2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #ifdef USE_WIN32_OPENGL
28 #define WINE_GLAPI __stdcall
36 #define NONAMELESSUNION
37 #define NONAMELESSSTRUCT
44 #include "wine/debug.h"
45 #include "wine/unicode.h"
48 #include "wine/wined3d.h"
49 #include "wined3d_gl.h"
50 #include "wine/list.h"
51 #include "wine/rbtree.h"
52 #include "wine/wgl_driver.h"
55 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
56 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
57 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
58 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
59 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
60 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
61 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
62 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
63 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
65 /* Texture format fixups */
67 enum fixup_channel_source
69 CHANNEL_SOURCE_ZERO = 0,
70 CHANNEL_SOURCE_ONE = 1,
75 CHANNEL_SOURCE_COMPLEX0 = 6,
76 CHANNEL_SOURCE_COMPLEX1 = 7,
81 COMPLEX_FIXUP_NONE = 0,
82 COMPLEX_FIXUP_YUY2 = 1,
83 COMPLEX_FIXUP_UYVY = 2,
84 COMPLEX_FIXUP_YV12 = 3,
89 struct color_fixup_desc
91 unsigned x_sign_fixup : 1;
92 unsigned x_source : 3;
93 unsigned y_sign_fixup : 1;
94 unsigned y_source : 3;
95 unsigned z_sign_fixup : 1;
96 unsigned z_source : 3;
97 unsigned w_sign_fixup : 1;
98 unsigned w_source : 3;
102 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
103 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
105 static inline struct color_fixup_desc create_color_fixup_desc(
106 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
107 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
109 struct color_fixup_desc fixup =
119 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
121 struct color_fixup_desc fixup =
123 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
124 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
125 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
126 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
131 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
133 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
136 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
138 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
141 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
143 enum complex_fixup complex_fixup = 0;
144 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
145 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
146 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
147 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
148 return complex_fixup;
151 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
152 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
153 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
156 #define MAX_PALETTES 65536
157 #define MAX_STREAM_OUT 4
158 #define MAX_STREAMS 16
159 #define MAX_TEXTURES 8
160 #define MAX_FRAGMENT_SAMPLERS 16
161 #define MAX_VERTEX_SAMPLERS 4
162 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
163 #define MAX_ACTIVE_LIGHTS 8
164 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
165 #define MAX_CONSTANT_BUFFERS 15
166 #define MAX_SAMPLER_OBJECTS 16
170 GLenum mip[WINED3D_TEXF_LINEAR + 1];
173 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
174 extern const struct min_lookup minMipLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
175 extern const struct min_lookup minMipLookup_noMip[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
176 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
177 extern const GLenum magLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
179 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], enum wined3d_texture_filter_type mag_filter)
181 return mag_lookup[mag_filter];
184 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
185 enum wined3d_texture_filter_type min_filter, enum wined3d_texture_filter_type mip_filter)
187 return min_mip_lookup[min_filter].mip[mip_filter];
190 /* float_16_to_32() and float_32_to_16() (see implementation in
191 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
192 * to standard C floats and vice versa. They do not depend on the encoding
193 * of the C float, so they are platform independent, but slow. On x86 and
194 * other IEEE 754 compliant platforms the conversion can be accelerated by
195 * bit shifting the exponent and mantissa. There are also some SSE-based
196 * assembly routines out there.
198 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
200 static inline float float_16_to_32(const unsigned short *in)
202 const unsigned short s = ((*in) & 0x8000);
203 const unsigned short e = ((*in) & 0x7c00) >> 10;
204 const unsigned short m = (*in) & 0x3ff;
205 const float sgn = (s ? -1.0f : 1.0f);
208 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
209 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
211 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
213 if(m == 0) return sgn * INFINITY;
218 static inline float float_24_to_32(DWORD in)
220 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
221 const unsigned short e = (in & 0x780000) >> 19;
222 const unsigned int m = in & 0x7ffff;
226 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
227 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
231 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
235 if (m == 0) return sgn * INFINITY;
240 #define ORM_BACKBUFFER 0
243 #define RTL_READDRAW 1
244 #define RTL_READTEX 2
246 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
247 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
249 /* NOTE: When adding fields to this structure, make sure to update the default
250 * values in wined3d_main.c as well. */
251 struct wined3d_settings
253 /* Ideally, we don't want the user to have to request GLSL. If the
254 * hardware supports GLSL, we should use it. However, until it's fully
255 * implemented, we'll leave it as a registry setting for developers. */
257 int offscreen_rendering_mode;
258 int rendertargetlock_mode;
259 unsigned short pci_vendor_id;
260 unsigned short pci_device_id;
261 /* Memory tracking and object counting. */
262 unsigned int emulated_textureram;
264 int allow_multisampling;
265 BOOL strict_draw_ordering;
266 BOOL always_offscreen;
267 unsigned int max_sm_vs;
268 unsigned int max_sm_gs;
269 unsigned int max_sm_ps;
272 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
274 enum wined3d_sampler_texture_type
276 WINED3DSTT_UNKNOWN = 0,
280 WINED3DSTT_VOLUME = 4,
283 enum wined3d_shader_register_type
286 WINED3DSPR_INPUT = 1,
287 WINED3DSPR_CONST = 2,
289 WINED3DSPR_TEXTURE = 3,
290 WINED3DSPR_RASTOUT = 4,
291 WINED3DSPR_ATTROUT = 5,
292 WINED3DSPR_TEXCRDOUT = 6,
293 WINED3DSPR_OUTPUT = 6,
294 WINED3DSPR_CONSTINT = 7,
295 WINED3DSPR_COLOROUT = 8,
296 WINED3DSPR_DEPTHOUT = 9,
297 WINED3DSPR_SAMPLER = 10,
298 WINED3DSPR_CONST2 = 11,
299 WINED3DSPR_CONST3 = 12,
300 WINED3DSPR_CONST4 = 13,
301 WINED3DSPR_CONSTBOOL = 14,
302 WINED3DSPR_LOOP = 15,
303 WINED3DSPR_TEMPFLOAT16 = 16,
304 WINED3DSPR_MISCTYPE = 17,
305 WINED3DSPR_LABEL = 18,
306 WINED3DSPR_PREDICATE = 19,
308 WINED3DSPR_CONSTBUFFER,
314 enum wined3d_data_type
318 WINED3D_DATA_RESOURCE,
319 WINED3D_DATA_SAMPLER,
323 enum wined3d_immconst_type
325 WINED3D_IMMCONST_SCALAR,
326 WINED3D_IMMCONST_VEC4,
329 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
331 enum wined3d_shader_src_modifier
333 WINED3DSPSM_NONE = 0,
335 WINED3DSPSM_BIAS = 2,
336 WINED3DSPSM_BIASNEG = 3,
337 WINED3DSPSM_SIGN = 4,
338 WINED3DSPSM_SIGNNEG = 5,
339 WINED3DSPSM_COMP = 6,
341 WINED3DSPSM_X2NEG = 8,
344 WINED3DSPSM_ABS = 11,
345 WINED3DSPSM_ABSNEG = 12,
346 WINED3DSPSM_NOT = 13,
349 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
350 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
351 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
352 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
353 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
355 enum wined3d_shader_dst_modifier
357 WINED3DSPDM_NONE = 0,
358 WINED3DSPDM_SATURATE = 1,
359 WINED3DSPDM_PARTIALPRECISION = 2,
360 WINED3DSPDM_MSAMPCENTROID = 4,
363 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
364 #define WINED3DSI_TEXLD_PROJECT 0x1
365 #define WINED3DSI_TEXLD_BIAS 0x2
366 #define WINED3DSI_INDEXED_DYNAMIC 0x4
368 enum wined3d_shader_rel_op
370 WINED3D_SHADER_REL_OP_GT = 1,
371 WINED3D_SHADER_REL_OP_EQ = 2,
372 WINED3D_SHADER_REL_OP_GE = 3,
373 WINED3D_SHADER_REL_OP_LT = 4,
374 WINED3D_SHADER_REL_OP_NE = 5,
375 WINED3D_SHADER_REL_OP_LE = 6,
378 #define WINED3D_SM1_VS 0xfffe
379 #define WINED3D_SM1_PS 0xffff
380 #define WINED3D_SM4_PS 0x0000
381 #define WINED3D_SM4_VS 0x0001
382 #define WINED3D_SM4_GS 0x0002
384 /* Shader version tokens, and shader end tokens */
385 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
386 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
388 /* Shader backends */
390 /* TODO: Make this dynamic, based on shader limits ? */
391 #define MAX_ATTRIBS 16
392 #define MAX_REG_ADDR 1
393 #define MAX_REG_TEMP 32
394 #define MAX_REG_TEXCRD 8
395 #define MAX_REG_INPUT 32
396 #define MAX_REG_OUTPUT 32
397 #define MAX_CONST_I 16
398 #define MAX_CONST_B 16
399 #define WINED3D_MAX_CBS 15
401 /* FIXME: This needs to go up to 2048 for
402 * Shader model 3 according to msdn (and for software shaders) */
403 #define MAX_LABELS 16
405 #define SHADER_PGMSIZE 16384
407 struct wined3d_shader_buffer
410 unsigned int buffer_size;
411 unsigned int content_size;
416 enum WINED3D_SHADER_INSTRUCTION_HANDLER
432 WINED3DSIH_DCL_CONSTANT_BUFFER,
433 WINED3DSIH_DCL_INPUT_PRIMITIVE,
434 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
435 WINED3DSIH_DCL_VERTICES_OUT,
494 WINED3DSIH_SAMPLE_GRAD,
495 WINED3DSIH_SAMPLE_LOD,
509 WINED3DSIH_TEXDP3TEX,
513 WINED3DSIH_TEXM3x2DEPTH,
514 WINED3DSIH_TEXM3x2PAD,
515 WINED3DSIH_TEXM3x2TEX,
517 WINED3DSIH_TEXM3x3DIFF,
518 WINED3DSIH_TEXM3x3PAD,
519 WINED3DSIH_TEXM3x3SPEC,
520 WINED3DSIH_TEXM3x3TEX,
521 WINED3DSIH_TEXM3x3VSPEC,
522 WINED3DSIH_TEXREG2AR,
523 WINED3DSIH_TEXREG2GB,
524 WINED3DSIH_TEXREG2RGB,
529 WINED3DSIH_TABLE_SIZE
532 enum wined3d_shader_type
