Synchronize with trunk r58457.
[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 *
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
13 *
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
18 *
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #define WIN32_NO_STATUS
28 #define _INC_WINDOWS
29 #define COM_NO_WINDOWS_H
30
31 #ifdef USE_WIN32_OPENGL
32 #define WINE_GLAPI __stdcall
33 #else
34 #define WINE_GLAPI
35 #endif
36
37 #include <stdarg.h>
38 #include <math.h>
39 //#include <limits.h>
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 <wine/debug.h>
49 #include <wine/unicode.h>
50
51 #include <objbase.h>
52 #include <wine/wined3d.h>
53 #include "wined3d_gl.h"
54 #include <wine/list.h>
55 #include <wine/rbtree.h>
56 #include <wine/wgl_driver.h>
57
58 /* Driver quirks */
59 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
60 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
61 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
62 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
63 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
64 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
65 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
66 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
67 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
68
69 /* Texture format fixups */
70
71 enum fixup_channel_source
72 {
73 CHANNEL_SOURCE_ZERO = 0,
74 CHANNEL_SOURCE_ONE = 1,
75 CHANNEL_SOURCE_X = 2,
76 CHANNEL_SOURCE_Y = 3,
77 CHANNEL_SOURCE_Z = 4,
78 CHANNEL_SOURCE_W = 5,
79 CHANNEL_SOURCE_COMPLEX0 = 6,
80 CHANNEL_SOURCE_COMPLEX1 = 7,
81 };
82
83 enum complex_fixup
84 {
85 COMPLEX_FIXUP_NONE = 0,
86 COMPLEX_FIXUP_YUY2 = 1,
87 COMPLEX_FIXUP_UYVY = 2,
88 COMPLEX_FIXUP_YV12 = 3,
89 COMPLEX_FIXUP_P8 = 4,
90 };
91
92 #include <pshpack2.h>
93 struct color_fixup_desc
94 {
95 unsigned x_sign_fixup : 1;
96 unsigned x_source : 3;
97 unsigned y_sign_fixup : 1;
98 unsigned y_source : 3;
99 unsigned z_sign_fixup : 1;
100 unsigned z_source : 3;
101 unsigned w_sign_fixup : 1;
102 unsigned w_source : 3;
103 };
104 #include <poppack.h>
105
106 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
107 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
108
109 static inline struct color_fixup_desc create_color_fixup_desc(
110 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
111 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
112 {
113 struct color_fixup_desc fixup =
114 {
115 sign0, src0,
116 sign1, src1,
117 sign2, src2,
118 sign3, src3,
119 };
120 return fixup;
121 }
122
123 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
124 {
125 struct color_fixup_desc fixup =
126 {
127 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
128 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
129 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
130 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
131 };
132 return fixup;
133 }
134
135 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
136 {
137 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
138 }
139
140 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
141 {
142 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
143 }
144
145 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
146 {
147 enum complex_fixup complex_fixup = 0;
148 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
149 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
150 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
151 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
152 return complex_fixup;
153 }
154
155 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
156 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
157 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
158
159 /* Device caps */
160 #define MAX_PALETTES 65536
161 #define MAX_STREAM_OUT 4
162 #define MAX_STREAMS 16
163 #define MAX_TEXTURES 8
164 #define MAX_FRAGMENT_SAMPLERS 16
165 #define MAX_VERTEX_SAMPLERS 4
166 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
167 #define MAX_ACTIVE_LIGHTS 8
168 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
169 #define MAX_CONSTANT_BUFFERS 15
170 #define MAX_SAMPLER_OBJECTS 16
171
172 struct min_lookup
173 {
174 GLenum mip[WINED3D_TEXF_LINEAR + 1];
175 };
176
177 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
178 extern const struct min_lookup minMipLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
179 extern const struct min_lookup minMipLookup_noMip[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
180 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
181 extern const GLenum magLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
182
183 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], enum wined3d_texture_filter_type mag_filter)
184 {
185 return mag_lookup[mag_filter];
186 }
187
188 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
189 enum wined3d_texture_filter_type min_filter, enum wined3d_texture_filter_type mip_filter)
190 {
191 return min_mip_lookup[min_filter].mip[mip_filter];
192 }
193
194 /* float_16_to_32() and float_32_to_16() (see implementation in
195 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
196 * to standard C floats and vice versa. They do not depend on the encoding
197 * of the C float, so they are platform independent, but slow. On x86 and
198 * other IEEE 754 compliant platforms the conversion can be accelerated by
199 * bit shifting the exponent and mantissa. There are also some SSE-based
200 * assembly routines out there.
201 *
202 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
203 */
204 static inline float float_16_to_32(const unsigned short *in)
205 {
206 const unsigned short s = ((*in) & 0x8000);
207 const unsigned short e = ((*in) & 0x7c00) >> 10;
208 const unsigned short m = (*in) & 0x3ff;
209 const float sgn = (s ? -1.0f : 1.0f);
210
211 if(e == 0) {
212 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
213 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
214 } else if(e < 31) {
215 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
216 } else {
217 if(m == 0) return sgn * INFINITY;
218 else return NAN;
219 }
220 }
221
222 static inline float float_24_to_32(DWORD in)
223 {
224 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
225 const unsigned short e = (in & 0x780000) >> 19;
226 const unsigned int m = in & 0x7ffff;
227
228 if (e == 0)
229 {
230 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
231 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
232 }
233 else if (e < 15)
234 {
235 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
236 }
237 else
238 {
239 if (m == 0) return sgn * INFINITY;
240 else return NAN;
241 }
242 }
243
244 #define ORM_BACKBUFFER 0
245 #define ORM_FBO 1
246
247 #define RTL_READDRAW 1
248 #define RTL_READTEX 2
249
250 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
251 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
252
253 /* NOTE: When adding fields to this structure, make sure to update the default
254 * values in wined3d_main.c as well. */
255 struct wined3d_settings
256 {
257 /* Ideally, we don't want the user to have to request GLSL. If the
258 * hardware supports GLSL, we should use it. However, until it's fully
259 * implemented, we'll leave it as a registry setting for developers. */
260 BOOL glslRequested;
261 int offscreen_rendering_mode;
262 int rendertargetlock_mode;
263 unsigned short pci_vendor_id;
264 unsigned short pci_device_id;
265 /* Memory tracking and object counting. */
266 unsigned int emulated_textureram;
267 char *logo;
268 int allow_multisampling;
269 BOOL strict_draw_ordering;
270 BOOL always_offscreen;
271 unsigned int max_sm_vs;
272 unsigned int max_sm_gs;
273 unsigned int max_sm_ps;
274 };
275
276 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
277
278 enum wined3d_sampler_texture_type
279 {
280 WINED3DSTT_UNKNOWN = 0,
281 WINED3DSTT_1D = 1,
282 WINED3DSTT_2D = 2,
283 WINED3DSTT_CUBE = 3,
284 WINED3DSTT_VOLUME = 4,
285 };
286
287 enum wined3d_shader_register_type
288 {
289 WINED3DSPR_TEMP = 0,
290 WINED3DSPR_INPUT = 1,
291 WINED3DSPR_CONST = 2,
292 WINED3DSPR_ADDR = 3,
293 WINED3DSPR_TEXTURE = 3,
294 WINED3DSPR_RASTOUT = 4,
295 WINED3DSPR_ATTROUT = 5,
296 WINED3DSPR_TEXCRDOUT = 6,
297 WINED3DSPR_OUTPUT = 6,
298 WINED3DSPR_CONSTINT = 7,
299 WINED3DSPR_COLOROUT = 8,
300 WINED3DSPR_DEPTHOUT = 9,
301 WINED3DSPR_SAMPLER = 10,
302 WINED3DSPR_CONST2 = 11,
303 WINED3DSPR_CONST3 = 12,
304 WINED3DSPR_CONST4 = 13,
305 WINED3DSPR_CONSTBOOL = 14,
306 WINED3DSPR_LOOP = 15,
307 WINED3DSPR_TEMPFLOAT16 = 16,
308 WINED3DSPR_MISCTYPE = 17,
309 WINED3DSPR_LABEL = 18,
310 WINED3DSPR_PREDICATE = 19,
311 WINED3DSPR_IMMCONST,
312 WINED3DSPR_CONSTBUFFER,
313 WINED3DSPR_PRIMID,
314 WINED3DSPR_NULL,
315 WINED3DSPR_RESOURCE,
316 };
317
318 enum wined3d_data_type
319 {
320 WINED3D_DATA_FLOAT,
321 WINED3D_DATA_INT,
322 WINED3D_DATA_RESOURCE,
323 WINED3D_DATA_SAMPLER,
324 WINED3D_DATA_UINT,
325 };
326
327 enum wined3d_immconst_type
328 {
329 WINED3D_IMMCONST_SCALAR,
330 WINED3D_IMMCONST_VEC4,
331 };
332
333 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
334
335 enum wined3d_shader_src_modifier
336 {
337 WINED3DSPSM_NONE = 0,
338 WINED3DSPSM_NEG = 1,
339 WINED3DSPSM_BIAS = 2,
340 WINED3DSPSM_BIASNEG = 3,
341 WINED3DSPSM_SIGN = 4,
342 WINED3DSPSM_SIGNNEG = 5,
343 WINED3DSPSM_COMP = 6,
344 WINED3DSPSM_X2 = 7,
345 WINED3DSPSM_X2NEG = 8,
346 WINED3DSPSM_DZ = 9,
347 WINED3DSPSM_DW = 10,
348 WINED3DSPSM_ABS = 11,
349 WINED3DSPSM_ABSNEG = 12,
350 WINED3DSPSM_NOT = 13,
351 };
352
353 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
354 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
355 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
356 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
357 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
358
359 enum wined3d_shader_dst_modifier
360 {
361 WINED3DSPDM_NONE = 0,
362 WINED3DSPDM_SATURATE = 1,
363 WINED3DSPDM_PARTIALPRECISION = 2,
364 WINED3DSPDM_MSAMPCENTROID = 4,
365 };
366
367 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
368 #define WINED3DSI_TEXLD_PROJECT 0x1
369 #define WINED3DSI_TEXLD_BIAS 0x2
370 #define WINED3DSI_INDEXED_DYNAMIC 0x4
371
372 enum wined3d_shader_rel_op
373 {
374 WINED3D_SHADER_REL_OP_GT = 1,
375 WINED3D_SHADER_REL_OP_EQ = 2,
376 WINED3D_SHADER_REL_OP_GE = 3,
377 WINED3D_SHADER_REL_OP_LT = 4,
378 WINED3D_SHADER_REL_OP_NE = 5,
379 WINED3D_SHADER_REL_OP_LE = 6,
380 };
381
382 #define WINED3D_SM1_VS 0xfffe
383 #define WINED3D_SM1_PS 0xffff
384 #define WINED3D_SM4_PS 0x0000
385 #define WINED3D_SM4_VS 0x0001
386 #define WINED3D_SM4_GS 0x0002
387
388 /* Shader version tokens, and shader end tokens */
389 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
390 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
391
392 /* Shader backends */
393
394 /* TODO: Make this dynamic, based on shader limits ? */
395 #define MAX_ATTRIBS 16
396 #define MAX_REG_ADDR 1
397 #define MAX_REG_TEMP 32
398 #define MAX_REG_TEXCRD 8
399 #define MAX_REG_INPUT 32
400 #define MAX_REG_OUTPUT 32
401 #define MAX_CONST_I 16
402 #define MAX_CONST_B 16
403 #define WINED3D_MAX_CBS 15
404
405 /* FIXME: This needs to go up to 2048 for
406 * Shader model 3 according to msdn (and for software shaders) */
407 #define MAX_LABELS 16
408
409 #define SHADER_PGMSIZE 65535
410
411 struct wined3d_shader_buffer
412 {
413 char *buffer;
414 unsigned int bsize;
415 unsigned int lineNo;
416 BOOL newline;
417 };
418
419 enum WINED3D_SHADER_INSTRUCTION_HANDLER
420 {
421 WINED3DSIH_ABS,
422 WINED3DSIH_ADD,
423 WINED3DSIH_AND,
424 WINED3DSIH_BEM,
425 WINED3DSIH_BREAK,
426 WINED3DSIH_BREAKC,
427 WINED3DSIH_BREAKP,
428 WINED3DSIH_CALL,
429 WINED3DSIH_CALLNZ,
430 WINED3DSIH_CMP,
431 WINED3DSIH_CND,
432 WINED3DSIH_CRS,
433 WINED3DSIH_CUT,
434 WINED3DSIH_DCL,
435 WINED3DSIH_DCL_CONSTANT_BUFFER,
436 WINED3DSIH_DCL_INPUT_PRIMITIVE,
