/* * Copyright 2002-2003 The wine-d3d team * Copyright 2002-2003 Jason Edmeades * Copyright 2002-2003 Raphael Junqueira * Copyright 2005 Oliver Stieber * Copyright 2006 Stefan Dösinger * Copyright 2006 Stefan Dösinger for CodeWeavers * Copyright 2007 Henri Verbeet * Copyright 2008 Henri Verbeet for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #ifndef __WINE_WINED3D_H #define __WINE_WINED3D_H #include "wine/list.h" #define WINED3D_OK S_OK #define _FACWINED3D 0x876 #define MAKE_WINED3DSTATUS(code) MAKE_HRESULT(0, _FACWINED3D, code) #define WINED3DOK_NOMIPGEN MAKE_WINED3DSTATUS(2159) #define MAKE_WINED3DHRESULT(code) MAKE_HRESULT(1, _FACWINED3D, code) #define WINED3DERR_CONFLICTINGRENDERSTATE MAKE_WINED3DHRESULT(2081) #define WINED3DERR_UNSUPPORTEDTEXTUREFILTER MAKE_WINED3DHRESULT(2082) #define WINED3DERR_NOTAVAILABLE MAKE_WINED3DHRESULT(2154) #define WINED3DERR_OUTOFVIDEOMEMORY MAKE_WINED3DHRESULT(380) #define WINED3DERR_INVALIDCALL MAKE_WINED3DHRESULT(2156) #define WINEDDERR_NOTAOVERLAYSURFACE MAKE_WINED3DHRESULT(580) #define WINEDDERR_NOTLOCKED MAKE_WINED3DHRESULT(584) #define WINEDDERR_SURFACEBUSY MAKE_WINED3DHRESULT(430) #define WINEDDERR_INVALIDRECT MAKE_WINED3DHRESULT(150) #define WINEDDERR_OVERLAYNOTVISIBLE MAKE_WINED3DHRESULT(577) #define WINED3D_RESOURCE_ACCESS_GPU 0x1u #define WINED3D_RESOURCE_ACCESS_CPU 0x2u #define WINED3D_RESOURCE_ACCESS_MAP_R 0x4u #define WINED3D_RESOURCE_ACCESS_MAP_W 0x8u enum wined3d_light_type { WINED3D_LIGHT_POINT = 1, WINED3D_LIGHT_SPOT = 2, WINED3D_LIGHT_DIRECTIONAL = 3, WINED3D_LIGHT_PARALLELPOINT = 4, /* < D3D7 */ WINED3D_LIGHT_GLSPOT = 5, /* < D3D5, not actually usable */ }; enum wined3d_primitive_type { WINED3D_PT_UNDEFINED = 0, WINED3D_PT_POINTLIST = 1, WINED3D_PT_LINELIST = 2, WINED3D_PT_LINESTRIP = 3, WINED3D_PT_TRIANGLELIST = 4, WINED3D_PT_TRIANGLESTRIP = 5, WINED3D_PT_TRIANGLEFAN = 6, WINED3D_PT_LINELIST_ADJ = 10, WINED3D_PT_LINESTRIP_ADJ = 11, WINED3D_PT_TRIANGLELIST_ADJ = 12, WINED3D_PT_TRIANGLESTRIP_ADJ = 13, WINED3D_PT_PATCH = 14, }; enum wined3d_device_type { WINED3D_DEVICE_TYPE_HAL = 1, WINED3D_DEVICE_TYPE_REF = 2, WINED3D_DEVICE_TYPE_SW = 3, WINED3D_DEVICE_TYPE_NULLREF = 4, }; enum wined3d_feature_level { WINED3D_FEATURE_LEVEL_NONE = 0x0000, WINED3D_FEATURE_LEVEL_5 = 0x5000, WINED3D_FEATURE_LEVEL_6 = 0x6000, WINED3D_FEATURE_LEVEL_7 = 0x7000, WINED3D_FEATURE_LEVEL_8 = 0x8000, WINED3D_FEATURE_LEVEL_9_1 = 0x9100, WINED3D_FEATURE_LEVEL_9_2 = 0x9200, WINED3D_FEATURE_LEVEL_9_3 = 0x9300, WINED3D_FEATURE_LEVEL_10 = 0xa000, WINED3D_FEATURE_LEVEL_10_1 = 0xa100, WINED3D_FEATURE_LEVEL_11 = 0xb000, WINED3D_FEATURE_LEVEL_11_1 = 0xb100, }; enum wined3d_degree_type { WINED3D_DEGREE_LINEAR = 1, WINED3D_DEGREE_QUADRATIC = 2, WINED3D_DEGREE_CUBIC = 3, WINED3D_DEGREE_QUINTIC = 5, }; #define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \ ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \ ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24)) enum wined3d_format_id { WINED3DFMT_UNKNOWN, WINED3DFMT_B8G8R8_UNORM, WINED3DFMT_B5G5R5X1_UNORM, WINED3DFMT_B4G4R4A4_UNORM, WINED3DFMT_B2G3R3_UNORM, WINED3DFMT_B2G3R3A8_UNORM, WINED3DFMT_B4G4R4X4_UNORM, WINED3DFMT_R8G8B8X8_UNORM, WINED3DFMT_B10G10R10A2_UNORM, WINED3DFMT_P8_UINT_A8_UNORM, WINED3DFMT_P8_UINT, WINED3DFMT_L8_UNORM, WINED3DFMT_L8A8_UNORM, WINED3DFMT_L4A4_UNORM, WINED3DFMT_R5G5_SNORM_L6_UNORM, WINED3DFMT_R8G8_SNORM_L8X8_UNORM, WINED3DFMT_R10G11B11_SNORM, WINED3DFMT_R10G10B10X2_TYPELESS, WINED3DFMT_R10G10B10X2_UINT, WINED3DFMT_R10G10B10X2_SNORM, WINED3DFMT_R10G10B10_SNORM_A2_UNORM, WINED3DFMT_D16_LOCKABLE, WINED3DFMT_D32_UNORM, WINED3DFMT_S1_UINT_D15_UNORM, WINED3DFMT_X8D24_UNORM, WINED3DFMT_S4X4_UINT_D24_UNORM, WINED3DFMT_L16_UNORM, WINED3DFMT_S8_UINT_D24_FLOAT, WINED3DFMT_R8G8_SNORM_Cx, WINED3DFMT_R32G32B32A32_TYPELESS, WINED3DFMT_R32G32B32A32_FLOAT, WINED3DFMT_R32G32B32A32_UINT, WINED3DFMT_R32G32B32A32_SINT, WINED3DFMT_R32G32B32_TYPELESS, WINED3DFMT_R32G32B32_FLOAT, WINED3DFMT_R32G32B32_UINT, WINED3DFMT_R32G32B32_SINT, WINED3DFMT_R16G16B16A16_TYPELESS, WINED3DFMT_R16G16B16A16_FLOAT, WINED3DFMT_R16G16B16A16_UNORM, WINED3DFMT_R16G16B16A16_UINT, WINED3DFMT_R16G16B16A16_SNORM, WINED3DFMT_R16G16B16A16_SINT, WINED3DFMT_R32G32_TYPELESS, WINED3DFMT_R32G32_FLOAT, WINED3DFMT_R32G32_UINT, WINED3DFMT_R32G32_SINT, WINED3DFMT_R32G8X24_TYPELESS, WINED3DFMT_D32_FLOAT_S8X24_UINT, WINED3DFMT_R32_FLOAT_X8X24_TYPELESS, WINED3DFMT_X32_TYPELESS_G8X24_UINT, WINED3DFMT_R10G10B10A2_TYPELESS, WINED3DFMT_R10G10B10A2_UNORM, WINED3DFMT_R10G10B10A2_UINT, WINED3DFMT_R10G10B10A2_SNORM, WINED3DFMT_R10G10B10_XR_BIAS_A2_UNORM, WINED3DFMT_R11G11B10_FLOAT, WINED3DFMT_R8G8B8A8_TYPELESS, WINED3DFMT_R8G8B8A8_UNORM, WINED3DFMT_R8G8B8A8_UNORM_SRGB, WINED3DFMT_R8G8B8A8_UINT, WINED3DFMT_R8G8B8A8_SNORM, WINED3DFMT_R8G8B8A8_SINT, WINED3DFMT_R16G16_TYPELESS, WINED3DFMT_R16G16_FLOAT, WINED3DFMT_R16G16_UNORM, WINED3DFMT_R16G16_UINT, WINED3DFMT_R16G16_SNORM, WINED3DFMT_R16G16_SINT, WINED3DFMT_R32_TYPELESS, WINED3DFMT_D32_FLOAT, WINED3DFMT_R32_FLOAT, WINED3DFMT_R32_UINT, WINED3DFMT_R32_SINT, WINED3DFMT_R24G8_TYPELESS, WINED3DFMT_D24_UNORM_S8_UINT, WINED3DFMT_R24_UNORM_X8_TYPELESS, WINED3DFMT_X24_TYPELESS_G8_UINT, WINED3DFMT_R8G8_TYPELESS, WINED3DFMT_R8G8_UNORM, WINED3DFMT_R8G8_UINT, WINED3DFMT_R8G8_SNORM, WINED3DFMT_R8G8_SINT, WINED3DFMT_R16_TYPELESS, WINED3DFMT_R16_FLOAT, WINED3DFMT_D16_UNORM, WINED3DFMT_R16_UNORM, WINED3DFMT_R16_UINT, WINED3DFMT_R16_SNORM, WINED3DFMT_R16_SINT, WINED3DFMT_R8_TYPELESS, WINED3DFMT_R8_UNORM, WINED3DFMT_R8_UINT, WINED3DFMT_R8_SNORM, WINED3DFMT_R8_SINT, WINED3DFMT_A8_UNORM, WINED3DFMT_R1_UNORM, WINED3DFMT_R9G9B9E5_SHAREDEXP, WINED3DFMT_R8G8_B8G8_UNORM, WINED3DFMT_G8R8_G8B8_UNORM, WINED3DFMT_BC1_TYPELESS, WINED3DFMT_BC1_UNORM, WINED3DFMT_BC1_UNORM_SRGB, WINED3DFMT_BC2_TYPELESS, WINED3DFMT_BC2_UNORM, WINED3DFMT_BC2_UNORM_SRGB, WINED3DFMT_BC3_TYPELESS, WINED3DFMT_BC3_UNORM, WINED3DFMT_BC3_UNORM_SRGB, WINED3DFMT_BC4_TYPELESS, WINED3DFMT_BC4_UNORM, WINED3DFMT_BC4_SNORM, WINED3DFMT_BC5_TYPELESS, WINED3DFMT_BC5_UNORM, WINED3DFMT_BC5_SNORM, WINED3DFMT_B5G6R5_UNORM, WINED3DFMT_B5G5R5A1_UNORM, WINED3DFMT_B8G8R8A8_UNORM, WINED3DFMT_B8G8R8X8_UNORM, WINED3DFMT_B8G8R8A8_TYPELESS, WINED3DFMT_B8G8R8A8_UNORM_SRGB, WINED3DFMT_B8G8R8X8_TYPELESS, WINED3DFMT_B8G8R8X8_UNORM_SRGB, WINED3DFMT_BC6H_TYPELESS, WINED3DFMT_BC6H_UF16, WINED3DFMT_BC6H_SF16, WINED3DFMT_BC7_TYPELESS, WINED3DFMT_BC7_UNORM, WINED3DFMT_BC7_UNORM_SRGB, /* FOURCC formats. */ WINED3DFMT_UYVY = WINEMAKEFOURCC('U','Y','V','Y'), WINED3DFMT_YUY2 = WINEMAKEFOURCC('Y','U','Y','2'), WINED3DFMT_YV12 = WINEMAKEFOURCC('Y','V','1','2'), WINED3DFMT_DXT1 = WINEMAKEFOURCC('D','X','T','1'), WINED3DFMT_DXT2 = WINEMAKEFOURCC('D','X','T','2'), WINED3DFMT_DXT3 = WINEMAKEFOURCC('D','X','T','3'), WINED3DFMT_DXT4 = WINEMAKEFOURCC('D','X','T','4'), WINED3DFMT_DXT5 = WINEMAKEFOURCC('D','X','T','5'), WINED3DFMT_MULTI2_ARGB8 = WINEMAKEFOURCC('M','E','T','1'), WINED3DFMT_G8R8_G8B8 = WINEMAKEFOURCC('G','R','G','B'), WINED3DFMT_R8G8_B8G8 = WINEMAKEFOURCC('R','G','B','G'), WINED3DFMT_ATI1N = WINEMAKEFOURCC('A','T','I','1'), WINED3DFMT_ATI2N = WINEMAKEFOURCC('A','T','I','2'), WINED3DFMT_INST = WINEMAKEFOURCC('I','N','S','T'), WINED3DFMT_NVDB = WINEMAKEFOURCC('N','V','D','B'), WINED3DFMT_NVHU = WINEMAKEFOURCC('N','V','H','U'), WINED3DFMT_NVHS = WINEMAKEFOURCC('N','V','H','S'), WINED3DFMT_INTZ = WINEMAKEFOURCC('I','N','T','Z'), WINED3DFMT_RESZ = WINEMAKEFOURCC('R','E','S','Z'), WINED3DFMT_NULL = WINEMAKEFOURCC('N','U','L','L'), WINED3DFMT_R16 = WINEMAKEFOURCC(' ','R','1','6'), WINED3DFMT_AL16 = WINEMAKEFOURCC('A','L','1','6'), WINED3DFMT_NV12 = WINEMAKEFOURCC('N','V','1','2'), WINED3DFMT_DF16 = WINEMAKEFOURCC('D','F','1','6'), WINED3DFMT_DF24 = WINEMAKEFOURCC('D','F','2','4'), WINED3DFMT_ATOC = WINEMAKEFOURCC('A','T','O','C'), WINED3DFMT_FORCE_DWORD = 0xffffffff }; enum wined3d_render_state { WINED3D_RS_ANTIALIAS = 2, WINED3D_RS_TEXTUREPERSPECTIVE = 4, WINED3D_RS_WRAPU = 5, WINED3D_RS_WRAPV = 6, WINED3D_RS_ZENABLE = 7, WINED3D_RS_FILLMODE = 8, WINED3D_RS_SHADEMODE = 9, WINED3D_RS_LINEPATTERN = 10, WINED3D_RS_MONOENABLE = 11, WINED3D_RS_ROP2 = 12, WINED3D_RS_PLANEMASK = 13, WINED3D_RS_ZWRITEENABLE = 14, WINED3D_RS_ALPHATESTENABLE = 15, WINED3D_RS_LASTPIXEL = 16, WINED3D_RS_SRCBLEND = 19, WINED3D_RS_DESTBLEND = 20, WINED3D_RS_CULLMODE = 22, WINED3D_RS_ZFUNC = 23, WINED3D_RS_ALPHAREF = 24, WINED3D_RS_ALPHAFUNC = 25, WINED3D_RS_DITHERENABLE = 26, WINED3D_RS_ALPHABLENDENABLE = 27, WINED3D_RS_FOGENABLE = 28, WINED3D_RS_SPECULARENABLE = 29, WINED3D_RS_ZVISIBLE = 30, WINED3D_RS_SUBPIXEL = 31, WINED3D_RS_SUBPIXELX = 32, WINED3D_RS_STIPPLEDALPHA = 33, WINED3D_RS_FOGCOLOR = 34, WINED3D_RS_FOGTABLEMODE = 35, WINED3D_RS_FOGSTART = 36, WINED3D_RS_FOGEND = 37, WINED3D_RS_FOGDENSITY = 38, WINED3D_RS_STIPPLEENABLE = 39, WINED3D_RS_EDGEANTIALIAS = 40, WINED3D_RS_COLORKEYENABLE = 41, WINED3D_RS_MIPMAPLODBIAS = 46, WINED3D_RS_RANGEFOGENABLE = 48, WINED3D_RS_ANISOTROPY = 49, WINED3D_RS_FLUSHBATCH = 50, WINED3D_RS_TRANSLUCENTSORTINDEPENDENT = 51, WINED3D_RS_STENCILENABLE = 52, WINED3D_RS_STENCILFAIL = 53, WINED3D_RS_STENCILZFAIL = 54, WINED3D_RS_STENCILPASS = 55, WINED3D_RS_STENCILFUNC = 56, WINED3D_RS_STENCILREF = 57, WINED3D_RS_STENCILMASK = 58, WINED3D_RS_STENCILWRITEMASK = 59, WINED3D_RS_TEXTUREFACTOR = 60, WINED3D_RS_WRAP0 = 128, WINED3D_RS_WRAP1 = 129, WINED3D_RS_WRAP2 = 130, WINED3D_RS_WRAP3 = 131, WINED3D_RS_WRAP4 = 132, WINED3D_RS_WRAP5 = 133, WINED3D_RS_WRAP6 = 134, WINED3D_RS_WRAP7 = 135, WINED3D_RS_CLIPPING = 136, WINED3D_RS_LIGHTING = 137, WINED3D_RS_EXTENTS = 138, WINED3D_RS_AMBIENT = 139, WINED3D_RS_FOGVERTEXMODE = 140, WINED3D_RS_COLORVERTEX = 141, WINED3D_RS_LOCALVIEWER = 142, WINED3D_RS_NORMALIZENORMALS = 143, WINED3D_RS_COLORKEYBLENDENABLE = 144, WINED3D_RS_DIFFUSEMATERIALSOURCE = 145, WINED3D_RS_SPECULARMATERIALSOURCE = 146, WINED3D_RS_AMBIENTMATERIALSOURCE = 147, WINED3D_RS_EMISSIVEMATERIALSOURCE = 148, WINED3D_RS_VERTEXBLEND = 151, WINED3D_RS_CLIPPLANEENABLE = 152, WINED3D_RS_SOFTWAREVERTEXPROCESSING = 153, WINED3D_RS_POINTSIZE = 154, WINED3D_RS_POINTSIZE_MIN = 155, WINED3D_RS_POINTSPRITEENABLE = 156, WINED3D_RS_POINTSCALEENABLE = 157, WINED3D_RS_POINTSCALE_A = 158, WINED3D_RS_POINTSCALE_B = 159, WINED3D_RS_POINTSCALE_C = 160, WINED3D_RS_MULTISAMPLEANTIALIAS = 161, WINED3D_RS_MULTISAMPLEMASK = 162, WINED3D_RS_PATCHEDGESTYLE = 163, WINED3D_RS_PATCHSEGMENTS = 164, WINED3D_RS_DEBUGMONITORTOKEN = 165, WINED3D_RS_POINTSIZE_MAX = 166, WINED3D_RS_INDEXEDVERTEXBLENDENABLE = 167, WINED3D_RS_COLORWRITEENABLE = 168, WINED3D_RS_TWEENFACTOR = 170, WINED3D_RS_BLENDOP = 171, WINED3D_RS_POSITIONDEGREE = 172, WINED3D_RS_NORMALDEGREE = 173, WINED3D_RS_SCISSORTESTENABLE = 174, WINED3D_RS_SLOPESCALEDEPTHBIAS = 175, WINED3D_RS_ANTIALIASEDLINEENABLE = 176, WINED3D_RS_MINTESSELLATIONLEVEL = 178, WINED3D_RS_MAXTESSELLATIONLEVEL = 179, WINED3D_RS_ADAPTIVETESS_X = 180, WINED3D_RS_ADAPTIVETESS_Y = 181, WINED3D_RS_ADAPTIVETESS_Z = 182, WINED3D_RS_ADAPTIVETESS_W = 183, WINED3D_RS_ENABLEADAPTIVETESSELLATION = 184, WINED3D_RS_TWOSIDEDSTENCILMODE = 185, WINED3D_RS_BACK_STENCILFAIL = 186, WINED3D_RS_BACK_STENCILZFAIL = 187, WINED3D_RS_BACK_STENCILPASS = 188, WINED3D_RS_BACK_STENCILFUNC = 189, WINED3D_RS_COLORWRITEENABLE1 = 190, WINED3D_RS_COLORWRITEENABLE2 = 191, WINED3D_RS_COLORWRITEENABLE3 = 192, WINED3D_RS_BLENDFACTOR = 193, WINED3D_RS_SRGBWRITEENABLE = 194, WINED3D_RS_DEPTHBIAS = 195, WINED3D_RS_WRAP8 = 198, WINED3D_RS_WRAP9 = 199, WINED3D_RS_WRAP10 = 200, WINED3D_RS_WRAP11 = 201, WINED3D_RS_WRAP12 = 202, WINED3D_RS_WRAP13 = 203, WINED3D_RS_WRAP14 = 204, WINED3D_RS_WRAP15 = 205, WINED3D_RS_SEPARATEALPHABLENDENABLE = 206, WINED3D_RS_SRCBLENDALPHA = 207, WINED3D_RS_DESTBLENDALPHA = 208, WINED3D_RS_BLENDOPALPHA = 209, }; #define WINEHIGHEST_RENDER_STATE WINED3D_RS_BLENDOPALPHA enum wined3d_blend { WINED3D_BLEND_ZERO = 1, WINED3D_BLEND_ONE = 2, WINED3D_BLEND_SRCCOLOR = 3, WINED3D_BLEND_INVSRCCOLOR = 4, WINED3D_BLEND_SRCALPHA = 5, WINED3D_BLEND_INVSRCALPHA = 6, WINED3D_BLEND_DESTALPHA = 7, WINED3D_BLEND_INVDESTALPHA = 8, WINED3D_BLEND_DESTCOLOR = 9, WINED3D_BLEND_INVDESTCOLOR = 10, WINED3D_BLEND_SRCALPHASAT = 11, WINED3D_BLEND_BOTHSRCALPHA = 12, WINED3D_BLEND_BOTHINVSRCALPHA = 13, WINED3D_BLEND_BLENDFACTOR = 14, WINED3D_BLEND_INVBLENDFACTOR = 15, WINED3D_BLEND_SRC1COLOR = 16, WINED3D_BLEND_INVSRC1COLOR = 17, WINED3D_BLEND_SRC1ALPHA = 18, WINED3D_BLEND_INVSRC1ALPHA = 19, }; enum wined3d_blend_op { WINED3D_BLEND_OP_ADD = 1, WINED3D_BLEND_OP_SUBTRACT = 2, WINED3D_BLEND_OP_REVSUBTRACT = 3, WINED3D_BLEND_OP_MIN = 4, WINED3D_BLEND_OP_MAX = 5, }; enum wined3d_vertex_blend_flags { WINED3D_VBF_DISABLE = 0, WINED3D_VBF_1WEIGHTS = 1, WINED3D_VBF_2WEIGHTS = 2, WINED3D_VBF_3WEIGHTS = 3, WINED3D_VBF_TWEENING = 255, WINED3D_VBF_0WEIGHTS = 256, }; enum wined3d_cmp_func { WINED3D_CMP_NEVER = 1, WINED3D_CMP_LESS = 2, WINED3D_CMP_EQUAL = 3, WINED3D_CMP_LESSEQUAL = 4, WINED3D_CMP_GREATER = 5, WINED3D_CMP_NOTEQUAL = 6, WINED3D_CMP_GREATEREQUAL = 7, WINED3D_CMP_ALWAYS = 8, }; enum wined3d_depth_buffer_type { WINED3D_ZB_FALSE = 0, WINED3D_ZB_TRUE = 1, WINED3D_ZB_USEW = 2, }; enum wined3d_fog_mode { WINED3D_FOG_NONE = 0, WINED3D_FOG_EXP = 1, WINED3D_FOG_EXP2 = 2, WINED3D_FOG_LINEAR = 3, }; enum wined3d_shade_mode { WINED3D_SHADE_FLAT = 1, WINED3D_SHADE_GOURAUD = 2, WINED3D_SHADE_PHONG = 3, }; enum wined3d_fill_mode { WINED3D_FILL_POINT = 1, WINED3D_FILL_WIREFRAME = 2, WINED3D_FILL_SOLID = 3, }; enum wined3d_cull { WINED3D_CULL_NONE = 1, WINED3D_CULL_FRONT = 2, WINED3D_CULL_BACK = 3, }; enum wined3d_stencil_op { WINED3D_STENCIL_OP_KEEP = 1, WINED3D_STENCIL_OP_ZERO = 2, WINED3D_STENCIL_OP_REPLACE = 3, WINED3D_STENCIL_OP_INCR_SAT = 4, WINED3D_STENCIL_OP_DECR_SAT = 5, WINED3D_STENCIL_OP_INVERT = 6, WINED3D_STENCIL_OP_INCR = 7, WINED3D_STENCIL_OP_DECR = 8, }; enum wined3d_material_color_source { WINED3D_MCS_MATERIAL = 0, WINED3D_MCS_COLOR1 = 1, WINED3D_MCS_COLOR2 = 2, }; enum wined3d_patch_edge_style { WINED3D_PATCH_EDGE_DISCRETE = 0, WINED3D_PATCH_EDGE_CONTINUOUS = 1, }; enum wined3d_swap_effect { WINED3D_SWAP_EFFECT_DISCARD, WINED3D_SWAP_EFFECT_SEQUENTIAL, WINED3D_SWAP_EFFECT_FLIP_DISCARD, WINED3D_SWAP_EFFECT_FLIP_SEQUENTIAL, WINED3D_SWAP_EFFECT_COPY, WINED3D_SWAP_EFFECT_COPY_VSYNC, WINED3D_SWAP_EFFECT_OVERLAY, }; enum wined3d_swap_interval { WINED3D_SWAP_INTERVAL_IMMEDIATE = 0, WINED3D_SWAP_INTERVAL_ONE = 1, WINED3D_SWAP_INTERVAL_TWO = 2, WINED3D_SWAP_INTERVAL_THREE = 3, WINED3D_SWAP_INTERVAL_FOUR = 4, WINED3D_SWAP_INTERVAL_DEFAULT = ~0u, }; enum wined3d_sampler_state { WINED3D_SAMP_ADDRESS_U = 1, WINED3D_SAMP_ADDRESS_V = 2, WINED3D_SAMP_ADDRESS_W = 3, WINED3D_SAMP_BORDER_COLOR = 4, WINED3D_SAMP_MAG_FILTER = 5, WINED3D_SAMP_MIN_FILTER = 6, WINED3D_SAMP_MIP_FILTER = 7, WINED3D_SAMP_MIPMAP_LOD_BIAS = 8, WINED3D_SAMP_MAX_MIP_LEVEL = 9, WINED3D_SAMP_MAX_ANISOTROPY = 10, WINED3D_SAMP_SRGB_TEXTURE = 11, WINED3D_SAMP_ELEMENT_INDEX = 12, WINED3D_SAMP_DMAP_OFFSET = 13, }; #define WINED3D_HIGHEST_SAMPLER_STATE WINED3D_SAMP_DMAP_OFFSET enum wined3d_multisample_type { WINED3D_MULTISAMPLE_NONE = 0, WINED3D_MULTISAMPLE_NON_MASKABLE = 1, WINED3D_MULTISAMPLE_2_SAMPLES = 2, WINED3D_MULTISAMPLE_3_SAMPLES = 3, WINED3D_MULTISAMPLE_4_SAMPLES = 4, WINED3D_MULTISAMPLE_5_SAMPLES = 5, WINED3D_MULTISAMPLE_6_SAMPLES = 6, WINED3D_MULTISAMPLE_7_SAMPLES = 7, WINED3D_MULTISAMPLE_8_SAMPLES = 8, WINED3D_MULTISAMPLE_9_SAMPLES = 9, WINED3D_MULTISAMPLE_10_SAMPLES = 10, WINED3D_MULTISAMPLE_11_SAMPLES = 11, WINED3D_MULTISAMPLE_12_SAMPLES = 12, WINED3D_MULTISAMPLE_13_SAMPLES = 13, WINED3D_MULTISAMPLE_14_SAMPLES = 14, WINED3D_MULTISAMPLE_15_SAMPLES = 15, WINED3D_MULTISAMPLE_16_SAMPLES = 16, }; enum wined3d_texture_stage_state { WINED3D_TSS_COLOR_OP = 0, WINED3D_TSS_COLOR_ARG1 = 1, WINED3D_TSS_COLOR_ARG2 = 2, WINED3D_TSS_ALPHA_OP = 3, WINED3D_TSS_ALPHA_ARG1 = 4, WINED3D_TSS_ALPHA_ARG2 = 5, WINED3D_TSS_BUMPENV_MAT00 = 6, WINED3D_TSS_BUMPENV_MAT01 = 7, WINED3D_TSS_BUMPENV_MAT10 = 8, WINED3D_TSS_BUMPENV_MAT11 = 9, WINED3D_TSS_TEXCOORD_INDEX = 10, WINED3D_TSS_BUMPENV_LSCALE = 11, WINED3D_TSS_BUMPENV_LOFFSET = 12, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS = 13, WINED3D_TSS_COLOR_ARG0 = 14, WINED3D_TSS_ALPHA_ARG0 = 15, WINED3D_TSS_RESULT_ARG = 16, WINED3D_TSS_CONSTANT = 17, WINED3D_TSS_INVALID = ~0u, }; #define WINED3D_HIGHEST_TEXTURE_STATE WINED3D_TSS_CONSTANT enum wined3d_texture_transform_flags { WINED3D_TTFF_DISABLE = 0, WINED3D_TTFF_COUNT1 = 1, WINED3D_TTFF_COUNT2 = 2, WINED3D_TTFF_COUNT3 = 3, WINED3D_TTFF_COUNT4 = 4, WINED3D_TTFF_PROJECTED = 256, }; enum wined3d_texture_op { WINED3D_TOP_DISABLE = 1, WINED3D_TOP_SELECT_ARG1 = 2, WINED3D_TOP_SELECT_ARG2 = 3, WINED3D_TOP_MODULATE = 4, WINED3D_TOP_MODULATE_2X = 5, WINED3D_TOP_MODULATE_4X = 6, WINED3D_TOP_ADD = 7, WINED3D_TOP_ADD_SIGNED = 8, WINED3D_TOP_ADD_SIGNED_2X = 9, WINED3D_TOP_SUBTRACT = 10, WINED3D_TOP_ADD_SMOOTH = 11, WINED3D_TOP_BLEND_DIFFUSE_ALPHA = 12, WINED3D_TOP_BLEND_TEXTURE_ALPHA = 13, WINED3D_TOP_BLEND_FACTOR_ALPHA = 14, WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM = 15, WINED3D_TOP_BLEND_CURRENT_ALPHA = 16, WINED3D_TOP_PREMODULATE = 17, WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR = 18, WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA = 19, WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR = 20, WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA = 21, WINED3D_TOP_BUMPENVMAP = 22, WINED3D_TOP_BUMPENVMAP_LUMINANCE = 23, WINED3D_TOP_DOTPRODUCT3 = 24, WINED3D_TOP_MULTIPLY_ADD = 25, WINED3D_TOP_LERP = 26, }; enum wined3d_texture_address { WINED3D_TADDRESS_WRAP = 1, WINED3D_TADDRESS_MIRROR = 2, WINED3D_TADDRESS_CLAMP = 3, WINED3D_TADDRESS_BORDER = 4, WINED3D_TADDRESS_MIRROR_ONCE = 5, }; enum wined3d_transform_state { WINED3D_TS_VIEW = 2, WINED3D_TS_PROJECTION = 3, WINED3D_TS_TEXTURE0 = 16, WINED3D_TS_TEXTURE1 = 17, WINED3D_TS_TEXTURE2 = 18, WINED3D_TS_TEXTURE3 = 19, WINED3D_TS_TEXTURE4 = 20, WINED3D_TS_TEXTURE5 = 21, WINED3D_TS_TEXTURE6 = 22, WINED3D_TS_TEXTURE7 = 23, WINED3D_TS_WORLD = 256, /* WINED3D_TS_WORLD_MATRIX(0) */ WINED3D_TS_WORLD1 = 257, WINED3D_TS_WORLD2 = 258, WINED3D_TS_WORLD3 = 259, }; #define WINED3D_TS_WORLD_MATRIX(index) (enum wined3d_transform_state)(index + 256) #define WINED3D_HIGHEST_TRANSFORM_STATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */ enum wined3d_basis_type { WINED3D_BASIS_BEZIER = 0, WINED3D_BASIS_BSPLINE = 1, WINED3D_BASIS_INTERPOLATE = 2, }; enum wined3d_cubemap_face { WINED3D_CUBEMAP_FACE_POSITIVE_X = 0, WINED3D_CUBEMAP_FACE_NEGATIVE_X = 1, WINED3D_CUBEMAP_FACE_POSITIVE_Y = 2, WINED3D_CUBEMAP_FACE_NEGATIVE_Y = 3, WINED3D_CUBEMAP_FACE_POSITIVE_Z = 4, WINED3D_CUBEMAP_FACE_NEGATIVE_Z = 5, }; enum wined3d_texture_filter_type { WINED3D_TEXF_NONE = 0, WINED3D_TEXF_POINT = 1, WINED3D_TEXF_LINEAR = 2, WINED3D_TEXF_ANISOTROPIC = 3, WINED3D_TEXF_FLAT_CUBIC = 4, WINED3D_TEXF_GAUSSIAN_CUBIC = 5, WINED3D_TEXF_PYRAMIDAL_QUAD = 6, WINED3D_TEXF_GAUSSIAN_QUAD = 7, }; enum wined3d_resource_type { WINED3D_RTYPE_NONE = 0, WINED3D_RTYPE_BUFFER = 1, WINED3D_RTYPE_TEXTURE_1D = 2, WINED3D_RTYPE_TEXTURE_2D = 3, WINED3D_RTYPE_TEXTURE_3D = 4, }; enum wined3d_query_type { WINED3D_QUERY_TYPE_VCACHE = 4, WINED3D_QUERY_TYPE_RESOURCE_MANAGER = 5, WINED3D_QUERY_TYPE_VERTEX_STATS = 6, WINED3D_QUERY_TYPE_EVENT = 8, WINED3D_QUERY_TYPE_OCCLUSION = 9, WINED3D_QUERY_TYPE_TIMESTAMP = 10, WINED3D_QUERY_TYPE_TIMESTAMP_DISJOINT = 11, WINED3D_QUERY_TYPE_TIMESTAMP_FREQ = 12, WINED3D_QUERY_TYPE_PIPELINE_TIMINGS = 13, WINED3D_QUERY_TYPE_INTERFACE_TIMINGS = 14, WINED3D_QUERY_TYPE_VERTEX_TIMINGS = 15, WINED3D_QUERY_TYPE_PIXEL_TIMINGS = 16, WINED3D_QUERY_TYPE_BANDWIDTH_TIMINGS = 17, WINED3D_QUERY_TYPE_CACHE_UTILIZATION = 18, WINED3D_QUERY_TYPE_MEMORY_PRESSURE = 19, WINED3D_QUERY_TYPE_PIPELINE_STATISTICS = 20, WINED3D_QUERY_TYPE_SO_STATISTICS = 21, WINED3D_QUERY_TYPE_SO_OVERFLOW = 22, WINED3D_QUERY_TYPE_SO_STATISTICS_STREAM0 = 23, WINED3D_QUERY_TYPE_SO_STATISTICS_STREAM1 = 24, WINED3D_QUERY_TYPE_SO_STATISTICS_STREAM2 = 25, WINED3D_QUERY_TYPE_SO_STATISTICS_STREAM3 = 26, WINED3D_QUERY_TYPE_SO_OVERFLOW_STREAM0 = 27, WINED3D_QUERY_TYPE_SO_OVERFLOW_STREAM1 = 28, WINED3D_QUERY_TYPE_SO_OVERFLOW_STREAM2 = 29, WINED3D_QUERY_TYPE_SO_OVERFLOW_STREAM3 = 30, }; struct wined3d_query_data_timestamp_disjoint { UINT64 frequency; BOOL disjoint; }; struct wined3d_query_data_so_statistics { UINT64 primitives_written; UINT64 primitives_generated; }; struct wined3d_query_data_pipeline_statistics { UINT64 vertices_submitted; UINT64 primitives_submitted; UINT64 vs_invocations; UINT64 gs_invocations; UINT64 gs_primitives; UINT64 clipping_input_primitives; UINT64 clipping_output_primitives; UINT64 ps_invocations; UINT64 hs_invocations; UINT64 ds_invocations; UINT64 cs_invocations; }; #define WINED3DISSUE_BEGIN (1u << 1) #define WINED3DISSUE_END (1u << 0) #define WINED3DGETDATA_FLUSH (1u << 0) enum wined3d_stateblock_type { WINED3D_SBT_ALL = 1, WINED3D_SBT_PIXEL_STATE = 2, WINED3D_SBT_VERTEX_STATE = 3, WINED3D_SBT_RECORDED = 4, /* WineD3D private */ WINED3D_SBT_PRIMARY = 5, /* WineD3D private */ }; enum wined3d_decl_method { WINED3D_DECL_METHOD_DEFAULT = 0, WINED3D_DECL_METHOD_PARTIAL_U = 1, WINED3D_DECL_METHOD_PARTIAL_V = 2, WINED3D_DECL_METHOD_CROSS_UV = 3, WINED3D_DECL_METHOD_UV = 4, WINED3D_DECL_METHOD_LOOKUP = 5, WINED3D_DECL_METHOD_LOOKUP_PRESAMPLED = 6, }; enum wined3d_decl_usage { WINED3D_DECL_USAGE_POSITION = 0, WINED3D_DECL_USAGE_BLEND_WEIGHT = 1, WINED3D_DECL_USAGE_BLEND_INDICES = 2, WINED3D_DECL_USAGE_NORMAL = 3, WINED3D_DECL_USAGE_PSIZE = 4, WINED3D_DECL_USAGE_TEXCOORD = 5, WINED3D_DECL_USAGE_TANGENT = 6, WINED3D_DECL_USAGE_BINORMAL = 7, WINED3D_DECL_USAGE_TESS_FACTOR = 8, WINED3D_DECL_USAGE_POSITIONT = 9, WINED3D_DECL_USAGE_COLOR = 10, WINED3D_DECL_USAGE_FOG = 11, WINED3D_DECL_USAGE_DEPTH = 12, WINED3D_DECL_USAGE_SAMPLE = 13 }; enum wined3d_sysval_semantic { WINED3D_SV_POSITION = 1, WINED3D_SV_CLIP_DISTANCE = 2, WINED3D_SV_CULL_DISTANCE = 3, WINED3D_SV_RENDER_TARGET_ARRAY_INDEX = 4, WINED3D_SV_VIEWPORT_ARRAY_INDEX = 5, WINED3D_SV_VERTEX_ID = 6, WINED3D_SV_PRIMITIVE_ID = 7, WINED3D_SV_INSTANCE_ID = 8, WINED3D_SV_IS_FRONT_FACE = 9, WINED3D_SV_SAMPLE_INDEX = 10, WINED3D_SV_TESS_FACTOR_QUADEDGE = 11, WINED3D_SV_TESS_FACTOR_QUADINT = 12, WINED3D_SV_TESS_FACTOR_TRIEDGE = 13, WINED3D_SV_TESS_FACTOR_TRIINT = 14, WINED3D_SV_TESS_FACTOR_LINEDET = 15, WINED3D_SV_TESS_FACTOR_LINEDEN = 16, }; enum wined3d_component_type { WINED3D_TYPE_UNKNOWN = 0, WINED3D_TYPE_UINT = 1, WINED3D_TYPE_INT = 2, WINED3D_TYPE_FLOAT = 3, }; enum wined3d_scanline_ordering { WINED3D_SCANLINE_ORDERING_UNKNOWN = 0, WINED3D_SCANLINE_ORDERING_PROGRESSIVE = 1, WINED3D_SCANLINE_ORDERING_INTERLACED = 2, }; enum wined3d_display_rotation { WINED3D_DISPLAY_ROTATION_UNSPECIFIED = 0, WINED3D_DISPLAY_ROTATION_0 = 1, WINED3D_DISPLAY_ROTATION_90 = 2, WINED3D_DISPLAY_ROTATION_180 = 3, WINED3D_DISPLAY_ROTATION_270 = 4, }; enum wined3d_shader_type { WINED3D_SHADER_TYPE_PIXEL, WINED3D_SHADER_TYPE_VERTEX, WINED3D_SHADER_TYPE_GEOMETRY, WINED3D_SHADER_TYPE_HULL, WINED3D_SHADER_TYPE_DOMAIN, WINED3D_SHADER_TYPE_GRAPHICS_COUNT, WINED3D_SHADER_TYPE_COMPUTE = WINED3D_SHADER_TYPE_GRAPHICS_COUNT, WINED3D_SHADER_TYPE_COUNT, WINED3D_SHADER_TYPE_INVALID = WINED3D_SHADER_TYPE_COUNT, }; #define WINED3DCOLORWRITEENABLE_RED (1u << 0) #define WINED3DCOLORWRITEENABLE_GREEN (1u << 1) #define WINED3DCOLORWRITEENABLE_BLUE (1u << 2) #define WINED3DCOLORWRITEENABLE_ALPHA (1u << 3) #define WINED3DADAPTER_DEFAULT 0 #define WINED3DENUM_NO_WHQL_LEVEL 2 #define WINED3DTSS_TCI_PASSTHRU 0x00000 #define WINED3DTSS_TCI_CAMERASPACENORMAL 0x10000 #define WINED3DTSS_TCI_CAMERASPACEPOSITION 0x20000 #define WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR 0x30000 #define WINED3DTSS_TCI_SPHEREMAP 0x40000 #define WINED3DTA_SELECTMASK 0x0000000f #define WINED3DTA_DIFFUSE 0x00000000 #define WINED3DTA_CURRENT 0x00000001 #define WINED3DTA_TEXTURE 0x00000002 #define WINED3DTA_TFACTOR 0x00000003 #define WINED3DTA_SPECULAR 0x00000004 #define WINED3DTA_TEMP 0x00000005 #define WINED3DTA_CONSTANT 0x00000006 #define WINED3DTA_COMPLEMENT 0x00000010 #define WINED3DTA_ALPHAREPLICATE 0x00000020 #define WINED3D_SWAPCHAIN_LOCKABLE_BACKBUFFER 0x00000001u #define WINED3D_SWAPCHAIN_DISCARD_DEPTHSTENCIL 0x00000002u #define WINED3D_SWAPCHAIN_DEVICECLIP 0x00000004u #define WINED3D_SWAPCHAIN_VIDEO 0x00000010u #define WINED3D_SWAPCHAIN_NOAUTOROTATE 0x00000020u #define WINED3D_SWAPCHAIN_UNPRUNEDMODE 0x00000040u #define WINED3D_SWAPCHAIN_ALLOW_MODE_SWITCH 0x00001000u #define WINED3D_SWAPCHAIN_USE_CLOSEST_MATCHING_MODE 0x00002000u #define WINED3D_SWAPCHAIN_RESTORE_WINDOW_RECT 0x00004000u #define WINED3D_SWAPCHAIN_GDI_COMPATIBLE 0x00008000u #define WINED3D_SWAPCHAIN_IMPLICIT 0x00010000u #define WINED3D_SWAPCHAIN_HOOK 0x00020000u #define WINED3DDP_MAXTEXCOORD 8 #define WINED3D_BIND_VERTEX_BUFFER 0x00000001 #define WINED3D_BIND_INDEX_BUFFER 0x00000002 #define WINED3D_BIND_CONSTANT_BUFFER 0x00000004 #define WINED3D_BIND_SHADER_RESOURCE 0x00000008 #define WINED3D_BIND_STREAM_OUTPUT 0x00000010 #define WINED3D_BIND_RENDER_TARGET 0x00000020 #define WINED3D_BIND_DEPTH_STENCIL 0x00000040 #define WINED3D_BIND_UNORDERED_ACCESS 0x00000080 #define WINED3D_BIND_INDIRECT_BUFFER 0x00000100 #define WINED3DUSAGE_SOFTWAREPROCESSING 0x00000010 #define WINED3DUSAGE_DONOTCLIP 0x00000020 #define WINED3DUSAGE_POINTS 0x00000040 #define WINED3DUSAGE_RTPATCHES 0x00000080 #define WINED3DUSAGE_NPATCHES 0x00000100 #define WINED3DUSAGE_DYNAMIC 0x00000200 #define WINED3DUSAGE_RESTRICTED_CONTENT 0x00000800 #define WINED3DUSAGE_RESTRICT_SHARED_RESOURCE_DRIVER 0x00001000 #define WINED3DUSAGE_RESTRICT_SHARED_RESOURCE 0x00002000 #define WINED3DUSAGE_DMAP 0x00004000 #define WINED3DUSAGE_TEXTAPI 0x10000000 #define WINED3DUSAGE_MASK 0x10007bf0 #define WINED3DUSAGE_SCRATCH 0x00400000 #define WINED3DUSAGE_PRIVATE 0x00800000 #define WINED3DUSAGE_LEGACY_CUBEMAP 0x01000000 #define WINED3DUSAGE_OWNDC 0x02000000 #define WINED3DUSAGE_STATICDECL 0x04000000 #define WINED3DUSAGE_OVERLAY 0x08000000 #define WINED3DUSAGE_QUERY_GENMIPMAP 0x00000400 #define WINED3DUSAGE_QUERY_LEGACYBUMPMAP 0x00008000 #define WINED3DUSAGE_QUERY_FILTER 0x00020000 #define WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING 0x00080000 #define WINED3DUSAGE_QUERY_SRGBREAD 0x00010000 #define WINED3DUSAGE_QUERY_SRGBWRITE 0x00040000 #define WINED3DUSAGE_QUERY_VERTEXTEXTURE 0x00100000 #define WINED3DUSAGE_QUERY_WRAPANDMIP 0x00200000 #define WINED3DUSAGE_QUERY_MASK 0x003f8400 #define WINED3D_MAP_NOSYSLOCK 0x00000800 #define WINED3D_MAP_NOOVERWRITE 0x00001000 #define WINED3D_MAP_DISCARD 0x00002000 #define WINED3D_MAP_DONOTWAIT 0x00004000 #define WINED3D_MAP_NO_DIRTY_UPDATE 0x00008000 #define WINED3D_MAP_WRITE 0x40000000 #define WINED3D_MAP_READ 0x80000000 #define WINED3DPRESENT_RATE_DEFAULT 0x00000000 #define WINED3DCLIPPLANE0 (1u << 0) #define WINED3DCLIPPLANE1 (1u << 1) #define WINED3DCLIPPLANE2 (1u << 2) #define WINED3DCLIPPLANE3 (1u << 3) #define WINED3DCLIPPLANE4 (1u << 4) #define WINED3DCLIPPLANE5 (1u << 5) /* FVF (Flexible Vertex Format) codes */ #define WINED3DFVF_RESERVED0 0x0001 #define WINED3DFVF_POSITION_MASK 0x400e #define WINED3DFVF_XYZ 0x0002 #define WINED3DFVF_XYZRHW 0x0004 #define WINED3DFVF_XYZB1 0x0006 #define WINED3DFVF_XYZB2 0x0008 #define WINED3DFVF_XYZB3 0x000a #define WINED3DFVF_XYZB4 0x000c #define WINED3DFVF_XYZB5 0x000e #define WINED3DFVF_XYZW 0x4002 #define WINED3DFVF_NORMAL 0x0010 #define WINED3DFVF_PSIZE 0x0020 #define WINED3DFVF_DIFFUSE 0x0040 #define WINED3DFVF_SPECULAR 0x0080 #define WINED3DFVF_TEXCOUNT_MASK 0x0f00 #define WINED3DFVF_TEXCOUNT_SHIFT 8 #define WINED3DFVF_TEX0 0x0000 #define WINED3DFVF_TEX1 0x0100 #define WINED3DFVF_TEX2 0x0200 #define WINED3DFVF_TEX3 0x0300 #define WINED3DFVF_TEX4 0x0400 #define WINED3DFVF_TEX5 0x0500 #define WINED3DFVF_TEX6 0x0600 #define WINED3DFVF_TEX7 0x0700 #define WINED3DFVF_TEX8 0x0800 #define WINED3DFVF_LASTBETA_UBYTE4 0x1000 #define WINED3DFVF_LASTBETA_D3DCOLOR 0x8000 #define WINED3DFVF_RESERVED2 0x6000 #define WINED3DFVF_TEXTUREFORMAT1 3u #define WINED3DFVF_TEXTUREFORMAT2 0u #define WINED3DFVF_TEXTUREFORMAT3 1u #define WINED3DFVF_TEXTUREFORMAT4 2u #define WINED3DFVF_TEXCOORDSIZE1(idx) (WINED3DFVF_TEXTUREFORMAT1 << (idx * 2 + 16)) #define WINED3DFVF_TEXCOORDSIZE2(idx) (WINED3DFVF_TEXTUREFORMAT2 << (idx * 2 + 16)) #define WINED3DFVF_TEXCOORDSIZE3(idx) (WINED3DFVF_TEXTUREFORMAT3 << (idx * 2 + 16)) #define WINED3DFVF_TEXCOORDSIZE4(idx) (WINED3DFVF_TEXTUREFORMAT4 << (idx * 2 + 16)) /* Clear flags */ #define WINED3DCLEAR_TARGET 0x00000001 #define WINED3DCLEAR_ZBUFFER 0x00000002 #define WINED3DCLEAR_STENCIL 0x00000004 #define WINED3DCLEAR_SYNCHRONOUS 0x80000000 /* Stream source flags */ #define WINED3DSTREAMSOURCE_INDEXEDDATA (1u << 30) #define WINED3DSTREAMSOURCE_INSTANCEDATA (2u << 30) /* SetPrivateData flags */ #define WINED3DSPD_IUNKNOWN 0x00000001 /* IWineD3D::CreateDevice behaviour flags */ #define WINED3DCREATE_FPU_PRESERVE 0x00000002 #define WINED3DCREATE_PUREDEVICE 0x00000010 #define WINED3DCREATE_SOFTWARE_VERTEXPROCESSING 0x00000020 #define WINED3DCREATE_HARDWARE_VERTEXPROCESSING 0x00000040 #define WINED3DCREATE_MIXED_VERTEXPROCESSING 0x00000080 #define WINED3DCREATE_DISABLE_DRIVER_MANAGEMENT 0x00000100 #define WINED3DCREATE_ADAPTERGROUP_DEVICE 0x00000200 #define WINED3DCREATE_DISABLE_DRIVER_MANAGEMENT_EX 0x00000400 #define WINED3DCREATE_NOWINDOWCHANGES 0x00000800 #define WINED3DCREATE_DISABLE_PSGP_THREADING 0x00002000 #define WINED3DCREATE_ENABLE_PRESENTSTATS 0x00004000 #define WINED3DCREATE_DISABLE_PRINTSCREEN 0x00008000 #define WINED3DCREATE_SCREENSAVER 0x10000000 /* VTF defines */ #define WINED3DDMAPSAMPLER 0x100 #define WINED3DVERTEXTEXTURESAMPLER0 (WINED3DDMAPSAMPLER + 1) #define WINED3DVERTEXTEXTURESAMPLER1 (WINED3DDMAPSAMPLER + 2) #define WINED3DVERTEXTEXTURESAMPLER2 (WINED3DDMAPSAMPLER + 3) #define WINED3DVERTEXTEXTURESAMPLER3 (WINED3DDMAPSAMPLER + 4) #define WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD 0x00000020 #define WINED3DCAPS3_LINEAR_TO_SRGB_PRESENTATION 0x00000080 #define WINED3DCAPS3_COPY_TO_VIDMEM 0x00000100 #define WINED3DCAPS3_COPY_TO_SYSTEMMEM 0x00000200 #define WINED3DCAPS3_RESERVED 0x8000001f #define WINED3DDEVCAPS2_STREAMOFFSET 0x00000001 #define WINED3DDEVCAPS2_DMAPNPATCH 0x00000002 #define WINED3DDEVCAPS2_ADAPTIVETESSRTPATCH 0x00000004 #define WINED3DDEVCAPS2_ADAPTIVETESSNPATCH 0x00000008 #define WINED3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES 0x00000010 #define WINED3DDEVCAPS2_PRESAMPLEDDMAPNPATCH 0x00000020 #define WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET 0x00000040 #define WINED3DDTCAPS_UBYTE4 0x00000001 #define WINED3DDTCAPS_UBYTE4N 0x00000002 #define WINED3DDTCAPS_SHORT2N 0x00000004 #define WINED3DDTCAPS_SHORT4N 0x00000008 #define WINED3DDTCAPS_USHORT2N 0x00000010 #define WINED3DDTCAPS_USHORT4N 0x00000020 #define WINED3DDTCAPS_UDEC3 0x00000040 #define WINED3DDTCAPS_DEC3N 0x00000080 #define WINED3DDTCAPS_FLOAT16_2 0x00000100 #define WINED3DDTCAPS_FLOAT16_4 0x00000200 #define WINED3DFVFCAPS_TEXCOORDCOUNTMASK 0x0000ffff #define WINED3DFVFCAPS_DONOTSTRIPELEMENTS 0x00080000 #define WINED3DFVFCAPS_PSIZE 0x00100000 #define WINED3DLINECAPS_TEXTURE 0x00000001 #define WINED3DLINECAPS_ZTEST 0x00000002 #define WINED3DLINECAPS_BLEND 0x00000004 #define WINED3DLINECAPS_ALPHACMP 0x00000008 #define WINED3DLINECAPS_FOG 0x00000010 #define WINED3DLINECAPS_ANTIALIAS 0x00000020 #define WINED3DMAX30SHADERINSTRUCTIONS 32768 #define WINED3DMIN30SHADERINSTRUCTIONS 512 #define WINED3DPBLENDCAPS_ZERO 0x00000001 #define WINED3DPBLENDCAPS_ONE 0x00000002 #define WINED3DPBLENDCAPS_SRCCOLOR 0x00000004 #define WINED3DPBLENDCAPS_INVSRCCOLOR 0x00000008 #define WINED3DPBLENDCAPS_SRCALPHA 0x00000010 #define WINED3DPBLENDCAPS_INVSRCALPHA 0x00000020 #define WINED3DPBLENDCAPS_DESTALPHA 0x00000040 #define WINED3DPBLENDCAPS_INVDESTALPHA 0x00000080 #define WINED3DPBLENDCAPS_DESTCOLOR 0x00000100 #define WINED3DPBLENDCAPS_INVDESTCOLOR 0x00000200 #define WINED3DPBLENDCAPS_SRCALPHASAT 0x00000400 #define WINED3DPBLENDCAPS_BOTHSRCALPHA 0x00000800 #define WINED3DPBLENDCAPS_BOTHINVSRCALPHA 0x00001000 #define WINED3DPBLENDCAPS_BLENDFACTOR 0x00002000 #define WINED3DPCMPCAPS_NEVER 0x00000001 #define WINED3DPCMPCAPS_LESS 0x00000002 #define WINED3DPCMPCAPS_EQUAL 0x00000004 #define WINED3DPCMPCAPS_LESSEQUAL 0x00000008 #define WINED3DPCMPCAPS_GREATER 0x00000010 #define WINED3DPCMPCAPS_NOTEQUAL 0x00000020 #define WINED3DPCMPCAPS_GREATEREQUAL 0x00000040 #define WINED3DPCMPCAPS_ALWAYS 0x00000080 #define WINED3DPMISCCAPS_MASKZ 0x00000002 #define WINED3DPMISCCAPS_LINEPATTERNREP 0x00000004 #define WINED3DPMISCCAPS_CULLNONE 0x00000010 #define WINED3DPMISCCAPS_CULLCW 0x00000020 #define WINED3DPMISCCAPS_CULLCCW 0x00000040 #define WINED3DPMISCCAPS_COLORWRITEENABLE 0x00000080 #define WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS 0x00000100 #define WINED3DPMISCCAPS_CLIPTLVERTS 0x00000200 #define WINED3DPMISCCAPS_TSSARGTEMP 0x00000400 #define WINED3DPMISCCAPS_BLENDOP 0x00000800 #define WINED3DPMISCCAPS_NULLREFERENCE 0x00001000 #define WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS 0x00004000 #define WINED3DPMISCCAPS_PERSTAGECONSTANT 0x00008000 #define WINED3DPMISCCAPS_FOGANDSPECULARALPHA 0x00010000 #define WINED3DPMISCCAPS_SEPARATEALPHABLEND 0x00020000 #define WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS 0x00040000 #define WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING 0x00080000 #define WINED3DPMISCCAPS_FOGVERTEXCLAMPED 0x00100000 #define WINED3DPMISCCAPS_POSTBLENDSRGBCONVERT 0x00200000 #define WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH 24 #define WINED3DPS20_MIN_DYNAMICFLOWCONTROLDEPTH 0 #define WINED3DPS20_MAX_NUMTEMPS 32 #define WINED3DPS20_MIN_NUMTEMPS 12 #define WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH 4 #define WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH 0 #define WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS 512 #define WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS 96 #define WINED3DPS20CAPS_ARBITRARYSWIZZLE 0x00000001 #define WINED3DPS20CAPS_GRADIENTINSTRUCTIONS 0x00000002 #define WINED3DPS20CAPS_PREDICATION 0x00000004 #define WINED3DPS20CAPS_NODEPENDENTREADLIMIT 0x00000008 #define WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT 0x00000010 #define WINED3DPTADDRESSCAPS_WRAP 0x00000001 #define WINED3DPTADDRESSCAPS_MIRROR 0x00000002 #define WINED3DPTADDRESSCAPS_CLAMP 0x00000004 #define WINED3DPTADDRESSCAPS_BORDER 0x00000008 #define WINED3DPTADDRESSCAPS_INDEPENDENTUV 0x00000010 #define WINED3DPTADDRESSCAPS_MIRRORONCE 0x00000020 #define WINED3DSTENCILCAPS_KEEP 0x00000001 #define WINED3DSTENCILCAPS_ZERO 0x00000002 #define WINED3DSTENCILCAPS_REPLACE 0x00000004 #define WINED3DSTENCILCAPS_INCRSAT 0x00000008 #define WINED3DSTENCILCAPS_DECRSAT 0x00000010 #define WINED3DSTENCILCAPS_INVERT 0x00000020 #define WINED3DSTENCILCAPS_INCR 0x00000040 #define WINED3DSTENCILCAPS_DECR 0x00000080 #define WINED3DSTENCILCAPS_TWOSIDED 0x00000100 #define WINED3DTEXOPCAPS_DISABLE 0x00000001 #define WINED3DTEXOPCAPS_SELECTARG1 0x00000002 #define WINED3DTEXOPCAPS_SELECTARG2 0x00000004 #define WINED3DTEXOPCAPS_MODULATE 0x00000008 #define WINED3DTEXOPCAPS_MODULATE2X 0x00000010 #define WINED3DTEXOPCAPS_MODULATE4X 0x00000020 #define WINED3DTEXOPCAPS_ADD 0x00000040 #define WINED3DTEXOPCAPS_ADDSIGNED 0x00000080 #define WINED3DTEXOPCAPS_ADDSIGNED2X 0x00000100 #define WINED3DTEXOPCAPS_SUBTRACT 0x00000200 #define WINED3DTEXOPCAPS_ADDSMOOTH 0x00000400 #define WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA 0x00000800 #define WINED3DTEXOPCAPS_BLENDTEXTUREALPHA 0x00001000 #define WINED3DTEXOPCAPS_BLENDFACTORALPHA 0x00002000 #define WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM 0x00004000 #define WINED3DTEXOPCAPS_BLENDCURRENTALPHA 0x00008000 #define WINED3DTEXOPCAPS_PREMODULATE 0x00010000 #define WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR 0x00020000 #define WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA 0x00040000 #define WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR 0x00080000 #define WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA 0x00100000 #define WINED3DTEXOPCAPS_BUMPENVMAP 0x00200000 #define WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE 0x00400000 #define WINED3DTEXOPCAPS_DOTPRODUCT3 0x00800000 #define WINED3DTEXOPCAPS_MULTIPLYADD 0x01000000 #define WINED3DTEXOPCAPS_LERP 0x02000000 #define WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH 24 #define WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH 0 #define WINED3DVS20_MAX_NUMTEMPS 32 #define WINED3DVS20_MIN_NUMTEMPS 12 #define WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH 4 #define WINED3DVS20_MIN_STATICFLOWCONTROLDEPTH 1 #define WINED3DVS20CAPS_PREDICATION 0x00000001 #define WINED3DCAPS2_NO2DDURING3DSCENE 0x00000002 #define WINED3DCAPS2_FULLSCREENGAMMA 0x00020000 #define WINED3DCAPS2_CANRENDERWINDOWED 0x00080000 #define WINED3DCAPS2_CANCALIBRATEGAMMA 0x00100000 #define WINED3DCAPS2_RESERVED 0x02000000 #define WINED3DCAPS2_CANMANAGERESOURCE 0x10000000 #define WINED3DCAPS2_DYNAMICTEXTURES 0x20000000 #define WINED3DCAPS2_CANGENMIPMAP 0x40000000 #define WINED3DPRASTERCAPS_DITHER 0x00000001 #define WINED3DPRASTERCAPS_ROP2 0x00000002 #define WINED3DPRASTERCAPS_XOR 0x00000004 #define WINED3DPRASTERCAPS_PAT 0x00000008 #define WINED3DPRASTERCAPS_ZTEST 0x00000010 #define WINED3DPRASTERCAPS_SUBPIXEL 0x00000020 #define WINED3DPRASTERCAPS_SUBPIXELX 0x00000040 #define WINED3DPRASTERCAPS_FOGVERTEX 0x00000080 #define WINED3DPRASTERCAPS_FOGTABLE 0x00000100 #define WINED3DPRASTERCAPS_STIPPLE 0x00000200 #define WINED3DPRASTERCAPS_ANTIALIASSORTDEPENDENT 0x00000400 #define WINED3DPRASTERCAPS_ANTIALIASSORTINDEPENDENT 0x00000800 #define WINED3DPRASTERCAPS_ANTIALIASEDGES 0x00001000 #define WINED3DPRASTERCAPS_MIPMAPLODBIAS 0x00002000 #define WINED3DPRASTERCAPS_ZBUFFERLESSHSR 0x00008000 #define WINED3DPRASTERCAPS_FOGRANGE 0x00010000 #define WINED3DPRASTERCAPS_ANISOTROPY 0x00020000 #define WINED3DPRASTERCAPS_WBUFFER 0x00040000 #define WINED3DPRASTERCAPS_TRANSLUCENTSORTINDEPENDENT 0x00080000 #define WINED3DPRASTERCAPS_WFOG 0x00100000 #define WINED3DPRASTERCAPS_ZFOG 0x00200000 #define WINED3DPRASTERCAPS_COLORPERSPECTIVE 0x00400000 #define WINED3DPRASTERCAPS_SCISSORTEST 0x01000000 #define WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS 0x02000000 #define WINED3DPRASTERCAPS_DEPTHBIAS 0x04000000 #define WINED3DPRASTERCAPS_MULTISAMPLE_TOGGLE 0x08000000 #define WINED3DPSHADECAPS_COLORFLATMONO 0x00000001 #define WINED3DPSHADECAPS_COLORFLATRGB 0x00000002 #define WINED3DPSHADECAPS_COLORGOURAUDMONO 0x00000004 #define WINED3DPSHADECAPS_COLORGOURAUDRGB 0x00000008 #define WINED3DPSHADECAPS_COLORPHONGMONO 0x00000010 #define WINED3DPSHADECAPS_COLORPHONGRGB 0x00000020 #define WINED3DPSHADECAPS_SPECULARFLATMONO 0x00000040 #define WINED3DPSHADECAPS_SPECULARFLATRGB 0x00000080 #define WINED3DPSHADECAPS_SPECULARGOURAUDMONO 0x00000100 #define WINED3DPSHADECAPS_SPECULARGOURAUDRGB 0x00000200 #define WINED3DPSHADECAPS_SPECULARPHONGMONO 0x00000400 #define WINED3DPSHADECAPS_SPECULARPHONGRGB 0x00000800 #define WINED3DPSHADECAPS_ALPHAFLATBLEND 0x00001000 #define WINED3DPSHADECAPS_ALPHAFLATSTIPPLED 0x00002000 #define WINED3DPSHADECAPS_ALPHAGOURAUDBLEND 0x00004000 #define WINED3DPSHADECAPS_ALPHAGOURAUDSTIPPLED 0x00008000 #define WINED3DPSHADECAPS_ALPHAPHONGBLEND 0x00010000 #define WINED3DPSHADECAPS_ALPHAPHONGSTIPPLED 0x00020000 #define WINED3DPSHADECAPS_FOGFLAT 0x00040000 #define WINED3DPSHADECAPS_FOGGOURAUD 0x00080000 #define WINED3DPSHADECAPS_FOGPHONG 0x00100000 #define WINED3DPTEXTURECAPS_PERSPECTIVE 0x00000001 #define WINED3DPTEXTURECAPS_POW2 0x00000002 #define WINED3DPTEXTURECAPS_ALPHA 0x00000004 #define WINED3DPTEXTURECAPS_TRANSPARENCY 0x00000008 #define WINED3DPTEXTURECAPS_BORDER 0x00000010 #define WINED3DPTEXTURECAPS_SQUAREONLY 0x00000020 #define WINED3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE 0x00000040 #define WINED3DPTEXTURECAPS_ALPHAPALETTE 0x00000080 #define WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL 0x00000100 #define WINED3DPTEXTURECAPS_PROJECTED 0x00000400 #define WINED3DPTEXTURECAPS_CUBEMAP 0x00000800 #define WINED3DPTEXTURECAPS_COLORKEYBLEND 0x00001000 #define WINED3DPTEXTURECAPS_VOLUMEMAP 0x00002000 #define WINED3DPTEXTURECAPS_MIPMAP 0x00004000 #define WINED3DPTEXTURECAPS_MIPVOLUMEMAP 0x00008000 #define WINED3DPTEXTURECAPS_MIPCUBEMAP 0x00010000 #define WINED3DPTEXTURECAPS_CUBEMAP_POW2 0x00020000 #define WINED3DPTEXTURECAPS_VOLUMEMAP_POW2 0x00040000 #define WINED3DPTEXTURECAPS_NOPROJECTEDBUMPENV 0x00200000 #define WINED3DPTFILTERCAPS_NEAREST 