d425a5edd6ac2d6ba727bced5c0b6576fba6f6d3
[reactos.git] / reactos / dll / directx / wine / wined3d / wined3d_private.h
1 /*
2 * Direct3D wine internal private include file
3 *
4 * Copyright 2002-2003 The wine-d3d team
5 * Copyright 2002-2003 Raphael Junqueira
6 * Copyright 2002-2003, 2004 Jason Edmeades
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2006-2011, 2013 Stefan Dösinger for CodeWeavers
9 *
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
14 *
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
19 *
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 */
24
25 #ifndef __WINE_WINED3D_PRIVATE_H
26 #define __WINE_WINED3D_PRIVATE_H
27
28 #include <config.h>
29 #include <wine/port.h>
30
31 #define WIN32_NO_STATUS
32 #define _INC_WINDOWS
33 #define COM_NO_WINDOWS_H
34
35 #ifdef USE_WIN32_OPENGL
36 #define WINE_GLAPI __stdcall
37 #else
38 #define WINE_GLAPI
39 #endif
40
41 #ifdef HAVE_FLOAT_H
42 # include <float.h>
43 #endif
44
45 #include <stdarg.h>
46 #include <stdio.h>
47 #include <math.h>
48 #define NONAMELESSUNION
49 #define NONAMELESSSTRUCT
50 #define COBJMACROS
51 #include <windef.h>
52 #include <winbase.h>
53 #include <winreg.h>
54 #include <wingdi.h>
55 #include <winuser.h>
56 #include <wine/debug.h>
57 #include <wine/unicode.h>
58
59 #include <objbase.h>
60 #include <wine/wined3d.h>
61 #include "wined3d_gl.h"
62 #include <wine/list.h>
63 #include <wine/rbtree.h>
64 #include <wine/wgl_driver.h>
65
66 /* Driver quirks */
67 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
68 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
69 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
70 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
71 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
72 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
73 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
74 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
75 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
76 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
77
78 /* Texture format fixups */
79
80 enum fixup_channel_source
81 {
82 CHANNEL_SOURCE_ZERO = 0,
83 CHANNEL_SOURCE_ONE = 1,
84 CHANNEL_SOURCE_X = 2,
85 CHANNEL_SOURCE_Y = 3,
86 CHANNEL_SOURCE_Z = 4,
87 CHANNEL_SOURCE_W = 5,
88 CHANNEL_SOURCE_COMPLEX0 = 6,
89 CHANNEL_SOURCE_COMPLEX1 = 7,
90 };
91
92 enum complex_fixup
93 {
94 COMPLEX_FIXUP_NONE = 0,
95 COMPLEX_FIXUP_YUY2 = 1,
96 COMPLEX_FIXUP_UYVY = 2,
97 COMPLEX_FIXUP_YV12 = 3,
98 COMPLEX_FIXUP_P8 = 4,
99 };
100
101 #include <pshpack2.h>
102 struct color_fixup_desc
103 {
104 unsigned x_sign_fixup : 1;
105 unsigned x_source : 3;
106 unsigned y_sign_fixup : 1;
107 unsigned y_source : 3;
108 unsigned z_sign_fixup : 1;
109 unsigned z_source : 3;
110 unsigned w_sign_fixup : 1;
111 unsigned w_source : 3;
112 };
113 #include <poppack.h>
114
115 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
116 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
117
118 static inline struct color_fixup_desc create_color_fixup_desc(
119 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
120 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
121 {
122 struct color_fixup_desc fixup =
123 {
124 sign0, src0,
125 sign1, src1,
126 sign2, src2,
127 sign3, src3,
128 };
129 return fixup;
130 }
131
132 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
133 {
134 struct color_fixup_desc fixup =
135 {
136 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
137 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
138 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
139 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
140 };
141 return fixup;
142 }
143
144 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
145 {
146 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
147 }
148
149 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
150 {
151 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
152 }
153
154 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
155 {
156 enum complex_fixup complex_fixup = 0;
157 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
158 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
159 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
160 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
161 return complex_fixup;
162 }
163
164 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
165 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
166 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
167
168 /* Device caps */
169 #define MAX_STREAM_OUT 4
170 #define MAX_STREAMS 16
171 #define MAX_TEXTURES 8
172 #define MAX_FRAGMENT_SAMPLERS 16
173 #define MAX_VERTEX_SAMPLERS 4
174 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
175 #define MAX_ACTIVE_LIGHTS 8
176 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
177 #define MAX_CONSTANT_BUFFERS 15
178 #define MAX_SAMPLER_OBJECTS 16
179
180 struct min_lookup
181 {
182 GLenum mip[WINED3D_TEXF_LINEAR + 1];
183 };
184
185 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
186 extern const struct min_lookup minMipLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
187 extern const struct min_lookup minMipLookup_noMip[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
188 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
189 extern const GLenum magLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
190
191 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], enum wined3d_texture_filter_type mag_filter)
192 {
193 return mag_lookup[mag_filter];
194 }
195
196 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
197 enum wined3d_texture_filter_type min_filter, enum wined3d_texture_filter_type mip_filter)
198 {
199 return min_mip_lookup[min_filter].mip[mip_filter];
200 }
201
202 /* float_16_to_32() and float_32_to_16() (see implementation in
203 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
204 * to standard C floats and vice versa. They do not depend on the encoding
205 * of the C float, so they are platform independent, but slow. On x86 and
206 * other IEEE 754 compliant platforms the conversion can be accelerated by
207 * bit shifting the exponent and mantissa. There are also some SSE-based
208 * assembly routines out there.
209 *
210 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
211 */
212 static inline float float_16_to_32(const unsigned short *in)
213 {
214 const unsigned short s = ((*in) & 0x8000);
215 const unsigned short e = ((*in) & 0x7c00) >> 10;
216 const unsigned short m = (*in) & 0x3ff;
217 const float sgn = (s ? -1.0f : 1.0f);
218
219 if(e == 0) {
220 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
221 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
222 } else if(e < 31) {
223 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
224 } else {
225 if(m == 0) return sgn * INFINITY;
226 else return NAN;
227 }
228 }
229
230 static inline float float_24_to_32(DWORD in)
231 {
232 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
233 const unsigned short e = (in & 0x780000) >> 19;
234 const unsigned int m = in & 0x7ffff;
235
236 if (e == 0)
237 {
238 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
239 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
240 }
241 else if (e < 15)
242 {
243 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
244 }
245 else
246 {
247 if (m == 0) return sgn * INFINITY;
248 else return NAN;
249 }
250 }
251
252 #define ORM_BACKBUFFER 0
253 #define ORM_FBO 1
254
255 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
256 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
257
258 /* NOTE: When adding fields to this structure, make sure to update the default
259 * values in wined3d_main.c as well. */
260 struct wined3d_settings
261 {
262 /* Ideally, we don't want the user to have to request GLSL. If the
263 * hardware supports GLSL, we should use it. However, until it's fully
264 * implemented, we'll leave it as a registry setting for developers. */
265 BOOL glslRequested;
266 int offscreen_rendering_mode;
267 unsigned short pci_vendor_id;
268 unsigned short pci_device_id;
269 /* Memory tracking and object counting. */
270 unsigned int emulated_textureram;
271 char *logo;
272 int allow_multisampling;
273 BOOL strict_draw_ordering;
274 BOOL always_offscreen;
275 unsigned int max_sm_vs;
276 unsigned int max_sm_gs;
277 unsigned int max_sm_ps;
278 BOOL no_3d;
279 };
280
281 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
282
283 enum wined3d_sampler_texture_type
284 {
285 WINED3DSTT_UNKNOWN = 0,
286 WINED3DSTT_1D = 1,
287 WINED3DSTT_2D = 2,
288 WINED3DSTT_CUBE = 3,
289 WINED3DSTT_VOLUME = 4,
290 };
291
292 #define WINED3D_SHADER_CONST_VS_F 0x00000001
293 #define WINED3D_SHADER_CONST_VS_I 0x00000002
294 #define WINED3D_SHADER_CONST_VS_B 0x00000004
295 #define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000008
296 #define WINED3D_SHADER_CONST_PS_F 0x00000010
297 #define WINED3D_SHADER_CONST_PS_I 0x00000020
298 #define WINED3D_SHADER_CONST_PS_B 0x00000040
299 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000080
300 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000100
301 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000200
302 #define WINED3D_SHADER_CONST_FFP_PS 0x00000400
303
304 enum wined3d_shader_register_type
305 {
306 WINED3DSPR_TEMP = 0,
307 WINED3DSPR_INPUT = 1,
308 WINED3DSPR_CONST = 2,
309 WINED3DSPR_ADDR = 3,
310 WINED3DSPR_TEXTURE = 3,
311 WINED3DSPR_RASTOUT = 4,
312 WINED3DSPR_ATTROUT = 5,
313 WINED3DSPR_TEXCRDOUT = 6,
314 WINED3DSPR_OUTPUT = 6,
315 WINED3DSPR_CONSTINT = 7,
316 WINED3DSPR_COLOROUT = 8,
317 WINED3DSPR_DEPTHOUT = 9,
318 WINED3DSPR_SAMPLER = 10,
319 WINED3DSPR_CONST2 = 11,
320 WINED3DSPR_CONST3 = 12,
321 WINED3DSPR_CONST4 = 13,
322 WINED3DSPR_CONSTBOOL = 14,
323 WINED3DSPR_LOOP = 15,
324 WINED3DSPR_TEMPFLOAT16 = 16,
325 WINED3DSPR_MISCTYPE = 17,
326 WINED3DSPR_LABEL = 18,
327 WINED3DSPR_PREDICATE = 19,
328 WINED3DSPR_IMMCONST,
329 WINED3DSPR_CONSTBUFFER,
330 WINED3DSPR_PRIMID,
331 WINED3DSPR_NULL,
332 WINED3DSPR_RESOURCE,
333 };
334
335 enum wined3d_data_type
336 {
337 WINED3D_DATA_FLOAT,
338 WINED3D_DATA_INT,
339 WINED3D_DATA_RESOURCE,
340 WINED3D_DATA_SAMPLER,
341 WINED3D_DATA_UINT,
342 };
343
344 enum wined3d_immconst_type
345 {
346 WINED3D_IMMCONST_SCALAR,
347 WINED3D_IMMCONST_VEC4,
348 };
349
350 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
351
352 enum wined3d_shader_src_modifier
353 {
354 WINED3DSPSM_NONE = 0,
355 WINED3DSPSM_NEG = 1,
356 WINED3DSPSM_BIAS = 2,
357 WINED3DSPSM_BIASNEG = 3,
358 WINED3DSPSM_SIGN = 4,
359 WINED3DSPSM_SIGNNEG = 5,
360 WINED3DSPSM_COMP = 6,
361 WINED3DSPSM_X2 = 7,
362 WINED3DSPSM_X2NEG = 8,
363 WINED3DSPSM_DZ = 9,
364 WINED3DSPSM_DW = 10,
365 WINED3DSPSM_ABS = 11,
366 WINED3DSPSM_ABSNEG = 12,
367 WINED3DSPSM_NOT = 13,
368 };
369
370 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
371 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
372 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
373 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
374 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
375
376 enum wined3d_shader_dst_modifier
377 {
378 WINED3DSPDM_NONE = 0,
379 WINED3DSPDM_SATURATE = 1,
380 WINED3DSPDM_PARTIALPRECISION = 2,
381 WINED3DSPDM_MSAMPCENTROID = 4,
382 };
383
384 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
385 #define WINED3DSI_TEXLD_PROJECT 0x1
386 #define WINED3DSI_TEXLD_BIAS 0x2
387 #define WINED3DSI_INDEXED_DYNAMIC 0x4
388
389 enum wined3d_shader_rel_op
390 {
391 WINED3D_SHADER_REL_OP_GT = 1,
392 WINED3D_SHADER_REL_OP_EQ = 2,
393 WINED3D_SHADER_REL_OP_GE = 3,
394 WINED3D_SHADER_REL_OP_LT = 4,
395 WINED3D_SHADER_REL_OP_NE = 5,
396 WINED3D_SHADER_REL_OP_LE = 6,
397 };
398
399 #define WINED3D_SM1_VS 0xfffe
400 #define WINED3D_SM1_PS 0xffff
401 #define WINED3D_SM4_PS 0x0000
402 #define WINED3D_SM4_VS 0x0001
403 #define WINED3D_SM4_GS 0x0002
404
405 /* Shader version tokens, and shader end tokens */
406 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
407 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
408
409 /* Shader backends */
410
411 /* TODO: Make this dynamic, based on shader limits ? */
412 #define MAX_ATTRIBS 16
413 #define MAX_REG_ADDR 1
414 #define MAX_REG_TEMP 32
415 #define MAX_REG_TEXCRD 8
416 #define MAX_REG_INPUT 32
417 #define MAX_REG_OUTPUT 32
418 #define MAX_CONST_I 16
419 #define MAX_CONST_B 16
420 #define WINED3D_MAX_CBS 15
421
422 /* FIXME: This needs to go up to 2048 for
423 * Shader model 3 according to msdn (and for software shaders) */
424 #define MAX_LABELS 16
425
426 struct wined3d_shader_buffer
427 {
428 char *buffer;
429 unsigned int buffer_size;
