;
1516 struct wined3d_gl_limits limits;
1517 DWORD reserved_glsl_constants;
1518 DWORD quirks;
1519 BOOL supported[WINED3D_GL_EXT_COUNT];
1520 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1522 struct opengl_funcs gl_ops;
1523 struct wined3d_fbo_ops fbo_ops;
1525 struct wined3d_format *formats;
1528 struct wined3d_driver_info
1530 enum wined3d_pci_vendor vendor;
1531 enum wined3d_pci_device device;
1532 const char *name;
1533 const char *description;
1534 unsigned int vidmem;
1535 DWORD version_high;
1536 DWORD version_low;
1539 /* The adapter structure */
1540 struct wined3d_adapter
1542 UINT ordinal;
1543 BOOL opengl;
1545 POINT monitorPoint;
1546 enum wined3d_format_id screen_format;
1548 struct wined3d_gl_info gl_info;
1549 struct wined3d_driver_info driver_info;
1550 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1551 unsigned int cfg_count;
1552 struct wined3d_pixel_format *cfgs;
1553 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1554 unsigned int UsedTextureRam;
1555 LUID luid;
1557 const struct fragment_pipeline *fragment_pipe;
1558 const struct wined3d_shader_backend_ops *shader_backend;
1559 const struct blit_shader *blitter;
1562 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount) DECLSPEC_HIDDEN;
1564 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1565 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1566 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1568 /*****************************************************************************
1569 * High order patch management
1571 struct wined3d_rect_patch
1573 UINT Handle;
1574 float *mem;
1575 struct wined3d_strided_data strided;
1576 struct wined3d_rect_patch_info rect_patch_info;
1577 float numSegs[4];
1578 char has_normals, has_texcoords;
1579 struct list entry;
1582 HRESULT tesselate_rectpatch(struct wined3d_device *device, struct wined3d_rect_patch *patch) DECLSPEC_HIDDEN;
1584 enum projection_types
1586 proj_none = 0,
1587 proj_count3 = 1,
1588 proj_count4 = 2
1591 enum dst_arg
1593 resultreg = 0,
1594 tempreg = 1
1597 /*****************************************************************************
1598 * Fixed function pipeline replacements
1600 #define ARG_UNUSED 0xff
1601 struct texture_stage_op
1603 unsigned cop : 8;
1604 unsigned carg1 : 8;
1605 unsigned carg2 : 8;
1606 unsigned carg0 : 8;
1608 unsigned aop : 8;
1609 unsigned aarg1 : 8;
1610 unsigned aarg2 : 8;
1611 unsigned aarg0 : 8;
1613 struct color_fixup_desc color_fixup;
1614 unsigned tex_type : 3;
1615 unsigned dst : 1;
1616 unsigned projected : 2;
1617 unsigned padding : 10;
1620 struct ffp_frag_settings {
1621 struct texture_stage_op op[MAX_TEXTURES];
1622 enum fogmode fog;
1623 /* Use shorts instead of chars to get dword alignment */
1624 unsigned short sRGB_write;
1625 unsigned short emul_clipplanes;
1628 struct ffp_frag_desc
1630 struct wine_rb_entry entry;
1631 struct ffp_frag_settings settings;
1634 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1635 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1637 void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_state *state,
1638 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1639 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1640 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1641 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1642 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1644 struct wined3d
1646 LONG ref;
1647 DWORD flags;
1648 UINT dxVersion;
1649 UINT adapter_count;
1650 struct wined3d_adapter adapters[1];
1653 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags) DECLSPEC_HIDDEN;
1654 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1655 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1657 /*****************************************************************************
1658 * IWineD3DDevice implementation structure
1660 #define WINED3D_UNMAPPED_STAGE ~0U
1662 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1663 #define WINED3DCREATE_MULTITHREADED 0x00000004
1665 struct wined3d_device
1667 LONG ref;
1669 /* WineD3D Information */
1670 struct wined3d_device_parent *device_parent;
1671 struct wined3d *wined3d;
1672 struct wined3d_adapter *adapter;
1674 /* Window styles to restore when switching fullscreen mode */
1675 LONG style;
1676 LONG exStyle;
1678 /* X and GL Information */
1679 GLenum offscreenBuffer;
1681 /* Selected capabilities */
1682 int vs_selected_mode;
1683 int ps_selected_mode;
1684 const struct wined3d_shader_backend_ops *shader_backend;
1685 void *shader_priv;
1686 void *fragment_priv;
1687 void *blit_priv;
1688 struct StateEntry StateTable[STATE_HIGHEST + 1];
1689 /* Array of functions for states which are handled by more than one pipeline part */
1690 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1691 const struct fragment_pipeline *frag_pipe;
1692 const struct blit_shader *blitter;
1694 unsigned int max_ffp_textures;
1695 DWORD vshader_version, pshader_version;
1696 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1697 DWORD vs_clipping;
1699 WORD view_ident : 1; /* true iff view matrix is identity */
1700 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1701 WORD isRecordingState : 1;
1702 WORD isInDraw : 1;
1703 WORD bCursorVisible : 1;
1704 WORD d3d_initialized : 1;
1705 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1706 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1707 WORD useDrawStridedSlow : 1;
1708 WORD instancedDraw : 1;
1709 WORD filter_messages : 1;
1710 WORD padding : 5;
1712 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1714 #define DDRAW_PITCH_ALIGNMENT 8
1715 #define D3D8_PITCH_ALIGNMENT 4
1716 unsigned char surface_alignment; /* Line Alignment of surfaces */
