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 #include <wine/config.h> 29 #include <wine/port.h> 30 31 #ifdef USE_WIN32_OPENGL 32 #define WINE_GLAPI __stdcall 33 #else 34 #define WINE_GLAPI 35 #endif 36 37 #ifdef HAVE_FLOAT_H 38 # include <float.h> 39 #endif 40 41 #include <assert.h> 42 #include <stdio.h> 43 44 #include <ntstatus.h> 45 #define WIN32_NO_STATUS 46 #define _INC_WINDOWS 47 #define COM_NO_WINDOWS_H 48 49 #define NONAMELESSUNION 50 #define NONAMELESSSTRUCT 51 #define COBJMACROS 52 53 #include <windef.h> 54 #include <winbase.h> 55 #include <wingdi.h> 56 #include <winuser.h> 57 #include <wine/winternl.h> 58 #include <ddk/d3dkmthk.h> 59 #include <objbase.h> 60 61 #include <wine/debug.h> 62 #include <wine/list.h> 63 #include <wine/rbtree.h> 64 #include <wine/wined3d.h> 65 66 #include "wined3d_gl.h" 67 #include <wine/wgl_driver.h> 68 69 #include <reactos/undocuser.h> 70 71 #ifndef ARRAY_SIZE 72 #define ARRAY_SIZE(array) (sizeof(array) / sizeof((array)[0])) 73 #endif 74 75 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu)) 76 77 /* Driver quirks */ 78 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001 79 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002 80 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004 81 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008 82 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010 83 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020 84 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040 85 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080 86 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100 87 #define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200 88 89 enum wined3d_ffp_idx 90 { 91 WINED3D_FFP_POSITION = 0, 92 WINED3D_FFP_BLENDWEIGHT = 1, 93 WINED3D_FFP_BLENDINDICES = 2, 94 WINED3D_FFP_NORMAL = 3, 95 WINED3D_FFP_PSIZE = 4, 96 WINED3D_FFP_DIFFUSE = 5, 97 WINED3D_FFP_SPECULAR = 6, 98 WINED3D_FFP_TEXCOORD0 = 7, 99 WINED3D_FFP_TEXCOORD1 = 8, 100 WINED3D_FFP_TEXCOORD2 = 9, 101 WINED3D_FFP_TEXCOORD3 = 10, 102 WINED3D_FFP_TEXCOORD4 = 11, 103 WINED3D_FFP_TEXCOORD5 = 12, 104 WINED3D_FFP_TEXCOORD6 = 13, 105 WINED3D_FFP_TEXCOORD7 = 14, 106 WINED3D_FFP_ATTRIBS_COUNT = 15, 107 }; 108 109 enum wined3d_ffp_emit_idx 110 { 111 WINED3D_FFP_EMIT_FLOAT1, 112 WINED3D_FFP_EMIT_FLOAT2, 113 WINED3D_FFP_EMIT_FLOAT3, 114 WINED3D_FFP_EMIT_FLOAT4, 115 WINED3D_FFP_EMIT_D3DCOLOR, 116 WINED3D_FFP_EMIT_UBYTE4, 117 WINED3D_FFP_EMIT_SHORT2, 118 WINED3D_FFP_EMIT_SHORT4, 119 WINED3D_FFP_EMIT_UBYTE4N, 120 WINED3D_FFP_EMIT_SHORT2N, 121 WINED3D_FFP_EMIT_SHORT4N, 122 WINED3D_FFP_EMIT_USHORT2N, 123 WINED3D_FFP_EMIT_USHORT4N, 124 WINED3D_FFP_EMIT_UDEC3, 125 WINED3D_FFP_EMIT_DEC3N, 126 WINED3D_FFP_EMIT_FLOAT16_2, 127 WINED3D_FFP_EMIT_FLOAT16_4, 128 WINED3D_FFP_EMIT_INVALID, 129 WINED3D_FFP_EMIT_COUNT, 130 }; 131 132 /* Texture format fixups */ 133 134 enum fixup_channel_source 135 { 136 CHANNEL_SOURCE_ZERO = 0, 137 CHANNEL_SOURCE_ONE = 1, 138 CHANNEL_SOURCE_X = 2, 139 CHANNEL_SOURCE_Y = 3, 140 CHANNEL_SOURCE_Z = 4, 141 CHANNEL_SOURCE_W = 5, 142 CHANNEL_SOURCE_COMPLEX0 = 6, 143 CHANNEL_SOURCE_COMPLEX1 = 7, 144 }; 145 146 enum complex_fixup 147 { 148 COMPLEX_FIXUP_NONE = 0, 149 COMPLEX_FIXUP_YUY2 = 1, 150 COMPLEX_FIXUP_UYVY = 2, 151 COMPLEX_FIXUP_YV12 = 3, 152 COMPLEX_FIXUP_P8 = 4, 153 COMPLEX_FIXUP_NV12 = 5, 154 }; 155 156 #include <pshpack2.h> 157 struct color_fixup_desc 158 { 159 unsigned short x_sign_fixup : 1; 160 unsigned short x_source : 3; 161 unsigned short y_sign_fixup : 1; 162 unsigned short y_source : 3; 163 unsigned short z_sign_fixup : 1; 164 unsigned short z_source : 3; 165 unsigned short w_sign_fixup : 1; 166 unsigned short w_source : 3; 167 }; 168 #include <poppack.h> 169 170 struct wined3d_d3d_limits 171 { 172 unsigned int vs_version, hs_version, ds_version, gs_version, ps_version, cs_version; 173 DWORD vs_uniform_count; 174 DWORD ps_uniform_count; 175 unsigned int varying_count; 176 unsigned int ffp_textures; 177 unsigned int ffp_blend_stages; 178 unsigned int ffp_vertex_blend_matrices; 179 unsigned int active_light_count; 180 }; 181 182 typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data); 183 typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data); 184 typedef void (WINE_GLAPI *wined3d_generic_attrib_func)(GLuint idx, const void *data); 185 extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN; 186 187 struct wined3d_ffp_attrib_ops 188 { 189 wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT]; 190 wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT]; 191 wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT]; 192 wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT]; 193 wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT]; 194 wined3d_generic_attrib_func generic[WINED3D_FFP_EMIT_COUNT]; 195 }; 196 197 struct wined3d_d3d_info 198 { 199 struct wined3d_d3d_limits limits; 200 struct wined3d_ffp_attrib_ops ffp_attrib_ops; 201 BOOL xyzrhw; 202 BOOL emulated_flatshading; 203 BOOL ffp_generic_attributes; 204 BOOL vs_clipping; 205 BOOL shader_color_key; 206 DWORD valid_rt_mask; 207 DWORD wined3d_creation_flags; 208 BOOL shader_double_precision; 209 }; 210 211 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY = 212 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W}; 213 214 static inline struct color_fixup_desc create_color_fixup_desc( 215 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1, 216 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3) 217 { 218 struct color_fixup_desc fixup = 219 { 220 sign0, src0, 221 sign1, src1, 222 sign2, src2, 223 sign3, src3, 224 }; 225 return fixup; 226 } 227 228 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup) 229 { 230 struct color_fixup_desc fixup = 231 { 232 0u, complex_fixup & (1u << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, 233 0u, complex_fixup & (1u << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, 234 0u, complex_fixup & (1u << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, 235 0u, complex_fixup & (1u << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, 236 }; 237 return fixup; 238 } 239 240 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup) 241 { 242 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup)); 243 } 244 245 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup) 246 { 247 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1; 248 } 249 250 static inline BOOL is_scaling_fixup(struct color_fixup_desc fixup) 251 { 252 return fixup.x_sign_fixup || fixup.y_sign_fixup || fixup.z_sign_fixup || fixup.w_sign_fixup; 253 } 254 255 static inline BOOL is_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2) 256 { 257 return f1.x_sign_fixup == f2.x_sign_fixup && f1.x_source == f2.x_source 258 && f1.y_sign_fixup == f2.y_sign_fixup && f1.y_source == f2.y_source 259 && f1.z_sign_fixup == f2.z_sign_fixup && f1.z_source == f2.z_source 260 && f1.w_sign_fixup == f2.w_sign_fixup && f1.w_source == f2.w_source; 261 } 262 263 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup) 264 { 265 enum complex_fixup complex_fixup = 0; 266 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 0); 267 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 1); 268 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 2); 269 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1u << 3); 270 return complex_fixup; 271 } 272 273 /* Device caps */ 274 #define MAX_STREAMS 16 275 #define MAX_TEXTURES 8 276 #define MAX_FRAGMENT_SAMPLERS 16 277 #define MAX_VERTEX_SAMPLERS 4 278 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS) 279 #define MAX_ACTIVE_LIGHTS 8 280 #define MAX_CLIP_DISTANCES 8 281 #define MAX_CONSTANT_BUFFERS 15 282 #define MAX_SAMPLER_OBJECTS 16 283 #define MAX_SHADER_RESOURCE_VIEWS 128 284 #define MAX_UNORDERED_ACCESS_VIEWS 8 285 #define MAX_TGSM_REGISTERS 8192 286 #define MAX_VERTEX_BLENDS 4 287 #define MAX_MULTISAMPLE_TYPES 8 288 289 struct min_lookup 290 { 291 GLenum mip[WINED3D_TEXF_LINEAR + 1]; 292 }; 293 294 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN; 295 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN; 296 297 GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN; 298 299 static inline enum wined3d_cmp_func wined3d_sanitize_cmp_func(enum wined3d_cmp_func func) 300 { 301 if (func < WINED3D_CMP_NEVER || func > WINED3D_CMP_ALWAYS) 302 return WINED3D_CMP_ALWAYS; 303 return func; 304 } 305 306 static inline GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter) 307 { 308 return magLookup[mag_filter]; 309 } 310 311 static inline GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter, 312 enum wined3d_texture_filter_type mip_filter) 313 { 314 return minMipLookup[min_filter].mip[mip_filter]; 315 } 316 317 /* float_16_to_32() and float_32_to_16() (see implementation in 318 * surface_base.c) convert 16 bit floats in the FLOAT16 data type 319 * to standard C floats and vice versa. They do not depend on the encoding 320 * of the C float, so they are platform independent, but slow. On x86 and 321 * other IEEE 754 compliant platforms the conversion can be accelerated by 322 * bit shifting the exponent and mantissa. There are also some SSE-based 323 * assembly routines out there. 324 * 325 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format 326 */ 327 static inline float float_16_to_32(const unsigned short *in) 328 { 329 const unsigned short s = ((*in) & 0x8000u); 330 const unsigned short e = ((*in) & 0x7c00u) >> 10; 331 const unsigned short m = (*in) & 0x3ffu; 332 const float sgn = (s ? -1.0f : 1.0f); 333 334 if(e == 0) { 335 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */ 336 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f); 337 } else if(e < 31) { 338 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f)); 339 } else { 340 if(m == 0) return sgn * INFINITY; 341 else return NAN; 342 } 343 } 344 345 static inline float float_24_to_32(DWORD in) 346 { 347 const float sgn = in & 0x800000u ? -1.0f : 1.0f; 348 const unsigned short e = (in & 0x780000u) >> 19; 349 const unsigned int m = in & 0x7ffffu; 350 351 if (e == 0) 352 { 353 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */ 354 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f); 355 } 356 else if (e < 15) 357 { 358 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f)); 359 } 360 else 361 { 362 if (m == 0) return sgn * INFINITY; 363 else return NAN; 364 } 365 } 366 367 static inline unsigned int wined3d_popcount(unsigned int x) 368 { 369 #ifdef HAVE___BUILTIN_POPCOUNT 370 return __builtin_popcount(x); 371 #else 372 x -= x >> 1 & 0x55555555; 373 x = (x & 0x33333333) + (x >> 2 & 0x33333333); 374 return ((x + (x >> 4)) & 0x0f0f0f0f) * 0x01010101 >> 24; 375 #endif 376 } 377 378 static inline void wined3d_pause(void) 379 { 380 #if defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) 381 __asm__ __volatile__( "rep;nop" : : : "memory" ); 382 #endif 383 } 384 385 #define ORM_BACKBUFFER 0 386 #define ORM_FBO 1 387 388 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */ 389 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */ 390 391 /* NOTE: When adding fields to this structure, make sure to update the default 392 * values in wined3d_main.c as well. */ 393 struct wined3d_settings 394 { 395 unsigned int cs_multithreaded; 396 BOOL explicit_gl_version; 397 DWORD max_gl_version; 398 BOOL glslRequested; 399 int offscreen_rendering_mode; 400 unsigned short pci_vendor_id; 401 unsigned short pci_device_id; 402 /* Memory tracking and object counting. */ 403 UINT64 emulated_textureram; 404 char *logo; 405 unsigned int sample_count; 406 BOOL strict_draw_ordering; 407 BOOL check_float_constants; 408 unsigned int max_sm_vs; 409 unsigned int max_sm_hs; 410 unsigned int max_sm_ds; 411 unsigned int max_sm_gs; 412 unsigned int max_sm_ps; 413 unsigned int max_sm_cs; 414 BOOL no_3d; 415 }; 416 417 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN; 418 419 enum wined3d_shader_resource_type 420 { 421 WINED3D_SHADER_RESOURCE_NONE, 422 WINED3D_SHADER_RESOURCE_BUFFER, 423 WINED3D_SHADER_RESOURCE_TEXTURE_1D, 424 WINED3D_SHADER_RESOURCE_TEXTURE_2D, 425 WINED3D_SHADER_RESOURCE_TEXTURE_2DMS, 426 WINED3D_SHADER_RESOURCE_TEXTURE_3D, 427 WINED3D_SHADER_RESOURCE_TEXTURE_CUBE, 428 WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY, 429 WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY, 430 WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY, 431 WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY, 432 }; 433 434 #define WINED3D_SHADER_CONST_VS_F 0x00000001 435 #define WINED3D_SHADER_CONST_VS_I 0x00000002 436 #define WINED3D_SHADER_CONST_VS_B 0x00000004 437 #define WINED3D_SHADER_CONST_VS_CLIP_PLANES 0x00000008 438 #define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000010 439 #define WINED3D_SHADER_CONST_POS_FIXUP 0x00000020 440 #define WINED3D_SHADER_CONST_PS_F 0x00000040 441 #define WINED3D_SHADER_CONST_PS_I 0x00000080 442 #define WINED3D_SHADER_CONST_PS_B 0x00000100 443 #define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000200 444 #define WINED3D_SHADER_CONST_PS_FOG 0x00000400 445 #define WINED3D_SHADER_CONST_PS_ALPHA_TEST 0x00000800 446 #define WINED3D_SHADER_CONST_PS_Y_CORR 0x00001000 447 #define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00002000 448 #define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00004000 449 #define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0x00008000 450 #define WINED3D_SHADER_CONST_FFP_PROJ 0x00010000 451 #define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00020000 452 #define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00040000 453 #define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00080000 454 #define WINED3D_SHADER_CONST_FFP_PS 0x00100000 455 #define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00200000 456 457 enum wined3d_shader_register_type 458 { 459 WINED3DSPR_TEMP = 0, 460 WINED3DSPR_INPUT = 1, 461 WINED3DSPR_CONST = 2, 462 WINED3DSPR_ADDR = 3, 463 WINED3DSPR_TEXTURE = 3, 464 WINED3DSPR_RASTOUT = 4, 465 WINED3DSPR_ATTROUT = 5, 466 WINED3DSPR_TEXCRDOUT = 6, 467 WINED3DSPR_OUTPUT = 6, 468 WINED3DSPR_CONSTINT = 7, 469 WINED3DSPR_COLOROUT = 8, 470 WINED3DSPR_DEPTHOUT = 9, 471 WINED3DSPR_SAMPLER = 10, 472 WINED3DSPR_CONST2 = 11, 473 WINED3DSPR_CONST3 = 12, 474 WINED3DSPR_CONST4 = 13, 475 WINED3DSPR_CONSTBOOL = 14, 476 WINED3DSPR_LOOP = 15, 477 WINED3DSPR_TEMPFLOAT16 = 16, 478 WINED3DSPR_MISCTYPE = 17, 479 WINED3DSPR_LABEL = 18, 480 WINED3DSPR_PREDICATE = 19, 481 WINED3DSPR_IMMCONST, 482 WINED3DSPR_CONSTBUFFER, 483 WINED3DSPR_IMMCONSTBUFFER, 484 WINED3DSPR_PRIMID, 485 WINED3DSPR_NULL, 486 WINED3DSPR_RESOURCE, 487 WINED3DSPR_UAV, 488 WINED3DSPR_OUTPOINTID, 489 WINED3DSPR_FORKINSTID, 490 WINED3DSPR_JOININSTID, 491 WINED3DSPR_INCONTROLPOINT, 492 WINED3DSPR_OUTCONTROLPOINT, 493 WINED3DSPR_PATCHCONST, 494 WINED3DSPR_TESSCOORD, 495 WINED3DSPR_GROUPSHAREDMEM, 496 WINED3DSPR_THREADID, 497 WINED3DSPR_THREADGROUPID, 498 WINED3DSPR_LOCALTHREADID, 499 WINED3DSPR_LOCALTHREADINDEX, 500 WINED3DSPR_IDXTEMP, 501 WINED3DSPR_STREAM, 502 WINED3DSPR_FUNCTIONBODY, 503 WINED3DSPR_FUNCTIONPOINTER, 504 WINED3DSPR_COVERAGE, 505 WINED3DSPR_SAMPLEMASK, 506 WINED3DSPR_GSINSTID, 507 WINED3DSPR_DEPTHOUTGE, 508 WINED3DSPR_DEPTHOUTLE, 509 }; 510 511 enum wined3d_data_type 512 { 513 WINED3D_DATA_FLOAT, 514 WINED3D_DATA_INT, 515 WINED3D_DATA_RESOURCE, 516 WINED3D_DATA_SAMPLER, 517 WINED3D_DATA_UAV, 518 WINED3D_DATA_UINT, 519 WINED3D_DATA_UNORM, 520 WINED3D_DATA_SNORM, 521 WINED3D_DATA_OPAQUE, 522 }; 523 524 enum wined3d_immconst_type 525 { 526 WINED3D_IMMCONST_SCALAR, 527 WINED3D_IMMCONST_VEC4, 528 }; 529 530 #define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6)) 531 532 enum wined3d_shader_src_modifier 533 { 534 WINED3DSPSM_NONE = 0, 535 WINED3DSPSM_NEG = 1, 536 WINED3DSPSM_BIAS = 2, 537 WINED3DSPSM_BIASNEG = 3, 538 WINED3DSPSM_SIGN = 4, 539 WINED3DSPSM_SIGNNEG = 5, 540 WINED3DSPSM_COMP = 6, 541 WINED3DSPSM_X2 = 7, 542 WINED3DSPSM_X2NEG = 8, 543 WINED3DSPSM_DZ = 9, 544 WINED3DSPSM_DW = 10, 545 WINED3DSPSM_ABS = 11, 546 WINED3DSPSM_ABSNEG = 12, 547 WINED3DSPSM_NOT = 13, 548 }; 549 550 #define WINED3DSP_WRITEMASK_0 0x1u /* .x r */ 551 #define WINED3DSP_WRITEMASK_1 0x2u /* .y g */ 552 #define WINED3DSP_WRITEMASK_2 0x4u /* .z b */ 553 #define WINED3DSP_WRITEMASK_3 0x8u /* .w a */ 554 #define WINED3DSP_WRITEMASK_ALL 0xfu /* all */ 555 556 enum wined3d_shader_dst_modifier 557 { 558 WINED3DSPDM_NONE = 0, 559 WINED3DSPDM_SATURATE = 1, 560 WINED3DSPDM_PARTIALPRECISION = 2, 561 WINED3DSPDM_MSAMPCENTROID = 4, 562 }; 563 564 enum wined3d_shader_interpolation_mode 565 { 566 WINED3DSIM_NONE = 0, 567 WINED3DSIM_CONSTANT = 1, 568 WINED3DSIM_LINEAR = 2, 569 WINED3DSIM_LINEAR_CENTROID = 3, 570 WINED3DSIM_LINEAR_NOPERSPECTIVE = 4, 571 WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5, 572 WINED3DSIM_LINEAR_SAMPLE = 6, 573 WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7, 574 }; 575 576 #define WINED3D_PACKED_INTERPOLATION_SIZE 3 577 #define WINED3D_PACKED_INTERPOLATION_BIT_COUNT 3 578 579 enum wined3d_shader_global_flags 580 { 581 WINED3DSGF_REFACTORING_ALLOWED = 0x1, 582 WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL = 0x4, 583 WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8, 584 }; 585 586 enum wined3d_shader_sync_flags 587 { 588 WINED3DSSF_THREAD_GROUP = 0x1, 589 WINED3DSSF_GROUP_SHARED_MEMORY = 0x2, 590 }; 591 592 enum wined3d_shader_uav_flags 593 { 594 WINED3DSUF_GLOBALLY_COHERENT = 0x2, 595 WINED3DSUF_ORDER_PRESERVING_COUNTER = 0x100, 596 }; 597 598 enum wined3d_tessellator_domain 599 { 600 WINED3D_TESSELLATOR_DOMAIN_LINE = 1, 601 WINED3D_TESSELLATOR_DOMAIN_TRIANGLE = 2, 602 WINED3D_TESSELLATOR_DOMAIN_QUAD = 3, 603 }; 604 605 enum wined3d_tessellator_output_primitive 606 { 607 WINED3D_TESSELLATOR_OUTPUT_POINT = 1, 608 WINED3D_TESSELLATOR_OUTPUT_LINE = 2, 609 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3, 610 WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4, 611 }; 612 613 enum wined3d_tessellator_partitioning 614 { 615 WINED3D_TESSELLATOR_PARTITIONING_INTEGER = 1, 616 WINED3D_TESSELLATOR_PARTITIONING_POW2 = 2, 617 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3, 618 WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4, 619 }; 620 621 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */ 622 #define WINED3DSI_TEXLD_PROJECT 0x1 623 #define WINED3DSI_TEXLD_BIAS 0x2 624 #define WINED3DSI_INDEXED_DYNAMIC 0x4 625 #define WINED3DSI_RESINFO_RCP_FLOAT 0x1 626 #define WINED3DSI_RESINFO_UINT 0x2 627 #define WINED3DSI_SAMPLE_INFO_UINT 0x1 628 #define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1 629 630 enum wined3d_shader_rel_op 631 { 632 WINED3D_SHADER_REL_OP_GT = 1, 633 WINED3D_SHADER_REL_OP_EQ = 2, 634 WINED3D_SHADER_REL_OP_GE = 3, 635 WINED3D_SHADER_REL_OP_LT = 4, 636 WINED3D_SHADER_REL_OP_NE = 5, 637 WINED3D_SHADER_REL_OP_LE = 6, 638 }; 639 640 enum wined3d_shader_conditional_op 641 { 642 WINED3D_SHADER_CONDITIONAL_OP_NZ = 0, 643 WINED3D_SHADER_CONDITIONAL_OP_Z = 1 644 }; 645 646 #define WINED3D_SM1_VS 0xfffeu 647 #define WINED3D_SM1_PS 0xffffu 648 #define WINED3D_SM4_PS 0x0000u 649 #define WINED3D_SM4_VS 0x0001u 650 #define WINED3D_SM4_GS 0x0002u 651 #define WINED3D_SM5_HS 0x0003u 652 #define WINED3D_SM5_DS 0x0004u 653 #define WINED3D_SM5_CS 0x0005u 654 655 /* Shader version tokens, and shader end tokens */ 656 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor)) 657 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor)) 658 659 /* Shader backends */ 660 661 /* TODO: Make this dynamic, based on shader limits ? */ 662 #define MAX_ATTRIBS 16 663 #define MAX_REG_ADDR 1 664 #define MAX_REG_TEXCRD 8 665 #define MAX_REG_INPUT 32 666 #define MAX_REG_OUTPUT 32 667 #define WINED3D_MAX_CBS 15 668 #define WINED3D_MAX_CONSTS_B 16 669 #define WINED3D_MAX_CONSTS_I 16 670 #define WINED3D_MAX_VS_CONSTS_F 256 671 #define WINED3D_MAX_PS_CONSTS_F 224 672 673 /* FIXME: This needs to go up to 2048 for 674 * Shader model 3 according to msdn (and for software shaders) */ 675 #define MAX_LABELS 16 676 677 #define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096 678 679 struct wined3d_string_buffer 680 { 681 struct list entry; 682 char *buffer; 683 unsigned int buffer_size; 684 unsigned int content_size; 685 }; 686 687 enum WINED3D_SHADER_INSTRUCTION_HANDLER 688 { 689 WINED3DSIH_ABS, 690 WINED3DSIH_ADD, 691 WINED3DSIH_AND, 692 WINED3DSIH_ATOMIC_AND, 693 WINED3DSIH_ATOMIC_CMP_STORE, 694 WINED3DSIH_ATOMIC_IADD, 695 WINED3DSIH_ATOMIC_IMAX, 696 WINED3DSIH_ATOMIC_IMIN, 697 WINED3DSIH_ATOMIC_OR, 698 WINED3DSIH_ATOMIC_UMAX, 699 WINED3DSIH_ATOMIC_UMIN, 700 WINED3DSIH_ATOMIC_XOR, 701 WINED3DSIH_BEM, 702 WINED3DSIH_BFI, 703 WINED3DSIH_BFREV, 704 WINED3DSIH_BREAK, 705 WINED3DSIH_BREAKC, 706 WINED3DSIH_BREAKP, 707 WINED3DSIH_BUFINFO, 708 WINED3DSIH_CALL, 709 WINED3DSIH_CALLNZ, 710 WINED3DSIH_CASE, 711 WINED3DSIH_CMP, 712 WINED3DSIH_CND, 713 WINED3DSIH_CONTINUE, 714 WINED3DSIH_CONTINUEP, 715 WINED3DSIH_COUNTBITS, 716 WINED3DSIH_CRS, 717 WINED3DSIH_CUT, 718 WINED3DSIH_CUT_STREAM, 719 WINED3DSIH_DCL, 720 WINED3DSIH_DCL_CONSTANT_BUFFER, 721 WINED3DSIH_DCL_FUNCTION_BODY, 722 WINED3DSIH_DCL_FUNCTION_TABLE, 723 WINED3DSIH_DCL_GLOBAL_FLAGS, 724 WINED3DSIH_DCL_GS_INSTANCES, 725 WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT, 726 WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT, 727 WINED3DSIH_DCL_HS_MAX_TESSFACTOR, 728 WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER, 729 WINED3DSIH_DCL_INDEX_RANGE, 730 WINED3DSIH_DCL_INDEXABLE_TEMP, 731 WINED3DSIH_DCL_INPUT, 732 WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT, 733 WINED3DSIH_DCL_INPUT_PRIMITIVE, 734 WINED3DSIH_DCL_INPUT_PS, 735 WINED3DSIH_DCL_INPUT_PS_SGV, 736 WINED3DSIH_DCL_INPUT_PS_SIV, 737 WINED3DSIH_DCL_INPUT_SGV, 738 WINED3DSIH_DCL_INPUT_SIV, 739 WINED3DSIH_DCL_INTERFACE, 740 WINED3DSIH_DCL_OUTPUT, 741 WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT, 742 WINED3DSIH_DCL_OUTPUT_SIV, 743 WINED3DSIH_DCL_OUTPUT_TOPOLOGY, 744 WINED3DSIH_DCL_RESOURCE_RAW, 745 WINED3DSIH_DCL_RESOURCE_STRUCTURED, 746 WINED3DSIH_DCL_SAMPLER, 747 WINED3DSIH_DCL_STREAM, 748 WINED3DSIH_DCL_TEMPS, 749 WINED3DSIH_DCL_TESSELLATOR_DOMAIN, 750 WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE, 751 WINED3DSIH_DCL_TESSELLATOR_PARTITIONING, 752 WINED3DSIH_DCL_TGSM_RAW, 753 WINED3DSIH_DCL_TGSM_STRUCTURED, 754 WINED3DSIH_DCL_THREAD_GROUP, 755 WINED3DSIH_DCL_UAV_RAW, 756 WINED3DSIH_DCL_UAV_STRUCTURED, 757 WINED3DSIH_DCL_UAV_TYPED, 758 WINED3DSIH_DCL_VERTICES_OUT, 759 WINED3DSIH_DEF, 760 WINED3DSIH_DEFAULT, 761 WINED3DSIH_DEFB, 762 WINED3DSIH_DEFI, 763 WINED3DSIH_DIV, 764 WINED3DSIH_DP2, 765 WINED3DSIH_DP2ADD, 766 WINED3DSIH_DP3, 767 WINED3DSIH_DP4, 768 WINED3DSIH_DST, 769 WINED3DSIH_DSX, 770 WINED3DSIH_DSX_COARSE, 771 WINED3DSIH_DSX_FINE, 772 WINED3DSIH_DSY, 773 WINED3DSIH_DSY_COARSE, 774 WINED3DSIH_DSY_FINE, 775 WINED3DSIH_EVAL_SAMPLE_INDEX, 776 WINED3DSIH_ELSE, 777 WINED3DSIH_EMIT, 778 WINED3DSIH_EMIT_STREAM, 779 WINED3DSIH_ENDIF, 780 WINED3DSIH_ENDLOOP, 781 WINED3DSIH_ENDREP, 782 WINED3DSIH_ENDSWITCH, 783 WINED3DSIH_EQ, 784 WINED3DSIH_EXP, 785 WINED3DSIH_EXPP, 786 WINED3DSIH_F16TOF32, 787 WINED3DSIH_F32TOF16, 788 WINED3DSIH_FCALL, 789 WINED3DSIH_FIRSTBIT_HI, 790 WINED3DSIH_FIRSTBIT_LO, 791 WINED3DSIH_FIRSTBIT_SHI, 792 WINED3DSIH_FRC, 793 WINED3DSIH_FTOI, 794 WINED3DSIH_FTOU, 795 WINED3DSIH_GATHER4, 796 WINED3DSIH_GATHER4_C, 797 WINED3DSIH_GATHER4_PO, 798 WINED3DSIH_GATHER4_PO_C, 799 WINED3DSIH_GE, 800 WINED3DSIH_HS_CONTROL_POINT_PHASE, 801 WINED3DSIH_HS_DECLS, 802 WINED3DSIH_HS_FORK_PHASE, 803 WINED3DSIH_HS_JOIN_PHASE, 804 WINED3DSIH_IADD, 805 WINED3DSIH_IBFE, 806 WINED3DSIH_IEQ, 807 WINED3DSIH_IF, 808 WINED3DSIH_IFC, 809 WINED3DSIH_IGE, 810 WINED3DSIH_ILT, 811 WINED3DSIH_IMAD, 812 WINED3DSIH_IMAX, 813 WINED3DSIH_IMIN, 814 WINED3DSIH_IMM_ATOMIC_ALLOC, 815 WINED3DSIH_IMM_ATOMIC_AND, 816 WINED3DSIH_IMM_ATOMIC_CMP_EXCH, 817 WINED3DSIH_IMM_ATOMIC_CONSUME, 818 WINED3DSIH_IMM_ATOMIC_EXCH, 819 WINED3DSIH_IMM_ATOMIC_IADD, 820 WINED3DSIH_IMM_ATOMIC_IMAX, 821 WINED3DSIH_IMM_ATOMIC_IMIN, 822 WINED3DSIH_IMM_ATOMIC_OR, 823 WINED3DSIH_IMM_ATOMIC_UMAX, 824 WINED3DSIH_IMM_ATOMIC_UMIN, 825 WINED3DSIH_IMM_ATOMIC_XOR, 826 WINED3DSIH_IMUL, 827 WINED3DSIH_INE, 828 WINED3DSIH_INEG, 829 WINED3DSIH_ISHL, 830 WINED3DSIH_ISHR, 831 WINED3DSIH_ITOF, 832 WINED3DSIH_LABEL, 833 WINED3DSIH_LD, 834 WINED3DSIH_LD2DMS, 835 WINED3DSIH_LD_RAW, 836 WINED3DSIH_LD_STRUCTURED, 837 WINED3DSIH_LD_UAV_TYPED, 838 WINED3DSIH_LIT, 839 WINED3DSIH_LOD, 840 WINED3DSIH_LOG, 841 WINED3DSIH_LOGP, 842 WINED3DSIH_LOOP, 843 WINED3DSIH_LRP, 844 WINED3DSIH_LT, 845 WINED3DSIH_M3x2, 846 WINED3DSIH_M3x3, 847 WINED3DSIH_M3x4, 848 WINED3DSIH_M4x3, 849 WINED3DSIH_M4x4, 850 WINED3DSIH_MAD, 851 WINED3DSIH_MAX, 852 WINED3DSIH_MIN, 853 WINED3DSIH_MOV, 854 WINED3DSIH_MOVA, 855 WINED3DSIH_MOVC, 856 WINED3DSIH_MUL, 857 WINED3DSIH_NE, 858 WINED3DSIH_NOP, 859 WINED3DSIH_NOT, 860 WINED3DSIH_NRM, 861 WINED3DSIH_OR, 862 WINED3DSIH_PHASE, 863 WINED3DSIH_POW, 864 WINED3DSIH_RCP, 865 WINED3DSIH_REP, 866 WINED3DSIH_RESINFO, 867 WINED3DSIH_RET, 868 WINED3DSIH_RETP, 869 WINED3DSIH_ROUND_NE, 870 WINED3DSIH_ROUND_NI, 871 WINED3DSIH_ROUND_PI, 872 WINED3DSIH_ROUND_Z, 873 WINED3DSIH_RSQ, 874 WINED3DSIH_SAMPLE, 875 WINED3DSIH_SAMPLE_B, 876 WINED3DSIH_SAMPLE_C, 877 WINED3DSIH_SAMPLE_C_LZ, 878 WINED3DSIH_SAMPLE_GRAD, 879 WINED3DSIH_SAMPLE_INFO, 880 WINED3DSIH_SAMPLE_LOD, 881 WINED3DSIH_SAMPLE_POS, 882 WINED3DSIH_SETP, 883 WINED3DSIH_SGE, 884 WINED3DSIH_SGN, 885 WINED3DSIH_SINCOS, 886 WINED3DSIH_SLT, 887 WINED3DSIH_SQRT, 888 WINED3DSIH_STORE_RAW, 889 WINED3DSIH_STORE_STRUCTURED, 890 WINED3DSIH_STORE_UAV_TYPED, 891 WINED3DSIH_SUB, 892 WINED3DSIH_SWAPC, 893 WINED3DSIH_SWITCH, 894 WINED3DSIH_SYNC, 895 WINED3DSIH_TEX, 896 WINED3DSIH_TEXBEM, 897 WINED3DSIH_TEXBEML, 898 WINED3DSIH_TEXCOORD, 899 WINED3DSIH_TEXDEPTH, 900 WINED3DSIH_TEXDP3, 901 WINED3DSIH_TEXDP3TEX, 902 WINED3DSIH_TEXKILL, 903 WINED3DSIH_TEXLDD, 904 WINED3DSIH_TEXLDL, 905 WINED3DSIH_TEXM3x2DEPTH, 906 WINED3DSIH_TEXM3x2PAD, 907 WINED3DSIH_TEXM3x2TEX, 908 WINED3DSIH_TEXM3x3, 909 WINED3DSIH_TEXM3x3DIFF, 910 WINED3DSIH_TEXM3x3PAD, 911 WINED3DSIH_TEXM3x3SPEC, 912 WINED3DSIH_TEXM3x3TEX, 913 WINED3DSIH_TEXM3x3VSPEC, 914 WINED3DSIH_TEXREG2AR, 915 WINED3DSIH_TEXREG2GB, 916 WINED3DSIH_TEXREG2RGB, 917 WINED3DSIH_UBFE, 918 WINED3DSIH_UDIV, 919 WINED3DSIH_UGE, 920 WINED3DSIH_ULT, 921 WINED3DSIH_UMAX, 922 WINED3DSIH_UMIN, 923 WINED3DSIH_UMUL, 924 WINED3DSIH_USHR, 925 WINED3DSIH_UTOF, 926 WINED3DSIH_XOR, 927 WINED3DSIH_TABLE_SIZE 928 }; 929 930 enum wined3d_shader_type 931 { 932 WINED3D_SHADER_TYPE_PIXEL, 933 WINED3D_SHADER_TYPE_VERTEX, 934 WINED3D_SHADER_TYPE_GEOMETRY, 935 WINED3D_SHADER_TYPE_HULL, 936 WINED3D_SHADER_TYPE_DOMAIN, 937 WINED3D_SHADER_TYPE_GRAPHICS_COUNT, 938 939 WINED3D_SHADER_TYPE_COMPUTE = WINED3D_SHADER_TYPE_GRAPHICS_COUNT, 940 WINED3D_SHADER_TYPE_COUNT, 941 }; 942 943 struct wined3d_shader_version 944 { 945 enum wined3d_shader_type type; 946 BYTE major; 947 BYTE minor; 948 }; 949 950 struct wined3d_shader_resource_info 951 { 952 enum wined3d_shader_resource_type type; 953 enum wined3d_data_type data_type; 954 unsigned int flags; 955 unsigned int stride; 956 }; 957 958 #define WINED3D_SAMPLER_DEFAULT ~0x0u 959 960 struct wined3d_shader_sampler_map_entry 961 { 962 unsigned int resource_idx; 963 unsigned int sampler_idx; 964 unsigned int bind_idx; 965 }; 966 967 struct wined3d_shader_sampler_map 968 { 969 struct wined3d_shader_sampler_map_entry *entries; 970 size_t size; 971 size_t count; 972 }; 973 974 struct wined3d_shader_immediate_constant_buffer 975 { 976 unsigned int vec4_count; 977 DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE]; 978 }; 979 980 struct wined3d_shader_indexable_temp 981 { 982 struct list entry; 983 unsigned int register_idx; 984 unsigned int register_size; 985 unsigned int component_count; 986 }; 987 988 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor)) 989 990 struct wined3d_shader_reg_maps 991 { 992 struct wined3d_shader_version shader_version; 993 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */ 994 BYTE address; /* MAX_REG_ADDR, 1 */ 995 WORD labels; /* MAX_LABELS, 16 */ 996 DWORD temporary; /* 32 */ 997 unsigned int temporary_count; 998 DWORD *constf; /* pixel, vertex */ 999 struct list indexable_temps; 1000 const struct wined3d_shader_immediate_constant_buffer *icb; 1001 union 1002 { 1003 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */ 1004 BYTE output_registers_mask[MAX_REG_OUTPUT]; /* vertex >= 3.0 */ 1005 } u; 1006 DWORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 32 */ 1007 DWORD output_registers; /* MAX_REG_OUTPUT, 32 */ 1008 WORD integer_constants; /* WINED3D_MAX_CONSTS_I, 16 */ 1009 WORD boolean_constants; /* WINED3D_MAX_CONSTS_B, 16 */ 1010 WORD local_int_consts; /* WINED3D_MAX_CONSTS_I, 16 */ 1011 WORD local_bool_consts; /* WINED3D_MAX_CONSTS_B, 16 */ 1012 UINT cb_sizes[WINED3D_MAX_CBS]; 1013 1014 struct wined3d_shader_resource_info resource_info[MAX_SHADER_RESOURCE_VIEWS]; 1015 struct wined3d_shader_sampler_map sampler_map; 1016 DWORD sampler_comparison_mode; 1017 BYTE bumpmat; /* MAX_TEXTURES, 8 */ 1018 BYTE luminanceparams; /* MAX_TEXTURES, 8 */ 1019 struct wined3d_shader_resource_info uav_resource_info[MAX_UNORDERED_ACCESS_VIEWS]; 1020 DWORD uav_read_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */ 1021 DWORD uav_counter_mask : 8; /* MAX_UNORDERED_ACCESS_VIEWS, 8 */ 1022 1023 DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */ 1024 DWORD cull_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */ 1025 DWORD usesnrm : 1; 1026 DWORD vpos : 1; 1027 DWORD usesdsx : 1; 1028 DWORD usesdsy : 1; 1029 DWORD usestexldd : 1; 1030 DWORD usesmova : 1; 1031 DWORD usesfacing : 1; 1032 DWORD usesrelconstF : 1; 1033 DWORD fog : 1; 1034 DWORD usestexldl : 1; 1035 DWORD usesifc : 1; 1036 DWORD usescall : 1; 1037 DWORD usespow : 1; 1038 DWORD point_size : 1; 1039 DWORD vocp : 1; 1040 DWORD input_rel_addressing : 1; 1041 DWORD padding : 16; 1042 1043 DWORD rt_mask; /* Used render targets, 32 max. */ 1044 1045 /* Whether or not loops are used in this shader, and nesting depth */ 1046 unsigned int loop_depth; 1047 unsigned int min_rel_offset, max_rel_offset; 1048 1049 struct wined3d_shader_tgsm *tgsm; 1050 SIZE_T tgsm_capacity; 1051 unsigned int tgsm_count; 1052 }; 1053 1054 /* Keeps track of details for TEX_M#x# instructions which need to maintain 1055 * state information between multiple instructions. */ 1056 struct wined3d_shader_tex_mx 1057 { 1058 unsigned int current_row; 1059 DWORD texcoord_w[2]; 1060 }; 1061 1062 struct wined3d_shader_parser_state 1063 { 1064 unsigned int current_loop_depth; 1065 unsigned int current_loop_reg; 1066 BOOL in_subroutine; 1067 }; 1068 1069 struct wined3d_shader_context 1070 { 1071 const struct wined3d_shader *shader; 1072 const struct wined3d_gl_info *gl_info; 1073 const struct wined3d_shader_reg_maps *reg_maps; 1074 struct wined3d_string_buffer *buffer; 1075 struct wined3d_shader_tex_mx *tex_mx; 1076 struct wined3d_shader_parser_state *state; 1077 void *backend_data; 1078 }; 1079 1080 struct wined3d_shader_register_index 1081 { 1082 const struct wined3d_shader_src_param *rel_addr; 1083 unsigned int offset; 1084 }; 1085 1086 struct wined3d_shader_register 1087 { 1088 enum wined3d_shader_register_type type; 1089 enum wined3d_data_type data_type; 1090 struct wined3d_shader_register_index idx[2]; 1091 enum wined3d_immconst_type immconst_type; 1092 union 1093 { 1094 DWORD immconst_data[4]; 1095 unsigned fp_body_idx; 1096 } u; 1097 }; 1098 1099 struct wined3d_shader_dst_param 1100 { 1101 struct wined3d_shader_register reg; 1102 DWORD write_mask; 1103 DWORD modifiers; 1104 DWORD shift; 1105 }; 1106 1107 struct wined3d_shader_src_param 1108 { 1109 struct wined3d_shader_register reg; 1110 DWORD swizzle; 1111 enum wined3d_shader_src_modifier modifiers; 1112 }; 1113 1114 struct wined3d_shader_index_range 1115 { 1116 struct wined3d_shader_dst_param first_register; 1117 unsigned int last_register; 1118 }; 1119 1120 struct wined3d_shader_semantic 1121 { 1122 enum wined3d_decl_usage usage; 1123 UINT usage_idx; 1124 enum wined3d_shader_resource_type resource_type; 1125 enum wined3d_data_type resource_data_type; 1126 struct wined3d_shader_dst_param reg; 1127 }; 1128 1129 enum wined3d_shader_input_sysval_semantic 1130 { 1131 WINED3D_SIV_POSITION = 1, 1132 WINED3D_SIV_CLIP_DISTANCE = 2, 1133 WINED3D_SIV_CULL_DISTANCE = 3, 1134 WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX = 4, 1135 WINED3D_SIV_VIEWPORT_ARRAY_INDEX = 5, 1136 WINED3D_SIV_VERTEX_ID = 6, 1137 WINED3D_SIV_PRIMITIVE_ID = 7, 1138 WINED3D_SIV_INSTANCE_ID = 8, 1139 WINED3D_SIV_IS_FRONT_FACE = 9, 1140 WINED3D_SIV_SAMPLE_INDEX = 10, 1141 WINED3D_SIV_QUAD_U0_TESS_FACTOR = 11, 1142 WINED3D_SIV_QUAD_V0_TESS_FACTOR = 12, 1143 WINED3D_SIV_QUAD_U1_TESS_FACTOR = 13, 1144 WINED3D_SIV_QUAD_V1_TESS_FACTOR = 14, 1145 WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR = 15, 1146 WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR = 16, 1147 WINED3D_SIV_TRIANGLE_U_TESS_FACTOR = 17, 1148 WINED3D_SIV_TRIANGLE_V_TESS_FACTOR = 18, 1149 WINED3D_SIV_TRIANGLE_W_TESS_FACTOR = 19, 1150 WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR = 20, 1151 WINED3D_SIV_LINE_DETAIL_TESS_FACTOR = 21, 1152 WINED3D_SIV_LINE_DENSITY_TESS_FACTOR = 22, 1153 }; 1154 1155 struct wined3d_shader_register_semantic 1156 { 1157 struct wined3d_shader_dst_param reg; 1158 enum wined3d_shader_input_sysval_semantic sysval_semantic; 1159 }; 1160 1161 struct wined3d_shader_structured_resource 1162 { 1163 struct wined3d_shader_dst_param reg; 1164 unsigned int byte_stride; 1165 }; 1166 1167 struct wined3d_shader_tgsm 1168 { 1169 unsigned int size; 1170 unsigned int stride; 1171 }; 1172 1173 struct wined3d_shader_tgsm_raw 1174 { 1175 struct wined3d_shader_dst_param reg; 1176 unsigned int byte_count; 1177 }; 1178 1179 struct wined3d_shader_tgsm_structured 1180 { 1181 struct wined3d_shader_dst_param reg; 1182 unsigned int byte_stride; 1183 unsigned int structure_count; 1184 }; 1185 1186 struct wined3d_shader_thread_group_size 1187 { 1188 unsigned int x, y, z; 1189 }; 1190 1191 struct wined3d_shader_function_table_pointer 1192 { 1193 unsigned int index; 1194 unsigned int array_size; 1195 unsigned int body_count; 1196 unsigned int table_count; 1197 }; 1198 1199 struct wined3d_shader_texel_offset 1200 { 1201 signed char u, v, w; 1202 }; 1203 1204 struct wined3d_shader_primitive_type 1205 { 1206 enum wined3d_primitive_type type; 1207 unsigned int patch_vertex_count; 1208 }; 1209 1210 struct wined3d_shader_instruction 1211 { 1212 const struct wined3d_shader_context *ctx; 1213 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx; 1214 DWORD flags; 1215 unsigned int dst_count; 1216 unsigned int src_count; 1217 const struct wined3d_shader_dst_param *dst; 1218 const struct wined3d_shader_src_param *src; 1219 struct wined3d_shader_texel_offset texel_offset; 1220 BOOL coissue; 1221 const struct wined3d_shader_src_param *predicate; 1222 union 1223 { 1224 struct wined3d_shader_semantic semantic; 1225 struct wined3d_shader_register_semantic register_semantic; 1226 struct wined3d_shader_primitive_type primitive_type; 1227 struct wined3d_shader_dst_param dst; 1228 struct wined3d_shader_src_param src; 1229 unsigned int count; 1230 unsigned int index; 1231 const struct wined3d_shader_immediate_constant_buffer *icb; 1232 struct wined3d_shader_structured_resource structured_resource; 1233 struct wined3d_shader_tgsm_raw tgsm_raw; 1234 struct wined3d_shader_tgsm_structured tgsm_structured; 1235 struct wined3d_shader_thread_group_size thread_group_size; 1236 enum wined3d_tessellator_domain tessellator_domain; 1237 enum wined3d_tessellator_output_primitive tessellator_output_primitive; 1238 enum wined3d_tessellator_partitioning tessellator_partitioning; 1239 float max_tessellation_factor; 1240 struct wined3d_shader_index_range index_range; 1241 struct wined3d_shader_indexable_temp indexable_temp; 1242 struct wined3d_shader_function_table_pointer fp; 1243 } declaration; 1244 }; 1245 1246 static inline BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins) 1247 { 1248 return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w; 1249 } 1250 1251 struct wined3d_shader_attribute 1252 { 1253 enum wined3d_decl_usage usage; 1254 UINT usage_idx; 1255 }; 1256 1257 struct wined3d_shader_loop_control 1258 { 1259 unsigned int count; 1260 unsigned int start; 1261 int step; 1262 }; 1263 1264 struct wined3d_shader_frontend 1265 { 1266 void *(*shader_init)(const DWORD *byte_code, size_t byte_code_size, 1267 const struct wined3d_shader_signature *output_signature); 1268 void (*shader_free)(void *data); 1269 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version); 1270 void (*shader_read_instruction)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins); 1271 BOOL (*shader_is_end)(void *data, const DWORD **ptr); 1272 }; 1273 1274 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN; 1275 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN; 1276 1277 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *); 1278 1279 #define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001 1280 #define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002 1281 #define WINED3D_SHADER_CAP_DOUBLE_PRECISION 0x00000004 1282 1283 struct shader_caps 1284 { 1285 unsigned int vs_version; 1286 unsigned int hs_version; 1287 unsigned int ds_version; 1288 unsigned int gs_version; 1289 unsigned int ps_version; 1290 unsigned int cs_version; 1291 1292 DWORD vs_uniform_count; 1293 DWORD ps_uniform_count; 1294 float ps_1x_max_value; 1295 DWORD varying_count; 1296 1297 DWORD wined3d_caps; 1298 }; 1299 1300 enum wined3d_gl_resource_type 1301 { 1302 WINED3D_GL_RES_TYPE_TEX_1D = 0, 1303 WINED3D_GL_RES_TYPE_TEX_2D = 1, 1304 WINED3D_GL_RES_TYPE_TEX_3D = 2, 1305 WINED3D_GL_RES_TYPE_TEX_CUBE = 3, 1306 WINED3D_GL_RES_TYPE_TEX_RECT = 4, 1307 WINED3D_GL_RES_TYPE_BUFFER = 5, 1308 WINED3D_GL_RES_TYPE_RB = 6, 1309 WINED3D_GL_RES_TYPE_COUNT = 7, 1310 }; 1311 1312 enum vertexprocessing_mode { 1313 fixedfunction, 1314 vertexshader, 1315 pretransformed 1316 }; 1317 1318 #define WINED3D_CONST_NUM_UNUSED ~0U 1319 1320 enum wined3d_ffp_ps_fog_mode 1321 { 1322 WINED3D_FFP_PS_FOG_OFF, 1323 WINED3D_FFP_PS_FOG_LINEAR, 1324 WINED3D_FFP_PS_FOG_EXP, 1325 WINED3D_FFP_PS_FOG_EXP2, 1326 }; 1327 1328 /* Stateblock dependent parameters which have to be hardcoded 1329 * into the shader code 1330 */ 1331 1332 #define WINED3D_PSARGS_PROJECTED (1u << 3) 1333 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4 1334 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu 1335 #define WINED3D_PSARGS_TEXTYPE_SHIFT 2 1336 #define WINED3D_PSARGS_TEXTYPE_MASK 0x3u 1337 1338 /* Used for Shader Model 1 pixel shaders to track the bound texture 1339 * type. 2D and RECT textures are separated through NP2 fixup. */ 1340 enum wined3d_shader_tex_types 1341 { 1342 WINED3D_SHADER_TEX_2D = 0, 1343 WINED3D_SHADER_TEX_3D = 1, 1344 WINED3D_SHADER_TEX_CUBE = 2, 1345 }; 1346 1347 struct ps_compile_args 1348 { 1349 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS]; 1350 enum vertexprocessing_mode vp_mode; 1351 enum wined3d_ffp_ps_fog_mode fog; 1352 WORD tex_transform; /* ps 1.0-1.3, 4 textures */ 1353 WORD tex_types; /* ps 1.0 - 1.4, 6 textures */ 1354 WORD srgb_correction; 1355 /* Bitmap for NP2 texcoord fixups (16 samplers max currently). 