d3d8/tests: Use a separate device for texop_test().
[wine/multimedia.git] / dlls / wined3d / wined3d_private.h
blobdd49f43041ec5520b3c164b0f161f4cb1c88cbe3
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2011, 2013 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #ifndef __WINE_WINED3D_PRIVATE_H
26 #define __WINE_WINED3D_PRIVATE_H
28 #ifdef USE_WIN32_OPENGL
29 #define WINE_GLAPI __stdcall
30 #else
31 #define WINE_GLAPI
32 #endif
34 #include <stdarg.h>
35 #include <math.h>
36 #include <limits.h>
37 #define NONAMELESSUNION
38 #define NONAMELESSSTRUCT
39 #define COBJMACROS
40 #include "windef.h"
41 #include "winbase.h"
42 #include "winreg.h"
43 #include "wingdi.h"
44 #include "winuser.h"
45 #include "wine/debug.h"
46 #include "wine/unicode.h"
48 #include "objbase.h"
49 #include "wine/wined3d.h"
50 #include "wined3d_gl.h"
51 #include "wine/list.h"
52 #include "wine/rbtree.h"
53 #include "wine/wgl_driver.h"
55 /* Driver quirks */
56 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
57 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
58 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
59 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
60 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
61 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
62 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
63 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
64 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
65 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
67 /* Texture format fixups */
69 enum fixup_channel_source
71 CHANNEL_SOURCE_ZERO = 0,
72 CHANNEL_SOURCE_ONE = 1,
73 CHANNEL_SOURCE_X = 2,
74 CHANNEL_SOURCE_Y = 3,
75 CHANNEL_SOURCE_Z = 4,
76 CHANNEL_SOURCE_W = 5,
77 CHANNEL_SOURCE_COMPLEX0 = 6,
78 CHANNEL_SOURCE_COMPLEX1 = 7,
81 enum complex_fixup
83 COMPLEX_FIXUP_NONE = 0,
84 COMPLEX_FIXUP_YUY2 = 1,
85 COMPLEX_FIXUP_UYVY = 2,
86 COMPLEX_FIXUP_YV12 = 3,
87 COMPLEX_FIXUP_P8 = 4,
88 COMPLEX_FIXUP_NV12 = 5,
91 #include <pshpack2.h>
92 struct color_fixup_desc
94 unsigned x_sign_fixup : 1;
95 unsigned x_source : 3;
96 unsigned y_sign_fixup : 1;
97 unsigned y_source : 3;
98 unsigned z_sign_fixup : 1;
99 unsigned z_source : 3;
100 unsigned w_sign_fixup : 1;
101 unsigned w_source : 3;
103 #include <poppack.h>
105 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
106 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
108 static inline struct color_fixup_desc create_color_fixup_desc(
109 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
110 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
112 struct color_fixup_desc fixup =
114 sign0, src0,
115 sign1, src1,
116 sign2, src2,
117 sign3, src3,
119 return fixup;
122 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
124 struct color_fixup_desc fixup =
126 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
127 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
128 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
129 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
131 return fixup;
134 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
136 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
139 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
141 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
144 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
146 enum complex_fixup complex_fixup = 0;
147 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
148 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
149 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
150 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
151 return complex_fixup;
154 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
155 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
156 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
158 /* Device caps */
159 #define MAX_STREAM_OUT 4
160 #define MAX_STREAMS 16
161 #define MAX_TEXTURES 8
162 #define MAX_FRAGMENT_SAMPLERS 16
163 #define MAX_VERTEX_SAMPLERS 4
164 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
165 #define MAX_ACTIVE_LIGHTS 8
166 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
167 #define MAX_CONSTANT_BUFFERS 15
168 #define MAX_SAMPLER_OBJECTS 16
170 struct min_lookup
172 GLenum mip[WINED3D_TEXF_LINEAR + 1];
175 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
176 extern const struct min_lookup minMipLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
177 extern const struct min_lookup minMipLookup_noMip[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
178 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
179 extern const GLenum magLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
181 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], enum wined3d_texture_filter_type mag_filter)
183 return mag_lookup[mag_filter];
186 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
187 enum wined3d_texture_filter_type min_filter, enum wined3d_texture_filter_type mip_filter)
189 return min_mip_lookup[min_filter].mip[mip_filter];
192 /* float_16_to_32() and float_32_to_16() (see implementation in
193 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
194 * to standard C floats and vice versa. They do not depend on the encoding
195 * of the C float, so they are platform independent, but slow. On x86 and
196 * other IEEE 754 compliant platforms the conversion can be accelerated by
197 * bit shifting the exponent and mantissa. There are also some SSE-based
198 * assembly routines out there.
200 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
202 static inline float float_16_to_32(const unsigned short *in)
204 const unsigned short s = ((*in) & 0x8000);
205 const unsigned short e = ((*in) & 0x7c00) >> 10;
206 const unsigned short m = (*in) & 0x3ff;
207 const float sgn = (s ? -1.0f : 1.0f);
209 if(e == 0) {
210 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
211 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
212 } else if(e < 31) {
213 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
214 } else {
215 if(m == 0) return sgn * INFINITY;
216 else return NAN;
220 static inline float float_24_to_32(DWORD in)
222 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
223 const unsigned short e = (in & 0x780000) >> 19;
224 const unsigned int m = in & 0x7ffff;
226 if (e == 0)
228 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
229 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
231 else if (e < 15)
233 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
235 else
237 if (m == 0) return sgn * INFINITY;
238 else return NAN;
242 #define ORM_BACKBUFFER 0
243 #define ORM_FBO 1
245 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
246 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
248 /* NOTE: When adding fields to this structure, make sure to update the default
249 * values in wined3d_main.c as well. */
250 struct wined3d_settings
252 /* Ideally, we don't want the user to have to request GLSL. If the
253 * hardware supports GLSL, we should use it. However, until it's fully
254 * implemented, we'll leave it as a registry setting for developers. */
255 BOOL glslRequested;
256 int offscreen_rendering_mode;
257 unsigned short pci_vendor_id;
258 unsigned short pci_device_id;
259 /* Memory tracking and object counting. */
260 unsigned int emulated_textureram;
261 char *logo;
262 int allow_multisampling;
263 BOOL strict_draw_ordering;
264 BOOL always_offscreen;
265 unsigned int max_sm_vs;
266 unsigned int max_sm_gs;
267 unsigned int max_sm_ps;
268 BOOL no_3d;
271 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
273 enum wined3d_sampler_texture_type
275 WINED3DSTT_UNKNOWN = 0,
276 WINED3DSTT_1D = 1,
277 WINED3DSTT_2D = 2,
278 WINED3DSTT_CUBE = 3,
279 WINED3DSTT_VOLUME = 4,
282 #define WINED3D_SHADER_CONST_VS_F 0x00000001
283 #define WINED3D_SHADER_CONST_VS_I 0x00000002
284 #define WINED3D_SHADER_CONST_VS_B 0x00000004
285 #define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000008
286 #define WINED3D_SHADER_CONST_PS_F 0x00000010
287 #define WINED3D_SHADER_CONST_PS_I 0x00000020
288 #define WINED3D_SHADER_CONST_PS_B 0x00000040
289 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000080
290 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000100
291 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000200
292 #define WINED3D_SHADER_CONST_FFP_PS 0x00000400
294 enum wined3d_shader_register_type
296 WINED3DSPR_TEMP = 0,
297 WINED3DSPR_INPUT = 1,
298 WINED3DSPR_CONST = 2,
299 WINED3DSPR_ADDR = 3,
300 WINED3DSPR_TEXTURE = 3,
301 WINED3DSPR_RASTOUT = 4,
302 WINED3DSPR_ATTROUT = 5,
303 WINED3DSPR_TEXCRDOUT = 6,
304 WINED3DSPR_OUTPUT = 6,
305 WINED3DSPR_CONSTINT = 7,
306 WINED3DSPR_COLOROUT = 8,
307 WINED3DSPR_DEPTHOUT = 9,
308 WINED3DSPR_SAMPLER = 10,
309 WINED3DSPR_CONST2 = 11,
310 WINED3DSPR_CONST3 = 12,
311 WINED3DSPR_CONST4 = 13,
312 WINED3DSPR_CONSTBOOL = 14,
313 WINED3DSPR_LOOP = 15,
314 WINED3DSPR_TEMPFLOAT16 = 16,
315 WINED3DSPR_MISCTYPE = 17,
316 WINED3DSPR_LABEL = 18,
317 WINED3DSPR_PREDICATE = 19,
318 WINED3DSPR_IMMCONST,
319 WINED3DSPR_CONSTBUFFER,
320 WINED3DSPR_PRIMID,
321 WINED3DSPR_NULL,
322 WINED3DSPR_RESOURCE,
325 enum wined3d_data_type
327 WINED3D_DATA_FLOAT,
328 WINED3D_DATA_INT,
329 WINED3D_DATA_RESOURCE,
330 WINED3D_DATA_SAMPLER,
331 WINED3D_DATA_UINT,
334 enum wined3d_immconst_type
336 WINED3D_IMMCONST_SCALAR,
337 WINED3D_IMMCONST_VEC4,
340 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
342 enum wined3d_shader_src_modifier
344 WINED3DSPSM_NONE = 0,
345 WINED3DSPSM_NEG = 1,
346 WINED3DSPSM_BIAS = 2,
347 WINED3DSPSM_BIASNEG = 3,
348 WINED3DSPSM_SIGN = 4,
349 WINED3DSPSM_SIGNNEG = 5,
350 WINED3DSPSM_COMP = 6,
351 WINED3DSPSM_X2 = 7,
352 WINED3DSPSM_X2NEG = 8,
353 WINED3DSPSM_DZ = 9,
354 WINED3DSPSM_DW = 10,
355 WINED3DSPSM_ABS = 11,
356 WINED3DSPSM_ABSNEG = 12,
357 WINED3DSPSM_NOT = 13,
360 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
361 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
362 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
363 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
364 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
366 enum wined3d_shader_dst_modifier
368 WINED3DSPDM_NONE = 0,
369 WINED3DSPDM_SATURATE = 1,
370 WINED3DSPDM_PARTIALPRECISION = 2,
371 WINED3DSPDM_MSAMPCENTROID = 4,
374 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
375 #define WINED3DSI_TEXLD_PROJECT 0x1
376 #define WINED3DSI_TEXLD_BIAS 0x2
377 #define WINED3DSI_INDEXED_DYNAMIC 0x4
379 enum wined3d_shader_rel_op
381 WINED3D_SHADER_REL_OP_GT = 1,
382 WINED3D_SHADER_REL_OP_EQ = 2,
383 WINED3D_SHADER_REL_OP_GE = 3,
384 WINED3D_SHADER_REL_OP_LT = 4,
385 WINED3D_SHADER_REL_OP_NE = 5,
386 WINED3D_SHADER_REL_OP_LE = 6,
389 #define WINED3D_SM1_VS 0xfffe
390 #define WINED3D_SM1_PS 0xffff
391 #define WINED3D_SM4_PS 0x0000
392 #define WINED3D_SM4_VS 0x0001
393 #define WINED3D_SM4_GS 0x0002
395 /* Shader version tokens, and shader end tokens */
396 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
397 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
399 /* Shader backends */
401 /* TODO: Make this dynamic, based on shader limits ? */
402 #define MAX_ATTRIBS 16
403 #define MAX_REG_ADDR 1
404 #define MAX_REG_TEMP 32
405 #define MAX_REG_TEXCRD 8
406 #define MAX_REG_INPUT 32
407 #define MAX_REG_OUTPUT 32
408 #define MAX_CONST_I 16
409 #define MAX_CONST_B 16
410 #define WINED3D_MAX_CBS 15
412 /* FIXME: This needs to go up to 2048 for
413 * Shader model 3 according to msdn (and for software shaders) */
414 #define MAX_LABELS 16
416 struct wined3d_shader_buffer
418 char *buffer;
419 unsigned int buffer_size;
420 unsigned int content_size;
421 unsigned int lineNo;
422 BOOL newline;
425 enum WINED3D_SHADER_INSTRUCTION_HANDLER
427 WINED3DSIH_ABS,
428 WINED3DSIH_ADD,
429 WINED3DSIH_AND,
430 WINED3DSIH_BEM,
431 WINED3DSIH_BREAK,
432 WINED3DSIH_BREAKC,
433 WINED3DSIH_BREAKP,
434 WINED3DSIH_CALL,
435 WINED3DSIH_CALLNZ,
436 WINED3DSIH_CMP,
437 WINED3DSIH_CND,
438 WINED3DSIH_CRS,
439 WINED3DSIH_CUT,
440 WINED3DSIH_DCL,
441 WINED3DSIH_DCL_CONSTANT_BUFFER,
442 WINED3DSIH_DCL_INPUT_PRIMITIVE,
443 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
444 WINED3DSIH_DCL_VERTICES_OUT,
445 WINED3DSIH_DEF,
446 WINED3DSIH_DEFB,
447 WINED3DSIH_DEFI,
448 WINED3DSIH_DIV,
449 WINED3DSIH_DP2ADD,
450 WINED3DSIH_DP3,
451 WINED3DSIH_DP4,
452 WINED3DSIH_DST,
453 WINED3DSIH_DSX,
454 WINED3DSIH_DSY,
