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
30 #define NONAMELESSUNION
31 #define NONAMELESSSTRUCT
38 #include "wine/debug.h"
39 #include "wine/unicode.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
45 #include "wine/rbtree.h"
48 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
49 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
50 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
51 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
52 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
53 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
55 /* Texture format fixups */
57 enum fixup_channel_source
59 CHANNEL_SOURCE_ZERO = 0,
60 CHANNEL_SOURCE_ONE = 1,
65 CHANNEL_SOURCE_COMPLEX0 = 6,
66 CHANNEL_SOURCE_COMPLEX1 = 7,
71 COMPLEX_FIXUP_NONE = 0,
72 COMPLEX_FIXUP_YUY2 = 1,
73 COMPLEX_FIXUP_UYVY = 2,
74 COMPLEX_FIXUP_YV12 = 3,
79 struct color_fixup_desc
81 unsigned x_sign_fixup : 1;
82 unsigned x_source : 3;
83 unsigned y_sign_fixup : 1;
84 unsigned y_source : 3;
85 unsigned z_sign_fixup : 1;
86 unsigned z_source : 3;
87 unsigned w_sign_fixup : 1;
88 unsigned w_source : 3;
92 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
93 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
95 static inline struct color_fixup_desc create_color_fixup_desc(
96 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
97 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
99 struct color_fixup_desc fixup =
109 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
111 struct color_fixup_desc fixup =
113 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
114 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
115 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
116 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
121 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
123 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
126 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
128 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
131 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
133 enum complex_fixup complex_fixup = 0;
134 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
135 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
136 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
137 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
138 return complex_fixup;
141 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
142 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
143 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
146 #define MAX_PALETTES 65536
147 #define MAX_STREAMS 16
148 #define MAX_TEXTURES 8
149 #define MAX_FRAGMENT_SAMPLERS 16
150 #define MAX_VERTEX_SAMPLERS 4
151 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
152 #define MAX_ACTIVE_LIGHTS 8
153 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
157 GLenum mip[WINED3DTEXF_LINEAR + 1];
160 extern const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
161 extern const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
162 extern const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
163 extern const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
164 extern const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
166 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
168 return mag_lookup[mag_filter];
171 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
172 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
174 return min_mip_lookup[min_filter].mip[mip_filter];
177 /* float_16_to_32() and float_32_to_16() (see implementation in
178 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
179 * to standard C floats and vice versa. They do not depend on the encoding
180 * of the C float, so they are platform independent, but slow. On x86 and
181 * other IEEE 754 compliant platforms the conversion can be accelerated by
182 * bit shifting the exponent and mantissa. There are also some SSE-based
183 * assembly routines out there.
185 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
187 static inline float float_16_to_32(const unsigned short *in) {
188 const unsigned short s = ((*in) & 0x8000);
189 const unsigned short e = ((*in) & 0x7C00) >> 10;
190 const unsigned short m = (*in) & 0x3FF;
191 const float sgn = (s ? -1.0f : 1.0f);
194 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
195 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
197 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
199 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
200 else return 0.0f / 0.0f; /* NAN */
204 static inline float float_24_to_32(DWORD in)
206 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
207 const unsigned short e = (in & 0x780000) >> 19;
208 const unsigned int m = in & 0x7ffff;
212 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
213 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
217 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
221 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
222 else return 0.0f / 0.0f; /* NAN */
238 #define ORM_BACKBUFFER 0
242 #define SHADER_GLSL 2
244 #define SHADER_NONE 4
246 #define RTL_DISABLE -1
247 #define RTL_READDRAW 1
248 #define RTL_READTEX 2
250 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
251 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
253 /* NOTE: When adding fields to this structure, make sure to update the default
254 * values in wined3d_main.c as well. */
255 struct wined3d_settings
257 /* vertex and pixel shader modes */
260 /* Ideally, we don't want the user to have to request GLSL. If the
261 * hardware supports GLSL, we should use it. However, until it's fully
262 * implemented, we'll leave it as a registry setting for developers. */
264 int offscreen_rendering_mode;
265 int rendertargetlock_mode;
266 unsigned short pci_vendor_id;
267 unsigned short pci_device_id;
268 /* Memory tracking and object counting. */
269 unsigned int emulated_textureram;
271 int allow_multisampling;
272 BOOL strict_draw_ordering;
275 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
277 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
279 WINED3DSTT_UNKNOWN = 0,
283 WINED3DSTT_VOLUME = 4,
284 } WINED3DSAMPLER_TEXTURE_TYPE;
286 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
289 WINED3DSPR_INPUT = 1,
290 WINED3DSPR_CONST = 2,
292 WINED3DSPR_TEXTURE = 3,
293 WINED3DSPR_RASTOUT = 4,
294 WINED3DSPR_ATTROUT = 5,
295 WINED3DSPR_TEXCRDOUT = 6,
296 WINED3DSPR_OUTPUT = 6,
297 WINED3DSPR_CONSTINT = 7,
298 WINED3DSPR_COLOROUT = 8,
299 WINED3DSPR_DEPTHOUT = 9,
300 WINED3DSPR_SAMPLER = 10,
301 WINED3DSPR_CONST2 = 11,
302 WINED3DSPR_CONST3 = 12,
303 WINED3DSPR_CONST4 = 13,
304 WINED3DSPR_CONSTBOOL = 14,
305 WINED3DSPR_LOOP = 15,
306 WINED3DSPR_TEMPFLOAT16 = 16,
307 WINED3DSPR_MISCTYPE = 17,
308 WINED3DSPR_LABEL = 18,
309 WINED3DSPR_PREDICATE = 19,
311 WINED3DSPR_CONSTBUFFER,
314 } WINED3DSHADER_PARAM_REGISTER_TYPE;
316 enum wined3d_immconst_type
318 WINED3D_IMMCONST_SCALAR,
319 WINED3D_IMMCONST_VEC4,
322 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
324 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
326 WINED3DSPSM_NONE = 0,
328 WINED3DSPSM_BIAS = 2,
329 WINED3DSPSM_BIASNEG = 3,
330 WINED3DSPSM_SIGN = 4,
331 WINED3DSPSM_SIGNNEG = 5,
332 WINED3DSPSM_COMP = 6,
334 WINED3DSPSM_X2NEG = 8,
337 WINED3DSPSM_ABS = 11,
338 WINED3DSPSM_ABSNEG = 12,
339 WINED3DSPSM_NOT = 13,
340 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
342 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
343 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
344 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
345 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
346 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
348 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
350 WINED3DSPDM_NONE = 0,
351 WINED3DSPDM_SATURATE = 1,
352 WINED3DSPDM_PARTIALPRECISION = 2,
353 WINED3DSPDM_MSAMPCENTROID = 4,
354 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
356 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
357 #define WINED3DSI_TEXLD_PROJECT 1
358 #define WINED3DSI_TEXLD_BIAS 2
360 typedef enum COMPARISON_TYPE
370 #define WINED3D_SM1_VS 0xfffe
371 #define WINED3D_SM1_PS 0xffff
372 #define WINED3D_SM4_PS 0x0000
373 #define WINED3D_SM4_VS 0x0001
374 #define WINED3D_SM4_GS 0x0002
376 /* Shader version tokens, and shader end tokens */
377 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
378 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
380 /* Shader backends */
382 /* TODO: Make this dynamic, based on shader limits ? */
383 #define MAX_ATTRIBS 16
384 #define MAX_REG_ADDR 1
385 #define MAX_REG_TEMP 32
386 #define MAX_REG_TEXCRD 8
387 #define MAX_REG_INPUT 12
388 #define MAX_REG_OUTPUT 12
389 #define MAX_CONST_I 16
390 #define MAX_CONST_B 16
392 /* FIXME: This needs to go up to 2048 for
393 * Shader model 3 according to msdn (and for software shaders) */
394 #define MAX_LABELS 16
396 #define SHADER_PGMSIZE 65535
398 struct wined3d_shader_buffer
406 enum WINED3D_SHADER_INSTRUCTION_HANDLER
477 WINED3DSIH_SAMPLE_GRAD,
478 WINED3DSIH_SAMPLE_LOD,
492 WINED3DSIH_TEXDP3TEX,
496 WINED3DSIH_TEXM3x2DEPTH,
497 WINED3DSIH_TEXM3x2PAD,
498 WINED3DSIH_TEXM3x2TEX,
500 WINED3DSIH_TEXM3x3DIFF,
501 WINED3DSIH_TEXM3x3PAD,
502 WINED3DSIH_TEXM3x3SPEC,
503 WINED3DSIH_TEXM3x3TEX,
504 WINED3DSIH_TEXM3x3VSPEC,
505 WINED3DSIH_TEXREG2AR,
506 WINED3DSIH_TEXREG2GB,
507 WINED3DSIH_TEXREG2RGB,
509 WINED3DSIH_TABLE_SIZE
512 enum wined3d_shader_type
514 WINED3D_SHADER_TYPE_PIXEL,
515 WINED3D_SHADER_TYPE_VERTEX,
516 WINED3D_SHADER_TYPE_GEOMETRY,
519 struct wined3d_shader_version
521 enum wined3d_shader_type type;
526 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
528 struct wined3d_shader_reg_maps
530 struct wined3d_shader_version shader_version;
531 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
532 BYTE address; /* MAX_REG_ADDR, 1 */
533 WORD labels; /* MAX_LABELS, 16 */
534 DWORD temporary; /* MAX_REG_TEMP, 32 */
535 DWORD *constf; /* pixel, vertex */
536 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
537 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
