WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
+WINE_DECLARE_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION (*gl_info)
* @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders)
* or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders)
*/
-static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLuint target_type,
- unsigned int max_constants, float* constants, char *dirty_consts) {
+static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info,
+ GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts)
+{
local_constant* lconst;
DWORD i, j;
unsigned int ret;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
- WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
+ const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
unsigned char i;
if (useVertexShader) {
for(i = 0; i < psi->numbumpenvmatconsts; i++) {
/* The state manager takes care that this function is always called if the bump env matrix changes
*/
- float *data = (float *) &stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
+ const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data));
deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1;
* don't care about them. The pointers are valid for sure because the stateblock is bigger.
* (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN
*/
- float *scale = (float *) &stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
+ const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE];
GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale));
deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1;
}
}
-
- if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
- !((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) {
- float comparison[4];
- float mul_low[4];
-
- if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
- comparison[0] = srgb_cmp; comparison[1] = srgb_cmp;
- comparison[2] = srgb_cmp; comparison[3] = srgb_cmp;
-
- mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low;
- mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low;
- } else {
- comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0;
- comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0;
-
- mul_low[0] = 1.0; mul_low[1] = 1.0;
- mul_low[2] = 1.0; mul_low[3] = 1.0;
- }
- GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_cmp_const, comparison));
- GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_low_const, mul_low));
- checkGLcall("Load sRGB correction constants\n");
- deviceImpl->activeContext->pshader_const_dirty[psi->srgb_low_const] = 1;
- deviceImpl->activeContext->pshader_const_dirty[psi->srgb_cmp_const] = 1;
-
- }
}
}
/* Generate the variable & register declarations for the ARB_vertex_program output target */
-static void shader_generate_arb_declarations(
- IWineD3DBaseShader *iface,
- shader_reg_maps* reg_maps,
- SHADER_BUFFER* buffer,
- WineD3D_GL_Info* gl_info) {
-
+static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
+ SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info)
+{
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
DWORD i, cur;
unsigned max_constantsF = min(This->baseShader.limits.constant_float,
(pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF)));
UINT extra_constants_needed = 0;
- local_constant* lconst;
+ const local_constant *lconst;
/* Temporary Output register */
shader_addline(buffer, "TEMP TMP_OUT;\n");
}
if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) {
- IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
- /* If there are 2 constants left to use, use them to pass the sRGB correction values in. This way
- * srgb write correction can be turned on and off dynamically without recompilation. Otherwise
- * hardcode them. The drawback of hardcoding is that the shader needs recompilation to turn sRGB
- * off again
- */
- if(max_constantsF + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF) && FALSE) {
- /* The idea is that if srgb is enabled, then disabled, the constant loading code
- * can effectively disable sRGB correction by passing 1.0 and INF as the multiplication
- * and comparison constants. If it disables it that way, the shader won't be recompiled
- * and the code will stay in, so sRGB writing can be turned on again by setting the
- * constants from the spec
- */
- ps_impl->srgb_mode_hardcoded = 0;
- ps_impl->srgb_low_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed;
- ps_impl->srgb_cmp_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed - 1;
- shader_addline(buffer, "PARAM srgb_mul_low = program.env[%d];\n", ps_impl->srgb_low_const);
- shader_addline(buffer, "PARAM srgb_comparison = program.env[%d];\n", ps_impl->srgb_cmp_const);
- } else {
- shader_addline(buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
- srgb_mul_low, srgb_mul_low, srgb_mul_low);
- shader_addline(buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
- srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
- ps_impl->srgb_mode_hardcoded = 1;
- }
- /* These can be hardcoded, they do not cause any harm because no fragment will enter the high
- * path if the comparison value is set to INF
- */
+ shader_addline(buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n",
+ srgb_mul_low, srgb_mul_low, srgb_mul_low);
+ shader_addline(buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n",
+ srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
shader_addline(buffer, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n",
srgb_pow, srgb_pow, srgb_pow);
shader_addline(buffer, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n",
srgb_mul_high, srgb_mul_high, srgb_mul_high);
shader_addline(buffer, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n",
srgb_sub_high, srgb_sub_high, srgb_sub_high);
- ps_impl->srgb_enabled = 1;
- } else if(pshader) {
- IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
-
- /* Do not write any srgb fixup into the shader to save shader size and processing time.
- * As a consequence, we can't toggle srgb write on without recompilation
- */
- ps_impl->srgb_enabled = 0;
- ps_impl->srgb_mode_hardcoded = 1;
}
/* Load local constants using the program-local space,
"coefdiv.x" /* 15 (d2) */
};
-static void shader_arb_get_write_mask(SHADER_OPCODE_ARG* arg, const DWORD param, char *write_mask) {
+static void shader_arb_get_write_mask(const SHADER_OPCODE_ARG *arg, const DWORD param, char *write_mask)
+{
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader;
char *ptr = write_mask;
char vshader = shader_is_vshader_version(This->baseShader.hex_version);
}
/* TODO: merge with pixel shader */
-static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) {
-
+static void vshader_program_add_param(const SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine)
+{
IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader;
/* oPos, oFog and oPts in D3D */
}
}
-static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias) {
+static void shader_hw_sample(const SHADER_OPCODE_ARG *arg, DWORD sampler_idx, const char *dst_str,
+ const char *coord_reg, BOOL projected, BOOL bias)
+{
SHADER_BUFFER* buffer = arg->buffer;
DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
const char *tex_type;
}
}
-static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, const char *writemask,
- const char *one, const char *two, WINED3DFORMAT fmt,
- WineD3D_GL_Info *gl_info) {
- switch(fmt) {
- case WINED3DFMT_V8U8:
- case WINED3DFMT_V16U16:
- if(GL_SUPPORT(NV_TEXTURE_SHADER) && fmt == WINED3DFMT_V8U8) {
- if(0) {
- /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-)
- * disabled until an application that needs it is found because it causes unneeded
- * shader recompilation in some game
- */
- if(strlen(writemask) >= 4) {
- shader_addline(buffer, "MOV %s.%c, %s;\n", reg, writemask[3], one);
- }
- }
- } else {
- /* Correct the sign, but leave the blue as it is - it was loaded correctly already
- * ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale
- * all registers, do so, this saves an instruction.
- */
- if(strlen(writemask) >= 5) {
- shader_addline(buffer, "MAD %s, %s, %s, -%s;\n", reg, reg, two, one);
- } else if(strlen(writemask) >= 3) {
- shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
- reg, writemask[1],
- reg, writemask[1],
- two, one);
- shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
- reg, writemask[2],
- reg, writemask[2],
- two, one);
- } else if(strlen(writemask) == 2) {
- shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n", reg, writemask[1],
- reg, writemask[1], two, one);
- }
- }
- break;
-
- case WINED3DFMT_X8L8V8U8:
- if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
- /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
- * and a(X) is always 1.0. Cannot do a full conversion due to L(blue)
- */
- if(strlen(writemask) >= 3) {
- shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
- reg, writemask[1],
- reg, writemask[1],
- two, one);
- shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
- reg, writemask[2],
- reg, writemask[2],
- two, one);
- } else if(strlen(writemask) == 2) {
- shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
- reg, writemask[1],
- reg, writemask[1],
- two, one);
- }
- }
- break;
-
- case WINED3DFMT_L6V5U5:
- if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
- if(strlen(writemask) >= 4) {
- /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
- shader_addline(buffer, "MOV TMP.g, %s.%c;\n",
- reg, writemask[2]);
- shader_addline(buffer, "MAD %s.%c%c, %s.%c%c%c%c, %s, -%s;\n",
- reg, writemask[1], writemask[2],
- reg, writemask[3], writemask[1], writemask[3], writemask[1],
- two, one);
- shader_addline(buffer, "MOV %s.%c, TMP.g;\n", reg,
- writemask[3]);
- } else if(strlen(writemask) == 3) {
- /* This is bad: We have VL, but we need VU */
- FIXME("2 components sampled from a converted L6V5U5 texture\n");
- } else {
- shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n",
- reg, writemask[1],
- reg, writemask[1],
- two, one);
- }
- }
- break;
-
- case WINED3DFMT_Q8W8V8U8:
- if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
- /* Correct the sign in all channels */
- switch(strlen(writemask)) {
- case 4:
- shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
- reg, writemask[3],
- reg, writemask[3]);
- /* drop through */
- case 3:
- shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
- reg, writemask[2],
- reg, writemask[2]);
- /* drop through */
- case 2:
- shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n",
- reg, writemask[1],
- reg, writemask[1]);
- break;
-
- /* Should not occur, since it's at minimum '.' and a letter */
- case 1:
- ERR("Unexpected writemask: \"%s\"\n", writemask);
- break;
-
- case 5:
- default:
- shader_addline(buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg);
- }
- }
- break;
-
- case WINED3DFMT_ATI2N:
- /* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha,
- * which means the first one is replicated across .rgb, and the 2nd one is in
- * .a. We need the 2nd in .g
- *
- * GL_EXT_texture_compression_rgtc returns the values in .rg, however, they
- * are swapped compared to d3d. So swap red and green.
- */
- if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
- shader_addline(buffer, "SWZ %s, %s, %c, %c, 1, 0;\n",
- reg, reg, writemask[2], writemask[1]);
- } else {
- if(strlen(writemask) == 5) {
- shader_addline(buffer, "MOV %s.%c, %s.%c;\n",
- reg, writemask[2], reg, writemask[4]);
- } else if(strlen(writemask) == 2) {
- /* Nothing to do */
- } else {
- /* This is bad: We have VL, but we need VU */
- FIXME("2 or 3 components sampled from a converted ATI2N texture\n");
- }
- }
- break;
-
- /* stupid compiler */
+static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source)
+{
+ switch(channel_source)
+ {
+ case CHANNEL_SOURCE_ZERO: return "0";
+ case CHANNEL_SOURCE_ONE: return "1";
+ case CHANNEL_SOURCE_X: return "x";
+ case CHANNEL_SOURCE_Y: return "y";
+ case CHANNEL_SOURCE_Z: return "z";
+ case CHANNEL_SOURCE_W: return "w";
default:
- break;
+ FIXME("Unhandled channel source %#x\n", channel_source);
+ return "undefined";
}
}
-static void shader_arb_color_correction(SHADER_OPCODE_ARG* arg) {
- IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
- IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
- WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
- WINED3DFORMAT fmt;
- WINED3DFORMAT conversion_group;
- IWineD3DBaseTextureImpl *texture;
- UINT i;
- BOOL recorded = FALSE;
- DWORD sampler_idx;
- DWORD hex_version = shader->baseShader.hex_version;
- char reg[256];
- char writemask[6];
+static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
+ const char *one, const char *two, struct color_fixup_desc fixup)
+{
+ DWORD mask;
- switch(arg->opcode->opcode) {
- case WINED3DSIO_TEX:
- if (hex_version < WINED3DPS_VERSION(2,0)) {
- sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
- } else {
- sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
- }
- break;
+ if (is_yuv_fixup(fixup))
+ {
+ enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
+ FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
+ return;
+ }
- case WINED3DSIO_TEXLDL:
- FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
- return;
+ mask = 0;
+ if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
+ if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
+ if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
+ if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
+ mask &= dst_mask;
- case WINED3DSIO_TEXDP3TEX:
- case WINED3DSIO_TEXM3x3TEX:
- case WINED3DSIO_TEXM3x3SPEC:
- case WINED3DSIO_TEXM3x3VSPEC:
- case WINED3DSIO_TEXBEM:
- case WINED3DSIO_TEXREG2AR:
- case WINED3DSIO_TEXREG2GB:
- case WINED3DSIO_TEXREG2RGB:
- sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
- break;
+ if (mask)
+ {
+ shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg,
+ shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source),
+ shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source));
+ }
- default:
- /* Not a texture sampling instruction, nothing to do */
- return;
- };
+ mask = 0;
+ if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0;
+ if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1;
+ if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2;
+ if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3;
+ mask &= dst_mask;
- texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
- if(texture) {
- fmt = texture->resource.format;
- conversion_group = texture->baseTexture.shader_conversion_group;
- } else {
- fmt = WINED3DFMT_UNKNOWN;
- conversion_group = WINED3DFMT_UNKNOWN;
- }
+ if (mask)
+ {
+ char reg_mask[6];
+ char *ptr = reg_mask;
- /* before doing anything, record the sampler with the format in the format conversion list,
- * but check if it's not there already
- */
- for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
- if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
- recorded = TRUE;
+ if (mask != WINED3DSP_WRITEMASK_ALL)
+ {
+ *ptr++ = '.';
+ if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x';
+ if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y';
+ if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z';
+ if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w';
}
+ *ptr = '\0';
+
+ shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one);
}
- if(!recorded) {
- shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
- shader->baseShader.num_sampled_samplers++;
- shader->baseShader.sampled_format[sampler_idx] = conversion_group;
- }
+}
+static void shader_arb_color_correction(const struct SHADER_OPCODE_ARG* arg, struct color_fixup_desc fixup)
+{
+ char reg[256];
pshader_get_register_name(arg->shader, arg->dst, reg);
- shader_arb_get_write_mask(arg, arg->dst, writemask);
- if(strlen(writemask) == 0) strcpy(writemask, ".xyzw");
-
- gen_color_correction(arg->buffer, reg, writemask, "one", "coefmul.x", fmt, gl_info);
-
+ gen_color_correction(arg->buffer, reg, arg->dst & WINED3DSP_WRITEMASK_ALL, "one", "coefmul.x", fixup);
}
-
static void pshader_gen_input_modifier_line (
IWineD3DBaseShader *iface,
SHADER_BUFFER* buffer,
sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
}
-static inline void pshader_gen_output_modifier_line(
- SHADER_BUFFER* buffer,
- int saturate,
- char *write_mask,
- int shift,
- char *regstr) {
-
+static inline void pshader_gen_output_modifier_line(SHADER_BUFFER *buffer, int saturate, const char *write_mask,
+ int shift, const char *regstr)
+{
/* Generate a line that does the output modifier computation */
shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "",
regstr, write_mask, regstr, shift_tab[shift]);
}
-static void pshader_hw_bem(SHADER_OPCODE_ARG* arg) {
+static void pshader_hw_bem(const SHADER_OPCODE_ARG *arg)
+{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
SHADER_BUFFER* buffer = arg->buffer;
}
}
-static void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) {
-
+static void pshader_hw_cnd(const SHADER_OPCODE_ARG *arg)
+{
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
SHADER_BUFFER* buffer = arg->buffer;
char dst_wmask[20];
pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
}
-static void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) {
-
+static void pshader_hw_cmp(const SHADER_OPCODE_ARG *arg)
+{
SHADER_BUFFER* buffer = arg->buffer;
char dst_wmask[20];
char dst_name[50];
/** Process the WINED3DSIO_DP2ADD instruction in ARB.
* dst = dot2(src0, src1) + src2 */
-static void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg) {
+static void pshader_hw_dp2add(const SHADER_OPCODE_ARG *arg)
+{
SHADER_BUFFER* buffer = arg->buffer;
char dst_wmask[20];
char dst_name[50];
}
/* Map the opcode 1-to-1 to the GL code */
-static void shader_hw_map2gl(SHADER_OPCODE_ARG* arg)
+static void shader_hw_map2gl(const SHADER_OPCODE_ARG *arg)
{
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader;
CONST SHADER_OPCODE* curOpcode = arg->opcode;
SHADER_BUFFER* buffer = arg->buffer;
DWORD dst = arg->dst;
- DWORD* src = arg->src;
+ const DWORD *src = arg->src;
char arguments[256];
unsigned int i;
}
}
-static void shader_hw_mov(SHADER_OPCODE_ARG *arg)
+static void shader_hw_mov(const SHADER_OPCODE_ARG *arg)
{
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader;
}
}
-static void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) {
+static void pshader_hw_texkill(const SHADER_OPCODE_ARG *arg)
+{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD hex_version = This->baseShader.hex_version;
SHADER_BUFFER* buffer = arg->buffer;
}
}
-static void pshader_hw_tex(SHADER_OPCODE_ARG* arg) {
+static void pshader_hw_tex(const SHADER_OPCODE_ARG *arg)
+{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD dst = arg->dst;
- DWORD* src = arg->src;
+ const DWORD *src = arg->src;
SHADER_BUFFER* buffer = arg->buffer;
DWORD hex_version = This->baseShader.hex_version;
BOOL projected = FALSE, bias = FALSE;
shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias);
}
-static void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) {
-
+static void pshader_hw_texcoord(const SHADER_OPCODE_ARG *arg)
+{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD dst = arg->dst;
SHADER_BUFFER* buffer = arg->buffer;
}
}
-static void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) {
-
+static void pshader_hw_texreg2ar(const SHADER_OPCODE_ARG *arg)
+{
SHADER_BUFFER* buffer = arg->buffer;
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
}
-static void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) {
-
+static void pshader_hw_texreg2gb(const SHADER_OPCODE_ARG *arg)
+{
SHADER_BUFFER* buffer = arg->buffer;
DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE);
}
-static void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg) {
-
+static void pshader_hw_texreg2rgb(const SHADER_OPCODE_ARG *arg)
+{
SHADER_BUFFER* buffer = arg->buffer;
DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK;
char dst_str[8];
shader_hw_sample(arg, reg1, dst_str, src_str, FALSE, FALSE);
}
-static void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) {
+static void pshader_hw_texbem(const SHADER_OPCODE_ARG *arg)
+{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
BOOL has_bumpmat = FALSE;
BOOL has_luminance = FALSE;
}
}
-static void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) {
-
+static void pshader_hw_texm3x2pad(const SHADER_OPCODE_ARG *arg)
+{
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
char src0_name[50];
shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name);
}
-static void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) {
-
+static void pshader_hw_texm3x2tex(const SHADER_OPCODE_ARG *arg)
+{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE);
}
-static void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) {
-
+static void pshader_hw_texm3x3pad(const SHADER_OPCODE_ARG *arg)
+{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
current_state->texcoord_w[current_state->current_row++] = reg;
}
-static void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) {
-
+static void pshader_hw_texm3x3tex(const SHADER_OPCODE_ARG *arg)
+{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
current_state->current_row = 0;
}
-static void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
-
+static void pshader_hw_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
+{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
current_state->current_row = 0;
}
-static void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) {
-
+static void pshader_hw_texm3x3spec(const SHADER_OPCODE_ARG *arg)
+{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD flags;
current_state->current_row = 0;
}
-static void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg) {
+static void pshader_hw_texdepth(const SHADER_OPCODE_ARG *arg)
+{
SHADER_BUFFER* buffer = arg->buffer;
char dst_name[50];
/** Process the WINED3DSIO_TEXDP3TEX instruction in ARB:
* Take a 3-component dot product of the TexCoord[dstreg] and src,
* then perform a 1D texture lookup from stage dstregnum, place into dst. */
-static void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg) {
+static void pshader_hw_texdp3tex(const SHADER_OPCODE_ARG *arg)
+{
SHADER_BUFFER* buffer = arg->buffer;
DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
char src0[50];
/** Process the WINED3DSIO_TEXDP3 instruction in ARB:
* Take a 3-component dot product of the TexCoord[dstreg] and src. */
-static void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg) {
+static void pshader_hw_texdp3(const SHADER_OPCODE_ARG *arg)
+{
char src0[50];
char dst_str[50];
char dst_mask[6];
/** Process the WINED3DSIO_TEXM3X3 instruction in ARB
* Perform the 3rd row of a 3x3 matrix multiply */
-static void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg) {
+static void pshader_hw_texm3x3(const SHADER_OPCODE_ARG *arg)
+{
SHADER_BUFFER* buffer = arg->buffer;
char dst_str[50];
char dst_mask[6];
* Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
* depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
*/
-static void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg) {
+static void pshader_hw_texm3x2depth(const SHADER_OPCODE_ARG *arg)
+{
SHADER_BUFFER* buffer = arg->buffer;
DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK;
char src0[50];
/** Handles transforming all WINED3DSIO_M?x? opcodes for
Vertex/Pixel shaders to ARB_vertex_program codes */
-static void shader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
-
+static void shader_hw_mnxn(const SHADER_OPCODE_ARG *arg)
+{
int i;
int nComponents = 0;
SHADER_OPCODE_ARG tmpArg;
+ IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
+ const SHADER_OPCODE *opcode_table = shader->baseShader.shader_ins;
+ DWORD shader_version = shader->baseShader.hex_version;
memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG));
switch(arg->opcode->opcode) {
case WINED3DSIO_M4x4:
nComponents = 4;
- tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
+ tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
break;
case WINED3DSIO_M4x3:
nComponents = 3;
- tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
+ tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
break;
case WINED3DSIO_M3x4:
nComponents = 4;
- tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
+ tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
break;
case WINED3DSIO_M3x3:
nComponents = 3;
- tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
+ tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
break;
case WINED3DSIO_M3x2:
nComponents = 2;
- tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
+ tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
break;
default:
break;
}
}
-static void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg) {
+static void vshader_hw_rsq_rcp(const SHADER_OPCODE_ARG *arg)
+{
CONST SHADER_OPCODE* curOpcode = arg->opcode;
SHADER_BUFFER* buffer = arg->buffer;
DWORD dst = arg->dst;
shader_addline(buffer, "%s;\n", tmpLine);
}
-static void shader_hw_nrm(SHADER_OPCODE_ARG* arg) {
+static void shader_hw_nrm(const SHADER_OPCODE_ARG *arg)
+{
SHADER_BUFFER* buffer = arg->buffer;
char dst_name[50];
char src_name[50];
pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name);
}
-static void shader_hw_sincos(SHADER_OPCODE_ARG* arg) {
+static void shader_hw_sincos(const SHADER_OPCODE_ARG *arg)
+{
/* This instruction exists in ARB, but the d3d instruction takes two extra parameters which
* must contain fixed constants. So we need a separate function to filter those constants and
* can't use map2gl
}
-static GLuint create_arb_blt_vertex_program(WineD3D_GL_Info *gl_info) {
+static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
+{
GLuint program_id = 0;
const char *blt_vprogram =
"!!ARBvp1.0\n"
return program_id;
}
-static GLuint create_arb_blt_fragment_program(WineD3D_GL_Info *gl_info, enum tex_types tex_type)
+static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
{
GLuint program_id = 0;
const char *blt_fprograms[tex_type_count] =
static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
- WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
+ const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
if (useVS) {
TRACE("Using vertex shader\n");
+ IWineD3DVertexShaderImpl_CompileShader(This->stateBlock->vertexShader);
- priv->current_vprogram_id = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId;
+ priv->current_vprogram_id = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->prgId;
/* Bind the vertex program */
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
}
if (usePS) {
+ struct ps_compile_args compile_args;
TRACE("Using pixel shader\n");
-
- priv->current_fprogram_id = ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId;
+ find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args);
+ priv->current_fprogram_id = find_gl_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader,
+ &compile_args);
/* Bind the fragment program */
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id));
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type];
- WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
+ const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info);
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id));
static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
- WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
+ const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
if (priv->current_vprogram_id) {
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id));
static void shader_arb_cleanup(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
+ const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) glDisable(GL_VERTEX_PROGRAM_ARB);
if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB);
}
static void shader_arb_destroy(IWineD3DBaseShader *iface) {
- IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
- WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info;
+ IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface;
+ const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)baseShader->baseShader.device)->adapter->gl_info;
+ char pshader = shader_is_pshader_version(baseShader->baseShader.hex_version);
- ENTER_GL();
- GL_EXTCALL(glDeleteProgramsARB(1, &This->baseShader.prgId));
- checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->baseShader.prgId))");
- LEAVE_GL();
- This->baseShader.prgId = 0;
- This->baseShader.is_compiled = FALSE;
+ if(pshader) {
+ IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
+ UINT i;
+
+ ENTER_GL();
+ for(i = 0; i < This->num_gl_shaders; i++) {
+ GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId));
+ checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))");
+ }
+ LEAVE_GL();
+ HeapFree(GetProcessHeap(), 0, This->gl_shaders);
+ This->gl_shaders = NULL;
+ This->num_gl_shaders = 0;
+ } else {
+ IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface;
+
+ ENTER_GL();
+ GL_EXTCALL(glDeleteProgramsARB(1, &This->prgId));
+ checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->prgId))");
+ ((IWineD3DVertexShaderImpl *) This)->prgId = 0;
+ LEAVE_GL();
+ }
+ baseShader->baseShader.is_compiled = FALSE;
}
static HRESULT shader_arb_alloc(IWineD3DDevice *iface) {
static void shader_arb_free(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
+ const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv;
int i;
/* [0.0;1.0] clamping. Not needed, this is done implicitly */
}
-static void shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
+static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
- shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
+ const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
CONST DWORD *function = This->baseShader.function;
const char *fragcolor;
- WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
- local_constant* lconst;
+ const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
+ const local_constant *lconst;
+ GLuint retval;
/* Create the hw ARB shader */
shader_addline(buffer, "!!ARBfp1.0\n");
} else {
fragcolor = "TMP_COLOR";
}
- if(This->srgb_enabled) {
+ if(((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB");
}
if (This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) {
shader_addline(buffer, "END\n");
/* TODO: change to resource.glObjectHandle or something like that */
- GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
+ GL_EXTCALL(glGenProgramsARB(1, &retval));
- TRACE("Creating a hw pixel shader, prg=%d\n", This->baseShader.prgId);
- GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, This->baseShader.prgId));
+ TRACE("Creating a hw pixel shader, prg=%d\n", retval);
+ GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval));
- TRACE("Created hw pixel shader, prg=%d\n", This->baseShader.prgId);
+ TRACE("Created hw pixel shader, prg=%d\n", retval);
/* Create the program and check for errors */
GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
buffer->bsize, buffer->buffer));
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
FIXME("HW PixelShader Error at position %d: %s\n",
errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
- This->baseShader.prgId = -1;
+ retval = 0;
}
/* Load immediate constants */
if(!This->baseShader.load_local_constsF) {
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
- float *value = (float *) lconst->value;
+ const float *value = (const float *)lconst->value;
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst->idx, value));
checkGLcall("glProgramLocalParameter4fvARB");
}
}
+
+ return retval;
}
static void shader_arb_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
- shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
+ const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
CONST DWORD *function = This->baseShader.function;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
- WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
- local_constant* lconst;
+ const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
+ const local_constant *lconst;
/* Create the hw ARB shader */
shader_addline(buffer, "!!ARBvp1.0\n");
shader_addline(buffer, "END\n");
/* TODO: change to resource.glObjectHandle or something like that */
- GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId));
+ GL_EXTCALL(glGenProgramsARB(1, &This->prgId));
- TRACE("Creating a hw vertex shader, prg=%d\n", This->baseShader.prgId);
- GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->baseShader.prgId));
+ TRACE("Creating a hw vertex shader, prg=%d\n", This->prgId);
+ GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->prgId));
- TRACE("Created hw vertex shader, prg=%d\n", This->baseShader.prgId);
+ TRACE("Created hw vertex shader, prg=%d\n", This->prgId);
/* Create the program and check for errors */
GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
buffer->bsize, buffer->buffer));
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
FIXME("HW VertexShader Error at position %d: %s\n",
errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
- This->baseShader.prgId = -1;
+ This->prgId = -1;
}
/* Load immediate constants */
if(!This->baseShader.load_local_constsF) {
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
- float *value = (float *) lconst->value;
+ const float *value = (const float *)lconst->value;
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst->idx, value));
}
}
}
-static void shader_arb_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) {
+static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
+{
/* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps,
* then overwrite the shader specific ones
*/
}
}
-static BOOL shader_arb_conv_supported(WINED3DFORMAT fmt) {
- TRACE("Checking shader format support for format %s:", debug_d3dformat(fmt));
- switch(fmt) {
- case WINED3DFMT_V8U8:
- case WINED3DFMT_V16U16:
- case WINED3DFMT_X8L8V8U8:
- case WINED3DFMT_L6V5U5:
- case WINED3DFMT_Q8W8V8U8:
- case WINED3DFMT_ATI2N:
- TRACE("[OK]\n");
- return TRUE;
- default:
- TRACE("[FAILED\n");
- return FALSE;
+static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
+{
+ if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
+ {
+ TRACE("Checking support for color_fixup:\n");
+ dump_color_fixup_desc(fixup);
+ }
+
+ /* We support everything except YUV conversions. */
+ if (!is_yuv_fixup(fixup))
+ {
+ TRACE("[OK]\n");
+ return TRUE;
}
+
+ TRACE("[FAILED]\n");
+ return FALSE;
}
static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
shader_arb_generate_pshader,
shader_arb_generate_vshader,
shader_arb_get_caps,
- shader_arb_conv_supported,
+ shader_arb_color_fixup_supported,
};
/* ARB_fragment_program fixed function pipeline replacement definitions */
}
static void arbfp_free_ffpshader(void *value, void *gli) {
- WineD3D_GL_Info *gl_info = gli;
+ const WineD3D_GL_Info *gl_info = gli;
struct arbfp_ffp_desc *entry_arb = value;
ENTER_GL();
}
}
-static void arbfp_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps) {
+static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
+{
caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
WINED3DTEXOPCAPS_SELECTARG1 |
WINED3DTEXOPCAPS_SELECTARG2 |
}
/* The stateblock is passed for GLINFO_LOCATION */
-static GLuint gen_arbfp_ffp_shader(struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock) {
+static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
+{
unsigned int stage;
SHADER_BUFFER buffer;
BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
}
sprintf(colorcor_dst, "tex%u", stage);
- gen_color_correction(&buffer, colorcor_dst, ".rgba", "const.x", "const.y",
- settings->op[stage].color_correction, &GLINFO_LOCATION);
+ gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y",
+ settings->op[stage].color_correction);
}
/* Generate the main shader */
BOOL use_pshader = use_ps(device);
BOOL use_vshader = use_vs(device);
struct ffp_frag_settings settings;
- struct arbfp_ffp_desc *desc;
+ const struct arbfp_ffp_desc *desc;
unsigned int i;
if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) {
- if(use_pshader) {
- IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
- } else if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
+ if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) {
/* Reload fixed function constants since they collide with the pixel shader constants */
for(i = 0; i < MAX_TEXTURES; i++) {
set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context);
return;
}
- if(use_pshader) {
- IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
- } else {
+ if(!use_pshader) {
/* Find or create a shader implementing the fixed function pipeline settings, then activate it */
gen_ffp_frag_op(stateblock, &settings, FALSE);
- desc = (struct arbfp_ffp_desc *) find_ffp_frag_shader(priv->fragment_shaders, &settings);
+ desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings);
if(!desc) {
- desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
- if(!desc) {
+ struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
+ if (!new_desc)
+ {
ERR("Out of memory\n");
return;
}
- desc->num_textures_used = 0;
+ new_desc->num_textures_used = 0;
for(i = 0; i < GL_LIMITS(texture_stages); i++) {
if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
- desc->num_textures_used = i;
+ new_desc->num_textures_used = i;
}
- memcpy(&desc->parent.settings, &settings, sizeof(settings));
- desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
- add_ffp_frag_shader(priv->fragment_shaders, &desc->parent);
- TRACE("Allocated fixed function replacement shader descriptor %p\n", desc);
+ memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
+ new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock);
+ add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent);
+ TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
+ desc = new_desc;
}
/* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the
arbfp_get_caps,
arbfp_alloc,
arbfp_free,
- shader_arb_conv_supported,
+ shader_arb_color_fixup_supported,
arbfp_fragmentstate_template,
TRUE /* We can disable projected textures */
};
LEAVE_GL();
}
-static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) {
+static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
+{
char chroma;
const char *tex, *texinstr;
- if(fmt == WINED3DFMT_UYVY) {
+ if (yuv_fixup == YUV_FIXUP_UYVY) {
chroma = 'r';
*luminance = 'a';
} else {
return TRUE;
}
-static BOOL gen_yv12_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) {
+static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
+{
const char *tex;
switch(textype) {
return TRUE;
}
-static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, WINED3DFORMAT fmt, GLenum textype) {
+static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
+{
GLenum shader;
SHADER_BUFFER buffer;
char luminance_component;
shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n");
shader_addline(&buffer, "PARAM size = program.local[0];\n");
- if(fmt == WINED3DFMT_UYVY || fmt ==WINED3DFMT_YUY2) {
- if(gen_planar_yuv_read(&buffer, fmt, textype, &luminance_component) == FALSE) {
- HeapFree(GetProcessHeap(), 0, buffer.buffer);
- return 0;
- }
- } else {
- if(gen_yv12_read(&buffer, fmt, textype, &luminance_component) == FALSE) {
+ switch (yuv_fixup)
+ {
+ case YUV_FIXUP_UYVY:
+ case YUV_FIXUP_YUY2:
+ if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component))
+ {
+ HeapFree(GetProcessHeap(), 0, buffer.buffer);
+ return 0;
+ }
+ break;
+
+ case YUV_FIXUP_YV12:
+ if (!gen_yv12_read(&buffer, textype, &luminance_component))
+ {
+ HeapFree(GetProcessHeap(), 0, buffer.buffer);
+ return 0;
+ }
+ break;
+
+ default:
+ FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
HeapFree(GetProcessHeap(), 0, buffer.buffer);
return 0;
- }
}
/* Calculate the final result. Formula is taken from
HeapFree(GetProcessHeap(), 0, buffer.buffer);
LEAVE_GL();
- if(fmt == WINED3DFMT_YUY2) {
- if(textype == GL_TEXTURE_RECTANGLE_ARB) {
- priv->yuy2_rect_shader = shader;
- } else {
- priv->yuy2_2d_shader = shader;
- }
- } else if(fmt == WINED3DFMT_UYVY) {
- if(textype == GL_TEXTURE_RECTANGLE_ARB) {
- priv->uyvy_rect_shader = shader;
- } else {
- priv->uyvy_2d_shader = shader;
- }
- } else {
- if(textype == GL_TEXTURE_RECTANGLE_ARB) {
- priv->yv12_rect_shader = shader;
- } else {
- priv->yv12_2d_shader = shader;
- }
+ switch (yuv_fixup)
+ {
+ case YUV_FIXUP_YUY2:
+ if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader;
+ else priv->yuy2_2d_shader = shader;
+ break;
+
+ case YUV_FIXUP_UYVY:
+ if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader;
+ else priv->uyvy_2d_shader = shader;
+ break;
+
+ case YUV_FIXUP_YV12:
+ if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader;
+ else priv->yv12_2d_shader = shader;
+ break;
}
+
return shader;
}
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface;
float size[4] = {width, height, 1, 1};
struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv;
- const GlPixelFormatDesc *glDesc;
+ const struct GlPixelFormatDesc *glDesc;
+ enum yuv_fixup yuv_fixup;
getFormatDescEntry(fmt, &GLINFO_LOCATION, &glDesc);
- if(glDesc->conversion_group != WINED3DFMT_YUY2 && glDesc->conversion_group != WINED3DFMT_UYVY &&
- glDesc->conversion_group != WINED3DFMT_YV12) {
- TRACE("Format: %s\n", debug_d3dformat(glDesc->conversion_group));
+ if (!is_yuv_fixup(glDesc->color_fixup))
+ {
+ TRACE("Fixup:\n");
+ dump_color_fixup_desc(glDesc->color_fixup);
/* Don't bother setting up a shader for unconverted formats */
ENTER_GL();
glEnable(textype);
return WINED3D_OK;
}
- if(glDesc->conversion_group == WINED3DFMT_YUY2) {
- if(textype == GL_TEXTURE_RECTANGLE_ARB) {
- shader = priv->yuy2_rect_shader;
- } else {
- shader = priv->yuy2_2d_shader;
- }
- } else if(glDesc->conversion_group == WINED3DFMT_UYVY) {
- if(textype == GL_TEXTURE_RECTANGLE_ARB) {
- shader = priv->uyvy_rect_shader;
- } else {
- shader = priv->uyvy_2d_shader;
- }
- } else {
- if(textype == GL_TEXTURE_RECTANGLE_ARB) {
- shader = priv->yv12_rect_shader;
- } else {
- shader = priv->yv12_2d_shader;
- }
- }
+ yuv_fixup = get_yuv_fixup(glDesc->color_fixup);
- if(!shader) {
- shader = gen_yuv_shader(device, glDesc->conversion_group, textype);
+ switch(yuv_fixup)
+ {
+ case YUV_FIXUP_YUY2:
+ shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader;
+ break;
+
+ case YUV_FIXUP_UYVY:
+ shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader;
+ break;
+
+ case YUV_FIXUP_YV12:
+ shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader;
+ break;
+
+ default:
+ FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup);
+ ENTER_GL();
+ glEnable(textype);
+ checkGLcall("glEnable(textype)");
+ LEAVE_GL();
+ return E_NOTIMPL;
}
+ if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype);
+
ENTER_GL();
glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
LEAVE_GL();
}
-static BOOL arbfp_blit_conv_supported(WINED3DFORMAT fmt) {
- TRACE("Checking blit format support for format %s:", debug_d3dformat(fmt));
- switch(fmt) {
- case WINED3DFMT_YUY2:
- case WINED3DFMT_UYVY:
- case WINED3DFMT_YV12:
+static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup)
+{
+ enum yuv_fixup yuv_fixup;
+
+ if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
+ {
+ TRACE("Checking support for fixup:\n");
+ dump_color_fixup_desc(fixup);
+ }
+
+ if (is_identity_fixup(fixup))
+ {
+ TRACE("[OK]\n");
+ return TRUE;
+ }
+
+ /* We only support YUV conversions. */
+ if (!is_yuv_fixup(fixup))
+ {
+ TRACE("[FAILED]\n");
+ return FALSE;
+ }
+
+ yuv_fixup = get_yuv_fixup(fixup);
+ switch(yuv_fixup)
+ {
+ case YUV_FIXUP_YUY2:
+ case YUV_FIXUP_UYVY:
+ case YUV_FIXUP_YV12:
TRACE("[OK]\n");
return TRUE;
+
default:
+ FIXME("Unsupported YUV fixup %#x\n", yuv_fixup);
TRACE("[FAILED]\n");
return FALSE;
}
arbfp_blit_free,
arbfp_blit_set,
arbfp_blit_unset,
- arbfp_blit_conv_supported
+ arbfp_blit_color_fixup_supported,
};
#undef GLINFO_LOCATION
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
+WINE_DECLARE_DEBUG_CHANNEL(d3d);
/* Some private defines, Constant associations, etc.
* Env bump matrix and per stage constant should be independent,
}
#define GLINFO_LOCATION (*gl_info)
-static GLuint register_for_arg(DWORD arg, WineD3D_GL_Info *gl_info, unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg) {
+static GLuint register_for_arg(DWORD arg, const WineD3D_GL_Info *gl_info,
+ unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg)
+{
GLenum ret;
if(mod) *mod = GL_NONE;
return ret;
}
-static GLuint find_tmpreg(struct texture_stage_op op[MAX_TEXTURES]) {
+static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES])
+{
int lowest_read = -1;
int lowest_write = -1;
int i;
}
}
-static GLuint gen_ati_shader(struct texture_stage_op op[MAX_TEXTURES], WineD3D_GL_Info *gl_info) {
+static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], const WineD3D_GL_Info *gl_info)
+{
GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1));
unsigned int stage;
GLuint arg0, arg1, arg2, extrarg;
/* Pass 2: Generate perturbation calculations */
for(stage = 0; stage < GL_LIMITS(textures); stage++) {
+ GLuint argmodextra_x, argmodextra_y;
+ struct color_fixup_desc fixup;
+
if(op[stage].cop == WINED3DTOP_DISABLE) break;
if(op[stage].cop != WINED3DTOP_BUMPENVMAP &&
op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue;
- /* Nice thing, we get the color correction for free :-) */
- if(op[stage].color_correction == WINED3DFMT_V8U8) {
- argmodextra = GL_2X_BIT_ATI | GL_BIAS_BIT_ATI;
- } else {
- argmodextra = 0;
+ if (fixup.x_source != CHANNEL_SOURCE_X || fixup.y_source != CHANNEL_SOURCE_Y)
+ {
+ FIXME("Swizzles not implemented\n");
+ argmodextra_x = GL_NONE;
+ argmodextra_y = GL_NONE;
+ }
+ else
+ {
+ /* Nice thing, we get the color correction for free :-) */
+ argmodextra_x = fixup.x_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
+ argmodextra_y = fixup.y_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE;
}
TRACE("glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_%d_ATI, GL_RED_BIT_ATI, GL_NONE, GL_REG_%d_ATI, GL_NONE, %s, ATI_FFP_CONST_BUMPMAT(%d), GL_NONE, GL_NONE, GL_REG_%d_ATI, GL_RED, GL_NONE)\n",
- stage + 1, stage, debug_argmod(argmodextra), stage, stage + 1);
+ stage + 1, stage, debug_argmod(argmodextra_x), stage, stage + 1);
GL_EXTCALL(glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE,
- GL_REG_0_ATI + stage, GL_NONE, argmodextra,
+ GL_REG_0_ATI + stage, GL_NONE, argmodextra_x,
ATI_FFP_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE));
GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_GREEN_BIT_ATI, GL_NONE,
ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_NONE));
TRACE("glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_%d_ATI, GL_GREEN_BIT_ATI, GL_NONE, GL_REG_%d_ATI, GL_NONE, %s, GL_REG_5_ATI, GL_NONE, GL_NONE, GL_REG_%d_ATI, GL_GREEN, GL_NONE)\n",
- stage + 1, stage, debug_argmod(argmodextra), stage + 1);
+ stage + 1, stage, debug_argmod(argmodextra_y), stage + 1);
GL_EXTCALL(glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE,
- GL_REG_0_ATI + stage, GL_NONE, argmodextra,
+ GL_REG_0_ATI + stage, GL_NONE, argmodextra_y,
GL_REG_5_ATI, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI,
GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE));
}
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
IWineD3DDeviceImpl *This = stateblock->wineD3DDevice;
- struct atifs_ffp_desc *desc;
+ const struct atifs_ffp_desc *desc;
struct ffp_frag_settings settings;
struct atifs_private_data *priv = (struct atifs_private_data *) This->fragment_priv;
DWORD mapped_stage;
unsigned int i;
gen_ffp_frag_op(stateblock, &settings, TRUE);
- desc = (struct atifs_ffp_desc *) find_ffp_frag_shader(priv->fragment_shaders, &settings);
+ desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings);
if(!desc) {
- desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc));
- if(!desc) {
+ struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc));
+ if (!new_desc)
+ {
ERR("Out of memory\n");
return;
}
- desc->num_textures_used = 0;
+ new_desc->num_textures_used = 0;
for(i = 0; i < GL_LIMITS(texture_stages); i++) {
if(settings.op[i].cop == WINED3DTOP_DISABLE) break;
- desc->num_textures_used = i;
+ new_desc->num_textures_used = i;
}
- memcpy(&desc->parent.settings, &settings, sizeof(settings));
- desc->shader = gen_ati_shader(settings.op, &GLINFO_LOCATION);
- add_ffp_frag_shader(priv->fragment_shaders, &desc->parent);
- TRACE("Allocated fixed function replacement shader descriptor %p\n", desc);
+ memcpy(&new_desc->parent.settings, &settings, sizeof(settings));
+ new_desc->shader = gen_ati_shader(settings.op, &GLINFO_LOCATION);
+ add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent);
+ TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc);
+ desc = new_desc;
}
/* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages
}
}
-static void atifs_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps) {
+static void atifs_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps)
+{
caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE |
WINED3DTEXOPCAPS_SELECTARG1 |
WINED3DTEXOPCAPS_SELECTARG2 |
}
#undef GLINFO_LOCATION
-static BOOL atifs_conv_supported(WINED3DFORMAT fmt) {
- TRACE("Checking shader format support for format %s:", debug_d3dformat(fmt));
- switch(fmt) {
- case WINED3DFMT_V8U8:
- case WINED3DFMT_V16U16:
- TRACE("[OK]\n");
- return TRUE;
- default:
- TRACE("[FAILED\n");
- return FALSE;
+static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup)
+{
+ if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
+ {
+ TRACE("Checking support for fixup:\n");
+ dump_color_fixup_desc(fixup);
}
+
+ /* We only support sign fixup of the first two channels. */
+ if (fixup.x_source == CHANNEL_SOURCE_X && fixup.y_source == CHANNEL_SOURCE_Y
+ && fixup.z_source == CHANNEL_SOURCE_Z && fixup.w_source == CHANNEL_SOURCE_W
+ && !fixup.z_sign_fixup && !fixup.w_sign_fixup)
+ {
+ TRACE("[OK]\n");
+ return TRUE;
+ }
+
+ TRACE("[FAILED]\n");
+ return FALSE;
}
const struct fragment_pipeline atifs_fragment_pipeline = {
atifs_get_caps,
atifs_alloc,
atifs_free,
- atifs_conv_supported,
+ atifs_color_fixup_supported,
atifs_fragmentstate_template,
TRUE /* We can disable projected textures */
};
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
+WINE_DECLARE_DEBUG_CHANNEL(d3d);
#define GLNAME_REQUIRE_GLSL ((const char *)1)
+static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version);
+
static inline BOOL shader_is_version_token(DWORD token) {
return shader_is_pshader_version(token) ||
shader_is_vshader_version(token);
return 0;
}
-const SHADER_OPCODE* shader_get_opcode(
- IWineD3DBaseShader *iface, const DWORD code) {
-
- IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl*) iface;
-
+const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *opcode_table, DWORD shader_version, DWORD code)
+{
DWORD i = 0;
- DWORD hex_version = This->baseShader.hex_version;
- const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
/** TODO: use dichotomic search */
- while (NULL != shader_ins[i].name) {
- if (((code & WINED3DSI_OPCODE_MASK) == shader_ins[i].opcode) &&
- (((hex_version >= shader_ins[i].min_version) && (hex_version <= shader_ins[i].max_version)) ||
- ((shader_ins[i].min_version == 0) && (shader_ins[i].max_version == 0)))) {
- return &shader_ins[i];
+ while (opcode_table[i].name)
+ {
+ if ((code & WINED3DSI_OPCODE_MASK) == opcode_table[i].opcode
+ && shader_version >= opcode_table[i].min_version
+ && (!opcode_table[i].max_version || shader_version <= opcode_table[i].max_version))
+ {
+ return &opcode_table[i];
}
++i;
}
- FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
- code, code, code & WINED3DSI_OPCODE_MASK, hex_version);
+
+ FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n",
+ code, code, code & WINED3DSI_OPCODE_MASK, shader_version);
+
return NULL;
}
/* Read a parameter opcode from the input stream,
* and possibly a relative addressing token.
* Return the number of tokens read */
-int shader_get_param(
- IWineD3DBaseShader* iface,
- const DWORD* pToken,
- DWORD* param,
- DWORD* addr_token) {
-
+static int shader_get_param(const DWORD *pToken, DWORD shader_version, DWORD *param, DWORD *addr_token)
+{
/* PS >= 3.0 have relative addressing (with token)
* VS >= 2.0 have relative addressing (with token)
* VS >= 1.0 < 2.0 have relative addressing (without token)
* The version check below should work in general */
- IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
- char rel_token = WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2 &&
+ char rel_token = WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2 &&
((*pToken & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
*param = *pToken;
* Note: This function assumes source or destination token format.
* It will not work with specially-formatted tokens like DEF or DCL,
* but hopefully those would be recognized */
-
-int shader_skip_unrecognized(
- IWineD3DBaseShader* iface,
- const DWORD* pToken) {
-
+static int shader_skip_unrecognized(const DWORD *pToken, DWORD shader_version)
+{
int tokens_read = 0;
int i = 0;
while (*pToken & 0x80000000) {
DWORD param, addr_token;
- tokens_read += shader_get_param(iface, pToken, ¶m, &addr_token);
+ tokens_read += shader_get_param(pToken, shader_version, ¶m, &addr_token);
pToken += tokens_read;
FIXME("Unrecognized opcode param: token=0x%08x "
"addr_token=0x%08x name=", param, addr_token);
- shader_dump_param(iface, param, addr_token, i);
+ shader_dump_param(param, addr_token, i, shader_version);
FIXME("\n");
++i;
}
/* Convert floating point offset relative
* to a register file to an absolute offset for float constants */
-
-unsigned int shader_get_float_offset(const DWORD reg) {
-
+static unsigned int shader_get_float_offset(const DWORD reg)
+{
unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
int regtype = shader_get_regtype(reg);
IWineD3DStateBlockImpl *stateBlock) {
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
+ const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins;
+ DWORD shader_version = This->baseShader.hex_version;
unsigned int cur_loop_depth = 0, max_loop_depth = 0;
/* There are some minor differences between pixel and vertex shaders */
/* Fetch opcode */
opcode_token = *pToken++;
- curOpcode = shader_get_opcode(iface, opcode_token);
+ curOpcode = shader_get_opcode(shader_ins, shader_version, opcode_token);
/* Unhandled opcode, and its parameters */
if (NULL == curOpcode) {
for (i = 0; i < limit; ++i) {
DWORD param, addr_token, reg, regtype;
- pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
+ pToken += shader_get_param(pToken, shader_version, ¶m, &addr_token);
regtype = shader_get_regtype(param);
reg = param & WINED3DSP_REGNUM_MASK;
return WINED3D_OK;
}
-static void shader_dump_decl_usage(
- IWineD3DBaseShaderImpl* This,
- DWORD decl,
- DWORD param) {
-
+static void shader_dump_decl_usage(DWORD decl, DWORD param, DWORD shader_version)
+{
DWORD regtype = shader_get_regtype(param);
TRACE("dcl");
DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
/* Pixel shaders 3.0 don't have usage semantics */
- char pshader = shader_is_pshader_version(This->baseShader.hex_version);
- if (pshader && This->baseShader.hex_version < WINED3DPS_VERSION(3,0))
+ if (shader_is_pshader_version(shader_version) && shader_version < WINED3DPS_VERSION(3,0))
return;
else
TRACE("_");
}
}
-static void shader_dump_arr_entry(
- IWineD3DBaseShader *iface,
- const DWORD param,
- const DWORD addr_token,
- unsigned int reg,
- int input) {
-
+static void shader_dump_arr_entry(const DWORD param, const DWORD addr_token,
+ unsigned int reg, int input, DWORD shader_version)
+{
char relative =
((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE);
if (relative) {
TRACE("[");
if (addr_token)
- shader_dump_param(iface, addr_token, 0, input);
+ shader_dump_param(addr_token, 0, input, shader_version);
else
TRACE("a0.x");
TRACE(" + ");
TRACE("]");
}
-void shader_dump_param(
- IWineD3DBaseShader *iface,
- const DWORD param,
- const DWORD addr_token,
- int input) {
-
- IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
+static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version)
+{
static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
static const char * const misctype_reg_names[] = { "vPos", "vFace"};
char swizzle_reg_chars[4];
DWORD modifier = param & WINED3DSP_SRCMOD_MASK;
/* There are some minor differences between pixel and vertex shaders */
- char pshader = shader_is_pshader_version(This->baseShader.hex_version);
+ char pshader = shader_is_pshader_version(shader_version);
/* For one, we'd prefer color components to be shown for pshaders.
* FIXME: use the swizzle function for this */
break;
case WINED3DSPR_INPUT:
TRACE("v");
- shader_dump_arr_entry(iface, param, addr_token, reg, input);
+ shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
break;
case WINED3DSPR_CONST:
case WINED3DSPR_CONST2:
case WINED3DSPR_CONST3:
case WINED3DSPR_CONST4:
TRACE("c");
- shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input);
+ shader_dump_arr_entry(param, addr_token, shader_get_float_offset(param), input, shader_version);
break;
case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */
TRACE("%c%u", (pshader? 't':'a'), reg);
/* Vertex shaders >= 3.0 use general purpose output registers
* (WINED3DSPR_OUTPUT), which can include an address token */
- if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) {
+ if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) {
TRACE("o");
- shader_dump_arr_entry(iface, param, addr_token, reg, input);
+ shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
}
else
TRACE("oT%u", reg);
break;
case WINED3DSPR_CONSTINT:
TRACE("i");
- shader_dump_arr_entry(iface, param, addr_token, reg, input);
+ shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
break;
case WINED3DSPR_CONSTBOOL:
TRACE("b");
- shader_dump_arr_entry(iface, param, addr_token, reg, input);
+ shader_dump_arr_entry(param, addr_token, reg, input, shader_version);
break;
case WINED3DSPR_LABEL:
TRACE("l%u", reg);
}
}
+static void shader_color_correction(IWineD3DBaseShaderImpl *shader,
+ IWineD3DDeviceImpl *device, const struct SHADER_OPCODE_ARG *arg)
+{
+ DWORD hex_version = shader->baseShader.hex_version;
+ IWineD3DBaseTextureImpl *texture;
+ struct color_fixup_desc fixup;
+ BOOL recorded = FALSE;
+ DWORD sampler_idx;
+ UINT i;
+
+ switch(arg->opcode->opcode)
+ {
+ case WINED3DSIO_TEX:
+ if (hex_version < WINED3DPS_VERSION(2,0)) sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
+ else sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
+ break;
+
+ case WINED3DSIO_TEXLDL:
+ FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
+ return;
+
+ case WINED3DSIO_TEXDP3TEX:
+ case WINED3DSIO_TEXM3x3TEX:
+ case WINED3DSIO_TEXM3x3SPEC:
+ case WINED3DSIO_TEXM3x3VSPEC:
+ case WINED3DSIO_TEXBEM:
+ case WINED3DSIO_TEXREG2AR:
+ case WINED3DSIO_TEXREG2GB:
+ case WINED3DSIO_TEXREG2RGB:
+ sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
+ break;
+
+ default:
+ /* Not a texture sampling instruction, nothing to do */
+ return;
+ };
+
+ texture = (IWineD3DBaseTextureImpl *)device->stateBlock->textures[sampler_idx];
+ if (texture) fixup = texture->baseTexture.shader_color_fixup;
+ else fixup = COLOR_FIXUP_IDENTITY;
+
+ /* before doing anything, record the sampler with the format in the format conversion list,
+ * but check if it's not there already */
+ for (i = 0; i < shader->baseShader.num_sampled_samplers; ++i)
+ {
+ if (shader->baseShader.sampled_samplers[i] == sampler_idx)
+ {
+ recorded = TRUE;
+ break;
+ }
+ }
+
+ if (!recorded)
+ {
+ shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
+ ++shader->baseShader.num_sampled_samplers;
+ }
+
+ device->shader_backend->shader_color_correction(arg, fixup);
+}
+
/** Shared code in order to generate the bulk of the shader string.
Use the shader_header_fct & shader_footer_fct to add strings
that are specific to pixel or vertex functions
NOTE: A description of how to parse tokens can be found on msdn */
-void shader_generate_main(
- IWineD3DBaseShader *iface,
- SHADER_BUFFER* buffer,
- shader_reg_maps* reg_maps,
- CONST DWORD* pFunction) {
-
+void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
+ const shader_reg_maps* reg_maps, CONST DWORD* pFunction)
+{
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */
+ const SHADER_OPCODE *opcode_table = This->baseShader.shader_ins;
const SHADER_HANDLER *handler_table = device->shader_backend->shader_instruction_handler_table;
+ DWORD shader_version = This->baseShader.hex_version;
const DWORD *pToken = pFunction;
const SHADER_OPCODE *curOpcode = NULL;
SHADER_HANDLER hw_fct = NULL;
/* Read opcode */
hw_arg.opcode_token = *pToken++;
- curOpcode = shader_get_opcode(iface, hw_arg.opcode_token);
+ curOpcode = shader_get_opcode(opcode_table, shader_version, hw_arg.opcode_token);
/* Select handler */
if (curOpcode == NULL)
/* Unknown opcode and its parameters */
if (NULL == curOpcode) {
FIXME("Unrecognized opcode: token=0x%08x\n", hw_arg.opcode_token);
- pToken += shader_skip_unrecognized(iface, pToken);
+ pToken += shader_skip_unrecognized(pToken, shader_version);
/* Nothing to do */
} else if (WINED3DSIO_DCL == curOpcode->opcode ||
if (curOpcode->dst_token) {
DWORD param, addr_token = 0;
- pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
+ pToken += shader_get_param(pToken, shader_version, ¶m, &addr_token);
hw_arg.dst = param;
hw_arg.dst_addr = addr_token;
}
for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); i++) {
DWORD param, addr_token = 0;
- pToken += shader_get_param(iface, pToken, ¶m, &addr_token);
+ pToken += shader_get_param(pToken, shader_version, ¶m, &addr_token);
hw_arg.src[i] = param;
hw_arg.src_addr[i] = addr_token;
}
hw_fct(&hw_arg);
/* Add color correction if needed */
- device->shader_backend->shader_color_correction(&hw_arg);
+ shader_color_correction(This, device, &hw_arg);
/* Process instruction modifiers for GLSL apps ( _sat, etc. ) */
/* FIXME: This should be internal to the shader backend.
}
}
-void shader_dump_ins_modifiers(const DWORD output) {
-
+static void shader_dump_ins_modifiers(const DWORD output)
+{
DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
TRACE("(%p) : Parsing program\n", This);
- if (NULL != pToken) {
- while (WINED3DVS_END() != *pToken) {
- if (shader_is_version_token(*pToken)) { /** version */
- This->baseShader.hex_version = *pToken;
- TRACE("%s_%u_%u\n", shader_is_pshader_version(This->baseShader.hex_version)? "ps": "vs",
- WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version),
- WINED3DSHADER_VERSION_MINOR(This->baseShader.hex_version));
- ++pToken;
- ++len;
- continue;
+ if (!pFunction)
+ {
+ WARN("Got a NULL pFunction, returning.\n");
+ This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */
+ return;
+ }
+
+ while (WINED3DVS_END() != *pToken)
+ {
+ if (shader_is_version_token(*pToken)) /* version */
+ {
+ This->baseShader.hex_version = *pToken;
+ TRACE("%s_%u_%u\n", shader_is_pshader_version(This->baseShader.hex_version)? "ps": "vs",
+ WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version),
+ WINED3DSHADER_VERSION_MINOR(This->baseShader.hex_version));
+ ++pToken;
+ ++len;
+ continue;
+ }
+ if (shader_is_comment(*pToken)) /* comment */
+ {
+ DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
+ ++pToken;
+ TRACE("//%s\n", (const char*)pToken);
+ pToken += comment_len;
+ len += comment_len + 1;
+ continue;
+ }
+ opcode_token = *pToken++;
+ curOpcode = shader_get_opcode(This->baseShader.shader_ins, This->baseShader.hex_version, opcode_token);
+ len++;
+
+ if (!curOpcode)
+ {
+ int tokens_read;
+ FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
+ tokens_read = shader_skip_unrecognized(pToken, This->baseShader.hex_version);
+ pToken += tokens_read;
+ len += tokens_read;
+ }
+ else
+ {
+ if (curOpcode->opcode == WINED3DSIO_DCL)
+ {
+ DWORD usage = *pToken;
+ DWORD param = *(pToken + 1);
+
+ shader_dump_decl_usage(usage, param, This->baseShader.hex_version);
+ shader_dump_ins_modifiers(param);
+ TRACE(" ");
+ shader_dump_param(param, 0, 0, This->baseShader.hex_version);
+ pToken += 2;
+ len += 2;
}
- if (shader_is_comment(*pToken)) { /** comment */
- DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT;
- ++pToken;
- TRACE("//%s\n", (const char*)pToken);
- pToken += comment_len;
- len += comment_len + 1;
- continue;
+ else if (curOpcode->opcode == WINED3DSIO_DEF)
+ {
+ unsigned int offset = shader_get_float_offset(*pToken);
+
+ TRACE("def c%u = %f, %f, %f, %f", offset,
+ *(const float *)(pToken + 1),
+ *(const float *)(pToken + 2),
+ *(const float *)(pToken + 3),
+ *(const float *)(pToken + 4));
+ pToken += 5;
+ len += 5;
}
- opcode_token = *pToken++;
- curOpcode = shader_get_opcode(iface, opcode_token);
- len++;
-
- if (NULL == curOpcode) {
+ else if (curOpcode->opcode == WINED3DSIO_DEFI)
+ {
+ TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
+ *(pToken + 1),
+ *(pToken + 2),
+ *(pToken + 3),
+ *(pToken + 4));
+ pToken += 5;
+ len += 5;
+ }
+ else if (curOpcode->opcode == WINED3DSIO_DEFB)
+ {
+ TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
+ *(pToken + 1)? "true": "false");
+ pToken += 2;
+ len += 2;
+ }
+ else
+ {
+ DWORD param, addr_token;
int tokens_read;
- FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token);
- tokens_read = shader_skip_unrecognized(iface, pToken);
- pToken += tokens_read;
- len += tokens_read;
-
- } else {
- if (curOpcode->opcode == WINED3DSIO_DCL) {
-
- DWORD usage = *pToken;
- DWORD param = *(pToken + 1);
-
- shader_dump_decl_usage(This, usage, param);
- shader_dump_ins_modifiers(param);
- TRACE(" ");
- shader_dump_param(iface, param, 0, 0);
- pToken += 2;
- len += 2;
-
- } else if (curOpcode->opcode == WINED3DSIO_DEF) {
-
- unsigned int offset = shader_get_float_offset(*pToken);
-
- TRACE("def c%u = %f, %f, %f, %f", offset,
- *(const float *)(pToken + 1),
- *(const float *)(pToken + 2),
- *(const float *)(pToken + 3),
- *(const float *)(pToken + 4));
-
- pToken += 5;
- len += 5;
- } else if (curOpcode->opcode == WINED3DSIO_DEFI) {
-
- TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK,
- *(pToken + 1),
- *(pToken + 2),
- *(pToken + 3),
- *(pToken + 4));
-
- pToken += 5;
- len += 5;
-
- } else if (curOpcode->opcode == WINED3DSIO_DEFB) {
-
- TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK,
- *(pToken + 1)? "true": "false");
-
- pToken += 2;
- len += 2;
-
- } else {
- DWORD param, addr_token;
- int tokens_read;
-
- /* Print out predication source token first - it follows
- * the destination token. */
- if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
- TRACE("(");
- shader_dump_param(iface, *(pToken + 2), 0, 1);
- TRACE(") ");
- }
- if (opcode_token & WINED3DSI_COISSUE) {
- /* PixWin marks instructions with the coissue flag with a '+' */
- TRACE("+");
- }
-
- TRACE("%s", curOpcode->name);
-
- if (curOpcode->opcode == WINED3DSIO_IFC ||
- curOpcode->opcode == WINED3DSIO_BREAKC) {
-
- DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
- switch (op) {
- case COMPARISON_GT: TRACE("_gt"); break;
- case COMPARISON_EQ: TRACE("_eq"); break;
- case COMPARISON_GE: TRACE("_ge"); break;
- case COMPARISON_LT: TRACE("_lt"); break;
- case COMPARISON_NE: TRACE("_ne"); break;
- case COMPARISON_LE: TRACE("_le"); break;
- default:
- TRACE("_(%u)", op);
- }
- } else if (curOpcode->opcode == WINED3DSIO_TEX &&
- This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
- if(opcode_token & WINED3DSI_TEXLD_PROJECT) TRACE("p");
- }
-
- /* Destination token */
- if (curOpcode->dst_token) {
-
- /* Destination token */
- tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token);
- pToken += tokens_read;
- len += tokens_read;
+ /* Print out predication source token first - it follows
+ * the destination token. */
+ if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
+ {
+ TRACE("(");
+ shader_dump_param(*(pToken + 2), 0, 1, This->baseShader.hex_version);
+ TRACE(") ");
+ }
+ if (opcode_token & WINED3DSI_COISSUE)
+ {
+ /* PixWin marks instructions with the coissue flag with a '+' */
+ TRACE("+");
+ }
- shader_dump_ins_modifiers(param);
- TRACE(" ");
- shader_dump_param(iface, param, addr_token, 0);
+ TRACE("%s", curOpcode->name);
+
+ if (curOpcode->opcode == WINED3DSIO_IFC
+ || curOpcode->opcode == WINED3DSIO_BREAKC)
+ {
+ DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT;
+
+ switch (op)
+ {
+ case COMPARISON_GT: TRACE("_gt"); break;
+ case COMPARISON_EQ: TRACE("_eq"); break;
+ case COMPARISON_GE: TRACE("_ge"); break;
+ case COMPARISON_LT: TRACE("_lt"); break;
+ case COMPARISON_NE: TRACE("_ne"); break;
+ case COMPARISON_LE: TRACE("_le"); break;
+ default: TRACE("_(%u)", op);
}
+ }
+ else if (curOpcode->opcode == WINED3DSIO_TEX
+ && This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)
+ && (opcode_token & WINED3DSI_TEXLD_PROJECT))
+ {
+ TRACE("p");
+ }
- /* Predication token - already printed out, just skip it */
- if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) {
- pToken++;
- len++;
- }
+ /* Destination token */
+ if (curOpcode->dst_token)
+ {
+ tokens_read = shader_get_param(pToken, This->baseShader.hex_version, ¶m, &addr_token);
+ pToken += tokens_read;
+ len += tokens_read;
- /* Other source tokens */
- for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i) {
+ shader_dump_ins_modifiers(param);
+ TRACE(" ");
+ shader_dump_param(param, addr_token, 0, This->baseShader.hex_version);
+ }
- tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token);
- pToken += tokens_read;
- len += tokens_read;
+ /* Predication token - already printed out, just skip it */
+ if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED)
+ {
+ pToken++;
+ len++;
+ }
- TRACE((i == 0)? " " : ", ");
- shader_dump_param(iface, param, addr_token, 1);
- }
+ /* Other source tokens */
+ for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i)
+ {
+ tokens_read = shader_get_param(pToken, This->baseShader.hex_version, ¶m, &addr_token);
+ pToken += tokens_read;
+ len += tokens_read;
+
+ TRACE((i == 0)? " " : ", ");
+ shader_dump_param(param, addr_token, 1, This->baseShader.hex_version);
}
- TRACE("\n");
}
+ TRACE("\n");
}
- This->baseShader.functionLength = (len + 1) * sizeof(DWORD);
- } else {
- This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */
}
+ This->baseShader.functionLength = (len + 1) * sizeof(DWORD);
}
static const SHADER_HANDLER shader_none_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = {0};
static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {}
static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {}
static void shader_none_cleanup(IWineD3DDevice *iface) {}
-static void shader_none_color_correction(SHADER_OPCODE_ARG* arg) {}
+static void shader_none_color_correction(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup) {}
static void shader_none_destroy(IWineD3DBaseShader *iface) {}
static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;}
static void shader_none_free(IWineD3DDevice *iface) {}
static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;}
-static void shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
+static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
FIXME("NONE shader backend asked to generate a pixel shader\n");
+ return 0;
}
static void shader_none_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
FIXME("NONE shader backend asked to generate a vertex shader\n");
}
#define GLINFO_LOCATION (*gl_info)
-static void shader_none_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) {
+static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
+{
/* Set the shader caps to 0 for the none shader backend */
pCaps->VertexShaderVersion = 0;
pCaps->PixelShaderVersion = 0;
pCaps->PixelShader1xMaxValue = 0.0;
}
#undef GLINFO_LOCATION
-static BOOL shader_none_conv_supported(WINED3DFORMAT fmt) {
- TRACE("Checking shader format support for format %s", debug_d3dformat(fmt));
- switch(fmt) {
- /* Faked to make some apps happy. */
- case WINED3DFMT_V8U8:
- case WINED3DFMT_V16U16:
- case WINED3DFMT_L6V5U5:
- case WINED3DFMT_X8L8V8U8:
- case WINED3DFMT_Q8W8V8U8:
- TRACE("[OK]\n");
- return TRUE;
- default:
- TRACE("[FAILED]\n");
- return FALSE;
+static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup)
+{
+ if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
+ {
+ TRACE("Checking support for fixup:\n");
+ dump_color_fixup_desc(fixup);
}
+
+ /* Faked to make some apps happy. */
+ if (!is_yuv_fixup(fixup))
+ {
+ TRACE("[OK]\n");
+ return TRUE;
+ }
+
+ TRACE("[FAILED]\n");
+ return FALSE;
}
const shader_backend_t none_shader_backend = {
shader_none_generate_pshader,
shader_none_generate_vshader,
shader_none_get_caps,
- shader_none_conv_supported
+ shader_none_color_fixup_supported,
};
/* *******************************************
WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
-/* *******************************************
- IWineD3DBaseTexture IUnknown parts follow
- ******************************************* */
-HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, LPVOID *ppobj)
+void basetexture_cleanup(IWineD3DBaseTexture *iface)
{
- IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
- TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
- if (IsEqualGUID(riid, &IID_IUnknown)
- || IsEqualGUID(riid, &IID_IWineD3DBase)
- || IsEqualGUID(riid, &IID_IWineD3DResource)
- || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)) {
- IUnknown_AddRef(iface);
- *ppobj = This;
- return S_OK;
- }
- *ppobj = NULL;
- return E_NOINTERFACE;
-}
-
-ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface) {
- IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
- ULONG ref = InterlockedIncrement(&This->resource.ref);
-
- TRACE("(%p) : AddRef increasing from %d\n", This,ref - 1);
- return ref;
-}
-
-ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface) {
- IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
- ULONG ref = InterlockedDecrement(&This->resource.ref);
- TRACE("(%p) : Releasing from %d\n", This, ref + 1);
- if (ref == 0) {
- IWineD3DBaseTextureImpl_CleanUp(iface);
- HeapFree(GetProcessHeap(), 0, This);
- }
- return ref;
-}
-
-/* class static */
-void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface) {
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
glDeleteTextures(1, &This->baseTexture.textureName);
LEAVE_GL();
}
- IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
-}
-/* ****************************************************
- IWineD3DBaseTexture IWineD3DResource parts follow
- **************************************************** */
-HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice** ppDevice) {
- return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
+ resource_cleanup((IWineD3DResource *)iface);
}
-HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
- return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
-}
-
-HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
- return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
-}
-
-HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid) {
- return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
-}
-
-DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew) {
- return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
-}
-
-DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface) {
- return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
-}
-
-void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface) {
- IWineD3DResourceImpl_PreLoad((IWineD3DResource *)iface);
-}
-
-void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface) {
+void basetexture_unload(IWineD3DBaseTexture *iface)
+{
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
This->baseTexture.dirty = TRUE;
}
-WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface) {
- return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
-}
-
-HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent) {
- return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
-}
-
-/* ******************************************************
- IWineD3DBaseTexture IWineD3DBaseTexture parts follow
- ****************************************************** */
-
/* There is no OpenGL equivalent of setLOD, getLOD. All they do anyway is prioritize texture loading
* so just pretend that they work unless something really needs a failure. */
-DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew) {
+DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
+{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
if (This->resource.pool != WINED3DPOOL_MANAGED) {
return This->baseTexture.LOD;
}
-DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface) {
+DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
+{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
if (This->resource.pool != WINED3DPOOL_MANAGED) {
return This->baseTexture.LOD;
}
-DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface) {
+DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
+{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
return This->baseTexture.levels;
}
-HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
+HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
+{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
return WINED3D_OK;
}
-WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface) {
+WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
+{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
FIXME("(%p) : stub\n", This);
if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
return This->baseTexture.filterType;
}
-void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface) {
+void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
+{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
/* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
FIXME("(%p) : stub\n", This);
return ;
}
-/* Internal function, No d3d mapping */
-BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL dirty) {
+BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty)
+{
BOOL old;
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
old = This->baseTexture.dirty;
return old;
}
-BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface) {
+BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface)
+{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
return This->baseTexture.dirty;
}
-HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface) {
+HRESULT basetexture_bind(IWineD3DBaseTexture *iface)
+{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
HRESULT hr = WINED3D_OK;
UINT textureDimensions;
return hr;
}
-UINT WINAPI IWineD3DBaseTextureImpl_GetTextureDimensions(IWineD3DBaseTexture *iface){
- IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
- FIXME("(%p) : This shouldn't be called\n", This);
- return WINED3D_OK;
-}
-
-BOOL WINAPI IWineD3DBaseTextureImpl_IsCondNP2(IWineD3DBaseTexture *iface){
- IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
- FIXME("(%p) : This shouldn't be called\n", This);
- return FALSE;
-}
-
-static inline GLenum warpLookupType(WINED3DSAMPLERSTATETYPE Type) {
- switch(Type) {
- case WINED3DSAMP_ADDRESSU:
- return GL_TEXTURE_WRAP_S;
- case WINED3DSAMP_ADDRESSV:
- return GL_TEXTURE_WRAP_T;
- case WINED3DSAMP_ADDRESSW:
- return GL_TEXTURE_WRAP_R;
- default:
- FIXME("Unexpected warp type %d\n", Type);
- return 0;
- }
-}
-
static inline void apply_wrap(const GLint textureDimensions, const DWORD state, const GLint type,
BOOL cond_np2) {
GLint wrapParm;
}
}
-void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface,
- const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
- const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
+void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
+ const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
+ const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1])
+{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
DWORD state;
GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
if (state > WINED3DTEXF_ANISOTROPIC) {
FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state);
} else {
- glValue = (*This->baseTexture.magLookup)[state - WINED3DTEXF_NONE];
+ glValue = This->baseTexture.magLookup[state - WINED3DTEXF_NONE];
TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue);
glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue);
/* We need to reset the Anisotropic filtering state when we change the mag filter to WINED3DTEXF_ANISOTROPIC (this seems a bit weird, check the documentation to see how it should be switched off. */
This->baseTexture.states[WINED3DTEXSTA_MINFILTER],
This->baseTexture.states[WINED3DTEXSTA_MIPFILTER]);
}
- glValue = (*This->baseTexture.minMipLookup)
+ glValue = This->baseTexture.minMipLookup
[min(max(samplerStates[WINED3DSAMP_MINFILTER],WINED3DTEXF_NONE), WINED3DTEXF_ANISOTROPIC)]
- [min(max(samplerStates[WINED3DSAMP_MIPFILTER],WINED3DTEXF_NONE), WINED3DTEXF_LINEAR)];
+ .mip[min(max(samplerStates[WINED3DSAMP_MIPFILTER],WINED3DTEXF_NONE), WINED3DTEXF_LINEAR)];
TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n",
samplerStates[WINED3DSAMP_MINFILTER],
This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY] = samplerStates[WINED3DSAMP_MAXANISOTROPY];
}
}
-
-
-static const IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl =
-{
- /* IUnknown */
- IWineD3DBaseTextureImpl_QueryInterface,
- IWineD3DBaseTextureImpl_AddRef,
- IWineD3DBaseTextureImpl_Release,
- /* IWineD3DResource */
- IWineD3DBaseTextureImpl_GetParent,
- IWineD3DBaseTextureImpl_GetDevice,
- IWineD3DBaseTextureImpl_SetPrivateData,
- IWineD3DBaseTextureImpl_GetPrivateData,
- IWineD3DBaseTextureImpl_FreePrivateData,
- IWineD3DBaseTextureImpl_SetPriority,
- IWineD3DBaseTextureImpl_GetPriority,
- IWineD3DBaseTextureImpl_PreLoad,
- IWineD3DBaseTextureImpl_UnLoad,
- IWineD3DBaseTextureImpl_GetType,
- /*IWineD3DBaseTexture*/
- IWineD3DBaseTextureImpl_SetLOD,
- IWineD3DBaseTextureImpl_GetLOD,
- IWineD3DBaseTextureImpl_GetLevelCount,
- IWineD3DBaseTextureImpl_SetAutoGenFilterType,
- IWineD3DBaseTextureImpl_GetAutoGenFilterType,
- IWineD3DBaseTextureImpl_GenerateMipSubLevels,
- IWineD3DBaseTextureImpl_SetDirty,
- IWineD3DBaseTextureImpl_GetDirty,
- /* internal */
- IWineD3DBaseTextureImpl_BindTexture,
- IWineD3DBaseTextureImpl_GetTextureDimensions,
- IWineD3DBaseTextureImpl_IsCondNP2,
- IWineD3DBaseTextureImpl_ApplyStateChanges
-
-};
return WINED3D_OK;
}
-static HRESULT WINAPI IWineD3DClipperImpl_GetClipList(IWineD3DClipper *iface, RECT *Rect, RGNDATA *ClipList, DWORD *Size)
+static HRESULT WINAPI IWineD3DClipperImpl_GetClipList(IWineD3DClipper *iface, const RECT *Rect,
+ RGNDATA *ClipList, DWORD *Size)
{
IWineD3DClipperImpl *This = (IWineD3DClipperImpl *)iface;
TRACE("(%p,%p,%p,%p)\n", This, Rect, ClipList, Size);
}
}
-static HRESULT WINAPI IWineD3DClipperImpl_SetClipList(IWineD3DClipper *iface, RGNDATA *rgn, DWORD Flags)
+static HRESULT WINAPI IWineD3DClipperImpl_SetClipList(IWineD3DClipper *iface, const RGNDATA *rgn, DWORD Flags)
{
IWineD3DClipperImpl *This = (IWineD3DClipperImpl *)iface;
static int warned = 0;
* the alpha blend state changes with different render target formats
*/
if(oldFmt != newFmt) {
- const GlPixelFormatDesc *glDesc;
+ const struct GlPixelFormatDesc *glDesc;
const StaticPixelFormatDesc *old = getFormatDescEntry(oldFmt, NULL, NULL);
const StaticPixelFormatDesc *new = getFormatDescEntry(newFmt, &GLINFO_LOCATION, &glDesc);
IWineD3DCubeTexture IWineD3DResource parts follow
**************************************************** */
static HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
- return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
+ return resource_get_device((IWineD3DResource *)iface, ppDevice);
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
- return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
+ return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
- return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
+ return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
- return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
+ return resource_free_private_data((IWineD3DResource *)iface, refguid);
}
static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
- return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
+ return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
}
static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
- return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
+ return resource_get_priority((IWineD3DResource *)iface);
}
static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
}
}
- IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture *) iface);
+ basetexture_unload((IWineD3DBaseTexture *)iface);
}
static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
- return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
+ return resource_get_type((IWineD3DResource *)iface);
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
- return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
+ return resource_get_parent((IWineD3DResource *)iface, pParent);
}
/* ******************************************************
IWineD3DCubeTexture IWineD3DBaseTexture parts follow
****************************************************** */
static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
- return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
+ return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
}
static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
- return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
+ return basetexture_get_lod((IWineD3DBaseTexture *)iface);
}
static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
- return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
+ return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
- return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
+ return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
}
static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
- return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
+ return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
}
static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
- IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
+ basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
}
/* Internal function, No d3d mapping */
static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
- return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
+ return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
}
/* Internal function, No d3d mapping */
static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
- return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
+ return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
TRACE("(%p) : relay to BaseTexture\n", This);
- hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
+ hr = basetexture_bind((IWineD3DBaseTexture *)iface);
if (set_gl_texture_desc && SUCCEEDED(hr)) {
UINT i, j;
for (i = 0; i < This->baseTexture.levels; ++i) {
const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
TRACE("(%p) : relay to BaseTexture\n", iface);
- IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
+ basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
}
}
}
}
- IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
+ basetexture_cleanup((IWineD3DBaseTexture *)iface);
/* finally delete the object */
HeapFree(GetProcessHeap(), 0, This);
}
};
/* static function declarations */
-static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
+static void IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
/* helper macros */
#define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
object->num_contained_ps_consts_f = GL_LIMITS(pshader_constantsF);
for (i = 0; i < MAX_CONST_B; ++i) {
object->contained_ps_consts_b[i] = i;
- object->changed.pixelShaderConstantsB[i] = TRUE;
+ object->changed.pixelShaderConstantsB |= (1 << i);
}
object->num_contained_ps_consts_b = MAX_CONST_B;
for (i = 0; i < MAX_CONST_I; ++i) {
object->contained_ps_consts_i[i] = i;
- object->changed.pixelShaderConstantsI[i] = TRUE;
+ object->changed.pixelShaderConstantsI |= (1 << i);
}
object->num_contained_ps_consts_i = MAX_CONST_I;
}
object->num_contained_vs_consts_f = GL_LIMITS(vshader_constantsF);
for (i = 0; i < MAX_CONST_B; ++i) {
- object->changed.vertexShaderConstantsB[i] = TRUE;
object->contained_vs_consts_b[i] = i;
+ object->changed.vertexShaderConstantsB |= (1 << i);
}
object->num_contained_vs_consts_b = MAX_CONST_B;
for (i = 0; i < MAX_CONST_I; ++i) {
- object->changed.vertexShaderConstantsI[i] = TRUE;
object->contained_vs_consts_i[i] = i;
+ object->changed.vertexShaderConstantsI |= (1 << i);
}
object->num_contained_vs_consts_i = MAX_CONST_I;
for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
unsigned int Size = 1;
- const GlPixelFormatDesc *glDesc;
+ const struct GlPixelFormatDesc *glDesc;
const StaticPixelFormatDesc *tableEntry = getFormatDescEntry(Format, &GLINFO_LOCATION, &glDesc);
UINT mul_4w, mul_4h;
TRACE("(%p) Create surface\n",This);
HRESULT hr;
unsigned int pow2Width;
unsigned int pow2Height;
- const GlPixelFormatDesc *glDesc;
+ const struct GlPixelFormatDesc *glDesc;
getFormatDescEntry(Format, &GLINFO_LOCATION, &glDesc);
TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
object->height = Height;
if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING) {
- object->baseTexture.minMipLookup = &minMipLookup;
- object->baseTexture.magLookup = &magLookup;
+ object->baseTexture.minMipLookup = minMipLookup;
+ object->baseTexture.magLookup = magLookup;
} else {
- object->baseTexture.minMipLookup = &minMipLookup_noFilter;
- object->baseTexture.magLookup = &magLookup_noFilter;
+ object->baseTexture.minMipLookup = minMipLookup_noFilter;
+ object->baseTexture.magLookup = magLookup_noFilter;
}
/** Non-power2 support **/
object->baseTexture.pow2Matrix[15] = 1.0;
object->target = GL_TEXTURE_2D;
object->cond_np2 = TRUE;
- object->baseTexture.minMipLookup = &minMipLookup_noFilter;
+ object->baseTexture.minMipLookup = minMipLookup_noFilter;
} else if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
(Width != pow2Width || Height != pow2Height) &&
!((Format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
object->baseTexture.pow2Matrix[15] = 1.0;
object->target = GL_TEXTURE_RECTANGLE_ARB;
object->cond_np2 = TRUE;
- object->baseTexture.minMipLookup = &minMipLookup_noFilter;
+ object->baseTexture.minMipLookup = minMipLookup_noFilter;
} else {
object->baseTexture.pow2Matrix[0] = (((float)Width) / ((float)pow2Width));
object->baseTexture.pow2Matrix[5] = (((float)Height) / ((float)pow2Height));
tmpW = max(1, tmpW >> 1);
tmpH = max(1, tmpH >> 1);
}
- object->baseTexture.shader_conversion_group = glDesc->conversion_group;
+ object->baseTexture.shader_color_fixup = glDesc->color_fixup;
TRACE("(%p) : Created texture %p\n", This, object);
return WINED3D_OK;
UINT tmpW;
UINT tmpH;
UINT tmpD;
- const GlPixelFormatDesc *glDesc;
+ const struct GlPixelFormatDesc *glDesc;
getFormatDescEntry(Format, &GLINFO_LOCATION, &glDesc);
TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
- object->width = Width;
- object->height = Height;
- object->depth = Depth;
-
/* Is NP2 support for volumes needed? */
object->baseTexture.pow2Matrix[ 0] = 1.0;
object->baseTexture.pow2Matrix[ 5] = 1.0;
object->baseTexture.pow2Matrix[15] = 1.0;
if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING) {
- object->baseTexture.minMipLookup = &minMipLookup;
- object->baseTexture.magLookup = &magLookup;
+ object->baseTexture.minMipLookup = minMipLookup;
+ object->baseTexture.magLookup = magLookup;
} else {
- object->baseTexture.minMipLookup = &minMipLookup_noFilter;
- object->baseTexture.magLookup = &magLookup_noFilter;
+ object->baseTexture.minMipLookup = minMipLookup_noFilter;
+ object->baseTexture.magLookup = magLookup_noFilter;
}
/* Calculate levels for mip mapping */
tmpH = max(1, tmpH >> 1);
tmpD = max(1, tmpD >> 1);
}
- object->baseTexture.shader_conversion_group = glDesc->conversion_group;
+ object->baseTexture.shader_color_fixup = glDesc->color_fixup;
*ppVolumeTexture = (IWineD3DVolumeTexture *) object;
TRACE("(%p) : Created volume texture %p\n", This, object);
UINT tmpW;
HRESULT hr;
unsigned int pow2EdgeLength;
- const GlPixelFormatDesc *glDesc;
+ const struct GlPixelFormatDesc *glDesc;
getFormatDescEntry(Format, &GLINFO_LOCATION, &glDesc);
/* TODO: It should only be possible to create textures for formats
pow2EdgeLength = 1;
while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
- object->edgeLength = EdgeLength;
-
if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
/* Precalculated scaling for 'faked' non power of two texture coords */
object->baseTexture.pow2Matrix[ 0] = 1.0;
}
if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING) {
- object->baseTexture.minMipLookup = &minMipLookup;
- object->baseTexture.magLookup = &magLookup;
+ object->baseTexture.minMipLookup = minMipLookup;
+ object->baseTexture.magLookup = magLookup;
} else {
- object->baseTexture.minMipLookup = &minMipLookup_noFilter;
- object->baseTexture.magLookup = &magLookup_noFilter;
+ object->baseTexture.minMipLookup = minMipLookup_noFilter;
+ object->baseTexture.magLookup = magLookup_noFilter;
}
/* Calculate levels for mip mapping */
}
tmpW = max(1, tmpW >> 1);
}
- object->baseTexture.shader_conversion_group = glDesc->conversion_group;
+ object->baseTexture.shader_color_fixup = glDesc->color_fixup;
TRACE("(%p) : Created Cube Texture %p\n", This, object);
*ppCubeTexture = (IWineD3DCubeTexture *) object;
if(GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
TRACE("(%p) Allocating data for an occlusion query\n", This);
+
+ ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+ ENTER_GL();
GL_EXTCALL(glGenQueriesARB(1, &((WineQueryOcclusionData *)(object->extendedData))->queryId));
+ LEAVE_GL();
break;
}
case WINED3DQUERYTYPE_EVENT:
object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryEventData));
((WineQueryEventData *)(object->extendedData))->ctx = This->activeContext;
+ ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+ ENTER_GL();
if(GL_SUPPORT(APPLE_FENCE)) {
GL_EXTCALL(glGenFencesAPPLE(1, &((WineQueryEventData *)(object->extendedData))->fenceId));
checkGLcall("glGenFencesAPPLE");
GL_EXTCALL(glGenFencesNV(1, &((WineQueryEventData *)(object->extendedData))->fenceId));
checkGLcall("glGenFencesNV");
}
+ LEAVE_GL();
break;
case WINED3DQUERYTYPE_VCACHE:
return exStyle;
}
-static void WINAPI IWineD3DDeviceImpl_SetupFullscreenWindow(IWineD3DDevice *iface, HWND window, UINT w, UINT h) {
+static void IWineD3DDeviceImpl_SetupFullscreenWindow(IWineD3DDevice *iface, HWND window, UINT w, UINT h) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
LONG style, exStyle;
* window: Window to setup
*
*****************************************************************************/
-static void WINAPI IWineD3DDeviceImpl_RestoreWindow(IWineD3DDevice *iface, HWND window) {
+static void IWineD3DDeviceImpl_RestoreWindow(IWineD3DDevice *iface, HWND window) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
LONG style, exStyle;
return hr;
}
-static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags, PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent) {
+static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags,
+ const PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent)
+{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
IWineD3DPaletteImpl *object;
HRESULT hr;
return;
}
-static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
+static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain,
+ const WINED3DDISPLAYMODE* pMode) {
DEVMODEW devmode;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
LONG ret;
}
static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
- WINED3DMATRIX *mat = NULL;
+ const WINED3DMATRIX *mat = NULL;
WINED3DMATRIX temp;
/* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
for (i = start; i < cnt + start; ++i) {
- This->updateStateBlock->changed.vertexShaderConstantsB[i] = TRUE;
+ This->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
for (i = start; i < cnt + start; ++i) {
- This->updateStateBlock->changed.vertexShaderConstantsI[i] = TRUE;
+ This->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
}
static void device_map_psamplers(IWineD3DDeviceImpl *This) {
- DWORD *sampler_tokens = ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.reg_maps.samplers;
+ const DWORD *sampler_tokens =
+ ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.reg_maps.samplers;
int i;
for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
}
}
-static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, DWORD *pshader_sampler_tokens, DWORD *vshader_sampler_tokens, int unit) {
+static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, const DWORD *pshader_sampler_tokens,
+ const DWORD *vshader_sampler_tokens, int unit)
+{
int current_mapping = This->rev_tex_unit_map[unit];
if (current_mapping == -1) {
}
static void device_map_vsamplers(IWineD3DDeviceImpl *This, BOOL ps) {
- DWORD *vshader_sampler_tokens = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.reg_maps.samplers;
- DWORD *pshader_sampler_tokens = NULL;
+ const DWORD *vshader_sampler_tokens =
+ ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.reg_maps.samplers;
+ const DWORD *pshader_sampler_tokens = NULL;
int start = GL_LIMITS(combined_samplers) - 1;
int i;
IWineD3DPixelShaderImpl *pshader = (IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader;
/* Make sure the shader's reg_maps are up to date. This is only relevant for 1.x pixelshaders. */
- IWineD3DPixelShader_CompileShader((IWineD3DPixelShader *)pshader);
+ IWineD3DPixelShader_UpdateSamplers((IWineD3DPixelShader *)pshader);
pshader_sampler_tokens = pshader->baseShader.reg_maps.samplers;
}
TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
for (i = start; i < cnt + start; ++i) {
- This->updateStateBlock->changed.pixelShaderConstantsB[i] = TRUE;
+ This->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
for (i = start; i < cnt + start; ++i) {
- This->updateStateBlock->changed.pixelShaderConstantsI[i] = TRUE;
+ This->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
}
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
}
#define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
-static HRESULT
-process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, WineDirect3DVertexStridedData *lpStrideData, IWineD3DVertexBufferImpl *dest, DWORD dwFlags) {
+static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount,
+ const WineDirect3DVertexStridedData *lpStrideData, IWineD3DVertexBufferImpl *dest, DWORD dwFlags)
+{
char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
unsigned int i;
DWORD DestFVF = dest->fvf;
return E_OUTOFMEMORY;
}
if(dest->vbo) {
- void *src;
+ const void *src;
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
checkGLcall("glBindBufferARB");
src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
/* The position first */
- float *p =
- (float *) (((char *) lpStrideData->u.s.position.lpData) + i * lpStrideData->u.s.position.dwStride);
+ const float *p =
+ (const float *)(lpStrideData->u.s.position.lpData + i * lpStrideData->u.s.position.dwStride);
float x, y, z, rhw;
TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
if(dest_conv) dest_conv += sizeof(DWORD);
}
if (DestFVF & WINED3DFVF_NORMAL) {
- float *normal =
- (float *) (((float *) lpStrideData->u.s.normal.lpData) + i * lpStrideData->u.s.normal.dwStride);
+ const float *normal =
+ (const float *)(lpStrideData->u.s.normal.lpData + i * lpStrideData->u.s.normal.dwStride);
/* AFAIK this should go into the lighting information */
FIXME("Didn't expect the destination to have a normal\n");
copy_and_next(dest_ptr, normal, 3 * sizeof(float));
}
if (DestFVF & WINED3DFVF_DIFFUSE) {
- DWORD *color_d =
- (DWORD *) (((char *) lpStrideData->u.s.diffuse.lpData) + i * lpStrideData->u.s.diffuse.dwStride);
+ const DWORD *color_d =
+ (const DWORD *)(lpStrideData->u.s.diffuse.lpData + i * lpStrideData->u.s.diffuse.dwStride);
if(!color_d) {
static BOOL warned = FALSE;
if (DestFVF & WINED3DFVF_SPECULAR) {
/* What's the color value in the feedback buffer? */
- DWORD *color_s =
- (DWORD *) (((char *) lpStrideData->u.s.specular.lpData) + i * lpStrideData->u.s.specular.dwStride);
+ const DWORD *color_s =
+ (const DWORD *)(lpStrideData->u.s.specular.lpData + i * lpStrideData->u.s.specular.dwStride);
if(!color_s) {
static BOOL warned = FALSE;
}
for (tex_index = 0; tex_index < numTextures; tex_index++) {
- float *tex_coord =
- (float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) +
+ const float *tex_coord =
+ (const float *)(lpStrideData->u.s.texCoords[tex_index].lpData +
i * lpStrideData->u.s.texCoords[tex_index].dwStride);
if(!tex_coord) {
ERR("No source texture, but destination requests one\n");
}
}
for(i = 0; i < MAX_CONST_I; i++) {
- if(object->changed.vertexShaderConstantsI[i]) {
+ if (object->changed.vertexShaderConstantsI & (1 << i))
+ {
object->contained_vs_consts_i[object->num_contained_vs_consts_i] = i;
object->num_contained_vs_consts_i++;
}
}
for(i = 0; i < MAX_CONST_B; i++) {
- if(object->changed.vertexShaderConstantsB[i]) {
+ if (object->changed.vertexShaderConstantsB & (1 << i))
+ {
object->contained_vs_consts_b[object->num_contained_vs_consts_b] = i;
object->num_contained_vs_consts_b++;
}
}
for(i = 0; i < MAX_CONST_I; i++) {
- if(object->changed.pixelShaderConstantsI[i]) {
+ if (object->changed.pixelShaderConstantsI & (1 << i))
+ {
object->contained_ps_consts_i[object->num_contained_ps_consts_i] = i;
object->num_contained_ps_consts_i++;
}
}
for(i = 0; i < MAX_CONST_B; i++) {
- if(object->changed.pixelShaderConstantsB[i]) {
+ if (object->changed.pixelShaderConstantsB & (1 << i))
+ {
object->contained_ps_consts_b[object->num_contained_ps_consts_b] = i;
object->num_contained_ps_consts_b++;
}
unsigned int i;
WINED3DRECT curRect;
RECT vp_rect;
- WINED3DVIEWPORT *vp = &This->stateBlock->viewport;
+ const WINED3DVIEWPORT *vp = &This->stateBlock->viewport;
UINT drawable_width, drawable_height;
IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *) This->stencilBufferTarget;
IWineD3DSwapChainImpl *swapchain = NULL;
/* Now process each rect in turn */
for (i = 0; i < Count; i++) {
/* Note gl uses lower left, width/height */
- IntersectRect((RECT *) &curRect, &vp_rect, (RECT *) &pRects[i]);
+ IntersectRect((RECT *)&curRect, &vp_rect, (const RECT *)&pRects[i]);
if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
IntersectRect((RECT *) &curRect, (RECT *) &curRect, &This->stateBlock->scissorRect);
}
return WINED3D_OK;
}
-static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) {
+static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided(IWineD3DDevice *iface,
+ WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount,
+ const WineDirect3DVertexStridedData *DrawPrimStrideData)
+{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
/* Mark the state dirty until we have nicer tracking
return WINED3D_OK;
}
-static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData, UINT NumVertices, CONST void *pIndexData, WINED3DFORMAT IndexDataFormat) {
+static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided(IWineD3DDevice *iface,
+ WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount,
+ const WineDirect3DVertexStridedData *DrawPrimStrideData, UINT NumVertices, const void *pIndexData,
+ WINED3DFORMAT IndexDataFormat)
+{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
DWORD idxSize = (IndexDataFormat == WINED3DFMT_INDEX32 ? 4 : 2);
static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DBaseTextureImpl *texture;
- const GlPixelFormatDesc *gl_info;
+ const struct GlPixelFormatDesc *gl_info;
DWORD i;
TRACE("(%p) : %p\n", This, pNumPasses);
static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- static BOOL showFixmes = TRUE;
- if (showFixmes) {
+ static BOOL warned;
+ if (!warned)
+ {
FIXME("(%p) : stub\n", This);
- showFixmes = FALSE;
+ warned = TRUE;
}
This->softwareVertexProcessing = bSoftware;
static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- static BOOL showFixmes = TRUE;
- if (showFixmes) {
+ static BOOL warned;
+ if (!warned)
+ {
FIXME("(%p) : stub\n", This);
- showFixmes = FALSE;
+ warned = TRUE;
}
return This->softwareVertexProcessing;
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- static BOOL showfixmes = TRUE;
+ static BOOL warned;
if(nSegments != 0.0f) {
- if( showfixmes) {
+ if (!warned)
+ {
FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
- showfixmes = FALSE;
+ warned = TRUE;
}
}
return WINED3D_OK;
static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- static BOOL showfixmes = TRUE;
- if( showfixmes) {
+ static BOOL warned;
+ if (!warned)
+ {
FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
- showfixmes = FALSE;
+ warned = TRUE;
}
return 0.0f;
}
return IWineD3DSurface_BltFast(pDestinationSurface,
pDestPoint ? pDestPoint->x : 0,
pDestPoint ? pDestPoint->y : 0,
- pSourceSurface, (RECT *) pSourceRect, 0);
+ pSourceSurface, pSourceRect, 0);
}
if (destFormat == WINED3DFMT_UNKNOWN) {
memset(&BltFx, 0, sizeof(BltFx));
BltFx.dwSize = sizeof(BltFx);
BltFx.u5.dwFillColor = argb_to_fmt(color, surface->resource.format);
- return IWineD3DSurface_Blt(pSurface, (RECT *) pRect, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_NONE);
+ return IWineD3DSurface_Blt(pSurface, (const RECT *)pRect, NULL, NULL,
+ WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_NONE);
}
}
}
void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
- IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) {
+ IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip)
+{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
GLbitfield mask = GL_COLOR_BUFFER_BIT; /* TODO: Support blitting depth/stencil surfaces */
IWineD3DSwapChain *src_swapchain, *dst_swapchain;
This->cursorHeight = pSur->currentDesc.Height;
if (SUCCEEDED(IWineD3DSurface_LockRect(pCursorBitmap, &rect, NULL, WINED3DLOCK_READONLY)))
{
- const GlPixelFormatDesc *glDesc;
+ const struct GlPixelFormatDesc *glDesc;
const StaticPixelFormatDesc *tableEntry = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &GLINFO_LOCATION, &glDesc);
char *mem, *bits = (char *)rect.pBits;
GLint intfmt = glDesc->glInternal;
return WINED3D_OK;
}
-static void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
+static void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, const WINED3DPRESENT_PARAMETERS* pPresentationParameters)
+{
IWineD3DDeviceImpl *This = surface->resource.wineD3DDevice; /* for GL_SUPPORT */
/* Reallocate proper memory for the front and back buffer and adjust their sizes */
return S_OK;
}
-static BOOL is_display_mode_supported(IWineD3DDeviceImpl *This, WINED3DPRESENT_PARAMETERS *pp) {
+static BOOL is_display_mode_supported(IWineD3DDeviceImpl *This, const WINED3DPRESENT_PARAMETERS *pp)
+{
UINT i, count;
WINED3DDISPLAYMODE m;
HRESULT hr;
TRACE("Relaying to swapchain\n");
if (IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain) == WINED3D_OK) {
- IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (WINED3DGAMMARAMP *)pRamp);
+ IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, pRamp);
IWineD3DSwapChain_Release(swapchain);
}
return;
* any handles to other resource held by the caller must be closed
* (e.g. a texture should release all held surfaces because telling the device that it's been released.)
