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
54 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
56 /* Texture format fixups */
58 enum fixup_channel_source
60 CHANNEL_SOURCE_ZERO = 0,
61 CHANNEL_SOURCE_ONE = 1,
66 CHANNEL_SOURCE_COMPLEX0 = 6,
67 CHANNEL_SOURCE_COMPLEX1 = 7,
72 COMPLEX_FIXUP_NONE = 0,
73 COMPLEX_FIXUP_YUY2 = 1,
74 COMPLEX_FIXUP_UYVY = 2,
75 COMPLEX_FIXUP_YV12 = 3,
80 struct color_fixup_desc
82 unsigned x_sign_fixup : 1;
83 unsigned x_source : 3;
84 unsigned y_sign_fixup : 1;
85 unsigned y_source : 3;
86 unsigned z_sign_fixup : 1;
87 unsigned z_source : 3;
88 unsigned w_sign_fixup : 1;
89 unsigned w_source : 3;
93 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
94 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
96 static inline struct color_fixup_desc create_color_fixup_desc(
97 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
98 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
100 struct color_fixup_desc fixup =
110 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
112 struct color_fixup_desc fixup =
114 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
115 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
116 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
117 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
122 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
124 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
127 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
129 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
132 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
134 enum complex_fixup complex_fixup = 0;
135 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
136 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
137 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
138 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
139 return complex_fixup;
142 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
143 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
144 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
147 #define MAX_PALETTES 65536
148 #define MAX_STREAMS 16
149 #define MAX_TEXTURES 8
150 #define MAX_FRAGMENT_SAMPLERS 16
151 #define MAX_VERTEX_SAMPLERS 4
152 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
153 #define MAX_ACTIVE_LIGHTS 8
154 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
158 GLenum mip[WINED3DTEXF_LINEAR + 1];
161 extern const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
162 extern const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
163 extern const struct min_lookup minMipLookup_noMip[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
164 extern const GLenum magLookup[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
165 extern const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1] DECLSPEC_HIDDEN;
167 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
169 return mag_lookup[mag_filter];
172 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
173 WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
175 return min_mip_lookup[min_filter].mip[mip_filter];
178 /* float_16_to_32() and float_32_to_16() (see implementation in
179 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
180 * to standard C floats and vice versa. They do not depend on the encoding
181 * of the C float, so they are platform independent, but slow. On x86 and
182 * other IEEE 754 compliant platforms the conversion can be accelerated by
183 * bit shifting the exponent and mantissa. There are also some SSE-based
184 * assembly routines out there.
186 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
188 static inline float float_16_to_32(const unsigned short *in) {
189 const unsigned short s = ((*in) & 0x8000);
190 const unsigned short e = ((*in) & 0x7C00) >> 10;
191 const unsigned short m = (*in) & 0x3FF;
192 const float sgn = (s ? -1.0f : 1.0f);
195 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
196 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
198 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
200 if(m == 0) return sgn / 0.0f; /* +INF / -INF */
201 else return 0.0f / 0.0f; /* NAN */
205 static inline float float_24_to_32(DWORD in)
207 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
208 const unsigned short e = (in & 0x780000) >> 19;
209 const unsigned int m = in & 0x7ffff;
213 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
214 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
218 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
222 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
223 else return 0.0f / 0.0f; /* NAN */
239 #define ORM_BACKBUFFER 0
243 #define SHADER_GLSL 2
245 #define SHADER_NONE 4
247 #define RTL_DISABLE -1
248 #define RTL_READDRAW 1
249 #define RTL_READTEX 2
251 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
252 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
254 /* NOTE: When adding fields to this structure, make sure to update the default
255 * values in wined3d_main.c as well. */
256 struct wined3d_settings
258 /* vertex and pixel shader modes */
261 /* Ideally, we don't want the user to have to request GLSL. If the
262 * hardware supports GLSL, we should use it. However, until it's fully
263 * implemented, we'll leave it as a registry setting for developers. */
265 int offscreen_rendering_mode;
266 int rendertargetlock_mode;
267 unsigned short pci_vendor_id;
268 unsigned short pci_device_id;
269 /* Memory tracking and object counting. */
270 unsigned int emulated_textureram;
272 int allow_multisampling;
273 BOOL strict_draw_ordering;
274 BOOL always_offscreen;
277 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
279 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
281 WINED3DSTT_UNKNOWN = 0,
285 WINED3DSTT_VOLUME = 4,
286 } WINED3DSAMPLER_TEXTURE_TYPE;
288 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
291 WINED3DSPR_INPUT = 1,
292 WINED3DSPR_CONST = 2,
294 WINED3DSPR_TEXTURE = 3,
295 WINED3DSPR_RASTOUT = 4,
296 WINED3DSPR_ATTROUT = 5,
297 WINED3DSPR_TEXCRDOUT = 6,
298 WINED3DSPR_OUTPUT = 6,
299 WINED3DSPR_CONSTINT = 7,
300 WINED3DSPR_COLOROUT = 8,
301 WINED3DSPR_DEPTHOUT = 9,
302 WINED3DSPR_SAMPLER = 10,
303 WINED3DSPR_CONST2 = 11,
304 WINED3DSPR_CONST3 = 12,
305 WINED3DSPR_CONST4 = 13,
306 WINED3DSPR_CONSTBOOL = 14,
307 WINED3DSPR_LOOP = 15,
308 WINED3DSPR_TEMPFLOAT16 = 16,
309 WINED3DSPR_MISCTYPE = 17,
310 WINED3DSPR_LABEL = 18,
311 WINED3DSPR_PREDICATE = 19,
313 WINED3DSPR_CONSTBUFFER,
316 } WINED3DSHADER_PARAM_REGISTER_TYPE;
318 enum wined3d_immconst_type
320 WINED3D_IMMCONST_SCALAR,
321 WINED3D_IMMCONST_VEC4,
324 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
326 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
328 WINED3DSPSM_NONE = 0,
330 WINED3DSPSM_BIAS = 2,
331 WINED3DSPSM_BIASNEG = 3,
332 WINED3DSPSM_SIGN = 4,
333 WINED3DSPSM_SIGNNEG = 5,
334 WINED3DSPSM_COMP = 6,
336 WINED3DSPSM_X2NEG = 8,
339 WINED3DSPSM_ABS = 11,
340 WINED3DSPSM_ABSNEG = 12,
341 WINED3DSPSM_NOT = 13,
342 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
344 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
345 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
346 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
347 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
348 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
350 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
352 WINED3DSPDM_NONE = 0,
353 WINED3DSPDM_SATURATE = 1,
354 WINED3DSPDM_PARTIALPRECISION = 2,
355 WINED3DSPDM_MSAMPCENTROID = 4,
356 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
358 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
359 #define WINED3DSI_TEXLD_PROJECT 1
360 #define WINED3DSI_TEXLD_BIAS 2
362 typedef enum COMPARISON_TYPE
372 #define WINED3D_SM1_VS 0xfffe
373 #define WINED3D_SM1_PS 0xffff
374 #define WINED3D_SM4_PS 0x0000
375 #define WINED3D_SM4_VS 0x0001
376 #define WINED3D_SM4_GS 0x0002
378 /* Shader version tokens, and shader end tokens */
379 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
380 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
382 /* Shader backends */
384 /* TODO: Make this dynamic, based on shader limits ? */
385 #define MAX_ATTRIBS 16
386 #define MAX_REG_ADDR 1
387 #define MAX_REG_TEMP 32
388 #define MAX_REG_TEXCRD 8
389 #define MAX_REG_INPUT 12
390 #define MAX_REG_OUTPUT 12
391 #define MAX_CONST_I 16
392 #define MAX_CONST_B 16
394 /* FIXME: This needs to go up to 2048 for
395 * Shader model 3 according to msdn (and for software shaders) */
396 #define MAX_LABELS 16
398 #define SHADER_PGMSIZE 65535
400 struct wined3d_shader_buffer
408 enum WINED3D_SHADER_INSTRUCTION_HANDLER
479 WINED3DSIH_SAMPLE_GRAD,
480 WINED3DSIH_SAMPLE_LOD,
494 WINED3DSIH_TEXDP3TEX,
498 WINED3DSIH_TEXM3x2DEPTH,
499 WINED3DSIH_TEXM3x2PAD,
500 WINED3DSIH_TEXM3x2TEX,
502 WINED3DSIH_TEXM3x3DIFF,
503 WINED3DSIH_TEXM3x3PAD,
504 WINED3DSIH_TEXM3x3SPEC,
505 WINED3DSIH_TEXM3x3TEX,
506 WINED3DSIH_TEXM3x3VSPEC,
507 WINED3DSIH_TEXREG2AR,
508 WINED3DSIH_TEXREG2GB,
509 WINED3DSIH_TEXREG2RGB,
511 WINED3DSIH_TABLE_SIZE
514 enum wined3d_shader_type
516 WINED3D_SHADER_TYPE_PIXEL,
517 WINED3D_SHADER_TYPE_VERTEX,
518 WINED3D_SHADER_TYPE_GEOMETRY,
521 struct wined3d_shader_version
523 enum wined3d_shader_type type;
528 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
530 struct wined3d_shader_reg_maps
532 struct wined3d_shader_version shader_version;
533 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
534 BYTE address; /* MAX_REG_ADDR, 1 */
535 WORD labels; /* MAX_LABELS, 16 */
536 DWORD temporary; /* MAX_REG_TEMP, 32 */
537 DWORD *constf; /* pixel, vertex */
538 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
539 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
540 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
541 WORD integer_constants; /* MAX_CONST_I, 16 */
542 WORD boolean_constants; /* MAX_CONST_B, 16 */
543 WORD local_int_consts; /* MAX_CONST_I, 16 */
544 WORD local_bool_consts; /* MAX_CONST_B, 16 */
