wined3d: Recognize the SM4 round_ni opcode.
[wine/multimedia.git] / dlls / wined3d / wined3d_private.h
blobad179f3295ebf0905cf831193cee28299aebb8f5
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #include <limits.h>
30 #define NONAMELESSUNION
31 #define NONAMELESSSTRUCT
32 #define COBJMACROS
33 #include "windef.h"
34 #include "winbase.h"
35 #include "winreg.h"
36 #include "wingdi.h"
37 #include "winuser.h"
38 #include "wine/debug.h"
39 #include "wine/unicode.h"
41 #include "objbase.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
45 #include "wine/rbtree.h"
47 /* Driver quirks */
48 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
49 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
50 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
51 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
52 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
53 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
54 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
55 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
56 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
58 /* Texture format fixups */
60 enum fixup_channel_source
62 CHANNEL_SOURCE_ZERO = 0,
63 CHANNEL_SOURCE_ONE = 1,
64 CHANNEL_SOURCE_X = 2,
65 CHANNEL_SOURCE_Y = 3,
66 CHANNEL_SOURCE_Z = 4,
67 CHANNEL_SOURCE_W = 5,
68 CHANNEL_SOURCE_COMPLEX0 = 6,
69 CHANNEL_SOURCE_COMPLEX1 = 7,
72 enum complex_fixup
74 COMPLEX_FIXUP_NONE = 0,
75 COMPLEX_FIXUP_YUY2 = 1,
76 COMPLEX_FIXUP_UYVY = 2,
77 COMPLEX_FIXUP_YV12 = 3,
78 COMPLEX_FIXUP_P8 = 4,
81 #include <pshpack2.h>
82 struct color_fixup_desc
84 unsigned x_sign_fixup : 1;
85 unsigned x_source : 3;
86 unsigned y_sign_fixup : 1;
87 unsigned y_source : 3;
88 unsigned z_sign_fixup : 1;
89 unsigned z_source : 3;
90 unsigned w_sign_fixup : 1;
91 unsigned w_source : 3;
93 #include <poppack.h>
95 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
96 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
98 static inline struct color_fixup_desc create_color_fixup_desc(
99 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
100 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
102 struct color_fixup_desc fixup =
104 sign0, src0,
105 sign1, src1,
106 sign2, src2,
107 sign3, src3,
109 return fixup;
112 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
114 struct color_fixup_desc fixup =
116 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
117 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
118 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
119 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
121 return fixup;
124 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
126 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
129 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
131 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
134 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
136 enum complex_fixup complex_fixup = 0;
137 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
138 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
139 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
140 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
141 return complex_fixup;
144 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
145 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
146 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
148 /* Device caps */
149 #define MAX_PALETTES 65536
150 #define MAX_STREAMS 16
151 #define MAX_TEXTURES 8
152 #define MAX_FRAGMENT_SAMPLERS 16
153 #define MAX_VERTEX_SAMPLERS 4
154 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
155 #define MAX_ACTIVE_LIGHTS 8
156 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
158 struct min_lookup
160 GLenum mip[WINED3DTEXF_LINEAR + 1];
163 extern const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
164 extern const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
165 extern const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
166 extern const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
167 extern const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
169 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
171 return mag_lookup[mag_filter];
174 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
175 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
177 return min_mip_lookup[min_filter].mip[mip_filter];
180 /* float_16_to_32() and float_32_to_16() (see implementation in
181 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
182 * to standard C floats and vice versa. They do not depend on the encoding
183 * of the C float, so they are platform independent, but slow. On x86 and
184 * other IEEE 754 compliant platforms the conversion can be accelerated by
185 * bit shifting the exponent and mantissa. There are also some SSE-based
186 * assembly routines out there.
188 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
190 static inline float float_16_to_32(const unsigned short *in) {
191 const unsigned short s = ((*in) & 0x8000);
192 const unsigned short e = ((*in) & 0x7C00) >> 10;
193 const unsigned short m = (*in) & 0x3FF;
194 const float sgn = (s ? -1.0f : 1.0f);
196 if(e == 0) {
197 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
198 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
199 } else if(e < 31) {
200 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
201 } else {
202 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
203 else return 0.0f / 0.0f; /* NAN */
207 static inline float float_24_to_32(DWORD in)
209 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
210 const unsigned short e = (in & 0x780000) >> 19;
211 const unsigned int m = in & 0x7ffff;
213 if (e == 0)
215 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
216 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
218 else if (e < 15)
220 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
222 else
224 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
225 else return 0.0f / 0.0f; /* NAN */
230 * Settings
232 #define VS_NONE 0
233 #define VS_HW 1
235 #define PS_NONE 0
236 #define PS_HW 1
238 #define VBO_NONE 0
239 #define VBO_HW 1
241 #define ORM_BACKBUFFER 0
242 #define ORM_FBO 1
244 #define SHADER_ARB 1
245 #define SHADER_GLSL 2
246 #define SHADER_ATI 3
247 #define SHADER_NONE 4
249 #define RTL_READDRAW 1
250 #define RTL_READTEX 2
252 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
253 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
255 /* NOTE: When adding fields to this structure, make sure to update the default
256 * values in wined3d_main.c as well. */
257 struct wined3d_settings
259 /* vertex and pixel shader modes */
260 int vs_mode;
261 int ps_mode;
262 /* Ideally, we don't want the user to have to request GLSL. If the
263 * hardware supports GLSL, we should use it. However, until it's fully
264 * implemented, we'll leave it as a registry setting for developers. */
265 BOOL glslRequested;
266 int offscreen_rendering_mode;
267 int rendertargetlock_mode;
268 unsigned short pci_vendor_id;
269 unsigned short pci_device_id;
270 /* Memory tracking and object counting. */
271 unsigned int emulated_textureram;
272 char *logo;
273 int allow_multisampling;
274 BOOL strict_draw_ordering;
275 BOOL always_offscreen;
278 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
280 enum wined3d_sampler_texture_type
282 WINED3DSTT_UNKNOWN = 0,
283 WINED3DSTT_1D = 1,
284 WINED3DSTT_2D = 2,
285 WINED3DSTT_CUBE = 3,
286 WINED3DSTT_VOLUME = 4,
289 enum wined3d_shader_register_type
291 WINED3DSPR_TEMP = 0,
292 WINED3DSPR_INPUT = 1,
293 WINED3DSPR_CONST = 2,
294 WINED3DSPR_ADDR = 3,
295 WINED3DSPR_TEXTURE = 3,
296 WINED3DSPR_RASTOUT = 4,
297 WINED3DSPR_ATTROUT = 5,
298 WINED3DSPR_TEXCRDOUT = 6,
299 WINED3DSPR_OUTPUT = 6,
300 WINED3DSPR_CONSTINT = 7,
301 WINED3DSPR_COLOROUT = 8,
302 WINED3DSPR_DEPTHOUT = 9,
303 WINED3DSPR_SAMPLER = 10,
304 WINED3DSPR_CONST2 = 11,
305 WINED3DSPR_CONST3 = 12,
306 WINED3DSPR_CONST4 = 13,
307 WINED3DSPR_CONSTBOOL = 14,
308 WINED3DSPR_LOOP = 15,
309 WINED3DSPR_TEMPFLOAT16 = 16,
310 WINED3DSPR_MISCTYPE = 17,
311 WINED3DSPR_LABEL = 18,
312 WINED3DSPR_PREDICATE = 19,
313 WINED3DSPR_IMMCONST,
314 WINED3DSPR_CONSTBUFFER,
315 WINED3DSPR_NULL,
316 WINED3DSPR_RESOURCE,
319 enum wined3d_immconst_type
321 WINED3D_IMMCONST_SCALAR,
322 WINED3D_IMMCONST_VEC4,
325 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
327 enum wined3d_shader_src_modifier
329 WINED3DSPSM_NONE = 0,
330 WINED3DSPSM_NEG = 1,
331 WINED3DSPSM_BIAS = 2,
332 WINED3DSPSM_BIASNEG = 3,
333 WINED3DSPSM_SIGN = 4,
334 WINED3DSPSM_SIGNNEG = 5,
335 WINED3DSPSM_COMP = 6,
336 WINED3DSPSM_X2 = 7,
337 WINED3DSPSM_X2NEG = 8,
338 WINED3DSPSM_DZ = 9,
339 WINED3DSPSM_DW = 10,
340 WINED3DSPSM_ABS = 11,
341 WINED3DSPSM_ABSNEG = 12,
342 WINED3DSPSM_NOT = 13,
345 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
346 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
347 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
348 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
349 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
351 enum wined3d_shader_dst_modifier
353 WINED3DSPDM_NONE = 0,
354 WINED3DSPDM_SATURATE = 1,
355 WINED3DSPDM_PARTIALPRECISION = 2,
356 WINED3DSPDM_MSAMPCENTROID = 4,
359 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
360 #define WINED3DSI_TEXLD_PROJECT 1
361 #define WINED3DSI_TEXLD_BIAS 2
363 enum wined3d_shader_rel_op
365 WINED3D_SHADER_REL_OP_GT = 1,
366 WINED3D_SHADER_REL_OP_EQ = 2,
367 WINED3D_SHADER_REL_OP_GE = 3,
368 WINED3D_SHADER_REL_OP_LT = 4,
369 WINED3D_SHADER_REL_OP_NE = 5,
370 WINED3D_SHADER_REL_OP_LE = 6,
373 #define WINED3D_SM1_VS 0xfffe
374 #define WINED3D_SM1_PS 0xffff
375 #define WINED3D_SM4_PS 0x0000
376 #define WINED3D_SM4_VS 0x0001
377 #define WINED3D_SM4_GS 0x0002
379 /* Shader version tokens, and shader end tokens */
380 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
381 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
383 /* Shader backends */
385 /* TODO: Make this dynamic, based on shader limits ? */
386 #define MAX_ATTRIBS 16
387 #define MAX_REG_ADDR 1
388 #define MAX_REG_TEMP 32
389 #define MAX_REG_TEXCRD 8
390 #define MAX_REG_INPUT 12
391 #define MAX_REG_OUTPUT 12
392 #define MAX_CONST_I 16
393 #define MAX_CONST_B 16
395 /* FIXME: This needs to go up to 2048 for
396 * Shader model 3 according to msdn (and for software shaders) */
397 #define MAX_LABELS 16
399 #define SHADER_PGMSIZE 65535
401 struct wined3d_shader_buffer
403 char *buffer;
404 unsigned int bsize;
405 unsigned int lineNo;
406 BOOL newline;
409 enum WINED3D_SHADER_INSTRUCTION_HANDLER
411 WINED3DSIH_ABS,
412 WINED3DSIH_ADD,
413 WINED3DSIH_AND,
414 WINED3DSIH_BEM,
415 WINED3DSIH_BREAK,
416 WINED3DSIH_BREAKC,
417 WINED3DSIH_BREAKP,
418 WINED3DSIH_CALL,
419 WINED3DSIH_CALLNZ,
420 WINED3DSIH_CMP,
421 WINED3DSIH_CND,
422 WINED3DSIH_CRS,
423 WINED3DSIH_CUT,
424 WINED3DSIH_DCL,
425 WINED3DSIH_DEF,
426 WINED3DSIH_DEFB,
427 WINED3DSIH_DEFI,
428 WINED3DSIH_DIV,
429 WINED3DSIH_DP2ADD,
430 WINED3DSIH_DP3,
431 WINED3DSIH_DP4,
432 WINED3DSIH_DST,
433 WINED3DSIH_DSX,
434 WINED3DSIH_DSY,
435 WINED3DSIH_ELSE,
436 WINED3DSIH_EMIT,
437 WINED3DSIH_ENDIF,
438 WINED3DSIH_ENDLOOP,
439 WINED3DSIH_ENDREP,
440 WINED3DSIH_EQ,
441 WINED3DSIH_EXP,
442 WINED3DSIH_EXPP,
443 WINED3DSIH_FRC,
444 WINED3DSIH_FTOI,
445 WINED3DSIH_GE,