437 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
438 WINED3DSIH_DCL_VERTICES_OUT,
439 WINED3DSIH_DEF,
440 WINED3DSIH_DEFB,
441 WINED3DSIH_DEFI,
442 WINED3DSIH_DIV,
443 WINED3DSIH_DP2ADD,
444 WINED3DSIH_DP3,
445 WINED3DSIH_DP4,
446 WINED3DSIH_DST,
447 WINED3DSIH_DSX,
448 WINED3DSIH_DSY,
449 WINED3DSIH_ELSE,
450 WINED3DSIH_EMIT,
451 WINED3DSIH_ENDIF,
452 WINED3DSIH_ENDLOOP,
453 WINED3DSIH_ENDREP,
454 WINED3DSIH_EQ,
455 WINED3DSIH_EXP,
456 WINED3DSIH_EXPP,
457 WINED3DSIH_FRC,
458 WINED3DSIH_FTOI,
459 WINED3DSIH_GE,
460 WINED3DSIH_IADD,
461 WINED3DSIH_IEQ,
462 WINED3DSIH_IF,
463 WINED3DSIH_IFC,
464 WINED3DSIH_IGE,
465 WINED3DSIH_IMUL,
466 WINED3DSIH_ITOF,
467 WINED3DSIH_LABEL,
468 WINED3DSIH_LD,
469 WINED3DSIH_LIT,
470 WINED3DSIH_LOG,
471 WINED3DSIH_LOGP,
472 WINED3DSIH_LOOP,
473 WINED3DSIH_LRP,
474 WINED3DSIH_LT,
475 WINED3DSIH_M3x2,
476 WINED3DSIH_M3x3,
477 WINED3DSIH_M3x4,
478 WINED3DSIH_M4x3,
479 WINED3DSIH_M4x4,
480 WINED3DSIH_MAD,
481 WINED3DSIH_MAX,
482 WINED3DSIH_MIN,
483 WINED3DSIH_MOV,
484 WINED3DSIH_MOVA,
485 WINED3DSIH_MOVC,
486 WINED3DSIH_MUL,
487 WINED3DSIH_NOP,
488 WINED3DSIH_NRM,
489 WINED3DSIH_PHASE,
490 WINED3DSIH_POW,
491 WINED3DSIH_RCP,
492 WINED3DSIH_REP,
493 WINED3DSIH_RET,
494 WINED3DSIH_ROUND_NI,
495 WINED3DSIH_RSQ,
496 WINED3DSIH_SAMPLE,
497 WINED3DSIH_SAMPLE_GRAD,
498 WINED3DSIH_SAMPLE_LOD,
499 WINED3DSIH_SETP,
500 WINED3DSIH_SGE,
501 WINED3DSIH_SGN,
502 WINED3DSIH_SINCOS,
503 WINED3DSIH_SLT,
504 WINED3DSIH_SQRT,
505 WINED3DSIH_SUB,
506 WINED3DSIH_TEX,
507 WINED3DSIH_TEXBEM,
508 WINED3DSIH_TEXBEML,
509 WINED3DSIH_TEXCOORD,
510 WINED3DSIH_TEXDEPTH,
511 WINED3DSIH_TEXDP3,
512 WINED3DSIH_TEXDP3TEX,
513 WINED3DSIH_TEXKILL,
514 WINED3DSIH_TEXLDD,
515 WINED3DSIH_TEXLDL,
516 WINED3DSIH_TEXM3x2DEPTH,
517 WINED3DSIH_TEXM3x2PAD,
518 WINED3DSIH_TEXM3x2TEX,
519 WINED3DSIH_TEXM3x3,
520 WINED3DSIH_TEXM3x3DIFF,
521 WINED3DSIH_TEXM3x3PAD,
522 WINED3DSIH_TEXM3x3SPEC,
523 WINED3DSIH_TEXM3x3TEX,
524 WINED3DSIH_TEXM3x3VSPEC,
525 WINED3DSIH_TEXREG2AR,
526 WINED3DSIH_TEXREG2GB,
527 WINED3DSIH_TEXREG2RGB,
528 WINED3DSIH_UDIV,
529 WINED3DSIH_USHR,
530 WINED3DSIH_UTOF,
531 WINED3DSIH_XOR,
532 WINED3DSIH_TABLE_SIZE
533 };
534
535 enum wined3d_shader_type
536 {
537 WINED3D_SHADER_TYPE_PIXEL,
538 WINED3D_SHADER_TYPE_VERTEX,
539 WINED3D_SHADER_TYPE_GEOMETRY,
540 };
541
542 struct wined3d_shader_version
543 {
544 enum wined3d_shader_type type;
545 BYTE major;
546 BYTE minor;
547 };
548
549 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
550
551 struct wined3d_shader_reg_maps
552 {
553 struct wined3d_shader_version shader_version;
554 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
555 BYTE address; /* MAX_REG_ADDR, 1 */
556 WORD labels; /* MAX_LABELS, 16 */
557 DWORD temporary; /* MAX_REG_TEMP, 32 */
558 DWORD *constf; /* pixel, vertex */
559 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
560 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
561 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
562 WORD integer_constants; /* MAX_CONST_I, 16 */
563 WORD boolean_constants; /* MAX_CONST_B, 16 */
564 WORD local_int_consts; /* MAX_CONST_I, 16 */
565 WORD local_bool_consts; /* MAX_CONST_B, 16 */
566 UINT cb_sizes[WINED3D_MAX_CBS];
567
568 enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
569 BYTE bumpmat; /* MAX_TEXTURES, 8 */
570 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
571
572 WORD usesnrm : 1;
573 WORD vpos : 1;
574 WORD usesdsx : 1;
575 WORD usesdsy : 1;
576 WORD usestexldd : 1;
577 WORD usesmova : 1;
578 WORD usesfacing : 1;
579 WORD usesrelconstF : 1;
580 WORD fog : 1;
581 WORD usestexldl : 1;
582 WORD usesifc : 1;
583 WORD usescall : 1;
584 WORD usespow : 1;
585 WORD padding : 3;
586
587 DWORD rt_mask; /* Used render targets, 32 max. */
588
589 /* Whether or not loops are used in this shader, and nesting depth */
590 unsigned loop_depth;
591 UINT min_rel_offset, max_rel_offset;
592 };
593
594 /* Keeps track of details for TEX_M#x# instructions which need to maintain
595 * state information between multiple instructions. */
596 struct wined3d_shader_tex_mx
597 {
598 unsigned int current_row;
599 DWORD texcoord_w[2];
600 };
601
602 struct wined3d_shader_loop_state
603 {
604 UINT current_depth;
605 UINT current_reg;
606 };
607
608 struct wined3d_shader_context
609 {
610 const struct wined3d_shader *shader;
611 const struct wined3d_gl_info *gl_info;
612 const struct wined3d_shader_reg_maps *reg_maps;
613 struct wined3d_shader_buffer *buffer;
614 struct wined3d_shader_tex_mx *tex_mx;
615 struct wined3d_shader_loop_state *loop_state;
616 void *backend_data;
617 };
618
619 struct wined3d_shader_register_index
620 {
621 const struct wined3d_shader_src_param *rel_addr;
622 unsigned int offset;
623 };
624
625 struct wined3d_shader_register
626 {
627 enum wined3d_shader_register_type type;
628 enum wined3d_data_type data_type;
629 struct wined3d_shader_register_index idx[2];
630 enum wined3d_immconst_type immconst_type;
631 DWORD immconst_data[4];
632 };
633
634 struct wined3d_shader_dst_param
635 {
636 struct wined3d_shader_register reg;
637 DWORD write_mask;
638 DWORD modifiers;
639 DWORD shift;
640 };
641
642 struct wined3d_shader_src_param
643 {
644 struct wined3d_shader_register reg;
645 DWORD swizzle;
646 enum wined3d_shader_src_modifier modifiers;
647 };
648
649 struct wined3d_shader_semantic
650 {
651 enum wined3d_decl_usage usage;
652 UINT usage_idx;
653 enum wined3d_sampler_texture_type sampler_type;
654 struct wined3d_shader_dst_param reg;
655 };
656
657 struct wined3d_shader_instruction
658 {
659 const struct wined3d_shader_context *ctx;
660 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
661 DWORD flags;
662 BOOL coissue;
663 const struct wined3d_shader_src_param *predicate;
664 UINT dst_count;
665 const struct wined3d_shader_dst_param *dst;
666 UINT src_count;
667 const struct wined3d_shader_src_param *src;
668 union
669 {
670 struct wined3d_shader_semantic semantic;
671 enum wined3d_primitive_type primitive_type;
672 struct wined3d_shader_src_param src;
673 UINT count;
674 } declaration;
675 };
676
677 struct wined3d_shader_attribute
678 {
679 enum wined3d_decl_usage usage;
680 UINT usage_idx;
681 };
682
683 struct wined3d_shader_loop_control
684 {
685 unsigned int count;
686 unsigned int start;
687 int step;
688 };
689
690 struct wined3d_shader_frontend
691 {
692 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
693 void (*shader_free)(void *data);
694 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
695 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
696 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
697 };
698
699 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
700 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
701
702 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
703
704 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
705 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
706
707 struct shader_caps
708 {
709 UINT vs_version;
710 UINT gs_version;
711 UINT ps_version;
712
713 DWORD vs_uniform_count;
714 DWORD ps_uniform_count;
715 float ps_1x_max_value;
716
717 DWORD wined3d_caps;
718 };
719
720 enum tex_types
721 {
722 tex_1d = 0,
723 tex_2d = 1,
724 tex_3d = 2,
725 tex_cube = 3,
726 tex_rect = 4,
727 tex_type_count = 5,
728 };
729
730 enum vertexprocessing_mode {
731 fixedfunction,
732 vertexshader,
733 pretransformed
734 };
735
736 #define WINED3D_CONST_NUM_UNUSED ~0U
737
738 enum fogmode {
739 FOG_OFF,
740 FOG_LINEAR,
741 FOG_EXP,
742 FOG_EXP2
743 };
744
745 /* Stateblock dependent parameters which have to be hardcoded
746 * into the shader code
747 */
748
749 #define WINED3D_PSARGS_PROJECTED (1 << 3)
750 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
751 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
752
753 struct ps_compile_args {
754 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
755 enum vertexprocessing_mode vp_mode;
756 enum fogmode fog;
757 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
758 /* Texture types(2D, Cube, 3D) in ps 1.x */
759 WORD srgb_correction;
760 WORD np2_fixup;
761 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
762 D3D9 has a limit of 16 samplers and the fixup is superfluous
763 in D3D10 (unconditional NP2 support mandatory). */
764 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
765 };
766
767 enum fog_src_type {
768 VS_FOG_Z = 0,
769 VS_FOG_COORD = 1
770 };
771
772 struct vs_compile_args {
773 BYTE fog_src;
774 BYTE clip_enabled;
775 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
776 };
777
778 enum wined3d_shader_mode
779 {
780 WINED3D_SHADER_MODE_NONE,
781 WINED3D_SHADER_MODE_FFP,
782 WINED3D_SHADER_MODE_SHADER,
783 };
784
785 struct wined3d_context;
786 struct wined3d_state;
787 struct fragment_pipeline;
788
789 struct wined3d_shader_backend_ops
790 {
791 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
792 void (*shader_select)(const struct wined3d_context *context, enum wined3d_shader_mode vertex_mode,
793 enum wined3d_shader_mode fragment_mode);
794 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
795 enum tex_types tex_type, const SIZE *ds_mask_size);
796 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
797 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
798 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
799 void (*shader_load_constants)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
800 void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
801 const struct wined3d_state *state);
802 void (*shader_destroy)(struct wined3d_shader *shader);
803 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct fragment_pipeline *fragment_pipe);
804 void (*shader_free_private)(struct wined3d_device *device);
805 void (*shader_context_destroyed)(void *shader_priv, const struct wined3d_context *context);
806 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
807 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
808 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
809 };
810
811 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
812 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
813 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
814
815 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
816
817 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
818 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
819 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
820 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
821
822 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f)
823 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f)
824 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f)
825 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f)
826
827 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
828 (vec)[0] = D3DCOLOR_R(dw); \
829 (vec)[1] = D3DCOLOR_G(dw); \
830 (vec)[2] = D3DCOLOR_B(dw); \
831 (vec)[3] = D3DCOLOR_A(dw); \
832 } while(0)
833
834 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
835
836 /* Checking of API calls */
837 /* --------------------- */
838 #ifndef WINE_NO_DEBUG_MSGS
839 #define checkGLcall(A) \
840 do { \
841 GLint err; \
842 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
843 err = gl_info->gl_ops.gl.p_glGetError(); \
844 if (err == GL_NO_ERROR) { \
845 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
846 \
847 } else do { \
848 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
849 debug_glerror(err), err, A, __FILE__, __LINE__); \
850 err = gl_info->gl_ops.gl.p_glGetError(); \
851 } while (err != GL_NO_ERROR); \
852 } while(0)
853 #else
854 #define checkGLcall(A) do {} while(0)
855 #endif
856
857 /* Trace vector and strided data information */
858 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
859 TRACE( #name " = (data {%#x:%p}, stride %d, format %s, stream %u)\n", \
860 si->elements[name].data.buffer_object, si->elements[name].data.addr, si->elements[name].stride, \