546 WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
547 BYTE bumpmat; /* MAX_TEXTURES, 8 */
548 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
557 WORD usesrelconstF : 1;
565 DWORD rt_mask; /* Used render targets, 32 max. */
567 /* Whether or not loops are used in this shader, and nesting depth */
569 UINT min_rel_offset, max_rel_offset;
572 /* Keeps track of details for TEX_M#x# instructions which need to maintain
573 * state information between multiple instructions. */
574 struct wined3d_shader_tex_mx
576 unsigned int current_row;
580 struct wined3d_shader_loop_state
586 struct wined3d_shader_context
588 const struct wined3d_shader *shader;
589 const struct wined3d_gl_info *gl_info;
590 const struct wined3d_shader_reg_maps *reg_maps;
591 struct wined3d_shader_buffer *buffer;
592 struct wined3d_shader_tex_mx *tex_mx;
593 struct wined3d_shader_loop_state *loop_state;
597 struct wined3d_shader_register
599 WINED3DSHADER_PARAM_REGISTER_TYPE type;
602 const struct wined3d_shader_src_param *rel_addr;
603 enum wined3d_immconst_type immconst_type;
604 DWORD immconst_data[4];
607 struct wined3d_shader_dst_param
609 struct wined3d_shader_register reg;
615 struct wined3d_shader_src_param
617 struct wined3d_shader_register reg;
622 struct wined3d_shader_instruction
624 const struct wined3d_shader_context *ctx;
625 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
630 const struct wined3d_shader_dst_param *dst;
632 const struct wined3d_shader_src_param *src;
635 struct wined3d_shader_semantic
637 WINED3DDECLUSAGE usage;
639 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
640 struct wined3d_shader_dst_param reg;
643 struct wined3d_shader_attribute
645 WINED3DDECLUSAGE usage;
649 struct wined3d_shader_loop_control
656 struct wined3d_shader_frontend
658 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
659 void (*shader_free)(void *data);
660 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
661 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
662 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
663 struct wined3d_shader_src_param *src_rel_addr);
664 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
665 struct wined3d_shader_src_param *dst_rel_addr);
666 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
667 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
668 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
671 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
672 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
674 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
677 DWORD VertexShaderVersion;
678 DWORD MaxVertexShaderConst;
680 DWORD PixelShaderVersion;
681 float PixelShader1xMaxValue;
682 DWORD MaxPixelShaderConst;
697 enum vertexprocessing_mode {
703 #define WINED3D_CONST_NUM_UNUSED ~0U
712 /* Stateblock dependent parameters which have to be hardcoded
713 * into the shader code
716 #define WINED3D_PSARGS_PROJECTED (1 << 3)
717 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
718 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
720 struct ps_compile_args {
721 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
722 enum vertexprocessing_mode vp_mode;
724 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
725 /* Texture types(2D, Cube, 3D) in ps 1.x */
726 WORD srgb_correction;
728 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
729 D3D9 has a limit of 16 samplers and the fixup is superfluous
730 in D3D10 (unconditional NP2 support mandatory). */
731 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
739 struct vs_compile_args {
742 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
745 struct wined3d_context;
746 struct wined3d_state;
748 struct wined3d_shader_backend_ops
750 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
751 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
752 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
753 enum tex_types tex_type, const SIZE *ds_mask_size);
754 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
755 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
756 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
757 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
758 void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
759 const struct wined3d_state *state);
760 void (*shader_destroy)(struct wined3d_shader *shader);
761 HRESULT (*shader_alloc_private)(struct wined3d_device *device);
762 void (*shader_free_private)(struct wined3d_device *device);
763 BOOL (*shader_dirtifyable_constants)(void);
764 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
765 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
768 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
769 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
770 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
774 extern void (CDECL *wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN;
775 extern void (CDECL *wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN;
777 /* As GLX relies on X, this is needed */
778 extern int num_lock DECLSPEC_HIDDEN;
781 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
782 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
784 #define ENTER_GL() wine_tsx11_lock_ptr()
785 #define LEAVE_GL() wine_tsx11_unlock_ptr()
788 /*****************************************************************************
792 /* GL related defines */
793 /* ------------------ */
794 #define GL_EXTCALL(f) (gl_info->f)
796 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
797 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF)
798 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF)
799 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
801 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
802 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f)
803 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
804 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
806 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
807 (vec)[0] = D3DCOLOR_R(dw); \
808 (vec)[1] = D3DCOLOR_G(dw); \
809 (vec)[2] = D3DCOLOR_B(dw); \
810 (vec)[3] = D3DCOLOR_A(dw); \
813 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
815 /* Checking of API calls */
816 /* --------------------- */
817 #ifndef WINE_NO_DEBUG_MSGS
818 #define checkGLcall(A) \
821 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
822 err = glGetError(); \
823 if (err == GL_NO_ERROR) { \
824 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
827 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
828 debug_glerror(err), err, A, __FILE__, __LINE__); \
829 err = glGetError(); \
830 } while (err != GL_NO_ERROR); \
833 #define checkGLcall(A) do {} while(0)
836 /* Trace routines / diagnostics */
837 /* ---------------------------- */
839 /* Dump out a matrix and copy it */
840 #define conv_mat(mat,gl_mat) \
842 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
843 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
844 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
845 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
846 memcpy(gl_mat, (mat), 16 * sizeof(float)); \
849 /* Trace vector and strided data information */
850 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
851 TRACE( #name " = (data {%#x:%p}, stride %d, format %s, stream %u)\n", \
852 si->elements[name].data.buffer_object, si->elements[name].data.addr, si->elements[name].stride, \
853 debug_d3dformat(si->elements[name].format->id), si->elements[name].stream_idx); } while(0)
855 /* Global variables */
856 extern const float identity[16] DECLSPEC_HIDDEN;
860 WINED3D_FFP_POSITION = 0,
861 WINED3D_FFP_BLENDWEIGHT = 1,
862 WINED3D_FFP_BLENDINDICES = 2,
863 WINED3D_FFP_NORMAL = 3,
864 WINED3D_FFP_PSIZE = 4,
865 WINED3D_FFP_DIFFUSE = 5,
866 WINED3D_FFP_SPECULAR = 6,
867 WINED3D_FFP_TEXCOORD0 = 7,
868 WINED3D_FFP_TEXCOORD1 = 8,
869 WINED3D_FFP_TEXCOORD2 = 9,
870 WINED3D_FFP_TEXCOORD3 = 10,
871 WINED3D_FFP_TEXCOORD4 = 11,
872 WINED3D_FFP_TEXCOORD5 = 12,
873 WINED3D_FFP_TEXCOORD6 = 13,
874 WINED3D_FFP_TEXCOORD7 = 14,
877 enum wined3d_ffp_emit_idx
879 WINED3D_FFP_EMIT_FLOAT1 = 0,
880 WINED3D_FFP_EMIT_FLOAT2 = 1,
881 WINED3D_FFP_EMIT_FLOAT3 = 2,
882 WINED3D_FFP_EMIT_FLOAT4 = 3,
883 WINED3D_FFP_EMIT_D3DCOLOR = 4,
884 WINED3D_FFP_EMIT_UBYTE4 = 5,
885 WINED3D_FFP_EMIT_SHORT2 = 6,
886 WINED3D_FFP_EMIT_SHORT4 = 7,
887 WINED3D_FFP_EMIT_UBYTE4N = 8,
888 WINED3D_FFP_EMIT_SHORT2N = 9,
889 WINED3D_FFP_EMIT_SHORT4N = 10,
890 WINED3D_FFP_EMIT_USHORT2N = 11,
891 WINED3D_FFP_EMIT_USHORT4N = 12,
892 WINED3D_FFP_EMIT_UDEC3 = 13,
893 WINED3D_FFP_EMIT_DEC3N = 14,
894 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
895 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
896 WINED3D_FFP_EMIT_COUNT = 17
899 struct wined3d_bo_address
901 GLuint buffer_object;
905 struct wined3d_stream_info_element
907 const struct wined3d_format *format;
908 struct wined3d_bo_address data;
913 struct wined3d_stream_info
915 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
916 BOOL position_transformed;
917 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
918 WORD use_map; /* MAX_ATTRIBS, 16 */
921 /*****************************************************************************
925 /* Routine common to the draw primitive and draw indexed primitive routines */
926 void drawPrimitive(struct wined3d_device *device, UINT index_count,
927 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN;
928 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
930 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
931 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
932 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
933 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
934 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
935 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
936 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
937 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
941 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