1718 /* State block related */
1719 struct wined3d_stateblock *stateBlock;
1720 struct wined3d_stateblock *updateStateBlock;
1722 /* Internal use fields */
1723 struct wined3d_device_creation_parameters create_parms;
1724 HWND focus_window;
1726 struct wined3d_swapchain **swapchains;
1727 UINT swapchain_count;
1729 struct list resources; /* a linked list to track resources created by the device */
1730 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1732 /* Render Target Support */
1733 DWORD valid_rt_mask;
1734 struct wined3d_fb_state fb;
1735 struct wined3d_surface *onscreen_depth_stencil;
1736 struct wined3d_surface *auto_depth_stencil;
1738 /* For rendering to a texture using glCopyTexImage */
1739 GLuint depth_blt_texture;
1741 /* Cursor management */
1742 UINT xHotSpot;
1743 UINT yHotSpot;
1744 UINT xScreenSpace;
1745 UINT yScreenSpace;
1746 UINT cursorWidth, cursorHeight;
1747 GLuint cursorTexture;
1748 HCURSOR hardwareCursor;
1750 /* The Wine logo surface */
1751 struct wined3d_surface *logo_surface;
1753 /* Textures for when no other textures are mapped */
1754 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
1755 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
1756 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
1757 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
1759 /* With register combiners we can skip junk texture stages */
1760 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1761 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1763 /* Stream source management */
1764 struct wined3d_stream_info strided_streams;
1765 const struct wined3d_strided_data *up_strided;
1766 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1767 unsigned int num_buffer_queries;
1769 /* Context management */
1770 struct wined3d_context **contexts;
1771 UINT context_count;
1773 /* High level patch management */
1774 #define PATCHMAP_SIZE 43
1775 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1776 struct list patches[PATCHMAP_SIZE];
1779 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
1780 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
1781 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
1782 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1783 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1784 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
1785 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
1786 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
1787 void device_preload_textures(const struct wined3d_device *device) DECLSPEC_HIDDEN;
1788 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
1789 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1790 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1791 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1792 void device_stream_info_from_declaration(struct wined3d_device *device,
1793 struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1794 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
1795 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1796 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1797 void device_update_tex_unit_map(struct wined3d_device *device) DECLSPEC_HIDDEN;
1798 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
1800 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
1802 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1803 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1804 return context->isStateDirty[idx] & (1 << shift);
1807 static inline void invalidate_active_texture(const struct wined3d_device *device, struct wined3d_context *context)
1809 DWORD sampler = device->rev_tex_unit_map[context->active_texture];
1810 if (sampler != WINED3D_UNMAPPED_STAGE)
1811 context_invalidate_state(context, STATE_SAMPLER(sampler));
1814 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
1815 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
1816 /* SCRATCH is mostly the same as CPU, but can't be used by the GPU at all,
1817 * not even for resource uploads. */
1818 #define WINED3D_RESOURCE_ACCESS_SCRATCH 0x4
1820 struct wined3d_resource_ops
1822 void (*resource_unload)(struct wined3d_resource *resource);
1825 struct wined3d_resource
1827 LONG ref;
1828 LONG bind_count;
1829 LONG map_count;
1830 struct wined3d_device *device;
1831 enum wined3d_resource_type type;
1832 const struct wined3d_format *format;
1833 enum wined3d_multisample_type multisample_type;
1834 UINT multisample_quality;
1835 DWORD usage;
1836 enum wined3d_pool pool;
1837 DWORD access_flags;
1838 UINT width;
1839 UINT height;
1840 UINT depth;
1841 UINT size;
1842 DWORD priority;
1843 BYTE *allocatedMemory; /* Pointer to the real data location */
1844 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1845 struct list privateData;
1846 struct list resource_list_entry;
1848 void *parent;
1849 const struct wined3d_parent_ops *parent_ops;
1850 const struct wined3d_resource_ops *resource_ops;
1853 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1854 DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1855 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
1856 enum wined3d_resource_type type, const struct wined3d_format *format,
1857 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
1858 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
1859 void *parent, const struct wined3d_parent_ops *parent_ops,
1860 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
1861 DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN;
1862 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1864 /* Tests show that the start address of resources is 32 byte aligned */
1865 #define RESOURCE_ALIGNMENT 16
1867 enum wined3d_texture_state