*****************************************************/
-static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
+static void IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : Adding Resource %p\n", This, resource);
list_add_head(&This->resources, &((IWineD3DResourceImpl *) resource)->resource.resource_list_entry);
}
-static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
+static void IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
TRACE("(%p) : Removing resource %p\n", This, resource);
static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
/* lookup tables */
-int minLookup[MAX_LOOKUPS];
-int maxLookup[MAX_LOOKUPS];
+const int minLookup[MAX_LOOKUPS] =
+{
+ WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
+};
+
+const int maxLookup[MAX_LOOKUPS] =
+{
+ WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
+};
+
DWORD *stateLookup[MAX_LOOKUPS];
-DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
-DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
- {GL_NEAREST, GL_NEAREST, GL_NEAREST},
- {GL_NEAREST, GL_NEAREST, GL_NEAREST},
- {GL_NEAREST, GL_NEAREST, GL_NEAREST},
- {GL_NEAREST, GL_NEAREST, GL_NEAREST},
+struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
+const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
+{
+ {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
+ {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
+ {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
+ {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
};
-DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
-DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
+GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
+const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
+{
GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
};
/* Set the shader type for this device, depending on the given capabilities,
* the device type, and the user preferences in wined3d_settings */
-void select_shader_mode(
- WineD3D_GL_Info *gl_info,
- WINED3DDEVTYPE DeviceType,
- int* ps_selected,
- int* vs_selected) {
-
+static void select_shader_mode(const WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
+{
if (wined3d_settings.vs_mode == VS_NONE) {
*vs_selected = SHADER_NONE;
} else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
**********************************************************/
#define GLINFO_LOCATION (*gl_info)
-static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
+static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
+{
GLuint prog;
BOOL ret = FALSE;
const char *testcode =
return 0;
}
-BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
+static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
const char *GL_Extensions = NULL;
const char *WGL_Extensions = NULL;
const char *gl_string = NULL;
* shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
*/
if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
+ /* Geforce GTX - highend */
+ if(strstr(gl_info->gl_renderer, "GTX 280")) {
+ gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
+ vidmem = 1024;
+ }
/* Geforce9 - highend */
- if(strstr(gl_info->gl_renderer, "9800")) {
+ else if(strstr(gl_info->gl_renderer, "9800")) {
gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
vidmem = 512;
}
else
gl_info->vidmem = WINE_DEFAULT_VIDMEM;
- /* Load all the lookup tables
- TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
- minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
- maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
-
+ /* Load all the lookup tables */
for (i = 0; i < MAX_LOOKUPS; i++) {
stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
}
gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
- minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
- minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
- minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
- minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
- minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
- minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
- minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
- minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
- minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
- minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
- GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
- minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
- minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
+ minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
+ minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
+ minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
+ minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
+ minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
+ minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
+ minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
+ minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
+ minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
+ minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
+ = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
+ minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
+ = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
+ minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
+ = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
/* TODO: config lookups */
if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
DEVMODEW DevModeW;
int ModeIdx = 0;
- int i = 0;
+ UINT i = 0;
int j = 0;
ZeroMemory(&DevModeW, sizeof(DevModeW));
*(pIdentifier->Revision) = 0;
*pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
+ if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
+ {
+ TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
+ *(pIdentifier->DeviceId) = wined3d_settings.pci_device_id;
+ }
+
+ if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
+ {
+ TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
+ *(pIdentifier->VendorId) = wined3d_settings.pci_vendor_id;
+ }
+
if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
*(pIdentifier->WHQLLevel) = 0;
} else {
WINED3DFORMAT DepthStencilFormat) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
int nCfgs;
- WineD3D_PixelFormat *cfgs;
+ const WineD3D_PixelFormat *cfgs;
int it;
WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
IWineD3DImpl *This = (IWineD3DImpl *)iface;
- const GlPixelFormatDesc *glDesc;
+ const struct GlPixelFormatDesc *glDesc;
const StaticPixelFormatDesc *desc;
TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
int i, nCfgs;
- WineD3D_PixelFormat *cfgs;
+ const WineD3D_PixelFormat *cfgs;
cfgs = Adapters[Adapter].cfgs;
nCfgs = Adapters[Adapter].nCfgs;
else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
short redSize, greenSize, blueSize, alphaSize, colorBits;
int i, nCfgs;
- WineD3D_PixelFormat *cfgs;
+ const WineD3D_PixelFormat *cfgs;
if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
{
const struct fragment_pipeline *fp;
- const GlPixelFormatDesc *glDesc;
+ const struct GlPixelFormatDesc *glDesc;
switch(CheckFormat) {
case WINED3DFMT_V8U8:
case WINED3DFMT_L6V5U5:
case WINED3DFMT_X8L8V8U8:
case WINED3DFMT_Q8W8V8U8:
+ /* Ask the fixed function pipeline implementation if it can deal
+ * with the conversion. If we've got a GL extension giving native
+ * support this will be an identity conversion. */
getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
- if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
- /* We have a GL extension giving native support */
- TRACE_(d3d_caps)("[OK]\n");
- return TRUE;
- }
-
- /* No native support: Ask the fixed function pipeline implementation if it
- * can deal with the conversion
- */
fp = select_fragment_implementation(Adapter, DeviceType);
- if(fp->conv_supported(CheckFormat)) {
+ if (fp->color_fixup_supported(glDesc->color_fixup))
+ {
TRACE_(d3d_caps)("[OK]\n");
return TRUE;
- } else {
- TRACE_(d3d_caps)("[FAILED]\n");
- return FALSE;
}
+ TRACE_(d3d_caps)("[FAILED]\n");
+ return FALSE;
default:
TRACE_(d3d_caps)("[FAILED]\n");
static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
{
int it=0;
- const GlPixelFormatDesc *glDesc;
+ const struct GlPixelFormatDesc *glDesc;
const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
/* Fail if we weren't able to get a description of the format */
static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
{
- const GlPixelFormatDesc *glDesc;
+ const struct GlPixelFormatDesc *glDesc;
const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
/* Fail if we weren't able to get a description of the format */
static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
{
UINT Adapter = 0;
- const GlPixelFormatDesc *glDesc;
+ const struct GlPixelFormatDesc *glDesc;
const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
/* Fail if we weren't able to get a description of the format */
/* Check if a format support blending in combination with pixel shaders */
static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
{
- const GlPixelFormatDesc *glDesc;
+ const struct GlPixelFormatDesc *glDesc;
const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
/* Fail if we weren't able to get a description of the format */
{
const shader_backend_t *shader_backend;
const struct fragment_pipeline *fp;
- const GlPixelFormatDesc *glDesc;
+ const struct GlPixelFormatDesc *glDesc;
switch (CheckFormat) {
case WINED3DFMT_L6V5U5:
case WINED3DFMT_Q8W8V8U8:
case WINED3DFMT_V16U16:
- case WINED3DFMT_W11V11U10:
+ /* Ask the shader backend if it can deal with the conversion. If
+ * we've got a GL extension giving native support this will be an
+ * identity conversion. */
getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
- if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
- /* We have a GL extension giving native support */
- TRACE_(d3d_caps)("[OK]\n");
- return TRUE;
- }
-
- /* No native support: Ask the fixed function pipeline implementation if it
- * can deal with the conversion
- */
shader_backend = select_shader_backend(Adapter, DeviceType);
- if(shader_backend->shader_conv_supported(CheckFormat)) {
+ if (shader_backend->shader_color_fixup_supported(glDesc->color_fixup))
+ {
TRACE_(d3d_caps)("[OK]\n");
return TRUE;
- } else {
- TRACE_(d3d_caps)("[FAILED]\n");
- return FALSE;
}
+ TRACE_(d3d_caps)("[FAILED]\n");
+ return FALSE;
case WINED3DFMT_DXT1:
case WINED3DFMT_DXT2:
case WINED3DFMT_INDEX32:
case WINED3DFMT_Q16W16V16U16:
case WINED3DFMT_A2W10V10U10:
+ case WINED3DFMT_W11V11U10:
TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
return FALSE;
/* Vendor specific formats */
case WINED3DFMT_ATI2N:
if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
+ getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
shader_backend = select_shader_backend(Adapter, DeviceType);
fp = select_fragment_implementation(Adapter, DeviceType);
- if(shader_backend->shader_conv_supported(CheckFormat) &&
- fp->conv_supported(CheckFormat)) {
+ if (shader_backend->shader_color_fixup_supported(glDesc->color_fixup)
+ && fp->color_fixup_supported(glDesc->color_fixup))
+ {
TRACE_(d3d_caps)("[OK]\n");
return TRUE;
}
}
static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType) {
+ const struct GlPixelFormatDesc *format_desc;
const struct blit_shader *blitter;
if(SurfaceType == SURFACE_GDI) {
if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) return TRUE;
/* If opengl can't process the format natively, the blitter may be able to convert it */
+ getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &format_desc);
blitter = select_blit_implementation(Adapter, DeviceType);
- if(blitter->conv_supported(CheckFormat)) {
+ if (blitter->color_fixup_supported(format_desc->color_fixup))
+ {
TRACE_(d3d_caps)("[OK]\n");
return TRUE;
}
return IUnknown_Release(volumeParent);
}
-static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
+static BOOL implementation_is_apple(const WineD3D_GL_Info *gl_info)
+{
/* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
* the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
* detect the Apple OpenGL implementation to apply some extension fixups afterwards.
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
{VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
+ {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, 7, 15, 11, 7341 },
/* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
{VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
}
}
-static void WINE_GLAPI invalid_func(void *data) {
+static void WINE_GLAPI invalid_func(const void *data)
+{
ERR("Invalid vertex attribute function called\n");
DebugBreak();
}
-static void WINE_GLAPI invalid_texcoord_func(GLenum unit, void * data) {
+static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
+{
ERR("Invalid texcoord function called\n");
DebugBreak();
}
/* Helper functions for providing vertex data to opengl. The arrays are initialized based on
* the extension detection and are used in drawStridedSlow
*/
-static void WINE_GLAPI position_d3dcolor(void *data) {
- DWORD pos = *((DWORD *) data);
+static void WINE_GLAPI position_d3dcolor(const void *data)
+{
+ DWORD pos = *((const DWORD *)data);
FIXME("Add a test for fixed function position from d3dcolor type\n");
glVertex4s(D3DCOLOR_B_R(pos),
D3DCOLOR_B_B(pos),
D3DCOLOR_B_A(pos));
}
-static void WINE_GLAPI position_float4(void *data) {
- GLfloat *pos = (float *) data;
+
+static void WINE_GLAPI position_float4(const void *data)
+{
+ const GLfloat *pos = data;
if (pos[3] < eps && pos[3] > -eps)
glVertex3fv(pos);
}
}
-static void WINE_GLAPI diffuse_d3dcolor(void *data) {
- DWORD diffuseColor = *((DWORD *) data);
+static void WINE_GLAPI diffuse_d3dcolor(const void *data)
+{
+ DWORD diffuseColor = *((const DWORD *)data);
glColor4ub(D3DCOLOR_B_R(diffuseColor),
D3DCOLOR_B_G(diffuseColor),
D3DCOLOR_B_A(diffuseColor));
}
-static void WINE_GLAPI specular_d3dcolor(void *data) {
- DWORD specularColor = *((DWORD *) data);
+static void WINE_GLAPI specular_d3dcolor(const void *data)
+{
+ DWORD specularColor = *((const DWORD *)data);
GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
D3DCOLOR_B_G(specularColor),
D3DCOLOR_B_B(specularColor));
}
-static void WINE_GLAPI warn_no_specular_func(void *data) {
+
+static void WINE_GLAPI warn_no_specular_func(const void *data)
+{
WARN("GL_EXT_secondary_color not supported\n");
}
-void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
- position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
- position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
- position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
- position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
- position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
- position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
-
- diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
- diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
- diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
- diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
- diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
- diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
- diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
- diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
- diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
- diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
- diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
- diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
- diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
- diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
- diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
- diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
- diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
+static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
+{
+ position_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glVertex3fv;
+ position_funcs[WINED3DDECLTYPE_FLOAT4] = position_float4;
+ position_funcs[WINED3DDECLTYPE_D3DCOLOR] = position_d3dcolor;
+ position_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_SHORT4] = (glAttribFunc)glVertex2sv;
+ position_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
+ position_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
+
+ diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
+ diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
+ diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glColor3fv;
+ diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (glAttribFunc)glColor4fv;
+ diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = diffuse_d3dcolor;
+ diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
+ diffuse_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
+ diffuse_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func;
+ diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (glAttribFunc)glColor4ubv;
+ diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
+ diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (glAttribFunc)glColor4sv;
+ diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
+ diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (glAttribFunc)glColor4usv;
+ diffuse_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
+ diffuse_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
+ diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
+ diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
/* No 4 component entry points here */
- specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
+ specular_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
- specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
+ specular_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
} else {
- specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
+ specular_funcs[WINED3DDECLTYPE_FLOAT3] = warn_no_specular_func;
}
- specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
+ specular_funcs[WINED3DDECLTYPE_FLOAT4] = invalid_func;
if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
- specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
+ specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = specular_d3dcolor;
} else {
- specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
+ specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = warn_no_specular_func;
}
- specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
- specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
+ specular_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
+ specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
/* Only 3 component entry points here. Test how others behave. Float4 normals are used
* by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
*/
- normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
- normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
- normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
- normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
-
- multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) GL_EXTCALL(glMultiTexCoord1fvARB);
- multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) GL_EXTCALL(glMultiTexCoord2fvARB);
- multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glMultiTexCoord3fvARB);
- multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) GL_EXTCALL(glMultiTexCoord4fvARB);
- multi_texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_texcoord_func;
- multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_texcoord_func;
- multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (void *) GL_EXTCALL(glMultiTexCoord2svARB);
- multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (void *) GL_EXTCALL(glMultiTexCoord4svARB);
- multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_texcoord_func;
- multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_texcoord_func;
- multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_texcoord_func;
- multi_texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_texcoord_func;
- multi_texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_texcoord_func;
- multi_texcoord_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_texcoord_func;
- multi_texcoord_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_texcoord_func;
+ normal_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glNormal3fv;
+ normal_funcs[WINED3DDECLTYPE_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
+ normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
+ normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
+
+ multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
+ multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
+ multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
+ multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
+ multi_texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = invalid_texcoord_func;
+ multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_texcoord_func;
+ multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
+ multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
+ multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_texcoord_func;
+ multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_texcoord_func;
+ multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_texcoord_func;
+ multi_texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_texcoord_func;
+ multi_texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_texcoord_func;
+ multi_texcoord_funcs[WINED3DDECLTYPE_UDEC3] = invalid_texcoord_func;
+ multi_texcoord_funcs[WINED3DDECLTYPE_DEC3N] = invalid_texcoord_func;
if (GL_SUPPORT(NV_HALF_FLOAT))
{
- multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) GL_EXTCALL(glMultiTexCoord2hvNV);
- multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) GL_EXTCALL(glMultiTexCoord4hvNV);
+ multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
+ multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
} else {
- multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_texcoord_func;
- multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_texcoord_func;
+ multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_texcoord_func;
+ multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_texcoord_func;
}
- texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) glTexCoord1fv;
- texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) glTexCoord2fv;
- texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glTexCoord3fv;
- texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glTexCoord4fv;
- texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
- texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
- texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (void *) glTexCoord2sv;
- texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glTexCoord4sv;
- texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
- texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
- texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
- texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
- texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
- texcoord_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
- texcoord_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
+ texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (glAttribFunc)glTexCoord1fv;
+ texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (glAttribFunc)glTexCoord2fv;
+ texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glTexCoord3fv;
+ texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (glAttribFunc)glTexCoord4fv;
+ texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = invalid_func;
+ texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
+ texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (glAttribFunc)glTexCoord2sv;
+ texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (glAttribFunc)glTexCoord4sv;
+ texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
+ texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
+ texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
+ texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
+ texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
+ texcoord_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
+ texcoord_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
if (GL_SUPPORT(NV_HALF_FLOAT))
{
- texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) GL_EXTCALL(glTexCoord2hvNV);
- texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) GL_EXTCALL(glTexCoord4hvNV);
+ texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (glAttribFunc)GL_EXTCALL(glTexCoord2hvNV);
+ texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (glAttribFunc)GL_EXTCALL(glTexCoord4hvNV);
} else {
- texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
- texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
+ texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
+ texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
}
}
/* We need to deal with frequency data!*/
- BYTE *data = NULL;
+ const BYTE *data = NULL;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
- int i;
- WINED3DVERTEXELEMENT *element;
+ unsigned int i;
+ const WINED3DVERTEXELEMENT *element;
DWORD stride;
DWORD numPreloadStreams = This->stateBlock->streamIsUP ? 0 : vertexDeclaration->num_streams;
- DWORD *streams = vertexDeclaration->streams;
+ const DWORD *streams = vertexDeclaration->streams;
/* Check for transformed vertices, disable vertex shader if present */
strided->u.s.position_transformed = vertexDeclaration->position_transformed;
unsigned int idx;
element = vertexDeclaration->pDeclarationWine + i;
- TRACE("%p Element %p (%d of %d)\n", vertexDeclaration->pDeclarationWine,
+ TRACE("%p Element %p (%u of %u)\n", vertexDeclaration->pDeclarationWine,
element, i + 1, vertexDeclaration->declarationWNumElements - 1);
if (This->stateBlock->streamSource[element->Stream] == NULL)
* Slower GL version which extracts info about each vertex in turn
*/
-static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd,
- UINT NumVertexes, GLenum glPrimType,
- const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
-
+static void drawStridedSlow(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd, UINT NumVertexes,
+ GLenum glPrimType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex)
+{
unsigned int textureNo = 0;
const WORD *pIdxBufS = NULL;
const DWORD *pIdxBufL = NULL;
- LONG vx_index;
+ ULONG vx_index;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- UINT *streamOffset = This->stateBlock->streamOffset;
+ const UINT *streamOffset = This->stateBlock->streamOffset;
long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
BOOL pixelShader = use_ps(This);
-
- BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
- BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
+ BOOL specular_fog = FALSE;
+ UINT texture_stages = GL_LIMITS(texture_stages);
+ const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
+ const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
+ DWORD tex_mask = 0;
TRACE("Using slow vertex array code\n");
return;
}
- /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer
- * to the strided Data in the device and might be needed intact on the next draw
- */
- for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
- if(sd->u.s.texCoords[textureNo].lpData) {
- texCoords[textureNo] = sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo];
- } else {
- texCoords[textureNo] = NULL;
- }
- }
- if(sd->u.s.diffuse.lpData) {
- diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
- }
- if(sd->u.s.specular.lpData) {
+ /* Start drawing in GL */
+ VTRACE(("glBegin(%x)\n", glPrimType));
+ glBegin(glPrimType);
+
+ if (sd->u.s.position.lpData) position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
+
+ if (sd->u.s.normal.lpData) normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
+ else glNormal3f(0, 0, 0);
+
+ if (sd->u.s.diffuse.lpData) diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo];
+ else glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+ if (This->activeContext->num_untracked_materials && sd->u.s.diffuse.dwType != WINED3DDECLTYPE_D3DCOLOR)
+ FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd->u.s.diffuse.dwType));
+
+ if (sd->u.s.specular.lpData)
+ {
specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo];
- }
- if(sd->u.s.normal.lpData) {
- normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo];
- }
- if(sd->u.s.position.lpData) {
- position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo];
- }
- if(FIXME_ON(d3d_draw)) {
- if(specular && This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
- (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position_transformed )&&
- This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
- if(GL_SUPPORT(EXT_FOG_COORD) && sd->u.s.specular.dwType != WINED3DDECLTYPE_D3DCOLOR) {
- FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd->u.s.specular.dwType));
+ /* special case where the fog density is stored in the specular alpha channel */
+ if (This->stateBlock->renderState[WINED3DRS_FOGENABLE]
+ && (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE
+ || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4)
+ && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE)
+ {
+ if (GL_SUPPORT(EXT_FOG_COORD))
+ {
+ if (sd->u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR) specular_fog = TRUE;
+ else FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd->u.s.specular.dwType));
+ }
+ else
+ {
+ static BOOL warned;
+
+ if (!warned)
+ {
+ /* TODO: Use the fog table code from old ddraw */
+ FIXME("Implement fog for transformed vertices in software\n");
+ warned = TRUE;
+ }
}
}
- if(This->activeContext->num_untracked_materials && sd->u.s.diffuse.dwType != WINED3DDECLTYPE_D3DCOLOR) {
- FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd->u.s.diffuse.dwType));
- }
+ }
+ else if (GL_SUPPORT(EXT_SECONDARY_COLOR))
+ {
+ GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
}
- /* Start drawing in GL */
- VTRACE(("glBegin(%x)\n", glPrimType));
- glBegin(glPrimType);
+ for (textureNo = 0; textureNo < texture_stages; ++textureNo)
+ {
+ int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
+ int texture_idx = This->texUnitMap[textureNo];
- /* Default settings for data that is not passed */
- if (sd->u.s.normal.lpData == NULL) {
- glNormal3f(0, 0, 0);
- }
- if(sd->u.s.diffuse.lpData == NULL) {
- glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
- }
- if(sd->u.s.specular.lpData == NULL) {
- if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
- GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0);
+ if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0)
+ {
+ FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
+ continue;
+ }
+
+ if (!pixelShader && !This->stateBlock->textures[textureNo]) continue;
+
+ if (texture_idx == -1) continue;
+
+ if (coordIdx > 7)
+ {
+ TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo);
+ continue;
+ }
+ else if (coordIdx < 0)
+ {
+ FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
+ continue;
+ }
+
+ if(sd->u.s.texCoords[coordIdx].lpData)
+ {
+ texCoords[coordIdx] =
+ sd->u.s.texCoords[coordIdx].lpData + streamOffset[sd->u.s.texCoords[coordIdx].streamNo];
+ tex_mask |= (1 << textureNo);
+ }
+ else
+ {
+ TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
+ if (GL_SUPPORT(ARB_MULTITEXTURE))
+ GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
+ else
+ glTexCoord4f(0, 0, 0, 1);
}
}
/* For each primitive */
for (vx_index = 0; vx_index < NumVertexes; ++vx_index) {
+ UINT texture, tmp_tex_mask;
/* Blending data and Point sizes are not supported by this function. They are not supported by the fixed
* function pipeline at all. A Fixme for them is printed after decoding the vertex declaration
*/
/* Indexed so work out the number of strides to skip */
if (idxSize == 2) {
- VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index]));
+ VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufS[startIdx+vx_index]));
SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
} else {
- VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index]));
+ VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufL[startIdx+vx_index]));
SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex;
}
}
- /* Texture coords --------------------------- */
- for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) {
-
- if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) {
- FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
- continue ;
- }
-
- /* Query tex coords */
- if (This->stateBlock->textures[textureNo] != NULL || pixelShader) {
- int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
- int texture_idx = This->texUnitMap[textureNo];
- void *ptrToCoords;
-
- if (coordIdx > 7) {
- VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
- continue;
- } else if (coordIdx < 0) {
- FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx);
- continue;
- }
+ tmp_tex_mask = tex_mask;
+ for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture)
+ {
+ int coord_idx;
+ const void *ptr;
- if (texture_idx == -1) continue;
+ if (!(tmp_tex_mask & 1)) continue;
- if (texCoords[coordIdx] == NULL) {
- TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo);
- if (GL_SUPPORT(ARB_MULTITEXTURE)) {
- GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1));
- } else {
- glTexCoord4f(0, 0, 0, 1);
- }
- continue;
- }
+ coord_idx = This->stateBlock->textureState[texture][WINED3DTSS_TEXCOORDINDEX];
+ ptr = texCoords[coord_idx] + (SkipnStrides * sd->u.s.texCoords[coord_idx].dwStride);
- ptrToCoords = texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride);
- if (GL_SUPPORT(ARB_MULTITEXTURE))
- multi_texcoord_funcs[sd->u.s.texCoords[coordIdx].dwType](GL_TEXTURE0_ARB + texture_idx, ptrToCoords);
- else
- texcoord_funcs[sd->u.s.texCoords[coordIdx].dwType](ptrToCoords);
+ if (GL_SUPPORT(ARB_MULTITEXTURE))
+ {
+ int texture_idx = This->texUnitMap[texture];
+ multi_texcoord_funcs[sd->u.s.texCoords[coord_idx].dwType](GL_TEXTURE0_ARB + texture_idx, ptr);
}
- } /* End of textures */
+ else
+ {
+ texcoord_funcs[sd->u.s.texCoords[coord_idx].dwType](ptr);
+ }
+ }
/* Diffuse -------------------------------- */
if (diffuse) {
- DWORD *ptrToCoords = (DWORD *)(diffuse + (SkipnStrides * sd->u.s.diffuse.dwStride));
+ const void *ptrToCoords = diffuse + SkipnStrides * sd->u.s.diffuse.dwStride;
- diffuse_funcs[sd->u.s.diffuse.dwType]((void *) ptrToCoords);
+ diffuse_funcs[sd->u.s.diffuse.dwType](ptrToCoords);
if(This->activeContext->num_untracked_materials) {
- DWORD diffuseColor = ptrToCoords[0];
+ DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
unsigned char i;
float color[4];
/* Specular ------------------------------- */
if (specular) {
- DWORD *ptrToCoords = (DWORD *)(specular + (SkipnStrides * sd->u.s.specular.dwStride));
-
- /* special case where the fog density is stored in the specular alpha channel */
- if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
- (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&&
- This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
- if(GL_SUPPORT(EXT_FOG_COORD)) {
- DWORD specularColor = ptrToCoords[0];
- GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
- } else {
- static BOOL warned = FALSE;
- if(!warned) {
- /* TODO: Use the fog table code from old ddraw */
- FIXME("Implement fog for transformed vertices in software\n");
- warned = TRUE;
- }
- }
- }
+ const void *ptrToCoords = specular + SkipnStrides * sd->u.s.specular.dwStride;
- specular_funcs[sd->u.s.specular.dwType]((void *) ptrToCoords);
+ specular_funcs[sd->u.s.specular.dwType](ptrToCoords);
+
+ if (specular_fog)
+ {
+ DWORD specularColor = *(const DWORD *)ptrToCoords;
+ GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
+ }
}
/* Normal -------------------------------- */
if (normal != NULL) {
- float *ptrToCoords = (float *)(normal + (SkipnStrides * sd->u.s.normal.dwStride));
+ const void *ptrToCoords = normal + SkipnStrides * sd->u.s.normal.dwStride;
normal_funcs[sd->u.s.normal.dwType](ptrToCoords);
}
/* Position -------------------------------- */
if (position) {
- float *ptrToCoords = (float *)(position + (SkipnStrides * sd->u.s.position.dwStride));
+ const void *ptrToCoords = position + SkipnStrides * sd->u.s.position.dwStride;
position_funcs[sd->u.s.position.dwType](ptrToCoords);
}
static inline void send_attribute(IWineD3DDeviceImpl *This, const DWORD type, const UINT index, const void *ptr) {
switch(type) {
case WINED3DDECLTYPE_FLOAT1:
- GL_EXTCALL(glVertexAttrib1fvARB(index, (float *) ptr));
+ GL_EXTCALL(glVertexAttrib1fvARB(index, (const float *)ptr));
break;
case WINED3DDECLTYPE_FLOAT2:
- GL_EXTCALL(glVertexAttrib2fvARB(index, (float *) ptr));
+ GL_EXTCALL(glVertexAttrib2fvARB(index, (const float *)ptr));
break;
case WINED3DDECLTYPE_FLOAT3:
- GL_EXTCALL(glVertexAttrib3fvARB(index, (float *) ptr));
+ GL_EXTCALL(glVertexAttrib3fvARB(index, (const float *)ptr));
break;
case WINED3DDECLTYPE_FLOAT4:
- GL_EXTCALL(glVertexAttrib4fvARB(index, (float *) ptr));
+ GL_EXTCALL(glVertexAttrib4fvARB(index, (const float *)ptr));
break;
case WINED3DDECLTYPE_UBYTE4:
break;
case WINED3DDECLTYPE_SHORT2:
- GL_EXTCALL(glVertexAttrib4svARB(index, (GLshort *) ptr));
+ GL_EXTCALL(glVertexAttrib4svARB(index, (const GLshort *)ptr));
break;
case WINED3DDECLTYPE_SHORT4:
- GL_EXTCALL(glVertexAttrib4svARB(index, (GLshort *) ptr));
+ GL_EXTCALL(glVertexAttrib4svARB(index, (const GLshort *)ptr));
break;
case WINED3DDECLTYPE_SHORT2N:
{
- GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
+ GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
break;
}
case WINED3DDECLTYPE_USHORT2N:
{
- GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
+ GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
break;
}
case WINED3DDECLTYPE_SHORT4N:
- GL_EXTCALL(glVertexAttrib4NsvARB(index, (GLshort *) ptr));
+ GL_EXTCALL(glVertexAttrib4NsvARB(index, (const GLshort *)ptr));
break;
case WINED3DDECLTYPE_USHORT4N:
- GL_EXTCALL(glVertexAttrib4NusvARB(index, (GLushort *) ptr));
+ GL_EXTCALL(glVertexAttrib4NusvARB(index, (const GLushort *)ptr));
break;
case WINED3DDECLTYPE_UDEC3:
* byte float according to the IEEE standard
*/
if (GL_SUPPORT(NV_HALF_FLOAT)) {
- GL_EXTCALL(glVertexAttrib2hvNV(index, (GLhalfNV *)ptr));
+ GL_EXTCALL(glVertexAttrib2hvNV(index, (const GLhalfNV *)ptr));
} else {
- float x = float_16_to_32(((unsigned short *) ptr) + 0);
- float y = float_16_to_32(((unsigned short *) ptr) + 1);
+ float x = float_16_to_32(((const unsigned short *)ptr) + 0);
+ float y = float_16_to_32(((const unsigned short *)ptr) + 1);
GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
}
break;
case WINED3DDECLTYPE_FLOAT16_4:
if (GL_SUPPORT(NV_HALF_FLOAT)) {
- GL_EXTCALL(glVertexAttrib4hvNV(index, (GLhalfNV *)ptr));
+ GL_EXTCALL(glVertexAttrib4hvNV(index, (const GLhalfNV *)ptr));
} else {
- float x = float_16_to_32(((unsigned short *) ptr) + 0);
- float y = float_16_to_32(((unsigned short *) ptr) + 1);
- float z = float_16_to_32(((unsigned short *) ptr) + 2);
- float w = float_16_to_32(((unsigned short *) ptr) + 3);
+ float x = float_16_to_32(((const unsigned short *)ptr) + 0);
+ float y = float_16_to_32(((const unsigned short *)ptr) + 1);
+ float z = float_16_to_32(((const unsigned short *)ptr) + 2);
+ float w = float_16_to_32(((const unsigned short *)ptr) + 3);
GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
}
break;
}
}
-static void drawStridedSlowVs(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
- GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx,
- ULONG startVertex) {
-
+static void drawStridedSlowVs(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
+ GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex)
+{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
const WORD *pIdxBufS = NULL;
const DWORD *pIdxBufL = NULL;
- LONG vx_index;
+ ULONG vx_index;
int i;
IWineD3DStateBlockImpl *stateblock = This->stateBlock;
- BYTE *ptr;
+ const BYTE *ptr;
if (idxSize != 0) {
/* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
glEnd();
}
-static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
- GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
- ULONG startIdx, ULONG startVertex) {
- UINT numInstances = 0;
- int numInstancedAttribs = 0, i, j;
+static inline void drawStridedInstanced(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd,
+ UINT numberOfVertices, GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
+ ULONG startIdx, ULONG startVertex)
+{
+ UINT numInstances = 0, i;
+ int numInstancedAttribs = 0, j;
UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */];
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
IWineD3DStateBlockImpl *stateblock = This->stateBlock;
for(i = 0; i < numInstances; i++) {
/* Specify the instanced attributes using immediate mode calls */
for(j = 0; j < numInstancedAttribs; j++) {
- BYTE *ptr = sd->u.input[instancedData[j]].lpData +
+ const BYTE *ptr = sd->u.input[instancedData[j]].lpData +
sd->u.input[instancedData[j]].dwStride * i +
stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
if(sd->u.input[instancedData[j]].VBO) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSurfaceImpl *target;
- int i;
+ unsigned int i;
if (NumPrimitives == 0) return;
{
GLenum glPrimType;
BOOL emulation = FALSE;
- WineDirect3DVertexStridedData *strided = &This->strided_streams;
+ const WineDirect3DVertexStridedData *strided = &This->strided_streams;
WineDirect3DVertexStridedData stridedlcl;
/* Ok, Work out which primitive is requested and how many vertexes that
will be */
if(!use_vs(This)) {
if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials &&
This->stateBlock->renderState[WINED3DRS_LIGHTING]) {
- static BOOL first = TRUE;
- if(first) {
+ static BOOL warned;
+ if (!warned) {
FIXME("Using software emulation because not all material properties could be tracked\n");
- first = FALSE;
+ warned = TRUE;
} else {
TRACE("Using software emulation because not all material properties could be tracked\n");
}
/* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte
* to a float in the vertex buffer
*/
- static BOOL first = TRUE;
- if(first) {
+ static BOOL warned;
+ if (!warned) {
FIXME("Using software emulation because manual fog coordinates are provided\n");
- first = FALSE;
+ warned = TRUE;
} else {
TRACE("Using software emulation because manual fog coordinates are provided\n");
}
if (This->useDrawStridedSlow || emulation) {
/* Immediate mode drawing */
if(use_vs(This)) {
- static BOOL first = TRUE;
- if(first) {
+ static BOOL warned;
+ if (!warned) {
FIXME("Using immediate mode with vertex shaders for half float emulation\n");
- first = FALSE;
+ warned = TRUE;
} else {
TRACE("Using immediate mode with vertex shaders for half float emulation\n");
}
unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
WineDirect3DVertexStridedData strided;
- BYTE *data;
- WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
+ const BYTE *data;
+ const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
DWORD vtxStride;
GLenum feedback_type;
GLfloat *feedbuffer;
/* First, get the boundary cube of the input data */
for(j = 0; j < info->Height; j++) {
for(i = 0; i < info->Width; i++) {
- float *v = (float *) (data + vtxStride * i + vtxStride * info->Stride * j);
+ const float *v = (const float *)(data + vtxStride * i + vtxStride * info->Stride * j);
if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
if(patch->has_normals) {
- float black[4] = {0, 0, 0, 0};
- float red[4] = {1, 0, 0, 0};
- float green[4] = {0, 1, 0, 0};
- float blue[4] = {0, 0, 1, 0};
- float white[4] = {1, 1, 1, 1};
+ const GLfloat black[4] = {0, 0, 0, 0};
+ const GLfloat red[4] = {1, 0, 0, 0};
+ const GLfloat green[4] = {0, 1, 0, 0};
+ const GLfloat blue[4] = {0, 0, 1, 0};
+ const GLfloat white[4] = {1, 1, 1, 1};
glEnable(GL_LIGHTING);
checkGLcall("glEnable(GL_LIGHTING)");
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
glMap2f(GL_MAP2_VERTEX_3,
0, 1, vtxStride / sizeof(float), info->Width,
0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
- (float *) data);
+ (const GLfloat *)data);
checkGLcall("glMap2f");
if(patch->has_texcoords) {
glMap2f(GL_MAP2_TEXTURE_COORD_4,
0, 1, vtxStride / sizeof(float), info->Width,
0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
- (float *) data);
+ (const GLfloat *)data);
checkGLcall("glMap2f");
}
glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0);
if(patch->has_normals) {
/* Now do the same with reverse light directions */
- float x[4] = {-1, 0, 0, 0};
- float y[4] = { 0, -1, 0, 0};
- float z[4] = { 0, 0, -1, 0};
+ const GLfloat x[4] = {-1, 0, 0, 0};
+ const GLfloat y[4] = { 0, -1, 0, 0};
+ const GLfloat z[4] = { 0, 0, -1, 0};
glLightfv(GL_LIGHT0, GL_POSITION, x);
glLightfv(GL_LIGHT1, GL_POSITION, y);
glLightfv(GL_LIGHT2, GL_POSITION, z);
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
WINE_DECLARE_DEBUG_CHANNEL(d3d_constants);
WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
+WINE_DECLARE_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION (*gl_info)
/* GLSL shader private data */
struct shader_glsl_priv {
struct hash_table_t *glsl_program_lookup;
- struct glsl_shader_prog_link *glsl_program;
+ const struct glsl_shader_prog_link *glsl_program;
GLhandleARB depth_blt_program[tex_type_count];
};
/* Struct to maintain data about a linked GLSL program */
struct glsl_shader_prog_link {
- struct list vshader_entry;
- struct list pshader_entry;
- GLhandleARB programId;
- GLhandleARB *vuniformF_locations;
- GLhandleARB *puniformF_locations;
- GLhandleARB vuniformI_locations[MAX_CONST_I];
- GLhandleARB puniformI_locations[MAX_CONST_I];
- GLhandleARB posFixup_location;
- GLhandleARB bumpenvmat_location[MAX_TEXTURES];
- GLhandleARB luminancescale_location[MAX_TEXTURES];
- GLhandleARB luminanceoffset_location[MAX_TEXTURES];
- GLhandleARB srgb_comparison_location;
- GLhandleARB srgb_mul_low_location;
- GLhandleARB ycorrection_location;
- GLenum vertex_color_clamp;
- GLhandleARB vshader;
- GLhandleARB pshader;
+ struct list vshader_entry;
+ struct list pshader_entry;
+ GLhandleARB programId;
+ GLhandleARB *vuniformF_locations;
+ GLhandleARB *puniformF_locations;
+ GLhandleARB vuniformI_locations[MAX_CONST_I];
+ GLhandleARB puniformI_locations[MAX_CONST_I];
+ GLhandleARB posFixup_location;
+ GLhandleARB bumpenvmat_location[MAX_TEXTURES];
+ GLhandleARB luminancescale_location[MAX_TEXTURES];
+ GLhandleARB luminanceoffset_location[MAX_TEXTURES];
+ GLhandleARB ycorrection_location;
+ GLenum vertex_color_clamp;
+ GLhandleARB vshader;
+ IWineD3DPixelShader *pshader;
+ struct ps_compile_args ps_args;
};
typedef struct {
- GLhandleARB vshader;
- GLhandleARB pshader;
+ GLhandleARB vshader;
+ IWineD3DPixelShader *pshader;
+ struct ps_compile_args ps_args;
} glsl_program_key_t;
/** Prints the GLSL info log which will contain error messages if they exist */
-static void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) {
+static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
+{
int infologLength = 0;
char *infoLog;
- int i;
+ unsigned int i;
BOOL is_spam;
const char *spam[] = {
/**
* Loads (pixel shader) samplers
*/
-static void shader_glsl_load_psamplers(
- WineD3D_GL_Info *gl_info,
- IWineD3DStateBlock* iface,
- GLhandleARB programId) {
-
+static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
+{
IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
GLhandleARB name_loc;
int i;
}
}
-static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBlock* iface, GLhandleARB programId) {
+static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId)
+{
IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface;
GLhandleARB name_loc;
char sampler_name[20];
* Loads floating point constants (aka uniforms) into the currently set GLSL program.
* When constant_list == NULL, it will load all the constants.
*/
-static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info,
- unsigned int max_constants, float* constants, GLhandleARB *constant_locations,
- struct list *constant_list) {
- constants_entry *constant;
- local_constant* lconst;
+static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
+ unsigned int max_constants, const float *constants, const GLhandleARB *constant_locations,
+ const struct list *constant_list)
+{
+ const constants_entry *constant;
+ const local_constant *lconst;
GLhandleARB tmp_loc;
DWORD i, j, k;
- DWORD *idx;
+ const DWORD *idx;
if (TRACE_ON(d3d_shader)) {
LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) {
LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
tmp_loc = constant_locations[lconst->idx];
if (tmp_loc != -1) {
- GLfloat* values = (GLfloat*)lconst->value;
+ const GLfloat *values = (const GLfloat *)lconst->value;
TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx,
values[0], values[1], values[2], values[3]);
}
tmp_loc = constant_locations[lconst->idx];
if (tmp_loc != -1) {
/* We found this uniform name in the program - go ahead and send the data */
- GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (GLfloat*)lconst->value));
+ GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (const GLfloat *)lconst->value));
}
}
checkGLcall("glUniform4fvARB()");
}
-/**
- * Loads integer constants (aka uniforms) into the currently set GLSL program.
- * When @constants_set == NULL, it will load all the constants.
- */
-static void shader_glsl_load_constantsI(
- IWineD3DBaseShaderImpl* This,
- WineD3D_GL_Info *gl_info,
- GLhandleARB programId,
- GLhandleARB locations[MAX_CONST_I],
- unsigned max_constants,
- int* constants,
- BOOL* constants_set) {
-
- int i;
+/* Loads integer constants (aka uniforms) into the currently set GLSL program. */
+static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
+ const GLhandleARB locations[MAX_CONST_I], const int *constants, WORD constants_set)
+{
+ unsigned int i;
struct list* ptr;
- for (i=0; i<max_constants; ++i) {
- if (NULL == constants_set || constants_set[i]) {
+ for (i = 0; constants_set; constants_set >>= 1, ++i)
+ {
+ if (!(constants_set & 1)) continue;
- TRACE_(d3d_constants)("Loading constants %i: %i, %i, %i, %i\n",
- i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
+ TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
+ i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
- /* We found this uniform name in the program - go ahead and send the data */
- GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
- checkGLcall("glUniform4ivARB");
- }
+ /* We found this uniform name in the program - go ahead and send the data */
+ GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
+ checkGLcall("glUniform4ivARB");
}
/* Load immediate constants */
ptr = list_head(&This->baseShader.constantsI);
while (ptr) {
- local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
+ const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
unsigned int idx = lconst->idx;
- GLint* values = (GLint*) lconst->value;
+ const GLint *values = (const GLint *)lconst->value;
TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
values[0], values[1], values[2], values[3]);
}
}
-/**
- * Loads boolean constants (aka uniforms) into the currently set GLSL program.
- * When @constants_set == NULL, it will load all the constants.
- */
-static void shader_glsl_load_constantsB(
- IWineD3DBaseShaderImpl* This,
- WineD3D_GL_Info *gl_info,
- GLhandleARB programId,
- unsigned max_constants,
- BOOL* constants,
- BOOL* constants_set) {
-
+/* Loads boolean constants (aka uniforms) into the currently set GLSL program. */
+static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
+ GLhandleARB programId, const BOOL *constants, WORD constants_set)
+{
GLhandleARB tmp_loc;
- int i;
+ unsigned int i;
char tmp_name[8];
char is_pshader = shader_is_pshader_version(This->baseShader.hex_version);
const char* prefix = is_pshader? "PB":"VB";
struct list* ptr;
- for (i=0; i<max_constants; ++i) {
- if (NULL == constants_set || constants_set[i]) {
+ /* TODO: Benchmark and see if it would be beneficial to store the
+ * locations of the constants to avoid looking up each time */
+ for (i = 0; constants_set; constants_set >>= 1, ++i)
+ {
+ if (!(constants_set & 1)) continue;
- TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
+ TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
- /* TODO: Benchmark and see if it would be beneficial to store the
- * locations of the constants to avoid looking up each time */
- snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
- tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
- if (tmp_loc != -1) {
- /* We found this uniform name in the program - go ahead and send the data */
- GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
- checkGLcall("glUniform1ivARB");
- }
+ /* TODO: Benchmark and see if it would be beneficial to store the
+ * locations of the constants to avoid looking up each time */
+ snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
+ tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
+ if (tmp_loc != -1)
+ {
+ /* We found this uniform name in the program - go ahead and send the data */
+ GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i]));
+ checkGLcall("glUniform1ivARB");
}
}
/* Load immediate constants */
ptr = list_head(&This->baseShader.constantsB);
while (ptr) {
- local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry);
+ const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry);
unsigned int idx = lconst->idx;
- GLint* values = (GLint*) lconst->value;
+ const GLint *values = (const GLint *)lconst->value;
TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]);
char useVertexShader) {
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device;
- struct shader_glsl_priv *priv = (struct shader_glsl_priv *)deviceImpl->shader_priv;
+ const struct shader_glsl_priv *priv = (struct shader_glsl_priv *)deviceImpl->shader_priv;
IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock;
- WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
+ const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
- GLhandleARB *constant_locations;
- struct list *constant_list;
+ const GLhandleARB *constant_locations;
+ const struct list *constant_list;
GLhandleARB programId;
- struct glsl_shader_prog_link *prog = priv->glsl_program;
- unsigned int i;
+ const struct glsl_shader_prog_link *prog = priv->glsl_program;
+ int i;
if (!prog) {
/* No GLSL program set - nothing to do. */
stateBlock->vertexShaderConstantF, constant_locations, constant_list);
/* Load DirectX 9 integer constants/uniforms for vertex shader */
- shader_glsl_load_constantsI(vshader, gl_info, programId,
- prog->vuniformI_locations, MAX_CONST_I,
- stateBlock->vertexShaderConstantI,
- stateBlock->changed.vertexShaderConstantsI);
+ shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations,
+ stateBlock->vertexShaderConstantI, stateBlock->changed.vertexShaderConstantsI);
/* Load DirectX 9 boolean constants/uniforms for vertex shader */
- shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B,
- stateBlock->vertexShaderConstantB,
- stateBlock->changed.vertexShaderConstantsB);
+ shader_glsl_load_constantsB(vshader, gl_info, programId,
+ stateBlock->vertexShaderConstantB, stateBlock->changed.vertexShaderConstantsB);
/* Upload the position fixup params */
GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0]));
stateBlock->pixelShaderConstantF, constant_locations, constant_list);
/* Load DirectX 9 integer constants/uniforms for pixel shader */
- shader_glsl_load_constantsI(pshader, gl_info, programId,
- prog->puniformI_locations, MAX_CONST_I,
- stateBlock->pixelShaderConstantI,
- stateBlock->changed.pixelShaderConstantsI);
+ shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations,
+ stateBlock->pixelShaderConstantI, stateBlock->changed.pixelShaderConstantsI);
/* Load DirectX 9 boolean constants/uniforms for pixel shader */
- shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B,
- stateBlock->pixelShaderConstantB,
- stateBlock->changed.pixelShaderConstantsB);
+ shader_glsl_load_constantsB(pshader, gl_info, programId,
+ stateBlock->pixelShaderConstantB, stateBlock->changed.pixelShaderConstantsB);
/* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from.
* It can't be 0 for a valid texbem instruction.
IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader;
int stage = ps->luminanceconst[i].texunit;
- float *data = (float *) &stateBlock->textureState[(int) ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
+ const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00];
GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data));
checkGLcall("glUniformMatrix2fvARB");
* is set too, so we can check that in the needsbumpmat check
*/
if(ps->baseShader.reg_maps.luminanceparams[stage]) {
- GLfloat *scale = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
- GLfloat *offset = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
+ const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE];
+ const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET];
GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale));
checkGLcall("glUniform1fvARB");
}
}
- if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled &&
- !((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) {
- float comparison[4];
- float mul_low[4];
-
- if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
- comparison[0] = srgb_cmp; comparison[1] = srgb_cmp;
- comparison[2] = srgb_cmp; comparison[3] = srgb_cmp;
-
- mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low;
- mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low;
- } else {
- comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0;
- comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0;
-
- mul_low[0] = 1.0; mul_low[1] = 1.0;
- mul_low[2] = 1.0; mul_low[3] = 1.0;
- }
-
- GL_EXTCALL(glUniform4fvARB(prog->srgb_comparison_location, 1, comparison));
- GL_EXTCALL(glUniform4fvARB(prog->srgb_mul_low_location, 1, mul_low));
- }
if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
float correction_params[4];
if(deviceImpl->render_offscreen) {
}
/** Generate the variable & register declarations for the GLSL output target */
-static void shader_generate_glsl_declarations(
- IWineD3DBaseShader *iface,
- shader_reg_maps* reg_maps,
- SHADER_BUFFER* buffer,
- WineD3D_GL_Info* gl_info) {
-
+static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
+ SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info)
+{
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
- int i;
- unsigned int extra_constants_needed = 0;
- local_constant* lconst;
+ unsigned int i, extra_constants_needed = 0;
+ const local_constant *lconst;
/* There are some minor differences between pixel and vertex shaders */
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
}
if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
- ps_impl->srgb_enabled = 1;
- if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
- shader_addline(buffer, "uniform vec4 srgb_mul_low;\n");
- shader_addline(buffer, "uniform vec4 srgb_comparison;\n");
- ps_impl->srgb_mode_hardcoded = 0;
- extra_constants_needed++;
- } else {
- ps_impl->srgb_mode_hardcoded = 1;
- shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
- srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
- shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
- srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
- }
- } else {
- IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This;
-
- /* Do not write any srgb fixup into the shader to save shader size and processing time.
- * As a consequence, we can't toggle srgb write on without recompilation
- */
- ps_impl->srgb_enabled = 0;
- ps_impl->srgb_mode_hardcoded = 1;
+ shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n",
+ srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low);
+ shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n",
+ srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp);
}
if(reg_maps->vpos || reg_maps->usesdsy) {
if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
****************************************************************************/
/* Prototypes */
-static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
+static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param);
/** Used for opcode modifiers - They multiply the result by the specified amount */
/** Writes the GLSL variable name that corresponds to the register that the
* DX opcode parameter is trying to access */
-static void shader_glsl_get_register_name(
- const DWORD param,
- const DWORD addr_token,
- char* regstr,
- BOOL* is_color,
- SHADER_OPCODE_ARG* arg) {
-
+static void shader_glsl_get_register_name(const DWORD param, const DWORD addr_token,
+ char *regstr, BOOL *is_color, const SHADER_OPCODE_ARG *arg)
+{
/* oPos, oFog and oPts in D3D */
static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" };
DWORD regtype = shader_get_regtype(param);
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
- WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
+ const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info;
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
char tmpStr[150];
/* From a given parameter token, generate the corresponding GLSL string.
* Also, return the actual register name and swizzle in case the
* caller needs this information as well. */
-static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param,
- const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param) {
+static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param,
+ const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param)
+{
BOOL is_color = FALSE;
char swizzle_str[6];
/* From a given parameter token, generate the corresponding GLSL string.
* Also, return the actual register name and swizzle in case the
* caller needs this information as well. */
-static DWORD shader_glsl_add_dst_param(SHADER_OPCODE_ARG* arg, const DWORD param,
- const DWORD addr_token, glsl_dst_param_t *dst_param) {
+static DWORD shader_glsl_add_dst_param(const SHADER_OPCODE_ARG* arg, const DWORD param,
+ const DWORD addr_token, glsl_dst_param_t *dst_param)
+{
BOOL is_color = FALSE;
dst_param->mask_str[0] = '\0';
}
/* Append the destination part of the instruction to the buffer, return the effective write mask */
-static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg, const DWORD param) {
+static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg, const DWORD param)
+{
glsl_dst_param_t dst_param;
DWORD mask;
int shift;
}
/* Append the destination part of the instruction to the buffer, return the effective write mask */
-static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg) {
+static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg)
+{
return shader_glsl_append_dst_ext(buffer, arg, arg->dst);
}
/** Process GLSL instruction modifiers */
-void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) {
-
+void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG* arg)
+{
DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK;
if (arg->opcode->dst_token && mask != 0) {
}
}
-static void shader_glsl_color_correction(SHADER_OPCODE_ARG* arg) {
- IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
- IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device;
- WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info;
- glsl_dst_param_t dst_param;
- glsl_dst_param_t dst_param2;
- WINED3DFORMAT fmt;
- WINED3DFORMAT conversion_group;
- IWineD3DBaseTextureImpl *texture;
- DWORD mask, mask_size;
- UINT i;
- BOOL recorded = FALSE;
- DWORD sampler_idx;
- DWORD hex_version = shader->baseShader.hex_version;
-
- switch(arg->opcode->opcode) {
- case WINED3DSIO_TEX:
- if (hex_version < WINED3DPS_VERSION(2,0)) {
- sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
- } else {
- sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
- }
+static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
+ BOOL sign_fixup, enum fixup_channel_source channel_source)
+{
+ switch(channel_source)
+ {
+ case CHANNEL_SOURCE_ZERO:
+ strcat(arguments, "0.0");
break;
- case WINED3DSIO_TEXLDL:
- FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n");
- return;
-
- case WINED3DSIO_TEXDP3TEX:
- case WINED3DSIO_TEXM3x3TEX:
- case WINED3DSIO_TEXM3x3SPEC:
- case WINED3DSIO_TEXM3x3VSPEC:
- case WINED3DSIO_TEXBEM:
- case WINED3DSIO_TEXREG2AR:
- case WINED3DSIO_TEXREG2GB:
- case WINED3DSIO_TEXREG2RGB:
- sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
+ case CHANNEL_SOURCE_ONE:
+ strcat(arguments, "1.0");
break;
- default:
- /* Not a texture sampling instruction, nothing to do */
- return;
- };
-
- texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx];
- if(texture) {
- fmt = texture->resource.format;
- conversion_group = texture->baseTexture.shader_conversion_group;
- } else {
- fmt = WINED3DFMT_UNKNOWN;
- conversion_group = WINED3DFMT_UNKNOWN;
- }
-
- /* before doing anything, record the sampler with the format in the format conversion list,
- * but check if it's not there already
- */
- for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
- if(shader->baseShader.sampled_samplers[i] == sampler_idx) {
- recorded = TRUE;
- break;
- }
- }
- if(!recorded) {
- shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx;
- shader->baseShader.num_sampled_samplers++;
- shader->baseShader.sampled_format[sampler_idx] = conversion_group;
- }
-
- switch(fmt) {
- case WINED3DFMT_V8U8:
- case WINED3DFMT_V16U16:
- if(GL_SUPPORT(NV_TEXTURE_SHADER) && fmt == WINED3DFMT_V8U8) {
- /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */
- mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_2, &dst_param);
- mask_size = shader_glsl_get_write_mask_size(mask);
- if(mask_size >= 3) {
- shader_addline(arg->buffer, "%s.%c = 1.0;\n", dst_param.reg_name, dst_param.mask_str[3]);
- }
- } else {
- /* Correct the sign, but leave the blue as it is - it was loaded correctly already */
- mask = shader_glsl_add_dst_param(arg, arg->dst,
- WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1,
- &dst_param);
- mask_size = shader_glsl_get_write_mask_size(mask);
- if(mask_size >= 2) {
- shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
- dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2],
- dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]);
- } else if(mask_size == 1) {
- shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str[1],
- dst_param.reg_name, dst_param.mask_str[1]);
- }
- }
+ case CHANNEL_SOURCE_X:
+ strcat(arguments, reg_name);
+ strcat(arguments, ".x");
break;
- case WINED3DFMT_X8L8V8U8:
- if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
- /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already,
- * and a(X) is always 1.0
- */
- mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
- mask_size = shader_glsl_get_write_mask_size(mask);
- if(mask_size >= 2) {
- shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
- dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2],
- dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]);
- } else if(mask_size == 1) {
- shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n",
- dst_param.reg_name, dst_param.mask_str[1],
- dst_param.reg_name, dst_param.mask_str[1]);
- }
- }
+ case CHANNEL_SOURCE_Y:
+ strcat(arguments, reg_name);
+ strcat(arguments, ".y");
break;
- case WINED3DFMT_L6V5U5:
- if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
- mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
- mask_size = shader_glsl_get_write_mask_size(mask);
- shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_2, &dst_param2);
- if(mask_size >= 3) {
- /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
- shader_addline(arg->buffer, "tmp0.g = %s.%c;\n",
- dst_param.reg_name, dst_param.mask_str[2]);
- shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n",
- dst_param.reg_name, dst_param.mask_str[2], dst_param.mask_str[1],
- dst_param2.reg_name, dst_param.mask_str[1], dst_param.mask_str[3]);
- shader_addline(arg->buffer, "%s.%c = tmp0.g;\n", dst_param.reg_name,
- dst_param.mask_str[3]);
- } else if(mask_size == 2) {
- /* This is bad: We have VL, but we need VU */
- FIXME("2 components sampled from a converted L6V5U5 texture\n");
- } else {
- shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n",
- dst_param.reg_name, dst_param.mask_str[1],
- dst_param2.reg_name, dst_param.mask_str[1]);
- }
- }
- break;
-
- case WINED3DFMT_Q8W8V8U8:
- if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
- /* Correct the sign in all channels. The writemask just applies as-is, no
- * need for checking the mask size
- */
- shader_glsl_add_dst_param(arg, arg->dst,
- WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 |
- WINED3DSP_WRITEMASK_2 | WINED3DSP_WRITEMASK_3,
- &dst_param);
- shader_addline(arg->buffer, "%s%s = %s%s * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str,
- dst_param.reg_name, dst_param.mask_str);
- }
+ case CHANNEL_SOURCE_Z:
+ strcat(arguments, reg_name);
+ strcat(arguments, ".z");
break;
- case WINED3DFMT_ATI2N:
- /* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha,
- * which means the first one is replicated across .rgb, and the 2nd one is in
- * .a. We need the 2nd in .g
- *
- * GL_EXT_texture_compression_rgtc returns the values in .rg, however, they
- * are swapped compared to d3d. So swap red and green.
- */
- mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param);
- mask_size = shader_glsl_get_write_mask_size(mask);
- if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
- if(mask_size >= 2) {
- shader_addline(arg->buffer, "%s.%c%c = %s.%c%c;\n",
- dst_param.reg_name, dst_param.mask_str[1],
- dst_param.mask_str[2],
- dst_param.reg_name, dst_param.mask_str[2],
- dst_param.mask_str[1]);
- } else {
- FIXME("%u components sampled from a converted ATI2N texture\n", mask_size);
- }
- } else {
- if(mask_size == 4) {
- /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */
- shader_addline(arg->buffer, "%s.%c = %s.%c;\n",
- dst_param.reg_name, dst_param.mask_str[2],
- dst_param.reg_name, dst_param.mask_str[4]);
- } else if(mask_size == 1) {
- /* Nothing to do */
- } else {
- FIXME("%u components sampled from a converted ATI2N texture\n", mask_size);
- /* This is bad: We have .r[gb], but we need .ra */
- }
- }
+ case CHANNEL_SOURCE_W:
+ strcat(arguments, reg_name);
+ strcat(arguments, ".w");
break;
- /* stupid compiler */
default:
+ FIXME("Unhandled channel source %#x\n", channel_source);
+ strcat(arguments, "undefined");
break;
}
+
+ if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
+}
+
+static void shader_glsl_color_correction(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup)
+{
+ unsigned int mask_size, remaining;
+ glsl_dst_param_t dst_param;
+ char arguments[256];
+ DWORD mask;
+ BOOL dummy;
+
+ mask = 0;
+ if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
+ if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1;
+ if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2;
+ if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3;
+ mask &= arg->dst;
+
+ if (!mask) return; /* Nothing to do */
+
+ if (is_yuv_fixup(fixup))
+ {
+ enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup);
+ FIXME("YUV fixup (%#x) not supported\n", yuv_fixup);
+ return;
+ }
+
+ mask_size = shader_glsl_get_write_mask_size(mask);
+
+ dst_param.mask_str[0] = '\0';
+ shader_glsl_get_write_mask(mask, dst_param.mask_str);
+
+ dst_param.reg_name[0] = '\0';
+ shader_glsl_get_register_name(arg->dst, arg->dst_addr, dst_param.reg_name, &dummy, arg);
+
+ arguments[0] = '\0';
+ remaining = mask_size;
+ if (mask & WINED3DSP_WRITEMASK_0)
+ {
+ shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source);
+ if (--remaining) strcat(arguments, ", ");
+ }
+ if (mask & WINED3DSP_WRITEMASK_1)
+ {
+ shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source);
+ if (--remaining) strcat(arguments, ", ");
+ }
+ if (mask & WINED3DSP_WRITEMASK_2)
+ {
+ shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source);
+ if (--remaining) strcat(arguments, ", ");
+ }
+ if (mask & WINED3DSP_WRITEMASK_3)
+ {
+ shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source);
+ if (--remaining) strcat(arguments, ", ");
+ }
+
+ if (mask_size > 1)
+ {
+ shader_addline(arg->buffer, "%s%s = vec%u(%s);\n",
+ dst_param.reg_name, dst_param.mask_str, mask_size, arguments);
+ }
+ else
+ {
+ shader_addline(arg->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments);
+ }
}
/*****************************************************************************
****************************************************************************/
/* Generate GLSL arithmetic functions (dst = src1 + src2) */
-static void shader_glsl_arith(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_arith(const SHADER_OPCODE_ARG *arg)
+{
CONST SHADER_OPCODE* curOpcode = arg->opcode;
SHADER_BUFFER* buffer = arg->buffer;
glsl_src_param_t src0_param;
}
/* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
-static void shader_glsl_mov(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_mov(const SHADER_OPCODE_ARG *arg)
+{
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
SHADER_BUFFER* buffer = arg->buffer;
glsl_src_param_t src0_param;
}
/* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
-static void shader_glsl_dot(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_dot(const SHADER_OPCODE_ARG *arg)
+{
CONST SHADER_OPCODE* curOpcode = arg->opcode;
SHADER_BUFFER* buffer = arg->buffer;
glsl_src_param_t src0_param;
/* Note that this instruction has some restrictions. The destination write mask
* can't contain the w component, and the source swizzles have to be .xyzw */
-static void shader_glsl_cross(SHADER_OPCODE_ARG *arg) {
+static void shader_glsl_cross(const SHADER_OPCODE_ARG *arg)
+{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
/* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
* Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
* GLSL uses the value as-is. */
-static void shader_glsl_pow(SHADER_OPCODE_ARG *arg) {
+static void shader_glsl_pow(const SHADER_OPCODE_ARG *arg)
+{
SHADER_BUFFER *buffer = arg->buffer;
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
/* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
* Src0 is a scalar. Note that D3D uses the absolute of src0, while
* GLSL uses the value as-is. */
-static void shader_glsl_log(SHADER_OPCODE_ARG *arg) {
+static void shader_glsl_log(const SHADER_OPCODE_ARG *arg)
+{
SHADER_BUFFER *buffer = arg->buffer;
glsl_src_param_t src0_param;
DWORD dst_write_mask;
}
/* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
-static void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_map2gl(const SHADER_OPCODE_ARG *arg)
+{
CONST SHADER_OPCODE* curOpcode = arg->opcode;
SHADER_BUFFER* buffer = arg->buffer;
glsl_src_param_t src_param;
* For 2.0 shaders, just do this (honoring writemask and swizzle):
* dst = 2^src; (partial precision is allowed, but optional)
*/
-static void shader_glsl_expp(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_expp(const SHADER_OPCODE_ARG *arg)
+{
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
glsl_src_param_t src_param;
}
/** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
-static void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_rcp(const SHADER_OPCODE_ARG *arg)
+{
glsl_src_param_t src_param;
DWORD write_mask;
unsigned int mask_size;
}
}
-static void shader_glsl_rsq(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_rsq(const SHADER_OPCODE_ARG *arg)
+{
SHADER_BUFFER* buffer = arg->buffer;
glsl_src_param_t src_param;
DWORD write_mask;
}
/** Process signed comparison opcodes in GLSL. */
-static void shader_glsl_compare(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_compare(const SHADER_OPCODE_ARG *arg)
+{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
DWORD write_mask;
}
/** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */
-static void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_cmp(const SHADER_OPCODE_ARG *arg)
+{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
glsl_src_param_t src2_param;
/** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
/* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
* the compare is done per component of src0. */
-static void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_cnd(const SHADER_OPCODE_ARG *arg)
+{
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
}
/** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
-static void shader_glsl_mad(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_mad(const SHADER_OPCODE_ARG *arg)
+{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
glsl_src_param_t src2_param;
/** Handles transforming all WINED3DSIO_M?x? opcodes for
Vertex shaders to GLSL codes */
-static void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_mnxn(const SHADER_OPCODE_ARG *arg)
+{
+ IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader;
+ const SHADER_OPCODE *opcode_table = shader->baseShader.shader_ins;
+ DWORD shader_version = shader->baseShader.hex_version;
int i;
int nComponents = 0;
SHADER_OPCODE_ARG tmpArg;
switch(arg->opcode->opcode) {
case WINED3DSIO_M4x4:
nComponents = 4;
- tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
+ tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
break;
case WINED3DSIO_M4x3:
nComponents = 3;
- tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
+ tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4);
break;
case WINED3DSIO_M3x4:
nComponents = 4;
- tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
+ tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
break;
case WINED3DSIO_M3x3:
nComponents = 3;
- tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
+ tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
break;
case WINED3DSIO_M3x2:
nComponents = 2;
- tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
+ tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3);
break;
default:
break;
blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
This is equivalent to mix(src2, src1, src0);
*/
-static void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_lrp(const SHADER_OPCODE_ARG *arg)
+{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
glsl_src_param_t src2_param;
* dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
* where src.w is clamped at +- 128
*/
-static void shader_glsl_lit(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_lit(const SHADER_OPCODE_ARG *arg)
+{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
glsl_src_param_t src3_param;
* dst.z = src0.z
* dst.w = src1.w
*/
-static void shader_glsl_dst(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_dst(const SHADER_OPCODE_ARG *arg)
+{
glsl_src_param_t src0y_param;
glsl_src_param_t src0z_param;
glsl_src_param_t src1y_param;
* dst.z = dst.z
* dst.w = dst.w
*/
-static void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_sincos(const SHADER_OPCODE_ARG *arg)
+{
glsl_src_param_t src0_param;
DWORD write_mask;
* Need to use a temporary variable for this operation.
*/
/* FIXME: I don't think nested loops will work correctly this way. */
-static void shader_glsl_loop(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_loop(const SHADER_OPCODE_ARG *arg)
+{
glsl_src_param_t src1_param;
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
DWORD regtype = shader_get_regtype(arg->src[1]);
DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK;
const DWORD *control_values = NULL;
- local_constant *constant;
+ const local_constant *constant;
shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
shader->baseShader.cur_loop_regno++;
}
-static void shader_glsl_end(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_end(const SHADER_OPCODE_ARG *arg)
+{
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
shader_addline(arg->buffer, "}\n");
}
}
-static void shader_glsl_rep(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_rep(const SHADER_OPCODE_ARG *arg)
+{
IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader;
glsl_src_param_t src0_param;
shader->baseShader.cur_loop_depth++;
}
-static void shader_glsl_if(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_if(const SHADER_OPCODE_ARG *arg)
+{
glsl_src_param_t src0_param;
shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param);
shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str);
}
-static void shader_glsl_ifc(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_ifc(const SHADER_OPCODE_ARG *arg)
+{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
}
-static void shader_glsl_else(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_else(const SHADER_OPCODE_ARG *arg)
+{
shader_addline(arg->buffer, "} else {\n");
}
-static void shader_glsl_break(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_break(const SHADER_OPCODE_ARG *arg)
+{
shader_addline(arg->buffer, "break;\n");
}
/* FIXME: According to MSDN the compare is done per component. */
-static void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_breakc(const SHADER_OPCODE_ARG *arg)
+{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str);
}
-static void shader_glsl_label(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_label(const SHADER_OPCODE_ARG *arg)
+{
DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
shader_addline(arg->buffer, "}\n");
shader_addline(arg->buffer, "void subroutine%u () {\n", snum);
}
-static void shader_glsl_call(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_call(const SHADER_OPCODE_ARG *arg)
+{
DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
shader_addline(arg->buffer, "subroutine%u();\n", snum);
}
-static void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_callnz(const SHADER_OPCODE_ARG *arg)
+{
glsl_src_param_t src1_param;
DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK;
/*********************************************
* Pixel Shader Specific Code begins here
********************************************/
-static void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
+static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg)
+{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
DWORD hex_version = This->baseShader.hex_version;
}
}
-static void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) {
+static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg)
+{
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
glsl_sample_function_t sample_function;
}
}
-static void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) {
-
+static void pshader_glsl_texcoord(const SHADER_OPCODE_ARG *arg)
+{
/* FIXME: Make this work for more than just 2D textures */
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
/** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
* Take a 3-component dot product of the TexCoord[dstreg] and src,
* then perform a 1D texture lookup from stage dstregnum, place into dst. */
-static void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) {
+static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG *arg)
+{
glsl_src_param_t src0_param;
char dst_mask[6];
glsl_sample_function_t sample_function;
/** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
* Take a 3-component dot product of the TexCoord[dstreg] and src. */
-static void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) {
+static void pshader_glsl_texdp3(const SHADER_OPCODE_ARG *arg)
+{
glsl_src_param_t src0_param;
DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
/** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
* Calculate the depth as dst.x / dst.y */
-static void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) {
+static void pshader_glsl_texdepth(const SHADER_OPCODE_ARG *arg)
+{
glsl_dst_param_t dst_param;
shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param);
* Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
* depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
*/
-static void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg) {
+static void pshader_glsl_texm3x2depth(const SHADER_OPCODE_ARG *arg)
+{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK;
glsl_src_param_t src0_param;
/** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
* Calculate the 1st of a 2-row matrix multiplication. */
-static void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) {
+static void pshader_glsl_texm3x2pad(const SHADER_OPCODE_ARG *arg)
+{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
/** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
* Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
-static void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) {
-
+static void pshader_glsl_texm3x3pad(const SHADER_OPCODE_ARG* arg)
+{
IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
current_state->texcoord_w[current_state->current_row++] = reg;
}
-static void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) {
+static void pshader_glsl_texm3x2tex(const SHADER_OPCODE_ARG *arg)
+{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
/** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
* Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
-static void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) {
+static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG *arg)
+{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
glsl_src_param_t src0_param;
char dst_mask[6];
/** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
* Perform the 3rd row of a 3x3 matrix multiply */
-static void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) {
+static void pshader_glsl_texm3x3(const SHADER_OPCODE_ARG *arg)
+{
DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
glsl_src_param_t src0_param;
char dst_mask[6];
/** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
* Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
-static void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) {
-
+static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG *arg)
+{
IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
glsl_src_param_t src0_param;
/** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
* Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
-static void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) {
-
+static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG *arg)
+{
IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK;
SHADER_BUFFER* buffer = arg->buffer;
* Apply a fake bump map transform.
* texbem is pshader <= 1.3 only, this saves a few version checks
*/
-static void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) {
+static void pshader_glsl_texbem(const SHADER_OPCODE_ARG *arg)
+{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
char dst_swizzle[6];
}
}
-static void pshader_glsl_bem(SHADER_OPCODE_ARG* arg) {
+static void pshader_glsl_bem(const SHADER_OPCODE_ARG *arg)
+{
glsl_src_param_t src0_param, src1_param;
DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
/** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
* Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
-static void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) {
-
+static void pshader_glsl_texreg2ar(const SHADER_OPCODE_ARG *arg)
+{
glsl_src_param_t src0_param;
DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
char dst_mask[6];
/** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
* Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
-static void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) {
+static void pshader_glsl_texreg2gb(const SHADER_OPCODE_ARG *arg)
+{
glsl_src_param_t src0_param;
DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
char dst_mask[6];
/** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
* Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
-static void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) {
+static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG *arg)
+{
glsl_src_param_t src0_param;
char dst_mask[6];
DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
/** Process the WINED3DSIO_TEXKILL instruction in GLSL.
* If any of the first 3 components are < 0, discard this pixel */
-static void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) {
+static void pshader_glsl_texkill(const SHADER_OPCODE_ARG *arg)
+{
IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader;
DWORD hex_version = This->baseShader.hex_version;
glsl_dst_param_t dst_param;
/** Process the WINED3DSIO_DP2ADD instruction in GLSL.
