/* * 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 #define NONAMELESSUNION #define NONAMELESSSTRUCT #define COBJMACROS #include "windef.h" #include "winbase.h" #include "winreg.h" #include "wingdi.h" #include "winuser.h" #include "wine/debug.h" #include "wine/unicode.h" #include "objbase.h" #include "wine/wined3d.h" #include "wined3d_gl.h" #include "wine/list.h" #include "wine/rbtree.h" #include "wine/wgl_driver.h" /* Driver quirks */ #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200 /* Texture format fixups */ enum fixup_channel_source { CHANNEL_SOURCE_ZERO = 0, CHANNEL_SOURCE_ONE = 1, CHANNEL_SOURCE_X = 2, CHANNEL_SOURCE_Y = 3, CHANNEL_SOURCE_Z = 4, CHANNEL_SOURCE_W = 5, CHANNEL_SOURCE_COMPLEX0 = 6, CHANNEL_SOURCE_COMPLEX1 = 7, }; enum complex_fixup { COMPLEX_FIXUP_NONE = 0, COMPLEX_FIXUP_YUY2 = 1, COMPLEX_FIXUP_UYVY = 2, COMPLEX_FIXUP_YV12 = 3, COMPLEX_FIXUP_P8 = 4, COMPLEX_FIXUP_NV12 = 5, }; #include struct color_fixup_desc { unsigned x_sign_fixup : 1; unsigned x_source : 3; unsigned y_sign_fixup : 1; unsigned y_source : 3; unsigned z_sign_fixup : 1; unsigned z_source : 3; unsigned w_sign_fixup : 1; unsigned w_source : 3; }; #include static const struct color_fixup_desc COLOR_FIXUP_IDENTITY = {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W}; static inline struct color_fixup_desc create_color_fixup_desc( int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1, int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3) { struct color_fixup_desc fixup = { sign0, src0, sign1, src1, sign2, src2, sign3, src3, }; return fixup; } static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup) { struct color_fixup_desc fixup = { 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, }; return fixup; } static inline BOOL is_identity_fixup(struct color_fixup_desc fixup) { return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup)); } static inline BOOL is_complex_fixup(struct color_fixup_desc fixup) { return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1; } static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup) { enum complex_fixup complex_fixup = 0; if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0); if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1); if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2); if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3); return complex_fixup; } void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN; void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN; void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN; /* Device caps */ #define MAX_STREAM_OUT 4 #define MAX_STREAMS 16 #define MAX_TEXTURES 8 #define MAX_FRAGMENT_SAMPLERS 16 #define MAX_VERTEX_SAMPLERS 4 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS) #define MAX_ACTIVE_LIGHTS 8 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES #define MAX_CONSTANT_BUFFERS 15 #define MAX_SAMPLER_OBJECTS 16 struct min_lookup { GLenum mip[WINED3D_TEXF_LINEAR + 1]; }; extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN; extern const struct min_lookup minMipLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN; extern const struct min_lookup minMipLookup_noMip[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN; extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN; extern const GLenum magLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN; static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], enum wined3d_texture_filter_type mag_filter) { return mag_lookup[mag_filter]; } static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[], enum wined3d_texture_filter_type min_filter, enum wined3d_texture_filter_type mip_filter) { return min_mip_lookup[min_filter].mip[mip_filter]; } /* float_16_to_32() and float_32_to_16() (see implementation in * surface_base.c) convert 16 bit floats in the FLOAT16 data type * to standard C floats and vice versa. They do not depend on the encoding * of the C float, so they are platform independent, but slow. On x86 and * other IEEE 754 compliant platforms the conversion can be accelerated by * bit shifting the exponent and mantissa. There are also some SSE-based * assembly routines out there. * * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format */ static inline float float_16_to_32(const unsigned short *in) { const unsigned short s = ((*in) & 0x8000); const unsigned short e = ((*in) & 0x7c00) >> 10; const unsigned short m = (*in) & 0x3ff; const float sgn = (s ? -1.0f : 1.0f); if(e == 0) { if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */ else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f); } else if(e < 31) { return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f)); } else { if(m == 0) return sgn * INFINITY; else return NAN; } } static inline float float_24_to_32(DWORD in) { const float sgn = in & 0x800000 ? -1.0f : 1.0f; const unsigned short e = (in & 0x780000) >> 19; const unsigned int m = in & 0x7ffff; if (e == 0) { if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */ else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f); } else if (e < 15) { return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f)); } else { if (m == 0) return sgn * INFINITY; else return NAN; } } #define ORM_BACKBUFFER 0 #define ORM_FBO 1 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */ #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */ /* NOTE: When adding fields to this structure, make sure to update the default * values in wined3d_main.c as well. */ struct wined3d_settings { /* Ideally, we don't want the user to have to request GLSL. If the * hardware supports GLSL, we should use it. However, until it's fully * implemented, we'll leave it as a registry setting for developers. */ BOOL glslRequested; int offscreen_rendering_mode; unsigned short pci_vendor_id; unsigned short pci_device_id; /* Memory tracking and object counting. */ unsigned int emulated_textureram; char *logo; int allow_multisampling; BOOL strict_draw_ordering; BOOL always_offscreen; unsigned int max_sm_vs; unsigned int max_sm_gs; unsigned int max_sm_ps; BOOL no_3d; }; extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN; enum wined3d_sampler_texture_type { WINED3DSTT_UNKNOWN = 0, WINED3DSTT_1D = 1, WINED3DSTT_2D = 2, WINED3DSTT_CUBE = 3, WINED3DSTT_VOLUME = 4, }; #define WINED3D_SHADER_CONST_VS_F 0x00000001 #define WINED3D_SHADER_CONST_VS_I 0x00000002 #define WINED3D_SHADER_CONST_VS_B 0x00000004 #define WINED3D_SHADER_CONST_VS_POS_FIXUP 0x00000008 #define WINED3D_SHADER_CONST_PS_F 0x00000010 #define WINED3D_SHADER_CONST_PS_I 0x00000020 #define WINED3D_SHADER_CONST_PS_B 0x00000040 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000080 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00000100 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000200 #define WINED3D_SHADER_CONST_FFP_PS 0x00000400 enum wined3d_shader_register_type { WINED3DSPR_TEMP = 0, WINED3DSPR_INPUT = 1, WINED3DSPR_CONST = 2, WINED3DSPR_ADDR = 3, WINED3DSPR_TEXTURE = 3, WINED3DSPR_RASTOUT = 4, WINED3DSPR_ATTROUT = 5, WINED3DSPR_TEXCRDOUT = 6, WINED3DSPR_OUTPUT = 6, WINED3DSPR_CONSTINT = 7, WINED3DSPR_COLOROUT = 8, WINED3DSPR_DEPTHOUT = 9, WINED3DSPR_SAMPLER = 10, WINED3DSPR_CONST2 = 11, WINED3DSPR_CONST3 = 12, WINED3DSPR_CONST4 = 13, WINED3DSPR_CONSTBOOL = 14, WINED3DSPR_LOOP = 15, WINED3DSPR_TEMPFLOAT16 = 16, WINED3DSPR_MISCTYPE = 17, WINED3DSPR_LABEL = 18, WINED3DSPR_PREDICATE = 19, WINED3DSPR_IMMCONST, WINED3DSPR_CONSTBUFFER, WINED3DSPR_PRIMID, WINED3DSPR_NULL, WINED3DSPR_RESOURCE, }; enum wined3d_data_type { WINED3D_DATA_FLOAT, WINED3D_DATA_INT, WINED3D_DATA_RESOURCE, WINED3D_DATA_SAMPLER, WINED3D_DATA_UINT, }; enum wined3d_immconst_type { WINED3D_IMMCONST_SCALAR, WINED3D_IMMCONST_VEC4, }; #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6)) enum wined3d_shader_src_modifier { WINED3DSPSM_NONE = 0, WINED3DSPSM_NEG = 1, WINED3DSPSM_BIAS = 2, WINED3DSPSM_BIASNEG = 3, WINED3DSPSM_SIGN = 4, WINED3DSPSM_SIGNNEG = 5, WINED3DSPSM_COMP = 6, WINED3DSPSM_X2 = 7, WINED3DSPSM_X2NEG = 8, WINED3DSPSM_DZ = 9, WINED3DSPSM_DW = 10, WINED3DSPSM_ABS = 11, WINED3DSPSM_ABSNEG = 12, WINED3DSPSM_NOT = 13, }; #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */ #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */ #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */ #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */ #define WINED3DSP_WRITEMASK_ALL 0xf /* all */ enum wined3d_shader_dst_modifier { WINED3DSPDM_NONE = 0, WINED3DSPDM_SATURATE = 1, WINED3DSPDM_PARTIALPRECISION = 2, WINED3DSPDM_MSAMPCENTROID = 4, }; /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */ #define WINED3DSI_TEXLD_PROJECT 0x1 #define WINED3DSI_TEXLD_BIAS 0x2 #define WINED3DSI_INDEXED_DYNAMIC 0x4 enum wined3d_shader_rel_op { WINED3D_SHADER_REL_OP_GT = 1, WINED3D_SHADER_REL_OP_EQ = 2, WINED3D_SHADER_REL_OP_GE = 3, WINED3D_SHADER_REL_OP_LT = 4, WINED3D_SHADER_REL_OP_NE = 5, WINED3D_SHADER_REL_OP_LE = 6, }; #define WINED3D_SM1_VS 0xfffe #define WINED3D_SM1_PS 0xffff #define WINED3D_SM4_PS 0x0000 #define WINED3D_SM4_VS 0x0001 #define WINED3D_SM4_GS 0x0002 /* Shader version tokens, and shader end tokens */ #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor)) #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor)) /* Shader backends */ /* TODO: Make this dynamic, based on shader limits ? */ #define MAX_ATTRIBS 16 #define MAX_REG_ADDR 1 #define MAX_REG_TEMP 32 #define MAX_REG_TEXCRD 8 #define MAX_REG_INPUT 32 #define MAX_REG_OUTPUT 32 #define MAX_CONST_I 16 #define MAX_CONST_B 16 #define WINED3D_MAX_CBS 15 /* FIXME: This needs to go up to 2048 for * Shader model 3 according to msdn (and for software shaders) */ #define MAX_LABELS 16 struct wined3d_shader_buffer { char *buffer; unsigned int buffer_size; unsigned int content_size; unsigned int lineNo; BOOL newline; }; enum WINED3D_SHADER_INSTRUCTION_HANDLER { WINED3DSIH_ABS, WINED3DSIH_ADD, WINED3DSIH_AND, WINED3DSIH_BEM, WINED3DSIH_BREAK, WINED3DSIH_BREAKC, WINED3DSIH_BREAKP, WINED3DSIH_CALL, WINED3DSIH_CALLNZ, WINED3DSIH_CMP, WINED3DSIH_CND, WINED3DSIH_CRS, WINED3DSIH_CUT, WINED3DSIH_DCL, WINED3DSIH_DCL_CONSTANT_BUFFER, WINED3DSIH_DCL_INPUT_PRIMITIVE, WINED3DSIH_DCL_OUTPUT_TOPOLOGY, WINED3DSIH_DCL_VERTICES_OUT, WINED3DSIH_DEF, WINED3DSIH_DEFB, WINED3DSIH_DEFI, WINED3DSIH_DIV, WINED3DSIH_DP2ADD, WINED3DSIH_DP3, WINED3DSIH_DP4, WINED3DSIH_DST, WINED3DSIH_DSX, WINED3DSIH_DSY, WINED3DSIH_ELSE, WINED3DSIH_EMIT, WINED3DSIH_ENDIF, WINED3DSIH_ENDLOOP, WINED3DSIH_ENDREP, WINED3DSIH_EQ, WINED3DSIH_EXP, WINED3DSIH_EXPP, WINED3DSIH_FRC, WINED3DSIH_FTOI, WINED3DSIH_GE, WINED3DSIH_IADD, WINED3DSIH_IEQ, WINED3DSIH_IF, WINED3DSIH_IFC, WINED3DSIH_IGE, WINED3DSIH_IMUL, WINED3DSIH_ITOF, WINED3DSIH_LABEL, WINED3DSIH_LD, WINED3DSIH_LIT, WINED3DSIH_LOG, WINED3DSIH_LOGP, WINED3DSIH_LOOP, WINED3DSIH_LRP, WINED3DSIH_LT, WINED3DSIH_M3x2, WINED3DSIH_M3x3, WINED3DSIH_M3x4, WINED3DSIH_M4x3, WINED3DSIH_M4x4, WINED3DSIH_MAD, WINED3DSIH_MAX, WINED3DSIH_MIN, WINED3DSIH_MOV, WINED3DSIH_MOVA, WINED3DSIH_MOVC, WINED3DSIH_MUL, WINED3DSIH_NOP, WINED3DSIH_NRM, WINED3DSIH_PHASE, WINED3DSIH_POW, WINED3DSIH_RCP, WINED3DSIH_REP, WINED3DSIH_RET, WINED3DSIH_ROUND_NI, WINED3DSIH_RSQ, WINED3DSIH_SAMPLE, WINED3DSIH_SAMPLE_GRAD, WINED3DSIH_SAMPLE_LOD, WINED3DSIH_SETP, WINED3DSIH_SGE, WINED3DSIH_SGN, WINED3DSIH_SINCOS, WINED3DSIH_SLT, WINED3DSIH_SQRT, WINED3DSIH_SUB, WINED3DSIH_TEX, WINED3DSIH_TEXBEM, WINED3DSIH_TEXBEML, WINED3DSIH_TEXCOORD, WINED3DSIH_TEXDEPTH, WINED3DSIH_TEXDP3, WINED3DSIH_TEXDP3TEX, WINED3DSIH_TEXKILL, WINED3DSIH_TEXLDD, WINED3DSIH_TEXLDL, WINED3DSIH_TEXM3x2DEPTH, WINED3DSIH_TEXM3x2PAD, WINED3DSIH_TEXM3x2TEX, WINED3DSIH_TEXM3x3, WINED3DSIH_TEXM3x3DIFF, WINED3DSIH_TEXM3x3PAD, WINED3DSIH_TEXM3x3SPEC, WINED3DSIH_TEXM3x3TEX, WINED3DSIH_TEXM3x3VSPEC, WINED3DSIH_TEXREG2AR, WINED3DSIH_TEXREG2GB, WINED3DSIH_TEXREG2RGB, WINED3DSIH_UDIV, WINED3DSIH_USHR, WINED3DSIH_UTOF, WINED3DSIH_XOR, WINED3DSIH_TABLE_SIZE }; enum wined3d_shader_type { WINED3D_SHADER_TYPE_PIXEL, WINED3D_SHADER_TYPE_VERTEX, WINED3D_SHADER_TYPE_GEOMETRY, WINED3D_SHADER_TYPE_COUNT, }; struct wined3d_shader_version { enum wined3d_shader_type type; BYTE major; BYTE minor; }; #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor)) struct wined3d_shader_reg_maps { struct wined3d_shader_version shader_version; BYTE texcoord; /* MAX_REG_TEXCRD, 8 */ BYTE address; /* MAX_REG_ADDR, 1 */ WORD labels; /* MAX_LABELS, 16 */ DWORD temporary; /* MAX_REG_TEMP, 32 */ DWORD *constf; /* pixel, vertex */ DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */ DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */ DWORD output_registers; /* MAX_REG_OUTPUT, 32 */ WORD integer_constants; /* MAX_CONST_I, 16 */ WORD boolean_constants; /* MAX_CONST_B, 16 */ WORD local_int_consts; /* MAX_CONST_I, 16 */ WORD local_bool_consts; /* MAX_CONST_B, 16 */ UINT cb_sizes[WINED3D_MAX_CBS]; enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)]; BYTE bumpmat; /* MAX_TEXTURES, 8 */ BYTE luminanceparams; /* MAX_TEXTURES, 8 */ WORD usesnrm : 1; WORD vpos : 1; WORD usesdsx : 1; WORD usesdsy : 1; WORD usestexldd : 1; WORD usesmova : 1; WORD usesfacing : 1; WORD usesrelconstF : 1; WORD fog : 1; WORD usestexldl : 1; WORD usesifc : 1; WORD usescall : 1; WORD usespow : 1; WORD padding : 3; DWORD rt_mask; /* Used render targets, 32 max. */ /* Whether or not loops are used in this shader, and nesting depth */ unsigned loop_depth; UINT min_rel_offset, max_rel_offset; }; /* Keeps track of details for TEX_M#x# instructions which need to maintain * state information between multiple instructions. */ struct wined3d_shader_tex_mx { unsigned int current_row; DWORD texcoord_w[2]; }; struct wined3d_shader_loop_state { UINT current_depth; UINT current_reg; }; struct wined3d_shader_context { const struct wined3d_shader *shader; const struct wined3d_gl_info *gl_info; const struct wined3d_shader_reg_maps *reg_maps; struct wined3d_shader_buffer *buffer; struct wined3d_shader_tex_mx *tex_mx; struct wined3d_shader_loop_state *loop_state; void *backend_data; }; struct wined3d_shader_register_index { const struct wined3d_shader_src_param *rel_addr; unsigned int offset; }; struct wined3d_shader_register { enum wined3d_shader_register_type type; enum wined3d_data_type data_type; struct wined3d_shader_register_index idx[2]; enum wined3d_immconst_type immconst_type; DWORD immconst_data[4]; }; struct wined3d_shader_dst_param { struct wined3d_shader_register reg; DWORD write_mask; DWORD modifiers; DWORD shift; }; struct wined3d_shader_src_param { struct wined3d_shader_register reg; DWORD swizzle; enum wined3d_shader_src_modifier modifiers; }; struct wined3d_shader_semantic { enum wined3d_decl_usage usage; UINT usage_idx; enum wined3d_sampler_texture_type sampler_type; struct wined3d_shader_dst_param reg; }; struct wined3d_shader_instruction { const struct wined3d_shader_context *ctx; enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx; DWORD flags; BOOL coissue; const struct wined3d_shader_src_param *predicate; UINT dst_count; const struct wined3d_shader_dst_param *dst; UINT src_count; const struct wined3d_shader_src_param *src; union { struct wined3d_shader_semantic semantic; enum wined3d_primitive_type primitive_type; struct wined3d_shader_src_param src; UINT count; } declaration; }; struct wined3d_shader_attribute { enum wined3d_decl_usage usage; UINT usage_idx; }; struct wined3d_shader_loop_control { unsigned int count; unsigned int start; int step; }; struct wined3d_shader_frontend { void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature); void (*shader_free)(void *data); void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version); void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins); BOOL (*shader_is_end)(void *data, const DWORD **ptr); }; extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN; extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN; typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *); #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002 struct shader_caps { UINT vs_version; UINT gs_version; UINT ps_version; DWORD vs_uniform_count; DWORD ps_uniform_count; float ps_1x_max_value; DWORD wined3d_caps; }; enum tex_types { tex_1d = 0, tex_2d = 1, tex_3d = 2, tex_cube = 3, tex_rect = 4, tex_type_count = 5, }; enum vertexprocessing_mode { fixedfunction, vertexshader, pretransformed }; #define WINED3D_CONST_NUM_UNUSED ~0U enum wined3d_ffp_ps_fog_mode { WINED3D_FFP_PS_FOG_OFF, WINED3D_FFP_PS_FOG_LINEAR, WINED3D_FFP_PS_FOG_EXP, WINED3D_FFP_PS_FOG_EXP2, }; /* Stateblock dependent parameters which have to be hardcoded * into the shader code */ #define WINED3D_PSARGS_PROJECTED (1 << 3) #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf #define WINED3D_PSARGS_TEXTYPE_SHIFT 2 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3 /* Similar to tex_types, except that it doesn't have 1d textures * (can't be bound), rect textures (handled via np2_fixup) and * none / unknown (treated as 2d and handled via dummy textures). */ enum wined3d_shader_tex_types { WINED3D_SHADER_TEX_2D = 0, WINED3D_SHADER_TEX_3D = 1, WINED3D_SHADER_TEX_CUBE = 2, }; struct ps_compile_args { struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS]; enum vertexprocessing_mode vp_mode; enum wined3d_ffp_ps_fog_mode fog; WORD tex_transform; /* ps 1.0-1.3, 4 textures */ WORD tex_types; /* ps 1.0 - 1.4, 6 textures */ WORD srgb_correction; WORD np2_fixup; /* Bitmap for NP2 texcoord fixups (16 samplers max currently). D3D9 has a limit of 16 samplers and the fixup is superfluous in D3D10 (unconditional NP2 support mandatory). */ WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */ }; enum fog_src_type { VS_FOG_Z = 0, VS_FOG_COORD = 1 }; struct vs_compile_args { BYTE fog_src; BYTE clip_enabled; WORD swizzle_map; /* MAX_ATTRIBS, 16 */ }; struct wined3d_context; struct wined3d_state; struct fragment_pipeline; struct wined3d_vertex_pipe_ops; struct wined3d_shader_backend_ops { void (*shader_handle_instruction)(const struct wined3d_shader_instruction *); void (*shader_select)(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state); void (*shader_disable)(void *shader_priv, struct wined3d_context *context); void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info, enum tex_types tex_type, const SIZE *ds_mask_size); void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info); void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count); void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count); void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state); void (*shader_destroy)(struct wined3d_shader *shader); HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe, const struct fragment_pipeline *fragment_pipe); void (*shader_free_private)(struct wined3d_device *device); BOOL (*shader_allocate_context_data)(struct wined3d_context *context); void (*shader_free_context_data)(struct wined3d_context *context); void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps); BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup); BOOL (*shader_has_ffp_proj_control)(void *shader_priv); }; extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN; extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN; extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN; #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f) #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff) #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff) #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff) #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff) #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xff)) / 255.0f) #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xff)) / 255.0f) #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xff)) / 255.0f) #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xff)) / 255.0f) #define D3DCOLORTOGLFLOAT4(dw, vec) do { \ (vec)[0] = D3DCOLOR_R(dw); \ (vec)[1] = D3DCOLOR_G(dw); \ (vec)[2] = D3DCOLOR_B(dw); \ (vec)[3] = D3DCOLOR_A(dw); \ } while(0) #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */ /* Checking of API calls */ /* --------------------- */ #ifndef WINE_NO_DEBUG_MSGS #define checkGLcall(A) \ do { \ GLint err; \ if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \ err = gl_info->gl_ops.gl.p_glGetError(); \ if (err == GL_NO_ERROR) { \ TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \ \ } else do { \ ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \ debug_glerror(err), err, A, __FILE__, __LINE__); \ err = gl_info->gl_ops.gl.p_glGetError(); \ } while (err != GL_NO_ERROR); \ } while(0) #else #define checkGLcall(A) do {} while(0) #endif enum wined3d_ffp_idx { WINED3D_FFP_POSITION = 0, WINED3D_FFP_BLENDWEIGHT = 1, WINED3D_FFP_BLENDINDICES = 2, WINED3D_FFP_NORMAL = 3, WINED3D_FFP_PSIZE = 4, WINED3D_FFP_DIFFUSE = 5, WINED3D_FFP_SPECULAR = 6, WINED3D_FFP_TEXCOORD0 = 7, WINED3D_FFP_TEXCOORD1 = 8, WINED3D_FFP_TEXCOORD2 = 9, WINED3D_FFP_TEXCOORD3 = 10, WINED3D_FFP_TEXCOORD4 = 11, WINED3D_FFP_TEXCOORD5 = 12, WINED3D_FFP_TEXCOORD6 = 13, WINED3D_FFP_TEXCOORD7 = 14, }; enum wined3d_ffp_emit_idx { WINED3D_FFP_EMIT_FLOAT1 = 0, WINED3D_FFP_EMIT_FLOAT2 = 1, WINED3D_FFP_EMIT_FLOAT3 = 2, WINED3D_FFP_EMIT_FLOAT4 = 3, WINED3D_FFP_EMIT_D3DCOLOR = 4, WINED3D_FFP_EMIT_UBYTE4 = 5, WINED3D_FFP_EMIT_SHORT2 = 6, WINED3D_FFP_EMIT_SHORT4 = 7, WINED3D_FFP_EMIT_UBYTE4N = 8, WINED3D_FFP_EMIT_SHORT2N = 9, WINED3D_FFP_EMIT_SHORT4N = 10, WINED3D_FFP_EMIT_USHORT2N = 11, WINED3D_FFP_EMIT_USHORT4N = 12, WINED3D_FFP_EMIT_UDEC3 = 13, WINED3D_FFP_EMIT_DEC3N = 14, WINED3D_FFP_EMIT_FLOAT16_2 = 15, WINED3D_FFP_EMIT_FLOAT16_4 = 16, WINED3D_FFP_EMIT_INVALID = 17, WINED3D_FFP_EMIT_COUNT = 18 }; struct wined3d_bo_address { GLuint buffer_object; BYTE *addr; }; struct wined3d_stream_info_element { const struct wined3d_format *format; struct wined3d_bo_address data; GLsizei stride; UINT stream_idx; }; struct wined3d_stream_info { struct wined3d_stream_info_element elements[MAX_ATTRIBS]; DWORD position_transformed : 1; DWORD all_vbo : 1; WORD swizzle_map; /* MAX_ATTRIBS, 16 */ WORD use_map; /* MAX_ATTRIBS, 16 */ }; void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN; DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN; #define eps 1e-8f #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \ (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1) /* Routines and structures related to state management */ #define STATE_RENDER(a) (a) #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE)) #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num)) #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE)) /* + 1 because samplers start with 0 */ #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num)) #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1)) #define STATE_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a)) #define STATE_IS_SHADER(a) ((a) >= STATE_SHADER(0) && (a) < STATE_SHADER(WINED3D_SHADER_TYPE_COUNT)) #define STATE_TRANSFORM(a) (STATE_SHADER(WINED3D_SHADER_TYPE_COUNT) + (a) - 1) #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255))) #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1) #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC) #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1) #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER) #define STATE_VDECL (STATE_INDEXBUFFER + 1) #define STATE_IS_VDECL(a) ((a) == STATE_VDECL) #define STATE_VIEWPORT (STATE_VDECL + 1) #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT) #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1) #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE) #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a)) #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS)) #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1) #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT) #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a)) #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1)) #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES)) #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL) #define STATE_FRONTFACE (STATE_MATERIAL + 1) #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE) #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1) #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN) #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1) #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX) #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1) #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER) #define STATE_POINT_SIZE_ENABLE (STATE_FRAMEBUFFER + 1) #define STATE_IS_POINT_SIZE_ENABLE(a) ((a) == STATE_POINT_SIZE_ENABLE) #define STATE_HIGHEST (STATE_POINT_SIZE_ENABLE) enum fogsource { FOGSOURCE_FFP, FOGSOURCE_VS, FOGSOURCE_COORD, }; struct wined3d_occlusion_query { struct list entry; GLuint id; struct wined3d_context *context; }; union wined3d_gl_query_object { GLuint id; GLsync sync; }; struct wined3d_event_query { struct list entry; union wined3d_gl_query_object object; struct wined3d_context *context; }; enum wined3d_event_query_result { WINED3D_EVENT_QUERY_OK, WINED3D_EVENT_QUERY_WAITING, WINED3D_EVENT_QUERY_NOT_STARTED, WINED3D_EVENT_QUERY_WRONG_THREAD, WINED3D_EVENT_QUERY_ERROR }; void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN; enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN; void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN; BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; struct wined3d_context { const struct wined3d_gl_info *gl_info; const struct wined3d_d3d_info *d3d_info; const struct StateEntry *state_table; /* State dirtification * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed, * but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states. */ DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */ DWORD numDirtyEntries; DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */ struct wined3d_swapchain *swapchain; struct wined3d_surface *current_rt; DWORD tid; /* Thread ID which owns this context at the moment */ /* Stores some information about the context state for optimization */ DWORD render_offscreen : 1; DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */ DWORD last_was_pshader : 1; DWORD last_was_vshader : 1; DWORD namedArraysLoaded : 1; DWORD numberedArraysLoaded : 1; DWORD last_was_blit : 1; DWORD last_was_ckey : 1; DWORD fog_coord : 1; DWORD fog_enabled : 1; DWORD num_untracked_materials : 2; /* Max value 2 */ DWORD current : 1; DWORD destroyed : 1; DWORD valid : 1; DWORD use_immediate_mode_draw : 1; DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */ DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */ DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */ DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */ DWORD rebind_fbo : 1; DWORD needs_set : 1; DWORD hdc_is_private : 1; DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */ DWORD padding : 16; DWORD shader_update_mask; DWORD constant_update_mask; DWORD numbered_array_mask; GLenum tracking_parm; /* Which source is tracking current colour */ GLenum untracked_materials[2]; UINT blit_w, blit_h; enum fogsource fog_source; DWORD active_texture; DWORD texture_type[MAX_COMBINED_SAMPLERS]; UINT instance_count; /* The actual opengl context */ UINT level; HGLRC restore_ctx; HDC restore_dc; int restore_pf; HWND restore_pf_win; HGLRC glCtx; HWND win_handle; HDC hdc; int pixel_format; GLint aux_buffers; void *shader_backend_data; /* FBOs */ UINT fbo_entry_count; struct list fbo_list; struct list fbo_destroy_list; struct fbo_entry *current_fbo; GLuint fbo_read_binding; GLuint fbo_draw_binding; struct wined3d_surface **blit_targets; GLenum *draw_buffers; DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */ /* Queries */ GLuint *free_occlusion_queries; UINT free_occlusion_query_size; UINT free_occlusion_query_count; struct list occlusion_queries; union wined3d_gl_query_object *free_event_queries; UINT free_event_query_size; UINT free_event_query_count; struct list event_queries; struct wined3d_stream_info stream_info; /* Fences for GL_APPLE_flush_buffer_range */ struct wined3d_event_query *buffer_queries[MAX_ATTRIBS]; unsigned int num_buffer_queries; DWORD tex_unit_map[MAX_COMBINED_SAMPLERS]; DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS]; /* Extension emulation */ GLint gl_fog_source; GLfloat fog_coord_value; GLfloat color[4], fogstart, fogend, fogcolor[4]; GLuint dummy_arbfp_prog; }; struct wined3d_fb_state { struct wined3d_surface **render_targets; struct wined3d_surface *depth_stencil; }; typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id); struct StateEntry { DWORD representative; APPLYSTATEFUNC apply; }; struct StateEntryTemplate { DWORD state; struct StateEntry content; enum wined3d_gl_extension extension; }; #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002 struct fragment_caps { DWORD wined3d_caps; DWORD PrimitiveMiscCaps; DWORD TextureOpCaps; DWORD MaxTextureBlendStages; DWORD MaxSimultaneousTextures; }; struct fragment_pipeline { void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable); void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps); void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv); void (*free_private)(struct wined3d_device *device); BOOL (*color_fixup_supported)(struct color_fixup_desc fixup); const struct StateEntryTemplate *states; }; struct wined3d_vertex_caps { BOOL xyzrhw; DWORD max_active_lights; DWORD max_vertex_blend_matrices; DWORD max_vertex_blend_matrix_index; DWORD vertex_processing_caps; DWORD fvf_caps; DWORD max_user_clip_planes; DWORD raster_caps; }; struct wined3d_vertex_pipe_ops { void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable); void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps); void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv); void (*vp_free)(struct wined3d_device *device); const struct StateEntryTemplate *vp_states; }; extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN; extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN; extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN; extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN; extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN; extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN; extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN; extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN; extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN; extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN; extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN; /* "Base" state table */ HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs, const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info, const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN; enum wined3d_blit_op { WINED3D_BLIT_OP_COLOR_BLIT, WINED3D_BLIT_OP_COLOR_FILL, WINED3D_BLIT_OP_DEPTH_FILL, WINED3D_BLIT_OP_DEPTH_BLIT, }; /* Shaders for color conversions in blits. Do not do blit operations while * already under the GL lock. */ struct blit_shader { HRESULT (*alloc_private)(struct wined3d_device *device); void (*free_private)(struct wined3d_device *device); HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface); void (*unset_shader)(const struct wined3d_gl_info *gl_info); BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op, const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format, const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format); HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface, const RECT *dst_rect, const struct wined3d_color *color); HRESULT (*depth_fill)(struct wined3d_device *device, struct wined3d_surface *surface, const RECT *rect, float depth); }; extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN; extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN; extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN; const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op, const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format, const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format) DECLSPEC_HIDDEN; /* Temporary blit_shader helper functions */ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter, struct wined3d_surface *src_surface, const RECT *src_rect, struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN; struct wined3d_context *context_acquire(const struct wined3d_device *device, struct wined3d_surface *target) DECLSPEC_HIDDEN; void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query) DECLSPEC_HIDDEN; void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN; void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN; BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN; BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN; void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target, struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN; void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit) DECLSPEC_HIDDEN; void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN; void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN; struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target, const struct wined3d_format *ds_format) DECLSPEC_HIDDEN; BOOL context_debug_output_enabled(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN; void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN; void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN; struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN; DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN; void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN; void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN; void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN; void context_resource_unloaded(const struct wined3d_device *device, struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN; BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN; void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN; void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN; void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN; void context_stream_info_from_declaration(struct wined3d_context *context, const struct wined3d_state *state, struct wined3d_stream_info *stream_info) DECLSPEC_HIDDEN; /***************************************************************************** * Internal representation of a light */ struct wined3d_light_info { struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */ DWORD OriginalIndex; LONG glIndex; BOOL enabled; /* Converted parms to speed up swapping lights */ float lightPosn[4]; float lightDirn[4]; float exponent; float cutoff; struct list entry; }; /* The default light parameters */ extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN; struct wined3d_pixel_format { int iPixelFormat; /* WGL pixel format */ int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */ int redSize, greenSize, blueSize, alphaSize, colorSize; int depthSize, stencilSize; BOOL windowDrawable; BOOL doubleBuffer; int auxBuffers; int numSamples; }; enum wined3d_pci_vendor { HW_VENDOR_SOFTWARE = 0x0000, HW_VENDOR_AMD = 0x1002, HW_VENDOR_NVIDIA = 0x10de, HW_VENDOR_VMWARE = 0x15ad, HW_VENDOR_INTEL = 0x8086, }; enum wined3d_pci_device { CARD_WINE = 0x0000, CARD_AMD_RAGE_128PRO = 0x5246, CARD_AMD_RADEON_7200 = 0x5144, CARD_AMD_RADEON_8500 = 0x514c, CARD_AMD_RADEON_9500 = 0x4144, CARD_AMD_RADEON_XPRESS_200M = 0x5955, CARD_AMD_RADEON_X700 = 0x5e4c, CARD_AMD_RADEON_X1600 = 0x71c2, CARD_AMD_RADEON_HD2350 = 0x94c7, CARD_AMD_RADEON_HD2600 = 0x9581, CARD_AMD_RADEON_HD2900 = 0x9400, CARD_AMD_RADEON_HD3200 = 0x9620, CARD_AMD_RADEON_HD4200M = 0x9712, CARD_AMD_RADEON_HD4350 = 0x954f, CARD_AMD_RADEON_HD4600 = 0x9495, CARD_AMD_RADEON_HD4700 = 0x944e, CARD_AMD_RADEON_HD4800 = 0x944c, CARD_AMD_RADEON_HD5400 = 0x68f9, CARD_AMD_RADEON_HD5600 = 0x68d8, CARD_AMD_RADEON_HD5700 = 0x68be, CARD_AMD_RADEON_HD5800 = 0x6898, CARD_AMD_RADEON_HD5900 = 0x689c, CARD_AMD_RADEON_HD6300 = 0x9803, CARD_AMD_RADEON_HD6400 = 0x6770, CARD_AMD_RADEON_HD6410D = 0x9644, CARD_AMD_RADEON_HD6550D = 0x9640, CARD_AMD_RADEON_HD6600 = 0x6758, CARD_AMD_RADEON_HD6600M = 0x6741, CARD_AMD_RADEON_HD6700 = 0x68ba, CARD_AMD_RADEON_HD6800 = 0x6739, CARD_AMD_RADEON_HD6900 = 0x6719, CARD_AMD_RADEON_HD7700 = 0x683d, CARD_AMD_RADEON_HD7800 = 0x6819, CARD_AMD_RADEON_HD7900 = 0x679a, CARD_NVIDIA_RIVA_128 = 0x0018, CARD_NVIDIA_RIVA_TNT = 0x0020, CARD_NVIDIA_RIVA_TNT2 = 0x0028, CARD_NVIDIA_GEFORCE = 0x0100, CARD_NVIDIA_GEFORCE2_MX = 0x0110, CARD_NVIDIA_GEFORCE2 = 0x0150, CARD_NVIDIA_GEFORCE3 = 0x0200, CARD_NVIDIA_GEFORCE4_MX = 0x0170, CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253, CARD_NVIDIA_GEFORCEFX_5200 = 0x0320, CARD_NVIDIA_GEFORCEFX_5600 = 0x0312, CARD_NVIDIA_GEFORCEFX_5800 = 0x0302, CARD_NVIDIA_GEFORCE_6200 = 0x014f, CARD_NVIDIA_GEFORCE_6600GT = 0x0140, CARD_NVIDIA_GEFORCE_6800 = 0x0041, CARD_NVIDIA_GEFORCE_7400 = 0x01d8, CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */ CARD_NVIDIA_GEFORCE_7600 = 0x0391, CARD_NVIDIA_GEFORCE_7800GT = 0x0092, CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */ CARD_NVIDIA_GEFORCE_8300GS = 0x0423, CARD_NVIDIA_GEFORCE_8400GS = 0x0404, CARD_NVIDIA_GEFORCE_8500GT = 0x0421, CARD_NVIDIA_GEFORCE_8600GT = 0x0402, CARD_NVIDIA_GEFORCE_8600MGT = 0x0407, CARD_NVIDIA_GEFORCE_8800GTS = 0x0193, CARD_NVIDIA_GEFORCE_8800GTX = 0x0191, CARD_NVIDIA_GEFORCE_9200 = 0x086d, CARD_NVIDIA_GEFORCE_9300 = 0x086c, CARD_NVIDIA_GEFORCE_9400M = 0x0863, CARD_NVIDIA_GEFORCE_9400GT = 0x042c, CARD_NVIDIA_GEFORCE_9500GT = 0x0640, CARD_NVIDIA_GEFORCE_9600GT = 0x0622, CARD_NVIDIA_GEFORCE_9800GT = 0x0614, CARD_NVIDIA_GEFORCE_210 = 0x0a23, CARD_NVIDIA_GEFORCE_GT220 = 0x0a20, CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3, CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2, CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6, CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1, CARD_NVIDIA_GEFORCE_315M = 0x0a7a, CARD_NVIDIA_GEFORCE_320M = 0x08a3, CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d, CARD_NVIDIA_GEFORCE_GT325M = 0x0a35, CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0, CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0, CARD_NVIDIA_GEFORCE_410M = 0x1055, CARD_NVIDIA_GEFORCE_GT420 = 0x0de2, CARD_NVIDIA_GEFORCE_GT430 = 0x0de1, CARD_NVIDIA_GEFORCE_GT440 = 0x0de0, CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4, CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22, CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1, CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4, CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd, CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0, CARD_NVIDIA_GEFORCE_GT520 = 0x1040, CARD_NVIDIA_GEFORCE_GT540M = 0x0df4, CARD_NVIDIA_GEFORCE_GTX550 = 0x1244, CARD_NVIDIA_GEFORCE_GT555M = 0x04b8, CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200, CARD_NVIDIA_GEFORCE_GTX560 = 0x1201, CARD_NVIDIA_GEFORCE_GTX570 = 0x1081, CARD_NVIDIA_GEFORCE_GTX580 = 0x1080, CARD_NVIDIA_GEFORCE_GT610 = 0x104a, CARD_NVIDIA_GEFORCE_GT630 = 0x0f00, CARD_NVIDIA_GEFORCE_GT630M = 0x0de9, CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2, CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1, CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6, CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6, CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0, CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4, CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183, CARD_NVIDIA_GEFORCE_GTX670 = 0x1189, CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1, CARD_NVIDIA_GEFORCE_GTX680 = 0x1180, CARD_NVIDIA_GEFORCE_GTX750 = 0x1381, CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380, CARD_NVIDIA_GEFORCE_GTX760 = 0x1187, CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2, CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0, CARD_NVIDIA_GEFORCE_GTX770 = 0x1184, 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_HWM = 0x0416, }; struct wined3d_fbo_ops { GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer); void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer); void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers); void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers); void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params); GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer); void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer); void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers); void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers); GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target); void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer); void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint *params); void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); void (WINE_GLAPI *glGenerateMipmap)(GLenum target); }; struct wined3d_gl_limits { UINT buffers; UINT lights; UINT textures; UINT texture_coords; UINT fragment_samplers; UINT vertex_samplers; UINT combined_samplers; UINT general_combiners; UINT clipplanes; UINT texture_size; UINT texture3d_size; float pointsize_max; float pointsize_min; UINT blends; UINT anisotropy; float shininess; UINT samples; UINT vertex_attribs; UINT glsl_varyings; UINT glsl_vs_float_constants; UINT glsl_ps_float_constants; UINT arb_vs_float_constants; UINT arb_vs_native_constants; UINT arb_vs_instructions; UINT arb_vs_temps; UINT arb_ps_float_constants; UINT arb_ps_local_constants; UINT arb_ps_native_constants; UINT arb_ps_instructions; UINT