* Slap *some* sense into our header inclusions.
[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 *
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
13 *
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
18 *
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22 */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #define WIN32_NO_STATUS
28 #define _INC_WINDOWS
29 #define COM_NO_WINDOWS_H
30
31 #ifdef USE_WIN32_OPENGL
32 #define WINE_GLAPI __stdcall
33 #else
34 #define WINE_GLAPI
35 #endif
36
37 #include <stdarg.h>
38 //#include <math.h>
39 //#include <limits.h>
40 #define NONAMELESSUNION
41 #define NONAMELESSSTRUCT
42 #define COBJMACROS
43 #include <windef.h>
44 //#include "winbase.h"
45 #include <winreg.h>
46 #include <wingdi.h>
47 #include <winuser.h>
48 #include <wine/debug.h>
49 #include <wine/unicode.h>
50
51 #include <objbase.h>
52 #include <wine/wined3d.h>
53 #include "wined3d_gl.h"
54 #include <wine/list.h>
55 #include <wine/rbtree.h>
56 #include <wine/wgl_driver.h>
57
58 /* Driver quirks */
59 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
60 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
61 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
62 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
63 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
64 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
65 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
66 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
67 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
68
69 /* Texture format fixups */
70
71 enum fixup_channel_source
72 {
73 CHANNEL_SOURCE_ZERO = 0,
74 CHANNEL_SOURCE_ONE = 1,
75 CHANNEL_SOURCE_X = 2,
76 CHANNEL_SOURCE_Y = 3,
77 CHANNEL_SOURCE_Z = 4,
78 CHANNEL_SOURCE_W = 5,
79 CHANNEL_SOURCE_COMPLEX0 = 6,
80 CHANNEL_SOURCE_COMPLEX1 = 7,
81 };
82
83 enum complex_fixup
84 {
85 COMPLEX_FIXUP_NONE = 0,
86 COMPLEX_FIXUP_YUY2 = 1,
87 COMPLEX_FIXUP_UYVY = 2,
88 COMPLEX_FIXUP_YV12 = 3,
89 COMPLEX_FIXUP_P8 = 4,
90 };
91
92 #include <pshpack2.h>
93 struct color_fixup_desc
94 {
95 unsigned x_sign_fixup : 1;
96 unsigned x_source : 3;
97 unsigned y_sign_fixup : 1;
98 unsigned y_source : 3;
99 unsigned z_sign_fixup : 1;
100 unsigned z_source : 3;
101 unsigned w_sign_fixup : 1;
102 unsigned w_source : 3;
103 };
104 #include <poppack.h>
105
106 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
107 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
108
109 static inline struct color_fixup_desc create_color_fixup_desc(
110 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
111 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
112 {
113 struct color_fixup_desc fixup =
114 {
115 sign0, src0,
116 sign1, src1,
117 sign2, src2,
118 sign3, src3,
119 };
120 return fixup;
121 }
122
123 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
124 {
125 struct color_fixup_desc fixup =
126 {
127 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
128 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
129 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
130 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
131 };
132 return fixup;
133 }
134
135 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
136 {
137 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
138 }
139
140 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup)
141 {
142 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
143 }
144
145 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
146 {
147 enum complex_fixup complex_fixup = 0;
148 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0);
149 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
150 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
151 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
152 return complex_fixup;
153 }
154
155 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
156 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
157 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
158
159 /* Device caps */
160 #define MAX_PALETTES 65536
161 #define MAX_STREAMS 16
162 #define MAX_TEXTURES 8
163 #define MAX_FRAGMENT_SAMPLERS 16
164 #define MAX_VERTEX_SAMPLERS 4
165 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
166 #define MAX_ACTIVE_LIGHTS 8
167 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES
168
169 struct min_lookup
170 {
171 GLenum mip[WINED3D_TEXF_LINEAR + 1];
172 };
173
174 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
175 extern const struct min_lookup minMipLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
176 extern const struct min_lookup minMipLookup_noMip[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
177 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
178 extern const GLenum magLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
179
180 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], enum wined3d_texture_filter_type mag_filter)
181 {
182 return mag_lookup[mag_filter];
183 }
184
185 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
186 enum wined3d_texture_filter_type min_filter, enum wined3d_texture_filter_type mip_filter)
187 {
188 return min_mip_lookup[min_filter].mip[mip_filter];
189 }
190
191 /* float_16_to_32() and float_32_to_16() (see implementation in
192 * surface_base.c) convert 16 bit floats in the FLOAT16 data type
193 * to standard C floats and vice versa. They do not depend on the encoding
194 * of the C float, so they are platform independent, but slow. On x86 and
195 * other IEEE 754 compliant platforms the conversion can be accelerated by
196 * bit shifting the exponent and mantissa. There are also some SSE-based
197 * assembly routines out there.
198 *
199 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
200 */
201 static inline float float_16_to_32(const unsigned short *in)
202 {
203 const unsigned short s = ((*in) & 0x8000);
204 const unsigned short e = ((*in) & 0x7c00) >> 10;
205 const unsigned short m = (*in) & 0x3ff;
206 const float sgn = (s ? -1.0f : 1.0f);
207
208 if(e == 0) {
209 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
210 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
211 } else if(e < 31) {
212 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
213 } else {
214 if(m == 0) return sgn * INFINITY;
215 else return NAN;
216 }
217 }
218
219 static inline float float_24_to_32(DWORD in)
220 {
221 const float sgn = in & 0x800000 ? -1.0f : 1.0f;
222 const unsigned short e = (in & 0x780000) >> 19;
223 const unsigned int m = in & 0x7ffff;
224
225 if (e == 0)
226 {
227 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
228 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
229 }
230 else if (e < 15)
231 {
232 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
233 }
234 else
235 {
236 if (m == 0) return sgn * INFINITY;
237 else return NAN;
238 }
239 }
240
241 /**
242 * Settings
243 */
244 #define VS_NONE 0
245 #define VS_HW 1
246
247 #define PS_NONE 0
248 #define PS_HW 1
249
250 #define VBO_NONE 0
251 #define VBO_HW 1
252
253 #define ORM_BACKBUFFER 0
254 #define ORM_FBO 1
255
256 #define SHADER_ARB 1
257 #define SHADER_GLSL 2
258 #define SHADER_ATI 3
259 #define SHADER_NONE 4
260
261 #define RTL_READDRAW 1
262 #define RTL_READTEX 2
263
264 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
265 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
266
267 /* NOTE: When adding fields to this structure, make sure to update the default
268 * values in wined3d_main.c as well. */
269 struct wined3d_settings
270 {
271 /* vertex and pixel shader modes */
272 int vs_mode;
273 int ps_mode;
274 /* Ideally, we don't want the user to have to request GLSL. If the
275 * hardware supports GLSL, we should use it. However, until it's fully
276 * implemented, we'll leave it as a registry setting for developers. */
277 BOOL glslRequested;
278 int offscreen_rendering_mode;
279 int rendertargetlock_mode;
280 unsigned short pci_vendor_id;
281 unsigned short pci_device_id;
282 /* Memory tracking and object counting. */
283 unsigned int emulated_textureram;
284 char *logo;
285 int allow_multisampling;
286 BOOL strict_draw_ordering;
287 BOOL always_offscreen;
288 };
289
290 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
291
292 enum wined3d_sampler_texture_type
293 {
294 WINED3DSTT_UNKNOWN = 0,
295 WINED3DSTT_1D = 1,
296 WINED3DSTT_2D = 2,
297 WINED3DSTT_CUBE = 3,
298 WINED3DSTT_VOLUME = 4,
299 };
300
301 enum wined3d_shader_register_type
302 {
303 WINED3DSPR_TEMP = 0,
304 WINED3DSPR_INPUT = 1,
305 WINED3DSPR_CONST = 2,
306 WINED3DSPR_ADDR = 3,
307 WINED3DSPR_TEXTURE = 3,
308 WINED3DSPR_RASTOUT = 4,
309 WINED3DSPR_ATTROUT = 5,
310 WINED3DSPR_TEXCRDOUT = 6,
311 WINED3DSPR_OUTPUT = 6,
312 WINED3DSPR_CONSTINT = 7,
313 WINED3DSPR_COLOROUT = 8,
314 WINED3DSPR_DEPTHOUT = 9,
315 WINED3DSPR_SAMPLER = 10,
316 WINED3DSPR_CONST2 = 11,
317 WINED3DSPR_CONST3 = 12,
318 WINED3DSPR_CONST4 = 13,
319 WINED3DSPR_CONSTBOOL = 14,
320 WINED3DSPR_LOOP = 15,
321 WINED3DSPR_TEMPFLOAT16 = 16,
322 WINED3DSPR_MISCTYPE = 17,
323 WINED3DSPR_LABEL = 18,
324 WINED3DSPR_PREDICATE = 19,
325 WINED3DSPR_IMMCONST,
326 WINED3DSPR_CONSTBUFFER,
327 WINED3DSPR_NULL,
328 WINED3DSPR_RESOURCE,
329 };
330
331 enum wined3d_immconst_type
332 {
333 WINED3D_IMMCONST_SCALAR,
334 WINED3D_IMMCONST_VEC4,
335 };
336
337 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
338
339 enum wined3d_shader_src_modifier
340 {
341 WINED3DSPSM_NONE = 0,
342 WINED3DSPSM_NEG = 1,
343 WINED3DSPSM_BIAS = 2,
344 WINED3DSPSM_BIASNEG = 3,
345 WINED3DSPSM_SIGN = 4,
346 WINED3DSPSM_SIGNNEG = 5,
347 WINED3DSPSM_COMP = 6,
348 WINED3DSPSM_X2 = 7,
349 WINED3DSPSM_X2NEG = 8,
350 WINED3DSPSM_DZ = 9,
351 WINED3DSPSM_DW = 10,
352 WINED3DSPSM_ABS = 11,
353 WINED3DSPSM_ABSNEG = 12,
354 WINED3DSPSM_NOT = 13,
355 };
356
357 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */
358 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
359 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
360 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
361 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
362
363 enum wined3d_shader_dst_modifier
364 {
365 WINED3DSPDM_NONE = 0,
366 WINED3DSPDM_SATURATE = 1,
367 WINED3DSPDM_PARTIALPRECISION = 2,
368 WINED3DSPDM_MSAMPCENTROID = 4,
369 };
370
371 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
372 #define WINED3DSI_TEXLD_PROJECT 1
373 #define WINED3DSI_TEXLD_BIAS 2
374
375 enum wined3d_shader_rel_op
376 {
377 WINED3D_SHADER_REL_OP_GT = 1,
378 WINED3D_SHADER_REL_OP_EQ = 2,
379 WINED3D_SHADER_REL_OP_GE = 3,
380 WINED3D_SHADER_REL_OP_LT = 4,
381 WINED3D_SHADER_REL_OP_NE = 5,
382 WINED3D_SHADER_REL_OP_LE = 6,
383 };
384
385 #define WINED3D_SM1_VS 0xfffe
386 #define WINED3D_SM1_PS 0xffff
387 #define WINED3D_SM4_PS 0x0000
388 #define WINED3D_SM4_VS 0x0001
389 #define WINED3D_SM4_GS 0x0002
390
391 /* Shader version tokens, and shader end tokens */
392 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
393 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
394
395 /* Shader backends */
396
397 /* TODO: Make this dynamic, based on shader limits ? */
398 #define MAX_ATTRIBS 16
399 #define MAX_REG_ADDR 1
400 #define MAX_REG_TEMP 32
401 #define MAX_REG_TEXCRD 8
402 #define MAX_REG_INPUT 12
403 #define MAX_REG_OUTPUT 12
404 #define MAX_CONST_I 16
405 #define MAX_CONST_B 16
406
407 /* FIXME: This needs to go up to 2048 for
408 * Shader model 3 according to msdn (and for software shaders) */
409 #define MAX_LABELS 16
410
411 #define SHADER_PGMSIZE 65535
412
413 struct wined3d_shader_buffer
414 {
415 char *buffer;
416 unsigned int bsize;
417 unsigned int lineNo;
418 BOOL newline;
419 };
420
421 enum WINED3D_SHADER_INSTRUCTION_HANDLER
422 {
423 WINED3DSIH_ABS,
424 WINED3DSIH_ADD,
425 WINED3DSIH_AND,
426 WINED3DSIH_BEM,
427 WINED3DSIH_BREAK,
428 WINED3DSIH_BREAKC,
429 WINED3DSIH_BREAKP,
430 WINED3DSIH_CALL,