1356 D3D9 has a limit of 16 samplers and the fixup is superfluous 1357 in D3D10 (unconditional NP2 support mandatory). */ 1358 WORD np2_fixup; 1359 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */ 1360 WORD texcoords_initialized; /* MAX_TEXTURES, 8 */ 1361 DWORD pointsprite : 1; 1362 DWORD flatshading : 1; 1363 DWORD alpha_test_func : 3; 1364 DWORD render_offscreen : 1; 1365 DWORD padding : 26; 1366 }; 1367 1368 enum fog_src_type 1369 { 1370 VS_FOG_Z = 0, 1371 VS_FOG_COORD = 1 1372 }; 1373 1374 struct vs_compile_args 1375 { 1376 BYTE fog_src; 1377 BYTE clip_enabled : 1; 1378 BYTE point_size : 1; 1379 BYTE per_vertex_point_size : 1; 1380 BYTE flatshading : 1; 1381 BYTE next_shader_type : 3; 1382 BYTE padding : 1; 1383 WORD swizzle_map; /* MAX_ATTRIBS, 16 */ 1384 unsigned int next_shader_input_count; 1385 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE]; 1386 }; 1387 1388 struct ds_compile_args 1389 { 1390 enum wined3d_tessellator_output_primitive tessellator_output_primitive; 1391 enum wined3d_tessellator_partitioning tessellator_partitioning; 1392 unsigned int output_count : 16; 1393 unsigned int next_shader_type : 3; 1394 unsigned int render_offscreen : 1; 1395 unsigned int padding : 12; 1396 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE]; 1397 }; 1398 1399 struct gs_compile_args 1400 { 1401 unsigned int output_count; 1402 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE]; 1403 }; 1404 1405 struct wined3d_context; 1406 struct wined3d_state; 1407 struct fragment_pipeline; 1408 struct wined3d_vertex_pipe_ops; 1409 1410 struct wined3d_shader_backend_ops 1411 { 1412 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *); 1413 void (*shader_precompile)(void *shader_priv, struct wined3d_shader *shader); 1414 void (*shader_select)(void *shader_priv, struct wined3d_context *context, 1415 const struct wined3d_state *state); 1416 void (*shader_select_compute)(void *shader_priv, struct wined3d_context *context, 1417 const struct wined3d_state *state); 1418 void (*shader_disable)(void *shader_priv, struct wined3d_context *context); 1419 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count); 1420 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count); 1421 void (*shader_load_constants)(void *shader_priv, struct wined3d_context *context, 1422 const struct wined3d_state *state); 1423 void (*shader_destroy)(struct wined3d_shader *shader); 1424 HRESULT (*shader_alloc_private)(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe, 1425 const struct fragment_pipeline *fragment_pipe); 1426 void (*shader_free_private)(struct wined3d_device *device); 1427 BOOL (*shader_allocate_context_data)(struct wined3d_context *context); 1428 void (*shader_free_context_data)(struct wined3d_context *context); 1429 void (*shader_init_context_state)(struct wined3d_context *context); 1430 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps); 1431 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup); 1432 BOOL (*shader_has_ffp_proj_control)(void *shader_priv); 1433 }; 1434 1435 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN; 1436 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN; 1437 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN; 1438 1439 #define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f) 1440 1441 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff) 1442 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff) 1443 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff) 1444 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff) 1445 1446 static inline void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color) 1447 { 1448 wined3d_color->r = D3DCOLOR_B_R(d3d_color) / 255.0f; 1449 wined3d_color->g = D3DCOLOR_B_G(d3d_color) / 255.0f; 1450 wined3d_color->b = D3DCOLOR_B_B(d3d_color) / 255.0f; 1451 wined3d_color->a = D3DCOLOR_B_A(d3d_color) / 255.0f; 1452 } 1453 1454 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */ 1455 1456 void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info, 1457 const char *file, unsigned int line, const char *name) DECLSPEC_HIDDEN; 1458 1459 /* Checking of API calls */ 1460 /* --------------------- */ 1461 #ifndef WINE_NO_DEBUG_MSGS 1462 #define checkGLcall(A) \ 1463 do { \ 1464 if (__WINE_IS_DEBUG_ON(_ERR, &__wine_dbch_d3d) \ 1465 && !gl_info->supported[ARB_DEBUG_OUTPUT]) \ 1466 wined3d_check_gl_call(gl_info, __FILE__, __LINE__, A); \ 1467 } while(0) 1468 #else 1469 #define checkGLcall(A) do {} while(0) 1470 #endif 1471 1472 struct wined3d_bo_address 1473 { 1474 GLuint buffer_object; 1475 BYTE *addr; 1476 }; 1477 1478 struct wined3d_const_bo_address 1479 { 1480 GLuint buffer_object; 1481 const BYTE *addr; 1482 }; 1483 1484 static inline struct wined3d_const_bo_address *wined3d_const_bo_address(struct wined3d_bo_address *data) 1485 { 1486 return (struct wined3d_const_bo_address *)data; 1487 } 1488 1489 struct wined3d_stream_info_element 1490 { 1491 const struct wined3d_format *format; 1492 struct wined3d_bo_address data; 1493 GLsizei stride; 1494 unsigned int stream_idx; 1495 unsigned int divisor; 1496 }; 1497 1498 struct wined3d_stream_info 1499 { 1500 struct wined3d_stream_info_element elements[MAX_ATTRIBS]; 1501 DWORD position_transformed : 1; 1502 DWORD all_vbo : 1; 1503 WORD swizzle_map; /* MAX_ATTRIBS, 16 */ 1504 WORD use_map; /* MAX_ATTRIBS, 16 */ 1505 }; 1506 1507 void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info, 1508 const struct wined3d_state *state, const struct wined3d_gl_info *gl_info, 1509 const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN; 1510 1511 struct wined3d_direct_dispatch_parameters 1512 { 1513 unsigned int group_count_x; 1514 unsigned int group_count_y; 1515 unsigned int group_count_z; 1516 }; 1517 1518 struct wined3d_indirect_dispatch_parameters 1519 { 1520 struct wined3d_buffer *buffer; 1521 unsigned int offset; 1522 }; 1523 1524 struct wined3d_dispatch_parameters 1525 { 1526 BOOL indirect; 1527 union 1528 { 1529 struct wined3d_direct_dispatch_parameters direct; 1530 struct wined3d_indirect_dispatch_parameters indirect; 1531 } u; 1532 }; 1533 1534 struct wined3d_direct_draw_parameters 1535 { 1536 int base_vertex_idx; 1537 unsigned int start_idx; 1538 unsigned int index_count; 1539 unsigned int start_instance; 1540 unsigned int instance_count; 1541 }; 1542 1543 struct wined3d_indirect_draw_parameters 1544 { 1545 struct wined3d_buffer *buffer; 1546 unsigned int offset; 1547 }; 1548 1549 struct wined3d_draw_parameters 1550 { 1551 BOOL indirect; 1552 union 1553 { 1554 struct wined3d_direct_draw_parameters direct; 1555 struct wined3d_indirect_draw_parameters indirect; 1556 } u; 1557 BOOL indexed; 1558 }; 1559 1560 void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state, 1561 const struct wined3d_draw_parameters *draw_parameters) DECLSPEC_HIDDEN; 1562 void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state, 1563 const struct wined3d_dispatch_parameters *dispatch_parameters) DECLSPEC_HIDDEN; 1564 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN; 1565 1566 #define eps 1e-8f 1567 1568 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \ 1569 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1) 1570 1571 enum wined3d_pipeline 1572 { 1573 WINED3D_PIPELINE_GRAPHICS, 1574 WINED3D_PIPELINE_COMPUTE, 1575 WINED3D_PIPELINE_COUNT, 1576 }; 1577 1578 /* Routines and structures related to state management */ 1579 1580 #define STATE_RENDER(a) (a) 1581 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE)) 1582 1583 #define STATE_TEXTURESTAGE(stage, num) \ 1584 (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num)) 1585 #define STATE_IS_TEXTURESTAGE(a) \ 1586 ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE)) 1587 1588 /* + 1 because samplers start with 0 */ 1589 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num)) 1590 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1)) 1591 1592 #define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a)) 1593 #define STATE_IS_GRAPHICS_SHADER(a) \ 1594 ((a) >= STATE_GRAPHICS_SHADER(0) && (a) < STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT)) 1595 1596 #define STATE_GRAPHICS_CONSTANT_BUFFER(a) (STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT) + (a)) 1597 #define STATE_IS_GRAPHICS_CONSTANT_BUFFER(a) \ 1598 ((a) >= STATE_GRAPHICS_CONSTANT_BUFFER(0) \ 1599 && (a) < STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT)) 1600 1601 #define STATE_GRAPHICS_SHADER_RESOURCE_BINDING (STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT)) 1602 #define STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_GRAPHICS_SHADER_RESOURCE_BINDING) 1603 1604 #define STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING (STATE_GRAPHICS_SHADER_RESOURCE_BINDING + 1) 1605 #define STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING) 1606 1607 #define STATE_TRANSFORM(a) (STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING + (a)) 1608 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255))) 1609 1610 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1) 1611 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC) 1612 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1) 1613 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER) 1614 1615 #define STATE_VDECL (STATE_INDEXBUFFER + 1) 1616 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL) 1617 1618 #define STATE_VIEWPORT (STATE_VDECL + 1) 1619 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT) 1620 1621 #define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1) 1622 #define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE) 1623 #define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a)) 1624 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS)) 1625 1626 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1) 1627 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT) 1628 1629 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a)) 1630 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIP_DISTANCES - 1)) 1631 1632 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIP_DISTANCES)) 1633 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL) 1634 1635 #define STATE_FRONTFACE (STATE_MATERIAL + 1) 1636 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE) 1637 1638 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1) 1639 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN) 1640 1641 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1) 1642 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX) 1643 1644 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1) 1645 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER) 1646 1647 #define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1) 1648 #define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE) 1649 1650 #define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1) 1651 #define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY) 1652 1653 #define STATE_STREAM_OUTPUT (STATE_COLOR_KEY + 1) 1654 #define STATE_IS_STREAM_OUTPUT(a) ((a) == STATE_STREAM_OUTPUT) 1655 1656 #define STATE_COMPUTE_OFFSET (STATE_STREAM_OUTPUT + 1) 1657 1658 #define STATE_COMPUTE_SHADER (STATE_COMPUTE_OFFSET) 1659 #define STATE_IS_COMPUTE_SHADER(a) ((a) == STATE_COMPUTE_SHADER) 1660 1661 #define STATE_COMPUTE_CONSTANT_BUFFER (STATE_COMPUTE_SHADER + 1) 1662 #define STATE_IS_COMPUTE_CONSTANT_BUFFER(a) ((a) == STATE_COMPUTE_CONSTANT_BUFFER) 1663 1664 #define STATE_COMPUTE_SHADER_RESOURCE_BINDING (STATE_COMPUTE_CONSTANT_BUFFER + 1) 1665 #define STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(a) ((a) == STATE_COMPUTE_SHADER_RESOURCE_BINDING) 1666 1667 #define STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING (STATE_COMPUTE_SHADER_RESOURCE_BINDING + 1) 1668 #define STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING) 1669 1670 #define STATE_COMPUTE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING) 1671 #define STATE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING) 1672 1673 #define STATE_IS_COMPUTE(a) ((a) >= STATE_COMPUTE_OFFSET && (a) <= STATE_COMPUTE_HIGHEST) 1674 #define STATE_COMPUTE_COUNT (STATE_COMPUTE_HIGHEST - STATE_COMPUTE_OFFSET + 1) 1675 1676 #define STATE_SHADER(a) ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_SHADER(a) : STATE_COMPUTE_SHADER) 1677 #define STATE_CONSTANT_BUFFER(a) \ 1678 ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_CONSTANT_BUFFER(a) : STATE_COMPUTE_CONSTANT_BUFFER) 1679 #define STATE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == WINED3D_PIPELINE_GRAPHICS ? \ 1680 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING : STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING) 1681 1682 enum fogsource { 1683 FOGSOURCE_FFP, 1684 FOGSOURCE_VS, 1685 FOGSOURCE_COORD, 1686 }; 1687 1688 union wined3d_gl_fence_object 1689 { 1690 GLuint id; 1691 GLsync sync; 1692 }; 1693 1694 enum wined3d_fence_result 1695 { 1696 WINED3D_FENCE_OK, 1697 WINED3D_FENCE_WAITING, 1698 WINED3D_FENCE_NOT_STARTED, 1699 WINED3D_FENCE_WRONG_THREAD, 1700 WINED3D_FENCE_ERROR, 1701 }; 1702 1703 struct wined3d_fence 1704 { 1705 struct list entry; 1706 union wined3d_gl_fence_object object; 1707 struct wined3d_context *context; 1708 }; 1709 1710 HRESULT wined3d_fence_create(struct wined3d_device *device, struct wined3d_fence **fence) DECLSPEC_HIDDEN; 1711 void wined3d_fence_destroy(struct wined3d_fence *fence) DECLSPEC_HIDDEN; 1712 void wined3d_fence_issue(struct wined3d_fence *fence, const struct wined3d_device *device) DECLSPEC_HIDDEN; 1713 enum wined3d_fence_result wined3d_fence_wait(const struct wined3d_fence *fence, 1714 const struct wined3d_device *device) DECLSPEC_HIDDEN; 1715 1716 /* Direct3D terminology with little modifications. We do not have an issued 1717 * state because only the driver knows about it, but we have a created state 1718 * because D3D allows GetData() on a created query, but OpenGL doesn't. */ 1719 enum wined3d_query_state 1720 { 1721 QUERY_CREATED, 1722 QUERY_SIGNALLED, 1723 QUERY_BUILDING 1724 }; 1725 1726 struct wined3d_query_ops 1727 { 1728 BOOL (*query_poll)(struct wined3d_query *query, DWORD flags); 1729 BOOL (*query_issue)(struct wined3d_query *query, DWORD flags); 1730 void (*query_destroy)(struct wined3d_query *query); 1731 }; 1732 1733 struct wined3d_query 1734 { 1735 LONG ref; 1736 1737 void *parent; 1738 const struct wined3d_parent_ops *parent_ops; 1739 struct wined3d_device *device; 1740 enum wined3d_query_state state; 1741 enum wined3d_query_type type; 1742 const void *data; 1743 DWORD data_size; 1744 const struct wined3d_query_ops *query_ops; 1745 1746 LONG counter_main, counter_retrieved; 1747 struct list poll_list_entry; 1748 }; 1749 1750 struct wined3d_event_query 1751 { 1752 struct wined3d_query query; 1753 1754 struct wined3d_fence fence; 1755 BOOL signalled; 1756 }; 1757 1758 struct wined3d_occlusion_query 1759 { 1760 struct wined3d_query query; 1761 1762 struct list entry; 1763 GLuint id; 1764 struct wined3d_context *context; 1765 UINT64 samples; 1766 BOOL started; 1767 }; 1768 1769 struct wined3d_timestamp_query 1770 { 1771 struct wined3d_query query; 1772 1773 struct list entry; 1774 GLuint id; 1775 struct wined3d_context *context; 1776 UINT64 timestamp; 1777 }; 1778 1779 void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN; 1780 void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN; 1781 1782 union wined3d_gl_so_statistics_query 1783 { 1784 GLuint id[2]; 1785 struct 1786 { 1787 GLuint written; 1788 GLuint generated; 1789 } query; 1790 }; 1791 1792 struct wined3d_so_statistics_query 1793 { 1794 struct wined3d_query query; 1795 1796 struct list entry; 1797 union wined3d_gl_so_statistics_query u; 1798 struct wined3d_context *context; 1799 unsigned int stream_idx; 1800 struct wined3d_query_data_so_statistics statistics; 1801 BOOL started; 1802 }; 1803 1804 void context_alloc_so_statistics_query(struct wined3d_context *context, 1805 struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN; 1806 void context_free_so_statistics_query(struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN; 1807 1808 union wined3d_gl_pipeline_statistics_query 1809 { 1810 GLuint id[11]; 1811 struct 1812 { 1813 GLuint vertices; 1814 GLuint primitives; 1815 GLuint vertex_shader; 1816 GLuint tess_control_shader; 1817 GLuint tess_eval_shader; 1818 GLuint geometry_shader; 1819 GLuint geometry_primitives; 1820 GLuint fragment_shader; 1821 GLuint compute_shader; 1822 GLuint clipping_input; 1823 GLuint clipping_output; 1824 } query; 1825 }; 1826 1827 struct wined3d_pipeline_statistics_query 1828 { 1829 struct wined3d_query query; 1830 1831 struct list entry; 1832 union wined3d_gl_pipeline_statistics_query u; 1833 struct wined3d_context *context; 1834 struct wined3d_query_data_pipeline_statistics statistics; 1835 BOOL started; 1836 }; 1837 1838 void context_alloc_pipeline_statistics_query(struct wined3d_context *context, 1839 struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN; 1840 void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN; 1841 1842 struct wined3d_gl_view 1843 { 1844 GLenum target; 1845 GLuint name; 1846 }; 1847 1848 struct wined3d_rendertarget_info 1849 { 1850 struct wined3d_gl_view gl_view; 1851 struct wined3d_resource *resource; 1852 unsigned int sub_resource_idx; 1853 unsigned int layer_count; 1854 }; 1855 1856 #define MAX_GL_FRAGMENT_SAMPLERS 32 1857 1858 struct wined3d_context 1859 { 1860 const struct wined3d_gl_info *gl_info; 1861 const struct wined3d_d3d_info *d3d_info; 1862 const struct StateEntry *state_table; 1863 /* State dirtification 1864 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices 1865 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed, 1866 * but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states 1867 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states. 