arb_ps_temps; }; struct wined3d_gl_info { DWORD glsl_version; struct wined3d_gl_limits limits; DWORD reserved_glsl_constants, reserved_arb_constants; DWORD quirks; BOOL supported[WINED3D_GL_EXT_COUNT]; GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1]; HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs); struct opengl_funcs gl_ops; struct wined3d_fbo_ops fbo_ops; struct wined3d_format *formats; }; struct wined3d_driver_info { enum wined3d_pci_vendor vendor; enum wined3d_pci_device device; const char *name; const char *description; unsigned int vidmem; DWORD version_high; DWORD version_low; }; struct wined3d_d3d_limits { UINT vs_version, gs_version, ps_version; DWORD vs_uniform_count; DWORD ps_uniform_count; UINT ffp_textures; UINT ffp_blend_stages; }; typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data); typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data); extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN; struct wined3d_ffp_attrib_ops { wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT]; wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT]; wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT]; wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT]; wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT]; }; struct wined3d_d3d_info { struct wined3d_d3d_limits limits; struct wined3d_ffp_attrib_ops ffp_attrib_ops; BOOL xyzrhw; BOOL vs_clipping; DWORD valid_rt_mask; }; /* The adapter structure */ struct wined3d_adapter { UINT ordinal; POINT monitorPoint; enum wined3d_format_id screen_format; struct wined3d_gl_info gl_info; struct wined3d_d3d_info d3d_info; struct wined3d_driver_info driver_info; WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */ unsigned int cfg_count; struct wined3d_pixel_format *cfgs; unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */ unsigned int UsedTextureRam; LUID luid; const struct wined3d_vertex_pipe_ops *vertex_pipe; const struct fragment_pipeline *fragment_pipe; const struct wined3d_shader_backend_ops *shader_backend; const struct blit_shader *blitter; }; BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter) DECLSPEC_HIDDEN; unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount) DECLSPEC_HIDDEN; BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; enum projection_types { proj_none = 0, proj_count3 = 1, proj_count4 = 2 }; enum dst_arg { resultreg = 0, tempreg = 1 }; /***************************************************************************** * Fixed function pipeline replacements */ #define ARG_UNUSED 0xff struct texture_stage_op { unsigned cop : 8; unsigned carg1 : 8; unsigned carg2 : 8; unsigned carg0 : 8; unsigned aop : 8; unsigned aarg1 : 8; unsigned aarg2 : 8; unsigned aarg0 : 8; struct color_fixup_desc color_fixup; unsigned tex_type : 3; unsigned dst : 1; unsigned projected : 2; unsigned padding : 10; }; struct ffp_frag_settings { struct texture_stage_op op[MAX_TEXTURES]; enum wined3d_ffp_ps_fog_mode fog; /* Use shorts instead of chars to get dword alignment */ unsigned short sRGB_write; unsigned short emul_clipplanes; }; struct ffp_frag_desc { struct wine_rb_entry entry; struct ffp_frag_settings settings; }; extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN; extern const struct wine_rb_functions wined3d_ffp_vertex_program_rb_functions DECLSPEC_HIDDEN; extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN; void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state, struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN; const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders, const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN; void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN; void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN; void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN; extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN; extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN; enum wined3d_ffp_vs_fog_mode { WINED3D_FFP_VS_FOG_OFF = 0, WINED3D_FFP_VS_FOG_FOGCOORD = 1, WINED3D_FFP_VS_FOG_DEPTH = 2, WINED3D_FFP_VS_FOG_RANGE = 3, }; #define WINED3D_FFP_TCI_SHIFT 16 #define WINED3D_FFP_TCI_MASK 0xff #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx)) #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7 struct wined3d_ffp_vs_settings { DWORD light_type : 24; /* MAX_ACTIVE_LIGHTS, 8 * 3 */ DWORD diffuse_source : 2; DWORD emission_source : 2; DWORD ambient_source : 2; DWORD specular_source : 2; DWORD transformed : 1; DWORD clipping : 1; DWORD normal : 1; DWORD normalize : 1; DWORD lighting : 1; DWORD localviewer : 1; DWORD point_size : 1; DWORD fog_mode : 2; DWORD texcoords : 8; /* MAX_TEXTURES */ DWORD ortho_fog : 1; DWORD padding : 14; BYTE texgen[MAX_TEXTURES]; }; struct wined3d_ffp_vs_desc { struct wine_rb_entry entry; struct wined3d_ffp_vs_settings settings; }; void wined3d_ffp_get_vs_settings(const struct wined3d_state *state, const struct wined3d_stream_info *si, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN; struct wined3d { LONG ref; DWORD flags; UINT adapter_count; struct wined3d_adapter adapters[1]; }; HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN; BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN; void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN; struct wined3d_stream_output { struct wined3d_buffer *buffer; UINT offset; }; struct wined3d_stream_state { struct wined3d_buffer *buffer; UINT offset; UINT stride; UINT frequency; UINT flags; }; #define WINED3D_STATE_NO_REF 0x00000001 #define WINED3D_STATE_INIT_DEFAULT 0x00000002 struct wined3d_state { DWORD flags; const struct wined3d_fb_state *fb; struct wined3d_vertex_declaration *vertex_declaration; struct wined3d_stream_output stream_output[MAX_STREAM_OUT]; struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */]; struct wined3d_buffer *index_buffer; enum wined3d_format_id index_format; INT base_vertex_index; INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */ GLenum gl_primitive_type; struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT]; struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS]; struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS]; BOOL vs_consts_b[MAX_CONST_B]; INT vs_consts_i[MAX_CONST_I * 4]; float *vs_consts_f; BOOL ps_consts_b[MAX_CONST_B]; INT ps_consts_i[MAX_CONST_I * 4]; float *ps_consts_f; struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS]; DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1]; struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1]; struct wined3d_vec4 clip_planes[MAX_CLIPPLANES]; struct wined3d_material material; struct wined3d_viewport viewport; RECT scissor_rect; /* Light hashmap. Collisions are handled using linked lists. */ #define LIGHTMAP_SIZE 43 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) struct list light_map[LIGHTMAP_SIZE]; const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; DWORD render_states[WINEHIGHEST_RENDER_STATE + 1]; }; #define WINED3D_UNMAPPED_STAGE ~0U /* Multithreaded flag. Removed from the public header to signal that * wined3d_device_create() ignores it. */ #define WINED3DCREATE_MULTITHREADED 0x00000004 struct wined3d_device { LONG ref; /* WineD3D Information */ struct wined3d_device_parent *device_parent; struct wined3d *wined3d; struct wined3d_adapter *adapter; /* Window styles to restore when switching fullscreen mode */ LONG style; LONG exStyle; /* X and GL Information */ GLenum offscreenBuffer; const struct wined3d_shader_backend_ops *shader_backend; void *shader_priv; void *fragment_priv; void *vertex_priv; void *blit_priv; struct StateEntry StateTable[STATE_HIGHEST + 1]; /* Array of functions for states which are handled by more than one pipeline part */ APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1]; const struct blit_shader *blitter; BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */ BYTE bCursorVisible : 1; BYTE d3d_initialized : 1; BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */ BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */ BYTE filter_messages : 1; BYTE padding : 2; unsigned char surface_alignment; /* Line Alignment of surfaces */ WORD padding2 : 16; struct wined3d_state state; struct wined3d_state *update_state; struct wined3d_stateblock *recording; /* Internal use fields */ struct wined3d_device_creation_parameters create_parms; HWND focus_window; struct wined3d_swapchain **swapchains; UINT swapchain_count; struct list resources; /* a linked list to track resources created by the device */ struct list shaders; /* a linked list to track shaders (pixel and vertex) */ /* Render Target Support */ struct wined3d_fb_state fb; struct wined3d_surface *onscreen_depth_stencil; struct wined3d_surface *auto_depth_stencil; /* For rendering to a texture using glCopyTexImage */ GLuint depth_blt_texture; /* Cursor management */ UINT xHotSpot; UINT yHotSpot; UINT xScreenSpace; UINT yScreenSpace; UINT cursorWidth, cursorHeight; struct wined3d_texture *cursor_texture; HCURSOR hardwareCursor; /* The Wine logo texture */ struct wined3d_texture *logo_texture; /* Textures for when no other textures are mapped */ UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS]; UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS]; UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS]; UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS]; /* Command stream */ struct wined3d_cs *cs; /* Context management */ struct wined3d_context **contexts; UINT context_count; }; void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb, UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN; BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN; void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN; HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d, UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN; LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode, UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN; void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN; void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN; void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context, struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN; void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN; static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state) { DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT); BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); return