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1 /*
2 * Direct3D wine internal private include file
3 *
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2011, 2013 Stefan Dösinger for CodeWeavers
9 *
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
14 *
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
19 *
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 */
24
25 #ifndef __WINE_WINED3D_PRIVATE_H
26 #define __WINE_WINED3D_PRIVATE_H
27
28 #include <wine/config.h>
29 #include <wine/port.h>
30
31 #ifdef USE_WIN32_OPENGL
32 #define WINE_GLAPI __stdcall
33 #else
34 #define WINE_GLAPI
35 #endif
36
37 #ifdef HAVE_FLOAT_H
38 # include <float.h>
39 #endif
40
41 #include <stdio.h>
42
43 #define WIN32_NO_STATUS
44 #define _INC_WINDOWS
45 #define COM_NO_WINDOWS_H
46
47 #define NONAMELESSUNION
48 #define NONAMELESSSTRUCT
49 #define COBJMACROS
50
51 #include <windef.h>
52 #include <winbase.h>
53 #include <wingdi.h>
54 #include <winuser.h>
55 #include <objbase.h>
56
57 #include <wine/debug.h>
58 #include <wine/list.h>
59 #include <wine/rbtree.h>
60 #include <wine/wined3d.h>
61 #include "wined3d_gl.h"
62 #include <wine/wgl_driver.h>
63
64 /* Driver quirks */
65 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
66 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
67 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
68 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
69 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
70 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
71 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
72 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
73 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
74 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
75
76 /* Texture format fixups */
77
78 enum fixup_channel_source
79 {
80 CHANNEL_SOURCE_ZERO = 0,
81 CHANNEL_SOURCE_ONE = 1,
82 CHANNEL_SOURCE_X = 2,
83 CHANNEL_SOURCE_Y = 3,
84 CHANNEL_SOURCE_Z = 4,
85 CHANNEL_SOURCE_W = 5,
86 CHANNEL_SOURCE_COMPLEX0 = 6,
87 CHANNEL_SOURCE_COMPLEX1 = 7,
88 };
89
90 enum complex_fixup
91 {
92 COMPLEX_FIXUP_NONE = 0,
93 COMPLEX_FIXUP_YUY2 = 1,
94 COMPLEX_FIXUP_UYVY = 2,
95 COMPLEX_FIXUP_YV12 = 3,
96 COMPLEX_FIXUP_P8 = 4,
97 COMPLEX_FIXUP_NV12 = 5,
98 };
99
100 #include <pshpack2.h>
101 struct color_fixup_desc
102 {
103 unsigned x_sign_fixup : 1;
104 unsigned x_source : 3;
105 unsigned y_sign_fixup : 1;
106 unsigned y_source : 3;
107 unsigned z_sign_fixup : 1;
108 unsigned z_source : 3;
109 unsigned w_sign_fixup : 1;
110 unsigned w_source : 3;
111 };
112 #include <poppack.h>
113
114 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
115 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
116
117 static inline struct color_fixup_desc create_color_fixup_desc(
118 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
119 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
120 {
121 struct color_fixup_desc fixup =
122 {
123 sign0, src0,
124 sign1, src1,
125 sign2, src2,
126 sign3, src3,
127 };
128 return fixup;
129 }
130
131 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
132 {
133 struct color_fixup_desc fixup =
134 {
135 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
136 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
137 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
138 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
139 };
140 return fixup;
141 }
142
143 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
144 {
145 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
146 }
147
148 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
149 {
150 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
151 }
152
153 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
154 {
155 enum complex_fixup complex_fixup = 0;
156 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
157 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
158 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
159 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
160 return complex_fixup;
161 }
162
163 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
164 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
165 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
166
167 /* Device caps */
168 #define MAX_STREAM_OUT 4
169 #define MAX_STREAMS 16
170 #define MAX_TEXTURES 8
171 #define MAX_FRAGMENT_SAMPLERS 16
172 #define MAX_VERTEX_SAMPLERS 4
173 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
174 #define MAX_ACTIVE_LIGHTS 8
175 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
176 #define MAX_CONSTANT_BUFFERS 15
177 #define MAX_SAMPLER_OBJECTS 16
178
179 struct min_lookup
180 {
181 GLenum mip[WINED3D_TEXF_LINEAR + 1];
182 };
183
184 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
185 extern const struct min_lookup minMipLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
186 extern const struct min_lookup minMipLookup_noMip[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
187 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
188 extern const GLenum magLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
189
190 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], enum wined3d_texture_filter_type mag_filter)
191 {
192 return mag_lookup[mag_filter];
193 }
194
195 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
196 enum wined3d_texture_filter_type min_filter, enum wined3d_texture_filter_type mip_filter)
197 {
198 return min_mip_lookup[min_filter].mip[mip_filter];
199 }
200
201 /* float_16_to_32() and float_32_to_16() (see implementation in
202 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
203 * to standard C floats and vice versa. They do not depend on the encoding
204 * of the C float, so they are platform independent, but slow. On x86 and
205 * other IEEE 754 compliant platforms the conversion can be accelerated by
206 * bit shifting the exponent and mantissa. There are also some SSE-based
207 * assembly routines out there.
208 *
209 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
210 */
211 static inline float float_16_to_32(const unsigned short *in)
212 {
213 const unsigned short s = ((*in) & 0x8000);
214 const unsigned short e = ((*in) & 0x7c00) >> 10;
215 const unsigned short m = (*in) & 0x3ff;
216 const float sgn = (s ? -1.0f : 1.0f);
217
218 if(e == 0) {
219 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
220 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
221 } else if(e < 31) {
222 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
223 } else {
224 if(m == 0) return sgn * INFINITY;
225 else return NAN;
226 }
227 }
228
229 static inline float float_24_to_32(DWORD in)
230 {
231 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
232 const unsigned short e = (in & 0x780000) >> 19;
233 const unsigned int m = in & 0x7ffff;
234
235 if (e == 0)
236 {
237 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
238 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
239 }
240 else if (e < 15)
241 {
242 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
243 }
244 else
245 {
246 if (m == 0) return sgn * INFINITY;
247 else return NAN;
248 }
249 }
250
251 #define ORM_BACKBUFFER 0
252 #define ORM_FBO 1
253
254 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
255 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
256
257 /* NOTE: When adding fields to this structure, make sure to update the default
258 * values in wined3d_main.c as well. */
259 struct wined3d_settings
260 {
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 unsigned short pci_vendor_id;
267 unsigned short pci_device_id;
268 /* Memory tracking and object counting. */
269 unsigned int emulated_textureram;
270 char *logo;
271 int allow_multisampling;
272 BOOL strict_draw_ordering;
273 BOOL always_offscreen;
274 unsigned int max_sm_vs;
275 unsigned int max_sm_gs;
276 unsigned int max_sm_ps;
277 BOOL no_3d;
278 };
279
280 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
281
282 enum wined3d_sampler_texture_type
283 {
284 WINED3DSTT_UNKNOWN = 0,
285 WINED3DSTT_1D = 1,
286 WINED3DSTT_2D = 2,
287 WINED3DSTT_CUBE = 3,
288 WINED3DSTT_VOLUME = 4,
289 };
290
291 #define WINED3D_SHADER_CONST_VS_F 0x00000001
292 #define WINED3D_SHADER_CONST_VS_I 0x00000002
293 #define WINED3D_SHADER_CONST_VS_B 0x00000004
294 #define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000008
295 #define WINED3D_SHADER_CONST_PS_F 0x00000010
296 #define WINED3D_SHADER_CONST_PS_I 0x00000020
297 #define WINED3D_SHADER_CONST_PS_B 0x00000040
298 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000080
299 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000100
300 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000200
301 #define WINED3D_SHADER_CONST_FFP_PS 0x00000400
302
303 enum wined3d_shader_register_type
304 {
305 WINED3DSPR_TEMP = 0,
306 WINED3DSPR_INPUT = 1,
307 WINED3DSPR_CONST = 2,
308 WINED3DSPR_ADDR = 3,
309 WINED3DSPR_TEXTURE = 3,
310 WINED3DSPR_RASTOUT = 4,
311 WINED3DSPR_ATTROUT = 5,
312 WINED3DSPR_TEXCRDOUT = 6,
313 WINED3DSPR_OUTPUT = 6,
314 WINED3DSPR_CONSTINT = 7,
315 WINED3DSPR_COLOROUT = 8,
316 WINED3DSPR_DEPTHOUT = 9,
317 WINED3DSPR_SAMPLER = 10,
318 WINED3DSPR_CONST2 = 11,
319 WINED3DSPR_CONST3 = 12,
320 WINED3DSPR_CONST4 = 13,
321 WINED3DSPR_CONSTBOOL = 14,
322 WINED3DSPR_LOOP = 15,
323 WINED3DSPR_TEMPFLOAT16 = 16,
324 WINED3DSPR_MISCTYPE = 17,
325 WINED3DSPR_LABEL = 18,
326 WINED3DSPR_PREDICATE = 19,
327 WINED3DSPR_IMMCONST,
328 WINED3DSPR_CONSTBUFFER,
329 WINED3DSPR_PRIMID,
330 WINED3DSPR_NULL,
331 WINED3DSPR_RESOURCE,
332 };
333
334 enum wined3d_data_type
335 {
336 WINED3D_DATA_FLOAT,
337 WINED3D_DATA_INT,
338 WINED3D_DATA_RESOURCE,
339 WINED3D_DATA_SAMPLER,
340 WINED3D_DATA_UINT,
341 };
342
343 enum wined3d_immconst_type
344 {
345 WINED3D_IMMCONST_SCALAR,
346 WINED3D_IMMCONST_VEC4,
347 };
348
349 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
350
351 enum wined3d_shader_src_modifier
352 {
353 WINED3DSPSM_NONE = 0,
354 WINED3DSPSM_NEG = 1,
355 WINED3DSPSM_BIAS = 2,
356 WINED3DSPSM_BIASNEG = 3,
357 WINED3DSPSM_SIGN = 4,
358 WINED3DSPSM_SIGNNEG = 5,
359 WINED3DSPSM_COMP = 6,
360 WINED3DSPSM_X2 = 7,
361 WINED3DSPSM_X2NEG = 8,
362 WINED3DSPSM_DZ = 9,
363 WINED3DSPSM_DW = 10,
364 WINED3DSPSM_ABS = 11,
365 WINED3DSPSM_ABSNEG = 12,
366 WINED3DSPSM_NOT = 13,
367 };
368
369 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
370 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
371 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
372 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
373 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
374
375 enum wined3d_shader_dst_modifier
376 {
377 WINED3DSPDM_NONE = 0,
378 WINED3DSPDM_SATURATE = 1,
379 WINED3DSPDM_PARTIALPRECISION = 2,
380 WINED3DSPDM_MSAMPCENTROID = 4,
381 };
382
383 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
384 #define WINED3DSI_TEXLD_PROJECT 0x1
385 #define WINED3DSI_TEXLD_BIAS 0x2
386 #define WINED3DSI_INDEXED_DYNAMIC 0x4
387
388 enum wined3d_shader_rel_op
389 {
390 WINED3D_SHADER_REL_OP_GT = 1,
391 WINED3D_SHADER_REL_OP_EQ = 2,
392 WINED3D_SHADER_REL_OP_GE = 3,
393 WINED3D_SHADER_REL_OP_LT = 4,
394 WINED3D_SHADER_REL_OP_NE = 5,
395 WINED3D_SHADER_REL_OP_LE = 6,
396 };
397
398 #define WINED3D_SM1_VS 0xfffe
399 #define WINED3D_SM1_PS 0xffff
400 #define WINED3D_SM4_PS 0x0000
401 #define WINED3D_SM4_VS 0x0001
402 #define WINED3D_SM4_GS 0x0002
403
404 /* Shader version tokens, and shader end tokens */
405 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
406 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
407
408 /* Shader backends */
409
410 /* TODO: Make this dynamic, based on shader limits ? */
411 #define MAX_ATTRIBS 16
412 #define MAX_REG_ADDR 1
413 #define MAX_REG_TEMP 32
414 #define MAX_REG_TEXCRD 8
415 #define MAX_REG_INPUT 32
416 #define MAX_REG_OUTPUT 32
417 #define MAX_CONST_I 16
418 #define MAX_CONST_B 16
419 #define WINED3D_MAX_CBS 15
420
421 /* FIXME: This needs to go up to 2048 for
422 * Shader model 3 according to msdn (and for software shaders) */
423 #define MAX_LABELS 16
424
425 struct wined3d_shader_buffer
426 {
427 char *buffer;
428 unsigned int buffer_size;
429 unsigned int content_size;
430 unsigned int lineNo;
431 BOOL newline;
432 };
433
434 enum WINED3D_SHADER_INSTRUCTION_HANDLER
435 {
436 WINED3DSIH_ABS,
437 WINED3DSIH_ADD,
438 WINED3DSIH_AND,
439 WINED3DSIH_BEM,
440 WINED3DSIH_BREAK,
441 WINED3DSIH_BREAKC,
442 WINED3DSIH_BREAKP,
443 WINED3DSIH_CALL,
444 WINED3DSIH_CALLNZ,
445 WINED3DSIH_CMP,
446 WINED3DSIH_CND,
447 WINED3DSIH_CRS,
448 WINED3DSIH_CUT,
449 WINED3DSIH_DCL,
450 WINED3DSIH_DCL_CONSTANT_BUFFER,
451 WINED3DSIH_DCL_INPUT_PRIMITIVE,
452 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
453 WINED3DSIH_DCL_VERTICES_OUT,
454 WINED3DSIH_DEF,
455 WINED3DSIH_DEFB,
456 WINED3DSIH_DEFI,
457 WINED3DSIH_DIV,
458 WINED3DSIH_DP2ADD,
459 WINED3DSIH_DP3,
460 WINED3DSIH_DP4,
461 WINED3DSIH_DST,
462 WINED3DSIH_DSX,
463 WINED3DSIH_DSY,