534 WINED3D_SHADER_TYPE_PIXEL,
535 WINED3D_SHADER_TYPE_VERTEX,
536 WINED3D_SHADER_TYPE_GEOMETRY,
539 struct wined3d_shader_version
541 enum wined3d_shader_type type;
546 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
548 struct wined3d_shader_reg_maps
550 struct wined3d_shader_version shader_version;
551 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
552 BYTE address; /* MAX_REG_ADDR, 1 */
553 WORD labels; /* MAX_LABELS, 16 */
554 DWORD temporary; /* MAX_REG_TEMP, 32 */
555 DWORD *constf; /* pixel, vertex */
556 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
557 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
558 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
559 WORD integer_constants; /* MAX_CONST_I, 16 */
560 WORD boolean_constants; /* MAX_CONST_B, 16 */
561 WORD local_int_consts; /* MAX_CONST_I, 16 */
562 WORD local_bool_consts; /* MAX_CONST_B, 16 */
563 UINT cb_sizes[WINED3D_MAX_CBS];
565 enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
566 BYTE bumpmat; /* MAX_TEXTURES, 8 */
567 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
576 WORD usesrelconstF : 1;
584 DWORD rt_mask; /* Used render targets, 32 max. */
586 /* Whether or not loops are used in this shader, and nesting depth */
588 UINT min_rel_offset, max_rel_offset;
591 /* Keeps track of details for TEX_M#x# instructions which need to maintain
592 * state information between multiple instructions. */
593 struct wined3d_shader_tex_mx
595 unsigned int current_row;
599 struct wined3d_shader_loop_state
605 struct wined3d_shader_context
607 const struct wined3d_shader *shader;
608 const struct wined3d_gl_info *gl_info;
609 const struct wined3d_shader_reg_maps *reg_maps;
610 struct wined3d_shader_buffer *buffer;
611 struct wined3d_shader_tex_mx *tex_mx;
612 struct wined3d_shader_loop_state *loop_state;
616 struct wined3d_shader_register_index
618 const struct wined3d_shader_src_param *rel_addr;
622 struct wined3d_shader_register
624 enum wined3d_shader_register_type type;
625 enum wined3d_data_type data_type;
626 struct wined3d_shader_register_index idx[2];
627 enum wined3d_immconst_type immconst_type;
628 DWORD immconst_data[4];
631 struct wined3d_shader_dst_param
633 struct wined3d_shader_register reg;
639 struct wined3d_shader_src_param
641 struct wined3d_shader_register reg;
643 enum wined3d_shader_src_modifier modifiers;
646 struct wined3d_shader_semantic
648 enum wined3d_decl_usage usage;
650 enum wined3d_sampler_texture_type sampler_type;
651 struct wined3d_shader_dst_param reg;
654 struct wined3d_shader_instruction
656 const struct wined3d_shader_context *ctx;
657 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
660 const struct wined3d_shader_src_param *predicate;
662 const struct wined3d_shader_dst_param *dst;
664 const struct wined3d_shader_src_param *src;
667 struct wined3d_shader_semantic semantic;
668 enum wined3d_primitive_type primitive_type;
669 struct wined3d_shader_src_param src;
674 struct wined3d_shader_attribute
676 enum wined3d_decl_usage usage;
680 struct wined3d_shader_loop_control
687 struct wined3d_shader_frontend
689 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
690 void (*shader_free)(void *data);
691 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
692 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
693 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
696 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
697 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
699 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
701 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
702 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
710 DWORD vs_uniform_count;
711 DWORD ps_uniform_count;
712 float ps_1x_max_value;
727 enum vertexprocessing_mode {
733 #define WINED3D_CONST_NUM_UNUSED ~0U
742 /* Stateblock dependent parameters which have to be hardcoded
743 * into the shader code
746 #define WINED3D_PSARGS_PROJECTED (1 << 3)
747 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
748 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
749 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
750 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3
752 /* Similar to tex_types, except that it doesn't have 1d textures
753 * (can't be bound), rect textures (handled via np2_fixup) and
754 * none / unknown (treated as 2d and handled via dummy textures). */
755 enum wined3d_shader_tex_types
757 WINED3D_SHADER_TEX_2D = 0,
758 WINED3D_SHADER_TEX_3D = 1,
759 WINED3D_SHADER_TEX_CUBE = 2,
762 struct ps_compile_args {
763 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
764 enum vertexprocessing_mode vp_mode;
766 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
767 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
768 WORD srgb_correction;
770 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
771 D3D9 has a limit of 16 samplers and the fixup is superfluous
772 in D3D10 (unconditional NP2 support mandatory). */
773 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
781 struct vs_compile_args {
784 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
787 enum wined3d_shader_mode
789 WINED3D_SHADER_MODE_NONE,
790 WINED3D_SHADER_MODE_FFP,
791 WINED3D_SHADER_MODE_SHADER,
794 struct wined3d_context;
795 struct wined3d_state;
796 struct fragment_pipeline;
797 struct wined3d_vertex_pipe_ops;
799 struct wined3d_shader_backend_ops
801 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
802 void (*shader_select)(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
803 enum wined3d_shader_mode fragment_mode);
804 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
805 enum tex_types tex_type, const SIZE *ds_mask_size);
806 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
807 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
808 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
809 void (*shader_load_constants)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
810 void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
811 const struct wined3d_state *state);
812 void (*shader_destroy)(struct wined3d_shader *shader);
813 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
814 const struct fragment_pipeline *fragment_pipe);
815 void (*shader_free_private)(struct wined3d_device *device);
816 void (*shader_context_destroyed)(void *shader_priv, const struct wined3d_context *context);
817 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
818 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
819 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
822 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
823 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
824 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
826 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
828 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
829 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
830 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
831 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
833 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f)
834 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f)
835 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f)
836 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f)
838 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
839 (vec)[0] = D3DCOLOR_R(dw); \
840 (vec)[1] = D3DCOLOR_G(dw); \
841 (vec)[2] = D3DCOLOR_B(dw); \
842 (vec)[3] = D3DCOLOR_A(dw); \
845 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
847 /* Checking of API calls */
848 /* --------------------- */
849 #ifndef WINE_NO_DEBUG_MSGS
850 #define checkGLcall(A) \
853 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
854 err = gl_info->gl_ops.gl.p_glGetError(); \
855 if (err == GL_NO_ERROR) { \
856 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
859 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
860 debug_glerror(err), err, A, __FILE__, __LINE__); \
861 err = gl_info->gl_ops.gl.p_glGetError(); \
862 } while (err != GL_NO_ERROR); \
865 #define checkGLcall(A) do {} while(0)
870 WINED3D_FFP_POSITION = 0,
871 WINED3D_FFP_BLENDWEIGHT = 1,
872 WINED3D_FFP_BLENDINDICES = 2,
873 WINED3D_FFP_NORMAL = 3,
874 WINED3D_FFP_PSIZE = 4,
875 WINED3D_FFP_DIFFUSE = 5,
876 WINED3D_FFP_SPECULAR = 6,
877 WINED3D_FFP_TEXCOORD0 = 7,
878 WINED3D_FFP_TEXCOORD1 = 8,
879 WINED3D_FFP_TEXCOORD2 = 9,
880 WINED3D_FFP_TEXCOORD3 = 10,
881 WINED3D_FFP_TEXCOORD4 = 11,
882 WINED3D_FFP_TEXCOORD5 = 12,
883 WINED3D_FFP_TEXCOORD6 = 13,
884 WINED3D_FFP_TEXCOORD7 = 14,
887 enum wined3d_ffp_emit_idx
889 WINED3D_FFP_EMIT_FLOAT1 = 0,
890 WINED3D_FFP_EMIT_FLOAT2 = 1,
891 WINED3D_FFP_EMIT_FLOAT3 = 2,
892 WINED3D_FFP_EMIT_FLOAT4 = 3,
893 WINED3D_FFP_EMIT_D3DCOLOR = 4,
894 WINED3D_FFP_EMIT_UBYTE4 = 5,
895 WINED3D_FFP_EMIT_SHORT2 = 6,
896 WINED3D_FFP_EMIT_SHORT4 = 7,
897 WINED3D_FFP_EMIT_UBYTE4N = 8,
898 WINED3D_FFP_EMIT_SHORT2N = 9,
899 WINED3D_FFP_EMIT_SHORT4N = 10,
900 WINED3D_FFP_EMIT_USHORT2N = 11,
901 WINED3D_FFP_EMIT_USHORT4N = 12,
902 WINED3D_FFP_EMIT_UDEC3 = 13,
903 WINED3D_FFP_EMIT_DEC3N = 14,
904 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
905 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
906 WINED3D_FFP_EMIT_COUNT = 17
909 struct wined3d_bo_address
911 GLuint buffer_object;
915 struct wined3d_stream_info_element
917 const struct wined3d_format *format;
918 struct wined3d_bo_address data;
923 struct wined3d_stream_info
925 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
926 DWORD position_transformed : 1;
928 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
929 WORD use_map; /* MAX_ATTRIBS, 16 */
932 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
933 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
934 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
936 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
937 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
938 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
939 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
940 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
941 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
942 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
