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_RENDER_TARGETS 8 281 282 struct min_lookup 283 { 284 GLenum mip[WINED3D_TEXF_LINEAR + 1]; 285 }; 286 287 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN; 288 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN; 289 290 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN; 291 292 static inline enum wined3d_cmp_func wined3d_sanitize_cmp_func(enum wined3d_cmp_func func) 293 { 294 if (func < WINED3D_CMP_NEVER || func > WINED3D_CMP_ALWAYS) 295 return WINED3D_CMP_ALWAYS; 296 return func; 297 } 298 299 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter) 300 { 301 return magLookup[mag_filter]; 302 } 303 304 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter, 305 enum wined3d_texture_filter_type mip_filter) 306 { 307 return minMipLookup[min_filter].mip[mip_filter]; 308 } 309 310 /* float_16_to_32() and float_32_to_16() (see implementation in 311 * surface_base.c) convert 16 bit floats in the FLOAT16 data type 312 * to standard C floats and vice versa. They do not depend on the encoding 313 * of the C float, so they are platform independent, but slow. On x86 and 314 * other IEEE 754 compliant platforms the conversion can be accelerated by 315 * bit shifting the exponent and mantissa. There are also some SSE-based 316 * assembly routines out there. 317 * 318 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format 319 */ 320 static inline float float_16_to_32(const unsigned short *in) 321 { 322 const unsigned short s = ((*in) & 0x8000u); 323 const unsigned short e = ((*in) & 0x7c00u) >> 10; 324 const unsigned short m = (*in) & 0x3ffu; 325 const float sgn = (s ? -1.0f : 1.0f); 326 327 if(e == 0) { 328 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */ 329 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f); 330 } else if(e < 31) { 331 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f)); 332 } else { 333 if(m == 0) return sgn * INFINITY; 334 else return NAN; 335 } 336 } 337 338 static inline float float_24_to_32(DWORD in) 339 { 340 const float sgn = in & 0x800000u ? -1.0f : 1.0f; 341 const unsigned short e = (in & 0x780000u) >> 19; 342 const unsigned int m = in & 0x7ffffu; 343 344 if (e == 0) 345 { 346 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */ 347 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f); 348 } 349 else if (e < 15) 350 { 351 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f)); 352 } 353 else 354 { 355 if (m == 0) return sgn * INFINITY; 356 else return NAN; 357 } 358 } 359 360 static inline unsigned int wined3d_popcount(unsigned int x) 361 { 362 #ifdef HAVE___BUILTIN_POPCOUNT 363 return __builtin_popcount(x); 364 #else 365 x -= x >> 1 & 0x55555555; 366 x = (x & 0x33333333) + (x >> 2 & 0x33333333); 367 return ((x + (x >> 4)) & 0x0f0f0f0f) * 0x01010101 >> 24; 368 #endif 369 } 370 371 static inline void wined3d_pause(void) 372 { 373 #ifdef __REACTOS__ 374 Sleep(0); 375 #else 376 #if defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) 377 __asm__ __volatile__( "rep;nop" : : : "memory" ); 378 #endif 379 #endif 380 } 381 382 #define ORM_BACKBUFFER 0 383 #define ORM_FBO 1 384 385 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */ 386 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */ 387 388 /* NOTE: When adding fields to this structure, make sure to update the default 389 * values in wined3d_main.c as well. */ 390 struct wined3d_settings 391 { 392 unsigned int cs_multithreaded; 393 BOOL explicit_gl_version; 394 DWORD max_gl_version; 395 BOOL glslRequested; 396 int offscreen_rendering_mode; 397 unsigned short pci_vendor_id; 398 unsigned short pci_device_id; 399 /* Memory tracking and object counting. */ 400 UINT64 emulated_textureram; 401 char *logo; 402 unsigned int multisample_textures; 403 unsigned int sample_count; 404 BOOL check_float_constants; 405 unsigned int max_sm_vs; 406 unsigned int max_sm_hs; 407 unsigned int max_sm_ds; 408 unsigned int max_sm_gs; 409 unsigned int max_sm_ps; 410 unsigned int max_sm_cs; 411 BOOL no_3d; 412 }; 413 414 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN; 415 416 enum wined3d_shader_resource_type 417 { 418 WINED3D_SHADER_RESOURCE_NONE, 419 WINED3D_SHADER_RESOURCE_BUFFER, 420 WINED3D_SHADER_RESOURCE_TEXTURE_1D, 421 WINED3D_SHADER_RESOURCE_TEXTURE_2D, 422 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS, 423 WINED3D_SHADER_RESOURCE_TEXTURE_3D, 424 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE, 425 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY, 426 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY, 427 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY, 428 WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY, 429 }; 430 431 #define WINED3D_SHADER_CONST_VS_F 0x00000001 432 #define WINED3D_SHADER_CONST_VS_I 0x00000002 433 #define WINED3D_SHADER_CONST_VS_B 0x00000004 434 #define WINED3D_SHADER_CONST_VS_CLIP_PLANES 0x00000008 435 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000010 436 #define WINED3D_SHADER_CONST_POS_FIXUP 0x00000020 437 #define WINED3D_SHADER_CONST_PS_F 0x00000040 438 #define WINED3D_SHADER_CONST_PS_I 0x00000080 439 #define WINED3D_SHADER_CONST_PS_B 0x00000100 440 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000200 441 #define WINED3D_SHADER_CONST_PS_FOG 0x00000400 442 #define WINED3D_SHADER_CONST_PS_ALPHA_TEST 0x00000800 443 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00001000 444 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00002000 445 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00004000 446 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00010000 447 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00020000 448 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00040000 449 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00080000 450 #define WINED3D_SHADER_CONST_FFP_PS 0x00100000 451 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00200000 452 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0xff000000 453 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND_INDEX(i) (0x01000000 << ((i) - 1)) 454 455 enum wined3d_shader_register_type 456 { 457 WINED3DSPR_TEMP = 0, 458 WINED3DSPR_INPUT = 1, 459 WINED3DSPR_CONST = 2, 460 WINED3DSPR_ADDR = 3, 461 WINED3DSPR_TEXTURE = 3, 462 WINED3DSPR_RASTOUT = 4, 463 WINED3DSPR_ATTROUT = 5, 464 WINED3DSPR_TEXCRDOUT = 6, 465 WINED3DSPR_OUTPUT = 6, 466 WINED3DSPR_CONSTINT = 7, 467 WINED3DSPR_COLOROUT = 8, 468 WINED3DSPR_DEPTHOUT = 9, 469 WINED3DSPR_SAMPLER = 10, 470 WINED3DSPR_CONST2 = 11, 471 WINED3DSPR_CONST3 = 12, 472 WINED3DSPR_CONST4 = 13, 473 WINED3DSPR_CONSTBOOL = 14, 474 WINED3DSPR_LOOP = 15, 475 WINED3DSPR_TEMPFLOAT16 = 16, 476 WINED3DSPR_MISCTYPE = 17, 477 WINED3DSPR_LABEL = 18, 478 WINED3DSPR_PREDICATE = 19, 479 WINED3DSPR_IMMCONST, 480 WINED3DSPR_CONSTBUFFER, 481 WINED3DSPR_IMMCONSTBUFFER, 482 WINED3DSPR_PRIMID, 483 WINED3DSPR_NULL, 484 WINED3DSPR_RESOURCE, 485 WINED3DSPR_UAV, 486 WINED3DSPR_OUTPOINTID, 487 WINED3DSPR_FORKINSTID, 488 WINED3DSPR_JOININSTID, 489 WINED3DSPR_INCONTROLPOINT, 490 WINED3DSPR_OUTCONTROLPOINT, 491 WINED3DSPR_PATCHCONST, 492 WINED3DSPR_TESSCOORD, 493 WINED3DSPR_GROUPSHAREDMEM, 494 WINED3DSPR_THREADID, 495 WINED3DSPR_THREADGROUPID, 496 WINED3DSPR_LOCALTHREADID, 497 WINED3DSPR_LOCALTHREADINDEX, 498 WINED3DSPR_IDXTEMP, 499 WINED3DSPR_STREAM, 500 WINED3DSPR_FUNCTIONBODY, 501 WINED3DSPR_FUNCTIONPOINTER, 502 WINED3DSPR_COVERAGE, 503 WINED3DSPR_SAMPLEMASK, 504 WINED3DSPR_GSINSTID, 505 WINED3DSPR_DEPTHOUTGE, 506 WINED3DSPR_DEPTHOUTLE, 507 WINED3DSPR_RASTERIZER, 508 }; 509 510 enum wined3d_data_type 511 { 512 WINED3D_DATA_FLOAT, 513 WINED3D_DATA_INT, 514 WINED3D_DATA_RESOURCE, 515 WINED3D_DATA_SAMPLER, 516 WINED3D_DATA_UAV, 517 WINED3D_DATA_UINT, 518 WINED3D_DATA_UNORM, 519 WINED3D_DATA_SNORM, 520 WINED3D_DATA_OPAQUE, 521 }; 522 523 enum wined3d_immconst_type 524 { 525 WINED3D_IMMCONST_SCALAR, 526 WINED3D_IMMCONST_VEC4, 527 }; 528 529 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6)) 530 531 enum wined3d_shader_src_modifier 532 { 533 WINED3DSPSM_NONE = 0, 534 WINED3DSPSM_NEG = 1, 535 WINED3DSPSM_BIAS = 2, 536 WINED3DSPSM_BIASNEG = 3, 537 WINED3DSPSM_SIGN = 4, 538 WINED3DSPSM_SIGNNEG = 5, 539 WINED3DSPSM_COMP = 6, 540 WINED3DSPSM_X2 = 7, 541 WINED3DSPSM_X2NEG = 8, 542 WINED3DSPSM_DZ = 9, 543 WINED3DSPSM_DW = 10, 544 WINED3DSPSM_ABS = 11, 545 WINED3DSPSM_ABSNEG = 12, 546 WINED3DSPSM_NOT = 13, 547 }; 548 549 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */ 550 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */ 551 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */ 552 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */ 553 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */ 554 555 enum wined3d_shader_dst_modifier 556 { 557 WINED3DSPDM_NONE = 0, 558 WINED3DSPDM_SATURATE = 1, 559 WINED3DSPDM_PARTIALPRECISION = 2, 560 WINED3DSPDM_MSAMPCENTROID = 4, 561 }; 562 563 enum wined3d_shader_interpolation_mode 564 { 565 WINED3DSIM_NONE = 0, 566 WINED3DSIM_CONSTANT = 1, 567 WINED3DSIM_LINEAR = 2, 568 WINED3DSIM_LINEAR_CENTROID = 3, 569 WINED3DSIM_LINEAR_NOPERSPECTIVE = 4, 570 WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5, 571 WINED3DSIM_LINEAR_SAMPLE = 6, 572 WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7, 573 }; 574 575 #define WINED3D_PACKED_INTERPOLATION_SIZE 3 576 #define WINED3D_PACKED_INTERPOLATION_BIT_COUNT 3 577 578 enum wined3d_shader_global_flags 579 { 580 WINED3DSGF_REFACTORING_ALLOWED = 0x1, 581 WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL = 0x4, 582 WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8, 583 }; 584 585 enum wined3d_shader_sync_flags 586 { 587 WINED3DSSF_THREAD_GROUP = 0x1, 588 WINED3DSSF_GROUP_SHARED_MEMORY = 0x2, 589 }; 590 591 enum wined3d_shader_uav_flags 592 { 593 WINED3DSUF_GLOBALLY_COHERENT = 0x2, 594 WINED3DSUF_ORDER_PRESERVING_COUNTER = 0x100, 595 }; 596 597 enum wined3d_tessellator_domain 598 { 599 WINED3D_TESSELLATOR_DOMAIN_LINE = 1, 600 WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2, 601 WINED3D_TESSELLATOR_DOMAIN_QUAD = 3, 602 }; 603 604 enum wined3d_tessellator_output_primitive 605 { 606 WINED3D_TESSELLATOR_OUTPUT_POINT = 1, 607 WINED3D_TESSELLATOR_OUTPUT_LINE = 2, 608 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3, 609 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4, 610 }; 611 612 enum wined3d_tessellator_partitioning 613 { 614 WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1, 615 WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2, 616 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3, 617 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4, 618 }; 619 620 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */ 621 #define WINED3DSI_TEXLD_PROJECT 0x1 622 #define WINED3DSI_TEXLD_BIAS 0x2 623 #define WINED3DSI_INDEXED_DYNAMIC 0x4 624 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1 625 #define WINED3DSI_RESINFO_UINT 0x2 626 #define WINED3DSI_SAMPLE_INFO_UINT 0x1 627 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1 628 629 #define WINED3DSI_PRECISE_X 0x100 630 #define WINED3DSI_PRECISE_Y 0x200 631 #define WINED3DSI_PRECISE_Z 0x400 632 #define WINED3DSI_PRECISE_W 0x800 633 #define WINED3DSI_PRECISE_XYZW (WINED3DSI_PRECISE_X | WINED3DSI_PRECISE_Y \ 634 | WINED3DSI_PRECISE_Z | WINED3DSI_PRECISE_W) 635 #define WINED3DSI_PRECISE_SHIFT 8 636 637 enum wined3d_shader_rel_op 638 { 639 WINED3D_SHADER_REL_OP_GT = 1, 640 WINED3D_SHADER_REL_OP_EQ = 2, 641 WINED3D_SHADER_REL_OP_GE = 3, 642 WINED3D_SHADER_REL_OP_LT = 4, 643 WINED3D_SHADER_REL_OP_NE = 5, 644 WINED3D_SHADER_REL_OP_LE = 6, 645 }; 646 647 enum wined3d_shader_conditional_op 648 { 649 WINED3D_SHADER_CONDITIONAL_OP_NZ = 0, 650 WINED3D_SHADER_CONDITIONAL_OP_Z = 1 651 }; 652 653 #define WINED3D_SM1_VS 0xfffeu 654 #define WINED3D_SM1_PS 0xffffu 655 #define WINED3D_SM4_PS 0x0000u 656 #define WINED3D_SM4_VS 0x0001u 657 #define WINED3D_SM4_GS 0x0002u 658 #define WINED3D_SM5_HS 0x0003u 659 #define WINED3D_SM5_DS 0x0004u 660 #define WINED3D_SM5_CS 0x0005u 661 662 /* Shader version tokens, and shader end tokens */ 663 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor)) 664 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor)) 665 666 /* Shader backends */ 667 668 /* TODO: Make this dynamic, based on shader limits ? */ 669 #define MAX_ATTRIBS 16 670 #define MAX_REG_ADDR 1 671 #define MAX_REG_TEXCRD 8 672 #define MAX_REG_INPUT 32 673 #define MAX_REG_OUTPUT 32 674 #define WINED3D_MAX_CBS 15 675 #define WINED3D_MAX_CONSTS_B 16 676 #define WINED3D_MAX_CONSTS_I 16 677 #define WINED3D_MAX_VS_CONSTS_F 256 678 #define WINED3D_MAX_PS_CONSTS_F 224 679 680 /* FIXME: This needs to go up to 2048 for 681 * Shader model 3 according to msdn (and for software shaders) */ 682 #define MAX_LABELS 16 683 684 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096 685 686 struct wined3d_string_buffer 687 { 688 struct list entry; 689 char *buffer; 690 unsigned int buffer_size; 691 unsigned int content_size; 692 }; 693 694 enum WINED3D_SHADER_INSTRUCTION_HANDLER 695 { 696 WINED3DSIH_ABS, 697 WINED3DSIH_ADD, 698 WINED3DSIH_AND, 699 WINED3DSIH_ATOMIC_AND, 700 WINED3DSIH_ATOMIC_CMP_STORE, 701 WINED3DSIH_ATOMIC_IADD, 702 WINED3DSIH_ATOMIC_IMAX, 703 WINED3DSIH_ATOMIC_IMIN, 704 WINED3DSIH_ATOMIC_OR, 705 WINED3DSIH_ATOMIC_UMAX, 706 WINED3DSIH_ATOMIC_UMIN, 707 WINED3DSIH_ATOMIC_XOR, 708 WINED3DSIH_BEM, 709 WINED3DSIH_BFI, 710 WINED3DSIH_BFREV, 711 WINED3DSIH_BREAK, 712 WINED3DSIH_BREAKC, 713 WINED3DSIH_BREAKP, 714 WINED3DSIH_BUFINFO, 715 WINED3DSIH_CALL, 716 WINED3DSIH_CALLNZ, 717 WINED3DSIH_CASE, 718 WINED3DSIH_CMP, 719 WINED3DSIH_CND, 720 WINED3DSIH_CONTINUE, 721 WINED3DSIH_CONTINUEP, 722 WINED3DSIH_COUNTBITS, 723 WINED3DSIH_CRS, 724 WINED3DSIH_CUT, 725 WINED3DSIH_CUT_STREAM, 726 WINED3DSIH_DCL, 727 WINED3DSIH_DCL_CONSTANT_BUFFER, 728 WINED3DSIH_DCL_FUNCTION_BODY, 729 WINED3DSIH_DCL_FUNCTION_TABLE, 730 WINED3DSIH_DCL_GLOBAL_FLAGS, 731 WINED3DSIH_DCL_GS_INSTANCES, 732 WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT, 733 WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT, 734 WINED3DSIH_DCL_HS_MAX_TESSFACTOR, 735 WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER, 736 WINED3DSIH_DCL_INDEX_RANGE, 737 WINED3DSIH_DCL_INDEXABLE_TEMP, 738 WINED3DSIH_DCL_INPUT, 739 WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT, 740 WINED3DSIH_DCL_INPUT_PRIMITIVE, 741 WINED3DSIH_DCL_INPUT_PS, 742 WINED3DSIH_DCL_INPUT_PS_SGV, 743 WINED3DSIH_DCL_INPUT_PS_SIV, 744 WINED3DSIH_DCL_INPUT_SGV, 745 WINED3DSIH_DCL_INPUT_SIV, 746 WINED3DSIH_DCL_INTERFACE, 747 WINED3DSIH_DCL_OUTPUT, 748 WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT, 749 WINED3DSIH_DCL_OUTPUT_SIV, 750 WINED3DSIH_DCL_OUTPUT_TOPOLOGY, 751 WINED3DSIH_DCL_RESOURCE_RAW, 752 WINED3DSIH_DCL_RESOURCE_STRUCTURED, 753 WINED3DSIH_DCL_SAMPLER, 754 WINED3DSIH_DCL_STREAM, 755 WINED3DSIH_DCL_TEMPS, 756 WINED3DSIH_DCL_TESSELLATOR_DOMAIN, 757 WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE, 758 WINED3DSIH_DCL_TESSELLATOR_PARTITIONING, 759 WINED3DSIH_DCL_TGSM_RAW, 760 WINED3DSIH_DCL_TGSM_STRUCTURED, 761 WINED3DSIH_DCL_THREAD_GROUP, 762 WINED3DSIH_DCL_UAV_RAW, 763 WINED3DSIH_DCL_UAV_STRUCTURED, 764 WINED3DSIH_DCL_UAV_TYPED, 765 WINED3DSIH_DCL_VERTICES_OUT, 766 WINED3DSIH_DEF, 767 WINED3DSIH_DEFAULT, 768 WINED3DSIH_DEFB, 769 WINED3DSIH_DEFI, 770 WINED3DSIH_DIV, 771 WINED3DSIH_DP2, 772 WINED3DSIH_DP2ADD, 773 WINED3DSIH_DP3, 774 WINED3DSIH_DP4, 775 WINED3DSIH_DST, 776 WINED3DSIH_DSX, 777 WINED3DSIH_DSX_COARSE, 778 WINED3DSIH_DSX_FINE, 779 WINED3DSIH_DSY, 780 WINED3DSIH_DSY_COARSE, 781 WINED3DSIH_DSY_FINE, 782 WINED3DSIH_EVAL_SAMPLE_INDEX, 783 WINED3DSIH_ELSE, 784 WINED3DSIH_EMIT, 785 WINED3DSIH_EMIT_STREAM, 786 WINED3DSIH_ENDIF, 787 WINED3DSIH_ENDLOOP, 788 WINED3DSIH_ENDREP, 789 WINED3DSIH_ENDSWITCH, 790 WINED3DSIH_EQ, 791 WINED3DSIH_EXP, 792 WINED3DSIH_EXPP, 793 WINED3DSIH_F16TOF32, 794 WINED3DSIH_F32TOF16, 795 WINED3DSIH_FCALL, 796 WINED3DSIH_FIRSTBIT_HI, 797 WINED3DSIH_FIRSTBIT_LO, 798 WINED3DSIH_FIRSTBIT_SHI, 799 WINED3DSIH_FRC, 800 WINED3DSIH_FTOI, 801 WINED3DSIH_FTOU, 802 WINED3DSIH_GATHER4, 803 WINED3DSIH_GATHER4_C, 804 WINED3DSIH_GATHER4_PO, 805 WINED3DSIH_GATHER4_PO_C, 806 WINED3DSIH_GE, 807 WINED3DSIH_HS_CONTROL_POINT_PHASE, 808 WINED3DSIH_HS_DECLS, 809 WINED3DSIH_HS_FORK_PHASE, 810 WINED3DSIH_HS_JOIN_PHASE, 811 WINED3DSIH_IADD, 812 WINED3DSIH_IBFE, 813 WINED3DSIH_IEQ, 814 WINED3DSIH_IF, 815 WINED3DSIH_IFC, 816 WINED3DSIH_IGE, 817 WINED3DSIH_ILT, 818 WINED3DSIH_IMAD, 819 WINED3DSIH_IMAX, 820 WINED3DSIH_IMIN, 821 WINED3DSIH_IMM_ATOMIC_ALLOC, 822 WINED3DSIH_IMM_ATOMIC_AND, 823 WINED3DSIH_IMM_ATOMIC_CMP_EXCH, 824 WINED3DSIH_IMM_ATOMIC_CONSUME, 825 WINED3DSIH_IMM_ATOMIC_EXCH, 826 WINED3DSIH_IMM_ATOMIC_IADD, 827 WINED3DSIH_IMM_ATOMIC_IMAX, 828 WINED3DSIH_IMM_ATOMIC_IMIN, 829 WINED3DSIH_IMM_ATOMIC_OR, 830 WINED3DSIH_IMM_ATOMIC_UMAX, 831 WINED3DSIH_IMM_ATOMIC_UMIN, 832 WINED3DSIH_IMM_ATOMIC_XOR, 833 WINED3DSIH_IMUL, 834 WINED3DSIH_INE, 835 WINED3DSIH_INEG, 836 WINED3DSIH_ISHL, 837 WINED3DSIH_ISHR, 838 WINED3DSIH_ITOF, 839 WINED3DSIH_LABEL, 840 WINED3DSIH_LD, 841 WINED3DSIH_LD2DMS, 842 WINED3DSIH_LD_RAW, 843 WINED3DSIH_LD_STRUCTURED, 844 WINED3DSIH_LD_UAV_TYPED, 845 WINED3DSIH_LIT, 846 WINED3DSIH_LOD, 847 WINED3DSIH_LOG, 848 WINED3DSIH_LOGP, 849 WINED3DSIH_LOOP, 850 WINED3DSIH_LRP, 851 WINED3DSIH_LT, 852 WINED3DSIH_M3x2, 853 WINED3DSIH_M3x3, 854 WINED3DSIH_M3x4, 855 WINED3DSIH_M4x3, 856 WINED3DSIH_M4x4, 857 WINED3DSIH_MAD, 858 WINED3DSIH_MAX, 859 WINED3DSIH_MIN, 860 WINED3DSIH_MOV, 861 WINED3DSIH_MOVA, 862 WINED3DSIH_MOVC, 863 WINED3DSIH_MUL, 864 WINED3DSIH_NE, 865 WINED3DSIH_NOP, 866 WINED3DSIH_NOT, 867 WINED3DSIH_NRM, 868 WINED3DSIH_OR, 869 WINED3DSIH_PHASE, 870 WINED3DSIH_POW, 871 WINED3DSIH_RCP, 872 WINED3DSIH_REP, 873 WINED3DSIH_RESINFO, 874 WINED3DSIH_RET, 875 WINED3DSIH_RETP, 876 WINED3DSIH_ROUND_NE, 877 WINED3DSIH_ROUND_NI, 878 WINED3DSIH_ROUND_PI, 879 WINED3DSIH_ROUND_Z, 880 WINED3DSIH_RSQ, 881 WINED3DSIH_SAMPLE, 882 WINED3DSIH_SAMPLE_B, 883 WINED3DSIH_SAMPLE_C, 884 WINED3DSIH_SAMPLE_C_LZ, 885 WINED3DSIH_SAMPLE_GRAD, 886 WINED3DSIH_SAMPLE_INFO, 887 WINED3DSIH_SAMPLE_LOD, 888 WINED3DSIH_SAMPLE_POS, 889 WINED3DSIH_SETP, 890 WINED3DSIH_SGE, 891 WINED3DSIH_SGN, 892 WINED3DSIH_SINCOS, 893 WINED3DSIH_SLT, 894 WINED3DSIH_SQRT, 895 WINED3DSIH_STORE_RAW, 896 WINED3DSIH_STORE_STRUCTURED, 897 WINED3DSIH_STORE_UAV_TYPED, 898 WINED3DSIH_SUB, 899 WINED3DSIH_SWAPC, 900 WINED3DSIH_SWITCH, 901 WINED3DSIH_SYNC, 902 WINED3DSIH_TEX, 903 WINED3DSIH_TEXBEM, 904 WINED3DSIH_TEXBEML, 905 WINED3DSIH_TEXCOORD, 906 WINED3DSIH_TEXDEPTH, 907 WINED3DSIH_TEXDP3, 908 WINED3DSIH_TEXDP3TEX, 909 WINED3DSIH_TEXKILL, 910 WINED3DSIH_TEXLDD, 911 WINED3DSIH_TEXLDL, 912 WINED3DSIH_TEXM3x2DEPTH, 913 WINED3DSIH_TEXM3x2PAD, 914 WINED3DSIH_TEXM3x2TEX, 915 WINED3DSIH_TEXM3x3, 916 WINED3DSIH_TEXM3x3DIFF, 917 WINED3DSIH_TEXM3x3PAD, 918 WINED3DSIH_TEXM3x3SPEC, 919 WINED3DSIH_TEXM3x3TEX, 920 WINED3DSIH_TEXM3x3VSPEC, 921 WINED3DSIH_TEXREG2AR, 922 WINED3DSIH_TEXREG2GB, 923 WINED3DSIH_TEXREG2RGB, 924 WINED3DSIH_UBFE, 925 WINED3DSIH_UDIV, 926 WINED3DSIH_UGE, 927 WINED3DSIH_ULT, 928 WINED3DSIH_UMAX, 929 WINED3DSIH_UMIN, 930 