455 WINED3DSIH_ELSE,
456 WINED3DSIH_EMIT,
457 WINED3DSIH_ENDIF,
458 WINED3DSIH_ENDLOOP,
459 WINED3DSIH_ENDREP,
460 WINED3DSIH_EQ,
461 WINED3DSIH_EXP,
462 WINED3DSIH_EXPP,
463 WINED3DSIH_FRC,
464 WINED3DSIH_FTOI,
465 WINED3DSIH_GE,
466 WINED3DSIH_IADD,
467 WINED3DSIH_IEQ,
468 WINED3DSIH_IF,
469 WINED3DSIH_IFC,
470 WINED3DSIH_IGE,
471 WINED3DSIH_IMUL,
472 WINED3DSIH_ITOF,
473 WINED3DSIH_LABEL,
474 WINED3DSIH_LD,
475 WINED3DSIH_LIT,
476 WINED3DSIH_LOG,
477 WINED3DSIH_LOGP,
478 WINED3DSIH_LOOP,
479 WINED3DSIH_LRP,
480 WINED3DSIH_LT,
481 WINED3DSIH_M3x2,
482 WINED3DSIH_M3x3,
483 WINED3DSIH_M3x4,
484 WINED3DSIH_M4x3,
485 WINED3DSIH_M4x4,
486 WINED3DSIH_MAD,
487 WINED3DSIH_MAX,
488 WINED3DSIH_MIN,
489 WINED3DSIH_MOV,
490 WINED3DSIH_MOVA,
491 WINED3DSIH_MOVC,
492 WINED3DSIH_MUL,
493 WINED3DSIH_NOP,
494 WINED3DSIH_NRM,
495 WINED3DSIH_PHASE,
496 WINED3DSIH_POW,
497 WINED3DSIH_RCP,
498 WINED3DSIH_REP,
499 WINED3DSIH_RET,
500 WINED3DSIH_ROUND_NI,
501 WINED3DSIH_RSQ,
502 WINED3DSIH_SAMPLE,
503 WINED3DSIH_SAMPLE_GRAD,
504 WINED3DSIH_SAMPLE_LOD,
505 WINED3DSIH_SETP,
506 WINED3DSIH_SGE,
507 WINED3DSIH_SGN,
508 WINED3DSIH_SINCOS,
509 WINED3DSIH_SLT,
510 WINED3DSIH_SQRT,
511 WINED3DSIH_SUB,
512 WINED3DSIH_TEX,
513 WINED3DSIH_TEXBEM,
514 WINED3DSIH_TEXBEML,
515 WINED3DSIH_TEXCOORD,
516 WINED3DSIH_TEXDEPTH,
517 WINED3DSIH_TEXDP3,
518 WINED3DSIH_TEXDP3TEX,
519 WINED3DSIH_TEXKILL,
520 WINED3DSIH_TEXLDD,
521 WINED3DSIH_TEXLDL,
522 WINED3DSIH_TEXM3x2DEPTH,
523 WINED3DSIH_TEXM3x2PAD,
524 WINED3DSIH_TEXM3x2TEX,
525 WINED3DSIH_TEXM3x3,
526 WINED3DSIH_TEXM3x3DIFF,
527 WINED3DSIH_TEXM3x3PAD,
528 WINED3DSIH_TEXM3x3SPEC,
529 WINED3DSIH_TEXM3x3TEX,
530 WINED3DSIH_TEXM3x3VSPEC,
531 WINED3DSIH_TEXREG2AR,
532 WINED3DSIH_TEXREG2GB,
533 WINED3DSIH_TEXREG2RGB,
534 WINED3DSIH_UDIV,
535 WINED3DSIH_USHR,
536 WINED3DSIH_UTOF,
537 WINED3DSIH_XOR,
538 WINED3DSIH_TABLE_SIZE
541 enum wined3d_shader_type
543 WINED3D_SHADER_TYPE_PIXEL,
544 WINED3D_SHADER_TYPE_VERTEX,
545 WINED3D_SHADER_TYPE_GEOMETRY,
546 WINED3D_SHADER_TYPE_COUNT,
549 struct wined3d_shader_version
551 enum wined3d_shader_type type;
552 BYTE major;
553 BYTE minor;
556 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
558 struct wined3d_shader_reg_maps
560 struct wined3d_shader_version shader_version;
561 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
562 BYTE address; /* MAX_REG_ADDR, 1 */
563 WORD labels; /* MAX_LABELS, 16 */
564 DWORD temporary; /* MAX_REG_TEMP, 32 */
565 DWORD *constf; /* pixel, vertex */
566 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
567 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
568 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
569 WORD integer_constants; /* MAX_CONST_I, 16 */
570 WORD boolean_constants; /* MAX_CONST_B, 16 */
571 WORD local_int_consts; /* MAX_CONST_I, 16 */
572 WORD local_bool_consts; /* MAX_CONST_B, 16 */
573 UINT cb_sizes[WINED3D_MAX_CBS];
575 enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
576 BYTE bumpmat; /* MAX_TEXTURES, 8 */
577 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
579 WORD usesnrm : 1;
580 WORD vpos : 1;
581 WORD usesdsx : 1;
582 WORD usesdsy : 1;
583 WORD usestexldd : 1;
584 WORD usesmova : 1;
585 WORD usesfacing : 1;
586 WORD usesrelconstF : 1;
587 WORD fog : 1;
588 WORD usestexldl : 1;
589 WORD usesifc : 1;
590 WORD usescall : 1;
591 WORD usespow : 1;
592 WORD padding : 3;
594 DWORD rt_mask; /* Used render targets, 32 max. */
596 /* Whether or not loops are used in this shader, and nesting depth */
597 unsigned loop_depth;
598 UINT min_rel_offset, max_rel_offset;
601 /* Keeps track of details for TEX_M#x# instructions which need to maintain
602 * state information between multiple instructions. */
603 struct wined3d_shader_tex_mx
605 unsigned int current_row;
606 DWORD texcoord_w[2];
609 struct wined3d_shader_loop_state
611 UINT current_depth;
612 UINT current_reg;
615 struct wined3d_shader_context
617 const struct wined3d_shader *shader;
618 const struct wined3d_gl_info *gl_info;
619 const struct wined3d_shader_reg_maps *reg_maps;
620 struct wined3d_shader_buffer *buffer;
621 struct wined3d_shader_tex_mx *tex_mx;
622 struct wined3d_shader_loop_state *loop_state;
623 void *backend_data;
626 struct wined3d_shader_register_index
628 const struct wined3d_shader_src_param *rel_addr;
629 unsigned int offset;
632 struct wined3d_shader_register
634 enum wined3d_shader_register_type type;
635 enum wined3d_data_type data_type;
636 struct wined3d_shader_register_index idx[2];
637 enum wined3d_immconst_type immconst_type;
638 DWORD immconst_data[4];
641 struct wined3d_shader_dst_param
643 struct wined3d_shader_register reg;
644 DWORD write_mask;
645 DWORD modifiers;
646 DWORD shift;
649 struct wined3d_shader_src_param
651 struct wined3d_shader_register reg;
652 DWORD swizzle;
653 enum wined3d_shader_src_modifier modifiers;
656 struct wined3d_shader_semantic
658 enum wined3d_decl_usage usage;
659 UINT usage_idx;
660 enum wined3d_sampler_texture_type sampler_type;
661 struct wined3d_shader_dst_param reg;
664 struct wined3d_shader_instruction
666 const struct wined3d_shader_context *ctx;
667 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
668 DWORD flags;
669 BOOL coissue;
670 const struct wined3d_shader_src_param *predicate;
671 UINT dst_count;
672 const struct wined3d_shader_dst_param *dst;
673 UINT src_count;
674 const struct wined3d_shader_src_param *src;
675 union
677 struct wined3d_shader_semantic semantic;
678 enum wined3d_primitive_type primitive_type;
679 struct wined3d_shader_src_param src;
680 UINT count;
681 } declaration;
684 struct wined3d_shader_attribute
686 enum wined3d_decl_usage usage;
687 UINT usage_idx;
690 struct wined3d_shader_loop_control
692 unsigned int count;
693 unsigned int start;
694 int step;
697 struct wined3d_shader_frontend
699 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
700 void (*shader_free)(void *data);
701 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
702 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
703 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
706 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
707 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
709 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
711 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
712 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
714 struct shader_caps
716 UINT vs_version;
717 UINT gs_version;
718 UINT ps_version;
720 DWORD vs_uniform_count;
721 DWORD ps_uniform_count;
722 float ps_1x_max_value;
724 DWORD wined3d_caps;
727 enum tex_types
729 tex_1d = 0,
730 tex_2d = 1,
731 tex_3d = 2,
732 tex_cube = 3,
733 tex_rect = 4,
734 tex_type_count = 5,
737 enum vertexprocessing_mode {
738 fixedfunction,
739 vertexshader,
740 pretransformed
743 #define WINED3D_CONST_NUM_UNUSED ~0U
745 enum wined3d_ffp_ps_fog_mode
747 WINED3D_FFP_PS_FOG_OFF,
748 WINED3D_FFP_PS_FOG_LINEAR,
749 WINED3D_FFP_PS_FOG_EXP,
750 WINED3D_FFP_PS_FOG_EXP2,
753 /* Stateblock dependent parameters which have to be hardcoded
754 * into the shader code
757 #define WINED3D_PSARGS_PROJECTED (1 << 3)
758 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
759 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
760 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
761 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3
763 /* Similar to tex_types, except that it doesn't have 1d textures
764 * (can't be bound), rect textures (handled via np2_fixup) and
765 * none / unknown (treated as 2d and handled via dummy textures). */
766 enum wined3d_shader_tex_types
768 WINED3D_SHADER_TEX_2D = 0,
769 WINED3D_SHADER_TEX_3D = 1,
770 WINED3D_SHADER_TEX_CUBE = 2,
773 struct ps_compile_args {
774 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
775 enum vertexprocessing_mode vp_mode;
776 enum wined3d_ffp_ps_fog_mode fog;
777 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
778 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
779 WORD srgb_correction;
780 WORD np2_fixup;
781 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
782 D3D9 has a limit of 16 samplers and the fixup is superfluous
783 in D3D10 (unconditional NP2 support mandatory). */
784 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
787 enum fog_src_type {
788 VS_FOG_Z = 0,
789 VS_FOG_COORD = 1
792 struct vs_compile_args {
793 BYTE fog_src;
794 BYTE clip_enabled;
795 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
798 struct wined3d_context;
799 struct wined3d_state;
800 struct fragment_pipeline;
801 struct wined3d_vertex_pipe_ops;
803 struct wined3d_shader_backend_ops
805 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
806 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
807 const struct wined3d_state *state);
808 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
809 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
810 enum tex_types tex_type, const SIZE *ds_mask_size);
811 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
812 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
813 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
814 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
815 const struct wined3d_state *state);
816 void (*shader_destroy)(struct wined3d_shader *shader);
817 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
818 const struct fragment_pipeline *fragment_pipe);
819 void (*shader_free_private)(struct wined3d_device *device);
820 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
821 void (*shader_free_context_data)(struct wined3d_context *context);
822 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
823 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
824 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
827 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
828 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
829 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
831 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
833 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
834 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
835 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
836 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
838 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f)
839 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f)
840 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f)
841 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f)
843 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
844 (vec)[0] = D3DCOLOR_R(dw); \
845 (vec)[1] = D3DCOLOR_G(dw); \
846 (vec)[2] = D3DCOLOR_B(dw); \
847 (vec)[3] = D3DCOLOR_A(dw); \
848 } while(0)
850 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
852 /* Checking of API calls */
853 /* --------------------- */
854 #ifndef WINE_NO_DEBUG_MSGS
855 #define checkGLcall(A) \
856 do { \
857 GLint err; \
858 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
859 err = gl_info->gl_ops.gl.p_glGetError(); \
860 if (err == GL_NO_ERROR) { \
861 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
863 } else do { \
864 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
865 debug_glerror(err), err, A, __FILE__, __LINE__); \
866 err = gl_info->gl_ops.gl.p_glGetError(); \
867 } while (err != GL_NO_ERROR); \
868 } while(0)
869 #else
870 #define checkGLcall(A) do {} while(0)
871 #endif
873 enum wined3d_ffp_idx
875 WINED3D_FFP_POSITION = 0,
876 WINED3D_FFP_BLENDWEIGHT = 1,
877 WINED3D_FFP_BLENDINDICES = 2,
878 WINED3D_FFP_NORMAL = 3,
879 WINED3D_FFP_PSIZE = 4,
880 WINED3D_FFP_DIFFUSE = 5,
881 WINED3D_FFP_SPECULAR = 6,
882 WINED3D_FFP_TEXCOORD0 = 7,
883 WINED3D_FFP_TEXCOORD1 = 8,
884 WINED3D_FFP_TEXCOORD2 = 9,
885 WINED3D_FFP_TEXCOORD3 = 10,
886 WINED3D_FFP_TEXCOORD4 = 11,
887 WINED3D_FFP_TEXCOORD5 = 12,
888 WINED3D_FFP_TEXCOORD6 = 13,
889 WINED3D_FFP_TEXCOORD7 = 14,
892 enum wined3d_ffp_emit_idx
894 WINED3D_FFP_EMIT_FLOAT1 = 0,
895 WINED3D_FFP_EMIT_FLOAT2 = 1,
896 WINED3D_FFP_EMIT_FLOAT3 = 2,
897 WINED3D_FFP_EMIT_FLOAT4 = 3,
898 WINED3D_FFP_EMIT_D3DCOLOR = 4,
899 WINED3D_FFP_EMIT_UBYTE4 = 5,
900 WINED3D_FFP_EMIT_SHORT2 = 6,
901 WINED3D_FFP_EMIT_SHORT4 = 7,
902 WINED3D_FFP_EMIT_UBYTE4N = 8,
903 WINED3D_FFP_EMIT_SHORT2N = 9,
904 WINED3D_FFP_EMIT_SHORT4N = 10,
905 WINED3D_FFP_EMIT_USHORT2N = 11,
906 WINED3D_FFP_EMIT_USHORT4N = 12,
907 WINED3D_FFP_EMIT_UDEC3 = 13,
908 WINED3D_FFP_EMIT_DEC3N = 14,
