d3drm: Implement IDirect3DRMFrameX_AddTransform.
[wine/multimedia.git] / dlls / wined3d / wined3d_private.h
blob6a78b65f257aa042089ba2526d5dd5e40862d3a7
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #include <limits.h>
30 #define NONAMELESSUNION
31 #define NONAMELESSSTRUCT
32 #define COBJMACROS
33 #include "windef.h"
34 #include "winbase.h"
35 #include "winreg.h"
36 #include "wingdi.h"
37 #include "winuser.h"
38 #include "wine/debug.h"
39 #include "wine/unicode.h"
41 #include "objbase.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
45 #include "wine/rbtree.h"
47 /* Driver quirks */
48 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
49 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
50 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
51 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
52 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
53 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
54 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
55 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
56 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
58 /* Texture format fixups */
60 enum fixup_channel_source
62 CHANNEL_SOURCE_ZERO = 0,
63 CHANNEL_SOURCE_ONE = 1,
64 CHANNEL_SOURCE_X = 2,
65 CHANNEL_SOURCE_Y = 3,
66 CHANNEL_SOURCE_Z = 4,
67 CHANNEL_SOURCE_W = 5,
68 CHANNEL_SOURCE_COMPLEX0 = 6,
69 CHANNEL_SOURCE_COMPLEX1 = 7,
72 enum complex_fixup
74 COMPLEX_FIXUP_NONE = 0,
75 COMPLEX_FIXUP_YUY2 = 1,
76 COMPLEX_FIXUP_UYVY = 2,
77 COMPLEX_FIXUP_YV12 = 3,
78 COMPLEX_FIXUP_P8 = 4,
81 #include <pshpack2.h>
82 struct color_fixup_desc
84 unsigned x_sign_fixup : 1;
85 unsigned x_source : 3;
86 unsigned y_sign_fixup : 1;
87 unsigned y_source : 3;
88 unsigned z_sign_fixup : 1;
89 unsigned z_source : 3;
90 unsigned w_sign_fixup : 1;
91 unsigned w_source : 3;
93 #include <poppack.h>
95 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
96 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
98 static inline struct color_fixup_desc create_color_fixup_desc(
99 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
100 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
102 struct color_fixup_desc fixup =
104 sign0, src0,
105 sign1, src1,
106 sign2, src2,
107 sign3, src3,
109 return fixup;
112 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
114 struct color_fixup_desc fixup =
116 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
117 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
118 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
119 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
121 return fixup;
124 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
126 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
129 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
131 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
134 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
136 enum complex_fixup complex_fixup = 0;
137 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
138 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
139 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
140 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
141 return complex_fixup;
144 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
145 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
146 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
148 /* Device caps */
149 #define MAX_PALETTES 65536
150 #define MAX_STREAMS 16
151 #define MAX_TEXTURES 8
152 #define MAX_FRAGMENT_SAMPLERS 16
153 #define MAX_VERTEX_SAMPLERS 4
154 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
155 #define MAX_ACTIVE_LIGHTS 8
156 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
158 struct min_lookup
160 GLenum mip[WINED3D_TEXF_LINEAR + 1];
163 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
164 extern const struct min_lookup minMipLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
165 extern const struct min_lookup minMipLookup_noMip[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
166 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
167 extern const GLenum magLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
169 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], enum wined3d_texture_filter_type mag_filter)
171 return mag_lookup[mag_filter];
174 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
175 enum wined3d_texture_filter_type min_filter, enum wined3d_texture_filter_type mip_filter)
177 return min_mip_lookup[min_filter].mip[mip_filter];
180 /* float_16_to_32() and float_32_to_16() (see implementation in
181 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
182 * to standard C floats and vice versa. They do not depend on the encoding
183 * of the C float, so they are platform independent, but slow. On x86 and
184 * other IEEE 754 compliant platforms the conversion can be accelerated by
185 * bit shifting the exponent and mantissa. There are also some SSE-based
186 * assembly routines out there.
188 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
190 static inline float float_16_to_32(const unsigned short *in) {
191 const unsigned short s = ((*in) & 0x8000);
192 const unsigned short e = ((*in) & 0x7C00) >> 10;
193 const unsigned short m = (*in) & 0x3FF;
194 const float sgn = (s ? -1.0f : 1.0f);
196 if(e == 0) {
197 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
198 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
199 } else if(e < 31) {
200 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
201 } else {
202 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
203 else return 0.0f / 0.0f; /* NAN */
207 static inline float float_24_to_32(DWORD in)
209 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
210 const unsigned short e = (in & 0x780000) >> 19;
211 const unsigned int m = in & 0x7ffff;
213 if (e == 0)
215 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
216 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
218 else if (e < 15)
220 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
222 else
224 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
225 else return 0.0f / 0.0f; /* NAN */
230 * Settings
232 #define VS_NONE 0
233 #define VS_HW 1
235 #define PS_NONE 0
236 #define PS_HW 1
238 #define VBO_NONE 0
239 #define VBO_HW 1
241 #define ORM_BACKBUFFER 0
242 #define ORM_FBO 1
244 #define SHADER_ARB 1
245 #define SHADER_GLSL 2
246 #define SHADER_ATI 3
247 #define SHADER_NONE 4
249 #define RTL_READDRAW 1
250 #define RTL_READTEX 2
252 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
253 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
255 /* NOTE: When adding fields to this structure, make sure to update the default
256 * values in wined3d_main.c as well. */
257 struct wined3d_settings
259 /* vertex and pixel shader modes */
260 int vs_mode;
261 int ps_mode;
262 /* Ideally, we don't want the user to have to request GLSL. If the
263 * hardware supports GLSL, we should use it. However, until it's fully
264 * implemented, we'll leave it as a registry setting for developers. */
265 BOOL glslRequested;
266 int offscreen_rendering_mode;
267 int rendertargetlock_mode;
268 unsigned short pci_vendor_id;
269 unsigned short pci_device_id;
270 /* Memory tracking and object counting. */
271 unsigned int emulated_textureram;
272 char *logo;
273 int allow_multisampling;
274 BOOL strict_draw_ordering;
275 BOOL always_offscreen;
278 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
280 enum wined3d_sampler_texture_type
282 WINED3DSTT_UNKNOWN = 0,
283 WINED3DSTT_1D = 1,
284 WINED3DSTT_2D = 2,
285 WINED3DSTT_CUBE = 3,
286 WINED3DSTT_VOLUME = 4,
289 enum wined3d_shader_register_type
291 WINED3DSPR_TEMP = 0,
292 WINED3DSPR_INPUT = 1,
293 WINED3DSPR_CONST = 2,
294 WINED3DSPR_ADDR = 3,
295 WINED3DSPR_TEXTURE = 3,
296 WINED3DSPR_RASTOUT = 4,
297 WINED3DSPR_ATTROUT = 5,
298 WINED3DSPR_TEXCRDOUT = 6,
299 WINED3DSPR_OUTPUT = 6,
300 WINED3DSPR_CONSTINT = 7,
301 WINED3DSPR_COLOROUT = 8,
302 WINED3DSPR_DEPTHOUT = 9,
303 WINED3DSPR_SAMPLER = 10,
304 WINED3DSPR_CONST2 = 11,
305 WINED3DSPR_CONST3 = 12,
306 WINED3DSPR_CONST4 = 13,
307 WINED3DSPR_CONSTBOOL = 14,
308 WINED3DSPR_LOOP = 15,
309 WINED3DSPR_TEMPFLOAT16 = 16,
310 WINED3DSPR_MISCTYPE = 17,
311 WINED3DSPR_LABEL = 18,
312 WINED3DSPR_PREDICATE = 19,
313 WINED3DSPR_IMMCONST,
314 WINED3DSPR_CONSTBUFFER,
315 WINED3DSPR_NULL,
316 WINED3DSPR_RESOURCE,
319 enum wined3d_immconst_type
321 WINED3D_IMMCONST_SCALAR,
322 WINED3D_IMMCONST_VEC4,
325 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
327 enum wined3d_shader_src_modifier
329 WINED3DSPSM_NONE = 0,
330 WINED3DSPSM_NEG = 1,
331 WINED3DSPSM_BIAS = 2,
332 WINED3DSPSM_BIASNEG = 3,
333 WINED3DSPSM_SIGN = 4,
334 WINED3DSPSM_SIGNNEG = 5,
335 WINED3DSPSM_COMP = 6,
336 WINED3DSPSM_X2 = 7,
337 WINED3DSPSM_X2NEG = 8,
338 WINED3DSPSM_DZ = 9,
339 WINED3DSPSM_DW = 10,
340 WINED3DSPSM_ABS = 11,
341 WINED3DSPSM_ABSNEG = 12,
342 WINED3DSPSM_NOT = 13,
345 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
346 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
347 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
348 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
349 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
351 enum wined3d_shader_dst_modifier
353 WINED3DSPDM_NONE = 0,
354 WINED3DSPDM_SATURATE = 1,
355 WINED3DSPDM_PARTIALPRECISION = 2,
356 WINED3DSPDM_MSAMPCENTROID = 4,
359 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
360 #define WINED3DSI_TEXLD_PROJECT 1
361 #define WINED3DSI_TEXLD_BIAS 2
363 enum wined3d_shader_rel_op
365 WINED3D_SHADER_REL_OP_GT = 1,
366 WINED3D_SHADER_REL_OP_EQ = 2,
367 WINED3D_SHADER_REL_OP_GE = 3,
368 WINED3D_SHADER_REL_OP_LT = 4,
369 WINED3D_SHADER_REL_OP_NE = 5,
370 WINED3D_SHADER_REL_OP_LE = 6,
373 #define WINED3D_SM1_VS 0xfffe
374 #define WINED3D_SM1_PS 0xffff
375 #define WINED3D_SM4_PS 0x0000
376 #define WINED3D_SM4_VS 0x0001
377 #define WINED3D_SM4_GS 0x0002
379 /* Shader version tokens, and shader end tokens */
380 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
381 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
383 /* Shader backends */
385 /* TODO: Make this dynamic, based on shader limits ? */
386 #define MAX_ATTRIBS 16
387 #define MAX_REG_ADDR 1
388 #define MAX_REG_TEMP 32
389 #define MAX_REG_TEXCRD 8
390 #define MAX_REG_INPUT 12
391 #define MAX_REG_OUTPUT 12
392 #define MAX_CONST_I 16
393 #define MAX_CONST_B 16
395 /* FIXME: This needs to go up to 2048 for
396 * Shader model 3 according to msdn (and for software shaders) */
397 #define MAX_LABELS 16
399 #define SHADER_PGMSIZE 65535
401 struct wined3d_shader_buffer
403 char *buffer;
404 unsigned int bsize;
405 unsigned int lineNo;
406 BOOL newline;
409 enum WINED3D_SHADER_INSTRUCTION_HANDLER
411 WINED3DSIH_ABS,
412 WINED3DSIH_ADD,
413 WINED3DSIH_AND,
414 WINED3DSIH_BEM,
415 WINED3DSIH_BREAK,
416 WINED3DSIH_BREAKC,
417 WINED3DSIH_BREAKP,
418 WINED3DSIH_CALL,
419 WINED3DSIH_CALLNZ,
420 WINED3DSIH_CMP,
421 WINED3DSIH_CND,
422 WINED3DSIH_CRS,
423 WINED3DSIH_CUT,
424 WINED3DSIH_DCL,
425 WINED3DSIH_DEF,
426 WINED3DSIH_DEFB,
427 WINED3DSIH_DEFI,
428 WINED3DSIH_DIV,
429 WINED3DSIH_DP2ADD,
430 WINED3DSIH_DP3,
431 WINED3DSIH_DP4,
432 WINED3DSIH_DST,
433 WINED3DSIH_DSX,
434 WINED3DSIH_DSY,
435 WINED3DSIH_ELSE,
436 WINED3DSIH_EMIT,
437 WINED3DSIH_ENDIF,
438 WINED3DSIH_ENDLOOP,
439 WINED3DSIH_ENDREP,
440 WINED3DSIH_EQ,
441 WINED3DSIH_EXP,
442 WINED3DSIH_EXPP,
443 WINED3DSIH_FRC,
444 WINED3DSIH_FTOI,