* dst = dot2(src0, src1) + src2 */
-static void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) {
+static void pshader_glsl_dp2add(const SHADER_OPCODE_ARG *arg)
+{
glsl_src_param_t src0_param;
glsl_src_param_t src1_param;
glsl_src_param_t src2_param;
}
}
-static void pshader_glsl_input_pack(
- SHADER_BUFFER* buffer,
- semantic* semantics_in,
- IWineD3DPixelShader *iface) {
-
+static void pshader_glsl_input_pack(SHADER_BUFFER* buffer, const struct semantic* semantics_in,
+ IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing)
+{
unsigned int i;
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
switch(usage) {
case WINED3DDECLUSAGE_TEXCOORD:
- if(usage_idx < 8 && This->vertexprocessing == pretransformed) {
+ if(usage_idx < 8 && vertexprocessing == pretransformed) {
shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
} else {
key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
key->vshader = entry->vshader;
key->pshader = entry->pshader;
+ key->ps_args = entry->ps_args;
hash_table_put(priv->glsl_program_lookup, key, entry);
}
static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
- GLhandleARB vshader, GLhandleARB pshader) {
+ GLhandleARB vshader, IWineD3DPixelShader *pshader, struct ps_compile_args *ps_args) {
glsl_program_key_t key;
key.vshader = vshader;
key.pshader = pshader;
+ key.ps_args = *ps_args;
return (struct glsl_shader_prog_link *)hash_table_get(priv->glsl_program_lookup, &key);
}
-static void delete_glsl_program_entry(struct shader_glsl_priv *priv, WineD3D_GL_Info *gl_info, struct glsl_shader_prog_link *entry) {
+static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info,
+ struct glsl_shader_prog_link *entry)
+{
glsl_program_key_t *key;
key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t));
key->vshader = entry->vshader;
key->pshader = entry->pshader;
+ key->ps_args = entry->ps_args;
hash_table_remove(priv->glsl_program_lookup, key);
GL_EXTCALL(glDeleteObjectARB(entry->programId));
HeapFree(GetProcessHeap(), 0, entry);
}
-static void handle_ps3_input(SHADER_BUFFER *buffer, semantic *semantics_in, semantic *semantics_out, WineD3D_GL_Info *gl_info, DWORD *map) {
+static void handle_ps3_input(SHADER_BUFFER *buffer, const struct semantic *semantics_in,
+ const struct semantic *semantics_out, const WineD3D_GL_Info *gl_info, const DWORD *map)
+{
unsigned int i, j;
DWORD usage_token, usage_token_out;
DWORD register_token, register_token_out;
}
static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader,
- IWineD3DPixelShader *pixelshader,
- WineD3D_GL_Info *gl_info) {
+ IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
+{
GLhandleARB ret = 0;
IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader;
IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader;
DWORD register_token;
DWORD usage, usage_idx, writemask;
char reg_mask[6];
- semantic *semantics_out, *semantics_in;
+ const struct semantic *semantics_out, *semantics_in;
buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
buffer.bsize = 0;
return ret;
}
-static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, WineD3D_GL_Info *gl_info, GLhandleARB programId, char prefix) {
- local_constant* lconst;
+static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info,
+ GLhandleARB programId, char prefix)
+{
+ const local_constant *lconst;
GLuint tmp_loc;
- float *value;
+ const float *value;
char glsl_name[8];
LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) {
- value = (float *) lconst->value;
+ value = (const float *)lconst->value;
snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx);
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
- WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
+ const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
struct glsl_shader_prog_link *entry = NULL;
GLhandleARB reorder_shader_id = 0;
int i;
char glsl_name[8];
+ GLhandleARB vshader_id, pshader_id;
+ struct ps_compile_args compile_args;
- GLhandleARB vshader_id = use_vs ? ((IWineD3DBaseShaderImpl*)vshader)->baseShader.prgId : 0;
- GLhandleARB pshader_id = use_ps ? ((IWineD3DBaseShaderImpl*)pshader)->baseShader.prgId : 0;
- entry = get_glsl_program_entry(priv, vshader_id, pshader_id);
+ if(use_vs) {
+ IWineD3DVertexShaderImpl_CompileShader(vshader);
+ vshader_id = ((IWineD3DVertexShaderImpl*)vshader)->prgId;
+ } else {
+ vshader_id = 0;
+ }
+ if(use_ps) {
+ find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &compile_args);
+ } else {
+ /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */
+ memset(&compile_args, 0, sizeof(compile_args));
+ }
+ entry = get_glsl_program_entry(priv, vshader_id, pshader, &compile_args);
if (entry) {
priv->glsl_program = entry;
return;
entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
entry->programId = programId;
entry->vshader = vshader_id;
- entry->pshader = pshader_id;
+ entry->pshader = pshader;
+ entry->ps_args = compile_args;
/* Add the hash table entry */
add_glsl_program_entry(priv, entry);
list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry);
}
+ if(use_ps) {
+ pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &compile_args);
+ } else {
+ pshader_id = 0;
+ }
+
/* Attach GLSL pshader */
if (pshader_id) {
TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId);
entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
- entry->srgb_comparison_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_comparison"));
- entry->srgb_mul_low_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_mul_low"));
entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
checkGLcall("Find glsl program uniform locations");
}
}
-static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info, enum tex_types tex_type) {
+static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
+{
GLhandleARB program_id;
GLhandleARB vshader_id, pshader_id;
const char *blt_vshader[] = {
static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
- WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
+ const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
GLhandleARB program_id = 0;
GLenum old_vertex_color_clamp, current_vertex_color_clamp;
static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
+ const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
+ const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv;
GLhandleARB program_id;
static void shader_glsl_cleanup(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
+ const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
GL_EXTCALL(glUseProgramObjectARB(0));
}
static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
- struct list *linked_programs;
+ const struct list *linked_programs;
IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface;
IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
struct shader_glsl_priv *priv = (struct shader_glsl_priv *)device->shader_priv;
- WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
+ const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
+ IWineD3DPixelShaderImpl *ps = NULL;
+ IWineD3DVertexShaderImpl *vs = NULL;
/* Note: Do not use QueryInterface here to find out which shader type this is because this code
* can be called from IWineD3DBaseShader::Release
*/
char pshader = shader_is_pshader_version(This->baseShader.hex_version);
- if(This->baseShader.prgId == 0) return;
+ if(pshader) {
+ ps = (IWineD3DPixelShaderImpl *) This;
+ if(ps->num_gl_shaders == 0) return;
+ } else {
+ vs = (IWineD3DVertexShaderImpl *) This;
+ if(vs->prgId == 0) return;
+ }
+
linked_programs = &This->baseShader.linked_programs;
TRACE("Deleting linked programs\n");
}
}
- TRACE("Deleting shader object %u\n", This->baseShader.prgId);
- GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId));
- checkGLcall("glDeleteObjectARB");
- This->baseShader.prgId = 0;
- This->baseShader.is_compiled = FALSE;
+ if(pshader) {
+ UINT i;
+
+ ENTER_GL();
+ for(i = 0; i < ps->num_gl_shaders; i++) {
+ TRACE("deleting pshader %u\n", ps->gl_shaders[i].prgId);
+ GL_EXTCALL(glDeleteObjectARB(ps->gl_shaders[i].prgId));
+ checkGLcall("glDeleteObjectARB");
+ }
+ LEAVE_GL();
+ HeapFree(GetProcessHeap(), 0, ps->gl_shaders);
+ ps->gl_shaders = NULL;
+ ps->num_gl_shaders = 0;
+ } else {
+ TRACE("Deleting shader object %u\n", vs->prgId);
+ ENTER_GL();
+ GL_EXTCALL(glDeleteObjectARB(vs->prgId));
+ checkGLcall("glDeleteObjectARB");
+ LEAVE_GL();
+ vs->prgId = 0;
+ vs->baseShader.is_compiled = FALSE;
+ }
}
-static unsigned int glsl_program_key_hash(void *key) {
- glsl_program_key_t *k = (glsl_program_key_t *)key;
+static unsigned int glsl_program_key_hash(const void *key)
+{
+ const glsl_program_key_t *k = (const glsl_program_key_t *)key;
- unsigned int hash = k->vshader | k->pshader << 16;
+ unsigned int hash = k->vshader | ((DWORD_PTR) k->pshader) << 16;
hash += ~(hash << 15);
hash ^= (hash >> 10);
hash += (hash << 3);
return hash;
}
-static BOOL glsl_program_key_compare(void *keya, void *keyb) {
- glsl_program_key_t *ka = (glsl_program_key_t *)keya;
- glsl_program_key_t *kb = (glsl_program_key_t *)keyb;
+static BOOL glsl_program_key_compare(const void *keya, const void *keyb)
+{
+ const glsl_program_key_t *ka = (const glsl_program_key_t *)keya;
+ const glsl_program_key_t *kb = (const glsl_program_key_t *)keyb;
- return ka->vshader == kb->vshader && ka->pshader == kb->pshader;
+ return ka->vshader == kb->vshader && ka->pshader == kb->pshader &&
+ (memcmp(&ka->ps_args, &kb->ps_args, sizeof(kb->ps_args)) == 0);
}
static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
static void shader_glsl_free(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
+ const WineD3D_GL_Info *gl_info = &This->adapter->gl_info;
struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv;
int i;
return FALSE;
}
-static void shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
+static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) {
IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
- shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
+ const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
CONST DWORD *function = This->baseShader.function;
const char *fragcolor;
- WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
+ const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
- /* Create the hw GLSL shader object and assign it as the baseShader.prgId */
+ /* Create the hw GLSL shader object and assign it as the shader->prgId */
GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
shader_addline(buffer, "#version 120\n");
if (This->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) {
if(((IWineD3DDeviceImpl *) This->baseShader.device)->strided_streams.u.s.position_transformed) {
- This->vertexprocessing = pretransformed;
- pshader_glsl_input_pack(buffer, This->semantics_in, iface);
+ pshader_glsl_input_pack(buffer, This->semantics_in, iface, pretransformed);
} else if(!use_vs((IWineD3DDeviceImpl *) This->baseShader.device)) {
- This->vertexprocessing = fixedfunction;
- pshader_glsl_input_pack(buffer, This->semantics_in, iface);
- } else {
- This->vertexprocessing = vertexshader;
+ pshader_glsl_input_pack(buffer, This->semantics_in, iface, fixedfunction);
}
}
} else {
fragcolor = "gl_FragColor";
}
- if(This->srgb_enabled) {
+ if(((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) {
shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n",
fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high,
srgb_sub_high, srgb_sub_high, srgb_sub_high);
print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
/* Store the shader object */
- This->baseShader.prgId = shader_obj;
+ return shader_obj;
}
static void shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
- shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
+ const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
CONST DWORD *function = This->baseShader.function;
- WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
+ const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info;
- /* Create the hw GLSL shader program and assign it as the baseShader.prgId */
+ /* Create the hw GLSL shader program and assign it as the shader->prgId */
GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
shader_addline(buffer, "#version 120\n");
print_glsl_info_log(&GLINFO_LOCATION, shader_obj);
/* Store the shader object */
- This->baseShader.prgId = shader_obj;
+ This->prgId = shader_obj;
}
-static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) {
+static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps)
+{
/* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
* models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
* vs_nv_version which is based on NV_vertex_program.
TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff);
}
-static BOOL shader_glsl_conv_supported(WINED3DFORMAT fmt) {
- TRACE("Checking shader format support for format %s:", debug_d3dformat(fmt));
- switch(fmt) {
- case WINED3DFMT_V8U8:
- case WINED3DFMT_V16U16:
- case WINED3DFMT_X8L8V8U8:
- case WINED3DFMT_L6V5U5:
- case WINED3DFMT_Q8W8V8U8:
- case WINED3DFMT_ATI2N:
- TRACE("[OK]\n");
- return TRUE;
- default:
- TRACE("[FAILED\n");
- return FALSE;
+static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
+{
+ if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
+ {
+ TRACE("Checking support for fixup:\n");
+ dump_color_fixup_desc(fixup);
+ }
+
+ /* We support everything except YUV conversions. */
+ if (!is_yuv_fixup(fixup))
+ {
+ TRACE("[OK]\n");
+ return TRUE;
}
+
+ TRACE("[FAILED]\n");
+ return FALSE;
}
static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
shader_glsl_generate_pshader,
shader_glsl_generate_vshader,
shader_glsl_get_caps,
- shader_glsl_conv_supported,
+ shader_glsl_color_fixup_supported,
};
LEAVE_GL();
}
- IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
+ resource_cleanup((IWineD3DResource *)iface);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
IWineD3DIndexBuffer IWineD3DResource parts follow
**************************************************** */
static HRESULT WINAPI IWineD3DIndexBufferImpl_GetDevice(IWineD3DIndexBuffer *iface, IWineD3DDevice** ppDevice) {
- return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
+ return resource_get_device((IWineD3DResource *)iface, ppDevice);
}
static HRESULT WINAPI IWineD3DIndexBufferImpl_SetPrivateData(IWineD3DIndexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
- return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
+ return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}
static HRESULT WINAPI IWineD3DIndexBufferImpl_GetPrivateData(IWineD3DIndexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
- return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
+ return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}
static HRESULT WINAPI IWineD3DIndexBufferImpl_FreePrivateData(IWineD3DIndexBuffer *iface, REFGUID refguid) {
- return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
+ return resource_free_private_data((IWineD3DResource *)iface, refguid);
}
static DWORD WINAPI IWineD3DIndexBufferImpl_SetPriority(IWineD3DIndexBuffer *iface, DWORD PriorityNew) {
- return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
+ return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
}
static DWORD WINAPI IWineD3DIndexBufferImpl_GetPriority(IWineD3DIndexBuffer *iface) {
- return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
+ return resource_get_priority((IWineD3DResource *)iface);
}
static void WINAPI IWineD3DIndexBufferImpl_PreLoad(IWineD3DIndexBuffer *iface) {
- IWineD3DResourceImpl_PreLoad((IWineD3DResource *)iface);
+ FIXME("iface %p stub!\n", iface);
}
static void WINAPI IWineD3DIndexBufferImpl_UnLoad(IWineD3DIndexBuffer *iface) {
}
static WINED3DRESOURCETYPE WINAPI IWineD3DIndexBufferImpl_GetType(IWineD3DIndexBuffer *iface) {
- return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
+ return resource_get_type((IWineD3DResource *)iface);
}
static HRESULT WINAPI IWineD3DIndexBufferImpl_GetParent(IWineD3DIndexBuffer *iface, IUnknown **pParent) {
- return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
+ return resource_get_parent((IWineD3DResource *)iface, pParent);
}
/* ******************************************************
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info
-void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
BOOL bumpmap = FALSE;
if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE ||
}
}
-void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD sampler = state - STATE_SAMPLER(0);
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler];
}
}
-static void nvrc_fragment_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps) {
+static void nvrc_fragment_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps)
+{
pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
WINED3DTEXOPCAPS_ADDSIGNED |
WINED3DTEXOPCAPS_ADDSIGNED2X |
* register combiners extension(Pre-GF3).
*/
-static BOOL nvts_conv_supported(WINED3DFORMAT fmt) {
- TRACE("Checking shader format support for format %s: [FAILED]\n", debug_d3dformat(fmt));
+static BOOL nvts_color_fixup_supported(struct color_fixup_desc fixup)
+{
+ if (TRACE_ON(d3d))
+ {
+ TRACE("Checking support for fixup:\n");
+ dump_color_fixup_desc(fixup);
+ }
+
+ /* We only support identity conversions. */
+ if (is_identity_fixup(fixup))
+ {
+ TRACE("[OK]\n");
+ return TRUE;
+ }
+
+ TRACE("[FAILED]\n");
return FALSE;
}
-const struct StateEntryTemplate nvrc_fragmentstate_template[] = {
+static const struct StateEntryTemplate nvrc_fragmentstate_template[] = {
{ STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
{ STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, 0 },
nvrc_fragment_get_caps,
nvrc_fragment_alloc,
nvrc_fragment_free,
- nvts_conv_supported,
+ nvts_color_fixup_supported,
nvrc_fragmentstate_template,
FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
};
nvrc_fragment_get_caps,
nvrc_fragment_alloc,
nvrc_fragment_free,
- nvts_conv_supported,
+ nvts_color_fixup_supported,
nvrc_fragmentstate_template,
FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
};
return WINED3D_OK;
}
-static HRESULT WINAPI IWineD3DPaletteImpl_SetEntries(IWineD3DPalette *iface, DWORD Flags, DWORD Start, DWORD Count, PALETTEENTRY *PalEnt)
+static HRESULT WINAPI IWineD3DPaletteImpl_SetEntries(IWineD3DPalette *iface,
+ DWORD Flags, DWORD Start, DWORD Count, const PALETTEENTRY *PalEnt)
{
IWineD3DPaletteImpl *This = (IWineD3DPaletteImpl *)iface;
IWineD3DResourceImpl *res;
/** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB
or GLSL and send it to the card */
-static inline VOID IWineD3DPixelShaderImpl_GenerateShader(
- IWineD3DPixelShader *iface) {
- IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
+static inline GLuint IWineD3DPixelShaderImpl_GenerateShader(
+ IWineD3DPixelShaderImpl *This) {
SHADER_BUFFER buffer;
-#if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders
- it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */
- if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) {
- HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer);
- This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE);
- This->fixupVertexBufferSize = PGMSIZE;
- This->fixupVertexBuffer[0] = 0;
- }
- buffer.buffer = This->device->fixupVertexBuffer;
-#else
- buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
-#endif
+ buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE);
buffer.bsize = 0;
buffer.lineNo = 0;
buffer.newline = TRUE;
- ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader(iface, &buffer);
-
-#if 1 /* if were using the data buffer of device then we don't need to free it */
- HeapFree(GetProcessHeap(), 0, buffer.buffer);
-#endif
+ return ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader((IWineD3DPixelShader *) This, &buffer);
}
static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
return WINED3D_OK;
}
-static HRESULT WINAPI IWineD3DPixelShaderImpl_CompileShader(IWineD3DPixelShader *iface) {
-
- IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
- IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
+static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps_compile_args *args)
+{
CONST DWORD *function = This->baseShader.function;
- UINT i, sampler;
- IWineD3DBaseTextureImpl *texture;
+ HRESULT hr;
+ GLuint retval;
- TRACE("(%p) : function %p\n", iface, function);
-
- /* We're already compiled, but check if any of the hardcoded stateblock assumptions
- * changed.
- */
- if (This->baseShader.is_compiled) {
- char srgbenabled = deviceImpl->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
- for(i = 0; i < This->baseShader.num_sampled_samplers; i++) {
- sampler = This->baseShader.sampled_samplers[i];
- texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler];
- if(texture && texture->baseTexture.shader_conversion_group != This->baseShader.sampled_format[sampler]) {
- WARN("Recompiling shader %p due to format change on sampler %d\n", This, sampler);
- WARN("Old format group %s, new is %s\n",
- debug_d3dformat(This->baseShader.sampled_format[sampler]),
- debug_d3dformat(texture->baseTexture.shader_conversion_group));
- goto recompile;
- }
- }
+ TRACE("(%p) : function %p\n", This, function);
- /* TODO: Check projected textures */
- /* TODO: Check texture types(2D, Cube, 3D) */
+ hr = IWineD3DPixelShader_UpdateSamplers((IWineD3DPixelShader *) This);
+ if(FAILED(hr)) {
+ ERR("Failed to update sampler information\n");
+ return 0;
+ }
- if(srgbenabled != This->srgb_enabled && This->srgb_mode_hardcoded) {
- WARN("Recompiling shader because srgb correction is different and hardcoded\n");
- goto recompile;
- }
- if(This->baseShader.reg_maps.vpos && !This->vpos_uniform) {
- if(This->render_offscreen != deviceImpl->render_offscreen ||
- This->height != ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height) {
- WARN("Recompiling shader because vpos is used, hard compiled and changed\n");
- goto recompile;
- }
- }
- if(This->baseShader.reg_maps.usesdsy && !This->vpos_uniform) {
- if(This->render_offscreen ? 0 : 1 != deviceImpl->render_offscreen ? 0 : 1) {
- WARN("Recompiling shader because dsy is used, hard compiled and render_offscreen changed\n");
- goto recompile;
- }
- }
- if(This->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) {
- if(((IWineD3DDeviceImpl *) This->baseShader.device)->strided_streams.u.s.position_transformed) {
- if(This->vertexprocessing != pretransformed) {
- WARN("Recompiling shader because pretransformed vertices are provided, which wasn't the case before\n");
- goto recompile;
- }
- } else if(!use_vs((IWineD3DDeviceImpl *) This->baseShader.device) &&
- This->vertexprocessing != fixedfunction) {
- WARN("Recompiling shader because fixed function vp is in use, which wasn't the case before\n");
- goto recompile;
- } else if(This->vertexprocessing != vertexshader) {
- WARN("Recompiling shader because vertex shaders are in use, which wasn't the case before\n");
- goto recompile;
- }
- }
+ /* Reset fields tracking stateblock values being hardcoded in the shader */
+ This->baseShader.num_sampled_samplers = 0;
- return WINED3D_OK;
+ /* Generate the HW shader */
+ TRACE("(%p) : Generating hardware program\n", This);
+ retval = IWineD3DPixelShaderImpl_GenerateShader(This);
- recompile:
- if(This->baseShader.recompile_count > 50) {
- FIXME("Shader %p recompiled more than 50 times\n", This);
- } else {
- This->baseShader.recompile_count++;
- }
+ This->baseShader.is_compiled = TRUE;
- deviceImpl->shader_backend->shader_destroy((IWineD3DBaseShader *) iface);
- }
+ return retval;
+}
- /* We don't need to compile */
- if (!function) {
- This->baseShader.is_compiled = TRUE;
- return WINED3D_OK;
- }
+static HRESULT WINAPI IWineD3DPixelShaderImpl_UpdateSamplers(IWineD3DPixelShader *iface) {
+ IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) {
+ IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
HRESULT hr;
/* Second pass: figure out which registers are used, what the semantics are, etc.. */
memset(reg_maps, 0, sizeof(shader_reg_maps));
hr = shader_get_registers_used((IWineD3DBaseShader*)This, reg_maps,
- This->semantics_in, NULL, This->baseShader.function, deviceImpl->stateBlock);
- if (FAILED(hr)) return hr;
+ This->semantics_in, NULL, This->baseShader.function, deviceImpl->stateBlock);
+ return hr;
/* FIXME: validate reg_maps against OpenGL */
+ } else {
+ return WINED3D_OK;
}
-
- /* Reset fields tracking stateblock values being hardcoded in the shader */
- This->baseShader.num_sampled_samplers = 0;
-
- /* Generate the HW shader */
- TRACE("(%p) : Generating hardware program\n", This);
- IWineD3DPixelShaderImpl_GenerateShader(iface);
-
- This->baseShader.is_compiled = TRUE;
-
- return WINED3D_OK;
}
const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl =
IWineD3DPixelShaderImpl_GetParent,
/*** IWineD3DBaseShader methods ***/
IWineD3DPixelShaderImpl_SetFunction,
- IWineD3DPixelShaderImpl_CompileShader,
/*** IWineD3DPixelShader methods ***/
+ IWineD3DPixelShaderImpl_UpdateSamplers,
IWineD3DPixelShaderImpl_GetDevice,
IWineD3DPixelShaderImpl_GetFunction
};
+
+void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) {
+ UINT i, sampler;
+ IWineD3DBaseTextureImpl *tex;
+
+ args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0;
+
+ memset(args->color_fixup, 0, sizeof(args->color_fixup));
+ for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) {
+ sampler = shader->baseShader.sampled_samplers[i];
+ tex = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler];
+ if(!tex) {
+ args->color_fixup[sampler] = COLOR_FIXUP_IDENTITY;
+ continue;
+ }
+ args->color_fixup[sampler] = tex->baseTexture.shader_color_fixup;
+ }
+ if(shader->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) {
+ if(((IWineD3DDeviceImpl *) shader->baseShader.device)->strided_streams.u.s.position_transformed) {
+ args->vp_mode = pretransformed;
+ } else if(use_vs((IWineD3DDeviceImpl *) shader->baseShader.device)) {
+ args->vp_mode = vertexshader;
+ } else {
+ args->vp_mode = fixedfunction;
+ }
+ } else {
+ args->vp_mode = vertexshader;
+ }
+}
+
+GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
+{
+ UINT i;
+ struct ps_compiled_shader *old_array;
+
+ /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
+ * so a linear search is more performant than a hashmap
+ */
+ for(i = 0; i < shader->num_gl_shaders; i++) {
+ if(memcmp(&shader->gl_shaders[i].args, args, sizeof(*args)) == 0) {
+ return shader->gl_shaders[i].prgId;
+ }
+ }
+
+ TRACE("No matching GL shader found, compiling a new shader\n");
+ old_array = shader->gl_shaders;
+ if(old_array) {
+ shader->gl_shaders = HeapReAlloc(GetProcessHeap(), 0, old_array,
+ (shader->num_gl_shaders + 1) * sizeof(*shader->gl_shaders));
+ } else {
+ shader->gl_shaders = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders));
+ }
+
+ if(!shader->gl_shaders) {
+ ERR("Out of memory\n");
+ return 0;
+ }
+
+ shader->gl_shaders[shader->num_gl_shaders].args = *args;
+ shader->gl_shaders[shader->num_gl_shaders].prgId = pixelshader_compile(shader, args);
+ return shader->gl_shaders[shader->num_gl_shaders++].prgId;
+}
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
-/* IWineD3DResource IUnknown parts follow: */
-HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, LPVOID *ppobj)
+void resource_cleanup(IWineD3DResource *iface)
{
- IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface;
- TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
- if (IsEqualGUID(riid, &IID_IUnknown)
- || IsEqualGUID(riid, &IID_IWineD3DBase)
- || IsEqualGUID(riid, &IID_IWineD3DResource)) {
- IUnknown_AddRef(iface);
- *ppobj = This;
- return S_OK;
- }
- *ppobj = NULL;
- return E_NOINTERFACE;
-}
-
-ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface) {
- IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface;
- ULONG ref = InterlockedIncrement(&This->resource.ref);
- TRACE("(%p) : AddRef increasing from %d\n", This, ref - 1);
- return ref;
-}
-
-ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface) {
- IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface;
- ULONG ref = InterlockedDecrement(&This->resource.ref);
- TRACE("(%p) : Releasing from %d\n", This, ref + 1);
- if (ref == 0) {
- IWineD3DResourceImpl_CleanUp(iface);
- HeapFree(GetProcessHeap(), 0, This);
- }
- return ref;
-}
-
-/* class static (not in vtable) */
-void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface){
IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface;
struct list *e1, *e2;
PrivateData *data;
LIST_FOR_EACH_SAFE(e1, e2, &This->resource.privateData) {
data = LIST_ENTRY(e1, PrivateData, entry);
- hr = IWineD3DResourceImpl_FreePrivateData(iface, &data->tag);
+ hr = resource_free_private_data(iface, &data->tag);
if(hr != WINED3D_OK) {
ERR("Failed to free private data when destroying resource %p, hr = %08x\n", This, hr);
}
return;
}
-/* IWineD3DResource Interface follows: */
-HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice** ppDevice) {
+HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice** ppDevice)
+{
IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface;
TRACE("(%p) : returning %p\n", This, This->resource.wineD3DDevice);
*ppDevice = (IWineD3DDevice *) This->resource.wineD3DDevice;
return WINED3D_OK;
}
-static PrivateData* IWineD3DResourceImpl_FindPrivateData(IWineD3DResourceImpl *This,
- REFGUID tag)
+static PrivateData* resource_find_private_data(IWineD3DResourceImpl *This, REFGUID tag)
{
PrivateData *data;
struct list *entry;
return NULL;
}
-HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
+HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID refguid,
+ const void *pData, DWORD SizeOfData, DWORD Flags)
+{
IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface;
PrivateData *data;
TRACE("(%p) : %s %p %d %d\n", This, debugstr_guid(refguid), pData, SizeOfData, Flags);
- IWineD3DResourceImpl_FreePrivateData(iface, refguid);
+ resource_free_private_data(iface, refguid);
data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*data));
if (NULL == data) return E_OUTOFMEMORY;
data->tag = *refguid;
data->flags = Flags;
-#if 0
- (*data)->uniquenessValue = This->uniquenessValue;
-#endif
+
if (Flags & WINED3DSPD_IUNKNOWN) {
if(SizeOfData != sizeof(IUnknown *)) {
WARN("IUnknown data with size %d, returning WINED3DERR_INVALIDCALL\n", SizeOfData);
return WINED3D_OK;
}
-HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
+HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID refguid, void *pData, DWORD *pSizeOfData)
+{
IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface;
PrivateData *data;
TRACE("(%p) : %p %p %p\n", This, refguid, pData, pSizeOfData);
- data = IWineD3DResourceImpl_FindPrivateData(This, refguid);
+ data = resource_find_private_data(This, refguid);
if (data == NULL) return WINED3DERR_NOTFOUND;
-
-#if 0 /* This may not be right. */
- if (((*data)->flags & WINED3DSPD_VOLATILE)
- && (*data)->uniquenessValue != This->uniquenessValue)
- return DDERR_EXPIRED;
-#endif
if (*pSizeOfData < data->size) {
*pSizeOfData = data->size;
return WINED3DERR_MOREDATA;
return WINED3D_OK;
}
-HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid) {
+HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID refguid)
+{
IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface;
PrivateData *data;
TRACE("(%p) : %s\n", This, debugstr_guid(refguid));
- data = IWineD3DResourceImpl_FindPrivateData(This, refguid);
+ data = resource_find_private_data(This, refguid);
if (data == NULL) return WINED3DERR_NOTFOUND;
if (data->flags & WINED3DSPD_IUNKNOWN)
return WINED3D_OK;
}
-DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew) {
+DWORD resource_set_priority(IWineD3DResource *iface, DWORD PriorityNew)
+{
IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface;
DWORD PriorityOld = This->resource.priority;
This->resource.priority = PriorityNew;
return PriorityOld;
}
-DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface) {
+DWORD resource_get_priority(IWineD3DResource *iface)
+{
IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface;
TRACE("(%p) : returning %d\n", This, This->resource.priority );
return This->resource.priority;
}
-/* Preloading of resources is not supported yet */
-void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface) {
- IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface;
- FIXME("(%p) : stub\n", This);
-}
-
-void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface) {
- IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface;
- FIXME("(%p) : stub\n", This);
-}
-
-WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface) {
+WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface)
+{
IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface;
TRACE("(%p) : returning %d\n", This, This->resource.resourceType);
return This->resource.resourceType;
}
-HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent) {
+HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **pParent)
+{
IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface;
IUnknown_AddRef(This->resource.parent);
*pParent = This->resource.parent;
FIXME("Leftover resource %p with type %d,%s\n", resource, IWineD3DResource_GetType((IWineD3DResource *) resource), debug_d3dresourcetype(IWineD3DResource_GetType((IWineD3DResource *) resource)));
}
}
-
-static const IWineD3DResourceVtbl IWineD3DResource_Vtbl =
-{
- /* IUnknown */
- IWineD3DResourceImpl_QueryInterface,
- IWineD3DResourceImpl_AddRef,
- IWineD3DResourceImpl_Release,
- /* IWineD3DResource */
- IWineD3DResourceImpl_GetParent,
- IWineD3DResourceImpl_GetDevice,
- IWineD3DResourceImpl_SetPrivateData,
- IWineD3DResourceImpl_GetPrivateData,
- IWineD3DResourceImpl_FreePrivateData,
- IWineD3DResourceImpl_SetPriority,
- IWineD3DResourceImpl_GetPriority,
- IWineD3DResourceImpl_PreLoad,
- IWineD3DResourceImpl_UnLoad,
- IWineD3DResourceImpl_GetType
-};
if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] ||
stateblock->renderState[WINED3DRS_EDGEANTIALIAS] ||
stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) {
- const GlPixelFormatDesc *glDesc;
+ const struct GlPixelFormatDesc *glDesc;
getFormatDescEntry(target->resource.format, &GLINFO_LOCATION, &glDesc);
/* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
checkGLcall("glFinalCombinerInputNV()");
}
} else {
- float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ const GLfloat black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
/* for the case of enabled lighting: */
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
GLenum Parm = 0;
- WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
+ const WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse;
BOOL isDiffuseSupplied;
/* Depends on the decoded vertex declaration to read the existence of diffuse data.
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
checkGLcall("glMaterialfv");
} else {
- float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ const GLfloat black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
checkGLcall("glMaterialfv");
}
if(stateblock->renderState[WINED3DRS_LASTPIXEL]) {
TRACE("Last Pixel Drawing Enabled\n");
} else {
- static BOOL first = TRUE;
- if(first) {
+ static BOOL warned;
+ if (!warned) {
FIXME("Last Pixel Drawing Disabled, not handled yet\n");
- first = FALSE;
+ warned = TRUE;
} else {
TRACE("Last Pixel Drawing Disabled, not handled yet\n");
}
}
}
-static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) {
- UINT *offset = stateblock->streamOffset;
+static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, const WineDirect3DVertexStridedData *sd, GLint *curVBO)
+{
+ const UINT *offset = stateblock->streamOffset;
unsigned int mapped_stage = 0;
unsigned int textureNo = 0;
static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
+ const GLfloat s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
+ const GLfloat t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
+ const GLfloat r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
+ const GLfloat q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
if (mapped_stage == -1) {
TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
* equates roughly to EYE_LINEAR
*/
{
- float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
- float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
- float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
- float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
glMatrixMode(GL_MODELVIEW);
case WINED3DTSS_TCI_CAMERASPACENORMAL:
{
if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
- float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
- float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
- float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
- float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
glMatrixMode(GL_MODELVIEW);
case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
{
if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
- float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
- float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
- float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
- float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
glMatrixMode(GL_MODELVIEW);
}
}
-void apply_pshader_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+static void apply_pshader_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
if (use_ps(device)) {
* if a different texture was bound. I don't have to do anything.
*/
}
-
- /* Compile and bind the shader */
- IWineD3DPixelShader_CompileShader(stateblock->pixelShader);
} else {
/* Disabled the pixel shader - color ops weren't applied
* while it was enabled, so re-apply them.
*/
if(stateblock->wineD3DDevice->view_ident) {
glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
- checkGLcall("glLoadMatrixf")
+ checkGLcall("glLoadMatrixf");
} else {
glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]);
- checkGLcall("glLoadMatrixf")
+ checkGLcall("glLoadMatrixf");
glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]);
- checkGLcall("glMultMatrixf")
+ checkGLcall("glMultMatrixf");
}
}
* NOTE2: Apparently texture transforms do NOT need reapplying
*/
- PLIGHTINFOEL *light = NULL;
+ const PLIGHTINFOEL *light = NULL;
glMatrixMode(GL_MODELVIEW);
checkGLcall("glMatrixMode(GL_MODELVIEW)");
unloadTexCoords(stateblock);
}
+static inline void unload_numbered_array(IWineD3DStateBlockImpl *stateblock, WineD3DContext *context, int i)
+{
+ GL_EXTCALL(glDisableVertexAttribArrayARB(i));
+ checkGLcall("glDisableVertexAttribArrayARB(reg)");
+ /* Some Windows drivers(NV GF 7) use the latest value that was used when drawing with the now
+ * deactivated stream disabled, some other drivers(ATI, NV GF 8) set the undefined values to 0x00.
+ * Let's set them to 0x00 to avoid hitting some undefined aspects of OpenGL. All that is really
+ * important here is the glDisableVertexAttribArrayARB call above. The test shows that the refrast
+ * keeps dereferencing the pointers, which would cause crashes in some games like Half Life 2: Episode Two.
+ */
+ GL_EXTCALL(glVertexAttrib4NubARB(i, 0, 0, 0, 0));
+ checkGLcall("glVertexAttrib4NubARB(i, 0, 0, 0, 0)");
+
+ context->numbered_array_mask &= ~(1 << i);
+}
+
/* This should match any arrays loaded in loadNumberedArrays
* TODO: Only load / unload arrays if we have to.
*/
-static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
+static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineD3DContext *context)
+{
/* disable any attribs (this is the same for both GLSL and ARB modes) */
GLint maxAttribs = 16;
int i;
if (glGetError() != GL_NO_ERROR)
maxAttribs = 16;
for (i = 0; i < maxAttribs; ++i) {
- GL_EXTCALL(glDisableVertexAttribArrayARB(i));
- checkGLcall("glDisableVertexAttribArrayARB(reg)");
- /* Some Windows drivers(NV GF 7) use the latest value that was used when drawing with the now
- * deactivated stream disabled, some other drivers(ATI, NV GF 8) set the undefined values to 0x00.
- * Let's set them to 0x00 to avoid hitting some undefined aspects of OpenGL. All that is really
- * important here is the glDisableVertexAttribArrayARB call above. The test shows that the refrast
- * keeps dereferencing the pointers, which would cause crashes in some games like Half Life 2: Episode Two.
- */
- GL_EXTCALL(glVertexAttrib4NubARB(i, 0, 0, 0, 0));
- checkGLcall("glVertexAttrib4NubARB(i, 0, 0, 0, 0)");
+ unload_numbered_array(stateblock, context, i);
}
}
-static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) {
+static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock,
+ const WineDirect3DVertexStridedData *strided, WineD3DContext *context)
+{
GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
int i;
- UINT *offset = stateblock->streamOffset;
+ const UINT *offset = stateblock->streamOffset;
IWineD3DVertexBufferImpl *vb;
DWORD_PTR shift_index;
stateblock->wineD3DDevice->instancedDraw = FALSE;
for (i = 0; i < MAX_ATTRIBS; i++) {
-
- if (!strided->u.input[i].lpData && !strided->u.input[i].VBO)
+ if (!strided->u.input[i].VBO && !strided->u.input[i].lpData)
+ {
+ if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
continue;
+ }
/* Do not load instance data. It will be specified using glTexCoord by drawprim */
if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
- GL_EXTCALL(glDisableVertexAttribArrayARB(i));
+ if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
stateblock->wineD3DDevice->instancedDraw = TRUE;
continue;
}
strided->u.input[i].lpData +
stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride +
offset[strided->u.input[i].streamNo]) );
- }
- GL_EXTCALL(glEnableVertexAttribArrayARB(i));
+ }
+
+ if (!(context->numbered_array_mask & (1 << i)))
+ {
+ GL_EXTCALL(glEnableVertexAttribArrayARB(i));
+ context->numbered_array_mask |= (1 << i);
+ }
} else {
/* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
* set up the attribute statically. But we have to figure out the system memory address.
*/
- BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
+ const BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
if(strided->u.input[i].VBO) {
vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
ptr += (long) vb->resource.allocatedMemory;
}
- GL_EXTCALL(glDisableVertexAttribArrayARB(i));
+
+ if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i);
switch(strided->u.input[i].dwType) {
case WINED3DDECLTYPE_FLOAT1:
- GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
+ GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
break;
case WINED3DDECLTYPE_FLOAT2:
- GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
+ GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
break;
case WINED3DDECLTYPE_FLOAT3:
- GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
+ GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
break;
case WINED3DDECLTYPE_FLOAT4:
- GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
+ GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
break;
case WINED3DDECLTYPE_UBYTE4:
break;
case WINED3DDECLTYPE_SHORT2:
- GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
+ GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
break;
case WINED3DDECLTYPE_SHORT4:
- GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
+ GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
break;
case WINED3DDECLTYPE_SHORT2N:
{
- GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
+ const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
break;
}
case WINED3DDECLTYPE_USHORT2N:
{
- GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
+ const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
break;
}
case WINED3DDECLTYPE_SHORT4N:
- GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
+ GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
break;
case WINED3DDECLTYPE_USHORT4N:
- GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
+ GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
break;
case WINED3DDECLTYPE_UDEC3:
FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
- /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
+ /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
break;
case WINED3DDECLTYPE_DEC3N:
FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
- /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
+ /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
break;
case WINED3DDECLTYPE_FLOAT16_2:
}
/* Used from 2 different functions, and too big to justify making it inlined */
-static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) {
- UINT *offset = stateblock->streamOffset;
+static void loadVertexData(IWineD3DStateBlockImpl *stateblock, const WineDirect3DVertexStridedData *sd)
+{
+ const UINT *offset = stateblock->streamOffset;
GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0;
TRACE("Using fast vertex array code\n");
checkGLcall("glWeightPointerARB");
if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){
- static BOOL showfixme = TRUE;
- if(showfixme){
+ static BOOL warned;
+ if (!warned)
+ {
FIXME("blendMatrixIndices support\n");
- showfixme = FALSE;
+ warned = TRUE;
}
}
} else {
WINED3D_ATR_GLTYPE(sd->u.s.specular.dwType),
sd->u.s.specular.dwStride,
sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
- vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
+ checkGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
- vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
+ checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
} else {
/* Missing specular color is not critical, no warnings */
loadTexCoords(stateblock, sd, &curVBO);
}
-static inline void drawPrimitiveTraceDataLocations(
- WineDirect3DVertexStridedData *dataLocations) {
-
+static inline void drawPrimitiveTraceDataLocations(const WineDirect3DVertexStridedData *dataLocations)
+{
/* Dump out what parts we have supplied */
TRACE("Strided Data:\n");
TRACE_STRIDED((dataLocations), position);
BOOL fixup = FALSE;
WineDirect3DVertexStridedData *dataLocations = &device->strided_streams;
BOOL useVertexShaderFunction;
+ BOOL load_numbered = FALSE;
+ BOOL load_named = FALSE;
if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
useVertexShaderFunction = FALSE;
}
- /* Unload the old arrays before loading the new ones to get old junk out */
- if(context->numberedArraysLoaded) {
- unloadNumberedArrays(stateblock);
- context->numberedArraysLoaded = FALSE;
- }
- if(context->namedArraysLoaded) {
- unloadVertexData(stateblock);
- context->namedArraysLoaded = FALSE;
- }
-
if(useVertexShaderFunction) {
if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) {
TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n");
device->useDrawStridedSlow = TRUE;
- context->numberedArraysLoaded = FALSE;
} else {
- TRACE("Loading numbered arrays\n");
- loadNumberedArrays(stateblock, dataLocations);
+ load_numbered = TRUE;
device->useDrawStridedSlow = FALSE;
- context->numberedArraysLoaded = TRUE;
}
} else if (fixup ||
(dataLocations->u.s.pSize.lpData == NULL &&
dataLocations->u.s.diffuse.lpData == NULL &&
dataLocations->u.s.specular.lpData == NULL)) {
/* Load the vertex data using named arrays */
- TRACE("Loading vertex data\n");
- loadVertexData(stateblock, dataLocations);
+ load_named = TRUE;
device->useDrawStridedSlow = FALSE;
- context->namedArraysLoaded = TRUE;
} else {
TRACE("Not loading vertex data\n");
device->useDrawStridedSlow = TRUE;
}
+ if (context->numberedArraysLoaded && !load_numbered)
+ {
+ unloadNumberedArrays(stateblock, context);
+ context->numberedArraysLoaded = FALSE;
+ context->numbered_array_mask = 0;
+ }
+ else if (context->namedArraysLoaded)
+ {
+ unloadVertexData(stateblock);
+ context->namedArraysLoaded = FALSE;
+ }
+
+ if (load_numbered)
+ {
+ TRACE("Loading numbered arrays\n");
+ loadNumberedArrays(stateblock, dataLocations, context);
+ context->numberedArraysLoaded = TRUE;
+ }
+ else if (load_named)
+ {
+ TRACE("Loading vertex data\n");
+ loadVertexData(stateblock, dataLocations);
+ context->namedArraysLoaded = TRUE;
+ }
+
/* Generate some fixme's if unsupported functionality is being used */
#define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData
/* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */
state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context);
}
} else {
- /* We compile the shader here because we need the vertex declaration
- * in order to determine if we need to do any swizzling for D3DCOLOR
- * registers. If the shader is already compiled this call will do nothing. */
- IWineD3DVertexShader_CompileShader(stateblock->vertexShader);
-
if(!context->last_was_vshader) {
int i;
static BOOL warned = FALSE;
static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
UINT Index = state - STATE_ACTIVELIGHT(0);
- PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
+ const PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index];
if(!lightInfo) {
glDisable(GL_LIGHT0 + Index);
#define GLINFO_LOCATION (*gl_info)
static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { }
-static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps) {
+static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps)
+{
pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
WINED3DTEXOPCAPS_ADDSIGNED |
WINED3DTEXOPCAPS_ADDSIGNED2X |
static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; }
static void ffp_fragment_free(IWineD3DDevice *iface) {}
-static BOOL ffp_conv_supported(WINED3DFORMAT fmt) {
- TRACE("Checking shader format support for format %s: [FAILED]\n", debug_d3dformat(fmt));
+static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup)
+{
+ if (TRACE_ON(d3d))
+ {
+ TRACE("Checking support for fixup:\n");
+ dump_color_fixup_desc(fixup);
+ }
+
+ /* We only support identity conversions. */
+ if (is_identity_fixup(fixup))
+ {
+ TRACE("[OK]\n");
+ return TRUE;
+ }
+
+ TRACE("[FAILED]\n");
return FALSE;
}
ffp_fragment_get_caps,
ffp_fragment_alloc,
ffp_fragment_free,
- ffp_conv_supported,
+ ffp_color_fixup_supported,
ffp_fragmentstate_template,
FALSE /* we cannot disable projected textures. The vertex pipe has to do it */
};
-static int num_handlers(APPLYSTATEFUNC *funcs) {
+static unsigned int num_handlers(const APPLYSTATEFUNC *funcs)
+{
unsigned int i;
for(i = 0; funcs[i]; i++);
return i;
stateblock->wineD3DDevice->multistate_funcs[state][2](state, stateblock, context);
}
-void compile_state_table(struct StateEntry *StateTable,
- APPLYSTATEFUNC **dev_multistate_funcs,
- WineD3D_GL_Info *gl_info,
- const struct StateEntryTemplate *vertex,
- const struct fragment_pipeline *fragment,
- const struct StateEntryTemplate *misc) {
+void compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
+ const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
+ const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc)
+{
unsigned int i, type, handlers;
APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3];
const struct StateEntryTemplate *cur;
}
/** Copy all members of one stateblock to another */
-void stateblock_savedstates_copy(
- IWineD3DStateBlock* iface,
- SAVEDSTATES* dest,
- SAVEDSTATES* source) {
-
+static void stateblock_savedstates_copy(IWineD3DStateBlock* iface, SAVEDSTATES *dest, const SAVEDSTATES *source)
+{
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
unsigned bsize = sizeof(BOOL);
memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
memcpy(dest->samplerState, source->samplerState, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES);
- memcpy(dest->pixelShaderConstantsB, source->pixelShaderConstantsB, bsize * MAX_CONST_B);
- memcpy(dest->pixelShaderConstantsI, source->pixelShaderConstantsI, bsize * MAX_CONST_I);
- memcpy(dest->vertexShaderConstantsB, source->vertexShaderConstantsB, bsize * MAX_CONST_B);
- memcpy(dest->vertexShaderConstantsI, source->vertexShaderConstantsI, bsize * MAX_CONST_I);
+ dest->pixelShaderConstantsB = source->pixelShaderConstantsB;
+ dest->pixelShaderConstantsI = source->pixelShaderConstantsI;
+ dest->vertexShaderConstantsB = source->vertexShaderConstantsB;
+ dest->vertexShaderConstantsI = source->vertexShaderConstantsI;
/* Dynamically sized arrays */
memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF));
memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1));
memset(states->samplerState, value, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1));
memset(states->clipplane, value, bsize * MAX_CLIPPLANES);
- memset(states->pixelShaderConstantsB, value, bsize * MAX_CONST_B);
- memset(states->pixelShaderConstantsI, value, bsize * MAX_CONST_I);
- memset(states->vertexShaderConstantsB, value, bsize * MAX_CONST_B);
- memset(states->vertexShaderConstantsI, value, bsize * MAX_CONST_I);
+ states->pixelShaderConstantsB = value ? 0xffff : 0;
+ states->pixelShaderConstantsI = value ? 0xffff : 0;
+ states->vertexShaderConstantsB = value ? 0xffff : 0;
+ states->vertexShaderConstantsI = value ? 0xffff : 0;
/* Dynamically sized arrays */
memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF));
struct list *e;
LIST_FOR_EACH(e, &This->lightMap[i]) {
- PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
+ const PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
if(light->changed) {
IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
+WINE_DECLARE_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
-HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf);
static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey);
static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert);
-static inline void clear_unused_channels(IWineD3DSurfaceImpl *This);
static void surface_remove_pbo(IWineD3DSurfaceImpl *This);
void surface_force_reload(IWineD3DSurface *iface)
LEAVE_GL();
if (This->Flags & SFLAG_NONPOW2) {
- LPBYTE src_data, dst_data;
- int y;
+ const BYTE *src_data;
+ BYTE *dst_data;
+ UINT y;
/*
* Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
* the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
* activating the right context and binding the correct texture. */
static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) {
BOOL enable_client_storage = FALSE;
- BYTE *mem = NULL;
+ const BYTE *mem = NULL;
if(This->heightscale != 1.0 && This->heightscale != 0.0) height *= This->heightscale;
}
if (!renderbuffer) {
- const GlPixelFormatDesc *glDesc;
+ const struct GlPixelFormatDesc *glDesc;
getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer));
return GL_BACK;
}
-ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) {
+static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
+{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
ULONG ref = InterlockedDecrement(&This->resource.ref);
TRACE("(%p) : Releasing from %d\n", This, ref + 1);
HeapFree(GetProcessHeap(), 0, This->palette9);
- IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
+ resource_cleanup((IWineD3DResource *)iface);
if(This->overlay_dest) {
list_remove(&This->overlay_entry);
IWineD3DSurface IWineD3DResource parts follow
**************************************************** */
-void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
+static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface)
+{
/* TODO: check for locks */
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
IWineD3DBaseTexture *baseTexture = NULL;
IWineD3DSurface IWineD3DSurface parts follow
****************************************************** */
-void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
+static void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription)
+{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
TRACE("(%p) : returning %p\n", This, &This->glDescription);
*glDescription = &This->glDescription;
}
-/* TODO: think about moving this down to resource? */
-const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) {
- IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
- /* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the future */
- if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) {
- FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface);
- }
- return (CONST void*)(This->resource.allocatedMemory);
-}
-
/* Read the framebuffer back into the surface */
static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) {
IWineD3DSwapChainImpl *swapchain;
local_rect.right - local_rect.left,
local_rect.bottom - local_rect.top,
fmt, type, mem);
- vcheckGLcall("glReadPixels");
+ checkGLcall("glReadPixels");
if(This->Flags & SFLAG_PBO) {
GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
* In case of P8 render targets, the index is stored in the alpha component so no conversion is needed.
*/
if((This->resource.format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice)) {
- PALETTEENTRY *pal = NULL;
+ const PALETTEENTRY *pal = NULL;
DWORD width = pitch / 3;
int x, y, c;
for(y = local_rect.top; y < local_rect.bottom; y++) {
for(x = local_rect.left; x < local_rect.right; x++) {
/* start lines pixels */
- BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
- BYTE *green = blue + 1;
- BYTE *red = green + 1;
+ const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3);
+ const BYTE *green = blue + 1;
+ const BYTE *red = green + 1;
for(c = 0; c < 256; c++) {
if(*red == pal[c].peRed &&
This->pow2Height, format, type);
}
- clear_unused_channels(This);
-
ENTER_GL();
/* If !SrcIsUpsideDown we should flip the surface.
* This can be done using glCopyTexSubImage2D but this
checkGLcall("glCopyTexSubImage2D");
glReadBuffer(prevRead);
- vcheckGLcall("glReadBuffer");
+ checkGLcall("glReadBuffer");
LEAVE_GL();
TRACE("Updated target %d\n", This->glDescription.target);
}
glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
- vcheckGLcall("glIntegerv");
+ checkGLcall("glIntegerv");
glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
- vcheckGLcall("glIntegerv");
+ checkGLcall("glIntegerv");
glPixelZoom(1.0, -1.0);
- vcheckGLcall("glPixelZoom");
+ checkGLcall("glPixelZoom");
/* If not fullscreen, we need to skip a number of bytes to find the next row of data */
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
- vcheckGLcall("glRasterPos2f");
+ checkGLcall("glRasterPos2f");
/* Some drivers(radeon dri, others?) don't like exceptions during
* glDrawPixels. If the surface is a DIB section, it might be in GDIMode
}
glPixelZoom(1.0,1.0);
- vcheckGLcall("glPixelZoom");
+ checkGLcall("glPixelZoom");
glRasterPos3iv(&prev_rasterpos[0]);
- vcheckGLcall("glRasterPos3iv");
+ checkGLcall("glRasterPos3iv");
/* Reset to previous pack row length */
glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
- vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
+ checkGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
if(!swapchain) {
glDrawBuffer(myDevice->offscreenBuffer);
return WINED3D_OK;
}
-HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
+static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
+{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
WINED3DLOCKED_RECT lock;
HRESULT hr;
/* GetDC on palettized formats is unsupported in D3D9, and the method is missing in
D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */
unsigned int n;
- PALETTEENTRY *pal = NULL;
+ const PALETTEENTRY *pal = NULL;
if(This->palette) {
pal = This->palette->palents;
return WINED3D_OK;
}
-HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
+static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC)
+{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
TRACE("(%p)->(%p)\n",This,hDC);
HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) {
BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT);
- const GlPixelFormatDesc *glDesc;
+ const struct GlPixelFormatDesc *glDesc;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
*target_bpp = 2;
break;
- case WINED3DFMT_R32F:
- /* Can be loaded in theory with fmt=GL_RED, type=GL_FLOAT, but this fails. The reason
- * is that D3D expects the undefined green, blue and alpha channels to return 1.0
- * when sampling, but OpenGL sets green and blue to 0.0 instead. Thus we have to inject
- * 1.0 instead.
- *
- * The alpha channel defaults to 1.0 in opengl, so nothing has to be done about it.
- */
- *convert = CONVERT_R32F;
- *format = GL_RGB;
- *internal = GL_RGB32F_ARB;
- *type = GL_FLOAT;
- *target_bpp = 12;
- break;
-
- case WINED3DFMT_R16F:
- /* Similar to R32F */
- *convert = CONVERT_R16F;
- *format = GL_RGB;
- *internal = GL_RGB16F_ARB;
- *type = GL_HALF_FLOAT_ARB;
- *target_bpp = 6;
- break;
-
- case WINED3DFMT_G16R16:
- *convert = CONVERT_G16R16;
- *format = GL_RGB;
- *internal = GL_RGB16_EXT;
- *type = GL_UNSIGNED_SHORT;
- *target_bpp = 6;
- break;
-
default:
break;
}
return WINED3D_OK;
}
-HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This) {
- BYTE *source, *dest;
+static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width,
+ UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This)
+{
+ const BYTE *source;
+ BYTE *dest;
TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This);
switch (convert) {
on the same surface and disables color keying in such a case
*/
unsigned int x, y;
- WORD *Source;
+ const WORD *Source;
WORD *Dest;
TRACE("Color keyed 565\n");
for (y = 0; y < height; y++) {
- Source = (WORD *) (src + y * pitch);
+ Source = (const WORD *)(src + y * pitch);
Dest = (WORD *) (dst + y * outpitch);
for (x = 0; x < width; x++ ) {
WORD color = *Source++;
{
/* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */
unsigned int x, y;
- WORD *Source;
+ const WORD *Source;
WORD *Dest;
TRACE("Color keyed 5551\n");
for (y = 0; y < height; y++) {
- Source = (WORD *) (src + y * pitch);
+ Source = (const WORD *)(src + y * pitch);
Dest = (WORD *) (dst + y * outpitch);
for (x = 0; x < width; x++ ) {
WORD color = *Source++;
}
break;
+ case CONVERT_CK_RGB24:
+ {
+ /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */
+ unsigned int x, y;
+ for (y = 0; y < height; y++)
+ {
+ source = src + pitch * y;
+ dest = dst + outpitch * y;
+ for (x = 0; x < width; x++) {
+ DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ;
+ DWORD dstcolor = color << 8;
+ if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
+ (color > This->SrcBltCKey.dwColorSpaceHighValue)) {
+ dstcolor |= 0xff;
+ }
+ *(DWORD*)dest = dstcolor;
+ source += 3;
+ dest += 4;
+ }
+ }
+ }
+ break;
+
case CONVERT_RGB32_888:
{
/* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */
source = src + pitch * y;
dest = dst + outpitch * y;
for (x = 0; x < width; x++) {
- DWORD color = 0xffffff & *(DWORD*)source;
+ DWORD color = 0xffffff & *(const DWORD*)source;
DWORD dstcolor = color << 8;
if ((color < This->SrcBltCKey.dwColorSpaceLowValue) ||
(color > This->SrcBltCKey.dwColorSpaceHighValue)) {
case CONVERT_V8U8:
{
unsigned int x, y;
- short *Source;
+ const short *Source;
unsigned char *Dest;
for(y = 0; y < height; y++) {
- Source = (short *) (src + y * pitch);
+ Source = (const short *)(src + y * pitch);
Dest = dst + y * outpitch;
for (x = 0; x < width; x++ ) {
long color = (*Source++);
case CONVERT_V16U16:
{
unsigned int x, y;
- DWORD *Source;
+ const DWORD *Source;
unsigned short *Dest;
for(y = 0; y < height; y++) {
- Source = (DWORD *) (src + y * pitch);
+ Source = (const DWORD *)(src + y * pitch);
Dest = (unsigned short *) (dst + y * outpitch);
for (x = 0; x < width; x++ ) {
DWORD color = (*Source++);
case CONVERT_Q8W8V8U8:
{
unsigned int x, y;
- DWORD *Source;
+ const DWORD *Source;
unsigned char *Dest;
for(y = 0; y < height; y++) {
- Source = (DWORD *) (src + y * pitch);
+ Source = (const DWORD *)(src + y * pitch);
Dest = dst + y * outpitch;
for (x = 0; x < width; x++ ) {
long color = (*Source++);
case CONVERT_L6V5U5:
{
unsigned int x, y;
- WORD *Source;
+ const WORD *Source;
unsigned char *Dest;
if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
* loaded
*/
for(y = 0; y < height; y++) {
- Source = (WORD *) (src + y * pitch);
+ Source = (const WORD *)(src + y * pitch);
Dest = dst + y * outpitch;
for (x = 0; x < width; x++ ) {
short color = (*Source++);
} else {
for(y = 0; y < height; y++) {
unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch);
- Source = (WORD *) (src + y * pitch);
+ Source = (const WORD *)(src + y * pitch);
for (x = 0; x < width; x++ ) {
short color = (*Source++);
unsigned char l = ((color >> 10) & 0xfc);
case CONVERT_X8L8V8U8:
{
unsigned int x, y;
- DWORD *Source;
+ const DWORD *Source;
unsigned char *Dest;
if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
* without further modification after converting the surface.
*/
for(y = 0; y < height; y++) {
- Source = (DWORD *) (src + y * pitch);
+ Source = (const DWORD *)(src + y * pitch);
Dest = dst + y * outpitch;
for (x = 0; x < width; x++ ) {
long color = (*Source++);
* standard fixed function pipeline anyway).
*/
for(y = 0; y < height; y++) {
- Source = (DWORD *) (src + y * pitch);
+ Source = (const DWORD *)(src + y * pitch);
Dest = dst + y * outpitch;
for (x = 0; x < width; x++ ) {
long color = (*Source++);
case CONVERT_A4L4:
{
unsigned int x, y;
- unsigned char *Source;
+ const unsigned char *Source;
unsigned char *Dest;
for(y = 0; y < height; y++) {
Source = src + y * pitch;
break;
}
- case CONVERT_R32F:
- {
- unsigned int x, y;
- float *Source;
- float *Dest;
- for(y = 0; y < height; y++) {
- Source = (float *) (src + y * pitch);
- Dest = (float *) (dst + y * outpitch);
- for (x = 0; x < width; x++ ) {
- float color = (*Source++);
- Dest[0] = color;
- Dest[1] = 1.0;
- Dest[2] = 1.0;
- Dest += 3;
- }
- }
- break;
- }
-
- case CONVERT_R16F:
- {
- unsigned int x, y;
- WORD *Source;
- WORD *Dest;
- WORD one = 0x3c00;
- for(y = 0; y < height; y++) {
- Source = (WORD *) (src + y * pitch);
- Dest = (WORD *) (dst + y * outpitch);
- for (x = 0; x < width; x++ ) {
- WORD color = (*Source++);
- Dest[0] = color;
- Dest[1] = one;
- Dest[2] = one;
- Dest += 3;
- }
- }
- break;
- }
-
- case CONVERT_G16R16:
- {
- unsigned int x, y;
- WORD *Source;
- WORD *Dest;
-
- for(y = 0; y < height; y++) {
- Source = (WORD *) (src + y * pitch);
- Dest = (WORD *) (dst + y * outpitch);
- for (x = 0; x < width; x++ ) {
- WORD green = (*Source++);
- WORD red = (*Source++);
- Dest[0] = green;
- Dest[1] = red;
- Dest[2] = 0xffff;
- Dest += 3;
- }
- }
- break;
- }
-
default:
ERR("Unsupported conversation type %d\n", convert);
}
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
BOOL index_in_alpha = FALSE;
int dxVersion = ( (IWineD3DImpl *) device->wineD3D)->dxVersion;
- int i;
+ unsigned int i;
/* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
* Reading back the RGB output each lockrect (each frame as they lock the whole screen)
}
}
-const char *fragment_palette_conversion =
- "!!ARBfp1.0\n"
- "TEMP index;\n"
- "PARAM constants = { 0.996, 0.00195, 0, 0 };\n" /* { 255/256, 0.5/255*255/256, 0, 0 } */
- "TEX index, fragment.texcoord[0], texture[0], 2D;\n" /* The alpha-component contains the palette index */
- "MAD index.a, index.a, constants.x, constants.y;\n" /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
- "TEX result.color, index.a, texture[1], 1D;\n" /* use the alpha-component as a index in the palette to get the final color */
- "END";
-
/* This function is used in case of 8bit paletted textures to upload the palette.
It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other
extensions like ATI_fragment_shaders is possible.
/* Create the fragment program if we don't have it */
if(!device->paletteConversionShader)
{
+ const char *fragment_palette_conversion =
+ "!!ARBfp1.0\n"
+ "TEMP index;\n"
+ /* { 255/256, 0.5/255*255/256, 0, 0 } */
+ "PARAM constants = { 0.996, 0.00195, 0, 0 };\n"
+ /* The alpha-component contains the palette index */
+ "TEX index, fragment.texcoord[0], texture[0], 2D;\n"
+ /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */
+ "MAD index.a, index.a, constants.x, constants.y;\n"
+ /* Use the alpha-component as an index in the palette to get the final color */
+ "TEX result.color, index.a, texture[1], 1D;\n"
+ "END";
+
glEnable(GL_FRAGMENT_PROGRAM_ARB);
GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader));
GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader));
return TRUE;
}
-static inline void clear_unused_channels(IWineD3DSurfaceImpl *This) {
- GLboolean oldwrite[4];
-
- /* Some formats have only some color channels, and the others are 1.0.
- * since our rendering renders to all channels, and those pixel formats
- * are emulated by using a full texture with the other channels set to 1.0
- * manually, clear the unused channels.
- *
- * This could be done with hacking colorwriteenable to mask the colors,
- * but before drawing the buffer would have to be cleared too, so there's
- * no gain in that
- */
- switch(This->resource.format) {
- case WINED3DFMT_R16F:
- case WINED3DFMT_R32F:
- TRACE("R16F or R32F format, clearing green, blue and alpha to 1.0\n");
- /* Do not activate a context, the correct drawable is active already
- * though just the read buffer is set, make sure to have the correct draw
- * buffer too
- */
- glDrawBuffer(This->resource.wineD3DDevice->offscreenBuffer);
- glDisable(GL_SCISSOR_TEST);
- glGetBooleanv(GL_COLOR_WRITEMASK, oldwrite);
- glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
- glClearColor(0.0, 1.0, 1.0, 1.0);
- glClear(GL_COLOR_BUFFER_BIT);
- glColorMask(oldwrite[0], oldwrite[1], oldwrite[2], oldwrite[3]);
- if(!This->resource.wineD3DDevice->render_offscreen) glDrawBuffer(GL_BACK);
- checkGLcall("Unused channel clear\n");
- break;
-
- default: break;
- }
-}
-
static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
#include <errno.h>
#include <stdio.h>
-HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) {
+static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
+{
FILE* f = NULL;
- UINT i, y;
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
char *allocatedMemory;
- char *textureRow;
+ const char *textureRow;
IWineD3DSwapChain *swapChain = NULL;
- int width, height;
+ int width, height, i, y;
GLuint tmpTexture = 0;
DWORD color;
/*FIXME:
NULL);
glGetIntegerv(GL_READ_BUFFER, &prevRead);
- vcheckGLcall("glGetIntegerv");
+ checkGLcall("glGetIntegerv");
glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
- vcheckGLcall("glReadBuffer");
+ checkGLcall("glReadBuffer");
glCopyTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
textureRow = allocatedMemory;
for (y = 0 ; y < height; y++) {
for (i = 0; i < width; i++) {
- color = *((DWORD*)textureRow);
+ color = *((const DWORD*)textureRow);
fputc((color >> 16) & 0xFF, f); /* B */
fputc((color >> 8) & 0xFF, f); /* G */
fputc((color >> 0) & 0xFF, f); /* R */
/**
* Slightly inefficient way to handle multiple dirty rects but it works :)
*/
-HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
+static HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect)
+{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
IWineD3DBaseTexture *baseTexture = NULL;
return WINED3D_OK;
}
-HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
+static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
HRESULT hr;
- const GlPixelFormatDesc *glDesc;
+ const struct GlPixelFormatDesc *glDesc;
getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
TRACE("(%p) : Calling base function first\n", This);
return hr;
}
-HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
+static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
/* Does a direct frame buffer -> texture copy. Stretching is done
* with single pixel copy calls
*/
-static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
+static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
+ IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
+ BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
+{
IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
float xrel, yrel;
UINT row;
}
}
}
- vcheckGLcall("glCopyTexSubImage2D");
+ checkGLcall("glCopyTexSubImage2D");
LEAVE_GL();
}
/* Uses the hardware to stretch and flip the image */
-static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) {
+static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface,
+ IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect,
+ BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter)
+{
GLuint src, backup = 0;
IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
magLookup[Filter - WINED3DTEXF_NONE]);
checkGLcall("glTexParameteri");
glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER,
- minMipLookup[Filter][WINED3DTEXF_NONE]);
+ minMipLookup[Filter].mip[WINED3DTEXF_NONE]);
checkGLcall("glTexParameteri");
if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) {
}
/* Not called from the VTable */
-static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
+static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect,
+ IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx,
+ WINED3DTEXTUREFILTERTYPE Filter)
+{
WINED3DRECT rect;
IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
magLookup[Filter - WINED3DTEXF_NONE]);
checkGLcall("glTexParameteri");
glTexParameteri(Src->glDescription.target, GL_TEXTURE_MIN_FILTER,
- minMipLookup[Filter][WINED3DTEXF_NONE]);
+ minMipLookup[Filter].mip[WINED3DTEXF_NONE]);
checkGLcall("glTexParameteri");
glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP);
return WINED3DERR_INVALIDCALL;
}
-static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx)
+static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect,
+ IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx)
{
IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
float depth;
return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice,
DestRect == NULL ? 0 : 1,
- (WINED3DRECT *) DestRect,
+ (const WINED3DRECT *)DestRect,
WINED3DCLEAR_ZBUFFER,
0x00000000,
depth,
return WINED3DERR_INVALIDCALL;
}
-static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
+static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
+ const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter);
}
-HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) {
+static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
+ IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
+{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source;
IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans);
}
-HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
+static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
+{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
RGBQUAD col[256];
IWineD3DPaletteImpl *pal = This->palette;
/** Check against the maximum texture sizes supported by the video card **/
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
unsigned int pow2Width, pow2Height;
- const GlPixelFormatDesc *glDesc;
+ const struct GlPixelFormatDesc *glDesc;
getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc);
/* Setup some glformat defaults */
return WINED3D_OK;
}
-HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) {
+static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container)
+{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
IWineD3DSwapChain *swapchain = NULL;
IWineD3DSurfaceImpl_SaveSnapshot,
IWineD3DSurfaceImpl_SetContainer,
IWineD3DSurfaceImpl_GetGlDesc,
- IWineD3DSurfaceImpl_GetData,
+ IWineD3DBaseSurfaceImpl_GetData,
IWineD3DSurfaceImpl_SetFormat,
IWineD3DSurfaceImpl_PrivateSetup,
IWineD3DSurfaceImpl_ModifyLocation,
}
}
-static BOOL ffp_blit_conv_supported(WINED3DFORMAT fmt) {
- TRACE("Checking blit format support for format %s: [FAILED]\n", debug_d3dformat(fmt));
+static BOOL ffp_blit_color_fixup_supported(struct color_fixup_desc fixup)
+{
+ if (TRACE_ON(d3d_surface) && TRACE_ON(d3d))
+ {
+ TRACE("Checking support for fixup:\n");
+ dump_color_fixup_desc(fixup);
+ }
+
+ /* We only support identity conversions. */
+ if (is_identity_fixup(fixup))
+ {
+ TRACE("[OK]\n");
+ return TRUE;
+ }
+
+ TRACE("[FAILED]\n");
return FALSE;
}
ffp_blit_free,
ffp_blit_set,
ffp_blit_unset,
- ffp_blit_conv_supported
+ ffp_blit_color_fixup_supported
};
IWineD3DSurface IWineD3DResource parts follow
**************************************************** */
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice) {
- return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
+ return resource_get_device((IWineD3DResource *)iface, ppDevice);
}
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
- return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
+ return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
- return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
+ return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}
HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) {
- return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
+ return resource_free_private_data((IWineD3DResource *)iface, refguid);
}
DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) {
- return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
+ return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
}
DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) {
- return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
+ return resource_get_priority((IWineD3DResource *)iface);
}
WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) {
TRACE("(%p) : calling resourceimpl_GetType\n", iface);
- return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
+ return resource_get_type((IWineD3DResource *)iface);
}
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) {
TRACE("(%p) : calling resourceimpl_GetParent\n", iface);
- return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
+ return resource_get_parent((IWineD3DResource *)iface, pParent);
}
/* ******************************************************
else return WINED3D_OK;
}
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey) {
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey)
+{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
TRACE("(%p)->(%08x,%p)\n", This, Flags, CKey);
return WINED3D_OK;
}
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX) {
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
+ IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX)
+{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
IWineD3DSurfaceImpl *Dst = (IWineD3DSurfaceImpl *) DstSurface;
TRACE("(%p)->(%p, %p, %p, %08x, %p)\n", This, SrcRect, Dst, DstRect, Flags, FX);
return WINED3D_OK;
}
-void convert_r32f_r16f(BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h) {
+static void convert_r32f_r16f(const BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out,
+ unsigned int w, unsigned int h)
+{
unsigned int x, y;
- float *src_f;
+ const float *src_f;
unsigned short *dst_s;
TRACE("Converting %dx%d pixels, pitches %d %d\n", w, h, pitch_in, pitch_out);
for(y = 0; y < h; y++) {
- src_f = (float *) (src + y * pitch_in);
+ src_f = (const float *)(src + y * pitch_in);
dst_s = (unsigned short *) (dst + y * pitch_out);
for(x = 0; x < w; x++) {
dst_s[x] = float_32_to_16(src_f + x);
struct d3dfmt_convertor_desc {
WINED3DFORMAT from, to;
- void (*convert)(BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h);
+ void (*convert)(const BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h);
};
-struct d3dfmt_convertor_desc convertors[] = {
+static const struct d3dfmt_convertor_desc convertors[] =
+{
{WINED3DFMT_R32F, WINED3DFMT_R16F, convert_r32f_r16f},
};
-static inline struct d3dfmt_convertor_desc *find_convertor(WINED3DFORMAT from, WINED3DFORMAT to) {
+static inline const struct d3dfmt_convertor_desc *find_convertor(WINED3DFORMAT from, WINED3DFORMAT to)
+{
unsigned int i;
for(i = 0; i < (sizeof(convertors) / sizeof(convertors[0])); i++) {
if(convertors[i].from == from && convertors[i].to == to) {
* fmt: Requested destination format
*
*****************************************************************************/
-IWineD3DSurfaceImpl *surface_convert_format(IWineD3DSurfaceImpl *source, WINED3DFORMAT to_fmt) {
+static IWineD3DSurfaceImpl *surface_convert_format(IWineD3DSurfaceImpl *source, WINED3DFORMAT to_fmt) {
IWineD3DSurface *ret = NULL;
- struct d3dfmt_convertor_desc *conv;
+ const struct d3dfmt_convertor_desc *conv;
WINED3DLOCKED_RECT lock_src, lock_dst;
HRESULT hr;
* SrcSurface: Source surface, can be NULL
* SrcRect: Source rectangle
*****************************************************************************/
-HRESULT WINAPI
-IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface,
- RECT *DestRect,
- IWineD3DSurface *SrcSurface,
- RECT *SrcRect,
- DWORD Flags,
- WINEDDBLTFX *DDBltFx,
- WINED3DTEXTUREFILTERTYPE Filter)
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
+ const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter)
{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
int bpp, srcheight, srcwidth, dstheight, dstwidth, width;
int x, y;
const StaticPixelFormatDesc *sEntry, *dEntry;
- LPBYTE dbuf, sbuf;
+ const BYTE *sbuf;
+ BYTE *dbuf;
TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, Src, SrcRect, Flags, DDBltFx);
if (TRACE_ON(d3d_surface))
/* Now the 'with source' blits */
if (Src)
{
- LPBYTE sbase;
+ const BYTE *sbase;
int sx, xinc, sy, yinc;
if (!dstwidth || !dstheight) /* hmm... stupid program ? */
else
{
#define STRETCH_ROW(type) { \
- type *s = (type *) sbuf, *d = (type *) dbuf; \
+ const type *s = (const type *)sbuf; \
+ type *d = (type *)dbuf; \
for (x = sx = 0; x < dstwidth; x++, sx += xinc) \
d[x] = s[sx >> 16]; \
break; }
case 4: STRETCH_ROW(DWORD)
case 3:
{
- LPBYTE s,d = dbuf;
+ const BYTE *s;
+ BYTE *d = dbuf;
for (x = sx = 0; x < dstwidth; x++, sx+= xinc)
{
DWORD pixel;
}
#define COPY_COLORKEY_FX(type) { \
- type *s, *d = (type *) dbuf, *dx, tmp; \
+ const type *s; \
+ type *d = (type *)dbuf, *dx, tmp; \
for (y = sy = 0; y < dstheight; y++, sy += yinc) { \
- s = (type*)(sbase + (sy >> 16) * slock.Pitch); \
+ s = (const type*)(sbase + (sy >> 16) * slock.Pitch); \
dx = d; \
for (x = sx = 0; x < dstwidth; x++, sx += xinc) { \
tmp = s[sx >> 16]; \
case 4: COPY_COLORKEY_FX(DWORD)
case 3:
{
- LPBYTE s,d = dbuf, dx;
+ const BYTE *s;
+ BYTE *d = dbuf, *dx;
for (y = sy = 0; y < dstheight; y++, sy += yinc)
{
sbuf = sbase + (sy >> 16) * slock.Pitch;
* WINED3D_OK on success
*
*****************************************************************************/
-HRESULT WINAPI
-IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface,
- DWORD dstx,
- DWORD dsty,
- IWineD3DSurface *Source,
- RECT *rsrc,
- DWORD trans)
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
+ IWineD3DSurface *Source, const RECT *rsrc, DWORD trans)
{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) Source;
HRESULT ret = WINED3D_OK;
RECT rsrc2;
RECT lock_src, lock_dst, lock_union;
- BYTE *sbuf, *dbuf;
+ const BYTE *sbuf;
+ BYTE *dbuf;
const StaticPixelFormatDesc *sEntry, *dEntry;
if (TRACE_ON(d3d_surface))
if (!rsrc)
{
WARN("rsrc is NULL!\n");
+ rsrc2.left = 0;
+ rsrc2.top = 0;
+ rsrc2.right = Src->currentDesc.Width;
+ rsrc2.bottom = Src->currentDesc.Height;
rsrc = &rsrc2;
- rsrc->left = 0;
- rsrc->top = 0;
- rsrc->right = Src->currentDesc.Width;
- rsrc->bottom = Src->currentDesc.Height;
}
/* Check source rect for validity. Copied from normal Blt. Fixes Baldur's Gate.*/
}
#define COPYBOX_COLORKEY(type) { \
- type *d, *s, tmp; \
- s = (type *) sbuf; \
- d = (type *) dbuf; \
+ const type *s = (const type *)sbuf; \
+ type *d = (type *)dbuf; \
+ type tmp; \
for (y = 0; y < h; y++) { \
for (x = 0; x < w; x++) { \
tmp = s[x]; \
if (tmp < keylow || tmp > keyhigh) d[x] = tmp; \
} \
- s = (type *)((BYTE *)s + slock.Pitch); \
+ s = (const type *)((const BYTE *)s + slock.Pitch); \
d = (type *)((BYTE *)d + dlock.Pitch); \
} \
break; \
case 4: COPYBOX_COLORKEY(DWORD)
case 3:
{
- BYTE *d, *s;
+ const BYTE *s;
+ BYTE *d;
DWORD tmp;
s = sbuf;
d = dbuf;
ERR("Should not be called on base texture\n");
return;
}
+
+/* TODO: think about moving this down to resource? */
+const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface)
+{
+ IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
+
+ /* This should only be called for sysmem textures, it may be a good idea
+ * to extend this to all pools at some point in the future */
+ if (This->resource.pool != WINED3DPOOL_SYSTEMMEM)
+ {
+ FIXME("(%p) Attempting to get system memory for a non-system memory texture\n", iface);
+ }
+ return This->resource.allocatedMemory;
+}
* to destroy all the GL things.
*
*****************************************************************************/
-ULONG WINAPI IWineGDISurfaceImpl_Release(IWineD3DSurface *iface) {
+static ULONG WINAPI IWineGDISurfaceImpl_Release(IWineD3DSurface *iface) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
ULONG ref = InterlockedDecrement(&This->resource.ref);
TRACE("(%p) : Releasing from %d\n", This, ref + 1);
HeapFree(GetProcessHeap(), 0, This->palette9);
- IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
+ resource_cleanup((IWineD3DResource *)iface);
if(This->overlay_dest) {
list_remove(&This->overlay_entry);
* D3DERR_INVALIDCALL
*
*****************************************************************************/
-HRESULT WINAPI
+static HRESULT WINAPI
IWineGDISurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode)
{
ERR("Unsupported on X11 surfaces\n");
}
-HRESULT WINAPI
+static HRESULT WINAPI
IWineGDISurfaceImpl_SaveSnapshot(IWineD3DSurface *iface,
const char* filename)
{
UINT y = 0, x = 0;
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
static char *output = NULL;
- static int size = 0;
+ static UINT size = 0;
const StaticPixelFormatDesc *formatEntry = getFormatDescEntry(This->resource.format, NULL, NULL);
if (This->pow2Width > size) {
alpha_shift = get_shift(formatEntry->alphaMask);
for (y = 0; y < This->pow2Height; y++) {
- unsigned char *src = This->resource.allocatedMemory + (y * 1 * IWineD3DSurface_GetPitch(iface));
+ const unsigned char *src = This->resource.allocatedMemory + (y * 1 * IWineD3DSurface_GetPitch(iface));
for (x = 0; x < This->pow2Width; x++) {
unsigned int color;
unsigned int comp;
return WINED3D_OK;
}
-HRESULT WINAPI IWineGDISurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
+static HRESULT WINAPI IWineGDISurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
WINED3DLOCKED_RECT lock;
HRESULT hr;
if(This->resource.format == WINED3DFMT_P8 ||
This->resource.format == WINED3DFMT_A8P8) {
unsigned int n;
- PALETTEENTRY *pal = NULL;
+ const PALETTEENTRY *pal = NULL;
if(This->palette) {
pal = This->palette->palents;
return WINED3D_OK;
}
-HRESULT WINAPI IWineGDISurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
+static HRESULT WINAPI IWineGDISurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
TRACE("(%p)->(%p)\n",This,hDC);
return WINED3D_OK;
}
-HRESULT WINAPI IWineGDISurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
+static HRESULT WINAPI IWineGDISurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
RGBQUAD col[256];
IWineD3DPaletteImpl *pal = This->palette;
* The return values of called methods on failure
*
*****************************************************************************/
-HRESULT WINAPI
+static HRESULT WINAPI
IWineGDISurfaceImpl_PrivateSetup(IWineD3DSurface *iface)
{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
return WINED3D_OK;
}
-void WINAPI IWineGDISurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
+static void WINAPI IWineGDISurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
FIXME("(%p) : Should not be called on a GDI surface\n", This);
*glDescription = NULL;
}
-HRESULT WINAPI IWineGDISurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
+static HRESULT WINAPI IWineGDISurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) {
/* GDI surface data can only be in one location, the system memory dib section. So they are
* always clean by definition.
*/
return WINED3D_OK;
}
-HRESULT WINAPI IWineGDISurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
+static HRESULT WINAPI IWineGDISurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
/* Render targets depend on their hdc, and we can't create an hdc on a user pointer */
IWineGDISurfaceImpl_SaveSnapshot,
IWineD3DBaseSurfaceImpl_SetContainer,
IWineGDISurfaceImpl_GetGlDesc,
- IWineD3DSurfaceImpl_GetData,
+ IWineD3DBaseSurfaceImpl_GetData,
IWineD3DBaseSurfaceImpl_SetFormat,
IWineGDISurfaceImpl_PrivateSetup,
IWineGDISurfaceImpl_ModifyLocation,
static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyRenderTarget) {
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
WINED3DDISPLAYMODE mode;
- int i;
+ unsigned int i;
TRACE("Destroying swapchain %p\n", iface);
}
if(This->backBuffer) {
- int i;
+ UINT i;
for(i = 0; i < This->presentParms.BackBufferCount; i++) {
IWineD3DSurface_SetContainer(This->backBuffer[i], 0);
if(D3DCB_DestroyRenderTarget(This->backBuffer[i]) > 0) {
IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->wineD3DDevice->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY);
}
- if (pSourceRect || pDestRect) FIXME("Unhandled present options %p/%p\n", pSourceRect, pDestRect);
+ if (pSourceRect || pDestRect) FIXME("Unhandled present rects %s/%s\n", wine_dbgstr_rect(pSourceRect), wine_dbgstr_rect(pDestRect));
/* TODO: If only source rect or dest rect are supplied then clip the window to match */
TRACE("presetting HDC %p\n", This->context[0]->hdc);
HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus) {
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
- static BOOL showFixmes = TRUE;
+ static BOOL warned;
pRasterStatus->InVBlank = TRUE;
pRasterStatus->ScanLine = 0;
/* No openGL equivalent */
- if(showFixmes) {
+ if (!warned)
+ {
FIXME("(%p) : stub (once)\n", This);
- showFixmes = FALSE;
+ warned = TRUE;
}
return WINED3D_OK;
}
}
if(This->backBuffer) {
- int i;
+ UINT i;
for(i = 0; i < This->presentParms.BackBufferCount; i++) {
IWineD3DSurface_SetContainer(This->backBuffer[i], 0);
if(D3DCB_DestroyRenderback(This->backBuffer[i]) > 0) {
* rc: Rectangle to copy
*
*****************************************************************************/
-void x11_copy_to_screen(IWineD3DSwapChainImpl *This, LPRECT rc) {
+void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc)
+{
IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
if(front->resource.usage & WINED3DUSAGE_RENDERTARGET) {
return WINED3D_OK;
}
-/* FIXME: This should not be needed, the base version is OK */
-HRESULT WINAPI IWineGDIBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode) {
- IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
- IWineD3DDeviceImpl *device = This->wineD3DDevice;
-
- pMode->Width = device->ddraw_width;
- pMode->Height = device->ddraw_height;
- pMode->Format = device->ddraw_format;
- pMode->RefreshRate = 0;
- return WINED3D_OK;
-}
-
const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl =
{
/* IUnknown */
IWineD3DTexture IWineD3DResource parts follow
**************************************************** */
static HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) {
- return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
+ return resource_get_device((IWineD3DResource *)iface, ppDevice);
}
static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
- return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
+ return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}
static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
- return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
+ return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}
static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) {
- return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
+ return resource_free_private_data((IWineD3DResource *)iface, refguid);
}
static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) {
- return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
+ return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
}
static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
- return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
+ return resource_get_priority((IWineD3DResource *)iface);
}
static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
surface_set_texture_name(This->surfaces[i], 0);
}
- IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture *) iface);
+ basetexture_unload((IWineD3DBaseTexture *)iface);
}
static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
- return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
+ return resource_get_type((IWineD3DResource *)iface);
}
static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) {
- return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
+ return resource_get_parent((IWineD3DResource *)iface, pParent);
}
/* ******************************************************
IWineD3DTexture IWineD3DBaseTexture parts follow
****************************************************** */
static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
- return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
+ return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
}
static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
- return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
+ return basetexture_get_lod((IWineD3DBaseTexture *)iface);
}
static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
- return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
+ return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
}
static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
- return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
+ return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
}
static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
- return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
+ return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
}
static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
- IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
+ basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
}
/* Internal function, No d3d mapping */
static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
- return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
+ return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
}
static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
- return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
+ return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
}
static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
TRACE("(%p) : relay to BaseTexture\n", This);
- hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
+ hr = basetexture_bind((IWineD3DBaseTexture *)iface);
if (set_gl_texture_desc && SUCCEEDED(hr)) {
UINT i;
for (i = 0; i < This->baseTexture.levels; ++i) {
const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
TRACE("(%p) : relay to BaseTexture\n", iface);
- IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
+ basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
}
/* *******************************************
}
}
TRACE("(%p) : cleaning up base texture\n", This);
- IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
+ basetexture_cleanup((IWineD3DBaseTexture *)iface);
/* free the object */
HeapFree(GetProcessHeap(), 0, This);
}
gl_info->gl_formats[dst].glGammaInternal = gl_formats_template[src].glGammaInternal;
gl_info->gl_formats[dst].glFormat = gl_formats_template[src].glFormat;
gl_info->gl_formats[dst].glType = gl_formats_template[src].glType;
- gl_info->gl_formats[dst].conversion_group= WINED3DFMT_UNKNOWN;
+ gl_info->gl_formats[dst].color_fixup = COLOR_FIXUP_IDENTITY;
gl_info->gl_formats[dst].Flags = gl_formats_template[src].Flags;
gl_info->gl_formats[dst].heightscale = 1.0;
}
}
+ dst = getFmtIdx(WINED3DFMT_R16F);
+ gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
+ 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
+
+ dst = getFmtIdx(WINED3DFMT_R32F);
+ gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
+ 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
+
+ dst = getFmtIdx(WINED3DFMT_G16R16);
+ gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
+ 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
+
+ dst = getFmtIdx(WINED3DFMT_G16R16F);
+ gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
+ 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
+
+ dst = getFmtIdx(WINED3DFMT_G32R32F);
+ gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
+ 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W);
+
/* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader.
* V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if
- * their extensions are not available.
+ * their extensions are not available. GL_ATI_envmap_bumpmap is not used because
+ * the only driver that implements it(fglrx) has a buggy implementation.
*
- * In theory, V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
- * returns 0.0 when sampling from it, DirectX 1.0. This is disabled until we find
- * an application that needs this because it causes performance problems due to
- * shader recompiling in some games.
+ * V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL
+ * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader
+ * conversion for this format.
*/
- if(!GL_SUPPORT(NV_TEXTURE_SHADER2)) {
- /* signed -> unsigned fixup */
+ if (!GL_SUPPORT(NV_TEXTURE_SHADER))
+ {
dst = getFmtIdx(WINED3DFMT_V8U8);
- gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
+ gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
+ 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
dst = getFmtIdx(WINED3DFMT_V16U16);
- gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
- } else {
- /* Blue = 1.0 fixup, disabled for now */
- if(0) {
- dst = getFmtIdx(WINED3DFMT_V8U8);
- gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
- dst = getFmtIdx(WINED3DFMT_V16U16);
- gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8;
- }
+ gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
+ 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
+ }
+ else
+ {
+ dst = getFmtIdx(WINED3DFMT_V8U8);
+ gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
+ 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
+ dst = getFmtIdx(WINED3DFMT_V16U16);
+ gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
+ 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
}
if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
* with each other
*/
dst = getFmtIdx(WINED3DFMT_L6V5U5);
- gl_info->gl_formats[dst].conversion_group = WINED3DFMT_L6V5U5;
+ gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
+ 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE);
dst = getFmtIdx(WINED3DFMT_X8L8V8U8);
- gl_info->gl_formats[dst].conversion_group = WINED3DFMT_X8L8V8U8;
+ gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
+ 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W);
dst = getFmtIdx(WINED3DFMT_Q8W8V8U8);
- gl_info->gl_formats[dst].conversion_group = WINED3DFMT_Q8W8V8U8;
+ gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
+ 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W);
} else {
/* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8
* are converted at surface loading time, but they do not need any modification in
dst = getFmtIdx(WINED3DFMT_ATI2N);
gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
- gl_info->gl_formats[dst].conversion_group= WINED3DFMT_ATI2N;
+ gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc(
+ 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
} else if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC)) {
dst = getFmtIdx(WINED3DFMT_ATI2N);
gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
- gl_info->gl_formats[dst].conversion_group= WINED3DFMT_ATI2N;
+ gl_info->gl_formats[dst].color_fixup= create_color_fixup_desc(
+ 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
}
if(!GL_SUPPORT(APPLE_YCBCR_422)) {
gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */
gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA;
gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE;
- gl_info->gl_formats[dst].conversion_group = WINED3DFMT_YUY2;
+ gl_info->gl_formats[dst].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_YUY2);
dst = getFmtIdx(WINED3DFMT_UYVY);
gl_info->gl_formats[dst].glInternal = GL_LUMINANCE_ALPHA;
gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */
gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA;
gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE;
- gl_info->gl_formats[dst].conversion_group = WINED3DFMT_UYVY;
+ gl_info->gl_formats[dst].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_UYVY);
}
dst = getFmtIdx(WINED3DFMT_YV12);
gl_info->gl_formats[dst].heightscale = 1.5;
- gl_info->gl_formats[dst].conversion_group = WINED3DFMT_YV12;
+ gl_info->gl_formats[dst].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_YV12);
return TRUE;
}
#define GLINFO_LOCATION This->adapter->gl_info
-const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, WineD3D_GL_Info *gl_info, const GlPixelFormatDesc **glDesc)
+const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info,
+ const struct GlPixelFormatDesc **glDesc)
{
int idx = getFmtIdx(fmt);
* all gl caps check return "unsupported" than catching the lack of gl all over the code. ANSI C requires
* static variables to be initialized to 0.