538 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
539 WORD integer_constants; /* MAX_CONST_I, 16 */
540 WORD boolean_constants; /* MAX_CONST_B, 16 */
541 WORD local_int_consts; /* MAX_CONST_I, 16 */
542 WORD local_bool_consts; /* MAX_CONST_B, 16 */
544 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
545 BYTE bumpmat; /* MAX_TEXTURES, 8 */
546 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
555 WORD usesrelconstF : 1;
563 DWORD rt_mask; /* Used render targets, 32 max. */
565 /* Whether or not loops are used in this shader, and nesting depth */
567 UINT min_rel_offset, max_rel_offset;
570 /* Keeps track of details for TEX_M#x# instructions which need to maintain
571 * state information between multiple instructions. */
572 struct wined3d_shader_tex_mx
574 unsigned int current_row;
578 struct wined3d_shader_loop_state
584 struct wined3d_shader_context
586 struct wined3d_shader *shader;
587 const struct wined3d_gl_info *gl_info;
588 const struct wined3d_shader_reg_maps *reg_maps;
589 struct wined3d_shader_buffer *buffer;
590 struct wined3d_shader_tex_mx *tex_mx;
591 struct wined3d_shader_loop_state *loop_state;
595 struct wined3d_shader_register
597 WINED3DSHADER_PARAM_REGISTER_TYPE type;
600 const struct wined3d_shader_src_param *rel_addr;
601 enum wined3d_immconst_type immconst_type;
602 DWORD immconst_data[4];
605 struct wined3d_shader_dst_param
607 struct wined3d_shader_register reg;
613 struct wined3d_shader_src_param
615 struct wined3d_shader_register reg;
620 struct wined3d_shader_instruction
622 const struct wined3d_shader_context *ctx;
623 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
628 const struct wined3d_shader_dst_param *dst;
630 const struct wined3d_shader_src_param *src;
633 struct wined3d_shader_semantic
635 WINED3DDECLUSAGE usage;
637 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
638 struct wined3d_shader_dst_param reg;
641 struct wined3d_shader_attribute
643 WINED3DDECLUSAGE usage;
647 struct wined3d_shader_loop_control
654 struct wined3d_shader_frontend
656 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
657 void (*shader_free)(void *data);
658 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
659 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
660 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
661 struct wined3d_shader_src_param *src_rel_addr);
662 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
663 struct wined3d_shader_src_param *dst_rel_addr);
664 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
665 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
666 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
669 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
670 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
672 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
675 DWORD VertexShaderVersion;
676 DWORD MaxVertexShaderConst;
678 DWORD PixelShaderVersion;
679 float PixelShader1xMaxValue;
680 DWORD MaxPixelShaderConst;
695 enum vertexprocessing_mode {
701 #define WINED3D_CONST_NUM_UNUSED ~0U
710 /* Stateblock dependent parameters which have to be hardcoded
711 * into the shader code
714 #define WINED3D_PSARGS_PROJECTED (1 << 3)
715 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
716 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
718 struct ps_compile_args {
719 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
720 enum vertexprocessing_mode vp_mode;
722 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
723 /* Texture types(2D, Cube, 3D) in ps 1.x */
724 WORD srgb_correction;
726 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
727 D3D9 has a limit of 16 samplers and the fixup is superfluous
728 in D3D10 (unconditional NP2 support mandatory). */
729 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
737 struct vs_compile_args {
740 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
743 struct wined3d_context;
744 struct wined3d_state;
746 struct wined3d_shader_backend_ops
748 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
749 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
750 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
751 enum tex_types tex_type, const SIZE *ds_mask_size);
752 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
753 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
754 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
755 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
756 void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
757 const struct wined3d_state *state);
758 void (*shader_destroy)(struct wined3d_shader *shader);
759 HRESULT (*shader_alloc_private)(struct wined3d_device *device);
760 void (*shader_free_private)(struct wined3d_device *device);
761 BOOL (*shader_dirtifyable_constants)(void);
762 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
763 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
766 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
767 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
768 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
772 extern void (CDECL *wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
773 extern void (CDECL *wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
775 /* As GLX relies on X, this is needed */
776 extern int num_lock DECLSPEC_HIDDEN;
779 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
780 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
782 #define ENTER_GL() wine_tsx11_lock_ptr()
783 #define LEAVE_GL() wine_tsx11_unlock_ptr()
786 /*****************************************************************************
790 /* GL related defines */
791 /* ------------------ */
792 #define GL_EXTCALL(f) (gl_info->f)
794 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
795 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
796 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
797 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
799 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
800 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
801 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
802 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
804 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
805 (vec)[0] = D3DCOLOR_R(dw); \
806 (vec)[1] = D3DCOLOR_G(dw); \
807 (vec)[2] = D3DCOLOR_B(dw); \
808 (vec)[3] = D3DCOLOR_A(dw); \
811 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
813 /* Checking of API calls */
814 /* --------------------- */
815 #ifndef WINE_NO_DEBUG_MSGS
816 #define checkGLcall(A) \
819 if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break; \
820 err = glGetError(); \
821 if (err == GL_NO_ERROR) { \
822 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
825 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
826 debug_glerror(err), err, A, __FILE__, __LINE__); \
827 err = glGetError(); \
828 } while (err != GL_NO_ERROR); \
831 #define checkGLcall(A) do {} while(0)
834 /* Trace routines / diagnostics */
835 /* ---------------------------- */
837 /* Dump out a matrix and copy it */
838 #define conv_mat(mat,gl_mat) \
840 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
841 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
842 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
843 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
844 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
847 /* Trace vector and strided data information */
848 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
849 TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
850 si->elements[name].data, si->elements[name].stride, si->elements[name].format->id, \
851 si->elements[name].buffer_object, si->elements[name].stream_idx); } while(0)
853 /* Global variables */
854 extern const float identity[16] DECLSPEC_HIDDEN;
858 WINED3D_FFP_POSITION = 0,
859 WINED3D_FFP_BLENDWEIGHT = 1,
860 WINED3D_FFP_BLENDINDICES = 2,
861 WINED3D_FFP_NORMAL = 3,
862 WINED3D_FFP_PSIZE = 4,
863 WINED3D_FFP_DIFFUSE = 5,
864 WINED3D_FFP_SPECULAR = 6,
865 WINED3D_FFP_TEXCOORD0 = 7,
866 WINED3D_FFP_TEXCOORD1 = 8,
867 WINED3D_FFP_TEXCOORD2 = 9,
868 WINED3D_FFP_TEXCOORD3 = 10,
869 WINED3D_FFP_TEXCOORD4 = 11,
870 WINED3D_FFP_TEXCOORD5 = 12,
871 WINED3D_FFP_TEXCOORD6 = 13,
872 WINED3D_FFP_TEXCOORD7 = 14,
875 enum wined3d_ffp_emit_idx
877 WINED3D_FFP_EMIT_FLOAT1 = 0,
878 WINED3D_FFP_EMIT_FLOAT2 = 1,
879 WINED3D_FFP_EMIT_FLOAT3 = 2,
880 WINED3D_FFP_EMIT_FLOAT4 = 3,
881 WINED3D_FFP_EMIT_D3DCOLOR = 4,
882 WINED3D_FFP_EMIT_UBYTE4 = 5,
883 WINED3D_FFP_EMIT_SHORT2 = 6,
884 WINED3D_FFP_EMIT_SHORT4 = 7,
885 WINED3D_FFP_EMIT_UBYTE4N = 8,
886 WINED3D_FFP_EMIT_SHORT2N = 9,
887 WINED3D_FFP_EMIT_SHORT4N = 10,
888 WINED3D_FFP_EMIT_USHORT2N = 11,
889 WINED3D_FFP_EMIT_USHORT4N = 12,
890 WINED3D_FFP_EMIT_UDEC3 = 13,
891 WINED3D_FFP_EMIT_DEC3N = 14,
892 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
893 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
894 WINED3D_FFP_EMIT_COUNT = 17
897 struct wined3d_stream_info_element
899 const struct wined3d_format *format;
903 GLuint buffer_object;
906 struct wined3d_stream_info
908 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
909 BOOL position_transformed;
910 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
911 WORD use_map; /* MAX_ATTRIBS, 16 */
914 /*****************************************************************************
918 /* Routine common to the draw primitive and draw indexed primitive routines */
919 void drawPrimitive(struct wined3d_device *device, UINT index_count,
920 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
921 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
923 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
924 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
925 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
926 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
927 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
928 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
929 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
930 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