942 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
944 /* Routines and structures related to state management */
946 #define STATE_RENDER(a) (a)
947 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
949 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
950 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
952 /* + 1 because samplers start with 0 */
953 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
954 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
956 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
957 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
959 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
960 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
962 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
963 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
964 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
965 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
967 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
968 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
970 #define STATE_VSHADER (STATE_VDECL + 1)
971 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
973 #define STATE_VIEWPORT (STATE_VSHADER + 1)
974 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
976 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
977 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
978 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
979 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
981 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
982 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
984 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
985 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
987 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
988 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
990 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
991 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
993 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
994 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
996 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
997 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
999 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1000 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1002 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1003 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1005 #define STATE_HIGHEST (STATE_FRAMEBUFFER)
1013 #define WINED3D_MAX_FBO_ENTRIES 64
1015 struct wined3d_occlusion_query
1019 struct wined3d_context *context;
1022 union wined3d_gl_query_object
1028 struct wined3d_event_query
1031 union wined3d_gl_query_object object;
1032 struct wined3d_context *context;
1035 enum wined3d_event_query_result
1037 WINED3D_EVENT_QUERY_OK,
1038 WINED3D_EVENT_QUERY_WAITING,
1039 WINED3D_EVENT_QUERY_NOT_STARTED,
1040 WINED3D_EVENT_QUERY_WRONG_THREAD,
1041 WINED3D_EVENT_QUERY_ERROR
1044 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1045 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1046 struct wined3d_device *device) DECLSPEC_HIDDEN;
1047 void wined3d_event_query_issue(struct wined3d_event_query *query, struct wined3d_device *device) DECLSPEC_HIDDEN;
1048 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1050 struct wined3d_context
1052 const struct wined3d_gl_info *gl_info;
1053 const struct StateEntry *state_table;
1054 /* State dirtification
1055 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1056 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1057 * 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
1058 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1060 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1061 DWORD numDirtyEntries;
1062 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1064 struct wined3d_swapchain *swapchain;
1065 struct wined3d_surface *current_rt;
1066 DWORD tid; /* Thread ID which owns this context at the moment */
1068 /* Stores some information about the context state for optimization */
1069 WORD render_offscreen : 1;
1070 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1071 WORD last_was_pshader : 1;
1072 WORD last_was_vshader : 1;
1073 WORD namedArraysLoaded : 1;
1074 WORD numberedArraysLoaded : 1;
1075 WORD last_was_blit : 1;
1076 WORD last_was_ckey : 1;
1078 WORD fog_enabled : 1;
1079 WORD num_untracked_materials : 2; /* Max value 2 */
1084 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1085 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1086 DWORD numbered_array_mask;
1087 GLenum tracking_parm; /* Which source is tracking current colour */
1088 GLenum untracked_materials[2];
1089 UINT blit_w, blit_h;
1090 enum fogsource fog_source;
1091 DWORD active_texture;
1092 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1094 char *vshader_const_dirty, *pshader_const_dirty;
1096 /* The actual opengl context */
1107 UINT fbo_entry_count;
1108 struct list fbo_list;
1109 struct list fbo_destroy_list;
1110 struct fbo_entry *current_fbo;
1111 GLuint fbo_read_binding;
1112 GLuint fbo_draw_binding;
1114 struct wined3d_surface **blit_targets;
1115 GLenum *draw_buffers;
1116 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1119 GLuint *free_occlusion_queries;
1120 UINT free_occlusion_query_size;
1121 UINT free_occlusion_query_count;
1122 struct list occlusion_queries;
1124 union wined3d_gl_query_object *free_event_queries;
1125 UINT free_event_query_size;
1126 UINT free_event_query_count;
1127 struct list event_queries;
1129 /* Extension emulation */
1130 GLint gl_fog_source;
1131 GLfloat fog_coord_value;
1132 GLfloat color[4], fogstart, fogend, fogcolor[4];
1133 GLuint dummy_arbfp_prog;
1136 struct wined3d_fb_state
1138 struct wined3d_surface **render_targets;
1139 struct wined3d_surface *depth_stencil;
1142 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1146 DWORD representative;
1147 APPLYSTATEFUNC apply;
1150 struct StateEntryTemplate
1153 struct StateEntry content;
1154 enum wined3d_gl_extension extension;
1157 struct fragment_caps
1159 DWORD PrimitiveMiscCaps;
1160 DWORD TextureOpCaps;
1161 DWORD MaxTextureBlendStages;
1162 DWORD MaxSimultaneousTextures;
1165 struct fragment_pipeline
1167 void (*enable_extension)(BOOL enable);
1168 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1169 HRESULT (*alloc_private)(struct wined3d_device *device);
1170 void (*free_private)(struct wined3d_device *device);
1171 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1172 const struct StateEntryTemplate *states;
1173 BOOL ffp_proj_control;
1176 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1177 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1178 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1179 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1180 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1181 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1182 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1184 /* "Base" state table */
1185 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1186 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1187 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1189 enum wined3d_blit_op
1191 WINED3D_BLIT_OP_COLOR_BLIT,
1192 WINED3D_BLIT_OP_COLOR_FILL,
1193 WINED3D_BLIT_OP_DEPTH_FILL,
1194 WINED3D_BLIT_OP_DEPTH_BLIT,
1197 /* Shaders for color conversions in blits. Do not do blit operations while
1198 * already under the GL lock. */
1201 HRESULT (*alloc_private)(struct wined3d_device *device);
1202 void (*free_private)(struct wined3d_device *device);
1203 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, struct wined3d_surface *surface);
1204 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1205 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1206 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
1207 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format);
1208 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1209 const RECT *dst_rect, const WINED3DCOLORVALUE *color);
1210 HRESULT (*depth_fill)(struct wined3d_device *device,
1211 struct wined3d_surface *surface, const RECT *rect, float depth);
1214 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1215 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1216 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1218 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1219 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
1220 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
1223 /* Temporary blit_shader helper functions */
1224 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
1225 struct wined3d_surface *src_surface, const RECT *src_rect,
1226 struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN;
1228 struct wined3d_context *context_acquire(struct wined3d_device *device, struct wined3d_surface *target) DECLSPEC_HIDDEN;
1229 void context_alloc_event_query(struct wined3d_context *context,
1230 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1231 void context_alloc_occlusion_query(struct wined3d_context *context,
1232 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1233 void context_apply_blit_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1234 BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_device *device,
1235 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1236 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1237 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1238 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1239 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1240 unsigned int unit) DECLSPEC_HIDDEN;
1241 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1242 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1243 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1244 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1245 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1246 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1247 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1248 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1249 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1250 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1251 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1252 void context_resource_released(const struct wined3d_device *device,