1868 */ 1869 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */ 1870 DWORD numDirtyEntries; 1871 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */ 1872 unsigned int dirty_compute_states[STATE_COMPUTE_COUNT / (sizeof(unsigned int) * CHAR_BIT) + 1]; 1873 1874 struct wined3d_device *device; 1875 struct wined3d_swapchain *swapchain; 1876 struct 1877 { 1878 struct wined3d_texture *texture; 1879 unsigned int sub_resource_idx; 1880 } current_rt; 1881 DWORD tid; /* Thread ID which owns this context at the moment */ 1882 1883 /* Stores some information about the context state for optimization */ 1884 DWORD render_offscreen : 1; 1885 DWORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */ 1886 DWORD last_swizzle_map : 16; /* MAX_ATTRIBS, 16 */ 1887 DWORD last_was_pshader : 1; 1888 DWORD last_was_vshader : 1; 1889 DWORD last_was_normal : 1; 1890 DWORD namedArraysLoaded : 1; 1891 DWORD numberedArraysLoaded : 1; 1892 DWORD last_was_blit : 1; 1893 DWORD last_was_ckey : 1; 1894 DWORD fog_coord : 1; 1895 DWORD fog_enabled : 1; 1896 DWORD num_untracked_materials : 2; /* Max value 2 */ 1897 DWORD current : 1; 1898 DWORD destroyed : 1; 1899 DWORD valid : 1; 1900 DWORD texShaderBumpMap : 8; /* MAX_TEXTURES, 8 */ 1901 DWORD lastWasPow2Texture : 8; /* MAX_TEXTURES, 8 */ 1902 DWORD fixed_function_usage_map : 8; /* MAX_TEXTURES, 8 */ 1903 DWORD lowest_disabled_stage : 4; /* Max MAX_TEXTURES, 8 */ 1904 DWORD use_immediate_mode_draw : 1; 1905 DWORD rebind_fbo : 1; 1906 DWORD needs_set : 1; 1907 DWORD hdc_is_private : 1; 1908 DWORD hdc_has_format : 1; /* only meaningful if hdc_is_private */ 1909 DWORD update_shader_resource_bindings : 1; 1910 DWORD update_compute_shader_resource_bindings : 1; 1911 DWORD update_unordered_access_view_bindings : 1; 1912 DWORD update_compute_unordered_access_view_bindings : 1; 1913 DWORD uses_uavs : 1; 1914 DWORD destroy_delayed : 1; 1915 DWORD transform_feedback_active : 1; 1916 DWORD transform_feedback_paused : 1; 1917 DWORD shader_update_mask : 6; /* WINED3D_SHADER_TYPE_COUNT, 6 */ 1918 DWORD clip_distance_mask : 8; /* MAX_CLIP_DISTANCES, 8 */ 1919 DWORD padding : 9; 1920 DWORD constant_update_mask; 1921 DWORD numbered_array_mask; 1922 GLenum tracking_parm; /* Which source is tracking current colour */ 1923 GLenum untracked_materials[2]; 1924 UINT blit_w, blit_h; 1925 enum fogsource fog_source; 1926 DWORD active_texture; 1927 DWORD *texture_type; 1928 1929 UINT instance_count; 1930 1931 /* The actual opengl context */ 1932 UINT level; 1933 HGLRC restore_ctx; 1934 HDC restore_dc; 1935 int restore_pf; 1936 HWND restore_pf_win; 1937 HGLRC glCtx; 1938 HWND win_handle; 1939 HDC hdc; 1940 int pixel_format; 1941 GLint aux_buffers; 1942 1943 void *shader_backend_data; 1944 void *fragment_pipe_data; 1945 1946 /* FBOs */ 1947 UINT fbo_entry_count; 1948 struct list fbo_list; 1949 struct list fbo_destroy_list; 1950 struct fbo_entry *current_fbo; 1951 GLuint fbo_read_binding; 1952 GLuint fbo_draw_binding; 1953 struct wined3d_rendertarget_info *blit_targets; 1954 struct wined3d_fbo_entry_key *fbo_key; 1955 GLenum *draw_buffers; 1956 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */ 1957 1958 /* Queries */ 1959 GLuint *free_occlusion_queries; 1960 SIZE_T free_occlusion_query_size; 1961 unsigned int free_occlusion_query_count; 1962 struct list occlusion_queries; 1963 1964 union wined3d_gl_fence_object *free_fences; 1965 SIZE_T free_fence_size; 1966 unsigned int free_fence_count; 1967 struct list fences; 1968 1969 GLuint *free_timestamp_queries; 1970 SIZE_T free_timestamp_query_size; 1971 unsigned int free_timestamp_query_count; 1972 struct list timestamp_queries; 1973 1974 union wined3d_gl_so_statistics_query *free_so_statistics_queries; 1975 SIZE_T free_so_statistics_query_size; 1976 unsigned int free_so_statistics_query_count; 1977 struct list so_statistics_queries; 1978 1979 union wined3d_gl_pipeline_statistics_query *free_pipeline_statistics_queries; 1980 SIZE_T free_pipeline_statistics_query_size; 1981 unsigned int free_pipeline_statistics_query_count; 1982 struct list pipeline_statistics_queries; 1983 1984 struct wined3d_stream_info stream_info; 1985 1986 /* Fences for GL_APPLE_flush_buffer_range */ 1987 struct wined3d_fence *buffer_fences[MAX_ATTRIBS]; 1988 unsigned int buffer_fence_count; 1989 1990 DWORD tex_unit_map[MAX_COMBINED_SAMPLERS]; 1991 DWORD rev_tex_unit_map[MAX_GL_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS]; 1992 1993 /* Extension emulation */ 1994 GLint gl_fog_source; 1995 GLfloat fog_coord_value; 1996 GLfloat color[4], fogstart, fogend, fogcolor[4]; 1997 GLuint dummy_arbfp_prog; 1998 }; 1999 2000 struct wined3d_fb_state 2001 { 2002 struct wined3d_rendertarget_view **render_targets; 2003 struct wined3d_rendertarget_view *depth_stencil; 2004 }; 2005 2006 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id); 2007 2008 struct StateEntry 2009 { 2010 DWORD representative; 2011 APPLYSTATEFUNC apply; 2012 }; 2013 2014 struct StateEntryTemplate 2015 { 2016 DWORD state; 2017 struct StateEntry content; 2018 enum wined3d_gl_extension extension; 2019 }; 2020 2021 #define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001 2022 #define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002 2023 #define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004 2024 2025 struct fragment_caps 2026 { 2027 DWORD wined3d_caps; 2028 DWORD PrimitiveMiscCaps; 2029 DWORD TextureOpCaps; 2030 DWORD MaxTextureBlendStages; 2031 DWORD MaxSimultaneousTextures; 2032 }; 2033 2034 #define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001 2035 #define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002 2036 2037 struct fragment_pipeline 2038 { 2039 void (*enable_extension)(const struct wined3d_gl_info *gl_info, BOOL enable); 2040 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps); 2041 DWORD (*get_emul_mask)(const struct wined3d_gl_info *gl_info); 2042 void *(*alloc_private)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv); 2043 void (*free_private)(struct wined3d_device *device); 2044 BOOL (*allocate_context_data)(struct wined3d_context *context); 2045 void (*free_context_data)(struct wined3d_context *context); 2046 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup); 2047 const struct StateEntryTemplate *states; 2048 }; 2049 2050 struct wined3d_vertex_caps 2051 { 2052 BOOL xyzrhw; 2053 BOOL emulated_flatshading; 2054 BOOL ffp_generic_attributes; 2055 DWORD max_active_lights; 2056 DWORD max_vertex_blend_matrices; 2057 DWORD max_vertex_blend_matrix_index; 2058 DWORD vertex_processing_caps; 2059 DWORD fvf_caps; 2060 DWORD max_user_clip_planes; 2061 DWORD raster_caps; 2062 }; 2063 2064 struct wined3d_vertex_pipe_ops 2065 { 2066 void (*vp_enable)(const struct wined3d_gl_info *gl_info, BOOL enable); 2067 void (*vp_get_caps)(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps); 2068 DWORD (*vp_get_emul_mask)(const struct wined3d_gl_info *gl_info); 2069 void *(*vp_alloc)(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv); 2070 void (*vp_free)(struct wined3d_device *device); 2071 const struct StateEntryTemplate *vp_states; 2072 }; 2073 2074 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN; 2075 extern const struct fragment_pipeline none_fragment_pipe DECLSPEC_HIDDEN; 2076 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN; 2077 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN; 2078 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN; 2079 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN; 2080 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN; 2081 extern const struct fragment_pipeline glsl_fragment_pipe DECLSPEC_HIDDEN; 2082 2083 extern const struct wined3d_vertex_pipe_ops none_vertex_pipe DECLSPEC_HIDDEN; 2084 extern const struct wined3d_vertex_pipe_ops ffp_vertex_pipe DECLSPEC_HIDDEN; 2085 extern const struct wined3d_vertex_pipe_ops glsl_vertex_pipe DECLSPEC_HIDDEN; 2086 2087 /* "Base" state table */ 2088 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs, 2089 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info, 2090 const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment, 2091 const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN; 2092 2093 struct wined3d_surface; 2094 2095 enum wined3d_blit_op 2096 { 2097 WINED3D_BLIT_OP_COLOR_BLIT, 2098 WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST, 2099 WINED3D_BLIT_OP_COLOR_BLIT_CKEY, 2100 WINED3D_BLIT_OP_COLOR_FILL, 2101 WINED3D_BLIT_OP_DEPTH_FILL, 2102 WINED3D_BLIT_OP_DEPTH_BLIT, 2103 WINED3D_BLIT_OP_RAW_BLIT, 2104 }; 2105 2106 struct wined3d_blitter 2107 { 2108 const struct wined3d_blitter_ops *ops; 2109 struct wined3d_blitter *next; 2110 }; 2111 2112 struct wined3d_blitter_ops 2113 { 2114 void (*blitter_destroy)(struct wined3d_blitter *blitter, struct wined3d_context *context); 2115 void (*blitter_clear)(struct wined3d_blitter *blitter, struct wined3d_device *device, 2116 unsigned int rt_count, const struct wined3d_fb_state *fb, unsigned int rect_count, const RECT *clear_rects, 2117 const RECT *draw_rect, DWORD flags, const struct wined3d_color *colour, float depth, DWORD stencil); 2118 DWORD (*blitter_blit)(struct wined3d_blitter *blitter, enum wined3d_blit_op op, struct wined3d_context *context, 2119 struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect, 2120 struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect, 2121 const struct wined3d_color_key *color_key, enum wined3d_texture_filter_type filter); 2122 }; 2123 2124 void wined3d_arbfp_blitter_create(struct wined3d_blitter **next, 2125 const struct wined3d_device *device) DECLSPEC_HIDDEN; 2126 struct wined3d_blitter *wined3d_cpu_blitter_create(void) DECLSPEC_HIDDEN; 2127 void wined3d_fbo_blitter_create(struct wined3d_blitter **next, 2128 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 2129 void wined3d_ffp_blitter_create(struct wined3d_blitter **next, 2130 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 2131 void wined3d_raw_blitter_create(struct wined3d_blitter **next, 2132 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 2133 2134 BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN; 2135 2136 struct wined3d_context *context_acquire(const struct wined3d_device *device, 2137 struct wined3d_texture *texture, unsigned int sub_resource_idx) DECLSPEC_HIDDEN; 2138 void context_alloc_fence(struct wined3d_context *context, struct wined3d_fence *fence) DECLSPEC_HIDDEN; 2139 void context_alloc_occlusion_query(struct wined3d_context *context, 2140 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN; 2141 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN; 2142 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state, 2143 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN; 2144 void context_apply_compute_state(struct wined3d_context *context, 2145 const struct wined3d_device *device, const struct wined3d_state *state) DECLSPEC_HIDDEN; 2146 BOOL context_apply_draw_state(struct wined3d_context *context, 2147 const struct wined3d_device *device, const struct wined3d_state *state) DECLSPEC_HIDDEN; 2148 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target, 2149 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN; 2150 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, 2151 unsigned int unit) DECLSPEC_HIDDEN; 2152 void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) DECLSPEC_HIDDEN; 2153 void context_bind_dummy_textures(const struct wined3d_device *device, 2154 const struct wined3d_context *context) DECLSPEC_HIDDEN; 2155 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN; 2156 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN; 2157 void context_copy_bo_address(struct wined3d_context *context, 2158 const struct wined3d_bo_address *dst, GLenum dst_binding, 2159 const struct wined3d_bo_address *src, GLenum src_binding, size_t size) DECLSPEC_HIDDEN; 2160 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target, 2161 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN; 2162 HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN; 2163 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN; 2164 void context_enable_clip_distances(struct wined3d_context *context, unsigned int mask) DECLSPEC_HIDDEN; 2165 void context_end_transform_feedback(struct wined3d_context *context) DECLSPEC_HIDDEN; 2166 void context_free_fence(struct wined3d_fence *fence) DECLSPEC_HIDDEN; 2167 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN; 2168 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN; 2169 GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN; 2170 const DWORD *context_get_tex_unit_mapping(const struct wined3d_context *context, 2171 const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN; 2172 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN; 2173 void context_gl_resource_released(struct wined3d_device *device, 2174 GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN; 2175 void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN; 2176 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN; 2177 void *context_map_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data, 2178 size_t size, GLenum binding, DWORD flags) DECLSPEC_HIDDEN; 2179 struct wined3d_context *context_reacquire(const struct wined3d_device *device, 2180 struct wined3d_context *context) DECLSPEC_HIDDEN; 2181 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN; 2182 void context_resource_released(const struct wined3d_device *device, 2183 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN; 2184 void context_restore(struct wined3d_context *context, struct wined3d_surface *restore) DECLSPEC_HIDDEN; 2185 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN; 2186 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN; 2187 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN; 2188 void context_state_drawbuf(struct wined3d_context *context, 2189 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 2190 void context_state_fb(struct wined3d_context *context, 2191 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 2192 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN; 2193 void context_unmap_bo_address(struct wined3d_context *context, 2194 const struct wined3d_bo_address *data, GLenum binding) DECLSPEC_HIDDEN; 2195 2196 /***************************************************************************** 2197 * Internal representation of a light 2198 */ 2199 struct wined3d_light_info 2200 { 2201 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */ 2202 DWORD OriginalIndex; 2203 LONG glIndex; 2204 BOOL enabled; 2205 2206 /* Converted parms to speed up swapping lights */ 2207 struct wined3d_vec4 position; 2208 struct wined3d_vec4 direction; 2209 float exponent; 2210 float cutoff; 2211 2212 struct list entry; 2213 }; 2214 2215 /* The default light parameters */ 2216 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN; 2217 2218 struct wined3d_pixel_format 2219 { 2220 int iPixelFormat; /* WGL pixel format */ 2221 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */ 2222 int redSize, greenSize, blueSize, alphaSize, colorSize; 2223 int depthSize, stencilSize; 2224 BOOL windowDrawable; 2225 BOOL doubleBuffer; 2226 int auxBuffers; 2227 int numSamples; 2228 }; 2229 2230 enum wined3d_pci_vendor 2231 { 2232 HW_VENDOR_SOFTWARE = 0x0000, 2233 HW_VENDOR_AMD = 0x1002, 2234 HW_VENDOR_NVIDIA = 0x10de, 2235 HW_VENDOR_VMWARE = 0x15ad, 2236 HW_VENDOR_INTEL = 0x8086, 2237 }; 2238 2239 enum wined3d_pci_device 2240 { 2241 CARD_WINE = 0x0000, 2242 2243 CARD_AMD_RAGE_128PRO = 0x5246, 2244 CARD_AMD_RADEON_7200 = 0x5144, 2245 CARD_AMD_RADEON_8500 = 0x514c, 2246 CARD_AMD_RADEON_9500 = 0x4144, 2247 CARD_AMD_RADEON_XPRESS_200M = 0x5955, 2248 CARD_AMD_RADEON_X700 = 0x5e4c, 2249 CARD_AMD_RADEON_X1600 = 0x71c2, 2250 CARD_AMD_RADEON_HD2350 = 0x94c7, 2251 CARD_AMD_RADEON_HD2600 = 0x9581, 2252 CARD_AMD_RADEON_HD2900 = 0x9400, 2253 CARD_AMD_RADEON_HD3200 = 0x9620, 2254 CARD_AMD_RADEON_HD3850 = 0x9515, 2255 CARD_AMD_RADEON_HD4200M = 0x9712, 2256 CARD_AMD_RADEON_HD4350 = 0x954f, 2257 CARD_AMD_RADEON_HD4600 = 0x9495, 2258 CARD_AMD_RADEON_HD4700 = 0x944e, 2259 CARD_AMD_RADEON_HD4800 = 0x944c, 2260 CARD_AMD_RADEON_HD5400 = 0x68f9, 2261 CARD_AMD_RADEON_HD5600 = 0x68d8, 2262 CARD_AMD_RADEON_HD5700 = 0x68be, 2263 CARD_AMD_RADEON_HD5800 = 0x6898, 2264 CARD_AMD_RADEON_HD5900 = 0x689c, 2265 CARD_AMD_RADEON_HD6300 = 0x9803, 2266 CARD_AMD_RADEON_HD6400 = 0x6770, 2267 CARD_AMD_RADEON_HD6410D = 0x9644, 2268 CARD_AMD_RADEON_HD6480G = 0x9648, 2269 CARD_AMD_RADEON_HD6550D = 0x9640, 2270 CARD_AMD_RADEON_HD6600 = 0x6758, 2271 CARD_AMD_RADEON_HD6600M = 0x6741, 2272 CARD_AMD_RADEON_HD6700 = 0x68ba, 2273 CARD_AMD_RADEON_HD6800 = 0x6739, 2274 CARD_AMD_RADEON_HD6900 = 0x6719, 2275 CARD_AMD_RADEON_HD7660D = 0x9901, 2276 CARD_AMD_RADEON_HD7700 = 0x683d, 2277 CARD_AMD_RADEON_HD7800 = 0x6819, 2278 CARD_AMD_RADEON_HD7900 = 0x679a, 2279 CARD_AMD_RADEON_HD8600M = 0x6660, 2280 CARD_AMD_RADEON_HD8670 = 0x6610, 2281 CARD_AMD_RADEON_HD8770 = 0x665c, 2282 CARD_AMD_RADEON_R3 = 0x9830, 2283 CARD_AMD_RADEON_R7 = 0x130f, 2284 CARD_AMD_RADEON_R9_285 = 0x6939, 2285 CARD_AMD_RADEON_R9_290 = 0x67b1, 2286 CARD_AMD_RADEON_R9_FURY = 0x7300, 2287 CARD_AMD_RADEON_RX_460 = 0x67ef, 2288 CARD_AMD_RADEON_RX_480 = 0x67df, 2289 2290 CARD_NVIDIA_RIVA_128 = 0x0018, 2291 CARD_NVIDIA_RIVA_TNT = 0x0020, 2292 CARD_NVIDIA_RIVA_TNT2 = 0x0028, 2293 CARD_NVIDIA_GEFORCE = 0x0100, 2294 CARD_NVIDIA_GEFORCE2_MX = 0x0110, 2295 CARD_NVIDIA_GEFORCE2 = 0x0150, 2296 CARD_NVIDIA_GEFORCE3 = 0x0200, 2297 CARD_NVIDIA_GEFORCE4_MX = 0x0170, 2298 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253, 2299 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320, 2300 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312, 2301 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302, 2302 CARD_NVIDIA_GEFORCE_6200 = 0x014f, 2303 CARD_NVIDIA_GEFORCE_6600GT = 0x0140, 2304 CARD_NVIDIA_GEFORCE_6800 = 0x0041, 2305 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */ 2306 CARD_NVIDIA_GEFORCE_7400 = 0x01d8, 2307 CARD_NVIDIA_GEFORCE_7600 = 0x0391, 2308 CARD_NVIDIA_GEFORCE_7800GT = 0x0092, 2309 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084b */ 2310 CARD_NVIDIA_GEFORCE_8300GS = 0x0423, 2311 CARD_NVIDIA_GEFORCE_8400GS = 0x0404, 2312 CARD_NVIDIA_GEFORCE_8500GT = 0x0421, 2313 CARD_NVIDIA_GEFORCE_8600GT = 0x0402, 2314 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407, 2315 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193, 2316 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191, 2317 CARD_NVIDIA_GEFORCE_9200 = 0x086d, 2318 CARD_NVIDIA_GEFORCE_9300 = 0x086c, 2319 CARD_NVIDIA_GEFORCE_9400M = 0x0863, 2320 CARD_NVIDIA_GEFORCE_9400GT = 0x042c, 2321 CARD_NVIDIA_GEFORCE_9500GT = 0x0640, 2322 CARD_NVIDIA_GEFORCE_9600GT = 0x0622, 2323 CARD_NVIDIA_GEFORCE_9700MGT = 0x064a, 2324 CARD_NVIDIA_GEFORCE_9800GT = 0x0614, 2325 CARD_NVIDIA_GEFORCE_210 = 0x0a23, 2326 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20, 2327 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3, 2328 CARD_NVIDIA_GEFORCE_GTS250 = 0x0615, 2329 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2, 2330 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6, 2331 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1, 2332 CARD_NVIDIA_GEFORCE_315M = 0x0a7a, 2333 CARD_NVIDIA_GEFORCE_320M = 0x08a3, 2334 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d, 2335 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35, 2336 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0, 2337 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0, 2338 CARD_NVIDIA_GEFORCE_410M = 0x1055, 2339 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2, 2340 CARD_NVIDIA_GEFORCE_GT425M = 0x0df0, 2341 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1, 2342 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0, 2343 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4, 2344 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22, 2345 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1, 2346 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4, 2347 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd, 2348 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0, 2349 CARD_NVIDIA_GEFORCE_GT520 = 0x1040, 2350 CARD_NVIDIA_GEFORCE_GT525M = 0x0dec, 2351 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4, 2352 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244, 2353 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8, 2354 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200, 2355 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201, 2356 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081, 2357 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080, 