431 WINED3DSIH_CALLNZ,
432 WINED3DSIH_CMP,
433 WINED3DSIH_CND,
434 WINED3DSIH_CRS,
435 WINED3DSIH_CUT,
436 WINED3DSIH_DCL,
437 WINED3DSIH_DEF,
438 WINED3DSIH_DEFB,
439 WINED3DSIH_DEFI,
440 WINED3DSIH_DIV,
441 WINED3DSIH_DP2ADD,
442 WINED3DSIH_DP3,
443 WINED3DSIH_DP4,
444 WINED3DSIH_DST,
445 WINED3DSIH_DSX,
446 WINED3DSIH_DSY,
447 WINED3DSIH_ELSE,
448 WINED3DSIH_EMIT,
449 WINED3DSIH_ENDIF,
450 WINED3DSIH_ENDLOOP,
451 WINED3DSIH_ENDREP,
452 WINED3DSIH_EQ,
453 WINED3DSIH_EXP,
454 WINED3DSIH_EXPP,
455 WINED3DSIH_FRC,
456 WINED3DSIH_FTOI,
457 WINED3DSIH_GE,
458 WINED3DSIH_IADD,
459 WINED3DSIH_IEQ,
460 WINED3DSIH_IF,
461 WINED3DSIH_IFC,
462 WINED3DSIH_IGE,
463 WINED3DSIH_IMUL,
464 WINED3DSIH_ITOF,
465 WINED3DSIH_LABEL,
466 WINED3DSIH_LD,
467 WINED3DSIH_LIT,
468 WINED3DSIH_LOG,
469 WINED3DSIH_LOGP,
470 WINED3DSIH_LOOP,
471 WINED3DSIH_LRP,
472 WINED3DSIH_LT,
473 WINED3DSIH_M3x2,
474 WINED3DSIH_M3x3,
475 WINED3DSIH_M3x4,
476 WINED3DSIH_M4x3,
477 WINED3DSIH_M4x4,
478 WINED3DSIH_MAD,
479 WINED3DSIH_MAX,
480 WINED3DSIH_MIN,
481 WINED3DSIH_MOV,
482 WINED3DSIH_MOVA,
483 WINED3DSIH_MOVC,
484 WINED3DSIH_MUL,
485 WINED3DSIH_NOP,
486 WINED3DSIH_NRM,
487 WINED3DSIH_PHASE,
488 WINED3DSIH_POW,
489 WINED3DSIH_RCP,
490 WINED3DSIH_REP,
491 WINED3DSIH_RET,
492 WINED3DSIH_ROUND_NI,
493 WINED3DSIH_RSQ,
494 WINED3DSIH_SAMPLE,
495 WINED3DSIH_SAMPLE_GRAD,
496 WINED3DSIH_SAMPLE_LOD,
497 WINED3DSIH_SETP,
498 WINED3DSIH_SGE,
499 WINED3DSIH_SGN,
500 WINED3DSIH_SINCOS,
501 WINED3DSIH_SLT,
502 WINED3DSIH_SQRT,
503 WINED3DSIH_SUB,
504 WINED3DSIH_TEX,
505 WINED3DSIH_TEXBEM,
506 WINED3DSIH_TEXBEML,
507 WINED3DSIH_TEXCOORD,
508 WINED3DSIH_TEXDEPTH,
509 WINED3DSIH_TEXDP3,
510 WINED3DSIH_TEXDP3TEX,
511 WINED3DSIH_TEXKILL,
512 WINED3DSIH_TEXLDD,
513 WINED3DSIH_TEXLDL,
514 WINED3DSIH_TEXM3x2DEPTH,
515 WINED3DSIH_TEXM3x2PAD,
516 WINED3DSIH_TEXM3x2TEX,
517 WINED3DSIH_TEXM3x3,
518 WINED3DSIH_TEXM3x3DIFF,
519 WINED3DSIH_TEXM3x3PAD,
520 WINED3DSIH_TEXM3x3SPEC,
521 WINED3DSIH_TEXM3x3TEX,
522 WINED3DSIH_TEXM3x3VSPEC,
523 WINED3DSIH_TEXREG2AR,
524 WINED3DSIH_TEXREG2GB,
525 WINED3DSIH_TEXREG2RGB,
526 WINED3DSIH_UDIV,
527 WINED3DSIH_USHR,
528 WINED3DSIH_UTOF,
529 WINED3DSIH_XOR,
530 WINED3DSIH_TABLE_SIZE
531 };
532
533 enum wined3d_shader_type
534 {
535 WINED3D_SHADER_TYPE_PIXEL,
536 WINED3D_SHADER_TYPE_VERTEX,
537 WINED3D_SHADER_TYPE_GEOMETRY,
538 };
539
540 struct wined3d_shader_version
541 {
542 enum wined3d_shader_type type;
543 BYTE major;
544 BYTE minor;
545 };
546
547 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
548
549 struct wined3d_shader_reg_maps
550 {
551 struct wined3d_shader_version shader_version;
552 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
553 BYTE address; /* MAX_REG_ADDR, 1 */
554 WORD labels; /* MAX_LABELS, 16 */
555 DWORD temporary; /* MAX_REG_TEMP, 32 */
556 DWORD *constf; /* pixel, vertex */
557 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
558 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
559 WORD output_registers; /* MAX_REG_OUTPUT, 12 */
560 WORD integer_constants; /* MAX_CONST_I, 16 */
561 WORD boolean_constants; /* MAX_CONST_B, 16 */
562 WORD local_int_consts; /* MAX_CONST_I, 16 */
563 WORD local_bool_consts; /* MAX_CONST_B, 16 */
564
565 enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
566 BYTE bumpmat; /* MAX_TEXTURES, 8 */
567 BYTE luminanceparams; /* MAX_TEXTURES, 8 */
568
569 WORD usesnrm : 1;
570 WORD vpos : 1;
571 WORD usesdsx : 1;
572 WORD usesdsy : 1;
573 WORD usestexldd : 1;
574 WORD usesmova : 1;
575 WORD usesfacing : 1;
576 WORD usesrelconstF : 1;
577 WORD fog : 1;
578 WORD usestexldl : 1;
579 WORD usesifc : 1;
580 WORD usescall : 1;
581 WORD usespow : 1;
582 WORD padding : 3;
583
584 DWORD rt_mask; /* Used render targets, 32 max. */
585
586 /* Whether or not loops are used in this shader, and nesting depth */
587 unsigned loop_depth;
588 UINT min_rel_offset, max_rel_offset;
589 };
590
591 /* Keeps track of details for TEX_M#x# instructions which need to maintain
592 * state information between multiple instructions. */
593 struct wined3d_shader_tex_mx
594 {
595 unsigned int current_row;
596 DWORD texcoord_w[2];
597 };
598
599 struct wined3d_shader_loop_state
600 {
601 UINT current_depth;
602 UINT current_reg;
603 };
604
605 struct wined3d_shader_context
606 {
607 const struct wined3d_shader *shader;
608 const struct wined3d_gl_info *gl_info;
609 const struct wined3d_shader_reg_maps *reg_maps;
610 struct wined3d_shader_buffer *buffer;
611 struct wined3d_shader_tex_mx *tex_mx;
612 struct wined3d_shader_loop_state *loop_state;
613 void *backend_data;
614 };
615
616 struct wined3d_shader_register
617 {
618 enum wined3d_shader_register_type type;
619 UINT idx;
620 UINT array_idx;
621 const struct wined3d_shader_src_param *rel_addr;
622 enum wined3d_immconst_type immconst_type;
623 DWORD immconst_data[4];
624 };
625
626 struct wined3d_shader_dst_param
627 {
628 struct wined3d_shader_register reg;
629 DWORD write_mask;
630 DWORD modifiers;
631 DWORD shift;
632 };
633
634 struct wined3d_shader_src_param
635 {
636 struct wined3d_shader_register reg;
637 DWORD swizzle;
638 enum wined3d_shader_src_modifier modifiers;
639 };
640
641 struct wined3d_shader_instruction
642 {
643 const struct wined3d_shader_context *ctx;
644 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
645 DWORD flags;
646 BOOL coissue;
647 DWORD predicate;
648 UINT dst_count;
649 const struct wined3d_shader_dst_param *dst;
650 UINT src_count;
651 const struct wined3d_shader_src_param *src;
652 };
653
654 struct wined3d_shader_semantic
655 {
656 enum wined3d_decl_usage usage;
657 UINT usage_idx;
658 enum wined3d_sampler_texture_type sampler_type;
659 struct wined3d_shader_dst_param reg;
660 };
661
662 struct wined3d_shader_attribute
663 {
664 enum wined3d_decl_usage usage;
665 UINT usage_idx;
666 };
667
668 struct wined3d_shader_loop_control
669 {
670 unsigned int count;
671 unsigned int start;
672 int step;
673 };
674
675 struct wined3d_shader_frontend
676 {
677 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
678 void (*shader_free)(void *data);
679 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
680 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
681 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
682 struct wined3d_shader_src_param *src_rel_addr);
683 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
684 struct wined3d_shader_src_param *dst_rel_addr);
685 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
686 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size);
687 BOOL (*shader_is_end)(void *data, const DWORD **ptr);
688 };
689
690 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
691 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
692
693 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
694
695 struct shader_caps {
696 DWORD VertexShaderVersion;
697 DWORD MaxVertexShaderConst;
698
699 DWORD PixelShaderVersion;
700 float PixelShader1xMaxValue;
701 DWORD MaxPixelShaderConst;
702
703 BOOL VSClipping;
704 };
705
706 enum tex_types
707 {
708 tex_1d = 0,
709 tex_2d = 1,
710 tex_3d = 2,
711 tex_cube = 3,
712 tex_rect = 4,
713 tex_type_count = 5,
714 };
715
716 enum vertexprocessing_mode {
717 fixedfunction,
718 vertexshader,
719 pretransformed
720 };
721
722 #define WINED3D_CONST_NUM_UNUSED ~0U
723
724 enum fogmode {
725 FOG_OFF,
726 FOG_LINEAR,
727 FOG_EXP,
728 FOG_EXP2
729 };
730
731 /* Stateblock dependent parameters which have to be hardcoded
732 * into the shader code
733 */
734
735 #define WINED3D_PSARGS_PROJECTED (1 << 3)
736 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
737 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
738
739 struct ps_compile_args {
740 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
741 enum vertexprocessing_mode vp_mode;
742 enum fogmode fog;
743 WORD tex_transform; /* ps 1.0-1.3, 4 textures */
744 /* Texture types(2D, Cube, 3D) in ps 1.x */
745 WORD srgb_correction;
746 WORD np2_fixup;
747 /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
748 D3D9 has a limit of 16 samplers and the fixup is superfluous
749 in D3D10 (unconditional NP2 support mandatory). */
750 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
751 };
752
753 enum fog_src_type {
754 VS_FOG_Z = 0,
755 VS_FOG_COORD = 1
756 };
757
758 struct vs_compile_args {
759 BYTE fog_src;
760 BYTE clip_enabled;
761 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
762 };
763
764 struct wined3d_context;
765 struct wined3d_state;
766
767 struct wined3d_shader_backend_ops
768 {
769 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
770 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS);
771 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
772 enum tex_types tex_type, const SIZE *ds_mask_size);
773 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
774 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
775 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
776 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS);
777 void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info,
778 const struct wined3d_state *state);
779 void (*shader_destroy)(struct wined3d_shader *shader);
780 HRESULT (*shader_alloc_private)(struct wined3d_device *device);
781 void (*shader_free_private)(struct wined3d_device *device);
782 void (*shader_context_destroyed)(void *shader_priv, const struct wined3d_context *context);
783 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
784 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
785 };
786
787 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
788 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
789 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
790
791 #define ENTER_GL() do {} while(0)
792 #define LEAVE_GL() do {} while(0)
793
794 /*****************************************************************************
795 * Defines
796 */
797
798 /* GL related defines */
799 /* ------------------ */
800 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
801
802 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
803 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
804 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
805 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
806
807 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f)
808 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f)
809 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f)
810 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f)
811
812 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
813 (vec)[0] = D3DCOLOR_R(dw); \
814 (vec)[1] = D3DCOLOR_G(dw); \
815 (vec)[2] = D3DCOLOR_B(dw); \
816 (vec)[3] = D3DCOLOR_A(dw); \
817 } while(0)
818
819 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
820
821 /* Checking of API calls */
822 /* --------------------- */
823 #ifndef WINE_NO_DEBUG_MSGS
824 #define checkGLcall(A) \
825 do { \
826 GLint err; \
827 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
828 err = gl_info->gl_ops.gl.p_glGetError(); \
829 if (err == GL_NO_ERROR) { \
830 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
831 \
832 } else do { \
833 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
834 debug_glerror(err), err, A, __FILE__, __LINE__); \
835 err = gl_info->gl_ops.gl.p_glGetError(); \
836 } while (err != GL_NO_ERROR); \
837 } while(0)
838 #else
839 #define checkGLcall(A) do {} while(0)
840 #endif
841
842 /* Trace vector and strided data information */
843 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \
844 TRACE( #name " = (data {%#x:%p}, stride %d, format %s, stream %u)\n", \
845 si->elements[name].data.buffer_object, si->elements[name].data.addr, si->elements[name].stride, \
846 debug_d3dformat(si->elements[name].format->id), si->elements[name].stream_idx); } while(0)
847
848 /* Global variables */
849 extern const struct wined3d_matrix identity DECLSPEC_HIDDEN;