*/
- static const GlPixelFormatDesc dummyFmt;
+ static const struct GlPixelFormatDesc dummyFmt;
*glDesc = &dummyFmt;
} else {
*glDesc = &gl_info->gl_formats[idx];
}
}
+const char *debug_fixup_channel_source(enum fixup_channel_source source)
+{
+ switch(source)
+ {
+#define WINED3D_TO_STR(x) case x: return #x
+ WINED3D_TO_STR(CHANNEL_SOURCE_ZERO);
+ WINED3D_TO_STR(CHANNEL_SOURCE_ONE);
+ WINED3D_TO_STR(CHANNEL_SOURCE_X);
+ WINED3D_TO_STR(CHANNEL_SOURCE_Y);
+ WINED3D_TO_STR(CHANNEL_SOURCE_Z);
+ WINED3D_TO_STR(CHANNEL_SOURCE_W);
+ WINED3D_TO_STR(CHANNEL_SOURCE_YUV0);
+ WINED3D_TO_STR(CHANNEL_SOURCE_YUV1);
+#undef WINED3D_TO_STR
+ default:
+ FIXME("Unrecognized fixup_channel_source %#x\n", source);
+ return "unrecognized";
+ }
+}
+
+const char *debug_yuv_fixup(enum yuv_fixup yuv_fixup)
+{
+ switch(yuv_fixup)
+ {
+#define WINED3D_TO_STR(x) case x: return #x
+ WINED3D_TO_STR(YUV_FIXUP_YUY2);
+ WINED3D_TO_STR(YUV_FIXUP_UYVY);
+ WINED3D_TO_STR(YUV_FIXUP_YV12);
+#undef WINED3D_TO_STR
+ default:
+ FIXME("Unrecognized YUV fixup %#x\n", yuv_fixup);
+ return "unrecognized";
+ }
+}
+
+void dump_color_fixup_desc(struct color_fixup_desc fixup)
+{
+ if (is_yuv_fixup(fixup))
+ {
+ TRACE("\tYUV: %s\n", debug_yuv_fixup(get_yuv_fixup(fixup)));
+ return;
+ }
+
+ TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : "");
+ TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : "");
+ TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : "");
+ TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : "");
+}
+
/*****************************************************************************
* Useful functions mapping GL <-> D3D values
*/
HeapFree(GetProcessHeap(), 0, table);
}
-static inline struct hash_table_entry_t *hash_table_get_by_idx(struct hash_table_t *table, void *key, unsigned int idx)
+static inline struct hash_table_entry_t *hash_table_get_by_idx(const struct hash_table_t *table, const void *key,
+ unsigned int idx)
{
struct hash_table_entry_t *entry;
hash_table_put(table, key, NULL);
}
-void *hash_table_get(struct hash_table_t *table, void *key)
+void *hash_table_get(const struct hash_table_t *table, const void *key)
{
unsigned int idx;
struct hash_table_entry_t *entry;
settings->op[i].aop = WINED3DTOP_DISABLE;
settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED;
settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED;
- settings->op[i].color_correction = WINED3DFMT_UNKNOWN;
+ settings->op[i].color_correction = COLOR_FIXUP_IDENTITY;
settings->op[i].dst = resultreg;
settings->op[i].tex_type = tex_1d;
settings->op[i].projected = proj_none;
texture = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
if(texture) {
- settings->op[i].color_correction = texture->baseTexture.shader_conversion_group;
+ settings->op[i].color_correction = texture->baseTexture.shader_color_fixup;
if(ignore_textype) {
settings->op[i].tex_type = tex_1d;
} else {
}
}
} else {
- settings->op[i].color_correction = WINED3DFMT_UNKNOWN;
+ settings->op[i].color_correction = COLOR_FIXUP_IDENTITY;
settings->op[i].tex_type = tex_1d;
}
}
#undef GLINFO_LOCATION
-struct ffp_frag_desc *find_ffp_frag_shader(struct hash_table_t *fragment_shaders, struct ffp_frag_settings *settings)
+const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
+ const struct ffp_frag_settings *settings)
{
- return (struct ffp_frag_desc *)hash_table_get(fragment_shaders, settings);}
+ return (const struct ffp_frag_desc *)hash_table_get(fragment_shaders, settings);
+}
void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc) {
struct ffp_frag_settings *key = HeapAlloc(GetProcessHeap(), 0, sizeof(*key));
}
#undef GLINFO_LOCATION
-unsigned int ffp_frag_program_key_hash(void *key) {
- struct ffp_frag_settings *k = (struct ffp_frag_settings *)key;
+unsigned int ffp_frag_program_key_hash(const void *key)
+{
+ const struct ffp_frag_settings *k = (const struct ffp_frag_settings *)key;
unsigned int hash = 0, i;
- DWORD *blob;
+ const DWORD *blob;
/* This takes the texture op settings of stage 0 and 1 into account.
* how exactly depends on the memory laybout of the compiler, but it
* the ffp setup has distinct stage 0 and 1 settings.
*/
for(i = 0; i < 2; i++) {
- blob = (DWORD *) &k->op[i];
+ blob = (const DWORD *)&k->op[i];
hash ^= blob[0] ^ blob[1];
}
return hash;
}
-BOOL ffp_frag_program_key_compare(void *keya, void *keyb) {
- struct ffp_frag_settings *ka = (struct ffp_frag_settings *)keya;
- struct ffp_frag_settings *kb = (struct ffp_frag_settings *)keyb;
+BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb)
+{
+ const struct ffp_frag_settings *ka = (const struct ffp_frag_settings *)keya;
+ const struct ffp_frag_settings *kb = (const struct ffp_frag_settings *)keyb;
return memcmp(ka, kb, sizeof(*ka)) == 0;
}
LEAVE_GL();
}
- IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
+ resource_cleanup((IWineD3DResource *)iface);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
IWineD3DVertexBuffer IWineD3DResource parts follow
**************************************************** */
static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer *iface, IWineD3DDevice** ppDevice) {
- return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
+ return resource_get_device((IWineD3DResource *)iface, ppDevice);
}
static HRESULT WINAPI IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
- return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
+ return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}
static HRESULT WINAPI IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
- return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
+ return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}
static HRESULT WINAPI IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid) {
- return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
+ return resource_free_private_data((IWineD3DResource *)iface, refguid);
}
static DWORD WINAPI IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer *iface, DWORD PriorityNew) {
- return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
+ return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
}
static DWORD WINAPI IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer *iface) {
- return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
+ return resource_get_priority((IWineD3DResource *)iface);
}
static inline void fixup_d3dcolor(DWORD *pos) {
p[3] = w;
}
-DWORD *find_conversion_shift(IWineD3DVertexBufferImpl *This, WineDirect3DVertexStridedData *strided, DWORD stride) {
+static DWORD *find_conversion_shift(IWineD3DVertexBufferImpl *This, const WineDirect3DVertexStridedData *strided, DWORD stride)
+{
DWORD *ret, i, shift, j, type;
DWORD orig_type_size;
return ret;
}
-inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This)
+static inline BOOL IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
BOOL ret = FALSE;
case CONV_FLOAT16_2:
{
float *out = (float *) (&data[This->conv_stride * i + j + This->conv_shift[j]]);
- WORD *in = (WORD *) (&This->resource.allocatedMemory[i * This->stride + j]);
+ const WORD *in = (WORD *) (&This->resource.allocatedMemory[i * This->stride + j]);
out[1] = float_16_to_32(in + 1);
out[0] = float_16_to_32(in + 0);
}
static WINED3DRESOURCETYPE WINAPI IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface) {
- return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
+ return resource_get_type((IWineD3DResource *)iface);
}
static HRESULT WINAPI IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer *iface, IUnknown **pParent) {
- return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
+ return resource_get_parent((IWineD3DResource *)iface, pParent);
}
/* ******************************************************
/* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
return WINED3D_OK;
}
-HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) {
+static HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) {
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
LONG lockcount;
TRACE("(%p)\n", This);
IWineD3DVertexBufferImpl_GetDesc
};
-BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo) {
+const BYTE* IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo)
+{
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
*vbo = This->vbo;
This->Flags &= ~VBFLAG_CREATEVBO;
if(This->vbo) {
*vbo = This->vbo;
- return (BYTE *) iOffset;
+ return (const BYTE *)iOffset;
}
}
return This->resource.allocatedMemory + iOffset;
} else {
- return (BYTE *) iOffset;
+ return (const BYTE *)iOffset;
}
}
-
-HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface) {
- return WINED3D_OK;
-}
}
/** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB
or GLSL and send it to the card */
-static VOID IWineD3DVertexShaderImpl_GenerateShader(
- IWineD3DVertexShader *iface,
- shader_reg_maps* reg_maps,
- CONST DWORD *pFunction) {
-
+static void IWineD3DVertexShaderImpl_GenerateShader(IWineD3DVertexShader *iface,
+ const struct shader_reg_maps* reg_maps, const DWORD *pFunction)
+{
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
IWineD3DVertexDeclaration *decl = ((IWineD3DDeviceImpl *) This->baseShader.device)->stateBlock->vertexDecl;
SHADER_BUFFER buffer;
int i;
for (i = 0; i < vdecl->declarationWNumElements - 1; ++i) {
- WINED3DVERTEXELEMENT* element = vdecl->pDeclarationWine + i;
+ const WINED3DVERTEXELEMENT *element = vdecl->pDeclarationWine + i;
vshader_set_input(This, element->Reg, element->Usage, element->UsageIndex);
}
}
return FALSE;
}
-static HRESULT WINAPI IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface) {
+HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface) {
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
IWineD3DVertexDeclarationImpl *vdecl;
CONST DWORD *function = This->baseShader.function;
IWineD3DVertexShaderImpl_GetParent,
/*** IWineD3DBaseShader methods ***/
IWineD3DVertexShaderImpl_SetFunction,
- IWineD3DVertexShaderImpl_CompileShader,
/*** IWineD3DVertexShader methods ***/
IWineD3DVertexShaderImpl_GetDevice,
IWineD3DVertexShaderImpl_GetFunction,
TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
ref = InterlockedDecrement(&This->resource.ref);
if (ref == 0) {
- IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
+ resource_cleanup((IWineD3DResource *)iface);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
IWineD3DVolume IWineD3DResource parts follow
**************************************************** */
static HRESULT WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface, IUnknown **pParent) {
- return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
+ return resource_get_parent((IWineD3DResource *)iface, pParent);
}
static HRESULT WINAPI IWineD3DVolumeImpl_GetDevice(IWineD3DVolume *iface, IWineD3DDevice** ppDevice) {
- return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
+ return resource_get_device((IWineD3DResource *)iface, ppDevice);
}
static HRESULT WINAPI IWineD3DVolumeImpl_SetPrivateData(IWineD3DVolume *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
- return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
+ return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}
static HRESULT WINAPI IWineD3DVolumeImpl_GetPrivateData(IWineD3DVolume *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
- return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
+ return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}
static HRESULT WINAPI IWineD3DVolumeImpl_FreePrivateData(IWineD3DVolume *iface, REFGUID refguid) {
- return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
+ return resource_free_private_data((IWineD3DResource *)iface, refguid);
}
static DWORD WINAPI IWineD3DVolumeImpl_SetPriority(IWineD3DVolume *iface, DWORD PriorityNew) {
- return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
+ return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
}
static DWORD WINAPI IWineD3DVolumeImpl_GetPriority(IWineD3DVolume *iface) {
- return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
+ return resource_get_priority((IWineD3DResource *)iface);
}
static void WINAPI IWineD3DVolumeImpl_PreLoad(IWineD3DVolume *iface) {
- IWineD3DResourceImpl_PreLoad((IWineD3DResource *)iface);
+ FIXME("iface %p stub!\n", iface);
}
static void WINAPI IWineD3DVolumeImpl_UnLoad(IWineD3DVolume *iface) {
}
static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeImpl_GetType(IWineD3DVolume *iface) {
- return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
+ return resource_get_type((IWineD3DResource *)iface);
}
/* *******************************************
static HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, int gl_level, BOOL srgb_mode) {
IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface;
WINED3DFORMAT format = This->resource.format;
- const GlPixelFormatDesc *glDesc;
+ const struct GlPixelFormatDesc *glDesc;
getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc);
TRACE("(%p) : level %u, format %s (0x%08x)\n", This, gl_level, debug_d3dformat(format), format);
IWineD3DVolumeTexture IWineD3DResource parts follow
**************************************************** */
static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetDevice(IWineD3DVolumeTexture *iface, IWineD3DDevice** ppDevice) {
- return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
+ return resource_get_device((IWineD3DResource *)iface, ppDevice);
}
static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
- return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
+ return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}
static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
- return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
+ return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}
static HRESULT WINAPI IWineD3DVolumeTextureImpl_FreePrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid) {
- return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
+ return resource_free_private_data((IWineD3DResource *)iface, refguid);
}
static DWORD WINAPI IWineD3DVolumeTextureImpl_SetPriority(IWineD3DVolumeTexture *iface, DWORD PriorityNew) {
- return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
+ return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
}
static DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture *iface) {
- return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
+ return resource_get_priority((IWineD3DResource *)iface);
}
static void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *iface) {
IWineD3DVolume_UnLoad(This->volumes[i]);
}
- IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture *) iface);
+ basetexture_unload((IWineD3DBaseTexture *)iface);
}
static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) {
- return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
+ return resource_get_type((IWineD3DResource *)iface);
}
static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture *iface, IUnknown **pParent) {
- return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
+ return resource_get_parent((IWineD3DResource *)iface, pParent);
}
/* ******************************************************
IWineD3DVolumeTexture IWineD3DBaseTexture parts follow
****************************************************** */
static DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) {
- return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
+ return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
}
static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) {
- return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
+ return basetexture_get_lod((IWineD3DBaseTexture *)iface);
}
static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DVolumeTexture *iface) {
- return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
+ return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
}
static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DVolumeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
- return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
+ return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
}
static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DVolumeTexture *iface) {
- return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
+ return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
}
static void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DVolumeTexture *iface) {
- IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
+ basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
}
/* Internal function, No d3d mapping */
static BOOL WINAPI IWineD3DVolumeTextureImpl_SetDirty(IWineD3DVolumeTexture *iface, BOOL dirty) {
- return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
+ return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
}
static BOOL WINAPI IWineD3DVolumeTextureImpl_GetDirty(IWineD3DVolumeTexture *iface) {
- return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
+ return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
}
static HRESULT WINAPI IWineD3DVolumeTextureImpl_BindTexture(IWineD3DVolumeTexture *iface) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
TRACE("(%p) : relay to BaseTexture\n", This);
- return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
+ return basetexture_bind((IWineD3DBaseTexture *)iface);
}
static UINT WINAPI IWineD3DVolumeTextureImpl_GetTextureDimensions(IWineD3DVolumeTexture *iface) {
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
TRACE("(%p) : nothing to do, passing to base texture\n", This);
- IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
+ basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
}
D3DCB_DestroyVolume(This->volumes[i]);
}
}
- IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
+ basetexture_cleanup((IWineD3DBaseTexture *)iface);
HeapFree(GetProcessHeap(), 0, This);
}
--- /dev/null
+/*
+ * Copyright 2002-2003 The wine-d3d team
+ * Copyright 2002-2003 Jason Edmeades
+ * Copyright 2002-2003 Raphael Junqueira
+ * Copyright 2005 Oliver Stieber
+ * Copyright 2006 Stefan Dösinger
+ * Copyright 2006 Stefan Dösinger for CodeWeavers
+ * Copyright 2007 Henri Verbeet
+ * Copyright 2008 Henri Verbeet for CodeWeavers
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
+ */
+
+import "unknwn.idl";
+
+cpp_quote("#if 0")
+typedef HANDLE HMONITOR;
+
+typedef struct _RGNDATAHEADER
+{
+ DWORD dwSize;
+ DWORD iType;
+ DWORD nCount;
+ DWORD nRgnSize;
+ RECT rcBound;
+} RGNDATAHEADER;
+
+typedef struct _RGNDATA
+{
+ RGNDATAHEADER rdh;
+ char Buffer[1];
+} RGNDATA;
+cpp_quote("#endif")
+
+cpp_quote("#define WINED3D_OK S_OK")
+
+const UINT _FACWINED3D = 0x876;
+cpp_quote("#define MAKE_WINED3DSTATUS(code) MAKE_HRESULT(0, _FACWINED3D, code)")
+cpp_quote("#define WINED3DOK_NOAUTOGEN MAKE_WINED3DSTATUS(2159)")
+
+cpp_quote("#define MAKE_WINED3DHRESULT(code) MAKE_HRESULT(1, _FACWINED3D, code)")
+cpp_quote("#define WINED3DERR_WRONGTEXTUREFORMAT MAKE_WINED3DHRESULT(2072)")
+cpp_quote("#define WINED3DERR_UNSUPPORTEDCOLOROPERATION MAKE_WINED3DHRESULT(2073)")
+cpp_quote("#define WINED3DERR_UNSUPPORTEDCOLORARG MAKE_WINED3DHRESULT(2074)")
+cpp_quote("#define WINED3DERR_UNSUPPORTEDALPHAOPERATION MAKE_WINED3DHRESULT(2075)")
+cpp_quote("#define WINED3DERR_UNSUPPORTEDALPHAARG MAKE_WINED3DHRESULT(2076)")
+cpp_quote("#define WINED3DERR_TOOMANYOPERATIONS MAKE_WINED3DHRESULT(2077)")
+cpp_quote("#define WINED3DERR_CONFLICTINGTEXTUREFILTER MAKE_WINED3DHRESULT(2078)")
+cpp_quote("#define WINED3DERR_UNSUPPORTEDFACTORVALUE MAKE_WINED3DHRESULT(2079)")
+cpp_quote("#define WINED3DERR_CONFLICTINGRENDERSTATE MAKE_WINED3DHRESULT(2081)")
+cpp_quote("#define WINED3DERR_UNSUPPORTEDTEXTUREFILTER MAKE_WINED3DHRESULT(2082)")
+cpp_quote("#define WINED3DERR_CONFLICTINGTEXTUREPALETTE MAKE_WINED3DHRESULT(2086)")
+cpp_quote("#define WINED3DERR_DRIVERINTERNALERROR MAKE_WINED3DHRESULT(2087)")
+cpp_quote("#define WINED3DERR_NOTFOUND MAKE_WINED3DHRESULT(2150)")
+cpp_quote("#define WINED3DERR_MOREDATA MAKE_WINED3DHRESULT(2151)")
+cpp_quote("#define WINED3DERR_DEVICELOST MAKE_WINED3DHRESULT(2152)")
+cpp_quote("#define WINED3DERR_DEVICENOTRESET MAKE_WINED3DHRESULT(2153)")
+cpp_quote("#define WINED3DERR_NOTAVAILABLE MAKE_WINED3DHRESULT(2154)")
+cpp_quote("#define WINED3DERR_OUTOFVIDEOMEMORY MAKE_WINED3DHRESULT(380)")
+cpp_quote("#define WINED3DERR_INVALIDDEVICE MAKE_WINED3DHRESULT(2155)")
+cpp_quote("#define WINED3DERR_INVALIDCALL MAKE_WINED3DHRESULT(2156)")
+cpp_quote("#define WINED3DERR_DRIVERINVALIDCALL MAKE_WINED3DHRESULT(2157)")
+cpp_quote("#define WINED3DERR_WASSTILLDRAWING MAKE_WINED3DHRESULT(540)")
+cpp_quote("#define WINEDDERR_NOTAOVERLAYSURFACE MAKE_WINED3DHRESULT(580)")
+cpp_quote("#define WINEDDERR_NODC MAKE_WINED3DHRESULT(586)")
+cpp_quote("#define WINEDDERR_DCALREADYCREATED MAKE_WINED3DHRESULT(620)")
+cpp_quote("#define WINEDDERR_NOTFLIPPABLE MAKE_WINED3DHRESULT(582)")
+cpp_quote("#define WINEDDERR_SURFACEBUSY MAKE_WINED3DHRESULT(430)")
+cpp_quote("#define WINEDDERR_INVALIDRECT MAKE_WINED3DHRESULT(150)")
+cpp_quote("#define WINEDDERR_NOCLIPLIST MAKE_WINED3DHRESULT(205)")
+cpp_quote("#define WINEDDERR_OVERLAYNOTVISIBLE MAKE_WINED3DHRESULT(577)")
+
+typedef DWORD WINED3DCOLOR;
+
+typedef enum _WINED3DLIGHTTYPE
+{
+ WINED3DLIGHT_POINT = 1,
+ WINED3DLIGHT_SPOT = 2,
+ WINED3DLIGHT_DIRECTIONAL = 3,
+ WINED3DLIGHT_PARALLELPOINT = 4, /* D3D7 */
+ WINED3DLIGHT_GLSPOT = 5, /* D3D7 */
+ WINED3DLIGHT_FORCE_DWORD = 0x7fffffff
+} WINED3DLIGHTTYPE;
+
+typedef enum _WINED3DPRIMITIVETYPE
+{
+ WINED3DPT_POINTLIST = 1,
+ WINED3DPT_LINELIST = 2,
+ WINED3DPT_LINESTRIP = 3,
+ WINED3DPT_TRIANGLELIST = 4,
+ WINED3DPT_TRIANGLESTRIP = 5,
+ WINED3DPT_TRIANGLEFAN = 6,
+ WINED3DPT_FORCE_DWORD = 0x7fffffff
+} WINED3DPRIMITIVETYPE;
+
+typedef enum _WINED3DDEVTYPE
+{
+ WINED3DDEVTYPE_HAL = 1,
+ WINED3DDEVTYPE_REF = 2,
+ WINED3DDEVTYPE_SW = 3,
+ WINED3DDEVTYPE_NULLREF = 4,
+ WINED3DDEVTYPE_FORCE_DWORD = 0xffffffff
+} WINED3DDEVTYPE;
+
+typedef enum _WINED3DDEGREETYPE
+{
+ WINED3DDEGREE_LINEAR = 1,
+ WINED3DDEGREE_QUADRATIC = 2,
+ WINED3DDEGREE_CUBIC = 3,
+ WINED3DDEGREE_QUINTIC = 5,
+ WINED3DDEGREE_FORCE_DWORD = 0x7fffffff
+} WINED3DDEGREETYPE;
+
+typedef enum _WINED3DFORMAT
+{
+ WINED3DFMT_UNKNOWN = 0,
+ WINED3DFMT_R8G8B8 = 20,
+ WINED3DFMT_A8R8G8B8 = 21,
+ WINED3DFMT_X8R8G8B8 = 22,
+ WINED3DFMT_R5G6B5 = 23,
+ WINED3DFMT_X1R5G5B5 = 24,
+ WINED3DFMT_A1R5G5B5 = 25,
+ WINED3DFMT_A4R4G4B4 = 26,
+ WINED3DFMT_R3G3B2 = 27,
+ WINED3DFMT_A8 = 28,
+ WINED3DFMT_A8R3G3B2 = 29,
+ WINED3DFMT_X4R4G4B4 = 30,
+ WINED3DFMT_A2B10G10R10 = 31,
+ WINED3DFMT_A8B8G8R8 = 32,
+ WINED3DFMT_X8B8G8R8 = 33,
+ WINED3DFMT_G16R16 = 34,
+ WINED3DFMT_A2R10G10B10 = 35,
+ WINED3DFMT_A16B16G16R16 = 36,
+ WINED3DFMT_A8P8 = 40,
+ WINED3DFMT_P8 = 41,
+ WINED3DFMT_L8 = 50,
+ WINED3DFMT_A8L8 = 51,
+ WINED3DFMT_A4L4 = 52,
+ WINED3DFMT_V8U8 = 60,
+ WINED3DFMT_L6V5U5 = 61,
+ WINED3DFMT_X8L8V8U8 = 62,
+ WINED3DFMT_Q8W8V8U8 = 63,
+ WINED3DFMT_V16U16 = 64,
+ WINED3DFMT_W11V11U10 = 65,
+ WINED3DFMT_A2W10V10U10 = 67,
+ WINED3DFMT_D16_LOCKABLE = 70,
+ WINED3DFMT_D32 = 71,
+ WINED3DFMT_D15S1 = 73,
+ WINED3DFMT_D24S8 = 75,
+ WINED3DFMT_D24X8 = 77,
+ WINED3DFMT_D24X4S4 = 79,
+ WINED3DFMT_D16 = 80,
+ WINED3DFMT_L16 = 81,
+ WINED3DFMT_D32F_LOCKABLE = 82,
+ WINED3DFMT_D24FS8 = 83,
+ WINED3DFMT_VERTEXDATA = 100,
+ WINED3DFMT_INDEX16 = 101,
+ WINED3DFMT_INDEX32 = 102,
+ WINED3DFMT_Q16W16V16U16 = 110,
+ WINED3DFMT_R16F = 111,
+ WINED3DFMT_G16R16F = 112,
+ WINED3DFMT_A16B16G16R16F = 113,
+ WINED3DFMT_R32F = 114,
+ WINED3DFMT_G32R32F = 115,
+ WINED3DFMT_A32B32G32R32F = 116,
+ WINED3DFMT_CxV8U8 = 117,
+ WINED3DFMT_FORCE_DWORD = 0xffffffff
+} WINED3DFORMAT;
+cpp_quote("#define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \\")
+cpp_quote(" ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \\")
+cpp_quote(" ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))")
+cpp_quote("#define WINED3DFMT_UYVY WINEMAKEFOURCC('U', 'Y', 'V', 'Y')")
+cpp_quote("#define WINED3DFMT_YUY2 WINEMAKEFOURCC('Y', 'U', 'Y', '2')")
+cpp_quote("#define WINED3DFMT_YV12 WINEMAKEFOURCC('Y', 'V', '1', '2')")
+cpp_quote("#define WINED3DFMT_DXT1 WINEMAKEFOURCC('D', 'X', 'T', '1')")
+cpp_quote("#define WINED3DFMT_DXT2 WINEMAKEFOURCC('D', 'X', 'T', '2')")
+cpp_quote("#define WINED3DFMT_DXT3 WINEMAKEFOURCC('D', 'X', 'T', '3')")
+cpp_quote("#define WINED3DFMT_DXT4 WINEMAKEFOURCC('D', 'X', 'T', '4')")
+cpp_quote("#define WINED3DFMT_DXT5 WINEMAKEFOURCC('D', 'X', 'T', '5')")
+cpp_quote("#define WINED3DFMT_MULTI2_ARGB8 WINEMAKEFOURCC('M', 'E', 'T', '1')")
+cpp_quote("#define WINED3DFMT_G8R8_G8B8 WINEMAKEFOURCC('G', 'R', 'G', 'B')")
+cpp_quote("#define WINED3DFMT_R8G8_B8G8 WINEMAKEFOURCC('R', 'G', 'B', 'G')")
+/* Vendor specific formats */
+cpp_quote("#define WINED3DFMT_ATI2N WINEMAKEFOURCC('A', 'T', 'I', '2')")
+cpp_quote("#define WINED3DFMT_NVHU WINEMAKEFOURCC('N', 'V', 'H', 'U')")
+cpp_quote("#define WINED3DFMT_NVHS WINEMAKEFOURCC('N', 'V', 'H', 'S')")
+
+typedef enum _WINED3DRENDERSTATETYPE
+{
+ WINED3DRS_TEXTUREHANDLE = 1, /* d3d7 */
+ WINED3DRS_ANTIALIAS = 2, /* d3d7 */
+ WINED3DRS_TEXTUREADDRESS = 3, /* d3d7 */
+ WINED3DRS_TEXTUREPERSPECTIVE = 4, /* d3d7 */
+ WINED3DRS_WRAPU = 5, /* d3d7 */
+ WINED3DRS_WRAPV = 6, /* d3d7 */
+ WINED3DRS_ZENABLE = 7,
+ WINED3DRS_FILLMODE = 8,
+ WINED3DRS_SHADEMODE = 9,
+ WINED3DRS_LINEPATTERN = 10, /* d3d7, d3d8 */
+ WINED3DRS_MONOENABLE = 11, /* d3d7 */
+ WINED3DRS_ROP2 = 12, /* d3d7 */
+ WINED3DRS_PLANEMASK = 13, /* d3d7 */
+ WINED3DRS_ZWRITEENABLE = 14,
+ WINED3DRS_ALPHATESTENABLE = 15,
+ WINED3DRS_LASTPIXEL = 16,
+ WINED3DRS_TEXTUREMAG = 17, /* d3d7 */
+ WINED3DRS_TEXTUREMIN = 18, /* d3d7 */
+ WINED3DRS_SRCBLEND = 19,
+ WINED3DRS_DESTBLEND = 20,
+ WINED3DRS_TEXTUREMAPBLEND = 21, /* d3d7 */
+ WINED3DRS_CULLMODE = 22,
+ WINED3DRS_ZFUNC = 23,
+ WINED3DRS_ALPHAREF = 24,
+ WINED3DRS_ALPHAFUNC = 25,
+ WINED3DRS_DITHERENABLE = 26,
+ WINED3DRS_ALPHABLENDENABLE = 27,
+ WINED3DRS_FOGENABLE = 28,
+ WINED3DRS_SPECULARENABLE = 29,
+ WINED3DRS_ZVISIBLE = 30, /* d3d7, d3d8 */
+ WINED3DRS_SUBPIXEL = 31, /* d3d7 */
+ WINED3DRS_SUBPIXELX = 32, /* d3d7 */
+ WINED3DRS_STIPPLEDALPHA = 33, /* d3d7 */
+ WINED3DRS_FOGCOLOR = 34,
+ WINED3DRS_FOGTABLEMODE = 35,
+ WINED3DRS_FOGSTART = 36,
+ WINED3DRS_FOGEND = 37,
+ WINED3DRS_FOGDENSITY = 38,
+ WINED3DRS_STIPPLEENABLE = 39, /* d3d7 */
+ WINED3DRS_EDGEANTIALIAS = 40, /* d3d7, d3d8 */
+ WINED3DRS_COLORKEYENABLE = 41, /* d3d7 */
+ WINED3DRS_BORDERCOLOR = 43, /* d3d7 */
+ WINED3DRS_TEXTUREADDRESSU = 44, /* d3d7 */
+ WINED3DRS_TEXTUREADDRESSV = 45, /* d3d7 */
+ WINED3DRS_MIPMAPLODBIAS = 46, /* d3d7 */
+ WINED3DRS_ZBIAS = 47, /* d3d7, d3d8 */
+ WINED3DRS_RANGEFOGENABLE = 48,
+ WINED3DRS_ANISOTROPY = 49, /* d3d7 */
+ WINED3DRS_FLUSHBATCH = 50, /* d3d7 */
+ WINED3DRS_TRANSLUCENTSORTINDEPENDENT = 51, /* d3d7 */
+ WINED3DRS_STENCILENABLE = 52,
+ WINED3DRS_STENCILFAIL = 53,
+ WINED3DRS_STENCILZFAIL = 54,
+ WINED3DRS_STENCILPASS = 55,
+ WINED3DRS_STENCILFUNC = 56,
+ WINED3DRS_STENCILREF = 57,
+ WINED3DRS_STENCILMASK = 58,
+ WINED3DRS_STENCILWRITEMASK = 59,
+ WINED3DRS_TEXTUREFACTOR = 60,
+ WINED3DRS_STIPPLEPATTERN00 = 64,
+ WINED3DRS_STIPPLEPATTERN01 = 65,
+ WINED3DRS_STIPPLEPATTERN02 = 66,
+ WINED3DRS_STIPPLEPATTERN03 = 67,
+ WINED3DRS_STIPPLEPATTERN04 = 68,
+ WINED3DRS_STIPPLEPATTERN05 = 69,
+ WINED3DRS_STIPPLEPATTERN06 = 70,
+ WINED3DRS_STIPPLEPATTERN07 = 71,
+ WINED3DRS_STIPPLEPATTERN08 = 72,
+ WINED3DRS_STIPPLEPATTERN09 = 73,
+ WINED3DRS_STIPPLEPATTERN10 = 74,
+ WINED3DRS_STIPPLEPATTERN11 = 75,
+ WINED3DRS_STIPPLEPATTERN12 = 76,
+ WINED3DRS_STIPPLEPATTERN13 = 77,
+ WINED3DRS_STIPPLEPATTERN14 = 78,
+ WINED3DRS_STIPPLEPATTERN15 = 79,
+ WINED3DRS_STIPPLEPATTERN16 = 80,
+ WINED3DRS_STIPPLEPATTERN17 = 81,
+ WINED3DRS_STIPPLEPATTERN18 = 82,
+ WINED3DRS_STIPPLEPATTERN19 = 83,
+ WINED3DRS_STIPPLEPATTERN20 = 84,
+ WINED3DRS_STIPPLEPATTERN21 = 85,
+ WINED3DRS_STIPPLEPATTERN22 = 86,
+ WINED3DRS_STIPPLEPATTERN23 = 87,
+ WINED3DRS_STIPPLEPATTERN24 = 88,
+ WINED3DRS_STIPPLEPATTERN25 = 89,
+ WINED3DRS_STIPPLEPATTERN26 = 90,
+ WINED3DRS_STIPPLEPATTERN27 = 91,
+ WINED3DRS_STIPPLEPATTERN28 = 92,
+ WINED3DRS_STIPPLEPATTERN29 = 93,
+ WINED3DRS_STIPPLEPATTERN30 = 94,
+ WINED3DRS_STIPPLEPATTERN31 = 95,
+ WINED3DRS_WRAP0 = 128,
+ WINED3DRS_WRAP1 = 129,
+ WINED3DRS_WRAP2 = 130,
+ WINED3DRS_WRAP3 = 131,
+ WINED3DRS_WRAP4 = 132,
+ WINED3DRS_WRAP5 = 133,
+ WINED3DRS_WRAP6 = 134,
+ WINED3DRS_WRAP7 = 135,
+ WINED3DRS_CLIPPING = 136,
+ WINED3DRS_LIGHTING = 137,
+ WINED3DRS_EXTENTS = 138, /* d3d7 */
+ WINED3DRS_AMBIENT = 139,
+ WINED3DRS_FOGVERTEXMODE = 140,
+ WINED3DRS_COLORVERTEX = 141,
+ WINED3DRS_LOCALVIEWER = 142,
+ WINED3DRS_NORMALIZENORMALS = 143,
+ WINED3DRS_COLORKEYBLENDENABLE = 144, /* d3d7 */
+ WINED3DRS_DIFFUSEMATERIALSOURCE = 145,
+ WINED3DRS_SPECULARMATERIALSOURCE = 146,
+ WINED3DRS_AMBIENTMATERIALSOURCE = 147,
+ WINED3DRS_EMISSIVEMATERIALSOURCE = 148,
+ WINED3DRS_VERTEXBLEND = 151,
+ WINED3DRS_CLIPPLANEENABLE = 152,
+ WINED3DRS_SOFTWAREVERTEXPROCESSING = 153, /* d3d8 */
+ WINED3DRS_POINTSIZE = 154,
+ WINED3DRS_POINTSIZE_MIN = 155,
+ WINED3DRS_POINTSPRITEENABLE = 156,
+ WINED3DRS_POINTSCALEENABLE = 157,
+ WINED3DRS_POINTSCALE_A = 158,
+ WINED3DRS_POINTSCALE_B = 159,
+ WINED3DRS_POINTSCALE_C = 160,
+ WINED3DRS_MULTISAMPLEANTIALIAS = 161,
+ WINED3DRS_MULTISAMPLEMASK = 162,
+ WINED3DRS_PATCHEDGESTYLE = 163,
+ WINED3DRS_PATCHSEGMENTS = 164, /* d3d8 */
+ WINED3DRS_DEBUGMONITORTOKEN = 165,
+ WINED3DRS_POINTSIZE_MAX = 166,
+ WINED3DRS_INDEXEDVERTEXBLENDENABLE = 167,
+ WINED3DRS_COLORWRITEENABLE = 168,
+ WINED3DRS_TWEENFACTOR = 170,
+ WINED3DRS_BLENDOP = 171,
+ WINED3DRS_POSITIONORDER = 172,
+ WINED3DRS_NORMALORDER = 173,
+ WINED3DRS_POSITIONDEGREE = 172,
+ WINED3DRS_NORMALDEGREE = 173,
+ WINED3DRS_SCISSORTESTENABLE = 174,
+ WINED3DRS_SLOPESCALEDEPTHBIAS = 175,
+ WINED3DRS_ANTIALIASEDLINEENABLE = 176,
+ WINED3DRS_MINTESSELLATIONLEVEL = 178,
+ WINED3DRS_MAXTESSELLATIONLEVEL = 179,
+ WINED3DRS_ADAPTIVETESS_X = 180,
+ WINED3DRS_ADAPTIVETESS_Y = 181,
+ WINED3DRS_ADAPTIVETESS_Z = 182,
+ WINED3DRS_ADAPTIVETESS_W = 183,
+ WINED3DRS_ENABLEADAPTIVETESSELLATION = 184,
+ WINED3DRS_TWOSIDEDSTENCILMODE = 185,
+ WINED3DRS_CCW_STENCILFAIL = 186,
+ WINED3DRS_CCW_STENCILZFAIL = 187,
+ WINED3DRS_CCW_STENCILPASS = 188,
+ WINED3DRS_CCW_STENCILFUNC = 189,
+ WINED3DRS_COLORWRITEENABLE1 = 190,
+ WINED3DRS_COLORWRITEENABLE2 = 191,
+ WINED3DRS_COLORWRITEENABLE3 = 192,
+ WINED3DRS_BLENDFACTOR = 193,
+ WINED3DRS_SRGBWRITEENABLE = 194,
+ WINED3DRS_DEPTHBIAS = 195,
+ WINED3DRS_WRAP8 = 198,
+ WINED3DRS_WRAP9 = 199,
+ WINED3DRS_WRAP10 = 200,
+ WINED3DRS_WRAP11 = 201,
+ WINED3DRS_WRAP12 = 202,
+ WINED3DRS_WRAP13 = 203,
+ WINED3DRS_WRAP14 = 204,
+ WINED3DRS_WRAP15 = 205,
+ WINED3DRS_SEPARATEALPHABLENDENABLE = 206,
+ WINED3DRS_SRCBLENDALPHA = 207,
+ WINED3DRS_DESTBLENDALPHA = 208,
+ WINED3DRS_BLENDOPALPHA = 209,
+ WINED3DRS_FORCE_DWORD = 0x7fffffff
+} WINED3DRENDERSTATETYPE;
+const UINT WINEHIGHEST_RENDER_STATE = WINED3DRS_BLENDOPALPHA;
+
+typedef enum _WINED3DBLEND
+{
+ WINED3DBLEND_ZERO = 1,
+ WINED3DBLEND_ONE = 2,
+ WINED3DBLEND_SRCCOLOR = 3,
+ WINED3DBLEND_INVSRCCOLOR = 4,
+ WINED3DBLEND_SRCALPHA = 5,
+ WINED3DBLEND_INVSRCALPHA = 6,
+ WINED3DBLEND_DESTALPHA = 7,
+ WINED3DBLEND_INVDESTALPHA = 8,
+ WINED3DBLEND_DESTCOLOR = 9,
+ WINED3DBLEND_INVDESTCOLOR = 10,
+ WINED3DBLEND_SRCALPHASAT = 11,
+ WINED3DBLEND_BOTHSRCALPHA = 12,
+ WINED3DBLEND_BOTHINVSRCALPHA = 13,
+ WINED3DBLEND_BLENDFACTOR = 14,
+ WINED3DBLEND_INVBLENDFACTOR = 15,
+ WINED3DBLEND_FORCE_DWORD = 0x7fffffff
+} WINED3DBLEND;
+
+typedef enum _WINED3DBLENDOP
+{
+ WINED3DBLENDOP_ADD = 1,
+ WINED3DBLENDOP_SUBTRACT = 2,
+ WINED3DBLENDOP_REVSUBTRACT = 3,
+ WINED3DBLENDOP_MIN = 4,
+ WINED3DBLENDOP_MAX = 5,
+ WINED3DBLENDOP_FORCE_DWORD = 0x7fffffff
+} WINED3DBLENDOP;
+
+typedef enum _WINED3DVERTEXBLENDFLAGS
+{
+ WINED3DVBF_DISABLE = 0,
+ WINED3DVBF_1WEIGHTS = 1,
+ WINED3DVBF_2WEIGHTS = 2,
+ WINED3DVBF_3WEIGHTS = 3,
+ WINED3DVBF_TWEENING = 255,
+ WINED3DVBF_0WEIGHTS = 256
+} WINED3DVERTEXBLENDFLAGS;
+
+typedef enum _WINED3DCMPFUNC
+{
+ WINED3DCMP_NEVER = 1,
+ WINED3DCMP_LESS = 2,
+ WINED3DCMP_EQUAL = 3,
+ WINED3DCMP_LESSEQUAL = 4,
+ WINED3DCMP_GREATER = 5,
+ WINED3DCMP_NOTEQUAL = 6,
+ WINED3DCMP_GREATEREQUAL = 7,
+ WINED3DCMP_ALWAYS = 8,
+ WINED3DCMP_FORCE_DWORD = 0x7fffffff
+} WINED3DCMPFUNC;
+
+typedef enum _WINED3DZBUFFERTYPE
+{
+ WINED3DZB_FALSE = 0,
+ WINED3DZB_TRUE = 1,
+ WINED3DZB_USEW = 2,
+ WINED3DZB_FORCE_DWORD = 0x7fffffff
+} WINED3DZBUFFERTYPE;
+
+typedef enum _WINED3DFOGMODE
+{
+ WINED3DFOG_NONE = 0,
+ WINED3DFOG_EXP = 1,
+ WINED3DFOG_EXP2 = 2,
+ WINED3DFOG_LINEAR = 3,
+ WINED3DFOG_FORCE_DWORD = 0x7fffffff
+} WINED3DFOGMODE;
+
+typedef enum _WINED3DSHADEMODE
+{
+ WINED3DSHADE_FLAT = 1,
+ WINED3DSHADE_GOURAUD = 2,
+ WINED3DSHADE_PHONG = 3,
+ WINED3DSHADE_FORCE_DWORD = 0x7fffffff
+} WINED3DSHADEMODE;
+
+typedef enum _WINED3DFILLMODE
+{
+ WINED3DFILL_POINT = 1,
+ WINED3DFILL_WIREFRAME = 2,
+ WINED3DFILL_SOLID = 3,
+ WINED3DFILL_FORCE_DWORD = 0x7fffffff
+} WINED3DFILLMODE;
+
+typedef enum _WINED3DCULL
+{
+ WINED3DCULL_NONE = 1,
+ WINED3DCULL_CW = 2,
+ WINED3DCULL_CCW = 3,
+ WINED3DCULL_FORCE_DWORD = 0x7fffffff
+} WINED3DCULL;
+
+typedef enum _WINED3DSTENCILOP
+{
+ WINED3DSTENCILOP_KEEP = 1,
+ WINED3DSTENCILOP_ZERO = 2,
+ WINED3DSTENCILOP_REPLACE = 3,
+ WINED3DSTENCILOP_INCRSAT = 4,
+ WINED3DSTENCILOP_DECRSAT = 5,
+ WINED3DSTENCILOP_INVERT = 6,
+ WINED3DSTENCILOP_INCR = 7,
+ WINED3DSTENCILOP_DECR = 8,
+ WINED3DSTENCILOP_FORCE_DWORD = 0x7fffffff
+} WINED3DSTENCILOP;
+
+typedef enum _WINED3DMATERIALCOLORSOURCE
+{
+ WINED3DMCS_MATERIAL = 0,
+ WINED3DMCS_COLOR1 = 1,
+ WINED3DMCS_COLOR2 = 2,
+ WINED3DMCS_FORCE_DWORD = 0x7fffffff
+} WINED3DMATERIALCOLORSOURCE;
+
+typedef enum _WINED3DPATCHEDGESTYLE
+{
+ WINED3DPATCHEDGE_DISCRETE = 0,
+ WINED3DPATCHEDGE_CONTINUOUS = 1,
+ WINED3DPATCHEDGE_FORCE_DWORD = 0x7fffffff
+} WINED3DPATCHEDGESTYLE;
+
+typedef enum _WINED3DBACKBUFFER_TYPE
+{
+ WINED3DBACKBUFFER_TYPE_MONO = 0,
+ WINED3DBACKBUFFER_TYPE_LEFT = 1,
+ WINED3DBACKBUFFER_TYPE_RIGHT = 2,
+ WINED3DBACKBUFFER_TYPE_FORCE_DWORD = 0x7fffffff
+} WINED3DBACKBUFFER_TYPE;
+
+typedef enum _WINED3DSWAPEFFECT
+{
+ WINED3DSWAPEFFECT_DISCARD = 1,
+ WINED3DSWAPEFFECT_FLIP = 2,
+ WINED3DSWAPEFFECT_COPY = 3,
+ WINED3DSWAPEFFECT_COPY_VSYNC = 4,
+ WINED3DSWAPEFFECT_FORCE_DWORD = 0xffffffff
+} WINED3DSWAPEFFECT;
+
+typedef enum _WINED3DSAMPLERSTATETYPE
+{
+ WINED3DSAMP_ADDRESSU = 1,
+ WINED3DSAMP_ADDRESSV = 2,
+ WINED3DSAMP_ADDRESSW = 3,
+ WINED3DSAMP_BORDERCOLOR = 4,
+ WINED3DSAMP_MAGFILTER = 5,
+ WINED3DSAMP_MINFILTER = 6,
+ WINED3DSAMP_MIPFILTER = 7,
+ WINED3DSAMP_MIPMAPLODBIAS = 8,
+ WINED3DSAMP_MAXMIPLEVEL = 9,
+ WINED3DSAMP_MAXANISOTROPY = 10,
+ WINED3DSAMP_SRGBTEXTURE = 11,
+ WINED3DSAMP_ELEMENTINDEX = 12,
+ WINED3DSAMP_DMAPOFFSET = 13,
+ WINED3DSAMP_FORCE_DWORD = 0x7fffffff,
+} WINED3DSAMPLERSTATETYPE;
+const UINT WINED3D_HIGHEST_SAMPLER_STATE = WINED3DSAMP_DMAPOFFSET;
+
+typedef enum _WINED3DMULTISAMPLE_TYPE
+{
+ WINED3DMULTISAMPLE_NONE = 0,
+ WINED3DMULTISAMPLE_NONMASKABLE = 1,
+ WINED3DMULTISAMPLE_2_SAMPLES = 2,
+ WINED3DMULTISAMPLE_3_SAMPLES = 3,
+ WINED3DMULTISAMPLE_4_SAMPLES = 4,
+ WINED3DMULTISAMPLE_5_SAMPLES = 5,
+ WINED3DMULTISAMPLE_6_SAMPLES = 6,
+ WINED3DMULTISAMPLE_7_SAMPLES = 7,
+ WINED3DMULTISAMPLE_8_SAMPLES = 8,
+ WINED3DMULTISAMPLE_9_SAMPLES = 9,
+ WINED3DMULTISAMPLE_10_SAMPLES = 10,
+ WINED3DMULTISAMPLE_11_SAMPLES = 11,
+ WINED3DMULTISAMPLE_12_SAMPLES = 12,
+ WINED3DMULTISAMPLE_13_SAMPLES = 13,
+ WINED3DMULTISAMPLE_14_SAMPLES = 14,
+ WINED3DMULTISAMPLE_15_SAMPLES = 15,
+ WINED3DMULTISAMPLE_16_SAMPLES = 16,
+ WINED3DMULTISAMPLE_FORCE_DWORD = 0xffffffff
+} WINED3DMULTISAMPLE_TYPE;
+
+typedef enum _WINED3DTEXTURESTAGESTATETYPE
+{
+ WINED3DTSS_COLOROP = 1,
+ WINED3DTSS_COLORARG1 = 2,
+ WINED3DTSS_COLORARG2 = 3,
+ WINED3DTSS_ALPHAOP = 4,
+ WINED3DTSS_ALPHAARG1 = 5,
+ WINED3DTSS_ALPHAARG2 = 6,
+ WINED3DTSS_BUMPENVMAT00 = 7,
+ WINED3DTSS_BUMPENVMAT01 = 8,
+ WINED3DTSS_BUMPENVMAT10 = 9,
+ WINED3DTSS_BUMPENVMAT11 = 10,
+ WINED3DTSS_TEXCOORDINDEX = 11,
+ WINED3DTSS_ADDRESS = 12,
+ WINED3DTSS_ADDRESSU = 13,
+ WINED3DTSS_ADDRESSV = 14,
+ WINED3DTSS_BORDERCOLOR = 15,
+ WINED3DTSS_MAGFILTER = 16,
+ WINED3DTSS_MINFILTER = 17,
+ WINED3DTSS_MIPFILTER = 18,
+ WINED3DTSS_MIPMAPLODBIAS = 19,
+ WINED3DTSS_MAXMIPLEVEL = 20,
+ WINED3DTSS_MAXANISOTROPY = 21,
+ WINED3DTSS_BUMPENVLSCALE = 22,
+ WINED3DTSS_BUMPENVLOFFSET = 23,
+ WINED3DTSS_TEXTURETRANSFORMFLAGS = 24,
+ WINED3DTSS_ADDRESSW = 25,
+ WINED3DTSS_COLORARG0 = 26,
+ WINED3DTSS_ALPHAARG0 = 27,
+ WINED3DTSS_RESULTARG = 28,
+ WINED3DTSS_CONSTANT = 32,
+ WINED3DTSS_FORCE_DWORD = 0x7fffffff
+} WINED3DTEXTURESTAGESTATETYPE;
+const UINT WINED3D_HIGHEST_TEXTURE_STATE = WINED3DTSS_CONSTANT;
+
+typedef enum _WINED3DTEXTURETRANSFORMFLAGS
+{
+ WINED3DTTFF_DISABLE = 0,
+ WINED3DTTFF_COUNT1 = 1,
+ WINED3DTTFF_COUNT2 = 2,
+ WINED3DTTFF_COUNT3 = 3,
+ WINED3DTTFF_COUNT4 = 4,
+ WINED3DTTFF_PROJECTED = 256,
+ WINED3DTTFF_FORCE_DWORD = 0x7fffffff
+} WINED3DTEXTURETRANSFORMFLAGS;
+
+typedef enum _WINED3DTEXTUREOP
+{
+ WINED3DTOP_DISABLE = 1,
+ WINED3DTOP_SELECTARG1 = 2,
+ WINED3DTOP_SELECTARG2 = 3,
+ WINED3DTOP_MODULATE = 4,
+ WINED3DTOP_MODULATE2X = 5,
+ WINED3DTOP_MODULATE4X = 6,
+ WINED3DTOP_ADD = 7,
+ WINED3DTOP_ADDSIGNED = 8,
+ WINED3DTOP_ADDSIGNED2X = 9,
+ WINED3DTOP_SUBTRACT = 10,
+ WINED3DTOP_ADDSMOOTH = 11,
+ WINED3DTOP_BLENDDIFFUSEALPHA = 12,
+ WINED3DTOP_BLENDTEXTUREALPHA = 13,
+ WINED3DTOP_BLENDFACTORALPHA = 14,
+ WINED3DTOP_BLENDTEXTUREALPHAPM = 15,
+ WINED3DTOP_BLENDCURRENTALPHA = 16,
+ WINED3DTOP_PREMODULATE = 17,
+ WINED3DTOP_MODULATEALPHA_ADDCOLOR = 18,
+ WINED3DTOP_MODULATECOLOR_ADDALPHA = 19,
+ WINED3DTOP_MODULATEINVALPHA_ADDCOLOR = 20,
+ WINED3DTOP_MODULATEINVCOLOR_ADDALPHA = 21,
+ WINED3DTOP_BUMPENVMAP = 22,
+ WINED3DTOP_BUMPENVMAPLUMINANCE = 23,
+ WINED3DTOP_DOTPRODUCT3 = 24,
+ WINED3DTOP_MULTIPLYADD = 25,
+ WINED3DTOP_LERP = 26,
+ WINED3DTOP_FORCE_DWORD = 0x7fffffff,
+} WINED3DTEXTUREOP;
+
+typedef enum _WINED3DTEXTUREADDRESS
+{
+ WINED3DTADDRESS_WRAP = 1,
+ WINED3DTADDRESS_MIRROR = 2,
+ WINED3DTADDRESS_CLAMP = 3,
+ WINED3DTADDRESS_BORDER = 4,
+ WINED3DTADDRESS_MIRRORONCE = 5,
+ WINED3DTADDRESS_FORCE_DWORD = 0x7fffffff
+} WINED3DTEXTUREADDRESS;
+
+typedef enum _WINED3DTRANSFORMSTATETYPE
+{
+ WINED3DTS_VIEW = 2,
+ WINED3DTS_PROJECTION = 3,
+ WINED3DTS_TEXTURE0 = 16,
+ WINED3DTS_TEXTURE1 = 17,
+ WINED3DTS_TEXTURE2 = 18,
+ WINED3DTS_TEXTURE3 = 19,
+ WINED3DTS_TEXTURE4 = 20,
+ WINED3DTS_TEXTURE5 = 21,
+ WINED3DTS_TEXTURE6 = 22,
+ WINED3DTS_TEXTURE7 = 23,
+ WINED3DTS_FORCE_DWORD = 0x7fffffff
+} WINED3DTRANSFORMSTATETYPE;
+cpp_quote("#define WINED3DTS_WORLD WINED3DTS_WORLDMATRIX(0)")
+cpp_quote("#define WINED3DTS_WORLD1 WINED3DTS_WORLDMATRIX(1)")
+cpp_quote("#define WINED3DTS_WORLD2 WINED3DTS_WORLDMATRIX(2)")
+cpp_quote("#define WINED3DTS_WORLD3 WINED3DTS_WORLDMATRIX(3)")
+cpp_quote("#define WINED3DTS_WORLDMATRIX(index) (WINED3DTRANSFORMSTATETYPE)(index + 256)")
+
+typedef enum _WINED3DBASISTYPE
+{
+ WINED3DBASIS_BEZIER = 0,
+ WINED3DBASIS_BSPLINE = 1,
+ WINED3DBASIS_INTERPOLATE = 2,
+ WINED3DBASIS_FORCE_DWORD = 0x7fffffff
+} WINED3DBASISTYPE;
+
+typedef enum _WINED3DCUBEMAP_FACES
+{
+ WINED3DCUBEMAP_FACE_POSITIVE_X = 0,
+ WINED3DCUBEMAP_FACE_NEGATIVE_X = 1,
+ WINED3DCUBEMAP_FACE_POSITIVE_Y = 2,
+ WINED3DCUBEMAP_FACE_NEGATIVE_Y = 3,
+ WINED3DCUBEMAP_FACE_POSITIVE_Z = 4,
+ WINED3DCUBEMAP_FACE_NEGATIVE_Z = 5,
+ WINED3DCUBEMAP_FACE_FORCE_DWORD = 0xffffffff
+} WINED3DCUBEMAP_FACES;
+
+typedef enum _WINED3DTEXTUREFILTERTYPE
+{
+ WINED3DTEXF_NONE = 0,
+ WINED3DTEXF_POINT = 1,
+ WINED3DTEXF_LINEAR = 2,
+ WINED3DTEXF_ANISOTROPIC = 3,
+ WINED3DTEXF_FLATCUBIC = 4,
+ WINED3DTEXF_GAUSSIANCUBIC = 5,
+ WINED3DTEXF_PYRAMIDALQUAD = 6,
+ WINED3DTEXF_GAUSSIANQUAD = 7,
+ WINED3DTEXF_FORCE_DWORD = 0x7fffffff
+} WINED3DTEXTUREFILTERTYPE;
+
+typedef enum _WINED3DRESOURCETYPE
+{
+ WINED3DRTYPE_SURFACE = 1,
+ WINED3DRTYPE_VOLUME = 2,
+ WINED3DRTYPE_TEXTURE = 3,
+ WINED3DRTYPE_VOLUMETEXTURE = 4,
+ WINED3DRTYPE_CUBETEXTURE = 5,
+ WINED3DRTYPE_VERTEXBUFFER = 6,
+ WINED3DRTYPE_INDEXBUFFER = 7,
+ WINED3DRTYPE_FORCE_DWORD = 0x7fffffff
+} WINED3DRESOURCETYPE;
+const UINT WINED3DRTYPECOUNT = WINED3DRTYPE_INDEXBUFFER + 1;
+
+typedef enum _WINED3DPOOL
+{
+ WINED3DPOOL_DEFAULT = 0,
+ WINED3DPOOL_MANAGED = 1,
+ WINED3DPOOL_SYSTEMMEM = 2,
+ WINED3DPOOL_SCRATCH = 3,
+ WINED3DPOOL_FORCE_DWORD = 0x7fffffff
+} WINED3DPOOL;
+
+typedef enum _WINED3DQUERYTYPE
+{
+ WINED3DQUERYTYPE_VCACHE = 4,
+ WINED3DQUERYTYPE_RESOURCEMANAGER = 5,
+ WINED3DQUERYTYPE_VERTEXSTATS = 6,
+ WINED3DQUERYTYPE_EVENT = 8,
+ WINED3DQUERYTYPE_OCCLUSION = 9,
+ WINED3DQUERYTYPE_TIMESTAMP = 10,
+ WINED3DQUERYTYPE_TIMESTAMPDISJOINT = 11,
+ WINED3DQUERYTYPE_TIMESTAMPFREQ = 12,
+ WINED3DQUERYTYPE_PIPELINETIMINGS = 13,
+ WINED3DQUERYTYPE_INTERFACETIMINGS = 14,
+ WINED3DQUERYTYPE_VERTEXTIMINGS = 15,
+ WINED3DQUERYTYPE_PIXELTIMINGS = 16,
+ WINED3DQUERYTYPE_BANDWIDTHTIMINGS = 17,
+ WINED3DQUERYTYPE_CACHEUTILIZATION = 18
+} WINED3DQUERYTYPE;
+
+const UINT WINED3DISSUE_BEGIN = (1 << 1);
+const UINT WINED3DISSUE_END = (1 << 0);
+const UINT WINED3DGETDATA_FLUSH = (1 << 0);
+
+typedef enum _WINED3DSTATEBLOCKTYPE
+{
+ WINED3DSBT_INIT = 0,
+ WINED3DSBT_ALL = 1,
+ WINED3DSBT_PIXELSTATE = 2,
+ WINED3DSBT_VERTEXSTATE = 3,
+ WINED3DSBT_RECORDED = 4, /* WineD3D private */
+ WINED3DSBT_FORCE_DWORD = 0xffffffff
+} WINED3DSTATEBLOCKTYPE;
+
+typedef enum _WINED3DDECLMETHOD
+{
+ WINED3DDECLMETHOD_DEFAULT = 0,
+ WINED3DDECLMETHOD_PARTIALU = 1,
+ WINED3DDECLMETHOD_PARTIALV = 2,
+ WINED3DDECLMETHOD_CROSSUV = 3,
+ WINED3DDECLMETHOD_UV = 4,
+ WINED3DDECLMETHOD_LOOKUP = 5,
+ WINED3DDECLMETHOD_LOOKUPPRESAMPLED = 6
+} WINED3DDECLMETHOD;
+
+typedef enum _WINED3DDECLTYPE
+{
+ WINED3DDECLTYPE_FLOAT1 = 0,
+ WINED3DDECLTYPE_FLOAT2 = 1,
+ WINED3DDECLTYPE_FLOAT3 = 2,
+ WINED3DDECLTYPE_FLOAT4 = 3,
+ WINED3DDECLTYPE_D3DCOLOR = 4,
+ WINED3DDECLTYPE_UBYTE4 = 5,
+ WINED3DDECLTYPE_SHORT2 = 6,
+ WINED3DDECLTYPE_SHORT4 = 7,
+ /* VS 2.0 */
+ WINED3DDECLTYPE_UBYTE4N = 8,
+ WINED3DDECLTYPE_SHORT2N = 9,
+ WINED3DDECLTYPE_SHORT4N = 10,
+ WINED3DDECLTYPE_USHORT2N = 11,
+ WINED3DDECLTYPE_USHORT4N = 12,
+ WINED3DDECLTYPE_UDEC3 = 13,
+ WINED3DDECLTYPE_DEC3N = 14,
+ WINED3DDECLTYPE_FLOAT16_2 = 15,
+ WINED3DDECLTYPE_FLOAT16_4 = 16,
+ WINED3DDECLTYPE_UNUSED = 17,
+} WINED3DDECLTYPE;
+cpp_quote("#define WINED3DDECL_END() {0xFF, 0, WINED3DDECLTYPE_UNUSED, 0, 0, 0, -1}")
+
+typedef enum _WINED3DDECLUSAGE
+{
+ WINED3DDECLUSAGE_POSITION = 0,
+ WINED3DDECLUSAGE_BLENDWEIGHT = 1,
+ WINED3DDECLUSAGE_BLENDINDICES = 2,
+ WINED3DDECLUSAGE_NORMAL = 3,
+ WINED3DDECLUSAGE_PSIZE = 4,
+ WINED3DDECLUSAGE_TEXCOORD = 5,
+ WINED3DDECLUSAGE_TANGENT = 6,
+ WINED3DDECLUSAGE_BINORMAL = 7,
+ WINED3DDECLUSAGE_TESSFACTOR = 8,
+ WINED3DDECLUSAGE_POSITIONT = 9,
+ WINED3DDECLUSAGE_COLOR = 10,
+ WINED3DDECLUSAGE_FOG = 11,
+ WINED3DDECLUSAGE_DEPTH = 12,
+ WINED3DDECLUSAGE_SAMPLE = 13
+} WINED3DDECLUSAGE;
+
+typedef enum _WINED3DSURFTYPE
+{
+ SURFACE_UNKNOWN = 0, /* Default / Unknown surface type */
+ SURFACE_OPENGL, /* OpenGL surface: Renders using libGL, needed for 3D */
+ SURFACE_GDI, /* User surface. No 3D, DirectDraw rendering with GDI */
+} WINED3DSURFTYPE;
+
+const UINT WINED3DCOLORWRITEENABLE_RED = (1<<0);
+const UINT WINED3DCOLORWRITEENABLE_GREEN = (1<<1);
+const UINT WINED3DCOLORWRITEENABLE_BLUE = (1<<2);
+const UINT WINED3DCOLORWRITEENABLE_ALPHA = (1<<3);
+
+const UINT WINED3DADAPTER_DEFAULT = 0;
+const UINT WINED3DENUM_NO_WHQL_LEVEL = 2;
+const UINT WINED3DPRESENT_BACK_BUFFER_MAX = 3;
+
+const UINT WINED3DTSS_TCI_PASSTHRU = 0x00000;
+const UINT WINED3DTSS_TCI_CAMERASPACENORMAL = 0x10000;
+const UINT WINED3DTSS_TCI_CAMERASPACEPOSITION = 0x20000;
+const UINT WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR = 0x30000;
+const UINT WINED3DTSS_TCI_SPHEREMAP = 0x40000;
+
+const UINT WINED3DTA_SELECTMASK = 0x0000000f;
+const UINT WINED3DTA_DIFFUSE = 0x00000000;
+const UINT WINED3DTA_CURRENT = 0x00000001;
+const UINT WINED3DTA_TEXTURE = 0x00000002;
+const UINT WINED3DTA_TFACTOR = 0x00000003;
+const UINT WINED3DTA_SPECULAR = 0x00000004;
+const UINT WINED3DTA_TEMP = 0x00000005;
+const UINT WINED3DTA_CONSTANT = 0x00000006;
+const UINT WINED3DTA_COMPLEMENT = 0x00000010;
+const UINT WINED3DTA_ALPHAREPLICATE = 0x00000020;
+
+const UINT WINED3DPRESENTFLAG_LOCKABLE_BACKBUFFER = 0x00000001;
+const UINT WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL = 0x00000002;
+const UINT WINED3DPRESENTFLAG_DEVICECLIP = 0x00000004;
+const UINT WINED3DPRESENTFLAG_VIDEO = 0x00000010;
+const UINT WINED3DPRESENTFLAG_NOAUTOROTATE = 0x00000020;
+const UINT WINED3DPRESENTFLAG_UNPRUNEDMODE = 0x00000040;
+
+const UINT WINED3DDP_MAXTEXCOORD = 8;
+
+const UINT WINED3DUSAGE_RENDERTARGET = 0x00000001;
+const UINT WINED3DUSAGE_DEPTHSTENCIL = 0x00000002;
+const UINT WINED3DUSAGE_WRITEONLY = 0x00000008;
+const UINT WINED3DUSAGE_SOFTWAREPROCESSING = 0x00000010;
+const UINT WINED3DUSAGE_DONOTCLIP = 0x00000020;
+const UINT WINED3DUSAGE_POINTS = 0x00000040;
+const UINT WINED3DUSAGE_RTPATCHES = 0x00000080;
+const UINT WINED3DUSAGE_NPATCHES = 0x00000100;
+const UINT WINED3DUSAGE_DYNAMIC = 0x00000200;
+const UINT WINED3DUSAGE_AUTOGENMIPMAP = 0x00000400;
+const UINT WINED3DUSAGE_DMAP = 0x00004000;
+const UINT WINED3DUSAGE_MASK = 0x00004fff;
+const UINT WINED3DUSAGE_OVERLAY = 0x80000000;
+
+const UINT WINED3DUSAGE_QUERY_LEGACYBUMPMAP = 0x00008000;
+const UINT WINED3DUSAGE_QUERY_FILTER = 0x00020000;
+const UINT WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING = 0x00080000;
+const UINT WINED3DUSAGE_QUERY_SRGBREAD = 0x00010000;
+const UINT WINED3DUSAGE_QUERY_SRGBWRITE = 0x00040000;
+const UINT WINED3DUSAGE_QUERY_VERTEXTEXTURE = 0x00100000;
+const UINT WINED3DUSAGE_QUERY_WRAPANDMIP = 0x00200000;
+const UINT WINED3DUSAGE_QUERY_MASK = 0x003f8000;
+
+const UINT WINED3DLOCK_READONLY = 0x0010;
+const UINT WINED3DLOCK_NOSYSLOCK = 0x0800;
+const UINT WINED3DLOCK_NOOVERWRITE = 0x1000;
+const UINT WINED3DLOCK_DISCARD = 0x2000;
+const UINT WINED3DLOCK_DONOTWAIT = 0x4000;
+const UINT WINED3DLOCK_NO_DIRTY_UPDATE = 0x8000;
+
+const UINT WINED3DPRESENT_RATE_DEFAULT = 0x000000000;
+
+const UINT WINED3DPRESENT_INTERVAL_DEFAULT = 0x00000000;
+const UINT WINED3DPRESENT_INTERVAL_ONE = 0x00000001;
+const UINT WINED3DPRESENT_INTERVAL_TWO = 0x00000002;
+const UINT WINED3DPRESENT_INTERVAL_THREE = 0x00000004;
+const UINT WINED3DPRESENT_INTERVAL_FOUR = 0x00000008;
+const UINT WINED3DPRESENT_INTERVAL_IMMEDIATE = 0x80000000;
+
+const UINT WINED3DMAXUSERCLIPPLANES = 32;
+const UINT WINED3DCLIPPLANE0 = (1 << 0);
+const UINT WINED3DCLIPPLANE1 = (1 << 1);
+const UINT WINED3DCLIPPLANE2 = (1 << 2);
+const UINT WINED3DCLIPPLANE3 = (1 << 3);
+const UINT WINED3DCLIPPLANE4 = (1 << 4);
+const UINT WINED3DCLIPPLANE5 = (1 << 5);
+
+/* FVF (Flexible Vertex Format) codes */
+const UINT WINED3DFVF_RESERVED0 = 0x0001;
+const UINT WINED3DFVF_POSITION_MASK = 0x000e;
+const UINT WINED3DFVF_XYZ = 0x0002;
+const UINT WINED3DFVF_XYZRHW = 0x0004;
+const UINT WINED3DFVF_XYZB1 = 0x0006;
+const UINT WINED3DFVF_XYZB2 = 0x0008;
+const UINT WINED3DFVF_XYZB3 = 0x000a;
+const UINT WINED3DFVF_XYZB4 = 0x000c;
+const UINT WINED3DFVF_XYZB5 = 0x000e;
+const UINT WINED3DFVF_XYZW = 0x4002;
+const UINT WINED3DFVF_NORMAL = 0x0010;
+const UINT WINED3DFVF_PSIZE = 0x0020;
+const UINT WINED3DFVF_DIFFUSE = 0x0040;
+const UINT WINED3DFVF_SPECULAR = 0x0080;
+const UINT WINED3DFVF_TEXCOUNT_MASK = 0x0f00;
+const UINT WINED3DFVF_TEXCOUNT_SHIFT = 8;
+const UINT WINED3DFVF_TEX0 = 0x0000;
+const UINT WINED3DFVF_TEX1 = 0x0100;
+const UINT WINED3DFVF_TEX2 = 0x0200;
+const UINT WINED3DFVF_TEX3 = 0x0300;
+const UINT WINED3DFVF_TEX4 = 0x0400;
+const UINT WINED3DFVF_TEX5 = 0x0500;
+const UINT WINED3DFVF_TEX6 = 0x0600;
+const UINT WINED3DFVF_TEX7 = 0x0700;
+const UINT WINED3DFVF_TEX8 = 0x0800;
+const UINT WINED3DFVF_LASTBETA_UBYTE4 = 0x1000;
+const UINT WINED3DFVF_LASTBETA_D3DCOLOR = 0x8000;
+const UINT WINED3DFVF_RESERVED2 = 0x6000;
+
+const UINT WINED3DFVF_TEXTUREFORMAT1 = 3;
+const UINT WINED3DFVF_TEXTUREFORMAT2 = 0;
+const UINT WINED3DFVF_TEXTUREFORMAT3 = 1;
+const UINT WINED3DFVF_TEXTUREFORMAT4 = 2;
+cpp_quote("#define WINED3DFVF_TEXCOORDSIZE1(CoordIndex) (WINED3DFVF_TEXTUREFORMAT1 << (CoordIndex*2 + 16))")
+cpp_quote("#define WINED3DFVF_TEXCOORDSIZE2(CoordIndex) (WINED3DFVF_TEXTUREFORMAT2)")
+cpp_quote("#define WINED3DFVF_TEXCOORDSIZE3(CoordIndex) (WINED3DFVF_TEXTUREFORMAT3 << (CoordIndex*2 + 16))")
+cpp_quote("#define WINED3DFVF_TEXCOORDSIZE4(CoordIndex) (WINED3DFVF_TEXTUREFORMAT4 << (CoordIndex*2 + 16))")
+
+/* Clear flags */
+const UINT WINED3DCLEAR_TARGET = 0x00000001;
+const UINT WINED3DCLEAR_ZBUFFER = 0x00000002;
+const UINT WINED3DCLEAR_STENCIL = 0x00000004;
+
+/* Stream source flags */
+const UINT WINED3DSTREAMSOURCE_INDEXEDDATA = (1 << 30);
+const UINT WINED3DSTREAMSOURCE_INSTANCEDATA = (2 << 30);
+
+/* SetPrivateData flags */
+const UINT WINED3DSPD_IUNKNOWN = 0x00000001;
+
+/* IWineD3D::CreateDevice behaviour flags */
+const UINT WINED3DCREATE_FPU_PRESERVE = 0x00000002;
+const UINT WINED3DCREATE_PUREDEVICE = 0x00000010;
+const UINT WINED3DCREATE_SOFTWARE_VERTEXPROCESSING = 0x00000020;
+const UINT WINED3DCREATE_HARDWARE_VERTEXPROCESSING = 0x00000040;
+const UINT WINED3DCREATE_MIXED_VERTEXPROCESSING = 0x00000080;
+const UINT WINED3DCREATE_DISABLE_DRIVER_MANAGEMENT = 0x00000100;
+const UINT WINED3DCREATE_ADAPTERGROUP_DEVICE = 0x00000200;
+
+/* VTF defines */
+const UINT WINED3DDMAPSAMPLER = 0x100;
+const UINT WINED3DVERTEXTEXTURESAMPLER0 = (WINED3DDMAPSAMPLER + 1);
+const UINT WINED3DVERTEXTEXTURESAMPLER1 = (WINED3DDMAPSAMPLER + 2);
+const UINT WINED3DVERTEXTEXTURESAMPLER2 = (WINED3DDMAPSAMPLER + 3);
+const UINT WINED3DVERTEXTEXTURESAMPLER3 = (WINED3DDMAPSAMPLER + 4);
+
+const UINT WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD = 0x00000020;
+const UINT WINED3DCAPS3_LINEAR_TO_SRGB_PRESENTATION = 0x00000080;
+const UINT WINED3DCAPS3_COPY_TO_VIDMEM = 0x00000100;
+const UINT WINED3DCAPS3_COPY_TO_SYSTEMMEM = 0x00000200;
+const UINT WINED3DCAPS3_RESERVED = 0x8000001f;
+
+const UINT WINED3DDEVCAPS2_STREAMOFFSET = 0x00000001;
+const UINT WINED3DDEVCAPS2_DMAPNPATCH = 0x00000002;
+const UINT WINED3DDEVCAPS2_ADAPTIVETESSRTPATCH = 0x00000004;
+const UINT WINED3DDEVCAPS2_ADAPTIVETESSNPATCH = 0x00000008;
+const UINT WINED3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES = 0x00000010;
+const UINT WINED3DDEVCAPS2_PRESAMPLEDDMAPNPATCH = 0x00000020;
+const UINT WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET = 0x00000040;
+
+const UINT WINED3DDTCAPS_UBYTE4 = 0x00000001;
+const UINT WINED3DDTCAPS_UBYTE4N = 0x00000002;
+const UINT WINED3DDTCAPS_SHORT2N = 0x00000004;
+const UINT WINED3DDTCAPS_SHORT4N = 0x00000008;
+const UINT WINED3DDTCAPS_USHORT2N = 0x00000010;
+const UINT WINED3DDTCAPS_USHORT4N = 0x00000020;
+const UINT WINED3DDTCAPS_UDEC3 = 0x00000040;
+const UINT WINED3DDTCAPS_DEC3N = 0x00000080;
+const UINT WINED3DDTCAPS_FLOAT16_2 = 0x00000100;
+const UINT WINED3DDTCAPS_FLOAT16_4 = 0x00000200;
+
+const UINT WINED3DFVFCAPS_TEXCOORDCOUNTMASK = 0x0000ffff;
+const UINT WINED3DFVFCAPS_DONOTSTRIPELEMENTS = 0x00080000;
+const UINT WINED3DFVFCAPS_PSIZE = 0x00100000;
+
+const UINT WINED3DLINECAPS_TEXTURE = 0x00000001;
+const UINT WINED3DLINECAPS_ZTEST = 0x00000002;
+const UINT WINED3DLINECAPS_BLEND = 0x00000004;
+const UINT WINED3DLINECAPS_ALPHACMP = 0x00000008;
+const UINT WINED3DLINECAPS_FOG = 0x00000010;
+const UINT WINED3DLINECAPS_ANTIALIAS = 0x00000020;
+
+const UINT WINED3DMAX30SHADERINSTRUCTIONS = 32768;
+const UINT WINED3DMIN30SHADERINSTRUCTIONS = 512;
+
+const UINT WINED3DPBLENDCAPS_ZERO = 0x00000001;
+const UINT WINED3DPBLENDCAPS_ONE = 0x00000002;
+const UINT WINED3DPBLENDCAPS_SRCCOLOR = 0x00000004;
+const UINT WINED3DPBLENDCAPS_INVSRCCOLOR = 0x00000008;
+const UINT WINED3DPBLENDCAPS_SRCALPHA = 0x00000010;
+const UINT WINED3DPBLENDCAPS_INVSRCALPHA = 0x00000020;
+const UINT WINED3DPBLENDCAPS_DESTALPHA = 0x00000040;
+const UINT WINED3DPBLENDCAPS_INVDESTALPHA = 0x00000080;
+const UINT WINED3DPBLENDCAPS_DESTCOLOR = 0x00000100;
+const UINT WINED3DPBLENDCAPS_INVDESTCOLOR = 0x00000200;
+const UINT WINED3DPBLENDCAPS_SRCALPHASAT = 0x00000400;
+const UINT WINED3DPBLENDCAPS_BOTHSRCALPHA = 0x00000800;
+const UINT WINED3DPBLENDCAPS_BOTHINVSRCALPHA = 0x00001000;
+const UINT WINED3DPBLENDCAPS_BLENDFACTOR = 0x00002000;
+
+const UINT WINED3DPCMPCAPS_NEVER = 0x00000001;
+const UINT WINED3DPCMPCAPS_LESS = 0x00000002;
+const UINT WINED3DPCMPCAPS_EQUAL = 0x00000004;
+const UINT WINED3DPCMPCAPS_LESSEQUAL = 0x00000008;
+const UINT WINED3DPCMPCAPS_GREATER = 0x00000010;
+const UINT WINED3DPCMPCAPS_NOTEQUAL = 0x00000020;
+const UINT WINED3DPCMPCAPS_GREATEREQUAL = 0x00000040;
+const UINT WINED3DPCMPCAPS_ALWAYS = 0x00000080;
+
+const UINT WINED3DPMISCCAPS_MASKZ = 0x00000002;
+const UINT WINED3DPMISCCAPS_LINEPATTERNREP = 0x00000004;
+const UINT WINED3DPMISCCAPS_CULLNONE = 0x00000010;
+const UINT WINED3DPMISCCAPS_CULLCW = 0x00000020;
+const UINT WINED3DPMISCCAPS_CULLCCW = 0x00000040;
+const UINT WINED3DPMISCCAPS_COLORWRITEENABLE = 0x00000080;
+const UINT WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS = 0x00000100;
+const UINT WINED3DPMISCCAPS_CLIPTLVERTS = 0x00000200;
+const UINT WINED3DPMISCCAPS_TSSARGTEMP = 0x00000400;
+const UINT WINED3DPMISCCAPS_BLENDOP = 0x00000800;
+const UINT WINED3DPMISCCAPS_NULLREFERENCE = 0x00001000;
+const UINT WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS = 0x00004000;
+const UINT WINED3DPMISCCAPS_PERSTAGECONSTANT = 0x00008000;
+const UINT WINED3DPMISCCAPS_FOGANDSPECULARALPHA = 0x00010000;
+const UINT WINED3DPMISCCAPS_SEPARATEALPHABLEND = 0x00020000;
+const UINT WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS = 0x00040000;
+const UINT WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING = 0x00080000;
+const UINT WINED3DPMISCCAPS_FOGVERTEXCLAMPED = 0x00100000;
+
+const UINT WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH = 24;
+const UINT WINED3DPS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0;
+const UINT WINED3DPS20_MAX_NUMTEMPS = 32;
+const UINT WINED3DPS20_MIN_NUMTEMPS = 12;
+const UINT WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH = 4;
+const UINT WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH = 0;
+const UINT WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS = 512;
+const UINT WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS = 96;
+
+const UINT WINED3DPS20CAPS_ARBITRARYSWIZZLE = 0x00000001;
+const UINT WINED3DPS20CAPS_GRADIENTINSTRUCTIONS = 0x00000002;
+const UINT WINED3DPS20CAPS_PREDICATION = 0x00000004;
+const UINT WINED3DPS20CAPS_NODEPENDENTREADLIMIT = 0x00000008;
+const UINT WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT = 0x00000010;
+
+const UINT WINED3DPTADDRESSCAPS_WRAP = 0x00000001;
+const UINT WINED3DPTADDRESSCAPS_MIRROR = 0x00000002;
+const UINT WINED3DPTADDRESSCAPS_CLAMP = 0x00000004;
+const UINT WINED3DPTADDRESSCAPS_BORDER = 0x00000008;
+const UINT WINED3DPTADDRESSCAPS_INDEPENDENTUV = 0x00000010;
+const UINT WINED3DPTADDRESSCAPS_MIRRORONCE = 0x00000020;
+
+const UINT WINED3DSTENCILCAPS_KEEP = 0x00000001;
+const UINT WINED3DSTENCILCAPS_ZERO = 0x00000002;
+const UINT WINED3DSTENCILCAPS_REPLACE = 0x00000004;
+const UINT WINED3DSTENCILCAPS_INCRSAT = 0x00000008;
+const UINT WINED3DSTENCILCAPS_DECRSAT = 0x00000010;
+const UINT WINED3DSTENCILCAPS_INVERT = 0x00000020;
+const UINT WINED3DSTENCILCAPS_INCR = 0x00000040;
+const UINT WINED3DSTENCILCAPS_DECR = 0x00000080;
+const UINT WINED3DSTENCILCAPS_TWOSIDED = 0x00000100;
+
+const UINT WINED3DTEXOPCAPS_DISABLE = 0x00000001;
+const UINT WINED3DTEXOPCAPS_SELECTARG1 = 0x00000002;
+const UINT WINED3DTEXOPCAPS_SELECTARG2 = 0x00000004;
+const UINT WINED3DTEXOPCAPS_MODULATE = 0x00000008;
+const UINT WINED3DTEXOPCAPS_MODULATE2X = 0x00000010;
+const UINT WINED3DTEXOPCAPS_MODULATE4X = 0x00000020;
+const UINT WINED3DTEXOPCAPS_ADD = 0x00000040;
+const UINT WINED3DTEXOPCAPS_ADDSIGNED = 0x00000080;
+const UINT WINED3DTEXOPCAPS_ADDSIGNED2X = 0x00000100;
+const UINT WINED3DTEXOPCAPS_SUBTRACT = 0x00000200;
+const UINT WINED3DTEXOPCAPS_ADDSMOOTH = 0x00000400;
+const UINT WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA = 0x00000800;
+const UINT WINED3DTEXOPCAPS_BLENDTEXTUREALPHA = 0x00001000;
+const UINT WINED3DTEXOPCAPS_BLENDFACTORALPHA = 0x00002000;
+const UINT WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM = 0x00004000;
+const UINT WINED3DTEXOPCAPS_BLENDCURRENTALPHA = 0x00008000;
+const UINT WINED3DTEXOPCAPS_PREMODULATE = 0x00010000;
+const UINT WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR = 0x00020000;
+const UINT WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA = 0x00040000;
+const UINT WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR = 0x00080000;
+const UINT WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA = 0x00100000;
+const UINT WINED3DTEXOPCAPS_BUMPENVMAP = 0x00200000;
+const UINT WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE = 0x00400000;
+const UINT WINED3DTEXOPCAPS_DOTPRODUCT3 = 0x00800000;
+const UINT WINED3DTEXOPCAPS_MULTIPLYADD = 0x01000000;
+const UINT WINED3DTEXOPCAPS_LERP = 0x02000000;
+
+const UINT WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH = 24;
+const UINT WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0;
+const UINT WINED3DVS20_MAX_NUMTEMPS = 32;
+const UINT WINED3DVS20_MIN_NUMTEMPS = 12;
+const UINT WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH = 4;
+const UINT WINED3DVS20_MIN_STATICFLOWCONTROLDEPTH = 1;
+
+const UINT WINED3DVS20CAPS_PREDICATION = 0x00000001;
+
+const UINT WINED3DCAPS2_NO2DDURING3DSCENE = 0x00000002;
+const UINT WINED3DCAPS2_FULLSCREENGAMMA = 0x00020000;
+const UINT WINED3DCAPS2_CANRENDERWINDOWED = 0x00080000;
+const UINT WINED3DCAPS2_CANCALIBRATEGAMMA = 0x00100000;
+const UINT WINED3DCAPS2_RESERVED = 0x02000000;
+const UINT WINED3DCAPS2_CANMANAGERESOURCE = 0x10000000;
+const UINT WINED3DCAPS2_DYNAMICTEXTURES = 0x20000000;
+const UINT WINED3DCAPS2_CANAUTOGENMIPMAP = 0x40000000;
+
+const UINT WINED3DPRASTERCAPS_DITHER = 0x00000001;
+const UINT WINED3DPRASTERCAPS_ROP2 = 0x00000002;
+const UINT WINED3DPRASTERCAPS_XOR = 0x00000004;
+const UINT WINED3DPRASTERCAPS_PAT = 0x00000008;
+const UINT WINED3DPRASTERCAPS_ZTEST = 0x00000010;
+const UINT WINED3DPRASTERCAPS_SUBPIXEL = 0x00000020;
+const UINT WINED3DPRASTERCAPS_SUBPIXELX = 0x00000040;
+const UINT WINED3DPRASTERCAPS_FOGVERTEX = 0x00000080;
+const UINT WINED3DPRASTERCAPS_FOGTABLE = 0x00000100;
+const UINT WINED3DPRASTERCAPS_STIPPLE = 0x00000200;
+const UINT WINED3DPRASTERCAPS_ANTIALIASSORTDEPENDENT = 0x00000400;
+const UINT WINED3DPRASTERCAPS_ANTIALIASSORTINDEPENDENT = 0x00000800;
+const UINT WINED3DPRASTERCAPS_ANTIALIASEDGES = 0x00001000;
+const UINT WINED3DPRASTERCAPS_MIPMAPLODBIAS = 0x00002000;
+const UINT WINED3DPRASTERCAPS_ZBIAS = 0x00004000;
+const UINT WINED3DPRASTERCAPS_ZBUFFERLESSHSR = 0x00008000;
+const UINT WINED3DPRASTERCAPS_FOGRANGE = 0x00010000;
+const UINT WINED3DPRASTERCAPS_ANISOTROPY = 0x00020000;
+const UINT WINED3DPRASTERCAPS_WBUFFER = 0x00040000;
+const UINT WINED3DPRASTERCAPS_TRANSLUCENTSORTINDEPENDENT = 0x00080000;
+const UINT WINED3DPRASTERCAPS_WFOG = 0x00100000;
+const UINT WINED3DPRASTERCAPS_ZFOG = 0x00200000;
+const UINT WINED3DPRASTERCAPS_COLORPERSPECTIVE = 0x00400000;
+const UINT WINED3DPRASTERCAPS_SCISSORTEST = 0x01000000;
+const UINT WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS = 0x02000000;
+const UINT WINED3DPRASTERCAPS_DEPTHBIAS = 0x04000000;
+const UINT WINED3DPRASTERCAPS_MULTISAMPLE_TOGGLE = 0x08000000;
+
+const UINT WINED3DPSHADECAPS_COLORFLATMONO = 0x00000001;
+const UINT WINED3DPSHADECAPS_COLORFLATRGB = 0x00000002;
+const UINT WINED3DPSHADECAPS_COLORGOURAUDMONO = 0x00000004;
+const UINT WINED3DPSHADECAPS_COLORGOURAUDRGB = 0x00000008;
+const UINT WINED3DPSHADECAPS_COLORPHONGMONO = 0x00000010;
+const UINT WINED3DPSHADECAPS_COLORPHONGRGB = 0x00000020;
+const UINT WINED3DPSHADECAPS_SPECULARFLATMONO = 0x00000040;
+const UINT WINED3DPSHADECAPS_SPECULARFLATRGB = 0x00000080;
+const UINT WINED3DPSHADECAPS_SPECULARGOURAUDMONO = 0x00000100;
+const UINT WINED3DPSHADECAPS_SPECULARGOURAUDRGB = 0x00000200;
+const UINT WINED3DPSHADECAPS_SPECULARPHONGMONO = 0x00000400;
+const UINT WINED3DPSHADECAPS_SPECULARPHONGRGB = 0x00000800;
+const UINT WINED3DPSHADECAPS_ALPHAFLATBLEND = 0x00001000;
+const UINT WINED3DPSHADECAPS_ALPHAFLATSTIPPLED = 0x00002000;
+const UINT WINED3DPSHADECAPS_ALPHAGOURAUDBLEND = 0x00004000;
+const UINT WINED3DPSHADECAPS_ALPHAGOURAUDSTIPPLED = 0x00008000;
+const UINT WINED3DPSHADECAPS_ALPHAPHONGBLEND = 0x00010000;
+const UINT WINED3DPSHADECAPS_ALPHAPHONGSTIPPLED = 0x00020000;
+const UINT WINED3DPSHADECAPS_FOGFLAT = 0x00040000;
+const UINT WINED3DPSHADECAPS_FOGGOURAUD = 0x00080000;
+const UINT WINED3DPSHADECAPS_FOGPHONG = 0x00100000;
+
+const UINT WINED3DPTEXTURECAPS_PERSPECTIVE = 0x00000001;
+const UINT WINED3DPTEXTURECAPS_POW2 = 0x00000002;
+const UINT WINED3DPTEXTURECAPS_ALPHA = 0x00000004;
+const UINT WINED3DPTEXTURECAPS_TRANSPARENCY = 0x00000008;
+const UINT WINED3DPTEXTURECAPS_BORDER = 0x00000010;
+const UINT WINED3DPTEXTURECAPS_SQUAREONLY = 0x00000020;
+const UINT WINED3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE = 0x00000040;
+const UINT WINED3DPTEXTURECAPS_ALPHAPALETTE = 0x00000080;
+const UINT WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL = 0x00000100;
+const UINT WINED3DPTEXTURECAPS_PROJECTED = 0x00000400;
+const UINT WINED3DPTEXTURECAPS_CUBEMAP = 0x00000800;
+const UINT WINED3DPTEXTURECAPS_COLORKEYBLEND = 0x00001000;
+const UINT WINED3DPTEXTURECAPS_VOLUMEMAP = 0x00002000;
+const UINT WINED3DPTEXTURECAPS_MIPMAP = 0x00004000;
+const UINT WINED3DPTEXTURECAPS_MIPVOLUMEMAP = 0x00008000;
+const UINT WINED3DPTEXTURECAPS_MIPCUBEMAP = 0x00010000;
+const UINT WINED3DPTEXTURECAPS_CUBEMAP_POW2 = 0x00020000;
+const UINT WINED3DPTEXTURECAPS_VOLUMEMAP_POW2 = 0x00040000;
+const UINT WINED3DPTEXTURECAPS_NOPROJECTEDBUMPENV = 0x00200000;
+
+const UINT WINED3DPTFILTERCAPS_NEAREST = 0x00000001;
+const UINT WINED3DPTFILTERCAPS_LINEAR = 0x00000002;
+const UINT WINED3DPTFILTERCAPS_MIPNEAREST = 0x00000004;
+const UINT WINED3DPTFILTERCAPS_MIPLINEAR = 0x00000008;
+const UINT WINED3DPTFILTERCAPS_LINEARMIPNEAREST = 0x00000010;
+const UINT WINED3DPTFILTERCAPS_LINEARMIPLINEAR = 0x00000020;
+const UINT WINED3DPTFILTERCAPS_MINFPOINT = 0x00000100;
+const UINT WINED3DPTFILTERCAPS_MINFLINEAR = 0x00000200;
+const UINT WINED3DPTFILTERCAPS_MINFANISOTROPIC = 0x00000400;
+const UINT WINED3DPTFILTERCAPS_MIPFPOINT = 0x00010000;
+const UINT WINED3DPTFILTERCAPS_MIPFLINEAR = 0x00020000;
+const UINT WINED3DPTFILTERCAPS_MAGFPOINT = 0x01000000;
+const UINT WINED3DPTFILTERCAPS_MAGFLINEAR = 0x02000000;
+const UINT WINED3DPTFILTERCAPS_MAGFANISOTROPIC = 0x04000000;
+const UINT WINED3DPTFILTERCAPS_MAGFPYRAMIDALQUAD = 0x08000000;
+const UINT WINED3DPTFILTERCAPS_MAGFGAUSSIANQUAD = 0x10000000;
+
+const UINT WINED3DVTXPCAPS_TEXGEN = 0x00000001;
+const UINT WINED3DVTXPCAPS_MATERIALSOURCE7 = 0x00000002;
+const UINT WINED3DVTXPCAPS_VERTEXFOG = 0x00000004;
+const UINT WINED3DVTXPCAPS_DIRECTIONALLIGHTS = 0x00000008;
+const UINT WINED3DVTXPCAPS_POSITIONALLIGHTS = 0x00000010;
+const UINT WINED3DVTXPCAPS_LOCALVIEWER = 0x00000020;
+const UINT WINED3DVTXPCAPS_TWEENING = 0x00000040;
+const UINT WINED3DVTXPCAPS_TEXGEN_SPHEREMAP = 0x00000100;
+const UINT WINED3DVTXPCAPS_NO_TEXGEN_NONLOCALVIEWER = 0x00000200;
+
+const UINT WINED3DCURSORCAPS_COLOR = 0x00000001;
+const UINT WINED3DCURSORCAPS_LOWRES = 0x00000002;
+
+const UINT WINED3DDEVCAPS_FLOATTLVERTEX = 0x00000001;
+const UINT WINED3DDEVCAPS_SORTINCREASINGZ = 0x00000002;
+const UINT WINED3DDEVCAPS_SORTDECREASINGZ = 0X00000004;
+const UINT WINED3DDEVCAPS_SORTEXACT = 0x00000008;
+const UINT WINED3DDEVCAPS_EXECUTESYSTEMMEMORY = 0x00000010;
+const UINT WINED3DDEVCAPS_EXECUTEVIDEOMEMORY = 0x00000020;
+const UINT WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY = 0x00000040;
+const UINT WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY = 0x00000080;
+const UINT WINED3DDEVCAPS_TEXTURESYSTEMMEMORY = 0x00000100;
+const UINT WINED3DDEVCAPS_TEXTUREVIDEOMEMORY = 0x00000200;
+const UINT WINED3DDEVCAPS_DRAWPRIMTLVERTEX = 0x00000400;
+const UINT WINED3DDEVCAPS_CANRENDERAFTERFLIP = 0x00000800;
+const UINT WINED3DDEVCAPS_TEXTURENONLOCALVIDMEM = 0x00001000;
+const UINT WINED3DDEVCAPS_DRAWPRIMITIVES2 = 0x00002000;
+const UINT WINED3DDEVCAPS_SEPARATETEXTUREMEMORIES = 0x00004000;
+const UINT WINED3DDEVCAPS_DRAWPRIMITIVES2EX = 0x00008000;
+const UINT WINED3DDEVCAPS_HWTRANSFORMANDLIGHT = 0x00010000;
+const UINT WINED3DDEVCAPS_CANBLTSYSTONONLOCAL = 0x00020000;
+const UINT WINED3DDEVCAPS_HWRASTERIZATION = 0x00080000;
+const UINT WINED3DDEVCAPS_PUREDEVICE = 0x00100000;
+const UINT WINED3DDEVCAPS_QUINTICRTPATCHES = 0x00200000;
+const UINT WINED3DDEVCAPS_RTPATCHES = 0x00400000;
+const UINT WINED3DDEVCAPS_RTPATCHHANDLEZERO = 0x00800000;
+const UINT WINED3DDEVCAPS_NPATCHES = 0x01000000;
+
+/* dwDDFX */
+/* arithmetic stretching along y axis */
+const UINT WINEDDBLTFX_ARITHSTRETCHY = 0x00000001;
+/* mirror on y axis */
+const UINT WINEDDBLTFX_MIRRORLEFTRIGHT = 0x00000002;
+/* mirror on x axis */
+const UINT WINEDDBLTFX_MIRRORUPDOWN = 0x00000004;
+/* do not tear */
+const UINT WINEDDBLTFX_NOTEARING = 0x00000008;
+/* 180 degrees clockwise rotation */
+const UINT WINEDDBLTFX_ROTATE180 = 0x00000010;
+/* 270 degrees clockwise rotation */
+const UINT WINEDDBLTFX_ROTATE270 = 0x00000020;