861 debug_d3dformat(si->elements[name].format->id), si->elements[name].stream_idx); } while(0)
862
863 /* Global variables */
864 extern const struct wined3d_matrix identity DECLSPEC_HIDDEN;
865
866 enum wined3d_ffp_idx
867 {
868 WINED3D_FFP_POSITION = 0,
869 WINED3D_FFP_BLENDWEIGHT = 1,
870 WINED3D_FFP_BLENDINDICES = 2,
871 WINED3D_FFP_NORMAL = 3,
872 WINED3D_FFP_PSIZE = 4,
873 WINED3D_FFP_DIFFUSE = 5,
874 WINED3D_FFP_SPECULAR = 6,
875 WINED3D_FFP_TEXCOORD0 = 7,
876 WINED3D_FFP_TEXCOORD1 = 8,
877 WINED3D_FFP_TEXCOORD2 = 9,
878 WINED3D_FFP_TEXCOORD3 = 10,
879 WINED3D_FFP_TEXCOORD4 = 11,
880 WINED3D_FFP_TEXCOORD5 = 12,
881 WINED3D_FFP_TEXCOORD6 = 13,
882 WINED3D_FFP_TEXCOORD7 = 14,
883 };
884
885 enum wined3d_ffp_emit_idx
886 {
887 WINED3D_FFP_EMIT_FLOAT1 = 0,
888 WINED3D_FFP_EMIT_FLOAT2 = 1,
889 WINED3D_FFP_EMIT_FLOAT3 = 2,
890 WINED3D_FFP_EMIT_FLOAT4 = 3,
891 WINED3D_FFP_EMIT_D3DCOLOR = 4,
892 WINED3D_FFP_EMIT_UBYTE4 = 5,
893 WINED3D_FFP_EMIT_SHORT2 = 6,
894 WINED3D_FFP_EMIT_SHORT4 = 7,
895 WINED3D_FFP_EMIT_UBYTE4N = 8,
896 WINED3D_FFP_EMIT_SHORT2N = 9,
897 WINED3D_FFP_EMIT_SHORT4N = 10,
898 WINED3D_FFP_EMIT_USHORT2N = 11,
899 WINED3D_FFP_EMIT_USHORT4N = 12,
900 WINED3D_FFP_EMIT_UDEC3 = 13,
901 WINED3D_FFP_EMIT_DEC3N = 14,
902 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
903 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
904 WINED3D_FFP_EMIT_COUNT = 17
905 };
906
907 struct wined3d_bo_address
908 {
909 GLuint buffer_object;
910 const BYTE *addr;
911 };
912
913 struct wined3d_stream_info_element
914 {
915 const struct wined3d_format *format;
916 struct wined3d_bo_address data;
917 GLsizei stride;
918 UINT stream_idx;
919 };
920
921 struct wined3d_stream_info
922 {
923 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
924 DWORD position_transformed : 1;
925 DWORD all_vbo : 1;
926 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
927 WORD use_map; /* MAX_ATTRIBS, 16 */
928 };
929
930 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
931 UINT start_instance, UINT instance_count, BOOL indexed, const void *idx_data) DECLSPEC_HIDDEN;
932 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
933
934 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
935 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
936 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
937 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
938 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
939 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
940 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
941 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
942
943 #define eps 1e-8
944
945 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
946 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
947
948 /* Routines and structures related to state management */
949
950 #define STATE_RENDER(a) (a)
951 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
952
953 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
954 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
955
956 /* + 1 because samplers start with 0 */
957 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
958 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
959
960 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
961 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
962
963 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
964 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
965
966 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
967 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
968 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
969 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
970
971 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
972 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
973
974 #define STATE_VSHADER (STATE_VDECL + 1)
975 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
976
977 #define STATE_GEOMETRY_SHADER (STATE_VSHADER + 1)
978 #define STATE_IS_GEOMETRY_SHADER(a) ((a) == STATE_GEOMETRY_SHADER)
979
980 #define STATE_VIEWPORT (STATE_GEOMETRY_SHADER + 1)
981 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
982
983 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
984 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
985 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
986 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
987
988 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
989 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
990
991 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
992 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
993
994 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
995 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
996
997 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
998 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
999
1000 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1001 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1002
1003 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1004 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1005
1006 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1007 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1008
1009 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1010 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1011
1012 #define STATE_HIGHEST (STATE_FRAMEBUFFER)
1013
1014 enum fogsource {
1015 FOGSOURCE_FFP,
1016 FOGSOURCE_VS,
1017 FOGSOURCE_COORD,
1018 };
1019
1020 #define WINED3D_MAX_FBO_ENTRIES 64
1021
1022 struct wined3d_occlusion_query
1023 {
1024 struct list entry;
1025 GLuint id;
1026 struct wined3d_context *context;
1027 };
1028
1029 union wined3d_gl_query_object
1030 {
1031 GLuint id;
1032 GLsync sync;
1033 };
1034
1035 struct wined3d_event_query
1036 {
1037 struct list entry;
1038 union wined3d_gl_query_object object;
1039 struct wined3d_context *context;
1040 };
1041
1042 enum wined3d_event_query_result
1043 {
1044 WINED3D_EVENT_QUERY_OK,
1045 WINED3D_EVENT_QUERY_WAITING,
1046 WINED3D_EVENT_QUERY_NOT_STARTED,
1047 WINED3D_EVENT_QUERY_WRONG_THREAD,
1048 WINED3D_EVENT_QUERY_ERROR
1049 };
1050
1051 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1052 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1053 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1054 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1055 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1056
1057 struct wined3d_context
1058 {
1059 const struct wined3d_gl_info *gl_info;
1060 const struct StateEntry *state_table;
1061 /* State dirtification
1062 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1063 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1064 * 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
1065 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1066 */
1067 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1068 DWORD numDirtyEntries;
1069 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1070
1071 struct wined3d_swapchain *swapchain;
1072 struct wined3d_surface *current_rt;
1073 DWORD tid; /* Thread ID which owns this context at the moment */
1074
1075 /* Stores some information about the context state for optimization */
1076 DWORD render_offscreen : 1;
1077 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1078 DWORD last_was_pshader : 1;
1079 DWORD last_was_vshader : 1;
1080 DWORD namedArraysLoaded : 1;
1081 DWORD numberedArraysLoaded : 1;
1082 DWORD last_was_blit : 1;
1083 DWORD last_was_ckey : 1;
1084 DWORD fog_coord : 1;
1085 DWORD fog_enabled : 1;
1086 DWORD num_untracked_materials : 2; /* Max value 2 */
1087 DWORD current : 1;
1088 DWORD destroyed : 1;
1089 DWORD valid : 1;
1090 DWORD select_shader : 1;
1091 DWORD load_constants : 1;
1092 DWORD padding : 15;
1093 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1094 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1095 DWORD numbered_array_mask;
1096 GLenum tracking_parm; /* Which source is tracking current colour */
1097 GLenum untracked_materials[2];
1098 UINT blit_w, blit_h;
1099 enum fogsource fog_source;
1100 DWORD active_texture;
1101 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1102
1103 /* The actual opengl context */
1104 UINT level;
1105 HGLRC restore_ctx;
1106 HDC restore_dc;
1107 int restore_pf;
1108 HGLRC glCtx;
1109 HWND win_handle;
1110 HDC hdc;
1111 int pixel_format;
1112 GLint aux_buffers;
1113
1114 /* FBOs */
1115 UINT fbo_entry_count;
1116 struct list fbo_list;
1117 struct list fbo_destroy_list;
1118 struct fbo_entry *current_fbo;
1119 GLuint fbo_read_binding;
1120 GLuint fbo_draw_binding;
1121 BOOL rebind_fbo;
1122 struct wined3d_surface **blit_targets;
1123 GLenum *draw_buffers;
1124 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1125
1126 /* Queries */
1127 GLuint *free_occlusion_queries;
1128 UINT free_occlusion_query_size;
1129 UINT free_occlusion_query_count;
1130 struct list occlusion_queries;
1131
1132 union wined3d_gl_query_object *free_event_queries;
1133 UINT free_event_query_size;
1134 UINT free_event_query_count;
1135 struct list event_queries;
1136
1137 /* Extension emulation */
1138 GLint gl_fog_source;
1139 GLfloat fog_coord_value;
1140 GLfloat color[4], fogstart, fogend, fogcolor[4];
1141 GLuint dummy_arbfp_prog;
1142 };
1143
1144 struct wined3d_fb_state
1145 {
1146 struct wined3d_surface **render_targets;
1147 struct wined3d_surface *depth_stencil;
1148 };
1149
1150 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1151
1152 struct StateEntry
1153 {
1154 DWORD representative;
1155 APPLYSTATEFUNC apply;
1156 };
1157
1158 struct StateEntryTemplate
1159 {
1160 DWORD state;
1161 struct StateEntry content;
1162 enum wined3d_gl_extension extension;
1163 };
1164
1165 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1166 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1167
1168 struct fragment_caps
1169 {
1170 DWORD wined3d_caps;
1171 DWORD PrimitiveMiscCaps;
1172 DWORD TextureOpCaps;
1173 DWORD MaxTextureBlendStages;
1174 DWORD MaxSimultaneousTextures;
1175 };
1176
1177 struct fragment_pipeline
1178 {
1179 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1180 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1181 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1182 void (*free_private)(struct wined3d_device *device);
1183 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1184 const struct StateEntryTemplate *states;
1185 };
1186
1187 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1188 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1189 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1190 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1191 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1192 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1193 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1194 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1195 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1196
1197 /* "Base" state table */
1198 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1199 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1200 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1201
1202 enum wined3d_blit_op
1203 {
1204 WINED3D_BLIT_OP_COLOR_BLIT,
1205 WINED3D_BLIT_OP_COLOR_FILL,
1206 WINED3D_BLIT_OP_DEPTH_FILL,
1207 WINED3D_BLIT_OP_DEPTH_BLIT,
1208 };
1209
1210 /* Shaders for color conversions in blits. Do not do blit operations while
1211 * already under the GL lock. */
1212 struct blit_shader
1213 {
1214 HRESULT (*alloc_private)(struct wined3d_device *device);
1215 void (*free_private)(struct wined3d_device *device);
1216 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface);
