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[wine/gsoc-2012-control.git] / dlls / wined3d / wined3d_private.h
blob19ee56c9448cfdefb7c4886441b45c38a61a216c
1 /*
2 * Direct3D wine internal private include file
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
27 #include <stdarg.h>
28 #include <math.h>
29 #include <limits.h>
30 #define NONAMELESSUNION
31 #define NONAMELESSSTRUCT
32 #define COBJMACROS
33 #include "windef.h"
34 #include "winbase.h"
35 #include "winreg.h"
36 #include "wingdi.h"
37 #include "winuser.h"
38 #include "wine/debug.h"
39 #include "wine/unicode.h"
41 #include "objbase.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
45 #include "wine/rbtree.h"
47 /* Driver quirks */
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,
62 CHANNEL_SOURCE_X = 2,
63 CHANNEL_SOURCE_Y = 3,
64 CHANNEL_SOURCE_Z = 4,
65 CHANNEL_SOURCE_W = 5,
66 CHANNEL_SOURCE_COMPLEX0 = 6,
67 CHANNEL_SOURCE_COMPLEX1 = 7,
70 enum complex_fixup
72 COMPLEX_FIXUP_NONE = 0,
73 COMPLEX_FIXUP_YUY2 = 1,
74 COMPLEX_FIXUP_UYVY = 2,
75 COMPLEX_FIXUP_YV12 = 3,
76 COMPLEX_FIXUP_P8 = 4,
79 #include <pshpack2.h>
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;
91 #include <poppack.h>
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 =
102 sign0, src0,
103 sign1, src1,
104 sign2, src2,
105 sign3, src3,
107 return 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,
119 return fixup;
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;
146 /* Device caps */
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
156 struct min_lookup
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);
194 if(e == 0) {
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);
197 } else if(e < 31) {
198 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
199 } else {
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;
211 if (e == 0)
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);
216 else if (e < 15)
218 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
220 else
222 if (m == 0) return sgn / 0.0f; /* +INF / -INF */
223 else return 0.0f / 0.0f; /* NAN */
228 * Settings
230 #define VS_NONE 0
231 #define VS_HW 1
233 #define PS_NONE 0
234 #define PS_HW 1
236 #define VBO_NONE 0
237 #define VBO_HW 1
239 #define ORM_BACKBUFFER 0
240 #define ORM_FBO 1
242 #define SHADER_ARB 1
243 #define SHADER_GLSL 2
244 #define SHADER_ATI 3
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 */
259 int vs_mode;
260 int ps_mode;
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. */
264 BOOL glslRequested;
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;
271 char *logo;
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,
282 WINED3DSTT_1D = 1,
283 WINED3DSTT_2D = 2,
284 WINED3DSTT_CUBE = 3,
285 WINED3DSTT_VOLUME = 4,
286 } WINED3DSAMPLER_TEXTURE_TYPE;
288 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
290 WINED3DSPR_TEMP = 0,
291 WINED3DSPR_INPUT = 1,
292 WINED3DSPR_CONST = 2,
293 WINED3DSPR_ADDR = 3,
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,
312 WINED3DSPR_IMMCONST,
313 WINED3DSPR_CONSTBUFFER,
314 WINED3DSPR_NULL,
315 WINED3DSPR_RESOURCE,
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,
329 WINED3DSPSM_NEG = 1,
330 WINED3DSPSM_BIAS = 2,
331 WINED3DSPSM_BIASNEG = 3,
332 WINED3DSPSM_SIGN = 4,
333 WINED3DSPSM_SIGNNEG = 5,
334 WINED3DSPSM_COMP = 6,
335 WINED3DSPSM_X2 = 7,
336 WINED3DSPSM_X2NEG = 8,
337 WINED3DSPSM_DZ = 9,
338 WINED3DSPSM_DW = 10,
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
364 COMPARISON_GT = 1,
365 COMPARISON_EQ = 2,
366 COMPARISON_GE = 3,
367 COMPARISON_LT = 4,
368 COMPARISON_NE = 5,
369 COMPARISON_LE = 6,
370 } 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
402 char *buffer;
403 unsigned int bsize;
404 unsigned int lineNo;
405 BOOL newline;
408 enum WINED3D_SHADER_INSTRUCTION_HANDLER
410 WINED3DSIH_ABS,
411 WINED3DSIH_ADD,
412 WINED3DSIH_AND,
413 WINED3DSIH_BEM,
414 WINED3DSIH_BREAK,
415 WINED3DSIH_BREAKC,
416 WINED3DSIH_BREAKP,
417 WINED3DSIH_CALL,
418 WINED3DSIH_CALLNZ,
419 WINED3DSIH_CMP,
420 WINED3DSIH_CND,
421 WINED3DSIH_CRS,
422 WINED3DSIH_CUT,
423 WINED3DSIH_DCL,
424 WINED3DSIH_DEF,
425 WINED3DSIH_DEFB,
426 WINED3DSIH_DEFI,
427 WINED3DSIH_DIV,
428 WINED3DSIH_DP2ADD,
429 WINED3DSIH_DP3,
430 WINED3DSIH_DP4,
431 WINED3DSIH_DST,
432 WINED3DSIH_DSX,
433 WINED3DSIH_DSY,
434 WINED3DSIH_ELSE,
435 WINED3DSIH_EMIT,
436 WINED3DSIH_ENDIF,
437 WINED3DSIH_ENDLOOP,
438 WINED3DSIH_ENDREP,
439 WINED3DSIH_EXP,
440 WINED3DSIH_EXPP,
441 WINED3DSIH_FRC,
442 WINED3DSIH_FTOI,
443 WINED3DSIH_IADD,
444 WINED3DSIH_IEQ,
445 WINED3DSIH_IF,
446 WINED3DSIH_IFC,
447 WINED3DSIH_IGE,
448 WINED3DSIH_IMUL,
449 WINED3DSIH_ITOF,
450 WINED3DSIH_LABEL,
451 WINED3DSIH_LD,
452 WINED3DSIH_LIT,
453 WINED3DSIH_LOG,
454 WINED3DSIH_LOGP,
455 WINED3DSIH_LOOP,
456 WINED3DSIH_LRP,
457 WINED3DSIH_LT,
458 WINED3DSIH_M3x2,
459 WINED3DSIH_M3x3,
460 WINED3DSIH_M3x4,
461 WINED3DSIH_M4x3,
462 WINED3DSIH_M4x4,
463 WINED3DSIH_MAD,
464 WINED3DSIH_MAX,
465 WINED3DSIH_MIN,
466 WINED3DSIH_MOV,
467 WINED3DSIH_MOVA,
468 WINED3DSIH_MOVC,
469 WINED3DSIH_MUL,
470 WINED3DSIH_NOP,
471 WINED3DSIH_NRM,
472 WINED3DSIH_PHASE,
473 WINED3DSIH_POW,
474 WINED3DSIH_RCP,
475 WINED3DSIH_REP,
476 WINED3DSIH_RET,
477 WINED3DSIH_RSQ,
478 WINED3DSIH_SAMPLE,
479 WINED3DSIH_SAMPLE_GRAD,
480 WINED3DSIH_SAMPLE_LOD,
481 WINED3DSIH_SETP,
482 WINED3DSIH_SGE,
483 WINED3DSIH_SGN,
484 WINED3DSIH_SINCOS,
485 WINED3DSIH_SLT,
486 WINED3DSIH_SQRT,
487 WINED3DSIH_SUB,
488 WINED3DSIH_TEX,
489 WINED3DSIH_TEXBEM,
490 WINED3DSIH_TEXBEML,
491 WINED3DSIH_TEXCOORD,
492 WINED3DSIH_TEXDEPTH,
493 WINED3DSIH_TEXDP3,
494 WINED3DSIH_TEXDP3TEX,
495 WINED3DSIH_TEXKILL,
496 WINED3DSIH_TEXLDD,
497 WINED3DSIH_TEXLDL,
498 WINED3DSIH_TEXM3x2DEPTH,
499 WINED3DSIH_TEXM3x2PAD,
500 WINED3DSIH_TEXM3x2TEX,
501 WINED3DSIH_TEXM3x3,
502 WINED3DSIH_TEXM3x3DIFF,
503 WINED3DSIH_TEXM3x3PAD,
504 WINED3DSIH_TEXM3x3SPEC,
505 WINED3DSIH_TEXM3x3TEX,
506 WINED3DSIH_TEXM3x3VSPEC,
507 WINED3DSIH_TEXREG2AR,
508 WINED3DSIH_TEXREG2GB,
509 WINED3DSIH_TEXREG2RGB,
510 WINED3DSIH_UTOF,
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;
524 BYTE major;
525 BYTE minor;
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 */
550 WORD usesnrm : 1;
551 WORD vpos : 1;
552 WORD usesdsx : 1;
553 WORD usesdsy : 1;
554 WORD usestexldd : 1;
555 WORD usesmova : 1;
556 WORD usesfacing : 1;
557 WORD usesrelconstF : 1;
558 WORD fog : 1;
559 WORD usestexldl : 1;
560 WORD usesifc : 1;
561 WORD usescall : 1;
562 WORD usespow : 1;
563 WORD padding : 3;
565 DWORD rt_mask; /* Used render targets, 32 max. */
567 /* Whether or not loops are used in this shader, and nesting depth */
568 unsigned loop_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;
577 DWORD texcoord_w[2];
580 struct wined3d_shader_loop_state
582 UINT current_depth;
583 UINT current_reg;
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;
594 void *backend_data;
597 struct wined3d_shader_register
599 WINED3DSHADER_PARAM_REGISTER_TYPE type;
600 UINT idx;
601 UINT array_idx;
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;
610 DWORD write_mask;
611 DWORD modifiers;
612 DWORD shift;
615 struct wined3d_shader_src_param
617 struct wined3d_shader_register reg;
618 DWORD swizzle;
619 DWORD modifiers;
622 struct wined3d_shader_instruction
624 const struct wined3d_shader_context *ctx;
625 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
626 DWORD flags;
627 BOOL coissue;
628 DWORD predicate;
629 UINT dst_count;
630 const struct wined3d_shader_dst_param *dst;
631 UINT src_count;
632 const struct wined3d_shader_src_param *src;
635 struct wined3d_shader_semantic
637 WINED3DDECLUSAGE usage;
638 UINT usage_idx;
639 WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
640 struct wined3d_shader_dst_param reg;
643 struct wined3d_shader_attribute
645 WINED3DDECLUSAGE usage;
646 UINT usage_idx;
649 struct wined3d_shader_loop_control
651 unsigned int count;
652 unsigned int start;
653 int step;
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 *);
676 struct shader_caps {
677 DWORD VertexShaderVersion;
678 DWORD MaxVertexShaderConst;
680 DWORD PixelShaderVersion;
681 float PixelShader1xMaxValue;
682 DWORD MaxPixelShaderConst;
684 BOOL VSClipping;
687 enum tex_types
689 tex_1d = 0,
690 tex_2d = 1,
691 tex_3d = 2,
692 tex_cube = 3,
693 tex_rect = 4,
694 tex_type_count = 5,
697 enum vertexprocessing_mode {
698 fixedfunction,
699 vertexshader,
700 pretransformed
703 #define WINED3D_CONST_NUM_UNUSED ~0U
705 enum fogmode {
706 FOG_OFF,
707 FOG_LINEAR,
708 FOG_EXP,
709 FOG_EXP2
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;
723 enum fogmode fog;
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;
727 WORD np2_fixup;
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 */
734 enum fog_src_type {
735 VS_FOG_Z = 0,
736 VS_FOG_COORD = 1
739 struct vs_compile_args {
740 BYTE fog_src;
741 BYTE clip_enabled;
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;
772 /* X11 locking */
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;
780 #if 0
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()
