reactos/dll/directx/wine/wined3d/wined3d_private.h
Amine Khaldi 527f2f9057 [SHELL/EXPERIMENTS]
* Create a branch for some evul shell experiments.

svn path=/branches/shell-experiments/; revision=61927
2014-02-02 19:37:27 +00:00

3057 lines
112 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
#include <wine/config.h>
#include <wine/port.h>
#ifdef USE_WIN32_OPENGL
#define WINE_GLAPI __stdcall
#else
#define WINE_GLAPI
#endif
#ifdef HAVE_FLOAT_H
# include <float.h>
#endif
#include <stdio.h>
#define WIN32_NO_STATUS
#define _INC_WINDOWS
#define COM_NO_WINDOWS_H
#define NONAMELESSUNION
#define NONAMELESSSTRUCT
#define COBJMACROS
#include <windef.h>
#include <winbase.h>
#include <wingdi.h>
#include <winuser.h>
#include <objbase.h>
#include <wine/debug.h>
#include <wine/list.h>
#include <wine/rbtree.h>
#include <wine/wined3d.h>
#include "wined3d_gl.h"
#include <wine/wgl_driver.h>
/* 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
/* 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,
};
#include <pshpack2.h>
struct color_fixup_desc
{
unsigned x_sign_fixup : 1;
unsigned x_source : 3;
unsigned y_sign_fixup : 1;
unsigned y_source : 3;
unsigned z_sign_fixup : 1;
unsigned z_source : 3;
unsigned w_sign_fixup : 1;
unsigned w_source : 3;
};
#include <poppack.h>
static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
{0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
static inline struct color_fixup_desc create_color_fixup_desc(
int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
{
struct color_fixup_desc fixup =
{
sign0, src0,
sign1, src1,
sign2, src2,
sign3, src3,
};
return fixup;
}
static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
{
struct color_fixup_desc fixup =
{
0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0,
0, complex_fixup & (1 << 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 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 |= (1 << 0);
if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1);
if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2);
if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3);
return complex_fixup;
}
void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN;
void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN;
void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN;
/* Device caps */
#define MAX_STREAM_OUT 4
#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_CLIPPLANES WINED3DMAXUSERCLIPPLANES
#define MAX_CONSTANT_BUFFERS 15
#define MAX_SAMPLER_OBJECTS 16
struct min_lookup
{
GLenum mip[WINED3D_TEXF_LINEAR + 1];
};
extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
extern const struct min_lookup minMipLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
extern const struct min_lookup minMipLookup_noMip[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
extern const GLenum magLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN;
static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], enum wined3d_texture_filter_type mag_filter)
{
return mag_lookup[mag_filter];
}
static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
enum wined3d_texture_filter_type min_filter, enum wined3d_texture_filter_type mip_filter)
{
return min_mip_lookup[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) & 0x8000);
const unsigned short e = ((*in) & 0x7c00) >> 10;
const unsigned short m = (*in) & 0x3ff;
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 & 0x800000 ? -1.0f : 1.0f;
const unsigned short e = (in & 0x780000) >> 19;
const unsigned int m = in & 0x7ffff;
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;
}
}
#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
{
/* Ideally, we don't want the user to have to request GLSL. If the
* hardware supports GLSL, we should use it. However, until it's fully
* implemented, we'll leave it as a registry setting for developers. */
BOOL glslRequested;
int offscreen_rendering_mode;
unsigned short pci_vendor_id;
unsigned short pci_device_id;
/* Memory tracking and object counting. */
unsigned int emulated_textureram;
char *logo;
int allow_multisampling;
BOOL strict_draw_ordering;
BOOL always_offscreen;
unsigned int max_sm_vs;
unsigned int max_sm_gs;
unsigned int max_sm_ps;
BOOL no_3d;
};
extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN;
enum wined3d_sampler_texture_type
{
WINED3DSTT_UNKNOWN = 0,
WINED3DSTT_1D = 1,
WINED3DSTT_2D = 2,
WINED3DSTT_CUBE = 3,
WINED3DSTT_VOLUME = 4,
};
#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_POS_FIXUP 0x00000008
#define WINED3D_SHADER_CONST_PS_F 0x00000010
#define WINED3D_SHADER_CONST_PS_I 0x00000020
#define WINED3D_SHADER_CONST_PS_B 0x00000040
#define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000080
#define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000100
#define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000200
#define WINED3D_SHADER_CONST_FFP_PS 0x00000400
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_PRIMID,
WINED3DSPR_NULL,
WINED3DSPR_RESOURCE,
};
enum wined3d_data_type
{
WINED3D_DATA_FLOAT,
WINED3D_DATA_INT,
WINED3D_DATA_RESOURCE,
WINED3D_DATA_SAMPLER,
WINED3D_DATA_UINT,
};
enum wined3d_immconst_type
{
WINED3D_IMMCONST_SCALAR,
WINED3D_IMMCONST_VEC4,
};
#define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 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 0x1 /* .x r */
#define WINED3DSP_WRITEMASK_1 0x2 /* .y g */
#define WINED3DSP_WRITEMASK_2 0x4 /* .z b */
#define WINED3DSP_WRITEMASK_3 0x8 /* .w a */
#define WINED3DSP_WRITEMASK_ALL 0xf /* all */
enum wined3d_shader_dst_modifier
{
WINED3DSPDM_NONE = 0,
WINED3DSPDM_SATURATE = 1,
WINED3DSPDM_PARTIALPRECISION = 2,
WINED3DSPDM_MSAMPCENTROID = 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
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,
};
#define WINED3D_SM1_VS 0xfffe
#define WINED3D_SM1_PS 0xffff
#define WINED3D_SM4_PS 0x0000
#define WINED3D_SM4_VS 0x0001
#define WINED3D_SM4_GS 0x0002
/* 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_TEMP 32
#define MAX_REG_TEXCRD 8
#define MAX_REG_INPUT 32
#define MAX_REG_OUTPUT 32