1217 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1218 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1219 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1220 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1221 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1222 const RECT *dst_rect, const struct wined3d_color *color);
1223 HRESULT (*depth_fill)(struct wined3d_device *device,
1224 struct wined3d_surface *surface, const RECT *rect, float depth);
1225 };
1226
1227 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1228 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1229 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1230
1231 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1232 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1233 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1234 DECLSPEC_HIDDEN;
1235
1236 /* Temporary blit_shader helper functions */
1237 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
1238 struct wined3d_surface *src_surface, const RECT *src_rect,
1239 struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN;
1240
1241 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1242 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1243 void context_alloc_event_query(struct wined3d_context *context,
1244 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1245 void context_alloc_occlusion_query(struct wined3d_context *context,
1246 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1247 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1248 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1249 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1250 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1251 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1252 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1253 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1254 unsigned int unit) DECLSPEC_HIDDEN;
1255 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1256 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1257 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1258 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1259 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1260 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1261 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1262 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1263 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1264 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1265 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1266 void context_resource_released(const struct wined3d_device *device,
1267 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1268 void context_resource_unloaded(const struct wined3d_device *device,
1269 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1270 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1271 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1272 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1273 void context_state_drawbuf(struct wined3d_context *context,
1274 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1275 void context_state_fb(struct wined3d_context *context,
1276 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1277 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1278
1279 /*****************************************************************************
1280 * Internal representation of a light
1281 */
1282 struct wined3d_light_info
1283 {
1284 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1285 DWORD OriginalIndex;
1286 LONG glIndex;
1287 BOOL enabled;
1288
1289 /* Converted parms to speed up swapping lights */
1290 float lightPosn[4];
1291 float lightDirn[4];
1292 float exponent;
1293 float cutoff;
1294
1295 struct list entry;
1296 };
1297
1298 /* The default light parameters */
1299 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1300
1301 struct wined3d_pixel_format
1302 {
1303 int iPixelFormat; /* WGL pixel format */
1304 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1305 int redSize, greenSize, blueSize, alphaSize, colorSize;
1306 int depthSize, stencilSize;
1307 BOOL windowDrawable;
1308 BOOL doubleBuffer;
1309 int auxBuffers;
1310 int numSamples;
1311 };
1312
1313 enum wined3d_pci_vendor
1314 {
1315 HW_VENDOR_SOFTWARE = 0x0000,
1316 HW_VENDOR_AMD = 0x1002,
1317 HW_VENDOR_NVIDIA = 0x10de,
1318 HW_VENDOR_INTEL = 0x8086,
1319 };
1320
1321 enum wined3d_pci_device
1322 {
1323 CARD_WINE = 0x0000,
1324
1325 CARD_AMD_RAGE_128PRO = 0x5246,
1326 CARD_AMD_RADEON_7200 = 0x5144,
1327 CARD_AMD_RADEON_8500 = 0x514c,
1328 CARD_AMD_RADEON_9500 = 0x4144,
1329 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1330 CARD_AMD_RADEON_X700 = 0x5e4c,
1331 CARD_AMD_RADEON_X1600 = 0x71c2,
1332 CARD_AMD_RADEON_HD2350 = 0x94c7,
1333 CARD_AMD_RADEON_HD2600 = 0x9581,
1334 CARD_AMD_RADEON_HD2900 = 0x9400,
1335 CARD_AMD_RADEON_HD3200 = 0x9620,
1336 CARD_AMD_RADEON_HD4350 = 0x954f,
1337 CARD_AMD_RADEON_HD4600 = 0x9495,
1338 CARD_AMD_RADEON_HD4700 = 0x944e,
1339 CARD_AMD_RADEON_HD4800 = 0x944c,
1340 CARD_AMD_RADEON_HD5400 = 0x68f9,
1341 CARD_AMD_RADEON_HD5600 = 0x68d8,
1342 CARD_AMD_RADEON_HD5700 = 0x68be,
1343 CARD_AMD_RADEON_HD5800 = 0x6898,
1344 CARD_AMD_RADEON_HD5900 = 0x689c,
1345 CARD_AMD_RADEON_HD6300 = 0x9803,
1346 CARD_AMD_RADEON_HD6400 = 0x6770,
1347 CARD_AMD_RADEON_HD6410D = 0x9644,
1348 CARD_AMD_RADEON_HD6550D = 0x9640,
1349 CARD_AMD_RADEON_HD6600 = 0x6758,
1350 CARD_AMD_RADEON_HD6600M = 0x6741,
1351 CARD_AMD_RADEON_HD6700 = 0x68ba,
1352 CARD_AMD_RADEON_HD6800 = 0x6739,
1353 CARD_AMD_RADEON_HD6900 = 0x6719,
1354 CARD_AMD_RADEON_HD7700 = 0x683d,
1355 CARD_AMD_RADEON_HD7800 = 0x6819,
1356 CARD_AMD_RADEON_HD7900 = 0x679a,
1357
1358 CARD_NVIDIA_RIVA_128 = 0x0018,
1359 CARD_NVIDIA_RIVA_TNT = 0x0020,
1360 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1361 CARD_NVIDIA_GEFORCE = 0x0100,
1362 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1363 CARD_NVIDIA_GEFORCE2 = 0x0150,
1364 CARD_NVIDIA_GEFORCE3 = 0x0200,
1365 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1366 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1367 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1368 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1369 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1370 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1371 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1372 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1373 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1374 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1375 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1376 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1377 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1378 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1379 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1380 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1381 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1382 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1383 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1384 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1385 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1386 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1387 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1388 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1389 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1390 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1391 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1392 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1393 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1394 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1395 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1396 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1397 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1398 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1399 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1400 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1401 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1402 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1403 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1404 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1405 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1406 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1407 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1408 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1409 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1410 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1411 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1412 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1413 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1414 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1415 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1416 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1417 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1418 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1419 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1420 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1421 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1422 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1423 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1424 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1425 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1426 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1427 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1428 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1429 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1430
1431 CARD_INTEL_830M = 0x3577,
1432 CARD_INTEL_855GM = 0x3582,
1433 CARD_INTEL_845G = 0x2562,
1434 CARD_INTEL_865G = 0x2572,
1435 CARD_INTEL_915G = 0x2582,
1436 CARD_INTEL_E7221G = 0x258a,
1437 CARD_INTEL_915GM = 0x2592,
1438 CARD_INTEL_945G = 0x2772,
1439 CARD_INTEL_945GM = 0x27a2,
1440 CARD_INTEL_945GME = 0x27ae,
1441 CARD_INTEL_Q35 = 0x29b2,
1442 CARD_INTEL_G33 = 0x29c2,
1443 CARD_INTEL_Q33 = 0x29d2,
1444 CARD_INTEL_PNVG = 0xa001,
1445 CARD_INTEL_PNVM = 0xa011,
1446 CARD_INTEL_965Q = 0x2992,
1447 CARD_INTEL_965G = 0x2982,
1448 CARD_INTEL_946GZ = 0x2972,
1449 CARD_INTEL_965GM = 0x2a02,
1450 CARD_INTEL_965GME = 0x2a12,
1451 CARD_INTEL_GM45 = 0x2a42,
1452 CARD_INTEL_IGD = 0x2e02,
1453 CARD_INTEL_Q45 = 0x2e12,
1454 CARD_INTEL_G45 = 0x2e22,
1455 CARD_INTEL_G41 = 0x2e32,
1456 CARD_INTEL_B43 = 0x2e92,
1457 CARD_INTEL_ILKD = 0x0042,
1458 CARD_INTEL_ILKM = 0x0046,
1459 CARD_INTEL_SNBD = 0x0122,
1460 CARD_INTEL_SNBM = 0x0126,
1461 CARD_INTEL_SNBS = 0x010a,
1462 CARD_INTEL_IVBD = 0x0162,
1463 CARD_INTEL_IVBM = 0x0166,
1464 CARD_INTEL_IVBS = 0x015a,
1465 };
1466
1467 struct wined3d_fbo_ops
1468 {
1469 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1470 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1471 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1472 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1473 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1474 GLsizei width, GLsizei height);
1475 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1476 GLenum internalformat, GLsizei width, GLsizei height);
1477 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1478 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1479 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1480 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1481 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1482 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1483 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1484 GLenum textarget, GLuint texture, GLint level);
1485 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1486 GLenum textarget, GLuint texture, GLint level);
1487 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1488 GLenum textarget, GLuint texture, GLint level, GLint layer);