783 #else
784 #define ENTER_GL() wine_tsx11_lock_ptr()
785 #define LEAVE_GL() wine_tsx11_unlock_ptr()
786 #endif
788 /*****************************************************************************
789 * Defines
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); \
811 } while(0)
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) \
819 do { \
820 GLint err; \
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__); \
826 } else do { \
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); \
831 } while(0)
832 #else
833 #define checkGLcall(A) do {} while(0)
834 #endif
836 /* Trace routines / diagnostics */
837 /* ---------------------------- */
839 /* Dump out a matrix and copy it */
840 #define conv_mat(mat,gl_mat) \
841 do { \
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)); \
847 } while (0)
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;
858 enum wined3d_ffp_idx
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;
902 const BYTE *addr;
905 struct wined3d_stream_info_element
907 const struct wined3d_format *format;
908 struct wined3d_bo_address data;
909 GLsizei stride;
910 UINT stream_idx;
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 /*****************************************************************************
922 * Prototypes
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;
939 #define eps 1e-8
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)
1007 enum fogsource {
1008 FOGSOURCE_FFP,
1009 FOGSOURCE_VS,
1010 FOGSOURCE_COORD,
1013 #define WINED3D_MAX_FBO_ENTRIES 64
1015 struct wined3d_occlusion_query
1017 struct list entry;
1018 GLuint id;
1019 struct wined3d_context *context;
1022 union wined3d_gl_query_object
1024 GLuint id;
1025 GLsync sync;
1028 struct wined3d_event_query
1030 struct list entry;
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;
1077 WORD fog_coord : 1;
1078 WORD fog_enabled : 1;
1079 WORD num_untracked_materials : 2; /* Max value 2 */
1080 WORD current : 1;
1081 WORD destroyed : 1;
1082 WORD valid : 1;
1083 WORD padding : 1;
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;
1093 char *vshader_const_dirty, *pshader_const_dirty;
1095 /* The actual opengl context */
1096 UINT level;
1097 HGLRC restore_ctx;
1098 HDC restore_dc;
1099 HGLRC glCtx;
1100 HWND win_handle;
1101 HDC hdc;
1102 int pixel_format;
1103 GLint aux_buffers;
1105 /* FBOs */
1106 UINT fbo_entry_count;
1107 struct list fbo_list;
1108 struct list fbo_destroy_list;
1109 struct fbo_entry *current_fbo;
1110 GLuint fbo_read_binding;
1111 GLuint fbo_draw_binding;
1112 BOOL rebind_fbo;
1113 struct wined3d_surface **blit_targets;
1114 GLenum *draw_buffers;
1115 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1117 /* Queries */
1118 GLuint *free_occlusion_queries;
1119 UINT free_occlusion_query_size;
1120 UINT free_occlusion_query_count;
1121 struct list occlusion_queries;
1123 union wined3d_gl_query_object *free_event_queries;
1124 UINT free_event_query_size;
1125 UINT free_event_query_count;
1126 struct list event_queries;
1128 /* Extension emulation */
1129 GLint gl_fog_source;
1130 GLfloat fog_coord_value;
1131 GLfloat color[4], fogstart, fogend, fogcolor[4];
1132 GLuint dummy_arbfp_prog;
1135 struct wined3d_fb_state
1137 struct wined3d_surface **render_targets;
1138 struct wined3d_surface *depth_stencil;
1141 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1143 struct StateEntry
1145 DWORD representative;
1146 APPLYSTATEFUNC apply;
1149 struct StateEntryTemplate
1151 DWORD state;
1152 struct StateEntry content;
1153 enum wined3d_gl_extension extension;
1156 struct fragment_caps
1158 DWORD PrimitiveMiscCaps;
1159 DWORD TextureOpCaps;
1160 DWORD MaxTextureBlendStages;
1161 DWORD MaxSimultaneousTextures;
1164 struct fragment_pipeline
1166 void (*enable_extension)(BOOL enable);
1167 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1168 HRESULT (*alloc_private)(struct wined3d_device *device);
1169 void (*free_private)(struct wined3d_device *device);
1170 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1171 const struct StateEntryTemplate *states;
1172 BOOL ffp_proj_control;
1175 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1176 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1177 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1178 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1179 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1180 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1181 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1183 /* "Base" state table */
1184 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1185 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1186 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1188 enum wined3d_blit_op
1190 WINED3D_BLIT_OP_COLOR_BLIT,
1191 WINED3D_BLIT_OP_COLOR_FILL,
1192 WINED3D_BLIT_OP_DEPTH_FILL,
1193 WINED3D_BLIT_OP_DEPTH_BLIT,
1196 /* Shaders for color conversions in blits. Do not do blit operations while
1197 * already under the GL lock. */
1198 struct blit_shader
1200 HRESULT (*alloc_private)(struct wined3d_device *device);
1201 void (*free_private)(struct wined3d_device *device);
1202 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, struct wined3d_surface *surface);
1203 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1204 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1205 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
1206 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format);
1207 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1208 const RECT *dst_rect, const WINED3DCOLORVALUE *color);
1209 HRESULT (*depth_fill)(struct wined3d_device *device,
1210 struct wined3d_surface *surface, const RECT *rect, float depth);
1213 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1214 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1215 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1217 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1218 const RECT *src_rect, DWORD src_usage, WINED3DPOOL src_pool, const struct wined3d_format *src_format,
1219 const RECT *dst_rect, DWORD dst_usage, WINED3DPOOL dst_pool, const struct wined3d_format *dst_format)
1220 DECLSPEC_HIDDEN;
1222 /* Temporary blit_shader helper functions */
1223 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
1224 struct wined3d_surface *src_surface, const RECT *src_rect,
1225 struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN;
1227 struct wined3d_context *context_acquire(struct wined3d_device *device, struct wined3d_surface *target) DECLSPEC_HIDDEN;
1228 void context_alloc_event_query(struct wined3d_context *context,
1229 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1230 void context_alloc_occlusion_query(struct wined3d_context *context,
1231 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1232 void context_apply_blit_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1233 BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_device *device,
1234 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1235 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1236 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1237 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1238 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1239 unsigned int unit) DECLSPEC_HIDDEN;
1240 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1241 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1242 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1243 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1244 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1245 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1246 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1247 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1248 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1249 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1250 void context_resource_released(const struct wined3d_device *device,
1251 struct wined3d_resource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1252 void context_resource_unloaded(const struct wined3d_device *device,
1253 struct wined3d_resource *resource, WINED3DRESOURCETYPE type) DECLSPEC_HIDDEN;
1254 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1255 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1256 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1257 void context_state_drawbuf(struct wined3d_context *context,
1258 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1259 void context_state_fb(struct wined3d_context *context,
1260 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1261 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1263 /*****************************************************************************
1264 * Internal representation of a light
1266 struct wined3d_light_info
1268 WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1269 DWORD OriginalIndex;
1270 LONG glIndex;
1271 BOOL enabled;
1273 /* Converted parms to speed up swapping lights */
