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00001 /* 00002 * Direct3D wine internal private include file 00003 * 00004 * Copyright 2002-2003 The wine-d3d team 00005 * Copyright 2002-2003 Raphael Junqueira 00006 * Copyright 2002-2003, 2004 Jason Edmeades 00007 * Copyright 2005 Oliver Stieber 00008 * 00009 * This library is free software; you can redistribute it and/or 00010 * modify it under the terms of the GNU Lesser General Public 00011 * License as published by the Free Software Foundation; either 00012 * version 2.1 of the License, or (at your option) any later version. 00013 * 00014 * This library is distributed in the hope that it will be useful, 00015 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00016 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 00017 * Lesser General Public License for more details. 00018 * 00019 * You should have received a copy of the GNU Lesser General Public 00020 * License along with this library; if not, write to the Free Software 00021 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA 00022 */ 00023 00024 #ifndef __WINE_WINED3D_PRIVATE_H 00025 #define __WINE_WINED3D_PRIVATE_H 00026 00027 #include <stdarg.h> 00028 #include <math.h> 00029 #include <limits.h> 00030 #define NONAMELESSUNION 00031 #define NONAMELESSSTRUCT 00032 #define COBJMACROS 00033 #include "windef.h" 00034 #include "winbase.h" 00035 #include "winreg.h" 00036 #include "wingdi.h" 00037 #include "winuser.h" 00038 #include "wine/debug.h" 00039 #include "wine/unicode.h" 00040 00041 #include "objbase.h" 00042 #include "wine/wined3d.h" 00043 #include "wined3d_gl.h" 00044 #include "wine/list.h" 00045 #include "wine/rbtree.h" 00046 00047 /* Driver quirks */ 00048 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001 00049 #define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002 00050 #define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004 00051 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008 00052 #define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010 00053 #define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020 00054 #define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040 00055 #define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080 00056 #define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100 00057 00058 /* Texture format fixups */ 00059 00060 enum fixup_channel_source 00061 { 00062 CHANNEL_SOURCE_ZERO = 0, 00063 CHANNEL_SOURCE_ONE = 1, 00064 CHANNEL_SOURCE_X = 2, 00065 CHANNEL_SOURCE_Y = 3, 00066 CHANNEL_SOURCE_Z = 4, 00067 CHANNEL_SOURCE_W = 5, 00068 CHANNEL_SOURCE_COMPLEX0 = 6, 00069 CHANNEL_SOURCE_COMPLEX1 = 7, 00070 }; 00071 00072 enum complex_fixup 00073 { 00074 COMPLEX_FIXUP_NONE = 0, 00075 COMPLEX_FIXUP_YUY2 = 1, 00076 COMPLEX_FIXUP_UYVY = 2, 00077 COMPLEX_FIXUP_YV12 = 3, 00078 COMPLEX_FIXUP_P8 = 4, 00079 }; 00080 00081 #include <pshpack2.h> 00082 struct color_fixup_desc 00083 { 00084 unsigned x_sign_fixup : 1; 00085 unsigned x_source : 3; 00086 unsigned y_sign_fixup : 1; 00087 unsigned y_source : 3; 00088 unsigned z_sign_fixup : 1; 00089 unsigned z_source : 3; 00090 unsigned w_sign_fixup : 1; 00091 unsigned w_source : 3; 00092 }; 00093 #include <poppack.h> 00094 00095 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY = 00096 {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W}; 00097 00098 static inline struct color_fixup_desc create_color_fixup_desc( 00099 int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1, 00100 int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3) 00101 { 00102 struct color_fixup_desc fixup = 00103 { 00104 sign0, src0, 00105 sign1, src1, 00106 sign2, src2, 00107 sign3, src3, 00108 }; 00109 return fixup; 00110 } 00111 00112 static inline struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup) 00113 { 00114 struct color_fixup_desc fixup = 00115 { 00116 0, complex_fixup & (1 << 0) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, 00117 0, complex_fixup & (1 << 1) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, 00118 0, complex_fixup & (1 << 2) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, 00119 0, complex_fixup & (1 << 3) ? CHANNEL_SOURCE_COMPLEX1 : CHANNEL_SOURCE_COMPLEX0, 00120 }; 00121 return fixup; 00122 } 00123 00124 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup) 00125 { 00126 return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup)); 00127 } 00128 00129 static inline BOOL is_complex_fixup(struct color_fixup_desc fixup) 00130 { 00131 return fixup.x_source == CHANNEL_SOURCE_COMPLEX0 || fixup.x_source == CHANNEL_SOURCE_COMPLEX1; 00132 } 00133 00134 static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup) 00135 { 00136 enum complex_fixup complex_fixup = 0; 00137 if (fixup.x_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 0); 00138 if (fixup.y_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 1); 00139 if (fixup.z_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 2); 00140 if (fixup.w_source == CHANNEL_SOURCE_COMPLEX1) complex_fixup |= (1 << 3); 00141 return complex_fixup; 00142 } 00143 00144 void *wined3d_rb_alloc(size_t size) DECLSPEC_HIDDEN; 00145 void *wined3d_rb_realloc(void *ptr, size_t size) DECLSPEC_HIDDEN; 00146 void wined3d_rb_free(void *ptr) DECLSPEC_HIDDEN; 00147 00148 /* Device caps */ 00149 #define MAX_PALETTES 65536 00150 #define MAX_STREAMS 16 00151 #define MAX_TEXTURES 8 00152 #define MAX_FRAGMENT_SAMPLERS 16 00153 #define MAX_VERTEX_SAMPLERS 4 00154 #define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS) 00155 #define MAX_ACTIVE_LIGHTS 8 00156 #define MAX_CLIPPLANES WINED3DMAXUSERCLIPPLANES 00157 00158 struct min_lookup 00159 { 00160 GLenum mip[WINED3D_TEXF_LINEAR + 1]; 00161 }; 00162 00163 extern const struct min_lookup minMipLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN; 00164 extern const struct min_lookup minMipLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN; 00165 extern const struct min_lookup minMipLookup_noMip[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN; 00166 extern const GLenum magLookup[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN; 00167 extern const GLenum magLookup_noFilter[WINED3D_TEXF_LINEAR + 1] DECLSPEC_HIDDEN; 00168 00169 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], enum wined3d_texture_filter_type mag_filter) 00170 { 00171 return mag_lookup[mag_filter]; 00172 } 00173 00174 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[], 00175 enum wined3d_texture_filter_type min_filter, enum wined3d_texture_filter_type mip_filter) 00176 { 00177 return min_mip_lookup[min_filter].mip[mip_filter]; 00178 } 00179 00180 /* float_16_to_32() and float_32_to_16() (see implementation in 00181 * surface_base.c) convert 16 bit floats in the FLOAT16 data type 00182 * to standard C floats and vice versa. They do not depend on the encoding 00183 * of the C float, so they are platform independent, but slow. On x86 and 00184 * other IEEE 754 compliant platforms the conversion can be accelerated by 00185 * bit shifting the exponent and mantissa. There are also some SSE-based 00186 * assembly routines out there. 00187 * 00188 * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format 00189 */ 00190 static inline float float_16_to_32(const unsigned short *in) { 00191 const unsigned short s = ((*in) & 0x8000); 00192 const unsigned short e = ((*in) & 0x7C00) >> 10; 00193 const unsigned short m = (*in) & 0x3FF; 00194 const float sgn = (s ? -1.0f : 1.0f); 00195 00196 if(e == 0) { 00197 if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */ 00198 else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f); 00199 } else if(e < 31) { 00200 return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f)); 00201 } else { 00202 if(m == 0) return sgn * INFINITY; /* +INF / -INF */ 00203 else return NAN; /* NAN */ 00204 } 00205 } 00206 00207 static inline float float_24_to_32(DWORD in) 00208 { 00209 const float sgn = in & 0x800000 ? -1.0f : 1.0f; 00210 const unsigned short e = (in & 0x780000) >> 19; 00211 const unsigned int m = in & 0x7ffff; 00212 00213 if (e == 0) 00214 { 00215 if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */ 00216 else return sgn * powf(2, -6.0f) * ((float)m / 524288.0f); 00217 } 00218 else if (e < 15) 00219 { 00220 return sgn * powf(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f)); 00221 } 00222 else 00223 { 00224 if (m == 0) return sgn * INFINITY; /* +INF / -INF */ 00225 else return NAN; /* NAN */ 00226 } 00227 } 00228 00232 #define VS_NONE 0 00233 #define VS_HW 1 00234 00235 #define PS_NONE 0 00236 #define PS_HW 1 00237 00238 #define VBO_NONE 0 00239 #define VBO_HW 1 00240 00241 #define ORM_BACKBUFFER 0 00242 #define ORM_FBO 1 00243 00244 #define SHADER_ARB 1 00245 #define SHADER_GLSL 2 00246 #define SHADER_ATI 3 00247 #define SHADER_NONE 4 00248 00249 #define RTL_READDRAW 1 00250 #define RTL_READTEX 2 00251 00252 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */ 00253 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */ 00254 00255 /* NOTE: When adding fields to this structure, make sure to update the default 00256 * values in wined3d_main.c as well. */ 00257 struct wined3d_settings 00258 { 00259 /* vertex and pixel shader modes */ 00260 int vs_mode; 00261 int ps_mode; 00262 /* Ideally, we don't want the user to have to request GLSL. If the 00263 * hardware supports GLSL, we should use it. However, until it's fully 00264 * implemented, we'll leave it as a registry setting for developers. */ 00265 BOOL glslRequested; 00266 int offscreen_rendering_mode; 00267 int rendertargetlock_mode; 00268 unsigned short pci_vendor_id; 00269 unsigned short pci_device_id; 00270 /* Memory tracking and object counting. */ 00271 unsigned int emulated_textureram; 00272 char *logo; 00273 int allow_multisampling; 00274 BOOL strict_draw_ordering; 00275 BOOL always_offscreen; 00276 }; 00277 00278 extern struct wined3d_settings wined3d_settings DECLSPEC_HIDDEN; 00279 00280 enum wined3d_sampler_texture_type 00281 { 00282 WINED3DSTT_UNKNOWN = 0, 00283 WINED3DSTT_1D = 1, 00284 WINED3DSTT_2D = 2, 00285 WINED3DSTT_CUBE = 3, 00286 WINED3DSTT_VOLUME = 4, 00287 }; 00288 00289 enum wined3d_shader_register_type 00290 { 00291 WINED3DSPR_TEMP = 0, 00292 WINED3DSPR_INPUT = 1, 00293 WINED3DSPR_CONST = 2, 00294 WINED3DSPR_ADDR = 3, 00295 WINED3DSPR_TEXTURE = 3, 00296 WINED3DSPR_RASTOUT = 4, 00297 WINED3DSPR_ATTROUT = 5, 00298 WINED3DSPR_TEXCRDOUT = 6, 00299 WINED3DSPR_OUTPUT = 6, 00300 WINED3DSPR_CONSTINT = 7, 00301 WINED3DSPR_COLOROUT = 8, 00302 WINED3DSPR_DEPTHOUT = 9, 00303 WINED3DSPR_SAMPLER = 10, 00304 WINED3DSPR_CONST2 = 11, 00305 WINED3DSPR_CONST3 = 12, 00306 WINED3DSPR_CONST4 = 13, 00307 WINED3DSPR_CONSTBOOL = 14, 00308 WINED3DSPR_LOOP = 15, 00309 WINED3DSPR_TEMPFLOAT16 = 16, 00310 WINED3DSPR_MISCTYPE = 17, 00311 WINED3DSPR_LABEL = 18, 00312 WINED3DSPR_PREDICATE = 19, 00313 WINED3DSPR_IMMCONST, 00314 WINED3DSPR_CONSTBUFFER, 00315 WINED3DSPR_NULL, 00316 WINED3DSPR_RESOURCE, 00317 }; 00318 00319 enum wined3d_immconst_type 00320 { 00321 WINED3D_IMMCONST_SCALAR, 00322 WINED3D_IMMCONST_VEC4, 00323 }; 00324 00325 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6)) 00326 00327 enum wined3d_shader_src_modifier 00328 { 00329 WINED3DSPSM_NONE = 0, 00330 WINED3DSPSM_NEG = 1, 00331 WINED3DSPSM_BIAS = 2, 00332 WINED3DSPSM_BIASNEG = 3, 00333 WINED3DSPSM_SIGN = 4, 00334 WINED3DSPSM_SIGNNEG = 5, 00335 WINED3DSPSM_COMP = 6, 00336 WINED3DSPSM_X2 = 7, 00337 WINED3DSPSM_X2NEG = 8, 00338 WINED3DSPSM_DZ = 9, 00339 WINED3DSPSM_DW = 10, 00340 WINED3DSPSM_ABS = 11, 00341 WINED3DSPSM_ABSNEG = 12, 00342 WINED3DSPSM_NOT = 13, 00343 }; 00344 00345 #define WINED3DSP_WRITEMASK_0 0x1 /* .x r */ 00346 #define WINED3DSP_WRITEMASK_1 0x2 /* .y g */ 00347 #define WINED3DSP_WRITEMASK_2 0x4 /* .z b */ 00348 #define WINED3DSP_WRITEMASK_3 0x8 /* .w a */ 00349 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */ 00350 00351 enum wined3d_shader_dst_modifier 00352 { 00353 WINED3DSPDM_NONE = 0, 00354 WINED3DSPDM_SATURATE = 1, 00355 WINED3DSPDM_PARTIALPRECISION = 2, 00356 WINED3DSPDM_MSAMPCENTROID = 4, 00357 }; 00358 00359 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */ 00360 #define WINED3DSI_TEXLD_PROJECT 1 00361 #define WINED3DSI_TEXLD_BIAS 2 00362 00363 enum wined3d_shader_rel_op 00364 { 00365 WINED3D_SHADER_REL_OP_GT = 1, 00366 WINED3D_SHADER_REL_OP_EQ = 2, 00367 WINED3D_SHADER_REL_OP_GE = 3, 00368 WINED3D_SHADER_REL_OP_LT = 4, 00369 WINED3D_SHADER_REL_OP_NE = 5, 00370 WINED3D_SHADER_REL_OP_LE = 6, 00371 }; 00372 00373 #define WINED3D_SM1_VS 0xfffe 00374 #define WINED3D_SM1_PS 0xffff 00375 #define WINED3D_SM4_PS 0x0000 00376 #define WINED3D_SM4_VS 0x0001 00377 #define WINED3D_SM4_GS 0x0002 00378 00379 /* Shader version tokens, and shader end tokens */ 00380 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor)) 00381 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor)) 00382 00383 /* Shader backends */ 00384 00385 /* TODO: Make this dynamic, based on shader limits ? */ 00386 #define MAX_ATTRIBS 16 00387 #define MAX_REG_ADDR 1 00388 #define MAX_REG_TEMP 32 00389 #define MAX_REG_TEXCRD 8 00390 #define MAX_REG_INPUT 12 