909 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
910 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
911 WINED3D_FFP_EMIT_INVALID = 17,
912 WINED3D_FFP_EMIT_COUNT = 18
915 struct wined3d_bo_address
917 GLuint buffer_object;
918 BYTE *addr;
921 struct wined3d_stream_info_element
923 const struct wined3d_format *format;
924 struct wined3d_bo_address data;
925 GLsizei stride;
926 UINT stream_idx;
929 struct wined3d_stream_info
931 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
932 DWORD position_transformed : 1;
933 DWORD all_vbo : 1;
934 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
935 WORD use_map; /* MAX_ATTRIBS, 16 */
938 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
939 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
940 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
942 #define eps 1e-8f
944 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
945 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
947 /* Routines and structures related to state management */
949 #define STATE_RENDER(a) (a)
950 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
952 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
953 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
955 /* + 1 because samplers start with 0 */
956 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
957 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
959 #define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
960 #define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
962 #define STATE_TRANSFORM(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a) - 1)
963 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
965 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
966 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
967 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
968 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
970 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
971 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
973 #define STATE_VIEWPORT (STATE_VDECL + 1)
974 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
976 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
977 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
978 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
979 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
981 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
982 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
984 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
985 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
987 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
988 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
990 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
991 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
993 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
994 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
996 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
997 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
999 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1000 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1002 #define STATE_POINT_SIZE_ENABLE (STATE_FRAMEBUFFER + 1)
1003 #define STATE_IS_POINT_SIZE_ENABLE(a) ((a) == STATE_POINT_SIZE_ENABLE)
1005 #define STATE_HIGHEST (STATE_POINT_SIZE_ENABLE)
1007 enum fogsource {
1008 FOGSOURCE_FFP,
1009 FOGSOURCE_VS,
1010 FOGSOURCE_COORD,
1013 struct wined3d_occlusion_query
1015 struct list entry;
1016 GLuint id;
1017 struct wined3d_context *context;
1020 union wined3d_gl_query_object
1022 GLuint id;
1023 GLsync sync;
1026 struct wined3d_event_query
1028 struct list entry;
1029 union wined3d_gl_query_object object;
1030 struct wined3d_context *context;
1033 enum wined3d_event_query_result
1035 WINED3D_EVENT_QUERY_OK,
1036 WINED3D_EVENT_QUERY_WAITING,
1037 WINED3D_EVENT_QUERY_NOT_STARTED,
1038 WINED3D_EVENT_QUERY_WRONG_THREAD,
1039 WINED3D_EVENT_QUERY_ERROR
1042 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1043 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1044 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1045 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1046 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1048 struct wined3d_context
1050 const struct wined3d_gl_info *gl_info;
1051 const struct wined3d_d3d_info *d3d_info;
1052 const struct StateEntry *state_table;
1053 /* State dirtification
1054 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1055 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1056 * 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
1057 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1059 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1060 DWORD numDirtyEntries;
1061 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1063 struct wined3d_swapchain *swapchain;
1064 struct wined3d_surface *current_rt;
1065 DWORD tid; /* Thread ID which owns this context at the moment */
1067 /* Stores some information about the context state for optimization */
1068 DWORD render_offscreen : 1;
1069 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1070 DWORD last_was_pshader : 1;
1071 DWORD last_was_vshader : 1;
1072 DWORD namedArraysLoaded : 1;
1073 DWORD numberedArraysLoaded : 1;
1074 DWORD last_was_blit : 1;
1075 DWORD last_was_ckey : 1;
1076 DWORD fog_coord : 1;
1077 DWORD fog_enabled : 1;
1078 DWORD num_untracked_materials : 2; /* Max value 2 */
1079 DWORD current : 1;
1080 DWORD destroyed : 1;
1081 DWORD valid : 1;
1082 DWORD use_immediate_mode_draw : 1;
1083 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1084 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1085 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1086 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1087 DWORD rebind_fbo : 1;
1088 DWORD needs_set : 1;
1089 DWORD hdc_is_private : 1;
1090 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1091 DWORD padding : 16;
1092 DWORD shader_update_mask;
1093 DWORD constant_update_mask;
1094 DWORD numbered_array_mask;
1095 GLenum tracking_parm; /* Which source is tracking current colour */
1096 GLenum untracked_materials[2];
1097 UINT blit_w, blit_h;
1098 enum fogsource fog_source;
1099 DWORD active_texture;
1100 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1102 UINT instance_count;
1104 /* The actual opengl context */
1105 UINT level;
1106 HGLRC restore_ctx;
1107 HDC restore_dc;
1108 int restore_pf;
1109 HWND restore_pf_win;
1110 HGLRC glCtx;
1111 HWND win_handle;
1112 HDC hdc;
1113 int pixel_format;
1114 GLint aux_buffers;
1116 void *shader_backend_data;
1118 /* FBOs */
1119 UINT fbo_entry_count;
1120 struct list fbo_list;
1121 struct list fbo_destroy_list;
1122 struct fbo_entry *current_fbo;
1123 GLuint fbo_read_binding;
1124 GLuint fbo_draw_binding;
1125 struct wined3d_surface **blit_targets;
1126 GLenum *draw_buffers;
1127 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1129 /* Queries */
1130 GLuint *free_occlusion_queries;
1131 UINT free_occlusion_query_size;
1132 UINT free_occlusion_query_count;
1133 struct list occlusion_queries;
1135 union wined3d_gl_query_object *free_event_queries;
1136 UINT free_event_query_size;
1137 UINT free_event_query_count;
1138 struct list event_queries;
1140 struct wined3d_stream_info stream_info;
1142 /* Fences for GL_APPLE_flush_buffer_range */
1143 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1144 unsigned int num_buffer_queries;
1146 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1147 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1149 /* Extension emulation */
1150 GLint gl_fog_source;
1151 GLfloat fog_coord_value;
1152 GLfloat color[4], fogstart, fogend, fogcolor[4];
1153 GLuint dummy_arbfp_prog;
1156 struct wined3d_fb_state
1158 struct wined3d_surface **render_targets;
1159 struct wined3d_surface *depth_stencil;
1162 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1164 struct StateEntry
1166 DWORD representative;
1167 APPLYSTATEFUNC apply;
1170 struct StateEntryTemplate
1172 DWORD state;
1173 struct StateEntry content;
1174 enum wined3d_gl_extension extension;
1177 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1178 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1180 struct fragment_caps
1182 DWORD wined3d_caps;
1183 DWORD PrimitiveMiscCaps;
1184 DWORD TextureOpCaps;
1185 DWORD MaxTextureBlendStages;
1186 DWORD MaxSimultaneousTextures;
1189 struct fragment_pipeline
1191 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1192 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1193 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1194 void (*free_private)(struct wined3d_device *device);
1195 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1196 const struct StateEntryTemplate *states;
1199 struct wined3d_vertex_caps
1201 BOOL xyzrhw;
1202 DWORD max_active_lights;
1203 DWORD max_vertex_blend_matrices;
1204 DWORD max_vertex_blend_matrix_index;
1205 DWORD vertex_processing_caps;
1206 DWORD fvf_caps;
1207 DWORD max_user_clip_planes;
1208 DWORD raster_caps;
1211 struct wined3d_vertex_pipe_ops
1213 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1214 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1215 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1216 void (*vp_free)(struct wined3d_device *device);
1217 const struct StateEntryTemplate *vp_states;
1220 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1221 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1222 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1223 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1224 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1225 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1226 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1227 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1229 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1230 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1231 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1233 /* "Base" state table */
1234 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1235 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1236 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1237 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1239 enum wined3d_blit_op
1241 WINED3D_BLIT_OP_COLOR_BLIT,
1242 WINED3D_BLIT_OP_COLOR_FILL,
1243 WINED3D_BLIT_OP_DEPTH_FILL,
1244 WINED3D_BLIT_OP_DEPTH_BLIT,
1247 /* Shaders for color conversions in blits. Do not do blit operations while
1248 * already under the GL lock. */
1249 struct blit_shader
1251 HRESULT (*alloc_private)(struct wined3d_device *device);
1252 void (*free_private)(struct wined3d_device *device);
1253 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface);
1254 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1255 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1256 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1257 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1258 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1259 const RECT *dst_rect, const struct wined3d_color *color);
1260 HRESULT (*depth_fill)(struct wined3d_device *device,
1261 struct wined3d_surface *surface, const RECT *rect, float depth);
1264 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1265 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1266 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1268 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1269 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1270 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1271 DECLSPEC_HIDDEN;
1273 /* Temporary blit_shader helper functions */
1274 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
1275 struct wined3d_surface *src_surface, const RECT *src_rect,
1276 struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN;
1278 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1279 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1280 void context_alloc_event_query(struct wined3d_context *context,
1281 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1282 void context_alloc_occlusion_query(struct wined3d_context *context,