1489 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1490 GLenum renderbuffertarget, GLuint renderbuffer);
1491 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1492 GLenum pname, GLint *params);
1493 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1494 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1495 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1496 };
1497
1498 struct wined3d_gl_limits
1499 {
1500 UINT buffers;
1501 UINT lights;
1502 UINT textures;
1503 UINT texture_stages;
1504 UINT texture_coords;
1505 UINT fragment_samplers;
1506 UINT vertex_samplers;
1507 UINT combined_samplers;
1508 UINT general_combiners;
1509 UINT clipplanes;
1510 UINT texture_size;
1511 UINT texture3d_size;
1512 float pointsize_max;
1513 float pointsize_min;
1514 UINT blends;
1515 UINT anisotropy;
1516 float shininess;
1517 UINT samples;
1518 UINT vertex_attribs;
1519
1520 UINT glsl_varyings;
1521 UINT glsl_vs_float_constants;
1522 UINT glsl_ps_float_constants;
1523
1524 UINT arb_vs_float_constants;
1525 UINT arb_vs_native_constants;
1526 UINT arb_vs_instructions;
1527 UINT arb_vs_temps;
1528 UINT arb_ps_float_constants;
1529 UINT arb_ps_local_constants;
1530 UINT arb_ps_native_constants;
1531 UINT arb_ps_instructions;
1532 UINT arb_ps_temps;
1533 };
1534
1535 struct wined3d_gl_info
1536 {
1537 DWORD glsl_version;
1538 struct wined3d_gl_limits limits;
1539 DWORD reserved_glsl_constants, reserved_arb_constants;
1540 DWORD quirks;
1541 BOOL supported[WINED3D_GL_EXT_COUNT];
1542 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1543
1544 struct opengl_funcs gl_ops;
1545 struct wined3d_fbo_ops fbo_ops;
1546
1547 struct wined3d_format *formats;
1548 };
1549
1550 struct wined3d_driver_info
1551 {
1552 enum wined3d_pci_vendor vendor;
1553 enum wined3d_pci_device device;
1554 const char *name;
1555 const char *description;
1556 unsigned int vidmem;
1557 DWORD version_high;
1558 DWORD version_low;
1559 };
1560
1561 /* The adapter structure */
1562 struct wined3d_adapter
1563 {
1564 UINT ordinal;
1565 POINT monitorPoint;
1566 enum wined3d_format_id screen_format;
1567
1568 struct wined3d_gl_info gl_info;
1569 struct wined3d_driver_info driver_info;
1570 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1571 unsigned int cfg_count;
1572 struct wined3d_pixel_format *cfgs;
1573 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1574 unsigned int UsedTextureRam;
1575 LUID luid;
1576
1577 const struct fragment_pipeline *fragment_pipe;
1578 const struct wined3d_shader_backend_ops *shader_backend;
1579 const struct blit_shader *blitter;
1580 };
1581
1582 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter) DECLSPEC_HIDDEN;
1583 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount) DECLSPEC_HIDDEN;
1584
1585 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1586 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1587
1588 enum projection_types
1589 {
1590 proj_none = 0,
1591 proj_count3 = 1,
1592 proj_count4 = 2
1593 };
1594
1595 enum dst_arg
1596 {
1597 resultreg = 0,
1598 tempreg = 1
1599 };
1600
1601 /*****************************************************************************
1602 * Fixed function pipeline replacements
1603 */
1604 #define ARG_UNUSED 0xff
1605 struct texture_stage_op
1606 {
1607 unsigned cop : 8;
1608 unsigned carg1 : 8;
1609 unsigned carg2 : 8;
1610 unsigned carg0 : 8;
1611
1612 unsigned aop : 8;
1613 unsigned aarg1 : 8;
1614 unsigned aarg2 : 8;
1615 unsigned aarg0 : 8;
1616
1617 struct color_fixup_desc color_fixup;
1618 unsigned tex_type : 3;
1619 unsigned dst : 1;
1620 unsigned projected : 2;
1621 unsigned padding : 10;
1622 };
1623
1624 struct ffp_frag_settings {
1625 struct texture_stage_op op[MAX_TEXTURES];
1626 enum fogmode fog;
1627 /* Use shorts instead of chars to get dword alignment */
1628 unsigned short sRGB_write;
1629 unsigned short emul_clipplanes;
1630 };
1631
1632 struct ffp_frag_desc
1633 {
1634 struct wine_rb_entry entry;
1635 struct ffp_frag_settings settings;
1636 };
1637
1638 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1639 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1640
1641 void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_state *state,
1642 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1643 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1644 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1645 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1646 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1647
1648 struct wined3d
1649 {
1650 LONG ref;
1651 DWORD flags;
1652 UINT dxVersion;
1653 UINT adapter_count;
1654 struct wined3d_adapter adapters[1];
1655 };
1656
1657 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags) DECLSPEC_HIDDEN;
1658 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1659 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1660
1661 /*****************************************************************************
1662 * IWineD3DDevice implementation structure
1663 */
1664 #define WINED3D_UNMAPPED_STAGE ~0U
1665
1666 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1667 #define WINED3DCREATE_MULTITHREADED 0x00000004
1668
1669 struct wined3d_device
1670 {
1671 LONG ref;
1672
1673 /* WineD3D Information */
1674 struct wined3d_device_parent *device_parent;
1675 struct wined3d *wined3d;
1676 struct wined3d_adapter *adapter;
1677
1678 /* Window styles to restore when switching fullscreen mode */
1679 LONG style;
1680 LONG exStyle;
1681
1682 /* X and GL Information */
1683 GLenum offscreenBuffer;
1684
1685 const struct wined3d_shader_backend_ops *shader_backend;
1686 void *shader_priv;
1687 void *fragment_priv;
1688 void *blit_priv;
1689 struct StateEntry StateTable[STATE_HIGHEST + 1];
1690 /* Array of functions for states which are handled by more than one pipeline part */
1691 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1692 const struct blit_shader *blitter;
1693
1694 unsigned int max_ffp_textures;
1695 UINT vs_version, gs_version, ps_version;
1696 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1697 DWORD vs_clipping;
1698 UINT instance_count;
1699
1700 WORD view_ident : 1; /* true iff view matrix is identity */
1701 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1702 WORD isRecordingState : 1;
1703 WORD isInDraw : 1;
1704 WORD bCursorVisible : 1;
1705 WORD d3d_initialized : 1;
1706 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1707 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1708 WORD useDrawStridedSlow : 1;
1709 WORD filter_messages : 1;
1710 WORD padding : 6;
1711
1712 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1713
1714 #define DDRAW_PITCH_ALIGNMENT 8
1715 #define D3D8_PITCH_ALIGNMENT 4
1716 unsigned char surface_alignment; /* Line Alignment of surfaces */
1717
1718 /* State block related */
1719 struct wined3d_stateblock *stateBlock;
1720 struct wined3d_stateblock *updateStateBlock;
1721
1722 /* Internal use fields */
1723 struct wined3d_device_creation_parameters create_parms;
1724 HWND focus_window;
1725
1726 struct wined3d_swapchain **swapchains;
1727 UINT swapchain_count;
1728
1729 struct list resources; /* a linked list to track resources created by the device */
1730 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1731
1732 /* Render Target Support */
1733 DWORD valid_rt_mask;
1734 struct wined3d_fb_state fb;
1735 struct wined3d_surface *onscreen_depth_stencil;
1736 struct wined3d_surface *auto_depth_stencil;
1737
1738 /* For rendering to a texture using glCopyTexImage */
1739 GLuint depth_blt_texture;
1740
1741 /* Cursor management */
1742 UINT xHotSpot;
1743 UINT yHotSpot;
1744 UINT xScreenSpace;
1745 UINT yScreenSpace;
1746 UINT cursorWidth, cursorHeight;
1747 GLuint cursorTexture;
1748 HCURSOR hardwareCursor;
1749
1750 /* The Wine logo surface */
1751 struct wined3d_surface *logo_surface;
1752
1753 /* Textures for when no other textures are mapped */
1754 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
1755 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
1756 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
1757 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
1758
1759 /* With register combiners we can skip junk texture stages */
1760 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1761 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1762
1763 /* Stream source management */
1764 struct wined3d_stream_info strided_streams;
1765 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1766 unsigned int num_buffer_queries;
1767
1768 /* Context management */
1769 struct wined3d_context **contexts;
1770 UINT context_count;
1771 };
1772
1773 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
1774 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
1775 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
1776 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1777 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1778 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
1779 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
1780 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
1781 void device_preload_textures(const struct wined3d_device *device) DECLSPEC_HIDDEN;
1782 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
1783 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1784 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1785 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1786 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
1787 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1788 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1789 void device_update_tex_unit_map(struct wined3d_device *device) DECLSPEC_HIDDEN;
1790 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
1791
1792 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
1793 {
1794 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1795 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1796 return context->isStateDirty[idx] & (1 << shift);
1797 }
1798
1799 static inline void invalidate_active_texture(const struct wined3d_device *device, struct wined3d_context *context)
1800 {
1801 DWORD sampler = device->rev_tex_unit_map[context->active_texture];
1802 if (sampler != WINED3D_UNMAPPED_STAGE)
1803 context_invalidate_state(context, STATE_SAMPLER(sampler));
1804 }
1805
1806 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
1807 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
1808 /* SCRATCH is mostly the same as CPU, but can't be used by the GPU at all,
1809 * not even for resource uploads. */
1810 #define WINED3D_RESOURCE_ACCESS_SCRATCH 0x4
1811
1812 struct wined3d_resource_ops
1813 {
1814 void (*resource_unload)(struct wined3d_resource *resource);
1815 };
1816
1817 struct wined3d_resource
1818 {
1819 LONG ref;
1820 LONG bind_count;
1821 LONG map_count;
1822 struct wined3d_device *device;
1823 enum wined3d_resource_type type;
1824 const struct wined3d_format *format;
1825 enum wined3d_multisample_type multisample_type;
1826 UINT multisample_quality;
1827 DWORD usage;
1828 enum wined3d_pool pool;
1829 DWORD access_flags;
1830 UINT width;
1831 UINT height;
1832 UINT depth;
1833 UINT size;
1834 DWORD priority;
1835 BYTE *allocatedMemory; /* Pointer to the real data location */
1836 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1837 struct list privateData;
1838 struct list resource_list_entry;
1839
1840 void *parent;
1841 const struct wined3d_parent_ops *parent_ops;
1842 const struct wined3d_resource_ops *resource_ops;
1843 };
1844
1845 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1846 DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1847 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
1848 enum wined3d_resource_type type, const struct wined3d_format *format,
1849 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
1850 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