2358 CARD_NVIDIA_GEFORCE_GT610 = 0x104a, 2359 CARD_NVIDIA_GEFORCE_GT630 = 0x0f00, 2360 CARD_NVIDIA_GEFORCE_GT630M = 0x0de9, 2361 CARD_NVIDIA_GEFORCE_GT640M = 0x0fd2, 2362 CARD_NVIDIA_GEFORCE_GT650M = 0x0fd1, 2363 CARD_NVIDIA_GEFORCE_GTX650 = 0x0fc6, 2364 CARD_NVIDIA_GEFORCE_GTX650TI = 0x11c6, 2365 CARD_NVIDIA_GEFORCE_GTX660 = 0x11c0, 2366 CARD_NVIDIA_GEFORCE_GTX660M = 0x0fd4, 2367 CARD_NVIDIA_GEFORCE_GTX660TI = 0x1183, 2368 CARD_NVIDIA_GEFORCE_GTX670 = 0x1189, 2369 CARD_NVIDIA_GEFORCE_GTX670MX = 0x11a1, 2370 CARD_NVIDIA_GEFORCE_GTX675MX = 0x11a7, 2371 CARD_NVIDIA_GEFORCE_GTX680 = 0x1180, 2372 CARD_NVIDIA_GEFORCE_GTX690 = 0x1188, 2373 CARD_NVIDIA_GEFORCE_GT730 = 0x1287, 2374 CARD_NVIDIA_GEFORCE_GT730M = 0x0fe1, 2375 CARD_NVIDIA_GEFORCE_GT740M = 0x1292, 2376 CARD_NVIDIA_GEFORCE_GT750M = 0x0fe9, 2377 CARD_NVIDIA_GEFORCE_GTX750 = 0x1381, 2378 CARD_NVIDIA_GEFORCE_GTX750TI = 0x1380, 2379 CARD_NVIDIA_GEFORCE_GTX760 = 0x1187, 2380 CARD_NVIDIA_GEFORCE_GTX760TI = 0x1193, 2381 CARD_NVIDIA_GEFORCE_GTX765M = 0x11e2, 2382 CARD_NVIDIA_GEFORCE_GTX770M = 0x11e0, 2383 CARD_NVIDIA_GEFORCE_GTX770 = 0x1184, 2384 CARD_NVIDIA_GEFORCE_GTX780 = 0x1004, 2385 CARD_NVIDIA_GEFORCE_GTX780TI = 0x100a, 2386 CARD_NVIDIA_GEFORCE_GTXTITAN = 0x1005, 2387 CARD_NVIDIA_GEFORCE_GTXTITANB = 0x100c, 2388 CARD_NVIDIA_GEFORCE_GTXTITANX = 0x17c2, 2389 CARD_NVIDIA_GEFORCE_GTXTITANZ = 0x1001, 2390 CARD_NVIDIA_GEFORCE_820M = 0x0fed, 2391 CARD_NVIDIA_GEFORCE_830M = 0x1340, 2392 CARD_NVIDIA_GEFORCE_840M = 0x1341, 2393 CARD_NVIDIA_GEFORCE_845M = 0x1344, 2394 CARD_NVIDIA_GEFORCE_GTX850M = 0x1391, 2395 CARD_NVIDIA_GEFORCE_GTX860M = 0x1392, /* Other PCI ID 0x119a */ 2396 CARD_NVIDIA_GEFORCE_GTX870M = 0x1199, 2397 CARD_NVIDIA_GEFORCE_GTX880M = 0x1198, 2398 CARD_NVIDIA_GEFORCE_940M = 0x1347, 2399 CARD_NVIDIA_GEFORCE_GTX950 = 0x1402, 2400 CARD_NVIDIA_GEFORCE_GTX950M = 0x139a, 2401 CARD_NVIDIA_GEFORCE_GTX960 = 0x1401, 2402 CARD_NVIDIA_GEFORCE_GTX960M = 0x139b, 2403 CARD_NVIDIA_GEFORCE_GTX970 = 0x13c2, 2404 CARD_NVIDIA_GEFORCE_GTX970M = 0x13d8, 2405 CARD_NVIDIA_GEFORCE_GTX980 = 0x13c0, 2406 CARD_NVIDIA_GEFORCE_GTX980TI = 0x17c8, 2407 CARD_NVIDIA_GEFORCE_GTX1050 = 0x1c81, 2408 CARD_NVIDIA_GEFORCE_GTX1060 = 0x1c03, 2409 CARD_NVIDIA_GEFORCE_GTX1070 = 0x1b81, 2410 CARD_NVIDIA_GEFORCE_GTX1080 = 0x1b80, 2411 CARD_NVIDIA_GEFORCE_GTX1080TI = 0x1b06, 2412 CARD_NVIDIA_TITANX_PASCAL = 0x1b00, 2413 2414 CARD_VMWARE_SVGA3D = 0x0405, 2415 2416 CARD_INTEL_830M = 0x3577, 2417 CARD_INTEL_855GM = 0x3582, 2418 CARD_INTEL_845G = 0x2562, 2419 CARD_INTEL_865G = 0x2572, 2420 CARD_INTEL_915G = 0x2582, 2421 CARD_INTEL_E7221G = 0x258a, 2422 CARD_INTEL_915GM = 0x2592, 2423 CARD_INTEL_945G = 0x2772, 2424 CARD_INTEL_945GM = 0x27a2, 2425 CARD_INTEL_945GME = 0x27ae, 2426 CARD_INTEL_Q35 = 0x29b2, 2427 CARD_INTEL_G33 = 0x29c2, 2428 CARD_INTEL_Q33 = 0x29d2, 2429 CARD_INTEL_PNVG = 0xa001, 2430 CARD_INTEL_PNVM = 0xa011, 2431 CARD_INTEL_965Q = 0x2992, 2432 CARD_INTEL_965G = 0x2982, 2433 CARD_INTEL_946GZ = 0x2972, 2434 CARD_INTEL_965GM = 0x2a02, 2435 CARD_INTEL_965GME = 0x2a12, 2436 CARD_INTEL_GM45 = 0x2a42, 2437 CARD_INTEL_IGD = 0x2e02, 2438 CARD_INTEL_Q45 = 0x2e12, 2439 CARD_INTEL_G45 = 0x2e22, 2440 CARD_INTEL_G41 = 0x2e32, 2441 CARD_INTEL_B43 = 0x2e92, 2442 CARD_INTEL_ILKD = 0x0042, 2443 CARD_INTEL_ILKM = 0x0046, 2444 CARD_INTEL_SNBD = 0x0122, 2445 CARD_INTEL_SNBM = 0x0126, 2446 CARD_INTEL_SNBS = 0x010a, 2447 CARD_INTEL_IVBD = 0x0162, 2448 CARD_INTEL_IVBM = 0x0166, 2449 CARD_INTEL_IVBS = 0x015a, 2450 CARD_INTEL_HWD = 0x0412, 2451 CARD_INTEL_HWM = 0x0416, 2452 CARD_INTEL_HD5000 = 0x0a26, 2453 CARD_INTEL_I5100_1 = 0x0a22, 2454 CARD_INTEL_I5100_2 = 0x0a2a, 2455 CARD_INTEL_I5100_3 = 0x0a2b, 2456 CARD_INTEL_I5100_4 = 0x0a2e, 2457 CARD_INTEL_IP5200_1 = 0x0d22, 2458 CARD_INTEL_IP5200_2 = 0x0d26, 2459 CARD_INTEL_IP5200_3 = 0x0d2a, 2460 CARD_INTEL_IP5200_4 = 0x0d2b, 2461 CARD_INTEL_IP5200_5 = 0x0d2e, 2462 CARD_INTEL_HD5300 = 0x161e, 2463 CARD_INTEL_HD5500 = 0x1616, 2464 CARD_INTEL_HD5600 = 0x1612, 2465 CARD_INTEL_HD6000 = 0x1626, 2466 CARD_INTEL_I6100 = 0x162b, 2467 CARD_INTEL_IP6200 = 0x1622, 2468 CARD_INTEL_IPP6300 = 0x162a, 2469 CARD_INTEL_HD510_1 = 0x1902, 2470 CARD_INTEL_HD510_2 = 0x1906, 2471 CARD_INTEL_HD510_3 = 0x190b, 2472 CARD_INTEL_HD515 = 0x191e, 2473 CARD_INTEL_HD520_1 = 0x1916, 2474 CARD_INTEL_HD520_2 = 0x1921, 2475 CARD_INTEL_HD530_1 = 0x1912, 2476 CARD_INTEL_HD530_2 = 0x191b, 2477 CARD_INTEL_HDP530 = 0x191d, 2478 CARD_INTEL_I540 = 0x1926, 2479 CARD_INTEL_I550 = 0x1927, 2480 CARD_INTEL_I555 = 0x192b, 2481 CARD_INTEL_IP555 = 0x192d, 2482 CARD_INTEL_IP580_1 = 0x1932, 2483 CARD_INTEL_IP580_2 = 0x193b, 2484 CARD_INTEL_IPP580_1 = 0x193a, 2485 CARD_INTEL_IPP580_2 = 0x193d, 2486 }; 2487 2488 struct wined3d_fbo_ops 2489 { 2490 GLboolean (WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer); 2491 void (WINE_GLAPI *glBindRenderbuffer)(GLenum target, GLuint renderbuffer); 2492 void (WINE_GLAPI *glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers); 2493 void (WINE_GLAPI *glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers); 2494 void (WINE_GLAPI *glRenderbufferStorage)(GLenum target, GLenum internalformat, 2495 GLsizei width, GLsizei height); 2496 void (WINE_GLAPI *glRenderbufferStorageMultisample)(GLenum target, GLsizei samples, 2497 GLenum internalformat, GLsizei width, GLsizei height); 2498 void (WINE_GLAPI *glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params); 2499 GLboolean (WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer); 2500 void (WINE_GLAPI *glBindFramebuffer)(GLenum target, GLuint framebuffer); 2501 void (WINE_GLAPI *glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers); 2502 void (WINE_GLAPI *glGenFramebuffers)(GLsizei n, GLuint *framebuffers); 2503 GLenum (WINE_GLAPI *glCheckFramebufferStatus)(GLenum target); 2504 void (WINE_GLAPI *glFramebufferTexture)(GLenum target, GLenum attachment, 2505 GLuint texture, GLint level); 2506 void (WINE_GLAPI *glFramebufferTexture1D)(GLenum target, GLenum attachment, 2507 GLenum textarget, GLuint texture, GLint level); 2508 void (WINE_GLAPI *glFramebufferTexture2D)(GLenum target, GLenum attachment, 2509 GLenum textarget, GLuint texture, GLint level); 2510 void (WINE_GLAPI *glFramebufferTexture3D)(GLenum target, GLenum attachment, 2511 GLenum textarget, GLuint texture, GLint level, GLint layer); 2512 void (WINE_GLAPI *glFramebufferTextureLayer)(GLenum target, GLenum attachment, 2513 GLuint texture, GLint level, GLint layer); 2514 void (WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target, GLenum attachment, 2515 GLenum renderbuffertarget, GLuint renderbuffer); 2516 void (WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, 2517 GLenum pname, GLint *params); 2518 void (WINE_GLAPI *glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 2519 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); 2520 void (WINE_GLAPI *glGenerateMipmap)(GLenum target); 2521 }; 2522 2523 struct wined3d_gl_limits 2524 { 2525 UINT buffers; 2526 UINT lights; 2527 UINT textures; 2528 UINT texture_coords; 2529 unsigned int uniform_blocks[WINED3D_SHADER_TYPE_COUNT]; 2530 unsigned int samplers[WINED3D_SHADER_TYPE_COUNT]; 2531 unsigned int graphics_samplers; 2532 unsigned int combined_samplers; 2533 UINT general_combiners; 2534 UINT user_clip_distances; 2535 UINT texture_size; 2536 UINT texture3d_size; 2537 float pointsize_max; 2538 float pointsize_min; 2539 UINT blends; 2540 UINT anisotropy; 2541 float shininess; 2542 UINT samples; 2543 UINT vertex_attribs; 2544 2545 unsigned int texture_buffer_offset_alignment; 2546 2547 UINT glsl_varyings; 2548 UINT glsl_vs_float_constants; 2549 UINT glsl_ps_float_constants; 2550 2551 UINT arb_vs_float_constants; 2552 UINT arb_vs_native_constants; 2553 UINT arb_vs_instructions; 2554 UINT arb_vs_temps; 2555 UINT arb_ps_float_constants; 2556 UINT arb_ps_local_constants; 2557 UINT arb_ps_native_constants; 2558 UINT arb_ps_instructions; 2559 UINT arb_ps_temps; 2560 }; 2561 2562 void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits, 2563 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN; 2564 void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits, 2565 enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN; 2566 2567 struct wined3d_gl_info 2568 { 2569 DWORD selected_gl_version; 2570 DWORD glsl_version; 2571 struct wined3d_gl_limits limits; 2572 DWORD reserved_glsl_constants, reserved_arb_constants; 2573 DWORD quirks; 2574 BOOL supported[WINED3D_GL_EXT_COUNT]; 2575 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1]; 2576 2577 HGLRC (WINAPI *p_wglCreateContextAttribsARB)(HDC dc, HGLRC share, const GLint *attribs); 2578 struct opengl_funcs gl_ops; 2579 struct wined3d_fbo_ops fbo_ops; 2580 2581 struct wined3d_format *formats; 2582 unsigned int format_count; 2583 }; 2584 2585 struct wined3d_driver_info 2586 { 2587 enum wined3d_pci_vendor vendor; 2588 enum wined3d_pci_device device; 2589 const char *name; 2590 const char *description; 2591 UINT64 vram_bytes; 2592 DWORD version_high; 2593 DWORD version_low; 2594 }; 2595 2596 /* The adapter structure */ 2597 struct wined3d_adapter 2598 { 2599 UINT ordinal; 2600 POINT monitor_position; 2601 enum wined3d_format_id screen_format; 2602 2603 struct wined3d_gl_info gl_info; 2604 struct wined3d_d3d_info d3d_info; 2605 struct wined3d_driver_info driver_info; 2606 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */ 2607 unsigned int cfg_count; 2608 struct wined3d_pixel_format *cfgs; 2609 UINT64 vram_bytes; 2610 UINT64 vram_bytes_used; 2611 LUID luid; 2612 2613 const struct wined3d_vertex_pipe_ops *vertex_pipe; 2614 const struct fragment_pipeline *fragment_pipe; 2615 const struct wined3d_shader_backend_ops *shader_backend; 2616 }; 2617 2618 struct wined3d_caps_gl_ctx 2619 { 2620 HDC dc; 2621 HWND wnd; 2622 HGLRC gl_ctx; 2623 HDC restore_dc; 2624 HGLRC restore_gl_ctx; 2625 2626 const struct wined3d_gl_info *gl_info; 2627 GLuint test_vbo; 2628 GLuint test_program_id; 2629 }; 2630 2631 BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, 2632 struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN; 2633 UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN; 2634 2635 BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN; 2636 2637 void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN; 2638 2639 enum projection_types 2640 { 2641 proj_none = 0, 2642 proj_count3 = 1, 2643 proj_count4 = 2 2644 }; 2645 2646 enum dst_arg 2647 { 2648 resultreg = 0, 2649 tempreg = 1 2650 }; 2651 2652 /***************************************************************************** 2653 * Fixed function pipeline replacements 2654 */ 2655 #define ARG_UNUSED 0xff 2656 struct texture_stage_op 2657 { 2658 unsigned cop : 8; 2659 unsigned carg1 : 8; 2660 unsigned carg2 : 8; 2661 unsigned carg0 : 8; 2662 2663 unsigned aop : 8; 2664 unsigned aarg1 : 8; 2665 unsigned aarg2 : 8; 2666 unsigned aarg0 : 8; 2667 2668 struct color_fixup_desc color_fixup; 2669 unsigned tex_type : 3; 2670 unsigned dst : 1; 2671 unsigned projected : 2; 2672 unsigned padding : 10; 2673 }; 2674 2675 struct ffp_frag_settings 2676 { 2677 struct texture_stage_op op[MAX_TEXTURES]; 2678 enum wined3d_ffp_ps_fog_mode fog; 2679 unsigned char sRGB_write; 2680 unsigned char emul_clipplanes; 2681 unsigned char texcoords_initialized; 2682 unsigned char color_key_enabled : 1; 2683 unsigned char pointsprite : 1; 2684 unsigned char flatshading : 1; 2685 unsigned char alpha_test_func : 3; 2686 unsigned char padding : 2; 2687 }; 2688 2689 struct ffp_frag_desc 2690 { 2691 struct wine_rb_entry entry; 2692 struct ffp_frag_settings settings; 2693 }; 2694 2695 int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN; 2696 int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN; 2697 2698 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN; 2699 2700 unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 2701 void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state, 2702 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN; 2703 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders, 2704 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN; 2705 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN; 2706 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN; 2707 void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN; 2708 2709 extern const float wined3d_srgb_const0[] DECLSPEC_HIDDEN; 2710 extern const float wined3d_srgb_const1[] DECLSPEC_HIDDEN; 2711 2712 enum wined3d_ffp_vs_fog_mode 2713 { 2714 WINED3D_FFP_VS_FOG_OFF = 0, 2715 WINED3D_FFP_VS_FOG_FOGCOORD = 1, 2716 WINED3D_FFP_VS_FOG_DEPTH = 2, 2717 WINED3D_FFP_VS_FOG_RANGE = 3, 2718 }; 2719 2720 #define WINED3D_FFP_TCI_SHIFT 16 2721 #define WINED3D_FFP_TCI_MASK 0xffu 2722 2723 #define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx)) 2724 #define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u 2725 2726 struct wined3d_ffp_vs_settings 2727 { 2728 DWORD point_light_count : 4; 2729 DWORD spot_light_count : 4; 2730 DWORD directional_light_count : 4; 2731 DWORD parallel_point_light_count : 4; 2732 DWORD diffuse_source : 2; 2733 DWORD emissive_source : 2; 2734 DWORD ambient_source : 2; 2735 DWORD specular_source : 2; 2736 DWORD transformed : 1; 2737 DWORD vertexblends : 2; 2738 DWORD clipping : 1; 2739 DWORD normal : 1; 2740 DWORD normalize : 1; 2741 DWORD lighting : 1; 2742 DWORD localviewer : 1; 2743 2744 DWORD point_size : 1; 2745 DWORD per_vertex_point_size : 1; 2746 DWORD fog_mode : 2; 2747 DWORD texcoords : 8; /* MAX_TEXTURES */ 2748 DWORD ortho_fog : 1; 2749 DWORD flatshading : 1; 2750 DWORD swizzle_map : 16; /* MAX_ATTRIBS, 16 */ 2751 DWORD padding : 2; 2752 2753 DWORD texgen[MAX_TEXTURES]; 2754 }; 2755 2756 struct wined3d_ffp_vs_desc 2757 { 2758 struct wine_rb_entry entry; 2759 struct wined3d_ffp_vs_settings settings; 2760 }; 2761 2762 void wined3d_ffp_get_vs_settings(const struct wined3d_context *context, 2763 const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN; 2764 2765 struct wined3d 2766 { 2767 LONG ref; 2768 DWORD flags; 2769 UINT adapter_count; 2770 struct wined3d_adapter adapters[1]; 2771 }; 2772 2773 HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN; 2774 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN; 2775 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN; 2776 2777 struct wined3d_rasterizer_state 2778 { 2779 LONG refcount; 2780 struct wined3d_rasterizer_state_desc desc; 2781 2782 void *parent; 2783 const struct wined3d_parent_ops *parent_ops; 2784 2785 struct wined3d_device *device; 2786 }; 2787 2788 struct wined3d_stream_output 2789 { 2790 struct wined3d_buffer *buffer; 2791 UINT offset; 2792 }; 2793 2794 struct wined3d_stream_state 2795 { 2796 struct wined3d_buffer *buffer; 2797 UINT offset; 2798 UINT stride; 2799 UINT frequency; 2800 UINT flags; 2801 }; 2802 2803 #define WINED3D_STATE_NO_REF 0x00000001 2804 #define WINED3D_STATE_INIT_DEFAULT 0x00000002 2805 2806 struct wined3d_state 2807 { 2808 DWORD flags; 2809 const struct wined3d_fb_state *fb; 2810 2811 struct wined3d_vertex_declaration *vertex_declaration; 2812 struct wined3d_stream_output stream_output[WINED3D_MAX_STREAM_OUTPUT_BUFFERS]; 2813 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */]; 2814 struct wined3d_buffer *index_buffer; 2815 enum wined3d_format_id index_format; 2816 unsigned int index_offset; 2817 int base_vertex_index; 2818 int load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */ 2819 GLenum gl_primitive_type; 2820 GLint gl_patch_vertices; 2821 struct wined3d_query *predicate; 2822 BOOL predicate_value; 2823 2824 struct wined3d_shader *shader[WINED3D_SHADER_TYPE_COUNT]; 2825 struct wined3d_buffer *cb[WINED3D_SHADER_TYPE_COUNT][MAX_CONSTANT_BUFFERS]; 2826 struct wined3d_sampler *sampler[WINED3D_SHADER_TYPE_COUNT][MAX_SAMPLER_OBJECTS]; 2827 struct wined3d_shader_resource_view *shader_resource_view[WINED3D_SHADER_TYPE_COUNT][MAX_SHADER_RESOURCE_VIEWS]; 2828 struct wined3d_unordered_access_view *unordered_access_view[WINED3D_PIPELINE_COUNT][MAX_UNORDERED_ACCESS_VIEWS]; 2829 2830 BOOL vs_consts_b[WINED3D_MAX_CONSTS_B]; 2831 struct wined3d_ivec4 vs_consts_i[WINED3D_MAX_CONSTS_I]; 2832 struct wined3d_vec4 vs_consts_f[WINED3D_MAX_VS_CONSTS_F]; 2833 2834 BOOL ps_consts_b[WINED3D_MAX_CONSTS_B]; 2835 struct wined3d_ivec4 ps_consts_i[WINED3D_MAX_CONSTS_I]; 2836 struct wined3d_vec4 ps_consts_f[WINED3D_MAX_PS_CONSTS_F]; 2837 2838 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS]; 2839 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; 2840 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1]; 2841 2842 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1]; 2843 struct wined3d_vec4 clip_planes[MAX_CLIP_DISTANCES]; 2844 struct wined3d_material material; 2845 struct wined3d_viewport viewport; 2846 RECT scissor_rect; 2847 2848 /* Light hashmap. Collisions are handled using linked lists. */ 2849 #define LIGHTMAP_SIZE 43 2850 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) 2851 struct list light_map[LIGHTMAP_SIZE]; 2852 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; 2853 2854 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1]; 2855 struct wined3d_rasterizer_state *rasterizer_state; 2856 }; 2857 2858 #define WINED3D_UNMAPPED_STAGE ~0u 2859 2860 /* Multithreaded flag. Removed from the public header to signal that 2861 * wined3d_device_create() ignores it. */ 2862 #define WINED3DCREATE_MULTITHREADED 0x00000004 2863 2864 struct wined3d_device 2865 { 2866 LONG ref; 2867 2868 /* WineD3D Information */ 2869 struct wined3d_device_parent *device_parent; 2870 struct wined3d *wined3d; 2871 struct wined3d_adapter *adapter; 2872 2873 /* Window styles to restore when switching fullscreen mode */ 2874 LONG style; 2875 LONG exStyle; 2876 2877 const struct wined3d_shader_backend_ops *shader_backend; 2878 void *shader_priv; 2879 void *fragment_priv; 2880 void *vertex_priv; 2881 struct StateEntry StateTable[STATE_HIGHEST + 1]; 2882 /* Array of functions for states which are handled by more than one pipeline part */ 2883 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1]; 2884 struct wined3d_blitter *blitter; 2885 2886 BYTE vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */ 2887 BYTE bCursorVisible : 1; 2888 BYTE d3d_initialized : 1; 2889 BYTE inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */ 2890 BYTE softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */ 2891 BYTE filter_messages : 1; 2892 BYTE padding : 2; 2893 2894 unsigned char surface_alignment; /* Line Alignment of surfaces */ 2895 2896 WORD padding2 : 16; 2897 2898 struct wined3d_state state; 2899 struct wined3d_state *update_state; 2900 struct wined3d_stateblock *recording; 2901 2902 /* Internal use fields */ 2903 struct wined3d_device_creation_parameters create_parms; 2904 HWND focus_window; 2905 2906 struct wined3d_rendertarget_view *back_buffer_view; 2907 struct wined3d_swapchain **swapchains; 2908 UINT swapchain_count; 2909 2910 struct list resources; /* a linked list to track resources created by the device */ 2911 struct list shaders; /* a linked list to track shaders (pixel and vertex) */ 2912 struct wine_rb_tree samplers; 2913 2914 /* Render Target Support */ 2915 struct wined3d_fb_state fb; 2916 struct wined3d_rendertarget_view *auto_depth_stencil_view; 2917 2918 /* Cursor management */ 2919 UINT xHotSpot; 2920 UINT yHotSpot; 2921 UINT xScreenSpace; 2922 UINT yScreenSpace; 2923 UINT cursorWidth, cursorHeight; 2924 struct wined3d_texture *cursor_texture; 2925 HCURSOR hardwareCursor; 2926 