#define MAX_CONST_I 16
#define MAX_CONST_B 16
#define WINED3D_MAX_CBS 15
/* FIXME: This needs to go up to 2048 for
* Shader model 3 according to msdn (and for software shaders) */
#define MAX_LABELS 16
struct wined3d_shader_buffer
{
char *buffer;
unsigned int buffer_size;
unsigned int content_size;
unsigned int lineNo;
BOOL newline;
};
enum WINED3D_SHADER_INSTRUCTION_HANDLER
{
WINED3DSIH_ABS,
WINED3DSIH_ADD,
WINED3DSIH_AND,
WINED3DSIH_BEM,
WINED3DSIH_BREAK,
WINED3DSIH_BREAKC,
WINED3DSIH_BREAKP,
WINED3DSIH_CALL,
WINED3DSIH_CALLNZ,
WINED3DSIH_CMP,
WINED3DSIH_CND,
WINED3DSIH_CRS,
WINED3DSIH_CUT,
WINED3DSIH_DCL,
WINED3DSIH_DCL_CONSTANT_BUFFER,
WINED3DSIH_DCL_INPUT_PRIMITIVE,
WINED3DSIH_DCL_OUTPUT_TOPOLOGY,
WINED3DSIH_DCL_VERTICES_OUT,
WINED3DSIH_DEF,
WINED3DSIH_DEFB,
WINED3DSIH_DEFI,
WINED3DSIH_DIV,
WINED3DSIH_DP2ADD,
WINED3DSIH_DP3,
WINED3DSIH_DP4,
WINED3DSIH_DST,
WINED3DSIH_DSX,
WINED3DSIH_DSY,
WINED3DSIH_ELSE,
WINED3DSIH_EMIT,
WINED3DSIH_ENDIF,
WINED3DSIH_ENDLOOP,
WINED3DSIH_ENDREP,
WINED3DSIH_EQ,
WINED3DSIH_EXP,
WINED3DSIH_EXPP,
WINED3DSIH_FRC,
WINED3DSIH_FTOI,
WINED3DSIH_GE,
WINED3DSIH_IADD,
WINED3DSIH_IEQ,
WINED3DSIH_IF,
WINED3DSIH_IFC,
WINED3DSIH_IGE,
WINED3DSIH_IMUL,
WINED3DSIH_ITOF,
WINED3DSIH_LABEL,
WINED3DSIH_LD,
WINED3DSIH_LIT,
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_NOP,
WINED3DSIH_NRM,
WINED3DSIH_PHASE,
WINED3DSIH_POW,
WINED3DSIH_RCP,
WINED3DSIH_REP,
WINED3DSIH_RET,
WINED3DSIH_ROUND_NI,
WINED3DSIH_RSQ,
WINED3DSIH_SAMPLE,
WINED3DSIH_SAMPLE_GRAD,
WINED3DSIH_SAMPLE_LOD,
WINED3DSIH_SETP,
WINED3DSIH_SGE,
WINED3DSIH_SGN,
WINED3DSIH_SINCOS,
WINED3DSIH_SLT,
WINED3DSIH_SQRT,
WINED3DSIH_SUB,
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_UDIV,
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_COUNT,
};
struct wined3d_shader_version
{
enum wined3d_shader_type type;
BYTE major;
BYTE minor;
};
#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; /* MAX_REG_TEMP, 32 */
DWORD *constf; /* pixel, vertex */
DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */
DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */
DWORD output_registers; /* MAX_REG_OUTPUT, 32 */
WORD integer_constants; /* MAX_CONST_I, 16 */
WORD boolean_constants; /* MAX_CONST_B, 16 */
WORD local_int_consts; /* MAX_CONST_I, 16 */
WORD local_bool_consts; /* MAX_CONST_B, 16 */
UINT cb_sizes[WINED3D_MAX_CBS];
enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
BYTE bumpmat; /* MAX_TEXTURES, 8 */
BYTE luminanceparams; /* MAX_TEXTURES, 8 */
WORD usesnrm : 1;
WORD vpos : 1;
WORD usesdsx : 1;
WORD usesdsy : 1;
WORD usestexldd : 1;
WORD usesmova : 1;
WORD usesfacing : 1;
WORD usesrelconstF : 1;
WORD fog : 1;
WORD usestexldl : 1;
WORD usesifc : 1;
WORD usescall : 1;
WORD usespow : 1;
WORD padding : 3;
DWORD rt_mask; /* Used render targets, 32 max. */
/* Whether or not loops are used in this shader, and nesting depth */
unsigned loop_depth;
UINT min_rel_offset, max_rel_offset;
};
/* 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_loop_state
{
UINT current_depth;
UINT current_reg;
};
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_shader_buffer *buffer;
struct wined3d_shader_tex_mx *tex_mx;
struct wined3d_shader_loop_state *loop_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;
DWORD immconst_data[4];
};
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_semantic
{
enum wined3d_decl_usage usage;
UINT usage_idx;
enum wined3d_sampler_texture_type sampler_type;
struct wined3d_shader_dst_param reg;
};
struct wined3d_shader_instruction
{
const struct wined3d_shader_context *ctx;
enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
DWORD flags;
BOOL coissue;
const struct wined3d_shader_src_param *predicate;
UINT dst_count;
const struct wined3d_shader_dst_param *dst;
UINT src_count;
const struct wined3d_shader_src_param *src;
union
{
struct wined3d_shader_semantic semantic;
enum wined3d_primitive_type primitive_type;
struct wined3d_shader_src_param src;
UINT count;
} declaration;
};
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 *ptr, 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
struct shader_caps
{
UINT vs_version;
UINT gs_version;
UINT ps_version;
DWORD vs_uniform_count;
DWORD ps_uniform_count;
float ps_1x_max_value;
DWORD wined3d_caps;
};
enum tex_types
{
tex_1d = 0,
tex_2d = 1,
tex_3d = 2,
tex_cube = 3,
tex_rect = 4,
tex_type_count = 5,
};
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 (1 << 3)
#define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
#define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf
#define WINED3D_PSARGS_TEXTYPE_SHIFT 2
#define WINED3D_PSARGS_TEXTYPE_MASK 0x3
/* Similar to tex_types, except that it doesn't have 1d textures
* (can't be bound), rect textures (handled via np2_fixup) and
* none / unknown (treated as 2d and handled via dummy textures). */
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;
WORD np2_fixup;
/* 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 shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */
};
enum fog_src_type {
VS_FOG_Z = 0,
VS_FOG_COORD = 1
};
struct vs_compile_args {
BYTE fog_src;
BYTE clip_enabled;
WORD swizzle_map; /* MAX_ATTRIBS, 16 */
};
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_select)(void *shader_priv, struct wined3d_context *context,
const struct wined3d_state *state);
void (*shader_disable)(void *shader_priv, struct wined3d_context *context);
void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info,
enum tex_types tex_type, const SIZE *ds_mask_size);
void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info);
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_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)
#define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f)
#define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f)
#define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f)
#define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f)
#define D3DCOLORTOGLFLOAT4(dw, vec) do { \
(vec)[0] = D3DCOLOR_R(dw); \
(vec)[1] = D3DCOLOR_G(dw); \
(vec)[2] = D3DCOLOR_B(dw); \
(vec)[3] = D3DCOLOR_A(dw); \