934 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
935 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
937 /* Routines and structures related to state management */
939 #define STATE_RENDER(a) (a)
940 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
942 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
943 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
945 /* + 1 because samplers start with 0 */
946 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
947 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
949 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
950 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
952 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
953 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
955 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
956 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
957 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
958 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
960 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
961 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
963 #define STATE_VSHADER (STATE_VDECL + 1)
964 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
966 #define STATE_VIEWPORT (STATE_VSHADER + 1)
967 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
969 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
970 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
971 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
972 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
974 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
975 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
977 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
978 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
980 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
981 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
983 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
984 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
986 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
987 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
989 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
990 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
992 #define STATE_HIGHEST (STATE_POINTSPRITECOORDORIGIN)
1000 #define WINED3D_MAX_FBO_ENTRIES 64
1002 struct wined3d_occlusion_query
1006 struct wined3d_context *context;
1009 union wined3d_gl_query_object
1015 struct wined3d_event_query
1018 union wined3d_gl_query_object object;
1019 struct wined3d_context *context;
1022 enum wined3d_event_query_result
1024 WINED3D_EVENT_QUERY_OK,
1025 WINED3D_EVENT_QUERY_WAITING,
1026 WINED3D_EVENT_QUERY_NOT_STARTED,
1027 WINED3D_EVENT_QUERY_WRONG_THREAD,
1028 WINED3D_EVENT_QUERY_ERROR
1031 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1032 enum wined3d_event_query_result wined3d_event_query_finish(struct wined3d_event_query *query,
1033 struct wined3d_device *device) DECLSPEC_HIDDEN;
1034 void wined3d_event_query_issue(struct wined3d_event_query *query, struct wined3d_device *device) DECLSPEC_HIDDEN;
1035 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1037 struct wined3d_context
1039 const struct wined3d_gl_info *gl_info;
1040 /* State dirtification
1041 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1042 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1043 * 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
1044 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1046 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1047 DWORD numDirtyEntries;
1048 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1050 struct wined3d_swapchain *swapchain;
1051 struct wined3d_surface *current_rt;
1052 DWORD tid; /* Thread ID which owns this context at the moment */
1054 /* Stores some information about the context state for optimization */
1055 WORD render_offscreen : 1;
1056 WORD draw_buffer_dirty : 1;
1057 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1058 WORD last_was_pshader : 1;
1059 WORD last_was_vshader : 1;
1060 WORD namedArraysLoaded : 1;
1061 WORD numberedArraysLoaded : 1;
1062 WORD last_was_blit : 1;
1063 WORD last_was_ckey : 1;
1065 WORD fog_enabled : 1;
1066 WORD num_untracked_materials : 2; /* Max value 2 */
1070 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1071 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1072 DWORD numbered_array_mask;
1073 GLenum tracking_parm; /* Which source is tracking current colour */
1074 GLenum untracked_materials[2];
1075 UINT blit_w, blit_h;
1076 enum fogsource fog_source;
1078 char *vshader_const_dirty, *pshader_const_dirty;
1080 /* The actual opengl context */
1091 UINT fbo_entry_count;
1092 struct list fbo_list;
1093 struct list fbo_destroy_list;
1094 struct fbo_entry *current_fbo;
1096 GLuint fbo_read_binding;
1097 GLuint fbo_draw_binding;
1099 struct wined3d_surface **blit_targets;
1100 GLenum *draw_buffers;
1103 GLuint *free_occlusion_queries;
1104 UINT free_occlusion_query_size;
1105 UINT free_occlusion_query_count;
1106 struct list occlusion_queries;
1108 union wined3d_gl_query_object *free_event_queries;
1109 UINT free_event_query_size;
1110 UINT free_event_query_count;
1111 struct list event_queries;
1113 /* Extension emulation */
1114 GLint gl_fog_source;
1115 GLfloat fog_coord_value;
1116 GLfloat color[4], fogstart, fogend, fogcolor[4];
1117 GLuint dummy_arbfp_prog;
1120 typedef void (*APPLYSTATEFUNC)(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *ctx);
1124 DWORD representative;
1125 APPLYSTATEFUNC apply;
1128 struct StateEntryTemplate
1131 struct StateEntry content;
1132 GL_SupportedExt extension;
1135 struct fragment_caps
1137 DWORD PrimitiveMiscCaps;
1138 DWORD TextureOpCaps;
1139 DWORD MaxTextureBlendStages;
1140 DWORD MaxSimultaneousTextures;
1143 struct fragment_pipeline
1145 void (*enable_extension)(BOOL enable);
1146 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1147 HRESULT (*alloc_private)(struct wined3d_device *device);
1148 void (*free_private)(struct wined3d_device *device);
1149 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1150 const struct StateEntryTemplate *states;
1151 BOOL ffp_proj_control;
1154 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1155 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1156 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1157 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1158 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1159 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1160 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1162 /* "Base" state table */
1163 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1164 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1165 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1167 enum wined3d_blit_op
1169 WINED3D_BLIT_OP_COLOR_BLIT,
1170 WINED3D_BLIT_OP_COLOR_FILL,
1171 WINED3D_BLIT_OP_DEPTH_FILL,
1172 WINED3D_BLIT_OP_DEPTH_BLIT,
1175 /* Shaders for color conversions in blits. Do not do blit operations while
1176 * already under the GL lock. */
1179 HRESULT (*alloc_private)(struct wined3d_device *device);
1180 void (*free_private)(struct wined3d_device *device);
1181 HRESULT (*set_shader)(void *blit_priv, const struct wined3d_gl_info *gl_info, struct wined3d_surface *surface);
1182 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1183 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1184 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
1185 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format);
1186 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1187 const RECT *dst_rect, const WINED3DCOLORVALUE *color);
1188 HRESULT (*depth_fill)(struct wined3d_device *device,
1189 struct wined3d_surface *surface, const RECT *rect, float depth);
1192 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1193 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1194 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1196 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1197 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
1198 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
1201 /* Temporary blit_shader helper functions */
1202 HRESULT arbfp_blit_surface(struct wined3d_device *device, struct wined3d_surface *src_surface,
1203 const RECT *src_rect, struct wined3d_surface *dst_surface, const RECT *dst_rect_in,
1204 enum wined3d_blit_op blit_op, DWORD Filter) DECLSPEC_HIDDEN;
1206 struct wined3d_context *context_acquire(struct wined3d_device *device, struct wined3d_surface *target) DECLSPEC_HIDDEN;
1207 void context_alloc_event_query(struct wined3d_context *context,
1208 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1209 void context_alloc_occlusion_query(struct wined3d_context *context,
1210 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1211 void context_apply_blit_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1212 BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_device *device,
1213 UINT rt_count, struct wined3d_surface **rts, struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1214 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1215 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1216 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1217 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1218 GLenum fbo_target, struct wined3d_surface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
1219 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
1220 void context_check_fbo_status(struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1221 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1222 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1223 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1224 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1225 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1226 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1227 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1228 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1229 void context_resource_released(struct wined3d_device *device,