850
851 enum wined3d_ffp_idx
852 {
853 WINED3D_FFP_POSITION = 0,
854 WINED3D_FFP_BLENDWEIGHT = 1,
855 WINED3D_FFP_BLENDINDICES = 2,
856 WINED3D_FFP_NORMAL = 3,
857 WINED3D_FFP_PSIZE = 4,
858 WINED3D_FFP_DIFFUSE = 5,
859 WINED3D_FFP_SPECULAR = 6,
860 WINED3D_FFP_TEXCOORD0 = 7,
861 WINED3D_FFP_TEXCOORD1 = 8,
862 WINED3D_FFP_TEXCOORD2 = 9,
863 WINED3D_FFP_TEXCOORD3 = 10,
864 WINED3D_FFP_TEXCOORD4 = 11,
865 WINED3D_FFP_TEXCOORD5 = 12,
866 WINED3D_FFP_TEXCOORD6 = 13,
867 WINED3D_FFP_TEXCOORD7 = 14,
868 };
869
870 enum wined3d_ffp_emit_idx
871 {
872 WINED3D_FFP_EMIT_FLOAT1 = 0,
873 WINED3D_FFP_EMIT_FLOAT2 = 1,
874 WINED3D_FFP_EMIT_FLOAT3 = 2,
875 WINED3D_FFP_EMIT_FLOAT4 = 3,
876 WINED3D_FFP_EMIT_D3DCOLOR = 4,
877 WINED3D_FFP_EMIT_UBYTE4 = 5,
878 WINED3D_FFP_EMIT_SHORT2 = 6,
879 WINED3D_FFP_EMIT_SHORT4 = 7,
880 WINED3D_FFP_EMIT_UBYTE4N = 8,
881 WINED3D_FFP_EMIT_SHORT2N = 9,
882 WINED3D_FFP_EMIT_SHORT4N = 10,
883 WINED3D_FFP_EMIT_USHORT2N = 11,
884 WINED3D_FFP_EMIT_USHORT4N = 12,
885 WINED3D_FFP_EMIT_UDEC3 = 13,
886 WINED3D_FFP_EMIT_DEC3N = 14,
887 WINED3D_FFP_EMIT_FLOAT16_2 = 15,
888 WINED3D_FFP_EMIT_FLOAT16_4 = 16,
889 WINED3D_FFP_EMIT_COUNT = 17
890 };
891
892 struct wined3d_bo_address
893 {
894 GLuint buffer_object;
895 const BYTE *addr;
896 };
897
898 struct wined3d_stream_info_element
899 {
900 const struct wined3d_format *format;
901 struct wined3d_bo_address data;
902 GLsizei stride;
903 UINT stream_idx;
904 };
905
906 struct wined3d_stream_info
907 {
908 struct wined3d_stream_info_element elements[MAX_ATTRIBS];
909 DWORD position_transformed : 1;
910 DWORD all_vbo : 1;
911 WORD swizzle_map; /* MAX_ATTRIBS, 16 */
912 WORD use_map; /* MAX_ATTRIBS, 16 */
913 };
914
915 /*****************************************************************************
916 * Prototypes
917 */
918
919 /* Routine common to the draw primitive and draw indexed primitive routines */
920 void drawPrimitive(struct wined3d_device *device, UINT index_count,
921 UINT start_idx, BOOL indexed, const void *idxData) DECLSPEC_HIDDEN;
922 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
923
924 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
925 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
926 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
927 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
928 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
929 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
930 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
931 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
932
933 #define eps 1e-8
934
935 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
936 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
937
938 /* Routines and structures related to state management */
939
940 #define STATE_RENDER(a) (a)
941 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
942
943 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
944 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
945
946 /* + 1 because samplers start with 0 */
947 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
948 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
949
950 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
951 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
952
953 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
954 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
955
956 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
957 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
958 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
959 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
960
961 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
962 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
963
964 #define STATE_VSHADER (STATE_VDECL + 1)
965 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
966
967 #define STATE_VIEWPORT (STATE_VSHADER + 1)
968 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
969
970 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
971 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
972 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
973 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
974
975 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
976 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
977
978 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
979 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
980
981 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
982 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
983
984 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
985 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
986
987 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
988 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
989
990 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
991 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
992
993 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
994 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
995
996 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
997 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
998
999 #define STATE_HIGHEST (STATE_FRAMEBUFFER)
1000
1001 enum fogsource {
1002 FOGSOURCE_FFP,
1003 FOGSOURCE_VS,
1004 FOGSOURCE_COORD,
1005 };
1006
1007 #define WINED3D_MAX_FBO_ENTRIES 64
1008
1009 struct wined3d_occlusion_query
1010 {
1011 struct list entry;
1012 GLuint id;
1013 struct wined3d_context *context;
1014 };
1015
1016 union wined3d_gl_query_object
1017 {
1018 GLuint id;
1019 GLsync sync;
1020 };
1021
1022 struct wined3d_event_query
1023 {
1024 struct list entry;
1025 union wined3d_gl_query_object object;
1026 struct wined3d_context *context;
1027 };
1028
1029 enum wined3d_event_query_result
1030 {
1031 WINED3D_EVENT_QUERY_OK,
1032 WINED3D_EVENT_QUERY_WAITING,
1033 WINED3D_EVENT_QUERY_NOT_STARTED,
1034 WINED3D_EVENT_QUERY_WRONG_THREAD,
1035 WINED3D_EVENT_QUERY_ERROR
1036 };
1037
1038 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1039 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
1040 const struct wined3d_device *device) DECLSPEC_HIDDEN;
1041 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1042 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1043
1044 struct wined3d_context
1045 {
1046 const struct wined3d_gl_info *gl_info;
1047 const struct StateEntry *state_table;
1048 /* State dirtification
1049 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1050 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1051 * 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
1052 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1053 */
1054 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1055 DWORD numDirtyEntries;
1056 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
1057
1058 struct wined3d_swapchain *swapchain;
1059 struct wined3d_surface *current_rt;
1060 DWORD tid; /* Thread ID which owns this context at the moment */
1061
1062 /* Stores some information about the context state for optimization */
1063 WORD render_offscreen : 1;
1064 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
1065 WORD last_was_pshader : 1;
1066 WORD last_was_vshader : 1;
1067 WORD namedArraysLoaded : 1;
1068 WORD numberedArraysLoaded : 1;
1069 WORD last_was_blit : 1;
1070 WORD last_was_ckey : 1;
1071 WORD fog_coord : 1;
1072 WORD fog_enabled : 1;
1073 WORD num_untracked_materials : 2; /* Max value 2 */
1074 WORD current : 1;
1075 WORD destroyed : 1;
1076 WORD valid : 1;
1077 WORD padding : 1;
1078 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
1079 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
1080 DWORD numbered_array_mask;
1081 GLenum tracking_parm; /* Which source is tracking current colour */
1082 GLenum untracked_materials[2];
1083 UINT blit_w, blit_h;
1084 enum fogsource fog_source;
1085 DWORD active_texture;
1086 DWORD texture_type[MAX_COMBINED_SAMPLERS];
1087
1088 /* The actual opengl context */
1089 UINT level;
1090 HGLRC restore_ctx;
1091 HDC restore_dc;
1092 int restore_pf;
1093 HGLRC glCtx;
1094 HWND win_handle;
1095 HDC hdc;
1096 int pixel_format;
1097 GLint aux_buffers;
1098
1099 /* FBOs */
1100 UINT fbo_entry_count;
1101 struct list fbo_list;
1102 struct list fbo_destroy_list;
1103 struct fbo_entry *current_fbo;
1104 GLuint fbo_read_binding;
1105 GLuint fbo_draw_binding;
1106 BOOL rebind_fbo;
1107 struct wined3d_surface **blit_targets;
1108 GLenum *draw_buffers;
1109 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
1110
1111 /* Queries */
1112 GLuint *free_occlusion_queries;
1113 UINT free_occlusion_query_size;
1114 UINT free_occlusion_query_count;
1115 struct list occlusion_queries;
1116
1117 union wined3d_gl_query_object *free_event_queries;
1118 UINT free_event_query_size;
1119 UINT free_event_query_count;
1120 struct list event_queries;
1121
1122 /* Extension emulation */
1123 GLint gl_fog_source;
1124 GLfloat fog_coord_value;
1125 GLfloat color[4], fogstart, fogend, fogcolor[4];
1126 GLuint dummy_arbfp_prog;
1127 };
1128
1129 struct wined3d_fb_state
1130 {
1131 struct wined3d_surface **render_targets;
1132 struct wined3d_surface *depth_stencil;
1133 };
1134
1135 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
1136
1137 struct StateEntry
1138 {
1139 DWORD representative;
1140 APPLYSTATEFUNC apply;
1141 };
1142
1143 struct StateEntryTemplate
1144 {
1145 DWORD state;
1146 struct StateEntry content;
1147 enum wined3d_gl_extension extension;
1148 };
1149
1150 struct fragment_caps
1151 {
1152 DWORD PrimitiveMiscCaps;
1153 DWORD TextureOpCaps;
1154 DWORD MaxTextureBlendStages;
1155 DWORD MaxSimultaneousTextures;
1156 };
1157
1158 struct fragment_pipeline
1159 {
1160 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
1161 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1162 HRESULT (*alloc_private)(struct wined3d_device *device);
1163 void (*free_private)(struct wined3d_device *device);
1164 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1165 const struct StateEntryTemplate *states;
1166 BOOL ffp_proj_control;
1167 };
1168
1169 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
1170 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN;
1171 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
1172 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
1173 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
1174 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
1175 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
1176
1177 /* "Base" state table */
1178 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1179 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1180 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
1181
1182 enum wined3d_blit_op
1183 {
1184 WINED3D_BLIT_OP_COLOR_BLIT,
1185 WINED3D_BLIT_OP_COLOR_FILL,
1186 WINED3D_BLIT_OP_DEPTH_FILL,
1187 WINED3D_BLIT_OP_DEPTH_BLIT,
1188 };
1189
1190 /* Shaders for color conversions in blits. Do not do blit operations while
1191 * already under the GL lock. */
1192 struct blit_shader
1193 {
1194 HRESULT (*alloc_private)(struct wined3d_device *device);
1195 void (*free_private)(struct wined3d_device *device);
1196 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface);
1197 void (*unset_shader)(const struct wined3d_gl_info *gl_info);
1198 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1199 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1200 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
1201 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
1202 const RECT *dst_rect, const struct wined3d_color *color);
1203 HRESULT (*depth_fill)(struct wined3d_device *device,
1204 struct wined3d_surface *surface, const RECT *rect, float depth);
1205 };
1206
1207 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
1208 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