context->isStateDirty[idx] & (1 << shift); } static inline void context_invalidate_active_texture(struct wined3d_context *context) { DWORD sampler = context->rev_tex_unit_map[context->active_texture]; if (sampler != WINED3D_UNMAPPED_STAGE) context_invalidate_state(context, STATE_SAMPLER(sampler)); } #define WINED3D_RESOURCE_ACCESS_GPU 0x1 #define WINED3D_RESOURCE_ACCESS_CPU 0x2 struct wined3d_resource_ops { void (*resource_unload)(struct wined3d_resource *resource); }; struct wined3d_resource { LONG ref; LONG bind_count; LONG map_count; struct wined3d_device *device; enum wined3d_resource_type type; const struct wined3d_format *format; enum wined3d_multisample_type multisample_type; UINT multisample_quality; DWORD usage; enum wined3d_pool pool; DWORD access_flags; UINT width; UINT height; UINT depth; UINT size; DWORD priority; void *heap_memory; struct list resource_list_entry; void *parent; const struct wined3d_parent_ops *parent_ops; const struct wined3d_resource_ops *resource_ops; }; void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN; DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN; HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device, enum wined3d_resource_type type, const struct wined3d_format *format, enum wined3d_multisample_type multisample_type, UINT multisample_quality, DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size, void *parent, const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN; DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN; void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN; BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN; void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN; DWORD wined3d_resource_sanitize_map_flags(const struct wined3d_resource *resource, DWORD flags) DECLSPEC_HIDDEN; GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN; GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN; /* Tests show that the start address of resources is 32 byte aligned */ #define RESOURCE_ALIGNMENT 16 enum wined3d_texture_state { WINED3DTEXSTA_ADDRESSU = 0, WINED3DTEXSTA_ADDRESSV = 1, WINED3DTEXSTA_ADDRESSW = 2, WINED3DTEXSTA_BORDERCOLOR = 3, WINED3DTEXSTA_MAGFILTER = 4, WINED3DTEXSTA_MINFILTER = 5, WINED3DTEXSTA_MIPFILTER = 6, WINED3DTEXSTA_MAXMIPLEVEL = 7, WINED3DTEXSTA_MAXANISOTROPY = 8, WINED3DTEXSTA_SRGBTEXTURE = 9, WINED3DTEXSTA_SHADOW = 10, MAX_WINETEXTURESTATES = 11, }; struct gl_texture { DWORD states[MAX_WINETEXTURESTATES]; GLuint name; }; struct wined3d_texture_ops { void (*texture_sub_resource_load)(struct wined3d_resource *sub_resource, struct wined3d_context *context, BOOL srgb); void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource, const struct wined3d_box *dirty_region); void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource); }; #define WINED3D_TEXTURE_COND_NP2 0x00000001 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000002 #define WINED3D_TEXTURE_IS_SRGB 0x00000004 #define WINED3D_TEXTURE_RGB_VALID 0x00000008 #define WINED3D_TEXTURE_SRGB_VALID 0x00000010 struct wined3d_texture { struct wined3d_resource resource; const struct wined3d_texture_ops *texture_ops; struct gl_texture texture_rgb, texture_srgb; struct wined3d_resource **sub_resources; UINT layer_count; UINT level_count; float pow2_matrix[16]; UINT lod; enum wined3d_texture_filter_type filter_type; DWORD sampler; DWORD flags; const struct min_lookup *min_mip_lookup; const GLenum *mag_lookup; GLenum target; /* Color keys for DDraw */ struct wined3d_color_key dst_blt_color_key; struct wined3d_color_key src_blt_color_key; struct wined3d_color_key dst_overlay_color_key; struct wined3d_color_key src_overlay_color_key; DWORD color_key_flags; }; static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource) { return CONTAINING_RECORD(resource, struct wined3d_texture, resource); } static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture, BOOL srgb) { return srgb ? &texture->texture_srgb : &texture->texture_rgb; } void wined3d_texture_apply_state_changes(struct wined3d_texture *texture, const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1], const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; void wined3d_texture_bind(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; void wined3d_texture_load(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; void wined3d_texture_set_dirty(struct wined3d_texture *texture) DECLSPEC_HIDDEN; #define WINED3D_VFLAG_ALLOCATED 0x00000001 #define WINED3D_VFLAG_SRGB_ALLOCATED 0x00000002 #define WINED3D_VFLAG_PBO 0x00000004 #define WINED3D_VFLAG_CLIENT_STORAGE 0x00000008 #define WINED3D_LOCATION_DISCARDED 0x00000001 #define WINED3D_LOCATION_SYSMEM 0x00000002 #define WINED3D_LOCATION_USER_MEMORY 0x00000004 #define WINED3D_LOCATION_DIB 0x00000008 #define WINED3D_LOCATION_BUFFER 0x00000010 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000020 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000040 #define WINED3D_LOCATION_DRAWABLE 0x00000080 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000100 #define WINED3D_LOCATION_RB_RESOLVED 0x00000200 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN; struct wined3d_volume { struct wined3d_resource resource; struct wined3d_texture *container; DWORD flags, locations; GLint texture_level; DWORD download_count; GLuint pbo; }; static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource) { return CONTAINING_RECORD(resource, struct wined3d_volume, resource); } HRESULT wined3d_volume_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc, unsigned int level, struct wined3d_volume **volume) DECLSPEC_HIDDEN; void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context, BOOL srgb_mode) DECLSPEC_HIDDEN; void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN; void wined3d_volume_invalidate_location(struct wined3d_volume *volume, DWORD location) DECLSPEC_HIDDEN; void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context, const struct wined3d_bo_address *data) DECLSPEC_HIDDEN; struct wined3d_surface_dib { HBITMAP DIBsection; void *bitmap_data; UINT bitmap_size; }; struct wined3d_renderbuffer_entry { struct list entry; GLuint id; UINT width; UINT height; }; struct fbo_entry { struct list entry; struct wined3d_surface **render_targets; struct wined3d_surface *depth_stencil; DWORD location; DWORD rt_mask; BOOL attached; GLuint id; }; struct wined3d_surface_ops { HRESULT (*surface_private_setup)(struct wined3d_surface *surface); void (*surface_realize_palette)(struct wined3d_surface *surface); void (*surface_unmap)(struct wined3d_surface *surface); }; struct wined3d_surface { struct wined3d_resource resource; const struct wined3d_surface_ops *surface_ops; struct wined3d_texture *container; struct wined3d_swapchain *swapchain; struct wined3d_palette *palette; /* D3D7 style palette handling */ DWORD draw_binding, map_binding; void *user_memory; DWORD locations; DWORD flags; UINT pitch; UINT pow2Width; UINT pow2Height; /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */ void (*get_drawable_size)(const struct wined3d_context *context, UINT *width, UINT *height); /* PBO */ GLuint pbo; GLuint rb_multisample; GLuint rb_resolved; GLint texture_level; GLenum texture_target; RECT lockedRect; int lockCount; /* For GetDC */ struct wined3d_surface_dib dib; HDC hDC; struct wined3d_color_key gl_color_key; struct list renderbuffers; const struct wined3d_renderbuffer_entry *current_renderbuffer; SIZE ds_current_size; /* DirectDraw Overlay handling */ RECT overlay_srcrect; RECT overlay_destrect; struct wined3d_surface *overlay_dest; struct list overlays; struct list overlay_entry; }; static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource) { return CONTAINING_RECORD(resource, struct wined3d_surface, resource); } static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, BOOL srgb) { return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE] ? surface->container->texture_srgb.name : surface->container->texture_rgb.name; } void surface_set_dirty(struct wined3d_surface *surface) DECLSPEC_HIDDEN; HRESULT surface_color_fill(struct wined3d_surface *s, const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN; GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN; void surface_invalidate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN; BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN; void surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN; void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN; HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN; void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN; void surface_prepare_rb(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN; void surface_prepare_texture(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; void surface_set_compatible_renderbuffer(struct wined3d_surface *surface, const struct wined3d_surface *rt) DECLSPEC_HIDDEN; void surface_set_container(struct wined3d_surface *surface, struct wined3d_texture *container) DECLSPEC_HIDDEN; void surface_set_swapchain(struct wined3d_surface *surface, struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; void surface_set_texture_target(struct wined3d_surface *surface, GLenum target, GLint level) DECLSPEC_HIDDEN; void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN; void surface_update_draw_binding(struct wined3d_surface *surface) DECLSPEC_HIDDEN; HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point, struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN; void surface_validate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN; HRESULT CDECL wined3d_surface_create(struct wined3d_texture *container, const struct wined3d_resource_desc *desc, DWORD flags, struct wined3d_surface **surface) DECLSPEC_HIDDEN; void surface_prepare_map_memory(struct wined3d_surface *surface) DECLSPEC_HIDDEN; void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN; void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN; void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN; void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN; void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN; /* Surface flags: */ #define SFLAG_CONVERTED 0x00000001 /* Converted for color keying or palettized. */ #define SFLAG_DISCARD 0x00000002 /* ??? */ #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */ #define SFLAG_NORMCOORD 0x00000008 /* Set if GL texture coordinates are normalized (non-texture rectangle). */ #define SFLAG_DYNLOCK 0x00000010 /* Surface is often locked by the application. */ #define SFLAG_PIN_SYSMEM 0x00000020 /* Keep the surface in sysmem, at the same address. */ #define SFLAG_DCINUSE 0x00000040 /* Set between GetDC and ReleaseDC calls. */ #define SFLAG_LOST 0x00000080 /* Surface lost flag for ddraw. */ #define SFLAG_GLCKEY 0x00000100 /* The GL texture was created with a color key. */ #define SFLAG_CLIENT 0x00000200 /* GL_APPLE_client_storage is used with this surface. */ #define SFLAG_DIBSECTION 0x00000400 /* Has a DIB section attached for GetDC. */ #define SFLAG_ALLOCATED 0x00000800 /* A GL texture is allocated for this surface. */ #define SFLAG_SRGBALLOCATED 0x00001000 /* A sRGB GL texture is allocated for this surface. */ /* In some conditions the surface memory must not be freed: * SFLAG_CONVERTED: Converting the data back would take too long * SFLAG_DYNLOCK: Avoid freeing the data for performance * SFLAG_CLIENT: OpenGL uses our memory as backup */ #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \ SFLAG_DYNLOCK | \ SFLAG_CLIENT | \ SFLAG_PIN_SYSMEM) enum wined3d_conversion_type { WINED3D_CT_NONE, WINED3D_CT_PALETTED, WINED3D_CT_PALETTED_CK, WINED3D_CT_CK_565, WINED3D_CT_CK_5551, WINED3D_CT_CK_RGB24, WINED3D_CT_RGB32_888, WINED3D_CT_CK_ARGB32, }; void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN; struct wined3d_sampler { LONG refcount; void *parent; }; struct wined3d_vertex_declaration_element { const struct wined3d_format *format; BOOL ffp_valid; WORD input_slot; WORD offset; UINT output_slot; BYTE method; BYTE usage; BYTE usage_idx; }; struct wined3d_vertex_declaration { LONG ref; void *parent; const struct wined3d_parent_ops *parent_ops; struct wined3d_device *device; struct wined3d_vertex_declaration_element *elements; UINT element_count; BOOL position_transformed; BOOL half_float_conv_needed; }; struct wined3d_saved_states { DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1]; WORD streamSource; /* MAX_STREAMS, 16 */ WORD streamFreq; /* MAX_STREAMS, 16 */ DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1]; DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */ WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */ DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */ WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */ WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */ BOOL *pixelShaderConstantsF; WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */ WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */ BOOL *vertexShaderConstantsF; DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */ DWORD primitive_type : 1; DWORD indices : 1; DWORD material : 1; DWORD viewport : 1; DWORD vertexDecl : 1; DWORD pixelShader : 1; DWORD vertexShader : 1; DWORD scissorRect : 1; DWORD padding : 4; }; struct StageState { DWORD stage; DWORD state; }; struct wined3d_stateblock { LONG ref; /* Note: Ref counting not required */ struct wined3d_device *device; /* Array indicating whether things have been set or changed */ struct wined3d_saved_states changed; struct wined3d_state state; /* Contained state management */ DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1]; unsigned int num_contained_render_states; DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1]; unsigned int num_contained_transform_states; DWORD contained_vs_consts_i[MAX_CONST_I]; unsigned int num_contained_vs_consts_i; DWORD contained_vs_consts_b[MAX_CONST_B]; unsigned int num_contained_vs_consts_b; DWORD *contained_vs_consts_f; unsigned int num_contained_vs_consts_f; DWORD contained_ps_consts_i[MAX_CONST_I]; unsigned int num_contained_ps_consts_i; DWORD contained_ps_consts_b[MAX_CONST_B]; unsigned int num_contained_ps_consts_b; DWORD *contained_ps_consts_f; unsigned int num_contained_ps_consts_f; struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)]; unsigned int num_contained_tss_states; struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE]; unsigned int num_contained_sampler_states; }; void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN; void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN; HRESULT state_init(struct wined3d_state *state, struct wined3d_fb_state *fb, const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info, DWORD flags) DECLSPEC_HIDDEN; void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN; struct wined3d_cs_ops { void *(*require_space)(struct wined3d_cs *cs, size_t size); void (*submit)(struct wined3d_cs *cs); }; struct wined3d_cs { const struct wined3d_cs_ops *ops; struct wined3d_device *device; struct wined3d_fb_state fb; struct wined3d_state state; size_t data_size; void *data; }; struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN; void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN; void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN; void wined3d_cs_emit_draw(struct wined3d_cs *cs, UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN; void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain, const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region, DWORD flags) DECLSPEC_HIDDEN; void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx, const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type, UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_depth_stencil(struct wined3d_cs *cs, struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer, enum wined3d_format_id format_id) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_render_target(struct wined3d_cs *cs, UINT render_target_idx, struct wined3d_surface *render_target) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type, UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx, enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type, struct wined3d_shader *shader) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx, struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx, struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx, UINT frequency, UINT flags) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage, enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state, const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs, struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN; /* Direct3D terminology with little modifications. We do not have an issued state * because only the driver knows about it, but we have a created state because d3d * allows GetData on a created issue, but opengl doesn't */ enum query_state { QUERY_CREATED, QUERY_SIGNALLED, QUERY_BUILDING }; struct wined3d_query_ops { HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags); HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags); }; struct wined3d_query { LONG ref; const struct wined3d_query_ops *query_ops; struct wined3d_device *device; enum query_state state; enum wined3d_query_type type; DWORD data_size; void *extendedData; }; /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other * fixed function semantics as D3DCOLOR or FLOAT16 */ enum wined3d_buffer_conversion_type { CONV_NONE, CONV_D3DCOLOR, CONV_POSITIONT, }; struct wined3d_map_range { UINT offset; UINT size; }; struct wined3d_buffer { struct wined3d_resource resource; struct wined3d_buffer_desc desc; GLuint buffer_object; GLenum buffer_object_usage; GLenum buffer_type_hint; DWORD flags; void *map_ptr; struct wined3d_map_range *maps; ULONG maps_size, modified_areas; struct wined3d_event_query *query; /* conversion stuff */ UINT decl_change_count, full_conversion_count; UINT draw_count; UINT stride; /* 0 if no conversion */ UINT conversion_stride; /* 0 if no shifted conversion */ enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */ }; static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource) { return CONTAINING_RECORD(resource, struct wined3d_buffer, resource); } void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context, struct wined3d_bo_address *data) DECLSPEC_HIDDEN; BYTE *buffer_get_sysmem(struct wined3d_buffer *This, struct wined3d_context *context) DECLSPEC_HIDDEN; void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context, const struct wined3d_state *state) DECLSPEC_HIDDEN; struct wined3d_rendertarget_view { LONG refcount; struct wined3d_resource *resource; void *parent; }; struct wined3d_swapchain_ops { void (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect, const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags); }; struct wined3d_swapchain { LONG ref; void *parent; const struct wined3d_parent_ops *parent_ops; const struct wined3d_swapchain_ops *swapchain_ops; struct wined3d_device *device; struct wined3d_surface **back_buffers; struct wined3d_surface *front_buffer; struct wined3d_swapchain_desc desc; struct wined3d_display_mode original_mode; struct wined3d_gamma_ramp orig_gamma; BOOL render_to_fbo; const struct wined3d_format *ds_format; LONG prev_time, frames; /* Performance tracking */ struct wined3d_context **context; unsigned int num_contexts; HWND win_handle; HWND device_window; HDC backup_dc; HWND backup_wnd; }; static inline BOOL swapchain_is_p8(const struct wined3d_swapchain *swapchain) { return swapchain->desc.backbuffer_format == WINED3DFMT_P8_UINT; } void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN; struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; /***************************************************************************** * Utility function prototypes */ /* Trace routines */ const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN; const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN; const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN; const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN; const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN; const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN; const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN; const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN; const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN; const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN; const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN; const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN; const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN; const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN; const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN; const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN; const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN; const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN; void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN; BOOL