430 unsigned int content_size;
431 unsigned int lineNo;
432 BOOL newline;
433 };
434
435 enum WINED3D_SHADER_INSTRUCTION_HANDLER
436 {
437 WINED3DSIH_ABS,
438 WINED3DSIH_ADD,
439 WINED3DSIH_AND,
440 WINED3DSIH_BEM,
441 WINED3DSIH_BREAK,
442 WINED3DSIH_BREAKC,
443 WINED3DSIH_BREAKP,
444 WINED3DSIH_CALL,
445 WINED3DSIH_CALLNZ,
446 WINED3DSIH_CMP,
447 WINED3DSIH_CND,
448 WINED3DSIH_CRS,
449 WINED3DSIH_CUT,
450 WINED3DSIH_DCL,
451 WINED3DSIH_DCL_CONSTANT_BUFFER,
452 WINED3DSIH_DCL_INPUT_PRIMITIVE,
453 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
454 WINED3DSIH_DCL_VERTICES_OUT,
455 WINED3DSIH_DEF,
456 WINED3DSIH_DEFB,
457 WINED3DSIH_DEFI,
458 WINED3DSIH_DIV,
459 WINED3DSIH_DP2ADD,
460 WINED3DSIH_DP3,
461 WINED3DSIH_DP4,
462 WINED3DSIH_DST,
463 WINED3DSIH_DSX,
464 WINED3DSIH_DSY,
465 WINED3DSIH_ELSE,
466 WINED3DSIH_EMIT,
467 WINED3DSIH_ENDIF,
468 WINED3DSIH_ENDLOOP,
469 WINED3DSIH_ENDREP,
470 WINED3DSIH_EQ,
471 WINED3DSIH_EXP,
472 WINED3DSIH_EXPP,
473 WINED3DSIH_FRC,
474 WINED3DSIH_FTOI,
475 WINED3DSIH_GE,
476 WINED3DSIH_IADD,
477 WINED3DSIH_IEQ,
478 WINED3DSIH_IF,
479 WINED3DSIH_IFC,
480 WINED3DSIH_IGE,
481 WINED3DSIH_IMUL,
482 WINED3DSIH_ITOF,
483 WINED3DSIH_LABEL,
484 WINED3DSIH_LD,
485 WINED3DSIH_LIT,
486 WINED3DSIH_LOG,
487 WINED3DSIH_LOGP,
488 WINED3DSIH_LOOP,
489 WINED3DSIH_LRP,
490 WINED3DSIH_LT,
491 WINED3DSIH_M3x2,
492 WINED3DSIH_M3x3,
493 WINED3DSIH_M3x4,
494 WINED3DSIH_M4x3,
495 WINED3DSIH_M4x4,
496 WINED3DSIH_MAD,
497 WINED3DSIH_MAX,
498 WINED3DSIH_MIN,
499 WINED3DSIH_MOV,
500 WINED3DSIH_MOVA,
501 WINED3DSIH_MOVC,
502 WINED3DSIH_MUL,
503 WINED3DSIH_NOP,
504 WINED3DSIH_NRM,
505 WINED3DSIH_PHASE,
506 WINED3DSIH_POW,
507 WINED3DSIH_RCP,
508 WINED3DSIH_REP,
509 WINED3DSIH_RET,
510 WINED3DSIH_ROUND_NI,
511 WINED3DSIH_RSQ,
512 WINED3DSIH_SAMPLE,
513 WINED3DSIH_SAMPLE_GRAD,
514 WINED3DSIH_SAMPLE_LOD,
515 WINED3DSIH_SETP,
516 WINED3DSIH_SGE,
517 WINED3DSIH_SGN,
518 WINED3DSIH_SINCOS,
519 WINED3DSIH_SLT,
520 WINED3DSIH_SQRT,
521 WINED3DSIH_SUB,
522 WINED3DSIH_TEX,
523 WINED3DSIH_TEXBEM,
524 WINED3DSIH_TEXBEML,
525 WINED3DSIH_TEXCOORD,
526 WINED3DSIH_TEXDEPTH,
527 WINED3DSIH_TEXDP3,
528 WINED3DSIH_TEXDP3TEX,
529 WINED3DSIH_TEXKILL,
530 WINED3DSIH_TEXLDD,
531 WINED3DSIH_TEXLDL,
532 WINED3DSIH_TEXM3x2DEPTH,
533 WINED3DSIH_TEXM3x2PAD,
534 WINED3DSIH_TEXM3x2TEX,
535 WINED3DSIH_TEXM3x3,
536 WINED3DSIH_TEXM3x3DIFF,
537 WINED3DSIH_TEXM3x3PAD,
538 WINED3DSIH_TEXM3x3SPEC,
539 WINED3DSIH_TEXM3x3TEX,
540 WINED3DSIH_TEXM3x3VSPEC,
541 WINED3DSIH_TEXREG2AR,
542 WINED3DSIH_TEXREG2GB,
543 WINED3DSIH_TEXREG2RGB,
544 WINED3DSIH_UDIV,
545 WINED3DSIH_USHR,
546 WINED3DSIH_UTOF,
547 WINED3DSIH_XOR,
548 WINED3DSIH_TABLE_SIZE
549 };
550
551 enum wined3d_shader_type
552 {
553 WINED3D_SHADER_TYPE_PIXEL,
554 WINED3D_SHADER_TYPE_VERTEX,
555 WINED3D_SHADER_TYPE_GEOMETRY,
556 };
557
558 struct wined3d_shader_version
559 {
560 enum wined3d_shader_type type;
561 BYTE major;
562 BYTE minor;
563 };
564
565 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
566
567 struct wined3d_shader_reg_maps
568 {
569 struct wined3d_shader_version shader_version;
570 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
571 BYTE address; /* MAX_REG_ADDR, 1 */
572 WORD labels; /* MAX_LABELS, 16 */
573 DWORD temporary; /* MAX_REG_TEMP, 32 */
574 DWORD *constf; /* pixel, vertex */
575 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
576 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
577 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
578 WORD integer_constants; /* MAX_CONST_I, 16 */
579 WORD boolean_constants; /* MAX_CONST_B, 16 */
580 WORD local_int_consts; /* MAX_CONST_I, 16 */
581 WORD local_bool_consts; /* MAX_CONST_B, 16 */
582 UINT cb_sizes[WINED3D_MAX_CBS];
583
584 enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
585 BYTE bumpmat; /* MAX_TEXTURES, 8 */
586 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
587
588 WORD usesnrm : 1;
589 WORD vpos : 1;
590 WORD usesdsx : 1;
591 WORD usesdsy : 1;
592 WORD usestexldd : 1;
593 WORD usesmova : 1;
594 WORD usesfacing : 1;
595 WORD usesrelconstF : 1;
596 WORD fog : 1;
597 WORD usestexldl : 1;
598 WORD usesifc : 1;
599 WORD usescall : 1;
600 WORD usespow : 1;
601 WORD padding : 3;
602
603 DWORD rt_mask; /* Used render targets, 32 max. */
604
605 /* Whether or not loops are used in this shader, and nesting depth */
606 unsigned loop_depth;
607 UINT min_rel_offset, max_rel_offset;
608 };
609
610 /* Keeps track of details for TEX_M#x# instructions which need to maintain
611 * state information between multiple instructions. */
612 struct wined3d_shader_tex_mx
613 {
614 unsigned int current_row;
615 DWORD texcoord_w[2];
616 };
617
618 struct wined3d_shader_loop_state
619 {
620 UINT current_depth;
621 UINT current_reg;
622 };
623
624 struct wined3d_shader_context
625 {
626 const struct wined3d_shader *shader;
627 const struct wined3d_gl_info *gl_info;
628 const struct wined3d_shader_reg_maps *reg_maps;
629 struct wined3d_shader_buffer *buffer;
630 struct wined3d_shader_tex_mx *tex_mx;
631 struct wined3d_shader_loop_state *loop_state;
632 void *backend_data;
633 };
634
635 struct wined3d_shader_register_index
636 {
637 const struct wined3d_shader_src_param *rel_addr;
638 unsigned int offset;
639 };
640
641 struct wined3d_shader_register
642 {
643 enum wined3d_shader_register_type type;
644 enum wined3d_data_type data_type;
645 struct wined3d_shader_register_index idx[2];
646 enum wined3d_immconst_type immconst_type;
647 DWORD immconst_data[4];
648 };
649
650 struct wined3d_shader_dst_param
651 {
652 struct wined3d_shader_register reg;
653 DWORD write_mask;
654 DWORD modifiers;
655 DWORD shift;
656 };
657
658 struct wined3d_shader_src_param
659 {
660 struct wined3d_shader_register reg;
661 DWORD swizzle;
662 enum wined3d_shader_src_modifier modifiers;
663 };
664
665 struct wined3d_shader_semantic
666 {
667 enum wined3d_decl_usage usage;
668 UINT usage_idx;
669 enum wined3d_sampler_texture_type sampler_type;
670 struct wined3d_shader_dst_param reg;
671 };
672
673 struct wined3d_shader_instruction
674 {
675 const struct wined3d_shader_context *ctx;
676 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
677 DWORD flags;
678 BOOL coissue;
679 const struct wined3d_shader_src_param *predicate;
680 UINT dst_count;
681 const struct wined3d_shader_dst_param *dst;
682 UINT src_count;
683 const struct wined3d_shader_src_param *src;
684 union
685 {
686 struct wined3d_shader_semantic semantic;
687 enum wined3d_primitive_type primitive_type;
688 struct wined3d_shader_src_param src;
689 UINT count;
690 } declaration;
691 };
692
693 struct wined3d_shader_attribute
694 {
695 enum wined3d_decl_usage usage;
696 UINT usage_idx;
697 };
698
699 struct wined3d_shader_loop_control
700 {
701 unsigned int count;
702 unsigned int start;
703 int step;
704 };
705
706 struct wined3d_shader_frontend
707 {
708 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
709 void (*shader_free)(void *data);
710 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
711 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
712 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
713 };
714
715 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
716 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
717
718 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
719
720 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
721 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
722
723 struct shader_caps
724 {
725 UINT vs_version;
726 UINT gs_version;
727 UINT ps_version;
728
729 DWORD vs_uniform_count;
730 DWORD ps_uniform_count;
731 float ps_1x_max_value;
732
733 DWORD wined3d_caps;
734 };
735
736 enum tex_types
737 {
738 tex_1d = 0,
739 tex_2d = 1,
740 tex_3d = 2,
741 tex_cube = 3,
742 tex_rect = 4,
743 tex_type_count = 5,
744 };
745
746 enum vertexprocessing_mode {
747 fixedfunction,
748 vertexshader,
749 pretransformed
750 };
751
752 #define WINED3D_CONST_NUM_UNUSED ~0U
753
754 enum wined3d_ffp_ps_fog_mode
755 {
756 WINED3D_FFP_PS_FOG_OFF,
757 WINED3D_FFP_PS_FOG_LINEAR,
758 WINED3D_FFP_PS_FOG_EXP,
759 WINED3D_FFP_PS_FOG_EXP2,
760 };
761
762 /* Stateblock dependent parameters which have to be hardcoded
763 * into the shader code
764 */
765
766 #define WINED3D_PSARGS_PROJECTED (1 << 3)
767 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
768 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
769 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
770 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3
771
772 /* Similar to tex_types, except that it doesn't have 1d textures
773 * (can't be bound), rect textures (handled via np2_fixup) and
774 * none / unknown (treated as 2d and handled via dummy textures). */
775 enum wined3d_shader_tex_types
776 {
777 WINED3D_SHADER_TEX_2D = 0,
778 WINED3D_SHADER_TEX_3D = 1,
779 WINED3D_SHADER_TEX_CUBE = 2,
780 };
781
782 struct ps_compile_args {
783 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
784 enum vertexprocessing_mode vp_mode;
785 enum wined3d_ffp_ps_fog_mode fog;
786 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
787 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
788 WORD srgb_correction;
789 WORD np2_fixup;
790 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
791 D3D9 has a limit of 16 samplers and the fixup is superfluous
792 in D3D10 (unconditional NP2 support mandatory). */
793 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
794 };
795
796 enum fog_src_type {
797 VS_FOG_Z = 0,
798 VS_FOG_COORD = 1
799 };
800
801 struct vs_compile_args {
802 BYTE fog_src;
803 BYTE clip_enabled;
804 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
805 };
806
807 struct wined3d_context;
808 struct wined3d_state;
809 struct fragment_pipeline;
810 struct wined3d_vertex_pipe_ops;
811
812 struct wined3d_shader_backend_ops
813 {
814 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
815 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
816 const struct wined3d_state *state);
817 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
818 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
819 enum tex_types tex_type, const SIZE *ds_mask_size);
820 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
821 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
822 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
823 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
824 const struct wined3d_state *state);
825 void (*shader_destroy)(struct wined3d_shader *shader);
826 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
827 const struct fragment_pipeline *fragment_pipe);
828 void (*shader_free_private)(struct wined3d_device *device);
829 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
830 void (*shader_free_context_data)(struct wined3d_context *context);
831 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
832 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
833 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
834 };
835
836 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
837 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
838 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
839
840 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
841
842 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
843 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
844 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
845 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
846
847 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f)
848 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f)
849 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f)
850 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f)
851
852 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
853 (vec)[0] = D3DCOLOR_R(dw); \
854 (vec)[1] = D3DCOLOR_G(dw); \
855 (vec)[2] = D3DCOLOR_B(dw); \
856 (vec)[3] = D3DCOLOR_A(dw); \
857 } while(0)
858
859 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
860
861 /* Checking of API calls */
862 /* --------------------- */
863 #ifndef WINE_NO_DEBUG_MSGS
864 #define checkGLcall(A) \
865 do { \
866 GLint err; \
867 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
868 err = gl_info->gl_ops.gl.p_glGetError(); \
869 if (err == GL_NO_ERROR) { \
870 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
871 \
872 } else do { \
873 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
874 debug_glerror(err), err, A, __FILE__, __LINE__); \
875 err = gl_info->gl_ops.gl.p_glGetError(); \
876 } while (err != GL_NO_ERROR); \
877 } while(0)
878 #else
879 #define checkGLcall(A) do {} while(0)
880 #endif
881
882 enum wined3d_ffp_idx
