[D3D8][D3D9][DDRAW][WINED3D] Use modules instead of shared libraries
[reactos.git] / dll / directx / wine / wined3d / wined3d_private.h
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 #ifdef USE_WIN32_OPENGL
29 #define WINE_GLAPI __stdcall
30 #else
31 #define WINE_GLAPI
32 #endif
33
34 #include <assert.h>
35 #include <stdarg.h>
36 #include <math.h>
37 #include <limits.h>
38 #include "ntstatus.h"
39 #define WIN32_NO_STATUS
40 #define NONAMELESSUNION
41 #define NONAMELESSSTRUCT
42 #define COBJMACROS
43 #include "windef.h"
44 #include "winbase.h"
45 #include "winreg.h"
46 #include "wingdi.h"
47 #include "winuser.h"
48 #include "winternl.h"
49 #include "ddk/d3dkmthk.h"
50 #include "wine/debug.h"
51 #include "wine/heap.h"
52 #include "wine/unicode.h"
53
54 #include "objbase.h"
55 #include "wine/wined3d.h"
56 #include "wined3d_gl.h"
57 #include "wine/list.h"
58 #include "wine/rbtree.h"
59 #include "wine/wgl_driver.h"
60
61 #ifndef ARRAY_SIZE
62 #define ARRAY_SIZE(array) (sizeof(array) / sizeof((array)[0]))
63 #endif
64
65 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
66
67 /* Driver quirks */
68 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
69 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
70 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
71 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
72 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
73 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
74 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
75 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
76 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
77 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
78
79 enum wined3d_ffp_idx
80 {
81 WINED3D_FFP_POSITION = 0,
82 WINED3D_FFP_BLENDWEIGHT = 1,
83 WINED3D_FFP_BLENDINDICES = 2,
84 WINED3D_FFP_NORMAL = 3,
85 WINED3D_FFP_PSIZE = 4,
86 WINED3D_FFP_DIFFUSE = 5,
87 WINED3D_FFP_SPECULAR = 6,
88 WINED3D_FFP_TEXCOORD0 = 7,
89 WINED3D_FFP_TEXCOORD1 = 8,
90 WINED3D_FFP_TEXCOORD2 = 9,
91 WINED3D_FFP_TEXCOORD3 = 10,
92 WINED3D_FFP_TEXCOORD4 = 11,
93 WINED3D_FFP_TEXCOORD5 = 12,
94 WINED3D_FFP_TEXCOORD6 = 13,
95 WINED3D_FFP_TEXCOORD7 = 14,
96 WINED3D_FFP_ATTRIBS_COUNT = 15,
97 };
98
99 enum wined3d_ffp_emit_idx
100 {
101 WINED3D_FFP_EMIT_FLOAT1,
102 WINED3D_FFP_EMIT_FLOAT2,
103 WINED3D_FFP_EMIT_FLOAT3,
104 WINED3D_FFP_EMIT_FLOAT4,
105 WINED3D_FFP_EMIT_D3DCOLOR,
106 WINED3D_FFP_EMIT_UBYTE4,
107 WINED3D_FFP_EMIT_SHORT2,
108 WINED3D_FFP_EMIT_SHORT4,
109 WINED3D_FFP_EMIT_UBYTE4N,
110 WINED3D_FFP_EMIT_SHORT2N,
111 WINED3D_FFP_EMIT_SHORT4N,
112 WINED3D_FFP_EMIT_USHORT2N,
113 WINED3D_FFP_EMIT_USHORT4N,
114 WINED3D_FFP_EMIT_UDEC3,
115 WINED3D_FFP_EMIT_DEC3N,
116 WINED3D_FFP_EMIT_FLOAT16_2,
117 WINED3D_FFP_EMIT_FLOAT16_4,
118 WINED3D_FFP_EMIT_INVALID,
119 WINED3D_FFP_EMIT_COUNT,
120 };
121
122 /* Texture format fixups */
123
124 enum fixup_channel_source
125 {
126 CHANNEL_SOURCE_ZERO = 0,
127 CHANNEL_SOURCE_ONE = 1,
128 CHANNEL_SOURCE_X = 2,
129 CHANNEL_SOURCE_Y = 3,
130 CHANNEL_SOURCE_Z = 4,
131 CHANNEL_SOURCE_W = 5,
132 CHANNEL_SOURCE_COMPLEX0 = 6,
133 CHANNEL_SOURCE_COMPLEX1 = 7,
134 };
135
136 enum complex_fixup
137 {
138 COMPLEX_FIXUP_NONE = 0,
139 COMPLEX_FIXUP_YUY2 = 1,
140 COMPLEX_FIXUP_UYVY = 2,
141 COMPLEX_FIXUP_YV12 = 3,
142 COMPLEX_FIXUP_P8 = 4,
143 COMPLEX_FIXUP_NV12 = 5,
144 };
145
146 #include <pshpack2.h>
147 struct color_fixup_desc
148 {
149 unsigned short x_sign_fixup : 1;
150 unsigned short x_source : 3;
151 unsigned short y_sign_fixup : 1;
152 unsigned short y_source : 3;
153 unsigned short z_sign_fixup : 1;
154 unsigned short z_source : 3;
155 unsigned short w_sign_fixup : 1;
156 unsigned short w_source : 3;
157 };
158 #include <poppack.h>
159
160 struct wined3d_d3d_limits
161 {
162 unsigned int vs_version, hs_version, ds_version, gs_version, ps_version, cs_version;
163 DWORD vs_uniform_count;
164 DWORD ps_uniform_count;
165 unsigned int varying_count;
166 unsigned int ffp_textures;
167 unsigned int ffp_blend_stages;
168 unsigned int ffp_vertex_blend_matrices;
169 unsigned int active_light_count;
170 };
171
172 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
173 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
174 typedef void (WINE_GLAPI *wined3d_generic_attrib_func)(GLuint idx, const void *data);
175 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
176
177 struct wined3d_ffp_attrib_ops
178 {
179 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
180 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
181 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
182 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
183 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
184 wined3d_generic_attrib_func generic[WINED3D_FFP_EMIT_COUNT];
185 };
186
187 struct wined3d_d3d_info
188 {
189 struct wined3d_d3d_limits limits;
190 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
191 BOOL xyzrhw;
192 BOOL emulated_flatshading;
193 BOOL ffp_generic_attributes;
194 BOOL vs_clipping;
195 BOOL shader_color_key;
196 DWORD valid_rt_mask;
197 DWORD valid_dual_rt_mask;
198 DWORD wined3d_creation_flags;
199 BOOL shader_double_precision;
200 };
201
202 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
203 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
204
205 static inline struct color_fixup_desc create_color_fixup_desc(
206 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
207 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
208 {
209 struct color_fixup_desc fixup =
210 {
211 sign0, src0,
212 sign1, src1,
213 sign2, src2,
214 sign3, src3,
215 };
216 return fixup;
217 }
218
219 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
220 {
221 struct color_fixup_desc fixup =
222 {
223 0u, complex_fixup & (1u << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
224 0u, complex_fixup & (1u << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
225 0u, complex_fixup & (1u << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
226 0u, complex_fixup & (1u << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
227 };
228 return fixup;
229 }
230
231 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
232 {
233 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
234 }
235
236 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
237 {
238 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
239 }
240
241 static inline BOOL is_scaling_fixup(struct color_fixup_desc fixup)
242 {
243 return fixup.x_sign_fixup || fixup.y_sign_fixup || fixup.z_sign_fixup || fixup.w_sign_fixup;
244 }
245
246 static inline BOOL is_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2)
247 {
248 return f1.x_sign_fixup == f2.x_sign_fixup && f1.x_source == f2.x_source
249 && f1.y_sign_fixup == f2.y_sign_fixup && f1.y_source == f2.y_source
250 && f1.z_sign_fixup == f2.z_sign_fixup && f1.z_source == f2.z_source
251 && f1.w_sign_fixup == f2.w_sign_fixup && f1.w_source == f2.w_source;
252 }
253
254 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
255 {
256 enum complex_fixup complex_fixup = 0;
257 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 0);
258 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 1);
259 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 2);
260 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 3);
261 return complex_fixup;
262 }
263
264 /* Device caps */
265 #define MAX_STREAMS 16
266 #define MAX_TEXTURES 8
267 #define MAX_FRAGMENT_SAMPLERS 16
268 #define MAX_VERTEX_SAMPLERS 4
269 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
270 #define MAX_ACTIVE_LIGHTS 8
271 #define MAX_CLIP_DISTANCES 8
272 #define MAX_CONSTANT_BUFFERS 15
273 #define MAX_SAMPLER_OBJECTS 16
274 #define MAX_SHADER_RESOURCE_VIEWS 128
275 #define MAX_RENDER_TARGET_VIEWS 8
276 #define MAX_UNORDERED_ACCESS_VIEWS 8
277 #define MAX_TGSM_REGISTERS 8192
278 #define MAX_VERTEX_BLENDS 4
279 #define MAX_VERTEX_INDEX_BLENDS 9
280 #define MAX_MULTISAMPLE_TYPES 8
281 #define MAX_RENDER_TARGETS 8
282
283 struct min_lookup
284 {
285 GLenum mip[WINED3D_TEXF_LINEAR + 1];
286 };
287
288 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
289 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
290
291 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN;
292
293 static inline enum wined3d_cmp_func wined3d_sanitize_cmp_func(enum wined3d_cmp_func func)
294 {
295 if (func < WINED3D_CMP_NEVER || func > WINED3D_CMP_ALWAYS)
296 return WINED3D_CMP_ALWAYS;
297 return func;
298 }
299
300 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
301 {
302 return magLookup[mag_filter];
303 }
304
305 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter,
306 enum wined3d_texture_filter_type mip_filter)
307 {
308 return minMipLookup[min_filter].mip[mip_filter];
309 }
310
311 /* float_16_to_32() and float_32_to_16() (see implementation in
312 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
313 * to standard C floats and vice versa. They do not depend on the encoding
314 * of the C float, so they are platform independent, but slow. On x86 and
315 * other IEEE 754 compliant platforms the conversion can be accelerated by
316 * bit shifting the exponent and mantissa. There are also some SSE-based
317 * assembly routines out there.
318 *
319 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
320 */
321 static inline float float_16_to_32(const unsigned short *in)
322 {
323 const unsigned short s = ((*in) & 0x8000u);
324 const unsigned short e = ((*in) & 0x7c00u) >> 10;
325 const unsigned short m = (*in) & 0x3ffu;
326 const float sgn = (s ? -1.0f : 1.0f);
327
328 if(e == 0) {
329 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
330 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
331 } else if(e < 31) {
332 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
333 } else {
334 if(m == 0) return sgn * INFINITY;
335 else return NAN;
336 }
337 }
338
339 static inline float float_24_to_32(DWORD in)
340 {
341 const float sgn = in & 0x800000u ? -1.0f : 1.0f;
342 const unsigned short e = (in & 0x780000u) >> 19;
343 const unsigned int m = in & 0x7ffffu;
344
345 if (e == 0)
346 {
347 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
348 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
349 }
350 else if (e < 15)
351 {
352 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
353 }
354 else
355 {
356 if (m == 0) return sgn * INFINITY;
357 else return NAN;
358 }
359 }
360
361 static inline unsigned int wined3d_popcount(unsigned int x)
362 {
363 #ifdef HAVE___BUILTIN_POPCOUNT
364 return __builtin_popcount(x);
365 #else
366 x -= x >> 1 & 0x55555555;
367 x = (x & 0x33333333) + (x >> 2 & 0x33333333);
368 return ((x + (x >> 4)) & 0x0f0f0f0f) * 0x01010101 >> 24;
369 #endif
370 }
371
372 static inline void wined3d_pause(void)
373 {
374 #ifdef __REACTOS__
375 Sleep(0);
376 #else
377 #if defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__))
378 __asm__ __volatile__( "rep;nop" : : : "memory" );
379 #endif
380 #endif
381 }
382
383 #define ORM_BACKBUFFER 0
384 #define ORM_FBO 1
385
386 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
387 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
388
389 /* NOTE: When adding fields to this structure, make sure to update the default
390 * values in wined3d_main.c as well. */
391 struct wined3d_settings
392 {
393 unsigned int cs_multithreaded;
394 BOOL explicit_gl_version;
395 DWORD max_gl_version;
396 BOOL glslRequested;
397 int offscreen_rendering_mode;
398 unsigned short pci_vendor_id;
399 unsigned short pci_device_id;
400 /* Memory tracking and object counting. */
401 UINT64 emulated_textureram;
402 char *logo;
403 unsigned int multisample_textures;
404 unsigned int sample_count;
405 BOOL strict_draw_ordering;
406 BOOL check_float_constants;
407 unsigned int max_sm_vs;
408 unsigned int max_sm_hs;
409 unsigned int max_sm_ds;
410 unsigned int max_sm_gs;
411 unsigned int max_sm_ps;
412 unsigned int max_sm_cs;
413 BOOL no_3d;
414 };
415
416 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
417
418 enum wined3d_shader_resource_type
419 {
420 WINED3D_SHADER_RESOURCE_NONE,
421 WINED3D_SHADER_RESOURCE_BUFFER,
422 WINED3D_SHADER_RESOURCE_TEXTURE_1D,
423 WINED3D_SHADER_RESOURCE_TEXTURE_2D,
424 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
425 WINED3D_SHADER_RESOURCE_TEXTURE_3D,
426 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
427 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
428 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
429 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
430 WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY,
431 };
432
433 #define WINED3D_SHADER_CONST_VS_F 0x00000001
434 #define WINED3D_SHADER_CONST_VS_I 0x00000002
435 #define WINED3D_SHADER_CONST_VS_B 0x00000004
436 #define WINED3D_SHADER_CONST_VS_CLIP_PLANES 0x00000008
437 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000010
438 #define WINED3D_SHADER_CONST_POS_FIXUP 0x00000020
439 #define WINED3D_SHADER_CONST_PS_F 0x00000040
440 #define WINED3D_SHADER_CONST_PS_I 0x00000080
441 #define WINED3D_SHADER_CONST_PS_B 0x00000100
442 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000200
443 #define WINED3D_SHADER_CONST_PS_FOG 0x00000400
444 #define WINED3D_SHADER_CONST_PS_ALPHA_TEST 0x00000800
445 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00001000
446 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00002000
447 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00004000
448 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00010000
449 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00020000
450 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00040000
451 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00080000
452 #define WINED3D_SHADER_CONST_FFP_PS 0x00100000
453 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00200000
454 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0xff000000
455 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND_INDEX(i) (0x01000000 << ((i) - 1))
456
457 enum wined3d_shader_register_type
458 {
459 WINED3DSPR_TEMP = 0,
460 WINED3DSPR_INPUT = 1,
461 WINED3DSPR_CONST = 2,
462 WINED3DSPR_ADDR = 3,
463 WINED3DSPR_TEXTURE = 3,
464 WINED3DSPR_RASTOUT = 4,
465 WINED3DSPR_ATTROUT = 5,
466 WINED3DSPR_TEXCRDOUT = 6,
467 WINED3DSPR_OUTPUT = 6,
468 WINED3DSPR_CONSTINT = 7,
469 WINED3DSPR_COLOROUT = 8,
470 WINED3DSPR_DEPTHOUT = 9,
471 WINED3DSPR_SAMPLER = 10,
472 WINED3DSPR_CONST2 = 11,
473 WINED3DSPR_CONST3 = 12,
474 WINED3DSPR_CONST4 = 13,
475 WINED3DSPR_CONSTBOOL = 14,
476 WINED3DSPR_LOOP = 15,
477 WINED3DSPR_TEMPFLOAT16 = 16,
478 WINED3DSPR_MISCTYPE = 17,
479 WINED3DSPR_LABEL = 18,
480 WINED3DSPR_PREDICATE = 19,
481 WINED3DSPR_IMMCONST,
482 WINED3DSPR_CONSTBUFFER,
483 WINED3DSPR_IMMCONSTBUFFER,
484 WINED3DSPR_PRIMID,
485 WINED3DSPR_NULL,
486 WINED3DSPR_RESOURCE,
487 WINED3DSPR_UAV,
488 WINED3DSPR_OUTPOINTID,
489 WINED3DSPR_FORKINSTID,
490 WINED3DSPR_JOININSTID,
491 WINED3DSPR_INCONTROLPOINT,
492 WINED3DSPR_OUTCONTROLPOINT,
493 WINED3DSPR_PATCHCONST,
494 WINED3DSPR_TESSCOORD,
495 WINED3DSPR_GROUPSHAREDMEM,
496 WINED3DSPR_THREADID,
497 WINED3DSPR_THREADGROUPID,
498 WINED3DSPR_LOCALTHREADID,
499 WINED3DSPR_LOCALTHREADINDEX,
500 WINED3DSPR_IDXTEMP,
501 WINED3DSPR_STREAM,
502 WINED3DSPR_FUNCTIONBODY,
503 WINED3DSPR_FUNCTIONPOINTER,
504 WINED3DSPR_COVERAGE,
505 WINED3DSPR_SAMPLEMASK,
506 WINED3DSPR_GSINSTID,
507 WINED3DSPR_DEPTHOUTGE,
508 WINED3DSPR_DEPTHOUTLE,
509 };
510
511 enum wined3d_data_type
512 {
513 WINED3D_DATA_FLOAT,
514 WINED3D_DATA_INT,
515 WINED3D_DATA_RESOURCE,
516 WINED3D_DATA_SAMPLER,
517 WINED3D_DATA_UAV,
518 WINED3D_DATA_UINT,
519 WINED3D_DATA_UNORM,
520 WINED3D_DATA_SNORM,
521 WINED3D_DATA_OPAQUE,
522 };
523
524 enum wined3d_immconst_type
525 {
526 WINED3D_IMMCONST_SCALAR,
527 WINED3D_IMMCONST_VEC4,
528 };
529
530 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
531
532 enum wined3d_shader_src_modifier
533 {
534 WINED3DSPSM_NONE = 0,
535 WINED3DSPSM_NEG = 1,
536 WINED3DSPSM_BIAS = 2,
537 WINED3DSPSM_BIASNEG = 3,
538 WINED3DSPSM_SIGN = 4,
539 WINED3DSPSM_SIGNNEG = 5,
540 WINED3DSPSM_COMP = 6,
541 WINED3DSPSM_X2 = 7,
542 WINED3DSPSM_X2NEG = 8,
543 WINED3DSPSM_DZ = 9,
544 WINED3DSPSM_DW = 10,
545 WINED3DSPSM_ABS = 11,
546 WINED3DSPSM_ABSNEG = 12,
547 WINED3DSPSM_NOT = 13,
548 };
549
550 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */
551 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */
552 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */
553 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */
554 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */
555
556 enum wined3d_shader_dst_modifier
557 {
558 WINED3DSPDM_NONE = 0,
559 WINED3DSPDM_SATURATE = 1,
560 WINED3DSPDM_PARTIALPRECISION = 2,
561 WINED3DSPDM_MSAMPCENTROID = 4,
562 };
563
564 enum wined3d_shader_interpolation_mode
565 {
566 WINED3DSIM_NONE = 0,
567 WINED3DSIM_CONSTANT = 1,
568 WINED3DSIM_LINEAR = 2,
569 WINED3DSIM_LINEAR_CENTROID = 3,
570 WINED3DSIM_LINEAR_NOPERSPECTIVE = 4,
571 WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5,
572 WINED3DSIM_LINEAR_SAMPLE = 6,
573 WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7,
574 };
575
576 #define WINED3D_PACKED_INTERPOLATION_SIZE 3
577 #define WINED3D_PACKED_INTERPOLATION_BIT_COUNT 3
578
579 enum wined3d_shader_global_flags
580 {
581 WINED3DSGF_REFACTORING_ALLOWED = 0x1,
582 WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL = 0x4,
583 WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8,
584 };
585
586 enum wined3d_shader_sync_flags
587 {
588 WINED3DSSF_THREAD_GROUP = 0x1,
589 WINED3DSSF_GROUP_SHARED_MEMORY = 0x2,
590 };
591
592 enum wined3d_shader_uav_flags
593 {
594 WINED3DSUF_GLOBALLY_COHERENT = 0x2,
595 WINED3DSUF_ORDER_PRESERVING_COUNTER = 0x100,
596 };
597
598 enum wined3d_tessellator_domain
599 {
600 WINED3D_TESSELLATOR_DOMAIN_LINE = 1,
601 WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2,
602 WINED3D_TESSELLATOR_DOMAIN_QUAD = 3,
603 };
604
605 enum wined3d_tessellator_output_primitive
606 {
607 WINED3D_TESSELLATOR_OUTPUT_POINT = 1,
608 WINED3D_TESSELLATOR_OUTPUT_LINE = 2,
609 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
610 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
611 };
612
613 enum wined3d_tessellator_partitioning
614 {
615 WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
616 WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2,
617 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
618 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
619 };
620
621 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
622 #define WINED3DSI_TEXLD_PROJECT 0x1
623 #define WINED3DSI_TEXLD_BIAS 0x2
624 #define WINED3DSI_INDEXED_DYNAMIC 0x4
625 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1
626 #define WINED3DSI_RESINFO_UINT 0x2
627 #define WINED3DSI_SAMPLE_INFO_UINT 0x1
628 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1
629
630 enum wined3d_shader_rel_op
631 {
632 WINED3D_SHADER_REL_OP_GT = 1,
633 WINED3D_SHADER_REL_OP_EQ = 2,
634 WINED3D_SHADER_REL_OP_GE = 3,
635 WINED3D_SHADER_REL_OP_LT = 4,
636 WINED3D_SHADER_REL_OP_NE = 5,
637 WINED3D_SHADER_REL_OP_LE = 6,
638 };
639
640 enum wined3d_shader_conditional_op
641 {
642 WINED3D_SHADER_CONDITIONAL_OP_NZ = 0,
643 WINED3D_SHADER_CONDITIONAL_OP_Z = 1
644 };
645
646 #define WINED3D_SM1_VS 0xfffeu
647 #define WINED3D_SM1_PS 0xffffu
648 #define WINED3D_SM4_PS 0x0000u
649 #define WINED3D_SM4_VS 0x0001u
650 #define WINED3D_SM4_GS 0x0002u
651 #define WINED3D_SM5_HS 0x0003u
652 #define WINED3D_SM5_DS 0x0004u
653 #define WINED3D_SM5_CS 0x0005u
654
655 /* Shader version tokens, and shader end tokens */
656 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
657 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
658
659 /* Shader backends */
660
