/* * Direct3D wine internal private include file * * Copyright 2002-2003 The wine-d3d team * Copyright 2002-2003 Raphael Junqueira * Copyright 2002-2003, 2004 Jason Edmeades * Copyright 2005 Oliver Stieber * Copyright 2006-2011, 2013 Stefan Dösinger for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #ifndef __WINE_WINED3D_PRIVATE_H #define __WINE_WINED3D_PRIVATE_H #ifdef USE_WIN32_OPENGL #define WINE_GLAPI __stdcall #else #define WINE_GLAPI #endif #include #include #include #include #include #include #include "ntstatus.h" #define WIN32_NO_STATUS #define NONAMELESSUNION #define NONAMELESSSTRUCT #define COBJMACROS #include "windef.h" #include "winbase.h" #include "winreg.h" #include "wingdi.h" #include "winuser.h" #include "winternl.h" #include "ddk/d3dkmthk.h" #include "wine/debug.h" #include "wine/heap.h" #ifdef HAVE_FLOAT_H # include #endif #include "objbase.h" #include "wine/wined3d.h" #include "wined3d_gl.h" #include "wined3d_vk.h" #include "wine/list.h" #include "wine/rbtree.h" #include "wine/wgl_driver.h" static inline size_t align(size_t addr, size_t alignment) { return (addr + (alignment - 1)) & ~(alignment - 1); } #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu)) /* Driver quirks */ #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001 #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 #define WINED3D_QUIRK_NO_INDEPENDENT_BIT_DEPTHS 0x00000400 #define WINED3D_MAX_DIRTY_REGION_COUNT 7 #define WINED3D_ALPHA_TO_COVERAGE_ENABLE MAKEFOURCC('A','2','M','1') #define WINED3D_ALPHA_TO_COVERAGE_DISABLE MAKEFOURCC('A','2','M','0') #define WINED3D_BITMAP_SIZE(x) (((x) + 31) >> 5) struct wined3d_fragment_pipe_ops; struct wined3d_adapter; struct wined3d_buffer_vk; struct wined3d_context; struct wined3d_context_vk; struct wined3d_gl_info; struct wined3d_state; struct wined3d_swapchain_gl; struct wined3d_texture_gl; struct wined3d_vertex_pipe_ops; enum wined3d_ffp_idx { WINED3D_FFP_POSITION = 0, WINED3D_FFP_BLENDWEIGHT = 1, WINED3D_FFP_BLENDINDICES = 2, WINED3D_FFP_NORMAL = 3, WINED3D_FFP_PSIZE = 4, WINED3D_FFP_DIFFUSE = 5, WINED3D_FFP_SPECULAR = 6, WINED3D_FFP_TEXCOORD0 = 7, WINED3D_FFP_TEXCOORD1 = 8, WINED3D_FFP_TEXCOORD2 = 9, WINED3D_FFP_TEXCOORD3 = 10, WINED3D_FFP_TEXCOORD4 = 11, WINED3D_FFP_TEXCOORD5 = 12, WINED3D_FFP_TEXCOORD6 = 13, WINED3D_FFP_TEXCOORD7 = 14, WINED3D_FFP_ATTRIBS_COUNT = 15, }; enum wined3d_ffp_emit_idx { WINED3D_FFP_EMIT_FLOAT1, WINED3D_FFP_EMIT_FLOAT2, WINED3D_FFP_EMIT_FLOAT3, WINED3D_FFP_EMIT_FLOAT4, WINED3D_FFP_EMIT_D3DCOLOR, WINED3D_FFP_EMIT_UBYTE4, WINED3D_FFP_EMIT_SHORT2, WINED3D_FFP_EMIT_SHORT4, WINED3D_FFP_EMIT_UBYTE4N, WINED3D_FFP_EMIT_SHORT2N, WINED3D_FFP_EMIT_SHORT4N, WINED3D_FFP_EMIT_USHORT2N, WINED3D_FFP_EMIT_USHORT4N, WINED3D_FFP_EMIT_UDEC3, WINED3D_FFP_EMIT_DEC3N, WINED3D_FFP_EMIT_FLOAT16_2, WINED3D_FFP_EMIT_FLOAT16_4, WINED3D_FFP_EMIT_INVALID, WINED3D_FFP_EMIT_COUNT, }; /* Texture format fixups */ enum fixup_channel_source { CHANNEL_SOURCE_ZERO = 0, CHANNEL_SOURCE_ONE = 1, CHANNEL_SOURCE_X = 2, CHANNEL_SOURCE_Y = 3, CHANNEL_SOURCE_Z = 4, CHANNEL_SOURCE_W = 5, CHANNEL_SOURCE_COMPLEX0 = 6, CHANNEL_SOURCE_COMPLEX1 = 7, }; enum complex_fixup { COMPLEX_FIXUP_NONE = 0, COMPLEX_FIXUP_YUY2 = 1, COMPLEX_FIXUP_UYVY = 2, COMPLEX_FIXUP_YV12 = 3, COMPLEX_FIXUP_P8 = 4, COMPLEX_FIXUP_NV12 = 5, COMPLEX_FIXUP_YUV = 6, }; #include struct color_fixup_desc { unsigned short x_sign_fixup : 1; unsigned short x_source : 3; unsigned short y_sign_fixup : 1; unsigned short y_source : 3; unsigned short z_sign_fixup : 1; unsigned short z_source : 3; unsigned short w_sign_fixup : 1; unsigned short w_source : 3; }; #include struct wined3d_d3d_limits { unsigned int vs_version, hs_version, ds_version, gs_version, ps_version, cs_version; DWORD vs_uniform_count; DWORD ps_uniform_count; unsigned int varying_count; unsigned int ffp_textures; unsigned int ffp_blend_stages; unsigned int ffp_vertex_blend_matrices; unsigned int active_light_count; unsigned int max_rt_count; unsigned int max_clip_distances; unsigned int texture_size; float pointsize_max; }; typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data); typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data); typedef void (WINE_GLAPI *wined3d_generic_attrib_func)(GLuint idx, const void *data); extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN; struct wined3d_ffp_attrib_ops { wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT]; wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT]; wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT]; wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT]; wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT]; wined3d_generic_attrib_func generic[WINED3D_FFP_EMIT_COUNT]; }; struct wined3d_d3d_info { struct wined3d_d3d_limits limits; struct wined3d_ffp_attrib_ops ffp_attrib_ops; uint32_t wined3d_creation_flags; uint32_t xyzrhw : 1; uint32_t emulated_flatshading : 1; uint32_t ffp_generic_attributes : 1; uint32_t ffp_alpha_test : 1; uint32_t vs_clipping : 1; uint32_t shader_color_key : 1; uint32_t shader_double_precision : 1; uint32_t shader_output_interpolation : 1; uint32_t frag_coord_correction : 1; uint32_t viewport_array_index_any_shader : 1; uint32_t texture_npot : 1; uint32_t texture_npot_conditional : 1; uint32_t draw_base_vertex_offset : 1; uint32_t vertex_bgra : 1; uint32_t texture_swizzle : 1; uint32_t srgb_read_control : 1; uint32_t srgb_write_control : 1; uint32_t clip_control : 1; uint32_t full_ffp_varyings : 1; uint32_t scaled_resolve : 1; uint32_t pbo : 1; uint32_t subpixel_viewport : 1; enum wined3d_feature_level feature_level; DWORD multisample_draw_location; float filling_convention_offset; }; 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_complex_fixup_desc(enum complex_fixup complex_fixup) { struct color_fixup_desc fixup = { 0u, complex_fixup & (1u << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, 0u, complex_fixup & (1u << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, 0u, complex_fixup & (1u << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, 0u, complex_fixup & (1u << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, }; return fixup; } static inline BOOL is_identity_fixup(struct color_fixup_desc fixup) { return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup)); } static inline BOOL is_complex_fixup(struct color_fixup_desc fixup) { return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1; } static inline BOOL is_scaling_fixup(struct color_fixup_desc fixup) { return fixup.x_sign_fixup || fixup.y_sign_fixup || fixup.z_sign_fixup || fixup.w_sign_fixup; } static inline BOOL is_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2) { return f1.x_sign_fixup == f2.x_sign_fixup && f1.x_source == f2.x_source && f1.y_sign_fixup == f2.y_sign_fixup && f1.y_source == f2.y_source && f1.z_sign_fixup == f2.z_sign_fixup && f1.z_source == f2.z_source && f1.w_sign_fixup == f2.w_sign_fixup && f1.w_source == f2.w_source; } static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup) { enum complex_fixup complex_fixup = 0; if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 0); if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 1); if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 2); if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 3); return complex_fixup; } /* Device caps */ #define WINED3D_MAX_ACTIVE_LIGHTS 8 #define WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS 32 #define MAX_CONSTANT_BUFFERS 15 #define MAX_SAMPLER_OBJECTS 16 #define MAX_SHADER_RESOURCE_VIEWS 128 #define MAX_UNORDERED_ACCESS_VIEWS 8 #define MAX_TGSM_REGISTERS 8192 #define MAX_VERTEX_BLENDS 4 struct min_lookup { GLenum mip[WINED3D_TEXF_LINEAR + 1]; }; extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN; extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN; static const uint32_t WINED3D_READ_ONLY_BIND_MASK = WINED3D_BIND_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER | WINED3D_BIND_CONSTANT_BUFFER | WINED3D_BIND_SHADER_RESOURCE | WINED3D_BIND_INDIRECT_BUFFER; static const VkAccessFlags WINED3D_READ_ONLY_ACCESS_FLAGS = VK_ACCESS_INDIRECT_COMMAND_READ_BIT | VK_ACCESS_INDEX_READ_BIT | VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT | VK_ACCESS_UNIFORM_READ_BIT | VK_ACCESS_INPUT_ATTACHMENT_READ_BIT | VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_TRANSFER_READ_BIT | VK_ACCESS_HOST_READ_BIT | VK_ACCESS_MEMORY_READ_BIT; GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN; VkAccessFlags vk_access_mask_from_bind_flags(uint32_t bind_flags) DECLSPEC_HIDDEN; VkCompareOp vk_compare_op_from_wined3d(enum wined3d_cmp_func op) DECLSPEC_HIDDEN; VkImageViewType vk_image_view_type_from_wined3d(enum wined3d_resource_type type, uint32_t flags) DECLSPEC_HIDDEN; VkPipelineStageFlags vk_pipeline_stage_mask_from_bind_flags(uint32_t bind_flags) DECLSPEC_HIDDEN; VkShaderStageFlagBits vk_shader_stage_from_wined3d(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN; VkAccessFlags vk_access_mask_from_buffer_usage(VkBufferUsageFlags usage) DECLSPEC_HIDDEN; VkPipelineStageFlags vk_pipeline_stage_mask_from_buffer_usage(VkBufferUsageFlags usage) DECLSPEC_HIDDEN; VkBufferUsageFlags vk_buffer_usage_from_bind_flags(uint32_t bind_flags) DECLSPEC_HIDDEN; VkMemoryPropertyFlags vk_memory_type_from_access_flags(uint32_t access, uint32_t usage) DECLSPEC_HIDDEN; static inline enum wined3d_cmp_func wined3d_sanitize_cmp_func(enum wined3d_cmp_func func) { if (func < WINED3D_CMP_NEVER || func > WINED3D_CMP_ALWAYS) return WINED3D_CMP_ALWAYS; return func; } static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter) { return magLookup[mag_filter]; } static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter, enum wined3d_texture_filter_type mip_filter) { return minMipLookup[min_filter].mip[mip_filter]; } #ifdef HAVE_IEEEFP_H #include #endif #if !defined(HAVE_ISFINITE) && !defined(isfinite) static inline int isfinite(double x) { return finite(x); } #endif #if !defined(HAVE_ISINF) && !defined(isinf) static inline int isinf(double x) { return (!(finite(x) || isnand(x))); } #endif #if !defined(HAVE_ISNAN) && !defined(isnan) static inline int isnan(double x) { return isnand(x); } #endif #ifndef INFINITY static inline float __port_infinity(void) { static const unsigned __inf_bytes = 0x7f800000; return *(const float *)&__inf_bytes; } #define INFINITY __port_infinity() #endif #ifndef NAN static inline float __port_nan(void) { static const unsigned __nan_bytes = 0x7fc00000; return *(const float *)&__nan_bytes; } #define NAN __port_nan() #endif /* float_16_to_32() and float_32_to_16() (see implementation in * surface_base.c) convert 16 bit floats in the FLOAT16 data type * to standard C floats and vice versa. They do not depend on the encoding * of the C float, so they are platform independent, but slow. On x86 and * other IEEE 754 compliant platforms the conversion can be accelerated by * bit shifting the exponent and mantissa. There are also some SSE-based * assembly routines out there. * * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format */ static inline float float_16_to_32(const unsigned short *in) { const unsigned short s = ((*in) & 0x8000u); const unsigned short e = ((*in) & 0x7c00u) >> 10; const unsigned short m = (*in) & 0x3ffu; const float sgn = (s ? -1.0f : 1.0f); if(e == 0) { if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */ else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f); } else if(e < 31) { return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f)); } else { if(m == 0) return sgn * INFINITY; else return NAN; } } static inline float float_24_to_32(DWORD in) { const float sgn = in & 0x800000u ? -1.0f : 1.0f; const unsigned short e = (in & 0x780000u) >> 19; const unsigned int m = in & 0x7ffffu; if (e == 0) { if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */ else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f); } else if (e < 15) { return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f)); } else { if (m == 0) return sgn * INFINITY; else return NAN; } } static inline unsigned int wined3d_popcount(unsigned int x) { #ifdef HAVE___BUILTIN_POPCOUNT return __builtin_popcount(x); #else x -= x >> 1 & 0x55555555; x = (x & 0x33333333) + (x >> 2 & 0x33333333); return ((x + (x >> 4)) & 0x0f0f0f0f) * 0x01010101 >> 24; #endif } #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 */ enum wined3d_renderer { WINED3D_RENDERER_AUTO, WINED3D_RENDERER_VULKAN, WINED3D_RENDERER_OPENGL, WINED3D_RENDERER_NO3D, }; enum wined3d_shader_backend { WINED3D_SHADER_BACKEND_AUTO, WINED3D_SHADER_BACKEND_GLSL, WINED3D_SHADER_BACKEND_ARB, WINED3D_SHADER_BACKEND_NONE, }; #define WINED3D_CSMT_ENABLE 0x00000001 #define WINED3D_CSMT_SERIALIZE 0x00000002 /* NOTE: When adding fields to this structure, make sure to update the default * values in wined3d_main.c as well. */ struct wined3d_settings { unsigned int cs_multithreaded; DWORD max_gl_version; int offscreen_rendering_mode; unsigned short pci_vendor_id; unsigned short pci_device_id; /* Memory tracking and object counting. */ UINT64 emulated_textureram; char *logo; unsigned int multisample_textures; unsigned int sample_count; BOOL check_float_constants; unsigned int strict_shader_math; unsigned int max_sm_vs; unsigned int max_sm_hs; unsigned int max_sm_ds; unsigned int max_sm_gs; unsigned int max_sm_ps; unsigned int max_sm_cs; enum wined3d_renderer renderer; enum wined3d_shader_backend shader_backend; BOOL cb_access_map_w; }; extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN; enum wined3d_shader_byte_code_format { WINED3D_SHADER_BYTE_CODE_FORMAT_SM1, WINED3D_SHADER_BYTE_CODE_FORMAT_SM4, }; enum wined3d_shader_resource_type { WINED3D_SHADER_RESOURCE_NONE, WINED3D_SHADER_RESOURCE_BUFFER, WINED3D_SHADER_RESOURCE_TEXTURE_1D, WINED3D_SHADER_RESOURCE_TEXTURE_2D, WINED3D_SHADER_RESOURCE_TEXTURE_2DMS, WINED3D_SHADER_RESOURCE_TEXTURE_3D, WINED3D_SHADER_RESOURCE_TEXTURE_CUBE, WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY, WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY, WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY, WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY, }; #define WINED3D_SHADER_CONST_VS_F 0x00000001 #define WINED3D_SHADER_CONST_VS_I 0x00000002 #define WINED3D_SHADER_CONST_VS_B 0x00000004 #define WINED3D_SHADER_CONST_VS_CLIP_PLANES 0x00000008 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000010 #define WINED3D_SHADER_CONST_POS_FIXUP 0x00000020 #define WINED3D_SHADER_CONST_PS_F 0x00000040 #define WINED3D_SHADER_CONST_PS_I 0x00000080 #define WINED3D_SHADER_CONST_PS_B 0x00000100 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000200 #define WINED3D_SHADER_CONST_PS_FOG 0x00000400 #define WINED3D_SHADER_CONST_PS_ALPHA_TEST 0x00000800 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00001000 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00002000 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00004000 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00008000 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00010000 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00020000 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00040000 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00080000 #define WINED3D_SHADER_CONST_FFP_PS 0x00100000 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00200000 #define WINED3D_SHADER_CONST_BASE_VERTEX_ID 0x00400000 enum wined3d_shader_register_type { WINED3DSPR_TEMP = 0, WINED3DSPR_INPUT = 1, WINED3DSPR_CONST = 2, WINED3DSPR_ADDR = 3, WINED3DSPR_TEXTURE = 3, WINED3DSPR_RASTOUT = 4, WINED3DSPR_ATTROUT = 5, WINED3DSPR_TEXCRDOUT = 6, WINED3DSPR_OUTPUT = 6, WINED3DSPR_CONSTINT = 7, WINED3DSPR_COLOROUT = 8, WINED3DSPR_DEPTHOUT = 9, WINED3DSPR_SAMPLER = 10, WINED3DSPR_CONST2 = 11, WINED3DSPR_CONST3 = 12, WINED3DSPR_CONST4 = 13, WINED3DSPR_CONSTBOOL = 14, WINED3DSPR_LOOP = 15, WINED3DSPR_TEMPFLOAT16 = 16, WINED3DSPR_MISCTYPE = 17, WINED3DSPR_LABEL = 18, WINED3DSPR_PREDICATE = 19, WINED3DSPR_IMMCONST, WINED3DSPR_CONSTBUFFER, WINED3DSPR_IMMCONSTBUFFER, WINED3DSPR_PRIMID, WINED3DSPR_NULL, WINED3DSPR_RESOURCE, WINED3DSPR_UAV, WINED3DSPR_OUTPOINTID, WINED3DSPR_FORKINSTID, WINED3DSPR_JOININSTID, WINED3DSPR_INCONTROLPOINT, WINED3DSPR_OUTCONTROLPOINT, WINED3DSPR_PATCHCONST, WINED3DSPR_TESSCOORD, WINED3DSPR_GROUPSHAREDMEM, WINED3DSPR_THREADID, WINED3DSPR_THREADGROUPID, WINED3DSPR_LOCALTHREADID, WINED3DSPR_LOCALTHREADINDEX, WINED3DSPR_IDXTEMP, WINED3DSPR_STREAM, WINED3DSPR_FUNCTIONBODY, WINED3DSPR_FUNCTIONPOINTER, WINED3DSPR_COVERAGE, WINED3DSPR_SAMPLEMASK, WINED3DSPR_GSINSTID, WINED3DSPR_DEPTHOUTGE, WINED3DSPR_DEPTHOUTLE, WINED3DSPR_RASTERIZER, }; enum wined3d_data_type { WINED3D_DATA_FLOAT, WINED3D_DATA_INT, WINED3D_DATA_RESOURCE, WINED3D_DATA_SAMPLER, WINED3D_DATA_UAV, WINED3D_DATA_UINT, WINED3D_DATA_UNORM, WINED3D_DATA_SNORM, WINED3D_DATA_OPAQUE, }; enum wined3d_immconst_type { WINED3D_IMMCONST_SCALAR, WINED3D_IMMCONST_VEC4, }; #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6)) enum wined3d_shader_src_modifier { WINED3DSPSM_NONE = 0, WINED3DSPSM_NEG = 1, WINED3DSPSM_BIAS = 2, WINED3DSPSM_BIASNEG = 3, WINED3DSPSM_SIGN = 4, WINED3DSPSM_SIGNNEG = 5, WINED3DSPSM_COMP = 6, WINED3DSPSM_X2 = 7, WINED3DSPSM_X2NEG = 8, WINED3DSPSM_DZ = 9, WINED3DSPSM_DW = 10, WINED3DSPSM_ABS = 11, WINED3DSPSM_ABSNEG = 12, WINED3DSPSM_NOT = 13, }; #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */ #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */ #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */ #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */ #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */ enum wined3d_shader_dst_modifier { WINED3DSPDM_NONE = 0, WINED3DSPDM_SATURATE = 1, WINED3DSPDM_PARTIALPRECISION = 2, WINED3DSPDM_MSAMPCENTROID = 4, }; enum wined3d_shader_interpolation_mode { WINED3DSIM_NONE = 0, WINED3DSIM_CONSTANT = 1, WINED3DSIM_LINEAR = 2, WINED3DSIM_LINEAR_CENTROID = 3, WINED3DSIM_LINEAR_NOPERSPECTIVE = 4, WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5, WINED3DSIM_LINEAR_SAMPLE = 6, WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7, }; #define WINED3D_PACKED_INTERPOLATION_SIZE 3 #define WINED3D_PACKED_INTERPOLATION_BIT_COUNT 3 enum wined3d_shader_global_flags { WINED3DSGF_REFACTORING_ALLOWED = 0x1, WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL = 0x4, WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8, }; enum wined3d_shader_sync_flags { WINED3DSSF_THREAD_GROUP = 0x1, WINED3DSSF_GROUP_SHARED_MEMORY = 0x2, WINED3DSSF_GLOBAL_UAV = 0x8, }; enum wined3d_shader_uav_flags { WINED3DSUF_GLOBALLY_COHERENT = 0x2, WINED3DSUF_ORDER_PRESERVING_COUNTER = 0x100, }; enum wined3d_tessellator_domain { WINED3D_TESSELLATOR_DOMAIN_LINE = 1, WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2, WINED3D_TESSELLATOR_DOMAIN_QUAD = 3, }; enum wined3d_tessellator_output_primitive { WINED3D_TESSELLATOR_OUTPUT_POINT = 1, WINED3D_TESSELLATOR_OUTPUT_LINE = 2, WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3, WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4, }; enum wined3d_tessellator_partitioning { WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1, WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2, WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3, WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4, }; /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */ #define WINED3DSI_TEXLD_PROJECT 0x1 #define WINED3DSI_TEXLD_BIAS 0x2 #define WINED3DSI_INDEXED_DYNAMIC 0x4 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1 #define WINED3DSI_RESINFO_UINT 0x2 #define WINED3DSI_SAMPLE_INFO_UINT 0x1 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1 #define WINED3DSI_PRECISE_X 0x100 #define WINED3DSI_PRECISE_Y 0x200 #define WINED3DSI_PRECISE_Z 0x400 #define WINED3DSI_PRECISE_W 0x800 #define WINED3DSI_PRECISE_XYZW (WINED3DSI_PRECISE_X | WINED3DSI_PRECISE_Y \ | WINED3DSI_PRECISE_Z | WINED3DSI_PRECISE_W) #define WINED3DSI_PRECISE_SHIFT 8 enum wined3d_shader_rel_op { WINED3D_SHADER_REL_OP_GT = 1, WINED3D_SHADER_REL_OP_EQ = 2, WINED3D_SHADER_REL_OP_GE = 3, WINED3D_SHADER_REL_OP_LT = 4, WINED3D_SHADER_REL_OP_NE = 5, WINED3D_SHADER_REL_OP_LE = 6, }; enum wined3d_shader_conditional_op { WINED3D_SHADER_CONDITIONAL_OP_NZ = 0, WINED3D_SHADER_CONDITIONAL_OP_Z = 1 }; #define WINED3D_SM1_VS 0xfffeu #define WINED3D_SM1_PS 0xffffu #define WINED3D_SM4_PS 0x0000u #define WINED3D_SM4_VS 0x0001u #define WINED3D_SM4_GS 0x0002u #define WINED3D_SM5_HS 0x0003u #define WINED3D_SM5_DS 0x0004u #define WINED3D_SM5_CS 0x0005u /* Shader version tokens, and shader end tokens */ #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor)) #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor)) /* Shader backends */ /* TODO: Make this dynamic, based on shader limits ? */ #define MAX_ATTRIBS 16 #define MAX_REG_ADDR 1 #define MAX_REG_TEXCRD 8 #define MAX_REG_INPUT 32 #define MAX_REG_OUTPUT 32 #define WINED3D_MAX_CBS 15 /* FIXME: This needs to go up to 2048 for * Shader model 3 according to msdn (and for software shaders) */ #define MAX_LABELS 16 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096 struct wined3d_string_buffer { struct list entry; char *buffer; unsigned int buffer_size; unsigned int content_size; }; enum WINED3D_SHADER_INSTRUCTION_HANDLER { WINED3DSIH_ABS, WINED3DSIH_ADD, WINED3DSIH_AND, WINED3DSIH_ATOMIC_AND, WINED3DSIH_ATOMIC_CMP_STORE, WINED3DSIH_ATOMIC_IADD, WINED3DSIH_ATOMIC_IMAX, WINED3DSIH_ATOMIC_IMIN, WINED3DSIH_ATOMIC_OR, WINED3DSIH_ATOMIC_UMAX, WINED3DSIH_ATOMIC_UMIN, WINED3DSIH_ATOMIC_XOR, WINED3DSIH_BEM, WINED3DSIH_BFI, WINED3DSIH_BFREV, WINED3DSIH_BREAK, WINED3DSIH_BREAKC, WINED3DSIH_BREAKP, WINED3DSIH_BUFINFO, WINED3DSIH_CALL, WINED3DSIH_CALLNZ, WINED3DSIH_CASE, WINED3DSIH_CMP, WINED3DSIH_CND, WINED3DSIH_CONTINUE, WINED3DSIH_CONTINUEP, WINED3DSIH_COUNTBITS, WINED3DSIH_CRS, WINED3DSIH_CUT, WINED3DSIH_CUT_STREAM, WINED3DSIH_DCL, WINED3DSIH_DCL_CONSTANT_BUFFER, WINED3DSIH_DCL_FUNCTION_BODY, WINED3DSIH_DCL_FUNCTION_TABLE, WINED3DSIH_DCL_GLOBAL_FLAGS, WINED3DSIH_DCL_GS_INSTANCES, WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT, WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT, WINED3DSIH_DCL_HS_MAX_TESSFACTOR, WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER, WINED3DSIH_DCL_INDEX_RANGE, WINED3DSIH_DCL_INDEXABLE_TEMP, WINED3DSIH_DCL_INPUT, WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT, WINED3DSIH_DCL_INPUT_PRIMITIVE, WINED3DSIH_DCL_INPUT_PS, WINED3DSIH_DCL_INPUT_PS_SGV, WINED3DSIH_DCL_INPUT_PS_SIV, WINED3DSIH_DCL_INPUT_SGV, WINED3DSIH_DCL_INPUT_SIV, WINED3DSIH_DCL_INTERFACE, WINED3DSIH_DCL_OUTPUT, WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT, WINED3DSIH_DCL_OUTPUT_SIV, WINED3DSIH_DCL_OUTPUT_TOPOLOGY, WINED3DSIH_DCL_RESOURCE_RAW, WINED3DSIH_DCL_RESOURCE_STRUCTURED, WINED3DSIH_DCL_SAMPLER, WINED3DSIH_DCL_STREAM, WINED3DSIH_DCL_TEMPS, WINED3DSIH_DCL_TESSELLATOR_DOMAIN, WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE, WINED3DSIH_DCL_TESSELLATOR_PARTITIONING, WINED3DSIH_DCL_TGSM_RAW, WINED3DSIH_DCL_TGSM_STRUCTURED, WINED3DSIH_DCL_THREAD_GROUP, WINED3DSIH_DCL_UAV_RAW, WINED3DSIH_DCL_UAV_STRUCTURED, WINED3DSIH_DCL_UAV_TYPED, WINED3DSIH_DCL_VERTICES_OUT, WINED3DSIH_DEF, WINED3DSIH_DEFAULT, WINED3DSIH_DEFB, WINED3DSIH_DEFI, WINED3DSIH_DIV, WINED3DSIH_DP2, WINED3DSIH_DP2ADD, WINED3DSIH_DP3, WINED3DSIH_DP4, WINED3DSIH_DST, WINED3DSIH_DSX, WINED3DSIH_DSX_COARSE, WINED3DSIH_DSX_FINE, WINED3DSIH_DSY, WINED3DSIH_DSY_COARSE, WINED3DSIH_DSY_FINE, WINED3DSIH_ELSE, WINED3DSIH_EMIT, WINED3DSIH_EMIT_STREAM, WINED3DSIH_ENDIF, WINED3DSIH_ENDLOOP, WINED3DSIH_ENDREP, WINED3DSIH_ENDSWITCH, WINED3DSIH_EQ, WINED3DSIH_EVAL_SAMPLE_INDEX, WINED3DSIH_EXP, WINED3DSIH_EXPP, WINED3DSIH_F16TOF32, WINED3DSIH_F32TOF16, WINED3DSIH_FCALL, WINED3DSIH_FIRSTBIT_HI, WINED3DSIH_FIRSTBIT_LO, WINED3DSIH_FIRSTBIT_SHI, WINED3DSIH_FRC, WINED3DSIH_FTOI, WINED3DSIH_FTOU, WINED3DSIH_GATHER4, WINED3DSIH_GATHER4_C, WINED3DSIH_GATHER4_PO, WINED3DSIH_GATHER4_PO_C, WINED3DSIH_GE, WINED3DSIH_HS_CONTROL_POINT_PHASE, WINED3DSIH_HS_DECLS, WINED3DSIH_HS_FORK_PHASE, WINED3DSIH_HS_JOIN_PHASE, WINED3DSIH_IADD, WINED3DSIH_IBFE, WINED3DSIH_IEQ, WINED3DSIH_IF, WINED3DSIH_IFC, WINED3DSIH_IGE, WINED3DSIH_ILT, WINED3DSIH_IMAD, WINED3DSIH_IMAX, WINED3DSIH_IMIN, WINED3DSIH_IMM_ATOMIC_ALLOC, WINED3DSIH_IMM_ATOMIC_AND, WINED3DSIH_IMM_ATOMIC_CMP_EXCH, WINED3DSIH_IMM_ATOMIC_CONSUME, WINED3DSIH_IMM_ATOMIC_EXCH, WINED3DSIH_IMM_ATOMIC_IADD, WINED3DSIH_IMM_ATOMIC_IMAX, WINED3DSIH_IMM_ATOMIC_IMIN, WINED3DSIH_IMM_ATOMIC_OR, WINED3DSIH_IMM_ATOMIC_UMAX, WINED3DSIH_IMM_ATOMIC_UMIN, WINED3DSIH_IMM_ATOMIC_XOR, WINED3DSIH_IMUL, WINED3DSIH_INE, WINED3DSIH_INEG, WINED3DSIH_ISHL, WINED3DSIH_ISHR, WINED3DSIH_ITOF, WINED3DSIH_LABEL, WINED3DSIH_LD, WINED3DSIH_LD2DMS, WINED3DSIH_LD_RAW, WINED3DSIH_LD_STRUCTURED, WINED3DSIH_LD_UAV_TYPED, WINED3DSIH_LIT, WINED3DSIH_LOD, WINED3DSIH_LOG, WINED3DSIH_LOGP, WINED3DSIH_LOOP, WINED3DSIH_LRP, WINED3DSIH_LT, WINED3DSIH_M3x2, WINED3DSIH_M3x3, WINED3DSIH_M3x4, WINED3DSIH_M4x3, WINED3DSIH_M4x4, WINED3DSIH_MAD, WINED3DSIH_MAX, WINED3DSIH_MIN, WINED3DSIH_MOV, WINED3DSIH_MOVA, WINED3DSIH_MOVC, WINED3DSIH_MUL, WINED3DSIH_NE, WINED3DSIH_NOP, WINED3DSIH_NOT, WINED3DSIH_NRM, WINED3DSIH_OR, WINED3DSIH_PHASE, WINED3DSIH_POW, WINED3DSIH_RCP, WINED3DSIH_REP, WINED3DSIH_RESINFO, WINED3DSIH_RET, WINED3DSIH_RETP, WINED3DSIH_ROUND_NE, WINED3DSIH_ROUND_NI, WINED3DSIH_ROUND_PI, WINED3DSIH_ROUND_Z, WINED3DSIH_RSQ, WINED3DSIH_SAMPLE, WINED3DSIH_SAMPLE_B, WINED3DSIH_SAMPLE_C, WINED3DSIH_SAMPLE_C_LZ, WINED3DSIH_SAMPLE_GRAD, WINED3DSIH_SAMPLE_INFO, WINED3DSIH_SAMPLE_LOD, WINED3DSIH_SAMPLE_POS, WINED3DSIH_SETP, WINED3DSIH_SGE, WINED3DSIH_SGN, WINED3DSIH_SINCOS, WINED3DSIH_SLT, WINED3DSIH_SQRT, WINED3DSIH_STORE_RAW, WINED3DSIH_STORE_STRUCTURED, WINED3DSIH_STORE_UAV_TYPED, WINED3DSIH_SUB, WINED3DSIH_SWAPC, WINED3DSIH_SWITCH, WINED3DSIH_SYNC, WINED3DSIH_TEX, WINED3DSIH_TEXBEM, WINED3DSIH_TEXBEML, WINED3DSIH_TEXCOORD, WINED3DSIH_TEXDEPTH, WINED3DSIH_TEXDP3, WINED3DSIH_TEXDP3TEX, WINED3DSIH_TEXKILL, WINED3DSIH_TEXLDD, WINED3DSIH_TEXLDL, WINED3DSIH_TEXM3x2DEPTH, WINED3DSIH_TEXM3x2PAD, WINED3DSIH_TEXM3x2TEX, WINED3DSIH_TEXM3x3, WINED3DSIH_TEXM3x3DIFF, WINED3DSIH_TEXM3x3PAD, WINED3DSIH_TEXM3x3SPEC, WINED3DSIH_TEXM3x3TEX, WINED3DSIH_TEXM3x3VSPEC, WINED3DSIH_TEXREG2AR, WINED3DSIH_TEXREG2GB, WINED3DSIH_TEXREG2RGB, WINED3DSIH_UBFE, WINED3DSIH_UDIV, WINED3DSIH_UGE, WINED3DSIH_ULT, WINED3DSIH_UMAX, WINED3DSIH_UMIN, WINED3DSIH_UMUL, WINED3DSIH_USHR, WINED3DSIH_UTOF, WINED3DSIH_XOR, WINED3DSIH_TABLE_SIZE }; struct wined3d_shader_version { enum wined3d_shader_type type; BYTE major; BYTE minor; }; struct wined3d_shader_resource_info { enum wined3d_shader_resource_type type; enum wined3d_data_type data_type; unsigned int flags; unsigned int stride; }; #define WINED3D_SAMPLER_DEFAULT ~0x0u struct wined3d_shader_sampler_map_entry { unsigned int resource_idx; unsigned int sampler_idx; unsigned int bind_idx; }; struct wined3d_shader_sampler_map { struct wined3d_shader_sampler_map_entry *entries; size_t size; size_t count; }; struct wined3d_shader_immediate_constant_buffer { unsigned int vec4_count; DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE]; }; struct wined3d_shader_indexable_temp { struct list entry; unsigned int register_idx; unsigned int register_size; unsigned int component_count; }; #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor)) struct wined3d_shader_reg_maps { struct wined3d_shader_version shader_version; BYTE texcoord; /* MAX_REG_TEXCRD, 8 */ BYTE address; /* MAX_REG_ADDR, 1 */ WORD labels; /* MAX_LABELS, 16 */ DWORD temporary; /* 32 */ unsigned int temporary_count; DWORD *constf; /* pixel, vertex */ struct list indexable_temps; const struct wined3d_shader_immediate_constant_buffer *icb; union { DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */ BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */ } u; DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */ DWORD output_registers; /* MAX_REG_OUTPUT, 32 */ WORD integer_constants; /* WINED3D_MAX_CONSTS_I, 16 */ WORD boolean_constants; /* WINED3D_MAX_CONSTS_B, 16 */ WORD local_int_consts; /* WINED3D_MAX_CONSTS_I, 16 */ WORD local_bool_consts; /* WINED3D_MAX_CONSTS_B, 16 */ UINT cb_sizes[WINED3D_MAX_CBS]; uint32_t cb_map; /* WINED3D_MAX_CBS, 15 */ struct wined3d_shader_resource_info resource_info[MAX_SHADER_RESOURCE_VIEWS]; uint32_t resource_map[WINED3D_BITMAP_SIZE(MAX_SHADER_RESOURCE_VIEWS)]; struct wined3d_shader_sampler_map sampler_map; DWORD sampler_comparison_mode; BYTE bumpmat; /* WINED3D_MAX_TEXTURES, 8 */ BYTE luminanceparams; /* WINED3D_MAX_TEXTURES, 8 */ struct wined3d_shader_resource_info uav_resource_info[MAX_UNORDERED_ACCESS_VIEWS]; DWORD uav_read_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */ DWORD uav_counter_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */ DWORD clip_distance_mask : 8; /* WINED3D_MAX_CLIP_DISTANCES, 8 */ DWORD cull_distance_mask : 8; /* WINED3D_MAX_CLIP_DISTANCES, 8 */ DWORD usesnrm : 1; DWORD vpos : 1; DWORD usesdsx : 1; DWORD usesdsy : 1; DWORD usestexldd : 1; DWORD usesmova : 1; DWORD usesfacing : 1; DWORD usesrelconstF : 1; DWORD fog : 1; DWORD usestexldl : 1; DWORD usesifc : 1; DWORD usescall : 1; DWORD usespow : 1; DWORD point_size : 1; DWORD vocp : 1; DWORD input_rel_addressing : 1; DWORD viewport_array : 1; DWORD sample_mask : 1; DWORD padding : 14; DWORD rt_mask; /* Used render targets, 32 max. */ /* Whether or not loops are used in this shader, and nesting depth */ unsigned int loop_depth; unsigned int min_rel_offset, max_rel_offset; struct wined3d_shader_tgsm *tgsm; SIZE_T tgsm_capacity; unsigned int tgsm_count; }; /* Keeps track of details for TEX_M#x# instructions which need to maintain * state information between multiple instructions. */ struct wined3d_shader_tex_mx { unsigned int current_row; DWORD texcoord_w[2]; }; struct wined3d_shader_parser_state { unsigned int current_loop_depth; unsigned int current_loop_reg; BOOL in_subroutine; }; struct wined3d_shader_context { const struct wined3d_shader *shader; const struct wined3d_shader_reg_maps *reg_maps; struct wined3d_string_buffer *buffer; struct wined3d_shader_tex_mx *tex_mx; struct wined3d_shader_parser_state *state; void *backend_data; }; struct wined3d_shader_register_index { const struct wined3d_shader_src_param *rel_addr; unsigned int offset; }; struct wined3d_shader_register { enum wined3d_shader_register_type type; enum wined3d_data_type data_type; struct wined3d_shader_register_index idx[2]; enum wined3d_immconst_type immconst_type; union { DWORD immconst_data[4]; unsigned fp_body_idx; } u; }; struct wined3d_shader_dst_param { struct wined3d_shader_register reg; DWORD write_mask; DWORD modifiers; DWORD shift; }; struct wined3d_shader_src_param { struct wined3d_shader_register reg; DWORD swizzle; enum wined3d_shader_src_modifier modifiers; }; struct wined3d_shader_index_range { struct wined3d_shader_dst_param first_register; unsigned int last_register; }; struct wined3d_shader_semantic { enum wined3d_decl_usage usage; UINT usage_idx; enum wined3d_shader_resource_type resource_type; enum wined3d_data_type resource_data_type; struct wined3d_shader_dst_param reg; }; enum wined3d_shader_input_sysval_semantic { WINED3D_SIV_POSITION = 1, WINED3D_SIV_CLIP_DISTANCE = 2, WINED3D_SIV_CULL_DISTANCE = 3, WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX = 4, WINED3D_SIV_VIEWPORT_ARRAY_INDEX = 5, WINED3D_SIV_VERTEX_ID = 6, WINED3D_SIV_PRIMITIVE_ID = 7, WINED3D_SIV_INSTANCE_ID = 8, WINED3D_SIV_IS_FRONT_FACE = 9, WINED3D_SIV_SAMPLE_INDEX = 10, WINED3D_SIV_QUAD_U0_TESS_FACTOR = 11, WINED3D_SIV_QUAD_V0_TESS_FACTOR = 12, WINED3D_SIV_QUAD_U1_TESS_FACTOR = 13, WINED3D_SIV_QUAD_V1_TESS_FACTOR = 14, WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR = 15, WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR = 16, WINED3D_SIV_TRIANGLE_U_TESS_FACTOR = 17, WINED3D_SIV_TRIANGLE_V_TESS_FACTOR = 18, WINED3D_SIV_TRIANGLE_W_TESS_FACTOR = 19, WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR = 20, WINED3D_SIV_LINE_DETAIL_TESS_FACTOR = 21, WINED3D_SIV_LINE_DENSITY_TESS_FACTOR = 22, }; struct wined3d_shader_register_semantic { struct wined3d_shader_dst_param reg; enum wined3d_shader_input_sysval_semantic sysval_semantic; }; struct wined3d_shader_structured_resource { struct wined3d_shader_dst_param reg; unsigned int byte_stride; }; struct wined3d_shader_tgsm { unsigned int size; unsigned int stride; }; struct wined3d_shader_tgsm_raw { struct wined3d_shader_dst_param reg; unsigned int byte_count; }; struct wined3d_shader_tgsm_structured { struct wined3d_shader_dst_param reg; unsigned int byte_stride; unsigned int structure_count; }; struct wined3d_shader_thread_group_size { unsigned int x, y, z; }; struct wined3d_shader_function_table_pointer { unsigned int index; unsigned int array_size; unsigned int body_count; unsigned int table_count; }; struct wined3d_shader_texel_offset { signed char u, v, w; }; struct wined3d_shader_primitive_type { enum wined3d_primitive_type type; unsigned int patch_vertex_count; }; struct wined3d_shader_instruction { const struct wined3d_shader_context *ctx; enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx; DWORD flags; unsigned int dst_count; unsigned int src_count; const struct wined3d_shader_dst_param *dst; const struct wined3d_shader_src_param *src; struct wined3d_shader_texel_offset texel_offset; enum wined3d_shader_resource_type resource_type; enum wined3d_data_type resource_data_type; BOOL coissue; const struct wined3d_shader_src_param *predicate; union { struct wined3d_shader_semantic semantic; struct wined3d_shader_register_semantic register_semantic; struct wined3d_shader_primitive_type primitive_type; struct wined3d_shader_dst_param dst; struct wined3d_shader_src_param src; unsigned int count; unsigned int index; const struct wined3d_shader_immediate_constant_buffer *icb; struct wined3d_shader_structured_resource structured_resource; struct wined3d_shader_tgsm_raw tgsm_raw; struct wined3d_shader_tgsm_structured tgsm_structured; struct wined3d_shader_thread_group_size thread_group_size; enum wined3d_tessellator_domain tessellator_domain; enum wined3d_tessellator_output_primitive tessellator_output_primitive; enum wined3d_tessellator_partitioning tessellator_partitioning; float max_tessellation_factor; struct wined3d_shader_index_range index_range; struct wined3d_shader_indexable_temp indexable_temp; struct wined3d_shader_function_table_pointer fp; } declaration; }; static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins) { return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w; } struct wined3d_shader_attribute { enum wined3d_decl_usage usage; UINT usage_idx; }; struct wined3d_shader_loop_control { unsigned int count; unsigned int start; int step; }; struct wined3d_shader_frontend { void *(*shader_init)(const DWORD *byte_code, size_t byte_code_size, const struct wined3d_shader_signature *output_signature); void (*shader_free)(void *data); void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version); void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins); BOOL (*shader_is_end)(void *data, const DWORD **ptr); }; extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN; extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN; HRESULT shader_extract_from_dxbc(struct wined3d_shader *shader, unsigned int max_shader_version, enum wined3d_shader_byte_code_format *format) DECLSPEC_HIDDEN; BOOL shader_get_stream_output_register_info(const struct wined3d_shader *shader, const struct wined3d_stream_output_element *so_element, unsigned int *register_idx, unsigned int *component_idx) DECLSPEC_HIDDEN; typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *); #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001u #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002u #define WINED3D_SHADER_CAP_DOUBLE_PRECISION 0x00000004u #define WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION 0x00000008u #define WINED3D_SHADER_CAP_FULL_FFP_VARYINGS 0x00000010u struct shader_caps { unsigned int vs_version; unsigned int hs_version; unsigned int ds_version; unsigned int gs_version; unsigned int ps_version; unsigned int cs_version; unsigned int vs_uniform_count; unsigned int ps_uniform_count; float ps_1x_max_value; unsigned int varying_count; DWORD wined3d_caps; }; enum wined3d_gl_resource_type { WINED3D_GL_RES_TYPE_TEX_1D = 0, WINED3D_GL_RES_TYPE_TEX_2D = 1, WINED3D_GL_RES_TYPE_TEX_3D = 2, WINED3D_GL_RES_TYPE_TEX_CUBE = 3, WINED3D_GL_RES_TYPE_TEX_RECT = 4, WINED3D_GL_RES_TYPE_BUFFER = 5, WINED3D_GL_RES_TYPE_RB = 6, WINED3D_GL_RES_TYPE_COUNT = 7, }; enum wined3d_vertex_processing_mode { WINED3D_VP_MODE_FF, WINED3D_VP_MODE_SHADER, WINED3D_VP_MODE_NONE, }; #define WINED3D_CONST_NUM_UNUSED ~0U enum wined3d_ffp_ps_fog_mode { WINED3D_FFP_PS_FOG_OFF, WINED3D_FFP_PS_FOG_LINEAR, WINED3D_FFP_PS_FOG_EXP, WINED3D_FFP_PS_FOG_EXP2, }; /* Stateblock dependent parameters which have to be hardcoded * into the shader code */ #define WINED3D_PSARGS_PROJECTED (1u << 3) #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu #define WINED3D_PSARGS_TEXTYPE_SHIFT 2 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u /* Used for Shader Model 1 pixel shaders to track the bound texture * type. 2D and RECT textures are separated through NP2 fixup. */ enum wined3d_shader_tex_types { WINED3D_SHADER_TEX_2D = 0, WINED3D_SHADER_TEX_3D = 1, WINED3D_SHADER_TEX_CUBE = 2, WINED3D_SHADER_TEX_ERR = 3, }; struct ps_compile_args { struct color_fixup_desc color_fixup[WINED3D_MAX_FRAGMENT_SAMPLERS]; enum wined3d_vertex_processing_mode vp_mode; enum wined3d_ffp_ps_fog_mode fog; DWORD tex_types; /* ps 1 - 3, 16 textures */ WORD tex_transform; /* ps 1.0-1.3, 4 textures */ WORD srgb_correction; /* Bitmap for NP2 texcoord fixups (16 samplers max currently). D3D9 has a limit of 16 samplers and the fixup is superfluous in D3D10 (unconditional NP2 support mandatory). */ WORD np2_fixup; WORD shadow; /* WINED3D_MAX_FRAGMENT_SAMPLERS, 16 */ WORD texcoords_initialized; /* WINED3D_MAX_TEXTURES, 8 */ WORD padding_to_dword; DWORD pointsprite : 1; DWORD flatshading : 1; DWORD alpha_test_func : 3; DWORD y_correction : 1; DWORD rt_alpha_swizzle : 8; /* WINED3D_MAX_RENDER_TARGETS, 8 */ DWORD dual_source_blend : 1; DWORD padding : 17; }; enum fog_src_type { VS_FOG_Z = 0, VS_FOG_COORD = 1 }; struct vs_compile_args { BYTE fog_src; BYTE clip_enabled : 1; BYTE point_size : 1; BYTE per_vertex_point_size : 1; BYTE flatshading : 1; BYTE next_shader_type : 3; BYTE padding : 1; WORD swizzle_map; /* MAX_ATTRIBS, 16 */ unsigned int next_shader_input_count; DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE]; }; struct ds_compile_args { enum wined3d_tessellator_output_primitive tessellator_output_primitive; enum wined3d_tessellator_partitioning tessellator_partitioning; unsigned int output_count : 16; unsigned int next_shader_type : 3; unsigned int render_offscreen : 1; unsigned int padding : 12; DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE]; }; struct gs_compile_args { unsigned int output_count; enum wined3d_primitive_type primitive_type; DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE]; }; struct wined3d_shader_backend_ops { void (*shader_handle_instruction)(const struct wined3d_shader_instruction *); void (*shader_precompile)(void *shader_priv, struct wined3d_shader *shader); void (*shader_select)(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state); void (*shader_select_compute)(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state); void (*shader_disable)(void *shader_priv, struct wined3d_context *context); void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count); void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count); void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state); void (*shader_destroy)(struct wined3d_shader *shader); HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe, const struct wined3d_fragment_pipe_ops *fragment_pipe); void (*shader_free_private)(struct wined3d_device *device, struct wined3d_context *context); BOOL (*shader_allocate_context_data)(struct wined3d_context *context); void (*shader_free_context_data)(struct wined3d_context *context); void (*shader_init_context_state)(struct wined3d_context *context); void (*shader_get_caps)(const struct wined3d_adapter *adapter, struct shader_caps *caps); BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup); BOOL (*shader_has_ffp_proj_control)(void *shader_priv); uint64_t (*shader_compile)(struct wined3d_context *context, const struct wined3d_shader_desc *shader_desc, enum wined3d_shader_type shader_type); }; 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; const struct wined3d_shader_backend_ops *wined3d_spirv_shader_backend_init_vk(void) DECLSPEC_HIDDEN; void wined3d_spirv_shader_backend_cleanup(void) DECLSPEC_HIDDEN; #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f) #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff) #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff) #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff) #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff) static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color) { wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f; wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f; wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f; wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f; } extern const struct wined3d_vec4 wined3d_srgb_const[] DECLSPEC_HIDDEN; static inline float wined3d_srgb_from_linear(float colour) { if (colour < 0.0f) return 0.0f; if (colour < wined3d_srgb_const[1].x) return colour * wined3d_srgb_const[0].w; if (colour < 1.0f) return wined3d_srgb_const[0].y * powf(colour, wined3d_srgb_const[0].x) - wined3d_srgb_const[0].z; return 1.0f; } static inline void wined3d_colour_srgb_from_linear(struct wined3d_color *colour_srgb, const struct wined3d_color *colour) { colour_srgb->r = wined3d_srgb_from_linear(colour->r); colour_srgb->g = wined3d_srgb_from_linear(colour->g); colour_srgb->b = wined3d_srgb_from_linear(colour->b); colour_srgb->a = colour->a; } void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info, const char *file, unsigned int line, const char *name) DECLSPEC_HIDDEN; /* Checking of API calls */ /* --------------------- */ #ifndef WINE_NO_DEBUG_MSGS #define checkGLcall(A) \ do { \ if (__WINE_IS_DEBUG_ON(_ERR, &__wine_dbch_d3d) \ && !gl_info->supported[ARB_DEBUG_OUTPUT]) \ wined3d_check_gl_call(gl_info, __FILE__, __LINE__, A); \ } while(0) #else #define checkGLcall(A) do {} while(0) #endif struct wined3d_bo { struct list users; void *map_ptr; size_t buffer_offset; size_t memory_offset; bool coherent; }; struct wined3d_bo_gl { struct wined3d_bo b; GLuint id; GLsizeiptr size; GLenum binding; GLenum usage; GLbitfield flags; uint64_t command_fence_id; }; static inline struct wined3d_bo_gl *wined3d_bo_gl(struct wined3d_bo *bo) { return CONTAINING_RECORD(bo, struct wined3d_bo_gl, b); } static inline GLuint wined3d_bo_gl_id(struct wined3d_bo *bo) { return bo ? wined3d_bo_gl(bo)->id : 0; } struct wined3d_bo_user { struct list entry; bool valid; }; struct wined3d_bo_vk { struct wined3d_bo b; VkBuffer vk_buffer; struct wined3d_allocator_block *memory; struct wined3d_bo_slab_vk *slab; VkDeviceMemory vk_memory; VkDeviceSize size; VkBufferUsageFlags usage; VkMemoryPropertyFlags memory_type; uint64_t command_buffer_id; bool host_synced; }; static inline struct wined3d_bo_vk *wined3d_bo_vk(struct wined3d_bo *bo) { return CONTAINING_RECORD(bo, struct wined3d_bo_vk, b); } struct wined3d_bo_slab_vk_key { VkMemoryPropertyFlags memory_type; VkBufferUsageFlags usage; VkDeviceSize size; }; struct wined3d_bo_slab_vk { struct wine_rb_entry entry; struct wined3d_bo_slab_vk *next; VkMemoryPropertyFlags requested_memory_type; struct wined3d_bo_vk bo; unsigned int map_count; void *map_ptr; uint32_t map; }; void *wined3d_bo_slab_vk_map(struct wined3d_bo_slab_vk *slab_vk, struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; void wined3d_bo_slab_vk_unmap(struct wined3d_bo_slab_vk *slab_vk, struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; struct wined3d_bo_address { struct wined3d_bo *buffer_object; BYTE *addr; }; struct wined3d_const_bo_address { struct wined3d_bo *buffer_object; const BYTE *addr; }; static inline struct wined3d_const_bo_address *wined3d_const_bo_address(const struct wined3d_bo_address *data) { return (struct wined3d_const_bo_address *)data; } struct wined3d_image_vk { VkImage vk_image; struct wined3d_allocator_block *memory; VkDeviceMemory vk_memory; uint64_t command_buffer_id; }; struct wined3d_stream_info_element { const struct wined3d_format *format; struct wined3d_bo_address data; GLsizei stride; unsigned int stream_idx; unsigned int divisor; bool instanced; }; struct wined3d_stream_info { struct wined3d_stream_info_element elements[MAX_ATTRIBS]; DWORD position_transformed : 1; DWORD all_vbo : 1; WORD swizzle_map; /* MAX_ATTRIBS, 16 */ WORD use_map; /* MAX_ATTRIBS, 16 */ }; void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info, const struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN; struct wined3d_direct_dispatch_parameters { unsigned int group_count_x; unsigned int group_count_y; unsigned int group_count_z; }; struct wined3d_indirect_dispatch_parameters { struct wined3d_buffer *buffer; unsigned int offset; }; struct wined3d_dispatch_parameters { BOOL indirect; union { struct wined3d_direct_dispatch_parameters direct; struct wined3d_indirect_dispatch_parameters indirect; } u; }; struct wined3d_direct_draw_parameters { int base_vertex_idx; unsigned int start_idx; unsigned int index_count; unsigned int start_instance; unsigned int instance_count; }; struct wined3d_indirect_draw_parameters { struct wined3d_buffer *buffer; unsigned int offset; }; struct wined3d_draw_parameters { BOOL indirect; union { struct wined3d_direct_draw_parameters direct; struct wined3d_indirect_draw_parameters indirect; } u; BOOL indexed; }; void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state, const struct wined3d_draw_parameters *draw_parameters) DECLSPEC_HIDDEN; void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state, const struct wined3d_dispatch_parameters *dispatch_parameters) DECLSPEC_HIDDEN; #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(WINED3D_MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE)) /* + 1 because samplers start with 0 */ #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(WINED3D_MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num)) #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(WINED3D_MAX_COMBINED_SAMPLERS - 1)) #define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(WINED3D_MAX_COMBINED_SAMPLERS) + (a)) #define STATE_IS_GRAPHICS_SHADER(a) \ ((a) >= STATE_GRAPHICS_SHADER(0) && (a) < STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT)) #define STATE_GRAPHICS_CONSTANT_BUFFER(a) (STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT) + (a)) #define STATE_IS_GRAPHICS_CONSTANT_BUFFER(a) \ ((a) >= STATE_GRAPHICS_CONSTANT_BUFFER(0) \ && (a) < STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT)) #define STATE_GRAPHICS_SHADER_RESOURCE_BINDING (STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT)) #define STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_GRAPHICS_SHADER_RESOURCE_BINDING) #define STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING (STATE_GRAPHICS_SHADER_RESOURCE_BINDING + 1) #define STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING) #define STATE_TRANSFORM(a) (STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING + (a)) #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255))) #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1) #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC) #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1) #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER) #define STATE_VDECL (STATE_INDEXBUFFER + 1) #define STATE_IS_VDECL(a) ((a) == STATE_VDECL) #define STATE_VIEWPORT (STATE_VDECL + 1) #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT) #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1) #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE) #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a)) #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(WINED3D_MAX_ACTIVE_LIGHTS)) #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(WINED3D_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(WINED3D_MAX_CLIP_DISTANCES - 1)) #define STATE_MATERIAL (STATE_CLIPPLANE(WINED3D_MAX_CLIP_DISTANCES)) #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL) #define STATE_RASTERIZER (STATE_MATERIAL + 1) #define STATE_IS_RASTERIZER(a) ((a) == STATE_RASTERIZER) #define STATE_POINTSPRITECOORDORIGIN (STATE_RASTERIZER + 1) #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN) #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1) #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX) #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1) #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER) #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1) #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE) #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1) #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY) #define STATE_STREAM_OUTPUT (STATE_COLOR_KEY + 1) #define STATE_IS_STREAM_OUTPUT(a) ((a) == STATE_STREAM_OUTPUT) #define STATE_BLEND (STATE_STREAM_OUTPUT + 1) #define STATE_IS_BLEND(a) ((a) == STATE_BLEND) #define STATE_BLEND_FACTOR (STATE_BLEND + 1) #define STATE_IS_BLEND_FACTOR(a) ((a) == STATE_BLEND_FACTOR) #define STATE_SAMPLE_MASK (STATE_BLEND_FACTOR + 1) #define STATE_IS_SAMPLE_MASK(a) ((a) == STATE_SAMPLE_MASK) #define STATE_DEPTH_STENCIL (STATE_SAMPLE_MASK + 1) #define STATE_IS_DEPTH_STENCIL(a) ((a) == STATE_DEPTH_STENCIL) #define STATE_STENCIL_REF (STATE_DEPTH_STENCIL + 1) #define STATE_IS_STENCIL_REF(a) ((a) == STATE_STENCIL_REF) #define STATE_COMPUTE_OFFSET (STATE_STENCIL_REF + 1) #define STATE_COMPUTE_SHADER (STATE_COMPUTE_OFFSET) #define STATE_IS_COMPUTE_SHADER(a) ((a) == STATE_COMPUTE_SHADER) #define STATE_COMPUTE_CONSTANT_BUFFER (STATE_COMPUTE_SHADER + 1) #define STATE_IS_COMPUTE_CONSTANT_BUFFER(a) ((a) == STATE_COMPUTE_CONSTANT_BUFFER) #define STATE_COMPUTE_SHADER_RESOURCE_BINDING (STATE_COMPUTE_CONSTANT_BUFFER + 1) #define STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(a) ((a) == STATE_COMPUTE_SHADER_RESOURCE_BINDING) #define STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING (STATE_COMPUTE_SHADER_RESOURCE_BINDING + 1) #define STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING) #define STATE_COMPUTE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING) #define STATE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING) #define STATE_IS_COMPUTE(a) ((a) >= STATE_COMPUTE_OFFSET && (a) <= STATE_COMPUTE_HIGHEST) #define STATE_COMPUTE_COUNT (STATE_COMPUTE_HIGHEST - STATE_COMPUTE_OFFSET + 1) #define STATE_SHADER(a) ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_SHADER(a) : STATE_COMPUTE_SHADER) #define STATE_CONSTANT_BUFFER(a) \ ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_CONSTANT_BUFFER(a) : STATE_COMPUTE_CONSTANT_BUFFER) #define STATE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == WINED3D_PIPELINE_GRAPHICS ? \ STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING : STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING) enum fogsource { FOGSOURCE_FFP, FOGSOURCE_VS, FOGSOURCE_COORD, }; union wined3d_gl_fence_object { GLuint id; GLsync sync; }; enum wined3d_fence_result { WINED3D_FENCE_OK, WINED3D_FENCE_WAITING, WINED3D_FENCE_NOT_STARTED, WINED3D_FENCE_WRONG_THREAD, WINED3D_FENCE_ERROR, }; struct wined3d_fence { struct list entry; union wined3d_gl_fence_object object; struct wined3d_context_gl *context_gl; }; HRESULT wined3d_fence_create(struct wined3d_device *device, struct wined3d_fence **fence) DECLSPEC_HIDDEN; void wined3d_fence_destroy(struct wined3d_fence *fence) DECLSPEC_HIDDEN; void wined3d_fence_issue(struct wined3d_fence *fence, struct wined3d_device *device) DECLSPEC_HIDDEN; enum wined3d_fence_result wined3d_fence_wait(const struct wined3d_fence *fence, struct wined3d_device *device) DECLSPEC_HIDDEN; enum wined3d_fence_result wined3d_fence_test(const struct wined3d_fence *fence, struct wined3d_device *device, DWORD flags) DECLSPEC_HIDDEN; /* Direct3D terminology with little modifications. We do not have an issued * state because only the driver knows about it, but we have a created state * because D3D allows GetData() on