[WINED3D]
[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 <wine/config.h>
29 #include <wine/port.h>
30
31 #ifdef USE_WIN32_OPENGL
32 #define WINE_GLAPI __stdcall
33 #else
34 #define WINE_GLAPI
35 #endif
36
37 #ifdef HAVE_FLOAT_H
38 # include <float.h>
39 #endif
40
41 #include <stdio.h>
42
43 #define WIN32_NO_STATUS
44 #define _INC_WINDOWS
45 #define COM_NO_WINDOWS_H
46
47 #define NONAMELESSUNION
48 #define NONAMELESSSTRUCT
49 #define COBJMACROS
50
51 #include <windef.h>
52 #include <winbase.h>
53 #include <wingdi.h>
54 #include <winuser.h>
55 #include <objbase.h>
56
57 #include <wine/debug.h>
58 #include <wine/list.h>
59 #include <wine/rbtree.h>
60 #include <wine/wined3d.h>
61 #include "wined3d_gl.h"
62 #include <wine/wgl_driver.h>
63
64 /* Driver quirks */
65 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
66 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
67 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
68 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
69 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
70 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
71 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
72 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
73 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
74 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
75
76 /* Texture format fixups */
77
78 enum fixup_channel_source
79 {
80 CHANNEL_SOURCE_ZERO = 0,
81 CHANNEL_SOURCE_ONE = 1,
82 CHANNEL_SOURCE_X = 2,
83 CHANNEL_SOURCE_Y = 3,
84 CHANNEL_SOURCE_Z = 4,
85 CHANNEL_SOURCE_W = 5,
86 CHANNEL_SOURCE_COMPLEX0 = 6,
87 CHANNEL_SOURCE_COMPLEX1 = 7,
88 };
89
90 enum complex_fixup
91 {
92 COMPLEX_FIXUP_NONE = 0,
93 COMPLEX_FIXUP_YUY2 = 1,
94 COMPLEX_FIXUP_UYVY = 2,
95 COMPLEX_FIXUP_YV12 = 3,
96 COMPLEX_FIXUP_P8 = 4,
97 };
98
99 #include <pshpack2.h>
100 struct color_fixup_desc
101 {
102 unsigned x_sign_fixup : 1;
103 unsigned x_source : 3;
104 unsigned y_sign_fixup : 1;
105 unsigned y_source : 3;
106 unsigned z_sign_fixup : 1;
107 unsigned z_source : 3;
108 unsigned w_sign_fixup : 1;
109 unsigned w_source : 3;
110 };
111 #include <poppack.h>
112
113 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
114 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
115
116 static inline struct color_fixup_desc create_color_fixup_desc(
117 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
118 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
119 {
120 struct color_fixup_desc fixup =
121 {
122 sign0, src0,
123 sign1, src1,
124 sign2, src2,
125 sign3, src3,
126 };
127 return fixup;
128 }
129
130 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
131 {
132 struct color_fixup_desc fixup =
133 {
134 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
135 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
136 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
137 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
138 };
139 return fixup;
140 }
141
142 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
143 {
144 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
145 }
146
147 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
148 {
149 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
150 }
151
152 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
153 {
154 enum complex_fixup complex_fixup = 0;
155 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
156 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
157 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
158 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
159 return complex_fixup;
160 }
161
162 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
163 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
164 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
165
166 /* Device caps */
167 #define MAX_STREAM_OUT 4
168 #define MAX_STREAMS 16
169 #define MAX_TEXTURES 8
170 #define MAX_FRAGMENT_SAMPLERS 16
171 #define MAX_VERTEX_SAMPLERS 4
172 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
173 #define MAX_ACTIVE_LIGHTS 8
174 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
175 #define MAX_CONSTANT_BUFFERS 15
176 #define MAX_SAMPLER_OBJECTS 16
177
178 struct min_lookup
179 {
180 GLenum mip[WINED3D_TEXF_LINEAR + 1];
181 };
182
183 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
184 extern const struct min_lookup minMipLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
185 extern const struct min_lookup minMipLookup_noMip[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
186 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
187 extern const GLenum magLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
188
189 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], enum wined3d_texture_filter_type mag_filter)
190 {
191 return mag_lookup[mag_filter];
192 }
193
194 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
195 enum wined3d_texture_filter_type min_filter, enum wined3d_texture_filter_type mip_filter)
196 {
197 return min_mip_lookup[min_filter].mip[mip_filter];
198 }
199
200 /* float_16_to_32() and float_32_to_16() (see implementation in
201 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
202 * to standard C floats and vice versa. They do not depend on the encoding
203 * of the C float, so they are platform independent, but slow. On x86 and
204 * other IEEE 754 compliant platforms the conversion can be accelerated by
205 * bit shifting the exponent and mantissa. There are also some SSE-based
206 * assembly routines out there.
207 *
208 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
209 */
210 static inline float float_16_to_32(const unsigned short *in)
211 {
212 const unsigned short s = ((*in) & 0x8000);
213 const unsigned short e = ((*in) & 0x7c00) >> 10;
214 const unsigned short m = (*in) & 0x3ff;
215 const float sgn = (s ? -1.0f : 1.0f);
216
217 if(e == 0) {
218 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
219 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
220 } else if(e < 31) {
221 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
222 } else {
223 if(m == 0) return sgn * INFINITY;
224 else return NAN;
225 }
226 }
227
228 static inline float float_24_to_32(DWORD in)
229 {
230 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
231 const unsigned short e = (in & 0x780000) >> 19;
232 const unsigned int m = in & 0x7ffff;
233
234 if (e == 0)
235 {
236 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
237 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
238 }
239 else if (e < 15)
240 {
241 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
242 }
243 else
244 {
245 if (m == 0) return sgn * INFINITY;
246 else return NAN;
247 }
248 }
249
250 #define ORM_BACKBUFFER 0
251 #define ORM_FBO 1
252
253 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
254 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
255
256 /* NOTE: When adding fields to this structure, make sure to update the default
257 * values in wined3d_main.c as well. */
258 struct wined3d_settings
259 {
260 /* Ideally, we don't want the user to have to request GLSL. If the
261 * hardware supports GLSL, we should use it. However, until it's fully
262 * implemented, we'll leave it as a registry setting for developers. */
263 BOOL glslRequested;
264 int offscreen_rendering_mode;
265 unsigned short pci_vendor_id;
266 unsigned short pci_device_id;
267 /* Memory tracking and object counting. */
268 unsigned int emulated_textureram;
269 char *logo;
270 int allow_multisampling;
271 BOOL strict_draw_ordering;
272 BOOL always_offscreen;
273 unsigned int max_sm_vs;
274 unsigned int max_sm_gs;
275 unsigned int max_sm_ps;
276 BOOL no_3d;
277 };
278
279 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
280
281 enum wined3d_sampler_texture_type
282 {
283 WINED3DSTT_UNKNOWN = 0,
284 WINED3DSTT_1D = 1,
285 WINED3DSTT_2D = 2,
286 WINED3DSTT_CUBE = 3,
287 WINED3DSTT_VOLUME = 4,
288 };
289
290 #define WINED3D_SHADER_CONST_VS_F 0x00000001
291 #define WINED3D_SHADER_CONST_VS_I 0x00000002
292 #define WINED3D_SHADER_CONST_VS_B 0x00000004
293 #define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000008
294 #define WINED3D_SHADER_CONST_PS_F 0x00000010
295 #define WINED3D_SHADER_CONST_PS_I 0x00000020
296 #define WINED3D_SHADER_CONST_PS_B 0x00000040
297 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000080
298 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000100
299 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000200
300 #define WINED3D_SHADER_CONST_FFP_PS 0x00000400
301
302 enum wined3d_shader_register_type
303 {
304 WINED3DSPR_TEMP = 0,
305 WINED3DSPR_INPUT = 1,
306 WINED3DSPR_CONST = 2,
307 WINED3DSPR_ADDR = 3,
308 WINED3DSPR_TEXTURE = 3,
309 WINED3DSPR_RASTOUT = 4,
310 WINED3DSPR_ATTROUT = 5,
311 WINED3DSPR_TEXCRDOUT = 6,
312 WINED3DSPR_OUTPUT = 6,
313 WINED3DSPR_CONSTINT = 7,
314 WINED3DSPR_COLOROUT = 8,
315 WINED3DSPR_DEPTHOUT = 9,
316 WINED3DSPR_SAMPLER = 10,
317 WINED3DSPR_CONST2 = 11,
318 WINED3DSPR_CONST3 = 12,
319 WINED3DSPR_CONST4 = 13,
320 WINED3DSPR_CONSTBOOL = 14,
321 WINED3DSPR_LOOP = 15,
322 WINED3DSPR_TEMPFLOAT16 = 16,
323 WINED3DSPR_MISCTYPE = 17,
324 WINED3DSPR_LABEL = 18,
325 WINED3DSPR_PREDICATE = 19,
326 WINED3DSPR_IMMCONST,
327 WINED3DSPR_CONSTBUFFER,
328 WINED3DSPR_PRIMID,
329 WINED3DSPR_NULL,
330 WINED3DSPR_RESOURCE,
331 };
332
333 enum wined3d_data_type
334 {
335 WINED3D_DATA_FLOAT,
336 WINED3D_DATA_INT,
337 WINED3D_DATA_RESOURCE,
338 WINED3D_DATA_SAMPLER,
339 WINED3D_DATA_UINT,
340 };
341
342 enum wined3d_immconst_type
343 {
344 WINED3D_IMMCONST_SCALAR,
345 WINED3D_IMMCONST_VEC4,
346 };
347
348 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
349
350 enum wined3d_shader_src_modifier
351 {
352 WINED3DSPSM_NONE = 0,
353 WINED3DSPSM_NEG = 1,
354 WINED3DSPSM_BIAS = 2,
355 WINED3DSPSM_BIASNEG = 3,
356 WINED3DSPSM_SIGN = 4,
357 WINED3DSPSM_SIGNNEG = 5,
358 WINED3DSPSM_COMP = 6,
359 WINED3DSPSM_X2 = 7,
360 WINED3DSPSM_X2NEG = 8,
361 WINED3DSPSM_DZ = 9,
362 WINED3DSPSM_DW = 10,
363 WINED3DSPSM_ABS = 11,
364 WINED3DSPSM_ABSNEG = 12,
365 WINED3DSPSM_NOT = 13,
366 };
367
368 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
369 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
370 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
371 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
372 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
373
374 enum wined3d_shader_dst_modifier
375 {
376 WINED3DSPDM_NONE = 0,
377 WINED3DSPDM_SATURATE = 1,
378 WINED3DSPDM_PARTIALPRECISION = 2,
379 WINED3DSPDM_MSAMPCENTROID = 4,
380 };
381
382 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
383 #define WINED3DSI_TEXLD_PROJECT 0x1
384 #define WINED3DSI_TEXLD_BIAS 0x2
385 #define WINED3DSI_INDEXED_DYNAMIC 0x4
386
387 enum wined3d_shader_rel_op
388 {
389 WINED3D_SHADER_REL_OP_GT = 1,
390 WINED3D_SHADER_REL_OP_EQ = 2,
391 WINED3D_SHADER_REL_OP_GE = 3,
392 WINED3D_SHADER_REL_OP_LT = 4,
393 WINED3D_SHADER_REL_OP_NE = 5,
394 WINED3D_SHADER_REL_OP_LE = 6,
395 };
396
397 #define WINED3D_SM1_VS 0xfffe
398 #define WINED3D_SM1_PS 0xffff
399 #define WINED3D_SM4_PS 0x0000
400 #define WINED3D_SM4_VS 0x0001
401 #define WINED3D_SM4_GS 0x0002
402
403 /* Shader version tokens, and shader end tokens */
404 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
405 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
406
407 /* Shader backends */
408
409 /* TODO: Make this dynamic, based on shader limits ? */
410 #define MAX_ATTRIBS 16
411 #define MAX_REG_ADDR 1
412 #define MAX_REG_TEMP 32
413 #define MAX_REG_TEXCRD 8
414 #define MAX_REG_INPUT 32
415 #define MAX_REG_OUTPUT 32
416 #define MAX_CONST_I 16
417 #define MAX_CONST_B 16
418 #define WINED3D_MAX_CBS 15
419
420 /* FIXME: This needs to go up to 2048 for
421 * Shader model 3 according to msdn (and for software shaders) */
422 #define MAX_LABELS 16
423
424 struct wined3d_shader_buffer
425 {
426 char *buffer;
427 unsigned int buffer_size;
428 unsigned int content_size;
429 unsigned int lineNo;
430 BOOL newline;
431 };
432
433 enum WINED3D_SHADER_INSTRUCTION_HANDLER
434 {
435 WINED3DSIH_ABS,
436 WINED3DSIH_ADD,
437 WINED3DSIH_AND,
438 WINED3DSIH_BEM,
439 WINED3DSIH_BREAK,
440 WINED3DSIH_BREAKC,
441 WINED3DSIH_BREAKP,
442 WINED3DSIH_CALL,
443 WINED3DSIH_CALLNZ,
444 WINED3DSIH_CMP,
445 WINED3DSIH_CND,
446 WINED3DSIH_CRS,
447 WINED3DSIH_CUT,
448 WINED3DSIH_DCL,
449 WINED3DSIH_DCL_CONSTANT_BUFFER,
450 WINED3DSIH_DCL_INPUT_PRIMITIVE,
451 WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
452 WINED3DSIH_DCL_VERTICES_OUT,
453 WINED3DSIH_DEF,