445 WINED3DSIH_GE,
446 WINED3DSIH_IADD,
447 WINED3DSIH_IEQ,
448 WINED3DSIH_IF,
449 WINED3DSIH_IFC,
450 WINED3DSIH_IGE,
451 WINED3DSIH_IMUL,
452 WINED3DSIH_ITOF,
453 WINED3DSIH_LABEL,
454 WINED3DSIH_LD,
455 WINED3DSIH_LIT,
456 WINED3DSIH_LOG,
457 WINED3DSIH_LOGP,
458 WINED3DSIH_LOOP,
459 WINED3DSIH_LRP,
460 WINED3DSIH_LT,
461 WINED3DSIH_M3x2,
462 WINED3DSIH_M3x3,
463 WINED3DSIH_M3x4,
464 WINED3DSIH_M4x3,
465 WINED3DSIH_M4x4,
466 WINED3DSIH_MAD,
467 WINED3DSIH_MAX,
468 WINED3DSIH_MIN,
469 WINED3DSIH_MOV,
470 WINED3DSIH_MOVA,
471 WINED3DSIH_MOVC,
472 WINED3DSIH_MUL,
473 WINED3DSIH_NOP,
474 WINED3DSIH_NRM,
475 WINED3DSIH_PHASE,
476 WINED3DSIH_POW,
477 WINED3DSIH_RCP,
478 WINED3DSIH_REP,
479 WINED3DSIH_RET,
480 WINED3DSIH_ROUND_NI,
481 WINED3DSIH_RSQ,
482 WINED3DSIH_SAMPLE,
483 WINED3DSIH_SAMPLE_GRAD,
484 WINED3DSIH_SAMPLE_LOD,
485 WINED3DSIH_SETP,
486 WINED3DSIH_SGE,
487 WINED3DSIH_SGN,
488 WINED3DSIH_SINCOS,
489 WINED3DSIH_SLT,
490 WINED3DSIH_SQRT,
491 WINED3DSIH_SUB,
492 WINED3DSIH_TEX,
493 WINED3DSIH_TEXBEM,
494 WINED3DSIH_TEXBEML,
495 WINED3DSIH_TEXCOORD,
496 WINED3DSIH_TEXDEPTH,
497 WINED3DSIH_TEXDP3,
498 WINED3DSIH_TEXDP3TEX,
499 WINED3DSIH_TEXKILL,
500 WINED3DSIH_TEXLDD,
501 WINED3DSIH_TEXLDL,
502 WINED3DSIH_TEXM3x2DEPTH,
503 WINED3DSIH_TEXM3x2PAD,
504 WINED3DSIH_TEXM3x2TEX,
505 WINED3DSIH_TEXM3x3,
506 WINED3DSIH_TEXM3x3DIFF,
507 WINED3DSIH_TEXM3x3PAD,
508 WINED3DSIH_TEXM3x3SPEC,
509 WINED3DSIH_TEXM3x3TEX,
510 WINED3DSIH_TEXM3x3VSPEC,
511 WINED3DSIH_TEXREG2AR,
512 WINED3DSIH_TEXREG2GB,
513 WINED3DSIH_TEXREG2RGB,
514 WINED3DSIH_UDIV,
515 WINED3DSIH_USHR,
516 WINED3DSIH_UTOF,
517 WINED3DSIH_XOR,
518 WINED3DSIH_TABLE_SIZE
521 enum wined3d_shader_type
523 WINED3D_SHADER_TYPE_PIXEL,
524 WINED3D_SHADER_TYPE_VERTEX,
525 WINED3D_SHADER_TYPE_GEOMETRY,
528 struct wined3d_shader_version
530 enum wined3d_shader_type type;
531 BYTE major;
532 BYTE minor;
535 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
537 struct wined3d_shader_reg_maps
539 struct wined3d_shader_version shader_version;
540 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
541 BYTE address; /* MAX_REG_ADDR, 1 */
542 WORD labels; /* MAX_LABELS, 16 */
543 DWORD temporary; /* MAX_REG_TEMP, 32 */
544 DWORD *constf; /* pixel, vertex */
545 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
546 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
547 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
548 WORD integer_constants; /* MAX_CONST_I, 16 */
549 WORD boolean_constants; /* MAX_CONST_B, 16 */
550 WORD local_int_consts; /* MAX_CONST_I, 16 */
551 WORD local_bool_consts; /* MAX_CONST_B, 16 */
553 enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
554 BYTE bumpmat; /* MAX_TEXTURES, 8 */
555 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
557 WORD usesnrm : 1;
558 WORD vpos : 1;
559 WORD usesdsx : 1;
560 WORD usesdsy : 1;
561 WORD usestexldd : 1;
562 WORD usesmova : 1;
563 WORD usesfacing : 1;
564 WORD usesrelconstF : 1;
565 WORD fog : 1;
566 WORD usestexldl : 1;
567 WORD usesifc : 1;
568 WORD usescall : 1;
569 WORD usespow : 1;
570 WORD padding : 3;
572 DWORD rt_mask; /* Used render targets, 32 max. */
574 /* Whether or not loops are used in this shader, and nesting depth */
575 unsigned loop_depth;
576 UINT min_rel_offset, max_rel_offset;
579 /* Keeps track of details for TEX_M#x# instructions which need to maintain
580 * state information between multiple instructions. */
581 struct wined3d_shader_tex_mx
583 unsigned int current_row;
584 DWORD texcoord_w[2];
587 struct wined3d_shader_loop_state
589 UINT current_depth;
590 UINT current_reg;
593 struct wined3d_shader_context
595 const struct wined3d_shader *shader;
596 const struct wined3d_gl_info *gl_info;
597 const struct wined3d_shader_reg_maps *reg_maps;
598 struct wined3d_shader_buffer *buffer;
599 struct wined3d_shader_tex_mx *tex_mx;
600 struct wined3d_shader_loop_state *loop_state;
601 void *backend_data;
604 struct wined3d_shader_register
606 enum wined3d_shader_register_type type;
607 UINT idx;
608 UINT array_idx;
609 const struct wined3d_shader_src_param *rel_addr;
610 enum wined3d_immconst_type immconst_type;
611 DWORD immconst_data[4];
614 struct wined3d_shader_dst_param
616 struct wined3d_shader_register reg;
617 DWORD write_mask;
618 DWORD modifiers;
619 DWORD shift;
622 struct wined3d_shader_src_param
624 struct wined3d_shader_register reg;
625 DWORD swizzle;
626 enum wined3d_shader_src_modifier modifiers;
629 struct wined3d_shader_instruction
631 const struct wined3d_shader_context *ctx;
632 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
633 DWORD flags;
634 BOOL coissue;
635 DWORD predicate;
636 UINT dst_count;
637 const struct wined3d_shader_dst_param *dst;
638 UINT src_count;
639 const struct wined3d_shader_src_param *src;
642 struct wined3d_shader_semantic
644 enum wined3d_decl_usage usage;
645 UINT usage_idx;
646 enum wined3d_sampler_texture_type sampler_type;
647 struct wined3d_shader_dst_param reg;
650 struct wined3d_shader_attribute
652 enum wined3d_decl_usage usage;
653 UINT usage_idx;
656 struct wined3d_shader_loop_control
658 unsigned int count;
659 unsigned int start;
660 int step;
663 struct wined3d_shader_frontend
665 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
666 void (*shader_free)(void *data);
667 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
668 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
669 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
670 struct wined3d_shader_src_param *src_rel_addr);
671 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
672 struct wined3d_shader_src_param *dst_rel_addr);
673 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
674 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
675 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
678 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
679 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
681 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
683 struct shader_caps {
684 DWORD VertexShaderVersion;
685 DWORD MaxVertexShaderConst;
687 DWORD PixelShaderVersion;
688 float PixelShader1xMaxValue;
689 DWORD MaxPixelShaderConst;
691 BOOL VSClipping;
694 enum tex_types
696 tex_1d = 0,
697 tex_2d = 1,
698 tex_3d = 2,
699 tex_cube = 3,
700 tex_rect = 4,
701 tex_type_count = 5,
704 enum vertexprocessing_mode {
705 fixedfunction,
706 vertexshader,
707 pretransformed
710 #define WINED3D_CONST_NUM_UNUSED ~0U
712 enum fogmode {
713 FOG_OFF,
714 FOG_LINEAR,
715 FOG_EXP,
716 FOG_EXP2
719 /* Stateblock dependent parameters which have to be hardcoded
720 * into the shader code
723 #define WINED3D_PSARGS_PROJECTED (1 << 3)
724 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
725 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
727 struct ps_compile_args {
728 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
729 enum vertexprocessing_mode vp_mode;
730 enum fogmode fog;
731 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
732 /* Texture types(2D, Cube, 3D) in ps 1.x */
733 WORD srgb_correction;
734 WORD np2_fixup;
735 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
736 D3D9 has a limit of 16 samplers and the fixup is superfluous
737 in D3D10 (unconditional NP2 support mandatory). */
738 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
741 enum fog_src_type {
742 VS_FOG_Z = 0,
743 VS_FOG_COORD = 1
746 struct vs_compile_args {
747 BYTE fog_src;
748 BYTE clip_enabled;
749 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
752 struct wined3d_context;
753 struct wined3d_state;
755 struct wined3d_shader_backend_ops
757 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
758 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
759 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
760 enum tex_types tex_type, const SIZE *ds_mask_size);
761 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
762 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
763 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
764 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
765 void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
766 const struct wined3d_state *state);
767 void (*shader_destroy)(struct wined3d_shader *shader);
768 HRESULT (*shader_alloc_private)(struct wined3d_device *device);
769 void (*shader_free_private)(struct wined3d_device *device);
770 void (*shader_context_destroyed)(void *shader_priv, const struct wined3d_context *context);
771 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
772 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
775 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
776 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
777 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
779 /* X11 locking */
781 extern void (CDECL *wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
782 extern void (CDECL *wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
784 /* As GLX relies on X, this is needed */
785 extern int num_lock DECLSPEC_HIDDEN;
787 #if 0
788 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
789 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
790 #else
791 #define ENTER_GL() wine_tsx11_lock_ptr()
792 #define LEAVE_GL() wine_tsx11_unlock_ptr()
793 #endif
795 /*****************************************************************************
796 * Defines
799 /* GL related defines */
800 /* ------------------ */
801 #define GL_EXTCALL(f) (gl_info->f)
803 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
804 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
805 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
806 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
808 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
809 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
810 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
811 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
813 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
814 (vec)[0] = D3DCOLOR_R(dw); \
815 (vec)[1] = D3DCOLOR_G(dw); \
816 (vec)[2] = D3DCOLOR_B(dw); \
817 (vec)[3] = D3DCOLOR_A(dw); \
818 } while(0)
820 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
822 /* Checking of API calls */
823 /* --------------------- */
824 #ifndef WINE_NO_DEBUG_MSGS
825 #define checkGLcall(A) \
826 do { \
827 GLint err; \
828 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
829 err = glGetError(); \
830 if (err == GL_NO_ERROR) { \
831 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
833 } else do { \
834 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
835 debug_glerror(err), err, A, __FILE__, __LINE__); \
836 err = glGetError(); \
837 } while (err != GL_NO_ERROR); \
838 } while(0)
839 #else
840 #define checkGLcall(A) do {} while(0)
841 #endif
843 /* Trace routines / diagnostics */
844 /* ---------------------------- */
846 /* Dump out a matrix and copy it */
847 #define conv_mat(mat,gl_mat) \
848 do { \
849 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
850 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
851 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
852 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
853 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
854 } while (0)
856 /* Trace vector and strided data information */
857 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
858 TRACE( #name " = (data {%#x:%p}, stride %d, format %s, stream %u)\n", \
