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 #ifdef __REACTOS__ 375 Sleep(0); 376 #else 377 #if defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) 378 __asm__ __volatile__( "rep;nop" : : : "memory" ); 379 #endif 380 #endif 381 } 382 383 #define ORM_BACKBUFFER 0 384 #define ORM_FBO 1 385 386 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */ 387 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */ 388 389 /* NOTE: When adding fields to this structure, make sure to update the default 390 * values in wined3d_main.c as well. */ 391 struct wined3d_settings 392 { 393 unsigned int cs_multithreaded; 394 BOOL explicit_gl_version; 395 DWORD max_gl_version; 396 BOOL glslRequested; 397 int offscreen_rendering_mode; 398 unsigned short pci_vendor_id; 399 unsigned short pci_device_id; 400 /* Memory tracking and object counting. */ 401 UINT64 emulated_textureram; 402 char *logo; 403 unsigned int multisample_textures; 404 unsigned int sample_count; 405 BOOL strict_draw_ordering; 406 BOOL check_float_constants; 407 unsigned int max_sm_vs; 408 unsigned int max_sm_hs; 409 unsigned int max_sm_ds; 410 unsigned int max_sm_gs; 411 unsigned int max_sm_ps; 412 unsigned int max_sm_cs; 413 BOOL no_3d; 414 }; 415 416 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN; 417 418 enum wined3d_shader_resource_type 419 { 420 WINED3D_SHADER_RESOURCE_NONE, 421 WINED3D_SHADER_RESOURCE_BUFFER, 422 WINED3D_SHADER_RESOURCE_TEXTURE_1D, 423 WINED3D_SHADER_RESOURCE_TEXTURE_2D, 424 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS, 425 WINED3D_SHADER_RESOURCE_TEXTURE_3D, 426 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE, 427 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY, 428 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY, 429 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY, 430 WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY, 431 }; 432 433 #define WINED3D_SHADER_CONST_VS_F 0x00000001 434 #define WINED3D_SHADER_CONST_VS_I 0x00000002 435 #define WINED3D_SHADER_CONST_VS_B 0x00000004 436 #define WINED3D_SHADER_CONST_VS_CLIP_PLANES 0x00000008 437 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000010 438 #define WINED3D_SHADER_CONST_POS_FIXUP 0x00000020 439 #define WINED3D_SHADER_CONST_PS_F 0x00000040 440 #define WINED3D_SHADER_CONST_PS_I 0x00000080 441 #define WINED3D_SHADER_CONST_PS_B 0x00000100 442 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000200 443 #define WINED3D_SHADER_CONST_PS_FOG 0x00000400 444 #define WINED3D_SHADER_CONST_PS_ALPHA_TEST 0x00000800 445 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00001000 446 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00002000 447 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00004000 448 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00010000 449 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00020000 450 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00040000 451 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00080000 452 #define WINED3D_SHADER_CONST_FFP_PS 0x00100000 453 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00200000 454 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0xff000000 455 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND_INDEX(i) (0x01000000 << ((i) - 1)) 456 457 enum wined3d_shader_register_type 458 { 459 WINED3DSPR_TEMP = 0, 460 WINED3DSPR_INPUT = 1, 461 WINED3DSPR_CONST = 2, 462 WINED3DSPR_ADDR = 3, 463 WINED3DSPR_TEXTURE = 3, 464 WINED3DSPR_RASTOUT = 4, 465 WINED3DSPR_ATTROUT = 5, 466 WINED3DSPR_TEXCRDOUT = 6, 467 WINED3DSPR_OUTPUT = 6, 468 WINED3DSPR_CONSTINT = 7, 469 WINED3DSPR_COLOROUT = 8, 470 WINED3DSPR_DEPTHOUT = 9, 471 WINED3DSPR_SAMPLER = 10, 472 WINED3DSPR_CONST2 = 11, 473 WINED3DSPR_CONST3 = 12, 474 WINED3DSPR_CONST4 = 13, 475 WINED3DSPR_CONSTBOOL = 14, 476 WINED3DSPR_LOOP = 15, 477 WINED3DSPR_TEMPFLOAT16 = 16, 478 WINED3DSPR_MISCTYPE = 17, 479 WINED3DSPR_LABEL = 18, 480 WINED3DSPR_PREDICATE = 19, 481 WINED3DSPR_IMMCONST, 482 WINED3DSPR_CONSTBUFFER, 483 WINED3DSPR_IMMCONSTBUFFER, 484 WINED3DSPR_PRIMID, 485 WINED3DSPR_NULL, 486 WINED3DSPR_RESOURCE, 487 WINED3DSPR_UAV, 488 WINED3DSPR_OUTPOINTID, 489 WINED3DSPR_FORKINSTID, 490 WINED3DSPR_JOININSTID, 491 WINED3DSPR_INCONTROLPOINT, 492 WINED3DSPR_OUTCONTROLPOINT, 493 WINED3DSPR_PATCHCONST, 494 WINED3DSPR_TESSCOORD, 495 WINED3DSPR_GROUPSHAREDMEM, 496 WINED3DSPR_THREADID, 497 WINED3DSPR_THREADGROUPID, 498 WINED3DSPR_LOCALTHREADID, 499 WINED3DSPR_LOCALTHREADINDEX, 500 WINED3DSPR_IDXTEMP, 501 WINED3DSPR_STREAM, 502 WINED3DSPR_FUNCTIONBODY, 503 WINED3DSPR_FUNCTIONPOINTER, 504 WINED3DSPR_COVERAGE, 505 WINED3DSPR_SAMPLEMASK, 506 WINED3DSPR_GSINSTID, 507 WINED3DSPR_DEPTHOUTGE, 508 WINED3DSPR_DEPTHOUTLE, 509 }; 510 511 enum wined3d_data_type 512 { 513 WINED3D_DATA_FLOAT, 514 WINED3D_DATA_INT, 515 WINED3D_DATA_RESOURCE, 516 WINED3D_DATA_SAMPLER, 517 WINED3D_DATA_UAV, 518 WINED3D_DATA_UINT, 519 WINED3D_DATA_UNORM, 520 WINED3D_DATA_SNORM, 521 WINED3D_DATA_OPAQUE, 522 }; 523 524 enum wined3d_immconst_type 525 { 526 WINED3D_IMMCONST_SCALAR, 527 WINED3D_IMMCONST_VEC4, 528 }; 529 530 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6)) 531 532 enum wined3d_shader_src_modifier 533 { 534 WINED3DSPSM_NONE = 0, 535 WINED3DSPSM_NEG = 1, 536 WINED3DSPSM_BIAS = 2, 537 WINED3DSPSM_BIASNEG = 3, 538 WINED3DSPSM_SIGN = 4, 539 WINED3DSPSM_SIGNNEG = 5, 540 WINED3DSPSM_COMP = 6, 541 WINED3DSPSM_X2 = 7, 542 WINED3DSPSM_X2NEG = 8, 543 WINED3DSPSM_DZ = 9, 544 WINED3DSPSM_DW = 10, 545 WINED3DSPSM_ABS = 11, 546 WINED3DSPSM_ABSNEG = 12, 547 WINED3DSPSM_NOT = 13, 548 }; 549 550 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */ 551 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */ 552 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */ 553 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */ 554 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */ 555 556 enum wined3d_shader_dst_modifier 557 { 558 WINED3DSPDM_NONE = 0, 559 WINED3DSPDM_SATURATE = 1, 560 WINED3DSPDM_PARTIALPRECISION = 2, 561 WINED3DSPDM_MSAMPCENTROID = 4, 562 }; 563 564 enum wined3d_shader_interpolation_mode 565 { 566 WINED3DSIM_NONE = 0, 567 WINED3DSIM_CONSTANT = 1, 568 WINED3DSIM_LINEAR = 2, 569 WINED3DSIM_LINEAR_CENTROID = 3, 570 WINED3DSIM_LINEAR_NOPERSPECTIVE = 4, 571 WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5, 572 WINED3DSIM_LINEAR_SAMPLE = 6, 573 WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7, 574 }; 575 576 #define WINED3D_PACKED_INTERPOLATION_SIZE 3 577 #define WINED3D_PACKED_INTERPOLATION_BIT_COUNT 3 578 579 enum wined3d_shader_global_flags 580 { 581 WINED3DSGF_REFACTORING_ALLOWED = 0x1, 582 WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL = 0x4, 583 WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8, 584 }; 585 586 enum wined3d_shader_sync_flags 587 { 588 WINED3DSSF_THREAD_GROUP = 0x1, 589 WINED3DSSF_GROUP_SHARED_MEMORY = 0x2, 590 }; 591 592 enum wined3d_shader_uav_flags 593 { 594 WINED3DSUF_GLOBALLY_COHERENT = 0x2, 595 WINED3DSUF_ORDER_PRESERVING_COUNTER = 0x100, 596 }; 597 598 enum wined3d_tessellator_domain 599 { 600 WINED3D_TESSELLATOR_DOMAIN_LINE = 1, 601 WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2, 602 WINED3D_TESSELLATOR_DOMAIN_QUAD = 3, 603 }; 604 605 enum wined3d_tessellator_output_primitive 606 { 607 WINED3D_TESSELLATOR_OUTPUT_POINT = 1, 608 WINED3D_TESSELLATOR_OUTPUT_LINE = 2, 609 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3, 610 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4, 611 }; 612 613 enum wined3d_tessellator_partitioning 614 { 615 WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1, 616 WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2, 617 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3, 618 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4, 619 }; 620 621 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */ 622 #define WINED3DSI_TEXLD_PROJECT 0x1 623 #define WINED3DSI_TEXLD_BIAS 0x2 624 #define WINED3DSI_INDEXED_DYNAMIC 0x4 625 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1 626 #define WINED3DSI_RESINFO_UINT 0x2 627 #define WINED3DSI_SAMPLE_INFO_UINT 0x1 628 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1 629 630 enum wined3d_shader_rel_op 631 { 632 WINED3D_SHADER_REL_OP_GT = 1, 633 WINED3D_SHADER_REL_OP_EQ = 2, 634 WINED3D_SHADER_REL_OP_GE = 3, 635 WINED3D_SHADER_REL_OP_LT = 4, 636 WINED3D_SHADER_REL_OP_NE = 5, 637 WINED3D_SHADER_REL_OP_LE = 6, 638 }; 639 640 enum wined3d_shader_conditional_op 641 { 642 WINED3D_SHADER_CONDITIONAL_OP_NZ = 0, 643 WINED3D_SHADER_CONDITIONAL_OP_Z = 1 644 }; 645 646 #define WINED3D_SM1_VS 0xfffeu 647 #define WINED3D_SM1_PS 0xffffu 648 #define WINED3D_SM4_PS 0x0000u 649 #define WINED3D_SM4_VS 0x0001u 650 #define WINED3D_SM4_GS 0x0002u 651 #define WINED3D_SM5_HS 0x0003u 652 #define WINED3D_SM5_DS 0x0004u 653 #define WINED3D_SM5_CS 0x0005u 654 655 /* Shader version tokens, and shader end tokens */ 656 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor)) 657 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor)) 658 659 /* Shader backends */ 660 661 /* TODO: Make this dynamic, based on shader limits ? */ 662 #define MAX_ATTRIBS 16 663 #define MAX_REG_ADDR 1 664 #define MAX_REG_TEXCRD 8 665 #define MAX_REG_INPUT 32 666 #define MAX_REG_OUTPUT 32 667 #define WINED3D_MAX_CBS 15 668 #define WINED3D_MAX_CONSTS_B 16 669 #define WINED3D_MAX_CONSTS_I 16 670 #define WINED3D_MAX_VS_CONSTS_F 256 671 #define WINED3D_MAX_PS_CONSTS_F 224 672 673 /* FIXME: This needs to go up to 2048 for 674 * Shader model 3 according to msdn (and for software shaders) */ 675 #define MAX_LABELS 16 676 677 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096 678 679 struct wined3d_string_buffer 680 { 681 struct list entry; 682 char *buffer; 683 unsigned int buffer_size; 684 unsigned int content_size; 685 }; 686 687 enum WINED3D_SHADER_INSTRUCTION_HANDLER 688 { 689 WINED3DSIH_ABS, 690 WINED3DSIH_ADD, 691 WINED3DSIH_AND, 692 WINED3DSIH_ATOMIC_AND, 693 WINED3DSIH_ATOMIC_CMP_STORE, 694 WINED3DSIH_ATOMIC_IADD, 695 WINED3DSIH_ATOMIC_IMAX, 696 WINED3DSIH_ATOMIC_IMIN, 697 WINED3DSIH_ATOMIC_OR, 698 WINED3DSIH_ATOMIC_UMAX, 699 WINED3DSIH_ATOMIC_UMIN, 700 WINED3DSIH_ATOMIC_XOR, 701 WINED3DSIH_BEM, 702 WINED3DSIH_BFI, 703 WINED3DSIH_BFREV, 704 WINED3DSIH_BREAK, 705 WINED3DSIH_BREAKC, 706 WINED3DSIH_BREAKP, 707 WINED3DSIH_BUFINFO, 708 WINED3DSIH_CALL, 709 WINED3DSIH_CALLNZ, 710 WINED3DSIH_CASE, 711 WINED3DSIH_CMP, 712 WINED3DSIH_CND, 713 WINED3DSIH_CONTINUE, 714 WINED3DSIH_CONTINUEP, 715 WINED3DSIH_COUNTBITS, 716 WINED3DSIH_CRS, 717 WINED3DSIH_CUT, 718 WINED3DSIH_CUT_STREAM, 719 WINED3DSIH_DCL, 720 WINED3DSIH_DCL_CONSTANT_BUFFER, 721 WINED3DSIH_DCL_FUNCTION_BODY, 722 WINED3DSIH_DCL_FUNCTION_TABLE, 723 WINED3DSIH_DCL_GLOBAL_FLAGS, 724 WINED3DSIH_DCL_GS_INSTANCES, 725 WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT, 726 WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT, 727 WINED3DSIH_DCL_HS_MAX_TESSFACTOR, 728 WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER, 729 WINED3DSIH_DCL_INDEX_RANGE, 730 WINED3DSIH_DCL_INDEXABLE_TEMP, 731 WINED3DSIH_DCL_INPUT, 732 WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT, 733 WINED3DSIH_DCL_INPUT_PRIMITIVE, 734 WINED3DSIH_DCL_INPUT_PS, 735 WINED3DSIH_DCL_INPUT_PS_SGV, 736 WINED3DSIH_DCL_INPUT_PS_SIV, 737 WINED3DSIH_DCL_INPUT_SGV, 738 WINED3DSIH_DCL_INPUT_SIV, 739 WINED3DSIH_DCL_INTERFACE, 740 WINED3DSIH_DCL_OUTPUT, 741 WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT, 742 WINED3DSIH_DCL_OUTPUT_SIV, 743 WINED3DSIH_DCL_OUTPUT_TOPOLOGY, 744 WINED3DSIH_DCL_RESOURCE_RAW, 745 WINED3DSIH_DCL_RESOURCE_STRUCTURED, 746 WINED3DSIH_DCL_SAMPLER, 747 WINED3DSIH_DCL_STREAM, 748 WINED3DSIH_DCL_TEMPS, 749 WINED3DSIH_DCL_TESSELLATOR_DOMAIN, 750 WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE, 751 WINED3DSIH_DCL_TESSELLATOR_PARTITIONING, 752 WINED3DSIH_DCL_TGSM_RAW, 753 WINED3DSIH_DCL_TGSM_STRUCTURED, 754 WINED3DSIH_DCL_THREAD_GROUP, 755 WINED3DSIH_DCL_UAV_RAW, 756 WINED3DSIH_DCL_UAV_STRUCTURED, 757 WINED3DSIH_DCL_UAV_TYPED, 758 WINED3DSIH_DCL_VERTICES_OUT, 759 WINED3DSIH_DEF, 760 WINED3DSIH_DEFAULT, 761 WINED3DSIH_DEFB, 762 WINED3DSIH_DEFI, 763 WINED3DSIH_DIV, 764 WINED3DSIH_DP2, 765 WINED3DSIH_DP2ADD, 766 WINED3DSIH_DP3, 767 WINED3DSIH_DP4, 768 WINED3DSIH_DST, 769 WINED3DSIH_DSX, 770 WINED3DSIH_DSX_COARSE, 771 WINED3DSIH_DSX_FINE, 772 WINED3DSIH_DSY, 773 WINED3DSIH_DSY_COARSE, 774 WINED3DSIH_DSY_FINE, 775 WINED3DSIH_EVAL_SAMPLE_INDEX, 776 WINED3DSIH_ELSE, 777 WINED3DSIH_EMIT, 778 WINED3DSIH_EMIT_STREAM, 779 WINED3DSIH_ENDIF, 780 WINED3DSIH_ENDLOOP, 781 WINED3DSIH_ENDREP, 782 WINED3DSIH_ENDSWITCH, 783 WINED3DSIH_EQ, 784 WINED3DSIH_EXP, 785 WINED3DSIH_EXPP, 786 WINED3DSIH_F16TOF32, 787 WINED3DSIH_F32TOF16, 788 WINED3DSIH_FCALL, 789 WINED3DSIH_FIRSTBIT_HI, 790 WINED3DSIH_FIRSTBIT_LO, 791 WINED3DSIH_FIRSTBIT_SHI, 792 WINED3DSIH_FRC, 793 WINED3DSIH_FTOI, 794 WINED3DSIH_FTOU, 795 WINED3DSIH_GATHER4, 796 WINED3DSIH_GATHER4_C, 797 WINED3DSIH_GATHER4_PO, 798 WINED3DSIH_GATHER4_PO_C, 799 WINED3DSIH_GE, 800 WINED3DSIH_HS_CONTROL_POINT_PHASE, 801 WINED3DSIH_HS_DECLS, 802 WINED3DSIH_HS_FORK_PHASE, 803 WINED3DSIH_HS_JOIN_PHASE, 804 WINED3DSIH_IADD, 805 WINED3DSIH_IBFE, 806 WINED3DSIH_IEQ, 807 WINED3DSIH_IF, 808 WINED3DSIH_IFC, 809 WINED3DSIH_IGE, 810 WINED3DSIH_ILT, 811 WINED3DSIH_IMAD, 812 WINED3DSIH_IMAX, 813 WINED3DSIH_IMIN, 814 WINED3DSIH_IMM_ATOMIC_ALLOC, 815 WINED3DSIH_IMM_ATOMIC_AND, 816 WINED3DSIH_IMM_ATOMIC_CMP_EXCH, 817 WINED3DSIH_IMM_ATOMIC_CONSUME, 818 WINED3DSIH_IMM_ATOMIC_EXCH, 819 WINED3DSIH_IMM_ATOMIC_IADD, 820 WINED3DSIH_IMM_ATOMIC_IMAX, 821 WINED3DSIH_IMM_ATOMIC_IMIN, 822 WINED3DSIH_IMM_ATOMIC_OR, 823 WINED3DSIH_IMM_ATOMIC_UMAX, 824 WINED3DSIH_IMM_ATOMIC_UMIN, 825 WINED3DSIH_IMM_ATOMIC_XOR, 826 WINED3DSIH_IMUL, 827 WINED3DSIH_INE, 828 WINED3DSIH_INEG, 829 WINED3DSIH_ISHL, 830 WINED3DSIH_ISHR, 831 WINED3DSIH_ITOF, 832 WINED3DSIH_LABEL, 833 WINED3DSIH_LD, 834 WINED3DSIH_LD2DMS, 835 WINED3DSIH_LD_RAW, 836 WINED3DSIH_LD_STRUCTURED, 837 WINED3DSIH_LD_UAV_TYPED, 838 WINED3DSIH_LIT, 839 WINED3DSIH_LOD, 840 WINED3DSIH_LOG, 841 WINED3DSIH_LOGP, 842 WINED3DSIH_LOOP, 843 WINED3DSIH_LRP, 844 WINED3DSIH_LT, 845 WINED3DSIH_M3x2, 846 WINED3DSIH_M3x3, 847 WINED3DSIH_M3x4, 848 WINED3DSIH_M4x3, 849 WINED3DSIH_M4x4, 850 WINED3DSIH_MAD, 851 WINED3DSIH_MAX, 852 WINED3DSIH_MIN, 853 WINED3DSIH_MOV, 854 WINED3DSIH_MOVA, 855 WINED3DSIH_MOVC, 856 WINED3DSIH_MUL, 857 WINED3DSIH_NE, 858 WINED3DSIH_NOP, 859 WINED3DSIH_NOT, 860 WINED3DSIH_NRM, 861 WINED3DSIH_OR, 862 WINED3DSIH_PHASE, 863 WINED3DSIH_POW, 864 WINED3DSIH_RCP, 865 WINED3DSIH_REP, 866 WINED3DSIH_RESINFO, 867 WINED3DSIH_RET, 868 WINED3DSIH_RETP, 869 WINED3DSIH_ROUND_NE, 870 WINED3DSIH_ROUND_NI, 871 WINED3DSIH_ROUND_PI, 872 WINED3DSIH_ROUND_Z, 873 WINED3DSIH_RSQ, 874 WINED3DSIH_SAMPLE, 875 WINED3DSIH_SAMPLE_B, 876 WINED3DSIH_SAMPLE_C, 877 WINED3DSIH_SAMPLE_C_LZ, 878 WINED3DSIH_SAMPLE_GRAD, 879 WINED3DSIH_SAMPLE_INFO, 880 WINED3DSIH_SAMPLE_LOD, 881 WINED3DSIH_SAMPLE_POS, 882 WINED3DSIH_SETP, 883 WINED3DSIH_SGE, 884 WINED3DSIH_SGN, 885 WINED3DSIH_SINCOS, 886 WINED3DSIH_SLT, 887 WINED3DSIH_SQRT, 888 WINED3DSIH_STORE_RAW, 889 WINED3DSIH_STORE_STRUCTURED, 890 WINED3DSIH_STORE_UAV_TYPED, 891 WINED3DSIH_SUB, 892 WINED3DSIH_SWAPC, 893 WINED3DSIH_SWITCH, 894 WINED3DSIH_SYNC, 895 WINED3DSIH_TEX, 896 WINED3DSIH_TEXBEM, 897 WINED3DSIH_TEXBEML, 898 WINED3DSIH_TEXCOORD, 899 WINED3DSIH_TEXDEPTH, 900 WINED3DSIH_TEXDP3, 901 WINED3DSIH_TEXDP3TEX, 902 WINED3DSIH_TEXKILL, 903 WINED3DSIH_TEXLDD, 904 WINED3DSIH_TEXLDL, 905 WINED3DSIH_TEXM3x2DEPTH, 906 WINED3DSIH_TEXM3x2PAD, 907 WINED3DSIH_TEXM3x2TEX, 908 WINED3DSIH_TEXM3x3, 909 WINED3DSIH_TEXM3x3DIFF, 910 WINED3DSIH_TEXM3x3PAD, 911 WINED3DSIH_TEXM3x3SPEC, 912 WINED3DSIH_TEXM3x3TEX, 913 WINED3DSIH_TEXM3x3VSPEC, 914 WINED3DSIH_TEXREG2AR, 915 WINED3DSIH_TEXREG2GB, 916 WINED3DSIH_TEXREG2RGB, 917 WINED3DSIH_UBFE, 918 WINED3DSIH_UDIV, 919 WINED3DSIH_UGE, 920 WINED3DSIH_ULT, 921 WINED3DSIH_UMAX, 922 WINED3DSIH_UMIN, 923 WINED3DSIH_UMUL, 924 WINED3DSIH_USHR, 925 WINED3DSIH_UTOF, 926 WINED3DSIH_XOR, 927 WINED3DSIH_TABLE_SIZE 928 }; 929 930 enum wined3d_shader_type 931 { 932 WINED3D_SHADER_TYPE_PIXEL, 933 WINED3D_SHADER_TYPE_VERTEX, 934 WINED3D_SHADER_TYPE_GEOMETRY, 935 WINED3D_SHADER_TYPE_HULL, 936 WINED3D_SHADER_TYPE_DOMAIN, 937 WINED3D_SHADER_TYPE_GRAPHICS_COUNT, 938 939 WINED3D_SHADER_TYPE_COMPUTE = WINED3D_SHADER_TYPE_GRAPHICS_COUNT, 940 WINED3D_SHADER_TYPE_COUNT, 941 }; 942 943 struct wined3d_shader_version 944 { 945 enum wined3d_shader_type type; 946 BYTE major; 947 BYTE minor; 948 }; 949 950 struct wined3d_shader_resource_info 951 { 952 enum wined3d_shader_resource_type type; 953 enum wined3d_data_type data_type; 954 unsigned int flags; 955 unsigned int stride; 956 }; 957 958 #define WINED3D_SAMPLER_DEFAULT ~0x0u 959 960 struct wined3d_shader_sampler_map_entry 961 { 962 unsigned int resource_idx; 963 unsigned int sampler_idx; 964 unsigned int bind_idx; 965 }; 966 967 struct wined3d_shader_sampler_map 968 { 969 struct wined3d_shader_sampler_map_entry *entries; 970 size_t size; 971 size_t count; 972 }; 973 974 struct wined3d_shader_immediate_constant_buffer 975 { 976 unsigned int vec4_count; 977 DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE]; 978 }; 979 980 struct wined3d_shader_indexable_temp 981 { 982 struct list entry; 983 unsigned int register_idx; 984 unsigned int register_size; 985 unsigned int component_count; 986 }; 987 988 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor)) 989 990 struct wined3d_shader_reg_maps 991 { 992 struct wined3d_shader_version shader_version; 993 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */ 994 BYTE address; /* MAX_REG_ADDR, 1 */ 995 WORD labels; /* MAX_LABELS, 16 */ 996 DWORD temporary; /* 32 */ 997 unsigned int temporary_count; 998 DWORD *constf; /* pixel, vertex */ 999 struct list indexable_temps; 1000 const struct wined3d_shader_immediate_constant_buffer *icb; 1001 union 1002 { 1003 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */ 1004 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */ 1005 } u; 1006 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */ 1007 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */ 1008 WORD integer_constants; /* WINED3D_MAX_CONSTS_I, 16 */ 1009 WORD boolean_constants; /* WINED3D_MAX_CONSTS_B, 16 */ 1010 WORD local_int_consts; /* WINED3D_MAX_CONSTS_I, 16 */ 1011 WORD local_bool_consts; /* WINED3D_MAX_CONSTS_B, 16 */ 1012 UINT cb_sizes[WINED3D_MAX_CBS]; 1013 1014 struct wined3d_shader_resource_info resource_info[MAX_SHADER_RESOURCE_VIEWS]; 