1869 WINED3DTEXSTA_ADDRESSU = 0,
1870 WINED3DTEXSTA_ADDRESSV = 1,
1871 WINED3DTEXSTA_ADDRESSW = 2,
1872 WINED3DTEXSTA_BORDERCOLOR = 3,
1873 WINED3DTEXSTA_MAGFILTER = 4,
1874 WINED3DTEXSTA_MINFILTER = 5,
1875 WINED3DTEXSTA_MIPFILTER = 6,
1876 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1877 WINED3DTEXSTA_MAXANISOTROPY = 8,
1878 WINED3DTEXSTA_SRGBTEXTURE = 9,
1879 WINED3DTEXSTA_SHADOW = 10,
1880 MAX_WINETEXTURESTATES = 11,
1883 enum WINED3DSRGB
1885 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1886 SRGB_RGB = 1, /* Loads the rgb texture */
1887 SRGB_SRGB = 2, /* Loads the srgb texture */
1890 struct gl_texture
1892 DWORD states[MAX_WINETEXTURESTATES];
1893 BOOL dirty;
1894 GLuint name;
1897 struct wined3d_texture_ops
1899 HRESULT (*texture_bind)(struct wined3d_texture *texture,
1900 struct wined3d_context *context, BOOL srgb);
1901 void (*texture_preload)(struct wined3d_texture *texture, enum WINED3DSRGB srgb);
1902 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
1903 const struct wined3d_box *dirty_region);
1904 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
1907 #define WINED3D_TEXTURE_COND_NP2 0x1
1908 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x2
1909 #define WINED3D_TEXTURE_IS_SRGB 0x4
1911 struct wined3d_texture
1913 struct wined3d_resource resource;
1914 const struct wined3d_texture_ops *texture_ops;
1915 struct gl_texture texture_rgb, texture_srgb;
1916 struct wined3d_resource **sub_resources;
1917 UINT layer_count;
1918 UINT level_count;
1919 float pow2_matrix[16];
1920 UINT lod;
1921 enum wined3d_texture_filter_type filter_type;
1922 DWORD sampler;
1923 DWORD flags;
1924 const struct min_lookup *min_mip_lookup;
1925 const GLenum *mag_lookup;
1926 GLenum target;
1929 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
1931 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
1934 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
1935 const struct wined3d_gl_info *gl_info, BOOL srgb)
1937 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
1938 ? &texture->texture_srgb : &texture->texture_rgb;
1941 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
1942 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1943 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1944 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN;
1946 struct wined3d_volume
1948 struct wined3d_resource resource;
1949 struct wined3d_texture *container;
1950 BOOL lockable;
1951 BOOL locked;
1952 struct wined3d_box lockedBox;
1953 struct wined3d_box dirtyBox;
1954 BOOL dirty;
1957 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
1959 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
1962 void volume_add_dirty_box(struct wined3d_volume *volume, const struct wined3d_box *dirty_box) DECLSPEC_HIDDEN;
1963 void volume_load(const struct wined3d_volume *volume, struct wined3d_context *context, UINT level, BOOL srgb_mode) DECLSPEC_HIDDEN;
1964 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
1966 struct wined3d_surface_dib
1968 HBITMAP DIBsection;
1969 void *bitmap_data;
1970 UINT bitmap_size;
1973 struct wined3d_renderbuffer_entry
1975 struct list entry;
1976 GLuint id;
1977 UINT width;
1978 UINT height;
1981 struct fbo_entry
1983 struct list entry;
1984 struct wined3d_surface **render_targets;
1985 struct wined3d_surface *depth_stencil;
1986 DWORD location;
1987 DWORD rt_mask;
1988 BOOL attached;
1989 GLuint id;
1992 enum wined3d_container_type
1994 WINED3D_CONTAINER_NONE = 0,
1995 WINED3D_CONTAINER_SWAPCHAIN,
1996 WINED3D_CONTAINER_TEXTURE,
1999 struct wined3d_subresource_container
2001 enum wined3d_container_type type;
2002 union
2004 struct wined3d_swapchain *swapchain;
2005 struct wined3d_texture *texture;
2006 void *base;
2007 } u;
2010 struct wined3d_surface_ops
2012 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2013 void (*surface_realize_palette)(struct wined3d_surface *surface);
2014 void (*surface_map)(struct wined3d_surface *surface, const RECT *rect, DWORD flags);
2015 void (*surface_unmap)(struct wined3d_surface *surface);
2018 struct wined3d_surface
2020 struct wined3d_resource resource;
2021 const struct wined3d_surface_ops *surface_ops;
2022 struct wined3d_subresource_container container;
2023 struct wined3d_palette *palette; /* D3D7 style palette handling */
2024 DWORD draw_binding;
2026 DWORD flags;
2028 enum wined3d_surface_type surface_type;
2029 UINT pow2Width;
2030 UINT pow2Height;
2032 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2033 void (*get_drawable_size)(const struct wined3d_context *context, UINT *width, UINT *height);
2035 /* PBO */
2036 GLuint pbo;
2037 GLuint rb_multisample;
2038 GLuint rb_resolved;
2039 GLuint texture_name;
2040 GLuint texture_name_srgb;
2041 GLint texture_level;
2042 GLenum texture_target;
2044 RECT lockedRect;
2045 RECT dirtyRect;
2046 int lockCount;
2047 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2049 /* For GetDC */
2050 struct wined3d_surface_dib dib;
2051 HDC hDC;
2053 /* Color keys for DDraw */
2054 struct wined3d_color_key dst_blt_color_key;
2055 struct wined3d_color_key src_blt_color_key;
2056 struct wined3d_color_key dst_overlay_color_key;
2057 struct wined3d_color_key src_overlay_color_key;
2058 DWORD CKeyFlags;
2060 struct wined3d_color_key gl_color_key;
2062 struct list renderbuffers;
2063 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2064 SIZE ds_current_size;
2066 /* DirectDraw Overlay handling */
2067 RECT overlay_srcrect;
2068 RECT overlay_destrect;
2069 struct wined3d_surface *overlay_dest;
2070 struct list overlays;
2071 struct list overlay_entry;
2074 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2076 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2079 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2080 const struct wined3d_gl_info *gl_info, BOOL srgb)
