1 /* 2 * Direct3D wine internal private include file 3 * 4 * Copyright 2002-2003 The wine-d3d team 5 * Copyright 2002-2003 Raphael Junqueira 6 * Copyright 2002-2003, 2004 Jason Edmeades 7 * Copyright 2005 Oliver Stieber 8 * Copyright 2006-2011, 2013 Stefan Dösinger for CodeWeavers 9 * 10 * This library is free software; you can redistribute it and/or 11 * modify it under the terms of the GNU Lesser General Public 12 * License as published by the Free Software Foundation; either 13 * version 2.1 of the License, or (at your option) any later version. 14 * 15 * This library is distributed in the hope that it will be useful, 16 * but WITHOUT ANY WARRANTY; without even the implied warranty of 17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 18 * Lesser General Public License for more details. 19 * 20 * You should have received a copy of the GNU Lesser General Public 21 * License along with this library; if not, write to the Free Software 22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA 23 */ 24 25 #ifndef __WINE_WINED3D_PRIVATE_H 26 #define __WINE_WINED3D_PRIVATE_H 27 28 #ifdef USE_WIN32_OPENGL 29 #define WINE_GLAPI __stdcall 30 #else 31 #define WINE_GLAPI 32 #endif 33 34 #include <assert.h> 35 #include <stdarg.h> 36 #include <math.h> 37 #include <limits.h> 38 #include "ntstatus.h" 39 #define WIN32_NO_STATUS 40 #define NONAMELESSUNION 41 #define NONAMELESSSTRUCT 42 #define COBJMACROS 43 #include "windef.h" 44 #include "winbase.h" 45 #include "winreg.h" 46 #include "wingdi.h" 47 #include "winuser.h" 48 #include "winternl.h" 49 #include "ddk/d3dkmthk.h" 50 #include "wine/debug.h" 51 #include "wine/heap.h" 52 #include "wine/unicode.h" 53 54 #include "objbase.h" 55 #include "wine/wined3d.h" 56 #include "wined3d_gl.h" 57 #include "wine/list.h" 58 #include "wine/rbtree.h" 59 #include "wine/wgl_driver.h" 60 61 #ifndef ARRAY_SIZE 62 #define ARRAY_SIZE(array) (sizeof(array) / sizeof((array)[0])) 63 #endif 64 65 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu)) 66 67 /* Driver quirks */ 68 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001 69 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002 70 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004 71 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008 72 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010 73 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020 74 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040 75 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080 76 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100 77 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200 78 79 enum wined3d_ffp_idx 80 { 81 WINED3D_FFP_POSITION = 0, 82 WINED3D_FFP_BLENDWEIGHT = 1, 83 WINED3D_FFP_BLENDINDICES = 2, 84 WINED3D_FFP_NORMAL = 3, 85 WINED3D_FFP_PSIZE = 4, 86 WINED3D_FFP_DIFFUSE = 5, 87 WINED3D_FFP_SPECULAR = 6, 88 WINED3D_FFP_TEXCOORD0 = 7, 89 WINED3D_FFP_TEXCOORD1 = 8, 90 WINED3D_FFP_TEXCOORD2 = 9, 91 WINED3D_FFP_TEXCOORD3 = 10, 92 WINED3D_FFP_TEXCOORD4 = 11, 93 WINED3D_FFP_TEXCOORD5 = 12, 94 WINED3D_FFP_TEXCOORD6 = 13, 95 WINED3D_FFP_TEXCOORD7 = 14, 96 WINED3D_FFP_ATTRIBS_COUNT = 15, 97 }; 98 99 enum wined3d_ffp_emit_idx 100 { 101 WINED3D_FFP_EMIT_FLOAT1, 102 WINED3D_FFP_EMIT_FLOAT2, 103 WINED3D_FFP_EMIT_FLOAT3, 104 WINED3D_FFP_EMIT_FLOAT4, 105 WINED3D_FFP_EMIT_D3DCOLOR, 106 WINED3D_FFP_EMIT_UBYTE4, 107 WINED3D_FFP_EMIT_SHORT2, 108 WINED3D_FFP_EMIT_SHORT4, 109 WINED3D_FFP_EMIT_UBYTE4N, 110 WINED3D_FFP_EMIT_SHORT2N, 111 WINED3D_FFP_EMIT_SHORT4N, 112 WINED3D_FFP_EMIT_USHORT2N, 113 WINED3D_FFP_EMIT_USHORT4N, 114 WINED3D_FFP_EMIT_UDEC3, 115 WINED3D_FFP_EMIT_DEC3N, 116 WINED3D_FFP_EMIT_FLOAT16_2, 117 WINED3D_FFP_EMIT_FLOAT16_4, 118 WINED3D_FFP_EMIT_INVALID, 119 WINED3D_FFP_EMIT_COUNT, 120 }; 121 122 /* Texture format fixups */ 123 124 enum fixup_channel_source 125 { 126 CHANNEL_SOURCE_ZERO = 0, 127 CHANNEL_SOURCE_ONE = 1, 128 CHANNEL_SOURCE_X = 2, 129 CHANNEL_SOURCE_Y = 3, 130 CHANNEL_SOURCE_Z = 4, 131 CHANNEL_SOURCE_W = 5, 132 CHANNEL_SOURCE_COMPLEX0 = 6, 133 CHANNEL_SOURCE_COMPLEX1 = 7, 134 }; 135 136 enum complex_fixup 137 { 138 COMPLEX_FIXUP_NONE = 0, 139 COMPLEX_FIXUP_YUY2 = 1, 140 COMPLEX_FIXUP_UYVY = 2, 141 COMPLEX_FIXUP_YV12 = 3, 142 COMPLEX_FIXUP_P8 = 4, 143 COMPLEX_FIXUP_NV12 = 5, 144 }; 145 146 #include <pshpack2.h> 147 struct color_fixup_desc 148 { 149 unsigned short x_sign_fixup : 1; 150 unsigned short x_source : 3; 151 unsigned short y_sign_fixup : 1; 152 unsigned short y_source : 3; 153 unsigned short z_sign_fixup : 1; 154 unsigned short z_source : 3; 155 unsigned short w_sign_fixup : 1; 156 unsigned short w_source : 3; 157 }; 158 #include <poppack.h> 159 160 struct wined3d_d3d_limits 161 { 162 unsigned int vs_version, hs_version, ds_version, gs_version, ps_version, cs_version; 163 DWORD vs_uniform_count; 164 DWORD ps_uniform_count; 165 unsigned int varying_count; 166 unsigned int ffp_textures; 167 unsigned int ffp_blend_stages; 168 unsigned int ffp_vertex_blend_matrices; 169 unsigned int active_light_count; 170 }; 171 172 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data); 173 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data); 174 typedef void (WINE_GLAPI *wined3d_generic_attrib_func)(GLuint idx, const void *data); 175 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN; 176 177 struct wined3d_ffp_attrib_ops 178 { 179 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT]; 180 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT]; 181 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT]; 182 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT]; 183 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT]; 184 wined3d_generic_attrib_func generic[WINED3D_FFP_EMIT_COUNT]; 185 }; 186 187 struct wined3d_d3d_info 188 { 189 struct wined3d_d3d_limits limits; 190 struct wined3d_ffp_attrib_ops ffp_attrib_ops; 191 BOOL xyzrhw; 192 BOOL emulated_flatshading; 193 BOOL ffp_generic_attributes; 194 BOOL vs_clipping; 195 BOOL shader_color_key; 196 DWORD valid_rt_mask; 197 DWORD valid_dual_rt_mask; 198 DWORD wined3d_creation_flags; 199 BOOL shader_double_precision; 200 }; 201 202 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY = 203 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W}; 204 205 static inline struct color_fixup_desc create_color_fixup_desc( 206 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1, 207 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3) 208 { 209 struct color_fixup_desc fixup = 210 { 211 sign0, src0, 212 sign1, src1, 213 sign2, src2, 214 sign3, src3, 215 }; 216 return fixup; 217 } 218 219 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup) 220 { 221 struct color_fixup_desc fixup = 222 { 223 0u, complex_fixup & (1u << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, 224 0u, complex_fixup & (1u << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, 225 0u, complex_fixup & (1u << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, 226 0u, complex_fixup & (1u << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, 227 }; 228 return fixup; 229 } 230 231 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup) 232 { 233 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup)); 234 } 235 236 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup) 237 { 238 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1; 239 } 240 241 static inline BOOL is_scaling_fixup(struct color_fixup_desc fixup) 242 { 243 return fixup.x_sign_fixup || fixup.y_sign_fixup || fixup.z_sign_fixup || fixup.w_sign_fixup; 244 } 245 246 static inline BOOL is_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2) 247 { 248 return f1.x_sign_fixup == f2.x_sign_fixup && f1.x_source == f2.x_source 249 && f1.y_sign_fixup == f2.y_sign_fixup && f1.y_source == f2.y_source 250 && f1.z_sign_fixup == f2.z_sign_fixup && f1.z_source == f2.z_source 251 && f1.w_sign_fixup == f2.w_sign_fixup && f1.w_source == f2.w_source; 252 } 253 254 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup) 255 { 256 enum complex_fixup complex_fixup = 0; 257 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 0); 258 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 1); 259 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 2); 260 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 3); 261 return complex_fixup; 262 } 263 264 /* Device caps */ 265 #define MAX_STREAMS 16 266 #define MAX_TEXTURES 8 267 #define MAX_FRAGMENT_SAMPLERS 16 268 #define MAX_VERTEX_SAMPLERS 4 269 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS) 270 #define MAX_ACTIVE_LIGHTS 8 271 #define MAX_CLIP_DISTANCES 8 272 #define MAX_CONSTANT_BUFFERS 15 273 #define MAX_SAMPLER_OBJECTS 16 274 #define MAX_SHADER_RESOURCE_VIEWS 128 275 #define MAX_RENDER_TARGET_VIEWS 8 276 #define MAX_UNORDERED_ACCESS_VIEWS 8 277 #define MAX_TGSM_REGISTERS 8192 278 #define MAX_VERTEX_BLENDS 4 279 #define MAX_VERTEX_INDEX_BLENDS 9 280 #define MAX_MULTISAMPLE_TYPES 8 281 #define MAX_RENDER_TARGETS 8 282 283 struct min_lookup 284 { 285 GLenum mip[WINED3D_TEXF_LINEAR + 1]; 286 }; 287 288 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN; 289 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN; 290 291 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN; 292 293 static inline enum wined3d_cmp_func wined3d_sanitize_cmp_func(enum wined3d_cmp_func func) 294 { 295 if (func < WINED3D_CMP_NEVER || func > WINED3D_CMP_ALWAYS) 296 return WINED3D_CMP_ALWAYS; 297 return func; 298 } 299 300 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter) 301 { 302 return magLookup[mag_filter]; 303 } 304 305 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter, 306 enum wined3d_texture_filter_type mip_filter) 307 { 308 return minMipLookup[min_filter].mip[mip_filter]; 309 } 310 311 /* float_16_to_32() and float_32_to_16() (see implementation in 312 * surface_base.c) convert 16 bit floats in the FLOAT16 data type 313 * to standard C floats and vice versa. They do not depend on the encoding 314 * of the C float, so they are platform independent, but slow. On x86 and 315 * other IEEE 754 compliant platforms the conversion can be accelerated by 316 * bit shifting the exponent and mantissa. There are also some SSE-based 317 * assembly routines out there. 318 * 319 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format 320 */ 321 static inline float float_16_to_32(const unsigned short *in) 322 { 323 const unsigned short s = ((*in) & 0x8000u); 324 const unsigned short e = ((*in) & 0x7c00u) >> 10; 325 const unsigned short m = (*in) & 0x3ffu; 326 const float sgn = (s ? -1.0f : 1.0f); 327 328 if(e == 0) { 329 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */ 330 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f); 331 } else if(e < 31) { 332 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f)); 333 } else { 334 if(m == 0) return sgn * INFINITY; 335 else return NAN; 336 } 337 } 338 339 static inline float float_24_to_32(DWORD in) 340 { 341 const float sgn = in & 0x800000u ? -1.0f : 1.0f; 342 const unsigned short e = (in & 0x780000u) >> 19; 343 const unsigned int m = in & 0x7ffffu; 344 345 if (e == 0) 346 { 347 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */ 348 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f); 349 } 350 else if (e < 15) 351 { 352 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f)); 353 } 354 else 355 { 356 if (m == 0) return sgn * INFINITY; 357 else return NAN; 358 } 359 } 360 361 static inline unsigned int wined3d_popcount(unsigned int x) 362 { 363 #ifdef HAVE___BUILTIN_POPCOUNT 364 return __builtin_popcount(x); 365 #else 366 x -= x >> 1 & 0x55555555; 367 x = (x & 0x33333333) + (x >> 2 & 0x33333333); 368 return ((x + (x >> 4)) & 0x0f0f0f0f) * 0x01010101 >> 24; 369 #endif 370 } 371 372 static inline void wined3d_pause(void) 373 { 374 #if defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) 375 __asm__ __volatile__( "rep;nop" : : : "memory" ); 376 #endif 377 } 378 379 #define ORM_BACKBUFFER 0 380 #define ORM_FBO 1 381 382 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */ 383 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */ 384 385 /* NOTE: When adding fields to this structure, make sure to update the default 386 * values in wined3d_main.c as well. */ 387 struct wined3d_settings 388 { 389 unsigned int cs_multithreaded; 390 BOOL explicit_gl_version; 391 DWORD max_gl_version; 392 BOOL glslRequested; 393 int offscreen_rendering_mode; 394 unsigned short pci_vendor_id; 395 unsigned short pci_device_id; 396 /* Memory tracking and object counting. */ 397 UINT64 emulated_textureram; 398 char *logo; 399 unsigned int multisample_textures; 400 unsigned int sample_count; 401 BOOL strict_draw_ordering; 402 BOOL check_float_constants; 403 unsigned int max_sm_vs; 404 unsigned int max_sm_hs; 405 unsigned int max_sm_ds; 406 unsigned int max_sm_gs; 407 unsigned int max_sm_ps; 408 unsigned int max_sm_cs; 409 BOOL no_3d; 410 }; 411 412 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN; 413 414 enum wined3d_shader_resource_type 415 { 416 WINED3D_SHADER_RESOURCE_NONE, 417 WINED3D_SHADER_RESOURCE_BUFFER, 418 WINED3D_SHADER_RESOURCE_TEXTURE_1D, 419 WINED3D_SHADER_RESOURCE_TEXTURE_2D, 420 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS, 421 WINED3D_SHADER_RESOURCE_TEXTURE_3D, 422 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE, 423 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY, 424 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY, 425 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY, 426 WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY, 427 }; 428 429 #define WINED3D_SHADER_CONST_VS_F 0x00000001 430 #define WINED3D_SHADER_CONST_VS_I 0x00000002 431 #define WINED3D_SHADER_CONST_VS_B 0x00000004 432 #define WINED3D_SHADER_CONST_VS_CLIP_PLANES 0x00000008 433 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000010 434 #define WINED3D_SHADER_CONST_POS_FIXUP 0x00000020 435 #define WINED3D_SHADER_CONST_PS_F 0x00000040 436 #define WINED3D_SHADER_CONST_PS_I 0x00000080 437 #define WINED3D_SHADER_CONST_PS_B 0x00000100 438 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000200 439 #define WINED3D_SHADER_CONST_PS_FOG 0x00000400 440 #define WINED3D_SHADER_CONST_PS_ALPHA_TEST 0x00000800 441 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00001000 442 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00002000 443 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00004000 444 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00010000 445 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00020000 446 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00040000 447 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00080000 448 #define WINED3D_SHADER_CONST_FFP_PS 0x00100000 449 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00200000 450 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0xff000000 451 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND_INDEX(i) (0x01000000 << ((i) - 1)) 452 453 enum wined3d_shader_register_type 454 { 455 WINED3DSPR_TEMP = 0, 456 WINED3DSPR_INPUT = 1, 457 WINED3DSPR_CONST = 2, 458 WINED3DSPR_ADDR = 3, 459 WINED3DSPR_TEXTURE = 3, 460 WINED3DSPR_RASTOUT = 4, 461 WINED3DSPR_ATTROUT = 5, 462 WINED3DSPR_TEXCRDOUT = 6, 463 WINED3DSPR_OUTPUT = 6, 464 WINED3DSPR_CONSTINT = 7, 465 WINED3DSPR_COLOROUT = 8, 466 WINED3DSPR_DEPTHOUT = 9, 467 WINED3DSPR_SAMPLER = 10, 468 WINED3DSPR_CONST2 = 11, 469 WINED3DSPR_CONST3 = 12, 470 WINED3DSPR_CONST4 = 13, 471 WINED3DSPR_CONSTBOOL = 14, 472 WINED3DSPR_LOOP = 15, 473 WINED3DSPR_TEMPFLOAT16 = 16, 474 WINED3DSPR_MISCTYPE = 17, 475 WINED3DSPR_LABEL = 18, 476 WINED3DSPR_PREDICATE = 19, 477 WINED3DSPR_IMMCONST, 478 WINED3DSPR_CONSTBUFFER, 479 WINED3DSPR_IMMCONSTBUFFER, 480 WINED3DSPR_PRIMID, 481 WINED3DSPR_NULL, 482 WINED3DSPR_RESOURCE, 483 WINED3DSPR_UAV, 484 WINED3DSPR_OUTPOINTID, 485 WINED3DSPR_FORKINSTID, 486 WINED3DSPR_JOININSTID, 487 WINED3DSPR_INCONTROLPOINT, 488 WINED3DSPR_OUTCONTROLPOINT, 489 WINED3DSPR_PATCHCONST, 490 WINED3DSPR_TESSCOORD, 491 WINED3DSPR_GROUPSHAREDMEM, 492 WINED3DSPR_THREADID, 493 WINED3DSPR_THREADGROUPID, 494 WINED3DSPR_LOCALTHREADID, 495 WINED3DSPR_LOCALTHREADINDEX, 496 WINED3DSPR_IDXTEMP, 497 WINED3DSPR_STREAM, 498 WINED3DSPR_FUNCTIONBODY, 499 WINED3DSPR_FUNCTIONPOINTER, 500 WINED3DSPR_COVERAGE, 501 WINED3DSPR_SAMPLEMASK, 502 WINED3DSPR_GSINSTID, 503 WINED3DSPR_DEPTHOUTGE, 504 WINED3DSPR_DEPTHOUTLE, 505 }; 506 507 enum wined3d_data_type 508 { 509 WINED3D_DATA_FLOAT, 510 WINED3D_DATA_INT, 511 WINED3D_DATA_RESOURCE, 512 WINED3D_DATA_SAMPLER, 513 WINED3D_DATA_UAV, 514 WINED3D_DATA_UINT, 515 WINED3D_DATA_UNORM, 516 WINED3D_DATA_SNORM, 517 WINED3D_DATA_OPAQUE, 518 }; 519 520 enum wined3d_immconst_type 521 { 522 WINED3D_IMMCONST_SCALAR, 523 WINED3D_IMMCONST_VEC4, 524 }; 525 526 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6)) 527 528 enum wined3d_shader_src_modifier 529 { 530 WINED3DSPSM_NONE = 0, 531 WINED3DSPSM_NEG = 1, 532 WINED3DSPSM_BIAS = 2, 533 WINED3DSPSM_BIASNEG = 3, 534 WINED3DSPSM_SIGN = 4, 535 WINED3DSPSM_SIGNNEG = 5, 536 WINED3DSPSM_COMP = 6, 537 WINED3DSPSM_X2 = 7, 538 WINED3DSPSM_X2NEG = 8, 539 WINED3DSPSM_DZ = 9, 540 WINED3DSPSM_DW = 10, 541 WINED3DSPSM_ABS = 11, 542 WINED3DSPSM_ABSNEG = 12, 543 WINED3DSPSM_NOT = 13, 544 }; 545 546 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */ 547 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */ 548 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */ 549 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */ 550 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */ 551 552 enum wined3d_shader_dst_modifier 553 { 554 WINED3DSPDM_NONE = 0, 555 WINED3DSPDM_SATURATE = 1, 556 WINED3DSPDM_PARTIALPRECISION = 2, 557 WINED3DSPDM_MSAMPCENTROID = 4, 558 }; 559 560 enum wined3d_shader_interpolation_mode 561 { 562 WINED3DSIM_NONE = 0, 563 WINED3DSIM_CONSTANT = 1, 564 WINED3DSIM_LINEAR = 2, 565 WINED3DSIM_LINEAR_CENTROID = 3, 566 WINED3DSIM_LINEAR_NOPERSPECTIVE = 4, 567 WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5, 568 WINED3DSIM_LINEAR_SAMPLE = 6, 569 WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7, 570 }; 571 572 #define WINED3D_PACKED_INTERPOLATION_SIZE 3 573 #define WINED3D_PACKED_INTERPOLATION_BIT_COUNT 3 574 575 enum wined3d_shader_global_flags 576 { 577 WINED3DSGF_REFACTORING_ALLOWED = 0x1, 578 WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL = 0x4, 579 WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8, 580 }; 581 582 enum wined3d_shader_sync_flags 583 { 584 WINED3DSSF_THREAD_GROUP = 0x1, 585 WINED3DSSF_GROUP_SHARED_MEMORY = 0x2, 586 }; 587 588 enum wined3d_shader_uav_flags 589 { 590 WINED3DSUF_GLOBALLY_COHERENT = 0x2, 591 WINED3DSUF_ORDER_PRESERVING_COUNTER = 0x100, 592 }; 593 594 enum wined3d_tessellator_domain 595 { 596 WINED3D_TESSELLATOR_DOMAIN_LINE = 1, 597 WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2, 598 WINED3D_TESSELLATOR_DOMAIN_QUAD = 3, 599 }; 600 601 enum wined3d_tessellator_output_primitive 602 { 603 WINED3D_TESSELLATOR_OUTPUT_POINT = 1, 604 WINED3D_TESSELLATOR_OUTPUT_LINE = 2, 605 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3, 606 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4, 607 }; 608 609 enum wined3d_tessellator_partitioning 610 { 611 WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1, 612 WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2, 613 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3, 614 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4, 615 }; 616 617 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */ 618 #define WINED3DSI_TEXLD_PROJECT 0x1 619 #define WINED3DSI_TEXLD_BIAS 0x2 620 #define WINED3DSI_INDEXED_DYNAMIC 0x4 621 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1 622 #define WINED3DSI_RESINFO_UINT 0x2 623 #define WINED3DSI_SAMPLE_INFO_UINT 0x1 624 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1 625 626 enum wined3d_shader_rel_op 627 { 628 WINED3D_SHADER_REL_OP_GT = 1, 629 WINED3D_SHADER_REL_OP_EQ = 2, 630 WINED3D_SHADER_REL_OP_GE = 3, 631 WINED3D_SHADER_REL_OP_LT = 4, 632 WINED3D_SHADER_REL_OP_NE = 5, 633 WINED3D_SHADER_REL_OP_LE = 6, 634 }; 635 636 enum wined3d_shader_conditional_op 637 { 638 WINED3D_SHADER_CONDITIONAL_OP_NZ = 0, 639 WINED3D_SHADER_CONDITIONAL_OP_Z = 1 640 }; 641 642 #define WINED3D_SM1_VS 0xfffeu 643 #define WINED3D_SM1_PS 0xffffu 644 #define WINED3D_SM4_PS 0x0000u 645 #define WINED3D_SM4_VS 0x0001u 646 #define WINED3D_SM4_GS 0x0002u 647 #define WINED3D_SM5_HS 0x0003u 648 #define WINED3D_SM5_DS 0x0004u 649 #define WINED3D_SM5_CS 0x0005u 650 651 /* Shader version tokens, and shader end tokens */ 652 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor)) 653 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor)) 654 655 /* Shader backends */ 656 657 /* TODO: Make this dynamic, based on shader limits ? */ 658 #define MAX_ATTRIBS 16 659 #define MAX_REG_ADDR 1 660 #define MAX_REG_TEXCRD 8 661 #define MAX_REG_INPUT 32 662 #define MAX_REG_OUTPUT 32 663 #define WINED3D_MAX_CBS 15 664 #define WINED3D_MAX_CONSTS_B 16 665 #define WINED3D_MAX_CONSTS_I 16 666 #define WINED3D_MAX_VS_CONSTS_F 256 667 #define WINED3D_MAX_PS_CONSTS_F 224 668 669 /* FIXME: This needs to go up to 2048 for 670 * Shader model 3 according to msdn (and for software shaders) */ 671 #define MAX_LABELS 16 672 673 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096 674 675 struct wined3d_string_buffer 676 { 677 struct list entry; 678 char *buffer; 679 unsigned int buffer_size; 680 unsigned int content_size; 681 }; 682 683 enum WINED3D_SHADER_INSTRUCTION_HANDLER 684 { 685 WINED3DSIH_ABS, 686 WINED3DSIH_ADD, 687 WINED3DSIH_AND, 688 WINED3DSIH_ATOMIC_AND, 689 WINED3DSIH_ATOMIC_CMP_STORE, 690 WINED3DSIH_ATOMIC_IADD, 691 WINED3DSIH_ATOMIC_IMAX, 692 WINED3DSIH_ATOMIC_IMIN, 693 WINED3DSIH_ATOMIC_OR, 694 WINED3DSIH_ATOMIC_UMAX, 695 WINED3DSIH_ATOMIC_UMIN, 696 WINED3DSIH_ATOMIC_XOR, 697 WINED3DSIH_BEM, 698 WINED3DSIH_BFI, 699 WINED3DSIH_BFREV, 700 WINED3DSIH_BREAK, 701 WINED3DSIH_BREAKC, 702 WINED3DSIH_BREAKP, 703 WINED3DSIH_BUFINFO, 704 WINED3DSIH_CALL, 705 WINED3DSIH_CALLNZ, 706 WINED3DSIH_CASE, 707 WINED3DSIH_CMP, 708 WINED3DSIH_CND, 709 WINED3DSIH_CONTINUE, 710 WINED3DSIH_CONTINUEP, 711 WINED3DSIH_COUNTBITS, 712 WINED3DSIH_CRS, 713 WINED3DSIH_CUT, 714 WINED3DSIH_CUT_STREAM, 715 WINED3DSIH_DCL, 716 WINED3DSIH_DCL_CONSTANT_BUFFER, 717 WINED3DSIH_DCL_FUNCTION_BODY, 718 WINED3DSIH_DCL_FUNCTION_TABLE, 719 WINED3DSIH_DCL_GLOBAL_FLAGS, 720 WINED3DSIH_DCL_GS_INSTANCES, 721 WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT, 722 WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT, 723 WINED3DSIH_DCL_HS_MAX_TESSFACTOR, 724 WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER, 725 WINED3DSIH_DCL_INDEX_RANGE, 726 WINED3DSIH_DCL_INDEXABLE_TEMP, 727 WINED3DSIH_DCL_INPUT, 728 WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT, 729 WINED3DSIH_DCL_INPUT_PRIMITIVE, 730 WINED3DSIH_DCL_INPUT_PS, 731 WINED3DSIH_DCL_INPUT_PS_SGV, 732 WINED3DSIH_DCL_INPUT_PS_SIV, 733 WINED3DSIH_DCL_INPUT_SGV, 734 WINED3DSIH_DCL_INPUT_SIV, 735 WINED3DSIH_DCL_INTERFACE, 736 WINED3DSIH_DCL_OUTPUT, 737 WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT, 738 WINED3DSIH_DCL_OUTPUT_SIV, 739 WINED3DSIH_DCL_OUTPUT_TOPOLOGY, 740 WINED3DSIH_DCL_RESOURCE_RAW, 741 WINED3DSIH_DCL_RESOURCE_STRUCTURED, 742 WINED3DSIH_DCL_SAMPLER, 743 WINED3DSIH_DCL_STREAM, 744 WINED3DSIH_DCL_TEMPS, 745 WINED3DSIH_DCL_TESSELLATOR_DOMAIN, 746 WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE, 747 WINED3DSIH_DCL_TESSELLATOR_PARTITIONING, 748 WINED3DSIH_DCL_TGSM_RAW, 749 WINED3DSIH_DCL_TGSM_STRUCTURED, 750 WINED3DSIH_DCL_THREAD_GROUP, 751 WINED3DSIH_DCL_UAV_RAW, 752 WINED3DSIH_DCL_UAV_STRUCTURED, 753 WINED3DSIH_DCL_UAV_TYPED, 754 WINED3DSIH_DCL_VERTICES_OUT, 755 WINED3DSIH_DEF, 756 WINED3DSIH_DEFAULT, 757 WINED3DSIH_DEFB, 758 WINED3DSIH_DEFI, 759 WINED3DSIH_DIV, 760 WINED3DSIH_DP2, 761 WINED3DSIH_DP2ADD, 762 WINED3DSIH_DP3, 763 WINED3DSIH_DP4, 764 WINED3DSIH_DST, 765 WINED3DSIH_DSX, 766 WINED3DSIH_DSX_COARSE, 767 WINED3DSIH_DSX_FINE, 768 WINED3DSIH_DSY, 769 WINED3DSIH_DSY_COARSE, 770 WINED3DSIH_DSY_FINE, 771 WINED3DSIH_EVAL_SAMPLE_INDEX, 772 WINED3DSIH_ELSE, 773 WINED3DSIH_EMIT, 774 WINED3DSIH_EMIT_STREAM, 775 WINED3DSIH_ENDIF, 776 WINED3DSIH_ENDLOOP, 777 WINED3DSIH_ENDREP, 778 WINED3DSIH_ENDSWITCH, 779 WINED3DSIH_EQ, 780 WINED3DSIH_EXP, 781 WINED3DSIH_EXPP, 782 WINED3DSIH_F16TOF32, 783 WINED3DSIH_F32TOF16, 784 WINED3DSIH_FCALL, 785 WINED3DSIH_FIRSTBIT_HI, 786 WINED3DSIH_FIRSTBIT_LO, 787 WINED3DSIH_FIRSTBIT_SHI, 788 WINED3DSIH_FRC, 789 WINED3DSIH_FTOI, 790 WINED3DSIH_FTOU, 791 WINED3DSIH_GATHER4, 792 WINED3DSIH_GATHER4_C, 793 WINED3DSIH_GATHER4_PO, 794 WINED3DSIH_GATHER4_PO_C, 795 WINED3DSIH_GE, 796 WINED3DSIH_HS_CONTROL_POINT_PHASE, 797 WINED3DSIH_HS_DECLS, 798 WINED3DSIH_HS_FORK_PHASE, 799 WINED3DSIH_HS_JOIN_PHASE, 800 WINED3DSIH_IADD, 801 WINED3DSIH_IBFE, 802 WINED3DSIH_IEQ, 803 WINED3DSIH_IF, 804 WINED3DSIH_IFC, 805 WINED3DSIH_IGE, 806 WINED3DSIH_ILT, 807 WINED3DSIH_IMAD, 808 WINED3DSIH_IMAX, 809 WINED3DSIH_IMIN, 810 WINED3DSIH_IMM_ATOMIC_ALLOC, 811 WINED3DSIH_IMM_ATOMIC_AND, 812 WINED3DSIH_IMM_ATOMIC_CMP_EXCH, 813 WINED3DSIH_IMM_ATOMIC_CONSUME, 814 WINED3DSIH_IMM_ATOMIC_EXCH, 815 WINED3DSIH_IMM_ATOMIC_IADD, 816 WINED3DSIH_IMM_ATOMIC_IMAX, 817 WINED3DSIH_IMM_ATOMIC_IMIN, 818 WINED3DSIH_IMM_ATOMIC_OR, 819 WINED3DSIH_IMM_ATOMIC_UMAX, 820 WINED3DSIH_IMM_ATOMIC_UMIN, 821 WINED3DSIH_IMM_ATOMIC_XOR, 822 WINED3DSIH_IMUL, 823 WINED3DSIH_INE, 824 WINED3DSIH_INEG, 825 WINED3DSIH_ISHL, 826 WINED3DSIH_ISHR, 827 WINED3DSIH_ITOF, 828 WINED3DSIH_LABEL, 829 WINED3DSIH_LD, 830 WINED3DSIH_LD2DMS, 831 WINED3DSIH_LD_RAW, 832 WINED3DSIH_LD_STRUCTURED, 833 WINED3DSIH_LD_UAV_TYPED, 834 WINED3DSIH_LIT, 835 WINED3DSIH_LOD, 836 WINED3DSIH_LOG, 837 WINED3DSIH_LOGP, 838 WINED3DSIH_LOOP, 839 WINED3DSIH_LRP, 840 WINED3DSIH_LT, 841 WINED3DSIH_M3x2, 842 WINED3DSIH_M3x3, 843 WINED3DSIH_M3x4, 844 WINED3DSIH_M4x3, 845 WINED3DSIH_M4x4, 846 WINED3DSIH_MAD, 847 WINED3DSIH_MAX, 848 WINED3DSIH_MIN, 849 WINED3DSIH_MOV, 850 WINED3DSIH_MOVA, 851 WINED3DSIH_MOVC, 852 WINED3DSIH_MUL, 853 WINED3DSIH_NE, 854 WINED3DSIH_NOP, 855 WINED3DSIH_NOT, 856 WINED3DSIH_NRM, 857 WINED3DSIH_OR, 858 WINED3DSIH_PHASE, 859 WINED3DSIH_POW, 860 WINED3DSIH_RCP, 861 WINED3DSIH_REP, 862 WINED3DSIH_RESINFO, 863 WINED3DSIH_RET, 864 WINED3DSIH_RETP, 865 WINED3DSIH_ROUND_NE, 866 WINED3DSIH_ROUND_NI, 867 WINED3DSIH_ROUND_PI, 868 WINED3DSIH_ROUND_Z, 869 WINED3DSIH_RSQ, 870 WINED3DSIH_SAMPLE, 871 WINED3DSIH_SAMPLE_B, 872 WINED3DSIH_SAMPLE_C, 873 WINED3DSIH_SAMPLE_C_LZ, 874 WINED3DSIH_SAMPLE_GRAD, 875 WINED3DSIH_SAMPLE_INFO, 876 WINED3DSIH_SAMPLE_LOD, 877 WINED3DSIH_SAMPLE_POS, 878 WINED3DSIH_SETP, 879 WINED3DSIH_SGE, 880 WINED3DSIH_SGN, 881 WINED3DSIH_SINCOS, 882 WINED3DSIH_SLT, 883 WINED3DSIH_SQRT, 884 WINED3DSIH_STORE_RAW, 885 WINED3DSIH_STORE_STRUCTURED, 886 WINED3DSIH_STORE_UAV_TYPED, 887 WINED3DSIH_SUB, 888 WINED3DSIH_SWAPC, 889 WINED3DSIH_SWITCH, 890 WINED3DSIH_SYNC, 891 WINED3DSIH_TEX, 892 WINED3DSIH_TEXBEM, 893 WINED3DSIH_TEXBEML, 894 WINED3DSIH_TEXCOORD, 895 WINED3DSIH_TEXDEPTH, 896 WINED3DSIH_TEXDP3, 897 WINED3DSIH_TEXDP3TEX, 898 WINED3DSIH_TEXKILL, 899 WINED3DSIH_TEXLDD, 900 WINED3DSIH_TEXLDL, 901 WINED3DSIH_TEXM3x2DEPTH, 902 WINED3DSIH_TEXM3x2PAD, 903 WINED3DSIH_TEXM3x2TEX, 904 WINED3DSIH_TEXM3x3, 905 WINED3DSIH_TEXM3x3DIFF, 906 WINED3DSIH_TEXM3x3PAD, 907 WINED3DSIH_TEXM3x3SPEC, 908 WINED3DSIH_TEXM3x3TEX, 909 WINED3DSIH_TEXM3x3VSPEC, 910 WINED3DSIH_TEXREG2AR, 911 WINED3DSIH_TEXREG2GB, 912 WINED3DSIH_TEXREG2RGB, 913 WINED3DSIH_UBFE, 914 WINED3DSIH_UDIV, 915 WINED3DSIH_UGE, 916 WINED3DSIH_ULT, 917 WINED3DSIH_UMAX, 918 WINED3DSIH_UMIN, 919 WINED3DSIH_UMUL, 920 WINED3DSIH_USHR, 921 WINED3DSIH_UTOF, 922 WINED3DSIH_XOR, 923 WINED3DSIH_TABLE_SIZE 924 }; 925 926 enum wined3d_shader_type 927 { 928 WINED3D_SHADER_TYPE_PIXEL, 929 WINED3D_SHADER_TYPE_VERTEX, 930 WINED3D_SHADER_TYPE_GEOMETRY, 931 WINED3D_SHADER_TYPE_HULL, 932 WINED3D_SHADER_TYPE_DOMAIN, 933 WINED3D_SHADER_TYPE_GRAPHICS_COUNT, 934 935 WINED3D_SHADER_TYPE_COMPUTE = WINED3D_SHADER_TYPE_GRAPHICS_COUNT, 936 WINED3D_SHADER_TYPE_COUNT, 937 }; 938 939 struct wined3d_shader_version 940 { 941 enum wined3d_shader_type type; 942 BYTE major; 943 BYTE minor; 944 }; 945 946 struct wined3d_shader_resource_info 947 { 948 enum wined3d_shader_resource_type type; 949 enum wined3d_data_type data_type; 950 unsigned int flags; 951 unsigned int stride; 952 }; 953 954 #define WINED3D_SAMPLER_DEFAULT ~0x0u 955 956 struct wined3d_shader_sampler_map_entry 957 { 958 unsigned int resource_idx; 959 unsigned int sampler_idx; 960 unsigned int bind_idx; 961 }; 962 963 struct wined3d_shader_sampler_map 964 { 965 struct wined3d_shader_sampler_map_entry *entries; 966 size_t size; 967 size_t count; 968 }; 969 970 struct wined3d_shader_immediate_constant_buffer 971 { 972 unsigned int vec4_count; 973 DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE]; 974 }; 975 976 struct wined3d_shader_indexable_temp 977 { 978 struct list entry; 979 unsigned int register_idx; 980 unsigned int register_size; 981 unsigned int component_count; 982 }; 983 984 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor)) 985 986 struct wined3d_shader_reg_maps 987 { 988 struct wined3d_shader_version shader_version; 989 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */ 990 BYTE address; /* MAX_REG_ADDR, 1 */ 991 WORD labels; /* MAX_LABELS, 16 */ 992 DWORD temporary; /* 32 */ 993 unsigned int temporary_count; 994 DWORD *constf; /* pixel, vertex */ 995 struct list indexable_temps; 996 const struct wined3d_shader_immediate_constant_buffer *icb; 997 union 998 { 999 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */ 1000 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */ 1001 } u; 1002 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */ 1003 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */ 1004 WORD integer_constants; /* WINED3D_MAX_CONSTS_I, 16 */ 1005 WORD boolean_constants; /* WINED3D_MAX_CONSTS_B, 16 */ 1006 WORD local_int_consts; /* WINED3D_MAX_CONSTS_I, 16 */ 1007 WORD local_bool_consts; /* WINED3D_MAX_CONSTS_B, 16 */ 1008 UINT cb_sizes[WINED3D_MAX_CBS]; 1009 1010 struct wined3d_shader_resource_info resource_info[MAX_SHADER_RESOURCE_VIEWS]; 1011 struct wined3d_shader_sampler_map sampler_map; 1012 DWORD sampler_comparison_mode; 1013 BYTE bumpmat; /* MAX_TEXTURES, 8 */ 1014 BYTE luminanceparams; /* MAX_TEXTURES, 8 */ 1015 struct wined3d_shader_resource_info uav_resource_info[MAX_UNORDERED_ACCESS_VIEWS]; 1016 DWORD uav_read_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */ 1017 DWORD uav_counter_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */ 1018 1019 DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */ 1020 DWORD cull_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */ 1021 DWORD usesnrm : 1; 1022 DWORD vpos : 1; 1023 DWORD usesdsx : 1; 1024 DWORD usesdsy : 1; 1025 DWORD usestexldd : 1; 1026 DWORD usesmova : 1; 1027 DWORD usesfacing : 1; 1028 DWORD usesrelconstF : 1; 1029 DWORD fog : 1; 1030 DWORD usestexldl : 1; 1031 DWORD usesifc : 1; 1032 DWORD usescall : 1; 1033 DWORD usespow : 1; 1034 DWORD point_size : 1; 1035 DWORD vocp : 1; 1036 DWORD input_rel_addressing : 1; 1037 DWORD padding : 16; 1038 1039 DWORD rt_mask; /* Used render targets, 32 max. */ 1040 1041 /* Whether or not loops are used in this shader, and nesting depth */ 1042 unsigned int loop_depth; 1043 unsigned int min_rel_offset, max_rel_offset; 1044 1045 struct wined3d_shader_tgsm *tgsm; 1046 SIZE_T tgsm_capacity; 1047 unsigned int tgsm_count; 1048 }; 1049 1050 /* Keeps track of details for TEX_M#x# instructions which need to maintain 1051 * state information between multiple instructions. */ 1052 struct wined3d_shader_tex_mx 1053 { 1054 unsigned int current_row; 1055 DWORD texcoord_w[2]; 1056 }; 1057 1058 struct wined3d_shader_parser_state 1059 { 1060 unsigned int current_loop_depth; 1061 unsigned int current_loop_reg; 1062 BOOL in_subroutine; 1063 }; 1064 1065 struct wined3d_shader_context 1066 { 1067 const struct wined3d_shader *shader; 1068 const struct wined3d_gl_info *gl_info; 1069 const struct wined3d_shader_reg_maps *reg_maps; 1070 struct wined3d_string_buffer *buffer; 1071 struct wined3d_shader_tex_mx *tex_mx; 1072 struct wined3d_shader_parser_state *state; 1073 void *backend_data; 1074 }; 1075 1076 struct wined3d_shader_register_index 1077 { 1078 const struct wined3d_shader_src_param *rel_addr; 1079 unsigned int offset; 1080 }; 1081 1082 struct wined3d_shader_register 1083 { 1084 enum wined3d_shader_register_type type; 1085 enum wined3d_data_type data_type; 1086 struct wined3d_shader_register_index idx[2]; 1087 enum wined3d_immconst_type immconst_type; 1088 union 1089 { 1090 DWORD immconst_data[4]; 1091 unsigned fp_body_idx; 1092 } u; 1093 }; 1094 1095 struct wined3d_shader_dst_param 1096 { 1097 struct wined3d_shader_register reg; 1098 DWORD write_mask; 1099 DWORD modifiers; 1100 DWORD shift; 1101 }; 1102 1103 struct wined3d_shader_src_param 1104 { 1105 struct wined3d_shader_register reg; 1106 DWORD swizzle; 1107 enum wined3d_shader_src_modifier modifiers; 1108 }; 1109 1110 struct wined3d_shader_index_range 1111 { 1112 struct wined3d_shader_dst_param first_register; 1113 unsigned int last_register; 1114 }; 1115 1116 struct wined3d_shader_semantic 1117 { 1118 enum wined3d_decl_usage usage; 1119 UINT usage_idx; 1120 enum wined3d_shader_resource_type resource_type; 1121 enum wined3d_data_type resource_data_type; 1122 struct wined3d_shader_dst_param reg; 1123 }; 1124 1125 enum wined3d_shader_input_sysval_semantic 1126 { 1127 WINED3D_SIV_POSITION = 1, 1128 WINED3D_SIV_CLIP_DISTANCE = 2, 1129 WINED3D_SIV_CULL_DISTANCE = 3, 1130 WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX = 4, 1131 WINED3D_SIV_VIEWPORT_ARRAY_INDEX = 5, 1132 WINED3D_SIV_VERTEX_ID = 6, 1133 WINED3D_SIV_PRIMITIVE_ID = 7, 1134 WINED3D_SIV_INSTANCE_ID = 8, 1135 WINED3D_SIV_IS_FRONT_FACE = 9, 1136 WINED3D_SIV_SAMPLE_INDEX = 10, 1137 WINED3D_SIV_QUAD_U0_TESS_FACTOR = 11, 1138 WINED3D_SIV_QUAD_V0_TESS_FACTOR = 12, 1139 WINED3D_SIV_QUAD_U1_TESS_FACTOR = 13, 1140 WINED3D_SIV_QUAD_V1_TESS_FACTOR = 14, 1141 WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR = 15, 1142 WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR = 16, 1143 WINED3D_SIV_TRIANGLE_U_TESS_FACTOR = 17, 1144 WINED3D_SIV_TRIANGLE_V_TESS_FACTOR = 18, 1145 WINED3D_SIV_TRIANGLE_W_TESS_FACTOR = 19, 1146 WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR = 20, 1147 WINED3D_SIV_LINE_DETAIL_TESS_FACTOR = 21, 1148 WINED3D_SIV_LINE_DENSITY_TESS_FACTOR = 22, 1149 }; 1150 1151 struct wined3d_shader_register_semantic 1152 { 1153 struct wined3d_shader_dst_param reg; 1154 enum wined3d_shader_input_sysval_semantic sysval_semantic; 1155 }; 1156 1157 struct wined3d_shader_structured_resource 1158 { 1159 struct wined3d_shader_dst_param reg; 1160 unsigned int byte_stride; 1161 }; 1162 1163 struct wined3d_shader_tgsm 1164 { 1165 unsigned int size; 1166 unsigned int stride; 1167 }; 1168 1169 struct wined3d_shader_tgsm_raw 1170 { 1171 struct wined3d_shader_dst_param reg; 1172 unsigned int byte_count; 1173 }; 1174 1175 struct wined3d_shader_tgsm_structured 1176 { 1177 struct wined3d_shader_dst_param reg; 1178 unsigned int byte_stride; 1179 unsigned int structure_count; 1180 }; 1181 1182 struct wined3d_shader_thread_group_size 1183 { 1184 unsigned int x, y, z; 1185 }; 1186 1187 struct wined3d_shader_function_table_pointer 1188 { 1189 unsigned int index; 1190 unsigned int array_size; 1191 unsigned int body_count; 1192 unsigned int table_count; 1193 }; 1194 1195 struct wined3d_shader_texel_offset 1196 { 1197 signed char u, v, w; 1198 }; 1199 1200 struct wined3d_shader_primitive_type 1201 { 1202 enum wined3d_primitive_type type; 1203 unsigned int patch_vertex_count; 1204 }; 1205 1206 struct wined3d_shader_instruction 1207 { 1208 const struct wined3d_shader_context *ctx; 1209 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx; 1210 DWORD flags; 1211 unsigned int dst_count; 1212 unsigned int src_count; 1213 const struct wined3d_shader_dst_param *dst; 1214 const struct wined3d_shader_src_param *src; 1215 struct wined3d_shader_texel_offset texel_offset; 1216 BOOL coissue; 1217 const struct wined3d_shader_src_param *predicate; 1218 union 1219 { 1220 struct wined3d_shader_semantic semantic; 1221 struct wined3d_shader_register_semantic register_semantic; 1222 struct wined3d_shader_primitive_type primitive_type; 1223 struct wined3d_shader_dst_param dst; 1224 struct wined3d_shader_src_param src; 1225 unsigned int count; 1226 unsigned int index; 1227 const struct wined3d_shader_immediate_constant_buffer *icb; 1228 struct wined3d_shader_structured_resource structured_resource; 1229 struct wined3d_shader_tgsm_raw tgsm_raw; 1230 struct wined3d_shader_tgsm_structured tgsm_structured; 1231 struct wined3d_shader_thread_group_size thread_group_size; 1232 enum wined3d_tessellator_domain tessellator_domain; 1233 enum wined3d_tessellator_output_primitive tessellator_output_primitive; 1234 enum wined3d_tessellator_partitioning tessellator_partitioning; 1235 float max_tessellation_factor; 1236 struct wined3d_shader_index_range index_range; 1237 struct wined3d_shader_indexable_temp indexable_temp; 1238 struct wined3d_shader_function_table_pointer fp; 1239 } declaration; 1240 }; 1241 1242 static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins) 1243 { 1244 return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w; 1245 } 1246 1247 struct wined3d_shader_attribute 1248 { 1249 enum wined3d_decl_usage usage; 1250 UINT usage_idx; 1251 }; 1252 1253 struct wined3d_shader_loop_control 1254 { 1255 unsigned int count; 1256 unsigned int start; 1257 int step; 1258 }; 1259 1260 struct wined3d_shader_frontend 1261 { 1262 void *(*shader_init)(const DWORD *byte_code, size_t byte_code_size, 1263 const struct wined3d_shader_signature *output_signature); 1264 void (*shader_free)(void *data); 1265 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version); 1266 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins); 1267 BOOL (*shader_is_end)(void *data, const DWORD **ptr); 1268 }; 1269 1270 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN; 1271 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN; 1272 1273 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *); 1274 1275 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001 1276 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002 1277 #define WINED3D_SHADER_CAP_DOUBLE_PRECISION 0x00000004 1278 1279 struct shader_caps 1280 { 1281 unsigned int vs_version; 1282 unsigned int hs_version; 1283 unsigned int ds_version; 1284 unsigned int gs_version; 1285 unsigned int ps_version; 1286 unsigned int cs_version; 1287 1288 DWORD vs_uniform_count; 1289 DWORD ps_uniform_count; 1290 float ps_1x_max_value; 1291 DWORD varying_count; 1292 1293 DWORD wined3d_caps; 1294 }; 1295 1296 enum wined3d_gl_resource_type 1297 { 1298 WINED3D_GL_RES_TYPE_TEX_1D = 0, 1299 WINED3D_GL_RES_TYPE_TEX_2D = 1, 1300 WINED3D_GL_RES_TYPE_TEX_3D = 2, 1301 WINED3D_GL_RES_TYPE_TEX_CUBE = 3, 1302 WINED3D_GL_RES_TYPE_TEX_RECT = 4, 1303 WINED3D_GL_RES_TYPE_BUFFER = 5, 1304 WINED3D_GL_RES_TYPE_RB = 6, 1305 WINED3D_GL_RES_TYPE_COUNT = 7, 1306 }; 1307 1308 enum vertexprocessing_mode { 1309 fixedfunction, 1310 vertexshader, 1311 pretransformed 1312 }; 1313 1314 #define WINED3D_CONST_NUM_UNUSED ~0U 1315 1316 enum wined3d_ffp_ps_fog_mode 1317 { 1318 WINED3D_FFP_PS_FOG_OFF, 1319 WINED3D_FFP_PS_FOG_LINEAR, 1320 WINED3D_FFP_PS_FOG_EXP, 1321 WINED3D_FFP_PS_FOG_EXP2, 1322 }; 1323 1324 /* Stateblock dependent parameters which have to be hardcoded 1325 * into the shader code 1326 */ 1327 1328 #define WINED3D_PSARGS_PROJECTED (1u << 3) 1329 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4 1330 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu 1331 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2 1332 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u 1333 1334 /* Used for Shader Model 1 pixel shaders to track the bound texture 1335 * type. 2D and RECT textures are separated through NP2 fixup. */ 1336 enum wined3d_shader_tex_types 1337 { 1338 WINED3D_SHADER_TEX_2D = 0, 1339 WINED3D_SHADER_TEX_3D = 1, 1340 WINED3D_SHADER_TEX_CUBE = 2, 1341 }; 1342 1343 struct ps_compile_args 1344 { 1345 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS]; 1346 enum vertexprocessing_mode vp_mode; 1347 enum wined3d_ffp_ps_fog_mode fog; 1348 WORD tex_transform; /* ps 1.0-1.3, 4 textures */ 1349 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */ 1350 WORD srgb_correction; 1351 /* Bitmap for NP2 texcoord fixups (16 samplers max currently). 