454 WINED3DSIH_DEFB,
455 WINED3DSIH_DEFI,
456 WINED3DSIH_DIV,
457 WINED3DSIH_DP2ADD,
458 WINED3DSIH_DP3,
459 WINED3DSIH_DP4,
460 WINED3DSIH_DST,
461 WINED3DSIH_DSX,
462 WINED3DSIH_DSY,
463 WINED3DSIH_ELSE,
464 WINED3DSIH_EMIT,
465 WINED3DSIH_ENDIF,
466 WINED3DSIH_ENDLOOP,
467 WINED3DSIH_ENDREP,
468 WINED3DSIH_EQ,
469 WINED3DSIH_EXP,
470 WINED3DSIH_EXPP,
471 WINED3DSIH_FRC,
472 WINED3DSIH_FTOI,
473 WINED3DSIH_GE,
474 WINED3DSIH_IADD,
475 WINED3DSIH_IEQ,
476 WINED3DSIH_IF,
477 WINED3DSIH_IFC,
478 WINED3DSIH_IGE,
479 WINED3DSIH_IMUL,
480 WINED3DSIH_ITOF,
481 WINED3DSIH_LABEL,
482 WINED3DSIH_LD,
483 WINED3DSIH_LIT,
484 WINED3DSIH_LOG,
485 WINED3DSIH_LOGP,
486 WINED3DSIH_LOOP,
487 WINED3DSIH_LRP,
488 WINED3DSIH_LT,
489 WINED3DSIH_M3x2,
490 WINED3DSIH_M3x3,
491 WINED3DSIH_M3x4,
492 WINED3DSIH_M4x3,
493 WINED3DSIH_M4x4,
494 WINED3DSIH_MAD,
495 WINED3DSIH_MAX,
496 WINED3DSIH_MIN,
497 WINED3DSIH_MOV,
498 WINED3DSIH_MOVA,
499 WINED3DSIH_MOVC,
500 WINED3DSIH_MUL,
501 WINED3DSIH_NOP,
502 WINED3DSIH_NRM,
503 WINED3DSIH_PHASE,
504 WINED3DSIH_POW,
505 WINED3DSIH_RCP,
506 WINED3DSIH_REP,
507 WINED3DSIH_RET,
508 WINED3DSIH_ROUND_NI,
509 WINED3DSIH_RSQ,
510 WINED3DSIH_SAMPLE,
511 WINED3DSIH_SAMPLE_GRAD,
512 WINED3DSIH_SAMPLE_LOD,
513 WINED3DSIH_SETP,
514 WINED3DSIH_SGE,
515 WINED3DSIH_SGN,
516 WINED3DSIH_SINCOS,
517 WINED3DSIH_SLT,
518 WINED3DSIH_SQRT,
519 WINED3DSIH_SUB,
520 WINED3DSIH_TEX,
521 WINED3DSIH_TEXBEM,
522 WINED3DSIH_TEXBEML,
523 WINED3DSIH_TEXCOORD,
524 WINED3DSIH_TEXDEPTH,
525 WINED3DSIH_TEXDP3,
526 WINED3DSIH_TEXDP3TEX,
527 WINED3DSIH_TEXKILL,
528 WINED3DSIH_TEXLDD,
529 WINED3DSIH_TEXLDL,
530 WINED3DSIH_TEXM3x2DEPTH,
531 WINED3DSIH_TEXM3x2PAD,
532 WINED3DSIH_TEXM3x2TEX,
533 WINED3DSIH_TEXM3x3,
534 WINED3DSIH_TEXM3x3DIFF,
535 WINED3DSIH_TEXM3x3PAD,
536 WINED3DSIH_TEXM3x3SPEC,
537 WINED3DSIH_TEXM3x3TEX,
538 WINED3DSIH_TEXM3x3VSPEC,
539 WINED3DSIH_TEXREG2AR,
540 WINED3DSIH_TEXREG2GB,
541 WINED3DSIH_TEXREG2RGB,
542 WINED3DSIH_UDIV,
543 WINED3DSIH_USHR,
544 WINED3DSIH_UTOF,
545 WINED3DSIH_XOR,
546 WINED3DSIH_TABLE_SIZE
547 };
548
549 enum wined3d_shader_type
550 {
551 WINED3D_SHADER_TYPE_PIXEL,
552 WINED3D_SHADER_TYPE_VERTEX,
553 WINED3D_SHADER_TYPE_GEOMETRY,
554 };
555
556 struct wined3d_shader_version
557 {
558 enum wined3d_shader_type type;
559 BYTE major;
560 BYTE minor;
561 };
562
563 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
564
565 struct wined3d_shader_reg_maps
566 {
567 struct wined3d_shader_version shader_version;
568 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
569 BYTE address; /* MAX_REG_ADDR, 1 */
570 WORD labels; /* MAX_LABELS, 16 */
571 DWORD temporary; /* MAX_REG_TEMP, 32 */
572 DWORD *constf; /* pixel, vertex */
573 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
574 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
575 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
576 WORD integer_constants; /* MAX_CONST_I, 16 */
577 WORD boolean_constants; /* MAX_CONST_B, 16 */
578 WORD local_int_consts; /* MAX_CONST_I, 16 */
579 WORD local_bool_consts; /* MAX_CONST_B, 16 */
580 UINT cb_sizes[WINED3D_MAX_CBS];
581
582 enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
583 BYTE bumpmat; /* MAX_TEXTURES, 8 */
584 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
585
586 WORD usesnrm : 1;
587 WORD vpos : 1;
588 WORD usesdsx : 1;
589 WORD usesdsy : 1;
590 WORD usestexldd : 1;
591 WORD usesmova : 1;
592 WORD usesfacing : 1;
593 WORD usesrelconstF : 1;
594 WORD fog : 1;
595 WORD usestexldl : 1;
596 WORD usesifc : 1;
597 WORD usescall : 1;
598 WORD usespow : 1;
599 WORD padding : 3;
600
601 DWORD rt_mask; /* Used render targets, 32 max. */
602
603 /* Whether or not loops are used in this shader, and nesting depth */
604 unsigned loop_depth;
605 UINT min_rel_offset, max_rel_offset;
606 };
607
608 /* Keeps track of details for TEX_M#x# instructions which need to maintain
609 * state information between multiple instructions. */
610 struct wined3d_shader_tex_mx
611 {
612 unsigned int current_row;
613 DWORD texcoord_w[2];
614 };
615
616 struct wined3d_shader_loop_state
617 {
618 UINT current_depth;
619 UINT current_reg;
620 };
621
622 struct wined3d_shader_context
623 {
624 const struct wined3d_shader *shader;
625 const struct wined3d_gl_info *gl_info;
626 const struct wined3d_shader_reg_maps *reg_maps;
627 struct wined3d_shader_buffer *buffer;
628 struct wined3d_shader_tex_mx *tex_mx;
629 struct wined3d_shader_loop_state *loop_state;
630 void *backend_data;
631 };
632
633 struct wined3d_shader_register_index
634 {
635 const struct wined3d_shader_src_param *rel_addr;
636 unsigned int offset;
637 };
638
639 struct wined3d_shader_register
640 {
641 enum wined3d_shader_register_type type;
642 enum wined3d_data_type data_type;
643 struct wined3d_shader_register_index idx[2];
644 enum wined3d_immconst_type immconst_type;
645 DWORD immconst_data[4];
646 };
647
648 struct wined3d_shader_dst_param
649 {
650 struct wined3d_shader_register reg;
651 DWORD write_mask;
652 DWORD modifiers;
653 DWORD shift;
654 };
655
656 struct wined3d_shader_src_param
657 {
658 struct wined3d_shader_register reg;
659 DWORD swizzle;
660 enum wined3d_shader_src_modifier modifiers;
661 };
662
663 struct wined3d_shader_semantic
664 {
665 enum wined3d_decl_usage usage;
666 UINT usage_idx;
667 enum wined3d_sampler_texture_type sampler_type;
668 struct wined3d_shader_dst_param reg;
669 };
670
671 struct wined3d_shader_instruction
672 {
673 const struct wined3d_shader_context *ctx;
674 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
675 DWORD flags;
676 BOOL coissue;
677 const struct wined3d_shader_src_param *predicate;
678 UINT dst_count;
679 const struct wined3d_shader_dst_param *dst;
680 UINT src_count;
681 const struct wined3d_shader_src_param *src;
682 union
683 {
684 struct wined3d_shader_semantic semantic;
685 enum wined3d_primitive_type primitive_type;
686 struct wined3d_shader_src_param src;
687 UINT count;
688 } declaration;
689 };
690
691 struct wined3d_shader_attribute
692 {
693 enum wined3d_decl_usage usage;
694 UINT usage_idx;
695 };
696
697 struct wined3d_shader_loop_control
698 {
699 unsigned int count;
700 unsigned int start;
701 int step;
702 };
703
704 struct wined3d_shader_frontend
705 {
706 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
707 void (*shader_free)(void *data);
708 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
709 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
710 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
711 };
712
713 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
714 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
715
716 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
717
718 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
719 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
720
721 struct shader_caps
722 {
723 UINT vs_version;
724 UINT gs_version;
725 UINT ps_version;
726
727 DWORD vs_uniform_count;
728 DWORD ps_uniform_count;
729 float ps_1x_max_value;
730
731 DWORD wined3d_caps;
732 };
733
734 enum tex_types
735 {
736 tex_1d = 0,
737 tex_2d = 1,
738 tex_3d = 2,
739 tex_cube = 3,
740 tex_rect = 4,
741 tex_type_count = 5,
742 };
743
744 enum vertexprocessing_mode {
745 fixedfunction,
746 vertexshader,
747 pretransformed
748 };
749
750 #define WINED3D_CONST_NUM_UNUSED ~0U
751
752 enum wined3d_ffp_ps_fog_mode
753 {
754 WINED3D_FFP_PS_FOG_OFF,
755 WINED3D_FFP_PS_FOG_LINEAR,
756 WINED3D_FFP_PS_FOG_EXP,
757 WINED3D_FFP_PS_FOG_EXP2,
758 };
759
760 /* Stateblock dependent parameters which have to be hardcoded
761 * into the shader code
762 */
763
764 #define WINED3D_PSARGS_PROJECTED (1 << 3)
765 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
766 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
767 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2
768 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3
769
770 /* Similar to tex_types, except that it doesn't have 1d textures
771 * (can't be bound), rect textures (handled via np2_fixup) and
772 * none / unknown (treated as 2d and handled via dummy textures). */
773 enum wined3d_shader_tex_types
774 {
775 WINED3D_SHADER_TEX_2D = 0,
776 WINED3D_SHADER_TEX_3D = 1,
777 WINED3D_SHADER_TEX_CUBE = 2,
778 };
779
780 struct ps_compile_args {
781 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
782 enum vertexprocessing_mode vp_mode;
783 enum wined3d_ffp_ps_fog_mode fog;
784 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
785 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
786 WORD srgb_correction;
787 WORD np2_fixup;
788 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
789 D3D9 has a limit of 16 samplers and the fixup is superfluous
790 in D3D10 (unconditional NP2 support mandatory). */
791 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
792 };
793
794 enum fog_src_type {
795 VS_FOG_Z = 0,
796 VS_FOG_COORD = 1
797 };
798
799 struct vs_compile_args {
800 BYTE fog_src;
801 BYTE clip_enabled;
802 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
803 };
804
805 struct wined3d_context;
806 struct wined3d_state;
807 struct fragment_pipeline;
808 struct wined3d_vertex_pipe_ops;
809
810 struct wined3d_shader_backend_ops
811 {
812 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
813 void (*shader_select)(void *shader_priv, struct wined3d_context *context,
814 const struct wined3d_state *state);
815 void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
816 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
817 enum tex_types tex_type, const SIZE *ds_mask_size);
818 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
819 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
820 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
821 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
822 const struct wined3d_state *state);
823 void (*shader_destroy)(struct wined3d_shader *shader);
824 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
825 const struct fragment_pipeline *fragment_pipe);
826 void (*shader_free_private)(struct wined3d_device *device);
827 BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
828 void (*shader_free_context_data)(struct wined3d_context *context);
829 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
830 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
831 BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
832 };
833
834 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
835 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
836 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
837
838 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
839
840 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
841 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
842 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
843 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
844
845 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f)
846 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f)
847 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f)
848 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f)
849
850 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
851 (vec)[0] = D3DCOLOR_R(dw); \
852 (vec)[1] = D3DCOLOR_G(dw); \
853 (vec)[2] = D3DCOLOR_B(dw); \
854 (vec)[3] = D3DCOLOR_A(dw); \
855 } while(0)
856
857 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
858
859 /* Checking of API calls */
860 /* --------------------- */
861 #ifndef WINE_NO_DEBUG_MSGS
862 #define checkGLcall(A) \
863 do { \
864 GLint err; \
865 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
866 err = gl_info->gl_ops.gl.p_glGetError(); \
867 if (err == GL_NO_ERROR) { \
868 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
869 \
870 } else do { \
871 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
872 debug_glerror(err), err, A, __FILE__, __LINE__); \
873 err = gl_info->gl_ops.gl.p_glGetError(); \
874 } while (err != GL_NO_ERROR); \
875 } while(0)
876 #else
877 #define checkGLcall(A) do {} while(0)
878 #endif
879
880 enum wined3d_ffp_idx
881 {
882 WINED3D_FFP_POSITION = 0,
883 WINED3D_FFP_BLENDWEIGHT = 1,
884 WINED3D_FFP_BLENDINDICES = 2,
885 WINED3D_FFP_NORMAL = 3,
886 WINED3D_FFP_PSIZE = 4,
887 WINED3D_FFP_DIFFUSE = 5,
888 WINED3D_FFP_SPECULAR = 6,
889 WINED3D_FFP_TEXCOORD0 = 7,
890 WINED3D_FFP_TEXCOORD1 = 8,
891 WINED3D_FFP_TEXCOORD2 = 9,
892 WINED3D_FFP_TEXCOORD3 = 10,
893 WINED3D_FFP_TEXCOORD4 = 11,
894 WINED3D_FFP_TEXCOORD5 = 12,
895 WINED3D_FFP_TEXCOORD6 = 13,
896 WINED3D_FFP_TEXCOORD7 = 14,
897 };
898
