wined3d: Store the original display mode in the swapchain.
[wine/wine-gecko.git] / dlls / wined3d / wined3d_private.h
blob49aacc1f37bdeb3e73cc2f0f0e14bef2b05ee2f3
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,
90 #include <pshpack2.h>
91 struct color_fixup_desc
93 unsigned x_sign_fixup : 1;
94 unsigned x_source : 3;
95 unsigned y_sign_fixup : 1;
96 unsigned y_source : 3;
97 unsigned z_sign_fixup : 1;
98 unsigned z_source : 3;
99 unsigned w_sign_fixup : 1;
100 unsigned w_source : 3;
102 #include <poppack.h>
104 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
105 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
107 static inline struct color_fixup_desc create_color_fixup_desc(
108 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
109 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
111 struct color_fixup_desc fixup =
113 sign0, src0,
114 sign1, src1,
115 sign2, src2,
116 sign3, src3,
118 return fixup;
121 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
123 struct color_fixup_desc fixup =
125 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
126 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
127 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
128 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
130 return fixup;
133 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
135 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
138 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
140 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
143 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
145 enum complex_fixup complex_fixup = 0;
146 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
147 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
148 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
149 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
150 return complex_fixup;
153 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
154 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
155 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
157 /* Device caps */
158 #define MAX_PALETTES 65536
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 RTL_READDRAW 1
246 #define RTL_READTEX 2
248 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
249 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
251 /* NOTE: When adding fields to this structure, make sure to update the default
252 * values in wined3d_main.c as well. */
253 struct wined3d_settings
255 /* Ideally, we don't want the user to have to request GLSL. If the
256 * hardware supports GLSL, we should use it. However, until it's fully
257 * implemented, we'll leave it as a registry setting for developers. */
258 BOOL glslRequested;
259 int offscreen_rendering_mode;
260 int rendertargetlock_mode;
261 unsigned short pci_vendor_id;
262 unsigned short pci_device_id;
263 /* Memory tracking and object counting. */
264 unsigned int emulated_textureram;
265 char *logo;
266 int allow_multisampling;
267 BOOL strict_draw_ordering;
268 BOOL always_offscreen;
269 unsigned int max_sm_vs;
270 unsigned int max_sm_gs;
271 unsigned int max_sm_ps;
272 BOOL no_3d;
275 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
277 enum wined3d_sampler_texture_type
279 WINED3DSTT_UNKNOWN = 0,
280 WINED3DSTT_1D = 1,
281 WINED3DSTT_2D = 2,
282 WINED3DSTT_CUBE = 3,
283 WINED3DSTT_VOLUME = 4,
286 #define WINED3D_SHADER_CONST_VS_F 0x00000001
287 #define WINED3D_SHADER_CONST_VS_I 0x00000002
288 #define WINED3D_SHADER_CONST_VS_B 0x00000004
289 #define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000008
290 #define WINED3D_SHADER_CONST_PS_F 0x00000010
291 #define WINED3D_SHADER_CONST_PS_I 0x00000020
292 #define WINED3D_SHADER_CONST_PS_B 0x00000040
293 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000080
294 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000100
295 #define WINED3D_SHADER_CONST_FFP_PS 0x00000200
297 enum wined3d_shader_register_type
299 WINED3DSPR_TEMP = 0,
300 WINED3DSPR_INPUT = 1,
301 WINED3DSPR_CONST = 2,
302 WINED3DSPR_ADDR = 3,
303 WINED3DSPR_TEXTURE = 3,
304 WINED3DSPR_RASTOUT = 4,
305 WINED3DSPR_ATTROUT = 5,
306 WINED3DSPR_TEXCRDOUT = 6,
307 WINED3DSPR_OUTPUT = 6,
308 WINED3DSPR_CONSTINT = 7,
309 WINED3DSPR_COLOROUT = 8,
310 WINED3DSPR_DEPTHOUT = 9,
311 WINED3DSPR_SAMPLER = 10,
312 WINED3DSPR_CONST2 = 11,
313 WINED3DSPR_CONST3 = 12,
314 WINED3DSPR_CONST4 = 13,
315 WINED3DSPR_CONSTBOOL = 14,
316 WINED3DSPR_LOOP = 15,
317 WINED3DSPR_TEMPFLOAT16 = 16,
318 WINED3DSPR_MISCTYPE = 17,
319 WINED3DSPR_LABEL = 18,
320 WINED3DSPR_PREDICATE = 19,
321 WINED3DSPR_IMMCONST,
322 WINED3DSPR_CONSTBUFFER,
323 WINED3DSPR_PRIMID,
324 WINED3DSPR_NULL,
325 WINED3DSPR_RESOURCE,
328 enum wined3d_data_type
330 WINED3D_DATA_FLOAT,
331 WINED3D_DATA_INT,
332 WINED3D_DATA_RESOURCE,
333 WINED3D_DATA_SAMPLER,
334 WINED3D_DATA_UINT,
337 enum wined3d_immconst_type
339 WINED3D_IMMCONST_SCALAR,
340 WINED3D_IMMCONST_VEC4,
343 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
345 enum wined3d_shader_src_modifier
347 WINED3DSPSM_NONE = 0,
348 WINED3DSPSM_NEG = 1,
349 WINED3DSPSM_BIAS = 2,
350 WINED3DSPSM_BIASNEG = 3,
351 WINED3DSPSM_SIGN = 4,
352 WINED3DSPSM_SIGNNEG = 5,
353 WINED3DSPSM_COMP = 6,
354 WINED3DSPSM_X2 = 7,
355 WINED3DSPSM_X2NEG = 8,
356 WINED3DSPSM_DZ = 9,
357 WINED3DSPSM_DW = 10,
358 WINED3DSPSM_ABS = 11,
359 WINED3DSPSM_ABSNEG = 12,
360 WINED3DSPSM_NOT = 13,
363 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
364 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
365 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
366 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
367 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
369 enum wined3d_shader_dst_modifier
371 WINED3DSPDM_NONE = 0,
372 WINED3DSPDM_SATURATE = 1,
373 WINED3DSPDM_PARTIALPRECISION = 2,
374 WINED3DSPDM_MSAMPCENTROID = 4,
377 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
378 #define WINED3DSI_TEXLD_PROJECT 0x1
379 #define WINED3DSI_TEXLD_BIAS 0x2
380 #define WINED3DSI_INDEXED_DYNAMIC 0x4
382 enum wined3d_shader_rel_op
384 WINED3D_SHADER_REL_OP_GT = 1,
385 WINED3D_SHADER_REL_OP_EQ = 2,
386 WINED3D_SHADER_REL_OP_GE = 3,
387 WINED3D_SHADER_REL_OP_LT = 4,
388 WINED3D_SHADER_REL_OP_NE = 5,
389 WINED3D_SHADER_REL_OP_LE = 6,
392 #define WINED3D_SM1_VS 0xfffe
393 #define WINED3D_SM1_PS 0xffff
394 #define WINED3D_SM4_PS 0x0000
395 #define WINED3D_SM4_VS 0x0001
396 #define WINED3D_SM4_GS 0x0002
398 /* Shader version tokens, and shader end tokens */
399 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
400 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
402 /* Shader backends */
404 /* TODO: Make this dynamic, based on shader limits ? */
405 #define MAX_ATTRIBS 16
406 #define MAX_REG_ADDR 1
407 #define MAX_REG_TEMP 32
408 #define MAX_REG_TEXCRD 8
409 #define MAX_REG_INPUT 32
410 #define MAX_REG_OUTPUT 32
411 #define MAX_CONST_I 16
412 #define MAX_CONST_B 16
413 #define WINED3D_MAX_CBS 15
415 /* FIXME: This needs to go up to 2048 for
416 * Shader model 3 according to msdn (and for software shaders) */
417 #define MAX_LABELS 16
419 #define SHADER_PGMSIZE 16384
421 struct wined3d_shader_buffer
423 char *buffer;
424 unsigned int buffer_size;
425 unsigned int content_size;
426 unsigned int lineNo;
427 BOOL newline;
430 enum WINED3D_SHADER_INSTRUCTION_HANDLER
432 WINED3DSIH_ABS,
433 WINED3DSIH_ADD,
434 WINED3DSIH_AND,
435 WINED3DSIH_BEM,
436 WINED3DSIH_BREAK,
437 WINED3DSIH_BREAKC,
438 WINED3DSIH_BREAKP,
439 WINED3DSIH_CALL,
440 WINED3DSIH_CALLNZ,
441 WINED3DSIH_CMP,
442 WINED3DSIH_CND,
443 WINED3DSIH_CRS,
444 WINED3DSIH_CUT,
445 WINED3DSIH_DCL,
446 WINED3DSIH_DCL_CONSTANT_BUFFER,
447 WINED3DSIH_DCL_INPUT_PRIMITIVE,
448 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
449 WINED3DSIH_DCL_VERTICES_OUT,
450 WINED3DSIH_DEF,
451 WINED3DSIH_DEFB,
452 WINED3DSIH_DEFI,
453 WINED3DSIH_DIV,
454 WINED3DSIH_DP2ADD,
455 WINED3DSIH_DP3,
456 WINED3DSIH_DP4,
457 WINED3DSIH_DST,
458 WINED3DSIH_DSX,
459 WINED3DSIH_DSY,
460 WINED3DSIH_ELSE,
461 WINED3DSIH_EMIT,
462 WINED3DSIH_ENDIF,
463 WINED3DSIH_ENDLOOP,
464 WINED3DSIH_ENDREP,
465 WINED3DSIH_EQ,
466 WINED3DSIH_EXP,
467 WINED3DSIH_EXPP,
468 WINED3DSIH_FRC,
469 WINED3DSIH_FTOI,
470 WINED3DSIH_GE,
471 WINED3DSIH_IADD,
472 WINED3DSIH_IEQ,
473 WINED3DSIH_IF,
474 WINED3DSIH_IFC,
475 WINED3DSIH_IGE,
476 WINED3DSIH_IMUL,
477 WINED3DSIH_ITOF,
478 WINED3DSIH_LABEL,
479 WINED3DSIH_LD,
480 WINED3DSIH_LIT,
481 WINED3DSIH_LOG,
482 WINED3DSIH_LOGP,
483 WINED3DSIH_LOOP,
484 WINED3DSIH_LRP,
485 WINED3DSIH_LT,
486 WINED3DSIH_M3x2,
487 WINED3DSIH_M3x3,
488 WINED3DSIH_M3x4,
489 WINED3DSIH_M4x3,
490 WINED3DSIH_M4x4,
491 WINED3DSIH_MAD,
492 WINED3DSIH_MAX,
493 WINED3DSIH_MIN,
494 WINED3DSIH_MOV,
495 WINED3DSIH_MOVA,
496 WINED3DSIH_MOVC,
497 WINED3DSIH_MUL,
498 WINED3DSIH_NOP,
499 WINED3DSIH_NRM,
500 WINED3DSIH_PHASE,
501 WINED3DSIH_POW,
502 WINED3DSIH_RCP,
503 WINED3DSIH_REP,
504 WINED3DSIH_RET,
505 WINED3DSIH_ROUND_NI,
506 WINED3DSIH_RSQ,
507 WINED3DSIH_SAMPLE,
508 WINED3DSIH_SAMPLE_GRAD,
509 WINED3DSIH_SAMPLE_LOD,
510 WINED3DSIH_SETP,
511 WINED3DSIH_SGE,
512 WINED3DSIH_SGN,
513 WINED3DSIH_SINCOS,
514 WINED3DSIH_SLT,
515 WINED3DSIH_SQRT,
516 WINED3DSIH_SUB,
517 WINED3DSIH_TEX,
518 WINED3DSIH_TEXBEM,
519 WINED3DSIH_TEXBEML,
520 WINED3DSIH_TEXCOORD,
521 WINED3DSIH_TEXDEPTH,
522 WINED3DSIH_TEXDP3,
523 WINED3DSIH_TEXDP3TEX,
524 WINED3DSIH_TEXKILL,
525 WINED3DSIH_TEXLDD,
526 WINED3DSIH_TEXLDL,
527 WINED3DSIH_TEXM3x2DEPTH,
528 WINED3DSIH_TEXM3x2PAD,
529 WINED3DSIH_TEXM3x2TEX,
530 WINED3DSIH_TEXM3x3,
531 WINED3DSIH_TEXM3x3DIFF,
532 WINED3DSIH_TEXM3x3PAD,
533 WINED3DSIH_TEXM3x3SPEC,
534 WINED3DSIH_TEXM3x3TEX,
535 WINED3DSIH_TEXM3x3VSPEC,
536 WINED3DSIH_TEXREG2AR,
537 WINED3DSIH_TEXREG2GB,
538 WINED3DSIH_TEXREG2RGB,
539 WINED3DSIH_UDIV,
540 WINED3DSIH_USHR,
541 WINED3DSIH_UTOF,
542 WINED3DSIH_XOR,
543 WINED3DSIH_TABLE_SIZE
546 enum wined3d_shader_type
548 WINED3D_SHADER_TYPE_PIXEL,
549 WINED3D_SHADER_TYPE_VERTEX,
550 WINED3D_SHADER_TYPE_GEOMETRY,
553 struct wined3d_shader_version
555 enum wined3d_shader_type type;
556 BYTE major;
557 BYTE minor;
560 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
562 struct wined3d_shader_reg_maps
564 struct wined3d_shader_version shader_version;
565 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
566 BYTE address; /* MAX_REG_ADDR, 1 */
567 WORD labels; /* MAX_LABELS, 16 */
568 DWORD temporary; /* MAX_REG_TEMP, 32 */
569 DWORD *constf; /* pixel, vertex */
570 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
571 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
572 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
573 WORD integer_constants; /* MAX_CONST_I, 16 */
574 WORD boolean_constants; /* MAX_CONST_B, 16 */
575 WORD local_int_consts; /* MAX_CONST_I, 16 */
576 WORD local_bool_consts; /* MAX_CONST_B, 16 */
577 UINT cb_sizes[WINED3D_MAX_CBS];
579 enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
580 BYTE bumpmat; /* MAX_TEXTURES, 8 */
581 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
583 WORD usesnrm : 1;
584 WORD vpos : 1;
585 WORD usesdsx : 1;
586 WORD usesdsy : 1;
587 WORD usestexldd : 1;
588 WORD usesmova : 1;
589 WORD usesfacing : 1;
590 WORD usesrelconstF : 1;
591 WORD fog : 1;
592 WORD usestexldl : 1;
593 WORD usesifc : 1;
594 WORD usescall : 1;
595 WORD usespow : 1;
596 WORD padding : 3;