00391 #define MAX_REG_OUTPUT 12 00392 #define MAX_CONST_I 16 00393 #define MAX_CONST_B 16 00394 00395 /* FIXME: This needs to go up to 2048 for 00396 * Shader model 3 according to msdn (and for software shaders) */ 00397 #define MAX_LABELS 16 00398 00399 #define SHADER_PGMSIZE 65535 00400 00401 struct wined3d_shader_buffer 00402 { 00403 char *buffer; 00404 unsigned int bsize; 00405 unsigned int lineNo; 00406 BOOL newline; 00407 }; 00408 00409 enum WINED3D_SHADER_INSTRUCTION_HANDLER 00410 { 00411 WINED3DSIH_ABS, 00412 WINED3DSIH_ADD, 00413 WINED3DSIH_AND, 00414 WINED3DSIH_BEM, 00415 WINED3DSIH_BREAK, 00416 WINED3DSIH_BREAKC, 00417 WINED3DSIH_BREAKP, 00418 WINED3DSIH_CALL, 00419 WINED3DSIH_CALLNZ, 00420 WINED3DSIH_CMP, 00421 WINED3DSIH_CND, 00422 WINED3DSIH_CRS, 00423 WINED3DSIH_CUT, 00424 WINED3DSIH_DCL, 00425 WINED3DSIH_DEF, 00426 WINED3DSIH_DEFB, 00427 WINED3DSIH_DEFI, 00428 WINED3DSIH_DIV, 00429 WINED3DSIH_DP2ADD, 00430 WINED3DSIH_DP3, 00431 WINED3DSIH_DP4, 00432 WINED3DSIH_DST, 00433 WINED3DSIH_DSX, 00434 WINED3DSIH_DSY, 00435 WINED3DSIH_ELSE, 00436 WINED3DSIH_EMIT, 00437 WINED3DSIH_ENDIF, 00438 WINED3DSIH_ENDLOOP, 00439 WINED3DSIH_ENDREP, 00440 WINED3DSIH_EQ, 00441 WINED3DSIH_EXP, 00442 WINED3DSIH_EXPP, 00443 WINED3DSIH_FRC, 00444 WINED3DSIH_FTOI, 00445 WINED3DSIH_GE, 00446 WINED3DSIH_IADD, 00447 WINED3DSIH_IEQ, 00448 WINED3DSIH_IF, 00449 WINED3DSIH_IFC, 00450 WINED3DSIH_IGE, 00451 WINED3DSIH_IMUL, 00452 WINED3DSIH_ITOF, 00453 WINED3DSIH_LABEL, 00454 WINED3DSIH_LD, 00455 WINED3DSIH_LIT, 00456 WINED3DSIH_LOG, 00457 WINED3DSIH_LOGP, 00458 WINED3DSIH_LOOP, 00459 WINED3DSIH_LRP, 00460 WINED3DSIH_LT, 00461 WINED3DSIH_M3x2, 00462 WINED3DSIH_M3x3, 00463 WINED3DSIH_M3x4, 00464 WINED3DSIH_M4x3, 00465 WINED3DSIH_M4x4, 00466 WINED3DSIH_MAD, 00467 WINED3DSIH_MAX, 00468 WINED3DSIH_MIN, 00469 WINED3DSIH_MOV, 00470 WINED3DSIH_MOVA, 00471 WINED3DSIH_MOVC, 00472 WINED3DSIH_MUL, 00473 WINED3DSIH_NOP, 00474 WINED3DSIH_NRM, 00475 WINED3DSIH_PHASE, 00476 WINED3DSIH_POW, 00477 WINED3DSIH_RCP, 00478 WINED3DSIH_REP, 00479 WINED3DSIH_RET, 00480 WINED3DSIH_ROUND_NI, 00481 WINED3DSIH_RSQ, 00482 WINED3DSIH_SAMPLE, 00483 WINED3DSIH_SAMPLE_GRAD, 00484 WINED3DSIH_SAMPLE_LOD, 00485 WINED3DSIH_SETP, 00486 WINED3DSIH_SGE, 00487 WINED3DSIH_SGN, 00488 WINED3DSIH_SINCOS, 00489 WINED3DSIH_SLT, 00490 WINED3DSIH_SQRT, 00491 WINED3DSIH_SUB, 00492 WINED3DSIH_TEX, 00493 WINED3DSIH_TEXBEM, 00494 WINED3DSIH_TEXBEML, 00495 WINED3DSIH_TEXCOORD, 00496 WINED3DSIH_TEXDEPTH, 00497 WINED3DSIH_TEXDP3, 00498 WINED3DSIH_TEXDP3TEX, 00499 WINED3DSIH_TEXKILL, 00500 WINED3DSIH_TEXLDD, 00501 WINED3DSIH_TEXLDL, 00502 WINED3DSIH_TEXM3x2DEPTH, 00503 WINED3DSIH_TEXM3x2PAD, 00504 WINED3DSIH_TEXM3x2TEX, 00505 WINED3DSIH_TEXM3x3, 00506 WINED3DSIH_TEXM3x3DIFF, 00507 WINED3DSIH_TEXM3x3PAD, 00508 WINED3DSIH_TEXM3x3SPEC, 00509 WINED3DSIH_TEXM3x3TEX, 00510 WINED3DSIH_TEXM3x3VSPEC, 00511 WINED3DSIH_TEXREG2AR, 00512 WINED3DSIH_TEXREG2GB, 00513 WINED3DSIH_TEXREG2RGB, 00514 WINED3DSIH_UDIV, 00515 WINED3DSIH_USHR, 00516 WINED3DSIH_UTOF, 00517 WINED3DSIH_XOR, 00518 WINED3DSIH_TABLE_SIZE 00519 }; 00520 00521 enum wined3d_shader_type 00522 { 00523 WINED3D_SHADER_TYPE_PIXEL, 00524 WINED3D_SHADER_TYPE_VERTEX, 00525 WINED3D_SHADER_TYPE_GEOMETRY, 00526 }; 00527 00528 struct wined3d_shader_version 00529 { 00530 enum wined3d_shader_type type; 00531 BYTE major; 00532 BYTE minor; 00533 }; 00534 00535 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor)) 00536 00537 struct wined3d_shader_reg_maps 00538 { 00539 struct wined3d_shader_version shader_version; 00540 BYTE texcoord; /* MAX_REG_TEXCRD, 8 */ 00541 BYTE address; /* MAX_REG_ADDR, 1 */ 00542 WORD labels; /* MAX_LABELS, 16 */ 00543 DWORD temporary; /* MAX_REG_TEMP, 32 */ 00544 DWORD *constf; /* pixel, vertex */ 00545 DWORD texcoord_mask[MAX_REG_TEXCRD]; /* vertex < 3.0 */ 00546 WORD input_registers; /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */ 00547 WORD output_registers; /* MAX_REG_OUTPUT, 12 */ 00548 WORD integer_constants; /* MAX_CONST_I, 16 */ 00549 WORD boolean_constants; /* MAX_CONST_B, 16 */ 00550 WORD local_int_consts; /* MAX_CONST_I, 16 */ 00551 WORD local_bool_consts; /* MAX_CONST_B, 16 */ 00552 00553 enum wined3d_sampler_texture_type sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)]; 00554 BYTE bumpmat; /* MAX_TEXTURES, 8 */ 00555 BYTE luminanceparams; /* MAX_TEXTURES, 8 */ 00556 00557 WORD usesnrm : 1; 00558 WORD vpos : 1; 00559 WORD usesdsx : 1; 00560 WORD usesdsy : 1; 00561 WORD usestexldd : 1; 00562 WORD usesmova : 1; 00563 WORD usesfacing : 1; 00564 WORD usesrelconstF : 1; 00565 WORD fog : 1; 00566 WORD usestexldl : 1; 00567 WORD usesifc : 1; 00568 WORD usescall : 1; 00569 WORD usespow : 1; 00570 WORD padding : 3; 00571 00572 DWORD rt_mask; /* Used render targets, 32 max. */ 00573 00574 /* Whether or not loops are used in this shader, and nesting depth */ 00575 unsigned loop_depth; 00576 UINT min_rel_offset, max_rel_offset; 00577 }; 00578 00579 /* Keeps track of details for TEX_M#x# instructions which need to maintain 00580 * state information between multiple instructions. */ 00581 struct wined3d_shader_tex_mx 00582 { 00583 unsigned int current_row; 00584 DWORD texcoord_w[2]; 00585 }; 00586 00587 struct wined3d_shader_loop_state 00588 { 00589 UINT current_depth; 00590 UINT current_reg; 00591 }; 00592 00593 struct wined3d_shader_context 00594 { 00595 const struct wined3d_shader *shader; 00596 const struct wined3d_gl_info *gl_info; 00597 const struct wined3d_shader_reg_maps *reg_maps; 00598 struct wined3d_shader_buffer *buffer; 00599 struct wined3d_shader_tex_mx *tex_mx; 00600 struct wined3d_shader_loop_state *loop_state; 00601 void *backend_data; 00602 }; 00603 00604 struct wined3d_shader_register 00605 { 00606 enum wined3d_shader_register_type type; 00607 UINT idx; 00608 UINT array_idx; 00609 const struct wined3d_shader_src_param *rel_addr; 00610 enum wined3d_immconst_type immconst_type; 00611 DWORD immconst_data[4]; 00612 }; 00613 00614 struct wined3d_shader_dst_param 00615 { 00616 struct wined3d_shader_register reg; 00617 DWORD write_mask; 00618 DWORD modifiers; 00619 DWORD shift; 00620 }; 00621 00622 struct wined3d_shader_src_param 00623 { 00624 struct wined3d_shader_register reg; 00625 DWORD swizzle; 00626 enum wined3d_shader_src_modifier modifiers; 00627 }; 00628 00629 struct wined3d_shader_instruction 00630 { 00631 const struct wined3d_shader_context *ctx; 00632 enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx; 00633 DWORD flags; 00634 BOOL coissue; 00635 DWORD predicate; 00636 UINT dst_count; 00637 const struct wined3d_shader_dst_param *dst; 00638 UINT src_count; 00639 const struct wined3d_shader_src_param *src; 00640 }; 00641 00642 struct wined3d_shader_semantic 00643 { 00644 WINED3DDECLUSAGE usage; 00645 UINT usage_idx; 00646 enum wined3d_sampler_texture_type sampler_type; 00647 struct wined3d_shader_dst_param reg; 00648 }; 00649 00650 struct wined3d_shader_attribute 00651 { 00652 WINED3DDECLUSAGE usage; 00653 UINT usage_idx; 00654 }; 00655 00656 struct wined3d_shader_loop_control 00657 { 00658 unsigned int count; 00659 unsigned int start; 00660 int step; 00661 }; 00662 00663 struct wined3d_shader_frontend 00664 { 00665 void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature); 00666 void (*shader_free)(void *data); 00667 void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version); 00668 void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size); 00669 void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param, 00670 struct wined3d_shader_src_param *src_rel_addr); 00671 void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param, 00672 struct wined3d_shader_src_param *dst_rel_addr); 00673 void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic); 00674 void (*shader_read_comment)(const DWORD **ptr, const char **comment, UINT *comment_size); 00675 BOOL (*shader_is_end)(void *data, const DWORD **ptr); 00676 }; 00677 00678 extern const struct wined3d_shader_frontend sm1_shader_frontend DECLSPEC_HIDDEN; 00679 extern const struct wined3d_shader_frontend sm4_shader_frontend DECLSPEC_HIDDEN; 00680 00681 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *); 00682 00683 struct shader_caps { 00684 DWORD VertexShaderVersion; 00685 DWORD MaxVertexShaderConst; 00686 00687 DWORD PixelShaderVersion; 00688 float PixelShader1xMaxValue; 00689 DWORD MaxPixelShaderConst; 00690 00691 BOOL VSClipping; 00692 }; 00693 00694 enum tex_types 00695 { 00696 tex_1d = 0, 00697 tex_2d = 1, 00698 tex_3d = 2, 00699 tex_cube = 3, 00700 tex_rect = 4, 00701 tex_type_count = 5, 00702 }; 00703 00704 enum vertexprocessing_mode { 00705 fixedfunction, 00706 vertexshader, 00707 pretransformed 00708 }; 00709 00710 #define WINED3D_CONST_NUM_UNUSED ~0U 00711 00712 enum fogmode { 00713 FOG_OFF, 00714 FOG_LINEAR, 00715 FOG_EXP, 00716 FOG_EXP2 00717 }; 00718 00719 /* Stateblock dependent parameters which have to be hardcoded 00720 * into the shader code 00721 */ 00722 00723 #define WINED3D_PSARGS_PROJECTED (1 << 3) 00724 #define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4 00725 #define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xf 00726 00727 struct ps_compile_args { 00728 struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS]; 00729 enum vertexprocessing_mode vp_mode; 00730 enum fogmode fog; 00731 WORD tex_transform; /* ps 1.0-1.3, 4 textures */ 00732 /* Texture types(2D, Cube, 3D) in ps 1.x */ 00733 WORD srgb_correction; 00734 WORD np2_fixup; 00735 /* Bitmap for NP2 texcoord fixups (16 samplers max currently). 00736 D3D9 has a limit of 16 samplers and the fixup is superfluous 00737 in D3D10 (unconditional NP2 support mandatory). */ 00738 WORD shadow; /* MAX_FRAGMENT_SAMPLERS, 16 */ 00739 }; 00740 00741 enum fog_src_type { 00742 VS_FOG_Z = 0, 00743 VS_FOG_COORD = 1 00744 }; 00745 00746 struct vs_compile_args { 00747 BYTE fog_src; 00748 BYTE clip_enabled; 00749 WORD swizzle_map; /* MAX_ATTRIBS, 16 */ 00750 }; 00751 00752 struct wined3d_context; 00753 struct wined3d_state; 00754 00755 struct wined3d_shader_backend_ops 00756 { 00757 void (*shader_handle_instruction)(const struct wined3d_shader_instruction *); 00758 void (*shader_select)(const struct wined3d_context *context, BOOL usePS, BOOL useVS); 00759 void (*shader_select_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info, 00760 enum tex_types tex_type, const SIZE *ds_mask_size); 00761 void (*shader_deselect_depth_blt)(void *shader_priv, const struct wined3d_gl_info *gl_info); 00762 void (*shader_update_float_vertex_constants)(struct wined3d_device *device, UINT start, UINT count); 00763 void (*shader_update_float_pixel_constants)(struct wined3d_device *device, UINT start, UINT count); 00764 void (*shader_load_constants)(const struct wined3d_context *context, char usePS, char useVS); 00765 void (*shader_load_np2fixup_constants)(void *shader_priv, const struct wined3d_gl_info *gl_info, 00766 const struct wined3d_state *state); 00767 void (*shader_destroy)(struct wined3d_shader *shader); 00768 HRESULT (*shader_alloc_private)(struct wined3d_device *device); 00769 void (*shader_free_private)(struct wined3d_device *device); 00770 void (*shader_context_destroyed)(void *shader_priv, const struct wined3d_context *context); 00771 void (*shader_get_caps)(const struct wined3d_gl_info *gl_info, struct shader_caps *caps); 00772 BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup); 00773 }; 00774 00775 extern const struct wined3d_shader_backend_ops glsl_shader_backend DECLSPEC_HIDDEN; 00776 extern const struct wined3d_shader_backend_ops arb_program_shader_backend DECLSPEC_HIDDEN; 00777 extern const struct wined3d_shader_backend_ops none_shader_backend DECLSPEC_HIDDEN; 00778 00779 /* X11 locking */ 00780 00781 extern void (CDECL *wine_tsx11_lock_ptr)(void) DECLSPEC_HIDDEN; 00782 extern void (CDECL *wine_tsx11_unlock_ptr)(void) DECLSPEC_HIDDEN; 00783 00784 /* As GLX relies on X, this is needed */ 00785 extern int num_lock DECLSPEC_HIDDEN; 00786 00787 #if 0 00788 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr() 00789 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr() 00790 #else 00791 #define ENTER_GL() wine_tsx11_lock_ptr() 00792 #define LEAVE_GL() wine_tsx11_unlock_ptr() 00793 #endif 00794 00795 /***************************************************************************** 00796 * Defines 00797 */ 00798 00799 /* GL related defines */ 00800 /* ------------------ */ 00801 #define GL_EXTCALL(f) (gl_info->f) 00802 00803 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF) 00804 #define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xFF) 00805 #define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xFF) 00806 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF) 00807 00808 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f) 00809 #define D3DCOLOR_G(dw) (((float) (((dw) >> 8) & 0xFF)) / 255.0f) 00810 #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f) 00811 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f) 00812 00813 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \ 00814 (vec)[0] = D3DCOLOR_R(dw); \ 00815 (vec)[1] = D3DCOLOR_G(dw); \ 00816 (vec)[2] = D3DCOLOR_B(dw); \ 00817 (vec)[3] = D3DCOLOR_A(dw); \ 00818 } while(0) 00819 00820 #define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255) /* Highest value in wined3d_transform_state. */ 00821 00822 /* Checking of API calls */ 00823 /* --------------------- */ 00824 #ifndef WINE_NO_DEBUG_MSGS 00825 #define checkGLcall(A) \ 00826 do { \ 00827 GLint err; \ 00828 if (!