1015 struct wined3d_shader_sampler_map sampler_map; 1016 DWORD sampler_comparison_mode; 1017 BYTE bumpmat; /* MAX_TEXTURES, 8 */ 1018 BYTE luminanceparams; /* MAX_TEXTURES, 8 */ 1019 struct wined3d_shader_resource_info uav_resource_info[MAX_UNORDERED_ACCESS_VIEWS]; 1020 DWORD uav_read_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */ 1021 DWORD uav_counter_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */ 1022 1023 DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */ 1024 DWORD cull_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */ 1025 DWORD usesnrm : 1; 1026 DWORD vpos : 1; 1027 DWORD usesdsx : 1; 1028 DWORD usesdsy : 1; 1029 DWORD usestexldd : 1; 1030 DWORD usesmova : 1; 1031 DWORD usesfacing : 1; 1032 DWORD usesrelconstF : 1; 1033 DWORD fog : 1; 1034 DWORD usestexldl : 1; 1035 DWORD usesifc : 1; 1036 DWORD usescall : 1; 1037 DWORD usespow : 1; 1038 DWORD point_size : 1; 1039 DWORD vocp : 1; 1040 DWORD input_rel_addressing : 1; 1041 DWORD padding : 16; 1042 1043 DWORD rt_mask; /* Used render targets, 32 max. */ 1044 1045 /* Whether or not loops are used in this shader, and nesting depth */ 1046 unsigned int loop_depth; 1047 unsigned int min_rel_offset, max_rel_offset; 1048 1049 struct wined3d_shader_tgsm *tgsm; 1050 SIZE_T tgsm_capacity; 1051 unsigned int tgsm_count; 1052 }; 1053 1054 /* Keeps track of details for TEX_M#x# instructions which need to maintain 1055 * state information between multiple instructions. */ 1056 struct wined3d_shader_tex_mx 1057 { 1058 unsigned int current_row; 1059 DWORD texcoord_w[2]; 1060 }; 1061 1062 struct wined3d_shader_parser_state 1063 { 1064 unsigned int current_loop_depth; 1065 unsigned int current_loop_reg; 1066 BOOL in_subroutine; 1067 }; 1068 1069 struct wined3d_shader_context 1070 { 1071 const struct wined3d_shader *shader; 1072 const struct wined3d_gl_info *gl_info; 1073 const struct wined3d_shader_reg_maps *reg_maps; 1074 struct wined3d_string_buffer *buffer; 1075 struct wined3d_shader_tex_mx *tex_mx; 1076 struct wined3d_shader_parser_state *state; 1077 void *backend_data; 1078 }; 1079 1080 struct wined3d_shader_register_index 1081 { 1082 const struct wined3d_shader_src_param *rel_addr; 1083 unsigned int offset; 1084 }; 1085 1086 struct wined3d_shader_register 1087 { 1088 enum wined3d_shader_register_type type; 1089 enum wined3d_data_type data_type; 1090 struct wined3d_shader_register_index idx[2]; 1091 enum wined3d_immconst_type immconst_type; 1092 union 1093 { 1094 DWORD immconst_data[4]; 1095 unsigned fp_body_idx; 1096 } u; 1097 }; 1098 1099 struct wined3d_shader_dst_param 1100 { 1101 struct wined3d_shader_register reg; 1102 DWORD write_mask; 1103 DWORD modifiers; 1104 DWORD shift; 1105 }; 1106 1107 struct wined3d_shader_src_param 1108 { 1109 struct wined3d_shader_register reg; 1110 DWORD swizzle; 1111 enum wined3d_shader_src_modifier modifiers; 1112 }; 1113 1114 struct wined3d_shader_index_range 1115 { 1116 struct wined3d_shader_dst_param first_register; 1117 unsigned int last_register; 1118 }; 1119 1120 struct wined3d_shader_semantic 1121 { 1122 enum wined3d_decl_usage usage; 1123 UINT usage_idx; 1124 enum wined3d_shader_resource_type resource_type; 1125 enum wined3d_data_type resource_data_type; 1126 struct wined3d_shader_dst_param reg; 1127 }; 1128 1129 enum wined3d_shader_input_sysval_semantic 1130 { 1131 WINED3D_SIV_POSITION = 1, 1132 WINED3D_SIV_CLIP_DISTANCE = 2, 1133 WINED3D_SIV_CULL_DISTANCE = 3, 1134 WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX = 4, 1135 WINED3D_SIV_VIEWPORT_ARRAY_INDEX = 5, 1136 WINED3D_SIV_VERTEX_ID = 6, 1137 WINED3D_SIV_PRIMITIVE_ID = 7, 1138 WINED3D_SIV_INSTANCE_ID = 8, 1139 WINED3D_SIV_IS_FRONT_FACE = 9, 1140 WINED3D_SIV_SAMPLE_INDEX = 10, 1141 WINED3D_SIV_QUAD_U0_TESS_FACTOR = 11, 1142 WINED3D_SIV_QUAD_V0_TESS_FACTOR = 12, 1143 WINED3D_SIV_QUAD_U1_TESS_FACTOR = 13, 1144 WINED3D_SIV_QUAD_V1_TESS_FACTOR = 14, 1145 WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR = 15, 1146 WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR = 16, 1147 WINED3D_SIV_TRIANGLE_U_TESS_FACTOR = 17, 1148 WINED3D_SIV_TRIANGLE_V_TESS_FACTOR = 18, 1149 WINED3D_SIV_TRIANGLE_W_TESS_FACTOR = 19, 1150 WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR = 20, 1151 WINED3D_SIV_LINE_DETAIL_TESS_FACTOR = 21, 1152 WINED3D_SIV_LINE_DENSITY_TESS_FACTOR = 22, 1153 }; 1154 1155 struct wined3d_shader_register_semantic 1156 { 1157 struct wined3d_shader_dst_param reg; 1158 enum wined3d_shader_input_sysval_semantic sysval_semantic; 1159 }; 1160 1161 struct wined3d_shader_structured_resource 1162 { 1163 struct wined3d_shader_dst_param reg; 1164 unsigned int byte_stride; 1165 }; 1166 1167 struct wined3d_shader_tgsm 1168 { 1169 unsigned int size; 1170 unsigned int stride; 1171 }; 1172 1173 struct wined3d_shader_tgsm_raw 1174 { 1175 struct wined3d_shader_dst_param reg; 1176 unsigned int byte_count; 1177 }; 1178 1179 struct wined3d_shader_tgsm_structured 1180 { 1181 struct wined3d_shader_dst_param reg; 1182 unsigned int byte_stride; 1183 unsigned int structure_count; 1184 }; 1185 1186 struct wined3d_shader_thread_group_size 1187 { 1188 unsigned int x, y, z; 1189 }; 1190 1191 struct wined3d_shader_function_table_pointer 1192 { 1193 unsigned int index; 1194 unsigned int array_size; 1195 unsigned int body_count; 1196 unsigned int table_count; 1197 }; 1198 1199 struct wined3d_shader_texel_offset 1200 { 1201 signed char u, v, w; 1202 }; 1203 1204 struct wined3d_shader_primitive_type 1205 { 1206 enum wined3d_primitive_type type; 1207 unsigned int patch_vertex_count; 1208 }; 1209 1210 struct wined3d_shader_instruction 1211 { 1212 const struct wined3d_shader_context *ctx; 1213 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx; 1214 DWORD flags; 1215 unsigned int dst_count; 1216 unsigned int src_count; 1217 const struct wined3d_shader_dst_param *dst; 1218 const struct wined3d_shader_src_param *src; 1219 struct wined3d_shader_texel_offset texel_offset; 1220 BOOL coissue; 1221 const struct wined3d_shader_src_param *predicate; 1222 union 1223 { 1224 struct wined3d_shader_semantic semantic; 1225 struct wined3d_shader_register_semantic register_semantic; 1226 struct wined3d_shader_primitive_type primitive_type; 1227 struct wined3d_shader_dst_param dst; 1228 struct wined3d_shader_src_param src; 1229 unsigned int count; 1230 unsigned int index; 1231 const struct wined3d_shader_immediate_constant_buffer *icb; 1232 struct wined3d_shader_structured_resource structured_resource; 1233 struct wined3d_shader_tgsm_raw tgsm_raw; 1234 struct wined3d_shader_tgsm_structured tgsm_structured; 1235 struct wined3d_shader_thread_group_size thread_group_size; 1236 enum wined3d_tessellator_domain tessellator_domain; 1237 enum wined3d_tessellator_output_primitive tessellator_output_primitive; 1238 enum wined3d_tessellator_partitioning tessellator_partitioning; 1239 float max_tessellation_factor; 1240 struct wined3d_shader_index_range index_range; 1241 struct wined3d_shader_indexable_temp indexable_temp; 1242 struct wined3d_shader_function_table_pointer fp; 1243 } declaration; 1244 }; 1245 1246 static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins) 1247 { 1248 return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w; 1249 } 1250 1251 struct wined3d_shader_attribute 1252 { 1253 enum wined3d_decl_usage usage; 1254 UINT usage_idx; 1255 }; 1256 1257 struct wined3d_shader_loop_control 1258 { 1259 unsigned int count; 1260 unsigned int start; 1261 int step; 1262 }; 1263 1264 struct wined3d_shader_frontend 1265 { 1266 void *(*shader_init)(const DWORD *byte_code, size_t byte_code_size, 1267 const struct wined3d_shader_signature *output_signature); 1268 void (*shader_free)(void *data); 1269 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version); 1270 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins); 1271 BOOL (*shader_is_end)(void *data, const DWORD **ptr); 1272 }; 1273 1274 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN; 1275 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN; 1276 1277 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *); 1278 1279 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001 1280 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002 1281 #define WINED3D_SHADER_CAP_DOUBLE_PRECISION 0x00000004 1282 1283 struct shader_caps 1284 { 1285 unsigned int vs_version; 1286 unsigned int hs_version; 1287 unsigned int ds_version; 1288 unsigned int gs_version; 1289 unsigned int ps_version; 1290 unsigned int cs_version; 1291 1292 DWORD vs_uniform_count; 1293 DWORD ps_uniform_count; 1294 float ps_1x_max_value; 1295 DWORD varying_count; 1296 1297 DWORD wined3d_caps; 1298 }; 1299 1300 enum wined3d_gl_resource_type 1301 { 1302 WINED3D_GL_RES_TYPE_TEX_1D = 0, 1303 WINED3D_GL_RES_TYPE_TEX_2D = 1, 1304 WINED3D_GL_RES_TYPE_TEX_3D = 2, 1305 WINED3D_GL_RES_TYPE_TEX_CUBE = 3, 1306 WINED3D_GL_RES_TYPE_TEX_RECT = 4, 1307 WINED3D_GL_RES_TYPE_BUFFER = 5, 1308 WINED3D_GL_RES_TYPE_RB = 6, 1309 WINED3D_GL_RES_TYPE_COUNT = 7, 1310 }; 1311 1312 enum vertexprocessing_mode { 1313 fixedfunction, 1314 vertexshader, 1315 pretransformed 1316 }; 1317 1318 #define WINED3D_CONST_NUM_UNUSED ~0U 1319 1320 enum wined3d_ffp_ps_fog_mode 1321 { 1322 WINED3D_FFP_PS_FOG_OFF, 1323 WINED3D_FFP_PS_FOG_LINEAR, 1324 WINED3D_FFP_PS_FOG_EXP, 1325 WINED3D_FFP_PS_FOG_EXP2, 1326 }; 1327 1328 /* Stateblock dependent parameters which have to be hardcoded 1329 * into the shader code 1330 */ 1331 1332 #define WINED3D_PSARGS_PROJECTED (1u << 3) 1333 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4 1334 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu 1335 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2 1336 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u 1337 1338 /* Used for Shader Model 1 pixel shaders to track the bound texture 1339 * type. 2D and RECT textures are separated through NP2 fixup. */ 1340 enum wined3d_shader_tex_types 1341 { 1342 WINED3D_SHADER_TEX_2D = 0, 1343 WINED3D_SHADER_TEX_3D = 1, 1344 WINED3D_SHADER_TEX_CUBE = 2, 1345 }; 1346 1347 struct ps_compile_args 1348 { 1349 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS]; 1350 enum vertexprocessing_mode vp_mode; 1351 enum wined3d_ffp_ps_fog_mode fog; 1352 WORD tex_transform; /* ps 1.0-1.3, 4 textures */ 1353 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */ 1354 WORD srgb_correction; 1355 /* Bitmap for NP2 texcoord fixups (16 samplers max currently). 1356 D3D9 has a limit of 16 samplers and the fixup is superfluous 1357 in D3D10 (unconditional NP2 support mandatory). */ 1358 WORD np2_fixup; 1359 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */ 1360 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */ 1361 DWORD pointsprite : 1; 1362 DWORD flatshading : 1; 1363 DWORD alpha_test_func : 3; 1364 DWORD render_offscreen : 1; 1365 DWORD dual_source_blend : 1; 1366 DWORD padding : 25; 1367 }; 1368 1369 enum fog_src_type 1370 { 1371 VS_FOG_Z = 0, 1372 VS_FOG_COORD = 1 1373 }; 1374 1375 struct vs_compile_args 1376 { 1377 BYTE fog_src; 1378 BYTE clip_enabled : 1; 1379 BYTE point_size : 1; 1380 BYTE per_vertex_point_size : 1; 1381 BYTE flatshading : 1; 1382 BYTE next_shader_type : 3; 1383 BYTE padding : 1; 1384 WORD swizzle_map; /* MAX_ATTRIBS, 16 */ 1385 unsigned int next_shader_input_count; 1386 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE]; 1387 }; 1388 1389 struct ds_compile_args 1390 { 1391 enum wined3d_tessellator_output_primitive tessellator_output_primitive; 1392 enum wined3d_tessellator_partitioning tessellator_partitioning; 1393 unsigned int output_count : 16; 1394 unsigned int next_shader_type : 3; 1395 unsigned int render_offscreen : 1; 1396 unsigned int padding : 12; 1397 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE]; 1398 }; 1399 1400 struct gs_compile_args 1401 { 1402 unsigned int output_count; 1403 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE]; 1404 }; 1405 1406 struct wined3d_context; 1407 struct wined3d_state; 1408 struct fragment_pipeline; 1409 struct wined3d_vertex_pipe_ops; 1410 1411 struct wined3d_shader_backend_ops 1412 { 1413 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *); 1414 void (*shader_precompile)(void *shader_priv, struct wined3d_shader *shader); 1415 void (*shader_select)(void *shader_priv, struct wined3d_context *context, 1416 const struct wined3d_state *state); 1417 void (*shader_select_compute)(void *shader_priv, struct wined3d_context *context, 1418 const struct wined3d_state *state); 1419 void (*shader_disable)(void *shader_priv, struct wined3d_context *context); 1420 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count); 1421 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count); 1422 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context, 1423 const struct wined3d_state *state); 1424 void (*shader_destroy)(struct wined3d_shader *shader); 1425 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe, 1426 const struct fragment_pipeline *fragment_pipe); 1427 void (*shader_free_private)(struct wined3d_device *device); 1428 BOOL (*shader_allocate_context_data)(struct wined3d_context *context); 1429 void (*shader_free_context_data)(struct wined3d_context *context); 1430 void (*shader_init_context_state)(struct wined3d_context *context); 1431 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps); 1432 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup); 1433 BOOL (*shader_has_ffp_proj_control)(void *shader_priv); 1434 }; 1435 1436 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN; 1437 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN; 1438 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN; 1439 1440 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f) 1441 1442 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff) 1443 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff) 1444 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff) 1445 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff) 1446 1447 static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color) 1448 { 1449 wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f; 1450 wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f; 1451 wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f; 1452 wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f; 1453 } 1454 1455 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */ 1456 1457 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info, 1458 const char *file, unsigned int line, const char *name) DECLSPEC_HIDDEN; 1459 1460 /* Checking of API calls */ 1461 /* --------------------- */ 1462 #ifndef WINE_NO_DEBUG_MSGS 1463 #define checkGLcall(A) \ 1464 do { \ 1465 if (__WINE_IS_DEBUG_ON(_ERR, &__wine_dbch_d3d) \ 1466 && !gl_info->supported[ARB_DEBUG_OUTPUT]) \ 1467 wined3d_check_gl_call(gl_info, __FILE__, __LINE__, A); \ 1468 } while(0) 1469 #else 1470 #define checkGLcall(A) do {} while(0) 1471 #endif 1472 1473 struct wined3d_bo_address 1474 { 1475 GLuint buffer_object; 1476 BYTE *addr; 1477 }; 1478 1479 struct wined3d_const_bo_address 1480 { 1481 GLuint buffer_object; 1482 const BYTE *addr; 1483 }; 1484 1485 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data) 1486 { 1487 return (struct wined3d_const_bo_address *)data; 1488 } 1489 1490 struct wined3d_stream_info_element 1491 { 1492 const struct wined3d_format *format; 1493 struct wined3d_bo_address data; 1494 GLsizei stride; 1495 unsigned int stream_idx; 1496 unsigned int divisor; 1497 }; 1498 1499 struct wined3d_stream_info 1500 { 1501 struct wined3d_stream_info_element elements[MAX_ATTRIBS]; 1502 DWORD position_transformed : 1; 1503 DWORD all_vbo : 1; 1504 WORD swizzle_map; /* MAX_ATTRIBS, 16 */ 1505 WORD use_map; /* MAX_ATTRIBS, 16 */ 1506 }; 1507 1508 void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info, 1509 const struct wined3d_state *state, const struct wined3d_gl_info *gl_info, 1510 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN; 1511 1512 struct wined3d_direct_dispatch_parameters 1513 { 1514 unsigned int group_count_x; 1515 unsigned int group_count_y; 1516 unsigned int group_count_z; 1517 }; 1518 1519 struct wined3d_indirect_dispatch_parameters 1520 { 1521 struct wined3d_buffer *buffer; 1522 unsigned int offset; 1523 }; 1524 1525 struct wined3d_dispatch_parameters 1526 { 1527 BOOL indirect; 1528 union 1529 { 1530 struct wined3d_direct_dispatch_parameters direct; 1531 struct wined3d_indirect_dispatch_parameters indirect; 1532 } u; 1533 }; 1534 1535 struct wined3d_direct_draw_parameters 1536 { 1537 int base_vertex_idx; 1538 unsigned int start_idx; 1539 unsigned int index_count; 1540 unsigned int start_instance; 1541 unsigned int instance_count; 1542 }; 1543 1544 struct wined3d_indirect_draw_parameters 1545 { 1546 struct wined3d_buffer *buffer; 1547 unsigned int offset; 1548 }; 1549 1550 struct wined3d_draw_parameters 1551 { 1552 BOOL indirect; 1553 union 1554 { 1555 struct wined3d_direct_draw_parameters direct; 1556 struct wined3d_indirect_draw_parameters indirect; 1557 } u; 1558 BOOL indexed; 1559 }; 1560 1561 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state, 1562 const struct wined3d_draw_parameters *draw_parameters) DECLSPEC_HIDDEN; 1563 void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state, 1564 const struct wined3d_dispatch_parameters *dispatch_parameters) DECLSPEC_HIDDEN; 1565 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN; 1566 1567 #define eps 1e-8f 1568 1569 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \ 1570 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1) 1571 1572 enum wined3d_pipeline 1573 { 1574 WINED3D_PIPELINE_GRAPHICS, 1575 WINED3D_PIPELINE_COMPUTE, 1576 WINED3D_PIPELINE_COUNT, 1577 }; 1578 1579 /* Routines and structures related to state management */ 1580 1581 #define STATE_RENDER(a) (a) 1582 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE)) 1583 1584 #define STATE_TEXTURESTAGE(stage, num) \ 1585 (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num)) 1586 #define STATE_IS_TEXTURESTAGE(a) \ 1587 ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE)) 1588 1589 /* + 1 because samplers start with 0 */ 1590 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num)) 1591 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1)) 1592 1593 #define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a)) 1594 #define STATE_IS_GRAPHICS_SHADER(a) \ 1595 ((a) >= STATE_GRAPHICS_SHADER(0) && (a) < STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT)) 1596 1597 #define STATE_GRAPHICS_CONSTANT_BUFFER(a) (STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT) + (a)) 