598 DWORD rt_mask; /* Used render targets, 32 max. */
600 /* Whether or not loops are used in this shader, and nesting depth */
601 unsigned loop_depth;
602 UINT min_rel_offset, max_rel_offset;
605 /* Keeps track of details for TEX_M#x# instructions which need to maintain
606 * state information between multiple instructions. */
607 struct wined3d_shader_tex_mx
609 unsigned int current_row;
610 DWORD texcoord_w[2];
613 struct wined3d_shader_loop_state
615 UINT current_depth;
616 UINT current_reg;
619 struct wined3d_shader_context
621 const struct wined3d_shader *shader;
622 const struct wined3d_gl_info *gl_info;
623 const struct wined3d_shader_reg_maps *reg_maps;
624 struct wined3d_shader_buffer *buffer;
625 struct wined3d_shader_tex_mx *tex_mx;
626 struct wined3d_shader_loop_state *loop_state;
627 void *backend_data;
630 struct wined3d_shader_register_index
632 const struct wined3d_shader_src_param *rel_addr;
633 unsigned int offset;
636 struct wined3d_shader_register
638 enum wined3d_shader_register_type type;
639 enum wined3d_data_type data_type;
640 struct wined3d_shader_register_index idx[2];
641 enum wined3d_immconst_type immconst_type;
642 DWORD immconst_data[4];
645 struct wined3d_shader_dst_param
647 struct wined3d_shader_register reg;
648 DWORD write_mask;
649 DWORD modifiers;
650 DWORD shift;
653 struct wined3d_shader_src_param
655 struct wined3d_shader_register reg;
656 DWORD swizzle;
657 enum wined3d_shader_src_modifier modifiers;
660 struct wined3d_shader_semantic
662 enum wined3d_decl_usage usage;
663 UINT usage_idx;
664 enum wined3d_sampler_texture_type sampler_type;
665 struct wined3d_shader_dst_param reg;
668 struct wined3d_shader_instruction
670 const struct wined3d_shader_context *ctx;
671 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
672 DWORD flags;
673 BOOL coissue;
674 const struct wined3d_shader_src_param *predicate;
675 UINT dst_count;
676 const struct wined3d_shader_dst_param *dst;
677 UINT src_count;
678 const struct wined3d_shader_src_param *src;
679 union
681 struct wined3d_shader_semantic semantic;
682 enum wined3d_primitive_type primitive_type;
683 struct wined3d_shader_src_param src;
684 UINT count;
685 } declaration;
688 struct wined3d_shader_attribute
690 enum wined3d_decl_usage usage;
691 UINT usage_idx;
694 struct wined3d_shader_loop_control
696 unsigned int count;
697 unsigned int start;
698 int step;
701 struct wined3d_shader_frontend
703 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
704 void (*shader_free)(void *data);
705 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
706 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
707 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
710 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
711 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
713 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
715 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
716 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
718 struct shader_caps
720 UINT vs_version;
721 UINT gs_version;
722 UINT ps_version;
724 DWORD vs_uniform_count;
725 DWORD ps_uniform_count;
726 float ps_1x_max_value;
728 DWORD wined3d_caps;
731 enum tex_types
733 tex_1d = 0,
734 tex_2d = 1,
735 tex_3d = 2,
736 tex_cube = 3,
737 tex_rect = 4,
738 tex_type_count = 5,
741 enum vertexprocessing_mode {
742 fixedfunction,
743 vertexshader,
744 pretransformed
747 #define WINED3D_CONST_NUM_UNUSED ~0U
749 enum wined3d_ffp_ps_fog_mode
751 WINED3D_FFP_PS_FOG_OFF,
752 WINED3D_FFP_PS_FOG_LINEAR,
753 WINED3D_FFP_PS_FOG_EXP,
754 WINED3D_FFP_PS_FOG_EXP2,
757 /* Stateblock dependent parameters which have to be hardcoded
758 * into the shader code
761 #define WINED3D_PSARGS_PROJECTED (1 << 3)
762 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
763 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
764 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
765 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3
767 /* Similar to tex_types, except that it doesn't have 1d textures
768 * (can't be bound), rect textures (handled via np2_fixup) and
769 * none / unknown (treated as 2d and handled via dummy textures). */
770 enum wined3d_shader_tex_types
772 WINED3D_SHADER_TEX_2D = 0,
773 WINED3D_SHADER_TEX_3D = 1,
774 WINED3D_SHADER_TEX_CUBE = 2,
777 struct ps_compile_args {
778 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
779 enum vertexprocessing_mode vp_mode;
780 enum wined3d_ffp_ps_fog_mode fog;
781 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
782 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
783 WORD srgb_correction;
784 WORD np2_fixup;
785 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
786 D3D9 has a limit of 16 samplers and the fixup is superfluous
787 in D3D10 (unconditional NP2 support mandatory). */
788 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
791 enum fog_src_type {
792 VS_FOG_Z = 0,
793 VS_FOG_COORD = 1
796 struct vs_compile_args {
797 BYTE fog_src;
798 BYTE clip_enabled;
799 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
802 struct wined3d_context;
803 struct wined3d_state;
804 struct fragment_pipeline;
805 struct wined3d_vertex_pipe_ops;
807 struct wined3d_shader_backend_ops
809 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
810 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
811 const struct wined3d_state *state);
812 void (*shader_disable)(void *shader_priv, const struct wined3d_context *context);
813 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
814 enum tex_types tex_type, const SIZE *ds_mask_size);
815 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
816 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
817 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
818 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
819 const struct wined3d_state *state);
820 void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
821 const struct wined3d_state *state);
822 void (*shader_destroy)(struct wined3d_shader *shader);
823 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
824 const struct fragment_pipeline *fragment_pipe);
825 void (*shader_free_private)(struct wined3d_device *device);
826 void (*shader_context_destroyed)(void *shader_priv, const struct wined3d_context *context);
827 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
828 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
829 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
832 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
833 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
834 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
836 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
838 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
839 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
840 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
841 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
843 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f)
844 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f)
845 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f)
846 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f)
848 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
849 (vec)[0] = D3DCOLOR_R(dw); \
850 (vec)[1] = D3DCOLOR_G(dw); \
851 (vec)[2] = D3DCOLOR_B(dw); \
852 (vec)[3] = D3DCOLOR_A(dw); \
853 } while(0)
855 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
857 /* Checking of API calls */
858 /* --------------------- */
859 #ifndef WINE_NO_DEBUG_MSGS
860 #define checkGLcall(A) \
861 do { \
862 GLint err; \
863 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
864 err = gl_info->gl_ops.gl.p_glGetError(); \
865 if (err == GL_NO_ERROR) { \
866 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
868 } else do { \
869 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
870 debug_glerror(err), err, A, __FILE__, __LINE__); \
871 err = gl_info->gl_ops.gl.p_glGetError(); \
872 } while (err != GL_NO_ERROR); \
873 } while(0)
874 #else
875 #define checkGLcall(A) do {} while(0)
876 #endif
878 enum wined3d_ffp_idx
880 WINED3D_FFP_POSITION = 0,
881 WINED3D_FFP_BLENDWEIGHT = 1,
882 WINED3D_FFP_BLENDINDICES = 2,
883 WINED3D_FFP_NORMAL = 3,
884 WINED3D_FFP_PSIZE = 4,
885 WINED3D_FFP_DIFFUSE = 5,
886 WINED3D_FFP_SPECULAR = 6,
887 WINED3D_FFP_TEXCOORD0 = 7,
888 WINED3D_FFP_TEXCOORD1 = 8,
889 WINED3D_FFP_TEXCOORD2 = 9,
890 WINED3D_FFP_TEXCOORD3 = 10,
891 WINED3D_FFP_TEXCOORD4 = 11,
892 WINED3D_FFP_TEXCOORD5 = 12,
893 WINED3D_FFP_TEXCOORD6 = 13,
894 WINED3D_FFP_TEXCOORD7 = 14,
897 enum wined3d_ffp_emit_idx
899 WINED3D_FFP_EMIT_FLOAT1 = 0,
900 WINED3D_FFP_EMIT_FLOAT2 = 1,
901 WINED3D_FFP_EMIT_FLOAT3 = 2,
902 WINED3D_FFP_EMIT_FLOAT4 = 3,
903 WINED3D_FFP_EMIT_D3DCOLOR = 4,
904 WINED3D_FFP_EMIT_UBYTE4 = 5,
905 WINED3D_FFP_EMIT_SHORT2 = 6,
906 WINED3D_FFP_EMIT_SHORT4 = 7,
907 WINED3D_FFP_EMIT_UBYTE4N = 8,
908 WINED3D_FFP_EMIT_SHORT2N = 9,
909 WINED3D_FFP_EMIT_SHORT4N = 10,
910 WINED3D_FFP_EMIT_USHORT2N = 11,
911 WINED3D_FFP_EMIT_USHORT4N = 12,
912 WINED3D_FFP_EMIT_UDEC3 = 13,
913 WINED3D_FFP_EMIT_DEC3N = 14,
914 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
915 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
916 WINED3D_FFP_EMIT_INVALID = 17,
917 WINED3D_FFP_EMIT_COUNT = 18
920 struct wined3d_bo_address
922 GLuint buffer_object;
923 const BYTE *addr;
926 struct wined3d_stream_info_element
928 const struct wined3d_format *format;
929 struct wined3d_bo_address data;
930 GLsizei stride;
931 UINT stream_idx;
934 struct wined3d_stream_info
936 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
937 DWORD position_transformed : 1;
938 DWORD all_vbo : 1;
939 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
940 WORD use_map; /* MAX_ATTRIBS, 16 */
943 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
944 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
945 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
947 #define eps 1e-8
949 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
950 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
952 /* Routines and structures related to state management */
954 #define STATE_RENDER(a) (a)
955 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
957 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
958 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
960 /* + 1 because samplers start with 0 */
961 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
962 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
964 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
965 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
967 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
968 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
970 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
971 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
972 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
973 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
975 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
976 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
978 #define STATE_VSHADER (STATE_VDECL + 1)
979 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
981 #define STATE_GEOMETRY_SHADER (STATE_VSHADER + 1)
982 #define STATE_IS_GEOMETRY_SHADER(a) ((a) == STATE_GEOMETRY_SHADER)
984 #define STATE_VIEWPORT (STATE_GEOMETRY_SHADER + 1)