WINED3DSIH_UMUL, 931 WINED3DSIH_USHR, 932 WINED3DSIH_UTOF, 933 WINED3DSIH_XOR, 934 WINED3DSIH_TABLE_SIZE 935 }; 936 937 enum wined3d_shader_type 938 { 939 WINED3D_SHADER_TYPE_PIXEL, 940 WINED3D_SHADER_TYPE_VERTEX, 941 WINED3D_SHADER_TYPE_GEOMETRY, 942 WINED3D_SHADER_TYPE_HULL, 943 WINED3D_SHADER_TYPE_DOMAIN, 944 WINED3D_SHADER_TYPE_GRAPHICS_COUNT, 945 946 WINED3D_SHADER_TYPE_COMPUTE = WINED3D_SHADER_TYPE_GRAPHICS_COUNT, 947 WINED3D_SHADER_TYPE_COUNT, 948 WINED3D_SHADER_TYPE_INVALID = WINED3D_SHADER_TYPE_COUNT, 949 }; 950 951 struct wined3d_shader_version 952 { 953 enum wined3d_shader_type type; 954 BYTE major; 955 BYTE minor; 956 }; 957 958 struct wined3d_shader_resource_info 959 { 960 enum wined3d_shader_resource_type type; 961 enum wined3d_data_type data_type; 962 unsigned int flags; 963 unsigned int stride; 964 }; 965 966 #define WINED3D_SAMPLER_DEFAULT ~0x0u 967 968 struct wined3d_shader_sampler_map_entry 969 { 970 unsigned int resource_idx; 971 unsigned int sampler_idx; 972 unsigned int bind_idx; 973 }; 974 975 struct wined3d_shader_sampler_map 976 { 977 struct wined3d_shader_sampler_map_entry *entries; 978 size_t size; 979 size_t count; 980 }; 981 982 struct wined3d_shader_immediate_constant_buffer 983 { 984 unsigned int vec4_count; 985 DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE]; 986 }; 987 988 struct wined3d_shader_indexable_temp 989 { 990 struct list entry; 991 unsigned int register_idx; 992 unsigned int register_size; 993 unsigned int component_count; 994 }; 995 996 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor)) 997 998 struct wined3d_shader_reg_maps 999 { 1000 struct wined3d_shader_version shader_version; 1001 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */ 1002 BYTE address; /* MAX_REG_ADDR, 1 */ 1003 WORD labels; /* MAX_LABELS, 16 */ 1004 DWORD temporary; /* 32 */ 1005 unsigned int temporary_count; 1006 DWORD *constf; /* pixel, vertex */ 1007 struct list indexable_temps; 1008 const struct wined3d_shader_immediate_constant_buffer *icb; 1009 union 1010 { 1011 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */ 1012 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */ 1013 } u; 1014 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */ 1015 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */ 1016 WORD integer_constants; /* WINED3D_MAX_CONSTS_I, 16 */ 1017 WORD boolean_constants; /* WINED3D_MAX_CONSTS_B, 16 */ 1018 WORD local_int_consts; /* WINED3D_MAX_CONSTS_I, 16 */ 1019 WORD local_bool_consts; /* WINED3D_MAX_CONSTS_B, 16 */ 1020 UINT cb_sizes[WINED3D_MAX_CBS]; 1021 1022 struct wined3d_shader_resource_info resource_info[MAX_SHADER_RESOURCE_VIEWS]; 1023 struct wined3d_shader_sampler_map sampler_map; 1024 DWORD sampler_comparison_mode; 1025 BYTE bumpmat; /* MAX_TEXTURES, 8 */ 1026 BYTE luminanceparams; /* MAX_TEXTURES, 8 */ 1027 struct wined3d_shader_resource_info uav_resource_info[MAX_UNORDERED_ACCESS_VIEWS]; 1028 DWORD uav_read_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */ 1029 DWORD uav_counter_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */ 1030 1031 DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */ 1032 DWORD cull_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */ 1033 DWORD usesnrm : 1; 1034 DWORD vpos : 1; 1035 DWORD usesdsx : 1; 1036 DWORD usesdsy : 1; 1037 DWORD usestexldd : 1; 1038 DWORD usesmova : 1; 1039 DWORD usesfacing : 1; 1040 DWORD usesrelconstF : 1; 1041 DWORD fog : 1; 1042 DWORD usestexldl : 1; 1043 DWORD usesifc : 1; 1044 DWORD usescall : 1; 1045 DWORD usespow : 1; 1046 DWORD point_size : 1; 1047 DWORD vocp : 1; 1048 DWORD input_rel_addressing : 1; 1049 DWORD viewport_array : 1; 1050 DWORD sample_mask : 1; 1051 DWORD padding : 14; 1052 1053 DWORD rt_mask; /* Used render targets, 32 max. */ 1054 1055 /* Whether or not loops are used in this shader, and nesting depth */ 1056 unsigned int loop_depth; 1057 unsigned int min_rel_offset, max_rel_offset; 1058 1059 struct wined3d_shader_tgsm *tgsm; 1060 SIZE_T tgsm_capacity; 1061 unsigned int tgsm_count; 1062 }; 1063 1064 /* Keeps track of details for TEX_M#x# instructions which need to maintain 1065 * state information between multiple instructions. */ 1066 struct wined3d_shader_tex_mx 1067 { 1068 unsigned int current_row; 1069 DWORD texcoord_w[2]; 1070 }; 1071 1072 struct wined3d_shader_parser_state 1073 { 1074 unsigned int current_loop_depth; 1075 unsigned int current_loop_reg; 1076 BOOL in_subroutine; 1077 }; 1078 1079 struct wined3d_shader_context 1080 { 1081 const struct wined3d_shader *shader; 1082 const struct wined3d_gl_info *gl_info; 1083 const struct wined3d_shader_reg_maps *reg_maps; 1084 struct wined3d_string_buffer *buffer; 1085 struct wined3d_shader_tex_mx *tex_mx; 1086 struct wined3d_shader_parser_state *state; 1087 void *backend_data; 1088 }; 1089 1090 struct wined3d_shader_register_index 1091 { 1092 const struct wined3d_shader_src_param *rel_addr; 1093 unsigned int offset; 1094 }; 1095 1096 struct wined3d_shader_register 1097 { 1098 enum wined3d_shader_register_type type; 1099 enum wined3d_data_type data_type; 1100 struct wined3d_shader_register_index idx[2]; 1101 enum wined3d_immconst_type immconst_type; 1102 union 1103 { 1104 DWORD immconst_data[4]; 1105 unsigned fp_body_idx; 1106 } u; 1107 }; 1108 1109 struct wined3d_shader_dst_param 1110 { 1111 struct wined3d_shader_register reg; 1112 DWORD write_mask; 1113 DWORD modifiers; 1114 DWORD shift; 1115 }; 1116 1117 struct wined3d_shader_src_param 1118 { 1119 struct wined3d_shader_register reg; 1120 DWORD swizzle; 1121 enum wined3d_shader_src_modifier modifiers; 1122 }; 1123 1124 struct wined3d_shader_index_range 1125 { 1126 struct wined3d_shader_dst_param first_register; 1127 unsigned int last_register; 1128 }; 1129 1130 struct wined3d_shader_semantic 1131 { 1132 enum wined3d_decl_usage usage; 1133 UINT usage_idx; 1134 enum wined3d_shader_resource_type resource_type; 1135 enum wined3d_data_type resource_data_type; 1136 struct wined3d_shader_dst_param reg; 1137 }; 1138 1139 enum wined3d_shader_input_sysval_semantic 1140 { 1141 WINED3D_SIV_POSITION = 1, 1142 WINED3D_SIV_CLIP_DISTANCE = 2, 1143 WINED3D_SIV_CULL_DISTANCE = 3, 1144 WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX = 4, 1145 WINED3D_SIV_VIEWPORT_ARRAY_INDEX = 5, 1146 WINED3D_SIV_VERTEX_ID = 6, 1147 WINED3D_SIV_PRIMITIVE_ID = 7, 1148 WINED3D_SIV_INSTANCE_ID = 8, 1149 WINED3D_SIV_IS_FRONT_FACE = 9, 1150 WINED3D_SIV_SAMPLE_INDEX = 10, 1151 WINED3D_SIV_QUAD_U0_TESS_FACTOR = 11, 1152 WINED3D_SIV_QUAD_V0_TESS_FACTOR = 12, 1153 WINED3D_SIV_QUAD_U1_TESS_FACTOR = 13, 1154 WINED3D_SIV_QUAD_V1_TESS_FACTOR = 14, 1155 WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR = 15, 1156 WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR = 16, 1157 WINED3D_SIV_TRIANGLE_U_TESS_FACTOR = 17, 1158 WINED3D_SIV_TRIANGLE_V_TESS_FACTOR = 18, 1159 WINED3D_SIV_TRIANGLE_W_TESS_FACTOR = 19, 1160 WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR = 20, 1161 WINED3D_SIV_LINE_DETAIL_TESS_FACTOR = 21, 1162 WINED3D_SIV_LINE_DENSITY_TESS_FACTOR = 22, 1163 }; 1164 1165 struct wined3d_shader_register_semantic 1166 { 1167 struct wined3d_shader_dst_param reg; 1168 enum wined3d_shader_input_sysval_semantic sysval_semantic; 1169 }; 1170 1171 struct wined3d_shader_structured_resource 1172 { 1173 struct wined3d_shader_dst_param reg; 1174 unsigned int byte_stride; 1175 }; 1176 1177 struct wined3d_shader_tgsm 1178 { 1179 unsigned int size; 1180 unsigned int stride; 1181 }; 1182 1183 struct wined3d_shader_tgsm_raw 1184 { 1185 struct wined3d_shader_dst_param reg; 1186 unsigned int byte_count; 1187 }; 1188 1189 struct wined3d_shader_tgsm_structured 1190 { 1191 struct wined3d_shader_dst_param reg; 1192 unsigned int byte_stride; 1193 unsigned int structure_count; 1194 }; 1195 1196 struct wined3d_shader_thread_group_size 1197 { 1198 unsigned int x, y, z; 1199 }; 1200 1201 struct wined3d_shader_function_table_pointer 1202 { 1203 unsigned int index; 1204 unsigned int array_size; 1205 unsigned int body_count; 1206 unsigned int table_count; 1207 }; 1208 1209 struct wined3d_shader_texel_offset 1210 { 1211 signed char u, v, w; 1212 }; 1213 1214 struct wined3d_shader_primitive_type 1215 { 1216 enum wined3d_primitive_type type; 1217 unsigned int patch_vertex_count; 1218 }; 1219 1220 struct wined3d_shader_instruction 1221 { 1222 const struct wined3d_shader_context *ctx; 1223 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx; 1224 DWORD flags; 1225 unsigned int dst_count; 1226 unsigned int src_count; 1227 const struct wined3d_shader_dst_param *dst; 1228 const struct wined3d_shader_src_param *src; 1229 struct wined3d_shader_texel_offset texel_offset; 1230 BOOL coissue; 1231 const struct wined3d_shader_src_param *predicate; 1232 union 1233 { 1234 struct wined3d_shader_semantic semantic; 1235 struct wined3d_shader_register_semantic register_semantic; 1236 struct wined3d_shader_primitive_type primitive_type; 1237 struct wined3d_shader_dst_param dst; 1238 struct wined3d_shader_src_param src; 1239 unsigned int count; 1240 unsigned int index; 1241 const struct wined3d_shader_immediate_constant_buffer *icb; 1242 struct wined3d_shader_structured_resource structured_resource; 1243 struct wined3d_shader_tgsm_raw tgsm_raw; 1244 struct wined3d_shader_tgsm_structured tgsm_structured; 1245 struct wined3d_shader_thread_group_size thread_group_size; 1246 enum wined3d_tessellator_domain tessellator_domain; 1247 enum wined3d_tessellator_output_primitive tessellator_output_primitive; 1248 enum wined3d_tessellator_partitioning tessellator_partitioning; 1249 float max_tessellation_factor; 1250 struct wined3d_shader_index_range index_range; 1251 struct wined3d_shader_indexable_temp indexable_temp; 1252 struct wined3d_shader_function_table_pointer fp; 1253 } declaration; 1254 }; 1255 1256 static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins) 1257 { 1258 return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w; 1259 } 1260 1261 struct wined3d_shader_attribute 1262 { 1263 enum wined3d_decl_usage usage; 1264 UINT usage_idx; 1265 }; 1266 1267 struct wined3d_shader_loop_control 1268 { 1269 unsigned int count; 1270 unsigned int start; 1271 int step; 1272 }; 1273 1274 struct wined3d_shader_frontend 1275 { 1276 void *(*shader_init)(const DWORD *byte_code, size_t byte_code_size, 1277 const struct wined3d_shader_signature *output_signature); 1278 void (*shader_free)(void *data); 1279 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version); 1280 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins); 1281 BOOL (*shader_is_end)(void *data, const DWORD **ptr); 1282 }; 1283 1284 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN; 1285 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN; 1286 1287 enum wined3d_shader_type wined3d_get_sm4_shader_type(const DWORD *byte_code, 1288 size_t byte_code_size) DECLSPEC_HIDDEN; 1289 1290 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *); 1291 1292 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001 1293 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002 1294 #define WINED3D_SHADER_CAP_DOUBLE_PRECISION 0x00000004 1295 1296 struct shader_caps 1297 { 1298 unsigned int vs_version; 1299 unsigned int hs_version; 1300 unsigned int ds_version; 1301 unsigned int gs_version; 1302 unsigned int ps_version; 1303 unsigned int cs_version; 1304 1305 DWORD vs_uniform_count; 1306 DWORD ps_uniform_count; 1307 float ps_1x_max_value; 1308 DWORD varying_count; 1309 1310 DWORD wined3d_caps; 1311 }; 1312 1313 enum wined3d_gl_resource_type 1314 { 1315 WINED3D_GL_RES_TYPE_TEX_1D = 0, 1316 WINED3D_GL_RES_TYPE_TEX_2D = 1, 1317 WINED3D_GL_RES_TYPE_TEX_3D = 2, 1318 WINED3D_GL_RES_TYPE_TEX_CUBE = 3, 1319 WINED3D_GL_RES_TYPE_TEX_RECT = 4, 1320 WINED3D_GL_RES_TYPE_BUFFER = 5, 1321 WINED3D_GL_RES_TYPE_RB = 6, 1322 WINED3D_GL_RES_TYPE_COUNT = 7, 1323 }; 1324 1325 enum wined3d_vertex_processing_mode 1326 { 1327 WINED3D_VP_MODE_FF, 1328 WINED3D_VP_MODE_SHADER, 1329 WINED3D_VP_MODE_NONE, 1330 }; 1331 1332 #define WINED3D_CONST_NUM_UNUSED ~0U 1333 1334 enum wined3d_ffp_ps_fog_mode 1335 { 1336 WINED3D_FFP_PS_FOG_OFF, 1337 WINED3D_FFP_PS_FOG_LINEAR, 1338 WINED3D_FFP_PS_FOG_EXP, 1339 WINED3D_FFP_PS_FOG_EXP2, 1340 }; 1341 1342 /* Stateblock dependent parameters which have to be hardcoded 1343 * into the shader code 1344 */ 1345 1346 #define WINED3D_PSARGS_PROJECTED (1u << 3) 1347 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4 1348 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu 1349 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2 1350 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u 1351 1352 /* Used for Shader Model 1 pixel shaders to track the bound texture 1353 * type. 2D and RECT textures are separated through NP2 fixup. */ 1354 enum wined3d_shader_tex_types 1355 { 1356 WINED3D_SHADER_TEX_2D = 0, 1357 WINED3D_SHADER_TEX_3D = 1, 1358 WINED3D_SHADER_TEX_CUBE = 2, 1359 }; 1360 1361 struct ps_compile_args 1362 { 1363 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS]; 1364 enum wined3d_vertex_processing_mode vp_mode; 1365 enum wined3d_ffp_ps_fog_mode fog; 1366 WORD tex_transform; /* ps 1.0-1.3, 4 textures */ 1367 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */ 1368 WORD srgb_correction; 1369 /* Bitmap for NP2 texcoord fixups (16 samplers max currently). 1370 D3D9 has a limit of 16 samplers and the fixup is superfluous 1371 in D3D10 (unconditional NP2 support mandatory). */ 1372 WORD np2_fixup; 1373 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */ 1374 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */ 1375 DWORD pointsprite : 1; 1376 DWORD flatshading : 1; 1377 DWORD alpha_test_func : 3; 1378 DWORD render_offscreen : 1; 1379 DWORD dual_source_blend : 1; 1380 DWORD padding : 25; 1381 }; 1382 1383 enum fog_src_type 1384 { 1385 VS_FOG_Z = 0, 1386 VS_FOG_COORD = 1 1387 }; 1388 1389 struct vs_compile_args 1390 { 1391 BYTE fog_src; 1392 BYTE clip_enabled : 1; 1393 BYTE point_size : 1; 1394 BYTE per_vertex_point_size : 1; 1395 BYTE flatshading : 1; 1396 BYTE next_shader_type : 3; 1397 BYTE padding : 1; 1398 WORD swizzle_map; /* MAX_ATTRIBS, 16 */ 1399 unsigned int next_shader_input_count; 1400 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE]; 1401 }; 1402 1403 struct ds_compile_args 1404 { 1405 enum wined3d_tessellator_output_primitive tessellator_output_primitive; 1406 enum wined3d_tessellator_partitioning tessellator_partitioning; 1407 unsigned int output_count : 16; 1408 unsigned int next_shader_type : 3; 1409 unsigned int render_offscreen : 1; 1410 unsigned int padding : 12; 1411 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE]; 1412 }; 1413 1414 struct gs_compile_args 1415 { 1416 unsigned int output_count; 1417 enum wined3d_primitive_type primitive_type; 1418 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE]; 1419 }; 1420 1421 struct wined3d_context; 1422 struct wined3d_state; 1423 struct fragment_pipeline; 1424 struct wined3d_vertex_pipe_ops; 1425 1426 struct wined3d_shader_backend_ops 1427 { 1428 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *); 1429 void (*shader_precompile)(void *shader_priv, struct wined3d_shader *shader); 1430 void (*shader_select)(void *shader_priv, struct wined3d_context *context, 1431 const struct wined3d_state *state); 1432 void (*shader_select_compute)(void *shader_priv, struct wined3d_context *context, 1433 const struct wined3d_state *state); 1434 void (*shader_disable)(void *shader_priv, struct wined3d_context *context); 1435 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count); 1436 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count); 1437 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context, 1438 const struct wined3d_state *state); 1439 void (*shader_destroy)(struct wined3d_shader *shader); 1440 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe, 1441 const struct fragment_pipeline *fragment_pipe); 1442 void (*shader_free_private)(struct wined3d_device *device); 1443 BOOL (*shader_allocate_context_data)(struct wined3d_context *context); 1444 void (*shader_free_context_data)(struct wined3d_context *context); 1445 void (*shader_init_context_state)(struct wined3d_context *context); 1446 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps); 1447 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup); 1448 BOOL (*shader_has_ffp_proj_control)(void *shader_priv); 1449 }; 1450 1451 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN; 1452 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN; 1453 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN; 1454 1455 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f) 1456 1457 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff) 1458 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff) 1459 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff) 1460 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff) 1461 1462 static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color) 1463 { 1464 wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f; 1465 wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f; 1466 wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f; 1467 wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f; 1468 } 1469 1470 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */ 1471 1472 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info, 1473 const char *file, unsigned int line, const char *name) DECLSPEC_HIDDEN; 1474 1475 /* Checking of API calls */ 1476 /* --------------------- */ 1477 #ifndef WINE_NO_DEBUG_MSGS 1478 #define checkGLcall(A) \ 1479 do { \ 1480 if (__WINE_IS_DEBUG_ON(_ERR, &__wine_dbch_d3d) \ 1481 && !gl_info->supported[ARB_DEBUG_OUTPUT]) \ 1482 wined3d_check_gl_call(gl_info, __FILE__, __LINE__, A); \ 1483 } while(0) 1484 #else 1485 #define checkGLcall(A) do {} while(0) 1486 #endif 1487 1488 struct wined3d_bo_address 1489 { 1490 GLuint buffer_object; 1491 BYTE *addr; 1492 }; 1493 1494 struct wined3d_const_bo_address 1495 { 1496 GLuint buffer_object; 1497 const BYTE *addr; 1498 }; 1499 1500 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data) 1501 { 1502 return (struct wined3d_const_bo_address *)data; 1503 } 1504 1505 struct wined3d_stream_info_element 1506 { 1507 const struct wined3d_format *format; 1508 struct wined3d_bo_address data; 1509 GLsizei stride; 1510 unsigned int stream_idx; 1511 unsigned int divisor; 1512 }; 1513 1514 struct wined3d_stream_info 1515 { 1516 struct wined3d_stream_info_element elements[MAX_ATTRIBS]; 1517 DWORD position_transformed : 1; 1518 DWORD all_vbo : 1; 1519 WORD swizzle_map; /* MAX_ATTRIBS, 16 */ 1520 WORD use_map; /* MAX_ATTRIBS, 16 */ 1521 }; 1522 1523 void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info, 1524 const struct wined3d_state *state, const struct wined3d_gl_info *gl_info, 1525 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN; 1526 1527 struct wined3d_direct_dispatch_parameters 1528 { 1529 unsigned int group_count_x; 1530 unsigned int group_count_y; 1531 unsigned int group_count_z; 1532 }; 1533 1534 struct wined3d_indirect_dispatch_parameters 1535 { 1536 struct wined3d_buffer *buffer; 1537 unsigned int offset; 