25#ifndef __WINE_WINED3D_PRIVATE_H
26#define __WINE_WINED3D_PRIVATE_H
28#ifdef USE_WIN32_OPENGL
29#define WINE_GLAPI __stdcall
39#define WIN32_NO_STATUS
40#define NONAMELESSUNION
41#define NONAMELESSSTRUCT
52#include "wine/unicode.h"
58#include "wine/rbtree.h"
62#define ARRAY_SIZE(array) (sizeof(array) / sizeof((array)[0]))
65#define MAKEDWORD_VERSION(maj, min) (((maj & 0xffffu) << 16) | (min & 0xffffu))
68#define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT 0x00000001
69#define WINED3D_QUIRK_SET_TEXCOORD_W 0x00000002
70#define WINED3D_QUIRK_GLSL_CLIP_VARYING 0x00000004
71#define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA 0x00000008
72#define WINED3D_QUIRK_NV_CLIP_BROKEN 0x00000010
73#define WINED3D_QUIRK_FBO_TEX_UPDATE 0x00000020
74#define WINED3D_QUIRK_BROKEN_RGBA16 0x00000040
75#define WINED3D_QUIRK_INFO_LOG_SPAM 0x00000080
76#define WINED3D_QUIRK_LIMITED_TEX_FILTERING 0x00000100
77#define WINED3D_QUIRK_BROKEN_ARB_FOG 0x00000200
248 return f1.x_sign_fixup ==
f2.x_sign_fixup &&
f1.x_source ==
f2.x_source
249 &&
f1.y_sign_fixup ==
f2.y_sign_fixup &&
f1.y_source ==
f2.y_source
250 &&
f1.z_sign_fixup ==
f2.z_sign_fixup &&
f1.z_source ==
f2.z_source
251 &&
f1.w_sign_fixup ==
f2.w_sign_fixup &&
f1.w_source ==
f2.w_source;
265#define MAX_STREAMS 16
266#define MAX_TEXTURES 8
267#define MAX_FRAGMENT_SAMPLERS 16
268#define MAX_VERTEX_SAMPLERS 4
269#define MAX_COMBINED_SAMPLERS (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
270#define MAX_ACTIVE_LIGHTS 8
271#define MAX_CLIP_DISTANCES 8
272#define MAX_CONSTANT_BUFFERS 15
273#define MAX_SAMPLER_OBJECTS 16
274#define MAX_SHADER_RESOURCE_VIEWS 128
275#define MAX_RENDER_TARGET_VIEWS 8
276#define MAX_UNORDERED_ACCESS_VIEWS 8
277#define MAX_TGSM_REGISTERS 8192
278#define MAX_VERTEX_BLENDS 4
279#define MAX_VERTEX_INDEX_BLENDS 9
280#define MAX_MULTISAMPLE_TYPES 8
281#define MAX_RENDER_TARGETS 8
323 const unsigned short s = ((*in) & 0x8000u);
324 const unsigned short e = ((*in) & 0x7c00u) >> 10;
325 const unsigned short m = (*in) & 0x3ffu;
326 const float sgn = (
s ? -1.0f : 1.0f);
329 if(
m == 0)
return sgn * 0.0f;
332 return sgn *
powf(2, (
float)
e - 15.0f) * (1.0f + ((
float)
m / 1024.0f));
341 const float sgn =
in & 0x800000u ? -1.0f : 1.0f;
342 const unsigned short e = (
in & 0x780000u) >> 19;
343 const unsigned int m =
in & 0x7ffffu;
347 if (
m == 0)
return sgn * 0.0f;
352 return sgn *
powf(2, (
float)
e - 7.0f) * (1.0f + ((
float)
m / 524288.0f));
363#ifdef HAVE___BUILTIN_POPCOUNT
364 return __builtin_popcount(
x);
366 x -=
x >> 1 & 0x55555555;
367 x = (
x & 0x33333333) + (
x >> 2 & 0x33333333);
368 return ((
x + (
x >> 4)) & 0x0f0f0f0f) * 0x01010101 >> 24;
377#if defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__))
378 __asm__ __volatile__(
"rep;nop" : : :
"memory" );
383#define ORM_BACKBUFFER 0
386#define PCI_VENDOR_NONE 0xffff
387#define PCI_DEVICE_NONE 0xffff
433#define WINED3D_SHADER_CONST_VS_F 0x00000001
434#define WINED3D_SHADER_CONST_VS_I 0x00000002
435#define WINED3D_SHADER_CONST_VS_B 0x00000004
436#define WINED3D_SHADER_CONST_VS_CLIP_PLANES 0x00000008
437#define WINED3D_SHADER_CONST_VS_POINTSIZE 0x00000010
438#define WINED3D_SHADER_CONST_POS_FIXUP 0x00000020
439#define WINED3D_SHADER_CONST_PS_F 0x00000040
440#define WINED3D_SHADER_CONST_PS_I 0x00000080
441#define WINED3D_SHADER_CONST_PS_B 0x00000100
442#define WINED3D_SHADER_CONST_PS_BUMP_ENV 0x00000200
443#define WINED3D_SHADER_CONST_PS_FOG 0x00000400
444#define WINED3D_SHADER_CONST_PS_ALPHA_TEST 0x00000800
445#define WINED3D_SHADER_CONST_PS_Y_CORR 0x00001000
446#define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00002000
447#define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00004000
448#define WINED3D_SHADER_CONST_FFP_PROJ 0x00010000
449#define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00020000
450#define WINED3D_SHADER_CONST_FFP_MATERIAL 0x00040000
451#define WINED3D_SHADER_CONST_FFP_LIGHTS 0x00080000
452#define WINED3D_SHADER_CONST_FFP_PS 0x00100000
453#define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00200000
454#define WINED3D_SHADER_CONST_FFP_VERTEXBLEND 0xff000000
455#define WINED3D_SHADER_CONST_FFP_VERTEXBLEND_INDEX(i) (0x01000000 << ((i) - 1))
530#define WINED3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
550#define WINED3DSP_WRITEMASK_0 0x1u
551#define WINED3DSP_WRITEMASK_1 0x2u
552#define WINED3DSP_WRITEMASK_2 0x4u
553#define WINED3DSP_WRITEMASK_3 0x8u
554#define WINED3DSP_WRITEMASK_ALL 0xfu
576#define WINED3D_PACKED_INTERPOLATION_SIZE 3
577#define WINED3D_PACKED_INTERPOLATION_BIT_COUNT 3
622#define WINED3DSI_TEXLD_PROJECT 0x1
623#define WINED3DSI_TEXLD_BIAS 0x2
624#define WINED3DSI_INDEXED_DYNAMIC 0x4
625#define WINED3DSI_RESINFO_RCP_FLOAT 0x1
626#define WINED3DSI_RESINFO_UINT 0x2
627#define WINED3DSI_SAMPLE_INFO_UINT 0x1
628#define WINED3DSI_SAMPLER_COMPARISON_MODE 0x1
646#define WINED3D_SM1_VS 0xfffeu
647#define WINED3D_SM1_PS 0xffffu
648#define WINED3D_SM4_PS 0x0000u
649#define WINED3D_SM4_VS 0x0001u
650#define WINED3D_SM4_GS 0x0002u
651#define WINED3D_SM5_HS 0x0003u
652#define WINED3D_SM5_DS 0x0004u
653#define WINED3D_SM5_CS 0x0005u
656#define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
657#define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
662#define MAX_ATTRIBS 16
663#define MAX_REG_ADDR 1
664#define MAX_REG_TEXCRD 8
665#define MAX_REG_INPUT 32
666#define MAX_REG_OUTPUT 32
667#define WINED3D_MAX_CBS 15
668#define WINED3D_MAX_CONSTS_B 16
669#define WINED3D_MAX_CONSTS_I 16
670#define WINED3D_MAX_VS_CONSTS_F 256
671#define WINED3D_MAX_PS_CONSTS_F 224
677#define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096
958#define WINED3D_SAMPLER_DEFAULT ~0x0u
988#define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
1266 void *(*shader_init)(
const DWORD *byte_code,
size_t byte_code_size,
1279#define WINED3D_SHADER_CAP_VS_CLIPPING 0x00000001
1280#define WINED3D_SHADER_CAP_SRGB_WRITE 0x00000002
1281#define WINED3D_SHADER_CAP_DOUBLE_PRECISION 0x00000004
1318#define WINED3D_CONST_NUM_UNUSED ~0U
1332#define WINED3D_PSARGS_PROJECTED (1u << 3)
1333#define WINED3D_PSARGS_TEXTRANSFORM_SHIFT 4
1334#define WINED3D_PSARGS_TEXTRANSFORM_MASK 0xfu
1335#define WINED3D_PSARGS_TEXTYPE_SHIFT 2
1336#define WINED3D_PSARGS_TEXTYPE_MASK 0x3u
1433 BOOL (*shader_has_ffp_proj_control)(
void *shader_priv);
1440#define GL_EXTCALL(f) (gl_info->gl_ops.ext.p_##f)
1442#define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xff)
1443#define D3DCOLOR_B_G(dw) (((dw) >> 8) & 0xff)
1444#define D3DCOLOR_B_B(dw) (((dw) >> 0) & 0xff)
1445#define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xff)
1455#define HIGHEST_TRANSFORMSTATE WINED3D_TS_WORLD_MATRIX(255)
1462#ifndef WINE_NO_DEBUG_MSGS
1463#define checkGLcall(A) \
1465 if (__WINE_IS_DEBUG_ON(_ERR, &__wine_dbch_d3d) \
1466 && !gl_info->supported[ARB_DEBUG_OUTPUT]) \
1467 wined3d_check_gl_call(gl_info, __FILE__, __LINE__, A); \
1470#define checkGLcall(A) do {} while(0)
1569#define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1570 (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1581#define STATE_RENDER(a) (a)
1582#define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1584#define STATE_TEXTURESTAGE(stage, num) \
1585 (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1586#define STATE_IS_TEXTURESTAGE(a) \
1587 ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1590#define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1591#define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1593#define STATE_GRAPHICS_SHADER(a) (STATE_SAMPLER(MAX_COMBINED_SAMPLERS) + (a))
1594#define STATE_IS_GRAPHICS_SHADER(a) \
1595 ((a) >= STATE_GRAPHICS_SHADER(0) && (a) < STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1597#define STATE_GRAPHICS_CONSTANT_BUFFER(a) (STATE_GRAPHICS_SHADER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT) + (a))
1598#define STATE_IS_GRAPHICS_CONSTANT_BUFFER(a) \
1599 ((a) >= STATE_GRAPHICS_CONSTANT_BUFFER(0) \
1600 && (a) < STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1602#define STATE_GRAPHICS_SHADER_RESOURCE_BINDING (STATE_GRAPHICS_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GRAPHICS_COUNT))
1603#define STATE_IS_GRAPHICS_SHADER_RESOURCE_BINDING(a) ((a) == STATE_GRAPHICS_SHADER_RESOURCE_BINDING)
1605#define STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING (STATE_GRAPHICS_SHADER_RESOURCE_BINDING + 1)
1606#define STATE_IS_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING)
1608#define STATE_TRANSFORM(a) (STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING + (a))
1609#define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)))
1611#define STATE_STREAMSRC (STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)) + 1)
1612#define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1613#define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1614#define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1616#define STATE_VDECL (STATE_INDEXBUFFER + 1)
1617#define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1619#define STATE_VIEWPORT (STATE_VDECL + 1)
1620#define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1622#define STATE_LIGHT_TYPE (STATE_VIEWPORT + 1)
1623#define STATE_IS_LIGHT_TYPE(a) ((a) == STATE_LIGHT_TYPE)
1624#define STATE_ACTIVELIGHT(a) (STATE_LIGHT_TYPE + 1 + (a))
1625#define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1627#define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1628#define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1630#define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1631#define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIP_DISTANCES - 1))
1633#define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIP_DISTANCES))
1634#define STATE_IS_MATERIAL(a) ((a) == STATE_MATERIAL)
1636#define STATE_FRONTFACE (STATE_MATERIAL + 1)
1637#define STATE_IS_FRONTFACE(a) ((a) == STATE_FRONTFACE)
1639#define STATE_POINTSPRITECOORDORIGIN (STATE_FRONTFACE + 1)
1640#define STATE_IS_POINTSPRITECOORDORIGIN(a) ((a) == STATE_POINTSPRITECOORDORIGIN)
1642#define STATE_BASEVERTEXINDEX (STATE_POINTSPRITECOORDORIGIN + 1)
1643#define STATE_IS_BASEVERTEXINDEX(a) ((a) == STATE_BASEVERTEXINDEX)
1645#define STATE_FRAMEBUFFER (STATE_BASEVERTEXINDEX + 1)
1646#define STATE_IS_FRAMEBUFFER(a) ((a) == STATE_FRAMEBUFFER)
1648#define STATE_POINT_ENABLE (STATE_FRAMEBUFFER + 1)
1649#define STATE_IS_POINT_ENABLE(a) ((a) == STATE_POINT_ENABLE)
1651#define STATE_COLOR_KEY (STATE_POINT_ENABLE + 1)
1652#define STATE_IS_COLOR_KEY(a) ((a) == STATE_COLOR_KEY)
1654#define STATE_STREAM_OUTPUT (STATE_COLOR_KEY + 1)
1655#define STATE_IS_STREAM_OUTPUT(a) ((a) == STATE_STREAM_OUTPUT)
1657#define STATE_BLEND (STATE_STREAM_OUTPUT + 1)
1658#define STATE_IS_BLEND(a) ((a) == STATE_BLEND)
1660#define STATE_COMPUTE_OFFSET (STATE_BLEND + 1)
1662#define STATE_COMPUTE_SHADER (STATE_COMPUTE_OFFSET)
1663#define STATE_IS_COMPUTE_SHADER(a) ((a) == STATE_COMPUTE_SHADER)
1665#define STATE_COMPUTE_CONSTANT_BUFFER (STATE_COMPUTE_SHADER + 1)
1666#define STATE_IS_COMPUTE_CONSTANT_BUFFER(a) ((a) == STATE_COMPUTE_CONSTANT_BUFFER)
1668#define STATE_COMPUTE_SHADER_RESOURCE_BINDING (STATE_COMPUTE_CONSTANT_BUFFER + 1)
1669#define STATE_IS_COMPUTE_SHADER_RESOURCE_BINDING(a) ((a) == STATE_COMPUTE_SHADER_RESOURCE_BINDING)
1671#define STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING (STATE_COMPUTE_SHADER_RESOURCE_BINDING + 1)
1672#define STATE_IS_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1674#define STATE_COMPUTE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1675#define STATE_HIGHEST (STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1677#define STATE_IS_COMPUTE(a) ((a) >= STATE_COMPUTE_OFFSET && (a) <= STATE_COMPUTE_HIGHEST)
1678#define STATE_COMPUTE_COUNT (STATE_COMPUTE_HIGHEST - STATE_COMPUTE_OFFSET + 1)
1680#define STATE_SHADER(a) ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_SHADER(a) : STATE_COMPUTE_SHADER)
1681#define STATE_CONSTANT_BUFFER(a) \
1682 ((a) != WINED3D_SHADER_TYPE_COMPUTE ? STATE_GRAPHICS_CONSTANT_BUFFER(a) : STATE_COMPUTE_CONSTANT_BUFFER)
1683#define STATE_UNORDERED_ACCESS_VIEW_BINDING(a) ((a) == WINED3D_PIPELINE_GRAPHICS ? \
1684 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING : STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING)
1860#define MAX_GL_FRAGMENT_SAMPLERS 32
2024#define WINED3D_FRAGMENT_CAP_PROJ_CONTROL 0x00000001
2025#define WINED3D_FRAGMENT_CAP_SRGB_WRITE 0x00000002
2026#define WINED3D_FRAGMENT_CAP_COLOR_KEY 0x00000004
2037#define GL_EXT_EMUL_ARB_MULTITEXTURE 0x00000001
2038#define GL_EXT_EMUL_EXT_FOG_COORD 0x00000002
2119 unsigned int rt_count,
const struct wined3d_fb_state *fb,
unsigned int rect_count,
const RECT *clear_rects,
2659#define ARG_UNUSED 0xff
2723#define WINED3D_FFP_TCI_SHIFT 16
2724#define WINED3D_FFP_TCI_MASK 0xffu
2726#define WINED3D_FFP_LIGHT_TYPE_SHIFT(idx) (3 * (idx))
2727#define WINED3D_FFP_LIGHT_TYPE_MASK 0x7u
2818#define WINED3D_STATE_NO_REF 0x00000001
2819#define WINED3D_STATE_INIT_DEFAULT 0x00000002
2864#define LIGHTMAP_SIZE 43
2865#define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE)
2876 if (!