2082 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2083 ? surface->texture_name_srgb : surface->texture_name;
2086 void surface_add_dirty_rect(struct wined3d_surface *surface, const struct wined3d_box *dirty_rect) DECLSPEC_HIDDEN;
2087 HRESULT surface_color_fill(struct wined3d_surface *s,
2088 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2089 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2090 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
2091 BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2092 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2093 void surface_load_ds_location(struct wined3d_surface *surface,
2094 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2095 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2096 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect) DECLSPEC_HIDDEN;
2097 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2098 void surface_modify_location(struct wined3d_surface *surface, DWORD location, BOOL persistent) DECLSPEC_HIDDEN;
2099 void surface_prepare_rb(struct wined3d_surface *surface,
2100 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2101 void surface_prepare_texture(struct wined3d_surface *surface,
2102 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2103 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2104 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2105 void surface_set_container(struct wined3d_surface *surface,
2106 enum wined3d_container_type type, void *container) DECLSPEC_HIDDEN;
2107 void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2108 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target) DECLSPEC_HIDDEN;
2109 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2110 void surface_update_draw_binding(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2111 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2112 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2114 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2115 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2116 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2118 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2119 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2120 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2122 /* Surface flags: */
2123 #define SFLAG_CONVERTED 0x00000001 /* Converted for color keying or palettized. */
2124 #define SFLAG_DISCARD 0x00000002 /* ??? */
2125 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2126 #define SFLAG_NORMCOORD 0x00000008 /* Set if GL texture coordinates are normalized (non-texture rectangle). */
2127 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked. */
2128 #define SFLAG_DYNLOCK 0x00000020 /* Surface is often locked by the application. */
2129 #define SFLAG_PIN_SYSMEM 0x00000040 /* Keep the surface in sysmem, at the same address. */
2130 #define SFLAG_DCINUSE 0x00000080 /* Set between GetDC and ReleaseDC calls. */
2131 #define SFLAG_LOST 0x00000100 /* Surface lost flag for ddraw. */
2132 #define SFLAG_GLCKEY 0x00000200 /* The GL texture was created with a color key. */
2133 #define SFLAG_CLIENT 0x00000400 /* GL_APPLE_client_storage is used with this surface. */
2134 #define SFLAG_INOVERLAYDRAW 0x00000800 /* Overlay drawing is in progress. Recursion prevention. */
2135 #define SFLAG_DIBSECTION 0x00001000 /* Has a DIB section attached for GetDC. */
2136 #define SFLAG_USERPTR 0x00002000 /* The application allocated the memory for this surface. */
2137 #define SFLAG_ALLOCATED 0x00004000 /* A GL texture is allocated for this surface. */
2138 #define SFLAG_SRGBALLOCATED 0x00008000 /* A sRGB GL texture is allocated for this surface. */
2139 #define SFLAG_PBO 0x00010000 /* The surface has a PBO. */
2140 #define SFLAG_INSYSMEM 0x00020000 /* The system memory copy is current. */
2141 #define SFLAG_INTEXTURE 0x00040000 /* The GL texture is current. */
2142 #define SFLAG_INSRGBTEX 0x00080000 /* The GL sRGB texture is current. */
2143 #define SFLAG_INDRAWABLE 0x00100000 /* The GL drawable is current. */
2144 #define SFLAG_INRB_MULTISAMPLE 0x00200000 /* The multisample renderbuffer is current. */
2145 #define SFLAG_INRB_RESOLVED 0x00400000 /* The resolved renderbuffer is current. */
2146 #define SFLAG_DISCARDED 0x00800000 /* Surface was discarded, allocating new location is enough. */
2148 /* In some conditions the surface memory must not be freed:
2149 * SFLAG_CONVERTED: Converting the data back would take too long
2150 * SFLAG_DIBSECTION: The dib code manages the memory
2151 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2152 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2153 * SFLAG_CLIENT: OpenGL uses our memory as backup
2155 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2156 SFLAG_DYNLOCK | \
2157 SFLAG_CLIENT | \
2158 SFLAG_DIBSECTION | \
2159 SFLAG_USERPTR | \
2160 SFLAG_PBO | \
2161 SFLAG_PIN_SYSMEM)
2163 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2164 SFLAG_INTEXTURE | \
2165 SFLAG_INSRGBTEX | \
2166 SFLAG_INDRAWABLE | \
2167 SFLAG_INRB_MULTISAMPLE | \
2168 SFLAG_INRB_RESOLVED)
2170 enum wined3d_conversion_type
2172 WINED3D_CT_NONE,
2173 WINED3D_CT_PALETTED,
2174 WINED3D_CT_PALETTED_CK,
2175 WINED3D_CT_CK_565,
2176 WINED3D_CT_CK_5551,
2177 WINED3D_CT_CK_RGB24,
2178 WINED3D_CT_RGB32_888,
2179 WINED3D_CT_CK_ARGB32,
2182 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2184 struct wined3d_vertex_declaration_element
2186 const struct wined3d_format *format;
2187 BOOL ffp_valid;
2188 WORD input_slot;
2189 WORD offset;
2190 UINT output_slot;
2191 BYTE method;
2192 BYTE usage;