1538 }; 1539 1540 struct wined3d_dispatch_parameters 1541 { 1542 BOOL indirect; 1543 union 1544 { 1545 struct wined3d_direct_dispatch_parameters direct; 1546 struct wined3d_indirect_dispatch_parameters indirect; 1547 } u; 1548 }; 1549 1550 struct wined3d_direct_draw_parameters 1551 { 1552 int base_vertex_idx; 1553 unsigned int start_idx; 1554 unsigned int index_count; 1555 unsigned int start_instance; 1556 unsigned int instance_count; 1557 }; 1558 1559 struct wined3d_indirect_draw_parameters 1560 { 1561 struct wined3d_buffer *buffer; 1562 unsigned int offset; 1563 }; 1564 1565 struct wined3d_draw_parameters 1566 { 1567 BOOL indirect; 1568 union 1569 { 1570 struct wined3d_direct_draw_parameters direct; 1571 struct wined3d_indirect_draw_parameters indirect; 1572 } u; 1573 BOOL indexed; 1574 }; 1575 1576 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state, 1577 const struct wined3d_draw_parameters *draw_parameters) DECLSPEC_HIDDEN; 1578 void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state, 1579 const struct wined3d_dispatch_parameters *dispatch_parameters) DECLSPEC_HIDDEN; 1580 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN; 1581 1582 #define eps 1e-8f 1583 1584 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \ 1585 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1) 1586 1587 enum wined3d_pipeline 1588 { 1589 WINED3D_PIPELINE_GRAPHICS, 1590 WINED3D_PIPELINE_COMPUTE, 1591 WINED3D_PIPELINE_COUNT, 1592 }; 1593 1594 /* Routines and structures related to state management */ 1595 1596 #define STATE_RENDER(a) (a) 1597 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE)) 1598 1599 #define STATE_TEXTURESTAGE(stage, num) \ 1600 (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num)) 1601 #define STATE_IS_TEXTURESTAGE(a) \ 1602 ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE)) 1603 1604 /* + 1 because samplers start with 0 */ 1605 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num)) 1606 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1)) 1607 1608 #define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a)) 1609 #define STATE_IS_GRAPHICS_SHADER(a) \ 1610 ((a) >= STATE_GRAPHICS_SHADER(0) && (a) < STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT)) 1611 1612 #define STATE_GRAPHICS_CONSTANT_BUFFER(a) (STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT) + (a)) 1613 #define STATE_IS_GRAPHICS_CONSTANT_BUFFER(a) \ 1614 ((a) >= STATE_GRAPHICS_CONSTANT_BUFFER(0) \ 1615 && (a) < STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT)) 1616 1617 #define STATE_GRAPHICS_SHADER_RESOURCE_BINDING (STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT)) 1618 #define STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_GRAPHICS_SHADER_RESOURCE_BINDING) 1619 1620 #define STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING (STATE_GRAPHICS_SHADER_RESOURCE_BINDING + 1) 1621 #define STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING) 1622 1623 #define STATE_TRANSFORM(a) (STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING + (a)) 1624 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255))) 1625 1626 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1) 1627 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC) 1628 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1) 1629 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER) 1630 1631 #define STATE_VDECL (STATE_INDEXBUFFER + 1) 1632 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL) 1633 1634 #define STATE_VIEWPORT (STATE_VDECL + 1) 1635 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT) 1636 1637 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1) 1638 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE) 1639 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a)) 1640 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS)) 1641 1642 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1) 1643 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT) 1644 1645 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a)) 1646 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIP_DISTANCES - 1)) 1647 1648 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIP_DISTANCES)) 1649 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL) 1650 1651 #define STATE_RASTERIZER (STATE_MATERIAL + 1) 1652 #define STATE_IS_RASTERIZER(a) ((a) == STATE_RASTERIZER) 1653 1654 #define STATE_POINTSPRITECOORDORIGIN (STATE_RASTERIZER + 1) 1655 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN) 1656 1657 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1) 1658 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX) 1659 1660 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1) 1661 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER) 1662 1663 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1) 1664 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE) 1665 1666 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1) 1667 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY) 1668 1669 #define STATE_STREAM_OUTPUT (STATE_COLOR_KEY + 1) 1670 #define STATE_IS_STREAM_OUTPUT(a) ((a) == STATE_STREAM_OUTPUT) 1671 1672 #define STATE_BLEND (STATE_STREAM_OUTPUT + 1) 1673 #define STATE_IS_BLEND(a) ((a) == STATE_BLEND) 1674 1675 #define STATE_COMPUTE_OFFSET (STATE_BLEND + 1) 1676 1677 #define STATE_COMPUTE_SHADER (STATE_COMPUTE_OFFSET) 1678 #define STATE_IS_COMPUTE_SHADER(a) ((a) == STATE_COMPUTE_SHADER) 1679 1680 #define STATE_COMPUTE_CONSTANT_BUFFER (STATE_COMPUTE_SHADER + 1) 1681 #define STATE_IS_COMPUTE_CONSTANT_BUFFER(a) ((a) == STATE_COMPUTE_CONSTANT_BUFFER) 1682 1683 #define STATE_COMPUTE_SHADER_RESOURCE_BINDING (STATE_COMPUTE_CONSTANT_BUFFER + 1) 1684 #define STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(a) ((a) == STATE_COMPUTE_SHADER_RESOURCE_BINDING) 1685 1686 #define STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING (STATE_COMPUTE_SHADER_RESOURCE_BINDING + 1) 1687 #define STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING) 1688 1689 #define STATE_COMPUTE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING) 1690 #define STATE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING) 1691 1692 #define STATE_IS_COMPUTE(a) ((a) >= STATE_COMPUTE_OFFSET && (a) <= STATE_COMPUTE_HIGHEST) 1693 #define STATE_COMPUTE_COUNT (STATE_COMPUTE_HIGHEST - STATE_COMPUTE_OFFSET + 1) 1694 1695 #define STATE_SHADER(a) ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_SHADER(a) : STATE_COMPUTE_SHADER) 1696 #define STATE_CONSTANT_BUFFER(a) \ 1697 ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_CONSTANT_BUFFER(a) : STATE_COMPUTE_CONSTANT_BUFFER) 1698 #define STATE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == WINED3D_PIPELINE_GRAPHICS ? \ 1699 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING : STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING) 1700 1701 enum fogsource { 1702 FOGSOURCE_FFP, 1703 FOGSOURCE_VS, 1704 FOGSOURCE_COORD, 1705 }; 1706 1707 union wined3d_gl_fence_object 1708 { 1709 GLuint id; 1710 GLsync sync; 1711 }; 1712 1713 enum wined3d_fence_result 1714 { 1715 WINED3D_FENCE_OK, 1716 WINED3D_FENCE_WAITING, 1717 WINED3D_FENCE_NOT_STARTED, 1718 WINED3D_FENCE_WRONG_THREAD, 1719 WINED3D_FENCE_ERROR, 1720 }; 1721 1722 struct wined3d_fence 1723 { 1724 struct list entry; 1725 union wined3d_gl_fence_object object; 1726 struct wined3d_context *context; 1727 }; 1728 1729 HRESULT wined3d_fence_create(struct wined3d_device *device, struct wined3d_fence **fence) DECLSPEC_HIDDEN; 1730 void wined3d_fence_destroy(struct wined3d_fence *fence) DECLSPEC_HIDDEN; 1731 void wined3d_fence_issue(struct wined3d_fence *fence, const struct wined3d_device *device) DECLSPEC_HIDDEN; 1732 enum wined3d_fence_result wined3d_fence_wait(const struct wined3d_fence *fence, 1733 const struct wined3d_device *device) DECLSPEC_HIDDEN; 1734 1735 /* Direct3D terminology with little modifications. We do not have an issued 1736 * state because only the driver knows about it, but we have a created state 1737 * because D3D allows GetData() on a created query, but OpenGL doesn't. */ 1738 enum wined3d_query_state 1739 { 1740 QUERY_CREATED, 1741 QUERY_SIGNALLED, 1742 QUERY_BUILDING 1743 }; 1744 1745 struct wined3d_query_ops 1746 { 1747 BOOL (*query_poll)(struct wined3d_query *query, DWORD flags); 1748 BOOL (*query_issue)(struct wined3d_query *query, DWORD flags); 1749 void (*query_destroy)(struct wined3d_query *query); 1750 }; 1751 1752 struct wined3d_query 1753 { 1754 LONG ref; 1755 1756 void *parent; 1757 const struct wined3d_parent_ops *parent_ops; 1758 struct wined3d_device *device; 1759 enum wined3d_query_state state; 1760 enum wined3d_query_type type; 1761 const void *data; 1762 DWORD data_size; 1763 const struct wined3d_query_ops *query_ops; 1764 1765 LONG counter_main, counter_retrieved; 1766 struct list poll_list_entry; 1767 }; 1768 1769 struct wined3d_event_query 1770 { 1771 struct wined3d_query query; 1772 1773 struct wined3d_fence fence; 1774 BOOL signalled; 1775 }; 1776 1777 struct wined3d_occlusion_query 1778 { 1779 struct wined3d_query query; 1780 1781 struct list entry; 1782 GLuint id; 1783 struct wined3d_context *context; 1784 UINT64 samples; 1785 BOOL started; 1786 }; 1787 1788 struct wined3d_timestamp_query 1789 { 1790 struct wined3d_query query; 1791 1792 struct list entry; 1793 GLuint id; 1794 struct wined3d_context *context; 1795 UINT64 timestamp; 1796 }; 1797 1798 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN; 1799 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN; 1800 1801 union wined3d_gl_so_statistics_query 1802 { 1803 GLuint id[2]; 1804 struct 1805 { 1806 GLuint written; 1807 GLuint generated; 1808 } query; 1809 }; 1810 1811 struct wined3d_so_statistics_query 1812 { 1813 struct wined3d_query query; 1814 1815 struct list entry; 1816 union wined3d_gl_so_statistics_query u; 1817 struct wined3d_context *context; 1818 unsigned int stream_idx; 1819 struct wined3d_query_data_so_statistics statistics; 1820 BOOL started; 1821 }; 1822 1823 void context_alloc_so_statistics_query(struct wined3d_context *context, 1824 struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN; 1825 void context_free_so_statistics_query(struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN; 1826 1827 union wined3d_gl_pipeline_statistics_query 1828 { 1829 GLuint id[11]; 1830 struct 1831 { 1832 GLuint vertices; 1833 GLuint primitives; 1834 GLuint vertex_shader; 1835 GLuint tess_control_shader; 1836 GLuint tess_eval_shader; 1837 GLuint geometry_shader; 1838 GLuint geometry_primitives; 1839 GLuint fragment_shader; 1840 GLuint compute_shader; 1841 GLuint clipping_input; 1842 GLuint clipping_output; 1843 } query; 1844 }; 1845 1846 struct wined3d_pipeline_statistics_query 1847 { 1848 struct wined3d_query query; 1849 1850 struct list entry; 1851 union wined3d_gl_pipeline_statistics_query u; 1852 struct wined3d_context *context; 1853 struct wined3d_query_data_pipeline_statistics statistics; 1854 BOOL started; 1855 }; 1856 1857 void context_alloc_pipeline_statistics_query(struct wined3d_context *context, 1858 struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN; 1859 void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN; 1860 1861 struct wined3d_gl_view 1862 { 1863 GLenum target; 1864 GLuint name; 1865 }; 1866 1867 struct wined3d_rendertarget_info 1868 { 1869 struct wined3d_gl_view gl_view; 1870 struct wined3d_resource *resource; 1871 unsigned int sub_resource_idx; 1872 unsigned int layer_count; 1873 }; 1874 1875 #define MAX_GL_FRAGMENT_SAMPLERS 32 1876 1877 struct wined3d_context 1878 { 1879 const struct wined3d_gl_info *gl_info; 1880 const struct wined3d_d3d_info *d3d_info; 1881 const struct StateEntry *state_table; 1882 /* State dirtification 1883 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices 1884 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed, 1885 * 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 1886 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states. 1887 */ 1888 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */ 1889 DWORD numDirtyEntries; 1890 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */ 1891 unsigned int dirty_compute_states[STATE_COMPUTE_COUNT / (sizeof(unsigned int) * CHAR_BIT) + 1]; 1892 1893 struct wined3d_device *device; 1894 struct wined3d_swapchain *swapchain; 1895 struct 1896 { 1897 struct wined3d_texture *texture; 1898 unsigned int sub_resource_idx; 1899 } current_rt; 1900 DWORD tid; /* Thread ID which owns this context at the moment */ 1901 1902 /* Stores some information about the context state for optimization */ 1903 DWORD render_offscreen : 1; 1904 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */ 1905 DWORD last_swizzle_map : 16; /* MAX_ATTRIBS, 16 */ 1906 DWORD last_was_pshader : 1; 1907 DWORD last_was_vshader : 1; 1908 DWORD last_was_normal : 1; 1909 DWORD namedArraysLoaded : 1; 1910 DWORD last_was_ffp_blit : 1; 1911 DWORD last_was_blit : 1; 1912 DWORD last_was_ckey : 1; 1913 DWORD fog_coord : 1; 1914 DWORD fog_enabled : 1; 1915 DWORD num_untracked_materials : 2; /* Max value 2 */ 1916 DWORD current : 1; 1917 DWORD destroyed : 1; 1918 DWORD valid : 1; 1919 1920 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */ 1921 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */ 1922 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */ 1923 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */ 1924 DWORD use_immediate_mode_draw : 1; 1925 DWORD rebind_fbo : 1; 1926 DWORD needs_set : 1; 1927 DWORD hdc_is_private : 1; 1928 1929 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */ 1930 DWORD update_shader_resource_bindings : 1; 1931 DWORD update_compute_shader_resource_bindings : 1; 1932 DWORD update_unordered_access_view_bindings : 1; 1933 DWORD update_compute_unordered_access_view_bindings : 1; 1934 DWORD uses_uavs : 1; 1935 DWORD destroy_delayed : 1; 1936 DWORD transform_feedback_active : 1; 1937 DWORD transform_feedback_paused : 1; 1938 DWORD shader_update_mask : 6; /* WINED3D_SHADER_TYPE_COUNT, 6 */ 1939 DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */ 1940 DWORD last_was_dual_blend : 1; 1941 DWORD padding : 8; 1942 1943 DWORD constant_update_mask; 1944 DWORD numbered_array_mask; 1945 GLenum tracking_parm; /* Which source is tracking current colour */ 1946 GLenum untracked_materials[2]; 1947 UINT blit_w, blit_h; 1948 enum fogsource fog_source; 1949 DWORD active_texture; 1950 DWORD *texture_type; 1951 1952 UINT instance_count; 1953 1954 /* The actual opengl context */ 1955 UINT level; 1956 HGLRC restore_ctx; 1957 HDC restore_dc; 1958 int restore_pf; 1959 HWND restore_pf_win; 1960 HGLRC glCtx; 1961 HWND win_handle; 1962 HDC hdc; 1963 int pixel_format; 1964 GLint aux_buffers; 1965 1966 void *shader_backend_data; 1967 void *fragment_pipe_data; 1968 1969 /* FBOs */ 1970 UINT fbo_entry_count; 1971 struct list fbo_list; 1972 struct list fbo_destroy_list; 1973 struct fbo_entry *current_fbo; 1974 GLuint fbo_read_binding; 1975 GLuint fbo_draw_binding; 1976 struct wined3d_rendertarget_info blit_targets[MAX_RENDER_TARGET_VIEWS]; 1977 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */ 1978 1979 /* Queries */ 1980 GLuint *free_occlusion_queries; 1981 SIZE_T free_occlusion_query_size; 1982 unsigned int free_occlusion_query_count; 1983 struct list occlusion_queries; 1984 1985 union wined3d_gl_fence_object *free_fences; 1986 SIZE_T free_fence_size; 1987 unsigned int free_fence_count; 1988 struct list fences; 1989 1990 GLuint *free_timestamp_queries; 1991 SIZE_T free_timestamp_query_size; 1992 unsigned int free_timestamp_query_count; 1993 struct list timestamp_queries; 1994 1995 union wined3d_gl_so_statistics_query *free_so_statistics_queries; 1996 SIZE_T free_so_statistics_query_size; 1997 unsigned int free_so_statistics_query_count; 1998 struct list so_statistics_queries; 1999 2000 union wined3d_gl_pipeline_statistics_query *free_pipeline_statistics_queries; 2001 SIZE_T free_pipeline_statistics_query_size; 2002 unsigned int free_pipeline_statistics_query_count; 2003 struct list pipeline_statistics_queries; 2004 2005 struct wined3d_stream_info stream_info; 2006 2007 /* Fences for GL_APPLE_flush_buffer_range */ 2008 struct wined3d_fence *buffer_fences[MAX_ATTRIBS]; 2009 unsigned int buffer_fence_count; 2010 2011 GLuint blit_vbo; 2012 2013 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS]; 2014 DWORD rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS]; 2015 2016 /* Extension emulation */ 2017 GLint gl_fog_source; 2018 GLfloat fog_coord_value; 2019 GLfloat color[4], fogstart, fogend, fogcolor[4]; 2020 GLuint dummy_arbfp_prog; 2021 2022 unsigned int viewport_count; 2023 unsigned int scissor_rect_count; 2024 }; 2025 2026 struct wined3d_fb_state 2027 { 2028 struct wined3d_rendertarget_view *render_targets[MAX_RENDER_TARGET_VIEWS]; 2029 struct wined3d_rendertarget_view *depth_stencil; 2030 }; 2031 2032 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id); 2033 2034 struct StateEntry 2035 { 2036 DWORD representative; 2037 APPLYSTATEFUNC apply; 2038 }; 2039 2040 struct StateEntryTemplate 2041 { 2042 DWORD state; 2043 struct StateEntry content; 2044 enum wined3d_gl_extension extension; 2045 }; 2046 2047 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001 2048 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002 2049 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004 2050 2051 struct fragment_caps 2052 { 2053 DWORD wined3d_caps; 2054 DWORD PrimitiveMiscCaps; 2055 DWORD TextureOpCaps; 2056 DWORD MaxTextureBlendStages; 2057 DWORD MaxSimultaneousTextures; 2058 }; 2059 2060 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001 2061 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002 2062 2063 struct fragment_pipeline 2064 { 2065 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable); 2066 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps); 2067 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info); 2068 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv); 2069 void (*free_private)(struct wined3d_device *device); 2070 BOOL (*allocate_context_data)(struct wined3d_context *context); 2071 void (*free_context_data)(struct wined3d_context *context); 2072 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup); 2073 const struct StateEntryTemplate *states; 2074 }; 2075 2076 struct wined3d_vertex_caps 2077 { 2078 BOOL xyzrhw; 2079 BOOL emulated_flatshading; 2080 BOOL ffp_generic_attributes; 2081 DWORD max_active_lights; 2082 DWORD max_vertex_blend_matrices; 2083 DWORD max_vertex_blend_matrix_index; 2084 DWORD vertex_processing_caps; 2085 DWORD fvf_caps; 2086 DWORD max_user_clip_planes; 2087 DWORD raster_caps; 2088 }; 2089 2090 struct wined3d_vertex_pipe_ops 2091 { 2092 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable); 2093 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps); 2094 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info); 2095 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv); 2096 void (*vp_free)(struct wined3d_device *device); 2097 const struct StateEntryTemplate *vp_states; 2098 }; 2099 2100 