reactos/dll/directx/wine/wined3d/wined3d_private.h
Joachim Henze 81cffd7658 [D3D8][D3D9][DDRAW][D3DCOMPILER_43][WINED3D] Revert to Wine Staging 3.3
Avoid regressions CORE-14955 "Ddraw fullscreen crashes" and CORE-15652

This brings us back to before guilty commit 0.4.10-dev-55-g
7af3969e9f

and therefore downgrades
dll/directx/wine/
D3D8,D3D9,DDRAW,D3DCOMPILER_43,WINED3D
to WineStaging 3.3.
Also downgrades related header sdk/include/reactos/wine/wined3d.h
and for the first time also media/doc/README.WINE

Same versions of these dlls we had in every ros rls since 0.4.10rls.
Amine Khaldi agreed to perform this revert also for master now.

Purpose of this revert is to fix crashes when Ddraw apps switch
into fullscreen with VBEMP and inbuilt Mesa.
I tested, before:
 DxDiag crashed when switching to fullscreen (CORE-14955),
 Diablo II crashed immediately (CORE-15652),
 Monster-Truck-Madness 2 demo crashed after main menu

Afterwards all of these apps do run.
DXTN does still work after that, even with VBEMP and inbuilt Mesa.

squashed commit of 0.4.13-RC-2-g
67dd70e5ef
and 0.4.13-RC-3-g
9f1e2cd172
2019-10-03 18:38:29 +02:00

4548 lines
164 KiB
C

/*
* Direct3D wine internal private include file
*
* Copyright 2002-2003 The wine-d3d team
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2002-2003, 2004 Jason Edmeades
* Copyright 2005 Oliver Stieber
* Copyright 2006-2011, 2013 Stefan Dösinger 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
*/
#ifndef __WINE_WINED3D_PRIVATE_H
#define __WINE_WINED3D_PRIVATE_H
#ifdef USE_WIN32_OPENGL
#define WINE_GLAPI __stdcall
#else
#define WINE_GLAPI
#endif
#include <assert.h>
#include <stdarg.h>
#include <math.h>
#include <limits.h>
#include "ntstatus.h"
#define WIN32_NO_STATUS
#define NONAMELESSUNION
#define NONAMELESSSTRUCT
#define COBJMACROS
#include "windef.h"
#include "winbase.h"
#include "winreg.h"
#include "wingdi.h"
#include "winuser.h"
#include "winternl.h"
#include "ddk/d3dkmthk.h"
#include "wine/debug.h"
#include "wine/heap.h"
#include "wine/unicode.h"
#include "objbase.h"
#include "wine/wined3d.h"
#include "wined3d_gl.h"
#include "wine/list.h"
#include "wine/rbtree.h"
#include "wine/wgl_driver.h"
#ifndef ARRAY_SIZE
#define ARRAY_SIZE(array) (sizeof(array) / sizeof((array)[0]))
#endif
#define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
/* Driver quirks */
#define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
#define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
#define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
#define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
#define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
#define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
#define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
#define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
#define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
#define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
enum wined3d_ffp_idx
{
WINED3D_FFP_POSITION = 0,
WINED3D_FFP_BLENDWEIGHT = 1,
WINED3D_FFP_BLENDINDICES = 2,
WINED3D_FFP_NORMAL = 3,
WINED3D_FFP_PSIZE = 4,
WINED3D_FFP_DIFFUSE = 5,
WINED3D_FFP_SPECULAR = 6,
WINED3D_FFP_TEXCOORD0 = 7,
WINED3D_FFP_TEXCOORD1 = 8,
WINED3D_FFP_TEXCOORD2 = 9,
WINED3D_FFP_TEXCOORD3 = 10,
WINED3D_FFP_TEXCOORD4 = 11,
WINED3D_FFP_TEXCOORD5 = 12,
WINED3D_FFP_TEXCOORD6 = 13,
WINED3D_FFP_TEXCOORD7 = 14,
WINED3D_FFP_ATTRIBS_COUNT = 15,
};
enum wined3d_ffp_emit_idx
{
WINED3D_FFP_EMIT_FLOAT1,
WINED3D_FFP_EMIT_FLOAT2,
WINED3D_FFP_EMIT_FLOAT3,
WINED3D_FFP_EMIT_FLOAT4,
WINED3D_FFP_EMIT_D3DCOLOR,
WINED3D_FFP_EMIT_UBYTE4,
WINED3D_FFP_EMIT_SHORT2,
WINED3D_FFP_EMIT_SHORT4,
WINED3D_FFP_EMIT_UBYTE4N,
WINED3D_FFP_EMIT_SHORT2N,
WINED3D_FFP_EMIT_SHORT4N,
WINED3D_FFP_EMIT_USHORT2N,
WINED3D_FFP_EMIT_USHORT4N,
WINED3D_FFP_EMIT_UDEC3,
WINED3D_FFP_EMIT_DEC3N,
WINED3D_FFP_EMIT_FLOAT16_2,
WINED3D_FFP_EMIT_FLOAT16_4,
WINED3D_FFP_EMIT_INVALID,
WINED3D_FFP_EMIT_COUNT,
};
/* 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_COMPLEX0 = 6,
CHANNEL_SOURCE_COMPLEX1 = 7,
};
enum complex_fixup
{
COMPLEX_FIXUP_NONE = 0,
COMPLEX_FIXUP_YUY2 = 1,
COMPLEX_FIXUP_UYVY = 2,
COMPLEX_FIXUP_YV12 = 3,
COMPLEX_FIXUP_P8 = 4,
COMPLEX_FIXUP_NV12 = 5,
};
#include <pshpack2.h>
struct color_fixup_desc
{
unsigned short x_sign_fixup : 1;
unsigned short x_source : 3;
unsigned short y_sign_fixup : 1;
unsigned short y_source : 3;
unsigned short z_sign_fixup : 1;
unsigned short z_source : 3;
unsigned short w_sign_fixup : 1;
unsigned short w_source : 3;
};
#include <poppack.h>
struct wined3d_d3d_limits
{
unsigned int vs_version, hs_version, ds_version, gs_version, ps_version, cs_version;
DWORD vs_uniform_count;
DWORD ps_uniform_count;
unsigned int varying_count;
unsigned int ffp_textures;
unsigned int ffp_blend_stages;
unsigned int ffp_vertex_blend_matrices;
unsigned int active_light_count;
};
typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
typedef void (WINE_GLAPI *wined3d_generic_attrib_func)(GLuint idx, const void *data);
extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
struct wined3d_ffp_attrib_ops
{
wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
wined3d_generic_attrib_func generic[WINED3D_FFP_EMIT_COUNT];
};
struct wined3d_d3d_info
{
struct wined3d_d3d_limits limits;
struct wined3d_ffp_attrib_ops ffp_attrib_ops;
BOOL xyzrhw;
BOOL emulated_flatshading;
BOOL ffp_generic_attributes;
BOOL vs_clipping;
BOOL shader_color_key;
DWORD valid_rt_mask;
DWORD valid_dual_rt_mask;
DWORD wined3d_creation_flags;
BOOL shader_double_precision;
};
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_complex_fixup_desc(enum complex_fixup complex_fixup)
{
struct color_fixup_desc fixup =
{
0u, complex_fixup & (1u << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
0u, complex_fixup & (1u << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
0u, complex_fixup & (1u << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
0u, complex_fixup & (1u << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
};
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_complex_fixup(struct color_fixup_desc fixup)
{
return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1;
}
static inline BOOL is_scaling_fixup(struct color_fixup_desc fixup)
{
return fixup.x_sign_fixup || fixup.y_sign_fixup || fixup.z_sign_fixup || fixup.w_sign_fixup;
}
static inline BOOL is_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2)
{
return f1.x_sign_fixup == f2.x_sign_fixup && f1.x_source == f2.x_source
&& f1.y_sign_fixup == f2.y_sign_fixup && f1.y_source == f2.y_source
&& f1.z_sign_fixup == f2.z_sign_fixup && f1.z_source == f2.z_source
&& f1.w_sign_fixup == f2.w_sign_fixup && f1.w_source == f2.w_source;
}
static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
{
enum complex_fixup complex_fixup = 0;
if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 0);
if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 1);
if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 2);
if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 3);
return complex_fixup;
}
/* Device caps */
#define MAX_STREAMS 16
#define MAX_TEXTURES 8
#define MAX_FRAGMENT_SAMPLERS 16
#define MAX_VERTEX_SAMPLERS 4
#define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
#define MAX_ACTIVE_LIGHTS 8
#define MAX_CLIP_DISTANCES 8
#define MAX_CONSTANT_BUFFERS 15
#define MAX_SAMPLER_OBJECTS 16
#define MAX_SHADER_RESOURCE_VIEWS 128
#define MAX_RENDER_TARGET_VIEWS 8
#define MAX_UNORDERED_ACCESS_VIEWS 8
#define MAX_TGSM_REGISTERS 8192
#define MAX_VERTEX_BLENDS 4
#define MAX_VERTEX_INDEX_BLENDS 9
#define MAX_MULTISAMPLE_TYPES 8
#define MAX_RENDER_TARGETS 8
struct min_lookup
{
GLenum mip[WINED3D_TEXF_LINEAR + 1];
};
extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN;
static inline enum wined3d_cmp_func wined3d_sanitize_cmp_func(enum wined3d_cmp_func func)
{
if (func < WINED3D_CMP_NEVER || func > WINED3D_CMP_ALWAYS)
return WINED3D_CMP_ALWAYS;
return func;
}
static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
{
return magLookup[mag_filter];
}
static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter,
enum wined3d_texture_filter_type mip_filter)
{
return minMipLookup[min_filter].mip[mip_filter];
}
/* float_16_to_32() and float_32_to_16() (see implementation in
* surface_base.c) convert 16 bit floats in the FLOAT16 data type
* to standard C floats and vice versa. They do not depend on the encoding
* of the C float, so they are platform independent, but slow. On x86 and
* other IEEE 754 compliant platforms the conversion can be accelerated by
* bit shifting the exponent and mantissa. There are also some SSE-based
* assembly routines out there.
*
* See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
*/
static inline float float_16_to_32(const unsigned short *in)
{
const unsigned short s = ((*in) & 0x8000u);
const unsigned short e = ((*in) & 0x7c00u) >> 10;
const unsigned short m = (*in) & 0x3ffu;
const float sgn = (s ? -1.0f : 1.0f);
if(e == 0) {
if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f);
} else if(e < 31) {
return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
} else {
if(m == 0) return sgn * INFINITY;
else return NAN;
}
}
static inline float float_24_to_32(DWORD in)
{
const float sgn = in & 0x800000u ? -1.0f : 1.0f;
const unsigned short e = (in & 0x780000u) >> 19;
const unsigned int m = in & 0x7ffffu;
if (e == 0)
{
if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f);
}
else if (e < 15)
{
return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
}
else
{
if (m == 0) return sgn * INFINITY;
else return NAN;
}
}
static inline unsigned int wined3d_popcount(unsigned int x)
{
#ifdef HAVE___BUILTIN_POPCOUNT
return __builtin_popcount(x);
#else
x -= x >> 1 & 0x55555555;
x = (x & 0x33333333) + (x >> 2 & 0x33333333);
return ((x + (x >> 4)) & 0x0f0f0f0f) * 0x01010101 >> 24;
#endif
}
static inline void wined3d_pause(void)
{
#ifdef __REACTOS__
Sleep(0);
#else
#if defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__))
__asm__ __volatile__( "rep;nop" : : : "memory" );
#endif
#endif
}
#define ORM_BACKBUFFER 0
#define ORM_FBO 1
#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. */
struct wined3d_settings
{
unsigned int cs_multithreaded;
BOOL explicit_gl_version;
DWORD max_gl_version;
BOOL glslRequested;
int offscreen_rendering_mode;
unsigned short pci_vendor_id;
unsigned short pci_device_id;
/* Memory tracking and object counting. */
UINT64 emulated_textureram;
char *logo;
unsigned int multisample_textures;
unsigned int sample_count;
BOOL strict_draw_ordering;
BOOL check_float_constants;
unsigned int max_sm_vs;
unsigned int max_sm_hs;
unsigned int max_sm_ds;
unsigned int max_sm_gs;
unsigned int max_sm_ps;
unsigned int max_sm_cs;
BOOL no_3d;
};
extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
enum wined3d_shader_resource_type
{
WINED3D_SHADER_RESOURCE_NONE,
WINED3D_SHADER_RESOURCE_BUFFER,
WINED3D_SHADER_RESOURCE_TEXTURE_1D,
WINED3D_SHADER_RESOURCE_TEXTURE_2D,
WINED3D_SHADER_RESOURCE_TEXTURE_2DMS,
WINED3D_SHADER_RESOURCE_TEXTURE_3D,
WINED3D_SHADER_RESOURCE_TEXTURE_CUBE,
WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY,
};
#define WINED3D_SHADER_CONST_VS_F 0x00000001
#define WINED3D_SHADER_CONST_VS_I 0x00000002
#define WINED3D_SHADER_CONST_VS_B 0x00000004