0x00000001 #define WINED3DPTFILTERCAPS_LINEAR 0x00000002 #define WINED3DPTFILTERCAPS_MIPNEAREST 0x00000004 #define WINED3DPTFILTERCAPS_MIPLINEAR 0x00000008 #define WINED3DPTFILTERCAPS_LINEARMIPNEAREST 0x00000010 #define WINED3DPTFILTERCAPS_LINEARMIPLINEAR 0x00000020 #define WINED3DPTFILTERCAPS_MINFPOINT 0x00000100 #define WINED3DPTFILTERCAPS_MINFLINEAR 0x00000200 #define WINED3DPTFILTERCAPS_MINFANISOTROPIC 0x00000400 #define WINED3DPTFILTERCAPS_MIPFPOINT 0x00010000 #define WINED3DPTFILTERCAPS_MIPFLINEAR 0x00020000 #define WINED3DPTFILTERCAPS_MAGFPOINT 0x01000000 #define WINED3DPTFILTERCAPS_MAGFLINEAR 0x02000000 #define WINED3DPTFILTERCAPS_MAGFANISOTROPIC 0x04000000 #define WINED3DPTFILTERCAPS_MAGFPYRAMIDALQUAD 0x08000000 #define WINED3DPTFILTERCAPS_MAGFGAUSSIANQUAD 0x10000000 #define WINED3DVTXPCAPS_TEXGEN 0x00000001 #define WINED3DVTXPCAPS_MATERIALSOURCE7 0x00000002 #define WINED3DVTXPCAPS_VERTEXFOG 0x00000004 #define WINED3DVTXPCAPS_DIRECTIONALLIGHTS 0x00000008 #define WINED3DVTXPCAPS_POSITIONALLIGHTS 0x00000010 #define WINED3DVTXPCAPS_LOCALVIEWER 0x00000020 #define WINED3DVTXPCAPS_TWEENING 0x00000040 #define WINED3DVTXPCAPS_TEXGEN_SPHEREMAP 0x00000100 #define WINED3DVTXPCAPS_NO_TEXGEN_NONLOCALVIEWER 0x00000200 #define WINED3DCURSORCAPS_COLOR 0x00000001 #define WINED3DCURSORCAPS_LOWRES 0x00000002 #define WINED3DDEVCAPS_FLOATTLVERTEX 0x00000001 #define WINED3DDEVCAPS_SORTINCREASINGZ 0x00000002 #define WINED3DDEVCAPS_SORTDECREASINGZ 0X00000004 #define WINED3DDEVCAPS_SORTEXACT 0x00000008 #define WINED3DDEVCAPS_EXECUTESYSTEMMEMORY 0x00000010 #define WINED3DDEVCAPS_EXECUTEVIDEOMEMORY 0x00000020 #define WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY 0x00000040 #define WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY 0x00000080 #define WINED3DDEVCAPS_TEXTURESYSTEMMEMORY 0x00000100 #define WINED3DDEVCAPS_TEXTUREVIDEOMEMORY 0x00000200 #define WINED3DDEVCAPS_DRAWPRIMTLVERTEX 0x00000400 #define WINED3DDEVCAPS_CANRENDERAFTERFLIP 0x00000800 #define WINED3DDEVCAPS_TEXTURENONLOCALVIDMEM 0x00001000 #define WINED3DDEVCAPS_DRAWPRIMITIVES2 0x00002000 #define WINED3DDEVCAPS_SEPARATETEXTUREMEMORIES 0x00004000 #define WINED3DDEVCAPS_DRAWPRIMITIVES2EX 0x00008000 #define WINED3DDEVCAPS_HWTRANSFORMANDLIGHT 0x00010000 #define WINED3DDEVCAPS_CANBLTSYSTONONLOCAL 0x00020000 #define WINED3DDEVCAPS_HWRASTERIZATION 0x00080000 #define WINED3DDEVCAPS_PUREDEVICE 0x00100000 #define WINED3DDEVCAPS_QUINTICRTPATCHES 0x00200000 #define WINED3DDEVCAPS_RTPATCHES 0x00400000 #define WINED3DDEVCAPS_RTPATCHHANDLEZERO 0x00800000 #define WINED3DDEVCAPS_NPATCHES 0x01000000 #define WINED3D_LEGACY_DEPTH_BIAS 0x00000001 #define WINED3D_NO3D 0x00000002 #define WINED3D_VIDMEM_ACCOUNTING 0x00000004 #define WINED3D_PRESENT_CONVERSION 0x00000008 #define WINED3D_RESTORE_MODE_ON_ACTIVATE 0x00000010 #define WINED3D_FOCUS_MESSAGES 0x00000020 #define WINED3D_HANDLE_RESTORE 0x00000040 #define WINED3D_PIXEL_CENTER_INTEGER 0x00000080 #define WINED3D_LEGACY_FFP_LIGHTING 0x00000100 #define WINED3D_SRGB_READ_WRITE_CONTROL 0x00000200 #define WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR 0x00000400 #define WINED3D_NO_PRIMITIVE_RESTART 0x00000800 #define WINED3D_LEGACY_CUBEMAP_FILTERING 0x00001000 #define WINED3D_NORMALIZED_DEPTH_BIAS 0x00002000 #define WINED3D_RESZ_CODE 0x7fa05000 #define WINED3D_CKEY_DST_BLT 0x00000002 #define WINED3D_CKEY_DST_OVERLAY 0x00000004 #define WINED3D_CKEY_SRC_BLT 0x00000008 #define WINED3D_CKEY_SRC_OVERLAY 0x00000010 /* dwDDFX */ /* arithmetic stretching along y axis */ #define WINEDDBLTFX_ARITHSTRETCHY 0x00000001 /* mirror on y axis */ #define WINEDDBLTFX_MIRRORLEFTRIGHT 0x00000002 /* mirror on x axis */ #define WINEDDBLTFX_MIRRORUPDOWN 0x00000004 /* do not tear */ #define WINEDDBLTFX_NOTEARING 0x00000008 /* 180 degrees clockwise rotation */ #define WINEDDBLTFX_ROTATE180 0x00000010 /* 270 degrees clockwise rotation */ #define WINEDDBLTFX_ROTATE270 0x00000020 /* 90 degrees clockwise rotation */ #define WINEDDBLTFX_ROTATE90 0x00000040 /* dwZBufferLow and dwZBufferHigh specify limits to the copied Z values */ #define WINEDDBLTFX_ZBUFFERRANGE 0x00000080 /* add dwZBufferBaseDest to every source z value before compare */ #define WINEDDBLTFX_ZBUFFERBASEDEST 0x00000100 #define WINED3D_BLT_FX 0x00000800 #define WINED3D_BLT_DST_CKEY 0x00002000 #define WINED3D_BLT_DST_CKEY_OVERRIDE 0x00004000 #define WINED3D_BLT_SRC_CKEY 0x00008000 #define WINED3D_BLT_SRC_CKEY_OVERRIDE 0x00010000 #define WINED3D_BLT_WAIT 0x01000000 #define WINED3D_BLT_DO_NOT_WAIT 0x08000000 #define WINED3D_BLT_RAW 0x20000000 #define WINED3D_BLT_SYNCHRONOUS 0x40000000 #define WINED3D_BLT_ALPHA_TEST 0x80000000 #define WINED3D_BLT_MASK 0x0901e800 /* dwFlags for GetBltStatus */ #define WINEDDGBS_CANBLT 0x00000001 #define WINEDDGBS_ISBLTDONE 0x00000002 /* dwFlags for GetFlipStatus */ #define WINEDDGFS_CANFLIP 0x00000001 #define WINEDDGFS_ISFLIPDONE 0x00000002 /* dwFlags for Flip */ #define WINEDDFLIP_WAIT 0x00000001 #define WINEDDFLIP_EVEN 0x00000002 /* only valid for overlay */ #define WINEDDFLIP_ODD 0x00000004 /* only valid for overlay */ #define WINEDDFLIP_NOVSYNC 0x00000008 #define WINEDDFLIP_STEREO 0x00000010 #define WINEDDFLIP_DONOTWAIT 0x00000020 #define WINEDDFLIP_INTERVAL2 0x02000000 #define WINEDDFLIP_INTERVAL3 0x03000000 #define WINEDDFLIP_INTERVAL4 0x04000000 #define WINEDDOVER_ALPHADEST 0x00000001 #define WINEDDOVER_ALPHADESTCONSTOVERRIDE 0x00000002 #define WINEDDOVER_ALPHADESTNEG 0x00000004 #define WINEDDOVER_ALPHADESTSURFACEOVERRIDE 0x00000008 #define WINEDDOVER_ALPHAEDGEBLEND 0x00000010 #define WINEDDOVER_ALPHASRC 0x00000020 #define WINEDDOVER_ALPHASRCCONSTOVERRIDE 0x00000040 #define WINEDDOVER_ALPHASRCNEG 0x00000080 #define WINEDDOVER_ALPHASRCSURFACEOVERRIDE 0x00000100 #define WINEDDOVER_HIDE 0x00000200 #define WINEDDOVER_KEYDEST 0x00000400 #define WINEDDOVER_KEYDESTOVERRIDE 0x00000800 #define WINEDDOVER_KEYSRC 0x00001000 #define WINEDDOVER_KEYSRCOVERRIDE 0x00002000 #define WINEDDOVER_SHOW 0x00004000 #define WINEDDOVER_ADDDIRTYRECT 0x00008000 #define WINEDDOVER_REFRESHDIRTYRECTS 0x00010000 #define WINEDDOVER_REFRESHALL 0x00020000 #define WINEDDOVER_DDFX 0x00080000 #define WINEDDOVER_AUTOFLIP 0x00100000 #define WINEDDOVER_BOB 0x00200000 #define WINEDDOVER_OVERRIDEBOBWEAVE 0x00400000 #define WINEDDOVER_INTERLEAVED 0x00800000 /* DirectDraw Caps */ #define WINEDDSCAPS_RESERVED1 0x00000001 #define WINEDDSCAPS_ALPHA 0x00000002 #define WINEDDSCAPS_BACKBUFFER 0x00000004 #define WINEDDSCAPS_COMPLEX 0x00000008 #define WINEDDSCAPS_FLIP 0x00000010 #define WINEDDSCAPS_FRONTBUFFER 0x00000020 #define WINEDDSCAPS_OFFSCREENPLAIN 0x00000040 #define WINEDDSCAPS_OVERLAY 0x00000080 #define WINEDDSCAPS_PALETTE 0x00000100 #define WINEDDSCAPS_PRIMARYSURFACE 0x00000200 #define WINEDDSCAPS_PRIMARYSURFACELEFT 0x00000400 #define WINEDDSCAPS_SYSTEMMEMORY 0x00000800 #define WINEDDSCAPS_TEXTURE 0x00001000 #define WINEDDSCAPS_3DDEVICE 0x00002000 #define WINEDDSCAPS_VIDEOMEMORY 0x00004000 #define WINEDDSCAPS_VISIBLE 0x00008000 #define WINEDDSCAPS_WRITEONLY 0x00010000 #define WINEDDSCAPS_ZBUFFER 0x00020000 #define WINEDDSCAPS_OWNDC 0x00040000 #define WINEDDSCAPS_LIVEVIDEO 0x00080000 #define WINEDDSCAPS_HWCODEC 0x00100000 #define WINEDDSCAPS_MODEX 0x00200000 #define WINEDDSCAPS_MIPMAP 0x00400000 #define WINEDDSCAPS_RESERVED2 0x00800000 #define WINEDDSCAPS_ALLOCONLOAD 0x04000000 #define WINEDDSCAPS_VIDEOPORT 0x08000000 #define WINEDDSCAPS_LOCALVIDMEM 0x10000000 #define WINEDDSCAPS_NONLOCALVIDMEM 0x20000000 #define WINEDDSCAPS_STANDARDVGAMODE 0x40000000 #define WINEDDSCAPS_OPTIMIZED 0x80000000 #define WINEDDCKEYCAPS_DESTBLT 0x00000001 #define WINEDDCKEYCAPS_DESTBLTCLRSPACE 0x00000002 #define WINEDDCKEYCAPS_DESTBLTCLRSPACEYUV 0x00000004 #define WINEDDCKEYCAPS_DESTBLTYUV 0x00000008 #define WINEDDCKEYCAPS_DESTOVERLAY 0x00000010 #define WINEDDCKEYCAPS_DESTOVERLAYCLRSPACE 0x00000020 #define WINEDDCKEYCAPS_DESTOVERLAYCLRSPACEYUV 0x00000040 #define WINEDDCKEYCAPS_DESTOVERLAYONEACTIVE 0x00000080 #define WINEDDCKEYCAPS_DESTOVERLAYYUV 0x00000100 #define WINEDDCKEYCAPS_SRCBLT 0x00000200 #define WINEDDCKEYCAPS_SRCBLTCLRSPACE 0x00000400 #define WINEDDCKEYCAPS_SRCBLTCLRSPACEYUV 0x00000800 #define WINEDDCKEYCAPS_SRCBLTYUV 0x00001000 #define WINEDDCKEYCAPS_SRCOVERLAY 0x00002000 #define WINEDDCKEYCAPS_SRCOVERLAYCLRSPACE 0x00004000 #define WINEDDCKEYCAPS_SRCOVERLAYCLRSPACEYUV 0x00008000 #define WINEDDCKEYCAPS_SRCOVERLAYONEACTIVE 0x00010000 #define WINEDDCKEYCAPS_SRCOVERLAYYUV 0x00020000 #define WINEDDCKEYCAPS_NOCOSTOVERLAY 0x00040000 #define WINEDDFXCAPS_BLTALPHA 0x00000001 #define WINEDDFXCAPS_OVERLAYALPHA 0x00000004 #define WINEDDFXCAPS_BLTARITHSTRETCHYN 0x00000010 #define WINEDDFXCAPS_BLTARITHSTRETCHY 0x00000020 #define WINEDDFXCAPS_BLTMIRRORLEFTRIGHT 0x00000040 #define WINEDDFXCAPS_BLTMIRRORUPDOWN 0x00000080 #define WINEDDFXCAPS_BLTROTATION 0x00000100 #define WINEDDFXCAPS_BLTROTATION90 0x00000200 #define WINEDDFXCAPS_BLTSHRINKX 0x00000400 #define WINEDDFXCAPS_BLTSHRINKXN 0x00000800 #define WINEDDFXCAPS_BLTSHRINKY 0x00001000 #define WINEDDFXCAPS_BLTSHRINKYN 0x00002000 #define WINEDDFXCAPS_BLTSTRETCHX 0x00004000 #define WINEDDFXCAPS_BLTSTRETCHXN 0x00008000 #define WINEDDFXCAPS_BLTSTRETCHY 0x00010000 #define WINEDDFXCAPS_BLTSTRETCHYN 0x00020000 #define WINEDDFXCAPS_OVERLAYARITHSTRETCHY 0x00040000 #define WINEDDFXCAPS_OVERLAYARITHSTRETCHYN 0x00000008 #define WINEDDFXCAPS_OVERLAYSHRINKX 0x00080000 #define WINEDDFXCAPS_OVERLAYSHRINKXN 0x00100000 #define WINEDDFXCAPS_OVERLAYSHRINKY 0x00200000 #define WINEDDFXCAPS_OVERLAYSHRINKYN 0x00400000 #define WINEDDFXCAPS_OVERLAYSTRETCHX 0x00800000 #define WINEDDFXCAPS_OVERLAYSTRETCHXN 0x01000000 #define WINEDDFXCAPS_OVERLAYSTRETCHY 0x02000000 #define WINEDDFXCAPS_OVERLAYSTRETCHYN 0x04000000 #define WINEDDFXCAPS_OVERLAYMIRRORLEFTRIGHT 0x08000000 #define WINEDDFXCAPS_OVERLAYMIRRORUPDOWN 0x10000000 #define WINEDDCAPS_3D 0x00000001 #define WINEDDCAPS_ALIGNBOUNDARYDEST 0x00000002 #define WINEDDCAPS_ALIGNSIZEDEST 0x00000004 #define WINEDDCAPS_ALIGNBOUNDARYSRC 0x00000008 #define WINEDDCAPS_ALIGNSIZESRC 0x00000010 #define WINEDDCAPS_ALIGNSTRIDE 0x00000020 #define WINEDDCAPS_BLT 0x00000040 #define WINEDDCAPS_BLTQUEUE 0x00000080 #define WINEDDCAPS_BLTFOURCC 0x00000100 #define WINEDDCAPS_BLTSTRETCH 0x00000200 #define WINEDDCAPS_GDI 0x00000400 #define WINEDDCAPS_OVERLAY 0x00000800 #define WINEDDCAPS_OVERLAYCANTCLIP 0x00001000 #define WINEDDCAPS_OVERLAYFOURCC 0x00002000 #define WINEDDCAPS_OVERLAYSTRETCH 0x00004000 #define WINEDDCAPS_PALETTE 0x00008000 #define WINEDDCAPS_PALETTEVSYNC 0x00010000 #define WINEDDCAPS_READSCANLINE 0x00020000 #define WINEDDCAPS_STEREOVIEW 0x00040000 #define WINEDDCAPS_VBI 0x00080000 #define WINEDDCAPS_ZBLTS 0x00100000 #define WINEDDCAPS_ZOVERLAYS 0x00200000 #define WINEDDCAPS_COLORKEY 0x00400000 #define WINEDDCAPS_ALPHA 0x00800000 #define WINEDDCAPS_COLORKEYHWASSIST 0x01000000 #define WINEDDCAPS_NOHARDWARE 0x02000000 #define WINEDDCAPS_BLTCOLORFILL 0x04000000 #define WINEDDCAPS_BANKSWITCHED 0x08000000 #define WINEDDCAPS_BLTDEPTHFILL 0x10000000 #define WINEDDCAPS_CANCLIP 0x20000000 #define WINEDDCAPS_CANCLIPSTRETCHED 0x40000000 #define WINEDDCAPS_CANBLTSYSMEM 0x80000000 #define WINEDDCAPS2_CERTIFIED 0x00000001 #define WINEDDCAPS2_NO2DDURING3DSCENE 0x00000002 #define WINEDDCAPS2_VIDEOPORT 0x00000004 #define WINEDDCAPS2_AUTOFLIPOVERLAY 0x00000008 #define WINEDDCAPS2_CANBOBINTERLEAVED 0x00000010 #define WINEDDCAPS2_CANBOBNONINTERLEAVED 0x00000020 #define WINEDDCAPS2_COLORCONTROLOVERLAY 0x00000040 #define WINEDDCAPS2_COLORCONTROLPRIMARY 0x00000080 #define WINEDDCAPS2_CANDROPZ16BIT 0x00000100 #define WINEDDCAPS2_NONLOCALVIDMEM 0x00000200 #define WINEDDCAPS2_NONLOCALVIDMEMCAPS 0x00000400 #define WINEDDCAPS2_NOPAGELOCKREQUIRED 0x00000800 #define WINEDDCAPS2_WIDESURFACES 0x00001000 #define WINEDDCAPS2_CANFLIPODDEVEN 0x00002000 #define WINEDDCAPS2_CANBOBHARDWARE 0x00004000 #define WINEDDCAPS2_COPYFOURCC 0x00008000 #define WINEDDCAPS2_PRIMARYGAMMA 0x00020000 #define WINEDDCAPS2_CANRENDERWINDOWED 0x00080000 #define WINEDDCAPS2_CANCALIBRATEGAMMA 0x00100000 #define WINEDDCAPS2_FLIPINTERVAL 0x00200000 #define WINEDDCAPS2_FLIPNOVSYNC 0x00400000 #define WINEDDCAPS2_CANMANAGETEXTURE 0x00800000 #define WINEDDCAPS2_TEXMANINNONLOCALVIDMEM 0x01000000 #define WINEDDCAPS2_STEREO 0x02000000 #define WINEDDCAPS2_SYSTONONLOCAL_AS_SYSTOLOCAL 0x04000000 #define WINED3D_PALETTE_8BIT_ENTRIES 0x00000001 #define WINED3D_PALETTE_ALLOW_256 0x00000002 #define WINED3D_PALETTE_ALPHA 0x00000004 #define WINED3D_TEXTURE_CREATE_DISCARD 0x00000002 #define WINED3D_TEXTURE_CREATE_GET_DC_LENIENT 0x00000004 #define WINED3D_TEXTURE_CREATE_GET_DC 0x00000008 #define WINED3D_TEXTURE_CREATE_GENERATE_MIPMAPS 0x00000010 #define WINED3D_TEXTURE_CREATE_RECORD_DIRTY_REGIONS 0x00000020 #define WINED3D_STANDARD_MULTISAMPLE_PATTERN 0xffffffff #define WINED3D_APPEND_ALIGNED_ELEMENT 0xffffffff #define WINED3D_OUTPUT_SLOT_SEMANTIC 0xffffffff #define WINED3D_OUTPUT_SLOT_UNUSED 0xfffffffe #define WINED3D_MAX_STREAM_OUTPUT_BUFFERS 4 #define WINED3D_NO_RASTERIZER_STREAM 0xffffffff #define WINED3D_VIEW_BUFFER_RAW 0x00000001 #define WINED3D_VIEW_BUFFER_APPEND 0x00000002 #define WINED3D_VIEW_BUFFER_COUNTER 0x00000004 #define WINED3D_VIEW_TEXTURE_CUBE 0x00000008 #define WINED3D_VIEW_TEXTURE_ARRAY 0x00000010 #define WINED3D_VIEW_READ_ONLY_DEPTH 0x00000020 #define WINED3D_VIEW_READ_ONLY_STENCIL 0x00000040 #define WINED3D_MAX_VIEWPORTS 16 #define WINED3D_REGISTER_WINDOW_NO_WINDOW_CHANGES 0x00000001u #define WINED3D_REGISTER_WINDOW_NO_ALT_ENTER 0x00000002u #define WINED3D_REGISTER_WINDOW_NO_PRINT_SCREEN 0x00000004u #define WINED3D_MAX_STREAMS 16 #define WINED3D_MAX_TEXTURES 8 #define WINED3D_MAX_FRAGMENT_SAMPLERS 16 #define WINED3D_MAX_VERTEX_SAMPLERS 4 #define WINED3D_MAX_COMBINED_SAMPLERS (WINED3D_MAX_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS) #define WINED3D_MAX_CLIP_DISTANCES 8 #define WINED3D_MAX_CONSTS_B 16 #define WINED3D_MAX_CONSTS_I 16 #define WINED3D_MAX_VS_CONSTS_F 256 #define WINED3D_MAX_PS_CONSTS_F 224 struct wined3d_display_mode { UINT width; UINT height; UINT refresh_rate; enum wined3d_format_id format_id; enum wined3d_scanline_ordering scanline_ordering; }; struct wined3d_color { float r; float g; float b; float a; }; struct wined3d_vec3 { float x; float y; float z; }; struct wined3d_vec4 { float x; float y; float z; float w; }; struct wined3d_dvec4 { double x; double y; double z; double w; }; struct wined3d_ivec4 { int x; int y; int z; int w; }; struct wined3d_uvec4 { unsigned int x; unsigned int y; unsigned int z; unsigned int w; }; struct wined3d_matrix { float _11, _12, _13, _14; float _21, _22, _23, _24; float _31, _32, _33, _34; float _41, _42, _43, _44; }; struct wined3d_light { enum wined3d_light_type type; struct wined3d_color diffuse; struct wined3d_color specular; struct wined3d_color ambient; struct wined3d_vec3 position; struct wined3d_vec3 direction; float range; float falloff; float attenuation0; float attenuation1; float attenuation2; float theta; float phi; }; struct wined3d_material { struct wined3d_color diffuse; struct wined3d_color ambient; struct wined3d_color specular; struct wined3d_color emissive; float power; }; struct wined3d_viewport { float x; float y; float width; float height; float min_z; float max_z; }; struct wined3d_gamma_ramp { WORD red[256]; WORD green[256]; WORD blue[256]; }; struct wined3d_line_pattern { WORD repeat_factor; WORD line_pattern; }; struct wined3d_rect_patch_info { UINT start_vertex_offset_width; UINT start_vertex_offset_height; UINT width; UINT height; UINT stride; enum wined3d_basis_type basis; enum wined3d_degree_type degree; }; struct wined3d_tri_patch_info { UINT start_vertex_offset; UINT vertex_count; enum wined3d_basis_type basis; enum wined3d_degree_type degree; }; struct wined3d_adapter_identifier { char *driver; unsigned int driver_size; char *description; unsigned int description_size; char *device_name; unsigned int device_name_size; LARGE_INTEGER driver_version; DWORD vendor_id; DWORD device_id; DWORD subsystem_id; DWORD revision; GUID device_identifier; GUID driver_uuid; GUID device_uuid; DWORD whql_level; LUID adapter_luid; SIZE_T video_memory; SIZE_T shared_system_memory; }; struct wined3d_swapchain_desc { unsigned int backbuffer_width; unsigned int backbuffer_height; enum wined3d_format_id backbuffer_format; unsigned int backbuffer_count; unsigned int backbuffer_bind_flags; enum wined3d_multisample_type multisample_type; DWORD multisample_quality; enum wined3d_swap_effect swap_effect; HWND device_window; BOOL windowed; BOOL enable_auto_depth_stencil; enum wined3d_format_id auto_depth_stencil_format; DWORD flags; unsigned int refresh_rate; BOOL auto_restore_display_mode; }; struct wined3d_resource_desc { enum wined3d_resource_type resource_type; enum wined3d_format_id format; enum wined3d_multisample_type multisample_type; unsigned int multisample_quality; unsigned int usage; unsigned int bind_flags; unsigned int access; unsigned int width; unsigned int height; unsigned int depth; unsigned int size; }; struct wined3d_sub_resource_desc { enum wined3d_format_id format; enum wined3d_multisample_type multisample_type; unsigned int multisample_quality; unsigned int usage; unsigned int bind_flags; unsigned int access; unsigned int width; unsigned int height; unsigned int depth; unsigned int size; }; struct wined3d_clip_status { DWORD clip_union; DWORD clip_intersection; }; enum wined3d_input_classification { WINED3D_INPUT_PER_VERTEX_DATA, WINED3D_INPUT_PER_INSTANCE_DATA, }; struct wined3d_vertex_element { enum wined3d_format_id format; unsigned int input_slot; unsigned int offset; unsigned int output_slot; /* D3D 8 & 10 */ enum wined3d_input_classification input_slot_class; unsigned int instance_data_step_rate; BYTE method; BYTE usage; BYTE usage_idx; }; struct wined3d_device_creation_parameters { UINT adapter_idx; enum wined3d_device_type device_type; HWND focus_window; DWORD flags; }; struct wined3d_raster_status { BOOL in_vblank; UINT scan_line; }; struct wined3d_map_desc { UINT row_pitch; UINT slice_pitch; void *data; }; struct wined3d_sub_resource_data { const void *data; unsigned int row_pitch; unsigned int slice_pitch; }; struct wined3d_box { UINT left; UINT top; UINT right; UINT bottom; UINT front; UINT back; }; struct wined3d_vertex_shader_caps { DWORD caps; INT dynamic_flow_control_depth; INT temp_count; INT static_flow_control_depth; }; struct wined3d_pixel_shader_caps { DWORD caps; INT dynamic_flow_control_depth; INT temp_count; INT static_flow_control_depth; INT instruction_slot_count; }; struct wined3d_ddraw_caps { DWORD caps; DWORD caps2; DWORD color_key_caps; DWORD fx_caps; DWORD fx_alpha_caps; DWORD sv_caps; DWORD svb_caps; DWORD svb_color_key_caps; DWORD svb_fx_caps; DWORD vsb_caps; DWORD vsb_color_key_caps; DWORD vsb_fx_caps; DWORD ssb_caps; DWORD ssb_color_key_caps; DWORD ssb_fx_caps; DWORD dds_caps; }; struct wined3d_caps { enum wined3d_device_type DeviceType; UINT AdapterOrdinal; DWORD Caps; DWORD Caps2; DWORD Caps3; DWORD CursorCaps; DWORD DevCaps; DWORD PrimitiveMiscCaps; DWORD RasterCaps; DWORD ZCmpCaps; DWORD SrcBlendCaps; DWORD DestBlendCaps; DWORD AlphaCmpCaps; DWORD ShadeCaps; DWORD TextureCaps; DWORD TextureFilterCaps; DWORD CubeTextureFilterCaps; DWORD VolumeTextureFilterCaps; DWORD TextureAddressCaps; DWORD VolumeTextureAddressCaps; DWORD LineCaps; DWORD MaxTextureWidth; DWORD MaxTextureHeight; DWORD MaxVolumeExtent; DWORD MaxTextureRepeat; DWORD MaxTextureAspectRatio; DWORD MaxAnisotropy; float MaxVertexW; float GuardBandLeft; float GuardBandTop; float GuardBandRight; float GuardBandBottom; float ExtentsAdjust; DWORD StencilCaps; DWORD FVFCaps; DWORD TextureOpCaps; DWORD MaxTextureBlendStages; DWORD MaxSimultaneousTextures; DWORD VertexProcessingCaps; DWORD MaxActiveLights; DWORD MaxUserClipPlanes; DWORD MaxVertexBlendMatrices; DWORD MaxVertexBlendMatrixIndex; float MaxPointSize; DWORD MaxPrimitiveCount; DWORD MaxVertexIndex; DWORD MaxStreams; DWORD MaxStreamStride; DWORD VertexShaderVersion; DWORD MaxVertexShaderConst; DWORD PixelShaderVersion; float PixelShader1xMaxValue; /* DX 9 */ DWORD DevCaps2; float MaxNpatchTessellationLevel; UINT MasterAdapterOrdinal; UINT AdapterOrdinalInGroup; UINT NumberOfAdaptersInGroup; DWORD DeclTypes; DWORD NumSimultaneousRTs; DWORD StretchRectFilterCaps; struct wined3d_vertex_shader_caps VS20Caps; struct wined3d_pixel_shader_caps PS20Caps; DWORD VertexTextureFilterCaps; DWORD MaxVShaderInstructionsExecuted; DWORD MaxPShaderInstructionsExecuted; DWORD MaxVertexShader30InstructionSlots; DWORD MaxPixelShader30InstructionSlots; struct wined3d_ddraw_caps ddraw_caps; BOOL shader_double_precision; BOOL viewport_array_index_any_shader; enum wined3d_feature_level max_feature_level; }; struct wined3d_color_key { DWORD color_space_low_value; /* low boundary of color space that is to * be treated as Color Key, inclusive */ DWORD color_space_high_value; /* high boundary of color space that is * to be treated as Color Key, inclusive */ }; struct wined3d_blt_fx { DWORD fx; struct wined3d_color_key dst_color_key; struct wined3d_color_key src_color_key; }; struct wined3d_buffer_desc { unsigned int byte_width; unsigned int usage; unsigned int bind_flags; unsigned int access; unsigned int misc_flags; unsigned int structure_byte_stride; }; struct wined3d_blend_state_desc { BOOL alpha_to_coverage; BOOL enable; enum wined3d_blend src; enum wined3d_blend dst; enum wined3d_blend_op op; enum wined3d_blend src_alpha; enum wined3d_blend dst_alpha; enum wined3d_blend_op op_alpha; }; struct wined3d_rasterizer_state_desc { enum wined3d_fill_mode fill_mode; enum wined3d_cull cull_mode; BOOL front_ccw; float depth_bias; float depth_bias_clamp; float scale_bias; BOOL depth_clip; BOOL scissor; BOOL line_antialias; }; struct wined3d_sampler_desc { enum wined3d_texture_address address_u; enum wined3d_texture_address address_v; enum wined3d_texture_address address_w; float border_color[4]; enum wined3d_texture_filter_type mag_filter; enum wined3d_texture_filter_type min_filter; enum wined3d_texture_filter_type mip_filter; float lod_bias; float min_lod; float max_lod; unsigned int mip_base_level; unsigned int max_anisotropy; BOOL compare; enum wined3d_cmp_func comparison_func; BOOL srgb_decode; }; struct wined3d_shader_signature_element { const char *semantic_name; unsigned int semantic_idx; unsigned int stream_idx; enum wined3d_sysval_semantic sysval_semantic; enum wined3d_component_type component_type; unsigned int register_idx; DWORD mask; }; struct wined3d_shader_signature { UINT element_count; struct wined3d_shader_signature_element *elements; }; struct wined3d_shader_desc { const DWORD *byte_code; size_t byte_code_size; }; struct wined3d_stream_output_element { unsigned int stream_idx; const char *semantic_name; unsigned int semantic_idx; BYTE component_idx; BYTE component_count; BYTE output_slot; }; struct wined3d_stream_output_desc { const struct wined3d_stream_output_element *elements; unsigned int element_count; unsigned int buffer_strides[WINED3D_MAX_STREAM_OUTPUT_BUFFERS]; unsigned int buffer_stride_count; unsigned int rasterizer_stream_idx; }; struct wined3d_view_desc { enum wined3d_format_id format_id; unsigned int flags; union { struct { unsigned int start_idx; unsigned int count; } buffer; struct { unsigned int level_idx; unsigned int level_count; unsigned int layer_idx; unsigned int layer_count; } texture; } u; }; struct wined3d_output_desc { WCHAR device_name[CCHDEVICENAME]; RECT desktop_rect; BOOL attached_to_desktop; enum wined3d_display_rotation rotation; HMONITOR monitor; }; struct wined3d_stream_state { struct wined3d_buffer *buffer; UINT offset; UINT stride; UINT frequency; UINT flags; }; struct wined3d_stateblock_state { struct wined3d_vertex_declaration *vertex_declaration; struct wined3d_stream_state streams[WINED3D_MAX_STREAMS]; struct wined3d_buffer *index_buffer; enum wined3d_format_id index_format; int base_vertex_index; struct wined3d_shader *vs; struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F]; struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I]; BOOL vs_consts_b[WINED3D_MAX_CONSTS_B]; struct wined3d_shader *ps; struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F]; struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I]; BOOL ps_consts_b[WINED3D_MAX_CONSTS_B]; DWORD rs[WINEHIGHEST_RENDER_STATE + 1]; BOOL alpha_to_coverage; struct wined3d_texture *textures[WINED3D_MAX_COMBINED_SAMPLERS]; DWORD sampler_states[WINED3D_MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; DWORD texture_states[WINED3D_MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1]; struct wined3d_matrix transforms[WINED3D_HIGHEST_TRANSFORM_STATE + 1]; struct wined3d_vec4 clip_planes[WINED3D_MAX_CLIP_DISTANCES]; struct wined3d_material material; struct wined3d_viewport viewport; RECT scissor_rect; struct wined3d_light_state *light_state; }; struct wined3d_parent_ops { void (__stdcall *wined3d_object_destroyed)(void *parent); }; struct wined3d; struct wined3d_adapter; struct wined3d_blend_state; struct wined3d_buffer; struct wined3d_device; struct wined3d_output; struct wined3d_palette; struct wined3d_query; struct wined3d_rasterizer_state; struct wined3d_rendertarget_view; struct wined3d_resource; struct wined3d_sampler; struct wined3d_shader; struct wined3d_shader_resource_view; struct wined3d_stateblock; struct wined3d_swapchain; struct wined3d_swapchain_state; struct wined3d_texture; struct wined3d_unordered_access_view; struct wined3d_vertex_declaration; struct wined3d_device_parent { const struct wined3d_device_parent_ops *ops; }; struct wined3d_device_parent_ops { void (__cdecl *wined3d_device_created)(struct wined3d_device_parent *device_parent, struct wined3d_device *device); void (__cdecl *mode_changed)(struct wined3d_device_parent *device_parent); void (__cdecl *activate)(struct wined3d_device_parent *device_parent, BOOL activate); HRESULT (__cdecl *texture_sub_resource_created)(struct wined3d_device_parent *device_parent, enum wined3d_resource_type type, struct wined3d_texture *texture, unsigned int sub_resource_idx, void **parent, const struct wined3d_parent_ops **parent_ops); HRESULT (__cdecl *create_swapchain_texture)(struct wined3d_device_parent *device_parent, void *parent, const struct wined3d_resource_desc *desc, DWORD texture_flags, struct wined3d_texture **texture); }; struct wined3d_private_store { struct list content; }; struct wined3d_private_data { struct list entry; GUID tag; DWORD flags; /* DDSPD_* */ DWORD size; union { BYTE data[1]; IUnknown *object; } content; }; typedef HRESULT (CDECL *wined3d_device_reset_cb)(struct wined3d_resource *resource); void __stdcall wined3d_mutex_lock(void); void __stdcall wined3d_mutex_unlock(void); unsigned int __cdecl wined3d_calculate_format_pitch(const struct wined3d_adapter *adapter, enum wined3d_format_id format_id, unsigned int width); HRESULT __cdecl wined3d_check_depth_stencil_match(const struct wined3d_adapter *adapter, enum wined3d_device_type device_type, enum wined3d_format_id