446 WINED3DSIH_IADD,
447 WINED3DSIH_IEQ,
448 WINED3DSIH_IF,
449 WINED3DSIH_IFC,
450 WINED3DSIH_IGE,
451 WINED3DSIH_IMUL,
452 WINED3DSIH_ITOF,
453 WINED3DSIH_LABEL,
454 WINED3DSIH_LD,
455 WINED3DSIH_LIT,
456 WINED3DSIH_LOG,
457 WINED3DSIH_LOGP,
458 WINED3DSIH_LOOP,
459 WINED3DSIH_LRP,
460 WINED3DSIH_LT,
461 WINED3DSIH_M3x2,
462 WINED3DSIH_M3x3,
463 WINED3DSIH_M3x4,
464 WINED3DSIH_M4x3,
465 WINED3DSIH_M4x4,
466 WINED3DSIH_MAD,
467 WINED3DSIH_MAX,
468 WINED3DSIH_MIN,
469 WINED3DSIH_MOV,
470 WINED3DSIH_MOVA,
471 WINED3DSIH_MOVC,
472 WINED3DSIH_MUL,
473 WINED3DSIH_NOP,
474 WINED3DSIH_NRM,
475 WINED3DSIH_PHASE,
476 WINED3DSIH_POW,
477 WINED3DSIH_RCP,
478 WINED3DSIH_REP,
479 WINED3DSIH_RET,
480 WINED3DSIH_ROUND_NI,
481 WINED3DSIH_RSQ,
482 WINED3DSIH_SAMPLE,
483 WINED3DSIH_SAMPLE_GRAD,
484 WINED3DSIH_SAMPLE_LOD,
485 WINED3DSIH_SETP,
486 WINED3DSIH_SGE,
487 WINED3DSIH_SGN,
488 WINED3DSIH_SINCOS,
489 WINED3DSIH_SLT,
490 WINED3DSIH_SQRT,
491 WINED3DSIH_SUB,
492 WINED3DSIH_TEX,
493 WINED3DSIH_TEXBEM,
494 WINED3DSIH_TEXBEML,
495 WINED3DSIH_TEXCOORD,
496 WINED3DSIH_TEXDEPTH,
497 WINED3DSIH_TEXDP3,
498 WINED3DSIH_TEXDP3TEX,
499 WINED3DSIH_TEXKILL,
500 WINED3DSIH_TEXLDD,
501 WINED3DSIH_TEXLDL,
502 WINED3DSIH_TEXM3x2DEPTH,
503 WINED3DSIH_TEXM3x2PAD,
504 WINED3DSIH_TEXM3x2TEX,
505 WINED3DSIH_TEXM3x3,
506 WINED3DSIH_TEXM3x3DIFF,
507 WINED3DSIH_TEXM3x3PAD,
508 WINED3DSIH_TEXM3x3SPEC,
509 WINED3DSIH_TEXM3x3TEX,
510 WINED3DSIH_TEXM3x3VSPEC,
511 WINED3DSIH_TEXREG2AR,
512 WINED3DSIH_TEXREG2GB,
513 WINED3DSIH_TEXREG2RGB,
514 WINED3DSIH_UTOF,
515 WINED3DSIH_TABLE_SIZE
518 enum wined3d_shader_type
520 WINED3D_SHADER_TYPE_PIXEL,
521 WINED3D_SHADER_TYPE_VERTEX,
522 WINED3D_SHADER_TYPE_GEOMETRY,
525 struct wined3d_shader_version
527 enum wined3d_shader_type type;
528 BYTE major;
529 BYTE minor;
532 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
534 struct wined3d_shader_reg_maps
536 struct wined3d_shader_version shader_version;
537 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
538 BYTE address; /* MAX_REG_ADDR, 1 */
539 WORD labels; /* MAX_LABELS, 16 */
540 DWORD temporary; /* MAX_REG_TEMP, 32 */
541 DWORD *constf; /* pixel, vertex */
542 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
543 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
544 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
545 WORD integer_constants; /* MAX_CONST_I, 16 */
546 WORD boolean_constants; /* MAX_CONST_B, 16 */
547 WORD local_int_consts; /* MAX_CONST_I, 16 */
548 WORD local_bool_consts; /* MAX_CONST_B, 16 */
550 enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
551 BYTE bumpmat; /* MAX_TEXTURES, 8 */
552 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
554 WORD usesnrm : 1;
555 WORD vpos : 1;
556 WORD usesdsx : 1;
557 WORD usesdsy : 1;
558 WORD usestexldd : 1;
559 WORD usesmova : 1;
560 WORD usesfacing : 1;
561 WORD usesrelconstF : 1;
562 WORD fog : 1;
563 WORD usestexldl : 1;
564 WORD usesifc : 1;
565 WORD usescall : 1;
566 WORD usespow : 1;
567 WORD padding : 3;
569 DWORD rt_mask; /* Used render targets, 32 max. */
571 /* Whether or not loops are used in this shader, and nesting depth */
572 unsigned loop_depth;
573 UINT min_rel_offset, max_rel_offset;
576 /* Keeps track of details for TEX_M#x# instructions which need to maintain
577 * state information between multiple instructions. */
578 struct wined3d_shader_tex_mx
580 unsigned int current_row;
581 DWORD texcoord_w[2];
584 struct wined3d_shader_loop_state
586 UINT current_depth;
587 UINT current_reg;
590 struct wined3d_shader_context
592 const struct wined3d_shader *shader;
593 const struct wined3d_gl_info *gl_info;
594 const struct wined3d_shader_reg_maps *reg_maps;
595 struct wined3d_shader_buffer *buffer;
596 struct wined3d_shader_tex_mx *tex_mx;
597 struct wined3d_shader_loop_state *loop_state;
598 void *backend_data;
601 struct wined3d_shader_register
603 enum wined3d_shader_register_type type;
604 UINT idx;
605 UINT array_idx;
606 const struct wined3d_shader_src_param *rel_addr;
607 enum wined3d_immconst_type immconst_type;
608 DWORD immconst_data[4];
611 struct wined3d_shader_dst_param
613 struct wined3d_shader_register reg;
614 DWORD write_mask;
615 DWORD modifiers;
616 DWORD shift;
619 struct wined3d_shader_src_param
621 struct wined3d_shader_register reg;
622 DWORD swizzle;
623 enum wined3d_shader_src_modifier modifiers;
626 struct wined3d_shader_instruction
628 const struct wined3d_shader_context *ctx;
629 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
630 DWORD flags;
631 BOOL coissue;
632 DWORD predicate;
633 UINT dst_count;
634 const struct wined3d_shader_dst_param *dst;
635 UINT src_count;
636 const struct wined3d_shader_src_param *src;
639 struct wined3d_shader_semantic
641 WINED3DDECLUSAGE usage;
642 UINT usage_idx;
643 enum wined3d_sampler_texture_type sampler_type;
644 struct wined3d_shader_dst_param reg;
647 struct wined3d_shader_attribute
649 WINED3DDECLUSAGE usage;
650 UINT usage_idx;
653 struct wined3d_shader_loop_control
655 unsigned int count;
656 unsigned int start;
657 int step;
660 struct wined3d_shader_frontend
662 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
663 void (*shader_free)(void *data);
664 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
665 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
666 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
667 struct wined3d_shader_src_param *src_rel_addr);
668 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
669 struct wined3d_shader_src_param *dst_rel_addr);
670 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
671 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
672 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
675 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
676 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
678 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
680 struct shader_caps {
681 DWORD VertexShaderVersion;
682 DWORD MaxVertexShaderConst;
684 DWORD PixelShaderVersion;
685 float PixelShader1xMaxValue;
686 DWORD MaxPixelShaderConst;
688 BOOL VSClipping;
691 enum tex_types
693 tex_1d = 0,
694 tex_2d = 1,
695 tex_3d = 2,
696 tex_cube = 3,
697 tex_rect = 4,
698 tex_type_count = 5,
701 enum vertexprocessing_mode {
702 fixedfunction,
703 vertexshader,
704 pretransformed
707 #define WINED3D_CONST_NUM_UNUSED ~0U
709 enum fogmode {
710 FOG_OFF,
711 FOG_LINEAR,
712 FOG_EXP,
713 FOG_EXP2
716 /* Stateblock dependent parameters which have to be hardcoded
717 * into the shader code
720 #define WINED3D_PSARGS_PROJECTED (1 << 3)
721 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
722 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
724 struct ps_compile_args {
725 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
726 enum vertexprocessing_mode vp_mode;
727 enum fogmode fog;
728 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
729 /* Texture types(2D, Cube, 3D) in ps 1.x */
730 WORD srgb_correction;
731 WORD np2_fixup;
732 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
733 D3D9 has a limit of 16 samplers and the fixup is superfluous
734 in D3D10 (unconditional NP2 support mandatory). */
735 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
738 enum fog_src_type {
739 VS_FOG_Z = 0,
740 VS_FOG_COORD = 1
743 struct vs_compile_args {
744 BYTE fog_src;
745 BYTE clip_enabled;
746 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
749 struct wined3d_context;
750 struct wined3d_state;
752 struct wined3d_shader_backend_ops
754 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
755 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
756 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
757 enum tex_types tex_type, const SIZE *ds_mask_size);
758 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
759 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
760 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
761 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
762 void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
763 const struct wined3d_state *state);
764 void (*shader_destroy)(struct wined3d_shader *shader);
765 HRESULT (*shader_alloc_private)(struct wined3d_device *device);
766 void (*shader_free_private)(struct wined3d_device *device);
767 void (*shader_context_destroyed)(void *shader_priv, const struct wined3d_context *context);
768 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
769 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
772 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
773 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
774 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
776 /* X11 locking */
778 extern void (CDECL *wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
779 extern void (CDECL *wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
781 /* As GLX relies on X, this is needed */
782 extern int num_lock DECLSPEC_HIDDEN;
784 #if 0
785 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
786 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
787 #else
788 #define ENTER_GL() wine_tsx11_lock_ptr()
789 #define LEAVE_GL() wine_tsx11_unlock_ptr()
790 #endif
792 /*****************************************************************************
793 * Defines
796 /* GL related defines */
797 /* ------------------ */
798 #define GL_EXTCALL(f) (gl_info->f)
800 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
801 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
802 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
803 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
805 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
806 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
807 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
808 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
810 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
811 (vec)[0] = D3DCOLOR_R(dw); \
812 (vec)[1] = D3DCOLOR_G(dw); \
813 (vec)[2] = D3DCOLOR_B(dw); \
814 (vec)[3] = D3DCOLOR_A(dw); \
815 } while(0)
817 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
819 /* Checking of API calls */
820 /* --------------------- */
821 #ifndef WINE_NO_DEBUG_MSGS
822 #define checkGLcall(A) \
823 do { \
824 GLint err; \
825 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
826 err = glGetError(); \
827 if (err == GL_NO_ERROR) { \
828 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
830 } else do { \
831 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
832 debug_glerror(err), err, A, __FILE__, __LINE__); \
833 err = glGetError(); \
834 } while (err != GL_NO_ERROR); \
835 } while(0)
836 #else
837 #define checkGLcall(A) do {} while(0)
838 #endif
840 /* Trace routines / diagnostics */
841 /* ---------------------------- */
843 /* Dump out a matrix and copy it */
844 #define conv_mat(mat,gl_mat) \
845 do { \
846 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
847 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
848 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
849 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
850 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
851 } while (0)
853 /* Trace vector and strided data information */
854 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
855 TRACE( #name " = (data {%#x:%p}, stride %d, format %s, stream %u)\n", \