+/* 90 degrees clockwise rotation */
+const UINT WINEDDBLTFX_ROTATE90 = 0x00000040;
+/* dwZBufferLow and dwZBufferHigh specify limits to the copied Z values */
+const UINT WINEDDBLTFX_ZBUFFERRANGE = 0x00000080;
+/* add dwZBufferBaseDest to every source z value before compare */
+const UINT WINEDDBLTFX_ZBUFFERBASEDEST = 0x00000100;
+
+/* dwFlags for Blt* */
+const UINT WINEDDBLT_ALPHADEST = 0x00000001;
+const UINT WINEDDBLT_ALPHADESTCONSTOVERRIDE = 0x00000002;
+const UINT WINEDDBLT_ALPHADESTNEG = 0x00000004;
+const UINT WINEDDBLT_ALPHADESTSURFACEOVERRIDE = 0x00000008;
+const UINT WINEDDBLT_ALPHAEDGEBLEND = 0x00000010;
+const UINT WINEDDBLT_ALPHASRC = 0x00000020;
+const UINT WINEDDBLT_ALPHASRCCONSTOVERRIDE = 0x00000040;
+const UINT WINEDDBLT_ALPHASRCNEG = 0x00000080;
+const UINT WINEDDBLT_ALPHASRCSURFACEOVERRIDE = 0x00000100;
+const UINT WINEDDBLT_ASYNC = 0x00000200;
+const UINT WINEDDBLT_COLORFILL = 0x00000400;
+const UINT WINEDDBLT_DDFX = 0x00000800;
+const UINT WINEDDBLT_DDROPS = 0x00001000;
+const UINT WINEDDBLT_KEYDEST = 0x00002000;
+const UINT WINEDDBLT_KEYDESTOVERRIDE = 0x00004000;
+const UINT WINEDDBLT_KEYSRC = 0x00008000;
+const UINT WINEDDBLT_KEYSRCOVERRIDE = 0x00010000;
+const UINT WINEDDBLT_ROP = 0x00020000;
+const UINT WINEDDBLT_ROTATIONANGLE = 0x00040000;
+const UINT WINEDDBLT_ZBUFFER = 0x00080000;
+const UINT WINEDDBLT_ZBUFFERDESTCONSTOVERRIDE = 0x00100000;
+const UINT WINEDDBLT_ZBUFFERDESTOVERRIDE = 0x00200000;
+const UINT WINEDDBLT_ZBUFFERSRCCONSTOVERRIDE = 0x00400000;
+const UINT WINEDDBLT_ZBUFFERSRCOVERRIDE = 0x00800000;
+const UINT WINEDDBLT_WAIT = 0x01000000;
+const UINT WINEDDBLT_DEPTHFILL = 0x02000000;
+const UINT WINEDDBLT_DONOTWAIT = 0x08000000;
+
+/* dwTrans for BltFast */
+const UINT WINEDDBLTFAST_NOCOLORKEY = 0x00000000;
+const UINT WINEDDBLTFAST_SRCCOLORKEY = 0x00000001;
+const UINT WINEDDBLTFAST_DESTCOLORKEY = 0x00000002;
+const UINT WINEDDBLTFAST_WAIT = 0x00000010;
+const UINT WINEDDBLTFAST_DONOTWAIT = 0x00000020;
+
+/* DDSURFACEDESC.dwFlags */
+const UINT WINEDDSD_CAPS = 0x00000001;
+const UINT WINEDDSD_HEIGHT = 0x00000002;
+const UINT WINEDDSD_WIDTH = 0x00000004;
+const UINT WINEDDSD_PITCH = 0x00000008;
+const UINT WINEDDSD_BACKBUFFERCOUNT = 0x00000020;
+const UINT WINEDDSD_ZBUFFERBITDEPTH = 0x00000040;
+const UINT WINEDDSD_ALPHABITDEPTH = 0x00000080;
+const UINT WINEDDSD_LPSURFACE = 0x00000800;
+const UINT WINEDDSD_PIXELFORMAT = 0x00001000;
+const UINT WINEDDSD_CKDESTOVERLAY = 0x00002000;
+const UINT WINEDDSD_CKDESTBLT = 0x00004000;
+const UINT WINEDDSD_CKSRCOVERLAY = 0x00008000;
+const UINT WINEDDSD_CKSRCBLT = 0x00010000;
+const UINT WINEDDSD_MIPMAPCOUNT = 0x00020000;
+const UINT WINEDDSD_REFRESHRATE = 0x00040000;
+const UINT WINEDDSD_LINEARSIZE = 0x00080000;
+const UINT WINEDDSD_TEXTURESTAGE = 0x00100000;
+const UINT WINEDDSD_FVF = 0x00200000;
+const UINT WINEDDSD_SRCVBHANDLE = 0x00400000;
+const UINT WINEDDSD_ALL = 0x007ff9ee;
+
+/* Set/Get Colour Key Flags */
+const UINT WINEDDCKEY_COLORSPACE = 0x00000001; /* Struct is single colour space */
+const UINT WINEDDCKEY_DESTBLT = 0x00000002; /* To be used as dest for blt */
+const UINT WINEDDCKEY_DESTOVERLAY = 0x00000004; /* To be used as dest for CK overlays */
+const UINT WINEDDCKEY_SRCBLT = 0x00000008; /* To be used as src for blt */
+const UINT WINEDDCKEY_SRCOVERLAY = 0x00000010; /* To be used as src for CK overlays */
+
+/* dwFlags for GetBltStatus */
+const UINT WINEDDGBS_CANBLT = 0x00000001;
+const UINT WINEDDGBS_ISBLTDONE = 0x00000002;
+
+/* dwFlags for GetFlipStatus */
+const UINT WINEDDGFS_CANFLIP = 0x00000001;
+const UINT WINEDDGFS_ISFLIPDONE = 0x00000002;
+
+/* dwFlags for Flip */
+const UINT WINEDDFLIP_WAIT = 0x00000001;
+const UINT WINEDDFLIP_EVEN = 0x00000002; /* only valid for overlay */
+const UINT WINEDDFLIP_ODD = 0x00000004; /* only valid for overlay */
+const UINT WINEDDFLIP_NOVSYNC = 0x00000008;
+const UINT WINEDDFLIP_STEREO = 0x00000010;
+const UINT WINEDDFLIP_DONOTWAIT = 0x00000020;
+const UINT WINEDDFLIP_INTERVAL2 = 0x02000000;
+const UINT WINEDDFLIP_INTERVAL3 = 0x03000000;
+const UINT WINEDDFLIP_INTERVAL4 = 0x04000000;
+
+const UINT WINEDDOVER_ALPHADEST = 0x00000001;
+const UINT WINEDDOVER_ALPHADESTCONSTOVERRIDE = 0x00000002;
+const UINT WINEDDOVER_ALPHADESTNEG = 0x00000004;
+const UINT WINEDDOVER_ALPHADESTSURFACEOVERRIDE = 0x00000008;
+const UINT WINEDDOVER_ALPHAEDGEBLEND = 0x00000010;
+const UINT WINEDDOVER_ALPHASRC = 0x00000020;
+const UINT WINEDDOVER_ALPHASRCCONSTOVERRIDE = 0x00000040;
+const UINT WINEDDOVER_ALPHASRCNEG = 0x00000080;
+const UINT WINEDDOVER_ALPHASRCSURFACEOVERRIDE = 0x00000100;
+const UINT WINEDDOVER_HIDE = 0x00000200;
+const UINT WINEDDOVER_KEYDEST = 0x00000400;
+const UINT WINEDDOVER_KEYDESTOVERRIDE = 0x00000800;
+const UINT WINEDDOVER_KEYSRC = 0x00001000;
+const UINT WINEDDOVER_KEYSRCOVERRIDE = 0x00002000;
+const UINT WINEDDOVER_SHOW = 0x00004000;
+const UINT WINEDDOVER_ADDDIRTYRECT = 0x00008000;
+const UINT WINEDDOVER_REFRESHDIRTYRECTS = 0x00010000;
+const UINT WINEDDOVER_REFRESHALL = 0x00020000;
+const UINT WINEDDOVER_DDFX = 0x00080000;
+const UINT WINEDDOVER_AUTOFLIP = 0x00100000;
+const UINT WINEDDOVER_BOB = 0x00200000;
+const UINT WINEDDOVER_OVERRIDEBOBWEAVE = 0x00400000;
+const UINT WINEDDOVER_INTERLEAVED = 0x00800000;
+
+/* DirectDraw Caps */
+const UINT WINEDDSCAPS_RESERVED1 = 0x00000001;
+const UINT WINEDDSCAPS_ALPHA = 0x00000002;
+const UINT WINEDDSCAPS_BACKBUFFER = 0x00000004;
+const UINT WINEDDSCAPS_COMPLEX = 0x00000008;
+const UINT WINEDDSCAPS_FLIP = 0x00000010;
+const UINT WINEDDSCAPS_FRONTBUFFER = 0x00000020;
+const UINT WINEDDSCAPS_OFFSCREENPLAIN = 0x00000040;
+const UINT WINEDDSCAPS_OVERLAY = 0x00000080;
+const UINT WINEDDSCAPS_PALETTE = 0x00000100;
+const UINT WINEDDSCAPS_PRIMARYSURFACE = 0x00000200;
+const UINT WINEDDSCAPS_PRIMARYSURFACELEFT = 0x00000400;
+const UINT WINEDDSCAPS_SYSTEMMEMORY = 0x00000800;
+const UINT WINEDDSCAPS_TEXTURE = 0x00001000;
+const UINT WINEDDSCAPS_3DDEVICE = 0x00002000;
+const UINT WINEDDSCAPS_VIDEOMEMORY = 0x00004000;
+const UINT WINEDDSCAPS_VISIBLE = 0x00008000;
+const UINT WINEDDSCAPS_WRITEONLY = 0x00010000;
+const UINT WINEDDSCAPS_ZBUFFER = 0x00020000;
+const UINT WINEDDSCAPS_OWNDC = 0x00040000;
+const UINT WINEDDSCAPS_LIVEVIDEO = 0x00080000;
+const UINT WINEDDSCAPS_HWCODEC = 0x00100000;
+const UINT WINEDDSCAPS_MODEX = 0x00200000;
+const UINT WINEDDSCAPS_MIPMAP = 0x00400000;
+const UINT WINEDDSCAPS_RESERVED2 = 0x00800000;
+const UINT WINEDDSCAPS_ALLOCONLOAD = 0x04000000;
+const UINT WINEDDSCAPS_VIDEOPORT = 0x08000000;
+const UINT WINEDDSCAPS_LOCALVIDMEM = 0x10000000;
+const UINT WINEDDSCAPS_NONLOCALVIDMEM = 0x20000000;
+const UINT WINEDDSCAPS_STANDARDVGAMODE = 0x40000000;
+const UINT WINEDDSCAPS_OPTIMIZED = 0x80000000;
+
+const UINT WINEDDCKEYCAPS_DESTBLT = 0x00000001;
+const UINT WINEDDCKEYCAPS_DESTBLTCLRSPACE = 0x00000002;
+const UINT WINEDDCKEYCAPS_DESTBLTCLRSPACEYUV = 0x00000004;
+const UINT WINEDDCKEYCAPS_DESTBLTYUV = 0x00000008;
+const UINT WINEDDCKEYCAPS_DESTOVERLAY = 0x00000010;
+const UINT WINEDDCKEYCAPS_DESTOVERLAYCLRSPACE = 0x00000020;
+const UINT WINEDDCKEYCAPS_DESTOVERLAYCLRSPACEYUV = 0x00000040;
+const UINT WINEDDCKEYCAPS_DESTOVERLAYONEACTIVE = 0x00000080;
+const UINT WINEDDCKEYCAPS_DESTOVERLAYYUV = 0x00000100;
+const UINT WINEDDCKEYCAPS_SRCBLT = 0x00000200;
+const UINT WINEDDCKEYCAPS_SRCBLTCLRSPACE = 0x00000400;
+const UINT WINEDDCKEYCAPS_SRCBLTCLRSPACEYUV = 0x00000800;
+const UINT WINEDDCKEYCAPS_SRCBLTYUV = 0x00001000;
+const UINT WINEDDCKEYCAPS_SRCOVERLAY = 0x00002000;
+const UINT WINEDDCKEYCAPS_SRCOVERLAYCLRSPACE = 0x00004000;
+const UINT WINEDDCKEYCAPS_SRCOVERLAYCLRSPACEYUV = 0x00008000;
+const UINT WINEDDCKEYCAPS_SRCOVERLAYONEACTIVE = 0x00010000;
+const UINT WINEDDCKEYCAPS_SRCOVERLAYYUV = 0x00020000;
+const UINT WINEDDCKEYCAPS_NOCOSTOVERLAY = 0x00040000;
+
+const UINT WINEDDFXCAPS_BLTALPHA = 0x00000001;
+const UINT WINEDDFXCAPS_OVERLAYALPHA = 0x00000004;
+const UINT WINEDDFXCAPS_BLTARITHSTRETCHYN = 0x00000010;
+const UINT WINEDDFXCAPS_BLTARITHSTRETCHY = 0x00000020;
+const UINT WINEDDFXCAPS_BLTMIRRORLEFTRIGHT = 0x00000040;
+const UINT WINEDDFXCAPS_BLTMIRRORUPDOWN = 0x00000080;
+const UINT WINEDDFXCAPS_BLTROTATION = 0x00000100;
+const UINT WINEDDFXCAPS_BLTROTATION90 = 0x00000200;
+const UINT WINEDDFXCAPS_BLTSHRINKX = 0x00000400;
+const UINT WINEDDFXCAPS_BLTSHRINKXN = 0x00000800;
+const UINT WINEDDFXCAPS_BLTSHRINKY = 0x00001000;
+const UINT WINEDDFXCAPS_BLTSHRINKYN = 0x00002000;
+const UINT WINEDDFXCAPS_BLTSTRETCHX = 0x00004000;
+const UINT WINEDDFXCAPS_BLTSTRETCHXN = 0x00008000;
+const UINT WINEDDFXCAPS_BLTSTRETCHY = 0x00010000;
+const UINT WINEDDFXCAPS_BLTSTRETCHYN = 0x00020000;
+const UINT WINEDDFXCAPS_OVERLAYARITHSTRETCHY = 0x00040000;
+const UINT WINEDDFXCAPS_OVERLAYARITHSTRETCHYN = 0x00000008;
+const UINT WINEDDFXCAPS_OVERLAYSHRINKX = 0x00080000;
+const UINT WINEDDFXCAPS_OVERLAYSHRINKXN = 0x00100000;
+const UINT WINEDDFXCAPS_OVERLAYSHRINKY = 0x00200000;
+const UINT WINEDDFXCAPS_OVERLAYSHRINKYN = 0x00400000;
+const UINT WINEDDFXCAPS_OVERLAYSTRETCHX = 0x00800000;
+const UINT WINEDDFXCAPS_OVERLAYSTRETCHXN = 0x01000000;
+const UINT WINEDDFXCAPS_OVERLAYSTRETCHY = 0x02000000;
+const UINT WINEDDFXCAPS_OVERLAYSTRETCHYN = 0x04000000;
+const UINT WINEDDFXCAPS_OVERLAYMIRRORLEFTRIGHT = 0x08000000;
+const UINT WINEDDFXCAPS_OVERLAYMIRRORUPDOWN = 0x10000000;
+
+const UINT WINEDDCAPS_3D = 0x00000001;
+const UINT WINEDDCAPS_ALIGNBOUNDARYDEST = 0x00000002;
+const UINT WINEDDCAPS_ALIGNSIZEDEST = 0x00000004;
+const UINT WINEDDCAPS_ALIGNBOUNDARYSRC = 0x00000008;
+const UINT WINEDDCAPS_ALIGNSIZESRC = 0x00000010;
+const UINT WINEDDCAPS_ALIGNSTRIDE = 0x00000020;
+const UINT WINEDDCAPS_BLT = 0x00000040;
+const UINT WINEDDCAPS_BLTQUEUE = 0x00000080;
+const UINT WINEDDCAPS_BLTFOURCC = 0x00000100;
+const UINT WINEDDCAPS_BLTSTRETCH = 0x00000200;
+const UINT WINEDDCAPS_GDI = 0x00000400;
+const UINT WINEDDCAPS_OVERLAY = 0x00000800;
+const UINT WINEDDCAPS_OVERLAYCANTCLIP = 0x00001000;
+const UINT WINEDDCAPS_OVERLAYFOURCC = 0x00002000;
+const UINT WINEDDCAPS_OVERLAYSTRETCH = 0x00004000;
+const UINT WINEDDCAPS_PALETTE = 0x00008000;
+const UINT WINEDDCAPS_PALETTEVSYNC = 0x00010000;
+const UINT WINEDDCAPS_READSCANLINE = 0x00020000;
+const UINT WINEDDCAPS_STEREOVIEW = 0x00040000;
+const UINT WINEDDCAPS_VBI = 0x00080000;
+const UINT WINEDDCAPS_ZBLTS = 0x00100000;
+const UINT WINEDDCAPS_ZOVERLAYS = 0x00200000;
+const UINT WINEDDCAPS_COLORKEY = 0x00400000;
+const UINT WINEDDCAPS_ALPHA = 0x00800000;
+const UINT WINEDDCAPS_COLORKEYHWASSIST = 0x01000000;
+const UINT WINEDDCAPS_NOHARDWARE = 0x02000000;
+const UINT WINEDDCAPS_BLTCOLORFILL = 0x04000000;
+const UINT WINEDDCAPS_BANKSWITCHED = 0x08000000;
+const UINT WINEDDCAPS_BLTDEPTHFILL = 0x10000000;
+const UINT WINEDDCAPS_CANCLIP = 0x20000000;
+const UINT WINEDDCAPS_CANCLIPSTRETCHED = 0x40000000;
+const UINT WINEDDCAPS_CANBLTSYSMEM = 0x80000000;
+
+const UINT WINEDDCAPS2_CERTIFIED = 0x00000001;
+const UINT WINEDDCAPS2_NO2DDURING3DSCENE = 0x00000002;
+const UINT WINEDDCAPS2_VIDEOPORT = 0x00000004;
+const UINT WINEDDCAPS2_AUTOFLIPOVERLAY = 0x00000008;
+const UINT WINEDDCAPS2_CANBOBINTERLEAVED = 0x00000010;
+const UINT WINEDDCAPS2_CANBOBNONINTERLEAVED = 0x00000020;
+const UINT WINEDDCAPS2_COLORCONTROLOVERLAY = 0x00000040;
+const UINT WINEDDCAPS2_COLORCONTROLPRIMARY = 0x00000080;
+const UINT WINEDDCAPS2_CANDROPZ16BIT = 0x00000100;
+const UINT WINEDDCAPS2_NONLOCALVIDMEM = 0x00000200;
+const UINT WINEDDCAPS2_NONLOCALVIDMEMCAPS = 0x00000400;
+const UINT WINEDDCAPS2_NOPAGELOCKREQUIRED = 0x00000800;
+const UINT WINEDDCAPS2_WIDESURFACES = 0x00001000;
+const UINT WINEDDCAPS2_CANFLIPODDEVEN = 0x00002000;
+const UINT WINEDDCAPS2_CANBOBHARDWARE = 0x00004000;
+const UINT WINEDDCAPS2_COPYFOURCC = 0x00008000;
+const UINT WINEDDCAPS2_PRIMARYGAMMA = 0x00020000;
+const UINT WINEDDCAPS2_CANRENDERWINDOWED = 0x00080000;
+const UINT WINEDDCAPS2_CANCALIBRATEGAMMA = 0x00100000;
+const UINT WINEDDCAPS2_FLIPINTERVAL = 0x00200000;
+const UINT WINEDDCAPS2_FLIPNOVSYNC = 0x00400000;
+const UINT WINEDDCAPS2_CANMANAGETEXTURE = 0x00800000;
+const UINT WINEDDCAPS2_TEXMANINNONLOCALVIDMEM = 0x01000000;
+const UINT WINEDDCAPS2_STEREO = 0x02000000;
+const UINT WINEDDCAPS2_SYSTONONLOCAL_AS_SYSTOLOCAL = 0x04000000;
+
+/* DDCAPS.d */
+const UINT WINEDDPCAPS_4BIT = 0x00000001;
+const UINT WINEDDPCAPS_8BITENTRIES = 0x00000002;
+const UINT WINEDDPCAPS_8BIT = 0x00000004;
+const UINT WINEDDPCAPS_INITIALIZE = 0x00000008;
+const UINT WINEDDPCAPS_PRIMARYSURFACE = 0x00000010;
+const UINT WINEDDPCAPS_PRIMARYSURFACELEFT = 0x00000020;
+const UINT WINEDDPCAPS_ALLOW256 = 0x00000040;
+const UINT WINEDDPCAPS_VSYNC = 0x00000080;
+const UINT WINEDDPCAPS_1BIT = 0x00000100;
+const UINT WINEDDPCAPS_2BIT = 0x00000200;
+const UINT WINEDDPCAPS_ALPHA = 0x00000400;
+
+typedef struct _WINED3DDISPLAYMODE
+{
+ UINT Width;
+ UINT Height;
+ UINT RefreshRate;
+ WINED3DFORMAT Format;
+} WINED3DDISPLAYMODE;
+
+typedef struct _WINED3DCOLORVALUE
+{
+ float r;
+ float g;
+ float b;
+ float a;
+} WINED3DCOLORVALUE;
+
+typedef struct _WINED3DVECTOR
+{
+ float x;
+ float y;
+ float z;
+} WINED3DVECTOR;
+
+typedef struct _WINED3DMATRIX
+{
+ union
+ {
+ struct
+ {
+ float _11, _12, _13, _14;
+ float _21, _22, _23, _24;
+ float _31, _32, _33, _34;
+ float _41, _42, _43, _44;
+ } DUMMYSTRUCTNAME;
+ float m[4][4];
+ } DUMMYUNIONNAME;
+} WINED3DMATRIX;
+
+typedef struct _WINED3DRECT
+{
+ LONG x1;
+ LONG y1;
+ LONG x2;
+ LONG y2;
+} WINED3DRECT;
+
+typedef struct _WINED3DLIGHT
+{
+ WINED3DLIGHTTYPE Type;
+ WINED3DCOLORVALUE Diffuse;
+ WINED3DCOLORVALUE Specular;
+ WINED3DCOLORVALUE Ambient;
+ WINED3DVECTOR Position;
+ WINED3DVECTOR Direction;
+ float Range;
+ float Falloff;
+ float Attenuation0;
+ float Attenuation1;
+ float Attenuation2;
+ float Theta;
+ float Phi;
+} WINED3DLIGHT;
+
+typedef struct _WINED3DMATERIAL
+{
+ WINED3DCOLORVALUE Diffuse;
+ WINED3DCOLORVALUE Ambient;
+ WINED3DCOLORVALUE Specular;
+ WINED3DCOLORVALUE Emissive;
+ float Power;
+} WINED3DMATERIAL;
+
+typedef struct _WINED3DVIEWPORT
+{
+ DWORD X;
+ DWORD Y;
+ DWORD Width;
+ DWORD Height;
+ float MinZ;
+ float MaxZ;
+} WINED3DVIEWPORT;
+
+typedef struct _WINED3DGAMMARAMP
+{
+ WORD red[256];
+ WORD green[256];
+ WORD blue[256];
+} WINED3DGAMMARAMP;
+
+typedef struct _WINED3DLINEPATTERN
+{
+ WORD wRepeatFactor;
+ WORD wLinePattern;
+} WINED3DLINEPATTERN;
+
+typedef struct _WINEDD3DRECTPATCH_INFO
+{
+ UINT StartVertexOffsetWidth;
+ UINT StartVertexOffsetHeight;
+ UINT Width;
+ UINT Height;
+ UINT Stride;
+ WINED3DBASISTYPE Basis;
+ WINED3DDEGREETYPE Degree;
+} WINED3DRECTPATCH_INFO;
+
+typedef struct _WINED3DTRIPATCH_INFO
+{
+ UINT StartVertexOffset;
+ UINT NumVertices;
+ WINED3DBASISTYPE Basis;
+ WINED3DDEGREETYPE Degree;
+} WINED3DTRIPATCH_INFO;
+
+typedef struct _WINED3DADAPTER_IDENTIFIER
+{
+ char *Driver;
+ char *Description;
+ char *DeviceName;
+ LARGE_INTEGER *DriverVersion;
+ DWORD *VendorId;
+ DWORD *DeviceId;
+ DWORD *SubSysId;
+ DWORD *Revision;
+ GUID *DeviceIdentifier;
+ DWORD *WHQLLevel;
+} WINED3DADAPTER_IDENTIFIER;
+
+typedef struct _WINED3DPRESENT_PARAMETERS
+{
+ UINT BackBufferWidth;
+ UINT BackBufferHeight;
+ WINED3DFORMAT BackBufferFormat;
+ UINT BackBufferCount;
+ WINED3DMULTISAMPLE_TYPE MultiSampleType;
+ DWORD MultiSampleQuality;
+ WINED3DSWAPEFFECT SwapEffect;
+ HWND hDeviceWindow;
+ BOOL Windowed;
+ BOOL EnableAutoDepthStencil;
+ WINED3DFORMAT AutoDepthStencilFormat;
+ DWORD Flags;
+ UINT FullScreen_RefreshRateInHz;
+ UINT PresentationInterval;
+ BOOL AutoRestoreDisplayMode;
+} WINED3DPRESENT_PARAMETERS;
+
+typedef struct _WINED3DSURFACE_DESC
+{
+ WINED3DFORMAT *Format;
+ WINED3DRESOURCETYPE *Type;
+ DWORD *Usage;
+ WINED3DPOOL *Pool;
+ UINT *Size;
+ WINED3DMULTISAMPLE_TYPE *MultiSampleType;
+ DWORD *MultiSampleQuality;
+ UINT *Width;
+ UINT *Height;
+} WINED3DSURFACE_DESC;
+
+typedef struct _WINED3DVOLUME_DESC
+{
+ WINED3DFORMAT *Format;
+ WINED3DRESOURCETYPE *Type;
+ DWORD *Usage;
+ WINED3DPOOL *Pool;
+ UINT *Size;
+ UINT *Width;
+ UINT *Height;
+ UINT *Depth;
+} WINED3DVOLUME_DESC;
+
+typedef struct _WINED3DCLIPSTATUS
+{
+ DWORD ClipUnion;
+ DWORD ClipIntersection;
+} WINED3DCLIPSTATUS;
+
+typedef struct _WINED3DVERTEXELEMENT
+{
+ WORD Stream;
+ WORD Offset;
+ BYTE Type;
+ BYTE Method;
+ BYTE Usage;
+ BYTE UsageIndex;
+ int Reg; /* DirectX 8 */
+} WINED3DVERTEXELEMENT, *LPWINED3DVERTEXELEMENT;
+
+typedef struct _WINED3DDEVICE_CREATION_PARAMETERS
+{
+ UINT AdapterOrdinal;
+ WINED3DDEVTYPE DeviceType;
+ HWND hFocusWindow;
+ DWORD BehaviorFlags;
+} WINED3DDEVICE_CREATION_PARAMETERS;
+
+typedef struct _WINED3DDEVINFO_BANDWIDTHTIMINGS
+{
+ float MaxBandwidthUtilized;
+ float FrontEndUploadMemoryUtilizedPercent;
+ float VertexRateUtilizedPercent;
+ float TriangleSetupRateUtilizedPercent;
+ float FillRateUtilizedPercent;
+} WINED3DDEVINFO_BANDWIDTHTIMINGS;
+
+typedef struct _WINED3DDEVINFO_CACHEUTILIZATION
+{
+ float TextureCacheHitRate;
+ float PostTransformVertexCacheHitRate;
+} WINED3DDEVINFO_CACHEUTILIZATION;
+
+typedef struct _WINED3DDEVINFO_INTERFACETIMINGS
+{
+ float WaitingForGPUToUseApplicationResourceTimePercent;
+ float WaitingForGPUToAcceptMoreCommandsTimePercent;
+ float WaitingForGPUToStayWithinLatencyTimePercent;
+ float WaitingForGPUExclusiveResourceTimePercent;
+ float WaitingForGPUOtherTimePercent;
+} WINED3DDEVINFO_INTERFACETIMINGS;
+
+typedef struct _WINED3DDEVINFO_PIPELINETIMINGS
+{
+ float VertexProcessingTimePercent;
+ float PixelProcessingTimePercent;
+ float OtherGPUProcessingTimePercent;
+ float GPUIdleTimePercent;
+} WINED3DDEVINFO_PIPELINETIMINGS;
+
+typedef struct _WINED3DDEVINFO_STAGETIMINGS
+{
+ float MemoryProcessingPercent;
+ float ComputationProcessingPercent;
+} WINED3DDEVINFO_STAGETIMINGS;
+
+typedef struct _WINED3DRASTER_STATUS
+{
+ BOOL InVBlank;
+ UINT ScanLine;
+} WINED3DRASTER_STATUS;
+
+typedef struct WINED3DRESOURCESTATS
+{
+ BOOL bThrashing;
+ DWORD ApproxBytesDownloaded;
+ DWORD NumEvicts;
+ DWORD NumVidCreates;
+ DWORD LastPri;
+ DWORD NumUsed;
+ DWORD NumUsedInVidMem;
+ DWORD WorkingSet;
+ DWORD WorkingSetBytes;
+ DWORD TotalManaged;
+ DWORD TotalBytes;
+} WINED3DRESOURCESTATS;
+
+typedef struct _WINED3DDEVINFO_RESOURCEMANAGER
+{
+ WINED3DRESOURCESTATS stats[WINED3DRTYPECOUNT];
+} WINED3DDEVINFO_RESOURCEMANAGER;
+
+typedef struct _WINED3DDEVINFO_VERTEXSTATS
+{
+ DWORD NumRenderedTriangles;
+ DWORD NumExtraClippingTriangles;
+} WINED3DDEVINFO_VERTEXSTATS;
+
+typedef struct _WINED3DLOCKED_RECT
+{
+ INT Pitch;
+ void *pBits;
+} WINED3DLOCKED_RECT;
+
+typedef struct _WINED3DLOCKED_BOX
+{
+ INT RowPitch;
+ INT SlicePitch;
+ void *pBits;
+} WINED3DLOCKED_BOX;
+
+typedef struct _WINED3DBOX
+{
+ UINT Left;
+ UINT Top;
+ UINT Right;
+ UINT Bottom;
+ UINT Front;
+ UINT Back;
+} WINED3DBOX;
+
+/*Vertex cache optimization hints.*/
+typedef struct WINED3DDEVINFO_VCACHE
+{
+ DWORD Pattern; /* Must be a 4 char code FOURCC (e.g. CACH) */
+ DWORD OptMethod; /* 0 to get the longest strips, 1 vertex cache */
+ DWORD CacheSize; /* Cache size to use (only valid if OptMethod==1) */
+ DWORD MagicNumber; /* Internal for deciding when to restart strips,
+ non user modifiable (only valid if OptMethod==1) */
+} WINED3DDEVINFO_VCACHE;
+
+typedef struct _WINED3DVERTEXBUFFER_DESC
+{
+ WINED3DFORMAT Format;
+ WINED3DRESOURCETYPE Type;
+ DWORD Usage;
+ WINED3DPOOL Pool;
+ UINT Size;
+ DWORD FVF;
+} WINED3DVERTEXBUFFER_DESC;
+
+typedef struct _WINED3DINDEXBUFFER_DESC
+{
+ WINED3DFORMAT Format;
+ WINED3DRESOURCETYPE Type;
+ DWORD Usage;
+ WINED3DPOOL Pool;
+ UINT Size;
+} WINED3DINDEXBUFFER_DESC;
+
+typedef struct glDescriptor
+{
+ UINT textureName;
+ int level;
+ int /*GLenum*/ target;
+ int /*GLenum*/ glFormat;
+ int /*GLenum*/ glFormatInternal;
+ int /*GLenum*/ glType;
+} glDescriptor;
+
+typedef struct WineDirect3DStridedData
+{
+ const BYTE *lpData; /* Pointer to start of data */
+ DWORD dwStride; /* Stride between occurrences of this data */
+ DWORD dwType; /* Type (as in D3DVSDT_TYPE) */
+ int VBO; /* Vertex buffer object this data is in */
+ UINT streamNo; /* D3D stream number */
+} WineDirect3DStridedData;
+
+typedef struct WineDirect3DVertexStridedData
+{
+ /*
+ * IMPORTANT:
+ * This structure can be accessed in two ways: Named access, and array
+ * access. Please note that named access is only valid with the fixed
+ * function vertex pipeline, and the arrays are only valid with the
+ * programmable vertex pipeline(vertex shaders).
+ */
+ union
+ {
+ struct
+ {
+ /* Do not add or reorder fields here,
+ * so this can be indexed as an array */
+ WineDirect3DStridedData position;
+ WineDirect3DStridedData blendWeights;
+ WineDirect3DStridedData blendMatrixIndices;
+ WineDirect3DStridedData normal;
+ WineDirect3DStridedData pSize;
+ WineDirect3DStridedData diffuse;
+ WineDirect3DStridedData specular;
+ WineDirect3DStridedData texCoords[WINED3DDP_MAXTEXCOORD];
+ WineDirect3DStridedData position2; /* tween data */
+ WineDirect3DStridedData normal2; /* tween data */
+ WineDirect3DStridedData tangent;
+ WineDirect3DStridedData binormal;
+ WineDirect3DStridedData tessFactor;
+ WineDirect3DStridedData fog;
+ WineDirect3DStridedData depth;
+ WineDirect3DStridedData sample;
+
+ /* Add fields here */
+ BOOL position_transformed;
+ } s;
+ WineDirect3DStridedData input[16]; /* Indexed by constants in D3DVSDE_REGISTER */
+ } u;
+} WineDirect3DVertexStridedData;
+
+typedef struct _WINED3DVSHADERCAPS2_0
+{
+ DWORD Caps;
+ INT DynamicFlowControlDepth;
+ INT NumTemps;
+ INT StaticFlowControlDepth;
+} WINED3DVSHADERCAPS2_0;
+
+typedef struct _WINED3DPSHADERCAPS2_0
+{
+ DWORD Caps;
+ INT DynamicFlowControlDepth;
+ INT NumTemps;
+ INT StaticFlowControlDepth;
+ INT NumInstructionSlots;
+} WINED3DPSHADERCAPS2_0;
+
+typedef struct _WINEDDCAPS
+{
+ DWORD Caps;
+ DWORD Caps2;
+ DWORD CKeyCaps;
+ DWORD FXCaps;
+ DWORD FXAlphaCaps;
+ DWORD PalCaps;
+ DWORD SVCaps;
+ DWORD SVBCaps;
+ DWORD SVBCKeyCaps;
+ DWORD SVBFXCaps;
+ DWORD VSBCaps;
+ DWORD VSBCKeyCaps;
+ DWORD VSBFXCaps;
+ DWORD SSBCaps;
+ DWORD SSBCKeyCaps;
+ DWORD SSBFXCaps;
+ DWORD ddsCaps;
+ DWORD StrideAlign;
+} WINEDDCAPS;
+
+typedef struct _WINED3DCAPS
+{
+ WINED3DDEVTYPE DeviceType;
+ UINT AdapterOrdinal;
+
+ DWORD Caps;
+ DWORD Caps2;
+ DWORD Caps3;
+ DWORD PresentationIntervals;
+
+ DWORD CursorCaps;
+ DWORD DevCaps;
+ DWORD PrimitiveMiscCaps;
+ DWORD RasterCaps;
+ DWORD ZCmpCaps;
+ DWORD SrcBlendCaps;
+ DWORD DestBlendCaps;
+ DWORD AlphaCmpCaps;
+ DWORD ShadeCaps;
+ DWORD TextureCaps;
+ DWORD TextureFilterCaps;
+ DWORD CubeTextureFilterCaps;
+ DWORD VolumeTextureFilterCaps;
+ DWORD TextureAddressCaps;
+ DWORD VolumeTextureAddressCaps;
+ DWORD LineCaps;
+
+ DWORD MaxTextureWidth;
+ DWORD MaxTextureHeight;
+ DWORD MaxVolumeExtent;
+ DWORD MaxTextureRepeat;
+ DWORD MaxTextureAspectRatio;
+ DWORD MaxAnisotropy;
+ float MaxVertexW;
+
+ float GuardBandLeft;
+ float GuardBandTop;
+ float GuardBandRight;
+ float GuardBandBottom;
+
+ float ExtentsAdjust;
+ DWORD StencilCaps;
+
+ DWORD FVFCaps;
+ DWORD TextureOpCaps;
+ DWORD MaxTextureBlendStages;
+ DWORD MaxSimultaneousTextures;
+
+ DWORD VertexProcessingCaps;
+ DWORD MaxActiveLights;
+ DWORD MaxUserClipPlanes;
+ DWORD MaxVertexBlendMatrices;
+ DWORD MaxVertexBlendMatrixIndex;
+
+ float MaxPointSize;
+
+ DWORD MaxPrimitiveCount;
+ DWORD MaxVertexIndex;
+ DWORD MaxStreams;
+ DWORD MaxStreamStride;
+
+ DWORD VertexShaderVersion;
+ DWORD MaxVertexShaderConst;
+
+ DWORD PixelShaderVersion;
+ float PixelShader1xMaxValue;
+
+ /* DX 9 */
+ DWORD DevCaps2;
+
+ float MaxNpatchTessellationLevel;
+ DWORD Reserved5; /* undocumented */
+
+ UINT MasterAdapterOrdinal;
+ UINT AdapterOrdinalInGroup;
+ UINT NumberOfAdaptersInGroup;
+ DWORD DeclTypes;
+ DWORD NumSimultaneousRTs;
+ DWORD StretchRectFilterCaps;
+ WINED3DVSHADERCAPS2_0 VS20Caps;
+ WINED3DPSHADERCAPS2_0 PS20Caps;
+ DWORD VertexTextureFilterCaps;
+ DWORD MaxVShaderInstructionsExecuted;
+ DWORD MaxPShaderInstructionsExecuted;
+ DWORD MaxVertexShader30InstructionSlots;
+ DWORD MaxPixelShader30InstructionSlots;
+ DWORD Reserved2; /* Not in the microsoft headers but documented */
+ DWORD Reserved3;
+
+ WINEDDCAPS DirectDrawCaps;
+} WINED3DCAPS;
+
+/* DirectDraw types */
+
+typedef struct _WINEDDCOLORKEY
+{
+ DWORD dwColorSpaceLowValue; /* low boundary of color space that is to
+ * be treated as Color Key, inclusive */
+ DWORD dwColorSpaceHighValue; /* high boundary of color space that is
+ * to be treated as Color Key, inclusive */
+} WINEDDCOLORKEY,*LPWINEDDCOLORKEY;
+
+typedef struct _WINEDDBLTFX
+{
+ DWORD dwSize; /* size of structure */
+ DWORD dwDDFX; /* FX operations */
+ DWORD dwROP; /* Win32 raster operations */
+ DWORD dwDDROP; /* Raster operations new for DirectDraw */
+ DWORD dwRotationAngle; /* Rotation angle for blt */
+ DWORD dwZBufferOpCode; /* ZBuffer compares */
+ DWORD dwZBufferLow; /* Low limit of Z buffer */
+ DWORD dwZBufferHigh; /* High limit of Z buffer */
+ DWORD dwZBufferBaseDest; /* Destination base value */
+ DWORD dwZDestConstBitDepth; /* Bit depth used to specify Z constant for destination */
+ union
+ {
+ DWORD dwZDestConst; /* Constant to use as Z buffer for dest */
+ struct IWineD3DSurface *lpDDSZBufferDest; /* Surface to use as Z buffer for dest */
+ } DUMMYUNIONNAME1;
+ DWORD dwZSrcConstBitDepth; /* Bit depth used to specify Z constant for source */
+ union
+ {
+ DWORD dwZSrcConst; /* Constant to use as Z buffer for src */
+ struct IWineD3DSurface *lpDDSZBufferSrc; /* Surface to use as Z buffer for src */
+ } DUMMYUNIONNAME2;
+ DWORD dwAlphaEdgeBlendBitDepth; /* Bit depth used to specify constant for alpha edge blend */
+ DWORD dwAlphaEdgeBlend; /* Alpha for edge blending */
+ DWORD dwReserved;
+ DWORD dwAlphaDestConstBitDepth; /* Bit depth used to specify alpha constant for destination */
+ union
+ {
+ DWORD dwAlphaDestConst; /* Constant to use as Alpha Channel */
+ struct IWineD3DSurface *lpDDSAlphaDest; /* Surface to use as Alpha Channel */
+ } DUMMYUNIONNAME3;
+ DWORD dwAlphaSrcConstBitDepth; /* Bit depth used to specify alpha constant for source */
+ union
+ {
+ DWORD dwAlphaSrcConst; /* Constant to use as Alpha Channel */
+ struct IWineD3DSurface *lpDDSAlphaSrc; /* Surface to use as Alpha Channel */
+ } DUMMYUNIONNAME4;
+ union
+ {
+ DWORD dwFillColor; /* color in RGB or Palettized */
+ DWORD dwFillDepth; /* depth value for z-buffer */
+ DWORD dwFillPixel; /* pixel val for RGBA or RGBZ */
+ struct IWineD3DSurface *lpDDSPattern; /* Surface to use as pattern */
+ } DUMMYUNIONNAME5;
+ WINEDDCOLORKEY ddckDestColorkey; /* DestColorkey override */
+ WINEDDCOLORKEY ddckSrcColorkey; /* SrcColorkey override */
+} WINEDDBLTFX,*LPWINEDDBLTFX;
+
+typedef struct _WINEDDOVERLAYFX
+{
+ DWORD dwSize; /* size of structure */
+ DWORD dwAlphaEdgeBlendBitDepth; /* Bit depth used to specify constant for alpha edge blend */
+ DWORD dwAlphaEdgeBlend; /* Constant to use as alpha for edge blend */
+ DWORD dwReserved;
+ DWORD dwAlphaDestConstBitDepth; /* Bit depth used to specify alpha constant for destination */
+ union
+ {
+ DWORD dwAlphaDestConst; /* Constant to use as alpha channel for dest */
+ struct IWineD3DSurface *lpDDSAlphaDest; /* Surface to use as alpha channel for dest */
+ } DUMMYUNIONNAME1;
+ DWORD dwAlphaSrcConstBitDepth; /* Bit depth used to specify alpha constant for source */
+ union
+ {
+ DWORD dwAlphaSrcConst; /* Constant to use as alpha channel for src */
+ struct IWineD3DSurface *lpDDSAlphaSrc; /* Surface to use as alpha channel for src */
+ } DUMMYUNIONNAME2;
+ WINEDDCOLORKEY dckDestColorkey; /* DestColorkey override */
+ WINEDDCOLORKEY dckSrcColorkey; /* SrcColorkey override */
+ DWORD dwDDFX; /* Overlay FX */
+ DWORD dwFlags; /* flags */
+} WINEDDOVERLAYFX;
+
+interface IWineD3DResource;
+interface IWineD3DSurface;
+interface IWineD3DVolume;
+interface IWineD3DSwapChain;
+interface IWineD3DDevice;
+
+typedef HRESULT (*D3DCB_CREATESURFACEFN)(IUnknown *pDevice, IUnknown *pSuperior, UINT Width,
+ UINT Height, WINED3DFORMAT Format, DWORD Usage, WINED3DPOOL Pool, UINT Level, WINED3DCUBEMAP_FACES Face,
+ IWineD3DSurface **ppSurface, HANDLE *pSharedHandle);
+typedef HRESULT (*D3DCB_CREATERENDERTARGETFN)(IUnknown *pDevice, IUnknown *pSuperior, UINT Width,
+ UINT Height, WINED3DFORMAT Format, WINED3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality,
+ BOOL Lockable, IWineD3DSurface **ppSurface, HANDLE *pSharedHandle);
+typedef HRESULT (*D3DCB_CREATEDEPTHSTENCILSURFACEFN)(IUnknown *pDevice, IUnknown *pSuperior, UINT Width,
+ UINT Height, WINED3DFORMAT Format, WINED3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality,
+ BOOL Discard, IWineD3DSurface **ppSurface, HANDLE *pSharedHandle);
+typedef ULONG (*D3DCB_DESTROYSURFACEFN)(IWineD3DSurface *pSurface);
+typedef HRESULT (*D3DCB_CREATEVOLUMEFN)(IUnknown *pDevice, IUnknown *pSuperior, UINT Width,
+ UINT Height, UINT Depth, WINED3DFORMAT Format, WINED3DPOOL Pool, DWORD Usage,
+ IWineD3DVolume **ppVolume, HANDLE *pSharedHandle);
+typedef ULONG (*D3DCB_DESTROYVOLUMEFN)(IWineD3DVolume *pVolume);
+typedef HRESULT (*D3DCB_CREATESWAPCHAIN)(IUnknown *pDevice, WINED3DPRESENT_PARAMETERS *pPresentationParameters,
+ IWineD3DSwapChain **pSwapChain);
+typedef ULONG (*D3DCB_DESTROYSWAPCHAINFN)(IWineD3DSwapChain *pSwapChain);
+typedef HRESULT (*D3DCB_ENUMRESOURCES)(IWineD3DResource *resource, void *pData);
+
+[
+ object,
+ local,
+ uuid(46799311-8e0e-40ce-b2ec-ddb99f18fcb4)
+]
+interface IWineD3DBase : IUnknown
+{
+ HRESULT GetParent(
+ [out] IUnknown **parent
+ );
+}
+
+[
+ object,
+ local,
+ uuid(108f9c44-6f30-11d9-c687-00046142c14f)
+]
+interface IWineD3D : IWineD3DBase
+{
+ UINT GetAdapterCount(
+ );
+ HRESULT RegisterSoftwareDevice(
+ [in] void *pInitializeFunction
+ );
+ HMONITOR GetAdapterMonitor(
+ [in] UINT adapter_idx
+ );
+ UINT GetAdapterModeCount(
+ [in] UINT adapter_idx,
+ [in] WINED3DFORMAT format
+ );
+ HRESULT EnumAdapterModes(
+ [in] UINT adapter_idx,
+ [in] UINT mode_idx,
+ [in] WINED3DFORMAT format,
+ [out] WINED3DDISPLAYMODE *mode
+ );
+ HRESULT GetAdapterDisplayMode(
+ [in] UINT adapter_idx,
+ [out] WINED3DDISPLAYMODE *mode
+ );
+ HRESULT GetAdapterIdentifier(
+ [in] UINT adapter_idx,
+ [in] DWORD flags,
+ [out] WINED3DADAPTER_IDENTIFIER *identifier
+ );
+ HRESULT CheckDeviceMultiSampleType(
+ [in] UINT adapter_idx,
+ [in] WINED3DDEVTYPE device_type,
+ [in] WINED3DFORMAT surface_format,
+ [in] BOOL windowed,
+ [in] WINED3DMULTISAMPLE_TYPE multisample_type,
+ [out] DWORD *quality_levels
+ );
+ HRESULT CheckDepthStencilMatch(
+ [in] UINT adapter_idx,
+ [in] WINED3DDEVTYPE device_type,
+ [in] WINED3DFORMAT adapter_format,
+ [in] WINED3DFORMAT render_target_format,
+ [in] WINED3DFORMAT depth_stencil_format
+ );
+ HRESULT CheckDeviceType(
+ [in] UINT adapter_idx,
+ [in] WINED3DDEVTYPE device_type,
+ [in] WINED3DFORMAT display_format,
+ [in] WINED3DFORMAT backbuffer_format,
+ [in] BOOL windowed
+ );
+ HRESULT CheckDeviceFormat(
+ [in] UINT adaper_idx,
+ [in] WINED3DDEVTYPE device_type,
+ [in] WINED3DFORMAT adapter_format,
+ [in] DWORD usage,
+ [in] WINED3DRESOURCETYPE resource_type,
+ [in] WINED3DFORMAT check_format,
+ [in] WINED3DSURFTYPE surface_type
+ );
+ HRESULT CheckDeviceFormatConversion(
+ [in] UINT adapter_idx,
+ [in] WINED3DDEVTYPE device_type,
+ [in] WINED3DFORMAT source_format,
+ [in] WINED3DFORMAT target_format
+ );
+ HRESULT GetDeviceCaps(
+ [in] UINT adapter_idx,
+ [in] WINED3DDEVTYPE device_type,
+ [out] WINED3DCAPS *caps
+ );
+ HRESULT CreateDevice(
+ [in] UINT adapter_idx,
+ [in] WINED3DDEVTYPE device_type,
+ [in] HWND focus_window,
+ [in] DWORD behaviour_flags,
+ [out] IWineD3DDevice **device,
+ [in] IUnknown *parent
+ );
+}
+
+[
+ object,
+ local,
+ uuid(1f3bfb34-6f30-11d9-c687-00046142c14f)
+]
+interface IWineD3DResource : IWineD3DBase
+{
+ HRESULT GetDevice(
+ [out] IWineD3DDevice **device
+ );
+ HRESULT SetPrivateData(
+ [in] REFGUID guid,
+ [in] const void *data,
+ [in] DWORD data_size,
+ [in] DWORD flags
+ );
+ HRESULT GetPrivateData(
+ [in] REFGUID guid,
+ [out] void *data,
+ [in, out] DWORD *data_size
+ );
+ HRESULT FreePrivateData(
+ [in] REFGUID guid
+ );
+ DWORD SetPriority(
+ [in] DWORD new_priority
+ );
+ DWORD GetPriority(
+ );
+ void PreLoad(
+ );
+ void UnLoad(
+ );
+ WINED3DRESOURCETYPE GetType(
+ );
+}
+
+[
+ object,
+ local,
+ uuid(217f671e-6f30-11d9-c687-00046142c14f)
+]
+interface IWineD3DVertexBuffer : IWineD3DResource
+{
+ HRESULT Lock(
+ [in] UINT offset,
+ [in] UINT size,
+ [out] BYTE **data,
+ [in] DWORD flags
+ );
+ HRESULT Unlock(
+ );
+ HRESULT GetDesc(
+ [out] WINED3DVERTEXBUFFER_DESC *desc
+ );
+}
+
+[
+ object,
+ local,
+ uuid(3a02a54e-6f30-11d9-c687-00046142c14f)
+]
+interface IWineD3DIndexBuffer : IWineD3DResource
+{
+ HRESULT Lock(
+ [in] UINT offset,
+ [in] UINT size,
+ [out] BYTE **data,
+ [in] DWORD flags
+ );
+ HRESULT Unlock(
+ );
+ HRESULT GetDesc(
+ [out] WINED3DINDEXBUFFER_DESC *desc
+ );
+}
+
+[
+ object,
+ local,
+ uuid(f756720c-32b9-4439-b5a3-1d6c97037d9e)
+]
+interface IWineD3DPalette : IWineD3DBase
+{
+ HRESULT GetEntries(
+ [in] DWORD flags,
+ [in] DWORD start,
+ [in] DWORD count,
+ [out] PALETTEENTRY *entries
+ );
+ HRESULT GetCaps(
+ [out] DWORD *caps
+ );
+ HRESULT SetEntries(
+ [in] DWORD flags,
+ [in] DWORD start,
+ [in] DWORD count,
+ [in] const PALETTEENTRY *entries
+ );
+}
+
+[
+ object,
+ local,
+ uuid(8f2bceb1-d338-488c-ab7f-0ec980bf5d2d)
+]
+interface IWineD3DClipper : IWineD3DBase
+{
+ HRESULT GetClipList(
+ [in] const RECT *rect,
+ [out] RGNDATA *clip_list,
+ [in, out] DWORD *clip_list_size
+ );
+ HRESULT GetHWnd(
+ [out] HWND *hwnd
+ );
+ HRESULT IsClipListChanged(
+ [out] BOOL *changed
+ );
+ HRESULT SetClipList(
+ [in] const RGNDATA *clip_list,
+ [in] DWORD flags
+ );
+ HRESULT SetHWnd(
+ [in] DWORD flags,
+ [in] HWND hwnd
+ );
+}
+
+[
+ object,
+ local,
+ uuid(37cd5526-6f30-11d9-c687-00046142c14f)
+]
+interface IWineD3DSurface : IWineD3DResource
+{
+ HRESULT GetContainer(
+ [in] REFIID riid,
+ [out] void **container
+ );
+ HRESULT GetDesc(
+ [out] WINED3DSURFACE_DESC *desc
+ );
+ HRESULT LockRect(
+ [out] WINED3DLOCKED_RECT *locked_rect,
+ [in] const RECT *rect,
+ [in] DWORD flags
+ );
+ HRESULT UnlockRect(
+ );
+ HRESULT GetDC(
+ [out] HDC *dc
+ );
+ HRESULT ReleaseDC(
+ [in] HDC dc
+ );
+ HRESULT Flip(
+ [in] IWineD3DSurface *override,
+ [in] DWORD flags
+ );
+ HRESULT Blt(
+ [in] const RECT *dst_rect,
+ [in] IWineD3DSurface *src_surface,
+ [in] const RECT *src_rect,
+ [in] DWORD flags,
+ [in] const WINEDDBLTFX *blt_fx,
+ [in] WINED3DTEXTUREFILTERTYPE filter
+ );
+ HRESULT GetBltStatus(
+ [in] DWORD flags
+ );
+ HRESULT GetFlipStatus(
+ [in] DWORD flags
+ );
+ HRESULT IsLost(
+ );
+ HRESULT Restore(
+ );
+ HRESULT BltFast(
+ [in] DWORD dst_x,
+ [in] DWORD dst_y,
+ [in] IWineD3DSurface *src_surface,
+ [in] const RECT *src_rect,
+ [in] DWORD trans
+ );
+ HRESULT GetPalette(
+ [out] IWineD3DPalette **palette
+ );
+ HRESULT SetPalette(
+ [in] IWineD3DPalette *palette
+ );
+ HRESULT RealizePalette(
+ );
+ HRESULT SetColorKey(
+ [in] DWORD flags,
+ [in] const WINEDDCOLORKEY *color_key
+ );
+ DWORD GetPitch(
+ );
+ HRESULT SetMem(
+ [in] void *mem
+ );
+ HRESULT SetOverlayPosition(
+ [in] LONG x,
+ [in] LONG y
+ );
+ HRESULT GetOverlayPosition(
+ [out] LONG *x,
+ [out] LONG *y
+ );
+ HRESULT UpdateOverlayZOrder(
+ [in] DWORD flags,
+ [in] IWineD3DSurface *ref
+ );
+ HRESULT UpdateOverlay(
+ [in] const RECT *src_rect,
+ [in] IWineD3DSurface *dst_surface,
+ [in] const RECT *dst_rect,
+ [in] DWORD flags,
+ [in] const WINEDDOVERLAYFX *fx
+ );
+ HRESULT SetClipper(
+ [in] IWineD3DClipper *clipper
+ );
+ HRESULT GetClipper(
+ [out] IWineD3DClipper **clipper
+ );
+ HRESULT AddDirtyRect(
+ [in] const RECT *dirty_rect
+ );
+ HRESULT LoadTexture(
+ [in] BOOL srgb_mode
+ );
+ void BindTexture(
+ );
+ HRESULT SaveSnapshot(
+ [in] const char *filename
+ );
+ HRESULT SetContainer(
+ [in] IWineD3DBase *container
+ );
+ void GetGlDesc(
+ [out] glDescriptor **desc
+ );
+ const void *GetData(
+ );
+ HRESULT SetFormat(
+ [in] WINED3DFORMAT format
+ );
+ HRESULT PrivateSetup(
+ );
+ void ModifyLocation(
+ [in] DWORD location,
+ [in] BOOL persistent
+ );
+ HRESULT LoadLocation(
+ [in] DWORD location,
+ [in] const RECT *rect
+ );
+ WINED3DSURFTYPE GetImplType(
+ );
+ HRESULT DrawOverlay(
+ );
+}
+
+[
+ object,
+ local,
+ uuid(24769ed8-6f30-11d9-c687-00046142c14f)
+]
+interface IWineD3DVolume : IWineD3DResource
+{
+ HRESULT GetContainer(
+ [in] REFIID riid,
+ [out] void **container
+ );
+ HRESULT GetDesc(
+ [out] WINED3DVOLUME_DESC *desc
+ );
+ HRESULT LockBox(
+ [out] WINED3DLOCKED_BOX *locked_box,
+ [in] const WINED3DBOX *box,
+ [in] DWORD flags
+ );
+ HRESULT UnlockBox(
+ );
+ HRESULT AddDirtyBox(
+ [in] const WINED3DBOX *dirty_box
+ );
+ HRESULT CleanDirtyBox(
+ );
+ HRESULT LoadTexture(
+ [in] int gl_level,
+ [in] BOOL srgb_mode
+ );
+ HRESULT SetContainer(
+ [in] IWineD3DBase *container
+ );
+}
+
+[
+ object,
+ local,
+ uuid(3c2aebf6-6f30-11d9-c687-00046142c14f)
+]
+interface IWineD3DBaseTexture : IWineD3DResource
+{
+ DWORD SetLOD(
+ [in] DWORD new_lod
+ );
+ DWORD GetLOD(
+ );
+ DWORD GetLevelCount(
+ );
+ HRESULT SetAutoGenFilterType(
+ WINED3DTEXTUREFILTERTYPE filter_type
+ );
+ WINED3DTEXTUREFILTERTYPE GetAutoGenFilterType(
+ );
+ void GenerateMipSubLevels(
+ );
+ BOOL SetDirty(
+ BOOL dirty
+ );
+ BOOL GetDirty(
+ );
+ HRESULT BindTexture(
+ );
+ UINT GetTextureDimensions(
+ );
+ BOOL IsCondNP2(
+ );
+ void ApplyStateChanges(
+ const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
+ const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]
+ );
+}
+
+[
+ object,
+ local,
+ uuid(3e72cc1c-6f30-11d9-c687-00046142c14f)
+]
+interface IWineD3DTexture : IWineD3DBaseTexture
+{
+ void Destroy(
+ [in] D3DCB_DESTROYSURFACEFN destroy_surface_callback
+ );
+ HRESULT GetLevelDesc(
+ [in] UINT level,
+ [out] WINED3DSURFACE_DESC *desc
+ );
+ HRESULT GetSurfaceLevel(
+ [in] UINT level,
+ [out] IWineD3DSurface **surface
+ );
+ HRESULT LockRect(
+ [in] UINT level,
+ [out] WINED3DLOCKED_RECT *locked_rect,
+ [in] const RECT *rect,
+ [in] DWORD flags
+ );
+ HRESULT UnlockRect(
+ [in] UINT level
+ );
+ HRESULT AddDirtyRect(
+ [in] const RECT *dirty_rect
+ );
+}
+
+[
+ object,
+ local,
+ uuid(41752900-6f30-11d9-c687-00046142c14f)
+]
+interface IWineD3DCubeTexture : IWineD3DBaseTexture
+{
+ void Destroy(
+ [in] D3DCB_DESTROYSURFACEFN destroy_surface_callback
+ );
+ HRESULT GetLevelDesc(
+ [in] UINT level,
+ [out] WINED3DSURFACE_DESC *desc
+ );
+ HRESULT GetCubeMapSurface(
+ [in] WINED3DCUBEMAP_FACES face,
+ [in] UINT level,
+ [out] IWineD3DSurface **surface
+ );
+ HRESULT LockRect(
+ [in] WINED3DCUBEMAP_FACES face,
+ [in] UINT level,
+ [out] WINED3DLOCKED_RECT *locked_rect,
+ [in] const RECT *rect,
+ [in] DWORD flags
+ );
+ HRESULT UnlockRect(
+ [in] WINED3DCUBEMAP_FACES face,
+ [in] UINT level
+ );
+ HRESULT AddDirtyRect(
+ [in] WINED3DCUBEMAP_FACES face,
+ [in] const RECT *dirty_rect
+ );
+}
+
+[
+ object,
+ local,
+ uuid(7b39470c-6f30-11d9-c687-00046142c14f)
+]
+interface IWineD3DVolumeTexture : IWineD3DBaseTexture
+{
+ void Destroy(
+ [in] D3DCB_DESTROYVOLUMEFN destroy_volume_callback
+ );
+ HRESULT GetLevelDesc(
+ [in] UINT level,
+ [out] WINED3DVOLUME_DESC *desc
+ );
+ HRESULT GetVolumeLevel(
+ [in] UINT level,
+ [out] IWineD3DVolume **volume
+ );
+ HRESULT LockBox(
+ [in] UINT level,
+ [out] WINED3DLOCKED_BOX *locked_box,
+ [in] const WINED3DBOX *box,
+ [in] DWORD flags
+ );
+ HRESULT UnlockBox(
+ [in] UINT level
+ );
+ HRESULT AddDirtyBox(
+ [in] const WINED3DBOX *dirty_box
+ );
+}
+
+[
+ object,
+ local,
+ uuid(7cd55be6-6f30-11d9-c687-00046142c14f)
+]
+interface IWineD3DVertexDeclaration : IWineD3DBase
+{
+ HRESULT GetDevice(
+ [out] IWineD3DDevice **device
+ );
+ HRESULT GetDeclaration(
+ [out] WINED3DVERTEXELEMENT *elements,
+ [out] UINT *element_count
+ );
+ HRESULT SetDeclaration(
+ [in] const WINED3DVERTEXELEMENT *elements,
+ [in] UINT element_count
+ );
+}
+
+[
+ object,
+ local,
+ uuid(83b073ce-6f30-11d9-c687-00046142c14f)
+]
+interface IWineD3DStateBlock : IWineD3DBase
+{
+ HRESULT GetDevice(
+ [out] IWineD3DDevice **device
+ );
+ HRESULT Capture(
+ );
+ HRESULT Apply(
+ );
+ HRESULT InitStartupStateBlock(
+ );
+}
+
+[
+ object,
+ local,
+ uuid(905ddbac-6f30-11d9-c687-00046142c14f)
+]
+interface IWineD3DQuery : IWineD3DBase
+{
+ HRESULT GetDevice(
+ [out] IWineD3DDevice **device
+ );
+ HRESULT GetData(
+ [out] void *data,
+ [in] DWORD data_size,
+ [in] DWORD flags
+ );
+ DWORD GetDataSize(
+ );
+ WINED3DQUERYTYPE GetType(
+ );
+ HRESULT Issue(
+ DWORD flags
+ );
+}
+
+[
+ object,
+ local,
+ uuid(34d01b10-6f30-11d9-c687-00046142c14f)
+]
+interface IWineD3DSwapChain : IWineD3DBase
+{
+ void Destroy(
+ [in] D3DCB_DESTROYSURFACEFN destroy_surface_callback
+ );
+ HRESULT GetDevice(
+ [out] IWineD3DDevice **device
+ );
+ HRESULT Present(
+ [in] const RECT *src_rect,
+ [in] const RECT *dst_rect,
+ [in] HWND dst_window_override,
+ [in] const RGNDATA *dirty_region,
+ [in] DWORD flags
+ );
+ HRESULT SetDestWindowOverride(
+ [in] HWND window
+ );
+ HRESULT GetFrontBufferData(
+ [in] IWineD3DSurface *dst_surface
+ );
+ HRESULT GetBackBuffer(
+ [in] UINT backbuffer_idx,
+ [in] WINED3DBACKBUFFER_TYPE backbuffer_type,
+ [out] IWineD3DSurface **backbuffer
+ );
+ HRESULT GetRasterStatus(
+ [out] WINED3DRASTER_STATUS *raster_status
+ );
+ HRESULT GetDisplayMode(
+ [out] WINED3DDISPLAYMODE *mode
+ );
+ HRESULT GetPresentParameters(
+ [out] WINED3DPRESENT_PARAMETERS *present_parameters
+ );
+ HRESULT SetGammaRamp(
+ [in] DWORD flags,
+ [in] const WINED3DGAMMARAMP *ramp
+ );
+ HRESULT GetGammaRamp(
+ [out] WINED3DGAMMARAMP *ramp
+ );
+}
+
+[
+ object,
+ local,
+ uuid(eac93065-a4df-446f-86a1-9ef2bca40a3c)
+]
+interface IWineD3DBaseShader : IWineD3DBase
+{
+ HRESULT SetFunction(
+ [in] const DWORD *function
+ );
+}
+
+[
+ object,
+ local,
+ uuid(7f7a2b60-6f30-11d9-c687-00046142c14f)
+]
+interface IWineD3DVertexShader : IWineD3DBaseShader
+{
+ HRESULT GetDevice(
+ [out] IWineD3DDevice **device
+ );
+ HRESULT GetFunction(
+ [out] void *data,
+ [in, out] UINT *data_size
+ );
+ void FakeSemantics(
+ [in] IWineD3DVertexDeclaration *vertex_declaration
+ );
+ HRESULT SetLocalConstantsF(
+ [in] UINT start_idx,
+ [in] const float *src_data,
+ [in] UINT vector4f_count
+ );
+}
+
+[
+ object,
+ local,
+ uuid(818503da-6f30-11d9-c687-00046142c14f)
+]
+interface IWineD3DPixelShader : IWineD3DBaseShader
+{
+ HRESULT UpdateSamplers(
+ );
+ HRESULT GetDevice(
+ [out] IWineD3DDevice **device
+ );
+ HRESULT GetFunction(
+ [out] void *data,
+ [in, out] UINT *data_size
+ );
+}
+
+[
+ object,
+ local,
+ uuid(6d10a2ce-09d0-4a53-a427-11388f9f8ca5)
+]
+interface IWineD3DDevice : IWineD3DBase
+{
+ HRESULT CreateVertexBuffer(
+ [in] UINT length,
+ [in] DWORD usage,
+ [in] DWORD fvf,
+ [in] WINED3DPOOL pool,
+ [out] IWineD3DVertexBuffer **vertex_buffer,
+ [in] HANDLE *shared_handle,
+ [in] IUnknown *parent
+ );
+ HRESULT CreateIndexBuffer(
+ [in] UINT length,
+ [in] DWORD usage,
+ [in] WINED3DFORMAT format,
+ [in] WINED3DPOOL pool,
+ [out] IWineD3DIndexBuffer **index_buffer,
+ [in] HANDLE *shared_handle,
+ [in] IUnknown *parent
+ );
+ HRESULT CreateStateBlock(
+ [in] WINED3DSTATEBLOCKTYPE type,
+ [out] IWineD3DStateBlock **stateblock,
+ [in] IUnknown *parent
+ );
+ HRESULT CreateSurface(
+ [in] UINT width,
+ [in] UINT height,
+ [in] WINED3DFORMAT format,
+ [in] BOOL lockable,
+ [in] BOOL discard,
+ [in] UINT level,
+ [out] IWineD3DSurface **surface,
+ [in] WINED3DRESOURCETYPE resource_type,
+ [in] DWORD usage,
+ [in] WINED3DPOOL pool,
+ [in] WINED3DMULTISAMPLE_TYPE multisample_type,
+ [in] DWORD multisample_quality,
+ [in] HANDLE *shared_handle,
+ [in] WINED3DSURFTYPE surface_type,
+ [in] IUnknown *parent
+ );
+ HRESULT CreateTexture(
+ [in] UINT width,
+ [in] UINT height,
+ [in] UINT levels,
+ [in] DWORD usage,
+ [in] WINED3DFORMAT format,
+ [in] WINED3DPOOL pool,
+ [out] IWineD3DTexture **texture,
+ [in] HANDLE *shared_handle,
+ [in] IUnknown *parent,
+ [in] D3DCB_CREATESURFACEFN create_surface_callback
+ );
+ HRESULT CreateVolumeTexture(
+ [in] UINT width,
+ [in] UINT height,
+ [in] UINT depth,
+ [in] UINT levels,
+ [in] DWORD usage,
+ [in] WINED3DFORMAT format,
+ [in] WINED3DPOOL pool,
+ [out] IWineD3DVolumeTexture **texture,
+ [in] HANDLE *shared_handle,
+ [in] IUnknown *parent,
+ [in] D3DCB_CREATEVOLUMEFN create_volume_callback
+ );
+ HRESULT CreateVolume(
+ [in] UINT width,
+ [in] UINT height,
+ [in] UINT depth,
+ [in] DWORD usage,
+ [in] WINED3DFORMAT format,
+ [in] WINED3DPOOL pool,
+ [out] IWineD3DVolume **volume,
+ [in] HANDLE *shared_handle,
+ [in] IUnknown *parent
+ );
+ HRESULT CreateCubeTexture(
+ [in] UINT edge_length,
+ [in] UINT levels,
+ [in] DWORD usage,
+ [in] WINED3DFORMAT format,
+ [in] WINED3DPOOL pool,
+ [out] IWineD3DCubeTexture **texture,
+ [in] HANDLE *shared_handle,
+ [in] IUnknown *parent,
+ [in] D3DCB_CREATESURFACEFN create_surface_callback
+ );
+ HRESULT CreateQuery(
+ [in] WINED3DQUERYTYPE type,
+ [out] IWineD3DQuery **query,
+ [in] IUnknown *parent
+ );
+ HRESULT CreateSwapChain(
+ [in] WINED3DPRESENT_PARAMETERS *present_parameters,
+ [out] IWineD3DSwapChain **swapchain,
+ [in] IUnknown *parent,
+ [in] D3DCB_CREATERENDERTARGETFN create_render_target_callback,
+ [in] D3DCB_CREATEDEPTHSTENCILSURFACEFN create_depth_stencil_callback,
+ [in] WINED3DSURFTYPE surface_type
+ );
+ HRESULT CreateVertexDeclaration(
+ [out] IWineD3DVertexDeclaration **declaration,
+ [in] IUnknown *parent,
+ [in] const WINED3DVERTEXELEMENT *elements,
+ [in] UINT element_count
+ );
+ HRESULT CreateVertexDeclarationFromFVF(
+ [out] IWineD3DVertexDeclaration **declaration,
+ [in] IUnknown *parent,
+ [in] DWORD fvf
+ );
+ HRESULT CreateVertexShader(
+ [in] IWineD3DVertexDeclaration *declaration,
+ [in] const DWORD *function,
+ [out] IWineD3DVertexShader **shader,
+ [in] IUnknown *parent
+ );
+ HRESULT CreatePixelShader(
+ [in] const DWORD *function,
+ [out] IWineD3DPixelShader **shader,
+ [in] IUnknown *parent
+ );
+ HRESULT CreatePalette(
+ [in] DWORD flags,
+ [in] const PALETTEENTRY *palette_entry,
+ [out] IWineD3DPalette **palette,
+ [in] IUnknown *parent
+ );
+ HRESULT Init3D(
+ [in] WINED3DPRESENT_PARAMETERS *present_parameters,
+ [in] D3DCB_CREATESWAPCHAIN create_swapchain_callback
+ );
+ HRESULT InitGDI(
+ [in] WINED3DPRESENT_PARAMETERS *present_parameters,
+ [in] D3DCB_CREATESWAPCHAIN create_swapchain_callback
+ );
+ HRESULT Uninit3D(
+ [in] D3DCB_DESTROYSURFACEFN destroy_surface_callback,
+ [in] D3DCB_DESTROYSWAPCHAINFN destroy_swapchain_callback
+ );
+ HRESULT UninitGDI(
+ [in] D3DCB_DESTROYSWAPCHAINFN destroy_swapchain_callback
+ );
+ void SetMultithreaded(
+ );
+ HRESULT EvictManagedResources(
+ );
+ UINT GetAvailableTextureMem(
+ );
+ HRESULT GetBackBuffer(
+ [in] UINT swapchain_idx,
+ [in] UINT backbuffer_idx,
+ [in] WINED3DBACKBUFFER_TYPE backbuffer_type,
+ [out] IWineD3DSurface **backbuffer
+ );
+ HRESULT GetCreationParameters(
+ [out] WINED3DDEVICE_CREATION_PARAMETERS *creation_parameters
+ );
+ HRESULT GetDeviceCaps(
+ [out] WINED3DCAPS *caps
+ );
+ HRESULT GetDirect3D(
+ [out] IWineD3D** d3d
+ );
+ HRESULT GetDisplayMode(
+ [in] UINT swapchain_idx,
+ [out] WINED3DDISPLAYMODE *mode
+ );
+ HRESULT SetDisplayMode(
+ [in] UINT swapchain_idx,
+ [in] const WINED3DDISPLAYMODE *mode
+ );
+ UINT GetNumberOfSwapChains(
+ );
+ HRESULT GetRasterStatus(
+ [in] UINT swapchain_idx,
+ [out] WINED3DRASTER_STATUS *raster_status
+ );
+ HRESULT GetSwapChain(
+ [in] UINT swapchain_idx,
+ [out] IWineD3DSwapChain **swapchain
+ );
+ HRESULT Reset(
+ [in] WINED3DPRESENT_PARAMETERS *present_parameters
+ );
+ HRESULT SetDialogBoxMode(
+ [in] BOOL enable_dialogs
+ );
+ HRESULT SetCursorProperties(
+ [in] UINT x_hotspot,
+ [in] UINT y_hotspot,
+ [in] IWineD3DSurface *cursor_surface
+ );
+ void SetCursorPosition(
+ [in] int x_screen_space,
+ [in] int y_screen_space,
+ [in] DWORD flags
+ );
+ BOOL ShowCursor(
+ [in] BOOL show
+ );
+ HRESULT TestCooperativeLevel(
+ );
+ HRESULT SetClipPlane(
+ [in] DWORD plane_idx,
+ [in] const float *plane
+ );
+ HRESULT GetClipPlane(
+ [in] DWORD plane_idx,
+ [out] float *plane
+ );
+ HRESULT SetClipStatus(
+ [in] const WINED3DCLIPSTATUS *clip_status
+ );
+ HRESULT GetClipStatus(
+ [out] WINED3DCLIPSTATUS *clip_status
+ );
+ HRESULT SetCurrentTexturePalette(
+ [in] UINT palette_number
+ );
+ HRESULT GetCurrentTexturePalette(
+ [out] UINT *palette_number
+ );
+ HRESULT SetDepthStencilSurface(
+ [in] IWineD3DSurface *depth_stencil
+ );
+ HRESULT GetDepthStencilSurface(
+ [out] IWineD3DSurface **depth_stencil
+ );
+ HRESULT SetFVF(
+ [in] DWORD fvf
+ );
+ HRESULT GetFVF(
+ [out] DWORD *fvf
+ );
+ void SetGammaRamp(
+ [in] UINT swapchain_idx,
+ [in] DWORD flags,
+ [in] const WINED3DGAMMARAMP *ramp
+ );
+ void GetGammaRamp(
+ [in] UINT swapchain_idx,
+ [out] WINED3DGAMMARAMP *ramp
+ );
+ HRESULT SetIndices(
+ [in] IWineD3DIndexBuffer *index_buffer
+ );
+ HRESULT GetIndices(
+ [out] IWineD3DIndexBuffer **index_buffer
+ );
+ HRESULT SetBaseVertexIndex(
+ [in] INT base_index
+ );
+ HRESULT GetBaseVertexIndex(
+ [out] INT *base_index
+ );
+ HRESULT SetLight(
+ [in] DWORD light_idx,
+ [in] const WINED3DLIGHT *light
+ );
+ HRESULT GetLight(
+ [in] DWORD light_idx,
+ [out] WINED3DLIGHT *light
+ );
+ HRESULT SetLightEnable(
+ [in] DWORD light_idx,
+ [in] BOOL enable
+ );
+ HRESULT GetLightEnable(
+ [in] DWORD light_idx,
+ [out] BOOL *enable
+ );
+ HRESULT SetMaterial(
+ [in] const WINED3DMATERIAL *material
+ );
+ HRESULT GetMaterial(
+ [out] WINED3DMATERIAL *material
+ );
+ HRESULT SetNPatchMode(
+ [in] float segments
+ );
+ float GetNPatchMode(
+ );
+ HRESULT SetPaletteEntries(
+ [in] UINT palette_number,
+ [in] const PALETTEENTRY *entries
+ );
+ HRESULT GetPaletteEntries(
+ [in] UINT palette_number,
+ [out] PALETTEENTRY *entries
+ );
+ HRESULT SetPixelShader(
+ [in] IWineD3DPixelShader *shader
+ );
+ HRESULT GetPixelShader(
+ [out] IWineD3DPixelShader **shader
+ );
+ HRESULT SetPixelShaderConstantB(
+ [in] UINT start_register,
+ [in] const BOOL *constants,
+ [in] UINT bool_count
+ );
+ HRESULT GetPixelShaderConstantB(
+ [in] UINT start_register,
+ [out] BOOL *constants,
+ [in] UINT bool_count
+ );
+ HRESULT SetPixelShaderConstantI(
+ [in] UINT start_register,
+ [in] const int *constants,
+ [in] UINT vector4i_count
+ );
+ HRESULT GetPixelShaderConstantI(
+ [in] UINT start_register,
+ [out] int *constants,
+ [in] UINT vector4i_count
+ );
+ HRESULT SetPixelShaderConstantF(
+ [in] UINT start_register,
+ [in] const float *constants,
+ [in] UINT vector4f_count
+ );
+ HRESULT GetPixelShaderConstantF(
+ [in] UINT start_register,
+ [out] float *constants,
+ [in] UINT vector4f_count
+ );
+ HRESULT SetRenderState(
+ [in] WINED3DRENDERSTATETYPE state,
+ [in] DWORD value
+ );
+ HRESULT GetRenderState(
+ [in] WINED3DRENDERSTATETYPE state,
+ [out] DWORD *value
+ );
+ HRESULT SetRenderTarget(
+ [in] DWORD render_target_idx,
+ [in] IWineD3DSurface *render_target
+ );
+ HRESULT GetRenderTarget(
+ [in] DWORD render_target_idx,
+ [out] IWineD3DSurface **render_target
+ );
+ HRESULT SetFrontBackBuffers(
+ [in] IWineD3DSurface *front,
+ [in] IWineD3DSurface *back
+ );
+ HRESULT SetSamplerState(
+ [in] DWORD sampler_idx,
+ [in] WINED3DSAMPLERSTATETYPE state,
+ [in] DWORD value
+ );
+ HRESULT GetSamplerState(
+ [in] DWORD sampler_idx,
+ [in] WINED3DSAMPLERSTATETYPE state,
+ [out] DWORD *value
+ );
+ HRESULT SetScissorRect(
+ [in] const RECT *rect
+ );
+ HRESULT GetScissorRect(
+ [out] RECT *rect
+ );
+ HRESULT SetSoftwareVertexProcessing(
+ [in] BOOL software
+ );
+ BOOL GetSoftwareVertexProcessing(
+ );
+ HRESULT SetStreamSource(
+ [in] UINT stream_idx,
+ [in] IWineD3DVertexBuffer *vertex_buffer,
+ [in] UINT offset,
+ [in] UINT stride
+ );
+ HRESULT GetStreamSource(
+ [in] UINT stream_idx,
+ [out] IWineD3DVertexBuffer **vertex_buffer,
+ [out] UINT *offset,
+ [out] UINT *stride
+ );
+ HRESULT SetStreamSourceFreq(
+ [in] UINT stream_idx,
+ [in] UINT divider
+ );
+ HRESULT GetStreamSourceFreq(
+ [in] UINT stream_idx,
+ [out] UINT *divider
+ );
+ HRESULT SetTexture(
+ [in] DWORD stage,
+ [in] IWineD3DBaseTexture *texture
+ );
+ HRESULT GetTexture(
+ [in] DWORD stage,
+ [out] IWineD3DBaseTexture **texture
+ );
+ HRESULT SetTextureStageState(
+ [in] DWORD stage,
+ [in] WINED3DTEXTURESTAGESTATETYPE state,
+ [in] DWORD value
+ );
+ HRESULT GetTextureStageState(
+ [in] DWORD stage,
+ [in] WINED3DTEXTURESTAGESTATETYPE state,
+ [out] DWORD *value
+ );
+ HRESULT SetTransform(
+ [in] WINED3DTRANSFORMSTATETYPE state,
+ [in] const WINED3DMATRIX *matrix
+ );
+ HRESULT GetTransform(
+ [in] WINED3DTRANSFORMSTATETYPE state,
+ [out] WINED3DMATRIX *matrix
+ );
+ HRESULT SetVertexDeclaration(
+ [in] IWineD3DVertexDeclaration *declaration
+ );
+ HRESULT GetVertexDeclaration(
+ [out] IWineD3DVertexDeclaration **declaration
+ );
+ HRESULT SetVertexShader(
+ [in] IWineD3DVertexShader *shader
+ );
+ HRESULT GetVertexShader(
+ [out] IWineD3DVertexShader **shader
+ );
+ HRESULT SetVertexShaderConstantB(
+ [in] UINT start_register,
+ [in] const BOOL *constants,
+ [in] UINT bool_count
+ );
+ HRESULT GetVertexShaderConstantB(
+ [in] UINT start_register,
+ [out] BOOL *constants,
+ [in] UINT bool_count
+ );
+ HRESULT SetVertexShaderConstantI(
+ [in] UINT start_register,
+ [in] const int *constants,
+ [in] UINT vector4i_count
+ );
+ HRESULT GetVertexShaderConstantI(
+ [in] UINT start_register,
+ [out] int *constants,
+ [in] UINT vector4i_count
+ );
+ HRESULT SetVertexShaderConstantF(
+ [in] UINT start_register,
+ [in] const float *constants,
+ [in] UINT vector4f_count
+ );
+ HRESULT GetVertexShaderConstantF(
+ [in] UINT start_register,
+ [out] float *constants,
+ [in] UINT vector4f_count
+ );
+ HRESULT SetViewport(
+ [in] const WINED3DVIEWPORT *viewport
+ );
+ HRESULT GetViewport(
+ [out] WINED3DVIEWPORT *viewport
+ );
+ HRESULT MultiplyTransform(
+ [in] WINED3DTRANSFORMSTATETYPE state,
+ [in] const WINED3DMATRIX *matrix
+ );
+ HRESULT ValidateDevice(
+ [out] DWORD *num_passes
+ );
+ HRESULT ProcessVertices(
+ [in] UINT src_start_idx,
+ [in] UINT dst_idx,
+ [in] UINT vertex_count,
+ [in] IWineD3DVertexBuffer *dest_buffer,
+ [in] IWineD3DVertexDeclaration *declaration,
+ [in] DWORD flags
+ );
+ HRESULT BeginStateBlock(
+ );
+ HRESULT EndStateBlock(
+ [out] IWineD3DStateBlock **stateblock
+ );
+ HRESULT BeginScene(
+ );
+ HRESULT EndScene(
+ );
+ HRESULT Present(
+ [in] const RECT *src_rect,
+ [in] const RECT *dst_rect,
+ [in] HWND dst_window_override,
+ [in] const RGNDATA *dirty_region
+ );
+ HRESULT Clear(
+ [in] DWORD rect_count,
+ [in] const WINED3DRECT *rects,
+ [in] DWORD flags,
+ [in] WINED3DCOLOR color,
+ [in] float z,
+ [in] DWORD stencil
+ );
+ HRESULT DrawPrimitive(
+ [in] WINED3DPRIMITIVETYPE primitive_type,
+ [in] UINT start_vertex,
+ [in] UINT primitive_count
+ );
+ HRESULT DrawIndexedPrimitive(
+ [in] WINED3DPRIMITIVETYPE primitive_type,
+ [in] UINT min_vertex_idx,
+ [in] UINT vertex_count,
+ [in] UINT start_idx,
+ [in] UINT primitive_count
+ );
+ HRESULT DrawPrimitiveUP(
+ [in] WINED3DPRIMITIVETYPE primitive_type,
+ [in] UINT primitive_count,
+ [in] const void *stream_data,
+ [in] UINT stream_stride
+ );
+ HRESULT DrawIndexedPrimitiveUP(
+ [in] WINED3DPRIMITIVETYPE primitive_type,
+ [in] UINT min_vertex_idx,
+ [in] UINT vertex_count,
+ [in] UINT primitive_count,
+ [in] const void *index_data,
+ [in] WINED3DFORMAT index_data_format,
+ [in] const void *stream_data,
+ [in] UINT stream_stride
+ );
+ HRESULT DrawPrimitiveStrided(
+ [in] WINED3DPRIMITIVETYPE primitive_type,
+ [in] UINT primitive_count,
+ [in] const WineDirect3DVertexStridedData *strided_data
+ );
+ HRESULT DrawIndexedPrimitiveStrided(
+ [in] WINED3DPRIMITIVETYPE primitive_type,
+ [in] UINT primitive_count,
+ [in] const WineDirect3DVertexStridedData *strided_data,
+ [in] UINT vertex_count,
+ [in] const void *index_data,
+ [in] WINED3DFORMAT index_data_format
+ );
+ HRESULT DrawRectPatch(
+ [in] UINT handle,
+ [in] const float *num_segs,
+ [in] const WINED3DRECTPATCH_INFO *rect_patch_info
+ );
+ HRESULT DrawTriPatch(
+ [in] UINT handle,
+ [in] const float *num_segs,
+ [in] const WINED3DTRIPATCH_INFO *tri_patch_info
+ );
+ HRESULT DeletePatch(
+ [in] UINT handle
+ );
+ HRESULT ColorFill(
+ [in] IWineD3DSurface *surface,
+ [in] const WINED3DRECT *rect,
+ [in] WINED3DCOLOR color
+ );
+ HRESULT UpdateTexture(
+ [in] IWineD3DBaseTexture *src_texture,
+ [in] IWineD3DBaseTexture *dst_texture
+ );
+ HRESULT UpdateSurface(
+ [in] IWineD3DSurface *src_surface,
+ [in] const RECT *src_rect,
+ [in] IWineD3DSurface *dst_surface,
+ [in] const POINT *dst_point
+ );
+ HRESULT GetFrontBufferData(
+ [in] UINT swapchain_idx,
+ [in] IWineD3DSurface *dst_surface
+ );
+ void ResourceReleased(
+ [in] IWineD3DResource *resource
+ );
+ HRESULT EnumResources(
+ [in] D3DCB_ENUMRESOURCES callback,
+ [in] void *data
+ );
+}
+
+IWineD3D *WineDirect3DCreate(UINT dxVersion, IUnknown *parent);
+IWineD3DClipper *WineDirect3DCreateClipper(IUnknown *parent);
<importlibrary definition="wined3d.def" />
<include base="wined3d">.</include>
<include base="ReactOS">include/reactos/wine</include>
+ <include base="wined3d" root="intermediate">.</include>
<define name="__WINESRC__" />
<define name="USE_WIN32_OPENGL" />
<file>volumetexture.c</file>
<file>wined3d_main.c</file>
<file>version.rc</file>
+ <dependency>wined3d_header</dependency>
</module>
+<module name="wined3d_header" type="idlheader" allowwarnings="true">
+ <file>wined3d.idl</file>
+</module>
\ No newline at end of file
--- /dev/null
+/*
+ * Direct3D wine OpenGL include file
+ *
+ * Copyright 2002-2003 The wine-d3d team
+ * Copyright 2002-2004 Jason Edmeades
+ * Raphael Junqueira
+ * Copyright 2007 Roderick Colenbrander
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
+ *
+ *
+ * Most OpenGL 1.0/1.1/1.2/1.3 constants/types come from the Mesa-project:
+ * Copyright (C) 1999-2006 Brian Paul
+ *
+ * From the Mesa-license:
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#ifndef __WINE_WINED3D_GL_H
+#define __WINE_WINED3D_GL_H
+
+#ifdef USE_WIN32_OPENGL
+#define WINE_GLAPI __stdcall
+#else
+#define WINE_GLAPI
+#endif
+
+/****************************************************
+ * OpenGL 1.0/1.1/1.2/1.3
+ * types, #defines and function pointers
+ ****************************************************/
+
+/* Types */
+typedef unsigned int GLbitfield;
+typedef unsigned char GLboolean;
+typedef signed char GLbyte;
+typedef unsigned char GLubyte;
+typedef short GLshort;
+typedef unsigned short GLushort;
+typedef int GLint;
+typedef unsigned int GLuint;
+typedef unsigned int GLenum;
+typedef float GLfloat;
+typedef int GLsizei;
+typedef float GLclampf;
+typedef double GLdouble;
+typedef double GLclampd;
+typedef void GLvoid;
+
+/* Booleans */
+#define GL_FALSE 0x0
+#define GL_TRUE 0x1
+
+/* Data types */
+#define GL_BYTE 0x1400
+#define GL_UNSIGNED_BYTE 0x1401
+#define GL_SHORT 0x1402
+#define GL_UNSIGNED_SHORT 0x1403
+#define GL_INT 0x1404
+#define GL_UNSIGNED_INT 0x1405
+#define GL_FLOAT 0x1406
+#define GL_DOUBLE 0x140A
+#define GL_2_BYTES 0x1407
+#define GL_3_BYTES 0x1408
+#define GL_4_BYTES 0x1409
+
+/* Errors */
+#define GL_NO_ERROR 0x0
+#define GL_INVALID_VALUE 0x0501
+#define GL_INVALID_ENUM 0x0500
+#define GL_INVALID_OPERATION 0x0502
+#define GL_STACK_OVERFLOW 0x0503
+#define GL_STACK_UNDERFLOW 0x0504
+#define GL_OUT_OF_MEMORY 0x0505
+
+/* Utility */
+#define GL_VENDOR 0x1F00
+#define GL_RENDERER 0x1F01
+#define GL_VERSION 0x1F02
+#define GL_EXTENSIONS 0x1F03
+
+/* Accumulation buffer */
+#define GL_ACCUM_RED_BITS 0x0D58
+#define GL_ACCUM_GREEN_BITS 0x0D59
+#define GL_ACCUM_BLUE_BITS 0x0D5A
+#define GL_ACCUM_ALPHA_BITS 0x0D5B
+#define GL_ACCUM_CLEAR_VALUE 0x0B80
+#define GL_ACCUM 0x0100
+#define GL_ADD 0x0104
+#define GL_LOAD 0x0101
+#define GL_MULT 0x0103
+#define GL_RETURN 0x0102
+
+/* Alpha testing */
+#define GL_ALPHA_TEST 0x0BC0
+#define GL_ALPHA_TEST_REF 0x0BC2
+#define GL_ALPHA_TEST_FUNC 0x0BC1
+
+/* Blending */
+#define GL_BLEND 0x0BE2
+#define GL_BLEND_SRC 0x0BE1
+#define GL_BLEND_DST 0x0BE0
+#define GL_ZERO 0x0
+#define GL_ONE 0x1
+#define GL_SRC_COLOR 0x0300
+#define GL_ONE_MINUS_SRC_COLOR 0x0301
+#define GL_SRC_ALPHA 0x0302
+#define GL_ONE_MINUS_SRC_ALPHA 0x0303
+#define GL_DST_ALPHA 0x0304
+#define GL_ONE_MINUS_DST_ALPHA 0x0305
+#define GL_DST_COLOR 0x0306
+#define GL_ONE_MINUS_DST_COLOR 0x0307
+#define GL_SRC_ALPHA_SATURATE 0x0308
+#define GL_CONSTANT_COLOR 0x8001
+#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
+#define GL_CONSTANT_ALPHA 0x8003
+#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
+
+/* Buffers, Pixel Drawing/Reading */
+#define GL_NONE 0x0
+#define GL_FRONT_LEFT 0x0400
+#define GL_FRONT_RIGHT 0x0401
+#define GL_BACK_LEFT 0x0402
+#define GL_BACK_RIGHT 0x0403
+#define GL_FRONT 0x0404
+#define GL_BACK 0x0405
+#define GL_LEFT 0x0406
+#define GL_RIGHT 0x0407
+#define GL_FRONT_AND_BACK 0x0408
+#define GL_AUX0 0x0409
+#define GL_AUX1 0x040A
+#define GL_AUX2 0x040B
+#define GL_AUX3 0x040C
+#define GL_COLOR_INDEX 0x1900
+#define GL_RED 0x1903
+#define GL_GREEN 0x1904
+#define GL_BLUE 0x1905
+#define GL_ALPHA 0x1906
+#define GL_LUMINANCE 0x1909
+#define GL_LUMINANCE_ALPHA 0x190A
+#define GL_ALPHA_BITS 0x0D55
+#define GL_RED_BITS 0x0D52
+#define GL_GREEN_BITS 0x0D53
+#define GL_BLUE_BITS 0x0D54
+#define GL_INDEX_BITS 0x0D51
+#define GL_SUBPIXEL_BITS 0x0D50
+#define GL_AUX_BUFFERS 0x0C00
+#define GL_READ_BUFFER 0x0C02
+#define GL_DRAW_BUFFER 0x0C01
+#define GL_DOUBLEBUFFER 0x0C32
+#define GL_STEREO 0x0C33
+#define GL_BITMAP 0x1A00
+#define GL_COLOR 0x1800
+#define GL_DEPTH 0x1801
+#define GL_STENCIL 0x1802
+#define GL_DITHER 0x0BD0
+#define GL_RGB 0x1907
+#define GL_RGBA 0x1908
+
+/* Clipping */
+#define GL_CLIP_PLANE0 0x3000
+#define GL_CLIP_PLANE1 0x3001
+#define GL_CLIP_PLANE2 0x3002
+#define GL_CLIP_PLANE3 0x3003
+#define GL_CLIP_PLANE4 0x3004
+#define GL_CLIP_PLANE5 0x3005
+
+/* Depth buffer */
+#define GL_NEVER 0x0200
+#define GL_LESS 0x0201
+#define GL_EQUAL 0x0202
+#define GL_LEQUAL 0x0203
+#define GL_GREATER 0x0204
+#define GL_NOTEQUAL 0x0205
+#define GL_GEQUAL 0x0206
+#define GL_ALWAYS 0x0207
+#define GL_DEPTH_TEST 0x0B71
+#define GL_DEPTH_BITS 0x0D56
+#define GL_DEPTH_CLEAR_VALUE 0x0B73
+#define GL_DEPTH_FUNC 0x0B74
+#define GL_DEPTH_RANGE 0x0B70
+#define GL_DEPTH_WRITEMASK 0x0B72
+#define GL_DEPTH_COMPONENT 0x1902
+
+/* Evaluators */
+#define GL_AUTO_NORMAL 0x0D80
+#define GL_MAP1_COLOR_4 0x0D90
+#define GL_MAP1_GRID_DOMAIN 0x0DD0
+#define GL_MAP1_GRID_SEGMENTS 0x0DD1
+#define GL_MAP1_INDEX 0x0D91
+#define GL_MAP1_NORMAL 0x0D92
+#define GL_MAP1_TEXTURE_COORD_1 0x0D93
+#define GL_MAP1_TEXTURE_COORD_2 0x0D94
+#define GL_MAP1_TEXTURE_COORD_3 0x0D95
+#define GL_MAP1_TEXTURE_COORD_4 0x0D96
+#define GL_MAP1_VERTEX_3 0x0D97
+#define GL_MAP1_VERTEX_4 0x0D98
+#define GL_MAP2_COLOR_4 0x0DB0
+#define GL_MAP2_GRID_DOMAIN 0x0DD2
+#define GL_MAP2_GRID_SEGMENTS 0x0DD3
+#define GL_MAP2_INDEX 0x0DB1
+#define GL_MAP2_NORMAL 0x0DB2
+#define GL_MAP2_TEXTURE_COORD_1 0x0DB3
+#define GL_MAP2_TEXTURE_COORD_2 0x0DB4
+#define GL_MAP2_TEXTURE_COORD_3 0x0DB5
+#define GL_MAP2_TEXTURE_COORD_4 0x0DB6
+#define GL_MAP2_VERTEX_3 0x0DB7
+#define GL_MAP2_VERTEX_4 0x0DB8
+#define GL_COEFF 0x0A00
+#define GL_DOMAIN 0x0A02
+#define GL_ORDER 0x0A01
+
+/* Feedback */
+#define GL_2D 0x0600
+#define GL_3D 0x0601
+#define GL_3D_COLOR 0x0602
+#define GL_3D_COLOR_TEXTURE 0x0603
+#define GL_4D_COLOR_TEXTURE 0x0604
+#define GL_POINT_TOKEN 0x0701
+#define GL_LINE_TOKEN 0x0702
+#define GL_LINE_RESET_TOKEN 0x0707
+#define GL_POLYGON_TOKEN 0x0703
+#define GL_BITMAP_TOKEN 0x0704
+#define GL_DRAW_PIXEL_TOKEN 0x0705
+#define GL_COPY_PIXEL_TOKEN 0x0706
+#define GL_PASS_THROUGH_TOKEN 0x0700
+#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0
+#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1
+#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2
+
+/* Fog */
+#define GL_FOG 0x0B60
+#define GL_FOG_MODE 0x0B65
+#define GL_FOG_DENSITY 0x0B62
+#define GL_FOG_COLOR 0x0B66
+#define GL_FOG_INDEX 0x0B61
+#define GL_FOG_START 0x0B63
+#define GL_FOG_END 0x0B64
+#define GL_LINEAR 0x2601
+#define GL_EXP 0x0800
+#define GL_EXP2 0x0801
+
+/* Gets */
+#define GL_ATTRIB_STACK_DEPTH 0x0BB0
+#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1
+#define GL_COLOR_CLEAR_VALUE 0x0C22
+#define GL_COLOR_WRITEMASK 0x0C23
+#define GL_CURRENT_INDEX 0x0B01
+#define GL_CURRENT_COLOR 0x0B00
+#define GL_CURRENT_NORMAL 0x0B02
+#define GL_CURRENT_RASTER_COLOR 0x0B04
+#define GL_CURRENT_RASTER_DISTANCE 0x0B09
+#define GL_CURRENT_RASTER_INDEX 0x0B05
+#define GL_CURRENT_RASTER_POSITION 0x0B07
+#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06
+#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08
+#define GL_CURRENT_TEXTURE_COORDS 0x0B03
+#define GL_INDEX_CLEAR_VALUE 0x0C20
+#define GL_INDEX_MODE 0x0C30
+#define GL_INDEX_WRITEMASK 0x0C21
+#define GL_MODELVIEW_MATRIX 0x0BA6
+#define GL_MODELVIEW_STACK_DEPTH 0x0BA3
+#define GL_NAME_STACK_DEPTH 0x0D70
+#define GL_PROJECTION_MATRIX 0x0BA7
+#define GL_PROJECTION_STACK_DEPTH 0x0BA4
+#define GL_RENDER_MODE 0x0C40
+#define GL_RGBA_MODE 0x0C31
+#define GL_TEXTURE_MATRIX 0x0BA8
+#define GL_TEXTURE_STACK_DEPTH 0x0BA5
+#define GL_VIEWPORT 0x0BA2
+
+/* Hints */
+#define GL_FOG_HINT 0x0C54
+#define GL_LINE_SMOOTH_HINT 0x0C52
+#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50
+#define GL_POINT_SMOOTH_HINT 0x0C51
+#define GL_POLYGON_SMOOTH_HINT 0x0C53
+#define GL_DONT_CARE 0x1100
+#define GL_FASTEST 0x1101