883 {
884 WINED3D_FFP_POSITION = 0,
885 WINED3D_FFP_BLENDWEIGHT = 1,
886 WINED3D_FFP_BLENDINDICES = 2,
887 WINED3D_FFP_NORMAL = 3,
888 WINED3D_FFP_PSIZE = 4,
889 WINED3D_FFP_DIFFUSE = 5,
890 WINED3D_FFP_SPECULAR = 6,
891 WINED3D_FFP_TEXCOORD0 = 7,
892 WINED3D_FFP_TEXCOORD1 = 8,
893 WINED3D_FFP_TEXCOORD2 = 9,
894 WINED3D_FFP_TEXCOORD3 = 10,
895 WINED3D_FFP_TEXCOORD4 = 11,
896 WINED3D_FFP_TEXCOORD5 = 12,
897 WINED3D_FFP_TEXCOORD6 = 13,
898 WINED3D_FFP_TEXCOORD7 = 14,
899 };
900
901 enum wined3d_ffp_emit_idx
902 {
903 WINED3D_FFP_EMIT_FLOAT1 = 0,
904 WINED3D_FFP_EMIT_FLOAT2 = 1,
905 WINED3D_FFP_EMIT_FLOAT3 = 2,
906 WINED3D_FFP_EMIT_FLOAT4 = 3,
907 WINED3D_FFP_EMIT_D3DCOLOR = 4,
908 WINED3D_FFP_EMIT_UBYTE4 = 5,
909 WINED3D_FFP_EMIT_SHORT2 = 6,
910 WINED3D_FFP_EMIT_SHORT4 = 7,
911 WINED3D_FFP_EMIT_UBYTE4N = 8,
912 WINED3D_FFP_EMIT_SHORT2N = 9,
913 WINED3D_FFP_EMIT_SHORT4N = 10,
914 WINED3D_FFP_EMIT_USHORT2N = 11,
915 WINED3D_FFP_EMIT_USHORT4N = 12,
916 WINED3D_FFP_EMIT_UDEC3 = 13,
917 WINED3D_FFP_EMIT_DEC3N = 14,
918 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
919 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
920 WINED3D_FFP_EMIT_INVALID = 17,
921 WINED3D_FFP_EMIT_COUNT = 18
922 };
923
924 struct wined3d_bo_address
925 {
926 GLuint buffer_object;
927 BYTE *addr;
928 };
929
930 struct wined3d_stream_info_element
931 {
932 const struct wined3d_format *format;
933 struct wined3d_bo_address data;
934 GLsizei stride;
935 UINT stream_idx;
936 };
937
938 struct wined3d_stream_info
939 {
940 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
941 DWORD position_transformed : 1;
942 DWORD all_vbo : 1;
943 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
944 WORD use_map; /* MAX_ATTRIBS, 16 */
945 };
946
947 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
948 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
949 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
950
951 #define eps 1e-8
952
953 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
954 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
955
956 /* Routines and structures related to state management */
957
958 #define STATE_RENDER(a) (a)
959 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
960
961 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
962 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
963
964 /* + 1 because samplers start with 0 */
965 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
966 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
967
968 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
969 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
970
971 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
972 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
973
974 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
975 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
976 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
977 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
978
979 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
980 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
981
982 #define STATE_VSHADER (STATE_VDECL + 1)
983 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
984
985 #define STATE_GEOMETRY_SHADER (STATE_VSHADER + 1)
986 #define STATE_IS_GEOMETRY_SHADER(a) ((a) == STATE_GEOMETRY_SHADER)
987
988 #define STATE_VIEWPORT (STATE_GEOMETRY_SHADER + 1)
989 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
990
991 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
992 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
993 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
994 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
995
996 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
997 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
998
999 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1000 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1001
1002 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1003 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1004
1005 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1006 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1007
1008 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1009 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1010
1011 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1012 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1013
1014 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1015 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1016
1017 #define STATE_POINT_SIZE_ENABLE (STATE_FRAMEBUFFER + 1)
1018 #define STATE_IS_POINT_SIZE_ENABLE(a) ((a) == STATE_POINT_SIZE_ENABLE)
1019
1020 #define STATE_HIGHEST (STATE_POINT_SIZE_ENABLE)
1021
1022 enum fogsource {
1023 FOGSOURCE_FFP,
1024 FOGSOURCE_VS,
1025 FOGSOURCE_COORD,
1026 };
1027
1028 struct wined3d_occlusion_query
1029 {
1030 struct list entry;
1031 GLuint id;
1032 struct wined3d_context *context;
1033 };
1034
1035 union wined3d_gl_query_object
1036 {
1037 GLuint id;
1038 GLsync sync;
1039 };
1040
1041 struct wined3d_event_query
1042 {
1043 struct list entry;
1044 union wined3d_gl_query_object object;
1045 struct wined3d_context *context;
1046 };
1047
1048 enum wined3d_event_query_result
1049 {
1050 WINED3D_EVENT_QUERY_OK,
1051 WINED3D_EVENT_QUERY_WAITING,
1052 WINED3D_EVENT_QUERY_NOT_STARTED,
1053 WINED3D_EVENT_QUERY_WRONG_THREAD,
1054 WINED3D_EVENT_QUERY_ERROR
1055 };
1056
1057 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1058 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1059 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1060 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1061 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1062
1063 struct wined3d_context
1064 {
1065 const struct wined3d_gl_info *gl_info;
1066 const struct wined3d_d3d_info *d3d_info;
1067 const struct StateEntry *state_table;
1068 /* State dirtification
1069 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1070 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1071 * 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
1072 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1073 */
1074 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1075 DWORD numDirtyEntries;
1076 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1077
1078 struct wined3d_swapchain *swapchain;
1079 struct wined3d_surface *current_rt;
1080 DWORD tid; /* Thread ID which owns this context at the moment */
1081
1082 /* Stores some information about the context state for optimization */
1083 DWORD render_offscreen : 1;
1084 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1085 DWORD last_was_pshader : 1;
1086 DWORD last_was_vshader : 1;
1087 DWORD namedArraysLoaded : 1;
1088 DWORD numberedArraysLoaded : 1;
1089 DWORD last_was_blit : 1;
1090 DWORD last_was_ckey : 1;
1091 DWORD fog_coord : 1;
1092 DWORD fog_enabled : 1;
1093 DWORD num_untracked_materials : 2; /* Max value 2 */
1094 DWORD current : 1;
1095 DWORD destroyed : 1;
1096 DWORD valid : 1;
1097 DWORD padding : 1;
1098 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1099 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1100 DWORD shader_update_mask;
1101 DWORD constant_update_mask;
1102 DWORD numbered_array_mask;
1103 GLenum tracking_parm; /* Which source is tracking current colour */
1104 GLenum untracked_materials[2];
1105 UINT blit_w, blit_h;
1106 enum fogsource fog_source;
1107 DWORD active_texture;
1108 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1109
1110 /* The actual opengl context */
1111 UINT level;
1112 HGLRC restore_ctx;
1113 HDC restore_dc;
1114 int restore_pf;
1115 HGLRC glCtx;
1116 HWND win_handle;
1117 HDC hdc;
1118 int pixel_format;
1119 GLint aux_buffers;
1120
1121 void *shader_backend_data;
1122
1123 /* FBOs */
1124 UINT fbo_entry_count;
1125 struct list fbo_list;
1126 struct list fbo_destroy_list;
1127 struct fbo_entry *current_fbo;
1128 GLuint fbo_read_binding;
1129 GLuint fbo_draw_binding;
1130 BOOL rebind_fbo;
1131 struct wined3d_surface **blit_targets;
1132 GLenum *draw_buffers;
1133 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1134
1135 /* Queries */
1136 GLuint *free_occlusion_queries;
1137 UINT free_occlusion_query_size;
1138 UINT free_occlusion_query_count;
1139 struct list occlusion_queries;
1140
1141 union wined3d_gl_query_object *free_event_queries;
1142 UINT free_event_query_size;
1143 UINT free_event_query_count;
1144 struct list event_queries;
1145
1146 /* Extension emulation */
1147 GLint gl_fog_source;
1148 GLfloat fog_coord_value;
1149 GLfloat color[4], fogstart, fogend, fogcolor[4];
1150 GLuint dummy_arbfp_prog;
1151 };
1152
1153 struct wined3d_fb_state
1154 {
1155 struct wined3d_surface **render_targets;
1156 struct wined3d_surface *depth_stencil;
1157 };
1158
1159 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1160
1161 struct StateEntry
1162 {
1163 DWORD representative;
1164 APPLYSTATEFUNC apply;
1165 };
1166
1167 struct StateEntryTemplate
1168 {
1169 DWORD state;
1170 struct StateEntry content;
1171 enum wined3d_gl_extension extension;
1172 };
1173
1174 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1175 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1176
1177 struct fragment_caps
1178 {
1179 DWORD wined3d_caps;
1180 DWORD PrimitiveMiscCaps;
1181 DWORD TextureOpCaps;
1182 DWORD MaxTextureBlendStages;
1183 DWORD MaxSimultaneousTextures;
1184 };
1185
1186 struct fragment_pipeline
1187 {
1188 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1189 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1190 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1191 void (*free_private)(struct wined3d_device *device);
1192 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1193 const struct StateEntryTemplate *states;
1194 };
1195
1196 struct wined3d_vertex_caps
1197 {
1198 BOOL xyzrhw;
1199 DWORD max_active_lights;
1200 DWORD max_vertex_blend_matrices;
1201 DWORD max_vertex_blend_matrix_index;
1202 DWORD vertex_processing_caps;
1203 DWORD fvf_caps;
1204 DWORD max_user_clip_planes;
1205 DWORD raster_caps;
1206 };
1207
1208 struct wined3d_vertex_pipe_ops
1209 {
1210 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1211 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1212 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1213 void (*vp_free)(struct wined3d_device *device);
1214 const struct StateEntryTemplate *vp_states;
1215 };
1216
1217 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1218 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1219 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1220 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1221 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1222 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1223 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1224 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1225
1226 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1227 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1228 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1229
1230 /* "Base" state table */
1231 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1232 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1233 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1234 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1235
1236 enum wined3d_blit_op
1237 {
1238 WINED3D_BLIT_OP_COLOR_BLIT,
1239 WINED3D_BLIT_OP_COLOR_FILL,
1240 WINED3D_BLIT_OP_DEPTH_FILL,
1241 WINED3D_BLIT_OP_DEPTH_BLIT,
1242 };
1243
1244 /* Shaders for color conversions in blits. Do not do blit operations while
1245 * already under the GL lock. */
1246 struct blit_shader
1247 {
1248 HRESULT (*alloc_private)(struct wined3d_device *device);
1249 void (*free_private)(struct wined3d_device *device);
1250 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface);
1251 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1252 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1253 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1254 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1255 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1256 const RECT *dst_rect, const struct wined3d_color *color);
1257 HRESULT (*depth_fill)(struct wined3d_device *device,
1258 struct wined3d_surface *surface, const RECT *rect, float depth);
1259 };
1260
1261 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1262 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1263 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1264