} while(0)
#define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */
/* Checking of API calls */
/* --------------------- */
#ifndef WINE_NO_DEBUG_MSGS
#define checkGLcall(A) \
do { \
GLint err; \
if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \
err = gl_info->gl_ops.gl.p_glGetError(); \
if (err == GL_NO_ERROR) { \
TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
\
} else do { \
ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
debug_glerror(err), err, A, __FILE__, __LINE__); \
err = gl_info->gl_ops.gl.p_glGetError(); \
} while (err != GL_NO_ERROR); \
} while(0)
#else
#define checkGLcall(A) do {} while(0)
#endif
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,
};
enum wined3d_ffp_emit_idx
{
WINED3D_FFP_EMIT_FLOAT1 = 0,
WINED3D_FFP_EMIT_FLOAT2 = 1,
WINED3D_FFP_EMIT_FLOAT3 = 2,
WINED3D_FFP_EMIT_FLOAT4 = 3,
WINED3D_FFP_EMIT_D3DCOLOR = 4,
WINED3D_FFP_EMIT_UBYTE4 = 5,
WINED3D_FFP_EMIT_SHORT2 = 6,
WINED3D_FFP_EMIT_SHORT4 = 7,
WINED3D_FFP_EMIT_UBYTE4N = 8,
WINED3D_FFP_EMIT_SHORT2N = 9,
WINED3D_FFP_EMIT_SHORT4N = 10,
WINED3D_FFP_EMIT_USHORT2N = 11,
WINED3D_FFP_EMIT_USHORT4N = 12,
WINED3D_FFP_EMIT_UDEC3 = 13,
WINED3D_FFP_EMIT_DEC3N = 14,
WINED3D_FFP_EMIT_FLOAT16_2 = 15,
WINED3D_FFP_EMIT_FLOAT16_4 = 16,
WINED3D_FFP_EMIT_INVALID = 17,
WINED3D_FFP_EMIT_COUNT = 18
};
struct wined3d_bo_address
{
GLuint buffer_object;
BYTE *addr;
};
struct wined3d_stream_info_element
{
const struct wined3d_format *format;
struct wined3d_bo_address data;
GLsizei stride;
UINT stream_idx;
};
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 draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
UINT start_instance, UINT instance_count, BOOL indexed) 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)
/* 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_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
#define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT))
#define STATE_TRANSFORM(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a) - 1)
#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_CLIPPLANES - 1))
#define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
#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_SIZE_ENABLE (STATE_FRAMEBUFFER + 1)
#define STATE_IS_POINT_SIZE_ENABLE(a) ((a) == STATE_POINT_SIZE_ENABLE)
#define STATE_HIGHEST (STATE_POINT_SIZE_ENABLE)
enum fogsource {
FOGSOURCE_FFP,
FOGSOURCE_VS,
FOGSOURCE_COORD,
};
struct wined3d_occlusion_query
{
struct list entry;
GLuint id;
struct wined3d_context *context;
};
union wined3d_gl_query_object
{
GLuint id;
GLsync sync;
};
struct wined3d_event_query
{
struct list entry;
union wined3d_gl_query_object object;
struct wined3d_context *context;
};
enum wined3d_event_query_result
{
WINED3D_EVENT_QUERY_OK,
WINED3D_EVENT_QUERY_WAITING,
WINED3D_EVENT_QUERY_NOT_STARTED,
WINED3D_EVENT_QUERY_WRONG_THREAD,
WINED3D_EVENT_QUERY_ERROR
};
void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query,
const struct wined3d_device *device) DECLSPEC_HIDDEN;
void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN;
BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
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 */
struct wined3d_swapchain *swapchain;
struct wined3d_surface *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_was_pshader : 1;
DWORD last_was_vshader : 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 use_immediate_mode_draw : 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 rebind_fbo : 1;
DWORD padding : 19;
DWORD shader_update_mask;
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[MAX_COMBINED_SAMPLERS];
UINT instance_count;
/* The actual opengl context */
UINT level;
HGLRC restore_ctx;
HDC restore_dc;
int restore_pf;
HGLRC glCtx;
HWND win_handle;
HDC hdc;
int pixel_format;
GLint aux_buffers;
void *shader_backend_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_surface **blit_targets;
GLenum *draw_buffers;
DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */
/* Queries */
GLuint *free_occlusion_queries;
UINT free_occlusion_query_size;
UINT free_occlusion_query_count;
struct list occlusion_queries;
union wined3d_gl_query_object *free_event_queries;
UINT free_event_query_size;
UINT free_event_query_count;
struct list event_queries;
struct wined3d_stream_info stream_info;
/* Fences for GL_APPLE_flush_buffer_range */
struct wined3d_event_query *buffer_queries[MAX_ATTRIBS];
unsigned int num_buffer_queries;
DWORD tex_unit_map[MAX_COMBINED_SAMPLERS];
DWORD rev_tex_unit_map[MAX_COMBINED_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_surface **render_targets;
struct wined3d_surface *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
struct fragment_caps
{
DWORD wined3d_caps;
DWORD PrimitiveMiscCaps;
DWORD TextureOpCaps;
DWORD MaxTextureBlendStages;
DWORD MaxSimultaneousTextures;
};
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);
void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv);
void (*free_private)(struct wined3d_device *device);
BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
const struct StateEntryTemplate *states;
};
struct wined3d_vertex_caps
{
BOOL xyzrhw;
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);
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;
enum wined3d_blit_op
{
WINED3D_BLIT_OP_COLOR_BLIT,
WINED3D_BLIT_OP_COLOR_FILL,
WINED3D_BLIT_OP_DEPTH_FILL,
WINED3D_BLIT_OP_DEPTH_BLIT,
};
/* Shaders for color conversions in blits. Do not do blit operations while
* already under the GL lock. */
struct blit_shader
{
HRESULT (*alloc_private)(struct wined3d_device *device);
void (*free_private)(struct wined3d_device *device);
HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface);
void (*unset_shader)(const struct wined3d_gl_info *gl_info);
BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format);
HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface,
const RECT *dst_rect, const struct wined3d_color *color);
HRESULT (*depth_fill)(struct wined3d_device *device,
struct wined3d_surface *surface, const RECT *rect, float depth);
};
extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN;
extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN;
extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN;
const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op,
const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format,
const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format)
DECLSPEC_HIDDEN;
/* Temporary blit_shader helper functions */
HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
struct wined3d_surface *src_surface, const RECT *src_rect,
struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN;
struct wined3d_context *context_acquire(const struct wined3d_device *device,
struct wined3d_surface *target) DECLSPEC_HIDDEN;
void context_alloc_event_query(struct wined3d_context *context,
struct wined3d_event_query *query) 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_device *device,
UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) 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_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;
struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN;
void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN;
DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN;
void context_invalidate_state(struct wined3d_context *context, DWORD state_id) 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_resource_unloaded(const struct wined3d_device *device,
struct wined3d_resource *resource, enum wined3d_resource_type type) 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_stream_info_from_declaration(struct wined3d_context *context,
const struct wined3d_state *state, struct wined3d_stream_info *stream_info) 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 */
float lightPosn[4];
float lightDirn[4];
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_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_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_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_HD7700 = 0x683d,
CARD_AMD_RADEON_HD7800 = 0x6819,
CARD_AMD_RADEON_HD7900 = 0x679a,
CARD_NVIDIA_RIVA_128 = 0x0018,
CARD_NVIDIA_RIVA_TNT = 0x0020,
CARD_NVIDIA_RIVA_TNT2 = 0x0028,
CARD_NVIDIA_GEFORCE = 0x0100,
CARD_NVIDIA_GEFORCE2_MX = 0x0110,
CARD_NVIDIA_GEFORCE2 = 0x0150,
CARD_NVIDIA_GEFORCE3 = 0x0200,
CARD_NVIDIA_GEFORCE4_MX = 0x0170,
CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253,
CARD_NVIDIA_GEFORCEFX_5200 = 0x0320,
CARD_NVIDIA_GEFORCEFX_5600 = 0x0312,
CARD_NVIDIA_GEFORCEFX_5800 = 0x0302,
CARD_NVIDIA_GEFORCE_6200 = 0x014f,
CARD_NVIDIA_GEFORCE_6600GT = 0x0140,
CARD_NVIDIA_GEFORCE_6800 = 0x0041,
CARD_NVIDIA_GEFORCE_7400 = 0x01d8,
CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */
CARD_NVIDIA_GEFORCE_7600 = 0x0391,
CARD_NVIDIA_GEFORCE_7800GT = 0x0092,
CARD_NVIDIA_GEFORCE_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_9800GT = 0x0614,
CARD_NVIDIA_GEFORCE_210 = 0x0a23,
CARD_NVIDIA_GEFORCE_GT220 = 0x0a20,
CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3,
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_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_GT540M = 0x0df4,
CARD_NVIDIA_GEFORCE_GTX550 = 0x1244,
CARD_NVIDIA_GEFORCE_GT555M = 0x04b8,
CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200,
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_GTX680 = 0x1180,
CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2,
CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0,
CARD_NVIDIA_GEFORCE_GTX770 = 0x1184,
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_HWM = 0x0416,
};
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 *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 *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 lights;
UINT textures;
UINT texture_coords;
UINT fragment_samplers;
UINT vertex_samplers;
UINT combined_samplers;
UINT general_combiners;
UINT clipplanes;
UINT texture_size;
UINT texture3d_size;
float pointsize_max;
float pointsize_min;
UINT blends;
UINT anisotropy;
float shininess;
UINT samples;
UINT vertex_attribs;
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;
};
struct wined3d_gl_info
{
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;
};
struct wined3d_driver_info
{
enum wined3d_pci_vendor vendor;
enum wined3d_pci_device device;
const char *name;
const char *description;
unsigned int vidmem;
DWORD version_high;
DWORD version_low;
};
struct wined3d_d3d_limits
{
UINT vs_version, gs_version, ps_version;
DWORD vs_uniform_count;
DWORD ps_uniform_count;
UINT ffp_textures;
UINT ffp_blend_stages;
};
typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, 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];
};
struct wined3d_d3d_info
{
struct wined3d_d3d_limits limits;
struct wined3d_ffp_attrib_ops ffp_attrib_ops;
BOOL xyzrhw;
BOOL vs_clipping;
DWORD valid_rt_mask;
};
/* The adapter structure */
struct wined3d_adapter
{
UINT ordinal;
POINT monitorPoint;
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;
unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
unsigned int UsedTextureRam;
LUID luid;
const struct wined3d_vertex_pipe_ops *vertex_pipe;
const struct fragment_pipeline *fragment_pipe;
const struct wined3d_shader_backend_ops *shader_backend;
const struct blit_shader *blitter;
};
BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter) DECLSPEC_HIDDEN;
unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount) DECLSPEC_HIDDEN;
BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) 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;
/* Use shorts instead of chars to get dword alignment */
unsigned short sRGB_write;
unsigned short emul_clipplanes;
};
struct ffp_frag_desc
{
struct wine_rb_entry entry;
struct ffp_frag_settings settings;
};
extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN;
extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN;
extern const struct wined3d_parent_ops wined3d_null_parent_ops 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_get_draw_rect(const struct wined3d_state *state, RECT *rect) 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 0xff
