From 5fd8a2eae020ac9765b587b7139ac372d022ae34 Mon Sep 17 00:00:00 2001 From: Kamil Hornicek Date: Tue, 9 Dec 2008 12:16:19 +0000 Subject: [PATCH] - sync wined3d with wine svn path=/trunk/; revision=37957 --- .../directx/wine/wined3d/arb_program_shader.c | 846 ++-- .../wine/wined3d/ati_fragment_shader.c | 93 +- reactos/dll/directx/wine/wined3d/baseshader.c | 522 ++- .../dll/directx/wine/wined3d/basetexture.c | 191 +- reactos/dll/directx/wine/wined3d/clipper.c | 5 +- reactos/dll/directx/wine/wined3d/context.c | 2 +- .../dll/directx/wine/wined3d/cubetexture.c | 40 +- reactos/dll/directx/wine/wined3d/device.c | 206 +- reactos/dll/directx/wine/wined3d/directx.c | 429 +- reactos/dll/directx/wine/wined3d/drawprim.c | 357 +- .../dll/directx/wine/wined3d/glsl_shader.c | 952 ++-- .../dll/directx/wine/wined3d/indexbuffer.c | 20 +- .../wine/wined3d/nvidia_texture_shader.c | 31 +- reactos/dll/directx/wine/wined3d/palette.c | 3 +- .../dll/directx/wine/wined3d/pixelshader.c | 208 +- reactos/dll/directx/wine/wined3d/resource.c | 113 +- reactos/dll/directx/wine/wined3d/state.c | 240 +- reactos/dll/directx/wine/wined3d/stateblock.c | 25 +- reactos/dll/directx/wine/wined3d/surface.c | 374 +- .../dll/directx/wine/wined3d/surface_base.c | 117 +- .../dll/directx/wine/wined3d/surface_gdi.c | 30 +- reactos/dll/directx/wine/wined3d/swapchain.c | 6 +- .../dll/directx/wine/wined3d/swapchain_base.c | 7 +- .../dll/directx/wine/wined3d/swapchain_gdi.c | 17 +- reactos/dll/directx/wine/wined3d/texture.c | 40 +- reactos/dll/directx/wine/wined3d/utils.c | 167 +- .../dll/directx/wine/wined3d/vertexbuffer.c | 38 +- .../dll/directx/wine/wined3d/vertexshader.c | 13 +- reactos/dll/directx/wine/wined3d/volume.c | 22 +- .../dll/directx/wine/wined3d/volumetexture.c | 40 +- reactos/dll/directx/wine/wined3d/wined3d.idl | 3429 +++++++++++++++ .../dll/directx/wine/wined3d/wined3d.rbuild | 5 + reactos/dll/directx/wine/wined3d/wined3d_gl.h | 3892 +++++++++++++++++ .../dll/directx/wine/wined3d/wined3d_main.c | 43 +- .../directx/wine/wined3d/wined3d_private.h | 434 +- 35 files changed, 10103 insertions(+), 2854 deletions(-) create mode 100644 reactos/dll/directx/wine/wined3d/wined3d.idl create mode 100644 reactos/dll/directx/wine/wined3d/wined3d_gl.h diff --git a/reactos/dll/directx/wine/wined3d/arb_program_shader.c b/reactos/dll/directx/wine/wined3d/arb_program_shader.c index 12148e6f509..9d5125042f3 100644 --- a/reactos/dll/directx/wine/wined3d/arb_program_shader.c +++ b/reactos/dll/directx/wine/wined3d/arb_program_shader.c @@ -36,6 +36,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); WINE_DECLARE_DEBUG_CHANNEL(d3d_constants); WINE_DECLARE_DEBUG_CHANNEL(d3d_caps); +WINE_DECLARE_DEBUG_CHANNEL(d3d); #define GLINFO_LOCATION (*gl_info) @@ -66,8 +67,9 @@ struct shader_arb_priv { * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders) * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders) */ -static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, GLuint target_type, - unsigned int max_constants, float* constants, char *dirty_consts) { +static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, const WineD3D_GL_Info *gl_info, + GLuint target_type, unsigned int max_constants, const float *constants, char *dirty_consts) +{ local_constant* lconst; DWORD i, j; unsigned int ret; @@ -173,7 +175,7 @@ static void shader_arb_load_constants( IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device; IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock; - WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info; + const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info; unsigned char i; if (useVertexShader) { @@ -205,7 +207,7 @@ static void shader_arb_load_constants( for(i = 0; i < psi->numbumpenvmatconsts; i++) { /* The state manager takes care that this function is always called if the bump env matrix changes */ - float *data = (float *) &stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00]; + const float *data = (const float *)&stateBlock->textureState[(int) psi->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00]; GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->bumpenvmatconst[i].const_num, data)); deviceImpl->activeContext->pshader_const_dirty[psi->bumpenvmatconst[i].const_num] = 1; @@ -215,47 +217,18 @@ static void shader_arb_load_constants( * don't care about them. The pointers are valid for sure because the stateblock is bigger. * (they're WINED3DTSS_TEXTURETRANSFORMFLAGS and WINED3DTSS_ADDRESSW, so most likely 0 or NaN */ - float *scale = (float *) &stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE]; + const float *scale = (const float *)&stateBlock->textureState[(int) psi->luminanceconst[i].texunit][WINED3DTSS_BUMPENVLSCALE]; GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->luminanceconst[i].const_num, scale)); deviceImpl->activeContext->pshader_const_dirty[psi->luminanceconst[i].const_num] = 1; } } - - if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled && - !((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) { - float comparison[4]; - float mul_low[4]; - - if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) { - comparison[0] = srgb_cmp; comparison[1] = srgb_cmp; - comparison[2] = srgb_cmp; comparison[3] = srgb_cmp; - - mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low; - mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low; - } else { - comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0; - comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0; - - mul_low[0] = 1.0; mul_low[1] = 1.0; - mul_low[2] = 1.0; mul_low[3] = 1.0; - } - GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_cmp_const, comparison)); - GL_EXTCALL(glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, psi->srgb_low_const, mul_low)); - checkGLcall("Load sRGB correction constants\n"); - deviceImpl->activeContext->pshader_const_dirty[psi->srgb_low_const] = 1; - deviceImpl->activeContext->pshader_const_dirty[psi->srgb_cmp_const] = 1; - - } } } /* Generate the variable & register declarations for the ARB_vertex_program output target */ -static void shader_generate_arb_declarations( - IWineD3DBaseShader *iface, - shader_reg_maps* reg_maps, - SHADER_BUFFER* buffer, - WineD3D_GL_Info* gl_info) { - +static void shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps, + SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info) +{ IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; DWORD i, cur; @@ -263,7 +236,7 @@ static void shader_generate_arb_declarations( unsigned max_constantsF = min(This->baseShader.limits.constant_float, (pshader ? GL_LIMITS(pshader_constantsF) : GL_LIMITS(vshader_constantsF))); UINT extra_constants_needed = 0; - local_constant* lconst; + const local_constant *lconst; /* Temporary Output register */ shader_addline(buffer, "TEMP TMP_OUT;\n"); @@ -325,49 +298,16 @@ static void shader_generate_arb_declarations( } if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] && pshader) { - IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This; - /* If there are 2 constants left to use, use them to pass the sRGB correction values in. This way - * srgb write correction can be turned on and off dynamically without recompilation. Otherwise - * hardcode them. The drawback of hardcoding is that the shader needs recompilation to turn sRGB - * off again - */ - if(max_constantsF + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF) && FALSE) { - /* The idea is that if srgb is enabled, then disabled, the constant loading code - * can effectively disable sRGB correction by passing 1.0 and INF as the multiplication - * and comparison constants. If it disables it that way, the shader won't be recompiled - * and the code will stay in, so sRGB writing can be turned on again by setting the - * constants from the spec - */ - ps_impl->srgb_mode_hardcoded = 0; - ps_impl->srgb_low_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed; - ps_impl->srgb_cmp_const = GL_LIMITS(pshader_constantsF) - extra_constants_needed - 1; - shader_addline(buffer, "PARAM srgb_mul_low = program.env[%d];\n", ps_impl->srgb_low_const); - shader_addline(buffer, "PARAM srgb_comparison = program.env[%d];\n", ps_impl->srgb_cmp_const); - } else { - shader_addline(buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n", - srgb_mul_low, srgb_mul_low, srgb_mul_low); - shader_addline(buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n", - srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp); - ps_impl->srgb_mode_hardcoded = 1; - } - /* These can be hardcoded, they do not cause any harm because no fragment will enter the high - * path if the comparison value is set to INF - */ + shader_addline(buffer, "PARAM srgb_mul_low = {%f, %f, %f, 1.0};\n", + srgb_mul_low, srgb_mul_low, srgb_mul_low); + shader_addline(buffer, "PARAM srgb_comparison = {%f, %f, %f, %f};\n", + srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp); shader_addline(buffer, "PARAM srgb_pow = {%f, %f, %f, 1.0};\n", srgb_pow, srgb_pow, srgb_pow); shader_addline(buffer, "PARAM srgb_mul_hi = {%f, %f, %f, 1.0};\n", srgb_mul_high, srgb_mul_high, srgb_mul_high); shader_addline(buffer, "PARAM srgb_sub_hi = {%f, %f, %f, 0.0};\n", srgb_sub_high, srgb_sub_high, srgb_sub_high); - ps_impl->srgb_enabled = 1; - } else if(pshader) { - IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This; - - /* Do not write any srgb fixup into the shader to save shader size and processing time. - * As a consequence, we can't toggle srgb write on without recompilation - */ - ps_impl->srgb_enabled = 0; - ps_impl->srgb_mode_hardcoded = 1; } /* Load local constants using the program-local space, @@ -418,7 +358,8 @@ static const char * const shift_tab[] = { "coefdiv.x" /* 15 (d2) */ }; -static void shader_arb_get_write_mask(SHADER_OPCODE_ARG* arg, const DWORD param, char *write_mask) { +static void shader_arb_get_write_mask(const SHADER_OPCODE_ARG *arg, const DWORD param, char *write_mask) +{ IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) arg->shader; char *ptr = write_mask; char vshader = shader_is_vshader_version(This->baseShader.hex_version); @@ -522,8 +463,8 @@ static void pshader_get_register_name(IWineD3DBaseShader* iface, } /* TODO: merge with pixel shader */ -static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) { - +static void vshader_program_add_param(const SHADER_OPCODE_ARG *arg, const DWORD param, BOOL is_input, char *hwLine) +{ IWineD3DVertexShaderImpl* This = (IWineD3DVertexShaderImpl*) arg->shader; /* oPos, oFog and oPts in D3D */ @@ -605,7 +546,9 @@ static void vshader_program_add_param(SHADER_OPCODE_ARG *arg, const DWORD param, } } -static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const char *dst_str, const char *coord_reg, BOOL projected, BOOL bias) { +static void shader_hw_sample(const SHADER_OPCODE_ARG *arg, DWORD sampler_idx, const char *dst_str, + const char *coord_reg, BOOL projected, BOOL bias) +{ SHADER_BUFFER* buffer = arg->buffer; DWORD sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK; const char *tex_type; @@ -653,228 +596,80 @@ static void shader_hw_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const ch } } -static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, const char *writemask, - const char *one, const char *two, WINED3DFORMAT fmt, - WineD3D_GL_Info *gl_info) { - switch(fmt) { - case WINED3DFMT_V8U8: - case WINED3DFMT_V16U16: - if(GL_SUPPORT(NV_TEXTURE_SHADER) && fmt == WINED3DFMT_V8U8) { - if(0) { - /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) - * disabled until an application that needs it is found because it causes unneeded - * shader recompilation in some game - */ - if(strlen(writemask) >= 4) { - shader_addline(buffer, "MOV %s.%c, %s;\n", reg, writemask[3], one); - } - } - } else { - /* Correct the sign, but leave the blue as it is - it was loaded correctly already - * ARB shaders are a bit picky wrt writemasks and swizzles. If we're free to scale - * all registers, do so, this saves an instruction. - */ - if(strlen(writemask) >= 5) { - shader_addline(buffer, "MAD %s, %s, %s, -%s;\n", reg, reg, two, one); - } else if(strlen(writemask) >= 3) { - shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n", - reg, writemask[1], - reg, writemask[1], - two, one); - shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n", - reg, writemask[2], - reg, writemask[2], - two, one); - } else if(strlen(writemask) == 2) { - shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n", reg, writemask[1], - reg, writemask[1], two, one); - } - } - break; - - case WINED3DFMT_X8L8V8U8: - if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { - /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already, - * and a(X) is always 1.0. Cannot do a full conversion due to L(blue) - */ - if(strlen(writemask) >= 3) { - shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n", - reg, writemask[1], - reg, writemask[1], - two, one); - shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n", - reg, writemask[2], - reg, writemask[2], - two, one); - } else if(strlen(writemask) == 2) { - shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n", - reg, writemask[1], - reg, writemask[1], - two, one); - } - } - break; - - case WINED3DFMT_L6V5U5: - if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { - if(strlen(writemask) >= 4) { - /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */ - shader_addline(buffer, "MOV TMP.g, %s.%c;\n", - reg, writemask[2]); - shader_addline(buffer, "MAD %s.%c%c, %s.%c%c%c%c, %s, -%s;\n", - reg, writemask[1], writemask[2], - reg, writemask[3], writemask[1], writemask[3], writemask[1], - two, one); - shader_addline(buffer, "MOV %s.%c, TMP.g;\n", reg, - writemask[3]); - } else if(strlen(writemask) == 3) { - /* This is bad: We have VL, but we need VU */ - FIXME("2 components sampled from a converted L6V5U5 texture\n"); - } else { - shader_addline(buffer, "MAD %s.%c, %s.%c, %s, -%s;\n", - reg, writemask[1], - reg, writemask[1], - two, one); - } - } - break; - - case WINED3DFMT_Q8W8V8U8: - if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { - /* Correct the sign in all channels */ - switch(strlen(writemask)) { - case 4: - shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", - reg, writemask[3], - reg, writemask[3]); - /* drop through */ - case 3: - shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", - reg, writemask[2], - reg, writemask[2]); - /* drop through */ - case 2: - shader_addline(buffer, "MAD %s.%c, %s.%c, coefmul.x, -one;\n", - reg, writemask[1], - reg, writemask[1]); - break; - - /* Should not occur, since it's at minimum '.' and a letter */ - case 1: - ERR("Unexpected writemask: \"%s\"\n", writemask); - break; - - case 5: - default: - shader_addline(buffer, "MAD %s, %s, coefmul.x, -one;\n", reg, reg); - } - } - break; - - case WINED3DFMT_ATI2N: - /* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha, - * which means the first one is replicated across .rgb, and the 2nd one is in - * .a. We need the 2nd in .g - * - * GL_EXT_texture_compression_rgtc returns the values in .rg, however, they - * are swapped compared to d3d. So swap red and green. - */ - if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) { - shader_addline(buffer, "SWZ %s, %s, %c, %c, 1, 0;\n", - reg, reg, writemask[2], writemask[1]); - } else { - if(strlen(writemask) == 5) { - shader_addline(buffer, "MOV %s.%c, %s.%c;\n", - reg, writemask[2], reg, writemask[4]); - } else if(strlen(writemask) == 2) { - /* Nothing to do */ - } else { - /* This is bad: We have VL, but we need VU */ - FIXME("2 or 3 components sampled from a converted ATI2N texture\n"); - } - } - break; - - /* stupid compiler */ +static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channel_source) +{ + switch(channel_source) + { + case CHANNEL_SOURCE_ZERO: return "0"; + case CHANNEL_SOURCE_ONE: return "1"; + case CHANNEL_SOURCE_X: return "x"; + case CHANNEL_SOURCE_Y: return "y"; + case CHANNEL_SOURCE_Z: return "z"; + case CHANNEL_SOURCE_W: return "w"; default: - break; + FIXME("Unhandled channel source %#x\n", channel_source); + return "undefined"; } } -static void shader_arb_color_correction(SHADER_OPCODE_ARG* arg) { - IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; - IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device; - WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info; - WINED3DFORMAT fmt; - WINED3DFORMAT conversion_group; - IWineD3DBaseTextureImpl *texture; - UINT i; - BOOL recorded = FALSE; - DWORD sampler_idx; - DWORD hex_version = shader->baseShader.hex_version; - char reg[256]; - char writemask[6]; +static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask, + const char *one, const char *two, struct color_fixup_desc fixup) +{ + DWORD mask; - switch(arg->opcode->opcode) { - case WINED3DSIO_TEX: - if (hex_version < WINED3DPS_VERSION(2,0)) { - sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; - } else { - sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK; - } - break; - - case WINED3DSIO_TEXLDL: - FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n"); - return; - - case WINED3DSIO_TEXDP3TEX: - case WINED3DSIO_TEXM3x3TEX: - case WINED3DSIO_TEXM3x3SPEC: - case WINED3DSIO_TEXM3x3VSPEC: - case WINED3DSIO_TEXBEM: - case WINED3DSIO_TEXREG2AR: - case WINED3DSIO_TEXREG2GB: - case WINED3DSIO_TEXREG2RGB: - sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; - break; - - default: - /* Not a texture sampling instruction, nothing to do */ - return; - }; - - texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx]; - if(texture) { - fmt = texture->resource.format; - conversion_group = texture->baseTexture.shader_conversion_group; - } else { - fmt = WINED3DFMT_UNKNOWN; - conversion_group = WINED3DFMT_UNKNOWN; + if (is_yuv_fixup(fixup)) + { + enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup); + FIXME("YUV fixup (%#x) not supported\n", yuv_fixup); + return; } - /* before doing anything, record the sampler with the format in the format conversion list, - * but check if it's not there already - */ - for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) { - if(shader->baseShader.sampled_samplers[i] == sampler_idx) { - recorded = TRUE; + mask = 0; + if (fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0; + if (fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1; + if (fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2; + if (fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3; + mask &= dst_mask; + + if (mask) + { + shader_addline(buffer, "SWZ %s, %s, %s, %s, %s, %s;\n", reg, reg, + shader_arb_get_fixup_swizzle(fixup.x_source), shader_arb_get_fixup_swizzle(fixup.y_source), + shader_arb_get_fixup_swizzle(fixup.z_source), shader_arb_get_fixup_swizzle(fixup.w_source)); + } + + mask = 0; + if (fixup.x_sign_fixup) mask |= WINED3DSP_WRITEMASK_0; + if (fixup.y_sign_fixup) mask |= WINED3DSP_WRITEMASK_1; + if (fixup.z_sign_fixup) mask |= WINED3DSP_WRITEMASK_2; + if (fixup.w_sign_fixup) mask |= WINED3DSP_WRITEMASK_3; + mask &= dst_mask; + + if (mask) + { + char reg_mask[6]; + char *ptr = reg_mask; + + if (mask != WINED3DSP_WRITEMASK_ALL) + { + *ptr++ = '.'; + if (mask & WINED3DSP_WRITEMASK_0) *ptr++ = 'x'; + if (mask & WINED3DSP_WRITEMASK_1) *ptr++ = 'y'; + if (mask & WINED3DSP_WRITEMASK_2) *ptr++ = 'z'; + if (mask & WINED3DSP_WRITEMASK_3) *ptr++ = 'w'; } + *ptr = '\0'; + + shader_addline(buffer, "MAD %s%s, %s, %s, -%s;\n", reg, reg_mask, reg, two, one); } - if(!recorded) { - shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx; - shader->baseShader.num_sampled_samplers++; - shader->baseShader.sampled_format[sampler_idx] = conversion_group; - } - - pshader_get_register_name(arg->shader, arg->dst, reg); - shader_arb_get_write_mask(arg, arg->dst, writemask); - if(strlen(writemask) == 0) strcpy(writemask, ".xyzw"); - - gen_color_correction(arg->buffer, reg, writemask, "one", "coefmul.x", fmt, gl_info); - } +static void shader_arb_color_correction(const struct SHADER_OPCODE_ARG* arg, struct color_fixup_desc fixup) +{ + char reg[256]; + pshader_get_register_name(arg->shader, arg->dst, reg); + gen_color_correction(arg->buffer, reg, arg->dst & WINED3DSP_WRITEMASK_ALL, "one", "coefmul.x", fixup); +} static void pshader_gen_input_modifier_line ( IWineD3DBaseShader *iface, @@ -943,19 +738,16 @@ static void pshader_gen_input_modifier_line ( sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr); } -static inline void pshader_gen_output_modifier_line( - SHADER_BUFFER* buffer, - int saturate, - char *write_mask, - int shift, - char *regstr) { - +static inline void pshader_gen_output_modifier_line(SHADER_BUFFER *buffer, int saturate, const char *write_mask, + int shift, const char *regstr) +{ /* Generate a line that does the output modifier computation */ shader_addline(buffer, "MUL%s %s%s, %s, %s;\n", saturate ? "_SAT" : "", regstr, write_mask, regstr, shift_tab[shift]); } -static void pshader_hw_bem(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_bem(const SHADER_OPCODE_ARG *arg) +{ IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; SHADER_BUFFER* buffer = arg->buffer; @@ -993,8 +785,8 @@ static void pshader_hw_bem(SHADER_OPCODE_ARG* arg) { } } -static void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) { - +static void pshader_hw_cnd(const SHADER_OPCODE_ARG *arg) +{ IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; SHADER_BUFFER* buffer = arg->buffer; char dst_wmask[20]; @@ -1027,8 +819,8 @@ static void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) { pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name); } -static void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) { - +static void pshader_hw_cmp(const SHADER_OPCODE_ARG *arg) +{ SHADER_BUFFER* buffer = arg->buffer; char dst_wmask[20]; char dst_name[50]; @@ -1056,7 +848,8 @@ static void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_DP2ADD instruction in ARB. * dst = dot2(src0, src1) + src2 */ -static void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_dp2add(const SHADER_OPCODE_ARG *arg) +{ SHADER_BUFFER* buffer = arg->buffer; char dst_wmask[20]; char dst_name[50]; @@ -1082,13 +875,13 @@ static void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg) { } /* Map the opcode 1-to-1 to the GL code */ -static void shader_hw_map2gl(SHADER_OPCODE_ARG* arg) +static void shader_hw_map2gl(const SHADER_OPCODE_ARG *arg) { IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader; CONST SHADER_OPCODE* curOpcode = arg->opcode; SHADER_BUFFER* buffer = arg->buffer; DWORD dst = arg->dst; - DWORD* src = arg->src; + const DWORD *src = arg->src; char arguments[256]; unsigned int i; @@ -1166,7 +959,7 @@ static void shader_hw_map2gl(SHADER_OPCODE_ARG* arg) } } -static void shader_hw_mov(SHADER_OPCODE_ARG *arg) +static void shader_hw_mov(const SHADER_OPCODE_ARG *arg) { IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl*)arg->shader; @@ -1213,7 +1006,8 @@ static void shader_hw_mov(SHADER_OPCODE_ARG *arg) } } -static void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_texkill(const SHADER_OPCODE_ARG *arg) +{ IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; DWORD hex_version = This->baseShader.hex_version; SHADER_BUFFER* buffer = arg->buffer; @@ -1237,12 +1031,13 @@ static void pshader_hw_texkill(SHADER_OPCODE_ARG* arg) { } } -static void pshader_hw_tex(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_tex(const SHADER_OPCODE_ARG *arg) +{ IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD dst = arg->dst; - DWORD* src = arg->src; + const DWORD *src = arg->src; SHADER_BUFFER* buffer = arg->buffer; DWORD hex_version = This->baseShader.hex_version; BOOL projected = FALSE, bias = FALSE; @@ -1301,8 +1096,8 @@ static void pshader_hw_tex(SHADER_OPCODE_ARG* arg) { shader_hw_sample(arg, reg_sampler_code, reg_dest, reg_coord, projected, bias); } -static void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) { - +static void pshader_hw_texcoord(const SHADER_OPCODE_ARG *arg) +{ IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; DWORD dst = arg->dst; SHADER_BUFFER* buffer = arg->buffer; @@ -1322,8 +1117,8 @@ static void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) { } } -static void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) { - +static void pshader_hw_texreg2ar(const SHADER_OPCODE_ARG *arg) +{ SHADER_BUFFER* buffer = arg->buffer; IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; @@ -1341,8 +1136,8 @@ static void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) { shader_hw_sample(arg, reg1, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE); } -static void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) { - +static void pshader_hw_texreg2gb(const SHADER_OPCODE_ARG *arg) +{ SHADER_BUFFER* buffer = arg->buffer; DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK; @@ -1356,8 +1151,8 @@ static void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) { shader_hw_sample(arg, reg1, dst_str, "TMP", FALSE, FALSE); } -static void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg) { - +static void pshader_hw_texreg2rgb(const SHADER_OPCODE_ARG *arg) +{ SHADER_BUFFER* buffer = arg->buffer; DWORD reg1 = arg->dst & WINED3DSP_REGNUM_MASK; char dst_str[8]; @@ -1368,7 +1163,8 @@ static void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg) { shader_hw_sample(arg, reg1, dst_str, src_str, FALSE, FALSE); } -static void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_texbem(const SHADER_OPCODE_ARG *arg) +{ IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; BOOL has_bumpmat = FALSE; BOOL has_luminance = FALSE; @@ -1439,8 +1235,8 @@ static void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) { } } -static void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) { - +static void pshader_hw_texm3x2pad(const SHADER_OPCODE_ARG *arg) +{ DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; char src0_name[50]; @@ -1449,8 +1245,8 @@ static void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) { shader_addline(buffer, "DP3 TMP.x, T%u, %s;\n", reg, src0_name); } -static void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) { - +static void pshader_hw_texm3x2tex(const SHADER_OPCODE_ARG *arg) +{ IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD flags; @@ -1466,8 +1262,8 @@ static void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) { shader_hw_sample(arg, reg, dst_str, "TMP", flags & WINED3DTTFF_PROJECTED, FALSE); } -static void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) { - +static void pshader_hw_texm3x3pad(const SHADER_OPCODE_ARG *arg) +{ IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; @@ -1479,8 +1275,8 @@ static void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) { current_state->texcoord_w[current_state->current_row++] = reg; } -static void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) { - +static void pshader_hw_texm3x3tex(const SHADER_OPCODE_ARG *arg) +{ IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD flags; @@ -1500,8 +1296,8 @@ static void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) { current_state->current_row = 0; } -static void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) { - +static void pshader_hw_texm3x3vspec(const SHADER_OPCODE_ARG *arg) +{ IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD flags; @@ -1536,8 +1332,8 @@ static void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) { current_state->current_row = 0; } -static void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) { - +static void pshader_hw_texm3x3spec(const SHADER_OPCODE_ARG *arg) +{ IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD flags; @@ -1573,7 +1369,8 @@ static void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) { current_state->current_row = 0; } -static void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_texdepth(const SHADER_OPCODE_ARG *arg) +{ SHADER_BUFFER* buffer = arg->buffer; char dst_name[50]; @@ -1602,7 +1399,8 @@ static void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXDP3TEX instruction in ARB: * Take a 3-component dot product of the TexCoord[dstreg] and src, * then perform a 1D texture lookup from stage dstregnum, place into dst. */ -static void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_texdp3tex(const SHADER_OPCODE_ARG *arg) +{ SHADER_BUFFER* buffer = arg->buffer; DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; char src0[50]; @@ -1618,7 +1416,8 @@ static void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXDP3 instruction in ARB: * Take a 3-component dot product of the TexCoord[dstreg] and src. */ -static void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_texdp3(const SHADER_OPCODE_ARG *arg) +{ char src0[50]; char dst_str[50]; char dst_mask[6]; @@ -1637,7 +1436,8 @@ static void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXM3X3 instruction in ARB * Perform the 3rd row of a 3x3 matrix multiply */ -static void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_texm3x3(const SHADER_OPCODE_ARG *arg) +{ SHADER_BUFFER* buffer = arg->buffer; char dst_str[50]; char dst_mask[6]; @@ -1659,7 +1459,8 @@ static void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg) { * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated) * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y */ -static void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_texm3x2depth(const SHADER_OPCODE_ARG *arg) +{ SHADER_BUFFER* buffer = arg->buffer; DWORD dst_reg = arg->dst & WINED3DSP_REGNUM_MASK; char src0[50]; @@ -1679,11 +1480,14 @@ static void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg) { /** Handles transforming all WINED3DSIO_M?x? opcodes for Vertex/Pixel shaders to ARB_vertex_program codes */ -static void shader_hw_mnxn(SHADER_OPCODE_ARG* arg) { - +static void shader_hw_mnxn(const SHADER_OPCODE_ARG *arg) +{ int i; int nComponents = 0; SHADER_OPCODE_ARG tmpArg; + IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader; + const SHADER_OPCODE *opcode_table = shader->baseShader.shader_ins; + DWORD shader_version = shader->baseShader.hex_version; memset(&tmpArg, 0, sizeof(SHADER_OPCODE_ARG)); @@ -1698,23 +1502,23 @@ static void shader_hw_mnxn(SHADER_OPCODE_ARG* arg) { switch(arg->opcode->opcode) { case WINED3DSIO_M4x4: nComponents = 4; - tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4); + tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4); break; case WINED3DSIO_M4x3: nComponents = 3; - tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4); + tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4); break; case WINED3DSIO_M3x4: nComponents = 4; - tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3); + tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3); break; case WINED3DSIO_M3x3: nComponents = 3; - tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3); + tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3); break; case WINED3DSIO_M3x2: nComponents = 2; - tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3); + tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3); break; default: break; @@ -1727,7 +1531,8 @@ static void shader_hw_mnxn(SHADER_OPCODE_ARG* arg) { } } -static void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg) { +static void vshader_hw_rsq_rcp(const SHADER_OPCODE_ARG *arg) +{ CONST SHADER_OPCODE* curOpcode = arg->opcode; SHADER_BUFFER* buffer = arg->buffer; DWORD dst = arg->dst; @@ -1750,7 +1555,8 @@ static void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg) { shader_addline(buffer, "%s;\n", tmpLine); } -static void shader_hw_nrm(SHADER_OPCODE_ARG* arg) { +static void shader_hw_nrm(const SHADER_OPCODE_ARG *arg) +{ SHADER_BUFFER* buffer = arg->buffer; char dst_name[50]; char src_name[50]; @@ -1772,7 +1578,8 @@ static void shader_hw_nrm(SHADER_OPCODE_ARG* arg) { pshader_gen_output_modifier_line(buffer, FALSE, dst_wmask, shift, dst_name); } -static void shader_hw_sincos(SHADER_OPCODE_ARG* arg) { +static void shader_hw_sincos(const SHADER_OPCODE_ARG *arg) +{ /* This instruction exists in ARB, but the d3d instruction takes two extra parameters which * must contain fixed constants. So we need a separate function to filter those constants and * can't use map2gl @@ -1796,7 +1603,8 @@ static void shader_hw_sincos(SHADER_OPCODE_ARG* arg) { } -static GLuint create_arb_blt_vertex_program(WineD3D_GL_Info *gl_info) { +static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info) +{ GLuint program_id = 0; const char *blt_vprogram = "!!ARBvp1.0\n" @@ -1820,7 +1628,7 @@ static GLuint create_arb_blt_vertex_program(WineD3D_GL_Info *gl_info) { return program_id; } -static GLuint create_arb_blt_fragment_program(WineD3D_GL_Info *gl_info, enum tex_types tex_type) +static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type) { GLuint program_id = 0; const char *blt_fprograms[tex_type_count] = @@ -1872,12 +1680,13 @@ static GLuint create_arb_blt_fragment_program(WineD3D_GL_Info *gl_info, enum tex static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv; - WineD3D_GL_Info *gl_info = &This->adapter->gl_info; + const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; if (useVS) { TRACE("Using vertex shader\n"); + IWineD3DVertexShaderImpl_CompileShader(This->stateBlock->vertexShader); - priv->current_vprogram_id = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.prgId; + priv->current_vprogram_id = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->prgId; /* Bind the vertex program */ GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id)); @@ -1894,9 +1703,11 @@ static void shader_arb_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) { } if (usePS) { + struct ps_compile_args compile_args; TRACE("Using pixel shader\n"); - - priv->current_fprogram_id = ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.prgId; + find_ps_compile_args((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, This->stateBlock, &compile_args); + priv->current_fprogram_id = find_gl_pshader((IWineD3DPixelShaderImpl *) This->stateBlock->pixelShader, + &compile_args); /* Bind the fragment program */ GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, priv->current_fprogram_id)); @@ -1923,7 +1734,7 @@ static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types te IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv; GLuint *blt_fprogram = &priv->depth_blt_fprogram_id[tex_type]; - WineD3D_GL_Info *gl_info = &This->adapter->gl_info; + const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; if (!priv->depth_blt_vprogram_id) priv->depth_blt_vprogram_id = create_arb_blt_vertex_program(gl_info); GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->depth_blt_vprogram_id)); @@ -1937,7 +1748,7 @@ static void shader_arb_select_depth_blt(IWineD3DDevice *iface, enum tex_types te static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv; - WineD3D_GL_Info *gl_info = &This->adapter->gl_info; + const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; if (priv->current_vprogram_id) { GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, priv->current_vprogram_id)); @@ -1968,21 +1779,39 @@ static void shader_arb_deselect_depth_blt(IWineD3DDevice *iface) { static void shader_arb_cleanup(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; - WineD3D_GL_Info *gl_info = &This->adapter->gl_info; + const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; if (GL_SUPPORT(ARB_VERTEX_PROGRAM)) glDisable(GL_VERTEX_PROGRAM_ARB); if (GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) glDisable(GL_FRAGMENT_PROGRAM_ARB); } static void shader_arb_destroy(IWineD3DBaseShader *iface) { - IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface; - WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *) This->baseShader.device)->adapter->gl_info; + IWineD3DBaseShaderImpl *baseShader = (IWineD3DBaseShaderImpl *) iface; + const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)baseShader->baseShader.device)->adapter->gl_info; + char pshader = shader_is_pshader_version(baseShader->baseShader.hex_version); - ENTER_GL(); - GL_EXTCALL(glDeleteProgramsARB(1, &This->baseShader.prgId)); - checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->baseShader.prgId))"); - LEAVE_GL(); - This->baseShader.prgId = 0; - This->baseShader.is_compiled = FALSE; + if(pshader) { + IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface; + UINT i; + + ENTER_GL(); + for(i = 0; i < This->num_gl_shaders; i++) { + GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId)); + checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->gl_shaders[i].prgId))"); + } + LEAVE_GL(); + HeapFree(GetProcessHeap(), 0, This->gl_shaders); + This->gl_shaders = NULL; + This->num_gl_shaders = 0; + } else { + IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *) iface; + + ENTER_GL(); + GL_EXTCALL(glDeleteProgramsARB(1, &This->prgId)); + checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &This->prgId))"); + ((IWineD3DVertexShaderImpl *) This)->prgId = 0; + LEAVE_GL(); + } + baseShader->baseShader.is_compiled = FALSE; } static HRESULT shader_arb_alloc(IWineD3DDevice *iface) { @@ -1993,7 +1822,7 @@ static HRESULT shader_arb_alloc(IWineD3DDevice *iface) { static void shader_arb_free(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; - WineD3D_GL_Info *gl_info = &This->adapter->gl_info; + const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; struct shader_arb_priv *priv = (struct shader_arb_priv *) This->shader_priv; int i; @@ -2035,13 +1864,14 @@ static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcol /* [0.0;1.0] clamping. Not needed, this is done implicitly */ } -static void shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) { +static GLuint shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; - shader_reg_maps* reg_maps = &This->baseShader.reg_maps; + const shader_reg_maps* reg_maps = &This->baseShader.reg_maps; CONST DWORD *function = This->baseShader.function; const char *fragcolor; - WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info; - local_constant* lconst; + const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info; + const local_constant *lconst; + GLuint retval; /* Create the hw ARB shader */ shader_addline(buffer, "!!ARBfp1.0\n"); @@ -2078,7 +1908,7 @@ static void shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFE } else { fragcolor = "TMP_COLOR"; } - if(This->srgb_enabled) { + if(((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) { arbfp_add_sRGB_correction(buffer, fragcolor, "TMP", "TMP2", "TA", "TB"); } if (This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) { @@ -2089,12 +1919,12 @@ static void shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFE shader_addline(buffer, "END\n"); /* TODO: change to resource.glObjectHandle or something like that */ - GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId)); + GL_EXTCALL(glGenProgramsARB(1, &retval)); - TRACE("Creating a hw pixel shader, prg=%d\n", This->baseShader.prgId); - GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, This->baseShader.prgId)); + TRACE("Creating a hw pixel shader, prg=%d\n", retval); + GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, retval)); - TRACE("Created hw pixel shader, prg=%d\n", This->baseShader.prgId); + TRACE("Created hw pixel shader, prg=%d\n", retval); /* Create the program and check for errors */ GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, buffer->bsize, buffer->buffer)); @@ -2104,26 +1934,28 @@ static void shader_arb_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFE glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos); FIXME("HW PixelShader Error at position %d: %s\n", errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); - This->baseShader.prgId = -1; + retval = 0; } /* Load immediate constants */ if(!This->baseShader.load_local_constsF) { LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { - float *value = (float *) lconst->value; + const float *value = (const float *)lconst->value; GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, lconst->idx, value)); checkGLcall("glProgramLocalParameter4fvARB"); } } + + return retval; } static void shader_arb_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) { IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; - shader_reg_maps* reg_maps = &This->baseShader.reg_maps; + const shader_reg_maps *reg_maps = &This->baseShader.reg_maps; CONST DWORD *function = This->baseShader.function; IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device; - WineD3D_GL_Info *gl_info = &device->adapter->gl_info; - local_constant* lconst; + const WineD3D_GL_Info *gl_info = &device->adapter->gl_info; + const local_constant *lconst; /* Create the hw ARB shader */ shader_addline(buffer, "!!ARBvp1.0\n"); @@ -2195,12 +2027,12 @@ static void shader_arb_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFF shader_addline(buffer, "END\n"); /* TODO: change to resource.glObjectHandle or something like that */ - GL_EXTCALL(glGenProgramsARB(1, &This->baseShader.prgId)); + GL_EXTCALL(glGenProgramsARB(1, &This->prgId)); - TRACE("Creating a hw vertex shader, prg=%d\n", This->baseShader.prgId); - GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->baseShader.prgId)); + TRACE("Creating a hw vertex shader, prg=%d\n", This->prgId); + GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, This->prgId)); - TRACE("Created hw vertex shader, prg=%d\n", This->baseShader.prgId); + TRACE("Created hw vertex shader, prg=%d\n", This->prgId); /* Create the program and check for errors */ GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, buffer->bsize, buffer->buffer)); @@ -2210,19 +2042,20 @@ static void shader_arb_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFF glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos); FIXME("HW VertexShader Error at position %d: %s\n", errPos, debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB))); - This->baseShader.prgId = -1; + This->prgId = -1; } /* Load immediate constants */ if(!This->baseShader.load_local_constsF) { LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { - float *value = (float *) lconst->value; + const float *value = (const float *)lconst->value; GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, lconst->idx, value)); } } } -static void shader_arb_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) { +static void shader_arb_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) +{ /* We don't have an ARB fixed function pipeline yet, so let the none backend set its caps, * then overwrite the shader specific ones */ @@ -2241,21 +2074,23 @@ static void shader_arb_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info } } -static BOOL shader_arb_conv_supported(WINED3DFORMAT fmt) { - TRACE("Checking shader format support for format %s:", debug_d3dformat(fmt)); - switch(fmt) { - case WINED3DFMT_V8U8: - case WINED3DFMT_V16U16: - case WINED3DFMT_X8L8V8U8: - case WINED3DFMT_L6V5U5: - case WINED3DFMT_Q8W8V8U8: - case WINED3DFMT_ATI2N: - TRACE("[OK]\n"); - return TRUE; - default: - TRACE("[FAILED\n"); - return FALSE; +static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup) +{ + if (TRACE_ON(d3d_shader) && TRACE_ON(d3d)) + { + TRACE("Checking support for color_fixup:\n"); + dump_color_fixup_desc(fixup); } + + /* We support everything except YUV conversions. */ + if (!is_yuv_fixup(fixup)) + { + TRACE("[OK]\n"); + return TRUE; + } + + TRACE("[FAILED]\n"); + return FALSE; } static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = @@ -2360,7 +2195,7 @@ const shader_backend_t arb_program_shader_backend = { shader_arb_generate_pshader, shader_arb_generate_vshader, shader_arb_get_caps, - shader_arb_conv_supported, + shader_arb_color_fixup_supported, }; /* ARB_fragment_program fixed function pipeline replacement definitions */ @@ -2407,7 +2242,7 @@ static HRESULT arbfp_alloc(IWineD3DDevice *iface) { } static void arbfp_free_ffpshader(void *value, void *gli) { - WineD3D_GL_Info *gl_info = gli; + const WineD3D_GL_Info *gl_info = gli; struct arbfp_ffp_desc *entry_arb = value; ENTER_GL(); @@ -2429,7 +2264,8 @@ static void arbfp_free(IWineD3DDevice *iface) { } } -static void arbfp_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps) { +static void arbfp_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps) +{ caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE | WINED3DTEXOPCAPS_SELECTARG1 | WINED3DTEXOPCAPS_SELECTARG2 | @@ -2792,7 +2628,8 @@ static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, } /* The stateblock is passed for GLINFO_LOCATION */ -static GLuint gen_arbfp_ffp_shader(struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock) { +static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock) +{ unsigned int stage; SHADER_BUFFER buffer; BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE}; @@ -2976,8 +2813,8 @@ static GLuint gen_arbfp_ffp_shader(struct ffp_frag_settings *settings, IWineD3DS } sprintf(colorcor_dst, "tex%u", stage); - gen_color_correction(&buffer, colorcor_dst, ".rgba", "const.x", "const.y", - settings->op[stage].color_correction, &GLINFO_LOCATION); + gen_color_correction(&buffer, colorcor_dst, WINED3DSP_WRITEMASK_ALL, "const.x", "const.y", + settings->op[stage].color_correction); } /* Generate the main shader */ @@ -3061,13 +2898,11 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, BOOL use_pshader = use_ps(device); BOOL use_vshader = use_vs(device); struct ffp_frag_settings settings; - struct arbfp_ffp_desc *desc; + const struct arbfp_ffp_desc *desc; unsigned int i; if(isStateDirty(context, STATE_RENDER(WINED3DRS_FOGENABLE))) { - if(use_pshader) { - IWineD3DPixelShader_CompileShader(stateblock->pixelShader); - } else if(device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) { + if(!use_pshader && device->shader_backend == &arb_program_shader_backend && context->last_was_pshader) { /* Reload fixed function constants since they collide with the pixel shader constants */ for(i = 0; i < MAX_TEXTURES; i++) { set_bumpmat_arbfp(STATE_TEXTURESTAGE(i, WINED3DTSS_BUMPENVMAT00), stateblock, context); @@ -3078,28 +2913,28 @@ static void fragment_prog_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock, return; } - if(use_pshader) { - IWineD3DPixelShader_CompileShader(stateblock->pixelShader); - } else { + if(!use_pshader) { /* Find or create a shader implementing the fixed function pipeline settings, then activate it */ gen_ffp_frag_op(stateblock, &settings, FALSE); - desc = (struct arbfp_ffp_desc *) find_ffp_frag_shader(priv->fragment_shaders, &settings); + desc = (const struct arbfp_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings); if(!desc) { - desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc)); - if(!desc) { + struct arbfp_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc)); + if (!new_desc) + { ERR("Out of memory\n"); return; } - desc->num_textures_used = 0; + new_desc->num_textures_used = 0; for(i = 0; i < GL_LIMITS(texture_stages); i++) { if(settings.op[i].cop == WINED3DTOP_DISABLE) break; - desc->num_textures_used = i; + new_desc->num_textures_used = i; } - memcpy(&desc->parent.settings, &settings, sizeof(settings)); - desc->shader = gen_arbfp_ffp_shader(&settings, stateblock); - add_ffp_frag_shader(priv->fragment_shaders, &desc->parent); - TRACE("Allocated fixed function replacement shader descriptor %p\n", desc); + memcpy(&new_desc->parent.settings, &settings, sizeof(settings)); + new_desc->shader = gen_arbfp_ffp_shader(&settings, stateblock); + add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent); + TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc); + desc = new_desc; } /* Now activate the replacement program. GL_FRAGMENT_PROGRAM_ARB is already active(however, note the @@ -3313,7 +3148,7 @@ const struct fragment_pipeline arbfp_fragment_pipeline = { arbfp_get_caps, arbfp_alloc, arbfp_free, - shader_arb_conv_supported, + shader_arb_color_fixup_supported, arbfp_fragmentstate_template, TRUE /* We can disable projected textures */ }; @@ -3350,11 +3185,12 @@ static void arbfp_blit_free(IWineD3DDevice *iface) { LEAVE_GL(); } -static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) { +static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance) +{ char chroma; const char *tex, *texinstr; - if(fmt == WINED3DFMT_UYVY) { + if (yuv_fixup == YUV_FIXUP_UYVY) { chroma = 'r'; *luminance = 'a'; } else { @@ -3436,7 +3272,8 @@ static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum return TRUE; } -static BOOL gen_yv12_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) { +static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance) +{ const char *tex; switch(textype) { @@ -3581,7 +3418,8 @@ static BOOL gen_yv12_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum texty return TRUE; } -static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, WINED3DFORMAT fmt, GLenum textype) { +static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype) +{ GLenum shader; SHADER_BUFFER buffer; char luminance_component; @@ -3649,16 +3487,29 @@ static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, WINED3DFORMAT fmt, GLen shader_addline(&buffer, "PARAM yuv_coef = {1.403, 0.344, 0.714, 1.770};\n"); shader_addline(&buffer, "PARAM size = program.local[0];\n"); - if(fmt == WINED3DFMT_UYVY || fmt ==WINED3DFMT_YUY2) { - if(gen_planar_yuv_read(&buffer, fmt, textype, &luminance_component) == FALSE) { + switch (yuv_fixup) + { + case YUV_FIXUP_UYVY: + case YUV_FIXUP_YUY2: + if (!gen_planar_yuv_read(&buffer, yuv_fixup, textype, &luminance_component)) + { + HeapFree(GetProcessHeap(), 0, buffer.buffer); + return 0; + } + break; + + case YUV_FIXUP_YV12: + if (!gen_yv12_read(&buffer, textype, &luminance_component)) + { + HeapFree(GetProcessHeap(), 0, buffer.buffer); + return 0; + } + break; + + default: + FIXME("Unsupported YUV fixup %#x\n", yuv_fixup); HeapFree(GetProcessHeap(), 0, buffer.buffer); return 0; - } - } else { - if(gen_yv12_read(&buffer, fmt, textype, &luminance_component) == FALSE) { - HeapFree(GetProcessHeap(), 0, buffer.buffer); - return 0; - } } /* Calculate the final result. Formula is taken from @@ -3685,25 +3536,24 @@ static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, WINED3DFORMAT fmt, GLen HeapFree(GetProcessHeap(), 0, buffer.buffer); LEAVE_GL(); - if(fmt == WINED3DFMT_YUY2) { - if(textype == GL_TEXTURE_RECTANGLE_ARB) { - priv->yuy2_rect_shader = shader; - } else { - priv->yuy2_2d_shader = shader; - } - } else if(fmt == WINED3DFMT_UYVY) { - if(textype == GL_TEXTURE_RECTANGLE_ARB) { - priv->uyvy_rect_shader = shader; - } else { - priv->uyvy_2d_shader = shader; - } - } else { - if(textype == GL_TEXTURE_RECTANGLE_ARB) { - priv->yv12_rect_shader = shader; - } else { - priv->yv12_2d_shader = shader; - } + switch (yuv_fixup) + { + case YUV_FIXUP_YUY2: + if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yuy2_rect_shader = shader; + else priv->yuy2_2d_shader = shader; + break; + + case YUV_FIXUP_UYVY: + if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->uyvy_rect_shader = shader; + else priv->uyvy_2d_shader = shader; + break; + + case YUV_FIXUP_YV12: + if (textype == GL_TEXTURE_RECTANGLE_ARB) priv->yv12_rect_shader = shader; + else priv->yv12_2d_shader = shader; + break; } + return shader; } @@ -3712,13 +3562,15 @@ static HRESULT arbfp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum t IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) iface; float size[4] = {width, height, 1, 1}; struct arbfp_blit_priv *priv = (struct arbfp_blit_priv *) device->blit_priv; - const GlPixelFormatDesc *glDesc; + const struct GlPixelFormatDesc *glDesc; + enum yuv_fixup yuv_fixup; getFormatDescEntry(fmt, &GLINFO_LOCATION, &glDesc); - if(glDesc->conversion_group != WINED3DFMT_YUY2 && glDesc->conversion_group != WINED3DFMT_UYVY && - glDesc->conversion_group != WINED3DFMT_YV12) { - TRACE("Format: %s\n", debug_d3dformat(glDesc->conversion_group)); + if (!is_yuv_fixup(glDesc->color_fixup)) + { + TRACE("Fixup:\n"); + dump_color_fixup_desc(glDesc->color_fixup); /* Don't bother setting up a shader for unconverted formats */ ENTER_GL(); glEnable(textype); @@ -3727,29 +3579,32 @@ static HRESULT arbfp_blit_set(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum t return WINED3D_OK; } - if(glDesc->conversion_group == WINED3DFMT_YUY2) { - if(textype == GL_TEXTURE_RECTANGLE_ARB) { - shader = priv->yuy2_rect_shader; - } else { - shader = priv->yuy2_2d_shader; - } - } else if(glDesc->conversion_group == WINED3DFMT_UYVY) { - if(textype == GL_TEXTURE_RECTANGLE_ARB) { - shader = priv->uyvy_rect_shader; - } else { - shader = priv->uyvy_2d_shader; - } - } else { - if(textype == GL_TEXTURE_RECTANGLE_ARB) { - shader = priv->yv12_rect_shader; - } else { - shader = priv->yv12_2d_shader; - } + yuv_fixup = get_yuv_fixup(glDesc->color_fixup); + + switch(yuv_fixup) + { + case YUV_FIXUP_YUY2: + shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yuy2_rect_shader : priv->yuy2_2d_shader; + break; + + case YUV_FIXUP_UYVY: + shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->uyvy_rect_shader : priv->uyvy_2d_shader; + break; + + case YUV_FIXUP_YV12: + shader = textype == GL_TEXTURE_RECTANGLE_ARB ? priv->yv12_rect_shader : priv->yv12_2d_shader; + break; + + default: + FIXME("Unsupported YUV fixup %#x, not setting a shader\n", yuv_fixup); + ENTER_GL(); + glEnable(textype); + checkGLcall("glEnable(textype)"); + LEAVE_GL(); + return E_NOTIMPL; } - if(!shader) { - shader = gen_yuv_shader(device, glDesc->conversion_group, textype); - } + if (!shader) shader = gen_yuv_shader(device, yuv_fixup, textype); ENTER_GL(); glEnable(GL_FRAGMENT_PROGRAM_ARB); @@ -3782,15 +3637,40 @@ static void arbfp_blit_unset(IWineD3DDevice *iface) { LEAVE_GL(); } -static BOOL arbfp_blit_conv_supported(WINED3DFORMAT fmt) { - TRACE("Checking blit format support for format %s:", debug_d3dformat(fmt)); - switch(fmt) { - case WINED3DFMT_YUY2: - case WINED3DFMT_UYVY: - case WINED3DFMT_YV12: +static BOOL arbfp_blit_color_fixup_supported(struct color_fixup_desc fixup) +{ + enum yuv_fixup yuv_fixup; + + if (TRACE_ON(d3d_shader) && TRACE_ON(d3d)) + { + TRACE("Checking support for fixup:\n"); + dump_color_fixup_desc(fixup); + } + + if (is_identity_fixup(fixup)) + { + TRACE("[OK]\n"); + return TRUE; + } + + /* We only support YUV conversions. */ + if (!is_yuv_fixup(fixup)) + { + TRACE("[FAILED]\n"); + return FALSE; + } + + yuv_fixup = get_yuv_fixup(fixup); + switch(yuv_fixup) + { + case YUV_FIXUP_YUY2: + case YUV_FIXUP_UYVY: + case YUV_FIXUP_YV12: TRACE("[OK]\n"); return TRUE; + default: + FIXME("Unsupported YUV fixup %#x\n", yuv_fixup); TRACE("[FAILED]\n"); return FALSE; } @@ -3801,7 +3681,7 @@ const struct blit_shader arbfp_blit = { arbfp_blit_free, arbfp_blit_set, arbfp_blit_unset, - arbfp_blit_conv_supported + arbfp_blit_color_fixup_supported, }; #undef GLINFO_LOCATION diff --git a/reactos/dll/directx/wine/wined3d/ati_fragment_shader.c b/reactos/dll/directx/wine/wined3d/ati_fragment_shader.c index a53108e1659..90ca192881b 100644 --- a/reactos/dll/directx/wine/wined3d/ati_fragment_shader.c +++ b/reactos/dll/directx/wine/wined3d/ati_fragment_shader.c @@ -26,6 +26,7 @@ #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); +WINE_DECLARE_DEBUG_CHANNEL(d3d); /* Some private defines, Constant associations, etc. * Env bump matrix and per stage constant should be independent, @@ -159,7 +160,9 @@ static const char *debug_rep(GLuint rep) { } #define GLINFO_LOCATION (*gl_info) -static GLuint register_for_arg(DWORD arg, WineD3D_GL_Info *gl_info, unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg) { +static GLuint register_for_arg(DWORD arg, const WineD3D_GL_Info *gl_info, + unsigned int stage, GLuint *mod, GLuint *rep, GLuint tmparg) +{ GLenum ret; if(mod) *mod = GL_NONE; @@ -224,7 +227,8 @@ static GLuint register_for_arg(DWORD arg, WineD3D_GL_Info *gl_info, unsigned int return ret; } -static GLuint find_tmpreg(struct texture_stage_op op[MAX_TEXTURES]) { +static GLuint find_tmpreg(const struct texture_stage_op op[MAX_TEXTURES]) +{ int lowest_read = -1; int lowest_write = -1; int i; @@ -284,7 +288,8 @@ static GLuint find_tmpreg(struct texture_stage_op op[MAX_TEXTURES]) { } } -static GLuint gen_ati_shader(struct texture_stage_op op[MAX_TEXTURES], WineD3D_GL_Info *gl_info) { +static GLuint gen_ati_shader(const struct texture_stage_op op[MAX_TEXTURES], const WineD3D_GL_Info *gl_info) +{ GLuint ret = GL_EXTCALL(glGenFragmentShadersATI(1)); unsigned int stage; GLuint arg0, arg1, arg2, extrarg; @@ -339,21 +344,30 @@ static GLuint gen_ati_shader(struct texture_stage_op op[MAX_TEXTURES], WineD3D_G /* Pass 2: Generate perturbation calculations */ for(stage = 0; stage < GL_LIMITS(textures); stage++) { + GLuint argmodextra_x, argmodextra_y; + struct color_fixup_desc fixup; + if(op[stage].cop == WINED3DTOP_DISABLE) break; if(op[stage].cop != WINED3DTOP_BUMPENVMAP && op[stage].cop != WINED3DTOP_BUMPENVMAPLUMINANCE) continue; - /* Nice thing, we get the color correction for free :-) */ - if(op[stage].color_correction == WINED3DFMT_V8U8) { - argmodextra = GL_2X_BIT_ATI | GL_BIAS_BIT_ATI; - } else { - argmodextra = 0; + if (fixup.x_source != CHANNEL_SOURCE_X || fixup.y_source != CHANNEL_SOURCE_Y) + { + FIXME("Swizzles not implemented\n"); + argmodextra_x = GL_NONE; + argmodextra_y = GL_NONE; + } + else + { + /* Nice thing, we get the color correction for free :-) */ + argmodextra_x = fixup.x_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE; + argmodextra_y = fixup.y_sign_fixup ? GL_2X_BIT_ATI | GL_BIAS_BIT_ATI : GL_NONE; } TRACE("glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_%d_ATI, GL_RED_BIT_ATI, GL_NONE, GL_REG_%d_ATI, GL_NONE, %s, ATI_FFP_CONST_BUMPMAT(%d), GL_NONE, GL_NONE, GL_REG_%d_ATI, GL_RED, GL_NONE)\n", - stage + 1, stage, debug_argmod(argmodextra), stage, stage + 1); + stage + 1, stage, debug_argmod(argmodextra_x), stage, stage + 1); GL_EXTCALL(glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_RED_BIT_ATI, GL_NONE, - GL_REG_0_ATI + stage, GL_NONE, argmodextra, + GL_REG_0_ATI + stage, GL_NONE, argmodextra_x, ATI_FFP_CONST_BUMPMAT(stage), GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI, GL_REG_0_ATI + stage + 1, GL_RED, GL_NONE)); @@ -372,9 +386,9 @@ static GLuint gen_ati_shader(struct texture_stage_op op[MAX_TEXTURES], WineD3D_G GL_EXTCALL(glColorFragmentOp1ATI(GL_MOV_ATI, GL_REG_5_ATI, GL_GREEN_BIT_ATI, GL_NONE, ATI_FFP_CONST_BUMPMAT(stage), GL_ALPHA, GL_NONE)); TRACE("glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_%d_ATI, GL_GREEN_BIT_ATI, GL_NONE, GL_REG_%d_ATI, GL_NONE, %s, GL_REG_5_ATI, GL_NONE, GL_NONE, GL_REG_%d_ATI, GL_GREEN, GL_NONE)\n", - stage + 1, stage, debug_argmod(argmodextra), stage + 1); + stage + 1, stage, debug_argmod(argmodextra_y), stage + 1); GL_EXTCALL(glColorFragmentOp3ATI(GL_DOT2_ADD_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN_BIT_ATI, GL_NONE, - GL_REG_0_ATI + stage, GL_NONE, argmodextra, + GL_REG_0_ATI + stage, GL_NONE, argmodextra_y, GL_REG_5_ATI, GL_NONE, GL_2X_BIT_ATI | GL_BIAS_BIT_ATI, GL_REG_0_ATI + stage + 1, GL_GREEN, GL_NONE)); } @@ -802,30 +816,32 @@ static GLuint gen_ati_shader(struct texture_stage_op op[MAX_TEXTURES], WineD3D_G #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info static void set_tex_op_atifs(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { IWineD3DDeviceImpl *This = stateblock->wineD3DDevice; - struct atifs_ffp_desc *desc; + const struct atifs_ffp_desc *desc; struct ffp_frag_settings settings; struct atifs_private_data *priv = (struct atifs_private_data *) This->fragment_priv; DWORD mapped_stage; unsigned int i; gen_ffp_frag_op(stateblock, &settings, TRUE); - desc = (struct atifs_ffp_desc *) find_ffp_frag_shader(priv->fragment_shaders, &settings); + desc = (const struct atifs_ffp_desc *)find_ffp_frag_shader(priv->fragment_shaders, &settings); if(!desc) { - desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*desc)); - if(!desc) { + struct atifs_ffp_desc *new_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_desc)); + if (!new_desc) + { ERR("Out of memory\n"); return; } - desc->num_textures_used = 0; + new_desc->num_textures_used = 0; for(i = 0; i < GL_LIMITS(texture_stages); i++) { if(settings.op[i].cop == WINED3DTOP_DISABLE) break; - desc->num_textures_used = i; + new_desc->num_textures_used = i; } - memcpy(&desc->parent.settings, &settings, sizeof(settings)); - desc->shader = gen_ati_shader(settings.op, &GLINFO_LOCATION); - add_ffp_frag_shader(priv->fragment_shaders, &desc->parent); - TRACE("Allocated fixed function replacement shader descriptor %p\n", desc); + memcpy(&new_desc->parent.settings, &settings, sizeof(settings)); + new_desc->shader = gen_ati_shader(settings.op, &GLINFO_LOCATION); + add_ffp_frag_shader(priv->fragment_shaders, &new_desc->parent); + TRACE("Allocated fixed function replacement shader descriptor %p\n", new_desc); + desc = new_desc; } /* GL_ATI_fragment_shader depends on the GL_TEXTURE_xD enable settings. Update the texture stages @@ -1017,7 +1033,8 @@ static void atifs_enable(IWineD3DDevice *iface, BOOL enable) { } } -static void atifs_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps) { +static void atifs_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps) +{ caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE | WINED3DTEXOPCAPS_SELECTARG1 | WINED3DTEXOPCAPS_SELECTARG2 | @@ -1101,17 +1118,25 @@ static void atifs_free(IWineD3DDevice *iface) { } #undef GLINFO_LOCATION -static BOOL atifs_conv_supported(WINED3DFORMAT fmt) { - TRACE("Checking shader format support for format %s:", debug_d3dformat(fmt)); - switch(fmt) { - case WINED3DFMT_V8U8: - case WINED3DFMT_V16U16: - TRACE("[OK]\n"); - return TRUE; - default: - TRACE("[FAILED\n"); - return FALSE; +static BOOL atifs_color_fixup_supported(struct color_fixup_desc fixup) +{ + if (TRACE_ON(d3d_shader) && TRACE_ON(d3d)) + { + TRACE("Checking support for fixup:\n"); + dump_color_fixup_desc(fixup); } + + /* We only support sign fixup of the first two channels. */ + if (fixup.x_source == CHANNEL_SOURCE_X && fixup.y_source == CHANNEL_SOURCE_Y + && fixup.z_source == CHANNEL_SOURCE_Z && fixup.w_source == CHANNEL_SOURCE_W + && !fixup.z_sign_fixup && !fixup.w_sign_fixup) + { + TRACE("[OK]\n"); + return TRUE; + } + + TRACE("[FAILED]\n"); + return FALSE; } const struct fragment_pipeline atifs_fragment_pipeline = { @@ -1119,7 +1144,7 @@ const struct fragment_pipeline atifs_fragment_pipeline = { atifs_get_caps, atifs_alloc, atifs_free, - atifs_conv_supported, + atifs_color_fixup_supported, atifs_fragmentstate_template, TRUE /* We can disable projected textures */ }; diff --git a/reactos/dll/directx/wine/wined3d/baseshader.c b/reactos/dll/directx/wine/wined3d/baseshader.c index f7c8d35805c..c0b149f8288 100644 --- a/reactos/dll/directx/wine/wined3d/baseshader.c +++ b/reactos/dll/directx/wine/wined3d/baseshader.c @@ -29,9 +29,12 @@ #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); +WINE_DECLARE_DEBUG_CHANNEL(d3d); #define GLNAME_REQUIRE_GLSL ((const char *)1) +static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version); + static inline BOOL shader_is_version_token(DWORD token) { return shader_is_pshader_version(token) || shader_is_vshader_version(token); @@ -73,45 +76,39 @@ int shader_addline( return 0; } -const SHADER_OPCODE* shader_get_opcode( - IWineD3DBaseShader *iface, const DWORD code) { - - IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl*) iface; - +const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *opcode_table, DWORD shader_version, DWORD code) +{ DWORD i = 0; - DWORD hex_version = This->baseShader.hex_version; - const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins; /** TODO: use dichotomic search */ - while (NULL != shader_ins[i].name) { - if (((code & WINED3DSI_OPCODE_MASK) == shader_ins[i].opcode) && - (((hex_version >= shader_ins[i].min_version) && (hex_version <= shader_ins[i].max_version)) || - ((shader_ins[i].min_version == 0) && (shader_ins[i].max_version == 0)))) { - return &shader_ins[i]; + while (opcode_table[i].name) + { + if ((code & WINED3DSI_OPCODE_MASK) == opcode_table[i].opcode + && shader_version >= opcode_table[i].min_version + && (!opcode_table[i].max_version || shader_version <= opcode_table[i].max_version)) + { + return &opcode_table[i]; } ++i; } - FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n", - code, code, code & WINED3DSI_OPCODE_MASK, hex_version); + + FIXME("Unsupported opcode %#x(%d) masked %#x, shader version %#x\n", + code, code, code & WINED3DSI_OPCODE_MASK, shader_version); + return NULL; } /* Read a parameter opcode from the input stream, * and possibly a relative addressing token. * Return the number of tokens read */ -int shader_get_param( - IWineD3DBaseShader* iface, - const DWORD* pToken, - DWORD* param, - DWORD* addr_token) { - +static int shader_get_param(const DWORD *pToken, DWORD shader_version, DWORD *param, DWORD *addr_token) +{ /* PS >= 3.0 have relative addressing (with token) * VS >= 2.0 have relative addressing (with token) * VS >= 1.0 < 2.0 have relative addressing (without token) * The version check below should work in general */ - IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; - char rel_token = WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 2 && + char rel_token = WINED3DSHADER_VERSION_MAJOR(shader_version) >= 2 && ((*pToken & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE); *param = *pToken; @@ -139,11 +136,8 @@ static inline int shader_skip_opcode( * Note: This function assumes source or destination token format. * It will not work with specially-formatted tokens like DEF or DCL, * but hopefully those would be recognized */ - -int shader_skip_unrecognized( - IWineD3DBaseShader* iface, - const DWORD* pToken) { - +static int shader_skip_unrecognized(const DWORD *pToken, DWORD shader_version) +{ int tokens_read = 0; int i = 0; @@ -151,12 +145,12 @@ int shader_skip_unrecognized( while (*pToken & 0x80000000) { DWORD param, addr_token; - tokens_read += shader_get_param(iface, pToken, ¶m, &addr_token); + tokens_read += shader_get_param(pToken, shader_version, ¶m, &addr_token); pToken += tokens_read; FIXME("Unrecognized opcode param: token=0x%08x " "addr_token=0x%08x name=", param, addr_token); - shader_dump_param(iface, param, addr_token, i); + shader_dump_param(param, addr_token, i, shader_version); FIXME("\n"); ++i; } @@ -165,9 +159,8 @@ int shader_skip_unrecognized( /* Convert floating point offset relative * to a register file to an absolute offset for float constants */ - -unsigned int shader_get_float_offset(const DWORD reg) { - +static unsigned int shader_get_float_offset(const DWORD reg) +{ unsigned int regnum = reg & WINED3DSP_REGNUM_MASK; int regtype = shader_get_regtype(reg); @@ -208,6 +201,8 @@ HRESULT shader_get_registers_used( IWineD3DStateBlockImpl *stateBlock) { IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; + const SHADER_OPCODE *shader_ins = This->baseShader.shader_ins; + DWORD shader_version = This->baseShader.hex_version; unsigned int cur_loop_depth = 0, max_loop_depth = 0; /* There are some minor differences between pixel and vertex shaders */ @@ -245,7 +240,7 @@ HRESULT shader_get_registers_used( /* Fetch opcode */ opcode_token = *pToken++; - curOpcode = shader_get_opcode(iface, opcode_token); + curOpcode = shader_get_opcode(shader_ins, shader_version, opcode_token); /* Unhandled opcode, and its parameters */ if (NULL == curOpcode) { @@ -425,7 +420,7 @@ HRESULT shader_get_registers_used( for (i = 0; i < limit; ++i) { DWORD param, addr_token, reg, regtype; - pToken += shader_get_param(iface, pToken, ¶m, &addr_token); + pToken += shader_get_param(pToken, shader_version, ¶m, &addr_token); regtype = shader_get_regtype(param); reg = param & WINED3DSP_REGNUM_MASK; @@ -495,11 +490,8 @@ HRESULT shader_get_registers_used( return WINED3D_OK; } -static void shader_dump_decl_usage( - IWineD3DBaseShaderImpl* This, - DWORD decl, - DWORD param) { - +static void shader_dump_decl_usage(DWORD decl, DWORD param, DWORD shader_version) +{ DWORD regtype = shader_get_regtype(param); TRACE("dcl"); @@ -520,8 +512,7 @@ static void shader_dump_decl_usage( DWORD idx = (decl & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT; /* Pixel shaders 3.0 don't have usage semantics */ - char pshader = shader_is_pshader_version(This->baseShader.hex_version); - if (pshader && This->baseShader.hex_version < WINED3DPS_VERSION(3,0)) + if (shader_is_pshader_version(shader_version) && shader_version < WINED3DPS_VERSION(3,0)) return; else TRACE("_"); @@ -579,20 +570,16 @@ static void shader_dump_decl_usage( } } -static void shader_dump_arr_entry( - IWineD3DBaseShader *iface, - const DWORD param, - const DWORD addr_token, - unsigned int reg, - int input) { - +static void shader_dump_arr_entry(const DWORD param, const DWORD addr_token, + unsigned int reg, int input, DWORD shader_version) +{ char relative = ((param & WINED3DSHADER_ADDRESSMODE_MASK) == WINED3DSHADER_ADDRMODE_RELATIVE); if (relative) { TRACE("["); if (addr_token) - shader_dump_param(iface, addr_token, 0, input); + shader_dump_param(addr_token, 0, input, shader_version); else TRACE("a0.x"); TRACE(" + "); @@ -602,13 +589,8 @@ static void shader_dump_arr_entry( TRACE("]"); } -void shader_dump_param( - IWineD3DBaseShader *iface, - const DWORD param, - const DWORD addr_token, - int input) { - - IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; +static void shader_dump_param(const DWORD param, const DWORD addr_token, int input, DWORD shader_version) +{ static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" }; static const char * const misctype_reg_names[] = { "vPos", "vFace"}; char swizzle_reg_chars[4]; @@ -618,7 +600,7 @@ void shader_dump_param( DWORD modifier = param & WINED3DSP_SRCMOD_MASK; /* There are some minor differences between pixel and vertex shaders */ - char pshader = shader_is_pshader_version(This->baseShader.hex_version); + char pshader = shader_is_pshader_version(shader_version); /* For one, we'd prefer color components to be shown for pshaders. * FIXME: use the swizzle function for this */ @@ -650,14 +632,14 @@ void shader_dump_param( break; case WINED3DSPR_INPUT: TRACE("v"); - shader_dump_arr_entry(iface, param, addr_token, reg, input); + shader_dump_arr_entry(param, addr_token, reg, input, shader_version); break; case WINED3DSPR_CONST: case WINED3DSPR_CONST2: case WINED3DSPR_CONST3: case WINED3DSPR_CONST4: TRACE("c"); - shader_dump_arr_entry(iface, param, addr_token, shader_get_float_offset(param), input); + shader_dump_arr_entry(param, addr_token, shader_get_float_offset(param), input, shader_version); break; case WINED3DSPR_TEXTURE: /* vs: case D3DSPR_ADDR */ TRACE("%c%u", (pshader? 't':'a'), reg); @@ -679,20 +661,20 @@ void shader_dump_param( /* Vertex shaders >= 3.0 use general purpose output registers * (WINED3DSPR_OUTPUT), which can include an address token */ - if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) >= 3) { + if (WINED3DSHADER_VERSION_MAJOR(shader_version) >= 3) { TRACE("o"); - shader_dump_arr_entry(iface, param, addr_token, reg, input); + shader_dump_arr_entry(param, addr_token, reg, input, shader_version); } else TRACE("oT%u", reg); break; case WINED3DSPR_CONSTINT: TRACE("i"); - shader_dump_arr_entry(iface, param, addr_token, reg, input); + shader_dump_arr_entry(param, addr_token, reg, input, shader_version); break; case WINED3DSPR_CONSTBOOL: TRACE("b"); - shader_dump_arr_entry(iface, param, addr_token, reg, input); + shader_dump_arr_entry(param, addr_token, reg, input, shader_version); break; case WINED3DSPR_LABEL: TRACE("l%u", reg); @@ -778,19 +760,79 @@ void shader_dump_param( } } +static void shader_color_correction(IWineD3DBaseShaderImpl *shader, + IWineD3DDeviceImpl *device, const struct SHADER_OPCODE_ARG *arg) +{ + DWORD hex_version = shader->baseShader.hex_version; + IWineD3DBaseTextureImpl *texture; + struct color_fixup_desc fixup; + BOOL recorded = FALSE; + DWORD sampler_idx; + UINT i; + + switch(arg->opcode->opcode) + { + case WINED3DSIO_TEX: + if (hex_version < WINED3DPS_VERSION(2,0)) sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; + else sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK; + break; + + case WINED3DSIO_TEXLDL: + FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n"); + return; + + case WINED3DSIO_TEXDP3TEX: + case WINED3DSIO_TEXM3x3TEX: + case WINED3DSIO_TEXM3x3SPEC: + case WINED3DSIO_TEXM3x3VSPEC: + case WINED3DSIO_TEXBEM: + case WINED3DSIO_TEXREG2AR: + case WINED3DSIO_TEXREG2GB: + case WINED3DSIO_TEXREG2RGB: + sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; + break; + + default: + /* Not a texture sampling instruction, nothing to do */ + return; + }; + + texture = (IWineD3DBaseTextureImpl *)device->stateBlock->textures[sampler_idx]; + if (texture) fixup = texture->baseTexture.shader_color_fixup; + else fixup = COLOR_FIXUP_IDENTITY; + + /* before doing anything, record the sampler with the format in the format conversion list, + * but check if it's not there already */ + for (i = 0; i < shader->baseShader.num_sampled_samplers; ++i) + { + if (shader->baseShader.sampled_samplers[i] == sampler_idx) + { + recorded = TRUE; + break; + } + } + + if (!recorded) + { + shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx; + ++shader->baseShader.num_sampled_samplers; + } + + device->shader_backend->shader_color_correction(arg, fixup); +} + /** Shared code in order to generate the bulk of the shader string. Use the shader_header_fct & shader_footer_fct to add strings that are specific to pixel or vertex functions NOTE: A description of how to parse tokens can be found on msdn */ -void shader_generate_main( - IWineD3DBaseShader *iface, - SHADER_BUFFER* buffer, - shader_reg_maps* reg_maps, - CONST DWORD* pFunction) { - +void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer, + const shader_reg_maps* reg_maps, CONST DWORD* pFunction) +{ IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; /* To access shader backend callbacks */ + const SHADER_OPCODE *opcode_table = This->baseShader.shader_ins; const SHADER_HANDLER *handler_table = device->shader_backend->shader_instruction_handler_table; + DWORD shader_version = This->baseShader.hex_version; const DWORD *pToken = pFunction; const SHADER_OPCODE *curOpcode = NULL; SHADER_HANDLER hw_fct = NULL; @@ -824,7 +866,7 @@ void shader_generate_main( /* Read opcode */ hw_arg.opcode_token = *pToken++; - curOpcode = shader_get_opcode(iface, hw_arg.opcode_token); + curOpcode = shader_get_opcode(opcode_table, shader_version, hw_arg.opcode_token); /* Select handler */ if (curOpcode == NULL) @@ -835,7 +877,7 @@ void shader_generate_main( /* Unknown opcode and its parameters */ if (NULL == curOpcode) { FIXME("Unrecognized opcode: token=0x%08x\n", hw_arg.opcode_token); - pToken += shader_skip_unrecognized(iface, pToken); + pToken += shader_skip_unrecognized(pToken, shader_version); /* Nothing to do */ } else if (WINED3DSIO_DCL == curOpcode->opcode || @@ -857,7 +899,7 @@ void shader_generate_main( if (curOpcode->dst_token) { DWORD param, addr_token = 0; - pToken += shader_get_param(iface, pToken, ¶m, &addr_token); + pToken += shader_get_param(pToken, shader_version, ¶m, &addr_token); hw_arg.dst = param; hw_arg.dst_addr = addr_token; } @@ -870,7 +912,7 @@ void shader_generate_main( for (i = 0; i < (curOpcode->num_params - curOpcode->dst_token); i++) { DWORD param, addr_token = 0; - pToken += shader_get_param(iface, pToken, ¶m, &addr_token); + pToken += shader_get_param(pToken, shader_version, ¶m, &addr_token); hw_arg.src[i] = param; hw_arg.src_addr[i] = addr_token; } @@ -879,7 +921,7 @@ void shader_generate_main( hw_fct(&hw_arg); /* Add color correction if needed */ - device->shader_backend->shader_color_correction(&hw_arg); + shader_color_correction(This, device, &hw_arg); /* Process instruction modifiers for GLSL apps ( _sat, etc. ) */ /* FIXME: This should be internal to the shader backend. @@ -899,8 +941,8 @@ void shader_generate_main( } } -void shader_dump_ins_modifiers(const DWORD output) { - +static void shader_dump_ins_modifiers(const DWORD output) +{ DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT; DWORD mmask = output & WINED3DSP_DSTMOD_MASK; @@ -939,155 +981,167 @@ void shader_trace_init( TRACE("(%p) : Parsing program\n", This); - if (NULL != pToken) { - while (WINED3DVS_END() != *pToken) { - if (shader_is_version_token(*pToken)) { /** version */ - This->baseShader.hex_version = *pToken; - TRACE("%s_%u_%u\n", shader_is_pshader_version(This->baseShader.hex_version)? "ps": "vs", - WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version), - WINED3DSHADER_VERSION_MINOR(This->baseShader.hex_version)); - ++pToken; - ++len; - continue; - } - if (shader_is_comment(*pToken)) { /** comment */ - DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT; - ++pToken; - TRACE("//%s\n", (const char*)pToken); - pToken += comment_len; - len += comment_len + 1; - continue; - } - opcode_token = *pToken++; - curOpcode = shader_get_opcode(iface, opcode_token); - len++; + if (!pFunction) + { + WARN("Got a NULL pFunction, returning.\n"); + This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */ + return; + } - if (NULL == curOpcode) { + while (WINED3DVS_END() != *pToken) + { + if (shader_is_version_token(*pToken)) /* version */ + { + This->baseShader.hex_version = *pToken; + TRACE("%s_%u_%u\n", shader_is_pshader_version(This->baseShader.hex_version)? "ps": "vs", + WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version), + WINED3DSHADER_VERSION_MINOR(This->baseShader.hex_version)); + ++pToken; + ++len; + continue; + } + if (shader_is_comment(*pToken)) /* comment */ + { + DWORD comment_len = (*pToken & WINED3DSI_COMMENTSIZE_MASK) >> WINED3DSI_COMMENTSIZE_SHIFT; + ++pToken; + TRACE("//%s\n", (const char*)pToken); + pToken += comment_len; + len += comment_len + 1; + continue; + } + opcode_token = *pToken++; + curOpcode = shader_get_opcode(This->baseShader.shader_ins, This->baseShader.hex_version, opcode_token); + len++; + + if (!curOpcode) + { + int tokens_read; + FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token); + tokens_read = shader_skip_unrecognized(pToken, This->baseShader.hex_version); + pToken += tokens_read; + len += tokens_read; + } + else + { + if (curOpcode->opcode == WINED3DSIO_DCL) + { + DWORD usage = *pToken; + DWORD param = *(pToken + 1); + + shader_dump_decl_usage(usage, param, This->baseShader.hex_version); + shader_dump_ins_modifiers(param); + TRACE(" "); + shader_dump_param(param, 0, 0, This->baseShader.hex_version); + pToken += 2; + len += 2; + } + else if (curOpcode->opcode == WINED3DSIO_DEF) + { + unsigned int offset = shader_get_float_offset(*pToken); + + TRACE("def c%u = %f, %f, %f, %f", offset, + *(const float *)(pToken + 1), + *(const float *)(pToken + 2), + *(const float *)(pToken + 3), + *(const float *)(pToken + 4)); + pToken += 5; + len += 5; + } + else if (curOpcode->opcode == WINED3DSIO_DEFI) + { + TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK, + *(pToken + 1), + *(pToken + 2), + *(pToken + 3), + *(pToken + 4)); + pToken += 5; + len += 5; + } + else if (curOpcode->opcode == WINED3DSIO_DEFB) + { + TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK, + *(pToken + 1)? "true": "false"); + pToken += 2; + len += 2; + } + else + { + DWORD param, addr_token; int tokens_read; - FIXME("Unrecognized opcode: token=0x%08x\n", opcode_token); - tokens_read = shader_skip_unrecognized(iface, pToken); - pToken += tokens_read; - len += tokens_read; - } else { - if (curOpcode->opcode == WINED3DSIO_DCL) { + /* Print out predication source token first - it follows + * the destination token. */ + if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) + { + TRACE("("); + shader_dump_param(*(pToken + 2), 0, 1, This->baseShader.hex_version); + TRACE(") "); + } + if (opcode_token & WINED3DSI_COISSUE) + { + /* PixWin marks instructions with the coissue flag with a '+' */ + TRACE("+"); + } - DWORD usage = *pToken; - DWORD param = *(pToken + 1); + TRACE("%s", curOpcode->name); - shader_dump_decl_usage(This, usage, param); - shader_dump_ins_modifiers(param); - TRACE(" "); - shader_dump_param(iface, param, 0, 0); - pToken += 2; - len += 2; + if (curOpcode->opcode == WINED3DSIO_IFC + || curOpcode->opcode == WINED3DSIO_BREAKC) + { + DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT; - } else if (curOpcode->opcode == WINED3DSIO_DEF) { - - unsigned int offset = shader_get_float_offset(*pToken); - - TRACE("def c%u = %f, %f, %f, %f", offset, - *(const float *)(pToken + 1), - *(const float *)(pToken + 2), - *(const float *)(pToken + 3), - *(const float *)(pToken + 4)); - - pToken += 5; - len += 5; - } else if (curOpcode->opcode == WINED3DSIO_DEFI) { - - TRACE("defi i%u = %d, %d, %d, %d", *pToken & WINED3DSP_REGNUM_MASK, - *(pToken + 1), - *(pToken + 2), - *(pToken + 3), - *(pToken + 4)); - - pToken += 5; - len += 5; - - } else if (curOpcode->opcode == WINED3DSIO_DEFB) { - - TRACE("defb b%u = %s", *pToken & WINED3DSP_REGNUM_MASK, - *(pToken + 1)? "true": "false"); - - pToken += 2; - len += 2; - - } else { - - DWORD param, addr_token; - int tokens_read; - - /* Print out predication source token first - it follows - * the destination token. */ - if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) { - TRACE("("); - shader_dump_param(iface, *(pToken + 2), 0, 1); - TRACE(") "); - } - if (opcode_token & WINED3DSI_COISSUE) { - /* PixWin marks instructions with the coissue flag with a '+' */ - TRACE("+"); - } - - TRACE("%s", curOpcode->name); - - if (curOpcode->opcode == WINED3DSIO_IFC || - curOpcode->opcode == WINED3DSIO_BREAKC) { - - DWORD op = (opcode_token & INST_CONTROLS_MASK) >> INST_CONTROLS_SHIFT; - switch (op) { - case COMPARISON_GT: TRACE("_gt"); break; - case COMPARISON_EQ: TRACE("_eq"); break; - case COMPARISON_GE: TRACE("_ge"); break; - case COMPARISON_LT: TRACE("_lt"); break; - case COMPARISON_NE: TRACE("_ne"); break; - case COMPARISON_LE: TRACE("_le"); break; - default: - TRACE("_(%u)", op); - } - } else if (curOpcode->opcode == WINED3DSIO_TEX && - This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) { - if(opcode_token & WINED3DSI_TEXLD_PROJECT) TRACE("p"); - } - - /* Destination token */ - if (curOpcode->dst_token) { - - /* Destination token */ - tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token); - pToken += tokens_read; - len += tokens_read; - - shader_dump_ins_modifiers(param); - TRACE(" "); - shader_dump_param(iface, param, addr_token, 0); - } - - /* Predication token - already printed out, just skip it */ - if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) { - pToken++; - len++; - } - - /* Other source tokens */ - for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i) { - - tokens_read = shader_get_param(iface, pToken, ¶m, &addr_token); - pToken += tokens_read; - len += tokens_read; - - TRACE((i == 0)? " " : ", "); - shader_dump_param(iface, param, addr_token, 1); + switch (op) + { + case COMPARISON_GT: TRACE("_gt"); break; + case COMPARISON_EQ: TRACE("_eq"); break; + case COMPARISON_GE: TRACE("_ge"); break; + case COMPARISON_LT: TRACE("_lt"); break; + case COMPARISON_NE: TRACE("_ne"); break; + case COMPARISON_LE: TRACE("_le"); break; + default: TRACE("_(%u)", op); } } - TRACE("\n"); + else if (curOpcode->opcode == WINED3DSIO_TEX + && This->baseShader.hex_version >= WINED3DPS_VERSION(2,0) + && (opcode_token & WINED3DSI_TEXLD_PROJECT)) + { + TRACE("p"); + } + + /* Destination token */ + if (curOpcode->dst_token) + { + tokens_read = shader_get_param(pToken, This->baseShader.hex_version, ¶m, &addr_token); + pToken += tokens_read; + len += tokens_read; + + shader_dump_ins_modifiers(param); + TRACE(" "); + shader_dump_param(param, addr_token, 0, This->baseShader.hex_version); + } + + /* Predication token - already printed out, just skip it */ + if (opcode_token & WINED3DSHADER_INSTRUCTION_PREDICATED) + { + pToken++; + len++; + } + + /* Other source tokens */ + for (i = curOpcode->dst_token; i < curOpcode->num_params; ++i) + { + tokens_read = shader_get_param(pToken, This->baseShader.hex_version, ¶m, &addr_token); + pToken += tokens_read; + len += tokens_read; + + TRACE((i == 0)? " " : ", "); + shader_dump_param(param, addr_token, 1, This->baseShader.hex_version); + } } + TRACE("\n"); } - This->baseShader.functionLength = (len + 1) * sizeof(DWORD); - } else { - This->baseShader.functionLength = 1; /* no Function defined use fixed function vertex processing */ } + This->baseShader.functionLength = (len + 1) * sizeof(DWORD); } static const SHADER_HANDLER shader_none_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = {0}; @@ -1096,41 +1150,45 @@ static void shader_none_select_depth_blt(IWineD3DDevice *iface, enum tex_types t static void shader_none_deselect_depth_blt(IWineD3DDevice *iface) {} static void shader_none_load_constants(IWineD3DDevice *iface, char usePS, char useVS) {} static void shader_none_cleanup(IWineD3DDevice *iface) {} -static void shader_none_color_correction(SHADER_OPCODE_ARG* arg) {} +static void shader_none_color_correction(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup) {} static void shader_none_destroy(IWineD3DBaseShader *iface) {} static HRESULT shader_none_alloc(IWineD3DDevice *iface) {return WINED3D_OK;} static void shader_none_free(IWineD3DDevice *iface) {} static BOOL shader_none_dirty_const(IWineD3DDevice *iface) {return FALSE;} -static void shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) { +static GLuint shader_none_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) { FIXME("NONE shader backend asked to generate a pixel shader\n"); + return 0; } static void shader_none_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) { FIXME("NONE shader backend asked to generate a vertex shader\n"); } #define GLINFO_LOCATION (*gl_info) -static void shader_none_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) { +static void shader_none_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) +{ /* Set the shader caps to 0 for the none shader backend */ pCaps->VertexShaderVersion = 0; pCaps->PixelShaderVersion = 0; pCaps->PixelShader1xMaxValue = 0.0; } #undef GLINFO_LOCATION -static BOOL shader_none_conv_supported(WINED3DFORMAT fmt) { - TRACE("Checking shader format support for format %s", debug_d3dformat(fmt)); - switch(fmt) { - /* Faked to make some apps happy. */ - case WINED3DFMT_V8U8: - case WINED3DFMT_V16U16: - case WINED3DFMT_L6V5U5: - case WINED3DFMT_X8L8V8U8: - case WINED3DFMT_Q8W8V8U8: - TRACE("[OK]\n"); - return TRUE; - default: - TRACE("[FAILED]\n"); - return FALSE; +static BOOL shader_none_color_fixup_supported(struct color_fixup_desc fixup) +{ + if (TRACE_ON(d3d_shader) && TRACE_ON(d3d)) + { + TRACE("Checking support for fixup:\n"); + dump_color_fixup_desc(fixup); } + + /* Faked to make some apps happy. */ + if (!is_yuv_fixup(fixup)) + { + TRACE("[OK]\n"); + return TRUE; + } + + TRACE("[FAILED]\n"); + return FALSE; } const shader_backend_t none_shader_backend = { @@ -1148,7 +1206,7 @@ const shader_backend_t none_shader_backend = { shader_none_generate_pshader, shader_none_generate_vshader, shader_none_get_caps, - shader_none_conv_supported + shader_none_color_fixup_supported, }; /* ******************************************* diff --git a/reactos/dll/directx/wine/wined3d/basetexture.c b/reactos/dll/directx/wine/wined3d/basetexture.c index 69574b278a0..158650e2142 100644 --- a/reactos/dll/directx/wine/wined3d/basetexture.c +++ b/reactos/dll/directx/wine/wined3d/basetexture.c @@ -27,46 +27,8 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture); #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info -/* ******************************************* - IWineD3DBaseTexture IUnknown parts follow - ******************************************* */ -HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, LPVOID *ppobj) +void basetexture_cleanup(IWineD3DBaseTexture *iface) { - IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; - TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); - if (IsEqualGUID(riid, &IID_IUnknown) - || IsEqualGUID(riid, &IID_IWineD3DBase) - || IsEqualGUID(riid, &IID_IWineD3DResource) - || IsEqualGUID(riid, &IID_IWineD3DBaseTexture)) { - IUnknown_AddRef(iface); - *ppobj = This; - return S_OK; - } - *ppobj = NULL; - return E_NOINTERFACE; -} - -ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface) { - IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; - ULONG ref = InterlockedIncrement(&This->resource.ref); - - TRACE("(%p) : AddRef increasing from %d\n", This,ref - 1); - return ref; -} - -ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface) { - IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; - ULONG ref = InterlockedDecrement(&This->resource.ref); - TRACE("(%p) : Releasing from %d\n", This, ref + 1); - if (ref == 0) { - IWineD3DBaseTextureImpl_CleanUp(iface); - HeapFree(GetProcessHeap(), 0, This); - } - return ref; -} - -/* class static */ -void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface) { IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; @@ -78,41 +40,12 @@ void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface) { glDeleteTextures(1, &This->baseTexture.textureName); LEAVE_GL(); } - IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface); + + resource_cleanup((IWineD3DResource *)iface); } -/* **************************************************** - IWineD3DBaseTexture IWineD3DResource parts follow - **************************************************** */ -HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice** ppDevice) { - return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice); -} - -HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { - return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); -} - -HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { - return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData); -} - -HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid) { - return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid); -} - -DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew) { - return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew); -} - -DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface) { - return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface); -} - -void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface) { - IWineD3DResourceImpl_PreLoad((IWineD3DResource *)iface); -} - -void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface) { +void basetexture_unload(IWineD3DBaseTexture *iface) +{ IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface; IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; @@ -126,21 +59,10 @@ void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface This->baseTexture.dirty = TRUE; } -WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface) { - return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface); -} - -HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent) { - return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent); -} - -/* ****************************************************** - IWineD3DBaseTexture IWineD3DBaseTexture parts follow - ****************************************************** */ - /* There is no OpenGL equivalent of setLOD, getLOD. All they do anyway is prioritize texture loading * so just pretend that they work unless something really needs a failure. */ -DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew) { +DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew) +{ IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; if (This->resource.pool != WINED3DPOOL_MANAGED) { @@ -156,7 +78,8 @@ DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LO return This->baseTexture.LOD; } -DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface) { +DWORD basetexture_get_lod(IWineD3DBaseTexture *iface) +{ IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; if (This->resource.pool != WINED3DPOOL_MANAGED) { @@ -168,13 +91,15 @@ DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface) { return This->baseTexture.LOD; } -DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface) { +DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface) +{ IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; TRACE("(%p) : returning %d\n", This, This->baseTexture.levels); return This->baseTexture.levels; } -HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) { +HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) +{ IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface); @@ -216,7 +141,8 @@ HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture return WINED3D_OK; } -WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface) { +WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface) +{ IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; FIXME("(%p) : stub\n", This); if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) { @@ -225,15 +151,16 @@ WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWi return This->baseTexture.filterType; } -void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface) { +void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface) +{ IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; /* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */ FIXME("(%p) : stub\n", This); return ; } -/* Internal function, No d3d mapping */ -BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL dirty) { +BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty) +{ BOOL old; IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; old = This->baseTexture.dirty; @@ -241,12 +168,14 @@ BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL di return old; } -BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface) { +BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface) +{ IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; return This->baseTexture.dirty; } -HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface) { +HRESULT basetexture_bind(IWineD3DBaseTexture *iface) +{ IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; HRESULT hr = WINED3D_OK; UINT textureDimensions; @@ -330,32 +259,6 @@ HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface) { return hr; } -UINT WINAPI IWineD3DBaseTextureImpl_GetTextureDimensions(IWineD3DBaseTexture *iface){ - IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; - FIXME("(%p) : This shouldn't be called\n", This); - return WINED3D_OK; -} - -BOOL WINAPI IWineD3DBaseTextureImpl_IsCondNP2(IWineD3DBaseTexture *iface){ - IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; - FIXME("(%p) : This shouldn't be called\n", This); - return FALSE; -} - -static inline GLenum warpLookupType(WINED3DSAMPLERSTATETYPE Type) { - switch(Type) { - case WINED3DSAMP_ADDRESSU: - return GL_TEXTURE_WRAP_S; - case WINED3DSAMP_ADDRESSV: - return GL_TEXTURE_WRAP_T; - case WINED3DSAMP_ADDRESSW: - return GL_TEXTURE_WRAP_R; - default: - FIXME("Unexpected warp type %d\n", Type); - return 0; - } -} - static inline void apply_wrap(const GLint textureDimensions, const DWORD state, const GLint type, BOOL cond_np2) { GLint wrapParm; @@ -381,9 +284,10 @@ static inline void apply_wrap(const GLint textureDimensions, const DWORD state, } } -void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, - const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], - const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) { +void basetexture_apply_state_changes(IWineD3DBaseTexture *iface, + const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], + const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) +{ IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; DWORD state; GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface); @@ -426,7 +330,7 @@ void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface if (state > WINED3DTEXF_ANISOTROPIC) { FIXME("Unrecognized or unsupported MAGFILTER* value %d\n", state); } else { - glValue = (*This->baseTexture.magLookup)[state - WINED3DTEXF_NONE]; + glValue = This->baseTexture.magLookup[state - WINED3DTEXF_NONE]; TRACE("ValueMAG=%d setting MAGFILTER to %x\n", state, glValue); glTexParameteri(textureDimensions, GL_TEXTURE_MAG_FILTER, glValue); /* We need to reset the Anisotropic filtering state when we change the mag filter to WINED3DTEXF_ANISOTROPIC (this seems a bit weird, check the documentation to see how it should be switched off. */ @@ -455,9 +359,9 @@ void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface This->baseTexture.states[WINED3DTEXSTA_MINFILTER], This->baseTexture.states[WINED3DTEXSTA_MIPFILTER]); } - glValue = (*This->baseTexture.minMipLookup) + glValue = This->baseTexture.minMipLookup [min(max(samplerStates[WINED3DSAMP_MINFILTER],WINED3DTEXF_NONE), WINED3DTEXF_ANISOTROPIC)] - [min(max(samplerStates[WINED3DSAMP_MIPFILTER],WINED3DTEXF_NONE), WINED3DTEXF_LINEAR)]; + .mip[min(max(samplerStates[WINED3DSAMP_MIPFILTER],WINED3DTEXF_NONE), WINED3DTEXF_LINEAR)]; TRACE("ValueMIN=%d, ValueMIP=%d, setting MINFILTER to %x\n", samplerStates[WINED3DSAMP_MINFILTER], @@ -487,38 +391,3 @@ void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface This->baseTexture.states[WINED3DTEXSTA_MAXANISOTROPY] = samplerStates[WINED3DSAMP_MAXANISOTROPY]; } } - - -static const IWineD3DBaseTextureVtbl IWineD3DBaseTexture_Vtbl = -{ - /* IUnknown */ - IWineD3DBaseTextureImpl_QueryInterface, - IWineD3DBaseTextureImpl_AddRef, - IWineD3DBaseTextureImpl_Release, - /* IWineD3DResource */ - IWineD3DBaseTextureImpl_GetParent, - IWineD3DBaseTextureImpl_GetDevice, - IWineD3DBaseTextureImpl_SetPrivateData, - IWineD3DBaseTextureImpl_GetPrivateData, - IWineD3DBaseTextureImpl_FreePrivateData, - IWineD3DBaseTextureImpl_SetPriority, - IWineD3DBaseTextureImpl_GetPriority, - IWineD3DBaseTextureImpl_PreLoad, - IWineD3DBaseTextureImpl_UnLoad, - IWineD3DBaseTextureImpl_GetType, - /*IWineD3DBaseTexture*/ - IWineD3DBaseTextureImpl_SetLOD, - IWineD3DBaseTextureImpl_GetLOD, - IWineD3DBaseTextureImpl_GetLevelCount, - IWineD3DBaseTextureImpl_SetAutoGenFilterType, - IWineD3DBaseTextureImpl_GetAutoGenFilterType, - IWineD3DBaseTextureImpl_GenerateMipSubLevels, - IWineD3DBaseTextureImpl_SetDirty, - IWineD3DBaseTextureImpl_GetDirty, - /* internal */ - IWineD3DBaseTextureImpl_BindTexture, - IWineD3DBaseTextureImpl_GetTextureDimensions, - IWineD3DBaseTextureImpl_IsCondNP2, - IWineD3DBaseTextureImpl_ApplyStateChanges - -}; diff --git a/reactos/dll/directx/wine/wined3d/clipper.c b/reactos/dll/directx/wine/wined3d/clipper.c index feb6e235e48..2d3184f62b2 100644 --- a/reactos/dll/directx/wine/wined3d/clipper.c +++ b/reactos/dll/directx/wine/wined3d/clipper.c @@ -96,7 +96,8 @@ static HRESULT WINAPI IWineD3DClipperImpl_SetHwnd(IWineD3DClipper *iface, DWORD return WINED3D_OK; } -static HRESULT WINAPI IWineD3DClipperImpl_GetClipList(IWineD3DClipper *iface, RECT *Rect, RGNDATA *ClipList, DWORD *Size) +static HRESULT WINAPI IWineD3DClipperImpl_GetClipList(IWineD3DClipper *iface, const RECT *Rect, + RGNDATA *ClipList, DWORD *Size) { IWineD3DClipperImpl *This = (IWineD3DClipperImpl *)iface; TRACE("(%p,%p,%p,%p)\n", This, Rect, ClipList, Size); @@ -140,7 +141,7 @@ static HRESULT WINAPI IWineD3DClipperImpl_GetClipList(IWineD3DClipper *iface, RE } } -static HRESULT WINAPI IWineD3DClipperImpl_SetClipList(IWineD3DClipper *iface, RGNDATA *rgn, DWORD Flags) +static HRESULT WINAPI IWineD3DClipperImpl_SetClipList(IWineD3DClipper *iface, const RGNDATA *rgn, DWORD Flags) { IWineD3DClipperImpl *This = (IWineD3DClipperImpl *)iface; static int warned = 0; diff --git a/reactos/dll/directx/wine/wined3d/context.c b/reactos/dll/directx/wine/wined3d/context.c index acfe36b7b35..05afe5d4d26 100644 --- a/reactos/dll/directx/wine/wined3d/context.c +++ b/reactos/dll/directx/wine/wined3d/context.c @@ -1253,7 +1253,7 @@ static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurf * the alpha blend state changes with different render target formats */ if(oldFmt != newFmt) { - const GlPixelFormatDesc *glDesc; + const struct GlPixelFormatDesc *glDesc; const StaticPixelFormatDesc *old = getFormatDescEntry(oldFmt, NULL, NULL); const StaticPixelFormatDesc *new = getFormatDescEntry(newFmt, &GLINFO_LOCATION, &glDesc); diff --git a/reactos/dll/directx/wine/wined3d/cubetexture.c b/reactos/dll/directx/wine/wined3d/cubetexture.c index 9ccb2d19992..90b122128aa 100644 --- a/reactos/dll/directx/wine/wined3d/cubetexture.c +++ b/reactos/dll/directx/wine/wined3d/cubetexture.c @@ -68,27 +68,27 @@ static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) IWineD3DCubeTexture IWineD3DResource parts follow **************************************************** */ static HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) { - return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice); + return resource_get_device((IWineD3DResource *)iface, ppDevice); } static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { - return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); + return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); } static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { - return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData); + return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData); } static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) { - return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid); + return resource_free_private_data((IWineD3DResource *)iface, refguid); } static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) { - return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew); + return resource_set_priority((IWineD3DResource *)iface, PriorityNew); } static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) { - return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface); + return resource_get_priority((IWineD3DResource *)iface); } static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) { @@ -176,52 +176,52 @@ static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) { } } - IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture *) iface); + basetexture_unload((IWineD3DBaseTexture *)iface); } static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) { - return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface); + return resource_get_type((IWineD3DResource *)iface); } static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) { - return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent); + return resource_get_parent((IWineD3DResource *)iface, pParent); } /* ****************************************************** IWineD3DCubeTexture IWineD3DBaseTexture parts follow ****************************************************** */ static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) { - return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew); + return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew); } static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) { - return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface); + return basetexture_get_lod((IWineD3DBaseTexture *)iface); } static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) { - return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface); + return basetexture_get_level_count((IWineD3DBaseTexture *)iface); } static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) { - return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType); + return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType); } static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) { - return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface); + return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface); } static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) { - IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface); + basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface); } /* Internal function, No d3d mapping */ static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) { - return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty); + return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty); } /* Internal function, No d3d mapping */ static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) { - return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface); + return basetexture_get_dirty((IWineD3DBaseTexture *)iface); } static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) { @@ -231,7 +231,7 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *i TRACE("(%p) : relay to BaseTexture\n", This); - hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface); + hr = basetexture_bind((IWineD3DBaseTexture *)iface); if (set_gl_texture_desc && SUCCEEDED(hr)) { UINT i, j; for (i = 0; i < This->baseTexture.levels; ++i) { @@ -262,7 +262,7 @@ static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) { TRACE("(%p) : relay to BaseTexture\n", iface); - IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates); + basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates); } @@ -286,7 +286,7 @@ static void WINAPI IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture *iface, D } } } - IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface); + basetexture_cleanup((IWineD3DBaseTexture *)iface); /* finally delete the object */ HeapFree(GetProcessHeap(), 0, This); } diff --git a/reactos/dll/directx/wine/wined3d/device.c b/reactos/dll/directx/wine/wined3d/device.c index 0cb539b7b47..836ad3bee4c 100644 --- a/reactos/dll/directx/wine/wined3d/device.c +++ b/reactos/dll/directx/wine/wined3d/device.c @@ -52,7 +52,7 @@ const WINED3DLIGHT WINED3D_default_light = { }; /* static function declarations */ -static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource); +static void IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource); /* helper macros */ #define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;} @@ -457,12 +457,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, object->num_contained_ps_consts_f = GL_LIMITS(pshader_constantsF); for (i = 0; i < MAX_CONST_B; ++i) { object->contained_ps_consts_b[i] = i; - object->changed.pixelShaderConstantsB[i] = TRUE; + object->changed.pixelShaderConstantsB |= (1 << i); } object->num_contained_ps_consts_b = MAX_CONST_B; for (i = 0; i < MAX_CONST_I; ++i) { object->contained_ps_consts_i[i] = i; - object->changed.pixelShaderConstantsI[i] = TRUE; + object->changed.pixelShaderConstantsI |= (1 << i); } object->num_contained_ps_consts_i = MAX_CONST_I; @@ -514,13 +514,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, } object->num_contained_vs_consts_f = GL_LIMITS(vshader_constantsF); for (i = 0; i < MAX_CONST_B; ++i) { - object->changed.vertexShaderConstantsB[i] = TRUE; object->contained_vs_consts_b[i] = i; + object->changed.vertexShaderConstantsB |= (1 << i); } object->num_contained_vs_consts_b = MAX_CONST_B; for (i = 0; i < MAX_CONST_I; ++i) { - object->changed.vertexShaderConstantsI[i] = TRUE; object->contained_vs_consts_i[i] = i; + object->changed.vertexShaderConstantsI |= (1 << i); } object->num_contained_vs_consts_i = MAX_CONST_I; for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) { @@ -587,7 +587,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, U IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */ unsigned int Size = 1; - const GlPixelFormatDesc *glDesc; + const struct GlPixelFormatDesc *glDesc; const StaticPixelFormatDesc *tableEntry = getFormatDescEntry(Format, &GLINFO_LOCATION, &glDesc); UINT mul_4w, mul_4h; TRACE("(%p) Create surface\n",This); @@ -759,7 +759,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, U HRESULT hr; unsigned int pow2Width; unsigned int pow2Height; - const GlPixelFormatDesc *glDesc; + const struct GlPixelFormatDesc *glDesc; getFormatDescEntry(Format, &GLINFO_LOCATION, &glDesc); TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage); @@ -779,11 +779,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, U object->height = Height; if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING) { - object->baseTexture.minMipLookup = &minMipLookup; - object->baseTexture.magLookup = &magLookup; + object->baseTexture.minMipLookup = minMipLookup; + object->baseTexture.magLookup = magLookup; } else { - object->baseTexture.minMipLookup = &minMipLookup_noFilter; - object->baseTexture.magLookup = &magLookup_noFilter; + object->baseTexture.minMipLookup = minMipLookup_noFilter; + object->baseTexture.magLookup = magLookup_noFilter; } /** Non-power2 support **/ @@ -821,7 +821,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, U object->baseTexture.pow2Matrix[15] = 1.0; object->target = GL_TEXTURE_2D; object->cond_np2 = TRUE; - object->baseTexture.minMipLookup = &minMipLookup_noFilter; + object->baseTexture.minMipLookup = minMipLookup_noFilter; } else if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE) && (Width != pow2Width || Height != pow2Height) && !