985 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
987 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
988 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
989 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
990 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
992 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
993 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
995 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
996 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
998 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
999 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1001 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1002 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1004 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1005 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1007 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1008 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1010 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1011 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1013 #define STATE_POINT_SIZE_ENABLE (STATE_FRAMEBUFFER + 1)
1014 #define STATE_IS_POINT_SIZE_ENABLE(a) ((a) == STATE_POINT_SIZE_ENABLE)
1016 #define STATE_HIGHEST (STATE_POINT_SIZE_ENABLE)
1018 enum fogsource {
1019 FOGSOURCE_FFP,
1020 FOGSOURCE_VS,
1021 FOGSOURCE_COORD,
1024 #define WINED3D_MAX_FBO_ENTRIES 64
1026 struct wined3d_occlusion_query
1028 struct list entry;
1029 GLuint id;
1030 struct wined3d_context *context;
1033 union wined3d_gl_query_object
1035 GLuint id;
1036 GLsync sync;
1039 struct wined3d_event_query
1041 struct list entry;
1042 union wined3d_gl_query_object object;
1043 struct wined3d_context *context;
1046 enum wined3d_event_query_result
1048 WINED3D_EVENT_QUERY_OK,
1049 WINED3D_EVENT_QUERY_WAITING,
1050 WINED3D_EVENT_QUERY_NOT_STARTED,
1051 WINED3D_EVENT_QUERY_WRONG_THREAD,
1052 WINED3D_EVENT_QUERY_ERROR
1055 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1056 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1057 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1058 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1059 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1061 struct wined3d_context
1063 const struct wined3d_gl_info *gl_info;
1064 const struct wined3d_d3d_info *d3d_info;
1065 const struct StateEntry *state_table;
1066 /* State dirtification
1067 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1068 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1069 * 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
1070 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1072 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1073 DWORD numDirtyEntries;
1074 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1076 struct wined3d_swapchain *swapchain;
1077 struct wined3d_surface *current_rt;
1078 DWORD tid; /* Thread ID which owns this context at the moment */
1080 /* Stores some information about the context state for optimization */
1081 DWORD render_offscreen : 1;
1082 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1083 DWORD last_was_pshader : 1;
1084 DWORD last_was_vshader : 1;
1085 DWORD namedArraysLoaded : 1;
1086 DWORD numberedArraysLoaded : 1;
1087 DWORD last_was_blit : 1;
1088 DWORD last_was_ckey : 1;
1089 DWORD fog_coord : 1;
1090 DWORD fog_enabled : 1;
1091 DWORD num_untracked_materials : 2; /* Max value 2 */
1092 DWORD current : 1;
1093 DWORD destroyed : 1;
1094 DWORD valid : 1;
1095 DWORD select_shader : 1;
1096 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1097 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1098 DWORD constant_update_mask;
1099 DWORD numbered_array_mask;
1100 GLenum tracking_parm; /* Which source is tracking current colour */
1101 GLenum untracked_materials[2];
1102 UINT blit_w, blit_h;
1103 enum fogsource fog_source;
1104 DWORD active_texture;
1105 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1107 /* The actual opengl context */
1108 UINT level;
1109 HGLRC restore_ctx;
1110 HDC restore_dc;
1111 int restore_pf;
1112 HGLRC glCtx;
1113 HWND win_handle;
1114 HDC hdc;
1115 int pixel_format;
1116 GLint aux_buffers;
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 BOOL rebind_fbo;
1126 struct wined3d_surface **blit_targets;
1127 GLenum *draw_buffers;
1128 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1130 /* Queries */
1131 GLuint *free_occlusion_queries;
1132 UINT free_occlusion_query_size;
1133 UINT free_occlusion_query_count;
1134 struct list occlusion_queries;
1136 union wined3d_gl_query_object *free_event_queries;
1137 UINT free_event_query_size;
1138 UINT free_event_query_count;
1139 struct list event_queries;
1141 /* Extension emulation */
1142 GLint gl_fog_source;
1143 GLfloat fog_coord_value;
1144 GLfloat color[4], fogstart, fogend, fogcolor[4];
1145 GLuint dummy_arbfp_prog;
1148 struct wined3d_fb_state
1150 struct wined3d_surface **render_targets;
1151 struct wined3d_surface *depth_stencil;
1154 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1156 struct StateEntry
1158 DWORD representative;
1159 APPLYSTATEFUNC apply;
1162 struct StateEntryTemplate
1164 DWORD state;
1165 struct StateEntry content;
1166 enum wined3d_gl_extension extension;
1169 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1170 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1172 struct fragment_caps
1174 DWORD wined3d_caps;
1175 DWORD PrimitiveMiscCaps;
1176 DWORD TextureOpCaps;
1177 DWORD MaxTextureBlendStages;
1178 DWORD MaxSimultaneousTextures;
1181 struct fragment_pipeline
1183 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1184 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1185 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1186 void (*free_private)(struct wined3d_device *device);
1187 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1188 const struct StateEntryTemplate *states;
1191 struct wined3d_vertex_caps
1193 BOOL xyzrhw;
1194 DWORD max_active_lights;
1195 DWORD max_vertex_blend_matrices;
1196 DWORD max_vertex_blend_matrix_index;
1197 DWORD vertex_processing_caps;
1198 DWORD fvf_caps;
1199 DWORD max_user_clip_planes;
1200 DWORD raster_caps;
1203 struct wined3d_vertex_pipe_ops
1205 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1206 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1207 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1208 void (*vp_free)(struct wined3d_device *device);
1209 const struct StateEntryTemplate *vp_states;
1212 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1213 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1214 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1215 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1216 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1217 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1218 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1219 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1221 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1222 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1223 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1225 /* "Base" state table */
1226 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1227 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1228 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1229 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1231 enum wined3d_blit_op
1233 WINED3D_BLIT_OP_COLOR_BLIT,
1234 WINED3D_BLIT_OP_COLOR_FILL,
1235 WINED3D_BLIT_OP_DEPTH_FILL,
1236 WINED3D_BLIT_OP_DEPTH_BLIT,
1239 /* Shaders for color conversions in blits. Do not do blit operations while
1240 * already under the GL lock. */
1241 struct blit_shader
1243 HRESULT (*alloc_private)(struct wined3d_device *device);
1244 void (*free_private)(struct wined3d_device *device);
1245 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface);
1246 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1247 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1248 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1249 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1250 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1251 const RECT *dst_rect, const struct wined3d_color *color);
1252 HRESULT (*depth_fill)(struct wined3d_device *device,
1253 struct wined3d_surface *surface, const RECT *rect, float depth);
1256 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1257 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1258 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1260 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1261 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1262 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1263 DECLSPEC_HIDDEN;
1265 /* Temporary blit_shader helper functions */
1266 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
1267 struct wined3d_surface *src_surface, const RECT *src_rect,
1268 struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN;
1270 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1271 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1272 void context_alloc_event_query(struct wined3d_context *context,
1273 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1274 void context_alloc_occlusion_query(struct wined3d_context *context,
1275 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1276 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1277 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1278 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1279 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1280 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1281 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1282 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1283 unsigned int unit) DECLSPEC_HIDDEN;
1284 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1285 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1286 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1287 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1288 BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1289 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1290 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1291 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1292 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1293 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1294 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1295 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1296 void context_resource_released(const struct wined3d_device *device,
1297 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1298 void context_resource_unloaded(const struct wined3d_device *device,
1299 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1300 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1301 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1302 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1303 void context_state_drawbuf(struct wined3d_context *context,
1304 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1305 void context_state_fb(struct wined3d_context *context,
1306 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1307 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1309 /*****************************************************************************