1274 float lightPosn[4];
1275 float lightDirn[4];
1276 float exponent;
1277 float cutoff;
1279 struct list entry;
1282 /* The default light parameters */
1283 extern const WINED3DLIGHT WINED3D_default_light DECLSPEC_HIDDEN;
1285 struct wined3d_pixel_format
1287 int iPixelFormat; /* WGL pixel format */
1288 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1289 int redSize, greenSize, blueSize, alphaSize, colorSize;
1290 int depthSize, stencilSize;
1291 BOOL windowDrawable;
1292 BOOL doubleBuffer;
1293 int auxBuffers;
1294 int numSamples;
1297 enum wined3d_pci_vendor
1299 HW_VENDOR_SOFTWARE = 0x0000,
1300 HW_VENDOR_AMD = 0x1002,
1301 HW_VENDOR_NVIDIA = 0x10de,
1302 HW_VENDOR_INTEL = 0x8086,
1305 enum wined3d_pci_device
1307 CARD_WINE = 0x0000,
1309 CARD_AMD_RAGE_128PRO = 0x5246,
1310 CARD_AMD_RADEON_7200 = 0x5144,
1311 CARD_AMD_RADEON_8500 = 0x514c,
1312 CARD_AMD_RADEON_9500 = 0x4144,
1313 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1314 CARD_AMD_RADEON_X700 = 0x5e4c,
1315 CARD_AMD_RADEON_X1600 = 0x71c2,
1316 CARD_AMD_RADEON_HD2350 = 0x94c7,
1317 CARD_AMD_RADEON_HD2600 = 0x9581,
1318 CARD_AMD_RADEON_HD2900 = 0x9400,
1319 CARD_AMD_RADEON_HD3200 = 0x9620,
1320 CARD_AMD_RADEON_HD4350 = 0x954f,
1321 CARD_AMD_RADEON_HD4550 = 0x9540,
1322 CARD_AMD_RADEON_HD4600 = 0x9495,
1323 CARD_AMD_RADEON_HD4650 = 0x9498,
1324 CARD_AMD_RADEON_HD4670 = 0x9490,
1325 CARD_AMD_RADEON_HD4700 = 0x944e,
1326 CARD_AMD_RADEON_HD4770 = 0x94b3,
1327 CARD_AMD_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */
1328 CARD_AMD_RADEON_HD4830 = 0x944c,
1329 CARD_AMD_RADEON_HD4850 = 0x9442,
1330 CARD_AMD_RADEON_HD4870 = 0x9440,
1331 CARD_AMD_RADEON_HD4890 = 0x9460,
1332 CARD_AMD_RADEON_HD5400 = 0x68f9,
1333 CARD_AMD_RADEON_HD5600 = 0x68d8,
1334 CARD_AMD_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */
1335 CARD_AMD_RADEON_HD5750 = 0x68BE,
1336 CARD_AMD_RADEON_HD5770 = 0x68B8,
1337 CARD_AMD_RADEON_HD5800 = 0x6898, /* Picked HD5850 */
1338 CARD_AMD_RADEON_HD5850 = 0x6898,
1339 CARD_AMD_RADEON_HD5870 = 0x6899,
1340 CARD_AMD_RADEON_HD5900 = 0x689c,
1341 CARD_AMD_RADEON_HD6300 = 0x9803,
1342 CARD_AMD_RADEON_HD6400 = 0x6770,
1343 CARD_AMD_RADEON_HD6600 = 0x6758,
1344 CARD_AMD_RADEON_HD6800 = 0x6739,
1345 CARD_AMD_RADEON_HD6900 = 0x6719,
1347 CARD_NVIDIA_RIVA_128 = 0x0018,
1348 CARD_NVIDIA_RIVA_TNT = 0x0020,
1349 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1350 CARD_NVIDIA_GEFORCE = 0x0100,
1351 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1352 CARD_NVIDIA_GEFORCE2 = 0x0150,
1353 CARD_NVIDIA_GEFORCE3 = 0x0200,
1354 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1355 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1356 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1357 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1358 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1359 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1360 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1361 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1362 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1363 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1364 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1365 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1366 CARD_NVIDIA_GEFORCE_8100 = 0x084F,
1367 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */
1368 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1369 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1370 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1371 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1372 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1373 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1374 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1375 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1376 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1377 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1378 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1379 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1380 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1381 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1382 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1383 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1384 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1385 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1386 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1387 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1388 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1389 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1390 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1391 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1392 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1393 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1394 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1395 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1396 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1397 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1398 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1399 CARD_NVIDIA_GEFORCE_GTX560 = 0x1200,
1400 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1401 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1403 CARD_INTEL_845G = 0x2562,
1404 CARD_INTEL_I830G = 0x3577,
1405 CARD_INTEL_I855G = 0x3582,
1406 CARD_INTEL_I865G = 0x2572,
1407 CARD_INTEL_I915G = 0x2582,
1408 CARD_INTEL_I915GM = 0x2592,
1409 CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950? */
1410 CARD_INTEL_X3100 = 0x2a02, /* Found in Macs. Same as GM965/GL960 */
1411 CARD_INTEL_GM45 = 0x2a42,
1414 struct wined3d_fbo_ops
1416 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer;
1417 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
1418 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
1419 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
1420 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
1421 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample;
1422 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv;
1423 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer;
1424 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
1425 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
1426 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
1427 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
1428 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D;
1429 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
1430 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D;
1431 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
1432 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv;
1433 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
1434 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap;
1437 struct wined3d_gl_limits
1439 UINT buffers;
1440 UINT lights;
1441 UINT textures;
1442 UINT texture_stages;
1443 UINT fragment_samplers;
1444 UINT vertex_samplers;
1445 UINT combined_samplers;
1446 UINT general_combiners;
1447 UINT sampler_stages;
1448 UINT clipplanes;
1449 UINT texture_size;
1450 UINT texture3d_size;
1451 float pointsize_max;
1452 float pointsize_min;
1453 UINT blends;
1454 UINT anisotropy;
1455 float shininess;
1456 UINT samples;
1458 UINT glsl_varyings;
1459 UINT glsl_vs_float_constants;
1460 UINT glsl_ps_float_constants;
1462 UINT arb_vs_float_constants;
1463 UINT arb_vs_native_constants;
1464 UINT arb_vs_instructions;
1465 UINT arb_vs_temps;
1466 UINT arb_ps_float_constants;
1467 UINT arb_ps_local_constants;
1468 UINT arb_ps_native_constants;
1469 UINT arb_ps_instructions;
1470 UINT arb_ps_temps;
1473 struct wined3d_gl_info
1475 DWORD glsl_version;
1476 struct wined3d_gl_limits limits;
1477 DWORD reserved_glsl_constants;
1478 DWORD quirks;
1479 BOOL supported[WINED3D_GL_EXT_COUNT];
1480 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
1482 struct wined3d_fbo_ops fbo_ops;
1483 #define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
1484 /* GL function pointers */
1485 GL_EXT_FUNCS_GEN
1486 /* WGL function pointers */
1487 WGL_EXT_FUNCS_GEN
1488 #undef USE_GL_FUNC
1490 struct wined3d_format *formats;
1493 struct wined3d_driver_info
1495 enum wined3d_pci_vendor vendor;
1496 enum wined3d_pci_device device;
1497 const char *name;
1498 const char *description;
1499 unsigned int vidmem;
1500 DWORD version_high;
1501 DWORD version_low;
1504 /* The adapter structure */
1505 struct wined3d_adapter
1507 UINT ordinal;
1508 BOOL opengl;
1509 POINT monitorPoint;
1510 struct wined3d_gl_info gl_info;
1511 struct wined3d_driver_info driver_info;
1512 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1513 int nCfgs;
1514 struct wined3d_pixel_format *cfgs;
1515 BOOL brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1516 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1517 unsigned int UsedTextureRam;
1518 LUID luid;
1520 const struct fragment_pipeline *fragment_pipe;
1521 const struct wined3d_shader_backend_ops *shader_backend;