464 WINED3DSIH_ELSE,
465 WINED3DSIH_EMIT,
466 WINED3DSIH_ENDIF,
467 WINED3DSIH_ENDLOOP,
468 WINED3DSIH_ENDREP,
469 WINED3DSIH_EQ,
470 WINED3DSIH_EXP,
471 WINED3DSIH_EXPP,
472 WINED3DSIH_FRC,
473 WINED3DSIH_FTOI,
474 WINED3DSIH_GE,
475 WINED3DSIH_IADD,
476 WINED3DSIH_IEQ,
477 WINED3DSIH_IF,
478 WINED3DSIH_IFC,
479 WINED3DSIH_IGE,
480 WINED3DSIH_IMUL,
481 WINED3DSIH_ITOF,
482 WINED3DSIH_LABEL,
483 WINED3DSIH_LD,
484 WINED3DSIH_LIT,
485 WINED3DSIH_LOG,
486 WINED3DSIH_LOGP,
487 WINED3DSIH_LOOP,
488 WINED3DSIH_LRP,
489 WINED3DSIH_LT,
490 WINED3DSIH_M3x2,
491 WINED3DSIH_M3x3,
492 WINED3DSIH_M3x4,
493 WINED3DSIH_M4x3,
494 WINED3DSIH_M4x4,
495 WINED3DSIH_MAD,
496 WINED3DSIH_MAX,
497 WINED3DSIH_MIN,
498 WINED3DSIH_MOV,
499 WINED3DSIH_MOVA,
500 WINED3DSIH_MOVC,
501 WINED3DSIH_MUL,
502 WINED3DSIH_NOP,
503 WINED3DSIH_NRM,
504 WINED3DSIH_PHASE,
505 WINED3DSIH_POW,
506 WINED3DSIH_RCP,
507 WINED3DSIH_REP,
508 WINED3DSIH_RET,
509 WINED3DSIH_ROUND_NI,
510 WINED3DSIH_RSQ,
511 WINED3DSIH_SAMPLE,
512 WINED3DSIH_SAMPLE_GRAD,
513 WINED3DSIH_SAMPLE_LOD,
514 WINED3DSIH_SETP,
515 WINED3DSIH_SGE,
516 WINED3DSIH_SGN,
517 WINED3DSIH_SINCOS,
518 WINED3DSIH_SLT,
519 WINED3DSIH_SQRT,
520 WINED3DSIH_SUB,
521 WINED3DSIH_TEX,
522 WINED3DSIH_TEXBEM,
523 WINED3DSIH_TEXBEML,
524 WINED3DSIH_TEXCOORD,
525 WINED3DSIH_TEXDEPTH,
526 WINED3DSIH_TEXDP3,
527 WINED3DSIH_TEXDP3TEX,
528 WINED3DSIH_TEXKILL,
529 WINED3DSIH_TEXLDD,
530 WINED3DSIH_TEXLDL,
531 WINED3DSIH_TEXM3x2DEPTH,
532 WINED3DSIH_TEXM3x2PAD,
533 WINED3DSIH_TEXM3x2TEX,
534 WINED3DSIH_TEXM3x3,
535 WINED3DSIH_TEXM3x3DIFF,
536 WINED3DSIH_TEXM3x3PAD,
537 WINED3DSIH_TEXM3x3SPEC,
538 WINED3DSIH_TEXM3x3TEX,
539 WINED3DSIH_TEXM3x3VSPEC,
540 WINED3DSIH_TEXREG2AR,
541 WINED3DSIH_TEXREG2GB,
542 WINED3DSIH_TEXREG2RGB,
543 WINED3DSIH_UDIV,
544 WINED3DSIH_USHR,
545 WINED3DSIH_UTOF,
546 WINED3DSIH_XOR,
547 WINED3DSIH_TABLE_SIZE
548 };
549
550 enum wined3d_shader_type
551 {
552 WINED3D_SHADER_TYPE_PIXEL,
553 WINED3D_SHADER_TYPE_VERTEX,
554 WINED3D_SHADER_TYPE_GEOMETRY,
555 WINED3D_SHADER_TYPE_COUNT,
556 };
557
558 struct wined3d_shader_version
559 {
560 enum wined3d_shader_type type;
561 BYTE major;
562 BYTE minor;
563 };
564
565 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
566
567 struct wined3d_shader_reg_maps
568 {
569 struct wined3d_shader_version shader_version;
570 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
571 BYTE address; /* MAX_REG_ADDR, 1 */
572 WORD labels; /* MAX_LABELS, 16 */
573 DWORD temporary; /* MAX_REG_TEMP, 32 */
574 DWORD *constf; /* pixel, vertex */
575 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
576 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
577 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
578 WORD integer_constants; /* MAX_CONST_I, 16 */
579 WORD boolean_constants; /* MAX_CONST_B, 16 */
580 WORD local_int_consts; /* MAX_CONST_I, 16 */
581 WORD local_bool_consts; /* MAX_CONST_B, 16 */
582 UINT cb_sizes[WINED3D_MAX_CBS];
583
584 enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
585 BYTE bumpmat; /* MAX_TEXTURES, 8 */
586 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
587
588 WORD usesnrm : 1;
589 WORD vpos : 1;
590 WORD usesdsx : 1;
591 WORD usesdsy : 1;
592 WORD usestexldd : 1;
593 WORD usesmova : 1;
594 WORD usesfacing : 1;
595 WORD usesrelconstF : 1;
596 WORD fog : 1;
597 WORD usestexldl : 1;
598 WORD usesifc : 1;
599 WORD usescall : 1;
600 WORD usespow : 1;
601 WORD padding : 3;
602
603 DWORD rt_mask; /* Used render targets, 32 max. */
604
605 /* Whether or not loops are used in this shader, and nesting depth */
606 unsigned loop_depth;
607 UINT min_rel_offset, max_rel_offset;
608 };
609
610 /* Keeps track of details for TEX_M#x# instructions which need to maintain
611 * state information between multiple instructions. */
612 struct wined3d_shader_tex_mx
613 {
614 unsigned int current_row;
615 DWORD texcoord_w[2];
616 };
617
618 struct wined3d_shader_loop_state
619 {
620 UINT current_depth;
621 UINT current_reg;
622 };
623
624 struct wined3d_shader_context
625 {
626 const struct wined3d_shader *shader;
627 const struct wined3d_gl_info *gl_info;
628 const struct wined3d_shader_reg_maps *reg_maps;
629 struct wined3d_shader_buffer *buffer;
630 struct wined3d_shader_tex_mx *tex_mx;
631 struct wined3d_shader_loop_state *loop_state;
632 void *backend_data;
633 };
634
635 struct wined3d_shader_register_index
636 {
637 const struct wined3d_shader_src_param *rel_addr;
638 unsigned int offset;
639 };
640
641 struct wined3d_shader_register
642 {
643 enum wined3d_shader_register_type type;
644 enum wined3d_data_type data_type;
645 struct wined3d_shader_register_index idx[2];
646 enum wined3d_immconst_type immconst_type;
647 DWORD immconst_data[4];
648 };
649
650 struct wined3d_shader_dst_param
651 {
652 struct wined3d_shader_register reg;
653 DWORD write_mask;
654 DWORD modifiers;
655 DWORD shift;
656 };
657
658 struct wined3d_shader_src_param
659 {
660 struct wined3d_shader_register reg;
661 DWORD swizzle;
662 enum wined3d_shader_src_modifier modifiers;
663 };
664
665 struct wined3d_shader_semantic
666 {
667 enum wined3d_decl_usage usage;
668 UINT usage_idx;
669 enum wined3d_sampler_texture_type sampler_type;
670 struct wined3d_shader_dst_param reg;
671 };
672
673 struct wined3d_shader_instruction
674 {
675 const struct wined3d_shader_context *ctx;
676 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
677 DWORD flags;
678 BOOL coissue;
679 const struct wined3d_shader_src_param *predicate;
680 UINT dst_count;
681 const struct wined3d_shader_dst_param *dst;
682 UINT src_count;
683 const struct wined3d_shader_src_param *src;
684 union
685 {
686 struct wined3d_shader_semantic semantic;
687 enum wined3d_primitive_type primitive_type;
688 struct wined3d_shader_src_param src;
689 UINT count;
690 } declaration;
691 };
692
693 struct wined3d_shader_attribute
694 {
695 enum wined3d_decl_usage usage;
696 UINT usage_idx;
697 };
698
699 struct wined3d_shader_loop_control
700 {
701 unsigned int count;
702 unsigned int start;
703 int step;
704 };
705
706 struct wined3d_shader_frontend
707 {
708 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
709 void (*shader_free)(void *data);
710 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
711 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
712 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
713 };
714
715 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
716 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
717
718 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
719
720 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
721 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
722
723 struct shader_caps
724 {
725 UINT vs_version;
726 UINT gs_version;
727 UINT ps_version;
728
729 DWORD vs_uniform_count;
730 DWORD ps_uniform_count;
731 float ps_1x_max_value;
732
733 DWORD wined3d_caps;
734 };
735
736 enum tex_types
737 {
738 tex_1d = 0,
739 tex_2d = 1,
740 tex_3d = 2,
741 tex_cube = 3,
742 tex_rect = 4,
743 tex_type_count = 5,
744 };
745
746 enum vertexprocessing_mode {
747 fixedfunction,
748 vertexshader,
749 pretransformed
750 };
751
752 #define WINED3D_CONST_NUM_UNUSED ~0U
753
754 enum wined3d_ffp_ps_fog_mode
755 {
756 WINED3D_FFP_PS_FOG_OFF,
757 WINED3D_FFP_PS_FOG_LINEAR,
758 WINED3D_FFP_PS_FOG_EXP,
759 WINED3D_FFP_PS_FOG_EXP2,
760 };
761
762 /* Stateblock dependent parameters which have to be hardcoded
763 * into the shader code
764 */
765
766 #define WINED3D_PSARGS_PROJECTED (1 << 3)
767 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
768 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
769 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
770 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3
771
772 /* Similar to tex_types, except that it doesn't have 1d textures
773 * (can't be bound), rect textures (handled via np2_fixup) and
774 * none / unknown (treated as 2d and handled via dummy textures). */
775 enum wined3d_shader_tex_types
776 {
777 WINED3D_SHADER_TEX_2D = 0,
778 WINED3D_SHADER_TEX_3D = 1,
779 WINED3D_SHADER_TEX_CUBE = 2,
780 };
781
782 struct ps_compile_args {
783 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
784 enum vertexprocessing_mode vp_mode;
785 enum wined3d_ffp_ps_fog_mode fog;
786 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
787 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
788 WORD srgb_correction;
789 WORD np2_fixup;
790 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
791 D3D9 has a limit of 16 samplers and the fixup is superfluous
792 in D3D10 (unconditional NP2 support mandatory). */
793 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
794 };
795
796 enum fog_src_type {
797 VS_FOG_Z = 0,
798 VS_FOG_COORD = 1
799 };
800
801 struct vs_compile_args {
802 BYTE fog_src;
803 BYTE clip_enabled;
804 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
805 };
806
807 struct wined3d_context;
808 struct wined3d_state;
809 struct fragment_pipeline;
810 struct wined3d_vertex_pipe_ops;
811
812 struct wined3d_shader_backend_ops
813 {
814 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
815 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
816 const struct wined3d_state *state);
817 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
818 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
819 enum tex_types tex_type, const SIZE *ds_mask_size);
820 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
821 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
822 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
823 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
824 const struct wined3d_state *state);
825 void (*shader_destroy)(struct wined3d_shader *shader);
826 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
827 const struct fragment_pipeline *fragment_pipe);
828 void (*shader_free_private)(struct wined3d_device *device);
829 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
830 void (*shader_free_context_data)(struct wined3d_context *context);
831 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
832 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
833 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
834 };
835
836 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
837 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
838 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
839
840 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
841
842 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
843 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
844 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
845 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
846
847 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f)
848 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f)
849 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f)
850 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f)
851
852 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
853 (vec)[0] = D3DCOLOR_R(dw); \
854 (vec)[1] = D3DCOLOR_G(dw); \
855 (vec)[2] = D3DCOLOR_B(dw); \
856 (vec)[3] = D3DCOLOR_A(dw); \
857 } while(0)
858
859 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
860
861 /* Checking of API calls */
862 /* --------------------- */
863 #ifndef WINE_NO_DEBUG_MSGS
864 #define checkGLcall(A) \
865 do { \
866 GLint err; \
867 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
868 err = gl_info->gl_ops.gl.p_glGetError(); \
869 if (err == GL_NO_ERROR) { \
870 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
871 \
872 } else do { \
873 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
874 debug_glerror(err), err, A, __FILE__, __LINE__); \
875 err = gl_info->gl_ops.gl.p_glGetError(); \
876 } while (err != GL_NO_ERROR); \
877 } while(0)
878 #else
879 #define checkGLcall(A) do {} while(0)
880 #endif
881
882 enum wined3d_ffp_idx
883 {
884 WINED3D_FFP_POSITION = 0,
885 WINED3D_FFP_BLENDWEIGHT = 1,
886 WINED3D_FFP_BLENDINDICES = 2,
887 WINED3D_FFP_NORMAL = 3,
888 WINED3D_FFP_PSIZE = 4,
889 WINED3D_FFP_DIFFUSE = 5,
890 WINED3D_FFP_SPECULAR = 6,
891 WINED3D_FFP_TEXCOORD0 = 7,
892 WINED3D_FFP_TEXCOORD1 = 8,
893 WINED3D_FFP_TEXCOORD2 = 9,
894 WINED3D_FFP_TEXCOORD3 = 10,
895 WINED3D_FFP_TEXCOORD4 = 11,
896 WINED3D_FFP_TEXCOORD5 = 12,
897 WINED3D_FFP_TEXCOORD6 = 13,
898 WINED3D_FFP_TEXCOORD7 = 14,
899 };
900
901 enum wined3d_ffp_emit_idx
902 {
903 WINED3D_FFP_EMIT_FLOAT1 = 0,
904 WINED3D_FFP_EMIT_FLOAT2 = 1,
905 WINED3D_FFP_EMIT_FLOAT3 = 2,
906 WINED3D_FFP_EMIT_FLOAT4 = 3,
907 WINED3D_FFP_EMIT_D3DCOLOR = 4,
908 WINED3D_FFP_EMIT_UBYTE4 = 5,
909 WINED3D_FFP_EMIT_SHORT2 = 6,
910 WINED3D_FFP_EMIT_SHORT4 = 7,
911 WINED3D_FFP_EMIT_UBYTE4N = 8,
912 WINED3D_FFP_EMIT_SHORT2N = 9,
913 WINED3D_FFP_EMIT_SHORT4N = 10,
914 WINED3D_FFP_EMIT_USHORT2N = 11,
915 WINED3D_FFP_EMIT_USHORT4N = 12,
916 WINED3D_FFP_EMIT_UDEC3 = 13,
917 WINED3D_FFP_EMIT_DEC3N = 14,
918 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