a created query, but OpenGL doesn't. */ enum wined3d_query_state { QUERY_CREATED, QUERY_SIGNALLED, QUERY_BUILDING }; struct wined3d_query_ops { BOOL (*query_poll)(struct wined3d_query *query, DWORD flags); BOOL (*query_issue)(struct wined3d_query *query, DWORD flags); void (*query_destroy)(struct wined3d_query *query); }; struct wined3d_query { LONG ref; void *parent; const struct wined3d_parent_ops *parent_ops; struct wined3d_device *device; enum wined3d_query_state state; enum wined3d_query_type type; const void *data; DWORD data_size; const struct wined3d_query_ops *query_ops; LONG counter_main, counter_retrieved; struct list poll_list_entry; GLuint buffer_object; UINT64 *map_ptr; }; HRESULT wined3d_query_gl_create(struct wined3d_device *device, enum wined3d_query_type type, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_query **query) DECLSPEC_HIDDEN; void wined3d_query_gl_destroy_buffer_object(struct wined3d_context_gl *context_gl, struct wined3d_query *query) DECLSPEC_HIDDEN; struct wined3d_event_query { struct wined3d_query query; struct wined3d_fence fence; BOOL signalled; }; struct wined3d_occlusion_query { struct wined3d_query query; struct list entry; GLuint id; struct wined3d_context_gl *context_gl; UINT64 samples; BOOL started; }; struct wined3d_timestamp_query { struct wined3d_query query; struct list entry; GLuint id; struct wined3d_context_gl *context_gl; UINT64 timestamp; }; union wined3d_gl_so_statistics_query { GLuint id[2]; struct { GLuint written; GLuint generated; } query; }; struct wined3d_so_statistics_query { struct wined3d_query query; struct list entry; union wined3d_gl_so_statistics_query u; struct wined3d_context_gl *context_gl; unsigned int stream_idx; struct wined3d_query_data_so_statistics statistics; BOOL started; }; union wined3d_gl_pipeline_statistics_query { GLuint id[11]; struct { GLuint vertices; GLuint primitives; GLuint vertex_shader; GLuint tess_control_shader; GLuint tess_eval_shader; GLuint geometry_shader; GLuint geometry_primitives; GLuint fragment_shader; GLuint compute_shader; GLuint clipping_input; GLuint clipping_output; } query; }; struct wined3d_pipeline_statistics_query { struct wined3d_query query; struct list entry; union wined3d_gl_pipeline_statistics_query u; struct wined3d_context_gl *context_gl; struct wined3d_query_data_pipeline_statistics statistics; BOOL started; }; #define WINED3D_QUERY_POOL_SIZE 256 struct wined3d_query_pool_vk { struct list entry; struct list completed_entry; struct list *free_list; VkQueryPool vk_query_pool; uint32_t allocated[WINED3D_BITMAP_SIZE(WINED3D_QUERY_POOL_SIZE)]; uint32_t completed[WINED3D_BITMAP_SIZE(WINED3D_QUERY_POOL_SIZE)]; }; bool wined3d_query_pool_vk_allocate_query(struct wined3d_query_pool_vk *pool_vk, size_t *idx) DECLSPEC_HIDDEN; void wined3d_query_pool_vk_cleanup(struct wined3d_query_pool_vk *pool_vk, struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; void wined3d_query_pool_vk_reset(struct wined3d_query_pool_vk *pool_vk, struct wined3d_context_vk *context_vk, VkCommandBuffer vk_command_buffer) DECLSPEC_HIDDEN; bool wined3d_query_pool_vk_init(struct wined3d_query_pool_vk *pool_vk, struct wined3d_context_vk *context_vk, enum wined3d_query_type type, struct list *free_pools) DECLSPEC_HIDDEN; struct wined3d_query_pool_idx_vk { struct wined3d_query_pool_vk *pool_vk; size_t idx; }; #define WINED3D_QUERY_VK_FLAG_ACTIVE 0x00000001 #define WINED3D_QUERY_VK_FLAG_STARTED 0x00000002 #define WINED3D_QUERY_VK_FLAG_RENDER_PASS 0x00000004 struct wined3d_query_vk { struct wined3d_query q; struct list entry; struct wined3d_query_pool_idx_vk pool_idx; uint8_t flags; uint64_t command_buffer_id; uint32_t control_flags; size_t pending_count; }; static inline struct wined3d_query_vk *wined3d_query_vk(struct wined3d_query *query) { return CONTAINING_RECORD(query, struct wined3d_query_vk, q); } bool wined3d_query_vk_accumulate_data(struct wined3d_query_vk *query_vk, struct wined3d_context_vk *context_vk, const struct wined3d_query_pool_idx_vk *pool_idx) DECLSPEC_HIDDEN; HRESULT wined3d_query_vk_create(struct wined3d_device *device, enum wined3d_query_type type, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_query **query) DECLSPEC_HIDDEN; void wined3d_query_vk_resume(struct wined3d_query_vk *query_vk, struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; void wined3d_query_vk_suspend(struct wined3d_query_vk *query_vk, struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; struct wined3d_gl_view { GLenum target; GLuint name; }; struct wined3d_range { unsigned int offset; unsigned int size; }; struct wined3d_rendertarget_info { struct wined3d_gl_view gl_view; struct wined3d_resource *resource; unsigned int sub_resource_idx; unsigned int layer_count; }; struct wined3d_fb_state { struct wined3d_rendertarget_view *render_targets[WINED3D_MAX_RENDER_TARGETS]; struct wined3d_rendertarget_view *depth_stencil; }; #define MAX_GL_FRAGMENT_SAMPLERS 32 struct wined3d_context { const struct wined3d_d3d_info *d3d_info; const struct wined3d_state_entry *state_table; uint32_t dirty_graphics_states[WINED3D_BITMAP_SIZE(STATE_HIGHEST)]; uint32_t dirty_compute_states[WINED3D_BITMAP_SIZE(STATE_COMPUTE_COUNT)]; struct wined3d_device *device; struct wined3d_swapchain *swapchain; struct { struct wined3d_texture *texture; unsigned int sub_resource_idx; } current_rt; /* Stores some information about the context state for optimization */ DWORD shader_update_mask : 6; /* WINED3D_SHADER_TYPE_COUNT, 6 */ DWORD update_shader_resource_bindings : 1; DWORD update_compute_shader_resource_bindings : 1; DWORD update_unordered_access_view_bindings : 1; DWORD update_compute_unordered_access_view_bindings : 1; DWORD last_swizzle_map : 16; /* MAX_ATTRIBS, 16 */ 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 last_was_diffuse : 1; DWORD last_was_specular : 1; DWORD last_was_normal : 1; DWORD last_was_ffp_blit : 1; DWORD last_was_blit : 1; DWORD last_was_ckey : 1; DWORD last_was_dual_source_blend : 1; DWORD texShaderBumpMap : 8; /* WINED3D_MAX_TEXTURES, 8 */ DWORD lastWasPow2Texture : 8; /* WINED3D_MAX_TEXTURES, 8 */ DWORD fixed_function_usage_map : 8; /* WINED3D_MAX_TEXTURES, 8 */ DWORD lowest_disabled_stage : 4; /* Max WINED3D_MAX_TEXTURES, 8 */ DWORD use_immediate_mode_draw : 1; DWORD uses_uavs : 1; DWORD uses_fbo_attached_resources : 1; DWORD transform_feedback_active : 1; DWORD transform_feedback_paused : 1; DWORD fog_coord : 1; DWORD render_offscreen : 1; DWORD current : 1; DWORD destroyed : 1; DWORD destroy_delayed : 1; DWORD clip_distance_mask : 8; /* WINED3D_MAX_CLIP_DISTANCES, 8 */ DWORD namedArraysLoaded : 1; DWORD padding : 13; DWORD constant_update_mask; DWORD numbered_array_mask; enum fogsource fog_source; UINT instance_count; void *shader_backend_data; void *fragment_pipe_data; struct wined3d_stream_info stream_info; unsigned int viewport_count; unsigned int scissor_rect_count; }; void wined3d_context_cleanup(struct wined3d_context *context) DECLSPEC_HIDDEN; void wined3d_context_init(struct wined3d_context *context, struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; void context_preload_textures(struct wined3d_context *context, const struct wined3d_state *state) DECLSPEC_HIDDEN; void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state) DECLSPEC_HIDDEN; HRESULT wined3d_context_no3d_init(struct wined3d_context *context_no3d, struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; struct wined3d_command_fence_gl { uint64_t id; struct wined3d_fence *fence; }; struct wined3d_context_gl { struct wined3d_context c; const struct wined3d_gl_info *gl_info; DWORD tid; /* Thread ID which owns this context at the moment. */ uint32_t dc_is_private : 1; uint32_t dc_has_format : 1; /* Only meaningful for private DCs. */ uint32_t fog_enabled : 1; uint32_t diffuse_attrib_to_1 : 1; uint32_t rebind_fbo : 1; uint32_t untracked_material_count : 2; /* Max value 2 */ uint32_t needs_set : 1; uint32_t valid : 1; uint32_t padding : 23; uint32_t default_attrib_value_set; GLenum tracking_parm; /* Which source is tracking current colour. */ GLenum untracked_materials[2]; SIZE blit_size; unsigned int active_texture; GLenum *texture_type; /* The WGL context. */ unsigned int level; HGLRC restore_ctx; HDC restore_dc; int restore_pf; HWND restore_pf_win; HGLRC gl_ctx; HDC dc; int pixel_format; HWND window; GLint aux_buffers; /* FBOs. */ unsigned int fbo_entry_count; struct list fbo_list; struct list fbo_destroy_list; struct fbo_entry *current_fbo; GLuint fbo_read_binding; GLuint fbo_draw_binding; struct wined3d_rendertarget_info blit_targets[WINED3D_MAX_RENDER_TARGETS]; uint32_t draw_buffers_mask; /* Enabled draw buffers, 31 max. */ /* Queries. */ struct list occlusion_queries; struct list fences; struct list timestamp_queries; struct list so_statistics_queries; struct list pipeline_statistics_queries; GLuint *free_occlusion_queries; SIZE_T free_occlusion_query_size; unsigned int free_occlusion_query_count; union wined3d_gl_fence_object *free_fences; SIZE_T free_fence_size; unsigned int free_fence_count; GLuint *free_timestamp_queries; SIZE_T free_timestamp_query_size; unsigned int free_timestamp_query_count; union wined3d_gl_so_statistics_query *free_so_statistics_queries; SIZE_T free_so_statistics_query_size; unsigned int free_so_statistics_query_count; union wined3d_gl_pipeline_statistics_query *free_pipeline_statistics_queries; SIZE_T free_pipeline_statistics_query_size; unsigned int free_pipeline_statistics_query_count; GLuint blit_vbo; unsigned int tex_unit_map[WINED3D_MAX_COMBINED_SAMPLERS]; unsigned int rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS]; /* Extension emulation. */ GLint gl_fog_source; GLfloat fog_coord_value; GLfloat colour[4], fog_start, fog_end, fog_colour[4]; GLuint dummy_arbfp_prog; struct { struct wined3d_command_fence_gl *fences; SIZE_T fences_size; SIZE_T fence_count; } submitted; }; static inline struct wined3d_context_gl *wined3d_context_gl(struct wined3d_context *context) { return CONTAINING_RECORD(context, struct wined3d_context_gl, c); } static inline const struct wined3d_context_gl *wined3d_context_gl_const(const struct wined3d_context *context) { return CONTAINING_RECORD(context, struct wined3d_context_gl, c); } struct wined3d_context *wined3d_context_gl_acquire(const struct wined3d_device *device, struct wined3d_texture *texture, unsigned int sub_resource_idx) DECLSPEC_HIDDEN; void wined3d_context_gl_active_texture(struct wined3d_context_gl *context_gl, const struct wined3d_gl_info *gl_info, unsigned int unit) DECLSPEC_HIDDEN; void wined3d_context_gl_alloc_fence(struct wined3d_context_gl *context_gl, struct wined3d_fence *fence) DECLSPEC_HIDDEN; void wined3d_context_gl_alloc_occlusion_query(struct wined3d_context_gl *context_gl, struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN; void wined3d_context_gl_alloc_pipeline_statistics_query(struct wined3d_context_gl *context_gl, struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN; void wined3d_context_gl_alloc_so_statistics_query(struct wined3d_context_gl *context_gl, struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN; void wined3d_context_gl_alloc_timestamp_query(struct wined3d_context_gl *context_gl, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN; void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl, const struct wined3d_device *device) DECLSPEC_HIDDEN; BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl, const struct wined3d_state *state, unsigned int rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN; void wined3d_context_gl_apply_fbo_state_blit(struct wined3d_context_gl *context_gl, GLenum target, struct wined3d_resource *rt, unsigned int rt_sub_resource_idx, struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location) DECLSPEC_HIDDEN; void wined3d_context_gl_apply_ffp_blit_state(struct wined3d_context_gl *context_gl, const struct wined3d_device *device) DECLSPEC_HIDDEN; void wined3d_context_gl_bind_bo(struct wined3d_context_gl *context_gl, GLenum binding, GLuint name) DECLSPEC_HIDDEN; void wined3d_context_gl_bind_dummy_textures(const struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN; void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl, GLenum target, GLuint name) DECLSPEC_HIDDEN; void wined3d_context_gl_check_fbo_status(const struct wined3d_context_gl *context_gl, GLenum target) DECLSPEC_HIDDEN; void wined3d_context_gl_copy_bo_address(struct wined3d_context_gl *context_gl, const struct wined3d_bo_address *dst, const struct wined3d_bo_address *src, size_t size) DECLSPEC_HIDDEN; bool wined3d_context_gl_create_bo(struct wined3d_context_gl *context_gl, GLsizeiptr size, GLenum binding, GLenum usage, bool coherent, GLbitfield flags, struct wined3d_bo_gl *bo) DECLSPEC_HIDDEN; void wined3d_context_gl_destroy(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN; void wined3d_context_gl_destroy_bo(struct wined3d_context_gl *context_gl, struct wined3d_bo_gl *bo) DECLSPEC_HIDDEN; void wined3d_context_gl_draw_shaded_quad(struct wined3d_context_gl *context_gl, struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN; void wined3d_context_gl_draw_textured_quad(struct wined3d_context_gl *context_gl, struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN; void wined3d_context_gl_enable_clip_distances(struct wined3d_context_gl *context_gl, uint32_t mask) DECLSPEC_HIDDEN; void wined3d_context_gl_end_transform_feedback(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN; void wined3d_context_gl_flush_bo_address(struct wined3d_context_gl *context_gl, const struct wined3d_const_bo_address *data, size_t size) DECLSPEC_HIDDEN; void wined3d_context_gl_free_fence(struct wined3d_fence *fence) DECLSPEC_HIDDEN; void wined3d_context_gl_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN; void wined3d_context_gl_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN; void wined3d_context_gl_free_so_statistics_query(struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN; void wined3d_context_gl_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN; struct wined3d_context_gl *wined3d_context_gl_get_current(void) DECLSPEC_HIDDEN; GLenum wined3d_context_gl_get_offscreen_gl_buffer(const struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN; const unsigned int *wined3d_context_gl_get_tex_unit_mapping(const struct wined3d_context_gl *context_gl, const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN; HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl, struct wined3d_swapchain_gl *swapchain_gl) DECLSPEC_HIDDEN; void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl *context_gl, const struct wined3d_stream_info *si, GLuint *current_bo, const struct wined3d_state *state) DECLSPEC_HIDDEN; void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl *context_gl, const struct wined3d_bo_address *data, size_t size, uint32_t flags) DECLSPEC_HIDDEN; struct wined3d_context_gl *wined3d_context_gl_reacquire(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN; void wined3d_context_gl_release(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN; BOOL wined3d_context_gl_set_current(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN; void wined3d_context_gl_set_draw_buffer(struct wined3d_context_gl *context_gl, GLenum buffer) DECLSPEC_HIDDEN; void wined3d_context_gl_submit_command_fence(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN; void wined3d_context_gl_texture_update(struct wined3d_context_gl *context_gl, const struct wined3d_texture_gl *texture_gl) DECLSPEC_HIDDEN; void wined3d_context_gl_unload_tex_coords(const struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN; void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl *context_gl, const struct wined3d_bo_address *data, unsigned int range_count, const struct wined3d_range *ranges) DECLSPEC_HIDDEN; void wined3d_context_gl_update_stream_sources(struct wined3d_context_gl *context_gl, const struct wined3d_state *state) DECLSPEC_HIDDEN; void wined3d_context_gl_wait_command_fence(struct wined3d_context_gl *context_gl, uint64_t id) DECLSPEC_HIDDEN; struct wined3d_command_buffer_vk { uint64_t id; VkCommandBuffer vk_command_buffer; VkFence vk_fence; }; enum wined3d_retired_object_type_vk { WINED3D_RETIRED_FREE_VK, WINED3D_RETIRED_FRAMEBUFFER_VK, WINED3D_RETIRED_DESCRIPTOR_POOL_VK, WINED3D_RETIRED_MEMORY_VK, WINED3D_RETIRED_ALLOCATOR_BLOCK_VK, WINED3D_RETIRED_BO_SLAB_SLICE_VK, WINED3D_RETIRED_BUFFER_VK, WINED3D_RETIRED_IMAGE_VK, WINED3D_RETIRED_BUFFER_VIEW_VK, WINED3D_RETIRED_IMAGE_VIEW_VK, WINED3D_RETIRED_SAMPLER_VK, }; struct wined3d_retired_object_vk { enum wined3d_retired_object_type_vk type; union { struct wined3d_retired_object_vk *next; VkFramebuffer vk_framebuffer; VkDescriptorPool vk_descriptor_pool; VkDeviceMemory vk_memory; struct wined3d_allocator_block *block; struct { struct wined3d_bo_slab_vk *slab; size_t idx; } slice; VkBuffer vk_buffer; VkImage vk_image; VkBufferView vk_buffer_view; VkImageView vk_image_view; VkSampler vk_sampler; } u; uint64_t command_buffer_id; }; struct wined3d_retired_objects_vk { struct wined3d_retired_object_vk *objects; struct wined3d_retired_object_vk *free; SIZE_T size; SIZE_T count; }; struct wined3d_render_pass_attachment_vk { VkFormat vk_format; VkSampleCountFlagBits vk_samples; VkImageLayout vk_layout; }; struct wined3d_render_pass_key_vk { struct wined3d_render_pass_attachment_vk rt[WINED3D_MAX_RENDER_TARGETS]; struct wined3d_render_pass_attachment_vk ds; uint32_t rt_mask; uint32_t clear_flags; }; struct wined3d_render_pass_vk { struct wine_rb_entry entry; struct wined3d_render_pass_key_vk key; VkRenderPass vk_render_pass; }; struct wined3d_pipeline_layout_key_vk { VkDescriptorSetLayoutBinding *bindings; SIZE_T binding_count; }; struct wined3d_pipeline_layout_vk { struct wine_rb_entry entry; struct wined3d_pipeline_layout_key_vk key; VkPipelineLayout vk_pipeline_layout; VkDescriptorSetLayout vk_set_layout; }; struct wined3d_graphics_pipeline_key_vk { VkPipelineShaderStageCreateInfo stages[WINED3D_SHADER_TYPE_GRAPHICS_COUNT]; VkVertexInputBindingDivisorDescriptionEXT divisors[MAX_ATTRIBS]; VkVertexInputAttributeDescription attributes[MAX_ATTRIBS]; VkVertexInputBindingDescription bindings[MAX_ATTRIBS]; VkViewport viewport; VkRect2D scissor; VkSampleMask sample_mask; VkPipelineColorBlendAttachmentState blend_attachments[WINED3D_MAX_RENDER_TARGETS]; VkPipelineVertexInputDivisorStateCreateInfoEXT divisor_desc; VkPipelineVertexInputStateCreateInfo input_desc; VkPipelineInputAssemblyStateCreateInfo ia_desc; VkPipelineTessellationStateCreateInfo ts_desc; VkPipelineViewportStateCreateInfo vp_desc; VkPipelineRasterizationStateCreateInfo rs_desc; VkPipelineMultisampleStateCreateInfo ms_desc; VkPipelineDepthStencilStateCreateInfo ds_desc; VkPipelineColorBlendStateCreateInfo blend_desc; VkPipelineDynamicStateCreateInfo dynamic_desc; VkGraphicsPipelineCreateInfo pipeline_desc; }; struct wined3d_graphics_pipeline_vk { struct wine_rb_entry entry; struct wined3d_graphics_pipeline_key_vk key; VkPipeline vk_pipeline; }; enum wined3d_shader_descriptor_type { WINED3D_SHADER_DESCRIPTOR_TYPE_CBV, WINED3D_SHADER_DESCRIPTOR_TYPE_SRV, WINED3D_SHADER_DESCRIPTOR_TYPE_UAV, WINED3D_SHADER_DESCRIPTOR_TYPE_UAV_COUNTER, WINED3D_SHADER_DESCRIPTOR_TYPE_SAMPLER, }; struct wined3d_shader_resource_binding { enum wined3d_shader_type shader_type; enum wined3d_shader_descriptor_type shader_descriptor_type; size_t resource_idx; enum wined3d_shader_resource_type resource_type; enum wined3d_data_type resource_data_type; size_t binding_idx; }; struct wined3d_shader_resource_bindings { struct wined3d_shader_resource_binding *bindings; SIZE_T size, count; }; struct wined3d_shader_descriptor_writes_vk { VkWriteDescriptorSet *writes; SIZE_T size, count; }; struct wined3d_pending_query_vk { struct wined3d_query_vk *query_vk; struct wined3d_query_pool_idx_vk pool_idx; }; struct wined3d_pending_queries_vk { struct wined3d_pending_query_vk *queries; SIZE_T free_idx; SIZE_T size; SIZE_T count; }; struct wined3d_context_vk { struct wined3d_context c; const struct wined3d_vk_info *vk_info; uint32_t update_compute_pipeline : 1; uint32_t update_stream_output : 1; uint32_t padding : 30; struct { VkShaderModule vk_modules[WINED3D_SHADER_TYPE_GRAPHICS_COUNT]; struct wined3d_graphics_pipeline_key_vk pipeline_key_vk; VkPipeline vk_pipeline; VkPipelineLayout vk_pipeline_layout; VkDescriptorSetLayout vk_set_layout; struct wined3d_shader_resource_bindings bindings; } graphics; struct { VkPipeline vk_pipeline; VkPipelineLayout vk_pipeline_layout; VkDescriptorSetLayout vk_set_layout; struct wined3d_shader_resource_bindings bindings; } compute; VkCommandPool vk_command_pool; struct wined3d_command_buffer_vk current_command_buffer; uint64_t completed_command_buffer_id; VkDeviceSize retired_bo_size; struct { struct wined3d_command_buffer_vk *buffers; SIZE_T buffers_size; SIZE_T buffer_count; } submitted; struct wined3d_shader_descriptor_writes_vk descriptor_writes; VkFramebuffer vk_framebuffer; VkRenderPass vk_render_pass; VkDescriptorPool vk_descriptor_pool; VkSampleCountFlagBits sample_count; unsigned int rt_count; VkBuffer vk_so_counters[WINED3D_MAX_STREAM_OUTPUT_BUFFERS]; VkDeviceSize vk_so_offsets[WINED3D_MAX_STREAM_OUTPUT_BUFFERS]; struct wined3d_bo_vk vk_so_counter_bo; struct list render_pass_queries; struct list active_queries; struct wined3d_pending_queries_vk pending_queries; struct list completed_query_pools; struct list free_occlusion_query_pools; struct list free_timestamp_query_pools; struct list free_pipeline_statistics_query_pools; struct list free_stream_output_statistics_query_pools; struct wined3d_retired_objects_vk retired; struct wine_rb_tree render_passes; struct wine_rb_tree pipeline_layouts; struct wine_rb_tree graphics_pipelines; struct wine_rb_tree bo_slab_available; }; static inline struct wined3d_context_vk *wined3d_context_vk(struct wined3d_context *context) { return CONTAINING_RECORD(context, struct wined3d_context_vk, c); } void wined3d_context_vk_accumulate_pending_queries(struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; void wined3d_context_vk_add_pending_query(struct wined3d_context_vk *context_vk, struct wined3d_query_vk *query_vk) DECLSPEC_HIDDEN; bool wined3d_context_vk_allocate_query(struct wined3d_context_vk *context_vk, enum wined3d_query_type type, struct wined3d_query_pool_idx_vk *pool_idx) DECLSPEC_HIDDEN; VkDeviceMemory wined3d_context_vk_allocate_vram_chunk_memory(struct wined3d_context_vk *context_vk, unsigned int pool, size_t size) DECLSPEC_HIDDEN; VkCommandBuffer wined3d_context_vk_apply_compute_state(struct wined3d_context_vk *context_vk, const struct wined3d_state *state, struct wined3d_buffer_vk *indirect_vk) DECLSPEC_HIDDEN; VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *context_vk, const struct wined3d_state *state, struct wined3d_buffer_vk *indirect_vk, bool indexed) DECLSPEC_HIDDEN; void wined3d_context_vk_cleanup(struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; BOOL wined3d_context_vk_create_bo(struct wined3d_context_vk *context_vk, VkDeviceSize size, VkBufferUsageFlags usage, VkMemoryPropertyFlags memory_type, struct wined3d_bo_vk *bo) DECLSPEC_HIDDEN; BOOL wined3d_context_vk_create_image(struct wined3d_context_vk *context_vk, VkImageType vk_image_type, VkImageUsageFlags usage, VkFormat vk_format, unsigned int width, unsigned int height, unsigned int depth, unsigned int sample_count, unsigned int mip_levels, unsigned int layer_count, unsigned int flags, struct wined3d_image_vk *image) DECLSPEC_HIDDEN; void wined3d_context_vk_destroy_allocator_block(struct wined3d_context_vk *context_vk, struct wined3d_allocator_block *block, uint64_t command_buffer_id) DECLSPEC_HIDDEN; void wined3d_context_vk_destroy_bo(struct wined3d_context_vk *context_vk, const struct wined3d_bo_vk *bo) DECLSPEC_HIDDEN; void wined3d_context_vk_destroy_image(struct wined3d_context_vk *context_vk, struct wined3d_image_vk *image_vk) DECLSPEC_HIDDEN; void wined3d_context_vk_destroy_vk_buffer_view(struct wined3d_context_vk *context_vk, VkBufferView vk_view, uint64_t command_buffer_id) DECLSPEC_HIDDEN; void wined3d_context_vk_destroy_vk_framebuffer(struct wined3d_context_vk *context_vk, VkFramebuffer vk_framebuffer, uint64_t command_buffer_id) DECLSPEC_HIDDEN; void wined3d_context_vk_destroy_vk_image(struct wined3d_context_vk *context_vk, VkImage vk_image, uint64_t command_buffer_id) DECLSPEC_HIDDEN; void wined3d_context_vk_destroy_vk_image_view(struct wined3d_context_vk *context_vk, VkImageView vk_view, uint64_t command_buffer_id) DECLSPEC_HIDDEN; void wined3d_context_vk_destroy_vk_memory(struct wined3d_context_vk *context_vk, VkDeviceMemory vk_memory, uint64_t command_buffer_id) DECLSPEC_HIDDEN; void wined3d_context_vk_destroy_vk_sampler(struct wined3d_context_vk *context_vk, VkSampler vk_sampler, uint64_t command_buffer_id) DECLSPEC_HIDDEN; void wined3d_context_vk_end_current_render_pass(struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; VkCommandBuffer wined3d_context_vk_get_command_buffer(struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; struct wined3d_pipeline_layout_vk *wined3d_context_vk_get_pipeline_layout(struct wined3d_context_vk *context_vk, VkDescriptorSetLayoutBinding *bindings, SIZE_T binding_count) DECLSPEC_HIDDEN; VkRenderPass wined3d_context_vk_get_render_pass(struct wined3d_context_vk *context_vk, const struct wined3d_fb_state *fb, unsigned int rt_count, bool depth_stencil, uint32_t clear_flags) DECLSPEC_HIDDEN; void wined3d_context_vk_image_barrier(struct wined3d_context_vk *context_vk, VkCommandBuffer vk_command_buffer, VkPipelineStageFlags src_stage_mask, VkPipelineStageFlags dst_stage_mask, VkAccessFlags src_access_mask, VkAccessFlags dst_access_mask, VkImageLayout old_layout, VkImageLayout new_layout, VkImage image, const VkImageSubresourceRange *range) DECLSPEC_HIDDEN; HRESULT wined3d_context_vk_init(struct wined3d_context_vk *context_vk, struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; void wined3d_context_vk_poll_command_buffers(struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; void wined3d_context_vk_remove_pending_queries(struct wined3d_context_vk *context_vk, struct wined3d_query_vk *query_vk) DECLSPEC_HIDDEN; void wined3d_context_vk_submit_command_buffer(struct wined3d_context_vk *context_vk, unsigned int wait_semaphore_count, const VkSemaphore *wait_semaphores, const VkPipelineStageFlags *wait_stages, unsigned int signal_semaphore_count, const VkSemaphore *signal_semaphores) DECLSPEC_HIDDEN; void wined3d_context_vk_wait_command_buffer(struct wined3d_context_vk *context_vk, uint64_t id) DECLSPEC_HIDDEN; VkResult wined3d_context_vk_create_vk_descriptor_set(struct wined3d_context_vk *context_vk, VkDescriptorSetLayout vk_set_layout, VkDescriptorSet *vk_descriptor_set) DECLSPEC_HIDDEN; typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id); struct wined3d_state_entry { unsigned int representative; APPLYSTATEFUNC apply; }; struct wined3d_state_entry_template { DWORD state; struct wined3d_state_entry content; unsigned int extension; }; #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004 struct fragment_caps { DWORD wined3d_caps; DWORD PrimitiveMiscCaps; DWORD TextureOpCaps; DWORD MaxTextureBlendStages; DWORD MaxSimultaneousTextures; }; #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002 struct wined3d_fragment_pipe_ops { void (*fp_enable)(const struct wined3d_context *context, BOOL enable); void (*get_caps)(const struct wined3d_adapter *adapter, struct fragment_caps *caps); DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info); void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv); void (*free_private)(struct wined3d_device *device, struct wined3d_context *context); BOOL (*allocate_context_data)(struct wined3d_context *context); void (*free_context_data)(struct wined3d_context *context); BOOL (*color_fixup_supported)(struct color_fixup_desc fixup); const struct wined3d_state_entry_template *states; }; struct wined3d_vertex_caps { BOOL xyzrhw; BOOL emulated_flatshading; BOOL ffp_generic_attributes; DWORD max_active_lights; DWORD max_vertex_blend_matrices; DWORD max_vertex_blend_matrix_index; DWORD vertex_processing_caps; DWORD fvf_caps; DWORD max_user_clip_planes; DWORD raster_caps; }; struct wined3d_vertex_pipe_ops { void (*vp_enable)(const struct wined3d_context *context, BOOL enable); void (*vp_get_caps)(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps); DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info); void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv); void (*vp_free)(struct wined3d_device *device, struct wined3d_context *context); const struct wined3d_state_entry_template *vp_states; }; extern const struct wined3d_state_entry_template misc_state_template_gl[] DECLSPEC_HIDDEN; extern const struct wined3d_fragment_pipe_ops none_fragment_pipe DECLSPEC_HIDDEN; extern const struct wined3d_fragment_pipe_ops ffp_fragment_pipeline DECLSPEC_HIDDEN; extern const struct wined3d_fragment_pipe_ops atifs_fragment_pipeline DECLSPEC_HIDDEN; extern const struct wined3d_fragment_pipe_ops arbfp_fragment_pipeline DECLSPEC_HIDDEN; extern const struct wined3d_fragment_pipe_ops nvts_fragment_pipeline DECLSPEC_HIDDEN; extern const struct wined3d_fragment_pipe_ops nvrc_fragment_pipeline DECLSPEC_HIDDEN; extern const struct wined3d_fragment_pipe_ops glsl_fragment_pipe DECLSPEC_HIDDEN; const struct wined3d_fragment_pipe_ops *wined3d_spirv_fragment_pipe_init_vk(void) 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; const struct wined3d_vertex_pipe_ops *wined3d_spirv_vertex_pipe_init_vk(void) DECLSPEC_HIDDEN; /* "Base" state table */ HRESULT compile_state_table(struct wined3d_state_entry *state_table, APPLYSTATEFUNC **dev_multistate_funcs, const struct wined3d_d3d_info *d3d_info, const BOOL *supported_extensions, const struct wined3d_vertex_pipe_ops *vertex, const struct wined3d_fragment_pipe_ops *fragment, const struct wined3d_state_entry_template *misc) DECLSPEC_HIDDEN; enum wined3d_blit_op { WINED3D_BLIT_OP_COLOR_BLIT, WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST, WINED3D_BLIT_OP_COLOR_BLIT_CKEY, WINED3D_BLIT_OP_DEPTH_BLIT, WINED3D_BLIT_OP_RAW_BLIT, }; struct wined3d_blitter { const struct wined3d_blitter_ops *ops; struct wined3d_blitter *next; }; struct wined3d_blitter_ops { void (*blitter_destroy)(struct wined3d_blitter *blitter, struct wined3d_context *context); void (*blitter_clear)(struct wined3d_blitter *blitter, struct wined3d_device *device, unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil); DWORD (*blitter_blit)(struct wined3d_blitter *blitter, enum wined3d_blit_op op, struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, DWORD dst_location, const RECT *dst_rect, const struct wined3d_color_key *colour_key, enum wined3d_texture_filter_type filter, const struct wined3d_format *resolve_format); }; void wined3d_arbfp_blitter_create(struct wined3d_blitter **next, const struct wined3d_device *device) DECLSPEC_HIDDEN; struct wined3d_blitter *wined3d_cpu_blitter_create(void) DECLSPEC_HIDDEN; void wined3d_fbo_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; void wined3d_ffp_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; struct wined3d_blitter *wined3d_glsl_blitter_create(struct wined3d_blitter **next, const struct wined3d_device *device) DECLSPEC_HIDDEN; void wined3d_raw_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; void wined3d_vk_blitter_create(struct wined3d_blitter **next) DECLSPEC_HIDDEN; BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN; HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN; DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN; void context_gl_resource_released(struct wined3d_device *device, GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN; void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN; void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN; void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN; void context_restore(struct wined3d_context *context, struct wined3d_texture *texture, unsigned int sub_resource_idx) 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; /***************************************************************************** * Internal representation of a light */ struct wined3d_light_info { struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */ DWORD OriginalIndex; LONG glIndex; BOOL enabled; /* Converted parms to speed up swapping lights */ struct wined3d_vec4 position; struct wined3d_vec4 direction; float exponent; float cutoff; struct list entry; }; /* The default light parameters */ extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN; struct wined3d_pixel_format { int iPixelFormat; /* WGL pixel format */ int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */ int redSize, greenSize, blueSize, alphaSize, colorSize; int depthSize, stencilSize; BOOL windowDrawable; BOOL doubleBuffer; int auxBuffers; int numSamples; int swap_method; }; enum wined3d_pci_vendor { HW_VENDOR_SOFTWARE = 0x0000, HW_VENDOR_AMD = 0x1002, HW_VENDOR_NVIDIA = 0x10de, HW_VENDOR_VMWARE = 0x15ad, HW_VENDOR_REDHAT = 0x1af4, HW_VENDOR_INTEL = 0x8086, }; enum wined3d_pci_device { CARD_WINE = 0x0000, CARD_AMD_RAGE_128PRO = 0x5246, CARD_AMD_RADEON_7200 = 0x5144, CARD_AMD_RADEON_8500 = 0x514c, CARD_AMD_RADEON_9500 = 0x4144, CARD_AMD_RADEON_XPRESS_200M = 0x5955, CARD_AMD_RADEON_X700 = 0x5e4c, CARD_AMD_RADEON_X1600 = 0x71c2, CARD_AMD_RADEON_HD2350 = 0x94c7, CARD_AMD_RADEON_HD2600 = 0x9581, CARD_AMD_RADEON_HD2900 = 0x9400, CARD_AMD_RADEON_HD3200 = 0x9620, CARD_AMD_RADEON_HD3850 = 0x9515, CARD_AMD_RADEON_HD4200M = 0x9712, CARD_AMD_RADEON_HD4350 = 0x954f, CARD_AMD_RADEON_HD4600 = 0x9495, CARD_AMD_RADEON_HD4700 = 0x944e, CARD_AMD_RADEON_HD4800 = 0x944c, CARD_AMD_RADEON_HD5400 = 0x68f9, CARD_AMD_RADEON_HD5600 = 0x68d8, CARD_AMD_RADEON_HD5700 = 0x68be, CARD_AMD_RADEON_HD5800 = 0x6898, CARD_AMD_RADEON_HD5900 = 0x689c, CARD_AMD_RADEON_HD6300 = 0x9803, CARD_AMD_RADEON_HD6400 = 0x6770, CARD_AMD_RADEON_HD6490M = 0x6760, CARD_AMD_RADEON_HD6410D = 0x9644, CARD_AMD_RADEON_HD6480G = 0x9648, CARD_AMD_RADEON_HD6550D = 0x9640, CARD_AMD_RADEON_HD6600 = 0x6758, CARD_AMD_RADEON_HD6600M = 0x6741, CARD_AMD_RADEON_HD6700 = 0x68ba, CARD_AMD_RADEON_HD6800 = 0x6739, CARD_AMD_RADEON_HD6900 = 0x6719, CARD_AMD_RADEON_HD7660D = 0x9901, CARD_AMD_RADEON_HD7700 = 0x683d, CARD_AMD_RADEON_HD7800 = 0x6819, CARD_AMD_RADEON_HD7870 = 0x6818, CARD_AMD_RADEON_HD7900 = 0x679a, CARD_AMD_RADEON_HD8600M = 0x6660, CARD_AMD_RADEON_HD8670 = 0x6610, CARD_AMD_RADEON_HD8770 = 0x665c, CARD_AMD_RADEON_R3 = 0x9830, CARD_AMD_RADEON_R7 = 0x130f, CARD_AMD_RADEON_R9_285 = 0x6939, CARD_AMD_RADEON_R9_290 = 0x67b1, CARD_AMD_RADEON_R9_290X = 0x67b0, CARD_AMD_RADEON_R9_FURY = 0x7300, CARD_AMD_RADEON_R9_M370X = 0x6821, CARD_AMD_RADEON_R9_M380 = 0x6647, CARD_AMD_RADEON_R9_M395X = 0x6920, CARD_AMD_RADEON_RX_460 = 0x67ef, CARD_AMD_RADEON_RX_480 = 0x67df, CARD_AMD_RADEON_RX_VEGA_10 = 0x687f, CARD_AMD_RADEON_RX_VEGA_12 = 0x69af, CARD_AMD_RADEON_RAVEN = 0x15dd, CARD_AMD_RADEON_RX_VEGA_20 = 0x66af, CARD_AMD_RADEON_RX_NAVI_10 = 0x731f, CARD_AMD_RADEON_RX_NAVI_14 = 0x7340, CARD_AMD_RADEON_RX_NAVI_21 = 0x73bf, CARD_AMD_VANGOGH = 0x163f, CARD_NVIDIA_RIVA_128 = 0x0018, CARD_NVIDIA_RIVA_TNT = 0x0020, CARD_NVIDIA_RIVA_TNT2 = 0x0028, CARD_NVIDIA_GEFORCE = 0x0100, CARD_NVIDIA_GEFORCE2_MX = 0x0110, CARD_NVIDIA_GEFORCE2 = 0x0150, CARD_NVIDIA_GEFORCE3 = 0x0200, CARD_NVIDIA_GEFORCE4_MX = 0x0170, CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253, CARD_NVIDIA_GEFORCEFX_5200 = 0x0320, CARD_NVIDIA_GEFORCEFX_5600 = 0x0312, CARD_NVIDIA_GEFORCEFX_5800 = 0x0302, CARD_NVIDIA_GEFORCE_6200 = 0x014f, CARD_NVIDIA_GEFORCE_6600GT = 0x0140, CARD_NVIDIA_GEFORCE_6800 = 0x0041, CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */ CARD_NVIDIA_GEFORCE_7400 = 0x01d8, CARD_NVIDIA_GEFORCE_7600 = 0x0391, CARD_NVIDIA_GEFORCE_7800GT = 0x0092, CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */ CARD_NVIDIA_GEFORCE_8300GS = 0x0423, CARD_NVIDIA_GEFORCE_8400GS = 0x0404, CARD_NVIDIA_GEFORCE_8500GT = 0x0421, CARD_NVIDIA_GEFORCE_8600GT = 0x0402, CARD_NVIDIA_GEFORCE_8600MGT = 0x0407, CARD_NVIDIA_GEFORCE_8800GTS = 0x0193, CARD_NVIDIA_GEFORCE_8800GTX = 0x0191, CARD_NVIDIA_GEFORCE_9200 = 0x086d, CARD_NVIDIA_GEFORCE_9300 = 0x086c, CARD_NVIDIA_GEFORCE_9400M = 0x0863, CARD_NVIDIA_GEFORCE_9400GT = 0x042c, CARD_NVIDIA_GEFORCE_9500GT = 0x0640, CARD_NVIDIA_GEFORCE_9600GT = 0x0622, CARD_NVIDIA_GEFORCE_9700MGT = 0x064a, CARD_NVIDIA_GEFORCE_9800GT = 0x0614, CARD_NVIDIA_GEFORCE_210 = 0x0a23, CARD_NVIDIA_GEFORCE_GT220 = 0x0a20, CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3, CARD_NVIDIA_GEFORCE_GTS250 = 0x0615, CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2, CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6, CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1, CARD_NVIDIA_GEFORCE_315M = 0x0a7a, CARD_NVIDIA_GEFORCE_320M = 0x08a3, CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d, CARD_NVIDIA_GEFORCE_GT325M = 0x0a35, CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0, CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0, CARD_NVIDIA_GEFORCE_410M = 0x1055, CARD_NVIDIA_GEFORCE_GT420 = 0x0de2, CARD_NVIDIA_GEFORCE_GT425M = 0x0df0, CARD_NVIDIA_GEFORCE_GT430 = 0x0de1, CARD_NVIDIA_GEFORCE_GT440 = 0x0de0, CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4, CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22, CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1, CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4, CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd, CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0, CARD_NVIDIA_GEFORCE_GT520 = 0x1040, CARD_NVIDIA_GEFORCE_GT525M = 0x0dec, CARD_NVIDIA_GEFORCE_GT540M = 0x0df4, CARD_NVIDIA_GEFORCE_GTX550 = 0x1244, CARD_NVIDIA_GEFORCE_GT555M = 0x04b8, CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200, CARD_NVIDIA_GEFORCE_GTX560M = 0x1251, CARD_NVIDIA_GEFORCE_GTX560 = 0x1201, CARD_NVIDIA_GEFORCE_GTX570 = 0x1081, CARD_NVIDIA_GEFORCE_GTX580 = 0x1080, CARD_NVIDIA_GEFORCE_GT610 = 0x104a, CARD_NVIDIA_GEFORCE_GT630 = 0x0f00, CARD_NVIDIA_GEFORCE_GT630M = 0x0de9, CARD_NVIDIA_GEFORCE_GT640 = 0x0fc1, CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2, CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1, CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6, CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6, CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0, CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4, CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183, CARD_NVIDIA_GEFORCE_GTX670 = 0x1189, CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1, CARD_NVIDIA_GEFORCE_GTX675MX_1 = 0x11a7, CARD_NVIDIA_GEFORCE_GTX675MX_2 = 0x11a2, CARD_NVIDIA_GEFORCE_GTX680 = 0x1180, CARD_NVIDIA_GEFORCE_GTX690 = 0x1188, CARD_NVIDIA_GEFORCE_GT720 = 0x128b, CARD_NVIDIA_GEFORCE_GT730 = 0x1287, CARD_NVIDIA_GEFORCE_GT730M = 0x0fe1, CARD_NVIDIA_GEFORCE_GT740M = 0x1292, CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9, CARD_NVIDIA_GEFORCE_GT755M = 0x0fcd, CARD_NVIDIA_GEFORCE_GTX750 = 0x1381, CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380, CARD_NVIDIA_GEFORCE_GTX760 = 0x1187, CARD_NVIDIA_GEFORCE_GTX760TI = 0x1193, CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2, CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0, CARD_NVIDIA_GEFORCE_GTX770 = 0x1184, CARD_NVIDIA_GEFORCE_GTX775M = 0x119d, CARD_NVIDIA_GEFORCE_GTX780 = 0x1004, CARD_NVIDIA_GEFORCE_GTX780M = 0x119e, CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a, CARD_NVIDIA_GEFORCE_GTXTITAN = 0x1005, CARD_NVIDIA_GEFORCE_GTXTITANB = 0x100c, CARD_NVIDIA_GEFORCE_GTXTITANX = 0x17c2, CARD_NVIDIA_GEFORCE_GTXTITANZ = 0x1001, CARD_NVIDIA_GEFORCE_820M = 0x0fed, CARD_NVIDIA_GEFORCE_830M = 0x1340, CARD_NVIDIA_GEFORCE_840M = 0x1341, CARD_NVIDIA_GEFORCE_845M = 0x1344, CARD_NVIDIA_GEFORCE_GTX850M = 0x1391, CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */ CARD_NVIDIA_GEFORCE_GTX870M = 0x1199, CARD_NVIDIA_GEFORCE_GTX880M = 0x1198, CARD_NVIDIA_GEFORCE_940M = 0x1347, CARD_NVIDIA_GEFORCE_GTX950 = 0x1402, CARD_NVIDIA_GEFORCE_GTX950M = 0x139a, CARD_NVIDIA_GEFORCE_GTX960 = 0x1401, CARD_NVIDIA_GEFORCE_GTX960M = 0x139b, CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2, CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8, CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0, CARD_NVIDIA_GEFORCE_GTX980TI = 0x17c8, CARD_NVIDIA_GEFORCE_GT1030 = 0x1d01, CARD_NVIDIA_GEFORCE_GTX1050 = 0x1c81, CARD_NVIDIA_GEFORCE_GTX1050TI = 0x1c82, CARD_NVIDIA_GEFORCE_GTX1060_3GB = 0x1c02, CARD_NVIDIA_GEFORCE_GTX1060 = 0x1c03, CARD_NVIDIA_GEFORCE_GTX1060M = 0x1c20, CARD_NVIDIA_GEFORCE_GTX1070 = 0x1b81, CARD_NVIDIA_GEFORCE_GTX1080 = 0x1b80, CARD_NVIDIA_GEFORCE_GTX1080M = 0x1be0, CARD_NVIDIA_GEFORCE_GTX1080TI = 0x1b06, CARD_NVIDIA_TITANX_PASCAL = 0x1b00, CARD_NVIDIA_TITANV = 0x1d81, CARD_NVIDIA_GEFORCE_GTX1650SUPER= 0x2187, CARD_NVIDIA_GEFORCE_GTX1660SUPER= 0x21c4, CARD_NVIDIA_GEFORCE_GTX1660TI = 0x2182, CARD_NVIDIA_GEFORCE_RTX2060 = 0x1f08, CARD_NVIDIA_GEFORCE_RTX2070 = 0x1f07, CARD_NVIDIA_GEFORCE_RTX2080 = 0x1e87, CARD_NVIDIA_GEFORCE_RTX2080TI = 0x1e07, CARD_REDHAT_VIRGL = 0x1010, CARD_VMWARE_SVGA3D = 0x0405, CARD_INTEL_830M = 0x3577, CARD_INTEL_855GM = 0x3582, CARD_INTEL_845G = 0x2562, CARD_INTEL_865G = 0x2572, CARD_INTEL_915G = 0x2582, CARD_INTEL_E7221G = 0x258a, CARD_INTEL_915GM = 0x2592, CARD_INTEL_945G = 0x2772, CARD_INTEL_945GM = 0x27a2, CARD_INTEL_945GME = 0x27ae, CARD_INTEL_Q35 = 0x29b2, CARD_INTEL_G33 = 0x29c2, CARD_INTEL_Q33 = 0x29d2, CARD_INTEL_PNVG = 0xa001, CARD_INTEL_PNVM = 0xa011, CARD_INTEL_965Q = 0x2992, CARD_INTEL_965G = 0x2982, CARD_INTEL_946GZ = 0x2972, CARD_INTEL_965GM = 0x2a02, CARD_INTEL_965GME = 0x2a12, CARD_INTEL_GM45 = 0x2a42, CARD_INTEL_IGD = 0x2e02, CARD_INTEL_Q45 = 0x2e12, CARD_INTEL_G45 = 0x2e22, CARD_INTEL_G41 = 0x2e32, CARD_INTEL_B43 = 0x2e92, CARD_INTEL_ILKD = 0x0042, CARD_INTEL_ILKM = 0x0046, CARD_INTEL_SNBD = 0x0122, CARD_INTEL_SNBM = 0x0126, CARD_INTEL_SNBS = 0x010a, CARD_INTEL_IVBD = 0x0162, CARD_INTEL_IVBM = 0x0166, CARD_INTEL_IVBS = 0x015a, CARD_INTEL_HWD = 0x0412, CARD_INTEL_HWM = 0x0416, CARD_INTEL_HD5000_1 = 0x0a26, CARD_INTEL_HD5000_2 = 0x0422, CARD_INTEL_I5100_1 = 0x0a22, CARD_INTEL_I5100_2 = 0x0a2a, CARD_INTEL_I5100_3 = 0x0a2b, CARD_INTEL_I5100_4 = 0x0a2e, CARD_INTEL_IP5200_1 = 0x0d22, CARD_INTEL_IP5200_2 = 0x0d26, CARD_INTEL_IP5200_3 = 0x0d2a, CARD_INTEL_IP5200_4 = 0x0d2b, CARD_INTEL_IP5200_5 = 0x0d2e, CARD_INTEL_IP5200_6 = 0x0c22, CARD_INTEL_HD5300 = 0x161e, CARD_INTEL_HD5500 = 0x1616, CARD_INTEL_HD5600 = 0x1612, CARD_INTEL_HD6000 = 0x1626, CARD_INTEL_I6100 = 0x162b, CARD_INTEL_IP6200 = 0x1622, CARD_INTEL_IPP6300 = 0x162a, CARD_INTEL_HD510_1 = 0x1902, CARD_INTEL_HD510_2 = 0x1906, CARD_INTEL_HD510_3 = 0x190b, CARD_INTEL_HD515 = 0x191e, CARD_INTEL_HD520_1 = 0x1916, CARD_INTEL_HD520_2 = 0x1921, CARD_INTEL_HD530_1 = 0x1912, CARD_INTEL_HD530_2 = 0x191b, CARD_INTEL_HDP530 = 0x191d, CARD_INTEL_I540 = 0x1926, CARD_INTEL_I550 = 0x1927, CARD_INTEL_I555 = 0x192b, CARD_INTEL_IP555 = 0x192d, CARD_INTEL_IP580_1 = 0x1932, CARD_INTEL_IP580_2 = 0x193b, CARD_INTEL_IPP580_1 = 0x193a, CARD_INTEL_IPP580_2 = 0x193d, CARD_INTEL_UHD617 = 0x87c0, CARD_INTEL_UHD620 = 0x3ea0, CARD_INTEL_HD615 = 0x591e, CARD_INTEL_HD620 = 0x5916, CARD_INTEL_HD630_1 = 0x5912, CARD_INTEL_HD630_2 = 0x591b, CARD_INTEL_UHD630 = 0x3e9b, }; struct wined3d_fbo_ops { GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer); void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer); void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers); void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers); void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params); GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer); void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer); void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers); void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers); GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target); void (WINE_GLAPI *glFramebufferTexture)(GLenum target, GLenum attachment, GLuint texture, GLint level); void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer); void (WINE_GLAPI *glFramebufferTextureLayer)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint *params); void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); void (WINE_GLAPI *glGenerateMipmap)(GLenum target); }; struct wined3d_gl_limits { UINT buffers; UINT lights; UINT textures; UINT texture_coords; unsigned int uniform_blocks[WINED3D_SHADER_TYPE_COUNT]; unsigned int samplers[WINED3D_SHADER_TYPE_COUNT]; unsigned int graphics_samplers; unsigned int combined_samplers; UINT general_combiners; UINT user_clip_distances; unsigned int texture_size; UINT texture3d_size; UINT anisotropy; float shininess; UINT samples; UINT vertex_attribs; unsigned int texture_buffer_offset_alignment; unsigned int framebuffer_width; unsigned int framebuffer_height; unsigned int viewport_subpixel_bits; UINT glsl_varyings; UINT glsl_vs_float_constants; UINT glsl_ps_float_constants; UINT arb_vs_float_constants; UINT arb_vs_native_constants; UINT arb_vs_instructions; UINT arb_vs_temps; UINT arb_ps_float_constants; UINT arb_ps_local_constants; UINT arb_ps_native_constants; UINT arb_ps_instructions; UINT arb_ps_temps; }; void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits, enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN; void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits, enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN; struct wined3d_gl_info { DWORD selected_gl_version; DWORD glsl_version; struct wined3d_gl_limits limits; DWORD reserved_glsl_constants, reserved_arb_constants; DWORD quirks; BOOL supported[WINED3D_GL_EXT_COUNT]; GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1]; float filling_convention_offset; HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs); struct opengl_funcs gl_ops; struct wined3d_fbo_ops fbo_ops; void (WINE_GLAPI *p_glDisableWINE)(GLenum cap); void (WINE_GLAPI *p_glEnableWINE)(GLenum cap); }; /* The driver names reflect the lowest GPU supported * by a certain driver, so DRIVER_AMD_R300 supports * R3xx, R4xx and R5xx GPUs. */ enum wined3d_display_driver { DRIVER_AMD_RAGE_128PRO, DRIVER_AMD_R100, DRIVER_AMD_R300, DRIVER_AMD_R600, DRIVER_AMD_RX, DRIVER_INTEL_GMA800, DRIVER_INTEL_GMA900, DRIVER_INTEL_GMA950, DRIVER_INTEL_GMA3000, DRIVER_INTEL_HD4000, DRIVER_NVIDIA_TNT, DRIVER_NVIDIA_GEFORCE2MX, DRIVER_NVIDIA_GEFORCEFX, DRIVER_NVIDIA_GEFORCE6, DRIVER_NVIDIA_GEFORCE8, DRIVER_NVIDIA_FERMI, DRIVER_NVIDIA_KEPLER, DRIVER_REDHAT_VIRGL, DRIVER_VMWARE, DRIVER_WINE, DRIVER_UNKNOWN, }; struct wined3d_gpu_description { enum wined3d_pci_vendor vendor; enum wined3d_pci_device device; const char *description; enum wined3d_display_driver driver; unsigned int vidmem; }; const struct wined3d_gpu_description *wined3d_get_gpu_description(enum wined3d_pci_vendor vendor, enum wined3d_pci_device device) DECLSPEC_HIDDEN; const struct wined3d_gpu_description *wined3d_get_user_override_gpu_description(enum wined3d_pci_vendor vendor, enum wined3d_pci_device device) DECLSPEC_HIDDEN; enum wined3d_pci_device wined3d_gpu_from_feature_level(enum wined3d_pci_vendor *vendor, enum wined3d_feature_level feature_level) DECLSPEC_HIDDEN; /* 512 in Direct3D 8/9, 128 in DXGI. */ #define WINED3D_MAX_DEVICE_IDENTIFIER_LENGTH 512 struct wined3d_driver_info { enum wined3d_pci_vendor vendor; enum wined3d_pci_device device; const char *name; char description[WINED3D_MAX_DEVICE_IDENTIFIER_LENGTH]; UINT64 vram_bytes; UINT64 sysmem_bytes; DWORD version_high; DWORD version_low; }; bool wined3d_driver_info_init(struct wined3d_driver_info *driver_info, const struct wined3d_gpu_description *gpu_description, enum wined3d_feature_level feature_level, UINT64 vram_bytes, UINT64 sysmem_bytes) DECLSPEC_HIDDEN; #define UPLOAD_BO_UPLOAD_ON_UNMAP 0x1 #define UPLOAD_BO_RENAME_ON_UNMAP 0x2 struct upload_bo { struct wined3d_const_bo_address addr; uint32_t flags; }; struct wined3d_adapter_ops { void (*adapter_destroy)(struct wined3d_adapter *adapter); HRESULT (*adapter_create_device)(struct wined3d *wined3d, const struct wined3d_adapter *adapter, enum wined3d_device_type device_type, HWND focus_window, unsigned int flags, BYTE surface_alignment, const enum wined3d_feature_level *levels, unsigned int level_count, struct wined3d_device_parent *device_parent, struct wined3d_device **device); void (*adapter_destroy_device)(struct wined3d_device *device); struct wined3d_context *(*adapter_acquire_context)(struct wined3d_device *device, struct wined3d_texture *texture, unsigned int sub_resource_idx); void (*adapter_release_context)(struct wined3d_context *context); void (*adapter_get_wined3d_caps)(const struct wined3d_adapter *adapter, struct wined3d_caps *caps); BOOL (*adapter_check_format)(const struct wined3d_adapter *adapter, const struct wined3d_format *adapter_format, const struct wined3d_format *rt_format, const struct wined3d_format *ds_format); HRESULT (*adapter_init_3d)(struct wined3d_device *device); void (*adapter_uninit_3d)(struct wined3d_device *device); void *(*adapter_map_bo_address)(struct wined3d_context *context, const struct wined3d_bo_address *data, size_t size, uint32_t map_flags); void (*adapter_unmap_bo_address)(struct wined3d_context *context, const struct wined3d_bo_address *data, unsigned int range_count, const struct wined3d_range *ranges); void (*adapter_copy_bo_address)(struct wined3d_context *context, const struct wined3d_bo_address *dst, const struct wined3d_bo_address *src, size_t size); void (*adapter_flush_bo_address)(struct wined3d_context *context, const struct wined3d_const_bo_address *data, size_t size); bool (*adapter_alloc_bo)(struct wined3d_device *device, struct wined3d_resource *resource, unsigned int sub_resource_idx, struct wined3d_bo_address *addr); void (*adapter_destroy_bo)(struct wined3d_context *context, struct wined3d_bo *bo); HRESULT (*adapter_create_swapchain)(struct wined3d_device *device, struct wined3d_swapchain_desc *desc, struct wined3d_swapchain_state_parent *state_parent, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_swapchain **swapchain); void (*adapter_destroy_swapchain)(struct wined3d_swapchain *swapchain); HRESULT (*adapter_create_buffer)(struct wined3d_device *device, const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer); void (*adapter_destroy_buffer)(struct wined3d_buffer *buffer); HRESULT (*adapter_create_texture)(struct wined3d_device *device, const struct wined3d_resource_desc *desc, unsigned int layer_count, unsigned int level_count, uint32_t flags, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture); void (*adapter_destroy_texture)(struct wined3d_texture *texture); HRESULT (*adapter_create_rendertarget_view)(const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_rendertarget_view **view); void (*adapter_destroy_rendertarget_view)(struct wined3d_rendertarget_view *view); HRESULT (*adapter_create_shader_resource_view)(const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader_resource_view **view); void (*adapter_destroy_shader_resource_view)(struct wined3d_shader_resource_view *view); HRESULT (*adapter_create_unordered_access_view)(const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_unordered_access_view **view); void (*adapter_destroy_unordered_access_view)(struct wined3d_unordered_access_view *view); HRESULT (*adapter_create_sampler)(struct wined3d_device *device, const struct wined3d_sampler_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_sampler **sampler); void (*adapter_destroy_sampler)(struct wined3d_sampler *sampler); HRESULT (*adapter_create_query)(struct wined3d_device *device, enum wined3d_query_type type, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_query **query); void (*adapter_destroy_query)(struct wined3d_query *query); void (*adapter_flush_context)(struct wined3d_context *context); void (*adapter_draw_primitive)(struct wined3d_device *device, const struct wined3d_state *state, const struct wined3d_draw_parameters *parameters); void (*adapter_dispatch_compute)(struct wined3d_device *device, const struct wined3d_state *state, const struct wined3d_dispatch_parameters *parameters); void (*adapter_clear_uav)(struct wined3d_context *context, struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value, bool fp); void (*adapter_generate_mipmap)(struct wined3d_context *context, struct wined3d_shader_resource_view *view); }; struct wined3d_output { unsigned int ordinal; WCHAR device_name[CCHDEVICENAME]; struct