#define WINED3D_SHADER_CONST_VS_CLIP_PLANES 0x00000008
#define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000010
#define WINED3D_SHADER_CONST_POS_FIXUP 0x00000020
#define WINED3D_SHADER_CONST_PS_F 0x00000040
#define WINED3D_SHADER_CONST_PS_I 0x00000080
#define WINED3D_SHADER_CONST_PS_B 0x00000100
#define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000200
#define WINED3D_SHADER_CONST_PS_FOG 0x00000400
#define WINED3D_SHADER_CONST_PS_ALPHA_TEST 0x00000800
#define WINED3D_SHADER_CONST_PS_Y_CORR 0x00001000
#define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00002000
#define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00004000
#define WINED3D_SHADER_CONST_FFP_PROJ 0x00010000
#define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00020000
#define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00040000
#define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00080000
#define WINED3D_SHADER_CONST_FFP_PS 0x00100000
#define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00200000
#define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0xff000000
#define WINED3D_SHADER_CONST_FFP_VERTEXBLEND_INDEX(i) (0x01000000 << ((i) - 1))
enum wined3d_shader_register_type
{
WINED3DSPR_TEMP = 0,
WINED3DSPR_INPUT = 1,
WINED3DSPR_CONST = 2,
WINED3DSPR_ADDR = 3,
WINED3DSPR_TEXTURE = 3,
WINED3DSPR_RASTOUT = 4,
WINED3DSPR_ATTROUT = 5,
WINED3DSPR_TEXCRDOUT = 6,
WINED3DSPR_OUTPUT = 6,
WINED3DSPR_CONSTINT = 7,
WINED3DSPR_COLOROUT = 8,
WINED3DSPR_DEPTHOUT = 9,
WINED3DSPR_SAMPLER = 10,
WINED3DSPR_CONST2 = 11,
WINED3DSPR_CONST3 = 12,
WINED3DSPR_CONST4 = 13,
WINED3DSPR_CONSTBOOL = 14,
WINED3DSPR_LOOP = 15,
WINED3DSPR_TEMPFLOAT16 = 16,
WINED3DSPR_MISCTYPE = 17,
WINED3DSPR_LABEL = 18,
WINED3DSPR_PREDICATE = 19,
WINED3DSPR_IMMCONST,
WINED3DSPR_CONSTBUFFER,
WINED3DSPR_IMMCONSTBUFFER,
WINED3DSPR_PRIMID,
WINED3DSPR_NULL,
WINED3DSPR_RESOURCE,
WINED3DSPR_UAV,
WINED3DSPR_OUTPOINTID,
WINED3DSPR_FORKINSTID,
WINED3DSPR_JOININSTID,
WINED3DSPR_INCONTROLPOINT,
WINED3DSPR_OUTCONTROLPOINT,
WINED3DSPR_PATCHCONST,
WINED3DSPR_TESSCOORD,
WINED3DSPR_GROUPSHAREDMEM,
WINED3DSPR_THREADID,
WINED3DSPR_THREADGROUPID,
WINED3DSPR_LOCALTHREADID,
WINED3DSPR_LOCALTHREADINDEX,
WINED3DSPR_IDXTEMP,
WINED3DSPR_STREAM,
WINED3DSPR_FUNCTIONBODY,
WINED3DSPR_FUNCTIONPOINTER,
WINED3DSPR_COVERAGE,
WINED3DSPR_SAMPLEMASK,
WINED3DSPR_GSINSTID,
WINED3DSPR_DEPTHOUTGE,
WINED3DSPR_DEPTHOUTLE,
};
enum wined3d_data_type
{
WINED3D_DATA_FLOAT,
WINED3D_DATA_INT,
WINED3D_DATA_RESOURCE,
WINED3D_DATA_SAMPLER,
WINED3D_DATA_UAV,
WINED3D_DATA_UINT,
WINED3D_DATA_UNORM,
WINED3D_DATA_SNORM,
WINED3D_DATA_OPAQUE,
};
enum wined3d_immconst_type
{
WINED3D_IMMCONST_SCALAR,
WINED3D_IMMCONST_VEC4,
};
#define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
enum wined3d_shader_src_modifier
{
WINED3DSPSM_NONE = 0,
WINED3DSPSM_NEG = 1,
WINED3DSPSM_BIAS = 2,
WINED3DSPSM_BIASNEG = 3,
WINED3DSPSM_SIGN = 4,
WINED3DSPSM_SIGNNEG = 5,
WINED3DSPSM_COMP = 6,
WINED3DSPSM_X2 = 7,
WINED3DSPSM_X2NEG = 8,
WINED3DSPSM_DZ = 9,
WINED3DSPSM_DW = 10,
WINED3DSPSM_ABS = 11,
WINED3DSPSM_ABSNEG = 12,
WINED3DSPSM_NOT = 13,
};
#define WINED3DSP_WRITEMASK_0 0x1u /* .x r */
#define WINED3DSP_WRITEMASK_1 0x2u /* .y g */
#define WINED3DSP_WRITEMASK_2 0x4u /* .z b */
#define WINED3DSP_WRITEMASK_3 0x8u /* .w a */
#define WINED3DSP_WRITEMASK_ALL 0xfu /* all */
enum wined3d_shader_dst_modifier
{
WINED3DSPDM_NONE = 0,
WINED3DSPDM_SATURATE = 1,
WINED3DSPDM_PARTIALPRECISION = 2,
WINED3DSPDM_MSAMPCENTROID = 4,
};
enum wined3d_shader_interpolation_mode
{
WINED3DSIM_NONE = 0,
WINED3DSIM_CONSTANT = 1,
WINED3DSIM_LINEAR = 2,
WINED3DSIM_LINEAR_CENTROID = 3,
WINED3DSIM_LINEAR_NOPERSPECTIVE = 4,
WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5,
WINED3DSIM_LINEAR_SAMPLE = 6,
WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7,
};
#define WINED3D_PACKED_INTERPOLATION_SIZE 3
#define WINED3D_PACKED_INTERPOLATION_BIT_COUNT 3
enum wined3d_shader_global_flags
{
WINED3DSGF_REFACTORING_ALLOWED = 0x1,
WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL = 0x4,
WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8,
};
enum wined3d_shader_sync_flags
{
WINED3DSSF_THREAD_GROUP = 0x1,
WINED3DSSF_GROUP_SHARED_MEMORY = 0x2,
};
enum wined3d_shader_uav_flags
{
WINED3DSUF_GLOBALLY_COHERENT = 0x2,
WINED3DSUF_ORDER_PRESERVING_COUNTER = 0x100,
};
enum wined3d_tessellator_domain
{
WINED3D_TESSELLATOR_DOMAIN_LINE = 1,
WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2,
WINED3D_TESSELLATOR_DOMAIN_QUAD = 3,
};
enum wined3d_tessellator_output_primitive
{
WINED3D_TESSELLATOR_OUTPUT_POINT = 1,
WINED3D_TESSELLATOR_OUTPUT_LINE = 2,
WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
};
enum wined3d_tessellator_partitioning
{
WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2,
WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
};
/* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
#define WINED3DSI_TEXLD_PROJECT 0x1
#define WINED3DSI_TEXLD_BIAS 0x2
#define WINED3DSI_INDEXED_DYNAMIC 0x4
#define WINED3DSI_RESINFO_RCP_FLOAT 0x1
#define WINED3DSI_RESINFO_UINT 0x2
#define WINED3DSI_SAMPLE_INFO_UINT 0x1
#define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1
enum wined3d_shader_rel_op
{
WINED3D_SHADER_REL_OP_GT = 1,
WINED3D_SHADER_REL_OP_EQ = 2,
WINED3D_SHADER_REL_OP_GE = 3,
WINED3D_SHADER_REL_OP_LT = 4,
WINED3D_SHADER_REL_OP_NE = 5,
WINED3D_SHADER_REL_OP_LE = 6,
};
enum wined3d_shader_conditional_op
{
WINED3D_SHADER_CONDITIONAL_OP_NZ = 0,
WINED3D_SHADER_CONDITIONAL_OP_Z = 1
};
#define WINED3D_SM1_VS 0xfffeu
#define WINED3D_SM1_PS 0xffffu
#define WINED3D_SM4_PS 0x0000u
#define WINED3D_SM4_VS 0x0001u
#define WINED3D_SM4_GS 0x0002u
#define WINED3D_SM5_HS 0x0003u
#define WINED3D_SM5_DS 0x0004u
#define WINED3D_SM5_CS 0x0005u
/* Shader version tokens, and shader end tokens */
#define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
#define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
/* Shader backends */
/* TODO: Make this dynamic, based on shader limits ? */
#define MAX_ATTRIBS 16
#define MAX_REG_ADDR 1
#define MAX_REG_TEXCRD 8
#define MAX_REG_INPUT 32
#define MAX_REG_OUTPUT 32
#define WINED3D_MAX_CBS 15
#define WINED3D_MAX_CONSTS_B 16
#define WINED3D_MAX_CONSTS_I 16
#define WINED3D_MAX_VS_CONSTS_F 256
#define WINED3D_MAX_PS_CONSTS_F 224
/* FIXME: This needs to go up to 2048 for
* Shader model 3 according to msdn (and for software shaders) */
#define MAX_LABELS 16
#define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096
struct wined3d_string_buffer
{
struct list entry;
char *buffer;
unsigned int buffer_size;
unsigned int content_size;
};
enum WINED3D_SHADER_INSTRUCTION_HANDLER
{
WINED3DSIH_ABS,
WINED3DSIH_ADD,
WINED3DSIH_AND,
WINED3DSIH_ATOMIC_AND,
WINED3DSIH_ATOMIC_CMP_STORE,
WINED3DSIH_ATOMIC_IADD,
WINED3DSIH_ATOMIC_IMAX,
WINED3DSIH_ATOMIC_IMIN,
WINED3DSIH_ATOMIC_OR,
WINED3DSIH_ATOMIC_UMAX,
WINED3DSIH_ATOMIC_UMIN,
WINED3DSIH_ATOMIC_XOR,
WINED3DSIH_BEM,
WINED3DSIH_BFI,
WINED3DSIH_BFREV,
WINED3DSIH_BREAK,
WINED3DSIH_BREAKC,
WINED3DSIH_BREAKP,
WINED3DSIH_BUFINFO,
WINED3DSIH_CALL,
WINED3DSIH_CALLNZ,
WINED3DSIH_CASE,
WINED3DSIH_CMP,
WINED3DSIH_CND,
WINED3DSIH_CONTINUE,
WINED3DSIH_CONTINUEP,
WINED3DSIH_COUNTBITS,
WINED3DSIH_CRS,
WINED3DSIH_CUT,
WINED3DSIH_CUT_STREAM,
WINED3DSIH_DCL,
WINED3DSIH_DCL_CONSTANT_BUFFER,
WINED3DSIH_DCL_FUNCTION_BODY,
WINED3DSIH_DCL_FUNCTION_TABLE,
WINED3DSIH_DCL_GLOBAL_FLAGS,
WINED3DSIH_DCL_GS_INSTANCES,
WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT,
WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT,
WINED3DSIH_DCL_HS_MAX_TESSFACTOR,
WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER,
WINED3DSIH_DCL_INDEX_RANGE,
WINED3DSIH_DCL_INDEXABLE_TEMP,
WINED3DSIH_DCL_INPUT,
WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT,
WINED3DSIH_DCL_INPUT_PRIMITIVE,
WINED3DSIH_DCL_INPUT_PS,
WINED3DSIH_DCL_INPUT_PS_SGV,
WINED3DSIH_DCL_INPUT_PS_SIV,
WINED3DSIH_DCL_INPUT_SGV,
WINED3DSIH_DCL_INPUT_SIV,
WINED3DSIH_DCL_INTERFACE,
WINED3DSIH_DCL_OUTPUT,
WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT,
WINED3DSIH_DCL_OUTPUT_SIV,
WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
WINED3DSIH_DCL_RESOURCE_RAW,
WINED3DSIH_DCL_RESOURCE_STRUCTURED,
WINED3DSIH_DCL_SAMPLER,
WINED3DSIH_DCL_STREAM,
WINED3DSIH_DCL_TEMPS,
WINED3DSIH_DCL_TESSELLATOR_DOMAIN,
WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
WINED3DSIH_DCL_TESSELLATOR_PARTITIONING,
WINED3DSIH_DCL_TGSM_RAW,
WINED3DSIH_DCL_TGSM_STRUCTURED,
WINED3DSIH_DCL_THREAD_GROUP,
WINED3DSIH_DCL_UAV_RAW,
WINED3DSIH_DCL_UAV_STRUCTURED,
WINED3DSIH_DCL_UAV_TYPED,
WINED3DSIH_DCL_VERTICES_OUT,
WINED3DSIH_DEF,
WINED3DSIH_DEFAULT,
WINED3DSIH_DEFB,
WINED3DSIH_DEFI,
WINED3DSIH_DIV,
WINED3DSIH_DP2,
WINED3DSIH_DP2ADD,
WINED3DSIH_DP3,
WINED3DSIH_DP4,
WINED3DSIH_DST,
WINED3DSIH_DSX,
WINED3DSIH_DSX_COARSE,
WINED3DSIH_DSX_FINE,
WINED3DSIH_DSY,
WINED3DSIH_DSY_COARSE,
WINED3DSIH_DSY_FINE,
WINED3DSIH_EVAL_SAMPLE_INDEX,
WINED3DSIH_ELSE,
WINED3DSIH_EMIT,
WINED3DSIH_EMIT_STREAM,
WINED3DSIH_ENDIF,
WINED3DSIH_ENDLOOP,
WINED3DSIH_ENDREP,
WINED3DSIH_ENDSWITCH,
WINED3DSIH_EQ,
WINED3DSIH_EXP,
WINED3DSIH_EXPP,
WINED3DSIH_F16TOF32,
WINED3DSIH_F32TOF16,
WINED3DSIH_FCALL,
WINED3DSIH_FIRSTBIT_HI,
WINED3DSIH_FIRSTBIT_LO,
WINED3DSIH_FIRSTBIT_SHI,
WINED3DSIH_FRC,
WINED3DSIH_FTOI,
WINED3DSIH_FTOU,
WINED3DSIH_GATHER4,
WINED3DSIH_GATHER4_C,
WINED3DSIH_GATHER4_PO,
WINED3DSIH_GATHER4_PO_C,
WINED3DSIH_GE,
WINED3DSIH_HS_CONTROL_POINT_PHASE,
WINED3DSIH_HS_DECLS,
WINED3DSIH_HS_FORK_PHASE,
WINED3DSIH_HS_JOIN_PHASE,
WINED3DSIH_IADD,
WINED3DSIH_IBFE,
WINED3DSIH_IEQ,
WINED3DSIH_IF,
WINED3DSIH_IFC,
WINED3DSIH_IGE,
WINED3DSIH_ILT,
WINED3DSIH_IMAD,
WINED3DSIH_IMAX,
WINED3DSIH_IMIN,
WINED3DSIH_IMM_ATOMIC_ALLOC,
WINED3DSIH_IMM_ATOMIC_AND,
WINED3DSIH_IMM_ATOMIC_CMP_EXCH,
WINED3DSIH_IMM_ATOMIC_CONSUME,
WINED3DSIH_IMM_ATOMIC_EXCH,
WINED3DSIH_IMM_ATOMIC_IADD,
WINED3DSIH_IMM_ATOMIC_IMAX,
WINED3DSIH_IMM_ATOMIC_IMIN,
WINED3DSIH_IMM_ATOMIC_OR,
WINED3DSIH_IMM_ATOMIC_UMAX,
WINED3DSIH_IMM_ATOMIC_UMIN,
WINED3DSIH_IMM_ATOMIC_XOR,
WINED3DSIH_IMUL,
WINED3DSIH_INE,
WINED3DSIH_INEG,
WINED3DSIH_ISHL,
WINED3DSIH_ISHR,
WINED3DSIH_ITOF,
WINED3DSIH_LABEL,
WINED3DSIH_LD,
WINED3DSIH_LD2DMS,
WINED3DSIH_LD_RAW,
WINED3DSIH_LD_STRUCTURED,
WINED3DSIH_LD_UAV_TYPED,
WINED3DSIH_LIT,
WINED3DSIH_LOD,
WINED3DSIH_LOG,
WINED3DSIH_LOGP,
WINED3DSIH_LOOP,
WINED3DSIH_LRP,
WINED3DSIH_LT,
WINED3DSIH_M3x2,
WINED3DSIH_M3x3,
WINED3DSIH_M3x4,
WINED3DSIH_M4x3,
WINED3DSIH_M4x4,
WINED3DSIH_MAD,
WINED3DSIH_MAX,
WINED3DSIH_MIN,
WINED3DSIH_MOV,
WINED3DSIH_MOVA,
WINED3DSIH_MOVC,
WINED3DSIH_MUL,
WINED3DSIH_NE,
WINED3DSIH_NOP,
WINED3DSIH_NOT,
WINED3DSIH_NRM,
WINED3DSIH_OR,
WINED3DSIH_PHASE,
WINED3DSIH_POW,
WINED3DSIH_RCP,
WINED3DSIH_REP,
WINED3DSIH_RESINFO,
WINED3DSIH_RET,
WINED3DSIH_RETP,
WINED3DSIH_ROUND_NE,
WINED3DSIH_ROUND_NI,
WINED3DSIH_ROUND_PI,
WINED3DSIH_ROUND_Z,
WINED3DSIH_RSQ,
WINED3DSIH_SAMPLE,
WINED3DSIH_SAMPLE_B,
WINED3DSIH_SAMPLE_C,
WINED3DSIH_SAMPLE_C_LZ,
WINED3DSIH_SAMPLE_GRAD,
WINED3DSIH_SAMPLE_INFO,
WINED3DSIH_SAMPLE_LOD,
WINED3DSIH_SAMPLE_POS,
WINED3DSIH_SETP,
WINED3DSIH_SGE,
WINED3DSIH_SGN,
WINED3DSIH_SINCOS,
WINED3DSIH_SLT,
WINED3DSIH_SQRT,
WINED3DSIH_STORE_RAW,
WINED3DSIH_STORE_STRUCTURED,
WINED3DSIH_STORE_UAV_TYPED,
WINED3DSIH_SUB,
WINED3DSIH_SWAPC,
WINED3DSIH_SWITCH,
WINED3DSIH_SYNC,
WINED3DSIH_TEX,
WINED3DSIH_TEXBEM,