1283 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1284 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1285 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1286 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1287 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1288 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1289 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1290 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1291 unsigned int unit) DECLSPEC_HIDDEN;
1292 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1293 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1294 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1295 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1296 BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1297 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1298 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1299 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1300 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1301 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1302 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1303 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1304 void context_resource_released(const struct wined3d_device *device,
1305 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1306 void context_resource_unloaded(const struct wined3d_device *device,
1307 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1308 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1309 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1310 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1311 void context_state_drawbuf(struct wined3d_context *context,
1312 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1313 void context_state_fb(struct wined3d_context *context,
1314 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1315 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1316 void context_stream_info_from_declaration(struct wined3d_context *context,
1317 const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1319 /*****************************************************************************
1320 * Internal representation of a light
1322 struct wined3d_light_info
1324 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1325 DWORD OriginalIndex;
1326 LONG glIndex;
1327 BOOL enabled;
1329 /* Converted parms to speed up swapping lights */
1330 float lightPosn[4];
1331 float lightDirn[4];
1332 float exponent;
1333 float cutoff;
1335 struct list entry;
1338 /* The default light parameters */
1339 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1341 struct wined3d_pixel_format
1343 int iPixelFormat; /* WGL pixel format */
1344 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1345 int redSize, greenSize, blueSize, alphaSize, colorSize;
1346 int depthSize, stencilSize;
1347 BOOL windowDrawable;
1348 BOOL doubleBuffer;
1349 int auxBuffers;
1350 int numSamples;
1353 enum wined3d_pci_vendor
1355 HW_VENDOR_SOFTWARE = 0x0000,
1356 HW_VENDOR_AMD = 0x1002,
1357 HW_VENDOR_NVIDIA = 0x10de,
1358 HW_VENDOR_VMWARE = 0x15ad,
1359 HW_VENDOR_INTEL = 0x8086,
1362 enum wined3d_pci_device
1364 CARD_WINE = 0x0000,
1366 CARD_AMD_RAGE_128PRO = 0x5246,
1367 CARD_AMD_RADEON_7200 = 0x5144,
1368 CARD_AMD_RADEON_8500 = 0x514c,
1369 CARD_AMD_RADEON_9500 = 0x4144,
1370 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1371 CARD_AMD_RADEON_X700 = 0x5e4c,
1372 CARD_AMD_RADEON_X1600 = 0x71c2,
1373 CARD_AMD_RADEON_HD2350 = 0x94c7,
1374 CARD_AMD_RADEON_HD2600 = 0x9581,
1375 CARD_AMD_RADEON_HD2900 = 0x9400,
1376 CARD_AMD_RADEON_HD3200 = 0x9620,
1377 CARD_AMD_RADEON_HD4200M = 0x9712,
1378 CARD_AMD_RADEON_HD4350 = 0x954f,
1379 CARD_AMD_RADEON_HD4600 = 0x9495,
1380 CARD_AMD_RADEON_HD4700 = 0x944e,
1381 CARD_AMD_RADEON_HD4800 = 0x944c,
1382 CARD_AMD_RADEON_HD5400 = 0x68f9,
1383 CARD_AMD_RADEON_HD5600 = 0x68d8,
1384 CARD_AMD_RADEON_HD5700 = 0x68be,
1385 CARD_AMD_RADEON_HD5800 = 0x6898,
1386 CARD_AMD_RADEON_HD5900 = 0x689c,
1387 CARD_AMD_RADEON_HD6300 = 0x9803,
1388 CARD_AMD_RADEON_HD6400 = 0x6770,
1389 CARD_AMD_RADEON_HD6410D = 0x9644,
1390 CARD_AMD_RADEON_HD6550D = 0x9640,
1391 CARD_AMD_RADEON_HD6600 = 0x6758,
1392 CARD_AMD_RADEON_HD6600M = 0x6741,
1393 CARD_AMD_RADEON_HD6700 = 0x68ba,
1394 CARD_AMD_RADEON_HD6800 = 0x6739,
1395 CARD_AMD_RADEON_HD6900 = 0x6719,
1396 CARD_AMD_RADEON_HD7700 = 0x683d,
1397 CARD_AMD_RADEON_HD7800 = 0x6819,
1398 CARD_AMD_RADEON_HD7900 = 0x679a,
1400 CARD_NVIDIA_RIVA_128 = 0x0018,
1401 CARD_NVIDIA_RIVA_TNT = 0x0020,
1402 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1403 CARD_NVIDIA_GEFORCE = 0x0100,
1404 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1405 CARD_NVIDIA_GEFORCE2 = 0x0150,
1406 CARD_NVIDIA_GEFORCE3 = 0x0200,
1407 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1408 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1409 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1410 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1411 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1412 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1413 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1414 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1415 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1416 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1417 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1418 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1419 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1420 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1421 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1422 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1423 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1424 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1425 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1426 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1427 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1428 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1429 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1430 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1431 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1432 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1433 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1434 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1435 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1436 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1437 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1438 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1439 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1440 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1441 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1442 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1443 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1444 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1445 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1446 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1447 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1448 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1449 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1450 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1451 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1452 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1453 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1454 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1455 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1456 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1457 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1458 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1459 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1460 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1461 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1462 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1463 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1464 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1465 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1466 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1467 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1468 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1469 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1470 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1471 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1472 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
1473 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1474 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1475 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1476 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1477 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
1478 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
1479 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
1480 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
1481 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
1482 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
1484 CARD_VMWARE_SVGA3D = 0x0405,
1486 CARD_INTEL_830M = 0x3577,
1487 CARD_INTEL_855GM = 0x3582,
1488 CARD_INTEL_845G = 0x2562,
1489 CARD_INTEL_865G = 0x2572,
1490 CARD_INTEL_915G = 0x2582,
1491 CARD_INTEL_E7221G = 0x258a,
1492 CARD_INTEL_915GM = 0x2592,
1493 CARD_INTEL_945G = 0x2772,
1494 CARD_INTEL_945GM = 0x27a2,
1495 CARD_INTEL_945GME = 0x27ae,
1496 CARD_INTEL_Q35 = 0x29b2,
1497 CARD_INTEL_G33 = 0x29c2,
1498 CARD_INTEL_Q33 = 0x29d2,
1499 CARD_INTEL_PNVG = 0xa001,
1500 CARD_INTEL_PNVM = 0xa011,
1501 CARD_INTEL_965Q = 0x2992,
1502 CARD_INTEL_965G = 0x2982,
1503 CARD_INTEL_946GZ = 0x2972,
1504 CARD_INTEL_965GM = 0x2a02,
1505 CARD_INTEL_965GME = 0x2a12,
1506 CARD_INTEL_GM45 = 0x2a42,
1507 CARD_INTEL_IGD = 0x2e02,
1508 CARD_INTEL_Q45 = 0x2e12,
1509 CARD_INTEL_G45 = 0x2e22,
1510 CARD_INTEL_G41 = 0x2e32,
1511 CARD_INTEL_B43 = 0x2e92,
1512 CARD_INTEL_ILKD = 0x0042,
1513 CARD_INTEL_ILKM = 0x0046,
1514 CARD_INTEL_SNBD = 0x0122,
1515 CARD_INTEL_SNBM = 0x0126,
1516 CARD_INTEL_SNBS = 0x010a,
1517 CARD_INTEL_IVBD = 0x0162,
1518 CARD_INTEL_IVBM = 0x0166,
1519 CARD_INTEL_IVBS = 0x015a,
1520 CARD_INTEL_HWM = 0x0416,
1523 struct wined3d_fbo_ops
1525 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1526 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1527 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1528 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1529 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1530 GLsizei width, GLsizei height);
1531 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1532 GLenum internalformat, GLsizei width, GLsizei height);
1533 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1534 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1535 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1536 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1537 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1538 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1539 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1540 GLenum textarget, GLuint texture, GLint level);
1541 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1542 GLenum textarget, GLuint texture, GLint level);
1543 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1544 GLenum textarget, GLuint texture, GLint level, GLint layer);
1545 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1546 GLenum renderbuffertarget, GLuint renderbuffer);
1547 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1548 GLenum pname, GLint *params);
1549 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1550 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1551 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1554 struct wined3d_gl_limits
1556 UINT buffers;
1557 UINT lights;
1558 UINT textures;
1559 UINT texture_coords;
1560 UINT fragment_samplers;
1561 UINT vertex_samplers;
1562 UINT combined_samplers;
1563 UINT general_combiners;
1564 UINT clipplanes;
1565 UINT texture_size;
1566 UINT texture3d_size;
1567 float pointsize_max;
1568 float pointsize_min;
1569 UINT blends;
1570 UINT anisotropy;
1571 float shininess;
1572 UINT samples;
1573 UINT vertex_attribs;
1575 UINT glsl_varyings;
1576 UINT glsl_vs_float_constants;
1577 UINT glsl_ps_float_constants;
1579 UINT arb_vs_float_constants;
1580 UINT arb_vs_native_constants;
1581 UINT arb_vs_instructions;
1582 UINT arb_vs_temps;
1583 UINT arb_ps_float_constants;
1584 UINT arb_ps_local_constants;
1585 UINT arb_ps_native_constants;