state->fb->render_targets[0])
return FALSE;
2880#define IS_DUAL_SOURCE_BLEND(x) ((x) >= WINED3D_BLEND_SRC1COLOR && (x) <= WINED3D_BLEND_INVSRC1ALPHA)
2885#undef IS_DUAL_SOURCE_BLEND
2905#if defined(STAGING_CSMT)
2915#define WINED3D_UNMAPPED_STAGE ~0u
2919#define WINED3DCREATE_MULTITHREADED 0x00000004
3015#if defined(STAGING_CSMT)
3116#define RESOURCE_ALIGNMENT 16
3117#define WINED3D_CONSTANT_BUFFER_ALIGNMENT 16
3138#define WINED3D_TEXTURE_COND_NP2 0x00000001
3139#define WINED3D_TEXTURE_COND_NP2_EMULATED 0x00000002
3140#define WINED3D_TEXTURE_POW2_MAT_IDENT 0x00000004
3141#define WINED3D_TEXTURE_IS_SRGB 0x00000008
3142#define WINED3D_TEXTURE_RGB_ALLOCATED 0x00000010
3143#define WINED3D_TEXTURE_RGB_VALID 0x00000020
3144#define WINED3D_TEXTURE_SRGB_ALLOCATED 0x00000040
3145#define WINED3D_TEXTURE_SRGB_VALID 0x00000080
3146#define WINED3D_TEXTURE_CONVERTED 0x00000100
3147#define WINED3D_TEXTURE_PIN_SYSMEM 0x00000200
3148#define WINED3D_TEXTURE_NORMALIZED_COORDS 0x00000400
3149#define WINED3D_TEXTURE_GET_DC_LENIENT 0x00000800
3150#define WINED3D_TEXTURE_DC_IN_USE 0x00001000
3151#define WINED3D_TEXTURE_DISCARD 0x00002000
3152#define WINED3D_TEXTURE_GET_DC 0x00004000
3153#define WINED3D_TEXTURE_GENERATE_MIPMAPS 0x00008000
3155#define WINED3D_TEXTURE_ASYNC_COLOR_KEY 0x00000001
3169 float pow2_matrix[16];
3220#if !defined(STAGING_CSMT)
3223 struct wined3d_gl_bo *
buffer;
3234 unsigned int sub_resource_idx)
3236 static const GLenum cube_targets[] =
3247 ? cube_targets[sub_resource_idx /
texture->level_count] :
texture->target;
3316#define WINED3D_LOCATION_DISCARDED 0x00000001
3317#define WINED3D_LOCATION_SYSMEM 0x00000002
3318#define WINED3D_LOCATION_USER_MEMORY 0x00000004
3319#define WINED3D_LOCATION_BUFFER 0x00000008
3320#define WINED3D_LOCATION_TEXTURE_RGB 0x00000010
3321#define WINED3D_LOCATION_TEXTURE_SRGB 0x00000020
3322#define WINED3D_LOCATION_DRAWABLE 0x00000040
3323#define WINED3D_LOCATION_RB_MULTISAMPLE 0x00000080
3324#define WINED3D_LOCATION_RB_RESOLVED 0x00000100
3343#define WINED3D_FBO_ENTRY_FLAG_ATTACHED 0x1
3344#define WINED3D_FBO_ENTRY_FLAG_DEPTH 0x2
3345#define WINED3D_FBO_ENTRY_FLAG_STENCIL 0x4
3537#define WINED3D_CS_QUERY_POLL_INTERVAL 10u
3538#define WINED3D_CS_QUEUE_SIZE 0x100000u
3540#define WINED3D_CS_SPIN_COUNT 1u
3542#define WINED3D_CS_SPIN_COUNT 10000000u
3553#if defined(STAGING_CSMT)
3560 unsigned int start_idx,
unsigned int count,
const void *
constants);
3603 unsigned int group_count_x,
unsigned int group_count_y,
unsigned int group_count_z)
DECLSPEC_HIDDEN;
3607 int base_vertex_idx,
unsigned int start_idx,
unsigned int index_count,
3668 unsigned int sub_resource_idx,
const struct wined3d_box *
box,
const void *
data,
unsigned int row_pitch,
3678 unsigned int start_idx,
unsigned int count,
const void *
constants)
3783 return texture->sub_resources[
view->sub_resource_idx].u.surface;
3985#define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
3987#define PRINTF_ATTR(fmt,args)
4148 if (
reg->idx[0].offset)
4163 switch (
reg->idx[0].offset)
4184 float center_offset;
4187 center_offset = 63.0f / 64.0f;
4189 center_offset = -1.0f / 64.0f;
4191 position_fixup[0] = 1.0f;
4192 position_fixup[1] = 1.0f;
4193 position_fixup[2] = center_offset /
state->viewport.width;
4194 position_fixup[3] = -center_offset /
state->viewport.height;
4196 if (
context->render_offscreen)
4198 position_fixup[1] *= -1.0f;
4199 position_fixup[3] *= -1.0f;
4207 if (
shader->load_local_constsF)
4271#define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x00000001
4272#define WINED3DFMT_FLAG_FILTERING 0x00000002
4273#define WINED3DFMT_FLAG_DEPTH 0x00000004
4274#define WINED3DFMT_FLAG_STENCIL 0x00000008
4275#define WINED3DFMT_FLAG_RENDERTARGET 0x00000010
4276#define WINED3DFMT_FLAG_EXTENSION 0x00000020
4277#define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x00000040
4278#define WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB 0x00000080
4279#define WINED3DFMT_FLAG_FLOAT 0x00000200
4280#define WINED3DFMT_FLAG_BUMPMAP 0x00000400
4281#define WINED3DFMT_FLAG_SRGB_READ 0x00000800
4282#define WINED3DFMT_FLAG_SRGB_WRITE 0x00001000
4283#define WINED3DFMT_FLAG_VTF 0x00002000
4284#define WINED3DFMT_FLAG_SHADOW 0x00004000
4285#define WINED3DFMT_FLAG_COMPRESSED 0x00008000
4286#define WINED3DFMT_FLAG_BROKEN_PITCH 0x00010000
4287#define WINED3DFMT_FLAG_BLOCKS 0x00020000
4288#define WINED3DFMT_FLAG_HEIGHT_SCALE 0x00040000
4289#define WINED3DFMT_FLAG_TEXTURE 0x00080000
4290#define WINED3DFMT_FLAG_BLOCKS_NO_VERIFY 0x00100000
4291#define WINED3DFMT_FLAG_INTEGER 0x00200000
4292#define WINED3DFMT_FLAG_GEN_MIPMAP 0x00400000
4347 unsigned int dst_row_pitch,
unsigned dst_slice_pitch,
4350 unsigned int dst_row_pitch,
unsigned dst_slice_pitch,
4406 return device->softwareVertexProcessing;
4414 && (!
state->vertex_declaration || !