1352 D3D9 has a limit of 16 samplers and the fixup is superfluous 1353 in D3D10 (unconditional NP2 support mandatory). */ 1354 WORD np2_fixup; 1355 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */ 1356 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */ 1357 DWORD pointsprite : 1; 1358 DWORD flatshading : 1; 1359 DWORD alpha_test_func : 3; 1360 DWORD render_offscreen : 1; 1361 DWORD dual_source_blend : 1; 1362 DWORD padding : 25; 1363 }; 1364 1365 enum fog_src_type 1366 { 1367 VS_FOG_Z = 0, 1368 VS_FOG_COORD = 1 1369 }; 1370 1371 struct vs_compile_args 1372 { 1373 BYTE fog_src; 1374 BYTE clip_enabled : 1; 1375 BYTE point_size : 1; 1376 BYTE per_vertex_point_size : 1; 1377 BYTE flatshading : 1; 1378 BYTE next_shader_type : 3; 1379 BYTE padding : 1; 1380 WORD swizzle_map; /* MAX_ATTRIBS, 16 */ 1381 unsigned int next_shader_input_count; 1382 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE]; 1383 }; 1384 1385 struct ds_compile_args 1386 { 1387 enum wined3d_tessellator_output_primitive tessellator_output_primitive; 1388 enum wined3d_tessellator_partitioning tessellator_partitioning; 1389 unsigned int output_count : 16; 1390 unsigned int next_shader_type : 3; 1391 unsigned int render_offscreen : 1; 1392 unsigned int padding : 12; 1393 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE]; 1394 }; 1395 1396 struct gs_compile_args 1397 { 1398 unsigned int output_count; 1399 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE]; 1400 }; 1401 1402 struct wined3d_context; 1403 struct wined3d_state; 1404 struct fragment_pipeline; 1405 struct wined3d_vertex_pipe_ops; 1406 1407 struct wined3d_shader_backend_ops 1408 { 1409 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *); 1410 void (*shader_precompile)(void *shader_priv, struct wined3d_shader *shader); 1411 void (*shader_select)(void *shader_priv, struct wined3d_context *context, 1412 const struct wined3d_state *state); 1413 void (*shader_select_compute)(void *shader_priv, struct wined3d_context *context, 1414 const struct wined3d_state *state); 1415 void (*shader_disable)(void *shader_priv, struct wined3d_context *context); 1416 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count); 1417 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count); 1418 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context, 1419 const struct wined3d_state *state); 1420 void (*shader_destroy)(struct wined3d_shader *shader); 1421 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe, 1422 const struct fragment_pipeline *fragment_pipe); 1423 void (*shader_free_private)(struct wined3d_device *device); 1424 BOOL (*shader_allocate_context_data)(struct wined3d_context *context); 1425 void (*shader_free_context_data)(struct wined3d_context *context); 1426 void (*shader_init_context_state)(struct wined3d_context *context); 1427 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps); 1428 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup); 1429 BOOL (*shader_has_ffp_proj_control)(void *shader_priv); 1430 }; 1431 1432 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN; 1433 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN; 1434 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN; 1435 1436 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f) 1437 1438 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff) 1439 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff) 1440 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff) 1441 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff) 1442 1443 static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color) 1444 { 1445 wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f; 1446 wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f; 1447 wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f; 1448 wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f; 1449 } 1450 1451 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */ 1452 1453 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info, 1454 const char *file, unsigned int line, const char *name) DECLSPEC_HIDDEN; 1455 1456 /* Checking of API calls */ 1457 /* --------------------- */ 1458 #ifndef WINE_NO_DEBUG_MSGS 1459 #define checkGLcall(A) \ 1460 do { \ 1461 if (__WINE_IS_DEBUG_ON(_ERR, &__wine_dbch_d3d) \ 1462 && !gl_info->supported[ARB_DEBUG_OUTPUT]) \ 1463 wined3d_check_gl_call(gl_info, __FILE__, __LINE__, A); \ 1464 } while(0) 1465 #else 1466 #define checkGLcall(A) do {} while(0) 1467 #endif 1468 1469 struct wined3d_bo_address 1470 { 1471 GLuint buffer_object; 1472 BYTE *addr; 1473 }; 1474 1475 struct wined3d_const_bo_address 1476 { 1477 GLuint buffer_object; 1478 const BYTE *addr; 1479 }; 1480 1481 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data) 1482 { 1483 return (struct wined3d_const_bo_address *)data; 1484 } 1485 1486 struct wined3d_stream_info_element 1487 { 1488 const struct wined3d_format *format; 1489 struct wined3d_bo_address data; 1490 GLsizei stride; 1491 unsigned int stream_idx; 1492 unsigned int divisor; 1493 }; 1494 1495 struct wined3d_stream_info 1496 { 1497 struct wined3d_stream_info_element elements[MAX_ATTRIBS]; 1498 DWORD position_transformed : 1; 1499 DWORD all_vbo : 1; 1500 WORD swizzle_map; /* MAX_ATTRIBS, 16 */ 1501 WORD use_map; /* MAX_ATTRIBS, 16 */ 1502 }; 1503 1504 void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info, 1505 const struct wined3d_state *state, const struct wined3d_gl_info *gl_info, 1506 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN; 1507 1508 struct wined3d_direct_dispatch_parameters 1509 { 1510 unsigned int group_count_x; 1511 unsigned int group_count_y; 1512 unsigned int group_count_z; 1513 }; 1514 1515 struct wined3d_indirect_dispatch_parameters 1516 { 1517 struct wined3d_buffer *buffer; 1518 unsigned int offset; 1519 }; 1520 1521 struct wined3d_dispatch_parameters 1522 { 1523 BOOL indirect; 1524 union 1525 { 1526 struct wined3d_direct_dispatch_parameters direct; 1527 struct wined3d_indirect_dispatch_parameters indirect; 1528 } u; 1529 }; 1530 1531 struct wined3d_direct_draw_parameters 1532 { 1533 int base_vertex_idx; 1534 unsigned int start_idx; 1535 unsigned int index_count; 1536 unsigned int start_instance; 1537 unsigned int instance_count; 1538 }; 1539 1540 struct wined3d_indirect_draw_parameters 1541 { 1542 struct wined3d_buffer *buffer; 1543 unsigned int offset; 1544 }; 1545 1546 struct wined3d_draw_parameters 1547 { 1548 BOOL indirect; 1549 union 1550 { 1551 struct wined3d_direct_draw_parameters direct; 1552 struct wined3d_indirect_draw_parameters indirect; 1553 } u; 1554 BOOL indexed; 1555 }; 1556 1557 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state, 1558 const struct wined3d_draw_parameters *draw_parameters) DECLSPEC_HIDDEN; 1559 void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state, 1560 const struct wined3d_dispatch_parameters *dispatch_parameters) DECLSPEC_HIDDEN; 1561 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN; 1562 1563 #define eps 1e-8f 1564 1565 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \ 1566 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1) 1567 1568 enum wined3d_pipeline 1569 { 1570 WINED3D_PIPELINE_GRAPHICS, 1571 WINED3D_PIPELINE_COMPUTE, 1572 WINED3D_PIPELINE_COUNT, 1573 }; 1574 1575 /* Routines and structures related to state management */ 1576 1577 #define STATE_RENDER(a) (a) 1578 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE)) 1579 1580 #define STATE_TEXTURESTAGE(stage, num) \ 1581 (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num)) 1582 #define STATE_IS_TEXTURESTAGE(a) \ 1583 ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE)) 1584 1585 /* + 1 because samplers start with 0 */ 1586 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num)) 1587 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1)) 1588 1589 #define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a)) 1590 #define STATE_IS_GRAPHICS_SHADER(a) \ 1591 ((a) >= STATE_GRAPHICS_SHADER(0) && (a) < STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT)) 1592 1593 #define STATE_GRAPHICS_CONSTANT_BUFFER(a) (STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT) + (a)) 1594 #define STATE_IS_GRAPHICS_CONSTANT_BUFFER(a) \ 1595 ((a) >= STATE_GRAPHICS_CONSTANT_BUFFER(0) \ 1596 && (a) < STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT)) 1597 1598 #define STATE_GRAPHICS_SHADER_RESOURCE_BINDING (STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT)) 1599 #define STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_GRAPHICS_SHADER_RESOURCE_BINDING) 1600 1601 #define STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING (STATE_GRAPHICS_SHADER_RESOURCE_BINDING + 1) 1602 #define STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING) 1603 1604 #define STATE_TRANSFORM(a) (STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING + (a)) 1605 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255))) 1606 1607 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1) 1608 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC) 1609 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1) 1610 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER) 1611 1612 #define STATE_VDECL (STATE_INDEXBUFFER + 1) 1613 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL) 1614 1615 #define STATE_VIEWPORT (STATE_VDECL + 1) 1616 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT) 1617 1618 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1) 1619 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE) 1620 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a)) 1621 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS)) 1622 1623 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1) 1624 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT) 1625 1626 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a)) 1627 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIP_DISTANCES - 1)) 1628 1629 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIP_DISTANCES)) 1630 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL) 1631 1632 #define STATE_FRONTFACE (STATE_MATERIAL + 1) 1633 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE) 1634 1635 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1) 1636 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN) 1637 1638 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1) 1639 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX) 1640 1641 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1) 1642 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER) 1643 1644 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1) 1645 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE) 1646 1647 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1) 1648 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY) 1649 1650 #define STATE_STREAM_OUTPUT (STATE_COLOR_KEY + 1) 1651 #define STATE_IS_STREAM_OUTPUT(a) ((a) == STATE_STREAM_OUTPUT) 1652 1653 #define STATE_BLEND (STATE_STREAM_OUTPUT + 1) 1654 #define STATE_IS_BLEND(a) ((a) == STATE_BLEND) 1655 1656 #define STATE_COMPUTE_OFFSET (STATE_BLEND + 1) 1657 1658 #define STATE_COMPUTE_SHADER (STATE_COMPUTE_OFFSET) 1659 #define STATE_IS_COMPUTE_SHADER(a) ((a) == STATE_COMPUTE_SHADER) 1660 1661 #define STATE_COMPUTE_CONSTANT_BUFFER (STATE_COMPUTE_SHADER + 1) 1662 #define STATE_IS_COMPUTE_CONSTANT_BUFFER(a) ((a) == STATE_COMPUTE_CONSTANT_BUFFER) 1663 1664 #define STATE_COMPUTE_SHADER_RESOURCE_BINDING (STATE_COMPUTE_CONSTANT_BUFFER + 1) 1665 #define STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(a) ((a) == STATE_COMPUTE_SHADER_RESOURCE_BINDING) 1666 1667 #define STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING (STATE_COMPUTE_SHADER_RESOURCE_BINDING + 1) 1668 #define STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING) 1669 1670 #define STATE_COMPUTE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING) 1671 #define STATE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING) 1672 1673 #define STATE_IS_COMPUTE(a) ((a) >= STATE_COMPUTE_OFFSET && (a) <= STATE_COMPUTE_HIGHEST) 1674 #define STATE_COMPUTE_COUNT (STATE_COMPUTE_HIGHEST - STATE_COMPUTE_OFFSET + 1) 1675 1676 #define STATE_SHADER(a) ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_SHADER(a) : STATE_COMPUTE_SHADER) 1677 #define STATE_CONSTANT_BUFFER(a) \ 1678 ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_CONSTANT_BUFFER(a) : STATE_COMPUTE_CONSTANT_BUFFER) 1679 #define STATE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == WINED3D_PIPELINE_GRAPHICS ? \ 1680 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING : STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING) 1681 1682 enum fogsource { 1683 FOGSOURCE_FFP, 1684 FOGSOURCE_VS, 1685 FOGSOURCE_COORD, 1686 }; 1687 1688 union wined3d_gl_fence_object 1689 { 1690 GLuint id; 1691 GLsync sync; 1692 }; 1693 1694 enum wined3d_fence_result 1695 { 1696 WINED3D_FENCE_OK, 1697 WINED3D_FENCE_WAITING, 1698 WINED3D_FENCE_NOT_STARTED, 1699 WINED3D_FENCE_WRONG_THREAD, 1700 WINED3D_FENCE_ERROR, 1701 }; 1702 1703 struct wined3d_fence 1704 { 1705 struct list entry; 1706 union wined3d_gl_fence_object object; 1707 struct wined3d_context *context; 1708 }; 1709 1710 HRESULT wined3d_fence_create(struct wined3d_device *device, struct wined3d_fence **fence) DECLSPEC_HIDDEN; 1711 void wined3d_fence_destroy(struct wined3d_fence *fence) DECLSPEC_HIDDEN; 1712 void wined3d_fence_issue(struct wined3d_fence *fence, const struct wined3d_device *device) DECLSPEC_HIDDEN; 1713 enum wined3d_fence_result wined3d_fence_wait(const struct wined3d_fence *fence, 1714 const struct wined3d_device *device) DECLSPEC_HIDDEN; 1715 1716 /* Direct3D terminology with little modifications. We do not have an issued 1717 * state because only the driver knows about it, but we have a created state 1718 * because D3D allows GetData() on a created query, but OpenGL doesn't. */ 1719 enum wined3d_query_state 1720 { 1721 QUERY_CREATED, 1722 QUERY_SIGNALLED, 1723 QUERY_BUILDING 1724 }; 1725 1726 struct wined3d_query_ops 1727 { 1728 BOOL (*query_poll)(struct wined3d_query *query, DWORD flags); 1729 BOOL (*query_issue)(struct wined3d_query *query, DWORD flags); 1730 void (*query_destroy)(struct wined3d_query *query); 1731 }; 1732 1733 struct wined3d_query 1734 { 1735 LONG ref; 1736 1737 void *parent; 1738 const struct wined3d_parent_ops *parent_ops; 1739 struct wined3d_device *device; 1740 enum wined3d_query_state state; 1741 enum wined3d_query_type type; 1742 const void *data; 1743 DWORD data_size; 1744 const struct wined3d_query_ops *query_ops; 1745 1746 LONG counter_main, counter_retrieved; 1747 struct list poll_list_entry; 1748 }; 1749 1750 struct wined3d_event_query 1751 { 1752 struct wined3d_query query; 1753 1754 struct wined3d_fence fence; 1755 BOOL signalled; 1756 }; 1757 1758 struct wined3d_occlusion_query 1759 { 1760 struct wined3d_query query; 1761 1762 struct list entry; 1763 GLuint id; 1764 struct wined3d_context *context; 1765 UINT64 samples; 1766 BOOL started; 1767 }; 1768 1769 struct wined3d_timestamp_query 1770 { 1771 struct wined3d_query query; 1772 1773 struct list entry; 1774 GLuint id; 1775 struct wined3d_context *context; 1776 UINT64 timestamp; 1777 }; 1778 1779 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN; 1780 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN; 1781 1782 union wined3d_gl_so_statistics_query 1783 { 1784 GLuint id[2]; 1785 struct 1786 { 1787 GLuint written; 1788 GLuint generated; 1789 } query; 1790 }; 1791 1792 struct wined3d_so_statistics_query 1793 { 1794 struct wined3d_query query; 1795 1796 struct list entry; 1797 union wined3d_gl_so_statistics_query u; 1798 struct wined3d_context *context; 1799 unsigned int stream_idx; 1800 struct wined3d_query_data_so_statistics statistics; 1801 BOOL started; 1802 }; 1803 1804 void context_alloc_so_statistics_query(struct wined3d_context *context, 1805 struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN; 1806 void context_free_so_statistics_query(struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN; 1807 1808 union wined3d_gl_pipeline_statistics_query 1809 { 1810 GLuint id[11]; 1811 struct 1812 { 1813 GLuint vertices; 1814 GLuint primitives; 1815 GLuint vertex_shader; 1816 GLuint tess_control_shader; 1817 GLuint tess_eval_shader; 1818 GLuint geometry_shader; 1819 GLuint geometry_primitives; 1820 GLuint fragment_shader; 1821 GLuint compute_shader; 1822 GLuint clipping_input; 1823 GLuint clipping_output; 1824 } query; 1825 }; 1826 1827 struct wined3d_pipeline_statistics_query 1828 { 1829 struct wined3d_query query; 1830 1831 struct list entry; 1832 union wined3d_gl_pipeline_statistics_query u; 1833 struct wined3d_context *context; 1834 struct wined3d_query_data_pipeline_statistics statistics; 1835 BOOL started; 1836 }; 1837 1838 void context_alloc_pipeline_statistics_query(struct wined3d_context *context, 1839 struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN; 1840 void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN; 1841 1842 struct wined3d_gl_view 1843 { 1844 GLenum target; 1845 GLuint name; 1846 }; 1847 1848 struct wined3d_rendertarget_info 1849 { 1850 struct wined3d_gl_view gl_view; 1851 struct wined3d_resource *resource; 1852 unsigned int sub_resource_idx; 1853 unsigned int layer_count; 1854 }; 1855 1856 #define MAX_GL_FRAGMENT_SAMPLERS 32 1857 1858 struct wined3d_context 1859 { 1860 const struct wined3d_gl_info *gl_info; 1861 const struct wined3d_d3d_info *d3d_info; 1862 const struct StateEntry *state_table; 1863 /* State dirtification 1864 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices 1865 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed, 1866 * but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states 1867 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states. 