#define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
#define WINED3D_FFP_LIGHT_TYPE_MASK 0x7
struct wined3d_ffp_vs_settings
{
DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */
DWORD diffuse_source : 2;
DWORD emission_source : 2;
DWORD ambient_source : 2;
DWORD specular_source : 2;
DWORD transformed : 1;
DWORD clipping : 1;
DWORD normal : 1;
DWORD normalize : 1;
DWORD lighting : 1;
DWORD localviewer : 1;
DWORD point_size : 1;
DWORD fog_mode : 2;
DWORD texcoords : 8; /* MAX_TEXTURES */
DWORD ortho_fog : 1;
DWORD padding : 14;
BYTE 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_state *state, const struct wined3d_stream_info *si,
struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN;
struct wined3d
{
LONG ref;
DWORD flags;
UINT dxVersion;
UINT adapter_count;
struct wined3d_adapter adapters[1];
};
HRESULT wined3d_init(struct wined3d *wined3d, UINT version, 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_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[MAX_STREAM_OUT];
struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */];
struct wined3d_buffer *index_buffer;
enum wined3d_format_id index_format;
INT base_vertex_index;
INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
GLenum gl_primitive_type;
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];
BOOL vs_consts_b[MAX_CONST_B];
INT vs_consts_i[MAX_CONST_I * 4];
float *vs_consts_f;
BOOL ps_consts_b[MAX_CONST_B];
INT ps_consts_i[MAX_CONST_I * 4];
float *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_CLIPPLANES];
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];
};
#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;
/* X and GL Information */
GLenum offscreenBuffer;
const struct wined3d_shader_backend_ops *shader_backend;
void *shader_priv;
void *fragment_priv;
void *vertex_priv;
void *blit_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];
const struct blit_shader *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_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) */
/* Render Target Support */
struct wined3d_fb_state fb;
struct wined3d_surface *onscreen_depth_stencil;
struct wined3d_surface *auto_depth_stencil;
/* For rendering to a texture using glCopyTexImage */
GLuint depth_blt_texture;
/* 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 */
UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS];
UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS];
UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS];
UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS];
/* 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_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
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] & (1 << shift);
}
static inline void context_invalidate_active_texture(struct wined3d_context *context)
{
DWORD sampler = context->rev_tex_unit_map[context->active_texture];
if (sampler != WINED3D_UNMAPPED_STAGE)
context_invalidate_state(context, STATE_SAMPLER(sampler));
}
#define WINED3D_RESOURCE_ACCESS_GPU 0x1
#define WINED3D_RESOURCE_ACCESS_CPU 0x2
struct wined3d_resource_ops
{
void (*resource_unload)(struct wined3d_resource *resource);
};
struct wined3d_resource
{
LONG ref;
LONG bind_count;
LONG map_count;
struct wined3d_device *device;
enum wined3d_resource_type type;
const struct wined3d_format *format;
enum wined3d_multisample_type multisample_type;
UINT multisample_quality;
DWORD usage;
enum wined3d_pool pool;
DWORD access_flags;
UINT width;
UINT height;
UINT depth;
UINT size;
DWORD priority;
void *heap_memory;
struct list privateData;
struct list resource_list_entry;
void *parent;
const struct wined3d_parent_ops *parent_ops;
const struct wined3d_resource_ops *resource_ops;
};
void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN;
DWORD resource_get_priority(const 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, UINT multisample_quality,
DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size,
void *parent, const struct wined3d_parent_ops *parent_ops,
const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN;
DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) 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;
DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource,
DWORD flags) 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;
/* Tests show that the start address of resources is 32 byte aligned */
#define RESOURCE_ALIGNMENT 16
enum wined3d_texture_state
{
WINED3DTEXSTA_ADDRESSU = 0,
WINED3DTEXSTA_ADDRESSV = 1,
WINED3DTEXSTA_ADDRESSW = 2,
WINED3DTEXSTA_BORDERCOLOR = 3,
WINED3DTEXSTA_MAGFILTER = 4,
WINED3DTEXSTA_MINFILTER = 5,
WINED3DTEXSTA_MIPFILTER = 6,
WINED3DTEXSTA_MAXMIPLEVEL = 7,
WINED3DTEXSTA_MAXANISOTROPY = 8,
WINED3DTEXSTA_SRGBTEXTURE = 9,
WINED3DTEXSTA_SHADOW = 10,
MAX_WINETEXTURESTATES = 11,
};
struct gl_texture
{
DWORD states[MAX_WINETEXTURESTATES];
GLuint name;
};
struct wined3d_texture_ops
{
void (*texture_sub_resource_load)(struct wined3d_resource *sub_resource,
struct wined3d_context *context, BOOL srgb);
void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource,
const struct wined3d_box *dirty_region);
void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource);
};
#define WINED3D_TEXTURE_COND_NP2 0x00000001
#define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000002
#define WINED3D_TEXTURE_IS_SRGB 0x00000004
#define WINED3D_TEXTURE_RGB_VALID 0x00000008
#define WINED3D_TEXTURE_SRGB_VALID 0x00000010
struct wined3d_texture
{
struct wined3d_resource resource;
const struct wined3d_texture_ops *texture_ops;
struct gl_texture texture_rgb, texture_srgb;
struct wined3d_resource **sub_resources;
UINT layer_count;
UINT level_count;
float pow2_matrix[16];
UINT lod;
enum wined3d_texture_filter_type filter_type;
DWORD sampler;
DWORD flags;
const struct min_lookup *min_mip_lookup;
const GLenum *mag_lookup;
GLenum target;
/* 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;
DWORD color_key_flags;
};
static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource)
{
return CONTAINING_RECORD(resource, struct wined3d_texture, resource);