1230 struct wined3d_resource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1231 void context_resource_unloaded(struct wined3d_device *device,
1232 struct wined3d_resource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1233 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1234 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1235 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1236 void context_surface_update(struct wined3d_context *context, struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1238 /* Macros for doing basic GPU detection based on opengl capabilities */
1239 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1240 #define WINE_D3D7_CAPABLE(gl_info) (gl_info->supported[ARB_TEXTURE_COMPRESSION] && gl_info->supported[ARB_TEXTURE_CUBE_MAP] && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1241 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1242 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1243 #define WINE_D3D10_CAPABLE(gl_info) WINE_D3D9_CAPABLE(gl_info) && (gl_info->supported[EXT_GPU_SHADER4])
1245 /*****************************************************************************
1246 * Internal representation of a light
1248 struct wined3d_light_info
1250 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1251 DWORD OriginalIndex;
1255 /* Converted parms to speed up swapping lights */
1264 /* The default light parameters */
1265 extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1267 struct wined3d_pixel_format
1269 int iPixelFormat; /* WGL pixel format */
1270 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1271 int redSize, greenSize, blueSize, alphaSize, colorSize;
1272 int depthSize, stencilSize;
1273 BOOL windowDrawable;
1279 /* The driver names reflect the lowest GPU supported
1280 * by a certain driver, so DRIVER_AMD_R300 supports
1281 * R3xx, R4xx and R5xx GPUs. */
1282 enum wined3d_display_driver
1284 DRIVER_AMD_RAGE_128PRO,
1288 DRIVER_INTEL_GMA800,
1289 DRIVER_INTEL_GMA900,
1290 DRIVER_INTEL_GMA950,
1291 DRIVER_INTEL_GMA3000,
1293 DRIVER_NVIDIA_GEFORCE2MX,
1294 DRIVER_NVIDIA_GEFORCEFX,
1295 DRIVER_NVIDIA_GEFORCE6,
1299 enum wined3d_driver_model
1307 enum wined3d_gl_vendor
1318 enum wined3d_pci_vendor
1320 HW_VENDOR_SOFTWARE = 0x0000,
1321 HW_VENDOR_AMD = 0x1002,
1322 HW_VENDOR_NVIDIA = 0x10de,
1323 HW_VENDOR_INTEL = 0x8086,
1326 enum wined3d_pci_device
1330 CARD_AMD_RAGE_128PRO = 0x5246,
1331 CARD_AMD_RADEON_7200 = 0x5144,
1332 CARD_AMD_RADEON_8500 = 0x514c,
1333 CARD_AMD_RADEON_9500 = 0x4144,
1334 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1335 CARD_AMD_RADEON_X700 = 0x5e4c,
1336 CARD_AMD_RADEON_X1600 = 0x71c2,
1337 CARD_AMD_RADEON_HD2350 = 0x94c7,
1338 CARD_AMD_RADEON_HD2600 = 0x9581,
1339 CARD_AMD_RADEON_HD2900 = 0x9400,
1340 CARD_AMD_RADEON_HD3200 = 0x9620,
1341 CARD_AMD_RADEON_HD4350 = 0x954f,
1342 CARD_AMD_RADEON_HD4550 = 0x9540,
1343 CARD_AMD_RADEON_HD4600 = 0x9495,
1344 CARD_AMD_RADEON_HD4650 = 0x9498,
1345 CARD_AMD_RADEON_HD4670 = 0x9490,
1346 CARD_AMD_RADEON_HD4700 = 0x944e,
1347 CARD_AMD_RADEON_HD4770 = 0x94b3,
1348 CARD_AMD_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1349 CARD_AMD_RADEON_HD4830 = 0x944c,
1350 CARD_AMD_RADEON_HD4850 = 0x9442,
1351 CARD_AMD_RADEON_HD4870 = 0x9440,
1352 CARD_AMD_RADEON_HD4890 = 0x9460,
1353 CARD_AMD_RADEON_HD5400 = 0x68f9,
1354 CARD_AMD_RADEON_HD5600 = 0x68d8,
1355 CARD_AMD_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1356 CARD_AMD_RADEON_HD5750 = 0x68BE,
1357 CARD_AMD_RADEON_HD5770 = 0x68B8,
1358 CARD_AMD_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1359 CARD_AMD_RADEON_HD5850 = 0x6898,
1360 CARD_AMD_RADEON_HD5870 = 0x6899,
1361 CARD_AMD_RADEON_HD5900 = 0x689c,
1362 CARD_AMD_RADEON_HD6310 = 0x9803,
1363 CARD_AMD_RADEON_HD6800 = 0x6739,
1364 CARD_AMD_RADEON_HD6900 = 0x6719,
1366 CARD_NVIDIA_RIVA_128 = 0x0018,
1367 CARD_NVIDIA_RIVA_TNT = 0x0020,
1368 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1369 CARD_NVIDIA_GEFORCE = 0x0100,
1370 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1371 CARD_NVIDIA_GEFORCE2 = 0x0150,
1372 CARD_NVIDIA_GEFORCE3 = 0x0200,
1373 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1374 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1375 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1376 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1377 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1378 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1379 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1380 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1381 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1382 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1383 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1384 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1385 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1386 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1387 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1388 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1389 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1390 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1391 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1392 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1393 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1394 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1395 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1396 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1397 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1398 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1399 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1400 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1401 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1402 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1403 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1404 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1405 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1406 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1407 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1408 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1409 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1410 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1411 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1412 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1413 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1414 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1415 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1416 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1417 CARD_NVIDIA_GEFORCE_GTX560 = 0x1200,
1418 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1419 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1421 CARD_INTEL_845G = 0x2562,
1422 CARD_INTEL_I830G = 0x3577,
1423 CARD_INTEL_I855G = 0x3582,
1424 CARD_INTEL_I865G = 0x2572,
1425 CARD_INTEL_I915G = 0x2582,
1426 CARD_INTEL_I915GM = 0x2592,
1427 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1428 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GM965/GL960 */
1429 CARD_INTEL_GM45 = 0x2a42,
1432 struct wined3d_fbo_ops
1434 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
1435 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
1436 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
1437 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
1438 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
1439 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
1440 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
1441 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
1442 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
1443 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
1444 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
1445 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
1446 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
1447 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
1448 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
1449 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
1450 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
1451 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
1452 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
1455 struct wined3d_gl_limits
1460 UINT texture_stages;
1461 UINT fragment_samplers;
1462 UINT vertex_samplers;
1463 UINT combined_samplers;
1464 UINT general_combiners;
1465 UINT sampler_stages;
1468 UINT texture3d_size;
1469 float pointsize_max;
1470 float pointsize_min;
1471 UINT point_sprite_units;
1477 UINT glsl_vs_float_constants;
1478 UINT glsl_ps_float_constants;
1480 UINT arb_vs_float_constants;
1481 UINT arb_vs_native_constants;
1482 UINT arb_vs_instructions;
1484 UINT arb_ps_float_constants;
1485 UINT arb_ps_local_constants;
1486 UINT arb_ps_native_constants;
1487 UINT arb_ps_instructions;
1491 struct wined3d_gl_info
1494 struct wined3d_gl_limits limits;
1495 DWORD reserved_glsl_constants;
1497 BOOL supported[WINED3D_GL_EXT_COUNT];
1498 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
1500 struct wined3d_fbo_ops fbo_ops;
1501 #define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
1502 /* GL function pointers */
1504 /* WGL function pointers */
1508 struct wined3d_format *formats;
1511 struct wined3d_driver_info
1513 enum wined3d_pci_vendor vendor;
1514 enum wined3d_pci_device device;
1516 const char *description;
1517 unsigned int vidmem;
1522 /* The adapter structure */
1523 struct wined3d_adapter
1528 struct wined3d_gl_info gl_info;
1529 struct wined3d_driver_info driver_info;
1530 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1532 struct wined3d_pixel_format *cfgs;
1533 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1534 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1535 unsigned int UsedTextureRam;
1538 const struct fragment_pipeline *fragment_pipe;
1539 const struct wined3d_shader_backend_ops *shader_backend;
1540 const struct blit_shader *blitter;
