wined3d: Create GL sampler objects for wined3d sampler objects.
[wine/multimedia.git] / dlls / wined3d / wined3d_private.h
blob91076978d8422551bab00474f1555d95203deef8
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2011, 2013 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #ifndef __WINE_WINED3D_PRIVATE_H
26 #define __WINE_WINED3D_PRIVATE_H
28 #ifdef USE_WIN32_OPENGL
29 #define WINE_GLAPI __stdcall
30 #else
31 #define WINE_GLAPI
32 #endif
34 #include <stdarg.h>
35 #include <math.h>
36 #include <limits.h>
37 #define NONAMELESSUNION
38 #define NONAMELESSSTRUCT
39 #define COBJMACROS
40 #include "windef.h"
41 #include "winbase.h"
42 #include "winreg.h"
43 #include "wingdi.h"
44 #include "winuser.h"
45 #include "wine/debug.h"
46 #include "wine/unicode.h"
48 #include "objbase.h"
49 #include "wine/wined3d.h"
50 #include "wined3d_gl.h"
51 #include "wine/list.h"
52 #include "wine/rbtree.h"
53 #include "wine/wgl_driver.h"
55 #ifndef ARRAY_SIZE
56 #define ARRAY_SIZE(array) (sizeof(array) / sizeof((array)[0]))
57 #endif
59 /* Driver quirks */
60 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
61 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
62 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
63 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
64 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
65 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
66 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
67 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
68 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
69 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
71 /* Texture format fixups */
73 enum fixup_channel_source
75 CHANNEL_SOURCE_ZERO = 0,
76 CHANNEL_SOURCE_ONE = 1,
77 CHANNEL_SOURCE_X = 2,
78 CHANNEL_SOURCE_Y = 3,
79 CHANNEL_SOURCE_Z = 4,
80 CHANNEL_SOURCE_W = 5,
81 CHANNEL_SOURCE_COMPLEX0 = 6,
82 CHANNEL_SOURCE_COMPLEX1 = 7,
85 enum complex_fixup
87 COMPLEX_FIXUP_NONE = 0,
88 COMPLEX_FIXUP_YUY2 = 1,
89 COMPLEX_FIXUP_UYVY = 2,
90 COMPLEX_FIXUP_YV12 = 3,
91 COMPLEX_FIXUP_P8 = 4,
92 COMPLEX_FIXUP_NV12 = 5,
95 #include <pshpack2.h>
96 struct color_fixup_desc
98 unsigned x_sign_fixup : 1;
99 unsigned x_source : 3;
100 unsigned y_sign_fixup : 1;
101 unsigned y_source : 3;
102 unsigned z_sign_fixup : 1;
103 unsigned z_source : 3;
104 unsigned w_sign_fixup : 1;
105 unsigned w_source : 3;
107 #include <poppack.h>
109 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
110 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
112 static inline struct color_fixup_desc create_color_fixup_desc(
113 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
114 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
116 struct color_fixup_desc fixup =
118 sign0, src0,
119 sign1, src1,
120 sign2, src2,
121 sign3, src3,
123 return fixup;
126 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
128 struct color_fixup_desc fixup =
130 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
131 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
132 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
133 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
135 return fixup;
138 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
140 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
143 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
145 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
148 static inline BOOL is_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2)
150 return f1.x_sign_fixup == f2.x_sign_fixup && f1.x_source == f2.x_source
151 && f1.y_sign_fixup == f2.y_sign_fixup && f1.y_source == f2.y_source
152 && f1.z_sign_fixup == f2.z_sign_fixup && f1.z_source == f2.z_source
153 && f1.w_sign_fixup == f2.w_sign_fixup && f1.w_source == f2.w_source;
156 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
158 enum complex_fixup complex_fixup = 0;
159 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
160 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
161 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
162 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
163 return complex_fixup;
166 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
167 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
168 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
170 /* Device caps */
171 #define MAX_STREAM_OUT 4
172 #define MAX_STREAMS 16
173 #define MAX_TEXTURES 8
174 #define MAX_FRAGMENT_SAMPLERS 16
175 #define MAX_VERTEX_SAMPLERS 4
176 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
177 #define MAX_ACTIVE_LIGHTS 8
178 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
179 #define MAX_CONSTANT_BUFFERS 15
180 #define MAX_SAMPLER_OBJECTS 16
181 #define MAX_SHADER_RESOURCE_VIEWS 128
183 struct min_lookup
185 GLenum mip[WINED3D_TEXF_LINEAR + 1];
188 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
189 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
191 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN;
193 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
195 return magLookup[mag_filter];
198 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter,
199 enum wined3d_texture_filter_type mip_filter)
201 return minMipLookup[min_filter].mip[mip_filter];
204 /* float_16_to_32() and float_32_to_16() (see implementation in
205 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
206 * to standard C floats and vice versa. They do not depend on the encoding
207 * of the C float, so they are platform independent, but slow. On x86 and
208 * other IEEE 754 compliant platforms the conversion can be accelerated by
209 * bit shifting the exponent and mantissa. There are also some SSE-based
210 * assembly routines out there.
212 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
214 static inline float float_16_to_32(const unsigned short *in)
216 const unsigned short s = ((*in) & 0x8000);
217 const unsigned short e = ((*in) & 0x7c00) >> 10;
218 const unsigned short m = (*in) & 0x3ff;
219 const float sgn = (s ? -1.0f : 1.0f);
221 if(e == 0) {
222 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
223 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
224 } else if(e < 31) {
225 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
226 } else {
227 if(m == 0) return sgn * INFINITY;
228 else return NAN;
232 static inline float float_24_to_32(DWORD in)
234 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
235 const unsigned short e = (in & 0x780000) >> 19;
236 const unsigned int m = in & 0x7ffff;
238 if (e == 0)
240 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
241 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
243 else if (e < 15)
245 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
247 else
249 if (m == 0) return sgn * INFINITY;
250 else return NAN;
254 #define ORM_BACKBUFFER 0
255 #define ORM_FBO 1
257 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
258 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
260 /* NOTE: When adding fields to this structure, make sure to update the default
261 * values in wined3d_main.c as well. */
262 struct wined3d_settings
264 /* Ideally, we don't want the user to have to request GLSL. If the
265 * hardware supports GLSL, we should use it. However, until it's fully
266 * implemented, we'll leave it as a registry setting for developers. */
267 BOOL glslRequested;
268 int offscreen_rendering_mode;
269 unsigned short pci_vendor_id;
270 unsigned short pci_device_id;
271 /* Memory tracking and object counting. */
272 UINT64 emulated_textureram;
273 char *logo;
274 int allow_multisampling;
275 BOOL strict_draw_ordering;
276 BOOL always_offscreen;
277 unsigned int max_sm_vs;
278 unsigned int max_sm_gs;
279 unsigned int max_sm_ps;
280 BOOL no_3d;
283 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
285 enum wined3d_shader_resource_type
287 WINED3D_SHADER_RESOURCE_NONE,
288 WINED3D_SHADER_RESOURCE_BUFFER,
289 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
290 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
291 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
292 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
293 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
294 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
295 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
296 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
299 #define WINED3D_SHADER_CONST_VS_F 0x00000001
300 #define WINED3D_SHADER_CONST_VS_I 0x00000002
301 #define WINED3D_SHADER_CONST_VS_B 0x00000004
302 #define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000008
303 #define WINED3D_SHADER_CONST_PS_F 0x00000010
304 #define WINED3D_SHADER_CONST_PS_I 0x00000020
305 #define WINED3D_SHADER_CONST_PS_B 0x00000040
306 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000080
307 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000100
308 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000200
309 #define WINED3D_SHADER_CONST_FFP_PS 0x00000400
311 enum wined3d_shader_register_type
313 WINED3DSPR_TEMP = 0,
314 WINED3DSPR_INPUT = 1,
315 WINED3DSPR_CONST = 2,
316 WINED3DSPR_ADDR = 3,
317 WINED3DSPR_TEXTURE = 3,
318 WINED3DSPR_RASTOUT = 4,
319 WINED3DSPR_ATTROUT = 5,
320 WINED3DSPR_TEXCRDOUT = 6,
321 WINED3DSPR_OUTPUT = 6,
322 WINED3DSPR_CONSTINT = 7,
323 WINED3DSPR_COLOROUT = 8,
324 WINED3DSPR_DEPTHOUT = 9,
325 WINED3DSPR_SAMPLER = 10,
326 WINED3DSPR_CONST2 = 11,
327 WINED3DSPR_CONST3 = 12,
328 WINED3DSPR_CONST4 = 13,
329 WINED3DSPR_CONSTBOOL = 14,
330 WINED3DSPR_LOOP = 15,
331 WINED3DSPR_TEMPFLOAT16 = 16,
332 WINED3DSPR_MISCTYPE = 17,
333 WINED3DSPR_LABEL = 18,
334 WINED3DSPR_PREDICATE = 19,
335 WINED3DSPR_IMMCONST,
336 WINED3DSPR_CONSTBUFFER,
337 WINED3DSPR_PRIMID,
338 WINED3DSPR_NULL,
339 WINED3DSPR_RESOURCE,
342 enum wined3d_data_type
344 WINED3D_DATA_FLOAT,
345 WINED3D_DATA_INT,
346 WINED3D_DATA_RESOURCE,
347 WINED3D_DATA_SAMPLER,
348 WINED3D_DATA_UINT,
349 WINED3D_DATA_UNORM,
350 WINED3D_DATA_SNORM,
353 enum wined3d_immconst_type
355 WINED3D_IMMCONST_SCALAR,
356 WINED3D_IMMCONST_VEC4,
359 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
361 enum wined3d_shader_src_modifier
363 WINED3DSPSM_NONE = 0,
364 WINED3DSPSM_NEG = 1,
365 WINED3DSPSM_BIAS = 2,
366 WINED3DSPSM_BIASNEG = 3,
367 WINED3DSPSM_SIGN = 4,
368 WINED3DSPSM_SIGNNEG = 5,
369 WINED3DSPSM_COMP = 6,
370 WINED3DSPSM_X2 = 7,
371 WINED3DSPSM_X2NEG = 8,
372 WINED3DSPSM_DZ = 9,
373 WINED3DSPSM_DW = 10,
374 WINED3DSPSM_ABS = 11,
375 WINED3DSPSM_ABSNEG = 12,
376 WINED3DSPSM_NOT = 13,
379 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
380 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
381 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
382 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
383 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
385 enum wined3d_shader_dst_modifier
387 WINED3DSPDM_NONE = 0,
388 WINED3DSPDM_SATURATE = 1,
389 WINED3DSPDM_PARTIALPRECISION = 2,
390 WINED3DSPDM_MSAMPCENTROID = 4,
393 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
394 #define WINED3DSI_TEXLD_PROJECT 0x1
395 #define WINED3DSI_TEXLD_BIAS 0x2
396 #define WINED3DSI_INDEXED_DYNAMIC 0x4
398 enum wined3d_shader_rel_op
400 WINED3D_SHADER_REL_OP_GT = 1,
401 WINED3D_SHADER_REL_OP_EQ = 2,
402 WINED3D_SHADER_REL_OP_GE = 3,
403 WINED3D_SHADER_REL_OP_LT = 4,
404 WINED3D_SHADER_REL_OP_NE = 5,
405 WINED3D_SHADER_REL_OP_LE = 6,
408 #define WINED3D_SM1_VS 0xfffe
409 #define WINED3D_SM1_PS 0xffff
410 #define WINED3D_SM4_PS 0x0000
411 #define WINED3D_SM4_VS 0x0001
412 #define WINED3D_SM4_GS 0x0002
414 /* Shader version tokens, and shader end tokens */
415 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
416 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
418 /* Shader backends */
420 /* TODO: Make this dynamic, based on shader limits ? */
421 #define MAX_ATTRIBS 16
422 #define MAX_REG_ADDR 1
423 #define MAX_REG_TEMP 32
424 #define MAX_REG_TEXCRD 8
425 #define MAX_REG_INPUT 32
426 #define MAX_REG_OUTPUT 32
427 #define MAX_CONST_I 16
428 #define MAX_CONST_B 16
429 #define WINED3D_MAX_CBS 15
431 /* FIXME: This needs to go up to 2048 for
432 * Shader model 3 according to msdn (and for software shaders) */
433 #define MAX_LABELS 16
435 struct wined3d_shader_buffer
437 char *buffer;
438 unsigned int buffer_size;
439 unsigned int content_size;
440 unsigned int lineNo;
441 BOOL newline;
444 enum WINED3D_SHADER_INSTRUCTION_HANDLER
446 WINED3DSIH_ABS,
447 WINED3DSIH_ADD,
448 WINED3DSIH_AND,
449 WINED3DSIH_BEM,
450 WINED3DSIH_BREAK,
451 WINED3DSIH_BREAKC,
452 WINED3DSIH_BREAKP,
453 WINED3DSIH_CALL,
454 WINED3DSIH_CALLNZ,
455 WINED3DSIH_CMP,
456 WINED3DSIH_CND,
457 WINED3DSIH_CRS,
458 WINED3DSIH_CUT,
459 WINED3DSIH_DCL,
460 WINED3DSIH_DCL_CONSTANT_BUFFER,
461 WINED3DSIH_DCL_INPUT_PRIMITIVE,
462 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
463 WINED3DSIH_DCL_VERTICES_OUT,
464 WINED3DSIH_DEF,