state->vertex_declaration->position_transformed);
4473 return geometry_shader
4479 int bit_offset =
ffs(*
x) - 1;
4480 *
x ^= 1u << bit_offset;
4487 const unsigned int word_bit_count =
sizeof(*bitstream) *
CHAR_BIT;
4488 const unsigned int idx =
offset / word_bit_count;
4489 const unsigned int shift =
offset % word_bit_count;
4496 const unsigned int extracted_bit_count = word_bit_count -
shift;
4497 const unsigned int remaining_bit_count =
count - extracted_bit_count;
4498 mask = (1u << remaining_bit_count) - 1;
4507 const unsigned int word_bit_count =
sizeof(*bitstream) *
CHAR_BIT;
4508 const unsigned int idx =
offset / word_bit_count;
4509 const unsigned int shift =
offset % word_bit_count;
4515 const unsigned int inserted_bit_count = word_bit_count -
shift;
4516 const unsigned int remaining_bit_count =
count - inserted_bit_count;
4517 mask = (1u << remaining_bit_count) - 1;
4528 return texture->sub_resources[
context->current_rt.sub_resource_idx].u.surface;
4546#define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
struct mke2fs_defaults settings[]
unsigned long long UINT64
int memcmp(void *Buffer1, void *Buffer2, ACPI_SIZE Count)
struct outqueuenode * tail
_Check_return_ _Ret_maybenull_ _In_ size_t alignment
const struct wined3d_shader_backend_ops arb_program_shader_backend
const struct fragment_pipeline arbfp_fragment_pipeline
#define InterlockedIncrement
#define InterlockedDecrement
const struct fragment_pipeline atifs_fragment_pipeline
static const struct @264 state_table[]
const struct wined3d_light WINED3D_default_light
const struct wined3d_shader_backend_ops none_shader_backend
const float wined3d_srgb_const0[]
const float wined3d_srgb_const1[]
const struct wined3d_vertex_pipe_ops none_vertex_pipe
const struct wined3d_vertex_pipe_ops ffp_vertex_pipe
const struct StateEntryTemplate misc_state_template[]
const struct fragment_pipeline none_fragment_pipe
const struct fragment_pipeline ffp_fragment_pipeline
static const WCHAR *const ext[]
unsigned int(__cdecl typeof(jpeg_read_scanlines))(struct jpeg_decompress_struct *
GLint GLint GLsizei GLsizei GLsizei depth
GLint GLint GLint GLint GLint x
GLuint GLuint GLsizei count
GLuint GLuint GLsizei GLenum type
GLint GLint GLint GLint GLint GLint y
GLint GLint internalformat
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
GLint GLint GLsizei GLsizei height
GLint GLint GLsizei width
GLuint GLenum GLenum transform
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
GLint GLint GLint GLint GLint GLint GLint dstY1
GLsizei const GLint * locations
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
GLuint GLuint GLuint GLuint arg1
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
GLuint GLuint GLuint GLuint GLuint GLuint GLuint GLuint GLuint GLuint arg3
GLuint GLuint GLuint GLuint GLuint GLuint GLuint arg2
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB
GLint GLint GLint GLint GLint GLint dstX1
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB
GLint GLint GLint GLint GLint dstY0
GLenum GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * bits
GLint GLint GLint GLint GLint GLint GLint GLbitfield GLenum filter
GLuint GLint GLboolean GLint GLenum access
GLenum GLuint GLint GLint layer
GLenum GLenum renderbuffertarget
GLubyte GLubyte GLubyte GLubyte w
GLsizeiptr const GLvoid GLenum usage
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB
GLint GLfloat GLint stencil
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble * u
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble const GLfloat const GLdouble const GLfloat GLint GLint GLint GLenum GLenum GLenum GLint GLuint GLenum GLenum GLfloat GLenum GLfloat GLenum GLint const GLfloat GLenum GLint const GLushort GLint GLint GLsizei GLsizei GLenum GLsizei GLsizei GLenum GLenum const GLvoid GLenum plane
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum light
const struct wined3d_shader_backend_ops glsl_shader_backend
const struct fragment_pipeline glsl_fragment_pipe
const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
_Check_return_ float __cdecl powf(_In_ float b, _In_ float e)
#define InterlockedCompareExchange
#define location(file, line)
static const CLSID * objects[]
static IPrintDialogCallback callback
static const WCHAR desc[]
static HMODULE MODULEINFO DWORD cb
static IHTMLWindow2 * window
static LARGE_INTEGER * frequency
static void stream_info(IStream *stream, HGLOBAL *hmem, int *size, int *pos)
static float(__cdecl *square_half_float)(float x
const struct fragment_pipeline nvts_fragment_pipeline
const struct fragment_pipeline nvrc_fragment_pipeline
static HGLRC(WINAPI *pwglCreateContextAttribsARB)(HDC hDC
png_const_structrp png_const_inforp int * unit
__asm__(".p2align 4, 0x90\n" ".seh_proc __seh2_global_filter_func\n" "__seh2_global_filter_func:\n" "\tsub %rbp, %rax\n" "\tpush %rbp\n" "\t.seh_pushreg %rbp\n" "\tsub $32, %rsp\n" "\t.seh_stackalloc 32\n" "\t.seh_endprologue\n" "\tsub %rax, %rdx\n" "\tmov %rdx, %rbp\n" "\tjmp *%r8\n" "__seh2_global_filter_func_exit:\n" "\t.p2align 4\n" "\tadd $32, %rsp\n" "\tpop %rbp\n" "\tret\n" "\t.seh_endproc")
static unsigned __int64 next
#define LIST_FOR_EACH_ENTRY(elem, list, type, field)
const struct wined3d_shader_frontend sm1_shader_frontend
const struct wined3d_shader_frontend sm4_shader_frontend
enum wined3d_gl_extension extension
struct StateEntry content
unsigned short y_sign_fixup
unsigned short x_sign_fixup
unsigned short z_sign_fixup
unsigned short w_sign_fixup
unsigned int render_offscreen
enum wined3d_tessellator_output_primitive tessellator_output_primitive
unsigned int output_count
enum wined3d_tessellator_partitioning tessellator_partitioning
unsigned int next_shader_type
struct wine_rb_entry entry
struct ffp_frag_settings settings
enum wined3d_ffp_ps_fog_mode fog
unsigned char alpha_test_func
unsigned char color_key_enabled
unsigned char texcoords_initialized
unsigned char flatshading
unsigned char pointsprite
unsigned char emul_clipplanes
DWORD MaxSimultaneousTextures
DWORD MaxTextureBlendStages
const struct StateEntryTemplate * states
struct wined3d_sampler_desc sampler_desc
unsigned int output_count
enum wined3d_ffp_ps_fog_mode fog
enum vertexprocessing_mode vp_mode
WORD texcoords_initialized
struct color_fixup_desc color_fixup
unsigned int next_shader_input_count
BYTE per_vertex_point_size
struct wined3d_gl_info gl_info
struct wined3d_driver_info driver_info
const struct wined3d_shader_backend_ops * shader_backend
struct wined3d_d3d_info d3d_info
struct wined3d_pixel_format * cfgs
const struct fragment_pipeline * fragment_pipe
enum wined3d_format_id screen_format
const struct wined3d_vertex_pipe_ops * vertex_pipe
struct wined3d_blend_state_desc desc
struct wined3d_device * device
const struct wined3d_parent_ops * parent_ops
struct wined3d_blitter * next
const struct wined3d_blitter_ops * ops
struct wined3d_fence * fence
GLenum buffer_object_usage
enum wined3d_buffer_conversion_type * conversion_map
struct wined3d_map_range * maps
struct wined3d_resource resource
struct wined3d_buffer_desc desc
const struct wined3d_gl_info * gl_info
enum wined3d_format_id dst_format
struct wined3d_shader_thread_group_size thread_group_size
struct wined3d_device * device
const struct StateEntry * state_table
DWORD update_shader_resource_bindings
unsigned int free_occlusion_query_count
union wined3d_gl_so_statistics_query * free_so_statistics_queries
DWORD transform_feedback_paused
struct wined3d_texture * texture
struct list pipeline_statistics_queries
const struct wined3d_gl_info * gl_info
SIZE_T free_so_statistics_query_size
enum fogsource fog_source
union wined3d_gl_fence_object * free_fences
struct list fbo_destroy_list
struct wined3d_swapchain * swapchain
DWORD lowest_disabled_stage
DWORD last_was_dual_blend
unsigned int free_fence_count
unsigned int free_timestamp_query_count
DWORD update_compute_unordered_access_view_bindings
void * shader_backend_data
DWORD fixed_function_usage_map
unsigned int sub_resource_idx
unsigned int free_pipeline_statistics_query_count
const struct wined3d_d3d_info * d3d_info
GLuint * free_occlusion_queries
struct wined3d_stream_info stream_info
struct list occlusion_queries
struct fbo_entry * current_fbo
SIZE_T free_pipeline_statistics_query_size
DWORD numbered_array_mask
unsigned int free_so_statistics_query_count
DWORD transform_feedback_active
struct list so_statistics_queries
DWORD use_immediate_mode_draw
unsigned int buffer_fence_count
DWORD num_untracked_materials
DWORD update_compute_shader_resource_bindings
SIZE_T free_timestamp_query_size
DWORD numberedArraysLoaded
struct list timestamp_queries
DWORD constant_update_mask
union wined3d_gl_pipeline_statistics_query * free_pipeline_statistics_queries
GLuint * free_timestamp_queries
DWORD update_unordered_access_view_bindings
SIZE_T free_occlusion_query_size
void * fragment_pipe_data
const struct wined3d_cs_ops * ops
struct wined3d_fb_state fb
struct wined3d_state state
struct wined3d_device * device
struct list query_poll_list
BOOL emulated_flatshading
BOOL ffp_generic_attributes
struct wined3d_d3d_limits limits
BOOL shader_double_precision
struct wined3d_ffp_attrib_ops ffp_attrib_ops
DWORD wined3d_creation_flags
unsigned int ffp_textures
unsigned int varying_count
unsigned int ffp_vertex_blend_matrices
unsigned int ffp_blend_stages
unsigned int active_light_count
struct wined3d_device_parent * device_parent
struct wined3d_dummy_textures dummy_textures
struct wine_rb_tree samplers
unsigned char surface_alignment
struct wined3d_fb_state fb
const struct wined3d_shader_backend_ops * shader_backend
struct wined3d_state state
struct wined3d_texture * cursor_texture
struct wined3d_blitter * blitter
struct wined3d_texture * logo_texture
BYTE softwareVertexProcessing
struct wined3d_stateblock * recording
struct wined3d_context ** contexts
struct wined3d_sampler * null_sampler
struct wined3d_swapchain ** swapchains
struct wined3d_device_creation_parameters create_parms
struct wined3d_sampler * default_sampler
struct wined3d_rendertarget_view * back_buffer_view
struct wined3d_state * update_state
struct wined3d_rendertarget_view * auto_depth_stencil_view
struct wined3d_adapter * adapter
unsigned int group_count_y
unsigned int group_count_x
unsigned int group_count_z
unsigned int start_instance
unsigned int instance_count
struct wined3d_indirect_dispatch_parameters indirect
struct wined3d_direct_dispatch_parameters direct
enum wined3d_tessellator_domain tessellator_domain
struct wined3d_direct_draw_parameters direct
struct wined3d_indirect_draw_parameters indirect
enum wined3d_pci_vendor vendor
enum wined3d_pci_device device
struct wined3d_fence fence
struct wined3d_query query
struct wined3d_rendertarget_view * depth_stencil
struct wined3d_rendertarget_view * render_targets[MAX_RENDER_TARGET_VIEWS]
GLboolean(WINE_GLAPI *glIsFramebuffer)(GLuint framebuffer)
GLint GLint GLint GLint dstX0
const GLuint * framebuffers
GLenum GLuint GLint level
void(WINE_GLAPI *glFramebufferTextureLayer)(GLenum target
void(WINE_GLAPI *glGetFramebufferAttachmentParameteriv)(GLenum target
GLenum(WINE_GLAPI *glCheckFramebufferStatus)(GLenum target)
void(WINE_GLAPI *glFramebufferTexture3D)(GLenum target
GLenum GLuint GLint GLint layer
GLenum GLenum GLuint GLint level
void(WINE_GLAPI *glFramebufferRenderbuffer)(GLenum target
void(WINE_GLAPI *glFramebufferTexture1D)(GLenum target
GLenum GLenum GLuint renderbuffer
GLenum GLsizei GLsizei height
void(WINE_GLAPI *glGenerateMipmap)(GLenum target)
void(WINE_GLAPI *glFramebufferTexture2D)(GLenum target
GLsizei GLenum GLsizei GLsizei height
GLenum GLenum GLint * params
const GLuint * renderbuffers
GLboolean(WINE_GLAPI *glIsRenderbuffer)(GLuint renderbuffer)
GLenum GLenum GLuint GLint GLint layer
union wined3d_gl_fence_object object
struct wined3d_context * context
wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT]
wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT]
wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT]
wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT]
wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT]
struct wine_rb_entry entry