((Format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX))) @@ -832,7 +832,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, U object->baseTexture.pow2Matrix[15] = 1.0; object->target = GL_TEXTURE_RECTANGLE_ARB; object->cond_np2 = TRUE; - object->baseTexture.minMipLookup = &minMipLookup_noFilter; + object->baseTexture.minMipLookup = minMipLookup_noFilter; } else { object->baseTexture.pow2Matrix[0] = (((float)Width) / ((float)pow2Width)); object->baseTexture.pow2Matrix[5] = (((float)Height) / ((float)pow2Height)); @@ -891,7 +891,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, U tmpW = max(1, tmpW >> 1); tmpH = max(1, tmpH >> 1); } - object->baseTexture.shader_conversion_group = glDesc->conversion_group; + object->baseTexture.shader_color_fixup = glDesc->color_fixup; TRACE("(%p) : Created texture %p\n", This, object); return WINED3D_OK; @@ -911,7 +911,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *ifa UINT tmpW; UINT tmpH; UINT tmpD; - const GlPixelFormatDesc *glDesc; + const struct GlPixelFormatDesc *glDesc; getFormatDescEntry(Format, &GLINFO_LOCATION, &glDesc); @@ -932,10 +932,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *ifa TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height, Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool)); - object->width = Width; - object->height = Height; - object->depth = Depth; - /* Is NP2 support for volumes needed? */ object->baseTexture.pow2Matrix[ 0] = 1.0; object->baseTexture.pow2Matrix[ 5] = 1.0; @@ -943,11 +939,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *ifa object->baseTexture.pow2Matrix[15] = 1.0; if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING) { - object->baseTexture.minMipLookup = &minMipLookup; - object->baseTexture.magLookup = &magLookup; + object->baseTexture.minMipLookup = minMipLookup; + object->baseTexture.magLookup = magLookup; } else { - object->baseTexture.minMipLookup = &minMipLookup_noFilter; - object->baseTexture.magLookup = &magLookup_noFilter; + object->baseTexture.minMipLookup = minMipLookup_noFilter; + object->baseTexture.magLookup = magLookup_noFilter; } /* Calculate levels for mip mapping */ @@ -1002,7 +998,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *ifa tmpH = max(1, tmpH >> 1); tmpD = max(1, tmpD >> 1); } - object->baseTexture.shader_conversion_group = glDesc->conversion_group; + object->baseTexture.shader_color_fixup = glDesc->color_fixup; *ppVolumeTexture = (IWineD3DVolumeTexture *) object; TRACE("(%p) : Created volume texture %p\n", This, object); @@ -1057,7 +1053,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface UINT tmpW; HRESULT hr; unsigned int pow2EdgeLength; - const GlPixelFormatDesc *glDesc; + const struct GlPixelFormatDesc *glDesc; getFormatDescEntry(Format, &GLINFO_LOCATION, &glDesc); /* TODO: It should only be possible to create textures for formats @@ -1081,8 +1077,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface pow2EdgeLength = 1; while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1; - object->edgeLength = EdgeLength; - if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) { /* Precalculated scaling for 'faked' non power of two texture coords */ object->baseTexture.pow2Matrix[ 0] = 1.0; @@ -1098,11 +1092,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface } if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING) { - object->baseTexture.minMipLookup = &minMipLookup; - object->baseTexture.magLookup = &magLookup; + object->baseTexture.minMipLookup = minMipLookup; + object->baseTexture.magLookup = magLookup; } else { - object->baseTexture.minMipLookup = &minMipLookup_noFilter; - object->baseTexture.magLookup = &magLookup_noFilter; + object->baseTexture.minMipLookup = minMipLookup_noFilter; + object->baseTexture.magLookup = magLookup_noFilter; } /* Calculate levels for mip mapping */ @@ -1174,7 +1168,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface } tmpW = max(1, tmpW >> 1); } - object->baseTexture.shader_conversion_group = glDesc->conversion_group; + object->baseTexture.shader_color_fixup = glDesc->color_fixup; TRACE("(%p) : Created Cube Texture %p\n", This, object); *ppCubeTexture = (IWineD3DCubeTexture *) object; @@ -1243,13 +1237,19 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINE if(GL_SUPPORT(ARB_OCCLUSION_QUERY)) { TRACE("(%p) Allocating data for an occlusion query\n", This); + + ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); + ENTER_GL(); GL_EXTCALL(glGenQueriesARB(1, &((WineQueryOcclusionData *)(object->extendedData))->queryId)); + LEAVE_GL(); break; } case WINED3DQUERYTYPE_EVENT: object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryEventData)); ((WineQueryEventData *)(object->extendedData))->ctx = This->activeContext; + ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); + ENTER_GL(); if(GL_SUPPORT(APPLE_FENCE)) { GL_EXTCALL(glGenFencesAPPLE(1, &((WineQueryEventData *)(object->extendedData))->fenceId)); checkGLcall("glGenFencesAPPLE"); @@ -1257,6 +1257,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINE GL_EXTCALL(glGenFencesNV(1, &((WineQueryEventData *)(object->extendedData))->fenceId)); checkGLcall("glGenFencesNV"); } + LEAVE_GL(); break; case WINED3DQUERYTYPE_VCACHE: @@ -1311,7 +1312,7 @@ static LONG fullscreen_exStyle(LONG orig_exStyle) { return exStyle; } -static void WINAPI IWineD3DDeviceImpl_SetupFullscreenWindow(IWineD3DDevice *iface, HWND window, UINT w, UINT h) { +static void IWineD3DDeviceImpl_SetupFullscreenWindow(IWineD3DDevice *iface, HWND window, UINT w, UINT h) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; LONG style, exStyle; @@ -1355,7 +1356,7 @@ static void WINAPI IWineD3DDeviceImpl_SetupFullscreenWindow(IWineD3DDevice *ifac * window: Window to setup * *****************************************************************************/ -static void WINAPI IWineD3DDeviceImpl_RestoreWindow(IWineD3DDevice *iface, HWND window) { +static void IWineD3DDeviceImpl_RestoreWindow(IWineD3DDevice *iface, HWND window) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; LONG style, exStyle; @@ -1934,7 +1935,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface return hr; } -static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags, PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent) { +static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags, + const PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent) +{ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; IWineD3DPaletteImpl *object; HRESULT hr; @@ -2478,7 +2481,8 @@ static void WINAPI IWineD3DDeviceImpl_SetMultithreaded(IWineD3DDevice *iface) { return; } -static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) { +static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, + const WINED3DDISPLAYMODE* pMode) { DEVMODEW devmode; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; LONG ret; @@ -2772,7 +2776,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WIN } static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) { - WINED3DMATRIX *mat = NULL; + const WINED3DMATRIX *mat = NULL; WINED3DMATRIX temp; /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code @@ -3541,7 +3545,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB( TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false"); for (i = start; i < cnt + start; ++i) { - This->updateStateBlock->changed.vertexShaderConstantsB[i] = TRUE; + This->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i); } IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT); @@ -3589,7 +3593,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI( srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]); for (i = start; i < cnt + start; ++i) { - This->updateStateBlock->changed.vertexShaderConstantsI[i] = TRUE; + This->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i); } IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT); @@ -3806,7 +3810,8 @@ static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) { } static void device_map_psamplers(IWineD3DDeviceImpl *This) { - DWORD *sampler_tokens = ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.reg_maps.samplers; + const DWORD *sampler_tokens = + ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.reg_maps.samplers; int i; for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) { @@ -3820,7 +3825,9 @@ static void device_map_psamplers(IWineD3DDeviceImpl *This) { } } -static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, DWORD *pshader_sampler_tokens, DWORD *vshader_sampler_tokens, int unit) { +static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, const DWORD *pshader_sampler_tokens, + const DWORD *vshader_sampler_tokens, int unit) +{ int current_mapping = This->rev_tex_unit_map[unit]; if (current_mapping == -1) { @@ -3845,8 +3852,9 @@ static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, DWORD *pshader_sam } static void device_map_vsamplers(IWineD3DDeviceImpl *This, BOOL ps) { - DWORD *vshader_sampler_tokens = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.reg_maps.samplers; - DWORD *pshader_sampler_tokens = NULL; + const DWORD *vshader_sampler_tokens = + ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.reg_maps.samplers; + const DWORD *pshader_sampler_tokens = NULL; int start = GL_LIMITS(combined_samplers) - 1; int i; @@ -3854,7 +3862,7 @@ static void device_map_vsamplers(IWineD3DDeviceImpl *This, BOOL ps) { IWineD3DPixelShaderImpl *pshader = (IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader; /* Make sure the shader's reg_maps are up to date. This is only relevant for 1.x pixelshaders. */ - IWineD3DPixelShader_CompileShader((IWineD3DPixelShader *)pshader); + IWineD3DPixelShader_UpdateSamplers((IWineD3DPixelShader *)pshader); pshader_sampler_tokens = pshader->baseShader.reg_maps.samplers; } @@ -3970,7 +3978,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB( TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false"); for (i = start; i < cnt + start; ++i) { - This->updateStateBlock->changed.pixelShaderConstantsB[i] = TRUE; + This->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i); } IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT); @@ -4018,7 +4026,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI( srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]); for (i = start; i < cnt + start; ++i) { - This->updateStateBlock->changed.pixelShaderConstantsI[i] = TRUE; + This->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i); } IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT); @@ -4140,8 +4148,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF( } #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size) -static HRESULT -process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, WineDirect3DVertexStridedData *lpStrideData, IWineD3DVertexBufferImpl *dest, DWORD dwFlags) { +static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, + const WineDirect3DVertexStridedData *lpStrideData, IWineD3DVertexBufferImpl *dest, DWORD dwFlags) +{ char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL; unsigned int i; DWORD DestFVF = dest->fvf; @@ -4173,7 +4182,7 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo return E_OUTOFMEMORY; } if(dest->vbo) { - void *src; + const void *src; GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo)); checkGLcall("glBindBufferARB"); src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB)); @@ -4274,8 +4283,8 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) || ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) { /* The position first */ - float *p = - (float *) (((char *) lpStrideData->u.s.position.lpData) + i * lpStrideData->u.s.position.dwStride); + const float *p = + (const float *)(lpStrideData->u.s.position.lpData + i * lpStrideData->u.s.position.dwStride); float x, y, z, rhw; TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]); @@ -4390,8 +4399,8 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo if(dest_conv) dest_conv += sizeof(DWORD); } if (DestFVF & WINED3DFVF_NORMAL) { - float *normal = - (float *) (((float *) lpStrideData->u.s.normal.lpData) + i * lpStrideData->u.s.normal.dwStride); + const float *normal = + (const float *)(lpStrideData->u.s.normal.lpData + i * lpStrideData->u.s.normal.dwStride); /* AFAIK this should go into the lighting information */ FIXME("Didn't expect the destination to have a normal\n"); copy_and_next(dest_ptr, normal, 3 * sizeof(float)); @@ -4401,8 +4410,8 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo } if (DestFVF & WINED3DFVF_DIFFUSE) { - DWORD *color_d = - (DWORD *) (((char *) lpStrideData->u.s.diffuse.lpData) + i * lpStrideData->u.s.diffuse.dwStride); + const DWORD *color_d = + (const DWORD *)(lpStrideData->u.s.diffuse.lpData + i * lpStrideData->u.s.diffuse.dwStride); if(!color_d) { static BOOL warned = FALSE; @@ -4432,8 +4441,8 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo if (DestFVF & WINED3DFVF_SPECULAR) { /* What's the color value in the feedback buffer? */ - DWORD *color_s = - (DWORD *) (((char *) lpStrideData->u.s.specular.lpData) + i * lpStrideData->u.s.specular.dwStride); + const DWORD *color_s = + (const DWORD *)(lpStrideData->u.s.specular.lpData + i * lpStrideData->u.s.specular.dwStride); if(!color_s) { static BOOL warned = FALSE; @@ -4462,8 +4471,8 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo } for (tex_index = 0; tex_index < numTextures; tex_index++) { - float *tex_coord = - (float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) + + const float *tex_coord = + (const float *)(lpStrideData->u.s.texCoords[tex_index].lpData + i * lpStrideData->u.s.texCoords[tex_index].dwStride); if(!tex_coord) { ERR("No source texture, but destination requests one\n"); @@ -4901,25 +4910,29 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IW } } for(i = 0; i < MAX_CONST_I; i++) { - if(object->changed.vertexShaderConstantsI[i]) { + if (object->changed.vertexShaderConstantsI & (1 << i)) + { object->contained_vs_consts_i[object->num_contained_vs_consts_i] = i; object->num_contained_vs_consts_i++; } } for(i = 0; i < MAX_CONST_B; i++) { - if(object->changed.vertexShaderConstantsB[i]) { + if (object->changed.vertexShaderConstantsB & (1 << i)) + { object->contained_vs_consts_b[object->num_contained_vs_consts_b] = i; object->num_contained_vs_consts_b++; } } for(i = 0; i < MAX_CONST_I; i++) { - if(object->changed.pixelShaderConstantsI[i]) { + if (object->changed.pixelShaderConstantsI & (1 << i)) + { object->contained_ps_consts_i[object->num_contained_ps_consts_i] = i; object->num_contained_ps_consts_i++; } } for(i = 0; i < MAX_CONST_B; i++) { - if(object->changed.pixelShaderConstantsB[i]) { + if (object->changed.pixelShaderConstantsB & (1 << i)) + { object->contained_ps_consts_b[object->num_contained_ps_consts_b] = i; object->num_contained_ps_consts_b++; } @@ -5018,7 +5031,7 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfa unsigned int i; WINED3DRECT curRect; RECT vp_rect; - WINED3DVIEWPORT *vp = &This->stateBlock->viewport; + const WINED3DVIEWPORT *vp = &This->stateBlock->viewport; UINT drawable_width, drawable_height; IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *) This->stencilBufferTarget; IWineD3DSwapChainImpl *swapchain = NULL; @@ -5131,7 +5144,7 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfa /* Now process each rect in turn */ for (i = 0; i < Count; i++) { /* Note gl uses lower left, width/height */ - IntersectRect((RECT *) &curRect, &vp_rect, (RECT *) &pRects[i]); + IntersectRect((RECT *)&curRect, &vp_rect, (const RECT *)&pRects[i]); if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) { IntersectRect((RECT *) &curRect, (RECT *) &curRect, &This->stateBlock->scissorRect); } @@ -5399,7 +5412,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice * return WINED3D_OK; } -static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) { +static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided(IWineD3DDevice *iface, + WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, + const WineDirect3DVertexStridedData *DrawPrimStrideData) +{ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; /* Mark the state dirty until we have nicer tracking @@ -5415,7 +5431,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *i return WINED3D_OK; } -static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData, UINT NumVertices, CONST void *pIndexData, WINED3DFORMAT IndexDataFormat) { +static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided(IWineD3DDevice *iface, + WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, + const WineDirect3DVertexStridedData *DrawPrimStrideData, UINT NumVertices, const void *pIndexData, + WINED3DFORMAT IndexDataFormat) +{ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; DWORD idxSize = (IndexDataFormat == WINED3DFMT_INDEX32 ? 4 : 2); @@ -5607,7 +5627,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *if static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DBaseTextureImpl *texture; - const GlPixelFormatDesc *gl_info; + const struct GlPixelFormatDesc *gl_info; DWORD i; TRACE("(%p) : %p\n", This, pNumPasses); @@ -5759,10 +5779,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevi static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; - static BOOL showFixmes = TRUE; - if (showFixmes) { + static BOOL warned; + if (!warned) + { FIXME("(%p) : stub\n", This); - showFixmes = FALSE; + warned = TRUE; } This->softwareVertexProcessing = bSoftware; @@ -5772,10 +5793,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DD static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; - static BOOL showFixmes = TRUE; - if (showFixmes) { + static BOOL warned; + if (!warned) + { FIXME("(%p) : stub\n", This); - showFixmes = FALSE; + warned = TRUE; } return This->softwareVertexProcessing; } @@ -5801,11 +5823,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; - static BOOL showfixmes = TRUE; + static BOOL warned; if(nSegments != 0.0f) { - if( showfixmes) { + if (!warned) + { FIXME("(%p) : stub nSegments(%f)\n", This, nSegments); - showfixmes = FALSE; + warned = TRUE; } } return WINED3D_OK; @@ -5813,10 +5836,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; - static BOOL showfixmes = TRUE; - if( showfixmes) { + static BOOL warned; + if (!warned) + { FIXME("(%p) : stub returning(%f)\n", This, 0.0f); - showfixmes = FALSE; + warned = TRUE; } return 0.0f; } @@ -5875,7 +5899,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, return IWineD3DSurface_BltFast(pDestinationSurface, pDestPoint ? pDestPoint->x : 0, pDestPoint ? pDestPoint->y : 0, - pSourceSurface, (RECT *) pSourceRect, 0); + pSourceSurface, pSourceRect, 0); } if (destFormat == WINED3DFMT_UNKNOWN) { @@ -6319,7 +6343,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD memset(&BltFx, 0, sizeof(BltFx)); BltFx.dwSize = sizeof(BltFx); BltFx.u5.dwFillColor = argb_to_fmt(color, surface->resource.format); - return IWineD3DSurface_Blt(pSurface, (RECT *) pRect, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_NONE); + return IWineD3DSurface_Blt(pSurface, (const RECT *)pRect, NULL, NULL, + WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_NONE); } } @@ -6443,7 +6468,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice } void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect, - IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) { + IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) +{ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; GLbitfield mask = GL_COLOR_BUFFER_BIT; /* TODO: Support blitting depth/stencil surfaces */ IWineD3DSwapChain *src_swapchain, *dst_swapchain; @@ -6736,7 +6762,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i This->cursorHeight = pSur->currentDesc.Height; if (SUCCEEDED(IWineD3DSurface_LockRect(pCursorBitmap, &rect, NULL, WINED3DLOCK_READONLY))) { - const GlPixelFormatDesc *glDesc; + const struct GlPixelFormatDesc *glDesc; const StaticPixelFormatDesc *tableEntry = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &GLINFO_LOCATION, &glDesc); char *mem, *bits = (char *)rect.pBits; GLint intfmt = glDesc->glInternal; @@ -6914,7 +6940,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* return WINED3D_OK; } -static void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) { +static void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, const WINED3DPRESENT_PARAMETERS* pPresentationParameters) +{ IWineD3DDeviceImpl *This = surface->resource.wineD3DDevice; /* for GL_SUPPORT */ /* Reallocate proper memory for the front and back buffer and adjust their sizes */ @@ -6977,7 +7004,8 @@ static HRESULT WINAPI reset_unload_resources(IWineD3DResource *resource, void *d return S_OK; } -static BOOL is_display_mode_supported(IWineD3DDeviceImpl *This, WINED3DPRESENT_PARAMETERS *pp) { +static BOOL is_display_mode_supported(IWineD3DDeviceImpl *This, const WINED3DPRESENT_PARAMETERS *pp) +{ UINT i, count; WINED3DDISPLAYMODE m; HRESULT hr; @@ -7291,7 +7319,7 @@ static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT TRACE("Relaying to swapchain\n"); if (IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain) == WINED3D_OK) { - IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (WINED3DGAMMARAMP *)pRamp); + IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, pRamp); IWineD3DSwapChain_Release(swapchain); } return; @@ -7318,14 +7346,14 @@ static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT i * any handles to other resource held by the caller must be closed * (e.g. a texture should release all held surfaces because telling the device that it's been released.) *****************************************************/ -static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){ +static void IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; TRACE("(%p) : Adding Resource %p\n", This, resource); list_add_head(&This->resources, &((IWineD3DResourceImpl *) resource)->resource.resource_list_entry); } -static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){ +static void IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; TRACE("(%p) : Removing resource %p\n", This, resource); diff --git a/reactos/dll/directx/wine/wined3d/directx.c b/reactos/dll/directx/wine/wined3d/directx.c index 4a1846a846d..253860fce4e 100644 --- a/reactos/dll/directx/wine/wined3d/directx.c +++ b/reactos/dll/directx/wine/wined3d/directx.c @@ -154,20 +154,30 @@ static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYP static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType); /* lookup tables */ -int minLookup[MAX_LOOKUPS]; -int maxLookup[MAX_LOOKUPS]; -DWORD *stateLookup[MAX_LOOKUPS]; - -DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1]; -DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = { - {GL_NEAREST, GL_NEAREST, GL_NEAREST}, - {GL_NEAREST, GL_NEAREST, GL_NEAREST}, - {GL_NEAREST, GL_NEAREST, GL_NEAREST}, - {GL_NEAREST, GL_NEAREST, GL_NEAREST}, +const int minLookup[MAX_LOOKUPS] = +{ + WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */ }; -DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1]; -DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = { +const int maxLookup[MAX_LOOKUPS] = +{ + WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */ +}; + +DWORD *stateLookup[MAX_LOOKUPS]; + +struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1]; +const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = +{ + {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, + {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, + {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, + {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, +}; + +GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1]; +const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = +{ GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST }; @@ -367,12 +377,8 @@ static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) { /* Set the shader type for this device, depending on the given capabilities, * the device type, and the user preferences in wined3d_settings */ -void select_shader_mode( - WineD3D_GL_Info *gl_info, - WINED3DDEVTYPE DeviceType, - int* ps_selected, - int* vs_selected) { - +static void select_shader_mode(const WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected) +{ if (wined3d_settings.vs_mode == VS_NONE) { *vs_selected = SHADER_NONE; } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) { @@ -450,7 +456,8 @@ static void select_shader_max_constants( **********************************************************/ #define GLINFO_LOCATION (*gl_info) -static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) { +static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info) +{ GLuint prog; BOOL ret = FALSE; const char *testcode = @@ -494,7 +501,7 @@ static DWORD ver_for_ext(GL_SupportedExt ext) return 0; } -BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) { +static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) { const char *GL_Extensions = NULL; const char *WGL_Extensions = NULL; const char *gl_string = NULL; @@ -1075,8 +1082,13 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) { * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx. */ if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) { + /* Geforce GTX - highend */ + if(strstr(gl_info->gl_renderer, "GTX 280")) { + gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280; + vidmem = 1024; + } /* Geforce9 - highend */ - if(strstr(gl_info->gl_renderer, "9800")) { + else if(strstr(gl_info->gl_renderer, "9800")) { gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT; vidmem = 512; } @@ -1336,11 +1348,7 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) { else gl_info->vidmem = WINE_DEFAULT_VIDMEM; - /* Load all the lookup tables - TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */ - minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP; - maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE; - + /* Load all the lookup tables */ for (i = 0; i < MAX_LOOKUPS; i++) { stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) ); } @@ -1363,19 +1371,21 @@ BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) { gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST; - minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR; - minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR; - minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR; - minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST; - minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST; - minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR; - minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR; - minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST; - minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR; - minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? - GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR; - minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR; - minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR; + minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR; + minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR; + minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR; + minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST; + minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST; + minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR; + minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR; + minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST; + minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR; + minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE] + = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR; + minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT] + = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR; + minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR] + = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR; /* TODO: config lookups */ @@ -1527,7 +1537,7 @@ static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapte if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */ DEVMODEW DevModeW; int ModeIdx = 0; - int i = 0; + UINT i = 0; int j = 0; ZeroMemory(&DevModeW, sizeof(DevModeW)); @@ -1665,6 +1675,18 @@ static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Ad *(pIdentifier->Revision) = 0; *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID; + if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE) + { + TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id); + *(pIdentifier->DeviceId) = wined3d_settings.pci_device_id; + } + + if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE) + { + TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id); + *(pIdentifier->VendorId) = wined3d_settings.pci_vendor_id; + } + if (Flags & WINED3DENUM_NO_WHQL_LEVEL) { *(pIdentifier->WHQLLevel) = 0; } else { @@ -1755,7 +1777,7 @@ static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT WINED3DFORMAT DepthStencilFormat) { IWineD3DImpl *This = (IWineD3DImpl *)iface; int nCfgs; - WineD3D_PixelFormat *cfgs; + const WineD3D_PixelFormat *cfgs; int it; WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n", @@ -1790,7 +1812,7 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, U BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) { IWineD3DImpl *This = (IWineD3DImpl *)iface; - const GlPixelFormatDesc *glDesc; + const struct GlPixelFormatDesc *glDesc; const StaticPixelFormatDesc *desc; TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n", @@ -1823,7 +1845,7 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, U if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) { int i, nCfgs; - WineD3D_PixelFormat *cfgs; + const WineD3D_PixelFormat *cfgs; cfgs = Adapters[Adapter].cfgs; nCfgs = Adapters[Adapter].nCfgs; @@ -1844,7 +1866,7 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, U else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) { short redSize, greenSize, blueSize, alphaSize, colorBits; int i, nCfgs; - WineD3D_PixelFormat *cfgs; + const WineD3D_PixelFormat *cfgs; if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) { ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat); @@ -1965,7 +1987,7 @@ static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat) { const struct fragment_pipeline *fp; - const GlPixelFormatDesc *glDesc; + const struct GlPixelFormatDesc *glDesc; switch(CheckFormat) { case WINED3DFMT_V8U8: @@ -1973,24 +1995,18 @@ static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINE case WINED3DFMT_L6V5U5: case WINED3DFMT_X8L8V8U8: case WINED3DFMT_Q8W8V8U8: + /* Ask the fixed function pipeline implementation if it can deal + * with the conversion. If we've got a GL extension giving native + * support this will be an identity conversion. */ getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc); - if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) { - /* We have a GL extension giving native support */ - TRACE_(d3d_caps)("[OK]\n"); - return TRUE; - } - - /* No native support: Ask the fixed function pipeline implementation if it - * can deal with the conversion - */ fp = select_fragment_implementation(Adapter, DeviceType); - if(fp->conv_supported(CheckFormat)) { + if (fp->color_fixup_supported(glDesc->color_fixup)) + { TRACE_(d3d_caps)("[OK]\n"); return TRUE; - } else { - TRACE_(d3d_caps)("[FAILED]\n"); - return FALSE; } + TRACE_(d3d_caps)("[FAILED]\n"); + return FALSE; default: TRACE_(d3d_caps)("[FAILED]\n"); @@ -2002,7 +2018,7 @@ static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINE static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat) { int it=0; - const GlPixelFormatDesc *glDesc; + const struct GlPixelFormatDesc *glDesc; const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc); /* Fail if we weren't able to get a description of the format */ @@ -2028,7 +2044,7 @@ static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayForma static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat) { - const GlPixelFormatDesc *glDesc; + const struct GlPixelFormatDesc *glDesc; const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc); /* Fail if we weren't able to get a description of the format */ @@ -2046,7 +2062,7 @@ static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat) static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat) { UINT Adapter = 0; - const GlPixelFormatDesc *glDesc; + const struct GlPixelFormatDesc *glDesc; const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc); /* Fail if we weren't able to get a description of the format */ @@ -2153,7 +2169,7 @@ static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WI /* Check if a format support blending in combination with pixel shaders */ static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat) { - const GlPixelFormatDesc *glDesc; + const struct GlPixelFormatDesc *glDesc; const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc); /* Fail if we weren't able to get a description of the format */ @@ -2185,7 +2201,7 @@ static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINE { const shader_backend_t *shader_backend; const struct fragment_pipeline *fp; - const GlPixelFormatDesc *glDesc; + const struct GlPixelFormatDesc *glDesc; switch (CheckFormat) { @@ -2260,25 +2276,18 @@ static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINE case WINED3DFMT_L6V5U5: case WINED3DFMT_Q8W8V8U8: case WINED3DFMT_V16U16: - case WINED3DFMT_W11V11U10: + /* Ask the shader backend if it can deal with the conversion. If + * we've got a GL extension giving native support this will be an + * identity conversion. */ getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc); - if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) { - /* We have a GL extension giving native support */ - TRACE_(d3d_caps)("[OK]\n"); - return TRUE; - } - - /* No native support: Ask the fixed function pipeline implementation if it - * can deal with the conversion - */ shader_backend = select_shader_backend(Adapter, DeviceType); - if(shader_backend->shader_conv_supported(CheckFormat)) { + if (shader_backend->shader_color_fixup_supported(glDesc->color_fixup)) + { TRACE_(d3d_caps)("[OK]\n"); return TRUE; - } else { - TRACE_(d3d_caps)("[FAILED]\n"); - return FALSE; } + TRACE_(d3d_caps)("[FAILED]\n"); + return FALSE; case WINED3DFMT_DXT1: case WINED3DFMT_DXT2: @@ -2301,6 +2310,7 @@ static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINE case WINED3DFMT_INDEX32: case WINED3DFMT_Q16W16V16U16: case WINED3DFMT_A2W10V10U10: + case WINED3DFMT_W11V11U10: TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */ return FALSE; @@ -2383,10 +2393,12 @@ static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINE /* Vendor specific formats */ case WINED3DFMT_ATI2N: if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) { + getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc); shader_backend = select_shader_backend(Adapter, DeviceType); fp = select_fragment_implementation(Adapter, DeviceType); - if(shader_backend->shader_conv_supported(CheckFormat) && - fp->conv_supported(CheckFormat)) { + if (shader_backend->shader_color_fixup_supported(glDesc->color_fixup) + && fp->color_fixup_supported(glDesc->color_fixup)) + { TRACE_(d3d_caps)("[OK]\n"); return TRUE; } @@ -2419,6 +2431,7 @@ static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINE } static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType) { + const struct GlPixelFormatDesc *format_desc; const struct blit_shader *blitter; if(SurfaceType == SURFACE_GDI) { @@ -2455,8 +2468,10 @@ static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WI if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) return TRUE; /* If opengl can't process the format natively, the blitter may be able to convert it */ + getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &format_desc); blitter = select_blit_implementation(Adapter, DeviceType); - if(blitter->conv_supported(CheckFormat)) { + if (blitter->color_fixup_supported(format_desc->color_fixup)) + { TRACE_(d3d_caps)("[OK]\n"); return TRUE; } @@ -3726,7 +3741,8 @@ ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) { return IUnknown_Release(volumeParent); } -static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) { +static BOOL implementation_is_apple(const WineD3D_GL_Info *gl_info) +{ /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to * detect the Apple OpenGL implementation to apply some extension fixups afterwards. @@ -3848,6 +3864,7 @@ static const struct driver_version_information driver_version_table[] = { {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 }, {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 }, {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 }, + {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, 7, 15, 11, 7341 }, /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */ {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 }, @@ -3964,12 +3981,14 @@ static void fixup_extensions(WineD3D_GL_Info *gl_info) { } } -static void WINE_GLAPI invalid_func(void *data) { +static void WINE_GLAPI invalid_func(const void *data) +{ ERR("Invalid vertex attribute function called\n"); DebugBreak(); } -static void WINE_GLAPI invalid_texcoord_func(GLenum unit, void * data) { +static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data) +{ ERR("Invalid texcoord function called\n"); DebugBreak(); } @@ -3979,8 +3998,9 @@ static void WINE_GLAPI invalid_texcoord_func(GLenum unit, void * data) { /* Helper functions for providing vertex data to opengl. The arrays are initialized based on * the extension detection and are used in drawStridedSlow */ -static void WINE_GLAPI position_d3dcolor(void *data) { - DWORD pos = *((DWORD *) data); +static void WINE_GLAPI position_d3dcolor(const void *data) +{ + DWORD pos = *((const DWORD *)data); FIXME("Add a test for fixed function position from d3dcolor type\n"); glVertex4s(D3DCOLOR_B_R(pos), @@ -3988,8 +4008,10 @@ static void WINE_GLAPI position_d3dcolor(void *data) { D3DCOLOR_B_B(pos), D3DCOLOR_B_A(pos)); } -static void WINE_GLAPI position_float4(void *data) { - GLfloat *pos = (float *) data; + +static void WINE_GLAPI position_float4(const void *data) +{ + const GLfloat *pos = data; if (pos[3] < eps && pos[3] > -eps) glVertex3fv(pos); @@ -4000,8 +4022,9 @@ static void WINE_GLAPI position_float4(void *data) { } } -static void WINE_GLAPI diffuse_d3dcolor(void *data) { - DWORD diffuseColor = *((DWORD *) data); +static void WINE_GLAPI diffuse_d3dcolor(const void *data) +{ + DWORD diffuseColor = *((const DWORD *)data); glColor4ub(D3DCOLOR_B_R(diffuseColor), D3DCOLOR_B_G(diffuseColor), @@ -4009,148 +4032,152 @@ static void WINE_GLAPI diffuse_d3dcolor(void *data) { D3DCOLOR_B_A(diffuseColor)); } -static void WINE_GLAPI specular_d3dcolor(void *data) { - DWORD specularColor = *((DWORD *) data); +static void WINE_GLAPI specular_d3dcolor(const void *data) +{ + DWORD specularColor = *((const DWORD *)data); GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor), D3DCOLOR_B_G(specularColor), D3DCOLOR_B_B(specularColor)); } -static void WINE_GLAPI warn_no_specular_func(void *data) { + +static void WINE_GLAPI warn_no_specular_func(const void *data) +{ WARN("GL_EXT_secondary_color not supported\n"); } -void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) { - position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func; - position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func; - position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv; - position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4; - position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor; - position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func; - position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func; - position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv; - position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func; - position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func; - position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func; - position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func; - position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func; - position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func; - position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func; - position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func; - position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func; +static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info) +{ + position_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func; + position_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func; + position_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glVertex3fv; + position_funcs[WINED3DDECLTYPE_FLOAT4] = position_float4; + position_funcs[WINED3DDECLTYPE_D3DCOLOR] = position_d3dcolor; + position_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func; + position_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func; + position_funcs[WINED3DDECLTYPE_SHORT4] = (glAttribFunc)glVertex2sv; + position_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func; + position_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func; + position_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func; + position_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func; + position_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func; + position_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func; + position_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func; + position_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func; + position_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func; - diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func; - diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func; - diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv; - diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv; - diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor; - diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func; - diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func; - diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func; - diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv; - diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func; - diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv; - diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func; - diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv; - diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func; - diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func; - diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func; - diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func; + diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func; + diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func; + diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glColor3fv; + diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (glAttribFunc)glColor4fv; + diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = diffuse_d3dcolor; + diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func; + diffuse_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func; + diffuse_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func; + diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (glAttribFunc)glColor4ubv; + diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func; + diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (glAttribFunc)glColor4sv; + diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func; + diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (glAttribFunc)glColor4usv; + diffuse_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func; + diffuse_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func; + diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func; + diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func; /* No 4 component entry points here */ - specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func; - specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func; + specular_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func; + specular_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func; if(GL_SUPPORT(EXT_SECONDARY_COLOR)) { - specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT); + specular_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT); } else { - specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func; + specular_funcs[WINED3DDECLTYPE_FLOAT3] = warn_no_specular_func; } - specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func; + specular_funcs[WINED3DDECLTYPE_FLOAT4] = invalid_func; if(GL_SUPPORT(EXT_SECONDARY_COLOR)) { - specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor; + specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = specular_d3dcolor; } else { - specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func; + specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = warn_no_specular_func; } - specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func; - specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func; - specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func; - specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func; - specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func; - specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func; - specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func; - specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func; - specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func; - specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func; - specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func; - specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func; + specular_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func; + specular_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func; + specular_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func; + specular_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func; + specular_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func; + specular_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func; + specular_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func; + specular_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func; + specular_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func; + specular_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func; + specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func; + specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func; /* Only 3 component entry points here. Test how others behave. Float4 normals are used * by one of our tests, trying to pass it to the pixel shader, which fails on Windows. */ - normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func; - normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func; - normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv; - normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */ - normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func; - normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func; - normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func; - normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func; - normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func; - normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func; - normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func; - normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func; - normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func; - normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func; - normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func; - normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func; - normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func; + normal_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func; + normal_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func; + normal_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glNormal3fv; + normal_funcs[WINED3DDECLTYPE_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */ + normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = invalid_func; + normal_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func; + normal_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func; + normal_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func; + normal_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func; + normal_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func; + normal_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func; + normal_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func; + normal_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func; + normal_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func; + normal_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func; + normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func; + normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func; - multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) GL_EXTCALL(glMultiTexCoord1fvARB); - multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) GL_EXTCALL(glMultiTexCoord2fvARB); - multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glMultiTexCoord3fvARB); - multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) GL_EXTCALL(glMultiTexCoord4fvARB); - multi_texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_texcoord_func; - multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_texcoord_func; - multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (void *) GL_EXTCALL(glMultiTexCoord2svARB); - multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (void *) GL_EXTCALL(glMultiTexCoord4svARB); - multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_texcoord_func; - multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_texcoord_func; - multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_texcoord_func; - multi_texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_texcoord_func; - multi_texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_texcoord_func; - multi_texcoord_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_texcoord_func; - multi_texcoord_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_texcoord_func; + multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB); + multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB); + multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB); + multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB); + multi_texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = invalid_texcoord_func; + multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_texcoord_func; + multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB); + multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB); + multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_texcoord_func; + multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_texcoord_func; + multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_texcoord_func; + multi_texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_texcoord_func; + multi_texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_texcoord_func; + multi_texcoord_funcs[WINED3DDECLTYPE_UDEC3] = invalid_texcoord_func; + multi_texcoord_funcs[WINED3DDECLTYPE_DEC3N] = invalid_texcoord_func; if (GL_SUPPORT(NV_HALF_FLOAT)) { - multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) GL_EXTCALL(glMultiTexCoord2hvNV); - multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) GL_EXTCALL(glMultiTexCoord4hvNV); + multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV); + multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV); } else { - multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_texcoord_func; - multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_texcoord_func; + multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_texcoord_func; + multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_texcoord_func; } - texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) glTexCoord1fv; - texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) glTexCoord2fv; - texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glTexCoord3fv; - texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glTexCoord4fv; - texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func; - texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func; - texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (void *) glTexCoord2sv; - texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glTexCoord4sv; - texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func; - texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func; - texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func; - texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func; - texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func; - texcoord_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func; - texcoord_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func; + texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (glAttribFunc)glTexCoord1fv; + texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (glAttribFunc)glTexCoord2fv; + texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glTexCoord3fv; + texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (glAttribFunc)glTexCoord4fv; + texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = invalid_func; + texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func; + texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (glAttribFunc)glTexCoord2sv; + texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (glAttribFunc)glTexCoord4sv; + texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func; + texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func; + texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func; + texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func; + texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func; + texcoord_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func; + texcoord_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func; if (GL_SUPPORT(NV_HALF_FLOAT)) { - texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) GL_EXTCALL(glTexCoord2hvNV); - texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) GL_EXTCALL(glTexCoord4hvNV); + texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (glAttribFunc)GL_EXTCALL(glTexCoord2hvNV); + texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (glAttribFunc)GL_EXTCALL(glTexCoord4hvNV); } else { - texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func; - texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func; + texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func; + texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func; } } diff --git a/reactos/dll/directx/wine/wined3d/drawprim.c b/reactos/dll/directx/wine/wined3d/drawprim.c index 545bad1133c..7603103fb43 100644 --- a/reactos/dll/directx/wine/wined3d/drawprim.c +++ b/reactos/dll/directx/wine/wined3d/drawprim.c @@ -142,14 +142,14 @@ void primitiveDeclarationConvertToStridedData( /* We need to deal with frequency data!