WINED3DSIH_TEXBEML,
WINED3DSIH_TEXCOORD,
WINED3DSIH_TEXDEPTH,
WINED3DSIH_TEXDP3,
WINED3DSIH_TEXDP3TEX,
WINED3DSIH_TEXKILL,
WINED3DSIH_TEXLDD,
WINED3DSIH_TEXLDL,
WINED3DSIH_TEXM3x2DEPTH,
WINED3DSIH_TEXM3x2PAD,
WINED3DSIH_TEXM3x2TEX,
WINED3DSIH_TEXM3x3,
WINED3DSIH_TEXM3x3DIFF,
WINED3DSIH_TEXM3x3PAD,
WINED3DSIH_TEXM3x3SPEC,
WINED3DSIH_TEXM3x3TEX,
WINED3DSIH_TEXM3x3VSPEC,
WINED3DSIH_TEXREG2AR,
WINED3DSIH_TEXREG2GB,
WINED3DSIH_TEXREG2RGB,
WINED3DSIH_UBFE,
WINED3DSIH_UDIV,
WINED3DSIH_UGE,
WINED3DSIH_ULT,
WINED3DSIH_UMAX,
WINED3DSIH_UMIN,
WINED3DSIH_UMUL,
WINED3DSIH_USHR,
WINED3DSIH_UTOF,
WINED3DSIH_XOR,
WINED3DSIH_TABLE_SIZE
};
enum wined3d_shader_type
{
WINED3D_SHADER_TYPE_PIXEL,
WINED3D_SHADER_TYPE_VERTEX,
WINED3D_SHADER_TYPE_GEOMETRY,
WINED3D_SHADER_TYPE_HULL,
WINED3D_SHADER_TYPE_DOMAIN,
WINED3D_SHADER_TYPE_GRAPHICS_COUNT,
WINED3D_SHADER_TYPE_COMPUTE = WINED3D_SHADER_TYPE_GRAPHICS_COUNT,
WINED3D_SHADER_TYPE_COUNT,
};
struct wined3d_shader_version
{
enum wined3d_shader_type type;
BYTE major;
BYTE minor;
};
struct wined3d_shader_resource_info
{
enum wined3d_shader_resource_type type;
enum wined3d_data_type data_type;
unsigned int flags;
unsigned int stride;
};
#define WINED3D_SAMPLER_DEFAULT ~0x0u
struct wined3d_shader_sampler_map_entry
{
unsigned int resource_idx;
unsigned int sampler_idx;
unsigned int bind_idx;
};
struct wined3d_shader_sampler_map
{
struct wined3d_shader_sampler_map_entry *entries;
size_t size;
size_t count;
};
struct wined3d_shader_immediate_constant_buffer
{
unsigned int vec4_count;
DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE];
};
struct wined3d_shader_indexable_temp
{
struct list entry;
unsigned int register_idx;
unsigned int register_size;
unsigned int component_count;
};
#define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
struct wined3d_shader_reg_maps
{
struct wined3d_shader_version shader_version;
BYTE texcoord; /* MAX_REG_TEXCRD, 8 */
BYTE address; /* MAX_REG_ADDR, 1 */
WORD labels; /* MAX_LABELS, 16 */
DWORD temporary; /* 32 */
unsigned int temporary_count;
DWORD *constf; /* pixel, vertex */
struct list indexable_temps;
const struct wined3d_shader_immediate_constant_buffer *icb;
union
{
DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */
} u;
DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
WORD integer_constants; /* WINED3D_MAX_CONSTS_I, 16 */
WORD boolean_constants; /* WINED3D_MAX_CONSTS_B, 16 */
WORD local_int_consts; /* WINED3D_MAX_CONSTS_I, 16 */
WORD local_bool_consts; /* WINED3D_MAX_CONSTS_B, 16 */
UINT cb_sizes[WINED3D_MAX_CBS];
struct wined3d_shader_resource_info resource_info[MAX_SHADER_RESOURCE_VIEWS];
struct wined3d_shader_sampler_map sampler_map;
DWORD sampler_comparison_mode;
BYTE bumpmat; /* MAX_TEXTURES, 8 */
BYTE luminanceparams; /* MAX_TEXTURES, 8 */
struct wined3d_shader_resource_info uav_resource_info[MAX_UNORDERED_ACCESS_VIEWS];
DWORD uav_read_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
DWORD uav_counter_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */
DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
DWORD cull_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
DWORD usesnrm : 1;
DWORD vpos : 1;
DWORD usesdsx : 1;
DWORD usesdsy : 1;
DWORD usestexldd : 1;
DWORD usesmova : 1;
DWORD usesfacing : 1;
DWORD usesrelconstF : 1;
DWORD fog : 1;
DWORD usestexldl : 1;
DWORD usesifc : 1;
DWORD usescall : 1;
DWORD usespow : 1;
DWORD point_size : 1;
DWORD vocp : 1;
DWORD input_rel_addressing : 1;
DWORD padding : 16;
DWORD rt_mask; /* Used render targets, 32 max. */
/* Whether or not loops are used in this shader, and nesting depth */
unsigned int loop_depth;
unsigned int min_rel_offset, max_rel_offset;
struct wined3d_shader_tgsm *tgsm;
SIZE_T tgsm_capacity;
unsigned int tgsm_count;
};
/* Keeps track of details for TEX_M#x# instructions which need to maintain
* state information between multiple instructions. */
struct wined3d_shader_tex_mx
{
unsigned int current_row;
DWORD texcoord_w[2];
};
struct wined3d_shader_parser_state
{
unsigned int current_loop_depth;
unsigned int current_loop_reg;
BOOL in_subroutine;
};
struct wined3d_shader_context
{
const struct wined3d_shader *shader;
const struct wined3d_gl_info *gl_info;
const struct wined3d_shader_reg_maps *reg_maps;
struct wined3d_string_buffer *buffer;
struct wined3d_shader_tex_mx *tex_mx;
struct wined3d_shader_parser_state *state;
void *backend_data;
};
struct wined3d_shader_register_index
{
const struct wined3d_shader_src_param *rel_addr;
unsigned int offset;
};
struct wined3d_shader_register
{
enum wined3d_shader_register_type type;
enum wined3d_data_type data_type;
struct wined3d_shader_register_index idx[2];
enum wined3d_immconst_type immconst_type;
union
{
DWORD immconst_data[4];
unsigned fp_body_idx;
} u;
};
struct wined3d_shader_dst_param
{
struct wined3d_shader_register reg;
DWORD write_mask;
DWORD modifiers;
DWORD shift;
};
struct wined3d_shader_src_param
{
struct wined3d_shader_register reg;
DWORD swizzle;
enum wined3d_shader_src_modifier modifiers;
};
struct wined3d_shader_index_range
{
struct wined3d_shader_dst_param first_register;
unsigned int last_register;
};
struct wined3d_shader_semantic
{
enum wined3d_decl_usage usage;
UINT usage_idx;
enum wined3d_shader_resource_type resource_type;
enum wined3d_data_type resource_data_type;
struct wined3d_shader_dst_param reg;
};
enum wined3d_shader_input_sysval_semantic
{
WINED3D_SIV_POSITION = 1,
WINED3D_SIV_CLIP_DISTANCE = 2,
WINED3D_SIV_CULL_DISTANCE = 3,
WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX = 4,
WINED3D_SIV_VIEWPORT_ARRAY_INDEX = 5,
WINED3D_SIV_VERTEX_ID = 6,
WINED3D_SIV_PRIMITIVE_ID = 7,
WINED3D_SIV_INSTANCE_ID = 8,
WINED3D_SIV_IS_FRONT_FACE = 9,
WINED3D_SIV_SAMPLE_INDEX = 10,
WINED3D_SIV_QUAD_U0_TESS_FACTOR = 11,
WINED3D_SIV_QUAD_V0_TESS_FACTOR = 12,
WINED3D_SIV_QUAD_U1_TESS_FACTOR = 13,
WINED3D_SIV_QUAD_V1_TESS_FACTOR = 14,
WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR = 15,
WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR = 16,
WINED3D_SIV_TRIANGLE_U_TESS_FACTOR = 17,
WINED3D_SIV_TRIANGLE_V_TESS_FACTOR = 18,
WINED3D_SIV_TRIANGLE_W_TESS_FACTOR = 19,
WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR = 20,
WINED3D_SIV_LINE_DETAIL_TESS_FACTOR = 21,
WINED3D_SIV_LINE_DENSITY_TESS_FACTOR = 22,
};
struct wined3d_shader_register_semantic
{
struct wined3d_shader_dst_param reg;
enum wined3d_shader_input_sysval_semantic sysval_semantic;
};
struct wined3d_shader_structured_resource
{
struct wined3d_shader_dst_param reg;
unsigned int byte_stride;
};
struct wined3d_shader_tgsm
{
unsigned int size;
unsigned int stride;
};
struct wined3d_shader_tgsm_raw
{
struct wined3d_shader_dst_param reg;
unsigned int byte_count;
};
struct wined3d_shader_tgsm_structured
{
struct wined3d_shader_dst_param reg;
unsigned int byte_stride;
unsigned int structure_count;
};
struct wined3d_shader_thread_group_size
{
unsigned int x, y, z;
};
struct wined3d_shader_function_table_pointer
{
unsigned int index;
unsigned int array_size;
unsigned int body_count;
unsigned int table_count;
};
struct wined3d_shader_texel_offset
{
signed char u, v, w;
};
struct wined3d_shader_primitive_type
{
enum wined3d_primitive_type type;
unsigned int patch_vertex_count;
};
struct wined3d_shader_instruction
{
const struct wined3d_shader_context *ctx;
enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
DWORD flags;
unsigned int dst_count;
unsigned int src_count;
const struct wined3d_shader_dst_param *dst;
const struct wined3d_shader_src_param *src;
struct wined3d_shader_texel_offset texel_offset;
BOOL coissue;
const struct wined3d_shader_src_param *predicate;
union
{
struct wined3d_shader_semantic semantic;
struct wined3d_shader_register_semantic register_semantic;
struct wined3d_shader_primitive_type primitive_type;
struct wined3d_shader_dst_param dst;
struct wined3d_shader_src_param src;
unsigned int count;
unsigned int index;
const struct wined3d_shader_immediate_constant_buffer *icb;
struct wined3d_shader_structured_resource structured_resource;
struct wined3d_shader_tgsm_raw tgsm_raw;
struct wined3d_shader_tgsm_structured tgsm_structured;
struct wined3d_shader_thread_group_size thread_group_size;
enum wined3d_tessellator_domain tessellator_domain;
enum wined3d_tessellator_output_primitive tessellator_output_primitive;
enum wined3d_tessellator_partitioning tessellator_partitioning;
float max_tessellation_factor;
struct wined3d_shader_index_range index_range;
struct wined3d_shader_indexable_temp indexable_temp;
struct wined3d_shader_function_table_pointer fp;
} declaration;
};
static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins)
{
return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w;
}
struct wined3d_shader_attribute
{
enum wined3d_decl_usage usage;
UINT usage_idx;
};
struct wined3d_shader_loop_control
{
unsigned int count;
unsigned int start;
int step;
};
struct wined3d_shader_frontend
{
void *(*shader_init)(const DWORD *byte_code, size_t byte_code_size,
const struct wined3d_shader_signature *output_signature);
void (*shader_free)(void *data);
void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins);
BOOL (*shader_is_end)(void *data, const DWORD **ptr);
};
extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN;
extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN;
typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
#define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
#define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
#define WINED3D_SHADER_CAP_DOUBLE_PRECISION 0x00000004
struct shader_caps
{
unsigned int vs_version;
unsigned int hs_version;
unsigned int ds_version;
unsigned int gs_version;
unsigned int ps_version;
unsigned int cs_version;
DWORD vs_uniform_count;
DWORD ps_uniform_count;
float ps_1x_max_value;
DWORD varying_count;
DWORD wined3d_caps;
};
enum wined3d_gl_resource_type
{
WINED3D_GL_RES_TYPE_TEX_1D = 0,
WINED3D_GL_RES_TYPE_TEX_2D = 1,
WINED3D_GL_RES_TYPE_TEX_3D = 2,
WINED3D_GL_RES_TYPE_TEX_CUBE = 3,
WINED3D_GL_RES_TYPE_TEX_RECT = 4,
WINED3D_GL_RES_TYPE_BUFFER = 5,
WINED3D_GL_RES_TYPE_RB = 6,
WINED3D_GL_RES_TYPE_COUNT = 7,
};
enum vertexprocessing_mode {
fixedfunction,
vertexshader,
pretransformed
};
#define WINED3D_CONST_NUM_UNUSED ~0U
enum wined3d_ffp_ps_fog_mode
{
WINED3D_FFP_PS_FOG_OFF,
WINED3D_FFP_PS_FOG_LINEAR,
WINED3D_FFP_PS_FOG_EXP,
WINED3D_FFP_PS_FOG_EXP2,
};
/* Stateblock dependent parameters which have to be hardcoded
* into the shader code
*/
#define WINED3D_PSARGS_PROJECTED (1u << 3)
#define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
#define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu
#define WINED3D_PSARGS_TEXTYPE_SHIFT 2
#define WINED3D_PSARGS_TEXTYPE_MASK 0x3u
/* Used for Shader Model 1 pixel shaders to track the bound texture
* type. 2D and RECT textures are separated through NP2 fixup. */
enum wined3d_shader_tex_types
{
WINED3D_SHADER_TEX_2D = 0,
WINED3D_SHADER_TEX_3D = 1,
WINED3D_SHADER_TEX_CUBE = 2,
};
struct ps_compile_args
{
struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS];
enum vertexprocessing_mode vp_mode;
enum wined3d_ffp_ps_fog_mode fog;
WORD tex_transform; /* ps 1.0-1.3, 4 textures */
WORD tex_types; /* ps 1.0 - 1.4, 6 textures */
WORD srgb_correction;
/* Bitmap for NP2 texcoord fixups (16 samplers max currently).