1586 UINT arb_ps_instructions;
1587 UINT arb_ps_temps;
1590 struct wined3d_gl_info
1592 DWORD glsl_version;
1593 struct wined3d_gl_limits limits;
1594 DWORD reserved_glsl_constants, reserved_arb_constants;
1595 DWORD quirks;
1596 BOOL supported[WINED3D_GL_EXT_COUNT];
1597 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1599 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
1600 struct opengl_funcs gl_ops;
1601 struct wined3d_fbo_ops fbo_ops;
1603 struct wined3d_format *formats;
1606 struct wined3d_driver_info
1608 enum wined3d_pci_vendor vendor;
1609 enum wined3d_pci_device device;
1610 const char *name;
1611 const char *description;
1612 unsigned int vidmem;
1613 DWORD version_high;
1614 DWORD version_low;
1617 struct wined3d_d3d_limits
1619 UINT vs_version, gs_version, ps_version;
1620 DWORD vs_uniform_count;
1621 DWORD ps_uniform_count;
1622 UINT ffp_textures;
1623 UINT ffp_blend_stages;
1626 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
1627 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
1628 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
1630 struct wined3d_ffp_attrib_ops
1632 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
1633 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
1634 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
1635 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
1636 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
1639 struct wined3d_d3d_info
1641 struct wined3d_d3d_limits limits;
1642 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
1643 BOOL xyzrhw;
1644 BOOL vs_clipping;
1645 DWORD valid_rt_mask;
1648 /* The adapter structure */
1649 struct wined3d_adapter
1651 UINT ordinal;
1652 POINT monitorPoint;
1653 enum wined3d_format_id screen_format;
1655 struct wined3d_gl_info gl_info;
1656 struct wined3d_d3d_info d3d_info;
1657 struct wined3d_driver_info driver_info;
1658 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1659 unsigned int cfg_count;
1660 struct wined3d_pixel_format *cfgs;
1661 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1662 unsigned int UsedTextureRam;
1663 LUID luid;
1665 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1666 const struct fragment_pipeline *fragment_pipe;
1667 const struct wined3d_shader_backend_ops *shader_backend;
1668 const struct blit_shader *blitter;
1671 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter) DECLSPEC_HIDDEN;
1672 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount) DECLSPEC_HIDDEN;
1674 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1675 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1677 enum projection_types
1679 proj_none = 0,
1680 proj_count3 = 1,
1681 proj_count4 = 2
1684 enum dst_arg
1686 resultreg = 0,
1687 tempreg = 1
1690 /*****************************************************************************
1691 * Fixed function pipeline replacements
1693 #define ARG_UNUSED 0xff
1694 struct texture_stage_op
1696 unsigned cop : 8;
1697 unsigned carg1 : 8;
1698 unsigned carg2 : 8;
1699 unsigned carg0 : 8;
1701 unsigned aop : 8;
1702 unsigned aarg1 : 8;
1703 unsigned aarg2 : 8;
1704 unsigned aarg0 : 8;
1706 struct color_fixup_desc color_fixup;
1707 unsigned tex_type : 3;
1708 unsigned dst : 1;
1709 unsigned projected : 2;
1710 unsigned padding : 10;
1713 struct ffp_frag_settings
1715 struct texture_stage_op op[MAX_TEXTURES];
1716 enum wined3d_ffp_ps_fog_mode fog;
1717 /* Use shorts instead of chars to get dword alignment */
1718 unsigned short sRGB_write;
1719 unsigned short emul_clipplanes;
1722 struct ffp_frag_desc
1724 struct wine_rb_entry entry;
1725 struct ffp_frag_settings settings;
1728 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1729 extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN;
1730 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1732 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
1733 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1734 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1735 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1736 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1737 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1738 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
1740 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
1741 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
1743 enum wined3d_ffp_vs_fog_mode
1745 WINED3D_FFP_VS_FOG_OFF = 0,
1746 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
1747 WINED3D_FFP_VS_FOG_DEPTH = 2,
1748 WINED3D_FFP_VS_FOG_RANGE = 3,
1751 #define WINED3D_FFP_TCI_SHIFT 16
1752 #define WINED3D_FFP_TCI_MASK 0xff
1754 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
1755 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7
1757 struct wined3d_ffp_vs_settings
1759 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
1760 DWORD diffuse_source : 2;
1761 DWORD emission_source : 2;
1762 DWORD ambient_source : 2;
1763 DWORD specular_source : 2;
1765 DWORD transformed : 1;
1766 DWORD clipping : 1;
1767 DWORD normal : 1;
1768 DWORD normalize : 1;
1769 DWORD lighting : 1;
1770 DWORD localviewer : 1;
1771 DWORD point_size : 1;
1772 DWORD fog_mode : 2;
1773 DWORD texcoords : 8; /* MAX_TEXTURES */
1774 DWORD ortho_fog : 1;
1775 DWORD padding : 14;
1777 BYTE texgen[MAX_TEXTURES];
1780 struct wined3d_ffp_vs_desc
1782 struct wine_rb_entry entry;
1783 struct wined3d_ffp_vs_settings settings;
1786 void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct wined3d_stream_info *si,
1787 struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
1789 struct wined3d
1791 LONG ref;
1792 DWORD flags;
1793 UINT adapter_count;
1794 struct wined3d_adapter adapters[1];
1797 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
1798 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1799 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1801 struct wined3d_stream_output
1803 struct wined3d_buffer *buffer;
1804 UINT offset;
1807 struct wined3d_stream_state
1809 struct wined3d_buffer *buffer;
1810 UINT offset;
1811 UINT stride;
1812 UINT frequency;
1813 UINT flags;
1816 #define WINED3D_STATE_NO_REF 0x00000001
1817 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
1819 struct wined3d_state
1821 DWORD flags;
1822 const struct wined3d_fb_state *fb;
1824 struct wined3d_vertex_declaration *vertex_declaration;
1825 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
1826 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
1827 struct wined3d_buffer *index_buffer;
1828 enum wined3d_format_id index_format;
1829 INT base_vertex_index;
1830 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
1831 GLenum gl_primitive_type;
1833 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
1834 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
1835 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
1837 BOOL vs_consts_b[MAX_CONST_B];
1838 INT vs_consts_i[MAX_CONST_I * 4];
1839 float *vs_consts_f;
1841 BOOL ps_consts_b[MAX_CONST_B];
1842 INT ps_consts_i[MAX_CONST_I * 4];
1843 float *ps_consts_f;
1845 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
1846 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1847 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1849 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
1850 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
1851 struct wined3d_material material;
1852 struct wined3d_viewport viewport;
1853 RECT scissor_rect;
1855 /* Light hashmap. Collisions are handled using linked lists. */
1856 #define LIGHTMAP_SIZE 43
1857 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
1858 struct list light_map[LIGHTMAP_SIZE];
1859 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
1861 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
1864 #define WINED3D_UNMAPPED_STAGE ~0U
1866 /* Multithreaded flag. Removed from the public header to signal that
1867 * wined3d_device_create() ignores it. */
1868 #define WINED3DCREATE_MULTITHREADED 0x00000004
1870 struct wined3d_device
1872 LONG ref;
1874 /* WineD3D Information */
1875 struct wined3d_device_parent *device_parent;
1876 struct wined3d *wined3d;
1877 struct wined3d_adapter *adapter;
1879 /* Window styles to restore when switching fullscreen mode */
1880 LONG style;
1881 LONG exStyle;
1883 /* X and GL Information */
1884 GLenum offscreenBuffer;
1886 const struct wined3d_shader_backend_ops *shader_backend;
1887 void *shader_priv;
1888 void *fragment_priv;
1889 void *vertex_priv;
1890 void *blit_priv;
1891 struct StateEntry StateTable[STATE_HIGHEST + 1];
1892 /* Array of functions for states which are handled by more than one pipeline part */
1893 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1894 const struct blit_shader *blitter;
1896 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1897 BYTE bCursorVisible : 1;
1898 BYTE d3d_initialized : 1;
1899 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1900 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1901 BYTE filter_messages : 1;
1902 BYTE padding : 2;
1904 unsigned char surface_alignment; /* Line Alignment of surfaces */
1906 WORD padding2 : 16;
1908 struct wined3d_state state;
1909 struct wined3d_state *update_state;
1910 struct wined3d_stateblock *recording;
1912 /* Internal use fields */
1913 struct wined3d_device_creation_parameters create_parms;
1914 HWND focus_window;
1916 struct wined3d_swapchain **swapchains;
1917 UINT swapchain_count;
1919 struct list resources; /* a linked list to track resources created by the device */
1920 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1922 /* Render Target Support */
1923 struct wined3d_fb_state fb;
1924 struct wined3d_surface *onscreen_depth_stencil;
1925 struct wined3d_surface *auto_depth_stencil;
1927 /* For rendering to a texture using glCopyTexImage */
1928 GLuint depth_blt_texture;
1930 /* Cursor management */
1931 UINT xHotSpot;
1932 UINT yHotSpot;
1933 UINT xScreenSpace;
1934 UINT yScreenSpace;
1935 UINT cursorWidth, cursorHeight;
1936 struct wined3d_texture *cursor_texture;
1937 HCURSOR hardwareCursor;
1939 /* The Wine logo texture */
1940 struct wined3d_texture *logo_texture;
1942 /* Textures for when no other textures are mapped */
1943 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
1944 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
1945 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
1946 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
1948 /* Command stream */
1949 struct wined3d_cs *cs;
1951 /* Context management */
1952 struct wined3d_context **contexts;
1953 UINT context_count;
1956 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
1957 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
1958 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
1959 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1960 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1961 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
1962 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
1963 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
1964 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
1965 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1966 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1967 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1968 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
1969 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1970 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
1972 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
1974 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1975 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1976 return context->isStateDirty[idx] & (1 << shift);
1979 static inline void context_invalidate_active_texture(struct wined3d_context *context)
1981 DWORD sampler = context->rev_tex_unit_map[context->active_texture];
1982 if (sampler != WINED3D_UNMAPPED_STAGE)
1983 context_invalidate_state(context, STATE_SAMPLER(sampler));
1986 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
1987 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
1989 struct wined3d_resource_ops
1991 void (*resource_unload)(struct wined3d_resource *resource);
1994 struct wined3d_resource
1996 LONG ref;
1997 LONG bind_count;
1998 LONG map_count;
1999 struct wined3d_device *device;
2000 enum wined3d_resource_type type;
2001 const struct wined3d_format *format;