1209 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
1210
1211 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
1212 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
1213 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
1214 DECLSPEC_HIDDEN;
1215
1216 /* Temporary blit_shader helper functions */
1217 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
1218 struct wined3d_surface *src_surface, const RECT *src_rect,
1219 struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN;
1220
1221 struct wined3d_context *context_acquire(const struct wined3d_device *device,
1222 struct wined3d_surface *target) DECLSPEC_HIDDEN;
1223 void context_alloc_event_query(struct wined3d_context *context,
1224 struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1225 void context_alloc_occlusion_query(struct wined3d_context *context,
1226 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1227 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
1228 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
1229 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
1230 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
1231 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
1232 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
1233 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
1234 unsigned int unit) DECLSPEC_HIDDEN;
1235 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
1236 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
1237 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
1238 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
1239 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1240 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
1241 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
1242 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
1243 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
1244 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
1245 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
1246 void context_resource_released(const struct wined3d_device *device,
1247 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1248 void context_resource_unloaded(const struct wined3d_device *device,
1249 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
1250 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
1251 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
1252 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
1253 void context_state_drawbuf(struct wined3d_context *context,
1254 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1255 void context_state_fb(struct wined3d_context *context,
1256 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
1257 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
1258
1259 /*****************************************************************************
1260 * Internal representation of a light
1261 */
1262 struct wined3d_light_info
1263 {
1264 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1265 DWORD OriginalIndex;
1266 LONG glIndex;
1267 BOOL enabled;
1268
1269 /* Converted parms to speed up swapping lights */
1270 float lightPosn[4];
1271 float lightDirn[4];
1272 float exponent;
1273 float cutoff;
1274
1275 struct list entry;
1276 };
1277
1278 /* The default light parameters */
1279 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
1280
1281 struct wined3d_pixel_format
1282 {
1283 int iPixelFormat; /* WGL pixel format */
1284 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1285 int redSize, greenSize, blueSize, alphaSize, colorSize;
1286 int depthSize, stencilSize;
1287 BOOL windowDrawable;
1288 BOOL doubleBuffer;
1289 int auxBuffers;
1290 int numSamples;
1291 };
1292
1293 enum wined3d_pci_vendor
1294 {
1295 HW_VENDOR_SOFTWARE = 0x0000,
1296 HW_VENDOR_AMD = 0x1002,
1297 HW_VENDOR_NVIDIA = 0x10de,
1298 HW_VENDOR_INTEL = 0x8086,
1299 };
1300
1301 enum wined3d_pci_device
1302 {
1303 CARD_WINE = 0x0000,
1304
1305 CARD_AMD_RAGE_128PRO = 0x5246,
1306 CARD_AMD_RADEON_7200 = 0x5144,
1307 CARD_AMD_RADEON_8500 = 0x514c,
1308 CARD_AMD_RADEON_9500 = 0x4144,
1309 CARD_AMD_RADEON_XPRESS_200M = 0x5955,
1310 CARD_AMD_RADEON_X700 = 0x5e4c,
1311 CARD_AMD_RADEON_X1600 = 0x71c2,
1312 CARD_AMD_RADEON_HD2350 = 0x94c7,
1313 CARD_AMD_RADEON_HD2600 = 0x9581,
1314 CARD_AMD_RADEON_HD2900 = 0x9400,
1315 CARD_AMD_RADEON_HD3200 = 0x9620,
1316 CARD_AMD_RADEON_HD4350 = 0x954f,
1317 CARD_AMD_RADEON_HD4600 = 0x9495,
1318 CARD_AMD_RADEON_HD4700 = 0x944e,
1319 CARD_AMD_RADEON_HD4800 = 0x944c,
1320 CARD_AMD_RADEON_HD5400 = 0x68f9,
1321 CARD_AMD_RADEON_HD5600 = 0x68d8,
1322 CARD_AMD_RADEON_HD5700 = 0x68be,
1323 CARD_AMD_RADEON_HD5800 = 0x6898,
1324 CARD_AMD_RADEON_HD5900 = 0x689c,
1325 CARD_AMD_RADEON_HD6300 = 0x9803,
1326 CARD_AMD_RADEON_HD6400 = 0x6770,
1327 CARD_AMD_RADEON_HD6410D = 0x9644,
1328 CARD_AMD_RADEON_HD6550D = 0x9640,
1329 CARD_AMD_RADEON_HD6600 = 0x6758,
1330 CARD_AMD_RADEON_HD6600M = 0x6741,
1331 CARD_AMD_RADEON_HD6700 = 0x68ba,
1332 CARD_AMD_RADEON_HD6800 = 0x6739,
1333 CARD_AMD_RADEON_HD6900 = 0x6719,
1334 CARD_AMD_RADEON_HD7900 = 0x679a,
1335
1336 CARD_NVIDIA_RIVA_128 = 0x0018,
1337 CARD_NVIDIA_RIVA_TNT = 0x0020,
1338 CARD_NVIDIA_RIVA_TNT2 = 0x0028,
1339 CARD_NVIDIA_GEFORCE = 0x0100,
1340 CARD_NVIDIA_GEFORCE2_MX = 0x0110,
1341 CARD_NVIDIA_GEFORCE2 = 0x0150,
1342 CARD_NVIDIA_GEFORCE3 = 0x0200,
1343 CARD_NVIDIA_GEFORCE4_MX = 0x0170,
1344 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
1345 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
1346 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
1347 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
1348 CARD_NVIDIA_GEFORCE_6200 = 0x014f,
1349 CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
1350 CARD_NVIDIA_GEFORCE_6800 = 0x0041,
1351 CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
1352 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
1353 CARD_NVIDIA_GEFORCE_7600 = 0x0391,
1354 CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
1355 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
1356 CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
1357 CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
1358 CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
1359 CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
1360 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
1361 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
1362 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
1363 CARD_NVIDIA_GEFORCE_9200 = 0x086d,
1364 CARD_NVIDIA_GEFORCE_9400M = 0x0863,
1365 CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
1366 CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
1367 CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
1368 CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
1369 CARD_NVIDIA_GEFORCE_210 = 0x0a23,
1370 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
1371 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
1372 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
1373 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
1374 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
1375 CARD_NVIDIA_GEFORCE_320M = 0x08a3,
1376 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
1377 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
1378 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
1379 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
1380 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
1381 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
1382 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
1383 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
1384 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
1385 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
1386 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
1387 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
1388 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
1389 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
1390 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
1391 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
1392 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
1393 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
1394 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
1395 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
1396 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
1397 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
1398 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
1399
1400 CARD_INTEL_830M = 0x3577,
1401 CARD_INTEL_855GM = 0x3582,
1402 CARD_INTEL_845G = 0x2562,
1403 CARD_INTEL_865G = 0x2572,
1404 CARD_INTEL_915G = 0x2582,
1405 CARD_INTEL_E7221G = 0x258a,
1406 CARD_INTEL_915GM = 0x2592,
1407 CARD_INTEL_945G = 0x2772,
1408 CARD_INTEL_945GM = 0x27a2,
1409 CARD_INTEL_945GME = 0x27ae,
1410 CARD_INTEL_Q35 = 0x29b2,
1411 CARD_INTEL_G33 = 0x29c2,
1412 CARD_INTEL_Q33 = 0x29d2,
1413 CARD_INTEL_PNVG = 0xa001,
1414 CARD_INTEL_PNVM = 0xa011,
1415 CARD_INTEL_965Q = 0x2992,
1416 CARD_INTEL_965G = 0x2982,
1417 CARD_INTEL_946GZ = 0x2972,
1418 CARD_INTEL_965GM = 0x2a02,
1419 CARD_INTEL_965GME = 0x2a12,
1420 CARD_INTEL_GM45 = 0x2a42,
1421 CARD_INTEL_IGD = 0x2e02,
1422 CARD_INTEL_Q45 = 0x2e12,
1423 CARD_INTEL_G45 = 0x2e22,
1424 CARD_INTEL_G41 = 0x2e32,
1425 CARD_INTEL_B43 = 0x2e92,
1426 CARD_INTEL_ILKD = 0x0042,
1427 CARD_INTEL_ILKM = 0x0046,
1428 CARD_INTEL_SNBD = 0x0122,
1429 CARD_INTEL_SNBM = 0x0126,
1430 CARD_INTEL_SNBS = 0x010a,
1431 CARD_INTEL_IVBD = 0x0162,
1432 CARD_INTEL_IVBM = 0x0166,
1433 CARD_INTEL_IVBS = 0x015a,
1434 };
1435
1436 struct wined3d_fbo_ops
1437 {
1438 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
1439 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
1440 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
1441 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
1442 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
1443 GLsizei width, GLsizei height);
1444 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
1445 GLenum internalformat, GLsizei width, GLsizei height);
1446 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
1447 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
1448 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
1449 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
1450 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
1451 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
1452 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
1453 GLenum textarget, GLuint texture, GLint level);
1454 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
1455 GLenum textarget, GLuint texture, GLint level);
1456 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
1457 GLenum textarget, GLuint texture, GLint level, GLint layer);
1458 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
1459 GLenum renderbuffertarget, GLuint renderbuffer);
1460 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
1461 GLenum pname, GLint *params);
1462 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
1463 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
1464 void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
1465 };
1466
1467 struct wined3d_gl_limits
1468 {
1469 UINT buffers;
1470 UINT lights;
1471 UINT textures;
1472 UINT texture_stages;
1473 UINT texture_coords;
1474 UINT fragment_samplers;
1475 UINT vertex_samplers;
1476 UINT combined_samplers;
1477 UINT general_combiners;
1478 UINT clipplanes;
1479 UINT texture_size;
1480 UINT texture3d_size;
1481 float pointsize_max;
1482 float pointsize_min;
1483 UINT blends;
1484 UINT anisotropy;
1485 float shininess;
1486 UINT samples;
1487 UINT vertex_attribs;
1488
1489 UINT glsl_varyings;
1490 UINT glsl_vs_float_constants;
1491 UINT glsl_ps_float_constants;
1492
1493 UINT arb_vs_float_constants;