1522 const struct blit_shader *blitter;
1525 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1526 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1527 extern unsigned int WineD3DAdapterChangeGLRam(struct wined3d_device *device, int glram) DECLSPEC_HIDDEN;
1528 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1530 /*****************************************************************************
1531 * High order patch management
1533 struct WineD3DRectPatch
1535 UINT Handle;
1536 float *mem;
1537 WineDirect3DVertexStridedData strided;
1538 WINED3DRECTPATCH_INFO RectPatchInfo;
1539 float numSegs[4];
1540 char has_normals, has_texcoords;
1541 struct list entry;
1544 HRESULT tesselate_rectpatch(struct wined3d_device *device, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN;
1546 enum projection_types
1548 proj_none = 0,
1549 proj_count3 = 1,
1550 proj_count4 = 2
1553 enum dst_arg
1555 resultreg = 0,
1556 tempreg = 1
1559 /*****************************************************************************
1560 * Fixed function pipeline replacements
1562 #define ARG_UNUSED 0xff
1563 struct texture_stage_op
1565 unsigned cop : 8;
1566 unsigned carg1 : 8;
1567 unsigned carg2 : 8;
1568 unsigned carg0 : 8;
1570 unsigned aop : 8;
1571 unsigned aarg1 : 8;
1572 unsigned aarg2 : 8;
1573 unsigned aarg0 : 8;
1575 struct color_fixup_desc color_fixup;
1576 unsigned tex_type : 3;
1577 unsigned dst : 1;
1578 unsigned projected : 2;
1579 unsigned padding : 10;
1582 struct ffp_frag_settings {
1583 struct texture_stage_op op[MAX_TEXTURES];
1584 enum fogmode fog;
1585 /* Use shorts instead of chars to get dword alignment */
1586 unsigned short sRGB_write;
1587 unsigned short emul_clipplanes;
1590 struct ffp_frag_desc
1592 struct wine_rb_entry entry;
1593 struct ffp_frag_settings settings;
1596 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1597 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1599 void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_state *state,
1600 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1601 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1602 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1603 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1604 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1606 struct wined3d
1608 LONG ref;
1609 void *parent;
1610 DWORD flags;
1611 UINT dxVersion;
1612 UINT adapter_count;
1613 struct wined3d_adapter adapters[1];
1616 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags, void *parent) DECLSPEC_HIDDEN;
1617 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1618 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1620 /*****************************************************************************
1621 * IWineD3DDevice implementation structure
1623 #define WINED3D_UNMAPPED_STAGE ~0U
1625 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1626 #define WINED3DCREATE_MULTITHREADED 0x00000004
1628 struct wined3d_device
1630 LONG ref;
1632 /* WineD3D Information */
1633 struct wined3d_device_parent *device_parent;
1634 struct wined3d *wined3d;
1635 struct wined3d_adapter *adapter;
1637 /* Window styles to restore when switching fullscreen mode */
1638 LONG style;
1639 LONG exStyle;
1641 /* X and GL Information */
1642 GLenum offscreenBuffer;
1644 /* Selected capabilities */
1645 int vs_selected_mode;
1646 int ps_selected_mode;
1647 const struct wined3d_shader_backend_ops *shader_backend;
1648 void *shader_priv;
1649 void *fragment_priv;
1650 void *blit_priv;
1651 struct StateEntry StateTable[STATE_HIGHEST + 1];
1652 /* Array of functions for states which are handled by more than one pipeline part */
1653 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1654 const struct fragment_pipeline *frag_pipe;
1655 const struct blit_shader *blitter;
1657 unsigned int max_ffp_textures;
1658 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1659 DWORD vs_clipping;
1661 WORD view_ident : 1; /* true iff view matrix is identity */
1662 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1663 WORD isRecordingState : 1;
1664 WORD isInDraw : 1;
1665 WORD bCursorVisible : 1;
1666 WORD d3d_initialized : 1;
1667 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1668 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1669 WORD useDrawStridedSlow : 1;
1670 WORD instancedDraw : 1;
1671 WORD filter_messages : 1;
1672 WORD padding : 5;
1674 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1676 #define DDRAW_PITCH_ALIGNMENT 8
1677 #define D3D8_PITCH_ALIGNMENT 4
1678 unsigned char surface_alignment; /* Line Alignment of surfaces */
1680 /* State block related */
1681 struct wined3d_stateblock *stateBlock;
1682 struct wined3d_stateblock *updateStateBlock;
1684 /* Internal use fields */
1685 WINED3DDEVICE_CREATION_PARAMETERS createParms;
1686 WINED3DDEVTYPE devType;
1687 HWND focus_window;
1689 struct wined3d_swapchain **swapchains;
1690 UINT swapchain_count;
1692 struct list resources; /* a linked list to track resources created by the device */
1693 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1694 unsigned int highest_dirty_ps_const, highest_dirty_vs_const;
1696 /* Render Target Support */
1697 DWORD valid_rt_mask;
1698 struct wined3d_fb_state fb;
1699 struct wined3d_surface *onscreen_depth_stencil;
1700 struct wined3d_surface *auto_depth_stencil;
1702 /* palettes texture management */
1703 PALETTEENTRY **palettes;
1704 UINT palette_count;
1705 UINT currentPalette;
1707 /* For rendering to a texture using glCopyTexImage */
1708 GLuint depth_blt_texture;
1710 /* Cursor management */
1711 UINT xHotSpot;
1712 UINT yHotSpot;
1713 UINT xScreenSpace;
1714 UINT yScreenSpace;
1715 UINT cursorWidth, cursorHeight;
1716 GLuint cursorTexture;
1717 HCURSOR hardwareCursor;
1719 /* The Wine logo surface */
1720 struct wined3d_surface *logo_surface;
1722 /* Textures for when no other textures are mapped */
1723 UINT dummyTextureName[MAX_TEXTURES];
1725 /* DirectDraw stuff */
1726 DWORD ddraw_width, ddraw_height;
1727 enum wined3d_format_id ddraw_format;
1729 /* With register combiners we can skip junk texture stages */
1730 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1731 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1733 /* Stream source management */
1734 struct wined3d_stream_info strided_streams;
1735 const WineDirect3DVertexStridedData *up_strided;
1736 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1737 unsigned int num_buffer_queries;
1739 /* Context management */
1740 struct wined3d_context **contexts;
1741 UINT context_count;
1743 /* High level patch management */
1744 #define PATCHMAP_SIZE 43
1745 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1746 struct list patches[PATCHMAP_SIZE];
1749 HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
1750 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
1751 const WINED3DCOLORVALUE *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
1752 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1753 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1754 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
1755 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
1756 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
1757 void device_preload_textures(const struct wined3d_device *device) DECLSPEC_HIDDEN;
1758 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
1759 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1760 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1761 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1762 void device_stream_info_from_declaration(struct wined3d_device *device,
1763 struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
1764 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
1765 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1766 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1767 void device_update_tex_unit_map(struct wined3d_device *device) DECLSPEC_HIDDEN;
1768 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
1770 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
1772 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1773 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1774 return context->isStateDirty[idx] & (1 << shift);
1777 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
1778 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
1779 /* SCRATCH is mostly the same as CPU, but can't be used by the GPU at all,
1780 * not even for resource uploads. */
1781 #define WINED3D_RESOURCE_ACCESS_SCRATCH 0x4
1783 struct wined3d_resource_ops
1785 void (*resource_unload)(struct wined3d_resource *resource);
1788 struct wined3d_resource
1790 LONG ref;
1791 struct wined3d_device *device;
1792 WINED3DRESOURCETYPE resourceType;
1793 const struct wined3d_format *format;
1794 WINED3DMULTISAMPLE_TYPE multisample_type;
1795 UINT multisample_quality;
1796 DWORD usage;
1797 WINED3DPOOL pool;
1798 DWORD access_flags;
1799 UINT width;
1800 UINT height;
1801 UINT depth;
1802 UINT size;