2002 enum wined3d_multisample_type multisample_type;
2003 UINT multisample_quality;
2004 DWORD usage;
2005 enum wined3d_pool pool;
2006 DWORD access_flags;
2007 UINT width;
2008 UINT height;
2009 UINT depth;
2010 UINT size;
2011 DWORD priority;
2012 void *heap_memory;
2013 struct list resource_list_entry;
2015 void *parent;
2016 const struct wined3d_parent_ops *parent_ops;
2017 const struct wined3d_resource_ops *resource_ops;
2020 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2021 DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2022 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2023 enum wined3d_resource_type type, const struct wined3d_format *format,
2024 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2025 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2026 void *parent, const struct wined3d_parent_ops *parent_ops,
2027 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2028 DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN;
2029 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2030 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2031 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2032 DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource,
2033 DWORD flags) DECLSPEC_HIDDEN;
2034 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2035 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2037 /* Tests show that the start address of resources is 32 byte aligned */
2038 #define RESOURCE_ALIGNMENT 16
2040 enum wined3d_texture_state
2042 WINED3DTEXSTA_ADDRESSU = 0,
2043 WINED3DTEXSTA_ADDRESSV = 1,
2044 WINED3DTEXSTA_ADDRESSW = 2,
2045 WINED3DTEXSTA_BORDERCOLOR = 3,
2046 WINED3DTEXSTA_MAGFILTER = 4,
2047 WINED3DTEXSTA_MINFILTER = 5,
2048 WINED3DTEXSTA_MIPFILTER = 6,
2049 WINED3DTEXSTA_MAXMIPLEVEL = 7,
2050 WINED3DTEXSTA_MAXANISOTROPY = 8,
2051 WINED3DTEXSTA_SRGBTEXTURE = 9,
2052 WINED3DTEXSTA_SHADOW = 10,
2053 MAX_WINETEXTURESTATES = 11,
2056 struct gl_texture
2058 DWORD states[MAX_WINETEXTURESTATES];
2059 GLuint name;
2062 struct wined3d_texture_ops
2064 void (*texture_sub_resource_load)(struct wined3d_resource *sub_resource,
2065 struct wined3d_context *context, BOOL srgb);
2066 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
2067 const struct wined3d_box *dirty_region);
2068 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
2071 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2072 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000002
2073 #define WINED3D_TEXTURE_IS_SRGB 0x00000004
2074 #define WINED3D_TEXTURE_RGB_VALID 0x00000008
2075 #define WINED3D_TEXTURE_SRGB_VALID 0x00000010
2077 struct wined3d_texture
2079 struct wined3d_resource resource;
2080 const struct wined3d_texture_ops *texture_ops;
2081 struct gl_texture texture_rgb, texture_srgb;
2082 struct wined3d_resource **sub_resources;
2083 UINT layer_count;
2084 UINT level_count;
2085 float pow2_matrix[16];
2086 UINT lod;
2087 enum wined3d_texture_filter_type filter_type;
2088 DWORD sampler;
2089 DWORD flags;
2090 const struct min_lookup *min_mip_lookup;
2091 const GLenum *mag_lookup;
2092 GLenum target;
2094 /* Color keys for DDraw */
2095 struct wined3d_color_key dst_blt_color_key;
2096 struct wined3d_color_key src_blt_color_key;
2097 struct wined3d_color_key dst_overlay_color_key;
2098 struct wined3d_color_key src_overlay_color_key;
2099 DWORD color_key_flags;
2102 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
2104 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2107 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2108 BOOL srgb)
2110 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
2113 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
2114 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
2115 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2116 void wined3d_texture_bind(struct wined3d_texture *texture,
2117 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2118 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
2119 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2120 void wined3d_texture_load(struct wined3d_texture *texture,
2121 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2122 void wined3d_texture_set_dirty(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2124 #define WINED3D_VFLAG_ALLOCATED 0x00000001
2125 #define WINED3D_VFLAG_SRGB_ALLOCATED 0x00000002
2126 #define WINED3D_VFLAG_PBO 0x00000004
2127 #define WINED3D_VFLAG_CLIENT_STORAGE 0x00000008
2129 #define WINED3D_LOCATION_DISCARDED 0x00000001
2130 #define WINED3D_LOCATION_SYSMEM 0x00000002
2131 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
2132 #define WINED3D_LOCATION_DIB 0x00000008
2133 #define WINED3D_LOCATION_BUFFER 0x00000010
2134 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000020
2135 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000040
2136 #define WINED3D_LOCATION_DRAWABLE 0x00000080
2137 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000100
2138 #define WINED3D_LOCATION_RB_RESOLVED 0x00000200
2140 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2142 struct wined3d_volume
2144 struct wined3d_resource resource;
2145 struct wined3d_texture *container;
2147 DWORD flags, locations;
2148 GLint texture_level;
2149 DWORD download_count;
2150 GLuint pbo;
2153 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
2155 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
2158 HRESULT wined3d_volume_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
2159 unsigned int level, struct wined3d_volume **volume) DECLSPEC_HIDDEN;
2160 void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context,
2161 BOOL srgb_mode) DECLSPEC_HIDDEN;
2162 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
2163 void wined3d_volume_invalidate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
2164 void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
2165 const struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2167 struct wined3d_surface_dib
2169 HBITMAP DIBsection;
2170 void *bitmap_data;
2171 UINT bitmap_size;
2174 struct wined3d_renderbuffer_entry
2176 struct list entry;
2177 GLuint id;
2178 UINT width;
2179 UINT height;
2182 struct fbo_entry
2184 struct list entry;
2185 struct wined3d_surface **render_targets;
2186 struct wined3d_surface *depth_stencil;
2187 DWORD location;
2188 DWORD rt_mask;
2189 BOOL attached;
2190 GLuint id;
2193 struct wined3d_surface_ops
2195 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2196 void (*surface_realize_palette)(struct wined3d_surface *surface);
2197 void (*surface_unmap)(struct wined3d_surface *surface);
2200 struct wined3d_surface
2202 struct wined3d_resource resource;
2203 const struct wined3d_surface_ops *surface_ops;
2204 struct wined3d_texture *container;
2205 struct wined3d_swapchain *swapchain;
2206 struct wined3d_palette *palette; /* D3D7 style palette handling */
2207 DWORD draw_binding, map_binding;
2208 void *user_memory;
2209 DWORD locations;
2211 DWORD flags;
2213 UINT pitch;
2214 UINT pow2Width;
2215 UINT pow2Height;
2217 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2218 void (*get_drawable_size)(const struct wined3d_context *context, UINT *width, UINT *height);
2220 /* PBO */
2221 GLuint pbo;
2222 GLuint rb_multisample;
2223 GLuint rb_resolved;
2224 GLint texture_level;
2225 GLenum texture_target;
2227 RECT lockedRect;
2228 int lockCount;
2230 /* For GetDC */
2231 struct wined3d_surface_dib dib;
2232 HDC hDC;
2234 struct wined3d_color_key gl_color_key;
2236 struct list renderbuffers;
2237 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2238 SIZE ds_current_size;
2240 /* DirectDraw Overlay handling */
2241 RECT overlay_srcrect;
2242 RECT overlay_destrect;
2243 struct wined3d_surface *overlay_dest;
2244 struct list overlays;
2245 struct list overlay_entry;
2248 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2250 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2253 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2254 const struct wined3d_gl_info *gl_info, BOOL srgb)
2256 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2257 ? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
2260 void surface_set_dirty(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2261 HRESULT surface_color_fill(struct wined3d_surface *s,
2262 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2263 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2264 void surface_invalidate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2265 BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2266 void surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2267 void surface_load_ds_location(struct wined3d_surface *surface,
2268 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2269 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2270 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2271 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2272 void surface_prepare_rb(struct wined3d_surface *surface,
2273 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2274 void surface_prepare_texture(struct wined3d_surface *surface,
2275 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2276 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2277 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2278 void surface_set_container(struct wined3d_surface *surface, struct wined3d_texture *container) DECLSPEC_HIDDEN;
2279 void surface_set_swapchain(struct wined3d_surface *surface, struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2280 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2281 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2282 void surface_update_draw_binding(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2283 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2284 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2285 void surface_validate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2286 HRESULT CDECL wined3d_surface_create(struct wined3d_texture *container,
2287 const struct wined3d_resource_desc *desc, DWORD flags, struct wined3d_surface **surface) DECLSPEC_HIDDEN;
2288 void surface_prepare_map_memory(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2290 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2291 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2292 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2294 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2295 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2296 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2298 /* Surface flags: */
2299 #define SFLAG_CONVERTED 0x00000001 /* Converted for color keying or palettized. */
2300 #define SFLAG_DISCARD 0x00000002 /* ??? */
2301 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2302 #define SFLAG_NORMCOORD 0x00000008 /* Set if GL texture coordinates are normalized (non-texture rectangle). */
2303 #define SFLAG_DYNLOCK 0x00000010 /* Surface is often locked by the application. */
2304 #define SFLAG_PIN_SYSMEM 0x00000020 /* Keep the surface in sysmem, at the same address. */
2305 #define SFLAG_DCINUSE 0x00000040 /* Set between GetDC and ReleaseDC calls. */
2306 #define SFLAG_LOST 0x00000080 /* Surface lost flag for ddraw. */
2307 #define SFLAG_GLCKEY 0x00000100 /* The GL texture was created with a color key. */
2308 #define SFLAG_CLIENT 0x00000200 /* GL_APPLE_client_storage is used with this surface. */
2309 #define SFLAG_DIBSECTION 0x00000400 /* Has a DIB section attached for GetDC. */
2310 #define SFLAG_ALLOCATED 0x00000800 /* A GL texture is allocated for this surface. */
2311 #define SFLAG_SRGBALLOCATED 0x00001000 /* A sRGB GL texture is allocated for this surface. */
2313 /* In some conditions the surface memory must not be freed:
2314 * SFLAG_CONVERTED: Converting the data back would take too long
2315 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2316 * SFLAG_CLIENT: OpenGL uses our memory as backup
2318 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2319 SFLAG_DYNLOCK | \
2320 SFLAG_CLIENT | \
2321 SFLAG_PIN_SYSMEM)
2323 enum wined3d_conversion_type
2325 WINED3D_CT_NONE,
2326 WINED3D_CT_PALETTED,
2327 WINED3D_CT_PALETTED_CK,
2328 WINED3D_CT_CK_565,
2329 WINED3D_CT_CK_5551,
2330 WINED3D_CT_CK_RGB24,
2331 WINED3D_CT_RGB32_888,
2332 WINED3D_CT_CK_ARGB32,
2335 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2337 struct wined3d_sampler
2339 LONG refcount;
2340 void *parent;
2343 struct wined3d_vertex_declaration_element