859 si->elements[name].data.buffer_object, si->elements[name].data.addr, si->elements[name].stride, \
860 debug_d3dformat(si->elements[name].format->id), si->elements[name].stream_idx); } while(0)
862 /* Global variables */
863 extern const struct wined3d_matrix identity DECLSPEC_HIDDEN;
865 enum wined3d_ffp_idx
867 WINED3D_FFP_POSITION = 0,
868 WINED3D_FFP_BLENDWEIGHT = 1,
869 WINED3D_FFP_BLENDINDICES = 2,
870 WINED3D_FFP_NORMAL = 3,
871 WINED3D_FFP_PSIZE = 4,
872 WINED3D_FFP_DIFFUSE = 5,
873 WINED3D_FFP_SPECULAR = 6,
874 WINED3D_FFP_TEXCOORD0 = 7,
875 WINED3D_FFP_TEXCOORD1 = 8,
876 WINED3D_FFP_TEXCOORD2 = 9,
877 WINED3D_FFP_TEXCOORD3 = 10,
878 WINED3D_FFP_TEXCOORD4 = 11,
879 WINED3D_FFP_TEXCOORD5 = 12,
880 WINED3D_FFP_TEXCOORD6 = 13,
881 WINED3D_FFP_TEXCOORD7 = 14,
884 enum wined3d_ffp_emit_idx
886 WINED3D_FFP_EMIT_FLOAT1 = 0,
887 WINED3D_FFP_EMIT_FLOAT2 = 1,
888 WINED3D_FFP_EMIT_FLOAT3 = 2,
889 WINED3D_FFP_EMIT_FLOAT4 = 3,
890 WINED3D_FFP_EMIT_D3DCOLOR = 4,
891 WINED3D_FFP_EMIT_UBYTE4 = 5,
892 WINED3D_FFP_EMIT_SHORT2 = 6,
893 WINED3D_FFP_EMIT_SHORT4 = 7,
894 WINED3D_FFP_EMIT_UBYTE4N = 8,
895 WINED3D_FFP_EMIT_SHORT2N = 9,
896 WINED3D_FFP_EMIT_SHORT4N = 10,
897 WINED3D_FFP_EMIT_USHORT2N = 11,
898 WINED3D_FFP_EMIT_USHORT4N = 12,
899 WINED3D_FFP_EMIT_UDEC3 = 13,
900 WINED3D_FFP_EMIT_DEC3N = 14,
901 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
902 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
903 WINED3D_FFP_EMIT_COUNT = 17
906 struct wined3d_bo_address
908 GLuint buffer_object;
909 const BYTE *addr;
912 struct wined3d_stream_info_element
914 const struct wined3d_format *format;
915 struct wined3d_bo_address data;
916 GLsizei stride;
917 UINT stream_idx;
920 struct wined3d_stream_info
922 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
923 DWORD position_transformed : 1;
924 DWORD all_vbo : 1;
925 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
926 WORD use_map; /* MAX_ATTRIBS, 16 */
929 /*****************************************************************************
930 * Prototypes
933 /* Routine common to the draw primitive and draw indexed primitive routines */
934 void drawPrimitive(struct wined3d_device *device, UINT index_count,
935 UINT start_idx, BOOL indexed, const void *idxData) DECLSPEC_HIDDEN;
936 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
938 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
939 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
940 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
941 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
942 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
943 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
944 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
945 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
947 #define eps 1e-8
949 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
950 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
952 /* Routines and structures related to state management */
954 #define STATE_RENDER(a) (a)
955 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
957 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
958 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
960 /* + 1 because samplers start with 0 */
961 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
962 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
964 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
965 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
967 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
968 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
970 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
971 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
972 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
973 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
975 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
976 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
978 #define STATE_VSHADER (STATE_VDECL + 1)
979 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
981 #define STATE_VIEWPORT (STATE_VSHADER + 1)
982 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
984 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
985 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
986 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
987 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
989 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
990 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
992 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
993 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
995 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
996 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
998 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
999 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1001 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1002 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1004 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1005 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1007 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1008 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1010 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1011 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1013 #define STATE_HIGHEST (STATE_FRAMEBUFFER)
1015 enum fogsource {
1016 FOGSOURCE_FFP,
1017 FOGSOURCE_VS,
1018 FOGSOURCE_COORD,
1021 #define WINED3D_MAX_FBO_ENTRIES 64
1023 struct wined3d_occlusion_query
1025 struct list entry;
1026 GLuint id;
1027 struct wined3d_context *context;
1030 union wined3d_gl_query_object
1032 GLuint id;
1033 GLsync sync;
1036 struct wined3d_event_query
1038 struct list entry;
1039 union wined3d_gl_query_object object;
1040 struct wined3d_context *context;
1043 enum wined3d_event_query_result
1045 WINED3D_EVENT_QUERY_OK,
1046 WINED3D_EVENT_QUERY_WAITING,
1047 WINED3D_EVENT_QUERY_NOT_STARTED,
1048 WINED3D_EVENT_QUERY_WRONG_THREAD,
1049 WINED3D_EVENT_QUERY_ERROR
1052 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1053 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1054 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1055 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1056 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1058 struct wined3d_context
1060 const struct wined3d_gl_info *gl_info;
1061 const struct StateEntry *state_table;
1062 /* State dirtification
1063 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1064 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1065 * 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
1066 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1068 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1069 DWORD numDirtyEntries;
1070 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1072 struct wined3d_swapchain *swapchain;
1073 struct wined3d_surface *current_rt;
1074 DWORD tid; /* Thread ID which owns this context at the moment */
1076 /* Stores some information about the context state for optimization */
1077 WORD render_offscreen : 1;
1078 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1079 WORD last_was_pshader : 1;
1080 WORD last_was_vshader : 1;
1081 WORD namedArraysLoaded : 1;
1082 WORD numberedArraysLoaded : 1;
1083 WORD last_was_blit : 1;
1084 WORD last_was_ckey : 1;
1085 WORD fog_coord : 1;
1086 WORD fog_enabled : 1;
1087 WORD num_untracked_materials : 2; /* Max value 2 */
1088 WORD current : 1;
1089 WORD destroyed : 1;
1090 WORD valid : 1;
1091 WORD padding : 1;
1092 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1093 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1094 DWORD numbered_array_mask;
1095 GLenum tracking_parm; /* Which source is tracking current colour */
1096 GLenum untracked_materials[2];
1097 UINT blit_w, blit_h;
1098 enum fogsource fog_source;
1099 DWORD active_texture;
1100 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1102 /* The actual opengl context */
1103 UINT level;
1104 HGLRC restore_ctx;
1105 HDC restore_dc;
1106 int restore_pf;
1107 HGLRC glCtx;
1108 HWND win_handle;
1109 HDC hdc;
1110 int pixel_format;
1111 GLint aux_buffers;
1113 /* FBOs */
1114 UINT fbo_entry_count;
1115 struct list fbo_list;
1116 struct list fbo_destroy_list;
1117 struct fbo_entry *current_fbo;
1118 GLuint fbo_read_binding;
1119 GLuint fbo_draw_binding;
1120 BOOL rebind_fbo;
1121 struct wined3d_surface **blit_targets;
1122 GLenum *draw_buffers;
1123 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1125 /* Queries */
1126 GLuint *free_occlusion_queries;
1127 UINT free_occlusion_query_size;
1128 UINT free_occlusion_query_count;
1129 struct list occlusion_queries;
1131 union wined3d_gl_query_object *free_event_queries;
1132 UINT free_event_query_size;
1133 UINT free_event_query_count;
1134 struct list event_queries;
1136 /* Extension emulation */
1137 GLint gl_fog_source;
1138 GLfloat fog_coord_value;
1139 GLfloat color[4], fogstart, fogend, fogcolor[4];
1140 GLuint dummy_arbfp_prog;
1143 struct wined3d_fb_state
1145 struct wined3d_surface **render_targets;
1146 struct wined3d_surface *depth_stencil;
1149 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1151 struct StateEntry
1153 DWORD representative;
1154 APPLYSTATEFUNC apply;
1157 struct StateEntryTemplate
1159 DWORD state;
1160 struct StateEntry content;
1161 enum wined3d_gl_extension extension;
1164 struct fragment_caps
1166 DWORD PrimitiveMiscCaps;
1167 DWORD TextureOpCaps;
1168 DWORD MaxTextureBlendStages;
1169 DWORD MaxSimultaneousTextures;
1172 struct fragment_pipeline
1174 void (*enable_extension)(BOOL enable);
1175 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1176 HRESULT (*alloc_private)(struct wined3d_device *device);
1177 void (*free_private)(struct wined3d_device *device);
1178 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1179 const struct StateEntryTemplate *states;
1180 BOOL ffp_proj_control;
1183 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1184 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1185 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1186 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1187 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1188 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1189 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1191 /* "Base" state table */
1192 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1193 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1194 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1196 enum wined3d_blit_op
1198 WINED3D_BLIT_OP_COLOR_BLIT,
1199 WINED3D_BLIT_OP_COLOR_FILL,
1200 WINED3D_BLIT_OP_DEPTH_FILL,
1201 WINED3D_BLIT_OP_DEPTH_BLIT,
1204 /* Shaders for color conversions in blits. Do not do blit operations while
1205 * already under the GL lock. */
1206 struct blit_shader
1208 HRESULT (*alloc_private)(struct wined3d_device *device);
1209 void (*free_private)(struct wined3d_device *device);
1210 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface);
1211 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1212 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1213 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1214 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1215 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1216 const RECT *dst_rect, const struct wined3d_color *color);
1217 HRESULT (*depth_fill)(struct wined3d_device *device,
1218 struct wined3d_surface *surface, const RECT *rect, float depth);