943 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
947 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
948 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
950 /* Routines and structures related to state management */
952 #define STATE_RENDER(a) (a)
953 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
955 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
956 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
958 /* + 1 because samplers start with 0 */
959 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
960 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
962 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
963 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
965 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
966 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
968 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
969 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
970 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
971 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
973 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
974 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
976 #define STATE_VSHADER (STATE_VDECL + 1)
977 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
979 #define STATE_GEOMETRY_SHADER (STATE_VSHADER + 1)
980 #define STATE_IS_GEOMETRY_SHADER(a) ((a) == STATE_GEOMETRY_SHADER)
982 #define STATE_VIEWPORT (STATE_GEOMETRY_SHADER + 1)
983 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
985 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
986 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
987 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
988 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
990 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
991 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
993 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
994 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
996 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
997 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
999 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1000 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1002 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1003 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1005 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1006 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1008 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1009 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1011 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1012 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1014 #define STATE_HIGHEST (STATE_FRAMEBUFFER)
1022 #define WINED3D_MAX_FBO_ENTRIES 64
1024 struct wined3d_occlusion_query
1028 struct wined3d_context *context;
1031 union wined3d_gl_query_object
1037 struct wined3d_event_query
1040 union wined3d_gl_query_object object;
1041 struct wined3d_context *context;
1044 enum wined3d_event_query_result
1046 WINED3D_EVENT_QUERY_OK,
1047 WINED3D_EVENT_QUERY_WAITING,
1048 WINED3D_EVENT_QUERY_NOT_STARTED,
1049 WINED3D_EVENT_QUERY_WRONG_THREAD,
1050 WINED3D_EVENT_QUERY_ERROR
1053 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1054 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1055 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1056 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1057 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1059 struct wined3d_context
1061 const struct wined3d_gl_info *gl_info;
1062 const struct StateEntry *state_table;
1063 /* State dirtification
1064 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1065 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1066 * 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
1067 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1069 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1070 DWORD numDirtyEntries;
1071 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1073 struct wined3d_swapchain *swapchain;
1074 struct wined3d_surface *current_rt;
1075 DWORD tid; /* Thread ID which owns this context at the moment */
1077 /* Stores some information about the context state for optimization */
1078 DWORD render_offscreen : 1;
1079 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1080 DWORD last_was_pshader : 1;
1081 DWORD last_was_vshader : 1;
1082 DWORD namedArraysLoaded : 1;
1083 DWORD numberedArraysLoaded : 1;
1084 DWORD last_was_blit : 1;
1085 DWORD last_was_ckey : 1;
1086 DWORD fog_coord : 1;
1087 DWORD fog_enabled : 1;
1088 DWORD num_untracked_materials : 2; /* Max value 2 */
1090 DWORD destroyed : 1;
1092 DWORD select_shader : 1;
1093 DWORD load_constants : 1;
1095 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1096 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1097 DWORD numbered_array_mask;
1098 GLenum tracking_parm; /* Which source is tracking current colour */
1099 GLenum untracked_materials[2];
1100 UINT blit_w, blit_h;
1101 enum fogsource fog_source;
1102 DWORD active_texture;
1103 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1105 /* The actual opengl context */
1117 UINT fbo_entry_count;
1118 struct list fbo_list;
1119 struct list fbo_destroy_list;
1120 struct fbo_entry *current_fbo;
1121 GLuint fbo_read_binding;
1122 GLuint fbo_draw_binding;
1124 struct wined3d_surface **blit_targets;
1125 GLenum *draw_buffers;
1126 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1129 GLuint *free_occlusion_queries;
1130 UINT free_occlusion_query_size;
1131 UINT free_occlusion_query_count;
1132 struct list occlusion_queries;
1134 union wined3d_gl_query_object *free_event_queries;
1135 UINT free_event_query_size;
1136 UINT free_event_query_count;
1137 struct list event_queries;
1139 /* Extension emulation */
1140 GLint gl_fog_source;
1141 GLfloat fog_coord_value;
1142 GLfloat color[4], fogstart, fogend, fogcolor[4];
1143 GLuint dummy_arbfp_prog;
1146 struct wined3d_fb_state
1148 struct wined3d_surface **render_targets;
1149 struct wined3d_surface *depth_stencil;
1152 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1156 DWORD representative;
1157 APPLYSTATEFUNC apply;
1160 struct StateEntryTemplate
1163 struct StateEntry content;
1164 enum wined3d_gl_extension extension;
1167 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1168 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1170 struct fragment_caps
1173 DWORD PrimitiveMiscCaps;
1174 DWORD TextureOpCaps;
1175 DWORD MaxTextureBlendStages;
1176 DWORD MaxSimultaneousTextures;
1179 struct fragment_pipeline
1181 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1182 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1183 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1184 void (*free_private)(struct wined3d_device *device);
1185 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1186 const struct StateEntryTemplate *states;
1189 struct wined3d_vertex_caps
1191 DWORD max_active_lights;
1192 DWORD max_vertex_blend_matrices;
1193 DWORD max_vertex_blend_matrix_index;
1194 DWORD vertex_processing_caps;
1196 DWORD max_user_clip_planes;
1200 struct wined3d_vertex_pipe_ops
1202 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1203 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1204 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1205 void (*vp_free)(struct wined3d_device *device);
1206 const struct StateEntryTemplate *vp_states;
1209 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1210 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1211 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1212 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1213 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1214 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1215 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1216 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1218 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1219 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1221 /* "Base" state table */
1222 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1223 const struct wined3d_gl_info *gl_info, const struct wined3d_vertex_pipe_ops *vertex,
1224 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1226 enum wined3d_blit_op
1228 WINED3D_BLIT_OP_COLOR_BLIT,
1229 WINED3D_BLIT_OP_COLOR_FILL,
1230 WINED3D_BLIT_OP_DEPTH_FILL,
1231 WINED3D_BLIT_OP_DEPTH_BLIT,
1234 /* Shaders for color conversions in blits. Do not do blit operations while
1235 * already under the GL lock. */
1238 HRESULT (*alloc_private)(struct wined3d_device *device);
1239 void (*free_private)(struct wined3d_device *device);
1240 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface);
1241 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1242 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1243 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1244 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1245 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1246 const RECT *dst_rect, const struct wined3d_color *color);
1247 HRESULT (*depth_fill)(struct wined3d_device *device,
1248 struct wined3d_surface *surface, const RECT *rect, float depth);
1251 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1252 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1253 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1255 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1256 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1257 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1260 /* Temporary blit_shader helper functions */
1261 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
1262 struct wined3d_surface *src_surface, const RECT *src_rect,
1263 struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN;
1265 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1266 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1267 void context_alloc_event_query(struct wined3d_context *context,
1268 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1269 void context_alloc_occlusion_query(struct wined3d_context *context,