1868 */ 1869 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */ 1870 DWORD numDirtyEntries; 1871 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */ 1872 unsigned int dirty_compute_states[STATE_COMPUTE_COUNT / (sizeof(unsigned int) * CHAR_BIT) + 1]; 1873 1874 struct wined3d_device *device; 1875 struct wined3d_swapchain *swapchain; 1876 struct 1877 { 1878 struct wined3d_texture *texture; 1879 unsigned int sub_resource_idx; 1880 } current_rt; 1881 DWORD tid; /* Thread ID which owns this context at the moment */ 1882 1883 /* Stores some information about the context state for optimization */ 1884 DWORD render_offscreen : 1; 1885 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */ 1886 DWORD last_swizzle_map : 16; /* MAX_ATTRIBS, 16 */ 1887 DWORD last_was_pshader : 1; 1888 DWORD last_was_vshader : 1; 1889 DWORD last_was_normal : 1; 1890 DWORD namedArraysLoaded : 1; 1891 DWORD numberedArraysLoaded : 1; 1892 DWORD last_was_blit : 1; 1893 DWORD last_was_ckey : 1; 1894 DWORD fog_coord : 1; 1895 DWORD fog_enabled : 1; 1896 DWORD num_untracked_materials : 2; /* Max value 2 */ 1897 DWORD current : 1; 1898 DWORD destroyed : 1; 1899 DWORD valid : 1; 1900 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */ 1901 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */ 1902 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */ 1903 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */ 1904 DWORD use_immediate_mode_draw : 1; 1905 DWORD rebind_fbo : 1; 1906 DWORD needs_set : 1; 1907 DWORD hdc_is_private : 1; 1908 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */ 1909 DWORD update_shader_resource_bindings : 1; 1910 DWORD update_compute_shader_resource_bindings : 1; 1911 DWORD update_unordered_access_view_bindings : 1; 1912 DWORD update_compute_unordered_access_view_bindings : 1; 1913 DWORD uses_uavs : 1; 1914 DWORD destroy_delayed : 1; 1915 DWORD transform_feedback_active : 1; 1916 DWORD transform_feedback_paused : 1; 1917 DWORD shader_update_mask : 6; /* WINED3D_SHADER_TYPE_COUNT, 6 */ 1918 DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */ 1919 DWORD last_was_dual_blend : 1; 1920 DWORD padding : 8; 1921 DWORD constant_update_mask; 1922 DWORD numbered_array_mask; 1923 GLenum tracking_parm; /* Which source is tracking current colour */ 1924 GLenum untracked_materials[2]; 1925 UINT blit_w, blit_h; 1926 enum fogsource fog_source; 1927 DWORD active_texture; 1928 DWORD *texture_type; 1929 1930 UINT instance_count; 1931 1932 /* The actual opengl context */ 1933 UINT level; 1934 HGLRC restore_ctx; 1935 HDC restore_dc; 1936 int restore_pf; 1937 HWND restore_pf_win; 1938 HGLRC glCtx; 1939 HWND win_handle; 1940 HDC hdc; 1941 int pixel_format; 1942 GLint aux_buffers; 1943 1944 void *shader_backend_data; 1945 void *fragment_pipe_data; 1946 1947 /* FBOs */ 1948 UINT fbo_entry_count; 1949 struct list fbo_list; 1950 struct list fbo_destroy_list; 1951 struct fbo_entry *current_fbo; 1952 GLuint fbo_read_binding; 1953 GLuint fbo_draw_binding; 1954 struct wined3d_rendertarget_info blit_targets[MAX_RENDER_TARGET_VIEWS]; 1955 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */ 1956 1957 /* Queries */ 1958 GLuint *free_occlusion_queries; 1959 SIZE_T free_occlusion_query_size; 1960 unsigned int free_occlusion_query_count; 1961 struct list occlusion_queries; 1962 1963 union wined3d_gl_fence_object *free_fences; 1964 SIZE_T free_fence_size; 1965 unsigned int free_fence_count; 1966 struct list fences; 1967 1968 GLuint *free_timestamp_queries; 1969 SIZE_T free_timestamp_query_size; 1970 unsigned int free_timestamp_query_count; 1971 struct list timestamp_queries; 1972 1973 union wined3d_gl_so_statistics_query *free_so_statistics_queries; 1974 SIZE_T free_so_statistics_query_size; 1975 unsigned int free_so_statistics_query_count; 1976 struct list so_statistics_queries; 1977 1978 union wined3d_gl_pipeline_statistics_query *free_pipeline_statistics_queries; 1979 SIZE_T free_pipeline_statistics_query_size; 1980 unsigned int free_pipeline_statistics_query_count; 1981 struct list pipeline_statistics_queries; 1982 1983 struct wined3d_stream_info stream_info; 1984 1985 /* Fences for GL_APPLE_flush_buffer_range */ 1986 struct wined3d_fence *buffer_fences[MAX_ATTRIBS]; 1987 unsigned int buffer_fence_count; 1988 1989 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS]; 1990 DWORD rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS]; 1991 1992 /* Extension emulation */ 1993 GLint gl_fog_source; 1994 GLfloat fog_coord_value; 1995 GLfloat color[4], fogstart, fogend, fogcolor[4]; 1996 GLuint dummy_arbfp_prog; 1997 }; 1998 1999 struct wined3d_fb_state 2000 { 2001 struct wined3d_rendertarget_view *render_targets[MAX_RENDER_TARGET_VIEWS]; 2002 struct wined3d_rendertarget_view *depth_stencil; 2003 }; 2004 2005 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id); 2006 2007 struct StateEntry 2008 { 2009 DWORD representative; 2010 APPLYSTATEFUNC apply; 2011 }; 2012 2013 struct StateEntryTemplate 2014 { 2015 DWORD state; 2016 struct StateEntry content; 2017 enum wined3d_gl_extension extension; 2018 }; 2019 2020 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001 2021 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002 2022 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004 2023 2024 struct fragment_caps 2025 { 2026 DWORD wined3d_caps; 2027 DWORD PrimitiveMiscCaps; 2028 DWORD TextureOpCaps; 2029 DWORD MaxTextureBlendStages; 2030 DWORD MaxSimultaneousTextures; 2031 }; 2032 2033 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001 2034 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002 2035 2036 struct fragment_pipeline 2037 { 2038 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable); 2039 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps); 2040 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info); 2041 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv); 2042 void (*free_private)(struct wined3d_device *device); 2043 BOOL (*allocate_context_data)(struct wined3d_context *context); 2044 void (*free_context_data)(struct wined3d_context *context); 2045 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup); 2046 const struct StateEntryTemplate *states; 2047 }; 2048 2049 struct wined3d_vertex_caps 2050 { 2051 BOOL xyzrhw; 2052 BOOL emulated_flatshading; 2053 BOOL ffp_generic_attributes; 2054 DWORD max_active_lights; 2055 DWORD max_vertex_blend_matrices; 2056 DWORD max_vertex_blend_matrix_index; 2057 DWORD vertex_processing_caps; 2058 DWORD fvf_caps; 2059 DWORD max_user_clip_planes; 2060 DWORD raster_caps; 2061 }; 2062 2063 struct wined3d_vertex_pipe_ops 2064 { 2065 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable); 2066 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps); 2067 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info); 2068 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv); 2069 void (*vp_free)(struct wined3d_device *device); 2070 const struct StateEntryTemplate *vp_states; 2071 }; 2072 2073 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN; 2074 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN; 2075 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN; 2076 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN; 2077 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN; 2078 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN; 2079 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN; 2080 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN; 2081 2082 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN; 2083 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN; 2084 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN; 2085 2086 /* "Base" state table */ 2087 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs, 2088 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info, 2089 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment, 2090 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN; 2091 2092 struct wined3d_surface; 2093 2094 enum wined3d_blit_op 2095 { 2096 WINED3D_BLIT_OP_COLOR_BLIT, 2097 WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST, 2098 WINED3D_BLIT_OP_COLOR_BLIT_CKEY, 2099 WINED3D_BLIT_OP_COLOR_FILL, 2100 WINED3D_BLIT_OP_DEPTH_FILL, 2101 WINED3D_BLIT_OP_DEPTH_BLIT, 2102 WINED3D_BLIT_OP_RAW_BLIT, 2103 }; 2104 2105 struct wined3d_blitter 2106 { 2107 const struct wined3d_blitter_ops *ops; 2108 struct wined3d_blitter *next; 2109 }; 2110 2111 struct wined3d_blitter_ops 2112 { 2113 void (*blitter_destroy)(struct wined3d_blitter *blitter, struct wined3d_context *context); 2114 void (*blitter_clear)(struct wined3d_blitter *blitter, struct wined3d_device *device, 2115 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects, 2116 const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil); 2117 DWORD (*blitter_blit)(struct wined3d_blitter *blitter, enum wined3d_blit_op op, struct wined3d_context *context, 2118 struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect, 2119 struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect, 2120 const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter); 2121 }; 2122 2123 void wined3d_arbfp_blitter_create(struct wined3d_blitter **next, 2124 const struct wined3d_device *device) DECLSPEC_HIDDEN; 2125 struct wined3d_blitter *wined3d_cpu_blitter_create(void) DECLSPEC_HIDDEN; 2126 void wined3d_fbo_blitter_create(struct wined3d_blitter **next, 2127 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 2128 void wined3d_ffp_blitter_create(struct wined3d_blitter **next, 2129 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 2130 void wined3d_raw_blitter_create(struct wined3d_blitter **next, 2131 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 2132 2133 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN; 2134 2135 struct wined3d_context *context_acquire(const struct wined3d_device *device, 2136 struct wined3d_texture *texture, unsigned int sub_resource_idx) DECLSPEC_HIDDEN; 2137 void context_alloc_fence(struct wined3d_context *context, struct wined3d_fence *fence) DECLSPEC_HIDDEN; 2138 void context_alloc_occlusion_query(struct wined3d_context *context, 2139 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN; 2140 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN; 2141 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state, 2142 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN; 2143 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target, 2144 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN; 2145 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, 2146 unsigned int unit) DECLSPEC_HIDDEN; 2147 void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) DECLSPEC_HIDDEN; 2148 void context_bind_dummy_textures(const struct wined3d_device *device, 2149 const struct wined3d_context *context) DECLSPEC_HIDDEN; 2150 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN; 2151 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN; 2152 void context_copy_bo_address(struct wined3d_context *context, 2153 const struct wined3d_bo_address *dst, GLenum dst_binding, 2154 const struct wined3d_bo_address *src, GLenum src_binding, size_t size) DECLSPEC_HIDDEN; 2155 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target, 2156 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN; 2157 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN; 2158 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN; 2159 void context_enable_clip_distances(struct wined3d_context *context, unsigned int mask) DECLSPEC_HIDDEN; 2160 void context_end_transform_feedback(struct wined3d_context *context) DECLSPEC_HIDDEN; 2161 void context_free_fence(struct wined3d_fence *fence) DECLSPEC_HIDDEN; 2162 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN; 2163 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN; 2164 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN; 2165 const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context, 2166 const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN; 2167 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN; 2168 void context_gl_resource_released(struct wined3d_device *device, 2169 GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN; 2170 void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN; 2171 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN; 2172 void *context_map_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data, 2173 size_t size, GLenum binding, DWORD flags) DECLSPEC_HIDDEN; 2174 struct wined3d_context *context_reacquire(const struct wined3d_device *device, 2175 struct wined3d_context *context) DECLSPEC_HIDDEN; 2176 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN; 2177 void context_resource_released(const struct wined3d_device *device, 2178 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN; 2179 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore) DECLSPEC_HIDDEN; 2180 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN; 2181 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN; 2182 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN; 2183 void context_state_drawbuf(struct wined3d_context *context, 2184 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 2185 void context_state_fb(struct wined3d_context *context, 2186 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 2187 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN; 2188 void context_unmap_bo_address(struct wined3d_context *context, 2189 const struct wined3d_bo_address *data, GLenum binding) DECLSPEC_HIDDEN; 2190 2191 /***************************************************************************** 2192 * Internal representation of a light 2193 */ 2194 struct wined3d_light_info 2195 { 2196 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */ 2197 DWORD OriginalIndex; 2198 LONG glIndex; 2199 BOOL enabled; 2200 2201 /* Converted parms to speed up swapping lights */ 2202 struct wined3d_vec4 position; 2203 struct wined3d_vec4 direction; 2204 float exponent; 2205 float cutoff; 2206 2207 struct list entry; 2208 }; 2209 2210 /* The default light parameters */ 2211 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN; 2212 2213 struct wined3d_pixel_format 2214 { 2215 int iPixelFormat; /* WGL pixel format */ 2216 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */ 2217 int redSize, greenSize, blueSize, alphaSize, colorSize; 2218 int depthSize, stencilSize; 2219 BOOL windowDrawable; 2220 BOOL doubleBuffer; 2221 int auxBuffers; 2222 int numSamples; 2223 }; 2224 2225 enum wined3d_pci_vendor 2226 { 2227 HW_VENDOR_SOFTWARE = 0x0000, 2228 HW_VENDOR_AMD = 0x1002, 2229 HW_VENDOR_NVIDIA = 0x10de, 2230 HW_VENDOR_VMWARE = 0x15ad, 2231 HW_VENDOR_INTEL = 0x8086, 2232 }; 2233 2234 enum wined3d_pci_device 2235 { 2236 CARD_WINE = 0x0000, 2237 2238 CARD_AMD_RAGE_128PRO = 0x5246, 2239 CARD_AMD_RADEON_7200 = 0x5144, 2240 CARD_AMD_RADEON_8500 = 0x514c, 2241 CARD_AMD_RADEON_9500 = 0x4144, 2242 CARD_AMD_RADEON_XPRESS_200M = 0x5955, 2243 CARD_AMD_RADEON_X700 = 0x5e4c, 2244 CARD_AMD_RADEON_X1600 = 0x71c2, 2245 CARD_AMD_RADEON_HD2350 = 0x94c7, 2246 CARD_AMD_RADEON_HD2600 = 0x9581, 2247 CARD_AMD_RADEON_HD2900 = 0x9400, 2248 CARD_AMD_RADEON_HD3200 = 0x9620, 2249 CARD_AMD_RADEON_HD3850 = 0x9515, 2250 CARD_AMD_RADEON_HD4200M = 0x9712, 2251 CARD_AMD_RADEON_HD4350 = 0x954f, 2252 CARD_AMD_RADEON_HD4600 = 0x9495, 2253 CARD_AMD_RADEON_HD4700 = 0x944e, 2254 CARD_AMD_RADEON_HD4800 = 0x944c, 2255 CARD_AMD_RADEON_HD5400 = 0x68f9, 2256 CARD_AMD_RADEON_HD5600 = 0x68d8, 2257 CARD_AMD_RADEON_HD5700 = 0x68be, 2258 CARD_AMD_RADEON_HD5800 = 0x6898, 2259 CARD_AMD_RADEON_HD5900 = 0x689c, 2260 CARD_AMD_RADEON_HD6300 = 0x9803, 2261 CARD_AMD_RADEON_HD6400 = 0x6770, 2262 CARD_AMD_RADEON_HD6410D = 0x9644, 2263 CARD_AMD_RADEON_HD6480G = 0x9648, 2264 CARD_AMD_RADEON_HD6550D = 0x9640, 2265 CARD_AMD_RADEON_HD6600 = 0x6758, 2266 CARD_AMD_RADEON_HD6600M = 0x6741, 2267 CARD_AMD_RADEON_HD6700 = 0x68ba, 2268 CARD_AMD_RADEON_HD6800 = 0x6739, 2269 CARD_AMD_RADEON_HD6900 = 0x6719, 2270 CARD_AMD_RADEON_HD7660D = 0x9901, 2271 CARD_AMD_RADEON_HD7700 = 0x683d, 2272 CARD_AMD_RADEON_HD7800 = 0x6819, 2273 CARD_AMD_RADEON_HD7900 = 0x679a, 2274 CARD_AMD_RADEON_HD8600M = 0x6660, 2275 CARD_AMD_RADEON_HD8670 = 0x6610, 2276 CARD_AMD_RADEON_HD8770 = 0x665c, 2277 CARD_AMD_RADEON_R3 = 0x9830, 2278 CARD_AMD_RADEON_R7 = 0x130f, 2279 CARD_AMD_RADEON_R9_285 = 0x6939, 2280 CARD_AMD_RADEON_R9_290 = 0x67b1, 2281 CARD_AMD_RADEON_R9_FURY = 0x7300, 2282 CARD_AMD_RADEON_RX_460 = 0x67ef, 2283 CARD_AMD_RADEON_RX_480 = 0x67df, 2284 2285 CARD_NVIDIA_RIVA_128 = 0x0018, 2286 CARD_NVIDIA_RIVA_TNT = 0x0020, 2287 CARD_NVIDIA_RIVA_TNT2 = 0x0028, 2288 CARD_NVIDIA_GEFORCE = 0x0100, 2289 CARD_NVIDIA_GEFORCE2_MX = 0x0110, 2290 CARD_NVIDIA_GEFORCE2 = 0x0150, 2291 CARD_NVIDIA_GEFORCE3 = 0x0200, 2292 CARD_NVIDIA_GEFORCE4_MX = 0x0170, 2293 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253, 2294 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320, 2295 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312, 2296 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302, 2297 CARD_NVIDIA_GEFORCE_6200 = 0x014f, 2298 CARD_NVIDIA_GEFORCE_6600GT = 0x0140, 2299 CARD_NVIDIA_GEFORCE_6800 = 0x0041, 2300 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */ 2301 CARD_NVIDIA_GEFORCE_7400 = 0x01d8, 2302 CARD_NVIDIA_GEFORCE_7600 = 0x0391, 2303 CARD_NVIDIA_GEFORCE_7800GT = 0x0092, 2304 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */ 2305 CARD_NVIDIA_GEFORCE_8300GS = 0x0423, 2306 CARD_NVIDIA_GEFORCE_8400GS = 0x0404, 2307 CARD_NVIDIA_GEFORCE_8500GT = 0x0421, 2308 CARD_NVIDIA_GEFORCE_8600GT = 0x0402, 2309 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407, 2310 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193, 2311 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191, 2312 CARD_NVIDIA_GEFORCE_9200 = 0x086d, 2313 CARD_NVIDIA_GEFORCE_9300 = 0x086c, 2314 CARD_NVIDIA_GEFORCE_9400M = 0x0863, 2315 CARD_NVIDIA_GEFORCE_9400GT = 0x042c, 2316 CARD_NVIDIA_GEFORCE_9500GT = 0x0640, 2317 CARD_NVIDIA_GEFORCE_9600GT = 0x0622, 2318 CARD_NVIDIA_GEFORCE_9700MGT = 0x064a, 2319 CARD_NVIDIA_GEFORCE_9800GT = 0x0614, 2320 CARD_NVIDIA_GEFORCE_210 = 0x0a23, 2321 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20, 2322 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3, 2323 CARD_NVIDIA_GEFORCE_GTS250 = 0x0615, 2324 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2, 2325 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6, 2326 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1, 2327 CARD_NVIDIA_GEFORCE_315M = 0x0a7a, 2328 CARD_NVIDIA_GEFORCE_320M = 0x08a3, 2329 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d, 2330 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35, 2331 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0, 2332 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0, 2333 CARD_NVIDIA_GEFORCE_410M = 0x1055, 2334 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2, 2335 CARD_NVIDIA_GEFORCE_GT425M = 0x0df0, 2336 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1, 2337 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0, 2338 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4, 2339 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22, 2340 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1, 2341 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4, 2342 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd, 2343 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0, 2344 CARD_NVIDIA_GEFORCE_GT520 = 0x1040, 2345 CARD_NVIDIA_GEFORCE_GT525M = 0x0dec, 2346 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4, 2347 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244, 2348 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8, 2349 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200, 2350 CARD_NVIDIA_GEFORCE_GTX560M = 0x1251, 2351 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201, 2352 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081, 2353 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080, 2354 CARD_NVIDIA_GEFORCE_GT610 = 0x104a, 2355 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00, 2356 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9, 2357 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2, 2358 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1, 2359 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6, 2360 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6, 2361 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0, 2362 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4, 2363 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183, 2364 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189, 2365 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1, 2366 CARD_NVIDIA_GEFORCE_GTX675MX = 0x11a7, 2367 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180, 2368 CARD_NVIDIA_GEFORCE_GTX690 = 0x1188, 2369 CARD_NVIDIA_GEFORCE_GT730 = 0x1287, 2370 CARD_NVIDIA_GEFORCE_GT730M = 0x0fe1, 2371 CARD_NVIDIA_GEFORCE_GT740M = 0x1292, 2372 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9, 2373 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381, 2374 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380, 2375 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187, 2376 CARD_NVIDIA_GEFORCE_GTX760TI = 0x1193, 2377 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2, 2378 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0, 2379 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184, 2380 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004, 