+#define GL_NICEST 0x1102
+
+/* Implementation limits */
+#define GL_MAX_LIST_NESTING 0x0B31
+#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35
+#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36
+#define GL_MAX_NAME_STACK_DEPTH 0x0D37
+#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38
+#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39
+#define GL_MAX_EVAL_ORDER 0x0D30
+#define GL_MAX_LIGHTS 0x0D31
+#define GL_MAX_CLIP_PLANES 0x0D32
+#define GL_MAX_TEXTURE_SIZE 0x0D33
+#define GL_MAX_PIXEL_MAP_TABLE 0x0D34
+#define GL_MAX_VIEWPORT_DIMS 0x0D3A
+#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B
+
+/* Lighting */
+#define GL_LIGHTING 0x0B50
+#define GL_LIGHT0 0x4000
+#define GL_LIGHT1 0x4001
+#define GL_LIGHT2 0x4002
+#define GL_LIGHT3 0x4003
+#define GL_LIGHT4 0x4004
+#define GL_LIGHT5 0x4005
+#define GL_LIGHT6 0x4006
+#define GL_LIGHT7 0x4007
+#define GL_SPOT_EXPONENT 0x1205
+#define GL_SPOT_CUTOFF 0x1206
+#define GL_CONSTANT_ATTENUATION 0x1207
+#define GL_LINEAR_ATTENUATION 0x1208
+#define GL_QUADRATIC_ATTENUATION 0x1209
+#define GL_AMBIENT 0x1200
+#define GL_DIFFUSE 0x1201
+#define GL_SPECULAR 0x1202
+#define GL_SHININESS 0x1601
+#define GL_EMISSION 0x1600
+#define GL_POSITION 0x1203
+#define GL_SPOT_DIRECTION 0x1204
+#define GL_AMBIENT_AND_DIFFUSE 0x1602
+#define GL_COLOR_INDEXES 0x1603
+#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52
+#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51
+#define GL_LIGHT_MODEL_AMBIENT 0x0B53
+#define GL_FRONT_AND_BACK 0x0408
+#define GL_SHADE_MODEL 0x0B54
+#define GL_FLAT 0x1D00
+#define GL_SMOOTH 0x1D01
+#define GL_COLOR_MATERIAL 0x0B57
+#define GL_COLOR_MATERIAL_FACE 0x0B55
+#define GL_COLOR_MATERIAL_PARAMETER 0x0B56
+#define GL_NORMALIZE 0x0BA1
+
+/* Lines */
+#define GL_LINE_SMOOTH 0x0B20
+#define GL_LINE_STIPPLE 0x0B24
+#define GL_LINE_STIPPLE_PATTERN 0x0B25
+#define GL_LINE_STIPPLE_REPEAT 0x0B26
+#define GL_LINE_WIDTH 0x0B21
+#define GL_LINE_WIDTH_GRANULARITY 0x0B23
+#define GL_LINE_WIDTH_RANGE 0x0B22
+
+/* Logic Ops */
+#define GL_LOGIC_OP 0x0BF1
+#define GL_INDEX_LOGIC_OP 0x0BF1
+#define GL_COLOR_LOGIC_OP 0x0BF2
+#define GL_LOGIC_OP_MODE 0x0BF0
+#define GL_CLEAR 0x1500
+#define GL_SET 0x150F
+#define GL_COPY 0x1503
+#define GL_COPY_INVERTED 0x150C
+#define GL_NOOP 0x1505
+#define GL_INVERT 0x150A
+#define GL_AND 0x1501
+#define GL_NAND 0x150E
+#define GL_OR 0x1507
+#define GL_NOR 0x1508
+#define GL_XOR 0x1506
+#define GL_EQUIV 0x1509
+#define GL_AND_REVERSE 0x1502
+#define GL_AND_INVERTED 0x1504
+#define GL_OR_REVERSE 0x150B
+#define GL_OR_INVERTED 0x150D
+
+/* Matrix Mode */
+#define GL_MATRIX_MODE 0x0BA0
+#define GL_MODELVIEW 0x1700
+#define GL_PROJECTION 0x1701
+#define GL_TEXTURE 0x1702
+
+/* Pixel Mode / Transfer */
+#define GL_MAP_COLOR 0x0D10
+#define GL_MAP_STENCIL 0x0D11
+#define GL_INDEX_SHIFT 0x0D12
+#define GL_INDEX_OFFSET 0x0D13
+#define GL_RED_SCALE 0x0D14
+#define GL_RED_BIAS 0x0D15
+#define GL_GREEN_SCALE 0x0D18
+#define GL_GREEN_BIAS 0x0D19
+#define GL_BLUE_SCALE 0x0D1A
+#define GL_BLUE_BIAS 0x0D1B
+#define GL_ALPHA_SCALE 0x0D1C
+#define GL_ALPHA_BIAS 0x0D1D
+#define GL_DEPTH_SCALE 0x0D1E
+#define GL_DEPTH_BIAS 0x0D1F
+#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1
+#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0
+#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2
+#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3
+#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4
+#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5
+#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6
+#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7
+#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8
+#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9
+#define GL_PIXEL_MAP_S_TO_S 0x0C71
+#define GL_PIXEL_MAP_I_TO_I 0x0C70
+#define GL_PIXEL_MAP_I_TO_R 0x0C72
+#define GL_PIXEL_MAP_I_TO_G 0x0C73
+#define GL_PIXEL_MAP_I_TO_B 0x0C74
+#define GL_PIXEL_MAP_I_TO_A 0x0C75
+#define GL_PIXEL_MAP_R_TO_R 0x0C76
+#define GL_PIXEL_MAP_G_TO_G 0x0C77
+#define GL_PIXEL_MAP_B_TO_B 0x0C78
+#define GL_PIXEL_MAP_A_TO_A 0x0C79
+#define GL_PACK_ALIGNMENT 0x0D05
+#define GL_PACK_LSB_FIRST 0x0D01
+#define GL_PACK_ROW_LENGTH 0x0D02
+#define GL_PACK_SKIP_PIXELS 0x0D04
+#define GL_PACK_SKIP_ROWS 0x0D03
+#define GL_PACK_SWAP_BYTES 0x0D00
+#define GL_UNPACK_ALIGNMENT 0x0CF5
+#define GL_UNPACK_LSB_FIRST 0x0CF1
+#define GL_UNPACK_ROW_LENGTH 0x0CF2
+#define GL_UNPACK_SKIP_PIXELS 0x0CF4
+#define GL_UNPACK_SKIP_ROWS 0x0CF3
+#define GL_UNPACK_SWAP_BYTES 0x0CF0
+#define GL_ZOOM_X 0x0D16
+#define GL_ZOOM_Y 0x0D17
+
+/* Points */
+#define GL_POINT_SMOOTH 0x0B10
+#define GL_POINT_SIZE 0x0B11
+#define GL_POINT_SIZE_GRANULARITY 0x0B13
+#define GL_POINT_SIZE_RANGE 0x0B12
+
+/* Polygons */
+#define GL_POINT 0x1B00
+#define GL_LINE 0x1B01
+#define GL_FILL 0x1B02
+#define GL_CW 0x0900
+#define GL_CCW 0x0901
+#define GL_FRONT 0x0404
+#define GL_BACK 0x0405
+#define GL_POLYGON_MODE 0x0B40
+#define GL_POLYGON_SMOOTH 0x0B41
+#define GL_POLYGON_STIPPLE 0x0B42
+#define GL_EDGE_FLAG 0x0B43
+#define GL_CULL_FACE 0x0B44
+#define GL_CULL_FACE_MODE 0x0B45
+#define GL_FRONT_FACE 0x0B46
+#define GL_POLYGON_OFFSET_FACTOR 0x8038
+#define GL_POLYGON_OFFSET_UNITS 0x2A00
+#define GL_POLYGON_OFFSET_POINT 0x2A01
+#define GL_POLYGON_OFFSET_LINE 0x2A02
+#define GL_POLYGON_OFFSET_FILL 0x8037
+
+/* Primitives */
+#define GL_POINTS 0x0000
+#define GL_LINES 0x0001
+#define GL_LINE_LOOP 0x0002
+#define GL_LINE_STRIP 0x0003
+#define GL_TRIANGLES 0x0004
+#define GL_TRIANGLE_STRIP 0x0005
+#define GL_TRIANGLE_FAN 0x0006
+#define GL_QUADS 0x0007
+#define GL_QUAD_STRIP 0x0008
+#define GL_POLYGON 0x0009
+
+/* Push/Pop bits */
+#define GL_CURRENT_BIT 0x00000001
+#define GL_POINT_BIT 0x00000002
+#define GL_LINE_BIT 0x00000004
+#define GL_POLYGON_BIT 0x00000008
+#define GL_POLYGON_STIPPLE_BIT 0x00000010
+#define GL_PIXEL_MODE_BIT 0x00000020
+#define GL_LIGHTING_BIT 0x00000040
+#define GL_FOG_BIT 0x00000080
+#define GL_DEPTH_BUFFER_BIT 0x00000100
+#define GL_ACCUM_BUFFER_BIT 0x00000200
+#define GL_STENCIL_BUFFER_BIT 0x00000400
+#define GL_VIEWPORT_BIT 0x00000800
+#define GL_TRANSFORM_BIT 0x00001000
+#define GL_ENABLE_BIT 0x00002000
+#define GL_COLOR_BUFFER_BIT 0x00004000
+#define GL_HINT_BIT 0x00008000
+#define GL_EVAL_BIT 0x00010000
+#define GL_LIST_BIT 0x00020000
+#define GL_TEXTURE_BIT 0x00040000
+#define GL_SCISSOR_BIT 0x00080000
+#define GL_ALL_ATTRIB_BITS 0x000FFFFF
+
+/* Render Mode */
+#define GL_FEEDBACK 0x1C01
+#define GL_RENDER 0x1C00
+#define GL_SELECT 0x1C02
+
+/* Scissor box */
+#define GL_SCISSOR_TEST 0x0C11
+#define GL_SCISSOR_BOX 0x0C10
+
+/* Stencil */
+#define GL_STENCIL_TEST 0x0B90
+#define GL_STENCIL_WRITEMASK 0x0B98
+#define GL_STENCIL_BITS 0x0D57
+#define GL_STENCIL_FUNC 0x0B92
+#define GL_STENCIL_VALUE_MASK 0x0B93
+#define GL_STENCIL_REF 0x0B97
+#define GL_STENCIL_FAIL 0x0B94
+#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96
+#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95
+#define GL_STENCIL_CLEAR_VALUE 0x0B91
+#define GL_STENCIL_INDEX 0x1901
+#define GL_KEEP 0x1E00
+#define GL_REPLACE 0x1E01
+#define GL_INCR 0x1E02
+#define GL_DECR 0x1E03
+
+/* Texture mapping */
+#define GL_TEXTURE_ENV 0x2300
+#define GL_TEXTURE_ENV_MODE 0x2200
+#define GL_TEXTURE_1D 0x0DE0
+#define GL_TEXTURE_2D 0x0DE1
+#define GL_TEXTURE_WRAP_S 0x2802
+#define GL_TEXTURE_WRAP_T 0x2803
+#define GL_TEXTURE_MAG_FILTER 0x2800
+#define GL_TEXTURE_MIN_FILTER 0x2801
+#define GL_TEXTURE_ENV_COLOR 0x2201
+#define GL_TEXTURE_GEN_S 0x0C60
+#define GL_TEXTURE_GEN_T 0x0C61
+#define GL_TEXTURE_GEN_MODE 0x2500
+#define GL_TEXTURE_BORDER_COLOR 0x1004
+#define GL_TEXTURE_WIDTH 0x1000
+#define GL_TEXTURE_HEIGHT 0x1001
+#define GL_TEXTURE_BORDER 0x1005
+#define GL_TEXTURE_COMPONENTS 0x1003
+#define GL_TEXTURE_RED_SIZE 0x805C
+#define GL_TEXTURE_GREEN_SIZE 0x805D
+#define GL_TEXTURE_BLUE_SIZE 0x805E
+#define GL_TEXTURE_ALPHA_SIZE 0x805F
+#define GL_TEXTURE_LUMINANCE_SIZE 0x8060
+#define GL_TEXTURE_INTENSITY_SIZE 0x8061
+#define GL_NEAREST_MIPMAP_NEAREST 0x2700
+#define GL_NEAREST_MIPMAP_LINEAR 0x2702
+#define GL_LINEAR_MIPMAP_NEAREST 0x2701
+#define GL_LINEAR_MIPMAP_LINEAR 0x2703
+#define GL_OBJECT_LINEAR 0x2401
+#define GL_OBJECT_PLANE 0x2501
+#define GL_EYE_LINEAR 0x2400
+#define GL_EYE_PLANE 0x2502
+#define GL_SPHERE_MAP 0x2402
+#define GL_DECAL 0x2101
+#define GL_MODULATE 0x2100
+#define GL_NEAREST 0x2600
+#define GL_REPEAT 0x2901
+#define GL_CLAMP 0x2900
+#define GL_S 0x2000
+#define GL_T 0x2001
+#define GL_R 0x2002
+#define GL_Q 0x2003
+#define GL_TEXTURE_GEN_R 0x0C62
+#define GL_TEXTURE_GEN_Q 0x0C63
+
+/* Vertex Arrays */
+#define GL_VERTEX_ARRAY 0x8074
+#define GL_NORMAL_ARRAY 0x8075
+#define GL_COLOR_ARRAY 0x8076
+#define GL_INDEX_ARRAY 0x8077
+#define GL_TEXTURE_COORD_ARRAY 0x8078
+#define GL_EDGE_FLAG_ARRAY 0x8079
+#define GL_VERTEX_ARRAY_SIZE 0x807A
+#define GL_VERTEX_ARRAY_TYPE 0x807B
+#define GL_VERTEX_ARRAY_STRIDE 0x807C
+#define GL_NORMAL_ARRAY_TYPE 0x807E
+#define GL_NORMAL_ARRAY_STRIDE 0x807F
+#define GL_COLOR_ARRAY_SIZE 0x8081
+#define GL_COLOR_ARRAY_TYPE 0x8082
+#define GL_COLOR_ARRAY_STRIDE 0x8083
+#define GL_INDEX_ARRAY_TYPE 0x8085
+#define GL_INDEX_ARRAY_STRIDE 0x8086
+#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088
+#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089
+#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A
+#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C
+#define GL_VERTEX_ARRAY_POINTER 0x808E
+#define GL_NORMAL_ARRAY_POINTER 0x808F
+#define GL_COLOR_ARRAY_POINTER 0x8090
+#define GL_INDEX_ARRAY_POINTER 0x8091
+#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092
+#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093
+#define GL_V2F 0x2A20
+#define GL_V3F 0x2A21
+#define GL_C4UB_V2F 0x2A22
+#define GL_C4UB_V3F 0x2A23
+#define GL_C3F_V3F 0x2A24
+#define GL_N3F_V3F 0x2A25
+#define GL_C4F_N3F_V3F 0x2A26
+#define GL_T2F_V3F 0x2A27
+#define GL_T4F_V4F 0x2A28
+#define GL_T2F_C4UB_V3F 0x2A29
+#define GL_T2F_C3F_V3F 0x2A2A
+#define GL_T2F_N3F_V3F 0x2A2B
+#define GL_T2F_C4F_N3F_V3F 0x2A2C
+#define GL_T4F_C4F_N3F_V4F 0x2A2D
+
+/* OpenGL 1.1 */
+#define GL_PROXY_TEXTURE_1D 0x8063
+#define GL_PROXY_TEXTURE_2D 0x8064
+#define GL_TEXTURE_PRIORITY 0x8066
+#define GL_TEXTURE_RESIDENT 0x8067
+#define GL_TEXTURE_BINDING_1D 0x8068
+#define GL_TEXTURE_BINDING_2D 0x8069
+#define GL_TEXTURE_INTERNAL_FORMAT 0x1003
+#define GL_ALPHA4 0x803B
+#define GL_ALPHA8 0x803C
+#define GL_ALPHA12 0x803D
+#define GL_ALPHA16 0x803E
+#define GL_LUMINANCE4 0x803F
+#define GL_LUMINANCE8 0x8040
+#define GL_LUMINANCE12 0x8041
+#define GL_LUMINANCE16 0x8042
+#define GL_LUMINANCE4_ALPHA4 0x8043
+#define GL_LUMINANCE6_ALPHA2 0x8044
+#define GL_LUMINANCE8_ALPHA8 0x8045
+#define GL_LUMINANCE12_ALPHA4 0x8046
+#define GL_LUMINANCE12_ALPHA12 0x8047
+#define GL_LUMINANCE16_ALPHA16 0x8048
+#define GL_INTENSITY 0x8049
+#define GL_INTENSITY4 0x804A
+#define GL_INTENSITY8 0x804B
+#define GL_INTENSITY12 0x804C
+#define GL_INTENSITY16 0x804D
+#define GL_R3_G3_B2 0x2A10
+#define GL_RGB4 0x804F
+#define GL_RGB5 0x8050
+#define GL_RGB8 0x8051
+#define GL_RGB10 0x8052
+#define GL_RGB12 0x8053
+#define GL_RGB16 0x8054
+#define GL_RGBA2 0x8055
+#define GL_RGBA4 0x8056
+#define GL_RGB5_A1 0x8057
+#define GL_RGBA8 0x8058
+#define GL_RGB10_A2 0x8059
+#define GL_RGBA12 0x805A
+#define GL_RGBA16 0x805B
+#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001
+#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002
+#define GL_ALL_CLIENT_ATTRIB_BITS 0xFFFFFFFF
+#define GL_CLIENT_ALL_ATTRIB_BITS 0xFFFFFFFF
+
+/* OpenGL 1.2 constants */
+#define GL_PACK_SKIP_IMAGES 0x806B
+#define GL_PACK_IMAGE_HEIGHT 0x806C
+#define GL_UNPACK_SKIP_IMAGES 0x806D
+#define GL_UNPACK_IMAGE_HEIGHT 0x806E
+#define GL_TEXTURE_3D 0x806F
+#define GL_PROXY_TEXTURE_3D 0x8070
+#define GL_TEXTURE_DEPTH 0x8071
+#define GL_TEXTURE_WRAP_R 0x8072
+#define GL_MAX_3D_TEXTURE_SIZE 0x8073
+#define GL_BGR 0x80E0
+#define GL_BGRA 0x80E1
+#define GL_UNSIGNED_BYTE_3_3_2 0x8032
+#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
+#define GL_UNSIGNED_SHORT_5_6_5 0x8363
+#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
+#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
+#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365
+#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
+#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
+#define GL_UNSIGNED_INT_8_8_8_8 0x8035
+#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
+#define GL_UNSIGNED_INT_10_10_10_2 0x8036
+#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368
+#define GL_RESCALE_NORMAL 0x803A
+#define GL_TEXTURE_BINDING_3D 0x806A
+#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8
+#define GL_SINGLE_COLOR 0x81F9
+#define GL_SEPARATE_SPECULAR_COLOR 0x81FA
+#define GL_CLAMP_TO_EDGE 0x812F
+#define GL_TEXTURE_MIN_LOD 0x813A
+#define GL_TEXTURE_MAX_LOD 0x813B
+#define GL_TEXTURE_BASE_LEVEL 0x813C
+#define GL_TEXTURE_MAX_LEVEL 0x813D
+#define GL_MAX_ELEMENTS_VERTICES 0x80E8
+#define GL_MAX_ELEMENTS_INDICES 0x80E9
+#define GL_ALIASED_POINT_SIZE_RANGE 0x846D
+#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E
+
+/* OpenGL 1.3 constants */
+#define GL_ACTIVE_TEXTURE 0x84E0
+#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1
+#define GL_MAX_TEXTURE_UNITS 0x84E2
+#define GL_TEXTURE0 0x84C0
+#define GL_TEXTURE1 0x84C1
+#define GL_TEXTURE2 0x84C2
+#define GL_TEXTURE3 0x84C3
+#define GL_TEXTURE4 0x84C4
+#define GL_TEXTURE5 0x84C5
+#define GL_TEXTURE6 0x84C6
+#define GL_TEXTURE7 0x84C7
+#define GL_TEXTURE8 0x84C8
+#define GL_TEXTURE9 0x84C9
+#define GL_TEXTURE10 0x84CA
+#define GL_TEXTURE11 0x84CB
+#define GL_TEXTURE12 0x84CC
+#define GL_TEXTURE13 0x84CD
+#define GL_TEXTURE14 0x84CE
+#define GL_TEXTURE15 0x84CF
+#define GL_TEXTURE16 0x84D0
+#define GL_TEXTURE17 0x84D1
+#define GL_TEXTURE18 0x84D2
+#define GL_TEXTURE19 0x84D3
+#define GL_TEXTURE20 0x84D4
+#define GL_TEXTURE21 0x84D5
+#define GL_TEXTURE22 0x84D6
+#define GL_TEXTURE23 0x84D7
+#define GL_TEXTURE24 0x84D8
+#define GL_TEXTURE25 0x84D9
+#define GL_TEXTURE26 0x84DA
+#define GL_TEXTURE27 0x84DB
+#define GL_TEXTURE28 0x84DC
+#define GL_TEXTURE29 0x84DD
+#define GL_TEXTURE30 0x84DE
+#define GL_TEXTURE31 0x84DF
+#define GL_NORMAL_MAP 0x8511
+#define GL_REFLECTION_MAP 0x8512
+#define GL_TEXTURE_CUBE_MAP 0x8513
+#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A
+#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B
+#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C
+#define GL_COMBINE 0x8570
+#define GL_COMBINE_RGB 0x8571
+#define GL_COMBINE_ALPHA 0x8572
+#define GL_RGB_SCALE 0x8573
+#define GL_ADD_SIGNED 0x8574
+#define GL_INTERPOLATE 0x8575
+#define GL_CONSTANT 0x8576
+#define GL_PRIMARY_COLOR 0x8577
+#define GL_PREVIOUS 0x8578
+#define GL_SOURCE0_RGB 0x8580
+#define GL_SOURCE1_RGB 0x8581
+#define GL_SOURCE2_RGB 0x8582
+#define GL_SOURCE0_ALPHA 0x8588
+#define GL_SOURCE1_ALPHA 0x8589
+#define GL_SOURCE2_ALPHA 0x858A
+#define GL_OPERAND0_RGB 0x8590
+#define GL_OPERAND1_RGB 0x8591
+#define GL_OPERAND2_RGB 0x8592
+#define GL_OPERAND0_ALPHA 0x8598
+#define GL_OPERAND1_ALPHA 0x8599
+#define GL_OPERAND2_ALPHA 0x859A
+#define GL_SUBTRACT 0x84E7
+#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3
+#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4
+#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5
+#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6
+#define GL_COMPRESSED_ALPHA 0x84E9
+#define GL_COMPRESSED_LUMINANCE 0x84EA
+#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB
+#define GL_COMPRESSED_INTENSITY 0x84EC
+#define GL_COMPRESSED_RGB 0x84ED
+#define GL_COMPRESSED_RGBA 0x84EE
+#define GL_TEXTURE_COMPRESSION_HINT 0x84EF
+#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0
+#define GL_TEXTURE_COMPRESSED 0x86A1
+#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
+#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3
+#define GL_DOT3_RGB 0x86AE
+#define GL_DOT3_RGBA 0x86AF
+#define GL_CLAMP_TO_BORDER 0x812D
+#define GL_MULTISAMPLE 0x809D
+#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E
+#define GL_SAMPLE_ALPHA_TO_ONE 0x809F
+#define GL_SAMPLE_COVERAGE 0x80A0
+#define GL_SAMPLE_BUFFERS 0x80A8
+#define GL_SAMPLES 0x80A9
+#define GL_SAMPLE_COVERAGE_VALUE 0x80AA
+#define GL_SAMPLE_COVERAGE_INVERT 0x80AB
+#define GL_MULTISAMPLE_BIT 0x20000000
+
+void (WINE_GLAPI *glAccum) (GLenum op, GLfloat value);
+void (WINE_GLAPI *glAlphaFunc) (GLenum func, GLclampf ref);
+GLboolean (WINE_GLAPI *glAreTexturesResident) (GLsizei n, const GLuint* textures, GLboolean* residences);
+void (WINE_GLAPI *glArrayElement) (GLint i);
+void (WINE_GLAPI *glBegin) (GLenum mode);
+void (WINE_GLAPI *glBindTexture) (GLenum target, GLuint texture);
+void (WINE_GLAPI *glBitmap) (GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte* bitmap);
+void (WINE_GLAPI *glBlendFunc) (GLenum sfactor, GLenum dfactor);
+void (WINE_GLAPI *glCallList) (GLuint list);
+void (WINE_GLAPI *glCallLists) (GLsizei n, GLenum type, const GLvoid* lists);
+void (WINE_GLAPI *glClear) (GLbitfield mask);
+void (WINE_GLAPI *glClearAccum) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+void (WINE_GLAPI *glClearColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
+void (WINE_GLAPI *glClearDepth) (GLclampd depth);
+void (WINE_GLAPI *glClearIndex) (GLfloat c);
+void (WINE_GLAPI *glClearStencil) (GLint s);
+void (WINE_GLAPI *glClipPlane) (GLenum plane, const GLdouble* equation);
+void (WINE_GLAPI *glColor3b) (GLbyte red, GLbyte green, GLbyte blue);
+void (WINE_GLAPI *glColor3bv) (const GLbyte* v);
+void (WINE_GLAPI *glColor3d) (GLdouble red, GLdouble green, GLdouble blue);
+void (WINE_GLAPI *glColor3dv) (const GLdouble* v);
+void (WINE_GLAPI *glColor3f) (GLfloat red, GLfloat green, GLfloat blue);
+void (WINE_GLAPI *glColor3fv) (const GLfloat* v);
+void (WINE_GLAPI *glColor3i) (GLint red, GLint green, GLint blue);
+void (WINE_GLAPI *glColor3iv) (const GLint* v);
+void (WINE_GLAPI *glColor3s) (GLshort red, GLshort green, GLshort blue);
+void (WINE_GLAPI *glColor3sv) (const GLshort* v);
+void (WINE_GLAPI *glColor3ub) (GLubyte red, GLubyte green, GLubyte blue);
+void (WINE_GLAPI *glColor3ubv) (const GLubyte* v);
+void (WINE_GLAPI *glColor3ui) (GLuint red, GLuint green, GLuint blue);
+void (WINE_GLAPI *glColor3uiv) (const GLuint* v);
+void (WINE_GLAPI *glColor3us) (GLushort red, GLushort green, GLushort blue);
+void (WINE_GLAPI *glColor3usv) (const GLushort* v);
+void (WINE_GLAPI *glColor4b) (GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha);
+void (WINE_GLAPI *glColor4bv) (const GLbyte* v);
+void (WINE_GLAPI *glColor4d) (GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha);
+void (WINE_GLAPI *glColor4dv) (const GLdouble* v);
+void (WINE_GLAPI *glColor4f) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+void (WINE_GLAPI *glColor4fv) (const GLfloat* v);
+void (WINE_GLAPI *glColor4i) (GLint red, GLint green, GLint blue, GLint alpha);
+void (WINE_GLAPI *glColor4iv) (const GLint* v);
+void (WINE_GLAPI *glColor4s) (GLshort red, GLshort green, GLshort blue, GLshort alpha);
+void (WINE_GLAPI *glColor4sv) (const GLshort* v);
+void (WINE_GLAPI *glColor4ub) (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha);
+void (WINE_GLAPI *glColor4ubv) (const GLubyte* v);
+void (WINE_GLAPI *glColor4ui) (GLuint red, GLuint green, GLuint blue, GLuint alpha);
+void (WINE_GLAPI *glColor4uiv) (const GLuint* v);
+void (WINE_GLAPI *glColor4us) (GLushort red, GLushort green, GLushort blue, GLushort alpha);
+void (WINE_GLAPI *glColor4usv) (const GLushort* v);
+void (WINE_GLAPI *glColorMask) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
+void (WINE_GLAPI *glColorMaterial) (GLenum face, GLenum mode);
+void (WINE_GLAPI *glColorPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid* pointer);
+void (WINE_GLAPI *glCopyPixels) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum type);
+void (WINE_GLAPI *glCopyTexImage1D) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
+void (WINE_GLAPI *glCopyTexImage2D) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
+void (WINE_GLAPI *glCopyTexSubImage1D) (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
+void (WINE_GLAPI *glCopyTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+void (WINE_GLAPI *glCullFace) (GLenum mode);
+void (WINE_GLAPI *glDeleteLists) (GLuint list, GLsizei range);
+void (WINE_GLAPI *glDeleteTextures) (GLsizei n, const GLuint* textures);
+void (WINE_GLAPI *glDepthFunc) (GLenum func);
+void (WINE_GLAPI *glDepthMask) (GLboolean flag);
+void (WINE_GLAPI *glDepthRange) (GLclampd nearParam, GLclampd farParam);
+void (WINE_GLAPI *glDisable) (GLenum cap);
+void (WINE_GLAPI *glDisableClientState) (GLenum array);
+void (WINE_GLAPI *glDrawArrays) (GLenum mode, GLint first, GLsizei count);
+void (WINE_GLAPI *glDrawBuffer) (GLenum mode);
+void (WINE_GLAPI *glDrawElements) (GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
+void (WINE_GLAPI *glDrawPixels) (GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels);
+void (WINE_GLAPI *glEdgeFlag) (GLboolean flag);
+void (WINE_GLAPI *glEdgeFlagPointer) (GLsizei stride, const GLvoid* pointer);
+void (WINE_GLAPI *glEdgeFlagv) (const GLboolean* flag);
+void (WINE_GLAPI *glEnable) (GLenum cap);
+void (WINE_GLAPI *glEnableClientState) (GLenum array);
+void (WINE_GLAPI *glEnd) ();
+void (WINE_GLAPI *glEndList) ();
+void (WINE_GLAPI *glEvalCoord1d) (GLdouble u);
+void (WINE_GLAPI *glEvalCoord1dv) (const GLdouble* u);
+void (WINE_GLAPI *glEvalCoord1f) (GLfloat u);
+void (WINE_GLAPI *glEvalCoord1fv) (const GLfloat* u);
+void (WINE_GLAPI *glEvalCoord2d) (GLdouble u, GLdouble v);
+void (WINE_GLAPI *glEvalCoord2dv) (const GLdouble* u);
+void (WINE_GLAPI *glEvalCoord2f) (GLfloat u, GLfloat v);
+void (WINE_GLAPI *glEvalCoord2fv) (const GLfloat* u);
+void (WINE_GLAPI *glEvalMesh1) (GLenum mode, GLint i1, GLint i2);
+void (WINE_GLAPI *glEvalMesh2) (GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2);
+void (WINE_GLAPI *glEvalPoint1) (GLint i);
+void (WINE_GLAPI *glEvalPoint2) (GLint i, GLint j);
+void (WINE_GLAPI *glFeedbackBuffer) (GLsizei size, GLenum type, GLfloat* buffer);
+void (WINE_GLAPI *glFogf) (GLenum pname, GLfloat param);
+void (WINE_GLAPI *glFogfv) (GLenum pname, const GLfloat* params);
+void (WINE_GLAPI *glFogi) (GLenum pname, GLint param);
+void (WINE_GLAPI *glFogiv) (GLenum pname, const GLint* params);
+void (WINE_GLAPI *glFrontFace) (GLenum mode);
+void (WINE_GLAPI *glFrustum) (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
+GLuint (WINE_GLAPI *glGenLists) (GLsizei range);
+void (WINE_GLAPI *glGenTextures) (GLsizei n, GLuint* textures);
+void (WINE_GLAPI *glGetBooleanv) (GLenum pname, GLboolean* params);
+void (WINE_GLAPI *glGetClipPlane) (GLenum plane, GLdouble* equation);
+void (WINE_GLAPI *glGetDoublev) (GLenum pname, GLdouble* params);
+GLenum (WINE_GLAPI *glGetError) ();
+void (WINE_GLAPI *glGetFloatv) (GLenum pname, GLfloat* params);
+void (WINE_GLAPI *glGetIntegerv) (GLenum pname, GLint* params);
+void (WINE_GLAPI *glGetLightfv) (GLenum light, GLenum pname, GLfloat* params);
+void (WINE_GLAPI *glGetLightiv) (GLenum light, GLenum pname, GLint* params);
+void (WINE_GLAPI *glGetMapdv) (GLenum target, GLenum query, GLdouble* v);
+void (WINE_GLAPI *glGetMapfv) (GLenum target, GLenum query, GLfloat* v);
+void (WINE_GLAPI *glGetMapiv) (GLenum target, GLenum query, GLint* v);
+void (WINE_GLAPI *glGetMaterialfv) (GLenum face, GLenum pname, GLfloat* params);
+void (WINE_GLAPI *glGetMaterialiv) (GLenum face, GLenum pname, GLint* params);
+void (WINE_GLAPI *glGetPixelMapfv) (GLenum map, GLfloat* values);
+void (WINE_GLAPI *glGetPixelMapuiv) (GLenum map, GLuint* values);
+void (WINE_GLAPI *glGetPixelMapusv) (GLenum map, GLushort* values);
+void (WINE_GLAPI *glGetPointerv) (GLenum pname, GLvoid** params);
+void (WINE_GLAPI *glGetPolygonStipple) (GLubyte* mask);
+const GLubyte * (WINE_GLAPI *glGetString) (GLenum name);
+void (WINE_GLAPI *glGetTexEnvfv) (GLenum target, GLenum pname, GLfloat* params);
+void (WINE_GLAPI *glGetTexEnviv) (GLenum target, GLenum pname, GLint* params);
+void (WINE_GLAPI *glGetTexGendv) (GLenum coord, GLenum pname, GLdouble* params);
+void (WINE_GLAPI *glGetTexGenfv) (GLenum coord, GLenum pname, GLfloat* params);
+void (WINE_GLAPI *glGetTexGeniv) (GLenum coord, GLenum pname, GLint* params);
+void (WINE_GLAPI *glGetTexImage) (GLenum target, GLint level, GLenum format, GLenum type, GLvoid* pixels);
+void (WINE_GLAPI *glGetTexLevelParameterfv) (GLenum target, GLint level, GLenum pname, GLfloat* params);
+void (WINE_GLAPI *glGetTexLevelParameteriv) (GLenum target, GLint level, GLenum pname, GLint* params);
+void (WINE_GLAPI *glGetTexParameterfv) (GLenum target, GLenum pname, GLfloat* params);
+void (WINE_GLAPI *glGetTexParameteriv) (GLenum target, GLenum pname, GLint* params);
+void (WINE_GLAPI *glHint) (GLenum target, GLenum mode);
+void (WINE_GLAPI *glIndexMask) (GLuint mask);
+void (WINE_GLAPI *glIndexPointer) (GLenum type, GLsizei stride, const GLvoid* pointer);
+void (WINE_GLAPI *glIndexd) (GLdouble c);
+void (WINE_GLAPI *glIndexdv) (const GLdouble* c);
+void (WINE_GLAPI *glIndexf) (GLfloat c);
+void (WINE_GLAPI *glIndexfv) (const GLfloat* c);
+void (WINE_GLAPI *glIndexi) (GLint c);
+void (WINE_GLAPI *glIndexiv) (const GLint* c);
+void (WINE_GLAPI *glIndexs) (GLshort c);
+void (WINE_GLAPI *glIndexsv) (const GLshort* c);
+void (WINE_GLAPI *glIndexub) (GLubyte c);
+void (WINE_GLAPI *glIndexubv) (const GLubyte* c);
+void (WINE_GLAPI *glInitNames) ();
+void (WINE_GLAPI *glInterleavedArrays) (GLenum format, GLsizei stride, const GLvoid* pointer);
+GLboolean (WINE_GLAPI *glIsEnabled) (GLenum cap);
+GLboolean (WINE_GLAPI *glIsList) (GLuint list);
+GLboolean (WINE_GLAPI *glIsTexture) (GLuint texture);
+void (WINE_GLAPI *glLightModelf) (GLenum pname, GLfloat param);
+void (WINE_GLAPI *glLightModelfv) (GLenum pname, const GLfloat* params);
+void (WINE_GLAPI *glLightModeli) (GLenum pname, GLint param);
+void (WINE_GLAPI *glLightModeliv) (GLenum pname, const GLint* params);
+void (WINE_GLAPI *glLightf) (GLenum light, GLenum pname, GLfloat param);
+void (WINE_GLAPI *glLightfv) (GLenum light, GLenum pname, const GLfloat* params);
+void (WINE_GLAPI *glLighti) (GLenum light, GLenum pname, GLint param);
+void (WINE_GLAPI *glLightiv) (GLenum light, GLenum pname, const GLint* params);
+void (WINE_GLAPI *glLineStipple) (GLint factor, GLushort pattern);
+void (WINE_GLAPI *glLineWidth) (GLfloat width);
+void (WINE_GLAPI *glListBase) (GLuint base);
+void (WINE_GLAPI *glLoadIdentity) ();
+void (WINE_GLAPI *glLoadMatrixd) (const GLdouble* m);
+void (WINE_GLAPI *glLoadMatrixf) (const GLfloat* m);
+void (WINE_GLAPI *glLoadName) (GLuint name);
+void (WINE_GLAPI *glLogicOp) (GLenum opcode);
+void (WINE_GLAPI *glMap1d) (GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble* points);
+void (WINE_GLAPI *glMap1f) (GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat* points);
+void (WINE_GLAPI *glMap2d) (GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble* points);
+void (WINE_GLAPI *glMap2f) (GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat* points);
+void (WINE_GLAPI *glMapGrid1d) (GLint un, GLdouble u1, GLdouble u2);
+void (WINE_GLAPI *glMapGrid1f) (GLint un, GLfloat u1, GLfloat u2);
+void (WINE_GLAPI *glMapGrid2d) (GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2);
+void (WINE_GLAPI *glMapGrid2f) (GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2);
+void (WINE_GLAPI *glMaterialf) (GLenum face, GLenum pname, GLfloat param);
+void (WINE_GLAPI *glMaterialfv) (GLenum face, GLenum pname, const GLfloat* params);
+void (WINE_GLAPI *glMateriali) (GLenum face, GLenum pname, GLint param);
+void (WINE_GLAPI *glMaterialiv) (GLenum face, GLenum pname, const GLint* params);
+void (WINE_GLAPI *glMatrixMode) (GLenum mode);
+void (WINE_GLAPI *glMultMatrixd) (const GLdouble* m);
+void (WINE_GLAPI *glMultMatrixf) (const GLfloat* m);
+void (WINE_GLAPI *glNewList) (GLuint list, GLenum mode);
+void (WINE_GLAPI *glNormal3b) (GLbyte nx, GLbyte ny, GLbyte nz);
+void (WINE_GLAPI *glNormal3bv) (const GLbyte* v);
+void (WINE_GLAPI *glNormal3d) (GLdouble nx, GLdouble ny, GLdouble nz);
+void (WINE_GLAPI *glNormal3dv) (const GLdouble* v);
+void (WINE_GLAPI *glNormal3f) (GLfloat nx, GLfloat ny, GLfloat nz);
+void (WINE_GLAPI *glNormal3fv) (const GLfloat* v);
+void (WINE_GLAPI *glNormal3i) (GLint nx, GLint ny, GLint nz);
+void (WINE_GLAPI *glNormal3iv) (const GLint* v);
+void (WINE_GLAPI *glNormal3s) (GLshort nx, GLshort ny, GLshort nz);
+void (WINE_GLAPI *glNormal3sv) (const GLshort* v);
+void (WINE_GLAPI *glNormalPointer) (GLenum type, GLsizei stride, const GLvoid* pointer);
+void (WINE_GLAPI *glOrtho) (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
+void (WINE_GLAPI *glPassThrough) (GLfloat token);
+void (WINE_GLAPI *glPixelMapfv) (GLenum map, GLint mapsize, const GLfloat* values);
+void (WINE_GLAPI *glPixelMapuiv) (GLenum map, GLint mapsize, const GLuint* values);
+void (WINE_GLAPI *glPixelMapusv) (GLenum map, GLint mapsize, const GLushort* values);
+void (WINE_GLAPI *glPixelStoref) (GLenum pname, GLfloat param);
+void (WINE_GLAPI *glPixelStorei) (GLenum pname, GLint param);
+void (WINE_GLAPI *glPixelTransferf) (GLenum pname, GLfloat param);
+void (WINE_GLAPI *glPixelTransferi) (GLenum pname, GLint param);
+void (WINE_GLAPI *glPixelZoom) (GLfloat xfactor, GLfloat yfactor);
+void (WINE_GLAPI *glPointSize) (GLfloat size);
+void (WINE_GLAPI *glPolygonMode) (GLenum face, GLenum mode);
+void (WINE_GLAPI *glPolygonOffset) (GLfloat factor, GLfloat units);
+void (WINE_GLAPI *glPolygonStipple) (const GLubyte* mask);
+void (WINE_GLAPI *glPopAttrib) ();
+void (WINE_GLAPI *glPopClientAttrib) ();
+void (WINE_GLAPI *glPopMatrix) ();
+void (WINE_GLAPI *glPopName) ();
+void (WINE_GLAPI *glPrioritizeTextures) (GLsizei n, const GLuint* textures, const GLclampf* priorities);
+void (WINE_GLAPI *glPushAttrib) (GLbitfield mask);
+void (WINE_GLAPI *glPushClientAttrib) (GLbitfield mask);
+void (WINE_GLAPI *glPushMatrix) ();
+void (WINE_GLAPI *glPushName) (GLuint name);
+void (WINE_GLAPI *glRasterPos2d) (GLdouble x, GLdouble y);
+void (WINE_GLAPI *glRasterPos2dv) (const GLdouble* v);
+void (WINE_GLAPI *glRasterPos2f) (GLfloat x, GLfloat y);
+void (WINE_GLAPI *glRasterPos2fv) (const GLfloat* v);
+void (WINE_GLAPI *glRasterPos2i) (GLint x, GLint y);
+void (WINE_GLAPI *glRasterPos2iv) (const GLint* v);
+void (WINE_GLAPI *glRasterPos2s) (GLshort x, GLshort y);
+void (WINE_GLAPI *glRasterPos2sv) (const GLshort* v);
+void (WINE_GLAPI *glRasterPos3d) (GLdouble x, GLdouble y, GLdouble z);
+void (WINE_GLAPI *glRasterPos3dv) (const GLdouble* v);
+void (WINE_GLAPI *glRasterPos3f) (GLfloat x, GLfloat y, GLfloat z);
+void (WINE_GLAPI *glRasterPos3fv) (const GLfloat* v);
+void (WINE_GLAPI *glRasterPos3i) (GLint x, GLint y, GLint z);
+void (WINE_GLAPI *glRasterPos3iv) (const GLint* v);
+void (WINE_GLAPI *glRasterPos3s) (GLshort x, GLshort y, GLshort z);
+void (WINE_GLAPI *glRasterPos3sv) (const GLshort* v);
+void (WINE_GLAPI *glRasterPos4d) (GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+void (WINE_GLAPI *glRasterPos4dv) (const GLdouble* v);
+void (WINE_GLAPI *glRasterPos4f) (GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+void (WINE_GLAPI *glRasterPos4fv) (const GLfloat* v);
+void (WINE_GLAPI *glRasterPos4i) (GLint x, GLint y, GLint z, GLint w);
+void (WINE_GLAPI *glRasterPos4iv) (const GLint* v);
+void (WINE_GLAPI *glRasterPos4s) (GLshort x, GLshort y, GLshort z, GLshort w);
+void (WINE_GLAPI *glRasterPos4sv) (const GLshort* v);
+void (WINE_GLAPI *glReadBuffer) (GLenum mode);
+void (WINE_GLAPI *glReadPixels) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
+void (WINE_GLAPI *glRectd) (GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2);
+void (WINE_GLAPI *glRectdv) (const GLdouble* v1, const GLdouble* v2);
+void (WINE_GLAPI *glRectf) (GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2);
+void (WINE_GLAPI *glRectfv) (const GLfloat* v1, const GLfloat* v2);
+void (WINE_GLAPI *glRecti) (GLint x1, GLint y1, GLint x2, GLint y2);
+void (WINE_GLAPI *glRectiv) (const GLint* v1, const GLint* v2);
+void (WINE_GLAPI *glRects) (GLshort x1, GLshort y1, GLshort x2, GLshort y2);
+void (WINE_GLAPI *glRectsv) (const GLshort* v1, const GLshort* v2);
+GLint (WINE_GLAPI *glRenderMode) (GLenum mode);
+void (WINE_GLAPI *glRotated) (GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
+void (WINE_GLAPI *glRotatef) (GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
+void (WINE_GLAPI *glScaled) (GLdouble x, GLdouble y, GLdouble z);
+void (WINE_GLAPI *glScalef) (GLfloat x, GLfloat y, GLfloat z);
+void (WINE_GLAPI *glScissor) (GLint x, GLint y, GLsizei width, GLsizei height);
+void (WINE_GLAPI *glSelectBuffer) (GLsizei size, GLuint* buffer);
+void (WINE_GLAPI *glShadeModel) (GLenum mode);
+void (WINE_GLAPI *glStencilFunc) (GLenum func, GLint ref, GLuint mask);
+void (WINE_GLAPI *glStencilMask) (GLuint mask);
+void (WINE_GLAPI *glStencilOp) (GLenum fail, GLenum zfail, GLenum zpass);
+void (WINE_GLAPI *glTexCoord1d) (GLdouble s);
+void (WINE_GLAPI *glTexCoord1dv) (const GLdouble* v);
+void (WINE_GLAPI *glTexCoord1f) (GLfloat s);
+void (WINE_GLAPI *glTexCoord1fv) (const GLfloat* v);
+void (WINE_GLAPI *glTexCoord1i) (GLint s);
+void (WINE_GLAPI *glTexCoord1iv) (const GLint* v);
+void (WINE_GLAPI *glTexCoord1s) (GLshort s);
+void (WINE_GLAPI *glTexCoord1sv) (const GLshort* v);
+void (WINE_GLAPI *glTexCoord2d) (GLdouble s, GLdouble t);
+void (WINE_GLAPI *glTexCoord2dv) (const GLdouble* v);
+void (WINE_GLAPI *glTexCoord2f) (GLfloat s, GLfloat t);
+void (WINE_GLAPI *glTexCoord2fv) (const GLfloat* v);
+void (WINE_GLAPI *glTexCoord2i) (GLint s, GLint t);
+void (WINE_GLAPI *glTexCoord2iv) (const GLint* v);
+void (WINE_GLAPI *glTexCoord2s) (GLshort s, GLshort t);
+void (WINE_GLAPI *glTexCoord2sv) (const GLshort* v);
+void (WINE_GLAPI *glTexCoord3d) (GLdouble s, GLdouble t, GLdouble r);
+void (WINE_GLAPI *glTexCoord3dv) (const GLdouble* v);
+void (WINE_GLAPI *glTexCoord3f) (GLfloat s, GLfloat t, GLfloat r);
+void (WINE_GLAPI *glTexCoord3fv) (const GLfloat* v);
+void (WINE_GLAPI *glTexCoord3i) (GLint s, GLint t, GLint r);
+void (WINE_GLAPI *glTexCoord3iv) (const GLint* v);
+void (WINE_GLAPI *glTexCoord3s) (GLshort s, GLshort t, GLshort r);
+void (WINE_GLAPI *glTexCoord3sv) (const GLshort* v);
+void (WINE_GLAPI *glTexCoord4d) (GLdouble s, GLdouble t, GLdouble r, GLdouble q);
+void (WINE_GLAPI *glTexCoord4dv) (const GLdouble* v);
+void (WINE_GLAPI *glTexCoord4f) (GLfloat s, GLfloat t, GLfloat r, GLfloat q);
+void (WINE_GLAPI *glTexCoord4fv) (const GLfloat* v);
+void (WINE_GLAPI *glTexCoord4i) (GLint s, GLint t, GLint r, GLint q);
+void (WINE_GLAPI *glTexCoord4iv) (const GLint* v);
+void (WINE_GLAPI *glTexCoord4s) (GLshort s, GLshort t, GLshort r, GLshort q);
+void (WINE_GLAPI *glTexCoord4sv) (const GLshort* v);
+void (WINE_GLAPI *glTexCoordPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid* pointer);
+void (WINE_GLAPI *glTexEnvf) (GLenum target, GLenum pname, GLfloat param);
+void (WINE_GLAPI *glTexEnvfv) (GLenum target, GLenum pname, const GLfloat* params);
+void (WINE_GLAPI *glTexEnvi) (GLenum target, GLenum pname, GLint param);
+void (WINE_GLAPI *glTexEnviv) (GLenum target, GLenum pname, const GLint* params);
+void (WINE_GLAPI *glTexGend) (GLenum coord, GLenum pname, GLdouble param);
+void (WINE_GLAPI *glTexGendv) (GLenum coord, GLenum pname, const GLdouble* params);
+void (WINE_GLAPI *glTexGenf) (GLenum coord, GLenum pname, GLfloat param);
+void (WINE_GLAPI *glTexGenfv) (GLenum coord, GLenum pname, const GLfloat* params);
+void (WINE_GLAPI *glTexGeni) (GLenum coord, GLenum pname, GLint param);
+void (WINE_GLAPI *glTexGeniv) (GLenum coord, GLenum pname, const GLint* params);
+void (WINE_GLAPI *glTexImage1D) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
+void (WINE_GLAPI *glTexImage2D) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
+void (WINE_GLAPI *glTexParameterf) (GLenum target, GLenum pname, GLfloat param);
+void (WINE_GLAPI *glTexParameterfv) (GLenum target, GLenum pname, const GLfloat* params);
+void (WINE_GLAPI *glTexParameteri) (GLenum target, GLenum pname, GLint param);
+void (WINE_GLAPI *glTexParameteriv) (GLenum target, GLenum pname, const GLint* params);
+void (WINE_GLAPI *glTexSubImage1D) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid* pixels);
+void (WINE_GLAPI *glTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels);
+void (WINE_GLAPI *glTranslated) (GLdouble x, GLdouble y, GLdouble z);
+void (WINE_GLAPI *glTranslatef) (GLfloat x, GLfloat y, GLfloat z);
+void (WINE_GLAPI *glVertex2d) (GLdouble x, GLdouble y);
+void (WINE_GLAPI *glVertex2dv) (const GLdouble* v);
+void (WINE_GLAPI *glVertex2f) (GLfloat x, GLfloat y);
+void (WINE_GLAPI *glVertex2fv) (const GLfloat* v);
+void (WINE_GLAPI *glVertex2i) (GLint x, GLint y);
+void (WINE_GLAPI *glVertex2iv) (const GLint* v);
+void (WINE_GLAPI *glVertex2s) (GLshort x, GLshort y);
+void (WINE_GLAPI *glVertex2sv) (const GLshort* v);
+void (WINE_GLAPI *glVertex3d) (GLdouble x, GLdouble y, GLdouble z);
+void (WINE_GLAPI *glVertex3dv) (const GLdouble* v);
+void (WINE_GLAPI *glVertex3f) (GLfloat x, GLfloat y, GLfloat z);
+void (WINE_GLAPI *glVertex3fv) (const GLfloat* v);
+void (WINE_GLAPI *glVertex3i) (GLint x, GLint y, GLint z);
+void (WINE_GLAPI *glVertex3iv) (const GLint* v);
+void (WINE_GLAPI *glVertex3s) (GLshort x, GLshort y, GLshort z);
+void (WINE_GLAPI *glVertex3sv) (const GLshort* v);
+void (WINE_GLAPI *glVertex4d) (GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+void (WINE_GLAPI *glVertex4dv) (const GLdouble* v);
+void (WINE_GLAPI *glVertex4f) (GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+void (WINE_GLAPI *glVertex4fv) (const GLfloat* v);
+void (WINE_GLAPI *glVertex4i) (GLint x, GLint y, GLint z, GLint w);
+void (WINE_GLAPI *glVertex4iv) (const GLint* v);
+void (WINE_GLAPI *glVertex4s) (GLshort x, GLshort y, GLshort z, GLshort w);
+void (WINE_GLAPI *glVertex4sv) (const GLshort* v);
+void (WINE_GLAPI *glVertexPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid* pointer);
+void (WINE_GLAPI *glViewport) (GLint x, GLint y, GLsizei width, GLsizei height);
+void (WINE_GLAPI *glPointParameterfv) (GLenum pname, const GLfloat *params);
+
+/* glFinish and glFlush are always loaded from opengl32.dll, thus they always have
+ * __stdcall calling convention
+ */
+void (__stdcall *glFinish) ();
+void (__stdcall *glFlush) ();
+
+/* WGL functions */
+HGLRC (WINAPI *pwglCreateContext)(HDC);
+BOOL (WINAPI *pwglDeleteContext)(HGLRC);
+HGLRC (WINAPI *pwglGetCurrentContext)(void);
+HDC (WINAPI *pwglGetCurrentDC)(void);
+PROC (WINAPI *pwglGetProcAddress)(LPCSTR);
+BOOL (WINAPI *pwglMakeCurrent)(HDC,HGLRC);
+BOOL (WINAPI *pwglShareLists)(HGLRC,HGLRC);
+
+#define GL_FUNCS_GEN \
+ USE_GL_FUNC(glAccum) \
+ USE_GL_FUNC(glAlphaFunc) \
+ USE_GL_FUNC(glAreTexturesResident) \
+ USE_GL_FUNC(glArrayElement) \
+ USE_GL_FUNC(glBegin) \
+ USE_GL_FUNC(glBindTexture) \
+ USE_GL_FUNC(glBitmap) \
+ USE_GL_FUNC(glBlendFunc) \
+ USE_GL_FUNC(glCallList) \
+ USE_GL_FUNC(glCallLists) \
+ USE_GL_FUNC(glClear) \
+ USE_GL_FUNC(glClearAccum) \
+ USE_GL_FUNC(glClearColor) \
+ USE_GL_FUNC(glClearDepth) \
+ USE_GL_FUNC(glClearIndex) \
+ USE_GL_FUNC(glClearStencil) \
+ USE_GL_FUNC(glClipPlane) \
+ USE_GL_FUNC(glColor3b) \
+ USE_GL_FUNC(glColor3bv) \
+ USE_GL_FUNC(glColor3d) \
+ USE_GL_FUNC(glColor3dv) \
+ USE_GL_FUNC(glColor3f) \
+ USE_GL_FUNC(glColor3fv) \
+ USE_GL_FUNC(glColor3i) \
+ USE_GL_FUNC(glColor3iv) \
+ USE_GL_FUNC(glColor3s) \
+ USE_GL_FUNC(glColor3sv) \
+ USE_GL_FUNC(glColor3ub) \
+ USE_GL_FUNC(glColor3ubv) \
+ USE_GL_FUNC(glColor3ui) \
+ USE_GL_FUNC(glColor3uiv) \
+ USE_GL_FUNC(glColor3us) \
+ USE_GL_FUNC(glColor3usv) \
+ USE_GL_FUNC(glColor4b) \
+ USE_GL_FUNC(glColor4bv) \
+ USE_GL_FUNC(glColor4d) \
+ USE_GL_FUNC(glColor4dv) \
+ USE_GL_FUNC(glColor4f) \
+ USE_GL_FUNC(glColor4fv) \
+ USE_GL_FUNC(glColor4i) \
+ USE_GL_FUNC(glColor4iv) \
+ USE_GL_FUNC(glColor4s) \
+ USE_GL_FUNC(glColor4sv) \
+ USE_GL_FUNC(glColor4ub) \
+ USE_GL_FUNC(glColor4ubv) \
+ USE_GL_FUNC(glColor4ui) \
+ USE_GL_FUNC(glColor4uiv) \
+ USE_GL_FUNC(glColor4us) \
+ USE_GL_FUNC(glColor4usv) \
+ USE_GL_FUNC(glColorMask) \
+ USE_GL_FUNC(glColorMaterial) \
+ USE_GL_FUNC(glColorPointer) \
+ USE_GL_FUNC(glCopyPixels) \
+ USE_GL_FUNC(glCopyTexImage1D) \
+ USE_GL_FUNC(glCopyTexImage2D) \
+ USE_GL_FUNC(glCopyTexSubImage1D) \
+ USE_GL_FUNC(glCopyTexSubImage2D) \
+ USE_GL_FUNC(glCullFace) \
+ USE_GL_FUNC(glDeleteLists) \
+ USE_GL_FUNC(glDeleteTextures) \
+ USE_GL_FUNC(glDepthFunc) \
+ USE_GL_FUNC(glDepthMask) \
+ USE_GL_FUNC(glDepthRange) \
+ USE_GL_FUNC(glDisable) \
+ USE_GL_FUNC(glDisableClientState) \
+ USE_GL_FUNC(glDrawArrays) \
+ USE_GL_FUNC(glDrawBuffer) \
+ USE_GL_FUNC(glDrawElements) \
+ USE_GL_FUNC(glDrawPixels) \
+ USE_GL_FUNC(glEdgeFlag) \
+ USE_GL_FUNC(glEdgeFlagPointer) \
+ USE_GL_FUNC(glEdgeFlagv) \
+ USE_GL_FUNC(glEnable) \
+ USE_GL_FUNC(glEnableClientState) \
+ USE_GL_FUNC(glEnd) \
+ USE_GL_FUNC(glEndList) \
+ USE_GL_FUNC(glEvalCoord1d) \
+ USE_GL_FUNC(glEvalCoord1dv) \
+ USE_GL_FUNC(glEvalCoord1f) \
+ USE_GL_FUNC(glEvalCoord1fv) \
+ USE_GL_FUNC(glEvalCoord2d) \
+ USE_GL_FUNC(glEvalCoord2dv) \
+ USE_GL_FUNC(glEvalCoord2f) \
+ USE_GL_FUNC(glEvalCoord2fv) \
+ USE_GL_FUNC(glEvalMesh1) \
+ USE_GL_FUNC(glEvalMesh2) \
+ USE_GL_FUNC(glEvalPoint1) \
+ USE_GL_FUNC(glEvalPoint2) \
+ USE_GL_FUNC(glFeedbackBuffer) \
+ USE_GL_FUNC(glFogf) \
+ USE_GL_FUNC(glFogfv) \
+ USE_GL_FUNC(glFogi) \
+ USE_GL_FUNC(glFogiv) \
+ USE_GL_FUNC(glFrontFace) \
+ USE_GL_FUNC(glFrustum) \
+ USE_GL_FUNC(glGenLists) \
+ USE_GL_FUNC(glGenTextures) \
+ USE_GL_FUNC(glGetBooleanv) \
+ USE_GL_FUNC(glGetClipPlane) \
+ USE_GL_FUNC(glGetDoublev) \
+ USE_GL_FUNC(glGetError) \
+ USE_GL_FUNC(glGetFloatv) \
+ USE_GL_FUNC(glGetIntegerv) \
+ USE_GL_FUNC(glGetLightfv) \
+ USE_GL_FUNC(glGetLightiv) \
+ USE_GL_FUNC(glGetMapdv) \
+ USE_GL_FUNC(glGetMapfv) \
+ USE_GL_FUNC(glGetMapiv) \
+ USE_GL_FUNC(glGetMaterialfv) \
+ USE_GL_FUNC(glGetMaterialiv) \
+ USE_GL_FUNC(glGetPixelMapfv) \
+ USE_GL_FUNC(glGetPixelMapuiv) \
+ USE_GL_FUNC(glGetPixelMapusv) \
+ USE_GL_FUNC(glGetPointerv) \
+ USE_GL_FUNC(glGetPolygonStipple) \
+ USE_GL_FUNC(glGetString) \
+ USE_GL_FUNC(glGetTexEnvfv) \
+ USE_GL_FUNC(glGetTexEnviv) \
+ USE_GL_FUNC(glGetTexGendv) \
+ USE_GL_FUNC(glGetTexGenfv) \
+ USE_GL_FUNC(glGetTexGeniv) \
+ USE_GL_FUNC(glGetTexImage) \
+ USE_GL_FUNC(glGetTexLevelParameterfv) \
+ USE_GL_FUNC(glGetTexLevelParameteriv) \
+ USE_GL_FUNC(glGetTexParameterfv) \
+ USE_GL_FUNC(glGetTexParameteriv) \
+ USE_GL_FUNC(glHint) \
+ USE_GL_FUNC(glIndexMask) \
+ USE_GL_FUNC(glIndexPointer) \
+ USE_GL_FUNC(glIndexd) \
+ USE_GL_FUNC(glIndexdv) \
+ USE_GL_FUNC(glIndexf) \
+ USE_GL_FUNC(glIndexfv) \
+ USE_GL_FUNC(glIndexi) \
+ USE_GL_FUNC(glIndexiv) \
+ USE_GL_FUNC(glIndexs) \
+ USE_GL_FUNC(glIndexsv) \
+ USE_GL_FUNC(glIndexub) \
+ USE_GL_FUNC(glIndexubv) \
+ USE_GL_FUNC(glInitNames) \
+ USE_GL_FUNC(glInterleavedArrays) \
+ USE_GL_FUNC(glIsEnabled) \
+ USE_GL_FUNC(glIsList) \
+ USE_GL_FUNC(glIsTexture) \
+ USE_GL_FUNC(glLightModelf) \
+ USE_GL_FUNC(glLightModelfv) \
+ USE_GL_FUNC(glLightModeli) \
+ USE_GL_FUNC(glLightModeliv) \
+ USE_GL_FUNC(glLightf) \
+ USE_GL_FUNC(glLightfv) \
+ USE_GL_FUNC(glLighti) \
+ USE_GL_FUNC(glLightiv) \
+ USE_GL_FUNC(glLineStipple) \
+ USE_GL_FUNC(glLineWidth) \
+ USE_GL_FUNC(glListBase) \
+ USE_GL_FUNC(glLoadIdentity) \
+ USE_GL_FUNC(glLoadMatrixd) \
+ USE_GL_FUNC(glLoadMatrixf) \
+ USE_GL_FUNC(glLoadName) \
+ USE_GL_FUNC(glLogicOp) \
+ USE_GL_FUNC(glMap1d) \
+ USE_GL_FUNC(glMap1f) \
+ USE_GL_FUNC(glMap2d) \
+ USE_GL_FUNC(glMap2f) \
+ USE_GL_FUNC(glMapGrid1d) \
+ USE_GL_FUNC(glMapGrid1f) \
+ USE_GL_FUNC(glMapGrid2d) \
+ USE_GL_FUNC(glMapGrid2f) \
+ USE_GL_FUNC(glMaterialf) \
+ USE_GL_FUNC(glMaterialfv) \
+ USE_GL_FUNC(glMateriali) \
+ USE_GL_FUNC(glMaterialiv) \
+ USE_GL_FUNC(glMatrixMode) \
+ USE_GL_FUNC(glMultMatrixd) \
+ USE_GL_FUNC(glMultMatrixf) \
+ USE_GL_FUNC(glNewList) \
+ USE_GL_FUNC(glNormal3b) \
+ USE_GL_FUNC(glNormal3bv) \
+ USE_GL_FUNC(glNormal3d) \
+ USE_GL_FUNC(glNormal3dv) \
+ USE_GL_FUNC(glNormal3f) \
+ USE_GL_FUNC(glNormal3fv) \
+ USE_GL_FUNC(glNormal3i) \
+ USE_GL_FUNC(glNormal3iv) \
+ USE_GL_FUNC(glNormal3s) \
+ USE_GL_FUNC(glNormal3sv) \
+ USE_GL_FUNC(glNormalPointer) \
+ USE_GL_FUNC(glOrtho) \
+ USE_GL_FUNC(glPassThrough) \
+ USE_GL_FUNC(glPixelMapfv) \
+ USE_GL_FUNC(glPixelMapuiv) \
+ USE_GL_FUNC(glPixelMapusv) \
+ USE_GL_FUNC(glPixelStoref) \
+ USE_GL_FUNC(glPixelStorei) \
+ USE_GL_FUNC(glPixelTransferf) \
+ USE_GL_FUNC(glPixelTransferi) \
+ USE_GL_FUNC(glPixelZoom) \
+ USE_GL_FUNC(glPointSize) \
+ USE_GL_FUNC(glPolygonMode) \
+ USE_GL_FUNC(glPolygonOffset) \
+ USE_GL_FUNC(glPolygonStipple) \
+ USE_GL_FUNC(glPopAttrib) \
+ USE_GL_FUNC(glPopClientAttrib) \
+ USE_GL_FUNC(glPopMatrix) \
+ USE_GL_FUNC(glPopName) \
+ USE_GL_FUNC(glPrioritizeTextures) \
+ USE_GL_FUNC(glPushAttrib) \
+ USE_GL_FUNC(glPushClientAttrib) \
+ USE_GL_FUNC(glPushMatrix) \
+ USE_GL_FUNC(glPushName) \
+ USE_GL_FUNC(glRasterPos2d) \
+ USE_GL_FUNC(glRasterPos2dv) \
+ USE_GL_FUNC(glRasterPos2f) \
+ USE_GL_FUNC(glRasterPos2fv) \
+ USE_GL_FUNC(glRasterPos2i) \
+ USE_GL_FUNC(glRasterPos2iv) \
+ USE_GL_FUNC(glRasterPos2s) \
+ USE_GL_FUNC(glRasterPos2sv) \
+ USE_GL_FUNC(glRasterPos3d) \
+ USE_GL_FUNC(glRasterPos3dv) \
+ USE_GL_FUNC(glRasterPos3f) \
+ USE_GL_FUNC(glRasterPos3fv) \
+ USE_GL_FUNC(glRasterPos3i) \
+ USE_GL_FUNC(glRasterPos3iv) \
+ USE_GL_FUNC(glRasterPos3s) \
+ USE_GL_FUNC(glRasterPos3sv) \
+ USE_GL_FUNC(glRasterPos4d) \
+ USE_GL_FUNC(glRasterPos4dv) \
+ USE_GL_FUNC(glRasterPos4f) \
+ USE_GL_FUNC(glRasterPos4fv) \
+ USE_GL_FUNC(glRasterPos4i) \
+ USE_GL_FUNC(glRasterPos4iv) \
+ USE_GL_FUNC(glRasterPos4s) \
+ USE_GL_FUNC(glRasterPos4sv) \
+ USE_GL_FUNC(glReadBuffer) \
+ USE_GL_FUNC(glReadPixels) \
+ USE_GL_FUNC(glRectd) \
+ USE_GL_FUNC(glRectdv) \
+ USE_GL_FUNC(glRectf) \
+ USE_GL_FUNC(glRectfv) \
+ USE_GL_FUNC(glRecti) \
+ USE_GL_FUNC(glRectiv) \
+ USE_GL_FUNC(glRects) \
+ USE_GL_FUNC(glRectsv) \
+ USE_GL_FUNC(glRenderMode) \
+ USE_GL_FUNC(glRotated) \
+ USE_GL_FUNC(glRotatef) \
+ USE_GL_FUNC(glScaled) \
+ USE_GL_FUNC(glScalef) \
+ USE_GL_FUNC(glScissor) \
+ USE_GL_FUNC(glSelectBuffer) \
+ USE_GL_FUNC(glShadeModel) \
+ USE_GL_FUNC(glStencilFunc) \
+ USE_GL_FUNC(glStencilMask) \
+ USE_GL_FUNC(glStencilOp) \
+ USE_GL_FUNC(glTexCoord1d) \
+ USE_GL_FUNC(glTexCoord1dv) \
+ USE_GL_FUNC(glTexCoord1f) \
+ USE_GL_FUNC(glTexCoord1fv) \
+ USE_GL_FUNC(glTexCoord1i) \
+ USE_GL_FUNC(glTexCoord1iv) \
+ USE_GL_FUNC(glTexCoord1s) \
+ USE_GL_FUNC(glTexCoord1sv) \
+ USE_GL_FUNC(glTexCoord2d) \
+ USE_GL_FUNC(glTexCoord2dv) \
+ USE_GL_FUNC(glTexCoord2f) \
+ USE_GL_FUNC(glTexCoord2fv) \
+ USE_GL_FUNC(glTexCoord2i) \
+ USE_GL_FUNC(glTexCoord2iv) \
+ USE_GL_FUNC(glTexCoord2s) \
+ USE_GL_FUNC(glTexCoord2sv) \
+ USE_GL_FUNC(glTexCoord3d) \
+ USE_GL_FUNC(glTexCoord3dv) \
+ USE_GL_FUNC(glTexCoord3f) \
+ USE_GL_FUNC(glTexCoord3fv) \
+ USE_GL_FUNC(glTexCoord3i) \
+ USE_GL_FUNC(glTexCoord3iv) \
+ USE_GL_FUNC(glTexCoord3s) \
+ USE_GL_FUNC(glTexCoord3sv) \
+ USE_GL_FUNC(glTexCoord4d) \
+ USE_GL_FUNC(glTexCoord4dv) \
+ USE_GL_FUNC(glTexCoord4f) \
+ USE_GL_FUNC(glTexCoord4fv) \
+ USE_GL_FUNC(glTexCoord4i) \
+ USE_GL_FUNC(glTexCoord4iv) \
+ USE_GL_FUNC(glTexCoord4s) \
+ USE_GL_FUNC(glTexCoord4sv) \
+ USE_GL_FUNC(glTexCoordPointer) \
+ USE_GL_FUNC(glTexEnvf) \
+ USE_GL_FUNC(glTexEnvfv) \
+ USE_GL_FUNC(glTexEnvi) \
+ USE_GL_FUNC(glTexEnviv) \
+ USE_GL_FUNC(glTexGend) \
+ USE_GL_FUNC(glTexGendv) \
+ USE_GL_FUNC(glTexGenf) \
+ USE_GL_FUNC(glTexGenfv) \
+ USE_GL_FUNC(glTexGeni) \
+ USE_GL_FUNC(glTexGeniv) \
+ USE_GL_FUNC(glTexImage1D) \
+ USE_GL_FUNC(glTexImage2D) \
+ USE_GL_FUNC(glTexParameterf) \
+ USE_GL_FUNC(glTexParameterfv) \
+ USE_GL_FUNC(glTexParameteri) \
+ USE_GL_FUNC(glTexParameteriv) \
+ USE_GL_FUNC(glTexSubImage1D) \
+ USE_GL_FUNC(glTexSubImage2D) \
+ USE_GL_FUNC(glTranslated) \
+ USE_GL_FUNC(glTranslatef) \
+ USE_GL_FUNC(glVertex2d) \
+ USE_GL_FUNC(glVertex2dv) \
+ USE_GL_FUNC(glVertex2f) \
+ USE_GL_FUNC(glVertex2fv) \
+ USE_GL_FUNC(glVertex2i) \
+ USE_GL_FUNC(glVertex2iv) \
+ USE_GL_FUNC(glVertex2s) \
+ USE_GL_FUNC(glVertex2sv) \
+ USE_GL_FUNC(glVertex3d) \
+ USE_GL_FUNC(glVertex3dv) \
+ USE_GL_FUNC(glVertex3f) \
+ USE_GL_FUNC(glVertex3fv) \
+ USE_GL_FUNC(glVertex3i) \
+ USE_GL_FUNC(glVertex3iv) \
+ USE_GL_FUNC(glVertex3s) \
+ USE_GL_FUNC(glVertex3sv) \
+ USE_GL_FUNC(glVertex4d) \
+ USE_GL_FUNC(glVertex4dv) \
+ USE_GL_FUNC(glVertex4f) \
+ USE_GL_FUNC(glVertex4fv) \
+ USE_GL_FUNC(glVertex4i) \
+ USE_GL_FUNC(glVertex4iv) \
+ USE_GL_FUNC(glVertex4s) \
+ USE_GL_FUNC(glVertex4sv) \
+ USE_GL_FUNC(glVertexPointer) \
+ USE_GL_FUNC(glViewport) \
+ USE_GL_FUNC(glPointParameterfv) \
+
+#define WGL_FUNCS_GEN \
+ USE_WGL_FUNC(wglCreateContext) \
+ USE_WGL_FUNC(wglDeleteContext) \
+ USE_WGL_FUNC(wglGetCurrentContext) \
+ USE_WGL_FUNC(wglGetCurrentDC) \
+ USE_WGL_FUNC(wglGetProcAddress) \
+ USE_WGL_FUNC(wglMakeCurrent) \
+ USE_WGL_FUNC(wglShareLists)
+
+
+/****************************************************
+ * OpenGL Extensions (EXT and ARB)
+ * #defines and functions pointer
+ ****************************************************/
+
+/* GL_ARB_color_buffer_float */
+#ifndef GL_ARB_color_buffer_float
+#define GL_RGBA_FLOAT_MODE_ARB 0x8820
+#define GL_CLAMP_VERTEX_COLOR_ARB 0x891A
+#define GL_CLAMP_FRAGMENT_COLOR_ARB 0x891B
+#define GL_CLAMP_READ_COLOR_ARB 0x891C
+#define GL_FIXED_ONLY_ARB 0x891D
+#endif
+typedef void (WINE_GLAPI *PGLFNCLAMPCOLORARBPROC) (GLenum target, GLenum clamp);
+
+/* GL_ARB_depth_texture */
+#ifndef GL_ARB_depth_texture
+#define GL_ARB_depth_texture 1
+#define GL_DEPTH_COMPONENT16_ARB 0x81A5
+#define GL_DEPTH_COMPONENT24_ARB 0x81A6
+#define GL_DEPTH_COMPONENT32_ARB 0x81A7
+#define GL_TEXTURE_DEPTH_SIZE_ARB 0x884A
+#define GL_DEPTH_TEXTURE_MODE_ARB 0x884B
+#endif
+
+/* GL_ARB_draw_buffers */
+#ifndef GL_ARB_draw_buffers
+#define GL_ARB_draw_buffers 1
+#define GL_MAX_DRAW_BUFFERS_ARB 0x8824
+#define GL_DRAW_BUFFER0_ARB 0x8825
+#define GL_DRAW_BUFFER1_ARB 0x8826
+#define GL_DRAW_BUFFER2_ARB 0x8827
+#define GL_DRAW_BUFFER3_ARB 0x8828
+#define GL_DRAW_BUFFER4_ARB 0x8829
+#define GL_DRAW_BUFFER5_ARB 0x882A
+#define GL_DRAW_BUFFER6_ARB 0x882B
+#define GL_DRAW_BUFFER7_ARB 0x882C
+#define GL_DRAW_BUFFER8_ARB 0x882D
+#define GL_DRAW_BUFFER9_ARB 0x882E
+#define GL_DRAW_BUFFER10_ARB 0x882F
+#define GL_DRAW_BUFFER11_ARB 0x8830
+#define GL_DRAW_BUFFER12_ARB 0x8831
+#define GL_DRAW_BUFFER13_ARB 0x8832
+#define GL_DRAW_BUFFER14_ARB 0x8833
+#define GL_DRAW_BUFFER15_ARB 0x8834
+#endif
+typedef void (WINE_GLAPI *PGLFNDRAWBUFFERSARBPROC) (GLsizei n, const GLenum *bufs);
+
+/* GL_ARB_imaging */
+#ifndef GL_ARB_imaging
+#define GL_ARB_imaging 1
+#define GL_CONSTANT_COLOR 0x8001
+#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002
+#define GL_CONSTANT_ALPHA 0x8003
+#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004
+#define GL_BLEND_COLOR 0x8005
+#define GL_FUNC_ADD 0x8006
+#define GL_MIN 0x8007
+#define GL_MAX 0x8008
+#define GL_BLEND_EQUATION 0x8009
+#define GL_FUNC_SUBTRACT 0x800A
+#define GL_FUNC_REVERSE_SUBTRACT 0x800B
+#define GL_CONVOLUTION_1D 0x8010
+#define GL_CONVOLUTION_2D 0x8011
+#define GL_SEPARABLE_2D 0x8012
+#define GL_CONVOLUTION_BORDER_MODE 0x8013
+#define GL_CONVOLUTION_FILTER_SCALE 0x8014
+#define GL_CONVOLUTION_FILTER_BIAS 0x8015
+#define GL_REDUCE 0x8016
+#define GL_CONVOLUTION_FORMAT 0x8017
+#define GL_CONVOLUTION_WIDTH 0x8018
+#define GL_CONVOLUTION_HEIGHT 0x8019
+#define GL_MAX_CONVOLUTION_WIDTH 0x801A
+#define GL_MAX_CONVOLUTION_HEIGHT 0x801B
+#define GL_POST_CONVOLUTION_RED_SCALE 0x801C
+#define GL_POST_CONVOLUTION_GREEN_SCALE 0x801D
+#define GL_POST_CONVOLUTION_BLUE_SCALE 0x801E
+#define GL_POST_CONVOLUTION_ALPHA_SCALE 0x801F
+#define GL_POST_CONVOLUTION_RED_BIAS 0x8020
+#define GL_POST_CONVOLUTION_GREEN_BIAS 0x8021
+#define GL_POST_CONVOLUTION_BLUE_BIAS 0x8022
+#define GL_POST_CONVOLUTION_ALPHA_BIAS 0x8023
+#define GL_HISTOGRAM 0x8024
+#define GL_PROXY_HISTOGRAM 0x8025
+#define GL_HISTOGRAM_WIDTH 0x8026
+#define GL_HISTOGRAM_FORMAT 0x8027
+#define GL_HISTOGRAM_RED_SIZE 0x8028
+#define GL_HISTOGRAM_GREEN_SIZE 0x8029
+#define GL_HISTOGRAM_BLUE_SIZE 0x802A
+#define GL_HISTOGRAM_ALPHA_SIZE 0x802B
+#define GL_HISTOGRAM_LUMINANCE_SIZE 0x802C
+#define GL_HISTOGRAM_SINK 0x802D
+#define GL_MINMAX 0x802E
+#define GL_MINMAX_FORMAT 0x802F
+#define GL_MINMAX_SINK 0x8030
+#define GL_TABLE_TOO_LARGE 0x8031
+#define GL_COLOR_MATRIX 0x80B1
+#define GL_COLOR_MATRIX_STACK_DEPTH 0x80B2
+#define GL_MAX_COLOR_MATRIX_STACK_DEPTH 0x80B3
+#define GL_POST_COLOR_MATRIX_RED_SCALE 0x80B4
+#define GL_POST_COLOR_MATRIX_GREEN_SCALE 0x80B5
+#define GL_POST_COLOR_MATRIX_BLUE_SCALE 0x80B6
+#define GL_POST_COLOR_MATRIX_ALPHA_SCALE 0x80B7
+#define GL_POST_COLOR_MATRIX_RED_BIAS 0x80B8
+#define GL_POST_COLOR_MATRIX_GREEN_BIAS 0x80B9
+#define GL_POST_COLOR_MATRIX_BLUE_BIAS 0x80BA
+#define GL_POST_COLOR_MATRIX_ALPHA_BIAS 0x80BB
+#define GL_COLOR_TABLE 0x80D0
+#define GL_POST_CONVOLUTION_COLOR_TABLE 0x80D1
+#define GL_POST_COLOR_MATRIX_COLOR_TABLE 0x80D2
+#define GL_PROXY_COLOR_TABLE 0x80D3
+#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE 0x80D4
+#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5
+#define GL_COLOR_TABLE_SCALE 0x80D6
+#define GL_COLOR_TABLE_BIAS 0x80D7
+#define GL_COLOR_TABLE_FORMAT 0x80D8
+#define GL_COLOR_TABLE_WIDTH 0x80D9
+#define GL_COLOR_TABLE_RED_SIZE 0x80DA
+#define GL_COLOR_TABLE_GREEN_SIZE 0x80DB
+#define GL_COLOR_TABLE_BLUE_SIZE 0x80DC
+#define GL_COLOR_TABLE_ALPHA_SIZE 0x80DD
+#define GL_COLOR_TABLE_LUMINANCE_SIZE 0x80DE
+#define GL_COLOR_TABLE_INTENSITY_SIZE 0x80DF
+#define GL_CONSTANT_BORDER 0x8151
+#define GL_REPLICATE_BORDER 0x8153
+#define GL_CONVOLUTION_BORDER_COLOR 0x8154
+#endif
+typedef void (WINE_GLAPI *PGLFNBLENDCOLORPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
+typedef void (WINE_GLAPI *PGLFNBLENDEQUATIONPROC) (GLenum mode);
+/* GL_ARB_multitexture */
+#ifndef GL_ARB_multitexture
+#define GL_ARB_multitexture 1
+#define GL_TEXTURE0_ARB 0x84C0
+#define GL_TEXTURE1_ARB 0x84C1
+#define GL_TEXTURE2_ARB 0x84C2
+#define GL_TEXTURE3_ARB 0x84C3
+#define GL_TEXTURE4_ARB 0x84C4
+#define GL_TEXTURE5_ARB 0x84C5
+#define GL_TEXTURE6_ARB 0x84C6
+#define GL_TEXTURE7_ARB 0x84C7
+#define GL_TEXTURE8_ARB 0x84C8
+#define GL_TEXTURE9_ARB 0x84C9
+#define GL_TEXTURE10_ARB 0x84CA
+#define GL_TEXTURE11_ARB 0x84CB
+#define GL_TEXTURE12_ARB 0x84CC
+#define GL_TEXTURE13_ARB 0x84CD
+#define GL_TEXTURE14_ARB 0x84CE
+#define GL_TEXTURE15_ARB 0x84CF
+#define GL_TEXTURE16_ARB 0x84D0
+#define GL_TEXTURE17_ARB 0x84D1
+#define GL_TEXTURE18_ARB 0x84D2
+#define GL_TEXTURE19_ARB 0x84D3
+#define GL_TEXTURE20_ARB 0x84D4
+#define GL_TEXTURE21_ARB 0x84D5
+#define GL_TEXTURE22_ARB 0x84D6
+#define GL_TEXTURE23_ARB 0x84D7
+#define GL_TEXTURE24_ARB 0x84D8
+#define GL_TEXTURE25_ARB 0x84D9
+#define GL_TEXTURE26_ARB 0x84DA
+#define GL_TEXTURE27_ARB 0x84DB
+#define GL_TEXTURE28_ARB 0x84DC
+#define GL_TEXTURE29_ARB 0x84DD
+#define GL_TEXTURE30_ARB 0x84DE
+#define GL_TEXTURE31_ARB 0x84DF
+#define GL_ACTIVE_TEXTURE_ARB 0x84E0
+#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1
+#define GL_MAX_TEXTURE_UNITS_ARB 0x84E2
+#endif
+typedef void (WINE_GLAPI *WINED3D_PFNGLACTIVETEXTUREARBPROC) (GLenum texture);
+typedef void (WINE_GLAPI *WINED3D_PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture);
+typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD1FARBPROC) (GLenum target, GLfloat s);
+typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD1FVARBPROC) (GLenum target, const GLfloat *v);
+typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t);
+typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD2FVARBPROC) (GLenum target, const GLfloat *v);
+typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD3FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r);
+typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD3FVARBPROC) (GLenum target, const GLfloat *v);
+typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD4FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
+typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD4FVARBPROC) (GLenum target, const GLfloat *v);
+typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD2SVARBPROC) (GLenum target, const GLshort *v);
+typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLshort *v);
+
+/* GL_ARB_texture_cube_map */
+#ifndef GL_ARB_texture_cube_map
+#define GL_ARB_texture_cube_map 1
+#define GL_NORMAL_MAP_ARB 0x8511
+#define GL_REFLECTION_MAP_ARB 0x8512
+#define GL_TEXTURE_CUBE_MAP_ARB 0x8513
+#define GL_TEXTURE_BINDING_CUBE_MAP_ARB 0x8514
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x8515
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x8516
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x8517
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x8518
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x8519
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x851A
+#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B
+#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB 0x851C
+#endif
+
+/* GL_ARB_point_parameters */
+#ifndef GL_ARB_point_parameters
+#define GL_ARB_point_parameters 1
+#define GL_POINT_SIZE_MIN_ARB 0x8126
+#define GL_POINT_SIZE_MAX_ARB 0x8127
+#define GL_POINT_FADE_THRESHOLD_SIZE_ARB 0x8128
+#define GL_POINT_DISTANCE_ATTENUATION_ARB 0x8129
+#endif
+typedef void (WINE_GLAPI * PGLFNGLPOINTPARAMETERFARBPROC) (GLenum pname, GLfloat param);
+typedef void (WINE_GLAPI * PGLFNGLPOINTPARAMETERFVARBPROC) (GLenum pname, const GLfloat *params);
+/* GL_ARB_vertex_blend */
+#ifndef GL_ARB_vertex_blend
+#define GL_ARB_vertex_blend 1
+#define GL_MAX_VERTEX_UNITS_ARB 0x86A4
+#define GL_ACTIVE_VERTEX_UNITS_ARB 0x86A5
+#define GL_WEIGHT_SUM_UNITY_ARB 0x86A6
+#define GL_VERTEX_BLEND_ARB 0x86A7
+#define GL_CURRENT_WEIGHT_ARB 0x86A8
+#define GL_WEIGHT_ARRAY_TYPE_ARB 0x86A9
+#define GL_WEIGHT_ARRAY_STRIDE_ARB 0x86AA
+#define GL_WEIGHT_ARRAY_SIZE_ARB 0x86AB
+#define GL_WEIGHT_ARRAY_POINTER_ARB 0x86AC
+#define GL_WEIGHT_ARRAY_ARB 0x86AD
+#define GL_MODELVIEW0_ARB 0x1700
+#define GL_MODELVIEW1_ARB 0x850A
+#define GL_MODELVIEW2_ARB 0x8722
+#define GL_MODELVIEW3_ARB 0x8723
+#define GL_MODELVIEW4_ARB 0x8724
+#define GL_MODELVIEW5_ARB 0x8725
+#define GL_MODELVIEW6_ARB 0x8726
+#define GL_MODELVIEW7_ARB 0x8727
+#define GL_MODELVIEW8_ARB 0x8728
+#define GL_MODELVIEW9_ARB 0x8729
+#define GL_MODELVIEW10_ARB 0x872A
+#define GL_MODELVIEW11_ARB 0x872B
+#define GL_MODELVIEW12_ARB 0x872C
+#define GL_MODELVIEW13_ARB 0x872D
+#define GL_MODELVIEW14_ARB 0x872E
+#define GL_MODELVIEW15_ARB 0x872F
+#define GL_MODELVIEW16_ARB 0x8730
+#define GL_MODELVIEW17_ARB 0x8731
+#define GL_MODELVIEW18_ARB 0x8732
+#define GL_MODELVIEW19_ARB 0x8733
+#define GL_MODELVIEW20_ARB 0x8734
+#define GL_MODELVIEW21_ARB 0x8735
+#define GL_MODELVIEW22_ARB 0x8736
+#define GL_MODELVIEW23_ARB 0x8737
+#define GL_MODELVIEW24_ARB 0x8738
+#define GL_MODELVIEW25_ARB 0x8739
+#define GL_MODELVIEW26_ARB 0x873A
+#define GL_MODELVIEW27_ARB 0x873B
+#define GL_MODELVIEW28_ARB 0x873C
+#define GL_MODELVIEW29_ARB 0x873D
+#define GL_MODELVIEW30_ARB 0x873E
+#define GL_MODELVIEW31_ARB 0x873F
+#endif
+typedef void (WINE_GLAPI * PGLFNGLWEIGHTPOINTERARB) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
+typedef void (WINE_GLAPI * PGLFNGLWEIGHTBV) (GLint size, const GLbyte *weights);
+typedef void (WINE_GLAPI * PGLFNGLWEIGHTSV) (GLint size, const GLshort *weights);
+typedef void (WINE_GLAPI * PGLFNGLWEIGHTIV) (GLint size, const GLint *weights);
+typedef void (WINE_GLAPI * PGLFNGLWEIGHTFV) (GLint size, const GLfloat *weights);
+typedef void (WINE_GLAPI * PGLFNGLWEIGHTDV) (GLint size, const GLdouble *weights);
+typedef void (WINE_GLAPI * PGLFNGLWEIGHTUBV) (GLint size, const GLubyte *weights);
+typedef void (WINE_GLAPI * PGLFNGLWEIGHTUSV) (GLint size, const GLushort *weights);
+typedef void (WINE_GLAPI * PGLFNGLWEIGHTUIV) (GLint size, const GLuint *weights);
+typedef void (WINE_GLAPI * PGLFNGLVERTEXBLENDARB) (GLint count);
+/* GL_ARB_pixel_buffer_object */
+#ifndef GL_ARB_pixel_buffer_object
+#define GL_ARB_pixel_buffer_object 1
+#endif
+#define GL_PIXEL_PACK_BUFFER_ARB 0x88EB
+#define GL_PIXEL_UNPACK_BUFFER_ARB 0x88EC
+#define GL_PIXEL_PACK_BUFFER_BINDING_ARB 0x88ED
+#define GL_PIXEL_UNPACK_BUFFER_BINDING_ARB 0x88EF
+/* GL_EXT_framebuffer_object */
+#ifndef GL_EXT_framebuffer_object
+#define GL_EXT_framebuffer_object 1
+#define GL_FRAMEBUFFER_EXT 0x8D40
+#define GL_RENDERBUFFER_EXT 0x8D41
+#define GL_STENCIL_INDEX1_EXT 0x8D46
+#define GL_STENCIL_INDEX4_EXT 0x8D47
+#define GL_STENCIL_INDEX8_EXT 0x8D48
+#define GL_STENCIL_INDEX16_EXT 0x8D49
+#define GL_RENDERBUFFER_WIDTH_EXT 0x8D42
+#define GL_RENDERBUFFER_HEIGHT_EXT 0x8D43
+#define GL_RENDERBUFFER_INTERNAL_FORMAT_EXT 0x8D44
+#define GL_RENDERBUFFER_RED_SIZE_EXT 0x8D50
+#define GL_RENDERBUFFER_GREEN_SIZE_EXT 0x8D51
+#define GL_RENDERBUFFER_BLUE_SIZE_EXT 0x8D52
+#define GL_RENDERBUFFER_ALPHA_SIZE_EXT 0x8D53
+#define GL_RENDERBUFFER_DEPTH_SIZE_EXT 0x8D54
+#define GL_RENDERBUFFER_STENCIL_SIZE_EXT 0x8D55
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT 0x8CD0
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT 0x8CD1
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT 0x8CD2
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT 0x8CD3
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT 0x8CD4
+#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0
+#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1
+#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2
+#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3
+#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4
+#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5
+#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6
+#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7
+#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8
+#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9
+#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA
+#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB
+#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC
+#define GL_COLOR_ATTACHMENT13_EXT 0x8CED
+#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE
+#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF
+#define GL_DEPTH_ATTACHMENT_EXT 0x8D00
+#define GL_STENCIL_ATTACHMENT_EXT 0x8D20
+#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5
+#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT 0x8CD6
+#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT 0x8CD7
+#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT 0x8CD9
+#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT 0x8CDA
+#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT 0x8CDB
+#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT 0x8CDC
+#define GL_FRAMEBUFFER_UNSUPPORTED_EXT 0x8CDD
+#define GL_FRAMEBUFFER_BINDING_EXT 0x8CA6
+#define GL_RENDERBUFFER_BINDING_EXT 0x8CA7
+#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF
+#define GL_MAX_RENDERBUFFER_SIZE_EXT 0x84E8
+#define GL_INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506
+
+#endif
+typedef GLboolean (WINE_GLAPI * PGLFNGLISRENDERBUFFEREXTPROC)(GLuint renderbuffer);
+typedef void (WINE_GLAPI * PGLFNGLBINDRENDERBUFFEREXTPROC)(GLenum target, GLuint renderbuffer);
+typedef void (WINE_GLAPI * PGLFNGLDELETERENDERBUFFERSEXTPROC)(GLsizei n, const GLuint *renderbuffers);
+typedef void (WINE_GLAPI * PGLFNGLGENRENDERBUFFERSEXTPROC)(GLsizei n, GLuint *renderbuffers);
+typedef void (WINE_GLAPI * PGLFNGLRENDERBUFFERSTORAGEEXTPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+typedef void (WINE_GLAPI * PGLFNGLGETRENDERBUFFERPARAMETERIVEXTPROC)(GLenum target, GLenum pname, GLint *params);
+typedef GLboolean (WINE_GLAPI * PGLFNGLISFRAMEBUFFEREXTPROC)(GLuint framebuffer);
+typedef void (WINE_GLAPI * PGLFNGLBINDFRAMEBUFFEREXTPROC)(GLenum target, GLuint framebuffer);
+typedef void (WINE_GLAPI * PGLFNGLDELETEFRAMEBUFFERSEXTPROC)(GLsizei n, const GLuint *framebuffers);
+typedef void (WINE_GLAPI * PGLFNGLGENFRAMEBUFFERSEXTPROC)(GLsizei n, GLuint *framebuffers);
+typedef GLenum (WINE_GLAPI * PGLFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)(GLenum target);
+typedef void (WINE_GLAPI * PGLFNGLFRAMEBUFFERTEXTURE1DEXTPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+typedef void (WINE_GLAPI * PGLFNGLFRAMEBUFFERTEXTURE2DEXTPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+typedef void (WINE_GLAPI * PGLFNGLFRAMEBUFFERTEXTURE3DEXTPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
+typedef void (WINE_GLAPI * PGLFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+typedef void (WINE_GLAPI * PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC)(GLenum target, GLenum attachment, GLenum pname, GLint *params);
+typedef void (WINE_GLAPI * PGLFNGLGENERATEMIPMAPEXTPROC)(GLenum target);
+/* GL_EXT_framebuffer_blit */
+#ifndef GL_EXT_framebuffer_blit
+#define GL_EXT_framebuffer_blit 1
+#define GL_READ_FRAMEBUFFER_EXT 0x8CA8
+#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9
+#define GL_DRAW_FRAMEBUFFER_BINDING_EXT 0x8CA6