661 /* TODO: Make this dynamic, based on shader limits ? */
662 #define MAX_ATTRIBS 16
663 #define MAX_REG_ADDR 1
664 #define MAX_REG_TEXCRD 8
665 #define MAX_REG_INPUT 32
666 #define MAX_REG_OUTPUT 32
667 #define WINED3D_MAX_CBS 15
668 #define WINED3D_MAX_CONSTS_B 16
669 #define WINED3D_MAX_CONSTS_I 16
670 #define WINED3D_MAX_VS_CONSTS_F 256
671 #define WINED3D_MAX_PS_CONSTS_F 224
672
673 /* FIXME: This needs to go up to 2048 for
674 * Shader model 3 according to msdn (and for software shaders) */
675 #define MAX_LABELS 16
676
677 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096
678
679 struct wined3d_string_buffer
680 {
681 struct list entry;
682 char *buffer;
683 unsigned int buffer_size;
684 unsigned int content_size;
685 };
686
687 enum WINED3D_SHADER_INSTRUCTION_HANDLER
688 {
689 WINED3DSIH_ABS,
690 WINED3DSIH_ADD,
691 WINED3DSIH_AND,
692 WINED3DSIH_ATOMIC_AND,
693 WINED3DSIH_ATOMIC_CMP_STORE,
694 WINED3DSIH_ATOMIC_IADD,
695 WINED3DSIH_ATOMIC_IMAX,
696 WINED3DSIH_ATOMIC_IMIN,
697 WINED3DSIH_ATOMIC_OR,
698 WINED3DSIH_ATOMIC_UMAX,
699 WINED3DSIH_ATOMIC_UMIN,
700 WINED3DSIH_ATOMIC_XOR,
701 WINED3DSIH_BEM,
702 WINED3DSIH_BFI,
703 WINED3DSIH_BFREV,
704 WINED3DSIH_BREAK,
705 WINED3DSIH_BREAKC,
706 WINED3DSIH_BREAKP,
707 WINED3DSIH_BUFINFO,
708 WINED3DSIH_CALL,
709 WINED3DSIH_CALLNZ,
710 WINED3DSIH_CASE,
711 WINED3DSIH_CMP,
712 WINED3DSIH_CND,
713 WINED3DSIH_CONTINUE,
714 WINED3DSIH_CONTINUEP,
715 WINED3DSIH_COUNTBITS,
716 WINED3DSIH_CRS,
717 WINED3DSIH_CUT,
718 WINED3DSIH_CUT_STREAM,
719 WINED3DSIH_DCL,
720 WINED3DSIH_DCL_CONSTANT_BUFFER,
721 WINED3DSIH_DCL_FUNCTION_BODY,
722 WINED3DSIH_DCL_FUNCTION_TABLE,
723 WINED3DSIH_DCL_GLOBAL_FLAGS,
724 WINED3DSIH_DCL_GS_INSTANCES,
725 WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT,
726 WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT,
727 WINED3DSIH_DCL_HS_MAX_TESSFACTOR,
728 WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER,
729 WINED3DSIH_DCL_INDEX_RANGE,
730 WINED3DSIH_DCL_INDEXABLE_TEMP,
731 WINED3DSIH_DCL_INPUT,
732 WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT,
733 WINED3DSIH_DCL_INPUT_PRIMITIVE,
734 WINED3DSIH_DCL_INPUT_PS,
735 WINED3DSIH_DCL_INPUT_PS_SGV,
736 WINED3DSIH_DCL_INPUT_PS_SIV,
737 WINED3DSIH_DCL_INPUT_SGV,
738 WINED3DSIH_DCL_INPUT_SIV,
739 WINED3DSIH_DCL_INTERFACE,
740 WINED3DSIH_DCL_OUTPUT,
741 WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT,
742 WINED3DSIH_DCL_OUTPUT_SIV,
743 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
744 WINED3DSIH_DCL_RESOURCE_RAW,
745 WINED3DSIH_DCL_RESOURCE_STRUCTURED,
746 WINED3DSIH_DCL_SAMPLER,
747 WINED3DSIH_DCL_STREAM,
748 WINED3DSIH_DCL_TEMPS,
749 WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
750 WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
751 WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
752 WINED3DSIH_DCL_TGSM_RAW,
753 WINED3DSIH_DCL_TGSM_STRUCTURED,
754 WINED3DSIH_DCL_THREAD_GROUP,
755 WINED3DSIH_DCL_UAV_RAW,
756 WINED3DSIH_DCL_UAV_STRUCTURED,
757 WINED3DSIH_DCL_UAV_TYPED,
758 WINED3DSIH_DCL_VERTICES_OUT,
759 WINED3DSIH_DEF,
760 WINED3DSIH_DEFAULT,
761 WINED3DSIH_DEFB,
762 WINED3DSIH_DEFI,
763 WINED3DSIH_DIV,
764 WINED3DSIH_DP2,
765 WINED3DSIH_DP2ADD,
766 WINED3DSIH_DP3,
767 WINED3DSIH_DP4,
768 WINED3DSIH_DST,
769 WINED3DSIH_DSX,
770 WINED3DSIH_DSX_COARSE,
771 WINED3DSIH_DSX_FINE,
772 WINED3DSIH_DSY,
773 WINED3DSIH_DSY_COARSE,
774 WINED3DSIH_DSY_FINE,
775 WINED3DSIH_EVAL_SAMPLE_INDEX,
776 WINED3DSIH_ELSE,
777 WINED3DSIH_EMIT,
778 WINED3DSIH_EMIT_STREAM,
779 WINED3DSIH_ENDIF,
780 WINED3DSIH_ENDLOOP,
781 WINED3DSIH_ENDREP,
782 WINED3DSIH_ENDSWITCH,
783 WINED3DSIH_EQ,
784 WINED3DSIH_EXP,
785 WINED3DSIH_EXPP,
786 WINED3DSIH_F16TOF32,
787 WINED3DSIH_F32TOF16,
788 WINED3DSIH_FCALL,
789 WINED3DSIH_FIRSTBIT_HI,
790 WINED3DSIH_FIRSTBIT_LO,
791 WINED3DSIH_FIRSTBIT_SHI,
792 WINED3DSIH_FRC,
793 WINED3DSIH_FTOI,
794 WINED3DSIH_FTOU,
795 WINED3DSIH_GATHER4,
796 WINED3DSIH_GATHER4_C,
797 WINED3DSIH_GATHER4_PO,
798 WINED3DSIH_GATHER4_PO_C,
799 WINED3DSIH_GE,
800 WINED3DSIH_HS_CONTROL_POINT_PHASE,
801 WINED3DSIH_HS_DECLS,
802 WINED3DSIH_HS_FORK_PHASE,
803 WINED3DSIH_HS_JOIN_PHASE,
804 WINED3DSIH_IADD,
805 WINED3DSIH_IBFE,
806 WINED3DSIH_IEQ,
807 WINED3DSIH_IF,
808 WINED3DSIH_IFC,
809 WINED3DSIH_IGE,
810 WINED3DSIH_ILT,
811 WINED3DSIH_IMAD,
812 WINED3DSIH_IMAX,
813 WINED3DSIH_IMIN,
814 WINED3DSIH_IMM_ATOMIC_ALLOC,
815 WINED3DSIH_IMM_ATOMIC_AND,
816 WINED3DSIH_IMM_ATOMIC_CMP_EXCH,
817 WINED3DSIH_IMM_ATOMIC_CONSUME,
818 WINED3DSIH_IMM_ATOMIC_EXCH,
819 WINED3DSIH_IMM_ATOMIC_IADD,
820 WINED3DSIH_IMM_ATOMIC_IMAX,
821 WINED3DSIH_IMM_ATOMIC_IMIN,
822 WINED3DSIH_IMM_ATOMIC_OR,
823 WINED3DSIH_IMM_ATOMIC_UMAX,
824 WINED3DSIH_IMM_ATOMIC_UMIN,
825 WINED3DSIH_IMM_ATOMIC_XOR,
826 WINED3DSIH_IMUL,
827 WINED3DSIH_INE,
828 WINED3DSIH_INEG,
829 WINED3DSIH_ISHL,
830 WINED3DSIH_ISHR,
831 WINED3DSIH_ITOF,
832 WINED3DSIH_LABEL,
833 WINED3DSIH_LD,
834 WINED3DSIH_LD2DMS,
835 WINED3DSIH_LD_RAW,
836 WINED3DSIH_LD_STRUCTURED,
837 WINED3DSIH_LD_UAV_TYPED,
838 WINED3DSIH_LIT,
839 WINED3DSIH_LOD,
840 WINED3DSIH_LOG,
841 WINED3DSIH_LOGP,
842 WINED3DSIH_LOOP,
843 WINED3DSIH_LRP,
844 WINED3DSIH_LT,
845 WINED3DSIH_M3x2,
846 WINED3DSIH_M3x3,
847 WINED3DSIH_M3x4,
848 WINED3DSIH_M4x3,
849 WINED3DSIH_M4x4,
850 WINED3DSIH_MAD,
851 WINED3DSIH_MAX,
852 WINED3DSIH_MIN,
853 WINED3DSIH_MOV,
854 WINED3DSIH_MOVA,
855 WINED3DSIH_MOVC,
856 WINED3DSIH_MUL,
857 WINED3DSIH_NE,
858 WINED3DSIH_NOP,
859 WINED3DSIH_NOT,
860 WINED3DSIH_NRM,
861 WINED3DSIH_OR,
862 WINED3DSIH_PHASE,
863 WINED3DSIH_POW,
864 WINED3DSIH_RCP,
865 WINED3DSIH_REP,
866 WINED3DSIH_RESINFO,
867 WINED3DSIH_RET,
868 WINED3DSIH_RETP,
869 WINED3DSIH_ROUND_NE,
870 WINED3DSIH_ROUND_NI,
871 WINED3DSIH_ROUND_PI,
872 WINED3DSIH_ROUND_Z,
873 WINED3DSIH_RSQ,
874 WINED3DSIH_SAMPLE,
875 WINED3DSIH_SAMPLE_B,
876 WINED3DSIH_SAMPLE_C,
877 WINED3DSIH_SAMPLE_C_LZ,
878 WINED3DSIH_SAMPLE_GRAD,
879 WINED3DSIH_SAMPLE_INFO,
880 WINED3DSIH_SAMPLE_LOD,
881 WINED3DSIH_SAMPLE_POS,
882 WINED3DSIH_SETP,
883 WINED3DSIH_SGE,
884 WINED3DSIH_SGN,
885 WINED3DSIH_SINCOS,
886 WINED3DSIH_SLT,
887 WINED3DSIH_SQRT,
888 WINED3DSIH_STORE_RAW,
889 WINED3DSIH_STORE_STRUCTURED,
890 WINED3DSIH_STORE_UAV_TYPED,
891 WINED3DSIH_SUB,
892 WINED3DSIH_SWAPC,
893 WINED3DSIH_SWITCH,
894 WINED3DSIH_SYNC,
895 WINED3DSIH_TEX,
896 WINED3DSIH_TEXBEM,
897 WINED3DSIH_TEXBEML,
898 WINED3DSIH_TEXCOORD,
899 WINED3DSIH_TEXDEPTH,
900 WINED3DSIH_TEXDP3,
901 WINED3DSIH_TEXDP3TEX,
902 WINED3DSIH_TEXKILL,
903 WINED3DSIH_TEXLDD,
904 WINED3DSIH_TEXLDL,
905 WINED3DSIH_TEXM3x2DEPTH,
906 WINED3DSIH_TEXM3x2PAD,
907 WINED3DSIH_TEXM3x2TEX,
908 WINED3DSIH_TEXM3x3,
909 WINED3DSIH_TEXM3x3DIFF,
910 WINED3DSIH_TEXM3x3PAD,
911 WINED3DSIH_TEXM3x3SPEC,
912 WINED3DSIH_TEXM3x3TEX,
913 WINED3DSIH_TEXM3x3VSPEC,
914 WINED3DSIH_TEXREG2AR,
915 WINED3DSIH_TEXREG2GB,
916 WINED3DSIH_TEXREG2RGB,
917 WINED3DSIH_UBFE,
918 WINED3DSIH_UDIV,
919 WINED3DSIH_UGE,
920 WINED3DSIH_ULT,
921 WINED3DSIH_UMAX,
922 WINED3DSIH_UMIN,
923 WINED3DSIH_UMUL,
924 WINED3DSIH_USHR,
925 WINED3DSIH_UTOF,
926 WINED3DSIH_XOR,
927 WINED3DSIH_TABLE_SIZE
928 };
929
930 enum wined3d_shader_type
931 {
932 WINED3D_SHADER_TYPE_PIXEL,
933 WINED3D_SHADER_TYPE_VERTEX,
934 WINED3D_SHADER_TYPE_GEOMETRY,
935 WINED3D_SHADER_TYPE_HULL,
936 WINED3D_SHADER_TYPE_DOMAIN,
937 WINED3D_SHADER_TYPE_GRAPHICS_COUNT,
938
939 WINED3D_SHADER_TYPE_COMPUTE = WINED3D_SHADER_TYPE_GRAPHICS_COUNT,
940 WINED3D_SHADER_TYPE_COUNT,
941 };
942
943 struct wined3d_shader_version
944 {
945 enum wined3d_shader_type type;
946 BYTE major;
947 BYTE minor;
948 };
949
950 struct wined3d_shader_resource_info
951 {
952 enum wined3d_shader_resource_type type;
953 enum wined3d_data_type data_type;
954 unsigned int flags;
955 unsigned int stride;
956 };
957
958 #define WINED3D_SAMPLER_DEFAULT ~0x0u
959
960 struct wined3d_shader_sampler_map_entry
961 {
962 unsigned int resource_idx;
963 unsigned int sampler_idx;
964 unsigned int bind_idx;
965 };
966
967 struct wined3d_shader_sampler_map
968 {
969 struct wined3d_shader_sampler_map_entry *entries;
970 size_t size;
971 size_t count;
972 };
973
974 struct wined3d_shader_immediate_constant_buffer
975 {
976 unsigned int vec4_count;
977 DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE];
978 };
979
980 struct wined3d_shader_indexable_temp
981 {
982 struct list entry;
983 unsigned int register_idx;
984 unsigned int register_size;
985 unsigned int component_count;
986 };
987
988 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
989
990 struct wined3d_shader_reg_maps
991 {
992 struct wined3d_shader_version shader_version;
993 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
994 BYTE address; /* MAX_REG_ADDR, 1 */
995 WORD labels; /* MAX_LABELS, 16 */
996 DWORD temporary; /* 32 */
997 unsigned int temporary_count;
998 DWORD *constf; /* pixel, vertex */
999 struct list indexable_temps;
1000 const struct wined3d_shader_immediate_constant_buffer *icb;
1001 union
1002 {
1003 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
1004 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
1005 } u;
1006 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
1007 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
1008 WORD integer_constants; /* WINED3D_MAX_CONSTS_I, 16 */
1009 WORD boolean_constants; /* WINED3D_MAX_CONSTS_B, 16 */
1010 WORD local_int_consts; /* WINED3D_MAX_CONSTS_I, 16 */
1011 WORD local_bool_consts; /* WINED3D_MAX_CONSTS_B, 16 */
1012 UINT cb_sizes[WINED3D_MAX_CBS];
1013
1014 struct wined3d_shader_resource_info resource_info[MAX_SHADER_RESOURCE_VIEWS];
1015 struct wined3d_shader_sampler_map sampler_map;
1016 DWORD sampler_comparison_mode;
1017 BYTE bumpmat; /* MAX_TEXTURES, 8 */
1018 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
1019 struct wined3d_shader_resource_info uav_resource_info[MAX_UNORDERED_ACCESS_VIEWS];
1020 DWORD uav_read_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
1021 DWORD uav_counter_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
1022
1023 DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
1024 DWORD cull_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
1025 DWORD usesnrm : 1;
1026 DWORD vpos : 1;
1027 DWORD usesdsx : 1;
1028 DWORD usesdsy : 1;
1029 DWORD usestexldd : 1;
1030 DWORD usesmova : 1;
1031 DWORD usesfacing : 1;
1032 DWORD usesrelconstF : 1;
1033 DWORD fog : 1;
1034 DWORD usestexldl : 1;
1035 DWORD usesifc : 1;
1036 DWORD usescall : 1;
1037 DWORD usespow : 1;
1038 DWORD point_size : 1;
1039 DWORD vocp : 1;
1040 DWORD input_rel_addressing : 1;
1041 DWORD padding : 16;
1042
1043 DWORD rt_mask; /* Used render targets, 32 max. */
1044
1045 /* Whether or not loops are used in this shader, and nesting depth */
1046 unsigned int loop_depth;
1047 unsigned int min_rel_offset, max_rel_offset;
1048
1049 struct wined3d_shader_tgsm *tgsm;
1050 SIZE_T tgsm_capacity;
1051 unsigned int tgsm_count;
1052 };
1053
1054 /* Keeps track of details for TEX_M#x# instructions which need to maintain
1055 * state information between multiple instructions. */
1056 struct wined3d_shader_tex_mx
1057 {
1058 unsigned int current_row;
1059 DWORD texcoord_w[2];
1060 };
1061
1062 struct wined3d_shader_parser_state
1063 {
1064 unsigned int current_loop_depth;
1065 unsigned int current_loop_reg;
1066 BOOL in_subroutine;
1067 };
1068
1069 struct wined3d_shader_context
1070 {
1071 const struct wined3d_shader *shader;
1072 const struct wined3d_gl_info *gl_info;
1073 const struct wined3d_shader_reg_maps *reg_maps;
1074 struct wined3d_string_buffer *buffer;
1075 struct wined3d_shader_tex_mx *tex_mx;
1076 struct wined3d_shader_parser_state *state;
1077 void *backend_data;
1078 };
1079
1080 struct wined3d_shader_register_index
1081 {
1082 const struct wined3d_shader_src_param *rel_addr;
1083 unsigned int offset;
1084 };
1085
1086 struct wined3d_shader_register
1087 {
1088 enum wined3d_shader_register_type type;
1089 enum wined3d_data_type data_type;
1090 struct wined3d_shader_register_index idx[2];
1091 enum wined3d_immconst_type immconst_type;
1092 union
1093 {
1094 DWORD immconst_data[4];
1095 unsigned fp_body_idx;
1096 } u;
1097 };
1098
1099 struct wined3d_shader_dst_param
1100 {
1101 struct wined3d_shader_register reg;
1102 DWORD write_mask;
1103 DWORD modifiers;
1104 DWORD shift;
1105 };
1106
1107 struct wined3d_shader_src_param
1108 {
1109 struct wined3d_shader_register reg;
1110 DWORD swizzle;
1111 enum wined3d_shader_src_modifier modifiers;
1112 };
1113
1114 struct wined3d_shader_index_range
1115 {
1116 struct wined3d_shader_dst_param first_register;
1117 unsigned int last_register;
1118 };
1119
1120 struct wined3d_shader_semantic
1121 {
1122 enum wined3d_decl_usage usage;
1123 UINT usage_idx;
1124 enum wined3d_shader_resource_type resource_type;
1125 enum wined3d_data_type resource_data_type;
1126 struct wined3d_shader_dst_param reg;
1127 };
1128
1129 enum wined3d_shader_input_sysval_semantic
1130 {
1131 WINED3D_SIV_POSITION = 1,
1132 WINED3D_SIV_CLIP_DISTANCE = 2,
1133 WINED3D_SIV_CULL_DISTANCE = 3,
1134 WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX = 4,
1135 WINED3D_SIV_VIEWPORT_ARRAY_INDEX = 5,
1136 WINED3D_SIV_VERTEX_ID = 6,
1137 WINED3D_SIV_PRIMITIVE_ID = 7,
1138 WINED3D_SIV_INSTANCE_ID = 8,
1139 WINED3D_SIV_IS_FRONT_FACE = 9,
1140 WINED3D_SIV_SAMPLE_INDEX = 10,
1141 WINED3D_SIV_QUAD_U0_TESS_FACTOR = 11,
1142 WINED3D_SIV_QUAD_V0_TESS_FACTOR = 12,
1143 WINED3D_SIV_QUAD_U1_TESS_FACTOR = 13,
1144 WINED3D_SIV_QUAD_V1_TESS_FACTOR = 14,
1145 WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR = 15,
1146 WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR = 16,
1147 WINED3D_SIV_TRIANGLE_U_TESS_FACTOR = 17,
1148 WINED3D_SIV_TRIANGLE_V_TESS_FACTOR = 18,
1149 WINED3D_SIV_TRIANGLE_W_TESS_FACTOR = 19,
1150 WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR = 20,
1151 WINED3D_SIV_LINE_DETAIL_TESS_FACTOR = 21,
1152 WINED3D_SIV_LINE_DENSITY_TESS_FACTOR = 22,
1153 };
1154
1155 struct wined3d_shader_register_semantic
1156 {
1157 struct wined3d_shader_dst_param reg;
1158 enum wined3d_shader_input_sysval_semantic sysval_semantic;
1159 };
1160
1161 struct wined3d_shader_structured_resource
1162 {
1163 struct wined3d_shader_dst_param reg;
1164 unsigned int byte_stride;
1165 };
1166
1167 struct wined3d_shader_tgsm
1168 {
1169 unsigned int size;
1170 unsigned int stride;
1171 };
1172
1173 struct wined3d_shader_tgsm_raw
1174 {
1175 struct wined3d_shader_dst_param reg;
1176 unsigned int byte_count;
1177 };
1178
1179 struct wined3d_shader_tgsm_structured
1180 {
1181 struct wined3d_shader_dst_param reg;
1182 unsigned int byte_stride;
1183 unsigned int structure_count;
1184 };
1185
1186 struct wined3d_shader_thread_group_size
1187 {
1188 unsigned int x, y, z;
1189 };
1190
1191 struct wined3d_shader_function_table_pointer
1192 {
1193 unsigned int index;
1194 unsigned int array_size;
1195 unsigned int body_count;
1196 unsigned int table_count;
1197 };
1198
1199 struct wined3d_shader_texel_offset
1200 {
1201 signed char u, v, w;
1202 };
1203
1204 struct wined3d_shader_primitive_type
1205 {
1206 enum wined3d_primitive_type type;
1207 unsigned int patch_vertex_count;
1208 };
1209
1210 struct wined3d_shader_instruction
1211 {
1212 const struct wined3d_shader_context *ctx;
1213 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
1214 DWORD flags;
1215 unsigned int dst_count;
1216 unsigned int src_count;
1217 const struct wined3d_shader_dst_param *dst;
1218 const struct wined3d_shader_src_param *src;
1219 struct wined3d_shader_texel_offset texel_offset;
1220 BOOL coissue;
1221 const struct wined3d_shader_src_param *predicate;
1222 union
1223 {
1224 struct wined3d_shader_semantic semantic;
1225 struct wined3d_shader_register_semantic register_semantic;
1226 struct wined3d_shader_primitive_type primitive_type;
1227 struct wined3d_shader_dst_param dst;
1228 struct wined3d_shader_src_param src;
1229 unsigned int count;
1230 unsigned int index;
1231 const struct wined3d_shader_immediate_constant_buffer *icb;
1232 struct wined3d_shader_structured_resource structured_resource;
1233 struct wined3d_shader_tgsm_raw tgsm_raw;
1234 struct wined3d_shader_tgsm_structured tgsm_structured;
1235 struct wined3d_shader_thread_group_size thread_group_size;
1236 enum wined3d_tessellator_domain tessellator_domain;
1237 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
1238 enum wined3d_tessellator_partitioning tessellator_partitioning;
1239 float max_tessellation_factor;
1240 struct wined3d_shader_index_range index_range;
1241 struct wined3d_shader_indexable_temp indexable_temp;
1242 struct wined3d_shader_function_table_pointer fp;
1243 } declaration;
1244 };
1245
1246 static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins)
1247 {
1248 return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w;
1249 }
1250
1251 struct wined3d_shader_attribute
1252 {
1253 enum wined3d_decl_usage usage;
1254 UINT usage_idx;
1255 };
1256
1257 struct wined3d_shader_loop_control
1258 {
1259 unsigned int count;
1260 unsigned int start;
1261 int step;
1262 };
1263
1264 struct wined3d_shader_frontend
1265 {
1266 void *(*shader_init)(const DWORD *byte_code, size_t byte_code_size,
1267 const struct wined3d_shader_signature *output_signature);
1268 void (*shader_free)(void *data);
1269 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
1270 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
1271 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
1272 };
1273
1274 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
1275 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
1276
1277 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
1278
1279 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
1280 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
1281 #define WINED3D_SHADER_CAP_DOUBLE_PRECISION 0x00000004
1282
1283 struct shader_caps
1284 {
1285 unsigned int vs_version;
1286 unsigned int hs_version;
1287 unsigned int ds_version;
1288 unsigned int gs_version;
1289 unsigned int ps_version;
1290 unsigned int cs_version;
1291
1292 DWORD vs_uniform_count;
1293 DWORD ps_uniform_count;
1294 float ps_1x_max_value;
1295 DWORD varying_count;
1296
1297 DWORD wined3d_caps;
1298 };
1299
1300 enum wined3d_gl_resource_type
1301 {
1302 WINED3D_GL_RES_TYPE_TEX_1D = 0,
1303 WINED3D_GL_RES_TYPE_TEX_2D = 1,
1304 WINED3D_GL_RES_TYPE_TEX_3D = 2,
1305 WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
1306 WINED3D_GL_RES_TYPE_TEX_RECT = 4,
1307 WINED3D_GL_RES_TYPE_BUFFER = 5,
1308 WINED3D_GL_RES_TYPE_RB = 6,
1309 WINED3D_GL_RES_TYPE_COUNT = 7,
1310 };
1311
1312 enum vertexprocessing_mode {
1313 fixedfunction,
1314 vertexshader,
1315 pretransformed
1316 };
1317
1318 #define WINED3D_CONST_NUM_UNUSED ~0U
1319
1320 enum wined3d_ffp_ps_fog_mode
1321 {
1322 WINED3D_FFP_PS_FOG_OFF,
1323 WINED3D_FFP_PS_FOG_LINEAR,
1324 WINED3D_FFP_PS_FOG_EXP,
1325 WINED3D_FFP_PS_FOG_EXP2,
1326 };
1327
1328 /* Stateblock dependent parameters which have to be hardcoded
1329 * into the shader code
1330 */
1331
1332 #define WINED3D_PSARGS_PROJECTED (1u << 3)
1333 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
1334 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu
1335 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
1336 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u
1337
1338 /* Used for Shader Model 1 pixel shaders to track the bound texture
1339 * type. 2D and RECT textures are separated through NP2 fixup. */
1340 enum wined3d_shader_tex_types
1341 {
1342 WINED3D_SHADER_TEX_2D = 0,
1343 WINED3D_SHADER_TEX_3D = 1,
1344 WINED3D_SHADER_TEX_CUBE = 2,
1345 };
1346
1347 struct ps_compile_args
1348 {
1349 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
1350 enum vertexprocessing_mode vp_mode;
1351 enum wined3d_ffp_ps_fog_mode fog;
1352 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