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN; 2101 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN; 2102 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN; 2103 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN; 2104 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN; 2105 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN; 2106 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN; 2107 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN; 2108 2109 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN; 2110 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN; 2111 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN; 2112 2113 /* "Base" state table */ 2114 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs, 2115 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info, 2116 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment, 2117 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN; 2118 2119 enum wined3d_blit_op 2120 { 2121 WINED3D_BLIT_OP_COLOR_BLIT, 2122 WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST, 2123 WINED3D_BLIT_OP_COLOR_BLIT_CKEY, 2124 WINED3D_BLIT_OP_COLOR_FILL, 2125 WINED3D_BLIT_OP_DEPTH_FILL, 2126 WINED3D_BLIT_OP_DEPTH_BLIT, 2127 WINED3D_BLIT_OP_RAW_BLIT, 2128 }; 2129 2130 struct wined3d_blitter 2131 { 2132 const struct wined3d_blitter_ops *ops; 2133 struct wined3d_blitter *next; 2134 }; 2135 2136 struct wined3d_blitter_ops 2137 { 2138 void (*blitter_destroy)(struct wined3d_blitter *blitter, struct wined3d_context *context); 2139 void (*blitter_clear)(struct wined3d_blitter *blitter, struct wined3d_device *device, 2140 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects, 2141 const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil); 2142 DWORD (*blitter_blit)(struct wined3d_blitter *blitter, enum wined3d_blit_op op, struct wined3d_context *context, 2143 struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx, DWORD src_location, 2144 const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, 2145 DWORD dst_location, const RECT *dst_rect, const struct wined3d_color_key *colour_key, 2146 enum wined3d_texture_filter_type filter); 2147 }; 2148 2149 void wined3d_arbfp_blitter_create(struct wined3d_blitter **next, 2150 const struct wined3d_device *device) DECLSPEC_HIDDEN; 2151 struct wined3d_blitter *wined3d_cpu_blitter_create(void) DECLSPEC_HIDDEN; 2152 void wined3d_fbo_blitter_create(struct wined3d_blitter **next, 2153 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 2154 void wined3d_ffp_blitter_create(struct wined3d_blitter **next, 2155 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 2156 struct wined3d_blitter *wined3d_glsl_blitter_create(struct wined3d_blitter **next, 2157 const struct wined3d_device *device) DECLSPEC_HIDDEN; 2158 void wined3d_raw_blitter_create(struct wined3d_blitter **next, 2159 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 2160 2161 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN; 2162 2163 struct wined3d_context *context_acquire(const struct wined3d_device *device, 2164 struct wined3d_texture *texture, unsigned int sub_resource_idx) DECLSPEC_HIDDEN; 2165 void context_alloc_fence(struct wined3d_context *context, struct wined3d_fence *fence) DECLSPEC_HIDDEN; 2166 void context_alloc_occlusion_query(struct wined3d_context *context, 2167 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN; 2168 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN; 2169 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state, 2170 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN; 2171 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target, 2172 struct wined3d_resource *rt, unsigned int rt_sub_resource_idx, 2173 struct wined3d_resource *ds, unsigned int ds_sub_resource_idx, DWORD location) DECLSPEC_HIDDEN; 2174 void context_apply_ffp_blit_state(struct wined3d_context *context, 2175 const struct wined3d_device *device) DECLSPEC_HIDDEN; 2176 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, 2177 unsigned int unit) DECLSPEC_HIDDEN; 2178 void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) DECLSPEC_HIDDEN; 2179 void context_bind_dummy_textures(const struct wined3d_device *device, 2180 const struct wined3d_context *context) DECLSPEC_HIDDEN; 2181 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN; 2182 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN; 2183 void context_copy_bo_address(struct wined3d_context *context, 2184 const struct wined3d_bo_address *dst, GLenum dst_binding, 2185 const struct wined3d_bo_address *src, GLenum src_binding, size_t size) DECLSPEC_HIDDEN; 2186 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target, 2187 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN; 2188 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN; 2189 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN; 2190 void context_draw_shaded_quad(struct wined3d_context *context, struct wined3d_texture *texture, 2191 unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect, 2192 enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN; 2193 void context_draw_textured_quad(struct wined3d_context *context, struct wined3d_texture *texture, 2194 unsigned int sub_resource_idx, const RECT *src_rect, const RECT *dst_rect, 2195 enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN; 2196 void context_enable_clip_distances(struct wined3d_context *context, unsigned int mask) DECLSPEC_HIDDEN; 2197 void context_end_transform_feedback(struct wined3d_context *context) DECLSPEC_HIDDEN; 2198 void context_free_fence(struct wined3d_fence *fence) DECLSPEC_HIDDEN; 2199 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN; 2200 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN; 2201 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN; 2202 const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context, 2203 const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN; 2204 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN; 2205 void context_gl_resource_released(struct wined3d_device *device, 2206 GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN; 2207 void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN; 2208 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN; 2209 void context_load_tex_coords(const struct wined3d_context *context, const struct wined3d_stream_info *si, 2210 GLuint *current_bo, const struct wined3d_state *state) DECLSPEC_HIDDEN; 2211 void *context_map_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data, 2212 size_t size, GLenum binding, DWORD flags) DECLSPEC_HIDDEN; 2213 struct wined3d_context *context_reacquire(const struct wined3d_device *device, 2214 struct wined3d_context *context) DECLSPEC_HIDDEN; 2215 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN; 2216 void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN; 2217 void context_restore(struct wined3d_context *context, struct wined3d_texture *texture, 2218 unsigned int sub_resource_idx) DECLSPEC_HIDDEN; 2219 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN; 2220 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN; 2221 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN; 2222 void context_state_drawbuf(struct wined3d_context *context, 2223 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 2224 void context_state_fb(struct wined3d_context *context, 2225 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 2226 void context_texture_update(struct wined3d_context *context, const struct wined3d_texture *texture) DECLSPEC_HIDDEN; 2227 void context_unload_tex_coords(const struct wined3d_context *context) DECLSPEC_HIDDEN; 2228 void context_unmap_bo_address(struct wined3d_context *context, 2229 const struct wined3d_bo_address *data, GLenum binding) DECLSPEC_HIDDEN; 2230 void context_update_stream_sources(struct wined3d_context *context, 2231 const struct wined3d_state *state) DECLSPEC_HIDDEN; 2232 2233 /***************************************************************************** 2234 * Internal representation of a light 2235 */ 2236 struct wined3d_light_info 2237 { 2238 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */ 2239 DWORD OriginalIndex; 2240 LONG glIndex; 2241 BOOL enabled; 2242 2243 /* Converted parms to speed up swapping lights */ 2244 struct wined3d_vec4 position; 2245 struct wined3d_vec4 direction; 2246 float exponent; 2247 float cutoff; 2248 2249 struct list entry; 2250 }; 2251 2252 /* The default light parameters */ 2253 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN; 2254 2255 struct wined3d_pixel_format 2256 { 2257 int iPixelFormat; /* WGL pixel format */ 2258 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */ 2259 int redSize, greenSize, blueSize, alphaSize, colorSize; 2260 int depthSize, stencilSize; 2261 BOOL windowDrawable; 2262 BOOL doubleBuffer; 2263 int auxBuffers; 2264 int numSamples; 2265 }; 2266 2267 enum wined3d_pci_vendor 2268 { 2269 HW_VENDOR_SOFTWARE = 0x0000, 2270 HW_VENDOR_AMD = 0x1002, 2271 HW_VENDOR_NVIDIA = 0x10de, 2272 HW_VENDOR_VMWARE = 0x15ad, 2273 HW_VENDOR_INTEL = 0x8086, 2274 }; 2275 2276 enum wined3d_pci_device 2277 { 2278 CARD_WINE = 0x0000, 2279 2280 CARD_AMD_RAGE_128PRO = 0x5246, 2281 CARD_AMD_RADEON_7200 = 0x5144, 2282 CARD_AMD_RADEON_8500 = 0x514c, 2283 CARD_AMD_RADEON_9500 = 0x4144, 2284 CARD_AMD_RADEON_XPRESS_200M = 0x5955, 2285 CARD_AMD_RADEON_X700 = 0x5e4c, 2286 CARD_AMD_RADEON_X1600 = 0x71c2, 2287 CARD_AMD_RADEON_HD2350 = 0x94c7, 2288 CARD_AMD_RADEON_HD2600 = 0x9581, 2289 CARD_AMD_RADEON_HD2900 = 0x9400, 2290 CARD_AMD_RADEON_HD3200 = 0x9620, 2291 CARD_AMD_RADEON_HD3850 = 0x9515, 2292 CARD_AMD_RADEON_HD4200M = 0x9712, 2293 CARD_AMD_RADEON_HD4350 = 0x954f, 2294 CARD_AMD_RADEON_HD4600 = 0x9495, 2295 CARD_AMD_RADEON_HD4700 = 0x944e, 2296 CARD_AMD_RADEON_HD4800 = 0x944c, 2297 CARD_AMD_RADEON_HD5400 = 0x68f9, 2298 CARD_AMD_RADEON_HD5600 = 0x68d8, 2299 CARD_AMD_RADEON_HD5700 = 0x68be, 2300 CARD_AMD_RADEON_HD5800 = 0x6898, 2301 CARD_AMD_RADEON_HD5900 = 0x689c, 2302 CARD_AMD_RADEON_HD6300 = 0x9803, 2303 CARD_AMD_RADEON_HD6400 = 0x6770, 2304 CARD_AMD_RADEON_HD6410D = 0x9644, 2305 CARD_AMD_RADEON_HD6480G = 0x9648, 2306 CARD_AMD_RADEON_HD6550D = 0x9640, 2307 CARD_AMD_RADEON_HD6600 = 0x6758, 2308 CARD_AMD_RADEON_HD6600M = 0x6741, 2309 CARD_AMD_RADEON_HD6700 = 0x68ba, 2310 CARD_AMD_RADEON_HD6800 = 0x6739, 2311 CARD_AMD_RADEON_HD6900 = 0x6719, 2312 CARD_AMD_RADEON_HD7660D = 0x9901, 2313 CARD_AMD_RADEON_HD7700 = 0x683d, 2314 CARD_AMD_RADEON_HD7800 = 0x6819, 2315 CARD_AMD_RADEON_HD7900 = 0x679a, 2316 CARD_AMD_RADEON_HD8600M = 0x6660, 2317 CARD_AMD_RADEON_HD8670 = 0x6610, 2318 CARD_AMD_RADEON_HD8770 = 0x665c, 2319 CARD_AMD_RADEON_R3 = 0x9830, 2320 CARD_AMD_RADEON_R7 = 0x130f, 2321 CARD_AMD_RADEON_R9_285 = 0x6939, 2322 CARD_AMD_RADEON_R9_290 = 0x67b1, 2323 CARD_AMD_RADEON_R9_FURY = 0x7300, 2324 CARD_AMD_RADEON_RX_460 = 0x67ef, 2325 CARD_AMD_RADEON_RX_480 = 0x67df, 2326 2327 CARD_NVIDIA_RIVA_128 = 0x0018, 2328 CARD_NVIDIA_RIVA_TNT = 0x0020, 2329 CARD_NVIDIA_RIVA_TNT2 = 0x0028, 2330 CARD_NVIDIA_GEFORCE = 0x0100, 2331 CARD_NVIDIA_GEFORCE2_MX = 0x0110, 2332 CARD_NVIDIA_GEFORCE2 = 0x0150, 2333 CARD_NVIDIA_GEFORCE3 = 0x0200, 2334 CARD_NVIDIA_GEFORCE4_MX = 0x0170, 2335 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253, 2336 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320, 2337 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312, 2338 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302, 2339 CARD_NVIDIA_GEFORCE_6200 = 0x014f, 2340 CARD_NVIDIA_GEFORCE_6600GT = 0x0140, 2341 CARD_NVIDIA_GEFORCE_6800 = 0x0041, 2342 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */ 2343 CARD_NVIDIA_GEFORCE_7400 = 0x01d8, 2344 CARD_NVIDIA_GEFORCE_7600 = 0x0391, 2345 CARD_NVIDIA_GEFORCE_7800GT = 0x0092, 2346 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */ 2347 CARD_NVIDIA_GEFORCE_8300GS = 0x0423, 2348 CARD_NVIDIA_GEFORCE_8400GS = 0x0404, 2349 CARD_NVIDIA_GEFORCE_8500GT = 0x0421, 2350 CARD_NVIDIA_GEFORCE_8600GT = 0x0402, 2351 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407, 2352 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193, 2353 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191, 2354 CARD_NVIDIA_GEFORCE_9200 = 0x086d, 2355 CARD_NVIDIA_GEFORCE_9300 = 0x086c, 2356 CARD_NVIDIA_GEFORCE_9400M = 0x0863, 2357 CARD_NVIDIA_GEFORCE_9400GT = 0x042c, 2358 CARD_NVIDIA_GEFORCE_9500GT = 0x0640, 2359 CARD_NVIDIA_GEFORCE_9600GT = 0x0622, 2360 CARD_NVIDIA_GEFORCE_9700MGT = 0x064a, 2361 CARD_NVIDIA_GEFORCE_9800GT = 0x0614, 2362 CARD_NVIDIA_GEFORCE_210 = 0x0a23, 2363 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20, 2364 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3, 2365 CARD_NVIDIA_GEFORCE_GTS250 = 0x0615, 2366 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2, 2367 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6, 2368 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1, 2369 CARD_NVIDIA_GEFORCE_315M = 0x0a7a, 2370 CARD_NVIDIA_GEFORCE_320M = 0x08a3, 2371 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d, 2372 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35, 2373 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0, 2374 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0, 2375 CARD_NVIDIA_GEFORCE_410M = 0x1055, 2376 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2, 2377 CARD_NVIDIA_GEFORCE_GT425M = 0x0df0, 2378 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1, 2379 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0, 2380 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4, 2381 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22, 2382 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1, 2383 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4, 2384 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd, 2385 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0, 2386 CARD_NVIDIA_GEFORCE_GT520 = 0x1040, 2387 CARD_NVIDIA_GEFORCE_GT525M = 0x0dec, 2388 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4, 2389 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244, 2390 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8, 2391 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200, 2392 CARD_NVIDIA_GEFORCE_GTX560M = 0x1251, 2393 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201, 2394 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081, 2395 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080, 2396 CARD_NVIDIA_GEFORCE_GT610 = 0x104a, 2397 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00, 2398 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9, 2399 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2, 2400 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1, 2401 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6, 2402 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6, 2403 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0, 2404 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4, 2405 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183, 2406 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189, 2407 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1, 2408 CARD_NVIDIA_GEFORCE_GTX675MX = 0x11a7, 2409 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180, 2410 CARD_NVIDIA_GEFORCE_GTX690 = 0x1188, 2411 CARD_NVIDIA_GEFORCE_GT730 = 0x1287, 2412 CARD_NVIDIA_GEFORCE_GT730M = 0x0fe1, 2413 CARD_NVIDIA_GEFORCE_GT740M = 0x1292, 2414 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9, 2415 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381, 2416 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380, 2417 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187, 2418 CARD_NVIDIA_GEFORCE_GTX760TI = 0x1193, 2419 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2, 2420 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0, 2421 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184, 2422 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004, 2423 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a, 2424 CARD_NVIDIA_GEFORCE_GTXTITAN = 0x1005, 2425 CARD_NVIDIA_GEFORCE_GTXTITANB = 0x100c, 2426 CARD_NVIDIA_GEFORCE_GTXTITANX = 0x17c2, 2427 CARD_NVIDIA_GEFORCE_GTXTITANZ = 0x1001, 2428 CARD_NVIDIA_GEFORCE_820M = 0x0fed, 2429 CARD_NVIDIA_GEFORCE_830M = 0x1340, 2430 CARD_NVIDIA_GEFORCE_840M = 0x1341, 2431 CARD_NVIDIA_GEFORCE_845M = 0x1344, 2432 CARD_NVIDIA_GEFORCE_GTX850M = 0x1391, 2433 CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */ 2434 CARD_NVIDIA_GEFORCE_GTX870M = 0x1199, 2435 CARD_NVIDIA_GEFORCE_GTX880M = 0x1198, 2436 CARD_NVIDIA_GEFORCE_940M = 0x1347, 2437 CARD_NVIDIA_GEFORCE_GTX950 = 0x1402, 2438 CARD_NVIDIA_GEFORCE_GTX950M = 0x139a, 2439 CARD_NVIDIA_GEFORCE_GTX960 = 0x1401, 2440 CARD_NVIDIA_GEFORCE_GTX960M = 0x139b, 2441 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2, 2442 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8, 2443 CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0, 2444 CARD_NVIDIA_GEFORCE_GTX980TI = 0x17c8, 2445 CARD_NVIDIA_GEFORCE_GTX1050 = 0x1c81, 2446 CARD_NVIDIA_GEFORCE_GTX1050TI = 0x1c82, 2447 CARD_NVIDIA_GEFORCE_GTX1060 = 0x1c03, 2448 CARD_NVIDIA_GEFORCE_GTX1070 = 0x1b81, 2449 CARD_NVIDIA_GEFORCE_GTX1080 = 0x1b80, 2450 CARD_NVIDIA_GEFORCE_GTX1080TI = 0x1b06, 2451 CARD_NVIDIA_TITANX_PASCAL = 0x1b00, 2452 CARD_NVIDIA_TITANV = 0x1d81, 2453 2454 CARD_VMWARE_SVGA3D = 0x0405, 2455 2456 CARD_INTEL_830M = 0x3577, 2457 CARD_INTEL_855GM = 0x3582, 2458 CARD_INTEL_845G = 0x2562, 2459 CARD_INTEL_865G = 0x2572, 2460 CARD_INTEL_915G = 0x2582, 2461 CARD_INTEL_E7221G = 0x258a, 2462 CARD_INTEL_915GM = 0x2592, 2463 CARD_INTEL_945G = 0x2772, 2464 CARD_INTEL_945GM = 0x27a2, 2465 CARD_INTEL_945GME = 0x27ae, 2466 CARD_INTEL_Q35 = 0x29b2, 2467 CARD_INTEL_G33 = 0x29c2, 2468 CARD_INTEL_Q33 = 0x29d2, 2469 CARD_INTEL_PNVG = 0xa001, 2470 CARD_INTEL_PNVM = 0xa011, 2471 CARD_INTEL_965Q = 0x2992, 2472 CARD_INTEL_965G = 0x2982, 2473 CARD_INTEL_946GZ = 0x2972, 2474 CARD_INTEL_965GM = 0x2a02, 2475 CARD_INTEL_965GME = 0x2a12, 2476 CARD_INTEL_GM45 = 0x2a42, 2477 CARD_INTEL_IGD = 0x2e02, 2478 CARD_INTEL_Q45 = 0x2e12, 2479 CARD_INTEL_G45 = 0x2e22, 2480 CARD_INTEL_G41 = 0x2e32, 2481 CARD_INTEL_B43 = 0x2e92, 2482 CARD_INTEL_ILKD = 0x0042, 2483 CARD_INTEL_ILKM = 0x0046, 2484 CARD_INTEL_SNBD = 0x0122, 2485 CARD_INTEL_SNBM = 0x0126, 2486 CARD_INTEL_SNBS = 0x010a, 2487 CARD_INTEL_IVBD = 0x0162, 2488 CARD_INTEL_IVBM = 0x0166, 2489 CARD_INTEL_IVBS = 0x015a, 2490 CARD_INTEL_HWD = 0x0412, 2491 CARD_INTEL_HWM = 0x0416, 2492 CARD_INTEL_HD5000 = 0x0a26, 2493 CARD_INTEL_I5100_1 = 0x0a22, 2494 CARD_INTEL_I5100_2 = 0x0a2a, 2495 CARD_INTEL_I5100_3 = 0x0a2b, 2496 CARD_INTEL_I5100_4 = 0x0a2e, 2497 CARD_INTEL_IP5200_1 = 0x0d22, 2498 CARD_INTEL_IP5200_2 = 0x0d26, 2499 CARD_INTEL_IP5200_3 = 0x0d2a, 2500 CARD_INTEL_IP5200_4 = 0x0d2b, 2501 CARD_INTEL_IP5200_5 = 0x0d2e, 2502 CARD_INTEL_HD5300 = 0x161e, 2503 CARD_INTEL_HD5500 = 0x1616, 2504 CARD_INTEL_HD5600 = 0x1612, 2505 CARD_INTEL_HD6000 = 0x1626, 2506 CARD_INTEL_I6100 = 0x162b, 2507 CARD_INTEL_IP6200 = 0x1622, 2508 CARD_INTEL_IPP6300 = 0x162a, 2509 CARD_INTEL_HD510_1 = 0x1902, 2510 CARD_INTEL_HD510_2 = 0x1906, 2511 CARD_INTEL_HD510_3 = 0x190b, 