}
static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture,
BOOL srgb)
{
return srgb ? &texture->texture_srgb : &texture->texture_rgb;
}
void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
const struct wined3d_gl_info *gl_info) 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;
void wined3d_texture_load(struct wined3d_texture *texture,
struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
void wined3d_texture_set_dirty(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
#define WINED3D_VFLAG_ALLOCATED 0x00000001
#define WINED3D_VFLAG_SRGB_ALLOCATED 0x00000002
#define WINED3D_VFLAG_PBO 0x00000004
#define WINED3D_VFLAG_CLIENT_STORAGE 0x00000008
#define WINED3D_LOCATION_DISCARDED 0x00000001
#define WINED3D_LOCATION_SYSMEM 0x00000002
#define WINED3D_LOCATION_USER_MEMORY 0x00000004
#define WINED3D_LOCATION_DIB 0x00000008
#define WINED3D_LOCATION_BUFFER 0x00000010
#define WINED3D_LOCATION_TEXTURE_RGB 0x00000020
#define WINED3D_LOCATION_TEXTURE_SRGB 0x00000040
#define WINED3D_LOCATION_DRAWABLE 0x00000080
#define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000100
#define WINED3D_LOCATION_RB_RESOLVED 0x00000200
const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN;
struct wined3d_volume
{
struct wined3d_resource resource;
struct wined3d_texture *container;
DWORD flags, locations;
GLint texture_level;
DWORD download_count;
GLuint pbo;
};
static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource)
{
return CONTAINING_RECORD(resource, struct wined3d_volume, resource);
}
HRESULT wined3d_volume_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc,
unsigned int level, struct wined3d_volume **volume) DECLSPEC_HIDDEN;
void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context,
BOOL srgb_mode) DECLSPEC_HIDDEN;
void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
void wined3d_volume_invalidate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN;
void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
const struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
struct wined3d_surface_dib
{
HBITMAP DIBsection;
void *bitmap_data;
UINT bitmap_size;
};
struct wined3d_renderbuffer_entry
{
struct list entry;
GLuint id;
UINT width;
UINT height;
};
struct fbo_entry
{
struct list entry;
struct wined3d_surface **render_targets;
struct wined3d_surface *depth_stencil;
DWORD location;
DWORD rt_mask;
BOOL attached;
GLuint id;
};
struct wined3d_surface_ops
{
HRESULT (*surface_private_setup)(struct wined3d_surface *surface);
void (*surface_realize_palette)(struct wined3d_surface *surface);
void (*surface_unmap)(struct wined3d_surface *surface);
};
struct wined3d_surface
{
struct wined3d_resource resource;
const struct wined3d_surface_ops *surface_ops;
struct wined3d_texture *container;
struct wined3d_swapchain *swapchain;
struct wined3d_palette *palette; /* D3D7 style palette handling */
DWORD draw_binding, map_binding;
void *user_memory;
DWORD locations;
DWORD flags;
UINT pitch;
UINT pow2Width;
UINT pow2Height;
/* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
void (*get_drawable_size)(const struct wined3d_context *context, UINT *width, UINT *height);
/* PBO */
GLuint pbo;
GLuint rb_multisample;
GLuint rb_resolved;
GLint texture_level;
GLenum texture_target;
RECT lockedRect;
int lockCount;
/* For GetDC */
struct wined3d_surface_dib dib;
HDC hDC;
struct wined3d_color_key gl_color_key;
struct list renderbuffers;
const struct wined3d_renderbuffer_entry *current_renderbuffer;
SIZE ds_current_size;
/* DirectDraw Overlay handling */
RECT overlay_srcrect;
RECT overlay_destrect;
struct wined3d_surface *overlay_dest;
struct list overlays;
struct list overlay_entry;
};
static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource)
{
return CONTAINING_RECORD(resource, struct wined3d_surface, resource);
}
static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface,
const struct wined3d_gl_info *gl_info, BOOL srgb)
{
return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
? surface->container->texture_srgb.name : surface->container->texture_rgb.name;
}
void surface_set_dirty(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
HRESULT surface_color_fill(struct wined3d_surface *s,
const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
void surface_invalidate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
void surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
void surface_load_ds_location(struct wined3d_surface *surface,
struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
void surface_prepare_rb(struct wined3d_surface *surface,
const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN;
void surface_prepare_texture(struct wined3d_surface *surface,
struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
void surface_set_compatible_renderbuffer(struct wined3d_surface *surface,
const struct wined3d_surface *rt) DECLSPEC_HIDDEN;
void surface_set_container(struct wined3d_surface *surface, struct wined3d_texture *container) DECLSPEC_HIDDEN;
void surface_set_swapchain(struct wined3d_surface *surface, struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN;
void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN;
void surface_update_draw_binding(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point,
struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN;
void surface_validate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
HRESULT CDECL wined3d_surface_create(struct wined3d_texture *container,
const struct wined3d_resource_desc *desc, DWORD flags, struct wined3d_surface **surface) DECLSPEC_HIDDEN;
void surface_prepare_map_memory(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN;
void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context,
const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN;
void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN;
/* Surface flags: */
#define SFLAG_CONVERTED 0x00000001 /* Converted for color keying or palettized. */
#define SFLAG_DISCARD 0x00000002 /* ??? */
#define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */
#define SFLAG_NORMCOORD 0x00000008 /* Set if GL texture coordinates are normalized (non-texture rectangle). */
#define SFLAG_DYNLOCK 0x00000010 /* Surface is often locked by the application. */
#define SFLAG_PIN_SYSMEM 0x00000020 /* Keep the surface in sysmem, at the same address. */
#define SFLAG_DCINUSE 0x00000040 /* Set between GetDC and ReleaseDC calls. */
#define SFLAG_LOST 0x00000080 /* Surface lost flag for ddraw. */
#define SFLAG_GLCKEY 0x00000100 /* The GL texture was created with a color key. */
#define SFLAG_CLIENT 0x00000200 /* GL_APPLE_client_storage is used with this surface. */
#define SFLAG_DIBSECTION 0x00000400 /* Has a DIB section attached for GetDC. */
#define SFLAG_ALLOCATED 0x00000800 /* A GL texture is allocated for this surface. */
#define SFLAG_SRGBALLOCATED 0x00001000 /* A sRGB GL texture is allocated for this surface. */
/* In some conditions the surface memory must not be freed:
* SFLAG_CONVERTED: Converting the data back would take too long
* SFLAG_DYNLOCK: Avoid freeing the data for performance
* SFLAG_CLIENT: OpenGL uses our memory as backup
*/
#define SFLAG_DONOTFREE (SFLAG_CONVERTED | \
SFLAG_DYNLOCK | \
SFLAG_CLIENT | \
SFLAG_PIN_SYSMEM)
enum wined3d_conversion_type
{
WINED3D_CT_NONE,
WINED3D_CT_PALETTED,
WINED3D_CT_PALETTED_CK,
WINED3D_CT_CK_565,
WINED3D_CT_CK_5551,
WINED3D_CT_CK_RGB24,
WINED3D_CT_RGB32_888,
WINED3D_CT_CK_ARGB32,
};
void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN;
struct wined3d_sampler
{
LONG refcount;
void *parent;
};
struct wined3d_vertex_declaration_element
{
const struct wined3d_format *format;
BOOL ffp_valid;
WORD input_slot;
WORD offset;
UINT output_slot;
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; /* WINED3DMAXUSERCLIPPLANES, 32 */
WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */
WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */
BOOL *pixelShaderConstantsF;
WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */
WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */
BOOL *vertexShaderConstantsF;
DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */
DWORD primitive_type : 1;
DWORD indices : 1;
DWORD material : 1;
DWORD viewport : 1;
DWORD vertexDecl : 1;
DWORD pixelShader : 1;
DWORD vertexShader : 1;
DWORD scissorRect : 1;
DWORD padding : 4;
};
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[MAX_CONST_I];
unsigned int num_contained_vs_consts_i;
DWORD contained_vs_consts_b[MAX_CONST_B];
unsigned int num_contained_vs_consts_b;
DWORD *contained_vs_consts_f;
unsigned int num_contained_vs_consts_f;
DWORD contained_ps_consts_i[MAX_CONST_I];
unsigned int num_contained_ps_consts_i;
DWORD contained_ps_consts_b[MAX_CONST_B];
unsigned int num_contained_ps_consts_b;
DWORD *contained_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;
HRESULT 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;
struct wined3d_cs_ops
{
void *(*require_space)(struct wined3d_cs *cs, size_t size);
void (*submit)(struct wined3d_cs *cs);
};
struct wined3d_cs
{
const struct wined3d_cs_ops *ops;
struct wined3d_device *device;
struct wined3d_fb_state fb;
struct wined3d_state state;
size_t data_size;
void *data;
};
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_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_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_count,
UINT start_instance, UINT instance_count, BOOL indexed) 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,
const RGNDATA *dirty_region, DWORD flags) DECLSPEC_HIDDEN;
void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) 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_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(struct wined3d_cs *cs, struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer,
enum wined3d_format_id format_id) DECLSPEC_HIDDEN;
void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) 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_render_target(struct wined3d_cs *cs, UINT render_target_idx,
struct wined3d_surface *render_target) 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_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;
/* 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 issue, but opengl doesn't
*/
enum query_state {
QUERY_CREATED,
QUERY_SIGNALLED,
QUERY_BUILDING
};
struct wined3d_query_ops
{
HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags);
HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags);
};
struct wined3d_query
{
LONG ref;
const struct wined3d_query_ops *query_ops;
struct wined3d_device *device;
enum query_state state;
enum wined3d_query_type type;
DWORD data_size;
void *extendedData;
};
/* 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;
DWORD flags;
void *map_ptr;
struct wined3d_map_range *maps;
ULONG maps_size, modified_areas;
struct wined3d_event_query *query;
/* conversion stuff */
UINT decl_change_count, full_conversion_count;
UINT draw_count;
UINT stride; /* 0 if no conversion */
UINT conversion_stride; /* 0 if no shifted conversion */
enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */
};
static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource)
{
return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
}
void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
BYTE *buffer_get_sysmem(struct wined3d_buffer *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
const struct wined3d_state *state) DECLSPEC_HIDDEN;
struct wined3d_rendertarget_view
{
LONG refcount;
struct wined3d_resource *resource;
void *parent;
};
struct wined3d_swapchain_ops
{
void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect,
const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags);
};
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_surface **back_buffers;
struct wined3d_surface *front_buffer;
struct wined3d_swapchain_desc desc;
struct wined3d_display_mode original_mode;
struct wined3d_gamma_ramp orig_gamma;
BOOL render_to_fbo;
const struct wined3d_format *ds_format;
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;
};
static inline BOOL swapchain_is_p8(const struct wined3d_swapchain *swapchain)