1353 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
1354 WORD srgb_correction;
1355 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
1356 D3D9 has a limit of 16 samplers and the fixup is superfluous
1357 in D3D10 (unconditional NP2 support mandatory). */
1358 WORD np2_fixup;
1359 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
1360 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */
1361 DWORD pointsprite : 1;
1362 DWORD flatshading : 1;
1363 DWORD alpha_test_func : 3;
1364 DWORD render_offscreen : 1;
1365 DWORD dual_source_blend : 1;
1366 DWORD padding : 25;
1367 };
1368
1369 enum fog_src_type
1370 {
1371 VS_FOG_Z = 0,
1372 VS_FOG_COORD = 1
1373 };
1374
1375 struct vs_compile_args
1376 {
1377 BYTE fog_src;
1378 BYTE clip_enabled : 1;
1379 BYTE point_size : 1;
1380 BYTE per_vertex_point_size : 1;
1381 BYTE flatshading : 1;
1382 BYTE next_shader_type : 3;
1383 BYTE padding : 1;
1384 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1385 unsigned int next_shader_input_count;
1386 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
1387 };
1388
1389 struct ds_compile_args
1390 {
1391 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
1392 enum wined3d_tessellator_partitioning tessellator_partitioning;
1393 unsigned int output_count : 16;
1394 unsigned int next_shader_type : 3;
1395 unsigned int render_offscreen : 1;
1396 unsigned int padding : 12;
1397 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
1398 };
1399
1400 struct gs_compile_args
1401 {
1402 unsigned int output_count;
1403 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
1404 };
1405
1406 struct wined3d_context;
1407 struct wined3d_state;
1408 struct fragment_pipeline;
1409 struct wined3d_vertex_pipe_ops;
1410
1411 struct wined3d_shader_backend_ops
1412 {
1413 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
1414 void (*shader_precompile)(void *shader_priv, struct wined3d_shader *shader);
1415 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
1416 const struct wined3d_state *state);
1417 void (*shader_select_compute)(void *shader_priv, struct wined3d_context *context,
1418 const struct wined3d_state *state);
1419 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
1420 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
1421 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
1422 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
1423 const struct wined3d_state *state);
1424 void (*shader_destroy)(struct wined3d_shader *shader);
1425 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
1426 const struct fragment_pipeline *fragment_pipe);
1427 void (*shader_free_private)(struct wined3d_device *device);
1428 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
1429 void (*shader_free_context_data)(struct wined3d_context *context);
1430 void (*shader_init_context_state)(struct wined3d_context *context);
1431 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
1432 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
1433 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
1434 };
1435
1436 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
1437 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
1438 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
1439
1440 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
1441
1442 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
1443 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
1444 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
1445 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
1446
1447 static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color)
1448 {
1449 wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f;
1450 wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f;
1451 wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f;
1452 wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f;
1453 }
1454
1455 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
1456
1457 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
1458 const char *file, unsigned int line, const char *name) DECLSPEC_HIDDEN;
1459
1460 /* Checking of API calls */
1461 /* --------------------- */
1462 #ifndef WINE_NO_DEBUG_MSGS
1463 #define checkGLcall(A) \
1464 do { \
1465 if (__WINE_IS_DEBUG_ON(_ERR, &__wine_dbch_d3d) \
1466 && !gl_info->supported[ARB_DEBUG_OUTPUT]) \
1467 wined3d_check_gl_call(gl_info, __FILE__, __LINE__, A); \
1468 } while(0)
1469 #else
1470 #define checkGLcall(A) do {} while(0)
1471 #endif
1472
1473 struct wined3d_bo_address
1474 {
1475 GLuint buffer_object;
1476 BYTE *addr;
1477 };
1478
1479 struct wined3d_const_bo_address
1480 {
1481 GLuint buffer_object;
1482 const BYTE *addr;
1483 };
1484
1485 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
1486 {
1487 return (struct wined3d_const_bo_address *)data;
1488 }
1489
1490 struct wined3d_stream_info_element
1491 {
1492 const struct wined3d_format *format;
1493 struct wined3d_bo_address data;
1494 GLsizei stride;
1495 unsigned int stream_idx;
1496 unsigned int divisor;
1497 };
1498
1499 struct wined3d_stream_info
1500 {
1501 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1502 DWORD position_transformed : 1;
1503 DWORD all_vbo : 1;
1504 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1505 WORD use_map; /* MAX_ATTRIBS, 16 */
1506 };
1507
1508 void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info,
1509 const struct wined3d_state *state, const struct wined3d_gl_info *gl_info,
1510 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
1511
1512 struct wined3d_direct_dispatch_parameters
1513 {
1514 unsigned int group_count_x;
1515 unsigned int group_count_y;
1516 unsigned int group_count_z;
1517 };
1518
1519 struct wined3d_indirect_dispatch_parameters
1520 {
1521 struct wined3d_buffer *buffer;
1522 unsigned int offset;
1523 };
1524
1525 struct wined3d_dispatch_parameters
1526 {
1527 BOOL indirect;
1528 union
1529 {
1530 struct wined3d_direct_dispatch_parameters direct;
1531 struct wined3d_indirect_dispatch_parameters indirect;
1532 } u;
1533 };
1534
1535 struct wined3d_direct_draw_parameters
1536 {
1537 int base_vertex_idx;
1538 unsigned int start_idx;
1539 unsigned int index_count;
1540 unsigned int start_instance;
1541 unsigned int instance_count;
1542 };
1543
1544 struct wined3d_indirect_draw_parameters
1545 {
1546 struct wined3d_buffer *buffer;
1547 unsigned int offset;
1548 };
1549
1550 struct wined3d_draw_parameters
1551 {
1552 BOOL indirect;
1553 union
1554 {
1555 struct wined3d_direct_draw_parameters direct;
1556 struct wined3d_indirect_draw_parameters indirect;
1557 } u;
1558 BOOL indexed;
1559 };
1560
1561 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
1562 const struct wined3d_draw_parameters *draw_parameters) DECLSPEC_HIDDEN;
1563 void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
1564 const struct wined3d_dispatch_parameters *dispatch_parameters) DECLSPEC_HIDDEN;
1565 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
1566
1567 #define eps 1e-8f
1568
1569 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1570 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1571
1572 enum wined3d_pipeline
1573 {
1574 WINED3D_PIPELINE_GRAPHICS,
1575 WINED3D_PIPELINE_COMPUTE,
1576 WINED3D_PIPELINE_COUNT,
1577 };
1578
1579 /* Routines and structures related to state management */
1580
1581 #define STATE_RENDER(a) (a)
1582 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1583
1584 #define STATE_TEXTURESTAGE(stage, num) \
1585 (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1586 #define STATE_IS_TEXTURESTAGE(a) \
1587 ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1588
1589 /* + 1 because samplers start with 0 */
1590 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1591 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1592
1593 #define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1594 #define STATE_IS_GRAPHICS_SHADER(a) \
1595 ((a) >= STATE_GRAPHICS_SHADER(0) && (a) < STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1596
1597 #define STATE_GRAPHICS_CONSTANT_BUFFER(a) (STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT) + (a))
1598 #define STATE_IS_GRAPHICS_CONSTANT_BUFFER(a) \
1599 ((a) >= STATE_GRAPHICS_CONSTANT_BUFFER(0) \
1600 && (a) < STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1601
1602 #define STATE_GRAPHICS_SHADER_RESOURCE_BINDING (STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1603 #define STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_GRAPHICS_SHADER_RESOURCE_BINDING)
1604
1605 #define STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING (STATE_GRAPHICS_SHADER_RESOURCE_BINDING + 1)
1606 #define STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING)
1607
1608 #define STATE_TRANSFORM(a) (STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING + (a))
1609 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1610
1611 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1612 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1613 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1614 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1615
1616 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1617 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1618
1619 #define STATE_VIEWPORT (STATE_VDECL + 1)
1620 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1621
1622 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1623 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1624 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1625 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1626
1627 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1628 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1629
1630 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1631 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIP_DISTANCES - 1))
1632
1633 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIP_DISTANCES))
1634 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1635
1636 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1637 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1638
1639 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1640 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1641
1642 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1643 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1644
1645 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1646 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1647
1648 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
1649 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
1650
1651 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
1652 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1653
1654 #define STATE_STREAM_OUTPUT (STATE_COLOR_KEY + 1)
1655 #define STATE_IS_STREAM_OUTPUT(a) ((a) == STATE_STREAM_OUTPUT)
1656
1657 #define STATE_BLEND (STATE_STREAM_OUTPUT + 1)
1658 #define STATE_IS_BLEND(a) ((a) == STATE_BLEND)
1659
1660 #define STATE_COMPUTE_OFFSET (STATE_BLEND + 1)
1661
1662 #define STATE_COMPUTE_SHADER (STATE_COMPUTE_OFFSET)
1663 #define STATE_IS_COMPUTE_SHADER(a) ((a) == STATE_COMPUTE_SHADER)
1664
1665 #define STATE_COMPUTE_CONSTANT_BUFFER (STATE_COMPUTE_SHADER + 1)
1666 #define STATE_IS_COMPUTE_CONSTANT_BUFFER(a) ((a) == STATE_COMPUTE_CONSTANT_BUFFER)
1667
1668 #define STATE_COMPUTE_SHADER_RESOURCE_BINDING (STATE_COMPUTE_CONSTANT_BUFFER + 1)
1669 #define STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(a) ((a) == STATE_COMPUTE_SHADER_RESOURCE_BINDING)
1670
1671 #define STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING (STATE_COMPUTE_SHADER_RESOURCE_BINDING + 1)
1672 #define STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1673
1674 #define STATE_COMPUTE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1675 #define STATE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1676
1677 #define STATE_IS_COMPUTE(a) ((a) >= STATE_COMPUTE_OFFSET && (a) <= STATE_COMPUTE_HIGHEST)
1678 #define STATE_COMPUTE_COUNT (STATE_COMPUTE_HIGHEST - STATE_COMPUTE_OFFSET + 1)
1679
1680 #define STATE_SHADER(a) ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_SHADER(a) : STATE_COMPUTE_SHADER)
1681 #define STATE_CONSTANT_BUFFER(a) \
1682 ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_CONSTANT_BUFFER(a) : STATE_COMPUTE_CONSTANT_BUFFER)
1683 #define STATE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == WINED3D_PIPELINE_GRAPHICS ? \
1684 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING : STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1685
1686 enum fogsource {
1687 FOGSOURCE_FFP,
1688 FOGSOURCE_VS,
1689 FOGSOURCE_COORD,
1690 };
1691
1692 union wined3d_gl_fence_object
1693 {
1694 GLuint id;
1695 GLsync sync;
1696 };
1697
1698 enum wined3d_fence_result
1699 {
1700 WINED3D_FENCE_OK,
1701 WINED3D_FENCE_WAITING,
1702 WINED3D_FENCE_NOT_STARTED,
1703 WINED3D_FENCE_WRONG_THREAD,
1704 WINED3D_FENCE_ERROR,
1705 };
1706
1707 struct wined3d_fence
1708 {
1709 struct list entry;
1710 union wined3d_gl_fence_object object;
1711 struct wined3d_context *context;
1712 };
1713
1714 HRESULT wined3d_fence_create(struct wined3d_device *device, struct wined3d_fence **fence) DECLSPEC_HIDDEN;
1715 void wined3d_fence_destroy(struct wined3d_fence *fence) DECLSPEC_HIDDEN;
1716 void wined3d_fence_issue(struct wined3d_fence *fence, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1717 enum wined3d_fence_result wined3d_fence_wait(const struct wined3d_fence *fence,
1718 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1719
1720 /* Direct3D terminology with little modifications. We do not have an issued
1721 * state because only the driver knows about it, but we have a created state
1722 * because D3D allows GetData() on a created query, but OpenGL doesn't. */
1723 enum wined3d_query_state
1724 {
1725 QUERY_CREATED,
1726 QUERY_SIGNALLED,
1727 QUERY_BUILDING
1728 };
1729
1730 struct wined3d_query_ops
1731 {
1732 BOOL (*query_poll)(struct wined3d_query *query, DWORD flags);
1733 BOOL (*query_issue)(struct wined3d_query *query, DWORD flags);
1734 void (*query_destroy)(struct wined3d_query *query);
1735 };
1736
1737 struct wined3d_query
1738 {
1739 LONG ref;
1740
1741 void *parent;
1742 const struct wined3d_parent_ops *parent_ops;
1743 struct wined3d_device *device;
1744 enum wined3d_query_state state;
1745 enum wined3d_query_type type;
1746 const void *data;
1747 DWORD data_size;
1748 const struct wined3d_query_ops *query_ops;
1749
1750 LONG counter_main, counter_retrieved;
1751 struct list poll_list_entry;
1752 };
1753
1754 struct wined3d_event_query
1755 {
1756 struct wined3d_query query;
1757
1758 struct wined3d_fence fence;
1759 BOOL signalled;
1760 };
1761
1762 struct wined3d_occlusion_query
1763 {
1764 struct wined3d_query query;
1765
1766 struct list entry;
1767 GLuint id;
1768 struct wined3d_context *context;
1769 UINT64 samples;
1770 BOOL started;
1771 };
1772
1773 struct wined3d_timestamp_query
1774 {
1775 struct wined3d_query query;
1776
1777 struct list entry;
1778 GLuint id;
1779 struct wined3d_context *context;
1780 UINT64 timestamp;
1781 };
1782
1783 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1784 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
1785
1786 union wined3d_gl_so_statistics_query
1787 {
1788 GLuint id[2];
1789 struct
1790 {
1791 GLuint written;
1792 GLuint generated;
1793 } query;
1794 };
1795
1796 struct wined3d_so_statistics_query
1797 {
1798 struct wined3d_query query;
1799
1800 struct list entry;
1801 union wined3d_gl_so_statistics_query u;
1802 struct wined3d_context *context;
1803 unsigned int stream_idx;
1804 struct wined3d_query_data_so_statistics statistics;
1805 BOOL started;
1806 };
1807
1808 void context_alloc_so_statistics_query(struct wined3d_context *context,
1809 struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN;
1810 void context_free_so_statistics_query(struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN;
1811
1812 union wined3d_gl_pipeline_statistics_query
1813 {
1814 GLuint id[11];
1815 struct
1816 {
1817 GLuint vertices;
1818 GLuint primitives;
1819 GLuint vertex_shader;
1820 GLuint tess_control_shader;
1821 GLuint tess_eval_shader;
1822 GLuint geometry_shader;
1823 GLuint geometry_primitives;
1824 GLuint fragment_shader;
1825 GLuint compute_shader;
1826 GLuint clipping_input;
1827 GLuint clipping_output;
1828 } query;
1829 };
1830
1831 struct wined3d_pipeline_statistics_query
1832 {
1833 struct wined3d_query query;
1834
1835 struct list entry;
1836 union wined3d_gl_pipeline_statistics_query u;
1837 struct wined3d_context *context;
1838 struct wined3d_query_data_pipeline_statistics statistics;
1839 BOOL started;
1840 };
1841
1842 void context_alloc_pipeline_statistics_query(struct wined3d_context *context,
1843 struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN;
1844 void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN;
1845
1846 struct wined3d_gl_view
1847 {
1848 GLenum target;
1849 GLuint name;
1850 };
1851
1852 struct wined3d_rendertarget_info
1853 {
1854 struct wined3d_gl_view gl_view;
1855 struct wined3d_resource *resource;
1856 unsigned int sub_resource_idx;
1857 unsigned int layer_count;
1858 };
1859
1860 #define MAX_GL_FRAGMENT_SAMPLERS 32
1861
1862 struct wined3d_context
1863 {
1864 const struct wined3d_gl_info *gl_info;
1865 const struct wined3d_d3d_info *d3d_info;
1866 const struct StateEntry *state_table;
1867 /* State dirtification
1868 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1869 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1870 * 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
1871 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1872 */
1873 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1874 DWORD numDirtyEntries;
1875 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1876 unsigned int dirty_compute_states[STATE_COMPUTE_COUNT / (sizeof(unsigned int) * CHAR_BIT) + 1];
1877
1878 struct wined3d_device *device;
1879 struct wined3d_swapchain *swapchain;
1880 struct
1881 {
1882 struct wined3d_texture *texture;
1883 unsigned int sub_resource_idx;
1884 } current_rt;
1885 DWORD tid; /* Thread ID which owns this context at the moment */
1886
1887 /* Stores some information about the context state for optimization */
1888 DWORD render_offscreen : 1;
1889 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1890 DWORD last_swizzle_map : 16; /* MAX_ATTRIBS, 16 */
1891 DWORD last_was_pshader : 1;
1892 DWORD last_was_vshader : 1;
1893 DWORD last_was_normal : 1;
1894 DWORD namedArraysLoaded : 1;
1895 DWORD numberedArraysLoaded : 1;
1896 DWORD last_was_blit : 1;
1897 DWORD last_was_ckey : 1;
1898 DWORD fog_coord : 1;
1899 DWORD fog_enabled : 1;
1900 DWORD num_untracked_materials : 2; /* Max value 2 */
1901 DWORD current : 1;
1902 DWORD destroyed : 1;
1903 DWORD valid : 1;
1904 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1905 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1906 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
1907 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
1908 DWORD use_immediate_mode_draw : 1;
1909 DWORD rebind_fbo : 1;
1910 DWORD needs_set : 1;
1911 DWORD hdc_is_private : 1;
1912 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
1913 DWORD update_shader_resource_bindings : 1;
1914 DWORD update_compute_shader_resource_bindings : 1;
1915 DWORD update_unordered_access_view_bindings : 1;
1916 DWORD update_compute_unordered_access_view_bindings : 1;
1917 DWORD uses_uavs : 1;
1918 DWORD destroy_delayed : 1;
1919 DWORD transform_feedback_active : 1;
1920 DWORD transform_feedback_paused : 1;
1921 DWORD shader_update_mask : 6; /* WINED3D_SHADER_TYPE_COUNT, 6 */
1922 DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
1923 DWORD last_was_dual_blend : 1;
1924 DWORD padding : 8;