1265 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1266 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1267 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1268 DECLSPEC_HIDDEN;
1269
1270 /* Temporary blit_shader helper functions */
1271 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
1272 struct wined3d_surface *src_surface, const RECT *src_rect,
1273 struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN;
1274
1275 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1276 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1277 void context_alloc_event_query(struct wined3d_context *context,
1278 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1279 void context_alloc_occlusion_query(struct wined3d_context *context,
1280 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1281 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1282 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1283 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1284 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1285 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1286 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1287 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1288 unsigned int unit) DECLSPEC_HIDDEN;
1289 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1290 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1291 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1292 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1293 BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1294 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1295 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1296 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1297 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1298 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1299 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1300 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1301 void context_resource_released(const struct wined3d_device *device,
1302 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1303 void context_resource_unloaded(const struct wined3d_device *device,
1304 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1305 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1306 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1307 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1308 void context_state_drawbuf(struct wined3d_context *context,
1309 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1310 void context_state_fb(struct wined3d_context *context,
1311 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1312 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1313
1314 /*****************************************************************************
1315 * Internal representation of a light
1316 */
1317 struct wined3d_light_info
1318 {
1319 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1320 DWORD OriginalIndex;
1321 LONG glIndex;
1322 BOOL enabled;
1323
1324 /* Converted parms to speed up swapping lights */
1325 float lightPosn[4];
1326 float lightDirn[4];
1327 float exponent;
1328 float cutoff;
1329
1330 struct list entry;
1331 };
1332
1333 /* The default light parameters */
1334 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1335
1336 struct wined3d_pixel_format
1337 {
1338 int iPixelFormat; /* WGL pixel format */
1339 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1340 int redSize, greenSize, blueSize, alphaSize, colorSize;
1341 int depthSize, stencilSize;
1342 BOOL windowDrawable;
1343 BOOL doubleBuffer;
1344 int auxBuffers;
1345 int numSamples;
1346 };
1347
1348 enum wined3d_pci_vendor
1349 {
1350 HW_VENDOR_SOFTWARE = 0x0000,
1351 HW_VENDOR_AMD = 0x1002,
1352 HW_VENDOR_NVIDIA = 0x10de,
1353 HW_VENDOR_INTEL = 0x8086,
1354 };
1355
1356 enum wined3d_pci_device
1357 {
1358 CARD_WINE = 0x0000,
1359
1360 CARD_AMD_RAGE_128PRO = 0x5246,
1361 CARD_AMD_RADEON_7200 = 0x5144,
1362 CARD_AMD_RADEON_8500 = 0x514c,
1363 CARD_AMD_RADEON_9500 = 0x4144,
1364 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1365 CARD_AMD_RADEON_X700 = 0x5e4c,
1366 CARD_AMD_RADEON_X1600 = 0x71c2,
1367 CARD_AMD_RADEON_HD2350 = 0x94c7,
1368 CARD_AMD_RADEON_HD2600 = 0x9581,
1369 CARD_AMD_RADEON_HD2900 = 0x9400,
1370 CARD_AMD_RADEON_HD3200 = 0x9620,
1371 CARD_AMD_RADEON_HD4200M = 0x9712,
1372 CARD_AMD_RADEON_HD4350 = 0x954f,
1373 CARD_AMD_RADEON_HD4600 = 0x9495,
1374 CARD_AMD_RADEON_HD4700 = 0x944e,
1375 CARD_AMD_RADEON_HD4800 = 0x944c,
1376 CARD_AMD_RADEON_HD5400 = 0x68f9,
1377 CARD_AMD_RADEON_HD5600 = 0x68d8,
1378 CARD_AMD_RADEON_HD5700 = 0x68be,
1379 CARD_AMD_RADEON_HD5800 = 0x6898,
1380 CARD_AMD_RADEON_HD5900 = 0x689c,
1381 CARD_AMD_RADEON_HD6300 = 0x9803,
1382 CARD_AMD_RADEON_HD6400 = 0x6770,
1383 CARD_AMD_RADEON_HD6410D = 0x9644,
1384 CARD_AMD_RADEON_HD6550D = 0x9640,
1385 CARD_AMD_RADEON_HD6600 = 0x6758,
1386 CARD_AMD_RADEON_HD6600M = 0x6741,
1387 CARD_AMD_RADEON_HD6700 = 0x68ba,
1388 CARD_AMD_RADEON_HD6800 = 0x6739,
1389 CARD_AMD_RADEON_HD6900 = 0x6719,
1390 CARD_AMD_RADEON_HD7700 = 0x683d,
1391 CARD_AMD_RADEON_HD7800 = 0x6819,
1392 CARD_AMD_RADEON_HD7900 = 0x679a,
1393
1394 CARD_NVIDIA_RIVA_128 = 0x0018,
1395 CARD_NVIDIA_RIVA_TNT = 0x0020,
1396 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1397 CARD_NVIDIA_GEFORCE = 0x0100,
1398 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1399 CARD_NVIDIA_GEFORCE2 = 0x0150,
1400 CARD_NVIDIA_GEFORCE3 = 0x0200,
1401 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1402 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1403 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1404 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1405 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1406 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1407 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1408 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1409 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1410 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1411 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1412 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1413 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1414 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1415 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1416 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1417 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1418 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1419 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1420 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1421 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1422 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1423 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1424 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1425 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1426 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1427 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1428 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1429 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1430 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1431 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1432 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1433 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1434 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1435 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1436 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1437 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1438 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1439 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1440 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1441 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1442 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1443 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1444 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1445 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1446 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1447 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1448 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1449 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1450 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1451 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1452 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1453 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1454 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1455 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1456 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1457 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1458 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1459 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1460 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1461 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1462 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1463 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1464 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1465 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1466 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1467 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1468 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1469 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1470 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
1471 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
1472
1473 CARD_INTEL_830M = 0x3577,
1474 CARD_INTEL_855GM = 0x3582,
1475 CARD_INTEL_845G = 0x2562,
1476 CARD_INTEL_865G = 0x2572,
1477 CARD_INTEL_915G = 0x2582,
1478 CARD_INTEL_E7221G = 0x258a,
1479 CARD_INTEL_915GM = 0x2592,
1480 CARD_INTEL_945G = 0x2772,
1481 CARD_INTEL_945GM = 0x27a2,
1482 CARD_INTEL_945GME = 0x27ae,
1483 CARD_INTEL_Q35 = 0x29b2,
1484 CARD_INTEL_G33 = 0x29c2,
1485 CARD_INTEL_Q33 = 0x29d2,
1486 CARD_INTEL_PNVG = 0xa001,
1487 CARD_INTEL_PNVM = 0xa011,
1488 CARD_INTEL_965Q = 0x2992,
1489 CARD_INTEL_965G = 0x2982,
1490 CARD_INTEL_946GZ = 0x2972,
1491 CARD_INTEL_965GM = 0x2a02,
1492 CARD_INTEL_965GME = 0x2a12,
1493 CARD_INTEL_GM45 = 0x2a42,
1494 CARD_INTEL_IGD = 0x2e02,
1495 CARD_INTEL_Q45 = 0x2e12,
1496 CARD_INTEL_G45 = 0x2e22,
1497 CARD_INTEL_G41 = 0x2e32,
1498 CARD_INTEL_B43 = 0x2e92,
1499 CARD_INTEL_ILKD = 0x0042,
1500 CARD_INTEL_ILKM = 0x0046,
1501 CARD_INTEL_SNBD = 0x0122,
1502 CARD_INTEL_SNBM = 0x0126,
1503 CARD_INTEL_SNBS = 0x010a,
1504 CARD_INTEL_IVBD = 0x0162,
1505 CARD_INTEL_IVBM = 0x0166,
1506 CARD_INTEL_IVBS = 0x015a,
1507 };
1508
1509 struct wined3d_fbo_ops
1510 {
1511 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1512 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1513 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1514 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1515 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1516 GLsizei width, GLsizei height);
1517 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1518 GLenum internalformat, GLsizei width, GLsizei height);
1519 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1520 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1521 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1522 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1523 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1524 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1525 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1526 GLenum textarget, GLuint texture, GLint level);
1527 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1528 GLenum textarget, GLuint texture, GLint level);
1529 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1530 GLenum textarget, GLuint texture, GLint level, GLint layer);
1531 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1532 GLenum renderbuffertarget, GLuint renderbuffer);
1533 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1534 GLenum pname, GLint *params);
1535 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1536 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1537 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1538 };
1539
1540 struct wined3d_gl_limits
1541 {
1542 UINT buffers;
1543 UINT lights;
1544 UINT textures;
1545 UINT texture_coords;
1546 UINT fragment_samplers;
1547 UINT vertex_samplers;
1548 UINT combined_samplers;
1549 UINT general_combiners;
1550 UINT clipplanes;
1551 UINT texture_size;
1552 UINT texture3d_size;
1553 float pointsize_max;
1554 float pointsize_min;
1555 UINT blends;
1556 UINT anisotropy;
1557 float shininess;
1558 UINT samples;
1559 UINT vertex_attribs;