D3D9 has a limit of 16 samplers and the fixup is superfluous
in D3D10 (unconditional NP2 support mandatory). */
WORD np2_fixup;
WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
WORD texcoords_initialized; /* MAX_TEXTURES, 8 */
DWORD pointsprite : 1;
DWORD flatshading : 1;
DWORD alpha_test_func : 3;
DWORD render_offscreen : 1;
DWORD dual_source_blend : 1;
DWORD padding : 25;
};
enum fog_src_type
{
VS_FOG_Z = 0,
VS_FOG_COORD = 1
};
struct vs_compile_args
{
BYTE fog_src;
BYTE clip_enabled : 1;
BYTE point_size : 1;
BYTE per_vertex_point_size : 1;
BYTE flatshading : 1;
BYTE next_shader_type : 3;
BYTE padding : 1;
WORD swizzle_map; /* MAX_ATTRIBS, 16 */
unsigned int next_shader_input_count;
DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
};
struct ds_compile_args
{
enum wined3d_tessellator_output_primitive tessellator_output_primitive;
enum wined3d_tessellator_partitioning tessellator_partitioning;
unsigned int output_count : 16;
unsigned int next_shader_type : 3;
unsigned int render_offscreen : 1;
unsigned int padding : 12;
DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
};
struct gs_compile_args
{
unsigned int output_count;
DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
};
struct wined3d_context;
struct wined3d_state;
struct fragment_pipeline;
struct wined3d_vertex_pipe_ops;
struct wined3d_shader_backend_ops
{
void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
void (*shader_precompile)(void *shader_priv, struct wined3d_shader *shader);
void (*shader_select)(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state);
void (*shader_select_compute)(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state);
void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count);
void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count);
void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state);
void (*shader_destroy)(struct wined3d_shader *shader);
HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
const struct fragment_pipeline *fragment_pipe);
void (*shader_free_private)(struct wined3d_device *device);
BOOL (*shader_allocate_context_data)(struct wined3d_context *context);
void (*shader_free_context_data)(struct wined3d_context *context);
void (*shader_init_context_state)(struct wined3d_context *context);
void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
BOOL (*shader_has_ffp_proj_control)(void *shader_priv);
};
extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN;
extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN;
extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN;
#define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
#define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
#define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
#define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
#define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color)
{
wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f;
wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f;
wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f;
wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f;
}
#define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info,
const char *file, unsigned int line, const char *name) DECLSPEC_HIDDEN;
/* Checking of API calls */
/* --------------------- */
#ifndef WINE_NO_DEBUG_MSGS
#define checkGLcall(A) \
do { \
if (__WINE_IS_DEBUG_ON(_ERR, &__wine_dbch_d3d) \
&& !gl_info->supported[ARB_DEBUG_OUTPUT]) \
wined3d_check_gl_call(gl_info, __FILE__, __LINE__, A); \
} while(0)
#else
#define checkGLcall(A) do {} while(0)
#endif
struct wined3d_bo_address
{
GLuint buffer_object;
BYTE *addr;
};
struct wined3d_const_bo_address
{
GLuint buffer_object;
const BYTE *addr;
};
static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data)
{
return (struct wined3d_const_bo_address *)data;
}
struct wined3d_stream_info_element
{
const struct wined3d_format *format;
struct wined3d_bo_address data;
GLsizei stride;
unsigned int stream_idx;
unsigned int divisor;
};
struct wined3d_stream_info
{
struct wined3d_stream_info_element elements[MAX_ATTRIBS];
DWORD position_transformed : 1;
DWORD all_vbo : 1;
WORD swizzle_map; /* MAX_ATTRIBS, 16 */
WORD use_map; /* MAX_ATTRIBS, 16 */
};
void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info,
const struct wined3d_state *state, const struct wined3d_gl_info *gl_info,
const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN;
struct wined3d_direct_dispatch_parameters
{
unsigned int group_count_x;
unsigned int group_count_y;
unsigned int group_count_z;
};
struct wined3d_indirect_dispatch_parameters
{
struct wined3d_buffer *buffer;
unsigned int offset;
};
struct wined3d_dispatch_parameters
{
BOOL indirect;
union
{
struct wined3d_direct_dispatch_parameters direct;
struct wined3d_indirect_dispatch_parameters indirect;
} u;
};
struct wined3d_direct_draw_parameters
{
int base_vertex_idx;
unsigned int start_idx;
unsigned int index_count;
unsigned int start_instance;
unsigned int instance_count;
};
struct wined3d_indirect_draw_parameters
{
struct wined3d_buffer *buffer;
unsigned int offset;
};
struct wined3d_draw_parameters
{
BOOL indirect;
union
{
struct wined3d_direct_draw_parameters direct;
struct wined3d_indirect_draw_parameters indirect;
} u;
BOOL indexed;
};
void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
const struct wined3d_draw_parameters *draw_parameters) DECLSPEC_HIDDEN;
void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state,
const struct wined3d_dispatch_parameters *dispatch_parameters) DECLSPEC_HIDDEN;
DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
#define eps 1e-8f
#define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
(((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
enum wined3d_pipeline
{
WINED3D_PIPELINE_GRAPHICS,
WINED3D_PIPELINE_COMPUTE,
WINED3D_PIPELINE_COUNT,
};
/* Routines and structures related to state management */
#define STATE_RENDER(a) (a)
#define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
#define STATE_TEXTURESTAGE(stage, num) \
(STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
#define STATE_IS_TEXTURESTAGE(a) \
((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
/* + 1 because samplers start with 0 */
#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
#define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
#define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
#define STATE_IS_GRAPHICS_SHADER(a) \
((a) >= STATE_GRAPHICS_SHADER(0) && (a) < STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
#define STATE_GRAPHICS_CONSTANT_BUFFER(a) (STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT) + (a))
#define STATE_IS_GRAPHICS_CONSTANT_BUFFER(a) \
((a) >= STATE_GRAPHICS_CONSTANT_BUFFER(0) \
&& (a) < STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
#define STATE_GRAPHICS_SHADER_RESOURCE_BINDING (STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
#define STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_GRAPHICS_SHADER_RESOURCE_BINDING)
#define STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING (STATE_GRAPHICS_SHADER_RESOURCE_BINDING + 1)
#define STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING)
#define STATE_TRANSFORM(a) (STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING + (a))
#define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
#define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
#define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
#define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
#define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
#define STATE_VDECL (STATE_INDEXBUFFER + 1)
#define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
#define STATE_VIEWPORT (STATE_VDECL + 1)
#define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
#define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
#define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
#define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
#define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
#define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
#define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
#define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
#define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIP_DISTANCES - 1))
#define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIP_DISTANCES))
#define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
#define STATE_FRONTFACE (STATE_MATERIAL + 1)
#define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
#define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
#define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
#define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
#define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
#define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
#define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
#define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
#define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
#define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
#define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
#define STATE_STREAM_OUTPUT (STATE_COLOR_KEY + 1)
#define STATE_IS_STREAM_OUTPUT(a) ((a) == STATE_STREAM_OUTPUT)
#define STATE_BLEND (STATE_STREAM_OUTPUT + 1)
#define STATE_IS_BLEND(a) ((a) == STATE_BLEND)
#define STATE_COMPUTE_OFFSET (STATE_BLEND + 1)
#define STATE_COMPUTE_SHADER (STATE_COMPUTE_OFFSET)
#define STATE_IS_COMPUTE_SHADER(a) ((a) == STATE_COMPUTE_SHADER)
#define STATE_COMPUTE_CONSTANT_BUFFER (STATE_COMPUTE_SHADER + 1)
#define STATE_IS_COMPUTE_CONSTANT_BUFFER(a) ((a) == STATE_COMPUTE_CONSTANT_BUFFER)
#define STATE_COMPUTE_SHADER_RESOURCE_BINDING (STATE_COMPUTE_CONSTANT_BUFFER + 1)
#define STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(a) ((a) == STATE_COMPUTE_SHADER_RESOURCE_BINDING)
#define STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING (STATE_COMPUTE_SHADER_RESOURCE_BINDING + 1)
#define STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
#define STATE_COMPUTE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
#define STATE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
#define STATE_IS_COMPUTE(a) ((a) >= STATE_COMPUTE_OFFSET && (a) <= STATE_COMPUTE_HIGHEST)
#define STATE_COMPUTE_COUNT (STATE_COMPUTE_HIGHEST - STATE_COMPUTE_OFFSET + 1)
#define STATE_SHADER(a) ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_SHADER(a) : STATE_COMPUTE_SHADER)
#define STATE_CONSTANT_BUFFER(a) \
((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_CONSTANT_BUFFER(a) : STATE_COMPUTE_CONSTANT_BUFFER)
#define STATE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == WINED3D_PIPELINE_GRAPHICS ? \
STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING : STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
enum fogsource {
FOGSOURCE_FFP,
FOGSOURCE_VS,
FOGSOURCE_COORD,
};
union wined3d_gl_fence_object
{
GLuint id;
GLsync sync;
};
enum wined3d_fence_result
{
WINED3D_FENCE_OK,
WINED3D_FENCE_WAITING,
WINED3D_FENCE_NOT_STARTED,
WINED3D_FENCE_WRONG_THREAD,
WINED3D_FENCE_ERROR,
};
struct wined3d_fence
{
struct list entry;
union wined3d_gl_fence_object object;
struct wined3d_context *context;
};
HRESULT wined3d_fence_create(struct wined3d_device *device, struct wined3d_fence **fence) DECLSPEC_HIDDEN;
void wined3d_fence_destroy(struct wined3d_fence *fence) DECLSPEC_HIDDEN;
void wined3d_fence_issue(struct wined3d_fence *fence, const struct wined3d_device *device) DECLSPEC_HIDDEN;
enum wined3d_fence_result wined3d_fence_wait(const struct wined3d_fence *fence,
const struct wined3d_device *device) DECLSPEC_HIDDEN;
/* Direct3D terminology with little modifications. We do not have an issued
* state because only the driver knows about it, but we have a created state
* because D3D allows GetData() on a created query, but OpenGL doesn't. */
enum wined3d_query_state
{
QUERY_CREATED,
QUERY_SIGNALLED,
QUERY_BUILDING
};
struct wined3d_query_ops
{
BOOL (*query_poll)(struct wined3d_query *query, DWORD flags);
BOOL (*query_issue)(struct wined3d_query *query, DWORD flags);
void (*query_destroy)(struct wined3d_query *query);
};
struct wined3d_query
{
LONG ref;
void *parent;
const struct wined3d_parent_ops *parent_ops;
struct wined3d_device *device;
enum wined3d_query_state state;
enum wined3d_query_type type;
const void *data;
DWORD data_size;
const struct wined3d_query_ops *query_ops;
LONG counter_main, counter_retrieved;
struct list poll_list_entry;
};
struct wined3d_event_query
{
struct wined3d_query query;
struct wined3d_fence fence;
BOOL signalled;
};
struct wined3d_occlusion_query
{
struct wined3d_query query;
struct list entry;
GLuint id;
struct wined3d_context *context;
UINT64 samples;
BOOL started;
};
struct wined3d_timestamp_query
{
struct wined3d_query query;
struct list entry;
GLuint id;
struct wined3d_context *context;
UINT64 timestamp;
};
void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN;
union wined3d_gl_so_statistics_query
{
GLuint id[2];
struct
{
GLuint written;
GLuint generated;
} query;
};
struct wined3d_so_statistics_query
{
struct wined3d_query query;
struct list entry;
union wined3d_gl_so_statistics_query u;
struct wined3d_context *context;
unsigned int stream_idx;
struct wined3d_query_data_so_statistics statistics;
BOOL started;
};
void context_alloc_so_statistics_query(struct wined3d_context *context,
struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN;
void context_free_so_statistics_query(struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN;
union wined3d_gl_pipeline_statistics_query
{
GLuint id[11];
struct
{
GLuint vertices;
GLuint primitives;
GLuint vertex_shader;
GLuint tess_control_shader;
GLuint tess_eval_shader;
GLuint geometry_shader;
GLuint geometry_primitives;
GLuint fragment_shader;
GLuint compute_shader;
GLuint clipping_input;
GLuint clipping_output;
} query;
};
struct wined3d_pipeline_statistics_query
{
struct wined3d_query query;
struct list entry;
union wined3d_gl_pipeline_statistics_query u;
struct wined3d_context *context;
struct wined3d_query_data_pipeline_statistics statistics;
BOOL started;
};
void context_alloc_pipeline_statistics_query(struct wined3d_context *context,
struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN;
void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN;
struct wined3d_gl_view
{
GLenum target;
GLuint name;
};
struct wined3d_rendertarget_info
{
struct wined3d_gl_view gl_view;
struct wined3d_resource *resource;
unsigned int sub_resource_idx;
unsigned int layer_count;
};
#define MAX_GL_FRAGMENT_SAMPLERS 32
struct wined3d_context
{
const struct wined3d_gl_info *gl_info;
const struct wined3d_d3d_info *d3d_info;
const struct StateEntry *state_table;
/* State dirtification
* dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
* 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
* but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states
* only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
*/
DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
DWORD numDirtyEntries;
DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */
unsigned int dirty_compute_states[STATE_COMPUTE_COUNT / (sizeof(unsigned int) * CHAR_BIT) + 1];
struct wined3d_device *device;
struct wined3d_swapchain *swapchain;
struct
{
struct wined3d_texture *texture;
unsigned int sub_resource_idx;
} current_rt;
DWORD tid; /* Thread ID which owns this context at the moment */
/* Stores some information about the context state for optimization */
DWORD render_offscreen : 1;
DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */
DWORD last_swizzle_map : 16; /* MAX_ATTRIBS, 16 */
DWORD last_was_pshader : 1;
DWORD last_was_vshader : 1;
DWORD last_was_normal : 1;
DWORD namedArraysLoaded : 1;
DWORD numberedArraysLoaded : 1;
DWORD last_was_blit : 1;
DWORD last_was_ckey : 1;
DWORD fog_coord : 1;
DWORD fog_enabled : 1;
DWORD num_untracked_materials : 2; /* Max value 2 */
DWORD current : 1;
DWORD destroyed : 1;
DWORD valid : 1;
DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */
DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */
DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */
DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */
DWORD use_immediate_mode_draw : 1;
DWORD rebind_fbo : 1;
DWORD needs_set : 1;
DWORD hdc_is_private : 1;
DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */
DWORD update_shader_resource_bindings : 1;
DWORD update_compute_shader_resource_bindings : 1;
DWORD update_unordered_access_view_bindings : 1;
DWORD update_compute_unordered_access_view_bindings : 1;
DWORD uses_uavs : 1;
DWORD destroy_delayed : 1;
DWORD transform_feedback_active : 1;
DWORD transform_feedback_paused : 1;
DWORD shader_update_mask : 6; /* WINED3D_SHADER_TYPE_COUNT, 6 */
DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */
DWORD last_was_dual_blend : 1;
DWORD padding : 8;
DWORD constant_update_mask;
DWORD numbered_array_mask;
GLenum tracking_parm; /* Which source is tracking current colour */
GLenum untracked_materials[2];
UINT blit_w, blit_h;
enum fogsource fog_source;
DWORD active_texture;
DWORD *texture_type;
UINT instance_count;
/* The actual opengl context */
UINT level;
HGLRC restore_ctx;
HDC restore_dc;
int restore_pf;
HWND restore_pf_win;
HGLRC glCtx;
HWND win_handle;
HDC hdc;
int pixel_format;
GLint aux_buffers;
void *shader_backend_data;
void *fragment_pipe_data;
/* FBOs */
UINT fbo_entry_count;
struct list fbo_list;
struct list fbo_destroy_list;
struct fbo_entry *current_fbo;
GLuint fbo_read_binding;
GLuint fbo_draw_binding;
struct wined3d_rendertarget_info blit_targets[MAX_RENDER_TARGET_VIEWS];
DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
/* Queries */
GLuint *free_occlusion_queries;
SIZE_T free_occlusion_query_size;
unsigned int free_occlusion_query_count;
struct list occlusion_queries;
union wined3d_gl_fence_object *free_fences;
SIZE_T free_fence_size;
unsigned int free_fence_count;
struct list fences;
GLuint *free_timestamp_queries;
SIZE_T free_timestamp_query_size;
unsigned int free_timestamp_query_count;
struct list timestamp_queries;
union wined3d_gl_so_statistics_query *free_so_statistics_queries;
SIZE_T free_so_statistics_query_size;
unsigned int free_so_statistics_query_count;
struct list so_statistics_queries;
union wined3d_gl_pipeline_statistics_query *free_pipeline_statistics_queries;
SIZE_T free_pipeline_statistics_query_size;
unsigned int free_pipeline_statistics_query_count;
struct list pipeline_statistics_queries;
struct wined3d_stream_info stream_info;
/* Fences for GL_APPLE_flush_buffer_range */
struct wined3d_fence *buffer_fences[MAX_ATTRIBS];
unsigned int buffer_fence_count;
DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
DWORD rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS];
/* Extension emulation */
GLint gl_fog_source;
GLfloat fog_coord_value;
GLfloat color[4], fogstart, fogend, fogcolor[4];