1851 void *parent, const struct wined3d_parent_ops *parent_ops,
1852 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
1853 DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN;
1854 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1855
1856 /* Tests show that the start address of resources is 32 byte aligned */
1857 #define RESOURCE_ALIGNMENT 16
1858
1859 enum wined3d_texture_state
1860 {
1861 WINED3DTEXSTA_ADDRESSU = 0,
1862 WINED3DTEXSTA_ADDRESSV = 1,
1863 WINED3DTEXSTA_ADDRESSW = 2,
1864 WINED3DTEXSTA_BORDERCOLOR = 3,
1865 WINED3DTEXSTA_MAGFILTER = 4,
1866 WINED3DTEXSTA_MINFILTER = 5,
1867 WINED3DTEXSTA_MIPFILTER = 6,
1868 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1869 WINED3DTEXSTA_MAXANISOTROPY = 8,
1870 WINED3DTEXSTA_SRGBTEXTURE = 9,
1871 WINED3DTEXSTA_SHADOW = 10,
1872 MAX_WINETEXTURESTATES = 11,
1873 };
1874
1875 enum WINED3DSRGB
1876 {
1877 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1878 SRGB_RGB = 1, /* Loads the rgb texture */
1879 SRGB_SRGB = 2, /* Loads the srgb texture */
1880 };
1881
1882 struct gl_texture
1883 {
1884 DWORD states[MAX_WINETEXTURESTATES];
1885 BOOL dirty;
1886 GLuint name;
1887 };
1888
1889 struct wined3d_texture_ops
1890 {
1891 HRESULT (*texture_bind)(struct wined3d_texture *texture,
1892 struct wined3d_context *context, BOOL srgb);
1893 void (*texture_preload)(struct wined3d_texture *texture, enum WINED3DSRGB srgb);
1894 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
1895 const struct wined3d_box *dirty_region);
1896 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
1897 };
1898
1899 #define WINED3D_TEXTURE_COND_NP2 0x1
1900 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x2
1901 #define WINED3D_TEXTURE_IS_SRGB 0x4
1902
1903 struct wined3d_texture
1904 {
1905 struct wined3d_resource resource;
1906 const struct wined3d_texture_ops *texture_ops;
1907 struct gl_texture texture_rgb, texture_srgb;
1908 struct wined3d_resource **sub_resources;
1909 UINT layer_count;
1910 UINT level_count;
1911 float pow2_matrix[16];
1912 UINT lod;
1913 enum wined3d_texture_filter_type filter_type;
1914 DWORD sampler;
1915 DWORD flags;
1916 const struct min_lookup *min_mip_lookup;
1917 const GLenum *mag_lookup;
1918 GLenum target;
1919 };
1920
1921 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
1922 {
1923 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
1924 }
1925
1926 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
1927 const struct wined3d_gl_info *gl_info, BOOL srgb)
1928 {
1929 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
1930 ? &texture->texture_srgb : &texture->texture_rgb;
1931 }
1932
1933 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
1934 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1935 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1936 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN;
1937
1938 struct wined3d_volume
1939 {
1940 struct wined3d_resource resource;
1941 struct wined3d_texture *container;
1942 BOOL lockable;
1943 BOOL locked;
1944 struct wined3d_box lockedBox;
1945 struct wined3d_box dirtyBox;
1946 BOOL dirty;
1947 };
1948
1949 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
1950 {
1951 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
1952 }
1953
1954 void volume_add_dirty_box(struct wined3d_volume *volume, const struct wined3d_box *dirty_box) DECLSPEC_HIDDEN;
1955 void volume_load(const struct wined3d_volume *volume, struct wined3d_context *context, UINT level, BOOL srgb_mode) DECLSPEC_HIDDEN;
1956 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
1957
1958 struct wined3d_surface_dib
1959 {
1960 HBITMAP DIBsection;
1961 void *bitmap_data;
1962 UINT bitmap_size;
1963 };
1964
1965 struct wined3d_renderbuffer_entry
1966 {
1967 struct list entry;
1968 GLuint id;
1969 UINT width;
1970 UINT height;
1971 };
1972
1973 struct fbo_entry
1974 {
1975 struct list entry;
1976 struct wined3d_surface **render_targets;
1977 struct wined3d_surface *depth_stencil;
1978 DWORD location;
1979 DWORD rt_mask;
1980 BOOL attached;
1981 GLuint id;
1982 };
1983
1984 enum wined3d_container_type
1985 {
1986 WINED3D_CONTAINER_NONE = 0,
1987 WINED3D_CONTAINER_SWAPCHAIN,
1988 WINED3D_CONTAINER_TEXTURE,
1989 };
1990
1991 struct wined3d_subresource_container
1992 {
1993 enum wined3d_container_type type;
1994 union
1995 {
1996 struct wined3d_swapchain *swapchain;
1997 struct wined3d_texture *texture;
1998 void *base;
1999 } u;
2000 };
2001
2002 struct wined3d_surface_ops
2003 {
2004 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2005 void (*surface_realize_palette)(struct wined3d_surface *surface);
2006 void (*surface_map)(struct wined3d_surface *surface, const RECT *rect, DWORD flags);
2007 void (*surface_unmap)(struct wined3d_surface *surface);
2008 };
2009
2010 struct wined3d_surface
2011 {
2012 struct wined3d_resource resource;
2013 const struct wined3d_surface_ops *surface_ops;
2014 struct wined3d_subresource_container container;
2015 struct wined3d_palette *palette; /* D3D7 style palette handling */
2016 DWORD draw_binding;
2017
2018 DWORD flags;
2019
2020 UINT pow2Width;
2021 UINT pow2Height;
2022
2023 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2024 void (*get_drawable_size)(const struct wined3d_context *context, UINT *width, UINT *height);
2025
2026 /* PBO */
2027 GLuint pbo;
2028 GLuint rb_multisample;
2029 GLuint rb_resolved;
2030 GLuint texture_name;
2031 GLuint texture_name_srgb;
2032 GLint texture_level;
2033 GLenum texture_target;
2034
2035 RECT lockedRect;
2036 RECT dirtyRect;
2037 int lockCount;
2038 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2039
2040 /* For GetDC */
2041 struct wined3d_surface_dib dib;
2042 HDC hDC;
2043
2044 /* Color keys for DDraw */
2045 struct wined3d_color_key dst_blt_color_key;
2046 struct wined3d_color_key src_blt_color_key;
2047 struct wined3d_color_key dst_overlay_color_key;
2048 struct wined3d_color_key src_overlay_color_key;
2049 DWORD CKeyFlags;
2050
2051 struct wined3d_color_key gl_color_key;
2052
2053 struct list renderbuffers;
2054 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2055 SIZE ds_current_size;
2056
2057 /* DirectDraw Overlay handling */
2058 RECT overlay_srcrect;
2059 RECT overlay_destrect;
2060 struct wined3d_surface *overlay_dest;
2061 struct list overlays;
2062 struct list overlay_entry;
2063 };
2064
2065 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2066 {
2067 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2068 }
2069
2070 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2071 const struct wined3d_gl_info *gl_info, BOOL srgb)
2072 {
2073 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2074 ? surface->texture_name_srgb : surface->texture_name;
2075 }
2076
2077 void surface_add_dirty_rect(struct wined3d_surface *surface, const struct wined3d_box *dirty_rect) DECLSPEC_HIDDEN;
2078 HRESULT surface_color_fill(struct wined3d_surface *s,
2079 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2080 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2081 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
2082 BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2083 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2084 void surface_load_ds_location(struct wined3d_surface *surface,
2085 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2086 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2087 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect) DECLSPEC_HIDDEN;
2088 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2089 void surface_modify_location(struct wined3d_surface *surface, DWORD location, BOOL persistent) DECLSPEC_HIDDEN;
2090 void surface_prepare_rb(struct wined3d_surface *surface,
2091 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2092 void surface_prepare_texture(struct wined3d_surface *surface,
2093 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2094 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2095 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2096 void surface_set_container(struct wined3d_surface *surface,
2097 enum wined3d_container_type type, void *container) DECLSPEC_HIDDEN;
2098 void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2099 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2100 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2101 void surface_update_draw_binding(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2102 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2103 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2104
2105 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2106 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2107 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2108
2109 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2110 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2111 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2112
2113 /* Surface flags: */
2114 #define SFLAG_CONVERTED 0x00000001 /* Converted for color keying or palettized. */
2115 #define SFLAG_DISCARD 0x00000002 /* ??? */
2116 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2117 #define SFLAG_NORMCOORD 0x00000008 /* Set if GL texture coordinates are normalized (non-texture rectangle). */
2118 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked. */
2119 #define SFLAG_DYNLOCK 0x00000020 /* Surface is often locked by the application. */
2120 #define SFLAG_PIN_SYSMEM 0x00000040 /* Keep the surface in sysmem, at the same address. */
2121 #define SFLAG_DCINUSE 0x00000080 /* Set between GetDC and ReleaseDC calls. */
2122 #define SFLAG_LOST 0x00000100 /* Surface lost flag for ddraw. */
2123 #define SFLAG_GLCKEY 0x00000200 /* The GL texture was created with a color key. */
2124 #define SFLAG_CLIENT 0x00000400 /* GL_APPLE_client_storage is used with this surface. */
2125 #define SFLAG_INOVERLAYDRAW 0x00000800 /* Overlay drawing is in progress. Recursion prevention. */
2126 #define SFLAG_DIBSECTION 0x00001000 /* Has a DIB section attached for GetDC. */
2127 #define SFLAG_USERPTR 0x00002000 /* The application allocated the memory for this surface. */
2128 #define SFLAG_ALLOCATED 0x00004000 /* A GL texture is allocated for this surface. */
2129 #define SFLAG_SRGBALLOCATED 0x00008000 /* A sRGB GL texture is allocated for this surface. */
2130 #define SFLAG_PBO 0x00010000 /* The surface has a PBO. */
2131 #define SFLAG_INSYSMEM 0x00020000 /* The system memory copy is current. */
2132 #define SFLAG_INTEXTURE 0x00040000 /* The GL texture is current. */
2133 #define SFLAG_INSRGBTEX 0x00080000 /* The GL sRGB texture is current. */
2134 #define SFLAG_INDRAWABLE 0x00100000 /* The GL drawable is current. */
2135 #define SFLAG_INRB_MULTISAMPLE 0x00200000 /* The multisample renderbuffer is current. */
2136 #define SFLAG_INRB_RESOLVED 0x00400000 /* The resolved renderbuffer is current. */
2137 #define SFLAG_DISCARDED 0x00800000 /* Surface was discarded, allocating new location is enough. */
2138
2139 /* In some conditions the surface memory must not be freed:
2140 * SFLAG_CONVERTED: Converting the data back would take too long
2141 * SFLAG_DIBSECTION: The dib code manages the memory
2142 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2143 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2144 * SFLAG_CLIENT: OpenGL uses our memory as backup
2145 */
2146 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2147 SFLAG_DYNLOCK | \
2148 SFLAG_CLIENT | \
2149 SFLAG_DIBSECTION | \
2150 SFLAG_USERPTR | \
2151 SFLAG_PBO | \
2152 SFLAG_PIN_SYSMEM)
2153
2154 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2155 SFLAG_INTEXTURE | \
2156 SFLAG_INSRGBTEX | \
2157 SFLAG_INDRAWABLE | \
2158 SFLAG_INRB_MULTISAMPLE | \
2159 SFLAG_INRB_RESOLVED)
2160
2161 enum wined3d_conversion_type
2162 {
2163 WINED3D_CT_NONE,
2164 WINED3D_CT_PALETTED,
2165 WINED3D_CT_PALETTED_CK,
2166 WINED3D_CT_CK_565,