465 WINED3DSIH_DEFB,
466 WINED3DSIH_DEFI,
467 WINED3DSIH_DIV,
468 WINED3DSIH_DP2,
469 WINED3DSIH_DP2ADD,
470 WINED3DSIH_DP3,
471 WINED3DSIH_DP4,
472 WINED3DSIH_DST,
473 WINED3DSIH_DSX,
474 WINED3DSIH_DSY,
475 WINED3DSIH_ELSE,
476 WINED3DSIH_EMIT,
477 WINED3DSIH_ENDIF,
478 WINED3DSIH_ENDLOOP,
479 WINED3DSIH_ENDREP,
480 WINED3DSIH_EQ,
481 WINED3DSIH_EXP,
482 WINED3DSIH_EXPP,
483 WINED3DSIH_FRC,
484 WINED3DSIH_FTOI,
485 WINED3DSIH_GE,
486 WINED3DSIH_IADD,
487 WINED3DSIH_IEQ,
488 WINED3DSIH_IF,
489 WINED3DSIH_IFC,
490 WINED3DSIH_IGE,
491 WINED3DSIH_IMUL,
492 WINED3DSIH_ISHL,
493 WINED3DSIH_ITOF,
494 WINED3DSIH_LABEL,
495 WINED3DSIH_LD,
496 WINED3DSIH_LIT,
497 WINED3DSIH_LOG,
498 WINED3DSIH_LOGP,
499 WINED3DSIH_LOOP,
500 WINED3DSIH_LRP,
501 WINED3DSIH_LT,
502 WINED3DSIH_M3x2,
503 WINED3DSIH_M3x3,
504 WINED3DSIH_M3x4,
505 WINED3DSIH_M4x3,
506 WINED3DSIH_M4x4,
507 WINED3DSIH_MAD,
508 WINED3DSIH_MAX,
509 WINED3DSIH_MIN,
510 WINED3DSIH_MOV,
511 WINED3DSIH_MOVA,
512 WINED3DSIH_MOVC,
513 WINED3DSIH_MUL,
514 WINED3DSIH_NOP,
515 WINED3DSIH_NRM,
516 WINED3DSIH_PHASE,
517 WINED3DSIH_POW,
518 WINED3DSIH_RCP,
519 WINED3DSIH_REP,
520 WINED3DSIH_RET,
521 WINED3DSIH_ROUND_NI,
522 WINED3DSIH_RSQ,
523 WINED3DSIH_SAMPLE,
524 WINED3DSIH_SAMPLE_GRAD,
525 WINED3DSIH_SAMPLE_LOD,
526 WINED3DSIH_SETP,
527 WINED3DSIH_SGE,
528 WINED3DSIH_SGN,
529 WINED3DSIH_SINCOS,
530 WINED3DSIH_SLT,
531 WINED3DSIH_SQRT,
532 WINED3DSIH_SUB,
533 WINED3DSIH_TEX,
534 WINED3DSIH_TEXBEM,
535 WINED3DSIH_TEXBEML,
536 WINED3DSIH_TEXCOORD,
537 WINED3DSIH_TEXDEPTH,
538 WINED3DSIH_TEXDP3,
539 WINED3DSIH_TEXDP3TEX,
540 WINED3DSIH_TEXKILL,
541 WINED3DSIH_TEXLDD,
542 WINED3DSIH_TEXLDL,
543 WINED3DSIH_TEXM3x2DEPTH,
544 WINED3DSIH_TEXM3x2PAD,
545 WINED3DSIH_TEXM3x2TEX,
546 WINED3DSIH_TEXM3x3,
547 WINED3DSIH_TEXM3x3DIFF,
548 WINED3DSIH_TEXM3x3PAD,
549 WINED3DSIH_TEXM3x3SPEC,
550 WINED3DSIH_TEXM3x3TEX,
551 WINED3DSIH_TEXM3x3VSPEC,
552 WINED3DSIH_TEXREG2AR,
553 WINED3DSIH_TEXREG2GB,
554 WINED3DSIH_TEXREG2RGB,
555 WINED3DSIH_UDIV,
556 WINED3DSIH_UGE,
557 WINED3DSIH_USHR,
558 WINED3DSIH_UTOF,
559 WINED3DSIH_XOR,
560 WINED3DSIH_TABLE_SIZE
563 enum wined3d_shader_type
565 WINED3D_SHADER_TYPE_PIXEL,
566 WINED3D_SHADER_TYPE_VERTEX,
567 WINED3D_SHADER_TYPE_GEOMETRY,
568 WINED3D_SHADER_TYPE_COUNT,
571 struct wined3d_shader_version
573 enum wined3d_shader_type type;
574 BYTE major;
575 BYTE minor;
578 struct wined3d_shader_resource_info
580 enum wined3d_shader_resource_type type;
581 enum wined3d_data_type data_type;
584 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
586 struct wined3d_shader_reg_maps
588 struct wined3d_shader_version shader_version;
589 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
590 BYTE address; /* MAX_REG_ADDR, 1 */
591 WORD labels; /* MAX_LABELS, 16 */
592 DWORD temporary; /* MAX_REG_TEMP, 32 */
593 DWORD *constf; /* pixel, vertex */
594 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
595 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
596 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
597 WORD integer_constants; /* MAX_CONST_I, 16 */
598 WORD boolean_constants; /* MAX_CONST_B, 16 */
599 WORD local_int_consts; /* MAX_CONST_I, 16 */
600 WORD local_bool_consts; /* MAX_CONST_B, 16 */
601 UINT cb_sizes[WINED3D_MAX_CBS];
603 struct wined3d_shader_resource_info resource_info[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
604 BYTE bumpmat; /* MAX_TEXTURES, 8 */
605 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
607 WORD usesnrm : 1;
608 WORD vpos : 1;
609 WORD usesdsx : 1;
610 WORD usesdsy : 1;
611 WORD usestexldd : 1;
612 WORD usesmova : 1;
613 WORD usesfacing : 1;
614 WORD usesrelconstF : 1;
615 WORD fog : 1;
616 WORD usestexldl : 1;
617 WORD usesifc : 1;
618 WORD usescall : 1;
619 WORD usespow : 1;
620 WORD padding : 3;
622 DWORD rt_mask; /* Used render targets, 32 max. */
624 /* Whether or not loops are used in this shader, and nesting depth */
625 unsigned loop_depth;
626 UINT min_rel_offset, max_rel_offset;
629 /* Keeps track of details for TEX_M#x# instructions which need to maintain
630 * state information between multiple instructions. */
631 struct wined3d_shader_tex_mx
633 unsigned int current_row;
634 DWORD texcoord_w[2];
637 struct wined3d_shader_loop_state
639 UINT current_depth;
640 UINT current_reg;
643 struct wined3d_shader_context
645 const struct wined3d_shader *shader;
646 const struct wined3d_gl_info *gl_info;
647 const struct wined3d_shader_reg_maps *reg_maps;
648 struct wined3d_shader_buffer *buffer;
649 struct wined3d_shader_tex_mx *tex_mx;
650 struct wined3d_shader_loop_state *loop_state;
651 void *backend_data;
654 struct wined3d_shader_register_index
656 const struct wined3d_shader_src_param *rel_addr;
657 unsigned int offset;
660 struct wined3d_shader_register
662 enum wined3d_shader_register_type type;
663 enum wined3d_data_type data_type;
664 struct wined3d_shader_register_index idx[2];
665 enum wined3d_immconst_type immconst_type;
666 DWORD immconst_data[4];
669 struct wined3d_shader_dst_param
671 struct wined3d_shader_register reg;
672 DWORD write_mask;
673 DWORD modifiers;
674 DWORD shift;
677 struct wined3d_shader_src_param
679 struct wined3d_shader_register reg;
680 DWORD swizzle;
681 enum wined3d_shader_src_modifier modifiers;
684 struct wined3d_shader_semantic
686 enum wined3d_decl_usage usage;
687 UINT usage_idx;
688 enum wined3d_shader_resource_type resource_type;
689 enum wined3d_data_type resource_data_type;
690 struct wined3d_shader_dst_param reg;
693 struct wined3d_shader_instruction
695 const struct wined3d_shader_context *ctx;
696 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
697 DWORD flags;
698 BOOL coissue;
699 const struct wined3d_shader_src_param *predicate;
700 UINT dst_count;
701 const struct wined3d_shader_dst_param *dst;
702 UINT src_count;
703 const struct wined3d_shader_src_param *src;
704 union
706 struct wined3d_shader_semantic semantic;
707 enum wined3d_primitive_type primitive_type;
708 struct wined3d_shader_src_param src;
709 UINT count;
710 } declaration;
713 struct wined3d_shader_attribute
715 enum wined3d_decl_usage usage;
716 UINT usage_idx;
719 struct wined3d_shader_loop_control
721 unsigned int count;
722 unsigned int start;
723 int step;
726 struct wined3d_shader_frontend
728 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
729 void (*shader_free)(void *data);
730 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
731 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
732 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
735 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
736 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
738 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
740 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
741 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
743 struct shader_caps
745 UINT vs_version;
746 UINT gs_version;
747 UINT ps_version;
749 DWORD vs_uniform_count;
750 DWORD ps_uniform_count;
751 float ps_1x_max_value;
753 DWORD wined3d_caps;
756 enum tex_types
758 tex_1d = 0,
759 tex_2d = 1,
760 tex_3d = 2,
761 tex_cube = 3,
762 tex_rect = 4,
763 tex_type_count = 5,
766 enum vertexprocessing_mode {
767 fixedfunction,
768 vertexshader,
769 pretransformed
772 #define WINED3D_CONST_NUM_UNUSED ~0U
774 enum wined3d_ffp_ps_fog_mode
776 WINED3D_FFP_PS_FOG_OFF,
777 WINED3D_FFP_PS_FOG_LINEAR,
778 WINED3D_FFP_PS_FOG_EXP,
779 WINED3D_FFP_PS_FOG_EXP2,
782 /* Stateblock dependent parameters which have to be hardcoded
783 * into the shader code
786 #define WINED3D_PSARGS_PROJECTED (1 << 3)
787 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
788 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
789 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
790 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3
792 /* Similar to tex_types, except that it doesn't have 1d textures
793 * (can't be bound), rect textures (handled via np2_fixup) and
794 * none / unknown (treated as 2d and handled via dummy textures). */
795 enum wined3d_shader_tex_types
797 WINED3D_SHADER_TEX_2D = 0,
798 WINED3D_SHADER_TEX_3D = 1,
799 WINED3D_SHADER_TEX_CUBE = 2,
802 struct ps_compile_args {
803 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
804 enum vertexprocessing_mode vp_mode;
805 enum wined3d_ffp_ps_fog_mode fog;
806 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
807 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
808 WORD srgb_correction;
809 WORD np2_fixup;
810 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
811 D3D9 has a limit of 16 samplers and the fixup is superfluous
812 in D3D10 (unconditional NP2 support mandatory). */
813 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
816 enum fog_src_type {
817 VS_FOG_Z = 0,
818 VS_FOG_COORD = 1
821 struct vs_compile_args {
822 BYTE fog_src;
823 BYTE clip_enabled;
824 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
827 struct wined3d_context;
828 struct wined3d_state;
829 struct fragment_pipeline;
830 struct wined3d_vertex_pipe_ops;
832 struct wined3d_shader_backend_ops
834 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
835 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
836 const struct wined3d_state *state);
837 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
838 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
839 enum tex_types tex_type, const SIZE *ds_mask_size);
840 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
841 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
842 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
843 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
844 const struct wined3d_state *state);
845 void (*shader_destroy)(struct wined3d_shader *shader);
846 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
847 const struct fragment_pipeline *fragment_pipe);
848 void (*shader_free_private)(struct wined3d_device *device);
849 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
850 void (*shader_free_context_data)(struct wined3d_context *context);
851 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
852 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
853 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
856 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
857 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
858 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
860 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
862 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
863 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
864 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
865 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
867 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f)
868 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f)
869 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f)
870 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f)
872 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
873 (vec)[0] = D3DCOLOR_R(dw); \
874 (vec)[1] = D3DCOLOR_G(dw); \
875 (vec)[2] = D3DCOLOR_B(dw); \
876 (vec)[3] = D3DCOLOR_A(dw); \
877 } while(0)
879 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
881 /* Checking of API calls */
882 /* --------------------- */
883 #ifndef WINE_NO_DEBUG_MSGS
884 #define checkGLcall(A) \
885 do { \
886 GLint err; \
887 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
888 err = gl_info->gl_ops.gl.p_glGetError(); \
889 if (err == GL_NO_ERROR) { \
890 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
892 } else do { \
893 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
894 debug_glerror(err), err, A, __FILE__, __LINE__); \
895 err = gl_info->gl_ops.gl.p_glGetError(); \
896 } while (err != GL_NO_ERROR); \
897 } while(0)
898 #else
899 #define checkGLcall(A) do {} while(0)
900 #endif
902 enum wined3d_ffp_idx
904 WINED3D_FFP_POSITION = 0,
905 WINED3D_FFP_BLENDWEIGHT = 1,
906 WINED3D_FFP_BLENDINDICES = 2,
907 WINED3D_FFP_NORMAL = 3,
908 WINED3D_FFP_PSIZE = 4,
909 WINED3D_FFP_DIFFUSE = 5,
910 WINED3D_FFP_SPECULAR = 6,
911 WINED3D_FFP_TEXCOORD0 = 7,
912 WINED3D_FFP_TEXCOORD1 = 8,
913 WINED3D_FFP_TEXCOORD2 = 9,
914 WINED3D_FFP_TEXCOORD3 = 10,
915 WINED3D_FFP_TEXCOORD4 = 11,
916 WINED3D_FFP_TEXCOORD5 = 12,
917 WINED3D_FFP_TEXCOORD6 = 13,
918 WINED3D_FFP_TEXCOORD7 = 14,
921 enum wined3d_ffp_emit_idx
923 WINED3D_FFP_EMIT_FLOAT1 = 0,
924 WINED3D_FFP_EMIT_FLOAT2 = 1,
925 WINED3D_FFP_EMIT_FLOAT3 = 2,
926 WINED3D_FFP_EMIT_FLOAT4 = 3,
927 WINED3D_FFP_EMIT_D3DCOLOR = 4,
928 WINED3D_FFP_EMIT_UBYTE4 = 5,
929 WINED3D_FFP_EMIT_SHORT2 = 6,
930 WINED3D_FFP_EMIT_SHORT4 = 7,
931 WINED3D_FFP_EMIT_UBYTE4N = 8,
932 WINED3D_FFP_EMIT_SHORT2N = 9,
933 WINED3D_FFP_EMIT_SHORT4N = 10,
934 WINED3D_FFP_EMIT_USHORT2N = 11,
935 WINED3D_FFP_EMIT_USHORT4N = 12,
936 WINED3D_FFP_EMIT_UDEC3 = 13,
937 WINED3D_FFP_EMIT_DEC3N = 14,
938 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