856 si->elements[name].data.buffer_object, si->elements[name].data.addr, si->elements[name].stride, \
857 debug_d3dformat(si->elements[name].format->id), si->elements[name].stream_idx); } while(0)
859 /* Global variables */
860 extern const float identity[16] DECLSPEC_HIDDEN;
862 enum wined3d_ffp_idx
864 WINED3D_FFP_POSITION = 0,
865 WINED3D_FFP_BLENDWEIGHT = 1,
866 WINED3D_FFP_BLENDINDICES = 2,
867 WINED3D_FFP_NORMAL = 3,
868 WINED3D_FFP_PSIZE = 4,
869 WINED3D_FFP_DIFFUSE = 5,
870 WINED3D_FFP_SPECULAR = 6,
871 WINED3D_FFP_TEXCOORD0 = 7,
872 WINED3D_FFP_TEXCOORD1 = 8,
873 WINED3D_FFP_TEXCOORD2 = 9,
874 WINED3D_FFP_TEXCOORD3 = 10,
875 WINED3D_FFP_TEXCOORD4 = 11,
876 WINED3D_FFP_TEXCOORD5 = 12,
877 WINED3D_FFP_TEXCOORD6 = 13,
878 WINED3D_FFP_TEXCOORD7 = 14,
881 enum wined3d_ffp_emit_idx
883 WINED3D_FFP_EMIT_FLOAT1 = 0,
884 WINED3D_FFP_EMIT_FLOAT2 = 1,
885 WINED3D_FFP_EMIT_FLOAT3 = 2,
886 WINED3D_FFP_EMIT_FLOAT4 = 3,
887 WINED3D_FFP_EMIT_D3DCOLOR = 4,
888 WINED3D_FFP_EMIT_UBYTE4 = 5,
889 WINED3D_FFP_EMIT_SHORT2 = 6,
890 WINED3D_FFP_EMIT_SHORT4 = 7,
891 WINED3D_FFP_EMIT_UBYTE4N = 8,
892 WINED3D_FFP_EMIT_SHORT2N = 9,
893 WINED3D_FFP_EMIT_SHORT4N = 10,
894 WINED3D_FFP_EMIT_USHORT2N = 11,
895 WINED3D_FFP_EMIT_USHORT4N = 12,
896 WINED3D_FFP_EMIT_UDEC3 = 13,
897 WINED3D_FFP_EMIT_DEC3N = 14,
898 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
899 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
900 WINED3D_FFP_EMIT_COUNT = 17
903 struct wined3d_bo_address
905 GLuint buffer_object;
906 const BYTE *addr;
909 struct wined3d_stream_info_element
911 const struct wined3d_format *format;
912 struct wined3d_bo_address data;
913 GLsizei stride;
914 UINT stream_idx;
917 struct wined3d_stream_info
919 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
920 BOOL position_transformed;
921 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
922 WORD use_map; /* MAX_ATTRIBS, 16 */
925 /*****************************************************************************
926 * Prototypes
929 /* Routine common to the draw primitive and draw indexed primitive routines */
930 void drawPrimitive(struct wined3d_device *device, UINT index_count,
931 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
932 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
934 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
935 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
936 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
937 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
938 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
939 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
940 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
941 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
943 #define eps 1e-8
945 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
946 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
948 /* Routines and structures related to state management */
950 #define STATE_RENDER(a) (a)
951 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
953 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
954 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
956 /* + 1 because samplers start with 0 */
957 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
958 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
960 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
961 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
963 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
964 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
966 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
967 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
968 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
969 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
971 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
972 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
974 #define STATE_VSHADER (STATE_VDECL + 1)
975 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
977 #define STATE_VIEWPORT (STATE_VSHADER + 1)
978 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
980 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
981 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
982 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
983 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
985 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
986 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
988 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
989 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
991 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
992 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
994 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
995 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
997 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
998 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1000 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1001 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1003 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1004 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1006 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1007 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1009 #define STATE_HIGHEST (STATE_FRAMEBUFFER)
1011 enum fogsource {
1012 FOGSOURCE_FFP,
1013 FOGSOURCE_VS,
1014 FOGSOURCE_COORD,
1017 #define WINED3D_MAX_FBO_ENTRIES 64
1019 struct wined3d_occlusion_query
1021 struct list entry;
1022 GLuint id;
1023 struct wined3d_context *context;
1026 union wined3d_gl_query_object
1028 GLuint id;
1029 GLsync sync;
1032 struct wined3d_event_query
1034 struct list entry;
1035 union wined3d_gl_query_object object;
1036 struct wined3d_context *context;
1039 enum wined3d_event_query_result
1041 WINED3D_EVENT_QUERY_OK,
1042 WINED3D_EVENT_QUERY_WAITING,
1043 WINED3D_EVENT_QUERY_NOT_STARTED,
1044 WINED3D_EVENT_QUERY_WRONG_THREAD,
1045 WINED3D_EVENT_QUERY_ERROR
1048 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1049 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1050 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1051 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1052 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1054 struct wined3d_context
1056 const struct wined3d_gl_info *gl_info;
1057 const struct StateEntry *state_table;
1058 /* State dirtification
1059 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1060 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1061 * 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
1062 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1064 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1065 DWORD numDirtyEntries;
1066 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1068 struct wined3d_swapchain *swapchain;
1069 struct wined3d_surface *current_rt;
1070 DWORD tid; /* Thread ID which owns this context at the moment */
1072 /* Stores some information about the context state for optimization */
1073 WORD render_offscreen : 1;
1074 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1075 WORD last_was_pshader : 1;
1076 WORD last_was_vshader : 1;
1077 WORD namedArraysLoaded : 1;
1078 WORD numberedArraysLoaded : 1;
1079 WORD last_was_blit : 1;
1080 WORD last_was_ckey : 1;
1081 WORD fog_coord : 1;
1082 WORD fog_enabled : 1;
1083 WORD num_untracked_materials : 2; /* Max value 2 */
1084 WORD current : 1;
1085 WORD destroyed : 1;
1086 WORD valid : 1;
1087 WORD padding : 1;
1088 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1089 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1090 DWORD numbered_array_mask;
1091 GLenum tracking_parm; /* Which source is tracking current colour */
1092 GLenum untracked_materials[2];
1093 UINT blit_w, blit_h;
1094 enum fogsource fog_source;
1095 DWORD active_texture;
1096 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1098 /* The actual opengl context */
1099 UINT level;
1100 HGLRC restore_ctx;
1101 HDC restore_dc;
1102 int restore_pf;
1103 HGLRC glCtx;
1104 HWND win_handle;
1105 HDC hdc;
1106 int pixel_format;
1107 GLint aux_buffers;
1109 /* FBOs */
1110 UINT fbo_entry_count;
1111 struct list fbo_list;
1112 struct list fbo_destroy_list;
1113 struct fbo_entry *current_fbo;
1114 GLuint fbo_read_binding;
1115 GLuint fbo_draw_binding;
1116 BOOL rebind_fbo;
1117 struct wined3d_surface **blit_targets;
1118 GLenum *draw_buffers;
1119 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1121 /* Queries */
1122 GLuint *free_occlusion_queries;
1123 UINT free_occlusion_query_size;
1124 UINT free_occlusion_query_count;
1125 struct list occlusion_queries;
1127 union wined3d_gl_query_object *free_event_queries;
1128 UINT free_event_query_size;
1129 UINT free_event_query_count;
1130 struct list event_queries;
1132 /* Extension emulation */
1133 GLint gl_fog_source;
1134 GLfloat fog_coord_value;
1135 GLfloat color[4], fogstart, fogend, fogcolor[4];
1136 GLuint dummy_arbfp_prog;
1139 struct wined3d_fb_state
1141 struct wined3d_surface **render_targets;
1142 struct wined3d_surface *depth_stencil;
1145 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1147 struct StateEntry
1149 DWORD representative;
1150 APPLYSTATEFUNC apply;
1153 struct StateEntryTemplate
1155 DWORD state;
1156 struct StateEntry content;
1157 enum wined3d_gl_extension extension;
1160 struct fragment_caps
1162 DWORD PrimitiveMiscCaps;
1163 DWORD TextureOpCaps;
1164 DWORD MaxTextureBlendStages;
1165 DWORD MaxSimultaneousTextures;
1168 struct fragment_pipeline
1170 void (*enable_extension)(BOOL enable);
1171 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1172 HRESULT (*alloc_private)(struct wined3d_device *device);
1173 void (*free_private)(struct wined3d_device *device);
1174 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1175 const struct StateEntryTemplate *states;
1176 BOOL ffp_proj_control;
1179 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1180 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1181 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1182 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1183 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1184 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1185 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1187 /* "Base" state table */
1188 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1189 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1190 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1192 enum wined3d_blit_op
1194 WINED3D_BLIT_OP_COLOR_BLIT,
1195 WINED3D_BLIT_OP_COLOR_FILL,
1196 WINED3D_BLIT_OP_DEPTH_FILL,
1197 WINED3D_BLIT_OP_DEPTH_BLIT,
1200 /* Shaders for color conversions in blits. Do not do blit operations while
1201 * already under the GL lock. */
1202 struct blit_shader
1204 HRESULT (*alloc_private)(struct wined3d_device *device);
1205 void (*free_private)(struct wined3d_device *device);
1206 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface);
1207 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1208 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1209 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
1210 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format);
1211 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1212 const RECT *dst_rect, const struct wined3d_color *color);