2167 WINED3D_CT_CK_5551,
2168 WINED3D_CT_CK_RGB24,
2169 WINED3D_CT_RGB32_888,
2170 WINED3D_CT_CK_ARGB32,
2171 };
2172
2173 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2174
2175 struct wined3d_sampler
2176 {
2177 LONG refcount;
2178 void *parent;
2179 };
2180
2181 struct wined3d_vertex_declaration_element
2182 {
2183 const struct wined3d_format *format;
2184 BOOL ffp_valid;
2185 WORD input_slot;
2186 WORD offset;
2187 UINT output_slot;
2188 BYTE method;
2189 BYTE usage;
2190 BYTE usage_idx;
2191 };
2192
2193 struct wined3d_vertex_declaration
2194 {
2195 LONG ref;
2196 void *parent;
2197 const struct wined3d_parent_ops *parent_ops;
2198 struct wined3d_device *device;
2199
2200 struct wined3d_vertex_declaration_element *elements;
2201 UINT element_count;
2202
2203 DWORD streams[MAX_STREAMS];
2204 UINT num_streams;
2205 BOOL position_transformed;
2206 BOOL half_float_conv_needed;
2207 };
2208
2209 struct wined3d_saved_states
2210 {
2211 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2212 WORD streamSource; /* MAX_STREAMS, 16 */
2213 WORD streamFreq; /* MAX_STREAMS, 16 */
2214 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2215 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2216 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2217 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2218 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2219 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2220 BOOL *pixelShaderConstantsF;
2221 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2222 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2223 BOOL *vertexShaderConstantsF;
2224 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2225 DWORD primitive_type : 1;
2226 DWORD indices : 1;
2227 DWORD material : 1;
2228 DWORD viewport : 1;
2229 DWORD vertexDecl : 1;
2230 DWORD pixelShader : 1;
2231 DWORD vertexShader : 1;
2232 DWORD scissorRect : 1;
2233 DWORD padding : 4;
2234 };
2235
2236 struct StageState {
2237 DWORD stage;
2238 DWORD state;
2239 };
2240
2241 struct wined3d_stream_output
2242 {
2243 struct wined3d_buffer *buffer;
2244 UINT offset;
2245 };
2246
2247 struct wined3d_stream_state
2248 {
2249 struct wined3d_buffer *buffer;
2250 UINT offset;
2251 UINT stride;
2252 UINT frequency;
2253 UINT flags;
2254 };
2255
2256 struct wined3d_state
2257 {
2258 const struct wined3d_fb_state *fb;
2259
2260 struct wined3d_vertex_declaration *vertex_declaration;
2261 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
2262 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2263 struct wined3d_buffer *index_buffer;
2264 enum wined3d_format_id index_format;
2265 INT base_vertex_index;
2266 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2267 GLenum gl_primitive_type;
2268
2269 struct wined3d_shader *vertex_shader;
2270 struct wined3d_buffer *vs_cb[MAX_CONSTANT_BUFFERS];
2271 struct wined3d_sampler *vs_sampler[MAX_SAMPLER_OBJECTS];
2272 BOOL vs_consts_b[MAX_CONST_B];
2273 INT vs_consts_i[MAX_CONST_I * 4];
2274 float *vs_consts_f;
2275
2276 struct wined3d_shader *geometry_shader;
2277 struct wined3d_buffer *gs_cb[MAX_CONSTANT_BUFFERS];
2278 struct wined3d_sampler *gs_sampler[MAX_SAMPLER_OBJECTS];
2279
2280 struct wined3d_shader *pixel_shader;
2281 struct wined3d_buffer *ps_cb[MAX_CONSTANT_BUFFERS];
2282 struct wined3d_sampler *ps_sampler[MAX_SAMPLER_OBJECTS];
2283 BOOL ps_consts_b[MAX_CONST_B];
2284 INT ps_consts_i[MAX_CONST_I * 4];
2285 float *ps_consts_f;
2286
2287 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2288 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2289 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2290 DWORD lowest_disabled_stage;
2291
2292 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2293 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
2294 struct wined3d_material material;
2295 struct wined3d_viewport viewport;
2296 RECT scissor_rect;
2297
2298 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2299 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2300 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2301 struct list light_map[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2302 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2303
2304 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2305 };
2306
2307 struct wined3d_stateblock
2308 {
2309 LONG ref; /* Note: Ref counting not required */
2310 struct wined3d_device *device;
2311
2312 /* Array indicating whether things have been set or changed */
2313 struct wined3d_saved_states changed;
2314 struct wined3d_state state;
2315
2316 /* Contained state management */
2317 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2318 unsigned int num_contained_render_states;
2319 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2320 unsigned int num_contained_transform_states;
2321 DWORD contained_vs_consts_i[MAX_CONST_I];
2322 unsigned int num_contained_vs_consts_i;
2323 DWORD contained_vs_consts_b[MAX_CONST_B];
2324 unsigned int num_contained_vs_consts_b;
2325 DWORD *contained_vs_consts_f;
2326 unsigned int num_contained_vs_consts_f;
2327 DWORD contained_ps_consts_i[MAX_CONST_I];
2328 unsigned int num_contained_ps_consts_i;
2329 DWORD contained_ps_consts_b[MAX_CONST_B];
2330 unsigned int num_contained_ps_consts_b;
2331 DWORD *contained_ps_consts_f;
2332 unsigned int num_contained_ps_consts_f;
2333 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2334 unsigned int num_contained_tss_states;
2335 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2336 unsigned int num_contained_sampler_states;
2337 };
2338
2339 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2340 void stateblock_init_default_state(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2341 void stateblock_unbind_resources(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2342
2343 /* Direct3D terminology with little modifications. We do not have an issued state
2344 * because only the driver knows about it, but we have a created state because d3d
2345 * allows GetData on a created issue, but opengl doesn't
2346 */
2347 enum query_state {
2348 QUERY_CREATED,
2349 QUERY_SIGNALLED,
2350 QUERY_BUILDING
2351 };
2352
2353 struct wined3d_query_ops
2354 {
2355 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2356 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2357 };
2358
2359 struct wined3d_query
2360 {
2361 LONG ref;
2362 const struct wined3d_query_ops *query_ops;
2363 struct wined3d_device *device;
2364 enum query_state state;
2365 enum wined3d_query_type type;
2366 DWORD data_size;
2367 void *extendedData;
2368 };
2369
2370 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2371 * fixed function semantics as D3DCOLOR or FLOAT16 */
2372 enum wined3d_buffer_conversion_type
2373 {
2374 CONV_NONE,
2375 CONV_D3DCOLOR,
2376 CONV_POSITIONT,
2377 };
2378
2379 struct wined3d_map_range
2380 {
2381 UINT offset;
2382 UINT size;
2383 };
2384
2385 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2386 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2387 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2388 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2389 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2390 #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2391 #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2392 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2393
2394 struct wined3d_buffer
2395 {
2396 struct wined3d_resource resource;
2397
2398 struct wined3d_buffer_desc desc;
2399
2400 GLuint buffer_object;
2401 GLenum buffer_object_usage;
2402 GLenum buffer_type_hint;
2403 UINT buffer_object_size;
2404 DWORD flags;
2405
2406 struct wined3d_map_range *maps;
2407 ULONG maps_size, modified_areas;
2408 struct wined3d_event_query *query;
2409
2410 /* conversion stuff */
2411 UINT decl_change_count, full_conversion_count;
2412 UINT draw_count;
2413 UINT stride; /* 0 if no conversion */
2414 UINT conversion_stride; /* 0 if no shifted conversion */
2415 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2416 };
2417
2418 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2419 {
2420 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2421 }
2422
2423 void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
2424 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2425 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2426
2427 struct wined3d_rendertarget_view
2428 {
2429 LONG refcount;
2430
2431 struct wined3d_resource *resource;
2432 void *parent;
2433 };
2434
2435 struct wined3d_swapchain_ops
2436 {
2437 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2438 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2439 };
2440
2441 struct wined3d_swapchain
2442 {
2443 LONG ref;
2444 void *parent;
2445 const struct wined3d_parent_ops *parent_ops;
2446 const struct wined3d_swapchain_ops *swapchain_ops;
2447 struct wined3d_device *device;
2448
2449 struct wined3d_surface **back_buffers;
2450 struct wined3d_surface *front_buffer;
2451 struct wined3d_swapchain_desc desc;
2452 DWORD orig_width, orig_height;
2453 enum wined3d_format_id orig_fmt;
2454 struct wined3d_gamma_ramp orig_gamma;
2455 BOOL render_to_fbo;
2456 const struct wined3d_format *ds_format;
2457
2458 LONG prev_time, frames; /* Performance tracking */
2459
2460 struct wined3d_context **context;
2461 unsigned int num_contexts;
2462
2463 HWND win_handle;
2464 HWND device_window;
2465
2466 HDC backup_dc;
2467 HWND backup_wnd;
2468 };
2469
2470 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2471
2472 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2473 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2474 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2475 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2476 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2477
2478 #define DEFAULT_REFRESH_RATE 0
2479
2480 /*****************************************************************************
2481 * Utility function prototypes
2482 */
2483
2484 /* Trace routines */
2485 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2486 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
2487 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
2488 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2489 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2490 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
2491 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2492 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2493 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
2494 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
2495 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2496 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
2497 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
2498 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
2499 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
2500 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2501 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2502 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
2503 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2504 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2505
2506 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2507 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2508 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2509 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
2510 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2511 void set_texture_matrix(const struct wined3d_gl_info *gl_info, const float *smat, DWORD flags,
2512 BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id coordtype,
2513 BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2514 void texture_activate_dimensions(const struct wined3d_texture *texture,
2515 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2516 void sampler_texdim(struct wined3d_context *context,