939 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
940 WINED3D_FFP_EMIT_INVALID = 17,
941 WINED3D_FFP_EMIT_COUNT = 18
944 struct wined3d_bo_address
946 GLuint buffer_object;
947 BYTE *addr;
950 struct wined3d_const_bo_address
952 GLuint buffer_object;
953 const BYTE *addr;
956 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
958 return (struct wined3d_const_bo_address *)data;
961 struct wined3d_stream_info_element
963 const struct wined3d_format *format;
964 struct wined3d_bo_address data;
965 GLsizei stride;
966 UINT stream_idx;
969 struct wined3d_stream_info
971 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
972 DWORD position_transformed : 1;
973 DWORD all_vbo : 1;
974 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
975 WORD use_map; /* MAX_ATTRIBS, 16 */
978 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
979 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
980 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
982 #define eps 1e-8f
984 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
985 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
987 /* Routines and structures related to state management */
989 #define STATE_RENDER(a) (a)
990 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
992 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
993 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
995 /* + 1 because samplers start with 0 */
996 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
997 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
999 #define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1000 #define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
1002 #define STATE_CONSTANT_BUFFER(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a))
1003 #define STATE_IS_CONSTANT_BUFFER(a) ((a) >= STATE_CONSTANT_BUFFER(0) && (a) < STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT))
1005 #define STATE_TRANSFORM(a) (STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COUNT) + (a) - 1)
1006 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1008 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1009 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1010 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1011 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1013 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1014 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1016 #define STATE_VIEWPORT (STATE_VDECL + 1)
1017 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1019 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1020 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1021 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1022 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1024 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1025 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1027 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1028 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1030 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1031 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1033 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1034 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1036 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1037 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1039 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1040 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1042 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1043 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1045 #define STATE_POINT_SIZE_ENABLE (STATE_FRAMEBUFFER + 1)
1046 #define STATE_IS_POINT_SIZE_ENABLE(a) ((a) == STATE_POINT_SIZE_ENABLE)
1048 #define STATE_HIGHEST (STATE_POINT_SIZE_ENABLE)
1050 enum fogsource {
1051 FOGSOURCE_FFP,
1052 FOGSOURCE_VS,
1053 FOGSOURCE_COORD,
1056 struct wined3d_occlusion_query
1058 struct list entry;
1059 GLuint id;
1060 struct wined3d_context *context;
1063 union wined3d_gl_query_object
1065 GLuint id;
1066 GLsync sync;
1069 struct wined3d_event_query
1071 struct list entry;
1072 union wined3d_gl_query_object object;
1073 struct wined3d_context *context;
1076 enum wined3d_event_query_result
1078 WINED3D_EVENT_QUERY_OK,
1079 WINED3D_EVENT_QUERY_WAITING,
1080 WINED3D_EVENT_QUERY_NOT_STARTED,
1081 WINED3D_EVENT_QUERY_WRONG_THREAD,
1082 WINED3D_EVENT_QUERY_ERROR
1085 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1086 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1087 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1088 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1089 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1091 struct wined3d_timestamp_query
1093 struct list entry;
1094 GLuint id;
1095 struct wined3d_context *context;
1098 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1099 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1101 struct wined3d_context
1103 const struct wined3d_gl_info *gl_info;
1104 const struct wined3d_d3d_info *d3d_info;
1105 const struct StateEntry *state_table;
1106 /* State dirtification
1107 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1108 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1109 * 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
1110 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1112 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1113 DWORD numDirtyEntries;
1114 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1116 struct wined3d_swapchain *swapchain;
1117 struct wined3d_surface *current_rt;
1118 DWORD tid; /* Thread ID which owns this context at the moment */
1120 /* Stores some information about the context state for optimization */
1121 DWORD render_offscreen : 1;
1122 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1123 DWORD last_was_pshader : 1;
1124 DWORD last_was_vshader : 1;
1125 DWORD namedArraysLoaded : 1;
1126 DWORD numberedArraysLoaded : 1;
1127 DWORD last_was_blit : 1;
1128 DWORD last_was_ckey : 1;
1129 DWORD fog_coord : 1;
1130 DWORD fog_enabled : 1;
1131 DWORD num_untracked_materials : 2; /* Max value 2 */
1132 DWORD current : 1;
1133 DWORD destroyed : 1;
1134 DWORD valid : 1;
1135 DWORD use_immediate_mode_draw : 1;
1136 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1137 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1138 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1139 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1140 DWORD rebind_fbo : 1;
1141 DWORD needs_set : 1;
1142 DWORD hdc_is_private : 1;
1143 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1144 DWORD padding : 16;
1145 DWORD shader_update_mask;
1146 DWORD constant_update_mask;
1147 DWORD numbered_array_mask;
1148 GLenum tracking_parm; /* Which source is tracking current colour */
1149 GLenum untracked_materials[2];
1150 UINT blit_w, blit_h;
1151 enum fogsource fog_source;
1152 DWORD active_texture;
1153 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1155 UINT instance_count;
1157 /* The actual opengl context */
1158 UINT level;
1159 HGLRC restore_ctx;
1160 HDC restore_dc;
1161 int restore_pf;
1162 HWND restore_pf_win;
1163 HGLRC glCtx;
1164 HWND win_handle;
1165 HDC hdc;
1166 int pixel_format;
1167 GLint aux_buffers;
1169 void *shader_backend_data;
1171 /* FBOs */
1172 UINT fbo_entry_count;
1173 struct list fbo_list;
1174 struct list fbo_destroy_list;
1175 struct fbo_entry *current_fbo;
1176 GLuint fbo_read_binding;
1177 GLuint fbo_draw_binding;
1178 struct wined3d_surface **blit_targets;
1179 GLenum *draw_buffers;
1180 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1182 /* Queries */
1183 GLuint *free_occlusion_queries;
1184 UINT free_occlusion_query_size;
1185 UINT free_occlusion_query_count;
1186 struct list occlusion_queries;
1188 union wined3d_gl_query_object *free_event_queries;
1189 UINT free_event_query_size;
1190 UINT free_event_query_count;
1191 struct list event_queries;
1193 GLuint *free_timestamp_queries;
1194 UINT free_timestamp_query_size;
1195 UINT free_timestamp_query_count;
1196 struct list timestamp_queries;
1198 struct wined3d_stream_info stream_info;
1200 /* Fences for GL_APPLE_flush_buffer_range */
1201 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1202 unsigned int num_buffer_queries;
1204 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1205 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1207 /* Extension emulation */
1208 GLint gl_fog_source;
1209 GLfloat fog_coord_value;
1210 GLfloat color[4], fogstart, fogend, fogcolor[4];
1211 GLuint dummy_arbfp_prog;
1214 struct wined3d_fb_state
1216 struct wined3d_rendertarget_view **render_targets;
1217 struct wined3d_rendertarget_view *depth_stencil;
1220 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1222 struct StateEntry
1224 DWORD representative;
1225 APPLYSTATEFUNC apply;
1228 struct StateEntryTemplate
1230 DWORD state;
1231 struct StateEntry content;
1232 enum wined3d_gl_extension extension;
1235 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1236 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1238 struct fragment_caps
1240 DWORD wined3d_caps;
1241 DWORD PrimitiveMiscCaps;
1242 DWORD TextureOpCaps;
1243 DWORD MaxTextureBlendStages;
1244 DWORD MaxSimultaneousTextures;
1247 struct fragment_pipeline
1249 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1250 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1251 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1252 void (*free_private)(struct wined3d_device *device);
1253 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1254 const struct StateEntryTemplate *states;
1257 struct wined3d_vertex_caps
1259 BOOL xyzrhw;
1260 DWORD max_active_lights;
1261 DWORD max_vertex_blend_matrices;
1262 DWORD max_vertex_blend_matrix_index;
1263 DWORD vertex_processing_caps;
1264 DWORD fvf_caps;
1265 DWORD max_user_clip_planes;
1266 DWORD raster_caps;
1269 struct wined3d_vertex_pipe_ops
1271 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1272 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1273 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1274 void (*vp_free)(struct wined3d_device *device);
1275 const struct StateEntryTemplate *vp_states;
1278 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1279 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1280 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1281 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1282 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1283 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1284 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1285 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1287 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1288 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1289 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1291 /* "Base" state table */
1292 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1293 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1294 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1295 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1297 enum wined3d_blit_op
1299 WINED3D_BLIT_OP_COLOR_BLIT,
1300 WINED3D_BLIT_OP_COLOR_FILL,
1301 WINED3D_BLIT_OP_DEPTH_FILL,
1302 WINED3D_BLIT_OP_DEPTH_BLIT,
1305 /* Shaders for color conversions in blits. Do not do blit operations while
1306 * already under the GL lock. */
1307 struct blit_shader
1309 HRESULT (*alloc_private)(struct wined3d_device *device);
1310 void (*free_private)(struct wined3d_device *device);
1311 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface);
1312 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1313 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1314 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1315 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1316 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1317 const RECT *dst_rect, const struct wined3d_color *color);
1318 HRESULT (*depth_fill)(struct wined3d_device *device,
1319 struct wined3d_surface *surface, const RECT *rect, float depth);
1322 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1323 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1324 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1326 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1327 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1328 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1329 DECLSPEC_HIDDEN;
1331 /* Temporary blit_shader helper functions */
1332 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
1333 struct wined3d_surface *src_surface, const RECT *src_rect,
1334 struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN;
1336 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1337 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1338 void context_alloc_event_query(struct wined3d_context *context,