919 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
920 WINED3D_FFP_EMIT_INVALID = 17,
921 WINED3D_FFP_EMIT_COUNT = 18
922 };
923
924 struct wined3d_bo_address
925 {
926 GLuint buffer_object;
927 BYTE *addr;
928 };
929
930 struct wined3d_stream_info_element
931 {
932 const struct wined3d_format *format;
933 struct wined3d_bo_address data;
934 GLsizei stride;
935 UINT stream_idx;
936 };
937
938 struct wined3d_stream_info
939 {
940 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
941 DWORD position_transformed : 1;
942 DWORD all_vbo : 1;
943 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
944 WORD use_map; /* MAX_ATTRIBS, 16 */
945 };
946
947 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
948 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
949 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
950
951 #define eps 1e-8f
952
953 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
954 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
955
956 /* Routines and structures related to state management */
957
958 #define STATE_RENDER(a) (a)
959 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
960
961 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
962 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
963
964 /* + 1 because samplers start with 0 */
965 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
966 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
967
968 #define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
969 #define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
970
971 #define STATE_TRANSFORM(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a) - 1)
972 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
973
974 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
975 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
976 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
977 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
978
979 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
980 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
981
982 #define STATE_VIEWPORT (STATE_VDECL + 1)
983 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
984
985 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
986 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
987 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
988 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
989
990 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
991 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
992
993 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
994 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
995
996 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
997 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
998
999 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1000 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1001
1002 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1003 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1004
1005 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1006 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1007
1008 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1009 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1010
1011 #define STATE_POINT_SIZE_ENABLE (STATE_FRAMEBUFFER + 1)
1012 #define STATE_IS_POINT_SIZE_ENABLE(a) ((a) == STATE_POINT_SIZE_ENABLE)
1013
1014 #define STATE_HIGHEST (STATE_POINT_SIZE_ENABLE)
1015
1016 enum fogsource {
1017 FOGSOURCE_FFP,
1018 FOGSOURCE_VS,
1019 FOGSOURCE_COORD,
1020 };
1021
1022 struct wined3d_occlusion_query
1023 {
1024 struct list entry;
1025 GLuint id;
1026 struct wined3d_context *context;
1027 };
1028
1029 union wined3d_gl_query_object
1030 {
1031 GLuint id;
1032 GLsync sync;
1033 };
1034
1035 struct wined3d_event_query
1036 {
1037 struct list entry;
1038 union wined3d_gl_query_object object;
1039 struct wined3d_context *context;
1040 };
1041
1042 enum wined3d_event_query_result
1043 {
1044 WINED3D_EVENT_QUERY_OK,
1045 WINED3D_EVENT_QUERY_WAITING,
1046 WINED3D_EVENT_QUERY_NOT_STARTED,
1047 WINED3D_EVENT_QUERY_WRONG_THREAD,
1048 WINED3D_EVENT_QUERY_ERROR
1049 };
1050
1051 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1052 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1053 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1054 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1055 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1056
1057 struct wined3d_timestamp_query
1058 {
1059 struct list entry;
1060 GLuint id;
1061 struct wined3d_context *context;
1062 };
1063
1064 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1065 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1066
1067 struct wined3d_context
1068 {
1069 const struct wined3d_gl_info *gl_info;
1070 const struct wined3d_d3d_info *d3d_info;
1071 const struct StateEntry *state_table;
1072 /* State dirtification
1073 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1074 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1075 * 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
1076 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1077 */
1078 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1079 DWORD numDirtyEntries;
1080 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1081
1082 struct wined3d_swapchain *swapchain;
1083 struct wined3d_surface *current_rt;
1084 DWORD tid; /* Thread ID which owns this context at the moment */
1085
1086 /* Stores some information about the context state for optimization */
1087 DWORD render_offscreen : 1;
1088 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1089 DWORD last_was_pshader : 1;
1090 DWORD last_was_vshader : 1;
1091 DWORD namedArraysLoaded : 1;
1092 DWORD numberedArraysLoaded : 1;
1093 DWORD last_was_blit : 1;
1094 DWORD last_was_ckey : 1;
1095 DWORD fog_coord : 1;
1096 DWORD fog_enabled : 1;
1097 DWORD num_untracked_materials : 2; /* Max value 2 */
1098 DWORD current : 1;
1099 DWORD destroyed : 1;
1100 DWORD valid : 1;
1101 DWORD use_immediate_mode_draw : 1;
1102 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1103 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1104 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1105 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1106 DWORD rebind_fbo : 1;
1107 DWORD needs_set : 1;
1108 DWORD hdc_is_private : 1;
1109 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1110 DWORD padding : 16;
1111 DWORD shader_update_mask;
1112 DWORD constant_update_mask;
1113 DWORD numbered_array_mask;
1114 GLenum tracking_parm; /* Which source is tracking current colour */
1115 GLenum untracked_materials[2];
1116 UINT blit_w, blit_h;
1117 enum fogsource fog_source;
1118 DWORD active_texture;
1119 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1120
1121 UINT instance_count;
1122
1123 /* The actual opengl context */
1124 UINT level;
1125 HGLRC restore_ctx;
1126 HDC restore_dc;
1127 int restore_pf;
1128 HWND restore_pf_win;
1129 HGLRC glCtx;
1130 HWND win_handle;
1131 HDC hdc;
1132 int pixel_format;
1133 GLint aux_buffers;
1134
1135 void *shader_backend_data;
1136
1137 /* FBOs */
1138 UINT fbo_entry_count;
1139 struct list fbo_list;
1140 struct list fbo_destroy_list;
1141 struct fbo_entry *current_fbo;
1142 GLuint fbo_read_binding;
1143 GLuint fbo_draw_binding;
1144 struct wined3d_surface **blit_targets;
1145 GLenum *draw_buffers;
1146 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1147
1148 /* Queries */
1149 GLuint *free_occlusion_queries;
1150 UINT free_occlusion_query_size;
1151 UINT free_occlusion_query_count;
1152 struct list occlusion_queries;
1153
1154 union wined3d_gl_query_object *free_event_queries;
1155 UINT free_event_query_size;
1156 UINT free_event_query_count;
1157 struct list event_queries;
1158
1159 GLuint *free_timestamp_queries;
1160 UINT free_timestamp_query_size;
1161 UINT free_timestamp_query_count;
1162 struct list timestamp_queries;
1163
1164 struct wined3d_stream_info stream_info;
1165
1166 /* Fences for GL_APPLE_flush_buffer_range */
1167 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1168 unsigned int num_buffer_queries;
1169
1170 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1171 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1172
1173 /* Extension emulation */
1174 GLint gl_fog_source;
1175 GLfloat fog_coord_value;
1176 GLfloat color[4], fogstart, fogend, fogcolor[4];
1177 GLuint dummy_arbfp_prog;
1178 };
1179
1180 struct wined3d_fb_state
1181 {
1182 struct wined3d_surface **render_targets;
1183 struct wined3d_surface *depth_stencil;
1184 };
1185
1186 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1187
1188 struct StateEntry
1189 {
1190 DWORD representative;
1191 APPLYSTATEFUNC apply;
1192 };
1193
1194 struct StateEntryTemplate
1195 {
1196 DWORD state;
1197 struct StateEntry content;
1198 enum wined3d_gl_extension extension;
1199 };
1200
1201 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1202 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1203
1204 struct fragment_caps
1205 {
1206 DWORD wined3d_caps;
1207 DWORD PrimitiveMiscCaps;
1208 DWORD TextureOpCaps;
1209 DWORD MaxTextureBlendStages;
1210 DWORD MaxSimultaneousTextures;
1211 };
1212
1213 struct fragment_pipeline
1214 {
1215 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1216 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1217 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1218 void (*free_private)(struct wined3d_device *device);
1219 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1220 const struct StateEntryTemplate *states;
1221 };
1222
1223 struct wined3d_vertex_caps
1224 {
1225 BOOL xyzrhw;
1226 DWORD max_active_lights;
1227 DWORD max_vertex_blend_matrices;
1228 DWORD max_vertex_blend_matrix_index;
1229 DWORD vertex_processing_caps;
1230 DWORD fvf_caps;
1231 DWORD max_user_clip_planes;
1232 DWORD raster_caps;
1233 };
1234
1235 struct wined3d_vertex_pipe_ops
1236 {
1237 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1238 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1239 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1240 void (*vp_free)(struct wined3d_device *device);
1241 const struct StateEntryTemplate *vp_states;
1242 };
1243
1244 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1245 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1246 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1247 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1248 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1249 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1250 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1251 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1252
1253 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1254 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1255 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1256
1257 /* "Base" state table */
1258 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1259 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1260 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1261 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1262
1263 enum wined3d_blit_op
1264 {
1265 WINED3D_BLIT_OP_COLOR_BLIT,
1266 WINED3D_BLIT_OP_COLOR_FILL,
1267 WINED3D_BLIT_OP_DEPTH_FILL,
1268 WINED3D_BLIT_OP_DEPTH_BLIT,
1269 };
1270
1271 /* Shaders for color conversions in blits. Do not do blit operations while
1272 * already under the GL lock. */
1273 struct blit_shader
1274 {
1275 HRESULT (*alloc_private)(struct wined3d_device *device);
1276 void (*free_private)(struct wined3d_device *device);
1277 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface);
1278 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1279 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1280 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1281 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1282 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1283 const RECT *dst_rect, const struct wined3d_color *color);
1284 HRESULT (*depth_fill)(struct wined3d_device *device,
1285 struct wined3d_surface *surface, const RECT *rect, float depth);
1286 };
1287
1288 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1289 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1290 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1291
1292 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1293 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1294 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1295 DECLSPEC_HIDDEN;
1296
1297 /* Temporary blit_shader helper functions */
1298 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
1299 struct wined3d_surface *src_surface, const RECT *src_rect,
1300 struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN;
1301
1302 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1303 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1304 void context_alloc_event_query(struct wined3d_context *context,