1270 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1271 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1272 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1273 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1274 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1275 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1276 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1277 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1278 unsigned int unit) DECLSPEC_HIDDEN;
1279 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1280 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1281 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1282 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1283 BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1284 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1285 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1286 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1287 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1288 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1289 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1290 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1291 void context_resource_released(const struct wined3d_device *device,
1292 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1293 void context_resource_unloaded(const struct wined3d_device *device,
1294 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1295 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1296 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1297 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1298 void context_state_drawbuf(struct wined3d_context *context,
1299 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1300 void context_state_fb(struct wined3d_context *context,
1301 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1302 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1304 /*****************************************************************************
1305 * Internal representation of a light
1307 struct wined3d_light_info
1309 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1310 DWORD OriginalIndex;
1314 /* Converted parms to speed up swapping lights */
1323 /* The default light parameters */
1324 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1326 struct wined3d_pixel_format
1328 int iPixelFormat; /* WGL pixel format */
1329 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1330 int redSize, greenSize, blueSize, alphaSize, colorSize;
1331 int depthSize, stencilSize;
1332 BOOL windowDrawable;
1338 enum wined3d_pci_vendor
1340 HW_VENDOR_SOFTWARE = 0x0000,
1341 HW_VENDOR_AMD = 0x1002,
1342 HW_VENDOR_NVIDIA = 0x10de,
1343 HW_VENDOR_INTEL = 0x8086,
1346 enum wined3d_pci_device
1350 CARD_AMD_RAGE_128PRO = 0x5246,
1351 CARD_AMD_RADEON_7200 = 0x5144,
1352 CARD_AMD_RADEON_8500 = 0x514c,
1353 CARD_AMD_RADEON_9500 = 0x4144,
1354 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1355 CARD_AMD_RADEON_X700 = 0x5e4c,
1356 CARD_AMD_RADEON_X1600 = 0x71c2,
1357 CARD_AMD_RADEON_HD2350 = 0x94c7,
1358 CARD_AMD_RADEON_HD2600 = 0x9581,
1359 CARD_AMD_RADEON_HD2900 = 0x9400,
1360 CARD_AMD_RADEON_HD3200 = 0x9620,
1361 CARD_AMD_RADEON_HD4350 = 0x954f,
1362 CARD_AMD_RADEON_HD4600 = 0x9495,
1363 CARD_AMD_RADEON_HD4700 = 0x944e,
1364 CARD_AMD_RADEON_HD4800 = 0x944c,
1365 CARD_AMD_RADEON_HD5400 = 0x68f9,
1366 CARD_AMD_RADEON_HD5600 = 0x68d8,
1367 CARD_AMD_RADEON_HD5700 = 0x68be,
1368 CARD_AMD_RADEON_HD5800 = 0x6898,
1369 CARD_AMD_RADEON_HD5900 = 0x689c,
1370 CARD_AMD_RADEON_HD6300 = 0x9803,
1371 CARD_AMD_RADEON_HD6400 = 0x6770,
1372 CARD_AMD_RADEON_HD6410D = 0x9644,
1373 CARD_AMD_RADEON_HD6550D = 0x9640,
1374 CARD_AMD_RADEON_HD6600 = 0x6758,
1375 CARD_AMD_RADEON_HD6600M = 0x6741,
1376 CARD_AMD_RADEON_HD6700 = 0x68ba,
1377 CARD_AMD_RADEON_HD6800 = 0x6739,
1378 CARD_AMD_RADEON_HD6900 = 0x6719,
1379 CARD_AMD_RADEON_HD7700 = 0x683d,
1380 CARD_AMD_RADEON_HD7800 = 0x6819,
1381 CARD_AMD_RADEON_HD7900 = 0x679a,
1383 CARD_NVIDIA_RIVA_128 = 0x0018,
1384 CARD_NVIDIA_RIVA_TNT = 0x0020,
1385 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1386 CARD_NVIDIA_GEFORCE = 0x0100,
1387 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1388 CARD_NVIDIA_GEFORCE2 = 0x0150,
1389 CARD_NVIDIA_GEFORCE3 = 0x0200,
1390 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1391 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1392 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1393 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1394 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1395 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1396 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1397 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1398 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1399 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1400 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1401 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1402 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1403 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1404 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1405 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1406 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1407 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1408 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1409 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1410 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1411 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1412 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1413 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1414 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1415 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1416 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1417 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1418 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1419 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1420 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1421 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1422 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1423 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1424 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1425 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1426 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1427 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1428 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1429 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1430 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1431 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1432 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1433 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1434 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1435 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1436 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1437 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1438 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1439 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1440 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1441 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1442 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1443 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1444 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1445 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1446 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1447 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1448 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1449 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1450 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1451 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1452 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1453 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1454 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1455 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1456 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1458 CARD_INTEL_830M = 0x3577,
1459 CARD_INTEL_855GM = 0x3582,
1460 CARD_INTEL_845G = 0x2562,
1461 CARD_INTEL_865G = 0x2572,
1462 CARD_INTEL_915G = 0x2582,
1463 CARD_INTEL_E7221G = 0x258a,
1464 CARD_INTEL_915GM = 0x2592,
1465 CARD_INTEL_945G = 0x2772,
1466 CARD_INTEL_945GM = 0x27a2,
1467 CARD_INTEL_945GME = 0x27ae,
1468 CARD_INTEL_Q35 = 0x29b2,
1469 CARD_INTEL_G33 = 0x29c2,
1470 CARD_INTEL_Q33 = 0x29d2,
1471 CARD_INTEL_PNVG = 0xa001,
1472 CARD_INTEL_PNVM = 0xa011,
1473 CARD_INTEL_965Q = 0x2992,
1474 CARD_INTEL_965G = 0x2982,
1475 CARD_INTEL_946GZ = 0x2972,
1476 CARD_INTEL_965GM = 0x2a02,
1477 CARD_INTEL_965GME = 0x2a12,
1478 CARD_INTEL_GM45 = 0x2a42,
1479 CARD_INTEL_IGD = 0x2e02,
1480 CARD_INTEL_Q45 = 0x2e12,
1481 CARD_INTEL_G45 = 0x2e22,
1482 CARD_INTEL_G41 = 0x2e32,
1483 CARD_INTEL_B43 = 0x2e92,
1484 CARD_INTEL_ILKD = 0x0042,
1485 CARD_INTEL_ILKM = 0x0046,
1486 CARD_INTEL_SNBD = 0x0122,
1487 CARD_INTEL_SNBM = 0x0126,
1488 CARD_INTEL_SNBS = 0x010a,
1489 CARD_INTEL_IVBD = 0x0162,
1490 CARD_INTEL_IVBM = 0x0166,
1491 CARD_INTEL_IVBS = 0x015a,
1494 struct wined3d_fbo_ops
1496 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1497 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1498 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1499 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1500 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1501 GLsizei width, GLsizei height);
1502 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1503 GLenum internalformat, GLsizei width, GLsizei height);
1504 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1505 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1506 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1507 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1508 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1509 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1510 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1511 GLenum textarget, GLuint texture, GLint level);
1512 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1513 GLenum textarget, GLuint texture, GLint level);