1543 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1544 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1545 extern unsigned int WineD3DAdapterChangeGLRam(struct wined3d_device *device, int glram) DECLSPEC_HIDDEN;
1546 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1548 /*****************************************************************************
1549 * High order patch management
1551 struct WineD3DRectPatch
1555 WineDirect3DVertexStridedData strided;
1556 WINED3DRECTPATCH_INFO RectPatchInfo;
1558 char has_normals, has_texcoords;
1562 HRESULT tesselate_rectpatch(struct wined3d_device *device, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1564 enum projection_types
1577 /*****************************************************************************
1578 * Fixed function pipeline replacements
1580 #define ARG_UNUSED 0xff
1581 struct texture_stage_op
1593 struct color_fixup_desc color_fixup;
1594 unsigned tex_type : 3;
1596 unsigned projected : 2;
1597 unsigned padding : 10;
1600 struct ffp_frag_settings {
1601 struct texture_stage_op op[MAX_TEXTURES];
1603 /* Use shorts instead of chars to get dword alignment */
1604 unsigned short sRGB_write;
1605 unsigned short emul_clipplanes;
1608 struct ffp_frag_desc
1610 struct wine_rb_entry entry;
1611 struct ffp_frag_settings settings;
1614 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1615 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1617 void gen_ffp_frag_op(struct wined3d_stateblock *stateblock, struct ffp_frag_settings *settings,
1618 BOOL ignore_textype) DECLSPEC_HIDDEN;
1619 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1620 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1621 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1629 struct wined3d_adapter adapters[1];
1632 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, void *parent) DECLSPEC_HIDDEN;
1633 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1634 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1636 /*****************************************************************************
1637 * IWineD3DDevice implementation structure
1639 #define WINED3D_UNMAPPED_STAGE ~0U
1641 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1642 #define WINED3DCREATE_MULTITHREADED 0x00000004
1644 struct wined3d_fb_state
1646 struct wined3d_surface **render_targets;
1647 struct wined3d_surface *depth_stencil;
1650 struct wined3d_device
1654 /* WineD3D Information */
1655 struct wined3d_device_parent *device_parent;
1656 struct wined3d *wined3d;
1657 struct wined3d_adapter *adapter;
1659 /* Window styles to restore when switching fullscreen mode */
1663 /* X and GL Information */
1664 GLenum offscreenBuffer;
1666 /* Selected capabilities */
1667 int vs_selected_mode;
1668 int ps_selected_mode;
1669 const struct wined3d_shader_backend_ops *shader_backend;
1671 void *fragment_priv;
1673 struct StateEntry StateTable[STATE_HIGHEST + 1];
1674 /* Array of functions for states which are handled by more than one pipeline part */
1675 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1676 const struct fragment_pipeline *frag_pipe;
1677 const struct blit_shader *blitter;
1679 unsigned int max_ffp_textures;
1680 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1683 WORD view_ident : 1; /* true iff view matrix is identity */
1684 WORD untransformed : 1;
1685 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1686 WORD isRecordingState : 1;
1688 WORD bCursorVisible : 1;
1689 WORD d3d_initialized : 1;
1690 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1691 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1692 WORD useDrawStridedSlow : 1;
1693 WORD instancedDraw : 1;
1694 WORD filter_messages : 1;
1697 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1699 #define DDRAW_PITCH_ALIGNMENT 8
1700 #define D3D8_PITCH_ALIGNMENT 4
1701 unsigned char surface_alignment; /* Line Alignment of surfaces */
1703 /* State block related */
1704 struct wined3d_stateblock *stateBlock;
1705 struct wined3d_stateblock *updateStateBlock;
1707 /* Internal use fields */
1708 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1709 WINED3DDEVTYPE devType;
1712 struct wined3d_swapchain **swapchains;
1713 UINT swapchain_count;
1715 struct list resources; /* a linked list to track resources created by the device */
1716 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1717 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1719 /* Render Target Support */
1720 DWORD valid_rt_mask;
1721 struct wined3d_fb_state fb;
1722 struct wined3d_surface *onscreen_depth_stencil;
1723 struct wined3d_surface *auto_depth_stencil;
1725 /* palettes texture management */
1726 PALETTEENTRY **palettes;
1728 UINT currentPalette;
1730 /* For rendering to a texture using glCopyTexImage */
1731 GLuint depth_blt_texture;
1732 GLuint depth_blt_rb;
1733 UINT depth_blt_rb_w;
1734 UINT depth_blt_rb_h;
1736 /* Cursor management */
1741 UINT cursorWidth, cursorHeight;
1742 GLuint cursorTexture;
1743 HCURSOR hardwareCursor;
1745 /* The Wine logo surface */
1746 struct wined3d_surface *logo_surface;
1748 /* Textures for when no other textures are mapped */
1749 UINT dummyTextureName[MAX_TEXTURES];
1751 /* DirectDraw stuff */
1752 DWORD ddraw_width, ddraw_height;
1753 enum wined3d_format_id ddraw_format;
1755 /* With register combiners we can skip junk texture stages */
1756 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1757 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1759 /* Stream source management */
1760 struct wined3d_stream_info strided_streams;
1761 const WineDirect3DVertexStridedData *up_strided;
1762 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1763 unsigned int num_buffer_queries;
1765 /* Context management */
1766 struct wined3d_context **contexts;
1769 /* High level patch management */
1770 #define PATCHMAP_SIZE 43
1771 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1772 struct list patches[PATCHMAP_SIZE];
1773 struct WineD3DRectPatch *currentPatch;
1776 HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, struct wined3d_surface **rts,
1777 struct wined3d_surface *depth_stencil, UINT rect_count, const RECT *rects, const RECT *draw_rect,
1778 DWORD flags, const WINED3DCOLORVALUE *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
1779 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1780 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1781 void device_get_draw_rect(struct wined3d_device *device, RECT *rect) DECLSPEC_HIDDEN;
1782 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
1783 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
1784 struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
1785 void device_preload_textures(struct wined3d_device *device) DECLSPEC_HIDDEN;
1786 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
1787 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1788 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1789 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1790 void device_stream_info_from_declaration(struct wined3d_device *device,
1791 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1792 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
1793 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1794 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1795 void device_update_tex_unit_map(struct wined3d_device *device) DECLSPEC_HIDDEN;
1796 void IWineD3DDeviceImpl_MarkStateDirty(struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
1798 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1800 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1801 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1802 return context->isStateDirty[idx] & (1 << shift);
1805 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
1806 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
1807 /* SCRATCH is mostly the same as CPU, but can't be used by the GPU at all,
1808 * not even for resource uploads. */
1809 #define WINED3D_RESOURCE_ACCESS_SCRATCH 0x4
1811 struct wined3d_resource_ops
1813 void (*resource_unload)(struct wined3d_resource *resource);
1816 struct wined3d_resource
1819 struct wined3d_device *device;
1820 WINED3DRESOURCETYPE resourceType;
1821 const struct wined3d_format *format;
1822 WINED3DMULTISAMPLE_TYPE multisample_type;
1823 UINT multisample_quality;
1832 BYTE *allocatedMemory; /* Pointer to the real data location */
1833 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1834 struct list privateData;
1835 struct list resource_list_entry;
1838 const struct wined3d_parent_ops *parent_ops;
1839 const struct wined3d_resource_ops *resource_ops;
1842 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1843 HRESULT resource_free_private_data(struct wined3d_resource *resource, REFGUID guid) DECLSPEC_HIDDEN;
1844 DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1845 HRESULT resource_get_private_data(const struct wined3d_resource *resource, REFGUID guid,
1846 void *data, DWORD *data_size) DECLSPEC_HIDDEN;
1847 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
1848 WINED3DRESOURCETYPE resource_type, const struct wined3d_format *format,
1849 WINED3DMULTISAMPLE_TYPE multisample_type, UINT multisample_quality,
1850 DWORD usage, WINED3DPOOL pool, UINT width, UINT height, UINT depth, UINT size,
1851 void *parent, const struct wined3d_parent_ops *parent_ops,
1852 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
1853 DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN;
1854 HRESULT resource_set_private_data(struct wined3d_resource *resource, REFGUID guid,
1855 const void *data, DWORD data_size, DWORD flags) DECLSPEC_HIDDEN;
1856 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1858 /* Tests show that the start address of resources is 32 byte aligned */
1859 #define RESOURCE_ALIGNMENT 16
1861 typedef enum winetexturestates {
1862 WINED3DTEXSTA_ADDRESSU = 0,
1863 WINED3DTEXSTA_ADDRESSV = 1,
1864 WINED3DTEXSTA_ADDRESSW = 2,
1865 WINED3DTEXSTA_BORDERCOLOR = 3,
1866 WINED3DTEXSTA_MAGFILTER = 4,
1867 WINED3DTEXSTA_MINFILTER = 5,
1868 WINED3DTEXSTA_MIPFILTER = 6,
1869 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1870 WINED3DTEXSTA_MAXANISOTROPY = 8,
1871 WINED3DTEXSTA_SRGBTEXTURE = 9,