1221 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1222 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1223 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1225 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1226 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1227 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1228 DECLSPEC_HIDDEN;
1230 /* Temporary blit_shader helper functions */
1231 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
1232 struct wined3d_surface *src_surface, const RECT *src_rect,
1233 struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN;
1235 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1236 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1237 void context_alloc_event_query(struct wined3d_context *context,
1238 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1239 void context_alloc_occlusion_query(struct wined3d_context *context,
1240 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1241 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1242 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1243 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1244 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1245 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1246 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1247 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1248 unsigned int unit) DECLSPEC_HIDDEN;
1249 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1250 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1251 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1252 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1253 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1254 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1255 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1256 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1257 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1258 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1259 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1260 void context_resource_released(const struct wined3d_device *device,
1261 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1262 void context_resource_unloaded(const struct wined3d_device *device,
1263 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1264 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1265 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1266 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1267 void context_state_drawbuf(struct wined3d_context *context,
1268 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1269 void context_state_fb(struct wined3d_context *context,
1270 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1271 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1273 /*****************************************************************************
1274 * Internal representation of a light
1276 struct wined3d_light_info
1278 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1279 DWORD OriginalIndex;
1280 LONG glIndex;
1281 BOOL enabled;
1283 /* Converted parms to speed up swapping lights */
1284 float lightPosn[4];
1285 float lightDirn[4];
1286 float exponent;
1287 float cutoff;
1289 struct list entry;
1292 /* The default light parameters */
1293 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1295 struct wined3d_pixel_format
1297 int iPixelFormat; /* WGL pixel format */
1298 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1299 int redSize, greenSize, blueSize, alphaSize, colorSize;
1300 int depthSize, stencilSize;
1301 BOOL windowDrawable;
1302 BOOL doubleBuffer;
1303 int auxBuffers;
1304 int numSamples;
1307 enum wined3d_pci_vendor
1309 HW_VENDOR_SOFTWARE = 0x0000,
1310 HW_VENDOR_AMD = 0x1002,
1311 HW_VENDOR_NVIDIA = 0x10de,
1312 HW_VENDOR_INTEL = 0x8086,
1315 enum wined3d_pci_device
1317 CARD_WINE = 0x0000,
1319 CARD_AMD_RAGE_128PRO = 0x5246,
1320 CARD_AMD_RADEON_7200 = 0x5144,
1321 CARD_AMD_RADEON_8500 = 0x514c,
1322 CARD_AMD_RADEON_9500 = 0x4144,
1323 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1324 CARD_AMD_RADEON_X700 = 0x5e4c,
1325 CARD_AMD_RADEON_X1600 = 0x71c2,
1326 CARD_AMD_RADEON_HD2350 = 0x94c7,
1327 CARD_AMD_RADEON_HD2600 = 0x9581,
1328 CARD_AMD_RADEON_HD2900 = 0x9400,
1329 CARD_AMD_RADEON_HD3200 = 0x9620,
1330 CARD_AMD_RADEON_HD4350 = 0x954f,
1331 CARD_AMD_RADEON_HD4550 = 0x9540,
1332 CARD_AMD_RADEON_HD4600 = 0x9495,
1333 CARD_AMD_RADEON_HD4650 = 0x9498,
1334 CARD_AMD_RADEON_HD4670 = 0x9490,
1335 CARD_AMD_RADEON_HD4700 = 0x944e,
1336 CARD_AMD_RADEON_HD4770 = 0x94b3,
1337 CARD_AMD_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1338 CARD_AMD_RADEON_HD4830 = 0x944c,
1339 CARD_AMD_RADEON_HD4850 = 0x9442,
1340 CARD_AMD_RADEON_HD4870 = 0x9440,
1341 CARD_AMD_RADEON_HD4890 = 0x9460,
1342 CARD_AMD_RADEON_HD5400 = 0x68f9,
1343 CARD_AMD_RADEON_HD5600 = 0x68d8,
1344 CARD_AMD_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1345 CARD_AMD_RADEON_HD5750 = 0x68BE,
1346 CARD_AMD_RADEON_HD5770 = 0x68B8,
1347 CARD_AMD_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1348 CARD_AMD_RADEON_HD5850 = 0x6898,
1349 CARD_AMD_RADEON_HD5870 = 0x6899,
1350 CARD_AMD_RADEON_HD5900 = 0x689c,
1351 CARD_AMD_RADEON_HD6300 = 0x9803,
1352 CARD_AMD_RADEON_HD6400 = 0x6770,
1353 CARD_AMD_RADEON_HD6410D = 0x9644,
1354 CARD_AMD_RADEON_HD6550D = 0x9640,
1355 CARD_AMD_RADEON_HD6600 = 0x6758,
1356 CARD_AMD_RADEON_HD6600M = 0x6741,
1357 CARD_AMD_RADEON_HD6800 = 0x6739,
1358 CARD_AMD_RADEON_HD6900 = 0x6719,
1360 CARD_NVIDIA_RIVA_128 = 0x0018,
1361 CARD_NVIDIA_RIVA_TNT = 0x0020,
1362 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1363 CARD_NVIDIA_GEFORCE = 0x0100,
1364 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1365 CARD_NVIDIA_GEFORCE2 = 0x0150,
1366 CARD_NVIDIA_GEFORCE3 = 0x0200,
1367 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1368 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1369 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1370 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1371 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1372 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1373 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1374 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1375 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1376 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1377 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1378 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1379 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1380 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1381 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1382 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1383 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1384 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1385 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1386 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1387 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1388 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1389 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1390 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1391 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1392 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1393 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1394 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1395 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1396 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1397 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1398 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1399 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1400 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1401 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1402 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1403 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1404 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1405 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1406 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1407 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1408 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1409 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1410 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1411 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1412 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1413 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1414 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1415 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1416 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1417 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1418 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1419 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1420 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1422 CARD_INTEL_830M = 0x3577,
1423 CARD_INTEL_855GM = 0x3582,
1424 CARD_INTEL_845G = 0x2562,
1425 CARD_INTEL_865G = 0x2572,
1426 CARD_INTEL_915G = 0x2582,
1427 CARD_INTEL_E7221G = 0x258a,
1428 CARD_INTEL_915GM = 0x2592,
1429 CARD_INTEL_945G = 0x2772,
1430 CARD_INTEL_945GM = 0x27a2,
1431 CARD_INTEL_945GME = 0x27ae,
1432 CARD_INTEL_Q35 = 0x29b2,
1433 CARD_INTEL_G33 = 0x29c2,
1434 CARD_INTEL_Q33 = 0x29d2,
1435 CARD_INTEL_PNVG = 0xa001,
1436 CARD_INTEL_PNVM = 0xa011,
1437 CARD_INTEL_965Q = 0x2992,
1438 CARD_INTEL_965G = 0x2982,
1439 CARD_INTEL_946GZ = 0x2972,
1440 CARD_INTEL_965GM = 0x2a02,
1441 CARD_INTEL_965GME = 0x2a12,
1442 CARD_INTEL_GM45 = 0x2a42,
1443 CARD_INTEL_IGD = 0x2e02,
1444 CARD_INTEL_Q45 = 0x2e12,
1445 CARD_INTEL_G45 = 0x2e22,
1446 CARD_INTEL_G41 = 0x2e32,
1447 CARD_INTEL_B43 = 0x2e92,
1448 CARD_INTEL_ILKD = 0x0042,
1449 CARD_INTEL_ILKM = 0x0046,
1450 CARD_INTEL_SNBD = 0x0122,
1451 CARD_INTEL_SNBM = 0x0126,
1452 CARD_INTEL_SNBS = 0x010a,
1453 CARD_INTEL_IVBD = 0x0162,
1454 CARD_INTEL_IVBM = 0x0166,
1455 CARD_INTEL_IVBS = 0x015a,
1458 struct wined3d_fbo_ops
1460 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
1461 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
1462 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
1463 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
1464 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
1465 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
1466 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
1467 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
1468 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
1469 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
1470 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
1471 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
1472 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
1473 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
1474 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
1475 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
1476 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
1477 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
1478 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
1481 struct wined3d_gl_limits
1483 UINT buffers;
1484 UINT lights;
1485 UINT textures;
1486 UINT texture_stages;
1487 UINT texture_coords;
1488 UINT fragment_samplers;
1489 UINT vertex_samplers;
1490 UINT combined_samplers;
1491 UINT general_combiners;
1492 UINT sampler_stages;