2927 /* The Wine logo texture */ 2928 struct wined3d_texture *logo_texture; 2929 2930 /* Textures for when no other textures are mapped */ 2931 struct 2932 { 2933 GLuint tex_2d; 2934 GLuint tex_rect; 2935 GLuint tex_3d; 2936 GLuint tex_cube; 2937 GLuint tex_cube_array; 2938 GLuint tex_2d_array; 2939 GLuint tex_buffer; 2940 } dummy_textures; 2941 2942 /* Default sampler used to emulate the direct resource access without using wined3d_sampler */ 2943 struct wined3d_sampler *default_sampler; 2944 struct wined3d_sampler *null_sampler; 2945 2946 /* Command stream */ 2947 struct wined3d_cs *cs; 2948 2949 /* Context management */ 2950 struct wined3d_context **contexts; 2951 UINT context_count; 2952 }; 2953 2954 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb, 2955 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, 2956 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN; 2957 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN; 2958 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN; 2959 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d, 2960 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags, 2961 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN; 2962 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode, 2963 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN; 2964 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN; 2965 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN; 2966 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN; 2967 2968 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state) 2969 { 2970 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT); 2971 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); 2972 return context->isStateDirty[idx] & (1u << shift); 2973 } 2974 2975 #define WINED3D_RESOURCE_ACCESS_GPU 0x1 2976 #define WINED3D_RESOURCE_ACCESS_CPU 0x2 2977 2978 struct wined3d_resource_ops 2979 { 2980 ULONG (*resource_incref)(struct wined3d_resource *resource); 2981 ULONG (*resource_decref)(struct wined3d_resource *resource); 2982 void (*resource_preload)(struct wined3d_resource *resource); 2983 void (*resource_unload)(struct wined3d_resource *resource); 2984 HRESULT (*resource_sub_resource_map)(struct wined3d_resource *resource, unsigned int sub_resource_idx, 2985 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags); 2986 HRESULT (*resource_sub_resource_unmap)(struct wined3d_resource *resource, unsigned int sub_resource_idx); 2987 }; 2988 2989 struct wined3d_resource 2990 { 2991 LONG ref; 2992 LONG bind_count; 2993 LONG map_count; 2994 LONG access_count; 2995 struct wined3d_device *device; 2996 enum wined3d_resource_type type; 2997 enum wined3d_gl_resource_type gl_type; 2998 const struct wined3d_format *format; 2999 unsigned int format_flags; 3000 enum wined3d_multisample_type multisample_type; 3001 UINT multisample_quality; 3002 DWORD usage; 3003 enum wined3d_pool pool; 3004 DWORD access_flags; 3005 WORD draw_binding; 3006 WORD map_binding; 3007 UINT width; 3008 UINT height; 3009 UINT depth; 3010 UINT size; 3011 DWORD priority; 3012 void *heap_memory; 3013 3014 void *parent; 3015 const struct wined3d_parent_ops *parent_ops; 3016 const struct wined3d_resource_ops *resource_ops; 3017 3018 struct list resource_list_entry; 3019 }; 3020 3021 static inline ULONG wined3d_resource_incref(struct wined3d_resource *resource) 3022 { 3023 return resource->resource_ops->resource_incref(resource); 3024 } 3025 3026 static inline ULONG wined3d_resource_decref(struct wined3d_resource *resource) 3027 { 3028 return resource->resource_ops->resource_decref(resource); 3029 } 3030 3031 static inline void wined3d_resource_acquire(struct wined3d_resource *resource) 3032 { 3033 InterlockedIncrement(&resource->access_count); 3034 } 3035 3036 static inline void wined3d_resource_release(struct wined3d_resource *resource) 3037 { 3038 InterlockedDecrement(&resource->access_count); 3039 } 3040 3041 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3042 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device, 3043 enum wined3d_resource_type type, const struct wined3d_format *format, 3044 enum wined3d_multisample_type multisample_type, UINT multisample_quality, 3045 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size, 3046 void *parent, const struct wined3d_parent_ops *parent_ops, 3047 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN; 3048 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3049 BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3050 void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3051 GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN; 3052 GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN; 3053 BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3054 void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3055 3056 /* Tests show that the start address of resources is 32 byte aligned */ 3057 #define RESOURCE_ALIGNMENT 16 3058 #define WINED3D_CONSTANT_BUFFER_ALIGNMENT 16 3059 3060 struct gl_texture 3061 { 3062 struct wined3d_sampler_desc sampler_desc; 3063 unsigned int base_level; 3064 GLuint name; 3065 }; 3066 3067 struct wined3d_texture_ops 3068 { 3069 void (*texture_upload_data)(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3070 const struct wined3d_context *context, const struct wined3d_box *box, 3071 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch); 3072 BOOL (*texture_load_location)(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3073 struct wined3d_context *context, DWORD location); 3074 void (*texture_prepare_texture)(struct wined3d_texture *texture, 3075 struct wined3d_context *context, BOOL srgb); 3076 void (*texture_cleanup_sub_resources)(struct wined3d_texture *texture); 3077 }; 3078 3079 #define WINED3D_TEXTURE_COND_NP2 0x00000001 3080 #define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002 3081 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004 3082 #define WINED3D_TEXTURE_IS_SRGB 0x00000008 3083 #define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010 3084 #define WINED3D_TEXTURE_RGB_VALID 0x00000020 3085 #define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040 3086 #define WINED3D_TEXTURE_SRGB_VALID 0x00000080 3087 #define WINED3D_TEXTURE_CONVERTED 0x00000100 3088 #define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200 3089 #define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400 3090 #define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800 3091 #define WINED3D_TEXTURE_DC_IN_USE 0x00001000 3092 #define WINED3D_TEXTURE_DISCARD 0x00002000 3093 #define WINED3D_TEXTURE_GET_DC 0x00004000 3094 #define WINED3D_TEXTURE_GENERATE_MIPMAPS 0x00008000 3095 3096 #define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001 3097 3098 struct wined3d_texture 3099 { 3100 struct wined3d_resource resource; 3101 const struct wined3d_texture_ops *texture_ops; 3102 struct gl_texture texture_rgb, texture_srgb; 3103 struct wined3d_swapchain *swapchain; 3104 unsigned int pow2_width; 3105 unsigned int pow2_height; 3106 UINT layer_count; 3107 UINT level_count; 3108 unsigned int download_count; 3109 unsigned int sysmem_count; 3110 float pow2_matrix[16]; 3111 UINT lod; 3112 enum wined3d_texture_filter_type filter_type; 3113 DWORD sampler; 3114 DWORD flags; 3115 GLenum target; 3116 DWORD update_map_binding; 3117 3118 GLuint rb_multisample; 3119 GLuint rb_resolved; 3120 3121 void *user_memory; 3122 unsigned int row_pitch; 3123 unsigned int slice_pitch; 3124 3125 /* May only be accessed from the command stream worker thread. */ 3126 struct wined3d_texture_async 3127 { 3128 DWORD flags; 3129 3130 /* Color keys for DDraw */ 3131 struct wined3d_color_key dst_blt_color_key; 3132 struct wined3d_color_key src_blt_color_key; 3133 struct wined3d_color_key dst_overlay_color_key; 3134 struct wined3d_color_key src_overlay_color_key; 3135 struct wined3d_color_key gl_color_key; 3136 DWORD color_key_flags; 3137 } async; 3138 3139 struct wined3d_texture_sub_resource 3140 { 3141 void *parent; 3142 const struct wined3d_parent_ops *parent_ops; 3143 3144 union 3145 { 3146 struct wined3d_surface *surface; 3147 } u; 3148 unsigned int offset; 3149 unsigned int size; 3150 3151 unsigned int map_count; 3152 DWORD locations; 3153 GLuint buffer_object; 3154 } sub_resources[1]; 3155 }; 3156 3157 static inline struct wined3d_texture *texture_from_resource(struct wined3d_resource *resource) 3158 { 3159 return CONTAINING_RECORD(resource, struct wined3d_texture, resource); 3160 } 3161 3162 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture, 3163 BOOL srgb) 3164 { 3165 return srgb ? &texture->texture_srgb : &texture->texture_rgb; 3166 } 3167 3168 static inline unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture, 3169 unsigned int level) 3170 { 3171 return max(1, texture->resource.width >> level); 3172 } 3173 3174 static inline unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture, 3175 unsigned int level) 3176 { 3177 return max(1, texture->resource.height >> level); 3178 } 3179 3180 static inline unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture, 3181 unsigned int level) 3182 { 3183 return max(1, texture->resource.depth >> level); 3184 } 3185 3186 static inline unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture, 3187 unsigned int level) 3188 { 3189 return max(1, texture->pow2_width >> level); 3190 } 3191 3192 static inline unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture, 3193 unsigned int level) 3194 { 3195 return max(1, texture->pow2_height >> level); 3196 } 3197 3198 void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture, 3199 const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN; 3200 void wined3d_texture_bind(struct wined3d_texture *texture, 3201 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; 3202 void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture, 3203 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; 3204 HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture, 3205 unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN; 3206 GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN; 3207 void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3208 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN; 3209 void wined3d_texture_invalidate_location(struct wined3d_texture *texture, 3210 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN; 3211 void wined3d_texture_load(struct wined3d_texture *texture, 3212 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; 3213 BOOL wined3d_texture_load_location(struct wined3d_texture *texture, 3214 unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 3215 BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3216 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 3217 void wined3d_texture_prepare_texture(struct wined3d_texture *texture, 3218 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; 3219 void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) DECLSPEC_HIDDEN; 3220 void wined3d_texture_set_swapchain(struct wined3d_texture *texture, 3221 struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 3222 void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx, 3223 const struct wined3d_context *context, const struct wined3d_box *box, 3224 const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch) DECLSPEC_HIDDEN; 3225 void wined3d_texture_validate_location(struct wined3d_texture *texture, 3226 unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN; 3227 3228 #define WINED3D_LOCATION_DISCARDED 0x00000001 3229 #define WINED3D_LOCATION_SYSMEM 0x00000002 3230 #define WINED3D_LOCATION_USER_MEMORY 0x00000004 3231 #define WINED3D_LOCATION_BUFFER 0x00000008 3232 #define WINED3D_LOCATION_TEXTURE_RGB 0x00000010 3233 #define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020 3234 #define WINED3D_LOCATION_DRAWABLE 0x00000040 3235 #define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080 3236 #define WINED3D_LOCATION_RB_RESOLVED 0x00000100 3237 3238 const char *wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN; 3239 3240 struct wined3d_renderbuffer_entry 3241 { 3242 struct list entry; 3243 GLuint id; 3244 UINT width; 3245 UINT height; 3246 }; 3247 3248 struct wined3d_fbo_resource 3249 { 3250 GLuint object; 3251 GLenum target; 3252 GLuint level, layer; 3253 }; 3254 3255 #define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1 3256 #define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2 3257 #define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4 3258 3259 struct fbo_entry 3260 { 3261 struct list entry; 3262 DWORD flags; 3263 DWORD rt_mask; 3264 GLuint id; 3265 struct wined3d_fbo_entry_key 3266 { 3267 DWORD rb_namespace; 3268 struct wined3d_fbo_resource objects[1]; 3269 } key; 3270 }; 3271 3272 struct wined3d_surface 3273 { 3274 struct wined3d_texture *container; 3275 3276 GLenum texture_target; 3277 unsigned int texture_level; 3278 unsigned int texture_layer; 3279 3280 /* For GetDC */ 3281 HBITMAP bitmap; 3282 HDC dc; 3283 3284 struct list renderbuffers; 3285 const struct wined3d_renderbuffer_entry *current_renderbuffer; 3286 3287 /* DirectDraw Overlay handling */ 3288 RECT overlay_srcrect; 3289 RECT overlay_destrect; 3290 struct wined3d_surface *overlay_dest; 3291 struct list overlays; 3292 struct list overlay_entry; 3293 }; 3294 3295 static inline unsigned int surface_get_sub_resource_idx(const struct wined3d_surface *surface) 3296 { 3297 return surface->texture_layer * surface->container->level_count + surface->texture_level; 3298 } 3299 3300 static inline struct wined3d_texture_sub_resource *surface_get_sub_resource(struct wined3d_surface *surface) 3301 { 3302 return &surface->container->sub_resources[surface_get_sub_resource_idx(surface)]; 3303 } 3304 3305 HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect, 3306 struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, 3307 const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN; 3308 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb, 3309 struct wined3d_context *context) DECLSPEC_HIDDEN; 3310 BOOL surface_load_location(struct wined3d_surface *surface, 3311 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 3312 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface, 3313 const struct wined3d_rendertarget_info *rt) DECLSPEC_HIDDEN; 3314 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN; 3315 void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, 3316 const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point, 3317 BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN; 3318 3319 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context, 3320 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN; 3321 3322 struct wined3d_sampler 3323 { 3324 struct wine_rb_entry entry; 3325 LONG refcount; 3326 GLuint name; 3327 struct wined3d_device *device; 3328 void *parent; 3329 const struct wined3d_parent_ops *parent_ops; 3330 struct wined3d_sampler_desc desc; 3331 }; 3332 3333 void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit, 3334 struct wined3d_texture *texture, const struct wined3d_context *context) DECLSPEC_HIDDEN; 3335 3336 struct wined3d_vertex_declaration_element 3337 { 3338 const struct wined3d_format *format; 3339 BOOL ffp_valid; 3340 unsigned int input_slot; 3341 unsigned int offset; 3342 unsigned int output_slot; 3343 enum wined3d_input_classification input_slot_class; 3344 unsigned int instance_data_step_rate; 3345 BYTE method; 3346 BYTE usage; 3347 BYTE usage_idx; 3348 }; 3349 3350 struct wined3d_vertex_declaration 3351 { 3352 LONG ref; 3353 void *parent; 3354 const struct wined3d_parent_ops *parent_ops; 3355 struct wined3d_device *device; 3356 3357 struct wined3d_vertex_declaration_element *elements; 3358 UINT element_count; 3359 3360 BOOL position_transformed; 3361 BOOL half_float_conv_needed; 3362 }; 3363 3364 struct wined3d_saved_states 3365 { 3366 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1]; 3367 WORD streamSource; /* MAX_STREAMS, 16 */ 3368 WORD streamFreq; /* MAX_STREAMS, 16 */ 3369 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1]; 3370 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */ 3371 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */ 3372 DWORD clipplane; /* WINED3D_MAX_USER_CLIP_PLANES, 32 */ 3373 WORD pixelShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */ 3374 WORD pixelShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */ 3375 BOOL ps_consts_f[WINED3D_MAX_PS_CONSTS_F]; 3376 WORD vertexShaderConstantsB; /* WINED3D_MAX_CONSTS_B, 16 */ 3377 WORD vertexShaderConstantsI; /* WINED3D_MAX_CONSTS_I, 16 */ 3378 BOOL vs_consts_f[WINED3D_MAX_VS_CONSTS_F]; 3379 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */ 3380 DWORD indices : 1; 3381 DWORD material : 1; 3382 DWORD viewport : 1; 3383 DWORD vertexDecl : 1; 3384 DWORD pixelShader : 1; 3385 DWORD vertexShader : 1; 3386 DWORD scissorRect : 1; 3387 DWORD padding : 5; 3388 }; 3389 3390 struct StageState { 3391 DWORD stage; 3392 DWORD state; 3393 }; 3394 3395 struct wined3d_stateblock 3396 { 3397 LONG ref; /* Note: Ref counting not required */ 3398 struct wined3d_device *device; 3399 3400 /* Array indicating whether things have been set or changed */ 3401 struct wined3d_saved_states changed; 3402 struct wined3d_state state; 3403 3404 /* Contained state management */ 3405 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1]; 3406 unsigned int num_contained_render_states; 3407 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1]; 3408 unsigned int num_contained_transform_states; 3409 DWORD contained_vs_consts_i[WINED3D_MAX_CONSTS_I]; 3410 unsigned int num_contained_vs_consts_i; 3411 DWORD contained_vs_consts_b[WINED3D_MAX_CONSTS_B]; 3412 unsigned int num_contained_vs_consts_b; 3413 DWORD contained_vs_consts_f[WINED3D_MAX_VS_CONSTS_F]; 3414 unsigned int num_contained_vs_consts_f; 3415 DWORD contained_ps_consts_i[WINED3D_MAX_CONSTS_I]; 3416 unsigned int num_contained_ps_consts_i; 3417 DWORD contained_ps_consts_b[WINED3D_MAX_CONSTS_B]; 3418 unsigned int num_contained_ps_consts_b; 3419 DWORD contained_ps_consts_f[WINED3D_MAX_PS_CONSTS_F]; 3420 unsigned int num_contained_ps_consts_f; 3421 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)]; 3422 unsigned int num_contained_tss_states; 3423 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE]; 3424 unsigned int num_contained_sampler_states; 3425 }; 3426 3427 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN; 3428 3429 void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN; 3430 void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info, 3431 struct wined3d_light_info *light_info, BOOL enable) DECLSPEC_HIDDEN; 3432 struct wined3d_light_info *wined3d_state_get_light(const struct wined3d_state *state, 3433 unsigned int idx) DECLSPEC_HIDDEN; 3434 void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb, 3435 const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info, 3436 DWORD flags) DECLSPEC_HIDDEN; 3437 void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN; 3438 3439 enum wined3d_cs_queue_id 3440 { 3441 WINED3D_CS_QUEUE_DEFAULT = 0, 3442 WINED3D_CS_QUEUE_MAP, 3443 WINED3D_CS_QUEUE_COUNT, 3444 }; 3445 3446 enum wined3d_push_constants 3447 { 3448 WINED3D_PUSH_CONSTANTS_VS_F, 3449 WINED3D_PUSH_CONSTANTS_PS_F, 3450 WINED3D_PUSH_CONSTANTS_VS_I, 3451 WINED3D_PUSH_CONSTANTS_PS_I, 3452 WINED3D_PUSH_CONSTANTS_VS_B, 3453 WINED3D_PUSH_CONSTANTS_PS_B, 3454 }; 3455 3456 #define WINED3D_CS_QUERY_POLL_INTERVAL 