1560
1561 UINT glsl_varyings;
1562 UINT glsl_vs_float_constants;
1563 UINT glsl_ps_float_constants;
1564
1565 UINT arb_vs_float_constants;
1566 UINT arb_vs_native_constants;
1567 UINT arb_vs_instructions;
1568 UINT arb_vs_temps;
1569 UINT arb_ps_float_constants;
1570 UINT arb_ps_local_constants;
1571 UINT arb_ps_native_constants;
1572 UINT arb_ps_instructions;
1573 UINT arb_ps_temps;
1574 };
1575
1576 struct wined3d_gl_info
1577 {
1578 DWORD glsl_version;
1579 struct wined3d_gl_limits limits;
1580 DWORD reserved_glsl_constants, reserved_arb_constants;
1581 DWORD quirks;
1582 BOOL supported[WINED3D_GL_EXT_COUNT];
1583 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1584
1585 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
1586 struct opengl_funcs gl_ops;
1587 struct wined3d_fbo_ops fbo_ops;
1588
1589 struct wined3d_format *formats;
1590 };
1591
1592 struct wined3d_driver_info
1593 {
1594 enum wined3d_pci_vendor vendor;
1595 enum wined3d_pci_device device;
1596 const char *name;
1597 const char *description;
1598 unsigned int vidmem;
1599 DWORD version_high;
1600 DWORD version_low;
1601 };
1602
1603 struct wined3d_d3d_limits
1604 {
1605 UINT vs_version, gs_version, ps_version;
1606 DWORD vs_uniform_count;
1607 DWORD ps_uniform_count;
1608 UINT ffp_textures;
1609 UINT ffp_blend_stages;
1610 };
1611
1612 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
1613 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
1614 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
1615
1616 struct wined3d_ffp_attrib_ops
1617 {
1618 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
1619 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
1620 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
1621 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
1622 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
1623 };
1624
1625 struct wined3d_d3d_info
1626 {
1627 struct wined3d_d3d_limits limits;
1628 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
1629 BOOL xyzrhw;
1630 BOOL vs_clipping;
1631 DWORD valid_rt_mask;
1632 };
1633
1634 /* The adapter structure */
1635 struct wined3d_adapter
1636 {
1637 UINT ordinal;
1638 POINT monitorPoint;
1639 enum wined3d_format_id screen_format;
1640
1641 struct wined3d_gl_info gl_info;
1642 struct wined3d_d3d_info d3d_info;
1643 struct wined3d_driver_info driver_info;
1644 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1645 unsigned int cfg_count;
1646 struct wined3d_pixel_format *cfgs;
1647 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1648 unsigned int UsedTextureRam;
1649 LUID luid;
1650
1651 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1652 const struct fragment_pipeline *fragment_pipe;
1653 const struct wined3d_shader_backend_ops *shader_backend;
1654 const struct blit_shader *blitter;
1655 };
1656
1657 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter) DECLSPEC_HIDDEN;
1658 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount) DECLSPEC_HIDDEN;
1659
1660 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1661 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1662
1663 enum projection_types
1664 {
1665 proj_none = 0,
1666 proj_count3 = 1,
1667 proj_count4 = 2
1668 };
1669
1670 enum dst_arg
1671 {
1672 resultreg = 0,
1673 tempreg = 1
1674 };
1675
1676 /*****************************************************************************
1677 * Fixed function pipeline replacements
1678 */
1679 #define ARG_UNUSED 0xff
1680 struct texture_stage_op
1681 {
1682 unsigned cop : 8;
1683 unsigned carg1 : 8;
1684 unsigned carg2 : 8;
1685 unsigned carg0 : 8;
1686
1687 unsigned aop : 8;
1688 unsigned aarg1 : 8;
1689 unsigned aarg2 : 8;
1690 unsigned aarg0 : 8;
1691
1692 struct color_fixup_desc color_fixup;
1693 unsigned tex_type : 3;
1694 unsigned dst : 1;
1695 unsigned projected : 2;
1696 unsigned padding : 10;
1697 };
1698
1699 struct ffp_frag_settings
1700 {
1701 struct texture_stage_op op[MAX_TEXTURES];
1702 enum wined3d_ffp_ps_fog_mode fog;
1703 /* Use shorts instead of chars to get dword alignment */
1704 unsigned short sRGB_write;
1705 unsigned short emul_clipplanes;
1706 };
1707
1708 struct ffp_frag_desc
1709 {
1710 struct wine_rb_entry entry;
1711 struct ffp_frag_settings settings;
1712 };
1713
1714 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1715 extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN;
1716 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1717
1718 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
1719 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1720 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1721 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1722 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1723 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1724
1725 enum wined3d_ffp_vs_fog_mode
1726 {
1727 WINED3D_FFP_VS_FOG_OFF = 0,
1728 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
1729 WINED3D_FFP_VS_FOG_DEPTH = 2,
1730 WINED3D_FFP_VS_FOG_RANGE = 3,
1731 };
1732
1733 #define WINED3D_FFP_TCI_SHIFT 16
1734 #define WINED3D_FFP_TCI_MASK 0xff
1735
1736 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
1737 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7
1738
1739 struct wined3d_ffp_vs_settings
1740 {
1741 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
1742 DWORD diffuse_source : 2;
1743 DWORD emission_source : 2;
1744 DWORD ambient_source : 2;
1745 DWORD specular_source : 2;
1746
1747 DWORD transformed : 1;
1748 DWORD clipping : 1;
1749 DWORD normal : 1;
1750 DWORD normalize : 1;
1751 DWORD lighting : 1;
1752 DWORD localviewer : 1;
1753 DWORD point_size : 1;
1754 DWORD fog_mode : 2;
1755 DWORD texcoords : 8; /* MAX_TEXTURES */
1756 DWORD ortho_fog : 1;
1757 DWORD padding : 14;
1758
1759 BYTE texgen[MAX_TEXTURES];
1760 };
1761
1762 struct wined3d_ffp_vs_desc
1763 {
1764 struct wine_rb_entry entry;
1765 struct wined3d_ffp_vs_settings settings;
1766 };
1767
1768 void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct wined3d_stream_info *si,
1769 struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
1770
1771 struct wined3d
1772 {
1773 LONG ref;
1774 DWORD flags;
1775 UINT dxVersion;
1776 UINT adapter_count;
1777 struct wined3d_adapter adapters[1];
1778 };
1779
1780 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags) DECLSPEC_HIDDEN;
1781 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1782 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1783
1784 struct wined3d_stream_output
1785 {
1786 struct wined3d_buffer *buffer;
1787 UINT offset;
1788 };
1789
1790 struct wined3d_stream_state
1791 {
1792 struct wined3d_buffer *buffer;
1793 UINT offset;
1794 UINT stride;
1795 UINT frequency;
1796 UINT flags;
1797 };
1798
1799 struct wined3d_state
1800 {
1801 const struct wined3d_fb_state *fb;
1802
1803 struct wined3d_vertex_declaration *vertex_declaration;
1804 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
1805 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
1806 struct wined3d_buffer *index_buffer;
1807 enum wined3d_format_id index_format;
1808 INT base_vertex_index;
1809 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
1810 GLenum gl_primitive_type;
1811
1812 struct wined3d_shader *vertex_shader;
1813 struct wined3d_buffer *vs_cb[MAX_CONSTANT_BUFFERS];
1814 struct wined3d_sampler *vs_sampler[MAX_SAMPLER_OBJECTS];
1815 BOOL vs_consts_b[MAX_CONST_B];
1816 INT vs_consts_i[MAX_CONST_I * 4];
1817 float *vs_consts_f;
1818
1819 struct wined3d_shader *geometry_shader;
1820 struct wined3d_buffer *gs_cb[MAX_CONSTANT_BUFFERS];
1821 struct wined3d_sampler *gs_sampler[MAX_SAMPLER_OBJECTS];
1822
1823 struct wined3d_shader *pixel_shader;
1824 struct wined3d_buffer *ps_cb[MAX_CONSTANT_BUFFERS];
1825 struct wined3d_sampler *ps_sampler[MAX_SAMPLER_OBJECTS];
1826 BOOL ps_consts_b[MAX_CONST_B];
1827 INT ps_consts_i[MAX_CONST_I * 4];
1828 float *ps_consts_f;
1829
1830 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
1831 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1832 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1833 DWORD lowest_disabled_stage;
1834
1835 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
1836 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
1837 struct wined3d_material material;
1838 struct wined3d_viewport viewport;
1839 RECT scissor_rect;
1840
1841 /* Light hashmap. Collisions are handled using linked lists. */
1842 #define LIGHTMAP_SIZE 43
1843 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
1844 struct list light_map[LIGHTMAP_SIZE];
1845 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
1846
1847 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
1848 };
1849
1850 /*****************************************************************************
1851 * IWineD3DDevice implementation structure
1852 */
1853 #define WINED3D_UNMAPPED_STAGE ~0U
1854
1855 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1856 #define WINED3DCREATE_MULTITHREADED 0x00000004
1857
1858 struct wined3d_device
1859 {
1860 LONG ref;
1861
1862 /* WineD3D Information */
1863 struct wined3d_device_parent *device_parent;
1864 struct wined3d *wined3d;
1865 struct wined3d_adapter *adapter;
1866
1867 /* Window styles to restore when switching fullscreen mode */
1868 LONG style;
1869 LONG exStyle;
1870
1871 /* X and GL Information */
1872 GLenum offscreenBuffer;
1873
1874 const struct wined3d_shader_backend_ops *shader_backend;
1875 void *shader_priv;
1876 void *fragment_priv;
1877 void *vertex_priv;
1878 void *blit_priv;
1879 struct StateEntry StateTable[STATE_HIGHEST + 1];
1880 /* Array of functions for states which are handled by more than one pipeline part */
1881 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1882 const struct blit_shader *blitter;
1883
1884 UINT instance_count;
1885
1886 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1887 WORD isInDraw : 1;
1888 WORD bCursorVisible : 1;
1889 WORD d3d_initialized : 1;
1890 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1891 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1892 WORD useDrawStridedSlow : 1;
1893 WORD filter_messages : 1;
1894 WORD padding : 8;
1895
1896 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1897
1898 unsigned char surface_alignment; /* Line Alignment of surfaces */
1899
1900 struct wined3d_state state;
1901 struct wined3d_state *update_state;
1902 struct wined3d_stateblock *recording;
1903
1904 /* Internal use fields */
1905 struct wined3d_device_creation_parameters create_parms;
1906 HWND focus_window;
1907
1908 struct wined3d_swapchain **swapchains;
1909 UINT swapchain_count;
1910
1911 struct list resources; /* a linked list to track resources created by the device */
1912 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1913
1914 /* Render Target Support */
1915 struct wined3d_fb_state fb;
1916 struct wined3d_surface *onscreen_depth_stencil;
1917 struct wined3d_surface *auto_depth_stencil;
1918
1919 /* For rendering to a texture using glCopyTexImage */
1920 GLuint depth_blt_texture;
1921
1922 /* Cursor management */
1923 UINT xHotSpot;
1924 UINT yHotSpot;
1925 UINT xScreenSpace;
1926 UINT yScreenSpace;
1927 UINT cursorWidth, cursorHeight;
1928 GLuint cursorTexture;
1929 HCURSOR hardwareCursor;
1930
1931 /* The Wine logo surface */
1932 struct wined3d_surface *logo_surface;
1933
1934 /* Textures for when no other textures are mapped */
1935 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
1936 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
1937 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
1938 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
1939
1940 /* With register combiners we can skip junk texture stages */
1941 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1942 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1943
1944 /* Stream source management */
1945 struct wined3d_stream_info stream_info;
1946 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1947 unsigned int num_buffer_queries;
1948
1949 /* Context management */
1950 struct wined3d_context **contexts;
1951 UINT context_count;
1952 };
1953
1954 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
1955 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
1956 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
1957 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1958 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1959 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
1960 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
1961 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