wined3d_adapter *adapter; enum wined3d_format_id screen_format; D3DKMT_HANDLE kmt_adapter; D3DKMT_HANDLE kmt_device; D3DDDI_VIDEO_PRESENT_SOURCE_ID vidpn_source_id; }; HRESULT wined3d_output_get_gamma_ramp(struct wined3d_output *output, struct wined3d_gamma_ramp *ramp) DECLSPEC_HIDDEN; /* The adapter structure */ struct wined3d_adapter { unsigned int ordinal; struct wined3d_gl_info gl_info; struct wined3d_d3d_info d3d_info; struct wined3d_driver_info driver_info; struct wined3d_output *outputs; unsigned int output_count; UINT64 vram_bytes_used; GUID driver_uuid; GUID device_uuid; LUID luid; void *formats; size_t format_size; const struct wined3d_vertex_pipe_ops *vertex_pipe; const struct wined3d_fragment_pipe_ops *fragment_pipe; const struct wined3d_state_entry_template *misc_state_template; const struct wined3d_shader_backend_ops *shader_backend; const struct wined3d_adapter_ops *adapter_ops; }; BOOL wined3d_adapter_init(struct wined3d_adapter *adapter, unsigned int ordinal, const LUID *luid, const struct wined3d_adapter_ops *adapter_ops) DECLSPEC_HIDDEN; void wined3d_adapter_cleanup(struct wined3d_adapter *adapter) DECLSPEC_HIDDEN; BOOL wined3d_get_primary_adapter_luid(LUID *luid) DECLSPEC_HIDDEN; struct wined3d_adapter_gl { struct wined3d_adapter a; struct wined3d_pixel_format *pixel_formats; unsigned int pixel_format_count; }; static inline struct wined3d_adapter_gl *wined3d_adapter_gl(struct wined3d_adapter *adapter) { return CONTAINING_RECORD(adapter, struct wined3d_adapter_gl, a); } static inline const struct wined3d_adapter_gl *wined3d_adapter_gl_const(const struct wined3d_adapter *adapter) { return CONTAINING_RECORD(adapter, struct wined3d_adapter_gl, a); } struct wined3d_adapter *wined3d_adapter_gl_create(unsigned int ordinal, unsigned int wined3d_creation_flags) DECLSPEC_HIDDEN; struct wined3d_adapter_vk { struct wined3d_adapter a; struct wined3d_vk_info vk_info; unsigned int device_extension_count; const char **device_extensions; VkPhysicalDevice physical_device; VkPhysicalDeviceLimits device_limits; VkPhysicalDeviceMemoryProperties memory_properties; }; static inline struct wined3d_adapter_vk *wined3d_adapter_vk(struct wined3d_adapter *adapter) { return CONTAINING_RECORD(adapter, struct wined3d_adapter_vk, a); } struct wined3d_adapter *wined3d_adapter_vk_create(unsigned int ordinal, unsigned int wined3d_creation_flags) DECLSPEC_HIDDEN; unsigned int wined3d_adapter_vk_get_memory_type_index(const struct wined3d_adapter_vk *adapter_vk, uint32_t memory_type_mask, VkMemoryPropertyFlags flags) DECLSPEC_HIDDEN; void adapter_vk_copy_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *dst, const struct wined3d_bo_address *src, size_t size) DECLSPEC_HIDDEN; struct wined3d_caps_gl_ctx { HDC dc; HWND wnd; HGLRC gl_ctx; HDC restore_dc; HGLRC restore_gl_ctx; const struct wined3d_gl_info *gl_info; GLuint test_vbo; GLuint test_program_id; const struct wined3d_gpu_description *gpu_description; UINT64 vram_bytes; }; BOOL wined3d_adapter_gl_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN; BOOL wined3d_adapter_no3d_init_format_info(struct wined3d_adapter *adapter) DECLSPEC_HIDDEN; BOOL wined3d_adapter_vk_init_format_info(struct wined3d_adapter_vk *adapter_vk, const struct wined3d_vk_info *vk_info) DECLSPEC_HIDDEN; UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN; BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN; bool wined3d_caps_gl_ctx_test_filling_convention(struct wined3d_caps_gl_ctx *ctx, float offset) DECLSPEC_HIDDEN; void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN; enum wined3d_projection_type { WINED3D_PROJECTION_NONE = 0, WINED3D_PROJECTION_COUNT3 = 1, WINED3D_PROJECTION_COUNT4 = 2 }; /***************************************************************************** * 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 tmp_dst : 1; unsigned projected : 2; unsigned padding : 10; }; struct ffp_frag_settings { struct texture_stage_op op[WINED3D_MAX_TEXTURES]; enum wined3d_ffp_ps_fog_mode fog; unsigned char sRGB_write; unsigned char emul_clipplanes; unsigned char texcoords_initialized; unsigned char color_key_enabled : 1; unsigned char pointsprite : 1; unsigned char flatshading : 1; unsigned char alpha_test_func : 3; unsigned char padding : 2; }; struct ffp_frag_desc { struct wine_rb_entry entry; struct ffp_frag_settings settings; }; int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN; int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN; extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN; void wined3d_ffp_get_fs_settings(const struct wined3d_context *context, const struct wined3d_state *state, struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN; const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders, const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN; void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN; void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN; enum wined3d_ffp_vs_fog_mode { WINED3D_FFP_VS_FOG_OFF = 0, WINED3D_FFP_VS_FOG_FOGCOORD = 1, WINED3D_FFP_VS_FOG_DEPTH = 2, WINED3D_FFP_VS_FOG_RANGE = 3, }; #define WINED3D_FFP_TCI_SHIFT 16 #define WINED3D_FFP_TCI_MASK 0xffu #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx)) #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u struct wined3d_ffp_vs_settings { DWORD point_light_count : 4; DWORD spot_light_count : 4; DWORD directional_light_count : 4; DWORD parallel_point_light_count : 4; DWORD diffuse_source : 2; DWORD emissive_source : 2; DWORD ambient_source : 2; DWORD specular_source : 2; DWORD transformed : 1; DWORD vertexblends : 2; DWORD clipping : 1; DWORD normal : 1; DWORD normalize : 1; DWORD lighting : 1; DWORD localviewer : 1; DWORD point_size : 1; DWORD per_vertex_point_size : 1; DWORD fog_mode : 2; DWORD texcoords : 8; /* WINED3D_MAX_TEXTURES */ DWORD ortho_fog : 1; DWORD flatshading : 1; DWORD swizzle_map : 16; /* MAX_ATTRIBS, 16 */ DWORD padding : 2; DWORD texgen[WINED3D_MAX_TEXTURES]; }; struct wined3d_ffp_vs_desc { struct wine_rb_entry entry; struct wined3d_ffp_vs_settings settings; }; void wined3d_ffp_get_vs_settings(const struct wined3d_context *context, const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN; struct wined3d { LONG ref; unsigned int flags; unsigned int adapter_count; struct wined3d_adapter *adapters[1]; }; BOOL wined3d_filter_messages(HWND window, BOOL filter) DECLSPEC_HIDDEN; HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN; void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN; BOOL wined3d_get_app_name(char *app_name, unsigned int app_name_size) DECLSPEC_HIDDEN; struct wined3d_blend_state { LONG refcount; struct wined3d_blend_state_desc desc; BOOL dual_source; void *parent; const struct wined3d_parent_ops *parent_ops; struct wined3d_device *device; struct wine_rb_entry entry; }; static inline unsigned int wined3d_blend_state_get_writemask(const struct wined3d_blend_state *state, unsigned int index) { if (!state) return 0xf; if (!state->desc.independent) index = 0; return state->desc.rt[index].writemask; } struct wined3d_depth_stencil_state { LONG refcount; struct wined3d_depth_stencil_state_desc desc; void *parent; const struct wined3d_parent_ops *parent_ops; struct wined3d_device *device; struct wine_rb_entry entry; }; struct wined3d_rasterizer_state { LONG refcount; struct wined3d_rasterizer_state_desc desc; void *parent; const struct wined3d_parent_ops *parent_ops; struct wined3d_device *device; struct wine_rb_entry entry; }; #define LIGHTMAP_SIZE 43 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) struct wined3d_light_state { /* Light hashmap. Collisions are handled using linked lists. */ struct list light_map[LIGHTMAP_SIZE]; const struct wined3d_light_info *lights[WINED3D_MAX_ACTIVE_LIGHTS]; }; #define WINED3D_STATE_NO_REF 0x00000001 #define WINED3D_STATE_INIT_DEFAULT 0x00000002 struct wined3d_state { enum wined3d_feature_level feature_level; uint32_t flags; struct wined3d_fb_state fb; struct wined3d_vertex_declaration *vertex_declaration; struct wined3d_stream_output stream_output[WINED3D_MAX_STREAM_OUTPUT_BUFFERS]; struct wined3d_stream_state streams[WINED3D_MAX_STREAMS]; struct wined3d_buffer *index_buffer; enum wined3d_format_id index_format; unsigned int index_offset; int base_vertex_index; int load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */ enum wined3d_primitive_type primitive_type; unsigned int patch_vertex_count; struct wined3d_query *predicate; BOOL predicate_value; struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT]; struct wined3d_constant_buffer_state cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS]; struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS]; struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS]; struct wined3d_unordered_access_view *unordered_access_view[WINED3D_PIPELINE_COUNT][MAX_UNORDERED_ACCESS_VIEWS]; struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F]; struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I]; BOOL vs_consts_b[WINED3D_MAX_CONSTS_B]; struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F]; struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I]; BOOL ps_consts_b[WINED3D_MAX_CONSTS_B]; struct wined3d_texture *textures[WINED3D_MAX_COMBINED_SAMPLERS]; DWORD sampler_states[WINED3D_MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; DWORD texture_states[WINED3D_MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1]; struct wined3d_matrix transforms[WINED3D_HIGHEST_TRANSFORM_STATE + 1]; struct wined3d_vec4 clip_planes[WINED3D_MAX_CLIP_DISTANCES]; struct wined3d_material material; struct wined3d_viewport viewports[WINED3D_MAX_VIEWPORTS]; unsigned int viewport_count; RECT scissor_rects[WINED3D_MAX_VIEWPORTS]; unsigned int scissor_rect_count; struct wined3d_light_state light_state; DWORD render_states[WINEHIGHEST_RENDER_STATE + 1]; struct wined3d_blend_state *blend_state; struct wined3d_color blend_factor; unsigned int sample_mask; struct wined3d_depth_stencil_state *depth_stencil_state; unsigned int stencil_ref; struct wined3d_rasterizer_state *rasterizer_state; }; void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN; void state_init(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info, uint32_t flags, enum wined3d_feature_level feature_level) DECLSPEC_HIDDEN; void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN; static inline void wined3d_state_reset(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info) { enum wined3d_feature_level feature_level = state->feature_level; uint32_t flags = state->flags; memset(state, 0, sizeof(*state)); state_init(state, d3d_info, flags, feature_level); } static inline bool wined3d_state_uses_depth_buffer(const struct wined3d_state *state) { if (!state->depth_stencil_state) return true; return state->depth_stencil_state->desc.depth || state->depth_stencil_state->desc.depth_write || state->depth_stencil_state->desc.stencil; } struct wined3d_dummy_textures { GLuint tex_1d; GLuint tex_2d; GLuint tex_rect; GLuint tex_3d; GLuint tex_cube; GLuint tex_cube_array; GLuint tex_1d_array; GLuint tex_2d_array; GLuint tex_buffer; GLuint tex_2d_ms; GLuint tex_2d_ms_array; }; #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_so_desc_entry { struct wine_rb_entry entry; struct wined3d_stream_output_desc desc; struct wined3d_stream_output_element elements[1]; }; struct wined3d_device { LONG ref; /* WineD3D Information */ struct wined3d_device_parent *device_parent; struct wined3d *wined3d; struct wined3d_adapter *adapter; const struct wined3d_shader_backend_ops *shader_backend; void *shader_priv; void *fragment_priv; void *vertex_priv; struct wined3d_state_entry state_table[STATE_HIGHEST + 1]; /* Array of functions for states which are handled by more than one pipeline part */ APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1]; struct wined3d_blitter *blitter; BYTE 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 restore_screensaver : 1; BYTE padding : 3; unsigned char surface_alignment; /* Line Alignment of surfaces */ WORD padding2 : 16; /* Internal use fields */ struct wined3d_device_creation_parameters create_parms; HWND focus_window; struct wined3d_rendertarget_view *back_buffer_view; struct wined3d_swapchain **swapchains; UINT swapchain_count; unsigned int max_frame_latency; struct list resources; /* a linked list to track resources created by the device */ struct list shaders; /* a linked list to track shaders (pixel and vertex) */ struct wine_rb_tree so_descs; struct wine_rb_tree samplers, rasterizer_states, blend_states, depth_stencil_states; /* Render Target Support */ struct wined3d_rendertarget_view *auto_depth_stencil_view; /* Cursor management */ UINT xHotSpot; UINT yHotSpot; UINT xScreenSpace; UINT yScreenSpace; UINT cursorWidth, cursorHeight; struct wined3d_texture *cursor_texture; HCURSOR hardwareCursor; /* The Wine logo texture */ struct wined3d_texture *logo_texture; /* Default sampler used to emulate the direct resource access without using wined3d_sampler */ struct wined3d_sampler *default_sampler; struct wined3d_sampler *null_sampler; /* Command stream */ struct wined3d_cs *cs; /* Context management */ struct wined3d_context **contexts; UINT context_count; }; void wined3d_device_cleanup(struct wined3d_device *device) 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; void wined3d_device_create_default_samplers(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN; void wined3d_device_create_primary_opengl_context_cs(void *object) DECLSPEC_HIDDEN; void wined3d_device_delete_opengl_contexts_cs(void *object) DECLSPEC_HIDDEN; void wined3d_device_destroy_default_samplers(struct wined3d_device *device) DECLSPEC_HIDDEN; HRESULT wined3d_device_init(struct wined3d_device *device, struct wined3d *wined3d, unsigned int adapter_idx, enum wined3d_device_type device_type, HWND focus_window, unsigned int flags, BYTE surface_alignment, const enum wined3d_feature_level *levels, unsigned int level_count, const BOOL *supported_extensions, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN; LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode, UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN; void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN; void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN; void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN; HRESULT wined3d_device_set_implicit_swapchain(struct wined3d_device *device, struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; void wined3d_device_uninit_3d(struct wined3d_device *device) DECLSPEC_HIDDEN; struct wined3d_device_no3d { struct wined3d_device d; struct wined3d_context context_no3d; }; static inline struct wined3d_device_no3d *wined3d_device_no3d(struct wined3d_device *device) { return CONTAINING_RECORD(device, struct wined3d_device_no3d, d); } struct wined3d_device_gl { struct wined3d_device d; /* Textures for when no other textures are bound. */ struct wined3d_dummy_textures dummy_textures; uint64_t completed_fence_id; uint64_t current_fence_id; }; static inline struct wined3d_device_gl *wined3d_device_gl(struct wined3d_device *device) { return CONTAINING_RECORD(device, struct wined3d_device_gl, d); } struct wined3d_null_resources_vk { struct wined3d_bo_vk bo; VkDescriptorBufferInfo buffer_info; struct wined3d_image_vk image_1d; struct wined3d_image_vk image_2d; struct wined3d_image_vk image_2dms; struct wined3d_image_vk image_3d; }; struct wined3d_null_views_vk { VkBufferView vk_view_buffer_uint; VkBufferView vk_view_buffer_float; VkDescriptorImageInfo vk_info_1d; VkDescriptorImageInfo vk_info_2d; VkDescriptorImageInfo vk_info_2dms; VkDescriptorImageInfo vk_info_3d; VkDescriptorImageInfo vk_info_cube; VkDescriptorImageInfo vk_info_1d_array; VkDescriptorImageInfo vk_info_2d_array; VkDescriptorImageInfo vk_info_2dms_array; VkDescriptorImageInfo vk_info_cube_array; }; #define WINED3D_ALLOCATOR_CHUNK_SIZE (64 * 1024 * 1024) #define WINED3D_ALLOCATOR_CHUNK_ORDER_COUNT 15 #define WINED3D_ALLOCATOR_MIN_BLOCK_SIZE (WINED3D_ALLOCATOR_CHUNK_SIZE >> (WINED3D_ALLOCATOR_CHUNK_ORDER_COUNT - 1)) #define WINED3D_SLAB_BO_MIN_OBJECT_ALIGN 16 #define WINED3D_RETIRED_BO_SIZE_THRESHOLD (64 * 1024 * 1024) struct wined3d_allocator_chunk { struct list entry; struct list available[WINED3D_ALLOCATOR_CHUNK_ORDER_COUNT]; struct wined3d_allocator *allocator; unsigned int map_count; void *map_ptr; }; void wined3d_allocator_chunk_cleanup(struct wined3d_allocator_chunk *chunk) DECLSPEC_HIDDEN; bool wined3d_allocator_chunk_init(struct wined3d_allocator_chunk *chunk, struct wined3d_allocator *allocator) DECLSPEC_HIDDEN; struct wined3d_allocator_chunk_vk { struct wined3d_allocator_chunk c; VkDeviceMemory vk_memory; }; static inline struct wined3d_allocator_chunk_vk *wined3d_allocator_chunk_vk(struct wined3d_allocator_chunk *chunk) { return CONTAINING_RECORD(chunk, struct wined3d_allocator_chunk_vk, c); } void *wined3d_allocator_chunk_vk_map(struct wined3d_allocator_chunk_vk *chunk_vk, struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; void wined3d_allocator_chunk_vk_unmap(struct wined3d_allocator_chunk_vk *chunk_vk, struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; struct wined3d_allocator_block { struct list entry; struct wined3d_allocator_chunk *chunk; struct wined3d_allocator_block *parent, *sibling; unsigned int order; size_t offset; bool free; }; void wined3d_allocator_block_free(struct wined3d_allocator_block *block) DECLSPEC_HIDDEN; struct wined3d_allocator_pool { struct list chunks; }; struct wined3d_allocator_ops { struct wined3d_allocator_chunk *(*allocator_create_chunk)(struct wined3d_allocator *allocator, struct wined3d_context *context, unsigned int memory_type, size_t chunk_size); void (*allocator_destroy_chunk)(struct wined3d_allocator_chunk *chunk); }; struct wined3d_allocator { const struct wined3d_allocator_ops *ops; struct wined3d_allocator_pool *pools; size_t pool_count; struct wined3d_allocator_block *free; }; struct wined3d_allocator_block *wined3d_allocator_allocate(struct wined3d_allocator *allocator, struct wined3d_context *context, unsigned int memory_type, size_t size) DECLSPEC_HIDDEN; void wined3d_allocator_cleanup(struct wined3d_allocator *allocator) DECLSPEC_HIDDEN; bool wined3d_allocator_init(struct wined3d_allocator *allocator, size_t pool_count, const struct wined3d_allocator_ops *allocator_ops) DECLSPEC_HIDDEN; struct wined3d_uav_clear_pipelines_vk { VkPipeline buffer; VkPipeline image_1d; VkPipeline image_1d_array; VkPipeline image_2d; VkPipeline image_2d_array; VkPipeline image_3d; }; struct wined3d_uav_clear_state_vk { struct wined3d_uav_clear_pipelines_vk float_pipelines; struct wined3d_uav_clear_pipelines_vk uint_pipelines; struct wined3d_shader_thread_group_size buffer_group_size; struct wined3d_shader_thread_group_size image_1d_group_size; struct wined3d_shader_thread_group_size image_1d_array_group_size; struct wined3d_shader_thread_group_size image_2d_group_size; struct wined3d_shader_thread_group_size image_2d_array_group_size; struct wined3d_shader_thread_group_size image_3d_group_size; struct wined3d_pipeline_layout_vk *image_layout; struct wined3d_pipeline_layout_vk *buffer_layout; }; struct wined3d_device_vk { struct wined3d_device d; struct wined3d_context_vk context_vk; VkDevice vk_device; VkQueue vk_queue; uint32_t vk_queue_family_index; uint32_t timestamp_bits; struct wined3d_vk_info vk_info; struct wined3d_null_resources_vk null_resources_vk; struct wined3d_null_views_vk null_views_vk; CRITICAL_SECTION allocator_cs; struct wined3d_allocator allocator; struct wined3d_uav_clear_state_vk uav_clear_state; }; static inline struct wined3d_device_vk *wined3d_device_vk(struct wined3d_device *device) { return CONTAINING_RECORD(device, struct wined3d_device_vk, d); } static inline struct wined3d_device_vk *wined3d_device_vk_from_allocator(struct wined3d_allocator *allocator) { return CONTAINING_RECORD(allocator, struct wined3d_device_vk, allocator); } static inline void wined3d_device_vk_allocator_lock(struct wined3d_device_vk *device_vk) { EnterCriticalSection(&device_vk->allocator_cs); } static inline void wined3d_device_vk_allocator_unlock(struct wined3d_device_vk *device_vk) { LeaveCriticalSection(&device_vk->allocator_cs); } bool wined3d_device_vk_create_null_resources(struct wined3d_device_vk *device_vk, struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; bool wined3d_device_vk_create_null_views(struct wined3d_device_vk *device_vk, struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; void wined3d_device_vk_destroy_null_resources(struct wined3d_device_vk *device_vk, struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; void wined3d_device_vk_destroy_null_views(struct wined3d_device_vk *device_vk, struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; void wined3d_device_vk_uav_clear_state_init(struct wined3d_device_vk *device_vk) DECLSPEC_HIDDEN; void wined3d_device_vk_uav_clear_state_cleanup(struct wined3d_device_vk *device_vk) DECLSPEC_HIDDEN; static inline float wined3d_alpha_ref(const struct wined3d_state *state) { return (state->render_states[WINED3D_RS_ALPHAREF] & 0xff) / 255.0f; } const char *wined3d_debug_resource_access(DWORD access) DECLSPEC_HIDDEN; const char *wined3d_debug_bind_flags(DWORD bind_flags) DECLSPEC_HIDDEN; const char *wined3d_debug_view_desc(const struct wined3d_view_desc *d, const struct wined3d_resource *resource) DECLSPEC_HIDDEN; const char *wined3d_debug_vkresult(VkResult vr) DECLSPEC_HIDDEN; struct wined3d_client_resource { /* The resource's persistently mapped address, which we may use to perform * NOOVERWRITE maps from the client thread. */ struct wined3d_bo_address addr; /* The currently mapped upload BO, if applicable, and box. */ struct upload_bo mapped_upload; struct wined3d_box mapped_box; }; static inline BOOL wined3d_resource_access_is_managed(unsigned int access) { return !(~access & (WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU)); } struct wined3d_resource_ops { ULONG (*resource_incref)(struct wined3d_resource *resource); ULONG (*resource_decref)(struct wined3d_resource *resource); void (*resource_preload)(struct wined3d_resource *resource); void (*resource_unload)(struct wined3d_resource *resource); HRESULT (*resource_sub_resource_get_desc)(struct wined3d_resource *resource, unsigned int sub_resource_idx, struct wined3d_sub_resource_desc *desc); void (*resource_sub_resource_get_map_pitch)(struct wined3d_resource *resource, unsigned int sub_resource_idx, unsigned int *row_pitch, unsigned int *slice_pitch); HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx, void **map_ptr, const struct wined3d_box *box, DWORD flags); HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx); }; struct wined3d_resource { LONG ref; LONG bind_count; LONG map_count; LONG access_count; struct wined3d_device *device; enum wined3d_resource_type type; enum wined3d_gl_resource_type gl_type; const struct wined3d_format *format; unsigned int format_flags; enum wined3d_multisample_type multisample_type; UINT multisample_quality; DWORD usage; unsigned int bind_flags; unsigned int access; WORD draw_binding; WORD map_binding; UINT width; UINT height; UINT depth; UINT size; DWORD priority; void *heap_memory; struct wined3d_client_resource client; void *parent; const struct wined3d_parent_ops *parent_ops; const struct wined3d_resource_ops *resource_ops; struct list resource_list_entry; int32_t srv_bind_count_device; int32_t rtv_bind_count_device; }; static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource) { return resource->resource_ops->resource_incref(resource); } static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource) { return resource->resource_ops->resource_decref(resource); } static inline void wined3d_resource_acquire(struct wined3d_resource *resource) { InterlockedIncrement(&resource->access_count); } static inline void wined3d_resource_release(struct wined3d_resource *resource) { LONG refcount = InterlockedDecrement(&resource->access_count); assert(refcount >= 0); } static inline HRESULT wined3d_resource_get_sub_resource_desc(struct wined3d_resource *resource, unsigned int sub_resource_idx, struct wined3d_sub_resource_desc *desc) { return resource->resource_ops->resource_sub_resource_get_desc(resource, sub_resource_idx, desc); } static inline void wined3d_resource_get_sub_resource_map_pitch(struct wined3d_resource *resource, unsigned int sub_resource_idx, unsigned int *row_pitch, unsigned int *slice_pitch) { resource->resource_ops->resource_sub_resource_get_map_pitch(resource, sub_resource_idx, row_pitch, slice_pitch); } void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN; HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device, enum wined3d_resource_type type, const struct wined3d_format *format, enum wined3d_multisample_type multisample_type, unsigned int multisample_quality, unsigned int usage, unsigned int bind_flags, unsigned int access, unsigned int width, unsigned int height, unsigned int depth, unsigned int size, void *parent, const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN; void *resource_offset_map_pointer(struct wined3d_resource *resource, unsigned int sub_resource_idx, uint8_t *base_memory, const struct wined3d_box *box) DECLSPEC_HIDDEN; void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN; HRESULT wined3d_resource_check_box_dimensions(struct wined3d_resource *resource, unsigned int sub_resource_idx, const struct wined3d_box *box) DECLSPEC_HIDDEN; void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN; const struct wined3d_format *wined3d_resource_get_decompress_format( const struct wined3d_resource *resource) DECLSPEC_HIDDEN; unsigned int wined3d_resource_get_sample_count(const struct wined3d_resource *resource) DECLSPEC_HIDDEN; GLbitfield wined3d_resource_gl_map_flags(const struct wined3d_bo_gl *bo, DWORD d3d_flags) DECLSPEC_HIDDEN; GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN; GLbitfield wined3d_resource_gl_storage_flags(const struct wined3d_resource *resource) DECLSPEC_HIDDEN; BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN; BOOL wined3d_resource_prepare_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN; void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN; /* Tests show that the start address of resources is 32 