+#define GL_READ_FRAMEBUFFER_BINDING_EXT 0x8CAA
+#endif
+typedef void (WINE_GLAPI * PGLFNGLBLITFRAMEBUFFEREXTPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
+
+/* GL_EXT_framebuffer_multisample */
+#ifndef GL_EXT_framebuffer_multisample
+#define GL_EXT_framebuffer_multisample 1
+#define GL_RENDERBUFFER_SAMPLES_EXT 0x8cab
+#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8d56
+#define GL_MAX_SAMPLES_EXT 0x8d57
+#endif
+typedef void (WINE_GLAPI * PGLFNRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
+
+/* GL_EXT_secondary_color */
+#ifndef GL_EXT_secondary_color
+#define GL_EXT_secondary_color 1
+#define GL_COLOR_SUM_EXT 0x8458
+#define GL_CURRENT_SECONDARY_COLOR_EXT 0x8459
+#define GL_SECONDARY_COLOR_ARRAY_SIZE_EXT 0x845A
+#define GL_SECONDARY_COLOR_ARRAY_TYPE_EXT 0x845B
+#define GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT 0x845C
+#define GL_SECONDARY_COLOR_ARRAY_POINTER_EXT 0x845D
+#define GL_SECONDARY_COLOR_ARRAY_EXT 0x845E
+#endif
+typedef void (WINE_GLAPI * PGLFNGLSECONDARYCOLOR3FEXTPROC) (GLfloat red, GLfloat green, GLfloat blue);
+typedef void (WINE_GLAPI * PGLFNGLSECONDARYCOLOR3FVEXTPROC) (const GLfloat *v);
+typedef void (WINE_GLAPI * PGLFNGLSECONDARYCOLOR3UBEXTPROC) (GLubyte red, GLubyte green, GLubyte blue);
+typedef void (WINE_GLAPI * PGLFNGLSECONDARYCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
+/* GL_EXT_paletted_texture */
+#ifndef GL_EXT_paletted_texture
+#define GL_EXT_paletted_texture 1
+#define GL_COLOR_INDEX1_EXT 0x80E2
+#define GL_COLOR_INDEX2_EXT 0x80E3
+#define GL_COLOR_INDEX4_EXT 0x80E4
+#define GL_COLOR_INDEX8_EXT 0x80E5
+#define GL_COLOR_INDEX12_EXT 0x80E6
+#define GL_COLOR_INDEX16_EXT 0x80E7
+#define GL_TEXTURE_INDEX_SIZE_EXT 0x80ED
+#endif
+typedef void (WINE_GLAPI * PGLFNGLCOLORTABLEEXTPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const GLvoid *table);
+/* GL_EXT_point_parameters */
+#ifndef GL_EXT_point_parameters
+#define GL_EXT_point_parameters 1
+#define GL_POINT_SIZE_MIN_EXT 0x8126
+#define GL_POINT_SIZE_MAX_EXT 0x8127
+#define GL_POINT_FADE_THRESHOLD_SIZE_EXT 0x8128
+#define GL_DISTANCE_ATTENUATION_EXT 0x8129
+#endif
+typedef void (WINE_GLAPI * PGLFNGLPOINTPARAMETERFEXTPROC) (GLenum pname, GLfloat param);
+typedef void (WINE_GLAPI * PGLFNGLPOINTPARAMETERFVEXTPROC) (GLenum pname, const GLfloat *params);
+/* GL_EXT_texture3D */
+#ifndef GL_EXT_texture3D
+#define GL_EXT_texture3D 1
+#define GL_PACK_SKIP_IMAGES_EXT 0x806B
+#define GL_PACK_IMAGE_HEIGHT_EXT 0x806C
+#define GL_UNPACK_SKIP_IMAGES_EXT 0x806D
+#define GL_UNPACK_IMAGE_HEIGHT_EXT 0x806E
+#define GL_TEXTURE_3D_EXT 0x806F
+#define GL_PROXY_TEXTURE_3D_EXT 0x8070
+#define GL_TEXTURE_DEPTH_EXT 0x8071
+#define GL_TEXTURE_WRAP_R_EXT 0x8072
+#define GL_MAX_3D_TEXTURE_SIZE_EXT 0x8073
+#endif
+typedef void (WINE_GLAPI * PGLFNGLTEXIMAGE3DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (WINE_GLAPI * PGLFNGLTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels);
+/* GL_EXT_texture_env_combine */
+#ifndef GL_EXT_texture_env_combine
+#define GL_EXT_texture_env_combine 1
+#define GL_COMBINE_EXT 0x8570
+#define GL_COMBINE_RGB_EXT 0x8571
+#define GL_COMBINE_ALPHA_EXT 0x8572
+#define GL_RGB_SCALE_EXT 0x8573
+#define GL_ADD_SIGNED_EXT 0x8574
+#define GL_INTERPOLATE_EXT 0x8575
+#define GL_SUBTRACT_EXT 0x84E7
+#define GL_CONSTANT_EXT 0x8576
+#define GL_PRIMARY_COLOR_EXT 0x8577
+#define GL_PREVIOUS_EXT 0x8578
+#define GL_SOURCE0_RGB_EXT 0x8580
+#define GL_SOURCE1_RGB_EXT 0x8581
+#define GL_SOURCE2_RGB_EXT 0x8582
+#define GL_SOURCE3_RGB_EXT 0x8583
+#define GL_SOURCE4_RGB_EXT 0x8584
+#define GL_SOURCE5_RGB_EXT 0x8585
+#define GL_SOURCE6_RGB_EXT 0x8586
+#define GL_SOURCE7_RGB_EXT 0x8587
+#define GL_SOURCE0_ALPHA_EXT 0x8588
+#define GL_SOURCE1_ALPHA_EXT 0x8589
+#define GL_SOURCE2_ALPHA_EXT 0x858A
+#define GL_SOURCE3_ALPHA_EXT 0x858B
+#define GL_SOURCE4_ALPHA_EXT 0x858C
+#define GL_SOURCE5_ALPHA_EXT 0x858D
+#define GL_SOURCE6_ALPHA_EXT 0x858E
+#define GL_SOURCE7_ALPHA_EXT 0x858F
+#define GL_OPERAND0_RGB_EXT 0x8590
+#define GL_OPERAND1_RGB_EXT 0x8591
+#define GL_OPERAND2_RGB_EXT 0x8592
+#define GL_OPERAND3_RGB_EXT 0x8593
+#define GL_OPERAND4_RGB_EXT 0x8594
+#define GL_OPERAND5_RGB_EXT 0x8595
+#define GL_OPERAND6_RGB_EXT 0x8596
+#define GL_OPERAND7_RGB_EXT 0x8597
+#define GL_OPERAND0_ALPHA_EXT 0x8598
+#define GL_OPERAND1_ALPHA_EXT 0x8599
+#define GL_OPERAND2_ALPHA_EXT 0x859A
+#define GL_OPERAND3_ALPHA_EXT 0x859B
+#define GL_OPERAND4_ALPHA_EXT 0x859C
+#define GL_OPERAND5_ALPHA_EXT 0x859D
+#define GL_OPERAND6_ALPHA_EXT 0x859E
+#define GL_OPERAND7_ALPHA_EXT 0x859F
+#endif
+/* GL_EXT_texture_env_dot3 */
+#ifndef GL_EXT_texture_env_dot3
+#define GL_EXT_texture_env_dot3 1
+#define GL_DOT3_RGB_EXT 0x8740
+#define GL_DOT3_RGBA_EXT 0x8741
+#endif
+/* GL_EXT_texture_lod_bias */
+#ifndef GL_EXT_texture_lod_bias
+#define GL_EXT_texture_lod_bias 1
+#define GL_MAX_TEXTURE_LOD_BIAS_EXT 0x84FD
+#define GL_TEXTURE_FILTER_CONTROL_EXT 0x8500
+#define GL_TEXTURE_LOD_BIAS_EXT 0x8501
+#endif
+/* GL_ARB_texture_border_clamp */
+#ifndef GL_ARB_texture_border_clamp
+#define GL_ARB_texture_border_clamp 1
+#define GL_CLAMP_TO_BORDER_ARB 0x812D
+#endif
+/* GL_EXT_texture_filter_anisotropic */
+#ifndef GL_EXT_texture_filter_anisotropic
+#define GL_EXT_texture_filter_anisotropic 1
+#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
+#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
+#endif
+/* GL_ARB_texture_mirrored_repeat (full support GL1.4) */
+#ifndef GL_ARB_texture_mirrored_repeat
+#define GL_ARB_texture_mirrored_repeat 1
+#define GL_MIRRORED_REPEAT_ARB 0x8370
+#endif
+/* GL_ATI_texture_mirror_once */
+#ifndef GL_ATI_texture_mirror_once
+#define GL_ATI_texture_mirror_once 1
+#define GL_MIRROR_CLAMP_ATI 0x8742
+#define GL_MIRROR_CLAMP_TO_EDGE_ATI 0x8743
+#endif
+/* GL_ARB_texture_env_dot3 */
+#ifndef GL_ARB_texture_env_dot3
+#define GL_ARB_texture_env_dot3 1
+#define GL_DOT3_RGB_ARB 0x86AE
+#define GL_DOT3_RGBA_ARB 0x86AF
+#endif
+/* GL_EXT_texture_env_dot3 */
+#ifndef GL_EXT_texture_env_dot3
+#define GL_EXT_texture_env_dot3 1
+#define GL_DOT3_RGB_EXT 0x8740
+#define GL_DOT3_RGBA_EXT 0x8741
+#endif
+/* GL_EXT_texture_sRGB */
+#ifndef GL_EXT_texture_sRGB
+#define GL_EXT_texture_sRGB 1
+#define GL_SRGB_EXT 0x8C40
+#define GL_SRGB8_EXT 0x8C41
+#define GL_SRGB_ALPHA_EXT 0x8C42
+#define GL_SRGB8_ALPHA8_EXT 0x8C43
+#define GL_SLUMINANCE_ALPHA_EXT 0x8C44
+#define GL_SLUMINANCE8_ALPHA8_EXT 0x8C45
+#define GL_SLUMINANCE_EXT 0x8C46
+#define GL_SLUMINANCE8_EXT 0x8C47
+#define GL_COMPRESSED_SRGB_EXT 0x8C48
+#define GL_COMPRESSED_SRGB_ALPHA_EXT 0x8C49
+#define GL_COMPRESSED_SLUMINANCE_EXT 0x8C4A
+#define GL_COMPRESSED_SLUMINANCE_ALPHA_EXT 0x8C4B
+#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C
+#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D
+#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E
+#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F
+#endif
+/* GL_ARB_texture_float */
+#ifndef GL_ARB_texture_float
+#define GL_ARB_texture_float 1
+#define GL_RGBA32F_ARB 0x8814
+#define GL_RGB32F_ARB 0x8815
+#define GL_RGBA16F_ARB 0x881A
+#define GL_RGB16F_ARB 0x881B
+#endif
+/* GL_ARB_half_float_pixel */
+#ifndef GL_ARB_half_float_pixel
+#define GL_ARB_half_float_pixel
+#define GL_HALF_FLOAT_ARB 0x140B
+#endif
+/* GL_ARB_vertex_program */
+#ifndef GL_ARB_vertex_program
+#define GL_ARB_vertex_program 1
+#define GL_VERTEX_PROGRAM_ARB 0x8620
+#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642
+#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643
+#define GL_COLOR_SUM_ARB 0x8458
+#define GL_PROGRAM_FORMAT_ASCII_ARB 0x8875
+#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622
+#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623
+#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624
+#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625
+#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A
+#define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626
+#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645
+#define GL_PROGRAM_LENGTH_ARB 0x8627
+#define GL_PROGRAM_FORMAT_ARB 0x8876
+#define GL_PROGRAM_BINDING_ARB 0x8677
+#define GL_PROGRAM_INSTRUCTIONS_ARB 0x88A0
+#define GL_MAX_PROGRAM_INSTRUCTIONS_ARB 0x88A1
+#define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2
+#define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3
+#define GL_PROGRAM_TEMPORARIES_ARB 0x88A4
+#define GL_MAX_PROGRAM_TEMPORARIES_ARB 0x88A5
+#define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6
+#define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7
+#define GL_PROGRAM_PARAMETERS_ARB 0x88A8
+#define GL_MAX_PROGRAM_PARAMETERS_ARB 0x88A9
+#define GL_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AA
+#define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB
+#define GL_PROGRAM_ATTRIBS_ARB 0x88AC
+#define GL_MAX_PROGRAM_ATTRIBS_ARB 0x88AD
+#define GL_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AE
+#define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF
+#define GL_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B0
+#define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1
+#define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2
+#define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3
+#define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4
+#define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5
+#define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6
+#define GL_PROGRAM_STRING_ARB 0x8628
+#define GL_PROGRAM_ERROR_POSITION_ARB 0x864B
+#define GL_CURRENT_MATRIX_ARB 0x8641
+#define GL_TRANSPOSE_CURRENT_MATRIX_ARB 0x88B7
+#define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640
+#define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869
+#define GL_MAX_PROGRAM_MATRICES_ARB 0x862F
+#define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E
+#define GL_PROGRAM_ERROR_STRING_ARB 0x8874
+#define GL_MATRIX0_ARB 0x88C0
+#define GL_MATRIX1_ARB 0x88C1
+#define GL_MATRIX2_ARB 0x88C2
+#define GL_MATRIX3_ARB 0x88C3
+#define GL_MATRIX4_ARB 0x88C4
+#define GL_MATRIX5_ARB 0x88C5
+#define GL_MATRIX6_ARB 0x88C6
+#define GL_MATRIX7_ARB 0x88C7
+#define GL_MATRIX8_ARB 0x88C8
+#define GL_MATRIX9_ARB 0x88C9
+#define GL_MATRIX10_ARB 0x88CA
+#define GL_MATRIX11_ARB 0x88CB
+#define GL_MATRIX12_ARB 0x88CC
+#define GL_MATRIX13_ARB 0x88CD
+#define GL_MATRIX14_ARB 0x88CE
+#define GL_MATRIX15_ARB 0x88CF
+#define GL_MATRIX16_ARB 0x88D0
+#define GL_MATRIX17_ARB 0x88D1
+#define GL_MATRIX18_ARB 0x88D2
+#define GL_MATRIX19_ARB 0x88D3
+#define GL_MATRIX20_ARB 0x88D4
+#define GL_MATRIX21_ARB 0x88D5
+#define GL_MATRIX22_ARB 0x88D6
+#define GL_MATRIX23_ARB 0x88D7
+#define GL_MATRIX24_ARB 0x88D8
+#define GL_MATRIX25_ARB 0x88D9
+#define GL_MATRIX26_ARB 0x88DA
+#define GL_MATRIX27_ARB 0x88DB
+#define GL_MATRIX28_ARB 0x88DC
+#define GL_MATRIX29_ARB 0x88DD
+#define GL_MATRIX30_ARB 0x88DE
+#define GL_MATRIX31_ARB 0x88DF
+#endif
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1DARBPROC) (GLuint index, GLdouble x);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1DVARBPROC) (GLuint index, const GLdouble *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1FARBPROC) (GLuint index, GLfloat x);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1FVARBPROC) (GLuint index, const GLfloat *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1SARBPROC) (GLuint index, GLshort x);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1SVARBPROC) (GLuint index, const GLshort *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2DARBPROC) (GLuint index, GLdouble x, GLdouble y);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2DVARBPROC) (GLuint index, const GLdouble *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2FARBPROC) (GLuint index, GLfloat x, GLfloat y);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2FVARBPROC) (GLuint index, const GLfloat *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2SARBPROC) (GLuint index, GLshort x, GLshort y);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2SVARBPROC) (GLuint index, const GLshort *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3DVARBPROC) (GLuint index, const GLdouble *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3FVARBPROC) (GLuint index, const GLfloat *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3SVARBPROC) (GLuint index, const GLshort *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NBVARBPROC) (GLuint index, const GLbyte *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NIVARBPROC) (GLuint index, const GLint *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NSVARBPROC) (GLuint index, const GLshort *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NUBARBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NUBVARBPROC) (GLuint index, const GLubyte *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NUIVARBPROC) (GLuint index, const GLuint *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NUSVARBPROC) (GLuint index, const GLushort *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4BVARBPROC) (GLuint index, const GLbyte *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4DVARBPROC) (GLuint index, const GLdouble *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4FVARBPROC) (GLuint index, const GLfloat *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4IVARBPROC) (GLuint index, const GLint *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4SVARBPROC) (GLuint index, const GLshort *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4UBVARBPROC) (GLuint index, const GLubyte *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4UIVARBPROC) (GLuint index, const GLuint *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4USVARBPROC) (GLuint index, const GLushort *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIBPOINTERARBPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
+typedef void (WINE_GLAPI * PGLFNENABLEVERTEXATTRIBARRAYARBPROC) (GLuint index);
+typedef void (WINE_GLAPI * PGLFNDISABLEVERTEXATTRIBARRAYARBPROC) (GLuint index);
+typedef void (WINE_GLAPI * PGLFNPROGRAMSTRINGARBPROC) (GLenum target, GLenum format, GLsizei len, const GLvoid *string);
+typedef void (WINE_GLAPI * PGLFNBINDPROGRAMARBPROC) (GLenum target, GLuint program);
+typedef void (WINE_GLAPI * PGLFNDELETEPROGRAMSARBPROC) (GLsizei n, const GLuint *programs);
+typedef void (WINE_GLAPI * PGLFNGENPROGRAMSARBPROC) (GLsizei n, GLuint *programs);
+typedef void (WINE_GLAPI * PGLFNPROGRAMENVPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (WINE_GLAPI * PGLFNPROGRAMENVPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble *params);
+typedef void (WINE_GLAPI * PGLFNPROGRAMENVPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (WINE_GLAPI * PGLFNPROGRAMENVPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat *params);
+typedef void (WINE_GLAPI * PGLFNPROGRAMLOCALPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (WINE_GLAPI * PGLFNPROGRAMLOCALPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble *params);
+typedef void (WINE_GLAPI * PGLFNPROGRAMLOCALPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (WINE_GLAPI * PGLFNPROGRAMLOCALPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat *params);
+typedef void (WINE_GLAPI * PGLFNGETPROGRAMENVPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble *params);
+typedef void (WINE_GLAPI * PGLFNGETPROGRAMENVPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat *params);
+typedef void (WINE_GLAPI * PGLFNGETPROGRAMLOCALPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble *params);
+typedef void (WINE_GLAPI * PGLFNGETPROGRAMLOCALPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat *params);
+typedef void (WINE_GLAPI * PGLFNGETPROGRAMIVARBPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (WINE_GLAPI * PGLFNGETPROGRAMSTRINGARBPROC) (GLenum target, GLenum pname, GLvoid *string);
+typedef void (WINE_GLAPI * PGLFNGETVERTEXATTRIBDVARBPROC) (GLuint index, GLenum pname, GLdouble *params);
+typedef void (WINE_GLAPI * PGLFNGETVERTEXATTRIBFVARBPROC) (GLuint index, GLenum pname, GLfloat *params);
+typedef void (WINE_GLAPI * PGLFNGETVERTEXATTRIBIVARBPROC) (GLuint index, GLenum pname, GLint *params);
+typedef void (WINE_GLAPI * PGLFNGETVERTEXATTRIBPOINTERVARBPROC) (GLuint index, GLenum pname, GLvoid* *pointer);
+typedef GLboolean (WINE_GLAPI * PGLFNISPROGRAMARBPROC) (GLuint program);
+#ifndef GL_ARB_fragment_program
+#define GL_ARB_fragment_program 1
+#define GL_FRAGMENT_PROGRAM_ARB 0x8804
+#define GL_PROGRAM_ALU_INSTRUCTIONS_ARB 0x8805
+#define GL_PROGRAM_TEX_INSTRUCTIONS_ARB 0x8806
+#define GL_PROGRAM_TEX_INDIRECTIONS_ARB 0x8807
+#define GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x8808
+#define GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x8809
+#define GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x880A
+#define GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB 0x880B
+#define GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB 0x880C
+#define GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB 0x880D
+#define GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x880E
+#define GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x880F
+#define GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x8810
+#define GL_MAX_TEXTURE_COORDS_ARB 0x8871
+#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872
+/* All ARB_fragment_program entry points are shared with ARB_vertex_program. */
+#endif
+/* GL_ARB_multisample */
+#ifndef GL_ARB_multisample
+#define GL_ARB_multisample 1
+#define GL_MULTISAMPLE_ARB 0x809D
+#define GL_SAMPLE_ALPHA_TO_COVERAGE_ARB 0x809E
+#define GL_SAMPLE_ALPHA_TO_ONE_ARB 0x809F
+#define GL_SAMPLE_COVERAGE_ARB 0x80A0
+#define GL_SAMPLE_BUFFERS_ARB 0x80A8
+#define GL_SAMPLES_ARB 0x80A9
+#define GL_SAMPLE_COVERAGE_VALUE_ARB 0x80AA
+#define GL_SAMPLE_COVERAGE_INVERT_ARB 0x80AB
+#define GL_MULTISAMPLE_BIT_ARB 0x20000000
+#endif
+typedef void (WINE_GLAPI * WINED3D_PFNGLSAMPLECOVERAGEARBPROC) (GLclampf value, GLboolean invert);
+/* GL_ARB_vertex_buffer_object */
+#ifndef GL_ARB_vertex_buffer_object
+#define GL_ARB_vertex_buffer_object 1
+#define GL_BUFFER_SIZE_ARB 0x8764
+#define GL_BUFFER_USAGE_ARB 0x8765
+#define GL_ARRAY_BUFFER_ARB 0x8892
+#define GL_ELEMENT_ARRAY_BUFFER_ARB 0x8893
+#define GL_ARRAY_BUFFER_BINDING_ARB 0x8894
+#define GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB 0x8895
+#define GL_VERTEX_ARRAY_BUFFER_BINDING_ARB 0x8896
+#define GL_NORMAL_ARRAY_BUFFER_BINDING_ARB 0x8897
+#define GL_COLOR_ARRAY_BUFFER_BINDING_ARB 0x8898
+#define GL_INDEX_ARRAY_BUFFER_BINDING_ARB 0x8899
+#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB 0x889A
+#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB 0x889B
+#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB 0x889C
+#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB 0x889D
+#define GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB 0x889E
+#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB 0x889F
+#define GL_READ_ONLY_ARB 0x88B8
+#define GL_WRITE_ONLY_ARB 0x88B9
+#define GL_READ_WRITE_ARB 0x88BA
+#define GL_BUFFER_ACCESS_ARB 0x88BB
+#define GL_BUFFER_MAPPED_ARB 0x88BC
+#define GL_BUFFER_MAP_POINTER_ARB 0x88BD
+#define GL_STREAM_DRAW_ARB 0x88E0
+#define GL_STREAM_READ_ARB 0x88E1
+#define GL_STREAM_COPY_ARB 0x88E2
+#define GL_STATIC_DRAW_ARB 0x88E4
+#define GL_STATIC_READ_ARB 0x88E5
+#define GL_STATIC_COPY_ARB 0x88E6
+#define GL_DYNAMIC_DRAW_ARB 0x88E8
+#define GL_DYNAMIC_READ_ARB 0x88E9
+#define GL_DYNAMIC_COPY_ARB 0x88EA
+#endif
+typedef void (WINE_GLAPI * PGLFNBINDBUFFERARBPROC) (GLenum target, GLuint buffer);
+typedef void (WINE_GLAPI * PGLFNDELETEBUFFERSARBPROC) (GLsizei n, const GLuint *buffers);
+typedef void (WINE_GLAPI * PGLFNGENBUFFERSARBPROC) (GLsizei n, GLuint *buffers);
+typedef GLboolean (WINE_GLAPI * PGLFNISBUFFERARBPROC) (GLuint buffer);
+typedef void (WINE_GLAPI * PGLFNBUFFERDATAARBPROC) (GLenum target, ptrdiff_t size, const GLvoid *data, GLenum usage);
+typedef void (WINE_GLAPI * PGLFNBUFFERSUBDATAARBPROC) (GLenum target, ptrdiff_t offset, ptrdiff_t size, const GLvoid *data);
+typedef void (WINE_GLAPI * PGLFNGETBUFFERSUBDATAARBPROC) (GLenum target, ptrdiff_t offset, ptrdiff_t size, GLvoid *data);
+typedef GLvoid* (WINE_GLAPI * PGLFNMAPBUFFERARBPROC) (GLenum target, GLenum access);
+typedef GLboolean (WINE_GLAPI * PGLFNUNMAPBUFFERARBPROC) (GLenum target);
+typedef void (WINE_GLAPI * PGLFNGETBUFFERPARAMETERIVARBPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (WINE_GLAPI * PGLFNGETBUFFERPOINTERVARBPROC) (GLenum target, GLenum pname, GLvoid* *params);
+/* GL_EXT_blend_equation_separate */
+typedef void (WINE_GLAPI * PGLFNBLENDFUNCSEPARATEEXTPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+/* GL_EXT_blend_func_separate */
+#ifndef GL_EXT_blend_func_separate
+#define GL_BLEND_DST_RGB_EXT 0x80C8
+#define GL_BLEND_SRC_RGB_EXT 0x80C9
+#define GL_BLEND_DST_ALPHA_EXT 0x80CA
+#define GL_BLEND_SRC_ALPHA_EXT 0x80CB
+#endif
+typedef void (WINE_GLAPI * PGLFNBLENDEQUATIONSEPARATEEXTPROC) (GLenum modeRGB, GLenum modeAlpha);
+/* GL_EXT_fog_coord */
+#ifndef GL_EXT_fog_coord
+#define GL_EXT_fog_coord 1
+#define GL_FOG_COORDINATE_SOURCE_EXT 0x8450
+#define GL_FOG_COORDINATE_EXT 0x8451
+#define GL_FRAGMENT_DEPTH_EXT 0x8452
+#define GL_CURRENT_FOG_COORDINATE_EXT 0x8453
+#define GL_FOG_COORDINATE_ARRAY_TYPE_EXT 0x8454
+#define GL_FOG_COORDINATE_ARRAY_STRIDE_EXT 0x8455
+#define GL_FOG_COORDINATE_ARRAY_POINTER_EXT 0x8456
+#define GL_FOG_COORDINATE_ARRAY_EXT 0x8457
+#endif /* GL_EXT_fog_coord */
+typedef void (WINE_GLAPI * PGLFNGLFOGCOORDFEXTPROC) (GLfloat intesity);
+typedef void (WINE_GLAPI * PGLFNGLFOGCOORDFVEXTPROC) (GLfloat intesity);
+typedef void (WINE_GLAPI * PGLFNGLFOGCOORDDEXTPROC) (GLfloat intesity);
+typedef void (WINE_GLAPI * PGLFNGLFOGCOORDDVEXTPROC) (GLfloat intesity);
+typedef void (WINE_GLAPI * PGLFNGLFOGCOORDPOINTEREXTPROC) (GLenum type, GLsizei stride, GLvoid *data);
+/* GL_ARB_shader_objects (GLSL) */
+#ifndef GL_ARB_shader_objects
+#define GL_ARB_shader_objects 1
+typedef char GLcharARB;
+typedef unsigned int GLhandleARB;
+#define GL_PROGRAM_OBJECT_ARB 0x8B40
+#define GL_OBJECT_TYPE_ARB 0x8B4E
+#define GL_OBJECT_SUBTYPE_ARB 0x8B4F
+#define GL_OBJECT_DELETE_STATUS_ARB 0x8B80
+#define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81
+#define GL_OBJECT_LINK_STATUS_ARB 0x8B82
+#define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83
+#define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84
+#define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85
+#define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86
+#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87
+#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88
+#define GL_SHADER_OBJECT_ARB 0x8B48
+#define GL_FLOAT_VEC2_ARB 0x8B50
+#define GL_FLOAT_VEC3_ARB 0x8B51
+#define GL_FLOAT_VEC4_ARB 0x8B52
+#define GL_INT_VEC2_ARB 0x8B53
+#define GL_INT_VEC3_ARB 0x8B54
+#define GL_INT_VEC4_ARB 0x8B55
+#define GL_BOOL_ARB 0x8B56
+#define GL_BOOL_VEC2_ARB 0x8B57
+#define GL_BOOL_VEC3_ARB 0x8B58
+#define GL_BOOL_VEC4_ARB 0x8B59
+#define GL_FLOAT_MAT2_ARB 0x8B5A
+#define GL_FLOAT_MAT3_ARB 0x8B5B
+#define GL_FLOAT_MAT4_ARB 0x8B5C
+#define GL_SAMPLER_1D_ARB 0x8B5D
+#define GL_SAMPLER_2D_ARB 0x8B5E
+#define GL_SAMPLER_3D_ARB 0x8B5F
+#define GL_SAMPLER_CUBE_ARB 0x8B60
+#define GL_SAMPLER_1D_SHADOW_ARB 0x8B61
+#define GL_SAMPLER_2D_SHADOW_ARB 0x8B62
+#define GL_SAMPLER_2D_RECT_ARB 0x8B63
+#define GL_SAMPELR_2D_RECT_SHADOW_ARB 0x8B64
+#endif
+#ifndef GL_ARB_shading_language_100
+#define GL_ARB_shading_language_100 1
+#define GL_SHADING_LANGUAGE_VERSION_ARB 0x8B8C
+#endif
+#ifndef GL_ARB_fragment_shader
+#define GL_ARB_fragment_shader 1
+#define GL_FRAGMENT_SHADER_ARB 0x8B30
+#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49
+#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B
+#endif
+#ifndef GL_ARB_vertex_shader
+#define GL_ARB_vertex_shader 1
+#define GL_VERTEX_SHADER_ARB 0x8B31
+#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A
+#define GL_MAX_VARYING_FLOATS_ARB 0x8B4B
+#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C
+#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D
+#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89
+#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A
+#endif
+typedef void (WINE_GLAPI * WINED3D_PFNGLGETOBJECTPARAMETERIVARBPROC) (GLhandleARB obj, GLenum pname, GLint *params);
+typedef void (WINE_GLAPI * WINED3D_PFNGLGETOBJECTPARAMETERFVARBPROC) (GLhandleARB obj, GLenum pname, GLfloat *params);
+typedef GLint (WINE_GLAPI * WINED3D_PFNGLGETUNIFORMLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB *name);
+typedef void (WINE_GLAPI * WINED3D_PFNGLGETACTIVEUNIFORMARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name);
+typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM1IARBPROC) (GLint location, GLint v0);
+typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM2IARBPROC) (GLint location, GLint v0, GLint v1);
+typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM3IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2);
+typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM4IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM1FARBPROC) (GLint location, GLfloat v0);
+typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM2FARBPROC) (GLint location, GLfloat v0, GLfloat v1);
+typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM3FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM4FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM1IVARBPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM2IVARBPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM3IVARBPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM4IVARBPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM1FVARBPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM2FVARBPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM3FVARBPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM4FVARBPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORMMATRIX2FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORMMATRIX3FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORMMATRIX4FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (WINE_GLAPI * WINED3D_PFNGLGETUNIFORMFVARBPROC) (GLhandleARB programObj, GLint location, GLfloat *params);
+typedef void (WINE_GLAPI * WINED3D_PFNGLGETUNIFORMIVARBPROC) (GLhandleARB programObj, GLint location, GLint *params);
+typedef void (WINE_GLAPI * WINED3D_PFNGLGETINFOLOGARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog);
+typedef void (WINE_GLAPI * WINED3D_PFNGLUSEPROGRAMOBJECTARBPROC) (GLhandleARB programObj);
+typedef GLhandleARB (WINE_GLAPI * WINED3D_PFNGLCREATESHADEROBJECTARBPROC) (GLenum shaderType);
+typedef void (WINE_GLAPI * WINED3D_PFNGLSHADERSOURCEARBPROC) (GLhandleARB shaderObj, GLsizei count, const GLcharARB* *string, const GLint *length);
+typedef void (WINE_GLAPI * WINED3D_PFNGLCOMPILESHADERARBPROC) (GLhandleARB shaderObj);
+typedef GLhandleARB (WINE_GLAPI * WINED3D_PFNGLCREATEPROGRAMOBJECTARBPROC) (void);
+typedef void (WINE_GLAPI * WINED3D_PFNGLATTACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB obj);
+typedef void (WINE_GLAPI * WINED3D_PFNGLLINKPROGRAMARBPROC) (GLhandleARB programObj);
+typedef void (WINE_GLAPI * WINED3D_PFNGLDETACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB attachedObj);
+typedef void (WINE_GLAPI * WINED3D_PFNGLDELETEOBJECTARBPROC) (GLhandleARB obj);
+typedef void (WINE_GLAPI * WINED3D_PFNGLVALIDATEPROGRAMARBPROC) (GLhandleARB programObj);
+typedef void (WINE_GLAPI * WINED3D_PFNGLGETATTACHEDOBJECTSARBPROC) (GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj);
+typedef GLhandleARB (WINE_GLAPI * WINED3D_PFNGLGETHANDLEARBPROC) (GLenum pname);
+typedef void (WINE_GLAPI * WINED3D_PFNGLGETSHADERSOURCEARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source);
+typedef void (WINE_GLAPI * WINED3D_PFNGLBINDATTRIBLOCATIONARBPROC) (GLhandleARB programObj, GLuint index, const GLcharARB *name);
+typedef GLint (WINE_GLAPI * WINED3D_PFNGLGETATTRIBLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB *name);
+/* GL_ARB_pixel_buffer_object */
+#ifndef GL_ARB_pixel_buffer_object
+#define GL_PIXEL_PACK_BUFFER_ARB 0x88EB
+#define GL_PIXEL_UNPACK_BUFFER_ARB 0x88EC
+#define GL_PIXEL_PACK_BUFFER_BINDING_ARB 0x88ED
+#define GL_PIXEL_UNPACK_BUFFER_BINDING_ARB 0x88EF
+#endif
+/* GL_EXT_texture */
+#ifndef GL_EXT_texture
+#define GL_EXT_texture 1
+#define GL_ALPHA4_EXT 0x803B
+#define GL_ALPHA8_EXT 0x803C
+#define GL_ALPHA12_EXT 0x803D
+#define GL_ALPHA16_EXT 0x803E
+#define GL_LUMINANCE4_EXT 0x803F
+#define GL_LUMINANCE8_EXT 0x8040
+#define GL_LUMINANCE12_EXT 0x8041
+#define GL_LUMINANCE16_EXT 0x8042
+#define GL_LUMINANCE4_ALPHA4_EXT 0x8043
+#define GL_LUMINANCE6_ALPHA2_EXT 0x8044
+#define GL_LUMINANCE8_ALPHA8_EXT 0x8045
+#define GL_LUMINANCE12_ALPHA4_EXT 0x8046
+#define GL_LUMINANCE12_ALPHA12_EXT 0x8047
+#define GL_LUMINANCE16_ALPHA16_EXT 0x8048
+#define GL_INTENSITY_EXT 0x8049
+#define GL_INTENSITY4_EXT 0x804A
+#define GL_INTENSITY8_EXT 0x804B
+#define GL_INTENSITY12_EXT 0x804C
+#define GL_INTENSITY16_EXT 0x804D
+#define GL_RGB2_EXT 0x804E
+#define GL_RGB4_EXT 0x804F
+#define GL_RGB5_EXT 0x8050
+#define GL_RGB8_EXT 0x8051
+#define GL_RGB10_EXT 0x8052
+#define GL_RGB12_EXT 0x8053
+#define GL_RGB16_EXT 0x8054
+#define GL_RGBA2_EXT 0x8055
+#define GL_RGBA4_EXT 0x8056
+#define GL_RGB5_A1_EXT 0x8057
+#define GL_RGBA8_EXT 0x8058
+#define GL_RGB10_A2_EXT 0x8059
+#define GL_RGBA12_EXT 0x805A
+#define GL_RGBA16_EXT 0x805B
+#define GL_TEXTURE_RED_SIZE_EXT 0x805C
+#define GL_TEXTURE_GREEN_SIZE_EXT 0x805D
+#define GL_TEXTURE_BLUE_SIZE_EXT 0x805E
+#define GL_TEXTURE_ALPHA_SIZE_EXT 0x805F
+#define GL_TEXTURE_LUMINANCE_SIZE_EXT 0x8060
+#define GL_TEXTURE_INTENSITY_SIZE_EXT 0x8061
+#define GL_REPLACE_EXT 0x8062
+#define GL_PROXY_TEXTURE_1D_EXT 0x8063
+#define GL_PROXY_TEXTURE_2D_EXT 0x8064
+#define GL_TEXTURE_TOO_LARGE_EXT 0x8065
+#endif
+/* GL_EXT_texture_compression_s3tc */
+#ifndef GL_EXT_texture_compression_s3tc
+#define GL_EXT_texture_compression_s3tc 1
+#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
+#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
+#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
+#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
+#endif
+typedef void (WINE_GLAPI * PGLFNCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data);
+typedef void (WINE_GLAPI * PGLFNCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
+typedef void (WINE_GLAPI * PGLFNCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data);
+typedef void (WINE_GLAPI * PGLFNCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data);
+typedef void (WINE_GLAPI * PGLFNCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
+typedef void (WINE_GLAPI * PGLFNCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data);
+typedef void (WINE_GLAPI * PGLFNGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint level, void *img);
+/* GL_EXT_stencil_wrap */
+#ifndef GL_EXT_stencil_wrap
+#define GL_EXT_stencil_wrap 1
+#define GL_INCR_WRAP_EXT 0x8507
+#define GL_DECR_WRAP_EXT 0x8508
+#endif
+
+/* GL_NV_half_float */
+#ifndef GL_NV_half_float
+#define GL_NV_half_float 1
+typedef unsigned short GLhalfNV;
+#define GL_HALF_FLOAT_NV 0x140B
+#endif
+typedef void (WINE_GLAPI * PGLFNVERTEX2HNVPROC) (GLhalfNV x, GLhalfNV y);
+typedef void (WINE_GLAPI * PGLFNVERTEX2HVNVPROC) (const GLhalfNV *v);
+typedef void (WINE_GLAPI * PGLFNVERTEX3HNVPROC) (GLhalfNV x, GLhalfNV y, GLhalfNV z);
+typedef void (WINE_GLAPI * PGLFNVERTEX3HVNVPROC) (const GLhalfNV *v);
+typedef void (WINE_GLAPI * PGLFNVERTEX4HNVPROC) (GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w);
+typedef void (WINE_GLAPI * PGLFNVERTEX4HVNVPROC) (const GLhalfNV *v);
+typedef void (WINE_GLAPI * PGLFNNORMAL3HNVPROC) (GLhalfNV nx, GLhalfNV ny, GLhalfNV nz);
+typedef void (WINE_GLAPI * PGLFNNORMAL3HVNVPROC) (const GLhalfNV *v);
+typedef void (WINE_GLAPI * PGLFNCOLOR3HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue);
+typedef void (WINE_GLAPI * PGLFNCOLOR3HVNVPROC) (const GLhalfNV *v);
+typedef void (WINE_GLAPI * PGLFNCOLOR4HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue, GLhalfNV alpha);
+typedef void (WINE_GLAPI * PGLFNCOLOR4HVNVPROC) (const GLhalfNV *v);
+typedef void (WINE_GLAPI * PGLFNTEXCOORD1HNVPROC) (GLhalfNV s);
+typedef void (WINE_GLAPI * PGLFNTEXCOORD1HVNVPROC) (const GLhalfNV *v);
+typedef void (WINE_GLAPI * PGLFNTEXCOORD2HNVPROC) (GLhalfNV s, GLhalfNV t);
+typedef void (WINE_GLAPI * PGLFNTEXCOORD2HVNVPROC) (const GLhalfNV *v);
+typedef void (WINE_GLAPI * PGLFNTEXCOORD3HNVPROC) (GLhalfNV s, GLhalfNV t, GLhalfNV r);
+typedef void (WINE_GLAPI * PGLFNTEXCOORD3HVNVPROC) (const GLhalfNV *v);
+typedef void (WINE_GLAPI * PGLFNTEXCOORD4HNVPROC) (GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q);
+typedef void (WINE_GLAPI * PGLFNTEXCOORD4HVNVPROC) (const GLhalfNV *v);
+typedef void (WINE_GLAPI * PGLFNMULTITEXCOORD1HNVPROC) (GLenum target, GLhalfNV s);
+typedef void (WINE_GLAPI * PGLFNMULTITEXCOORD1HVNVPROC) (GLenum target, const GLhalfNV *v);
+typedef void (WINE_GLAPI * PGLFNMULTITEXCOORD2HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t);
+typedef void (WINE_GLAPI * PGLFNMULTITEXCOORD2HVNVPROC) (GLenum target, const GLhalfNV *v);
+typedef void (WINE_GLAPI * PGLFNMULTITEXCOORD3HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r);
+typedef void (WINE_GLAPI * PGLFNMULTITEXCOORD3HVNVPROC) (GLenum target, const GLhalfNV *v);
+typedef void (WINE_GLAPI * PGLFNMULTITEXCOORD4HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q);
+typedef void (WINE_GLAPI * PGLFNMULTITEXCOORD4HVNVPROC) (GLenum target, const GLhalfNV *v);
+typedef void (WINE_GLAPI * PGLFNFOGCOORDHNVPROC) (GLhalfNV fog);
+typedef void (WINE_GLAPI * PGLFNFOGCOORDHVNVPROC) (const GLhalfNV *fog);
+typedef void (WINE_GLAPI * PGLFNSECONDARYCOLOR3HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue);
+typedef void (WINE_GLAPI * PGLFNSECONDARYCOLOR3HVNVPROC) (const GLhalfNV *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXWEIGHTHNVPROC) (GLhalfNV weight);
+typedef void (WINE_GLAPI * PGLFNVERTEXWEIGHTHVNVPROC) (const GLhalfNV *weight);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1HNVPROC) (GLuint index, GLhalfNV x);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1HVNVPROC) (GLuint index, const GLhalfNV *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2HVNVPROC) (GLuint index, const GLhalfNV *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3HVNVPROC) (GLuint index, const GLhalfNV *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4HVNVPROC) (GLuint index, const GLhalfNV *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIBS1HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIBS2HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIBS3HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIBS4HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v);
+
+/* GL_NV_fog_distance */
+#ifndef GL_NV_fog_distance
+#define GL_NV_fog_distance 1
+#define GL_FOG_DISTANCE_MODE_NV 0x855A
+#define GL_EYE_RADIAL_NV 0x855B
+#define GL_EYE_PLANE_ABSOLUTE_NV 0x855C
+/* reuse GL_EYE_PLANE */
+#endif
+/* GL_NV_texgen_reflection */
+#ifndef GL_NV_texgen_reflection
+#define GL_NV_texgen_reflection 1
+#define GL_NORMAL_MAP_NV 0x8511
+#define GL_REFLECTION_MAP_NV 0x8512
+#endif
+/* GL_NV_texture_env_combine4 */
+#ifndef GL_NV_texture_env_combine4
+#define GL_NV_texture_env_combine4 1
+#define GL_COMBINE4_NV 0x8503
+#define GL_SOURCE3_RGB_NV 0x8583
+#define GL_SOURCE3_ALPHA_NV 0x858B
+#define GL_OPERAND3_RGB_NV 0x8593
+#define GL_OPERAND3_ALPHA_NV 0x859B
+#endif
+/* GL_NV_register_combiners */
+#ifndef GL_NV_register_combiners
+#define GL_NV_register_combiners 1
+#define GL_REGISTER_COMBINERS_NV 0x8522
+#define GL_VARIABLE_A_NV 0x8523
+#define GL_VARIABLE_B_NV 0x8524
+#define GL_VARIABLE_C_NV 0x8525
+#define GL_VARIABLE_D_NV 0x8526
+#define GL_VARIABLE_E_NV 0x8527
+#define GL_VARIABLE_F_NV 0x8528
+#define GL_VARIABLE_G_NV 0x8529
+#define GL_CONSTANT_COLOR0_NV 0x852A
+#define GL_CONSTANT_COLOR1_NV 0x852B
+#define GL_PRIMARY_COLOR_NV 0x852C
+#define GL_SECONDARY_COLOR_NV 0x852D
+#define GL_SPARE0_NV 0x852E
+#define GL_SPARE1_NV 0x852F
+#define GL_DISCARD_NV 0x8530
+#define GL_E_TIMES_F_NV 0x8531
+#define GL_SPARE0_PLUS_SECONDARY_COLOR_NV 0x8532
+#define GL_UNSIGNED_IDENTITY_NV 0x8536
+#define GL_UNSIGNED_INVERT_NV 0x8537
+#define GL_EXPAND_NORMAL_NV 0x8538
+#define GL_EXPAND_NEGATE_NV 0x8539
+#define GL_HALF_BIAS_NORMAL_NV 0x853A
+#define GL_HALF_BIAS_NEGATE_NV 0x853B
+#define GL_SIGNED_IDENTITY_NV 0x853C
+#define GL_SIGNED_NEGATE_NV 0x853D
+#define GL_SCALE_BY_TWO_NV 0x853E
+#define GL_SCALE_BY_FOUR_NV 0x853F
+#define GL_SCALE_BY_ONE_HALF_NV 0x8540
+#define GL_BIAS_BY_NEGATIVE_ONE_HALF_NV 0x8541
+#define GL_COMBINER_INPUT_NV 0x8542
+#define GL_COMBINER_MAPPING_NV 0x8543
+#define GL_COMBINER_COMPONENT_USAGE_NV 0x8544
+#define GL_COMBINER_AB_DOT_PRODUCT_NV 0x8545
+#define GL_COMBINER_CD_DOT_PRODUCT_NV 0x8546
+#define GL_COMBINER_MUX_SUM_NV 0x8547
+#define GL_COMBINER_SCALE_NV 0x8548
+#define GL_COMBINER_BIAS_NV 0x8549
+#define GL_COMBINER_AB_OUTPUT_NV 0x854A
+#define GL_COMBINER_CD_OUTPUT_NV 0x854B
+#define GL_COMBINER_SUM_OUTPUT_NV 0x854C
+#define GL_MAX_GENERAL_COMBINERS_NV 0x854D
+#define GL_NUM_GENERAL_COMBINERS_NV 0x854E
+#define GL_COLOR_SUM_CLAMP_NV 0x854F
+#define GL_COMBINER0_NV 0x8550
+#define GL_COMBINER1_NV 0x8551
+#define GL_COMBINER2_NV 0x8552
+#define GL_COMBINER3_NV 0x8553
+#define GL_COMBINER4_NV 0x8554
+#define GL_COMBINER5_NV 0x8555
+#define GL_COMBINER6_NV 0x8556
+#define GL_COMBINER7_NV 0x8557
+/* reuse GL_TEXTURE0_ARB */
+/* reuse GL_TEXTURE1_ARB */
+/* reuse GL_ZERO */
+/* reuse GL_NONE */
+/* reuse GL_FOG */
+#endif
+typedef void (WINE_GLAPI * PGLFNCOMBINERPARAMETERFVNVPROC) (GLenum pname, const GLfloat *params);
+typedef void (WINE_GLAPI * PGLFNCOMBINERPARAMETERFNVPROC) (GLenum pname, GLfloat param);
+typedef void (WINE_GLAPI * PGLFNCOMBINERPARAMETERIVNVPROC) (GLenum pname, const GLint *params);
+typedef void (WINE_GLAPI * PGLFNCOMBINERPARAMETERINVPROC) (GLenum pname, GLint param);
+typedef void (WINE_GLAPI * PGLFNCOMBINERINPUTNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage);
+typedef void (WINE_GLAPI * PGLFNCOMBINEROUTPUTNVPROC) (GLenum stage, GLenum portion, GLenum abOutput, GLenum cdOutput, GLenum sumOutput, GLenum scale, GLenum bias, GLboolean abDotProduct, GLboolean cdDotProduct, GLboolean muxSum);
+typedef void (WINE_GLAPI * PGLFNFINALCOMBINERINPUTNVPROC) (GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage);
+typedef void (WINE_GLAPI * PGLFNGETCOMBINERINPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLfloat *params);
+typedef void (WINE_GLAPI * PGLFNGETCOMBINERINPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLint *params);
+typedef void (WINE_GLAPI * PGLFNGETCOMBINEROUTPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLfloat *params);
+typedef void (WINE_GLAPI * PGLFNGETCOMBINEROUTPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLint *params);
+typedef void (WINE_GLAPI * PGLFNGETFINALCOMBINERINPUTPARAMETERFVNVPROC) (GLenum variable, GLenum pname, GLfloat *params);
+typedef void (WINE_GLAPI * PGLFNGETFINALCOMBINERINPUTPARAMETERIVNVPROC) (GLenum variable, GLenum pname, GLint *params);
+/* GL_NV_register_combiners2 */
+#ifndef GL_NV_register_combiners2
+#define GL_NV_register_combiners2 1
+#define GL_PER_STAGE_CONSTANTS_NV 0x8535
+#endif
+typedef void (WINE_GLAPI * PGLFNCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, const GLfloat *params);
+typedef void (WINE_GLAPI * PGLFNGETCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, GLfloat *params);
+/* GL_NV_texture_shader */
+#ifndef GL_NV_texture_shader
+#define GL_NV_texture_shader 1
+#define GL_OFFSET_TEXTURE_RECTANGLE_NV 0x864C
+#define GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV 0x864D
+#define GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV 0x864E
+#define GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV 0x86D9
+#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA
+#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB
+#define GL_DSDT_MAG_INTENSITY_NV 0x86DC
+#define GL_SHADER_CONSISTENT_NV 0x86DD
+#define GL_TEXTURE_SHADER_NV 0x86DE
+#define GL_SHADER_OPERATION_NV 0x86DF
+#define GL_CULL_MODES_NV 0x86E0
+#define GL_OFFSET_TEXTURE_MATRIX_NV 0x86E1
+#define GL_OFFSET_TEXTURE_SCALE_NV 0x86E2
+#define GL_OFFSET_TEXTURE_BIAS_NV 0x86E3
+#define GL_OFFSET_TEXTURE_2D_MATRIX_NV GL_OFFSET_TEXTURE_MATRIX_NV
+#define GL_OFFSET_TEXTURE_2D_SCALE_NV GL_OFFSET_TEXTURE_SCALE_NV
+#define GL_OFFSET_TEXTURE_2D_BIAS_NV GL_OFFSET_TEXTURE_BIAS_NV
+#define GL_PREVIOUS_TEXTURE_INPUT_NV 0x86E4
+#define GL_CONST_EYE_NV 0x86E5
+#define GL_PASS_THROUGH_NV 0x86E6
+#define GL_CULL_FRAGMENT_NV 0x86E7
+#define GL_OFFSET_TEXTURE_2D_NV 0x86E8
+#define GL_DEPENDENT_AR_TEXTURE_2D_NV 0x86E9
+#define GL_DEPENDENT_GB_TEXTURE_2D_NV 0x86EA
+#define GL_DOT_PRODUCT_NV 0x86EC
+#define GL_DOT_PRODUCT_DEPTH_REPLACE_NV 0x86ED
+#define GL_DOT_PRODUCT_TEXTURE_2D_NV 0x86EE
+#define GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV 0x86F0
+#define GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV 0x86F1
+#define GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV 0x86F2
+#define GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV 0x86F3
+#define GL_HILO_NV 0x86F4
+#define GL_DSDT_NV 0x86F5
+#define GL_DSDT_MAG_NV 0x86F6
+#define GL_DSDT_MAG_VIB_NV 0x86F7
+#define GL_HILO16_NV 0x86F8
+#define GL_SIGNED_HILO_NV 0x86F9
+#define GL_SIGNED_HILO16_NV 0x86FA
+#define GL_SIGNED_RGBA_NV 0x86FB
+#define GL_SIGNED_RGBA8_NV 0x86FC
+#define GL_SIGNED_RGB_NV 0x86FE
+#define GL_SIGNED_RGB8_NV 0x86FF
+#define GL_SIGNED_LUMINANCE_NV 0x8701
+#define GL_SIGNED_LUMINANCE8_NV 0x8702
+#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703
+#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704
+#define GL_SIGNED_ALPHA_NV 0x8705
+#define GL_SIGNED_ALPHA8_NV 0x8706
+#define GL_SIGNED_INTENSITY_NV 0x8707
+#define GL_SIGNED_INTENSITY8_NV 0x8708
+#define GL_DSDT8_NV 0x8709
+#define GL_DSDT8_MAG8_NV 0x870A
+#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B
+#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C
+#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D
+#define GL_HI_SCALE_NV 0x870E
+#define GL_LO_SCALE_NV 0x870F
+#define GL_DS_SCALE_NV 0x8710
+#define GL_DT_SCALE_NV 0x8711
+#define GL_MAGNITUDE_SCALE_NV 0x8712
+#define GL_VIBRANCE_SCALE_NV 0x8713
+#define GL_HI_BIAS_NV 0x8714
+#define GL_LO_BIAS_NV 0x8715
+#define GL_DS_BIAS_NV 0x8716
+#define GL_DT_BIAS_NV 0x8717
+#define GL_MAGNITUDE_BIAS_NV 0x8718
+#define GL_VIBRANCE_BIAS_NV 0x8719
+#define GL_TEXTURE_BORDER_VALUES_NV 0x871A
+#define GL_TEXTURE_HI_SIZE_NV 0x871B
+#define GL_TEXTURE_LO_SIZE_NV 0x871C
+#define GL_TEXTURE_DS_SIZE_NV 0x871D
+#define GL_TEXTURE_DT_SIZE_NV 0x871E
+#define GL_TEXTURE_MAG_SIZE_NV 0x871F
+#endif
+/* GL_NV_texture_shader2 */
+#ifndef GL_NV_texture_shader2
+#define GL_NV_texture_shader2 1
+#define GL_DOT_PRODUCT_TEXTURE_3D_NV 0x86EF
+#endif
+/* GL_NV_texture_shader3 */
+#ifndef GL_NV_texture_shader3
+#define GL_NV_texture_shader3 1
+#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV 0x8850
+#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV 0x8851
+#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8852
+#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV 0x8853
+#define GL_OFFSET_HILO_TEXTURE_2D_NV 0x8854
+#define GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV 0x8855
+#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV 0x8856
+#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8857
+#define GL_DEPENDENT_HILO_TEXTURE_2D_NV 0x8858
+#define GL_DEPENDENT_RGB_TEXTURE_3D_NV 0x8859
+#define GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV 0x885A
+#define GL_DOT_PRODUCT_PASS_THROUGH_NV 0x885B
+#define GL_DOT_PRODUCT_TEXTURE_1D_NV 0x885C
+#define GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV 0x885D
+#define GL_HILO8_NV 0x885E
+#define GL_SIGNED_HILO8_NV 0x885F
+#define GL_FORCE_BLUE_TO_ONE_NV 0x8860
+#endif
+/* GL_ATI_texture_env_combine3 */
+#ifndef GL_ATI_texture_env_combine3
+#define GL_ATI_texture_env_combine3 1
+#define GL_MODULATE_ADD_ATI 0x8744
+#define GL_MODULATE_SIGNED_ADD_ATI 0x8745
+#define GL_MODULATE_SUBTRACT_ATI 0x8746
+/* #define ONE */
+/* #define ZERO */
+#endif
+
+/**
+ * Point sprites
+ */
+/* GL_ARB_point_sprite */
+#ifndef GL_ARB_point_sprite
+#define GL_ARB_point_sprite 1
+#define GL_POINT_SPRITE_ARB 0x8861
+#define GL_COORD_REPLACE_ARB 0x8862
+#endif
+/**
+ * @TODO: GL_NV_point_sprite
+ */
+
+/**
+ * Occlusion Queries
+ */
+/* GL_ARB_occlusion_query */
+#ifndef GL_ARB_occlusion_query
+#define GL_ARB_occlusion_query 1
+#define GL_SAMPLES_PASSED_ARB 0x8914
+#define GL_QUERY_COUNTER_BITS_ARB 0x8864
+#define GL_CURRENT_QUERY_ARB 0x8865
+#define GL_QUERY_RESULT_ARB 0x8866
+#define GL_QUERY_RESULT_AVAILABLE_ARB 0x8867
+#endif
+typedef void (WINE_GLAPI * PGLFNGENQUERIESARBPROC) (GLsizei n, GLuint *queries);
+typedef void (WINE_GLAPI * PGLFNDELETEQUERIESARBPROC) (GLsizei n, const GLuint *queries);
+typedef GLboolean (WINE_GLAPI * PGLFNISQUERYARBPROC) (GLuint query);
+typedef void (WINE_GLAPI * PGLFNBEGINQUERYARBPROC) (GLenum target, GLuint query);
+typedef void (WINE_GLAPI * PGLFNENDQUERYARBPROC) (GLenum target);
+typedef void (WINE_GLAPI * PGLFNGETQUERYIVARBPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (WINE_GLAPI * PGLFNGETQUERYOBJECTIVARBPROC) (GLuint query, GLenum pname, GLint *params);
+typedef void (WINE_GLAPI * PGLFNGETQUERYOBJECTUIVARBPROC) (GLuint query, GLenum pname, GLuint *params);
+/* GL_HP_occlusion_test isn't complete, but it's constants are used by GL_NV_occlusion_query */
+#ifndef GL_HP_occlusion_test
+#define GL_HP_occlusion_test 1
+#define GL_OCCLUSION_TEST_HP 0x8165
+#define GL_OCCLUSION_TEST_RESULT_HP 0x8165
+#endif
+/* GL_NV_occlusion_query */
+#ifndef GL_NV_occlusion_query
+#define GL_NV_occlusion_query 1
+#define GL_PIXEL_COUNTER_BITS_NV 0x8864
+#define GL_CURRENT_OCCLUSION_QUERY_ID_NV 0x8865
+#define GL_PIXEL_COUNT_NV 0x8866
+#define GL_PIXEL_COUNT_AVAILABLE_NV 0x8867
+#endif
+typedef void (WINE_GLAPI * PGLFNGENOCCLUSIONQUERIESNVPROC) (GLsizei n, GLuint *ids);
+typedef void (WINE_GLAPI * PGLFNDELETEOCCLUSIONQUERIESNVPROC) (GLsizei n, const GLuint *ids);
+typedef GLboolean (WINE_GLAPI * PGLFNISOCCLUSIONQUERYNVPROC) (GLuint id);
+typedef void (WINE_GLAPI * PGLFNBEGINOCCLUSIONQUERYNVPROC) (GLuint id);
+typedef void (WINE_GLAPI * PGLFNENDOCCLUSIONQUERYNVPROC) (void);
+typedef void (WINE_GLAPI * PGLFNGETOCCLUSIONQUERYIVNVPROC) (GLuint id, GLenum pname, GLint *params);
+typedef void (WINE_GLAPI * PGLFNGETOCCLUSIONQUERYUIVNVPROC) (GLuint id, GLenum pname, GLuint *params);
+/* GL_EXT_stencil_two_side */
+#ifndef GL_EXT_stencil_two_side
+#define GL_EXT_stencil_two_side 1
+#define GL_STENCIL_TEST_TWO_SIDE_EXT 0x8910
+#define GL_ACTIVE_STENCIL_FACE_EXT 0x8911
+#endif
+typedef void (WINE_GLAPI * PGLFNACTIVESTENCILFACEEXTPROC) (GLenum face);
+/* GL_ATI_separate_stencil */
+#ifndef GL_ATI_separate_stencil
+#define GL_ATI_separate_stencil 1
+#define GL_STENCIL_BACK_FUNC_ATI 0x8800
+#define GL_STENCIL_BACK_FAIL_ATI 0x8801
+#define GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI 0x8802
+#define GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI 0x8803
+#endif
+typedef void (WINE_GLAPI * PGLFNSTENCILOPSEPARATEATIPROC) (GLenum, GLenum, GLenum, GLenum);
+typedef void (WINE_GLAPI * PGLFNSTENCILFUNCSEPARATEATIPROC) (GLenum, GLenum, GLint, GLuint);
+/* GL_NV_fence */
+#ifndef GL_NV_fence
+#define GL_NV_fence 1
+#define GL_ALL_COMPLETED_NV 0x84F2
+#define GL_FENCE_STATUS_NV 0x84F3
+#define GL_FENCE_CONDITION_NV 0x84F4
+#endif
+typedef void (WINE_GLAPI * PGLFNGENFENCESNVPROC) (GLsizei, GLuint *);
+typedef void (WINE_GLAPI * PGLFNDELETEFENCESNVPROC) (GLuint, const GLuint *);
+typedef void (WINE_GLAPI * PGLFNSETFENCENVPROC) (GLuint, GLenum);
+typedef GLboolean (WINE_GLAPI * PGLFNTESTFENCENVPROC) (GLuint);
+typedef void (WINE_GLAPI * PGLFNFINISHFENCENVPROC) (GLuint);
+typedef GLboolean (WINE_GLAPI * PGLFNISFENCENVPROC) (GLuint);
+typedef void (WINE_GLAPI * PGLFNGETFENCEIVNVPROC) (GLuint, GLenum, GLint *);
+/* GL_APPLE_fence */
+#ifndef GL_APPLE_fence
+#define GL_APPLE_fence 1
+#define GL_DRAW_PIXELS_APPLE 0x8A0A
+#define GL_FENCE_APPLE 0x84F3
+#endif
+typedef void (WINE_GLAPI * PGLFNGENFENCESAPPLEPROC) (GLsizei, GLuint *);
+typedef void (WINE_GLAPI * PGLFNDELETEFENCESAPPLEPROC) (GLuint, const GLuint *);
+typedef void (WINE_GLAPI * PGLFNSETFENCEAPPLEPROC) (GLuint);
+typedef GLboolean (WINE_GLAPI * PGLFNTESTFENCEAPPLEPROC) (GLuint);
+typedef void (WINE_GLAPI * PGLFNFINISHFENCEAPPLEPROC) (GLuint);
+typedef GLboolean (WINE_GLAPI * PGLFNISFENCEAPPLEPROC) (GLuint);
+typedef GLboolean (WINE_GLAPI * PGLFNTESTOBJECTAPPLEPROC) (GLenum, GLuint);
+typedef void (WINE_GLAPI * PGLFNFINISHOBJECTAPPLEPROC) (GLenum, GLuint);
+/* GL_APPLE_client_storage */
+#ifndef GL_APPLE_client_storage
+#define GL_APPLE_client_storage 1
+#define GL_UNPACK_CLIENT_STORAGE_APPLE 0x85B2
+#endif
+/* GLX_SGI_video_sync */
+typedef int (WINE_GLAPI * PGLXFNGETVIDEOSYNCSGIPROC) (unsigned int *);
+typedef int (WINE_GLAPI * PGLXFNWAITVIDEOSYNCSGIPROC) (int, int, unsigned int *);
+
+/* GL_SGIS_generate_mipmap */
+#ifndef GLX_SGIS_generate_mipmap
+#define GL_GENERATE_MIPMAP_SGIS 0x8191
+#define GL_GENERATE_MIPMAP_HINT_SGIS 0x8192
+#define GLX_SGIS_generate_mipmap
+#endif
+
+/* GL_NV_depth_clamp */
+#ifndef GL_NV_depth_clamp
+#define GL_DEPTH_CLAMP_NV 0x864F
+#endif
+
+/* GL_APPLE_flush_render */
+typedef void (WINE_GLAPI * PGLFNFLUSHRENDERAPPLEPROC) (void);
+typedef void (WINE_GLAPI * PGLFNFINISHRENDERAPPLEPROC) (void);
+
+/* GL_APPLE_ycbcr_422 */
+#ifndef GL_APPLE_ycbcr_422
+#define GL_APPLE_ycbcr_422
+#define GL_YCBCR_422_APPLE 0x85B9
+#define UNSIGNED_SHORT_8_8_APPLE 0x85BA
+#define UNSIGNED_SHORT_8_8_REV_APPLE 0x85BB
+#endif
+
+/* GL_ARB_texture_rectangle */
+#ifndef GL_ARB_texture_rectangle
+#define GL_ARB_texture_rectangle
+#define GL_TEXTURE_RECTANGLE_ARB 0x84F5
+#define GL_TEXTURE_BINDING_RECTANGLE_ARB 0x84F6
+#define GL_PROXY_TEXTURE_RECTANGLE_ARB 0x84F7
+#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8
+#define GL_SAMPLER_2D_RECT_ARB 0x8B63
+#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64
+#endif
+
+/* GL_APPLE_float_pixels */
+#ifndef GL_APPLE_float_pixels
+#define GL_APPLE_float_pixels
+#define GL_HALF_APPLE 0x140B
+#define GL_COLOR_FLOAT_APPLE 0x8A0F
+#define GL_RGBA_FLOAT32_APPLE 0x8814
+#define GL_RGB_FLOAT32_APPLE 0x8815
+#define GL_ALPHA_FLOAT32_APPLE 0x8816
+#define GL_INTENSITY_FLOAT32_APPLE 0x8817
+#define GL_LUMINANCE_FLOAT32_APPLE 0x8818
+#define GL_LUMINANCE_ALPHA_FLOAT32_APPLE 0x8819
+#define GL_RGBA_FLOAT16_APPLE 0x881A
+#define GL_RGB_FLOAT16_APPLE 0x881B
+#define GL_ALPHA_FLOAT16_APPLE 0x881C
+#define GL_INTENSITY_FLOAT16_APPLE 0x881D
+#define GL_LUMINANCE_FLOAT16_APPLE 0x881E
+#define GL_LUMINANCE_ALPHA_FLOAT16_APPLE 0x881F
+#endif
+
+/* GL_EXT_gpu_program_parameters */
+#ifndef GL_EXT_gpu_program_parameters
+#define GL_EXT_gpu_program_parameters
+typedef void (WINE_GLAPI * PGLFNPROGRAMENVPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const float *params);
+typedef void (WINE_GLAPI * PGLFNPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const float *params);
+#endif
+
+/* GL_NV_light_max_exponent */
+#ifndef GL_NV_light_max_exponent
+#define GL_NV_light_max_exponent
+#define GL_MAX_SHININESS_NV 0x8504
+#define GL_MAX_SPOT_EXPONENT_NV 0x8505
+#endif
+
+/* GL_ATI_fragment_shader */
+#ifndef GL_ATI_fragment_shader
+#define GL_ATI_fragment_shader
+typedef GLuint (WINE_GLAPI *PGLFNGENFRAGMENTSHADERSATI) (GLuint range);
+typedef void (WINE_GLAPI *PGLFNBINDFRAGMENTSHADERATI) (GLuint id);
+typedef void (WINE_GLAPI *PGLFNDELETEFRAGMENTSHADERATI) (GLuint id);
+typedef void (WINE_GLAPI *PGLFNBEGINFRAGMENTSHADERATI) ();
+typedef void (WINE_GLAPI *PGLFNENDFRAGMENTSHADERATI) ();
+typedef void (WINE_GLAPI *PGLFNPASSTEXCOORDATI) (GLuint dst, GLuint coord, GLenum swizzle);
+typedef void (WINE_GLAPI *PGLFNSAMPLEMAPATI) (GLuint dst, GLuint interp, GLenum swizzle);
+typedef void (WINE_GLAPI *PGLFNCOLORFRAGMENTOP1ATI) (GLenum op, GLuint dst, GLuint dstMask,
+ GLuint dstMod, GLuint arg1, GLuint arg1Rep,
+ GLuint arg1Mod);
+typedef void (WINE_GLAPI *PGLFNCOLORFRAGMENTOP2ATI) (GLenum op, GLuint dst, GLuint dstMask,
+ GLuint dstMod, GLuint arg1, GLuint arg1Rep,
+ GLuint arg1Mod, GLuint arg2, GLuint arg2Rep,
+ GLuint arg2Mod);
+typedef void (WINE_GLAPI *PGLFNCOLORFRAGMENTOP3ATI) (GLenum op, GLuint dst, GLuint dstMask,
+ GLuint dstMod, GLuint arg1, GLuint arg1Rep,
+ GLuint arg1Mod, GLuint arg2, GLuint arg2Rep,
+ GLuint arg2Mod, GLuint arg3, GLuint arg3Rep,
+ GLuint arg3Mod);
+typedef void (WINE_GLAPI *PGLFNALPHAFRAGMENTOP1ATI) (GLenum op, GLuint dst, GLuint dstMod,
+ GLuint arg1, GLuint arg1Rep, GLuint arg1Mod);
+typedef void (WINE_GLAPI *PGLFNALPHAFRAGMENTOP2ATI) (GLenum op, GLuint dst, GLuint dstMod,
+ GLuint arg1, GLuint arg1Rep, GLuint arg1Mod,
+ GLuint arg2, GLuint arg2Rep, GLuint arg2Mod);
+typedef void (WINE_GLAPI *PGLFNALPHAFRAGMENTOP3ATI) (GLenum op, GLuint dst, GLuint dstMod,
+ GLuint arg1, GLuint arg1Rep, GLuint arg1Mod,
+ GLuint arg2, GLuint arg2Rep, GLuint arg2Mod,
+ GLuint arg3, GLuint arg3Rep, GLuint arg3Mod);
+typedef void (WINE_GLAPI *PGLFNSETFRAGMENTSHADERCONSTANTATI) (GLuint dst, const GLfloat *value);
+#define GL_FRAGMENT_SHADER_ATI 0x8920
+#define GL_REG_0_ATI 0x8921
+#define GL_REG_1_ATI 0x8922
+#define GL_REG_2_ATI 0x8923
+#define GL_REG_3_ATI 0x8924
+#define GL_REG_4_ATI 0x8925
+#define GL_REG_5_ATI 0x8926
+#define GL_CON_0_ATI 0x8941
+#define GL_CON_1_ATI 0x8942
+#define GL_CON_2_ATI 0x8943
+#define GL_CON_3_ATI 0x8944
+#define GL_CON_4_ATI 0x8945
+#define GL_CON_5_ATI 0x8946
+#define GL_CON_6_ATI 0x8947
+#define GL_CON_7_ATI 0x8948
+#define GL_MOV_ATI 0x8961
+#define GL_ADD_ATI 0x8963
+#define GL_MUL_ATI 0x8964
+#define GL_SUB_ATI 0x8965
+#define GL_DOT3_ATI 0x8966
+#define GL_DOT4_ATI 0x8967
+#define GL_MAD_ATI 0x8968
+#define GL_LERP_ATI 0x8969
+#define GL_CND_ATI 0x896A
+#define GL_CND0_ATI 0x896B
+#define GL_DOT2_ADD_ATI 0x896C
+#define GL_SECONDARY_INTERPOLATOR_ATI 0x896D
+#define GL_SWIZZLE_STR_ATI 0x8976
+#define GL_SWIZZLE_STQ_ATI 0x8977
+#define GL_SWIZZLE_STR_DR_ATI 0x8978
+#define GL_SWIZZLE_STQ_DQ_ATI 0x8979
+#define GL_RED_BIT_ATI 0x00000001
+#define GL_GREEN_BIT_ATI 0x00000002
+#define GL_BLUE_BIT_ATI 0x00000004
+#define GL_2X_BIT_ATI 0x00000001
+#define GL_4X_BIT_ATI 0x00000002
+#define GL_8X_BIT_ATI 0x00000004
+#define GL_HALF_BIT_ATI 0x00000008
+#define GL_QUARTER_BIT_ATI 0x00000010
+#define GL_EIGHTH_BIT_ATI 0x00000020
+#define GL_SATURATE_BIT_ATI 0x00000040
+#define GL_2X_BIT_ATI 0x00000001
+#define GL_COMP_BIT_ATI 0x00000002
+#define GL_NEGATE_BIT_ATI 0x00000004
+#define GL_BIAS_BIT_ATI 0x00000008
+#endif
+/* GL_ATI_texture_compression_3dc */
+#ifndef GL_ATI_texture_compression_3dc
+#define GL_ATI_texture_compression_3dc
+#define GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI 0x8837
+#endif
+/* GL_EXT_texture_compression_rgtc */
+#ifndef GL_EXT_texture_compression_rgtc
+#define GL_EXT_texture_compression_rgtc
+#define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB
+#define GL_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
+#define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
+#define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
+#endif
+
+/* GL_VERSION_2_0 */
+#ifndef GL_VERSION_2_0
+#define GL_VERSION_2_0 1
+#define GL_BLEND_EQUATION_RGB GL_BLEND_EQUATION
+#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
+#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
+#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
+#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
+#define GL_CURRENT_VERTEX_ATTRIB 0x8626
+#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
+#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643
+#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
+#define GL_STENCIL_BACK_FUNC 0x8800
+#define GL_STENCIL_BACK_FAIL 0x8801
+#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
+#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
+#define GL_MAX_DRAW_BUFFERS 0x8824
+#define GL_DRAW_BUFFER0 0x8825
+#define GL_DRAW_BUFFER1 0x8826
+#define GL_DRAW_BUFFER2 0x8827
+#define GL_DRAW_BUFFER3 0x8828
+#define GL_DRAW_BUFFER4 0x8829
+#define GL_DRAW_BUFFER5 0x882A
+#define GL_DRAW_BUFFER6 0x882B
+#define GL_DRAW_BUFFER7 0x882C
+#define GL_DRAW_BUFFER8 0x882D
+#define GL_DRAW_BUFFER9 0x882E
+#define GL_DRAW_BUFFER10 0x882F
+#define GL_DRAW_BUFFER11 0x8830
+#define GL_DRAW_BUFFER12 0x8831
+#define GL_DRAW_BUFFER13 0x8832
+#define GL_DRAW_BUFFER14 0x8833
+#define GL_DRAW_BUFFER15 0x8834
+#define GL_BLEND_EQUATION_ALPHA 0x883D
+#define GL_POINT_SPRITE 0x8861
+#define GL_COORD_REPLACE 0x8862
+#define GL_MAX_VERTEX_ATTRIBS 0x8869
+#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
+#define GL_MAX_TEXTURE_COORDS 0x8871
+#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
+#define GL_FRAGMENT_SHADER 0x8B30
+#define GL_VERTEX_SHADER 0x8B31
+#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
+#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A
+#define GL_MAX_VARYING_FLOATS 0x8B4B
+#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
+#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
+#define GL_SHADER_TYPE 0x8B4F
+#define GL_FLOAT_VEC2 0x8B50
+#define GL_FLOAT_VEC3 0x8B51
+#define GL_FLOAT_VEC4 0x8B52
+#define GL_INT_VEC2 0x8B53
+#define GL_INT_VEC3 0x8B54
+#define GL_INT_VEC4 0x8B55
+#define GL_BOOL 0x8B56
+#define GL_BOOL_VEC2 0x8B57
+#define GL_BOOL_VEC3 0x8B58
+#define GL_BOOL_VEC4 0x8B59
+#define GL_FLOAT_MAT2 0x8B5A
+#define GL_FLOAT_MAT3 0x8B5B
+#define GL_FLOAT_MAT4 0x8B5C
+#define GL_SAMPLER_1D 0x8B5D
+#define GL_SAMPLER_2D 0x8B5E
+#define GL_SAMPLER_3D 0x8B5F
+#define GL_SAMPLER_CUBE 0x8B60
+#define GL_SAMPLER_1D_SHADOW 0x8B61
+#define GL_SAMPLER_2D_SHADOW 0x8B62
+#define GL_DELETE_STATUS 0x8B80
+#define GL_COMPILE_STATUS 0x8B81
+#define GL_LINK_STATUS 0x8B82
+#define GL_VALIDATE_STATUS 0x8B83
+#define GL_INFO_LOG_LENGTH 0x8B84
+#define GL_ATTACHED_SHADERS 0x8B85
+#define GL_ACTIVE_UNIFORMS 0x8B86
+#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
+#define GL_SHADER_SOURCE_LENGTH 0x8B88
+#define GL_ACTIVE_ATTRIBUTES 0x8B89
+#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
+#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
+#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
+#define GL_CURRENT_PROGRAM 0x8B8D
+#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0
+#define GL_LOWER_LEFT 0x8CA1
+#define GL_UPPER_LEFT 0x8CA2
+#define GL_STENCIL_BACK_REF 0x8CA3
+#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
+#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
+typedef char GLchar;
+#endif
+typedef void (WINE_GLAPI * PGLFNBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
+typedef void (WINE_GLAPI * PGLFNDRAWBUFFERSPROC) (GLsizei n, const GLenum *bufs);
+typedef void (WINE_GLAPI * PGLFNSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
+typedef void (WINE_GLAPI * PGLFNSTENCILFUNCSEPARATEPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask);
+typedef void (WINE_GLAPI * PGLFNSTENCILMASKSEPARATEPROC) (GLenum face, GLuint mask);
+typedef void (WINE_GLAPI * PGLFNATTACHSHADERPROC) (GLuint program, GLuint shader);
+typedef void (WINE_GLAPI * PGLFNBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar *name);
+typedef void (WINE_GLAPI * PGLFNCOMPILESHADERPROC) (GLuint shader);
+typedef GLuint (WINE_GLAPI * PGLFNCREATEPROGRAMPROC) (void);
+typedef GLuint (WINE_GLAPI * PGLFNCREATESHADERPROC) (GLenum type);
+typedef void (WINE_GLAPI * PGLFNDELETEPROGRAMPROC) (GLuint program);
+typedef void (WINE_GLAPI * PGLFNDELETESHADERPROC) (GLuint shader);
+typedef void (WINE_GLAPI * PGLFNDETACHSHADERPROC) (GLuint program, GLuint shader);
+typedef void (WINE_GLAPI * PGLFNDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+typedef void (WINE_GLAPI * PGLFNENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+typedef void (WINE_GLAPI * PGLFNGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+typedef void (WINE_GLAPI * PGLFNGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+typedef void (WINE_GLAPI * PGLFNGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj);
+typedef GLint (WINE_GLAPI * PGLFNGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
+typedef void (WINE_GLAPI * PGLFNGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
+typedef void (WINE_GLAPI * PGLFNGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+typedef void (WINE_GLAPI * PGLFNGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
+typedef void (WINE_GLAPI * PGLFNGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+typedef void (WINE_GLAPI * PGLFNGETSHADERSOURCEPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
+typedef GLint (WINE_GLAPI * PGLFNGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
+typedef void (WINE_GLAPI * PGLFNGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat *params);
+typedef void (WINE_GLAPI * PGLFNGETUNIFORMIVPROC) (GLuint program, GLint location, GLint *params);
+typedef void (WINE_GLAPI * PGLFNGETVERTEXATTRIBDVPROC) (GLuint index, GLenum pname, GLdouble *params);
+typedef void (WINE_GLAPI * PGLFNGETVERTEXATTRIBFVPROC) (GLuint index, GLenum pname, GLfloat *params);
+typedef void (WINE_GLAPI * PGLFNGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
+typedef void (WINE_GLAPI * PGLFNGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, GLvoid* *pointer);
+typedef GLboolean (WINE_GLAPI * PGLFNISPROGRAMPROC) (GLuint program);
+typedef GLboolean (WINE_GLAPI * PGLFNISSHADERPROC) (GLuint shader);
+typedef void (WINE_GLAPI * PGLFNLINKPROGRAMPROC) (GLuint program);
+typedef void (WINE_GLAPI * PGLFNSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar* *string, const GLint *length);
+typedef void (WINE_GLAPI * PGLFNUSEPROGRAMPROC) (GLuint program);
+typedef void (WINE_GLAPI * PGLFNUNIFORM1FPROC) (GLint location, GLfloat v0);
+typedef void (WINE_GLAPI * PGLFNUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1);
+typedef void (WINE_GLAPI * PGLFNUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+typedef void (WINE_GLAPI * PGLFNUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+typedef void (WINE_GLAPI * PGLFNUNIFORM1IPROC) (GLint location, GLint v0);
+typedef void (WINE_GLAPI * PGLFNUNIFORM2IPROC) (GLint location, GLint v0, GLint v1);
+typedef void (WINE_GLAPI * PGLFNUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2);
+typedef void (WINE_GLAPI * PGLFNUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+typedef void (WINE_GLAPI * PGLFNUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (WINE_GLAPI * PGLFNUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (WINE_GLAPI * PGLFNUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (WINE_GLAPI * PGLFNUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (WINE_GLAPI * PGLFNUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (WINE_GLAPI * PGLFNUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (WINE_GLAPI * PGLFNUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (WINE_GLAPI * PGLFNUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (WINE_GLAPI * PGLFNUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (WINE_GLAPI * PGLFNUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (WINE_GLAPI * PGLFNUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (WINE_GLAPI * PGLFNVALIDATEPROGRAMPROC) (GLuint program);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1DPROC) (GLuint index, GLdouble x);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1DVPROC) (GLuint index, const GLdouble *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1FPROC) (GLuint index, GLfloat x);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1SPROC) (GLuint index, GLshort x);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1SVPROC) (GLuint index, const GLshort *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2DPROC) (GLuint index, GLdouble x, GLdouble y);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2DVPROC) (GLuint index, const GLdouble *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2SPROC) (GLuint index, GLshort x, GLshort y);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2SVPROC) (GLuint index, const GLshort *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3DVPROC) (GLuint index, const GLdouble *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3SPROC) (GLuint index, GLshort x, GLshort y, GLshort z);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3SVPROC) (GLuint index, const GLshort *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NBVPROC) (GLuint index, const GLbyte *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NIVPROC) (GLuint index, const GLint *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NSVPROC) (GLuint index, const GLshort *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NUBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NUBVPROC) (GLuint index, const GLubyte *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NUIVPROC) (GLuint index, const GLuint *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NUSVPROC) (GLuint index, const GLushort *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4BVPROC) (GLuint index, const GLbyte *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4DVPROC) (GLuint index, const GLdouble *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4IVPROC) (GLuint index, const GLint *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4SPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4SVPROC) (GLuint index, const GLshort *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4UBVPROC) (GLuint index, const GLubyte *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4UIVPROC) (GLuint index, const GLuint *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4USVPROC) (GLuint index, const GLushort *v);