1962 void device_preload_textures(const struct wined3d_device *device) DECLSPEC_HIDDEN;
1963 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
1964 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1965 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1966 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1967 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
1968 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1969 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1970 void device_update_tex_unit_map(struct wined3d_device *device) DECLSPEC_HIDDEN;
1971 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
1972
1973 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
1974 {
1975 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1976 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1977 return context->isStateDirty[idx] & (1 << shift);
1978 }
1979
1980 static inline void invalidate_active_texture(const struct wined3d_device *device, struct wined3d_context *context)
1981 {
1982 DWORD sampler = device->rev_tex_unit_map[context->active_texture];
1983 if (sampler != WINED3D_UNMAPPED_STAGE)
1984 context_invalidate_state(context, STATE_SAMPLER(sampler));
1985 }
1986
1987 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
1988 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
1989
1990 struct wined3d_resource_ops
1991 {
1992 void (*resource_unload)(struct wined3d_resource *resource);
1993 };
1994
1995 void *wined3d_resource_allocate_sysmem(SIZE_T size) DECLSPEC_HIDDEN;
1996 void wined3d_resource_free_sysmem(void *mem) DECLSPEC_HIDDEN;
1997
1998 struct wined3d_resource
1999 {
2000 LONG ref;
2001 LONG bind_count;
2002 LONG map_count;
2003 struct wined3d_device *device;
2004 enum wined3d_resource_type type;
2005 const struct wined3d_format *format;
2006 enum wined3d_multisample_type multisample_type;
2007 UINT multisample_quality;
2008 DWORD usage;
2009 enum wined3d_pool pool;
2010 DWORD access_flags;
2011 UINT width;
2012 UINT height;
2013 UINT depth;
2014 UINT size;
2015 DWORD priority;
2016 BYTE *allocatedMemory; /* Pointer to the real data location */
2017 void *heap_memory;
2018 struct list privateData;
2019 struct list resource_list_entry;
2020
2021 void *parent;
2022 const struct wined3d_parent_ops *parent_ops;
2023 const struct wined3d_resource_ops *resource_ops;
2024 };
2025
2026 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2027 DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2028 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2029 enum wined3d_resource_type type, const struct wined3d_format *format,
2030 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2031 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2032 void *parent, const struct wined3d_parent_ops *parent_ops,
2033 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2034 DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN;
2035 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2036 DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource,
2037 DWORD flags) DECLSPEC_HIDDEN;
2038 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2039
2040 /* Tests show that the start address of resources is 32 byte aligned */
2041 #define RESOURCE_ALIGNMENT 16
2042
2043 enum wined3d_texture_state
2044 {
2045 WINED3DTEXSTA_ADDRESSU = 0,
2046 WINED3DTEXSTA_ADDRESSV = 1,
2047 WINED3DTEXSTA_ADDRESSW = 2,
2048 WINED3DTEXSTA_BORDERCOLOR = 3,
2049 WINED3DTEXSTA_MAGFILTER = 4,
2050 WINED3DTEXSTA_MINFILTER = 5,
2051 WINED3DTEXSTA_MIPFILTER = 6,
2052 WINED3DTEXSTA_MAXMIPLEVEL = 7,
2053 WINED3DTEXSTA_MAXANISOTROPY = 8,
2054 WINED3DTEXSTA_SRGBTEXTURE = 9,
2055 WINED3DTEXSTA_SHADOW = 10,
2056 MAX_WINETEXTURESTATES = 11,
2057 };
2058
2059 enum WINED3DSRGB
2060 {
2061 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
2062 SRGB_RGB = 1, /* Loads the rgb texture */
2063 SRGB_SRGB = 2, /* Loads the srgb texture */
2064 };
2065
2066 struct gl_texture
2067 {
2068 DWORD states[MAX_WINETEXTURESTATES];
2069 BOOL dirty;
2070 GLuint name;
2071 };
2072
2073 struct wined3d_texture_ops
2074 {
2075 HRESULT (*texture_bind)(struct wined3d_texture *texture,
2076 struct wined3d_context *context, BOOL srgb);
2077 void (*texture_preload)(struct wined3d_texture *texture, enum WINED3DSRGB srgb);
2078 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
2079 const struct wined3d_box *dirty_region);
2080 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
2081 };
2082
2083 #define WINED3D_TEXTURE_COND_NP2 0x1
2084 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x2
2085 #define WINED3D_TEXTURE_IS_SRGB 0x4
2086
2087 struct wined3d_texture
2088 {
2089 struct wined3d_resource resource;
2090 const struct wined3d_texture_ops *texture_ops;
2091 struct gl_texture texture_rgb, texture_srgb;
2092 struct wined3d_resource **sub_resources;
2093 UINT layer_count;
2094 UINT level_count;
2095 float pow2_matrix[16];
2096 UINT lod;
2097 enum wined3d_texture_filter_type filter_type;
2098 DWORD sampler;
2099 DWORD flags;
2100 const struct min_lookup *min_mip_lookup;
2101 const GLenum *mag_lookup;
2102 GLenum target;
2103 };
2104
2105 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
2106 {
2107 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2108 }
2109
2110 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2111 const struct wined3d_gl_info *gl_info, BOOL srgb)
2112 {
2113 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2114 ? &texture->texture_srgb : &texture->texture_rgb;
2115 }
2116
2117 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
2118 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
2119 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2120 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN;
2121
2122 #define WINED3D_VFLAG_LOCKED 0x00000001
2123 #define WINED3D_VFLAG_ALLOCATED 0x00000002
2124 #define WINED3D_VFLAG_SRGB_ALLOCATED 0x00000004
2125 #define WINED3D_VFLAG_PBO 0x00000008
2126
2127 #define WINED3D_LOCATION_DISCARDED 0x00000001
2128 #define WINED3D_LOCATION_SYSMEM 0x00000002
2129 #define WINED3D_LOCATION_BUFFER 0x00000004
2130 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000008
2131 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000010
2132
2133 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2134
2135 struct wined3d_volume
2136 {
2137 struct wined3d_resource resource;
2138 struct wined3d_texture *container;
2139
2140 DWORD flags, locations;
2141 GLint texture_level;
2142 DWORD download_count;
2143 GLuint pbo;
2144 };
2145
2146 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
2147 {
2148 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
2149 }
2150
2151 void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context, BOOL srgb_mode) DECLSPEC_HIDDEN;
2152 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
2153 void wined3d_volume_invalidate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
2154 void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
2155 const struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2156
2157 struct wined3d_surface_dib
2158 {
2159 HBITMAP DIBsection;
2160 void *bitmap_data;
2161 UINT bitmap_size;
2162 };
2163
2164 struct wined3d_renderbuffer_entry
2165 {
2166 struct list entry;
2167 GLuint id;
2168 UINT width;
2169 UINT height;
2170 };
2171
2172 struct fbo_entry
2173 {
2174 struct list entry;
2175 struct wined3d_surface **render_targets;
2176 struct wined3d_surface *depth_stencil;
2177 DWORD location;
2178 DWORD rt_mask;
2179 BOOL attached;
2180 GLuint id;
2181 };
2182
2183 struct wined3d_surface_ops
2184 {
2185 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2186 void (*surface_realize_palette)(struct wined3d_surface *surface);
2187 void (*surface_map)(struct wined3d_surface *surface, const RECT *rect, DWORD flags);
2188 void (*surface_unmap)(struct wined3d_surface *surface);
2189 };
2190
2191 struct wined3d_surface
2192 {
2193 struct wined3d_resource resource;
2194 const struct wined3d_surface_ops *surface_ops;
2195 struct wined3d_texture *container;
2196 struct wined3d_swapchain *swapchain;
2197 struct wined3d_palette *palette; /* D3D7 style palette handling */
2198 DWORD draw_binding;
2199
2200 DWORD flags;
2201
2202 UINT pitch;
2203 UINT pow2Width;
2204 UINT pow2Height;
2205
2206 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2207 void (*get_drawable_size)(const struct wined3d_context *context, UINT *width, UINT *height);
2208
2209 /* PBO */
2210 GLuint pbo;
2211 GLuint rb_multisample;
2212 GLuint rb_resolved;
2213 GLuint texture_name;
2214 GLuint texture_name_srgb;
2215 GLint texture_level;
2216 GLenum texture_target;
2217
2218 RECT lockedRect;
2219 RECT dirtyRect;
2220 int lockCount;
2221 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2222
2223 /* For GetDC */
2224 struct wined3d_surface_dib dib;
2225 HDC hDC;
2226
2227 /* Color keys for DDraw */
2228 struct wined3d_color_key dst_blt_color_key;
2229 struct wined3d_color_key src_blt_color_key;
2230 struct wined3d_color_key dst_overlay_color_key;
2231 struct wined3d_color_key src_overlay_color_key;
2232 DWORD CKeyFlags;
2233
2234 struct wined3d_color_key gl_color_key;
2235
2236 struct list renderbuffers;
2237 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2238 SIZE ds_current_size;
2239
2240 /* DirectDraw Overlay handling */
2241 RECT overlay_srcrect;
2242 RECT overlay_destrect;
2243 struct wined3d_surface *overlay_dest;
2244 struct list overlays;
2245 struct list overlay_entry;
2246 };
2247
2248 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2249 {
2250 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2251 }
2252
2253 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2254 const struct wined3d_gl_info *gl_info, BOOL srgb)
2255 {
2256 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2257 ? surface->texture_name_srgb : surface->texture_name;
2258 }
2259
2260 void surface_add_dirty_rect(struct wined3d_surface *surface, const struct wined3d_box *dirty_rect) DECLSPEC_HIDDEN;
2261 HRESULT surface_color_fill(struct wined3d_surface *s,
2262 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2263 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2264 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
2265 BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2266 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2267 void surface_load_ds_location(struct wined3d_surface *surface,
2268 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2269 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2270 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect) DECLSPEC_HIDDEN;
2271 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2272 void surface_modify_location(struct wined3d_surface *surface, DWORD location, BOOL persistent) DECLSPEC_HIDDEN;
2273 void surface_prepare_rb(struct wined3d_surface *surface,
2274 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2275 void surface_prepare_texture(struct wined3d_surface *surface,
2276 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2277 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2278 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2279 void surface_set_container(struct wined3d_surface *surface, struct wined3d_texture *container) DECLSPEC_HIDDEN;
2280 void surface_set_swapchain(struct wined3d_surface *surface, struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2281 void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2282 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2283 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2284 void surface_update_draw_binding(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2285 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2286 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2287
2288 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2289 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2290 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2291
2292 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2293 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2294 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2295
2296 /* Surface flags: */
2297 #define SFLAG_CONVERTED 0x00000001 /* Converted for color keying or palettized. */
2298 #define SFLAG_DISCARD 0x00000002 /* ??? */
2299 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2300 #define SFLAG_NORMCOORD 0x00000008 /* Set if GL texture coordinates are normalized (non-texture rectangle). */
2301 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked. */
2302 #define SFLAG_DYNLOCK 0x00000020 /* Surface is often locked by the application. */
2303 #define SFLAG_PIN_SYSMEM 0x00000040 /* Keep the surface in sysmem, at the same address. */