1925 DWORD constant_update_mask;
1926 DWORD numbered_array_mask;
1927 GLenum tracking_parm; /* Which source is tracking current colour */
1928 GLenum untracked_materials[2];
1929 UINT blit_w, blit_h;
1930 enum fogsource fog_source;
1931 DWORD active_texture;
1932 DWORD *texture_type;
1933
1934 UINT instance_count;
1935
1936 /* The actual opengl context */
1937 UINT level;
1938 HGLRC restore_ctx;
1939 HDC restore_dc;
1940 int restore_pf;
1941 HWND restore_pf_win;
1942 HGLRC glCtx;
1943 HWND win_handle;
1944 HDC hdc;
1945 int pixel_format;
1946 GLint aux_buffers;
1947
1948 void *shader_backend_data;
1949 void *fragment_pipe_data;
1950
1951 /* FBOs */
1952 UINT fbo_entry_count;
1953 struct list fbo_list;
1954 struct list fbo_destroy_list;
1955 struct fbo_entry *current_fbo;
1956 GLuint fbo_read_binding;
1957 GLuint fbo_draw_binding;
1958 struct wined3d_rendertarget_info blit_targets[MAX_RENDER_TARGET_VIEWS];
1959 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1960
1961 /* Queries */
1962 GLuint *free_occlusion_queries;
1963 SIZE_T free_occlusion_query_size;
1964 unsigned int free_occlusion_query_count;
1965 struct list occlusion_queries;
1966
1967 union wined3d_gl_fence_object *free_fences;
1968 SIZE_T free_fence_size;
1969 unsigned int free_fence_count;
1970 struct list fences;
1971
1972 GLuint *free_timestamp_queries;
1973 SIZE_T free_timestamp_query_size;
1974 unsigned int free_timestamp_query_count;
1975 struct list timestamp_queries;
1976
1977 union wined3d_gl_so_statistics_query *free_so_statistics_queries;
1978 SIZE_T free_so_statistics_query_size;
1979 unsigned int free_so_statistics_query_count;
1980 struct list so_statistics_queries;
1981
1982 union wined3d_gl_pipeline_statistics_query *free_pipeline_statistics_queries;
1983 SIZE_T free_pipeline_statistics_query_size;
1984 unsigned int free_pipeline_statistics_query_count;
1985 struct list pipeline_statistics_queries;
1986
1987 struct wined3d_stream_info stream_info;
1988
1989 /* Fences for GL_APPLE_flush_buffer_range */
1990 struct wined3d_fence *buffer_fences[MAX_ATTRIBS];
1991 unsigned int buffer_fence_count;
1992
1993 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
1994 DWORD rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS];
1995
1996 /* Extension emulation */
1997 GLint gl_fog_source;
1998 GLfloat fog_coord_value;
1999 GLfloat color[4], fogstart, fogend, fogcolor[4];
2000 GLuint dummy_arbfp_prog;
2001 };
2002
2003 struct wined3d_fb_state
2004 {
2005 struct wined3d_rendertarget_view *render_targets[MAX_RENDER_TARGET_VIEWS];
2006 struct wined3d_rendertarget_view *depth_stencil;
2007 };
2008
2009 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
2010
2011 struct StateEntry
2012 {
2013 DWORD representative;
2014 APPLYSTATEFUNC apply;
2015 };
2016
2017 struct StateEntryTemplate
2018 {
2019 DWORD state;
2020 struct StateEntry content;
2021 enum wined3d_gl_extension extension;
2022 };
2023
2024 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
2025 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
2026 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
2027
2028 struct fragment_caps
2029 {
2030 DWORD wined3d_caps;
2031 DWORD PrimitiveMiscCaps;
2032 DWORD TextureOpCaps;
2033 DWORD MaxTextureBlendStages;
2034 DWORD MaxSimultaneousTextures;
2035 };
2036
2037 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001
2038 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002
2039
2040 struct fragment_pipeline
2041 {
2042 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
2043 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
2044 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
2045 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
2046 void (*free_private)(struct wined3d_device *device);
2047 BOOL (*allocate_context_data)(struct wined3d_context *context);
2048 void (*free_context_data)(struct wined3d_context *context);
2049 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
2050 const struct StateEntryTemplate *states;
2051 };
2052
2053 struct wined3d_vertex_caps
2054 {
2055 BOOL xyzrhw;
2056 BOOL emulated_flatshading;
2057 BOOL ffp_generic_attributes;
2058 DWORD max_active_lights;
2059 DWORD max_vertex_blend_matrices;
2060 DWORD max_vertex_blend_matrix_index;
2061 DWORD vertex_processing_caps;
2062 DWORD fvf_caps;
2063 DWORD max_user_clip_planes;
2064 DWORD raster_caps;
2065 };
2066
2067 struct wined3d_vertex_pipe_ops
2068 {
2069 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
2070 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
2071 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
2072 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
2073 void (*vp_free)(struct wined3d_device *device);
2074 const struct StateEntryTemplate *vp_states;
2075 };
2076
2077 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
2078 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
2079 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
2080 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
2081 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
2082 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
2083 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
2084 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
2085
2086 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
2087 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
2088 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
2089
2090 /* "Base" state table */
2091 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
2092 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
2093 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
2094 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
2095
2096 struct wined3d_surface;
2097
2098 enum wined3d_blit_op
2099 {
2100 WINED3D_BLIT_OP_COLOR_BLIT,
2101 WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST,
2102 WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
2103 WINED3D_BLIT_OP_COLOR_FILL,
2104 WINED3D_BLIT_OP_DEPTH_FILL,
2105 WINED3D_BLIT_OP_DEPTH_BLIT,
2106 WINED3D_BLIT_OP_RAW_BLIT,
2107 };
2108
2109 struct wined3d_blitter
2110 {
2111 const struct wined3d_blitter_ops *ops;
2112 struct wined3d_blitter *next;
2113 };
2114
2115 struct wined3d_blitter_ops
2116 {
2117 void (*blitter_destroy)(struct wined3d_blitter *blitter, struct wined3d_context *context);
2118 void (*blitter_clear)(struct wined3d_blitter *blitter, struct wined3d_device *device,
2119 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
2120 const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil);
2121 DWORD (*blitter_blit)(struct wined3d_blitter *blitter, enum wined3d_blit_op op, struct wined3d_context *context,
2122 struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect,
2123 struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect,
2124 const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter);
2125 };
2126
2127 void wined3d_arbfp_blitter_create(struct wined3d_blitter **next,
2128 const struct wined3d_device *device) DECLSPEC_HIDDEN;
2129 struct wined3d_blitter *wined3d_cpu_blitter_create(void) DECLSPEC_HIDDEN;
2130 void wined3d_fbo_blitter_create(struct wined3d_blitter **next,
2131 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2132 void wined3d_ffp_blitter_create(struct wined3d_blitter **next,
2133 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2134 void wined3d_raw_blitter_create(struct wined3d_blitter **next,
2135 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2136
2137 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN;
2138
2139 struct wined3d_context *context_acquire(const struct wined3d_device *device,
2140 struct wined3d_texture *texture, unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
2141 void context_alloc_fence(struct wined3d_context *context, struct wined3d_fence *fence) DECLSPEC_HIDDEN;
2142 void context_alloc_occlusion_query(struct wined3d_context *context,
2143 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
2144 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
2145 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
2146 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
2147 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
2148 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
2149 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
2150 unsigned int unit) DECLSPEC_HIDDEN;
2151 void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) DECLSPEC_HIDDEN;
2152 void context_bind_dummy_textures(const struct wined3d_device *device,
2153 const struct wined3d_context *context) DECLSPEC_HIDDEN;
2154 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
2155 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
2156 void context_copy_bo_address(struct wined3d_context *context,
2157 const struct wined3d_bo_address *dst, GLenum dst_binding,
2158 const struct wined3d_bo_address *src, GLenum src_binding, size_t size) DECLSPEC_HIDDEN;
2159 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target,
2160 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
2161 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
2162 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
2163 void context_enable_clip_distances(struct wined3d_context *context, unsigned int mask) DECLSPEC_HIDDEN;
2164 void context_end_transform_feedback(struct wined3d_context *context) DECLSPEC_HIDDEN;
2165 void context_free_fence(struct wined3d_fence *fence) DECLSPEC_HIDDEN;
2166 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
2167 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
2168 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN;
2169 const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context,
2170 const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2171 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
2172 void context_gl_resource_released(struct wined3d_device *device,
2173 GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN;
2174 void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
2175 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
2176 void *context_map_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data,
2177 size_t size, GLenum binding, DWORD flags) DECLSPEC_HIDDEN;
2178 struct wined3d_context *context_reacquire(const struct wined3d_device *device,
2179 struct wined3d_context *context) DECLSPEC_HIDDEN;
2180 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
2181 void context_resource_released(const struct wined3d_device *device,
2182 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
2183 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore) DECLSPEC_HIDDEN;
2184 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
2185 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
2186 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
2187 void context_state_drawbuf(struct wined3d_context *context,
2188 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2189 void context_state_fb(struct wined3d_context *context,
2190 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2191 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2192 void context_unmap_bo_address(struct wined3d_context *context,
2193 const struct wined3d_bo_address *data, GLenum binding) DECLSPEC_HIDDEN;
2194
2195 /*****************************************************************************
2196 * Internal representation of a light
2197 */
2198 struct wined3d_light_info
2199 {
2200 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
2201 DWORD OriginalIndex;
2202 LONG glIndex;
2203 BOOL enabled;
2204
2205 /* Converted parms to speed up swapping lights */
2206 struct wined3d_vec4 position;
2207 struct wined3d_vec4 direction;
2208 float exponent;
2209 float cutoff;
2210
2211 struct list entry;
2212 };
2213
2214 /* The default light parameters */
2215 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
2216
2217 struct wined3d_pixel_format
2218 {
2219 int iPixelFormat; /* WGL pixel format */
2220 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
2221 int redSize, greenSize, blueSize, alphaSize, colorSize;
2222 int depthSize, stencilSize;
2223 BOOL windowDrawable;
2224 BOOL doubleBuffer;
2225 int auxBuffers;
2226 int numSamples;
2227 };
2228
2229 enum wined3d_pci_vendor
2230 {
2231 HW_VENDOR_SOFTWARE = 0x0000,
2232 HW_VENDOR_AMD = 0x1002,
2233 HW_VENDOR_NVIDIA = 0x10de,
2234 HW_VENDOR_VMWARE = 0x15ad,
2235 HW_VENDOR_INTEL = 0x8086,
2236 };
2237
2238 enum wined3d_pci_device
2239 {
2240 CARD_WINE = 0x0000,
2241
2242 CARD_AMD_RAGE_128PRO = 0x5246,
2243 CARD_AMD_RADEON_7200 = 0x5144,
2244 CARD_AMD_RADEON_8500 = 0x514c,
2245 CARD_AMD_RADEON_9500 = 0x4144,
2246 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
2247 CARD_AMD_RADEON_X700 = 0x5e4c,
2248 CARD_AMD_RADEON_X1600 = 0x71c2,
2249 CARD_AMD_RADEON_HD2350 = 0x94c7,
2250 CARD_AMD_RADEON_HD2600 = 0x9581,
2251 CARD_AMD_RADEON_HD2900 = 0x9400,
2252 CARD_AMD_RADEON_HD3200 = 0x9620,
2253 CARD_AMD_RADEON_HD3850 = 0x9515,
2254 CARD_AMD_RADEON_HD4200M = 0x9712,
2255 CARD_AMD_RADEON_HD4350 = 0x954f,
2256 CARD_AMD_RADEON_HD4600 = 0x9495,
2257 CARD_AMD_RADEON_HD4700 = 0x944e,
2258 CARD_AMD_RADEON_HD4800 = 0x944c,
2259 CARD_AMD_RADEON_HD5400 = 0x68f9,
2260 CARD_AMD_RADEON_HD5600 = 0x68d8,
2261 CARD_AMD_RADEON_HD5700 = 0x68be,
2262 CARD_AMD_RADEON_HD5800 = 0x6898,
2263 CARD_AMD_RADEON_HD5900 = 0x689c,
2264 CARD_AMD_RADEON_HD6300 = 0x9803,
2265 CARD_AMD_RADEON_HD6400 = 0x6770,
2266 CARD_AMD_RADEON_HD6410D = 0x9644,
2267 CARD_AMD_RADEON_HD6480G = 0x9648,
2268 CARD_AMD_RADEON_HD6550D = 0x9640,
2269 CARD_AMD_RADEON_HD6600 = 0x6758,
2270 CARD_AMD_RADEON_HD6600M = 0x6741,
2271 CARD_AMD_RADEON_HD6700 = 0x68ba,
2272 CARD_AMD_RADEON_HD6800 = 0x6739,
2273 CARD_AMD_RADEON_HD6900 = 0x6719,
2274 CARD_AMD_RADEON_HD7660D = 0x9901,
2275 CARD_AMD_RADEON_HD7700 = 0x683d,
2276 CARD_AMD_RADEON_HD7800 = 0x6819,
2277 CARD_AMD_RADEON_HD7900 = 0x679a,
2278 CARD_AMD_RADEON_HD8600M = 0x6660,
2279 CARD_AMD_RADEON_HD8670 = 0x6610,
2280 CARD_AMD_RADEON_HD8770 = 0x665c,
2281 CARD_AMD_RADEON_R3 = 0x9830,
2282 CARD_AMD_RADEON_R7 = 0x130f,
2283 CARD_AMD_RADEON_R9_285 = 0x6939,
2284 CARD_AMD_RADEON_R9_290 = 0x67b1,
2285 CARD_AMD_RADEON_R9_FURY = 0x7300,
2286 CARD_AMD_RADEON_RX_460 = 0x67ef,
2287 CARD_AMD_RADEON_RX_480 = 0x67df,
2288
2289 CARD_NVIDIA_RIVA_128 = 0x0018,
2290 CARD_NVIDIA_RIVA_TNT = 0x0020,
2291 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
2292 CARD_NVIDIA_GEFORCE = 0x0100,
2293 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
2294 CARD_NVIDIA_GEFORCE2 = 0x0150,
2295 CARD_NVIDIA_GEFORCE3 = 0x0200,
2296 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
2297 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
2298 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
2299 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
2300 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
2301 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
2302 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
2303 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
2304 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
2305 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
2306 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
2307 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
2308 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
2309 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
2310 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
2311 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
2312 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
2313 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
2314 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
2315 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
2316 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
2317 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
2318 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
2319 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
2320 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
2321 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
2322 CARD_NVIDIA_GEFORCE_9700MGT = 0x064a,
2323 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
2324 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
2325 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
2326 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
2327 CARD_NVIDIA_GEFORCE_GTS250 = 0x0615,
2328 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
2329 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
2330 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
2331 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
2332 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
2333 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
2334 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
2335 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
2336 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
2337 CARD_NVIDIA_GEFORCE_410M = 0x1055,
2338 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
2339 CARD_NVIDIA_GEFORCE_GT425M = 0x0df0,
2340 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
2341 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
2342 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
2343 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
2344 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
2345 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
2346 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
2347 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
2348 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
2349 CARD_NVIDIA_GEFORCE_GT525M = 0x0dec,
2350 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
2351 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
2352 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
2353 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
2354 CARD_NVIDIA_GEFORCE_GTX560M = 0x1251,
2355 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
2356 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
2357 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
2358 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
2359 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
2360 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
2361 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
2362 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
2363 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
2364 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
2365 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
2366 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
2367 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
2368 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
2369 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
2370 CARD_NVIDIA_GEFORCE_GTX675MX = 0x11a7,
2371 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
2372 CARD_NVIDIA_GEFORCE_GTX690 = 0x1188,
2373 CARD_NVIDIA_GEFORCE_GT730 = 0x1287,
2374 CARD_NVIDIA_GEFORCE_GT730M = 0x0fe1,
2375 CARD_NVIDIA_GEFORCE_GT740M = 0x1292,
2376 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
2377 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
2378 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
2379 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
2380 CARD_NVIDIA_GEFORCE_GTX760TI = 0x1193,
2381 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
2382 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
2383 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
2384 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
2385 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
2386 CARD_NVIDIA_GEFORCE_GTXTITAN = 0x1005,
2387 CARD_NVIDIA_GEFORCE_GTXTITANB = 0x100c,