2381 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a, 2382 CARD_NVIDIA_GEFORCE_GTXTITAN = 0x1005, 2383 CARD_NVIDIA_GEFORCE_GTXTITANB = 0x100c, 2384 CARD_NVIDIA_GEFORCE_GTXTITANX = 0x17c2, 2385 CARD_NVIDIA_GEFORCE_GTXTITANZ = 0x1001, 2386 CARD_NVIDIA_GEFORCE_820M = 0x0fed, 2387 CARD_NVIDIA_GEFORCE_830M = 0x1340, 2388 CARD_NVIDIA_GEFORCE_840M = 0x1341, 2389 CARD_NVIDIA_GEFORCE_845M = 0x1344, 2390 CARD_NVIDIA_GEFORCE_GTX850M = 0x1391, 2391 CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */ 2392 CARD_NVIDIA_GEFORCE_GTX870M = 0x1199, 2393 CARD_NVIDIA_GEFORCE_GTX880M = 0x1198, 2394 CARD_NVIDIA_GEFORCE_940M = 0x1347, 2395 CARD_NVIDIA_GEFORCE_GTX950 = 0x1402, 2396 CARD_NVIDIA_GEFORCE_GTX950M = 0x139a, 2397 CARD_NVIDIA_GEFORCE_GTX960 = 0x1401, 2398 CARD_NVIDIA_GEFORCE_GTX960M = 0x139b, 2399 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2, 2400 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8, 2401 CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0, 2402 CARD_NVIDIA_GEFORCE_GTX980TI = 0x17c8, 2403 CARD_NVIDIA_GEFORCE_GTX1050 = 0x1c81, 2404 CARD_NVIDIA_GEFORCE_GTX1060 = 0x1c03, 2405 CARD_NVIDIA_GEFORCE_GTX1070 = 0x1b81, 2406 CARD_NVIDIA_GEFORCE_GTX1080 = 0x1b80, 2407 CARD_NVIDIA_GEFORCE_GTX1080TI = 0x1b06, 2408 CARD_NVIDIA_TITANX_PASCAL = 0x1b00, 2409 2410 CARD_VMWARE_SVGA3D = 0x0405, 2411 2412 CARD_INTEL_830M = 0x3577, 2413 CARD_INTEL_855GM = 0x3582, 2414 CARD_INTEL_845G = 0x2562, 2415 CARD_INTEL_865G = 0x2572, 2416 CARD_INTEL_915G = 0x2582, 2417 CARD_INTEL_E7221G = 0x258a, 2418 CARD_INTEL_915GM = 0x2592, 2419 CARD_INTEL_945G = 0x2772, 2420 CARD_INTEL_945GM = 0x27a2, 2421 CARD_INTEL_945GME = 0x27ae, 2422 CARD_INTEL_Q35 = 0x29b2, 2423 CARD_INTEL_G33 = 0x29c2, 2424 CARD_INTEL_Q33 = 0x29d2, 2425 CARD_INTEL_PNVG = 0xa001, 2426 CARD_INTEL_PNVM = 0xa011, 2427 CARD_INTEL_965Q = 0x2992, 2428 CARD_INTEL_965G = 0x2982, 2429 CARD_INTEL_946GZ = 0x2972, 2430 CARD_INTEL_965GM = 0x2a02, 2431 CARD_INTEL_965GME = 0x2a12, 2432 CARD_INTEL_GM45 = 0x2a42, 2433 CARD_INTEL_IGD = 0x2e02, 2434 CARD_INTEL_Q45 = 0x2e12, 2435 CARD_INTEL_G45 = 0x2e22, 2436 CARD_INTEL_G41 = 0x2e32, 2437 CARD_INTEL_B43 = 0x2e92, 2438 CARD_INTEL_ILKD = 0x0042, 2439 CARD_INTEL_ILKM = 0x0046, 2440 CARD_INTEL_SNBD = 0x0122, 2441 CARD_INTEL_SNBM = 0x0126, 2442 CARD_INTEL_SNBS = 0x010a, 2443 CARD_INTEL_IVBD = 0x0162, 2444 CARD_INTEL_IVBM = 0x0166, 2445 CARD_INTEL_IVBS = 0x015a, 2446 CARD_INTEL_HWD = 0x0412, 2447 CARD_INTEL_HWM = 0x0416, 2448 CARD_INTEL_HD5000 = 0x0a26, 2449 CARD_INTEL_I5100_1 = 0x0a22, 2450 CARD_INTEL_I5100_2 = 0x0a2a, 2451 CARD_INTEL_I5100_3 = 0x0a2b, 2452 CARD_INTEL_I5100_4 = 0x0a2e, 2453 CARD_INTEL_IP5200_1 = 0x0d22, 2454 CARD_INTEL_IP5200_2 = 0x0d26, 2455 CARD_INTEL_IP5200_3 = 0x0d2a, 2456 CARD_INTEL_IP5200_4 = 0x0d2b, 2457 CARD_INTEL_IP5200_5 = 0x0d2e, 2458 CARD_INTEL_HD5300 = 0x161e, 2459 CARD_INTEL_HD5500 = 0x1616, 2460 CARD_INTEL_HD5600 = 0x1612, 2461 CARD_INTEL_HD6000 = 0x1626, 2462 CARD_INTEL_I6100 = 0x162b, 2463 CARD_INTEL_IP6200 = 0x1622, 2464 CARD_INTEL_IPP6300 = 0x162a, 2465 CARD_INTEL_HD510_1 = 0x1902, 2466 CARD_INTEL_HD510_2 = 0x1906, 2467 CARD_INTEL_HD510_3 = 0x190b, 2468 CARD_INTEL_HD515 = 0x191e, 2469 CARD_INTEL_HD520_1 = 0x1916, 2470 CARD_INTEL_HD520_2 = 0x1921, 2471 CARD_INTEL_HD530_1 = 0x1912, 2472 CARD_INTEL_HD530_2 = 0x191b, 2473 CARD_INTEL_HDP530 = 0x191d, 2474 CARD_INTEL_I540 = 0x1926, 2475 CARD_INTEL_I550 = 0x1927, 2476 CARD_INTEL_I555 = 0x192b, 2477 CARD_INTEL_IP555 = 0x192d, 2478 CARD_INTEL_IP580_1 = 0x1932, 2479 CARD_INTEL_IP580_2 = 0x193b, 2480 CARD_INTEL_IPP580_1 = 0x193a, 2481 CARD_INTEL_IPP580_2 = 0x193d, 2482 }; 2483 2484 struct wined3d_fbo_ops 2485 { 2486 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer); 2487 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer); 2488 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers); 2489 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers); 2490 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat, 2491 GLsizei width, GLsizei height); 2492 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples, 2493 GLenum internalformat, GLsizei width, GLsizei height); 2494 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params); 2495 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer); 2496 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer); 2497 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers); 2498 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers); 2499 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target); 2500 void (WINE_GLAPI *glFramebufferTexture)(GLenum target, GLenum attachment, 2501 GLuint texture, GLint level); 2502 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment, 2503 GLenum textarget, GLuint texture, GLint level); 2504 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment, 2505 GLenum textarget, GLuint texture, GLint level); 2506 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment, 2507 GLenum textarget, GLuint texture, GLint level, GLint layer); 2508 void (WINE_GLAPI *glFramebufferTextureLayer)(GLenum target, GLenum attachment, 2509 GLuint texture, GLint level, GLint layer); 2510 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment, 2511 GLenum renderbuffertarget, GLuint renderbuffer); 2512 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, 2513 GLenum pname, GLint *params); 2514 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 2515 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); 2516 void (WINE_GLAPI *glGenerateMipmap)(GLenum target); 2517 }; 2518 2519 struct wined3d_gl_limits 2520 { 2521 UINT buffers; 2522 UINT dual_buffers; 2523 UINT lights; 2524 UINT textures; 2525 UINT texture_coords; 2526 unsigned int uniform_blocks[WINED3D_SHADER_TYPE_COUNT]; 2527 unsigned int samplers[WINED3D_SHADER_TYPE_COUNT]; 2528 unsigned int graphics_samplers; 2529 unsigned int combined_samplers; 2530 UINT general_combiners; 2531 UINT user_clip_distances; 2532 UINT texture_size; 2533 UINT texture3d_size; 2534 float pointsize_max; 2535 float pointsize_min; 2536 UINT blends; 2537 UINT anisotropy; 2538 float shininess; 2539 UINT samples; 2540 UINT vertex_attribs; 2541 2542 unsigned int texture_buffer_offset_alignment; 2543 2544 unsigned int framebuffer_width; 2545 unsigned int framebuffer_height; 2546 2547 UINT glsl_varyings; 2548 UINT glsl_vs_float_constants; 2549 UINT glsl_ps_float_constants; 2550 2551 UINT arb_vs_float_constants; 2552 UINT arb_vs_native_constants; 2553 UINT arb_vs_instructions; 2554 UINT arb_vs_temps; 2555 UINT arb_ps_float_constants; 2556 UINT arb_ps_local_constants; 2557 UINT arb_ps_native_constants; 2558 UINT arb_ps_instructions; 2559 UINT arb_ps_temps; 2560 }; 2561 2562 void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits, 2563 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN; 2564 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits, 2565 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN; 2566 2567 struct wined3d_gl_info 2568 { 2569 DWORD selected_gl_version; 2570 DWORD glsl_version; 2571 struct wined3d_gl_limits limits; 2572 DWORD reserved_glsl_constants, reserved_arb_constants; 2573 DWORD quirks; 2574 BOOL supported[WINED3D_GL_EXT_COUNT]; 2575 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1]; 2576 2577 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs); 2578 struct opengl_funcs gl_ops; 2579 struct wined3d_fbo_ops fbo_ops; 2580 2581 struct wined3d_format *formats; 2582 unsigned int format_count; 2583 }; 2584 2585 struct wined3d_driver_info 2586 { 2587 enum wined3d_pci_vendor vendor; 2588 enum wined3d_pci_device device; 2589 const char *name; 2590 const char *description; 2591 UINT64 vram_bytes; 2592 DWORD version_high; 2593 DWORD version_low; 2594 }; 2595 2596 /* The adapter structure */ 2597 struct wined3d_adapter 2598 { 2599 UINT ordinal; 2600 POINT monitor_position; 2601 enum wined3d_format_id screen_format; 2602 2603 struct wined3d_gl_info gl_info; 2604 struct wined3d_d3d_info d3d_info; 2605 struct wined3d_driver_info driver_info; 2606 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */ 2607 unsigned int cfg_count; 2608 struct wined3d_pixel_format *cfgs; 2609 UINT64 vram_bytes; 2610 UINT64 vram_bytes_used; 2611 LUID luid; 2612 2613 const struct wined3d_vertex_pipe_ops *vertex_pipe; 2614 const struct fragment_pipeline *fragment_pipe; 2615 const struct wined3d_shader_backend_ops *shader_backend; 2616 }; 2617 2618 struct wined3d_caps_gl_ctx 2619 { 2620 HDC dc; 2621 HWND wnd; 2622 HGLRC gl_ctx; 2623 HDC restore_dc; 2624 HGLRC restore_gl_ctx; 2625 2626 const struct wined3d_gl_info *gl_info; 2627 GLuint test_vbo; 2628 GLuint test_program_id; 2629 }; 2630 2631 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, 2632 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN; 2633 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN; 2634 2635 BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN; 2636 2637 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN; 2638 2639 enum projection_types 2640 { 2641 proj_none = 0, 2642 proj_count3 = 1, 2643 proj_count4 = 2 2644 }; 2645 2646 enum dst_arg 2647 { 2648 resultreg = 0, 2649 tempreg = 1 2650 }; 2651 2652 /***************************************************************************** 2653 * Fixed function pipeline replacements 2654 */ 2655 #define ARG_UNUSED 0xff 2656 struct texture_stage_op 2657 { 2658 unsigned cop : 8; 2659 unsigned carg1 : 8; 2660 unsigned carg2 : 8; 2661 unsigned carg0 : 8; 2662 2663 unsigned aop : 8; 2664 unsigned aarg1 : 8; 2665 unsigned aarg2 : 8; 2666 unsigned aarg0 : 8; 2667 2668 struct color_fixup_desc color_fixup; 2669 unsigned tex_type : 3; 2670 unsigned dst : 1; 2671 unsigned projected : 2; 2672 unsigned padding : 10; 2673 }; 2674 2675 struct ffp_frag_settings 2676 { 2677 struct texture_stage_op op[MAX_TEXTURES]; 2678 enum wined3d_ffp_ps_fog_mode fog; 2679 unsigned char sRGB_write; 2680 unsigned char emul_clipplanes; 2681 unsigned char texcoords_initialized; 2682 unsigned char color_key_enabled : 1; 2683 unsigned char pointsprite : 1; 2684 unsigned char flatshading : 1; 2685 unsigned char alpha_test_func : 3; 2686 unsigned char padding : 2; 2687 }; 2688 2689 struct ffp_frag_desc 2690 { 2691 struct wine_rb_entry entry; 2692 struct ffp_frag_settings settings; 2693 }; 2694 2695 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN; 2696 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN; 2697 2698 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN; 2699 2700 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 2701 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state, 2702 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN; 2703 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders, 2704 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN; 2705 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN; 2706 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN; 2707 2708 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN; 2709 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN; 2710 2711 enum wined3d_ffp_vs_fog_mode 2712 { 2713 WINED3D_FFP_VS_FOG_OFF = 0, 2714 WINED3D_FFP_VS_FOG_FOGCOORD = 1, 2715 WINED3D_FFP_VS_FOG_DEPTH = 2, 2716 WINED3D_FFP_VS_FOG_RANGE = 3, 2717 }; 2718 2719 #define WINED3D_FFP_TCI_SHIFT 16 2720 #define WINED3D_FFP_TCI_MASK 0xffu 2721 2722 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx)) 2723 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u 2724 2725 struct wined3d_ffp_vs_settings 2726 { 2727 DWORD point_light_count : 4; 2728 DWORD spot_light_count : 4; 2729 DWORD directional_light_count : 4; 2730 DWORD parallel_point_light_count : 4; 2731 DWORD diffuse_source : 2; 2732 DWORD emissive_source : 2; 2733 DWORD ambient_source : 2; 2734 DWORD specular_source : 2; 2735 DWORD transformed : 1; 2736 DWORD vertexblends : 2; 2737 DWORD clipping : 1; 2738 DWORD normal : 1; 2739 DWORD normalize : 1; 2740 DWORD lighting : 1; 2741 DWORD localviewer : 1; 2742 2743 DWORD point_size : 1; 2744 DWORD per_vertex_point_size : 1; 2745 DWORD fog_mode : 2; 2746 DWORD texcoords : 8; /* MAX_TEXTURES */ 2747 DWORD ortho_fog : 1; 2748 DWORD flatshading : 1; 2749 DWORD swizzle_map : 16; /* MAX_ATTRIBS, 16 */ 2750 DWORD vb_indices : 1; 2751 DWORD sw_blending : 1; 2752 2753 DWORD texgen[MAX_TEXTURES]; 2754 }; 2755 2756 struct wined3d_ffp_vs_desc 2757 { 2758 struct wine_rb_entry entry; 2759 struct wined3d_ffp_vs_settings settings; 2760 }; 2761 2762 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context, 2763 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN; 2764 2765 struct wined3d 2766 { 2767 LONG ref; 2768 DWORD flags; 2769 UINT adapter_count; 2770 struct wined3d_adapter adapters[1]; 2771 }; 2772 2773 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN; 2774 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN; 2775 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN; 2776 2777 struct wined3d_blend_state 2778 { 2779 LONG refcount; 2780 struct wined3d_blend_state_desc desc; 2781 2782 void *parent; 2783 const struct wined3d_parent_ops *parent_ops; 2784 2785 struct wined3d_device *device; 2786 }; 2787 2788 struct wined3d_rasterizer_state 2789 { 2790 LONG refcount; 2791 struct wined3d_rasterizer_state_desc desc; 2792 2793 void *parent; 2794 const struct wined3d_parent_ops *parent_ops; 2795 2796 struct wined3d_device *device; 2797 }; 2798 2799 struct wined3d_stream_output 2800 { 2801 struct wined3d_buffer *buffer; 2802 UINT offset; 2803 }; 2804 2805 struct wined3d_stream_state 2806 { 2807 struct wined3d_buffer *buffer; 2808 UINT offset; 2809 UINT stride; 2810 UINT frequency; 2811 UINT flags; 2812 }; 2813 2814 #define WINED3D_STATE_NO_REF 0x00000001 2815 #define WINED3D_STATE_INIT_DEFAULT 0x00000002 2816 2817 struct wined3d_state 2818 { 2819 DWORD flags; 2820 const struct wined3d_fb_state *fb; 2821 2822 struct wined3d_vertex_declaration *vertex_declaration; 2823 struct wined3d_stream_output stream_output[WINED3D_MAX_STREAM_OUTPUT_BUFFERS]; 2824 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */]; 2825 struct wined3d_buffer *index_buffer; 2826 enum wined3d_format_id index_format; 2827 unsigned int index_offset; 2828 int base_vertex_index; 2829 int load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */ 2830 GLenum gl_primitive_type; 2831 GLint gl_patch_vertices; 2832 struct wined3d_query *predicate; 2833 BOOL predicate_value; 2834 2835 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT]; 2836 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS]; 2837 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS]; 2838 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS]; 2839 struct wined3d_unordered_access_view *unordered_access_view[WINED3D_PIPELINE_COUNT][MAX_UNORDERED_ACCESS_VIEWS]; 2840 2841 BOOL vs_consts_b[WINED3D_MAX_CONSTS_B]; 2842 struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I]; 2843 struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F]; 2844 2845 BOOL ps_consts_b[WINED3D_MAX_CONSTS_B]; 2846 struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I]; 2847 struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F]; 2848 2849 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS]; 2850 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; 2851 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1]; 2852 2853 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1]; 2854 struct wined3d_vec4 clip_planes[MAX_CLIP_DISTANCES]; 2855 struct wined3d_material material; 2856 struct wined3d_viewport viewport; 2857 RECT scissor_rect; 2858 2859 /* Light hashmap. Collisions are handled using linked lists. */ 2860 #define LIGHTMAP_SIZE 43 2861 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) 2862 struct list light_map[LIGHTMAP_SIZE]; 2863 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; 2864 2865 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1]; 2866 struct wined3d_blend_state *blend_state; 2867 struct wined3d_rasterizer_state *rasterizer_state; 2868 }; 2869 2870 static inline BOOL wined3d_dualblend_enabled(const struct wined3d_state *state, const struct wined3d_gl_info *gl_info) 2871 { 2872 if (!state->fb->render_targets[0]) return FALSE; 2873 if (!state->render_states[WINED3D_RS_ALPHABLENDENABLE]) return FALSE; 2874 if (!gl_info->supported[ARB_BLEND_FUNC_EXTENDED]) return FALSE; 2875 2876 #define IS_DUAL_SOURCE_BLEND(x) ((x) >= WINED3D_BLEND_SRC1COLOR && (x) <= WINED3D_BLEND_INVSRC1ALPHA) 2877 if (IS_DUAL_SOURCE_BLEND(state->render_states[WINED3D_RS_SRCBLEND])) return TRUE; 2878 if (IS_DUAL_SOURCE_BLEND(state->render_states[WINED3D_RS_DESTBLEND])) return TRUE; 2879 if (IS_DUAL_SOURCE_BLEND(state->render_states[WINED3D_RS_SRCBLENDALPHA])) return TRUE; 2880 if (IS_DUAL_SOURCE_BLEND(state->render_states[WINED3D_RS_DESTBLENDALPHA])) return TRUE; 2881 #undef IS_DUAL_SOURCE_BLEND 2882 2883 return FALSE; 2884 } 2885 2886 struct wined3d_dummy_textures 2887 { 2888 GLuint tex_2d; 2889 GLuint tex_1d; 2890 GLuint tex_rect; 2891 GLuint tex_3d; 2892 GLuint tex_cube; 2893 GLuint tex_cube_array; 2894 GLuint tex_2d_array; 2895 GLuint tex_1d_array; 2896 GLuint tex_buffer; 2897 GLuint tex_2d_ms; 2898 GLuint tex_2d_ms_array; 2899 }; 2900 2901 #if defined(STAGING_CSMT) 2902 struct wined3d_gl_bo 2903 { 2904 GLuint name; 2905 GLenum usage; 2906 GLenum type_hint; 2907 UINT size; 2908 }; 2909 2910 #endif /* STAGING_CSMT */ 2911 #define WINED3D_UNMAPPED_STAGE ~0u 2912 2913 /* Multithreaded flag. Removed from the public header to signal that 2914 * wined3d_device_create() ignores it. */ 2915 #define WINED3DCREATE_MULTITHREADED 0x00000004 2916 2917 struct wined3d_device 2918 { 2919 LONG ref; 2920 2921 /* WineD3D Information */ 2922 struct wined3d_device_parent *device_parent; 2923 struct wined3d *wined3d; 2924 struct wined3d_adapter *adapter; 2925 2926 /* Window styles to restore when switching fullscreen mode */ 2927 LONG style; 2928 LONG exStyle; 2929 2930 const struct wined3d_shader_backend_ops *shader_backend; 2931 void *shader_priv; 2932 void *fragment_priv; 2933 void *vertex_priv; 2934 struct StateEntry StateTable[STATE_HIGHEST + 1]; 2935 /* Array of functions for states which are handled by more than one pipeline part */ 2936 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1]; 2937 struct wined3d_blitter *blitter; 2938 2939 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */ 2940 BYTE bCursorVisible : 1; 2941 BYTE d3d_initialized : 1; 2942 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */ 2943 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */ 2944 BYTE filter_messages : 1; 2945 BYTE padding : 2; 2946 2947 unsigned char surface_alignment; /* Line Alignment of surfaces */ 2948 2949 WORD padding2 : 16; 2950 2951 struct wined3d_state state; 2952 struct wined3d_state *update_state; 2953 struct wined3d_stateblock *recording; 2954 2955 /* Internal use fields */ 2956 struct wined3d_device_creation_parameters create_parms; 2957 HWND focus_window; 2958 2959 struct wined3d_rendertarget_view *back_buffer_view; 2960 struct wined3d_swapchain **swapchains; 2961 UINT swapchain_count; 2962 2963 struct list resources; /* a linked list to track resources created by the device */ 2964 struct list shaders; /* a linked list to track shaders (pixel and vertex) */ 2965 struct wine_rb_tree samplers; 2966 2967 /* Render Target Support */ 2968 struct wined3d_fb_state fb; 2969 struct wined3d_rendertarget_view *auto_depth_stencil_view; 2970 2971 /* Cursor management */ 2972 UINT xHotSpot; 2973 UINT yHotSpot; 2974 UINT xScreenSpace; 2975 UINT yScreenSpace; 2976 UINT cursorWidth, cursorHeight; 2977 struct wined3d_texture *cursor_texture; 2978 HCURSOR hardwareCursor; 2979 2980 /* The Wine logo texture */ 2981 struct wined3d_texture *logo_texture; 2982 2983 /* Textures for when no other textures are mapped */ 2984 struct wined3d_dummy_textures dummy_textures; 2985 2986 /* Default sampler used to emulate the direct resource access without using wined3d_sampler */ 2987 struct wined3d_sampler *default_sampler; 2988 struct wined3d_sampler *null_sampler; 2989 2990 /* Command stream */ 2991 struct wined3d_cs *cs; 2992 2993 /* Context management */ 2994 struct wined3d_context **contexts; 2995 UINT context_count; 2996 }; 2997 2998 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb, 2999 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, 3000 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN; 3001 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN; 3002 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN; 3003 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d, 3004 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags, 3005 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN; 3006 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode, 3007 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN; 3008 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3009 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3010 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN; 3011 #if defined(STAGING_CSMT) 3012 struct wined3d_gl_bo *wined3d_device_get_bo(struct wined3d_device *device, UINT size, GLenum gl_usage, 3013 GLenum type_hint, struct wined3d_context *context) DECLSPEC_HIDDEN; 3014 void wined3d_device_release_bo(struct wined3d_device *device, struct wined3d_gl_bo *bo, 3015 const struct wined3d_context *context) DECLSPEC_HIDDEN; 3016 #endif /* STAGING_CSMT */ 3017 3018 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state) 3019 { 3020 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT); 3021 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); 3022 return context->isStateDirty[idx] & (1u << shift); 3023 } 3024 3025 const char *wined3d_debug_resource_access(DWORD access) DECLSPEC_HIDDEN; 3026 3027 static inline BOOL wined3d_resource_access_is_managed(unsigned int access) 3028 { 3029 return !