1339 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1340 void context_alloc_occlusion_query(struct wined3d_context *context,
1341 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1342 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1343 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1344 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1345 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1346 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1347 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1348 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1349 unsigned int unit) DECLSPEC_HIDDEN;
1350 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1351 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1352 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1353 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1354 BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1355 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1356 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1357 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1358 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1359 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1360 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1361 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1362 void context_resource_released(const struct wined3d_device *device,
1363 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1364 void context_resource_unloaded(const struct wined3d_device *device,
1365 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1366 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1367 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1368 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1369 void context_state_drawbuf(struct wined3d_context *context,
1370 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1371 void context_state_fb(struct wined3d_context *context,
1372 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1373 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1374 void context_stream_info_from_declaration(struct wined3d_context *context,
1375 const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1377 /*****************************************************************************
1378 * Internal representation of a light
1380 struct wined3d_light_info
1382 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1383 DWORD OriginalIndex;
1384 LONG glIndex;
1385 BOOL enabled;
1387 /* Converted parms to speed up swapping lights */
1388 float lightPosn[4];
1389 float lightDirn[4];
1390 float exponent;
1391 float cutoff;
1393 struct list entry;
1396 /* The default light parameters */
1397 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1399 struct wined3d_pixel_format
1401 int iPixelFormat; /* WGL pixel format */
1402 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1403 int redSize, greenSize, blueSize, alphaSize, colorSize;
1404 int depthSize, stencilSize;
1405 BOOL windowDrawable;
1406 BOOL doubleBuffer;
1407 int auxBuffers;
1408 int numSamples;
1411 enum wined3d_pci_vendor
1413 HW_VENDOR_SOFTWARE = 0x0000,
1414 HW_VENDOR_AMD = 0x1002,
1415 HW_VENDOR_NVIDIA = 0x10de,
1416 HW_VENDOR_VMWARE = 0x15ad,
1417 HW_VENDOR_INTEL = 0x8086,
1420 enum wined3d_pci_device
1422 CARD_WINE = 0x0000,
1424 CARD_AMD_RAGE_128PRO = 0x5246,
1425 CARD_AMD_RADEON_7200 = 0x5144,
1426 CARD_AMD_RADEON_8500 = 0x514c,
1427 CARD_AMD_RADEON_9500 = 0x4144,
1428 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1429 CARD_AMD_RADEON_X700 = 0x5e4c,
1430 CARD_AMD_RADEON_X1600 = 0x71c2,
1431 CARD_AMD_RADEON_HD2350 = 0x94c7,
1432 CARD_AMD_RADEON_HD2600 = 0x9581,
1433 CARD_AMD_RADEON_HD2900 = 0x9400,
1434 CARD_AMD_RADEON_HD3200 = 0x9620,
1435 CARD_AMD_RADEON_HD4200M = 0x9712,
1436 CARD_AMD_RADEON_HD4350 = 0x954f,
1437 CARD_AMD_RADEON_HD4600 = 0x9495,
1438 CARD_AMD_RADEON_HD4700 = 0x944e,
1439 CARD_AMD_RADEON_HD4800 = 0x944c,
1440 CARD_AMD_RADEON_HD5400 = 0x68f9,
1441 CARD_AMD_RADEON_HD5600 = 0x68d8,
1442 CARD_AMD_RADEON_HD5700 = 0x68be,
1443 CARD_AMD_RADEON_HD5800 = 0x6898,
1444 CARD_AMD_RADEON_HD5900 = 0x689c,
1445 CARD_AMD_RADEON_HD6300 = 0x9803,
1446 CARD_AMD_RADEON_HD6400 = 0x6770,
1447 CARD_AMD_RADEON_HD6410D = 0x9644,
1448 CARD_AMD_RADEON_HD6550D = 0x9640,
1449 CARD_AMD_RADEON_HD6600 = 0x6758,
1450 CARD_AMD_RADEON_HD6600M = 0x6741,
1451 CARD_AMD_RADEON_HD6700 = 0x68ba,
1452 CARD_AMD_RADEON_HD6800 = 0x6739,
1453 CARD_AMD_RADEON_HD6900 = 0x6719,
1454 CARD_AMD_RADEON_HD7660D = 0x9901,
1455 CARD_AMD_RADEON_HD7700 = 0x683d,
1456 CARD_AMD_RADEON_HD7800 = 0x6819,
1457 CARD_AMD_RADEON_HD7900 = 0x679a,
1458 CARD_AMD_RADEON_HD8600M = 0x6660,
1459 CARD_AMD_RADEON_HD8670 = 0x6610,
1460 CARD_AMD_RADEON_HD8770 = 0x665c,
1461 CARD_AMD_RADEON_R3 = 0x9830,
1462 CARD_AMD_RADEON_R7 = 0x130f,
1463 CARD_AMD_RADEON_R9 = 0x67b1,
1465 CARD_NVIDIA_RIVA_128 = 0x0018,
1466 CARD_NVIDIA_RIVA_TNT = 0x0020,
1467 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1468 CARD_NVIDIA_GEFORCE = 0x0100,
1469 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1470 CARD_NVIDIA_GEFORCE2 = 0x0150,
1471 CARD_NVIDIA_GEFORCE3 = 0x0200,
1472 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1473 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1474 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1475 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1476 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1477 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1478 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1479 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1480 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1481 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1482 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1483 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1484 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1485 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1486 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1487 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1488 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1489 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1490 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1491 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1492 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1493 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1494 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1495 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1496 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1497 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1498 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1499 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1500 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1501 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1502 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1503 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1504 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1505 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1506 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1507 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1508 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1509 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1510 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1511 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1512 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1513 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1514 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1515 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1516 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1517 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1518 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1519 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1520 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1521 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1522 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1523 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1524 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1525 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1526 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1527 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1528 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1529 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1530 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1531 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1532 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1533 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1534 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1535 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1536 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1537 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
1538 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1539 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1540 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1541 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1542 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
1543 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
1544 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
1545 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
1546 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
1547 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
1548 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
1549 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
1550 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
1551 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
1553 CARD_VMWARE_SVGA3D = 0x0405,
1555 CARD_INTEL_830M = 0x3577,
1556 CARD_INTEL_855GM = 0x3582,
1557 CARD_INTEL_845G = 0x2562,
1558 CARD_INTEL_865G = 0x2572,
1559 CARD_INTEL_915G = 0x2582,
1560 CARD_INTEL_E7221G = 0x258a,
1561 CARD_INTEL_915GM = 0x2592,
1562 CARD_INTEL_945G = 0x2772,
1563 CARD_INTEL_945GM = 0x27a2,
1564 CARD_INTEL_945GME = 0x27ae,
1565 CARD_INTEL_Q35 = 0x29b2,
1566 CARD_INTEL_G33 = 0x29c2,
1567 CARD_INTEL_Q33 = 0x29d2,
1568 CARD_INTEL_PNVG = 0xa001,
1569 CARD_INTEL_PNVM = 0xa011,
1570 CARD_INTEL_965Q = 0x2992,
1571 CARD_INTEL_965G = 0x2982,
1572 CARD_INTEL_946GZ = 0x2972,
1573 CARD_INTEL_965GM = 0x2a02,
1574 CARD_INTEL_965GME = 0x2a12,
1575 CARD_INTEL_GM45 = 0x2a42,
1576 CARD_INTEL_IGD = 0x2e02,
1577 CARD_INTEL_Q45 = 0x2e12,
1578 CARD_INTEL_G45 = 0x2e22,
1579 CARD_INTEL_G41 = 0x2e32,
1580 CARD_INTEL_B43 = 0x2e92,
1581 CARD_INTEL_ILKD = 0x0042,
1582 CARD_INTEL_ILKM = 0x0046,
1583 CARD_INTEL_SNBD = 0x0122,
1584 CARD_INTEL_SNBM = 0x0126,
1585 CARD_INTEL_SNBS = 0x010a,
1586 CARD_INTEL_IVBD = 0x0162,
1587 CARD_INTEL_IVBM = 0x0166,
1588 CARD_INTEL_IVBS = 0x015a,
1589 CARD_INTEL_HWM = 0x0416,
1592 struct wined3d_fbo_ops
1594 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1595 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1596 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1597 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1598 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1599 GLsizei width, GLsizei height);
1600 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1601 GLenum internalformat, GLsizei width, GLsizei height);
1602 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1603 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1604 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1605 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1606 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1607 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1608 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1609 GLenum textarget, GLuint texture, GLint level);
1610 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1611 GLenum textarget, GLuint texture, GLint level);
1612 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1613 GLenum textarget, GLuint texture, GLint level, GLint layer);
1614 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1615 GLenum renderbuffertarget, GLuint renderbuffer);
1616 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1617 GLenum pname, GLint *params);
1618 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1619 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1620 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1623 struct wined3d_gl_limits
1625 UINT buffers;
1626 UINT lights;
1627 UINT textures;
1628 UINT texture_coords;
1629 UINT vertex_uniform_blocks;
1630 UINT geometry_uniform_blocks;
1631 UINT fragment_uniform_blocks;
1632 UINT fragment_samplers;
1633 UINT vertex_samplers;
1634 UINT combined_samplers;
1635 UINT general_combiners;
1636 UINT clipplanes;
1637 UINT texture_size;
1638 UINT texture3d_size;
1639 float pointsize_max;