__WINE_IS_DEBUG_ON(_ERR, __wine_dbch___default)) break; \ 00829 err = glGetError(); \ 00830 if (err == GL_NO_ERROR) { \ 00831 TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \ 00832 \ 00833 } else do { \ 00834 ERR(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \ 00835 debug_glerror(err), err, A, __FILE__, __LINE__); \ 00836 err = glGetError(); \ 00837 } while (err != GL_NO_ERROR); \ 00838 } while(0) 00839 #else 00840 #define checkGLcall(A) do {} while(0) 00841 #endif 00842 00843 /* Trace routines / diagnostics */ 00844 /* ---------------------------- */ 00845 00846 /* Dump out a matrix and copy it */ 00847 #define conv_mat(mat,gl_mat) \ 00848 do { \ 00849 TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \ 00850 TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \ 00851 TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \ 00852 TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \ 00853 memcpy(gl_mat, (mat), 16 * sizeof(float)); \ 00854 } while (0) 00855 00856 /* Trace vector and strided data information */ 00857 #define TRACE_STRIDED(si, name) do { if (si->use_map & (1 << name)) \ 00858 TRACE( #name " = (data {%#x:%p}, stride %d, format %s, stream %u)\n", \ 00859 si->elements[name].data.buffer_object, si->elements[name].data.addr, si->elements[name].stride, \ 00860 debug_d3dformat(si->elements[name].format->id), si->elements[name].stream_idx); } while(0) 00861 00862 /* Global variables */ 00863 extern const float identity[16] DECLSPEC_HIDDEN; 00864 00865 enum wined3d_ffp_idx 00866 { 00867 WINED3D_FFP_POSITION = 0, 00868 WINED3D_FFP_BLENDWEIGHT = 1, 00869 WINED3D_FFP_BLENDINDICES = 2, 00870 WINED3D_FFP_NORMAL = 3, 00871 WINED3D_FFP_PSIZE = 4, 00872 WINED3D_FFP_DIFFUSE = 5, 00873 WINED3D_FFP_SPECULAR = 6, 00874 WINED3D_FFP_TEXCOORD0 = 7, 00875 WINED3D_FFP_TEXCOORD1 = 8, 00876 WINED3D_FFP_TEXCOORD2 = 9, 00877 WINED3D_FFP_TEXCOORD3 = 10, 00878 WINED3D_FFP_TEXCOORD4 = 11, 00879 WINED3D_FFP_TEXCOORD5 = 12, 00880 WINED3D_FFP_TEXCOORD6 = 13, 00881 WINED3D_FFP_TEXCOORD7 = 14, 00882 }; 00883 00884 enum wined3d_ffp_emit_idx 00885 { 00886 WINED3D_FFP_EMIT_FLOAT1 = 0, 00887 WINED3D_FFP_EMIT_FLOAT2 = 1, 00888 WINED3D_FFP_EMIT_FLOAT3 = 2, 00889 WINED3D_FFP_EMIT_FLOAT4 = 3, 00890 WINED3D_FFP_EMIT_D3DCOLOR = 4, 00891 WINED3D_FFP_EMIT_UBYTE4 = 5, 00892 WINED3D_FFP_EMIT_SHORT2 = 6, 00893 WINED3D_FFP_EMIT_SHORT4 = 7, 00894 WINED3D_FFP_EMIT_UBYTE4N = 8, 00895 WINED3D_FFP_EMIT_SHORT2N = 9, 00896 WINED3D_FFP_EMIT_SHORT4N = 10, 00897 WINED3D_FFP_EMIT_USHORT2N = 11, 00898 WINED3D_FFP_EMIT_USHORT4N = 12, 00899 WINED3D_FFP_EMIT_UDEC3 = 13, 00900 WINED3D_FFP_EMIT_DEC3N = 14, 00901 WINED3D_FFP_EMIT_FLOAT16_2 = 15, 00902 WINED3D_FFP_EMIT_FLOAT16_4 = 16, 00903 WINED3D_FFP_EMIT_COUNT = 17 00904 }; 00905 00906 struct wined3d_bo_address 00907 { 00908 GLuint buffer_object; 00909 const BYTE *addr; 00910 }; 00911 00912 struct wined3d_stream_info_element 00913 { 00914 const struct wined3d_format *format; 00915 struct wined3d_bo_address data; 00916 GLsizei stride; 00917 UINT stream_idx; 00918 }; 00919 00920 struct wined3d_stream_info 00921 { 00922 struct wined3d_stream_info_element elements[MAX_ATTRIBS]; 00923 BOOL position_transformed; 00924 WORD swizzle_map; /* MAX_ATTRIBS, 16 */ 00925 WORD use_map; /* MAX_ATTRIBS, 16 */ 00926 }; 00927 00928 /***************************************************************************** 00929 * Prototypes 00930 */ 00931 00932 /* Routine common to the draw primitive and draw indexed primitive routines */ 00933 void drawPrimitive(struct wined3d_device *device, UINT index_count, 00934 UINT start_idx, UINT idxBytes, const void *idxData) DECLSPEC_HIDDEN; 00935 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN; 00936 00937 typedef void (WINE_GLAPI *glAttribFunc)(const void *data); 00938 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data); 00939 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN; 00940 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN; 00941 extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN; 00942 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN; 00943 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN; 00944 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN; 00945 00946 #define eps 1e-8 00947 00948 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \ 00949 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1) 00950 00951 /* Routines and structures related to state management */ 00952 00953 #define STATE_RENDER(a) (a) 00954 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE)) 00955 00956 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num)) 00957 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE)) 00958 00959 /* + 1 because samplers start with 0 */ 00960 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num)) 00961 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1)) 00962 00963 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1) 00964 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER) 00965 00966 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a)) 00967 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255))) 00968 00969 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1) 00970 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC) 00971 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1) 00972 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER) 00973 00974 #define STATE_VDECL (STATE_INDEXBUFFER + 1) 00975 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL) 00976 00977 #define STATE_VSHADER (STATE_VDECL + 1) 00978 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER) 00979 00980 #define STATE_VIEWPORT (STATE_VSHADER + 1) 00981 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT) 00982 00983 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1) 00984 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1) 00985 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT) 00986 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT) 00987 00988 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1) 00989 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS)) 00990 00991 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1) 00992 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT) 00993 00994 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a)) 00995 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1)) 00996 00997 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES)) 00998 #define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL) 00999 01000 #define STATE_FRONTFACE (STATE_MATERIAL + 1) 01001 #define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE) 01002 01003 #define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1) 01004 #define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN) 01005 01006 #define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1) 01007 #define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX) 01008 01009 #define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1) 01010 #define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER) 01011 01012 #define STATE_HIGHEST (STATE_FRAMEBUFFER) 01013 01014 enum fogsource { 01015 FOGSOURCE_FFP, 01016 FOGSOURCE_VS, 01017 FOGSOURCE_COORD, 01018 }; 01019 01020 #define WINED3D_MAX_FBO_ENTRIES 64 01021 01022 struct wined3d_occlusion_query 01023 { 01024 struct list entry; 01025 GLuint id; 01026 struct wined3d_context *context; 01027 }; 01028 01029 union wined3d_gl_query_object 01030 { 01031 GLuint id; 01032 GLsync sync; 01033 }; 01034 01035 struct wined3d_event_query 01036 { 01037 struct list entry; 01038 union wined3d_gl_query_object object; 01039 struct wined3d_context *context; 01040 }; 01041 01042 enum wined3d_event_query_result 01043 { 01044 WINED3D_EVENT_QUERY_OK, 01045 WINED3D_EVENT_QUERY_WAITING, 01046 WINED3D_EVENT_QUERY_NOT_STARTED, 01047 WINED3D_EVENT_QUERY_WRONG_THREAD, 01048 WINED3D_EVENT_QUERY_ERROR 01049 }; 01050 01051 void wined3d_event_query_destroy(struct wined3d_event_query *query) DECLSPEC_HIDDEN; 01052 enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_event_query *query, 01053 const struct wined3d_device *device) DECLSPEC_HIDDEN; 01054 void wined3d_event_query_issue(struct wined3d_event_query *query, const struct wined3d_device *device) DECLSPEC_HIDDEN; 01055 BOOL wined3d_event_query_supported(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 01056 01057 struct wined3d_context 01058 { 01059 const struct wined3d_gl_info *gl_info; 01060 const struct StateEntry *state_table; 01061 /* State dirtification 01062 * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices 01063 * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed, 01064 * 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 01065 * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states. 01066 */ 01067 DWORD dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */ 01068 DWORD numDirtyEntries; 01069 DWORD isStateDirty[STATE_HIGHEST / (sizeof(DWORD) * CHAR_BIT) + 1]; /* Bitmap to find out quickly if a state is dirty */ 01070 01071 struct wined3d_swapchain *swapchain; 01072 struct wined3d_surface *current_rt; 01073 DWORD tid; /* Thread ID which owns this context at the moment */ 01074 01075 /* Stores some information about the context state for optimization */ 01076 WORD render_offscreen : 1; 01077 WORD last_was_rhw : 1; /* true iff last draw_primitive was in xyzrhw mode */ 01078 WORD last_was_pshader : 1; 01079 WORD last_was_vshader : 1; 01080 WORD namedArraysLoaded : 1; 01081 WORD numberedArraysLoaded : 1; 01082 WORD last_was_blit : 1; 01083 WORD last_was_ckey : 1; 01084 WORD fog_coord : 1; 01085 WORD fog_enabled : 1; 01086 WORD num_untracked_materials : 2; /* Max value 2 */ 01087 WORD current : 1; 01088 WORD destroyed : 1; 01089 WORD valid : 1; 01090 WORD padding : 1; 01091 BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */ 01092 BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */ 01093 DWORD numbered_array_mask; 01094 GLenum tracking_parm; /* Which source is tracking current colour */ 01095 GLenum untracked_materials[2]; 01096 UINT blit_w, blit_h; 01097 enum fogsource fog_source; 01098 DWORD active_texture; 01099 DWORD texture_type[MAX_COMBINED_SAMPLERS]; 01100 01101 /* The actual opengl context */ 01102 UINT level; 01103 HGLRC restore_ctx; 01104 HDC restore_dc; 01105 int restore_pf; 01106 HGLRC glCtx; 01107 HWND win_handle; 01108 HDC hdc; 01109 int pixel_format; 01110 GLint aux_buffers; 01111 01112 /* FBOs */ 01113 UINT fbo_entry_count; 01114 struct list fbo_list; 01115 struct list fbo_destroy_list; 01116 struct fbo_entry *current_fbo; 01117 GLuint fbo_read_binding; 01118 GLuint fbo_draw_binding; 01119 BOOL rebind_fbo; 01120 struct wined3d_surface **blit_targets; 01121 GLenum *draw_buffers; 01122 DWORD draw_buffers_mask; /* Enabled draw buffers, 31 max. */ 01123 01124 /* Queries */ 01125 GLuint *free_occlusion_queries; 01126 UINT free_occlusion_query_size; 01127 UINT free_occlusion_query_count; 01128 struct list occlusion_queries; 01129 01130 union wined3d_gl_query_object *free_event_queries; 01131 UINT free_event_query_size; 01132 UINT free_event_query_count; 01133 struct list event_queries; 01134 01135 /* Extension emulation */ 01136 GLint gl_fog_source; 01137 GLfloat fog_coord_value; 01138 GLfloat color[4], fogstart, fogend, fogcolor[4]; 01139 GLuint dummy_arbfp_prog; 01140 }; 01141 01142 struct wined3d_fb_state 01143 { 01144 struct wined3d_surface **render_targets; 01145 struct wined3d_surface *depth_stencil; 01146 }; 01147 01148 typedef void (*APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id); 01149 01150 struct StateEntry 01151 { 01152 DWORD representative; 01153 APPLYSTATEFUNC apply; 01154 }; 01155 01156 struct StateEntryTemplate 01157 { 01158 DWORD state; 01159 struct StateEntry content; 01160 enum wined3d_gl_extension extension; 01161 }; 01162 01163 struct fragment_caps 01164 { 01165 DWORD PrimitiveMiscCaps; 01166 DWORD TextureOpCaps; 01167 DWORD MaxTextureBlendStages; 01168 DWORD MaxSimultaneousTextures; 01169 }; 01170 01171 struct fragment_pipeline 01172 { 01173 void (*enable_extension)(BOOL enable); 01174 void (*get_caps)(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps); 01175 HRESULT (*alloc_private)(struct wined3d_device *device); 01176 void (*free_private)(struct wined3d_device *device); 01177 BOOL (*color_fixup_supported)(struct color_fixup_desc fixup); 01178 const struct StateEntryTemplate *states; 01179 BOOL ffp_proj_control; 01180 }; 01181 01182 extern const struct StateEntryTemplate misc_state_template[] DECLSPEC_HIDDEN; 01183 extern const struct StateEntryTemplate ffp_vertexstate_template[] DECLSPEC_HIDDEN; 01184 extern const struct fragment_pipeline ffp_fragment_pipeline DECLSPEC_HIDDEN; 