struct wined3d_ffp_vs_settings settings
DWORD parallel_point_light_count
DWORD per_vertex_point_size
DWORD directional_light_count
unsigned int instance_count
struct wined3d_stream_output_desc so_desc
enum wined3d_primitive_type output_type
unsigned int vertices_out
enum wined3d_primitive_type input_type
DWORD reserved_arb_constants
unsigned int format_count
HGLRC const GLint * attribs
BOOL supported[WINED3D_GL_EXT_COUNT]
struct opengl_funcs gl_ops
struct wined3d_gl_limits limits
struct wined3d_format * formats
struct wined3d_fbo_ops fbo_ops
DWORD selected_gl_version
UINT arb_vs_float_constants
unsigned int framebuffer_height
unsigned int graphics_samplers
UINT arb_ps_native_constants
UINT glsl_vs_float_constants
UINT arb_ps_float_constants
UINT glsl_ps_float_constants
UINT arb_vs_native_constants
unsigned int combined_samplers
unsigned int framebuffer_width
unsigned int texture_buffer_offset_alignment
UINT arb_ps_local_constants
struct wined3d_shader_phase * control_point
struct wined3d_shader_phase * fork
unsigned int output_vertex_count
enum wined3d_tessellator_output_primitive tessellator_output_primitive
enum wined3d_tessellator_partitioning tessellator_partitioning
struct wined3d_shader_phase * join
struct wined3d_buffer * buffer
struct wined3d_buffer * buffer
struct wined3d_vec4 position
struct wined3d_light OriginalParms
struct wined3d_vec4 direction
struct wined3d_query query
struct wined3d_context * context
struct wined3d_device * device
struct wined3d_query_data_pipeline_statistics statistics
union wined3d_gl_pipeline_statistics_query u
struct wined3d_query query
struct wined3d_context * context
unsigned int declared_in_count
enum wined3d_shader_register_type depth_output
BOOL force_early_depth_stencil
const struct wined3d_parent_ops * parent_ops
enum wined3d_query_state state
const struct wined3d_query_ops * query_ops
struct wined3d_device * device
enum wined3d_query_type type
struct list poll_list_entry
struct wined3d_device * device
struct wined3d_rasterizer_state_desc desc
const struct wined3d_parent_ops * parent_ops
struct wined3d_gl_view gl_view
unsigned int sub_resource_idx
struct wined3d_resource * resource
unsigned int format_flags
struct wined3d_view_desc desc
struct wined3d_resource * resource
struct wined3d_gl_view gl_view
const struct wined3d_parent_ops * parent_ops
const struct wined3d_format * format
unsigned int sub_resource_idx
const struct wined3d_parent_ops * parent_ops
enum wined3d_resource_type type
unsigned int format_flags
struct wined3d_device * device
struct list resource_list_entry
enum wined3d_gl_resource_type gl_type
const struct wined3d_format * format
const struct wined3d_resource_ops * resource_ops
enum wined3d_multisample_type multisample_type
struct wined3d_sampler_desc desc
struct wine_rb_entry entry
const struct wined3d_parent_ops * parent_ops
struct wined3d_device * device
WORD pixelShaderConstantsI
WORD pixelShaderConstantsB
WORD vertexShaderConstantsB
WORD vertexShaderConstantsI
BOOL check_float_constants
unsigned int cs_multithreaded
unsigned int multisample_textures
int offscreen_rendering_mode
unsigned int sample_count
unsigned short pci_vendor_id
UINT64 emulated_textureram
unsigned short pci_device_id
BOOL strict_draw_ordering
enum wined3d_decl_usage usage
const struct wined3d_shader_reg_maps * reg_maps
const struct wined3d_shader * shader
struct wined3d_string_buffer * buffer
struct wined3d_shader_parser_state * state
const struct wined3d_gl_info * gl_info
struct wined3d_shader_tex_mx * tex_mx
struct wined3d_shader_register reg
unsigned int last_register
struct wined3d_shader_dst_param first_register
unsigned int component_count
unsigned int register_size
unsigned int register_idx
struct wined3d_shader_primitive_type primitive_type
struct wined3d_shader_tgsm_structured tgsm_structured
enum wined3d_tessellator_partitioning tessellator_partitioning
const struct wined3d_shader_src_param * src
struct wined3d_shader_semantic semantic
const struct wined3d_shader_dst_param * dst
struct wined3d_shader_function_table_pointer fp
const struct wined3d_shader_src_param * predicate
enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx
struct wined3d_shader_indexable_temp indexable_temp
struct wined3d_shader_structured_resource structured_resource
struct wined3d_shader_src_param src
struct wined3d_shader_index_range index_range
float max_tessellation_factor
enum wined3d_tessellator_output_primitive tessellator_output_primitive
enum wined3d_tessellator_domain tessellator_domain
struct wined3d_shader_tgsm_raw tgsm_raw
const struct wined3d_shader_context * ctx
const struct wined3d_shader_immediate_constant_buffer * icb
struct wined3d_shader_texel_offset texel_offset
struct wined3d_shader_thread_group_size thread_group_size
struct wined3d_shader_dst_param dst
struct wined3d_shader_register_semantic register_semantic
unsigned int constant_int
unsigned int packed_output
unsigned int constant_float
unsigned int packed_input
unsigned int constant_bool
unsigned int current_loop_reg
unsigned int current_loop_depth
unsigned int instance_count
unsigned int temporary_count
enum wined3d_primitive_type type
unsigned int patch_vertex_count
DWORD sampler_comparison_mode
struct wined3d_shader_version shader_version
DWORD input_rel_addressing
struct wined3d_shader_tgsm * tgsm
const struct wined3d_shader_immediate_constant_buffer * icb
unsigned int temporary_count
struct wined3d_shader_sampler_map sampler_map
unsigned int max_rel_offset
struct list indexable_temps
const struct wined3d_shader_src_param * rel_addr
enum wined3d_shader_input_sysval_semantic sysval_semantic
struct wined3d_shader_dst_param reg
enum wined3d_shader_register_type type
enum wined3d_data_type data_type
enum wined3d_immconst_type immconst_type
enum wined3d_shader_resource_type type
enum wined3d_data_type data_type
struct wined3d_resource * resource
const struct wined3d_parent_ops * parent_ops
struct wined3d_gl_view gl_view
struct wined3d_view_desc desc
const struct wined3d_format * format
unsigned int resource_idx
struct wined3d_shader_sampler_map_entry * entries
struct wined3d_shader_dst_param reg
enum wined3d_decl_usage usage
enum wined3d_data_type resource_data_type
enum wined3d_shader_resource_type resource_type
enum wined3d_shader_src_modifier modifiers
struct wined3d_shader_register reg
struct wined3d_shader_dst_param reg
struct wined3d_shader_dst_param reg
unsigned int structure_count
struct wined3d_shader_dst_param reg
enum wined3d_shader_type type
struct wined3d_shader_signature output_signature
struct wined3d_shader_signature patch_constant_signature
struct wined3d_domain_shader ds
struct wined3d_compute_shader cs
union wined3d_shader::@304 u
struct wined3d_shader_signature input_signature
const struct wined3d_parent_ops * parent_ops
struct wined3d_pixel_shader ps
struct wined3d_vertex_shader vs
const struct wined3d_shader_limits * limits
struct wined3d_shader_reg_maps reg_maps
const struct wined3d_shader_frontend * frontend
struct list shader_list_entry
struct wined3d_geometry_shader gs
struct list linked_programs
struct wined3d_device * device
struct wined3d_hull_shader hs
struct wined3d_query query
struct wined3d_query_data_so_statistics statistics
struct wined3d_context * context
union wined3d_gl_so_statistics_query u
enum wined3d_format_id index_format
struct wined3d_vertex_declaration * vertex_declaration
const struct wined3d_fb_state * fb
int load_base_vertex_index
struct wined3d_material material
struct wined3d_viewport viewport
struct wined3d_buffer * index_buffer
struct wined3d_blend_state * blend_state
struct wined3d_rasterizer_state * rasterizer_state
struct wined3d_query * predicate
unsigned int index_offset
unsigned int num_contained_sampler_states
struct wined3d_device * device
unsigned int num_contained_transform_states
unsigned int num_contained_vs_consts_i
unsigned int num_contained_vs_consts_b
unsigned int num_contained_ps_consts_f
unsigned int num_contained_vs_consts_f
unsigned int num_contained_tss_states
unsigned int num_contained_ps_consts_b
struct wined3d_state state
unsigned int num_contained_ps_consts_i
struct wined3d_saved_states changed
unsigned int num_contained_render_states
const struct wined3d_format * format
struct wined3d_bo_address data
DWORD position_transformed
struct wined3d_buffer * buffer
struct wined3d_buffer * buffer
unsigned int content_size
struct list renderbuffers
unsigned int texture_layer
const struct wined3d_renderbuffer_entry * current_renderbuffer
struct wined3d_texture * container
unsigned int texture_level
struct wined3d_texture ** back_buffers
struct wined3d_swapchain_desc desc
struct wined3d_context ** context
struct wined3d_display_mode original_mode d3d_mode
const struct wined3d_format * ds_format
const struct wined3d_swapchain_ops * swapchain_ops
struct wined3d_palette * palette
unsigned int num_contexts
RECT original_window_rect
struct wined3d_texture * front_buffer
struct wined3d_gamma_ramp orig_gamma
const struct wined3d_parent_ops * parent_ops
struct wined3d_device * device
struct wined3d_surface * dst
struct wined3d_color_key gl_color_key
struct wined3d_color_key src_blt_color_key
struct wined3d_color_key dst_blt_color_key
struct wined3d_color_key src_overlay_color_key
struct wined3d_color_key dst_overlay_color_key
struct wined3d_surface * surface
const struct wined3d_parent_ops * parent_ops
unsigned int sysmem_count
struct gl_texture texture_rgb texture_srgb
const struct wined3d_texture_ops * texture_ops
struct wined3d_swapchain * swapchain
struct wined3d_resource resource
unsigned int download_count
struct wined3d_query query
struct wined3d_context * context
const struct wined3d_format * format
struct wined3d_view_desc desc
struct wined3d_gl_view gl_view
struct wined3d_resource * resource
const struct wined3d_parent_ops * parent_ops
DWORD vertex_processing_caps
DWORD max_user_clip_planes
BOOL emulated_flatshading
BOOL ffp_generic_attributes
DWORD max_vertex_blend_matrix_index
DWORD max_vertex_blend_matrices
unsigned int instance_data_step_rate
const struct wined3d_format * format
enum wined3d_input_classification input_slot_class
struct wined3d_vertex_declaration_element * elements
struct wined3d_device * device
BOOL position_transformed
const struct wined3d_parent_ops * parent_ops
BOOL half_float_conv_needed
const struct StateEntryTemplate * vp_states
VOID WINAPI DECLSPEC_HOTPATCH Sleep(IN DWORD dwMilliseconds)
#define CONTAINING_RECORD(address, type, field)
GLuint geometry_primitives
GLuint tess_control_shader
wchar_t tm const _CrtWcstime_Writes_and_advances_ptr_ count wchar_t ** out
_Must_inspect_result_ _In_ PWDFDEVICE_INIT _In_opt_ PCUNICODE_STRING DeviceName
DWORD WINAPI GetCurrentThreadId(void)
const struct min_lookup minMipLookup[]
const struct wined3d_parent_ops wined3d_null_parent_ops
#define WINED3D_NO_RASTERIZER_STREAM
@ WINED3D_RS_SRGBWRITEENABLE
@ WINED3D_RS_ALPHABLENDENABLE
@ WINED3D_RS_SRCBLENDALPHA
@ WINED3D_RS_DESTBLENDALPHA
@ WINED3D_RS_INDEXEDVERTEXBLENDENABLE
#define WINED3DUSAGE_LEGACY_CUBEMAP
#define WINED3D_MAX_STREAM_OUTPUT_BUFFERS
#define WINED3D_RESOURCE_ACCESS_GPU
#define WINED3D_RESOURCE_ACCESS_CPU
@ WINED3D_RTYPE_TEXTURE_2D
#define WINED3DCREATE_MIXED_VERTEXPROCESSING
wined3d_texture_filter_type
wined3d_texture_stage_state
#define WINED3D_HIGHEST_SAMPLER_STATE
@ WINED3D_TADDRESS_MIRROR_ONCE
#define WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
#define WINED3D_HIGHEST_TEXTURE_STATE
#define WINED3D_PIXEL_CENTER_INTEGER
#define WINED3D_SRGB_READ_WRITE_CONTROL
wined3d_input_classification
#define WINEHIGHEST_RENDER_STATE
@ EXT_TEXTURE_SRGB_DECODE
@ ARB_BLEND_FUNC_EXTENDED
void find_gs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, struct gs_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN
static void shader_get_position_fixup(const struct wined3d_context *context, const struct wined3d_state *state, float *position_fixup)
void wined3d_cs_emit_set_clip_plane(struct wined3d_cs *cs, UINT plane_idx, const struct wined3d_vec4 *plane) DECLSPEC_HIDDEN
void dispatch_compute(struct wined3d_device *device, const struct wined3d_state *state, const struct wined3d_dispatch_parameters *dispatch_parameters) DECLSPEC_HIDDEN