1213 HRESULT (*depth_fill)(struct wined3d_device *device,
1214 struct wined3d_surface *surface, const RECT *rect, float depth);
1217 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1218 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1219 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1221 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1222 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
1223 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
1224 DECLSPEC_HIDDEN;
1226 /* Temporary blit_shader helper functions */
1227 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
1228 struct wined3d_surface *src_surface, const RECT *src_rect,
1229 struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN;
1231 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1232 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1233 void context_alloc_event_query(struct wined3d_context *context,
1234 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1235 void context_alloc_occlusion_query(struct wined3d_context *context,
1236 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1237 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1238 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1239 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1240 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1241 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1242 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1243 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1244 unsigned int unit) DECLSPEC_HIDDEN;
1245 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1246 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1247 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1248 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1249 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1250 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1251 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1252 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1253 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1254 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1255 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1256 void context_resource_released(const struct wined3d_device *device,
1257 struct wined3d_resource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1258 void context_resource_unloaded(const struct wined3d_device *device,
1259 struct wined3d_resource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1260 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1261 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1262 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1263 void context_state_drawbuf(struct wined3d_context *context,
1264 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1265 void context_state_fb(struct wined3d_context *context,
1266 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1267 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1269 /*****************************************************************************
1270 * Internal representation of a light
1272 struct wined3d_light_info
1274 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1275 DWORD OriginalIndex;
1276 LONG glIndex;
1277 BOOL enabled;
1279 /* Converted parms to speed up swapping lights */
1280 float lightPosn[4];
1281 float lightDirn[4];
1282 float exponent;
1283 float cutoff;
1285 struct list entry;
1288 /* The default light parameters */
1289 extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1291 struct wined3d_pixel_format
1293 int iPixelFormat; /* WGL pixel format */
1294 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1295 int redSize, greenSize, blueSize, alphaSize, colorSize;
1296 int depthSize, stencilSize;
1297 BOOL windowDrawable;
1298 BOOL doubleBuffer;
1299 int auxBuffers;
1300 int numSamples;
1303 enum wined3d_pci_vendor
1305 HW_VENDOR_SOFTWARE = 0x0000,
1306 HW_VENDOR_AMD = 0x1002,
1307 HW_VENDOR_NVIDIA = 0x10de,
1308 HW_VENDOR_INTEL = 0x8086,
1311 enum wined3d_pci_device
1313 CARD_WINE = 0x0000,
1315 CARD_AMD_RAGE_128PRO = 0x5246,
1316 CARD_AMD_RADEON_7200 = 0x5144,
1317 CARD_AMD_RADEON_8500 = 0x514c,
1318 CARD_AMD_RADEON_9500 = 0x4144,
1319 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1320 CARD_AMD_RADEON_X700 = 0x5e4c,
1321 CARD_AMD_RADEON_X1600 = 0x71c2,
1322 CARD_AMD_RADEON_HD2350 = 0x94c7,
1323 CARD_AMD_RADEON_HD2600 = 0x9581,
1324 CARD_AMD_RADEON_HD2900 = 0x9400,
1325 CARD_AMD_RADEON_HD3200 = 0x9620,
1326 CARD_AMD_RADEON_HD4350 = 0x954f,
1327 CARD_AMD_RADEON_HD4550 = 0x9540,
1328 CARD_AMD_RADEON_HD4600 = 0x9495,
1329 CARD_AMD_RADEON_HD4650 = 0x9498,
1330 CARD_AMD_RADEON_HD4670 = 0x9490,
1331 CARD_AMD_RADEON_HD4700 = 0x944e,
1332 CARD_AMD_RADEON_HD4770 = 0x94b3,
1333 CARD_AMD_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1334 CARD_AMD_RADEON_HD4830 = 0x944c,
1335 CARD_AMD_RADEON_HD4850 = 0x9442,
1336 CARD_AMD_RADEON_HD4870 = 0x9440,
1337 CARD_AMD_RADEON_HD4890 = 0x9460,
1338 CARD_AMD_RADEON_HD5400 = 0x68f9,
1339 CARD_AMD_RADEON_HD5600 = 0x68d8,
1340 CARD_AMD_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1341 CARD_AMD_RADEON_HD5750 = 0x68BE,
1342 CARD_AMD_RADEON_HD5770 = 0x68B8,
1343 CARD_AMD_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1344 CARD_AMD_RADEON_HD5850 = 0x6898,
1345 CARD_AMD_RADEON_HD5870 = 0x6899,
1346 CARD_AMD_RADEON_HD5900 = 0x689c,
1347 CARD_AMD_RADEON_HD6300 = 0x9803,
1348 CARD_AMD_RADEON_HD6400 = 0x6770,
1349 CARD_AMD_RADEON_HD6410D = 0x9644,
1350 CARD_AMD_RADEON_HD6550D = 0x9640,
1351 CARD_AMD_RADEON_HD6600 = 0x6758,
1352 CARD_AMD_RADEON_HD6600M = 0x6741,
1353 CARD_AMD_RADEON_HD6800 = 0x6739,
1354 CARD_AMD_RADEON_HD6900 = 0x6719,
1356 CARD_NVIDIA_RIVA_128 = 0x0018,
1357 CARD_NVIDIA_RIVA_TNT = 0x0020,
1358 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1359 CARD_NVIDIA_GEFORCE = 0x0100,
1360 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1361 CARD_NVIDIA_GEFORCE2 = 0x0150,
1362 CARD_NVIDIA_GEFORCE3 = 0x0200,
1363 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1364 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1365 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1366 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1367 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1368 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1369 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1370 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1371 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1372 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1373 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1374 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1375 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1376 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1377 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1378 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1379 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1380 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1381 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1382 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1383 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1384 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1385 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1386 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1387 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1388 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1389 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1390 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1391 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1392 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1393 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1394 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1395 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1396 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1397 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1398 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1399 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1400 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1401 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1402 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1403 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1404 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1405 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1406 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1407 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1408 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1409 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1410 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1411 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1412 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1413 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1415 CARD_INTEL_845G = 0x2562,
1416 CARD_INTEL_I830G = 0x3577,
1417 CARD_INTEL_I855G = 0x3582,
1418 CARD_INTEL_I865G = 0x2572,
1419 CARD_INTEL_I915G = 0x2582,
1420 CARD_INTEL_I915GM = 0x2592,
1421 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1422 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GM965/GL960 */
1423 CARD_INTEL_GM45 = 0x2a42,
1426 struct wined3d_fbo_ops
1428 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
1429 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
1430 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
1431 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
1432 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
1433 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
1434 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
1435 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
1436 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
1437 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
1438 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
1439 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
1440 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
1441 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
1442 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
1443 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
1444 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
1445 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
1446 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
1449 struct wined3d_gl_limits
1451 UINT buffers;
1452 UINT lights;
1453 UINT textures;
1454 UINT texture_stages;
1455 UINT texture_coords;
1456 UINT fragment_samplers;
1457 UINT vertex_samplers;
1458 UINT combined_samplers;
1459 UINT general_combiners;
1460 UINT sampler_stages;
1461 UINT clipplanes;
1462 UINT texture_size;
1463 UINT texture3d_size;
1464 float pointsize_max;
1465 float pointsize_min;
1466 UINT blends;
1467 UINT anisotropy;
1468 float shininess;
1469 UINT samples;
1470 UINT vertex_attribs;
1472 UINT glsl_varyings;
1473 UINT glsl_vs_float_constants;
1474 UINT glsl_ps_float_constants;
1476 UINT arb_vs_float_constants;
1477 UINT arb_vs_native_constants;
1478 UINT arb_vs_instructions;
1479 UINT arb_vs_temps;
1480 UINT arb_ps_float_constants;
1481 UINT arb_ps_local_constants;
1482 UINT arb_ps_native_constants;
1483 UINT arb_ps_instructions;
1484 UINT arb_ps_temps;
1487 struct wined3d_gl_info