1803 DWORD priority;
1804 BYTE *allocatedMemory; /* Pointer to the real data location */
1805 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1806 struct list privateData;
1807 struct list resource_list_entry;
1809 void *parent;
1810 const struct wined3d_parent_ops *parent_ops;
1811 const struct wined3d_resource_ops *resource_ops;
1814 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1815 DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1816 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
1817 WINED3DRESOURCETYPE resource_type, const struct wined3d_format *format,
1818 WINED3DMULTISAMPLE_TYPE multisample_type, UINT multisample_quality,
1819 DWORD usage, WINED3DPOOL pool, UINT width, UINT height, UINT depth, UINT size,
1820 void *parent, const struct wined3d_parent_ops *parent_ops,
1821 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
1822 DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN;
1823 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1825 /* Tests show that the start address of resources is 32 byte aligned */
1826 #define RESOURCE_ALIGNMENT 16
1828 typedef enum winetexturestates {
1829 WINED3DTEXSTA_ADDRESSU = 0,
1830 WINED3DTEXSTA_ADDRESSV = 1,
1831 WINED3DTEXSTA_ADDRESSW = 2,
1832 WINED3DTEXSTA_BORDERCOLOR = 3,
1833 WINED3DTEXSTA_MAGFILTER = 4,
1834 WINED3DTEXSTA_MINFILTER = 5,
1835 WINED3DTEXSTA_MIPFILTER = 6,
1836 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1837 WINED3DTEXSTA_MAXANISOTROPY = 8,
1838 WINED3DTEXSTA_SRGBTEXTURE = 9,
1839 WINED3DTEXSTA_SHADOW = 10,
1840 MAX_WINETEXTURESTATES = 11,
1841 } winetexturestates;
1843 enum WINED3DSRGB
1845 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1846 SRGB_RGB = 1, /* Loads the rgb texture */
1847 SRGB_SRGB = 2, /* Loads the srgb texture */
1850 struct gl_texture
1852 DWORD states[MAX_WINETEXTURESTATES];
1853 BOOL dirty;
1854 GLuint name;
1857 struct wined3d_texture_ops
1859 HRESULT (*texture_bind)(struct wined3d_texture *texture,
1860 struct wined3d_context *context, BOOL srgb);
1861 void (*texture_preload)(struct wined3d_texture *texture, enum WINED3DSRGB srgb);
1862 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
1863 const WINED3DBOX *dirty_region);
1864 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
1867 #define WINED3D_TEXTURE_COND_NP2 0x1
1868 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x2
1869 #define WINED3D_TEXTURE_IS_SRGB 0x4
1871 struct wined3d_texture
1873 struct wined3d_resource resource;
1874 const struct wined3d_texture_ops *texture_ops;
1875 struct gl_texture texture_rgb, texture_srgb;
1876 struct wined3d_resource **sub_resources;
1877 UINT layer_count;
1878 UINT level_count;
1879 float pow2_matrix[16];
1880 UINT lod;
1881 WINED3DTEXTUREFILTERTYPE filter_type;
1882 LONG bind_count;
1883 DWORD sampler;
1884 DWORD flags;
1885 const struct min_lookup *min_mip_lookup;
1886 const GLenum *mag_lookup;
1887 GLenum target;
1890 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
1892 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
1895 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
1896 const struct wined3d_gl_info *gl_info, BOOL srgb)
1898 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
1899 ? &texture->texture_srgb : &texture->texture_rgb;
1902 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
1903 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1904 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1905 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN;
1907 struct wined3d_volume
1909 struct wined3d_resource resource;
1910 struct wined3d_texture *container;
1911 BOOL lockable;
1912 BOOL locked;
1913 WINED3DBOX lockedBox;
1914 WINED3DBOX dirtyBox;
1915 BOOL dirty;
1918 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
1920 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
1923 void volume_add_dirty_box(struct wined3d_volume *volume, const WINED3DBOX *dirty_box) DECLSPEC_HIDDEN;
1924 void volume_load(const struct wined3d_volume *volume, struct wined3d_context *context, UINT level, BOOL srgb_mode) DECLSPEC_HIDDEN;
1925 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
1927 /*****************************************************************************
1928 * Structure for DIB Surfaces (GetDC and GDI surfaces)
1930 typedef struct wineD3DSurface_DIB {
1931 HBITMAP DIBsection;
1932 void* bitmap_data;
1933 UINT bitmap_size;
1934 HGDIOBJ holdbitmap;
1935 BOOL client_memory;
1936 } wineD3DSurface_DIB;
1938 struct wined3d_renderbuffer_entry
1940 struct list entry;
1941 GLuint id;
1942 UINT width;
1943 UINT height;
1946 struct fbo_entry
1948 struct list entry;
1949 struct wined3d_surface **render_targets;
1950 struct wined3d_surface *depth_stencil;
1951 DWORD location;
1952 DWORD rt_mask;
1953 BOOL attached;
1954 GLuint id;
1957 struct wined3d_clipper
1959 LONG ref;
1961 HWND hWnd;
1964 enum wined3d_container_type
1966 WINED3D_CONTAINER_NONE = 0,
1967 WINED3D_CONTAINER_SWAPCHAIN,
1968 WINED3D_CONTAINER_TEXTURE,
1971 struct wined3d_subresource_container
1973 enum wined3d_container_type type;
1974 union
1976 struct wined3d_swapchain *swapchain;
1977 struct wined3d_texture *texture;
1978 void *base;
1979 } u;
1982 struct wined3d_surface_ops
1984 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
1985 void (*surface_cleanup)(struct wined3d_surface *surface);
1986 void (*surface_realize_palette)(struct wined3d_surface *surface);
1987 HRESULT (*surface_draw_overlay)(struct wined3d_surface *surface);
1988 void (*surface_preload)(struct wined3d_surface *surface);
1989 void (*surface_map)(struct wined3d_surface *surface, const RECT *rect, DWORD flags);
1990 void (*surface_unmap)(struct wined3d_surface *surface);
1991 HRESULT (*surface_getdc)(struct wined3d_surface *surface);
1992 HRESULT (*surface_flip)(struct wined3d_surface *surface, struct wined3d_surface *override);
1993 HRESULT (*surface_set_mem)(struct wined3d_surface *surface, void *mem);
1996 struct wined3d_surface
1998 struct wined3d_resource resource;
1999 const struct wined3d_surface_ops *surface_ops;
2000 struct wined3d_subresource_container container;
2001 struct wined3d_palette *palette; /* D3D7 style palette handling */
2002 PALETTEENTRY *palette9; /* D3D8/9 style palette handling */
2003 DWORD draw_binding;
2005 DWORD flags;
2007 WINED3DSURFTYPE surface_type;
2008 UINT pow2Width;
2009 UINT pow2Height;
2011 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2012 void (*get_drawable_size)(const struct wined3d_context *context, UINT *width, UINT *height);
2014 /* PBO */
2015 GLuint pbo;
2016 GLuint rb_multisample;
2017 GLuint rb_resolved;
2018 GLuint texture_name;
2019 GLuint texture_name_srgb;
2020 GLint texture_level;
2021 GLenum texture_target;
2023 RECT lockedRect;
2024 RECT dirtyRect;
2025 int lockCount;
2026 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2028 /* For GetDC */
2029 wineD3DSurface_DIB dib;
2030 HDC hDC;
2032 /* Color keys for DDraw */
2033 WINEDDCOLORKEY DestBltCKey;
2034 WINEDDCOLORKEY DestOverlayCKey;
2035 WINEDDCOLORKEY SrcOverlayCKey;
2036 WINEDDCOLORKEY SrcBltCKey;
2037 DWORD CKeyFlags;
2039 WINEDDCOLORKEY glCKey;
2041 struct list renderbuffers;
2042 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2043 SIZE ds_current_size;
2045 /* DirectDraw clippers */
2046 struct wined3d_clipper *clipper;
2048 /* DirectDraw Overlay handling */
2049 RECT overlay_srcrect;
2050 RECT overlay_destrect;
2051 struct wined3d_surface *overlay_dest;
2052 struct list overlays;
2053 struct list overlay_entry;
2056 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2058 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2061 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2062 const struct wined3d_gl_info *gl_info, BOOL srgb)
2064 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2065 ? surface->texture_name_srgb : surface->texture_name;
2068 void surface_add_dirty_rect(struct wined3d_surface *surface, const WINED3DBOX *dirty_rect) DECLSPEC_HIDDEN;
2069 void surface_bind(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2070 HRESULT surface_color_fill(struct wined3d_surface *s, const RECT *rect, const WINED3DCOLORVALUE *color) DECLSPEC_HIDDEN;
2071 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2072 BOOL surface_init_sysmem(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2073 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
2074 BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2075 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2076 void surface_load_ds_location(struct wined3d_surface *surface,
2077 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2078 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect) DECLSPEC_HIDDEN;
2079 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2080 void surface_modify_location(struct wined3d_surface *surface, DWORD location, BOOL persistent) DECLSPEC_HIDDEN;
2081 void surface_prepare_rb(struct wined3d_surface *surface,
2082 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2083 void surface_prepare_texture(struct wined3d_surface *surface,