1310 * Internal representation of a light
1312 struct wined3d_light_info
1314 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1315 DWORD OriginalIndex;
1316 LONG glIndex;
1317 BOOL enabled;
1319 /* Converted parms to speed up swapping lights */
1320 float lightPosn[4];
1321 float lightDirn[4];
1322 float exponent;
1323 float cutoff;
1325 struct list entry;
1328 /* The default light parameters */
1329 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1331 struct wined3d_pixel_format
1333 int iPixelFormat; /* WGL pixel format */
1334 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1335 int redSize, greenSize, blueSize, alphaSize, colorSize;
1336 int depthSize, stencilSize;
1337 BOOL windowDrawable;
1338 BOOL doubleBuffer;
1339 int auxBuffers;
1340 int numSamples;
1343 enum wined3d_pci_vendor
1345 HW_VENDOR_SOFTWARE = 0x0000,
1346 HW_VENDOR_AMD = 0x1002,
1347 HW_VENDOR_NVIDIA = 0x10de,
1348 HW_VENDOR_INTEL = 0x8086,
1351 enum wined3d_pci_device
1353 CARD_WINE = 0x0000,
1355 CARD_AMD_RAGE_128PRO = 0x5246,
1356 CARD_AMD_RADEON_7200 = 0x5144,
1357 CARD_AMD_RADEON_8500 = 0x514c,
1358 CARD_AMD_RADEON_9500 = 0x4144,
1359 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1360 CARD_AMD_RADEON_X700 = 0x5e4c,
1361 CARD_AMD_RADEON_X1600 = 0x71c2,
1362 CARD_AMD_RADEON_HD2350 = 0x94c7,
1363 CARD_AMD_RADEON_HD2600 = 0x9581,
1364 CARD_AMD_RADEON_HD2900 = 0x9400,
1365 CARD_AMD_RADEON_HD3200 = 0x9620,
1366 CARD_AMD_RADEON_HD4200M = 0x9712,
1367 CARD_AMD_RADEON_HD4350 = 0x954f,
1368 CARD_AMD_RADEON_HD4600 = 0x9495,
1369 CARD_AMD_RADEON_HD4700 = 0x944e,
1370 CARD_AMD_RADEON_HD4800 = 0x944c,
1371 CARD_AMD_RADEON_HD5400 = 0x68f9,
1372 CARD_AMD_RADEON_HD5600 = 0x68d8,
1373 CARD_AMD_RADEON_HD5700 = 0x68be,
1374 CARD_AMD_RADEON_HD5800 = 0x6898,
1375 CARD_AMD_RADEON_HD5900 = 0x689c,
1376 CARD_AMD_RADEON_HD6300 = 0x9803,
1377 CARD_AMD_RADEON_HD6400 = 0x6770,
1378 CARD_AMD_RADEON_HD6410D = 0x9644,
1379 CARD_AMD_RADEON_HD6550D = 0x9640,
1380 CARD_AMD_RADEON_HD6600 = 0x6758,
1381 CARD_AMD_RADEON_HD6600M = 0x6741,
1382 CARD_AMD_RADEON_HD6700 = 0x68ba,
1383 CARD_AMD_RADEON_HD6800 = 0x6739,
1384 CARD_AMD_RADEON_HD6900 = 0x6719,
1385 CARD_AMD_RADEON_HD7700 = 0x683d,
1386 CARD_AMD_RADEON_HD7800 = 0x6819,
1387 CARD_AMD_RADEON_HD7900 = 0x679a,
1389 CARD_NVIDIA_RIVA_128 = 0x0018,
1390 CARD_NVIDIA_RIVA_TNT = 0x0020,
1391 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1392 CARD_NVIDIA_GEFORCE = 0x0100,
1393 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1394 CARD_NVIDIA_GEFORCE2 = 0x0150,
1395 CARD_NVIDIA_GEFORCE3 = 0x0200,
1396 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1397 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1398 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1399 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1400 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1401 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1402 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1403 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1404 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1405 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1406 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1407 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1408 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1409 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1410 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1411 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1412 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1413 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1414 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1415 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1416 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1417 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1418 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1419 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1420 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1421 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1422 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1423 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1424 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1425 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1426 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1427 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1428 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1429 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1430 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1431 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1432 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1433 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1434 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1435 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1436 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1437 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1438 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1439 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1440 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1441 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1442 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1443 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1444 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1445 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1446 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1447 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1448 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1449 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1450 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1451 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1452 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1453 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1454 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1455 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1456 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1457 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1458 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1459 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1460 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1461 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1462 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1463 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1464 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1465 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
1467 CARD_INTEL_830M = 0x3577,
1468 CARD_INTEL_855GM = 0x3582,
1469 CARD_INTEL_845G = 0x2562,
1470 CARD_INTEL_865G = 0x2572,
1471 CARD_INTEL_915G = 0x2582,
1472 CARD_INTEL_E7221G = 0x258a,
1473 CARD_INTEL_915GM = 0x2592,
1474 CARD_INTEL_945G = 0x2772,
1475 CARD_INTEL_945GM = 0x27a2,
1476 CARD_INTEL_945GME = 0x27ae,
1477 CARD_INTEL_Q35 = 0x29b2,
1478 CARD_INTEL_G33 = 0x29c2,
1479 CARD_INTEL_Q33 = 0x29d2,
1480 CARD_INTEL_PNVG = 0xa001,
1481 CARD_INTEL_PNVM = 0xa011,
1482 CARD_INTEL_965Q = 0x2992,
1483 CARD_INTEL_965G = 0x2982,
1484 CARD_INTEL_946GZ = 0x2972,
1485 CARD_INTEL_965GM = 0x2a02,
1486 CARD_INTEL_965GME = 0x2a12,
1487 CARD_INTEL_GM45 = 0x2a42,
1488 CARD_INTEL_IGD = 0x2e02,
1489 CARD_INTEL_Q45 = 0x2e12,
1490 CARD_INTEL_G45 = 0x2e22,
1491 CARD_INTEL_G41 = 0x2e32,
1492 CARD_INTEL_B43 = 0x2e92,
1493 CARD_INTEL_ILKD = 0x0042,
1494 CARD_INTEL_ILKM = 0x0046,
1495 CARD_INTEL_SNBD = 0x0122,
1496 CARD_INTEL_SNBM = 0x0126,
1497 CARD_INTEL_SNBS = 0x010a,
1498 CARD_INTEL_IVBD = 0x0162,
1499 CARD_INTEL_IVBM = 0x0166,
1500 CARD_INTEL_IVBS = 0x015a,
1503 struct wined3d_fbo_ops
1505 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1506 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1507 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1508 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1509 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1510 GLsizei width, GLsizei height);
1511 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1512 GLenum internalformat, GLsizei width, GLsizei height);
1513 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1514 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1515 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1516 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1517 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1518 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1519 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1520 GLenum textarget, GLuint texture, GLint level);
1521 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1522 GLenum textarget, GLuint texture, GLint level);
1523 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1524 GLenum textarget, GLuint texture, GLint level, GLint layer);
1525 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1526 GLenum renderbuffertarget, GLuint renderbuffer);
1527 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1528 GLenum pname, GLint *params);
1529 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1530 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1531 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1534 struct wined3d_gl_limits
1536 UINT buffers;
1537 UINT lights;
1538 UINT textures;
1539 UINT texture_coords;
1540 UINT fragment_samplers;
1541 UINT vertex_samplers;
1542 UINT combined_samplers;
1543 UINT general_combiners;
1544 UINT clipplanes;
1545 UINT texture_size;
1546 UINT texture3d_size;
1547 float pointsize_max;
1548 float pointsize_min;
1549 UINT blends;
1550 UINT anisotropy;
1551 float shininess;
1552 UINT samples;
1553 UINT vertex_attribs;
1555 UINT glsl_varyings;
1556 UINT glsl_vs_float_constants;
1557 UINT glsl_ps_float_constants;
1559 UINT arb_vs_float_constants;
1560 UINT arb_vs_native_constants;
1561 UINT arb_vs_instructions;
1562 UINT arb_vs_temps;
1563 UINT arb_ps_float_constants;
1564 UINT arb_ps_local_constants;
1565 UINT arb_ps_native_constants;
1566 UINT arb_ps_instructions;
1567 UINT arb_ps_temps;
1570 struct wined3d_gl_info
1572 DWORD glsl_version;
1573 struct wined3d_gl_limits limits;
1574 DWORD reserved_glsl_constants, reserved_arb_constants;
1575 DWORD quirks;
1576 BOOL supported[WINED3D_GL_EXT_COUNT];
1577 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1579 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
1580 struct opengl_funcs gl_ops;
1581 struct wined3d_fbo_ops fbo_ops;
1583 struct wined3d_format *formats;
1586 struct wined3d_driver_info
1588 enum wined3d_pci_vendor vendor;
1589 enum wined3d_pci_device device;
1590 const char *name;
1591 const char *description;
1592 unsigned int vidmem;
1593 DWORD version_high;
1594 DWORD version_low;
1597 struct wined3d_d3d_limits
1599 UINT vs_version, gs_version, ps_version;
1600 DWORD vs_uniform_count;
1601 DWORD ps_uniform_count;
1602 UINT ffp_textures;
1603 UINT ffp_blend_stages;
1606 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
1607 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
1608 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
1610 struct wined3d_ffp_attrib_ops
1612 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
1613 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
1614 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