GLuint dummy_arbfp_prog;
};
struct wined3d_fb_state
{
struct wined3d_rendertarget_view *render_targets[MAX_RENDER_TARGET_VIEWS];
struct wined3d_rendertarget_view *depth_stencil;
};
typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id);
struct StateEntry
{
DWORD representative;
APPLYSTATEFUNC apply;
};
struct StateEntryTemplate
{
DWORD state;
struct StateEntry content;
enum wined3d_gl_extension extension;
};
#define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
#define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
#define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
struct fragment_caps
{
DWORD wined3d_caps;
DWORD PrimitiveMiscCaps;
DWORD TextureOpCaps;
DWORD MaxTextureBlendStages;
DWORD MaxSimultaneousTextures;
};
#define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001
#define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002
struct fragment_pipeline
{
void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable);
void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info);
void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
void (*free_private)(struct wined3d_device *device);
BOOL (*allocate_context_data)(struct wined3d_context *context);
void (*free_context_data)(struct wined3d_context *context);
BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
const struct StateEntryTemplate *states;
};
struct wined3d_vertex_caps
{
BOOL xyzrhw;
BOOL emulated_flatshading;
BOOL ffp_generic_attributes;
DWORD max_active_lights;
DWORD max_vertex_blend_matrices;
DWORD max_vertex_blend_matrix_index;
DWORD vertex_processing_caps;
DWORD fvf_caps;
DWORD max_user_clip_planes;
DWORD raster_caps;
};
struct wined3d_vertex_pipe_ops
{
void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable);
void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps);
DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info);
void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
void (*vp_free)(struct wined3d_device *device);
const struct StateEntryTemplate *vp_states;
};
extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN;
extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN;
extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN;
extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN;
extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN;
extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN;
extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN;
extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN;
extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN;
extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN;
extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN;
/* "Base" state table */
HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment,
const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN;
struct wined3d_surface;
enum wined3d_blit_op
{
WINED3D_BLIT_OP_COLOR_BLIT,
WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST,
WINED3D_BLIT_OP_COLOR_BLIT_CKEY,
WINED3D_BLIT_OP_COLOR_FILL,
WINED3D_BLIT_OP_DEPTH_FILL,
WINED3D_BLIT_OP_DEPTH_BLIT,
WINED3D_BLIT_OP_RAW_BLIT,
};
struct wined3d_blitter
{
const struct wined3d_blitter_ops *ops;
struct wined3d_blitter *next;
};
struct wined3d_blitter_ops
{
void (*blitter_destroy)(struct wined3d_blitter *blitter, struct wined3d_context *context);
void (*blitter_clear)(struct wined3d_blitter *blitter, struct wined3d_device *device,
unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects,
const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil);
DWORD (*blitter_blit)(struct wined3d_blitter *blitter, enum wined3d_blit_op op, struct wined3d_context *context,
struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect,
struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect,
const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter);
};
void wined3d_arbfp_blitter_create(struct wined3d_blitter **next,
const struct wined3d_device *device) DECLSPEC_HIDDEN;
struct wined3d_blitter *wined3d_cpu_blitter_create(void) DECLSPEC_HIDDEN;
void wined3d_fbo_blitter_create(struct wined3d_blitter **next,
const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
void wined3d_ffp_blitter_create(struct wined3d_blitter **next,
const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
void wined3d_raw_blitter_create(struct wined3d_blitter **next,
const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN;
struct wined3d_context *context_acquire(const struct wined3d_device *device,
struct wined3d_texture *texture, unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
void context_alloc_fence(struct wined3d_context *context, struct wined3d_fence *fence) DECLSPEC_HIDDEN;
void context_alloc_occlusion_query(struct wined3d_context *context,
struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state,
UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info,
unsigned int unit) DECLSPEC_HIDDEN;
void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) DECLSPEC_HIDDEN;
void context_bind_dummy_textures(const struct wined3d_device *device,
const struct wined3d_context *context) DECLSPEC_HIDDEN;
void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN;
void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
void context_copy_bo_address(struct wined3d_context *context,
const struct wined3d_bo_address *dst, GLenum dst_binding,
const struct wined3d_bo_address *src, GLenum src_binding, size_t size) DECLSPEC_HIDDEN;
struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target,
const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN;
void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
void context_enable_clip_distances(struct wined3d_context *context, unsigned int mask) DECLSPEC_HIDDEN;
void context_end_transform_feedback(struct wined3d_context *context) DECLSPEC_HIDDEN;
void context_free_fence(struct wined3d_fence *fence) DECLSPEC_HIDDEN;
void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN;
const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context,
const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
void context_gl_resource_released(struct wined3d_device *device,
GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN;
void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN;
void *context_map_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data,
size_t size, GLenum binding, DWORD flags) DECLSPEC_HIDDEN;
struct wined3d_context *context_reacquire(const struct wined3d_device *device,
struct wined3d_context *context) DECLSPEC_HIDDEN;
void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN;
void context_resource_released(const struct wined3d_device *device,
struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN;
void context_restore(struct wined3d_context *context, struct wined3d_surface *restore) DECLSPEC_HIDDEN;
BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN;
void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN;
void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN;
void context_state_drawbuf(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void context_state_fb(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
void context_unmap_bo_address(struct wined3d_context *context,
const struct wined3d_bo_address *data, GLenum binding) DECLSPEC_HIDDEN;
/*****************************************************************************
* Internal representation of a light
*/
struct wined3d_light_info
{
struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
DWORD OriginalIndex;
LONG glIndex;
BOOL enabled;
/* Converted parms to speed up swapping lights */
struct wined3d_vec4 position;
struct wined3d_vec4 direction;
float exponent;
float cutoff;
struct list entry;
};
/* The default light parameters */
extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN;
struct wined3d_pixel_format
{
int iPixelFormat; /* WGL pixel format */
int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
int redSize, greenSize, blueSize, alphaSize, colorSize;
int depthSize, stencilSize;
BOOL windowDrawable;
BOOL doubleBuffer;
int auxBuffers;
int numSamples;
};
enum wined3d_pci_vendor
{
HW_VENDOR_SOFTWARE = 0x0000,
HW_VENDOR_AMD = 0x1002,
HW_VENDOR_NVIDIA = 0x10de,
HW_VENDOR_VMWARE = 0x15ad,
HW_VENDOR_INTEL = 0x8086,
};
enum wined3d_pci_device
{
CARD_WINE = 0x0000,
CARD_AMD_RAGE_128PRO = 0x5246,
CARD_AMD_RADEON_7200 = 0x5144,
CARD_AMD_RADEON_8500 = 0x514c,
CARD_AMD_RADEON_9500 = 0x4144,
CARD_AMD_RADEON_XPRESS_200M = 0x5955,
CARD_AMD_RADEON_X700 = 0x5e4c,
CARD_AMD_RADEON_X1600 = 0x71c2,
CARD_AMD_RADEON_HD2350 = 0x94c7,
CARD_AMD_RADEON_HD2600 = 0x9581,
CARD_AMD_RADEON_HD2900 = 0x9400,
CARD_AMD_RADEON_HD3200 = 0x9620,
CARD_AMD_RADEON_HD3850 = 0x9515,
CARD_AMD_RADEON_HD4200M = 0x9712,
CARD_AMD_RADEON_HD4350 = 0x954f,
CARD_AMD_RADEON_HD4600 = 0x9495,
CARD_AMD_RADEON_HD4700 = 0x944e,
CARD_AMD_RADEON_HD4800 = 0x944c,
CARD_AMD_RADEON_HD5400 = 0x68f9,
CARD_AMD_RADEON_HD5600 = 0x68d8,
CARD_AMD_RADEON_HD5700 = 0x68be,
CARD_AMD_RADEON_HD5800 = 0x6898,
CARD_AMD_RADEON_HD5900 = 0x689c,
CARD_AMD_RADEON_HD6300 = 0x9803,
CARD_AMD_RADEON_HD6400 = 0x6770,
CARD_AMD_RADEON_HD6410D = 0x9644,
CARD_AMD_RADEON_HD6480G = 0x9648,
CARD_AMD_RADEON_HD6550D = 0x9640,
CARD_AMD_RADEON_HD6600 = 0x6758,
CARD_AMD_RADEON_HD6600M = 0x6741,
CARD_AMD_RADEON_HD6700 = 0x68ba,
CARD_AMD_RADEON_HD6800 = 0x6739,
CARD_AMD_RADEON_HD6900 = 0x6719,
CARD_AMD_RADEON_HD7660D = 0x9901,
CARD_AMD_RADEON_HD7700 = 0x683d,
CARD_AMD_RADEON_HD7800 = 0x6819,
CARD_AMD_RADEON_HD7900 = 0x679a,
CARD_AMD_RADEON_HD8600M = 0x6660,
CARD_AMD_RADEON_HD8670 = 0x6610,
CARD_AMD_RADEON_HD8770 = 0x665c,
CARD_AMD_RADEON_R3 = 0x9830,
CARD_AMD_RADEON_R7 = 0x130f,
CARD_AMD_RADEON_R9_285 = 0x6939,
CARD_AMD_RADEON_R9_290 = 0x67b1,
CARD_AMD_RADEON_R9_FURY = 0x7300,
CARD_AMD_RADEON_RX_460 = 0x67ef,
CARD_AMD_RADEON_RX_480 = 0x67df,
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_7300 = 0x01d7, /* GeForce Go 7300 */
CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
CARD_NVIDIA_GEFORCE_7600 = 0x0391,
CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */
CARD_NVIDIA_GEFORCE_8300GS = 0x0423,
CARD_NVIDIA_GEFORCE_8400GS = 0x0404,
CARD_NVIDIA_GEFORCE_8500GT = 0x0421,
CARD_NVIDIA_GEFORCE_8600GT = 0x0402,
CARD_NVIDIA_GEFORCE_8600MGT = 0x0407,
CARD_NVIDIA_GEFORCE_8800GTS = 0x0193,
CARD_NVIDIA_GEFORCE_8800GTX = 0x0191,
CARD_NVIDIA_GEFORCE_9200 = 0x086d,
CARD_NVIDIA_GEFORCE_9300 = 0x086c,
CARD_NVIDIA_GEFORCE_9400M = 0x0863,
CARD_NVIDIA_GEFORCE_9400GT = 0x042c,
CARD_NVIDIA_GEFORCE_9500GT = 0x0640,
CARD_NVIDIA_GEFORCE_9600GT = 0x0622,
CARD_NVIDIA_GEFORCE_9700MGT = 0x064a,
CARD_NVIDIA_GEFORCE_9800GT = 0x0614,
CARD_NVIDIA_GEFORCE_210 = 0x0a23,
CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
CARD_NVIDIA_GEFORCE_GTS250 = 0x0615,
CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2,
CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6,
CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1,
CARD_NVIDIA_GEFORCE_315M = 0x0a7a,
CARD_NVIDIA_GEFORCE_320M = 0x08a3,
CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d,
CARD_NVIDIA_GEFORCE_GT325M = 0x0a35,
CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0,
CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0,
CARD_NVIDIA_GEFORCE_410M = 0x1055,
CARD_NVIDIA_GEFORCE_GT420 = 0x0de2,
CARD_NVIDIA_GEFORCE_GT425M = 0x0df0,
CARD_NVIDIA_GEFORCE_GT430 = 0x0de1,
CARD_NVIDIA_GEFORCE_GT440 = 0x0de0,
CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4,
CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22,
CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1,
CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4,
CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd,
CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0,
CARD_NVIDIA_GEFORCE_GT520 = 0x1040,
CARD_NVIDIA_GEFORCE_GT525M = 0x0dec,
CARD_NVIDIA_GEFORCE_GT540M = 0x0df4,
CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
CARD_NVIDIA_GEFORCE_GTX560M = 0x1251,
CARD_NVIDIA_GEFORCE_GTX560 = 0x1201,
CARD_NVIDIA_GEFORCE_GTX570 = 0x1081,
CARD_NVIDIA_GEFORCE_GTX580 = 0x1080,
CARD_NVIDIA_GEFORCE_GT610 = 0x104a,
CARD_NVIDIA_GEFORCE_GT630 = 0x0f00,
CARD_NVIDIA_GEFORCE_GT630M = 0x0de9,
CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2,
CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1,
CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6,
CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6,
CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0,
CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4,
CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183,
CARD_NVIDIA_GEFORCE_GTX670 = 0x1189,
CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1,
CARD_NVIDIA_GEFORCE_GTX675MX = 0x11a7,
CARD_NVIDIA_GEFORCE_GTX680 = 0x1180,
CARD_NVIDIA_GEFORCE_GTX690 = 0x1188,
CARD_NVIDIA_GEFORCE_GT730 = 0x1287,
CARD_NVIDIA_GEFORCE_GT730M = 0x0fe1,
CARD_NVIDIA_GEFORCE_GT740M = 0x1292,
CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9,
CARD_NVIDIA_GEFORCE_GTX750 = 0x1381,
CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380,
CARD_NVIDIA_GEFORCE_GTX760 = 0x1187,
CARD_NVIDIA_GEFORCE_GTX760TI = 0x1193,
CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
CARD_NVIDIA_GEFORCE_GTX780 = 0x1004,
CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a,
CARD_NVIDIA_GEFORCE_GTXTITAN = 0x1005,
CARD_NVIDIA_GEFORCE_GTXTITANB = 0x100c,
CARD_NVIDIA_GEFORCE_GTXTITANX = 0x17c2,
CARD_NVIDIA_GEFORCE_GTXTITANZ = 0x1001,
CARD_NVIDIA_GEFORCE_820M = 0x0fed,
CARD_NVIDIA_GEFORCE_830M = 0x1340,
CARD_NVIDIA_GEFORCE_840M = 0x1341,
CARD_NVIDIA_GEFORCE_845M = 0x1344,
CARD_NVIDIA_GEFORCE_GTX850M = 0x1391,
CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */
CARD_NVIDIA_GEFORCE_GTX870M = 0x1199,
CARD_NVIDIA_GEFORCE_GTX880M = 0x1198,
CARD_NVIDIA_GEFORCE_940M = 0x1347,
CARD_NVIDIA_GEFORCE_GTX950 = 0x1402,
CARD_NVIDIA_GEFORCE_GTX950M = 0x139a,
CARD_NVIDIA_GEFORCE_GTX960 = 0x1401,
CARD_NVIDIA_GEFORCE_GTX960M = 0x139b,
CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2,
CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8,
CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0,
CARD_NVIDIA_GEFORCE_GTX980TI = 0x17c8,
CARD_NVIDIA_GEFORCE_GTX1050 = 0x1c81,
CARD_NVIDIA_GEFORCE_GTX1060 = 0x1c03,
CARD_NVIDIA_GEFORCE_GTX1070 = 0x1b81,
CARD_NVIDIA_GEFORCE_GTX1080 = 0x1b80,
CARD_NVIDIA_GEFORCE_GTX1080TI = 0x1b06,
CARD_NVIDIA_TITANX_PASCAL = 0x1b00,
CARD_VMWARE_SVGA3D = 0x0405,
CARD_INTEL_830M = 0x3577,
CARD_INTEL_855GM = 0x3582,
CARD_INTEL_845G = 0x2562,
CARD_INTEL_865G = 0x2572,
CARD_INTEL_915G = 0x2582,
CARD_INTEL_E7221G = 0x258a,
CARD_INTEL_915GM = 0x2592,
CARD_INTEL_945G = 0x2772,
CARD_INTEL_945GM = 0x27a2,
CARD_INTEL_945GME = 0x27ae,
CARD_INTEL_Q35 = 0x29b2,
CARD_INTEL_G33 = 0x29c2,
CARD_INTEL_Q33 = 0x29d2,
CARD_INTEL_PNVG = 0xa001,
CARD_INTEL_PNVM = 0xa011,
CARD_INTEL_965Q = 0x2992,
CARD_INTEL_965G = 0x2982,
CARD_INTEL_946GZ = 0x2972,
CARD_INTEL_965GM = 0x2a02,
CARD_INTEL_965GME = 0x2a12,
CARD_INTEL_GM45 = 0x2a42,
CARD_INTEL_IGD = 0x2e02,
CARD_INTEL_Q45 = 0x2e12,
CARD_INTEL_G45 = 0x2e22,
CARD_INTEL_G41 = 0x2e32,
CARD_INTEL_B43 = 0x2e92,
CARD_INTEL_ILKD = 0x0042,
CARD_INTEL_ILKM = 0x0046,
CARD_INTEL_SNBD = 0x0122,
CARD_INTEL_SNBM = 0x0126,
CARD_INTEL_SNBS = 0x010a,
CARD_INTEL_IVBD = 0x0162,
CARD_INTEL_IVBM = 0x0166,
CARD_INTEL_IVBS = 0x015a,
CARD_INTEL_HWD = 0x0412,
CARD_INTEL_HWM = 0x0416,
CARD_INTEL_HD5000 = 0x0a26,
CARD_INTEL_I5100_1 = 0x0a22,
CARD_INTEL_I5100_2 = 0x0a2a,
CARD_INTEL_I5100_3 = 0x0a2b,
CARD_INTEL_I5100_4 = 0x0a2e,
CARD_INTEL_IP5200_1 = 0x0d22,
CARD_INTEL_IP5200_2 = 0x0d26,
CARD_INTEL_IP5200_3 = 0x0d2a,
CARD_INTEL_IP5200_4 = 0x0d2b,
CARD_INTEL_IP5200_5 = 0x0d2e,
CARD_INTEL_HD5300 = 0x161e,
CARD_INTEL_HD5500 = 0x1616,
CARD_INTEL_HD5600 = 0x1612,
CARD_INTEL_HD6000 = 0x1626,
CARD_INTEL_I6100 = 0x162b,
CARD_INTEL_IP6200 = 0x1622,
CARD_INTEL_IPP6300 = 0x162a,
CARD_INTEL_HD510_1 = 0x1902,
CARD_INTEL_HD510_2 = 0x1906,
CARD_INTEL_HD510_3 = 0x190b,
CARD_INTEL_HD515 = 0x191e,
CARD_INTEL_HD520_1 = 0x1916,
CARD_INTEL_HD520_2 = 0x1921,
CARD_INTEL_HD530_1 = 0x1912,
CARD_INTEL_HD530_2 = 0x191b,
CARD_INTEL_HDP530 = 0x191d,
CARD_INTEL_I540 = 0x1926,
CARD_INTEL_I550 = 0x1927,
CARD_INTEL_I555 = 0x192b,
CARD_INTEL_IP555 = 0x192d,
CARD_INTEL_IP580_1 = 0x1932,
CARD_INTEL_IP580_2 = 0x193b,
CARD_INTEL_IPP580_1 = 0x193a,
CARD_INTEL_IPP580_2 = 0x193d,
};
struct wined3d_fbo_ops
{
GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer);
void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers);
void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers);
void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat,
GLsizei width, GLsizei height);
void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples,
GLenum internalformat, GLsizei width, GLsizei height);
void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params);
GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer);
void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer);
void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers);
void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers);
GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target);
void (WINE_GLAPI *glFramebufferTexture)(GLenum target, GLenum attachment,
GLuint texture, GLint level);
void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment,
GLenum textarget, GLuint texture, GLint level);
void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment,
GLenum textarget, GLuint texture, GLint level);
void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment,
GLenum textarget, GLuint texture, GLint level, GLint layer);
void (WINE_GLAPI *glFramebufferTextureLayer)(GLenum target, GLenum attachment,
GLuint texture, GLint level, GLint layer);
void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment,
GLenum renderbuffertarget, GLuint renderbuffer);
void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment,
GLenum pname, GLint *params);
void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
void (WINE_GLAPI *glGenerateMipmap)(GLenum target);
};
struct wined3d_gl_limits
{
UINT buffers;
UINT dual_buffers;
UINT lights;
UINT textures;
UINT texture_coords;
unsigned int uniform_blocks[WINED3D_SHADER_TYPE_COUNT];
unsigned int samplers[WINED3D_SHADER_TYPE_COUNT];
unsigned int graphics_samplers;
unsigned int combined_samplers;
UINT general_combiners;
UINT user_clip_distances;
UINT texture_size;
UINT texture3d_size;
float pointsize_max;
float pointsize_min;
UINT blends;
UINT anisotropy;
float shininess;
UINT samples;
UINT vertex_attribs;
unsigned int texture_buffer_offset_alignment;
unsigned int framebuffer_width;
unsigned int framebuffer_height;
UINT glsl_varyings;
UINT glsl_vs_float_constants;
UINT glsl_ps_float_constants;
UINT arb_vs_float_constants;
UINT arb_vs_native_constants;
UINT arb_vs_instructions;
UINT arb_vs_temps;
UINT arb_ps_float_constants;
UINT arb_ps_local_constants;
UINT arb_ps_native_constants;
UINT arb_ps_instructions;
UINT arb_ps_temps;
};
void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits,
enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits,
enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN;
struct wined3d_gl_info
{
DWORD selected_gl_version;
DWORD glsl_version;
struct wined3d_gl_limits limits;
DWORD reserved_glsl_constants, reserved_arb_constants;
DWORD quirks;
BOOL supported[WINED3D_GL_EXT_COUNT];
GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1];
HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs);
struct opengl_funcs gl_ops;
struct wined3d_fbo_ops fbo_ops;
struct wined3d_format *formats;
unsigned int format_count;
};
struct wined3d_driver_info
{
enum wined3d_pci_vendor vendor;
enum wined3d_pci_device device;
const char *name;
const char *description;
UINT64 vram_bytes;
DWORD version_high;
DWORD version_low;
};
/* The adapter structure */
struct wined3d_adapter
{
UINT ordinal;
POINT monitor_position;
enum wined3d_format_id screen_format;
struct wined3d_gl_info gl_info;
struct wined3d_d3d_info d3d_info;
struct wined3d_driver_info driver_info;
WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
unsigned int cfg_count;
struct wined3d_pixel_format *cfgs;
UINT64 vram_bytes;
UINT64 vram_bytes_used;
LUID luid;
const struct wined3d_vertex_pipe_ops *vertex_pipe;
const struct fragment_pipeline *fragment_pipe;
const struct wined3d_shader_backend_ops *shader_backend;
};
struct wined3d_caps_gl_ctx
{
HDC dc;
HWND wnd;
HGLRC gl_ctx;
HDC restore_dc;
HGLRC restore_gl_ctx;
const struct wined3d_gl_info *gl_info;
GLuint test_vbo;
GLuint test_program_id;
};
BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter,
struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN;
BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN;
void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN;
enum projection_types
{
proj_none = 0,
proj_count3 = 1,
proj_count4 = 2
};
enum dst_arg
{
resultreg = 0,
tempreg = 1
};
/*****************************************************************************
* Fixed function pipeline replacements
*/
#define ARG_UNUSED 0xff
struct texture_stage_op
{
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_fixup;
unsigned tex_type : 3;
unsigned dst : 1;
unsigned projected : 2;
unsigned padding : 10;
};
struct ffp_frag_settings
{
struct texture_stage_op op[MAX_TEXTURES];
enum wined3d_ffp_ps_fog_mode fog;
unsigned char sRGB_write;
unsigned char emul_clipplanes;
unsigned char texcoords_initialized;
unsigned char color_key_enabled : 1;
unsigned char pointsprite : 1;
unsigned char flatshading : 1;
unsigned char alpha_test_func : 3;
unsigned char padding : 2;
};
struct ffp_frag_desc
{
struct wine_rb_entry entry;
struct ffp_frag_settings settings;
};
int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN;
extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN;
unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state,
struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN;
const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN;
void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN;
void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN;
extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN;
extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN;
enum wined3d_ffp_vs_fog_mode
{
WINED3D_FFP_VS_FOG_OFF = 0,
WINED3D_FFP_VS_FOG_FOGCOORD = 1,
WINED3D_FFP_VS_FOG_DEPTH = 2,
WINED3D_FFP_VS_FOG_RANGE = 3,
};
#define WINED3D_FFP_TCI_SHIFT 16
#define WINED3D_FFP_TCI_MASK 0xffu
#define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
#define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u
struct wined3d_ffp_vs_settings
{
DWORD point_light_count : 4;
DWORD spot_light_count : 4;
DWORD directional_light_count : 4;
DWORD parallel_point_light_count : 4;
DWORD diffuse_source : 2;
DWORD emissive_source : 2;
DWORD ambient_source : 2;
DWORD specular_source : 2;
DWORD transformed : 1;
DWORD vertexblends : 2;
DWORD clipping : 1;
DWORD normal : 1;
DWORD normalize : 1;
DWORD lighting : 1;
DWORD localviewer : 1;
DWORD point_size : 1;
DWORD per_vertex_point_size : 1;
DWORD fog_mode : 2;
DWORD texcoords : 8; /* MAX_TEXTURES */
DWORD ortho_fog : 1;
DWORD flatshading : 1;
DWORD swizzle_map : 16; /* MAX_ATTRIBS, 16 */
DWORD vb_indices : 1;
DWORD sw_blending : 1;
DWORD texgen[MAX_TEXTURES];
};
struct wined3d_ffp_vs_desc
{
struct wine_rb_entry entry;
struct wined3d_ffp_vs_settings settings;
};
void wined3d_ffp_get_vs_settings(const struct wined3d_context *context,
const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
struct wined3d
{
LONG ref;
DWORD flags;
UINT adapter_count;
struct wined3d_adapter adapters[1];
};
HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN;
BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN;
void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
struct wined3d_blend_state
{
LONG refcount;
struct wined3d_blend_state_desc desc;
void *parent;
const struct wined3d_parent_ops *parent_ops;
struct wined3d_device *device;
};
struct wined3d_rasterizer_state
{
LONG refcount;
struct wined3d_rasterizer_state_desc desc;
void *parent;
const struct wined3d_parent_ops *parent_ops;
struct wined3d_device *device;
};
struct wined3d_stream_output
{
struct wined3d_buffer *buffer;
UINT offset;
};
struct wined3d_stream_state
{
struct wined3d_buffer *buffer;
UINT offset;
UINT stride;
UINT frequency;
UINT flags;
};
#define WINED3D_STATE_NO_REF 0x00000001
#define WINED3D_STATE_INIT_DEFAULT 0x00000002
struct wined3d_state
{
DWORD flags;
const struct wined3d_fb_state *fb;
struct wined3d_vertex_declaration *vertex_declaration;
struct wined3d_stream_output stream_output[WINED3D_MAX_STREAM_OUTPUT_BUFFERS];
struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
struct wined3d_buffer *index_buffer;
enum wined3d_format_id index_format;
unsigned int index_offset;
int base_vertex_index;
int load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
GLenum gl_primitive_type;
GLint gl_patch_vertices;
struct wined3d_query *predicate;
BOOL predicate_value;
struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT];
struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS];
struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS];
struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS];
struct wined3d_unordered_access_view *unordered_access_view[WINED3D_PIPELINE_COUNT][MAX_UNORDERED_ACCESS_VIEWS];
BOOL vs_consts_b[WINED3D_MAX_CONSTS_B];
struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I];
struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
BOOL ps_consts_b[WINED3D_MAX_CONSTS_B];
struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I];
struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS];
DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1];
struct wined3d_vec4 clip_planes[MAX_CLIP_DISTANCES];
struct wined3d_material material;
struct wined3d_viewport viewport;
RECT scissor_rect;
/* Light hashmap. Collisions are handled using linked lists. */
#define LIGHTMAP_SIZE 43
#define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
struct list light_map[LIGHTMAP_SIZE];
const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS];
DWORD render_states[WINEHIGHEST_RENDER_STATE + 1];
struct wined3d_blend_state *blend_state;
struct wined3d_rasterizer_state *rasterizer_state;
};
static inline BOOL wined3d_dualblend_enabled(const struct wined3d_state *state, const struct wined3d_gl_info *gl_info)
{
if (!state->fb->render_targets[0]) return FALSE;
if (!state->render_states[WINED3D_RS_ALPHABLENDENABLE]) return FALSE;
if (!gl_info->supported[ARB_BLEND_FUNC_EXTENDED]) return FALSE;
#define IS_DUAL_SOURCE_BLEND(x) ((x) >= WINED3D_BLEND_SRC1COLOR && (x) <= WINED3D_BLEND_INVSRC1ALPHA)
if (IS_DUAL_SOURCE_BLEND(state->render_states[WINED3D_RS_SRCBLEND])) return TRUE;
if (IS_DUAL_SOURCE_BLEND(state->render_states[WINED3D_RS_DESTBLEND])) return TRUE;
if (IS_DUAL_SOURCE_BLEND(state->render_states[WINED3D_RS_SRCBLENDALPHA])) return TRUE;
if (IS_DUAL_SOURCE_BLEND(state->render_states[WINED3D_RS_DESTBLENDALPHA])) return TRUE;
#undef IS_DUAL_SOURCE_BLEND
return FALSE;
}
struct wined3d_dummy_textures
{
GLuint tex_2d;
GLuint tex_1d;
GLuint tex_rect;
GLuint tex_3d;
GLuint tex_cube;
GLuint tex_cube_array;
GLuint tex_2d_array;
GLuint tex_1d_array;
GLuint tex_buffer;
GLuint tex_2d_ms;
GLuint tex_2d_ms_array;
};
#if defined(STAGING_CSMT)
struct wined3d_gl_bo
{
GLuint name;
GLenum usage;
GLenum type_hint;
UINT size;
};
#endif /* STAGING_CSMT */
#define WINED3D_UNMAPPED_STAGE ~0u
/* Multithreaded flag. Removed from the public header to signal that
* wined3d_device_create() ignores it. */
#define WINED3DCREATE_MULTITHREADED 0x00000004
struct wined3d_device
{
LONG ref;
/* WineD3D Information */
struct wined3d_device_parent *device_parent;
struct wined3d *wined3d;
struct wined3d_adapter *adapter;
/* Window styles to restore when switching fullscreen mode */
LONG style;
LONG exStyle;
const struct wined3d_shader_backend_ops *shader_backend;
void *shader_priv;
void *fragment_priv;
void *vertex_priv;
struct StateEntry StateTable[STATE_HIGHEST + 1];
/* Array of functions for states which are handled by more than one pipeline part */
APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
struct wined3d_blitter *blitter;
BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */
BYTE bCursorVisible : 1;
BYTE d3d_initialized : 1;
BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */
BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */
BYTE filter_messages : 1;
BYTE padding : 2;
unsigned char surface_alignment; /* Line Alignment of surfaces */
WORD padding2 : 16;
struct wined3d_state state;
struct wined3d_state *update_state;
struct wined3d_stateblock *recording;
/* Internal use fields */
struct wined3d_device_creation_parameters create_parms;
HWND focus_window;
struct wined3d_rendertarget_view *back_buffer_view;
struct wined3d_swapchain **swapchains;
UINT swapchain_count;
struct list resources; /* a linked list to track resources created by the device */
struct list shaders; /* a linked list to track shaders (pixel and vertex) */
struct wine_rb_tree samplers;
/* Render Target Support */
struct wined3d_fb_state fb;
struct wined3d_rendertarget_view *auto_depth_stencil_view;
/* Cursor management */
UINT xHotSpot;
UINT yHotSpot;
UINT xScreenSpace;
UINT yScreenSpace;
UINT cursorWidth, cursorHeight;
struct wined3d_texture *cursor_texture;
HCURSOR hardwareCursor;
/* The Wine logo texture */
struct wined3d_texture *logo_texture;
/* Textures for when no other textures are mapped */
struct wined3d_dummy_textures dummy_textures;
/* Default sampler used to emulate the direct resource access without using wined3d_sampler */
struct wined3d_sampler *default_sampler;
struct wined3d_sampler *null_sampler;
/* Command stream */
struct wined3d_cs *cs;
/* Context management */
struct wined3d_context **contexts;
UINT context_count;
};
void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags,
const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
#if defined(STAGING_CSMT)
struct wined3d_gl_bo *wined3d_device_get_bo(struct wined3d_device *device, UINT size, GLenum gl_usage,
GLenum type_hint, struct wined3d_context *context) DECLSPEC_HIDDEN;
void wined3d_device_release_bo(struct wined3d_device *device, struct wined3d_gl_bo *bo,
const struct wined3d_context *context) DECLSPEC_HIDDEN;
#endif /* STAGING_CSMT */
static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
{
DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT);
BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
return context->isStateDirty[idx] & (1u << shift);
}
const char *wined3d_debug_resource_access(DWORD access) DECLSPEC_HIDDEN;
static inline BOOL wined3d_resource_access_is_managed(unsigned int access)
{
return !(~access & (WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU));
}
struct wined3d_resource_ops
{
ULONG (*resource_incref)(struct wined3d_resource *resource);
ULONG (*resource_decref)(struct wined3d_resource *resource);
void (*resource_preload)(struct wined3d_resource *resource);
void (*resource_unload)(struct wined3d_resource *resource);
HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags);
HRESULT (*resource_map_info)(struct wined3d_resource *resource, unsigned int sub_resource_idx,
struct wined3d_map_info *info, DWORD flags);
HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx);
};
struct wined3d_resource
{
LONG ref;
LONG bind_count;
LONG map_count;
LONG access_count;
struct wined3d_device *device;
enum wined3d_resource_type type;
enum wined3d_gl_resource_type gl_type;
const struct wined3d_format *format;
unsigned int format_flags;
enum wined3d_multisample_type multisample_type;
UINT multisample_quality;
DWORD usage;
unsigned int access;
WORD draw_binding;
WORD map_binding;
UINT width;
UINT height;
UINT depth;
UINT size;
DWORD priority;
void *heap_memory;
void *parent;
const struct wined3d_parent_ops *parent_ops;
const struct wined3d_resource_ops *resource_ops;
struct list resource_list_entry;
};
static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource)
{
return resource->resource_ops->resource_incref(resource);
}
static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource)
{
return resource->resource_ops->resource_decref(resource);
}
static inline void wined3d_resource_acquire(struct wined3d_resource *resource)
{
InterlockedIncrement(&resource->access_count);
}
static inline void wined3d_resource_release(struct wined3d_resource *resource)
{
InterlockedDecrement(&resource->access_count);
}
void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device,
enum wined3d_resource_type type, const struct wined3d_format *format,
enum wined3d_multisample_type multisample_type, unsigned int multisample_quality,
unsigned int usage, unsigned int access, unsigned int width, unsigned int height, unsigned int depth,
unsigned int size, void *parent, const struct wined3d_parent_ops *parent_ops,
const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN;
BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
/* Tests show that the start address of resources is 32 byte aligned */
#define RESOURCE_ALIGNMENT 16
#define WINED3D_CONSTANT_BUFFER_ALIGNMENT 16
struct gl_texture
{
struct wined3d_sampler_desc sampler_desc;
unsigned int base_level;
GLuint name;
};
struct wined3d_texture_ops
{
void (*texture_upload_data)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
const struct wined3d_context *context, const struct wined3d_box *box,
const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch);
BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context, DWORD location);
void (*texture_prepare_texture)(struct wined3d_texture *texture,
struct wined3d_context *context, BOOL srgb);
void (*texture_cleanup_sub_resources)(struct wined3d_texture *texture);
};
#define WINED3D_TEXTURE_COND_NP2 0x00000001
#define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002
#define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004
#define WINED3D_TEXTURE_IS_SRGB 0x00000008
#define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010
#define WINED3D_TEXTURE_RGB_VALID 0x00000020
#define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
#define WINED3D_TEXTURE_SRGB_VALID 0x00000080
#define WINED3D_TEXTURE_CONVERTED 0x00000100
#define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
#define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
#define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800
#define WINED3D_TEXTURE_DC_IN_USE 0x00001000
#define WINED3D_TEXTURE_DISCARD 0x00002000
#define WINED3D_TEXTURE_GET_DC 0x00004000
#define WINED3D_TEXTURE_GENERATE_MIPMAPS 0x00008000
#define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
struct wined3d_texture
{
struct wined3d_resource resource;
const struct wined3d_texture_ops *texture_ops;
struct gl_texture texture_rgb, texture_srgb;
struct wined3d_swapchain *swapchain;
unsigned int pow2_width;
unsigned int pow2_height;
UINT layer_count;
UINT level_count;
unsigned int download_count;
unsigned int sysmem_count;
float pow2_matrix[16];
UINT lod;
DWORD sampler;
DWORD flags;
GLenum target;
DWORD update_map_binding;
GLuint rb_multisample;
GLuint rb_resolved;
void *user_memory;
unsigned int row_pitch;
unsigned int slice_pitch;
/* May only be accessed from the command stream worker thread. */
struct wined3d_texture_async
{
DWORD flags;
/* Color keys for DDraw */
struct wined3d_color_key dst_blt_color_key;
struct wined3d_color_key src_blt_color_key;
struct wined3d_color_key dst_overlay_color_key;
struct wined3d_color_key src_overlay_color_key;
struct wined3d_color_key gl_color_key;
DWORD color_key_flags;
} async;
struct wined3d_overlay_info
{
struct list entry;
struct list overlays;
struct wined3d_surface *dst;
RECT src_rect;
RECT dst_rect;
} *overlay_info;
struct wined3d_texture_sub_resource
{
void *parent;
const struct wined3d_parent_ops *parent_ops;
union
{
struct wined3d_surface *surface;
} u;
unsigned int offset;
unsigned int size;
unsigned int map_count;
DWORD locations;
#if !defined(STAGING_CSMT)
GLuint buffer_object;
#else /* STAGING_CSMT */
struct wined3d_gl_bo *buffer;
#endif /* STAGING_CSMT */
} sub_resources[1];
};
static inline struct wined3d_texture *texture_from_resource(struct wined3d_resource *resource)
{
return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
}
static inline GLenum wined3d_texture_get_sub_resource_target(const struct wined3d_texture *texture,
unsigned int sub_resource_idx)
{
static const GLenum cube_targets[] =
{
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
};
return texture->resource.usage & WINED3DUSAGE_LEGACY_CUBEMAP
? cube_targets[sub_resource_idx / texture->level_count] : texture->target;
}
static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
BOOL srgb)
{
return srgb ? &texture->texture_srgb : &texture->texture_rgb;
}
static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture,
unsigned int level)
{
return max(1, texture->resource.width >> level);
}
static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture,
unsigned int level)
{
return max(1, texture->resource.height >> level);
}
static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture,
unsigned int level)
{
return max(1, texture->resource.depth >> level);
}
static inline unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture,
unsigned int level)
{
return max(1, texture->pow2_width >> level);
}
static inline unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture,
unsigned int level)
{
return max(1, texture->pow2_height >> level);
}
void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture,
const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN;
void wined3d_texture_bind(struct wined3d_texture *texture,
struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture,
unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN;
void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
void wined3d_texture_load(struct wined3d_texture *texture,
struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