1872 WINED3DTEXSTA_SHADOW = 10,
1873 MAX_WINETEXTURESTATES = 11,
1874 } winetexturestates;
1878 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1879 SRGB_RGB = 1, /* Loads the rgb texture */
1880 SRGB_SRGB = 2, /* Loads the srgb texture */
1885 DWORD states[MAX_WINETEXTURESTATES];
1890 struct wined3d_texture_ops
1892 HRESULT (*texture_bind)(struct wined3d_texture *texture,
1893 const struct wined3d_gl_info *gl_info, BOOL srgb);
1894 void (*texture_preload)(struct wined3d_texture *texture, enum WINED3DSRGB srgb);
1895 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
1896 const WINED3DBOX *dirty_region);
1897 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
1900 #define WINED3D_TEXTURE_COND_NP2 0x1
1901 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x2
1902 #define WINED3D_TEXTURE_IS_SRGB 0x4
1904 struct wined3d_texture
1906 struct wined3d_resource resource;
1907 const struct wined3d_texture_ops *texture_ops;
1908 struct gl_texture texture_rgb, texture_srgb;
1909 struct wined3d_resource **sub_resources;
1912 float pow2_matrix[16];
1914 WINED3DTEXTUREFILTERTYPE filter_type;
1918 const struct min_lookup *min_mip_lookup;
1919 const GLenum *mag_lookup;
1923 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
1925 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
1928 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
1929 const struct wined3d_gl_info *gl_info, BOOL srgb)
1931 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
1932 ? &texture->texture_srgb : &texture->texture_rgb;
1935 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
1936 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1937 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1938 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN;
1940 struct wined3d_volume
1942 struct wined3d_resource resource;
1943 struct wined3d_texture *container;
1946 WINED3DBOX lockedBox;
1947 WINED3DBOX dirtyBox;
1951 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
1953 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
1956 void volume_add_dirty_box(struct wined3d_volume *volume, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
1957 void volume_load(struct wined3d_volume *volume, UINT level, BOOL srgb_mode) DECLSPEC_HIDDEN;
1958 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
1960 /*****************************************************************************
1961 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1963 typedef struct wineD3DSurface_DIB {
1969 } wineD3DSurface_DIB;
1971 struct wined3d_renderbuffer_entry
1982 struct wined3d_surface **render_targets;
1983 struct wined3d_surface *depth_stencil;
1989 struct wined3d_clipper
1996 enum wined3d_container_type
1998 WINED3D_CONTAINER_NONE = 0,
1999 WINED3D_CONTAINER_SWAPCHAIN,
2000 WINED3D_CONTAINER_TEXTURE,
2003 struct wined3d_subresource_container
2005 enum wined3d_container_type type;
2008 struct wined3d_swapchain *swapchain;
2009 struct wined3d_texture *texture;
2014 struct wined3d_surface_ops
2016 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2017 void (*surface_cleanup)(struct wined3d_surface *surface);
2018 void (*surface_realize_palette)(struct wined3d_surface *surface);
2019 HRESULT (*surface_draw_overlay)(struct wined3d_surface *surface);
2020 void (*surface_preload)(struct wined3d_surface *surface);
2021 void (*surface_map)(struct wined3d_surface *surface, const RECT *rect, DWORD flags);
2022 void (*surface_unmap)(struct wined3d_surface *surface);
2023 HRESULT (*surface_getdc)(struct wined3d_surface *surface);
2024 HRESULT (*surface_flip)(struct wined3d_surface *surface, struct wined3d_surface *override);
2025 HRESULT (*surface_blt)(struct wined3d_surface *dst_surface, const RECT *dst_rect,
2026 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
2027 const WINEDDBLTFX *fx, WINED3DTEXTUREFILTERTYPE filter);
2028 HRESULT (*surface_bltfast)(struct wined3d_surface *dst_surface, DWORD dst_x, DWORD dst_y,
2029 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD trans);
2030 HRESULT (*surface_set_mem)(struct wined3d_surface *surface, void *mem);
2033 struct wined3d_surface
2035 struct wined3d_resource resource;
2036 const struct wined3d_surface_ops *surface_ops;
2037 struct wined3d_subresource_container container;
2038 struct wined3d_palette *palette; /* D3D7 style palette handling */
2039 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
2043 WINED3DSURFTYPE surface_type;
2047 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2048 void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
2052 GLuint texture_name;
2053 GLuint texture_name_srgb;
2054 GLint texture_level;
2055 GLenum texture_target;
2060 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2063 wineD3DSurface_DIB dib;
2066 /* Color keys for DDraw */
2067 WINEDDCOLORKEY DestBltCKey;
2068 WINEDDCOLORKEY DestOverlayCKey;
2069 WINEDDCOLORKEY SrcOverlayCKey;
2070 WINEDDCOLORKEY SrcBltCKey;
2073 WINEDDCOLORKEY glCKey;
2075 struct list renderbuffers;
2076 struct wined3d_renderbuffer_entry *current_renderbuffer;
2077 SIZE ds_current_size;
2079 /* DirectDraw clippers */
2080 struct wined3d_clipper *clipper;
2082 /* DirectDraw Overlay handling */
2083 RECT overlay_srcrect;
2084 RECT overlay_destrect;
2085 struct wined3d_surface *overlay_dest;
2086 struct list overlays;
2087 struct list overlay_entry;
2090 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2092 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2095 static inline GLuint surface_get_texture_name(struct wined3d_surface *surface,
2096 const struct wined3d_gl_info *gl_info, BOOL srgb)
2098 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2099 ? surface->texture_name_srgb : surface->texture_name;
2102 void surface_add_dirty_rect(struct wined3d_surface *surface, const WINED3DBOX *dirty_rect) DECLSPEC_HIDDEN;
2103 void surface_bind(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
2104 HRESULT surface_color_fill(struct wined3d_surface *s, const RECT *rect, const WINED3DCOLORVALUE *color) DECLSPEC_HIDDEN;
2105 GLenum surface_get_gl_buffer(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2106 BOOL surface_init_sysmem(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2107 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
2108 BOOL surface_is_offscreen(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2109 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2110 void surface_load_ds_location(struct wined3d_surface *surface,
2111 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2112 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD flag, const RECT *rect) DECLSPEC_HIDDEN;
2113 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2114 void surface_modify_location(struct wined3d_surface *surface, DWORD flag, BOOL persistent) DECLSPEC_HIDDEN;
2115 void surface_prepare_texture(struct wined3d_surface *surface,
2116 const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
2117 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface, struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2118 void surface_set_container(struct wined3d_surface *surface,
2119 enum wined3d_container_type type, void *container) DECLSPEC_HIDDEN;
2120 void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2121 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target) DECLSPEC_HIDDEN;
2122 void surface_translate_drawable_coords(struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2124 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2125 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2126 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2128 void draw_textured_quad(struct wined3d_surface *src_surface, const RECT *src_rect,
2129 const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2130 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2132 /* Surface flags: */
2133 #define SFLAG_CONVERTED 0x00000002 /* Converted for color keying or Palettized */
2134 #define SFLAG_DIBSECTION 0x00000004 /* Has a DIB section attached for GetDC */
2135 #define SFLAG_LOCKABLE 0x00000008 /* Surface can be locked */
2136 #define SFLAG_DISCARD 0x00000010 /* ??? */
2137 #define SFLAG_LOCKED 0x00000020 /* Surface is locked atm */
2138 #define SFLAG_INTEXTURE 0x00000040 /* The GL texture contains the newest surface content */
2139 #define SFLAG_INSRGBTEX 0x00000080 /* The GL srgb texture contains the newest surface content */
2140 #define SFLAG_INDRAWABLE 0x00000100 /* The gl drawable contains the most up to date data */
2141 #define SFLAG_INSYSMEM 0x00000200 /* The system memory copy is most up to date */
2142 #define SFLAG_NONPOW2 0x00000400 /* Surface sizes are not a power of 2 */
2143 #define SFLAG_DYNLOCK 0x00000800 /* Surface is often locked by the app */
2144 #define SFLAG_DCINUSE 0x00001000 /* Set between GetDC and ReleaseDC calls */
2145 #define SFLAG_LOST 0x00002000 /* Surface lost flag for DDraw */
2146 #define SFLAG_USERPTR 0x00004000 /* The application allocated the memory for this surface */
2147 #define SFLAG_GLCKEY 0x00008000 /* The gl texture was created with a color key */
2148 #define SFLAG_CLIENT 0x00010000 /* GL_APPLE_client_storage is used on that texture */
2149 #define SFLAG_ALLOCATED 0x00020000 /* A gl texture is allocated for this surface */
2150 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2151 #define SFLAG_PBO 0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2152 #define SFLAG_NORMCOORD 0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2153 #define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
2154 #define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
2155 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2157 /* In some conditions the surface memory must not be freed:
2158 * SFLAG_CONVERTED: Converting the data back would take too long
2159 * SFLAG_DIBSECTION: The dib code manages the memory
2160 * SFLAG_LOCKED: The app requires access to the surface data
2161 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2162 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2163 * SFLAG_CLIENT: OpenGL uses our memory as backup
2165 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2166 SFLAG_DIBSECTION | \