2084 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2085 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2086 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2087 void surface_set_container(struct wined3d_surface *surface,
2088 enum wined3d_container_type type, void *container) DECLSPEC_HIDDEN;
2089 void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2090 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target) DECLSPEC_HIDDEN;
2091 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2092 void surface_update_draw_binding(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2093 void surface_upload_data(const struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
2094 const struct wined3d_format *format, const RECT *src_rect, UINT src_w, const POINT *dst_point,
2095 BOOL srgb, const struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2097 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2098 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2099 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2101 void draw_textured_quad(const struct wined3d_surface *src_surface, const RECT *src_rect,
2102 const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter) DECLSPEC_HIDDEN;
2103 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2105 /* Surface flags: */
2106 #define SFLAG_CONVERTED 0x00000001 /* Converted for color keying or palettized. */
2107 #define SFLAG_DISCARD 0x00000002 /* ??? */
2108 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2109 #define SFLAG_NORMCOORD 0x00000008 /* Set if GL texture coordinates are normalized (non-texture rectangle). */
2110 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked. */
2111 #define SFLAG_DYNLOCK 0x00000020 /* Surface is often locked by the application. */
2112 #define SFLAG_LOCKED 0x00000040 /* Surface is currently locked. */
2113 #define SFLAG_DCINUSE 0x00000080 /* Set between GetDC and ReleaseDC calls. */
2114 #define SFLAG_LOST 0x00000100 /* Surface lost flag for ddraw. */
2115 #define SFLAG_GLCKEY 0x00000200 /* The GL texture was created with a color key. */
2116 #define SFLAG_CLIENT 0x00000400 /* GL_APPLE_client_storage is used with this surface. */
2117 #define SFLAG_INOVERLAYDRAW 0x00000800 /* Overlay drawing is in progress. Recursion prevention. */
2118 #define SFLAG_DIBSECTION 0x00001000 /* Has a DIB section attached for GetDC. */
2119 #define SFLAG_USERPTR 0x00002000 /* The application allocated the memory for this surface. */
2120 #define SFLAG_ALLOCATED 0x00004000 /* A GL texture is allocated for this surface. */
2121 #define SFLAG_SRGBALLOCATED 0x00008000 /* A sRGB GL texture is allocated for this surface. */
2122 #define SFLAG_PBO 0x00010000 /* The surface has a PBO. */
2123 #define SFLAG_INSYSMEM 0x00020000 /* The system memory copy is current. */
2124 #define SFLAG_INTEXTURE 0x00040000 /* The GL texture is current. */
2125 #define SFLAG_INSRGBTEX 0x00080000 /* The GL sRGB texture is current. */
2126 #define SFLAG_INDRAWABLE 0x00100000 /* The GL drawable is current. */
2127 #define SFLAG_INRB_MULTISAMPLE 0x00200000 /* The multisample renderbuffer is current. */
2128 #define SFLAG_INRB_RESOLVED 0x00400000 /* The resolved renderbuffer is current. */
2129 #define SFLAG_DS_ONSCREEN 0x00800000 /* This is a depth / stencil surface, last modified onscreen. */
2130 #define SFLAG_DS_OFFSCREEN 0x01000000 /* This is a depth / stencil surface, last modified offscreen. */
2132 /* In some conditions the surface memory must not be freed:
2133 * SFLAG_CONVERTED: Converting the data back would take too long
2134 * SFLAG_DIBSECTION: The dib code manages the memory
2135 * SFLAG_LOCKED: The app requires access to the surface data
2136 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2137 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2138 * SFLAG_CLIENT: OpenGL uses our memory as backup
2140 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2141 SFLAG_DYNLOCK | \
2142 SFLAG_LOCKED | \
2143 SFLAG_CLIENT | \
2144 SFLAG_DIBSECTION | \
2145 SFLAG_USERPTR | \
2146 SFLAG_PBO)
2148 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2149 SFLAG_INTEXTURE | \
2150 SFLAG_INSRGBTEX | \
2151 SFLAG_INDRAWABLE | \
2152 SFLAG_INRB_MULTISAMPLE | \
2153 SFLAG_INRB_RESOLVED)
2155 #define SFLAG_DS_LOCATIONS (SFLAG_DS_ONSCREEN | \
2156 SFLAG_DS_OFFSCREEN)
2157 #define SFLAG_DS_DISCARDED SFLAG_DS_LOCATIONS
2159 typedef enum {
2160 NO_CONVERSION,
2161 CONVERT_PALETTED,
2162 CONVERT_PALETTED_CK,
2163 CONVERT_CK_565,
2164 CONVERT_CK_5551,
2165 CONVERT_CK_RGB24,
2166 CONVERT_RGB32_888
2167 } CONVERT_TYPES;
2169 HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_alpha_ck, BOOL use_texturing,
2170 struct wined3d_format *format, CONVERT_TYPES *convert) DECLSPEC_HIDDEN;
2171 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2173 BOOL palette9_changed(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2175 struct wined3d_vertex_declaration_element
2177 const struct wined3d_format *format;
2178 BOOL ffp_valid;
2179 WORD input_slot;
2180 WORD offset;
2181 UINT output_slot;
2182 BYTE method;
2183 BYTE usage;
2184 BYTE usage_idx;
2187 struct wined3d_vertex_declaration
2189 LONG ref;
2190 void *parent;
2191 const struct wined3d_parent_ops *parent_ops;
2192 struct wined3d_device *device;
2194 struct wined3d_vertex_declaration_element *elements;
2195 UINT element_count;
2197 DWORD streams[MAX_STREAMS];
2198 UINT num_streams;
2199 BOOL position_transformed;
2200 BOOL half_float_conv_needed;
2203 /* Internal state Block for Begin/End/Capture/Create/Apply info */
2204 /* Note: Very long winded but gl Lists are not flexible enough */
2205 /* to resolve everything we need, so doing it manually for now */
2206 typedef struct SAVEDSTATES {
2207 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2208 WORD streamSource; /* MAX_STREAMS, 16 */
2209 WORD streamFreq; /* MAX_STREAMS, 16 */
2210 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2211 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2212 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2213 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2214 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2215 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2216 BOOL *pixelShaderConstantsF;
2217 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2218 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2219 BOOL *vertexShaderConstantsF;
2220 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2221 DWORD primitive_type : 1;
2222 DWORD indices : 1;
2223 DWORD material : 1;
2224 DWORD viewport : 1;
2225 DWORD vertexDecl : 1;
2226 DWORD pixelShader : 1;
2227 DWORD vertexShader : 1;
2228 DWORD scissorRect : 1;
2229 DWORD padding : 4;
2230 } SAVEDSTATES;
2232 struct StageState {
2233 DWORD stage;
2234 DWORD state;
2237 struct wined3d_stream_state
2239 struct wined3d_buffer *buffer;
2240 UINT offset;
2241 UINT stride;
2242 UINT frequency;
2243 UINT flags;
2246 struct wined3d_state
2248 const struct wined3d_fb_state *fb;
2250 struct wined3d_vertex_declaration *vertex_declaration;
2251 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2252 BOOL user_stream;
2253 struct wined3d_buffer *index_buffer;
2254 enum wined3d_format_id index_format;
2255 INT base_vertex_index;
2256 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2257 GLenum gl_primitive_type;
2259 struct wined3d_shader *vertex_shader;
2260 BOOL vs_consts_b[MAX_CONST_B];
2261 INT vs_consts_i[MAX_CONST_I * 4];
2262 float *vs_consts_f;
2264 struct wined3d_shader *pixel_shader;
2265 BOOL ps_consts_b[MAX_CONST_B];
2266 INT ps_consts_i[MAX_CONST_I * 4];
2267 float *ps_consts_f;
2269 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2270 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2271 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2272 DWORD lowest_disabled_stage;
2274 WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
2275 double clip_planes[MAX_CLIPPLANES][4];
2276 WINED3DMATERIAL material;
2277 WINED3DVIEWPORT viewport;
2278 RECT scissor_rect;
2280 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2281 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2282 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2283 struct list light_map[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2284 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2286 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2289 struct wined3d_stateblock
2291 LONG ref; /* Note: Ref counting not required */
2292 struct wined3d_device *device;
2293 WINED3DSTATEBLOCKTYPE blockType;
2295 /* Array indicating whether things have been set or changed */
2296 SAVEDSTATES changed;
2297 struct wined3d_state state;
2299 /* Contained state management */
2300 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2301 unsigned int num_contained_render_states;
2302 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2303 unsigned int num_contained_transform_states;
2304 DWORD contained_vs_consts_i[MAX_CONST_I];