2388 CARD_NVIDIA_GEFORCE_GTXTITANX = 0x17c2,
2389 CARD_NVIDIA_GEFORCE_GTXTITANZ = 0x1001,
2390 CARD_NVIDIA_GEFORCE_820M = 0x0fed,
2391 CARD_NVIDIA_GEFORCE_830M = 0x1340,
2392 CARD_NVIDIA_GEFORCE_840M = 0x1341,
2393 CARD_NVIDIA_GEFORCE_845M = 0x1344,
2394 CARD_NVIDIA_GEFORCE_GTX850M = 0x1391,
2395 CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */
2396 CARD_NVIDIA_GEFORCE_GTX870M = 0x1199,
2397 CARD_NVIDIA_GEFORCE_GTX880M = 0x1198,
2398 CARD_NVIDIA_GEFORCE_940M = 0x1347,
2399 CARD_NVIDIA_GEFORCE_GTX950 = 0x1402,
2400 CARD_NVIDIA_GEFORCE_GTX950M = 0x139a,
2401 CARD_NVIDIA_GEFORCE_GTX960 = 0x1401,
2402 CARD_NVIDIA_GEFORCE_GTX960M = 0x139b,
2403 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
2404 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
2405 CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0,
2406 CARD_NVIDIA_GEFORCE_GTX980TI = 0x17c8,
2407 CARD_NVIDIA_GEFORCE_GTX1050 = 0x1c81,
2408 CARD_NVIDIA_GEFORCE_GTX1060 = 0x1c03,
2409 CARD_NVIDIA_GEFORCE_GTX1070 = 0x1b81,
2410 CARD_NVIDIA_GEFORCE_GTX1080 = 0x1b80,
2411 CARD_NVIDIA_GEFORCE_GTX1080TI = 0x1b06,
2412 CARD_NVIDIA_TITANX_PASCAL = 0x1b00,
2413
2414 CARD_VMWARE_SVGA3D = 0x0405,
2415
2416 CARD_INTEL_830M = 0x3577,
2417 CARD_INTEL_855GM = 0x3582,
2418 CARD_INTEL_845G = 0x2562,
2419 CARD_INTEL_865G = 0x2572,
2420 CARD_INTEL_915G = 0x2582,
2421 CARD_INTEL_E7221G = 0x258a,
2422 CARD_INTEL_915GM = 0x2592,
2423 CARD_INTEL_945G = 0x2772,
2424 CARD_INTEL_945GM = 0x27a2,
2425 CARD_INTEL_945GME = 0x27ae,
2426 CARD_INTEL_Q35 = 0x29b2,
2427 CARD_INTEL_G33 = 0x29c2,
2428 CARD_INTEL_Q33 = 0x29d2,
2429 CARD_INTEL_PNVG = 0xa001,
2430 CARD_INTEL_PNVM = 0xa011,
2431 CARD_INTEL_965Q = 0x2992,
2432 CARD_INTEL_965G = 0x2982,
2433 CARD_INTEL_946GZ = 0x2972,
2434 CARD_INTEL_965GM = 0x2a02,
2435 CARD_INTEL_965GME = 0x2a12,
2436 CARD_INTEL_GM45 = 0x2a42,
2437 CARD_INTEL_IGD = 0x2e02,
2438 CARD_INTEL_Q45 = 0x2e12,
2439 CARD_INTEL_G45 = 0x2e22,
2440 CARD_INTEL_G41 = 0x2e32,
2441 CARD_INTEL_B43 = 0x2e92,
2442 CARD_INTEL_ILKD = 0x0042,
2443 CARD_INTEL_ILKM = 0x0046,
2444 CARD_INTEL_SNBD = 0x0122,
2445 CARD_INTEL_SNBM = 0x0126,
2446 CARD_INTEL_SNBS = 0x010a,
2447 CARD_INTEL_IVBD = 0x0162,
2448 CARD_INTEL_IVBM = 0x0166,
2449 CARD_INTEL_IVBS = 0x015a,
2450 CARD_INTEL_HWD = 0x0412,
2451 CARD_INTEL_HWM = 0x0416,
2452 CARD_INTEL_HD5000 = 0x0a26,
2453 CARD_INTEL_I5100_1 = 0x0a22,
2454 CARD_INTEL_I5100_2 = 0x0a2a,
2455 CARD_INTEL_I5100_3 = 0x0a2b,
2456 CARD_INTEL_I5100_4 = 0x0a2e,
2457 CARD_INTEL_IP5200_1 = 0x0d22,
2458 CARD_INTEL_IP5200_2 = 0x0d26,
2459 CARD_INTEL_IP5200_3 = 0x0d2a,
2460 CARD_INTEL_IP5200_4 = 0x0d2b,
2461 CARD_INTEL_IP5200_5 = 0x0d2e,
2462 CARD_INTEL_HD5300 = 0x161e,
2463 CARD_INTEL_HD5500 = 0x1616,
2464 CARD_INTEL_HD5600 = 0x1612,
2465 CARD_INTEL_HD6000 = 0x1626,
2466 CARD_INTEL_I6100 = 0x162b,
2467 CARD_INTEL_IP6200 = 0x1622,
2468 CARD_INTEL_IPP6300 = 0x162a,
2469 CARD_INTEL_HD510_1 = 0x1902,
2470 CARD_INTEL_HD510_2 = 0x1906,
2471 CARD_INTEL_HD510_3 = 0x190b,
2472 CARD_INTEL_HD515 = 0x191e,
2473 CARD_INTEL_HD520_1 = 0x1916,
2474 CARD_INTEL_HD520_2 = 0x1921,
2475 CARD_INTEL_HD530_1 = 0x1912,
2476 CARD_INTEL_HD530_2 = 0x191b,
2477 CARD_INTEL_HDP530 = 0x191d,
2478 CARD_INTEL_I540 = 0x1926,
2479 CARD_INTEL_I550 = 0x1927,
2480 CARD_INTEL_I555 = 0x192b,
2481 CARD_INTEL_IP555 = 0x192d,
2482 CARD_INTEL_IP580_1 = 0x1932,
2483 CARD_INTEL_IP580_2 = 0x193b,
2484 CARD_INTEL_IPP580_1 = 0x193a,
2485 CARD_INTEL_IPP580_2 = 0x193d,
2486 };
2487
2488 struct wined3d_fbo_ops
2489 {
2490 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
2491 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
2492 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
2493 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
2494 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
2495 GLsizei width, GLsizei height);
2496 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
2497 GLenum internalformat, GLsizei width, GLsizei height);
2498 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
2499 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
2500 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
2501 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
2502 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
2503 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
2504 void (WINE_GLAPI *glFramebufferTexture)(GLenum target, GLenum attachment,
2505 GLuint texture, GLint level);
2506 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
2507 GLenum textarget, GLuint texture, GLint level);
2508 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
2509 GLenum textarget, GLuint texture, GLint level);
2510 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
2511 GLenum textarget, GLuint texture, GLint level, GLint layer);
2512 void (WINE_GLAPI *glFramebufferTextureLayer)(GLenum target, GLenum attachment,
2513 GLuint texture, GLint level, GLint layer);
2514 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
2515 GLenum renderbuffertarget, GLuint renderbuffer);
2516 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
2517 GLenum pname, GLint *params);
2518 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
2519 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
2520 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
2521 };
2522
2523 struct wined3d_gl_limits
2524 {
2525 UINT buffers;
2526 UINT dual_buffers;
2527 UINT lights;
2528 UINT textures;
2529 UINT texture_coords;
2530 unsigned int uniform_blocks[WINED3D_SHADER_TYPE_COUNT];
2531 unsigned int samplers[WINED3D_SHADER_TYPE_COUNT];
2532 unsigned int graphics_samplers;
2533 unsigned int combined_samplers;
2534 UINT general_combiners;
2535 UINT user_clip_distances;
2536 UINT texture_size;
2537 UINT texture3d_size;
2538 float pointsize_max;
2539 float pointsize_min;
2540 UINT blends;
2541 UINT anisotropy;
2542 float shininess;
2543 UINT samples;
2544 UINT vertex_attribs;
2545
2546 unsigned int texture_buffer_offset_alignment;
2547
2548 unsigned int framebuffer_width;
2549 unsigned int framebuffer_height;
2550
2551 UINT glsl_varyings;
2552 UINT glsl_vs_float_constants;
2553 UINT glsl_ps_float_constants;
2554
2555 UINT arb_vs_float_constants;
2556 UINT arb_vs_native_constants;
2557 UINT arb_vs_instructions;
2558 UINT arb_vs_temps;
2559 UINT arb_ps_float_constants;
2560 UINT arb_ps_local_constants;
2561 UINT arb_ps_native_constants;
2562 UINT arb_ps_instructions;
2563 UINT arb_ps_temps;
2564 };
2565
2566 void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
2567 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2568 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
2569 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
2570
2571 struct wined3d_gl_info
2572 {
2573 DWORD selected_gl_version;
2574 DWORD glsl_version;
2575 struct wined3d_gl_limits limits;
2576 DWORD reserved_glsl_constants, reserved_arb_constants;
2577 DWORD quirks;
2578 BOOL supported[WINED3D_GL_EXT_COUNT];
2579 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
2580
2581 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
2582 struct opengl_funcs gl_ops;
2583 struct wined3d_fbo_ops fbo_ops;
2584
2585 struct wined3d_format *formats;
2586 unsigned int format_count;
2587 };
2588
2589 struct wined3d_driver_info
2590 {
2591 enum wined3d_pci_vendor vendor;
2592 enum wined3d_pci_device device;
2593 const char *name;
2594 const char *description;
2595 UINT64 vram_bytes;
2596 DWORD version_high;
2597 DWORD version_low;
2598 };
2599
2600 /* The adapter structure */
2601 struct wined3d_adapter
2602 {
2603 UINT ordinal;
2604 POINT monitor_position;
2605 enum wined3d_format_id screen_format;
2606
2607 struct wined3d_gl_info gl_info;
2608 struct wined3d_d3d_info d3d_info;
2609 struct wined3d_driver_info driver_info;
2610 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
2611 unsigned int cfg_count;
2612 struct wined3d_pixel_format *cfgs;
2613 UINT64 vram_bytes;
2614 UINT64 vram_bytes_used;
2615 LUID luid;
2616
2617 const struct wined3d_vertex_pipe_ops *vertex_pipe;
2618 const struct fragment_pipeline *fragment_pipe;
2619 const struct wined3d_shader_backend_ops *shader_backend;
2620 };
2621
2622 struct wined3d_caps_gl_ctx
2623 {
2624 HDC dc;
2625 HWND wnd;
2626 HGLRC gl_ctx;
2627 HDC restore_dc;
2628 HGLRC restore_gl_ctx;
2629
2630 const struct wined3d_gl_info *gl_info;
2631 GLuint test_vbo;
2632 GLuint test_program_id;
2633 };
2634
2635 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter,
2636 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2637 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
2638
2639 BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
2640
2641 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN;
2642
2643 enum projection_types
2644 {
2645 proj_none = 0,
2646 proj_count3 = 1,
2647 proj_count4 = 2
2648 };
2649
2650 enum dst_arg
2651 {
2652 resultreg = 0,
2653 tempreg = 1
2654 };
2655
2656 /*****************************************************************************
2657 * Fixed function pipeline replacements
2658 */
2659 #define ARG_UNUSED 0xff
2660 struct texture_stage_op
2661 {
2662 unsigned cop : 8;
2663 unsigned carg1 : 8;
2664 unsigned carg2 : 8;
2665 unsigned carg0 : 8;
2666
2667 unsigned aop : 8;
2668 unsigned aarg1 : 8;
2669 unsigned aarg2 : 8;
2670 unsigned aarg0 : 8;
2671
2672 struct color_fixup_desc color_fixup;
2673 unsigned tex_type : 3;
2674 unsigned dst : 1;
2675 unsigned projected : 2;
2676 unsigned padding : 10;
2677 };
2678
2679 struct ffp_frag_settings
2680 {
2681 struct texture_stage_op op[MAX_TEXTURES];
2682 enum wined3d_ffp_ps_fog_mode fog;
2683 unsigned char sRGB_write;
2684 unsigned char emul_clipplanes;
2685 unsigned char texcoords_initialized;
2686 unsigned char color_key_enabled : 1;
2687 unsigned char pointsprite : 1;
2688 unsigned char flatshading : 1;
2689 unsigned char alpha_test_func : 3;
2690 unsigned char padding : 2;
2691 };
2692
2693 struct ffp_frag_desc
2694 {
2695 struct wine_rb_entry entry;
2696 struct ffp_frag_settings settings;
2697 };
2698
2699 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2700 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
2701
2702 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
2703
2704 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2705 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
2706 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
2707 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
2708 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
2709 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
2710 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
2711
2712 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
2713 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
2714
2715 enum wined3d_ffp_vs_fog_mode
2716 {
2717 WINED3D_FFP_VS_FOG_OFF = 0,
2718 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
2719 WINED3D_FFP_VS_FOG_DEPTH = 2,
2720 WINED3D_FFP_VS_FOG_RANGE = 3,
2721 };
2722
2723 #define WINED3D_FFP_TCI_SHIFT 16
2724 #define WINED3D_FFP_TCI_MASK 0xffu
2725
2726 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
2727 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u
2728
2729 struct wined3d_ffp_vs_settings
2730 {
2731 DWORD point_light_count : 4;
2732 DWORD spot_light_count : 4;
2733 DWORD directional_light_count : 4;
2734 DWORD parallel_point_light_count : 4;
2735 DWORD diffuse_source : 2;
2736 DWORD emissive_source : 2;
2737 DWORD ambient_source : 2;
2738 DWORD specular_source : 2;
2739 DWORD transformed : 1;
2740 DWORD vertexblends : 2;
2741 DWORD clipping : 1;
2742 DWORD normal : 1;
2743 DWORD normalize : 1;
2744 DWORD lighting : 1;
2745 DWORD localviewer : 1;
2746
2747 DWORD point_size : 1;
2748 DWORD per_vertex_point_size : 1;
2749 DWORD fog_mode : 2;
2750 DWORD texcoords : 8; /* MAX_TEXTURES */
2751 DWORD ortho_fog : 1;
2752 DWORD flatshading : 1;
2753 DWORD swizzle_map : 16; /* MAX_ATTRIBS, 16 */
2754 DWORD vb_indices : 1;
2755 DWORD sw_blending : 1;
2756
2757 DWORD texgen[MAX_TEXTURES];
2758 };
2759
2760 struct wined3d_ffp_vs_desc
2761 {
2762 struct wine_rb_entry entry;
2763 struct wined3d_ffp_vs_settings settings;
2764 };
2765
2766 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
2767 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
2768
2769 struct wined3d
2770 {
2771 LONG ref;
2772 DWORD flags;
2773 UINT adapter_count;
2774 struct wined3d_adapter adapters[1];
2775 };
2776
2777 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
2778 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
2779 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
2780
2781 struct wined3d_blend_state
2782 {
2783 LONG refcount;
2784 struct wined3d_blend_state_desc desc;
2785
2786 void *parent;
2787 const struct wined3d_parent_ops *parent_ops;
2788
2789 struct wined3d_device *device;
2790 };
2791
2792 struct wined3d_rasterizer_state
2793 {
2794 LONG refcount;
2795 struct wined3d_rasterizer_state_desc desc;
2796
2797 void *parent;
2798 const struct wined3d_parent_ops *parent_ops;
2799
2800 struct wined3d_device *device;
2801 };
2802
2803 struct wined3d_stream_output
2804 {
2805 struct wined3d_buffer *buffer;
2806 UINT offset;
2807 };
2808
2809 struct wined3d_stream_state
2810 {
2811 struct wined3d_buffer *buffer;
2812 UINT offset;
2813 UINT stride;
2814 UINT frequency;
2815 UINT flags;
2816 };
2817
2818 #define WINED3D_STATE_NO_REF 0x00000001
2819 #define WINED3D_STATE_INIT_DEFAULT 0x00000002
2820
2821 struct wined3d_state
2822 {
2823 DWORD flags;
2824 const struct wined3d_fb_state *fb;
2825
2826 struct wined3d_vertex_declaration *vertex_declaration;
2827 struct wined3d_stream_output stream_output[WINED3D_MAX_STREAM_OUTPUT_BUFFERS];
2828 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2829 struct wined3d_buffer *index_buffer;
2830 enum wined3d_format_id index_format;
2831 unsigned int index_offset;
2832 int base_vertex_index;
2833 int load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2834 GLenum gl_primitive_type;
2835 GLint gl_patch_vertices;
2836 struct wined3d_query *predicate;
2837 BOOL predicate_value;
2838
2839 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
2840 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
2841 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
2842 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
2843 struct wined3d_unordered_access_view *unordered_access_view[WINED3D_PIPELINE_COUNT][MAX_UNORDERED_ACCESS_VIEWS];
2844
2845 BOOL vs_consts_b[WINED3D_MAX_CONSTS_B];
2846 struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
2847 struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
2848
2849 BOOL ps_consts_b[WINED3D_MAX_CONSTS_B];
2850 struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I];
2851 struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
2852
2853 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2854 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2855 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2856
2857 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2858 struct wined3d_vec4 clip_planes[MAX_CLIP_DISTANCES];
2859 struct wined3d_material material;
2860 struct wined3d_viewport viewport;
2861 RECT scissor_rect;
2862
2863 /* Light hashmap. Collisions are handled using linked lists. */
2864 #define LIGHTMAP_SIZE 43
2865 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
2866 struct list light_map[LIGHTMAP_SIZE];
2867 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
2868
2869 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2870 struct wined3d_blend_state *blend_state;
2871 struct wined3d_rasterizer_state *rasterizer_state;
2872 };
2873
2874 static inline BOOL wined3d_dualblend_enabled(const struct wined3d_state *state, const struct wined3d_gl_info *gl_info)
2875 {
2876 if (!state->fb->render_targets[0]) return FALSE;
2877 if (!state->render_states[WINED3D_RS_ALPHABLENDENABLE]) return FALSE;
2878 if (!gl_info->supported[ARB_BLEND_FUNC_EXTENDED]) return FALSE;
2879
2880 #define IS_DUAL_SOURCE_BLEND(x) ((x) >= WINED3D_BLEND_SRC1COLOR && (x) <= WINED3D_BLEND_INVSRC1ALPHA)
2881 if (IS_DUAL_SOURCE_BLEND(state->render_states[WINED3D_RS_SRCBLEND])) return TRUE;
2882 if (IS_DUAL_SOURCE_BLEND(state->render_states[WINED3D_RS_DESTBLEND])) return TRUE;
2883 if (IS_DUAL_SOURCE_BLEND(state->render_states[WINED3D_RS_SRCBLENDALPHA])) return TRUE;
2884 if (IS_DUAL_SOURCE_BLEND(state->render_states[WINED3D_RS_DESTBLENDALPHA])) return TRUE;
2885 #undef IS_DUAL_SOURCE_BLEND
2886
2887 return FALSE;
2888 }
2889
2890 struct wined3d_dummy_textures
2891 {
2892 GLuint tex_2d;
2893 GLuint tex_1d;
2894 GLuint tex_rect;
2895 GLuint tex_3d;
2896 GLuint tex_cube;
2897 GLuint tex_cube_array;
2898 GLuint tex_2d_array;
2899 GLuint tex_1d_array;
2900 GLuint tex_buffer;
2901 GLuint tex_2d_ms;
2902 GLuint tex_2d_ms_array;
2903 };
2904
2905 #if defined(STAGING_CSMT)
2906 struct wined3d_gl_bo
2907 {
2908 GLuint name;
2909 GLenum usage;
2910 GLenum type_hint;
2911 UINT size;
2912 };
2913
2914 #endif /* STAGING_CSMT */
2915 #define WINED3D_UNMAPPED_STAGE ~0u
2916
2917 /* Multithreaded flag. Removed from the public header to signal that
2918 * wined3d_device_create() ignores it. */
2919 #define WINED3DCREATE_MULTITHREADED 0x00000004
2920
2921 struct wined3d_device
2922 {
2923 LONG ref;
2924
2925 /* WineD3D Information */
2926 struct wined3d_device_parent *device_parent;
2927 struct wined3d *wined3d;
2928 struct wined3d_adapter *adapter;
2929
2930 /* Window styles to restore when switching fullscreen mode */
2931 LONG style;
2932 LONG exStyle;
2933
2934 const struct wined3d_shader_backend_ops *shader_backend;
2935 void *shader_priv;
2936 void *fragment_priv;
2937 void *vertex_priv;
2938 struct StateEntry StateTable[STATE_HIGHEST + 1];
2939 /* Array of functions for states which are handled by more than one pipeline part */
2940 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
2941 struct wined3d_blitter *blitter;
2942
2943 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
2944 BYTE bCursorVisible : 1;
2945 BYTE d3d_initialized : 1;
2946 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
2947 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
2948 BYTE filter_messages : 1;
2949 BYTE padding : 2;
2950
2951 unsigned char surface_alignment; /* Line Alignment of surfaces */
2952
2953 WORD padding2 : 16;
2954
2955 struct wined3d_state state;
2956 struct wined3d_state *update_state;
2957 struct wined3d_stateblock *recording;
2958
2959 /* Internal use fields */
2960 struct wined3d_device_creation_parameters create_parms;
2961 HWND focus_window;
2962
2963 struct wined3d_rendertarget_view *back_buffer_view;
2964 struct wined3d_swapchain **swapchains;
2965 UINT swapchain_count;
2966
2967 struct list resources; /* a linked list to track resources created by the device */
2968 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
2969 struct wine_rb_tree samplers;
2970
2971 /* Render Target Support */
2972 struct wined3d_fb_state fb;
2973 struct wined3d_rendertarget_view *auto_depth_stencil_view;
2974
2975 /* Cursor management */
2976 UINT xHotSpot;
2977 UINT yHotSpot;
2978 UINT xScreenSpace;
2979 UINT yScreenSpace;
2980 UINT cursorWidth, cursorHeight;
2981 struct wined3d_texture *cursor_texture;
2982 HCURSOR hardwareCursor;
2983
2984 /* The Wine logo texture */
2985 struct wined3d_texture *logo_texture;
2986
2987 /* Textures for when no other textures are mapped */
2988 struct wined3d_dummy_textures dummy_textures;
2989
2990 /* Default sampler used to emulate the direct resource access without using wined3d_sampler */
2991 struct wined3d_sampler *default_sampler;
2992 struct wined3d_sampler *null_sampler;
2993
2994 /* Command stream */
2995 struct wined3d_cs *cs;
2996
2997 /* Context management */
2998 struct wined3d_context **contexts;