1514 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1515 GLenum textarget, GLuint texture, GLint level, GLint layer);
1516 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1517 GLenum renderbuffertarget, GLuint renderbuffer);
1518 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1519 GLenum pname, GLint *params);
1520 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1521 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1522 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1525 struct wined3d_gl_limits
1530 UINT texture_stages;
1531 UINT texture_coords;
1532 UINT fragment_samplers;
1533 UINT vertex_samplers;
1534 UINT combined_samplers;
1535 UINT general_combiners;
1538 UINT texture3d_size;
1539 float pointsize_max;
1540 float pointsize_min;
1545 UINT vertex_attribs;
1548 UINT glsl_vs_float_constants;
1549 UINT glsl_ps_float_constants;
1551 UINT arb_vs_float_constants;
1552 UINT arb_vs_native_constants;
1553 UINT arb_vs_instructions;
1555 UINT arb_ps_float_constants;
1556 UINT arb_ps_local_constants;
1557 UINT arb_ps_native_constants;
1558 UINT arb_ps_instructions;
1562 struct wined3d_gl_info
1565 struct wined3d_gl_limits limits;
1566 DWORD reserved_glsl_constants, reserved_arb_constants;
1568 BOOL supported[WINED3D_GL_EXT_COUNT];
1569 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1571 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
1572 struct opengl_funcs gl_ops;
1573 struct wined3d_fbo_ops fbo_ops;
1575 struct wined3d_format *formats;
1578 struct wined3d_driver_info
1580 enum wined3d_pci_vendor vendor;
1581 enum wined3d_pci_device device;
1583 const char *description;
1584 unsigned int vidmem;
1589 /* The adapter structure */
1590 struct wined3d_adapter
1594 enum wined3d_format_id screen_format;
1596 struct wined3d_gl_info gl_info;
1597 struct wined3d_driver_info driver_info;
1598 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1599 unsigned int cfg_count;
1600 struct wined3d_pixel_format *cfgs;
1601 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1602 unsigned int UsedTextureRam;
1605 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1606 const struct fragment_pipeline *fragment_pipe;
1607 const struct wined3d_shader_backend_ops *shader_backend;
1608 const struct blit_shader *blitter;
1611 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter) DECLSPEC_HIDDEN;
1612 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount) DECLSPEC_HIDDEN;
1614 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1615 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1617 enum projection_types
1630 /*****************************************************************************
1631 * Fixed function pipeline replacements
1633 #define ARG_UNUSED 0xff
1634 struct texture_stage_op
1646 struct color_fixup_desc color_fixup;
1647 unsigned tex_type : 3;
1649 unsigned projected : 2;
1650 unsigned padding : 10;
1653 struct ffp_frag_settings {
1654 struct texture_stage_op op[MAX_TEXTURES];
1656 /* Use shorts instead of chars to get dword alignment */
1657 unsigned short sRGB_write;
1658 unsigned short emul_clipplanes;
1661 struct ffp_frag_desc
1663 struct wine_rb_entry entry;
1664 struct ffp_frag_settings settings;
1667 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1668 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1670 void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_state *state,
1671 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1672 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1673 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1674 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1675 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1683 struct wined3d_adapter adapters[1];
1686 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags) DECLSPEC_HIDDEN;
1687 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1688 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1690 /*****************************************************************************
1691 * IWineD3DDevice implementation structure
1693 #define WINED3D_UNMAPPED_STAGE ~0U
1695 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1696 #define WINED3DCREATE_MULTITHREADED 0x00000004
1698 struct wined3d_device
1702 /* WineD3D Information */
1703 struct wined3d_device_parent *device_parent;
1704 struct wined3d *wined3d;
1705 struct wined3d_adapter *adapter;
1707 /* Window styles to restore when switching fullscreen mode */
1711 /* X and GL Information */
1712 GLenum offscreenBuffer;
1714 const struct wined3d_shader_backend_ops *shader_backend;
1716 void *fragment_priv;
1719 struct StateEntry StateTable[STATE_HIGHEST + 1];
1720 /* Array of functions for states which are handled by more than one pipeline part */
1721 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1722 const struct blit_shader *blitter;
1724 unsigned int max_ffp_textures;
1725 UINT vs_version, gs_version, ps_version;
1726 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1728 UINT instance_count;
1730 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1731 WORD isRecordingState : 1;
1733 WORD bCursorVisible : 1;
1734 WORD d3d_initialized : 1;
1735 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1736 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1737 WORD useDrawStridedSlow : 1;
1738 WORD filter_messages : 1;
1741 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1743 #define DDRAW_PITCH_ALIGNMENT 8
1744 #define D3D8_PITCH_ALIGNMENT 4
1745 unsigned char surface_alignment; /* Line Alignment of surfaces */
1747 /* State block related */
1748 struct wined3d_stateblock *stateBlock;
1749 struct wined3d_stateblock *updateStateBlock;
1751 /* Internal use fields */
1752 struct wined3d_device_creation_parameters create_parms;
1755 struct wined3d_swapchain **swapchains;
1756 UINT swapchain_count;
1758 struct list resources; /* a linked list to track resources created by the device */
1759 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1761 /* Render Target Support */
1762 DWORD valid_rt_mask;
1763 struct wined3d_fb_state fb;
1764 struct wined3d_surface *onscreen_depth_stencil;
1765 struct wined3d_surface *auto_depth_stencil;
1767 /* For rendering to a texture using glCopyTexImage */
1768 GLuint depth_blt_texture;
1770 /* Cursor management */
1775 UINT cursorWidth, cursorHeight;
1776 GLuint cursorTexture;
1777 HCURSOR hardwareCursor;
1779 /* The Wine logo surface */
1780 struct wined3d_surface *logo_surface;
1782 /* Textures for when no other textures are mapped */
1783 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
1784 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
1785 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
1786 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
1788 /* With register combiners we can skip junk texture stages */
1789 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1790 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1792 /* Stream source management */
1793 struct wined3d_stream_info stream_info;
1794 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1795 unsigned int num_buffer_queries;
1797 /* Context management */
1798 struct wined3d_context **contexts;
1802 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
1803 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
1804 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
1805 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1806 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1807 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
1808 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
1809 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
1810 void device_preload_textures(const struct wined3d_device *device) DECLSPEC_HIDDEN;
1811 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
1812 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1813 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1814 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1815 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
1816 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1817 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1818 void device_update_tex_unit_map(struct wined3d_device *device) DECLSPEC_HIDDEN;
1819 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
1821 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
1823 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1824 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1825 return context->isStateDirty[idx] & (1 << shift);
1828 static inline void invalidate_active_texture(const struct wined3d_device *device, struct wined3d_context *context)
1830 DWORD sampler = device->rev_tex_unit_map[context->active_texture];
1831 if (sampler != WINED3D_UNMAPPED_STAGE)
1832 context_invalidate_state(context, STATE_SAMPLER(sampler));
1835 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
1836 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
1837 /* SCRATCH is mostly the same as CPU, but can't be used by the GPU at all,
1838 * not even for resource uploads. */
1839 #define WINED3D_RESOURCE_ACCESS_SCRATCH 0x4
1841 struct wined3d_resource_ops
1843 void (*resource_unload)(struct wined3d_resource *resource);
1846 struct wined3d_resource
1851 struct wined3d_device *device;
1852 enum wined3d_resource_type type;
1853 const struct wined3d_format *format;
1854 enum wined3d_multisample_type multisample_type;
1855 UINT multisample_quality;
1857 enum wined3d_pool pool;
1864 BYTE *allocatedMemory; /* Pointer to the real data location */
1865 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1866 struct list privateData;
1867 struct list resource_list_entry;
1870 const struct wined3d_parent_ops *parent_ops;
1871 const struct wined3d_resource_ops *resource_ops;
1874 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1875 DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1876 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
1877 enum wined3d_resource_type type, const struct wined3d_format *format,
1878 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
1879 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
1880 void *parent, const struct wined3d_parent_ops *parent_ops,