1494 UINT arb_vs_native_constants;
1495 UINT arb_vs_instructions;
1496 UINT arb_vs_temps;
1497 UINT arb_ps_float_constants;
1498 UINT arb_ps_local_constants;
1499 UINT arb_ps_native_constants;
1500 UINT arb_ps_instructions;
1501 UINT arb_ps_temps;
1502 };
1503
1504 struct wined3d_gl_info
1505 {
1506 DWORD glsl_version;
1507 struct wined3d_gl_limits limits;
1508 DWORD reserved_glsl_constants;
1509 DWORD quirks;
1510 BOOL supported[WINED3D_GL_EXT_COUNT];
1511 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
1512
1513 struct opengl_funcs gl_ops;
1514 struct wined3d_fbo_ops fbo_ops;
1515
1516 struct wined3d_format *formats;
1517 };
1518
1519 struct wined3d_driver_info
1520 {
1521 enum wined3d_pci_vendor vendor;
1522 enum wined3d_pci_device device;
1523 const char *name;
1524 const char *description;
1525 unsigned int vidmem;
1526 DWORD version_high;
1527 DWORD version_low;
1528 };
1529
1530 /* The adapter structure */
1531 struct wined3d_adapter
1532 {
1533 UINT ordinal;
1534 BOOL opengl;
1535
1536 POINT monitorPoint;
1537 enum wined3d_format_id screen_format;
1538
1539 struct wined3d_gl_info gl_info;
1540 struct wined3d_driver_info driver_info;
1541 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1542 unsigned int cfg_count;
1543 struct wined3d_pixel_format *cfgs;
1544 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1545 unsigned int UsedTextureRam;
1546 LUID luid;
1547
1548 const struct fragment_pipeline *fragment_pipe;
1549 const struct wined3d_shader_backend_ops *shader_backend;
1550 const struct blit_shader *blitter;
1551 };
1552
1553 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount) DECLSPEC_HIDDEN;
1554
1555 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN;
1556 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1557 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1558
1559 /*****************************************************************************
1560 * High order patch management
1561 */
1562 struct wined3d_rect_patch
1563 {
1564 UINT Handle;
1565 float *mem;
1566 struct wined3d_strided_data strided;
1567 struct wined3d_rect_patch_info rect_patch_info;
1568 float numSegs[4];
1569 char has_normals, has_texcoords;
1570 struct list entry;
1571 };
1572
1573 HRESULT tesselate_rectpatch(struct wined3d_device *device, struct wined3d_rect_patch *patch) DECLSPEC_HIDDEN;
1574
1575 enum projection_types
1576 {
1577 proj_none = 0,
1578 proj_count3 = 1,
1579 proj_count4 = 2
1580 };
1581
1582 enum dst_arg
1583 {
1584 resultreg = 0,
1585 tempreg = 1
1586 };
1587
1588 /*****************************************************************************
1589 * Fixed function pipeline replacements
1590 */
1591 #define ARG_UNUSED 0xff
1592 struct texture_stage_op
1593 {
1594 unsigned cop : 8;
1595 unsigned carg1 : 8;
1596 unsigned carg2 : 8;
1597 unsigned carg0 : 8;
1598
1599 unsigned aop : 8;
1600 unsigned aarg1 : 8;
1601 unsigned aarg2 : 8;
1602 unsigned aarg0 : 8;
1603
1604 struct color_fixup_desc color_fixup;
1605 unsigned tex_type : 3;
1606 unsigned dst : 1;
1607 unsigned projected : 2;
1608 unsigned padding : 10;
1609 };
1610
1611 struct ffp_frag_settings {
1612 struct texture_stage_op op[MAX_TEXTURES];
1613 enum fogmode fog;
1614 /* Use shorts instead of chars to get dword alignment */
1615 unsigned short sRGB_write;
1616 unsigned short emul_clipplanes;
1617 };
1618
1619 struct ffp_frag_desc
1620 {
1621 struct wine_rb_entry entry;
1622 struct ffp_frag_settings settings;
1623 };
1624
1625 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
1626 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
1627
1628 void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_state *state,
1629 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
1630 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1631 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
1632 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
1633 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN;
1634
1635 struct wined3d
1636 {
1637 LONG ref;
1638 DWORD flags;
1639 UINT dxVersion;
1640 UINT adapter_count;
1641 struct wined3d_adapter adapters[1];
1642 };
1643
1644 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags) DECLSPEC_HIDDEN;
1645 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
1646 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
1647
1648 /*****************************************************************************
1649 * IWineD3DDevice implementation structure
1650 */
1651 #define WINED3D_UNMAPPED_STAGE ~0U
1652
1653 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1654 #define WINED3DCREATE_MULTITHREADED 0x00000004
1655
1656 struct wined3d_device
1657 {
1658 LONG ref;
1659
1660 /* WineD3D Information */
1661 struct wined3d_device_parent *device_parent;
1662 struct wined3d *wined3d;
1663 struct wined3d_adapter *adapter;
1664
1665 /* Window styles to restore when switching fullscreen mode */
1666 LONG style;
1667 LONG exStyle;
1668
1669 /* X and GL Information */
1670 GLenum offscreenBuffer;
1671
1672 /* Selected capabilities */
1673 int vs_selected_mode;
1674 int ps_selected_mode;
1675 const struct wined3d_shader_backend_ops *shader_backend;
1676 void *shader_priv;
1677 void *fragment_priv;
1678 void *blit_priv;
1679 struct StateEntry StateTable[STATE_HIGHEST + 1];
1680 /* Array of functions for states which are handled by more than one pipeline part */
1681 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1682 const struct fragment_pipeline *frag_pipe;
1683 const struct blit_shader *blitter;
1684
1685 unsigned int max_ffp_textures;
1686 DWORD vshader_version, pshader_version;
1687 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1688 DWORD vs_clipping;
1689
1690 WORD view_ident : 1; /* true iff view matrix is identity */
1691 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
1692 WORD isRecordingState : 1;
1693 WORD isInDraw : 1;
1694 WORD bCursorVisible : 1;
1695 WORD d3d_initialized : 1;
1696 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
1697 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
1698 WORD useDrawStridedSlow : 1;
1699 WORD instancedDraw : 1;
1700 WORD filter_messages : 1;
1701 WORD padding : 5;
1702
1703 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */
1704
1705 #define DDRAW_PITCH_ALIGNMENT 8
1706 #define D3D8_PITCH_ALIGNMENT 4
1707 unsigned char surface_alignment; /* Line Alignment of surfaces */
1708
1709 /* State block related */
1710 struct wined3d_stateblock *stateBlock;
1711 struct wined3d_stateblock *updateStateBlock;
1712
1713 /* Internal use fields */
1714 struct wined3d_device_creation_parameters create_parms;
1715 HWND focus_window;
1716
1717 struct wined3d_swapchain **swapchains;
1718 UINT swapchain_count;
1719
1720 struct list resources; /* a linked list to track resources created by the device */
1721 struct list shaders; /* a linked list to track shaders (pixel and vertex) */
1722
1723 /* Render Target Support */
1724 DWORD valid_rt_mask;
1725 struct wined3d_fb_state fb;
1726 struct wined3d_surface *onscreen_depth_stencil;
1727 struct wined3d_surface *auto_depth_stencil;
1728
1729 /* For rendering to a texture using glCopyTexImage */
1730 GLuint depth_blt_texture;
1731
1732 /* Cursor management */
1733 UINT xHotSpot;
1734 UINT yHotSpot;
1735 UINT xScreenSpace;
1736 UINT yScreenSpace;
1737 UINT cursorWidth, cursorHeight;
1738 GLuint cursorTexture;
1739 HCURSOR hardwareCursor;
1740
1741 /* The Wine logo surface */
1742 struct wined3d_surface *logo_surface;
1743
1744 /* Textures for when no other textures are mapped */
1745 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
1746 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
1747 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
1748 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
1749
1750 /* With register combiners we can skip junk texture stages */
1751 DWORD texUnitMap[MAX_COMBINED_SAMPLERS];
1752 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1753
1754 /* Stream source management */
1755 struct wined3d_stream_info strided_streams;
1756 const struct wined3d_strided_data *up_strided;
1757 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
1758 unsigned int num_buffer_queries;
1759
1760 /* Context management */
1761 struct wined3d_context **contexts;
1762 UINT context_count;
1763
1764 /* High level patch management */
1765 #define PATCHMAP_SIZE 43
1766 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1767 struct list patches[PATCHMAP_SIZE];
1768 };
1769
1770 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
1771 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
1772 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
1773 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1774 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
1775 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
1776 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
1777 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
1778 void device_preload_textures(const struct wined3d_device *device) DECLSPEC_HIDDEN;
1779 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
1780 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
1781 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1782 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1783 void device_stream_info_from_declaration(struct wined3d_device *device,
1784 struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN;
1785 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
1786 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
1787 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1788 void device_update_tex_unit_map(struct wined3d_device *device) DECLSPEC_HIDDEN;
1789 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
1790
1791 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
1792 {
1793 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
1794 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
1795 return context->isStateDirty[idx] & (1 << shift);
1796 }
1797
1798 static inline void invalidate_active_texture(const struct wined3d_device *device, struct wined3d_context *context)
1799 {
1800 DWORD sampler = device->rev_tex_unit_map[context->active_texture];
1801 if (sampler != WINED3D_UNMAPPED_STAGE)
1802 context_invalidate_state(context, STATE_SAMPLER(sampler));
1803 }
1804
1805 #define WINED3D_RESOURCE_ACCESS_GPU 0x1
1806 #define WINED3D_RESOURCE_ACCESS_CPU 0x2
1807 /* SCRATCH is mostly the same as CPU, but can't be used by the GPU at all,
1808 * not even for resource uploads. */
1809 #define WINED3D_RESOURCE_ACCESS_SCRATCH 0x4
1810
1811 struct wined3d_resource_ops
1812 {
1813 void (*resource_unload)(struct wined3d_resource *resource);
1814 };
1815
1816 struct wined3d_resource
1817 {
1818 LONG ref;
1819 LONG bind_count;
1820 LONG map_count;
1821 struct wined3d_device *device;
1822 enum wined3d_resource_type type;
1823 const struct wined3d_format *format;
1824 enum wined3d_multisample_type multisample_type;
1825 UINT multisample_quality;
1826 DWORD usage;
1827 enum wined3d_pool pool;
1828 DWORD access_flags;
1829 UINT width;
1830 UINT height;
1831 UINT depth;
1832 UINT size;
1833 DWORD priority;
1834 BYTE *allocatedMemory; /* Pointer to the real data location */
1835 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */
1836 struct list privateData;
1837 struct list resource_list_entry;
1838
1839 void *parent;
1840 const struct wined3d_parent_ops *parent_ops;
1841 const struct wined3d_resource_ops *resource_ops;
1842 };
1843
1844 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1845 DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1846 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
1847 enum wined3d_resource_type type, const struct wined3d_format *format,
1848 enum wined3d_multisample_type multisample_type, UINT multisample_quality,