1305 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1306 void context_alloc_occlusion_query(struct wined3d_context *context,
1307 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1308 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1309 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1310 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1311 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1312 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1313 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1314 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1315 unsigned int unit) DECLSPEC_HIDDEN;
1316 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1317 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1318 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1319 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1320 BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1321 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1322 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1323 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1324 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1325 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1326 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1327 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1328 void context_resource_released(const struct wined3d_device *device,
1329 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1330 void context_resource_unloaded(const struct wined3d_device *device,
1331 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1332 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1333 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1334 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1335 void context_state_drawbuf(struct wined3d_context *context,
1336 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1337 void context_state_fb(struct wined3d_context *context,
1338 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1339 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1340 void context_stream_info_from_declaration(struct wined3d_context *context,
1341 const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1342
1343 /*****************************************************************************
1344 * Internal representation of a light
1345 */
1346 struct wined3d_light_info
1347 {
1348 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1349 DWORD OriginalIndex;
1350 LONG glIndex;
1351 BOOL enabled;
1352
1353 /* Converted parms to speed up swapping lights */
1354 float lightPosn[4];
1355 float lightDirn[4];
1356 float exponent;
1357 float cutoff;
1358
1359 struct list entry;
1360 };
1361
1362 /* The default light parameters */
1363 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1364
1365 struct wined3d_pixel_format
1366 {
1367 int iPixelFormat; /* WGL pixel format */
1368 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1369 int redSize, greenSize, blueSize, alphaSize, colorSize;
1370 int depthSize, stencilSize;
1371 BOOL windowDrawable;
1372 BOOL doubleBuffer;
1373 int auxBuffers;
1374 int numSamples;
1375 };
1376
1377 enum wined3d_pci_vendor
1378 {
1379 HW_VENDOR_SOFTWARE = 0x0000,
1380 HW_VENDOR_AMD = 0x1002,
1381 HW_VENDOR_NVIDIA = 0x10de,
1382 HW_VENDOR_VMWARE = 0x15ad,
1383 HW_VENDOR_INTEL = 0x8086,
1384 };
1385
1386 enum wined3d_pci_device
1387 {
1388 CARD_WINE = 0x0000,
1389
1390 CARD_AMD_RAGE_128PRO = 0x5246,
1391 CARD_AMD_RADEON_7200 = 0x5144,
1392 CARD_AMD_RADEON_8500 = 0x514c,
1393 CARD_AMD_RADEON_9500 = 0x4144,
1394 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1395 CARD_AMD_RADEON_X700 = 0x5e4c,
1396 CARD_AMD_RADEON_X1600 = 0x71c2,
1397 CARD_AMD_RADEON_HD2350 = 0x94c7,
1398 CARD_AMD_RADEON_HD2600 = 0x9581,
1399 CARD_AMD_RADEON_HD2900 = 0x9400,
1400 CARD_AMD_RADEON_HD3200 = 0x9620,
1401 CARD_AMD_RADEON_HD4200M = 0x9712,
1402 CARD_AMD_RADEON_HD4350 = 0x954f,
1403 CARD_AMD_RADEON_HD4600 = 0x9495,
1404 CARD_AMD_RADEON_HD4700 = 0x944e,
1405 CARD_AMD_RADEON_HD4800 = 0x944c,
1406 CARD_AMD_RADEON_HD5400 = 0x68f9,
1407 CARD_AMD_RADEON_HD5600 = 0x68d8,
1408 CARD_AMD_RADEON_HD5700 = 0x68be,
1409 CARD_AMD_RADEON_HD5800 = 0x6898,
1410 CARD_AMD_RADEON_HD5900 = 0x689c,
1411 CARD_AMD_RADEON_HD6300 = 0x9803,
1412 CARD_AMD_RADEON_HD6400 = 0x6770,
1413 CARD_AMD_RADEON_HD6410D = 0x9644,
1414 CARD_AMD_RADEON_HD6550D = 0x9640,
1415 CARD_AMD_RADEON_HD6600 = 0x6758,
1416 CARD_AMD_RADEON_HD6600M = 0x6741,
1417 CARD_AMD_RADEON_HD6700 = 0x68ba,
1418 CARD_AMD_RADEON_HD6800 = 0x6739,
1419 CARD_AMD_RADEON_HD6900 = 0x6719,
1420 CARD_AMD_RADEON_HD7700 = 0x683d,
1421 CARD_AMD_RADEON_HD7800 = 0x6819,
1422 CARD_AMD_RADEON_HD7900 = 0x679a,
1423
1424 CARD_NVIDIA_RIVA_128 = 0x0018,
1425 CARD_NVIDIA_RIVA_TNT = 0x0020,
1426 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1427 CARD_NVIDIA_GEFORCE = 0x0100,
1428 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1429 CARD_NVIDIA_GEFORCE2 = 0x0150,
1430 CARD_NVIDIA_GEFORCE3 = 0x0200,
1431 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1432 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1433 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1434 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1435 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1436 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1437 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1438 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1439 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1440 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1441 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1442 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1443 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1444 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1445 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1446 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1447 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1448 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1449 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1450 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1451 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1452 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1453 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1454 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1455 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1456 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1457 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1458 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1459 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1460 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1461 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1462 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1463 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1464 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1465 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1466 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1467 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1468 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1469 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1470 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1471 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1472 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1473 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1474 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1475 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1476 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1477 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1478 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1479 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1480 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1481 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1482 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1483 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1484 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1485 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1486 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1487 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1488 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1489 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1490 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1491 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1492 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1493 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1494 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1495 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1496 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
1497 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1498 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1499 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1500 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1501 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
1502 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
1503 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
1504 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
1505 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
1506 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
1507
1508 CARD_VMWARE_SVGA3D = 0x0405,
1509
1510 CARD_INTEL_830M = 0x3577,
1511 CARD_INTEL_855GM = 0x3582,
1512 CARD_INTEL_845G = 0x2562,
1513 CARD_INTEL_865G = 0x2572,
1514 CARD_INTEL_915G = 0x2582,
1515 CARD_INTEL_E7221G = 0x258a,
1516 CARD_INTEL_915GM = 0x2592,
1517 CARD_INTEL_945G = 0x2772,
1518 CARD_INTEL_945GM = 0x27a2,
1519 CARD_INTEL_945GME = 0x27ae,
1520 CARD_INTEL_Q35 = 0x29b2,
1521 CARD_INTEL_G33 = 0x29c2,
1522 CARD_INTEL_Q33 = 0x29d2,
1523 CARD_INTEL_PNVG = 0xa001,
1524 CARD_INTEL_PNVM = 0xa011,
1525 CARD_INTEL_965Q = 0x2992,
1526 CARD_INTEL_965G = 0x2982,
1527 CARD_INTEL_946GZ = 0x2972,
1528 CARD_INTEL_965GM = 0x2a02,
1529 CARD_INTEL_965GME = 0x2a12,
1530 CARD_INTEL_GM45 = 0x2a42,
1531 CARD_INTEL_IGD = 0x2e02,
1532 CARD_INTEL_Q45 = 0x2e12,
1533 CARD_INTEL_G45 = 0x2e22,
1534 CARD_INTEL_G41 = 0x2e32,
1535 CARD_INTEL_B43 = 0x2e92,
1536 CARD_INTEL_ILKD = 0x0042,
1537 CARD_INTEL_ILKM = 0x0046,
1538 CARD_INTEL_SNBD = 0x0122,
1539 CARD_INTEL_SNBM = 0x0126,
1540 CARD_INTEL_SNBS = 0x010a,
1541 CARD_INTEL_IVBD = 0x0162,
1542 CARD_INTEL_IVBM = 0x0166,
1543 CARD_INTEL_IVBS = 0x015a,
1544 CARD_INTEL_HWM = 0x0416,
1545 };
1546
1547 struct wined3d_fbo_ops
1548 {
1549 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1550 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1551 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1552 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1553 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1554 GLsizei width, GLsizei height);
1555 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1556 GLenum internalformat, GLsizei width, GLsizei height);
1557 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1558 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1559 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1560 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1561 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1562 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1563 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1564 GLenum textarget, GLuint texture, GLint level);
1565 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1566 GLenum textarget, GLuint texture, GLint level);
1567 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1568 GLenum textarget, GLuint texture, GLint level, GLint layer);
1569 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1570 GLenum renderbuffertarget, GLuint renderbuffer);
1571 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1572 GLenum pname, GLint *params);
1573 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1574 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1575 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1576 };
1577
1578 struct wined3d_gl_limits
1579 {
1580 UINT buffers;
1581 UINT lights;
1582 UINT textures;
1583 UINT texture_coords;
1584 UINT fragment_samplers;
1585 UINT vertex_samplers;
1586 UINT combined_samplers;
1587 UINT general_combiners;
1588 UINT clipplanes;
1589 UINT texture_size;
1590 UINT texture3d_size;
1591 float pointsize_max;
1592 float pointsize_min;
1593 UINT blends;
1594 UINT anisotropy;
1595 float shininess;
1596 UINT samples;
1597 UINT vertex_attribs;
1598
1599 UINT glsl_varyings;
1600 UINT glsl_vs_float_constants;
1601 UINT glsl_ps_float_constants;
1602
1603 UINT arb_vs_float_constants;
1604 UINT arb_vs_native_constants;
1605 UINT arb_vs_instructions;
1606 UINT arb_vs_temps;
1607 UINT arb_ps_float_constants;
1608 UINT arb_ps_local_constants;
1609 UINT arb_ps_native_constants;
1610 UINT arb_ps_instructions;