2512 CARD_INTEL_HD515 = 0x191e, 2513 CARD_INTEL_HD520_1 = 0x1916, 2514 CARD_INTEL_HD520_2 = 0x1921, 2515 CARD_INTEL_HD530_1 = 0x1912, 2516 CARD_INTEL_HD530_2 = 0x191b, 2517 CARD_INTEL_HDP530 = 0x191d, 2518 CARD_INTEL_I540 = 0x1926, 2519 CARD_INTEL_I550 = 0x1927, 2520 CARD_INTEL_I555 = 0x192b, 2521 CARD_INTEL_IP555 = 0x192d, 2522 CARD_INTEL_IP580_1 = 0x1932, 2523 CARD_INTEL_IP580_2 = 0x193b, 2524 CARD_INTEL_IPP580_1 = 0x193a, 2525 CARD_INTEL_IPP580_2 = 0x193d, 2526 }; 2527 2528 struct wined3d_fbo_ops 2529 { 2530 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer); 2531 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer); 2532 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers); 2533 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers); 2534 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat, 2535 GLsizei width, GLsizei height); 2536 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples, 2537 GLenum internalformat, GLsizei width, GLsizei height); 2538 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params); 2539 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer); 2540 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer); 2541 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers); 2542 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers); 2543 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target); 2544 void (WINE_GLAPI *glFramebufferTexture)(GLenum target, GLenum attachment, 2545 GLuint texture, GLint level); 2546 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment, 2547 GLenum textarget, GLuint texture, GLint level); 2548 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment, 2549 GLenum textarget, GLuint texture, GLint level); 2550 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment, 2551 GLenum textarget, GLuint texture, GLint level, GLint layer); 2552 void (WINE_GLAPI *glFramebufferTextureLayer)(GLenum target, GLenum attachment, 2553 GLuint texture, GLint level, GLint layer); 2554 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment, 2555 GLenum renderbuffertarget, GLuint renderbuffer); 2556 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, 2557 GLenum pname, GLint *params); 2558 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 2559 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); 2560 void (WINE_GLAPI *glGenerateMipmap)(GLenum target); 2561 }; 2562 2563 struct wined3d_gl_limits 2564 { 2565 UINT buffers; 2566 UINT dual_buffers; 2567 UINT lights; 2568 UINT textures; 2569 UINT texture_coords; 2570 unsigned int uniform_blocks[WINED3D_SHADER_TYPE_COUNT]; 2571 unsigned int samplers[WINED3D_SHADER_TYPE_COUNT]; 2572 unsigned int graphics_samplers; 2573 unsigned int combined_samplers; 2574 UINT general_combiners; 2575 UINT user_clip_distances; 2576 UINT texture_size; 2577 UINT texture3d_size; 2578 float pointsize_max; 2579 float pointsize_min; 2580 UINT anisotropy; 2581 float shininess; 2582 UINT samples; 2583 UINT vertex_attribs; 2584 2585 unsigned int texture_buffer_offset_alignment; 2586 2587 unsigned int framebuffer_width; 2588 unsigned int framebuffer_height; 2589 2590 UINT glsl_varyings; 2591 UINT glsl_vs_float_constants; 2592 UINT glsl_ps_float_constants; 2593 2594 UINT arb_vs_float_constants; 2595 UINT arb_vs_native_constants; 2596 UINT arb_vs_instructions; 2597 UINT arb_vs_temps; 2598 UINT arb_ps_float_constants; 2599 UINT arb_ps_local_constants; 2600 UINT arb_ps_native_constants; 2601 UINT arb_ps_instructions; 2602 UINT arb_ps_temps; 2603 }; 2604 2605 void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits, 2606 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN; 2607 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits, 2608 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN; 2609 2610 struct wined3d_gl_info 2611 { 2612 DWORD selected_gl_version; 2613 DWORD glsl_version; 2614 struct wined3d_gl_limits limits; 2615 DWORD reserved_glsl_constants, reserved_arb_constants; 2616 DWORD quirks; 2617 BOOL supported[WINED3D_GL_EXT_COUNT]; 2618 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1]; 2619 2620 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs); 2621 struct opengl_funcs gl_ops; 2622 struct wined3d_fbo_ops fbo_ops; 2623 2624 struct wined3d_format *formats; 2625 unsigned int format_count; 2626 }; 2627 2628 struct wined3d_driver_info 2629 { 2630 enum wined3d_pci_vendor vendor; 2631 enum wined3d_pci_device device; 2632 const char *name; 2633 const char *description; 2634 UINT64 vram_bytes; 2635 DWORD version_high; 2636 DWORD version_low; 2637 }; 2638 2639 /* The adapter structure */ 2640 struct wined3d_adapter 2641 { 2642 UINT ordinal; 2643 POINT monitor_position; 2644 enum wined3d_format_id screen_format; 2645 2646 struct wined3d_gl_info gl_info; 2647 struct wined3d_d3d_info d3d_info; 2648 struct wined3d_driver_info driver_info; 2649 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */ 2650 unsigned int cfg_count; 2651 struct wined3d_pixel_format *cfgs; 2652 UINT64 vram_bytes; 2653 UINT64 vram_bytes_used; 2654 LUID luid; 2655 2656 const struct wined3d_vertex_pipe_ops *vertex_pipe; 2657 const struct fragment_pipeline *fragment_pipe; 2658 const struct wined3d_shader_backend_ops *shader_backend; 2659 }; 2660 2661 struct wined3d_caps_gl_ctx 2662 { 2663 HDC dc; 2664 HWND wnd; 2665 HGLRC gl_ctx; 2666 HDC restore_dc; 2667 HGLRC restore_gl_ctx; 2668 2669 const struct wined3d_gl_info *gl_info; 2670 GLuint test_vbo; 2671 GLuint test_program_id; 2672 }; 2673 2674 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, 2675 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN; 2676 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN; 2677 2678 BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN; 2679 2680 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN; 2681 2682 enum wined3d_projection_type 2683 { 2684 WINED3D_PROJECTION_NONE = 0, 2685 WINED3D_PROJECTION_COUNT3 = 1, 2686 WINED3D_PROJECTION_COUNT4 = 2 2687 }; 2688 2689 /***************************************************************************** 2690 * Fixed function pipeline replacements 2691 */ 2692 #define ARG_UNUSED 0xff 2693 struct texture_stage_op 2694 { 2695 unsigned cop : 8; 2696 unsigned carg1 : 8; 2697 unsigned carg2 : 8; 2698 unsigned carg0 : 8; 2699 2700 unsigned aop : 8; 2701 unsigned aarg1 : 8; 2702 unsigned aarg2 : 8; 2703 unsigned aarg0 : 8; 2704 2705 struct color_fixup_desc color_fixup; 2706 unsigned tex_type : 3; 2707 unsigned tmp_dst : 1; 2708 unsigned projected : 2; 2709 unsigned padding : 10; 2710 }; 2711 2712 struct ffp_frag_settings 2713 { 2714 struct texture_stage_op op[MAX_TEXTURES]; 2715 enum wined3d_ffp_ps_fog_mode fog; 2716 unsigned char sRGB_write; 2717 unsigned char emul_clipplanes; 2718 unsigned char texcoords_initialized; 2719 unsigned char color_key_enabled : 1; 2720 unsigned char pointsprite : 1; 2721 unsigned char flatshading : 1; 2722 unsigned char alpha_test_func : 3; 2723 unsigned char padding : 2; 2724 }; 2725 2726 struct ffp_frag_desc 2727 { 2728 struct wine_rb_entry entry; 2729 struct ffp_frag_settings settings; 2730 }; 2731 2732 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN; 2733 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN; 2734 2735 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN; 2736 2737 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 2738 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state, 2739 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN; 2740 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders, 2741 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN; 2742 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN; 2743 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN; 2744 2745 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN; 2746 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN; 2747 2748 enum wined3d_ffp_vs_fog_mode 2749 { 2750 WINED3D_FFP_VS_FOG_OFF = 0, 2751 WINED3D_FFP_VS_FOG_FOGCOORD = 1, 2752 WINED3D_FFP_VS_FOG_DEPTH = 2, 2753 WINED3D_FFP_VS_FOG_RANGE = 3, 2754 }; 2755 2756 #define WINED3D_FFP_TCI_SHIFT 16 2757 #define WINED3D_FFP_TCI_MASK 0xffu 2758 2759 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx)) 2760 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u 2761 2762 struct wined3d_ffp_vs_settings 2763 { 2764 DWORD point_light_count : 4; 2765 DWORD spot_light_count : 4; 2766 DWORD directional_light_count : 4; 2767 DWORD parallel_point_light_count : 4; 2768 DWORD diffuse_source : 2; 2769 DWORD emissive_source : 2; 2770 DWORD ambient_source : 2; 2771 DWORD specular_source : 2; 2772 DWORD transformed : 1; 2773 DWORD vertexblends : 2; 2774 DWORD clipping : 1; 2775 DWORD normal : 1; 2776 DWORD normalize : 1; 2777 DWORD lighting : 1; 2778 DWORD localviewer : 1; 2779 2780 DWORD point_size : 1; 2781 DWORD per_vertex_point_size : 1; 2782 DWORD fog_mode : 2; 2783 DWORD texcoords : 8; /* MAX_TEXTURES */ 2784 DWORD ortho_fog : 1; 2785 DWORD flatshading : 1; 2786 DWORD swizzle_map : 16; /* MAX_ATTRIBS, 16 */ 2787 DWORD vb_indices : 1; 2788 DWORD sw_blending : 1; 2789 2790 DWORD texgen[MAX_TEXTURES]; 2791 }; 2792 2793 struct wined3d_ffp_vs_desc 2794 { 2795 struct wine_rb_entry entry; 2796 struct wined3d_ffp_vs_settings settings; 2797 }; 2798 2799 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context, 2800 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN; 2801 2802 struct wined3d 2803 { 2804 LONG ref; 2805 DWORD flags; 2806 UINT adapter_count; 2807 struct wined3d_adapter adapters[1]; 2808 }; 2809 2810 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN; 2811 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN; 2812 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN; 2813 2814 struct wined3d_blend_state 2815 { 2816 LONG refcount; 2817 struct wined3d_blend_state_desc desc; 2818 2819 void *parent; 2820 const struct wined3d_parent_ops *parent_ops; 2821 2822 struct wined3d_device *device; 2823 }; 2824 2825 struct wined3d_rasterizer_state 2826 { 2827 LONG refcount; 2828 struct wined3d_rasterizer_state_desc desc; 2829 2830 void *parent; 2831 const struct wined3d_parent_ops *parent_ops; 2832 2833 struct wined3d_device *device; 2834 }; 2835 2836 struct wined3d_stream_output 2837 { 2838 struct wined3d_buffer *buffer; 2839 UINT offset; 2840 }; 2841 2842 struct wined3d_stream_state 2843 { 2844 struct wined3d_buffer *buffer; 2845 UINT offset; 2846 UINT stride; 2847 UINT frequency; 2848 UINT flags; 2849 }; 2850 2851 #define WINED3D_STATE_NO_REF 0x00000001 2852 #define WINED3D_STATE_INIT_DEFAULT 0x00000002 2853 2854 struct wined3d_state 2855 { 2856 DWORD flags; 2857 const struct wined3d_fb_state *fb; 2858 2859 struct wined3d_vertex_declaration *vertex_declaration; 2860 struct wined3d_stream_output stream_output[WINED3D_MAX_STREAM_OUTPUT_BUFFERS]; 2861 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */]; 2862 struct wined3d_buffer *index_buffer; 2863 enum wined3d_format_id index_format; 2864 unsigned int index_offset; 2865 int base_vertex_index; 2866 int load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */ 2867 GLenum gl_primitive_type; 2868 GLint gl_patch_vertices; 2869 struct wined3d_query *predicate; 2870 BOOL predicate_value; 2871 2872 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT]; 2873 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS]; 2874 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS]; 2875 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS]; 2876 struct wined3d_unordered_access_view *unordered_access_view[WINED3D_PIPELINE_COUNT][MAX_UNORDERED_ACCESS_VIEWS]; 2877 2878 BOOL vs_consts_b[WINED3D_MAX_CONSTS_B]; 2879 struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I]; 2880 struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F]; 2881 2882 BOOL ps_consts_b[WINED3D_MAX_CONSTS_B]; 2883 struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I]; 2884 struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F]; 2885 2886 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS]; 2887 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; 2888 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1]; 2889 2890 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1]; 2891 struct wined3d_vec4 clip_planes[MAX_CLIP_DISTANCES]; 2892 struct wined3d_material material; 2893 struct wined3d_viewport viewports[WINED3D_MAX_VIEWPORTS]; 2894 unsigned int viewport_count; 2895 RECT scissor_rects[WINED3D_MAX_VIEWPORTS]; 2896 unsigned int scissor_rect_count; 2897 2898 /* Light hashmap. Collisions are handled using linked lists. */ 2899 #define LIGHTMAP_SIZE 43 2900 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) 2901 struct list light_map[LIGHTMAP_SIZE]; 2902 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; 2903 2904 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1]; 2905 struct wined3d_blend_state *blend_state; 2906 struct wined3d_rasterizer_state *rasterizer_state; 2907 }; 2908 2909 static inline BOOL wined3d_dualblend_enabled(const struct wined3d_state *state, const struct wined3d_gl_info *gl_info) 2910 { 2911 if (!state->fb->render_targets[0]) return FALSE; 2912 if (!state->render_states[WINED3D_RS_ALPHABLENDENABLE]) return FALSE; 2913 if (!gl_info->supported[ARB_BLEND_FUNC_EXTENDED]) return FALSE; 2914 2915 #define IS_DUAL_SOURCE_BLEND(x) ((x) >= WINED3D_BLEND_SRC1COLOR && (x) <= WINED3D_BLEND_INVSRC1ALPHA) 2916 if (IS_DUAL_SOURCE_BLEND(state->render_states[WINED3D_RS_SRCBLEND])) return TRUE; 2917 if (IS_DUAL_SOURCE_BLEND(state->render_states[WINED3D_RS_DESTBLEND])) return TRUE; 2918 if (IS_DUAL_SOURCE_BLEND(state->render_states[WINED3D_RS_SRCBLENDALPHA])) return TRUE; 2919 if (IS_DUAL_SOURCE_BLEND(state->render_states[WINED3D_RS_DESTBLENDALPHA])) return TRUE; 2920 #undef IS_DUAL_SOURCE_BLEND 2921 2922 return FALSE; 2923 } 2924 2925 struct wined3d_dummy_textures 2926 { 2927 GLuint tex_1d; 2928 GLuint tex_2d; 2929 GLuint tex_rect; 2930 GLuint tex_3d; 2931 GLuint tex_cube; 2932 GLuint tex_cube_array; 2933 GLuint tex_1d_array; 2934 GLuint tex_2d_array; 2935 GLuint tex_buffer; 2936 GLuint tex_2d_ms; 2937 GLuint tex_2d_ms_array; 2938 }; 2939 2940 #define WINED3D_UNMAPPED_STAGE ~0u 2941 2942 /* Multithreaded flag. Removed from the public header to signal that 2943 * wined3d_device_create() ignores it. */ 2944 #define WINED3DCREATE_MULTITHREADED 0x00000004 2945 2946 struct wined3d_device 2947 { 2948 LONG ref; 2949 2950 /* WineD3D Information */ 2951 struct wined3d_device_parent *device_parent; 2952 struct wined3d *wined3d; 2953 struct wined3d_adapter *adapter; 2954 2955 /* Window styles to restore when switching fullscreen mode */ 2956 LONG style; 2957 LONG exStyle; 2958 2959 const struct wined3d_shader_backend_ops *shader_backend; 2960 void *shader_priv; 2961 void *fragment_priv; 2962 void *vertex_priv; 2963 struct StateEntry StateTable[STATE_HIGHEST + 1]; 2964 /* Array of functions for states which are handled by more than one pipeline part */ 2965 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1]; 2966 struct wined3d_blitter *blitter; 2967 2968 BYTE bCursorVisible : 1; 2969 BYTE d3d_initialized : 1; 2970 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */ 2971 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */ 2972 BYTE filter_messages : 1; 2973 BYTE padding : 3; 2974 2975 unsigned char surface_alignment; /* Line Alignment of surfaces */ 2976 2977 WORD padding2 : 16; 2978 2979 struct wined3d_state state; 2980 struct wined3d_state *update_state; 2981 struct wined3d_stateblock *recording; 2982 2983 /* Internal use fields */ 2984 struct wined3d_device_creation_parameters create_parms; 2985 HWND focus_window; 2986 2987 struct wined3d_rendertarget_view *back_buffer_view; 2988 struct wined3d_swapchain **swapchains; 2989 UINT swapchain_count; 2990 unsigned int max_frame_latency; 2991 2992 struct list resources; /* a linked list to track resources created by the device */ 2993 struct list shaders; /* a linked list to track shaders (pixel and vertex) */ 2994 struct wine_rb_tree samplers; 2995 2996 /* Render Target Support */ 2997 struct wined3d_fb_state fb; 2998 struct wined3d_rendertarget_view *auto_depth_stencil_view; 2999 3000 /* Cursor management */ 3001 UINT xHotSpot; 3002 UINT yHotSpot; 3003 UINT xScreenSpace; 3004 UINT yScreenSpace; 3005 UINT cursorWidth, cursorHeight; 3006 struct wined3d_texture *cursor_texture; 3007 HCURSOR hardwareCursor; 3008 3009 /* The Wine logo texture */ 3010 struct wined3d_texture *logo_texture; 3011 3012 /* Textures for when no other textures are mapped */ 3013 struct wined3d_dummy_textures dummy_textures; 3014 3015 /* Default sampler used to emulate the direct resource access without using wined3d_sampler */ 3016 struct wined3d_sampler *default_sampler; 3017 struct wined3d_sampler *null_sampler; 3018 3019 /* Command stream */ 3020 struct wined3d_cs *cs; 3021 3022 /* Context management */ 3023 struct wined3d_context **contexts; 3024 UINT context_count; 3025 }; 3026 3027 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb, 3028 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, 3029 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN; 3030 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN; 3031 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN; 3032 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d, 3033 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags, 3034 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN; 3035 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode, 3036 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN; 3037 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3038 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3039 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN; 3040 3041 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state) 3042 { 3043 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT); 3044 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); 3045 return context->isStateDirty[idx] & (1u << shift); 3046 } 3047 3048 const char *wined3d_debug_resource_access(DWORD access) DECLSPEC_HIDDEN; 3049 3050 static inline BOOL wined3d_resource_access_is_managed(unsigned int access) 3051 { 3052 return !