1598 #define STATE_IS_GRAPHICS_CONSTANT_BUFFER(a) \ 1599 ((a) >= STATE_GRAPHICS_CONSTANT_BUFFER(0) \ 1600 && (a) < STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT)) 1601 1602 #define STATE_GRAPHICS_SHADER_RESOURCE_BINDING (STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT)) 1603 #define STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_GRAPHICS_SHADER_RESOURCE_BINDING) 1604 1605 #define STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING (STATE_GRAPHICS_SHADER_RESOURCE_BINDING + 1) 1606 #define STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING) 1607 1608 #define STATE_TRANSFORM(a) (STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING + (a)) 1609 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255))) 1610 1611 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1) 1612 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC) 1613 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1) 1614 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER) 1615 1616 #define STATE_VDECL (STATE_INDEXBUFFER + 1) 1617 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL) 1618 1619 #define STATE_VIEWPORT (STATE_VDECL + 1) 1620 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT) 1621 1622 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1) 1623 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE) 1624 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a)) 1625 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS)) 1626 1627 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1) 1628 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT) 1629 1630 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a)) 1631 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIP_DISTANCES - 1)) 1632 1633 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIP_DISTANCES)) 1634 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL) 1635 1636 #define STATE_FRONTFACE (STATE_MATERIAL + 1) 1637 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE) 1638 1639 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1) 1640 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN) 1641 1642 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1) 1643 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX) 1644 1645 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1) 1646 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER) 1647 1648 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1) 1649 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE) 1650 1651 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1) 1652 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY) 1653 1654 #define STATE_STREAM_OUTPUT (STATE_COLOR_KEY + 1) 1655 #define STATE_IS_STREAM_OUTPUT(a) ((a) == STATE_STREAM_OUTPUT) 1656 1657 #define STATE_BLEND (STATE_STREAM_OUTPUT + 1) 1658 #define STATE_IS_BLEND(a) ((a) == STATE_BLEND) 1659 1660 #define STATE_COMPUTE_OFFSET (STATE_BLEND + 1) 1661 1662 #define STATE_COMPUTE_SHADER (STATE_COMPUTE_OFFSET) 1663 #define STATE_IS_COMPUTE_SHADER(a) ((a) == STATE_COMPUTE_SHADER) 1664 1665 #define STATE_COMPUTE_CONSTANT_BUFFER (STATE_COMPUTE_SHADER + 1) 1666 #define STATE_IS_COMPUTE_CONSTANT_BUFFER(a) ((a) == STATE_COMPUTE_CONSTANT_BUFFER) 1667 1668 #define STATE_COMPUTE_SHADER_RESOURCE_BINDING (STATE_COMPUTE_CONSTANT_BUFFER + 1) 1669 #define STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(a) ((a) == STATE_COMPUTE_SHADER_RESOURCE_BINDING) 1670 1671 #define STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING (STATE_COMPUTE_SHADER_RESOURCE_BINDING + 1) 1672 #define STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING) 1673 1674 #define STATE_COMPUTE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING) 1675 #define STATE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING) 1676 1677 #define STATE_IS_COMPUTE(a) ((a) >= STATE_COMPUTE_OFFSET && (a) <= STATE_COMPUTE_HIGHEST) 1678 #define STATE_COMPUTE_COUNT (STATE_COMPUTE_HIGHEST - STATE_COMPUTE_OFFSET + 1) 1679 1680 #define STATE_SHADER(a) ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_SHADER(a) : STATE_COMPUTE_SHADER) 1681 #define STATE_CONSTANT_BUFFER(a) \ 1682 ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_CONSTANT_BUFFER(a) : STATE_COMPUTE_CONSTANT_BUFFER) 1683 #define STATE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == WINED3D_PIPELINE_GRAPHICS ? \ 1684 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING : STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING) 1685 1686 enum fogsource { 1687 FOGSOURCE_FFP, 1688 FOGSOURCE_VS, 1689 FOGSOURCE_COORD, 1690 }; 1691 1692 union wined3d_gl_fence_object 1693 { 1694 GLuint id; 1695 GLsync sync; 1696 }; 1697 1698 enum wined3d_fence_result 1699 { 1700 WINED3D_FENCE_OK, 1701 WINED3D_FENCE_WAITING, 1702 WINED3D_FENCE_NOT_STARTED, 1703 WINED3D_FENCE_WRONG_THREAD, 1704 WINED3D_FENCE_ERROR, 1705 }; 1706 1707 struct wined3d_fence 1708 { 1709 struct list entry; 1710 union wined3d_gl_fence_object object; 1711 struct wined3d_context *context; 1712 }; 1713 1714 HRESULT wined3d_fence_create(struct wined3d_device *device, struct wined3d_fence **fence) DECLSPEC_HIDDEN; 1715 void wined3d_fence_destroy(struct wined3d_fence *fence) DECLSPEC_HIDDEN; 1716 void wined3d_fence_issue(struct wined3d_fence *fence, const struct wined3d_device *device) DECLSPEC_HIDDEN; 1717 enum wined3d_fence_result wined3d_fence_wait(const struct wined3d_fence *fence, 1718 const struct wined3d_device *device) DECLSPEC_HIDDEN; 1719 1720 /* Direct3D terminology with little modifications. We do not have an issued 1721 * state because only the driver knows about it, but we have a created state 1722 * because D3D allows GetData() on a created query, but OpenGL doesn't. */ 1723 enum wined3d_query_state 1724 { 1725 QUERY_CREATED, 1726 QUERY_SIGNALLED, 1727 QUERY_BUILDING 1728 }; 1729 1730 struct wined3d_query_ops 1731 { 1732 BOOL (*query_poll)(struct wined3d_query *query, DWORD flags); 1733 BOOL (*query_issue)(struct wined3d_query *query, DWORD flags); 1734 void (*query_destroy)(struct wined3d_query *query); 1735 }; 1736 1737 struct wined3d_query 1738 { 1739 LONG ref; 1740 1741 void *parent; 1742 const struct wined3d_parent_ops *parent_ops; 1743 struct wined3d_device *device; 1744 enum wined3d_query_state state; 1745 enum wined3d_query_type type; 1746 const void *data; 1747 DWORD data_size; 1748 const struct wined3d_query_ops *query_ops; 1749 1750 LONG counter_main, counter_retrieved; 1751 struct list poll_list_entry; 1752 }; 1753 1754 struct wined3d_event_query 1755 { 1756 struct wined3d_query query; 1757 1758 struct wined3d_fence fence; 1759 BOOL signalled; 1760 }; 1761 1762 struct wined3d_occlusion_query 1763 { 1764 struct wined3d_query query; 1765 1766 struct list entry; 1767 GLuint id; 1768 struct wined3d_context *context; 1769 UINT64 samples; 1770 BOOL started; 1771 }; 1772 1773 struct wined3d_timestamp_query 1774 { 1775 struct wined3d_query query; 1776 1777 struct list entry; 1778 GLuint id; 1779 struct wined3d_context *context; 1780 UINT64 timestamp; 1781 }; 1782 1783 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN; 1784 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN; 1785 1786 union wined3d_gl_so_statistics_query 1787 { 1788 GLuint id[2]; 1789 struct 1790 { 1791 GLuint written; 1792 GLuint generated; 1793 } query; 1794 }; 1795 1796 struct wined3d_so_statistics_query 1797 { 1798 struct wined3d_query query; 1799 1800 struct list entry; 1801 union wined3d_gl_so_statistics_query u; 1802 struct wined3d_context *context; 1803 unsigned int stream_idx; 1804 struct wined3d_query_data_so_statistics statistics; 1805 BOOL started; 1806 }; 1807 1808 void context_alloc_so_statistics_query(struct wined3d_context *context, 1809 struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN; 1810 void context_free_so_statistics_query(struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN; 1811 1812 union wined3d_gl_pipeline_statistics_query 1813 { 1814 GLuint id[11]; 1815 struct 1816 { 1817 GLuint vertices; 1818 GLuint primitives; 1819 GLuint vertex_shader; 1820 GLuint tess_control_shader; 1821 GLuint tess_eval_shader; 1822 GLuint geometry_shader; 1823 GLuint geometry_primitives; 1824 GLuint fragment_shader; 1825 GLuint compute_shader; 1826 GLuint clipping_input; 1827 GLuint clipping_output; 1828 } query; 1829 }; 1830 1831 struct wined3d_pipeline_statistics_query 1832 { 1833 struct wined3d_query query; 1834 1835 struct list entry; 1836 union wined3d_gl_pipeline_statistics_query u; 1837 struct wined3d_context *context; 1838 struct wined3d_query_data_pipeline_statistics statistics; 1839 BOOL started; 1840 }; 1841 1842 void context_alloc_pipeline_statistics_query(struct wined3d_context *context, 1843 struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN; 1844 void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN; 1845 1846 struct wined3d_gl_view 1847 { 1848 GLenum target; 1849 GLuint name; 1850 }; 1851 1852 struct wined3d_rendertarget_info 1853 { 1854 struct wined3d_gl_view gl_view; 1855 struct wined3d_resource *resource; 1856 unsigned int sub_resource_idx; 1857 unsigned int layer_count; 1858 }; 1859 1860 #define MAX_GL_FRAGMENT_SAMPLERS 32 1861 1862 struct wined3d_context 1863 { 1864 const struct wined3d_gl_info *gl_info; 1865 const struct wined3d_d3d_info *d3d_info; 1866 const struct StateEntry *state_table; 1867 /* State dirtification 1868 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices 1869 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed, 1870 * 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 1871 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states. 1872 */ 1873 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */ 1874 DWORD numDirtyEntries; 1875 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */ 1876 unsigned int dirty_compute_states[STATE_COMPUTE_COUNT / (sizeof(unsigned int) * CHAR_BIT) + 1]; 1877 1878 struct wined3d_device *device; 1879 struct wined3d_swapchain *swapchain; 1880 struct 1881 { 1882 struct wined3d_texture *texture; 1883 unsigned int sub_resource_idx; 1884 } current_rt; 1885 DWORD tid; /* Thread ID which owns this context at the moment */ 1886 1887 /* Stores some information about the context state for optimization */ 1888 DWORD render_offscreen : 1; 1889 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */ 1890 DWORD last_swizzle_map : 16; /* MAX_ATTRIBS, 16 */ 1891 DWORD last_was_pshader : 1; 1892 DWORD last_was_vshader : 1; 1893 DWORD last_was_normal : 1; 1894 DWORD namedArraysLoaded : 1; 1895 DWORD numberedArraysLoaded : 1; 1896 DWORD last_was_blit : 1; 1897 DWORD last_was_ckey : 1; 1898 DWORD fog_coord : 1; 1899 DWORD fog_enabled : 1; 1900 DWORD num_untracked_materials : 2; /* Max value 2 */ 1901 DWORD current : 1; 1902 DWORD destroyed : 1; 1903 DWORD valid : 1; 1904 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */ 1905 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */ 1906 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */ 1907 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */ 1908 DWORD use_immediate_mode_draw : 1; 1909 DWORD rebind_fbo : 1; 1910 DWORD needs_set : 1; 1911 DWORD hdc_is_private : 1; 1912 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */ 1913 DWORD update_shader_resource_bindings : 1; 1914 DWORD update_compute_shader_resource_bindings : 1; 1915 DWORD update_unordered_access_view_bindings : 1; 1916 DWORD update_compute_unordered_access_view_bindings : 1; 1917 DWORD uses_uavs : 1; 1918 DWORD destroy_delayed : 1; 1919 DWORD transform_feedback_active : 1; 1920 DWORD transform_feedback_paused : 1; 1921 DWORD shader_update_mask : 6; /* WINED3D_SHADER_TYPE_COUNT, 6 */ 1922 DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */ 1923 DWORD last_was_dual_blend : 1; 1924 DWORD padding : 8; 1925 DWORD constant_update_mask; 1926 DWORD numbered_array_mask; 1927 GLenum tracking_parm; /* Which source is tracking current colour */ 1928 GLenum untracked_materials[2]; 1929 UINT blit_w, blit_h; 1930 enum fogsource fog_source; 1931 DWORD active_texture; 1932 DWORD *texture_type; 1933 1934 UINT instance_count; 1935 1936 /* The actual opengl context */ 1937 UINT level; 1938 HGLRC restore_ctx; 1939 HDC restore_dc; 1940 int restore_pf; 1941 HWND restore_pf_win; 1942 HGLRC glCtx; 1943 HWND win_handle; 1944 HDC hdc; 1945 int pixel_format; 1946 GLint aux_buffers; 1947 1948 void *shader_backend_data; 1949 void *fragment_pipe_data; 1950 1951 /* FBOs */ 1952 UINT fbo_entry_count; 1953 struct list fbo_list; 1954 struct list fbo_destroy_list; 1955 struct fbo_entry *current_fbo; 1956 GLuint fbo_read_binding; 1957 GLuint fbo_draw_binding; 1958 struct wined3d_rendertarget_info blit_targets[MAX_RENDER_TARGET_VIEWS]; 1959 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */ 1960 1961 /* Queries */ 1962 GLuint *free_occlusion_queries; 1963 SIZE_T free_occlusion_query_size; 1964 unsigned int free_occlusion_query_count; 1965 struct list occlusion_queries; 1966 1967 union wined3d_gl_fence_object *free_fences; 1968 SIZE_T free_fence_size; 1969 unsigned int free_fence_count; 1970 struct list fences; 1971 1972 GLuint *free_timestamp_queries; 1973 SIZE_T free_timestamp_query_size; 1974 unsigned int free_timestamp_query_count; 1975 struct list timestamp_queries; 1976 1977 union wined3d_gl_so_statistics_query *free_so_statistics_queries; 1978 SIZE_T free_so_statistics_query_size; 1979 unsigned int free_so_statistics_query_count; 1980 struct list so_statistics_queries; 1981 1982 union wined3d_gl_pipeline_statistics_query *free_pipeline_statistics_queries; 1983 SIZE_T free_pipeline_statistics_query_size; 1984 unsigned int free_pipeline_statistics_query_count; 1985 struct list pipeline_statistics_queries; 1986 1987 struct wined3d_stream_info stream_info; 1988 1989 /* Fences for GL_APPLE_flush_buffer_range */ 1990 struct wined3d_fence *buffer_fences[MAX_ATTRIBS]; 1991 unsigned int buffer_fence_count; 1992 1993 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS]; 1994 DWORD rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS]; 1995 1996 /* Extension emulation */ 1997 GLint gl_fog_source; 1998 GLfloat fog_coord_value; 1999 GLfloat color[4], fogstart, fogend, fogcolor[4]; 2000 GLuint dummy_arbfp_prog; 2001 }; 2002 2003 struct wined3d_fb_state 2004 { 2005 struct wined3d_rendertarget_view *render_targets[MAX_RENDER_TARGET_VIEWS]; 2006 struct wined3d_rendertarget_view *depth_stencil; 2007 }; 2008 2009 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id); 2010 2011 struct StateEntry 2012 { 2013 DWORD representative; 2014 APPLYSTATEFUNC apply; 2015 }; 2016 2017 struct StateEntryTemplate 2018 { 2019 DWORD state; 2020 struct StateEntry content; 2021 enum wined3d_gl_extension extension; 2022 }; 2023 2024 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001 2025 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002 2026 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004 2027 2028 struct fragment_caps 2029 { 2030 DWORD wined3d_caps; 2031 DWORD PrimitiveMiscCaps; 2032 DWORD TextureOpCaps; 2033 DWORD MaxTextureBlendStages; 2034 DWORD MaxSimultaneousTextures; 2035 }; 2036 2037 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001 2038 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002 2039 2040 struct fragment_pipeline 2041 { 2042 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable); 2043 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps); 2044 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info); 2045 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv); 2046 void (*free_private)(struct wined3d_device *device); 2047 BOOL (*allocate_context_data)(struct wined3d_context *context); 2048 void (*free_context_data)(struct wined3d_context *context); 2049 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup); 2050 const struct StateEntryTemplate *states; 2051 }; 2052 2053 struct wined3d_vertex_caps 2054 { 2055 BOOL xyzrhw; 2056 BOOL emulated_flatshading; 2057 BOOL ffp_generic_attributes; 2058 DWORD max_active_lights; 2059 DWORD max_vertex_blend_matrices; 2060 DWORD max_vertex_blend_matrix_index; 2061 DWORD vertex_processing_caps; 2062 DWORD fvf_caps; 2063 DWORD max_user_clip_planes; 2064 DWORD raster_caps; 2065 }; 2066 2067 struct wined3d_vertex_pipe_ops 2068 { 2069 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable); 2070 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps); 2071 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info); 2072 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv); 2073 void (*vp_free)(struct wined3d_device *device); 2074 const struct StateEntryTemplate *vp_states; 2075 }; 2076 2077 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN; 2078 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN; 2079 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN; 2080 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN; 2081 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN; 2082 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN; 2083 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN; 2084 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN; 2085 2086 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN; 2087 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN; 2088 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN; 2089 2090 /* "Base" state table */ 2091 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs, 2092 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info, 2093 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment, 2094 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN; 2095 2096 struct wined3d_surface; 2097 2098 enum wined3d_blit_op 2099 { 2100 WINED3D_BLIT_OP_COLOR_BLIT, 2101 WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST, 2102 WINED3D_BLIT_OP_COLOR_BLIT_CKEY, 2103 WINED3D_BLIT_OP_COLOR_FILL, 2104 WINED3D_BLIT_OP_DEPTH_FILL, 2105 WINED3D_BLIT_OP_DEPTH_BLIT, 2106 WINED3D_BLIT_OP_RAW_BLIT, 2107 }; 2108 2109 struct wined3d_blitter 2110 { 2111 const struct wined3d_blitter_ops *ops; 2112 struct wined3d_blitter *next; 2113 }; 2114 2115 struct wined3d_blitter_ops 2116 { 2117 void (*blitter_destroy)(struct wined3d_blitter *blitter, struct wined3d_context *context); 2118 void (*blitter_clear)(struct wined3d_blitter *blitter, struct wined3d_device *device, 2119 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects, 2120 const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil); 2121 DWORD (*blitter_blit)(struct wined3d_blitter *blitter, enum wined3d_blit_op op, struct