byte aligned */ #define RESOURCE_ALIGNMENT 16 #define WINED3D_CONSTANT_BUFFER_ALIGNMENT 16 #define WINED3D_LOCATION_DISCARDED 0x00000001 #define WINED3D_LOCATION_SYSMEM 0x00000002 #define WINED3D_LOCATION_BUFFER 0x00000008 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000010 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020 #define WINED3D_LOCATION_DRAWABLE 0x00000040 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080 #define WINED3D_LOCATION_RB_RESOLVED 0x00000100 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN; struct wined3d_blt_info { GLenum bind_target; struct wined3d_vec3 texcoords[4]; }; struct wined3d_texture_ops { BOOL (*texture_prepare_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, unsigned int location); BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, unsigned int location); void (*texture_unload_location)(struct wined3d_texture *texture, struct wined3d_context *context, unsigned int location); void (*texture_upload_data)(struct wined3d_context *context, const struct wined3d_const_bo_address *src_bo_addr, const struct wined3d_format *src_format, const struct wined3d_box *src_box, unsigned int src_row_pitch, unsigned int src_slice_pitch, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, unsigned int dst_location, unsigned int dst_x, unsigned int dst_y, unsigned int dst_z); void (*texture_download_data)(struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, unsigned int src_location, const struct wined3d_box *src_box, const struct wined3d_bo_address *dst_bo_addr, const struct wined3d_format *dst_format, unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, unsigned int dst_row_pitch, unsigned int dst_slice_pitch); }; #define WINED3D_TEXTURE_COND_NP2 0x00000001 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004 #define WINED3D_TEXTURE_IS_SRGB 0x00000008 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010 #define WINED3D_TEXTURE_RGB_VALID 0x00000020 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080 #define WINED3D_TEXTURE_CONVERTED 0x00000100 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400 #define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800 #define WINED3D_TEXTURE_DC_IN_USE 0x00001000 #define WINED3D_TEXTURE_DISCARD 0x00002000 #define WINED3D_TEXTURE_GET_DC 0x00004000 #define WINED3D_TEXTURE_GENERATE_MIPMAPS 0x00008000 #define WINED3D_TEXTURE_DOWNLOADABLE 0x00010000 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001 struct wined3d_texture { struct wined3d_resource resource; const struct wined3d_texture_ops *texture_ops; struct wined3d_swapchain *swapchain; unsigned int pow2_width; unsigned int pow2_height; UINT layer_count; UINT level_count; unsigned int download_count; unsigned int sysmem_count; float pow2_matrix[16]; UINT lod; DWORD sampler; DWORD flags; DWORD update_map_binding; unsigned int row_pitch; unsigned int slice_pitch; /* May only be accessed from the command stream worker thread. */ struct wined3d_texture_async { DWORD flags; /* Color keys for DDraw */ struct wined3d_color_key dst_blt_color_key; struct wined3d_color_key src_blt_color_key; struct wined3d_color_key dst_overlay_color_key; struct wined3d_color_key src_overlay_color_key; struct wined3d_color_key gl_color_key; DWORD color_key_flags; } async; struct wined3d_dirty_regions { struct wined3d_box *boxes; SIZE_T boxes_size; unsigned int box_count; } *dirty_regions; struct wined3d_overlay_info { struct list entry; struct list overlays; struct wined3d_texture *dst_texture; unsigned int dst_sub_resource_idx; RECT src_rect; RECT dst_rect; } *overlay_info; struct wined3d_dc_info { HBITMAP bitmap; HDC dc; } *dc_info; struct wined3d_texture_sub_resource { void *parent; const struct wined3d_parent_ops *parent_ops; unsigned int offset; unsigned int size; unsigned int map_count; uint32_t map_flags; DWORD locations; union { struct wined3d_bo b; struct wined3d_bo_gl gl; struct wined3d_bo_vk vk; } bo; void *user_memory; } *sub_resources; }; static inline void *wined3d_texture_allocate_object_memory(SIZE_T s, SIZE_T level_count, SIZE_T layer_count) { struct wined3d_texture *t; if (level_count > ((~(SIZE_T)0 - s) / sizeof(*t->sub_resources)) / layer_count) return NULL; return heap_alloc_zero(s + level_count * layer_count * sizeof(*t->sub_resources)); } static inline struct wined3d_texture *texture_from_resource(struct wined3d_resource *resource) { return CONTAINING_RECORD(resource, struct wined3d_texture, resource); } static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture, unsigned int level) { return max(1, texture->resource.width >> level); } static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture, unsigned int level) { return max(1, texture->resource.height >> level); } static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture, unsigned int level) { return max(1, texture->resource.depth >> level); } static inline unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture, unsigned int level) { return max(1, texture->pow2_width >> level); } static inline unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture, unsigned int level) { return max(1, texture->pow2_height >> level); } static inline void wined3d_texture_get_level_box(const struct wined3d_texture *texture, unsigned int level, struct wined3d_box *box) { wined3d_box_set(box, 0, 0, wined3d_texture_get_level_width(texture, level), wined3d_texture_get_level_height(texture, level), 0, wined3d_texture_get_level_depth(texture, level)); } static inline bool wined3d_texture_is_full_rect(const struct wined3d_texture *texture, unsigned int level, const RECT *r) { unsigned int t; t = wined3d_texture_get_level_width(texture, level); if ((r->left && r->right) || abs(r->right - r->left) != t) return false; t = wined3d_texture_get_level_height(texture, level); if ((r->top && r->bottom) || abs(r->bottom - r->top) != t) return false; return true; } HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags, const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN; void texture2d_get_blt_info(const struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx, const RECT *rect, struct wined3d_blt_info *info) DECLSPEC_HIDDEN; void texture2d_load_fb_texture(struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx, BOOL srgb, struct wined3d_context *context) DECLSPEC_HIDDEN; void texture2d_read_from_framebuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD src_location, DWORD dst_location) DECLSPEC_HIDDEN; void wined3d_texture_cleanup(struct wined3d_texture *texture) DECLSPEC_HIDDEN; void wined3d_texture_download_from_texture(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx) DECLSPEC_HIDDEN; GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN; void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN; void wined3d_texture_invalidate_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN; void wined3d_texture_load(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; BOOL wined3d_texture_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; BOOL wined3d_texture_can_use_pbo(const struct wined3d_texture *texture, const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN; void wined3d_texture_sub_resources_destroyed(struct wined3d_texture *texture) DECLSPEC_HIDDEN; void wined3d_texture_translate_drawable_coords(const struct wined3d_texture *texture, HWND window, RECT *rect) DECLSPEC_HIDDEN; void wined3d_texture_upload_from_texture(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, const struct wined3d_box *src_box) DECLSPEC_HIDDEN; void wined3d_texture_validate_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN; void wined3d_texture_clear_dirty_regions(struct wined3d_texture *texture) DECLSPEC_HIDDEN; HRESULT wined3d_texture_no3d_init(struct wined3d_texture *texture_no3d, struct wined3d_device *device, const struct wined3d_resource_desc *desc, unsigned int layer_count, unsigned int level_count, uint32_t flags, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; void wined3d_gl_texture_swizzle_from_color_fixup(GLint swizzle[4], struct color_fixup_desc fixup) DECLSPEC_HIDDEN; void wined3d_vk_swizzle_from_color_fixup(VkComponentMapping *mapping, struct color_fixup_desc fixup) DECLSPEC_HIDDEN; struct gl_texture { struct wined3d_sampler_desc sampler_desc; unsigned int base_level; GLuint name; }; struct wined3d_texture_gl { struct wined3d_texture t; struct gl_texture texture_rgb, texture_srgb; GLenum target; GLuint rb_multisample; GLuint rb_resolved; struct list renderbuffers; const struct wined3d_renderbuffer_entry *current_renderbuffer; }; static inline struct wined3d_texture_gl *wined3d_texture_gl(struct wined3d_texture *texture) { return CONTAINING_RECORD(texture, struct wined3d_texture_gl, t); } static inline struct gl_texture *wined3d_texture_gl_get_gl_texture(struct wined3d_texture_gl *texture_gl, BOOL srgb) { return srgb ? &texture_gl->texture_srgb : &texture_gl->texture_rgb; } static inline GLenum wined3d_texture_gl_get_sub_resource_target(const struct wined3d_texture_gl *texture_gl, unsigned int sub_resource_idx) { static const GLenum cube_targets[] = { GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, }; return texture_gl->t.resource.usage & WINED3DUSAGE_LEGACY_CUBEMAP ? cube_targets[sub_resource_idx / texture_gl->t.level_count] : texture_gl->target; } static inline BOOL wined3d_texture_gl_is_multisample_location(const struct wined3d_texture_gl *texture_gl, DWORD location) { if (location == WINED3D_LOCATION_RB_MULTISAMPLE) return TRUE; if (location != WINED3D_LOCATION_TEXTURE_RGB && location != WINED3D_LOCATION_TEXTURE_SRGB) return FALSE; return texture_gl->target == GL_TEXTURE_2D_MULTISAMPLE || texture_gl->target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY; } void wined3d_texture_gl_apply_sampler_desc(struct wined3d_texture_gl *texture_gl, const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN; void wined3d_texture_gl_bind(struct wined3d_texture_gl *texture_gl, struct wined3d_context_gl *context_gl, BOOL srgb) DECLSPEC_HIDDEN; void wined3d_texture_gl_bind_and_dirtify(struct wined3d_texture_gl *texture_gl, struct wined3d_context_gl *context_gl, BOOL srgb) DECLSPEC_HIDDEN; HRESULT wined3d_texture_gl_init(struct wined3d_texture_gl *texture_gl, struct wined3d_device *device, const struct wined3d_resource_desc *desc, unsigned int layer_count, unsigned int level_count, uint32_t flags, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; void wined3d_texture_gl_prepare_texture(struct wined3d_texture_gl *texture_gl, struct wined3d_context_gl *context_gl, BOOL srgb) DECLSPEC_HIDDEN; void wined3d_texture_gl_set_compatible_renderbuffer(struct wined3d_texture_gl *texture_gl, struct wined3d_context_gl *context_gl, unsigned int level, const struct wined3d_rendertarget_info *rt) DECLSPEC_HIDDEN; struct wined3d_texture_vk { struct wined3d_texture t; struct wined3d_image_vk image; enum VkImageLayout layout; uint32_t bind_mask; VkDescriptorImageInfo default_image_info; }; static inline struct wined3d_texture_vk *wined3d_texture_vk(struct wined3d_texture *texture) { return CONTAINING_RECORD(texture, struct wined3d_texture_vk, t); } void wined3d_texture_vk_barrier(struct wined3d_texture_vk *texture_vk, struct wined3d_context_vk *context_vk, uint32_t bind_mask) DECLSPEC_HIDDEN; const VkDescriptorImageInfo *wined3d_texture_vk_get_default_image_info(struct wined3d_texture_vk *texture_vk, struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; HRESULT wined3d_texture_vk_init(struct wined3d_texture_vk *texture_vk, struct wined3d_device *device, const struct wined3d_resource_desc *desc, unsigned int layer_count, unsigned int level_count, uint32_t flags, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; BOOL wined3d_texture_vk_prepare_texture(struct wined3d_texture_vk *texture_vk, struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; struct wined3d_renderbuffer_entry { struct list entry; GLuint id; UINT width; UINT height; }; struct wined3d_fbo_resource { GLuint object; GLenum target; GLuint level, layer; }; #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4 struct fbo_entry { struct list entry; DWORD flags; DWORD rt_mask; GLuint id; struct wined3d_fbo_entry_key { DWORD rb_namespace; struct wined3d_fbo_resource objects[WINED3D_MAX_RENDER_TARGETS + 1]; } key; }; struct wined3d_sampler { struct wine_rb_entry entry; LONG refcount; struct wined3d_device *device; void *parent; const struct wined3d_parent_ops *parent_ops; struct wined3d_sampler_desc desc; }; struct wined3d_sampler_gl { struct wined3d_sampler s; GLuint name; }; static inline struct wined3d_sampler_gl *wined3d_sampler_gl(struct wined3d_sampler *sampler) { return CONTAINING_RECORD(sampler, struct wined3d_sampler_gl, s); } void wined3d_sampler_gl_bind(struct wined3d_sampler_gl *sampler_gl, unsigned int unit, struct wined3d_texture_gl *texture_gl, const struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN; void wined3d_sampler_gl_init(struct wined3d_sampler_gl *sampler_gl, struct wined3d_device *device, const struct wined3d_sampler_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; struct wined3d_sampler_vk { struct wined3d_sampler s; VkDescriptorImageInfo vk_image_info; uint64_t command_buffer_id; }; static inline struct wined3d_sampler_vk *wined3d_sampler_vk(struct wined3d_sampler *sampler) { return CONTAINING_RECORD(sampler, struct wined3d_sampler_vk, s); } void wined3d_sampler_vk_init(struct wined3d_sampler_vk *sampler_vk, struct wined3d_device *device, const struct wined3d_sampler_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; struct wined3d_vertex_declaration_element { const struct wined3d_format *format; BOOL ffp_valid; unsigned int input_slot; unsigned int offset; unsigned int output_slot; enum wined3d_input_classification input_slot_class; unsigned int instance_data_step_rate; BYTE method; BYTE usage; BYTE usage_idx; }; struct wined3d_vertex_declaration { LONG ref; void *parent; const struct wined3d_parent_ops *parent_ops; struct wined3d_device *device; struct wined3d_vertex_declaration_element *elements; unsigned int element_count; BOOL position_transformed; }; struct wined3d_saved_states { uint32_t vs_consts_f[WINED3D_BITMAP_SIZE(WINED3D_MAX_VS_CONSTS_F)]; WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */ WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */ uint32_t ps_consts_f[WINED3D_BITMAP_SIZE(WINED3D_MAX_PS_CONSTS_F)]; WORD pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */ WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */ uint32_t transform[WINED3D_BITMAP_SIZE(WINED3D_HIGHEST_TRANSFORM_STATE + 1)]; WORD streamSource; /* WINED3D_MAX_STREAMS, 16 */ WORD streamFreq; /* WINED3D_MAX_STREAMS, 16 */ uint32_t renderState[WINED3D_BITMAP_SIZE(WINEHIGHEST_RENDER_STATE + 1)]; DWORD textureState[WINED3D_MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */ WORD samplerState[WINED3D_MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */ DWORD clipplane; /* WINED3D_MAX_CLIP_DISTANCES, 8 */ DWORD textures : 20; /* WINED3D_MAX_COMBINED_SAMPLERS, 20 */ DWORD indices : 1; DWORD material : 1; DWORD viewport : 1; DWORD vertexDecl : 1; DWORD pixelShader : 1; DWORD vertexShader : 1; DWORD scissorRect : 1; DWORD store_stream_offset : 1; DWORD alpha_to_coverage : 1; DWORD lights : 1; DWORD transforms : 1; DWORD padding : 1; }; 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_stateblock_state stateblock_state; struct wined3d_light_state light_state; /* Contained state management */ DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1]; unsigned int num_contained_render_states; DWORD contained_transform_states[WINED3D_HIGHEST_TRANSFORM_STATE + 1]; unsigned int num_contained_transform_states; struct StageState contained_tss_states[WINED3D_MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)]; unsigned int num_contained_tss_states; struct StageState contained_sampler_states[WINED3D_MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE]; unsigned int num_contained_sampler_states; }; void wined3d_stateblock_state_init(struct wined3d_stateblock_state *state, const struct wined3d_device *device, DWORD flags) DECLSPEC_HIDDEN; void wined3d_stateblock_state_cleanup(struct wined3d_stateblock_state *state) DECLSPEC_HIDDEN; void wined3d_light_state_enable_light(struct wined3d_light_state *state, const struct wined3d_d3d_info *d3d_info, struct wined3d_light_info *light_info, BOOL enable) DECLSPEC_HIDDEN; struct wined3d_light_info *wined3d_light_state_get_light(const struct wined3d_light_state *state, unsigned int idx) DECLSPEC_HIDDEN; HRESULT wined3d_light_state_set_light(struct wined3d_light_state *state, DWORD light_idx, const struct wined3d_light *params, struct wined3d_light_info **light_info) DECLSPEC_HIDDEN; enum wined3d_cs_queue_id { WINED3D_CS_QUEUE_DEFAULT = 0, WINED3D_CS_QUEUE_MAP, WINED3D_CS_QUEUE_COUNT, }; enum wined3d_push_constants { WINED3D_PUSH_CONSTANTS_VS_F, WINED3D_PUSH_CONSTANTS_PS_F, WINED3D_PUSH_CONSTANTS_VS_I, WINED3D_PUSH_CONSTANTS_PS_I, WINED3D_PUSH_CONSTANTS_VS_B, WINED3D_PUSH_CONSTANTS_PS_B, }; #define WINED3D_CS_QUERY_POLL_INTERVAL 10u #define WINED3D_CS_QUEUE_SIZE 0x100000u #define WINED3D_CS_SPIN_COUNT 10000000u struct wined3d_cs_queue { LONG head, tail; BYTE data[WINED3D_CS_QUEUE_SIZE]; }; struct wined3d_device_context_ops { void *(*require_space)(struct wined3d_device_context *context, size_t size, enum wined3d_cs_queue_id queue_id); void (*submit)(struct wined3d_device_context *context, enum wined3d_cs_queue_id queue_id); void (*finish)(struct wined3d_device_context *context, enum wined3d_cs_queue_id queue_id); void (*push_constants)(struct wined3d_device_context *context, enum wined3d_push_constants p, unsigned int start_idx, unsigned int count, const void *constants); bool (*map_upload_bo)(struct wined3d_device_context *context, struct wined3d_resource *resource, unsigned int sub_resource_idx, struct wined3d_map_desc *map_desc, const struct wined3d_box *box, uint32_t flags); bool (*unmap_upload_bo)(struct wined3d_device_context *context, struct wined3d_resource *resource, unsigned int sub_resource_idx, struct wined3d_box *box, struct upload_bo *upload_bo); void (*issue_query)(struct wined3d_device_context *context, struct wined3d_query *query, unsigned int flags); void (*flush)(struct wined3d_device_context *context); void (*acquire_resource)(struct wined3d_device_context *context, struct wined3d_resource *resource); void (*acquire_command_list)(struct wined3d_device_context *context, struct wined3d_command_list *list); void (*acquire_blend_state)(struct wined3d_device_context *context, struct wined3d_blend_state *blend_state); void (*acquire_rasterizer_state)(struct wined3d_device_context *context, struct wined3d_rasterizer_state *rasterizer_state); void (*acquire_depth_stencil_state)(struct wined3d_device_context *context, struct wined3d_depth_stencil_state *depth_stencil_state); void (*acquire_shader)(struct wined3d_device_context *context, struct wined3d_shader *shader); void (*acquire_samplers)(struct wined3d_device_context *context, struct wined3d_sampler * const *samplers, unsigned int count); }; struct wined3d_device_context { const struct wined3d_device_context_ops *ops; struct wined3d_device *device; struct wined3d_state *state; }; struct wined3d_cs { struct wined3d_device_context c; struct wined3d_state state; HMODULE wined3d_module; HANDLE thread; DWORD thread_id; BOOL serialize_commands; struct wined3d_cs_queue queue[WINED3D_CS_QUEUE_COUNT]; size_t data_size, start, end; void *data; struct list query_poll_list; BOOL queries_flushed; HANDLE event; BOOL waiting_for_event; LONG pending_presents; }; static inline void wined3d_device_context_lock(struct wined3d_device_context *context) { if (context == &context->device->cs->c) wined3d_mutex_lock(); } static inline void wined3d_device_context_unlock(struct wined3d_device_context *context) { if (context == &context->device->cs->c) wined3d_mutex_unlock(); } struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device, const enum wined3d_feature_level *levels, unsigned int level_count) DECLSPEC_HIDDEN; void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN; void wined3d_cs_destroy_object(struct wined3d_cs *cs, void (*callback)(void *object), void *object) DECLSPEC_HIDDEN; void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs, struct wined3d_texture *texture, unsigned int layer) DECLSPEC_HIDDEN; void wined3d_cs_emit_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_device_context_emit_clear_uav(struct wined3d_device_context *context, struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value, bool fp) DECLSPEC_HIDDEN; void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN; void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain, const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, unsigned int swap_interval, DWORD flags) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture, WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN; void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN; void wined3d_cs_init_object(struct wined3d_cs *cs, void (*callback)(void *object), void *object) DECLSPEC_HIDDEN; static inline void wined3d_cs_finish(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id) { cs->c.ops->finish(&cs->c, queue_id); } static inline void wined3d_device_context_push_constants(struct wined3d_device_context *context, enum wined3d_push_constants p, unsigned int start_idx, unsigned int count, const void *constants) { context->ops->push_constants(context, p, start_idx, count, constants); } void wined3d_device_context_emit_blt_sub_resource(struct wined3d_device_context *context, struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box, struct wined3d_resource *src_resource, unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, unsigned int flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN; void wined3d_device_context_emit_clear_rendertarget_view(struct wined3d_device_context *context, struct wined3d_rendertarget_view *view, const RECT *rect, unsigned int flags, const struct wined3d_color *color, float depth, unsigned int stencil) DECLSPEC_HIDDEN; void wined3d_device_context_emit_copy_uav_counter(struct wined3d_device_context *context, struct wined3d_buffer *dst_buffer, unsigned int offset, struct wined3d_unordered_access_view *uav) DECLSPEC_HIDDEN; void wined3d_device_context_emit_draw(struct wined3d_device_context *context, enum wined3d_primitive_type primitive_type, unsigned int patch_vertex_count, int base_vertex_idx, unsigned int start_idx, unsigned int index_count, unsigned int start_instance, unsigned int instance_count, bool indexed) DECLSPEC_HIDDEN; void wined3d_device_context_emit_execute_command_list(struct wined3d_device_context *context, struct wined3d_command_list *list, bool restore_state) DECLSPEC_HIDDEN; void wined3d_device_context_emit_generate_mipmaps(struct wined3d_device_context *context, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN; HRESULT wined3d_device_context_emit_map(struct wined3d_device_context *context, struct wined3d_resource *resource, unsigned int sub_resource_idx, struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags) DECLSPEC_HIDDEN; void wined3d_device_context_emit_reset_state(struct wined3d_device_context *context, bool invalidate) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_blend_state(struct wined3d_device_context *context, struct wined3d_blend_state *state, const struct wined3d_color *blend_factor, unsigned int sample_mask) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_clip_plane(struct wined3d_device_context *context, unsigned int plane_idx, const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_constant_buffers(struct wined3d_device_context *context, enum wined3d_shader_type type, unsigned int start_idx, unsigned int count, const struct wined3d_constant_buffer_state *buffers) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_depth_stencil_state(struct wined3d_device_context *context, struct wined3d_depth_stencil_state *state, unsigned int stencil_ref) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_depth_stencil_view(struct wined3d_device_context *context, struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_feature_level(struct wined3d_device_context *context, enum wined3d_feature_level level) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_index_buffer(struct wined3d_device_context *context, struct wined3d_buffer *buffer, enum wined3d_format_id format_id, unsigned int offset) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_light(struct wined3d_device_context *context, const struct wined3d_light_info *light) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_light_enable(struct wined3d_device_context *context, unsigned int idx, BOOL enable) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_material(struct wined3d_device_context *context, const struct wined3d_material *material) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_predication(struct wined3d_device_context *context, struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_rasterizer_state(struct wined3d_device_context *context, struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_render_state(struct wined3d_device_context *context, enum wined3d_render_state state, unsigned int value) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_rendertarget_views(struct wined3d_device_context *context, unsigned int start_idx, unsigned int count, struct wined3d_rendertarget_view *const *views) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_samplers(struct wined3d_device_context *context, enum wined3d_shader_type type, unsigned int start_idx, unsigned int count, struct wined3d_sampler *const *samplers) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_sampler_state(struct wined3d_device_context *context, unsigned int sampler_idx, enum wined3d_sampler_state state, unsigned int value) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_scissor_rects(struct wined3d_device_context *context, unsigned int rect_count, const RECT *rects) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_shader(struct wined3d_device_context *context, enum wined3d_shader_type type, struct wined3d_shader *shader) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_shader_resource_views(struct