adapter_format_id, enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id); HRESULT __cdecl wined3d_check_device_format(const struct wined3d *wined3d, const struct wined3d_adapter *adapter, enum wined3d_device_type device_type, enum wined3d_format_id adapter_format_id, DWORD usage, unsigned int bind_flags, enum wined3d_resource_type resource_type, enum wined3d_format_id check_format_id); HRESULT __cdecl wined3d_check_device_format_conversion(const struct wined3d_output *output, enum wined3d_device_type device_type, enum wined3d_format_id source_format_id, enum wined3d_format_id target_format_id); HRESULT __cdecl wined3d_check_device_multisample_type(const struct wined3d_adapter *adapter, enum wined3d_device_type device_type, enum wined3d_format_id surface_format_id, BOOL windowed, enum wined3d_multisample_type multisample_type, DWORD *quality_levels); HRESULT __cdecl wined3d_check_device_type(const struct wined3d *wined3d, const struct wined3d_output *output, enum wined3d_device_type device_type, enum wined3d_format_id display_format_id, enum wined3d_format_id backbuffer_format_id, BOOL windowed); struct wined3d * __cdecl wined3d_create(DWORD flags); ULONG __cdecl wined3d_decref(struct wined3d *wined3d); struct wined3d_adapter * __cdecl wined3d_get_adapter(const struct wined3d *wined3d, unsigned int idx); UINT __cdecl wined3d_get_adapter_count(const struct wined3d *wined3d); HRESULT __cdecl wined3d_get_device_caps(const struct wined3d *wined3d, unsigned int adapter_idx, enum wined3d_device_type device_type, struct wined3d_caps *caps); HRESULT __cdecl wined3d_get_output_desc(const struct wined3d *wined3d, unsigned int adapter_idx, struct wined3d_output_desc *desc); ULONG __cdecl wined3d_incref(struct wined3d *wined3d); HRESULT __cdecl wined3d_register_software_device(struct wined3d *wined3d, void *init_function); BOOL __cdecl wined3d_register_window(struct wined3d *wined3d, HWND window, struct wined3d_device *device, unsigned int flags); void __cdecl wined3d_unregister_windows(struct wined3d *wined3d); HRESULT __cdecl wined3d_adapter_get_identifier(const struct wined3d_adapter *adapter, DWORD flags, struct wined3d_adapter_identifier *identifier); struct wined3d_output * __cdecl wined3d_adapter_get_output(const struct wined3d_adapter *adapter, unsigned int idx); unsigned int __cdecl wined3d_adapter_get_output_count(const struct wined3d_adapter *adapter); HRESULT __cdecl wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer); ULONG __cdecl wined3d_buffer_decref(struct wined3d_buffer *buffer); void * __cdecl wined3d_buffer_get_parent(const struct wined3d_buffer *buffer); struct wined3d_resource * __cdecl wined3d_buffer_get_resource(struct wined3d_buffer *buffer); ULONG __cdecl wined3d_buffer_incref(struct wined3d_buffer *buffer); HRESULT __cdecl wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window); void __cdecl wined3d_device_apply_stateblock(struct wined3d_device *device, struct wined3d_stateblock *stateblock); HRESULT __cdecl wined3d_device_begin_scene(struct wined3d_device *device); HRESULT __cdecl wined3d_device_clear(struct wined3d_device *device, DWORD rect_count, const RECT *rects, DWORD flags, const struct wined3d_color *color, float z, DWORD stencil); HRESULT __cdecl wined3d_device_clear_rendertarget_view(struct wined3d_device *device, struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil); void __cdecl wined3d_device_clear_unordered_access_view_uint(struct wined3d_device *device, struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value); void __cdecl wined3d_device_copy_resource(struct wined3d_device *device, struct wined3d_resource *dst_resource, struct wined3d_resource *src_resource); HRESULT __cdecl wined3d_device_copy_sub_resource_region(struct wined3d_device *device, struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx, unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, struct wined3d_resource *src_resource, unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, unsigned int flags); void __cdecl wined3d_device_copy_uav_counter(struct wined3d_device *device, struct wined3d_buffer *dst_buffer, unsigned int offset, struct wined3d_unordered_access_view *uav); HRESULT __cdecl wined3d_device_create(struct wined3d *wined3d, struct wined3d_adapter *adapter, enum wined3d_device_type device_type, HWND focus_window, DWORD behaviour_flags, BYTE surface_alignment, const enum wined3d_feature_level *feature_levels, unsigned int feature_level_count, struct wined3d_device_parent *device_parent, struct wined3d_device **device); ULONG __cdecl wined3d_device_decref(struct wined3d_device *device); void __cdecl wined3d_device_dispatch_compute(struct wined3d_device *device, unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z); void __cdecl wined3d_device_dispatch_compute_indirect(struct wined3d_device *device, struct wined3d_buffer *buffer, unsigned int offset); HRESULT __cdecl wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count); void __cdecl wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device *device, UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count); void __cdecl wined3d_device_draw_indexed_primitive_instanced_indirect(struct wined3d_device *device, struct wined3d_buffer *buffer, unsigned int offset); HRESULT __cdecl wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count); void __cdecl wined3d_device_draw_primitive_instanced(struct wined3d_device *device, UINT start_vertex, UINT vertex_count, UINT start_instance, UINT instance_count); void __cdecl wined3d_device_draw_primitive_instanced_indirect(struct wined3d_device *device, struct wined3d_buffer *buffer, unsigned int offset); HRESULT __cdecl wined3d_device_end_scene(struct wined3d_device *device); void __cdecl wined3d_device_evict_managed_resources(struct wined3d_device *device); UINT __cdecl wined3d_device_get_available_texture_mem(const struct wined3d_device *device); struct wined3d_blend_state * __cdecl wined3d_device_get_blend_state(const struct wined3d_device *device, struct wined3d_color *blend_factor); HRESULT __cdecl wined3d_device_get_clip_status(const struct wined3d_device *device, struct wined3d_clip_status *clip_status); struct wined3d_shader * __cdecl wined3d_device_get_compute_shader(const struct wined3d_device *device); struct wined3d_buffer * __cdecl wined3d_device_get_constant_buffer(const struct wined3d_device *device, enum wined3d_shader_type shader_type, unsigned int idx); void __cdecl wined3d_device_get_creation_parameters(const struct wined3d_device *device, struct wined3d_device_creation_parameters *creation_parameters); struct wined3d_shader_resource_view * __cdecl wined3d_device_get_cs_resource_view(const struct wined3d_device *device, unsigned int idx); struct wined3d_sampler * __cdecl wined3d_device_get_cs_sampler(const struct wined3d_device *device, unsigned int idx); struct wined3d_unordered_access_view * __cdecl wined3d_device_get_cs_uav(const struct wined3d_device *device, unsigned int idx); struct wined3d_rendertarget_view * __cdecl wined3d_device_get_depth_stencil_view(const struct wined3d_device *device); HRESULT __cdecl wined3d_device_get_device_caps(const struct wined3d_device *device, struct wined3d_caps *caps); HRESULT __cdecl wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx, struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation); struct wined3d_shader * __cdecl wined3d_device_get_domain_shader(const struct wined3d_device *device); struct wined3d_shader_resource_view * __cdecl wined3d_device_get_ds_resource_view(const struct wined3d_device *device, unsigned int idx); struct wined3d_sampler * __cdecl wined3d_device_get_ds_sampler(const struct wined3d_device *device, unsigned int idx); enum wined3d_feature_level __cdecl wined3d_device_get_feature_level(const struct wined3d_device *device); void __cdecl wined3d_device_get_gamma_ramp(const struct wined3d_device *device, UINT swapchain_idx, struct wined3d_gamma_ramp *ramp); struct wined3d_shader * __cdecl wined3d_device_get_geometry_shader(const struct wined3d_device *device); struct wined3d_shader_resource_view * __cdecl wined3d_device_get_gs_resource_view(const struct wined3d_device *device, UINT idx); struct wined3d_sampler * __cdecl wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx); struct wined3d_shader_resource_view * __cdecl wined3d_device_get_hs_resource_view(const struct wined3d_device *device, unsigned int idx); struct wined3d_sampler * __cdecl wined3d_device_get_hs_sampler(const struct wined3d_device *device, unsigned int idx); struct wined3d_shader * __cdecl wined3d_device_get_hull_shader(const struct wined3d_device *device); struct wined3d_buffer * __cdecl wined3d_device_get_index_buffer(const struct wined3d_device *device, enum wined3d_format_id *format, unsigned int *offset); unsigned int __cdecl wined3d_device_get_max_frame_latency(const struct wined3d_device *device); float __cdecl wined3d_device_get_npatch_mode(const struct wined3d_device *device); struct wined3d_shader * __cdecl wined3d_device_get_pixel_shader(const struct wined3d_device *device); struct wined3d_query * __cdecl wined3d_device_get_predication(struct wined3d_device *device, BOOL *value); void __cdecl wined3d_device_get_primitive_type(const struct wined3d_device *device, enum wined3d_primitive_type *primitive_topology, unsigned int *patch_vertex_count); struct wined3d_shader_resource_view * __cdecl wined3d_device_get_ps_resource_view(const struct wined3d_device *device, UINT idx); struct wined3d_sampler * __cdecl wined3d_device_get_ps_sampler(const struct wined3d_device *device, UINT idx); HRESULT __cdecl wined3d_device_get_raster_status(const struct wined3d_device *device, UINT swapchain_idx, struct wined3d_raster_status *raster_status); struct wined3d_rasterizer_state * __cdecl wined3d_device_get_rasterizer_state(struct wined3d_device *device); DWORD __cdecl wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state); struct wined3d_rendertarget_view * __cdecl wined3d_device_get_rendertarget_view(const struct wined3d_device *device, unsigned int view_idx); void __cdecl wined3d_device_get_scissor_rects(const struct wined3d_device *device, unsigned int *rect_count, RECT *rect); BOOL __cdecl wined3d_device_get_software_vertex_processing(const struct wined3d_device *device); struct wined3d_buffer * __cdecl wined3d_device_get_stream_output(struct wined3d_device *device, UINT idx, UINT *offset); HRESULT __cdecl wined3d_device_get_stream_source(const struct wined3d_device *device, UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride); struct wined3d_swapchain * __cdecl wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx); UINT __cdecl wined3d_device_get_swapchain_count(const struct wined3d_device *device); struct wined3d_unordered_access_view * __cdecl wined3d_device_get_unordered_access_view( const struct wined3d_device *device, unsigned int idx); struct wined3d_vertex_declaration * __cdecl wined3d_device_get_vertex_declaration(const struct wined3d_device *device); struct wined3d_shader * __cdecl wined3d_device_get_vertex_shader(const struct wined3d_device *device); void __cdecl wined3d_device_get_viewports(const struct wined3d_device *device, unsigned int *viewport_count, struct wined3d_viewport *viewports); struct wined3d_shader_resource_view * __cdecl wined3d_device_get_vs_resource_view(const struct wined3d_device *device, UINT idx); struct wined3d_sampler * __cdecl wined3d_device_get_vs_sampler(const struct wined3d_device *device, UINT idx); struct wined3d * __cdecl wined3d_device_get_wined3d(const struct wined3d_device *device); ULONG __cdecl wined3d_device_incref(struct wined3d_device *device); HRESULT __cdecl wined3d_device_process_vertices(struct wined3d_device *device, UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer, const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf); void __cdecl wined3d_device_release_focus_window(struct wined3d_device *device); HRESULT __cdecl wined3d_device_reset(struct wined3d_device *device, const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode, wined3d_device_reset_cb callback, BOOL reset_state); void __cdecl wined3d_device_resolve_sub_resource(struct wined3d_device *device, struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx, struct wined3d_resource *src_resource, unsigned int src_sub_resource_idx, enum wined3d_format_id format_id); void __cdecl wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index); void __cdecl wined3d_device_set_blend_state(struct wined3d_device *device, struct wined3d_blend_state *blend_state, const struct wined3d_color *blend_factor); HRESULT __cdecl wined3d_device_set_clip_status(struct wined3d_device *device, const struct wined3d_clip_status *clip_status); void __cdecl wined3d_device_set_compute_shader(struct wined3d_device *device, struct wined3d_shader *shader); void __cdecl wined3d_device_set_constant_buffer(struct wined3d_device *device, enum wined3d_shader_type type, UINT idx, struct wined3d_buffer *buffer); void __cdecl wined3d_device_set_cs_resource_view(struct wined3d_device *device, unsigned int idx, struct wined3d_shader_resource_view *view); void __cdecl wined3d_device_set_cs_sampler(struct wined3d_device *device, unsigned int idx, struct wined3d_sampler *sampler); void __cdecl wined3d_device_set_cs_uav(struct wined3d_device *device, unsigned int idx, struct wined3d_unordered_access_view *uav, unsigned int initial_count); void __cdecl wined3d_device_set_cursor_position(struct wined3d_device *device, int x_screen_space, int