1253 struct wined3d_resource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1254 void context_resource_unloaded(const struct wined3d_device *device,
1255 struct wined3d_resource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1256 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1257 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1258 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1259 void context_state_drawbuf(struct wined3d_context *context,
1260 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1261 void context_state_fb(struct wined3d_context *context,
1262 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1263 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1265 /*****************************************************************************
1266 * Internal representation of a light
1268 struct wined3d_light_info
1270 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1271 DWORD OriginalIndex;
1275 /* Converted parms to speed up swapping lights */
1284 /* The default light parameters */
1285 extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1287 struct wined3d_pixel_format
1289 int iPixelFormat; /* WGL pixel format */
1290 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1291 int redSize, greenSize, blueSize, alphaSize, colorSize;
1292 int depthSize, stencilSize;
1293 BOOL windowDrawable;
1299 enum wined3d_pci_vendor
1301 HW_VENDOR_SOFTWARE = 0x0000,
1302 HW_VENDOR_AMD = 0x1002,
1303 HW_VENDOR_NVIDIA = 0x10de,
1304 HW_VENDOR_INTEL = 0x8086,
1307 enum wined3d_pci_device
1311 CARD_AMD_RAGE_128PRO = 0x5246,
1312 CARD_AMD_RADEON_7200 = 0x5144,
1313 CARD_AMD_RADEON_8500 = 0x514c,
1314 CARD_AMD_RADEON_9500 = 0x4144,
1315 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1316 CARD_AMD_RADEON_X700 = 0x5e4c,
1317 CARD_AMD_RADEON_X1600 = 0x71c2,
1318 CARD_AMD_RADEON_HD2350 = 0x94c7,
1319 CARD_AMD_RADEON_HD2600 = 0x9581,
1320 CARD_AMD_RADEON_HD2900 = 0x9400,
1321 CARD_AMD_RADEON_HD3200 = 0x9620,
1322 CARD_AMD_RADEON_HD4350 = 0x954f,
1323 CARD_AMD_RADEON_HD4550 = 0x9540,
1324 CARD_AMD_RADEON_HD4600 = 0x9495,
1325 CARD_AMD_RADEON_HD4650 = 0x9498,
1326 CARD_AMD_RADEON_HD4670 = 0x9490,
1327 CARD_AMD_RADEON_HD4700 = 0x944e,
1328 CARD_AMD_RADEON_HD4770 = 0x94b3,
1329 CARD_AMD_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1330 CARD_AMD_RADEON_HD4830 = 0x944c,
1331 CARD_AMD_RADEON_HD4850 = 0x9442,
1332 CARD_AMD_RADEON_HD4870 = 0x9440,
1333 CARD_AMD_RADEON_HD4890 = 0x9460,
1334 CARD_AMD_RADEON_HD5400 = 0x68f9,
1335 CARD_AMD_RADEON_HD5600 = 0x68d8,
1336 CARD_AMD_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1337 CARD_AMD_RADEON_HD5750 = 0x68BE,
1338 CARD_AMD_RADEON_HD5770 = 0x68B8,
1339 CARD_AMD_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1340 CARD_AMD_RADEON_HD5850 = 0x6898,
1341 CARD_AMD_RADEON_HD5870 = 0x6899,
1342 CARD_AMD_RADEON_HD5900 = 0x689c,
1343 CARD_AMD_RADEON_HD6300 = 0x9803,
1344 CARD_AMD_RADEON_HD6400 = 0x6770,
1345 CARD_AMD_RADEON_HD6600 = 0x6758,
1346 CARD_AMD_RADEON_HD6800 = 0x6739,
1347 CARD_AMD_RADEON_HD6900 = 0x6719,
1349 CARD_NVIDIA_RIVA_128 = 0x0018,
1350 CARD_NVIDIA_RIVA_TNT = 0x0020,
1351 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1352 CARD_NVIDIA_GEFORCE = 0x0100,
1353 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1354 CARD_NVIDIA_GEFORCE2 = 0x0150,
1355 CARD_NVIDIA_GEFORCE3 = 0x0200,
1356 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1357 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1358 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1359 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1360 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1361 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1362 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1363 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1364 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1365 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1366 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1367 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1368 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1369 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1370 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1371 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1372 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1373 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1374 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1375 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1376 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1377 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1378 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1379 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1380 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1381 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1382 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1383 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1384 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1385 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1386 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1387 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1388 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1389 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1390 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1391 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1392 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1393 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1394 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1395 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1396 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1397 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1398 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1399 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1400 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1401 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1402 CARD_NVIDIA_GEFORCE_GTX560 = 0x1200,
1403 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1404 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1406 CARD_INTEL_845G = 0x2562,
1407 CARD_INTEL_I830G = 0x3577,
1408 CARD_INTEL_I855G = 0x3582,
1409 CARD_INTEL_I865G = 0x2572,
1410 CARD_INTEL_I915G = 0x2582,
1411 CARD_INTEL_I915GM = 0x2592,
1412 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1413 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GM965/GL960 */
1414 CARD_INTEL_GM45 = 0x2a42,
1417 struct wined3d_fbo_ops
1419 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
1420 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
1421 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
1422 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
1423 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
1424 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
1425 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
1426 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
1427 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
1428 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
1429 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
1430 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
1431 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
1432 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
1433 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
1434 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
1435 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
1436 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
1437 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
1440 struct wined3d_gl_limits
1445 UINT texture_stages;
1446 UINT fragment_samplers;
1447 UINT vertex_samplers;
1448 UINT combined_samplers;
1449 UINT general_combiners;
1450 UINT sampler_stages;
1453 UINT texture3d_size;
1454 float pointsize_max;
1455 float pointsize_min;
1460 UINT vertex_attribs;
1463 UINT glsl_vs_float_constants;
1464 UINT glsl_ps_float_constants;
1466 UINT arb_vs_float_constants;
1467 UINT arb_vs_native_constants;
1468 UINT arb_vs_instructions;
1470 UINT arb_ps_float_constants;
1471 UINT arb_ps_local_constants;
1472 UINT arb_ps_native_constants;
1473 UINT arb_ps_instructions;
1477 struct wined3d_gl_info
1480 struct wined3d_gl_limits limits;
1481 DWORD reserved_glsl_constants;
1483 BOOL supported[WINED3D_GL_EXT_COUNT];
1484 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
1486 struct wined3d_fbo_ops fbo_ops;
1487 #define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
1488 /* GL function pointers */
1490 /* WGL function pointers */
1494 struct wined3d_format *formats;
1497 struct wined3d_driver_info
1499 enum wined3d_pci_vendor vendor;
1500 enum wined3d_pci_device device;
1502 const char *description;
1503 unsigned int vidmem;
1508 /* The adapter structure */
1509 struct wined3d_adapter
1516 enum wined3d_format_id screen_format;
1518 struct wined3d_gl_info gl_info;
1519 struct wined3d_driver_info driver_info;
1520 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1522 struct wined3d_pixel_format *cfgs;
1523 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1524 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1525 unsigned int UsedTextureRam;
1528 const struct fragment_pipeline *fragment_pipe;
1529 const struct wined3d_shader_backend_ops *shader_backend;
1530 const struct blit_shader *blitter;
1533 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount) DECLSPEC_HIDDEN;
1535 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1536 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1537 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1539 /*****************************************************************************