wined3d_context *context, 2122 struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect, 2123 struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect, 2124 const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter); 2125 }; 2126 2127 void wined3d_arbfp_blitter_create(struct wined3d_blitter **next, 2128 const struct wined3d_device *device) DECLSPEC_HIDDEN; 2129 struct wined3d_blitter *wined3d_cpu_blitter_create(void) DECLSPEC_HIDDEN; 2130 void wined3d_fbo_blitter_create(struct wined3d_blitter **next, 2131 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 2132 void wined3d_ffp_blitter_create(struct wined3d_blitter **next, 2133 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 2134 void wined3d_raw_blitter_create(struct wined3d_blitter **next, 2135 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 2136 2137 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN; 2138 2139 struct wined3d_context *context_acquire(const struct wined3d_device *device, 2140 struct wined3d_texture *texture, unsigned int sub_resource_idx) DECLSPEC_HIDDEN; 2141 void context_alloc_fence(struct wined3d_context *context, struct wined3d_fence *fence) DECLSPEC_HIDDEN; 2142 void context_alloc_occlusion_query(struct wined3d_context *context, 2143 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN; 2144 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN; 2145 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state, 2146 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN; 2147 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target, 2148 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN; 2149 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, 2150 unsigned int unit) DECLSPEC_HIDDEN; 2151 void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) DECLSPEC_HIDDEN; 2152 void context_bind_dummy_textures(const struct wined3d_device *device, 2153 const struct wined3d_context *context) DECLSPEC_HIDDEN; 2154 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN; 2155 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN; 2156 void context_copy_bo_address(struct wined3d_context *context, 2157 const struct wined3d_bo_address *dst, GLenum dst_binding, 2158 const struct wined3d_bo_address *src, GLenum src_binding, size_t size) DECLSPEC_HIDDEN; 2159 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target, 2160 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN; 2161 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN; 2162 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN; 2163 void context_enable_clip_distances(struct wined3d_context *context, unsigned int mask) DECLSPEC_HIDDEN; 2164 void context_end_transform_feedback(struct wined3d_context *context) DECLSPEC_HIDDEN; 2165 void context_free_fence(struct wined3d_fence *fence) DECLSPEC_HIDDEN; 2166 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN; 2167 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN; 2168 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN; 2169 const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context, 2170 const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN; 2171 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN; 2172 void context_gl_resource_released(struct wined3d_device *device, 2173 GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN; 2174 void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN; 2175 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN; 2176 void *context_map_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data, 2177 size_t size, GLenum binding, DWORD flags) DECLSPEC_HIDDEN; 2178 struct wined3d_context *context_reacquire(const struct wined3d_device *device, 2179 struct wined3d_context *context) DECLSPEC_HIDDEN; 2180 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN; 2181 void context_resource_released(const struct wined3d_device *device, 2182 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN; 2183 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore) DECLSPEC_HIDDEN; 2184 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN; 2185 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN; 2186 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN; 2187 void context_state_drawbuf(struct wined3d_context *context, 2188 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 2189 void context_state_fb(struct wined3d_context *context, 2190 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 2191 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN; 2192 void context_unmap_bo_address(struct wined3d_context *context, 2193 const struct wined3d_bo_address *data, GLenum binding) DECLSPEC_HIDDEN; 2194 2195 /***************************************************************************** 2196 * Internal representation of a light 2197 */ 2198 struct wined3d_light_info 2199 { 2200 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */ 2201 DWORD OriginalIndex; 2202 LONG glIndex; 2203 BOOL enabled; 2204 2205 /* Converted parms to speed up swapping lights */ 2206 struct wined3d_vec4 position; 2207 struct wined3d_vec4 direction; 2208 float exponent; 2209 float cutoff; 2210 2211 struct list entry; 2212 }; 2213 2214 /* The default light parameters */ 2215 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN; 2216 2217 struct wined3d_pixel_format 2218 { 2219 int iPixelFormat; /* WGL pixel format */ 2220 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */ 2221 int redSize, greenSize, blueSize, alphaSize, colorSize; 2222 int depthSize, stencilSize; 2223 BOOL windowDrawable; 2224 BOOL doubleBuffer; 2225 int auxBuffers; 2226 int numSamples; 2227 }; 2228 2229 enum wined3d_pci_vendor 2230 { 2231 HW_VENDOR_SOFTWARE = 0x0000, 2232 HW_VENDOR_AMD = 0x1002, 2233 HW_VENDOR_NVIDIA = 0x10de, 2234 HW_VENDOR_VMWARE = 0x15ad, 2235 HW_VENDOR_INTEL = 0x8086, 2236 }; 2237 2238 enum wined3d_pci_device 2239 { 2240 CARD_WINE = 0x0000, 2241 2242 CARD_AMD_RAGE_128PRO = 0x5246, 2243 CARD_AMD_RADEON_7200 = 0x5144, 2244 CARD_AMD_RADEON_8500 = 0x514c, 2245 CARD_AMD_RADEON_9500 = 0x4144, 2246 CARD_AMD_RADEON_XPRESS_200M = 0x5955, 2247 CARD_AMD_RADEON_X700 = 0x5e4c, 2248 CARD_AMD_RADEON_X1600 = 0x71c2, 2249 CARD_AMD_RADEON_HD2350 = 0x94c7, 2250 CARD_AMD_RADEON_HD2600 = 0x9581, 2251 CARD_AMD_RADEON_HD2900 = 0x9400, 2252 CARD_AMD_RADEON_HD3200 = 0x9620, 2253 CARD_AMD_RADEON_HD3850 = 0x9515, 2254 CARD_AMD_RADEON_HD4200M = 0x9712, 2255 CARD_AMD_RADEON_HD4350 = 0x954f, 2256 CARD_AMD_RADEON_HD4600 = 0x9495, 2257 CARD_AMD_RADEON_HD4700 = 0x944e, 2258 CARD_AMD_RADEON_HD4800 = 0x944c, 2259 CARD_AMD_RADEON_HD5400 = 0x68f9, 2260 CARD_AMD_RADEON_HD5600 = 0x68d8, 2261 CARD_AMD_RADEON_HD5700 = 0x68be, 2262 CARD_AMD_RADEON_HD5800 = 0x6898, 2263 CARD_AMD_RADEON_HD5900 = 0x689c, 2264 CARD_AMD_RADEON_HD6300 = 0x9803, 2265 CARD_AMD_RADEON_HD6400 = 0x6770, 2266 CARD_AMD_RADEON_HD6410D = 0x9644, 2267 CARD_AMD_RADEON_HD6480G = 0x9648, 2268 CARD_AMD_RADEON_HD6550D = 0x9640, 2269 CARD_AMD_RADEON_HD6600 = 0x6758, 2270 CARD_AMD_RADEON_HD6600M = 0x6741, 2271 CARD_AMD_RADEON_HD6700 = 0x68ba, 2272 CARD_AMD_RADEON_HD6800 = 0x6739, 2273 CARD_AMD_RADEON_HD6900 = 0x6719, 2274 CARD_AMD_RADEON_HD7660D = 0x9901, 2275 CARD_AMD_RADEON_HD7700 = 0x683d, 2276 CARD_AMD_RADEON_HD7800 = 0x6819, 2277 CARD_AMD_RADEON_HD7900 = 0x679a, 2278 CARD_AMD_RADEON_HD8600M = 0x6660, 2279 CARD_AMD_RADEON_HD8670 = 0x6610, 2280 CARD_AMD_RADEON_HD8770 = 0x665c, 2281 CARD_AMD_RADEON_R3 = 0x9830, 2282 CARD_AMD_RADEON_R7 = 0x130f, 2283 CARD_AMD_RADEON_R9_285 = 0x6939, 2284 CARD_AMD_RADEON_R9_290 = 0x67b1, 2285 CARD_AMD_RADEON_R9_FURY = 0x7300, 2286 CARD_AMD_RADEON_RX_460 = 0x67ef, 2287 CARD_AMD_RADEON_RX_480 = 0x67df, 2288 2289 CARD_NVIDIA_RIVA_128 = 0x0018, 2290 CARD_NVIDIA_RIVA_TNT = 0x0020, 2291 CARD_NVIDIA_RIVA_TNT2 = 0x0028, 2292 CARD_NVIDIA_GEFORCE = 0x0100, 2293 CARD_NVIDIA_GEFORCE2_MX = 0x0110, 2294 CARD_NVIDIA_GEFORCE2 = 0x0150, 2295 CARD_NVIDIA_GEFORCE3 = 0x0200, 2296 CARD_NVIDIA_GEFORCE4_MX = 0x0170, 2297 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253, 2298 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320, 2299 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312, 2300 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302, 2301 CARD_NVIDIA_GEFORCE_6200 = 0x014f, 2302 CARD_NVIDIA_GEFORCE_6600GT = 0x0140, 2303 CARD_NVIDIA_GEFORCE_6800 = 0x0041, 2304 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */ 2305 CARD_NVIDIA_GEFORCE_7400 = 0x01d8, 2306 CARD_NVIDIA_GEFORCE_7600 = 0x0391, 2307 CARD_NVIDIA_GEFORCE_7800GT = 0x0092, 2308 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */ 2309 CARD_NVIDIA_GEFORCE_8300GS = 0x0423, 2310 CARD_NVIDIA_GEFORCE_8400GS = 0x0404, 2311 CARD_NVIDIA_GEFORCE_8500GT = 0x0421, 2312 CARD_NVIDIA_GEFORCE_8600GT = 0x0402, 2313 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407, 2314 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193, 2315 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191, 2316 CARD_NVIDIA_GEFORCE_9200 = 0x086d, 2317 CARD_NVIDIA_GEFORCE_9300 = 0x086c, 2318 CARD_NVIDIA_GEFORCE_9400M = 0x0863, 2319 CARD_NVIDIA_GEFORCE_9400GT = 0x042c, 2320 CARD_NVIDIA_GEFORCE_9500GT = 0x0640, 2321 CARD_NVIDIA_GEFORCE_9600GT = 0x0622, 2322 CARD_NVIDIA_GEFORCE_9700MGT = 0x064a, 2323 CARD_NVIDIA_GEFORCE_9800GT = 0x0614, 2324 CARD_NVIDIA_GEFORCE_210 = 0x0a23, 2325 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20, 2326 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3, 2327 CARD_NVIDIA_GEFORCE_GTS250 = 0x0615, 2328 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2, 2329 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6, 2330 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1, 2331 CARD_NVIDIA_GEFORCE_315M = 0x0a7a, 2332 CARD_NVIDIA_GEFORCE_320M = 0x08a3, 2333 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d, 2334 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35, 2335 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0, 2336 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0, 2337 CARD_NVIDIA_GEFORCE_410M = 0x1055, 2338 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2, 2339 CARD_NVIDIA_GEFORCE_GT425M = 0x0df0, 2340 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1, 2341 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0, 2342 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4, 2343 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22, 2344 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1, 2345 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4, 2346 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd, 2347 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0, 2348 CARD_NVIDIA_GEFORCE_GT520 = 0x1040, 2349 CARD_NVIDIA_GEFORCE_GT525M = 0x0dec, 2350 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4, 2351 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244, 2352 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8, 2353 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200, 2354 CARD_NVIDIA_GEFORCE_GTX560M = 0x1251, 2355 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201, 2356 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081, 2357 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080, 2358 CARD_NVIDIA_GEFORCE_GT610 = 0x104a, 2359 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00, 2360 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9, 2361 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2, 2362 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1, 2363 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6, 2364 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6, 2365 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0, 2366 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4, 2367 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183, 2368 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189, 2369 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1, 2370 CARD_NVIDIA_GEFORCE_GTX675MX = 0x11a7, 2371 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180, 2372 CARD_NVIDIA_GEFORCE_GTX690 = 0x1188, 2373 CARD_NVIDIA_GEFORCE_GT730 = 0x1287, 2374 CARD_NVIDIA_GEFORCE_GT730M = 0x0fe1, 2375 CARD_NVIDIA_GEFORCE_GT740M = 0x1292, 2376 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9, 2377 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381, 2378 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380, 2379 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187, 2380 CARD_NVIDIA_GEFORCE_GTX760TI = 0x1193, 2381 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2, 2382 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0, 2383 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184, 2384 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004, 2385 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a, 2386 CARD_NVIDIA_GEFORCE_GTXTITAN = 0x1005, 2387 CARD_NVIDIA_GEFORCE_GTXTITANB = 0x100c, 2388 CARD_NVIDIA_GEFORCE_GTXTITANX = 0x17c2, 2389 CARD_NVIDIA_GEFORCE_GTXTITANZ = 0x1001, 2390 CARD_NVIDIA_GEFORCE_820M = 0x0fed, 2391 CARD_NVIDIA_GEFORCE_830M = 0x1340, 2392 CARD_NVIDIA_GEFORCE_840M = 0x1341, 2393 CARD_NVIDIA_GEFORCE_845M = 0x1344, 2394 CARD_NVIDIA_GEFORCE_GTX850M = 0x1391, 2395 CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */ 2396 CARD_NVIDIA_GEFORCE_GTX870M = 0x1199, 2397 CARD_NVIDIA_GEFORCE_GTX880M = 0x1198, 2398 CARD_NVIDIA_GEFORCE_940M = 0x1347, 2399 CARD_NVIDIA_GEFORCE_GTX950 = 0x1402, 2400 CARD_NVIDIA_GEFORCE_GTX950M = 0x139a, 2401 CARD_NVIDIA_GEFORCE_GTX960 = 0x1401, 2402 CARD_NVIDIA_GEFORCE_GTX960M = 0x139b, 2403 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2, 2404 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8, 2405 CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0, 2406 CARD_NVIDIA_GEFORCE_GTX980TI = 0x17c8, 2407 CARD_NVIDIA_GEFORCE_GTX1050 = 0x1c81, 2408 CARD_NVIDIA_GEFORCE_GTX1060 = 0x1c03, 2409 CARD_NVIDIA_GEFORCE_GTX1070 = 0x1b81, 2410 CARD_NVIDIA_GEFORCE_GTX1080 = 0x1b80, 2411 CARD_NVIDIA_GEFORCE_GTX1080TI = 0x1b06, 2412 CARD_NVIDIA_TITANX_PASCAL = 0x1b00, 2413 2414 CARD_VMWARE_SVGA3D = 0x0405, 2415 2416 CARD_INTEL_830M = 0x3577, 2417 CARD_INTEL_855GM = 0x3582, 2418 CARD_INTEL_845G = 0x2562, 2419 CARD_INTEL_865G = 0x2572, 2420 CARD_INTEL_915G = 0x2582, 2421 CARD_INTEL_E7221G = 0x258a, 2422 CARD_INTEL_915GM = 0x2592, 2423 CARD_INTEL_945G = 0x2772, 2424 CARD_INTEL_945GM = 0x27a2, 2425 CARD_INTEL_945GME = 0x27ae, 2426 CARD_INTEL_Q35 = 0x29b2, 2427 CARD_INTEL_G33 = 0x29c2, 2428 CARD_INTEL_Q33 = 0x29d2, 2429 CARD_INTEL_PNVG = 0xa001, 2430 CARD_INTEL_PNVM = 0xa011, 2431 CARD_INTEL_965Q = 0x2992, 2432 CARD_INTEL_965G = 0x2982, 2433 CARD_INTEL_946GZ = 0x2972, 2434 CARD_INTEL_965GM = 0x2a02, 2435 CARD_INTEL_965GME = 0x2a12, 2436 CARD_INTEL_GM45 = 0x2a42, 2437 CARD_INTEL_IGD = 0x2e02, 2438 CARD_INTEL_Q45 = 0x2e12, 2439 CARD_INTEL_G45 = 0x2e22, 2440 CARD_INTEL_G41 = 0x2e32, 2441 CARD_INTEL_B43 = 0x2e92, 2442 CARD_INTEL_ILKD = 0x0042, 2443 CARD_INTEL_ILKM = 0x0046, 2444 CARD_INTEL_SNBD = 0x0122, 2445 CARD_INTEL_SNBM = 0x0126, 2446 CARD_INTEL_SNBS = 0x010a, 2447 CARD_INTEL_IVBD = 0x0162, 2448 CARD_INTEL_IVBM = 0x0166, 2449 CARD_INTEL_IVBS = 0x015a, 2450 CARD_INTEL_HWD = 0x0412, 2451 CARD_INTEL_HWM = 0x0416, 2452 CARD_INTEL_HD5000 = 0x0a26, 2453 CARD_INTEL_I5100_1 = 0x0a22, 2454 CARD_INTEL_I5100_2 = 0x0a2a, 2455 CARD_INTEL_I5100_3 = 0x0a2b, 2456 CARD_INTEL_I5100_4 = 0x0a2e, 2457 CARD_INTEL_IP5200_1 = 0x0d22, 2458 CARD_INTEL_IP5200_2 = 0x0d26, 2459 CARD_INTEL_IP5200_3 = 0x0d2a, 2460 CARD_INTEL_IP5200_4 = 0x0d2b, 2461 CARD_INTEL_IP5200_5 = 0x0d2e, 2462 CARD_INTEL_HD5300 = 0x161e, 2463 CARD_INTEL_HD5500 = 0x1616, 2464 CARD_INTEL_HD5600 = 0x1612, 2465 CARD_INTEL_HD6000 = 0x1626, 2466 CARD_INTEL_I6100 = 0x162b, 2467 CARD_INTEL_IP6200 = 0x1622, 2468 CARD_INTEL_IPP6300 = 0x162a, 2469 CARD_INTEL_HD510_1 = 0x1902, 2470 CARD_INTEL_HD510_2 = 0x1906, 2471 CARD_INTEL_HD510_3 = 0x190b, 2472 CARD_INTEL_HD515 = 0x191e, 2473 CARD_INTEL_HD520_1 = 0x1916, 2474 CARD_INTEL_HD520_2 = 0x1921, 2475 CARD_INTEL_HD530_1 = 0x1912, 2476 CARD_INTEL_HD530_2 = 0x191b, 2477 CARD_INTEL_HDP530 = 0x191d, 2478 CARD_INTEL_I540 = 0x1926, 2479 CARD_INTEL_I550 = 0x1927, 2480 CARD_INTEL_I555 = 0x192b, 2481 CARD_INTEL_IP555 = 0x192d, 2482 CARD_INTEL_IP580_1 = 0x1932, 2483 CARD_INTEL_IP580_2 = 0x193b, 2484 CARD_INTEL_IPP580_1 = 0x193a, 2485 CARD_INTEL_IPP580_2 = 0x193d, 2486 }; 2487 2488 struct wined3d_fbo_ops 2489 { 2490 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer); 2491 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer); 2492 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers); 2493 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers); 2494 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat, 2495 GLsizei width, GLsizei height); 2496 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples, 2497 GLenum internalformat, GLsizei width, GLsizei height); 2498 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params); 2499 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer); 2500 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer); 2501 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers); 2502 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers); 2503 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target); 2504 void (WINE_GLAPI *glFramebufferTexture)(GLenum target, GLenum attachment, 2505 GLuint texture, GLint level); 2506 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment, 2507 GLenum textarget, GLuint texture, GLint level); 2508 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment, 2509 GLenum textarget, GLuint texture, GLint level); 2510 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment, 2511 GLenum textarget, GLuint texture, GLint level, GLint layer); 2512 void (WINE_GLAPI *glFramebufferTextureLayer)(GLenum target, GLenum attachment, 2513 GLuint texture, GLint level, GLint layer); 2514 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment, 2515 GLenum renderbuffertarget, GLuint renderbuffer); 2516 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, 2517 GLenum pname, GLint *params); 2518 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 2519 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); 2520 void (WINE_GLAPI *glGenerateMipmap)(GLenum target); 2521 }; 2522 2523 struct wined3d_gl_limits 2524 { 2525 UINT buffers; 2526 UINT dual_buffers; 2527 UINT lights; 2528 UINT textures; 2529 UINT texture_coords; 2530 unsigned int uniform_blocks[WINED3D_SHADER_TYPE_COUNT]; 2531 unsigned int samplers[WINED3D_SHADER_TYPE_COUNT]; 2532 unsigned int graphics_samplers; 2533 unsigned int combined_samplers; 