899 enum wined3d_ffp_emit_idx
900 {
901 WINED3D_FFP_EMIT_FLOAT1 = 0,
902 WINED3D_FFP_EMIT_FLOAT2 = 1,
903 WINED3D_FFP_EMIT_FLOAT3 = 2,
904 WINED3D_FFP_EMIT_FLOAT4 = 3,
905 WINED3D_FFP_EMIT_D3DCOLOR = 4,
906 WINED3D_FFP_EMIT_UBYTE4 = 5,
907 WINED3D_FFP_EMIT_SHORT2 = 6,
908 WINED3D_FFP_EMIT_SHORT4 = 7,
909 WINED3D_FFP_EMIT_UBYTE4N = 8,
910 WINED3D_FFP_EMIT_SHORT2N = 9,
911 WINED3D_FFP_EMIT_SHORT4N = 10,
912 WINED3D_FFP_EMIT_USHORT2N = 11,
913 WINED3D_FFP_EMIT_USHORT4N = 12,
914 WINED3D_FFP_EMIT_UDEC3 = 13,
915 WINED3D_FFP_EMIT_DEC3N = 14,
916 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
917 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
918 WINED3D_FFP_EMIT_INVALID = 17,
919 WINED3D_FFP_EMIT_COUNT = 18
920 };
921
922 struct wined3d_bo_address
923 {
924 GLuint buffer_object;
925 BYTE *addr;
926 };
927
928 struct wined3d_stream_info_element
929 {
930 const struct wined3d_format *format;
931 struct wined3d_bo_address data;
932 GLsizei stride;
933 UINT stream_idx;
934 };
935
936 struct wined3d_stream_info
937 {
938 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
939 DWORD position_transformed : 1;
940 DWORD all_vbo : 1;
941 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
942 WORD use_map; /* MAX_ATTRIBS, 16 */
943 };
944
945 void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
946 UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
947 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
948
949 #define eps 1e-8
950
951 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
952 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
953
954 /* Routines and structures related to state management */
955
956 #define STATE_RENDER(a) (a)
957 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
958
959 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
960 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
961
962 /* + 1 because samplers start with 0 */
963 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
964 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
965
966 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
967 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
968
969 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
970 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
971
972 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
973 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
974 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
975 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
976
977 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
978 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
979
980 #define STATE_VSHADER (STATE_VDECL + 1)
981 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
982
983 #define STATE_GEOMETRY_SHADER (STATE_VSHADER + 1)
984 #define STATE_IS_GEOMETRY_SHADER(a) ((a) == STATE_GEOMETRY_SHADER)
985
986 #define STATE_VIEWPORT (STATE_GEOMETRY_SHADER + 1)
987 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
988
989 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
990 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
991 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
992 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
993
994 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
995 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
996
997 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
998 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
999
1000 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1001 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1002
1003 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1004 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1005
1006 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1007 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1008
1009 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1010 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1011
1012 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1013 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1014
1015 #define STATE_POINT_SIZE_ENABLE (STATE_FRAMEBUFFER + 1)
1016 #define STATE_IS_POINT_SIZE_ENABLE(a) ((a) == STATE_POINT_SIZE_ENABLE)
1017
1018 #define STATE_HIGHEST (STATE_POINT_SIZE_ENABLE)
1019
1020 enum fogsource {
1021 FOGSOURCE_FFP,
1022 FOGSOURCE_VS,
1023 FOGSOURCE_COORD,
1024 };
1025
1026 struct wined3d_occlusion_query
1027 {
1028 struct list entry;
1029 GLuint id;
1030 struct wined3d_context *context;
1031 };
1032
1033 union wined3d_gl_query_object
1034 {
1035 GLuint id;
1036 GLsync sync;
1037 };
1038
1039 struct wined3d_event_query
1040 {
1041 struct list entry;
1042 union wined3d_gl_query_object object;
1043 struct wined3d_context *context;
1044 };
1045
1046 enum wined3d_event_query_result
1047 {
1048 WINED3D_EVENT_QUERY_OK,
1049 WINED3D_EVENT_QUERY_WAITING,
1050 WINED3D_EVENT_QUERY_NOT_STARTED,
1051 WINED3D_EVENT_QUERY_WRONG_THREAD,
1052 WINED3D_EVENT_QUERY_ERROR
1053 };
1054
1055 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1056 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1057 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1058 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1059 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1060
1061 struct wined3d_context
1062 {
1063 const struct wined3d_gl_info *gl_info;
1064 const struct wined3d_d3d_info *d3d_info;
1065 const struct StateEntry *state_table;
1066 /* State dirtification
1067 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1068 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1069 * 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
1070 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1071 */
1072 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1073 DWORD numDirtyEntries;
1074 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1075
1076 struct wined3d_swapchain *swapchain;
1077 struct wined3d_surface *current_rt;
1078 DWORD tid; /* Thread ID which owns this context at the moment */
1079
1080 /* Stores some information about the context state for optimization */
1081 DWORD render_offscreen : 1;
1082 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1083 DWORD last_was_pshader : 1;
1084 DWORD last_was_vshader : 1;
1085 DWORD namedArraysLoaded : 1;
1086 DWORD numberedArraysLoaded : 1;
1087 DWORD last_was_blit : 1;
1088 DWORD last_was_ckey : 1;
1089 DWORD fog_coord : 1;
1090 DWORD fog_enabled : 1;
1091 DWORD num_untracked_materials : 2; /* Max value 2 */
1092 DWORD current : 1;
1093 DWORD destroyed : 1;
1094 DWORD valid : 1;
1095 DWORD padding : 1;
1096 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
1097 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
1098 DWORD shader_update_mask;
1099 DWORD constant_update_mask;
1100 DWORD numbered_array_mask;
1101 GLenum tracking_parm; /* Which source is tracking current colour */
1102 GLenum untracked_materials[2];
1103 UINT blit_w, blit_h;
1104 enum fogsource fog_source;
1105 DWORD active_texture;
1106 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1107
1108 /* The actual opengl context */
1109 UINT level;
1110 HGLRC restore_ctx;
1111 HDC restore_dc;
1112 int restore_pf;
1113 HGLRC glCtx;
1114 HWND win_handle;
1115 HDC hdc;
1116 int pixel_format;
1117 GLint aux_buffers;
1118
1119 void *shader_backend_data;
1120
1121 /* FBOs */
1122 UINT fbo_entry_count;
1123 struct list fbo_list;
1124 struct list fbo_destroy_list;
1125 struct fbo_entry *current_fbo;
1126 GLuint fbo_read_binding;
1127 GLuint fbo_draw_binding;
1128 BOOL rebind_fbo;
1129 struct wined3d_surface **blit_targets;
1130 GLenum *draw_buffers;
1131 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1132
1133 /* Queries */
1134 GLuint *free_occlusion_queries;
1135 UINT free_occlusion_query_size;
1136 UINT free_occlusion_query_count;
1137 struct list occlusion_queries;
1138
1139 union wined3d_gl_query_object *free_event_queries;
1140 UINT free_event_query_size;
1141 UINT free_event_query_count;
1142 struct list event_queries;
1143
1144 /* Extension emulation */
1145 GLint gl_fog_source;
1146 GLfloat fog_coord_value;
1147 GLfloat color[4], fogstart, fogend, fogcolor[4];
1148 GLuint dummy_arbfp_prog;
1149 };
1150
1151 struct wined3d_fb_state
1152 {
1153 struct wined3d_surface **render_targets;
1154 struct wined3d_surface *depth_stencil;
1155 };
1156
1157 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1158
1159 struct StateEntry
1160 {
1161 DWORD representative;
1162 APPLYSTATEFUNC apply;
1163 };
1164
1165 struct StateEntryTemplate
1166 {
1167 DWORD state;
1168 struct StateEntry content;
1169 enum wined3d_gl_extension extension;
1170 };
1171
1172 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
1173 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
1174
1175 struct fragment_caps
1176 {
1177 DWORD wined3d_caps;
1178 DWORD PrimitiveMiscCaps;
1179 DWORD TextureOpCaps;
1180 DWORD MaxTextureBlendStages;
1181 DWORD MaxSimultaneousTextures;
1182 };
1183
1184 struct fragment_pipeline
1185 {
1186 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1187 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1188 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1189 void (*free_private)(struct wined3d_device *device);
1190 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1191 const struct StateEntryTemplate *states;
1192 };
1193
1194 struct wined3d_vertex_caps
1195 {
1196 BOOL xyzrhw;
1197 DWORD max_active_lights;
1198 DWORD max_vertex_blend_matrices;
1199 DWORD max_vertex_blend_matrix_index;
1200 DWORD vertex_processing_caps;
1201 DWORD fvf_caps;
1202 DWORD max_user_clip_planes;
1203 DWORD raster_caps;
1204 };
1205
1206 struct wined3d_vertex_pipe_ops
1207 {
1208 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
1209 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
1210 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
1211 void (*vp_free)(struct wined3d_device *device);
1212 const struct StateEntryTemplate *vp_states;
1213 };
1214
1215 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1216 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
1217 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1218 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1219 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1220 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1221 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1222 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
1223
1224 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
1225 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
1226 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
1227
1228 /* "Base" state table */
1229 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1230 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
1231 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
1232 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1233
1234 enum wined3d_blit_op
1235 {
1236 WINED3D_BLIT_OP_COLOR_BLIT,
1237 WINED3D_BLIT_OP_COLOR_FILL,
1238 WINED3D_BLIT_OP_DEPTH_FILL,
1239 WINED3D_BLIT_OP_DEPTH_BLIT,
1240 };
1241
1242 /* Shaders for color conversions in blits. Do not do blit operations while
1243 * already under the GL lock. */
1244 struct blit_shader
1245 {
1246 HRESULT (*alloc_private)(struct wined3d_device *device);
1247 void (*free_private)(struct wined3d_device *device);
1248 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface);
1249 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1250 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1251 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1252 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1253 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1254 const RECT *dst_rect, const struct wined3d_color *color);
1255 HRESULT (*depth_fill)(struct wined3d_device *device,
1256 struct wined3d_surface *surface, const RECT *rect, float depth);
1257 };
1258
1259 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1260 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1261 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1262
1263 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1264 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1265 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1266 DECLSPEC_HIDDEN;
1267
1268 /* Temporary blit_shader helper functions */
1269 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
1270 struct wined3d_surface *src_surface, const RECT *src_rect,
1271 struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN;
1272