1849 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
1850 void *parent, const struct wined3d_parent_ops *parent_ops,
1851 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
1852 DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN;
1853 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
1854
1855 /* Tests show that the start address of resources is 32 byte aligned */
1856 #define RESOURCE_ALIGNMENT 16
1857
1858 enum wined3d_texture_state
1859 {
1860 WINED3DTEXSTA_ADDRESSU = 0,
1861 WINED3DTEXSTA_ADDRESSV = 1,
1862 WINED3DTEXSTA_ADDRESSW = 2,
1863 WINED3DTEXSTA_BORDERCOLOR = 3,
1864 WINED3DTEXSTA_MAGFILTER = 4,
1865 WINED3DTEXSTA_MINFILTER = 5,
1866 WINED3DTEXSTA_MIPFILTER = 6,
1867 WINED3DTEXSTA_MAXMIPLEVEL = 7,
1868 WINED3DTEXSTA_MAXANISOTROPY = 8,
1869 WINED3DTEXSTA_SRGBTEXTURE = 9,
1870 WINED3DTEXSTA_SHADOW = 10,
1871 MAX_WINETEXTURESTATES = 11,
1872 };
1873
1874 enum WINED3DSRGB
1875 {
1876 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */
1877 SRGB_RGB = 1, /* Loads the rgb texture */
1878 SRGB_SRGB = 2, /* Loads the srgb texture */
1879 };
1880
1881 struct gl_texture
1882 {
1883 DWORD states[MAX_WINETEXTURESTATES];
1884 BOOL dirty;
1885 GLuint name;
1886 };
1887
1888 struct wined3d_texture_ops
1889 {
1890 HRESULT (*texture_bind)(struct wined3d_texture *texture,
1891 struct wined3d_context *context, BOOL srgb);
1892 void (*texture_preload)(struct wined3d_texture *texture, enum WINED3DSRGB srgb);
1893 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
1894 const struct wined3d_box *dirty_region);
1895 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
1896 };
1897
1898 #define WINED3D_TEXTURE_COND_NP2 0x1
1899 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x2
1900 #define WINED3D_TEXTURE_IS_SRGB 0x4
1901
1902 struct wined3d_texture
1903 {
1904 struct wined3d_resource resource;
1905 const struct wined3d_texture_ops *texture_ops;
1906 struct gl_texture texture_rgb, texture_srgb;
1907 struct wined3d_resource **sub_resources;
1908 UINT layer_count;
1909 UINT level_count;
1910 float pow2_matrix[16];
1911 UINT lod;
1912 enum wined3d_texture_filter_type filter_type;
1913 DWORD sampler;
1914 DWORD flags;
1915 const struct min_lookup *min_mip_lookup;
1916 const GLenum *mag_lookup;
1917 GLenum target;
1918 };
1919
1920 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
1921 {
1922 return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
1923 }
1924
1925 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
1926 const struct wined3d_gl_info *gl_info, BOOL srgb)
1927 {
1928 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
1929 ? &texture->texture_srgb : &texture->texture_rgb;
1930 }
1931
1932 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
1933 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
1934 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
1935 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN;
1936
1937 struct wined3d_volume
1938 {
1939 struct wined3d_resource resource;
1940 struct wined3d_texture *container;
1941 BOOL lockable;
1942 BOOL locked;
1943 struct wined3d_box lockedBox;
1944 struct wined3d_box dirtyBox;
1945 BOOL dirty;
1946 };
1947
1948 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
1949 {
1950 return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
1951 }
1952
1953 void volume_add_dirty_box(struct wined3d_volume *volume, const struct wined3d_box *dirty_box) DECLSPEC_HIDDEN;
1954 void volume_load(const struct wined3d_volume *volume, struct wined3d_context *context, UINT level, BOOL srgb_mode) DECLSPEC_HIDDEN;
1955 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
1956
1957 struct wined3d_surface_dib
1958 {
1959 HBITMAP DIBsection;
1960 void *bitmap_data;
1961 UINT bitmap_size;
1962 };
1963
1964 struct wined3d_renderbuffer_entry
1965 {
1966 struct list entry;
1967 GLuint id;
1968 UINT width;
1969 UINT height;
1970 };
1971
1972 struct fbo_entry
1973 {
1974 struct list entry;
1975 struct wined3d_surface **render_targets;
1976 struct wined3d_surface *depth_stencil;
1977 DWORD location;
1978 DWORD rt_mask;
1979 BOOL attached;
1980 GLuint id;
1981 };
1982
1983 enum wined3d_container_type
1984 {
1985 WINED3D_CONTAINER_NONE = 0,
1986 WINED3D_CONTAINER_SWAPCHAIN,
1987 WINED3D_CONTAINER_TEXTURE,
1988 };
1989
1990 struct wined3d_subresource_container
1991 {
1992 enum wined3d_container_type type;
1993 union
1994 {
1995 struct wined3d_swapchain *swapchain;
1996 struct wined3d_texture *texture;
1997 void *base;
1998 } u;
1999 };
2000
2001 struct wined3d_surface_ops
2002 {
2003 HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
2004 void (*surface_realize_palette)(struct wined3d_surface *surface);
2005 void (*surface_map)(struct wined3d_surface *surface, const RECT *rect, DWORD flags);
2006 void (*surface_unmap)(struct wined3d_surface *surface);
2007 };
2008
2009 struct wined3d_surface
2010 {
2011 struct wined3d_resource resource;
2012 const struct wined3d_surface_ops *surface_ops;
2013 struct wined3d_subresource_container container;
2014 struct wined3d_palette *palette; /* D3D7 style palette handling */
2015 DWORD draw_binding;
2016
2017 DWORD flags;
2018
2019 enum wined3d_surface_type surface_type;
2020 UINT pow2Width;
2021 UINT pow2Height;
2022
2023 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
2024 void (*get_drawable_size)(const struct wined3d_context *context, UINT *width, UINT *height);
2025
2026 /* PBO */
2027 GLuint pbo;
2028 GLuint rb_multisample;
2029 GLuint rb_resolved;
2030 GLuint texture_name;
2031 GLuint texture_name_srgb;
2032 GLint texture_level;
2033 GLenum texture_target;
2034
2035 RECT lockedRect;
2036 RECT dirtyRect;
2037 int lockCount;
2038 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */
2039
2040 /* For GetDC */
2041 struct wined3d_surface_dib dib;
2042 HDC hDC;
2043
2044 /* Color keys for DDraw */
2045 struct wined3d_color_key dst_blt_color_key;
2046 struct wined3d_color_key src_blt_color_key;
2047 struct wined3d_color_key dst_overlay_color_key;
2048 struct wined3d_color_key src_overlay_color_key;
2049 DWORD CKeyFlags;
2050
2051 struct wined3d_color_key gl_color_key;
2052
2053 struct list renderbuffers;
2054 const struct wined3d_renderbuffer_entry *current_renderbuffer;
2055 SIZE ds_current_size;
2056
2057 /* DirectDraw Overlay handling */
2058 RECT overlay_srcrect;
2059 RECT overlay_destrect;
2060 struct wined3d_surface *overlay_dest;
2061 struct list overlays;
2062 struct list overlay_entry;
2063 };
2064
2065 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
2066 {
2067 return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
2068 }
2069
2070 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
2071 const struct wined3d_gl_info *gl_info, BOOL srgb)
2072 {
2073 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
2074 ? surface->texture_name_srgb : surface->texture_name;
2075 }
2076
2077 void surface_add_dirty_rect(struct wined3d_surface *surface, const struct wined3d_box *dirty_rect) DECLSPEC_HIDDEN;
2078 HRESULT surface_color_fill(struct wined3d_surface *s,
2079 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
2080 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2081 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
2082 BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2083 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2084 void surface_load_ds_location(struct wined3d_surface *surface,
2085 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
2086 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
2087 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect) DECLSPEC_HIDDEN;
2088 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
2089 void surface_modify_location(struct wined3d_surface *surface, DWORD location, BOOL persistent) DECLSPEC_HIDDEN;
2090 void surface_prepare_rb(struct wined3d_surface *surface,
2091 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
2092 void surface_prepare_texture(struct wined3d_surface *surface,
2093 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
2094 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
2095 const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
2096 void surface_set_container(struct wined3d_surface *surface,
2097 enum wined3d_container_type type, void *container) DECLSPEC_HIDDEN;
2098 void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN;
2099 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target) DECLSPEC_HIDDEN;
2100 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
2101 void surface_update_draw_binding(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
2102 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
2103 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
2104
2105 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2106 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2107 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
2108
2109 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
2110 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
2111 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
2112
2113 /* Surface flags: */
2114 #define SFLAG_CONVERTED 0x00000001 /* Converted for color keying or palettized. */
2115 #define SFLAG_DISCARD 0x00000002 /* ??? */
2116 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
2117 #define SFLAG_NORMCOORD 0x00000008 /* Set if GL texture coordinates are normalized (non-texture rectangle). */
2118 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked. */
2119 #define SFLAG_DYNLOCK 0x00000020 /* Surface is often locked by the application. */
2120 #define SFLAG_PIN_SYSMEM 0x00000040 /* Keep the surface in sysmem, at the same address. */
2121 #define SFLAG_DCINUSE 0x00000080 /* Set between GetDC and ReleaseDC calls. */
2122 #define SFLAG_LOST 0x00000100 /* Surface lost flag for ddraw. */
2123 #define SFLAG_GLCKEY 0x00000200 /* The GL texture was created with a color key. */
2124 #define SFLAG_CLIENT 0x00000400 /* GL_APPLE_client_storage is used with this surface. */
2125 #define SFLAG_INOVERLAYDRAW 0x00000800 /* Overlay drawing is in progress. Recursion prevention. */
2126 #define SFLAG_DIBSECTION 0x00001000 /* Has a DIB section attached for GetDC. */
2127 #define SFLAG_USERPTR 0x00002000 /* The application allocated the memory for this surface. */
2128 #define SFLAG_ALLOCATED 0x00004000 /* A GL texture is allocated for this surface. */
2129 #define SFLAG_SRGBALLOCATED 0x00008000 /* A sRGB GL texture is allocated for this surface. */
2130 #define SFLAG_PBO 0x00010000 /* The surface has a PBO. */
2131 #define SFLAG_INSYSMEM 0x00020000 /* The system memory copy is current. */
2132 #define SFLAG_INTEXTURE 0x00040000 /* The GL texture is current. */
2133 #define SFLAG_INSRGBTEX 0x00080000 /* The GL sRGB texture is current. */
2134 #define SFLAG_INDRAWABLE 0x00100000 /* The GL drawable is current. */
2135 #define SFLAG_INRB_MULTISAMPLE 0x00200000 /* The multisample renderbuffer is current. */
2136 #define SFLAG_INRB_RESOLVED 0x00400000 /* The resolved renderbuffer is current. */
2137 #define SFLAG_DISCARDED 0x00800000 /* Surface was discarded, allocating new location is enough. */
2138
2139 /* In some conditions the surface memory must not be freed:
2140 * SFLAG_CONVERTED: Converting the data back would take too long
2141 * SFLAG_DIBSECTION: The dib code manages the memory
2142 * SFLAG_DYNLOCK: Avoid freeing the data for performance
2143 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2144 * SFLAG_CLIENT: OpenGL uses our memory as backup
2145 */
2146 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
2147 SFLAG_DYNLOCK | \
2148 SFLAG_CLIENT | \
2149 SFLAG_DIBSECTION | \
2150 SFLAG_USERPTR | \
2151 SFLAG_PBO | \
2152 SFLAG_PIN_SYSMEM)
2153
2154 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \
2155 SFLAG_INTEXTURE | \
2156 SFLAG_INSRGBTEX | \
2157 SFLAG_INDRAWABLE | \