1881 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
1882 DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN;
1883 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1885 /* Tests show that the start address of resources is 32 byte aligned */
1886 #define RESOURCE_ALIGNMENT 16
1888 enum wined3d_texture_state
1890 WINED3DTEXSTA_ADDRESSU = 0,
1891 WINED3DTEXSTA_ADDRESSV = 1,
1892 WINED3DTEXSTA_ADDRESSW = 2,
1893 WINED3DTEXSTA_BORDERCOLOR = 3,
1894 WINED3DTEXSTA_MAGFILTER = 4,
1895 WINED3DTEXSTA_MINFILTER = 5,
1896 WINED3DTEXSTA_MIPFILTER = 6,
1897 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1898 WINED3DTEXSTA_MAXANISOTROPY = 8,
1899 WINED3DTEXSTA_SRGBTEXTURE = 9,
1900 WINED3DTEXSTA_SHADOW = 10,
1901 MAX_WINETEXTURESTATES = 11,
1906 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1907 SRGB_RGB = 1, /* Loads the rgb texture */
1908 SRGB_SRGB = 2, /* Loads the srgb texture */
1913 DWORD states[MAX_WINETEXTURESTATES];
1918 struct wined3d_texture_ops
1920 HRESULT (*texture_bind)(struct wined3d_texture *texture,
1921 struct wined3d_context *context, BOOL srgb);
1922 void (*texture_preload)(struct wined3d_texture *texture, enum WINED3DSRGB srgb);
1923 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
1924 const struct wined3d_box *dirty_region);
1925 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
1928 #define WINED3D_TEXTURE_COND_NP2 0x1
1929 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x2
1930 #define WINED3D_TEXTURE_IS_SRGB 0x4
1932 struct wined3d_texture
1934 struct wined3d_resource resource;
1935 const struct wined3d_texture_ops *texture_ops;
1936 struct gl_texture texture_rgb, texture_srgb;
1937 struct wined3d_resource **sub_resources;
1940 float pow2_matrix[16];
1942 enum wined3d_texture_filter_type filter_type;
1945 const struct min_lookup *min_mip_lookup;
1946 const GLenum *mag_lookup;
1950 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
1952 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
1955 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
1956 const struct wined3d_gl_info *gl_info, BOOL srgb)
1958 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
1959 ? &texture->texture_srgb : &texture->texture_rgb;
1962 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
1963 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1964 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1965 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN;
1967 struct wined3d_volume
1969 struct wined3d_resource resource;
1970 struct wined3d_texture *container;
1973 struct wined3d_box lockedBox;
1974 struct wined3d_box dirtyBox;
1978 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
1980 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
1983 void volume_add_dirty_box(struct wined3d_volume *volume, const struct wined3d_box *dirty_box) DECLSPEC_HIDDEN;
1984 void volume_load(const struct wined3d_volume *volume, struct wined3d_context *context, UINT level, BOOL srgb_mode) DECLSPEC_HIDDEN;
1985 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
1987 struct wined3d_surface_dib
1994 struct wined3d_renderbuffer_entry
2005 struct wined3d_surface **render_targets;
2006 struct wined3d_surface *depth_stencil;
2013 enum wined3d_container_type
2015 WINED3D_CONTAINER_NONE = 0,
2016 WINED3D_CONTAINER_SWAPCHAIN,
2017 WINED3D_CONTAINER_TEXTURE,
2020 struct wined3d_subresource_container
2022 enum wined3d_container_type type;
2025 struct wined3d_swapchain *swapchain;
2026 struct wined3d_texture *texture;
2031 struct wined3d_surface_ops
2033 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2034 void (*surface_realize_palette)(struct wined3d_surface *surface);
2035 void (*surface_map)(struct wined3d_surface *surface, const RECT *rect, DWORD flags);
2036 void (*surface_unmap)(struct wined3d_surface *surface);
2039 struct wined3d_surface
2041 struct wined3d_resource resource;
2042 const struct wined3d_surface_ops *surface_ops;
2043 struct wined3d_subresource_container container;
2044 struct wined3d_palette *palette; /* D3D7 style palette handling */
2052 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2053 void (*get_drawable_size)(const struct wined3d_context *context, UINT *width, UINT *height);
2057 GLuint rb_multisample;
2059 GLuint texture_name;
2060 GLuint texture_name_srgb;
2061 GLint texture_level;
2062 GLenum texture_target;
2067 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2070 struct wined3d_surface_dib dib;
2073 /* Color keys for DDraw */
2074 struct wined3d_color_key dst_blt_color_key;
2075 struct wined3d_color_key src_blt_color_key;
2076 struct wined3d_color_key dst_overlay_color_key;
2077 struct wined3d_color_key src_overlay_color_key;
2080 struct wined3d_color_key gl_color_key;
2082 struct list renderbuffers;
2083 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2084 SIZE ds_current_size;
2086 /* DirectDraw Overlay handling */
2087 RECT overlay_srcrect;
2088 RECT overlay_destrect;
2089 struct wined3d_surface *overlay_dest;
2090 struct list overlays;
2091 struct list overlay_entry;
2094 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2096 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2099 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2100 const struct wined3d_gl_info *gl_info, BOOL srgb)
2102 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2103 ? surface->texture_name_srgb : surface->texture_name;
2106 void surface_add_dirty_rect(struct wined3d_surface *surface, const struct wined3d_box *dirty_rect) DECLSPEC_HIDDEN;
2107 HRESULT surface_color_fill(struct wined3d_surface *s,
2108 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2109 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2110 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
2111 BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2112 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2113 void surface_load_ds_location(struct wined3d_surface *surface,
2114 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2115 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2116 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect) DECLSPEC_HIDDEN;
2117 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2118 void surface_modify_location(struct wined3d_surface *surface, DWORD location, BOOL persistent) DECLSPEC_HIDDEN;
2119 void surface_prepare_rb(struct wined3d_surface *surface,
2120 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2121 void surface_prepare_texture(struct wined3d_surface *surface,
2122 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2123 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2124 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2125 void surface_set_container(struct wined3d_surface *surface,
2126 enum wined3d_container_type type, void *container) DECLSPEC_HIDDEN;
2127 void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2128 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2129 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2130 void surface_update_draw_binding(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2131 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2132 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2134 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2135 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2136 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2138 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2139 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2140 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2142 /* Surface flags: */
2143 #define SFLAG_CONVERTED 0x00000001 /* Converted for color keying or palettized. */
2144 #define SFLAG_DISCARD 0x00000002 /* ??? */
2145 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2146 #define SFLAG_NORMCOORD 0x00000008 /* Set if GL texture coordinates are normalized (non-texture rectangle). */
2147 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked. */
2148 #define SFLAG_DYNLOCK 0x00000020 /* Surface is often locked by the application. */
2149 #define SFLAG_PIN_SYSMEM 0x00000040 /* Keep the surface in sysmem, at the same address. */
2150 #define SFLAG_DCINUSE 0x00000080 /* Set between GetDC and ReleaseDC calls. */
2151 #define SFLAG_LOST 0x00000100 /* Surface lost flag for ddraw. */
2152 #define SFLAG_GLCKEY 0x00000200 /* The GL texture was created with a color key. */
2153 #define SFLAG_CLIENT 0x00000400 /* GL_APPLE_client_storage is used with this surface. */
2154 #define SFLAG_INOVERLAYDRAW 0x00000800 /* Overlay drawing is in progress. Recursion prevention. */
2155 #define SFLAG_DIBSECTION 0x00001000 /* Has a DIB section attached for GetDC. */
2156 #define SFLAG_USERPTR 0x00002000 /* The application allocated the memory for this surface. */
2157 #define SFLAG_ALLOCATED 0x00004000 /* A GL texture is allocated for this surface. */
2158 #define SFLAG_SRGBALLOCATED 0x00008000 /* A sRGB GL texture is allocated for this surface. */
2159 #define SFLAG_PBO 0x00010000 /* The surface has a PBO. */
2160 #define SFLAG_INSYSMEM 0x00020000 /* The system memory copy is current. */
2161 #define SFLAG_INTEXTURE 0x00040000 /* The GL texture is current. */
2162 #define SFLAG_INSRGBTEX 0x00080000 /* The GL sRGB texture is current. */
2163 #define SFLAG_INDRAWABLE 0x00100000 /* The GL drawable is current. */
2164 #define SFLAG_INRB_MULTISAMPLE 0x00200000 /* The multisample renderbuffer is current. */
2165 #define SFLAG_INRB_RESOLVED 0x00400000 /* The resolved renderbuffer is current. */
2166 #define SFLAG_DISCARDED 0x00800000 /* Surface was discarded, allocating new location is enough. */
2168 /* In some conditions the surface memory must not be freed:
2169 * SFLAG_CONVERTED: Converting the data back would take too long
2170 * SFLAG_DIBSECTION: The dib code manages the memory
2171 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2172 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2173 * SFLAG_CLIENT: OpenGL uses our memory as backup
2175 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2178 SFLAG_DIBSECTION | \
2183 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2186 SFLAG_INDRAWABLE | \
2187 SFLAG_INRB_MULTISAMPLE | \