2173 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2175 SFLAG_INDRAWABLE | \
2178 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2180 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2185 CONVERT_PALETTED_CK,
2192 HRESULT d3dfmt_get_conv(struct wined3d_surface *surface, BOOL need_alpha_ck, BOOL use_texturing,
2193 struct wined3d_format *format, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
2194 void d3dfmt_p8_init_palette(struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2196 BOOL palette9_changed(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2198 struct wined3d_vertex_declaration_element
2200 const struct wined3d_format *format;
2210 struct wined3d_vertex_declaration
2214 const struct wined3d_parent_ops *parent_ops;
2215 struct wined3d_device *device;
2217 struct wined3d_vertex_declaration_element *elements;
2220 DWORD streams[MAX_STREAMS];
2222 BOOL position_transformed;
2223 BOOL half_float_conv_needed;
2226 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2227 /* Note: Very long winded but gl Lists are not flexible enough */
2228 /* to resolve everything we need, so doing it manually for now */
2229 typedef struct SAVEDSTATES {
2230 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2231 WORD streamSource; /* MAX_STREAMS, 16 */
2232 WORD streamFreq; /* MAX_STREAMS, 16 */
2233 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2234 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2235 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2236 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2237 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2238 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2239 BOOL *pixelShaderConstantsF;
2240 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2241 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2242 BOOL *vertexShaderConstantsF;
2243 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2244 DWORD primitive_type : 1;
2248 DWORD vertexDecl : 1;
2249 DWORD pixelShader : 1;
2250 DWORD vertexShader : 1;
2251 DWORD scissorRect : 1;
2260 struct wined3d_stream_state
2262 struct wined3d_buffer *buffer;
2269 struct wined3d_state
2271 struct wined3d_vertex_declaration *vertex_declaration;
2272 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2274 struct wined3d_buffer *index_buffer;
2275 enum wined3d_format_id index_format;
2276 INT base_vertex_index;
2277 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2278 GLenum gl_primitive_type;
2280 struct wined3d_shader *vertex_shader;
2281 BOOL vs_consts_b[MAX_CONST_B];
2282 INT vs_consts_i[MAX_CONST_I * 4];
2285 struct wined3d_shader *pixel_shader;
2286 BOOL ps_consts_b[MAX_CONST_B];
2287 INT ps_consts_i[MAX_CONST_I * 4];
2290 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2291 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2292 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2293 DWORD lowest_disabled_stage;
2295 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2296 double clip_planes[MAX_CLIPPLANES][4];
2297 WINED3DCLIPSTATUS clip_status;
2298 WINED3DMATERIAL material;
2299 WINED3DVIEWPORT viewport;
2302 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2303 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2304 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2305 struct list light_map[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2306 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2308 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2311 struct wined3d_stateblock
2313 LONG ref; /* Note: Ref counting not required */
2314 struct wined3d_device *device;
2315 WINED3DSTATEBLOCKTYPE blockType;
2317 /* Array indicating whether things have been set or changed */
2318 SAVEDSTATES changed;
2319 struct wined3d_state state;
2321 /* Contained state management */
2322 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2323 unsigned int num_contained_render_states;
2324 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2325 unsigned int num_contained_transform_states;
2326 DWORD contained_vs_consts_i[MAX_CONST_I];
2327 unsigned int num_contained_vs_consts_i;
2328 DWORD contained_vs_consts_b[MAX_CONST_B];
2329 unsigned int num_contained_vs_consts_b;
2330 DWORD *contained_vs_consts_f;
2331 unsigned int num_contained_vs_consts_f;
2332 DWORD contained_ps_consts_i[MAX_CONST_I];
2333 unsigned int num_contained_ps_consts_i;
2334 DWORD contained_ps_consts_b[MAX_CONST_B];
2335 unsigned int num_contained_ps_consts_b;
2336 DWORD *contained_ps_consts_f;
2337 unsigned int num_contained_ps_consts_f;
2338 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2339 unsigned int num_contained_tss_states;
2340 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2341 unsigned int num_contained_sampler_states;
2344 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2345 void stateblock_init_default_state(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2347 static inline void stateblock_apply_state(DWORD state, struct wined3d_stateblock *stateblock,
2348 struct wined3d_context *context)
2350 const struct StateEntry *statetable = stateblock->device->StateTable;
2351 DWORD rep = statetable[state].representative;
2352 statetable[rep].apply(rep, stateblock, context);
2355 /* Direct3D terminology with little modifications. We do not have an issued state
2356 * because only the driver knows about it, but we have a created state because d3d
2357 * allows GetData on a created issue, but opengl doesn't
2365 struct wined3d_query_ops
2367 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2368 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2371 struct wined3d_query
2374 const struct wined3d_query_ops *query_ops;
2375 struct wined3d_device *device;
2376 enum query_state state;
2377 WINED3DQUERYTYPE type;
2382 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2383 * fixed function semantics as D3DCOLOR or FLOAT16 */
2384 enum wined3d_buffer_conversion_type
2391 struct wined3d_map_range
2397 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2398 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2399 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2400 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2401 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2402 #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2403 #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2404 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2406 struct wined3d_buffer
2408 struct wined3d_resource resource;
2410 struct wined3d_buffer_desc desc;
2412 GLuint buffer_object;
2413 GLenum buffer_object_usage;
2414 GLenum buffer_type_hint;
2415 UINT buffer_object_size;
2420 struct wined3d_map_range *maps;
2421 ULONG maps_size, modified_areas;
2422 struct wined3d_event_query *query;
2424 /* conversion stuff */
2425 UINT decl_change_count, full_conversion_count;
2427 UINT stride; /* 0 if no conversion */
2428 UINT conversion_stride; /* 0 if no shifted conversion */
2429 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2432 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2434 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2437 const BYTE *buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
2438 GLuint *buffer_object) DECLSPEC_HIDDEN;
2439 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2441 struct wined3d_rendertarget_view
2445 struct wined3d_resource *resource;
2449 struct wined3d_swapchain_ops
2451 HRESULT (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2452 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2455 struct wined3d_swapchain
2459 const struct wined3d_parent_ops *parent_ops;
2460 const struct wined3d_swapchain_ops *swapchain_ops;
2461 struct wined3d_device *device;
2463 struct wined3d_surface **back_buffers;
2464 struct wined3d_surface *front_buffer;
2465 WINED3DPRESENT_PARAMETERS presentParms;
2466 DWORD orig_width, orig_height;
2467 enum wined3d_format_id orig_fmt;
2468 WINED3DGAMMARAMP orig_gamma;
2470 const struct wined3d_format *ds_format;
2472 LONG prev_time, frames; /* Performance tracking */
2474 struct wined3d_context **context;
2475 unsigned int num_contexts;
2484 void x11_copy_to_screen(struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2486 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2488 #define DEFAULT_REFRESH_RATE 0
2490 /*****************************************************************************
2491 * Utility function prototypes
2494 /* Trace routines */
2495 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2496 const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2497 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2498 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2499 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2500 const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2501 const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2502 const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2503 const char *debug_d3drenderstate(DWORD state) DECLSPEC_HIDDEN;
2504 const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2505 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2506 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2507 const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2508 const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2509 const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2510 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2511 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2512 const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2513 const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2514 const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2515 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2516 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2518 /* Routines for GL <-> D3D values */
2519 GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2520 GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2521 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2522 WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2523 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2524 BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3,