y_screen_space, DWORD flags); HRESULT __cdecl wined3d_device_set_cursor_properties(struct wined3d_device *device, UINT x_hotspot, UINT y_hotspot, struct wined3d_texture *texture, unsigned int sub_resource_idx); HRESULT __cdecl wined3d_device_set_depth_stencil_view(struct wined3d_device *device, struct wined3d_rendertarget_view *view); HRESULT __cdecl wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs); void __cdecl wined3d_device_set_domain_shader(struct wined3d_device *device, struct wined3d_shader *shader); void __cdecl wined3d_device_set_ds_resource_view(struct wined3d_device *device, unsigned int idx, struct wined3d_shader_resource_view *view); void __cdecl wined3d_device_set_ds_sampler(struct wined3d_device *device, unsigned int idx, struct wined3d_sampler *sampler); void __cdecl wined3d_device_set_gamma_ramp(const struct wined3d_device *device, UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp); void __cdecl wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader); void __cdecl wined3d_device_set_gs_resource_view(struct wined3d_device *device, UINT idx, struct wined3d_shader_resource_view *view); void __cdecl wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler); void __cdecl wined3d_device_set_hs_resource_view(struct wined3d_device *device, unsigned int idx, struct wined3d_shader_resource_view *view); void __cdecl wined3d_device_set_hs_sampler(struct wined3d_device *device, unsigned int idx, struct wined3d_sampler *sampler); void __cdecl wined3d_device_set_hull_shader(struct wined3d_device *device, struct wined3d_shader *shader); void __cdecl wined3d_device_set_index_buffer(struct wined3d_device *device, struct wined3d_buffer *index_buffer, enum wined3d_format_id format_id, unsigned int offset); void __cdecl wined3d_device_set_max_frame_latency(struct wined3d_device *device, unsigned int max_frame_latency); void __cdecl wined3d_device_set_multithreaded(struct wined3d_device *device); HRESULT __cdecl wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments); void __cdecl wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader); void __cdecl wined3d_device_set_predication(struct wined3d_device *device, struct wined3d_query *predicate, BOOL value); void __cdecl wined3d_device_set_primitive_type(struct wined3d_device *device, enum wined3d_primitive_type primitive_topology, unsigned int patch_vertex_count); void __cdecl wined3d_device_set_ps_resource_view(struct wined3d_device *device, UINT idx, struct wined3d_shader_resource_view *view); void __cdecl wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler); void __cdecl wined3d_device_set_rasterizer_state(struct wined3d_device *device, struct wined3d_rasterizer_state *rasterizer_state); void __cdecl wined3d_device_set_render_state(struct wined3d_device *device, enum wined3d_render_state state, DWORD value); HRESULT __cdecl wined3d_device_set_rendertarget_view(struct wined3d_device *device, unsigned int view_idx, struct wined3d_rendertarget_view *view, BOOL set_viewport); void __cdecl wined3d_device_set_scissor_rects(struct wined3d_device *device, unsigned int rect_count, const RECT *rect); void __cdecl wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software); void __cdecl wined3d_device_set_stream_output(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer, UINT offset); HRESULT __cdecl wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx, struct wined3d_buffer *buffer, UINT offset, UINT stride); void __cdecl wined3d_device_set_unordered_access_view(struct wined3d_device *device, unsigned int idx, struct wined3d_unordered_access_view *uav, unsigned int initial_count); void __cdecl wined3d_device_set_vertex_declaration(struct wined3d_device *device, struct wined3d_vertex_declaration *declaration); void __cdecl wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader); void __cdecl wined3d_device_set_viewports(struct wined3d_device *device, unsigned int viewport_count, const struct wined3d_viewport *viewports); void __cdecl wined3d_device_set_vs_resource_view(struct wined3d_device *device, UINT idx, struct wined3d_shader_resource_view *view); void __cdecl wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler); BOOL __cdecl wined3d_device_show_cursor(struct wined3d_device *device, BOOL show); void __cdecl wined3d_device_update_sub_resource(struct wined3d_device *device, struct wined3d_resource *resource, unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch, unsigned int depth_pitch, unsigned int flags); HRESULT __cdecl wined3d_device_update_texture(struct wined3d_device *device, struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture); HRESULT __cdecl wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes); HRESULT __cdecl wined3d_output_find_closest_matching_mode(const struct wined3d_output *output, struct wined3d_display_mode *mode); struct wined3d_adapter * __cdecl wined3d_output_get_adapter(const struct wined3d_output *output); HRESULT __cdecl wined3d_output_get_display_mode(const struct wined3d_output *output, struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation); HRESULT __cdecl wined3d_output_get_mode(const struct wined3d_output *output, enum wined3d_format_id format_id, enum wined3d_scanline_ordering scanline_ordering, unsigned int mode_idx, struct wined3d_display_mode *mode); unsigned int __cdecl wined3d_output_get_mode_count(const struct wined3d_output *output, enum wined3d_format_id format_id, enum wined3d_scanline_ordering scanline_ordering); HRESULT __cdecl wined3d_output_get_raster_status(const struct wined3d_output *output, struct wined3d_raster_status *raster_status); void __cdecl wined3d_output_release_ownership(const struct wined3d_output *output); HRESULT __cdecl wined3d_output_set_display_mode(struct wined3d_output *output, const struct wined3d_display_mode *mode); HRESULT __cdecl wined3d_output_take_ownership(const struct wined3d_output *output, BOOL exclusive); HRESULT __cdecl wined3d_palette_create(struct wined3d_device *device, DWORD flags, unsigned int entry_count, const PALETTEENTRY *entries, struct wined3d_palette **palette); ULONG __cdecl wined3d_palette_decref(struct wined3d_palette *palette); HRESULT __cdecl wined3d_palette_get_entries(const struct wined3d_palette *palette, DWORD flags, DWORD start, DWORD count, PALETTEENTRY *entries); void __cdecl wined3d_palette_apply_to_dc(const struct wined3d_palette *palette, HDC dc); ULONG __cdecl wined3d_palette_incref(struct wined3d_palette *palette); HRESULT __cdecl wined3d_palette_set_entries(struct wined3d_palette *palette, DWORD flags, DWORD start, DWORD count, const PALETTEENTRY *entries); HRESULT __cdecl wined3d_query_create(struct wined3d_device *device, enum wined3d_query_type type, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_query **query); ULONG __cdecl wined3d_query_decref(struct wined3d_query *query); HRESULT __cdecl wined3d_query_get_data(struct wined3d_query *query, void *data, UINT data_size, DWORD flags); UINT __cdecl wined3d_query_get_data_size(const struct wined3d_query *query); void * __cdecl wined3d_query_get_parent(const struct wined3d_query *query); enum wined3d_query_type __cdecl wined3d_query_get_type(const struct wined3d_query *query); ULONG __cdecl wined3d_query_incref(struct wined3d_query *query); HRESULT __cdecl wined3d_query_issue(struct wined3d_query *query, DWORD flags); static inline void wined3d_private_store_init(struct wined3d_private_store *store) { list_init(&store->content); } static inline struct wined3d_private_data *wined3d_private_store_get_private_data( const struct wined3d_private_store *store, const GUID *tag) { struct wined3d_private_data *data; struct list *entry; LIST_FOR_EACH(entry, &store->content) { data = LIST_ENTRY(entry, struct wined3d_private_data, entry); if (IsEqualGUID(&data->tag, tag)) return data; } return NULL; } static inline void wined3d_private_store_free_private_data(struct wined3d_private_store *store, struct wined3d_private_data *entry) { if (entry->flags & WINED3DSPD_IUNKNOWN) IUnknown_Release(entry->content.object); list_remove(&entry->entry); HeapFree(GetProcessHeap(), 0, entry); } static inline void wined3d_private_store_cleanup(struct wined3d_private_store *store) { struct wined3d_private_data *data; struct list *e1, *e2; LIST_FOR_EACH_SAFE(e1, e2, &store->content) { data = LIST_ENTRY(e1, struct wined3d_private_data, entry); wined3d_private_store_free_private_data(store, data); } } static inline HRESULT wined3d_private_store_set_private_data(struct wined3d_private_store *store, const GUID *guid, const void *data, DWORD data_size, DWORD flags) { struct wined3d_private_data *d, *old; const void *ptr = data; if (flags & WINED3DSPD_IUNKNOWN) { if (data_size != sizeof(IUnknown *)) return WINED3DERR_INVALIDCALL; ptr = &data; } if (!(d = HeapAlloc(GetProcessHeap(), 0, FIELD_OFFSET(struct wined3d_private_data, content.data[data_size])))) return E_OUTOFMEMORY; d->tag = *guid; d->flags = flags; d->size = data_size; memcpy(d->content.data, ptr, data_size); if (flags & WINED3DSPD_IUNKNOWN) IUnknown_AddRef(d->content.object); old = wined3d_private_store_get_private_data(store, guid); if (old) wined3d_private_store_free_private_data(store, old); list_add_tail(&store->content, &d->entry); return WINED3D_OK; } HRESULT __cdecl wined3d_blend_state_create(struct wined3d_device *device, const struct wined3d_blend_state_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_blend_state **state); ULONG __cdecl wined3d_blend_state_decref(struct wined3d_blend_state *state); void * __cdecl wined3d_blend_state_get_parent(const struct wined3d_blend_state *state); ULONG __cdecl wined3d_blend_state_incref(struct wined3d_blend_state *state); HRESULT __cdecl wined3d_rasterizer_state_create(struct wined3d_device *device, const struct wined3d_rasterizer_state_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_rasterizer_state **state); ULONG __cdecl wined3d_rasterizer_state_decref(struct wined3d_rasterizer_state *state); void * __cdecl wined3d_rasterizer_state_get_parent(const struct wined3d_rasterizer_state *state); ULONG __cdecl wined3d_rasterizer_state_incref(struct wined3d_rasterizer_state *state); void __cdecl wined3d_resource_get_desc(const struct wined3d_resource *resource, struct wined3d_resource_desc *desc); void * __cdecl wined3d_resource_get_parent(const struct wined3d_resource *resource); DWORD __cdecl wined3d_resource_get_priority(const struct wined3d_resource *resource); HRESULT __cdecl wined3d_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx, struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags); void __cdecl wined3d_resource_preload(struct wined3d_resource *resource); void __cdecl wined3d_resource_set_parent(struct wined3d_resource *resource, void *parent); DWORD __cdecl wined3d_resource_set_priority(struct wined3d_resource *resource, DWORD priority); HRESULT __cdecl wined3d_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx); HRESULT __cdecl wined3d_rendertarget_view_create(const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_rendertarget_view **view); HRESULT __cdecl wined3d_rendertarget_view_create_from_sub_resource(struct wined3d_texture *texture, unsigned int sub_resource_idx, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_rendertarget_view **view); ULONG __cdecl wined3d_rendertarget_view_decref(struct wined3d_rendertarget_view *view); void * __cdecl wined3d_rendertarget_view_get_parent(const struct wined3d_rendertarget_view *view); struct wined3d_resource * __cdecl wined3d_rendertarget_view_get_resource(const struct wined3d_rendertarget_view *view); void * __cdecl wined3d_rendertarget_view_get_sub_resource_parent(const struct wined3d_rendertarget_view *view); ULONG __cdecl wined3d_rendertarget_view_incref(struct wined3d_rendertarget_view *view); void __cdecl wined3d_rendertarget_view_set_parent(struct wined3d_rendertarget_view *view, void *parent); HRESULT __cdecl wined3d_sampler_create(struct wined3d_device *device, const struct wined3d_sampler_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_sampler **sampler); ULONG __cdecl wined3d_sampler_decref(struct wined3d_sampler *sampler); void * __cdecl wined3d_sampler_get_parent(const struct wined3d_sampler *sampler); ULONG __cdecl wined3d_sampler_incref(struct wined3d_sampler *sampler); HRESULT __cdecl wined3d_shader_create_cs(struct wined3d_device *device, const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader); HRESULT __cdecl wined3d_shader_create_ds(struct wined3d_device *device, const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader); HRESULT __cdecl wined3d_shader_create_gs(struct wined3d_device *device, const struct wined3d_shader_desc *desc, const struct wined3d_stream_output_desc *so_desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader); HRESULT __cdecl wined3d_shader_create_hs(struct wined3d_device *device, const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader); HRESULT __cdecl wined3d_shader_create_ps(struct wined3d_device *device, const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader); HRESULT __cdecl wined3d_shader_create_vs(struct wined3d_device *device, const struct wined3d_shader_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader **shader); ULONG __cdecl wined3d_shader_decref(struct wined3d_shader *shader); HRESULT __cdecl wined3d_shader_get_byte_code(const struct wined3d_shader *shader, void *byte_code, UINT *byte_code_size); void * __cdecl wined3d_shader_get_parent(const struct wined3d_shader *shader); ULONG __cdecl wined3d_shader_incref(struct