(~access & (WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_CPU)); 3053 } 3054 3055 struct wined3d_resource_ops 3056 { 3057 ULONG (*resource_incref)(struct wined3d_resource *resource); 3058 ULONG (*resource_decref)(struct wined3d_resource *resource); 3059 void (*resource_preload)(struct wined3d_resource *resource); 3060 void (*resource_unload)(struct wined3d_resource *resource); 3061 HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx, 3062 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags); 3063 HRESULT (*resource_map_info)(struct wined3d_resource *resource, unsigned int sub_resource_idx, 3064 struct wined3d_map_info *info, DWORD flags); 3065 HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx); 3066 }; 3067 3068 struct wined3d_resource 3069 { 3070 LONG ref; 3071 LONG bind_count; 3072 LONG map_count; 3073 LONG access_count; 3074 struct wined3d_device *device; 3075 enum wined3d_resource_type type; 3076 enum wined3d_gl_resource_type gl_type; 3077 const struct wined3d_format *format; 3078 unsigned int format_flags; 3079 enum wined3d_multisample_type multisample_type; 3080 UINT multisample_quality; 3081 DWORD usage; 3082 unsigned int access; 3083 WORD draw_binding; 3084 WORD map_binding; 3085 UINT width; 3086 UINT height; 3087 UINT depth; 3088 UINT size; 3089 DWORD priority; 3090 void *heap_memory; 3091 3092 void *parent; 3093 const struct wined3d_parent_ops *parent_ops; 3094 const struct wined3d_resource_ops *resource_ops; 3095 3096 struct list resource_list_entry; 3097 }; 3098 3099 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource) 3100 { 3101 return resource->resource_ops->resource_incref(resource); 3102 } 3103 3104 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource) 3105 { 3106 return resource->resource_ops->resource_decref(resource); 3107 } 3108 3109 static inline void wined3d_resource_acquire(struct wined3d_resource *resource) 3110 { 3111 InterlockedIncrement(&resource->access_count); 3112 } 3113 3114 static inline void wined3d_resource_release(struct wined3d_resource *resource) 3115 { 3116 InterlockedDecrement(&resource->access_count); 3117 } 3118 3119 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3120 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device, 3121 enum wined3d_resource_type type, const struct wined3d_format *format, 3122 enum wined3d_multisample_type multisample_type, unsigned int multisample_quality, 3123 unsigned int usage, unsigned int access, unsigned int width, unsigned int height, unsigned int depth, 3124 unsigned int size, void *parent, const struct wined3d_parent_ops *parent_ops, 3125 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN; 3126 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3127 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3128 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3129 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN; 3130 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN; 3131 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3132 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3133 3134 /* Tests show that the start address of resources is 32 byte aligned */ 3135 #define RESOURCE_ALIGNMENT 16 3136 #define WINED3D_CONSTANT_BUFFER_ALIGNMENT 16 3137 3138 struct gl_texture 3139 { 3140 struct wined3d_sampler_desc sampler_desc; 3141 unsigned int base_level; 3142 GLuint name; 3143 }; 3144 3145 struct wined3d_blt_info 3146 { 3147 GLenum bind_target; 3148 struct wined3d_vec3 texcoords[4]; 3149 }; 3150 3151 struct wined3d_texture_ops 3152 { 3153 BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3154 struct wined3d_context *context, DWORD location); 3155 }; 3156 3157 #define WINED3D_TEXTURE_COND_NP2 0x00000001 3158 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002 3159 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004 3160 #define WINED3D_TEXTURE_IS_SRGB 0x00000008 3161 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010 3162 #define WINED3D_TEXTURE_RGB_VALID 0x00000020 3163 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040 3164 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080 3165 #define WINED3D_TEXTURE_CONVERTED 0x00000100 3166 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200 3167 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400 3168 #define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800 3169 #define WINED3D_TEXTURE_DC_IN_USE 0x00001000 3170 #define WINED3D_TEXTURE_DISCARD 0x00002000 3171 #define WINED3D_TEXTURE_GET_DC 0x00004000 3172 #define WINED3D_TEXTURE_GENERATE_MIPMAPS 0x00008000 3173 3174 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001 3175 3176 struct wined3d_texture 3177 { 3178 struct wined3d_resource resource; 3179 const struct wined3d_texture_ops *texture_ops; 3180 struct gl_texture texture_rgb, texture_srgb; 3181 struct wined3d_swapchain *swapchain; 3182 unsigned int pow2_width; 3183 unsigned int pow2_height; 3184 UINT layer_count; 3185 UINT level_count; 3186 unsigned int download_count; 3187 unsigned int sysmem_count; 3188 float pow2_matrix[16]; 3189 UINT lod; 3190 DWORD sampler; 3191 DWORD flags; 3192 GLenum target; 3193 DWORD update_map_binding; 3194 3195 GLuint rb_multisample; 3196 GLuint rb_resolved; 3197 3198 void *user_memory; 3199 unsigned int row_pitch; 3200 unsigned int slice_pitch; 3201 3202 /* May only be accessed from the command stream worker thread. */ 3203 struct wined3d_texture_async 3204 { 3205 DWORD flags; 3206 3207 /* Color keys for DDraw */ 3208 struct wined3d_color_key dst_blt_color_key; 3209 struct wined3d_color_key src_blt_color_key; 3210 struct wined3d_color_key dst_overlay_color_key; 3211 struct wined3d_color_key src_overlay_color_key; 3212 struct wined3d_color_key gl_color_key; 3213 DWORD color_key_flags; 3214 } async; 3215 3216 struct wined3d_overlay_info 3217 { 3218 struct list entry; 3219 struct list overlays; 3220 struct wined3d_texture *dst_texture; 3221 unsigned int dst_sub_resource_idx; 3222 RECT src_rect; 3223 RECT dst_rect; 3224 } *overlay_info; 3225 3226 struct wined3d_dc_info 3227 { 3228 HBITMAP bitmap; 3229 HDC dc; 3230 } *dc_info; 3231 3232 struct list renderbuffers; 3233 const struct wined3d_renderbuffer_entry *current_renderbuffer; 3234 3235 struct wined3d_texture_sub_resource 3236 { 3237 void *parent; 3238 const struct wined3d_parent_ops *parent_ops; 3239 3240 unsigned int offset; 3241 unsigned int size; 3242 3243 unsigned int map_count; 3244 DWORD locations; 3245 GLuint buffer_object; 3246 } sub_resources[1]; 3247 }; 3248 3249 static inline struct wined3d_texture *texture_from_resource(struct wined3d_resource *resource) 3250 { 3251 return CONTAINING_RECORD(resource, struct wined3d_texture, resource); 3252 } 3253 3254 static inline GLenum wined3d_texture_get_sub_resource_target(const struct wined3d_texture *texture, 3255 unsigned int sub_resource_idx) 3256 { 3257 static const GLenum cube_targets[] = 3258 { 3259 GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 3260 GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, 3261 GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB, 3262 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, 3263 GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, 3264 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, 3265 }; 3266 3267 return texture->resource.usage & WINED3DUSAGE_LEGACY_CUBEMAP 3268 ? cube_targets[sub_resource_idx / texture->level_count] : texture->target; 3269 } 3270 3271 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture, 3272 BOOL srgb) 3273 { 3274 return srgb ? &texture->texture_srgb : &texture->texture_rgb; 3275 } 3276 3277 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture, 3278 unsigned int level) 3279 { 3280 return max(1, texture->resource.width >> level); 3281 } 3282 3283 static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture, 3284 unsigned int level) 3285 { 3286 return max(1, texture->resource.height >> level); 3287 } 3288 3289 static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture, 3290 unsigned int level) 3291 { 3292 return max(1, texture->resource.depth >> level); 3293 } 3294 3295 static inline unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture, 3296 unsigned int level) 3297 { 3298 return max(1, texture->pow2_width >> level); 3299 } 3300 3301 static inline unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture, 3302 unsigned int level) 3303 { 3304 return max(1, texture->pow2_height >> level); 3305 } 3306 3307 static inline void wined3d_texture_get_level_box(const struct wined3d_texture *texture, 3308 unsigned int level, struct wined3d_box *box) 3309 { 3310 wined3d_box_set(box, 0, 0, 3311 wined3d_texture_get_level_width(texture, level), 3312 wined3d_texture_get_level_height(texture, level), 3313 0, wined3d_texture_get_level_depth(texture, level)); 3314 } 3315 3316 HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, 3317 const struct wined3d_box *dst_box, struct wined3d_texture *src_texture, 3318 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags, 3319 const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN; 3320 void texture2d_get_blt_info(const struct wined3d_texture *texture, unsigned int sub_resource_idx, 3321 const RECT *rect, struct wined3d_blt_info *info) DECLSPEC_HIDDEN; 3322 BOOL texture2d_load_drawable(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3323 struct wined3d_context *context) DECLSPEC_HIDDEN; 3324 void texture2d_load_fb_texture(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3325 BOOL srgb, struct wined3d_context *context) DECLSPEC_HIDDEN; 3326 BOOL texture2d_load_renderbuffer(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3327 struct wined3d_context *context, DWORD dst_location) DECLSPEC_HIDDEN; 3328 BOOL texture2d_load_sysmem(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3329 struct wined3d_context *context, DWORD dst_location) DECLSPEC_HIDDEN; 3330 BOOL texture2d_load_texture(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3331 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; 3332 3333 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture, 3334 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN; 3335 void wined3d_texture_bind(struct wined3d_texture *texture, 3336 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; 3337 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture, 3338 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; 3339 HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture, 3340 unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN; 3341 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN; 3342 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3343 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN; 3344 void wined3d_texture_invalidate_location(struct wined3d_texture *texture, 3345 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN; 3346 void wined3d_texture_load(struct wined3d_texture *texture, 3347 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; 3348 BOOL wined3d_texture_load_location(struct wined3d_texture *texture, 3349 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 3350 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3351 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 3352 void wined3d_texture_prepare_texture(struct wined3d_texture *texture, 3353 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; 3354 void wined3d_texture_set_compatible_renderbuffer(struct wined3d_texture *texture, 3355 unsigned int level, const struct wined3d_rendertarget_info *rt) DECLSPEC_HIDDEN; 3356 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) DECLSPEC_HIDDEN; 3357 void wined3d_texture_set_swapchain(struct wined3d_texture *texture, 3358 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 3359 void wined3d_texture_translate_drawable_coords(const struct wined3d_texture *texture, 3360 HWND window, RECT *rect) DECLSPEC_HIDDEN; 3361 void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3362 struct wined3d_context *context, const struct wined3d_format *format, const struct wined3d_box *src_box, 3363 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch, 3364 unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, BOOL srgb) DECLSPEC_HIDDEN; 3365 void wined3d_texture_upload_from_texture(struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx, 3366 unsigned int dst_x, unsigned int dst_y, unsigned int dst_z, struct wined3d_texture *src_texture, 3367 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box) DECLSPEC_HIDDEN; 3368 void wined3d_texture_validate_location(struct wined3d_texture *texture, 3369 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN; 3370 3371 #define WINED3D_LOCATION_DISCARDED 0x00000001 3372 #define WINED3D_LOCATION_SYSMEM 0x00000002 3373 #define WINED3D_LOCATION_USER_MEMORY 0x00000004 3374 #define WINED3D_LOCATION_BUFFER 0x00000008 3375 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000010 3376 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020 3377 #define WINED3D_LOCATION_DRAWABLE 0x00000040 3378 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080 3379 #define WINED3D_LOCATION_RB_RESOLVED 0x00000100 3380 3381 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN; 3382 3383 struct wined3d_renderbuffer_entry 3384 { 3385 struct list entry; 3386 GLuint id; 3387 UINT width; 3388 UINT height; 3389 }; 3390 3391 struct wined3d_fbo_resource 3392 { 3393 GLuint object; 3394 GLenum target; 3395 GLuint level, layer; 3396 }; 3397 3398 #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1 3399 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2 3400 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4 3401 3402 struct fbo_entry 3403 { 3404 struct list entry; 3405 DWORD flags; 3406 DWORD rt_mask; 3407 GLuint id; 3408 struct wined3d_fbo_entry_key 3409 { 3410 DWORD rb_namespace; 3411 struct wined3d_fbo_resource objects[MAX_RENDER_TARGET_VIEWS + 1]; 3412 } key; 3413 }; 3414 3415 struct wined3d_sampler 3416 { 3417 struct wine_rb_entry entry; 3418 LONG refcount; 3419 GLuint name; 3420 struct wined3d_device *device; 3421 void *parent; 3422 const struct wined3d_parent_ops *parent_ops; 3423 struct wined3d_sampler_desc desc; 3424 }; 3425 3426 void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit, 3427 struct wined3d_texture *texture, const struct wined3d_context *context) DECLSPEC_HIDDEN; 3428 3429 struct wined3d_vertex_declaration_element 3430 { 3431 const struct wined3d_format *format; 3432 BOOL ffp_valid; 3433 unsigned int input_slot; 3434 unsigned int offset; 3435 unsigned int output_slot; 3436 enum wined3d_input_classification input_slot_class; 3437 unsigned int instance_data_step_rate; 3438 BYTE method; 3439 BYTE usage; 3440 BYTE usage_idx; 3441 }; 3442 3443 struct wined3d_vertex_declaration 3444 { 3445 LONG ref; 3446 void *parent; 3447 const struct wined3d_parent_ops *parent_ops; 3448 struct wined3d_device *device; 3449 3450 struct wined3d_vertex_declaration_element *elements; 3451 UINT element_count; 3452 3453 BOOL position_transformed; 3454 BOOL half_float_conv_needed; 3455 }; 3456 3457 struct wined3d_saved_states 3458 { 3459 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1]; 3460 WORD streamSource; /* MAX_STREAMS, 16 */ 3461 WORD streamFreq; /* MAX_STREAMS, 16 */ 3462 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1]; 3463 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */ 3464 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */ 3465 DWORD clipplane; /* WINED3D_MAX_USER_CLIP_PLANES, 32 */ 3466 WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */ 3467 WORD pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */ 3468 BOOL ps_consts_f[WINED3D_MAX_PS_CONSTS_F]; 3469 WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */ 3470 WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */ 3471 BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F]; 3472 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */ 3473 DWORD indices : 1; 3474 DWORD material : 1; 3475 DWORD viewport : 1; 3476 DWORD vertexDecl : 1; 3477 DWORD pixelShader : 1; 3478 DWORD vertexShader : 1; 3479 DWORD scissorRect : 1; 3480 DWORD padding : 5; 3481 }; 3482 3483 struct StageState { 3484 DWORD stage; 3485 DWORD state; 3486 }; 3487 3488 struct wined3d_stateblock 3489 { 3490 LONG ref; /* Note: Ref counting not required */ 3491 struct wined3d_device *device; 3492 3493 /* Array indicating whether things have been set or changed */ 3494 struct wined3d_saved_states changed; 3495 struct wined3d_state state; 3496 3497 /* Contained state management */ 3498 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1]; 3499 unsigned int num_contained_render_states; 3500 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1]; 3501 unsigned int num_contained_transform_states; 3502 DWORD contained_vs_consts_i[WINED3D_MAX_CONSTS_I]; 3503 unsigned int num_contained_vs_consts_i; 3504 DWORD contained_vs_consts_b[WINED3D_MAX_CONSTS_B]; 3505 unsigned int num_contained_vs_consts_b; 3506 DWORD contained_vs_consts_f[WINED3D_MAX_VS_CONSTS_F]; 3507 unsigned int num_contained_vs_consts_f; 3508 DWORD contained_ps_consts_i[WINED3D_MAX_CONSTS_I]; 3509 unsigned int num_contained_ps_consts_i; 3510 DWORD contained_ps_consts_b[WINED3D_MAX_CONSTS_B]; 3511 unsigned int num_contained_ps_consts_b; 3512 DWORD contained_ps_consts_f[WINED3D_MAX_PS_CONSTS_F]; 3513 unsigned int num_contained_ps_consts_f; 3514 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)]; 3515 unsigned int num_contained_tss_states; 3516 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE]; 3517 unsigned int num_contained_sampler_states; 3518 }; 3519 3520 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN; 3521 3522 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN; 3523 void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info, 3524 struct wined3d_light_info *light_info, BOOL enable) DECLSPEC_HIDDEN; 3525 struct wined3d_light_info *wined3d_state_get_light(const struct wined3d_state *state, 3526 unsigned int idx) DECLSPEC_HIDDEN; 3527 void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb, 3528 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info, 3529 DWORD flags) DECLSPEC_HIDDEN; 3530 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN; 3531 3532 enum wined3d_cs_queue_id 3533 { 3534 WINED3D_CS_QUEUE_DEFAULT = 0, 3535 WINED3D_CS_QUEUE_MAP, 3536 WINED3D_CS_QUEUE_COUNT, 3537 }; 3538 3539 enum wined3d_push_constants 3540 { 3541 WINED3D_PUSH_CONSTANTS_VS_F, 3542 WINED3D_PUSH_CONSTANTS_PS_F, 3543 WINED3D_PUSH_CONSTANTS_VS_I, 3544 WINED3D_PUSH_CONSTANTS_PS_I, 3545 WINED3D_PUSH_CONSTANTS_VS_B, 3546 WINED3D_PUSH_CONSTANTS_PS_B, 3547 }; 3548 3549 #define WINED3D_CS_QUERY_POLL_INTERVAL 10u 3550 #define WINED3D_CS_QUEUE_SIZE 0x100000u 3551 #ifdef __REACTOS__ 3552 #define WINED3D_CS_SPIN_COUNT 1u 3553 #else 3554 #define WINED3D_CS_SPIN_COUNT 10000000u 3555 #endif 3556 3557 struct wined3d_cs_queue 3558 { 3559 LONG head, tail; 3560 BYTE data[WINED3D_CS_QUEUE_SIZE]; 3561 }; 3562 3563 struct wined3d_cs_ops 3564 { 3565 BOOL (*check_space)(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id); 3566 void *(*require_space)(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id); 3567 void (*submit)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id); 3568 void (*finish)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id); 3569 void (*push_constants)(struct wined3d_cs *cs, enum wined3d_push_constants p, 3570 unsigned int start_idx, unsigned int count, const void *constants); 3571 }; 3572 3573 struct wined3d_cs 3574 { 3575 const struct wined3d_cs_ops *ops; 3576 struct wined3d_device *device; 3577 struct wined3d_fb_state fb; 3578 struct wined3d_state state; 3579 HMODULE wined3d_module; 3580 HANDLE thread; 3581 DWORD thread_id; 3582 3583 struct wined3d_cs_queue queue[WINED3D_CS_QUEUE_COUNT]; 3584 size_t data_size, start, end; 3585 void *data; 3586 struct list query_poll_list; 3587 BOOL queries_flushed; 3588 3589 HANDLE event; 3590 BOOL waiting_for_event; 3591 LONG pending_presents; 3592 }; 3593 3594 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN; 3595 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN; 