1615 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
1616 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
1619 struct wined3d_d3d_info
1621 struct wined3d_d3d_limits limits;
1622 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
1623 BOOL xyzrhw;
1624 BOOL vs_clipping;
1625 DWORD valid_rt_mask;
1628 /* The adapter structure */
1629 struct wined3d_adapter
1631 UINT ordinal;
1632 POINT monitorPoint;
1633 enum wined3d_format_id screen_format;
1635 struct wined3d_gl_info gl_info;
1636 struct wined3d_d3d_info d3d_info;
1637 struct wined3d_driver_info driver_info;
1638 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1639 unsigned int cfg_count;
1640 struct wined3d_pixel_format *cfgs;
1641 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1642 unsigned int UsedTextureRam;
1643 LUID luid;
1645 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1646 const struct fragment_pipeline *fragment_pipe;
1647 const struct wined3d_shader_backend_ops *shader_backend;
1648 const struct blit_shader *blitter;
1651 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter) DECLSPEC_HIDDEN;
1652 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount) DECLSPEC_HIDDEN;
1654 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1655 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1657 enum projection_types
1659 proj_none = 0,
1660 proj_count3 = 1,
1661 proj_count4 = 2
1664 enum dst_arg
1666 resultreg = 0,
1667 tempreg = 1
1670 /*****************************************************************************
1671 * Fixed function pipeline replacements
1673 #define ARG_UNUSED 0xff
1674 struct texture_stage_op
1676 unsigned cop : 8;
1677 unsigned carg1 : 8;
1678 unsigned carg2 : 8;
1679 unsigned carg0 : 8;
1681 unsigned aop : 8;
1682 unsigned aarg1 : 8;
1683 unsigned aarg2 : 8;
1684 unsigned aarg0 : 8;
1686 struct color_fixup_desc color_fixup;
1687 unsigned tex_type : 3;
1688 unsigned dst : 1;
1689 unsigned projected : 2;
1690 unsigned padding : 10;
1693 struct ffp_frag_settings
1695 struct texture_stage_op op[MAX_TEXTURES];
1696 enum wined3d_ffp_ps_fog_mode fog;
1697 /* Use shorts instead of chars to get dword alignment */
1698 unsigned short sRGB_write;
1699 unsigned short emul_clipplanes;
1702 struct ffp_frag_desc
1704 struct wine_rb_entry entry;
1705 struct ffp_frag_settings settings;
1708 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1709 extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN;
1710 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1712 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
1713 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1714 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1715 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1716 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1717 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1719 enum wined3d_ffp_vs_fog_mode
1721 WINED3D_FFP_VS_FOG_OFF = 0,
1722 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
1723 WINED3D_FFP_VS_FOG_DEPTH = 2,
1724 WINED3D_FFP_VS_FOG_RANGE = 3,
1727 #define WINED3D_FFP_TCI_SHIFT 16
1728 #define WINED3D_FFP_TCI_MASK 0xff
1730 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
1731 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7
1733 struct wined3d_ffp_vs_settings
1735 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
1736 DWORD diffuse_source : 2;
1737 DWORD emission_source : 2;
1738 DWORD ambient_source : 2;
1739 DWORD specular_source : 2;
1741 DWORD transformed : 1;
1742 DWORD clipping : 1;
1743 DWORD normal : 1;
1744 DWORD normalize : 1;
1745 DWORD lighting : 1;
1746 DWORD localviewer : 1;
1747 DWORD point_size : 1;
1748 DWORD fog_mode : 2;
1749 DWORD texcoords : 8; /* MAX_TEXTURES */
1750 DWORD ortho_fog : 1;
1751 DWORD padding : 14;
1753 BYTE texgen[MAX_TEXTURES];
1756 struct wined3d_ffp_vs_desc
1758 struct wine_rb_entry entry;
1759 struct wined3d_ffp_vs_settings settings;
1762 void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct wined3d_stream_info *si,
1763 struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
1765 struct wined3d
1767 LONG ref;
1768 DWORD flags;
1769 UINT dxVersion;
1770 UINT adapter_count;
1771 struct wined3d_adapter adapters[1];
1774 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags) DECLSPEC_HIDDEN;
1775 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1776 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1778 /*****************************************************************************
1779 * IWineD3DDevice implementation structure
1781 #define WINED3D_UNMAPPED_STAGE ~0U
1783 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1784 #define WINED3DCREATE_MULTITHREADED 0x00000004
1786 struct wined3d_device
1788 LONG ref;
1790 /* WineD3D Information */
1791 struct wined3d_device_parent *device_parent;
1792 struct wined3d *wined3d;
1793 struct wined3d_adapter *adapter;
1795 /* Window styles to restore when switching fullscreen mode */
1796 LONG style;
1797 LONG exStyle;
1799 /* X and GL Information */
1800 GLenum offscreenBuffer;
1802 const struct wined3d_shader_backend_ops *shader_backend;
1803 void *shader_priv;
1804 void *fragment_priv;
1805 void *vertex_priv;
1806 void *blit_priv;
1807 struct StateEntry StateTable[STATE_HIGHEST + 1];
1808 /* Array of functions for states which are handled by more than one pipeline part */
1809 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1810 const struct blit_shader *blitter;
1812 UINT instance_count;
1814 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1815 WORD isRecordingState : 1;
1816 WORD isInDraw : 1;
1817 WORD bCursorVisible : 1;
1818 WORD d3d_initialized : 1;
1819 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1820 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1821 WORD useDrawStridedSlow : 1;
1822 WORD filter_messages : 1;
1823 WORD padding : 7;
1825 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1827 #define DDRAW_PITCH_ALIGNMENT 8
1828 #define D3D8_PITCH_ALIGNMENT 4
1829 unsigned char surface_alignment; /* Line Alignment of surfaces */
1831 /* State block related */
1832 struct wined3d_stateblock *stateBlock;
1833 struct wined3d_stateblock *updateStateBlock;
1835 /* Internal use fields */
1836 struct wined3d_device_creation_parameters create_parms;
1837 HWND focus_window;
1839 struct wined3d_swapchain **swapchains;
1840 UINT swapchain_count;
1842 struct list resources; /* a linked list to track resources created by the device */
1843 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1845 /* Render Target Support */
1846 struct wined3d_fb_state fb;
1847 struct wined3d_surface *onscreen_depth_stencil;
1848 struct wined3d_surface *auto_depth_stencil;
1850 /* For rendering to a texture using glCopyTexImage */
1851 GLuint depth_blt_texture;
1853 /* Cursor management */
1854 UINT xHotSpot;
1855 UINT yHotSpot;
1856 UINT xScreenSpace;
1857 UINT yScreenSpace;
1858 UINT cursorWidth, cursorHeight;
1859 GLuint cursorTexture;
1860 HCURSOR hardwareCursor;
1862 /* The Wine logo surface */
1863 struct wined3d_surface *logo_surface;
1865 /* Textures for when no other textures are mapped */
1866 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
1867 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
1868 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
1869 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
1871 /* With register combiners we can skip junk texture stages */
1872 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1873 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1875 /* Stream source management */
1876 struct wined3d_stream_info stream_info;
1877 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1878 unsigned int num_buffer_queries;
1880 /* Context management */
1881 struct wined3d_context **contexts;
1882 UINT context_count;
1885 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
1886 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
1887 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
1888 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1889 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1890 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
1891 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
1892 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
1893 void device_preload_textures(const struct wined3d_device *device) DECLSPEC_HIDDEN;
1894 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
1895 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1896 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1897 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1898 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
1899 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1900 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1901 void device_update_tex_unit_map(struct wined3d_device *device) DECLSPEC_HIDDEN;
1902 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
1904 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
1906 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1907 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1908 return context->isStateDirty[idx] & (1 << shift);
1911 static inline void invalidate_active_texture(const struct wined3d_device *device, struct wined3d_context *context)
1913 DWORD sampler = device->rev_tex_unit_map[context->active_texture];
1914 if (sampler != WINED3D_UNMAPPED_STAGE)
1915 context_invalidate_state(context, STATE_SAMPLER(sampler));
1918 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
1919 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
1920 /* SCRATCH is mostly the same as CPU, but can't be used by the GPU at all,
1921 * not even for resource uploads. */
1922 #define WINED3D_RESOURCE_ACCESS_SCRATCH 0x4
1924 struct wined3d_resource_ops
1926 void (*resource_unload)(struct wined3d_resource *resource);
1929 struct wined3d_resource
1931 LONG ref;
1932 LONG bind_count;
1933 LONG map_count;
1934 struct wined3d_device *device;
1935 enum wined3d_resource_type type;
1936 const struct wined3d_format *format;
1937 enum wined3d_multisample_type multisample_type;
1938 UINT multisample_quality;
1939 DWORD usage;
1940 enum wined3d_pool pool;
1941 DWORD access_flags;
1942 UINT width;
1943 UINT height;
1944 UINT depth;
1945 UINT size;
1946 DWORD priority;
1947 BYTE *allocatedMemory; /* Pointer to the real data location */
1948 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1949 struct list privateData;
1950 struct list resource_list_entry;
1952 void *parent;
1953 const struct wined3d_parent_ops *parent_ops;
1954 const struct wined3d_resource_ops *resource_ops;
1957 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1958 DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1959 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
1960 enum wined3d_resource_type type, const struct wined3d_format *format,
1961 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
1962 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
1963 void *parent, const struct wined3d_parent_ops *parent_ops,
1964 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
1965 DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN;
1966 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1968 /* Tests show that the start address of resources is 32 byte aligned */