2193 BYTE usage_idx;
2196 struct wined3d_vertex_declaration
2198 LONG ref;
2199 void *parent;
2200 const struct wined3d_parent_ops *parent_ops;
2201 struct wined3d_device *device;
2203 struct wined3d_vertex_declaration_element *elements;
2204 UINT element_count;
2206 DWORD streams[MAX_STREAMS];
2207 UINT num_streams;
2208 BOOL position_transformed;
2209 BOOL half_float_conv_needed;
2212 struct wined3d_saved_states
2214 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2215 WORD streamSource; /* MAX_STREAMS, 16 */
2216 WORD streamFreq; /* MAX_STREAMS, 16 */
2217 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2218 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2219 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2220 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2221 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2222 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2223 BOOL *pixelShaderConstantsF;
2224 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2225 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2226 BOOL *vertexShaderConstantsF;
2227 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2228 DWORD primitive_type : 1;
2229 DWORD indices : 1;
2230 DWORD material : 1;
2231 DWORD viewport : 1;
2232 DWORD vertexDecl : 1;
2233 DWORD pixelShader : 1;
2234 DWORD vertexShader : 1;
2235 DWORD scissorRect : 1;
2236 DWORD padding : 4;
2239 struct StageState {
2240 DWORD stage;
2241 DWORD state;
2244 struct wined3d_stream_state
2246 struct wined3d_buffer *buffer;
2247 UINT offset;
2248 UINT stride;
2249 UINT frequency;
2250 UINT flags;
2253 struct wined3d_state
2255 const struct wined3d_fb_state *fb;
2257 struct wined3d_vertex_declaration *vertex_declaration;
2258 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2259 BOOL user_stream;
2260 struct wined3d_buffer *index_buffer;
2261 enum wined3d_format_id index_format;
2262 INT base_vertex_index;
2263 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2264 GLenum gl_primitive_type;
2266 struct wined3d_shader *vertex_shader;
2267 BOOL vs_consts_b[MAX_CONST_B];
2268 INT vs_consts_i[MAX_CONST_I * 4];
2269 float *vs_consts_f;
2271 struct wined3d_shader *pixel_shader;
2272 BOOL ps_consts_b[MAX_CONST_B];
2273 INT ps_consts_i[MAX_CONST_I * 4];
2274 float *ps_consts_f;
2276 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2277 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2278 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2279 DWORD lowest_disabled_stage;
2281 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2282 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
2283 struct wined3d_material material;
2284 struct wined3d_viewport viewport;
2285 RECT scissor_rect;
2287 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2288 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2289 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2290 struct list light_map[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2291 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2293 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2296 struct wined3d_stateblock
2298 LONG ref; /* Note: Ref counting not required */
2299 struct wined3d_device *device;
2301 /* Array indicating whether things have been set or changed */
2302 struct wined3d_saved_states changed;
2303 struct wined3d_state state;
2305 /* Contained state management */
2306 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2307 unsigned int num_contained_render_states;
2308 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2309 unsigned int num_contained_transform_states;
2310 DWORD contained_vs_consts_i[MAX_CONST_I];
2311 unsigned int num_contained_vs_consts_i;
2312 DWORD contained_vs_consts_b[MAX_CONST_B];
2313 unsigned int num_contained_vs_consts_b;
2314 DWORD *contained_vs_consts_f;
2315 unsigned int num_contained_vs_consts_f;
2316 DWORD contained_ps_consts_i[MAX_CONST_I];
2317 unsigned int num_contained_ps_consts_i;
2318 DWORD contained_ps_consts_b[MAX_CONST_B];
2319 unsigned int num_contained_ps_consts_b;
2320 DWORD *contained_ps_consts_f;
2321 unsigned int num_contained_ps_consts_f;
2322 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2323 unsigned int num_contained_tss_states;
2324 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2325 unsigned int num_contained_sampler_states;
2328 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2329 void stateblock_init_default_state(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2330 void stateblock_unbind_resources(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2332 /* Direct3D terminology with little modifications. We do not have an issued state
2333 * because only the driver knows about it, but we have a created state because d3d
2334 * allows GetData on a created issue, but opengl doesn't
2336 enum query_state {
2337 QUERY_CREATED,
2338 QUERY_SIGNALLED,
2339 QUERY_BUILDING
2342 struct wined3d_query_ops
2344 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2345 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2348 struct wined3d_query
2350 LONG ref;
2351 const struct wined3d_query_ops *query_ops;
2352 struct wined3d_device *device;
2353 enum query_state state;
2354 enum wined3d_query_type type;
2355 DWORD data_size;
2356 void *extendedData;
2359 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2360 * fixed function semantics as D3DCOLOR or FLOAT16 */
2361 enum wined3d_buffer_conversion_type
2363 CONV_NONE,
2364 CONV_D3DCOLOR,
2365 CONV_POSITIONT,
2368 struct wined3d_map_range
2370 UINT offset;
2371 UINT size;