2534 UINT general_combiners; 2535 UINT user_clip_distances; 2536 UINT texture_size; 2537 UINT texture3d_size; 2538 float pointsize_max; 2539 float pointsize_min; 2540 UINT blends; 2541 UINT anisotropy; 2542 float shininess; 2543 UINT samples; 2544 UINT vertex_attribs; 2545 2546 unsigned int texture_buffer_offset_alignment; 2547 2548 unsigned int framebuffer_width; 2549 unsigned int framebuffer_height; 2550 2551 UINT glsl_varyings; 2552 UINT glsl_vs_float_constants; 2553 UINT glsl_ps_float_constants; 2554 2555 UINT arb_vs_float_constants; 2556 UINT arb_vs_native_constants; 2557 UINT arb_vs_instructions; 2558 UINT arb_vs_temps; 2559 UINT arb_ps_float_constants; 2560 UINT arb_ps_local_constants; 2561 UINT arb_ps_native_constants; 2562 UINT arb_ps_instructions; 2563 UINT arb_ps_temps; 2564 }; 2565 2566 void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits, 2567 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN; 2568 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits, 2569 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN; 2570 2571 struct wined3d_gl_info 2572 { 2573 DWORD selected_gl_version; 2574 DWORD glsl_version; 2575 struct wined3d_gl_limits limits; 2576 DWORD reserved_glsl_constants, reserved_arb_constants; 2577 DWORD quirks; 2578 BOOL supported[WINED3D_GL_EXT_COUNT]; 2579 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1]; 2580 2581 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs); 2582 struct opengl_funcs gl_ops; 2583 struct wined3d_fbo_ops fbo_ops; 2584 2585 struct wined3d_format *formats; 2586 unsigned int format_count; 2587 }; 2588 2589 struct wined3d_driver_info 2590 { 2591 enum wined3d_pci_vendor vendor; 2592 enum wined3d_pci_device device; 2593 const char *name; 2594 const char *description; 2595 UINT64 vram_bytes; 2596 DWORD version_high; 2597 DWORD version_low; 2598 }; 2599 2600 /* The adapter structure */ 2601 struct wined3d_adapter 2602 { 2603 UINT ordinal; 2604 POINT monitor_position; 2605 enum wined3d_format_id screen_format; 2606 2607 struct wined3d_gl_info gl_info; 2608 struct wined3d_d3d_info d3d_info; 2609 struct wined3d_driver_info driver_info; 2610 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */ 2611 unsigned int cfg_count; 2612 struct wined3d_pixel_format *cfgs; 2613 UINT64 vram_bytes; 2614 UINT64 vram_bytes_used; 2615 LUID luid; 2616 2617 const struct wined3d_vertex_pipe_ops *vertex_pipe; 2618 const struct fragment_pipeline *fragment_pipe; 2619 const struct wined3d_shader_backend_ops *shader_backend; 2620 }; 2621 2622 struct wined3d_caps_gl_ctx 2623 { 2624 HDC dc; 2625 HWND wnd; 2626 HGLRC gl_ctx; 2627 HDC restore_dc; 2628 HGLRC restore_gl_ctx; 2629 2630 const struct wined3d_gl_info *gl_info; 2631 GLuint test_vbo; 2632 GLuint test_program_id; 2633 }; 2634 2635 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, 2636 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN; 2637 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN; 2638 2639 BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN; 2640 2641 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN; 2642 2643 enum projection_types 2644 { 2645 proj_none = 0, 2646 proj_count3 = 1, 2647 proj_count4 = 2 2648 }; 2649 2650 enum dst_arg 2651 { 2652 resultreg = 0, 2653 tempreg = 1 2654 }; 2655 2656 /***************************************************************************** 2657 * Fixed function pipeline replacements 2658 */ 2659 #define ARG_UNUSED 0xff 2660 struct texture_stage_op 2661 { 2662 unsigned cop : 8; 2663 unsigned carg1 : 8; 2664 unsigned carg2 : 8; 2665 unsigned carg0 : 8; 2666 2667 unsigned aop : 8; 2668 unsigned aarg1 : 8; 2669 unsigned aarg2 : 8; 2670 unsigned aarg0 : 8; 2671 2672 struct color_fixup_desc color_fixup; 2673 unsigned tex_type : 3; 2674 unsigned dst : 1; 2675 unsigned projected : 2; 2676 unsigned padding : 10; 2677 }; 2678 2679 struct ffp_frag_settings 2680 { 2681 struct texture_stage_op op[MAX_TEXTURES]; 2682 enum wined3d_ffp_ps_fog_mode fog; 2683 unsigned char sRGB_write; 2684 unsigned char emul_clipplanes; 2685 unsigned char texcoords_initialized; 2686 unsigned char color_key_enabled : 1; 2687 unsigned char pointsprite : 1; 2688 unsigned char flatshading : 1; 2689 unsigned char alpha_test_func : 3; 2690 unsigned char padding : 2; 2691 }; 2692 2693 struct ffp_frag_desc 2694 { 2695 struct wine_rb_entry entry; 2696 struct ffp_frag_settings settings; 2697 }; 2698 2699 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN; 2700 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN; 2701 2702 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN; 2703 2704 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 2705 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state, 2706 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN; 2707 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders, 2708 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN; 2709 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN; 2710 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN; 2711 2712 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN; 2713 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN; 2714 2715 enum wined3d_ffp_vs_fog_mode 2716 { 2717 WINED3D_FFP_VS_FOG_OFF = 0, 2718 WINED3D_FFP_VS_FOG_FOGCOORD = 1, 2719 WINED3D_FFP_VS_FOG_DEPTH = 2, 2720 WINED3D_FFP_VS_FOG_RANGE = 3, 2721 }; 2722 2723 #define WINED3D_FFP_TCI_SHIFT 16 2724 #define WINED3D_FFP_TCI_MASK 0xffu 2725 2726 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx)) 2727 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u 2728 2729 struct wined3d_ffp_vs_settings 2730 { 2731 DWORD point_light_count : 4; 2732 DWORD spot_light_count : 4; 2733 DWORD directional_light_count : 4; 2734 DWORD parallel_point_light_count : 4; 2735 DWORD diffuse_source : 2; 2736 DWORD emissive_source : 2; 2737 DWORD ambient_source : 2; 2738 DWORD specular_source : 2; 2739 DWORD transformed : 1; 2740 DWORD vertexblends : 2; 2741 DWORD clipping : 1; 2742 DWORD normal : 1; 2743 DWORD normalize : 1; 2744 DWORD lighting : 1; 2745 DWORD localviewer : 1; 2746 2747 DWORD point_size : 1; 2748 DWORD per_vertex_point_size : 1; 2749 DWORD fog_mode : 2; 2750 DWORD texcoords : 8; /* MAX_TEXTURES */ 2751 DWORD ortho_fog : 1; 2752 DWORD flatshading : 1; 2753 DWORD swizzle_map : 16; /* MAX_ATTRIBS, 16 */ 2754 DWORD vb_indices : 1; 2755 DWORD sw_blending : 1; 2756 2757 DWORD texgen[MAX_TEXTURES]; 2758 }; 2759 2760 struct wined3d_ffp_vs_desc 2761 { 2762 struct wine_rb_entry entry; 2763 struct wined3d_ffp_vs_settings settings; 2764 }; 2765 2766 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context, 2767 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN; 2768 2769 struct wined3d 2770 { 2771 LONG ref; 2772 DWORD flags; 2773 UINT adapter_count; 2774 struct wined3d_adapter adapters[1]; 2775 }; 2776 2777 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN; 2778 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN; 2779 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN; 2780 2781 struct wined3d_blend_state 2782 { 2783 LONG refcount; 2784 struct wined3d_blend_state_desc desc; 2785 2786 void *parent; 2787 const struct wined3d_parent_ops *parent_ops; 2788 2789 struct wined3d_device *device; 2790 }; 2791 2792 struct wined3d_rasterizer_state 2793 { 2794 LONG refcount; 2795 struct wined3d_rasterizer_state_desc desc; 2796 2797 void *parent; 2798 const struct wined3d_parent_ops *parent_ops; 2799 2800 struct wined3d_device *device; 2801 }; 2802 2803 struct wined3d_stream_output 2804 { 2805 struct wined3d_buffer *buffer; 2806 UINT offset; 2807 }; 2808 2809 struct wined3d_stream_state 2810 { 2811 struct wined3d_buffer *buffer; 2812 UINT offset; 2813 UINT stride; 2814 UINT frequency; 2815 UINT flags; 2816 }; 2817 2818 #define WINED3D_STATE_NO_REF 0x00000001 2819 #define WINED3D_STATE_INIT_DEFAULT 0x00000002 2820 2821 struct wined3d_state 2822 { 2823 DWORD flags; 2824 const struct wined3d_fb_state *fb; 2825 2826 struct wined3d_vertex_declaration *vertex_declaration; 2827 struct wined3d_stream_output stream_output[WINED3D_MAX_STREAM_OUTPUT_BUFFERS]; 2828 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */]; 2829 struct wined3d_buffer *index_buffer; 2830 enum wined3d_format_id index_format; 2831 unsigned int index_offset; 2832 int base_vertex_index; 2833 int load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */ 2834 GLenum gl_primitive_type; 2835 GLint gl_patch_vertices; 2836 struct wined3d_query *predicate; 2837 BOOL predicate_value; 2838 2839 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT]; 2840 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS]; 2841 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS]; 2842 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS]; 2843 struct wined3d_unordered_access_view *unordered_access_view[WINED3D_PIPELINE_COUNT][MAX_UNORDERED_ACCESS_VIEWS]; 2844 2845 BOOL vs_consts_b[WINED3D_MAX_CONSTS_B]; 2846 struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I]; 2847 struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F]; 2848 2849 BOOL ps_consts_b[WINED3D_MAX_CONSTS_B]; 2850 struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I]; 2851 struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F]; 2852 2853 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS]; 2854 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; 2855 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1]; 2856 2857 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1]; 2858 struct wined3d_vec4 clip_planes[MAX_CLIP_DISTANCES]; 2859 struct wined3d_material material; 2860 struct wined3d_viewport viewport; 2861 RECT scissor_rect; 2862 2863 /* Light hashmap. Collisions are handled using linked lists. */ 2864 #define LIGHTMAP_SIZE 43 2865 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) 2866 struct list light_map[LIGHTMAP_SIZE]; 2867 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; 2868 2869 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1]; 2870 struct wined3d_blend_state *blend_state; 2871 struct wined3d_rasterizer_state *rasterizer_state; 2872 }; 2873 2874 static inline BOOL wined3d_dualblend_enabled(const struct wined3d_state *state, const struct wined3d_gl_info *gl_info) 2875 { 2876 if (!state->fb->render_targets[0]) return FALSE; 2877 if (!state->render_states[WINED3D_RS_ALPHABLENDENABLE]) return FALSE; 2878 if (!gl_info->supported[ARB_BLEND_FUNC_EXTENDED]) return FALSE; 2879 2880 #define IS_DUAL_SOURCE_BLEND(x) ((x) >= WINED3D_BLEND_SRC1COLOR && (x) <= WINED3D_BLEND_INVSRC1ALPHA) 2881 if (IS_DUAL_SOURCE_BLEND(state->render_states[WINED3D_RS_SRCBLEND])) return TRUE; 2882 if (IS_DUAL_SOURCE_BLEND(state->render_states[WINED3D_RS_DESTBLEND])) return TRUE; 2883 if (IS_DUAL_SOURCE_BLEND(state->render_states[WINED3D_RS_SRCBLENDALPHA])) return TRUE; 2884 if (IS_DUAL_SOURCE_BLEND(state->render_states[WINED3D_RS_DESTBLENDALPHA])) return TRUE; 2885 #undef IS_DUAL_SOURCE_BLEND 2886 2887 return FALSE; 2888 } 2889 2890 struct wined3d_dummy_textures 2891 { 2892 GLuint tex_2d; 2893 GLuint tex_1d; 2894 GLuint tex_rect; 2895 GLuint tex_3d; 2896 GLuint tex_cube; 2897 GLuint tex_cube_array; 2898 GLuint tex_2d_array; 2899 GLuint tex_1d_array; 2900 GLuint tex_buffer; 2901 GLuint tex_2d_ms; 2902 GLuint tex_2d_ms_array; 2903 }; 2904 2905 #if defined(STAGING_CSMT) 2906 struct wined3d_gl_bo 2907 { 2908 GLuint name; 2909 GLenum usage; 2910 GLenum type_hint; 2911 UINT size; 2912 }; 2913 2914 #endif /* STAGING_CSMT */ 2915 #define WINED3D_UNMAPPED_STAGE ~0u 2916 2917 /* Multithreaded flag. Removed from the public header to signal that 2918 * wined3d_device_create() ignores it. */ 2919 #define WINED3DCREATE_MULTITHREADED 0x00000004 2920 2921 struct wined3d_device 2922 { 2923 LONG ref; 2924 2925 /* WineD3D Information */ 2926 struct wined3d_device_parent *device_parent; 2927 struct wined3d *wined3d; 2928 struct wined3d_adapter *adapter; 2929 2930 /* Window styles to restore when switching fullscreen mode */ 2931 LONG style; 2932 LONG exStyle; 2933 2934 const struct wined3d_shader_backend_ops *shader_backend; 2935 void *shader_priv; 2936 void *fragment_priv; 2937 void *vertex_priv; 2938 struct StateEntry StateTable[STATE_HIGHEST + 1]; 2939 /* Array of functions for states which are handled by more than one pipeline part */ 2940 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1]; 2941 struct wined3d_blitter *blitter; 2942 2943 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */ 2944 BYTE bCursorVisible : 1; 2945 BYTE d3d_initialized : 1; 2946 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */ 2947 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */ 2948 BYTE filter_messages : 1; 2949 BYTE padding : 2; 2950 2951 unsigned char surface_alignment; /* Line Alignment of surfaces */ 2952 2953 WORD padding2 : 16; 2954 2955 struct wined3d_state state; 2956 struct wined3d_state *update_state; 2957 struct wined3d_stateblock *recording; 2958 2959 /* Internal use fields */ 2960 struct wined3d_device_creation_parameters create_parms; 2961 HWND focus_window; 2962 2963 struct wined3d_rendertarget_view *back_buffer_view; 2964 struct wined3d_swapchain **swapchains; 2965 UINT swapchain_count; 2966 2967 struct list resources; /* a linked list to track resources created by the device */ 2968 struct list shaders; /* a linked list to track shaders (pixel and vertex) */ 2969 struct wine_rb_tree samplers; 2970 2971 /* Render Target Support */ 2972 struct wined3d_fb_state fb; 2973 struct wined3d_rendertarget_view *auto_depth_stencil_view; 2974 2975 /* Cursor management */ 2976 UINT xHotSpot; 2977 UINT yHotSpot; 2978 UINT xScreenSpace; 2979 UINT yScreenSpace; 2980 UINT cursorWidth, cursorHeight; 2981 struct wined3d_texture *cursor_texture; 2982 HCURSOR hardwareCursor; 2983 2984 /* The Wine logo texture */ 2985 struct wined3d_texture *logo_texture; 2986 2987 /* Textures for when no other textures are mapped */ 2988 struct wined3d_dummy_textures dummy_textures; 2989 2990 /* Default sampler used to emulate the direct resource access without using wined3d_sampler */ 2991 struct wined3d_sampler *default_sampler; 2992 struct wined3d_sampler *null_sampler; 2993 2994 /* Command stream */ 2995 struct wined3d_cs *cs; 2996 2997 /* Context management */ 2998 struct wined3d_context **contexts; 2999 UINT context_count; 3000 }; 3001 3002 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb, 3003 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, 3004 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN; 3005 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN; 3006 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN; 3007 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d, 3008 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags, 3009 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN; 3010 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode, 3011 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN; 3012 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3013 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3014 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN; 3015 #if defined(STAGING_CSMT) 3016 struct wined3d_gl_bo *wined3d_device_get_bo(struct wined3d_device *device, UINT size, GLenum gl_usage, 3017 GLenum type_hint, struct wined3d_context *context) DECLSPEC_HIDDEN; 3018 void wined3d_device_release_bo(struct wined3d_device *device, struct wined3d_gl_bo *bo, 3019 const struct wined3d_context *context) DECLSPEC_HIDDEN; 3020 #endif /* STAGING_CSMT */ 3021 3022 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state) 3023 { 3024 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT); 3025 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); 3026 return context->isStateDirty[idx] & (1u << shift); 3027 } 3028 3029 const char *wined3d_debug_resource_access(DWORD access) DECLSPEC_HIDDEN; 3030 3031 static inline BOOL wined3d_resource_access_is_managed(unsigned int access) 3032 { 3033 return !