1611 UINT arb_ps_temps;
1612 };
1613
1614 struct wined3d_gl_info
1615 {
1616 DWORD glsl_version;
1617 struct wined3d_gl_limits limits;
1618 DWORD reserved_glsl_constants, reserved_arb_constants;
1619 DWORD quirks;
1620 BOOL supported[WINED3D_GL_EXT_COUNT];
1621 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1622
1623 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
1624 struct opengl_funcs gl_ops;
1625 struct wined3d_fbo_ops fbo_ops;
1626
1627 struct wined3d_format *formats;
1628 };
1629
1630 struct wined3d_driver_info
1631 {
1632 enum wined3d_pci_vendor vendor;
1633 enum wined3d_pci_device device;
1634 const char *name;
1635 const char *description;
1636 unsigned int vidmem;
1637 DWORD version_high;
1638 DWORD version_low;
1639 };
1640
1641 struct wined3d_d3d_limits
1642 {
1643 UINT vs_version, gs_version, ps_version;
1644 DWORD vs_uniform_count;
1645 DWORD ps_uniform_count;
1646 UINT ffp_textures;
1647 UINT ffp_blend_stages;
1648 };
1649
1650 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
1651 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
1652 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
1653
1654 struct wined3d_ffp_attrib_ops
1655 {
1656 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
1657 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
1658 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
1659 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
1660 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
1661 };
1662
1663 struct wined3d_d3d_info
1664 {
1665 struct wined3d_d3d_limits limits;
1666 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
1667 BOOL xyzrhw;
1668 BOOL vs_clipping;
1669 DWORD valid_rt_mask;
1670 };
1671
1672 /* The adapter structure */
1673 struct wined3d_adapter
1674 {
1675 UINT ordinal;
1676 POINT monitorPoint;
1677 enum wined3d_format_id screen_format;
1678
1679 struct wined3d_gl_info gl_info;
1680 struct wined3d_d3d_info d3d_info;
1681 struct wined3d_driver_info driver_info;
1682 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1683 unsigned int cfg_count;
1684 struct wined3d_pixel_format *cfgs;
1685 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1686 unsigned int UsedTextureRam;
1687 LUID luid;
1688
1689 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1690 const struct fragment_pipeline *fragment_pipe;
1691 const struct wined3d_shader_backend_ops *shader_backend;
1692 const struct blit_shader *blitter;
1693 };
1694
1695 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter) DECLSPEC_HIDDEN;
1696 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount) DECLSPEC_HIDDEN;
1697
1698 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1699 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1700
1701 enum projection_types
1702 {
1703 proj_none = 0,
1704 proj_count3 = 1,
1705 proj_count4 = 2
1706 };
1707
1708 enum dst_arg
1709 {
1710 resultreg = 0,
1711 tempreg = 1
1712 };
1713
1714 /*****************************************************************************
1715 * Fixed function pipeline replacements
1716 */
1717 #define ARG_UNUSED 0xff
1718 struct texture_stage_op
1719 {
1720 unsigned cop : 8;
1721 unsigned carg1 : 8;
1722 unsigned carg2 : 8;
1723 unsigned carg0 : 8;
1724
1725 unsigned aop : 8;
1726 unsigned aarg1 : 8;
1727 unsigned aarg2 : 8;
1728 unsigned aarg0 : 8;
1729
1730 struct color_fixup_desc color_fixup;
1731 unsigned tex_type : 3;
1732 unsigned dst : 1;
1733 unsigned projected : 2;
1734 unsigned padding : 10;
1735 };
1736
1737 struct ffp_frag_settings
1738 {
1739 struct texture_stage_op op[MAX_TEXTURES];
1740 enum wined3d_ffp_ps_fog_mode fog;
1741 /* Use shorts instead of chars to get dword alignment */
1742 unsigned short sRGB_write;
1743 unsigned short emul_clipplanes;
1744 };
1745
1746 struct ffp_frag_desc
1747 {
1748 struct wine_rb_entry entry;
1749 struct ffp_frag_settings settings;
1750 };
1751
1752 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1753 extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN;
1754 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1755
1756 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
1757 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1758 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1759 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1760 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1761 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1762 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
1763
1764 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
1765 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
1766
1767 enum wined3d_ffp_vs_fog_mode
1768 {
1769 WINED3D_FFP_VS_FOG_OFF = 0,
1770 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
1771 WINED3D_FFP_VS_FOG_DEPTH = 2,
1772 WINED3D_FFP_VS_FOG_RANGE = 3,
1773 };
1774
1775 #define WINED3D_FFP_TCI_SHIFT 16
1776 #define WINED3D_FFP_TCI_MASK 0xff
1777
1778 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
1779 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7
1780
1781 struct wined3d_ffp_vs_settings
1782 {
1783 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
1784 DWORD diffuse_source : 2;
1785 DWORD emission_source : 2;
1786 DWORD ambient_source : 2;
1787 DWORD specular_source : 2;
1788
1789 DWORD transformed : 1;
1790 DWORD clipping : 1;
1791 DWORD normal : 1;
1792 DWORD normalize : 1;
1793 DWORD lighting : 1;
1794 DWORD localviewer : 1;
1795 DWORD point_size : 1;
1796 DWORD fog_mode : 2;
1797 DWORD texcoords : 8; /* MAX_TEXTURES */
1798 DWORD ortho_fog : 1;
1799 DWORD padding : 14;
1800
1801 BYTE texgen[MAX_TEXTURES];
1802 };
1803
1804 struct wined3d_ffp_vs_desc
1805 {
1806 struct wine_rb_entry entry;
1807 struct wined3d_ffp_vs_settings settings;
1808 };
1809
1810 void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct wined3d_stream_info *si,
1811 struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
1812
1813 struct wined3d
1814 {
1815 LONG ref;
1816 DWORD flags;
1817 UINT adapter_count;
1818 struct wined3d_adapter adapters[1];
1819 };
1820
1821 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
1822 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1823 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1824
1825 struct wined3d_stream_output
1826 {
1827 struct wined3d_buffer *buffer;
1828 UINT offset;
1829 };
1830
1831 struct wined3d_stream_state
1832 {
1833 struct wined3d_buffer *buffer;
1834 UINT offset;
1835 UINT stride;
1836 UINT frequency;
1837 UINT flags;
1838 };
1839
1840 #define WINED3D_STATE_NO_REF 0x00000001
1841 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
1842
1843 struct wined3d_state
1844 {
1845 DWORD flags;
1846 const struct wined3d_fb_state *fb;
1847
1848 struct wined3d_vertex_declaration *vertex_declaration;
1849 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
1850 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
1851 struct wined3d_buffer *index_buffer;
1852 enum wined3d_format_id index_format;
1853 INT base_vertex_index;
1854 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
1855 GLenum gl_primitive_type;
1856
1857 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
1858 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
1859 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
1860
1861 BOOL vs_consts_b[MAX_CONST_B];
1862 INT vs_consts_i[MAX_CONST_I * 4];
1863 float *vs_consts_f;
1864
1865 BOOL ps_consts_b[MAX_CONST_B];
1866 INT ps_consts_i[MAX_CONST_I * 4];
1867 float *ps_consts_f;
1868
1869 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
1870 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1871 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1872
1873 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
1874 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
1875 struct wined3d_material material;
1876 struct wined3d_viewport viewport;
1877 RECT scissor_rect;
1878
1879 /* Light hashmap. Collisions are handled using linked lists. */
1880 #define LIGHTMAP_SIZE 43
1881 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
1882 struct list light_map[LIGHTMAP_SIZE];
1883 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
1884
1885 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
1886 };
1887
1888 #define WINED3D_UNMAPPED_STAGE ~0U
1889
1890 /* Multithreaded flag. Removed from the public header to signal that
1891 * wined3d_device_create() ignores it. */
1892 #define WINED3DCREATE_MULTITHREADED 0x00000004
1893
1894 struct wined3d_device
1895 {
1896 LONG ref;
1897
1898 /* WineD3D Information */
1899 struct wined3d_device_parent *device_parent;
1900 struct wined3d *wined3d;
1901 struct wined3d_adapter *adapter;
1902
1903 /* Window styles to restore when switching fullscreen mode */
1904 LONG style;
1905 LONG exStyle;
1906
1907 /* X and GL Information */
1908 GLenum offscreenBuffer;
1909
1910 const struct wined3d_shader_backend_ops *shader_backend;
1911 void *shader_priv;
1912 void *fragment_priv;
1913 void *vertex_priv;
1914 void *blit_priv;
1915 struct StateEntry StateTable[STATE_HIGHEST + 1];
1916 /* Array of functions for states which are handled by more than one pipeline part */
1917 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1918 const struct blit_shader *blitter;
1919
1920 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1921 BYTE bCursorVisible : 1;
1922 BYTE d3d_initialized : 1;
1923 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1924 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1925 BYTE filter_messages : 1;
1926 BYTE padding : 2;
1927
1928 unsigned char surface_alignment; /* Line Alignment of surfaces */
1929
1930 WORD padding2 : 16;
1931
1932 struct wined3d_state state;
1933 struct wined3d_state *update_state;
1934 struct wined3d_stateblock *recording;
1935
1936 /* Internal use fields */
1937 struct wined3d_device_creation_parameters create_parms;
1938 HWND focus_window;
1939
1940 struct wined3d_swapchain **swapchains;
1941 UINT swapchain_count;
1942
1943 struct list resources; /* a linked list to track resources created by the device */
1944 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1945
1946 /* Render Target Support */
1947 struct wined3d_fb_state fb;
1948 struct wined3d_surface *onscreen_depth_stencil;
1949 struct wined3d_surface *auto_depth_stencil;
1950
1951 /* For rendering to a texture using glCopyTexImage */
1952 GLuint depth_blt_texture;
1953
1954 /* Cursor management */
1955 UINT xHotSpot;
1956 UINT yHotSpot;
1957 UINT xScreenSpace;
1958 UINT yScreenSpace;
1959 UINT cursorWidth, cursorHeight;
1960 struct wined3d_texture *cursor_texture;
1961 HCURSOR hardwareCursor;
1962
1963 /* The Wine logo texture */
1964 struct wined3d_texture *logo_texture;
1965
1966 /* Textures for when no other textures are mapped */
1967 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
1968 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
1969 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
1970 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
1971
1972 /* Command stream */
1973 struct wined3d_cs *cs;
1974
1975 /* Context management */
1976 struct wined3d_context **contexts;
1977 UINT context_count;
1978 };
1979
1980 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
1981 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
1982 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
1983 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1984 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1985 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
1986 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
1987 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
1988 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
1989 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1990 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1991 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1992 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
1993 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1994 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
1995
1996 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
1997 {
1998 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1999 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
2000 return context->isStateDirty[idx] & (1 << shift);
2001 }
2002
2003 static inline void context_invalidate_active_texture(struct wined3d_context *context)
2004 {
2005 DWORD sampler = context->rev_tex_unit_map[context->active_texture];
2006 if (sampler != WINED3D_UNMAPPED_STAGE)
2007 context_invalidate_state(context, STATE_SAMPLER(sampler));
2008 }
2009
2010 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
2011 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
2012
2013 struct wined3d_resource_ops
2014 {
2015 void (*resource_unload)(struct wined3d_resource *resource);
2016 };
2017
2018 struct wined3d_resource
2019 {
2020 LONG ref;
2021 LONG bind_count;
2022 LONG map_count;
2023 struct wined3d_device *device;