1540 * High order patch management
1542 struct WineD3DRectPatch
1546 WineDirect3DVertexStridedData strided;
1547 WINED3DRECTPATCH_INFO RectPatchInfo;
1549 char has_normals, has_texcoords;
1553 HRESULT tesselate_rectpatch(struct wined3d_device *device, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1555 enum projection_types
1568 /*****************************************************************************
1569 * Fixed function pipeline replacements
1571 #define ARG_UNUSED 0xff
1572 struct texture_stage_op
1584 struct color_fixup_desc color_fixup;
1585 unsigned tex_type : 3;
1587 unsigned projected : 2;
1588 unsigned padding : 10;
1591 struct ffp_frag_settings {
1592 struct texture_stage_op op[MAX_TEXTURES];
1594 /* Use shorts instead of chars to get dword alignment */
1595 unsigned short sRGB_write;
1596 unsigned short emul_clipplanes;
1599 struct ffp_frag_desc
1601 struct wine_rb_entry entry;
1602 struct ffp_frag_settings settings;
1605 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1606 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1608 void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_state *state,
1609 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1610 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1611 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1612 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1613 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1622 struct wined3d_adapter adapters[1];
1625 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags, void *parent) DECLSPEC_HIDDEN;
1626 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1627 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1629 /*****************************************************************************
1630 * IWineD3DDevice implementation structure
1632 #define WINED3D_UNMAPPED_STAGE ~0U
1634 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1635 #define WINED3DCREATE_MULTITHREADED 0x00000004
1637 struct wined3d_device
1641 /* WineD3D Information */
1642 struct wined3d_device_parent *device_parent;
1643 struct wined3d *wined3d;
1644 struct wined3d_adapter *adapter;
1646 /* Window styles to restore when switching fullscreen mode */
1650 /* X and GL Information */
1651 GLenum offscreenBuffer;
1653 /* Selected capabilities */
1654 int vs_selected_mode;
1655 int ps_selected_mode;
1656 const struct wined3d_shader_backend_ops *shader_backend;
1658 void *fragment_priv;
1660 struct StateEntry StateTable[STATE_HIGHEST + 1];
1661 /* Array of functions for states which are handled by more than one pipeline part */
1662 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1663 const struct fragment_pipeline *frag_pipe;
1664 const struct blit_shader *blitter;
1666 unsigned int max_ffp_textures;
1667 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1670 WORD view_ident : 1; /* true iff view matrix is identity */
1671 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1672 WORD isRecordingState : 1;
1674 WORD bCursorVisible : 1;
1675 WORD d3d_initialized : 1;
1676 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1677 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1678 WORD useDrawStridedSlow : 1;
1679 WORD instancedDraw : 1;
1680 WORD filter_messages : 1;
1683 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1685 #define DDRAW_PITCH_ALIGNMENT 8
1686 #define D3D8_PITCH_ALIGNMENT 4
1687 unsigned char surface_alignment; /* Line Alignment of surfaces */
1689 /* State block related */
1690 struct wined3d_stateblock *stateBlock;
1691 struct wined3d_stateblock *updateStateBlock;
1693 /* Internal use fields */
1694 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1695 WINED3DDEVTYPE devType;
1698 struct wined3d_swapchain **swapchains;
1699 UINT swapchain_count;
1701 struct list resources; /* a linked list to track resources created by the device */
1702 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1703 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1705 /* Render Target Support */
1706 DWORD valid_rt_mask;
1707 struct wined3d_fb_state fb;
1708 struct wined3d_surface *onscreen_depth_stencil;
1709 struct wined3d_surface *auto_depth_stencil;
1711 /* palettes texture management */
1712 PALETTEENTRY **palettes;
1714 UINT currentPalette;
1716 /* For rendering to a texture using glCopyTexImage */
1717 GLuint depth_blt_texture;
1719 /* Cursor management */
1724 UINT cursorWidth, cursorHeight;
1725 GLuint cursorTexture;
1726 HCURSOR hardwareCursor;
1728 /* The Wine logo surface */
1729 struct wined3d_surface *logo_surface;
1731 /* Textures for when no other textures are mapped */
1732 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
1733 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
1734 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
1735 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
1737 /* With register combiners we can skip junk texture stages */
1738 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1739 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1741 /* Stream source management */
1742 struct wined3d_stream_info strided_streams;
1743 const WineDirect3DVertexStridedData *up_strided;
1744 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1745 unsigned int num_buffer_queries;
1747 /* Context management */
1748 struct wined3d_context **contexts;
1751 /* High level patch management */
1752 #define PATCHMAP_SIZE 43
1753 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1754 struct list patches[PATCHMAP_SIZE];
1757 HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
1758 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
1759 const WINED3DCOLORVALUE *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
1760 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1761 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1762 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
1763 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
1764 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
1765 void device_preload_textures(const struct wined3d_device *device) DECLSPEC_HIDDEN;
1766 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
1767 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1768 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1769 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1770 void device_stream_info_from_declaration(struct wined3d_device *device,
1771 struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1772 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
1773 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1774 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1775 void device_update_tex_unit_map(struct wined3d_device *device) DECLSPEC_HIDDEN;
1776 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
1778 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
1780 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1781 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1782 return context->isStateDirty[idx] & (1 << shift);
1785 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
1786 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
1787 /* SCRATCH is mostly the same as CPU, but can't be used by the GPU at all,
1788 * not even for resource uploads. */
1789 #define WINED3D_RESOURCE_ACCESS_SCRATCH 0x4
1791 struct wined3d_resource_ops
1793 void (*resource_unload)(struct wined3d_resource *resource);
1796 struct wined3d_resource
1799 struct wined3d_device *device;
1800 WINED3DRESOURCETYPE resourceType;
1801 const struct wined3d_format *format;
1802 WINED3DMULTISAMPLE_TYPE multisample_type;
1803 UINT multisample_quality;
1812 BYTE *allocatedMemory; /* Pointer to the real data location */
1813 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1814 struct list privateData;
1815 struct list resource_list_entry;
1818 const struct wined3d_parent_ops *parent_ops;
1819 const struct wined3d_resource_ops *resource_ops;
1822 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1823 DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1824 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
1825 WINED3DRESOURCETYPE resource_type, const struct wined3d_format *format,
1826 WINED3DMULTISAMPLE_TYPE multisample_type, UINT multisample_quality,
1827 DWORD usage, WINED3DPOOL pool, UINT width, UINT height, UINT depth, UINT size,
1828 void *parent, const struct wined3d_parent_ops *parent_ops,
1829 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
1830 DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN;
1831 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1833 /* Tests show that the start address of resources is 32 byte aligned */
1834 #define RESOURCE_ALIGNMENT 16
1836 typedef enum winetexturestates {
1837 WINED3DTEXSTA_ADDRESSU = 0,
1838 WINED3DTEXSTA_ADDRESSV = 1,
1839 WINED3DTEXSTA_ADDRESSW = 2,
1840 WINED3DTEXSTA_BORDERCOLOR = 3,
1841 WINED3DTEXSTA_MAGFILTER = 4,
1842 WINED3DTEXSTA_MINFILTER = 5,
1843 WINED3DTEXSTA_MIPFILTER = 6,
1844 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1845 WINED3DTEXSTA_MAXANISOTROPY = 8,
1846 WINED3DTEXSTA_SRGBTEXTURE = 9,
1847 WINED3DTEXSTA_SHADOW = 10,
1848 MAX_WINETEXTURESTATES = 11,
1849 } winetexturestates;
1853 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1854 SRGB_RGB = 1, /* Loads the rgb texture */
1855 SRGB_SRGB = 2, /* Loads the srgb texture */
1860 DWORD states[MAX_WINETEXTURESTATES];
1865 struct wined3d_texture_ops
1867 HRESULT (*texture_bind)(struct wined3d_texture *texture,
1868 struct wined3d_context *context, BOOL srgb);
1869 void (*texture_preload)(struct wined3d_texture *texture, enum WINED3DSRGB srgb);
1870 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
1871 const WINED3DBOX *dirty_region);
1872 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
1875 #define WINED3D_TEXTURE_COND_NP2 0x1
1876 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x2