(~access & (WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU)); 3030 } 3031 3032 struct wined3d_resource_ops 3033 { 3034 ULONG (*resource_incref)(struct wined3d_resource *resource); 3035 ULONG (*resource_decref)(struct wined3d_resource *resource); 3036 void (*resource_preload)(struct wined3d_resource *resource); 3037 void (*resource_unload)(struct wined3d_resource *resource); 3038 HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx, 3039 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags); 3040 HRESULT (*resource_map_info)(struct wined3d_resource *resource, unsigned int sub_resource_idx, 3041 struct wined3d_map_info *info, DWORD flags); 3042 HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx); 3043 }; 3044 3045 struct wined3d_resource 3046 { 3047 LONG ref; 3048 LONG bind_count; 3049 LONG map_count; 3050 LONG access_count; 3051 struct wined3d_device *device; 3052 enum wined3d_resource_type type; 3053 enum wined3d_gl_resource_type gl_type; 3054 const struct wined3d_format *format; 3055 unsigned int format_flags; 3056 enum wined3d_multisample_type multisample_type; 3057 UINT multisample_quality; 3058 DWORD usage; 3059 unsigned int access; 3060 WORD draw_binding; 3061 WORD map_binding; 3062 UINT width; 3063 UINT height; 3064 UINT depth; 3065 UINT size; 3066 DWORD priority; 3067 void *heap_memory; 3068 3069 void *parent; 3070 const struct wined3d_parent_ops *parent_ops; 3071 const struct wined3d_resource_ops *resource_ops; 3072 3073 struct list resource_list_entry; 3074 }; 3075 3076 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource) 3077 { 3078 return resource->resource_ops->resource_incref(resource); 3079 } 3080 3081 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource) 3082 { 3083 return resource->resource_ops->resource_decref(resource); 3084 } 3085 3086 static inline void wined3d_resource_acquire(struct wined3d_resource *resource) 3087 { 3088 InterlockedIncrement(&resource->access_count); 3089 } 3090 3091 static inline void wined3d_resource_release(struct wined3d_resource *resource) 3092 { 3093 InterlockedDecrement(&resource->access_count); 3094 } 3095 3096 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3097 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device, 3098 enum wined3d_resource_type type, const struct wined3d_format *format, 3099 enum wined3d_multisample_type multisample_type, unsigned int multisample_quality, 3100 unsigned int usage, unsigned int access, unsigned int width, unsigned int height, unsigned int depth, 3101 unsigned int size, void *parent, const struct wined3d_parent_ops *parent_ops, 3102 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN; 3103 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3104 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3105 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3106 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN; 3107 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN; 3108 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3109 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3110 3111 /* Tests show that the start address of resources is 32 byte aligned */ 3112 #define RESOURCE_ALIGNMENT 16 3113 #define WINED3D_CONSTANT_BUFFER_ALIGNMENT 16 3114 3115 struct gl_texture 3116 { 3117 struct wined3d_sampler_desc sampler_desc; 3118 unsigned int base_level; 3119 GLuint name; 3120 }; 3121 3122 struct wined3d_texture_ops 3123 { 3124 void (*texture_upload_data)(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3125 const struct wined3d_context *context, const struct wined3d_box *box, 3126 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch); 3127 BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3128 struct wined3d_context *context, DWORD location); 3129 void (*texture_prepare_texture)(struct wined3d_texture *texture, 3130 struct wined3d_context *context, BOOL srgb); 3131 void (*texture_cleanup_sub_resources)(struct wined3d_texture *texture); 3132 }; 3133 3134 #define WINED3D_TEXTURE_COND_NP2 0x00000001 3135 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002 3136 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004 3137 #define WINED3D_TEXTURE_IS_SRGB 0x00000008 3138 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010 3139 #define WINED3D_TEXTURE_RGB_VALID 0x00000020 3140 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040 3141 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080 3142 #define WINED3D_TEXTURE_CONVERTED 0x00000100 3143 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200 3144 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400 3145 #define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800 3146 #define WINED3D_TEXTURE_DC_IN_USE 0x00001000 3147 #define WINED3D_TEXTURE_DISCARD 0x00002000 3148 #define WINED3D_TEXTURE_GET_DC 0x00004000 3149 #define WINED3D_TEXTURE_GENERATE_MIPMAPS 0x00008000 3150 3151 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001 3152 3153 struct wined3d_texture 3154 { 3155 struct wined3d_resource resource; 3156 const struct wined3d_texture_ops *texture_ops; 3157 struct gl_texture texture_rgb, texture_srgb; 3158 struct wined3d_swapchain *swapchain; 3159 unsigned int pow2_width; 3160 unsigned int pow2_height; 3161 UINT layer_count; 3162 UINT level_count; 3163 unsigned int download_count; 3164 unsigned int sysmem_count; 3165 float pow2_matrix[16]; 3166 UINT lod; 3167 DWORD sampler; 3168 DWORD flags; 3169 GLenum target; 3170 DWORD update_map_binding; 3171 3172 GLuint rb_multisample; 3173 GLuint rb_resolved; 3174 3175 void *user_memory; 3176 unsigned int row_pitch; 3177 unsigned int slice_pitch; 3178 3179 /* May only be accessed from the command stream worker thread. */ 3180 struct wined3d_texture_async 3181 { 3182 DWORD flags; 3183 3184 /* Color keys for DDraw */ 3185 struct wined3d_color_key dst_blt_color_key; 3186 struct wined3d_color_key src_blt_color_key; 3187 struct wined3d_color_key dst_overlay_color_key; 3188 struct wined3d_color_key src_overlay_color_key; 3189 struct wined3d_color_key gl_color_key; 3190 DWORD color_key_flags; 3191 } async; 3192 3193 struct wined3d_overlay_info 3194 { 3195 struct list entry; 3196 struct list overlays; 3197 struct wined3d_surface *dst; 3198 RECT src_rect; 3199 RECT dst_rect; 3200 } *overlay_info; 3201 3202 struct wined3d_texture_sub_resource 3203 { 3204 void *parent; 3205 const struct wined3d_parent_ops *parent_ops; 3206 3207 union 3208 { 3209 struct wined3d_surface *surface; 3210 } u; 3211 unsigned int offset; 3212 unsigned int size; 3213 3214 unsigned int map_count; 3215 DWORD locations; 3216 #if !defined(STAGING_CSMT) 3217 GLuint buffer_object; 3218 #else /* STAGING_CSMT */ 3219 struct wined3d_gl_bo *buffer; 3220 #endif /* STAGING_CSMT */ 3221 } sub_resources[1]; 3222 }; 3223 3224 static inline struct wined3d_texture *texture_from_resource(struct wined3d_resource *resource) 3225 { 3226 return CONTAINING_RECORD(resource, struct wined3d_texture, resource); 3227 } 3228 3229 static inline GLenum wined3d_texture_get_sub_resource_target(const struct wined3d_texture *texture, 3230 unsigned int sub_resource_idx) 3231 { 3232 static const GLenum cube_targets[] = 3233 { 3234 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 3235 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 3236 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 3237 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 3238 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 3239 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 3240 }; 3241 3242 return texture->resource.usage & WINED3DUSAGE_LEGACY_CUBEMAP 3243 ? cube_targets[sub_resource_idx / texture->level_count] : texture->target; 3244 } 3245 3246 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture, 3247 BOOL srgb) 3248 { 3249 return srgb ? &texture->texture_srgb : &texture->texture_rgb; 3250 } 3251 3252 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture, 3253 unsigned int level) 3254 { 3255 return max(1, texture->resource.width >> level); 3256 } 3257 3258 static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture, 3259 unsigned int level) 3260 { 3261 return max(1, texture->resource.height >> level); 3262 } 3263 3264 static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture, 3265 unsigned int level) 3266 { 3267 return max(1, texture->resource.depth >> level); 3268 } 3269 3270 static inline unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture, 3271 unsigned int level) 3272 { 3273 return max(1, texture->pow2_width >> level); 3274 } 3275 3276 static inline unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture, 3277 unsigned int level) 3278 { 3279 return max(1, texture->pow2_height >> level); 3280 } 3281 3282 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture, 3283 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN; 3284 void wined3d_texture_bind(struct wined3d_texture *texture, 3285 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; 3286 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture, 3287 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; 3288 HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture, 3289 unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN; 3290 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN; 3291 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3292 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN; 3293 void wined3d_texture_invalidate_location(struct wined3d_texture *texture, 3294 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN; 3295 void wined3d_texture_load(struct wined3d_texture *texture, 3296 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; 3297 BOOL wined3d_texture_load_location(struct wined3d_texture *texture, 3298 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 3299 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3300 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 3301 void wined3d_texture_prepare_texture(struct wined3d_texture *texture, 3302 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; 3303 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) DECLSPEC_HIDDEN; 3304 void wined3d_texture_set_swapchain(struct wined3d_texture *texture, 3305 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 3306 void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3307 const struct wined3d_context *context, const struct wined3d_box *box, 3308 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch) DECLSPEC_HIDDEN; 3309 void wined3d_texture_validate_location(struct wined3d_texture *texture, 3310 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN; 3311 3312 #define WINED3D_LOCATION_DISCARDED 0x00000001 3313 #define WINED3D_LOCATION_SYSMEM 0x00000002 3314 #define WINED3D_LOCATION_USER_MEMORY 0x00000004 3315 #define WINED3D_LOCATION_BUFFER 0x00000008 3316 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000010 3317 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020 3318 #define WINED3D_LOCATION_DRAWABLE 0x00000040 3319 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080 3320 #define WINED3D_LOCATION_RB_RESOLVED 0x00000100 3321 3322 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN; 3323 3324 struct wined3d_renderbuffer_entry 3325 { 3326 struct list entry; 3327 GLuint id; 3328 UINT width; 3329 UINT height; 3330 }; 3331 3332 struct wined3d_fbo_resource 3333 { 3334 GLuint object; 3335 GLenum target; 3336 GLuint level, layer; 3337 }; 3338 3339 #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1 3340 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2 3341 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4 3342 3343 struct fbo_entry 3344 { 3345 struct list entry; 3346 DWORD flags; 3347 DWORD rt_mask; 3348 GLuint id; 3349 struct wined3d_fbo_entry_key 3350 { 3351 DWORD rb_namespace; 3352 struct wined3d_fbo_resource objects[MAX_RENDER_TARGET_VIEWS + 1]; 3353 } key; 3354 }; 3355 3356 struct wined3d_surface 3357 { 3358 struct wined3d_texture *container; 3359 3360 unsigned int texture_level; 3361 unsigned int texture_layer; 3362 3363 /* For GetDC */ 3364 HBITMAP bitmap; 3365 HDC dc; 3366 3367 struct list renderbuffers; 3368 const struct wined3d_renderbuffer_entry *current_renderbuffer; 3369 }; 3370 3371 static inline unsigned int surface_get_sub_resource_idx(const struct wined3d_surface *surface) 3372 { 3373 return surface->texture_layer * surface->container->level_count + surface->texture_level; 3374 } 3375 3376 static inline struct wined3d_texture_sub_resource *surface_get_sub_resource(struct wined3d_surface *surface) 3377 { 3378 return &surface->container->sub_resources[surface_get_sub_resource_idx(surface)]; 3379 } 3380 3381 HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect, 3382 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, 3383 const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN; 3384 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb, 3385 struct wined3d_context *context) DECLSPEC_HIDDEN; 3386 BOOL surface_load_location(struct wined3d_surface *surface, 3387 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 3388 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface, 3389 const struct wined3d_rendertarget_info *rt) DECLSPEC_HIDDEN; 3390 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN; 3391 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, 3392 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point, 3393 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN; 3394 3395 void draw_textured_quad(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3396 struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect, 3397 enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN; 3398 3399 struct wined3d_sampler 3400 { 3401 struct wine_rb_entry entry; 3402 LONG refcount; 3403 GLuint name; 3404 struct wined3d_device *device; 3405 void *parent; 3406 const struct wined3d_parent_ops *parent_ops; 3407 struct wined3d_sampler_desc desc; 3408 }; 3409 3410 void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit, 3411 struct wined3d_texture *texture, const struct wined3d_context *context) DECLSPEC_HIDDEN; 3412 3413 struct wined3d_vertex_declaration_element 3414 { 3415 const struct wined3d_format *format; 3416 BOOL ffp_valid; 3417 unsigned int input_slot; 3418 unsigned int offset; 3419 unsigned int output_slot; 3420 enum wined3d_input_classification input_slot_class; 3421 unsigned int instance_data_step_rate; 3422 BYTE method; 3423 BYTE usage; 3424 BYTE usage_idx; 3425 }; 3426 3427 struct wined3d_vertex_declaration 3428 { 3429 LONG ref; 3430 void *parent; 3431 const struct wined3d_parent_ops *parent_ops; 3432 struct wined3d_device *device; 3433 3434 struct wined3d_vertex_declaration_element *elements; 3435 UINT element_count; 3436 3437 BOOL position_transformed; 3438 BOOL half_float_conv_needed; 3439 }; 3440 3441 struct wined3d_saved_states 3442 { 3443 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1]; 3444 WORD streamSource; /* MAX_STREAMS, 16 */ 3445 WORD streamFreq; /* MAX_STREAMS, 16 */ 3446 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1]; 3447 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */ 3448 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */ 3449 DWORD clipplane; /* WINED3D_MAX_USER_CLIP_PLANES, 32 */ 3450 WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */ 3451 WORD pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */ 3452 BOOL ps_consts_f[WINED3D_MAX_PS_CONSTS_F]; 3453 WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */ 3454 WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */ 3455 BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F]; 3456 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */ 3457 DWORD indices : 1; 3458 DWORD material : 1; 3459 DWORD viewport : 1; 3460 DWORD vertexDecl : 1; 3461 DWORD pixelShader : 1; 3462 DWORD vertexShader : 1; 3463 DWORD scissorRect : 1; 3464 DWORD padding : 5; 3465 }; 3466 3467 struct StageState { 3468 DWORD stage; 3469 DWORD state; 3470 }; 3471 3472 struct wined3d_stateblock 3473 { 3474 LONG ref; /* Note: Ref counting not required */ 3475 struct wined3d_device *device; 3476 3477 /* Array indicating whether things have been set or changed */ 3478 struct wined3d_saved_states changed; 3479 struct wined3d_state state; 3480 3481 /* Contained state management */ 3482 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1]; 3483 unsigned int num_contained_render_states; 3484 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1]; 3485 unsigned int num_contained_transform_states; 3486 DWORD contained_vs_consts_i[WINED3D_MAX_CONSTS_I]; 3487 unsigned int num_contained_vs_consts_i; 3488 DWORD contained_vs_consts_b[WINED3D_MAX_CONSTS_B]; 3489 unsigned int num_contained_vs_consts_b; 3490 DWORD contained_vs_consts_f[WINED3D_MAX_VS_CONSTS_F]; 3491 unsigned int num_contained_vs_consts_f; 3492 DWORD contained_ps_consts_i[WINED3D_MAX_CONSTS_I]; 3493 unsigned int num_contained_ps_consts_i; 3494 DWORD contained_ps_consts_b[WINED3D_MAX_CONSTS_B]; 3495 unsigned int num_contained_ps_consts_b; 3496 DWORD contained_ps_consts_f[WINED3D_MAX_PS_CONSTS_F]; 3497 unsigned int num_contained_ps_consts_f; 3498 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)]; 3499 unsigned int num_contained_tss_states; 3500 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE]; 3501 unsigned int num_contained_sampler_states; 3502 }; 3503 3504 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN; 3505 3506 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN; 3507 void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info, 3508 struct wined3d_light_info *light_info, BOOL enable) DECLSPEC_HIDDEN; 3509 struct wined3d_light_info *wined3d_state_get_light(const struct wined3d_state *state, 3510 unsigned int idx) DECLSPEC_HIDDEN; 3511 void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb, 3512 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info, 3513 DWORD flags) DECLSPEC_HIDDEN; 3514 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN; 3515 3516 enum wined3d_cs_queue_id 3517 { 3518 WINED3D_CS_QUEUE_DEFAULT = 0, 3519 WINED3D_CS_QUEUE_MAP, 3520 WINED3D_CS_QUEUE_COUNT, 3521 }; 3522 3523 enum wined3d_push_constants 