2024 enum wined3d_resource_type type;
2025 const struct wined3d_format *format;
2026 enum wined3d_multisample_type multisample_type;
2027 UINT multisample_quality;
2028 DWORD usage;
2029 enum wined3d_pool pool;
2030 DWORD access_flags;
2031 UINT width;
2032 UINT height;
2033 UINT depth;
2034 UINT size;
2035 DWORD priority;
2036 void *heap_memory;
2037 struct list resource_list_entry;
2038
2039 void *parent;
2040 const struct wined3d_parent_ops *parent_ops;
2041 const struct wined3d_resource_ops *resource_ops;
2042 };
2043
2044 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2045 DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2046 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2047 enum wined3d_resource_type type, const struct wined3d_format *format,
2048 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2049 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2050 void *parent, const struct wined3d_parent_ops *parent_ops,
2051 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2052 DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN;
2053 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2054 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2055 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2056 DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource,
2057 DWORD flags) DECLSPEC_HIDDEN;
2058 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2059 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2060
2061 /* Tests show that the start address of resources is 32 byte aligned */
2062 #define RESOURCE_ALIGNMENT 16
2063
2064 enum wined3d_texture_state
2065 {
2066 WINED3DTEXSTA_ADDRESSU = 0,
2067 WINED3DTEXSTA_ADDRESSV = 1,
2068 WINED3DTEXSTA_ADDRESSW = 2,
2069 WINED3DTEXSTA_BORDERCOLOR = 3,
2070 WINED3DTEXSTA_MAGFILTER = 4,
2071 WINED3DTEXSTA_MINFILTER = 5,
2072 WINED3DTEXSTA_MIPFILTER = 6,
2073 WINED3DTEXSTA_MAXMIPLEVEL = 7,
2074 WINED3DTEXSTA_MAXANISOTROPY = 8,
2075 WINED3DTEXSTA_SRGBTEXTURE = 9,
2076 WINED3DTEXSTA_SHADOW = 10,
2077 MAX_WINETEXTURESTATES = 11,
2078 };
2079
2080 struct gl_texture
2081 {
2082 DWORD states[MAX_WINETEXTURESTATES];
2083 GLuint name;
2084 };
2085
2086 struct wined3d_texture_ops
2087 {
2088 void (*texture_sub_resource_load)(struct wined3d_resource *sub_resource,
2089 struct wined3d_context *context, BOOL srgb);
2090 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
2091 const struct wined3d_box *dirty_region);
2092 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
2093 };
2094
2095 #define WINED3D_TEXTURE_COND_NP2 0x00000001
2096 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000002
2097 #define WINED3D_TEXTURE_IS_SRGB 0x00000004
2098 #define WINED3D_TEXTURE_RGB_VALID 0x00000008
2099 #define WINED3D_TEXTURE_SRGB_VALID 0x00000010
2100
2101 struct wined3d_texture
2102 {
2103 struct wined3d_resource resource;
2104 const struct wined3d_texture_ops *texture_ops;
2105 struct gl_texture texture_rgb, texture_srgb;
2106 struct wined3d_resource **sub_resources;
2107 UINT layer_count;
2108 UINT level_count;
2109 float pow2_matrix[16];
2110 UINT lod;
2111 enum wined3d_texture_filter_type filter_type;
2112 DWORD sampler;
2113 DWORD flags;
2114 const struct min_lookup *min_mip_lookup;
2115 const GLenum *mag_lookup;
2116 GLenum target;
2117
2118 /* Color keys for DDraw */
2119 struct wined3d_color_key dst_blt_color_key;
2120 struct wined3d_color_key src_blt_color_key;
2121 struct wined3d_color_key dst_overlay_color_key;
2122 struct wined3d_color_key src_overlay_color_key;
2123 DWORD color_key_flags;
2124 };
2125
2126 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
2127 {
2128 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2129 }
2130
2131 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2132 BOOL srgb)
2133 {
2134 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
2135 }
2136
2137 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
2138 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
2139 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2140 void wined3d_texture_bind(struct wined3d_texture *texture,
2141 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2142 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
2143 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2144 void wined3d_texture_load(struct wined3d_texture *texture,
2145 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2146 void wined3d_texture_set_dirty(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2147
2148 #define WINED3D_VFLAG_ALLOCATED 0x00000001
2149 #define WINED3D_VFLAG_SRGB_ALLOCATED 0x00000002
2150 #define WINED3D_VFLAG_PBO 0x00000004
2151 #define WINED3D_VFLAG_CLIENT_STORAGE 0x00000008
2152
2153 #define WINED3D_LOCATION_DISCARDED 0x00000001
2154 #define WINED3D_LOCATION_SYSMEM 0x00000002
2155 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
2156 #define WINED3D_LOCATION_DIB 0x00000008
2157 #define WINED3D_LOCATION_BUFFER 0x00000010
2158 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000020
2159 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000040
2160 #define WINED3D_LOCATION_DRAWABLE 0x00000080
2161 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000100
2162 #define WINED3D_LOCATION_RB_RESOLVED 0x00000200
2163
2164 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2165
2166 struct wined3d_volume
2167 {
2168 struct wined3d_resource resource;
2169 struct wined3d_texture *container;
2170
2171 DWORD flags, locations;
2172 GLint texture_level;
2173 DWORD download_count;
2174 GLuint pbo;
2175 };
2176
2177 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
2178 {
2179 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
2180 }
2181
2182 HRESULT wined3d_volume_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
2183 unsigned int level, struct wined3d_volume **volume) DECLSPEC_HIDDEN;
2184 void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context,
2185 BOOL srgb_mode) DECLSPEC_HIDDEN;
2186 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
2187 void wined3d_volume_invalidate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
2188 void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
2189 const struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2190
2191 struct wined3d_surface_dib
2192 {
2193 HBITMAP DIBsection;
2194 void *bitmap_data;
2195 UINT bitmap_size;
2196 };
2197
2198 struct wined3d_renderbuffer_entry
2199 {
2200 struct list entry;
2201 GLuint id;
2202 UINT width;
2203 UINT height;
2204 };
2205
2206 struct fbo_entry
2207 {
2208 struct list entry;
2209 struct wined3d_surface **render_targets;
2210 struct wined3d_surface *depth_stencil;
2211 DWORD location;
2212 DWORD rt_mask;
2213 BOOL attached;
2214 GLuint id;
2215 };
2216
2217 struct wined3d_surface_ops
2218 {
2219 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2220 void (*surface_realize_palette)(struct wined3d_surface *surface);
2221 void (*surface_unmap)(struct wined3d_surface *surface);
2222 };
2223
2224 struct wined3d_surface
2225 {
2226 struct wined3d_resource resource;
2227 const struct wined3d_surface_ops *surface_ops;
2228 struct wined3d_texture *container;
2229 struct wined3d_swapchain *swapchain;
2230 struct wined3d_palette *palette; /* D3D7 style palette handling */
2231 DWORD draw_binding, map_binding;
2232 void *user_memory;
2233 DWORD locations;
2234
2235 DWORD flags;
2236
2237 UINT pitch;
2238 UINT pow2Width;
2239 UINT pow2Height;
2240
2241 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2242 void (*get_drawable_size)(const struct wined3d_context *context, UINT *width, UINT *height);
2243
2244 /* PBO */
2245 GLuint pbo;
2246 GLuint rb_multisample;
2247 GLuint rb_resolved;
2248 GLint texture_level;
2249 GLenum texture_target;
2250
2251 RECT lockedRect;
2252 int lockCount;
2253
2254 /* For GetDC */
2255 struct wined3d_surface_dib dib;
2256 HDC hDC;
2257
2258 struct wined3d_color_key gl_color_key;
2259
2260 struct list renderbuffers;
2261 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2262 SIZE ds_current_size;
2263
2264 /* DirectDraw Overlay handling */
2265 RECT overlay_srcrect;
2266 RECT overlay_destrect;
2267 struct wined3d_surface *overlay_dest;
2268 struct list overlays;
2269 struct list overlay_entry;
2270 };
2271
2272 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2273 {
2274 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2275 }
2276
2277 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2278 const struct wined3d_gl_info *gl_info, BOOL srgb)
2279 {
2280 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2281 ? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
2282 }
2283
2284 void surface_set_dirty(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2285 HRESULT surface_color_fill(struct wined3d_surface *s,
2286 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2287 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2288 void surface_invalidate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2289 BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2290 void surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2291 void surface_load_ds_location(struct wined3d_surface *surface,
2292 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2293 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2294 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2295 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2296 void surface_prepare_rb(struct wined3d_surface *surface,
2297 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2298 void surface_prepare_texture(struct wined3d_surface *surface,
2299 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2300 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2301 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2302 void surface_set_container(struct wined3d_surface *surface, struct wined3d_texture *container) DECLSPEC_HIDDEN;
2303 void surface_set_swapchain(struct wined3d_surface *surface, struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2304 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2305 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2306 void surface_update_draw_binding(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2307 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2308 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2309 void surface_validate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
2310 HRESULT CDECL wined3d_surface_create(struct wined3d_texture *container,
2311 const struct wined3d_resource_desc *desc, DWORD flags, struct wined3d_surface **surface) DECLSPEC_HIDDEN;
2312 void surface_prepare_map_memory(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2313
2314 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2315 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2316 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2317
2318 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2319 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2320 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2321
2322 /* Surface flags: */
2323 #define SFLAG_CONVERTED 0x00000001 /* Converted for color keying or palettized. */
2324 #define SFLAG_DISCARD 0x00000002 /* ??? */
2325 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2326 #define SFLAG_NORMCOORD 0x00000008 /* Set if GL texture coordinates are normalized (non-texture rectangle). */
2327 #define SFLAG_DYNLOCK 0x00000010 /* Surface is often locked by the application. */
2328 #define SFLAG_PIN_SYSMEM 0x00000020 /* Keep the surface in sysmem, at the same address. */
2329 #define SFLAG_DCINUSE 0x00000040 /* Set between GetDC and ReleaseDC calls. */
2330 #define SFLAG_LOST 0x00000080 /* Surface lost flag for ddraw. */
2331 #define SFLAG_GLCKEY 0x00000100 /* The GL texture was created with a color key. */
2332 #define SFLAG_CLIENT 0x00000200 /* GL_APPLE_client_storage is used with this surface. */
2333 #define SFLAG_DIBSECTION 0x00000400 /* Has a DIB section attached for GetDC. */
2334 #define SFLAG_ALLOCATED 0x00000800 /* A GL texture is allocated for this surface. */
2335 #define SFLAG_SRGBALLOCATED 0x00001000 /* A sRGB GL texture is allocated for this surface. */
2336
2337 /* In some conditions the surface memory must not be freed:
2338 * SFLAG_CONVERTED: Converting the data back would take too long
2339 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2340 * SFLAG_CLIENT: OpenGL uses our memory as backup
2341 */
2342 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2343 SFLAG_DYNLOCK | \
2344 SFLAG_CLIENT | \
2345 SFLAG_PIN_SYSMEM)
2346
2347 enum wined3d_conversion_type
2348 {
2349 WINED3D_CT_NONE,
2350 WINED3D_CT_PALETTED,
2351 WINED3D_CT_PALETTED_CK,
2352 WINED3D_CT_CK_565,
2353 WINED3D_CT_CK_5551,
2354 WINED3D_CT_CK_RGB24,
2355 WINED3D_CT_RGB32_888,
2356 WINED3D_CT_CK_ARGB32,
2357 };
2358
2359 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2360
2361 struct wined3d_sampler
2362 {
2363 LONG refcount;
2364 void *parent;
2365 };