2158 SFLAG_INRB_MULTISAMPLE | \
2159 SFLAG_INRB_RESOLVED)
2160
2161 enum wined3d_conversion_type
2162 {
2163 WINED3D_CT_NONE,
2164 WINED3D_CT_PALETTED,
2165 WINED3D_CT_PALETTED_CK,
2166 WINED3D_CT_CK_565,
2167 WINED3D_CT_CK_5551,
2168 WINED3D_CT_CK_RGB24,
2169 WINED3D_CT_RGB32_888,
2170 WINED3D_CT_CK_ARGB32,
2171 };
2172
2173 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
2174
2175 struct wined3d_vertex_declaration_element
2176 {
2177 const struct wined3d_format *format;
2178 BOOL ffp_valid;
2179 WORD input_slot;
2180 WORD offset;
2181 UINT output_slot;
2182 BYTE method;
2183 BYTE usage;
2184 BYTE usage_idx;
2185 };
2186
2187 struct wined3d_vertex_declaration
2188 {
2189 LONG ref;
2190 void *parent;
2191 const struct wined3d_parent_ops *parent_ops;
2192 struct wined3d_device *device;
2193
2194 struct wined3d_vertex_declaration_element *elements;
2195 UINT element_count;
2196
2197 DWORD streams[MAX_STREAMS];
2198 UINT num_streams;
2199 BOOL position_transformed;
2200 BOOL half_float_conv_needed;
2201 };
2202
2203 struct wined3d_saved_states
2204 {
2205 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2206 WORD streamSource; /* MAX_STREAMS, 16 */
2207 WORD streamFreq; /* MAX_STREAMS, 16 */
2208 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2209 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2210 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2211 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */
2212 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
2213 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
2214 BOOL *pixelShaderConstantsF;
2215 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
2216 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
2217 BOOL *vertexShaderConstantsF;
2218 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
2219 DWORD primitive_type : 1;
2220 DWORD indices : 1;
2221 DWORD material : 1;
2222 DWORD viewport : 1;
2223 DWORD vertexDecl : 1;
2224 DWORD pixelShader : 1;
2225 DWORD vertexShader : 1;
2226 DWORD scissorRect : 1;
2227 DWORD padding : 4;
2228 };
2229
2230 struct StageState {
2231 DWORD stage;
2232 DWORD state;
2233 };
2234
2235 struct wined3d_stream_state
2236 {
2237 struct wined3d_buffer *buffer;
2238 UINT offset;
2239 UINT stride;
2240 UINT frequency;
2241 UINT flags;
2242 };
2243
2244 struct wined3d_state
2245 {
2246 const struct wined3d_fb_state *fb;
2247
2248 struct wined3d_vertex_declaration *vertex_declaration;
2249 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
2250 BOOL user_stream;
2251 struct wined3d_buffer *index_buffer;
2252 enum wined3d_format_id index_format;
2253 INT base_vertex_index;
2254 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
2255 GLenum gl_primitive_type;
2256
2257 struct wined3d_shader *vertex_shader;
2258 BOOL vs_consts_b[MAX_CONST_B];
2259 INT vs_consts_i[MAX_CONST_I * 4];
2260 float *vs_consts_f;
2261
2262 struct wined3d_shader *pixel_shader;
2263 BOOL ps_consts_b[MAX_CONST_B];
2264 INT ps_consts_i[MAX_CONST_I * 4];
2265 float *ps_consts_f;
2266
2267 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
2268 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2269 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2270 DWORD lowest_disabled_stage;
2271
2272 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
2273 struct wined3d_vec4 clip_planes[MAX_CLIPPLANES];
2274 struct wined3d_material material;
2275 struct wined3d_viewport viewport;
2276 RECT scissor_rect;
2277
2278 /* Light hashmap . Collisions are handled using standard wine double linked lists */
2279 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2280 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2281 struct list light_map[LIGHTMAP_SIZE]; /* Hash map containing the lights */
2282 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2283
2284 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
2285 };
2286
2287 struct wined3d_stateblock
2288 {
2289 LONG ref; /* Note: Ref counting not required */
2290 struct wined3d_device *device;
2291
2292 /* Array indicating whether things have been set or changed */
2293 struct wined3d_saved_states changed;
2294 struct wined3d_state state;
2295
2296 /* Contained state management */
2297 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2298 unsigned int num_contained_render_states;
2299 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2300 unsigned int num_contained_transform_states;
2301 DWORD contained_vs_consts_i[MAX_CONST_I];
2302 unsigned int num_contained_vs_consts_i;
2303 DWORD contained_vs_consts_b[MAX_CONST_B];
2304 unsigned int num_contained_vs_consts_b;
2305 DWORD *contained_vs_consts_f;
2306 unsigned int num_contained_vs_consts_f;
2307 DWORD contained_ps_consts_i[MAX_CONST_I];
2308 unsigned int num_contained_ps_consts_i;
2309 DWORD contained_ps_consts_b[MAX_CONST_B];
2310 unsigned int num_contained_ps_consts_b;
2311 DWORD *contained_ps_consts_f;
2312 unsigned int num_contained_ps_consts_f;
2313 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2314 unsigned int num_contained_tss_states;
2315 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2316 unsigned int num_contained_sampler_states;
2317 };
2318
2319 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2320 void stateblock_init_default_state(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2321 void stateblock_unbind_resources(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
2322
2323 /* Direct3D terminology with little modifications. We do not have an issued state
2324 * because only the driver knows about it, but we have a created state because d3d
2325 * allows GetData on a created issue, but opengl doesn't
2326 */
2327 enum query_state {
2328 QUERY_CREATED,
2329 QUERY_SIGNALLED,
2330 QUERY_BUILDING
2331 };
2332
2333 struct wined3d_query_ops
2334 {
2335 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
2336 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
2337 };
2338
2339 struct wined3d_query
2340 {
2341 LONG ref;
2342 const struct wined3d_query_ops *query_ops;
2343 struct wined3d_device *device;
2344 enum query_state state;
2345 enum wined3d_query_type type;
2346 DWORD data_size;
2347 void *extendedData;
2348 };
2349
2350 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2351 * fixed function semantics as D3DCOLOR or FLOAT16 */
2352 enum wined3d_buffer_conversion_type
2353 {
2354 CONV_NONE,
2355 CONV_D3DCOLOR,
2356 CONV_POSITIONT,
2357 };
2358
2359 struct wined3d_map_range
2360 {
2361 UINT offset;
2362 UINT size;
2363 };
2364
2365 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */
2366 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */
2367 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */
2368 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */
2369 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */
2370 #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */
2371 #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */
2372 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */
2373
2374 struct wined3d_buffer
2375 {
2376 struct wined3d_resource resource;
2377
2378 struct wined3d_buffer_desc desc;
2379
2380 GLuint buffer_object;
2381 GLenum buffer_object_usage;
2382 GLenum buffer_type_hint;
2383 UINT buffer_object_size;
2384 DWORD flags;
2385
2386 struct wined3d_map_range *maps;
2387 ULONG maps_size, modified_areas;
2388 struct wined3d_event_query *query;
2389
2390 /* conversion stuff */
2391 UINT decl_change_count, full_conversion_count;
2392 UINT draw_count;
2393 UINT stride; /* 0 if no conversion */
2394 UINT conversion_stride; /* 0 if no shifted conversion */
2395 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
2396 };
2397
2398 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
2399 {
2400 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
2401 }
2402
2403 void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
2404 struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
2405 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2406
2407 struct wined3d_rendertarget_view
2408 {
2409 LONG refcount;
2410
2411 struct wined3d_resource *resource;
2412 void *parent;
2413 };
2414
2415 struct wined3d_swapchain_ops
2416 {
2417 void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
2418 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
2419 };
2420
2421 struct wined3d_swapchain
2422 {
2423 LONG ref;
2424 void *parent;
2425 const struct wined3d_parent_ops *parent_ops;
2426 const struct wined3d_swapchain_ops *swapchain_ops;
2427 struct wined3d_device *device;
2428
2429 struct wined3d_surface **back_buffers;
2430 struct wined3d_surface *front_buffer;
2431 struct wined3d_swapchain_desc desc;
2432 DWORD orig_width, orig_height;
2433 enum wined3d_format_id orig_fmt;
2434 struct wined3d_gamma_ramp orig_gamma;
2435 BOOL render_to_fbo;
2436 const struct wined3d_format *ds_format;
2437
2438 LONG prev_time, frames; /* Performance tracking */
2439
2440 struct wined3d_context **context;
2441 unsigned int num_contexts;
2442
2443 HWND win_handle;
2444 HWND device_window;
2445
2446 HDC backup_dc;
2447 HWND backup_wnd;
2448 };
2449
2450 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN;
2451
2452 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2453 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2454 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2455 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2456 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
2457
2458 #define DEFAULT_REFRESH_RATE 0
2459
2460 /*****************************************************************************
2461 * Utility function prototypes
2462 */
2463
2464 /* Trace routines */
2465 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2466 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
2467 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
2468 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
2469 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
2470 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
2471 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2472 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
2473 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
2474 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
2475 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
2476 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
2477 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
2478 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
2479 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
2480 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
2481 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
2482 const char *debug_d3dbasis(enum wined3d_basis_type basis) DECLSPEC_HIDDEN;
2483 const char *debug_d3ddegree(enum wined3d_degree_type order) DECLSPEC_HIDDEN;
2484 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
2485 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
2486 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
2487
2488 BOOL is_invalid_op(const struct wined3d_state *state, int stage,
2489 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
2490 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
2491 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
2492 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
2493 void set_texture_matrix(const struct wined3d_gl_info *gl_info, const float *smat, DWORD flags,
2494 BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id coordtype,
2495 BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN;
2496 void texture_activate_dimensions(const struct wined3d_texture *texture,
2497 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
2498 void sampler_texdim(struct wined3d_context *context,
2499 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2500 void tex_alphaop(struct wined3d_context *context,