static BOOL needs_interpolation_qualifiers_for_shader_outputs(const struct wined3d_gl_info *gl_info)
void wined3d_cs_emit_dispatch_indirect(struct wined3d_cs *cs, struct wined3d_buffer *buffer, unsigned int offset) DECLSPEC_HIDDEN
HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs, const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info, const struct wined3d_vertex_pipe_ops *vertex, const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) DECLSPEC_HIDDEN
void wined3d_gl_limits_get_uniform_block_range(const struct wined3d_gl_limits *gl_limits, enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN
BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource) DECLSPEC_HIDDEN
BOOL wined3d_dxtn_init(void) DECLSPEC_HIDDEN
void wined3d_cs_emit_unload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN
static void context_apply_state(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
void state_pointsprite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN
void context_active_texture(struct wined3d_context *context, const struct wined3d_gl_info *gl_info, unsigned int unit) DECLSPEC_HIDDEN
static BOOL use_indexed_vertex_blending(const struct wined3d_state *state, const struct wined3d_stream_info *si)
void wined3d_cs_emit_set_rasterizer_state(struct wined3d_cs *cs, struct wined3d_rasterizer_state *rasterizer_state) DECLSPEC_HIDDEN
static float float_24_to_32(DWORD in)
void wined3d_cs_emit_set_render_state(struct wined3d_cs *cs, enum wined3d_render_state state, DWORD value) DECLSPEC_HIDDEN
void wined3d_cs_emit_set_scissor_rect(struct wined3d_cs *cs, const RECT *rect) DECLSPEC_HIDDEN
#define STATE_COMPUTE_COUNT
BOOL wined3d_adapter_init_format_info(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN
static BOOL wined3d_format_is_typeless(const struct wined3d_format *format)
const char * debug_d3dinput_classification(enum wined3d_input_classification classification) DECLSPEC_HIDDEN
void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN
void state_pointsprite_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN
static unsigned int wined3d_texture_get_level_height(const struct wined3d_texture *texture, unsigned int level)
void find_ps_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, BOOL position_transformed, struct ps_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN
const char * debug_d3dusage(DWORD usage) DECLSPEC_HIDDEN
#define MAX_SAMPLER_OBJECTS
struct wined3d_context * context_create(struct wined3d_swapchain *swapchain, struct wined3d_texture *target, const struct wined3d_format *ds_format) DECLSPEC_HIDDEN
void wined3d_cs_emit_set_stream_source_freq(struct wined3d_cs *cs, UINT stream_idx, UINT frequency, UINT flags) DECLSPEC_HIDDEN
BOOL is_invalid_op(const struct wined3d_state *state, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN
void wined3d_cs_emit_set_sampler(struct wined3d_cs *cs, enum wined3d_shader_type type, UINT sampler_idx, struct wined3d_sampler *sampler) DECLSPEC_HIDDEN
void wined3d_cs_emit_set_material(struct wined3d_cs *cs, const struct wined3d_material *material) DECLSPEC_HIDDEN
const char * debug_d3dresourcetype(enum wined3d_resource_type resource_type) DECLSPEC_HIDDEN
void wined3d_cs_init_object(struct wined3d_cs *cs, void(*callback)(void *object), void *object) DECLSPEC_HIDDEN
void wined3d_ffp_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN
int wined3d_ffp_frag_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN
void state_clipping(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN
@ WINED3D_PUSH_CONSTANTS_PS_B
@ WINED3D_PUSH_CONSTANTS_VS_B
@ WINED3D_PUSH_CONSTANTS_VS_I
@ WINED3D_PUSH_CONSTANTS_PS_F
@ WINED3D_PUSH_CONSTANTS_PS_I
@ WINED3D_PUSH_CONSTANTS_VS_F
const char * wined3d_debug_location(DWORD location) DECLSPEC_HIDDEN
@ WINED3D_SHADER_REL_OP_GT
@ WINED3D_SHADER_REL_OP_LE
@ WINED3D_SHADER_REL_OP_GE
@ WINED3D_SHADER_REL_OP_EQ
@ WINED3D_SHADER_REL_OP_LT
@ WINED3D_SHADER_REL_OP_NE
void get_projection_matrix(const struct wined3d_context *context, const struct wined3d_state *state, struct wined3d_matrix *mat) DECLSPEC_HIDDEN
const DWORD * context_get_tex_unit_mapping(const struct wined3d_context *context, const struct wined3d_shader_version *shader_version, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN
void context_free_timestamp_query(struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN
static BOOL is_scaling_fixup(struct color_fixup_desc fixup)
BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN
void wined3d_cs_emit_set_texture(struct wined3d_cs *cs, UINT stage, struct wined3d_texture *texture) DECLSPEC_HIDDEN
void state_fogcolor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN
#define MAX_FRAGMENT_SAMPLERS
wined3d_shader_interpolation_mode
@ WINED3DSIM_LINEAR_CENTROID
@ WINED3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE
@ WINED3DSIM_LINEAR_NOPERSPECTIVE
@ WINED3DSIM_LINEAR_NOPERSPECTIVE_CENTROID
@ WINED3DSIM_LINEAR_SAMPLE
const struct wined3d_color_key_conversion * wined3d_format_get_color_key_conversion(const struct wined3d_texture *texture, BOOL need_alpha_ck) DECLSPEC_HIDDEN
void wined3d_cs_emit_set_stream_output(struct wined3d_cs *cs, UINT stream_idx, struct wined3d_buffer *buffer, UINT offset) DECLSPEC_HIDDEN
void string_buffer_list_init(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN
void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *view, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN
#define MAX_VERTEX_SAMPLERS
void wined3d_cs_emit_set_blend_state(struct wined3d_cs *cs, struct wined3d_blend_state *state) DECLSPEC_HIDDEN
WINED3D_SHADER_INSTRUCTION_HANDLER
@ WINED3DSIH_DCL_TESSELLATOR_PARTITIONING
@ WINED3DSIH_GATHER4_PO_C
@ WINED3DSIH_DCL_FUNCTION_TABLE
@ WINED3DSIH_DCL_INPUT_SIV
@ WINED3DSIH_IMM_ATOMIC_XOR
@ WINED3DSIH_DCL_CONSTANT_BUFFER
@ WINED3DSIH_DCL_INTERFACE
@ WINED3DSIH_IMM_ATOMIC_IADD
@ WINED3DSIH_STORE_STRUCTURED
@ WINED3DSIH_IMM_ATOMIC_UMAX
@ WINED3DSIH_STORE_UAV_TYPED
@ WINED3DSIH_TEXM3x3VSPEC
@ WINED3DSIH_DCL_INPUT_SGV
@ WINED3DSIH_DCL_INPUT_PS_SGV
@ WINED3DSIH_TEXM3x2DEPTH
@ WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER
@ WINED3DSIH_DCL_THREAD_GROUP
@ WINED3DSIH_DCL_OUTPUT_SIV
@ WINED3DSIH_DCL_INDEX_RANGE
@ WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE
@ WINED3DSIH_ATOMIC_CMP_STORE
@ WINED3DSIH_HS_CONTROL_POINT_PHASE
@ WINED3DSIH_LD_STRUCTURED
@ WINED3DSIH_IMM_ATOMIC_AND
@ WINED3DSIH_IMM_ATOMIC_CONSUME
@ WINED3DSIH_IMM_ATOMIC_UMIN
@ WINED3DSIH_HS_FORK_PHASE
@ WINED3DSIH_IMM_ATOMIC_CMP_EXCH
@ WINED3DSIH_DCL_VERTICES_OUT
@ WINED3DSIH_HS_JOIN_PHASE
@ WINED3DSIH_DCL_OUTPUT_TOPOLOGY
@ WINED3DSIH_DCL_HS_MAX_TESSFACTOR
@ WINED3DSIH_DCL_GS_INSTANCES
@ WINED3DSIH_DCL_TGSM_RAW
@ WINED3DSIH_DCL_UAV_TYPED
@ WINED3DSIH_IMM_ATOMIC_IMAX
@ WINED3DSIH_DCL_INPUT_PS
@ WINED3DSIH_LD_UAV_TYPED
@ WINED3DSIH_DCL_UAV_STRUCTURED
@ WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
@ WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT
@ WINED3DSIH_DCL_GLOBAL_FLAGS
@ WINED3DSIH_EVAL_SAMPLE_INDEX
@ WINED3DSIH_IMM_ATOMIC_ALLOC
@ WINED3DSIH_IMM_ATOMIC_IMIN
@ WINED3DSIH_DCL_TESSELLATOR_DOMAIN
@ WINED3DSIH_IMM_ATOMIC_EXCH
@ WINED3DSIH_FIRSTBIT_SHI
@ WINED3DSIH_DCL_INPUT_PS_SIV
@ WINED3DSIH_DCL_TGSM_STRUCTURED
@ WINED3DSIH_DCL_FUNCTION_BODY
@ WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT
@ WINED3DSIH_IMM_ATOMIC_OR
@ WINED3DSIH_DCL_INDEXABLE_TEMP
@ WINED3DSIH_DCL_RESOURCE_RAW
@ WINED3DSIH_DCL_INPUT_PRIMITIVE
@ WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT
@ WINED3DSIH_DCL_RESOURCE_STRUCTURED
void wined3d_cs_emit_clear_rendertarget_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN
UINT64 adapter_adjust_memory(struct wined3d_adapter *adapter, INT64 amount) DECLSPEC_HIDDEN
HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst_rect, struct wined3d_surface *src_surface, const RECT *src_rect, DWORD flags, const struct wined3d_blt_fx *blt_fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN
void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN
void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN
static struct color_fixup_desc create_complex_fixup_desc(enum complex_fixup complex_fixup)
void context_bind_bo(struct wined3d_context *context, GLenum binding, GLuint name) DECLSPEC_HIDDEN
void context_copy_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *dst, GLenum dst_binding, const struct wined3d_bo_address *src, GLenum src_binding, size_t size) DECLSPEC_HIDDEN
void context_restore(struct wined3d_context *context, struct wined3d_surface *restore) DECLSPEC_HIDDEN
static int wined3d_bit_scan(unsigned int *x)
wined3d_tessellator_output_primitive
@ WINED3D_TESSELLATOR_OUTPUT_POINT
@ WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
@ WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
@ WINED3D_TESSELLATOR_OUTPUT_LINE
#define IS_DUAL_SOURCE_BLEND(x)
const char * debug_d3dtop(enum wined3d_texture_op d3dtop) DECLSPEC_HIDDEN
void wined3d_check_gl_call(const struct wined3d_gl_info *gl_info, const char *file, unsigned int line, const char *name) DECLSPEC_HIDDEN
@ WINED3D_FFP_BLENDWEIGHT
@ WINED3D_FFP_BLENDINDICES
@ WINED3D_FFP_ATTRIBS_COUNT
BOOL context_set_current(struct wined3d_context *ctx) DECLSPEC_HIDDEN
BYTE * wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context) DECLSPEC_HIDDEN
void clipplane(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN
void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN
void wined3d_fbo_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN
static unsigned int wined3d_texture_get_level_pow2_height(const struct wined3d_texture *texture, unsigned int level)
void wined3d_cs_emit_reset_state(struct wined3d_cs *cs) DECLSPEC_HIDDEN
void swapchain_update_draw_bindings(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN
BOOL wined3d_texture_load_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN
void wined3d_texture_set_swapchain(struct wined3d_texture *texture, struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN
void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN
wined3d_shader_sync_flags
@ WINED3DSSF_THREAD_GROUP
@ WINED3DSSF_GROUP_SHARED_MEMORY
void resource_unload(struct wined3d_resource *resource) DECLSPEC_HIDDEN
struct wined3d_context * context_acquire(const struct wined3d_device *device, struct wined3d_texture *texture, unsigned int sub_resource_idx) DECLSPEC_HIDDEN
wined3d_shader_src_modifier
BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_state *state, UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN
#define MAX_CONSTANT_BUFFERS
void context_free_fence(struct wined3d_fence *fence) DECLSPEC_HIDDEN
void context_bind_texture(struct wined3d_context *context, GLenum target, GLuint name) DECLSPEC_HIDDEN
static GLenum wined3d_gl_mag_filter(enum wined3d_texture_filter_type mag_filter)
static void wined3d_resource_acquire(struct wined3d_resource *resource)
void(WINE_GLAPI * wined3d_ffp_texcoord_func)(GLenum unit, const void *data)
void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer, enum wined3d_format_id format_id, unsigned int offset) DECLSPEC_HIDDEN
void context_alloc_fence(struct wined3d_context *context, struct wined3d_fence *fence) DECLSPEC_HIDDEN
@ WINED3D_FFP_EMIT_D3DCOLOR
@ WINED3D_FFP_EMIT_FLOAT16_2
@ WINED3D_FFP_EMIT_UBYTE4N
@ WINED3D_FFP_EMIT_FLOAT2
@ WINED3D_FFP_EMIT_SHORT4N
@ WINED3D_FFP_EMIT_USHORT2N
@ WINED3D_FFP_EMIT_SHORT2N
@ WINED3D_FFP_EMIT_UBYTE4
@ WINED3D_FFP_EMIT_FLOAT4
@ WINED3D_FFP_EMIT_INVALID
@ WINED3D_FFP_EMIT_FLOAT3
@ WINED3D_FFP_EMIT_FLOAT16_4
@ WINED3D_FFP_EMIT_USHORT4N
@ WINED3D_FFP_EMIT_SHORT2
@ WINED3D_FFP_EMIT_SHORT4
@ WINED3D_FFP_EMIT_FLOAT1
void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context, const struct wined3d_state *state) DECLSPEC_HIDDEN
#define MAKEDWORD_VERSION(maj, min)
void transpose_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m) DECLSPEC_HIDDEN
void wined3d_format_get_float_color_key(const struct wined3d_format *format, const struct wined3d_color_key *key, struct wined3d_color *float_colors) DECLSPEC_HIDDEN
void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN
void wined3d_texture_apply_sampler_desc(struct wined3d_texture *texture, const struct wined3d_sampler_desc *sampler_desc, const struct wined3d_context *context) DECLSPEC_HIDDEN
void wined3d_rendertarget_view_get_drawable_size(const struct wined3d_rendertarget_view *view, const struct wined3d_context *context, unsigned int *width, unsigned int *height) DECLSPEC_HIDDEN
static BOOL use_vs(const struct wined3d_state *state)
#define WINED3D_MAX_PS_CONSTS_F
void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN
void wined3d_cs_emit_set_unordered_access_view(struct wined3d_cs *cs, enum wined3d_pipeline pipeline, unsigned int view_idx, struct wined3d_unordered_access_view *view, unsigned int initial_count) DECLSPEC_HIDDEN
void wined3d_cs_emit_set_sampler_state(struct wined3d_cs *cs, UINT sampler_idx, enum wined3d_sampler_state state, DWORD value) DECLSPEC_HIDDEN
void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN
static unsigned int wined3d_texture_get_level_width(const struct wined3d_texture *texture, unsigned int level)
LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode, UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN
void surface_set_compatible_renderbuffer(struct wined3d_surface *surface, const struct wined3d_rendertarget_info *rt) DECLSPEC_HIDDEN
#define WINED3DFMT_FLAG_SRGB_WRITE
void wined3d_texture_validate_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN
void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state, const struct wined3d_draw_parameters *draw_parameters) DECLSPEC_HIDDEN
#define PRINTF_ATTR(fmt, args)
void context_free_occlusion_query(struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN
const char * debug_ivec4(const struct wined3d_ivec4 *v) DECLSPEC_HIDDEN
#define HIGHEST_TRANSFORMSTATE
const char * debug_fboattachment(GLenum attachment) DECLSPEC_HIDDEN
void wined3d_state_enable_light(struct wined3d_state *state, const struct wined3d_d3d_info *d3d_info, struct wined3d_light_info *light_info, BOOL enable) DECLSPEC_HIDDEN
void context_invalidate_compute_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN
static unsigned int surface_get_sub_resource_idx(const struct wined3d_surface *surface)
void wined3d_cs_emit_set_vertex_declaration(struct wined3d_cs *cs, struct wined3d_vertex_declaration *declaration) DECLSPEC_HIDDEN
GLenum wined3d_texture_get_gl_buffer(const struct wined3d_texture *texture) DECLSPEC_HIDDEN
void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN
void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context, const struct wined3d_box *box, const void *data) DECLSPEC_HIDDEN
const char * debug_d3ddeclmethod(enum wined3d_decl_method method) DECLSPEC_HIDDEN
enum wined3d_fence_result wined3d_fence_wait(const struct wined3d_fence *fence, const struct wined3d_device *device) DECLSPEC_HIDDEN
void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location) DECLSPEC_HIDDEN
BOOL surface_load_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN
int wined3d_ffp_vertex_program_key_compare(const void *key, const struct wine_rb_entry *entry) DECLSPEC_HIDDEN
void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN
void wined3d_cs_destroy(struct wined3d_cs *cs) DECLSPEC_HIDDEN
wined3d_shader_dst_modifier
@ WINED3DSPDM_MSAMPCENTROID
@ WINED3DSPDM_PARTIALPRECISION
void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program) DECLSPEC_HIDDEN
#define WINED3D_MAX_VS_CONSTS_F
DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN
void resource_cleanup(struct wined3d_resource *resource) DECLSPEC_HIDDEN
void wined3d_cs_emit_query_issue(struct wined3d_cs *cs, struct wined3d_query *query, DWORD flags) DECLSPEC_HIDDEN
void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture *texture, WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN
const char * debug_d3ddevicetype(enum wined3d_device_type device_type) DECLSPEC_HIDDEN
HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d, UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN
static void wined3d_pause(void)
static enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup)
struct wined3d_context * context_reacquire(const struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN
static BOOL wined3d_dualblend_enabled(const struct wined3d_state *state, const struct wined3d_gl_info *gl_info)
int shader_addline(struct wined3d_string_buffer *buffer, const char *fmt,...) PRINTF_ATTR(2
unsigned int wined3d_max_compat_varyings(const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN
BOOL invert_matrix_3d(struct wined3d_matrix *out, const struct wined3d_matrix *in) DECLSPEC_HIDDEN
void install_gl_compat_wrapper(struct wined3d_gl_info *gl_info, enum wined3d_gl_extension ext) DECLSPEC_HIDDEN
const char * wined3d_debug_resource_access(DWORD access) DECLSPEC_HIDDEN
static BOOL wined3d_shader_instruction_has_texel_offset(const struct wined3d_shader_instruction *ins)
void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb, UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN
DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN
const char * debug_d3dformat(enum wined3d_format_id format_id) DECLSPEC_HIDDEN
void context_surface_update(struct wined3d_context *context, const struct wined3d_surface *surface) DECLSPEC_HIDDEN
HRESULT wined3d_fence_create(struct wined3d_device *device, struct wined3d_fence **fence) DECLSPEC_HIDDEN
void context_resource_released(const struct wined3d_device *device, struct wined3d_resource *resource, enum wined3d_resource_type type) DECLSPEC_HIDDEN
static struct wined3d_surface * wined3d_rendertarget_view_get_surface(const struct wined3d_rendertarget_view *view)
void wined3d_resource_free_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN
BOOL wined3d_resource_allocate_sysmem(struct wined3d_resource *resource) DECLSPEC_HIDDEN
void apply_pixelshader(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN
void wined3d_release_dc(HWND window, HDC dc) DECLSPEC_HIDDEN
BOOL wined3d_register_window(HWND window, struct wined3d_device *device) DECLSPEC_HIDDEN
#define MAX_UNORDERED_ACCESS_VIEWS
void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) DECLSPEC_HIDDEN
void state_fog_fragpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN
static BOOL is_complex_fixup(struct color_fixup_desc fixup)
const char * debug_color(const struct wined3d_color *color) DECLSPEC_HIDDEN
void wined3d_cs_emit_clear_unordered_access_view_uint(struct wined3d_cs *cs, struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value) DECLSPEC_HIDDEN
void wined3d_rendertarget_view_invalidate_location(struct wined3d_rendertarget_view *view, DWORD location) DECLSPEC_HIDDEN
void wined3d_cs_emit_preload_resource(struct wined3d_cs *cs, struct wined3d_resource *resource) DECLSPEC_HIDDEN
@ CHANNEL_SOURCE_COMPLEX1
@ CHANNEL_SOURCE_COMPLEX0
void state_nop(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN
BOOL string_buffer_resize(struct wined3d_string_buffer *buffer, int rc) DECLSPEC_HIDDEN
void state_shademode(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN
void pixelshader_update_resource_types(struct wined3d_shader *shader, WORD tex_types) DECLSPEC_HIDDEN
wined3d_shader_resource_type
@ WINED3D_SHADER_RESOURCE_BUFFER
@ WINED3D_SHADER_RESOURCE_TEXTURE_3D
@ WINED3D_SHADER_RESOURCE_TEXTURE_2D
@ WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
@ WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
@ WINED3D_SHADER_RESOURCE_NONE
@ WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
@ WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
@ WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
@ WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
@ WINED3D_SHADER_RESOURCE_TEXTURE_1D
void context_release(struct wined3d_context *context) DECLSPEC_HIDDEN
void string_buffer_list_cleanup(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN
void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc) DECLSPEC_HIDDEN
void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN
static struct wined3d_texture_sub_resource * surface_get_sub_resource(struct wined3d_surface *surface)
void wined3d_cs_emit_set_texture_state(struct wined3d_cs *cs, UINT stage, enum wined3d_texture_stage_state state, DWORD value) DECLSPEC_HIDDEN
#define WINED3D_CS_QUEUE_SIZE
#define MAX_GL_FRAGMENT_SAMPLERS
static BOOL is_same_fixup(struct color_fixup_desc f1, struct color_fixup_desc f2)
const char * debug_d3dtexturestate(enum wined3d_texture_stage_state state) DECLSPEC_HIDDEN
static BOOL use_software_vertex_processing(const struct wined3d_device *device)
static enum wined3d_cmp_func wined3d_sanitize_cmp_func(enum wined3d_cmp_func func)
@ WINED3DSUF_ORDER_PRESERVING_COUNTER
@ WINED3DSUF_GLOBALLY_COHERENT
void context_unmap_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data, GLenum binding) DECLSPEC_HIDDEN
void context_end_transform_feedback(struct wined3d_context *context) DECLSPEC_HIDDEN
struct wined3d_light_info * wined3d_state_get_light(const struct wined3d_state *state, unsigned int idx) DECLSPEC_HIDDEN
BOOL invert_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m) DECLSPEC_HIDDEN
BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN
static float float_16_to_32(const unsigned short *in)
void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx, const struct wined3d_context *context, const struct wined3d_box *box, const struct wined3d_const_bo_address *data, unsigned int row_pitch, unsigned int slice_pitch) DECLSPEC_HIDDEN
void wined3d_texture_set_map_binding(struct wined3d_texture *texture, DWORD map_binding) DECLSPEC_HIDDEN
GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN
#define WINED3DFMT_FLAG_SRGB_READ
static unsigned int wined3d_texture_get_level_pow2_width(const struct wined3d_texture *texture, unsigned int level)
DWORD context_get_tls_idx(void) DECLSPEC_HIDDEN
const char * debug_d3dtexturefiltertype(enum wined3d_texture_filter_type filter_type) DECLSPEC_HIDDEN
wined3d_shader_input_sysval_semantic
@ WINED3D_SIV_VIEWPORT_ARRAY_INDEX
@ WINED3D_SIV_TRIANGLE_INNER_TESS_FACTOR
@ WINED3D_SIV_CULL_DISTANCE
@ WINED3D_SIV_QUAD_V0_TESS_FACTOR
@ WINED3D_SIV_IS_FRONT_FACE
@ WINED3D_SIV_QUAD_V_INNER_TESS_FACTOR
@ WINED3D_SIV_TRIANGLE_U_TESS_FACTOR
@ WINED3D_SIV_INSTANCE_ID
@ WINED3D_SIV_TRIANGLE_W_TESS_FACTOR
@ WINED3D_SIV_RENDER_TARGET_ARRAY_INDEX
@ WINED3D_SIV_QUAD_U0_TESS_FACTOR
@ WINED3D_SIV_CLIP_DISTANCE
@ WINED3D_SIV_QUAD_U1_TESS_FACTOR
@ WINED3D_SIV_SAMPLE_INDEX
@ WINED3D_SIV_TRIANGLE_V_TESS_FACTOR
@ WINED3D_SIV_LINE_DETAIL_TESS_FACTOR
@ WINED3D_SIV_LINE_DENSITY_TESS_FACTOR
@ WINED3D_SIV_QUAD_V1_TESS_FACTOR
@ WINED3D_SIV_PRIMITIVE_ID
@ WINED3D_SIV_QUAD_U_INNER_TESS_FACTOR
void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view *view, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN
void string_buffer_release(struct wined3d_string_buffer_list *list, struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN
void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state, unsigned int index, struct wined3d_matrix *mat) DECLSPEC_HIDDEN
void sampler_texdim(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN
void get_pointsize(const struct wined3d_context *context, const struct wined3d_state *state, float *out_pointsize, float *out_att) DECLSPEC_HIDDEN
GLenum context_get_offscreen_gl_buffer(const struct wined3d_context *context) DECLSPEC_HIDDEN
void wined3d_ftoa(float value, char *s) DECLSPEC_HIDDEN
void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN
void context_state_drawbuf(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN
#define MAX_RENDER_TARGET_VIEWS
void wined3d_cs_destroy_object(struct wined3d_cs *cs, void(*callback)(void *object), void *object) DECLSPEC_HIDDEN
void wined3d_unordered_access_view_invalidate_location(struct wined3d_unordered_access_view *view, DWORD location) DECLSPEC_HIDDEN
BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE_T size) DECLSPEC_HIDDEN
static const struct color_fixup_desc COLOR_FIXUP_IDENTITY
static BOOL is_rasterization_disabled(const struct wined3d_shader *geometry_shader)
void wined3d_texture_load(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN
void(WINE_GLAPI * wined3d_ffp_attrib_func)(const void *data)