1273 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1274 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1275 void context_alloc_event_query(struct wined3d_context *context,
1276 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1277 void context_alloc_occlusion_query(struct wined3d_context *context,
1278 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1279 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1280 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1281 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1282 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1283 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1284 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1285 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1286 unsigned int unit) DECLSPEC_HIDDEN;
1287 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1288 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1289 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1290 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1291 BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1292 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1293 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1294 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1295 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1296 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1297 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1298 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1299 void context_resource_released(const struct wined3d_device *device,
1300 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1301 void context_resource_unloaded(const struct wined3d_device *device,
1302 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1303 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1304 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1305 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1306 void context_state_drawbuf(struct wined3d_context *context,
1307 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1308 void context_state_fb(struct wined3d_context *context,
1309 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1310 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1311
1312 /*****************************************************************************
1313 * Internal representation of a light
1314 */
1315 struct wined3d_light_info
1316 {
1317 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1318 DWORD OriginalIndex;
1319 LONG glIndex;
1320 BOOL enabled;
1321
1322 /* Converted parms to speed up swapping lights */
1323 float lightPosn[4];
1324 float lightDirn[4];
1325 float exponent;
1326 float cutoff;
1327
1328 struct list entry;
1329 };
1330
1331 /* The default light parameters */
1332 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1333
1334 struct wined3d_pixel_format
1335 {
1336 int iPixelFormat; /* WGL pixel format */
1337 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1338 int redSize, greenSize, blueSize, alphaSize, colorSize;
1339 int depthSize, stencilSize;
1340 BOOL windowDrawable;
1341 BOOL doubleBuffer;
1342 int auxBuffers;
1343 int numSamples;
1344 };
1345
1346 enum wined3d_pci_vendor
1347 {
1348 HW_VENDOR_SOFTWARE = 0x0000,
1349 HW_VENDOR_AMD = 0x1002,
1350 HW_VENDOR_NVIDIA = 0x10de,
1351 HW_VENDOR_INTEL = 0x8086,
1352 };
1353
1354 enum wined3d_pci_device
1355 {
1356 CARD_WINE = 0x0000,
1357
1358 CARD_AMD_RAGE_128PRO = 0x5246,
1359 CARD_AMD_RADEON_7200 = 0x5144,
1360 CARD_AMD_RADEON_8500 = 0x514c,
1361 CARD_AMD_RADEON_9500 = 0x4144,
1362 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1363 CARD_AMD_RADEON_X700 = 0x5e4c,
1364 CARD_AMD_RADEON_X1600 = 0x71c2,
1365 CARD_AMD_RADEON_HD2350 = 0x94c7,
1366 CARD_AMD_RADEON_HD2600 = 0x9581,
1367 CARD_AMD_RADEON_HD2900 = 0x9400,
1368 CARD_AMD_RADEON_HD3200 = 0x9620,
1369 CARD_AMD_RADEON_HD4200M = 0x9712,
1370 CARD_AMD_RADEON_HD4350 = 0x954f,
1371 CARD_AMD_RADEON_HD4600 = 0x9495,
1372 CARD_AMD_RADEON_HD4700 = 0x944e,
1373 CARD_AMD_RADEON_HD4800 = 0x944c,
1374 CARD_AMD_RADEON_HD5400 = 0x68f9,
1375 CARD_AMD_RADEON_HD5600 = 0x68d8,
1376 CARD_AMD_RADEON_HD5700 = 0x68be,
1377 CARD_AMD_RADEON_HD5800 = 0x6898,
1378 CARD_AMD_RADEON_HD5900 = 0x689c,
1379 CARD_AMD_RADEON_HD6300 = 0x9803,
1380 CARD_AMD_RADEON_HD6400 = 0x6770,
1381 CARD_AMD_RADEON_HD6410D = 0x9644,
1382 CARD_AMD_RADEON_HD6550D = 0x9640,
1383 CARD_AMD_RADEON_HD6600 = 0x6758,
1384 CARD_AMD_RADEON_HD6600M = 0x6741,
1385 CARD_AMD_RADEON_HD6700 = 0x68ba,
1386 CARD_AMD_RADEON_HD6800 = 0x6739,
1387 CARD_AMD_RADEON_HD6900 = 0x6719,
1388 CARD_AMD_RADEON_HD7700 = 0x683d,
1389 CARD_AMD_RADEON_HD7800 = 0x6819,
1390 CARD_AMD_RADEON_HD7900 = 0x679a,
1391
1392 CARD_NVIDIA_RIVA_128 = 0x0018,
1393 CARD_NVIDIA_RIVA_TNT = 0x0020,
1394 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1395 CARD_NVIDIA_GEFORCE = 0x0100,
1396 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1397 CARD_NVIDIA_GEFORCE2 = 0x0150,
1398 CARD_NVIDIA_GEFORCE3 = 0x0200,
1399 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1400 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1401 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1402 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1403 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1404 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1405 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1406 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1407 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1408 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1409 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1410 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1411 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1412 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1413 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1414 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1415 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1416 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1417 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1418 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1419 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1420 CARD_NVIDIA_GEFORCE_9300 = 0x086c,
1421 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1422 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1423 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1424 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1425 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1426 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1427 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1428 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1429 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1430 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1431 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1432 CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
1433 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1434 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1435 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1436 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1437 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1438 CARD_NVIDIA_GEFORCE_410M = 0x1055,
1439 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1440 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1441 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1442 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1443 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1444 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1445 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1446 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1447 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1448 CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
1449 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1450 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1451 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1452 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1453 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1454 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1455 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1456 CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
1457 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
1458 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1459 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
1460 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
1461 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
1462 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
1463 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
1464 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
1465 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1466 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
1467 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1468 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
1469 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
1470
1471 CARD_INTEL_830M = 0x3577,
1472 CARD_INTEL_855GM = 0x3582,
1473 CARD_INTEL_845G = 0x2562,
1474 CARD_INTEL_865G = 0x2572,
1475 CARD_INTEL_915G = 0x2582,
1476 CARD_INTEL_E7221G = 0x258a,
1477 CARD_INTEL_915GM = 0x2592,
1478 CARD_INTEL_945G = 0x2772,
1479 CARD_INTEL_945GM = 0x27a2,
1480 CARD_INTEL_945GME = 0x27ae,
1481 CARD_INTEL_Q35 = 0x29b2,
1482 CARD_INTEL_G33 = 0x29c2,
1483 CARD_INTEL_Q33 = 0x29d2,
1484 CARD_INTEL_PNVG = 0xa001,
1485 CARD_INTEL_PNVM = 0xa011,
1486 CARD_INTEL_965Q = 0x2992,
1487 CARD_INTEL_965G = 0x2982,
1488 CARD_INTEL_946GZ = 0x2972,
1489 CARD_INTEL_965GM = 0x2a02,
1490 CARD_INTEL_965GME = 0x2a12,
1491 CARD_INTEL_GM45 = 0x2a42,
1492 CARD_INTEL_IGD = 0x2e02,
1493 CARD_INTEL_Q45 = 0x2e12,
1494 CARD_INTEL_G45 = 0x2e22,
1495 CARD_INTEL_G41 = 0x2e32,
1496 CARD_INTEL_B43 = 0x2e92,
1497 CARD_INTEL_ILKD = 0x0042,
1498 CARD_INTEL_ILKM = 0x0046,
1499 CARD_INTEL_SNBD = 0x0122,
1500 CARD_INTEL_SNBM = 0x0126,
1501 CARD_INTEL_SNBS = 0x010a,
1502 CARD_INTEL_IVBD = 0x0162,
1503 CARD_INTEL_IVBM = 0x0166,
1504 CARD_INTEL_IVBS = 0x015a,
1505 };
1506
1507 struct wined3d_fbo_ops
1508 {
1509 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1510 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1511 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1512 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1513 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1514 GLsizei width, GLsizei height);
1515 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1516 GLenum internalformat, GLsizei width, GLsizei height);
1517 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1518 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1519 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1520 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1521 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1522 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1523 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1524 GLenum textarget, GLuint texture, GLint level);
1525 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1526 GLenum textarget, GLuint texture, GLint level);
1527 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1528 GLenum textarget, GLuint texture, GLint level, GLint layer);
1529 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1530 GLenum renderbuffertarget, GLuint renderbuffer);
1531 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1532 GLenum pname, GLint *params);
1533 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1534 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1535 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1536 };
1537
1538 struct wined3d_gl_limits
1539 {
1540 UINT buffers;
1541 UINT lights;
1542 UINT textures;
1543 UINT texture_coords;
1544 UINT fragment_samplers;
1545 UINT vertex_samplers;
1546 UINT combined_samplers;
1547 UINT general_combiners;
1548 UINT clipplanes;
1549 UINT texture_size;
1550 UINT texture3d_size;
1551 float pointsize_max;
1552 float pointsize_min;
1553 UINT blends;
1554 UINT anisotropy;
1555 float shininess;
1556 UINT samples;
1557 UINT vertex_attribs;
1558
1559 UINT glsl_varyings;
1560 UINT glsl_vs_float_constants;
1561 UINT glsl_ps_float_constants;
1562
1563 UINT arb_vs_float_constants;
1564 UINT arb_vs_native_constants;
1565 UINT arb_vs_instructions;
1566 UINT arb_vs_temps;
1567 UINT arb_ps_float_constants;
1568 UINT arb_ps_local_constants;
1569 UINT arb_ps_native_constants;