1969 #define RESOURCE_ALIGNMENT 16
1971 enum wined3d_texture_state
1973 WINED3DTEXSTA_ADDRESSU = 0,
1974 WINED3DTEXSTA_ADDRESSV = 1,
1975 WINED3DTEXSTA_ADDRESSW = 2,
1976 WINED3DTEXSTA_BORDERCOLOR = 3,
1977 WINED3DTEXSTA_MAGFILTER = 4,
1978 WINED3DTEXSTA_MINFILTER = 5,
1979 WINED3DTEXSTA_MIPFILTER = 6,
1980 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1981 WINED3DTEXSTA_MAXANISOTROPY = 8,
1982 WINED3DTEXSTA_SRGBTEXTURE = 9,
1983 WINED3DTEXSTA_SHADOW = 10,
1984 MAX_WINETEXTURESTATES = 11,
1987 enum WINED3DSRGB
1989 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1990 SRGB_RGB = 1, /* Loads the rgb texture */
1991 SRGB_SRGB = 2, /* Loads the srgb texture */
1994 struct gl_texture
1996 DWORD states[MAX_WINETEXTURESTATES];
1997 BOOL dirty;
1998 GLuint name;
2001 struct wined3d_texture_ops
2003 HRESULT (*texture_bind)(struct wined3d_texture *texture,
2004 struct wined3d_context *context, BOOL srgb);
2005 void (*texture_preload)(struct wined3d_texture *texture, enum WINED3DSRGB srgb);
2006 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
2007 const struct wined3d_box *dirty_region);
2008 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
2011 #define WINED3D_TEXTURE_COND_NP2 0x1
2012 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x2
2013 #define WINED3D_TEXTURE_IS_SRGB 0x4
2015 struct wined3d_texture
2017 struct wined3d_resource resource;
2018 const struct wined3d_texture_ops *texture_ops;
2019 struct gl_texture texture_rgb, texture_srgb;
2020 struct wined3d_resource **sub_resources;
2021 UINT layer_count;
2022 UINT level_count;
2023 float pow2_matrix[16];
2024 UINT lod;
2025 enum wined3d_texture_filter_type filter_type;
2026 DWORD sampler;
2027 DWORD flags;
2028 const struct min_lookup *min_mip_lookup;
2029 const GLenum *mag_lookup;
2030 GLenum target;
2033 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
2035 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2038 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2039 const struct wined3d_gl_info *gl_info, BOOL srgb)
2041 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2042 ? &texture->texture_srgb : &texture->texture_rgb;
2045 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
2046 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
2047 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2048 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN;
2050 struct wined3d_volume
2052 struct wined3d_resource resource;
2053 struct wined3d_texture *container;
2054 BOOL lockable;
2055 BOOL locked;
2056 struct wined3d_box lockedBox;
2057 struct wined3d_box dirtyBox;
2058 BOOL dirty;
2061 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
2063 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
2066 void volume_add_dirty_box(struct wined3d_volume *volume, const struct wined3d_box *dirty_box) DECLSPEC_HIDDEN;
2067 void volume_load(const struct wined3d_volume *volume, struct wined3d_context *context, UINT level, BOOL srgb_mode) DECLSPEC_HIDDEN;
2068 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
2070 struct wined3d_surface_dib
2072 HBITMAP DIBsection;
2073 void *bitmap_data;
2074 UINT bitmap_size;
2077 struct wined3d_renderbuffer_entry
2079 struct list entry;
2080 GLuint id;
2081 UINT width;
2082 UINT height;
2085 struct fbo_entry
2087 struct list entry;
2088 struct wined3d_surface **render_targets;
2089 struct wined3d_surface *depth_stencil;
2090 DWORD location;
2091 DWORD rt_mask;
2092 BOOL attached;
2093 GLuint id;
2096 struct wined3d_surface_ops
2098 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2099 void (*surface_realize_palette)(struct wined3d_surface *surface);
2100 void (*surface_map)(struct wined3d_surface *surface, const RECT *rect, DWORD flags);
2101 void (*surface_unmap)(struct wined3d_surface *surface);
2104 struct wined3d_surface
2106 struct wined3d_resource resource;
2107 const struct wined3d_surface_ops *surface_ops;
2108 struct wined3d_texture *container;
2109 struct wined3d_swapchain *swapchain;
2110 struct wined3d_palette *palette; /* D3D7 style palette handling */
2111 DWORD draw_binding;
2113 DWORD flags;
2115 UINT pitch;
2116 UINT pow2Width;
2117 UINT pow2Height;
2119 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2120 void (*get_drawable_size)(const struct wined3d_context *context, UINT *width, UINT *height);
2122 /* PBO */
2123 GLuint pbo;
2124 GLuint rb_multisample;
2125 GLuint rb_resolved;
2126 GLuint texture_name;
2127 GLuint texture_name_srgb;
2128 GLint texture_level;
2129 GLenum texture_target;
2131 RECT lockedRect;
2132 RECT dirtyRect;
2133 int lockCount;
2134 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2136 /* For GetDC */
2137 struct wined3d_surface_dib dib;
2138 HDC hDC;
2140 /* Color keys for DDraw */
2141 struct wined3d_color_key dst_blt_color_key;
2142 struct wined3d_color_key src_blt_color_key;
2143 struct wined3d_color_key dst_overlay_color_key;
2144 struct wined3d_color_key src_overlay_color_key;
2145 DWORD CKeyFlags;
2147 struct wined3d_color_key gl_color_key;
2149 struct list renderbuffers;
2150 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2151 SIZE ds_current_size;
2153 /* DirectDraw Overlay handling */
2154 RECT overlay_srcrect;
2155 RECT overlay_destrect;
2156 struct wined3d_surface *overlay_dest;
2157 struct list overlays;
2158 struct list overlay_entry;
2161 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2163 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2166 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2167 const struct wined3d_gl_info *gl_info, BOOL srgb)
2169 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2170 ? surface->texture_name_srgb : surface->texture_name;
2173 void surface_add_dirty_rect(struct wined3d_surface *surface, const struct wined3d_box *dirty_rect) DECLSPEC_HIDDEN;
2174 HRESULT surface_color_fill(struct wined3d_surface *s,
2175 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2176 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2177 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
2178 BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2179 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2180 void surface_load_ds_location(struct wined3d_surface *surface,
2181 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2182 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2183 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect) DECLSPEC_HIDDEN;
2184 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2185 void surface_modify_location(struct wined3d_surface *surface, DWORD location, BOOL persistent) DECLSPEC_HIDDEN;
2186 void surface_prepare_rb(struct wined3d_surface *surface,
2187 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2188 void surface_prepare_texture(struct wined3d_surface *surface,
2189 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2190 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2191 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2192 void surface_set_container(struct wined3d_surface *surface, struct wined3d_texture *container) DECLSPEC_HIDDEN;
2193 void surface_set_swapchain(struct wined3d_surface *surface, struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2194 void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2195 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2196 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2197 void surface_update_draw_binding(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2198 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2199 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2201 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2202 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2203 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2205 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2206 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2207 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2209 /* Surface flags: */
2210 #define SFLAG_CONVERTED 0x00000001 /* Converted for color keying or palettized. */
2211 #define SFLAG_DISCARD 0x00000002 /* ??? */
2212 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2213 #define SFLAG_NORMCOORD 0x00000008 /* Set if GL texture coordinates are normalized (non-texture rectangle). */
2214 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked. */
2215 #define SFLAG_DYNLOCK 0x00000020 /* Surface is often locked by the application. */
2216 #define SFLAG_PIN_SYSMEM 0x00000040 /* Keep the surface in sysmem, at the same address. */
2217 #define SFLAG_DCINUSE 0x00000080 /* Set between GetDC and ReleaseDC calls. */
2218 #define SFLAG_LOST 0x00000100 /* Surface lost flag for ddraw. */
2219 #define SFLAG_GLCKEY 0x00000200 /* The GL texture was created with a color key. */
2220 #define SFLAG_CLIENT 0x00000400 /* GL_APPLE_client_storage is used with this surface. */
2221 #define SFLAG_INOVERLAYDRAW 0x00000800 /* Overlay drawing is in progress. Recursion prevention. */
2222 #define SFLAG_DIBSECTION 0x00001000 /* Has a DIB section attached for GetDC. */
2223 #define SFLAG_USERPTR 0x00002000 /* The application allocated the memory for this surface. */
2224 #define SFLAG_ALLOCATED 0x00004000 /* A GL texture is allocated for this surface. */
2225 #define SFLAG_SRGBALLOCATED 0x00008000 /* A sRGB GL texture is allocated for this surface. */
2226 #define SFLAG_PBO 0x00010000 /* The surface has a PBO. */
2227 #define SFLAG_INSYSMEM 0x00020000 /* The system memory copy is current. */
2228 #define SFLAG_INTEXTURE 0x00040000 /* The GL texture is current. */
2229 #define SFLAG_INSRGBTEX 0x00080000 /* The GL sRGB texture is current. */
2230 #define SFLAG_INDRAWABLE 0x00100000 /* The GL drawable is current. */
2231 #define SFLAG_INRB_MULTISAMPLE 0x00200000 /* The multisample renderbuffer is current. */
2232 #define SFLAG_INRB_RESOLVED 0x00400000 /* The resolved renderbuffer is current. */
2233 #define SFLAG_DISCARDED 0x00800000 /* Surface was discarded, allocating new location is enough. */
2235 /* In some conditions the surface memory must not be freed:
2236 * SFLAG_CONVERTED: Converting the data back would take too long
2237 * SFLAG_DIBSECTION: The dib code manages the memory
2238 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2239 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2240 * SFLAG_CLIENT: OpenGL uses our memory as backup
2242 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2243 SFLAG_DYNLOCK | \
2244 SFLAG_CLIENT | \
2245 SFLAG_DIBSECTION | \
2246 SFLAG_USERPTR | \
2247 SFLAG_PBO | \
2248 SFLAG_PIN_SYSMEM)
2250 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2251 SFLAG_INTEXTURE | \
2252 SFLAG_INSRGBTEX | \
2253 SFLAG_INDRAWABLE | \
2254 SFLAG_INRB_MULTISAMPLE | \
2255 SFLAG_INRB_RESOLVED)
2257 enum wined3d_conversion_type
2259 WINED3D_CT_NONE,
2260 WINED3D_CT_PALETTED,
2261 WINED3D_CT_PALETTED_CK,
2262 WINED3D_CT_CK_565,
2263 WINED3D_CT_CK_5551,
2264 WINED3D_CT_CK_RGB24,
2265 WINED3D_CT_RGB32_888,
2266 WINED3D_CT_CK_ARGB32,
2269 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2271 struct wined3d_sampler
2273 LONG refcount;
2274 void *parent;
2277 struct wined3d_vertex_declaration_element
2279 const struct wined3d_format *format;
2280 BOOL ffp_valid;
2281 WORD input_slot;
2282 WORD offset;
2283 UINT output_slot;
2284 BYTE method;
2285 BYTE usage;
2286 BYTE usage_idx;