void wined3d_texture_prepare_texture(struct wined3d_texture *texture,
struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) DECLSPEC_HIDDEN;
void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
const struct wined3d_context *context, const struct wined3d_box *box,
const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch) DECLSPEC_HIDDEN;
void wined3d_texture_validate_location(struct wined3d_texture *texture,
unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
#define WINED3D_LOCATION_DISCARDED 0x00000001
#define WINED3D_LOCATION_SYSMEM 0x00000002
#define WINED3D_LOCATION_USER_MEMORY 0x00000004
#define WINED3D_LOCATION_BUFFER 0x00000008
#define WINED3D_LOCATION_TEXTURE_RGB 0x00000010
#define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020
#define WINED3D_LOCATION_DRAWABLE 0x00000040
#define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080
#define WINED3D_LOCATION_RB_RESOLVED 0x00000100
const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
struct wined3d_renderbuffer_entry
{
struct list entry;
GLuint id;
UINT width;
UINT height;
};
struct wined3d_fbo_resource
{
GLuint object;
GLenum target;
GLuint level, layer;
};
#define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1
#define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2
#define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4
struct fbo_entry
{
struct list entry;
DWORD flags;
DWORD rt_mask;
GLuint id;
struct wined3d_fbo_entry_key
{
DWORD rb_namespace;
struct wined3d_fbo_resource objects[MAX_RENDER_TARGET_VIEWS + 1];
} key;
};
struct wined3d_surface
{
struct wined3d_texture *container;
unsigned int texture_level;
unsigned int texture_layer;
/* For GetDC */
HBITMAP bitmap;
HDC dc;
struct list renderbuffers;
const struct wined3d_renderbuffer_entry *current_renderbuffer;
};
static inline unsigned int surface_get_sub_resource_idx(const struct wined3d_surface *surface)
{
return surface->texture_layer * surface->container->level_count + surface->texture_level;
}
static inline struct wined3d_texture_sub_resource *surface_get_sub_resource(struct wined3d_surface *surface)
{
return &surface->container->sub_resources[surface_get_sub_resource_idx(surface)];
}
HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect,
struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags,
const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb,
struct wined3d_context *context) DECLSPEC_HIDDEN;
BOOL surface_load_location(struct wined3d_surface *surface,
struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
const struct wined3d_rendertarget_info *rt) DECLSPEC_HIDDEN;
void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point,
BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN;
void draw_textured_quad(struct wined3d_texture *texture, unsigned int sub_resource_idx,
struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect,
enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
struct wined3d_sampler
{
struct wine_rb_entry entry;
LONG refcount;
GLuint name;
struct wined3d_device *device;
void *parent;
const struct wined3d_parent_ops *parent_ops;
struct wined3d_sampler_desc desc;
};
void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit,
struct wined3d_texture *texture, const struct wined3d_context *context) DECLSPEC_HIDDEN;
struct wined3d_vertex_declaration_element
{
const struct wined3d_format *format;
BOOL ffp_valid;
unsigned int input_slot;
unsigned int offset;
unsigned int output_slot;
enum wined3d_input_classification input_slot_class;
unsigned int instance_data_step_rate;
BYTE method;
BYTE usage;
BYTE usage_idx;
};
struct wined3d_vertex_declaration
{
LONG ref;
void *parent;
const struct wined3d_parent_ops *parent_ops;
struct wined3d_device *device;
struct wined3d_vertex_declaration_element *elements;
UINT element_count;
BOOL position_transformed;
BOOL half_float_conv_needed;
};
struct wined3d_saved_states
{
DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
WORD streamSource; /* MAX_STREAMS, 16 */
WORD streamFreq; /* MAX_STREAMS, 16 */
DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
DWORD clipplane; /* WINED3D_MAX_USER_CLIP_PLANES, 32 */
WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
WORD pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
BOOL ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */
WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */
BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
DWORD indices : 1;
DWORD material : 1;
DWORD viewport : 1;
DWORD vertexDecl : 1;
DWORD pixelShader : 1;
DWORD vertexShader : 1;
DWORD scissorRect : 1;
DWORD padding : 5;
};
struct StageState {
DWORD stage;
DWORD state;
};
struct wined3d_stateblock
{
LONG ref; /* Note: Ref counting not required */
struct wined3d_device *device;
/* Array indicating whether things have been set or changed */
struct wined3d_saved_states changed;
struct wined3d_state state;
/* Contained state management */
DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
unsigned int num_contained_render_states;
DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
unsigned int num_contained_transform_states;
DWORD contained_vs_consts_i[WINED3D_MAX_CONSTS_I];
unsigned int num_contained_vs_consts_i;
DWORD contained_vs_consts_b[WINED3D_MAX_CONSTS_B];
unsigned int num_contained_vs_consts_b;
DWORD contained_vs_consts_f[WINED3D_MAX_VS_CONSTS_F];
unsigned int num_contained_vs_consts_f;
DWORD contained_ps_consts_i[WINED3D_MAX_CONSTS_I];
unsigned int num_contained_ps_consts_i;
DWORD contained_ps_consts_b[WINED3D_MAX_CONSTS_B];
unsigned int num_contained_ps_consts_b;
DWORD contained_ps_consts_f[WINED3D_MAX_PS_CONSTS_F];
unsigned int num_contained_ps_consts_f;
struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
unsigned int num_contained_tss_states;
struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
unsigned int num_contained_sampler_states;
};
void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN;
void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN;
void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info,
struct wined3d_light_info *light_info, BOOL enable) DECLSPEC_HIDDEN;
struct wined3d_light_info *wined3d_state_get_light(const struct wined3d_state *state,
unsigned int idx) DECLSPEC_HIDDEN;
void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb,
const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info,
DWORD flags) DECLSPEC_HIDDEN;
void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN;
enum wined3d_cs_queue_id
{
WINED3D_CS_QUEUE_DEFAULT = 0,
WINED3D_CS_QUEUE_MAP,
WINED3D_CS_QUEUE_COUNT,
};
enum wined3d_push_constants
{
WINED3D_PUSH_CONSTANTS_VS_F,
WINED3D_PUSH_CONSTANTS_PS_F,
WINED3D_PUSH_CONSTANTS_VS_I,
WINED3D_PUSH_CONSTANTS_PS_I,
WINED3D_PUSH_CONSTANTS_VS_B,
WINED3D_PUSH_CONSTANTS_PS_B,
};
#define WINED3D_CS_QUERY_POLL_INTERVAL 10u
#define WINED3D_CS_QUEUE_SIZE 0x100000u
#ifdef __REACTOS__
#define WINED3D_CS_SPIN_COUNT 1u
#else
#define WINED3D_CS_SPIN_COUNT 10000000u
#endif
struct wined3d_cs_queue
{
LONG head, tail;
BYTE data[WINED3D_CS_QUEUE_SIZE];
};
struct wined3d_cs_ops
{
#if defined(STAGING_CSMT)
BOOL (*check_space)(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id);
#endif /* STAGING_CSMT */
void *(*require_space)(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id);
void (*submit)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id);
void (*finish)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id);
void (*push_constants)(struct wined3d_cs *cs, enum wined3d_push_constants p,
unsigned int start_idx, unsigned int count, const void *constants);
};
struct wined3d_cs
{
const struct wined3d_cs_ops *ops;
struct wined3d_device *device;
struct wined3d_fb_state fb;
struct wined3d_state state;
HMODULE wined3d_module;
HANDLE thread;
DWORD thread_id;
struct wined3d_cs_queue queue[WINED3D_CS_QUEUE_COUNT];
size_t data_size, start, end;
void *data;
struct list query_poll_list;
BOOL queries_flushed;
HANDLE event;
BOOL waiting_for_event;
LONG pending_presents;
};
struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN;
void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
void wined3d_cs_destroy_object(struct wined3d_cs *cs,
void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs,
struct wined3d_texture *texture, unsigned int layer) DECLSPEC_HIDDEN;
void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *dst_resource,
unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box, struct wined3d_resource *src_resource,
unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags,
const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects,
DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view,
const RECT *rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs,
struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value) DECLSPEC_HIDDEN;
void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs *cs, struct wined3d_buffer *dst_buffer,
unsigned int offset, struct wined3d_unordered_access_view *uav) DECLSPEC_HIDDEN;
void wined3d_cs_emit_dispatch(struct wined3d_cs *cs,
unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z) DECLSPEC_HIDDEN;
void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs,
struct wined3d_buffer *buffer, unsigned int offset) DECLSPEC_HIDDEN;
void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count,
int base_vertex_idx, unsigned int start_idx, unsigned int index_count,
unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
void wined3d_cs_emit_draw_indirect(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count,
struct wined3d_buffer *buffer, unsigned int offset, BOOL indexed) DECLSPEC_HIDDEN;
void wined3d_cs_emit_flush(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs *cs, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain, const RECT *src_rect,
const RECT *dst_rect, HWND dst_window_override, DWORD swap_interval, DWORD flags) DECLSPEC_HIDDEN;
void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags) DECLSPEC_HIDDEN;
void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_blend_state(struct wined3d_cs *cs, struct wined3d_blend_state *state) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx,
const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture,
WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type,
UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs,
struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
enum wined3d_format_id format_id, unsigned int offset) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light_info *light) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, BOOL enable) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_predication(struct wined3d_cs *cs,
struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs,
struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs,
enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx,
struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type,
UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type,
UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx,
enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type,
struct wined3d_shader *shader) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx,
struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx,
struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx,
UINT frequency, UINT flags) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage,
enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state,
const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined3d_pipeline pipeline,
unsigned int view_idx, struct wined3d_unordered_access_view *view,
unsigned int initial_count) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs,
struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN;
void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource,
unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
unsigned int slice_pitch) DECLSPEC_HIDDEN;
void wined3d_cs_init_object(struct wined3d_cs *cs,
void (*callback)(void *object), void *object) DECLSPEC_HIDDEN;
HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx,
struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags) DECLSPEC_HIDDEN;
HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource,
unsigned int sub_resource_idx) DECLSPEC_HIDDEN;
static inline void wined3d_cs_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p,
unsigned int start_idx, unsigned int count, const void *constants)
{
cs->ops->push_constants(cs, p, start_idx, count, constants);
}
static inline void wined3d_resource_wait_idle(struct wined3d_resource *resource)
{
const struct wined3d_cs *cs = resource->device->cs;
if (!cs->thread || cs->thread_id == GetCurrentThreadId())
return;
while (InterlockedCompareExchange(&resource->access_count, 0, 0))
wined3d_pause();
}
/* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
* fixed function semantics as D3DCOLOR or FLOAT16 */
enum wined3d_buffer_conversion_type
{
CONV_NONE,
CONV_D3DCOLOR,
CONV_POSITIONT,
};
struct wined3d_map_range
{
UINT offset;
UINT size;
};
struct wined3d_buffer
{
struct wined3d_resource resource;
struct wined3d_buffer_desc desc;
GLuint buffer_object;
GLenum buffer_object_usage;
GLenum buffer_type_hint;
unsigned int bind_flags;
DWORD flags;
DWORD locations;
void *map_ptr;
struct wined3d_map_range *maps;
SIZE_T maps_size, modified_areas;
struct wined3d_fence *fence;
/* conversion stuff */
UINT decl_change_count, full_conversion_count;
UINT draw_count;
UINT stride; /* 0 if no conversion */
enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
UINT conversion_stride; /* 0 if no shifted conversion */
};
static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
{
return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
}
DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN;
void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location) DECLSPEC_HIDDEN;
void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
const struct wined3d_state *state) DECLSPEC_HIDDEN;
BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN;
void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN;
void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context,
const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN;
struct wined3d_rendertarget_view
{
LONG refcount;
struct wined3d_resource *resource;
void *parent;
const struct wined3d_parent_ops *parent_ops;
struct wined3d_gl_view gl_view;
const struct wined3d_format *format;
unsigned int format_flags;
unsigned int sub_resource_idx;
unsigned int layer_count;
unsigned int width;
unsigned int height;
struct wined3d_view_desc desc;
};
static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface(
const struct wined3d_rendertarget_view *view)
{
struct wined3d_texture *texture;
if (!view || view->resource->type != WINED3D_RTYPE_TEXTURE_2D)
return NULL;
texture = texture_from_resource(view->resource);
return texture->sub_resources[view->sub_resource_idx].u.surface;
}
void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view,
const struct wined3d_context *context, unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN;
void wined3d_rendertarget_view_invalidate_location(struct wined3d_rendertarget_view *view,
DWORD location) DECLSPEC_HIDDEN;
void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view,
struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view *view,
struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_view *view,
DWORD location) DECLSPEC_HIDDEN;
struct wined3d_shader_resource_view
{
LONG refcount;
struct wined3d_resource *resource;
void *parent;
const struct wined3d_parent_ops *parent_ops;
struct wined3d_gl_view gl_view;
const struct wined3d_format *format;
struct wined3d_view_desc desc;
};
void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN;
void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view, unsigned int unit,
struct wined3d_sampler *sampler, struct wined3d_context *context) DECLSPEC_HIDDEN;
struct wined3d_unordered_access_view
{
LONG refcount;
struct wined3d_resource *resource;
void *parent;
const struct wined3d_parent_ops *parent_ops;
struct wined3d_gl_view gl_view;
const struct wined3d_format *format;
GLuint counter_bo;
struct wined3d_view_desc desc;
};
void wined3d_unordered_access_view_clear_uint(struct wined3d_unordered_access_view *view,
const struct wined3d_uvec4 *clear_value, struct wined3d_context *context) DECLSPEC_HIDDEN;
void wined3d_unordered_access_view_copy_counter(struct wined3d_unordered_access_view *view,
struct wined3d_buffer *buffer, unsigned int offset, struct wined3d_context *context) DECLSPEC_HIDDEN;
void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view,
DWORD location) DECLSPEC_HIDDEN;
void wined3d_unordered_access_view_set_counter(struct wined3d_unordered_access_view *view,
unsigned int value) DECLSPEC_HIDDEN;
struct wined3d_swapchain_ops
{
void (*swapchain_present)(struct wined3d_swapchain *swapchain,
const RECT *src_rect, const RECT *dst_rect, DWORD flags);
void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swapchain);
};
struct wined3d_swapchain
{
LONG ref;
void *parent;
const struct wined3d_parent_ops *parent_ops;
const struct wined3d_swapchain_ops *swapchain_ops;
struct wined3d_device *device;
struct wined3d_texture **back_buffers;
struct wined3d_texture *front_buffer;
struct wined3d_swapchain_desc desc;
struct wined3d_display_mode original_mode, d3d_mode;
RECT original_window_rect;
struct wined3d_gamma_ramp orig_gamma;
BOOL render_to_fbo, reapply_mode;
const struct wined3d_format *ds_format;
struct wined3d_palette *palette;
RECT front_buffer_update;
LONG prev_time, frames; /* Performance tracking */
struct wined3d_context **context;
unsigned int num_contexts;
HWND win_handle;
HWND device_window;
HDC backup_dc;
HWND backup_wnd;
};
void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN;
struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
void swapchain_update_swap_interval(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
/*****************************************************************************
* Utility function prototypes
*/
/* Trace routines */
const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN;
const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN;
const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN;
const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN;
const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN;
const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN;
const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN;
const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN;
const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN;
const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN;
const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN;
const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN;
const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN;
const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN;
const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN;