2305 unsigned int num_contained_vs_consts_i;
2306 DWORD contained_vs_consts_b[MAX_CONST_B];
2307 unsigned int num_contained_vs_consts_b;
2308 DWORD *contained_vs_consts_f;
2309 unsigned int num_contained_vs_consts_f;
2310 DWORD contained_ps_consts_i[MAX_CONST_I];
2311 unsigned int num_contained_ps_consts_i;
2312 DWORD contained_ps_consts_b[MAX_CONST_B];
2313 unsigned int num_contained_ps_consts_b;
2314 DWORD *contained_ps_consts_f;
2315 unsigned int num_contained_ps_consts_f;
2316 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2317 unsigned int num_contained_tss_states;
2318 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2319 unsigned int num_contained_sampler_states;
2322 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2323 void stateblock_init_default_state(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2325 /* Direct3D terminology with little modifications. We do not have an issued state
2326 * because only the driver knows about it, but we have a created state because d3d
2327 * allows GetData on a created issue, but opengl doesn't
2329 enum query_state {
2330 QUERY_CREATED,
2331 QUERY_SIGNALLED,
2332 QUERY_BUILDING
2335 struct wined3d_query_ops
2337 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2338 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2341 struct wined3d_query
2343 LONG ref;
2344 const struct wined3d_query_ops *query_ops;
2345 struct wined3d_device *device;
2346 enum query_state state;
2347 WINED3DQUERYTYPE type;
2348 DWORD data_size;
2349 void *extendedData;
2352 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2353 * fixed function semantics as D3DCOLOR or FLOAT16 */
2354 enum wined3d_buffer_conversion_type
2356 CONV_NONE,
2357 CONV_D3DCOLOR,
2358 CONV_POSITIONT,
2361 struct wined3d_map_range
2363 UINT offset;
2364 UINT size;
2367 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2368 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2369 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2370 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2371 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2372 #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2373 #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2374 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2376 struct wined3d_buffer
2378 struct wined3d_resource resource;
2380 struct wined3d_buffer_desc desc;
2382 GLuint buffer_object;
2383 GLenum buffer_object_usage;
2384 GLenum buffer_type_hint;
2385 UINT buffer_object_size;
2386 LONG bind_count;
2387 DWORD flags;
2389 LONG lock_count;
2390 struct wined3d_map_range *maps;
2391 ULONG maps_size, modified_areas;
2392 struct wined3d_event_query *query;
2394 /* conversion stuff */
2395 UINT decl_change_count, full_conversion_count;
2396 UINT draw_count;
2397 UINT stride; /* 0 if no conversion */
2398 UINT conversion_stride; /* 0 if no shifted conversion */
2399 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2402 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2404 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2407 void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
2408 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2409 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2411 struct wined3d_rendertarget_view
2413 LONG refcount;
2415 struct wined3d_resource *resource;
2416 void *parent;
2419 struct wined3d_swapchain_ops
2421 HRESULT (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2422 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2425 struct wined3d_swapchain
2427 LONG ref;
2428 void *parent;
2429 const struct wined3d_parent_ops *parent_ops;
2430 const struct wined3d_swapchain_ops *swapchain_ops;
2431 struct wined3d_device *device;
2433 struct wined3d_surface **back_buffers;
2434 struct wined3d_surface *front_buffer;
2435 WINED3DPRESENT_PARAMETERS presentParms;
2436 DWORD orig_width, orig_height;
2437 enum wined3d_format_id orig_fmt;
2438 WINED3DGAMMARAMP orig_gamma;
2439 BOOL render_to_fbo;
2440 const struct wined3d_format *ds_format;
2442 LONG prev_time, frames; /* Performance tracking */
2444 struct wined3d_context **context;
2445 unsigned int num_contexts;
2447 HWND win_handle;
2448 HWND device_window;
2450 HDC backup_dc;
2451 HWND backup_wnd;
2454 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2456 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2457 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2458 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2459 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2460 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2462 #define DEFAULT_REFRESH_RATE 0
2464 /*****************************************************************************
2465 * Utility function prototypes
2468 /* Trace routines */
2469 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2470 const char *debug_d3ddevicetype(WINED3DDEVTYPE devtype) DECLSPEC_HIDDEN;
2471 const char *debug_d3dresourcetype(WINED3DRESOURCETYPE res) DECLSPEC_HIDDEN;
2472 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2473 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2474 const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN;
2475 const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN;
2476 const char *debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType) DECLSPEC_HIDDEN;
2477 const char *debug_d3drenderstate(WINED3DRENDERSTATETYPE state) DECLSPEC_HIDDEN;
2478 const char *debug_d3dsamplerstate(DWORD state) DECLSPEC_HIDDEN;
2479 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2480 const char *debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type) DECLSPEC_HIDDEN;
2481 const char *debug_d3dtexturestate(DWORD state) DECLSPEC_HIDDEN;
2482 const char *debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype) DECLSPEC_HIDDEN;
2483 const char *debug_d3dpool(WINED3DPOOL pool) DECLSPEC_HIDDEN;
2484 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2485 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2486 const char *debug_d3dbasis(WINED3DBASISTYPE basis) DECLSPEC_HIDDEN;
2487 const char *debug_d3ddegree(WINED3DDEGREETYPE order) DECLSPEC_HIDDEN;
2488 const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
2489 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2490 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2492 /* Routines for GL <-> D3D values */
2493 GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
2494 GLenum CompareFunc(DWORD func) DECLSPEC_HIDDEN;
2495 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2496 WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2497 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2498 BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3,
2499 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2500 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords,
2501 BOOL transformed, enum wined3d_format_id coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2502 void texture_activate_dimensions(const struct wined3d_texture *texture,
2503 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2504 void sampler_texdim(struct wined3d_context *context,
2505 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2506 void tex_alphaop(struct wined3d_context *context,
2507 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2508 void apply_pixelshader(struct wined3d_context *context,
2509 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2510 void state_fogcolor(struct wined3d_context *context,
2511 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2512 void state_fogdensity(struct wined3d_context *context,
2513 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2514 void state_fogstartend(struct wined3d_context *context,
2515 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2516 void state_fog_fragpart(struct wined3d_context *context,
2517 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2519 BOOL getColorBits(const struct wined3d_format *format,
2520 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2521 BOOL getDepthStencilBits(const struct wined3d_format *format,
2522 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2524 /* Math utils */
2525 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) DECLSPEC_HIDDEN;
2526 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2527 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2529 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2531 typedef struct local_constant {
2532 struct list entry;
2533 unsigned int idx;
2534 DWORD value[4];
2535 } local_constant;
2537 struct wined3d_shader_limits
2539 unsigned int temporary;
2540 unsigned int texcoord;
2541 unsigned int sampler;
2542 unsigned int constant_int;
2543 unsigned int constant_float;
2544 unsigned int constant_bool;
2545 unsigned int address;
2546 unsigned int packed_output;
2547 unsigned int packed_input;
2548 unsigned int attributes;
2549 unsigned int label;
2552 #ifdef __GNUC__
2553 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2554 #else
2555 #define PRINTF_ATTR(fmt,args)
2556 #endif