{
return swapchain->desc.backbuffer_format == WINED3DFMT_P8_UINT;
}
void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) 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_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
/*****************************************************************************
* Utility function prototypes
*/
/* Trace routines */
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_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_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN;
const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN;
const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN;
const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN;
const char *debug_d3dtop(enum wined3d_texture_op d3dtop) 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 set_texture_matrix(const struct wined3d_gl_info *gl_info, const float *smat, DWORD flags,
BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id coordtype,
BOOL ffp_can_disable_proj) 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_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_srgbwrite(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void sampler_texmatrix(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_specularenable(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void transform_world(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void transform_view(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void transform_projection(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void transform_texture(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_ambient(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void viewport_vertexpart(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 light(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void vertexdeclaration(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_psizemin_w(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_psizemin_ext(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_psizemin_arb(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_pscale(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
BOOL getColorBits(const struct wined3d_format *format,
BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN;
BOOL getDepthStencilBits(const struct wined3d_format *format,
BYTE *depthSize, BYTE *stencilSize) 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;
UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN;
unsigned int count_bits(unsigned int mask) 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
/* Base Shader utility functions. */
int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN;
int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN;
/* Vertex shader utility functions */
BOOL vshader_get_input(const struct wined3d_shader *shader,
BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN;
struct wined3d_vertex_shader
{
struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
};
struct wined3d_geometry_shader
{
enum wined3d_primitive_type input_type;
enum wined3d_primitive_type output_type;
UINT vertices_out;
};
struct wined3d_pixel_shader
{
/* Pixel shader input semantics */
DWORD input_reg_map[MAX_REG_INPUT];
BOOL input_reg_used[MAX_REG_INPUT];
unsigned int declared_in_count;
/* Some information about the shader behavior */
BOOL color0_mov;
DWORD color0_reg;
};
struct wined3d_shader
{
LONG ref;
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_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
/* Pointer to the parent device */
struct wined3d_device *device;
struct list shader_list_entry;
union
{
struct wined3d_vertex_shader vs;
struct wined3d_geometry_shader gs;
struct wined3d_pixel_shader ps;
} u;
};
void pixelshader_update_samplers(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_gl_info *gl_info) 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) DECLSPEC_HIDDEN;
void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN;
void shader_dump_src_param(const struct wined3d_shader_src_param *param,
const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
unsigned int max) DECLSPEC_HIDDEN;
void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) 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_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)
{
position_fixup[0] = 1.0f;
position_fixup[1] = 1.0f;
position_fixup[2] = (63.0f / 64.0f) / state->viewport.width;
position_fixup[3] = -(63.0f / 64.0f) / 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;
}
/* 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;
};
struct wined3d_palette
{
LONG ref;
struct wined3d_device *device;
HPALETTE hpal;
WORD palVersion; /*| */
WORD palNumEntries; /*| LOGPALETTE */
PALETTEENTRY palents[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_FBO_ATTACHABLE 0x00000040
#define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
#define WINED3DFMT_FLAG_GETDC 0x00000100
#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
struct wined3d_rational
{
UINT numerator;
UINT denominator;
};
struct wined3d_format
{
enum wined3d_format_id id;
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 component_size;
GLint glInternal;
GLint glGammaInternal;
GLint rtInternal;
GLint glFormat;
GLint glType;
UINT conv_byte_count;
unsigned int flags;
struct wined3d_rational height_scale;
struct color_fixup_desc color_fixup;
void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch,
UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth);
};
const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info,
enum wined3d_format_id format_id) 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_surface *surface,
const struct wined3d_color *color) DECLSPEC_HIDDEN;
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->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);
}
/* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
#define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
#define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff))
#endif