void stateblock_init_contained_states(struct wined3d_stateblock *stateblock) DECLSPEC_HIDDEN
static ULONG wined3d_resource_decref(struct wined3d_resource *resource)
static struct wined3d_surface * context_get_rt_surface(const struct wined3d_context *context)
#define MAX_ACTIVE_LIGHTS
HRESULT wined3d_init(struct wined3d *wined3d, DWORD flags) DECLSPEC_HIDDEN
struct wined3d_blitter * wined3d_cpu_blitter_create(void) DECLSPEC_HIDDEN
void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count, int base_vertex_idx, unsigned int start_idx, unsigned int index_count, unsigned int start_instance, unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN
const char * debug_box(const struct wined3d_box *box) DECLSPEC_HIDDEN
void context_free_pipeline_statistics_query(struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN
wined3d_tessellator_domain
@ WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
@ WINED3D_TESSELLATOR_DOMAIN_QUAD
@ WINED3D_TESSELLATOR_DOMAIN_LINE
void wined3d_cs_emit_copy_uav_counter(struct wined3d_cs *cs, struct wined3d_buffer *dst_buffer, unsigned int offset, struct wined3d_unordered_access_view *uav) DECLSPEC_HIDDEN
const char * debug_d3dstate(DWORD state) DECLSPEC_HIDDEN
void wined3d_cs_emit_generate_mipmaps(struct wined3d_cs *cs, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN
HGLRC context_create_wgl_attribs(const struct wined3d_gl_info *gl_info, HDC hdc, HGLRC share_ctx) DECLSPEC_HIDDEN
void swapchain_destroy_contexts(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN
#define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE
static void wined3d_resource_release(struct wined3d_resource *resource)
static GLenum wined3d_texture_get_sub_resource_target(const struct wined3d_texture *texture, unsigned int sub_resource_idx)
void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state, BOOL is_alpha, int stage, enum wined3d_texture_op op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst) DECLSPEC_HIDDEN
const char * debug_shader_type(enum wined3d_shader_type shader_type) DECLSPEC_HIDDEN
void wined3d_texture_invalidate_location(struct wined3d_texture *texture, unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN
enum wined3d_format_id pixelformat_for_depth(DWORD depth) DECLSPEC_HIDDEN
static void wined3d_color_from_d3dcolor(struct wined3d_color *wined3d_color, DWORD d3d_color)
void wined3d_arbfp_blitter_create(struct wined3d_blitter **next, const struct wined3d_device *device) DECLSPEC_HIDDEN
const struct wined3d_format * wined3d_get_format(const struct wined3d_gl_info *gl_info, enum wined3d_format_id format_id, unsigned int resource_usage) DECLSPEC_HIDDEN
void context_alloc_timestamp_query(struct wined3d_context *context, struct wined3d_timestamp_query *query) DECLSPEC_HIDDEN
static BOOL wined3d_resource_access_is_managed(unsigned int access)
@ WINED3D_PIPELINE_COMPUTE
@ WINED3D_PIPELINE_GRAPHICS
HRESULT wined3d_texture_check_box_dimensions(const struct wined3d_texture *texture, unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN
BOOL shader_match_semantic(const char *semantic_name, enum wined3d_decl_usage usage) DECLSPEC_HIDDEN
void wined3d_unordered_access_view_clear_uint(struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value, struct wined3d_context *context) DECLSPEC_HIDDEN
BOOL string_buffer_init(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN
const char * debug_fbostatus(GLenum status) DECLSPEC_HIDDEN
static BOOL is_identity_fixup(struct color_fixup_desc fixup)
BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN
static BOOL needs_srgb_write(const struct wined3d_context *context, const struct wined3d_state *state, const struct wined3d_fb_state *fb)
void wined3d_cs_emit_set_light_enable(struct wined3d_cs *cs, unsigned int idx, BOOL enable) DECLSPEC_HIDDEN
void wined3d_stream_info_from_declaration(struct wined3d_stream_info *stream_info, const struct wined3d_state *state, const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info) DECLSPEC_HIDDEN
void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type, UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN
static BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
@ WINED3D_GL_RES_TYPE_TEX_3D
@ WINED3D_GL_RES_TYPE_TEX_CUBE
@ WINED3D_GL_RES_TYPE_BUFFER
@ WINED3D_GL_RES_TYPE_TEX_2D
@ WINED3D_GL_RES_TYPE_TEX_RECT
@ WINED3D_GL_RES_TYPE_TEX_1D
@ WINED3D_GL_RES_TYPE_COUNT
void context_gl_resource_released(struct wined3d_device *device, GLuint name, BOOL rb_namespace) DECLSPEC_HIDDEN
static void wined3d_insert_bits(DWORD *bitstream, unsigned int offset, unsigned int count, DWORD bits)
wined3d_shader_register_type
@ WINED3DSPR_LOCALTHREADID
@ WINED3DSPR_FUNCTIONPOINTER
@ WINED3DSPR_OUTCONTROLPOINT
@ WINED3DSPR_INCONTROLPOINT
@ WINED3DSPR_THREADGROUPID
@ WINED3DSPR_FUNCTIONBODY
@ WINED3DSPR_GROUPSHAREDMEM
@ WINED3DSPR_LOCALTHREADINDEX
@ WINED3DSPR_IMMCONSTBUFFER
void get_fog_start_end(const struct wined3d_context *context, const struct wined3d_state *state, float *start, float *end) DECLSPEC_HIDDEN
void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN
BOOL wined3d_caps_gl_ctx_test_viewport_subpixel_bits(struct wined3d_caps_gl_ctx *ctx) DECLSPEC_HIDDEN
void wined3d_cs_emit_blt_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx, const struct wined3d_box *dst_box, struct wined3d_resource *src_resource, unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, DWORD flags, const struct wined3d_blt_fx *fx, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN
void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer) DECLSPEC_HIDDEN
HDC swapchain_get_backup_dc(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN
void wined3d_unordered_access_view_set_counter(struct wined3d_unordered_access_view *view, unsigned int value) DECLSPEC_HIDDEN
void context_enable_clip_distances(struct wined3d_context *context, unsigned int mask) DECLSPEC_HIDDEN
void wined3d_sampler_bind(struct wined3d_sampler *sampler, unsigned int unit, struct wined3d_texture *texture, const struct wined3d_context *context) DECLSPEC_HIDDEN
static BOOL needs_separate_srgb_gl_texture(const struct wined3d_context *context, const struct wined3d_texture *texture)
const char * debug_d3dtstype(enum wined3d_transform_state tstype) DECLSPEC_HIDDEN
void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target, struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN
void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN
void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN
struct wined3d_cs * wined3d_cs_create(struct wined3d_device *device) DECLSPEC_HIDDEN
void wined3d_texture_bind(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN
void wined3d_cs_emit_draw_indirect(struct wined3d_cs *cs, GLenum primitive_type, unsigned int patch_vertex_count, struct wined3d_buffer *buffer, unsigned int offset, BOOL indexed) DECLSPEC_HIDDEN
void wined3d_cs_emit_set_viewport(struct wined3d_cs *cs, const struct wined3d_viewport *viewport) DECLSPEC_HIDDEN
void context_set_tls_idx(DWORD idx) DECLSPEC_HIDDEN
void wined3d_cs_emit_set_shader_resource_view(struct wined3d_cs *cs, enum wined3d_shader_type type, UINT view_idx, struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN
@ WINED3D_IMMCONST_SCALAR
const char * debug_d3dprimitivetype(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN
const char * debug_glerror(GLenum error) DECLSPEC_HIDDEN
void wined3d_cs_emit_set_shader(struct wined3d_cs *cs, enum wined3d_shader_type type, struct wined3d_shader *shader) DECLSPEC_HIDDEN
BOOL wined3d_clip_blit(const RECT *clip_rect, RECT *clipped, RECT *other) DECLSPEC_HIDDEN
int shader_vaddline(struct wined3d_string_buffer *buffer, const char *fmt, va_list args) DECLSPEC_HIDDEN
static BOOL shader_constant_is_local(const struct wined3d_shader *shader, DWORD reg)
void(* SHADER_HANDLER)(const struct wined3d_shader_instruction *)
struct wined3d_context * swapchain_get_context(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN
static DWORD wined3d_extract_bits(const DWORD *bitstream, unsigned int offset, unsigned int count)
#define WINED3D_MAX_CONSTS_B
const char * debug_uvec4(const struct wined3d_uvec4 *v) DECLSPEC_HIDDEN
GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type) DECLSPEC_HIDDEN
wined3d_shader_global_flags
@ WINED3DSGF_REFACTORING_ALLOWED
@ WINED3DSGF_FORCE_EARLY_DEPTH_STENCIL
@ WINED3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS
void string_buffer_clear(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN
void wined3d_shader_resource_view_bind(struct wined3d_shader_resource_view *view, unsigned int unit, struct wined3d_sampler *sampler, struct wined3d_context *context) DECLSPEC_HIDDEN
void multiply_matrix(struct wined3d_matrix *dest, const struct wined3d_matrix *src1, const struct wined3d_matrix *src2) DECLSPEC_HIDDEN
wined3d_buffer_conversion_type
static GLuint wined3d_texture_get_texture_name(const struct wined3d_texture *texture, const struct wined3d_context *context, BOOL srgb)
void wined3d_cs_emit_dispatch(struct wined3d_cs *cs, unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z) DECLSPEC_HIDDEN
@ WINED3D_SHADER_TYPE_HULL
@ WINED3D_SHADER_TYPE_PIXEL
@ WINED3D_SHADER_TYPE_GEOMETRY
@ WINED3D_SHADER_TYPE_GRAPHICS_COUNT
@ WINED3D_SHADER_TYPE_DOMAIN
@ WINED3D_SHADER_TYPE_COMPUTE
@ WINED3D_SHADER_TYPE_VERTEX
@ WINED3D_SHADER_TYPE_COUNT
static BOOL use_ps(const struct wined3d_state *state)
UINT wined3d_format_calculate_size(const struct wined3d_format *format, UINT alignment, UINT width, UINT height, UINT depth) DECLSPEC_HIDDEN
static GLenum wined3d_gl_min_mip_filter(enum wined3d_texture_filter_type min_filter, enum wined3d_texture_filter_type mip_filter)
void wined3d_cs_emit_set_rendertarget_view(struct wined3d_cs *cs, unsigned int view_idx, struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN
static ULONG wined3d_resource_incref(struct wined3d_resource *resource)
@ WINED3D_FFP_VS_FOG_FOGCOORD
@ WINED3D_FFP_VS_FOG_DEPTH
@ WINED3D_FFP_VS_FOG_RANGE
void wined3d_cs_emit_set_transform(struct wined3d_cs *cs, enum wined3d_transform_state state, const struct wined3d_matrix *matrix) DECLSPEC_HIDDEN
static void wined3d_from_cs(const struct wined3d_cs *cs)
void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *view) DECLSPEC_HIDDEN
void state_cleanup(struct wined3d_state *state) DECLSPEC_HIDDEN
void get_texture_matrix(const struct wined3d_context *context, const struct wined3d_state *state, unsigned int tex, struct wined3d_matrix *mat) DECLSPEC_HIDDEN
void context_free_so_statistics_query(struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN
wined3d_tessellator_partitioning
@ WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
@ WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
@ WINED3D_TESSELLATOR_PARTITIONING_INTEGER
@ WINED3D_TESSELLATOR_PARTITIONING_POW2
void texture_activate_dimensions(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN
void context_alloc_pipeline_statistics_query(struct wined3d_context *context, struct wined3d_pipeline_statistics_query *query) DECLSPEC_HIDDEN
void wined3d_surface_upload_data(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, const struct wined3d_format *format, const RECT *src_rect, UINT src_pitch, const POINT *dst_point, BOOL srgb, const struct wined3d_const_bo_address *data) DECLSPEC_HIDDEN
#define WINED3D_MAX_CONSTS_I
const char * debug_d3dusagequery(DWORD usagequery) DECLSPEC_HIDDEN
static struct gl_texture * wined3d_texture_get_gl_texture(struct wined3d_texture *texture, BOOL srgb)
void find_vs_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, WORD swizzle_map, struct vs_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN
void wined3d_gl_limits_get_texture_unit_range(const struct wined3d_gl_limits *gl_limits, enum wined3d_shader_type shader_type, unsigned int *base, unsigned int *count) DECLSPEC_HIDDEN
#define MAX_SHADER_RESOURCE_VIEWS
@ WINED3D_SHADER_TEX_CUBE
void wined3d_cs_emit_add_dirty_texture_region(struct wined3d_cs *cs, struct wined3d_texture *texture, unsigned int layer) DECLSPEC_HIDDEN
void wined3d_swapchain_activate(struct wined3d_swapchain *swapchain, BOOL activate) DECLSPEC_HIDDEN