2345 const struct wined3d_format *format;
2346 BOOL ffp_valid;
2347 WORD input_slot;
2348 WORD offset;
2349 UINT output_slot;
2350 BYTE method;
2351 BYTE usage;
2352 BYTE usage_idx;
2355 struct wined3d_vertex_declaration
2357 LONG ref;
2358 void *parent;
2359 const struct wined3d_parent_ops *parent_ops;
2360 struct wined3d_device *device;
2362 struct wined3d_vertex_declaration_element *elements;
2363 UINT element_count;
2365 BOOL position_transformed;
2366 BOOL half_float_conv_needed;
2369 struct wined3d_saved_states
2371 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2372 WORD streamSource; /* MAX_STREAMS, 16 */
2373 WORD streamFreq; /* MAX_STREAMS, 16 */
2374 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2375 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2376 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2377 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2378 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2379 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2380 BOOL *pixelShaderConstantsF;
2381 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2382 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2383 BOOL *vertexShaderConstantsF;
2384 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2385 DWORD primitive_type : 1;
2386 DWORD indices : 1;
2387 DWORD material : 1;
2388 DWORD viewport : 1;
2389 DWORD vertexDecl : 1;
2390 DWORD pixelShader : 1;
2391 DWORD vertexShader : 1;
2392 DWORD scissorRect : 1;
2393 DWORD padding : 4;
2396 struct StageState {
2397 DWORD stage;
2398 DWORD state;
2401 struct wined3d_stateblock
2403 LONG ref; /* Note: Ref counting not required */
2404 struct wined3d_device *device;
2406 /* Array indicating whether things have been set or changed */
2407 struct wined3d_saved_states changed;
2408 struct wined3d_state state;
2410 /* Contained state management */
2411 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2412 unsigned int num_contained_render_states;
2413 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2414 unsigned int num_contained_transform_states;
2415 DWORD contained_vs_consts_i[MAX_CONST_I];
2416 unsigned int num_contained_vs_consts_i;
2417 DWORD contained_vs_consts_b[MAX_CONST_B];
2418 unsigned int num_contained_vs_consts_b;
2419 DWORD *contained_vs_consts_f;
2420 unsigned int num_contained_vs_consts_f;
2421 DWORD contained_ps_consts_i[MAX_CONST_I];
2422 unsigned int num_contained_ps_consts_i;
2423 DWORD contained_ps_consts_b[MAX_CONST_B];
2424 unsigned int num_contained_ps_consts_b;
2425 DWORD *contained_ps_consts_f;
2426 unsigned int num_contained_ps_consts_f;
2427 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2428 unsigned int num_contained_tss_states;
2429 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2430 unsigned int num_contained_sampler_states;
2433 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2435 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
2436 HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
2437 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2438 DWORD flags) DECLSPEC_HIDDEN;
2439 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
2441 struct wined3d_cs_ops
2443 void *(*require_space)(struct wined3d_cs *cs, size_t size);
2444 void (*submit)(struct wined3d_cs *cs);
2447 struct wined3d_cs
2449 const struct wined3d_cs_ops *ops;
2450 struct wined3d_device *device;
2451 struct wined3d_fb_state fb;
2452 struct wined3d_state state;
2454 size_t data_size;
2455 void *data;
2458 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
2459 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2461 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
2462 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2463 void wined3d_cs_emit_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_count,
2464 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
2465 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
2466 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
2467 const RGNDATA *dirty_region, DWORD flags) DECLSPEC_HIDDEN;
2468 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2469 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
2470 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
2471 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
2472 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2473 void wined3d_cs_emit_set_depth_stencil(struct wined3d_cs *cs, struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
2474 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
2475 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2476 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
2477 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
2478 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
2479 void wined3d_cs_emit_set_render_target(struct wined3d_cs *cs, UINT render_target_idx,
2480 struct wined3d_surface *render_target) DECLSPEC_HIDDEN;
2481 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
2482 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
2483 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
2484 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
2485 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
2486 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
2487 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
2488 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
2489 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
2490 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
2491 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
2492 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
2493 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
2494 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2495 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
2496 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
2497 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
2498 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
2499 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
2500 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
2501 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
2503 /* Direct3D terminology with little modifications. We do not have an issued state
2504 * because only the driver knows about it, but we have a created state because d3d
2505 * allows GetData on a created issue, but opengl doesn't
2507 enum query_state {
2508 QUERY_CREATED,
2509 QUERY_SIGNALLED,
2510 QUERY_BUILDING
2513 struct wined3d_query_ops
2515 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2516 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2519 struct wined3d_query
2521 LONG ref;
2522 const struct wined3d_query_ops *query_ops;
2523 struct wined3d_device *device;
2524 enum query_state state;
2525 enum wined3d_query_type type;
2526 DWORD data_size;
2527 void *extendedData;
2530 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2531 * fixed function semantics as D3DCOLOR or FLOAT16 */
2532 enum wined3d_buffer_conversion_type
2534 CONV_NONE,
2535 CONV_D3DCOLOR,
2536 CONV_POSITIONT,
2539 struct wined3d_map_range
2541 UINT offset;
2542 UINT size;
2545 struct wined3d_buffer
2547 struct wined3d_resource resource;
2549 struct wined3d_buffer_desc desc;
2551 GLuint buffer_object;
2552 GLenum buffer_object_usage;
2553 GLenum buffer_type_hint;
2554 DWORD flags;
2555 void *map_ptr;
2557 struct wined3d_map_range *maps;
2558 ULONG maps_size, modified_areas;
2559 struct wined3d_event_query *query;
2561 /* conversion stuff */
2562 UINT decl_change_count, full_conversion_count;
2563 UINT draw_count;
2564 UINT stride; /* 0 if no conversion */
2565 UINT conversion_stride; /* 0 if no shifted conversion */
2566 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2569 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2571 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2574 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
2575 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2576 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
2577 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
2578 const struct wined3d_state *state) DECLSPEC_HIDDEN;
2580 struct wined3d_rendertarget_view
2582 LONG refcount;
2584 struct wined3d_resource *resource;
2585 void *parent;
2588 struct wined3d_swapchain_ops
2590 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2591 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2594 struct wined3d_swapchain
2596 LONG ref;
2597 void *parent;
2598 const struct wined3d_parent_ops *parent_ops;
2599 const struct wined3d_swapchain_ops *swapchain_ops;
2600 struct wined3d_device *device;
2602 struct wined3d_surface **back_buffers;
2603 struct wined3d_surface *front_buffer;
2604 struct wined3d_swapchain_desc desc;
2605 struct wined3d_display_mode original_mode;
2606 struct wined3d_gamma_ramp orig_gamma;
2607 BOOL render_to_fbo;
2608 const struct wined3d_format *ds_format;
2610 LONG prev_time, frames; /* Performance tracking */
2612 struct wined3d_context **context;
2613 unsigned int num_contexts;
2615 HWND win_handle;
2616 HWND device_window;
2618 HDC backup_dc;
2619 HWND backup_wnd;
2622 static inline BOOL swapchain_is_p8(const struct wined3d_swapchain *swapchain)
2624 return swapchain->desc.backbuffer_format == WINED3DFMT_P8_UINT;
2627 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2629 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2630 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2631 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2632 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2633 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2635 /*****************************************************************************
2636 * Utility function prototypes
2639 /* Trace routines */
2640 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2641 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
2642 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
2643 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2644 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2645 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
2646 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2647 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2648 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
2649 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
2650 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2651 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
2652 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
2653 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
2654 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
2655 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2656 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2657 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
2658 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2660 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2661 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2662 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2663 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
2664 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2665 void set_texture_matrix(const struct wined3d_gl_info *gl_info, const float *smat, DWORD flags,
2666 BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id coordtype,
2667 BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2668 void texture_activate_dimensions(const struct wined3d_texture *texture,
2669 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2670 void sampler_texdim(struct wined3d_context *context,
2671 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2672 void tex_alphaop(struct wined3d_context *context,
2673 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2674 void apply_pixelshader(struct wined3d_context *context,
2675 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2676 void state_fogcolor(struct wined3d_context *context,
2677 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2678 void state_fogdensity(struct wined3d_context *context,
2679 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2680 void state_fogstartend(struct wined3d_context *context,
2681 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2682 void state_fog_fragpart(struct wined3d_context *context,