2366
2367 struct wined3d_vertex_declaration_element
2368 {
2369 const struct wined3d_format *format;
2370 BOOL ffp_valid;
2371 WORD input_slot;
2372 WORD offset;
2373 UINT output_slot;
2374 BYTE method;
2375 BYTE usage;
2376 BYTE usage_idx;
2377 };
2378
2379 struct wined3d_vertex_declaration
2380 {
2381 LONG ref;
2382 void *parent;
2383 const struct wined3d_parent_ops *parent_ops;
2384 struct wined3d_device *device;
2385
2386 struct wined3d_vertex_declaration_element *elements;
2387 UINT element_count;
2388
2389 BOOL position_transformed;
2390 BOOL half_float_conv_needed;
2391 };
2392
2393 struct wined3d_saved_states
2394 {
2395 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2396 WORD streamSource; /* MAX_STREAMS, 16 */
2397 WORD streamFreq; /* MAX_STREAMS, 16 */
2398 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2399 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2400 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2401 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2402 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2403 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2404 BOOL *pixelShaderConstantsF;
2405 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2406 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2407 BOOL *vertexShaderConstantsF;
2408 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2409 DWORD primitive_type : 1;
2410 DWORD indices : 1;
2411 DWORD material : 1;
2412 DWORD viewport : 1;
2413 DWORD vertexDecl : 1;
2414 DWORD pixelShader : 1;
2415 DWORD vertexShader : 1;
2416 DWORD scissorRect : 1;
2417 DWORD padding : 4;
2418 };
2419
2420 struct StageState {
2421 DWORD stage;
2422 DWORD state;
2423 };
2424
2425 struct wined3d_stateblock
2426 {
2427 LONG ref; /* Note: Ref counting not required */
2428 struct wined3d_device *device;
2429
2430 /* Array indicating whether things have been set or changed */
2431 struct wined3d_saved_states changed;
2432 struct wined3d_state state;
2433
2434 /* Contained state management */
2435 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2436 unsigned int num_contained_render_states;
2437 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2438 unsigned int num_contained_transform_states;
2439 DWORD contained_vs_consts_i[MAX_CONST_I];
2440 unsigned int num_contained_vs_consts_i;
2441 DWORD contained_vs_consts_b[MAX_CONST_B];
2442 unsigned int num_contained_vs_consts_b;
2443 DWORD *contained_vs_consts_f;
2444 unsigned int num_contained_vs_consts_f;
2445 DWORD contained_ps_consts_i[MAX_CONST_I];
2446 unsigned int num_contained_ps_consts_i;
2447 DWORD contained_ps_consts_b[MAX_CONST_B];
2448 unsigned int num_contained_ps_consts_b;
2449 DWORD *contained_ps_consts_f;
2450 unsigned int num_contained_ps_consts_f;
2451 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2452 unsigned int num_contained_tss_states;
2453 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2454 unsigned int num_contained_sampler_states;
2455 };
2456
2457 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2458
2459 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
2460 HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
2461 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2462 DWORD flags) DECLSPEC_HIDDEN;
2463 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
2464
2465 struct wined3d_cs_ops
2466 {
2467 void *(*require_space)(struct wined3d_cs *cs, size_t size);
2468 void (*submit)(struct wined3d_cs *cs);
2469 };
2470
2471 struct wined3d_cs
2472 {
2473 const struct wined3d_cs_ops *ops;
2474 struct wined3d_device *device;
2475 struct wined3d_fb_state fb;
2476 struct wined3d_state state;
2477
2478 size_t data_size;
2479 void *data;
2480 };
2481
2482 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
2483 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2484
2485 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
2486 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
2487 void wined3d_cs_emit_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_count,
2488 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
2489 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain,
2490 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override,
2491 const RGNDATA *dirty_region, DWORD flags) DECLSPEC_HIDDEN;
2492 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
2493 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
2494 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
2495 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
2496 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
2497 void wined3d_cs_emit_set_depth_stencil(struct wined3d_cs *cs, struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
2498 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
2499 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2500 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
2501 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
2502 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
2503 void wined3d_cs_emit_set_render_target(struct wined3d_cs *cs, UINT render_target_idx,
2504 struct wined3d_surface *render_target) DECLSPEC_HIDDEN;
2505 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
2506 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
2507 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
2508 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
2509 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
2510 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
2511 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
2512 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
2513 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
2514 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
2515 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
2516 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
2517 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
2518 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
2519 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
2520 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
2521 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
2522 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
2523 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
2524 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
2525 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
2526
2527 /* Direct3D terminology with little modifications. We do not have an issued state
2528 * because only the driver knows about it, but we have a created state because d3d
2529 * allows GetData on a created issue, but opengl doesn't
2530 */
2531 enum query_state {
2532 QUERY_CREATED,
2533 QUERY_SIGNALLED,
2534 QUERY_BUILDING
2535 };
2536
2537 struct wined3d_query_ops
2538 {
2539 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2540 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2541 };
2542
2543 struct wined3d_query
2544 {
2545 LONG ref;
2546 const struct wined3d_query_ops *query_ops;
2547 struct wined3d_device *device;
2548 enum query_state state;
2549 enum wined3d_query_type type;
2550 DWORD data_size;
2551 void *extendedData;
2552 };
2553
2554 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2555 * fixed function semantics as D3DCOLOR or FLOAT16 */
2556 enum wined3d_buffer_conversion_type
2557 {
2558 CONV_NONE,
2559 CONV_D3DCOLOR,
2560 CONV_POSITIONT,
2561 };
2562
2563 struct wined3d_map_range
2564 {
2565 UINT offset;
2566 UINT size;
2567 };
2568
2569 struct wined3d_buffer
2570 {
2571 struct wined3d_resource resource;
2572
2573 struct wined3d_buffer_desc desc;
2574
2575 GLuint buffer_object;
2576 GLenum buffer_object_usage;
2577 GLenum buffer_type_hint;
2578 DWORD flags;
2579 void *map_ptr;
2580
2581 struct wined3d_map_range *maps;
2582 ULONG maps_size, modified_areas;
2583 struct wined3d_event_query *query;
2584
2585 /* conversion stuff */
2586 UINT decl_change_count, full_conversion_count;
2587 UINT draw_count;
2588 UINT stride; /* 0 if no conversion */
2589 UINT conversion_stride; /* 0 if no shifted conversion */
2590 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2591 };
2592
2593 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2594 {
2595 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2596 }
2597
2598 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
2599 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2600 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
2601 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
2602 const struct wined3d_state *state) DECLSPEC_HIDDEN;
2603
2604 struct wined3d_rendertarget_view
2605 {
2606 LONG refcount;
2607
2608 struct wined3d_resource *resource;
2609 void *parent;
2610 };
2611
2612 struct wined3d_swapchain_ops
2613 {
2614 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2615 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2616 };
2617
2618 struct wined3d_swapchain
2619 {
2620 LONG ref;
2621 void *parent;
2622 const struct wined3d_parent_ops *parent_ops;
2623 const struct wined3d_swapchain_ops *swapchain_ops;
2624 struct wined3d_device *device;
2625
2626 struct wined3d_surface **back_buffers;
2627 struct wined3d_surface *front_buffer;
2628 struct wined3d_swapchain_desc desc;
2629 struct wined3d_display_mode original_mode;
2630 struct wined3d_gamma_ramp orig_gamma;
2631 BOOL render_to_fbo;
2632 const struct wined3d_format *ds_format;
2633
2634 LONG prev_time, frames; /* Performance tracking */
2635
2636 struct wined3d_context **context;
2637 unsigned int num_contexts;
2638
2639 HWND win_handle;
2640 HWND device_window;
2641
2642 HDC backup_dc;
2643 HWND backup_wnd;
2644 };
2645
2646 static inline BOOL swapchain_is_p8(const struct wined3d_swapchain *swapchain)
2647 {
2648 return swapchain->desc.backbuffer_format == WINED3DFMT_P8_UINT;
2649 }
2650
2651 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2652
2653 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2654 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2655 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2656 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2657 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2658
2659 /*****************************************************************************
2660 * Utility function prototypes
2661 */
2662
2663 /* Trace routines */
2664 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2665 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
2666 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
2667 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2668 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2669 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
2670 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2671 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2672 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
2673 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
2674 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2675 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
2676 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
2677 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
2678 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
2679 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2680 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2681 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
2682 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2683
2684 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2685 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2686 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2687 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
2688 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2689 void set_texture_matrix(const struct wined3d_gl_info *gl_info, const float *smat, DWORD flags,
2690 BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id coordtype,
2691 BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2692 void texture_activate_dimensions(const struct wined3d_texture *texture,
2693 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2694 void sampler_texdim(struct wined3d_context *context,
2695 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2696 void tex_alphaop(struct wined3d_context *context,
2697 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2698 void apply_pixelshader(struct wined3d_context *context,
2699 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2700 void state_fogcolor(struct wined3d_context *context,
2701 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2702 void state_fogdensity(struct wined3d_context *context,
2703 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2704 void state_fogstartend(struct wined3d_context *context,
2705 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2706 void state_fog_fragpart(struct wined3d_context *context,
2707 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2708 void state_srgbwrite(struct wined3d_context *context,