1493 UINT clipplanes;
1494 UINT texture_size;
1495 UINT texture3d_size;
1496 float pointsize_max;
1497 float pointsize_min;
1498 UINT blends;
1499 UINT anisotropy;
1500 float shininess;
1501 UINT samples;
1502 UINT vertex_attribs;
1504 UINT glsl_varyings;
1505 UINT glsl_vs_float_constants;
1506 UINT glsl_ps_float_constants;
1508 UINT arb_vs_float_constants;
1509 UINT arb_vs_native_constants;
1510 UINT arb_vs_instructions;
1511 UINT arb_vs_temps;
1512 UINT arb_ps_float_constants;
1513 UINT arb_ps_local_constants;
1514 UINT arb_ps_native_constants;
1515 UINT arb_ps_instructions;
1516 UINT arb_ps_temps;
1519 struct wined3d_gl_info
1521 DWORD glsl_version;
1522 struct wined3d_gl_limits limits;
1523 DWORD reserved_glsl_constants;
1524 DWORD quirks;
1525 BOOL supported[WINED3D_GL_EXT_COUNT];
1526 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1528 struct wined3d_fbo_ops fbo_ops;
1529 #define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
1530 /* GL function pointers */
1531 GL_EXT_FUNCS_GEN
1532 /* WGL function pointers */
1533 WGL_EXT_FUNCS_GEN
1534 #undef USE_GL_FUNC
1536 struct wined3d_format *formats;
1539 struct wined3d_driver_info
1541 enum wined3d_pci_vendor vendor;
1542 enum wined3d_pci_device device;
1543 const char *name;
1544 const char *description;
1545 unsigned int vidmem;
1546 DWORD version_high;
1547 DWORD version_low;
1550 /* The adapter structure */
1551 struct wined3d_adapter
1553 UINT ordinal;
1554 BOOL opengl;
1556 POINT monitorPoint;
1557 SIZE screen_size;
1558 enum wined3d_format_id screen_format;
1560 struct wined3d_gl_info gl_info;
1561 struct wined3d_driver_info driver_info;
1562 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1563 unsigned int cfg_count;
1564 struct wined3d_pixel_format *cfgs;
1565 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1566 unsigned int UsedTextureRam;
1567 LUID luid;
1569 const struct fragment_pipeline *fragment_pipe;
1570 const struct wined3d_shader_backend_ops *shader_backend;
1571 const struct blit_shader *blitter;
1574 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount) DECLSPEC_HIDDEN;
1576 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1577 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1578 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1580 /*****************************************************************************
1581 * High order patch management
1583 struct wined3d_rect_patch
1585 UINT Handle;
1586 float *mem;
1587 struct wined3d_strided_data strided;
1588 struct wined3d_rect_patch_info rect_patch_info;
1589 float numSegs[4];
1590 char has_normals, has_texcoords;
1591 struct list entry;
1594 HRESULT tesselate_rectpatch(struct wined3d_device *device, struct wined3d_rect_patch *patch) DECLSPEC_HIDDEN;
1596 enum projection_types
1598 proj_none = 0,
1599 proj_count3 = 1,
1600 proj_count4 = 2
1603 enum dst_arg
1605 resultreg = 0,
1606 tempreg = 1
1609 /*****************************************************************************
1610 * Fixed function pipeline replacements
1612 #define ARG_UNUSED 0xff
1613 struct texture_stage_op
1615 unsigned cop : 8;
1616 unsigned carg1 : 8;
1617 unsigned carg2 : 8;
1618 unsigned carg0 : 8;
1620 unsigned aop : 8;
1621 unsigned aarg1 : 8;
1622 unsigned aarg2 : 8;
1623 unsigned aarg0 : 8;
1625 struct color_fixup_desc color_fixup;
1626 unsigned tex_type : 3;
1627 unsigned dst : 1;
1628 unsigned projected : 2;
1629 unsigned padding : 10;
1632 struct ffp_frag_settings {
1633 struct texture_stage_op op[MAX_TEXTURES];
1634 enum fogmode fog;
1635 /* Use shorts instead of chars to get dword alignment */
1636 unsigned short sRGB_write;
1637 unsigned short emul_clipplanes;
1640 struct ffp_frag_desc
1642 struct wine_rb_entry entry;
1643 struct ffp_frag_settings settings;
1646 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1647 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1649 void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_state *state,
1650 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1651 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1652 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1653 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1654 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1656 struct wined3d
1658 LONG ref;
1659 DWORD flags;
1660 UINT dxVersion;
1661 UINT adapter_count;
1662 struct wined3d_adapter adapters[1];
1665 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags) DECLSPEC_HIDDEN;
1666 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1667 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1669 /*****************************************************************************
1670 * IWineD3DDevice implementation structure
1672 #define WINED3D_UNMAPPED_STAGE ~0U
1674 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1675 #define WINED3DCREATE_MULTITHREADED 0x00000004
1677 struct wined3d_device
1679 LONG ref;
1681 /* WineD3D Information */
1682 struct wined3d_device_parent *device_parent;
1683 struct wined3d *wined3d;
1684 struct wined3d_adapter *adapter;
1686 /* Window styles to restore when switching fullscreen mode */
1687 LONG style;
1688 LONG exStyle;
1690 /* X and GL Information */
1691 GLenum offscreenBuffer;
1693 /* Selected capabilities */
1694 int vs_selected_mode;
1695 int ps_selected_mode;
1696 const struct wined3d_shader_backend_ops *shader_backend;
1697 void *shader_priv;
1698 void *fragment_priv;
1699 void *blit_priv;
1700 struct StateEntry StateTable[STATE_HIGHEST + 1];
1701 /* Array of functions for states which are handled by more than one pipeline part */
1702 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1703 const struct fragment_pipeline *frag_pipe;
1704 const struct blit_shader *blitter;
1706 unsigned int max_ffp_textures;
1707 DWORD vshader_version, pshader_version;
1708 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1709 DWORD vs_clipping;
1711 WORD view_ident : 1; /* true iff view matrix is identity */
1712 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1713 WORD isRecordingState : 1;
1714 WORD isInDraw : 1;
1715 WORD bCursorVisible : 1;
1716 WORD d3d_initialized : 1;
1717 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1718 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1719 WORD useDrawStridedSlow : 1;
1720 WORD instancedDraw : 1;
1721 WORD filter_messages : 1;
1722 WORD padding : 5;
1724 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1726 #define DDRAW_PITCH_ALIGNMENT 8
1727 #define D3D8_PITCH_ALIGNMENT 4
1728 unsigned char surface_alignment; /* Line Alignment of surfaces */
1730 /* State block related */
1731 struct wined3d_stateblock *stateBlock;
1732 struct wined3d_stateblock *updateStateBlock;
1734 /* Internal use fields */
1735 struct wined3d_device_creation_parameters create_parms;
1736 HWND focus_window;
1738 struct wined3d_swapchain **swapchains;
1739 UINT swapchain_count;
1741 struct list resources; /* a linked list to track resources created by the device */
1742 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1744 /* Render Target Support */
1745 DWORD valid_rt_mask;
1746 struct wined3d_fb_state fb;
1747 struct wined3d_surface *onscreen_depth_stencil;
1748 struct wined3d_surface *auto_depth_stencil;
1750 /* For rendering to a texture using glCopyTexImage */
1751 GLuint depth_blt_texture;
1753 /* Cursor management */
1754 UINT xHotSpot;
1755 UINT yHotSpot;
1756 UINT xScreenSpace;
1757 UINT yScreenSpace;
1758 UINT cursorWidth, cursorHeight;
1759 GLuint cursorTexture;
1760 HCURSOR hardwareCursor;
1762 /* The Wine logo surface */
1763 struct wined3d_surface *logo_surface;
1765 /* Textures for when no other textures are mapped */
1766 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
1767 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
1768 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
1769 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
1771 /* With register combiners we can skip junk texture stages */
1772 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1773 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1775 /* Stream source management */
1776 struct wined3d_stream_info strided_streams;
1777 const struct wined3d_strided_data *up_strided;
1778 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1779 unsigned int num_buffer_queries;
1781 /* Context management */
1782 struct wined3d_context **contexts;
1783 UINT context_count;
1785 /* High level patch management */
1786 #define PATCHMAP_SIZE 43
1787 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1788 struct list patches[PATCHMAP_SIZE];
1791 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
1792 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
1793 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
1794 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1795 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1796 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
1797 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
1798 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
1799 void device_preload_textures(const struct wined3d_device *device) DECLSPEC_HIDDEN;
1800 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
1801 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1802 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1803 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1804 void device_stream_info_from_declaration(struct wined3d_device *device,
1805 struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1806 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
1807 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1808 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1809 void device_update_tex_unit_map(struct wined3d_device *device) DECLSPEC_HIDDEN;
1810 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
1812 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
1814 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1815 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1816 return context->isStateDirty[idx] & (1 << shift);
1819 static inline void invalidate_active_texture(const struct wined3d_device *device, struct wined3d_context *context)
1821 DWORD sampler = device->rev_tex_unit_map[context->active_texture];
1822 if (sampler != WINED3D_UNMAPPED_STAGE)
1823 context_invalidate_state(context, STATE_SAMPLER(sampler));
1826 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
1827 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
1828 /* SCRATCH is mostly the same as CPU, but can't be used by the GPU at all,
1829 * not even for resource uploads. */
1830 #define WINED3D_RESOURCE_ACCESS_SCRATCH 0x4
1832 struct wined3d_resource_ops
1834 void (*resource_unload)(struct wined3d_resource *resource);
1837 struct wined3d_resource
1839 LONG ref;
1840 LONG bind_count;
1841 struct wined3d_device *device;
1842 enum wined3d_resource_type type;
1843 const struct wined3d_format *format;
1844 enum wined3d_multisample_type multisample_type;
1845 UINT multisample_quality;
1846 DWORD usage;
1847 enum wined3d_pool pool;
1848 DWORD access_flags;
1849 UINT width;
1850 UINT height;
1851 UINT depth;
1852 UINT size;
1853 DWORD priority;
1854 BYTE *allocatedMemory; /* Pointer to the real data location */
1855 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1856 struct list privateData;
1857 struct list resource_list_entry;
1859 void *parent;
1860 const struct wined3d_parent_ops *parent_ops;