(~access & (WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU)); 3034 } 3035 3036 struct wined3d_resource_ops 3037 { 3038 ULONG (*resource_incref)(struct wined3d_resource *resource); 3039 ULONG (*resource_decref)(struct wined3d_resource *resource); 3040 void (*resource_preload)(struct wined3d_resource *resource); 3041 void (*resource_unload)(struct wined3d_resource *resource); 3042 HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx, 3043 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags); 3044 HRESULT (*resource_map_info)(struct wined3d_resource *resource, unsigned int sub_resource_idx, 3045 struct wined3d_map_info *info, DWORD flags); 3046 HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx); 3047 }; 3048 3049 struct wined3d_resource 3050 { 3051 LONG ref; 3052 LONG bind_count; 3053 LONG map_count; 3054 LONG access_count; 3055 struct wined3d_device *device; 3056 enum wined3d_resource_type type; 3057 enum wined3d_gl_resource_type gl_type; 3058 const struct wined3d_format *format; 3059 unsigned int format_flags; 3060 enum wined3d_multisample_type multisample_type; 3061 UINT multisample_quality; 3062 DWORD usage; 3063 unsigned int access; 3064 WORD draw_binding; 3065 WORD map_binding; 3066 UINT width; 3067 UINT height; 3068 UINT depth; 3069 UINT size; 3070 DWORD priority; 3071 void *heap_memory; 3072 3073 void *parent; 3074 const struct wined3d_parent_ops *parent_ops; 3075 const struct wined3d_resource_ops *resource_ops; 3076 3077 struct list resource_list_entry; 3078 }; 3079 3080 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource) 3081 { 3082 return resource->resource_ops->resource_incref(resource); 3083 } 3084 3085 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource) 3086 { 3087 return resource->resource_ops->resource_decref(resource); 3088 } 3089 3090 static inline void wined3d_resource_acquire(struct wined3d_resource *resource) 3091 { 3092 InterlockedIncrement(&resource->access_count); 3093 } 3094 3095 static inline void wined3d_resource_release(struct wined3d_resource *resource) 3096 { 3097 InterlockedDecrement(&resource->access_count); 3098 } 3099 3100 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3101 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device, 3102 enum wined3d_resource_type type, const struct wined3d_format *format, 3103 enum wined3d_multisample_type multisample_type, unsigned int multisample_quality, 3104 unsigned int usage, unsigned int access, unsigned int width, unsigned int height, unsigned int depth, 3105 unsigned int size, void *parent, const struct wined3d_parent_ops *parent_ops, 3106 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN; 3107 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3108 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3109 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3110 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN; 3111 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN; 3112 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3113 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3114 3115 /* Tests show that the start address of resources is 32 byte aligned */ 3116 #define RESOURCE_ALIGNMENT 16 3117 #define WINED3D_CONSTANT_BUFFER_ALIGNMENT 16 3118 3119 struct gl_texture 3120 { 3121 struct wined3d_sampler_desc sampler_desc; 3122 unsigned int base_level; 3123 GLuint name; 3124 }; 3125 3126 struct wined3d_texture_ops 3127 { 3128 void (*texture_upload_data)(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3129 const struct wined3d_context *context, const struct wined3d_box *box, 3130 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch); 3131 BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3132 struct wined3d_context *context, DWORD location); 3133 void (*texture_prepare_texture)(struct wined3d_texture *texture, 3134 struct wined3d_context *context, BOOL srgb); 3135 void (*texture_cleanup_sub_resources)(struct wined3d_texture *texture); 3136 }; 3137 3138 #define WINED3D_TEXTURE_COND_NP2 0x00000001 3139 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002 3140 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004 3141 #define WINED3D_TEXTURE_IS_SRGB 0x00000008 3142 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010 3143 #define WINED3D_TEXTURE_RGB_VALID 0x00000020 3144 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040 3145 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080 3146 #define WINED3D_TEXTURE_CONVERTED 0x00000100 3147 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200 3148 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400 3149 #define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800 3150 #define WINED3D_TEXTURE_DC_IN_USE 0x00001000 3151 #define WINED3D_TEXTURE_DISCARD 0x00002000 3152 #define WINED3D_TEXTURE_GET_DC 0x00004000 3153 #define WINED3D_TEXTURE_GENERATE_MIPMAPS 0x00008000 3154 3155 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001 3156 3157 struct wined3d_texture 3158 { 3159 struct wined3d_resource resource; 3160 const struct wined3d_texture_ops *texture_ops; 3161 struct gl_texture texture_rgb, texture_srgb; 3162 struct wined3d_swapchain *swapchain; 3163 unsigned int pow2_width; 3164 unsigned int pow2_height; 3165 UINT layer_count; 3166 UINT level_count; 3167 unsigned int download_count; 3168 unsigned int sysmem_count; 3169 float pow2_matrix[16]; 3170 UINT lod; 3171 DWORD sampler; 3172 DWORD flags; 3173 GLenum target; 3174 DWORD update_map_binding; 3175 3176 GLuint rb_multisample; 3177 GLuint rb_resolved; 3178 3179 void *user_memory; 3180 unsigned int row_pitch; 3181 unsigned int slice_pitch; 3182 3183 /* May only be accessed from the command stream worker thread. */ 3184 struct wined3d_texture_async 3185 { 3186 DWORD flags; 3187 3188 /* Color keys for DDraw */ 3189 struct wined3d_color_key dst_blt_color_key; 3190 struct wined3d_color_key src_blt_color_key; 3191 struct wined3d_color_key dst_overlay_color_key; 3192 struct wined3d_color_key src_overlay_color_key; 3193 struct wined3d_color_key gl_color_key; 3194 DWORD color_key_flags; 3195 } async; 3196 3197 struct wined3d_overlay_info 3198 { 3199 struct list entry; 3200 struct list overlays; 3201 struct wined3d_surface *dst; 3202 RECT src_rect; 3203 RECT dst_rect; 3204 } *overlay_info; 3205 3206 struct wined3d_texture_sub_resource 3207 { 3208 void *parent; 3209 const struct wined3d_parent_ops *parent_ops; 3210 3211 union 3212 { 3213 struct wined3d_surface *surface; 3214 } u; 3215 unsigned int offset; 3216 unsigned int size; 3217 3218 unsigned int map_count; 3219 DWORD locations; 3220 #if !defined(STAGING_CSMT) 3221 GLuint buffer_object; 3222 #else /* STAGING_CSMT */ 3223 struct wined3d_gl_bo *buffer; 3224 #endif /* STAGING_CSMT */ 3225 } sub_resources[1]; 3226 }; 3227 3228 static inline struct wined3d_texture *texture_from_resource(struct wined3d_resource *resource) 3229 { 3230 return CONTAINING_RECORD(resource, struct wined3d_texture, resource); 3231 } 3232 3233 static inline GLenum wined3d_texture_get_sub_resource_target(const struct wined3d_texture *texture, 3234 unsigned int sub_resource_idx) 3235 { 3236 static const GLenum cube_targets[] = 3237 { 3238 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 3239 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 3240 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 3241 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 3242 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 3243 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 3244 }; 3245 3246 return texture->resource.usage & WINED3DUSAGE_LEGACY_CUBEMAP 3247 ? cube_targets[sub_resource_idx / texture->level_count] : texture->target; 3248 } 3249 3250 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture, 3251 BOOL srgb) 3252 { 3253 return srgb ? &texture->texture_srgb : &texture->texture_rgb; 3254 } 3255 3256 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture, 3257 unsigned int level) 3258 { 3259 return max(1, texture->resource.width >> level); 3260 } 3261 3262 static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture, 3263 unsigned int level) 3264 { 3265 return max(1, texture->resource.height >> level); 3266 } 3267 3268 static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture, 3269 unsigned int level) 3270 { 3271 return max(1, texture->resource.depth >> level); 3272 } 3273 3274 static inline unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture, 3275 unsigned int level) 3276 { 3277 return max(1, texture->pow2_width >> level); 3278 } 3279 3280 static inline unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture, 3281 unsigned int level) 3282 { 3283 return max(1, texture->pow2_height >> level); 3284 } 3285 3286 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture, 3287 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN; 3288 void wined3d_texture_bind(struct wined3d_texture *texture, 3289 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; 3290 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture, 3291 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; 3292 HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture, 3293 unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN; 3294 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN; 3295 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3296 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN; 3297 void wined3d_texture_invalidate_location(struct wined3d_texture *texture, 3298 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN; 3299 void wined3d_texture_load(struct wined3d_texture *texture, 3300 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; 3301 BOOL wined3d_texture_load_location(struct wined3d_texture *texture, 3302 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 3303 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3304 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 3305 void wined3d_texture_prepare_texture(struct wined3d_texture *texture, 3306 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; 3307 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) DECLSPEC_HIDDEN; 3308 void wined3d_texture_set_swapchain(struct wined3d_texture *texture, 3309 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 3310 void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3311 const struct wined3d_context *context, const struct wined3d_box *box, 3312 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch) DECLSPEC_HIDDEN; 3313 void wined3d_texture_validate_location(struct wined3d_texture *texture, 3314 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN; 3315 3316 #define WINED3D_LOCATION_DISCARDED 0x00000001 3317 #define WINED3D_LOCATION_SYSMEM 0x00000002 3318 #define WINED3D_LOCATION_USER_MEMORY 0x00000004 3319 #define WINED3D_LOCATION_BUFFER 0x00000008 3320 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000010 3321 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020 3322 #define WINED3D_LOCATION_DRAWABLE 0x00000040 3323 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080 3324 #define WINED3D_LOCATION_RB_RESOLVED 0x00000100 3325 3326 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN; 3327 3328 struct wined3d_renderbuffer_entry 3329 { 3330 struct list entry; 3331 GLuint id; 3332 UINT width; 3333 UINT height; 3334 }; 3335 3336 struct wined3d_fbo_resource 3337 { 3338 GLuint object; 3339 GLenum target; 3340 GLuint level, layer; 3341 }; 3342 3343 #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1 3344 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2 3345 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4 3346 3347 struct fbo_entry 3348 { 3349 struct list entry; 3350 DWORD flags; 3351 DWORD rt_mask; 3352 GLuint id; 3353 struct wined3d_fbo_entry_key 3354 { 3355 DWORD rb_namespace; 3356 struct wined3d_fbo_resource objects[MAX_RENDER_TARGET_VIEWS + 1]; 3357 } key; 3358 }; 3359 3360 struct wined3d_surface 3361 { 3362 struct wined3d_texture *container; 3363 3364 unsigned int texture_level; 3365 unsigned int texture_layer; 3366 3367 /* For GetDC */ 3368 HBITMAP bitmap; 3369 HDC dc; 3370 3371 struct list renderbuffers; 3372 const struct wined3d_renderbuffer_entry *current_renderbuffer; 3373 }; 3374 3375 static inline unsigned int surface_get_sub_resource_idx(const struct wined3d_surface *surface) 3376 { 3377 return surface->texture_layer * surface->container->level_count + surface->texture_level; 3378 } 3379 3380 static inline struct wined3d_texture_sub_resource *surface_get_sub_resource(struct wined3d_surface *surface) 3381 { 3382 return &surface->container->sub_resources[surface_get_sub_resource_idx(surface)]; 3383 } 3384 3385 HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect, 3386 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, 3387 const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN; 3388 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb, 3389 struct wined3d_context *context) DECLSPEC_HIDDEN; 3390 BOOL surface_load_location(struct wined3d_surface *surface, 3391 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 3392 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface, 3393 const struct wined3d_rendertarget_info *rt) DECLSPEC_HIDDEN; 3394 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN; 3395 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, 3396 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point, 3397 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN; 3398 3399 void draw_textured_quad(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3400 struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect, 3401 enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN; 3402 3403 struct wined3d_sampler 3404 { 3405 struct wine_rb_entry entry; 3406 LONG refcount; 3407 GLuint name; 3408 struct wined3d_device *device; 3409 void *parent; 3410 const struct wined3d_parent_ops *parent_ops; 3411 struct wined3d_sampler_desc desc; 3412 }; 3413 3414 void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit, 3415 struct wined3d_texture *texture, const struct wined3d_context *context) DECLSPEC_HIDDEN; 3416 3417 struct wined3d_vertex_declaration_element 3418 { 3419 const struct wined3d_format *format; 3420 BOOL ffp_valid; 3421 unsigned int input_slot; 3422 unsigned int offset; 3423 unsigned int output_slot; 3424 enum wined3d_input_classification input_slot_class; 3425 unsigned int instance_data_step_rate; 3426 BYTE method; 3427 BYTE usage; 3428 BYTE usage_idx; 3429 }; 3430 3431 struct wined3d_vertex_declaration 3432 { 3433 LONG ref; 3434 void *parent; 3435 const struct wined3d_parent_ops *parent_ops; 3436 struct wined3d_device *device; 3437 3438 struct wined3d_vertex_declaration_element *elements; 3439 UINT element_count; 3440 3441 BOOL position_transformed; 3442 BOOL half_float_conv_needed; 3443 }; 3444 3445 struct wined3d_saved_states 3446 { 3447 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1]; 3448 WORD streamSource; /* MAX_STREAMS, 16 */ 3449 WORD streamFreq; /* MAX_STREAMS, 16 */ 3450 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1]; 3451 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */ 3452 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */ 3453 DWORD clipplane; /* WINED3D_MAX_USER_CLIP_PLANES, 32 */ 3454 WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */ 3455 WORD pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */ 3456 BOOL ps_consts_f[WINED3D_MAX_PS_CONSTS_F]; 3457 WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */ 3458 WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */ 3459 BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F]; 3460 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */ 3461 DWORD indices : 1; 3462 DWORD material : 1; 3463 DWORD viewport : 1; 3464 DWORD vertexDecl : 1; 3465 DWORD pixelShader : 1; 3466 DWORD vertexShader : 1; 3467 DWORD scissorRect : 1; 3468 DWORD padding : 5; 3469 }; 3470 3471 struct StageState { 3472 DWORD stage; 3473 DWORD state; 3474 }; 3475 3476 struct wined3d_stateblock 3477 { 3478 LONG ref; /* Note: Ref counting not required */ 3479 struct wined3d_device *device; 3480 3481 /* Array indicating whether things have been set or changed */ 3482 struct wined3d_saved_states changed; 3483 struct wined3d_state state; 3484 3485 /* Contained state management */ 3486 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1]; 3487 unsigned int num_contained_render_states; 3488 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1]; 3489 unsigned int num_contained_transform_states; 3490 DWORD contained_vs_consts_i[WINED3D_MAX_CONSTS_I]; 3491 unsigned int num_contained_vs_consts_i; 3492 DWORD contained_vs_consts_b[WINED3D_MAX_CONSTS_B]; 3493 unsigned int num_contained_vs_consts_b; 3494 DWORD contained_vs_consts_f[WINED3D_MAX_VS_CONSTS_F]; 3495 unsigned int num_contained_vs_consts_f; 3496 DWORD contained_ps_consts_i[WINED3D_MAX_CONSTS_I]; 3497 unsigned int num_contained_ps_consts_i; 3498 DWORD contained_ps_consts_b[WINED3D_MAX_CONSTS_B]; 3499 unsigned int num_contained_ps_consts_b; 3500 DWORD contained_ps_consts_f[WINED3D_MAX_PS_CONSTS_F]; 3501 unsigned int num_contained_ps_consts_f; 3502 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)]; 3503 unsigned int num_contained_tss_states; 3504 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE]; 3505 unsigned int num_contained_sampler_states; 3506 }; 3507 3508 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN; 3509 3510 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN; 3511 void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info, 3512 struct wined3d_light_info *light_info, BOOL enable) DECLSPEC_HIDDEN; 3513 struct wined3d_light_info *wined3d_state_get_light(const struct wined3d_state *state, 3514 unsigned int idx) DECLSPEC_HIDDEN; 3515 void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb, 3516 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info, 3517 DWORD flags) DECLSPEC_HIDDEN; 3518 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN; 3519 3520 enum wined3d_cs_queue_id 3521 { 3522 WINED3D_CS_QUEUE_DEFAULT = 0, 3523 WINED3D_CS_QUEUE_MAP, 3524 WINED3D_CS_QUEUE_COUNT, 3525 }; 3526 3527 enum wined3d_push_constants 3528 { 3529 WINED3D_PUSH_CONSTANTS_VS_F, 3530 WINED3D_PUSH_CONSTANTS_PS_F, 3531 WINED3D_PUSH_CONSTANTS_VS_I, 3532 WINED3D_PUSH_CONSTANTS_PS_I, 3533 WINED3D_PUSH_CONSTANTS_VS_B, 3534 WINED3D_PUSH_CONSTANTS_PS_B, 3535 }; 3536 3537 #define WINED3D_CS_QUERY_POLL_INTERVAL 10u 3538 #define WINED3D_CS_QUEUE_SIZE 0x100000u 3539 #ifdef __REACTOS__ 3540 #define WINED3D_CS_SPIN_COUNT 1u 3541 #else 3542 #define WINED3D_CS_SPIN_COUNT 10000000u 3543 #endif 3544 3545 struct wined3d_cs_queue 3546 { 3547 LONG head, tail; 3548 BYTE data[WINED3D_CS_QUEUE_SIZE]; 3549 }; 3550 3551 struct wined3d_cs_ops 3552 { 3553 #if defined(STAGING_CSMT) 3554 BOOL (*check_space)(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id); 3555 #endif /* STAGING_CSMT */ 3556 void *(*require_space)(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id); 3557 void (*submit)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id); 3558 void (*finish)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id); 3559 void (*push_constants)(struct wined3d_cs *cs, enum wined3d_push_constants p, 3560 unsigned int start_idx, unsigned int count, const void *constants); 3561 }; 3562 3563 struct wined3d_cs 3564 { 3565 const struct wined3d_cs_ops *ops; 3566 struct wined3d_device *device; 3567 struct wined3d_fb_state fb; 3568 struct wined3d_state state; 3569 HMODULE wined3d_module; 3570 HANDLE thread; 3571 DWORD thread_id; 3572 3573 struct wined3d_cs_queue queue[WINED3D_CS_QUEUE_COUNT]; 3574 size_t data_size, start, end; 3575 void *data; 3576 struct list query_poll_list; 3577 BOOL queries_flushed; 3578 3579 HANDLE event; 3580 BOOL waiting_for_event; 3581 LONG pending_presents; 3582 }; 3583 3584 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN; 3585 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN; 3586 void wined3d_cs_destroy_object(struct wined3d_cs *cs, 3587 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN; 3588 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs, 3589 struct wined3d_texture *texture, unsigned int layer) DECLSPEC_HIDDEN; 3590 void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *dst_resource, 3591 unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box, struct wined3d_resource *src_resource, 3592 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags, 3593 const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN; 3594 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects, 3595 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN; 3596 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view, 3597 const RECT *rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN; 3598 void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs, 3599 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value) DECLSPEC_HIDDEN; 3600 void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs *cs, struct wined3d_buffer *dst_buffer, 3601 unsigned int offset, struct wined3d_unordered_access_view *uav) DECLSPEC_HIDDEN; 3602 void wined3d_cs_emit_dispatch(struct