1640 float pointsize_min;
1641 UINT blends;
1642 UINT anisotropy;
1643 float shininess;
1644 UINT samples;
1645 UINT vertex_attribs;
1647 UINT glsl_varyings;
1648 UINT glsl_vs_float_constants;
1649 UINT glsl_ps_float_constants;
1651 UINT arb_vs_float_constants;
1652 UINT arb_vs_native_constants;
1653 UINT arb_vs_instructions;
1654 UINT arb_vs_temps;
1655 UINT arb_ps_float_constants;
1656 UINT arb_ps_local_constants;
1657 UINT arb_ps_native_constants;
1658 UINT arb_ps_instructions;
1659 UINT arb_ps_temps;
1662 struct wined3d_gl_info
1664 DWORD glsl_version;
1665 struct wined3d_gl_limits limits;
1666 DWORD reserved_glsl_constants, reserved_arb_constants;
1667 DWORD quirks;
1668 BOOL supported[WINED3D_GL_EXT_COUNT];
1669 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1671 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
1672 struct opengl_funcs gl_ops;
1673 struct wined3d_fbo_ops fbo_ops;
1675 struct wined3d_format *formats;
1678 struct wined3d_driver_info
1680 enum wined3d_pci_vendor vendor;
1681 enum wined3d_pci_device device;
1682 const char *name;
1683 const char *description;
1684 UINT64 vram_bytes;
1685 DWORD version_high;
1686 DWORD version_low;
1689 struct wined3d_d3d_limits
1691 UINT vs_version, gs_version, ps_version;
1692 DWORD vs_uniform_count;
1693 DWORD ps_uniform_count;
1694 UINT ffp_textures;
1695 UINT ffp_blend_stages;
1698 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
1699 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
1700 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
1702 struct wined3d_ffp_attrib_ops
1704 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
1705 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
1706 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
1707 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
1708 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
1711 struct wined3d_d3d_info
1713 struct wined3d_d3d_limits limits;
1714 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
1715 BOOL xyzrhw;
1716 BOOL vs_clipping;
1717 DWORD valid_rt_mask;
1720 /* The adapter structure */
1721 struct wined3d_adapter
1723 UINT ordinal;
1724 POINT monitorPoint;
1725 enum wined3d_format_id screen_format;
1727 struct wined3d_gl_info gl_info;
1728 struct wined3d_d3d_info d3d_info;
1729 struct wined3d_driver_info driver_info;
1730 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1731 unsigned int cfg_count;
1732 struct wined3d_pixel_format *cfgs;
1733 UINT64 vram_bytes;
1734 UINT64 vram_bytes_used;
1735 LUID luid;
1737 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1738 const struct fragment_pipeline *fragment_pipe;
1739 const struct wined3d_shader_backend_ops *shader_backend;
1740 const struct blit_shader *blitter;
1743 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter) DECLSPEC_HIDDEN;
1744 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
1746 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1747 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1749 enum projection_types
1751 proj_none = 0,
1752 proj_count3 = 1,
1753 proj_count4 = 2
1756 enum dst_arg
1758 resultreg = 0,
1759 tempreg = 1
1762 /*****************************************************************************
1763 * Fixed function pipeline replacements
1765 #define ARG_UNUSED 0xff
1766 struct texture_stage_op
1768 unsigned cop : 8;
1769 unsigned carg1 : 8;
1770 unsigned carg2 : 8;
1771 unsigned carg0 : 8;
1773 unsigned aop : 8;
1774 unsigned aarg1 : 8;
1775 unsigned aarg2 : 8;
1776 unsigned aarg0 : 8;
1778 struct color_fixup_desc color_fixup;
1779 unsigned tex_type : 3;
1780 unsigned dst : 1;
1781 unsigned projected : 2;
1782 unsigned padding : 10;
1785 struct ffp_frag_settings
1787 struct texture_stage_op op[MAX_TEXTURES];
1788 enum wined3d_ffp_ps_fog_mode fog;
1789 /* Use shorts instead of chars to get dword alignment */
1790 unsigned short sRGB_write;
1791 unsigned short emul_clipplanes;
1794 struct ffp_frag_desc
1796 struct wine_rb_entry entry;
1797 struct ffp_frag_settings settings;
1800 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1801 extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN;
1802 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1804 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
1805 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1806 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1807 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1808 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1809 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1810 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
1812 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
1813 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
1815 enum wined3d_ffp_vs_fog_mode
1817 WINED3D_FFP_VS_FOG_OFF = 0,
1818 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
1819 WINED3D_FFP_VS_FOG_DEPTH = 2,
1820 WINED3D_FFP_VS_FOG_RANGE = 3,
1823 #define WINED3D_FFP_TCI_SHIFT 16
1824 #define WINED3D_FFP_TCI_MASK 0xff
1826 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
1827 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7
1829 struct wined3d_ffp_vs_settings
1831 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
1832 DWORD diffuse_source : 2;
1833 DWORD emission_source : 2;
1834 DWORD ambient_source : 2;
1835 DWORD specular_source : 2;
1837 DWORD transformed : 1;
1838 DWORD clipping : 1;
1839 DWORD normal : 1;
1840 DWORD normalize : 1;
1841 DWORD lighting : 1;
1842 DWORD localviewer : 1;
1843 DWORD point_size : 1;
1844 DWORD fog_mode : 2;
1845 DWORD texcoords : 8; /* MAX_TEXTURES */
1846 DWORD ortho_fog : 1;
1847 DWORD padding : 14;
1849 BYTE texgen[MAX_TEXTURES];
1852 struct wined3d_ffp_vs_desc
1854 struct wine_rb_entry entry;
1855 struct wined3d_ffp_vs_settings settings;
1858 void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct wined3d_stream_info *si,
1859 struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
1861 struct wined3d
1863 LONG ref;
1864 DWORD flags;
1865 UINT adapter_count;
1866 struct wined3d_adapter adapters[1];
1869 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
1870 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1871 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1873 struct wined3d_stream_output
1875 struct wined3d_buffer *buffer;
1876 UINT offset;
1879 struct wined3d_stream_state
1881 struct wined3d_buffer *buffer;
1882 UINT offset;
1883 UINT stride;
1884 UINT frequency;
1885 UINT flags;
1888 #define WINED3D_STATE_NO_REF 0x00000001
1889 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
1891 struct wined3d_state
1893 DWORD flags;
1894 const struct wined3d_fb_state *fb;
1896 struct wined3d_vertex_declaration *vertex_declaration;
1897 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
1898 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
1899 struct wined3d_buffer *index_buffer;
1900 enum wined3d_format_id index_format;
1901 INT base_vertex_index;
1902 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
1903 GLenum gl_primitive_type;
1904 struct wined3d_query *predicate;
1905 BOOL predicate_value;
1907 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
1908 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
1909 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
1910 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
1912 BOOL vs_consts_b[MAX_CONST_B];
1913 INT vs_consts_i[MAX_CONST_I * 4];
1914 float *vs_consts_f;
1916 BOOL ps_consts_b[MAX_CONST_B];
1917 INT ps_consts_i[MAX_CONST_I * 4];
1918 float *ps_consts_f;
1920 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
1921 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1922 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1924 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
1925 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
1926 struct wined3d_material material;
1927 struct wined3d_viewport viewport;
1928 RECT scissor_rect;
1930 /* Light hashmap. Collisions are handled using linked lists. */
1931 #define LIGHTMAP_SIZE 43
1932 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
1933 struct list light_map[LIGHTMAP_SIZE];
1934 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
1936 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
1939 #define WINED3D_UNMAPPED_STAGE ~0U
1941 /* Multithreaded flag. Removed from the public header to signal that
1942 * wined3d_device_create() ignores it. */
1943 #define WINED3DCREATE_MULTITHREADED 0x00000004
1945 struct wined3d_device
1947 LONG ref;
1949 /* WineD3D Information */
1950 struct wined3d_device_parent *device_parent;
1951 struct wined3d *wined3d;
1952 struct wined3d_adapter *adapter;
1954 /* Window styles to restore when switching fullscreen mode */
1955 LONG style;
1956 LONG exStyle;
1958 /* X and GL Information */
1959 GLenum offscreenBuffer;
1961 const struct wined3d_shader_backend_ops *shader_backend;
1962 void *shader_priv;
1963 void *fragment_priv;
1964 void *vertex_priv;
1965 void *blit_priv;
1966 struct StateEntry StateTable[STATE_HIGHEST + 1];
1967 /* Array of functions for states which are handled by more than one pipeline part */
1968 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1969 const struct blit_shader *blitter;
1971 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1972 BYTE bCursorVisible : 1;
1973 BYTE d3d_initialized : 1;
1974 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1975 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1976 BYTE filter_messages : 1;
1977 BYTE padding : 2;
1979 unsigned char surface_alignment; /* Line Alignment of surfaces */
1981 WORD padding2 : 16;
1983 struct wined3d_state state;
1984 struct wined3d_state *update_state;
1985 struct wined3d_stateblock *recording;
1987 /* Internal use fields */
1988 struct wined3d_device_creation_parameters create_parms;
1989 HWND focus_window;
1991 struct wined3d_rendertarget_view *back_buffer_view;
1992 struct wined3d_swapchain **swapchains;
1993 UINT swapchain_count;
1995 struct list resources; /* a linked list to track resources created by the device */
1996 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1997 struct wine_rb_tree samplers;
1999 /* Render Target Support */
2000 struct wined3d_fb_state fb;
2001 struct wined3d_surface *onscreen_depth_stencil;
2002 struct wined3d_rendertarget_view *auto_depth_stencil_view;
2004 /* For rendering to a texture using glCopyTexImage */
2005 GLuint depth_blt_texture;
2007 /* Cursor management */
2008 UINT xHotSpot;
2009 UINT yHotSpot;
2010 UINT xScreenSpace;
2011 UINT yScreenSpace;
2012 UINT cursorWidth, cursorHeight;
2013 struct wined3d_texture *cursor_texture;
2014 HCURSOR hardwareCursor;
2016 /* The Wine logo texture */
2017 struct wined3d_texture *logo_texture;
2019 /* Textures for when no other textures are mapped */
2020 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
2021 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
2022 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
2023 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
2025 /* Command stream */
2026 struct wined3d_cs *cs;
2028 /* Context management */
2029 struct wined3d_context **contexts;
2030 UINT context_count;
2033 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
2034 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
2035 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2036 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2037 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2038 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
2039 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
2040 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
2041 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
2042 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
2043 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2044 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2045 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
2046 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
2047 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
2049 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
2051 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
2052 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2053 return context->isStateDirty[idx] & (1 << shift);
2056 static inline void context_invalidate_active_texture(struct wined3d_context *context)
2058 DWORD sampler = context->rev_tex_unit_map[context->active_texture];
2059 if (sampler != WINED3D_UNMAPPED_STAGE)
2060 context_invalidate_state(context, STATE_SAMPLER(sampler));
2063 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2064 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2066 struct wined3d_resource_ops
2068 ULONG (*resource_incref)(struct wined3d_resource *resource);
2069 ULONG (*resource_decref)(struct wined3d_resource *resource);