2304 #define SFLAG_DCINUSE 0x00000080 /* Set between GetDC and ReleaseDC calls. */
2305 #define SFLAG_LOST 0x00000100 /* Surface lost flag for ddraw. */
2306 #define SFLAG_GLCKEY 0x00000200 /* The GL texture was created with a color key. */
2307 #define SFLAG_CLIENT 0x00000400 /* GL_APPLE_client_storage is used with this surface. */
2308 #define SFLAG_INOVERLAYDRAW 0x00000800 /* Overlay drawing is in progress. Recursion prevention. */
2309 #define SFLAG_DIBSECTION 0x00001000 /* Has a DIB section attached for GetDC. */
2310 #define SFLAG_USERPTR 0x00002000 /* The application allocated the memory for this surface. */
2311 #define SFLAG_ALLOCATED 0x00004000 /* A GL texture is allocated for this surface. */
2312 #define SFLAG_SRGBALLOCATED 0x00008000 /* A sRGB GL texture is allocated for this surface. */
2313 #define SFLAG_PBO 0x00010000 /* The surface has a PBO. */
2314 #define SFLAG_INSYSMEM 0x00020000 /* The system memory copy is current. */
2315 #define SFLAG_INTEXTURE 0x00040000 /* The GL texture is current. */
2316 #define SFLAG_INSRGBTEX 0x00080000 /* The GL sRGB texture is current. */
2317 #define SFLAG_INDRAWABLE 0x00100000 /* The GL drawable is current. */
2318 #define SFLAG_INRB_MULTISAMPLE 0x00200000 /* The multisample renderbuffer is current. */
2319 #define SFLAG_INRB_RESOLVED 0x00400000 /* The resolved renderbuffer is current. */
2320 #define SFLAG_DISCARDED 0x00800000 /* Surface was discarded, allocating new location is enough. */
2321
2322 /* In some conditions the surface memory must not be freed:
2323 * SFLAG_CONVERTED: Converting the data back would take too long
2324 * SFLAG_DIBSECTION: The dib code manages the memory
2325 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2326 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2327 * SFLAG_CLIENT: OpenGL uses our memory as backup
2328 */
2329 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2330 SFLAG_DYNLOCK | \
2331 SFLAG_CLIENT | \
2332 SFLAG_DIBSECTION | \
2333 SFLAG_USERPTR | \
2334 SFLAG_PBO | \
2335 SFLAG_PIN_SYSMEM)
2336
2337 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2338 SFLAG_INTEXTURE | \
2339 SFLAG_INSRGBTEX | \
2340 SFLAG_INDRAWABLE | \
2341 SFLAG_INRB_MULTISAMPLE | \
2342 SFLAG_INRB_RESOLVED)
2343
2344 enum wined3d_conversion_type
2345 {
2346 WINED3D_CT_NONE,
2347 WINED3D_CT_PALETTED,
2348 WINED3D_CT_PALETTED_CK,
2349 WINED3D_CT_CK_565,
2350 WINED3D_CT_CK_5551,
2351 WINED3D_CT_CK_RGB24,
2352 WINED3D_CT_RGB32_888,
2353 WINED3D_CT_CK_ARGB32,
2354 };
2355
2356 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2357
2358 struct wined3d_sampler
2359 {
2360 LONG refcount;
2361 void *parent;
2362 };
2363
2364 struct wined3d_vertex_declaration_element
2365 {
2366 const struct wined3d_format *format;
2367 BOOL ffp_valid;
2368 WORD input_slot;
2369 WORD offset;
2370 UINT output_slot;
2371 BYTE method;
2372 BYTE usage;
2373 BYTE usage_idx;
2374 };
2375
2376 struct wined3d_vertex_declaration
2377 {
2378 LONG ref;
2379 void *parent;
2380 const struct wined3d_parent_ops *parent_ops;
2381 struct wined3d_device *device;
2382
2383 struct wined3d_vertex_declaration_element *elements;
2384 UINT element_count;
2385
2386 BOOL position_transformed;
2387 BOOL half_float_conv_needed;
2388 };
2389
2390 struct wined3d_saved_states
2391 {
2392 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2393 WORD streamSource; /* MAX_STREAMS, 16 */
2394 WORD streamFreq; /* MAX_STREAMS, 16 */
2395 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2396 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2397 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2398 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2399 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2400 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2401 BOOL *pixelShaderConstantsF;
2402 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2403 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2404 BOOL *vertexShaderConstantsF;
2405 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2406 DWORD primitive_type : 1;
2407 DWORD indices : 1;
2408 DWORD material : 1;
2409 DWORD viewport : 1;
2410 DWORD vertexDecl : 1;
2411 DWORD pixelShader : 1;
2412 DWORD vertexShader : 1;
2413 DWORD scissorRect : 1;
2414 DWORD padding : 4;
2415 };
2416
2417 struct StageState {
2418 DWORD stage;
2419 DWORD state;
2420 };
2421
2422 struct wined3d_stateblock
2423 {
2424 LONG ref; /* Note: Ref counting not required */
2425 struct wined3d_device *device;
2426
2427 /* Array indicating whether things have been set or changed */
2428 struct wined3d_saved_states changed;
2429 struct wined3d_state state;
2430
2431 /* Contained state management */
2432 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2433 unsigned int num_contained_render_states;
2434 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2435 unsigned int num_contained_transform_states;
2436 DWORD contained_vs_consts_i[MAX_CONST_I];
2437 unsigned int num_contained_vs_consts_i;
2438 DWORD contained_vs_consts_b[MAX_CONST_B];
2439 unsigned int num_contained_vs_consts_b;
2440 DWORD *contained_vs_consts_f;
2441 unsigned int num_contained_vs_consts_f;
2442 DWORD contained_ps_consts_i[MAX_CONST_I];
2443 unsigned int num_contained_ps_consts_i;
2444 DWORD contained_ps_consts_b[MAX_CONST_B];
2445 unsigned int num_contained_ps_consts_b;
2446 DWORD *contained_ps_consts_f;
2447 unsigned int num_contained_ps_consts_f;
2448 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2449 unsigned int num_contained_tss_states;
2450 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2451 unsigned int num_contained_sampler_states;
2452 };
2453
2454 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2455
2456 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
2457 HRESULT state_init(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
2458 void state_init_default(struct wined3d_state *state, struct wined3d_device *device) DECLSPEC_HIDDEN;
2459 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
2460
2461 /* Direct3D terminology with little modifications. We do not have an issued state
2462 * because only the driver knows about it, but we have a created state because d3d
2463 * allows GetData on a created issue, but opengl doesn't
2464 */
2465 enum query_state {
2466 QUERY_CREATED,
2467 QUERY_SIGNALLED,
2468 QUERY_BUILDING
2469 };
2470
2471 struct wined3d_query_ops
2472 {
2473 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2474 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2475 };
2476
2477 struct wined3d_query
2478 {
2479 LONG ref;
2480 const struct wined3d_query_ops *query_ops;
2481 struct wined3d_device *device;
2482 enum query_state state;
2483 enum wined3d_query_type type;
2484 DWORD data_size;
2485 void *extendedData;
2486 };
2487
2488 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2489 * fixed function semantics as D3DCOLOR or FLOAT16 */
2490 enum wined3d_buffer_conversion_type
2491 {
2492 CONV_NONE,
2493 CONV_D3DCOLOR,
2494 CONV_POSITIONT,
2495 };
2496
2497 struct wined3d_map_range
2498 {
2499 UINT offset;
2500 UINT size;
2501 };
2502
2503 struct wined3d_buffer
2504 {
2505 struct wined3d_resource resource;
2506
2507 struct wined3d_buffer_desc desc;
2508
2509 GLuint buffer_object;
2510 GLenum buffer_object_usage;
2511 GLenum buffer_type_hint;
2512 UINT buffer_object_size;
2513 DWORD flags;
2514
2515 struct wined3d_map_range *maps;
2516 ULONG maps_size, modified_areas;
2517 struct wined3d_event_query *query;
2518
2519 /* conversion stuff */
2520 UINT decl_change_count, full_conversion_count;
2521 UINT draw_count;
2522 UINT stride; /* 0 if no conversion */
2523 UINT conversion_stride; /* 0 if no shifted conversion */
2524 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2525 };
2526
2527 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2528 {
2529 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2530 }
2531
2532 void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
2533 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2534 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2535
2536 struct wined3d_rendertarget_view
2537 {
2538 LONG refcount;
2539
2540 struct wined3d_resource *resource;
2541 void *parent;
2542 };
2543
2544 struct wined3d_swapchain_ops
2545 {
2546 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2547 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2548 };
2549
2550 struct wined3d_swapchain
2551 {
2552 LONG ref;
2553 void *parent;
2554 const struct wined3d_parent_ops *parent_ops;
2555 const struct wined3d_swapchain_ops *swapchain_ops;
2556 struct wined3d_device *device;
2557
2558 struct wined3d_surface **back_buffers;
2559 struct wined3d_surface *front_buffer;
2560 struct wined3d_swapchain_desc desc;
2561 struct wined3d_display_mode original_mode;
2562 struct wined3d_gamma_ramp orig_gamma;
2563 BOOL render_to_fbo;
2564 const struct wined3d_format *ds_format;
2565
2566 LONG prev_time, frames; /* Performance tracking */
2567
2568 struct wined3d_context **context;
2569 unsigned int num_contexts;
2570
2571 HWND win_handle;
2572 HWND device_window;
2573
2574 HDC backup_dc;
2575 HWND backup_wnd;
2576 };
2577
2578 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2579
2580 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2581 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2582 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2583 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2584 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2585
2586 /*****************************************************************************
2587 * Utility function prototypes
2588 */
2589
2590 /* Trace routines */
2591 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2592 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
2593 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
2594 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2595 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2596 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
2597 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2598 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2599 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
2600 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
2601 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2602 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
2603 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
2604 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
2605 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
2606 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2607 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2608 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
2609 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2610 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2611
2612 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2613 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2614 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2615 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
2616 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2617 void set_texture_matrix(const struct wined3d_gl_info *gl_info, const float *smat, DWORD flags,
2618 BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id coordtype,
2619 BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2620 void texture_activate_dimensions(const struct wined3d_texture *texture,
2621 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2622 void sampler_texdim(struct wined3d_context *context,
2623 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2624 void tex_alphaop(struct wined3d_context *context,
2625 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2626 void apply_pixelshader(struct wined3d_context *context,
2627 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2628 void state_fogcolor(struct wined3d_context *context,
2629 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2630 void state_fogdensity(struct wined3d_context *context,
2631 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2632 void state_fogstartend(struct wined3d_context *context,
2633 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2634 void state_fog_fragpart(struct wined3d_context *context,
2635 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2636 void state_srgbwrite(struct wined3d_context *context,
2637 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2638
2639 void sampler_texmatrix(struct wined3d_context *context,
2640 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2641 void state_specularenable(struct wined3d_context *context,