1861 const struct wined3d_resource_ops *resource_ops;
1864 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1865 DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1866 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
1867 enum wined3d_resource_type type, const struct wined3d_format *format,
1868 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
1869 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
1870 void *parent, const struct wined3d_parent_ops *parent_ops,
1871 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
1872 DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN;
1873 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1875 /* Tests show that the start address of resources is 32 byte aligned */
1876 #define RESOURCE_ALIGNMENT 16
1878 enum wined3d_texture_state
1880 WINED3DTEXSTA_ADDRESSU = 0,
1881 WINED3DTEXSTA_ADDRESSV = 1,
1882 WINED3DTEXSTA_ADDRESSW = 2,
1883 WINED3DTEXSTA_BORDERCOLOR = 3,
1884 WINED3DTEXSTA_MAGFILTER = 4,
1885 WINED3DTEXSTA_MINFILTER = 5,
1886 WINED3DTEXSTA_MIPFILTER = 6,
1887 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1888 WINED3DTEXSTA_MAXANISOTROPY = 8,
1889 WINED3DTEXSTA_SRGBTEXTURE = 9,
1890 WINED3DTEXSTA_SHADOW = 10,
1891 MAX_WINETEXTURESTATES = 11,
1894 enum WINED3DSRGB
1896 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1897 SRGB_RGB = 1, /* Loads the rgb texture */
1898 SRGB_SRGB = 2, /* Loads the srgb texture */
1901 struct gl_texture
1903 DWORD states[MAX_WINETEXTURESTATES];
1904 BOOL dirty;
1905 GLuint name;
1908 struct wined3d_texture_ops
1910 HRESULT (*texture_bind)(struct wined3d_texture *texture,
1911 struct wined3d_context *context, BOOL srgb);
1912 void (*texture_preload)(struct wined3d_texture *texture, enum WINED3DSRGB srgb);
1913 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
1914 const struct wined3d_box *dirty_region);
1915 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
1918 #define WINED3D_TEXTURE_COND_NP2 0x1
1919 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x2
1920 #define WINED3D_TEXTURE_IS_SRGB 0x4
1922 struct wined3d_texture
1924 struct wined3d_resource resource;
1925 const struct wined3d_texture_ops *texture_ops;
1926 struct gl_texture texture_rgb, texture_srgb;
1927 struct wined3d_resource **sub_resources;
1928 UINT layer_count;
1929 UINT level_count;
1930 float pow2_matrix[16];
1931 UINT lod;
1932 enum wined3d_texture_filter_type filter_type;
1933 DWORD sampler;
1934 DWORD flags;
1935 const struct min_lookup *min_mip_lookup;
1936 const GLenum *mag_lookup;
1937 GLenum target;
1940 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
1942 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
1945 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
1946 const struct wined3d_gl_info *gl_info, BOOL srgb)
1948 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
1949 ? &texture->texture_srgb : &texture->texture_rgb;
1952 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
1953 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1954 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1955 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN;
1957 struct wined3d_volume
1959 struct wined3d_resource resource;
1960 struct wined3d_texture *container;
1961 BOOL lockable;
1962 BOOL locked;
1963 struct wined3d_box lockedBox;
1964 struct wined3d_box dirtyBox;
1965 BOOL dirty;
1968 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
1970 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
1973 void volume_add_dirty_box(struct wined3d_volume *volume, const struct wined3d_box *dirty_box) DECLSPEC_HIDDEN;
1974 void volume_load(const struct wined3d_volume *volume, struct wined3d_context *context, UINT level, BOOL srgb_mode) DECLSPEC_HIDDEN;
1975 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
1977 struct wined3d_surface_dib
1979 HBITMAP DIBsection;
1980 void *bitmap_data;
1981 UINT bitmap_size;
1984 struct wined3d_renderbuffer_entry
1986 struct list entry;
1987 GLuint id;
1988 UINT width;
1989 UINT height;
1992 struct fbo_entry
1994 struct list entry;
1995 struct wined3d_surface **render_targets;
1996 struct wined3d_surface *depth_stencil;
1997 DWORD location;
1998 DWORD rt_mask;
1999 BOOL attached;
2000 GLuint id;
2003 enum wined3d_container_type
2005 WINED3D_CONTAINER_NONE = 0,
2006 WINED3D_CONTAINER_SWAPCHAIN,
2007 WINED3D_CONTAINER_TEXTURE,
2010 struct wined3d_subresource_container
2012 enum wined3d_container_type type;
2013 union
2015 struct wined3d_swapchain *swapchain;
2016 struct wined3d_texture *texture;
2017 void *base;
2018 } u;
2021 struct wined3d_surface_ops
2023 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2024 void (*surface_realize_palette)(struct wined3d_surface *surface);
2025 void (*surface_map)(struct wined3d_surface *surface, const RECT *rect, DWORD flags);
2026 void (*surface_unmap)(struct wined3d_surface *surface);
2029 struct wined3d_surface
2031 struct wined3d_resource resource;
2032 const struct wined3d_surface_ops *surface_ops;
2033 struct wined3d_subresource_container container;
2034 struct wined3d_palette *palette; /* D3D7 style palette handling */
2035 DWORD draw_binding;
2037 DWORD flags;
2039 enum wined3d_surface_type surface_type;
2040 UINT pow2Width;
2041 UINT pow2Height;
2043 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2044 void (*get_drawable_size)(const struct wined3d_context *context, UINT *width, UINT *height);
2046 /* PBO */
2047 GLuint pbo;
2048 GLuint rb_multisample;
2049 GLuint rb_resolved;
2050 GLuint texture_name;
2051 GLuint texture_name_srgb;
2052 GLint texture_level;
2053 GLenum texture_target;
2055 RECT lockedRect;
2056 RECT dirtyRect;
2057 int lockCount;
2058 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2060 /* For GetDC */
2061 struct wined3d_surface_dib dib;
2062 HDC hDC;
2064 /* Color keys for DDraw */
2065 struct wined3d_color_key dst_blt_color_key;
2066 struct wined3d_color_key src_blt_color_key;
2067 struct wined3d_color_key dst_overlay_color_key;
2068 struct wined3d_color_key src_overlay_color_key;
2069 DWORD CKeyFlags;
2071 struct wined3d_color_key gl_color_key;
2073 struct list renderbuffers;
2074 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2075 SIZE ds_current_size;
2077 /* DirectDraw Overlay handling */
2078 RECT overlay_srcrect;
2079 RECT overlay_destrect;
2080 struct wined3d_surface *overlay_dest;
2081 struct list overlays;
2082 struct list overlay_entry;
2085 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2087 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2090 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2091 const struct wined3d_gl_info *gl_info, BOOL srgb)
2093 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2094 ? surface->texture_name_srgb : surface->texture_name;
2097 void surface_add_dirty_rect(struct wined3d_surface *surface, const struct wined3d_box *dirty_rect) DECLSPEC_HIDDEN;
2098 void surface_bind(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2099 HRESULT surface_color_fill(struct wined3d_surface *s,
2100 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2101 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2102 BOOL surface_init_sysmem(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2103 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
2104 BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2105 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2106 void surface_load_ds_location(struct wined3d_surface *surface,
2107 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2108 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2109 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect) DECLSPEC_HIDDEN;
2110 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2111 void surface_modify_location(struct wined3d_surface *surface, DWORD location, BOOL persistent) DECLSPEC_HIDDEN;
2112 void surface_prepare_rb(struct wined3d_surface *surface,
2113 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2114 void surface_prepare_texture(struct wined3d_surface *surface,
2115 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2116 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2117 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2118 void surface_set_container(struct wined3d_surface *surface,
2119 enum wined3d_container_type type, void *container) DECLSPEC_HIDDEN;
2120 void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2121 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target) DECLSPEC_HIDDEN;
2122 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2123 void surface_update_draw_binding(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2124 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2125 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2127 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2128 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2129 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2131 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2132 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2133 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2135 /* Surface flags: */
2136 #define SFLAG_CONVERTED 0x00000001 /* Converted for color keying or palettized. */
2137 #define SFLAG_DISCARD 0x00000002 /* ??? */
2138 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2139 #define SFLAG_NORMCOORD 0x00000008 /* Set if GL texture coordinates are normalized (non-texture rectangle). */
2140 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked. */
2141 #define SFLAG_DYNLOCK 0x00000020 /* Surface is often locked by the application. */
2142 #define SFLAG_LOCKED 0x00000040 /* Surface is currently locked. */
2143 #define SFLAG_DCINUSE 0x00000080 /* Set between GetDC and ReleaseDC calls. */
2144 #define SFLAG_LOST 0x00000100 /* Surface lost flag for ddraw. */
2145 #define SFLAG_GLCKEY 0x00000200 /* The GL texture was created with a color key. */
2146 #define SFLAG_CLIENT 0x00000400 /* GL_APPLE_client_storage is used with this surface. */
2147 #define SFLAG_INOVERLAYDRAW 0x00000800 /* Overlay drawing is in progress. Recursion prevention. */
2148 #define SFLAG_DIBSECTION 0x00001000 /* Has a DIB section attached for GetDC. */
2149 #define SFLAG_USERPTR 0x00002000 /* The application allocated the memory for this surface. */
2150 #define SFLAG_ALLOCATED 0x00004000 /* A GL texture is allocated for this surface. */
2151 #define SFLAG_SRGBALLOCATED 0x00008000 /* A sRGB GL texture is allocated for this surface. */
2152 #define SFLAG_PBO 0x00010000 /* The surface has a PBO. */
2153 #define SFLAG_INSYSMEM 0x00020000 /* The system memory copy is current. */
2154 #define SFLAG_INTEXTURE 0x00040000 /* The GL texture is current. */
2155 #define SFLAG_INSRGBTEX 0x00080000 /* The GL sRGB texture is current. */
2156 #define SFLAG_INDRAWABLE 0x00100000 /* The GL drawable is current. */
2157 #define SFLAG_INRB_MULTISAMPLE 0x00200000 /* The multisample renderbuffer is current. */
2158 #define SFLAG_INRB_RESOLVED 0x00400000 /* The resolved renderbuffer is current. */
2159 #define SFLAG_PIN_SYSMEM 0x02000000 /* Keep the surface in sysmem, at the same address. */
2160 #define SFLAG_DISCARDED 0x04000000 /* Surface was discarded, allocating new location is enough. */
2162 /* In some conditions the surface memory must not be freed:
2163 * SFLAG_CONVERTED: Converting the data back would take too long
2164 * SFLAG_DIBSECTION: The dib code manages the memory
2165 * SFLAG_LOCKED: The app requires access to the surface data