1570 UINT arb_ps_instructions;
1571 UINT arb_ps_temps;
1572 };
1573
1574 struct wined3d_gl_info
1575 {
1576 DWORD glsl_version;
1577 struct wined3d_gl_limits limits;
1578 DWORD reserved_glsl_constants, reserved_arb_constants;
1579 DWORD quirks;
1580 BOOL supported[WINED3D_GL_EXT_COUNT];
1581 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1582
1583 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
1584 struct opengl_funcs gl_ops;
1585 struct wined3d_fbo_ops fbo_ops;
1586
1587 struct wined3d_format *formats;
1588 };
1589
1590 struct wined3d_driver_info
1591 {
1592 enum wined3d_pci_vendor vendor;
1593 enum wined3d_pci_device device;
1594 const char *name;
1595 const char *description;
1596 unsigned int vidmem;
1597 DWORD version_high;
1598 DWORD version_low;
1599 };
1600
1601 struct wined3d_d3d_limits
1602 {
1603 UINT vs_version, gs_version, ps_version;
1604 DWORD vs_uniform_count;
1605 DWORD ps_uniform_count;
1606 UINT ffp_textures;
1607 UINT ffp_blend_stages;
1608 };
1609
1610 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
1611 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
1612 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
1613
1614 struct wined3d_ffp_attrib_ops
1615 {
1616 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
1617 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
1618 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
1619 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
1620 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
1621 };
1622
1623 struct wined3d_d3d_info
1624 {
1625 struct wined3d_d3d_limits limits;
1626 struct wined3d_ffp_attrib_ops ffp_attrib_ops;
1627 BOOL xyzrhw;
1628 BOOL vs_clipping;
1629 DWORD valid_rt_mask;
1630 };
1631
1632 /* The adapter structure */
1633 struct wined3d_adapter
1634 {
1635 UINT ordinal;
1636 POINT monitorPoint;
1637 enum wined3d_format_id screen_format;
1638
1639 struct wined3d_gl_info gl_info;
1640 struct wined3d_d3d_info d3d_info;
1641 struct wined3d_driver_info driver_info;
1642 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1643 unsigned int cfg_count;
1644 struct wined3d_pixel_format *cfgs;
1645 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1646 unsigned int UsedTextureRam;
1647 LUID luid;
1648
1649 const struct wined3d_vertex_pipe_ops *vertex_pipe;
1650 const struct fragment_pipeline *fragment_pipe;
1651 const struct wined3d_shader_backend_ops *shader_backend;
1652 const struct blit_shader *blitter;
1653 };
1654
1655 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter) DECLSPEC_HIDDEN;
1656 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount) DECLSPEC_HIDDEN;
1657
1658 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1659 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1660
1661 enum projection_types
1662 {
1663 proj_none = 0,
1664 proj_count3 = 1,
1665 proj_count4 = 2
1666 };
1667
1668 enum dst_arg
1669 {
1670 resultreg = 0,
1671 tempreg = 1
1672 };
1673
1674 /*****************************************************************************
1675 * Fixed function pipeline replacements
1676 */
1677 #define ARG_UNUSED 0xff
1678 struct texture_stage_op
1679 {
1680 unsigned cop : 8;
1681 unsigned carg1 : 8;
1682 unsigned carg2 : 8;
1683 unsigned carg0 : 8;
1684
1685 unsigned aop : 8;
1686 unsigned aarg1 : 8;
1687 unsigned aarg2 : 8;
1688 unsigned aarg0 : 8;
1689
1690 struct color_fixup_desc color_fixup;
1691 unsigned tex_type : 3;
1692 unsigned dst : 1;
1693 unsigned projected : 2;
1694 unsigned padding : 10;
1695 };
1696
1697 struct ffp_frag_settings
1698 {
1699 struct texture_stage_op op[MAX_TEXTURES];
1700 enum wined3d_ffp_ps_fog_mode fog;
1701 /* Use shorts instead of chars to get dword alignment */
1702 unsigned short sRGB_write;
1703 unsigned short emul_clipplanes;
1704 };
1705
1706 struct ffp_frag_desc
1707 {
1708 struct wine_rb_entry entry;
1709 struct ffp_frag_settings settings;
1710 };
1711
1712 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1713 extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN;
1714 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1715
1716 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
1717 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1718 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1719 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1720 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1721 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1722
1723 enum wined3d_ffp_vs_fog_mode
1724 {
1725 WINED3D_FFP_VS_FOG_OFF = 0,
1726 WINED3D_FFP_VS_FOG_FOGCOORD = 1,
1727 WINED3D_FFP_VS_FOG_DEPTH = 2,
1728 WINED3D_FFP_VS_FOG_RANGE = 3,
1729 };
1730
1731 #define WINED3D_FFP_TCI_SHIFT 16
1732 #define WINED3D_FFP_TCI_MASK 0xff
1733
1734 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
1735 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7
1736
1737 struct wined3d_ffp_vs_settings
1738 {
1739 DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
1740 DWORD diffuse_source : 2;
1741 DWORD emission_source : 2;
1742 DWORD ambient_source : 2;
1743 DWORD specular_source : 2;
1744
1745 DWORD transformed : 1;
1746 DWORD clipping : 1;
1747 DWORD normal : 1;
1748 DWORD normalize : 1;
1749 DWORD lighting : 1;
1750 DWORD localviewer : 1;
1751 DWORD point_size : 1;
1752 DWORD fog_mode : 2;
1753 DWORD texcoords : 8; /* MAX_TEXTURES */
1754 DWORD ortho_fog : 1;
1755 DWORD padding : 14;
1756
1757 BYTE texgen[MAX_TEXTURES];
1758 };
1759
1760 struct wined3d_ffp_vs_desc
1761 {
1762 struct wine_rb_entry entry;
1763 struct wined3d_ffp_vs_settings settings;
1764 };
1765
1766 void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct wined3d_stream_info *si,
1767 struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
1768
1769 struct wined3d
1770 {
1771 LONG ref;
1772 DWORD flags;
1773 UINT dxVersion;
1774 UINT adapter_count;
1775 struct wined3d_adapter adapters[1];
1776 };
1777
1778 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags) DECLSPEC_HIDDEN;
1779 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1780 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1781
1782 struct wined3d_stream_output
1783 {
1784 struct wined3d_buffer *buffer;
1785 UINT offset;
1786 };
1787
1788 struct wined3d_stream_state
1789 {
1790 struct wined3d_buffer *buffer;
1791 UINT offset;
1792 UINT stride;
1793 UINT frequency;
1794 UINT flags;
1795 };
1796
1797 struct wined3d_state
1798 {
1799 const struct wined3d_fb_state *fb;
1800
1801 struct wined3d_vertex_declaration *vertex_declaration;
1802 struct wined3d_stream_output stream_output[MAX_STREAM_OUT];
1803 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
1804 struct wined3d_buffer *index_buffer;
1805 enum wined3d_format_id index_format;
1806 INT base_vertex_index;
1807 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
1808 GLenum gl_primitive_type;
1809
1810 struct wined3d_shader *vertex_shader;
1811 struct wined3d_buffer *vs_cb[MAX_CONSTANT_BUFFERS];
1812 struct wined3d_sampler *vs_sampler[MAX_SAMPLER_OBJECTS];
1813 BOOL vs_consts_b[MAX_CONST_B];
1814 INT vs_consts_i[MAX_CONST_I * 4];
1815 float *vs_consts_f;
1816
1817 struct wined3d_shader *geometry_shader;
1818 struct wined3d_buffer *gs_cb[MAX_CONSTANT_BUFFERS];
1819 struct wined3d_sampler *gs_sampler[MAX_SAMPLER_OBJECTS];
1820
1821 struct wined3d_shader *pixel_shader;
1822 struct wined3d_buffer *ps_cb[MAX_CONSTANT_BUFFERS];
1823 struct wined3d_sampler *ps_sampler[MAX_SAMPLER_OBJECTS];
1824 BOOL ps_consts_b[MAX_CONST_B];
1825 INT ps_consts_i[MAX_CONST_I * 4];
1826 float *ps_consts_f;
1827
1828 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
1829 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1830 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1831 DWORD lowest_disabled_stage;
1832
1833 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
1834 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
1835 struct wined3d_material material;
1836 struct wined3d_viewport viewport;
1837 RECT scissor_rect;
1838
1839 /* Light hashmap. Collisions are handled using linked lists. */
1840 #define LIGHTMAP_SIZE 43
1841 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
1842 struct list light_map[LIGHTMAP_SIZE];
1843 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
1844
1845 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
1846 };
1847
1848 /*****************************************************************************
1849 * IWineD3DDevice implementation structure
1850 */
1851 #define WINED3D_UNMAPPED_STAGE ~0U
1852
1853 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1854 #define WINED3DCREATE_MULTITHREADED 0x00000004
1855
1856 struct wined3d_device
1857 {
1858 LONG ref;
1859
1860 /* WineD3D Information */
1861 struct wined3d_device_parent *device_parent;
1862 struct wined3d *wined3d;
1863 struct wined3d_adapter *adapter;
1864
1865 /* Window styles to restore when switching fullscreen mode */
1866 LONG style;
1867 LONG exStyle;
1868
1869 /* X and GL Information */
1870 GLenum offscreenBuffer;
1871
1872 const struct wined3d_shader_backend_ops *shader_backend;
1873 void *shader_priv;
1874 void *fragment_priv;
1875 void *vertex_priv;
1876 void *blit_priv;
1877 struct StateEntry StateTable[STATE_HIGHEST + 1];
1878 /* Array of functions for states which are handled by more than one pipeline part */
1879 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1880 const struct blit_shader *blitter;
1881
1882 UINT instance_count;
1883
1884 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1885 WORD isInDraw : 1;
1886 WORD bCursorVisible : 1;
1887 WORD d3d_initialized : 1;
1888 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1889 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1890 WORD useDrawStridedSlow : 1;
1891 WORD filter_messages : 1;
1892 WORD padding : 8;
1893
1894 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1895
1896 unsigned char surface_alignment; /* Line Alignment of surfaces */
1897
1898 struct wined3d_state state;
1899 struct wined3d_state *update_state;
1900 struct wined3d_stateblock *recording;
1901
1902 /* Internal use fields */
1903 struct wined3d_device_creation_parameters create_parms;
1904 HWND focus_window;
1905
1906 struct wined3d_swapchain **swapchains;
1907 UINT swapchain_count;
1908
1909 struct list resources; /* a linked list to track resources created by the device */
1910 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1911
1912 /* Render Target Support */
1913 struct wined3d_fb_state fb;
1914 struct wined3d_surface *onscreen_depth_stencil;
1915 struct wined3d_surface *auto_depth_stencil;
1916
1917 /* For rendering to a texture using glCopyTexImage */
1918 GLuint depth_blt_texture;
1919
1920 /* Cursor management */
1921 UINT xHotSpot;
1922 UINT yHotSpot;
1923 UINT xScreenSpace;
1924 UINT yScreenSpace;
1925 UINT cursorWidth, cursorHeight;
1926 GLuint cursorTexture;
1927 HCURSOR hardwareCursor;
1928
1929 /* The Wine logo surface */
1930 struct wined3d_surface *logo_surface;
1931
1932 /* Textures for when no other textures are mapped */
1933 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
1934 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
1935 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
1936 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
1937
1938 /* With register combiners we can skip junk texture stages */
1939 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1940 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1941
1942 /* Stream source management */
1943 struct wined3d_stream_info stream_info;
1944 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1945 unsigned int num_buffer_queries;
1946
1947 /* Context management */
1948 struct wined3d_context **contexts;
1949 UINT context_count;
1950 };
1951
1952 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
1953 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
1954 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
1955 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1956 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1957 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
1958 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
1959 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
1960 void device_preload_textures(const struct wined3d_device *device) DECLSPEC_HIDDEN;
1961 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
1962 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1963 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1964 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1965 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