wined3d_device_context *context, enum wined3d_shader_type type, unsigned int start_idx, unsigned int count, struct wined3d_shader_resource_view *const *views) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_stream_outputs(struct wined3d_device_context *context, const struct wined3d_stream_output outputs[WINED3D_MAX_STREAM_OUTPUT_BUFFERS]) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_stream_sources(struct wined3d_device_context *context, unsigned int start_idx, unsigned int count, const struct wined3d_stream_state *streams) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_texture(struct wined3d_device_context *context, unsigned int stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_texture_state(struct wined3d_device_context *context, unsigned int stage, enum wined3d_texture_stage_state state, unsigned int value) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_transform(struct wined3d_device_context *context, enum wined3d_transform_state state, const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_unordered_access_views(struct wined3d_device_context *context, enum wined3d_pipeline pipeline, unsigned int start_idx, unsigned int count, struct wined3d_unordered_access_view *const *views, const unsigned int *initial_count) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_vertex_declaration(struct wined3d_device_context *context, struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN; void wined3d_device_context_emit_set_viewports(struct wined3d_device_context *context, unsigned int viewport_count, const struct wined3d_viewport *viewports) DECLSPEC_HIDDEN; void wined3d_device_context_emit_update_sub_resource(struct wined3d_device_context *context, struct wined3d_resource *resource, unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch, unsigned int slice_pitch) DECLSPEC_HIDDEN; HRESULT wined3d_device_context_emit_unmap(struct wined3d_device_context *context, struct wined3d_resource *resource, unsigned int sub_resource_idx) DECLSPEC_HIDDEN; static inline void wined3d_resource_wait_idle(struct wined3d_resource *resource) { const struct wined3d_cs *cs = resource->device->cs; if (!cs->thread || cs->thread_id == GetCurrentThreadId()) return; while (InterlockedCompareExchange(&resource->access_count, 0, 0)) YieldProcessor(); } /* 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_buffer_ops { BOOL (*buffer_prepare_location)(struct wined3d_buffer *buffer, struct wined3d_context *context, unsigned int location); void (*buffer_unload_location)(struct wined3d_buffer *buffer, struct wined3d_context *context, unsigned int location); void (*buffer_upload_ranges)(struct wined3d_buffer *buffer, struct wined3d_context *context, const void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_range *ranges); void (*buffer_download_ranges)(struct wined3d_buffer *buffer, struct wined3d_context *context, void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_range *ranges); }; struct wined3d_buffer { struct wined3d_resource resource; const struct wined3d_buffer_ops *buffer_ops; unsigned int structure_byte_stride; DWORD flags; DWORD locations; void *map_ptr; struct wined3d_bo *buffer_object; struct wined3d_bo_user bo_user; struct wined3d_range *maps; SIZE_T maps_size, modified_areas; /* conversion stuff */ UINT decl_change_count, full_conversion_count; UINT draw_count; UINT stride; /* 0 if no conversion */ enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */ UINT conversion_stride; /* 0 if no shifted conversion */ }; static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource) { return CONTAINING_RECORD(resource, struct wined3d_buffer, resource); } void wined3d_buffer_cleanup(struct wined3d_buffer *buffer) DECLSPEC_HIDDEN; void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset, struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN; void wined3d_buffer_copy_bo_address(struct wined3d_buffer *dst_buffer, struct wined3d_context *context, unsigned int dst_offset, const struct wined3d_const_bo_address *src_addr, unsigned int size) DECLSPEC_HIDDEN; DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context, struct wined3d_bo_address *data) DECLSPEC_HIDDEN; void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location) DECLSPEC_HIDDEN; void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context, const struct wined3d_state *state) DECLSPEC_HIDDEN; BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN; BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer, struct wined3d_context *context, unsigned int location) DECLSPEC_HIDDEN; void wined3d_buffer_update_sub_resource(struct wined3d_buffer *buffer, struct wined3d_context *context, const struct upload_bo *upload_bo, unsigned int offset, unsigned int size) DECLSPEC_HIDDEN; HRESULT wined3d_buffer_no3d_init(struct wined3d_buffer *buffer_no3d, struct wined3d_device *device, const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; struct wined3d_buffer_gl { struct wined3d_buffer b; }; static inline struct wined3d_buffer_gl *wined3d_buffer_gl(struct wined3d_buffer *buffer) { return CONTAINING_RECORD(buffer, struct wined3d_buffer_gl, b); } static inline const struct wined3d_buffer_gl *wined3d_buffer_gl_const(const struct wined3d_buffer *buffer) { return CONTAINING_RECORD(buffer, struct wined3d_buffer_gl, b); } HRESULT wined3d_buffer_gl_init(struct wined3d_buffer_gl *buffer_gl, struct wined3d_device *device, const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; struct wined3d_buffer_vk { struct wined3d_buffer b; VkDescriptorBufferInfo buffer_info; uint32_t bind_mask; }; static inline struct wined3d_buffer_vk *wined3d_buffer_vk(struct wined3d_buffer *buffer) { return CONTAINING_RECORD(buffer, struct wined3d_buffer_vk, b); } void wined3d_buffer_vk_barrier(struct wined3d_buffer_vk *buffer_vk, struct wined3d_context_vk *context_vk, uint32_t bind_mask) DECLSPEC_HIDDEN; const VkDescriptorBufferInfo *wined3d_buffer_vk_get_buffer_info(struct wined3d_buffer_vk *buffer_vk) DECLSPEC_HIDDEN; HRESULT wined3d_buffer_vk_init(struct wined3d_buffer_vk *buffer_vk, struct wined3d_device *device, const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; static inline void wined3d_resource_vk_barrier(struct wined3d_resource *resource, struct wined3d_context_vk *context_vk, uint32_t bind_mask) { if (resource->type == WINED3D_RTYPE_BUFFER) wined3d_buffer_vk_barrier(wined3d_buffer_vk(buffer_from_resource(resource)), context_vk, bind_mask); else wined3d_texture_vk_barrier(wined3d_texture_vk(texture_from_resource(resource)), context_vk, bind_mask); } struct wined3d_rendertarget_view { LONG refcount; struct wined3d_resource *resource; void *parent; const struct wined3d_parent_ops *parent_ops; const struct wined3d_format *format; unsigned int format_flags; unsigned int sub_resource_idx; unsigned int layer_count; unsigned int width; unsigned int height; struct wined3d_view_desc desc; }; void wined3d_rendertarget_view_cleanup(struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN; void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view, const struct wined3d_context *context, unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN; void wined3d_rendertarget_view_invalidate_location(struct wined3d_rendertarget_view *view, DWORD location) DECLSPEC_HIDDEN; void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view *view, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_view *view, DWORD location) DECLSPEC_HIDDEN; HRESULT wined3d_rendertarget_view_no3d_init(struct wined3d_rendertarget_view *view_no3d, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; struct wined3d_rendertarget_view_gl { struct wined3d_rendertarget_view v; struct wined3d_gl_view gl_view; }; static inline struct wined3d_rendertarget_view_gl *wined3d_rendertarget_view_gl( struct wined3d_rendertarget_view *view) { return CONTAINING_RECORD(view, struct wined3d_rendertarget_view_gl, v); } HRESULT wined3d_rendertarget_view_gl_init(struct wined3d_rendertarget_view_gl *view_gl, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; struct wined3d_rendertarget_view_vk { struct wined3d_rendertarget_view v; VkImageView vk_image_view; uint64_t command_buffer_id; }; static inline struct wined3d_rendertarget_view_vk *wined3d_rendertarget_view_vk( struct wined3d_rendertarget_view *view) { return CONTAINING_RECORD(view, struct wined3d_rendertarget_view_vk, v); } static inline void wined3d_rendertarget_view_vk_barrier(struct wined3d_rendertarget_view_vk *rtv_vk, struct wined3d_context_vk *context_vk, uint32_t bind_mask) { wined3d_resource_vk_barrier(rtv_vk->v.resource, context_vk, bind_mask); } static inline VkImageView wined3d_rendertarget_view_vk_get_image_view(struct wined3d_rendertarget_view_vk *rtv_vk, struct wined3d_context_vk *context_vk) { struct wined3d_texture_vk *texture_vk; if (rtv_vk->vk_image_view) return rtv_vk->vk_image_view; texture_vk = wined3d_texture_vk(wined3d_texture_from_resource(rtv_vk->v.resource)); return wined3d_texture_vk_get_default_image_info(texture_vk, context_vk)->imageView; } HRESULT wined3d_rendertarget_view_vk_init(struct wined3d_rendertarget_view_vk *view_vk, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; struct wined3d_shader_resource_view { LONG refcount; struct wined3d_resource *resource; void *parent; const struct wined3d_parent_ops *parent_ops; const struct wined3d_format *format; struct wined3d_view_desc desc; }; void wined3d_shader_resource_view_cleanup(struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN; struct wined3d_shader_resource_view_gl { struct wined3d_shader_resource_view v; struct wined3d_bo_user bo_user; struct wined3d_gl_view gl_view; }; static inline struct wined3d_shader_resource_view_gl *wined3d_shader_resource_view_gl( struct wined3d_shader_resource_view *view) { return CONTAINING_RECORD(view, struct wined3d_shader_resource_view_gl, v); } void wined3d_shader_resource_view_gl_bind(struct wined3d_shader_resource_view_gl *view_gl, unsigned int unit, struct wined3d_sampler_gl *sampler_gl, struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN; void wined3d_shader_resource_view_gl_generate_mipmap(struct wined3d_shader_resource_view_gl *srv_gl, struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN; HRESULT wined3d_shader_resource_view_gl_init(struct wined3d_shader_resource_view_gl *view_gl, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; void wined3d_shader_resource_view_gl_update(struct wined3d_shader_resource_view_gl *srv_gl, struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN; struct wined3d_view_vk { struct wined3d_bo_user bo_user; union { VkBufferView vk_buffer_view; VkDescriptorImageInfo vk_image_info; } u; uint64_t command_buffer_id; }; struct wined3d_shader_resource_view_vk { struct wined3d_shader_resource_view v; struct wined3d_view_vk view_vk; }; static inline struct wined3d_shader_resource_view_vk *wined3d_shader_resource_view_vk( struct wined3d_shader_resource_view *view) { return CONTAINING_RECORD(view, struct wined3d_shader_resource_view_vk, v); } static inline void wined3d_shader_resource_view_vk_barrier(struct wined3d_shader_resource_view_vk *srv_vk, struct wined3d_context_vk *context_vk, uint32_t bind_mask) { wined3d_resource_vk_barrier(srv_vk->v.resource, context_vk, bind_mask); } void wined3d_shader_resource_view_vk_generate_mipmap(struct wined3d_shader_resource_view_vk *srv_vk, struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; HRESULT wined3d_shader_resource_view_vk_init(struct wined3d_shader_resource_view_vk *view_vk, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; void wined3d_shader_resource_view_vk_update(struct wined3d_shader_resource_view_vk *view_vk, struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; struct wined3d_unordered_access_view { LONG refcount; struct wined3d_resource *resource; void *parent; const struct wined3d_parent_ops *parent_ops; const struct wined3d_format *format; struct wined3d_view_desc desc; struct wined3d_bo *counter_bo; }; void wined3d_unordered_access_view_cleanup(struct wined3d_unordered_access_view *view) DECLSPEC_HIDDEN; void wined3d_unordered_access_view_copy_counter(struct wined3d_unordered_access_view *view, struct wined3d_buffer *buffer, unsigned int offset, struct wined3d_context *context) DECLSPEC_HIDDEN; void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view, DWORD location) DECLSPEC_HIDDEN; void wined3d_unordered_access_view_set_counter(struct wined3d_unordered_access_view *view, unsigned int value) DECLSPEC_HIDDEN; struct wined3d_unordered_access_view_gl { struct wined3d_unordered_access_view v; struct wined3d_bo_user bo_user; struct wined3d_gl_view gl_view; struct wined3d_bo_gl counter_bo; }; static inline struct wined3d_unordered_access_view_gl *wined3d_unordered_access_view_gl( struct wined3d_unordered_access_view *view) { return CONTAINING_RECORD(view, struct wined3d_unordered_access_view_gl, v); } void wined3d_unordered_access_view_gl_clear(struct wined3d_unordered_access_view_gl *view_gl, const struct wined3d_uvec4 *clear_value, struct wined3d_context_gl *context_gl, bool fp) DECLSPEC_HIDDEN; HRESULT wined3d_unordered_access_view_gl_init(struct wined3d_unordered_access_view_gl *view_gl, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; void wined3d_unordered_access_view_gl_update(struct wined3d_unordered_access_view_gl *uav_gl, struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN; struct wined3d_unordered_access_view_vk { struct wined3d_unordered_access_view v; struct wined3d_view_vk view_vk; VkBufferView vk_counter_view; struct wined3d_bo_vk counter_bo; }; static inline struct wined3d_unordered_access_view_vk *wined3d_unordered_access_view_vk( struct wined3d_unordered_access_view *view) { return CONTAINING_RECORD(view, struct wined3d_unordered_access_view_vk, v); } static inline void wined3d_unordered_access_view_vk_barrier(struct wined3d_unordered_access_view_vk *uav_vk, struct wined3d_context_vk *context_vk, uint32_t bind_mask) { wined3d_resource_vk_barrier(uav_vk->v.resource, context_vk, bind_mask); } void wined3d_unordered_access_view_vk_clear(struct wined3d_unordered_access_view_vk *view_vk, const struct wined3d_uvec4 *clear_value, struct wined3d_context_vk *context_vk, bool fp) DECLSPEC_HIDDEN; HRESULT wined3d_unordered_access_view_vk_init(struct wined3d_unordered_access_view_vk *view_vk, const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; void wined3d_unordered_access_view_vk_update(struct wined3d_unordered_access_view_vk *view_vk, struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN; struct wined3d_swapchain_state { struct wined3d *wined3d; struct wined3d_swapchain_desc desc; struct wined3d_swapchain_state_parent *parent; struct wined3d_display_mode original_mode, d3d_mode; RECT original_window_rect; /* Window styles to restore when switching fullscreen mode. */ LONG style; LONG exstyle; HWND device_window; }; void wined3d_swapchain_state_cleanup(struct wined3d_swapchain_state *state) DECLSPEC_HIDDEN; void wined3d_swapchain_state_register(struct wined3d_swapchain_state *state) DECLSPEC_HIDDEN; void wined3d_swapchain_state_restore_from_fullscreen(struct wined3d_swapchain_state *state, HWND window, const RECT *window_rect) DECLSPEC_HIDDEN; HRESULT wined3d_swapchain_state_setup_fullscreen(struct wined3d_swapchain_state *state, HWND window, int x, int y, int width, int height) DECLSPEC_HIDDEN; struct wined3d_swapchain_ops { void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect, const RECT *dst_rect, unsigned int swap_interval, DWORD flags); void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swapchain); }; struct wined3d_swapchain { LONG ref; void *parent; const struct wined3d_parent_ops *parent_ops; const struct wined3d_swapchain_ops *swapchain_ops; struct wined3d_device *device; struct wined3d_texture **back_buffers; struct wined3d_texture *front_buffer; struct wined3d_gamma_ramp orig_gamma; bool reapply_mode; const struct wined3d_format *ds_format; struct wined3d_palette *palette; RECT front_buffer_update; unsigned int swap_interval; unsigned int max_frame_latency; LONG prev_time, frames; /* Performance tracking */ struct wined3d_swapchain_state state; HWND win_handle; }; void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN; void wined3d_swapchain_cleanup(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; struct wined3d_output * wined3d_swapchain_get_output(const struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; void swapchain_set_max_frame_latency(struct wined3d_swapchain *swapchain, const struct wined3d_device *device) DECLSPEC_HIDDEN; HRESULT wined3d_swapchain_no3d_init(struct wined3d_swapchain *swapchain_no3d, struct wined3d_device *device, struct wined3d_swapchain_desc *desc, struct wined3d_swapchain_state_parent *state_parent, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; struct wined3d_swapchain_gl { struct wined3d_swapchain s; struct wined3d_context_gl **contexts; SIZE_T contexts_size; SIZE_T context_count; HDC backup_dc; HWND backup_wnd; }; static inline struct wined3d_swapchain_gl *wined3d_swapchain_gl(struct wined3d_swapchain *swapchain) { return CONTAINING_RECORD(swapchain, struct wined3d_swapchain_gl, s); } void wined3d_swapchain_gl_cleanup(struct wined3d_swapchain_gl *swapchain_gl) DECLSPEC_HIDDEN; void wined3d_swapchain_gl_destroy_contexts(struct wined3d_swapchain_gl *swapchain_gl) DECLSPEC_HIDDEN; HDC wined3d_swapchain_gl_get_backup_dc(struct wined3d_swapchain_gl *swapchain_gl) DECLSPEC_HIDDEN; struct wined3d_context_gl *wined3d_swapchain_gl_get_context(struct wined3d_swapchain_gl *swapchain_gl) DECLSPEC_HIDDEN; HRESULT wined3d_swapchain_gl_init(struct wined3d_swapchain_gl *swapchain_gl, struct wined3d_device *device, struct wined3d_swapchain_desc *desc, struct wined3d_swapchain_state_parent *state_parent, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; struct wined3d_swapchain_vk { struct wined3d_swapchain s; VkSwapchainKHR vk_swapchain; VkSurfaceKHR vk_surface; VkImage *vk_images; struct { VkSemaphore available; VkSemaphore presentable; uint64_t command_buffer_id; } *vk_semaphores; unsigned int current, image_count; unsigned int width, height; }; static inline struct wined3d_swapchain_vk *wined3d_swapchain_vk(struct wined3d_swapchain *swapchain) { return CONTAINING_RECORD(swapchain, struct wined3d_swapchain_vk, s); } void wined3d_swapchain_vk_cleanup(struct wined3d_swapchain_vk *swapchain_vk) DECLSPEC_HIDDEN; HRESULT wined3d_swapchain_vk_init(struct wined3d_swapchain_vk *swapchain_vk, struct wined3d_device *device, struct wined3d_swapchain_desc *desc, struct wined3d_swapchain_state_parent *state_parent, void *parent, const struct wined3d_parent_ops *parent_ops) DECLSPEC_HIDDEN; /***************************************************************************** * Utility function prototypes */ /* Trace routines */ const char *debug_bo_address(const struct wined3d_bo_address *address) DECLSPEC_HIDDEN; const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN; const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN; const char *debug_const_bo_address(const struct wined3d_const_bo_address *address) DECLSPEC_HIDDEN; const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN; const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN; const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN; const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN; const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN; const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN; const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN; const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN; const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN; const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN; const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN; const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN; const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN; const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN; const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN; const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN; const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN; const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN; const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN; const char *debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN; const char *debug_uvec4(const struct wined3d_uvec4 *v) DECLSPEC_HIDDEN; const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN; const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN; const char *wined3d_debug_feature_level(enum wined3d_feature_level level) DECLSPEC_HIDDEN; void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN; BOOL is_invalid_op(const struct wined3d_state *state, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN; void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN; void texture_activate_dimensions(struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_alpha_test(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; /* Math utils */ void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2) DECLSPEC_HIDDEN; void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN; struct wined3d_shader_lconst { struct list entry; unsigned int idx; DWORD value[4]; }; struct wined3d_shader_limits { unsigned int sampler; unsigned int constant_int; unsigned int constant_float; unsigned int constant_bool; unsigned int packed_output; unsigned int packed_input; }; #ifdef __GNUC__ #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args))) #else #define PRINTF_ATTR(fmt,args) #endif struct wined3d_string_buffer_list { struct list list; }; struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN; void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN; void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN; void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN; void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN; int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN; BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN; int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN; struct wined3d_shader_phase { const DWORD *start; const DWORD *end; unsigned int instance_count; unsigned int temporary_count; }; struct wined3d_vertex_shader { struct wined3d_shader_attribute attributes[MAX_ATTRIBS]; }; struct wined3d_hull_shader { struct { struct wined3d_shader_phase *control_point; unsigned int fork_count; unsigned int join_count; struct wined3d_shader_phase *fork; SIZE_T fork_size; struct wined3d_shader_phase *join; SIZE_T join_size; } phases; unsigned int output_vertex_count; enum wined3d_tessellator_output_primitive tessellator_output_primitive; enum wined3d_tessellator_partitioning tessellator_partitioning; }; struct wined3d_domain_shader { enum wined3d_tessellator_domain tessellator_domain; }; struct wined3d_geometry_shader { enum wined3d_primitive_type input_type; enum wined3d_primitive_type output_type; unsigned int vertices_out; unsigned int instance_count; const struct wined3d_stream_output_desc *so_desc; }; struct wined3d_pixel_shader { /* Pixel shader input semantics */ DWORD input_reg_map[MAX_REG_INPUT]; DWORD input_reg_used; /* MAX_REG_INPUT, 32 */ unsigned int declared_in_count; /* Some information about the shader behavior */ BOOL color0_mov; DWORD color0_reg; BOOL force_early_depth_stencil; enum wined3d_shader_register_type depth_output; DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE]; }; struct wined3d_compute_shader { struct wined3d_shader_thread_group_size thread_group_size; }; struct wined3d_shader { LONG ref; const struct wined3d_shader_limits *limits; const DWORD *function; unsigned int functionLength; void *byte_code; unsigned int byte_code_size; BOOL load_local_constsF; const struct wined3d_shader_frontend *frontend; void *frontend_data; void *backend_data; void *parent; const struct wined3d_parent_ops *parent_ops; /* Programs this shader is linked with */ struct list linked_programs; /* Immediate constants (override global ones) */ struct list constantsB; struct list constantsF; struct list constantsI; struct wined3d_shader_reg_maps reg_maps; BOOL lconst_inf_or_nan; struct wined3d_shader_signature input_signature; struct wined3d_shader_signature output_signature; struct wined3d_shader_signature patch_constant_signature; /* Pointer to the parent device */ struct wined3d_device *device; struct list shader_list_entry; union { struct wined3d_vertex_shader vs; struct wined3d_hull_shader hs; struct wined3d_domain_shader ds; struct wined3d_geometry_shader gs; struct wined3d_pixel_shader ps; struct wined3d_compute_shader cs; } u; }; enum wined3d_shader_resource_type pixelshader_get_resource_type(const struct wined3d_shader_reg_maps *reg_maps, unsigned int resource_idx, DWORD tex_types) DECLSPEC_HIDDEN; void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN; BOOL vshader_get_input(const struct wined3d_shader *shader, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN; void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, struct vs_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN; void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, struct ds_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN; void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, struct gs_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN; void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN; BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN; void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN; unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN; HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer, const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx, const DWORD *start, const DWORD *end) DECLSPEC_HIDDEN; BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN; static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg) { switch (reg->type) { case WINED3DSPR_RASTOUT: /* oFog & oPts */ if (reg->idx[0].offset) return TRUE; /* oPos */ return FALSE; case WINED3DSPR_CONSTBOOL: /* b# */ case WINED3DSPR_DEPTHOUT: /* oDepth */ case WINED3DSPR_DEPTHOUTGE: case WINED3DSPR_DEPTHOUTLE: case WINED3DSPR_LOOP: /* aL */ case WINED3DSPR_OUTPOINTID: case WINED3DSPR_PREDICATE: /* p0 */ case WINED3DSPR_PRIMID: /* primID */ case WINED3DSPR_COVERAGE: /* vCoverage */ case WINED3DSPR_SAMPLEMASK: /* oMask */ 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, unsigned int fixup_count, float *position_fixup) { float center_offset, x = 0.0f, y = 0.0f; unsigned int i; /* See get_projection_matrix() in utils.c for a discussion of the position fixup. * This function here also applies to d3d10+ which does not need adjustment for * integer pixel centers, but it may need the filling convention offset. */ if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER) center_offset = 1.0f; else center_offset = 0.0f; center_offset += context->d3d_info->filling_convention_offset; for (i = 0; i < fixup_count; ++i) { position_fixup[4 * i ] = 1.0f; position_fixup[4 * i + 1] = 1.0f; if (!context->d3d_info->subpixel_viewport) { double dummy; x = modf(state->viewports[i].x, &dummy) * 2.0f; y = modf(state->viewports[i].y, &dummy) * 2.0f; } position_fixup[4 * i + 2] = (center_offset + x) / state->viewports[i].width; position_fixup[4 * i + 3] = -(center_offset + y) / state->viewports[i].height; if (context->render_offscreen) { position_fixup[4 * i + 1] *= -1.0f; position_fixup[4 * i + 3] *= -1.0f; } } } static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg) { struct wined3d_shader_lconst *lconst; if (shader->load_local_constsF) return FALSE; LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry) { if (lconst->idx == reg) return TRUE; } return FALSE; } void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN; void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state, unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN; void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state, struct wined3d_matrix *mat) DECLSPEC_HIDDEN; void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state, unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN; void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state, float *out_min, float *out_max) DECLSPEC_HIDDEN; void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state, float *out_pointsize, float *out_att) DECLSPEC_HIDDEN; void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state, float *start, float *end) DECLSPEC_HIDDEN; /* Using additional shader constants (uniforms in GLSL / program environment * or local parameters in ARB) is costly: * ARB only knows float4 parameters and GLSL compiler are not really smart * when it comes to efficiently pack float2 uniforms, so no space is wasted * (in fact most compilers map a float2 to a full float4 uniform). * * For NP2 texcoord fixup we only need 2 floats (width and height) for each * 2D texture used in the shader. We therefore pack fixup info for 2 textures * into a single shader constant (uniform / program parameter). * * This structure is shared between the GLSL and the ARB backend.