1489 DWORD glsl_version;
1490 struct wined3d_gl_limits limits;
1491 DWORD reserved_glsl_constants;
1492 DWORD quirks;
1493 BOOL supported[WINED3D_GL_EXT_COUNT];
1494 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
1496 struct wined3d_fbo_ops fbo_ops;
1497 #define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
1498 /* GL function pointers */
1499 GL_EXT_FUNCS_GEN
1500 /* WGL function pointers */
1501 WGL_EXT_FUNCS_GEN
1502 #undef USE_GL_FUNC
1504 struct wined3d_format *formats;
1507 struct wined3d_driver_info
1509 enum wined3d_pci_vendor vendor;
1510 enum wined3d_pci_device device;
1511 const char *name;
1512 const char *description;
1513 unsigned int vidmem;
1514 DWORD version_high;
1515 DWORD version_low;
1518 /* The adapter structure */
1519 struct wined3d_adapter
1521 UINT ordinal;
1522 BOOL opengl;
1524 POINT monitorPoint;
1525 SIZE screen_size;
1526 enum wined3d_format_id screen_format;
1528 struct wined3d_gl_info gl_info;
1529 struct wined3d_driver_info driver_info;
1530 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1531 unsigned int cfg_count;
1532 struct wined3d_pixel_format *cfgs;
1533 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1534 unsigned int UsedTextureRam;
1535 LUID luid;
1537 const struct fragment_pipeline *fragment_pipe;
1538 const struct wined3d_shader_backend_ops *shader_backend;
1539 const struct blit_shader *blitter;
1542 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount) DECLSPEC_HIDDEN;
1544 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1545 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1546 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1548 /*****************************************************************************
1549 * High order patch management
1551 struct WineD3DRectPatch
1553 UINT Handle;
1554 float *mem;
1555 WineDirect3DVertexStridedData strided;
1556 WINED3DRECTPATCH_INFO RectPatchInfo;
1557 float numSegs[4];
1558 char has_normals, has_texcoords;
1559 struct list entry;
1562 HRESULT tesselate_rectpatch(struct wined3d_device *device, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1564 enum projection_types
1566 proj_none = 0,
1567 proj_count3 = 1,
1568 proj_count4 = 2
1571 enum dst_arg
1573 resultreg = 0,
1574 tempreg = 1
1577 /*****************************************************************************
1578 * Fixed function pipeline replacements
1580 #define ARG_UNUSED 0xff
1581 struct texture_stage_op
1583 unsigned cop : 8;
1584 unsigned carg1 : 8;
1585 unsigned carg2 : 8;
1586 unsigned carg0 : 8;
1588 unsigned aop : 8;
1589 unsigned aarg1 : 8;
1590 unsigned aarg2 : 8;
1591 unsigned aarg0 : 8;
1593 struct color_fixup_desc color_fixup;
1594 unsigned tex_type : 3;
1595 unsigned dst : 1;
1596 unsigned projected : 2;
1597 unsigned padding : 10;
1600 struct ffp_frag_settings {
1601 struct texture_stage_op op[MAX_TEXTURES];
1602 enum fogmode fog;
1603 /* Use shorts instead of chars to get dword alignment */
1604 unsigned short sRGB_write;
1605 unsigned short emul_clipplanes;
1608 struct ffp_frag_desc
1610 struct wine_rb_entry entry;
1611 struct ffp_frag_settings settings;
1614 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1615 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1617 void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_state *state,
1618 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1619 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1620 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1621 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1622 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1624 struct wined3d
1626 LONG ref;
1627 void *parent;
1628 DWORD flags;
1629 UINT dxVersion;
1630 UINT adapter_count;
1631 struct wined3d_adapter adapters[1];
1634 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags, void *parent) DECLSPEC_HIDDEN;
1635 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1636 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1638 /*****************************************************************************
1639 * IWineD3DDevice implementation structure
1641 #define WINED3D_UNMAPPED_STAGE ~0U
1643 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1644 #define WINED3DCREATE_MULTITHREADED 0x00000004
1646 struct wined3d_device
1648 LONG ref;
1650 /* WineD3D Information */
1651 struct wined3d_device_parent *device_parent;
1652 struct wined3d *wined3d;
1653 struct wined3d_adapter *adapter;
1655 /* Window styles to restore when switching fullscreen mode */
1656 LONG style;
1657 LONG exStyle;
1659 /* X and GL Information */
1660 GLenum offscreenBuffer;
1662 /* Selected capabilities */
1663 int vs_selected_mode;
1664 int ps_selected_mode;
1665 const struct wined3d_shader_backend_ops *shader_backend;
1666 void *shader_priv;
1667 void *fragment_priv;
1668 void *blit_priv;
1669 struct StateEntry StateTable[STATE_HIGHEST + 1];
1670 /* Array of functions for states which are handled by more than one pipeline part */
1671 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1672 const struct fragment_pipeline *frag_pipe;
1673 const struct blit_shader *blitter;
1675 unsigned int max_ffp_textures;
1676 DWORD vshader_version, pshader_version;
1677 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1678 DWORD vs_clipping;
1680 WORD view_ident : 1; /* true iff view matrix is identity */
1681 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1682 WORD isRecordingState : 1;
1683 WORD isInDraw : 1;
1684 WORD bCursorVisible : 1;
1685 WORD d3d_initialized : 1;
1686 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1687 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1688 WORD useDrawStridedSlow : 1;
1689 WORD instancedDraw : 1;
1690 WORD filter_messages : 1;
1691 WORD padding : 5;
1693 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1695 #define DDRAW_PITCH_ALIGNMENT 8
1696 #define D3D8_PITCH_ALIGNMENT 4
1697 unsigned char surface_alignment; /* Line Alignment of surfaces */
1699 /* State block related */
1700 struct wined3d_stateblock *stateBlock;
1701 struct wined3d_stateblock *updateStateBlock;
1703 /* Internal use fields */
1704 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1705 WINED3DDEVTYPE devType;
1706 HWND focus_window;
1708 struct wined3d_swapchain **swapchains;
1709 UINT swapchain_count;
1711 struct list resources; /* a linked list to track resources created by the device */
1712 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1714 /* Render Target Support */
1715 DWORD valid_rt_mask;
1716 struct wined3d_fb_state fb;
1717 struct wined3d_surface *onscreen_depth_stencil;
1718 struct wined3d_surface *auto_depth_stencil;
1720 /* For rendering to a texture using glCopyTexImage */
1721 GLuint depth_blt_texture;
1723 /* Cursor management */
1724 UINT xHotSpot;
1725 UINT yHotSpot;
1726 UINT xScreenSpace;
1727 UINT yScreenSpace;
1728 UINT cursorWidth, cursorHeight;
1729 GLuint cursorTexture;
1730 HCURSOR hardwareCursor;
1732 /* The Wine logo surface */
1733 struct wined3d_surface *logo_surface;
1735 /* Textures for when no other textures are mapped */
1736 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
1737 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
1738 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
1739 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
1741 /* With register combiners we can skip junk texture stages */
1742 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1743 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1745 /* Stream source management */
1746 struct wined3d_stream_info strided_streams;
1747 const WineDirect3DVertexStridedData *up_strided;
1748 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1749 unsigned int num_buffer_queries;
1751 /* Context management */
1752 struct wined3d_context **contexts;
1753 UINT context_count;
1755 /* High level patch management */
1756 #define PATCHMAP_SIZE 43
1757 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1758 struct list patches[PATCHMAP_SIZE];
1761 HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
1762 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
1763 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
1764 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1765 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1766 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
1767 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
1768 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
1769 void device_preload_textures(const struct wined3d_device *device) DECLSPEC_HIDDEN;
1770 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
1771 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1772 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1773 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1774 void device_stream_info_from_declaration(struct wined3d_device *device,
1775 struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1776 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
1777 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1778 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1779 void device_update_tex_unit_map(struct wined3d_device *device) DECLSPEC_HIDDEN;
1780 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
1782 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
1784 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1785 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1786 return context->isStateDirty[idx] & (1 << shift);
1789 static inline void invalidate_active_texture(const struct wined3d_device *device, struct wined3d_context *context)
1791 DWORD sampler = device->rev_tex_unit_map[context->active_texture];
1792 if (sampler != WINED3D_UNMAPPED_STAGE)
1793 context_invalidate_state(context, STATE_SAMPLER(sampler));
1796 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
1797 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
1798 /* SCRATCH is mostly the same as CPU, but can't be used by the GPU at all,
1799 * not even for resource uploads. */
1800 #define WINED3D_RESOURCE_ACCESS_SCRATCH 0x4
1802 struct wined3d_resource_ops
1804 void (*resource_unload)(struct wined3d_resource *resource);
1807 struct wined3d_resource
1809 LONG ref;
1810 struct wined3d_device *device;
1811 WINED3DRESOURCETYPE resourceType;
1812 const struct wined3d_format *format;
1813 WINED3DMULTISAMPLE_TYPE multisample_type;
1814 UINT multisample_quality;
1815 DWORD usage;
1816 WINED3DPOOL pool;
1817 DWORD access_flags;
1818 UINT width;
1819 UINT height;
1820 UINT depth;
1821 UINT size;
1822 DWORD priority;
1823 BYTE *allocatedMemory; /* Pointer to the real data location */
1824 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1825 struct list privateData;
1826 struct list resource_list_entry;
1828 void *parent;
1829 const struct wined3d_parent_ops *parent_ops;
1830 const struct wined3d_resource_ops *resource_ops;
1833 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1834 DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1835 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
1836 WINED3DRESOURCETYPE resource_type, const struct wined3d_format *format,
1837 WINED3DMULTISAMPLE_TYPE multisample_type, UINT multisample_quality,
1838 DWORD usage, WINED3DPOOL pool, UINT width, UINT height, UINT depth, UINT size,
1839 void *parent, const struct wined3d_parent_ops *parent_ops,