2642 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2643 void transform_world(struct wined3d_context *context,
2644 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2645 void transform_view(struct wined3d_context *context,
2646 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2647 void transform_projection(struct wined3d_context *context,
2648 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2649 void transform_texture(struct wined3d_context *context,
2650 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2651 void state_ambient(struct wined3d_context *context,
2652 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2653 void viewport_vertexpart(struct wined3d_context *context,
2654 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2655 void state_clipping(struct wined3d_context *context,
2656 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2657 void light(struct wined3d_context *context,
2658 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2659 void vertexdeclaration(struct wined3d_context *context,
2660 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2661 void clipplane(struct wined3d_context *context,
2662 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2663 void state_psizemin_w(struct wined3d_context *context,
2664 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2665 void state_psizemin_ext(struct wined3d_context *context,
2666 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2667 void state_psizemin_arb(struct wined3d_context *context,
2668 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2669 void state_pointsprite_w(struct wined3d_context *context,
2670 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2671 void state_pointsprite(struct wined3d_context *context,
2672 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2673 void state_pscale(struct wined3d_context *context,
2674 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2675
2676 BOOL getColorBits(const struct wined3d_format *format,
2677 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2678 BOOL getDepthStencilBits(const struct wined3d_format *format,
2679 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2680 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2681
2682 /* Math utils */
2683 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2684 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2685 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2686 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2687
2688 struct wined3d_shader_lconst
2689 {
2690 struct list entry;
2691 unsigned int idx;
2692 DWORD value[4];
2693 };
2694
2695 struct wined3d_shader_limits
2696 {
2697 unsigned int sampler;
2698 unsigned int constant_int;
2699 unsigned int constant_float;
2700 unsigned int constant_bool;
2701 unsigned int packed_output;
2702 unsigned int packed_input;
2703 };
2704
2705 #ifdef __GNUC__
2706 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2707 #else
2708 #define PRINTF_ATTR(fmt,args)
2709 #endif
2710
2711 /* Base Shader utility functions. */
2712 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2713 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2714
2715 /* Vertex shader utility functions */
2716 BOOL vshader_get_input(const struct wined3d_shader *shader,
2717 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2718
2719 struct wined3d_vertex_shader
2720 {
2721 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2722 };
2723
2724 struct wined3d_geometry_shader
2725 {
2726 enum wined3d_primitive_type input_type;
2727 enum wined3d_primitive_type output_type;
2728 UINT vertices_out;
2729 };
2730
2731 struct wined3d_pixel_shader
2732 {
2733 /* Pixel shader input semantics */
2734 DWORD input_reg_map[MAX_REG_INPUT];
2735 BOOL input_reg_used[MAX_REG_INPUT];
2736 unsigned int declared_in_count;
2737
2738 /* Some information about the shader behavior */
2739 BOOL color0_mov;
2740 DWORD color0_reg;
2741 };
2742
2743 struct wined3d_shader
2744 {
2745 LONG ref;
2746 struct wined3d_shader_limits limits;
2747 DWORD *function;
2748 UINT functionLength;
2749 BOOL load_local_constsF;
2750 const struct wined3d_shader_frontend *frontend;
2751 void *frontend_data;
2752 void *backend_data;
2753
2754 void *parent;
2755 const struct wined3d_parent_ops *parent_ops;
2756
2757 /* Programs this shader is linked with */
2758 struct list linked_programs;
2759
2760 /* Immediate constants (override global ones) */
2761 struct list constantsB;
2762 struct list constantsF;
2763 struct list constantsI;
2764 struct wined3d_shader_reg_maps reg_maps;
2765 BOOL lconst_inf_or_nan;
2766
2767 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2768 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2769
2770 /* Pointer to the parent device */
2771 struct wined3d_device *device;
2772 struct list shader_list_entry;
2773
2774 union
2775 {
2776 struct wined3d_vertex_shader vs;
2777 struct wined3d_geometry_shader gs;
2778 struct wined3d_pixel_shader ps;
2779 } u;
2780 };
2781
2782 void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
2783 void find_ps_compile_args(const struct wined3d_state *state,
2784 const struct wined3d_shader *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
2785
2786 void find_vs_compile_args(const struct wined3d_state *state,
2787 const struct wined3d_shader *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2788
2789 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2790 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2791 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2792 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2793 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2794 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2795 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2796 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2797 unsigned int max) DECLSPEC_HIDDEN;
2798 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2799 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
2800 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2801
2802 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2803 {
2804 switch (reg->type)
2805 {
2806 case WINED3DSPR_RASTOUT:
2807 /* oFog & oPts */
2808 if (reg->idx[0].offset)
2809 return TRUE;
2810 /* oPos */
2811 return FALSE;
2812
2813 case WINED3DSPR_DEPTHOUT: /* oDepth */
2814 case WINED3DSPR_CONSTBOOL: /* b# */
2815 case WINED3DSPR_LOOP: /* aL */
2816 case WINED3DSPR_PREDICATE: /* p0 */
2817 case WINED3DSPR_PRIMID: /* primID */
2818 return TRUE;
2819
2820 case WINED3DSPR_MISCTYPE:
2821 switch (reg->idx[0].offset)
2822 {
2823 case 0: /* vPos */
2824 return FALSE;
2825 case 1: /* vFace */
2826 return TRUE;
2827 default:
2828 return FALSE;
2829 }
2830
2831 case WINED3DSPR_IMMCONST:
2832 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2833
2834 default:
2835 return FALSE;
2836 }
2837 }
2838
2839 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2840 const struct wined3d_state *state, float *position_fixup)
2841 {
2842 position_fixup[0] = 1.0f;
2843 position_fixup[1] = 1.0f;
2844 position_fixup[2] = (63.0f / 64.0f) / state->viewport.width;
2845 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.height;
2846
2847 if (context->render_offscreen)
2848 {
2849 position_fixup[1] *= -1.0f;
2850 position_fixup[3] *= -1.0f;
2851 }
2852 }
2853
2854 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
2855 {
2856 struct wined3d_shader_lconst *lconst;
2857
2858 if (shader->load_local_constsF)
2859 return FALSE;
2860
2861 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
2862 {
2863 if (lconst->idx == reg)
2864 return TRUE;
2865 }
2866
2867 return FALSE;
2868 }
2869
2870 /* Using additional shader constants (uniforms in GLSL / program environment
2871 * or local parameters in ARB) is costly:
2872 * ARB only knows float4 parameters and GLSL compiler are not really smart
2873 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2874 * (in fact most compilers map a float2 to a full float4 uniform).
2875 *
2876 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2877 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2878 * into a single shader constant (uniform / program parameter).
2879 *
2880 * This structure is shared between the GLSL and the ARB backend.*/
2881 struct ps_np2fixup_info {
2882 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2883 WORD active; /* bitfield indicating if we can apply the fixup */
2884 WORD num_consts;
2885 };
2886
2887 struct wined3d_palette
2888 {
2889 LONG ref;
2890 void *parent;
2891 struct wined3d_device *device;
2892
2893 HPALETTE hpal;
2894 WORD palVersion; /*| */
2895 WORD palNumEntries; /*| LOGPALETTE */
2896 PALETTEENTRY palents[256]; /*| */
2897 /* This is to store the palette in 'screen format' */
2898 int screen_palents[256];
2899 DWORD flags;
2900 };
2901
2902 /* DirectDraw utility functions */
2903 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2904
2905 /*****************************************************************************
2906 * Pixel format management
2907 */
2908
2909 /* WineD3D pixel format flags */
2910 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2911 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2912 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2913 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2914 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2915 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2916 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
2917 #define WINED3DFMT_FLAG_GETDC 0x00000100
2918 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2919 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2920 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2921 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2922 #define WINED3DFMT_FLAG_VTF 0x00002000
2923 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2924 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
2925 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
2926 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
2927 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
2928 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
2929
2930 struct wined3d_rational
2931 {
2932 UINT numerator;
2933 UINT denominator;
2934 };
2935
2936 struct wined3d_format
2937 {
2938 enum wined3d_format_id id;
2939
2940 DWORD red_size;
2941 DWORD green_size;
2942 DWORD blue_size;
2943 DWORD alpha_size;
2944 DWORD red_offset;
2945 DWORD green_offset;
2946 DWORD blue_offset;
2947 DWORD alpha_offset;
2948 UINT byte_count;
2949 BYTE depth_size;
2950 BYTE stencil_size;
2951
2952 UINT block_width;
2953 UINT block_height;
2954 UINT block_byte_count;
2955
2956 enum wined3d_ffp_emit_idx emit_idx;
2957 GLint component_count;
2958 GLenum gl_vtx_type;
2959 GLint gl_vtx_format;
2960 GLboolean gl_normalized;
2961 unsigned int component_size;
2962
2963 GLint glInternal;
2964 GLint glGammaInternal;
2965 GLint rtInternal;
2966 GLint glFormat;
2967 GLint glType;
2968 UINT conv_byte_count;
2969 unsigned int flags;
2970 struct wined3d_rational height_scale;
2971 struct color_fixup_desc color_fixup;
2972 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
2973 };
2974
2975 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2976 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2977 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
2978 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
2979 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
2980 const struct wined3d_color *color) DECLSPEC_HIDDEN;
2981
2982 static inline BOOL use_vs(const struct wined3d_state *state)
2983 {
2984 /* Check stateblock->vertexDecl to allow this to be used from
2985 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2986 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2987 * style strided data. */
2988 return state->vertex_shader && !state->vertex_declaration->position_transformed;
2989 }
2990
2991 static inline BOOL use_ps(const struct wined3d_state *state)
2992 {
2993 return !!state->pixel_shader;
2994 }
2995
2996 static inline void context_apply_state(struct wined3d_context *context,
2997 const struct wined3d_state *state, DWORD state_id)
2998 {
2999 const struct StateEntry *state_table = context->state_table;
3000 DWORD rep = state_table[state_id].representative;
3001 state_table[rep].apply(context, state, rep);
3002 }
3003
3004 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3005 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3006
3007 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
3008
3009 #endif