2525 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2526 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2527 BOOL transformed, enum wined3d_format_id coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2528 void texture_activate_dimensions(const struct wined3d_texture *texture,
2529 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2530 void sampler_texdim(DWORD state, struct wined3d_stateblock *stateblock,
2531 struct wined3d_context *context) DECLSPEC_HIDDEN;
2532 void tex_alphaop(DWORD state, struct wined3d_stateblock *stateblock,
2533 struct wined3d_context *context) DECLSPEC_HIDDEN;
2534 void apply_pixelshader(DWORD state, struct wined3d_stateblock *stateblock,
2535 struct wined3d_context *context) DECLSPEC_HIDDEN;
2536 void state_fogcolor(DWORD state, struct wined3d_stateblock *stateblock,
2537 struct wined3d_context *context) DECLSPEC_HIDDEN;
2538 void state_fogdensity(DWORD state, struct wined3d_stateblock *stateblock,
2539 struct wined3d_context *context) DECLSPEC_HIDDEN;
2540 void state_fogstartend(DWORD state, struct wined3d_stateblock *stateblock,
2541 struct wined3d_context *context) DECLSPEC_HIDDEN;
2542 void state_fog_fragpart(DWORD state, struct wined3d_stateblock *stateblock,
2543 struct wined3d_context *context) DECLSPEC_HIDDEN;
2545 BOOL getColorBits(const struct wined3d_format *format,
2546 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2547 BOOL getDepthStencilBits(const struct wined3d_format *format,
2548 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2551 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2552 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2553 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2555 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2557 typedef struct local_constant {
2563 struct wined3d_shader_limits
2565 unsigned int temporary;
2566 unsigned int texcoord;
2567 unsigned int sampler;
2568 unsigned int constant_int;
2569 unsigned int constant_float;
2570 unsigned int constant_bool;
2571 unsigned int address;
2572 unsigned int packed_output;
2573 unsigned int packed_input;
2574 unsigned int attributes;
2579 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2581 #define PRINTF_ATTR(fmt,args)
2584 /* Base Shader utility functions. */
2585 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2586 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2588 /* Vertex shader utility functions */
2589 extern BOOL vshader_get_input(struct wined3d_shader *shader,
2590 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2592 struct wined3d_vertex_shader
2594 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2597 struct wined3d_pixel_shader
2599 /* Pixel shader input semantics */
2600 DWORD input_reg_map[MAX_REG_INPUT];
2601 BOOL input_reg_used[MAX_REG_INPUT];
2602 unsigned int declared_in_count;
2604 /* Some information about the shader behavior */
2610 struct wined3d_shader
2613 struct wined3d_shader_limits limits;
2615 UINT functionLength;
2616 BOOL load_local_constsF;
2617 const struct wined3d_shader_frontend *frontend;
2618 void *frontend_data;
2622 const struct wined3d_parent_ops *parent_ops;
2624 /* Programs this shader is linked with */
2625 struct list linked_programs;
2627 /* Immediate constants (override global ones) */
2628 struct list constantsB;
2629 struct list constantsF;
2630 struct list constantsI;
2631 struct wined3d_shader_reg_maps reg_maps;
2633 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2634 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2636 /* Pointer to the parent device */
2637 struct wined3d_device *device;
2638 struct list shader_list_entry;
2642 struct wined3d_vertex_shader vs;
2643 struct wined3d_pixel_shader ps;
2647 void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps,
2648 struct wined3d_texture * const *textures) DECLSPEC_HIDDEN;
2649 void find_ps_compile_args(const struct wined3d_state *state,
2650 const struct wined3d_shader *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
2652 void find_vs_compile_args(const struct wined3d_state *state,
2653 const struct wined3d_shader *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2655 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2656 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2657 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2658 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2659 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2660 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2661 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2662 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2663 unsigned int max) DECLSPEC_HIDDEN;
2664 void shader_generate_main(struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2665 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
2666 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2668 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2670 return type == WINED3D_SHADER_TYPE_PIXEL;
2673 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2675 return type == WINED3D_SHADER_TYPE_VERTEX;
2678 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2682 case WINED3DSPR_RASTOUT:
2684 if (reg->idx) return TRUE;
2688 case WINED3DSPR_DEPTHOUT: /* oDepth */
2689 case WINED3DSPR_CONSTBOOL: /* b# */
2690 case WINED3DSPR_LOOP: /* aL */
2691 case WINED3DSPR_PREDICATE: /* p0 */
2694 case WINED3DSPR_MISCTYPE:
2705 case WINED3DSPR_IMMCONST:
2706 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2713 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2714 const struct wined3d_state *state, float *position_fixup)
2716 position_fixup[0] = 1.0f;
2717 position_fixup[1] = 1.0f;
2718 position_fixup[2] = (63.0f / 64.0f) / state->viewport.Width;
2719 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.Height;
2721 if (context->render_offscreen)
2723 position_fixup[1] *= -1.0f;
2724 position_fixup[3] *= -1.0f;
2728 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
2730 struct local_constant *lconst;
2732 if (shader->load_local_constsF)
2735 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
2737 if (lconst->idx == reg)
2744 /* Using additional shader constants (uniforms in GLSL / program environment
2745 * or local parameters in ARB) is costly:
2746 * ARB only knows float4 parameters and GLSL compiler are not really smart
2747 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2748 * (in fact most compilers map a float2 to a full float4 uniform).
2750 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2751 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2752 * into a single shader constant (uniform / program parameter).
2754 * This structure is shared between the GLSL and the ARB backend.*/
2755 struct ps_np2fixup_info {
2756 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2757 WORD active; /* bitfield indicating if we can apply the fixup */
2761 /* sRGB correction constants */
2762 static const float srgb_cmp = 0.0031308f;
2763 static const float srgb_mul_low = 12.92f;
2764 static const float srgb_pow = 0.41666f;
2765 static const float srgb_mul_high = 1.055f;
2766 static const float srgb_sub_high = 0.055f;
2768 struct wined3d_palette
2772 struct wined3d_device *device;
2775 WORD palVersion; /*| */
2776 WORD palNumEntries; /*| LOGPALETTE */
2777 PALETTEENTRY palents[256]; /*| */
2778 /* This is to store the palette in 'screen format' */
2779 int screen_palents[256];
2783 /* DirectDraw utility functions */
2784 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2786 /*****************************************************************************
2787 * Pixel format management
2790 /* WineD3D pixel format flags */
2791 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2792 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2793 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2794 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2795 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2796 #define WINED3DFMT_FLAG_FOURCC 0x00000020
2797 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2798 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
2799 #define WINED3DFMT_FLAG_GETDC 0x00000100
2800 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2801 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2802 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2803 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2804 #define WINED3DFMT_FLAG_VTF 0x00002000
2805 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2806 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
2807 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
2809 struct wined3d_format
2811 enum wined3d_format_id id;
2823 UINT block_byte_count;
2825 enum wined3d_ffp_emit_idx emit_idx;
2826 GLint component_count;
2828 GLint gl_vtx_format;
2829 GLboolean gl_normalized;
2830 unsigned int component_size;
2833 GLint glGammaInternal;
2837 UINT conv_byte_count;
2840 struct color_fixup_desc color_fixup;
2841 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
2844 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2845 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2846 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
2847 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2848 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
2849 const WINED3DCOLORVALUE *color) DECLSPEC_HIDDEN;
2851 static inline BOOL use_vs(const struct wined3d_state *state)
2853 /* Check stateblock->vertexDecl to allow this to be used from
2854 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2855 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2856 * style strided data. */
2857 return state->vertex_shader && !state->vertex_declaration->position_transformed;
2860 static inline BOOL use_ps(const struct wined3d_state *state)
2862 return !!state->pixel_shader;
2865 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2866 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2868 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))