wined3d_cs *cs, 3603 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z) DECLSPEC_HIDDEN; 3604 void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs, 3605 struct wined3d_buffer *buffer, unsigned int offset) DECLSPEC_HIDDEN; 3606 void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count, 3607 int base_vertex_idx, unsigned int start_idx, unsigned int index_count, 3608 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN; 3609 void wined3d_cs_emit_draw_indirect(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count, 3610 struct wined3d_buffer *buffer, unsigned int offset, BOOL indexed) DECLSPEC_HIDDEN; 3611 void wined3d_cs_emit_flush(struct wined3d_cs *cs) DECLSPEC_HIDDEN; 3612 void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs *cs, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN; 3613 void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3614 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain, const RECT *src_rect, 3615 const RECT *dst_rect, HWND dst_window_override, DWORD swap_interval, DWORD flags) DECLSPEC_HIDDEN; 3616 void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags) DECLSPEC_HIDDEN; 3617 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN; 3618 void wined3d_cs_emit_set_blend_state(struct wined3d_cs *cs, struct wined3d_blend_state *state) DECLSPEC_HIDDEN; 3619 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx, 3620 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN; 3621 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture, 3622 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN; 3623 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type, 3624 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN; 3625 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs, 3626 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN; 3627 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer, 3628 enum wined3d_format_id format_id, unsigned int offset) DECLSPEC_HIDDEN; 3629 void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light_info *light) DECLSPEC_HIDDEN; 3630 void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, BOOL enable) DECLSPEC_HIDDEN; 3631 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN; 3632 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs, 3633 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN; 3634 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs, 3635 struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN; 3636 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, 3637 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN; 3638 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx, 3639 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN; 3640 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type, 3641 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN; 3642 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type, 3643 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN; 3644 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx, 3645 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN; 3646 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN; 3647 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type, 3648 struct wined3d_shader *shader) DECLSPEC_HIDDEN; 3649 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx, 3650 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN; 3651 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx, 3652 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN; 3653 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx, 3654 UINT frequency, UINT flags) DECLSPEC_HIDDEN; 3655 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN; 3656 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage, 3657 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN; 3658 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state, 3659 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN; 3660 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined3d_pipeline pipeline, 3661 unsigned int view_idx, struct wined3d_unordered_access_view *view, 3662 unsigned int initial_count) DECLSPEC_HIDDEN; 3663 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs, 3664 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN; 3665 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN; 3666 void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3667 void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource, 3668 unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch, 3669 unsigned int slice_pitch) DECLSPEC_HIDDEN; 3670 void wined3d_cs_init_object(struct wined3d_cs *cs, 3671 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN; 3672 HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx, 3673 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags) DECLSPEC_HIDDEN; 3674 HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource, 3675 unsigned int sub_resource_idx) DECLSPEC_HIDDEN; 3676 3677 static inline void wined3d_cs_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p, 3678 unsigned int start_idx, unsigned int count, const void *constants) 3679 { 3680 cs->ops->push_constants(cs, p, start_idx, count, constants); 3681 } 3682 3683 static inline void wined3d_resource_wait_idle(struct wined3d_resource *resource) 3684 { 3685 const struct wined3d_cs *cs = resource->device->cs; 3686 3687 if (!cs->thread || cs->thread_id == GetCurrentThreadId()) 3688 return; 3689 3690 while (InterlockedCompareExchange(&resource->access_count, 0, 0)) 3691 wined3d_pause(); 3692 } 3693 3694 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other 3695 * fixed function semantics as D3DCOLOR or FLOAT16 */ 3696 enum wined3d_buffer_conversion_type 3697 { 3698 CONV_NONE, 3699 CONV_D3DCOLOR, 3700 CONV_POSITIONT, 3701 }; 3702 3703 struct wined3d_map_range 3704 { 3705 UINT offset; 3706 UINT size; 3707 }; 3708 3709 struct wined3d_buffer 3710 { 3711 struct wined3d_resource resource; 3712 3713 struct wined3d_buffer_desc desc; 3714 3715 GLuint buffer_object; 3716 GLenum buffer_object_usage; 3717 GLenum buffer_type_hint; 3718 unsigned int bind_flags; 3719 DWORD flags; 3720 DWORD locations; 3721 void *map_ptr; 3722 3723 struct wined3d_map_range *maps; 3724 SIZE_T maps_size, modified_areas; 3725 struct wined3d_fence *fence; 3726 3727 /* conversion stuff */ 3728 UINT decl_change_count, full_conversion_count; 3729 UINT draw_count; 3730 UINT stride; /* 0 if no conversion */ 3731 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */ 3732 UINT conversion_stride; /* 0 if no shifted conversion */ 3733 }; 3734 3735 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource) 3736 { 3737 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource); 3738 } 3739 3740 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer, 3741 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN; 3742 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location) DECLSPEC_HIDDEN; 3743 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context, 3744 const struct wined3d_state *state) DECLSPEC_HIDDEN; 3745 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer, 3746 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 3747 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN; 3748 void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset, 3749 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN; 3750 void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context, 3751 const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN; 3752 3753 struct wined3d_rendertarget_view 3754 { 3755 LONG refcount; 3756 3757 struct wined3d_resource *resource; 3758 void *parent; 3759 const struct wined3d_parent_ops *parent_ops; 3760 3761 struct wined3d_gl_view gl_view; 3762 const struct wined3d_format *format; 3763 unsigned int format_flags; 3764 unsigned int sub_resource_idx; 3765 unsigned int layer_count; 3766 3767 unsigned int width; 3768 unsigned int height; 3769 3770 struct wined3d_view_desc desc; 3771 }; 3772 3773 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface( 3774 const struct wined3d_rendertarget_view *view) 3775 { 3776 struct wined3d_texture *texture; 3777 3778 if (!view || view->resource->type != WINED3D_RTYPE_TEXTURE_2D) 3779 return NULL; 3780 3781 texture = texture_from_resource(view->resource); 3782 3783 return texture->sub_resources[view->sub_resource_idx].u.surface; 3784 } 3785 3786 void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view, 3787 const struct wined3d_context *context, unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN; 3788 void wined3d_rendertarget_view_invalidate_location(struct wined3d_rendertarget_view *view, 3789 DWORD location) DECLSPEC_HIDDEN; 3790 void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view, 3791 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 3792 void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view *view, 3793 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 3794 void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_view *view, 3795 DWORD location) DECLSPEC_HIDDEN; 3796 3797 struct wined3d_shader_resource_view 3798 { 3799 LONG refcount; 3800 3801 struct wined3d_resource *resource; 3802 void *parent; 3803 const struct wined3d_parent_ops *parent_ops; 3804 3805 struct wined3d_gl_view gl_view; 3806 const struct wined3d_format *format; 3807 3808 struct wined3d_view_desc desc; 3809 }; 3810 3811 void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN; 3812 void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view, unsigned int unit, 3813 struct wined3d_sampler *sampler, struct wined3d_context *context) DECLSPEC_HIDDEN; 3814 3815 struct wined3d_unordered_access_view 3816 { 3817 LONG refcount; 3818 3819 struct wined3d_resource *resource; 3820 void *parent; 3821 const struct wined3d_parent_ops *parent_ops; 3822 3823 struct wined3d_gl_view gl_view; 3824 const struct wined3d_format *format; 3825 GLuint counter_bo; 3826 3827 struct wined3d_view_desc desc; 3828 }; 3829 3830 void wined3d_unordered_access_view_clear_uint(struct wined3d_unordered_access_view *view, 3831 const struct wined3d_uvec4 *clear_value, struct wined3d_context *context) DECLSPEC_HIDDEN; 3832 void wined3d_unordered_access_view_copy_counter(struct wined3d_unordered_access_view *view, 3833 struct wined3d_buffer *buffer, unsigned int offset, struct wined3d_context *context) DECLSPEC_HIDDEN; 3834 void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view, 3835 DWORD location) DECLSPEC_HIDDEN; 3836 void wined3d_unordered_access_view_set_counter(struct wined3d_unordered_access_view *view, 3837 unsigned int value) DECLSPEC_HIDDEN; 3838 3839 struct wined3d_swapchain_ops 3840 { 3841 void (*swapchain_present)(struct wined3d_swapchain *swapchain, 3842 const RECT *src_rect, const RECT *dst_rect, DWORD flags); 3843 void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swapchain); 3844 }; 3845 3846 struct wined3d_swapchain 3847 { 3848 LONG ref; 3849 void *parent; 3850 const struct wined3d_parent_ops *parent_ops; 3851 const struct wined3d_swapchain_ops *swapchain_ops; 3852 struct wined3d_device *device; 3853 3854 struct wined3d_texture **back_buffers; 3855 struct wined3d_texture *front_buffer; 3856 struct wined3d_swapchain_desc desc; 3857 struct wined3d_display_mode original_mode, d3d_mode; 3858 RECT original_window_rect; 3859 struct wined3d_gamma_ramp orig_gamma; 3860 BOOL render_to_fbo, reapply_mode; 3861 const struct wined3d_format *ds_format; 3862 struct wined3d_palette *palette; 3863 RECT front_buffer_update; 3864 3865 LONG prev_time, frames; /* Performance tracking */ 3866 3867 struct wined3d_context **context; 3868 unsigned int num_contexts; 3869 3870 HWND win_handle; 3871 HWND device_window; 3872 3873 HDC backup_dc; 3874 HWND backup_wnd; 3875 }; 3876 3877 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN; 3878 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 3879 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 3880 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 3881 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 3882 void swapchain_update_swap_interval(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 3883 3884 /***************************************************************************** 3885 * Utility function prototypes 3886 */ 3887 3888 /* Trace routines */ 3889 const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN; 3890 const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN; 3891 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN; 3892 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN; 3893 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN; 3894 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN; 3895 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN; 3896 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN; 3897 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN; 3898 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN; 3899 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN; 3900 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN; 3901 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN; 3902 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN; 3903 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN; 3904 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN; 3905 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN; 3906 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN; 3907 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN; 3908 const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN; 3909 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN; 3910 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN; 3911 const char *debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN; 3912 const char *debug_uvec4(const struct wined3d_uvec4 *v) DECLSPEC_HIDDEN; 3913 const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN; 3914 const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN; 3915 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN; 3916 3917 BOOL is_invalid_op(const struct wined3d_state *state, int stage, 3918 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN; 3919 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, 3920 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3, 3921 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN; 3922 void texture_activate_dimensions(const struct wined3d_texture *texture, 3923 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 3924 void sampler_texdim(struct wined3d_context *context, 3925 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3926 void tex_alphaop(struct wined3d_context *context, 3927 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3928 void apply_pixelshader(struct wined3d_context *context, 3929 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3930 void state_alpha_test(struct wined3d_context *context, 3931 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3932 void state_fogcolor(struct wined3d_context *context, 3933 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3934 void state_fogdensity(struct wined3d_context *context, 3935 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3936 void state_fogstartend(struct wined3d_context *context, 3937 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3938 void state_fog_fragpart(struct wined3d_context *context, 3939 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3940 void state_nop(struct wined3d_context *context, 3941 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3942 void state_srgbwrite(struct wined3d_context *context, 3943 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3944 3945 void state_clipping(struct wined3d_context *context, 3946 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3947 void clipplane(struct wined3d_context *context, 3948 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3949 void state_pointsprite_w(struct wined3d_context *context, 3950 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3951 void state_pointsprite(struct wined3d_context *context, 3952 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3953 void state_shademode(struct wined3d_context *context, 3954 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3955 3956 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN; 3957 3958 /* Math utils */ 3959 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1, 3960 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN; 3961 BOOL invert_matrix_3d(struct wined3d_matrix *out, const struct wined3d_matrix *in) DECLSPEC_HIDDEN; 3962 BOOL invert_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m) DECLSPEC_HIDDEN; 3963 void transpose_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m) DECLSPEC_HIDDEN; 3964 3965 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN; 3966 3967 struct wined3d_shader_lconst 3968 { 3969 struct list entry; 3970 unsigned int idx; 3971 DWORD value[4]; 3972 }; 3973 3974 struct wined3d_shader_limits 3975 { 3976 unsigned int sampler; 3977 unsigned int constant_int; 3978 unsigned int constant_float; 3979 unsigned int constant_bool; 3980 unsigned int packed_output; 3981 unsigned int packed_input; 3982 }; 3983 3984 #ifdef __GNUC__ 3985 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args))) 3986 #else 3987 #define PRINTF_ATTR(fmt,args) 3988 #endif 3989 3990 struct wined3d_string_buffer_list 3991 { 3992 struct list list; 3993 }; 3994 3995 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN; 3996 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN; 3997 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN; 3998 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN; 3999 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN; 4000 4001 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN; 4002 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN; 4003 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN; 4004 4005 struct wined3d_shader_phase 4006 { 4007 const DWORD *start; 4008 const DWORD *end; 4009 unsigned int instance_count; 4010 unsigned int temporary_count; 4011 }; 4012 4013 struct wined3d_vertex_shader 4014 { 4015 struct wined3d_shader_attribute attributes[MAX_ATTRIBS]; 4016 }; 4017 4018 struct wined3d_hull_shader 4019 { 4020 struct 4021 { 4022 struct wined3d_shader_phase *control_point; 4023 unsigned int fork_count; 4024 unsigned int join_count; 4025 struct wined3d_shader_phase *fork; 4026 SIZE_T fork_size; 4027 struct wined3d_shader_phase *join; 4028 SIZE_T join_size; 4029 } phases; 4030 unsigned int output_vertex_count; 