2188 SFLAG_INRB_RESOLVED)
2190 enum wined3d_conversion_type
2193 WINED3D_CT_PALETTED,
2194 WINED3D_CT_PALETTED_CK,
2197 WINED3D_CT_CK_RGB24,
2198 WINED3D_CT_RGB32_888,
2199 WINED3D_CT_CK_ARGB32,
2202 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2204 struct wined3d_sampler
2210 struct wined3d_vertex_declaration_element
2212 const struct wined3d_format *format;
2222 struct wined3d_vertex_declaration
2226 const struct wined3d_parent_ops *parent_ops;
2227 struct wined3d_device *device;
2229 struct wined3d_vertex_declaration_element *elements;
2232 DWORD streams[MAX_STREAMS];
2234 BOOL position_transformed;
2235 BOOL half_float_conv_needed;
2238 struct wined3d_saved_states
2240 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2241 WORD streamSource; /* MAX_STREAMS, 16 */
2242 WORD streamFreq; /* MAX_STREAMS, 16 */
2243 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2244 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2245 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2246 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2247 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2248 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2249 BOOL *pixelShaderConstantsF;
2250 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2251 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2252 BOOL *vertexShaderConstantsF;
2253 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2254 DWORD primitive_type : 1;
2258 DWORD vertexDecl : 1;
2259 DWORD pixelShader : 1;
2260 DWORD vertexShader : 1;
2261 DWORD scissorRect : 1;
2270 struct wined3d_stream_output
2272 struct wined3d_buffer *buffer;
2276 struct wined3d_stream_state
2278 struct wined3d_buffer *buffer;
2285 struct wined3d_state
2287 const struct wined3d_fb_state *fb;
2289 struct wined3d_vertex_declaration *vertex_declaration;
2290 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
2291 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2292 struct wined3d_buffer *index_buffer;
2293 enum wined3d_format_id index_format;
2294 INT base_vertex_index;
2295 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2296 GLenum gl_primitive_type;
2298 struct wined3d_shader *vertex_shader;
2299 struct wined3d_buffer *vs_cb[MAX_CONSTANT_BUFFERS];
2300 struct wined3d_sampler *vs_sampler[MAX_SAMPLER_OBJECTS];
2301 BOOL vs_consts_b[MAX_CONST_B];
2302 INT vs_consts_i[MAX_CONST_I * 4];
2305 struct wined3d_shader *geometry_shader;
2306 struct wined3d_buffer *gs_cb[MAX_CONSTANT_BUFFERS];
2307 struct wined3d_sampler *gs_sampler[MAX_SAMPLER_OBJECTS];
2309 struct wined3d_shader *pixel_shader;
2310 struct wined3d_buffer *ps_cb[MAX_CONSTANT_BUFFERS];
2311 struct wined3d_sampler *ps_sampler[MAX_SAMPLER_OBJECTS];
2312 BOOL ps_consts_b[MAX_CONST_B];
2313 INT ps_consts_i[MAX_CONST_I * 4];
2316 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2317 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2318 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2319 DWORD lowest_disabled_stage;
2321 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2322 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
2323 struct wined3d_material material;
2324 struct wined3d_viewport viewport;
2327 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2328 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2329 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2330 struct list light_map[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2331 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2333 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2336 struct wined3d_stateblock
2338 LONG ref; /* Note: Ref counting not required */
2339 struct wined3d_device *device;
2341 /* Array indicating whether things have been set or changed */
2342 struct wined3d_saved_states changed;
2343 struct wined3d_state state;
2345 /* Contained state management */
2346 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2347 unsigned int num_contained_render_states;
2348 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2349 unsigned int num_contained_transform_states;
2350 DWORD contained_vs_consts_i[MAX_CONST_I];
2351 unsigned int num_contained_vs_consts_i;
2352 DWORD contained_vs_consts_b[MAX_CONST_B];
2353 unsigned int num_contained_vs_consts_b;
2354 DWORD *contained_vs_consts_f;
2355 unsigned int num_contained_vs_consts_f;
2356 DWORD contained_ps_consts_i[MAX_CONST_I];
2357 unsigned int num_contained_ps_consts_i;
2358 DWORD contained_ps_consts_b[MAX_CONST_B];
2359 unsigned int num_contained_ps_consts_b;
2360 DWORD *contained_ps_consts_f;
2361 unsigned int num_contained_ps_consts_f;
2362 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2363 unsigned int num_contained_tss_states;
2364 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2365 unsigned int num_contained_sampler_states;
2368 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2369 void stateblock_init_default_state(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2370 void stateblock_unbind_resources(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2372 /* Direct3D terminology with little modifications. We do not have an issued state
2373 * because only the driver knows about it, but we have a created state because d3d
2374 * allows GetData on a created issue, but opengl doesn't
2382 struct wined3d_query_ops
2384 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2385 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2388 struct wined3d_query
2391 const struct wined3d_query_ops *query_ops;
2392 struct wined3d_device *device;
2393 enum query_state state;
2394 enum wined3d_query_type type;
2399 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2400 * fixed function semantics as D3DCOLOR or FLOAT16 */
2401 enum wined3d_buffer_conversion_type
2408 struct wined3d_map_range
2414 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2415 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2416 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2417 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2418 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2419 #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2420 #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2421 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2423 struct wined3d_buffer
2425 struct wined3d_resource resource;
2427 struct wined3d_buffer_desc desc;
2429 GLuint buffer_object;
2430 GLenum buffer_object_usage;
2431 GLenum buffer_type_hint;
2432 UINT buffer_object_size;
2435 struct wined3d_map_range *maps;
2436 ULONG maps_size, modified_areas;
2437 struct wined3d_event_query *query;
2439 /* conversion stuff */
2440 UINT decl_change_count, full_conversion_count;
2442 UINT stride; /* 0 if no conversion */
2443 UINT conversion_stride; /* 0 if no shifted conversion */
2444 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2447 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2449 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2452 void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
2453 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2454 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2456 struct wined3d_rendertarget_view
2460 struct wined3d_resource *resource;
2464 struct wined3d_swapchain_ops
2466 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2467 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2470 struct wined3d_swapchain
2474 const struct wined3d_parent_ops *parent_ops;
2475 const struct wined3d_swapchain_ops *swapchain_ops;
2476 struct wined3d_device *device;
2478 struct wined3d_surface **back_buffers;
2479 struct wined3d_surface *front_buffer;
2480 struct wined3d_swapchain_desc desc;
2481 DWORD orig_width, orig_height;
2482 enum wined3d_format_id orig_fmt;
2483 struct wined3d_gamma_ramp orig_gamma;
2485 const struct wined3d_format *ds_format;
2487 LONG prev_time, frames; /* Performance tracking */
2489 struct wined3d_context **context;
2490 unsigned int num_contexts;
2499 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2501 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2502 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2503 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2504 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2505 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2507 #define DEFAULT_REFRESH_RATE 0
2509 /*****************************************************************************
2510 * Utility function prototypes
2513 /* Trace routines */
2514 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2515 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
2516 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
2517 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2518 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2519 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
2520 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2521 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2522 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
2523 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
2524 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2525 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
2526 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
2527 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
2528 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
2529 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2530 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2531 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
2532 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2533 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2535 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2536 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2537 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2538 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
2539 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2540 void set_texture_matrix(const struct wined3d_gl_info *gl_info, const float *smat, DWORD flags,
2541 BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id coordtype,
2542 BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2543 void texture_activate_dimensions(const struct wined3d_texture *texture,