wined3d_shader *shader); HRESULT __cdecl wined3d_shader_set_local_constants_float(struct wined3d_shader *shader, UINT start_idx, const float *src_data, UINT vector4f_count); HRESULT __cdecl wined3d_shader_resource_view_create(const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_shader_resource_view **view); ULONG __cdecl wined3d_shader_resource_view_decref(struct wined3d_shader_resource_view *view); void __cdecl wined3d_shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *view); void * __cdecl wined3d_shader_resource_view_get_parent(const struct wined3d_shader_resource_view *view); ULONG __cdecl wined3d_shader_resource_view_incref(struct wined3d_shader_resource_view *view); void __cdecl wined3d_stateblock_apply(const struct wined3d_stateblock *stateblock, struct wined3d_stateblock *device_state); void __cdecl wined3d_stateblock_capture(struct wined3d_stateblock *stateblock, const struct wined3d_stateblock *device_state); HRESULT __cdecl wined3d_stateblock_create(struct wined3d_device *device, const struct wined3d_stateblock *device_state, enum wined3d_stateblock_type type, struct wined3d_stateblock **stateblock); ULONG __cdecl wined3d_stateblock_decref(struct wined3d_stateblock *stateblock); HRESULT __cdecl wined3d_stateblock_get_light(const struct wined3d_stateblock *stateblock, UINT light_idx, struct wined3d_light *light, BOOL *enabled); const struct wined3d_stateblock_state * __cdecl wined3d_stateblock_get_state(const struct wined3d_stateblock *stateblock); ULONG __cdecl wined3d_stateblock_incref(struct wined3d_stateblock *stateblock); void __cdecl wined3d_stateblock_init_contained_states(struct wined3d_stateblock *stateblock); void __cdecl wined3d_stateblock_multiply_transform(struct wined3d_stateblock *stateblock, enum wined3d_transform_state state, const struct wined3d_matrix *matrix); void __cdecl wined3d_stateblock_reset(struct wined3d_stateblock *stateblock); void __cdecl wined3d_stateblock_set_base_vertex_index(struct wined3d_stateblock *stateblock, INT base_index); HRESULT __cdecl wined3d_stateblock_set_clip_plane(struct wined3d_stateblock *stateblock, UINT plane_idx, const struct wined3d_vec4 *plane); void __cdecl wined3d_stateblock_set_index_buffer(struct wined3d_stateblock *stateblock, struct wined3d_buffer *index_buffer, enum wined3d_format_id format_id); HRESULT __cdecl wined3d_stateblock_set_light(struct wined3d_stateblock *stateblock, UINT light_idx, const struct wined3d_light *light); HRESULT __cdecl wined3d_stateblock_set_light_enable(struct wined3d_stateblock *stateblock, UINT light_idx, BOOL enable); void __cdecl wined3d_stateblock_set_material(struct wined3d_stateblock *stateblock, const struct wined3d_material *material); void __cdecl wined3d_stateblock_set_pixel_shader(struct wined3d_stateblock *stateblock, struct wined3d_shader *shader); HRESULT __cdecl wined3d_stateblock_set_ps_consts_b(struct wined3d_stateblock *stateblock, unsigned int start_idx, unsigned int count, const BOOL *constants); HRESULT __cdecl wined3d_stateblock_set_ps_consts_f(struct wined3d_stateblock *stateblock, unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants); HRESULT __cdecl wined3d_stateblock_set_ps_consts_i(struct wined3d_stateblock *stateblock, unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants); void __cdecl wined3d_stateblock_set_render_state(struct wined3d_stateblock *stateblock, enum wined3d_render_state state, DWORD value); void __cdecl wined3d_stateblock_set_sampler_state(struct wined3d_stateblock *stateblock, UINT sampler_idx, enum wined3d_sampler_state state, DWORD value); void __cdecl wined3d_stateblock_set_scissor_rect(struct wined3d_stateblock *stateblock, const RECT *rect); HRESULT __cdecl wined3d_stateblock_set_stream_source(struct wined3d_stateblock *stateblock, UINT stream_idx, struct wined3d_buffer *buffer, UINT offset, UINT stride); HRESULT __cdecl wined3d_stateblock_set_stream_source_freq(struct wined3d_stateblock *stateblock, UINT stream_idx, UINT divider); void __cdecl wined3d_stateblock_set_texture(struct wined3d_stateblock *stateblock, UINT stage, struct wined3d_texture *texture); void __cdecl wined3d_stateblock_set_texture_stage_state(struct wined3d_stateblock *stateblock, UINT stage, enum wined3d_texture_stage_state state, DWORD value); void __cdecl wined3d_stateblock_set_transform(struct wined3d_stateblock *stateblock, enum wined3d_transform_state state, const struct wined3d_matrix *matrix); void __cdecl wined3d_stateblock_set_vertex_declaration(struct wined3d_stateblock *stateblock, struct wined3d_vertex_declaration *declaration); void __cdecl wined3d_stateblock_set_vertex_shader(struct wined3d_stateblock *stateblock, struct wined3d_shader *shader); void __cdecl wined3d_stateblock_set_viewport(struct wined3d_stateblock *stateblock, const struct wined3d_viewport *viewport); HRESULT __cdecl wined3d_stateblock_set_vs_consts_b(struct wined3d_stateblock *stateblock, unsigned int start_idx, unsigned int count, const BOOL *constants); HRESULT __cdecl wined3d_stateblock_set_vs_consts_f(struct wined3d_stateblock *stateblock, unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants); HRESULT __cdecl wined3d_stateblock_set_vs_consts_i(struct wined3d_stateblock *stateblock, unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants); HRESULT __cdecl wined3d_swapchain_create(struct wined3d_device *device, struct wined3d_swapchain_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_swapchain **swapchain); ULONG __cdecl wined3d_swapchain_decref(struct wined3d_swapchain *swapchain); struct wined3d_texture * __cdecl wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain, UINT backbuffer_idx); struct wined3d_device * __cdecl wined3d_swapchain_get_device(const struct wined3d_swapchain *swapchain); HRESULT __cdecl wined3d_swapchain_get_display_mode(const struct wined3d_swapchain *swapchain, struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation); HRESULT __cdecl wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain, struct wined3d_texture *dst_texture, unsigned int sub_resource_idx); HRESULT __cdecl wined3d_swapchain_get_gamma_ramp(const struct wined3d_swapchain *swapchain, struct wined3d_gamma_ramp *ramp); void * __cdecl wined3d_swapchain_get_parent(const struct wined3d_swapchain *swapchain); void __cdecl wined3d_swapchain_get_desc(const struct wined3d_swapchain *swapchain, struct wined3d_swapchain_desc *desc); HRESULT __cdecl wined3d_swapchain_get_raster_status(const struct wined3d_swapchain *swapchain, struct wined3d_raster_status *raster_status); struct wined3d_swapchain_state * __cdecl wined3d_swapchain_get_state(struct wined3d_swapchain *swapchain); ULONG __cdecl wined3d_swapchain_incref(struct wined3d_swapchain *swapchain); HRESULT __cdecl wined3d_swapchain_present(struct wined3d_swapchain *swapchain, const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, unsigned int swap_interval, DWORD flags); HRESULT __cdecl wined3d_swapchain_resize_buffers(struct wined3d_swapchain *swapchain, unsigned int buffer_count, unsigned int width, unsigned int height, enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type, unsigned int multisample_quality); HRESULT __cdecl wined3d_swapchain_set_gamma_ramp(const struct wined3d_swapchain *swapchain, DWORD flags, const struct wined3d_gamma_ramp *ramp); void __cdecl wined3d_swapchain_set_palette(struct wined3d_swapchain *swapchain, struct wined3d_palette *palette); void __cdecl wined3d_swapchain_set_window(struct wined3d_swapchain *swapchain, HWND window); HRESULT __cdecl wined3d_swapchain_state_create(const struct wined3d_swapchain_desc *desc, HWND window, struct wined3d *wined3d, struct wined3d_swapchain_state **state); void __cdecl wined3d_swapchain_state_destroy(struct wined3d_swapchain_state *state); HRESULT __cdecl wined3d_swapchain_state_resize_target(struct wined3d_swapchain_state *state, struct wined3d_output *output, const struct wined3d_display_mode *mode); HRESULT __cdecl wined3d_swapchain_state_set_fullscreen(struct wined3d_swapchain_state *state, const struct wined3d_swapchain_desc *desc, struct wined3d_output *output, const struct wined3d_display_mode *mode); HRESULT __cdecl wined3d_texture_add_dirty_region(struct wined3d_texture *texture, UINT layer, const struct wined3d_box *dirty_region); HRESULT __cdecl wined3d_texture_blt(struct wined3d_texture *dst_texture, unsigned int dst_idx, const RECT *dst_rect_in, struct wined3d_texture *src_texture, unsigned int src_idx, const RECT *src_rect_in, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter); HRESULT __cdecl wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc, UINT layer_count, UINT level_count, DWORD flags, const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture); struct wined3d_texture * __cdecl wined3d_texture_from_resource(struct wined3d_resource *resource); ULONG __cdecl wined3d_texture_decref(struct wined3d_texture *texture); HRESULT __cdecl wined3d_texture_get_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC *dc); DWORD __cdecl wined3d_texture_get_level_count(const struct wined3d_texture *texture); DWORD __cdecl wined3d_texture_get_lod(const struct wined3d_texture *texture); HRESULT __cdecl wined3d_texture_get_overlay_position(const struct wined3d_texture *texture, unsigned int sub_resource_idx, LONG *x, LONG *y); void * __cdecl wined3d_texture_get_parent(const struct wined3d_texture *texture); void __cdecl wined3d_texture_get_pitch(const struct wined3d_texture *texture, unsigned int level, unsigned int *row_pitch, unsigned int *slice_pitch); struct wined3d_resource * __cdecl wined3d_texture_get_resource(struct wined3d_texture *texture); HRESULT __cdecl wined3d_texture_get_sub_resource_desc(const struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_sub_resource_desc *desc); void * __cdecl wined3d_texture_get_sub_resource_parent(struct wined3d_texture *texture, unsigned int sub_resource_idx); ULONG __cdecl wined3d_texture_incref(struct wined3d_texture *texture); HRESULT __cdecl wined3d_texture_release_dc(struct wined3d_texture *texture, unsigned int sub_resource_idx, HDC dc); HRESULT __cdecl wined3d_texture_set_color_key(struct wined3d_texture *texture, DWORD flags, const struct wined3d_color_key *color_key); DWORD __cdecl wined3d_texture_set_lod(struct wined3d_texture *texture, DWORD lod); HRESULT __cdecl wined3d_texture_set_overlay_position(struct wined3d_texture *texture, unsigned int sub_resource_idx, LONG x, LONG y); void __cdecl wined3d_texture_set_sub_resource_parent(struct wined3d_texture *texture, unsigned int sub_resource_idx, void *parent); HRESULT __cdecl wined3d_texture_update_desc(struct wined3d_texture *texture, UINT width, UINT height, enum wined3d_format_id format_id, enum wined3d_multisample_type multisample_type, UINT multisample_quality, void *mem, UINT pitch); HRESULT __cdecl wined3d_texture_update_overlay(struct wined3d_texture *texture, unsigned int sub_resource_idx, const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, const RECT *dst_rect, DWORD flags); HRESULT __cdecl wined3d_unordered_access_view_create(const struct wined3d_view_desc *desc, struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_unordered_access_view **view); ULONG __cdecl wined3d_unordered_access_view_decref(struct wined3d_unordered_access_view *view); void * __cdecl wined3d_unordered_access_view_get_parent(const struct wined3d_unordered_access_view *view); ULONG __cdecl wined3d_unordered_access_view_incref(struct wined3d_unordered_access_view *view); HRESULT __cdecl wined3d_vertex_declaration_create(struct wined3d_device *device, const struct wined3d_vertex_element *elements, UINT element_count, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_vertex_declaration **declaration); HRESULT __cdecl wined3d_vertex_declaration_create_from_fvf(struct wined3d_device *device, DWORD fvf, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_vertex_declaration **declaration); ULONG __cdecl wined3d_vertex_declaration_decref(struct wined3d_vertex_declaration *declaration); void * __cdecl wined3d_vertex_declaration_get_parent(const struct wined3d_vertex_declaration *declaration); ULONG __cdecl wined3d_vertex_declaration_incref(struct wined3d_vertex_declaration *declaration); HRESULT __cdecl wined3d_extract_shader_input_signature_from_dxbc(struct wined3d_shader_signature *signature, const void *byte_code, SIZE_T byte_code_size); /* Return the integer base-2 logarithm of x. Undefined for x == 0. */ static inline unsigned int wined3d_log2i(unsigned int x) { #if defined(__GNUC__) && ((__GNUC__ > 3) || ((__GNUC__ == 3) && (__GNUC_MINOR__ >= 3))) return __builtin_clz(x) ^ 0x1f; #else static const unsigned int l[] = { ~0u, 0, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, }; unsigned int i; return (i = x >> 16) ? (x = i >> 8) ? l[x] + 24 : l[i] + 16 : (i = x >> 8) ? l[i] + 8 : l[x]; #endif } static inline int wined3d_bit_scan(unsigned int *x) { int bit_offset; #if defined(__GNUC__) && ((__GNUC__ > 3) || ((__GNUC__ == 3) && (__GNUC_MINOR__ >= 3))) bit_offset = __builtin_ffs(*x) - 1; #else for (bit_offset = 0; bit_offset < 32; bit_offset++) if (*x & (1u << bit_offset)) break; #endif *x ^= 1u << bit_offset; return bit_offset; } static inline void wined3d_box_set(struct wined3d_box *box, unsigned int left, unsigned int top, unsigned int right, unsigned int bottom, unsigned int front, unsigned int back) { box->left = left; box->top = top; box->right = right; box->bottom = bottom; box->front = front; box->back = back; } #endif /* __WINE_WINED3D_H */