01185 extern const struct fragment_pipeline atifs_fragment_pipeline DECLSPEC_HIDDEN; 01186 extern const struct fragment_pipeline arbfp_fragment_pipeline DECLSPEC_HIDDEN; 01187 extern const struct fragment_pipeline nvts_fragment_pipeline DECLSPEC_HIDDEN; 01188 extern const struct fragment_pipeline nvrc_fragment_pipeline DECLSPEC_HIDDEN; 01189 01190 /* "Base" state table */ 01191 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs, 01192 const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex, 01193 const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN; 01194 01195 enum wined3d_blit_op 01196 { 01197 WINED3D_BLIT_OP_COLOR_BLIT, 01198 WINED3D_BLIT_OP_COLOR_FILL, 01199 WINED3D_BLIT_OP_DEPTH_FILL, 01200 WINED3D_BLIT_OP_DEPTH_BLIT, 01201 }; 01202 01203 /* Shaders for color conversions in blits. Do not do blit operations while 01204 * already under the GL lock. */ 01205 struct blit_shader 01206 { 01207 HRESULT (*alloc_private)(struct wined3d_device *device); 01208 void (*free_private)(struct wined3d_device *device); 01209 HRESULT (*set_shader)(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface); 01210 void (*unset_shader)(const struct wined3d_gl_info *gl_info); 01211 BOOL (*blit_supported)(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op, 01212 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format, 01213 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format); 01214 HRESULT (*color_fill)(struct wined3d_device *device, struct wined3d_surface *dst_surface, 01215 const RECT *dst_rect, const struct wined3d_color *color); 01216 HRESULT (*depth_fill)(struct wined3d_device *device, 01217 struct wined3d_surface *surface, const RECT *rect, float depth); 01218 }; 01219 01220 extern const struct blit_shader ffp_blit DECLSPEC_HIDDEN; 01221 extern const struct blit_shader arbfp_blit DECLSPEC_HIDDEN; 01222 extern const struct blit_shader cpu_blit DECLSPEC_HIDDEN; 01223 01224 const struct blit_shader *wined3d_select_blitter(const struct wined3d_gl_info *gl_info, enum wined3d_blit_op blit_op, 01225 const RECT *src_rect, DWORD src_usage, enum wined3d_pool src_pool, const struct wined3d_format *src_format, 01226 const RECT *dst_rect, DWORD dst_usage, enum wined3d_pool dst_pool, const struct wined3d_format *dst_format) 01227 DECLSPEC_HIDDEN; 01228 01229 /* Temporary blit_shader helper functions */ 01230 HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter, 01231 struct wined3d_surface *src_surface, const RECT *src_rect, 01232 struct wined3d_surface *dst_surface, const RECT *dst_rect) DECLSPEC_HIDDEN; 01233 01234 struct wined3d_context *context_acquire(const struct wined3d_device *device, 01235 struct wined3d_surface *target) DECLSPEC_HIDDEN; 01236 void context_alloc_event_query(struct wined3d_context *context, 01237 struct wined3d_event_query *query) DECLSPEC_HIDDEN; 01238 void context_alloc_occlusion_query(struct wined3d_context *context, 01239 struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN; 01240 void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN; 01241 BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device, 01242 UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN; 01243 BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN; 01244 void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target, 01245 struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN; 01246 void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, 01247 unsigned int unit) DECLSPEC_HIDDEN; 01248 void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN; 01249 void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN; 01250 struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target, 01251 const struct wined3d_format *ds_format) DECLSPEC_HIDDEN; 01252 void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN; 01253 void context_free_event_query(struct wined3d_event_query *query) DECLSPEC_HIDDEN; 01254 void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN; 01255 struct wined3d_context *context_get_current(void) DECLSPEC_HIDDEN; 01256 DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN; 01257 void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN; 01258 void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN; 01259 void context_resource_released(const struct wined3d_device *device, 01260 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN; 01261 void context_resource_unloaded(const struct wined3d_device *device, 01262 struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN; 01263 BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN; 01264 void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN; 01265 void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN; 01266 void context_state_drawbuf(struct wined3d_context *context, 01267 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 01268 void context_state_fb(struct wined3d_context *context, 01269 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 01270 void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN; 01271 01272 /***************************************************************************** 01273 * Internal representation of a light 01274 */ 01275 struct wined3d_light_info 01276 { 01277 struct wined3d_light OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */ 01278 DWORD OriginalIndex; 01279 LONG glIndex; 01280 BOOL enabled; 01281 01282 /* Converted parms to speed up swapping lights */ 01283 float lightPosn[4]; 01284 float lightDirn[4]; 01285 float exponent; 01286 float cutoff; 01287 01288 struct list entry; 01289 }; 01290 01291 /* The default light parameters */ 01292 extern const struct wined3d_light WINED3D_default_light DECLSPEC_HIDDEN; 01293 01294 struct wined3d_pixel_format 01295 { 01296 int iPixelFormat; /* WGL pixel format */ 01297 int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */ 01298 int redSize, greenSize, blueSize, alphaSize, colorSize; 01299 int depthSize, stencilSize; 01300 BOOL windowDrawable; 01301 BOOL doubleBuffer; 01302 int auxBuffers; 01303 int numSamples; 01304 }; 01305 01306 enum wined3d_pci_vendor 01307 { 01308 HW_VENDOR_SOFTWARE = 0x0000, 01309 HW_VENDOR_AMD = 0x1002, 01310 HW_VENDOR_NVIDIA = 0x10de, 01311 HW_VENDOR_INTEL = 0x8086, 01312 }; 01313 01314 enum wined3d_pci_device 01315 { 01316 CARD_WINE = 0x0000, 01317 01318 CARD_AMD_RAGE_128PRO = 0x5246, 01319 CARD_AMD_RADEON_7200 = 0x5144, 01320 CARD_AMD_RADEON_8500 = 0x514c, 01321 CARD_AMD_RADEON_9500 = 0x4144, 01322 CARD_AMD_RADEON_XPRESS_200M = 0x5955, 01323 CARD_AMD_RADEON_X700 = 0x5e4c, 01324 CARD_AMD_RADEON_X1600 = 0x71c2, 01325 CARD_AMD_RADEON_HD2350 = 0x94c7, 01326 CARD_AMD_RADEON_HD2600 = 0x9581, 01327 CARD_AMD_RADEON_HD2900 = 0x9400, 01328 CARD_AMD_RADEON_HD3200 = 0x9620, 01329 CARD_AMD_RADEON_HD4350 = 0x954f, 01330 CARD_AMD_RADEON_HD4550 = 0x9540, 01331 CARD_AMD_RADEON_HD4600 = 0x9495, 01332 CARD_AMD_RADEON_HD4650 = 0x9498, 01333 CARD_AMD_RADEON_HD4670 = 0x9490, 01334 CARD_AMD_RADEON_HD4700 = 0x944e, 01335 CARD_AMD_RADEON_HD4770 = 0x94b3, 01336 CARD_AMD_RADEON_HD4800 = 0x944c, /* Picked one value between 9440, 944c, 9442, 9460 */ 01337 CARD_AMD_RADEON_HD4830 = 0x944c, 01338 CARD_AMD_RADEON_HD4850 = 0x9442, 01339 CARD_AMD_RADEON_HD4870 = 0x9440, 01340 CARD_AMD_RADEON_HD4890 = 0x9460, 01341 CARD_AMD_RADEON_HD5400 = 0x68f9, 01342 CARD_AMD_RADEON_HD5600 = 0x68d8, 01343 CARD_AMD_RADEON_HD5700 = 0x68BE, /* Picked HD5750 */ 01344 CARD_AMD_RADEON_HD5750 = 0x68BE, 01345 CARD_AMD_RADEON_HD5770 = 0x68B8, 01346 CARD_AMD_RADEON_HD5800 = 0x6898, /* Picked HD5850 */ 01347 CARD_AMD_RADEON_HD5850 = 0x6898, 01348 CARD_AMD_RADEON_HD5870 = 0x6899, 01349 CARD_AMD_RADEON_HD5900 = 0x689c, 01350 CARD_AMD_RADEON_HD6300 = 0x9803, 01351 CARD_AMD_RADEON_HD6400 = 0x6770, 01352 CARD_AMD_RADEON_HD6410D = 0x9644, 01353 CARD_AMD_RADEON_HD6550D = 0x9640, 01354 CARD_AMD_RADEON_HD6600 = 0x6758, 01355 CARD_AMD_RADEON_HD6600M = 0x6741, 01356 CARD_AMD_RADEON_HD6800 = 0x6739, 01357 CARD_AMD_RADEON_HD6900 = 0x6719, 01358 01359 CARD_NVIDIA_RIVA_128 = 0x0018, 01360 CARD_NVIDIA_RIVA_TNT = 0x0020, 01361 CARD_NVIDIA_RIVA_TNT2 = 0x0028, 01362 CARD_NVIDIA_GEFORCE = 0x0100, 01363 CARD_NVIDIA_GEFORCE2_MX = 0x0110, 01364 CARD_NVIDIA_GEFORCE2 = 0x0150, 01365 CARD_NVIDIA_GEFORCE3 = 0x0200, 01366 CARD_NVIDIA_GEFORCE4_MX = 0x0170, 01367 CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253, 01368 CARD_NVIDIA_GEFORCEFX_5200 = 0x0320, 01369 CARD_NVIDIA_GEFORCEFX_5600 = 0x0312, 01370 CARD_NVIDIA_GEFORCEFX_5800 = 0x0302, 01371 CARD_NVIDIA_GEFORCE_6200 = 0x014f, 01372 CARD_NVIDIA_GEFORCE_6600GT = 0x0140, 01373 CARD_NVIDIA_GEFORCE_6800 = 0x0041, 01374 CARD_NVIDIA_GEFORCE_7400 = 0x01d8, 01375 CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */ 01376 CARD_NVIDIA_GEFORCE_7600 = 0x0391, 01377 CARD_NVIDIA_GEFORCE_7800GT = 0x0092, 01378 CARD_NVIDIA_GEFORCE_8100 = 0x084F, 01379 CARD_NVIDIA_GEFORCE_8200 = 0x0849, /* Other PCI ID 0x084B */ 01380 CARD_NVIDIA_GEFORCE_8300GS = 0x0423, 01381 CARD_NVIDIA_GEFORCE_8400GS = 0x0404, 01382 CARD_NVIDIA_GEFORCE_8500GT = 0x0421, 01383 CARD_NVIDIA_GEFORCE_8600GT = 0x0402, 01384 CARD_NVIDIA_GEFORCE_8600MGT = 0x0407, 01385 CARD_NVIDIA_GEFORCE_8800GTS = 0x0193, 01386 CARD_NVIDIA_GEFORCE_8800GTX = 0x0191, 01387 CARD_NVIDIA_GEFORCE_9200 = 0x086d, 01388 CARD_NVIDIA_GEFORCE_9400GT = 0x042c, 01389 CARD_NVIDIA_GEFORCE_9500GT = 0x0640, 01390 CARD_NVIDIA_GEFORCE_9600GT = 0x0622, 01391 CARD_NVIDIA_GEFORCE_9800GT = 0x0614, 01392 CARD_NVIDIA_GEFORCE_210 = 0x0a23, 01393 CARD_NVIDIA_GEFORCE_GT220 = 0x0a20, 01394 CARD_NVIDIA_GEFORCE_GT240 = 0x0ca3, 01395 CARD_NVIDIA_GEFORCE_GTX260 = 0x05e2, 01396 CARD_NVIDIA_GEFORCE_GTX275 = 0x05e6, 01397 CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1, 01398 CARD_NVIDIA_GEFORCE_GT320M = 0x0a2d, 01399 CARD_NVIDIA_GEFORCE_GT325M = 0x0a35, 01400 CARD_NVIDIA_GEFORCE_GT330 = 0x0ca0, 01401 CARD_NVIDIA_GEFORCE_GTS350M = 0x0cb0, 01402 CARD_NVIDIA_GEFORCE_GT420 = 0x0de2, 01403 CARD_NVIDIA_GEFORCE_GT430 = 0x0de1, 01404 CARD_NVIDIA_GEFORCE_GT440 = 0x0de0, 01405 CARD_NVIDIA_GEFORCE_GTS450 = 0x0dc4, 01406 CARD_NVIDIA_GEFORCE_GTX460 = 0x0e22, 01407 CARD_NVIDIA_GEFORCE_GTX460M = 0x0dd1, 01408 CARD_NVIDIA_GEFORCE_GTX465 = 0x06c4, 01409 CARD_NVIDIA_GEFORCE_GTX470 = 0x06cd, 01410 CARD_NVIDIA_GEFORCE_GTX480 = 0x06c0, 01411 CARD_NVIDIA_GEFORCE_GT540M = 0x0df4, 01412 CARD_NVIDIA_GEFORCE_GTX550 = 0x1244, 01413 CARD_NVIDIA_GEFORCE_GT555M = 0x04b8, 01414 CARD_NVIDIA_GEFORCE_GTX560TI = 0x1200, 01415 CARD_NVIDIA_GEFORCE_GTX560 = 0x1201, 01416 CARD_NVIDIA_GEFORCE_GTX570 = 0x1081, 01417 CARD_NVIDIA_GEFORCE_GTX580 = 0x1080, 01418 01419 CARD_INTEL_830M = 0x3577, 01420 CARD_INTEL_855GM = 0x3582, 01421 CARD_INTEL_845G = 0x2562, 01422 CARD_INTEL_865G = 0x2572, 01423 CARD_INTEL_915G = 0x2582, 01424 CARD_INTEL_E7221G = 0x258a, 01425 CARD_INTEL_915GM = 0x2592, 01426 CARD_INTEL_945G = 0x2772, 01427 CARD_INTEL_945GM = 0x27a2, 01428 CARD_INTEL_945GME = 0x27ae, 01429 CARD_INTEL_Q35 = 0x29b2, 01430 CARD_INTEL_G33 = 0x29c2, 01431 CARD_INTEL_Q33 = 0x29d2, 01432 CARD_INTEL_PNVG = 0xa001, 01433 CARD_INTEL_PNVM = 0xa011, 01434 CARD_INTEL_965Q = 0x2992, 01435 CARD_INTEL_965G = 0x2982, 01436 CARD_INTEL_946GZ = 0x2972, 01437 CARD_INTEL_965GM = 0x2a02, 01438 CARD_INTEL_965GME = 0x2a12, 01439 CARD_INTEL_GM45 = 0x2a42, 01440 CARD_INTEL_IGD = 0x2e02, 01441 CARD_INTEL_Q45 = 0x2e12, 01442 CARD_INTEL_G45 = 0x2e22, 01443 CARD_INTEL_G41 = 0x2e32, 01444 CARD_INTEL_B43 = 0x2e92, 01445 CARD_INTEL_ILKD = 0x0042, 01446 CARD_INTEL_ILKM = 0x0046, 01447 CARD_INTEL_SNBD = 0x0122, 01448 CARD_INTEL_SNBM = 0x0126, 01449 CARD_INTEL_SNBS = 0x010a, 01450 CARD_INTEL_IVBD = 0x0162, 01451 CARD_INTEL_IVBM = 0x0166, 01452 CARD_INTEL_IVBS = 0x015a, 01453 }; 01454 01455 struct wined3d_fbo_ops 01456 { 01457 PGLFNGLISRENDERBUFFERPROC glIsRenderbuffer; 01458 PGLFNGLBINDRENDERBUFFERPROC glBindRenderbuffer; 01459 PGLFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers; 01460 PGLFNGLGENRENDERBUFFERSPROC glGenRenderbuffers; 01461 PGLFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage; 01462 PGLFNRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample; 01463 PGLFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv; 01464 PGLFNGLISFRAMEBUFFERPROC glIsFramebuffer; 01465 PGLFNGLBINDFRAMEBUFFERPROC glBindFramebuffer; 01466 PGLFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers; 01467 PGLFNGLGENFRAMEBUFFERSPROC glGenFramebuffers; 01468 PGLFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus; 01469 PGLFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D; 01470 PGLFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D; 01471 PGLFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D; 01472 PGLFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer; 01473 PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv; 01474 PGLFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer; 01475 PGLFNGLGENERATEMIPMAPPROC glGenerateMipmap; 01476 }; 01477 01478 struct wined3d_gl_limits 01479 { 01480 UINT buffers; 01481 UINT lights; 01482 UINT textures; 01483 UINT texture_stages; 01484 UINT texture_coords; 01485 UINT fragment_samplers; 01486 UINT vertex_samplers; 01487 UINT combined_samplers; 01488 UINT general_combiners; 