2999 UINT context_count;
3000 };
3001
3002 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
3003 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
3004 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
3005 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
3006 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
3007 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
3008 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
3009 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
3010 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
3011 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
3012 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3013 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3014 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
3015 #if defined(STAGING_CSMT)
3016 struct wined3d_gl_bo *wined3d_device_get_bo(struct wined3d_device *device, UINT size, GLenum gl_usage,
3017 GLenum type_hint, struct wined3d_context *context) DECLSPEC_HIDDEN;
3018 void wined3d_device_release_bo(struct wined3d_device *device, struct wined3d_gl_bo *bo,
3019 const struct wined3d_context *context) DECLSPEC_HIDDEN;
3020 #endif /* STAGING_CSMT */
3021
3022 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
3023 {
3024 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
3025 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
3026 return context->isStateDirty[idx] & (1u << shift);
3027 }
3028
3029 const char *wined3d_debug_resource_access(DWORD access) DECLSPEC_HIDDEN;
3030
3031 static inline BOOL wined3d_resource_access_is_managed(unsigned int access)
3032 {
3033 return !(~access & (WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU));
3034 }
3035
3036 struct wined3d_resource_ops
3037 {
3038 ULONG (*resource_incref)(struct wined3d_resource *resource);
3039 ULONG (*resource_decref)(struct wined3d_resource *resource);
3040 void (*resource_preload)(struct wined3d_resource *resource);
3041 void (*resource_unload)(struct wined3d_resource *resource);
3042 HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
3043 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags);
3044 HRESULT (*resource_map_info)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
3045 struct wined3d_map_info *info, DWORD flags);
3046 HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
3047 };
3048
3049 struct wined3d_resource
3050 {
3051 LONG ref;
3052 LONG bind_count;
3053 LONG map_count;
3054 LONG access_count;
3055 struct wined3d_device *device;
3056 enum wined3d_resource_type type;
3057 enum wined3d_gl_resource_type gl_type;
3058 const struct wined3d_format *format;
3059 unsigned int format_flags;
3060 enum wined3d_multisample_type multisample_type;
3061 UINT multisample_quality;
3062 DWORD usage;
3063 unsigned int access;
3064 WORD draw_binding;
3065 WORD map_binding;
3066 UINT width;
3067 UINT height;
3068 UINT depth;
3069 UINT size;
3070 DWORD priority;
3071 void *heap_memory;
3072
3073 void *parent;
3074 const struct wined3d_parent_ops *parent_ops;
3075 const struct wined3d_resource_ops *resource_ops;
3076
3077 struct list resource_list_entry;
3078 };
3079
3080 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
3081 {
3082 return resource->resource_ops->resource_incref(resource);
3083 }
3084
3085 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
3086 {
3087 return resource->resource_ops->resource_decref(resource);
3088 }
3089
3090 static inline void wined3d_resource_acquire(struct wined3d_resource *resource)
3091 {
3092 InterlockedIncrement(&resource->access_count);
3093 }
3094
3095 static inline void wined3d_resource_release(struct wined3d_resource *resource)
3096 {
3097 InterlockedDecrement(&resource->access_count);
3098 }
3099
3100 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3101 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
3102 enum wined3d_resource_type type, const struct wined3d_format *format,
3103 enum wined3d_multisample_type multisample_type, unsigned int multisample_quality,
3104 unsigned int usage, unsigned int access, unsigned int width, unsigned int height, unsigned int depth,
3105 unsigned int size, void *parent, const struct wined3d_parent_ops *parent_ops,
3106 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
3107 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3108 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3109 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3110 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
3111 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
3112 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3113 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3114
3115 /* Tests show that the start address of resources is 32 byte aligned */
3116 #define RESOURCE_ALIGNMENT 16
3117 #define WINED3D_CONSTANT_BUFFER_ALIGNMENT 16
3118
3119 struct gl_texture
3120 {
3121 struct wined3d_sampler_desc sampler_desc;
3122 unsigned int base_level;
3123 GLuint name;
3124 };
3125
3126 struct wined3d_texture_ops
3127 {
3128 void (*texture_upload_data)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3129 const struct wined3d_context *context, const struct wined3d_box *box,
3130 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch);
3131 BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3132 struct wined3d_context *context, DWORD location);
3133 void (*texture_prepare_texture)(struct wined3d_texture *texture,
3134 struct wined3d_context *context, BOOL srgb);
3135 void (*texture_cleanup_sub_resources)(struct wined3d_texture *texture);
3136 };
3137
3138 #define WINED3D_TEXTURE_COND_NP2 0x00000001
3139 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002
3140 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004
3141 #define WINED3D_TEXTURE_IS_SRGB 0x00000008
3142 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010
3143 #define WINED3D_TEXTURE_RGB_VALID 0x00000020
3144 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
3145 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080
3146 #define WINED3D_TEXTURE_CONVERTED 0x00000100
3147 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
3148 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
3149 #define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800
3150 #define WINED3D_TEXTURE_DC_IN_USE 0x00001000
3151 #define WINED3D_TEXTURE_DISCARD 0x00002000
3152 #define WINED3D_TEXTURE_GET_DC 0x00004000
3153 #define WINED3D_TEXTURE_GENERATE_MIPMAPS 0x00008000
3154
3155 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
3156
3157 struct wined3d_texture
3158 {
3159 struct wined3d_resource resource;
3160 const struct wined3d_texture_ops *texture_ops;
3161 struct gl_texture texture_rgb, texture_srgb;
3162 struct wined3d_swapchain *swapchain;
3163 unsigned int pow2_width;
3164 unsigned int pow2_height;
3165 UINT layer_count;
3166 UINT level_count;
3167 unsigned int download_count;
3168 unsigned int sysmem_count;
3169 float pow2_matrix[16];
3170 UINT lod;
3171 DWORD sampler;
3172 DWORD flags;
3173 GLenum target;
3174 DWORD update_map_binding;
3175
3176 GLuint rb_multisample;
3177 GLuint rb_resolved;
3178
3179 void *user_memory;
3180 unsigned int row_pitch;
3181 unsigned int slice_pitch;
3182
3183 /* May only be accessed from the command stream worker thread. */
3184 struct wined3d_texture_async
3185 {
3186 DWORD flags;
3187
3188 /* Color keys for DDraw */
3189 struct wined3d_color_key dst_blt_color_key;
3190 struct wined3d_color_key src_blt_color_key;
3191 struct wined3d_color_key dst_overlay_color_key;
3192 struct wined3d_color_key src_overlay_color_key;
3193 struct wined3d_color_key gl_color_key;
3194 DWORD color_key_flags;
3195 } async;
3196
3197 struct wined3d_overlay_info
3198 {
3199 struct list entry;
3200 struct list overlays;
3201 struct wined3d_surface *dst;
3202 RECT src_rect;
3203 RECT dst_rect;
3204 } *overlay_info;
3205
3206 struct wined3d_texture_sub_resource
3207 {
3208 void *parent;
3209 const struct wined3d_parent_ops *parent_ops;
3210
3211 union
3212 {
3213 struct wined3d_surface *surface;
3214 } u;
3215 unsigned int offset;
3216 unsigned int size;
3217
3218 unsigned int map_count;
3219 DWORD locations;
3220 #if !defined(STAGING_CSMT)
3221 GLuint buffer_object;
3222 #else /* STAGING_CSMT */
3223 struct wined3d_gl_bo *buffer;
3224 #endif /* STAGING_CSMT */
3225 } sub_resources[1];
3226 };
3227
3228 static inline struct wined3d_texture *texture_from_resource(struct wined3d_resource *resource)
3229 {
3230 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
3231 }
3232
3233 static inline GLenum wined3d_texture_get_sub_resource_target(const struct wined3d_texture *texture,
3234 unsigned int sub_resource_idx)
3235 {
3236 static const GLenum cube_targets[] =
3237 {
3238 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
3239 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
3240 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
3241 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
3242 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
3243 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
3244 };
3245
3246 return texture->resource.usage & WINED3DUSAGE_LEGACY_CUBEMAP
3247 ? cube_targets[sub_resource_idx / texture->level_count] : texture->target;
3248 }
3249
3250 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
3251 BOOL srgb)
3252 {
3253 return srgb ? &texture->texture_srgb : &texture->texture_rgb;
3254 }
3255
3256 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture,
3257 unsigned int level)
3258 {
3259 return max(1, texture->resource.width >> level);
3260 }
3261
3262 static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture,
3263 unsigned int level)
3264 {
3265 return max(1, texture->resource.height >> level);
3266 }
3267
3268 static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture,
3269 unsigned int level)
3270 {
3271 return max(1, texture->resource.depth >> level);
3272 }
3273
3274 static inline unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture,
3275 unsigned int level)
3276 {
3277 return max(1, texture->pow2_width >> level);
3278 }
3279
3280 static inline unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture,
3281 unsigned int level)
3282 {
3283 return max(1, texture->pow2_height >> level);
3284 }
3285
3286 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
3287 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN;
3288 void wined3d_texture_bind(struct wined3d_texture *texture,
3289 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3290 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
3291 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3292 HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture,
3293 unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
3294 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN;
3295 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3296 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
3297 void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
3298 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
3299 void wined3d_texture_load(struct wined3d_texture *texture,
3300 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3301 BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
3302 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3303 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3304 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3305 void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
3306 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
3307 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) DECLSPEC_HIDDEN;
3308 void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
3309 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3310 void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3311 const struct wined3d_context *context, const struct wined3d_box *box,
3312 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch) DECLSPEC_HIDDEN;
3313 void wined3d_texture_validate_location(struct wined3d_texture *texture,
3314 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
3315
3316 #define WINED3D_LOCATION_DISCARDED 0x00000001
3317 #define WINED3D_LOCATION_SYSMEM 0x00000002
3318 #define WINED3D_LOCATION_USER_MEMORY 0x00000004
3319 #define WINED3D_LOCATION_BUFFER 0x00000008
3320 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000010
3321 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020
3322 #define WINED3D_LOCATION_DRAWABLE 0x00000040
3323 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080
3324 #define WINED3D_LOCATION_RB_RESOLVED 0x00000100
3325
3326 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
3327
3328 struct wined3d_renderbuffer_entry
3329 {
3330 struct list entry;
3331 GLuint id;
3332 UINT width;
3333 UINT height;
3334 };
3335
3336 struct wined3d_fbo_resource
3337 {
3338 GLuint object;
3339 GLenum target;
3340 GLuint level, layer;
3341 };
3342
3343 #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1
3344 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2
3345 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4
3346
3347 struct fbo_entry
3348 {
3349 struct list entry;
3350 DWORD flags;
3351 DWORD rt_mask;
3352 GLuint id;
3353 struct wined3d_fbo_entry_key
3354 {
3355 DWORD rb_namespace;
3356 struct wined3d_fbo_resource objects[MAX_RENDER_TARGET_VIEWS + 1];
3357 } key;
3358 };
3359
3360 struct wined3d_surface
3361 {
3362 struct wined3d_texture *container;
3363
3364 unsigned int texture_level;
3365 unsigned int texture_layer;
3366
3367 /* For GetDC */
3368 HBITMAP bitmap;
3369 HDC dc;
3370
3371 struct list renderbuffers;
3372 const struct wined3d_renderbuffer_entry *current_renderbuffer;
3373 };
3374
3375 static inline unsigned int surface_get_sub_resource_idx(const struct wined3d_surface *surface)
3376 {
3377 return surface->texture_layer * surface->container->level_count + surface->texture_level;
3378 }
3379
3380 static inline struct wined3d_texture_sub_resource *surface_get_sub_resource(struct wined3d_surface *surface)
3381 {
3382 return &surface->container->sub_resources[surface_get_sub_resource_idx(surface)];
3383 }
3384
3385 HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
3386 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
3387 const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
3388 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb,
3389 struct wined3d_context *context) DECLSPEC_HIDDEN;
3390 BOOL surface_load_location(struct wined3d_surface *surface,
3391 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3392 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
3393 const struct wined3d_rendertarget_info *rt) DECLSPEC_HIDDEN;
3394 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
3395 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
3396 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
3397 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
3398
3399 void draw_textured_quad(struct wined3d_texture *texture, unsigned int sub_resource_idx,
3400 struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect,
3401 enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
3402
3403 struct wined3d_sampler
3404 {
3405 struct wine_rb_entry entry;
3406 LONG refcount;
3407 GLuint name;
3408 struct wined3d_device *device;
3409 void *parent;
3410 const struct wined3d_parent_ops *parent_ops;
3411 struct wined3d_sampler_desc desc;
3412 };
3413
3414 void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit,
3415 struct wined3d_texture *texture, const struct wined3d_context *context) DECLSPEC_HIDDEN;
3416
3417 struct wined3d_vertex_declaration_element
3418 {
3419 const struct wined3d_format *format;
3420 BOOL ffp_valid;
3421 unsigned int input_slot;
3422 unsigned int offset;
3423 unsigned int output_slot;
3424 enum wined3d_input_classification input_slot_class;
3425 unsigned int instance_data_step_rate;
3426 BYTE method;
3427 BYTE usage;
3428 BYTE usage_idx;
3429 };
3430
3431 struct wined3d_vertex_declaration
3432 {
3433 LONG ref;
3434 void *parent;
3435 const struct wined3d_parent_ops *parent_ops;
3436 struct wined3d_device *device;
3437
3438 struct wined3d_vertex_declaration_element *elements;
3439 UINT element_count;
3440
3441 BOOL position_transformed;
3442 BOOL half_float_conv_needed;
3443 };
3444
3445 struct wined3d_saved_states
3446 {
3447 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
3448 WORD streamSource; /* MAX_STREAMS, 16 */
3449 WORD streamFreq; /* MAX_STREAMS, 16 */
3450 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
3451 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
3452 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
3453 DWORD clipplane; /* WINED3D_MAX_USER_CLIP_PLANES, 32 */
3454 WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
3455 WORD pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
3456 BOOL ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
3457 WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
3458 WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
3459 BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
3460 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
3461 DWORD indices : 1;
3462 DWORD material : 1;
3463 DWORD viewport : 1;
3464 DWORD vertexDecl : 1;
3465 DWORD pixelShader : 1;
3466 DWORD vertexShader : 1;
3467 DWORD scissorRect : 1;
3468 DWORD padding : 5;
3469 };
3470
3471 struct StageState {
3472 DWORD stage;
3473 DWORD state;
3474 };
3475
3476 struct wined3d_stateblock
3477 {
3478 LONG ref; /* Note: Ref counting not required */
3479 struct wined3d_device *device;
3480
3481 /* Array indicating whether things have been set or changed */
3482 struct wined3d_saved_states changed;
3483 struct wined3d_state state;
3484
3485 /* Contained state management */
3486 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
3487 unsigned int num_contained_render_states;
3488 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
3489 unsigned int num_contained_transform_states;
3490 DWORD contained_vs_consts_i[WINED3D_MAX_CONSTS_I];
3491 unsigned int num_contained_vs_consts_i;
3492 DWORD contained_vs_consts_b[WINED3D_MAX_CONSTS_B];
3493 unsigned int num_contained_vs_consts_b;
3494 DWORD contained_vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
3495 unsigned int num_contained_vs_consts_f;
3496 DWORD contained_ps_consts_i[WINED3D_MAX_CONSTS_I];
3497 unsigned int num_contained_ps_consts_i;
3498 DWORD contained_ps_consts_b[WINED3D_MAX_CONSTS_B];
3499 unsigned int num_contained_ps_consts_b;
3500 DWORD contained_ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
3501 unsigned int num_contained_ps_consts_f;
3502 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
3503 unsigned int num_contained_tss_states;
3504 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
3505 unsigned int num_contained_sampler_states;
3506 };
3507
3508 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
3509
3510 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
3511 void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info,
3512 struct wined3d_light_info *light_info, BOOL enable) DECLSPEC_HIDDEN;
3513 struct wined3d_light_info *wined3d_state_get_light(const struct wined3d_state *state,
3514 unsigned int idx) DECLSPEC_HIDDEN;
3515 void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
3516 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
3517 DWORD flags) DECLSPEC_HIDDEN;
3518 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
3519
3520 enum wined3d_cs_queue_id
3521 {
3522 WINED3D_CS_QUEUE_DEFAULT = 0,
3523 WINED3D_CS_QUEUE_MAP,
3524 WINED3D_CS_QUEUE_COUNT,
3525 };
3526
3527 enum wined3d_push_constants
3528 {
3529 WINED3D_PUSH_CONSTANTS_VS_F,
3530 WINED3D_PUSH_CONSTANTS_PS_F,
3531 WINED3D_PUSH_CONSTANTS_VS_I,