1877 #define WINED3D_TEXTURE_IS_SRGB 0x4
1879 struct wined3d_texture
1881 struct wined3d_resource resource;
1882 const struct wined3d_texture_ops *texture_ops;
1883 struct gl_texture texture_rgb, texture_srgb;
1884 struct wined3d_resource **sub_resources;
1887 float pow2_matrix[16];
1889 WINED3DTEXTUREFILTERTYPE filter_type;
1893 const struct min_lookup *min_mip_lookup;
1894 const GLenum *mag_lookup;
1898 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
1900 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
1903 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
1904 const struct wined3d_gl_info *gl_info, BOOL srgb)
1906 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
1907 ? &texture->texture_srgb : &texture->texture_rgb;
1910 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
1911 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1912 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1913 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN;
1915 struct wined3d_volume
1917 struct wined3d_resource resource;
1918 struct wined3d_texture *container;
1921 WINED3DBOX lockedBox;
1922 WINED3DBOX dirtyBox;
1926 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
1928 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
1931 void volume_add_dirty_box(struct wined3d_volume *volume, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
1932 void volume_load(const struct wined3d_volume *volume, struct wined3d_context *context, UINT level, BOOL srgb_mode) DECLSPEC_HIDDEN;
1933 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
1935 /*****************************************************************************
1936 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1938 typedef struct wineD3DSurface_DIB {
1944 } wineD3DSurface_DIB;
1946 struct wined3d_renderbuffer_entry
1957 struct wined3d_surface **render_targets;
1958 struct wined3d_surface *depth_stencil;
1965 struct wined3d_clipper
1972 enum wined3d_container_type
1974 WINED3D_CONTAINER_NONE = 0,
1975 WINED3D_CONTAINER_SWAPCHAIN,
1976 WINED3D_CONTAINER_TEXTURE,
1979 struct wined3d_subresource_container
1981 enum wined3d_container_type type;
1984 struct wined3d_swapchain *swapchain;
1985 struct wined3d_texture *texture;
1990 struct wined3d_surface_ops
1992 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
1993 void (*surface_cleanup)(struct wined3d_surface *surface);
1994 void (*surface_realize_palette)(struct wined3d_surface *surface);
1995 HRESULT (*surface_draw_overlay)(struct wined3d_surface *surface);
1996 void (*surface_preload)(struct wined3d_surface *surface);
1997 void (*surface_map)(struct wined3d_surface *surface, const RECT *rect, DWORD flags);
1998 void (*surface_unmap)(struct wined3d_surface *surface);
1999 HRESULT (*surface_getdc)(struct wined3d_surface *surface);
2000 HRESULT (*surface_flip)(struct wined3d_surface *surface, struct wined3d_surface *override);
2001 HRESULT (*surface_set_mem)(struct wined3d_surface *surface, void *mem);
2004 struct wined3d_surface
2006 struct wined3d_resource resource;
2007 const struct wined3d_surface_ops *surface_ops;
2008 struct wined3d_subresource_container container;
2009 struct wined3d_palette *palette; /* D3D7 style palette handling */
2010 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
2015 WINED3DSURFTYPE surface_type;
2019 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2020 void (*get_drawable_size)(const struct wined3d_context *context, UINT *width, UINT *height);
2024 GLuint rb_multisample;
2026 GLuint texture_name;
2027 GLuint texture_name_srgb;
2028 GLint texture_level;
2029 GLenum texture_target;
2034 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2037 wineD3DSurface_DIB dib;
2040 /* Color keys for DDraw */
2041 WINEDDCOLORKEY DestBltCKey;
2042 WINEDDCOLORKEY DestOverlayCKey;
2043 WINEDDCOLORKEY SrcOverlayCKey;
2044 WINEDDCOLORKEY SrcBltCKey;
2047 WINEDDCOLORKEY glCKey;
2049 struct list renderbuffers;
2050 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2051 SIZE ds_current_size;
2053 /* DirectDraw clippers */
2054 struct wined3d_clipper *clipper;
2056 /* DirectDraw Overlay handling */
2057 RECT overlay_srcrect;
2058 RECT overlay_destrect;
2059 struct wined3d_surface *overlay_dest;
2060 struct list overlays;
2061 struct list overlay_entry;
2064 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2066 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2069 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2070 const struct wined3d_gl_info *gl_info, BOOL srgb)
2072 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2073 ? surface->texture_name_srgb : surface->texture_name;
2076 void surface_add_dirty_rect(struct wined3d_surface *surface, const WINED3DBOX *dirty_rect) DECLSPEC_HIDDEN;
2077 void surface_bind(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2078 HRESULT surface_color_fill(struct wined3d_surface *s, const RECT *rect, const WINED3DCOLORVALUE *color) DECLSPEC_HIDDEN;
2079 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2080 BOOL surface_init_sysmem(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2081 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
2082 BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2083 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2084 void surface_load_ds_location(struct wined3d_surface *surface,
2085 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2086 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect) DECLSPEC_HIDDEN;
2087 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2088 void surface_modify_location(struct wined3d_surface *surface, DWORD location, BOOL persistent) DECLSPEC_HIDDEN;
2089 void surface_prepare_rb(struct wined3d_surface *surface,
2090 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2091 void surface_prepare_texture(struct wined3d_surface *surface,
2092 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2093 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2094 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2095 void surface_set_container(struct wined3d_surface *surface,
2096 enum wined3d_container_type type, void *container) DECLSPEC_HIDDEN;
2097 void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2098 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target) DECLSPEC_HIDDEN;
2099 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2100 void surface_update_draw_binding(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2101 void surface_upload_data(const struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2102 const struct wined3d_format *format, const RECT *src_rect, UINT src_w, const POINT *dst_point,
2103 BOOL srgb, const struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2105 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2106 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2107 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2109 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2110 const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2111 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2113 /* Surface flags: */
2114 #define SFLAG_CONVERTED 0x00000001 /* Converted for color keying or palettized. */
2115 #define SFLAG_DISCARD 0x00000002 /* ??? */
2116 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2117 #define SFLAG_NORMCOORD 0x00000008 /* Set if GL texture coordinates are normalized (non-texture rectangle). */
2118 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked. */
2119 #define SFLAG_DYNLOCK 0x00000020 /* Surface is often locked by the application. */
2120 #define SFLAG_LOCKED 0x00000040 /* Surface is currently locked. */
2121 #define SFLAG_DCINUSE 0x00000080 /* Set between GetDC and ReleaseDC calls. */
2122 #define SFLAG_LOST 0x00000100 /* Surface lost flag for ddraw. */
2123 #define SFLAG_GLCKEY 0x00000200 /* The GL texture was created with a color key. */
2124 #define SFLAG_CLIENT 0x00000400 /* GL_APPLE_client_storage is used with this surface. */
2125 #define SFLAG_INOVERLAYDRAW 0x00000800 /* Overlay drawing is in progress. Recursion prevention. */
2126 #define SFLAG_DIBSECTION 0x00001000 /* Has a DIB section attached for GetDC. */
2127 #define SFLAG_USERPTR 0x00002000 /* The application allocated the memory for this surface. */
2128 #define SFLAG_ALLOCATED 0x00004000 /* A GL texture is allocated for this surface. */
2129 #define SFLAG_SRGBALLOCATED 0x00008000 /* A sRGB GL texture is allocated for this surface. */
2130 #define SFLAG_PBO 0x00010000 /* The surface has a PBO. */
2131 #define SFLAG_INSYSMEM 0x00020000 /* The system memory copy is current. */
2132 #define SFLAG_INTEXTURE 0x00040000 /* The GL texture is current. */
2133 #define SFLAG_INSRGBTEX 0x00080000 /* The GL sRGB texture is current. */
2134 #define SFLAG_INDRAWABLE 0x00100000 /* The GL drawable is current. */
2135 #define SFLAG_INRB_MULTISAMPLE 0x00200000 /* The multisample renderbuffer is current. */
2136 #define SFLAG_INRB_RESOLVED 0x00400000 /* The resolved renderbuffer is current. */
2137 #define SFLAG_DS_ONSCREEN 0x00800000 /* This is a depth / stencil surface, last modified onscreen. */
2138 #define SFLAG_DS_OFFSCREEN 0x01000000 /* This is a depth / stencil surface, last modified offscreen. */
2140 /* In some conditions the surface memory must not be freed:
2141 * SFLAG_CONVERTED: Converting the data back would take too long
2142 * SFLAG_DIBSECTION: The dib code manages the memory
2143 * SFLAG_LOCKED: The app requires access to the surface data
2144 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2145 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2146 * SFLAG_CLIENT: OpenGL uses our memory as backup
2148 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2152 SFLAG_DIBSECTION | \
2156 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2159 SFLAG_INDRAWABLE | \
2160 SFLAG_INRB_MULTISAMPLE | \
2161 SFLAG_INRB_RESOLVED)
2163 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2165 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2170 CONVERT_PALETTED_CK,