3524 { 3525 WINED3D_PUSH_CONSTANTS_VS_F, 3526 WINED3D_PUSH_CONSTANTS_PS_F, 3527 WINED3D_PUSH_CONSTANTS_VS_I, 3528 WINED3D_PUSH_CONSTANTS_PS_I, 3529 WINED3D_PUSH_CONSTANTS_VS_B, 3530 WINED3D_PUSH_CONSTANTS_PS_B, 3531 }; 3532 3533 #define WINED3D_CS_QUERY_POLL_INTERVAL 10u 3534 #define WINED3D_CS_QUEUE_SIZE 0x100000u 3535 #define WINED3D_CS_SPIN_COUNT 10000000u 3536 3537 struct wined3d_cs_queue 3538 { 3539 LONG head, tail; 3540 BYTE data[WINED3D_CS_QUEUE_SIZE]; 3541 }; 3542 3543 struct wined3d_cs_ops 3544 { 3545 #if defined(STAGING_CSMT) 3546 BOOL (*check_space)(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id); 3547 #endif /* STAGING_CSMT */ 3548 void *(*require_space)(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id); 3549 void (*submit)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id); 3550 void (*finish)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id); 3551 void (*push_constants)(struct wined3d_cs *cs, enum wined3d_push_constants p, 3552 unsigned int start_idx, unsigned int count, const void *constants); 3553 }; 3554 3555 struct wined3d_cs 3556 { 3557 const struct wined3d_cs_ops *ops; 3558 struct wined3d_device *device; 3559 struct wined3d_fb_state fb; 3560 struct wined3d_state state; 3561 HMODULE wined3d_module; 3562 HANDLE thread; 3563 DWORD thread_id; 3564 3565 struct wined3d_cs_queue queue[WINED3D_CS_QUEUE_COUNT]; 3566 size_t data_size, start, end; 3567 void *data; 3568 struct list query_poll_list; 3569 BOOL queries_flushed; 3570 3571 HANDLE event; 3572 BOOL waiting_for_event; 3573 LONG pending_presents; 3574 }; 3575 3576 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN; 3577 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN; 3578 void wined3d_cs_destroy_object(struct wined3d_cs *cs, 3579 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN; 3580 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs, 3581 struct wined3d_texture *texture, unsigned int layer) DECLSPEC_HIDDEN; 3582 void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *dst_resource, 3583 unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box, struct wined3d_resource *src_resource, 3584 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags, 3585 const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN; 3586 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects, 3587 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN; 3588 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view, 3589 const RECT *rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN; 3590 void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs, 3591 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value) DECLSPEC_HIDDEN; 3592 void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs *cs, struct wined3d_buffer *dst_buffer, 3593 unsigned int offset, struct wined3d_unordered_access_view *uav) DECLSPEC_HIDDEN; 3594 void wined3d_cs_emit_dispatch(struct wined3d_cs *cs, 3595 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z) DECLSPEC_HIDDEN; 3596 void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs, 3597 struct wined3d_buffer *buffer, unsigned int offset) DECLSPEC_HIDDEN; 3598 void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count, 3599 int base_vertex_idx, unsigned int start_idx, unsigned int index_count, 3600 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN; 3601 void wined3d_cs_emit_draw_indirect(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count, 3602 struct wined3d_buffer *buffer, unsigned int offset, BOOL indexed) DECLSPEC_HIDDEN; 3603 void wined3d_cs_emit_flush(struct wined3d_cs *cs) DECLSPEC_HIDDEN; 3604 void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs *cs, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN; 3605 void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3606 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain, const RECT *src_rect, 3607 const RECT *dst_rect, HWND dst_window_override, DWORD swap_interval, DWORD flags) DECLSPEC_HIDDEN; 3608 void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags) DECLSPEC_HIDDEN; 3609 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN; 3610 void wined3d_cs_emit_set_blend_state(struct wined3d_cs *cs, struct wined3d_blend_state *state) DECLSPEC_HIDDEN; 3611 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx, 3612 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN; 3613 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture, 3614 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN; 3615 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type, 3616 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN; 3617 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs, 3618 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN; 3619 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer, 3620 enum wined3d_format_id format_id, unsigned int offset) DECLSPEC_HIDDEN; 3621 void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light_info *light) DECLSPEC_HIDDEN; 3622 void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, BOOL enable) DECLSPEC_HIDDEN; 3623 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN; 3624 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs, 3625 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN; 3626 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs, 3627 struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN; 3628 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, 3629 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN; 3630 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx, 3631 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN; 3632 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type, 3633 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN; 3634 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type, 3635 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN; 3636 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx, 3637 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN; 3638 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN; 3639 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type, 3640 struct wined3d_shader *shader) DECLSPEC_HIDDEN; 3641 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx, 3642 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN; 3643 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx, 3644 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN; 3645 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx, 3646 UINT frequency, UINT flags) DECLSPEC_HIDDEN; 3647 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN; 3648 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage, 3649 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN; 3650 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state, 3651 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN; 3652 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined3d_pipeline pipeline, 3653 unsigned int view_idx, struct wined3d_unordered_access_view *view, 3654 unsigned int initial_count) DECLSPEC_HIDDEN; 3655 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs, 3656 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN; 3657 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN; 3658 void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3659 void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource, 3660 unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch, 3661 unsigned int slice_pitch) DECLSPEC_HIDDEN; 3662 void wined3d_cs_init_object(struct wined3d_cs *cs, 3663 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN; 3664 HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx, 3665 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags) DECLSPEC_HIDDEN; 3666 HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource, 3667 unsigned int sub_resource_idx) DECLSPEC_HIDDEN; 3668 3669 static inline void wined3d_cs_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p, 3670 unsigned int start_idx, unsigned int count, const void *constants) 3671 { 3672 cs->ops->push_constants(cs, p, start_idx, count, constants); 3673 } 3674 3675 static inline void wined3d_resource_wait_idle(struct wined3d_resource *resource) 3676 { 3677 const struct wined3d_cs *cs = resource->device->cs; 3678 3679 if (!cs->thread || cs->thread_id == GetCurrentThreadId()) 3680 return; 3681 3682 while (InterlockedCompareExchange(&resource->access_count, 0, 0)) 3683 wined3d_pause(); 3684 } 3685 3686 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other 3687 * fixed function semantics as D3DCOLOR or FLOAT16 */ 3688 enum wined3d_buffer_conversion_type 3689 { 3690 CONV_NONE, 3691 CONV_D3DCOLOR, 3692 CONV_POSITIONT, 3693 }; 3694 3695 struct wined3d_map_range 3696 { 3697 UINT offset; 3698 UINT size; 3699 }; 3700 3701 struct wined3d_buffer 3702 { 3703 struct wined3d_resource resource; 3704 3705 struct wined3d_buffer_desc desc; 3706 3707 GLuint buffer_object; 3708 GLenum buffer_object_usage; 3709 GLenum buffer_type_hint; 3710 unsigned int bind_flags; 3711 DWORD flags; 3712 DWORD locations; 3713 void *map_ptr; 3714 3715 struct wined3d_map_range *maps; 3716 SIZE_T maps_size, modified_areas; 3717 struct wined3d_fence *fence; 3718 3719 /* conversion stuff */ 3720 UINT decl_change_count, full_conversion_count; 3721 UINT draw_count; 3722 UINT stride; /* 0 if no conversion */ 3723 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */ 3724 UINT conversion_stride; /* 0 if no shifted conversion */ 3725 }; 3726 3727 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource) 3728 { 3729 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource); 3730 } 3731 3732 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer, 3733 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN; 3734 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location) DECLSPEC_HIDDEN; 3735 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context, 3736 const struct wined3d_state *state) DECLSPEC_HIDDEN; 3737 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer, 3738 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 3739 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN; 3740 void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset, 3741 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN; 3742 void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context, 3743 const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN; 3744 3745 struct wined3d_rendertarget_view 3746 { 3747 LONG refcount; 3748 3749 struct wined3d_resource *resource; 3750 void *parent; 3751 const struct wined3d_parent_ops *parent_ops; 3752 3753 struct wined3d_gl_view gl_view; 3754 const struct wined3d_format *format; 3755 unsigned int format_flags; 3756 unsigned int sub_resource_idx; 3757 unsigned int layer_count; 3758 3759 unsigned int width; 3760 unsigned int height; 3761 3762 struct wined3d_view_desc desc; 3763 }; 3764 3765 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface( 3766 const struct wined3d_rendertarget_view *view) 3767 { 3768 struct wined3d_texture *texture; 3769 3770 if (!view || view->resource->type != WINED3D_RTYPE_TEXTURE_2D) 3771 return NULL; 3772 3773 texture = texture_from_resource(view->resource); 3774 3775 return texture->sub_resources[view->sub_resource_idx].u.surface; 3776 } 3777 3778 void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view, 3779 const struct wined3d_context *context, unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN; 3780 void wined3d_rendertarget_view_invalidate_location(struct wined3d_rendertarget_view *view, 3781 DWORD location) DECLSPEC_HIDDEN; 3782 void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view, 3783 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 3784 void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view *view, 3785 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 3786 void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_view *view, 3787 DWORD location) DECLSPEC_HIDDEN; 3788 3789 struct wined3d_shader_resource_view 3790 { 3791 LONG refcount; 3792 3793 struct wined3d_resource *resource; 3794 void *parent; 3795 const struct wined3d_parent_ops *parent_ops; 3796 3797 struct wined3d_gl_view gl_view; 3798 const struct wined3d_format *format; 3799 3800 struct wined3d_view_desc desc; 3801 }; 3802 3803 void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN; 3804 void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view, unsigned int unit, 3805 struct wined3d_sampler *sampler, struct wined3d_context *context) DECLSPEC_HIDDEN; 3806 3807 struct wined3d_unordered_access_view 3808 { 3809 LONG refcount; 3810 3811 struct wined3d_resource *resource; 3812 void *parent; 3813 const struct wined3d_parent_ops *parent_ops; 3814 3815 struct wined3d_gl_view gl_view; 3816 const struct wined3d_format *format; 3817 GLuint counter_bo; 3818 3819 struct wined3d_view_desc desc; 3820 }; 3821 3822 void wined3d_unordered_access_view_clear_uint(struct wined3d_unordered_access_view *view, 3823 const struct wined3d_uvec4 *clear_value, struct wined3d_context *context) DECLSPEC_HIDDEN; 3824 void wined3d_unordered_access_view_copy_counter(struct wined3d_unordered_access_view *view, 3825 struct wined3d_buffer *buffer, unsigned int offset, struct wined3d_context *context) DECLSPEC_HIDDEN; 3826 void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view, 3827 DWORD location) DECLSPEC_HIDDEN; 3828 void wined3d_unordered_access_view_set_counter(struct wined3d_unordered_access_view *view, 3829 unsigned int value) DECLSPEC_HIDDEN; 3830 3831 struct wined3d_swapchain_ops 3832 { 3833 void (*swapchain_present)(struct wined3d_swapchain *swapchain, 3834 const RECT *src_rect, const RECT *dst_rect, DWORD flags); 3835 void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swapchain); 3836 }; 3837 3838 struct wined3d_swapchain 3839 { 3840 LONG ref; 3841 void *parent; 3842 const struct wined3d_parent_ops *parent_ops; 3843 const struct wined3d_swapchain_ops *swapchain_ops; 3844 struct wined3d_device *device; 3845 3846 struct wined3d_texture **back_buffers; 3847 struct wined3d_texture *front_buffer; 3848 struct wined3d_swapchain_desc desc; 3849 struct wined3d_display_mode original_mode, d3d_mode; 3850 RECT original_window_rect; 3851 struct wined3d_gamma_ramp orig_gamma; 3852 BOOL render_to_fbo, reapply_mode; 3853 const struct wined3d_format *ds_format; 3854 struct wined3d_palette *palette; 3855 RECT front_buffer_update; 3856 3857 LONG prev_time, frames; /* Performance tracking */ 3858 3859 struct wined3d_context **context; 3860 unsigned int num_contexts; 3861 3862 HWND win_handle; 3863 HWND device_window; 3864 3865 HDC backup_dc; 3866 HWND backup_wnd; 3867 }; 3868 3869 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN; 3870 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 3871 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 3872 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 3873 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 3874 void swapchain_update_swap_interval(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 3875 3876 /***************************************************************************** 3877 * Utility function prototypes 3878 */ 3879 3880 /* Trace routines */ 3881 const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN; 3882 const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN; 3883 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN; 3884 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN; 3885 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN; 3886 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN; 3887 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN; 3888 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN; 3889 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN; 3890 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN; 3891 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN; 3892 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN; 3893 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN; 3894 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN; 3895 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN; 3896 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN; 3897 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN; 3898 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN; 3899 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN; 3900 const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN; 3901 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN; 3902 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN; 3903 const char *debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN; 3904 const char *debug_uvec4(const struct wined3d_uvec4 *v) DECLSPEC_HIDDEN; 3905 const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN; 3906 const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN; 3907 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN; 3908 3909 BOOL is_invalid_op(const struct wined3d_state *state, int stage, 3910 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN; 3911 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, 3912 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3, 3913 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN; 3914 void texture_activate_dimensions(const struct wined3d_texture *texture, 3915 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 3916 void sampler_texdim(struct wined3d_context *context, 3917 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3918 void tex_alphaop(struct wined3d_context *context, 3919 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3920 void apply_pixelshader(struct wined3d_context *context, 3921 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3922 void state_alpha_test(struct wined3d_context *context, 3923 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3924 void state_fogcolor(struct wined3d_context *context, 3925 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3926 void state_fogdensity(struct wined3d_context *context, 3927 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3928 void state_fogstartend(struct wined3d_context *context, 3929 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3930 void state_fog_fragpart(struct wined3d_context *context, 3931 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3932 void state_nop(struct wined3d_context *context, 3933 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3934 void state_srgbwrite(struct wined3d_context *context, 3935 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3936 3937 void state_clipping(struct wined3d_context *context, 3938 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3939 void clipplane(struct wined3d_context *context, 3940 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3941 void state_pointsprite_w(struct wined3d_context *context, 3942 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3943 void state_pointsprite(struct wined3d_context *context, 3944 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3945 void state_shademode(struct wined3d_context *context, 3946 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3947 3948 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN; 3949 3950 /* Math utils */ 3951 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1, 3952 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN; 3953 BOOL invert_matrix_3d(struct wined3d_matrix *out, const struct wined3d_matrix *in) DECLSPEC_HIDDEN; 3954 BOOL invert_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m) DECLSPEC_HIDDEN; 3955 void transpose_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m) DECLSPEC_HIDDEN; 3956 3957 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN; 3958 3959 struct wined3d_shader_lconst 3960 { 3961 struct list entry; 3962 unsigned int idx; 3963 DWORD value[4]; 3964 }; 3965 3966 struct wined3d_shader_limits 3967 { 3968 unsigned int sampler; 3969 unsigned int constant_int; 3970 unsigned int constant_float; 3971 unsigned int constant_bool; 