2070 void (*resource_unload)(struct wined3d_resource *resource);
2073 struct wined3d_resource
2075 LONG ref;
2076 LONG bind_count;
2077 LONG map_count;
2078 struct wined3d_device *device;
2079 enum wined3d_resource_type type;
2080 const struct wined3d_format *format;
2081 enum wined3d_multisample_type multisample_type;
2082 UINT multisample_quality;
2083 DWORD usage;
2084 enum wined3d_pool pool;
2085 DWORD access_flags;
2086 DWORD draw_binding;
2087 DWORD map_binding;
2088 UINT width;
2089 UINT height;
2090 UINT depth;
2091 UINT size;
2092 DWORD priority;
2093 void *heap_memory;
2094 struct list resource_list_entry;
2096 void *parent;
2097 const struct wined3d_parent_ops *parent_ops;
2098 const struct wined3d_resource_ops *resource_ops;
2101 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
2103 return resource->resource_ops->resource_incref(resource);
2106 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
2108 return resource->resource_ops->resource_decref(resource);
2111 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2112 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2113 enum wined3d_resource_type type, const struct wined3d_format *format,
2114 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2115 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2116 void *parent, const struct wined3d_parent_ops *parent_ops,
2117 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2118 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2119 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2120 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2121 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2122 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2123 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2124 DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource, DWORD flags) DECLSPEC_HIDDEN;
2125 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2127 /* Tests show that the start address of resources is 32 byte aligned */
2128 #define RESOURCE_ALIGNMENT 16
2130 struct gl_texture
2132 struct wined3d_sampler_desc sampler_desc;
2133 unsigned int base_level;
2134 GLuint name;
2137 struct wined3d_texture_ops
2139 void (*texture_sub_resource_load)(struct wined3d_resource *sub_resource,
2140 struct wined3d_context *context, BOOL srgb);
2141 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
2142 const struct wined3d_box *dirty_region);
2143 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
2144 void (*texture_sub_resource_invalidate_location)(struct wined3d_resource *sub_resource, DWORD location);
2145 void (*texture_sub_resource_validate_location)(struct wined3d_resource *sub_resource, DWORD location);
2146 void (*texture_sub_resource_upload_data)(struct wined3d_resource *sub_resource,
2147 const struct wined3d_context *context, const struct wined3d_sub_resource_data *data);
2148 void (*texture_prepare_texture)(struct wined3d_texture *texture,
2149 struct wined3d_context *context, BOOL srgb);
2152 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2153 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000002
2154 #define WINED3D_TEXTURE_IS_SRGB 0x00000004
2155 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000008
2156 #define WINED3D_TEXTURE_RGB_VALID 0x00000010
2157 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000020
2158 #define WINED3D_TEXTURE_SRGB_VALID 0x00000040
2159 #define WINED3D_TEXTURE_CONVERTED 0x00000080
2160 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000100
2161 #define WINED3D_TEXTURE_DYNAMIC_MAP 0x00000200
2162 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
2164 struct wined3d_texture
2166 struct wined3d_resource resource;
2167 const struct wined3d_texture_ops *texture_ops;
2168 struct gl_texture texture_rgb, texture_srgb;
2169 struct wined3d_resource **sub_resources;
2170 struct wined3d_swapchain *swapchain;
2171 UINT layer_count;
2172 UINT level_count;
2173 float pow2_matrix[16];
2174 UINT lod;
2175 enum wined3d_texture_filter_type filter_type;
2176 DWORD sampler;
2177 DWORD flags;
2178 GLenum target;
2180 /* Color keys for DDraw */
2181 struct wined3d_color_key dst_blt_color_key;
2182 struct wined3d_color_key src_blt_color_key;
2183 struct wined3d_color_key dst_overlay_color_key;
2184 struct wined3d_color_key src_overlay_color_key;
2185 DWORD color_key_flags;
2188 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
2190 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2193 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2194 BOOL srgb)
2196 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
2199 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
2200 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2201 void wined3d_texture_bind(struct wined3d_texture *texture,
2202 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2203 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
2204 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2205 void wined3d_texture_force_reload(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2206 void wined3d_texture_load(struct wined3d_texture *texture,
2207 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2208 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
2209 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2210 void wined3d_texture_set_dirty(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2211 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
2212 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2214 #define WINED3D_LOCATION_DISCARDED 0x00000001
2215 #define WINED3D_LOCATION_SYSMEM 0x00000002
2216 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
2217 #define WINED3D_LOCATION_DIB 0x00000008
2218 #define WINED3D_LOCATION_BUFFER 0x00000010
2219 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000020
2220 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000040
2221 #define WINED3D_LOCATION_DRAWABLE 0x00000080
2222 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000100
2223 #define WINED3D_LOCATION_RB_RESOLVED 0x00000200
2225 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2227 #define WINED3D_VFLAG_CLIENT_STORAGE 0x00000001
2229 struct wined3d_volume
2231 struct wined3d_resource resource;
2232 struct wined3d_texture *container;
2234 DWORD flags, locations;
2235 GLint texture_level;
2236 DWORD download_count;
2237 GLuint pbo;
2240 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
2242 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
2245 BOOL volume_prepare_system_memory(struct wined3d_volume *volume) DECLSPEC_HIDDEN;
2246 HRESULT wined3d_volume_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
2247 unsigned int level, struct wined3d_volume **volume) DECLSPEC_HIDDEN;
2248 void wined3d_volume_destroy(struct wined3d_volume *volume) DECLSPEC_HIDDEN;
2249 void wined3d_volume_get_pitch(const struct wined3d_volume *volume, UINT *row_pitch, UINT *slice_pitch) DECLSPEC_HIDDEN;
2250 void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context,
2251 BOOL srgb_mode) DECLSPEC_HIDDEN;
2252 void wined3d_volume_invalidate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
2253 void wined3d_volume_validate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
2254 void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
2255 const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2257 struct wined3d_surface_dib
2259 HBITMAP DIBsection;
2260 void *bitmap_data;
2261 UINT bitmap_size;
2264 struct wined3d_renderbuffer_entry
2266 struct list entry;
2267 GLuint id;
2268 UINT width;
2269 UINT height;
2272 struct fbo_entry
2274 struct list entry;
2275 struct wined3d_surface **render_targets;
2276 struct wined3d_surface *depth_stencil;
2277 DWORD location;
2278 DWORD rt_mask;
2279 BOOL attached;
2280 GLuint id;
2283 struct wined3d_surface_ops
2285 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2286 void (*surface_unmap)(struct wined3d_surface *surface);
2289 struct wined3d_surface
2291 struct wined3d_resource resource;
2292 const struct wined3d_surface_ops *surface_ops;
2293 struct wined3d_texture *container;
2294 void *user_memory;
2295 DWORD locations;
2297 DWORD flags;
2299 UINT pitch;
2300 UINT pow2Width;
2301 UINT pow2Height;
2303 /* PBO */
2304 GLuint pbo;
2305 GLuint rb_multisample;
2306 GLuint rb_resolved;
2307 GLenum texture_target;
2308 unsigned int texture_level;
2309 unsigned int texture_layer;
2311 RECT lockedRect;
2312 int lockCount;
2314 /* For GetDC */
2315 struct wined3d_surface_dib dib;
2316 HDC hDC;
2318 struct wined3d_color_key gl_color_key;
2320 struct list renderbuffers;
2321 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2322 SIZE ds_current_size;
2324 /* DirectDraw Overlay handling */
2325 RECT overlay_srcrect;
2326 RECT overlay_destrect;
2327 struct wined3d_surface *overlay_dest;
2328 struct list overlays;
2329 struct list overlay_entry;
2332 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2334 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2337 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2338 const struct wined3d_gl_info *gl_info, BOOL srgb)
2340 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2341 ? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
2344 void surface_set_dirty(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2345 HRESULT surface_color_fill(struct wined3d_surface *s,
2346 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2347 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2348 void surface_get_drawable_size(const struct wined3d_surface *surface, const struct wined3d_context *context,
2349 unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
2350 void surface_invalidate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2351 void surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2352 void surface_load_ds_location(struct wined3d_surface *surface,
2353 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2354 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2355 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2356 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2357 void surface_prepare_rb(struct wined3d_surface *surface,
2358 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2359 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2360 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2361 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2362 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2363 HRESULT wined3d_surface_update_desc(struct wined3d_surface *surface,
2364 const struct wined3d_gl_info *gl_info, void *mem, unsigned int pitch) DECLSPEC_HIDDEN;
2365 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2366 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2367 void surface_validate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2368 HRESULT wined3d_surface_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
2369 GLenum target, unsigned int level, unsigned int layer, DWORD flags,
2370 struct wined3d_surface **surface) DECLSPEC_HIDDEN;
2371 void wined3d_surface_destroy(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2372 void surface_prepare_map_memory(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2373 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2374 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
2375 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
2377 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2378 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2379 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2381 /* Surface flags: */
2382 #define SFLAG_DIBSECTION 0x00000001 /* Has a DIB section attached for GetDC. */
2383 #define SFLAG_DISCARD 0x00000002 /* ??? */
2384 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2385 #define SFLAG_LOST 0x00000008 /* Surface lost flag for ddraw. */
2386 #define SFLAG_GLCKEY 0x00000010 /* The GL texture was created with a color key. */
2387 #define SFLAG_CLIENT 0x00000020 /* GL_APPLE_client_storage is used with this surface. */
2388 #define SFLAG_DCINUSE 0x00000040 /* Set between GetDC and ReleaseDC calls. */
2390 struct wined3d_sampler
2392 struct wine_rb_entry entry;
2393 LONG refcount;
2394 struct wined3d_device *device;
2395 void *parent;
2396 struct wined3d_sampler_desc desc;
2397 GLuint name;
2400 struct wined3d_vertex_declaration_element
2402 const struct wined3d_format *format;
2403 BOOL ffp_valid;
2404 WORD input_slot;
2405 WORD offset;
2406 UINT output_slot;
2407 BYTE method;
2408 BYTE usage;
2409 BYTE usage_idx;
2412 struct wined3d_vertex_declaration
2414 LONG ref;
2415 void *parent;
2416 const struct wined3d_parent_ops *parent_ops;
2417 struct wined3d_device *device;
2419 struct wined3d_vertex_declaration_element *elements;
2420 UINT element_count;
2422 BOOL position_transformed;
2423 BOOL half_float_conv_needed;
2426 struct wined3d_saved_states