10u 3457 #define WINED3D_CS_QUEUE_SIZE 0x100000u 3458 #define WINED3D_CS_SPIN_COUNT 10000000u 3459 3460 struct wined3d_cs_queue 3461 { 3462 LONG head, tail; 3463 BYTE data[WINED3D_CS_QUEUE_SIZE]; 3464 }; 3465 3466 struct wined3d_cs_ops 3467 { 3468 void *(*require_space)(struct wined3d_cs *cs, size_t size, enum wined3d_cs_queue_id queue_id); 3469 void (*submit)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id); 3470 void (*finish)(struct wined3d_cs *cs, enum wined3d_cs_queue_id queue_id); 3471 void (*push_constants)(struct wined3d_cs *cs, enum wined3d_push_constants p, 3472 unsigned int start_idx, unsigned int count, const void *constants); 3473 }; 3474 3475 struct wined3d_cs 3476 { 3477 const struct wined3d_cs_ops *ops; 3478 struct wined3d_device *device; 3479 struct wined3d_fb_state fb; 3480 struct wined3d_state state; 3481 HMODULE wined3d_module; 3482 HANDLE thread; 3483 DWORD thread_id; 3484 3485 struct wined3d_cs_queue queue[WINED3D_CS_QUEUE_COUNT]; 3486 size_t data_size, start, end; 3487 void *data; 3488 struct list query_poll_list; 3489 BOOL queries_flushed; 3490 3491 HANDLE event; 3492 BOOL waiting_for_event; 3493 LONG pending_presents; 3494 }; 3495 3496 struct wined3d_cs *wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN; 3497 void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN; 3498 void wined3d_cs_destroy_object(struct wined3d_cs *cs, 3499 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN; 3500 void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs, 3501 struct wined3d_texture *texture, unsigned int layer) DECLSPEC_HIDDEN; 3502 void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *dst_resource, 3503 unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box, struct wined3d_resource *src_resource, 3504 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags, 3505 const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN; 3506 void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects, 3507 DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN; 3508 void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view, 3509 const RECT *rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN; 3510 void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs, 3511 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value) DECLSPEC_HIDDEN; 3512 void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs *cs, struct wined3d_buffer *dst_buffer, 3513 unsigned int offset, struct wined3d_unordered_access_view *uav) DECLSPEC_HIDDEN; 3514 void wined3d_cs_emit_dispatch(struct wined3d_cs *cs, 3515 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z) DECLSPEC_HIDDEN; 3516 void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs, 3517 struct wined3d_buffer *buffer, unsigned int offset) DECLSPEC_HIDDEN; 3518 void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count, 3519 int base_vertex_idx, unsigned int start_idx, unsigned int index_count, 3520 unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN; 3521 void wined3d_cs_emit_draw_indirect(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count, 3522 struct wined3d_buffer *buffer, unsigned int offset, BOOL indexed) DECLSPEC_HIDDEN; 3523 void wined3d_cs_emit_flush(struct wined3d_cs *cs) DECLSPEC_HIDDEN; 3524 void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs *cs, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN; 3525 void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3526 void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain, 3527 const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, DWORD flags) DECLSPEC_HIDDEN; 3528 void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags) DECLSPEC_HIDDEN; 3529 void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN; 3530 void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx, 3531 const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN; 3532 void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture, 3533 WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN; 3534 void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type, 3535 UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN; 3536 void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs, 3537 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN; 3538 void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer, 3539 enum wined3d_format_id format_id, unsigned int offset) DECLSPEC_HIDDEN; 3540 void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light_info *light) DECLSPEC_HIDDEN; 3541 void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, BOOL enable) DECLSPEC_HIDDEN; 3542 void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN; 3543 void wined3d_cs_emit_set_predication(struct wined3d_cs *cs, 3544 struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN; 3545 void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs, 3546 struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN; 3547 void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, 3548 enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN; 3549 void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx, 3550 struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN; 3551 void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type, 3552 UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN; 3553 void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type, 3554 UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN; 3555 void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx, 3556 enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN; 3557 void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN; 3558 void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type, 3559 struct wined3d_shader *shader) DECLSPEC_HIDDEN; 3560 void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx, 3561 struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN; 3562 void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx, 3563 struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN; 3564 void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx, 3565 UINT frequency, UINT flags) DECLSPEC_HIDDEN; 3566 void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN; 3567 void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage, 3568 enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN; 3569 void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state, 3570 const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN; 3571 void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined3d_pipeline pipeline, 3572 unsigned int view_idx, struct wined3d_unordered_access_view *view, 3573 unsigned int initial_count) DECLSPEC_HIDDEN; 3574 void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs, 3575 struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN; 3576 void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN; 3577 void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN; 3578 void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource, 3579 unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch, 3580 unsigned int slice_pitch) DECLSPEC_HIDDEN; 3581 void wined3d_cs_init_object(struct wined3d_cs *cs, 3582 void (*callback)(void *object), void *object) DECLSPEC_HIDDEN; 3583 HRESULT wined3d_cs_map(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx, 3584 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags) DECLSPEC_HIDDEN; 3585 HRESULT wined3d_cs_unmap(struct wined3d_cs *cs, struct wined3d_resource *resource, 3586 unsigned int sub_resource_idx) DECLSPEC_HIDDEN; 3587 3588 static inline void wined3d_cs_push_constants(struct wined3d_cs *cs, enum wined3d_push_constants p, 3589 unsigned int start_idx, unsigned int count, const void *constants) 3590 { 3591 cs->ops->push_constants(cs, p, start_idx, count, constants); 3592 } 3593 3594 static inline void wined3d_resource_wait_idle(struct wined3d_resource *resource) 3595 { 3596 const struct wined3d_cs *cs = resource->device->cs; 3597 3598 if (!cs->thread || cs->thread_id == GetCurrentThreadId()) 3599 return; 3600 3601 while (InterlockedCompareExchange(&resource->access_count, 0, 0)) 3602 wined3d_pause(); 3603 } 3604 3605 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other 3606 * fixed function semantics as D3DCOLOR or FLOAT16 */ 3607 enum wined3d_buffer_conversion_type 3608 { 3609 CONV_NONE, 3610 CONV_D3DCOLOR, 3611 CONV_POSITIONT, 3612 }; 3613 3614 struct wined3d_map_range 3615 { 3616 UINT offset; 3617 UINT size; 3618 }; 3619 3620 struct wined3d_buffer 3621 { 3622 struct wined3d_resource resource; 3623 3624 struct wined3d_buffer_desc desc; 3625 3626 GLuint buffer_object; 3627 GLenum buffer_object_usage; 3628 GLenum buffer_type_hint; 3629 unsigned int bind_flags; 3630 DWORD flags; 3631 DWORD locations; 3632 void *map_ptr; 3633 3634 struct wined3d_map_range *maps; 3635 SIZE_T maps_size, modified_areas; 3636 struct wined3d_fence *fence; 3637 3638 /* conversion stuff */ 3639 UINT decl_change_count, full_conversion_count; 3640 UINT draw_count; 3641 UINT stride; /* 0 if no conversion */ 3642 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */ 3643 UINT conversion_stride; /* 0 if no shifted conversion */ 3644 }; 3645 3646 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource) 3647 { 3648 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource); 3649 } 3650 3651 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer, 3652 struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN; 3653 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location) DECLSPEC_HIDDEN; 3654 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context, 3655 const struct wined3d_state *state) DECLSPEC_HIDDEN; 3656 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer, 3657 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 3658 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN; 3659 void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset, 3660 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN; 3661 void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context, 3662 const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN; 3663 3664 struct wined3d_rendertarget_view 3665 { 3666 LONG refcount; 3667 3668 struct wined3d_resource *resource; 3669 void *parent; 3670 const struct wined3d_parent_ops *parent_ops; 3671 3672 struct wined3d_gl_view gl_view; 3673 const struct wined3d_format *format; 3674 unsigned int format_flags; 3675 unsigned int sub_resource_idx; 3676 unsigned int layer_count; 3677 3678 unsigned int width; 3679 unsigned int height; 3680 3681 struct wined3d_view_desc desc; 3682 }; 3683 3684 static inline struct wined3d_surface *wined3d_rendertarget_view_get_surface( 3685 const struct wined3d_rendertarget_view *view) 3686 { 3687 struct wined3d_texture *texture; 3688 3689 if (!view || view->resource->type != WINED3D_RTYPE_TEXTURE_2D) 3690 return NULL; 3691 3692 texture = texture_from_resource(view->resource); 3693 3694 return texture->sub_resources[view->sub_resource_idx].u.surface; 3695 } 3696 3697 void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view, 3698 const struct wined3d_context *context, unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN; 3699 void wined3d_rendertarget_view_invalidate_location(struct wined3d_rendertarget_view *view, 3700 DWORD location) DECLSPEC_HIDDEN; 3701 void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view, 3702 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 3703 void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view *view, 3704 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 3705 void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_view *view, 3706 DWORD location) DECLSPEC_HIDDEN; 3707 3708 struct wined3d_shader_resource_view 3709 { 3710 LONG refcount; 3711 3712 struct wined3d_resource *resource; 3713 void *parent; 3714 const struct wined3d_parent_ops *parent_ops; 3715 3716 struct wined3d_gl_view gl_view; 3717 const struct wined3d_format *format; 3718 3719 struct wined3d_view_desc desc; 3720 }; 3721 3722 void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN; 3723 void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view, unsigned int unit, 3724 struct wined3d_sampler *sampler, struct wined3d_context *context) DECLSPEC_HIDDEN; 3725 3726 struct wined3d_unordered_access_view 3727 { 3728 LONG refcount; 3729 3730 struct wined3d_resource *resource; 3731 void *parent; 3732 const struct wined3d_parent_ops *parent_ops; 3733 3734 struct wined3d_gl_view gl_view; 3735 const struct wined3d_format *format; 3736 GLuint counter_bo; 3737 3738 struct wined3d_view_desc desc; 3739 }; 3740 3741 void wined3d_unordered_access_view_clear_uint(struct wined3d_unordered_access_view *view, 3742 const struct wined3d_uvec4 *clear_value, struct wined3d_context *context) DECLSPEC_HIDDEN; 3743 void wined3d_unordered_access_view_copy_counter(struct wined3d_unordered_access_view *view, 3744 struct wined3d_buffer *buffer, unsigned int offset, struct wined3d_context *context) DECLSPEC_HIDDEN; 3745 void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view, 3746 DWORD location) DECLSPEC_HIDDEN; 3747 void wined3d_unordered_access_view_set_counter(struct wined3d_unordered_access_view *view, 3748 unsigned int value) DECLSPEC_HIDDEN; 3749 3750 struct wined3d_swapchain_ops 3751 { 3752 void (*swapchain_present)(struct wined3d_swapchain *swapchain, 3753 const RECT *src_rect, const RECT *dst_rect, DWORD flags); 3754 void (*swapchain_frontbuffer_updated)(struct wined3d_swapchain *swapchain); 3755 }; 3756 3757 struct wined3d_swapchain 3758 { 3759 LONG ref; 3760 void *parent; 3761 const struct wined3d_parent_ops *parent_ops; 3762 const struct wined3d_swapchain_ops *swapchain_ops; 3763 struct wined3d_device *device; 3764 3765 struct wined3d_texture **back_buffers; 3766 struct wined3d_texture *front_buffer; 3767 struct wined3d_swapchain_desc desc; 3768 struct wined3d_display_mode original_mode, d3d_mode; 3769 RECT original_window_rect; 3770 struct wined3d_gamma_ramp orig_gamma; 3771 BOOL render_to_fbo, reapply_mode; 3772 const struct wined3d_format *ds_format; 3773 struct wined3d_palette *palette; 3774 RECT front_buffer_update; 3775 3776 LONG prev_time, frames; /* Performance tracking */ 3777 3778 struct wined3d_context **context; 3779 unsigned int num_contexts; 3780 3781 HWND win_handle; 3782 HWND device_window; 3783 3784 HDC backup_dc; 3785 HWND backup_wnd; 3786 }; 3787 3788 void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN; 3789 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 3790 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 3791 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 3792 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 3793 void swapchain_update_swap_interval(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 3794 3795 /***************************************************************************** 3796 * Utility function prototypes 3797 */ 3798 3799 /* Trace routines */ 3800 const char *debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN; 3801 const char *debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN; 3802 const char *debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN; 3803 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN; 3804 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN; 3805 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN; 3806 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN; 3807 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN; 3808 const char *debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN; 3809 const char *debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN; 3810 const char *debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN; 3811 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN; 3812 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN; 3813 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN; 3814 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN; 3815 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN; 3816 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN; 3817 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN; 3818 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN; 3819 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN; 3820 const char *debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN; 3821 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN; 3822 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN; 3823 const char *debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN; 3824 const char *debug_uvec4(const struct wined3d_uvec4 *v) DECLSPEC_HIDDEN; 3825 const char *debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN; 3826 const char *debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN; 3827 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN; 3828 3829 BOOL is_invalid_op(const struct wined3d_state *state, int stage, 3830 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN; 3831 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, 3832 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3, 3833 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN; 3834 void texture_activate_dimensions(const struct wined3d_texture *texture, 3835 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 3836 void sampler_texdim(struct wined3d_context *context, 3837 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3838 void tex_alphaop(struct wined3d_context *context, 3839 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3840 void apply_pixelshader(struct wined3d_context *context, 3841 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3842 void state_alpha_test(struct wined3d_context *context, 3843 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3844 void state_fogcolor(struct wined3d_context *context, 3845 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3846 void state_fogdensity(struct wined3d_context *context, 3847 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3848 void state_fogstartend(struct wined3d_context *context, 3849 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3850 void state_fog_fragpart(struct wined3d_context *context, 3851 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3852 void state_nop(struct wined3d_context *context, 3853 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3854 void state_srgbwrite(struct wined3d_context *context, 3855 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3856 3857 void state_clipping(struct wined3d_context *context, 3858 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3859 void clipplane(struct wined3d_context *context, 3860 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3861 void state_pointsprite_w(struct wined3d_context *context, 3862 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3863 void state_pointsprite(struct wined3d_context *context, 3864 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3865 void state_shademode(struct wined3d_context *context, 3866 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 3867 3868 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN; 3869 3870 /* Math utils */ 3871 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1, 3872 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN; 3873 3874 void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN; 3875 3876 struct wined3d_shader_lconst 3877 { 3878 struct list entry; 3879 unsigned int idx; 3880 DWORD value[4]; 3881 }; 3882 3883 struct wined3d_shader_limits 