2558 /* Base Shader utility functions. */
2559 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2560 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2562 /* Vertex shader utility functions */
2563 BOOL vshader_get_input(const struct wined3d_shader *shader,
2564 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2566 struct wined3d_vertex_shader
2568 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2571 struct wined3d_pixel_shader
2573 /* Pixel shader input semantics */
2574 DWORD input_reg_map[MAX_REG_INPUT];
2575 BOOL input_reg_used[MAX_REG_INPUT];
2576 unsigned int declared_in_count;
2578 /* Some information about the shader behavior */
2579 BOOL color0_mov;
2580 DWORD color0_reg;
2583 struct wined3d_shader
2585 LONG ref;
2586 struct wined3d_shader_limits limits;
2587 DWORD *function;
2588 UINT functionLength;
2589 BOOL load_local_constsF;
2590 const struct wined3d_shader_frontend *frontend;
2591 void *frontend_data;
2592 void *backend_data;
2594 void *parent;
2595 const struct wined3d_parent_ops *parent_ops;
2597 /* Programs this shader is linked with */
2598 struct list linked_programs;
2600 /* Immediate constants (override global ones) */
2601 struct list constantsB;
2602 struct list constantsF;
2603 struct list constantsI;
2604 struct wined3d_shader_reg_maps reg_maps;
2606 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2607 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2609 /* Pointer to the parent device */
2610 struct wined3d_device *device;
2611 struct list shader_list_entry;
2613 union
2615 struct wined3d_vertex_shader vs;
2616 struct wined3d_pixel_shader ps;
2617 } u;
2620 void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps,
2621 struct wined3d_texture * const *textures) DECLSPEC_HIDDEN;
2622 void find_ps_compile_args(const struct wined3d_state *state,
2623 const struct wined3d_shader *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
2625 void find_vs_compile_args(const struct wined3d_state *state,
2626 const struct wined3d_shader *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2628 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2629 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2630 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2631 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2632 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2633 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2634 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2635 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2636 unsigned int max) DECLSPEC_HIDDEN;
2637 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2638 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
2639 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
2641 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2643 return type == WINED3D_SHADER_TYPE_PIXEL;
2646 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2648 return type == WINED3D_SHADER_TYPE_VERTEX;
2651 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2653 switch (reg->type)
2655 case WINED3DSPR_RASTOUT:
2656 /* oFog & oPts */
2657 if (reg->idx) return TRUE;
2658 /* oPos */
2659 return FALSE;
2661 case WINED3DSPR_DEPTHOUT: /* oDepth */
2662 case WINED3DSPR_CONSTBOOL: /* b# */
2663 case WINED3DSPR_LOOP: /* aL */
2664 case WINED3DSPR_PREDICATE: /* p0 */
2665 return TRUE;
2667 case WINED3DSPR_MISCTYPE:
2668 switch(reg->idx)
2670 case 0: /* vPos */
2671 return FALSE;
2672 case 1: /* vFace */
2673 return TRUE;
2674 default:
2675 return FALSE;
2678 case WINED3DSPR_IMMCONST:
2679 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2681 default:
2682 return FALSE;
2686 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2687 const struct wined3d_state *state, float *position_fixup)
2689 position_fixup[0] = 1.0f;
2690 position_fixup[1] = 1.0f;
2691 position_fixup[2] = (63.0f / 64.0f) / state->viewport.Width;
2692 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.Height;
2694 if (context->render_offscreen)
2696 position_fixup[1] *= -1.0f;
2697 position_fixup[3] *= -1.0f;
2701 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
2703 struct local_constant *lconst;
2705 if (shader->load_local_constsF)
2706 return FALSE;
2708 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, local_constant, entry)
2710 if (lconst->idx == reg)
2711 return TRUE;
2714 return FALSE;
2717 /* Using additional shader constants (uniforms in GLSL / program environment
2718 * or local parameters in ARB) is costly:
2719 * ARB only knows float4 parameters and GLSL compiler are not really smart
2720 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2721 * (in fact most compilers map a float2 to a full float4 uniform).
2723 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2724 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2725 * into a single shader constant (uniform / program parameter).
2727 * This structure is shared between the GLSL and the ARB backend.*/
2728 struct ps_np2fixup_info {
2729 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2730 WORD active; /* bitfield indicating if we can apply the fixup */
2731 WORD num_consts;
2734 /* sRGB correction constants */
2735 static const float srgb_cmp = 0.0031308f;
2736 static const float srgb_mul_low = 12.92f;
2737 static const float srgb_pow = 0.41666f;
2738 static const float srgb_mul_high = 1.055f;
2739 static const float srgb_sub_high = 0.055f;
2741 struct wined3d_palette
2743 LONG ref;
2744 void *parent;
2745 struct wined3d_device *device;
2747 HPALETTE hpal;
2748 WORD palVersion; /*| */
2749 WORD palNumEntries; /*| LOGPALETTE */
2750 PALETTEENTRY palents[256]; /*| */
2751 /* This is to store the palette in 'screen format' */
2752 int screen_palents[256];
2753 DWORD flags;
2756 /* DirectDraw utility functions */
2757 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2759 /*****************************************************************************
2760 * Pixel format management
2763 /* WineD3D pixel format flags */
2764 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2765 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2766 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2767 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2768 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2769 #define WINED3DFMT_FLAG_FOURCC 0x00000020
2770 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2771 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
2772 #define WINED3DFMT_FLAG_GETDC 0x00000100
2773 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2774 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2775 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2776 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2777 #define WINED3DFMT_FLAG_VTF 0x00002000
2778 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2779 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
2780 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
2782 struct wined3d_format
2784 enum wined3d_format_id id;
2786 DWORD red_mask;
2787 DWORD green_mask;
2788 DWORD blue_mask;
2789 DWORD alpha_mask;
2790 UINT byte_count;
2791 BYTE depth_size;
2792 BYTE stencil_size;
2794 UINT block_width;
2795 UINT block_height;
2796 UINT block_byte_count;
2798 enum wined3d_ffp_emit_idx emit_idx;
2799 GLint component_count;
2800 GLenum gl_vtx_type;
2801 GLint gl_vtx_format;
2802 GLboolean gl_normalized;
2803 unsigned int component_size;
2805 GLint glInternal;
2806 GLint glGammaInternal;
2807 GLint rtInternal;
2808 GLint glFormat;
2809 GLint glType;
2810 UINT conv_byte_count;
2811 unsigned int flags;
2812 float heightscale;
2813 struct color_fixup_desc color_fixup;
2814 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
2817 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2818 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2819 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
2820 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2821 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
2822 const WINED3DCOLORVALUE *color) DECLSPEC_HIDDEN;
2824 static inline BOOL use_vs(const struct wined3d_state *state)
2826 /* Check stateblock->vertexDecl to allow this to be used from
2827 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2828 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2829 * style strided data. */
2830 return state->vertex_shader && !state->vertex_declaration->position_transformed;
2833 static inline BOOL use_ps(const struct wined3d_state *state)
2835 return !!state->pixel_shader;
2838 static inline void context_apply_state(struct wined3d_context *context,
2839 const struct wined3d_state *state, DWORD state_id)
2841 const struct StateEntry *state_table = context->state_table;
2842 DWORD rep = state_table[state_id].representative;
2843 state_table[rep].apply(context, state, rep);
2846 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2847 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2849 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
2851 #endif