2428 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2429 WORD streamSource; /* MAX_STREAMS, 16 */
2430 WORD streamFreq; /* MAX_STREAMS, 16 */
2431 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2432 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2433 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2434 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2435 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2436 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2437 BOOL *pixelShaderConstantsF;
2438 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2439 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2440 BOOL *vertexShaderConstantsF;
2441 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2442 DWORD primitive_type : 1;
2443 DWORD indices : 1;
2444 DWORD material : 1;
2445 DWORD viewport : 1;
2446 DWORD vertexDecl : 1;
2447 DWORD pixelShader : 1;
2448 DWORD vertexShader : 1;
2449 DWORD scissorRect : 1;
2450 DWORD padding : 4;
2453 struct StageState {
2454 DWORD stage;
2455 DWORD state;
2458 struct wined3d_stateblock
2460 LONG ref; /* Note: Ref counting not required */
2461 struct wined3d_device *device;
2463 /* Array indicating whether things have been set or changed */
2464 struct wined3d_saved_states changed;
2465 struct wined3d_state state;
2467 /* Contained state management */
2468 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2469 unsigned int num_contained_render_states;
2470 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2471 unsigned int num_contained_transform_states;
2472 DWORD contained_vs_consts_i[MAX_CONST_I];
2473 unsigned int num_contained_vs_consts_i;
2474 DWORD contained_vs_consts_b[MAX_CONST_B];
2475 unsigned int num_contained_vs_consts_b;
2476 DWORD *contained_vs_consts_f;
2477 unsigned int num_contained_vs_consts_f;
2478 DWORD contained_ps_consts_i[MAX_CONST_I];
2479 unsigned int num_contained_ps_consts_i;
2480 DWORD contained_ps_consts_b[MAX_CONST_B];
2481 unsigned int num_contained_ps_consts_b;
2482 DWORD *contained_ps_consts_f;
2483 unsigned int num_contained_ps_consts_f;
2484 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2485 unsigned int num_contained_tss_states;
2486 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2487 unsigned int num_contained_sampler_states;
2490 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2492 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
2493 HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
2494 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2495 DWORD flags) DECLSPEC_HIDDEN;
2496 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
2498 struct wined3d_cs_ops
2500 void *(*require_space)(struct wined3d_cs *cs, size_t size);
2501 void (*submit)(struct wined3d_cs *cs);
2504 struct wined3d_cs
2506 const struct wined3d_cs_ops *ops;
2507 struct wined3d_device *device;
2508 struct wined3d_fb_state fb;
2509 struct wined3d_state state;
2511 size_t data_size;
2512 void *data;
2515 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
2516 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2518 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
2519 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2520 void wined3d_cs_emit_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_count,
2521 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
2522 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
2523 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
2524 const RGNDATA *dirty_region, DWORD flags) DECLSPEC_HIDDEN;
2525 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2526 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
2527 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
2528 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
2529 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2530 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
2531 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2532 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
2533 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2534 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
2535 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
2536 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
2537 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
2538 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
2539 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
2540 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
2541 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
2542 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
2543 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
2544 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
2545 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
2546 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
2547 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
2548 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
2549 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
2550 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
2551 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
2552 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
2553 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
2554 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
2555 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
2556 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2557 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
2558 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
2559 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
2560 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
2561 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
2562 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
2563 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
2565 /* Direct3D terminology with little modifications. We do not have an issued state
2566 * because only the driver knows about it, but we have a created state because d3d
2567 * allows GetData on a created issue, but opengl doesn't
2569 enum query_state {
2570 QUERY_CREATED,
2571 QUERY_SIGNALLED,
2572 QUERY_BUILDING
2575 struct wined3d_query_ops
2577 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2578 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2581 struct wined3d_query
2583 LONG ref;
2585 void *parent;
2586 const struct wined3d_query_ops *query_ops;
2587 struct wined3d_device *device;
2588 enum query_state state;
2589 enum wined3d_query_type type;
2590 DWORD data_size;
2591 void *extendedData;
2594 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2595 * fixed function semantics as D3DCOLOR or FLOAT16 */
2596 enum wined3d_buffer_conversion_type
2598 CONV_NONE,
2599 CONV_D3DCOLOR,
2600 CONV_POSITIONT,
2603 struct wined3d_map_range
2605 UINT offset;
2606 UINT size;
2609 struct wined3d_buffer
2611 struct wined3d_resource resource;
2613 struct wined3d_buffer_desc desc;
2615 GLuint buffer_object;
2616 GLenum buffer_object_usage;
2617 GLenum buffer_type_hint;
2618 DWORD flags;
2619 void *map_ptr;
2621 struct wined3d_map_range *maps;
2622 ULONG maps_size, modified_areas;
2623 struct wined3d_event_query *query;
2625 /* conversion stuff */
2626 UINT decl_change_count, full_conversion_count;
2627 UINT draw_count;
2628 UINT stride; /* 0 if no conversion */
2629 UINT conversion_stride; /* 0 if no shifted conversion */
2630 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2633 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2635 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2638 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
2639 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2640 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
2641 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
2642 const struct wined3d_state *state) DECLSPEC_HIDDEN;
2643 void buffer_mark_used(struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2645 struct wined3d_rendertarget_view
2647 LONG refcount;
2649 struct wined3d_resource *resource;
2650 void *parent;
2651 const struct wined3d_parent_ops *parent_ops;
2653 const struct wined3d_format *format;
2654 unsigned int sub_resource_idx;
2655 unsigned int buffer_offset;
2657 unsigned int width;
2658 unsigned int height;
2659 unsigned int depth;
2662 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
2663 const struct wined3d_rendertarget_view *view)
2665 struct wined3d_resource *resource;
2666 struct wined3d_texture *texture;
2668 if (!view)
2669 return NULL;
2671 if (view->resource->type != WINED3D_RTYPE_TEXTURE && view->resource->type != WINED3D_RTYPE_CUBE_TEXTURE)
2672 return NULL;
2674 texture = wined3d_texture_from_resource(view->resource);
2675 if (!(resource = wined3d_texture_get_sub_resource(texture, view->sub_resource_idx)))
2676 return NULL;
2678 return surface_from_resource(resource);
2681 struct wined3d_shader_resource_view
2683 LONG refcount;
2685 struct wined3d_resource *resource;
2686 void *parent;
2687 const struct wined3d_parent_ops *parent_ops;
2690 struct wined3d_swapchain_ops
2692 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2693 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2696 struct wined3d_swapchain
2698 LONG ref;
2699 void *parent;
2700 const struct wined3d_parent_ops *parent_ops;
2701 const struct wined3d_swapchain_ops *swapchain_ops;
2702 struct wined3d_device *device;
2704 struct wined3d_texture **back_buffers;
2705 struct wined3d_texture *front_buffer;
2706 struct wined3d_swapchain_desc desc;
2707 struct wined3d_display_mode original_mode, d3d_mode;
2708 struct wined3d_gamma_ramp orig_gamma;
2709 BOOL render_to_fbo, reapply_mode;
2710 const struct wined3d_format *ds_format;
2711 struct wined3d_palette *palette;
2713 LONG prev_time, frames; /* Performance tracking */
2715 struct wined3d_context **context;
2716 unsigned int num_contexts;
2718 HWND win_handle;
2719 HWND device_window;
2721 HDC backup_dc;
2722 HWND backup_wnd;
2725 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2727 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
2728 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2729 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2730 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2731 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2732 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2734 /*****************************************************************************
2735 * Utility function prototypes
2738 /* Trace routines */
2739 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2740 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
2741 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
2742 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2743 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2744 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
2745 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2746 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2747 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
2748 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
2749 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2750 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
2751 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
2752 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
2753 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
2754 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2755 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2756 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
2757 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2759 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2760 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2761 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2762 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
2763 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2764 void set_texture_matrix(const struct wined3d_gl_info *gl_info, const float *smat, DWORD flags,
2765 BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id coordtype,
2766 BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2767 void texture_activate_dimensions(const struct wined3d_texture *texture,
2768 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2769 void sampler_texdim(struct wined3d_context *context,
2770 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2771 void tex_alphaop(struct wined3d_context *context,
2772 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2773 void apply_pixelshader(struct wined3d_context *context,
2774 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2775 void state_fogcolor(struct wined3d_context *context,
2776 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2777 void state_fogdensity(struct wined3d_context *context,
2778 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2779 void state_fogstartend(struct wined3d_context *context,