+typedef void (WINE_GLAPI * PGLFNVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
+
+
+/****************************************************
+ * OpenGL Official Version
+ * defines
+ ****************************************************/
+/* GL_VERSION_1_3 */
+#if !defined(GL_DOT3_RGBA)
+# define GL_DOT3_RGBA 0x8741
+#endif
+#if !defined(GL_SUBTRACT)
+# define GL_SUBTRACT 0x84E7
+#endif
+
+
+/****************************************************
+ * Enumerated types
+ ****************************************************/
+typedef enum _GL_Vendors {
+ VENDOR_WINE = 0x0,
+ VENDOR_MESA = 0x1,
+ VENDOR_ATI = 0x1002,
+ VENDOR_NVIDIA = 0x10de,
+ VENDOR_INTEL = 0x8086
+} GL_Vendors;
+
+typedef enum _GL_Cards {
+ CARD_WINE = 0x0,
+
+ CARD_ATI_RAGE_128PRO = 0x5246,
+ CARD_ATI_RADEON_7200 = 0x5144,
+ CARD_ATI_RADEON_8500 = 0x514c,
+ CARD_ATI_RADEON_9500 = 0x4144,
+ CARD_ATI_RADEON_X700 = 0x5e4c,
+ CARD_ATI_RADEON_X1600 = 0x71c2,
+ CARD_ATI_RADEON_HD2300 = 0x7210,
+ CARD_ATI_RADEON_HD2600 = 0x9581,
+ CARD_ATI_RADEON_HD2900 = 0x9400,
+ CARD_ATI_RADEON_HD3200 = 0x9620,
+
+ CARD_NVIDIA_RIVA_128 = 0x0018,
+ CARD_NVIDIA_RIVA_TNT = 0x0020,
+ CARD_NVIDIA_RIVA_TNT2 = 0x0028,
+ CARD_NVIDIA_GEFORCE = 0x0100,
+ CARD_NVIDIA_GEFORCE2_MX = 0x0110,
+ CARD_NVIDIA_GEFORCE2 = 0x0150,
+ CARD_NVIDIA_GEFORCE3 = 0x0200,
+ CARD_NVIDIA_GEFORCE4_MX = 0x0170,
+ CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
+ CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
+ CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
+ CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
+ CARD_NVIDIA_GEFORCE_6200 = 0x014f,
+ CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
+ CARD_NVIDIA_GEFORCE_6800 = 0x0041,
+ CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
+ CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
+ CARD_NVIDIA_GEFORCE_7600 = 0x0391,
+ CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
+ CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
+ CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
+ CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
+ CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
+ CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
+ CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
+ CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
+
+ CARD_INTEL_845G = 0x2562,
+ CARD_INTEL_I830G = 0x3577,
+ CARD_INTEL_I855G = 0x3582,
+ CARD_INTEL_I865G = 0x2572,
+ CARD_INTEL_I915G = 0x2582,
+ CARD_INTEL_I915GM = 0x2592,
+ CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950?? */
+} GL_Cards;
+
+#define WINE_DEFAULT_VIDMEM 64*1024*1024
+
+typedef enum _GL_VSVersion {
+ VS_VERSION_NOT_SUPPORTED = 0x0,
+ VS_VERSION_10 = 0x10,
+ VS_VERSION_11 = 0x11,
+ VS_VERSION_20 = 0x20,
+ VS_VERSION_30 = 0x30,
+ /*Force 32-bits*/
+ VS_VERSION_FORCE_DWORD = 0x7FFFFFFF
+} GL_VSVersion;
+
+typedef enum _GL_PSVersion {
+ PS_VERSION_NOT_SUPPORTED = 0x0,
+ PS_VERSION_10 = 0x10,
+ PS_VERSION_11 = 0x11,
+ PS_VERSION_12 = 0x12,
+ PS_VERSION_13 = 0x13,
+ PS_VERSION_14 = 0x14,
+ PS_VERSION_20 = 0x20,
+ PS_VERSION_30 = 0x30,
+ /*Force 32-bits*/
+ PS_VERSION_FORCE_DWORD = 0x7FFFFFFF
+} GL_PSVersion;
+
+#define MAKEDWORD_VERSION(maj, min) ((maj & 0x0000FFFF) << 16) | (min & 0x0000FFFF)
+
+/* OpenGL Supported Extensions (ARB and EXT) */
+typedef enum _GL_SupportedExt {
+ /* ARB */
+ ARB_COLOR_BUFFER_FLOAT,
+ ARB_DRAW_BUFFERS,
+ ARB_FRAGMENT_PROGRAM,
+ ARB_FRAGMENT_SHADER,
+ ARB_IMAGING,
+ ARB_MULTISAMPLE,
+ ARB_MULTITEXTURE,
+ ARB_OCCLUSION_QUERY,
+ ARB_POINT_PARAMETERS,
+ ARB_PIXEL_BUFFER_OBJECT,
+ ARB_POINT_SPRITE,
+ ARB_TEXTURE_COMPRESSION,
+ ARB_TEXTURE_CUBE_MAP,
+ ARB_TEXTURE_ENV_ADD,
+ ARB_TEXTURE_ENV_COMBINE,
+ ARB_TEXTURE_ENV_DOT3,
+ ARB_TEXTURE_FLOAT,
+ ARB_HALF_FLOAT_PIXEL,
+ ARB_TEXTURE_BORDER_CLAMP,
+ ARB_TEXTURE_MIRRORED_REPEAT,
+ ARB_TEXTURE_NON_POWER_OF_TWO,
+ ARB_TEXTURE_RECTANGLE,
+ ARB_VERTEX_PROGRAM,
+ ARB_VERTEX_BLEND,
+ ARB_VERTEX_BUFFER_OBJECT,
+ ARB_VERTEX_SHADER,
+ ARB_SHADER_OBJECTS,
+ /* EXT */
+ EXT_BLEND_COLOR,
+ EXT_BLEND_MINMAX,
+ EXT_BLEND_EQUATION_SEPARATE,
+ EXT_BLEND_FUNC_SEPARATE,
+ EXT_FOG_COORD,
+ EXT_FRAMEBUFFER_OBJECT,
+ EXT_FRAMEBUFFER_BLIT,
+ EXT_FRAMEBUFFER_MULTISAMPLE,
+ EXT_PALETTED_TEXTURE,
+ EXT_PIXEL_BUFFER_OBJECT,
+ EXT_POINT_PARAMETERS,
+ EXT_SECONDARY_COLOR,
+ EXT_STENCIL_TWO_SIDE,
+ EXT_STENCIL_WRAP,
+ EXT_TEXTURE3D,
+ EXT_TEXTURE_COMPRESSION_S3TC,
+ EXT_TEXTURE_COMPRESSION_RGTC,
+ EXT_TEXTURE_FILTER_ANISOTROPIC,
+ EXT_TEXTURE_LOD,
+ EXT_TEXTURE_LOD_BIAS,
+ EXT_TEXTURE_ENV_ADD,
+ EXT_TEXTURE_ENV_COMBINE,
+ EXT_TEXTURE_ENV_DOT3,
+ EXT_TEXTURE_SRGB,
+ EXT_GPU_PROGRAM_PARAMETERS,
+ /* NVIDIA */
+ NV_HALF_FLOAT,
+ NV_FOG_DISTANCE,
+ NV_FRAGMENT_PROGRAM,
+ NV_FRAGMENT_PROGRAM2,
+ NV_OCCLUSION_QUERY,
+ NV_REGISTER_COMBINERS,
+ NV_REGISTER_COMBINERS2,
+ NV_TEXGEN_REFLECTION,
+ NV_TEXTURE_ENV_COMBINE4,
+ NV_TEXTURE_SHADER,
+ NV_TEXTURE_SHADER2,
+ NV_TEXTURE_SHADER3,
+ NV_VERTEX_PROGRAM,
+ NV_VERTEX_PROGRAM1_1,
+ NV_VERTEX_PROGRAM2,
+ NV_VERTEX_PROGRAM3,
+ NV_FENCE,
+ NV_DEPTH_CLAMP,
+ NV_LIGHT_MAX_EXPONENT,
+ /* ATI */
+ ATI_SEPARATE_STENCIL,
+ ATI_TEXTURE_ENV_COMBINE3,
+ ATI_TEXTURE_MIRROR_ONCE,
+ EXT_VERTEX_SHADER,
+ ATI_FRAGMENT_SHADER,
+ ATI_TEXTURE_COMPRESSION_3DC,
+ /* APPLE */
+ APPLE_FENCE,
+ APPLE_CLIENT_STORAGE,
+ APPLE_FLUSH_RENDER,
+ APPLE_YCBCR_422,
+ APPLE_FLOAT_PIXELS,
+ /* SGI */
+ SGI_VIDEO_SYNC,
+ SGIS_GENERATE_MIPMAP,
+
+ /* Internally used */
+ WINE_NORMALIZED_TEXRECT,
+
+ /* WGL extensions */
+ WGL_ARB_PBUFFER,
+ WGL_WINE_PIXEL_FORMAT_PASSTHROUGH,
+
+ OPENGL_SUPPORTED_EXT_END
+} GL_SupportedExt;
+
+
+/****************************************************
+ * #Defines
+ ****************************************************/
+#define GL_EXT_FUNCS_GEN \
+ /** ARB Extensions **/ \
+ /* GL_ARB_color_buffer_float */ \
+ USE_GL_FUNC(PGLFNCLAMPCOLORARBPROC, glClampColorARB, ARB_COLOR_BUFFER_FLOAT, NULL )\
+ /* GL_ARB_draw_buffers */ \
+ USE_GL_FUNC(PGLFNDRAWBUFFERSARBPROC, glDrawBuffersARB, ARB_DRAW_BUFFERS, NULL )\
+ /* GL_ARB_imaging, GL_EXT_blend_minmax */ \
+ USE_GL_FUNC(PGLFNBLENDCOLORPROC, glBlendColorEXT, EXT_BLEND_COLOR, NULL )\
+ USE_GL_FUNC(PGLFNBLENDEQUATIONPROC, glBlendEquationEXT, EXT_BLEND_MINMAX, NULL )\
+ /* GL_ARB_multisample */ \
+ USE_GL_FUNC(WINED3D_PFNGLSAMPLECOVERAGEARBPROC, glSampleCoverageARB, ARB_MULTISAMPLE, NULL )\
+ /* GL_ARB_multitexture */ \
+ USE_GL_FUNC(WINED3D_PFNGLACTIVETEXTUREARBPROC, glActiveTextureARB, ARB_MULTITEXTURE, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLCLIENTACTIVETEXTUREARBPROC, glClientActiveTextureARB, ARB_MULTITEXTURE, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD1FARBPROC, glMultiTexCoord1fARB, ARB_MULTITEXTURE, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD1FVARBPROC, glMultiTexCoord1fvARB, ARB_MULTITEXTURE, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD2FARBPROC, glMultiTexCoord2fARB, ARB_MULTITEXTURE, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD2FVARBPROC, glMultiTexCoord2fvARB, ARB_MULTITEXTURE, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD3FARBPROC, glMultiTexCoord3fARB, ARB_MULTITEXTURE, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD3FVARBPROC, glMultiTexCoord3fvARB, ARB_MULTITEXTURE, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD4FARBPROC, glMultiTexCoord4fARB, ARB_MULTITEXTURE, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD4FVARBPROC, glMultiTexCoord4fvARB, ARB_MULTITEXTURE, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD2SVARBPROC, glMultiTexCoord2svARB, ARB_MULTITEXTURE, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD4SVARBPROC, glMultiTexCoord4svARB, ARB_MULTITEXTURE, NULL )\
+ /* GL_ARB_occlusion_query */ \
+ USE_GL_FUNC(PGLFNGENQUERIESARBPROC, glGenQueriesARB, ARB_OCCLUSION_QUERY, NULL )\
+ USE_GL_FUNC(PGLFNDELETEQUERIESARBPROC, glDeleteQueriesARB, ARB_OCCLUSION_QUERY, NULL )\
+ USE_GL_FUNC(PGLFNBEGINQUERYARBPROC, glBeginQueryARB, ARB_OCCLUSION_QUERY, NULL )\
+ USE_GL_FUNC(PGLFNENDQUERYARBPROC, glEndQueryARB, ARB_OCCLUSION_QUERY, NULL )\
+ USE_GL_FUNC(PGLFNGETQUERYOBJECTIVARBPROC, glGetQueryObjectivARB, ARB_OCCLUSION_QUERY, NULL )\
+ USE_GL_FUNC(PGLFNGETQUERYOBJECTUIVARBPROC, glGetQueryObjectuivARB, ARB_OCCLUSION_QUERY, NULL )\
+ /* GL_ARB_point_parameters */ \
+ USE_GL_FUNC(PGLFNGLPOINTPARAMETERFARBPROC, glPointParameterfARB, ARB_POINT_PARAMETERS, NULL )\
+ USE_GL_FUNC(PGLFNGLPOINTPARAMETERFVARBPROC, glPointParameterfvARB, ARB_POINT_PARAMETERS, NULL )\
+ /* GL_ARB_texture_compression */ \
+ USE_GL_FUNC(PGLFNCOMPRESSEDTEXIMAGE2DPROC, glCompressedTexImage2DARB, ARB_TEXTURE_COMPRESSION,NULL )\
+ USE_GL_FUNC(PGLFNCOMPRESSEDTEXIMAGE3DPROC, glCompressedTexImage3DARB, ARB_TEXTURE_COMPRESSION,NULL )\
+ USE_GL_FUNC(PGLFNCOMPRESSEDTEXSUBIMAGE2DPROC, glCompressedTexSubImage2DARB, ARB_TEXTURE_COMPRESSION,NULL )\
+ USE_GL_FUNC(PGLFNCOMPRESSEDTEXSUBIMAGE3DPROC, glCompressedTexSubImage3DARB, ARB_TEXTURE_COMPRESSION,NULL )\
+ USE_GL_FUNC(PGLFNGETCOMPRESSEDTEXIMAGEPROC, glGetCompressedTexImageARB, ARB_TEXTURE_COMPRESSION,NULL )\
+ /* GL_ARB_vertex_blend */ \
+ USE_GL_FUNC(PGLFNGLWEIGHTPOINTERARB, glWeightPointerARB, ARB_VERTEX_BLEND, NULL )\
+ USE_GL_FUNC(PGLFNGLWEIGHTBV, glWeightbvARB, ARB_VERTEX_BLEND, NULL )\
+ USE_GL_FUNC(PGLFNGLWEIGHTSV, glWeightsvARB, ARB_VERTEX_BLEND, NULL )\
+ USE_GL_FUNC(PGLFNGLWEIGHTIV, glWeightivARB, ARB_VERTEX_BLEND, NULL )\
+ USE_GL_FUNC(PGLFNGLWEIGHTFV, glWeightfvARB, ARB_VERTEX_BLEND, NULL )\
+ USE_GL_FUNC(PGLFNGLWEIGHTDV, glWeightdvARB, ARB_VERTEX_BLEND, NULL )\
+ USE_GL_FUNC(PGLFNGLWEIGHTUBV, glWeightubvARB, ARB_VERTEX_BLEND, NULL )\
+ USE_GL_FUNC(PGLFNGLWEIGHTUSV, glWeightusvARB, ARB_VERTEX_BLEND, NULL )\
+ USE_GL_FUNC(PGLFNGLWEIGHTUIV, glWeightuivARB, ARB_VERTEX_BLEND, NULL )\
+ USE_GL_FUNC(PGLFNGLVERTEXBLENDARB, glVertexBlendARB, ARB_VERTEX_BLEND, NULL )\
+ /* GL_ARB_vertex_buffer_object */ \
+ USE_GL_FUNC(PGLFNBINDBUFFERARBPROC, glBindBufferARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\
+ USE_GL_FUNC(PGLFNDELETEBUFFERSARBPROC, glDeleteBuffersARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\
+ USE_GL_FUNC(PGLFNGENBUFFERSARBPROC, glGenBuffersARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\
+ USE_GL_FUNC(PGLFNISBUFFERARBPROC, glIsBufferARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\
+ USE_GL_FUNC(PGLFNBUFFERDATAARBPROC, glBufferDataARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\
+ USE_GL_FUNC(PGLFNBUFFERSUBDATAARBPROC, glBufferSubDataARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\
+ USE_GL_FUNC(PGLFNGETBUFFERSUBDATAARBPROC, glGetBufferSubDataARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\
+ USE_GL_FUNC(PGLFNMAPBUFFERARBPROC, glMapBufferARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\
+ USE_GL_FUNC(PGLFNUNMAPBUFFERARBPROC, glUnmapBufferARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\
+ USE_GL_FUNC(PGLFNGETBUFFERPARAMETERIVARBPROC, glGetBufferParameterivARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\
+ USE_GL_FUNC(PGLFNGETBUFFERPOINTERVARBPROC, glGetBufferPointervARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\
+ /** EXT Extensions **/ \
+ /* GL_EXT_blend_equation_separate */ \
+ USE_GL_FUNC(PGLFNBLENDFUNCSEPARATEEXTPROC, glBlendFuncSeparateEXT, EXT_BLEND_FUNC_SEPARATE, NULL)\
+ /* GL_EXT_blend_func_separate */ \
+ USE_GL_FUNC(PGLFNBLENDEQUATIONSEPARATEEXTPROC, glBlendEquationSeparateEXT, EXT_BLEND_EQUATION_SEPARATE, NULL)\
+ /* GL_EXT_fog_coord */ \
+ USE_GL_FUNC(PGLFNGLFOGCOORDFEXTPROC, glFogCoordfEXT, EXT_FOG_COORD, NULL )\
+ USE_GL_FUNC(PGLFNGLFOGCOORDFVEXTPROC, glFogCoordfvEXT, EXT_FOG_COORD, NULL )\
+ USE_GL_FUNC(PGLFNGLFOGCOORDDEXTPROC, glFogCoorddEXT, EXT_FOG_COORD, NULL )\
+ USE_GL_FUNC(PGLFNGLFOGCOORDDVEXTPROC, glFogCoordvEXT, EXT_FOG_COORD, NULL )\
+ USE_GL_FUNC(PGLFNGLFOGCOORDPOINTEREXTPROC, glFogCoordPointerEXT, EXT_FOG_COORD, NULL )\
+ /* GL_EXT_framebuffer_object */ \
+ USE_GL_FUNC(PGLFNGLISRENDERBUFFEREXTPROC, glIsRenderbufferEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
+ USE_GL_FUNC(PGLFNGLBINDRENDERBUFFEREXTPROC, glBindRenderbufferEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
+ USE_GL_FUNC(PGLFNGLDELETERENDERBUFFERSEXTPROC, glDeleteRenderbuffersEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
+ USE_GL_FUNC(PGLFNGLGENRENDERBUFFERSEXTPROC, glGenRenderbuffersEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
+ USE_GL_FUNC(PGLFNGLRENDERBUFFERSTORAGEEXTPROC, glRenderbufferStorageEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
+ USE_GL_FUNC(PGLFNGLISFRAMEBUFFEREXTPROC, glIsFramebufferEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
+ USE_GL_FUNC(PGLFNGLBINDFRAMEBUFFEREXTPROC, glBindFramebufferEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
+ USE_GL_FUNC(PGLFNGLDELETEFRAMEBUFFERSEXTPROC, glDeleteFramebuffersEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
+ USE_GL_FUNC(PGLFNGLGENFRAMEBUFFERSEXTPROC, glGenFramebuffersEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
+ USE_GL_FUNC(PGLFNGLCHECKFRAMEBUFFERSTATUSEXTPROC, glCheckFramebufferStatusEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
+ USE_GL_FUNC(PGLFNGLFRAMEBUFFERTEXTURE1DEXTPROC, glFramebufferTexture1DEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
+ USE_GL_FUNC(PGLFNGLFRAMEBUFFERTEXTURE2DEXTPROC, glFramebufferTexture2DEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
+ USE_GL_FUNC(PGLFNGLFRAMEBUFFERTEXTURE3DEXTPROC, glFramebufferTexture3DEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
+ USE_GL_FUNC(PGLFNGLFRAMEBUFFERRENDERBUFFEREXTPROC, glFramebufferRenderbufferEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
+ USE_GL_FUNC(PGLFNGLGENERATEMIPMAPEXTPROC, glGenerateMipmapEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
+ USE_GL_FUNC(PGLFNGLGETRENDERBUFFERPARAMETERIVEXTPROC, glGetRenderbufferParameterivEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
+ USE_GL_FUNC(PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC, glGetFramebufferAttachmentParameterivEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\
+ /* GL_EXT_framebuffer_blit */ \
+ USE_GL_FUNC(PGLFNGLBLITFRAMEBUFFEREXTPROC, glBlitFramebufferEXT, EXT_FRAMEBUFFER_BLIT, NULL )\
+ /* GL_EXT_framebuffer_multisample */ \
+ USE_GL_FUNC(PGLFNRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC, glRenderbufferStorageMultisampleEXT, EXT_FRAMEBUFFER_MULTISAMPLE, NULL )\
+ /* GL_EXT_paletted_texture */ \
+ USE_GL_FUNC(PGLFNGLCOLORTABLEEXTPROC, glColorTableEXT, EXT_PALETTED_TEXTURE, NULL )\
+ /* GL_EXT_point_parameters */ \
+ USE_GL_FUNC(PGLFNGLPOINTPARAMETERFEXTPROC, glPointParameterfEXT, EXT_POINT_PARAMETERS, NULL )\
+ USE_GL_FUNC(PGLFNGLPOINTPARAMETERFVEXTPROC, glPointParameterfvEXT, EXT_POINT_PARAMETERS, NULL )\
+ /* GL_EXT_secondary_color */ \
+ USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3UBEXTPROC, glSecondaryColor3ubEXT, EXT_SECONDARY_COLOR, NULL )\
+ USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FEXTPROC, glSecondaryColor3fEXT, EXT_SECONDARY_COLOR, NULL )\
+ USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FVEXTPROC, glSecondaryColor3fvEXT, EXT_SECONDARY_COLOR, NULL )\
+ USE_GL_FUNC(PGLFNGLSECONDARYCOLORPOINTEREXTPROC, glSecondaryColorPointerEXT, EXT_SECONDARY_COLOR, NULL )\
+ /* GL_EXT_texture3D */ \
+ USE_GL_FUNC(PGLFNGLTEXIMAGE3DEXTPROC, glTexImage3DEXT, EXT_TEXTURE3D, glTexImage3D)\
+ USE_GL_FUNC(PGLFNGLTEXSUBIMAGE3DEXTPROC, glTexSubImage3DEXT, EXT_TEXTURE3D, glTexSubImage3D)\
+ /* GL_ARB_vertex_program */ \
+ USE_GL_FUNC(PGLFNGENPROGRAMSARBPROC, glGenProgramsARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNBINDPROGRAMARBPROC, glBindProgramARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNPROGRAMSTRINGARBPROC, glProgramStringARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNDELETEPROGRAMSARBPROC, glDeleteProgramsARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNPROGRAMENVPARAMETER4FVARBPROC, glProgramEnvParameter4fvARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNPROGRAMLOCALPARAMETER4FVARBPROC, glProgramLocalParameter4fvARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIBPOINTERARBPROC, glVertexAttribPointerARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNENABLEVERTEXATTRIBARRAYARBPROC, glEnableVertexAttribArrayARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNDISABLEVERTEXATTRIBARRAYARBPROC, glDisableVertexAttribArrayARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB1DARBPROC, glVertexAttrib1dARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB1DVARBPROC, glVertexAttrib1dvARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB1FARBPROC, glVertexAttrib1fARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB1FVARBPROC, glVertexAttrib1fvARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB1SARBPROC, glVertexAttrib1sARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB1SVARBPROC, glVertexAttrib1svARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB2DARBPROC, glVertexAttrib2dARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB2DVARBPROC, glVertexAttrib2dvARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB2FARBPROC, glVertexAttrib2fARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB2FVARBPROC, glVertexAttrib2fvARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB2SARBPROC, glVertexAttrib2sARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB2SVARBPROC, glVertexAttrib2svARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB3DARBPROC, glVertexAttrib3dARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB3DVARBPROC, glVertexAttrib3dvARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB3FARBPROC, glVertexAttrib3fARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB3FVARBPROC, glVertexAttrib3fvARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB3SARBPROC, glVertexAttrib3sARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB3SVARBPROC, glVertexAttrib3svARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4NBVARBPROC, glVertexAttrib4NbvARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4NIVARBPROC, glVertexAttrib4NivARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4NSVARBPROC, glVertexAttrib4NsvARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4NUBARBPROC, glVertexAttrib4NubARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4NUBVARBPROC, glVertexAttrib4NubvARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4NUIVARBPROC, glVertexAttrib4NuivARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4NUSVARBPROC, glVertexAttrib4NusvARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4BVARBPROC, glVertexAttrib4bvARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4DARBPROC, glVertexAttrib4dARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4DVARBPROC, glVertexAttrib4dvARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4FARBPROC, glVertexAttrib4fARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4FVARBPROC, glVertexAttrib4fvARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4IVARBPROC, glVertexAttrib4ivARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4SARBPROC, glVertexAttrib4sARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4SVARBPROC, glVertexAttrib4svARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4UBVARBPROC, glVertexAttrib4ubvARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4UIVARBPROC, glVertexAttrib4uivARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4USVARBPROC, glVertexAttrib4usvARB, ARB_VERTEX_PROGRAM, NULL )\
+ USE_GL_FUNC(PGLFNGETPROGRAMIVARBPROC, glGetProgramivARB, ARB_VERTEX_PROGRAM, NULL )\
+ /* GL_ARB_shader_objects */ \
+ USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERIVARBPROC, glGetObjectParameterivARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERFVARBPROC, glGetObjectParameterfvARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMLOCATIONARBPROC, glGetUniformLocationARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLGETACTIVEUNIFORMARBPROC, glGetActiveUniformARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IARBPROC, glUniform1iARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IARBPROC, glUniform2iARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IARBPROC, glUniform3iARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM4IARBPROC, glUniform4iARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IARBPROC, glUniform1fARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM2FARBPROC, glUniform2fARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM3FARBPROC, glUniform3fARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FARBPROC, glUniform4fARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM1FVARBPROC, glUniform1fvARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM2FVARBPROC, glUniform2fvARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM3FVARBPROC, glUniform3fvARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FVARBPROC, glUniform4fvARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IVARBPROC, glUniform1ivARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IVARBPROC, glUniform2ivARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IVARBPROC, glUniform3ivARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORM4IVARBPROC, glUniform4ivARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX2FVARBPROC, glUniformMatrix2fvARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX3FVARBPROC, glUniformMatrix3fvARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX4FVARBPROC, glUniformMatrix4fvARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMFVARBPROC, glGetUniform4fvARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMIVARBPROC, glGetUniform4ivARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLGETINFOLOGARBPROC, glGetInfoLogARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLUSEPROGRAMOBJECTARBPROC, glUseProgramObjectARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLCREATESHADEROBJECTARBPROC, glCreateShaderObjectARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLSHADERSOURCEARBPROC, glShaderSourceARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLCOMPILESHADERARBPROC, glCompileShaderARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLCREATEPROGRAMOBJECTARBPROC, glCreateProgramObjectARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLATTACHOBJECTARBPROC, glAttachObjectARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLLINKPROGRAMARBPROC, glLinkProgramARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLDETACHOBJECTARBPROC, glDetachObjectARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLDELETEOBJECTARBPROC, glDeleteObjectARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLVALIDATEPROGRAMARBPROC, glValidateProgramARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLGETATTACHEDOBJECTSARBPROC, glGetAttachedObjectsARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLGETHANDLEARBPROC, glGetHandleARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLGETSHADERSOURCEARBPROC, glGetShaderSourceARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLBINDATTRIBLOCATIONARBPROC, glBindAttribLocationARB, ARB_SHADER_OBJECTS, NULL )\
+ USE_GL_FUNC(WINED3D_PFNGLGETATTRIBLOCATIONARBPROC, glGetAttribLocationARB, ARB_SHADER_OBJECTS, NULL )\
+ /* GL_EXT_stencil_two_side */ \
+ USE_GL_FUNC(PGLFNACTIVESTENCILFACEEXTPROC, glActiveStencilFaceEXT, EXT_STENCIL_TWO_SIDE, NULL )\
+ /* GL_ATI_separate_stencil */ \
+ USE_GL_FUNC(PGLFNSTENCILOPSEPARATEATIPROC, glStencilOpSeparateATI, ATI_SEPARATE_STENCIL, NULL )\
+ USE_GL_FUNC(PGLFNSTENCILFUNCSEPARATEATIPROC, glStencilFuncSeparateATI, ATI_SEPARATE_STENCIL, NULL )\
+ /* GL_NV_half_float */ \
+ USE_GL_FUNC(PGLFNVERTEX2HNVPROC, glVertex2hNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNVERTEX2HVNVPROC, glVertex2hvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNVERTEX3HNVPROC, glVertex3hNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNVERTEX3HVNVPROC, glVertex3hvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNVERTEX4HNVPROC, glVertex4hNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNVERTEX4HVNVPROC, glVertex4hvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNNORMAL3HNVPROC, glNormal3hNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNNORMAL3HVNVPROC, glNormal3hvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNCOLOR3HNVPROC, glColor3hNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNCOLOR3HVNVPROC, glColor3hvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNCOLOR4HNVPROC, glColor4hNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNCOLOR4HVNVPROC, glColor4hvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNTEXCOORD1HNVPROC, glTexCoord1hNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNTEXCOORD1HVNVPROC, glTexCoord1hvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNTEXCOORD2HNVPROC, glTexCoord2hNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNTEXCOORD2HVNVPROC, glTexCoord2hvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNTEXCOORD3HNVPROC, glTexCoord3hNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNTEXCOORD3HVNVPROC, glTexCoord3hvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNTEXCOORD4HNVPROC, glTexCoord4hNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNTEXCOORD4HVNVPROC, glTexCoord4hvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNMULTITEXCOORD1HNVPROC, glMultiTexCoord1hNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNMULTITEXCOORD1HVNVPROC, glMultiTexCoord1hvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNMULTITEXCOORD2HNVPROC, glMultiTexCoord2hNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNMULTITEXCOORD2HVNVPROC, glMultiTexCoord2hvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNMULTITEXCOORD3HNVPROC, glMultiTexCoord3hNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNMULTITEXCOORD3HVNVPROC, glMultiTexCoord3hvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNMULTITEXCOORD4HNVPROC, glMultiTexCoord4hNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNMULTITEXCOORD4HVNVPROC, glMultiTexCoord4hvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNFOGCOORDHNVPROC, glFogCoordhNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNFOGCOORDHVNVPROC, glFogCoordhvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNSECONDARYCOLOR3HNVPROC, glSecondaryColor3hNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNSECONDARYCOLOR3HVNVPROC, glSecondaryColor3hvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXWEIGHTHNVPROC, glVertexWeighthNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXWEIGHTHVNVPROC, glVertexWeighthvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB1HNVPROC, glVertexAttrib1hNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB1HVNVPROC, glVertexAttrib1hvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB2HNVPROC, glVertexAttrib2hNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB2HVNVPROC, glVertexAttrib2hvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB3HNVPROC, glVertexAttrib3hNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB3HVNVPROC, glVertexAttrib3hvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4HNVPROC, glVertexAttrib4hNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIB4HVNVPROC, glVertexAttrib4hvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIBS1HVNVPROC, glVertexAttribs1hvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIBS2HVNVPROC, glVertexAttribs2hvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIBS3HVNVPROC, glVertexAttribs3hvNV, NV_HALF_FLOAT, NULL )\
+ USE_GL_FUNC(PGLFNVERTEXATTRIBS4HVNVPROC, glVertexAttribs4hvNV, NV_HALF_FLOAT, NULL )\
+ /* GL_NV_register_combiners */ \
+ USE_GL_FUNC(PGLFNCOMBINERINPUTNVPROC, glCombinerInputNV, NV_REGISTER_COMBINERS, NULL )\
+ USE_GL_FUNC(PGLFNCOMBINEROUTPUTNVPROC, glCombinerOutputNV, NV_REGISTER_COMBINERS, NULL )\
+ USE_GL_FUNC(PGLFNCOMBINERPARAMETERFNVPROC, glCombinerParameterfNV, NV_REGISTER_COMBINERS, NULL )\
+ USE_GL_FUNC(PGLFNCOMBINERPARAMETERFVNVPROC, glCombinerParameterfvNV, NV_REGISTER_COMBINERS, NULL )\
+ USE_GL_FUNC(PGLFNCOMBINERPARAMETERINVPROC, glCombinerParameteriNV, NV_REGISTER_COMBINERS, NULL )\
+ USE_GL_FUNC(PGLFNCOMBINERPARAMETERIVNVPROC, glCombinerParameterivNV, NV_REGISTER_COMBINERS, NULL )\
+ USE_GL_FUNC(PGLFNFINALCOMBINERINPUTNVPROC, glFinalCombinerInputNV, NV_REGISTER_COMBINERS, NULL )\
+ /* GL_NV_fence */ \
+ USE_GL_FUNC(PGLFNGENFENCESNVPROC, glGenFencesNV, NV_FENCE, NULL )\
+ USE_GL_FUNC(PGLFNDELETEFENCESNVPROC, glDeleteFencesNV, NV_FENCE, NULL )\
+ USE_GL_FUNC(PGLFNSETFENCENVPROC, glSetFenceNV, NV_FENCE, NULL )\
+ USE_GL_FUNC(PGLFNTESTFENCENVPROC, glTestFenceNV, NV_FENCE, NULL )\
+ USE_GL_FUNC(PGLFNFINISHFENCENVPROC, glFinishFenceNV, NV_FENCE, NULL )\
+ USE_GL_FUNC(PGLFNISFENCENVPROC, glIsFenceNV, NV_FENCE, NULL )\
+ USE_GL_FUNC(PGLFNGETFENCEIVNVPROC, glGetFenceivNV, NV_FENCE, NULL )\
+ /* GL_APPLE_fence */ \
+ USE_GL_FUNC(PGLFNGENFENCESAPPLEPROC, glGenFencesAPPLE, APPLE_FENCE, NULL )\
+ USE_GL_FUNC(PGLFNDELETEFENCESAPPLEPROC, glDeleteFencesAPPLE, APPLE_FENCE, NULL )\
+ USE_GL_FUNC(PGLFNSETFENCEAPPLEPROC, glSetFenceAPPLE, APPLE_FENCE, NULL )\
+ USE_GL_FUNC(PGLFNTESTFENCEAPPLEPROC, glTestFenceAPPLE, APPLE_FENCE, NULL )\
+ USE_GL_FUNC(PGLFNFINISHFENCEAPPLEPROC, glFinishFenceAPPLE, APPLE_FENCE, NULL )\
+ USE_GL_FUNC(PGLFNISFENCEAPPLEPROC, glIsFenceAPPLE, APPLE_FENCE, NULL )\
+ USE_GL_FUNC(PGLFNTESTOBJECTAPPLEPROC, glTestObjectAPPLE, APPLE_FENCE, NULL )\
+ USE_GL_FUNC(PGLFNFINISHOBJECTAPPLEPROC, glFinishObjectAPPLE, APPLE_FENCE, NULL )\
+ /* GLX_SGI_video_sync */ \
+ USE_GL_FUNC(PGLXFNGETVIDEOSYNCSGIPROC, glXGetVideoSyncSGI, SGI_VIDEO_SYNC, NULL )\
+ USE_GL_FUNC(PGLXFNWAITVIDEOSYNCSGIPROC, glXWaitVideoSyncSGI, SGI_VIDEO_SYNC, NULL )\
+ /* GL_APPLE_flush_render */ \
+ USE_GL_FUNC(PGLFNFLUSHRENDERAPPLEPROC, glFlushRenderApple, APPLE_FLUSH_RENDER, NULL )\
+ USE_GL_FUNC(PGLFNFINISHRENDERAPPLEPROC, glFinishRenderApple, APPLE_FLUSH_RENDER, NULL )\
+ /* GL_EXT_gpu_program_parameters */ \
+ USE_GL_FUNC(PGLFNPROGRAMENVPARAMETERS4FVEXTPROC, glProgramEnvParameters4fvEXT, EXT_GPU_PROGRAM_PARAMETERS,NULL )\
+ USE_GL_FUNC(PGLFNPROGRAMLOCALPARAMETERS4FVEXTPROC, glProgramLocalParameters4fvEXT, EXT_GPU_PROGRAM_PARAMETERS,NULL )\
+ /* GL_ATI_fragment_shader */ \
+ USE_GL_FUNC(PGLFNGENFRAGMENTSHADERSATI, glGenFragmentShadersATI, ATI_FRAGMENT_SHADER, NULL )\
+ USE_GL_FUNC(PGLFNBINDFRAGMENTSHADERATI, glBindFragmentShaderATI, ATI_FRAGMENT_SHADER, NULL )\
+ USE_GL_FUNC(PGLFNDELETEFRAGMENTSHADERATI, glDeleteFragmentShaderATI, ATI_FRAGMENT_SHADER, NULL )\
+ USE_GL_FUNC(PGLFNBEGINFRAGMENTSHADERATI, glBeginFragmentShaderATI, ATI_FRAGMENT_SHADER, NULL )\
+ USE_GL_FUNC(PGLFNENDFRAGMENTSHADERATI, glEndFragmentShaderATI, ATI_FRAGMENT_SHADER, NULL )\
+ USE_GL_FUNC(PGLFNPASSTEXCOORDATI, glPassTexCoordATI, ATI_FRAGMENT_SHADER, NULL )\
+ USE_GL_FUNC(PGLFNSAMPLEMAPATI, glSampleMapATI, ATI_FRAGMENT_SHADER, NULL )\
+ USE_GL_FUNC(PGLFNCOLORFRAGMENTOP1ATI, glColorFragmentOp1ATI, ATI_FRAGMENT_SHADER, NULL )\
+ USE_GL_FUNC(PGLFNCOLORFRAGMENTOP2ATI, glColorFragmentOp2ATI, ATI_FRAGMENT_SHADER, NULL )\
+ USE_GL_FUNC(PGLFNCOLORFRAGMENTOP3ATI, glColorFragmentOp3ATI, ATI_FRAGMENT_SHADER, NULL )\
+ USE_GL_FUNC(PGLFNALPHAFRAGMENTOP1ATI, glAlphaFragmentOp1ATI, ATI_FRAGMENT_SHADER, NULL )\
+ USE_GL_FUNC(PGLFNALPHAFRAGMENTOP2ATI, glAlphaFragmentOp2ATI, ATI_FRAGMENT_SHADER, NULL )\
+ USE_GL_FUNC(PGLFNALPHAFRAGMENTOP3ATI, glAlphaFragmentOp3ATI, ATI_FRAGMENT_SHADER, NULL )\
+ USE_GL_FUNC(PGLFNSETFRAGMENTSHADERCONSTANTATI, glSetFragmentShaderConstantATI, ATI_FRAGMENT_SHADER, NULL )
+
+/****************************************************
+ * OpenGL WGL defines and functions pointer
+ ****************************************************/
+
+/* WGL_ARB_extensions_string */
+typedef const char * (WINAPI * WINED3D_PFNWGLGETEXTENSIONSSTRINGARBPROC) (HDC hdc);
+/* WGL_ARB_multisample */
+#ifndef WGL_ARB_multisample
+#define WGL_SAMPLE_BUFFERS_ARB 0x2041
+#define WGL_SAMPLES_ARB 0x2042
+#endif
+/* WGL_ARB_pixel_format */
+#ifndef WGL_ARB_pixel_format
+#define WGL_ARB_pixel_format 1
+#define WGL_NUMBER_PIXEL_FORMATS_ARB 0x2000
+#define WGL_DRAW_TO_WINDOW_ARB 0x2001
+#define WGL_DRAW_TO_BITMAP_ARB 0x2002
+#define WGL_ACCELERATION_ARB 0x2003
+#define WGL_NEED_PALETTE_ARB 0x2004
+#define WGL_NEED_SYSTEM_PALETTE_ARB 0x2005
+#define WGL_SWAP_LAYER_BUFFERS_ARB 0x2006
+#define WGL_SWAP_METHOD_ARB 0x2007
+#define WGL_NUMBER_OVERLAYS_ARB 0x2008
+#define WGL_NUMBER_UNDERLAYS_ARB 0x2009
+#define WGL_TRANSPARENT_ARB 0x200A
+#define WGL_TRANSPARENT_RED_VALUE_ARB 0x2037
+#define WGL_TRANSPARENT_GREEN_VALUE_ARB 0x2038
+#define WGL_TRANSPARENT_BLUE_VALUE_ARB 0x2039
+#define WGL_TRANSPARENT_ALPHA_VALUE_ARB 0x203A
+#define WGL_TRANSPARENT_INDEX_VALUE_ARB 0x203B
+#define WGL_SHARE_DEPTH_ARB 0x200C
+#define WGL_SHARE_STENCIL_ARB 0x200D
+#define WGL_SHARE_ACCUM_ARB 0x200E
+#define WGL_SUPPORT_GDI_ARB 0x200F
+#define WGL_SUPPORT_OPENGL_ARB 0x2010
+#define WGL_DOUBLE_BUFFER_ARB 0x2011
+#define WGL_STEREO_ARB 0x2012
+#define WGL_PIXEL_TYPE_ARB 0x2013
+#define WGL_COLOR_BITS_ARB 0x2014
+#define WGL_RED_BITS_ARB 0x2015
+#define WGL_RED_SHIFT_ARB 0x2016
+#define WGL_GREEN_BITS_ARB 0x2017
+#define WGL_GREEN_SHIFT_ARB 0x2018
+#define WGL_BLUE_BITS_ARB 0x2019
+#define WGL_BLUE_SHIFT_ARB 0x201A
+#define WGL_ALPHA_BITS_ARB 0x201B
+#define WGL_ALPHA_SHIFT_ARB 0x201C
+#define WGL_ACCUM_BITS_ARB 0x201D
+#define WGL_ACCUM_RED_BITS_ARB 0x201E
+#define WGL_ACCUM_GREEN_BITS_ARB 0x201F
+#define WGL_ACCUM_BLUE_BITS_ARB 0x2020
+#define WGL_ACCUM_ALPHA_BITS_ARB 0x2021
+#define WGL_DEPTH_BITS_ARB 0x2022
+#define WGL_STENCIL_BITS_ARB 0x2023
+#define WGL_AUX_BUFFERS_ARB 0x2024
+#define WGL_NO_ACCELERATION_ARB 0x2025
+#define WGL_GENERIC_ACCELERATION_ARB 0x2026
+#define WGL_FULL_ACCELERATION_ARB 0x2027
+#define WGL_SWAP_EXCHANGE_ARB 0x2028
+#define WGL_SWAP_COPY_ARB 0x2029
+#define WGL_SWAP_UNDEFINED_ARB 0x202A
+#define WGL_TYPE_RGBA_ARB 0x202B
+#define WGL_TYPE_COLORINDEX_ARB 0x202C
+#endif
+typedef BOOL (WINAPI * WINED3D_PFNWGLGETPIXELFORMATATTRIBIVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int *piAttributes, int *piValues);
+typedef BOOL (WINAPI * WINED3D_PFNWGLGETPIXELFORMATATTRIBFVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int *piAttributes, FLOAT *pfValues);
+typedef BOOL (WINAPI * WINED3D_PFNWGLCHOOSEPIXELFORMATARBPROC) (HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);
+/* WGL_ARB_make_current_read */
+typedef BOOL (WINAPI * WINED3D_PFNWGLMAKECONTEXTCURRENTARBPROC) (HDC hDrawDC, HDC hReadDC, HGLRC hglrc);
+typedef HDC (WINAPI * WINED3D_PFNWGLGETCURRENTREADDCARBPROC) (void);
+/* WGL_ARB_pbuffer */
+#ifndef WGL_ARB_pbuffer
+#define WGL_ARB_pbuffer 1
+#define WGL_DRAW_TO_PBUFFER_ARB 0x202D
+#define WGL_MAX_PBUFFER_PIXELS_ARB 0x202E
+#define WGL_MAX_PBUFFER_WIDTH_ARB 0x202F
+#define WGL_MAX_PBUFFER_HEIGHT_ARB 0x2030
+#define WGL_PBUFFER_LARGEST_ARB 0x2033
+#define WGL_PBUFFER_WIDTH_ARB 0x2034
+#define WGL_PBUFFER_HEIGHT_ARB 0x2035
+#define WGL_PBUFFER_LOST_ARB 0x2036
+#endif
+DECLARE_HANDLE(HPBUFFERARB);
+typedef HPBUFFERARB (WINAPI * WINED3D_PFNWGLCREATEPBUFFERARBPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int *piAttribList);
+typedef HDC (WINAPI * WINED3D_PFNWGLGETPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer);
+typedef int (WINAPI * WINED3D_PFNWGLRELEASEPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer, HDC hDC);
+typedef BOOL (WINAPI * WINED3D_PFNWGLDESTROYPBUFFERARBPROC) (HPBUFFERARB hPbuffer);
+typedef BOOL (WINAPI * WINED3D_PFNWGLQUERYPBUFFERARBPROC) (HPBUFFERARB hPbuffer, int iAttribute, int *piValue);
+#ifndef WGL_ARB_pixel_format_float
+#define WGL_ARB_pixel_format_float 1
+#define WGL_TYPE_RGBA_FLOAT_ARB 0x21A0
+#endif
+/* WGL_WINE_pixel_format_passthrough */
+typedef BOOL (WINAPI * WINED3D_PFNWGLSETPIXELFORMATWINE) (HDC hdc, int iPixelFormat, const PIXELFORMATDESCRIPTOR* ppfd);
+
+#define WGL_EXT_FUNCS_GEN \
+ USE_GL_FUNC(WINED3D_PFNWGLGETEXTENSIONSSTRINGARBPROC, wglGetExtensionsStringARB, 0, NULL) \
+ USE_GL_FUNC(WINED3D_PFNWGLGETPIXELFORMATATTRIBIVARBPROC, wglGetPixelFormatAttribivARB, 0, NULL) \
+ USE_GL_FUNC(WINED3D_PFNWGLGETPIXELFORMATATTRIBFVARBPROC, wglGetPixelFormatAttribfvARB, 0, NULL) \
+ USE_GL_FUNC(WINED3D_PFNWGLCHOOSEPIXELFORMATARBPROC, wglChoosePixelFormatARB, 0, NULL) \
+ USE_GL_FUNC(WINED3D_PFNWGLMAKECONTEXTCURRENTARBPROC, wglMakeContextCurrentARB, 0, NULL) \
+ USE_GL_FUNC(WINED3D_PFNWGLGETCURRENTREADDCARBPROC, wglGetCurrentReadDCARB, 0, NULL) \
+ USE_GL_FUNC(WINED3D_PFNWGLCREATEPBUFFERARBPROC, wglCreatePbufferARB, 0, NULL) \
+ USE_GL_FUNC(WINED3D_PFNWGLGETPBUFFERDCARBPROC, wglGetPbufferDCARB, 0, NULL) \
+ USE_GL_FUNC(WINED3D_PFNWGLRELEASEPBUFFERDCARBPROC, wglReleasePbufferDCARB, 0, NULL) \
+ USE_GL_FUNC(WINED3D_PFNWGLDESTROYPBUFFERARBPROC, wglDestroyPbufferARB, 0, NULL) \
+ USE_GL_FUNC(WINED3D_PFNWGLQUERYPBUFFERARBPROC, wglQueryPbufferARB, 0, NULL) \
+ USE_GL_FUNC(WINED3D_PFNWGLSETPIXELFORMATWINE, wglSetPixelFormatWINE, 0, NULL)
+
+
+/****************************************************
+ * Structures
+ ****************************************************/
+
+typedef struct _WINED3DGLTYPE {
+ int d3dType;
+ GLint size;
+ GLenum glType;
+ GLboolean normalized;
+ int typesize;
+} WINED3DGLTYPE;
+
+#define USE_GL_FUNC(type, pfn, ext, replace) type pfn;
+typedef struct _WineD3D_GL_Info {
+
+ DWORD glx_version;
+ DWORD gl_version;
+
+ GL_Vendors gl_vendor;
+ GL_Cards gl_card;
+ UINT vidmem;
+ DWORD driver_version;
+ DWORD driver_version_hipart;
+ CHAR gl_renderer[255];
+ /**
+ * CAPS Constants
+ */
+ UINT max_buffers;
+ UINT max_lights;
+ UINT max_textures;
+ UINT max_texture_stages;
+ UINT max_fragment_samplers;
+ UINT max_vertex_samplers;
+ UINT max_combined_samplers;
+ UINT max_sampler_stages;
+ UINT max_clipplanes;
+ UINT max_texture_size;
+ UINT max_texture3d_size;
+ float max_pointsize, max_pointsizemin;
+ UINT max_blends;
+ UINT max_anisotropy;
+ UINT max_glsl_varyings;
+ float max_shininess;
+
+ unsigned max_vshader_constantsF;
+ unsigned max_pshader_constantsF;
+
+ unsigned vs_arb_constantsF;
+ unsigned vs_arb_max_instructions;
+ unsigned vs_arb_max_temps;
+ unsigned ps_arb_constantsF;
+ unsigned ps_arb_max_instructions;
+ unsigned ps_arb_max_temps;
+ unsigned vs_glsl_constantsF;
+ unsigned ps_glsl_constantsF;
+
+ GL_PSVersion ps_arb_version;
+ GL_PSVersion ps_nv_version;
+
+ GL_VSVersion vs_arb_version;
+ GL_VSVersion vs_nv_version;
+ GL_VSVersion vs_ati_version;
+
+ BOOL arb_vs_offset_limit;
+ BOOL set_texcoord_w;
+
+ BOOL supported[OPENGL_SUPPORTED_EXT_END + 1];
+
+ /** OpenGL EXT and ARB functions ptr */
+ GL_EXT_FUNCS_GEN
+ /** OpenGL WGL functions ptr */
+ WGL_EXT_FUNCS_GEN
+
+ struct GlPixelFormatDesc *gl_formats;
+
+ /* Vertex data types */
+ WINED3DGLTYPE glTypeLookup[WINED3DDECLTYPE_UNUSED];
+} WineD3D_GL_Info;
+#undef USE_GL_FUNC
+
+#endif /* __WINE_WINED3D_GL */
TRUE, /* Use of GLSL enabled by default */
ORM_BACKBUFFER, /* Use the backbuffer to do offscreen rendering */
RTL_AUTO, /* Automatically determine best locking method */
+ PCI_VENDOR_NONE,/* PCI Vendor ID */
+ PCI_DEVICE_NONE,/* PCI Device ID */
0, /* The default of memory is set in FillGLCaps */
NULL, /* No wine logo by default */
FALSE /* Disable multisampling for now due to Nvidia driver bugs which happens for some users */
return ERROR_FILE_NOT_FOUND;
}
+static inline DWORD get_config_key_dword(HKEY defkey, HKEY appkey, const char* name, DWORD *data)
+{
+ DWORD type;
+ DWORD size = sizeof(DWORD);
+ if (0 != appkey && !RegQueryValueExA( appkey, name, 0, &type, (LPBYTE) data, &size ) && (type == REG_DWORD)) return 0;
+ if (0 != defkey && !RegQueryValueExA( defkey, name, 0, &type, (LPBYTE) data, &size ) && (type == REG_DWORD)) return 0;
+ return ERROR_FILE_NOT_FOUND;
+}
+
static void wined3d_do_nothing(void)
{
}
DWORD size = sizeof(buffer);
HKEY hkey = 0;
HKEY appkey = 0;
- DWORD len;
+ DWORD len, tmpvalue;
WNDCLASSA wc;
/* We need our own window class for a fake window which we use to retrieve GL capabilities */
wined3d_settings.rendertargetlock_mode = RTL_TEXTEX;
}
}
+ if ( !get_config_key_dword( hkey, appkey, "VideoPciDeviceID", &tmpvalue) )
+ {
+ int pci_device_id = tmpvalue;
+
+ /* A pci device id is 16-bit */
+ if(pci_device_id > 0xffff)
+ {
+ ERR("Invalid value for VideoPciDeviceID. The value should be smaller or equal to 65535 or 0xffff\n");
+ }
+ else
+ {
+ TRACE("Using PCI Device ID %04x\n", pci_device_id);
+ wined3d_settings.pci_device_id = pci_device_id;
+ }
+ }
+ if ( !get_config_key_dword( hkey, appkey, "VideoPciVendorID", &tmpvalue) )
+ {
+ int pci_vendor_id = tmpvalue;
+
+ /* A pci device id is 16-bit */
+ if(pci_vendor_id > 0xffff)
+ {
+ ERR("Invalid value for VideoPciVendorID. The value should be smaller or equal to 65535 or 0xffff\n");
+ }
+ else
+ {
+ TRACE("Using PCI Vendor ID %04x\n", pci_vendor_id);
+ wined3d_settings.pci_vendor_id = pci_vendor_id;
+ }
+ }
if ( !get_config_key( hkey, appkey, "VideoMemorySize", buffer, size) )
{
int TmpVideoMemorySize = atoi(buffer);
#include "wine/debug.h"
#include "wine/unicode.h"
+#include "objbase.h"
#include "wined3d_private_types.h"
-#include "wine/wined3d_interface.h"
-#include "wine/wined3d_caps.h"
+#include "wined3d.h"
#include "wined3d_gl.h"
#include "wine/list.h"
+/* Texture format fixups */
+
+enum fixup_channel_source
+{
+ CHANNEL_SOURCE_ZERO = 0,
+ CHANNEL_SOURCE_ONE = 1,
+ CHANNEL_SOURCE_X = 2,
+ CHANNEL_SOURCE_Y = 3,
+ CHANNEL_SOURCE_Z = 4,
+ CHANNEL_SOURCE_W = 5,
+ CHANNEL_SOURCE_YUV0 = 6,
+ CHANNEL_SOURCE_YUV1 = 7,
+};
+
+enum yuv_fixup
+{
+ YUV_FIXUP_YUY2 = 0,
+ YUV_FIXUP_UYVY = 1,
+ YUV_FIXUP_YV12 = 2,
+};
+
+#include <pshpack2.h>
+struct color_fixup_desc
+{
+ unsigned x_sign_fixup : 1;
+ unsigned x_source : 3;
+ unsigned y_sign_fixup : 1;
+ unsigned y_source : 3;
+ unsigned z_sign_fixup : 1;
+ unsigned z_source : 3;
+ unsigned w_sign_fixup : 1;
+ unsigned w_source : 3;
+};
+#include <poppack.h>
+
+static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
+ {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
+
+static inline struct color_fixup_desc create_color_fixup_desc(
+ int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
+ int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
+{
+ struct color_fixup_desc fixup =
+ {
+ sign0, src0,
+ sign1, src1,
+ sign2, src2,
+ sign3, src3,
+ };
+ return fixup;
+}
+
+static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
+{
+ struct color_fixup_desc fixup =
+ {
+ 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
+ 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
+ 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
+ 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
+ };
+ return fixup;
+}
+
+static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
+{
+ return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
+}
+
+static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
+{
+ return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
+}
+
+static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
+{
+ enum yuv_fixup yuv_fixup = 0;
+ if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
+ if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
+ if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
+ if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
+ return yuv_fixup;
+}
+
/* Hash table functions */
-typedef unsigned int (hash_function_t)(void *key);
-typedef BOOL (compare_function_t)(void *keya, void *keyb);
+typedef unsigned int (hash_function_t)(const void *key);
+typedef BOOL (compare_function_t)(const void *keya, const void *keyb);
#define ceilf(x) (float)ceil((double)x)
struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
-void *hash_table_get(struct hash_table_t *table, void *key);
+void *hash_table_get(const struct hash_table_t *table, const void *key);
void hash_table_put(struct hash_table_t *table, void *key, void *value);
void hash_table_remove(struct hash_table_t *table, void *key);
MAX_LOOKUPS = 1
} WINELOOKUP;
-extern int minLookup[MAX_LOOKUPS];
-extern int maxLookup[MAX_LOOKUPS];
+extern const int minLookup[MAX_LOOKUPS];
+extern const int maxLookup[MAX_LOOKUPS];
extern DWORD *stateLookup[MAX_LOOKUPS];
-typedef DWORD magLookup_t[WINED3DTEXF_ANISOTROPIC + 1];
-extern magLookup_t magLookup;
-extern magLookup_t magLookup_noFilter;
+struct min_lookup
+{
+ GLenum mip[WINED3DTEXF_LINEAR + 1];
+};
+
+struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
+const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
+GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
+const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
-typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
-extern minMipLookup_t minMipLookup;
-extern minMipLookup_t minMipLookup_noFilter;
+extern const struct filter_lookup filter_lookup_nofilter;
+extern struct filter_lookup filter_lookup;
void init_type_lookup(WineD3D_GL_Info *gl_info);
#define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType
#define RTL_TEXDRAW 3
#define RTL_TEXTEX 4
+#define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
+#define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
+
/* NOTE: When adding fields to this structure, make sure to update the default
* values in wined3d_main.c as well. */
typedef struct wined3d_settings_s {
BOOL glslRequested;
int offscreen_rendering_mode;
int rendertargetlock_mode;
+ unsigned short pci_vendor_id;
+ unsigned short pci_device_id;
/* Memory tracking and object counting */
unsigned int emulated_textureram;
char *logo;
WINED3DSIH_TABLE_SIZE
};
-typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
+typedef void (*SHADER_HANDLER)(const struct SHADER_OPCODE_ARG *);
struct shader_caps {
DWORD VertexShaderVersion;
void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
void (*shader_cleanup)(IWineD3DDevice *iface);
- void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
+ void (*shader_color_correction)(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup);
void (*shader_destroy)(IWineD3DBaseShader *iface);
HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
void (*shader_free_private)(IWineD3DDevice *iface);
BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
- void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
+ GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
- void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
- BOOL (*shader_conv_supported)(WINED3DFORMAT conv);
+ void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
+ BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
} shader_backend_t;
extern const shader_backend_t glsl_shader_backend;
#define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f)
#define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
-#define D3DCOLORTOGLFLOAT4(dw, vec) \
+#define D3DCOLORTOGLFLOAT4(dw, vec) do { \
(vec)[0] = D3DCOLOR_R(dw); \
(vec)[1] = D3DCOLOR_G(dw); \
(vec)[2] = D3DCOLOR_B(dw); \
- (vec)[3] = D3DCOLOR_A(dw);
+ (vec)[3] = D3DCOLOR_A(dw); \
+} while(0)
/* DirectX Device Limits */
/* --------------------- */
/* Checking of API calls */
/* --------------------- */
+#ifndef WINE_NO_DEBUG_MSGS
#define checkGLcall(A) \
-{ \
+do { \
GLint err = glGetError(); \
if (err == GL_NO_ERROR) { \
TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
debug_glerror(err), err, A, __FILE__, __LINE__); \
err = glGetError(); \
} while (err != GL_NO_ERROR); \
-}
+} while(0)
+#else
+#define checkGLcall(A) do {} while(0)
+#endif
/* Trace routines / diagnostics */
/* ---------------------------- */
/* Macro to dump out the current state of the light chain */
#define DUMP_LIGHT_CHAIN() \
-{ \
+do { \
PLIGHTINFOEL *el = This->stateBlock->lights;\
while (el) { \
TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
el = el->next; \
} \
-}
+} while(0)
/* Trace vector and strided data information */
#define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
# define VTRACE(A)
#endif
-/* Checking of per-vertex related GL calls */
-/* --------------------- */
-#define vcheckGLcall(A) \
-{ \
- GLint err = glGetError(); \
- if (err == GL_NO_ERROR) { \
- VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
- \
- } else do { \
- FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
- debug_glerror(err), err, A, __FILE__, __LINE__); \
- err = glGetError(); \
- } while (err != GL_NO_ERROR); \
-}
-
/* TODO: Confirm each of these works when wined3d move completed */
#if 0 /* NOTE: Must be 0 in cvs */
/* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
-typedef void (WINE_GLAPI *glAttribFunc)(void *data);
-typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, void *data);
+typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
+typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
struct fragment_pipeline {
void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
- void (*get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
+ void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
HRESULT (*alloc_private)(IWineD3DDevice *iface);
void (*free_private)(IWineD3DDevice *iface);
- BOOL (*conv_supported)(WINED3DFORMAT conv);
+ BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
const struct StateEntryTemplate *states;
BOOL ffp_proj_control;
};
extern const struct fragment_pipeline nvrc_fragment_pipeline;
/* "Base" state table */
-void compile_state_table(struct StateEntry *StateTable,
- APPLYSTATEFUNC **dev_multistate_funcs,
- WineD3D_GL_Info *gl_info,
- const struct StateEntryTemplate *vertex,
- const struct fragment_pipeline *fragment,
- const struct StateEntryTemplate *misc);
+void compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
+ const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
+ const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
/* Shaders for color conversions in blits */
struct blit_shader {
void (*free_private)(IWineD3DDevice *iface);
HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
void (*unset_shader)(IWineD3DDevice *iface);
- BOOL (*conv_supported)(WINED3DFORMAT conv);
+ BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
};
extern const struct blit_shader ffp_blit;
BOOL last_was_vshader;
BOOL last_was_foggy_shader;
BOOL namedArraysLoaded, numberedArraysLoaded;
+ DWORD numbered_array_mask;
BOOL lastWasPow2Texture[MAX_TEXTURES];
GLenum tracking_parm; /* Which source is tracking current colour */
unsigned char num_untracked_materials;
/*****************************************************************************
* Fixed function pipeline replacements
*/
+#define ARG_UNUSED 0x3f
struct texture_stage_op
{
- unsigned cop : 5, aop : 5;
-#define ARG_UNUSED 0x3f
- unsigned carg1 : 6, carg2 : 6, carg0 : 6;
+ unsigned cop : 8;
+ unsigned carg1 : 8;
+ unsigned carg2 : 8;
+ unsigned carg0 : 8;
+
+ unsigned aop : 8;
+ unsigned aarg1 : 8;
+ unsigned aarg2 : 8;
+ unsigned aarg0 : 8;
+
+ struct color_fixup_desc color_correction;
unsigned tex_type : 3;
- unsigned dst : 1; /* Total of 32 bits */
- unsigned aarg1 : 6, aarg2 : 6, aarg0 : 6;
+ unsigned dst : 1;
unsigned projected : 2;
- unsigned padding : 12; /* Total of 64 bits */
- WINED3DFORMAT color_correction;
+ unsigned padding : 10;
};
struct ffp_frag_settings {
};
void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
-struct ffp_frag_desc *find_ffp_frag_shader(struct hash_table_t *fragment_shaders, struct ffp_frag_settings *settings);
+const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
+ const struct ffp_frag_settings *settings);
void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
-BOOL ffp_frag_program_key_compare(void *keya, void *keyb);
-unsigned int ffp_frag_program_key_hash(void *key);
+BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
+unsigned int ffp_frag_program_key_hash(const void *key);
/*****************************************************************************
* IWineD3D implementation structure
/* Stream source management */
WineDirect3DVertexStridedData strided_streams;
- WineDirect3DVertexStridedData *up_strided;
+ const WineDirect3DVertexStridedData *up_strided;
BOOL useDrawStridedSlow;
BOOL instancedDraw;
GUID tag;
DWORD flags; /* DDSPD_* */
- DWORD uniqueness_value;
union
{
IWineD3DResourceClass resource;
} IWineD3DResourceImpl;
+void resource_cleanup(IWineD3DResource *iface);
+HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
+HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
+HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
+DWORD resource_get_priority(IWineD3DResource *iface);
+HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
+ void *data, DWORD *data_size);
+WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
+DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
+HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
+ const void *data, DWORD data_size, DWORD flags);
+
/* Tests show that the start address of resources is 32 byte aligned */
#define RESOURCE_ALIGNMENT 32
*/
typedef struct IWineD3DBaseTextureClass
{
+ DWORD states[MAX_WINETEXTURESTATES];
UINT levels;
BOOL dirty;
UINT textureName;
+ float pow2Matrix[16];
UINT LOD;
WINED3DTEXTUREFILTERTYPE filterType;
- DWORD states[MAX_WINETEXTURESTATES];
LONG bindCount;
DWORD sampler;
BOOL is_srgb;
UINT srgb_mode_change_count;
- WINED3DFORMAT shader_conversion_group;
- float pow2Matrix[16];
- minMipLookup_t *minMipLookup;
- magLookup_t *magLookup;
+ const struct min_lookup *minMipLookup;
+ const GLenum *magLookup;
+ struct color_fixup_desc shader_color_fixup;
} IWineD3DBaseTextureClass;
typedef struct IWineD3DBaseTextureImpl
} IWineD3DBaseTextureImpl;
+void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
+ const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
+ const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
+HRESULT basetexture_bind(IWineD3DBaseTexture *iface);
+void basetexture_cleanup(IWineD3DBaseTexture *iface);
+void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
+WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
+BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
+DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
+DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
+HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
+BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
+DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
+void basetexture_unload(IWineD3DBaseTexture *iface);
+
/*****************************************************************************
* IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
*/
/* IWineD3DCubeTexture */
IWineD3DSurface *surfaces[6][MAX_LEVELS];
-
- UINT edgeLength;
} IWineD3DCubeTextureImpl;
extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
/* IWineD3DVolumeTexture */
IWineD3DVolume *volumes[MAX_LEVELS];
-
- UINT width;
- UINT height;
- UINT depth;
} IWineD3DVolumeTextureImpl;
extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
+ IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
-HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
+ const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
+HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
+ IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
-
-const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
+const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
CONVERT_Q8W8V8U8,
CONVERT_V16U16,
CONVERT_A4L4,
- CONVERT_R32F,
- CONVERT_R16F,
- CONVERT_G16R16,
} CONVERT_TYPES;
HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
BOOL clipplane[MAX_CLIPPLANES];
BOOL vertexDecl;
BOOL pixelShader;
- BOOL pixelShaderConstantsB[MAX_CONST_B];
- BOOL pixelShaderConstantsI[MAX_CONST_I];
+ WORD pixelShaderConstantsB;
+ WORD pixelShaderConstantsI;
BOOL *pixelShaderConstantsF;
BOOL vertexShader;
- BOOL vertexShaderConstantsB[MAX_CONST_B];
- BOOL vertexShaderConstantsI[MAX_CONST_I];
+ WORD vertexShaderConstantsB;
+ WORD vertexShaderConstantsI;
BOOL *vertexShaderConstantsF;
BOOL scissorRect;
} SAVEDSTATES;
SAVEDSTATES* states,
BOOL value);
-extern void stateblock_savedstates_copy(
- IWineD3DStateBlock* iface,
- SAVEDSTATES* dest,
- SAVEDSTATES* source);
-
extern void stateblock_copy(
IWineD3DStateBlock* destination,
IWineD3DStateBlock* source);
extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
-void x11_copy_to_screen(IWineD3DSwapChainImpl *This, LPRECT rc);
+void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
const char *debug_d3dbasis(WINED3DBASISTYPE basis);
const char *debug_d3ddegree(WINED3DDEGREETYPE order);
const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
+const char *debug_fixup_channel_source(enum fixup_channel_source source);
+const char *debug_yuv_fixup(enum yuv_fixup yuv_fixup);
+void dump_color_fixup_desc(struct color_fixup_desc fixup);
/* Routines for GL <-> D3D values */
GLenum StencilOp(DWORD op);
*
* Note: Only require classes which are subclassed, ie resource, basetexture,
*/
- /*** IUnknown methods ***/
- extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
- extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
- extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
- /*** IWineD3DResource methods ***/
- extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
- extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
- extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
- extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
- extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid);
- extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew);
- extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
- extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
- extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
- extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
- /*** class static members ***/
- void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
-
- /*** IUnknown methods ***/
- extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
- extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
- extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
- /*** IWineD3DResource methods ***/
- extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
- extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
- extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags);
- extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData);
- extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid);
- extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew);
- extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
- extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
- extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
- extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
- /*** IWineD3DBaseTexture methods ***/
- extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
- extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
- extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
- extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
- extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
- extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
- extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
- extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
-
- extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
- extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
- extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
- extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
- /*** class static members ***/
- void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
+ /* IWineD3DVertexBuffer */
+ extern const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
/* TODO: Make this dynamic, based on shader limits ? */
#define MAX_REG_ADDR 1
typedef struct SHADER_OPCODE_ARG {
IWineD3DBaseShader* shader;
- shader_reg_maps* reg_maps;
+ const shader_reg_maps *reg_maps;
CONST SHADER_OPCODE* opcode;
DWORD opcode_token;
DWORD dst;
SHADER_BUFFER* buffer,
const char* fmt, ...) PRINTF_ATTR(2,3);
-extern const SHADER_OPCODE* shader_get_opcode(
- IWineD3DBaseShader *iface,
- const DWORD code);
+const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *shader_ins, DWORD shader_version, DWORD code);
/* Vertex shader utility functions */
extern BOOL vshader_get_input(
extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
/* GLSL helper functions */
-extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
+extern void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG *arg);
/*****************************************************************************
* IDirect3DBaseShader implementation structure
CONST SHADER_OPCODE *shader_ins;
DWORD *function;
UINT functionLength;
- GLuint prgId;
BOOL is_compiled;
UINT cur_loop_depth, cur_loop_regno;
BOOL load_local_constsF;
struct list constantsI;
shader_reg_maps reg_maps;
- /* Pixel formats of sampled textures, for format conversion. This
- * represents the formats found during compilation, it is not initialized
- * on the first parser pass. It is needed to check if the shader
- * needs recompilation to adjust the format conversion
- */
- WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS];
UINT sampled_samplers[MAX_COMBINED_SAMPLERS];
UINT num_sampled_samplers;
CONST DWORD* pToken,
IWineD3DStateBlockImpl *stateBlock);
-extern void shader_generate_main(
- IWineD3DBaseShader *iface,
- SHADER_BUFFER* buffer,
- shader_reg_maps* reg_maps,
- CONST DWORD* pFunction);
-
-extern void shader_dump_ins_modifiers(
- const DWORD output);
-
-extern void shader_dump_param(
- IWineD3DBaseShader *iface,
- const DWORD param,
- const DWORD addr_token,
- int input);
+extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
+ const shader_reg_maps *reg_maps, const DWORD *pFunction);
extern void shader_trace_init(
IWineD3DBaseShader *iface,
const DWORD* pFunction);
-extern int shader_get_param(
- IWineD3DBaseShader* iface,
- const DWORD* pToken,
- DWORD* param,
- DWORD* addr_token);
-
-extern int shader_skip_unrecognized(
- IWineD3DBaseShader* iface,
- const DWORD* pToken);
-
static inline int shader_get_regtype(const DWORD param) {
return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
return param & WINED3DSP_WRITEMASK_ALL;
}
-extern unsigned int shader_get_float_offset(const DWORD reg);
-
static inline BOOL shader_is_pshader_version(DWORD token) {
return 0xFFFF0000 == (token & 0xFFFF0000);
}
DWORD usage;
+ /* The GL shader */
+ GLuint prgId;
+
/* Vertex shader input and output semantics */
semantic semantics_in [MAX_ATTRIBS];
semantic semantics_out [MAX_REG_OUTPUT];
} IWineD3DVertexShaderImpl;
extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
+HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface);
/*****************************************************************************
* IDirect3DPixelShader implementation structure
UINT const_num;
};
+/* Stateblock dependent parameters which have to be hardcoded
+ * into the shader code
+ */
+struct ps_compile_args {
+ struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
+ BOOL srgb_correction;
+ enum vertexprocessing_mode vp_mode;
+ /* Projected textures(ps 1.0-1.3) */
+ /* Texture types(2D, Cube, 3D) in ps 1.x */
+};
+
+struct ps_compiled_shader {
+ struct ps_compile_args args;
+ GLuint prgId;
+};
+
typedef struct IWineD3DPixelShaderImpl {
/* IUnknown parts */
const IWineD3DPixelShaderVtbl *lpVtbl;
BOOL input_reg_used[MAX_REG_INPUT];
int declared_in_count;
+ /* The GL shader */
+ struct ps_compiled_shader *gl_shaders;
+ UINT num_gl_shaders;
+
/* Some information about the shader behavior */
struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
char numbumpenvmatconsts;
struct stb_const_desc luminanceconst[MAX_TEXTURES];
- char srgb_enabled;
- char srgb_mode_hardcoded;
- UINT srgb_low_const;
- UINT srgb_cmp_const;
char vpos_uniform;
- BOOL render_offscreen;
- UINT height;
- enum vertexprocessing_mode vertexprocessing;
} IWineD3DPixelShaderImpl;
extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
+GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
+void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
/* sRGB correction constants */
static const float srgb_cmp = 0.0031308;
/*****************************************************************************
* Pixel format management
*/
+
+struct GlPixelFormatDesc
+{
+ GLint glInternal;
+ GLint glGammaInternal;
+ GLint rtInternal;
+ GLint glFormat;
+ GLint glType;
+ unsigned int Flags;
+ float heightscale;
+ struct color_fixup_desc color_fixup;
+};
+
typedef struct {
WINED3DFORMAT format;
DWORD alphaMask, redMask, greenMask, blueMask;
} StaticPixelFormatDesc;
const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
- WineD3D_GL_Info *gl_info,
- const GlPixelFormatDesc **glDesc);
+ const WineD3D_GL_Info *gl_info, const struct GlPixelFormatDesc **glDesc);
static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
return (device->vs_selected_mode != SHADER_NONE