2166 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2167 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2168 * SFLAG_CLIENT: OpenGL uses our memory as backup
2170 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2171 SFLAG_DYNLOCK | \
2172 SFLAG_LOCKED | \
2173 SFLAG_CLIENT | \
2174 SFLAG_DIBSECTION | \
2175 SFLAG_USERPTR | \
2176 SFLAG_PBO | \
2177 SFLAG_PIN_SYSMEM)
2179 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2180 SFLAG_INTEXTURE | \
2181 SFLAG_INSRGBTEX | \
2182 SFLAG_INDRAWABLE | \
2183 SFLAG_INRB_MULTISAMPLE | \
2184 SFLAG_INRB_RESOLVED)
2186 enum wined3d_conversion_type
2188 WINED3D_CT_NONE,
2189 WINED3D_CT_PALETTED,
2190 WINED3D_CT_PALETTED_CK,
2191 WINED3D_CT_CK_565,
2192 WINED3D_CT_CK_5551,
2193 WINED3D_CT_CK_RGB24,
2194 WINED3D_CT_RGB32_888,
2195 WINED3D_CT_CK_ARGB32,
2198 HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_alpha_ck, BOOL use_texturing,
2199 struct wined3d_format *format, enum wined3d_conversion_type *conversion_type) DECLSPEC_HIDDEN;
2200 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2202 struct wined3d_vertex_declaration_element
2204 const struct wined3d_format *format;
2205 BOOL ffp_valid;
2206 WORD input_slot;
2207 WORD offset;
2208 UINT output_slot;
2209 BYTE method;
2210 BYTE usage;
2211 BYTE usage_idx;
2214 struct wined3d_vertex_declaration
2216 LONG ref;
2217 void *parent;
2218 const struct wined3d_parent_ops *parent_ops;
2219 struct wined3d_device *device;
2221 struct wined3d_vertex_declaration_element *elements;
2222 UINT element_count;
2224 DWORD streams[MAX_STREAMS];
2225 UINT num_streams;
2226 BOOL position_transformed;
2227 BOOL half_float_conv_needed;
2230 struct wined3d_saved_states
2232 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2233 WORD streamSource; /* MAX_STREAMS, 16 */
2234 WORD streamFreq; /* MAX_STREAMS, 16 */
2235 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2236 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2237 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2238 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2239 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2240 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2241 BOOL *pixelShaderConstantsF;
2242 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2243 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2244 BOOL *vertexShaderConstantsF;
2245 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2246 DWORD primitive_type : 1;
2247 DWORD indices : 1;
2248 DWORD material : 1;
2249 DWORD viewport : 1;
2250 DWORD vertexDecl : 1;
2251 DWORD pixelShader : 1;
2252 DWORD vertexShader : 1;
2253 DWORD scissorRect : 1;
2254 DWORD padding : 4;
2257 struct StageState {
2258 DWORD stage;
2259 DWORD state;
2262 struct wined3d_stream_state
2264 struct wined3d_buffer *buffer;
2265 UINT offset;
2266 UINT stride;
2267 UINT frequency;
2268 UINT flags;
2271 struct wined3d_state
2273 const struct wined3d_fb_state *fb;
2275 struct wined3d_vertex_declaration *vertex_declaration;
2276 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2277 BOOL user_stream;
2278 struct wined3d_buffer *index_buffer;
2279 enum wined3d_format_id index_format;
2280 INT base_vertex_index;
2281 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2282 GLenum gl_primitive_type;
2284 struct wined3d_shader *vertex_shader;
2285 BOOL vs_consts_b[MAX_CONST_B];
2286 INT vs_consts_i[MAX_CONST_I * 4];
2287 float *vs_consts_f;
2289 struct wined3d_shader *pixel_shader;
2290 BOOL ps_consts_b[MAX_CONST_B];
2291 INT ps_consts_i[MAX_CONST_I * 4];
2292 float *ps_consts_f;
2294 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2295 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2296 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2297 DWORD lowest_disabled_stage;
2299 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2300 double clip_planes[MAX_CLIPPLANES][4];
2301 struct wined3d_material material;
2302 struct wined3d_viewport viewport;
2303 RECT scissor_rect;
2305 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2306 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2307 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2308 struct list light_map[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2309 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2311 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2314 struct wined3d_stateblock
2316 LONG ref; /* Note: Ref counting not required */
2317 struct wined3d_device *device;
2319 /* Array indicating whether things have been set or changed */
2320 struct wined3d_saved_states changed;
2321 struct wined3d_state state;
2323 /* Contained state management */
2324 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2325 unsigned int num_contained_render_states;
2326 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2327 unsigned int num_contained_transform_states;
2328 DWORD contained_vs_consts_i[MAX_CONST_I];
2329 unsigned int num_contained_vs_consts_i;
2330 DWORD contained_vs_consts_b[MAX_CONST_B];
2331 unsigned int num_contained_vs_consts_b;
2332 DWORD *contained_vs_consts_f;
2333 unsigned int num_contained_vs_consts_f;
2334 DWORD contained_ps_consts_i[MAX_CONST_I];
2335 unsigned int num_contained_ps_consts_i;
2336 DWORD contained_ps_consts_b[MAX_CONST_B];
2337 unsigned int num_contained_ps_consts_b;
2338 DWORD *contained_ps_consts_f;
2339 unsigned int num_contained_ps_consts_f;
2340 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2341 unsigned int num_contained_tss_states;
2342 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2343 unsigned int num_contained_sampler_states;
2346 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2347 void stateblock_init_default_state(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2348 void stateblock_unbind_resources(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2350 /* Direct3D terminology with little modifications. We do not have an issued state
2351 * because only the driver knows about it, but we have a created state because d3d
2352 * allows GetData on a created issue, but opengl doesn't
2354 enum query_state {
2355 QUERY_CREATED,
2356 QUERY_SIGNALLED,
2357 QUERY_BUILDING
2360 struct wined3d_query_ops
2362 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2363 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2366 struct wined3d_query
2368 LONG ref;
2369 const struct wined3d_query_ops *query_ops;
2370 struct wined3d_device *device;
2371 enum query_state state;
2372 enum wined3d_query_type type;
2373 DWORD data_size;
2374 void *extendedData;
2377 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2378 * fixed function semantics as D3DCOLOR or FLOAT16 */
2379 enum wined3d_buffer_conversion_type
2381 CONV_NONE,
2382 CONV_D3DCOLOR,
2383 CONV_POSITIONT,
2386 struct wined3d_map_range
2388 UINT offset;
2389 UINT size;
2392 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2393 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2394 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2395 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2396 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2397 #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2398 #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2399 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2401 struct wined3d_buffer
2403 struct wined3d_resource resource;
2405 struct wined3d_buffer_desc desc;
2407 GLuint buffer_object;
2408 GLenum buffer_object_usage;
2409 GLenum buffer_type_hint;
2410 UINT buffer_object_size;
2411 DWORD flags;
2413 LONG lock_count;
2414 struct wined3d_map_range *maps;
2415 ULONG maps_size, modified_areas;
2416 struct wined3d_event_query *query;
2418 /* conversion stuff */
2419 UINT decl_change_count, full_conversion_count;
2420 UINT draw_count;
2421 UINT stride; /* 0 if no conversion */
2422 UINT conversion_stride; /* 0 if no shifted conversion */
2423 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2426 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2428 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2431 void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
2432 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2433 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2435 struct wined3d_rendertarget_view
2437 LONG refcount;
2439 struct wined3d_resource *resource;
2440 void *parent;
2443 struct wined3d_swapchain_ops
2445 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2446 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2449 struct wined3d_swapchain
2451 LONG ref;
2452 void *parent;
2453 const struct wined3d_parent_ops *parent_ops;
2454 const struct wined3d_swapchain_ops *swapchain_ops;
2455 struct wined3d_device *device;
2457 struct wined3d_surface **back_buffers;
2458 struct wined3d_surface *front_buffer;
2459 struct wined3d_swapchain_desc desc;
2460 DWORD orig_width, orig_height;
2461 enum wined3d_format_id orig_fmt;
2462 struct wined3d_gamma_ramp orig_gamma;
2463 BOOL render_to_fbo;
2464 const struct wined3d_format *ds_format;
2466 LONG prev_time, frames; /* Performance tracking */
2468 struct wined3d_context **context;
2469 unsigned int num_contexts;
2471 HWND win_handle;
2472 HWND device_window;
2474 HDC backup_dc;
2475 HWND backup_wnd;
2478 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2480 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2481 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2482 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2483 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2484 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2486 #define DEFAULT_REFRESH_RATE 0
2488 /*****************************************************************************
2489 * Utility function prototypes
2492 /* Trace routines */
2493 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2494 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
2495 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
2496 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2497 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2498 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
2499 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2500 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2501 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
2502 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
2503 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2504 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
2505 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
2506 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
2507 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
2508 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2509 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2510 const char *debug_d3dbasis(enum wined3d_basis_type basis) DECLSPEC_HIDDEN;
2511 const char *debug_d3ddegree(enum wined3d_degree_type order) DECLSPEC_HIDDEN;
2512 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
2513 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2514 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2516 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2517 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2518 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2519 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