1840 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
1841 DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN;
1842 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1844 /* Tests show that the start address of resources is 32 byte aligned */
1845 #define RESOURCE_ALIGNMENT 16
1847 enum wined3d_texture_state
1849 WINED3DTEXSTA_ADDRESSU = 0,
1850 WINED3DTEXSTA_ADDRESSV = 1,
1851 WINED3DTEXSTA_ADDRESSW = 2,
1852 WINED3DTEXSTA_BORDERCOLOR = 3,
1853 WINED3DTEXSTA_MAGFILTER = 4,
1854 WINED3DTEXSTA_MINFILTER = 5,
1855 WINED3DTEXSTA_MIPFILTER = 6,
1856 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1857 WINED3DTEXSTA_MAXANISOTROPY = 8,
1858 WINED3DTEXSTA_SRGBTEXTURE = 9,
1859 WINED3DTEXSTA_SHADOW = 10,
1860 MAX_WINETEXTURESTATES = 11,
1863 enum WINED3DSRGB
1865 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1866 SRGB_RGB = 1, /* Loads the rgb texture */
1867 SRGB_SRGB = 2, /* Loads the srgb texture */
1870 struct gl_texture
1872 DWORD states[MAX_WINETEXTURESTATES];
1873 BOOL dirty;
1874 GLuint name;
1877 struct wined3d_texture_ops
1879 HRESULT (*texture_bind)(struct wined3d_texture *texture,
1880 struct wined3d_context *context, BOOL srgb);
1881 void (*texture_preload)(struct wined3d_texture *texture, enum WINED3DSRGB srgb);
1882 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
1883 const WINED3DBOX *dirty_region);
1884 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
1887 #define WINED3D_TEXTURE_COND_NP2 0x1
1888 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x2
1889 #define WINED3D_TEXTURE_IS_SRGB 0x4
1891 struct wined3d_texture
1893 struct wined3d_resource resource;
1894 const struct wined3d_texture_ops *texture_ops;
1895 struct gl_texture texture_rgb, texture_srgb;
1896 struct wined3d_resource **sub_resources;
1897 UINT layer_count;
1898 UINT level_count;
1899 float pow2_matrix[16];
1900 UINT lod;
1901 WINED3DTEXTUREFILTERTYPE filter_type;
1902 LONG bind_count;
1903 DWORD sampler;
1904 DWORD flags;
1905 const struct min_lookup *min_mip_lookup;
1906 const GLenum *mag_lookup;
1907 GLenum target;
1910 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
1912 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
1915 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
1916 const struct wined3d_gl_info *gl_info, BOOL srgb)
1918 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
1919 ? &texture->texture_srgb : &texture->texture_rgb;
1922 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
1923 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1924 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1925 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN;
1927 struct wined3d_volume
1929 struct wined3d_resource resource;
1930 struct wined3d_texture *container;
1931 BOOL lockable;
1932 BOOL locked;
1933 WINED3DBOX lockedBox;
1934 WINED3DBOX dirtyBox;
1935 BOOL dirty;
1938 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
1940 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
1943 void volume_add_dirty_box(struct wined3d_volume *volume, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
1944 void volume_load(const struct wined3d_volume *volume, struct wined3d_context *context, UINT level, BOOL srgb_mode) DECLSPEC_HIDDEN;
1945 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
1947 struct wined3d_surface_dib
1949 HBITMAP DIBsection;
1950 void *bitmap_data;
1951 UINT bitmap_size;
1954 struct wined3d_renderbuffer_entry
1956 struct list entry;
1957 GLuint id;
1958 UINT width;
1959 UINT height;
1962 struct fbo_entry
1964 struct list entry;
1965 struct wined3d_surface **render_targets;
1966 struct wined3d_surface *depth_stencil;
1967 DWORD location;
1968 DWORD rt_mask;
1969 BOOL attached;
1970 GLuint id;
1973 struct wined3d_clipper
1975 LONG ref;
1977 HWND hWnd;
1980 enum wined3d_container_type
1982 WINED3D_CONTAINER_NONE = 0,
1983 WINED3D_CONTAINER_SWAPCHAIN,
1984 WINED3D_CONTAINER_TEXTURE,
1987 struct wined3d_subresource_container
1989 enum wined3d_container_type type;
1990 union
1992 struct wined3d_swapchain *swapchain;
1993 struct wined3d_texture *texture;
1994 void *base;
1995 } u;
1998 struct wined3d_surface_ops
2000 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2001 void (*surface_realize_palette)(struct wined3d_surface *surface);
2002 void (*surface_map)(struct wined3d_surface *surface, const RECT *rect, DWORD flags);
2003 void (*surface_unmap)(struct wined3d_surface *surface);
2006 struct wined3d_surface
2008 struct wined3d_resource resource;
2009 const struct wined3d_surface_ops *surface_ops;
2010 struct wined3d_subresource_container container;
2011 struct wined3d_palette *palette; /* D3D7 style palette handling */
2012 DWORD draw_binding;
2014 DWORD flags;
2016 WINED3DSURFTYPE surface_type;
2017 UINT pow2Width;
2018 UINT pow2Height;
2020 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2021 void (*get_drawable_size)(const struct wined3d_context *context, UINT *width, UINT *height);
2023 /* PBO */
2024 GLuint pbo;
2025 GLuint rb_multisample;
2026 GLuint rb_resolved;
2027 GLuint texture_name;
2028 GLuint texture_name_srgb;
2029 GLint texture_level;
2030 GLenum texture_target;
2032 RECT lockedRect;
2033 RECT dirtyRect;
2034 int lockCount;
2035 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2037 /* For GetDC */
2038 struct wined3d_surface_dib dib;
2039 HDC hDC;
2041 /* Color keys for DDraw */
2042 WINEDDCOLORKEY DestBltCKey;
2043 WINEDDCOLORKEY DestOverlayCKey;
2044 WINEDDCOLORKEY SrcOverlayCKey;
2045 WINEDDCOLORKEY SrcBltCKey;
2046 DWORD CKeyFlags;
2048 WINEDDCOLORKEY glCKey;
2050 struct list renderbuffers;
2051 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2052 SIZE ds_current_size;
2054 /* DirectDraw clippers */
2055 struct wined3d_clipper *clipper;
2057 /* DirectDraw Overlay handling */
2058 RECT overlay_srcrect;
2059 RECT overlay_destrect;
2060 struct wined3d_surface *overlay_dest;
2061 struct list overlays;
2062 struct list overlay_entry;
2065 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2067 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2070 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2071 const struct wined3d_gl_info *gl_info, BOOL srgb)
2073 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2074 ? surface->texture_name_srgb : surface->texture_name;
2077 void surface_add_dirty_rect(struct wined3d_surface *surface, const WINED3DBOX *dirty_rect) DECLSPEC_HIDDEN;
2078 void surface_bind(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2079 HRESULT surface_color_fill(struct wined3d_surface *s,
2080 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2081 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2082 BOOL surface_init_sysmem(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2083 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
2084 BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2085 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2086 void surface_load_ds_location(struct wined3d_surface *surface,
2087 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2088 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2089 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect) DECLSPEC_HIDDEN;
2090 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2091 void surface_modify_location(struct wined3d_surface *surface, DWORD location, BOOL persistent) DECLSPEC_HIDDEN;
2092 void surface_prepare_rb(struct wined3d_surface *surface,
2093 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2094 void surface_prepare_texture(struct wined3d_surface *surface,
2095 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2096 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2097 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2098 void surface_set_container(struct wined3d_surface *surface,
2099 enum wined3d_container_type type, void *container) DECLSPEC_HIDDEN;
2100 void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2101 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target) DECLSPEC_HIDDEN;
2102 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2103 void surface_update_draw_binding(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2104 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2105 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2107 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2108 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2109 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2111 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2112 const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2113 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2115 /* Surface flags: */
2116 #define SFLAG_CONVERTED 0x00000001 /* Converted for color keying or palettized. */
2117 #define SFLAG_DISCARD 0x00000002 /* ??? */
2118 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2119 #define SFLAG_NORMCOORD 0x00000008 /* Set if GL texture coordinates are normalized (non-texture rectangle). */
2120 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked. */
2121 #define SFLAG_DYNLOCK 0x00000020 /* Surface is often locked by the application. */
2122 #define SFLAG_LOCKED 0x00000040 /* Surface is currently locked. */
2123 #define SFLAG_DCINUSE 0x00000080 /* Set between GetDC and ReleaseDC calls. */
2124 #define SFLAG_LOST 0x00000100 /* Surface lost flag for ddraw. */
2125 #define SFLAG_GLCKEY 0x00000200 /* The GL texture was created with a color key. */
2126 #define SFLAG_CLIENT 0x00000400 /* GL_APPLE_client_storage is used with this surface. */
2127 #define SFLAG_INOVERLAYDRAW 0x00000800 /* Overlay drawing is in progress. Recursion prevention. */
2128 #define SFLAG_DIBSECTION 0x00001000 /* Has a DIB section attached for GetDC. */
2129 #define SFLAG_USERPTR 0x00002000 /* The application allocated the memory for this surface. */
2130 #define SFLAG_ALLOCATED 0x00004000 /* A GL texture is allocated for this surface. */
2131 #define SFLAG_SRGBALLOCATED 0x00008000 /* A sRGB GL texture is allocated for this surface. */
2132 #define SFLAG_PBO 0x00010000 /* The surface has a PBO. */
2133 #define SFLAG_INSYSMEM 0x00020000 /* The system memory copy is current. */
2134 #define SFLAG_INTEXTURE 0x00040000 /* The GL texture is current. */
2135 #define SFLAG_INSRGBTEX 0x00080000 /* The GL sRGB texture is current. */
2136 #define SFLAG_INDRAWABLE 0x00100000 /* The GL drawable is current. */
2137 #define SFLAG_INRB_MULTISAMPLE 0x00200000 /* The multisample renderbuffer is current. */
2138 #define SFLAG_INRB_RESOLVED 0x00400000 /* The resolved renderbuffer is current. */
2139 #define SFLAG_DS_ONSCREEN 0x00800000 /* This is a depth / stencil surface, last modified onscreen. */
2140 #define SFLAG_DS_OFFSCREEN 0x01000000 /* This is a depth / stencil surface, last modified offscreen. */
2142 /* In some conditions the surface memory must not be freed:
2143 * SFLAG_CONVERTED: Converting the data back would take too long
2144 * SFLAG_DIBSECTION: The dib code manages the memory
2145 * SFLAG_LOCKED: The app requires access to the surface data
2146 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2147 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2148 * SFLAG_CLIENT: OpenGL uses our memory as backup
2150 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2151 SFLAG_DYNLOCK | \
2152 SFLAG_LOCKED | \