1966 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1967 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1968 void device_update_tex_unit_map(struct wined3d_device *device) DECLSPEC_HIDDEN;
1969 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
1970
1971 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
1972 {
1973 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1974 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1975 return context->isStateDirty[idx] & (1 << shift);
1976 }
1977
1978 static inline void invalidate_active_texture(const struct wined3d_device *device, struct wined3d_context *context)
1979 {
1980 DWORD sampler = device->rev_tex_unit_map[context->active_texture];
1981 if (sampler != WINED3D_UNMAPPED_STAGE)
1982 context_invalidate_state(context, STATE_SAMPLER(sampler));
1983 }
1984
1985 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
1986 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
1987
1988 struct wined3d_resource_ops
1989 {
1990 void (*resource_unload)(struct wined3d_resource *resource);
1991 };
1992
1993 void *wined3d_resource_allocate_sysmem(SIZE_T size) DECLSPEC_HIDDEN;
1994 void wined3d_resource_free_sysmem(void *mem) DECLSPEC_HIDDEN;
1995
1996 struct wined3d_resource
1997 {
1998 LONG ref;
1999 LONG bind_count;
2000 LONG map_count;
2001 struct wined3d_device *device;
2002 enum wined3d_resource_type type;
2003 const struct wined3d_format *format;
2004 enum wined3d_multisample_type multisample_type;
2005 UINT multisample_quality;
2006 DWORD usage;
2007 enum wined3d_pool pool;
2008 DWORD access_flags;
2009 UINT width;
2010 UINT height;
2011 UINT depth;
2012 UINT size;
2013 DWORD priority;
2014 BYTE *allocatedMemory; /* Pointer to the real data location */
2015 void *heap_memory;
2016 struct list privateData;
2017 struct list resource_list_entry;
2018
2019 void *parent;
2020 const struct wined3d_parent_ops *parent_ops;
2021 const struct wined3d_resource_ops *resource_ops;
2022 };
2023
2024 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2025 DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2026 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
2027 enum wined3d_resource_type type, const struct wined3d_format *format,
2028 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
2029 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
2030 void *parent, const struct wined3d_parent_ops *parent_ops,
2031 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
2032 DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN;
2033 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
2034 DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource,
2035 DWORD flags) DECLSPEC_HIDDEN;
2036 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
2037
2038 /* Tests show that the start address of resources is 32 byte aligned */
2039 #define RESOURCE_ALIGNMENT 16
2040
2041 enum wined3d_texture_state
2042 {
2043 WINED3DTEXSTA_ADDRESSU = 0,
2044 WINED3DTEXSTA_ADDRESSV = 1,
2045 WINED3DTEXSTA_ADDRESSW = 2,
2046 WINED3DTEXSTA_BORDERCOLOR = 3,
2047 WINED3DTEXSTA_MAGFILTER = 4,
2048 WINED3DTEXSTA_MINFILTER = 5,
2049 WINED3DTEXSTA_MIPFILTER = 6,
2050 WINED3DTEXSTA_MAXMIPLEVEL = 7,
2051 WINED3DTEXSTA_MAXANISOTROPY = 8,
2052 WINED3DTEXSTA_SRGBTEXTURE = 9,
2053 WINED3DTEXSTA_SHADOW = 10,
2054 MAX_WINETEXTURESTATES = 11,
2055 };
2056
2057 enum WINED3DSRGB
2058 {
2059 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
2060 SRGB_RGB = 1, /* Loads the rgb texture */
2061 SRGB_SRGB = 2, /* Loads the srgb texture */
2062 };
2063
2064 struct gl_texture
2065 {
2066 DWORD states[MAX_WINETEXTURESTATES];
2067 BOOL dirty;
2068 GLuint name;
2069 };
2070
2071 struct wined3d_texture_ops
2072 {
2073 HRESULT (*texture_bind)(struct wined3d_texture *texture,
2074 struct wined3d_context *context, BOOL srgb);
2075 void (*texture_preload)(struct wined3d_texture *texture, enum WINED3DSRGB srgb);
2076 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
2077 const struct wined3d_box *dirty_region);
2078 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
2079 };
2080
2081 #define WINED3D_TEXTURE_COND_NP2 0x1
2082 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x2
2083 #define WINED3D_TEXTURE_IS_SRGB 0x4
2084
2085 struct wined3d_texture
2086 {
2087 struct wined3d_resource resource;
2088 const struct wined3d_texture_ops *texture_ops;
2089 struct gl_texture texture_rgb, texture_srgb;
2090 struct wined3d_resource **sub_resources;
2091 UINT layer_count;
2092 UINT level_count;
2093 float pow2_matrix[16];
2094 UINT lod;
2095 enum wined3d_texture_filter_type filter_type;
2096 DWORD sampler;
2097 DWORD flags;
2098 const struct min_lookup *min_mip_lookup;
2099 const GLenum *mag_lookup;
2100 GLenum target;
2101 };
2102
2103 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
2104 {
2105 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
2106 }
2107
2108 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
2109 const struct wined3d_gl_info *gl_info, BOOL srgb)
2110 {
2111 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2112 ? &texture->texture_srgb : &texture->texture_rgb;
2113 }
2114
2115 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
2116 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
2117 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2118 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN;
2119
2120 #define WINED3D_VFLAG_LOCKED 0x00000001
2121 #define WINED3D_VFLAG_ALLOCATED 0x00000002
2122 #define WINED3D_VFLAG_SRGB_ALLOCATED 0x00000004
2123 #define WINED3D_VFLAG_PBO 0x00000008
2124
2125 #define WINED3D_LOCATION_DISCARDED 0x00000001
2126 #define WINED3D_LOCATION_SYSMEM 0x00000002
2127 #define WINED3D_LOCATION_BUFFER 0x00000004
2128 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000008
2129 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000010
2130
2131 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
2132
2133 struct wined3d_volume
2134 {
2135 struct wined3d_resource resource;
2136 struct wined3d_texture *container;
2137
2138 DWORD flags, locations;
2139 GLint texture_level;
2140 DWORD download_count;
2141 GLuint pbo;
2142 };
2143
2144 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
2145 {
2146 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
2147 }
2148
2149 void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context, BOOL srgb_mode) DECLSPEC_HIDDEN;
2150 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
2151 void wined3d_volume_invalidate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
2152 void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
2153 const struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2154
2155 struct wined3d_surface_dib
2156 {
2157 HBITMAP DIBsection;
2158 void *bitmap_data;
2159 UINT bitmap_size;
2160 };
2161
2162 struct wined3d_renderbuffer_entry
2163 {
2164 struct list entry;
2165 GLuint id;
2166 UINT width;
2167 UINT height;
2168 };
2169
2170 struct fbo_entry
2171 {
2172 struct list entry;
2173 struct wined3d_surface **render_targets;
2174 struct wined3d_surface *depth_stencil;
2175 DWORD location;
2176 DWORD rt_mask;
2177 BOOL attached;
2178 GLuint id;
2179 };
2180
2181 struct wined3d_surface_ops
2182 {
2183 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2184 void (*surface_realize_palette)(struct wined3d_surface *surface);
2185 void (*surface_map)(struct wined3d_surface *surface, const RECT *rect, DWORD flags);
2186 void (*surface_unmap)(struct wined3d_surface *surface);
2187 };
2188
2189 struct wined3d_surface
2190 {
2191 struct wined3d_resource resource;
2192 const struct wined3d_surface_ops *surface_ops;
2193 struct wined3d_texture *container;
2194 struct wined3d_swapchain *swapchain;
2195 struct wined3d_palette *palette; /* D3D7 style palette handling */
2196 DWORD draw_binding;
2197
2198 DWORD flags;
2199
2200 UINT pitch;
2201 UINT pow2Width;
2202 UINT pow2Height;
2203
2204 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2205 void (*get_drawable_size)(const struct wined3d_context *context, UINT *width, UINT *height);
2206
2207 /* PBO */
2208 GLuint pbo;
2209 GLuint rb_multisample;
2210 GLuint rb_resolved;
2211 GLuint texture_name;
2212 GLuint texture_name_srgb;
2213 GLint texture_level;
2214 GLenum texture_target;
2215
2216 RECT lockedRect;
2217 RECT dirtyRect;
2218 int lockCount;
2219 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2220
2221 /* For GetDC */
2222 struct wined3d_surface_dib dib;
2223 HDC hDC;
2224
2225 /* Color keys for DDraw */
2226 struct wined3d_color_key dst_blt_color_key;
2227 struct wined3d_color_key src_blt_color_key;
2228 struct wined3d_color_key dst_overlay_color_key;
2229 struct wined3d_color_key src_overlay_color_key;
2230 DWORD CKeyFlags;
2231
2232 struct wined3d_color_key gl_color_key;
2233
2234 struct list renderbuffers;
2235 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2236 SIZE ds_current_size;
2237
2238 /* DirectDraw Overlay handling */
2239 RECT overlay_srcrect;
2240 RECT overlay_destrect;
2241 struct wined3d_surface *overlay_dest;
2242 struct list overlays;
2243 struct list overlay_entry;
2244 };
2245
2246 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2247 {
2248 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2249 }
2250
2251 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2252 const struct wined3d_gl_info *gl_info, BOOL srgb)
2253 {
2254 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2255 ? surface->texture_name_srgb : surface->texture_name;
2256 }
2257
2258 void surface_add_dirty_rect(struct wined3d_surface *surface, const struct wined3d_box *dirty_rect) DECLSPEC_HIDDEN;
2259 HRESULT surface_color_fill(struct wined3d_surface *s,
2260 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2261 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2262 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
2263 BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2264 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2265 void surface_load_ds_location(struct wined3d_surface *surface,
2266 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2267 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2268 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect) DECLSPEC_HIDDEN;
2269 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2270 void surface_modify_location(struct wined3d_surface *surface, DWORD location, BOOL persistent) DECLSPEC_HIDDEN;
2271 void surface_prepare_rb(struct wined3d_surface *surface,
2272 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2273 void surface_prepare_texture(struct wined3d_surface *surface,
2274 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2275 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2276 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2277 void surface_set_container(struct wined3d_surface *surface, struct wined3d_texture *container) DECLSPEC_HIDDEN;
2278 void surface_set_swapchain(struct wined3d_surface *surface, struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2279 void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2280 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
2281 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2282 void surface_update_draw_binding(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2283 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2284 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2285
2286 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2287 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2288 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2289
2290 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2291 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2292 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2293
2294 /* Surface flags: */
2295 #define SFLAG_CONVERTED 0x00000001 /* Converted for color keying or palettized. */
2296 #define SFLAG_DISCARD 0x00000002 /* ??? */
2297 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2298 #define SFLAG_NORMCOORD 0x00000008 /* Set if GL texture coordinates are normalized (non-texture rectangle). */
2299 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked. */
2300 #define SFLAG_DYNLOCK 0x00000020 /* Surface is often locked by the application. */
2301 #define SFLAG_PIN_SYSMEM 0x00000040 /* Keep the surface in sysmem, at the same address. */
2302 #define SFLAG_DCINUSE 0x00000080 /* Set between GetDC and ReleaseDC calls. */
2303 #define SFLAG_LOST 0x00000100 /* Surface lost flag for ddraw. */