3972 unsigned int packed_output; 3973 unsigned int packed_input; 3974 }; 3975 3976 #ifdef __GNUC__ 3977 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args))) 3978 #else 3979 #define PRINTF_ATTR(fmt,args) 3980 #endif 3981 3982 struct wined3d_string_buffer_list 3983 { 3984 struct list list; 3985 }; 3986 3987 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN; 3988 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN; 3989 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN; 3990 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN; 3991 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN; 3992 3993 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN; 3994 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN; 3995 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN; 3996 3997 struct wined3d_shader_phase 3998 { 3999 const DWORD *start; 4000 const DWORD *end; 4001 unsigned int instance_count; 4002 unsigned int temporary_count; 4003 }; 4004 4005 struct wined3d_vertex_shader 4006 { 4007 struct wined3d_shader_attribute attributes[MAX_ATTRIBS]; 4008 }; 4009 4010 struct wined3d_hull_shader 4011 { 4012 struct 4013 { 4014 struct wined3d_shader_phase *control_point; 4015 unsigned int fork_count; 4016 unsigned int join_count; 4017 struct wined3d_shader_phase *fork; 4018 SIZE_T fork_size; 4019 struct wined3d_shader_phase *join; 4020 SIZE_T join_size; 4021 } phases; 4022 unsigned int output_vertex_count; 4023 enum wined3d_tessellator_output_primitive tessellator_output_primitive; 4024 enum wined3d_tessellator_partitioning tessellator_partitioning; 4025 }; 4026 4027 struct wined3d_domain_shader 4028 { 4029 enum wined3d_tessellator_domain tessellator_domain; 4030 }; 4031 4032 struct wined3d_geometry_shader 4033 { 4034 enum wined3d_primitive_type input_type; 4035 enum wined3d_primitive_type output_type; 4036 unsigned int vertices_out; 4037 unsigned int instance_count; 4038 4039 struct wined3d_stream_output_desc so_desc; 4040 }; 4041 4042 struct wined3d_pixel_shader 4043 { 4044 /* Pixel shader input semantics */ 4045 DWORD input_reg_map[MAX_REG_INPUT]; 4046 DWORD input_reg_used; /* MAX_REG_INPUT, 32 */ 4047 unsigned int declared_in_count; 4048 4049 /* Some information about the shader behavior */ 4050 BOOL color0_mov; 4051 DWORD color0_reg; 4052 4053 BOOL force_early_depth_stencil; 4054 enum wined3d_shader_register_type depth_output; 4055 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE]; 4056 }; 4057 4058 struct wined3d_compute_shader 4059 { 4060 struct wined3d_shader_thread_group_size thread_group_size; 4061 }; 4062 4063 struct wined3d_shader 4064 { 4065 LONG ref; 4066 const struct wined3d_shader_limits *limits; 4067 DWORD *function; 4068 UINT functionLength; 4069 BOOL load_local_constsF; 4070 const struct wined3d_shader_frontend *frontend; 4071 void *frontend_data; 4072 void *backend_data; 4073 4074 void *parent; 4075 const struct wined3d_parent_ops *parent_ops; 4076 4077 /* Programs this shader is linked with */ 4078 struct list linked_programs; 4079 4080 /* Immediate constants (override global ones) */ 4081 struct list constantsB; 4082 struct list constantsF; 4083 struct list constantsI; 4084 struct wined3d_shader_reg_maps reg_maps; 4085 BOOL lconst_inf_or_nan; 4086 4087 struct wined3d_shader_signature input_signature; 4088 struct wined3d_shader_signature output_signature; 4089 struct wined3d_shader_signature patch_constant_signature; 4090 char *signature_strings; 4091 4092 /* Pointer to the parent device */ 4093 struct wined3d_device *device; 4094 struct list shader_list_entry; 4095 4096 union 4097 { 4098 struct wined3d_vertex_shader vs; 4099 struct wined3d_hull_shader hs; 4100 struct wined3d_domain_shader ds; 4101 struct wined3d_geometry_shader gs; 4102 struct wined3d_pixel_shader ps; 4103 struct wined3d_compute_shader cs; 4104 } u; 4105 }; 4106 4107 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN; 4108 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, 4109 BOOL position_transformed, struct ps_compile_args *args, 4110 const struct wined3d_context *context) DECLSPEC_HIDDEN; 4111 4112 BOOL vshader_get_input(const struct wined3d_shader *shader, 4113 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN; 4114 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, 4115 WORD swizzle_map, struct vs_compile_args *args, 4116 const struct wined3d_context *context) DECLSPEC_HIDDEN; 4117 4118 void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, 4119 struct ds_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN; 4120 4121 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, 4122 struct gs_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN; 4123 4124 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN; 4125 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN; 4126 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN; 4127 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, 4128 unsigned int max) DECLSPEC_HIDDEN; 4129 HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer, 4130 const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx, 4131 const DWORD *start, const DWORD *end) DECLSPEC_HIDDEN; 4132 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN; 4133 4134 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg) 4135 { 4136 switch (reg->type) 4137 { 4138 case WINED3DSPR_RASTOUT: 4139 /* oFog & oPts */ 4140 if (reg->idx[0].offset) 4141 return TRUE; 4142 /* oPos */ 4143 return FALSE; 4144 4145 case WINED3DSPR_DEPTHOUT: /* oDepth */ 4146 case WINED3DSPR_DEPTHOUTGE: 4147 case WINED3DSPR_DEPTHOUTLE: 4148 case WINED3DSPR_CONSTBOOL: /* b# */ 4149 case WINED3DSPR_LOOP: /* aL */ 4150 case WINED3DSPR_PREDICATE: /* p0 */ 4151 case WINED3DSPR_PRIMID: /* primID */ 4152 return TRUE; 4153 4154 case WINED3DSPR_MISCTYPE: 4155 switch (reg->idx[0].offset) 4156 { 4157 case 0: /* vPos */ 4158 return FALSE; 4159 case 1: /* vFace */ 4160 return TRUE; 4161 default: 4162 return FALSE; 4163 } 4164 4165 case WINED3DSPR_IMMCONST: 4166 return reg->immconst_type == WINED3D_IMMCONST_SCALAR; 4167 4168 default: 4169 return FALSE; 4170 } 4171 } 4172 4173 static inline void shader_get_position_fixup(const struct wined3d_context *context, 4174 const struct wined3d_state *state, float *position_fixup) 4175 { 4176 float center_offset; 4177 4178 if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER) 4179 center_offset = 63.0f / 64.0f; 4180 else 4181 center_offset = -1.0f / 64.0f; 4182 4183 position_fixup[0] = 1.0f; 4184 position_fixup[1] = 1.0f; 4185 position_fixup[2] = center_offset / state->viewport.width; 4186 position_fixup[3] = -center_offset / state->viewport.height; 4187 4188 if (context->render_offscreen) 4189 { 4190 position_fixup[1] *= -1.0f; 4191 position_fixup[3] *= -1.0f; 4192 } 4193 } 4194 4195 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg) 4196 { 4197 struct wined3d_shader_lconst *lconst; 4198 4199 if (shader->load_local_constsF) 4200 return FALSE; 4201 4202 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry) 4203 { 4204 if (lconst->idx == reg) 4205 return TRUE; 4206 } 4207 4208 return FALSE; 4209 } 4210 4211 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN; 4212 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state, 4213 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN; 4214 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state, 4215 struct wined3d_matrix *mat) DECLSPEC_HIDDEN; 4216 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state, 4217 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN; 4218 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state, 4219 float *out_min, float *out_max) DECLSPEC_HIDDEN; 4220 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state, 4221 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN; 4222 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state, 4223 float *start, float *end) DECLSPEC_HIDDEN; 4224 4225 /* Using additional shader constants (uniforms in GLSL / program environment 4226 * or local parameters in ARB) is costly: 4227 * ARB only knows float4 parameters and GLSL compiler are not really smart 4228 * when it comes to efficiently pack float2 uniforms, so no space is wasted 4229 * (in fact most compilers map a float2 to a full float4 uniform). 4230 * 4231 * For NP2 texcoord fixup we only need 2 floats (width and height) for each 4232 * 2D texture used in the shader. We therefore pack fixup info for 2 textures 4233 * into a single shader constant (uniform / program parameter). 4234 * 4235 * This structure is shared between the GLSL and the ARB backend.*/ 4236 struct ps_np2fixup_info { 4237 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */ 4238 WORD active; /* bitfield indicating if we can apply the fixup */ 4239 WORD num_consts; 4240 }; 4241 4242 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN; 4243 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN; 4244 4245 struct wined3d_palette 4246 { 4247 LONG ref; 4248 struct wined3d_device *device; 4249 4250 unsigned int size; 4251 RGBQUAD colors[256]; 4252 DWORD flags; 4253 }; 4254 4255 /* DirectDraw utility functions */ 4256 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN; 4257 4258 /***************************************************************************** 4259 * Pixel format management 4260 */ 4261 4262 /* WineD3D pixel format flags */ 4263 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001 4264 #define WINED3DFMT_FLAG_FILTERING 0x00000002 4265 #define WINED3DFMT_FLAG_DEPTH 0x00000004 4266 #define WINED3DFMT_FLAG_STENCIL 0x00000008 4267 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010 4268 #define WINED3DFMT_FLAG_EXTENSION 0x00000020 4269 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040 4270 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080 4271 #define WINED3DFMT_FLAG_FLOAT 0x00000200 4272 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400 4273 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800 4274 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000 4275 #define WINED3DFMT_FLAG_VTF 0x00002000 4276 #define WINED3DFMT_FLAG_SHADOW 0x00004000 4277 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000 4278 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000 4279 #define WINED3DFMT_FLAG_BLOCKS 0x00020000 4280 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000 4281 #define WINED3DFMT_FLAG_TEXTURE 0x00080000 4282 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000 4283 #define WINED3DFMT_FLAG_INTEGER 0x00200000 4284 #define WINED3DFMT_FLAG_GEN_MIPMAP 0x00400000 4285 4286 struct wined3d_rational 4287 { 4288 UINT numerator; 4289 UINT denominator; 4290 }; 4291 4292 struct wined3d_color_key_conversion 4293 { 4294 enum wined3d_format_id dst_format; 4295 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width, 4296 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key); 4297 }; 4298 4299 struct wined3d_format 4300 { 4301 enum wined3d_format_id id; 4302 4303 D3DDDIFORMAT ddi_format; 4304 DWORD red_size; 4305 DWORD green_size; 4306 DWORD blue_size; 4307 DWORD alpha_size; 4308 DWORD red_offset; 4309 DWORD green_offset; 4310 DWORD blue_offset; 4311 DWORD alpha_offset; 4312 UINT byte_count; 4313 BYTE depth_size; 4314 BYTE stencil_size; 4315 4316 UINT block_width; 4317 UINT block_height; 4318 UINT block_byte_count; 4319 4320 enum wined3d_ffp_emit_idx emit_idx; 4321 GLint component_count; 4322 GLenum gl_vtx_type; 4323 GLint gl_vtx_format; 4324 GLboolean gl_normalized; 4325 unsigned int attribute_size; 4326 4327 GLint glInternal; 4328 GLint glGammaInternal; 4329 GLint rtInternal; 4330 GLint glFormat; 4331 GLint glType; 4332 UINT conv_byte_count; 4333 DWORD multisample_types; 4334 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT]; 4335 float depth_bias_scale; 4336 struct wined3d_rational height_scale; 4337 struct color_fixup_desc color_fixup; 4338 void (*upload)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch, 4339 unsigned int dst_row_pitch, unsigned dst_slice_pitch, 4340 unsigned int width, unsigned int height, unsigned int depth); 4341 void (*download)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch, 4342 unsigned int dst_row_pitch, unsigned dst_slice_pitch, 4343 unsigned int width, unsigned int height, unsigned int depth); 4344 4345 enum wined3d_format_id typeless_id; 4346 GLenum gl_view_class; 4347 }; 4348 4349 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info, 4350 enum wined3d_format_id format_id, unsigned int resource_usage) DECLSPEC_HIDDEN; 4351 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment, 4352 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN; 4353 UINT wined3d_format_calculate_size(const struct wined3d_format *format, 4354 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN; 4355 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, 4356 const struct wined3d_color *color) DECLSPEC_HIDDEN; 4357 void wined3d_format_get_float_color_key(const struct wined3d_format *format, 4358 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN; 4359 BOOL wined3d_format_is_depth_view(enum wined3d_format_id resource_format_id, 4360 enum wined3d_format_id view_format_id) DECLSPEC_HIDDEN; 4361 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion( 4362 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN; 4363 BOOL wined3d_formats_are_srgb_variants(enum wined3d_format_id format1, 4364 enum wined3d_format_id format2) DECLSPEC_HIDDEN; 4365 4366 BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size) DECLSPEC_HIDDEN; 4367 4368 static inline BOOL wined3d_format_is_typeless(const struct wined3d_format *format) 4369 { 4370 return format->id == format->typeless_id && format->id != WINED3DFMT_UNKNOWN; 4371 } 4372 4373 static inline BOOL use_indexed_vertex_blending(const struct wined3d_state *state, const struct wined3d_stream_info *si) 4374 { 4375 if (!state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE]) 4376 return FALSE; 4377 4378 if (state->render_states[WINED3D_RS_VERTEXBLEND] == WINED3D_VBF_DISABLE) 4379 return FALSE; 4380 4381 if (!(si->use_map & (1 << WINED3D_FFP_BLENDINDICES)) || !(si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))) 4382 return FALSE; 4383 4384 return TRUE; 4385 } 4386 4387 static inline BOOL use_software_vertex_processing(const struct wined3d_device *device) 4388 { 4389 if (device->shader_backend != &glsl_shader_backend) 4390 return FALSE; 4391 4392 if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING) 4393 return TRUE; 4394 4395 if (!(device->create_parms.flags & WINED3DCREATE_MIXED_VERTEXPROCESSING)) 4396 return FALSE; 4397 4398 return device->softwareVertexProcessing; 4399 } 4400 4401 static inline BOOL use_vs(const struct wined3d_state *state) 4402 { 4403 /* Check state->vertex_declaration to allow this to be used before the 4404 * stream info is validated, for example in device_update_tex_unit_map(). */ 4405 return state->shader[WINED3D_SHADER_TYPE_VERTEX] 4406 && (!state->vertex_declaration || !state->vertex_declaration->position_transformed); 4407 } 4408 4409 static inline BOOL use_ps(const struct wined3d_state *state) 4410 { 4411 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL]; 4412 } 4413 4414 static inline void context_apply_state(struct wined3d_context *context, 4415 const struct wined3d_state *state, DWORD state_id) 4416 { 4417 const struct StateEntry *state_table = context->state_table; 4418 DWORD rep = state_table[state_id].representative; 4419 state_table[rep].apply(context, state, rep); 4420 } 4421 4422 static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context, 4423 const struct wined3d_texture *texture) 4424 { 4425 unsigned int flags = texture->resource.format_flags 4426 & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE); 4427 4428 return (!context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE] 4429 || (flags && flags != (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE))) 4430 && context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL; 4431 } 4432 4433 static inline BOOL needs_srgb_write(const struct wined3d_context *context, 4434 const struct wined3d_state *state, const struct wined3d_fb_state *fb) 4435 { 4436 return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL) 4437 || state->render_states[WINED3D_RS_SRGBWRITEENABLE]) 4438 && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE; 4439 } 4440 4441 static inline GLuint wined3d_texture_get_texture_name(const struct wined3d_texture *texture, 4442 const struct wined3d_context *context, BOOL srgb) 4443 { 4444 return srgb && needs_separate_srgb_gl_texture(context, texture) 4445 ? texture->texture_srgb.name : texture->texture_rgb.name; 4446 } 4447 4448 static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format) 4449 { 4450 return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup) 4451 && !is_scaling_fixup(format->color_fixup); 4452 } 4453 4454 static inline BOOL needs_interpolation_qualifiers_for_shader_outputs(const struct wined3d_gl_info *gl_info) 4455 { 4456 /* In GLSL 4.40+ it is fine to specify interpolation qualifiers only in 4457 * fragment shaders. In older GLSL versions interpolation qualifiers must 4458 * match between shader stages. 4459 */ 4460 return gl_info->glsl_version < MAKEDWORD_VERSION(4, 40); 4461 } 4462 4463 static inline BOOL is_rasterization_disabled(const struct wined3d_shader *geometry_shader) 4464 { 4465 return geometry_shader 4466 && geometry_shader->u.gs.so_desc.rasterizer_stream_idx == WINED3D_NO_RASTERIZER_STREAM; 4467 } 4468 4469 static inline int wined3d_bit_scan(unsigned int *x) 4470 { 4471 int bit_offset = ffs(*x) - 1; 4472 *x ^= 1u << bit_offset; 4473 return bit_offset; 4474 } 4475 4476 static inline DWORD wined3d_extract_bits(const DWORD *bitstream, 4477 unsigned int offset, unsigned int count) 4478 { 4479 const unsigned int word_bit_count = sizeof(*bitstream) * CHAR_BIT; 4480 const unsigned int idx = offset / word_bit_count; 4481 const unsigned int shift = offset % word_bit_count; 4482 DWORD mask = (1u << count) - 1; 4483 DWORD ret; 4484 4485 ret = (bitstream[idx] >> shift) & mask; 4486 if (shift + count > word_bit_count) 4487 { 4488 const unsigned int extracted_bit_count = word_bit_count - shift; 4489 const unsigned int remaining_bit_count = count - extracted_bit_count; 4490 mask = (1u << remaining_bit_count) - 1; 4491 ret |= (bitstream[idx + 1] & mask) << extracted_bit_count; 4492 } 4493 return ret; 4494 } 4495 4496 static inline void wined3d_insert_bits(DWORD *bitstream, 4497 unsigned int offset, unsigned int count, DWORD bits) 4498 { 4499 const unsigned int word_bit_count = sizeof(*bitstream) * CHAR_BIT; 4500 const unsigned int idx = offset / word_bit_count; 4501 const unsigned int shift = offset % word_bit_count; 4502 DWORD mask = (1u << count) - 1; 4503 4504 bitstream[idx] |= (bits & mask) << shift; 4505 if (shift + count > word_bit_count) 4506 { 4507 const unsigned int inserted_bit_count = word_bit_count - shift; 4508 const unsigned int remaining_bit_count = count - inserted_bit_count; 4509 mask = (1u << remaining_bit_count) - 1; 4510 bitstream[idx + 1] |= (bits >> inserted_bit_count) & mask; 4511 } 4512 } 4513 4514 static inline struct wined3d_surface *context_get_rt_surface(const struct wined3d_context *context) 4515 { 4516 struct wined3d_texture *texture = context->current_rt.texture; 4517 4518 if (!texture) 4519 return NULL; 4520 return texture->sub_resources[context->current_rt.sub_resource_idx].u.surface; 4521 } 4522 4523 static inline void wined3d_from_cs(const struct wined3d_cs *cs) 4524 { 4525 if (cs->thread) 4526 assert(cs->thread_id == GetCurrentThreadId()); 4527 } 4528 4529 static inline void wined3d_not_from_cs(struct wined3d_cs *cs) 4530 { 4531 assert(cs->thread_id != GetCurrentThreadId()); 4532 } 4533 4534 BOOL wined3d_dxtn_init(void) DECLSPEC_HIDDEN; 4535 void wined3d_dxtn_free(void) DECLSPEC_HIDDEN; 4536 4537 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */ 4538 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL" 4539 4540 #endif 4541