01489 UINT sampler_stages; 01490 UINT clipplanes; 01491 UINT texture_size; 01492 UINT texture3d_size; 01493 float pointsize_max; 01494 float pointsize_min; 01495 UINT blends; 01496 UINT anisotropy; 01497 float shininess; 01498 UINT samples; 01499 UINT vertex_attribs; 01500 01501 UINT glsl_varyings; 01502 UINT glsl_vs_float_constants; 01503 UINT glsl_ps_float_constants; 01504 01505 UINT arb_vs_float_constants; 01506 UINT arb_vs_native_constants; 01507 UINT arb_vs_instructions; 01508 UINT arb_vs_temps; 01509 UINT arb_ps_float_constants; 01510 UINT arb_ps_local_constants; 01511 UINT arb_ps_native_constants; 01512 UINT arb_ps_instructions; 01513 UINT arb_ps_temps; 01514 }; 01515 01516 struct wined3d_gl_info 01517 { 01518 DWORD glsl_version; 01519 struct wined3d_gl_limits limits; 01520 DWORD reserved_glsl_constants; 01521 DWORD quirks; 01522 BOOL supported[WINED3D_GL_EXT_COUNT]; 01523 GLint wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP + 1]; 01524 01525 struct wined3d_fbo_ops fbo_ops; 01526 #define USE_GL_FUNC(type, pfn, ext, replace) type pfn; 01527 /* GL function pointers */ 01528 GL_EXT_FUNCS_GEN 01529 /* WGL function pointers */ 01530 WGL_EXT_FUNCS_GEN 01531 #undef USE_GL_FUNC 01532 01533 struct wined3d_format *formats; 01534 }; 01535 01536 struct wined3d_driver_info 01537 { 01538 enum wined3d_pci_vendor vendor; 01539 enum wined3d_pci_device device; 01540 const char *name; 01541 const char *description; 01542 unsigned int vidmem; 01543 DWORD version_high; 01544 DWORD version_low; 01545 }; 01546 01547 /* The adapter structure */ 01548 struct wined3d_adapter 01549 { 01550 UINT ordinal; 01551 BOOL opengl; 01552 01553 POINT monitorPoint; 01554 SIZE screen_size; 01555 enum wined3d_format_id screen_format; 01556 01557 struct wined3d_gl_info gl_info; 01558 struct wined3d_driver_info driver_info; 01559 WCHAR DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */ 01560 unsigned int cfg_count; 01561 struct wined3d_pixel_format *cfgs; 01562 unsigned int TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */ 01563 unsigned int UsedTextureRam; 01564 LUID luid; 01565 01566 const struct fragment_pipeline *fragment_pipe; 01567 const struct wined3d_shader_backend_ops *shader_backend; 01568 const struct blit_shader *blitter; 01569 }; 01570 01571 unsigned int adapter_adjust_memory(struct wined3d_adapter *adapter, int amount) DECLSPEC_HIDDEN; 01572 01573 BOOL initPixelFormats(struct wined3d_gl_info *gl_info, enum wined3d_pci_vendor vendor) DECLSPEC_HIDDEN; 01574 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 01575 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 01576 01577 /***************************************************************************** 01578 * High order patch management 01579 */ 01580 struct WineD3DRectPatch 01581 { 01582 UINT Handle; 01583 float *mem; 01584 struct wined3d_strided_data strided; 01585 struct wined3d_rect_patch_info rect_patch_info; 01586 float numSegs[4]; 01587 char has_normals, has_texcoords; 01588 struct list entry; 01589 }; 01590 01591 HRESULT tesselate_rectpatch(struct wined3d_device *device, struct WineD3DRectPatch *patch) DECLSPEC_HIDDEN; 01592 01593 enum projection_types 01594 { 01595 proj_none = 0, 01596 proj_count3 = 1, 01597 proj_count4 = 2 01598 }; 01599 01600 enum dst_arg 01601 { 01602 resultreg = 0, 01603 tempreg = 1 01604 }; 01605 01606 /***************************************************************************** 01607 * Fixed function pipeline replacements 01608 */ 01609 #define ARG_UNUSED 0xff 01610 struct texture_stage_op 01611 { 01612 unsigned cop : 8; 01613 unsigned carg1 : 8; 01614 unsigned carg2 : 8; 01615 unsigned carg0 : 8; 01616 01617 unsigned aop : 8; 01618 unsigned aarg1 : 8; 01619 unsigned aarg2 : 8; 01620 unsigned aarg0 : 8; 01621 01622 struct color_fixup_desc color_fixup; 01623 unsigned tex_type : 3; 01624 unsigned dst : 1; 01625 unsigned projected : 2; 01626 unsigned padding : 10; 01627 }; 01628 01629 struct ffp_frag_settings { 01630 struct texture_stage_op op[MAX_TEXTURES]; 01631 enum fogmode fog; 01632 /* Use shorts instead of chars to get dword alignment */ 01633 unsigned short sRGB_write; 01634 unsigned short emul_clipplanes; 01635 }; 01636 01637 struct ffp_frag_desc 01638 { 01639 struct wine_rb_entry entry; 01640 struct ffp_frag_settings settings; 01641 }; 01642 01643 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions DECLSPEC_HIDDEN; 01644 extern const struct wined3d_parent_ops wined3d_null_parent_ops DECLSPEC_HIDDEN; 01645 01646 void gen_ffp_frag_op(const struct wined3d_device *device, const struct wined3d_state *state, 01647 struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN; 01648 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders, 01649 const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN; 01650 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN; 01651 void wined3d_get_draw_rect(const struct wined3d_state *state, RECT *rect) DECLSPEC_HIDDEN; 01652 01653 struct wined3d 01654 { 01655 LONG ref; 01656 void *parent; 01657 DWORD flags; 01658 UINT dxVersion; 01659 UINT adapter_count; 01660 struct wined3d_adapter adapters[1]; 01661 }; 01662 01663 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags, void *parent) DECLSPEC_HIDDEN; 01664 BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN; 01665 void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN; 01666 01667 /***************************************************************************** 01668 * IWineD3DDevice implementation structure 01669 */ 01670 #define WINED3D_UNMAPPED_STAGE ~0U 01671 01672 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */ 01673 #define WINED3DCREATE_MULTITHREADED 0x00000004 01674 01675 struct wined3d_device 01676 { 01677 LONG ref; 01678 01679 /* WineD3D Information */ 01680 struct wined3d_device_parent *device_parent; 01681 struct wined3d *wined3d; 01682 struct wined3d_adapter *adapter; 01683 01684 /* Window styles to restore when switching fullscreen mode */ 01685 LONG style; 01686 LONG exStyle; 01687 01688 /* X and GL Information */ 01689 GLenum offscreenBuffer; 01690 01691 /* Selected capabilities */ 01692 int vs_selected_mode; 01693 int ps_selected_mode; 01694 const struct wined3d_shader_backend_ops *shader_backend; 01695 void *shader_priv; 01696 void *fragment_priv; 01697 void *blit_priv; 01698 struct StateEntry StateTable[STATE_HIGHEST + 1]; 01699 /* Array of functions for states which are handled by more than one pipeline part */ 01700 APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1]; 01701 const struct fragment_pipeline *frag_pipe; 01702 const struct blit_shader *blitter; 01703 01704 unsigned int max_ffp_textures; 01705 DWORD vshader_version, pshader_version; 01706 DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */ 01707 DWORD vs_clipping; 01708 01709 WORD view_ident : 1; /* true iff view matrix is identity */ 01710 WORD vertexBlendUsed : 1; /* To avoid needless setting of the blend matrices */ 01711 WORD isRecordingState : 1; 01712 WORD isInDraw : 1; 01713 WORD bCursorVisible : 1; 01714 WORD d3d_initialized : 1; 01715 WORD inScene : 1; /* A flag to check for proper BeginScene / EndScene call pairs */ 01716 WORD softwareVertexProcessing : 1; /* process vertex shaders using software or hardware */ 01717 WORD useDrawStridedSlow : 1; 01718 WORD instancedDraw : 1; 01719 WORD filter_messages : 1; 01720 WORD padding : 5; 01721 01722 BYTE fixed_function_usage_map; /* MAX_TEXTURES, 8 */ 01723 01724 #define DDRAW_PITCH_ALIGNMENT 8 01725 #define D3D8_PITCH_ALIGNMENT 4 01726 unsigned char surface_alignment; /* Line Alignment of surfaces */ 01727 01728 /* State block related */ 01729 struct wined3d_stateblock *stateBlock; 01730 struct wined3d_stateblock *updateStateBlock; 01731 01732 /* Internal use fields */ 01733 struct wined3d_device_creation_parameters create_parms; 01734 HWND focus_window; 01735 01736 struct wined3d_swapchain **swapchains; 01737 UINT swapchain_count; 01738 01739 struct list resources; /* a linked list to track resources created by the device */ 01740 struct list shaders; /* a linked list to track shaders (pixel and vertex) */ 01741 01742 /* Render Target Support */ 01743 DWORD valid_rt_mask; 01744 struct wined3d_fb_state fb; 01745 struct wined3d_surface *onscreen_depth_stencil; 01746 struct wined3d_surface *auto_depth_stencil; 01747 01748 /* For rendering to a texture using glCopyTexImage */ 01749 GLuint depth_blt_texture; 01750 01751 /* Cursor management */ 01752 UINT xHotSpot; 01753 UINT yHotSpot; 01754 UINT xScreenSpace; 01755 UINT yScreenSpace; 01756 UINT cursorWidth, cursorHeight; 01757 GLuint cursorTexture; 01758 HCURSOR hardwareCursor; 01759 01760 /* The Wine logo surface */ 01761 struct wined3d_surface *logo_surface; 01762 01763 /* Textures for when no other textures are mapped */ 01764 UINT dummy_texture_2d[MAX_COMBINED_SAMPLERS]; 01765 UINT dummy_texture_rect[MAX_COMBINED_SAMPLERS]; 01766 UINT dummy_texture_3d[MAX_COMBINED_SAMPLERS]; 01767 UINT dummy_texture_cube[MAX_COMBINED_SAMPLERS]; 01768 01769 /* With register combiners we can skip junk texture stages */ 01770 DWORD texUnitMap[MAX_COMBINED_SAMPLERS]; 01771 DWORD rev_tex_unit_map[MAX_COMBINED_SAMPLERS]; 01772 01773 /* Stream source management */ 01774 struct wined3d_stream_info strided_streams; 01775 const struct wined3d_strided_data *up_strided; 01776 struct wined3d_event_query *buffer_queries[MAX_ATTRIBS]; 01777 unsigned int num_buffer_queries; 01778 01779 /* Context management */ 01780 struct wined3d_context **contexts; 01781 UINT context_count; 01782 01783 /* High level patch management */ 01784 #define PATCHMAP_SIZE 43 01785 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */ 01786 struct list patches[PATCHMAP_SIZE]; 01787 }; 01788 01789 HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb, 01790 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, 01791 const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN; 01792 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN; 01793 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN; 01794 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d, 01795 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags, 01796 BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN; 01797 void device_preload_textures(const struct wined3d_device *device) DECLSPEC_HIDDEN; 01798 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode, 01799 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN; 01800 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN; 01801 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN; 01802 void device_stream_info_from_declaration(struct wined3d_device *device, 01803 struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN; 01804 void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context, 01805 struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN; 01806 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 01807 void device_update_tex_unit_map(struct wined3d_device *device) DECLSPEC_HIDDEN; 01808 void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN; 01809 01810 static inline BOOL isStateDirty(const struct wined3d_context *context, DWORD state) 01811 { 01812 DWORD idx = state / (sizeof(*context->isStateDirty) * CHAR_BIT); 01813 BYTE shift = state & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1); 01814 return context->isStateDirty[idx] & (1 << shift); 01815 } 01816 01817 static inline void invalidate_active_texture(const struct wined3d_device *device, struct wined3d_context *context) 01818 { 01819 DWORD sampler = device->rev_tex_unit_map[context->active_texture]; 01820 if (sampler != WINED3D_UNMAPPED_STAGE) 01821 context_invalidate_state(context, STATE_SAMPLER(sampler)); 01822 } 01823 01824 #define WINED3D_RESOURCE_ACCESS_GPU 0x1 01825 #define WINED3D_RESOURCE_ACCESS_CPU 0x2 01826 /* SCRATCH is mostly the same as CPU, but can't be used by the GPU at all, 01827 * not even for resource uploads. */ 01828 #define WINED3D_RESOURCE_ACCESS_SCRATCH 0x4 01829 01830 struct wined3d_resource_ops 01831 { 01832 void (*resource_unload)(struct wined3d_resource *resource); 01833 }; 01834 01835 struct wined3d_resource 01836 { 01837 LONG ref; 01838 struct wined3d_device *device; 01839 enum wined3d_resource_type type; 01840 const struct wined3d_format *format; 01841 enum wined3d_multisample_type multisample_type; 01842 UINT multisample_quality; 01843 DWORD usage; 01844 enum wined3d_pool pool; 01845 DWORD access_flags; 01846 UINT width; 01847 UINT height; 01848 UINT depth; 01849 UINT size; 01850 DWORD priority; 01851 BYTE *allocatedMemory; /* Pointer to the real data location */ 01852 BYTE *heapMemory; /* Pointer to the HeapAlloced block of memory */ 01853 struct list privateData; 01854 struct list resource_list_entry; 01855 01856 void *parent; 01857 const struct wined3d_parent_ops *parent_ops; 01858 const struct wined3d_resource_ops *resource_ops; 01859 }; 01860 01861 void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 01862 DWORD resource_get_priority(const struct wined3d_resource *resource) DECLSPEC_HIDDEN; 01863 HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device, 