2304 #define SFLAG_GLCKEY 0x00000200 /* The GL texture was created with a color key. */
2305 #define SFLAG_CLIENT 0x00000400 /* GL_APPLE_client_storage is used with this surface. */
2306 #define SFLAG_INOVERLAYDRAW 0x00000800 /* Overlay drawing is in progress. Recursion prevention. */
2307 #define SFLAG_DIBSECTION 0x00001000 /* Has a DIB section attached for GetDC. */
2308 #define SFLAG_USERPTR 0x00002000 /* The application allocated the memory for this surface. */
2309 #define SFLAG_ALLOCATED 0x00004000 /* A GL texture is allocated for this surface. */
2310 #define SFLAG_SRGBALLOCATED 0x00008000 /* A sRGB GL texture is allocated for this surface. */
2311 #define SFLAG_PBO 0x00010000 /* The surface has a PBO. */
2312 #define SFLAG_INSYSMEM 0x00020000 /* The system memory copy is current. */
2313 #define SFLAG_INTEXTURE 0x00040000 /* The GL texture is current. */
2314 #define SFLAG_INSRGBTEX 0x00080000 /* The GL sRGB texture is current. */
2315 #define SFLAG_INDRAWABLE 0x00100000 /* The GL drawable is current. */
2316 #define SFLAG_INRB_MULTISAMPLE 0x00200000 /* The multisample renderbuffer is current. */
2317 #define SFLAG_INRB_RESOLVED 0x00400000 /* The resolved renderbuffer is current. */
2318 #define SFLAG_DISCARDED 0x00800000 /* Surface was discarded, allocating new location is enough. */
2319
2320 /* In some conditions the surface memory must not be freed:
2321 * SFLAG_CONVERTED: Converting the data back would take too long
2322 * SFLAG_DIBSECTION: The dib code manages the memory
2323 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2324 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2325 * SFLAG_CLIENT: OpenGL uses our memory as backup
2326 */
2327 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2328 SFLAG_DYNLOCK | \
2329 SFLAG_CLIENT | \
2330 SFLAG_DIBSECTION | \
2331 SFLAG_USERPTR | \
2332 SFLAG_PBO | \
2333 SFLAG_PIN_SYSMEM)
2334
2335 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2336 SFLAG_INTEXTURE | \
2337 SFLAG_INSRGBTEX | \
2338 SFLAG_INDRAWABLE | \
2339 SFLAG_INRB_MULTISAMPLE | \
2340 SFLAG_INRB_RESOLVED)
2341
2342 enum wined3d_conversion_type
2343 {
2344 WINED3D_CT_NONE,
2345 WINED3D_CT_PALETTED,
2346 WINED3D_CT_PALETTED_CK,
2347 WINED3D_CT_CK_565,
2348 WINED3D_CT_CK_5551,
2349 WINED3D_CT_CK_RGB24,
2350 WINED3D_CT_RGB32_888,
2351 WINED3D_CT_CK_ARGB32,
2352 };
2353
2354 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2355
2356 struct wined3d_sampler
2357 {
2358 LONG refcount;
2359 void *parent;
2360 };
2361
2362 struct wined3d_vertex_declaration_element
2363 {
2364 const struct wined3d_format *format;
2365 BOOL ffp_valid;
2366 WORD input_slot;
2367 WORD offset;
2368 UINT output_slot;
2369 BYTE method;
2370 BYTE usage;
2371 BYTE usage_idx;
2372 };
2373
2374 struct wined3d_vertex_declaration
2375 {
2376 LONG ref;
2377 void *parent;
2378 const struct wined3d_parent_ops *parent_ops;
2379 struct wined3d_device *device;
2380
2381 struct wined3d_vertex_declaration_element *elements;
2382 UINT element_count;
2383
2384 BOOL position_transformed;
2385 BOOL half_float_conv_needed;
2386 };
2387
2388 struct wined3d_saved_states
2389 {
2390 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2391 WORD streamSource; /* MAX_STREAMS, 16 */
2392 WORD streamFreq; /* MAX_STREAMS, 16 */
2393 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2394 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2395 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2396 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2397 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2398 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2399 BOOL *pixelShaderConstantsF;
2400 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2401 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2402 BOOL *vertexShaderConstantsF;
2403 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2404 DWORD primitive_type : 1;
2405 DWORD indices : 1;
2406 DWORD material : 1;
2407 DWORD viewport : 1;
2408 DWORD vertexDecl : 1;
2409 DWORD pixelShader : 1;
2410 DWORD vertexShader : 1;
2411 DWORD scissorRect : 1;
2412 DWORD padding : 4;
2413 };
2414
2415 struct StageState {
2416 DWORD stage;
2417 DWORD state;
2418 };
2419
2420 struct wined3d_stateblock
2421 {
2422 LONG ref; /* Note: Ref counting not required */
2423 struct wined3d_device *device;
2424
2425 /* Array indicating whether things have been set or changed */
2426 struct wined3d_saved_states changed;
2427 struct wined3d_state state;
2428
2429 /* Contained state management */
2430 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2431 unsigned int num_contained_render_states;
2432 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2433 unsigned int num_contained_transform_states;
2434 DWORD contained_vs_consts_i[MAX_CONST_I];
2435 unsigned int num_contained_vs_consts_i;
2436 DWORD contained_vs_consts_b[MAX_CONST_B];
2437 unsigned int num_contained_vs_consts_b;
2438 DWORD *contained_vs_consts_f;
2439 unsigned int num_contained_vs_consts_f;
2440 DWORD contained_ps_consts_i[MAX_CONST_I];
2441 unsigned int num_contained_ps_consts_i;
2442 DWORD contained_ps_consts_b[MAX_CONST_B];
2443 unsigned int num_contained_ps_consts_b;
2444 DWORD *contained_ps_consts_f;
2445 unsigned int num_contained_ps_consts_f;
2446 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2447 unsigned int num_contained_tss_states;
2448 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2449 unsigned int num_contained_sampler_states;
2450 };
2451
2452 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2453
2454 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
2455 HRESULT state_init(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
2456 void state_init_default(struct wined3d_state *state, struct wined3d_device *device) DECLSPEC_HIDDEN;
2457 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
2458
2459 /* Direct3D terminology with little modifications. We do not have an issued state
2460 * because only the driver knows about it, but we have a created state because d3d
2461 * allows GetData on a created issue, but opengl doesn't
2462 */
2463 enum query_state {
2464 QUERY_CREATED,
2465 QUERY_SIGNALLED,
2466 QUERY_BUILDING
2467 };
2468
2469 struct wined3d_query_ops
2470 {
2471 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2472 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2473 };
2474
2475 struct wined3d_query
2476 {
2477 LONG ref;
2478 const struct wined3d_query_ops *query_ops;
2479 struct wined3d_device *device;
2480 enum query_state state;
2481 enum wined3d_query_type type;
2482 DWORD data_size;
2483 void *extendedData;
2484 };
2485
2486 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2487 * fixed function semantics as D3DCOLOR or FLOAT16 */
2488 enum wined3d_buffer_conversion_type
2489 {
2490 CONV_NONE,
2491 CONV_D3DCOLOR,
2492 CONV_POSITIONT,
2493 };
2494
2495 struct wined3d_map_range
2496 {
2497 UINT offset;
2498 UINT size;
2499 };
2500
2501 struct wined3d_buffer
2502 {
2503 struct wined3d_resource resource;
2504
2505 struct wined3d_buffer_desc desc;
2506
2507 GLuint buffer_object;
2508 GLenum buffer_object_usage;
2509 GLenum buffer_type_hint;
2510 UINT buffer_object_size;
2511 DWORD flags;
2512
2513 struct wined3d_map_range *maps;
2514 ULONG maps_size, modified_areas;
2515 struct wined3d_event_query *query;
2516
2517 /* conversion stuff */
2518 UINT decl_change_count, full_conversion_count;
2519 UINT draw_count;
2520 UINT stride; /* 0 if no conversion */
2521 UINT conversion_stride; /* 0 if no shifted conversion */
2522 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2523 };
2524
2525 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2526 {
2527 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2528 }
2529
2530 void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
2531 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2532 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2533
2534 struct wined3d_rendertarget_view
2535 {
2536 LONG refcount;
2537
2538 struct wined3d_resource *resource;
2539 void *parent;
2540 };
2541
2542 struct wined3d_swapchain_ops
2543 {
2544 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2545 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2546 };
2547
2548 struct wined3d_swapchain
2549 {
2550 LONG ref;
2551 void *parent;
2552 const struct wined3d_parent_ops *parent_ops;
2553 const struct wined3d_swapchain_ops *swapchain_ops;
2554 struct wined3d_device *device;
2555
2556 struct wined3d_surface **back_buffers;
2557 struct wined3d_surface *front_buffer;
2558 struct wined3d_swapchain_desc desc;
2559 struct wined3d_display_mode original_mode;
2560 struct wined3d_gamma_ramp orig_gamma;
2561 BOOL render_to_fbo;
2562 const struct wined3d_format *ds_format;
2563
2564 LONG prev_time, frames; /* Performance tracking */
2565
2566 struct wined3d_context **context;
2567 unsigned int num_contexts;
2568
2569 HWND win_handle;
2570 HWND device_window;
2571
2572 HDC backup_dc;
2573 HWND backup_wnd;
2574 };
2575
2576 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2577
2578 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2579 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2580 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2581 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2582 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2583
2584 /*****************************************************************************
2585 * Utility function prototypes
2586 */
2587
2588 /* Trace routines */
2589 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2590 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
2591 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
2592 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2593 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2594 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
2595 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2596 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2597 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
2598 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
2599 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2600 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
2601 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
2602 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
2603 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
2604 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2605 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2606 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
2607 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2608 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2609
2610 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2611 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2612 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2613 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
2614 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2615 void set_texture_matrix(const struct wined3d_gl_info *gl_info, const float *smat, DWORD flags,
2616 BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id coordtype,
2617 BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2618 void texture_activate_dimensions(const struct wined3d_texture *texture,
2619 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2620 void sampler_texdim(struct wined3d_context *context,
2621 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2622 void tex_alphaop(struct wined3d_context *context,
2623 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2624 void apply_pixelshader(struct wined3d_context *context,
2625 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2626 void state_fogcolor(struct wined3d_context *context,
2627 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2628 void state_fogdensity(struct wined3d_context *context,
2629 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2630 void state_fogstartend(struct wined3d_context *context,
2631 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2632 void state_fog_fragpart(struct wined3d_context *context,
2633 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2634 void state_srgbwrite(struct wined3d_context *context,
2635 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2636
2637 void sampler_texmatrix(struct wined3d_context *context,
2638 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2639 void state_specularenable(struct wined3d_context *context,
2640 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2641 void transform_world(struct wined3d_context *context,