2501 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2502 void apply_pixelshader(struct wined3d_context *context,
2503 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2504 void state_fogcolor(struct wined3d_context *context,
2505 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2506 void state_fogdensity(struct wined3d_context *context,
2507 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2508 void state_fogstartend(struct wined3d_context *context,
2509 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2510 void state_fog_fragpart(struct wined3d_context *context,
2511 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
2512
2513 BOOL getColorBits(const struct wined3d_format *format,
2514 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
2515 BOOL getDepthStencilBits(const struct wined3d_format *format,
2516 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN;
2517
2518 /* Math utils */
2519 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
2520 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
2521 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
2522 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN;
2523
2524 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN;
2525
2526 struct wined3d_shader_lconst
2527 {
2528 struct list entry;
2529 unsigned int idx;
2530 DWORD value[4];
2531 };
2532
2533 struct wined3d_shader_limits
2534 {
2535 unsigned int temporary;
2536 unsigned int texcoord;
2537 unsigned int sampler;
2538 unsigned int constant_int;
2539 unsigned int constant_float;
2540 unsigned int constant_bool;
2541 unsigned int address;
2542 unsigned int packed_output;
2543 unsigned int packed_input;
2544 unsigned int attributes;
2545 unsigned int label;
2546 };
2547
2548 #ifdef __GNUC__
2549 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2550 #else
2551 #define PRINTF_ATTR(fmt,args)
2552 #endif
2553
2554 /* Base Shader utility functions. */
2555 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
2556 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
2557
2558 /* Vertex shader utility functions */
2559 BOOL vshader_get_input(const struct wined3d_shader *shader,
2560 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
2561
2562 struct wined3d_vertex_shader
2563 {
2564 struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2565 };
2566
2567 struct wined3d_pixel_shader
2568 {
2569 /* Pixel shader input semantics */
2570 DWORD input_reg_map[MAX_REG_INPUT];
2571 BOOL input_reg_used[MAX_REG_INPUT];
2572 unsigned int declared_in_count;
2573
2574 /* Some information about the shader behavior */
2575 BOOL color0_mov;
2576 DWORD color0_reg;
2577 };
2578
2579 struct wined3d_shader
2580 {
2581 LONG ref;
2582 struct wined3d_shader_limits limits;
2583 DWORD *function;
2584 UINT functionLength;
2585 BOOL load_local_constsF;
2586 const struct wined3d_shader_frontend *frontend;
2587 void *frontend_data;
2588 void *backend_data;
2589
2590 void *parent;
2591 const struct wined3d_parent_ops *parent_ops;
2592
2593 /* Programs this shader is linked with */
2594 struct list linked_programs;
2595
2596 /* Immediate constants (override global ones) */
2597 struct list constantsB;
2598 struct list constantsF;
2599 struct list constantsI;
2600 struct wined3d_shader_reg_maps reg_maps;
2601
2602 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
2603 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2604
2605 /* Pointer to the parent device */
2606 struct wined3d_device *device;
2607 struct list shader_list_entry;
2608
2609 union
2610 {
2611 struct wined3d_vertex_shader vs;
2612 struct wined3d_pixel_shader ps;
2613 } u;
2614 };
2615
2616 void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps,
2617 struct wined3d_texture * const *textures) DECLSPEC_HIDDEN;
2618 void find_ps_compile_args(const struct wined3d_state *state,
2619 const struct wined3d_shader *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN;
2620
2621 void find_vs_compile_args(const struct wined3d_state *state,
2622 const struct wined3d_shader *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN;
2623
2624 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2625 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2626 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
2627 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2628 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2629 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2630 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
2631 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
2632 unsigned int max) DECLSPEC_HIDDEN;
2633 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
2634 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
2635 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
2636
2637 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2638 {
2639 return type == WINED3D_SHADER_TYPE_PIXEL;
2640 }
2641
2642 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2643 {
2644 return type == WINED3D_SHADER_TYPE_VERTEX;
2645 }
2646
2647 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2648 {
2649 switch (reg->type)
2650 {
2651 case WINED3DSPR_RASTOUT:
2652 /* oFog & oPts */
2653 if (reg->idx) return TRUE;
2654 /* oPos */
2655 return FALSE;
2656
2657 case WINED3DSPR_DEPTHOUT: /* oDepth */
2658 case WINED3DSPR_CONSTBOOL: /* b# */
2659 case WINED3DSPR_LOOP: /* aL */
2660 case WINED3DSPR_PREDICATE: /* p0 */
2661 return TRUE;
2662
2663 case WINED3DSPR_MISCTYPE:
2664 switch(reg->idx)
2665 {
2666 case 0: /* vPos */
2667 return FALSE;
2668 case 1: /* vFace */
2669 return TRUE;
2670 default:
2671 return FALSE;
2672 }
2673
2674 case WINED3DSPR_IMMCONST:
2675 return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
2676
2677 default:
2678 return FALSE;
2679 }
2680 }
2681
2682 static inline void shader_get_position_fixup(const struct wined3d_context *context,
2683 const struct wined3d_state *state, float *position_fixup)
2684 {
2685 position_fixup[0] = 1.0f;
2686 position_fixup[1] = 1.0f;
2687 position_fixup[2] = (63.0f / 64.0f) / state->viewport.width;
2688 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.height;
2689
2690 if (context->render_offscreen)
2691 {
2692 position_fixup[1] *= -1.0f;
2693 position_fixup[3] *= -1.0f;
2694 }
2695 }
2696
2697 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
2698 {
2699 struct wined3d_shader_lconst *lconst;
2700
2701 if (shader->load_local_constsF)
2702 return FALSE;
2703
2704 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
2705 {
2706 if (lconst->idx == reg)
2707 return TRUE;
2708 }
2709
2710 return FALSE;
2711 }
2712
2713 /* Using additional shader constants (uniforms in GLSL / program environment
2714 * or local parameters in ARB) is costly:
2715 * ARB only knows float4 parameters and GLSL compiler are not really smart
2716 * when it comes to efficiently pack float2 uniforms, so no space is wasted
2717 * (in fact most compilers map a float2 to a full float4 uniform).
2718 *
2719 * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2720 * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2721 * into a single shader constant (uniform / program parameter).
2722 *
2723 * This structure is shared between the GLSL and the ARB backend.*/
2724 struct ps_np2fixup_info {
2725 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2726 WORD active; /* bitfield indicating if we can apply the fixup */
2727 WORD num_consts;
2728 };
2729
2730 /* sRGB correction constants */
2731 static const float srgb_cmp = 0.0031308f;
2732 static const float srgb_mul_low = 12.92f;
2733 static const float srgb_pow = 0.41666f;
2734 static const float srgb_mul_high = 1.055f;
2735 static const float srgb_sub_high = 0.055f;
2736
2737 struct wined3d_palette
2738 {
2739 LONG ref;
2740 void *parent;
2741 struct wined3d_device *device;
2742
2743 HPALETTE hpal;
2744 WORD palVersion; /*| */
2745 WORD palNumEntries; /*| LOGPALETTE */
2746 PALETTEENTRY palents[256]; /*| */
2747 /* This is to store the palette in 'screen format' */
2748 int screen_palents[256];
2749 DWORD flags;
2750 };
2751
2752 /* DirectDraw utility functions */
2753 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
2754
2755 /*****************************************************************************
2756 * Pixel format management
2757 */
2758
2759 /* WineD3D pixel format flags */
2760 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
2761 #define WINED3DFMT_FLAG_FILTERING 0x00000002
2762 #define WINED3DFMT_FLAG_DEPTH 0x00000004
2763 #define WINED3DFMT_FLAG_STENCIL 0x00000008
2764 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
2765 #define WINED3DFMT_FLAG_FOURCC 0x00000020
2766 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
2767 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
2768 #define WINED3DFMT_FLAG_GETDC 0x00000100
2769 #define WINED3DFMT_FLAG_FLOAT 0x00000200
2770 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400
2771 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800
2772 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
2773 #define WINED3DFMT_FLAG_VTF 0x00002000
2774 #define WINED3DFMT_FLAG_SHADOW 0x00004000
2775 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000
2776 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
2777 #define WINED3DFMT_FLAG_BLOCKS 0x00020000
2778 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
2779
2780 struct wined3d_rational
2781 {
2782 UINT numerator;
2783 UINT denominator;
2784 };
2785
2786 struct wined3d_format
2787 {
2788 enum wined3d_format_id id;
2789
2790 DWORD red_size;
2791 DWORD green_size;
2792 DWORD blue_size;
2793 DWORD alpha_size;
2794 DWORD red_offset;
2795 DWORD green_offset;
2796 DWORD blue_offset;
2797 DWORD alpha_offset;
2798 UINT byte_count;
2799 BYTE depth_size;
2800 BYTE stencil_size;
2801
2802 UINT block_width;
2803 UINT block_height;
2804 UINT block_byte_count;
2805
2806 enum wined3d_ffp_emit_idx emit_idx;
2807 GLint component_count;
2808 GLenum gl_vtx_type;
2809 GLint gl_vtx_format;
2810 GLboolean gl_normalized;
2811 unsigned int component_size;
2812
2813 GLint glInternal;
2814 GLint glGammaInternal;
2815 GLint rtInternal;
2816 GLint glFormat;
2817 GLint glType;
2818 UINT conv_byte_count;
2819 unsigned int flags;
2820 struct wined3d_rational height_scale;
2821 struct color_fixup_desc color_fixup;
2822 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height);
2823 };
2824
2825 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
2826 enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
2827 UINT wined3d_format_calculate_size(const struct wined3d_format *format,
2828 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN;
2829 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface,
2830 const struct wined3d_color *color) DECLSPEC_HIDDEN;
2831
2832 static inline BOOL use_vs(const struct wined3d_state *state)
2833 {
2834 /* Check stateblock->vertexDecl to allow this to be used from
2835 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because
2836 * stateblock->vertexShader implies a vertex declaration instead of ddraw
2837 * style strided data. */
2838 return state->vertex_shader && !state->vertex_declaration->position_transformed;
2839 }
2840
2841 static inline BOOL use_ps(const struct wined3d_state *state)
2842 {
2843 return !!state->pixel_shader;
2844 }
2845
2846 static inline void context_apply_state(struct wined3d_context *context,
2847 const struct wined3d_state *state, DWORD state_id)
2848 {
2849 const struct StateEntry *state_table = context->state_table;
2850 DWORD rep = state_table[state_id].representative;
2851 state_table[rep].apply(context, state, rep);
2852 }
2853
2854 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2855 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2856
2857 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
2858
2859 #endif