01864 enum wined3d_resource_type type, const struct wined3d_format *format, 01865 enum wined3d_multisample_type multisample_type, UINT multisample_quality, 01866 DWORD usage, enum wined3d_pool pool, UINT width, UINT height, UINT depth, UINT size, 01867 void *parent, const struct wined3d_parent_ops *parent_ops, 01868 const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN; 01869 DWORD resource_set_priority(struct wined3d_resource *resource, DWORD priority) DECLSPEC_HIDDEN; 01870 void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN; 01871 01872 /* Tests show that the start address of resources is 32 byte aligned */ 01873 #define RESOURCE_ALIGNMENT 16 01874 01875 enum wined3d_texture_state 01876 { 01877 WINED3DTEXSTA_ADDRESSU = 0, 01878 WINED3DTEXSTA_ADDRESSV = 1, 01879 WINED3DTEXSTA_ADDRESSW = 2, 01880 WINED3DTEXSTA_BORDERCOLOR = 3, 01881 WINED3DTEXSTA_MAGFILTER = 4, 01882 WINED3DTEXSTA_MINFILTER = 5, 01883 WINED3DTEXSTA_MIPFILTER = 6, 01884 WINED3DTEXSTA_MAXMIPLEVEL = 7, 01885 WINED3DTEXSTA_MAXANISOTROPY = 8, 01886 WINED3DTEXSTA_SRGBTEXTURE = 9, 01887 WINED3DTEXSTA_SHADOW = 10, 01888 MAX_WINETEXTURESTATES = 11, 01889 }; 01890 01891 enum WINED3DSRGB 01892 { 01893 SRGB_ANY = 0, /* Uses the cached value(e.g. external calls) */ 01894 SRGB_RGB = 1, /* Loads the rgb texture */ 01895 SRGB_SRGB = 2, /* Loads the srgb texture */ 01896 }; 01897 01898 struct gl_texture 01899 { 01900 DWORD states[MAX_WINETEXTURESTATES]; 01901 BOOL dirty; 01902 GLuint name; 01903 }; 01904 01905 struct wined3d_texture_ops 01906 { 01907 HRESULT (*texture_bind)(struct wined3d_texture *texture, 01908 struct wined3d_context *context, BOOL srgb); 01909 void (*texture_preload)(struct wined3d_texture *texture, enum WINED3DSRGB srgb); 01910 void (*texture_sub_resource_add_dirty_region)(struct wined3d_resource *sub_resource, 01911 const struct wined3d_box *dirty_region); 01912 void (*texture_sub_resource_cleanup)(struct wined3d_resource *sub_resource); 01913 }; 01914 01915 #define WINED3D_TEXTURE_COND_NP2 0x1 01916 #define WINED3D_TEXTURE_POW2_MAT_IDENT 0x2 01917 #define WINED3D_TEXTURE_IS_SRGB 0x4 01918 01919 struct wined3d_texture 01920 { 01921 struct wined3d_resource resource; 01922 const struct wined3d_texture_ops *texture_ops; 01923 struct gl_texture texture_rgb, texture_srgb; 01924 struct wined3d_resource **sub_resources; 01925 UINT layer_count; 01926 UINT level_count; 01927 float pow2_matrix[16]; 01928 UINT lod; 01929 enum wined3d_texture_filter_type filter_type; 01930 LONG bind_count; 01931 DWORD sampler; 01932 DWORD flags; 01933 const struct min_lookup *min_mip_lookup; 01934 const GLenum *mag_lookup; 01935 GLenum target; 01936 }; 01937 01938 static inline struct wined3d_texture *wined3d_texture_from_resource(struct wined3d_resource *resource) 01939 { 01940 return CONTAINING_RECORD(resource, struct wined3d_texture, resource); 01941 } 01942 01943 static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_texture *texture, 01944 const struct wined3d_gl_info *gl_info, BOOL srgb) 01945 { 01946 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE] 01947 ? &texture->texture_srgb : &texture->texture_rgb; 01948 } 01949 01950 void wined3d_texture_apply_state_changes(struct wined3d_texture *texture, 01951 const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1], 01952 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 01953 void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN; 01954 01955 struct wined3d_volume 01956 { 01957 struct wined3d_resource resource; 01958 struct wined3d_texture *container; 01959 BOOL lockable; 01960 BOOL locked; 01961 struct wined3d_box lockedBox; 01962 struct wined3d_box dirtyBox; 01963 BOOL dirty; 01964 }; 01965 01966 static inline struct wined3d_volume *volume_from_resource(struct wined3d_resource *resource) 01967 { 01968 return CONTAINING_RECORD(resource, struct wined3d_volume, resource); 01969 } 01970 01971 void volume_add_dirty_box(struct wined3d_volume *volume, const struct wined3d_box *dirty_box) DECLSPEC_HIDDEN; 01972 void volume_load(const struct wined3d_volume *volume, struct wined3d_context *context, UINT level, BOOL srgb_mode) DECLSPEC_HIDDEN; 01973 void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN; 01974 01975 struct wined3d_surface_dib 01976 { 01977 HBITMAP DIBsection; 01978 void *bitmap_data; 01979 UINT bitmap_size; 01980 }; 01981 01982 struct wined3d_renderbuffer_entry 01983 { 01984 struct list entry; 01985 GLuint id; 01986 UINT width; 01987 UINT height; 01988 }; 01989 01990 struct fbo_entry 01991 { 01992 struct list entry; 01993 struct wined3d_surface **render_targets; 01994 struct wined3d_surface *depth_stencil; 01995 DWORD location; 01996 DWORD rt_mask; 01997 BOOL attached; 01998 GLuint id; 01999 }; 02000 02001 enum wined3d_container_type 02002 { 02003 WINED3D_CONTAINER_NONE = 0, 02004 WINED3D_CONTAINER_SWAPCHAIN, 02005 WINED3D_CONTAINER_TEXTURE, 02006 }; 02007 02008 struct wined3d_subresource_container 02009 { 02010 enum wined3d_container_type type; 02011 union 02012 { 02013 struct wined3d_swapchain *swapchain; 02014 struct wined3d_texture *texture; 02015 void *base; 02016 } u; 02017 }; 02018 02019 struct wined3d_surface_ops 02020 { 02021 HRESULT (*surface_private_setup)(struct wined3d_surface *surface); 02022 void (*surface_realize_palette)(struct wined3d_surface *surface); 02023 void (*surface_map)(struct wined3d_surface *surface, const RECT *rect, DWORD flags); 02024 void (*surface_unmap)(struct wined3d_surface *surface); 02025 }; 02026 02027 struct wined3d_surface 02028 { 02029 struct wined3d_resource resource; 02030 const struct wined3d_surface_ops *surface_ops; 02031 struct wined3d_subresource_container container; 02032 struct wined3d_palette *palette; /* D3D7 style palette handling */ 02033 DWORD draw_binding; 02034 02035 DWORD flags; 02036 02037 WINED3DSURFTYPE surface_type; 02038 UINT pow2Width; 02039 UINT pow2Height; 02040 02041 /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */ 02042 void (*get_drawable_size)(const struct wined3d_context *context, UINT *width, UINT *height); 02043 02044 /* PBO */ 02045 GLuint pbo; 02046 GLuint rb_multisample; 02047 GLuint rb_resolved; 02048 GLuint texture_name; 02049 GLuint texture_name_srgb; 02050 GLint texture_level; 02051 GLenum texture_target; 02052 02053 RECT lockedRect; 02054 RECT dirtyRect; 02055 int lockCount; 02056 #define MAXLOCKCOUNT 50 /* After this amount of locks do not free the sysmem copy */ 02057 02058 /* For GetDC */ 02059 struct wined3d_surface_dib dib; 02060 HDC hDC; 02061 02062 /* Color keys for DDraw */ 02063 struct wined3d_color_key dst_blt_color_key; 02064 struct wined3d_color_key src_blt_color_key; 02065 struct wined3d_color_key dst_overlay_color_key; 02066 struct wined3d_color_key src_overlay_color_key; 02067 DWORD CKeyFlags; 02068 02069 struct wined3d_color_key gl_color_key; 02070 02071 struct list renderbuffers; 02072 const struct wined3d_renderbuffer_entry *current_renderbuffer; 02073 SIZE ds_current_size; 02074 02075 /* DirectDraw Overlay handling */ 02076 RECT overlay_srcrect; 02077 RECT overlay_destrect; 02078 struct wined3d_surface *overlay_dest; 02079 struct list overlays; 02080 struct list overlay_entry; 02081 }; 02082 02083 static inline struct wined3d_surface *surface_from_resource(struct wined3d_resource *resource) 02084 { 02085 return CONTAINING_RECORD(resource, struct wined3d_surface, resource); 02086 } 02087 02088 static inline GLuint surface_get_texture_name(const struct wined3d_surface *surface, 02089 const struct wined3d_gl_info *gl_info, BOOL srgb) 02090 { 02091 return srgb && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE] 02092 ? surface->texture_name_srgb : surface->texture_name; 02093 } 02094 02095 void surface_add_dirty_rect(struct wined3d_surface *surface, const struct wined3d_box *dirty_rect) DECLSPEC_HIDDEN; 02096 void surface_bind(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; 02097 HRESULT surface_color_fill(struct wined3d_surface *s, 02098 const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN; 02099 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN; 02100 BOOL surface_init_sysmem(struct wined3d_surface *surface) DECLSPEC_HIDDEN; 02101 void surface_internal_preload(struct wined3d_surface *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN; 02102 BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN; 02103 HRESULT surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN; 02104 void surface_load_ds_location(struct wined3d_surface *surface, 02105 struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN; 02106 void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN; 02107 HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location, const RECT *rect) DECLSPEC_HIDDEN; 02108 void surface_modify_ds_location(struct wined3d_surface *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN; 02109 void surface_modify_location(struct wined3d_surface *surface, DWORD location, BOOL persistent) DECLSPEC_HIDDEN; 02110 void surface_prepare_rb(struct wined3d_surface *surface, 02111 const struct wined3d_gl_info *gl_info, BOOL multisample) DECLSPEC_HIDDEN; 02112 void surface_prepare_texture(struct wined3d_surface *surface, 02113 struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN; 02114 void surface_set_compatible_renderbuffer(struct wined3d_surface *surface, 02115 const struct wined3d_surface *rt) DECLSPEC_HIDDEN; 02116 void surface_set_container(struct wined3d_surface *surface, 02117 enum wined3d_container_type type, void *container) DECLSPEC_HIDDEN; 02118 void surface_set_texture_name(struct wined3d_surface *surface, GLuint name, BOOL srgb_name) DECLSPEC_HIDDEN; 02119 void surface_set_texture_target(struct wined3d_surface *surface, GLenum target) DECLSPEC_HIDDEN; 02120 void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN; 02121 void surface_update_draw_binding(struct wined3d_surface *surface) DECLSPEC_HIDDEN; 02122 HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const POINT *dst_point, 02123 struct wined3d_surface *src_surface, const RECT *src_rect) DECLSPEC_HIDDEN; 02124 02125 void get_drawable_size_swapchain(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN; 02126 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN; 02127 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height) DECLSPEC_HIDDEN; 02128 02129 void draw_textured_quad(const struct wined3d_surface *src_surface, struct wined3d_context *context, 02130 const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN; 02131 void flip_surface(struct wined3d_surface *front, struct wined3d_surface *back) DECLSPEC_HIDDEN; 02132 02133 /* Surface flags: */ 02134 #define SFLAG_CONVERTED 0x00000001 /* Converted for color keying or palettized. */ 02135 #define SFLAG_DISCARD 0x00000002 /* ??? */ 02136 #define SFLAG_NONPOW2 0x00000004 /* Surface sizes are not a power of 2 */ 02137 #define SFLAG_NORMCOORD 0x00000008 /* Set if GL texture coordinates are normalized (non-texture rectangle). */ 02138 #define SFLAG_LOCKABLE 0x00000010 /* Surface can be locked. */ 02139 #define SFLAG_DYNLOCK 0x00000020 /* Surface is often locked by the application. */ 02140 #define SFLAG_LOCKED 0x00000040 /* Surface is currently locked. */ 02141 #define SFLAG_DCINUSE 0x00000080 /* Set between GetDC and ReleaseDC calls. */ 02142 #define SFLAG_LOST 0x00000100 /* Surface lost flag for ddraw. */ 02143 #define SFLAG_GLCKEY 0x00000200 /* The GL texture was created with a color key. */ 02144 #define SFLAG_CLIENT 0x00000400 /* GL_APPLE_client_storage is used with this surface. */ 02145 #define SFLAG_INOVERLAYDRAW 0x00000800 /* Overlay drawing is in progress. Recursion prevention. */ 02146 #define SFLAG_DIBSECTION 0x00001000 /* Has a DIB section attached for GetDC. */ 02147 #define SFLAG_USERPTR 0x00002000 /* The application allocated the memory for this surface. */ 02148 #define SFLAG_ALLOCATED 0x00004000 /* A GL texture is allocated for this surface. */ 02149 #define SFLAG_SRGBALLOCATED 0x00008000 /* A sRGB GL texture is allocated for this surface. */ 02150 #define SFLAG_PBO 0x00010000 /* The surface has a PBO. */ 02151 #define SFLAG_INSYSMEM 0x00020000 /* The system memory copy is current. */ 02152 #define SFLAG_INTEXTURE 0x00040000 /* The GL texture is current. */ 02153 #define SFLAG_INSRGBTEX 0x00080000 /* The GL sRGB texture is current. */ 02154 #define SFLAG_INDRAWABLE 0x00100000 /* The GL drawable is current. */ 02155 #define SFLAG_INRB_MULTISAMPLE 0x00200000 /* The multisample renderbuffer is current. */ 02156 #define SFLAG_INRB_RESOLVED 0x00400000 /* The resolved renderbuffer is current. */ 02157 #define SFLAG_PIN_SYSMEM 0x02000000 /* Keep the surface in sysmem, at the same address. */ 02158 02159 /* In some conditions the surface memory must not be freed: 02160 * SFLAG_CONVERTED: Converting the data back would take too long 02161 * SFLAG_DIBSECTION: The dib code manages the memory 02162 * SFLAG_LOCKED: The app requires access to the surface data 02163 * SFLAG_DYNLOCK: Avoid freeing the data for performance 02164 * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL. 02165 * SFLAG_CLIENT: OpenGL uses our memory as backup 02166 */ 02167 #define