3596 void wined3d_cs_destroy_object(struct wined3d_cs *cs, 3597 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN; 3598 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs, 3599 struct wined3d_texture *texture, unsigned int layer) DECLSPEC_HIDDEN; 3600 void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *dst_resource, 3601 unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box, struct wined3d_resource *src_resource, 3602 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags, 3603 const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN; 3604 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects, 3605 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN; 3606 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view, 3607 const RECT *rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN; 3608 void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs, 3609 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value) DECLSPEC_HIDDEN; 3610 void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs *cs, struct wined3d_buffer *dst_buffer, 3611 unsigned int offset, struct wined3d_unordered_access_view *uav) DECLSPEC_HIDDEN; 3612 void wined3d_cs_emit_dispatch(struct wined3d_cs *cs, 3613 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z) DECLSPEC_HIDDEN; 3614 void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs, 3615 struct wined3d_buffer *buffer, unsigned int offset) DECLSPEC_HIDDEN; 3616 void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count, 3617 int base_vertex_idx, unsigned int start_idx, unsigned int index_count, 3618 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN; 3619 void wined3d_cs_emit_draw_indirect(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count, 3620 struct wined3d_buffer *buffer, unsigned int offset, BOOL indexed) DECLSPEC_HIDDEN; 3621 void wined3d_cs_emit_flush(struct wined3d_cs *cs) DECLSPEC_HIDDEN; 3622 void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs *cs, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN; 3623 void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3624 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain, const RECT *src_rect, 3625 const RECT *dst_rect, HWND dst_window_override, unsigned int swap_interval, DWORD flags) DECLSPEC_HIDDEN; 3626 void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags) DECLSPEC_HIDDEN; 3627 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN; 3628 void wined3d_cs_emit_set_blend_state(struct wined3d_cs *cs, struct wined3d_blend_state *state) DECLSPEC_HIDDEN; 3629 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx, 3630 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN; 3631 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture, 3632 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN; 3633 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type, 3634 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN; 3635 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs, 3636 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN; 3637 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer, 3638 enum wined3d_format_id format_id, unsigned int offset) DECLSPEC_HIDDEN; 3639 void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light_info *light) DECLSPEC_HIDDEN; 3640 void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, BOOL enable) DECLSPEC_HIDDEN; 3641 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN; 3642 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs, 3643 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN; 3644 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs, 3645 struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN; 3646 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, 3647 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN; 3648 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx, 3649 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN; 3650 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type, 3651 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN; 3652 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type, 3653 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN; 3654 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx, 3655 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN; 3656 void wined3d_cs_emit_set_scissor_rects(struct wined3d_cs *cs, unsigned int rect_count, const RECT *rects) DECLSPEC_HIDDEN; 3657 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type, 3658 struct wined3d_shader *shader) DECLSPEC_HIDDEN; 3659 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx, 3660 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN; 3661 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx, 3662 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN; 3663 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx, 3664 UINT frequency, UINT flags) DECLSPEC_HIDDEN; 3665 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN; 3666 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage, 3667 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN; 3668 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state, 3669 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN; 3670 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined3d_pipeline pipeline, 3671 unsigned int view_idx, struct wined3d_unordered_access_view *view, 3672 unsigned int initial_count) DECLSPEC_HIDDEN; 3673 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs, 3674 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN; 3675 void wined3d_cs_emit_set_viewports(struct wined3d_cs *cs, unsigned int viewport_count, const struct wined3d_viewport *viewports) DECLSPEC_HIDDEN; 3676 void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3677 void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource, 3678 unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch, 3679 unsigned int slice_pitch) DECLSPEC_HIDDEN; 3680 void wined3d_cs_init_object(struct wined3d_cs *cs, 3681 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN; 3682 HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx, 3683 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags) DECLSPEC_HIDDEN; 3684 HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource, 3685 unsigned int sub_resource_idx) DECLSPEC_HIDDEN; 3686 3687 static inline void wined3d_cs_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p, 3688 unsigned int start_idx, unsigned int count, const void *constants) 3689 { 3690 cs->ops->push_constants(cs, p, start_idx, count, constants); 3691 } 3692 3693 static inline void wined3d_resource_wait_idle(struct wined3d_resource *resource) 3694 { 3695 const struct wined3d_cs *cs = resource->device->cs; 3696 3697 if (!cs->thread || cs->thread_id == GetCurrentThreadId()) 3698 return; 3699 3700 while (InterlockedCompareExchange(&resource->access_count, 0, 0)) 3701 wined3d_pause(); 3702 } 3703 3704 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other 3705 * fixed function semantics as D3DCOLOR or FLOAT16 */ 3706 enum wined3d_buffer_conversion_type 3707 { 3708 CONV_NONE, 3709 CONV_D3DCOLOR, 3710 CONV_POSITIONT, 3711 }; 3712 3713 struct wined3d_map_range 3714 { 3715 UINT offset; 3716 UINT size; 3717 }; 3718 3719 struct wined3d_buffer 3720 { 3721 struct wined3d_resource resource; 3722 3723 struct wined3d_buffer_desc desc; 3724 3725 GLuint buffer_object; 3726 GLenum buffer_object_usage; 3727 GLenum buffer_type_hint; 3728 unsigned int bind_flags; 3729 DWORD flags; 3730 DWORD locations; 3731 void *map_ptr; 3732 3733 struct wined3d_map_range *maps; 3734 SIZE_T maps_size, modified_areas; 3735 struct wined3d_fence *fence; 3736 3737 /* conversion stuff */ 3738 UINT decl_change_count, full_conversion_count; 3739 UINT draw_count; 3740 UINT stride; /* 0 if no conversion */ 3741 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */ 3742 UINT conversion_stride; /* 0 if no shifted conversion */ 3743 }; 3744 3745 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource) 3746 { 3747 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource); 3748 } 3749 3750 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer, 3751 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN; 3752 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location) DECLSPEC_HIDDEN; 3753 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context, 3754 const struct wined3d_state *state) DECLSPEC_HIDDEN; 3755 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer, 3756 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 3757 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN; 3758 void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset, 3759 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN; 3760 void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context, 3761 const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN; 3762 3763 struct wined3d_rendertarget_view 3764 { 3765 LONG refcount; 3766 3767 struct wined3d_resource *resource; 3768 void *parent; 3769 const struct wined3d_parent_ops *parent_ops; 3770 3771 struct wined3d_gl_view gl_view; 3772 const struct wined3d_format *format; 3773 unsigned int format_flags; 3774 unsigned int sub_resource_idx; 3775 unsigned int layer_count; 3776 3777 unsigned int width; 3778 unsigned int height; 3779 3780 struct wined3d_view_desc desc; 3781 }; 3782 3783 void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view, 3784 const struct wined3d_context *context, unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN; 3785 void wined3d_rendertarget_view_invalidate_location(struct wined3d_rendertarget_view *view, 3786 DWORD location) DECLSPEC_HIDDEN; 3787 void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view, 3788 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 3789 void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view *view, 3790 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 3791 void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_view *view, 3792 DWORD location) DECLSPEC_HIDDEN; 3793 3794 struct wined3d_shader_resource_view 3795 { 3796 LONG refcount; 3797 3798 struct wined3d_resource *resource; 3799 void *parent; 3800 const struct wined3d_parent_ops *parent_ops; 3801 3802 struct wined3d_gl_view gl_view; 3803 const struct wined3d_format *format; 3804 3805 struct wined3d_view_desc desc; 3806 }; 3807 3808 void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN; 3809 void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view, unsigned int unit, 3810 struct wined3d_sampler *sampler, struct wined3d_context *context) DECLSPEC_HIDDEN; 3811 3812 struct wined3d_unordered_access_view 3813 { 3814 LONG refcount; 3815 3816 struct wined3d_resource *resource; 3817 void *parent; 3818 const struct wined3d_parent_ops *parent_ops; 3819 3820 struct wined3d_gl_view gl_view; 3821 const struct wined3d_format *format; 3822 GLuint counter_bo; 3823 3824 struct wined3d_view_desc desc; 3825 }; 3826 3827 void wined3d_unordered_access_view_clear_uint(struct wined3d_unordered_access_view *view, 3828 const struct wined3d_uvec4 *clear_value, struct wined3d_context *context) DECLSPEC_HIDDEN; 3829 void wined3d_unordered_access_view_copy_counter(struct wined3d_unordered_access_view *view, 3830 struct wined3d_buffer *buffer, unsigned int offset, struct wined3d_context *context) DECLSPEC_HIDDEN; 3831 void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view, 3832 DWORD location) DECLSPEC_HIDDEN; 3833 void wined3d_unordered_access_view_set_counter(struct wined3d_unordered_access_view *view, 3834 unsigned int value) DECLSPEC_HIDDEN; 3835 3836 struct wined3d_swapchain_ops 3837 { 3838 void (*swapchain_present)(struct wined3d_swapchain *swapchain, 3839 const RECT *src_rect, const RECT *dst_rect, DWORD flags); 3840 void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swapchain); 3841 }; 3842 3843 struct wined3d_swapchain 3844 { 3845 LONG ref; 3846 void *parent; 3847 const struct wined3d_parent_ops *parent_ops; 3848 const struct wined3d_swapchain_ops *swapchain_ops; 3849 struct wined3d_device *device; 3850 3851 struct wined3d_texture **back_buffers; 3852 struct wined3d_texture *front_buffer; 3853 struct wined3d_swapchain_desc desc; 3854 struct wined3d_display_mode original_mode, d3d_mode; 3855 RECT original_window_rect; 3856 struct wined3d_gamma_ramp orig_gamma; 3857 BOOL render_to_fbo, reapply_mode; 3858 const struct wined3d_format *ds_format; 3859 struct wined3d_palette *palette; 3860 RECT front_buffer_update; 3861 unsigned int swap_interval; 3862 unsigned int max_frame_latency; 3863 3864 LONG prev_time, frames; /* Performance tracking */ 3865 3866 struct wined3d_context **context; 3867 unsigned int num_contexts; 3868 3869 HWND win_handle; 3870 HWND device_window; 3871 3872 HDC backup_dc; 3873 HWND backup_wnd; 3874 }; 3875 3876 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN; 3877 void wined3d_swapchain_set_swap_interval(struct wined3d_swapchain *swapchain, 3878 unsigned int swap_interval) DECLSPEC_HIDDEN; 3879 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 3880 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 3881 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 3882 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 3883 void swapchain_set_max_frame_latency(struct wined3d_swapchain *swapchain, 3884 const struct wined3d_device *device) DECLSPEC_HIDDEN; 3885 3886 /***************************************************************************** 3887 * Utility function prototypes 3888 */ 3889 3890 /* Trace routines */ 3891 const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN; 3892 const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN; 3893 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN; 3894 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN; 3895 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN; 3896 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN; 3897 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN; 3898 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN; 3899 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN; 3900 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN; 3901 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN; 3902 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN; 3903 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN; 3904 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN; 3905 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN; 3906 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN; 3907 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN; 3908 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN; 3909 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN; 3910 const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN; 3911 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN; 3912 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN; 3913 const char *debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN; 3914 const char *debug_uvec4(const struct wined3d_uvec4 *v) DECLSPEC_HIDDEN; 3915 const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN; 3916 const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN; 3917 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN; 3918 3919 BOOL is_invalid_op(const struct wined3d_state *state, int stage, 3920 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN; 3921 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, 3922 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3, 3923 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN; 3924 void texture_activate_dimensions(const struct wined3d_texture *texture, 3925 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 3926 void sampler_texdim(struct wined3d_context *context, 3927 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3928 void tex_alphaop(struct wined3d_context *context, 3929 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3930 void apply_pixelshader(struct wined3d_context *context, 3931 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3932 void state_alpha_test(struct wined3d_context *context, 3933 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3934 void state_fogcolor(struct wined3d_context *context, 3935 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3936 void state_fogdensity(struct wined3d_context *context, 3937 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3938 void state_fogstartend(struct wined3d_context *context, 3939 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3940 void state_fog_fragpart(struct wined3d_context *context, 3941 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3942 void state_nop(struct wined3d_context *context, 3943 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3944 void state_srgbwrite(struct wined3d_context *context, 3945 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3946 3947 void state_clipping(struct wined3d_context *context, 3948 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3949 void clipplane(struct wined3d_context *context, 3950 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3951 void state_pointsprite_w(struct wined3d_context *context, 3952 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3953 void state_pointsprite(struct wined3d_context *context, 3954 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3955 void state_shademode(struct wined3d_context *context, 3956 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3957 3958 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN; 3959 enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type) DECLSPEC_HIDDEN; 3960 3961 /* Math utils */ 3962 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1, 3963 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN; 3964 BOOL invert_matrix_3d(struct wined3d_matrix *out, const struct wined3d_matrix *in) DECLSPEC_HIDDEN; 3965 BOOL invert_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m) DECLSPEC_HIDDEN; 3966 void transpose_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m) DECLSPEC_HIDDEN; 3967 3968 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN; 3969 3970 struct wined3d_shader_lconst 3971 { 3972 struct list entry; 3973 unsigned int idx; 3974 DWORD value[4]; 3975 }; 3976 3977 struct wined3d_shader_limits 3978 { 3979 unsigned int sampler; 3980 unsigned int constant_int; 3981 unsigned int constant_float; 3982 unsigned int constant_bool; 3983 unsigned int packed_output; 3984 unsigned int packed_input; 3985 }; 3986 3987 #ifdef __GNUC__ 3988 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args))) 3989 #else 3990 #define PRINTF_ATTR(fmt,args) 3991 #endif 3992 3993 struct wined3d_string_buffer_list 3994 { 3995 struct list list; 3996 }; 3997 3998 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN; 3999 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN; 4000 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN; 4001 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN; 4002 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN; 4003 4004 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN; 4005 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN; 