3532 WINED3D_PUSH_CONSTANTS_PS_I,
3533 WINED3D_PUSH_CONSTANTS_VS_B,
3534 WINED3D_PUSH_CONSTANTS_PS_B,
3535 };
3536
3537 #define WINED3D_CS_QUERY_POLL_INTERVAL 10u
3538 #define WINED3D_CS_QUEUE_SIZE 0x100000u
3539 #ifdef __REACTOS__
3540 #define WINED3D_CS_SPIN_COUNT 1u
3541 #else
3542 #define WINED3D_CS_SPIN_COUNT 10000000u
3543 #endif
3544
3545 struct wined3d_cs_queue
3546 {
3547 LONG head, tail;
3548 BYTE data[WINED3D_CS_QUEUE_SIZE];
3549 };
3550
3551 struct wined3d_cs_ops
3552 {
3553 #if defined(STAGING_CSMT)
3554 BOOL (*check_space)(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id);
3555 #endif /* STAGING_CSMT */
3556 void *(*require_space)(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id);
3557 void (*submit)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id);
3558 void (*finish)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id);
3559 void (*push_constants)(struct wined3d_cs *cs, enum wined3d_push_constants p,
3560 unsigned int start_idx, unsigned int count, const void *constants);
3561 };
3562
3563 struct wined3d_cs
3564 {
3565 const struct wined3d_cs_ops *ops;
3566 struct wined3d_device *device;
3567 struct wined3d_fb_state fb;
3568 struct wined3d_state state;
3569 HMODULE wined3d_module;
3570 HANDLE thread;
3571 DWORD thread_id;
3572
3573 struct wined3d_cs_queue queue[WINED3D_CS_QUEUE_COUNT];
3574 size_t data_size, start, end;
3575 void *data;
3576 struct list query_poll_list;
3577 BOOL queries_flushed;
3578
3579 HANDLE event;
3580 BOOL waiting_for_event;
3581 LONG pending_presents;
3582 };
3583
3584 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
3585 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3586 void wined3d_cs_destroy_object(struct wined3d_cs *cs,
3587 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
3588 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs,
3589 struct wined3d_texture *texture, unsigned int layer) DECLSPEC_HIDDEN;
3590 void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *dst_resource,
3591 unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box, struct wined3d_resource *src_resource,
3592 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags,
3593 const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
3594 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
3595 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
3596 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view,
3597 const RECT *rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
3598 void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs,
3599 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value) DECLSPEC_HIDDEN;
3600 void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs *cs, struct wined3d_buffer *dst_buffer,
3601 unsigned int offset, struct wined3d_unordered_access_view *uav) DECLSPEC_HIDDEN;
3602 void wined3d_cs_emit_dispatch(struct wined3d_cs *cs,
3603 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z) DECLSPEC_HIDDEN;
3604 void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs,
3605 struct wined3d_buffer *buffer, unsigned int offset) DECLSPEC_HIDDEN;
3606 void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count,
3607 int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
3608 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
3609 void wined3d_cs_emit_draw_indirect(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count,
3610 struct wined3d_buffer *buffer, unsigned int offset, BOOL indexed) DECLSPEC_HIDDEN;
3611 void wined3d_cs_emit_flush(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3612 void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs *cs, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
3613 void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3614 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain, const RECT *src_rect,
3615 const RECT *dst_rect, HWND dst_window_override, DWORD swap_interval, DWORD flags) DECLSPEC_HIDDEN;
3616 void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags) DECLSPEC_HIDDEN;
3617 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
3618 void wined3d_cs_emit_set_blend_state(struct wined3d_cs *cs, struct wined3d_blend_state *state) DECLSPEC_HIDDEN;
3619 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
3620 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
3621 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
3622 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
3623 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
3624 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
3625 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
3626 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3627 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
3628 enum wined3d_format_id format_id, unsigned int offset) DECLSPEC_HIDDEN;
3629 void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light_info *light) DECLSPEC_HIDDEN;
3630 void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, BOOL enable) DECLSPEC_HIDDEN;
3631 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
3632 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
3633 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
3634 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
3635 struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN;
3636 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
3637 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
3638 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
3639 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
3640 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
3641 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
3642 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
3643 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
3644 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
3645 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
3646 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
3647 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
3648 struct wined3d_shader *shader) DECLSPEC_HIDDEN;
3649 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
3650 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
3651 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
3652 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
3653 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
3654 UINT frequency, UINT flags) DECLSPEC_HIDDEN;
3655 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
3656 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
3657 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
3658 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
3659 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
3660 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined3d_pipeline pipeline,
3661 unsigned int view_idx, struct wined3d_unordered_access_view *view,
3662 unsigned int initial_count) DECLSPEC_HIDDEN;
3663 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
3664 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
3665 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
3666 void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
3667 void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource,
3668 unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
3669 unsigned int slice_pitch) DECLSPEC_HIDDEN;
3670 void wined3d_cs_init_object(struct wined3d_cs *cs,
3671 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
3672 HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx,
3673 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags) DECLSPEC_HIDDEN;
3674 HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource,
3675 unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
3676
3677 static inline void wined3d_cs_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p,
3678 unsigned int start_idx, unsigned int count, const void *constants)
3679 {
3680 cs->ops->push_constants(cs, p, start_idx, count, constants);
3681 }
3682
3683 static inline void wined3d_resource_wait_idle(struct wined3d_resource *resource)
3684 {
3685 const struct wined3d_cs *cs = resource->device->cs;
3686
3687 if (!cs->thread || cs->thread_id == GetCurrentThreadId())
3688 return;
3689
3690 while (InterlockedCompareExchange(&resource->access_count, 0, 0))
3691 wined3d_pause();
3692 }
3693
3694 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
3695 * fixed function semantics as D3DCOLOR or FLOAT16 */
3696 enum wined3d_buffer_conversion_type
3697 {
3698 CONV_NONE,
3699 CONV_D3DCOLOR,
3700 CONV_POSITIONT,
3701 };
3702
3703 struct wined3d_map_range
3704 {
3705 UINT offset;
3706 UINT size;
3707 };
3708
3709 struct wined3d_buffer
3710 {
3711 struct wined3d_resource resource;
3712
3713 struct wined3d_buffer_desc desc;
3714
3715 GLuint buffer_object;
3716 GLenum buffer_object_usage;
3717 GLenum buffer_type_hint;
3718 unsigned int bind_flags;
3719 DWORD flags;
3720 DWORD locations;
3721 void *map_ptr;
3722
3723 struct wined3d_map_range *maps;
3724 SIZE_T maps_size, modified_areas;
3725 struct wined3d_fence *fence;
3726
3727 /* conversion stuff */
3728 UINT decl_change_count, full_conversion_count;
3729 UINT draw_count;
3730 UINT stride; /* 0 if no conversion */
3731 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
3732 UINT conversion_stride; /* 0 if no shifted conversion */
3733 };
3734
3735 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
3736 {
3737 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
3738 }
3739
3740 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
3741 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
3742 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location) DECLSPEC_HIDDEN;
3743 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
3744 const struct wined3d_state *state) DECLSPEC_HIDDEN;
3745 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
3746 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3747 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN;
3748 void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
3749 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN;
3750 void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context,
3751 const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN;
3752
3753 struct wined3d_rendertarget_view
3754 {
3755 LONG refcount;
3756
3757 struct wined3d_resource *resource;
3758 void *parent;
3759 const struct wined3d_parent_ops *parent_ops;
3760
3761 struct wined3d_gl_view gl_view;
3762 const struct wined3d_format *format;
3763 unsigned int format_flags;
3764 unsigned int sub_resource_idx;
3765 unsigned int layer_count;
3766
3767 unsigned int width;
3768 unsigned int height;
3769
3770 struct wined3d_view_desc desc;
3771 };
3772
3773 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
3774 const struct wined3d_rendertarget_view *view)
3775 {
3776 struct wined3d_texture *texture;
3777
3778 if (!view || view->resource->type != WINED3D_RTYPE_TEXTURE_2D)
3779 return NULL;
3780
3781 texture = texture_from_resource(view->resource);
3782
3783 return texture->sub_resources[view->sub_resource_idx].u.surface;
3784 }
3785
3786 void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view,
3787 const struct wined3d_context *context, unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
3788 void wined3d_rendertarget_view_invalidate_location(struct wined3d_rendertarget_view *view,
3789 DWORD location) DECLSPEC_HIDDEN;
3790 void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view,
3791 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3792 void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view *view,
3793 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
3794 void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_view *view,
3795 DWORD location) DECLSPEC_HIDDEN;
3796
3797 struct wined3d_shader_resource_view
3798 {
3799 LONG refcount;
3800
3801 struct wined3d_resource *resource;
3802 void *parent;
3803 const struct wined3d_parent_ops *parent_ops;
3804
3805 struct wined3d_gl_view gl_view;
3806 const struct wined3d_format *format;
3807
3808 struct wined3d_view_desc desc;
3809 };
3810
3811 void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
3812 void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view, unsigned int unit,
3813 struct wined3d_sampler *sampler, struct wined3d_context *context) DECLSPEC_HIDDEN;
3814
3815 struct wined3d_unordered_access_view
3816 {
3817 LONG refcount;
3818
3819 struct wined3d_resource *resource;
3820 void *parent;
3821 const struct wined3d_parent_ops *parent_ops;
3822
3823 struct wined3d_gl_view gl_view;
3824 const struct wined3d_format *format;
3825 GLuint counter_bo;
3826
3827 struct wined3d_view_desc desc;
3828 };
3829
3830 void wined3d_unordered_access_view_clear_uint(struct wined3d_unordered_access_view *view,
3831 const struct wined3d_uvec4 *clear_value, struct wined3d_context *context) DECLSPEC_HIDDEN;
3832 void wined3d_unordered_access_view_copy_counter(struct wined3d_unordered_access_view *view,
3833 struct wined3d_buffer *buffer, unsigned int offset, struct wined3d_context *context) DECLSPEC_HIDDEN;
3834 void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view,
3835 DWORD location) DECLSPEC_HIDDEN;
3836 void wined3d_unordered_access_view_set_counter(struct wined3d_unordered_access_view *view,
3837 unsigned int value) DECLSPEC_HIDDEN;
3838
3839 struct wined3d_swapchain_ops
3840 {
3841 void (*swapchain_present)(struct wined3d_swapchain *swapchain,
3842 const RECT *src_rect, const RECT *dst_rect, DWORD flags);
3843 void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swapchain);
3844 };
3845
3846 struct wined3d_swapchain
3847 {
3848 LONG ref;
3849 void *parent;
3850 const struct wined3d_parent_ops *parent_ops;
3851 const struct wined3d_swapchain_ops *swapchain_ops;
3852 struct wined3d_device *device;
3853
3854 struct wined3d_texture **back_buffers;
3855 struct wined3d_texture *front_buffer;
3856 struct wined3d_swapchain_desc desc;
3857 struct wined3d_display_mode original_mode, d3d_mode;
3858 RECT original_window_rect;
3859 struct wined3d_gamma_ramp orig_gamma;
3860 BOOL render_to_fbo, reapply_mode;
3861 const struct wined3d_format *ds_format;
3862 struct wined3d_palette *palette;
3863 RECT front_buffer_update;
3864
3865 LONG prev_time, frames; /* Performance tracking */
3866
3867 struct wined3d_context **context;
3868 unsigned int num_contexts;
3869
3870 HWND win_handle;
3871 HWND device_window;
3872
3873 HDC backup_dc;
3874 HWND backup_wnd;
3875 };
3876
3877 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
3878 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3879 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3880 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3881 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3882 void swapchain_update_swap_interval(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
3883
3884 /*****************************************************************************
3885 * Utility function prototypes
3886 */
3887
3888 /* Trace routines */
3889 const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN;
3890 const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN;
3891 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN;
3892 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
3893 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
3894 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
3895 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
3896 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
3897 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
3898 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
3899 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
3900 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3901 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
3902 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
3903 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
3904 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
3905 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
3906 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
3907 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
3908 const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN;
3909 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
3910 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
3911 const char *debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN;
3912 const char *debug_uvec4(const struct wined3d_uvec4 *v) DECLSPEC_HIDDEN;
3913 const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN;
3914 const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN;
3915 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
3916
3917 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
3918 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
3919 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
3920 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
3921 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
3922 void texture_activate_dimensions(const struct wined3d_texture *texture,
3923 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
3924 void sampler_texdim(struct wined3d_context *context,
3925 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3926 void tex_alphaop(struct wined3d_context *context,
3927 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3928 void apply_pixelshader(struct wined3d_context *context,
3929 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3930 void state_alpha_test(struct wined3d_context *context,
3931 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3932 void state_fogcolor(struct wined3d_context *context,
3933 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3934 void state_fogdensity(struct wined3d_context *context,
3935 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3936 void state_fogstartend(struct wined3d_context *context,
3937 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3938 void state_fog_fragpart(struct wined3d_context *context,
3939 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3940 void state_nop(struct wined3d_context *context,
3941 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3942 void state_srgbwrite(struct wined3d_context *context,
3943 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3944
3945 void state_clipping(struct wined3d_context *context,
3946 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3947 void clipplane(struct wined3d_context *context,
3948 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3949 void state_pointsprite_w(struct wined3d_context *context,
3950 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3951 void state_pointsprite(struct wined3d_context *context,
3952 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3953 void state_shademode(struct wined3d_context *context,
3954 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
3955
3956 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
3957
3958 /* Math utils */
3959 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
3960 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
3961 BOOL invert_matrix_3d(struct wined3d_matrix *out, const struct wined3d_matrix *in) DECLSPEC_HIDDEN;
3962 BOOL invert_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m) DECLSPEC_HIDDEN;
3963 void transpose_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m) DECLSPEC_HIDDEN;
3964
3965 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
3966
3967 struct wined3d_shader_lconst
3968 {
3969 struct list entry;
3970 unsigned int idx;
3971 DWORD value[4];
3972 };
3973
3974 struct wined3d_shader_limits
3975 {
3976 unsigned int sampler;
3977 unsigned int constant_int;
3978 unsigned int constant_float;
3979 unsigned int constant_bool;