2517 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2518 void tex_alphaop(struct wined3d_context *context,
2519 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2520 void apply_pixelshader(struct wined3d_context *context,
2521 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2522 void state_fogcolor(struct wined3d_context *context,
2523 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2524 void state_fogdensity(struct wined3d_context *context,
2525 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2526 void state_fogstartend(struct wined3d_context *context,
2527 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2528 void state_fog_fragpart(struct wined3d_context *context,
2529 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2530 void state_srgbwrite(struct wined3d_context *context,
2531 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2532
2533 BOOL getColorBits(const struct wined3d_format *format,
2534 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2535 BOOL getDepthStencilBits(const struct wined3d_format *format,
2536 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2537 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2538
2539 /* Math utils */
2540 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2541 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2542 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2543 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2544
2545 struct wined3d_shader_lconst
2546 {
2547 struct list entry;
2548 unsigned int idx;
2549 DWORD value[4];
2550 };
2551
2552 struct wined3d_shader_limits
2553 {
2554 unsigned int sampler;
2555 unsigned int constant_int;
2556 unsigned int constant_float;
2557 unsigned int constant_bool;
2558 unsigned int packed_output;
2559 unsigned int packed_input;
2560 };
2561
2562 #ifdef __GNUC__
2563 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2564 #else
2565 #define PRINTF_ATTR(fmt,args)
2566 #endif
2567
2568 /* Base Shader utility functions. */
2569 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2570 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2571
2572 /* Vertex shader utility functions */
2573 BOOL vshader_get_input(const struct wined3d_shader *shader,
2574 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2575
2576 struct wined3d_vertex_shader
2577 {
2578 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2579 };
2580
2581 struct wined3d_geometry_shader
2582 {
2583 enum wined3d_primitive_type input_type;
2584 enum wined3d_primitive_type output_type;
2585 UINT vertices_out;
2586 };
2587
2588 struct wined3d_pixel_shader
2589 {
2590 /* Pixel shader input semantics */
2591 DWORD input_reg_map[MAX_REG_INPUT];
2592 BOOL input_reg_used[MAX_REG_INPUT];
2593 unsigned int declared_in_count;
2594
2595 /* Some information about the shader behavior */
2596 BOOL color0_mov;
2597 DWORD color0_reg;
2598 };
2599
2600 struct wined3d_shader
2601 {
2602 LONG ref;
2603 struct wined3d_shader_limits limits;
2604 DWORD *function;
2605 UINT functionLength;
2606 BOOL load_local_constsF;
2607 const struct wined3d_shader_frontend *frontend;
2608 void *frontend_data;
2609 void *backend_data;
2610
2611 void *parent;
2612 const struct wined3d_parent_ops *parent_ops;
2613
2614 /* Programs this shader is linked with */
2615 struct list linked_programs;
2616
2617 /* Immediate constants (override global ones) */
2618 struct list constantsB;
2619 struct list constantsF;
2620 struct list constantsI;
2621 struct wined3d_shader_reg_maps reg_maps;
2622
2623 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2624 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2625
2626 /* Pointer to the parent device */
2627 struct wined3d_device *device;
2628 struct list shader_list_entry;
2629
2630 union
2631 {
2632 struct wined3d_vertex_shader vs;
2633 struct wined3d_geometry_shader gs;
2634 struct wined3d_pixel_shader ps;
2635 } u;
2636 };
2637
2638 void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps,
2639 struct wined3d_texture * const *textures) DECLSPEC_HIDDEN;
2640 void find_ps_compile_args(const struct wined3d_state *state,
2641 const struct wined3d_shader *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
2642
2643 void find_vs_compile_args(const struct wined3d_state *state,
2644 const struct wined3d_shader *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2645
2646 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2647 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2648 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2649 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2650 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2651 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2652 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2653 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2654 unsigned int max) DECLSPEC_HIDDEN;
2655 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2656 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
2657 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2658
2659 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2660 {
2661 switch (reg->type)
2662 {
2663 case WINED3DSPR_RASTOUT:
2664 /* oFog & oPts */
2665 if (reg->idx[0].offset)
2666 return TRUE;
2667 /* oPos */
2668 return FALSE;
2669
2670 case WINED3DSPR_DEPTHOUT: /* oDepth */
2671 case WINED3DSPR_CONSTBOOL: /* b# */
2672 case WINED3DSPR_LOOP: /* aL */
2673 case WINED3DSPR_PREDICATE: /* p0 */
2674 case WINED3DSPR_PRIMID: /* primID */
2675 return TRUE;
2676
2677 case WINED3DSPR_MISCTYPE:
2678 switch (reg->idx[0].offset)
2679 {
2680 case 0: /* vPos */
2681 return FALSE;
2682 case 1: /* vFace */
2683 return TRUE;
2684 default:
2685 return FALSE;
2686 }
2687
2688 case WINED3DSPR_IMMCONST:
2689 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2690
2691 default:
2692 return FALSE;
2693 }
2694 }
2695
2696 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2697 const struct wined3d_state *state, float *position_fixup)
2698 {
2699 position_fixup[0] = 1.0f;
2700 position_fixup[1] = 1.0f;
2701 position_fixup[2] = (63.0f / 64.0f) / state->viewport.width;
2702 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.height;
2703
2704 if (context->render_offscreen)
2705 {
2706 position_fixup[1] *= -1.0f;
2707 position_fixup[3] *= -1.0f;
2708 }
2709 }
2710
2711 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
2712 {
2713 struct wined3d_shader_lconst *lconst;
2714
2715 if (shader->load_local_constsF)
2716 return FALSE;
2717
2718 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
2719 {
2720 if (lconst->idx == reg)
2721 return TRUE;
2722 }
2723
2724 return FALSE;
2725 }
2726
2727 /* Using additional shader constants (uniforms in GLSL / program environment
2728 * or local parameters in ARB) is costly:
2729 * ARB only knows float4 parameters and GLSL compiler are not really smart
2730 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2731 * (in fact most compilers map a float2 to a full float4 uniform).
2732 *
2733 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2734 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2735 * into a single shader constant (uniform / program parameter).
2736 *
2737 * This structure is shared between the GLSL and the ARB backend.*/
2738 struct ps_np2fixup_info {
2739 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2740 WORD active; /* bitfield indicating if we can apply the fixup */
2741 WORD num_consts;
2742 };
2743
2744 /* sRGB correction constants */
2745 static const float srgb_cmp = 0.0031308f;
2746 static const float srgb_mul_low = 12.92f;
2747 static const float srgb_pow = 0.41666f;
2748 static const float srgb_mul_high = 1.055f;
2749 static const float srgb_sub_high = 0.055f;
2750
2751 struct wined3d_palette
2752 {
2753 LONG ref;
2754 void *parent;
2755 struct wined3d_device *device;
2756
2757 HPALETTE hpal;
2758 WORD palVersion; /*| */
2759 WORD palNumEntries; /*| LOGPALETTE */
2760 PALETTEENTRY palents[256]; /*| */
2761 /* This is to store the palette in 'screen format' */
2762 int screen_palents[256];
2763 DWORD flags;
2764 };
2765
2766 /* DirectDraw utility functions */
2767 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2768
2769 /*****************************************************************************
2770 * Pixel format management
2771 */
2772
2773 /* WineD3D pixel format flags */
2774 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2775 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2776 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2777 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2778 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2779 #define WINED3DFMT_FLAG_FOURCC 0x00000020
2780 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2781 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
2782 #define WINED3DFMT_FLAG_GETDC 0x00000100
2783 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2784 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2785 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2786 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2787 #define WINED3DFMT_FLAG_VTF 0x00002000
2788 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2789 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
2790 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
2791 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
2792 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
2793 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
2794
2795 struct wined3d_rational
2796 {
2797 UINT numerator;
2798 UINT denominator;
2799 };
2800
2801 struct wined3d_format
2802 {
2803 enum wined3d_format_id id;
2804
2805 DWORD red_size;
2806 DWORD green_size;
2807 DWORD blue_size;
2808 DWORD alpha_size;
2809 DWORD red_offset;
2810 DWORD green_offset;
2811 DWORD blue_offset;
2812 DWORD alpha_offset;
2813 UINT byte_count;
2814 BYTE depth_size;
2815 BYTE stencil_size;
2816
2817 UINT block_width;
2818 UINT block_height;
2819 UINT block_byte_count;
2820
2821 enum wined3d_ffp_emit_idx emit_idx;
2822 GLint component_count;
2823 GLenum gl_vtx_type;
2824 GLint gl_vtx_format;
2825 GLboolean gl_normalized;
2826 unsigned int component_size;
2827
2828 GLint glInternal;
2829 GLint glGammaInternal;
2830 GLint rtInternal;
2831 GLint glFormat;
2832 GLint glType;
2833 UINT conv_byte_count;
2834 unsigned int flags;
2835 struct wined3d_rational height_scale;
2836 struct color_fixup_desc color_fixup;
2837 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
2838 };
2839
2840 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2841 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2842 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
2843 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2844 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
2845 const struct wined3d_color *color) DECLSPEC_HIDDEN;
2846
2847 static inline BOOL use_vs(const struct wined3d_state *state)
2848 {
2849 /* Check stateblock->vertexDecl to allow this to be used from
2850 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2851 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2852 * style strided data. */
2853 return state->vertex_shader && !state->vertex_declaration->position_transformed;
2854 }
2855
2856 static inline BOOL use_ps(const struct wined3d_state *state)
2857 {
2858 return !!state->pixel_shader;
2859 }
2860
2861 static inline void context_apply_state(struct wined3d_context *context,
2862 const struct wined3d_state *state, DWORD state_id)
2863 {
2864 const struct StateEntry *state_table = context->state_table;
2865 DWORD rep = state_table[state_id].representative;
2866 state_table[rep].apply(context, state, rep);
2867 }
2868
2869 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2870 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2871
2872 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
2873
2874 #endif