4006 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN; 4007 4008 struct wined3d_shader_phase 4009 { 4010 const DWORD *start; 4011 const DWORD *end; 4012 unsigned int instance_count; 4013 unsigned int temporary_count; 4014 }; 4015 4016 struct wined3d_vertex_shader 4017 { 4018 struct wined3d_shader_attribute attributes[MAX_ATTRIBS]; 4019 }; 4020 4021 struct wined3d_hull_shader 4022 { 4023 struct 4024 { 4025 struct wined3d_shader_phase *control_point; 4026 unsigned int fork_count; 4027 unsigned int join_count; 4028 struct wined3d_shader_phase *fork; 4029 SIZE_T fork_size; 4030 struct wined3d_shader_phase *join; 4031 SIZE_T join_size; 4032 } phases; 4033 unsigned int output_vertex_count; 4034 enum wined3d_tessellator_output_primitive tessellator_output_primitive; 4035 enum wined3d_tessellator_partitioning tessellator_partitioning; 4036 }; 4037 4038 struct wined3d_domain_shader 4039 { 4040 enum wined3d_tessellator_domain tessellator_domain; 4041 }; 4042 4043 struct wined3d_geometry_shader 4044 { 4045 enum wined3d_primitive_type input_type; 4046 enum wined3d_primitive_type output_type; 4047 unsigned int vertices_out; 4048 unsigned int instance_count; 4049 4050 struct wined3d_stream_output_desc so_desc; 4051 }; 4052 4053 struct wined3d_pixel_shader 4054 { 4055 /* Pixel shader input semantics */ 4056 DWORD input_reg_map[MAX_REG_INPUT]; 4057 DWORD input_reg_used; /* MAX_REG_INPUT, 32 */ 4058 unsigned int declared_in_count; 4059 4060 /* Some information about the shader behavior */ 4061 BOOL color0_mov; 4062 DWORD color0_reg; 4063 4064 BOOL force_early_depth_stencil; 4065 enum wined3d_shader_register_type depth_output; 4066 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE]; 4067 }; 4068 4069 struct wined3d_compute_shader 4070 { 4071 struct wined3d_shader_thread_group_size thread_group_size; 4072 }; 4073 4074 struct wined3d_shader 4075 { 4076 LONG ref; 4077 const struct wined3d_shader_limits *limits; 4078 DWORD *function; 4079 UINT functionLength; 4080 BOOL load_local_constsF; 4081 const struct wined3d_shader_frontend *frontend; 4082 void *frontend_data; 4083 void *backend_data; 4084 4085 void *parent; 4086 const struct wined3d_parent_ops *parent_ops; 4087 4088 /* Programs this shader is linked with */ 4089 struct list linked_programs; 4090 4091 /* Immediate constants (override global ones) */ 4092 struct list constantsB; 4093 struct list constantsF; 4094 struct list constantsI; 4095 struct wined3d_shader_reg_maps reg_maps; 4096 BOOL lconst_inf_or_nan; 4097 4098 struct wined3d_shader_signature input_signature; 4099 struct wined3d_shader_signature output_signature; 4100 struct wined3d_shader_signature patch_constant_signature; 4101 char *signature_strings; 4102 4103 /* Pointer to the parent device */ 4104 struct wined3d_device *device; 4105 struct list shader_list_entry; 4106 4107 union 4108 { 4109 struct wined3d_vertex_shader vs; 4110 struct wined3d_hull_shader hs; 4111 struct wined3d_domain_shader ds; 4112 struct wined3d_geometry_shader gs; 4113 struct wined3d_pixel_shader ps; 4114 struct wined3d_compute_shader cs; 4115 } u; 4116 }; 4117 4118 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN; 4119 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, 4120 BOOL position_transformed, struct ps_compile_args *args, 4121 const struct wined3d_context *context) DECLSPEC_HIDDEN; 4122 4123 BOOL vshader_get_input(const struct wined3d_shader *shader, 4124 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN; 4125 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, 4126 WORD swizzle_map, struct vs_compile_args *args, 4127 const struct wined3d_context *context) DECLSPEC_HIDDEN; 4128 4129 void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, 4130 struct ds_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN; 4131 4132 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, 4133 struct gs_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN; 4134 4135 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN; 4136 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN; 4137 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN; 4138 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, 4139 unsigned int max) DECLSPEC_HIDDEN; 4140 HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer, 4141 const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx, 4142 const DWORD *start, const DWORD *end) DECLSPEC_HIDDEN; 4143 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN; 4144 4145 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg) 4146 { 4147 switch (reg->type) 4148 { 4149 case WINED3DSPR_RASTOUT: 4150 /* oFog & oPts */ 4151 if (reg->idx[0].offset) 4152 return TRUE; 4153 /* oPos */ 4154 return FALSE; 4155 4156 case WINED3DSPR_CONSTBOOL: /* b# */ 4157 case WINED3DSPR_DEPTHOUT: /* oDepth */ 4158 case WINED3DSPR_DEPTHOUTGE: 4159 case WINED3DSPR_DEPTHOUTLE: 4160 case WINED3DSPR_LOOP: /* aL */ 4161 case WINED3DSPR_PREDICATE: /* p0 */ 4162 case WINED3DSPR_PRIMID: /* primID */ 4163 case WINED3DSPR_SAMPLEMASK: /* oMask */ 4164 return TRUE; 4165 4166 case WINED3DSPR_MISCTYPE: 4167 switch (reg->idx[0].offset) 4168 { 4169 case 0: /* vPos */ 4170 return FALSE; 4171 case 1: /* vFace */ 4172 return TRUE; 4173 default: 4174 return FALSE; 4175 } 4176 4177 case WINED3DSPR_IMMCONST: 4178 return reg->immconst_type == WINED3D_IMMCONST_SCALAR; 4179 4180 default: 4181 return FALSE; 4182 } 4183 } 4184 4185 static inline void shader_get_position_fixup(const struct wined3d_context *context, 4186 const struct wined3d_state *state, unsigned int fixup_count, float *position_fixup) 4187 { 4188 float center_offset; 4189 unsigned int i; 4190 4191 if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER) 4192 center_offset = 63.0f / 64.0f; 4193 else 4194 center_offset = -1.0f / 64.0f; 4195 4196 for (i = 0; i < fixup_count; ++i) 4197 { 4198 position_fixup[4 * i ] = 1.0f; 4199 position_fixup[4 * i + 1] = 1.0f; 4200 position_fixup[4 * i + 2] = center_offset / state->viewports[i].width; 4201 position_fixup[4 * i + 3] = -center_offset / state->viewports[i].height; 4202 4203 if (context->render_offscreen) 4204 { 4205 position_fixup[4 * i + 1] *= -1.0f; 4206 position_fixup[4 * i + 3] *= -1.0f; 4207 } 4208 } 4209 } 4210 4211 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg) 4212 { 4213 struct wined3d_shader_lconst *lconst; 4214 4215 if (shader->load_local_constsF) 4216 return FALSE; 4217 4218 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry) 4219 { 4220 if (lconst->idx == reg) 4221 return TRUE; 4222 } 4223 4224 return FALSE; 4225 } 4226 4227 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN; 4228 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state, 4229 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN; 4230 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state, 4231 struct wined3d_matrix *mat) DECLSPEC_HIDDEN; 4232 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state, 4233 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN; 4234 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state, 4235 float *out_min, float *out_max) DECLSPEC_HIDDEN; 4236 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state, 4237 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN; 4238 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state, 4239 float *start, float *end) DECLSPEC_HIDDEN; 4240 4241 /* Using additional shader constants (uniforms in GLSL / program environment 4242 * or local parameters in ARB) is costly: 4243 * ARB only knows float4 parameters and GLSL compiler are not really smart 4244 * when it comes to efficiently pack float2 uniforms, so no space is wasted 4245 * (in fact most compilers map a float2 to a full float4 uniform). 4246 * 4247 * For NP2 texcoord fixup we only need 2 floats (width and height) for each 4248 * 2D texture used in the shader. We therefore pack fixup info for 2 textures 4249 * into a single shader constant (uniform / program parameter). 4250 * 4251 * This structure is shared between the GLSL and the ARB backend.*/ 4252 struct ps_np2fixup_info { 4253 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */ 4254 WORD active; /* bitfield indicating if we can apply the fixup */ 4255 WORD num_consts; 4256 }; 4257 4258 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN; 4259 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN; 4260 4261 struct wined3d_palette 4262 { 4263 LONG ref; 4264 struct wined3d_device *device; 4265 4266 unsigned int size; 4267 RGBQUAD colors[256]; 4268 DWORD flags; 4269 }; 4270 4271 /* DirectDraw utility functions */ 4272 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN; 4273 4274 /***************************************************************************** 4275 * Pixel format management 4276 */ 4277 4278 /* WineD3D pixel format flags */ 4279 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001 4280 #define WINED3DFMT_FLAG_FILTERING 0x00000002 4281 #define WINED3DFMT_FLAG_DEPTH 0x00000004 4282 #define WINED3DFMT_FLAG_STENCIL 0x00000008 4283 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010 4284 #define WINED3DFMT_FLAG_EXTENSION 0x00000020 4285 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040 4286 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080 4287 #define WINED3DFMT_FLAG_FLOAT 0x00000200 4288 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400 4289 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800 4290 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000 4291 #define WINED3DFMT_FLAG_VTF 0x00002000 4292 #define WINED3DFMT_FLAG_SHADOW 0x00004000 4293 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000 4294 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000 4295 #define WINED3DFMT_FLAG_BLOCKS 0x00020000 4296 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000 4297 #define WINED3DFMT_FLAG_TEXTURE 0x00080000 4298 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000 4299 #define WINED3DFMT_FLAG_INTEGER 0x00200000 4300 #define WINED3DFMT_FLAG_GEN_MIPMAP 0x00400000 4301 4302 struct wined3d_rational 4303 { 4304 UINT numerator; 4305 UINT denominator; 4306 }; 4307 4308 struct wined3d_color_key_conversion 4309 { 4310 enum wined3d_format_id dst_format; 4311 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, 4312 unsigned int width, unsigned int height, const struct wined3d_color_key *colour_key); 4313 }; 4314 4315 struct wined3d_format 4316 { 4317 enum wined3d_format_id id; 4318 4319 D3DDDIFORMAT ddi_format; 4320 DWORD red_size; 4321 DWORD green_size; 4322 DWORD blue_size; 4323 DWORD alpha_size; 4324 DWORD red_offset; 4325 DWORD green_offset; 4326 DWORD blue_offset; 4327 DWORD alpha_offset; 4328 UINT byte_count; 4329 BYTE depth_size; 4330 BYTE stencil_size; 4331 4332 UINT block_width; 4333 UINT block_height; 4334 UINT block_byte_count; 4335 4336 enum wined3d_ffp_emit_idx emit_idx; 4337 GLint component_count; 4338 GLenum gl_vtx_type; 4339 GLint gl_vtx_format; 4340 GLboolean gl_normalized; 4341 unsigned int attribute_size; 4342 4343 GLint glInternal; 4344 GLint glGammaInternal; 4345 GLint rtInternal; 4346 GLint glFormat; 4347 GLint glType; 4348 UINT conv_byte_count; 4349 DWORD multisample_types; 4350 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT]; 4351 float depth_bias_scale; 4352 struct wined3d_rational height_scale; 4353 struct color_fixup_desc color_fixup; 4354 void (*upload)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch, 4355 unsigned int dst_row_pitch, unsigned dst_slice_pitch, 4356 unsigned int width, unsigned int height, unsigned int depth); 4357 void (*download)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch, 4358 unsigned int dst_row_pitch, unsigned dst_slice_pitch, 4359 unsigned int width, unsigned int height, unsigned int depth); 4360 4361 enum wined3d_format_id typeless_id; 4362 GLenum gl_view_class; 4363 }; 4364 4365 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info, 4366 enum wined3d_format_id format_id, unsigned int resource_usage) DECLSPEC_HIDDEN; 4367 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment, 4368 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN; 4369 UINT wined3d_format_calculate_size(const struct wined3d_format *format, 4370 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN; 4371 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, 4372 const struct wined3d_color *color) DECLSPEC_HIDDEN; 4373 void wined3d_format_get_float_color_key(const struct wined3d_format *format, 4374 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN; 4375 BOOL wined3d_format_is_depth_view(enum wined3d_format_id resource_format_id, 4376 enum wined3d_format_id view_format_id) DECLSPEC_HIDDEN; 4377 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion( 4378 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN; 4379 BOOL wined3d_formats_are_srgb_variants(enum wined3d_format_id format1, 4380 enum wined3d_format_id format2) DECLSPEC_HIDDEN; 4381 4382 BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size) DECLSPEC_HIDDEN; 4383 4384 static inline BOOL wined3d_format_is_typeless(const struct wined3d_format *format) 4385 { 4386 return format->id == format->typeless_id && format->id != WINED3DFMT_UNKNOWN; 4387 } 4388 4389 static inline BOOL use_indexed_vertex_blending(const struct wined3d_state *state, const struct wined3d_stream_info *si) 4390 { 4391 if (!state->render_states[WINED3D_RS_INDEXEDVERTEXBLENDENABLE]) 4392 return FALSE; 4393 4394 if (state->render_states[WINED3D_RS_VERTEXBLEND] == WINED3D_VBF_DISABLE) 4395 return FALSE; 4396 4397 if (!(si->use_map & (1 << WINED3D_FFP_BLENDINDICES)) || !(si->use_map & (1 << WINED3D_FFP_BLENDWEIGHT))) 4398 return FALSE; 4399 4400 return TRUE; 4401 } 4402 4403 static inline BOOL use_software_vertex_processing(const struct wined3d_device *device) 4404 { 4405 if (device->shader_backend != &glsl_shader_backend) 4406 return FALSE; 4407 4408 if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING) 4409 return TRUE; 4410 4411 if (!(device->create_parms.flags & WINED3DCREATE_MIXED_VERTEXPROCESSING)) 4412 return FALSE; 4413 4414 return device->softwareVertexProcessing; 4415 } 4416 4417 static inline BOOL use_vs(const struct wined3d_state *state) 4418 { 4419 /* Check state->vertex_declaration to allow this to be used before the 4420 * stream info is validated, for example in device_update_tex_unit_map(). */ 4421 return state->shader[WINED3D_SHADER_TYPE_VERTEX] 4422 && (!state->vertex_declaration || !state->vertex_declaration->position_transformed); 4423 } 4424 4425 static inline BOOL use_ps(const struct wined3d_state *state) 4426 { 4427 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL]; 4428 } 4429 4430 static inline void context_apply_state(struct wined3d_context *context, 4431 const struct wined3d_state *state, DWORD state_id) 4432 { 4433 const struct StateEntry *state_table = context->state_table; 4434 DWORD rep = state_table[state_id].representative; 4435 state_table[rep].apply(context, state, rep); 4436 } 4437 4438 static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context, 4439 const struct wined3d_texture *texture) 4440 { 4441 unsigned int flags = texture->resource.format_flags 4442 & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE); 4443 4444 return (!context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE] 4445 || (flags && flags != (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE))) 4446 && context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL; 4447 } 4448 4449 static inline BOOL needs_srgb_write(const struct wined3d_context *context, 4450 const struct wined3d_state *state, const struct wined3d_fb_state *fb) 4451 { 4452 return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL) 4453 || state->render_states[WINED3D_RS_SRGBWRITEENABLE]) 4454 && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE; 4455 } 4456 4457 static inline GLuint wined3d_texture_get_texture_name(const struct wined3d_texture *texture, 4458 const struct wined3d_context *context, BOOL srgb) 4459 { 4460 return srgb && needs_separate_srgb_gl_texture(context, texture) 4461 ? texture->texture_srgb.name : texture->texture_rgb.name; 4462 } 4463 4464 static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format) 4465 { 4466 return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup) 4467 && !is_scaling_fixup(format->color_fixup); 4468 } 4469 4470 static inline BOOL needs_interpolation_qualifiers_for_shader_outputs(const struct wined3d_gl_info *gl_info) 4471 { 4472 /* In GLSL 4.40+ it is fine to specify interpolation qualifiers only in 4473 * fragment shaders. In older GLSL versions interpolation qualifiers must 4474 * match between shader stages. 4475 */ 4476 return gl_info->glsl_version < MAKEDWORD_VERSION(4, 40); 4477 } 4478 4479 static inline BOOL is_rasterization_disabled(const struct wined3d_shader *geometry_shader) 4480 { 4481 return geometry_shader 4482 && geometry_shader->u.gs.so_desc.rasterizer_stream_idx == WINED3D_NO_RASTERIZER_STREAM; 4483 } 4484 4485 static inline int wined3d_bit_scan(unsigned int *x) 4486 { 4487 int bit_offset = ffs(*x) - 1; 4488 *x ^= 1u << bit_offset; 4489 return bit_offset; 4490 } 4491 4492 static inline DWORD wined3d_extract_bits(const DWORD *bitstream, 4493 unsigned int offset, unsigned int count) 4494 { 4495 const unsigned int word_bit_count = sizeof(*bitstream) * CHAR_BIT; 4496 const unsigned int idx = offset / word_bit_count; 4497 const unsigned int shift = offset % word_bit_count; 4498 DWORD mask = (1u << count) - 1; 4499 DWORD ret; 4500 4501 ret = (bitstream[idx] >> shift) & mask; 4502 if (shift + count > word_bit_count) 4503 { 4504 const unsigned int extracted_bit_count = word_bit_count - shift; 4505 const unsigned int remaining_bit_count = count - extracted_bit_count; 4506 mask = (1u << remaining_bit_count) - 1; 4507 ret |= (bitstream[idx + 1] & mask) << extracted_bit_count; 4508 } 4509 return ret; 4510 } 4511 4512 static inline void wined3d_insert_bits(DWORD *bitstream, 4513 unsigned int offset, unsigned int count, DWORD bits) 4514 { 4515 const unsigned int word_bit_count = sizeof(*bitstream) * CHAR_BIT; 4516 const unsigned int idx = offset / word_bit_count; 4517 const unsigned int shift = offset % word_bit_count; 4518 DWORD mask = (1u << count) - 1; 4519 4520 bitstream[idx] |= (bits & mask) << shift; 4521 if (shift + count > word_bit_count) 4522 { 4523 const unsigned int inserted_bit_count = word_bit_count - shift; 4524 const unsigned int remaining_bit_count = count - inserted_bit_count; 4525 mask = (1u << remaining_bit_count) - 1; 4526 bitstream[idx + 1] |= (bits >> inserted_bit_count) & mask; 4527 } 4528 } 4529 4530 static inline void wined3d_from_cs(const struct wined3d_cs *cs) 4531 { 4532 if (cs->thread) 4533 assert(cs->thread_id == GetCurrentThreadId()); 4534 } 4535 4536 static inline void wined3d_not_from_cs(struct wined3d_cs *cs) 4537 { 4538 assert(cs->thread_id != GetCurrentThreadId()); 4539 } 4540 4541 BOOL wined3d_dxtn_init(void) DECLSPEC_HIDDEN; 4542 void wined3d_dxtn_free(void) DECLSPEC_HIDDEN; 4543 4544 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */ 4545 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL" 4546 4547 #endif 4548