2153 SFLAG_CLIENT | \
2154 SFLAG_DIBSECTION | \
2155 SFLAG_USERPTR | \
2156 SFLAG_PBO)
2158 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2159 SFLAG_INTEXTURE | \
2160 SFLAG_INSRGBTEX | \
2161 SFLAG_INDRAWABLE | \
2162 SFLAG_INRB_MULTISAMPLE | \
2163 SFLAG_INRB_RESOLVED)
2165 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2166 SFLAG_DS_OFFSCREEN)
2167 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2169 typedef enum {
2170 NO_CONVERSION,
2171 CONVERT_PALETTED,
2172 CONVERT_PALETTED_CK,
2173 CONVERT_CK_565,
2174 CONVERT_CK_5551,
2175 CONVERT_CK_RGB24,
2176 CONVERT_RGB32_888
2177 } CONVERT_TYPES;
2179 HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_alpha_ck, BOOL use_texturing,
2180 struct wined3d_format *format, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
2181 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2183 struct wined3d_vertex_declaration_element
2185 const struct wined3d_format *format;
2186 BOOL ffp_valid;
2187 WORD input_slot;
2188 WORD offset;
2189 UINT output_slot;
2190 BYTE method;
2191 BYTE usage;
2192 BYTE usage_idx;
2195 struct wined3d_vertex_declaration
2197 LONG ref;
2198 void *parent;
2199 const struct wined3d_parent_ops *parent_ops;
2200 struct wined3d_device *device;
2202 struct wined3d_vertex_declaration_element *elements;
2203 UINT element_count;
2205 DWORD streams[MAX_STREAMS];
2206 UINT num_streams;
2207 BOOL position_transformed;
2208 BOOL half_float_conv_needed;
2211 struct wined3d_saved_states
2213 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2214 WORD streamSource; /* MAX_STREAMS, 16 */
2215 WORD streamFreq; /* MAX_STREAMS, 16 */
2216 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2217 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2218 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2219 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2220 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2221 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2222 BOOL *pixelShaderConstantsF;
2223 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2224 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2225 BOOL *vertexShaderConstantsF;
2226 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2227 DWORD primitive_type : 1;
2228 DWORD indices : 1;
2229 DWORD material : 1;
2230 DWORD viewport : 1;
2231 DWORD vertexDecl : 1;
2232 DWORD pixelShader : 1;
2233 DWORD vertexShader : 1;
2234 DWORD scissorRect : 1;
2235 DWORD padding : 4;
2238 struct StageState {
2239 DWORD stage;
2240 DWORD state;
2243 struct wined3d_stream_state
2245 struct wined3d_buffer *buffer;
2246 UINT offset;
2247 UINT stride;
2248 UINT frequency;
2249 UINT flags;
2252 struct wined3d_state
2254 const struct wined3d_fb_state *fb;
2256 struct wined3d_vertex_declaration *vertex_declaration;
2257 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2258 BOOL user_stream;
2259 struct wined3d_buffer *index_buffer;
2260 enum wined3d_format_id index_format;
2261 INT base_vertex_index;
2262 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2263 GLenum gl_primitive_type;
2265 struct wined3d_shader *vertex_shader;
2266 BOOL vs_consts_b[MAX_CONST_B];
2267 INT vs_consts_i[MAX_CONST_I * 4];
2268 float *vs_consts_f;
2270 struct wined3d_shader *pixel_shader;
2271 BOOL ps_consts_b[MAX_CONST_B];
2272 INT ps_consts_i[MAX_CONST_I * 4];
2273 float *ps_consts_f;
2275 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2276 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2277 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2278 DWORD lowest_disabled_stage;
2280 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2281 double clip_planes[MAX_CLIPPLANES][4];
2282 WINED3DMATERIAL material;
2283 WINED3DVIEWPORT viewport;
2284 RECT scissor_rect;
2286 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2287 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2288 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2289 struct list light_map[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2290 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2292 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2295 struct wined3d_stateblock
2297 LONG ref; /* Note: Ref counting not required */
2298 struct wined3d_device *device;
2299 WINED3DSTATEBLOCKTYPE blockType;
2301 /* Array indicating whether things have been set or changed */
2302 struct wined3d_saved_states changed;
2303 struct wined3d_state state;
2305 /* Contained state management */
2306 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2307 unsigned int num_contained_render_states;
2308 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2309 unsigned int num_contained_transform_states;
2310 DWORD contained_vs_consts_i[MAX_CONST_I];
2311 unsigned int num_contained_vs_consts_i;
2312 DWORD contained_vs_consts_b[MAX_CONST_B];
2313 unsigned int num_contained_vs_consts_b;
2314 DWORD *contained_vs_consts_f;
2315 unsigned int num_contained_vs_consts_f;
2316 DWORD contained_ps_consts_i[MAX_CONST_I];
2317 unsigned int num_contained_ps_consts_i;
2318 DWORD contained_ps_consts_b[MAX_CONST_B];
2319 unsigned int num_contained_ps_consts_b;
2320 DWORD *contained_ps_consts_f;
2321 unsigned int num_contained_ps_consts_f;
2322 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2323 unsigned int num_contained_tss_states;
2324 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2325 unsigned int num_contained_sampler_states;
2328 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2329 void stateblock_init_default_state(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2331 /* Direct3D terminology with little modifications. We do not have an issued state
2332 * because only the driver knows about it, but we have a created state because d3d
2333 * allows GetData on a created issue, but opengl doesn't
2335 enum query_state {
2336 QUERY_CREATED,
2337 QUERY_SIGNALLED,
2338 QUERY_BUILDING
2341 struct wined3d_query_ops
2343 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2344 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2347 struct wined3d_query
2349 LONG ref;
2350 const struct wined3d_query_ops *query_ops;
2351 struct wined3d_device *device;
2352 enum query_state state;
2353 WINED3DQUERYTYPE type;
2354 DWORD data_size;
2355 void *extendedData;
2358 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2359 * fixed function semantics as D3DCOLOR or FLOAT16 */
2360 enum wined3d_buffer_conversion_type
2362 CONV_NONE,
2363 CONV_D3DCOLOR,
2364 CONV_POSITIONT,
2367 struct wined3d_map_range
2369 UINT offset;
2370 UINT size;
2373 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2374 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2375 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2376 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2377 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2378 #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2379 #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2380 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2382 struct wined3d_buffer
2384 struct wined3d_resource resource;
2386 struct wined3d_buffer_desc desc;
2388 GLuint buffer_object;
2389 GLenum buffer_object_usage;
2390 GLenum buffer_type_hint;
2391 UINT buffer_object_size;
2392 LONG bind_count;
2393 DWORD flags;
2395 LONG lock_count;
2396 struct wined3d_map_range *maps;
2397 ULONG maps_size, modified_areas;
2398 struct wined3d_event_query *query;
2400 /* conversion stuff */
2401 UINT decl_change_count, full_conversion_count;
2402 UINT draw_count;
2403 UINT stride; /* 0 if no conversion */
2404 UINT conversion_stride; /* 0 if no shifted conversion */
2405 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2408 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2410 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2413 void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
2414 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2415 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2417 struct wined3d_rendertarget_view
2419 LONG refcount;
2421 struct wined3d_resource *resource;
2422 void *parent;
2425 struct wined3d_swapchain_ops
2427 HRESULT (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2428 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2431 struct wined3d_swapchain
2433 LONG ref;
2434 void *parent;
2435 const struct wined3d_parent_ops *parent_ops;
2436 const struct wined3d_swapchain_ops *swapchain_ops;
2437 struct wined3d_device *device;
2439 struct wined3d_surface **back_buffers;
2440 struct wined3d_surface *front_buffer;
2441 WINED3DPRESENT_PARAMETERS presentParms;
2442 DWORD orig_width, orig_height;
2443 enum wined3d_format_id orig_fmt;
2444 WINED3DGAMMARAMP orig_gamma;
2445 BOOL render_to_fbo;
2446 const struct wined3d_format *ds_format;
2448 LONG prev_time, frames; /* Performance tracking */
2450 struct wined3d_context **context;
2451 unsigned int num_contexts;
2453 HWND win_handle;
2454 HWND device_window;
2456 HDC backup_dc;
2457 HWND backup_wnd;
2460 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2462 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2463 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2464 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2465 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2466 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2468 #define DEFAULT_REFRESH_RATE 0
2470 /*****************************************************************************
2471 * Utility function prototypes
2474 /* Trace routines */
2475 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2476 const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2477 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2478 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2479 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2480 const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2481 const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2482 const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2483 const char *debug_d3drenderstate(WINED3DRENDERSTATETYPE state) DECLSPEC_HIDDEN;
2484 const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2485 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2486 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2487 const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2488 const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2489 const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2490 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2491 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2492 const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2493 const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2494 const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2495 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2496 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2498 /* Routines for GL <-> D3D values */
2499 GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2500 GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2501 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2502 WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2503 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2504 BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3,