2374 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2375 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2376 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2377 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2378 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2379 #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2380 #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2381 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2383 struct wined3d_buffer
2385 struct wined3d_resource resource;
2387 struct wined3d_buffer_desc desc;
2389 GLuint buffer_object;
2390 GLenum buffer_object_usage;
2391 GLenum buffer_type_hint;
2392 UINT buffer_object_size;
2393 DWORD flags;
2395 struct wined3d_map_range *maps;
2396 ULONG maps_size, modified_areas;
2397 struct wined3d_event_query *query;
2399 /* conversion stuff */
2400 UINT decl_change_count, full_conversion_count;
2401 UINT draw_count;
2402 UINT stride; /* 0 if no conversion */
2403 UINT conversion_stride; /* 0 if no shifted conversion */
2404 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2407 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2409 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2412 void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
2413 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2414 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2416 struct wined3d_rendertarget_view
2418 LONG refcount;
2420 struct wined3d_resource *resource;
2421 void *parent;
2424 struct wined3d_swapchain_ops
2426 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2427 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2430 struct wined3d_swapchain
2432 LONG ref;
2433 void *parent;
2434 const struct wined3d_parent_ops *parent_ops;
2435 const struct wined3d_swapchain_ops *swapchain_ops;
2436 struct wined3d_device *device;
2438 struct wined3d_surface **back_buffers;
2439 struct wined3d_surface *front_buffer;
2440 struct wined3d_swapchain_desc desc;
2441 DWORD orig_width, orig_height;
2442 enum wined3d_format_id orig_fmt;
2443 struct wined3d_gamma_ramp orig_gamma;
2444 BOOL render_to_fbo;
2445 const struct wined3d_format *ds_format;
2447 LONG prev_time, frames; /* Performance tracking */
2449 struct wined3d_context **context;
2450 unsigned int num_contexts;
2452 HWND win_handle;
2453 HWND device_window;
2455 HDC backup_dc;
2456 HWND backup_wnd;
2459 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2461 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2462 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2463 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2464 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2465 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2467 #define DEFAULT_REFRESH_RATE 0
2469 /*****************************************************************************
2470 * Utility function prototypes
2473 /* Trace routines */
2474 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2475 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
2476 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
2477 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2478 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2479 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
2480 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2481 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2482 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
2483 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
2484 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2485 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
2486 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
2487 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
2488 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
2489 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2490 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2491 const char *debug_d3dbasis(enum wined3d_basis_type basis) DECLSPEC_HIDDEN;
2492 const char *debug_d3ddegree(enum wined3d_degree_type order) DECLSPEC_HIDDEN;
2493 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
2494 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2495 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2497 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2498 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2499 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2500 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
2501 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2502 void set_texture_matrix(const struct wined3d_gl_info *gl_info, const float *smat, DWORD flags,
2503 BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id coordtype,
2504 BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2505 void texture_activate_dimensions(const struct wined3d_texture *texture,
2506 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2507 void sampler_texdim(struct wined3d_context *context,
2508 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2509 void tex_alphaop(struct wined3d_context *context,
2510 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2511 void apply_pixelshader(struct wined3d_context *context,
2512 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2513 void state_fogcolor(struct wined3d_context *context,
2514 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2515 void state_fogdensity(struct wined3d_context *context,
2516 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2517 void state_fogstartend(struct wined3d_context *context,
2518 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2519 void state_fog_fragpart(struct wined3d_context *context,
2520 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2522 BOOL getColorBits(const struct wined3d_format *format,
2523 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2524 BOOL getDepthStencilBits(const struct wined3d_format *format,