2177 HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_alpha_ck, BOOL use_texturing,
2178 struct wined3d_format *format, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
2179 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2181 BOOL palette9_changed(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2183 struct wined3d_vertex_declaration_element
2185 const struct wined3d_format *format;
2195 struct wined3d_vertex_declaration
2199 const struct wined3d_parent_ops *parent_ops;
2200 struct wined3d_device *device;
2202 struct wined3d_vertex_declaration_element *elements;
2205 DWORD streams[MAX_STREAMS];
2207 BOOL position_transformed;
2208 BOOL half_float_conv_needed;
2211 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2212 /* Note: Very long winded but gl Lists are not flexible enough */
2213 /* to resolve everything we need, so doing it manually for now */
2214 typedef struct SAVEDSTATES {
2215 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2216 WORD streamSource; /* MAX_STREAMS, 16 */
2217 WORD streamFreq; /* MAX_STREAMS, 16 */
2218 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2219 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2220 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2221 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2222 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2223 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2224 BOOL *pixelShaderConstantsF;
2225 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2226 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2227 BOOL *vertexShaderConstantsF;
2228 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2229 DWORD primitive_type : 1;
2233 DWORD vertexDecl : 1;
2234 DWORD pixelShader : 1;
2235 DWORD vertexShader : 1;
2236 DWORD scissorRect : 1;
2245 struct wined3d_stream_state
2247 struct wined3d_buffer *buffer;
2254 struct wined3d_state
2256 const struct wined3d_fb_state *fb;
2258 struct wined3d_vertex_declaration *vertex_declaration;
2259 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2261 struct wined3d_buffer *index_buffer;
2262 enum wined3d_format_id index_format;
2263 INT base_vertex_index;
2264 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2265 GLenum gl_primitive_type;
2267 struct wined3d_shader *vertex_shader;
2268 BOOL vs_consts_b[MAX_CONST_B];
2269 INT vs_consts_i[MAX_CONST_I * 4];
2272 struct wined3d_shader *pixel_shader;
2273 BOOL ps_consts_b[MAX_CONST_B];
2274 INT ps_consts_i[MAX_CONST_I * 4];
2277 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2278 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2279 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2280 DWORD lowest_disabled_stage;
2282 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2283 double clip_planes[MAX_CLIPPLANES][4];
2284 WINED3DMATERIAL material;
2285 WINED3DVIEWPORT viewport;
2288 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2289 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2290 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2291 struct list light_map[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2292 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2294 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2297 struct wined3d_stateblock
2299 LONG ref; /* Note: Ref counting not required */
2300 struct wined3d_device *device;
2301 WINED3DSTATEBLOCKTYPE blockType;
2303 /* Array indicating whether things have been set or changed */
2304 SAVEDSTATES changed;
2305 struct wined3d_state state;
2307 /* Contained state management */
2308 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2309 unsigned int num_contained_render_states;
2310 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2311 unsigned int num_contained_transform_states;
2312 DWORD contained_vs_consts_i[MAX_CONST_I];
2313 unsigned int num_contained_vs_consts_i;
2314 DWORD contained_vs_consts_b[MAX_CONST_B];
2315 unsigned int num_contained_vs_consts_b;
2316 DWORD *contained_vs_consts_f;
2317 unsigned int num_contained_vs_consts_f;
2318 DWORD contained_ps_consts_i[MAX_CONST_I];
2319 unsigned int num_contained_ps_consts_i;
2320 DWORD contained_ps_consts_b[MAX_CONST_B];
2321 unsigned int num_contained_ps_consts_b;
2322 DWORD *contained_ps_consts_f;
2323 unsigned int num_contained_ps_consts_f;
2324 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2325 unsigned int num_contained_tss_states;
2326 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2327 unsigned int num_contained_sampler_states;
2330 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2331 void stateblock_init_default_state(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2333 /* Direct3D terminology with little modifications. We do not have an issued state
2334 * because only the driver knows about it, but we have a created state because d3d
2335 * allows GetData on a created issue, but opengl doesn't
2343 struct wined3d_query_ops
2345 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2346 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2349 struct wined3d_query
2352 const struct wined3d_query_ops *query_ops;
2353 struct wined3d_device *device;
2354 enum query_state state;
2355 WINED3DQUERYTYPE type;
2360 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2361 * fixed function semantics as D3DCOLOR or FLOAT16 */
2362 enum wined3d_buffer_conversion_type
2369 struct wined3d_map_range
2375 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2376 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2377 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2378 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2379 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2380 #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2381 #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2382 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2384 struct wined3d_buffer
2386 struct wined3d_resource resource;
2388 struct wined3d_buffer_desc desc;
2390 GLuint buffer_object;
2391 GLenum buffer_object_usage;
2392 GLenum buffer_type_hint;
2393 UINT buffer_object_size;
2398 struct wined3d_map_range *maps;
2399 ULONG maps_size, modified_areas;
2400 struct wined3d_event_query *query;
2402 /* conversion stuff */
2403 UINT decl_change_count, full_conversion_count;
2405 UINT stride; /* 0 if no conversion */
2406 UINT conversion_stride; /* 0 if no shifted conversion */
2407 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2410 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2412 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2415 void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
2416 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2417 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2419 struct wined3d_rendertarget_view
2423 struct wined3d_resource *resource;
2427 struct wined3d_swapchain_ops
2429 HRESULT (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2430 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2433 struct wined3d_swapchain
2437 const struct wined3d_parent_ops *parent_ops;
2438 const struct wined3d_swapchain_ops *swapchain_ops;
2439 struct wined3d_device *device;
2441 struct wined3d_surface **back_buffers;
2442 struct wined3d_surface *front_buffer;
2443 WINED3DPRESENT_PARAMETERS presentParms;
2444 DWORD orig_width, orig_height;
2445 enum wined3d_format_id orig_fmt;
2446 WINED3DGAMMARAMP orig_gamma;
2448 const struct wined3d_format *ds_format;
2450 LONG prev_time, frames; /* Performance tracking */
2452 struct wined3d_context **context;
2453 unsigned int num_contexts;
2462 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2464 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2465 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2466 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2467 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2468 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2470 #define DEFAULT_REFRESH_RATE 0
2472 /*****************************************************************************
2473 * Utility function prototypes
2476 /* Trace routines */
2477 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2478 const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2479 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2480 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2481 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2482 const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2483 const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2484 const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2485 const char *debug_d3drenderstate(WINED3DRENDERSTATETYPE state) DECLSPEC_HIDDEN;
2486 const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2487 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2488 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2489 const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2490 const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2491 const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2492 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2493 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2494 const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2495 const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2496 const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2497 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2498 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2500 /* Routines for GL <-> D3D values */
2501 GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2502 GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2503 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2504 WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2505 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2506 BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3,
2507 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2508 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2509 BOOL transformed, enum wined3d_format_id coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2510 void texture_activate_dimensions(const struct wined3d_texture *texture,