3980 unsigned int packed_output;
3981 unsigned int packed_input;
3982 };
3983
3984 #ifdef __GNUC__
3985 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
3986 #else
3987 #define PRINTF_ATTR(fmt,args)
3988 #endif
3989
3990 struct wined3d_string_buffer_list
3991 {
3992 struct list list;
3993 };
3994
3995 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3996 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
3997 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
3998 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
3999 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
4000
4001 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
4002 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
4003 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
4004
4005 struct wined3d_shader_phase
4006 {
4007 const DWORD *start;
4008 const DWORD *end;
4009 unsigned int instance_count;
4010 unsigned int temporary_count;
4011 };
4012
4013 struct wined3d_vertex_shader
4014 {
4015 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
4016 };
4017
4018 struct wined3d_hull_shader
4019 {
4020 struct
4021 {
4022 struct wined3d_shader_phase *control_point;
4023 unsigned int fork_count;
4024 unsigned int join_count;
4025 struct wined3d_shader_phase *fork;
4026 SIZE_T fork_size;
4027 struct wined3d_shader_phase *join;
4028 SIZE_T join_size;
4029 } phases;
4030 unsigned int output_vertex_count;
4031 enum wined3d_tessellator_output_primitive tessellator_output_primitive;
4032 enum wined3d_tessellator_partitioning tessellator_partitioning;
4033 };
4034
4035 struct wined3d_domain_shader
4036 {
4037 enum wined3d_tessellator_domain tessellator_domain;
4038 };
4039
4040 struct wined3d_geometry_shader
4041 {
4042 enum wined3d_primitive_type input_type;
4043 enum wined3d_primitive_type output_type;
4044 unsigned int vertices_out;
4045 unsigned int instance_count;
4046
4047 struct wined3d_stream_output_desc so_desc;
4048 };
4049
4050 struct wined3d_pixel_shader
4051 {
4052 /* Pixel shader input semantics */
4053 DWORD input_reg_map[MAX_REG_INPUT];
4054 DWORD input_reg_used; /* MAX_REG_INPUT, 32 */
4055 unsigned int declared_in_count;
4056
4057 /* Some information about the shader behavior */
4058 BOOL color0_mov;
4059 DWORD color0_reg;
4060
4061 BOOL force_early_depth_stencil;
4062 enum wined3d_shader_register_type depth_output;
4063 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
4064 };
4065
4066 struct wined3d_compute_shader
4067 {
4068 struct wined3d_shader_thread_group_size thread_group_size;
4069 };
4070
4071 struct wined3d_shader
4072 {
4073 LONG ref;
4074 const struct wined3d_shader_limits *limits;
4075 DWORD *function;
4076 UINT functionLength;
4077 BOOL load_local_constsF;
4078 const struct wined3d_shader_frontend *frontend;
4079 void *frontend_data;
4080 void *backend_data;
4081
4082 void *parent;
4083 const struct wined3d_parent_ops *parent_ops;
4084
4085 /* Programs this shader is linked with */
4086 struct list linked_programs;
4087
4088 /* Immediate constants (override global ones) */
4089 struct list constantsB;
4090 struct list constantsF;
4091 struct list constantsI;
4092 struct wined3d_shader_reg_maps reg_maps;
4093 BOOL lconst_inf_or_nan;
4094
4095 struct wined3d_shader_signature input_signature;
4096 struct wined3d_shader_signature output_signature;
4097 struct wined3d_shader_signature patch_constant_signature;
4098 char *signature_strings;
4099
4100 /* Pointer to the parent device */
4101 struct wined3d_device *device;
4102 struct list shader_list_entry;
4103
4104 union
4105 {
4106 struct wined3d_vertex_shader vs;
4107 struct wined3d_hull_shader hs;
4108 struct wined3d_domain_shader ds;
4109 struct wined3d_geometry_shader gs;
4110 struct wined3d_pixel_shader ps;
4111 struct wined3d_compute_shader cs;
4112 } u;
4113 };
4114
4115 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
4116 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
4117 BOOL position_transformed, struct ps_compile_args *args,
4118 const struct wined3d_context *context) DECLSPEC_HIDDEN;
4119
4120 BOOL vshader_get_input(const struct wined3d_shader *shader,
4121 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
4122 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
4123 WORD swizzle_map, struct vs_compile_args *args,
4124 const struct wined3d_context *context) DECLSPEC_HIDDEN;
4125
4126 void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
4127 struct ds_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN;
4128
4129 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
4130 struct gs_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN;
4131
4132 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
4133 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
4134 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
4135 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
4136 unsigned int max) DECLSPEC_HIDDEN;
4137 HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
4138 const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx,
4139 const DWORD *start, const DWORD *end) DECLSPEC_HIDDEN;
4140 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
4141
4142 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
4143 {
4144 switch (reg->type)
4145 {
4146 case WINED3DSPR_RASTOUT:
4147 /* oFog & oPts */
4148 if (reg->idx[0].offset)
4149 return TRUE;
4150 /* oPos */
4151 return FALSE;
4152
4153 case WINED3DSPR_DEPTHOUT: /* oDepth */
4154 case WINED3DSPR_DEPTHOUTGE:
4155 case WINED3DSPR_DEPTHOUTLE:
4156 case WINED3DSPR_CONSTBOOL: /* b# */
4157 case WINED3DSPR_LOOP: /* aL */
4158 case WINED3DSPR_PREDICATE: /* p0 */
4159 case WINED3DSPR_PRIMID: /* primID */
4160 return TRUE;
4161
4162 case WINED3DSPR_MISCTYPE:
4163 switch (reg->idx[0].offset)
4164 {
4165 case 0: /* vPos */
4166 return FALSE;
4167 case 1: /* vFace */
4168 return TRUE;
4169 default:
4170 return FALSE;
4171 }
4172
4173 case WINED3DSPR_IMMCONST:
4174 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
4175
4176 default:
4177 return FALSE;
4178 }
4179 }
4180
4181 static inline void shader_get_position_fixup(const struct wined3d_context *context,
4182 const struct wined3d_state *state, float *position_fixup)
4183 {
4184 float center_offset;
4185
4186 if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
4187 center_offset = 63.0f / 64.0f;
4188 else
4189 center_offset = -1.0f / 64.0f;
4190
4191 position_fixup[0] = 1.0f;
4192 position_fixup[1] = 1.0f;
4193 position_fixup[2] = center_offset / state->viewport.width;
4194 position_fixup[3] = -center_offset / state->viewport.height;
4195
4196 if (context->render_offscreen)
4197 {
4198 position_fixup[1] *= -1.0f;
4199 position_fixup[3] *= -1.0f;
4200 }
4201 }
4202
4203 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
4204 {
4205 struct wined3d_shader_lconst *lconst;
4206
4207 if (shader->load_local_constsF)
4208 return FALSE;
4209
4210 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
4211 {
4212 if (lconst->idx == reg)
4213 return TRUE;
4214 }
4215
4216 return FALSE;
4217 }
4218
4219 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4220 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4221 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4222 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4223 struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4224 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
4225 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
4226 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
4227 float *out_min, float *out_max) DECLSPEC_HIDDEN;
4228 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
4229 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
4230 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
4231 float *start, float *end) DECLSPEC_HIDDEN;
4232
4233 /* Using additional shader constants (uniforms in GLSL / program environment
4234 * or local parameters in ARB) is costly:
4235 * ARB only knows float4 parameters and GLSL compiler are not really smart
4236 * when it comes to efficiently pack float2 uniforms, so no space is wasted
4237 * (in fact most compilers map a float2 to a full float4 uniform).
4238 *
4239 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
4240 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
4241 * into a single shader constant (uniform / program parameter).
4242 *
4243 * This structure is shared between the GLSL and the ARB backend.*/
4244 struct ps_np2fixup_info {
4245 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
4246 WORD active; /* bitfield indicating if we can apply the fixup */
4247 WORD num_consts;
4248 };
4249
4250 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN;
4251 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN;
4252
4253 struct wined3d_palette
4254 {
4255 LONG ref;
4256 struct wined3d_device *device;
4257
4258 unsigned int size;
4259 RGBQUAD colors[256];
4260 DWORD flags;
4261 };
4262
4263 /* DirectDraw utility functions */
4264 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
4265
4266 /*****************************************************************************
4267 * Pixel format management
4268 */
4269
4270 /* WineD3D pixel format flags */
4271 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
4272 #define WINED3DFMT_FLAG_FILTERING 0x00000002
4273 #define WINED3DFMT_FLAG_DEPTH 0x00000004
4274 #define WINED3DFMT_FLAG_STENCIL 0x00000008
4275 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
4276 #define WINED3DFMT_FLAG_EXTENSION 0x00000020
4277 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
4278 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
4279 #define WINED3DFMT_FLAG_FLOAT 0x00000200
4280 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
4281 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
4282 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
4283 #define WINED3DFMT_FLAG_VTF 0x00002000
4284 #define WINED3DFMT_FLAG_SHADOW 0x00004000
4285 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
4286 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
4287 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
4288 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
4289 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
4290 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
4291 #define WINED3DFMT_FLAG_INTEGER 0x00200000
4292 #define WINED3DFMT_FLAG_GEN_MIPMAP 0x00400000
4293
4294 struct wined3d_rational
4295 {
4296 UINT numerator;
4297 UINT denominator;
4298 };
4299
4300 struct wined3d_color_key_conversion
4301 {
4302 enum wined3d_format_id dst_format;
4303 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width,
4304 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key);
4305 };
4306
4307 struct wined3d_format
4308 {
4309 enum wined3d_format_id id;
4310
4311 D3DDDIFORMAT ddi_format;
4312 DWORD red_size;
4313 DWORD green_size;
4314 DWORD blue_size;
4315 DWORD alpha_size;
4316 DWORD red_offset;
4317 DWORD green_offset;
4318 DWORD blue_offset;
4319 DWORD alpha_offset;
4320 UINT byte_count;
4321 BYTE depth_size;
4322 BYTE stencil_size;
4323
4324 UINT block_width;
4325 UINT block_height;
4326 UINT block_byte_count;
4327
4328 enum wined3d_ffp_emit_idx emit_idx;
4329 GLint component_count;
4330 GLenum gl_vtx_type;
4331 GLint gl_vtx_format;
4332 GLboolean gl_normalized;
4333 unsigned int attribute_size;
4334
4335 GLint glInternal;
4336 GLint glGammaInternal;
4337 GLint rtInternal;
4338 GLint glFormat;
4339 GLint glType;
4340 UINT conv_byte_count;
4341 DWORD multisample_types;
4342 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
4343 float depth_bias_scale;
4344 struct wined3d_rational height_scale;
4345 struct color_fixup_desc color_fixup;
4346 void (*upload)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
4347 unsigned int dst_row_pitch, unsigned dst_slice_pitch,
4348 unsigned int width, unsigned int height, unsigned int depth);
4349 void (*download)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
4350 unsigned int dst_row_pitch, unsigned dst_slice_pitch,
4351 unsigned int width, unsigned int height, unsigned int depth);
4352
4353 enum wined3d_format_id typeless_id;
4354 GLenum gl_view_class;
4355 };
4356
4357 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
4358 enum wined3d_format_id format_id, unsigned int resource_usage) DECLSPEC_HIDDEN;
4359 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
4360 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN;
4361 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
4362 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
4363 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
4364 const struct wined3d_color *color) DECLSPEC_HIDDEN;
4365 void wined3d_format_get_float_color_key(const struct wined3d_format *format,
4366 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN;
4367 BOOL wined3d_format_is_depth_view(enum wined3d_format_id resource_format_id,
4368 enum wined3d_format_id view_format_id) DECLSPEC_HIDDEN;
4369 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
4370 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
4371 BOOL wined3d_formats_are_srgb_variants(enum wined3d_format_id format1,
4372 enum wined3d_format_id format2) DECLSPEC_HIDDEN;
4373
4374 BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size) DECLSPEC_HIDDEN;
4375
4376 static inline BOOL wined3d_format_is_typeless(const struct wined3d_format *format)
4377 {
4378 return format->id == format->typeless_id && format->id != WINED3DFMT_UNKNOWN;
4379 }
4380
4381 static inline BOOL use_indexed_vertex_blending(const struct wined3d_state *state, const struct wined3d_stream_info *si)
4382 {
4383 if (!state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE])
4384 return FALSE;
4385
4386 if (state->render_states[WINED3D_RS_VERTEXBLEND] == WINED3D_VBF_DISABLE)
4387 return FALSE;
4388
4389 if (!(si->use_map & (1 << WINED3D_FFP_BLENDINDICES)) || !(si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT)))
4390 return FALSE;
4391
4392 return TRUE;
4393 }
4394
4395 static inline BOOL use_software_vertex_processing(const struct wined3d_device *device)
4396 {
4397 if (device->shader_backend != &glsl_shader_backend)
4398 return FALSE;
4399
4400 if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING)
4401 return TRUE;
4402
4403 if (!(device->create_parms.flags & WINED3DCREATE_MIXED_VERTEXPROCESSING))
4404 return FALSE;
4405
4406 return device->softwareVertexProcessing;
4407 }
4408
4409 static inline BOOL use_vs(const struct wined3d_state *state)
4410 {
4411 /* Check state->vertex_declaration to allow this to be used before the
4412 * stream info is validated, for example in device_update_tex_unit_map(). */
4413 return state->shader[WINED3D_SHADER_TYPE_VERTEX]
4414 && (!state->vertex_declaration || !state->vertex_declaration->position_transformed);
4415 }
4416
4417 static inline BOOL use_ps(const struct wined3d_state *state)
4418 {
4419 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
4420 }
4421
4422 static inline void context_apply_state(struct wined3d_context *context,
4423 const struct wined3d_state *state, DWORD state_id)
4424 {
4425 const struct StateEntry *state_table = context->state_table;
4426 DWORD rep = state_table[state_id].representative;
4427 state_table[rep].apply(context, state, rep);
4428 }
4429
4430 static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context,
4431 const struct wined3d_texture *texture)
4432 {
4433 unsigned int flags = texture->resource.format_flags
4434 & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
4435
4436 return (!context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
4437 || (flags && flags != (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
4438 && context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL;
4439 }
4440
4441 static inline BOOL needs_srgb_write(const struct wined3d_context *context,
4442 const struct wined3d_state *state, const struct wined3d_fb_state *fb)
4443 {
4444 return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
4445 || state->render_states[WINED3D_RS_SRGBWRITEENABLE])
4446 && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
4447 }
4448
4449 static inline GLuint wined3d_texture_get_texture_name(const struct wined3d_texture *texture,
4450 const struct wined3d_context *context, BOOL srgb)
4451 {
4452 return srgb && needs_separate_srgb_gl_texture(context, texture)
4453 ? texture->texture_srgb.name : texture->texture_rgb.name;
4454 }
4455
4456 static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
4457 {
4458 return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup)
4459 && !is_scaling_fixup(format->color_fixup);
4460 }
4461
4462 static inline BOOL needs_interpolation_qualifiers_for_shader_outputs(const struct wined3d_gl_info *gl_info)
4463 {
4464 /* In GLSL 4.40+ it is fine to specify interpolation qualifiers only in
4465 * fragment shaders. In older GLSL versions interpolation qualifiers must
4466 * match between shader stages.
4467 */
4468 return gl_info->glsl_version < MAKEDWORD_VERSION(4, 40);
4469 }
4470
4471 static inline BOOL is_rasterization_disabled(const struct wined3d_shader *geometry_shader)
4472 {
4473 return geometry_shader
4474 && geometry_shader->u.gs.so_desc.rasterizer_stream_idx == WINED3D_NO_RASTERIZER_STREAM;
4475 }
4476
4477 static inline int wined3d_bit_scan(unsigned int *x)
4478 {
4479 int bit_offset = ffs(*x) - 1;
4480 *x ^= 1u << bit_offset;
4481 return bit_offset;
4482 }
4483
4484 static inline DWORD wined3d_extract_bits(const DWORD *bitstream,
4485 unsigned int offset, unsigned int count)
4486 {
4487 const unsigned int word_bit_count = sizeof(*bitstream) * CHAR_BIT;
4488 const unsigned int idx = offset / word_bit_count;
4489 const unsigned int shift = offset % word_bit_count;
4490 DWORD mask = (1u << count) - 1;
4491 DWORD ret;
4492
4493 ret = (bitstream[idx] >> shift) & mask;
4494 if (shift + count > word_bit_count)
4495 {
4496 const unsigned int extracted_bit_count = word_bit_count - shift;
4497 const unsigned int remaining_bit_count = count - extracted_bit_count;
4498 mask = (1u << remaining_bit_count) - 1;
4499 ret |= (bitstream[idx + 1] & mask) << extracted_bit_count;
4500 }
4501 return ret;
4502 }
4503
4504 static inline void wined3d_insert_bits(DWORD *bitstream,
4505 unsigned int offset, unsigned int count, DWORD bits)
4506 {
4507 const unsigned int word_bit_count = sizeof(*bitstream) * CHAR_BIT;
4508 const unsigned int idx = offset / word_bit_count;
4509 const unsigned int shift = offset % word_bit_count;
4510 DWORD mask = (1u << count) - 1;
4511
4512 bitstream[idx] |= (bits & mask) << shift;
4513 if (shift + count > word_bit_count)
4514 {
4515 const unsigned int inserted_bit_count = word_bit_count - shift;
4516 const unsigned int remaining_bit_count = count - inserted_bit_count;
4517 mask = (1u << remaining_bit_count) - 1;
4518 bitstream[idx + 1] |= (bits >> inserted_bit_count) & mask;
4519 }
4520 }
4521
4522 static inline struct wined3d_surface *context_get_rt_surface(const struct wined3d_context *context)
4523 {
4524 struct wined3d_texture *texture = context->current_rt.texture;
4525
4526 if (!texture)
4527 return NULL;
4528 return texture->sub_resources[context->current_rt.sub_resource_idx].u.surface;
4529 }
4530
4531 static inline void wined3d_from_cs(const struct wined3d_cs *cs)
4532 {
4533 if (cs->thread)
4534 assert(cs->thread_id == GetCurrentThreadId());
4535 }
4536
4537 static inline void wined3d_not_from_cs(struct wined3d_cs *cs)
4538 {
4539 assert(cs->thread_id != GetCurrentThreadId());
4540 }
4541
4542 BOOL wined3d_dxtn_init(void) DECLSPEC_HIDDEN;
4543 void wined3d_dxtn_free(void) DECLSPEC_HIDDEN;
4544
4545 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
4546 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
4547
4548 #endif