2642 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2643 void transform_view(struct wined3d_context *context,
2644 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2645 void transform_projection(struct wined3d_context *context,
2646 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2647 void transform_texture(struct wined3d_context *context,
2648 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2649 void state_ambient(struct wined3d_context *context,
2650 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2651 void viewport_vertexpart(struct wined3d_context *context,
2652 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2653 void state_clipping(struct wined3d_context *context,
2654 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2655 void light(struct wined3d_context *context,
2656 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2657 void vertexdeclaration(struct wined3d_context *context,
2658 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2659 void clipplane(struct wined3d_context *context,
2660 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2661 void state_psizemin_w(struct wined3d_context *context,
2662 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2663 void state_psizemin_ext(struct wined3d_context *context,
2664 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2665 void state_psizemin_arb(struct wined3d_context *context,
2666 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2667 void state_pointsprite_w(struct wined3d_context *context,
2668 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2669 void state_pointsprite(struct wined3d_context *context,
2670 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2671 void state_pscale(struct wined3d_context *context,
2672 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2673
2674 BOOL getColorBits(const struct wined3d_format *format,
2675 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2676 BOOL getDepthStencilBits(const struct wined3d_format *format,
2677 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2678 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2679
2680 /* Math utils */
2681 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2682 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2683 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2684 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2685
2686 struct wined3d_shader_lconst
2687 {
2688 struct list entry;
2689 unsigned int idx;
2690 DWORD value[4];
2691 };
2692
2693 struct wined3d_shader_limits
2694 {
2695 unsigned int sampler;
2696 unsigned int constant_int;
2697 unsigned int constant_float;
2698 unsigned int constant_bool;
2699 unsigned int packed_output;
2700 unsigned int packed_input;
2701 };
2702
2703 #ifdef __GNUC__
2704 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2705 #else
2706 #define PRINTF_ATTR(fmt,args)
2707 #endif
2708
2709 /* Base Shader utility functions. */
2710 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2711 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2712
2713 /* Vertex shader utility functions */
2714 BOOL vshader_get_input(const struct wined3d_shader *shader,
2715 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2716
2717 struct wined3d_vertex_shader
2718 {
2719 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2720 };
2721
2722 struct wined3d_geometry_shader
2723 {
2724 enum wined3d_primitive_type input_type;
2725 enum wined3d_primitive_type output_type;
2726 UINT vertices_out;
2727 };
2728
2729 struct wined3d_pixel_shader
2730 {
2731 /* Pixel shader input semantics */
2732 DWORD input_reg_map[MAX_REG_INPUT];
2733 BOOL input_reg_used[MAX_REG_INPUT];
2734 unsigned int declared_in_count;
2735
2736 /* Some information about the shader behavior */
2737 BOOL color0_mov;
2738 DWORD color0_reg;
2739 };
2740
2741 struct wined3d_shader
2742 {
2743 LONG ref;
2744 struct wined3d_shader_limits limits;
2745 DWORD *function;
2746 UINT functionLength;
2747 BOOL load_local_constsF;
2748 const struct wined3d_shader_frontend *frontend;
2749 void *frontend_data;
2750 void *backend_data;
2751
2752 void *parent;
2753 const struct wined3d_parent_ops *parent_ops;
2754
2755 /* Programs this shader is linked with */
2756 struct list linked_programs;
2757
2758 /* Immediate constants (override global ones) */
2759 struct list constantsB;
2760 struct list constantsF;
2761 struct list constantsI;
2762 struct wined3d_shader_reg_maps reg_maps;
2763 BOOL lconst_inf_or_nan;
2764
2765 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2766 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2767
2768 /* Pointer to the parent device */
2769 struct wined3d_device *device;
2770 struct list shader_list_entry;
2771
2772 union
2773 {
2774 struct wined3d_vertex_shader vs;
2775 struct wined3d_geometry_shader gs;
2776 struct wined3d_pixel_shader ps;
2777 } u;
2778 };
2779
2780 void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
2781 void find_ps_compile_args(const struct wined3d_state *state,
2782 const struct wined3d_shader *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
2783
2784 void find_vs_compile_args(const struct wined3d_state *state,
2785 const struct wined3d_shader *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2786
2787 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2788 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2789 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2790 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2791 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2792 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2793 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2794 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2795 unsigned int max) DECLSPEC_HIDDEN;
2796 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2797 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
2798 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2799
2800 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2801 {
2802 switch (reg->type)
2803 {
2804 case WINED3DSPR_RASTOUT:
2805 /* oFog & oPts */
2806 if (reg->idx[0].offset)
2807 return TRUE;
2808 /* oPos */
2809 return FALSE;
2810
2811 case WINED3DSPR_DEPTHOUT: /* oDepth */
2812 case WINED3DSPR_CONSTBOOL: /* b# */
2813 case WINED3DSPR_LOOP: /* aL */
2814 case WINED3DSPR_PREDICATE: /* p0 */
2815 case WINED3DSPR_PRIMID: /* primID */
2816 return TRUE;
2817
2818 case WINED3DSPR_MISCTYPE:
2819 switch (reg->idx[0].offset)
2820 {
2821 case 0: /* vPos */
2822 return FALSE;
2823 case 1: /* vFace */
2824 return TRUE;
2825 default:
2826 return FALSE;
2827 }
2828
2829 case WINED3DSPR_IMMCONST:
2830 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2831
2832 default:
2833 return FALSE;
2834 }
2835 }
2836
2837 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2838 const struct wined3d_state *state, float *position_fixup)
2839 {
2840 position_fixup[0] = 1.0f;
2841 position_fixup[1] = 1.0f;
2842 position_fixup[2] = (63.0f / 64.0f) / state->viewport.width;
2843 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.height;
2844
2845 if (context->render_offscreen)
2846 {
2847 position_fixup[1] *= -1.0f;
2848 position_fixup[3] *= -1.0f;
2849 }
2850 }
2851
2852 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
2853 {
2854 struct wined3d_shader_lconst *lconst;
2855
2856 if (shader->load_local_constsF)
2857 return FALSE;
2858
2859 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
2860 {
2861 if (lconst->idx == reg)
2862 return TRUE;
2863 }
2864
2865 return FALSE;
2866 }
2867
2868 /* Using additional shader constants (uniforms in GLSL / program environment
2869 * or local parameters in ARB) is costly:
2870 * ARB only knows float4 parameters and GLSL compiler are not really smart
2871 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2872 * (in fact most compilers map a float2 to a full float4 uniform).
2873 *
2874 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2875 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2876 * into a single shader constant (uniform / program parameter).
2877 *
2878 * This structure is shared between the GLSL and the ARB backend.*/
2879 struct ps_np2fixup_info {
2880 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2881 WORD active; /* bitfield indicating if we can apply the fixup */
2882 WORD num_consts;
2883 };
2884
2885 struct wined3d_palette
2886 {
2887 LONG ref;
2888 void *parent;
2889 struct wined3d_device *device;
2890
2891 HPALETTE hpal;
2892 WORD palVersion; /*| */
2893 WORD palNumEntries; /*| LOGPALETTE */
2894 PALETTEENTRY palents[256]; /*| */
2895 /* This is to store the palette in 'screen format' */
2896 int screen_palents[256];
2897 DWORD flags;
2898 };
2899
2900 /* DirectDraw utility functions */
2901 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2902
2903 /*****************************************************************************
2904 * Pixel format management
2905 */
2906
2907 /* WineD3D pixel format flags */
2908 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2909 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2910 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2911 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2912 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2913 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2914 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
2915 #define WINED3DFMT_FLAG_GETDC 0x00000100
2916 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2917 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2918 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2919 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2920 #define WINED3DFMT_FLAG_VTF 0x00002000
2921 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2922 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
2923 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
2924 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
2925 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
2926 #define WINED3DFMT_FLAG_TEXTURE 0x00080000
2927
2928 struct wined3d_rational
2929 {
2930 UINT numerator;
2931 UINT denominator;
2932 };
2933
2934 struct wined3d_format
2935 {
2936 enum wined3d_format_id id;
2937
2938 DWORD red_size;
2939 DWORD green_size;
2940 DWORD blue_size;
2941 DWORD alpha_size;
2942 DWORD red_offset;
2943 DWORD green_offset;
2944 DWORD blue_offset;
2945 DWORD alpha_offset;
2946 UINT byte_count;
2947 BYTE depth_size;
2948 BYTE stencil_size;
2949
2950 UINT block_width;
2951 UINT block_height;
2952 UINT block_byte_count;
2953
2954 enum wined3d_ffp_emit_idx emit_idx;
2955 GLint component_count;
2956 GLenum gl_vtx_type;
2957 GLint gl_vtx_format;
2958 GLboolean gl_normalized;
2959 unsigned int component_size;
2960
2961 GLint glInternal;
2962 GLint glGammaInternal;
2963 GLint rtInternal;
2964 GLint glFormat;
2965 GLint glType;
2966 UINT conv_byte_count;
2967 unsigned int flags;
2968 struct wined3d_rational height_scale;
2969 struct color_fixup_desc color_fixup;
2970 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
2971 };
2972
2973 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2974 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2975 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
2976 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
2977 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
2978 const struct wined3d_color *color) DECLSPEC_HIDDEN;
2979
2980 static inline BOOL use_vs(const struct wined3d_state *state)
2981 {
2982 /* Check stateblock->vertexDecl to allow this to be used from
2983 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2984 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2985 * style strided data. */
2986 return state->vertex_shader && !state->vertex_declaration->position_transformed;
2987 }
2988
2989 static inline BOOL use_ps(const struct wined3d_state *state)
2990 {
2991 return !!state->pixel_shader;
2992 }
2993
2994 static inline void context_apply_state(struct wined3d_context *context,
2995 const struct wined3d_state *state, DWORD state_id)
2996 {
2997 const struct StateEntry *state_table = context->state_table;
2998 DWORD rep = state_table[state_id].representative;
2999 state_table[rep].apply(context, state, rep);
3000 }
3001
3002 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
3003 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
3004
3005 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
3006
3007 #endif /* __WINE_WINED3D_PRIVATE_H */