2289 struct wined3d_vertex_declaration
2291 LONG ref;
2292 void *parent;
2293 const struct wined3d_parent_ops *parent_ops;
2294 struct wined3d_device *device;
2296 struct wined3d_vertex_declaration_element *elements;
2297 UINT element_count;
2299 BOOL position_transformed;
2300 BOOL half_float_conv_needed;
2303 struct wined3d_saved_states
2305 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2306 WORD streamSource; /* MAX_STREAMS, 16 */
2307 WORD streamFreq; /* MAX_STREAMS, 16 */
2308 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2309 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2310 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2311 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2312 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2313 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2314 BOOL *pixelShaderConstantsF;
2315 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2316 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2317 BOOL *vertexShaderConstantsF;
2318 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2319 DWORD primitive_type : 1;
2320 DWORD indices : 1;
2321 DWORD material : 1;
2322 DWORD viewport : 1;
2323 DWORD vertexDecl : 1;
2324 DWORD pixelShader : 1;
2325 DWORD vertexShader : 1;
2326 DWORD scissorRect : 1;
2327 DWORD padding : 4;
2330 struct StageState {
2331 DWORD stage;
2332 DWORD state;
2335 struct wined3d_stream_output
2337 struct wined3d_buffer *buffer;
2338 UINT offset;
2341 struct wined3d_stream_state
2343 struct wined3d_buffer *buffer;
2344 UINT offset;
2345 UINT stride;
2346 UINT frequency;
2347 UINT flags;
2350 struct wined3d_state
2352 const struct wined3d_fb_state *fb;
2354 struct wined3d_vertex_declaration *vertex_declaration;
2355 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
2356 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2357 struct wined3d_buffer *index_buffer;
2358 enum wined3d_format_id index_format;
2359 INT base_vertex_index;
2360 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2361 GLenum gl_primitive_type;
2363 struct wined3d_shader *vertex_shader;
2364 struct wined3d_buffer *vs_cb[MAX_CONSTANT_BUFFERS];
2365 struct wined3d_sampler *vs_sampler[MAX_SAMPLER_OBJECTS];
2366 BOOL vs_consts_b[MAX_CONST_B];
2367 INT vs_consts_i[MAX_CONST_I * 4];
2368 float *vs_consts_f;
2370 struct wined3d_shader *geometry_shader;
2371 struct wined3d_buffer *gs_cb[MAX_CONSTANT_BUFFERS];
2372 struct wined3d_sampler *gs_sampler[MAX_SAMPLER_OBJECTS];
2374 struct wined3d_shader *pixel_shader;
2375 struct wined3d_buffer *ps_cb[MAX_CONSTANT_BUFFERS];
2376 struct wined3d_sampler *ps_sampler[MAX_SAMPLER_OBJECTS];
2377 BOOL ps_consts_b[MAX_CONST_B];
2378 INT ps_consts_i[MAX_CONST_I * 4];
2379 float *ps_consts_f;
2381 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2382 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2383 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2384 DWORD lowest_disabled_stage;
2386 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2387 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
2388 struct wined3d_material material;
2389 struct wined3d_viewport viewport;
2390 RECT scissor_rect;
2392 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2393 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2394 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2395 struct list light_map[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2396 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2398 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
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;
2434 void stateblock_init_default_state(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2435 void stateblock_unbind_resources(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2437 /* Direct3D terminology with little modifications. We do not have an issued state
2438 * because only the driver knows about it, but we have a created state because d3d
2439 * allows GetData on a created issue, but opengl doesn't
2441 enum query_state {
2442 QUERY_CREATED,
2443 QUERY_SIGNALLED,
2444 QUERY_BUILDING
2447 struct wined3d_query_ops
2449 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2450 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2453 struct wined3d_query
2455 LONG ref;
2456 const struct wined3d_query_ops *query_ops;
2457 struct wined3d_device *device;
2458 enum query_state state;
2459 enum wined3d_query_type type;
2460 DWORD data_size;
2461 void *extendedData;
2464 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2465 * fixed function semantics as D3DCOLOR or FLOAT16 */
2466 enum wined3d_buffer_conversion_type
2468 CONV_NONE,
2469 CONV_D3DCOLOR,
2470 CONV_POSITIONT,
2473 struct wined3d_map_range
2475 UINT offset;
2476 UINT size;
2479 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2480 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2481 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2482 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2483 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2484 #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2485 #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2486 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2488 struct wined3d_buffer
2490 struct wined3d_resource resource;
2492 struct wined3d_buffer_desc desc;
2494 GLuint buffer_object;
2495 GLenum buffer_object_usage;
2496 GLenum buffer_type_hint;
2497 UINT buffer_object_size;
2498 DWORD flags;
2500 struct wined3d_map_range *maps;
2501 ULONG maps_size, modified_areas;
2502 struct wined3d_event_query *query;
2504 /* conversion stuff */
2505 UINT decl_change_count, full_conversion_count;
2506 UINT draw_count;
2507 UINT stride; /* 0 if no conversion */
2508 UINT conversion_stride; /* 0 if no shifted conversion */
2509 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2512 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2514 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2517 void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
2518 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2519 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2521 struct wined3d_rendertarget_view
2523 LONG refcount;
2525 struct wined3d_resource *resource;
2526 void *parent;
2529 struct wined3d_swapchain_ops
2531 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2532 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2535 struct wined3d_swapchain
2537 LONG ref;
2538 void *parent;
2539 const struct wined3d_parent_ops *parent_ops;
2540 const struct wined3d_swapchain_ops *swapchain_ops;
2541 struct wined3d_device *device;
2543 struct wined3d_surface **back_buffers;
2544 struct wined3d_surface *front_buffer;
2545 struct wined3d_swapchain_desc desc;
2546 struct wined3d_display_mode original_mode;
2547 struct wined3d_gamma_ramp orig_gamma;
2548 BOOL render_to_fbo;
2549 const struct wined3d_format *ds_format;
2551 LONG prev_time, frames; /* Performance tracking */
2553 struct wined3d_context **context;
2554 unsigned int num_contexts;
2556 HWND win_handle;
2557 HWND device_window;
2559 HDC backup_dc;
2560 HWND backup_wnd;
2563 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2565 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2566 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2567 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2568 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2569 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2571 #define DEFAULT_REFRESH_RATE 0
2573 /*****************************************************************************
2574 * Utility function prototypes
2577 /* Trace routines */
2578 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2579 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
2580 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
2581 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2582 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2583 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
2584 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2585 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2586 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
2587 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
2588 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2589 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
2590 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
2591 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
2592 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
2593 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2594 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2595 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
2596 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2597 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2599 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2600 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2601 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2602 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
2603 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2604 void set_texture_matrix(const struct wined3d_gl_info *gl_info, const float *smat, DWORD flags,
2605 BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id coordtype,
2606 BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2607 void texture_activate_dimensions(const struct wined3d_texture *texture,
2608 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2609 void sampler_texdim(struct wined3d_context *context,
2610 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2611 void tex_alphaop(struct wined3d_context *context,
2612 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2613 void apply_pixelshader(struct wined3d_context *context,
2614 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2615 void state_fogcolor(struct wined3d_context *context,
2616 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2617 void state_fogdensity(struct wined3d_context *context,
2618 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2619 void state_fogstartend(struct wined3d_context *context,
2620 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2621 void state_fog_fragpart(struct wined3d_context *context,
2622 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2623 void state_srgbwrite(struct wined3d_context *context,
2624 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2626 void sampler_texmatrix(struct wined3d_context *context,
2627 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2628 void state_specularenable(struct wined3d_context *context,
2629 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2630 void transform_world(struct wined3d_context *context,
2631 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2632 void transform_view(struct wined3d_context *context,
2633 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2634 void transform_projection(struct wined3d_context *context,
2635 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2636 void transform_texture(struct wined3d_context *context,
2637 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2638 void state_ambient(struct wined3d_context *context,
2639 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2640 void viewport_vertexpart(struct wined3d_context *context,