3884 { 3885 unsigned int sampler; 3886 unsigned int constant_int; 3887 unsigned int constant_float; 3888 unsigned int constant_bool; 3889 unsigned int packed_output; 3890 unsigned int packed_input; 3891 }; 3892 3893 #ifdef __GNUC__ 3894 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args))) 3895 #else 3896 #define PRINTF_ATTR(fmt,args) 3897 #endif 3898 3899 struct wined3d_string_buffer_list 3900 { 3901 struct list list; 3902 }; 3903 3904 struct wined3d_string_buffer *string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN; 3905 void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format, ...) PRINTF_ATTR(2, 3) DECLSPEC_HIDDEN; 3906 void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN; 3907 void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN; 3908 void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN; 3909 3910 int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN; 3911 BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN; 3912 int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN; 3913 3914 struct wined3d_shader_phase 3915 { 3916 const DWORD *start; 3917 const DWORD *end; 3918 unsigned int instance_count; 3919 unsigned int temporary_count; 3920 }; 3921 3922 struct wined3d_vertex_shader 3923 { 3924 struct wined3d_shader_attribute attributes[MAX_ATTRIBS]; 3925 }; 3926 3927 struct wined3d_hull_shader 3928 { 3929 struct 3930 { 3931 struct wined3d_shader_phase *control_point; 3932 unsigned int fork_count; 3933 unsigned int join_count; 3934 struct wined3d_shader_phase *fork; 3935 SIZE_T fork_size; 3936 struct wined3d_shader_phase *join; 3937 SIZE_T join_size; 3938 } phases; 3939 unsigned int output_vertex_count; 3940 enum wined3d_tessellator_output_primitive tessellator_output_primitive; 3941 enum wined3d_tessellator_partitioning tessellator_partitioning; 3942 }; 3943 3944 struct wined3d_domain_shader 3945 { 3946 enum wined3d_tessellator_domain tessellator_domain; 3947 }; 3948 3949 struct wined3d_geometry_shader 3950 { 3951 enum wined3d_primitive_type input_type; 3952 enum wined3d_primitive_type output_type; 3953 unsigned int vertices_out; 3954 unsigned int instance_count; 3955 3956 struct wined3d_stream_output_desc so_desc; 3957 }; 3958 3959 struct wined3d_pixel_shader 3960 { 3961 /* Pixel shader input semantics */ 3962 DWORD input_reg_map[MAX_REG_INPUT]; 3963 DWORD input_reg_used; /* MAX_REG_INPUT, 32 */ 3964 unsigned int declared_in_count; 3965 3966 /* Some information about the shader behavior */ 3967 BOOL color0_mov; 3968 DWORD color0_reg; 3969 3970 BOOL force_early_depth_stencil; 3971 enum wined3d_shader_register_type depth_output; 3972 DWORD interpolation_mode[WINED3D_PACKED_INTERPOLATION_SIZE]; 3973 }; 3974 3975 struct wined3d_compute_shader 3976 { 3977 struct wined3d_shader_thread_group_size thread_group_size; 3978 }; 3979 3980 struct wined3d_shader 3981 { 3982 LONG ref; 3983 const struct wined3d_shader_limits *limits; 3984 DWORD *function; 3985 UINT functionLength; 3986 BOOL load_local_constsF; 3987 const struct wined3d_shader_frontend *frontend; 3988 void *frontend_data; 3989 void *backend_data; 3990 3991 void *parent; 3992 const struct wined3d_parent_ops *parent_ops; 3993 3994 /* Programs this shader is linked with */ 3995 struct list linked_programs; 3996 3997 /* Immediate constants (override global ones) */ 3998 struct list constantsB; 3999 struct list constantsF; 4000 struct list constantsI; 4001 struct wined3d_shader_reg_maps reg_maps; 4002 BOOL lconst_inf_or_nan; 4003 4004 struct wined3d_shader_signature input_signature; 4005 struct wined3d_shader_signature output_signature; 4006 struct wined3d_shader_signature patch_constant_signature; 4007 char *signature_strings; 4008 4009 /* Pointer to the parent device */ 4010 struct wined3d_device *device; 4011 struct list shader_list_entry; 4012 4013 union 4014 { 4015 struct wined3d_vertex_shader vs; 4016 struct wined3d_hull_shader hs; 4017 struct wined3d_domain_shader ds; 4018 struct wined3d_geometry_shader gs; 4019 struct wined3d_pixel_shader ps; 4020 struct wined3d_compute_shader cs; 4021 } u; 4022 }; 4023 4024 void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN; 4025 void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, 4026 BOOL position_transformed, struct ps_compile_args *args, 4027 const struct wined3d_context *context) DECLSPEC_HIDDEN; 4028 4029 BOOL vshader_get_input(const struct wined3d_shader *shader, 4030 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN; 4031 void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, 4032 WORD swizzle_map, struct vs_compile_args *args, 4033 const struct wined3d_context *context) DECLSPEC_HIDDEN; 4034 4035 void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, 4036 struct ds_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN; 4037 4038 void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, 4039 struct gs_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN; 4040 4041 void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN; 4042 BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN; 4043 void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN; 4044 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, 4045 unsigned int max) DECLSPEC_HIDDEN; 4046 HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer, 4047 const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx, 4048 const DWORD *start, const DWORD *end) DECLSPEC_HIDDEN; 4049 BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN; 4050 4051 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg) 4052 { 4053 switch (reg->type) 4054 { 4055 case WINED3DSPR_RASTOUT: 4056 /* oFog & oPts */ 4057 if (reg->idx[0].offset) 4058 return TRUE; 4059 /* oPos */ 4060 return FALSE; 4061 4062 case WINED3DSPR_DEPTHOUT: /* oDepth */ 4063 case WINED3DSPR_DEPTHOUTGE: 4064 case WINED3DSPR_DEPTHOUTLE: 4065 case WINED3DSPR_CONSTBOOL: /* b# */ 4066 case WINED3DSPR_LOOP: /* aL */ 4067 case WINED3DSPR_PREDICATE: /* p0 */ 4068 case WINED3DSPR_PRIMID: /* primID */ 4069 return TRUE; 4070 4071 case WINED3DSPR_MISCTYPE: 4072 switch (reg->idx[0].offset) 4073 { 4074 case 0: /* vPos */ 4075 return FALSE; 4076 case 1: /* vFace */ 4077 return TRUE; 4078 default: 4079 return FALSE; 4080 } 4081 4082 case WINED3DSPR_IMMCONST: 4083 return reg->immconst_type == WINED3D_IMMCONST_SCALAR; 4084 4085 default: 4086 return FALSE; 4087 } 4088 } 4089 4090 static inline void shader_get_position_fixup(const struct wined3d_context *context, 4091 const struct wined3d_state *state, float *position_fixup) 4092 { 4093 float center_offset; 4094 4095 if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER) 4096 center_offset = 63.0f / 64.0f; 4097 else 4098 center_offset = -1.0f / 64.0f; 4099 4100 position_fixup[0] = 1.0f; 4101 position_fixup[1] = 1.0f; 4102 position_fixup[2] = center_offset / state->viewport.width; 4103 position_fixup[3] = -center_offset / state->viewport.height; 4104 4105 if (context->render_offscreen) 4106 { 4107 position_fixup[1] *= -1.0f; 4108 position_fixup[3] *= -1.0f; 4109 } 4110 } 4111 4112 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg) 4113 { 4114 struct wined3d_shader_lconst *lconst; 4115 4116 if (shader->load_local_constsF) 4117 return FALSE; 4118 4119 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry) 4120 { 4121 if (lconst->idx == reg) 4122 return TRUE; 4123 } 4124 4125 return FALSE; 4126 } 4127 4128 void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN; 4129 void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state, 4130 unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN; 4131 void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state, 4132 struct wined3d_matrix *mat) DECLSPEC_HIDDEN; 4133 void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state, 4134 unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN; 4135 void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state, 4136 float *out_min, float *out_max) DECLSPEC_HIDDEN; 4137 void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state, 4138 float *out_pointsize, float *out_att) DECLSPEC_HIDDEN; 4139 void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state, 4140 float *start, float *end) DECLSPEC_HIDDEN; 4141 4142 /* Using additional shader constants (uniforms in GLSL / program environment 4143 * or local parameters in ARB) is costly: 4144 * ARB only knows float4 parameters and GLSL compiler are not really smart 4145 * when it comes to efficiently pack float2 uniforms, so no space is wasted 4146 * (in fact most compilers map a float2 to a full float4 uniform). 4147 * 4148 * For NP2 texcoord fixup we only need 2 floats (width and height) for each 4149 * 2D texture used in the shader. We therefore pack fixup info for 2 textures 4150 * into a single shader constant (uniform / program parameter). 4151 * 4152 * This structure is shared between the GLSL and the ARB backend.*/ 4153 struct ps_np2fixup_info { 4154 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */ 4155 WORD active; /* bitfield indicating if we can apply the fixup */ 4156 WORD num_consts; 4157 }; 4158 4159 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN; 4160 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN; 4161 4162 struct wined3d_palette 4163 { 4164 LONG ref; 4165 struct wined3d_device *device; 4166 4167 unsigned int size; 4168 RGBQUAD colors[256]; 4169 DWORD flags; 4170 }; 4171 4172 /* DirectDraw utility functions */ 4173 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN; 4174 4175 /***************************************************************************** 4176 * Pixel format management 4177 */ 4178 4179 /* WineD3D pixel format flags */ 4180 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001 4181 #define WINED3DFMT_FLAG_FILTERING 0x00000002 4182 #define WINED3DFMT_FLAG_DEPTH 0x00000004 4183 #define WINED3DFMT_FLAG_STENCIL 0x00000008 4184 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010 4185 #define WINED3DFMT_FLAG_EXTENSION 0x00000020 4186 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040 4187 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080 4188 #define WINED3DFMT_FLAG_FLOAT 0x00000200 4189 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400 4190 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800 4191 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000 4192 #define WINED3DFMT_FLAG_VTF 0x00002000 4193 #define WINED3DFMT_FLAG_SHADOW 0x00004000 4194 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000 4195 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000 4196 #define WINED3DFMT_FLAG_BLOCKS 0x00020000 4197 #define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000 4198 #define WINED3DFMT_FLAG_TEXTURE 0x00080000 4199 #define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000 4200 #define WINED3DFMT_FLAG_INTEGER 0x00200000 4201 4202 struct wined3d_rational 4203 { 4204 UINT numerator; 4205 UINT denominator; 4206 }; 4207 4208 struct wined3d_color_key_conversion 4209 { 4210 enum wined3d_format_id dst_format; 4211 void (*convert)(const BYTE *src, unsigned int src_pitch, BYTE *dst, unsigned int dst_pitch, unsigned int width, 4212 unsigned int height, const struct wined3d_palette *palette, const struct wined3d_color_key *color_key); 4213 }; 4214 4215 struct wined3d_format 4216 { 4217 enum wined3d_format_id id; 4218 4219 D3DDDIFORMAT ddi_format; 4220 DWORD red_size; 4221 DWORD green_size; 4222 DWORD blue_size; 4223 DWORD alpha_size; 4224 DWORD red_offset; 4225 DWORD green_offset; 4226 DWORD blue_offset; 4227 DWORD alpha_offset; 4228 UINT byte_count; 4229 BYTE depth_size; 4230 BYTE stencil_size; 4231 4232 UINT block_width; 4233 UINT block_height; 4234 UINT block_byte_count; 4235 4236 enum wined3d_ffp_emit_idx emit_idx; 4237 GLint component_count; 4238 GLenum gl_vtx_type; 4239 GLint gl_vtx_format; 4240 GLboolean gl_normalized; 4241 unsigned int attribute_size; 4242 4243 GLint glInternal; 4244 GLint glGammaInternal; 4245 GLint rtInternal; 4246 GLint glFormat; 4247 GLint glType; 4248 UINT conv_byte_count; 4249 DWORD multisample_types; 4250 unsigned int flags[WINED3D_GL_RES_TYPE_COUNT]; 4251 float depth_bias_scale; 4252 struct wined3d_rational height_scale; 4253 struct color_fixup_desc color_fixup; 4254 void (*upload)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch, 4255 unsigned int dst_row_pitch, unsigned dst_slice_pitch, 4256 unsigned int width, unsigned int height, unsigned int depth); 4257 void (*download)(const BYTE *src, BYTE *dst, unsigned int src_row_pitch, unsigned int src_slice_pitch, 4258 unsigned int dst_row_pitch, unsigned dst_slice_pitch, 4259 unsigned int width, unsigned int height, unsigned int depth); 4260 4261 enum wined3d_format_id typeless_id; 4262 GLenum gl_view_class; 4263 }; 4264 4265 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info, 4266 enum wined3d_format_id format_id, unsigned int resource_usage) DECLSPEC_HIDDEN; 4267 void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment, 4268 unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN; 4269 UINT wined3d_format_calculate_size(const struct wined3d_format *format, 4270 UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN; 4271 DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, 4272 const struct wined3d_color *color) DECLSPEC_HIDDEN; 4273 void wined3d_format_get_float_color_key(const struct wined3d_format *format, 4274 const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN; 4275 BOOL wined3d_format_is_depth_view(enum wined3d_format_id resource_format_id, 4276 enum wined3d_format_id view_format_id) DECLSPEC_HIDDEN; 4277 const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion( 4278 const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN; 4279 BOOL wined3d_formats_are_srgb_variants(enum wined3d_format_id format1, 4280 enum wined3d_format_id format2) DECLSPEC_HIDDEN; 4281 4282 BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size) DECLSPEC_HIDDEN; 4283 4284 static inline BOOL wined3d_format_is_typeless(const struct wined3d_format *format) 4285 { 4286 return format->id == format->typeless_id && format->id != WINED3DFMT_UNKNOWN; 4287 } 4288 4289 static inline void *wined3d_calloc(SIZE_T count, SIZE_T size) 4290 { 4291 if (count > ~(SIZE_T)0 / size) 4292 return NULL; 4293 return HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, count * size); 4294 } 4295 4296 static inline BOOL use_vs(const struct wined3d_state *state) 4297 { 4298 /* Check state->vertex_declaration to allow this to be used before the 4299 * stream info is validated, for example in device_update_tex_unit_map(). */ 4300 return state->shader[WINED3D_SHADER_TYPE_VERTEX] 4301 && (!state->vertex_declaration || !state->vertex_declaration->position_transformed); 4302 } 4303 4304 static inline BOOL use_ps(const struct wined3d_state *state) 4305 { 4306 return !!state->shader[WINED3D_SHADER_TYPE_PIXEL]; 4307 } 4308 4309 static inline void context_apply_state(struct wined3d_context *context, 4310 const struct wined3d_state *state, DWORD state_id) 4311 { 4312 const struct StateEntry *state_table = context->state_table; 4313 DWORD rep = state_table[state_id].representative; 4314 state_table[rep].apply(context, state, rep); 4315 } 4316 4317 static inline BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context, 4318 const struct wined3d_texture *texture) 4319 { 4320 unsigned int flags = texture->resource.format_flags 4321 & (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE); 4322 4323 return (!context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE] 4324 || (flags && flags != (WINED3DFMT_FLAG_SRGB_READ | WINED3DFMT_FLAG_SRGB_WRITE))) 4325 && context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL; 4326 } 4327 4328 static inline BOOL needs_srgb_write(const struct wined3d_context *context, 4329 const struct wined3d_state *state, const struct wined3d_fb_state *fb) 4330 { 4331 return (!(context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL) 4332 || state->render_states[WINED3D_RS_SRGBWRITEENABLE]) 4333 && fb->render_targets[0] && fb->render_targets[0]->format_flags & WINED3DFMT_FLAG_SRGB_WRITE; 4334 } 4335 4336 static inline GLuint wined3d_texture_get_texture_name(const struct wined3d_texture *texture, 4337 const struct wined3d_context *context, BOOL srgb) 4338 { 4339 return srgb && needs_separate_srgb_gl_texture(context, texture) 4340 ? texture->texture_srgb.name : texture->texture_rgb.name; 4341 } 4342 4343 static inline BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format) 4344 { 4345 return gl_info->supported[ARB_TEXTURE_SWIZZLE] && !is_complex_fixup(format->color_fixup) 4346 && !is_scaling_fixup(format->color_fixup); 4347 } 4348 4349 static inline BOOL needs_interpolation_qualifiers_for_shader_outputs(const struct wined3d_gl_info *gl_info) 4350 { 4351 /* In GLSL 4.40+ it is fine to specify interpolation qualifiers only in 4352 * fragment shaders. In older GLSL versions interpolation qualifiers must 4353 * match between shader stages. 4354 */ 4355 return gl_info->glsl_version < MAKEDWORD_VERSION(4, 40); 4356 } 4357 4358 static inline BOOL is_rasterization_disabled(const struct wined3d_shader *geometry_shader) 4359 { 4360 return geometry_shader 4361 && geometry_shader->u.gs.so_desc.rasterizer_stream_idx == WINED3D_NO_RASTERIZER_STREAM; 4362 } 4363 4364 static inline DWORD wined3d_extract_bits(const DWORD *bitstream, 4365 unsigned int offset, unsigned int count) 4366 { 4367 const unsigned int word_bit_count = sizeof(*bitstream) * CHAR_BIT; 4368 const unsigned int idx = offset / word_bit_count; 4369 const unsigned int shift = offset % word_bit_count; 4370 DWORD mask = (1u << count) - 1; 4371 DWORD ret; 4372 4373 ret = (bitstream[idx] >> shift) & mask; 4374 if (shift + count > word_bit_count) 4375 { 4376 const unsigned int extracted_bit_count = word_bit_count - shift; 4377 const unsigned int remaining_bit_count = count - extracted_bit_count; 4378 mask = (1u << remaining_bit_count) - 1; 4379 ret |= (bitstream[idx + 1] & mask) << extracted_bit_count; 4380 } 4381 return ret; 4382 } 4383 4384 static inline void wined3d_insert_bits(DWORD *bitstream, 4385 unsigned int offset, unsigned int count, DWORD bits) 4386 { 4387 const unsigned int word_bit_count = sizeof(*bitstream) * CHAR_BIT; 4388 const unsigned int idx = offset / word_bit_count; 4389 const unsigned int shift = offset % word_bit_count; 4390 DWORD mask = (1u << count) - 1; 4391 4392 bitstream[idx] |= (bits & mask) << shift; 4393 if (shift + count > word_bit_count) 4394 { 4395 const unsigned int inserted_bit_count = word_bit_count - shift; 4396 const unsigned int remaining_bit_count = count - inserted_bit_count; 4397 mask = (1u << remaining_bit_count) - 1; 4398 bitstream[idx + 1] |= (bits >> inserted_bit_count) & mask; 4399 } 4400 } 4401 4402 static inline struct wined3d_surface *context_get_rt_surface(const struct wined3d_context *context) 4403 { 4404 struct wined3d_texture *texture = context->current_rt.texture; 4405 4406 if (!texture) 4407 return NULL; 4408 return texture->sub_resources[context->current_rt.sub_resource_idx].u.surface; 4409 } 4410 4411 static inline void wined3d_from_cs(const struct wined3d_cs *cs) 4412 { 4413 if (cs->thread) 4414 assert(cs->thread_id == GetCurrentThreadId()); 4415 } 4416 4417 static inline void wined3d_not_from_cs(struct wined3d_cs *cs) 4418 { 4419 assert(cs->thread_id != GetCurrentThreadId()); 4420 } 4421 4422 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */ 4423 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL" 4424 4425 #endif 4426