2505 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2506 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2507 BOOL transformed, enum wined3d_format_id coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2508 void texture_activate_dimensions(const struct wined3d_texture *texture,
2509 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2510 void sampler_texdim(struct wined3d_context *context,
2511 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2512 void tex_alphaop(struct wined3d_context *context,
2513 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2514 void apply_pixelshader(struct wined3d_context *context,
2515 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2516 void state_fogcolor(struct wined3d_context *context,
2517 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2518 void state_fogdensity(struct wined3d_context *context,
2519 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2520 void state_fogstartend(struct wined3d_context *context,
2521 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2522 void state_fog_fragpart(struct wined3d_context *context,
2523 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2525 BOOL getColorBits(const struct wined3d_format *format,
2526 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2527 BOOL getDepthStencilBits(const struct wined3d_format *format,
2528 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2530 /* Math utils */
2531 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2532 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2533 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2534 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2536 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2538 struct wined3d_shader_lconst
2540 struct list entry;
2541 unsigned int idx;
2542 DWORD value[4];
2545 struct wined3d_shader_limits
2547 unsigned int temporary;
2548 unsigned int texcoord;
2549 unsigned int sampler;
2550 unsigned int constant_int;
2551 unsigned int constant_float;
2552 unsigned int constant_bool;
2553 unsigned int address;
2554 unsigned int packed_output;
2555 unsigned int packed_input;
2556 unsigned int attributes;
2557 unsigned int label;
2560 #ifdef __GNUC__
2561 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2562 #else
2563 #define PRINTF_ATTR(fmt,args)
2564 #endif
2566 /* Base Shader utility functions. */
2567 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2568 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2570 /* Vertex shader utility functions */
2571 BOOL vshader_get_input(const struct wined3d_shader *shader,
2572 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2574 struct wined3d_vertex_shader
2576 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2579 struct wined3d_pixel_shader
2581 /* Pixel shader input semantics */
2582 DWORD input_reg_map[MAX_REG_INPUT];
2583 BOOL input_reg_used[MAX_REG_INPUT];
2584 unsigned int declared_in_count;
2586 /* Some information about the shader behavior */
2587 BOOL color0_mov;
2588 DWORD color0_reg;
2591 struct wined3d_shader
2593 LONG ref;
2594 struct wined3d_shader_limits limits;
2595 DWORD *function;
2596 UINT functionLength;
2597 BOOL load_local_constsF;
2598 const struct wined3d_shader_frontend *frontend;
2599 void *frontend_data;
2600 void *backend_data;
2602 void *parent;
2603 const struct wined3d_parent_ops *parent_ops;
2605 /* Programs this shader is linked with */
2606 struct list linked_programs;
2608 /* Immediate constants (override global ones) */
2609 struct list constantsB;
2610 struct list constantsF;
2611 struct list constantsI;
2612 struct wined3d_shader_reg_maps reg_maps;
2614 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2615 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2617 /* Pointer to the parent device */
2618 struct wined3d_device *device;
2619 struct list shader_list_entry;
2621 union
2623 struct wined3d_vertex_shader vs;
2624 struct wined3d_pixel_shader ps;
2625 } u;
2628 void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps,
2629 struct wined3d_texture * const *textures) DECLSPEC_HIDDEN;
2630 void find_ps_compile_args(const struct wined3d_state *state,
2631 const struct wined3d_shader *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
2633 void find_vs_compile_args(const struct wined3d_state *state,
2634 const struct wined3d_shader *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2636 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2637 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2638 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2639 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2640 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2641 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2642 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2643 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2644 unsigned int max) DECLSPEC_HIDDEN;
2645 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2646 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
2647 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2649 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2651 return type == WINED3D_SHADER_TYPE_PIXEL;
2654 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2656 return type == WINED3D_SHADER_TYPE_VERTEX;
2659 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2661 switch (reg->type)
2663 case WINED3DSPR_RASTOUT:
2664 /* oFog & oPts */
2665 if (reg->idx) return TRUE;
2666 /* oPos */
2667 return FALSE;
2669 case WINED3DSPR_DEPTHOUT: /* oDepth */
2670 case WINED3DSPR_CONSTBOOL: /* b# */
2671 case WINED3DSPR_LOOP: /* aL */
2672 case WINED3DSPR_PREDICATE: /* p0 */
2673 return TRUE;
2675 case WINED3DSPR_MISCTYPE:
2676 switch(reg->idx)
2678 case 0: /* vPos */
2679 return FALSE;
2680 case 1: /* vFace */
2681 return TRUE;
2682 default:
2683 return FALSE;
2686 case WINED3DSPR_IMMCONST:
2687 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2689 default:
2690 return FALSE;
2694 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2695 const struct wined3d_state *state, float *position_fixup)
2697 position_fixup[0] = 1.0f;
2698 position_fixup[1] = 1.0f;
2699 position_fixup[2] = (63.0f / 64.0f) / state->viewport.Width;
2700 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.Height;
2702 if (context->render_offscreen)
2704 position_fixup[1] *= -1.0f;
2705 position_fixup[3] *= -1.0f;
2709 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
2711 struct wined3d_shader_lconst *lconst;
2713 if (shader->load_local_constsF)
2714 return FALSE;
2716 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
2718 if (lconst->idx == reg)
2719 return TRUE;
2722 return FALSE;
2725 /* Using additional shader constants (uniforms in GLSL / program environment
2726 * or local parameters in ARB) is costly:
2727 * ARB only knows float4 parameters and GLSL compiler are not really smart
2728 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2729 * (in fact most compilers map a float2 to a full float4 uniform).
2731 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2732 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2733 * into a single shader constant (uniform / program parameter).
2735 * This structure is shared between the GLSL and the ARB backend.*/
2736 struct ps_np2fixup_info {
2737 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2738 WORD active; /* bitfield indicating if we can apply the fixup */
2739 WORD num_consts;
2742 /* sRGB correction constants */
2743 static const float srgb_cmp = 0.0031308f;
2744 static const float srgb_mul_low = 12.92f;
2745 static const float srgb_pow = 0.41666f;
2746 static const float srgb_mul_high = 1.055f;
2747 static const float srgb_sub_high = 0.055f;
2749 struct wined3d_palette
2751 LONG ref;
2752 void *parent;
2753 struct wined3d_device *device;
2755 HPALETTE hpal;
2756 WORD palVersion; /*| */
2757 WORD palNumEntries; /*| LOGPALETTE */
2758 PALETTEENTRY palents[256]; /*| */
2759 /* This is to store the palette in 'screen format' */
2760 int screen_palents[256];
2761 DWORD flags;
2764 /* DirectDraw utility functions */
2765 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2767 /*****************************************************************************
2768 * Pixel format management
2771 /* WineD3D pixel format flags */
2772 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2773 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2774 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2775 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2776 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2777 #define WINED3DFMT_FLAG_FOURCC 0x00000020
2778 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2779 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
2780 #define WINED3DFMT_FLAG_GETDC 0x00000100
2781 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2782 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2783 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2784 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2785 #define WINED3DFMT_FLAG_VTF 0x00002000
2786 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2787 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
2788 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
2789 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
2791 struct wined3d_format
2793 enum wined3d_format_id id;
2795 DWORD red_mask;
2796 DWORD green_mask;
2797 DWORD blue_mask;
2798 DWORD alpha_mask;
2799 UINT byte_count;
2800 BYTE depth_size;
2801 BYTE stencil_size;
2803 UINT block_width;
2804 UINT block_height;
2805 UINT block_byte_count;
2807 enum wined3d_ffp_emit_idx emit_idx;
2808 GLint component_count;
2809 GLenum gl_vtx_type;
2810 GLint gl_vtx_format;
2811 GLboolean gl_normalized;
2812 unsigned int component_size;
2814 GLint glInternal;
2815 GLint glGammaInternal;
2816 GLint rtInternal;
2817 GLint glFormat;
2818 GLint glType;
2819 UINT conv_byte_count;
2820 unsigned int flags;
2821 float heightscale;
2822 struct color_fixup_desc color_fixup;
2823 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
2826 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2827 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2828 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
2829 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2830 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
2831 const struct wined3d_color *color) DECLSPEC_HIDDEN;
2833 static inline BOOL use_vs(const struct wined3d_state *state)
2835 /* Check stateblock->vertexDecl to allow this to be used from
2836 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2837 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2838 * style strided data. */
2839 return state->vertex_shader && !state->vertex_declaration->position_transformed;
2842 static inline BOOL use_ps(const struct wined3d_state *state)
2844 return !!state->pixel_shader;
2847 static inline void context_apply_state(struct wined3d_context *context,
2848 const struct wined3d_state *state, DWORD state_id)
2850 const struct StateEntry *state_table = context->state_table;
2851 DWORD rep = state_table[state_id].representative;
2852 state_table[rep].apply(context, state, rep);
2855 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2856 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2858 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
2860 #endif