2641 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2642 void state_clipping(struct wined3d_context *context,
2643 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2644 void light(struct wined3d_context *context,
2645 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2646 void vertexdeclaration(struct wined3d_context *context,
2647 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2648 void clipplane(struct wined3d_context *context,
2649 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2650 void state_psizemin_w(struct wined3d_context *context,
2651 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2652 void state_psizemin_ext(struct wined3d_context *context,
2653 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2654 void state_psizemin_arb(struct wined3d_context *context,
2655 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2656 void state_pointsprite_w(struct wined3d_context *context,
2657 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2658 void state_pointsprite(struct wined3d_context *context,
2659 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2660 void state_pscale(struct wined3d_context *context,
2661 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2663 BOOL getColorBits(const struct wined3d_format *format,
2664 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2665 BOOL getDepthStencilBits(const struct wined3d_format *format,
2666 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2667 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2669 /* Math utils */
2670 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2671 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2672 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2673 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2675 struct wined3d_shader_lconst
2677 struct list entry;
2678 unsigned int idx;
2679 DWORD value[4];
2682 struct wined3d_shader_limits
2684 unsigned int sampler;
2685 unsigned int constant_int;
2686 unsigned int constant_float;
2687 unsigned int constant_bool;
2688 unsigned int packed_output;
2689 unsigned int packed_input;
2692 #ifdef __GNUC__
2693 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2694 #else
2695 #define PRINTF_ATTR(fmt,args)
2696 #endif
2698 /* Base Shader utility functions. */
2699 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2700 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2702 /* Vertex shader utility functions */
2703 BOOL vshader_get_input(const struct wined3d_shader *shader,
2704 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2706 struct wined3d_vertex_shader
2708 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2711 struct wined3d_geometry_shader
2713 enum wined3d_primitive_type input_type;
2714 enum wined3d_primitive_type output_type;
2715 UINT vertices_out;
2718 struct wined3d_pixel_shader
2720 /* Pixel shader input semantics */
2721 DWORD input_reg_map[MAX_REG_INPUT];
2722 BOOL input_reg_used[MAX_REG_INPUT];
2723 unsigned int declared_in_count;
2725 /* Some information about the shader behavior */
2726 BOOL color0_mov;
2727 DWORD color0_reg;
2730 struct wined3d_shader
2732 LONG ref;
2733 struct wined3d_shader_limits limits;
2734 DWORD *function;
2735 UINT functionLength;
2736 BOOL load_local_constsF;
2737 const struct wined3d_shader_frontend *frontend;
2738 void *frontend_data;
2739 void *backend_data;
2741 void *parent;
2742 const struct wined3d_parent_ops *parent_ops;
2744 /* Programs this shader is linked with */
2745 struct list linked_programs;
2747 /* Immediate constants (override global ones) */
2748 struct list constantsB;
2749 struct list constantsF;
2750 struct list constantsI;
2751 struct wined3d_shader_reg_maps reg_maps;
2752 BOOL lconst_inf_or_nan;
2754 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2755 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2757 /* Pointer to the parent device */
2758 struct wined3d_device *device;
2759 struct list shader_list_entry;
2761 union
2763 struct wined3d_vertex_shader vs;
2764 struct wined3d_geometry_shader gs;
2765 struct wined3d_pixel_shader ps;
2766 } u;
2769 void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
2770 void find_ps_compile_args(const struct wined3d_state *state,
2771 const struct wined3d_shader *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
2773 void find_vs_compile_args(const struct wined3d_state *state,
2774 const struct wined3d_shader *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2776 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2777 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2778 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2779 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2780 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2781 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2782 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2783 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2784 unsigned int max) DECLSPEC_HIDDEN;
2785 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2786 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
2787 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2789 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2791 switch (reg->type)
2793 case WINED3DSPR_RASTOUT:
2794 /* oFog & oPts */
2795 if (reg->idx[0].offset)
2796 return TRUE;
2797 /* oPos */
2798 return FALSE;
2800 case WINED3DSPR_DEPTHOUT: /* oDepth */
2801 case WINED3DSPR_CONSTBOOL: /* b# */
2802 case WINED3DSPR_LOOP: /* aL */
2803 case WINED3DSPR_PREDICATE: /* p0 */
2804 case WINED3DSPR_PRIMID: /* primID */
2805 return TRUE;
2807 case WINED3DSPR_MISCTYPE:
2808 switch (reg->idx[0].offset)
2810 case 0: /* vPos */
2811 return FALSE;
2812 case 1: /* vFace */
2813 return TRUE;
2814 default:
2815 return FALSE;
2818 case WINED3DSPR_IMMCONST:
2819 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2821 default:
2822 return FALSE;
2826 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2827 const struct wined3d_state *state, float *position_fixup)
2829 position_fixup[0] = 1.0f;
2830 position_fixup[1] = 1.0f;
2831 position_fixup[2] = (63.0f / 64.0f) / state->viewport.width;
2832 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.height;
2834 if (context->render_offscreen)
2836 position_fixup[1] *= -1.0f;
2837 position_fixup[3] *= -1.0f;
2841 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
2843 struct wined3d_shader_lconst *lconst;
2845 if (shader->load_local_constsF)
2846 return FALSE;
2848 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
2850 if (lconst->idx == reg)
2851 return TRUE;
2854 return FALSE;
2857 /* Using additional shader constants (uniforms in GLSL / program environment
2858 * or local parameters in ARB) is costly:
2859 * ARB only knows float4 parameters and GLSL compiler are not really smart
2860 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2861 * (in fact most compilers map a float2 to a full float4 uniform).
2863 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2864 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2865 * into a single shader constant (uniform / program parameter).
2867 * This structure is shared between the GLSL and the ARB backend.*/
2868 struct ps_np2fixup_info {
2869 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2870 WORD active; /* bitfield indicating if we can apply the fixup */
2871 WORD num_consts;
2874 struct wined3d_palette
2876 LONG ref;
2877 void *parent;
2878 struct wined3d_device *device;
2880 HPALETTE hpal;
2881 WORD palVersion; /*| */
2882 WORD palNumEntries; /*| LOGPALETTE */
2883 PALETTEENTRY palents[256]; /*| */
2884 /* This is to store the palette in 'screen format' */
2885 int screen_palents[256];
2886 DWORD flags;
2889 /* DirectDraw utility functions */
2890 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2892 /*****************************************************************************
2893 * Pixel format management
2896 /* WineD3D pixel format flags */
2897 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2898 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2899 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2900 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2901 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2902 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2903 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
2904 #define WINED3DFMT_FLAG_GETDC 0x00000100
2905 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2906 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2907 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2908 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2909 #define WINED3DFMT_FLAG_VTF 0x00002000
2910 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2911 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
2912 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
2913 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
2914 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
2915 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
2917 struct wined3d_rational
2919 UINT numerator;
2920 UINT denominator;
2923 struct wined3d_format
2925 enum wined3d_format_id id;
2927 DWORD red_size;
2928 DWORD green_size;
2929 DWORD blue_size;
2930 DWORD alpha_size;
2931 DWORD red_offset;
2932 DWORD green_offset;
2933 DWORD blue_offset;
2934 DWORD alpha_offset;
2935 UINT byte_count;
2936 BYTE depth_size;
2937 BYTE stencil_size;
2939 UINT block_width;
2940 UINT block_height;
2941 UINT block_byte_count;
2943 enum wined3d_ffp_emit_idx emit_idx;
2944 GLint component_count;
2945 GLenum gl_vtx_type;
2946 GLint gl_vtx_format;
2947 GLboolean gl_normalized;
2948 unsigned int component_size;
2950 GLint glInternal;
2951 GLint glGammaInternal;
2952 GLint rtInternal;
2953 GLint glFormat;
2954 GLint glType;
2955 UINT conv_byte_count;
2956 unsigned int flags;
2957 struct wined3d_rational height_scale;
2958 struct color_fixup_desc color_fixup;
2959 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
2962 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2963 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2964 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
2965 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2966 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
2967 const struct wined3d_color *color) DECLSPEC_HIDDEN;
2969 static inline BOOL use_vs(const struct wined3d_state *state)
2971 /* Check stateblock->vertexDecl to allow this to be used from
2972 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2973 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2974 * style strided data. */
2975 return state->vertex_shader && !state->vertex_declaration->position_transformed;
2978 static inline BOOL use_ps(const struct wined3d_state *state)
2980 return !!state->pixel_shader;
2983 static inline void context_apply_state(struct wined3d_context *context,
2984 const struct wined3d_state *state, DWORD state_id)
2986 const struct StateEntry *state_table = context->state_table;
2987 DWORD rep = state_table[state_id].representative;
2988 state_table[rep].apply(context, state, rep);
2991 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2992 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2994 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
2996 #endif