2709 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2710
2711 void sampler_texmatrix(struct wined3d_context *context,
2712 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2713 void state_specularenable(struct wined3d_context *context,
2714 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2715 void transform_world(struct wined3d_context *context,
2716 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2717 void transform_view(struct wined3d_context *context,
2718 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2719 void transform_projection(struct wined3d_context *context,
2720 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2721 void transform_texture(struct wined3d_context *context,
2722 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2723 void state_ambient(struct wined3d_context *context,
2724 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2725 void viewport_vertexpart(struct wined3d_context *context,
2726 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2727 void state_clipping(struct wined3d_context *context,
2728 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2729 void light(struct wined3d_context *context,
2730 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2731 void vertexdeclaration(struct wined3d_context *context,
2732 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2733 void clipplane(struct wined3d_context *context,
2734 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2735 void state_psizemin_w(struct wined3d_context *context,
2736 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2737 void state_psizemin_ext(struct wined3d_context *context,
2738 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2739 void state_psizemin_arb(struct wined3d_context *context,
2740 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2741 void state_pointsprite_w(struct wined3d_context *context,
2742 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2743 void state_pointsprite(struct wined3d_context *context,
2744 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2745 void state_pscale(struct wined3d_context *context,
2746 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2747
2748 BOOL getColorBits(const struct wined3d_format *format,
2749 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2750 BOOL getDepthStencilBits(const struct wined3d_format *format,
2751 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2752 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2753
2754 /* Math utils */
2755 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2756 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2757 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2758 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2759
2760 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
2761
2762 struct wined3d_shader_lconst
2763 {
2764 struct list entry;
2765 unsigned int idx;
2766 DWORD value[4];
2767 };
2768
2769 struct wined3d_shader_limits
2770 {
2771 unsigned int sampler;
2772 unsigned int constant_int;
2773 unsigned int constant_float;
2774 unsigned int constant_bool;
2775 unsigned int packed_output;
2776 unsigned int packed_input;
2777 };
2778
2779 #ifdef __GNUC__
2780 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2781 #else
2782 #define PRINTF_ATTR(fmt,args)
2783 #endif
2784
2785 /* Base Shader utility functions. */
2786 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2787 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2788
2789 /* Vertex shader utility functions */
2790 BOOL vshader_get_input(const struct wined3d_shader *shader,
2791 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2792
2793 struct wined3d_vertex_shader
2794 {
2795 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2796 };
2797
2798 struct wined3d_geometry_shader
2799 {
2800 enum wined3d_primitive_type input_type;
2801 enum wined3d_primitive_type output_type;
2802 UINT vertices_out;
2803 };
2804
2805 struct wined3d_pixel_shader
2806 {
2807 /* Pixel shader input semantics */
2808 DWORD input_reg_map[MAX_REG_INPUT];
2809 BOOL input_reg_used[MAX_REG_INPUT];
2810 unsigned int declared_in_count;
2811
2812 /* Some information about the shader behavior */
2813 BOOL color0_mov;
2814 DWORD color0_reg;
2815 };
2816
2817 struct wined3d_shader
2818 {
2819 LONG ref;
2820 struct wined3d_shader_limits limits;
2821 DWORD *function;
2822 UINT functionLength;
2823 BOOL load_local_constsF;
2824 const struct wined3d_shader_frontend *frontend;
2825 void *frontend_data;
2826 void *backend_data;
2827
2828 void *parent;
2829 const struct wined3d_parent_ops *parent_ops;
2830
2831 /* Programs this shader is linked with */
2832 struct list linked_programs;
2833
2834 /* Immediate constants (override global ones) */
2835 struct list constantsB;
2836 struct list constantsF;
2837 struct list constantsI;
2838 struct wined3d_shader_reg_maps reg_maps;
2839 BOOL lconst_inf_or_nan;
2840
2841 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2842 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2843
2844 /* Pointer to the parent device */
2845 struct wined3d_device *device;
2846 struct list shader_list_entry;
2847
2848 union
2849 {
2850 struct wined3d_vertex_shader vs;
2851 struct wined3d_geometry_shader gs;
2852 struct wined3d_pixel_shader ps;
2853 } u;
2854 };
2855
2856 void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
2857 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
2858 BOOL position_transformed, struct ps_compile_args *args,
2859 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2860
2861 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
2862 WORD swizzle_map, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2863
2864 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2865 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2866 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2867 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2868 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2869 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2870 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2871 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2872 unsigned int max) DECLSPEC_HIDDEN;
2873 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2874 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
2875 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2876
2877 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2878 {
2879 switch (reg->type)
2880 {
2881 case WINED3DSPR_RASTOUT:
2882 /* oFog & oPts */
2883 if (reg->idx[0].offset)
2884 return TRUE;
2885 /* oPos */
2886 return FALSE;
2887
2888 case WINED3DSPR_DEPTHOUT: /* oDepth */
2889 case WINED3DSPR_CONSTBOOL: /* b# */
2890 case WINED3DSPR_LOOP: /* aL */
2891 case WINED3DSPR_PREDICATE: /* p0 */
2892 case WINED3DSPR_PRIMID: /* primID */
2893 return TRUE;
2894
2895 case WINED3DSPR_MISCTYPE:
2896 switch (reg->idx[0].offset)
2897 {
2898 case 0: /* vPos */
2899 return FALSE;
2900 case 1: /* vFace */
2901 return TRUE;
2902 default:
2903 return FALSE;
2904 }
2905
2906 case WINED3DSPR_IMMCONST:
2907 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2908
2909 default:
2910 return FALSE;
2911 }
2912 }
2913
2914 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2915 const struct wined3d_state *state, float *position_fixup)
2916 {
2917 position_fixup[0] = 1.0f;
2918 position_fixup[1] = 1.0f;
2919 position_fixup[2] = (63.0f / 64.0f) / state->viewport.width;
2920 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.height;
2921
2922 if (context->render_offscreen)
2923 {
2924 position_fixup[1] *= -1.0f;
2925 position_fixup[3] *= -1.0f;
2926 }
2927 }
2928
2929 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
2930 {
2931 struct wined3d_shader_lconst *lconst;
2932
2933 if (shader->load_local_constsF)
2934 return FALSE;
2935
2936 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
2937 {
2938 if (lconst->idx == reg)
2939 return TRUE;
2940 }
2941
2942 return FALSE;
2943 }
2944
2945 /* Using additional shader constants (uniforms in GLSL / program environment
2946 * or local parameters in ARB) is costly:
2947 * ARB only knows float4 parameters and GLSL compiler are not really smart
2948 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2949 * (in fact most compilers map a float2 to a full float4 uniform).
2950 *
2951 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2952 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2953 * into a single shader constant (uniform / program parameter).
2954 *
2955 * This structure is shared between the GLSL and the ARB backend.*/
2956 struct ps_np2fixup_info {
2957 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2958 WORD active; /* bitfield indicating if we can apply the fixup */
2959 WORD num_consts;
2960 };
2961
2962 struct wined3d_palette
2963 {
2964 LONG ref;
2965 struct wined3d_device *device;
2966
2967 HPALETTE hpal;
2968 WORD palVersion; /*| */
2969 WORD palNumEntries; /*| LOGPALETTE */
2970 PALETTEENTRY palents[256]; /*| */
2971 DWORD flags;
2972 };
2973
2974 /* DirectDraw utility functions */
2975 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2976
2977 /*****************************************************************************
2978 * Pixel format management
2979 */
2980
2981 /* WineD3D pixel format flags */
2982 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2983 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2984 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2985 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2986 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2987 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2988 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
2989 #define WINED3DFMT_FLAG_GETDC 0x00000100
2990 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2991 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2992 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2993 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2994 #define WINED3DFMT_FLAG_VTF 0x00002000
2995 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2996 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
2997 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
2998 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
2999 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
3000 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
3001 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
3002
3003 struct wined3d_rational
3004 {
3005 UINT numerator;
3006 UINT denominator;
3007 };
3008
3009 struct wined3d_format
3010 {
3011 enum wined3d_format_id id;
3012
3013 DWORD red_size;
3014 DWORD green_size;
3015 DWORD blue_size;
3016 DWORD alpha_size;
3017 DWORD red_offset;
3018 DWORD green_offset;
3019 DWORD blue_offset;
3020 DWORD alpha_offset;
3021 UINT byte_count;
3022 BYTE depth_size;
3023 BYTE stencil_size;
3024
3025 UINT block_width;
3026 UINT block_height;
3027 UINT block_byte_count;
3028
3029 enum wined3d_ffp_emit_idx emit_idx;
3030 GLint component_count;
3031 GLenum gl_vtx_type;
3032 GLint gl_vtx_format;
3033 GLboolean gl_normalized;
3034 unsigned int component_size;
3035
3036 GLint glInternal;
3037 GLint glGammaInternal;
3038 GLint rtInternal;
3039 GLint glFormat;
3040 GLint glType;
3041 UINT conv_byte_count;
3042 unsigned int flags;
3043 struct wined3d_rational height_scale;
3044 struct color_fixup_desc color_fixup;
3045 void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
3046 UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
3047 };
3048
3049 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
3050 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3051 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
3052 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
3053 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
3054 const struct wined3d_color *color) DECLSPEC_HIDDEN;
3055
3056 static inline BOOL use_vs(const struct wined3d_state *state)
3057 {
3058 /* Check state->vertex_declaration to allow this to be used before the
3059 * stream info is validated, for example in device_update_tex_unit_map(). */
3060 return state->shader[WINED3D_SHADER_TYPE_VERTEX] && !state->vertex_declaration->position_transformed;
3061 }
3062
3063 static inline BOOL use_ps(const struct wined3d_state *state)
3064 {
3065 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
3066 }
3067
3068 static inline void context_apply_state(struct wined3d_context *context,
3069 const struct wined3d_state *state, DWORD state_id)
3070 {
3071 const struct StateEntry *state_table = context->state_table;
3072 DWORD rep = state_table[state_id].representative;
3073 state_table[rep].apply(context, state, rep);
3074 }
3075
3076 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3077 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3078
3079 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
3080
3081 #endif