2780 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2781 void state_fog_fragpart(struct wined3d_context *context,
2782 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2783 void state_srgbwrite(struct wined3d_context *context,
2784 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2786 void sampler_texmatrix(struct wined3d_context *context,
2787 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2788 void state_specularenable(struct wined3d_context *context,
2789 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2790 void transform_world(struct wined3d_context *context,
2791 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2792 void transform_view(struct wined3d_context *context,
2793 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2794 void transform_projection(struct wined3d_context *context,
2795 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2796 void transform_texture(struct wined3d_context *context,
2797 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2798 void state_ambient(struct wined3d_context *context,
2799 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2800 void viewport_vertexpart(struct wined3d_context *context,
2801 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2802 void state_clipping(struct wined3d_context *context,
2803 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2804 void light(struct wined3d_context *context,
2805 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2806 void vertexdeclaration(struct wined3d_context *context,
2807 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2808 void clipplane(struct wined3d_context *context,
2809 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2810 void state_psizemin_w(struct wined3d_context *context,
2811 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2812 void state_psizemin_ext(struct wined3d_context *context,
2813 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2814 void state_psizemin_arb(struct wined3d_context *context,
2815 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2816 void state_pointsprite_w(struct wined3d_context *context,
2817 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2818 void state_pointsprite(struct wined3d_context *context,
2819 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2820 void state_pscale(struct wined3d_context *context,
2821 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2823 BOOL getColorBits(const struct wined3d_format *format,
2824 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2825 BOOL getDepthStencilBits(const struct wined3d_format *format,
2826 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2827 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2829 /* Math utils */
2830 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2831 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2832 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2834 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
2836 struct wined3d_shader_lconst
2838 struct list entry;
2839 unsigned int idx;
2840 DWORD value[4];
2843 struct wined3d_shader_limits
2845 unsigned int sampler;
2846 unsigned int constant_int;
2847 unsigned int constant_float;
2848 unsigned int constant_bool;
2849 unsigned int packed_output;
2850 unsigned int packed_input;
2853 #ifdef __GNUC__
2854 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2855 #else
2856 #define PRINTF_ATTR(fmt,args)
2857 #endif
2859 /* Base Shader utility functions. */
2860 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2861 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2863 /* Vertex shader utility functions */
2864 BOOL vshader_get_input(const struct wined3d_shader *shader,
2865 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2867 struct wined3d_vertex_shader
2869 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2872 struct wined3d_geometry_shader
2874 enum wined3d_primitive_type input_type;
2875 enum wined3d_primitive_type output_type;
2876 UINT vertices_out;
2879 struct wined3d_pixel_shader
2881 /* Pixel shader input semantics */
2882 DWORD input_reg_map[MAX_REG_INPUT];
2883 BOOL input_reg_used[MAX_REG_INPUT];
2884 unsigned int declared_in_count;
2886 /* Some information about the shader behavior */
2887 BOOL color0_mov;
2888 DWORD color0_reg;
2891 struct wined3d_shader
2893 LONG ref;
2894 const struct wined3d_shader_limits *limits;
2895 DWORD *function;
2896 UINT functionLength;
2897 BOOL load_local_constsF;
2898 const struct wined3d_shader_frontend *frontend;
2899 void *frontend_data;
2900 void *backend_data;
2902 void *parent;
2903 const struct wined3d_parent_ops *parent_ops;
2905 /* Programs this shader is linked with */
2906 struct list linked_programs;
2908 /* Immediate constants (override global ones) */
2909 struct list constantsB;
2910 struct list constantsF;
2911 struct list constantsI;
2912 struct wined3d_shader_reg_maps reg_maps;
2913 BOOL lconst_inf_or_nan;
2915 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2916 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2917 char *signature_strings;
2919 /* Pointer to the parent device */
2920 struct wined3d_device *device;
2921 struct list shader_list_entry;
2923 union
2925 struct wined3d_vertex_shader vs;
2926 struct wined3d_geometry_shader gs;
2927 struct wined3d_pixel_shader ps;
2928 } u;
2931 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
2932 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
2933 BOOL position_transformed, struct ps_compile_args *args,
2934 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2936 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
2937 WORD swizzle_map, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2939 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2940 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2941 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2942 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2943 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2944 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2945 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2946 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2947 unsigned int max) DECLSPEC_HIDDEN;
2948 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2949 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
2950 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2952 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2954 switch (reg->type)
2956 case WINED3DSPR_RASTOUT:
2957 /* oFog & oPts */
2958 if (reg->idx[0].offset)
2959 return TRUE;
2960 /* oPos */
2961 return FALSE;
2963 case WINED3DSPR_DEPTHOUT: /* oDepth */
2964 case WINED3DSPR_CONSTBOOL: /* b# */
2965 case WINED3DSPR_LOOP: /* aL */
2966 case WINED3DSPR_PREDICATE: /* p0 */
2967 case WINED3DSPR_PRIMID: /* primID */
2968 return TRUE;
2970 case WINED3DSPR_MISCTYPE:
2971 switch (reg->idx[0].offset)
2973 case 0: /* vPos */
2974 return FALSE;
2975 case 1: /* vFace */
2976 return TRUE;
2977 default:
2978 return FALSE;
2981 case WINED3DSPR_IMMCONST:
2982 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2984 default:
2985 return FALSE;
2989 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2990 const struct wined3d_state *state, float *position_fixup)
2992 position_fixup[0] = 1.0f;
2993 position_fixup[1] = 1.0f;
2994 position_fixup[2] = (63.0f / 64.0f) / state->viewport.width;
2995 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.height;
2997 if (context->render_offscreen)
2999 position_fixup[1] *= -1.0f;
3000 position_fixup[3] *= -1.0f;
3004 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
3006 struct wined3d_shader_lconst *lconst;
3008 if (shader->load_local_constsF)
3009 return FALSE;
3011 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
3013 if (lconst->idx == reg)
3014 return TRUE;
3017 return FALSE;
3020 /* Using additional shader constants (uniforms in GLSL / program environment
3021 * or local parameters in ARB) is costly:
3022 * ARB only knows float4 parameters and GLSL compiler are not really smart
3023 * when it comes to efficiently pack float2 uniforms, so no space is wasted
3024 * (in fact most compilers map a float2 to a full float4 uniform).
3026 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
3027 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
3028 * into a single shader constant (uniform / program parameter).
3030 * This structure is shared between the GLSL and the ARB backend.*/
3031 struct ps_np2fixup_info {
3032 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
3033 WORD active; /* bitfield indicating if we can apply the fixup */
3034 WORD num_consts;
3037 struct wined3d_palette
3039 LONG ref;
3040 struct wined3d_device *device;
3042 unsigned int size;
3043 RGBQUAD colors[256];
3044 DWORD flags;
3047 /* DirectDraw utility functions */
3048 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
3050 /*****************************************************************************
3051 * Pixel format management
3054 /* WineD3D pixel format flags */
3055 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
3056 #define WINED3DFMT_FLAG_FILTERING 0x00000002
3057 #define WINED3DFMT_FLAG_DEPTH 0x00000004
3058 #define WINED3DFMT_FLAG_STENCIL 0x00000008
3059 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
3060 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
3061 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
3062 #define WINED3DFMT_FLAG_GETDC 0x00000100
3063 #define WINED3DFMT_FLAG_FLOAT 0x00000200
3064 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
3065 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
3066 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
3067 #define WINED3DFMT_FLAG_VTF 0x00002000
3068 #define WINED3DFMT_FLAG_SHADOW 0x00004000
3069 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
3070 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
3071 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
3072 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
3073 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
3074 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
3076 struct wined3d_rational
3078 UINT numerator;
3079 UINT denominator;
3082 struct wined3d_color_key_conversion
3084 enum wined3d_format_id dst_format;
3085 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width,
3086 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key);
3089 struct wined3d_format
3091 enum wined3d_format_id id;
3093 DWORD red_size;
3094 DWORD green_size;
3095 DWORD blue_size;
3096 DWORD alpha_size;
3097 DWORD red_offset;
3098 DWORD green_offset;
3099 DWORD blue_offset;
3100 DWORD alpha_offset;
3101 UINT byte_count;
3102 BYTE depth_size;
3103 BYTE stencil_size;
3105 UINT block_width;
3106 UINT block_height;
3107 UINT block_byte_count;
3109 enum wined3d_ffp_emit_idx emit_idx;
3110 GLint component_count;
3111 GLenum gl_vtx_type;
3112 GLint gl_vtx_format;
3113 GLboolean gl_normalized;
3114 unsigned int component_size;
3116 GLint glInternal;
3117 GLint glGammaInternal;
3118 GLint rtInternal;
3119 GLint glFormat;
3120 GLint glType;
3121 UINT conv_byte_count;
3122 unsigned int flags;
3123 struct wined3d_rational height_scale;
3124 struct color_fixup_desc color_fixup;
3125 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
3126 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
3129 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3130 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3131 UINT wined3d_format_calculate_pitch(const struct wined3d_format *format, UINT width) DECLSPEC_HIDDEN;
3132 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
3133 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
3134 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
3135 const struct wined3d_color *color) DECLSPEC_HIDDEN;
3136 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
3137 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
3139 static inline BOOL use_vs(const struct wined3d_state *state)
3141 /* Check state->vertex_declaration to allow this to be used before the
3142 * stream info is validated, for example in device_update_tex_unit_map(). */
3143 return state->shader[WINED3D_SHADER_TYPE_VERTEX] && !state->vertex_declaration->position_transformed;
3146 static inline BOOL use_ps(const struct wined3d_state *state)
3148 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
3151 static inline void context_apply_state(struct wined3d_context *context,
3152 const struct wined3d_state *state, DWORD state_id)
3154 const struct StateEntry *state_table = context->state_table;
3155 DWORD rep = state_table[state_id].representative;
3156 state_table[rep].apply(context, state, rep);
3159 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3160 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3162 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
3164 #endif