2520 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2521 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2522 BOOL transformed, enum wined3d_format_id coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2523 void texture_activate_dimensions(const struct wined3d_texture *texture,
2524 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2525 void sampler_texdim(struct wined3d_context *context,
2526 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2527 void tex_alphaop(struct wined3d_context *context,
2528 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2529 void apply_pixelshader(struct wined3d_context *context,
2530 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2531 void state_fogcolor(struct wined3d_context *context,
2532 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2533 void state_fogdensity(struct wined3d_context *context,
2534 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2535 void state_fogstartend(struct wined3d_context *context,
2536 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2537 void state_fog_fragpart(struct wined3d_context *context,
2538 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2540 BOOL getColorBits(const struct wined3d_format *format,
2541 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2542 BOOL getDepthStencilBits(const struct wined3d_format *format,
2543 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2545 /* Math utils */
2546 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2547 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2548 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2549 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2551 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2553 struct wined3d_shader_lconst
2555 struct list entry;
2556 unsigned int idx;
2557 DWORD value[4];
2560 struct wined3d_shader_limits
2562 unsigned int temporary;
2563 unsigned int texcoord;
2564 unsigned int sampler;
2565 unsigned int constant_int;
2566 unsigned int constant_float;
2567 unsigned int constant_bool;
2568 unsigned int address;
2569 unsigned int packed_output;
2570 unsigned int packed_input;
2571 unsigned int attributes;
2572 unsigned int label;
2575 #ifdef __GNUC__
2576 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2577 #else
2578 #define PRINTF_ATTR(fmt,args)
2579 #endif
2581 /* Base Shader utility functions. */
2582 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2583 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2585 /* Vertex shader utility functions */
2586 BOOL vshader_get_input(const struct wined3d_shader *shader,
2587 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2589 struct wined3d_vertex_shader
2591 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2594 struct wined3d_pixel_shader
2596 /* Pixel shader input semantics */
2597 DWORD input_reg_map[MAX_REG_INPUT];
2598 BOOL input_reg_used[MAX_REG_INPUT];
2599 unsigned int declared_in_count;
2601 /* Some information about the shader behavior */
2602 BOOL color0_mov;
2603 DWORD color0_reg;
2606 struct wined3d_shader
2608 LONG ref;
2609 struct wined3d_shader_limits limits;
2610 DWORD *function;
2611 UINT functionLength;
2612 BOOL load_local_constsF;
2613 const struct wined3d_shader_frontend *frontend;
2614 void *frontend_data;
2615 void *backend_data;
2617 void *parent;
2618 const struct wined3d_parent_ops *parent_ops;
2620 /* Programs this shader is linked with */
2621 struct list linked_programs;
2623 /* Immediate constants (override global ones) */
2624 struct list constantsB;
2625 struct list constantsF;
2626 struct list constantsI;
2627 struct wined3d_shader_reg_maps reg_maps;
2629 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2630 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2632 /* Pointer to the parent device */
2633 struct wined3d_device *device;
2634 struct list shader_list_entry;
2636 union
2638 struct wined3d_vertex_shader vs;
2639 struct wined3d_pixel_shader ps;
2640 } u;
2643 void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps,
2644 struct wined3d_texture * const *textures) DECLSPEC_HIDDEN;
2645 void find_ps_compile_args(const struct wined3d_state *state,
2646 const struct wined3d_shader *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
2648 void find_vs_compile_args(const struct wined3d_state *state,
2649 const struct wined3d_shader *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2651 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2652 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2653 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2654 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2655 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2656 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2657 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2658 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2659 unsigned int max) DECLSPEC_HIDDEN;
2660 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2661 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
2662 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2664 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2666 return type == WINED3D_SHADER_TYPE_PIXEL;
2669 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2671 return type == WINED3D_SHADER_TYPE_VERTEX;
2674 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2676 switch (reg->type)
2678 case WINED3DSPR_RASTOUT:
2679 /* oFog & oPts */
2680 if (reg->idx) return TRUE;
2681 /* oPos */
2682 return FALSE;
2684 case WINED3DSPR_DEPTHOUT: /* oDepth */
2685 case WINED3DSPR_CONSTBOOL: /* b# */
2686 case WINED3DSPR_LOOP: /* aL */
2687 case WINED3DSPR_PREDICATE: /* p0 */
2688 return TRUE;
2690 case WINED3DSPR_MISCTYPE:
2691 switch(reg->idx)
2693 case 0: /* vPos */
2694 return FALSE;
2695 case 1: /* vFace */
2696 return TRUE;
2697 default:
2698 return FALSE;
2701 case WINED3DSPR_IMMCONST:
2702 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2704 default:
2705 return FALSE;
2709 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2710 const struct wined3d_state *state, float *position_fixup)
2712 position_fixup[0] = 1.0f;
2713 position_fixup[1] = 1.0f;
2714 position_fixup[2] = (63.0f / 64.0f) / state->viewport.width;
2715 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.height;
2717 if (context->render_offscreen)
2719 position_fixup[1] *= -1.0f;
2720 position_fixup[3] *= -1.0f;
2724 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
2726 struct wined3d_shader_lconst *lconst;
2728 if (shader->load_local_constsF)
2729 return FALSE;
2731 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
2733 if (lconst->idx == reg)
2734 return TRUE;
2737 return FALSE;
2740 /* Using additional shader constants (uniforms in GLSL / program environment
2741 * or local parameters in ARB) is costly:
2742 * ARB only knows float4 parameters and GLSL compiler are not really smart
2743 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2744 * (in fact most compilers map a float2 to a full float4 uniform).
2746 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2747 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2748 * into a single shader constant (uniform / program parameter).
2750 * This structure is shared between the GLSL and the ARB backend.*/
2751 struct ps_np2fixup_info {
2752 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2753 WORD active; /* bitfield indicating if we can apply the fixup */
2754 WORD num_consts;
2757 /* sRGB correction constants */
2758 static const float srgb_cmp = 0.0031308f;
2759 static const float srgb_mul_low = 12.92f;
2760 static const float srgb_pow = 0.41666f;
2761 static const float srgb_mul_high = 1.055f;
2762 static const float srgb_sub_high = 0.055f;
2764 struct wined3d_palette
2766 LONG ref;
2767 void *parent;
2768 struct wined3d_device *device;
2770 HPALETTE hpal;
2771 WORD palVersion; /*| */
2772 WORD palNumEntries; /*| LOGPALETTE */
2773 PALETTEENTRY palents[256]; /*| */
2774 /* This is to store the palette in 'screen format' */
2775 int screen_palents[256];
2776 DWORD flags;
2779 /* DirectDraw utility functions */
2780 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2782 /*****************************************************************************
2783 * Pixel format management
2786 /* WineD3D pixel format flags */
2787 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2788 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2789 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2790 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2791 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2792 #define WINED3DFMT_FLAG_FOURCC 0x00000020
2793 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2794 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
2795 #define WINED3DFMT_FLAG_GETDC 0x00000100
2796 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2797 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2798 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2799 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2800 #define WINED3DFMT_FLAG_VTF 0x00002000
2801 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2802 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
2803 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
2804 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
2805 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
2807 struct wined3d_rational
2809 UINT numerator;
2810 UINT denominator;
2813 struct wined3d_format
2815 enum wined3d_format_id id;
2817 DWORD red_mask;
2818 DWORD green_mask;
2819 DWORD blue_mask;
2820 DWORD alpha_mask;
2821 UINT byte_count;
2822 BYTE depth_size;
2823 BYTE stencil_size;
2825 UINT block_width;
2826 UINT block_height;
2827 UINT block_byte_count;
2829 enum wined3d_ffp_emit_idx emit_idx;
2830 GLint component_count;
2831 GLenum gl_vtx_type;
2832 GLint gl_vtx_format;
2833 GLboolean gl_normalized;
2834 unsigned int component_size;
2836 GLint glInternal;
2837 GLint glGammaInternal;
2838 GLint rtInternal;
2839 GLint glFormat;
2840 GLint glType;
2841 UINT conv_byte_count;
2842 unsigned int flags;
2843 struct wined3d_rational height_scale;
2844 struct color_fixup_desc color_fixup;
2845 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
2848 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2849 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2850 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
2851 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2852 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
2853 const struct wined3d_color *color) DECLSPEC_HIDDEN;
2855 static inline BOOL use_vs(const struct wined3d_state *state)
2857 /* Check stateblock->vertexDecl to allow this to be used from
2858 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2859 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2860 * style strided data. */
2861 return state->vertex_shader && !state->vertex_declaration->position_transformed;
2864 static inline BOOL use_ps(const struct wined3d_state *state)
2866 return !!state->pixel_shader;
2869 static inline void context_apply_state(struct wined3d_context *context,
2870 const struct wined3d_state *state, DWORD state_id)
2872 const struct StateEntry *state_table = context->state_table;
2873 DWORD rep = state_table[state_id].representative;
2874 state_table[rep].apply(context, state, rep);
2877 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2878 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2880 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
2882 #endif