@ WINED3D_FENCE_WRONG_THREAD
@ WINED3D_FENCE_NOT_STARTED
void context_invalidate_state(struct wined3d_context *context, DWORD state_id) DECLSPEC_HIDDEN
void * context_map_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data, size_t size, GLenum binding, DWORD flags) DECLSPEC_HIDDEN
HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *device, enum wined3d_resource_type type, const struct wined3d_format *format, enum wined3d_multisample_type multisample_type, unsigned int multisample_quality, unsigned int usage, unsigned int access, unsigned int width, unsigned int height, unsigned int depth, unsigned int size, void *parent, const struct wined3d_parent_ops *parent_ops, const struct wined3d_resource_ops *resource_ops) DECLSPEC_HIDDEN
void wined3d_cs_emit_set_predication(struct wined3d_cs *cs, struct wined3d_query *predicate, BOOL value) DECLSPEC_HIDDEN
void wined3d_dxtn_free(void) DECLSPEC_HIDDEN
#define WINED3D_PACKED_INTERPOLATION_SIZE
void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_view *view, DWORD location) DECLSPEC_HIDDEN
void wined3d_cs_emit_set_light(struct wined3d_cs *cs, const struct wined3d_light_info *light) DECLSPEC_HIDDEN
@ WINED3D_FFP_PS_FOG_EXP2
@ WINED3D_FFP_PS_FOG_LINEAR
const char * debug_d3dsamplerstate(enum wined3d_sampler_state state) DECLSPEC_HIDDEN
#define MAX_CLIP_DISTANCES
#define MAX_COMBINED_SAMPLERS
void draw_textured_quad(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect, enum wined3d_texture_filter_type filter) DECLSPEC_HIDDEN
void wined3d_cs_emit_set_stream_source(struct wined3d_cs *cs, UINT stream_idx, struct wined3d_buffer *buffer, UINT offset, UINT stride) DECLSPEC_HIDDEN
static void wined3d_not_from_cs(struct wined3d_cs *cs)
BOOL vshader_get_input(const struct wined3d_shader *shader, BYTE usage_req, BYTE usage_idx_req, unsigned int *regnum) DECLSPEC_HIDDEN
void wined3d_unordered_access_view_copy_counter(struct wined3d_unordered_access_view *view, struct wined3d_buffer *buffer, unsigned int offset, struct wined3d_context *context) DECLSPEC_HIDDEN
BOOL wined3d_formats_are_srgb_variants(enum wined3d_format_id format1, enum wined3d_format_id format2) DECLSPEC_HIDDEN
void wined3d_texture_get_memory(struct wined3d_texture *texture, unsigned int sub_resource_idx, struct wined3d_bo_address *data, DWORD locations) DECLSPEC_HIDDEN
void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program) DECLSPEC_HIDDEN
DWORD wined3d_format_convert_from_float(const struct wined3d_format *format, const struct wined3d_color *color) DECLSPEC_HIDDEN
void wined3d_raw_blitter_create(struct wined3d_blitter **next, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN
void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_resource *resource, unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch, unsigned int slice_pitch) DECLSPEC_HIDDEN
void state_fogstartend(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN
void(* APPLYSTATEFUNC)(struct wined3d_context *ctx, const struct wined3d_state *state, DWORD state_id)
const char * debug_d3dshaderinstructionhandler(enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx) DECLSPEC_HIDDEN
void find_ds_compile_args(const struct wined3d_state *state, const struct wined3d_shader *shader, struct ds_compile_args *args, const struct wined3d_context *context) DECLSPEC_HIDDEN
void wined3d_fence_issue(struct wined3d_fence *fence, const struct wined3d_device *device) DECLSPEC_HIDDEN
const char * debug_d3drenderstate(enum wined3d_render_state state) DECLSPEC_HIDDEN
void surface_translate_drawable_coords(const struct wined3d_surface *surface, HWND window, RECT *rect) DECLSPEC_HIDDEN
wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN
BOOL wined3d_format_is_depth_view(enum wined3d_format_id resource_format_id, enum wined3d_format_id view_format_id) DECLSPEC_HIDDEN
unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps, unsigned int max) DECLSPEC_HIDDEN
static void wined3d_resource_wait_idle(struct wined3d_resource *resource)
void string_buffer_sprintf(struct wined3d_string_buffer *buffer, const char *format,...) PRINTF_ATTR(2
void wined3d_ffp_get_vs_settings(const struct wined3d_context *context, const struct wined3d_state *state, struct wined3d_ffp_vs_settings *settings) DECLSPEC_HIDDEN
static BOOL isStateDirty(const struct wined3d_context *context, DWORD state)
void context_bind_dummy_textures(const struct wined3d_device *device, const struct wined3d_context *context) DECLSPEC_HIDDEN
void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb, struct wined3d_context *context) DECLSPEC_HIDDEN
void wined3d_cs_emit_flush(struct wined3d_cs *cs) DECLSPEC_HIDDEN
void device_context_remove(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN
const char * debug_vec4(const struct wined3d_vec4 *v) DECLSPEC_HIDDEN
const char * debug_d3ddeclusage(enum wined3d_decl_usage usage) DECLSPEC_HIDDEN
void(WINE_GLAPI * wined3d_generic_attrib_func)(GLuint idx, const void *data)
struct wined3d_context * context_get_current(void) DECLSPEC_HIDDEN
void state_unbind_resources(struct wined3d_state *state) DECLSPEC_HIDDEN
void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN
@ WINED3D_CS_QUEUE_DEFAULT
void state_fogdensity(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN
void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil) DECLSPEC_HIDDEN
void gen_ffp_frag_op(const struct wined3d_context *context, const struct wined3d_state *state, struct ffp_frag_settings *settings, BOOL ignore_textype) DECLSPEC_HIDDEN
void string_buffer_free(struct wined3d_string_buffer *buffer) DECLSPEC_HIDDEN
static BOOL can_use_texture_swizzle(const struct wined3d_gl_info *gl_info, const struct wined3d_format *format)
@ CARD_NVIDIA_GEFORCE_GTX780
@ CARD_NVIDIA_GEFORCE_GTX950M
@ CARD_NVIDIA_GEFORCE_GT325M
@ CARD_NVIDIA_GEFORCE_GTXTITANZ
@ CARD_NVIDIA_GEFORCE_GTX570
@ CARD_NVIDIA_GEFORCE_GTXTITAN
@ CARD_NVIDIA_GEFORCE_GTX560TI
@ CARD_NVIDIA_GEFORCE_GTX1080TI
@ CARD_NVIDIA_GEFORCE_GTS250
@ CARD_NVIDIA_GEFORCE_6800
@ CARD_NVIDIA_GEFORCE_GT610
@ CARD_NVIDIA_GEFORCE_GT420
@ CARD_NVIDIA_GEFORCEFX_5600
@ CARD_NVIDIA_GEFORCE_GTX1080
@ CARD_NVIDIA_GEFORCE_9600GT
@ CARD_NVIDIA_GEFORCE_GT640M
@ CARD_NVIDIA_GEFORCE_940M
@ CARD_NVIDIA_GEFORCE_320M
@ CARD_NVIDIA_GEFORCE_GT650M
@ CARD_NVIDIA_GEFORCE_GTX460
@ CARD_NVIDIA_GEFORCE_830M
@ CARD_NVIDIA_GEFORCE_7300
@ CARD_NVIDIA_GEFORCEFX_5200
@ CARD_NVIDIA_GEFORCE_GT330
@ CARD_NVIDIA_GEFORCE_7600
@ CARD_NVIDIA_GEFORCE_GT320M
@ CARD_NVIDIA_GEFORCE_820M
@ CARD_NVIDIA_GEFORCE_GTX280
@ CARD_NVIDIA_GEFORCE_6600GT
@ CARD_NVIDIA_GEFORCE_GT425M
@ CARD_NVIDIA_GEFORCE_GTX275
@ CARD_AMD_RADEON_XPRESS_200M
@ CARD_NVIDIA_GEFORCE_GT440
@ CARD_NVIDIA_GEFORCE_7400
@ CARD_NVIDIA_GEFORCE_GTX560
@ CARD_NVIDIA_GEFORCE_GTX650TI
@ CARD_NVIDIA_GEFORCE_845M
@ CARD_NVIDIA_GEFORCE_840M
@ CARD_NVIDIA_GEFORCE_8800GTX
@ CARD_NVIDIA_GEFORCE_9700MGT
@ CARD_NVIDIA_GEFORCE_GT730
@ CARD_NVIDIA_GEFORCE_GTX580
@ CARD_NVIDIA_GEFORCE_GTX1060
@ CARD_NVIDIA_GEFORCE_GTX1070
@ CARD_NVIDIA_GEFORCE_GTX950
@ CARD_NVIDIA_GEFORCE_GTX690
@ CARD_NVIDIA_GEFORCE_GTX780TI
@ CARD_NVIDIA_GEFORCE_GTX770
@ CARD_NVIDIA_GEFORCE_GTX760
@ CARD_NVIDIA_GEFORCE_GTX880M
@ CARD_NVIDIA_GEFORCE4_TI4200
@ CARD_AMD_RADEON_HD4200M
@ CARD_NVIDIA_GEFORCE_GT430
@ CARD_NVIDIA_GEFORCE_GTX750TI
@ CARD_NVIDIA_GEFORCE_8300GS
@ CARD_NVIDIA_GEFORCE_GTX465
@ CARD_NVIDIA_GEFORCE_GT240
@ CARD_NVIDIA_TITANX_PASCAL
@ CARD_AMD_RADEON_HD6550D
@ CARD_NVIDIA_GEFORCE_GT520
@ CARD_NVIDIA_GEFORCE_GT730M
@ CARD_NVIDIA_GEFORCE_8800GTS
@ CARD_NVIDIA_GEFORCE_8400GS
@ CARD_NVIDIA_GEFORCE_8200
@ CARD_AMD_RADEON_HD6600M
@ CARD_NVIDIA_GEFORCE_GTX480
@ CARD_NVIDIA_GEFORCE_GTX550
@ CARD_NVIDIA_GEFORCE_9400M
@ CARD_NVIDIA_GEFORCE_GTX960
@ CARD_NVIDIA_GEFORCE_GTX680
@ CARD_NVIDIA_GEFORCE_8600MGT
@ CARD_NVIDIA_GEFORCE_GTX650
@ CARD_NVIDIA_GEFORCE_GT555M
@ CARD_NVIDIA_GEFORCE_GTS350M
@ CARD_AMD_RADEON_HD7660D
@ CARD_NVIDIA_GEFORCE_GTX870M
@ CARD_NVIDIA_GEFORCE_9400GT
@ CARD_NVIDIA_GEFORCE_GTX850M
@ CARD_NVIDIA_GEFORCE_7800GT
@ CARD_NVIDIA_GEFORCE_GTX670
@ CARD_NVIDIA_GEFORCE_GTX765M
@ CARD_AMD_RADEON_R9_FURY
@ CARD_NVIDIA_GEFORCE_210
@ CARD_NVIDIA_GEFORCE_GTX660M
@ CARD_NVIDIA_GEFORCE_GTX460M
@ CARD_NVIDIA_GEFORCE_9800GT
@ CARD_NVIDIA_GEFORCE_6200
@ CARD_NVIDIA_GEFORCE_9300
@ CARD_NVIDIA_GEFORCE_GT525M
@ CARD_NVIDIA_GEFORCE_GTX760TI
@ CARD_NVIDIA_GEFORCE_GTX260
@ CARD_NVIDIA_GEFORCE_GTX980
@ CARD_NVIDIA_GEFORCE_8600GT
@ CARD_NVIDIA_GEFORCE_GTX970M
@ CARD_NVIDIA_GEFORCE_GTX560M
@ CARD_NVIDIA_GEFORCE_315M
@ CARD_NVIDIA_GEFORCE_GT630
@ CARD_NVIDIA_GEFORCE_GT220
@ CARD_NVIDIA_GEFORCE_GTX750
@ CARD_NVIDIA_GEFORCE_GTX770M
@ CARD_NVIDIA_GEFORCE_GTXTITANX
@ CARD_NVIDIA_GEFORCEFX_5800
@ CARD_NVIDIA_GEFORCE_GTX1050
@ CARD_AMD_RADEON_HD8600M
@ CARD_NVIDIA_GEFORCE_GTXTITANB
@ CARD_NVIDIA_GEFORCE4_MX
@ CARD_NVIDIA_GEFORCE_GTX960M
@ CARD_NVIDIA_GEFORCE_GTX970
@ CARD_NVIDIA_GEFORCE_GT630M
@ CARD_NVIDIA_GEFORCE_GT740M
@ CARD_NVIDIA_GEFORCE_GTX675MX
@ CARD_NVIDIA_GEFORCE_GT540M
@ CARD_NVIDIA_GEFORCE_GTX660
@ CARD_NVIDIA_GEFORCE2_MX
@ CARD_NVIDIA_GEFORCE_GTX470
@ CARD_NVIDIA_GEFORCE_8500GT
@ CARD_NVIDIA_GEFORCE_GTX980TI
@ CARD_NVIDIA_GEFORCE_410M
@ CARD_NVIDIA_GEFORCE_GTS450
@ CARD_NVIDIA_GEFORCE_GT750M
@ CARD_AMD_RADEON_HD6480G
@ CARD_NVIDIA_GEFORCE_GTX660TI
@ CARD_NVIDIA_GEFORCE_9500GT
@ CARD_NVIDIA_GEFORCE_GTX670MX
@ CARD_NVIDIA_GEFORCE_GTX860M
@ CARD_NVIDIA_GEFORCE_9200
@ CARD_AMD_RADEON_HD6410D
GLbitfield wined3d_resource_gl_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN
GLenum wined3d_resource_gl_legacy_map_flags(DWORD d3d_flags) DECLSPEC_HIDDEN
void wined3d_cs_emit_present(struct wined3d_cs *cs, struct wined3d_swapchain *swapchain, const RECT *src_rect, const RECT *dst_rect, HWND dst_window_override, DWORD swap_interval, DWORD flags) DECLSPEC_HIDDEN
void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset, struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size) DECLSPEC_HIDDEN
static struct color_fixup_desc create_color_fixup_desc(int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1, int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
void get_pointsize_minmax(const struct wined3d_context *context, const struct wined3d_state *state, float *out_min, float *out_max) DECLSPEC_HIDDEN
struct wined3d_string_buffer * string_buffer_get(struct wined3d_string_buffer_list *list) DECLSPEC_HIDDEN
static unsigned int wined3d_popcount(unsigned int x)
static struct wined3d_texture * texture_from_resource(struct wined3d_resource *resource)
@ WINED3D_BLIT_OP_COLOR_FILL
@ WINED3D_BLIT_OP_COLOR_BLIT_CKEY
@ WINED3D_BLIT_OP_RAW_BLIT
@ WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST
@ WINED3D_BLIT_OP_DEPTH_BLIT
@ WINED3D_BLIT_OP_DEPTH_FILL
@ WINED3D_BLIT_OP_COLOR_BLIT
void context_alloc_so_statistics_query(struct wined3d_context *context, struct wined3d_so_statistics_query *query) DECLSPEC_HIDDEN
static struct wined3d_buffer * buffer_from_resource(struct wined3d_resource *resource)
void swapchain_update_swap_interval(struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN
wined3d_shader_conditional_op
@ WINED3D_SHADER_CONDITIONAL_OP_NZ
@ WINED3D_SHADER_CONDITIONAL_OP_Z
void state_init(struct wined3d_state *state, struct wined3d_fb_state *fb, const struct wined3d_gl_info *gl_info, const struct wined3d_d3d_info *d3d_info, DWORD flags) DECLSPEC_HIDDEN
HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer, const struct wined3d_shader_reg_maps *reg_maps, void *backend_ctx, const DWORD *start, const DWORD *end) DECLSPEC_HIDDEN
const struct ffp_frag_desc * find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders, const struct ffp_frag_settings *settings) DECLSPEC_HIDDEN
void wined3d_format_calculate_pitch(const struct wined3d_format *format, unsigned int alignment, unsigned int width, unsigned int height, unsigned int *row_pitch, unsigned int *slice_pitch) DECLSPEC_HIDDEN
void state_alpha_test(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN
static unsigned int wined3d_texture_get_level_depth(const struct wined3d_texture *texture, unsigned int level)
void wined3d_fence_destroy(struct wined3d_fence *fence) DECLSPEC_HIDDEN
LRESULT(CALLBACK * WNDPROC)(HWND, UINT, WPARAM, LPARAM)