2525 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2527 /* Math utils */
2528 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2529 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2530 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2531 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2533 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2535 struct wined3d_shader_lconst
2537 struct list entry;
2538 unsigned int idx;
2539 DWORD value[4];
2542 struct wined3d_shader_limits
2544 unsigned int temporary;
2545 unsigned int texcoord;
2546 unsigned int sampler;
2547 unsigned int constant_int;
2548 unsigned int constant_float;
2549 unsigned int constant_bool;
2550 unsigned int address;
2551 unsigned int packed_output;
2552 unsigned int packed_input;
2553 unsigned int attributes;
2554 unsigned int label;
2557 #ifdef __GNUC__
2558 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2559 #else
2560 #define PRINTF_ATTR(fmt,args)
2561 #endif
2563 /* Base Shader utility functions. */
2564 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2565 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2567 /* Vertex shader utility functions */
2568 BOOL vshader_get_input(const struct wined3d_shader *shader,
2569 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2571 struct wined3d_vertex_shader
2573 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2576 struct wined3d_pixel_shader
2578 /* Pixel shader input semantics */
2579 DWORD input_reg_map[MAX_REG_INPUT];
2580 BOOL input_reg_used[MAX_REG_INPUT];
2581 unsigned int declared_in_count;
2583 /* Some information about the shader behavior */
2584 BOOL color0_mov;
2585 DWORD color0_reg;
2588 struct wined3d_shader
2590 LONG ref;
2591 struct wined3d_shader_limits limits;
2592 DWORD *function;
2593 UINT functionLength;
2594 BOOL load_local_constsF;
2595 const struct wined3d_shader_frontend *frontend;
2596 void *frontend_data;
2597 void *backend_data;
2599 void *parent;
2600 const struct wined3d_parent_ops *parent_ops;
2602 /* Programs this shader is linked with */
2603 struct list linked_programs;
2605 /* Immediate constants (override global ones) */
2606 struct list constantsB;
2607 struct list constantsF;
2608 struct list constantsI;
2609 struct wined3d_shader_reg_maps reg_maps;
2611 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2612 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2614 /* Pointer to the parent device */
2615 struct wined3d_device *device;
2616 struct list shader_list_entry;
2618 union
2620 struct wined3d_vertex_shader vs;
2621 struct wined3d_pixel_shader ps;
2622 } u;
2625 void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps,
2626 struct wined3d_texture * const *textures) DECLSPEC_HIDDEN;
2627 void find_ps_compile_args(const struct wined3d_state *state,
2628 const struct wined3d_shader *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
2630 void find_vs_compile_args(const struct wined3d_state *state,
2631 const struct wined3d_shader *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2633 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2634 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2635 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2636 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2637 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2638 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2639 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2640 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2641 unsigned int max) DECLSPEC_HIDDEN;
2642 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2643 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
2644 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2646 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2648 return type == WINED3D_SHADER_TYPE_PIXEL;
2651 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2653 return type == WINED3D_SHADER_TYPE_VERTEX;
2656 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2658 switch (reg->type)
2660 case WINED3DSPR_RASTOUT:
2661 /* oFog & oPts */
2662 if (reg->idx) return TRUE;
2663 /* oPos */
2664 return FALSE;
2666 case WINED3DSPR_DEPTHOUT: /* oDepth */
2667 case WINED3DSPR_CONSTBOOL: /* b# */
2668 case WINED3DSPR_LOOP: /* aL */
2669 case WINED3DSPR_PREDICATE: /* p0 */
2670 return TRUE;
2672 case WINED3DSPR_MISCTYPE:
2673 switch(reg->idx)
2675 case 0: /* vPos */
2676 return FALSE;
2677 case 1: /* vFace */
2678 return TRUE;
2679 default:
2680 return FALSE;
2683 case WINED3DSPR_IMMCONST:
2684 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2686 default:
2687 return FALSE;
2691 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2692 const struct wined3d_state *state, float *position_fixup)
2694 position_fixup[0] = 1.0f;
2695 position_fixup[1] = 1.0f;
2696 position_fixup[2] = (63.0f / 64.0f) / state->viewport.width;
2697 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.height;
2699 if (context->render_offscreen)
2701 position_fixup[1] *= -1.0f;
2702 position_fixup[3] *= -1.0f;
2706 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
2708 struct wined3d_shader_lconst *lconst;
2710 if (shader->load_local_constsF)
2711 return FALSE;
2713 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
2715 if (lconst->idx == reg)
2716 return TRUE;
2719 return FALSE;
2722 /* Using additional shader constants (uniforms in GLSL / program environment
2723 * or local parameters in ARB) is costly:
2724 * ARB only knows float4 parameters and GLSL compiler are not really smart
2725 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2726 * (in fact most compilers map a float2 to a full float4 uniform).