2544 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2545 void sampler_texdim(struct wined3d_context *context,
2546 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2547 void tex_alphaop(struct wined3d_context *context,
2548 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2549 void apply_pixelshader(struct wined3d_context *context,
2550 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2551 void state_fogcolor(struct wined3d_context *context,
2552 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2553 void state_fogdensity(struct wined3d_context *context,
2554 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2555 void state_fogstartend(struct wined3d_context *context,
2556 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2557 void state_fog_fragpart(struct wined3d_context *context,
2558 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2559 void state_srgbwrite(struct wined3d_context *context,
2560 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2562 BOOL getColorBits(const struct wined3d_format *format,
2563 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2564 BOOL getDepthStencilBits(const struct wined3d_format *format,
2565 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2566 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2569 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2570 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2571 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2572 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2574 struct wined3d_shader_lconst
2581 struct wined3d_shader_limits
2583 unsigned int sampler;
2584 unsigned int constant_int;
2585 unsigned int constant_float;
2586 unsigned int constant_bool;
2587 unsigned int packed_output;
2588 unsigned int packed_input;
2592 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2594 #define PRINTF_ATTR(fmt,args)
2597 /* Base Shader utility functions. */
2598 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2599 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2601 /* Vertex shader utility functions */
2602 BOOL vshader_get_input(const struct wined3d_shader *shader,
2603 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2605 struct wined3d_vertex_shader
2607 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2610 struct wined3d_geometry_shader
2612 enum wined3d_primitive_type input_type;
2613 enum wined3d_primitive_type output_type;
2617 struct wined3d_pixel_shader
2619 /* Pixel shader input semantics */
2620 DWORD input_reg_map[MAX_REG_INPUT];
2621 BOOL input_reg_used[MAX_REG_INPUT];
2622 unsigned int declared_in_count;
2624 /* Some information about the shader behavior */
2629 struct wined3d_shader
2632 struct wined3d_shader_limits limits;
2634 UINT functionLength;
2635 BOOL load_local_constsF;
2636 const struct wined3d_shader_frontend *frontend;
2637 void *frontend_data;
2641 const struct wined3d_parent_ops *parent_ops;
2643 /* Programs this shader is linked with */
2644 struct list linked_programs;
2646 /* Immediate constants (override global ones) */
2647 struct list constantsB;
2648 struct list constantsF;
2649 struct list constantsI;
2650 struct wined3d_shader_reg_maps reg_maps;
2651 BOOL lconst_inf_or_nan;
2653 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2654 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2656 /* Pointer to the parent device */
2657 struct wined3d_device *device;
2658 struct list shader_list_entry;
2662 struct wined3d_vertex_shader vs;
2663 struct wined3d_geometry_shader gs;
2664 struct wined3d_pixel_shader ps;
2668 void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
2669 void find_ps_compile_args(const struct wined3d_state *state,
2670 const struct wined3d_shader *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
2672 void find_vs_compile_args(const struct wined3d_state *state,
2673 const struct wined3d_shader *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2675 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2676 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2677 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2678 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2679 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2680 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2681 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2682 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2683 unsigned int max) DECLSPEC_HIDDEN;
2684 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2685 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
2686 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2688 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2692 case WINED3DSPR_RASTOUT:
2694 if (reg->idx[0].offset)
2699 case WINED3DSPR_DEPTHOUT: /* oDepth */
2700 case WINED3DSPR_CONSTBOOL: /* b# */
2701 case WINED3DSPR_LOOP: /* aL */
2702 case WINED3DSPR_PREDICATE: /* p0 */
2703 case WINED3DSPR_PRIMID: /* primID */
2706 case WINED3DSPR_MISCTYPE:
2707 switch (reg->idx[0].offset)
2717 case WINED3DSPR_IMMCONST:
2718 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2725 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2726 const struct wined3d_state *state, float *position_fixup)
2728 position_fixup[0] = 1.0f;
2729 position_fixup[1] = 1.0f;
2730 position_fixup[2] = (63.0f / 64.0f) / state->viewport.width;
2731 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.height;
2733 if (context->render_offscreen)
2735 position_fixup[1] *= -1.0f;
2736 position_fixup[3] *= -1.0f;
2740 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
2742 struct wined3d_shader_lconst *lconst;
2744 if (shader->load_local_constsF)
2747 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
2749 if (lconst->idx == reg)
2756 /* Using additional shader constants (uniforms in GLSL / program environment
2757 * or local parameters in ARB) is costly:
2758 * ARB only knows float4 parameters and GLSL compiler are not really smart
2759 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2760 * (in fact most compilers map a float2 to a full float4 uniform).
2762 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2763 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2764 * into a single shader constant (uniform / program parameter).
2766 * This structure is shared between the GLSL and the ARB backend.*/
2767 struct ps_np2fixup_info {
2768 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2769 WORD active; /* bitfield indicating if we can apply the fixup */
2773 /* sRGB correction constants */
2774 static const float srgb_cmp = 0.0031308f;
2775 static const float srgb_mul_low = 12.92f;
2776 static const float srgb_pow = 0.41666f;
2777 static const float srgb_mul_high = 1.055f;
2778 static const float srgb_sub_high = 0.055f;
2780 struct wined3d_palette
2784 struct wined3d_device *device;
2787 WORD palVersion; /*| */
2788 WORD palNumEntries; /*| LOGPALETTE */
2789 PALETTEENTRY palents[256]; /*| */
2790 /* This is to store the palette in 'screen format' */
2791 int screen_palents[256];
2795 /* DirectDraw utility functions */
2796 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2798 /*****************************************************************************
2799 * Pixel format management
2802 /* WineD3D pixel format flags */
2803 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2804 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2805 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2806 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2807 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2808 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2809 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
2810 #define WINED3DFMT_FLAG_GETDC 0x00000100
2811 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2812 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2813 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2814 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2815 #define WINED3DFMT_FLAG_VTF 0x00002000
2816 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2817 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
2818 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
2819 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
2820 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
2821 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
2823 struct wined3d_rational
2829 struct wined3d_format
2831 enum wined3d_format_id id;
2847 UINT block_byte_count;
2849 enum wined3d_ffp_emit_idx emit_idx;
2850 GLint component_count;
2852 GLint gl_vtx_format;
2853 GLboolean gl_normalized;
2854 unsigned int component_size;
2857 GLint glGammaInternal;
2861 UINT conv_byte_count;
2863 struct wined3d_rational height_scale;
2864 struct color_fixup_desc color_fixup;
2865 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
2868 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2869 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2870 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
2871 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2872 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
2873 const struct wined3d_color *color) DECLSPEC_HIDDEN;
2875 static inline BOOL use_vs(const struct wined3d_state *state)
2877 /* Check stateblock->vertexDecl to allow this to be used from
2878 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2879 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2880 * style strided data. */
2881 return state->vertex_shader && !state->vertex_declaration->position_transformed;
2884 static inline BOOL use_ps(const struct wined3d_state *state)
2886 return !!state->pixel_shader;
2889 static inline void context_apply_state(struct wined3d_context *context,
2890 const struct wined3d_state *state, DWORD state_id)
2892 const struct StateEntry *state_table = context->state_table;
2893 DWORD rep = state_table[state_id].representative;
2894 state_table[rep].apply(context, state, rep);
2897 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2898 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2900 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))