const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN;
const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
const char *debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN;
const char *debug_uvec4(const struct wined3d_uvec4 *v) DECLSPEC_HIDDEN;
const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN;
const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN;
void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
BOOL is_invalid_op(const struct wined3d_state *state, int stage,
enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3,
INT texture_idx, DWORD dst) DECLSPEC_HIDDEN;
void texture_activate_dimensions(const struct wined3d_texture *texture,
const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
void sampler_texdim(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void tex_alphaop(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void apply_pixelshader(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_alpha_test(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_fogcolor(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_fogdensity(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_fogstartend(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_fog_fragpart(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_nop(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_srgbwrite(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_clipping(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void clipplane(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_pointsprite_w(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_pointsprite(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_shademode(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN;
/* Math utils */
void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1,
const struct wined3d_matrix *src2) DECLSPEC_HIDDEN;
BOOL invert_matrix_3d(struct wined3d_matrix *out, const struct wined3d_matrix *in) DECLSPEC_HIDDEN;
BOOL invert_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m) DECLSPEC_HIDDEN;
void transpose_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m) DECLSPEC_HIDDEN;
void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN;
struct wined3d_shader_lconst
{
struct list entry;
unsigned int idx;
DWORD value[4];
};
struct wined3d_shader_limits
{
unsigned int sampler;
unsigned int constant_int;
unsigned int constant_float;
unsigned int constant_bool;
unsigned int packed_output;
unsigned int packed_input;
};
#ifdef __GNUC__
#define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
#else
#define PRINTF_ATTR(fmt,args)
#endif
struct wined3d_string_buffer_list
{
struct list list;
};
struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN;
void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN;
int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN;
int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
struct wined3d_shader_phase
{
const DWORD *start;
const DWORD *end;
unsigned int instance_count;
unsigned int temporary_count;
};
struct wined3d_vertex_shader
{
struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
};
struct wined3d_hull_shader
{
struct
{
struct wined3d_shader_phase *control_point;
unsigned int fork_count;
unsigned int join_count;
struct wined3d_shader_phase *fork;
SIZE_T fork_size;
struct wined3d_shader_phase *join;
SIZE_T join_size;
} phases;
unsigned int output_vertex_count;
enum wined3d_tessellator_output_primitive tessellator_output_primitive;
enum wined3d_tessellator_partitioning tessellator_partitioning;
};
struct wined3d_domain_shader
{
enum wined3d_tessellator_domain tessellator_domain;
};
struct wined3d_geometry_shader
{
enum wined3d_primitive_type input_type;
enum wined3d_primitive_type output_type;
unsigned int vertices_out;
unsigned int instance_count;
struct wined3d_stream_output_desc so_desc;
};
struct wined3d_pixel_shader
{
/* Pixel shader input semantics */
DWORD input_reg_map[MAX_REG_INPUT];
DWORD input_reg_used; /* MAX_REG_INPUT, 32 */
unsigned int declared_in_count;
/* Some information about the shader behavior */
BOOL color0_mov;
DWORD color0_reg;
BOOL force_early_depth_stencil;
enum wined3d_shader_register_type depth_output;
DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE];
};
struct wined3d_compute_shader
{
struct wined3d_shader_thread_group_size thread_group_size;
};
struct wined3d_shader
{
LONG ref;
const struct wined3d_shader_limits *limits;
DWORD *function;
UINT functionLength;
BOOL load_local_constsF;
const struct wined3d_shader_frontend *frontend;
void *frontend_data;
void *backend_data;
void *parent;
const struct wined3d_parent_ops *parent_ops;
/* Programs this shader is linked with */
struct list linked_programs;
/* Immediate constants (override global ones) */
struct list constantsB;
struct list constantsF;
struct list constantsI;
struct wined3d_shader_reg_maps reg_maps;
BOOL lconst_inf_or_nan;
struct wined3d_shader_signature input_signature;
struct wined3d_shader_signature output_signature;
struct wined3d_shader_signature patch_constant_signature;
char *signature_strings;
/* Pointer to the parent device */
struct wined3d_device *device;
struct list shader_list_entry;
union
{
struct wined3d_vertex_shader vs;
struct wined3d_hull_shader hs;
struct wined3d_domain_shader ds;
struct wined3d_geometry_shader gs;
struct wined3d_pixel_shader ps;
struct wined3d_compute_shader cs;
} u;
};
void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN;
void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
BOOL position_transformed, struct ps_compile_args *args,
const struct wined3d_context *context) DECLSPEC_HIDDEN;
BOOL vshader_get_input(const struct wined3d_shader *shader,
BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
WORD swizzle_map, struct vs_compile_args *args,
const struct wined3d_context *context) DECLSPEC_HIDDEN;
void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
struct ds_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN;
void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader,
struct gs_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN;
void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN;
unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
unsigned int max) DECLSPEC_HIDDEN;
HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx,
const DWORD *start, const DWORD *end) DECLSPEC_HIDDEN;
BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN;
static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
{
switch (reg->type)
{
case WINED3DSPR_RASTOUT:
/* oFog & oPts */
if (reg->idx[0].offset)
return TRUE;
/* oPos */
return FALSE;
case WINED3DSPR_DEPTHOUT: /* oDepth */
case WINED3DSPR_DEPTHOUTGE:
case WINED3DSPR_DEPTHOUTLE:
case WINED3DSPR_CONSTBOOL: /* b# */
case WINED3DSPR_LOOP: /* aL */
case WINED3DSPR_PREDICATE: /* p0 */
case WINED3DSPR_PRIMID: /* primID */
return TRUE;
case WINED3DSPR_MISCTYPE:
switch (reg->idx[0].offset)
{
case 0: /* vPos */
return FALSE;
case 1: /* vFace */
return TRUE;
default:
return FALSE;
}
case WINED3DSPR_IMMCONST:
return reg->immconst_type == WINED3D_IMMCONST_SCALAR;
default:
return FALSE;
}
}
static inline void shader_get_position_fixup(const struct wined3d_context *context,
const struct wined3d_state *state, float *position_fixup)
{
float center_offset;
if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
center_offset = 63.0f / 64.0f;
else
center_offset = -1.0f / 64.0f;
position_fixup[0] = 1.0f;
position_fixup[1] = 1.0f;
position_fixup[2] = center_offset / state->viewport.width;
position_fixup[3] = -center_offset / state->viewport.height;
if (context->render_offscreen)
{
position_fixup[1] *= -1.0f;
position_fixup[3] *= -1.0f;
}
}
static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
{
struct wined3d_shader_lconst *lconst;
if (shader->load_local_constsF)
return FALSE;
LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
{
if (lconst->idx == reg)
return TRUE;
}
return FALSE;
}
void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state,
unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN;
void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state,
float *out_min, float *out_max) DECLSPEC_HIDDEN;
void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state,
float *out_pointsize, float *out_att) DECLSPEC_HIDDEN;
void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state,
float *start, float *end) DECLSPEC_HIDDEN;
/* Using additional shader constants (uniforms in GLSL / program environment
* or local parameters in ARB) is costly:
* ARB only knows float4 parameters and GLSL compiler are not really smart
* when it comes to efficiently pack float2 uniforms, so no space is wasted
* (in fact most compilers map a float2 to a full float4 uniform).
*
* For NP2 texcoord fixup we only need 2 floats (width and height) for each
* 2D texture used in the shader. We therefore pack fixup info for 2 textures
* into a single shader constant (uniform / program parameter).
*
* This structure is shared between the GLSL and the ARB backend.*/
struct ps_np2fixup_info {
unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
WORD active; /* bitfield indicating if we can apply the fixup */
WORD num_consts;
};
void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN;
void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN;
struct wined3d_palette
{
LONG ref;
struct wined3d_device *device;
unsigned int size;
RGBQUAD colors[256];
DWORD flags;
};
/* DirectDraw utility functions */
extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN;
/*****************************************************************************
* Pixel format management
*/
/* WineD3D pixel format flags */
#define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
#define WINED3DFMT_FLAG_FILTERING 0x00000002
#define WINED3DFMT_FLAG_DEPTH 0x00000004
#define WINED3DFMT_FLAG_STENCIL 0x00000008
#define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
#define WINED3DFMT_FLAG_EXTENSION 0x00000020
#define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
#define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
#define WINED3DFMT_FLAG_FLOAT 0x00000200
#define WINED3DFMT_FLAG_BUMPMAP 0x00000400
#define WINED3DFMT_FLAG_SRGB_READ 0x00000800
#define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
#define WINED3DFMT_FLAG_VTF 0x00002000
#define WINED3DFMT_FLAG_SHADOW 0x00004000
#define WINED3DFMT_FLAG_COMPRESSED 0x00008000
#define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
#define WINED3DFMT_FLAG_BLOCKS 0x00020000
#define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
#define WINED3DFMT_FLAG_TEXTURE 0x00080000
#define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
#define WINED3DFMT_FLAG_INTEGER 0x00200000
#define WINED3DFMT_FLAG_GEN_MIPMAP 0x00400000
struct wined3d_rational
{
UINT numerator;
UINT denominator;
};
struct wined3d_color_key_conversion
{
enum wined3d_format_id dst_format;
void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width,
unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key);
};
struct wined3d_format
{
enum wined3d_format_id id;
D3DDDIFORMAT ddi_format;
DWORD red_size;
DWORD green_size;
DWORD blue_size;
DWORD alpha_size;
DWORD red_offset;
DWORD green_offset;
DWORD blue_offset;
DWORD alpha_offset;
UINT byte_count;
BYTE depth_size;
BYTE stencil_size;
UINT block_width;
UINT block_height;
UINT block_byte_count;
enum wined3d_ffp_emit_idx emit_idx;
GLint component_count;
GLenum gl_vtx_type;
GLint gl_vtx_format;
GLboolean gl_normalized;
unsigned int attribute_size;
GLint glInternal;
GLint glGammaInternal;
GLint rtInternal;
GLint glFormat;
GLint glType;
UINT conv_byte_count;
DWORD multisample_types;
unsigned int flags[WINED3D_GL_RES_TYPE_COUNT];
float depth_bias_scale;
struct wined3d_rational height_scale;
struct color_fixup_desc color_fixup;
void (*upload)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
unsigned int dst_row_pitch, unsigned dst_slice_pitch,
unsigned int width, unsigned int height, unsigned int depth);
void (*download)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch,
unsigned int dst_row_pitch, unsigned dst_slice_pitch,
unsigned int width, unsigned int height, unsigned int depth);
enum wined3d_format_id typeless_id;
GLenum gl_view_class;
};
const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
enum wined3d_format_id format_id, unsigned int resource_usage) DECLSPEC_HIDDEN;
void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment,
unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN;
UINT wined3d_format_calculate_size(const struct wined3d_format *format,
UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN;
DWORD wined3d_format_convert_from_float(const struct wined3d_format *format,
const struct wined3d_color *color) DECLSPEC_HIDDEN;
void wined3d_format_get_float_color_key(const struct wined3d_format *format,
const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN;
BOOL wined3d_format_is_depth_view(enum wined3d_format_id resource_format_id,
enum wined3d_format_id view_format_id) DECLSPEC_HIDDEN;
const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(
const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN;
BOOL wined3d_formats_are_srgb_variants(enum wined3d_format_id format1,
enum wined3d_format_id format2) DECLSPEC_HIDDEN;
BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size) DECLSPEC_HIDDEN;
static inline BOOL wined3d_format_is_typeless(const struct wined3d_format *format)
{
return format->id == format->typeless_id && format->id != WINED3DFMT_UNKNOWN;
}
static inline BOOL use_indexed_vertex_blending(const struct wined3d_state *state, const struct wined3d_stream_info *si)
{
if (!state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE])
return FALSE;
if (state->render_states[WINED3D_RS_VERTEXBLEND] == WINED3D_VBF_DISABLE)
return FALSE;
if (!(si->use_map & (1 << WINED3D_FFP_BLENDINDICES)) || !(si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT)))
return FALSE;
return TRUE;
}
static inline BOOL use_software_vertex_processing(const struct wined3d_device *device)
{
if (device->shader_backend != &glsl_shader_backend)
return FALSE;
if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING)
return TRUE;
if (!(device->create_parms.flags & WINED3DCREATE_MIXED_VERTEXPROCESSING))
return FALSE;
return device->softwareVertexProcessing;
}
static inline BOOL use_vs(const struct wined3d_state *state)
{
/* Check state->vertex_declaration to allow this to be used before the
* stream info is validated, for example in device_update_tex_unit_map(). */
return state->shader[WINED3D_SHADER_TYPE_VERTEX]
&& (!state->vertex_declaration || !state->vertex_declaration->position_transformed);
}
static inline BOOL use_ps(const struct wined3d_state *state)
{
return !!state->shader[WINED3D_SHADER_TYPE_PIXEL];
}
static inline void context_apply_state(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
const struct StateEntry *state_table = context->state_table;
DWORD rep = state_table[state_id].representative;
state_table[rep].apply(context, state, rep);
}
static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context,
const struct wined3d_texture *texture)
{
unsigned int flags = texture->resource.format_flags
& (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE);
return (!context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
|| (flags && flags != (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE)))
&& context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL;
}
static inline BOOL needs_srgb_write(const struct wined3d_context *context,
const struct wined3d_state *state, const struct wined3d_fb_state *fb)
{
return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
|| state->render_states[WINED3D_RS_SRGBWRITEENABLE])
&& fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE;
}
static inline GLuint wined3d_texture_get_texture_name(const struct wined3d_texture *texture,
const struct wined3d_context *context, BOOL srgb)
{
return srgb && needs_separate_srgb_gl_texture(context, texture)
? texture->texture_srgb.name : texture->texture_rgb.name;
}
static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
{
return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup)
&& !is_scaling_fixup(format->color_fixup);
}
static inline BOOL needs_interpolation_qualifiers_for_shader_outputs(const struct wined3d_gl_info *gl_info)
{
/* In GLSL 4.40+ it is fine to specify interpolation qualifiers only in
* fragment shaders. In older GLSL versions interpolation qualifiers must
* match between shader stages.
*/
return gl_info->glsl_version < MAKEDWORD_VERSION(4, 40);
}
static inline BOOL is_rasterization_disabled(const struct wined3d_shader *geometry_shader)
{
return geometry_shader
&& geometry_shader->u.gs.so_desc.rasterizer_stream_idx == WINED3D_NO_RASTERIZER_STREAM;
}
static inline int wined3d_bit_scan(unsigned int *x)
{
int bit_offset = ffs(*x) - 1;
*x ^= 1u << bit_offset;
return bit_offset;
}
static inline DWORD wined3d_extract_bits(const DWORD *bitstream,
unsigned int offset, unsigned int count)
{
const unsigned int word_bit_count = sizeof(*bitstream) * CHAR_BIT;
const unsigned int idx = offset / word_bit_count;
const unsigned int shift = offset % word_bit_count;
DWORD mask = (1u << count) - 1;
DWORD ret;
ret = (bitstream[idx] >> shift) & mask;
if (shift + count > word_bit_count)
{
const unsigned int extracted_bit_count = word_bit_count - shift;
const unsigned int remaining_bit_count = count - extracted_bit_count;
mask = (1u << remaining_bit_count) - 1;
ret |= (bitstream[idx + 1] & mask) << extracted_bit_count;
}
return ret;
}
static inline void wined3d_insert_bits(DWORD *bitstream,
unsigned int offset, unsigned int count, DWORD bits)
{
const unsigned int word_bit_count = sizeof(*bitstream) * CHAR_BIT;
const unsigned int idx = offset / word_bit_count;
const unsigned int shift = offset % word_bit_count;
DWORD mask = (1u << count) - 1;
bitstream[idx] |= (bits & mask) << shift;
if (shift + count > word_bit_count)
{
const unsigned int inserted_bit_count = word_bit_count - shift;
const unsigned int remaining_bit_count = count - inserted_bit_count;
mask = (1u << remaining_bit_count) - 1;
bitstream[idx + 1] |= (bits >> inserted_bit_count) & mask;
}
}
static inline struct wined3d_surface *context_get_rt_surface(const struct wined3d_context *context)
{
struct wined3d_texture *texture = context->current_rt.texture;
if (!texture)
return NULL;
return texture->sub_resources[context->current_rt.sub_resource_idx].u.surface;
}
static inline void wined3d_from_cs(const struct wined3d_cs *cs)
{
if (cs->thread)
assert(cs->thread_id == GetCurrentThreadId());
}
static inline void wined3d_not_from_cs(struct wined3d_cs *cs)
{
assert(cs->thread_id != GetCurrentThreadId());
}
BOOL wined3d_dxtn_init(void) DECLSPEC_HIDDEN;
void wined3d_dxtn_free(void) DECLSPEC_HIDDEN;
/* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
#define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
#endif