2728 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2729 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2730 * into a single shader constant (uniform / program parameter).
2732 * This structure is shared between the GLSL and the ARB backend.*/
2733 struct ps_np2fixup_info {
2734 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2735 WORD active; /* bitfield indicating if we can apply the fixup */
2736 WORD num_consts;
2739 /* sRGB correction constants */
2740 static const float srgb_cmp = 0.0031308f;
2741 static const float srgb_mul_low = 12.92f;
2742 static const float srgb_pow = 0.41666f;
2743 static const float srgb_mul_high = 1.055f;
2744 static const float srgb_sub_high = 0.055f;
2746 struct wined3d_palette
2748 LONG ref;
2749 void *parent;
2750 struct wined3d_device *device;
2752 HPALETTE hpal;
2753 WORD palVersion; /*| */
2754 WORD palNumEntries; /*| LOGPALETTE */
2755 PALETTEENTRY palents[256]; /*| */
2756 /* This is to store the palette in 'screen format' */
2757 int screen_palents[256];
2758 DWORD flags;
2761 /* DirectDraw utility functions */
2762 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2764 /*****************************************************************************
2765 * Pixel format management
2768 /* WineD3D pixel format flags */
2769 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2770 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2771 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2772 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2773 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2774 #define WINED3DFMT_FLAG_FOURCC 0x00000020
2775 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2776 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
2777 #define WINED3DFMT_FLAG_GETDC 0x00000100
2778 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2779 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2780 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2781 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2782 #define WINED3DFMT_FLAG_VTF 0x00002000
2783 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2784 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
2785 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
2786 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
2787 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
2789 struct wined3d_rational
2791 UINT numerator;
2792 UINT denominator;
2795 struct wined3d_format
2797 enum wined3d_format_id id;
2799 DWORD red_size;
2800 DWORD green_size;
2801 DWORD blue_size;
2802 DWORD alpha_size;
2803 DWORD red_offset;
2804 DWORD green_offset;
2805 DWORD blue_offset;
2806 DWORD alpha_offset;
2807 UINT byte_count;
2808 BYTE depth_size;
2809 BYTE stencil_size;
2811 UINT block_width;
2812 UINT block_height;
2813 UINT block_byte_count;
2815 enum wined3d_ffp_emit_idx emit_idx;
2816 GLint component_count;
2817 GLenum gl_vtx_type;
2818 GLint gl_vtx_format;
2819 GLboolean gl_normalized;
2820 unsigned int component_size;
2822 GLint glInternal;
2823 GLint glGammaInternal;
2824 GLint rtInternal;
2825 GLint glFormat;
2826 GLint glType;
2827 UINT conv_byte_count;
2828 unsigned int flags;
2829 struct wined3d_rational height_scale;
2830 struct color_fixup_desc color_fixup;
2831 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
2834 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2835 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2836 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
2837 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2838 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
2839 const struct wined3d_color *color) DECLSPEC_HIDDEN;
2841 static inline BOOL use_vs(const struct wined3d_state *state)
2843 /* Check stateblock->vertexDecl to allow this to be used from
2844 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2845 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2846 * style strided data. */
2847 return state->vertex_shader && !state->vertex_declaration->position_transformed;
2850 static inline BOOL use_ps(const struct wined3d_state *state)
2852 return !!state->pixel_shader;
2855 static inline void context_apply_state(struct wined3d_context *context,
2856 const struct wined3d_state *state, DWORD state_id)
2858 const struct StateEntry *state_table = context->state_table;
2859 DWORD rep = state_table[state_id].representative;
2860 state_table[rep].apply(context, state, rep);
2863 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2864 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2866 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
2868 #endif