*/ struct ps_np2fixup_info { unsigned char idx[WINED3D_MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */ WORD active; /* bitfield indicating if we can apply the fixup */ WORD num_consts; }; void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN; void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN; struct wined3d_palette { LONG ref; struct wined3d_device *device; unsigned int size; RGBQUAD colors[256]; DWORD flags; }; /* DirectDraw utility functions */ extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN; /***************************************************************************** * Pixel format management */ /* WineD3D pixel format flags */ #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001 #define WINED3DFMT_FLAG_FILTERING 0x00000002 #define WINED3DFMT_FLAG_UNORDERED_ACCESS 0x00000004 #define WINED3DFMT_FLAG_DEPTH_STENCIL 0x00000008 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010 #define WINED3DFMT_FLAG_EXTENSION 0x00000020 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080 #define WINED3DFMT_FLAG_DECOMPRESS 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 #define WINED3DFMT_FLAG_INTEGER 0x00200000 #define WINED3DFMT_FLAG_GEN_MIPMAP 0x00400000 #define WINED3DFMT_FLAG_NORMALISED 0x00800000 #define WINED3DFMT_FLAG_VERTEX_ATTRIBUTE 0x01000000 #define WINED3DFMT_FLAG_BLIT 0x02000000 #define WINED3DFMT_FLAG_MAPPABLE 0x04000000 #define WINED3DFMT_FLAG_CAST_TO_BLOCK 0x08000000 struct wined3d_rational { UINT numerator; UINT denominator; }; struct wined3d_color_key_conversion { enum wined3d_format_id dst_format; void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width, unsigned int height, const struct wined3d_color_key *colour_key); }; enum wined3d_channel_type { WINED3D_CHANNEL_TYPE_NONE, WINED3D_CHANNEL_TYPE_UNORM, WINED3D_CHANNEL_TYPE_SNORM, WINED3D_CHANNEL_TYPE_UINT, WINED3D_CHANNEL_TYPE_SINT, WINED3D_CHANNEL_TYPE_FLOAT, WINED3D_CHANNEL_TYPE_DEPTH, WINED3D_CHANNEL_TYPE_STENCIL, WINED3D_CHANNEL_TYPE_UNUSED, }; struct wined3d_format { enum wined3d_format_id id; D3DDDIFORMAT ddi_format; unsigned int component_count; 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; UINT conv_byte_count; DWORD multisample_types; unsigned int flags[WINED3D_GL_RES_TYPE_COUNT]; float depth_bias_scale; struct wined3d_rational height_scale; struct color_fixup_desc color_fixup; void (*upload)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned dst_slice_pitch, unsigned int width, unsigned int height, unsigned int depth); void (*download)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned dst_slice_pitch, unsigned int width, unsigned int height, unsigned int depth); void (*decompress)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch, unsigned int dst_row_pitch, unsigned dst_slice_pitch, unsigned int width, unsigned int height, unsigned int depth); enum wined3d_format_id typeless_id; }; const struct wined3d_format *wined3d_get_format(const struct wined3d_adapter *adapter, enum wined3d_format_id format_id, unsigned int bind_flags) DECLSPEC_HIDDEN; enum wined3d_format_id wined3d_get_typed_format_id(const struct wined3d_adapter *adapter, const struct wined3d_format *format, enum wined3d_channel_type channel_type) DECLSPEC_HIDDEN; void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment, unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN; UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN; DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, const struct wined3d_color *color) DECLSPEC_HIDDEN; void wined3d_format_copy_data(const struct wined3d_format *format, const uint8_t *src, unsigned int src_row_pitch, unsigned int src_slice_pitch, uint8_t *dst, unsigned int dst_row_pitch, unsigned int dst_slice_pitch, unsigned int w, unsigned int h, unsigned int d) DECLSPEC_HIDDEN; void wined3d_format_get_float_color_key(const struct wined3d_format *format, const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN; BOOL wined3d_format_is_depth_view(enum wined3d_format_id resource_format_id, enum wined3d_format_id view_format_id) DECLSPEC_HIDDEN; const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion( const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN; uint32_t wined3d_format_pack(const struct wined3d_format *format, const struct wined3d_uvec4 *value) DECLSPEC_HIDDEN; BOOL wined3d_formats_are_srgb_variants(enum wined3d_format_id format1, enum wined3d_format_id format2) DECLSPEC_HIDDEN; struct wined3d_format_gl { struct wined3d_format f; GLenum vtx_type; GLint vtx_format; GLint internal; GLint srgb_internal; GLint rt_internal; GLint format; GLint type; GLenum view_class; }; static inline const struct wined3d_format_gl *wined3d_format_gl(const struct wined3d_format *format) { return CONTAINING_RECORD(format, struct wined3d_format_gl, f); } struct wined3d_format_vk { struct wined3d_format f; VkFormat vk_format; }; static inline const struct wined3d_format_vk *wined3d_format_vk(const struct wined3d_format *format) { return CONTAINING_RECORD(format, struct wined3d_format_vk, f); } BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size) DECLSPEC_HIDDEN; static inline BOOL wined3d_format_is_typeless(const struct wined3d_format *format) { return format->id == format->typeless_id && format->id != WINED3DFMT_UNKNOWN; } static inline BOOL use_vs(const struct wined3d_state *state) { /* Check state->vertex_declaration to allow this to be used before the * stream info is validated, for example in device_update_tex_unit_map(). */ return state->shader[WINED3D_SHADER_TYPE_VERTEX] && (!state->vertex_declaration || !state->vertex_declaration->position_transformed); } static inline BOOL use_ps(const struct wined3d_state *state) { return !!state->shader[WINED3D_SHADER_TYPE_PIXEL]; } static inline BOOL use_transform_feedback(const struct wined3d_state *state) { const struct wined3d_shader *shader; if (!(shader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY])) return FALSE; return !!shader->u.gs.so_desc; } static inline void context_apply_state(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_state_entry *state_table = context->state_table; unsigned int rep = state_table[state_id].representative; state_table[rep].apply(context, state, rep); } static inline BOOL is_srgb_enabled(const DWORD *sampler_states) { /* Only use the LSB of the WINED3D_SAMP_SRGB_TEXTURE value. This matches * the behaviour of the AMD Windows driver. * * Might & Magic: Heroes VI - Shades of Darkness sets * WINED3D_SAMP_SRGB_TEXTURE to a large value that looks like a * pointer—presumably by accident—and expects sRGB decoding to be * disabled. */ return sampler_states[WINED3D_SAMP_SRGB_TEXTURE] & 0x1; } static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context, const struct wined3d_texture *texture) { if (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)) return FALSE; if (!context->d3d_info->srgb_read_control && (texture->resource.bind_flags & WINED3D_BIND_SHADER_RESOURCE) && (texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_READ)) return TRUE; if (!context->d3d_info->srgb_write_control && (texture->resource.bind_flags & WINED3D_BIND_RENDER_TARGET) && (texture->resource.format_flags & WINED3DFMT_FLAG_SRGB_WRITE)) return TRUE; return FALSE; } static inline BOOL needs_srgb_write(const struct wined3d_d3d_info *d3d_info, const struct wined3d_state *state, const struct wined3d_fb_state *fb) { return (!(d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL) || state->render_states[WINED3D_RS_SRGBWRITEENABLE]) && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE; } static inline GLuint wined3d_texture_gl_get_texture_name(const struct wined3d_texture_gl *texture_gl, const struct wined3d_context *context, BOOL srgb) { return srgb && needs_separate_srgb_gl_texture(context, &texture_gl->t) ? texture_gl->texture_srgb.name : texture_gl->texture_rgb.name; } static inline GLuint wined3d_gl_get_internal_format(struct wined3d_resource *resource, const struct wined3d_format_gl *format_gl, bool srgb) { if (srgb) return format_gl->srgb_internal; else if (resource->bind_flags & WINED3D_BIND_RENDER_TARGET && wined3d_resource_is_offscreen(resource)) return format_gl->rt_internal; else return format_gl->internal; } static inline BOOL can_use_texture_swizzle(const struct wined3d_d3d_info *d3d_info, const struct wined3d_format *format) { return d3d_info->texture_swizzle && !is_complex_fixup(format->color_fixup) && !is_scaling_fixup(format->color_fixup); } static inline BOOL is_rasterization_disabled(const struct wined3d_shader *geometry_shader) { return geometry_shader && geometry_shader->u.gs.so_desc && geometry_shader->u.gs.so_desc->rasterizer_stream_idx == WINED3D_NO_RASTERIZER_STREAM; } static inline uint32_t wined3d_mask_from_size(unsigned int size) { return size < 32 ? (1u << size) - 1 : ~0u; } static inline DWORD wined3d_extract_bits(const DWORD *bitstream, unsigned int offset, unsigned int count) { const unsigned int word_bit_count = sizeof(*bitstream) * CHAR_BIT; const unsigned int idx = offset / word_bit_count; const unsigned int shift = offset % word_bit_count; DWORD mask = (1u << count) - 1; DWORD ret; ret = (bitstream[idx] >> shift) & mask; if (shift + count > word_bit_count) { const unsigned int extracted_bit_count = word_bit_count - shift; const unsigned int remaining_bit_count = count - extracted_bit_count; mask = (1u << remaining_bit_count) - 1; ret |= (bitstream[idx + 1] & mask) << extracted_bit_count; } return ret; } static inline void wined3d_insert_bits(DWORD *bitstream, unsigned int offset, unsigned int count, DWORD bits) { const unsigned int word_bit_count = sizeof(*bitstream) * CHAR_BIT; const unsigned int idx = offset / word_bit_count; const unsigned int shift = offset % word_bit_count; DWORD mask = (1u << count) - 1; bitstream[idx] |= (bits & mask) << shift; if (shift + count > word_bit_count) { const unsigned int inserted_bit_count = word_bit_count - shift; const unsigned int remaining_bit_count = count - inserted_bit_count; mask = (1u << remaining_bit_count) - 1; bitstream[idx + 1] |= (bits >> inserted_bit_count) & mask; } } static inline void wined3d_from_cs(const struct wined3d_cs *cs) { if (cs->thread) assert(cs->thread_id == GetCurrentThreadId()); } static inline void wined3d_not_from_cs(const struct wined3d_cs *cs) { assert(cs->thread_id != GetCurrentThreadId()); } static inline enum wined3d_material_color_source validate_material_colour_source(WORD use_map, enum wined3d_material_color_source source) { if (source == WINED3D_MCS_COLOR1 && use_map & (1u << WINED3D_FFP_DIFFUSE)) return source; if (source == WINED3D_MCS_COLOR2 && use_map & (1u << WINED3D_FFP_SPECULAR)) return source; return WINED3D_MCS_MATERIAL; } static inline void wined3d_get_material_colour_source(enum wined3d_material_color_source *diffuse, enum wined3d_material_color_source *emissive, enum wined3d_material_color_source *ambient, enum wined3d_material_color_source *specular, const struct wined3d_state *state, const struct wined3d_stream_info *si) { if (!state->render_states[WINED3D_RS_LIGHTING]) { *diffuse = WINED3D_MCS_COLOR1; *specular = WINED3D_MCS_COLOR2; *emissive = *ambient = WINED3D_MCS_MATERIAL; return; } if (!state->render_states[WINED3D_RS_COLORVERTEX]) { *diffuse = *emissive = *ambient = *specular = WINED3D_MCS_MATERIAL; return; } *diffuse = validate_material_colour_source(si->use_map, state->render_states[WINED3D_RS_DIFFUSEMATERIALSOURCE]); *emissive = validate_material_colour_source(si->use_map, state->render_states[WINED3D_RS_EMISSIVEMATERIALSOURCE]); *ambient = validate_material_colour_source(si->use_map, state->render_states[WINED3D_RS_AMBIENTMATERIALSOURCE]); *specular = validate_material_colour_source(si->use_map, state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]); } static inline void wined3d_vec4_transform(struct wined3d_vec4 *dst, const struct wined3d_vec4 *v, const struct wined3d_matrix *m) { struct wined3d_vec4 tmp; tmp.x = v->x * m->_11 + v->y * m->_21 + v->z * m->_31 + v->w * m->_41; tmp.y = v->x * m->_12 + v->y * m->_22 + v->z * m->_32 + v->w * m->_42; tmp.z = v->x * m->_13 + v->y * m->_23 + v->z * m->_33 + v->w * m->_43; tmp.w = v->x * m->_14 + v->y * m->_24 + v->z * m->_34 + v->w * m->_44; *dst = tmp; } BOOL invert_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m) DECLSPEC_HIDDEN; void compute_normal_matrix(float *normal_matrix, BOOL legacy_lighting, const struct wined3d_matrix *modelview) DECLSPEC_HIDDEN; static inline struct wined3d_context *context_acquire(struct wined3d_device *device, struct wined3d_texture *texture, unsigned int sub_resource_idx) { wined3d_from_cs(device->cs); return device->adapter->adapter_ops->adapter_acquire_context(device, texture, sub_resource_idx); } static inline void context_release(struct wined3d_context *context) { context->device->adapter->adapter_ops->adapter_release_context(context); } static inline float wined3d_get_float_state(const struct wined3d_state *state, enum wined3d_render_state rs) { union { DWORD d; float f; } tmpvalue; tmpvalue.d = state->render_states[rs]; return tmpvalue.f; } static inline void *wined3d_context_map_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data, size_t size, uint32_t map_flags) { return context->device->adapter->adapter_ops->adapter_map_bo_address(context, data, size, map_flags); } static inline void wined3d_context_unmap_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data, unsigned int range_count, const struct wined3d_range *ranges) { context->device->adapter->adapter_ops->adapter_unmap_bo_address(context, data, range_count, ranges); } static inline void wined3d_context_copy_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *dst, const struct wined3d_bo_address *src, size_t size) { context->device->adapter->adapter_ops->adapter_copy_bo_address(context, dst, src, size); } static inline void wined3d_context_flush_bo_address(struct wined3d_context *context, const struct wined3d_const_bo_address *data, size_t size) { context->device->adapter->adapter_ops->adapter_flush_bo_address(context, data, size); } static inline void wined3d_context_destroy_bo(struct wined3d_context *context, struct wined3d_bo *bo) { context->device->adapter->adapter_ops->adapter_destroy_bo(context, bo); } static inline void wined3d_context_vk_reference_bo(const struct wined3d_context_vk *context_vk, struct wined3d_bo_vk *bo) { bo->command_buffer_id = context_vk->current_command_buffer.id; } static inline void wined3d_context_vk_reference_image(const struct wined3d_context_vk *context_vk, struct wined3d_image_vk *image) { image->command_buffer_id = context_vk->current_command_buffer.id; } static inline void wined3d_context_vk_reference_texture(const struct wined3d_context_vk *context_vk, struct wined3d_texture_vk *texture_vk) { wined3d_context_vk_reference_image(context_vk, &texture_vk->image); } static inline void wined3d_context_vk_reference_resource(const struct wined3d_context_vk *context_vk, struct wined3d_resource *resource) { if (resource->type == WINED3D_RTYPE_BUFFER) wined3d_context_vk_reference_bo(context_vk, wined3d_bo_vk(buffer_from_resource(resource)->buffer_object)); else wined3d_context_vk_reference_texture(context_vk, wined3d_texture_vk(texture_from_resource(resource))); } static inline void wined3d_context_vk_reference_query(const struct wined3d_context_vk *context_vk, struct wined3d_query_vk *query_vk) { query_vk->command_buffer_id = context_vk->current_command_buffer.id; } static inline void wined3d_context_vk_reference_sampler(const struct wined3d_context_vk *context_vk, struct wined3d_sampler_vk *sampler_vk) { sampler_vk->command_buffer_id = context_vk->current_command_buffer.id; } static inline void wined3d_context_vk_reference_rendertarget_view(const struct wined3d_context_vk *context_vk, struct wined3d_rendertarget_view_vk *rtv_vk) { wined3d_context_vk_reference_resource(context_vk, rtv_vk->v.resource); rtv_vk->command_buffer_id = context_vk->current_command_buffer.id; } static inline void wined3d_context_vk_reference_shader_resource_view(const struct wined3d_context_vk *context_vk, struct wined3d_shader_resource_view_vk *srv_vk) { wined3d_context_vk_reference_resource(context_vk, srv_vk->v.resource); srv_vk->view_vk.command_buffer_id = context_vk->current_command_buffer.id; } static inline void wined3d_context_vk_reference_unordered_access_view(const struct wined3d_context_vk *context_vk, struct wined3d_unordered_access_view_vk *uav_vk) { wined3d_context_vk_reference_resource(context_vk, uav_vk->v.resource); uav_vk->view_vk.command_buffer_id = context_vk->current_command_buffer.id; } static inline BOOL wined3d_dsv_srv_conflict(const struct wined3d_rendertarget_view *dsv, const struct wined3d_format *srv_format) { return !srv_format || (srv_format->red_size && !(dsv->desc.flags & WINED3D_VIEW_READ_ONLY_DEPTH)) || (srv_format->green_size && !(dsv->desc.flags & WINED3D_VIEW_READ_ONLY_STENCIL)); } static inline unsigned int wined3d_bind_layer_count(const struct wined3d_texture *texture) { return texture->resource.type == WINED3D_RTYPE_TEXTURE_3D ? texture->resource.depth : texture->layer_count; } static inline bool wined3d_srv_all_subresources(const struct wined3d_shader_resource_view *srv) { struct wined3d_texture *texture; if (srv->resource->type == WINED3D_RTYPE_BUFFER) return TRUE; if (srv->desc.u.texture.layer_idx || srv->desc.u.texture.level_idx) return FALSE; texture = texture_from_resource(srv->resource); return srv->desc.u.texture.level_count == texture->level_count && srv->desc.u.texture.layer_count == wined3d_bind_layer_count(texture); } static inline bool wined3d_rtv_all_subresources(const struct wined3d_rendertarget_view *rtv) { struct wined3d_texture *texture; if (rtv->resource->type == WINED3D_RTYPE_BUFFER) return TRUE; if (rtv->sub_resource_idx) return FALSE; texture = texture_from_resource(rtv->resource); return texture->level_count == 1 && rtv->layer_count == wined3d_bind_layer_count(texture); } static inline void wined3d_srv_bind_count_inc(struct wined3d_shader_resource_view *srv) { InterlockedIncrement(&srv->resource->srv_bind_count_device); } static inline void wined3d_srv_bind_count_dec(struct wined3d_shader_resource_view *srv) { InterlockedDecrement(&srv->resource->srv_bind_count_device); } static inline void wined3d_rtv_bind_count_inc(struct wined3d_rendertarget_view *rtv) { InterlockedIncrement(&rtv->resource->rtv_bind_count_device); } static inline void wined3d_rtv_bind_count_dec(struct wined3d_rendertarget_view *rtv) { InterlockedDecrement(&rtv->resource->rtv_bind_count_device); } static inline bool wined3d_rtv_overlaps_srv(const struct wined3d_rendertarget_view *rtv, const struct wined3d_shader_resource_view *srv) { if (rtv->resource != srv->resource) return false; if (wined3d_srv_all_subresources(srv) || wined3d_rtv_all_subresources(rtv)) return true; return rtv->sub_resource_idx >= srv->desc.u.texture.level_idx && rtv->sub_resource_idx < srv->desc.u.texture.level_idx + srv->desc.u.texture.level_count && rtv->layer_count >= srv->desc.u.texture.layer_idx; } static inline bool wined3d_is_srv_rtv_bound(const struct wined3d_state *state, const struct wined3d_shader_resource_view *srv) { unsigned int i; if (!srv->resource->rtv_bind_count_device) return false; for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i) { const struct wined3d_rendertarget_view *rtv; if ((rtv = state->fb.render_targets[i]) && wined3d_rtv_overlaps_srv(rtv, srv)) return true; } return false; } static inline void wined3d_viewport_get_z_range(const struct wined3d_viewport *vp, float *min_z, float *max_z) { *min_z = vp->min_z; /* The magic constant is derived from tests. */ *max_z = max(vp->max_z, vp->min_z + 0.001f); } static inline BOOL wined3d_bitmap_clear(uint32_t *map, unsigned int idx) { return map[idx >> 5] &= ~(1u << (idx & 0x1f)); } static inline BOOL wined3d_bitmap_set(uint32_t *map, unsigned int idx) { return map[idx >> 5] |= (1u << (idx & 0x1f)); } static inline BOOL wined3d_bitmap_is_set(const uint32_t *map, unsigned int idx) { return map[idx >> 5] & (1u << (idx & 0x1f)); } static inline unsigned int wined3d_bitmap_ffs_xor(const uint32_t *bitmap, unsigned int bit_count, unsigned int start, uint32_t xor_mask) { const unsigned int word_bit_count = sizeof(*bitmap) * CHAR_BIT; const uint32_t *ptr, *end_ptr; uint32_t map, mask; assert(bit_count < word_bit_count || !(bit_count % word_bit_count)); ptr = bitmap + start / word_bit_count; end_ptr = bitmap + (bit_count + word_bit_count - 1) / word_bit_count; if (ptr >= end_ptr) return ~0u; mask = ~0u << start % word_bit_count; map = (*ptr ^ xor_mask) & mask; while (!map) { if (++ptr == end_ptr) return ~0u; map = *ptr ^ xor_mask; } return (ptr - bitmap) * word_bit_count + wined3d_bit_scan(&map); } static inline unsigned int wined3d_bitmap_ffs(const uint32_t *bitmap, unsigned int bit_count, unsigned int start) { return wined3d_bitmap_ffs_xor(bitmap, bit_count, start, 0); } static inline unsigned int wined3d_bitmap_ffz(const uint32_t *bitmap, unsigned int bit_count, unsigned int start) { return wined3d_bitmap_ffs_xor(bitmap, bit_count, start, ~0u); } static inline BOOL wined3d_bitmap_get_range(const DWORD *bitmap, unsigned int bit_count, unsigned int start, struct wined3d_range *range) { unsigned int range_start, range_end; range_start = wined3d_bitmap_ffs(bitmap, bit_count, start); if (range_start == ~0u) return FALSE; range_end = wined3d_bitmap_ffz(bitmap, bit_count, range_start + 1); if (range_end == ~0u) range_end = bit_count; range->offset = range_start; range->size = range_end - range_start; return TRUE; } static inline bool wined3d_context_is_graphics_state_dirty(const struct wined3d_context *context, unsigned int state_id) { return wined3d_bitmap_is_set(context->dirty_graphics_states, state_id); } static inline bool wined3d_context_is_compute_state_dirty(const struct wined3d_context *context, unsigned int state_id) { return wined3d_bitmap_is_set(context->dirty_compute_states, state_id - STATE_COMPUTE_OFFSET); } static inline bool isStateDirty(const struct wined3d_context *context, unsigned int state_id) { return wined3d_context_is_graphics_state_dirty(context, state_id); } static inline VkImageAspectFlags vk_aspect_mask_from_format(const struct wined3d_format *format) { VkImageAspectFlags mask = 0; if (format->depth_size) mask |= VK_IMAGE_ASPECT_DEPTH_BIT; if (format->stencil_size) mask |= VK_IMAGE_ASPECT_STENCIL_BIT; if (!mask || format->red_size || format->green_size || format->blue_size || format->alpha_size) mask |= VK_IMAGE_ASPECT_COLOR_BIT; return mask; } static inline bool wined3d_primitive_type_is_list(enum wined3d_primitive_type t) { return t == WINED3D_PT_POINTLIST || t == WINED3D_PT_LINELIST || t == WINED3D_PT_TRIANGLELIST || t == WINED3D_PT_LINELIST_ADJ || t == WINED3D_PT_TRIANGLELIST_ADJ || t == WINED3D_PT_PATCH; } static inline void wined3d_context_gl_reference_bo(struct wined3d_context_gl *context_gl, struct wined3d_bo_gl *bo_gl) { struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device); bo_gl->command_fence_id = device_gl->current_fence_id; } static inline void wined3d_context_gl_reference_buffer(struct wined3d_context_gl *context_gl, struct wined3d_buffer *buffer) { wined3d_context_gl_reference_bo(context_gl, wined3d_bo_gl(buffer->buffer_object)); } static inline bool wined3d_map_persistent(void) { return sizeof(void *) >= sizeof(uint64_t); } /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */ #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL" extern CRITICAL_SECTION wined3d_command_cs; #endif