SFLAG_DONOTFREE (SFLAG_CONVERTED | \ 02168 SFLAG_DYNLOCK | \ 02169 SFLAG_LOCKED | \ 02170 SFLAG_CLIENT | \ 02171 SFLAG_DIBSECTION | \ 02172 SFLAG_USERPTR | \ 02173 SFLAG_PBO | \ 02174 SFLAG_PIN_SYSMEM) 02175 02176 #define SFLAG_LOCATIONS (SFLAG_INSYSMEM | \ 02177 SFLAG_INTEXTURE | \ 02178 SFLAG_INSRGBTEX | \ 02179 SFLAG_INDRAWABLE | \ 02180 SFLAG_INRB_MULTISAMPLE | \ 02181 SFLAG_INRB_RESOLVED) 02182 02183 typedef enum { 02184 NO_CONVERSION, 02185 CONVERT_PALETTED, 02186 CONVERT_PALETTED_CK, 02187 CONVERT_CK_565, 02188 CONVERT_CK_5551, 02189 CONVERT_CK_RGB24, 02190 CONVERT_RGB32_888 02191 } CONVERT_TYPES; 02192 02193 HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_alpha_ck, BOOL use_texturing, 02194 struct wined3d_format *format, CONVERT_TYPES *convert) DECLSPEC_HIDDEN; 02195 void d3dfmt_p8_init_palette(const struct wined3d_surface *surface, BYTE table[256][4], BOOL colorkey) DECLSPEC_HIDDEN; 02196 02197 struct wined3d_vertex_declaration_element 02198 { 02199 const struct wined3d_format *format; 02200 BOOL ffp_valid; 02201 WORD input_slot; 02202 WORD offset; 02203 UINT output_slot; 02204 BYTE method; 02205 BYTE usage; 02206 BYTE usage_idx; 02207 }; 02208 02209 struct wined3d_vertex_declaration 02210 { 02211 LONG ref; 02212 void *parent; 02213 const struct wined3d_parent_ops *parent_ops; 02214 struct wined3d_device *device; 02215 02216 struct wined3d_vertex_declaration_element *elements; 02217 UINT element_count; 02218 02219 DWORD streams[MAX_STREAMS]; 02220 UINT num_streams; 02221 BOOL position_transformed; 02222 BOOL half_float_conv_needed; 02223 }; 02224 02225 struct wined3d_saved_states 02226 { 02227 DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1]; 02228 WORD streamSource; /* MAX_STREAMS, 16 */ 02229 WORD streamFreq; /* MAX_STREAMS, 16 */ 02230 DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1]; 02231 DWORD textureState[MAX_TEXTURES]; /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */ 02232 WORD samplerState[MAX_COMBINED_SAMPLERS]; /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */ 02233 DWORD clipplane; /* WINED3DMAXUSERCLIPPLANES, 32 */ 02234 WORD pixelShaderConstantsB; /* MAX_CONST_B, 16 */ 02235 WORD pixelShaderConstantsI; /* MAX_CONST_I, 16 */ 02236 BOOL *pixelShaderConstantsF; 02237 WORD vertexShaderConstantsB; /* MAX_CONST_B, 16 */ 02238 WORD vertexShaderConstantsI; /* MAX_CONST_I, 16 */ 02239 BOOL *vertexShaderConstantsF; 02240 DWORD textures : 20; /* MAX_COMBINED_SAMPLERS, 20 */ 02241 DWORD primitive_type : 1; 02242 DWORD indices : 1; 02243 DWORD material : 1; 02244 DWORD viewport : 1; 02245 DWORD vertexDecl : 1; 02246 DWORD pixelShader : 1; 02247 DWORD vertexShader : 1; 02248 DWORD scissorRect : 1; 02249 DWORD padding : 4; 02250 }; 02251 02252 struct StageState { 02253 DWORD stage; 02254 DWORD state; 02255 }; 02256 02257 struct wined3d_stream_state 02258 { 02259 struct wined3d_buffer *buffer; 02260 UINT offset; 02261 UINT stride; 02262 UINT frequency; 02263 UINT flags; 02264 }; 02265 02266 struct wined3d_state 02267 { 02268 const struct wined3d_fb_state *fb; 02269 02270 struct wined3d_vertex_declaration *vertex_declaration; 02271 struct wined3d_stream_state streams[MAX_STREAMS + 1 /* tesselated pseudo-stream */]; 02272 BOOL user_stream; 02273 struct wined3d_buffer *index_buffer; 02274 enum wined3d_format_id index_format; 02275 INT base_vertex_index; 02276 INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */ 02277 GLenum gl_primitive_type; 02278 02279 struct wined3d_shader *vertex_shader; 02280 BOOL vs_consts_b[MAX_CONST_B]; 02281 INT vs_consts_i[MAX_CONST_I * 4]; 02282 float *vs_consts_f; 02283 02284 struct wined3d_shader *pixel_shader; 02285 BOOL ps_consts_b[MAX_CONST_B]; 02286 INT ps_consts_i[MAX_CONST_I * 4]; 02287 float *ps_consts_f; 02288 02289 struct wined3d_texture *textures[MAX_COMBINED_SAMPLERS]; 02290 DWORD sampler_states[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1]; 02291 DWORD texture_states[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1]; 02292 DWORD lowest_disabled_stage; 02293 02294 struct wined3d_matrix transforms[HIGHEST_TRANSFORMSTATE + 1]; 02295 double clip_planes[MAX_CLIPPLANES][4]; 02296 struct wined3d_material material; 02297 struct wined3d_viewport viewport; 02298 RECT scissor_rect; 02299 02300 /* Light hashmap . Collisions are handled using standard wine double linked lists */ 02301 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */ 02302 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */ 02303 struct list light_map[LIGHTMAP_SIZE]; /* Hash map containing the lights */ 02304 const struct wined3d_light_info *lights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */ 02305 02306 DWORD render_states[WINEHIGHEST_RENDER_STATE + 1]; 02307 }; 02308 02309 struct wined3d_stateblock 02310 { 02311 LONG ref; /* Note: Ref counting not required */ 02312 struct wined3d_device *device; 02313 enum wined3d_stateblock_type blockType; 02314 02315 /* Array indicating whether things have been set or changed */ 02316 struct wined3d_saved_states changed; 02317 struct wined3d_state state; 02318 02319 /* Contained state management */ 02320 DWORD contained_render_states[WINEHIGHEST_RENDER_STATE + 1]; 02321 unsigned int num_contained_render_states; 02322 DWORD contained_transform_states[HIGHEST_TRANSFORMSTATE + 1]; 02323 unsigned int num_contained_transform_states; 02324 DWORD contained_vs_consts_i[MAX_CONST_I]; 02325 unsigned int num_contained_vs_consts_i; 02326 DWORD contained_vs_consts_b[MAX_CONST_B]; 02327 unsigned int num_contained_vs_consts_b; 02328 DWORD *contained_vs_consts_f; 02329 unsigned int num_contained_vs_consts_f; 02330 DWORD contained_ps_consts_i[MAX_CONST_I]; 02331 unsigned int num_contained_ps_consts_i; 02332 DWORD contained_ps_consts_b[MAX_CONST_B]; 02333 unsigned int num_contained_ps_consts_b; 02334 DWORD *contained_ps_consts_f; 02335 unsigned int num_contained_ps_consts_f; 02336 struct StageState contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)]; 02337 unsigned int num_contained_tss_states; 02338 struct StageState contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE]; 02339 unsigned int num_contained_sampler_states; 02340 }; 02341 02342 void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN; 02343 void stateblock_init_default_state(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN; 02344 void stateblock_unbind_resources(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN; 02345 02346 /* Direct3D terminology with little modifications. We do not have an issued state 02347 * because only the driver knows about it, but we have a created state because d3d 02348 * allows GetData on a created issue, but opengl doesn't 02349 */ 02350 enum query_state { 02351 QUERY_CREATED, 02352 QUERY_SIGNALLED, 02353 QUERY_BUILDING 02354 }; 02355 02356 struct wined3d_query_ops 02357 { 02358 HRESULT (*query_get_data)(struct wined3d_query *query, void *data, DWORD data_size, DWORD flags); 02359 HRESULT (*query_issue)(struct wined3d_query *query, DWORD flags); 02360 }; 02361 02362 struct wined3d_query 02363 { 02364 LONG ref; 02365 const struct wined3d_query_ops *query_ops; 02366 struct wined3d_device *device; 02367 enum query_state state; 02368 enum wined3d_query_type type; 02369 DWORD data_size; 02370 void *extendedData; 02371 }; 02372 02373 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other 02374 * fixed function semantics as D3DCOLOR or FLOAT16 */ 02375 enum wined3d_buffer_conversion_type 02376 { 02377 CONV_NONE, 02378 CONV_D3DCOLOR, 02379 CONV_POSITIONT, 02380 }; 02381 02382 struct wined3d_map_range 02383 { 02384 UINT offset; 02385 UINT size; 02386 }; 02387 02388 #define WINED3D_BUFFER_OPTIMIZED 0x01 /* Optimize has been called for the buffer */ 02389 #define WINED3D_BUFFER_HASDESC 0x02 /* A vertex description has been found */ 02390 #define WINED3D_BUFFER_CREATEBO 0x04 /* Attempt to create a buffer object next PreLoad */ 02391 #define WINED3D_BUFFER_DOUBLEBUFFER 0x08 /* Use a vbo and local allocated memory */ 02392 #define WINED3D_BUFFER_FLUSH 0x10 /* Manual unmap flushing */ 02393 #define WINED3D_BUFFER_DISCARD 0x20 /* A DISCARD lock has occurred since the last PreLoad */ 02394 #define WINED3D_BUFFER_NOSYNC 0x40 /* All locks since the last PreLoad had NOOVERWRITE set */ 02395 #define WINED3D_BUFFER_APPLESYNC 0x80 /* Using sync as in GL_APPLE_flush_buffer_range */ 02396 02397 struct wined3d_buffer 02398 { 02399 struct wined3d_resource resource; 02400 02401 struct wined3d_buffer_desc desc; 02402 02403 GLuint buffer_object; 02404 GLenum buffer_object_usage; 02405 GLenum buffer_type_hint; 02406 UINT buffer_object_size; 02407 LONG bind_count; 02408 DWORD flags; 02409 02410 LONG lock_count; 02411 struct wined3d_map_range *maps; 02412 ULONG maps_size, modified_areas; 02413 struct wined3d_event_query *query; 02414 02415 /* conversion stuff */ 02416 UINT decl_change_count, full_conversion_count; 02417 UINT draw_count; 02418 UINT stride; /* 0 if no conversion */ 02419 UINT conversion_stride; /* 0 if no shifted conversion */ 02420 enum wined3d_buffer_conversion_type *conversion_map; /* NULL if no conversion */ 02421 }; 02422 02423 static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resource *resource) 02424 { 02425 return CONTAINING_RECORD(resource, struct wined3d_buffer, resource); 02426 } 02427 02428 void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info, 02429 struct wined3d_bo_address *data) DECLSPEC_HIDDEN; 02430 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 02431 02432 struct wined3d_rendertarget_view 02433 { 02434 LONG refcount; 02435 02436 struct wined3d_resource *resource; 02437 void *parent; 02438 }; 02439 02440 struct wined3d_swapchain_ops 02441 { 02442 HRESULT (*swapchain_present)(struct wined3d_swapchain *swapchain, const RECT *src_rect, 02443 const RECT *dst_rect, const RGNDATA *dirty_region, DWORD flags); 02444 }; 02445 02446 struct wined3d_swapchain 02447 { 02448 LONG ref; 02449 void *parent; 02450 const struct wined3d_parent_ops *parent_ops; 02451 const struct wined3d_swapchain_ops *swapchain_ops; 02452 struct wined3d_device *device; 02453 02454 struct wined3d_surface **back_buffers; 02455 struct wined3d_surface *front_buffer; 02456 struct wined3d_swapchain_desc desc; 02457 DWORD orig_width, orig_height; 02458 enum wined3d_format_id orig_fmt; 02459 struct wined3d_gamma_ramp orig_gamma; 02460 BOOL render_to_fbo; 02461 const struct wined3d_format *ds_format; 02462 02463 LONG prev_time, frames; /* Performance tracking */ 02464 02465 struct wined3d_context **context; 02466 unsigned int num_contexts; 02467 02468 HWND win_handle; 02469 HWND device_window; 02470 02471 HDC backup_dc; 02472 HWND backup_wnd; 02473 }; 02474 02475 void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect) DECLSPEC_HIDDEN; 02476 02477 struct wined3d_context *swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 02478 void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 02479 HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 02480 void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 02481 void swapchain_update_render_to_fbo(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN; 02482 02483 #define DEFAULT_REFRESH_RATE 0 02484 02485 /***************************************************************************** 02486 * Utility function prototypes 02487 */ 02488 02489 /* Trace routines */ 02490 const char *debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN; 02491 const char *debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN; 02492 const char *debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN; 02493 const char *debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN; 02494 const char *debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN; 02495 const char *debug_d3ddeclmethod(WINED3DDECLMETHOD method) DECLSPEC_HIDDEN; 02496 const char *debug_d3ddeclusage(BYTE usage) DECLSPEC_HIDDEN; 02497 const char *debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN; 02498 const char *debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN; 02499 const char *debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN; 02500 const char *debug_d3dstate(DWORD state) DECLSPEC_HIDDEN; 02501 const char *debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN; 02502 const char *debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN; 02503 const char *debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN; 02504 const char *debug_d3dpool(enum wined3d_pool pool) DECLSPEC_HIDDEN; 02505 const char *debug_fbostatus(GLenum status) DECLSPEC_HIDDEN; 02506 const char *debug_glerror(GLenum error) DECLSPEC_HIDDEN; 02507 const char *debug_d3dbasis(enum wined3d_basis_type basis) DECLSPEC_HIDDEN; 02508 const char *debug_d3ddegree(enum wined3d_degree_type order) DECLSPEC_HIDDEN; 02509 const char *debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN; 02510 void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN; 02511 const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN; 02512 02513 BOOL is_invalid_op(const struct wined3d_state *state, int stage, 02514 enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN; 02515 