is_invalid_op(const struct wined3d_state *state, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN; void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN; void set_texture_matrix(const struct wined3d_gl_info *gl_info, const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, enum wined3d_format_id coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN; void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_specularenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void transform_world(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void transform_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void transform_projection(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_ambient(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void viewport_vertexpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void light(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void vertexdeclaration(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_psizemin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_psizemin_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_psizemin_arb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; void state_pscale(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; BOOL getColorBits(const struct wined3d_format *format, BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN; BOOL getDepthStencilBits(const struct wined3d_format *format, BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN; GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN; /* Math utils */ void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2) DECLSPEC_HIDDEN; UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN; unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN; void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN; struct wined3d_shader_lconst { struct list entry; unsigned int idx; DWORD value[4]; }; struct wined3d_shader_limits { unsigned int sampler; unsigned int constant_int; unsigned int constant_float; unsigned int constant_bool; unsigned int packed_output; unsigned int packed_input; }; #ifdef __GNUC__ #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args))) #else #define PRINTF_ATTR(fmt,args) #endif /* Base Shader utility functions. */ int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN; int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN; /* Vertex shader utility functions */ BOOL vshader_get_input(const struct wined3d_shader *shader, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN; struct wined3d_vertex_shader { struct wined3d_shader_attribute attributes[MAX_ATTRIBS]; }; struct wined3d_geometry_shader { enum wined3d_primitive_type input_type; enum wined3d_primitive_type output_type; UINT vertices_out; }; struct wined3d_pixel_shader { /* Pixel shader input semantics */ DWORD input_reg_map[MAX_REG_INPUT]; BOOL input_reg_used[MAX_REG_INPUT]; unsigned int declared_in_count; /* Some information about the shader behavior */ BOOL color0_mov; DWORD color0_reg; }; struct wined3d_shader { LONG ref; struct wined3d_shader_limits limits; DWORD *function; UINT functionLength; BOOL load_local_constsF; const struct wined3d_shader_frontend *frontend; void *frontend_data; void *backend_data; void *parent; const struct wined3d_parent_ops *parent_ops; /* Programs this shader is linked with */ struct list linked_programs; /* Immediate constants (override global ones) */ struct list constantsB; struct list constantsF; struct list constantsI; struct wined3d_shader_reg_maps reg_maps; BOOL lconst_inf_or_nan; struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)]; struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT]; /* Pointer to the parent device */ struct wined3d_device *device; struct list shader_list_entry; union { struct wined3d_vertex_shader vs; struct wined3d_geometry_shader gs; struct wined3d_pixel_shader ps; } u; }; void pixelshader_update_samplers(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN; void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, WORD swizzle_map, struct vs_compile_args *args) DECLSPEC_HIDDEN; void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN; BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN; void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN; void shader_dump_src_param(const struct wined3d_shader_src_param *param, const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN; void shader_dump_dst_param(const struct wined3d_shader_dst_param *param, const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN; unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN; void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer, const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN; BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN; static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg) { switch (reg->type) { case WINED3DSPR_RASTOUT: /* oFog & oPts */ if (reg->idx[0].offset) return TRUE; /* oPos */ return FALSE; case WINED3DSPR_DEPTHOUT: /* oDepth */ case WINED3DSPR_CONSTBOOL: /* b# */ case WINED3DSPR_LOOP: /* aL */ case WINED3DSPR_PREDICATE: /* p0 */ case WINED3DSPR_PRIMID: /* primID */ return TRUE; case WINED3DSPR_MISCTYPE: switch (reg->idx[0].offset) { case 0: /* vPos */ return FALSE; case 1: /* vFace */ return TRUE; default: return FALSE; } case WINED3DSPR_IMMCONST: return reg->immconst_type == WINED3D_IMMCONST_SCALAR; default: return FALSE; } } static inline void shader_get_position_fixup(const struct wined3d_context *context, const struct wined3d_state *state, float *position_fixup) { position_fixup[0] = 1.0f; position_fixup[1] = 1.0f; position_fixup[2] = (63.0f / 64.0f) / state->viewport.width; position_fixup[3] = -(63.0f / 64.0f) / state->viewport.height; if (context->render_offscreen) { position_fixup[1] *= -1.0f; position_fixup[3] *= -1.0f; } } static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg) { struct wined3d_shader_lconst *lconst; if (shader->load_local_constsF) return FALSE; LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry) { if (lconst->idx == reg) return TRUE; } return FALSE; } /* Using additional shader constants (uniforms in GLSL / program environment * or local parameters in ARB) is costly: * ARB only knows float4 parameters and GLSL compiler are not really smart * when it comes to efficiently pack float2 uniforms, so no space is wasted * (in fact most compilers map a float2 to a full float4 uniform). * * For NP2 texcoord fixup we only need 2 floats (width and height) for each * 2D texture used in the shader. We therefore pack fixup info for 2 textures * into a single shader constant (uniform / program parameter). * * This structure is shared between the GLSL and the ARB backend.*/ struct ps_np2fixup_info { unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */ WORD active; /* bitfield indicating if we can apply the fixup */ WORD num_consts; }; struct wined3d_palette { LONG ref; struct wined3d_device *device; HPALETTE hpal; WORD palVersion; /*| */ WORD palNumEntries; /*| LOGPALETTE */ PALETTEENTRY palents[256]; /*| */ DWORD flags; }; /* DirectDraw utility functions */ extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN; /***************************************************************************** * Pixel format management */ /* WineD3D pixel format flags */ #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001 #define WINED3DFMT_FLAG_FILTERING 0x00000002 #define WINED3DFMT_FLAG_DEPTH 0x00000004 #define WINED3DFMT_FLAG_STENCIL 0x00000008 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080 #define WINED3DFMT_FLAG_GETDC 0x00000100 #define WINED3DFMT_FLAG_FLOAT 0x00000200 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000 #define WINED3DFMT_FLAG_VTF 0x00002000 #define WINED3DFMT_FLAG_SHADOW 0x00004000 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000 #define WINED3DFMT_FLAG_BLOCKS 0x00020000 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000 #define WINED3DFMT_FLAG_TEXTURE 0x00080000 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000 struct wined3d_rational { UINT numerator; UINT denominator; }; struct wined3d_format { enum wined3d_format_id id; DWORD red_size; DWORD green_size; DWORD blue_size; DWORD alpha_size; DWORD red_offset; DWORD green_offset; DWORD blue_offset; DWORD alpha_offset; UINT byte_count; BYTE depth_size; BYTE stencil_size; UINT block_width; UINT block_height; UINT block_byte_count; enum wined3d_ffp_emit_idx emit_idx; GLint component_count; GLenum gl_vtx_type; GLint gl_vtx_format; GLboolean gl_normalized; unsigned int component_size; GLint glInternal; GLint glGammaInternal; GLint rtInternal; GLint glFormat; GLint glType; UINT conv_byte_count; unsigned int flags; struct wined3d_rational height_scale; struct color_fixup_desc color_fixup; void (*convert)(const BYTE *src, BYTE *dst, UINT src_row_pitch, UINT src_slice_pitch, UINT dst_row_pitch, UINT dst_slice_pitch, UINT width, UINT height, UINT depth); }; const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info, enum wined3d_format_id format_id) DECLSPEC_HIDDEN; UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN; DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface, const struct wined3d_color *color) DECLSPEC_HIDDEN; static inline BOOL use_vs(const struct wined3d_state *state) { /* Check state->vertex_declaration to allow this to be used before the * stream info is validated, for example in device_update_tex_unit_map(). */ return state->shader[WINED3D_SHADER_TYPE_VERTEX] && !state->vertex_declaration->position_transformed; } static inline BOOL use_ps(const struct wined3d_state *state) { return !!state->shader[WINED3D_SHADER_TYPE_PIXEL]; } static inline void context_apply_state(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct StateEntry *state_table = context->state_table; DWORD rep = state_table[state_id].representative; state_table[rep].apply(context, state, rep); } /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */ #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL" #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff)) #endif