*/ - BYTE *data = NULL; + const BYTE *data = NULL; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl; - int i; - WINED3DVERTEXELEMENT *element; + unsigned int i; + const WINED3DVERTEXELEMENT *element; DWORD stride; DWORD numPreloadStreams = This->stateBlock->streamIsUP ? 0 : vertexDeclaration->num_streams; - DWORD *streams = vertexDeclaration->streams; + const DWORD *streams = vertexDeclaration->streams; /* Check for transformed vertices, disable vertex shader if present */ strided->u.s.position_transformed = vertexDeclaration->position_transformed; @@ -164,7 +164,7 @@ void primitiveDeclarationConvertToStridedData( unsigned int idx; element = vertexDeclaration->pDeclarationWine + i; - TRACE("%p Element %p (%d of %d)\n", vertexDeclaration->pDeclarationWine, + TRACE("%p Element %p (%u of %u)\n", vertexDeclaration->pDeclarationWine, element, i + 1, vertexDeclaration->declarationWNumElements - 1); if (This->stateBlock->streamSource[element->Stream] == NULL) @@ -286,21 +286,22 @@ static void drawStridedFast(IWineD3DDevice *iface,UINT numberOfVertices, GLenum * Slower GL version which extracts info about each vertex in turn */ -static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, - UINT NumVertexes, GLenum glPrimType, - const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) { - +static void drawStridedSlow(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd, UINT NumVertexes, + GLenum glPrimType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) +{ unsigned int textureNo = 0; const WORD *pIdxBufS = NULL; const DWORD *pIdxBufL = NULL; - LONG vx_index; + ULONG vx_index; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; - UINT *streamOffset = This->stateBlock->streamOffset; + const UINT *streamOffset = This->stateBlock->streamOffset; long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex; BOOL pixelShader = use_ps(This); - - BYTE *texCoords[WINED3DDP_MAXTEXCOORD]; - BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL; + BOOL specular_fog = FALSE; + UINT texture_stages = GL_LIMITS(texture_stages); + const BYTE *texCoords[WINED3DDP_MAXTEXCOORD]; + const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL; + DWORD tex_mask = 0; TRACE("Using slow vertex array code\n"); @@ -321,56 +322,92 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData return; } - /* Adding the stream offset once is cheaper than doing it every iteration. Do not modify the strided data, it is a pointer - * to the strided Data in the device and might be needed intact on the next draw - */ - for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) { - if(sd->u.s.texCoords[textureNo].lpData) { - texCoords[textureNo] = sd->u.s.texCoords[textureNo].lpData + streamOffset[sd->u.s.texCoords[textureNo].streamNo]; - } else { - texCoords[textureNo] = NULL; - } - } - if(sd->u.s.diffuse.lpData) { - diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo]; - } - if(sd->u.s.specular.lpData) { - specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo]; - } - if(sd->u.s.normal.lpData) { - normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo]; - } - if(sd->u.s.position.lpData) { - position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo]; - } - - if(FIXME_ON(d3d_draw)) { - if(specular && This->stateBlock->renderState[WINED3DRS_FOGENABLE] && - (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position_transformed )&& - This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) { - if(GL_SUPPORT(EXT_FOG_COORD) && sd->u.s.specular.dwType != WINED3DDECLTYPE_D3DCOLOR) { - FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd->u.s.specular.dwType)); - } - } - if(This->activeContext->num_untracked_materials && sd->u.s.diffuse.dwType != WINED3DDECLTYPE_D3DCOLOR) { - FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd->u.s.diffuse.dwType)); - } - } - /* Start drawing in GL */ VTRACE(("glBegin(%x)\n", glPrimType)); glBegin(glPrimType); - /* Default settings for data that is not passed */ - if (sd->u.s.normal.lpData == NULL) { - glNormal3f(0, 0, 0); + if (sd->u.s.position.lpData) position = sd->u.s.position.lpData + streamOffset[sd->u.s.position.streamNo]; + + if (sd->u.s.normal.lpData) normal = sd->u.s.normal.lpData + streamOffset[sd->u.s.normal.streamNo]; + else glNormal3f(0, 0, 0); + + if (sd->u.s.diffuse.lpData) diffuse = sd->u.s.diffuse.lpData + streamOffset[sd->u.s.diffuse.streamNo]; + else glColor4f(1.0f, 1.0f, 1.0f, 1.0f); + if (This->activeContext->num_untracked_materials && sd->u.s.diffuse.dwType != WINED3DDECLTYPE_D3DCOLOR) + FIXME("Implement diffuse color tracking from %s\n", debug_d3ddecltype(sd->u.s.diffuse.dwType)); + + if (sd->u.s.specular.lpData) + { + specular = sd->u.s.specular.lpData + streamOffset[sd->u.s.specular.streamNo]; + + /* special case where the fog density is stored in the specular alpha channel */ + if (This->stateBlock->renderState[WINED3DRS_FOGENABLE] + && (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE + || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4) + && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) + { + if (GL_SUPPORT(EXT_FOG_COORD)) + { + if (sd->u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR) specular_fog = TRUE; + else FIXME("Implement fog coordinates from %s\n", debug_d3ddecltype(sd->u.s.specular.dwType)); + } + else + { + static BOOL warned; + + if (!warned) + { + /* TODO: Use the fog table code from old ddraw */ + FIXME("Implement fog for transformed vertices in software\n"); + warned = TRUE; + } + } + } } - if(sd->u.s.diffuse.lpData == NULL) { - glColor4f(1.0f, 1.0f, 1.0f, 1.0f); + else if (GL_SUPPORT(EXT_SECONDARY_COLOR)) + { + GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0); } - if(sd->u.s.specular.lpData == NULL) { - if (GL_SUPPORT(EXT_SECONDARY_COLOR)) { - GL_EXTCALL(glSecondaryColor3fEXT)(0, 0, 0); + + for (textureNo = 0; textureNo < texture_stages; ++textureNo) + { + int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX]; + int texture_idx = This->texUnitMap[textureNo]; + + if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) + { + FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n"); + continue; + } + + if (!pixelShader && !This->stateBlock->textures[textureNo]) continue; + + if (texture_idx == -1) continue; + + if (coordIdx > 7) + { + TRACE("tex: %d - Skip tex coords, as being system generated\n", textureNo); + continue; + } + else if (coordIdx < 0) + { + FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx); + continue; + } + + if(sd->u.s.texCoords[coordIdx].lpData) + { + texCoords[coordIdx] = + sd->u.s.texCoords[coordIdx].lpData + streamOffset[sd->u.s.texCoords[coordIdx].streamNo]; + tex_mask |= (1 << textureNo); + } + else + { + TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo); + if (GL_SUPPORT(ARB_MULTITEXTURE)) + GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1)); + else + glTexCoord4f(0, 0, 0, 1); } } @@ -380,6 +417,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData /* For each primitive */ for (vx_index = 0; vx_index < NumVertexes; ++vx_index) { + UINT texture, tmp_tex_mask; /* Blending data and Point sizes are not supported by this function. They are not supported by the fixed * function pipeline at all. A Fixme for them is printed after decoding the vertex declaration */ @@ -389,63 +427,43 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData /* Indexed so work out the number of strides to skip */ if (idxSize == 2) { - VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufS[startIdx+vx_index])); + VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufS[startIdx+vx_index])); SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex; } else { - VTRACE(("Idx for vertex %d = %d\n", vx_index, pIdxBufL[startIdx+vx_index])); + VTRACE(("Idx for vertex %u = %u\n", vx_index, pIdxBufL[startIdx+vx_index])); SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex; } } - /* Texture coords --------------------------- */ - for (textureNo = 0; textureNo < GL_LIMITS(texture_stages); ++textureNo) { + tmp_tex_mask = tex_mask; + for (texture = 0; tmp_tex_mask; tmp_tex_mask >>= 1, ++texture) + { + int coord_idx; + const void *ptr; - if (!GL_SUPPORT(ARB_MULTITEXTURE) && textureNo > 0) { - FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n"); - continue ; + if (!(tmp_tex_mask & 1)) continue; + + coord_idx = This->stateBlock->textureState[texture][WINED3DTSS_TEXCOORDINDEX]; + ptr = texCoords[coord_idx] + (SkipnStrides * sd->u.s.texCoords[coord_idx].dwStride); + + if (GL_SUPPORT(ARB_MULTITEXTURE)) + { + int texture_idx = This->texUnitMap[texture]; + multi_texcoord_funcs[sd->u.s.texCoords[coord_idx].dwType](GL_TEXTURE0_ARB + texture_idx, ptr); } - - /* Query tex coords */ - if (This->stateBlock->textures[textureNo] != NULL || pixelShader) { - int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX]; - int texture_idx = This->texUnitMap[textureNo]; - void *ptrToCoords; - - if (coordIdx > 7) { - VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo)); - continue; - } else if (coordIdx < 0) { - FIXME("tex: %d - Coord index %d is less than zero, expect a crash.\n", textureNo, coordIdx); - continue; - } - - if (texture_idx == -1) continue; - - if (texCoords[coordIdx] == NULL) { - TRACE("tex: %d - Skipping tex coords, as no data supplied\n", textureNo); - if (GL_SUPPORT(ARB_MULTITEXTURE)) { - GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + texture_idx, 0, 0, 0, 1)); - } else { - glTexCoord4f(0, 0, 0, 1); - } - continue; - } - - ptrToCoords = texCoords[coordIdx] + (SkipnStrides * sd->u.s.texCoords[coordIdx].dwStride); - if (GL_SUPPORT(ARB_MULTITEXTURE)) - multi_texcoord_funcs[sd->u.s.texCoords[coordIdx].dwType](GL_TEXTURE0_ARB + texture_idx, ptrToCoords); - else - texcoord_funcs[sd->u.s.texCoords[coordIdx].dwType](ptrToCoords); + else + { + texcoord_funcs[sd->u.s.texCoords[coord_idx].dwType](ptr); } - } /* End of textures */ + } /* Diffuse -------------------------------- */ if (diffuse) { - DWORD *ptrToCoords = (DWORD *)(diffuse + (SkipnStrides * sd->u.s.diffuse.dwStride)); + const void *ptrToCoords = diffuse + SkipnStrides * sd->u.s.diffuse.dwStride; - diffuse_funcs[sd->u.s.diffuse.dwType]((void *) ptrToCoords); + diffuse_funcs[sd->u.s.diffuse.dwType](ptrToCoords); if(This->activeContext->num_untracked_materials) { - DWORD diffuseColor = ptrToCoords[0]; + DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0]; unsigned char i; float color[4]; @@ -462,37 +480,26 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData /* Specular ------------------------------- */ if (specular) { - DWORD *ptrToCoords = (DWORD *)(specular + (SkipnStrides * sd->u.s.specular.dwStride)); + const void *ptrToCoords = specular + SkipnStrides * sd->u.s.specular.dwStride; - /* special case where the fog density is stored in the specular alpha channel */ - if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] && - (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&& - This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) { - if(GL_SUPPORT(EXT_FOG_COORD)) { - DWORD specularColor = ptrToCoords[0]; - GL_EXTCALL(glFogCoordfEXT(specularColor >> 24)); - } else { - static BOOL warned = FALSE; - if(!warned) { - /* TODO: Use the fog table code from old ddraw */ - FIXME("Implement fog for transformed vertices in software\n"); - warned = TRUE; - } - } + specular_funcs[sd->u.s.specular.dwType](ptrToCoords); + + if (specular_fog) + { + DWORD specularColor = *(const DWORD *)ptrToCoords; + GL_EXTCALL(glFogCoordfEXT(specularColor >> 24)); } - - specular_funcs[sd->u.s.specular.dwType]((void *) ptrToCoords); } /* Normal -------------------------------- */ if (normal != NULL) { - float *ptrToCoords = (float *)(normal + (SkipnStrides * sd->u.s.normal.dwStride)); + const void *ptrToCoords = normal + SkipnStrides * sd->u.s.normal.dwStride; normal_funcs[sd->u.s.normal.dwType](ptrToCoords); } /* Position -------------------------------- */ if (position) { - float *ptrToCoords = (float *)(position + (SkipnStrides * sd->u.s.position.dwStride)); + const void *ptrToCoords = position + SkipnStrides * sd->u.s.position.dwStride; position_funcs[sd->u.s.position.dwType](ptrToCoords); } @@ -509,16 +516,16 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData static inline void send_attribute(IWineD3DDeviceImpl *This, const DWORD type, const UINT index, const void *ptr) { switch(type) { case WINED3DDECLTYPE_FLOAT1: - GL_EXTCALL(glVertexAttrib1fvARB(index, (float *) ptr)); + GL_EXTCALL(glVertexAttrib1fvARB(index, (const float *)ptr)); break; case WINED3DDECLTYPE_FLOAT2: - GL_EXTCALL(glVertexAttrib2fvARB(index, (float *) ptr)); + GL_EXTCALL(glVertexAttrib2fvARB(index, (const float *)ptr)); break; case WINED3DDECLTYPE_FLOAT3: - GL_EXTCALL(glVertexAttrib3fvARB(index, (float *) ptr)); + GL_EXTCALL(glVertexAttrib3fvARB(index, (const float *)ptr)); break; case WINED3DDECLTYPE_FLOAT4: - GL_EXTCALL(glVertexAttrib4fvARB(index, (float *) ptr)); + GL_EXTCALL(glVertexAttrib4fvARB(index, (const float *)ptr)); break; case WINED3DDECLTYPE_UBYTE4: @@ -530,29 +537,29 @@ static inline void send_attribute(IWineD3DDeviceImpl *This, const DWORD type, co break; case WINED3DDECLTYPE_SHORT2: - GL_EXTCALL(glVertexAttrib4svARB(index, (GLshort *) ptr)); + GL_EXTCALL(glVertexAttrib4svARB(index, (const GLshort *)ptr)); break; case WINED3DDECLTYPE_SHORT4: - GL_EXTCALL(glVertexAttrib4svARB(index, (GLshort *) ptr)); + GL_EXTCALL(glVertexAttrib4svARB(index, (const GLshort *)ptr)); break; case WINED3DDECLTYPE_SHORT2N: { - GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1}; + GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1}; GL_EXTCALL(glVertexAttrib4NsvARB(index, s)); break; } case WINED3DDECLTYPE_USHORT2N: { - GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1}; + GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1}; GL_EXTCALL(glVertexAttrib4NusvARB(index, s)); break; } case WINED3DDECLTYPE_SHORT4N: - GL_EXTCALL(glVertexAttrib4NsvARB(index, (GLshort *) ptr)); + GL_EXTCALL(glVertexAttrib4NsvARB(index, (const GLshort *)ptr)); break; case WINED3DDECLTYPE_USHORT4N: - GL_EXTCALL(glVertexAttrib4NusvARB(index, (GLushort *) ptr)); + GL_EXTCALL(glVertexAttrib4NusvARB(index, (const GLushort *)ptr)); break; case WINED3DDECLTYPE_UDEC3: @@ -569,21 +576,21 @@ static inline void send_attribute(IWineD3DDeviceImpl *This, const DWORD type, co * byte float according to the IEEE standard */ if (GL_SUPPORT(NV_HALF_FLOAT)) { - GL_EXTCALL(glVertexAttrib2hvNV(index, (GLhalfNV *)ptr)); + GL_EXTCALL(glVertexAttrib2hvNV(index, (const GLhalfNV *)ptr)); } else { - float x = float_16_to_32(((unsigned short *) ptr) + 0); - float y = float_16_to_32(((unsigned short *) ptr) + 1); + float x = float_16_to_32(((const unsigned short *)ptr) + 0); + float y = float_16_to_32(((const unsigned short *)ptr) + 1); GL_EXTCALL(glVertexAttrib2fARB(index, x, y)); } break; case WINED3DDECLTYPE_FLOAT16_4: if (GL_SUPPORT(NV_HALF_FLOAT)) { - GL_EXTCALL(glVertexAttrib4hvNV(index, (GLhalfNV *)ptr)); + GL_EXTCALL(glVertexAttrib4hvNV(index, (const GLhalfNV *)ptr)); } else { - float x = float_16_to_32(((unsigned short *) ptr) + 0); - float y = float_16_to_32(((unsigned short *) ptr) + 1); - float z = float_16_to_32(((unsigned short *) ptr) + 2); - float w = float_16_to_32(((unsigned short *) ptr) + 3); + float x = float_16_to_32(((const unsigned short *)ptr) + 0); + float y = float_16_to_32(((const unsigned short *)ptr) + 1); + float z = float_16_to_32(((const unsigned short *)ptr) + 2); + float w = float_16_to_32(((const unsigned short *)ptr) + 3); GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w)); } break; @@ -595,18 +602,17 @@ static inline void send_attribute(IWineD3DDeviceImpl *This, const DWORD type, co } } -static void drawStridedSlowVs(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices, - GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, - ULONG startVertex) { - +static void drawStridedSlowVs(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd, UINT numberOfVertices, + GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) +{ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex; const WORD *pIdxBufS = NULL; const DWORD *pIdxBufL = NULL; - LONG vx_index; + ULONG vx_index; int i; IWineD3DStateBlockImpl *stateblock = This->stateBlock; - BYTE *ptr; + const BYTE *ptr; if (idxSize != 0) { /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer. @@ -656,11 +662,12 @@ static void drawStridedSlowVs(IWineD3DDevice *iface, WineDirect3DVertexStridedDa glEnd(); } -static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices, - GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, - ULONG startIdx, ULONG startVertex) { - UINT numInstances = 0; - int numInstancedAttribs = 0, i, j; +static inline void drawStridedInstanced(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd, + UINT numberOfVertices, GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, + ULONG startIdx, ULONG startVertex) +{ + UINT numInstances = 0, i; + int numInstancedAttribs = 0, j; UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */]; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; IWineD3DStateBlockImpl *stateblock = This->stateBlock; @@ -704,7 +711,7 @@ static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVerte for(i = 0; i < numInstances; i++) { /* Specify the instanced attributes using immediate mode calls */ for(j = 0; j < numInstancedAttribs; j++) { - BYTE *ptr = sd->u.input[instancedData[j]].lpData + + const BYTE *ptr = sd->u.input[instancedData[j]].lpData + sd->u.input[instancedData[j]].dwStride * i + stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo]; if(sd->u.input[instancedData[j]].VBO) { @@ -823,7 +830,7 @@ void drawPrimitive(IWineD3DDevice *iface, IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DSurfaceImpl *target; - int i; + unsigned int i; if (NumPrimitives == 0) return; @@ -854,7 +861,7 @@ void drawPrimitive(IWineD3DDevice *iface, { GLenum glPrimType; BOOL emulation = FALSE; - WineDirect3DVertexStridedData *strided = &This->strided_streams; + const WineDirect3DVertexStridedData *strided = &This->strided_streams; WineDirect3DVertexStridedData stridedlcl; /* Ok, Work out which primitive is requested and how many vertexes that will be */ @@ -865,10 +872,10 @@ void drawPrimitive(IWineD3DDevice *iface, if(!use_vs(This)) { if(!This->strided_streams.u.s.position_transformed && This->activeContext->num_untracked_materials && This->stateBlock->renderState[WINED3DRS_LIGHTING]) { - static BOOL first = TRUE; - if(first) { + static BOOL warned; + if (!warned) { FIXME("Using software emulation because not all material properties could be tracked\n"); - first = FALSE; + warned = TRUE; } else { TRACE("Using software emulation because not all material properties could be tracked\n"); } @@ -878,10 +885,10 @@ void drawPrimitive(IWineD3DDevice *iface, /* Either write a pipeline replacement shader or convert the specular alpha from unsigned byte * to a float in the vertex buffer */ - static BOOL first = TRUE; - if(first) { + static BOOL warned; + if (!warned) { FIXME("Using software emulation because manual fog coordinates are provided\n"); - first = FALSE; + warned = TRUE; } else { TRACE("Using software emulation because manual fog coordinates are provided\n"); } @@ -898,10 +905,10 @@ void drawPrimitive(IWineD3DDevice *iface, if (This->useDrawStridedSlow || emulation) { /* Immediate mode drawing */ if(use_vs(This)) { - static BOOL first = TRUE; - if(first) { + static BOOL warned; + if (!warned) { FIXME("Using immediate mode with vertex shaders for half float emulation\n"); - first = FALSE; + warned = TRUE; } else { TRACE("Using immediate mode with vertex shaders for half float emulation\n"); } @@ -1005,8 +1012,8 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size; float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0; WineDirect3DVertexStridedData strided; - BYTE *data; - WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo; + const BYTE *data; + const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo; DWORD vtxStride; GLenum feedback_type; GLfloat *feedbuffer; @@ -1048,7 +1055,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, /* First, get the boundary cube of the input data */ for(j = 0; j < info->Height; j++) { for(i = 0; i < info->Width; i++) { - float *v = (float *) (data + vtxStride * i + vtxStride * info->Stride * j); + const float *v = (const float *)(data + vtxStride * i + vtxStride * info->Stride * j); if(fabs(v[0]) > max_x) max_x = fabs(v[0]); if(fabs(v[1]) > max_y) max_y = fabs(v[1]); if(fabs(v[2]) > max_z) max_z = fabs(v[2]); @@ -1085,11 +1092,11 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)"); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE)); if(patch->has_normals) { - float black[4] = {0, 0, 0, 0}; - float red[4] = {1, 0, 0, 0}; - float green[4] = {0, 1, 0, 0}; - float blue[4] = {0, 0, 1, 0}; - float white[4] = {1, 1, 1, 1}; + const GLfloat black[4] = {0, 0, 0, 0}; + const GLfloat red[4] = {1, 0, 0, 0}; + const GLfloat green[4] = {0, 1, 0, 0}; + const GLfloat blue[4] = {0, 0, 1, 0}; + const GLfloat white[4] = {1, 1, 1, 1}; glEnable(GL_LIGHTING); checkGLcall("glEnable(GL_LIGHTING)"); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black); @@ -1172,13 +1179,13 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, glMap2f(GL_MAP2_VERTEX_3, 0, 1, vtxStride / sizeof(float), info->Width, 0, 1, info->Stride * vtxStride / sizeof(float), info->Height, - (float *) data); + (const GLfloat *)data); checkGLcall("glMap2f"); if(patch->has_texcoords) { glMap2f(GL_MAP2_TEXTURE_COORD_4, 0, 1, vtxStride / sizeof(float), info->Width, 0, 1, info->Stride * vtxStride / sizeof(float), info->Height, - (float *) data); + (const GLfloat *)data); checkGLcall("glMap2f"); } glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0); @@ -1256,9 +1263,9 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, if(patch->has_normals) { /* Now do the same with reverse light directions */ - float x[4] = {-1, 0, 0, 0}; - float y[4] = { 0, -1, 0, 0}; - float z[4] = { 0, 0, -1, 0}; + const GLfloat x[4] = {-1, 0, 0, 0}; + const GLfloat y[4] = { 0, -1, 0, 0}; + const GLfloat z[4] = { 0, 0, -1, 0}; glLightfv(GL_LIGHT0, GL_POSITION, x); glLightfv(GL_LIGHT1, GL_POSITION, y); glLightfv(GL_LIGHT2, GL_POSITION, z); diff --git a/reactos/dll/directx/wine/wined3d/glsl_shader.c b/reactos/dll/directx/wine/wined3d/glsl_shader.c index bb9a8717cdc..4c1d2239a61 100644 --- a/reactos/dll/directx/wine/wined3d/glsl_shader.c +++ b/reactos/dll/directx/wine/wined3d/glsl_shader.c @@ -35,6 +35,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); WINE_DECLARE_DEBUG_CHANNEL(d3d_constants); WINE_DECLARE_DEBUG_CHANNEL(d3d_caps); +WINE_DECLARE_DEBUG_CHANNEL(d3d); #define GLINFO_LOCATION (*gl_info) @@ -56,42 +57,43 @@ typedef struct { /* GLSL shader private data */ struct shader_glsl_priv { struct hash_table_t *glsl_program_lookup; - struct glsl_shader_prog_link *glsl_program; + const struct glsl_shader_prog_link *glsl_program; GLhandleARB depth_blt_program[tex_type_count]; }; /* Struct to maintain data about a linked GLSL program */ struct glsl_shader_prog_link { - struct list vshader_entry; - struct list pshader_entry; - GLhandleARB programId; - GLhandleARB *vuniformF_locations; - GLhandleARB *puniformF_locations; - GLhandleARB vuniformI_locations[MAX_CONST_I]; - GLhandleARB puniformI_locations[MAX_CONST_I]; - GLhandleARB posFixup_location; - GLhandleARB bumpenvmat_location[MAX_TEXTURES]; - GLhandleARB luminancescale_location[MAX_TEXTURES]; - GLhandleARB luminanceoffset_location[MAX_TEXTURES]; - GLhandleARB srgb_comparison_location; - GLhandleARB srgb_mul_low_location; - GLhandleARB ycorrection_location; - GLenum vertex_color_clamp; - GLhandleARB vshader; - GLhandleARB pshader; + struct list vshader_entry; + struct list pshader_entry; + GLhandleARB programId; + GLhandleARB *vuniformF_locations; + GLhandleARB *puniformF_locations; + GLhandleARB vuniformI_locations[MAX_CONST_I]; + GLhandleARB puniformI_locations[MAX_CONST_I]; + GLhandleARB posFixup_location; + GLhandleARB bumpenvmat_location[MAX_TEXTURES]; + GLhandleARB luminancescale_location[MAX_TEXTURES]; + GLhandleARB luminanceoffset_location[MAX_TEXTURES]; + GLhandleARB ycorrection_location; + GLenum vertex_color_clamp; + GLhandleARB vshader; + IWineD3DPixelShader *pshader; + struct ps_compile_args ps_args; }; typedef struct { - GLhandleARB vshader; - GLhandleARB pshader; + GLhandleARB vshader; + IWineD3DPixelShader *pshader; + struct ps_compile_args ps_args; } glsl_program_key_t; /** Prints the GLSL info log which will contain error messages if they exist */ -static void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) { +static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj) +{ int infologLength = 0; char *infoLog; - int i; + unsigned int i; BOOL is_spam; const char *spam[] = { @@ -140,11 +142,8 @@ static void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) { /** * Loads (pixel shader) samplers */ -static void shader_glsl_load_psamplers( - WineD3D_GL_Info *gl_info, - IWineD3DStateBlock* iface, - GLhandleARB programId) { - +static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId) +{ IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface; GLhandleARB name_loc; int i; @@ -166,7 +165,8 @@ static void shader_glsl_load_psamplers( } } -static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBlock* iface, GLhandleARB programId) { +static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, IWineD3DStateBlock *iface, GLhandleARB programId) +{ IWineD3DStateBlockImpl* stateBlock = (IWineD3DStateBlockImpl*) iface; GLhandleARB name_loc; char sampler_name[20]; @@ -192,14 +192,15 @@ static void shader_glsl_load_vsamplers(WineD3D_GL_Info *gl_info, IWineD3DStateBl * Loads floating point constants (aka uniforms) into the currently set GLSL program. * When constant_list == NULL, it will load all the constants. */ -static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL_Info *gl_info, - unsigned int max_constants, float* constants, GLhandleARB *constant_locations, - struct list *constant_list) { - constants_entry *constant; - local_constant* lconst; +static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info, + unsigned int max_constants, const float *constants, const GLhandleARB *constant_locations, + const struct list *constant_list) +{ + const constants_entry *constant; + const local_constant *lconst; GLhandleARB tmp_loc; DWORD i, j, k; - DWORD *idx; + const DWORD *idx; if (TRACE_ON(d3d_shader)) { LIST_FOR_EACH_ENTRY(constant, constant_list, constants_entry, entry) { @@ -274,7 +275,7 @@ static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) { tmp_loc = constant_locations[lconst->idx]; if (tmp_loc != -1) { - GLfloat* values = (GLfloat*)lconst->value; + const GLfloat *values = (const GLfloat *)lconst->value; TRACE_(d3d_constants)("Loading local constants %i: %f, %f, %f, %f\n", lconst->idx, values[0], values[1], values[2], values[3]); } @@ -285,46 +286,37 @@ static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl* This, WineD3D_GL tmp_loc = constant_locations[lconst->idx]; if (tmp_loc != -1) { /* We found this uniform name in the program - go ahead and send the data */ - GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (GLfloat*)lconst->value)); + GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, (const GLfloat *)lconst->value)); } } checkGLcall("glUniform4fvARB()"); } -/** - * Loads integer constants (aka uniforms) into the currently set GLSL program. - * When @constants_set == NULL, it will load all the constants. - */ -static void shader_glsl_load_constantsI( - IWineD3DBaseShaderImpl* This, - WineD3D_GL_Info *gl_info, - GLhandleARB programId, - GLhandleARB locations[MAX_CONST_I], - unsigned max_constants, - int* constants, - BOOL* constants_set) { - - int i; +/* Loads integer constants (aka uniforms) into the currently set GLSL program. */ +static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info, + const GLhandleARB locations[MAX_CONST_I], const int *constants, WORD constants_set) +{ + unsigned int i; struct list* ptr; - for (i=0; i>= 1, ++i) + { + if (!