4031 enum wined3d_tessellator_output_primitive tessellator_output_primitive; 4032 enum wined3d_tessellator_partitioning tessellator_partitioning; 4033 }; 4034 4035 struct wined3d_domain_shader 4036 { 4037 enum wined3d_tessellator_domain tessellator_domain; 4038 }; 4039 4040 struct wined3d_geometry_shader 4041 { 4042 enum wined3d_primitive_type input_type; 4043 enum wined3d_primitive_type output_type; 4044 unsigned int vertices_out; 4045 unsigned int instance_count; 4046 4047 struct wined3d_stream_output_desc so_desc; 4048 }; 4049 4050 struct wined3d_pixel_shader 4051 { 4052 /* Pixel shader input semantics */ 4053 DWORD input_reg_map[MAX_REG_INPUT]; 4054 DWORD input_reg_used; /* MAX_REG_INPUT, 32 */ 4055 unsigned int declared_in_count; 4056 4057 /* Some information about the shader behavior */ 4058 BOOL color0_mov; 4059 DWORD color0_reg; 4060 4061 BOOL force_early_depth_stencil; 4062 enum wined3d_shader_register_type depth_output; 4063 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE]; 4064 }; 4065 4066 struct wined3d_compute_shader 4067 { 4068 struct wined3d_shader_thread_group_size thread_group_size; 4069 }; 4070 4071 struct wined3d_shader 4072 { 4073 LONG ref; 4074 const struct wined3d_shader_limits *limits; 4075 DWORD *function; 4076 UINT functionLength; 4077 BOOL load_local_constsF; 4078 const struct wined3d_shader_frontend *frontend; 4079 void *frontend_data; 4080 void *backend_data; 4081 4082 void *parent; 4083 const struct wined3d_parent_ops *parent_ops; 4084 4085 /* Programs this shader is linked with */ 4086 struct list linked_programs; 4087 4088 /* Immediate constants (override global ones) */ 4089 struct list constantsB; 4090 struct list constantsF; 4091 struct list constantsI; 4092 struct wined3d_shader_reg_maps reg_maps; 4093 BOOL lconst_inf_or_nan; 4094 4095 struct wined3d_shader_signature input_signature; 4096 struct wined3d_shader_signature output_signature; 4097 struct wined3d_shader_signature patch_constant_signature; 4098 char *signature_strings; 4099 4100 /* Pointer to the parent device */ 4101 struct wined3d_device *device; 4102 struct list shader_list_entry; 4103 4104 union 4105 { 4106 struct wined3d_vertex_shader vs; 4107 struct wined3d_hull_shader hs; 4108 struct wined3d_domain_shader ds; 4109 struct wined3d_geometry_shader gs; 4110 struct wined3d_pixel_shader ps; 4111 struct wined3d_compute_shader cs; 4112 } u; 4113 }; 4114 4115 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN; 4116 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, 4117 BOOL position_transformed, struct ps_compile_args *args, 4118 const struct wined3d_context *context) DECLSPEC_HIDDEN; 4119 4120 BOOL vshader_get_input(const struct wined3d_shader *shader, 4121 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN; 4122 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, 4123 WORD swizzle_map, struct vs_compile_args *args, 4124 const struct wined3d_context *context) DECLSPEC_HIDDEN; 4125 4126 void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, 4127 struct ds_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN; 4128 4129 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, 4130 struct gs_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN; 4131 4132 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN; 4133 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN; 4134 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN; 4135 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, 4136 unsigned int max) DECLSPEC_HIDDEN; 4137 HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer, 4138 const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx, 4139 const DWORD *start, const DWORD *end) DECLSPEC_HIDDEN; 4140 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN; 4141 4142 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg) 4143 { 4144 switch (reg->type) 4145 { 4146 case WINED3DSPR_RASTOUT: 4147 /* oFog & oPts */ 4148 if (reg->idx[0].offset) 4149 return TRUE; 4150 /* oPos */ 4151 return FALSE; 4152 4153 case WINED3DSPR_DEPTHOUT: /* oDepth */ 4154 case WINED3DSPR_DEPTHOUTGE: 4155 case WINED3DSPR_DEPTHOUTLE: 4156 case WINED3DSPR_CONSTBOOL: /* b# */ 4157 case WINED3DSPR_LOOP: /* aL */ 4158 case WINED3DSPR_PREDICATE: /* p0 */ 4159 case WINED3DSPR_PRIMID: /* primID */ 4160 return TRUE; 4161 4162 case WINED3DSPR_MISCTYPE: 4163 switch (reg->idx[0].offset) 4164 { 4165 case 0: /* vPos */ 4166 return FALSE; 4167 case 1: /* vFace */ 4168 return TRUE; 4169 default: 4170 return FALSE; 4171 } 4172 4173 case WINED3DSPR_IMMCONST: 4174 return reg->immconst_type == WINED3D_IMMCONST_SCALAR; 4175 4176 default: 4177 return FALSE; 4178 } 4179 } 4180 4181 static inline void shader_get_position_fixup(const struct wined3d_context *context, 4182 const struct wined3d_state *state, float *position_fixup) 4183 { 4184 float center_offset; 4185 4186 if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER) 4187 center_offset = 63.0f / 64.0f; 4188 else 4189 center_offset = -1.0f / 64.0f; 4190 4191 position_fixup[0] = 1.0f; 4192 position_fixup[1] = 1.0f; 4193 position_fixup[2] = center_offset / state->viewport.width; 4194 position_fixup[3] = -center_offset / state->viewport.height; 4195 4196 if (context->render_offscreen) 4197 { 4198 position_fixup[1] *= -1.0f; 4199 position_fixup[3] *= -1.0f; 4200 } 4201 } 4202 4203 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg) 4204 { 4205 struct wined3d_shader_lconst *lconst; 4206 4207 if (shader->load_local_constsF) 4208 return FALSE; 4209 4210 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry) 4211 { 4212 if (lconst->idx == reg) 4213 return TRUE; 4214 } 4215 4216 return FALSE; 4217 } 4218 4219 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN; 4220 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state, 4221 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN; 4222 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state, 4223 struct wined3d_matrix *mat) DECLSPEC_HIDDEN; 4224 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state, 4225 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN; 4226 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state, 4227 float *out_min, float *out_max) DECLSPEC_HIDDEN; 4228 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state, 4229 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN; 4230 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state, 4231 float *start, float *end) DECLSPEC_HIDDEN; 4232 4233 /* Using additional shader constants (uniforms in GLSL / program environment 4234 * or local parameters in ARB) is costly: 4235 * ARB only knows float4 parameters and GLSL compiler are not really smart 4236 * when it comes to efficiently pack float2 uniforms, so no space is wasted 4237 * (in fact most compilers map a float2 to a full float4 uniform). 4238 * 4239 * For NP2 texcoord fixup we only need 2 floats (width and height) for each 4240 * 2D texture used in the shader. We therefore pack fixup info for 2 textures 4241 * into a single shader constant (uniform / program parameter). 4242 * 4243 * This structure is shared between the GLSL and the ARB backend.*/ 4244 struct ps_np2fixup_info { 4245 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */ 4246 WORD active; /* bitfield indicating if we can apply the fixup */ 4247 WORD num_consts; 4248 }; 4249 4250 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN; 4251 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN; 4252 4253 struct wined3d_palette 4254 { 4255 LONG ref; 4256 struct wined3d_device *device; 4257 4258 unsigned int size; 4259 RGBQUAD colors[256]; 4260 DWORD flags; 4261 }; 4262 4263 /* DirectDraw utility functions */ 4264 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN; 4265 4266 /***************************************************************************** 4267 * Pixel format management 4268 */ 4269 4270 /* WineD3D pixel format flags */ 4271 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001 4272 #define WINED3DFMT_FLAG_FILTERING 0x00000002 4273 #define WINED3DFMT_FLAG_DEPTH 0x00000004 4274 #define WINED3DFMT_FLAG_STENCIL 0x00000008 4275 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010 4276 #define WINED3DFMT_FLAG_EXTENSION 0x00000020 4277 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040 4278 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080 4279 #define WINED3DFMT_FLAG_FLOAT 0x00000200 4280 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400 4281 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800 4282 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000 4283 #define WINED3DFMT_FLAG_VTF 0x00002000 4284 #define WINED3DFMT_FLAG_SHADOW 0x00004000 4285 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000 4286 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000 4287 #define WINED3DFMT_FLAG_BLOCKS 0x00020000 4288 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000 4289 #define WINED3DFMT_FLAG_TEXTURE 0x00080000 4290 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000 4291 #define WINED3DFMT_FLAG_INTEGER 0x00200000 4292 #define WINED3DFMT_FLAG_GEN_MIPMAP 0x00400000 4293 4294 struct wined3d_rational 4295 { 4296 UINT numerator; 4297 UINT denominator; 4298 }; 4299 4300 struct wined3d_color_key_conversion 4301 { 4302 enum wined3d_format_id dst_format; 4303 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width, 4304 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key); 4305 }; 4306 4307 struct wined3d_format 4308 { 4309 enum wined3d_format_id id; 4310 4311 D3DDDIFORMAT ddi_format; 4312 DWORD red_size; 4313 DWORD green_size; 4314 DWORD blue_size; 4315 DWORD alpha_size; 4316 DWORD red_offset; 4317 DWORD green_offset; 4318 DWORD blue_offset; 4319 DWORD alpha_offset; 4320 UINT byte_count; 4321 BYTE depth_size; 4322 BYTE stencil_size; 4323 4324 UINT block_width; 4325 UINT block_height; 4326 UINT block_byte_count; 4327 4328 enum wined3d_ffp_emit_idx emit_idx; 4329 GLint component_count; 4330 GLenum gl_vtx_type; 4331 GLint gl_vtx_format; 4332 GLboolean gl_normalized; 4333 unsigned int attribute_size; 4334 4335 GLint glInternal; 4336 GLint glGammaInternal; 4337 GLint rtInternal; 4338 GLint glFormat; 4339 GLint glType; 4340 UINT conv_byte_count; 4341 DWORD multisample_types; 4342 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT]; 4343 float depth_bias_scale; 4344 struct wined3d_rational height_scale; 4345 struct color_fixup_desc color_fixup; 4346 void (*upload)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch, 4347 unsigned int dst_row_pitch, unsigned dst_slice_pitch, 4348 unsigned int width, unsigned int height, unsigned int depth); 4349 void (*download)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch, 4350 unsigned int dst_row_pitch, unsigned dst_slice_pitch, 4351 unsigned int width, unsigned int height, unsigned int depth); 4352 4353 enum wined3d_format_id typeless_id; 4354 GLenum gl_view_class; 4355 }; 4356 4357 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info, 4358 enum wined3d_format_id format_id, unsigned int resource_usage) DECLSPEC_HIDDEN; 4359 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment, 4360 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN; 4361 UINT wined3d_format_calculate_size(const struct wined3d_format *format, 4362 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN; 4363 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, 4364 const struct wined3d_color *color) DECLSPEC_HIDDEN; 4365 void wined3d_format_get_float_color_key(const struct wined3d_format *format, 4366 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN; 4367 BOOL wined3d_format_is_depth_view(enum wined3d_format_id resource_format_id, 4368 enum wined3d_format_id view_format_id) DECLSPEC_HIDDEN; 4369 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion( 4370 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN; 4371 BOOL wined3d_formats_are_srgb_variants(enum wined3d_format_id format1, 4372 enum wined3d_format_id format2) DECLSPEC_HIDDEN; 4373 4374 BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size) DECLSPEC_HIDDEN; 4375 4376 static inline BOOL wined3d_format_is_typeless(const struct wined3d_format *format) 4377 { 4378 return format->id == format->typeless_id && format->id != WINED3DFMT_UNKNOWN; 4379 } 4380 4381 static inline BOOL use_indexed_vertex_blending(const struct wined3d_state *state, const struct wined3d_stream_info *si) 4382 { 4383 if (!state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE]) 4384 return FALSE; 4385 4386 if (state->render_states[WINED3D_RS_VERTEXBLEND] == WINED3D_VBF_DISABLE) 4387 return FALSE; 4388 4389 if (!(si->use_map & (1 << WINED3D_FFP_BLENDINDICES)) || !(si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))) 4390 return FALSE; 4391 4392 return TRUE; 4393 } 4394 4395 static inline BOOL use_software_vertex_processing(const struct wined3d_device *device) 4396 { 4397 if (device->shader_backend != &glsl_shader_backend) 4398 return FALSE; 4399 4400 if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING) 4401 return TRUE; 4402 4403 if (!(device->create_parms.flags & WINED3DCREATE_MIXED_VERTEXPROCESSING)) 4404 return FALSE; 4405 4406 return device->softwareVertexProcessing; 4407 } 4408 4409 static inline BOOL use_vs(const struct wined3d_state *state) 4410 { 4411 /* Check state->vertex_declaration to allow this to be used before the 4412 * stream info is validated, for example in device_update_tex_unit_map(). */ 4413 return state->shader[WINED3D_SHADER_TYPE_VERTEX] 4414 && (!state->vertex_declaration || !state->vertex_declaration->position_transformed); 4415 } 4416 4417 static inline BOOL use_ps(const struct wined3d_state *state) 4418 { 4419 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL]; 4420 } 4421 4422 static inline void context_apply_state(struct wined3d_context *context, 4423 const struct wined3d_state *state, DWORD state_id) 4424 { 4425 const struct StateEntry *state_table = context->state_table; 4426 DWORD rep = state_table[state_id].representative; 4427 state_table[rep].apply(context, state, rep); 4428 } 4429 4430 static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context, 4431 const struct wined3d_texture *texture) 4432 { 4433 unsigned int flags = texture->resource.format_flags 4434 & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE); 4435 4436 return (!context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE] 4437 || (flags && flags != (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE))) 4438 && context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL; 4439 } 4440 4441 static inline BOOL needs_srgb_write(const struct wined3d_context *context, 4442 const struct wined3d_state *state, const struct wined3d_fb_state *fb) 4443 { 4444 return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL) 4445 || state->render_states[WINED3D_RS_SRGBWRITEENABLE]) 4446 && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE; 4447 } 4448 4449 static inline GLuint wined3d_texture_get_texture_name(const struct wined3d_texture *texture, 4450 const struct wined3d_context *context, BOOL srgb) 4451 { 4452 return srgb && needs_separate_srgb_gl_texture(context, texture) 4453 ? texture->texture_srgb.name : texture->texture_rgb.name; 4454 } 4455 4456 static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format) 4457 { 4458 return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup) 4459 && !is_scaling_fixup(format->color_fixup); 4460 } 4461 4462 static inline BOOL needs_interpolation_qualifiers_for_shader_outputs(const struct wined3d_gl_info *gl_info) 4463 { 4464 /* In GLSL 4.40+ it is fine to specify interpolation qualifiers only in 4465 * fragment shaders. In older GLSL versions interpolation qualifiers must 4466 * match between shader stages. 4467 */ 4468 return gl_info->glsl_version < MAKEDWORD_VERSION(4, 40); 4469 } 4470 4471 static inline BOOL is_rasterization_disabled(const struct wined3d_shader *geometry_shader) 4472 { 4473 return geometry_shader 4474 && geometry_shader->u.gs.so_desc.rasterizer_stream_idx == WINED3D_NO_RASTERIZER_STREAM; 4475 } 4476 4477 static inline int wined3d_bit_scan(unsigned int *x) 4478 { 4479 int bit_offset = ffs(*x) - 1; 4480 *x ^= 1u << bit_offset; 4481 return bit_offset; 4482 } 4483 4484 static inline DWORD wined3d_extract_bits(const DWORD *bitstream, 4485 unsigned int offset, unsigned int count) 4486 { 4487 const unsigned int word_bit_count = sizeof(*bitstream) * CHAR_BIT; 4488 const unsigned int idx = offset / word_bit_count; 4489 const unsigned int shift = offset % word_bit_count; 4490 DWORD mask = (1u << count) - 1; 4491 DWORD ret; 4492 4493 ret = (bitstream[idx] >> shift) & mask; 4494 if (shift + count > word_bit_count) 4495 { 4496 const unsigned int extracted_bit_count = word_bit_count - shift; 4497 const unsigned int remaining_bit_count = count - extracted_bit_count; 4498 mask = (1u << remaining_bit_count) - 1; 4499 ret |= (bitstream[idx + 1] & mask) << extracted_bit_count; 4500 } 4501 return ret; 4502 } 4503 4504 static inline void wined3d_insert_bits(DWORD *bitstream, 4505 unsigned int offset, unsigned int count, DWORD bits) 4506 { 4507 const unsigned int word_bit_count = sizeof(*bitstream) * CHAR_BIT; 4508 const unsigned int idx = offset / word_bit_count; 4509 const unsigned int shift = offset % word_bit_count; 4510 DWORD mask = (1u << count) - 1; 4511 4512 bitstream[idx] |= (bits & mask) << shift; 4513 if (shift + count > word_bit_count) 4514 { 4515 const unsigned int inserted_bit_count = word_bit_count - shift; 4516 const unsigned int remaining_bit_count = count - inserted_bit_count; 4517 mask = (1u << remaining_bit_count) - 1; 4518 bitstream[idx + 1] |= (bits >> inserted_bit_count) & mask; 4519 } 4520 } 4521 4522 static inline struct wined3d_surface *context_get_rt_surface(const struct wined3d_context *context) 4523 { 4524 struct wined3d_texture *texture = context->current_rt.texture; 4525 4526 if (!texture) 4527 return NULL; 4528 return texture->sub_resources[context->current_rt.sub_resource_idx].u.surface; 4529 } 4530 4531 static inline void wined3d_from_cs(const struct wined3d_cs *cs) 4532 { 4533 if (cs->thread) 4534 assert(cs->thread_id == GetCurrentThreadId()); 4535 } 4536 4537 static inline void wined3d_not_from_cs(struct wined3d_cs *cs) 4538 { 4539 assert(cs->thread_id != GetCurrentThreadId()); 4540 } 4541 4542 BOOL wined3d_dxtn_init(void) DECLSPEC_HIDDEN; 4543 void wined3d_dxtn_free(void) DECLSPEC_HIDDEN; 4544 4545 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */ 4546 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL" 4547 4548 #endif 4549