void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, 02516 BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3, 02517 INT texture_idx, DWORD dst) DECLSPEC_HIDDEN; 02518 void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, 02519 BOOL transformed, enum wined3d_format_id coordtype, BOOL ffp_can_disable_proj) DECLSPEC_HIDDEN; 02520 void texture_activate_dimensions(const struct wined3d_texture *texture, 02521 const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN; 02522 void sampler_texdim(struct wined3d_context *context, 02523 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 02524 void tex_alphaop(struct wined3d_context *context, 02525 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 02526 void apply_pixelshader(struct wined3d_context *context, 02527 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 02528 void state_fogcolor(struct wined3d_context *context, 02529 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 02530 void state_fogdensity(struct wined3d_context *context, 02531 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 02532 void state_fogstartend(struct wined3d_context *context, 02533 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 02534 void state_fog_fragpart(struct wined3d_context *context, 02535 const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN; 02536 02537 BOOL getColorBits(const struct wined3d_format *format, 02538 BYTE *redSize, BYTE *greenSize, BYTE *blueSize, BYTE *alphaSize, BYTE *totalSize) DECLSPEC_HIDDEN; 02539 BOOL getDepthStencilBits(const struct wined3d_format *format, 02540 BYTE *depthSize, BYTE *stencilSize) DECLSPEC_HIDDEN; 02541 02542 /* Math utils */ 02543 void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1, 02544 const struct wined3d_matrix *src2) DECLSPEC_HIDDEN; 02545 UINT wined3d_log2i(UINT32 x) DECLSPEC_HIDDEN; 02546 unsigned int count_bits(unsigned int mask) DECLSPEC_HIDDEN; 02547 02548 void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected) DECLSPEC_HIDDEN; 02549 02550 struct wined3d_shader_lconst 02551 { 02552 struct list entry; 02553 unsigned int idx; 02554 DWORD value[4]; 02555 }; 02556 02557 struct wined3d_shader_limits 02558 { 02559 unsigned int temporary; 02560 unsigned int texcoord; 02561 unsigned int sampler; 02562 unsigned int constant_int; 02563 unsigned int constant_float; 02564 unsigned int constant_bool; 02565 unsigned int address; 02566 unsigned int packed_output; 02567 unsigned int packed_input; 02568 unsigned int attributes; 02569 unsigned int label; 02570 }; 02571 02572 #ifdef __GNUC__ 02573 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args))) 02574 #else 02575 #define PRINTF_ATTR(fmt,args) 02576 #endif 02577 02578 /* Base Shader utility functions. */ 02579 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3) DECLSPEC_HIDDEN; 02580 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN; 02581 02582 /* Vertex shader utility functions */ 02583 BOOL vshader_get_input(const struct wined3d_shader *shader, 02584 BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN; 02585 02586 struct wined3d_vertex_shader 02587 { 02588 struct wined3d_shader_attribute attributes[MAX_ATTRIBS]; 02589 }; 02590 02591 struct wined3d_pixel_shader 02592 { 02593 /* Pixel shader input semantics */ 02594 DWORD input_reg_map[MAX_REG_INPUT]; 02595 BOOL input_reg_used[MAX_REG_INPUT]; 02596 unsigned int declared_in_count; 02597 02598 /* Some information about the shader behavior */ 02599 BOOL color0_mov; 02600 DWORD color0_reg; 02601 }; 02602 02603 struct wined3d_shader 02604 { 02605 LONG ref; 02606 struct wined3d_shader_limits limits; 02607 DWORD *function; 02608 UINT functionLength; 02609 BOOL load_local_constsF; 02610 const struct wined3d_shader_frontend *frontend; 02611 void *frontend_data; 02612 void *backend_data; 02613 02614 void *parent; 02615 const struct wined3d_parent_ops *parent_ops; 02616 02617 /* Programs this shader is linked with */ 02618 struct list linked_programs; 02619 02620 /* Immediate constants (override global ones) */ 02621 struct list constantsB; 02622 struct list constantsF; 02623 struct list constantsI; 02624 struct wined3d_shader_reg_maps reg_maps; 02625 02626 struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)]; 02627 struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT]; 02628 02629 /* Pointer to the parent device */ 02630 struct wined3d_device *device; 02631 struct list shader_list_entry; 02632 02633 union 02634 { 02635 struct wined3d_vertex_shader vs; 02636 struct wined3d_pixel_shader ps; 02637 } u; 02638 }; 02639 02640 void pixelshader_update_samplers(struct wined3d_shader_reg_maps *reg_maps, 02641 struct wined3d_texture * const *textures) DECLSPEC_HIDDEN; 02642 void find_ps_compile_args(const struct wined3d_state *state, 02643 const struct wined3d_shader *shader, struct ps_compile_args *args) DECLSPEC_HIDDEN; 02644 02645 void find_vs_compile_args(const struct wined3d_state *state, 02646 const struct wined3d_shader *shader, struct vs_compile_args *args) DECLSPEC_HIDDEN; 02647 02648 void shader_buffer_clear(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN; 02649 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN; 02650 void shader_buffer_free(struct wined3d_shader_buffer *buffer) DECLSPEC_HIDDEN; 02651 void shader_dump_src_param(const struct wined3d_shader_src_param *param, 02652 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN; 02653 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param, 02654 const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN; 02655 unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, 02656 unsigned int max) DECLSPEC_HIDDEN; 02657 void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer, 02658 const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN; 02659 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN; 02660 02661 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type) 02662 { 02663 return type == WINED3D_SHADER_TYPE_PIXEL; 02664 } 02665 02666 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type) 02667 { 02668 return type == WINED3D_SHADER_TYPE_VERTEX; 02669 } 02670 02671 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg) 02672 { 02673 switch (reg->type) 02674 { 02675 case WINED3DSPR_RASTOUT: 02676 /* oFog & oPts */ 02677 if (reg->idx) return TRUE; 02678 /* oPos */ 02679 return FALSE; 02680 02681 case WINED3DSPR_DEPTHOUT: /* oDepth */ 02682 case WINED3DSPR_CONSTBOOL: /* b# */ 02683 case WINED3DSPR_LOOP: /* aL */ 02684 case WINED3DSPR_PREDICATE: /* p0 */ 02685 return TRUE; 02686 02687 case WINED3DSPR_MISCTYPE: 02688 switch(reg->idx) 02689 { 02690 case 0: /* vPos */ 02691 return FALSE; 02692 case 1: /* vFace */ 02693 return TRUE; 02694 default: 02695 return FALSE; 02696 } 02697 02698 case WINED3DSPR_IMMCONST: 02699 return reg->immconst_type == WINED3D_IMMCONST_SCALAR; 02700 02701 default: 02702 return FALSE; 02703 } 02704 } 02705 02706 static inline void shader_get_position_fixup(const struct wined3d_context *context, 02707 const struct wined3d_state *state, float *position_fixup) 02708 { 02709 position_fixup[0] = 1.0f; 02710 position_fixup[1] = 1.0f; 02711 position_fixup[2] = (63.0f / 64.0f) / state->viewport.width; 02712 position_fixup[3] = -(63.0f / 64.0f) / state->viewport.height; 02713 02714 if (context->render_offscreen) 02715 { 02716 position_fixup[1] *= -1.0f; 02717 position_fixup[3] *= -1.0f; 02718 } 02719 } 02720 02721 static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg) 02722 { 02723 struct wined3d_shader_lconst *lconst; 02724 02725 if (shader->load_local_constsF) 02726 return FALSE; 02727 02728 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry) 02729 { 02730 if (lconst->idx == reg) 02731 return TRUE; 02732 } 02733 02734 return FALSE; 02735 } 02736 02737 /* Using additional shader constants (uniforms in GLSL / program environment 02738 * or local parameters in ARB) is costly: 02739 * ARB only knows float4 parameters and GLSL compiler are not really smart 02740 * when it comes to efficiently pack float2 uniforms, so no space is wasted 02741 * (in fact most compilers map a float2 to a full float4 uniform). 02742 * 02743 * For NP2 texcoord fixup we only need 2 floats (width and height) for each 02744 * 2D texture used in the shader. We therefore pack fixup info for 2 textures 02745 * into a single shader constant (uniform / program parameter). 02746 * 02747 * This structure is shared between the GLSL and the ARB backend.*/ 02748 struct ps_np2fixup_info { 02749 unsigned char idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */ 02750 WORD active; /* bitfield indicating if we can apply the fixup */ 02751 WORD num_consts; 02752 }; 02753 02754 /* sRGB correction constants */ 02755 static const float srgb_cmp = 0.0031308f; 02756 static const float srgb_mul_low = 12.92f; 02757 static const float srgb_pow = 0.41666f; 02758 static const float srgb_mul_high = 1.055f; 02759 static const float srgb_sub_high = 0.055f; 02760 02761 struct wined3d_palette 02762 { 02763 LONG ref; 02764 void *parent; 02765 struct wined3d_device *device; 02766 02767 HPALETTE hpal; 02768 WORD palVersion; /*| */ 02769 WORD palNumEntries; /*| LOGPALETTE */ 02770 PALETTEENTRY palents[256]; /*| */ 02771 /* This is to store the palette in 'screen format' */ 02772 int screen_palents[256]; 02773 DWORD flags; 02774 }; 02775 02776 /* DirectDraw utility functions */ 02777 extern enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN; 02778 02779 /***************************************************************************** 02780 * Pixel format management 02781 */ 02782 02783 /* WineD3D pixel format flags */ 02784 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001 02785 #define WINED3DFMT_FLAG_FILTERING 0x00000002 02786 #define WINED3DFMT_FLAG_DEPTH 0x00000004 02787 #define WINED3DFMT_FLAG_STENCIL 0x00000008 02788 #define WINED3DFMT_FLAG_RENDERTARGET 0x00000010 02789 #define WINED3DFMT_FLAG_FOURCC 0x00000020 02790 #define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040 02791 #define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080 02792 #define WINED3DFMT_FLAG_GETDC 0x00000100 02793 #define WINED3DFMT_FLAG_FLOAT 0x00000200 02794 #define WINED3DFMT_FLAG_BUMPMAP 0x00000400 02795 #define WINED3DFMT_FLAG_SRGB_READ 0x00000800 02796 #define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000 02797 #define WINED3DFMT_FLAG_VTF 0x00002000 02798 #define WINED3DFMT_FLAG_SHADOW 0x00004000 02799 #define WINED3DFMT_FLAG_COMPRESSED 0x00008000 02800 #define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000 02801 #define WINED3DFMT_FLAG_BLOCKS 0x00020000 02802 02803 struct wined3d_format 02804 { 02805 enum wined3d_format_id id; 02806 02807 DWORD red_mask; 02808 DWORD green_mask; 02809 DWORD blue_mask; 02810 DWORD alpha_mask; 02811 UINT byte_count; 02812 BYTE depth_size; 02813 BYTE stencil_size; 02814 02815 UINT block_width; 02816 UINT block_height; 02817 UINT block_byte_count; 02818 02819 enum wined3d_ffp_emit_idx emit_idx; 02820 GLint component_count; 02821 GLenum gl_vtx_type; 02822 GLint gl_vtx_format; 02823 GLboolean gl_normalized; 02824 unsigned int component_size; 02825 02826 GLint glInternal; 02827 GLint glGammaInternal; 02828 GLint rtInternal; 02829 GLint glFormat; 02830 GLint glType; 02831 UINT conv_byte_count; 02832 unsigned int flags; 02833 float heightscale; 02834 struct color_fixup_desc color_fixup; 02835 void (*convert)(const BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height); 02836 }; 02837 02838 const struct wined3d_format *wined3d_get_format(const struct wined3d_gl_info *gl_info, 02839 enum wined3d_format_id format_id) DECLSPEC_HIDDEN; 02840 UINT wined3d_format_calculate_size(const struct wined3d_format *format, 02841 UINT alignment, UINT width, UINT height) DECLSPEC_HIDDEN; 02842 DWORD wined3d_format_convert_from_float(const struct wined3d_surface *surface, 02843 const struct wined3d_color *color) DECLSPEC_HIDDEN; 02844 02845 static inline BOOL use_vs(const struct wined3d_state *state) 02846 { 02847 /* Check stateblock->vertexDecl to allow this to be used from 02848 * IWineD3DDeviceImpl_FindTexUnitMap(). This is safe because 02849 * stateblock->vertexShader implies a vertex declaration instead of ddraw 02850 * style strided data. */ 02851 return state->vertex_shader && !state->vertex_declaration->position_transformed; 02852 } 02853 02854 static inline BOOL use_ps(const struct wined3d_state *state) 02855 { 02856 return !!state->pixel_shader; 02857 } 02858 02859 static inline void context_apply_state(struct wined3d_context *context, 02860 const struct wined3d_state *state, DWORD state_id) 02861 { 02862 const struct StateEntry *state_table = context->state_table; 02863 DWORD rep = state_table[state_id].representative; 02864 state_table[rep].apply(context, state, rep); 02865 } 02866 02867 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */ 02868 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL" 02869 02870 #define MAKEDWORD_VERSION(maj, min) (((maj & 0xffff) << 16) | (min & 0xffff)) 02871 02872 #endif Generated on Sun May 27 2012 04:22:27 for ReactOS by
1.7.6.1
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