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