2683 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2684 void state_srgbwrite(struct wined3d_context *context,
2685 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2687 void sampler_texmatrix(struct wined3d_context *context,
2688 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2689 void state_specularenable(struct wined3d_context *context,
2690 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2691 void transform_world(struct wined3d_context *context,
2692 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2693 void transform_view(struct wined3d_context *context,
2694 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2695 void transform_projection(struct wined3d_context *context,
2696 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2697 void transform_texture(struct wined3d_context *context,
2698 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2699 void state_ambient(struct wined3d_context *context,
2700 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2701 void viewport_vertexpart(struct wined3d_context *context,
2702 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2703 void state_clipping(struct wined3d_context *context,
2704 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2705 void light(struct wined3d_context *context,
2706 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2707 void vertexdeclaration(struct wined3d_context *context,
2708 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2709 void clipplane(struct wined3d_context *context,
2710 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2711 void state_psizemin_w(struct wined3d_context *context,
2712 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2713 void state_psizemin_ext(struct wined3d_context *context,
2714 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2715 void state_psizemin_arb(struct wined3d_context *context,
2716 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2717 void state_pointsprite_w(struct wined3d_context *context,
2718 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2719 void state_pointsprite(struct wined3d_context *context,
2720 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2721 void state_pscale(struct wined3d_context *context,
2722 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2724 BOOL getColorBits(const struct wined3d_format *format,
2725 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2726 BOOL getDepthStencilBits(const struct wined3d_format *format,
2727 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2728 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2730 /* Math utils */
2731 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2732 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2733 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2734 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2736 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
2738 struct wined3d_shader_lconst
2740 struct list entry;
2741 unsigned int idx;
2742 DWORD value[4];
2745 struct wined3d_shader_limits
2747 unsigned int sampler;
2748 unsigned int constant_int;
2749 unsigned int constant_float;
2750 unsigned int constant_bool;
2751 unsigned int packed_output;
2752 unsigned int packed_input;
2755 #ifdef __GNUC__
2756 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2757 #else
2758 #define PRINTF_ATTR(fmt,args)
2759 #endif
2761 /* Base Shader utility functions. */
2762 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2763 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2765 /* Vertex shader utility functions */
2766 BOOL vshader_get_input(const struct wined3d_shader *shader,
2767 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2769 struct wined3d_vertex_shader
2771 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2774 struct wined3d_geometry_shader
2776 enum wined3d_primitive_type input_type;
2777 enum wined3d_primitive_type output_type;
2778 UINT vertices_out;
2781 struct wined3d_pixel_shader
2783 /* Pixel shader input semantics */
2784 DWORD input_reg_map[MAX_REG_INPUT];
2785 BOOL input_reg_used[MAX_REG_INPUT];
2786 unsigned int declared_in_count;
2788 /* Some information about the shader behavior */
2789 BOOL color0_mov;
2790 DWORD color0_reg;
2793 struct wined3d_shader
2795 LONG ref;
2796 struct wined3d_shader_limits limits;
2797 DWORD *function;
2798 UINT functionLength;
2799 BOOL load_local_constsF;
2800 const struct wined3d_shader_frontend *frontend;
2801 void *frontend_data;
2802 void *backend_data;
2804 void *parent;
2805 const struct wined3d_parent_ops *parent_ops;
2807 /* Programs this shader is linked with */
2808 struct list linked_programs;
2810 /* Immediate constants (override global ones) */
2811 struct list constantsB;
2812 struct list constantsF;
2813 struct list constantsI;
2814 struct wined3d_shader_reg_maps reg_maps;
2815 BOOL lconst_inf_or_nan;
2817 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2818 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2820 /* Pointer to the parent device */
2821 struct wined3d_device *device;
2822 struct list shader_list_entry;
2824 union
2826 struct wined3d_vertex_shader vs;
2827 struct wined3d_geometry_shader gs;
2828 struct wined3d_pixel_shader ps;
2829 } u;
2832 void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
2833 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
2834 BOOL position_transformed, struct ps_compile_args *args,
2835 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2837 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
2838 WORD swizzle_map, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2840 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2841 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2842 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2843 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2844 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2845 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2846 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2847 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2848 unsigned int max) DECLSPEC_HIDDEN;
2849 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2850 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
2851 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2853 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2855 switch (reg->type)
2857 case WINED3DSPR_RASTOUT:
2858 /* oFog & oPts */
2859 if (reg->idx[0].offset)
2860 return TRUE;
2861 /* oPos */
2862 return FALSE;
2864 case WINED3DSPR_DEPTHOUT: /* oDepth */
2865 case WINED3DSPR_CONSTBOOL: /* b# */
2866 case WINED3DSPR_LOOP: /* aL */
2867 case WINED3DSPR_PREDICATE: /* p0 */
2868 case WINED3DSPR_PRIMID: /* primID */
2869 return TRUE;
2871 case WINED3DSPR_MISCTYPE:
2872 switch (reg->idx[0].offset)
2874 case 0: /* vPos */
2875 return FALSE;
2876 case 1: /* vFace */
2877 return TRUE;
2878 default:
2879 return FALSE;
2882 case WINED3DSPR_IMMCONST:
2883 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2885 default:
2886 return FALSE;
2890 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2891 const struct wined3d_state *state, float *position_fixup)
2893 position_fixup[0] = 1.0f;
2894 position_fixup[1] = 1.0f;
2895 position_fixup[2] = (63.0f / 64.0f) / state->viewport.width;
2896 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.height;
2898 if (context->render_offscreen)
2900 position_fixup[1] *= -1.0f;
2901 position_fixup[3] *= -1.0f;
2905 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
2907 struct wined3d_shader_lconst *lconst;
2909 if (shader->load_local_constsF)
2910 return FALSE;
2912 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
2914 if (lconst->idx == reg)
2915 return TRUE;
2918 return FALSE;
2921 /* Using additional shader constants (uniforms in GLSL / program environment
2922 * or local parameters in ARB) is costly:
2923 * ARB only knows float4 parameters and GLSL compiler are not really smart
2924 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2925 * (in fact most compilers map a float2 to a full float4 uniform).
2927 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2928 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2929 * into a single shader constant (uniform / program parameter).
2931 * This structure is shared between the GLSL and the ARB backend.*/
2932 struct ps_np2fixup_info {
2933 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2934 WORD active; /* bitfield indicating if we can apply the fixup */
2935 WORD num_consts;
2938 struct wined3d_palette
2940 LONG ref;
2941 struct wined3d_device *device;
2943 HPALETTE hpal;
2944 WORD palVersion; /*| */
2945 WORD palNumEntries; /*| LOGPALETTE */
2946 PALETTEENTRY palents[256]; /*| */
2947 DWORD flags;
2950 /* DirectDraw utility functions */
2951 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2953 /*****************************************************************************
2954 * Pixel format management
2957 /* WineD3D pixel format flags */
2958 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2959 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2960 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2961 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2962 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2963 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2964 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
2965 #define WINED3DFMT_FLAG_GETDC 0x00000100
2966 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2967 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2968 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2969 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2970 #define WINED3DFMT_FLAG_VTF 0x00002000
2971 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2972 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
2973 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
2974 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
2975 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
2976 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
2977 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
2979 struct wined3d_rational
2981 UINT numerator;
2982 UINT denominator;
2985 struct wined3d_format
2987 enum wined3d_format_id id;
2989 DWORD red_size;
2990 DWORD green_size;
2991 DWORD blue_size;
2992 DWORD alpha_size;
2993 DWORD red_offset;
2994 DWORD green_offset;
2995 DWORD blue_offset;
2996 DWORD alpha_offset;
2997 UINT byte_count;
2998 BYTE depth_size;
2999 BYTE stencil_size;
3001 UINT block_width;
3002 UINT block_height;
3003 UINT block_byte_count;
3005 enum wined3d_ffp_emit_idx emit_idx;
3006 GLint component_count;
3007 GLenum gl_vtx_type;
3008 GLint gl_vtx_format;
3009 GLboolean gl_normalized;
3010 unsigned int component_size;
3012 GLint glInternal;
3013 GLint glGammaInternal;
3014 GLint rtInternal;
3015 GLint glFormat;
3016 GLint glType;
3017 UINT conv_byte_count;
3018 unsigned int flags;
3019 struct wined3d_rational height_scale;
3020 struct color_fixup_desc color_fixup;
3021 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
3022 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
3025 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3026 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3027 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
3028 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
3029 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
3030 const struct wined3d_color *color) DECLSPEC_HIDDEN;
3032 static inline BOOL use_vs(const struct wined3d_state *state)
3034 /* Check state->vertex_declaration to allow this to be used before the
3035 * stream info is validated, for example in device_update_tex_unit_map(). */
3036 return state->shader[WINED3D_SHADER_TYPE_VERTEX] && !state->vertex_declaration->position_transformed;
3039 static inline BOOL use_ps(const struct wined3d_state *state)
3041 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
3044 static inline void context_apply_state(struct wined3d_context *context,
3045 const struct wined3d_state *state, DWORD state_id)
3047 const struct StateEntry *state_table = context->state_table;
3048 DWORD rep = state_table[state_id].representative;
3049 state_table[rep].apply(context, state, rep);
3052 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3053 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3055 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
3057 #endif