2511 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2512 void sampler_texdim(struct wined3d_context *context,
2513 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2514 void tex_alphaop(struct wined3d_context *context,
2515 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2516 void apply_pixelshader(struct wined3d_context *context,
2517 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2518 void state_fogcolor(struct wined3d_context *context,
2519 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2520 void state_fogdensity(struct wined3d_context *context,
2521 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2522 void state_fogstartend(struct wined3d_context *context,
2523 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2524 void state_fog_fragpart(struct wined3d_context *context,
2525 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2527 BOOL getColorBits(const struct wined3d_format *format,
2528 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2529 BOOL getDepthStencilBits(const struct wined3d_format *format,
2530 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2533 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2534 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2535 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2537 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2539 typedef struct local_constant {
2545 struct wined3d_shader_limits
2547 unsigned int temporary;
2548 unsigned int texcoord;
2549 unsigned int sampler;
2550 unsigned int constant_int;
2551 unsigned int constant_float;
2552 unsigned int constant_bool;
2553 unsigned int address;
2554 unsigned int packed_output;
2555 unsigned int packed_input;
2556 unsigned int attributes;
2561 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2563 #define PRINTF_ATTR(fmt,args)
2566 /* Base Shader utility functions. */
2567 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2568 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2570 /* Vertex shader utility functions */
2571 BOOL vshader_get_input(const struct wined3d_shader *shader,
2572 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2574 struct wined3d_vertex_shader
2576 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2579 struct wined3d_pixel_shader
2581 /* Pixel shader input semantics */
2582 DWORD input_reg_map[MAX_REG_INPUT];
2583 BOOL input_reg_used[MAX_REG_INPUT];
2584 unsigned int declared_in_count;
2586 /* Some information about the shader behavior */
2591 struct wined3d_shader
2594 struct wined3d_shader_limits limits;
2596 UINT functionLength;
2597 BOOL load_local_constsF;
2598 const struct wined3d_shader_frontend *frontend;
2599 void *frontend_data;
2603 const struct wined3d_parent_ops *parent_ops;
2605 /* Programs this shader is linked with */
2606 struct list linked_programs;
2608 /* Immediate constants (override global ones) */
2609 struct list constantsB;
2610 struct list constantsF;
2611 struct list constantsI;
2612 struct wined3d_shader_reg_maps reg_maps;
2614 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2615 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2617 /* Pointer to the parent device */
2618 struct wined3d_device *device;
2619 struct list shader_list_entry;
2623 struct wined3d_vertex_shader vs;
2624 struct wined3d_pixel_shader ps;
2628 void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps,
2629 struct wined3d_texture * const *textures) DECLSPEC_HIDDEN;
2630 void find_ps_compile_args(const struct wined3d_state *state,
2631 const struct wined3d_shader *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
2633 void find_vs_compile_args(const struct wined3d_state *state,
2634 const struct wined3d_shader *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2636 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2637 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2638 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2639 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2640 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2641 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2642 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2643 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2644 unsigned int max) DECLSPEC_HIDDEN;
2645 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2646 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
2647 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2649 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2651 return type == WINED3D_SHADER_TYPE_PIXEL;
2654 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2656 return type == WINED3D_SHADER_TYPE_VERTEX;
2659 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2663 case WINED3DSPR_RASTOUT:
2665 if (reg->idx) return TRUE;
2669 case WINED3DSPR_DEPTHOUT: /* oDepth */
2670 case WINED3DSPR_CONSTBOOL: /* b# */
2671 case WINED3DSPR_LOOP: /* aL */
2672 case WINED3DSPR_PREDICATE: /* p0 */
2675 case WINED3DSPR_MISCTYPE:
2686 case WINED3DSPR_IMMCONST:
2687 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2694 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2695 const struct wined3d_state *state, float *position_fixup)
2697 position_fixup[0] = 1.0f;
2698 position_fixup[1] = 1.0f;
2699 position_fixup[2] = (63.0f / 64.0f) / state->viewport.Width;
2700 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.Height;
2702 if (context->render_offscreen)
2704 position_fixup[1] *= -1.0f;
2705 position_fixup[3] *= -1.0f;
2709 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
2711 struct local_constant *lconst;
2713 if (shader->load_local_constsF)
2716 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
2718 if (lconst->idx == reg)
2725 /* Using additional shader constants (uniforms in GLSL / program environment
2726 * or local parameters in ARB) is costly:
2727 * ARB only knows float4 parameters and GLSL compiler are not really smart
2728 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2729 * (in fact most compilers map a float2 to a full float4 uniform).
2731 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2732 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2733 * into a single shader constant (uniform / program parameter).
2735 * This structure is shared between the GLSL and the ARB backend.*/
2736 struct ps_np2fixup_info {
2737 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2738 WORD active; /* bitfield indicating if we can apply the fixup */
2742 /* sRGB correction constants */
2743 static const float srgb_cmp = 0.0031308f;
2744 static const float srgb_mul_low = 12.92f;
2745 static const float srgb_pow = 0.41666f;
2746 static const float srgb_mul_high = 1.055f;
2747 static const float srgb_sub_high = 0.055f;
2749 struct wined3d_palette
2753 struct wined3d_device *device;
2756 WORD palVersion; /*| */
2757 WORD palNumEntries; /*| LOGPALETTE */
2758 PALETTEENTRY palents[256]; /*| */
2759 /* This is to store the palette in 'screen format' */
2760 int screen_palents[256];
2764 /* DirectDraw utility functions */
2765 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2767 /*****************************************************************************
2768 * Pixel format management
2771 /* WineD3D pixel format flags */
2772 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2773 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2774 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2775 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2776 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2777 #define WINED3DFMT_FLAG_FOURCC 0x00000020
2778 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2779 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
2780 #define WINED3DFMT_FLAG_GETDC 0x00000100
2781 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2782 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2783 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2784 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2785 #define WINED3DFMT_FLAG_VTF 0x00002000
2786 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2787 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
2788 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
2790 struct wined3d_format
2792 enum wined3d_format_id id;
2804 UINT block_byte_count;
2806 enum wined3d_ffp_emit_idx emit_idx;
2807 GLint component_count;
2809 GLint gl_vtx_format;
2810 GLboolean gl_normalized;
2811 unsigned int component_size;
2814 GLint glGammaInternal;
2818 UINT conv_byte_count;
2821 struct color_fixup_desc color_fixup;
2822 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
2825 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2826 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2827 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
2828 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2829 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
2830 const WINED3DCOLORVALUE *color) DECLSPEC_HIDDEN;
2832 static inline BOOL use_vs(const struct wined3d_state *state)
2834 /* Check stateblock->vertexDecl to allow this to be used from
2835 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2836 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2837 * style strided data. */
2838 return state->vertex_shader && !state->vertex_declaration->position_transformed;
2841 static inline BOOL use_ps(const struct wined3d_state *state)
2843 return !!state->pixel_shader;
2846 static inline void context_apply_state(struct wined3d_context *context,
2847 const struct wined3d_state *state, DWORD state_id)
2849 const struct StateEntry *state_table = context->state_table;
2850 DWORD rep = state_table[state_id].representative;
2851 state_table[rep].apply(context, state, rep);
2854 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2855 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2857 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))