(constants_set & 1)) continue; - TRACE_(d3d_constants)("Loading constants %i: %i, %i, %i, %i\n", - i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]); + TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n", + i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]); - /* We found this uniform name in the program - go ahead and send the data */ - GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4])); - checkGLcall("glUniform4ivARB"); - } + /* We found this uniform name in the program - go ahead and send the data */ + GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4])); + checkGLcall("glUniform4ivARB"); } /* Load immediate constants */ ptr = list_head(&This->baseShader.constantsI); while (ptr) { - local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry); + const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry); unsigned int idx = lconst->idx; - GLint* values = (GLint*) lconst->value; + const GLint *values = (const GLint *)lconst->value; TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx, values[0], values[1], values[2], values[3]); @@ -336,48 +328,43 @@ static void shader_glsl_load_constantsI( } } -/** - * Loads boolean constants (aka uniforms) into the currently set GLSL program. - * When @constants_set == NULL, it will load all the constants. - */ -static void shader_glsl_load_constantsB( - IWineD3DBaseShaderImpl* This, - WineD3D_GL_Info *gl_info, - GLhandleARB programId, - unsigned max_constants, - BOOL* constants, - BOOL* constants_set) { - +/* Loads boolean constants (aka uniforms) into the currently set GLSL program. */ +static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info, + GLhandleARB programId, const BOOL *constants, WORD constants_set) +{ GLhandleARB tmp_loc; - int i; + unsigned int i; char tmp_name[8]; char is_pshader = shader_is_pshader_version(This->baseShader.hex_version); const char* prefix = is_pshader? "PB":"VB"; struct list* ptr; - for (i=0; i>= 1, ++i) + { + if (!(constants_set & 1)) continue; - TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]); + TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]); - /* TODO: Benchmark and see if it would be beneficial to store the - * locations of the constants to avoid looking up each time */ - snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i); - tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name)); - if (tmp_loc != -1) { - /* We found this uniform name in the program - go ahead and send the data */ - GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i])); - checkGLcall("glUniform1ivARB"); - } + /* TODO: Benchmark and see if it would be beneficial to store the + * locations of the constants to avoid looking up each time */ + snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i); + tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name)); + if (tmp_loc != -1) + { + /* We found this uniform name in the program - go ahead and send the data */ + GL_EXTCALL(glUniform1ivARB(tmp_loc, 1, &constants[i])); + checkGLcall("glUniform1ivARB"); } } /* Load immediate constants */ ptr = list_head(&This->baseShader.constantsB); while (ptr) { - local_constant* lconst = LIST_ENTRY(ptr, struct local_constant, entry); + const struct local_constant *lconst = LIST_ENTRY(ptr, const struct local_constant, entry); unsigned int idx = lconst->idx; - GLint* values = (GLint*) lconst->value; + const GLint *values = (const GLint *)lconst->value; TRACE_(d3d_constants)("Loading local constants %i: %i\n", idx, values[0]); @@ -403,15 +390,15 @@ static void shader_glsl_load_constants( char useVertexShader) { IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) device; - struct shader_glsl_priv *priv = (struct shader_glsl_priv *)deviceImpl->shader_priv; + const struct shader_glsl_priv *priv = (struct shader_glsl_priv *)deviceImpl->shader_priv; IWineD3DStateBlockImpl* stateBlock = deviceImpl->stateBlock; - WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info; + const WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info; - GLhandleARB *constant_locations; - struct list *constant_list; + const GLhandleARB *constant_locations; + const struct list *constant_list; GLhandleARB programId; - struct glsl_shader_prog_link *prog = priv->glsl_program; - unsigned int i; + const struct glsl_shader_prog_link *prog = priv->glsl_program; + int i; if (!prog) { /* No GLSL program set - nothing to do. */ @@ -430,15 +417,12 @@ static void shader_glsl_load_constants( stateBlock->vertexShaderConstantF, constant_locations, constant_list); /* Load DirectX 9 integer constants/uniforms for vertex shader */ - shader_glsl_load_constantsI(vshader, gl_info, programId, - prog->vuniformI_locations, MAX_CONST_I, - stateBlock->vertexShaderConstantI, - stateBlock->changed.vertexShaderConstantsI); + shader_glsl_load_constantsI(vshader, gl_info, prog->vuniformI_locations, + stateBlock->vertexShaderConstantI, stateBlock->changed.vertexShaderConstantsI); /* Load DirectX 9 boolean constants/uniforms for vertex shader */ - shader_glsl_load_constantsB(vshader, gl_info, programId, MAX_CONST_B, - stateBlock->vertexShaderConstantB, - stateBlock->changed.vertexShaderConstantsB); + shader_glsl_load_constantsB(vshader, gl_info, programId, + stateBlock->vertexShaderConstantB, stateBlock->changed.vertexShaderConstantsB); /* Upload the position fixup params */ GL_EXTCALL(glUniform4fvARB(prog->posFixup_location, 1, &deviceImpl->posFixup[0])); @@ -457,15 +441,12 @@ static void shader_glsl_load_constants( stateBlock->pixelShaderConstantF, constant_locations, constant_list); /* Load DirectX 9 integer constants/uniforms for pixel shader */ - shader_glsl_load_constantsI(pshader, gl_info, programId, - prog->puniformI_locations, MAX_CONST_I, - stateBlock->pixelShaderConstantI, - stateBlock->changed.pixelShaderConstantsI); + shader_glsl_load_constantsI(pshader, gl_info, prog->puniformI_locations, + stateBlock->pixelShaderConstantI, stateBlock->changed.pixelShaderConstantsI); /* Load DirectX 9 boolean constants/uniforms for pixel shader */ - shader_glsl_load_constantsB(pshader, gl_info, programId, MAX_CONST_B, - stateBlock->pixelShaderConstantB, - stateBlock->changed.pixelShaderConstantsB); + shader_glsl_load_constantsB(pshader, gl_info, programId, + stateBlock->pixelShaderConstantB, stateBlock->changed.pixelShaderConstantsB); /* Upload the environment bump map matrix if needed. The needsbumpmat member specifies the texture stage to load the matrix from. * It can't be 0 for a valid texbem instruction. @@ -474,7 +455,7 @@ static void shader_glsl_load_constants( IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pshader; int stage = ps->luminanceconst[i].texunit; - float *data = (float *) &stateBlock->textureState[(int) ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00]; + const float *data = (const float *)&stateBlock->textureState[(int)ps->bumpenvmatconst[i].texunit][WINED3DTSS_BUMPENVMAT00]; GL_EXTCALL(glUniformMatrix2fvARB(prog->bumpenvmat_location[i], 1, 0, data)); checkGLcall("glUniformMatrix2fvARB"); @@ -482,8 +463,8 @@ static void shader_glsl_load_constants( * is set too, so we can check that in the needsbumpmat check */ if(ps->baseShader.reg_maps.luminanceparams[stage]) { - GLfloat *scale = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]; - GLfloat *offset = (GLfloat *) &stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]; + const GLfloat *scale = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLSCALE]; + const GLfloat *offset = (const GLfloat *)&stateBlock->textureState[stage][WINED3DTSS_BUMPENVLOFFSET]; GL_EXTCALL(glUniform1fvARB(prog->luminancescale_location[i], 1, scale)); checkGLcall("glUniform1fvARB"); @@ -492,28 +473,6 @@ static void shader_glsl_load_constants( } } - if(((IWineD3DPixelShaderImpl *) pshader)->srgb_enabled && - !((IWineD3DPixelShaderImpl *) pshader)->srgb_mode_hardcoded) { - float comparison[4]; - float mul_low[4]; - - if(stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) { - comparison[0] = srgb_cmp; comparison[1] = srgb_cmp; - comparison[2] = srgb_cmp; comparison[3] = srgb_cmp; - - mul_low[0] = srgb_mul_low; mul_low[1] = srgb_mul_low; - mul_low[2] = srgb_mul_low; mul_low[3] = srgb_mul_low; - } else { - comparison[0] = 1.0 / 0.0; comparison[1] = 1.0 / 0.0; - comparison[2] = 1.0 / 0.0; comparison[3] = 1.0 / 0.0; - - mul_low[0] = 1.0; mul_low[1] = 1.0; - mul_low[2] = 1.0; mul_low[3] = 1.0; - } - - GL_EXTCALL(glUniform4fvARB(prog->srgb_comparison_location, 1, comparison)); - GL_EXTCALL(glUniform4fvARB(prog->srgb_mul_low_location, 1, mul_low)); - } if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) { float correction_params[4]; if(deviceImpl->render_offscreen) { @@ -530,17 +489,13 @@ static void shader_glsl_load_constants( } /** Generate the variable & register declarations for the GLSL output target */ -static void shader_generate_glsl_declarations( - IWineD3DBaseShader *iface, - shader_reg_maps* reg_maps, - SHADER_BUFFER* buffer, - WineD3D_GL_Info* gl_info) { - +static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps, + SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info) +{ IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface; IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device; - int i; - unsigned int extra_constants_needed = 0; - local_constant* lconst; + unsigned int i, extra_constants_needed = 0; + const local_constant *lconst; /* There are some minor differences between pixel and vertex shaders */ char pshader = shader_is_pshader_version(This->baseShader.hex_version); @@ -608,27 +563,10 @@ static void shader_generate_glsl_declarations( } if(device->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) { - ps_impl->srgb_enabled = 1; - if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) { - shader_addline(buffer, "uniform vec4 srgb_mul_low;\n"); - shader_addline(buffer, "uniform vec4 srgb_comparison;\n"); - ps_impl->srgb_mode_hardcoded = 0; - extra_constants_needed++; - } else { - ps_impl->srgb_mode_hardcoded = 1; - shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n", - srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low); - shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n", - srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp); - } - } else { - IWineD3DPixelShaderImpl *ps_impl = (IWineD3DPixelShaderImpl *) This; - - /* Do not write any srgb fixup into the shader to save shader size and processing time. - * As a consequence, we can't toggle srgb write on without recompilation - */ - ps_impl->srgb_enabled = 0; - ps_impl->srgb_mode_hardcoded = 1; + shader_addline(buffer, "const vec4 srgb_mul_low = vec4(%f, %f, %f, %f);\n", + srgb_mul_low, srgb_mul_low, srgb_mul_low, srgb_mul_low); + shader_addline(buffer, "const vec4 srgb_comparison = vec4(%f, %f, %f, %f);\n", + srgb_cmp, srgb_cmp, srgb_cmp, srgb_cmp); } if(reg_maps->vpos || reg_maps->usesdsy) { if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) { @@ -772,7 +710,7 @@ static void shader_generate_glsl_declarations( ****************************************************************************/ /* Prototypes */ -static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param, +static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param, const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param); /** Used for opcode modifiers - They multiply the result by the specified amount */ @@ -854,13 +792,9 @@ static void shader_glsl_gen_modifier ( /** Writes the GLSL variable name that corresponds to the register that the * DX opcode parameter is trying to access */ -static void shader_glsl_get_register_name( - const DWORD param, - const DWORD addr_token, - char* regstr, - BOOL* is_color, - SHADER_OPCODE_ARG* arg) { - +static void shader_glsl_get_register_name(const DWORD param, const DWORD addr_token, + char *regstr, BOOL *is_color, const SHADER_OPCODE_ARG *arg) +{ /* oPos, oFog and oPts in D3D */ static const char * const hwrastout_reg_names[] = { "gl_Position", "gl_FogFragCoord", "gl_PointSize" }; @@ -868,7 +802,7 @@ static void shader_glsl_get_register_name( DWORD regtype = shader_get_regtype(param); IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; - WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info; + const WineD3D_GL_Info* gl_info = &deviceImpl->adapter->gl_info; char pshader = shader_is_pshader_version(This->baseShader.hex_version); char tmpStr[150]; @@ -1103,8 +1037,9 @@ static void shader_glsl_get_swizzle(const DWORD param, BOOL fixup, DWORD mask, c /* From a given parameter token, generate the corresponding GLSL string. * Also, return the actual register name and swizzle in case the * caller needs this information as well. */ -static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param, - const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param) { +static void shader_glsl_add_src_param(const SHADER_OPCODE_ARG *arg, const DWORD param, + const DWORD addr_token, DWORD mask, glsl_src_param_t *src_param) +{ BOOL is_color = FALSE; char swizzle_str[6]; @@ -1121,8 +1056,9 @@ static void shader_glsl_add_src_param(SHADER_OPCODE_ARG* arg, const DWORD param, /* From a given parameter token, generate the corresponding GLSL string. * Also, return the actual register name and swizzle in case the * caller needs this information as well. */ -static DWORD shader_glsl_add_dst_param(SHADER_OPCODE_ARG* arg, const DWORD param, - const DWORD addr_token, glsl_dst_param_t *dst_param) { +static DWORD shader_glsl_add_dst_param(const SHADER_OPCODE_ARG* arg, const DWORD param, + const DWORD addr_token, glsl_dst_param_t *dst_param) +{ BOOL is_color = FALSE; dst_param->mask_str[0] = '\0'; @@ -1133,7 +1069,8 @@ static DWORD shader_glsl_add_dst_param(SHADER_OPCODE_ARG* arg, const DWORD param } /* Append the destination part of the instruction to the buffer, return the effective write mask */ -static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg, const DWORD param) { +static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg, const DWORD param) +{ glsl_dst_param_t dst_param; DWORD mask; int shift; @@ -1149,13 +1086,14 @@ static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG } /* Append the destination part of the instruction to the buffer, return the effective write mask */ -static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg) { +static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const SHADER_OPCODE_ARG *arg) +{ return shader_glsl_append_dst_ext(buffer, arg, arg->dst); } /** Process GLSL instruction modifiers */ -void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) { - +void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG* arg) +{ DWORD mask = arg->dst & WINED3DSP_DSTMOD_MASK; if (arg->opcode->dst_token && mask != 0) { @@ -1225,197 +1163,111 @@ static void shader_glsl_get_sample_function(DWORD sampler_type, BOOL projected, } } -static void shader_glsl_color_correction(SHADER_OPCODE_ARG* arg) { - IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; - IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) shader->baseShader.device; - WineD3D_GL_Info *gl_info = &deviceImpl->adapter->gl_info; +static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name, + BOOL sign_fixup, enum fixup_channel_source channel_source) +{ + switch(channel_source) + { + case CHANNEL_SOURCE_ZERO: + strcat(arguments, "0.0"); + break; + + case CHANNEL_SOURCE_ONE: + strcat(arguments, "1.0"); + break; + + case CHANNEL_SOURCE_X: + strcat(arguments, reg_name); + strcat(arguments, ".x"); + break; + + case CHANNEL_SOURCE_Y: + strcat(arguments, reg_name); + strcat(arguments, ".y"); + break; + + case CHANNEL_SOURCE_Z: + strcat(arguments, reg_name); + strcat(arguments, ".z"); + break; + + case CHANNEL_SOURCE_W: + strcat(arguments, reg_name); + strcat(arguments, ".w"); + break; + + default: + FIXME("Unhandled channel source %#x\n", channel_source); + strcat(arguments, "undefined"); + break; + } + + if (sign_fixup) strcat(arguments, " * 2.0 - 1.0"); +} + +static void shader_glsl_color_correction(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup) +{ + unsigned int mask_size, remaining; glsl_dst_param_t dst_param; - glsl_dst_param_t dst_param2; - WINED3DFORMAT fmt; - WINED3DFORMAT conversion_group; - IWineD3DBaseTextureImpl *texture; - DWORD mask, mask_size; - UINT i; - BOOL recorded = FALSE; - DWORD sampler_idx; - DWORD hex_version = shader->baseShader.hex_version; + char arguments[256]; + DWORD mask; + BOOL dummy; - switch(arg->opcode->opcode) { - case WINED3DSIO_TEX: - if (hex_version < WINED3DPS_VERSION(2,0)) { - sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; - } else { - sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK; - } - break; + mask = 0; + if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0; + if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) mask |= WINED3DSP_WRITEMASK_1; + if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) mask |= WINED3DSP_WRITEMASK_2; + if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) mask |= WINED3DSP_WRITEMASK_3; + mask &= arg->dst; - case WINED3DSIO_TEXLDL: - FIXME("Add color fixup for vertex texture WINED3DSIO_TEXLDL\n"); - return; + if (!mask) return; /* Nothing to do */ - case WINED3DSIO_TEXDP3TEX: - case WINED3DSIO_TEXM3x3TEX: - case WINED3DSIO_TEXM3x3SPEC: - case WINED3DSIO_TEXM3x3VSPEC: - case WINED3DSIO_TEXBEM: - case WINED3DSIO_TEXREG2AR: - case WINED3DSIO_TEXREG2GB: - case WINED3DSIO_TEXREG2RGB: - sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; - break; - - default: - /* Not a texture sampling instruction, nothing to do */ - return; - }; - - texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler_idx]; - if(texture) { - fmt = texture->resource.format; - conversion_group = texture->baseTexture.shader_conversion_group; - } else { - fmt = WINED3DFMT_UNKNOWN; - conversion_group = WINED3DFMT_UNKNOWN; + if (is_yuv_fixup(fixup)) + { + enum yuv_fixup yuv_fixup = get_yuv_fixup(fixup); + FIXME("YUV fixup (%#x) not supported\n", yuv_fixup); + return; } - /* before doing anything, record the sampler with the format in the format conversion list, - * but check if it's not there already - */ - for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) { - if(shader->baseShader.sampled_samplers[i] == sampler_idx) { - recorded = TRUE; - break; - } + mask_size = shader_glsl_get_write_mask_size(mask); + + dst_param.mask_str[0] = '\0'; + shader_glsl_get_write_mask(mask, dst_param.mask_str); + + dst_param.reg_name[0] = '\0'; + shader_glsl_get_register_name(arg->dst, arg->dst_addr, dst_param.reg_name, &dummy, arg); + + arguments[0] = '\0'; + remaining = mask_size; + if (mask & WINED3DSP_WRITEMASK_0) + { + shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.x_sign_fixup, fixup.x_source); + if (--remaining) strcat(arguments, ", "); } - if(!recorded) { - shader->baseShader.sampled_samplers[shader->baseShader.num_sampled_samplers] = sampler_idx; - shader->baseShader.num_sampled_samplers++; - shader->baseShader.sampled_format[sampler_idx] = conversion_group; + if (mask & WINED3DSP_WRITEMASK_1) + { + shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.y_sign_fixup, fixup.y_source); + if (--remaining) strcat(arguments, ", "); + } + if (mask & WINED3DSP_WRITEMASK_2) + { + shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.z_sign_fixup, fixup.z_source); + if (--remaining) strcat(arguments, ", "); + } + if (mask & WINED3DSP_WRITEMASK_3) + { + shader_glsl_append_fixup_arg(arguments, dst_param.reg_name, fixup.w_sign_fixup, fixup.w_source); + if (--remaining) strcat(arguments, ", "); } - switch(fmt) { - case WINED3DFMT_V8U8: - case WINED3DFMT_V16U16: - if(GL_SUPPORT(NV_TEXTURE_SHADER) && fmt == WINED3DFMT_V8U8) { - /* The 3rd channel returns 1.0 in d3d, but 0.0 in gl. Fix this while we're at it :-) */ - mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_2, &dst_param); - mask_size = shader_glsl_get_write_mask_size(mask); - if(mask_size >= 3) { - shader_addline(arg->buffer, "%s.%c = 1.0;\n", dst_param.reg_name, dst_param.mask_str[3]); - } - } else { - /* Correct the sign, but leave the blue as it is - it was loaded correctly already */ - mask = shader_glsl_add_dst_param(arg, arg->dst, - WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, - &dst_param); - mask_size = shader_glsl_get_write_mask_size(mask); - if(mask_size >= 2) { - shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n", - dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2], - dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]); - } else if(mask_size == 1) { - shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str[1], - dst_param.reg_name, dst_param.mask_str[1]); - } - } - break; - - case WINED3DFMT_X8L8V8U8: - if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { - /* Red and blue are the signed channels, fix them up; Blue(=L) is correct already, - * and a(X) is always 1.0 - */ - mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param); - mask_size = shader_glsl_get_write_mask_size(mask); - if(mask_size >= 2) { - shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n", - dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2], - dst_param.reg_name, dst_param.mask_str[1], dst_param.mask_str[2]); - } else if(mask_size == 1) { - shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n", - dst_param.reg_name, dst_param.mask_str[1], - dst_param.reg_name, dst_param.mask_str[1]); - } - } - break; - - case WINED3DFMT_L6V5U5: - if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { - mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param); - mask_size = shader_glsl_get_write_mask_size(mask); - shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_2, &dst_param2); - if(mask_size >= 3) { - /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */ - shader_addline(arg->buffer, "tmp0.g = %s.%c;\n", - dst_param.reg_name, dst_param.mask_str[2]); - shader_addline(arg->buffer, "%s.%c%c = %s.%c%c * 2.0 - 1.0;\n", - dst_param.reg_name, dst_param.mask_str[2], dst_param.mask_str[1], - dst_param2.reg_name, dst_param.mask_str[1], dst_param.mask_str[3]); - shader_addline(arg->buffer, "%s.%c = tmp0.g;\n", dst_param.reg_name, - dst_param.mask_str[3]); - } else if(mask_size == 2) { - /* This is bad: We have VL, but we need VU */ - FIXME("2 components sampled from a converted L6V5U5 texture\n"); - } else { - shader_addline(arg->buffer, "%s.%c = %s.%c * 2.0 - 1.0;\n", - dst_param.reg_name, dst_param.mask_str[1], - dst_param2.reg_name, dst_param.mask_str[1]); - } - } - break; - - case WINED3DFMT_Q8W8V8U8: - if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { - /* Correct the sign in all channels. The writemask just applies as-is, no - * need for checking the mask size - */ - shader_glsl_add_dst_param(arg, arg->dst, - WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | - WINED3DSP_WRITEMASK_2 | WINED3DSP_WRITEMASK_3, - &dst_param); - shader_addline(arg->buffer, "%s%s = %s%s * 2.0 - 1.0;\n", dst_param.reg_name, dst_param.mask_str, - dst_param.reg_name, dst_param.mask_str); - } - break; - - case WINED3DFMT_ATI2N: - /* GL_ATI_texture_compression_3dc returns the two channels as luminance-alpha, - * which means the first one is replicated across .rgb, and the 2nd one is in - * .a. We need the 2nd in .g - * - * GL_EXT_texture_compression_rgtc returns the values in .rg, however, they - * are swapped compared to d3d. So swap red and green. - */ - mask = shader_glsl_add_dst_param(arg, arg->dst, WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &dst_param); - mask_size = shader_glsl_get_write_mask_size(mask); - if(GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) { - if(mask_size >= 2) { - shader_addline(arg->buffer, "%s.%c%c = %s.%c%c;\n", - dst_param.reg_name, dst_param.mask_str[1], - dst_param.mask_str[2], - dst_param.reg_name, dst_param.mask_str[2], - dst_param.mask_str[1]); - } else { - FIXME("%u components sampled from a converted ATI2N texture\n", mask_size); - } - } else { - if(mask_size == 4) { - /* Swap y and z (U and L), and do a sign conversion on x and the new y(V and U) */ - shader_addline(arg->buffer, "%s.%c = %s.%c;\n", - dst_param.reg_name, dst_param.mask_str[2], - dst_param.reg_name, dst_param.mask_str[4]); - } else if(mask_size == 1) { - /* Nothing to do */ - } else { - FIXME("%u components sampled from a converted ATI2N texture\n", mask_size); - /* This is bad: We have .r[gb], but we need .ra */ - } - } - break; - - /* stupid compiler */ - default: - break; + if (mask_size > 1) + { + shader_addline(arg->buffer, "%s%s = vec%u(%s);\n", + dst_param.reg_name, dst_param.mask_str, mask_size, arguments); + } + else + { + shader_addline(arg->buffer, "%s%s = %s;\n", dst_param.reg_name, dst_param.mask_str, arguments); } } @@ -1426,7 +1278,8 @@ static void shader_glsl_color_correction(SHADER_OPCODE_ARG* arg) { ****************************************************************************/ /* Generate GLSL arithmetic functions (dst = src1 + src2) */ -static void shader_glsl_arith(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_arith(const SHADER_OPCODE_ARG *arg) +{ CONST SHADER_OPCODE* curOpcode = arg->opcode; SHADER_BUFFER* buffer = arg->buffer; glsl_src_param_t src0_param; @@ -1452,7 +1305,8 @@ static void shader_glsl_arith(SHADER_OPCODE_ARG* arg) { } /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */ -static void shader_glsl_mov(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_mov(const SHADER_OPCODE_ARG *arg) +{ IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; SHADER_BUFFER* buffer = arg->buffer; glsl_src_param_t src0_param; @@ -1487,7 +1341,8 @@ static void shader_glsl_mov(SHADER_OPCODE_ARG* arg) { } /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */ -static void shader_glsl_dot(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_dot(const SHADER_OPCODE_ARG *arg) +{ CONST SHADER_OPCODE* curOpcode = arg->opcode; SHADER_BUFFER* buffer = arg->buffer; glsl_src_param_t src0_param; @@ -1517,7 +1372,8 @@ static void shader_glsl_dot(SHADER_OPCODE_ARG* arg) { /* Note that this instruction has some restrictions. The destination write mask * can't contain the w component, and the source swizzles have to be .xyzw */ -static void shader_glsl_cross(SHADER_OPCODE_ARG *arg) { +static void shader_glsl_cross(const SHADER_OPCODE_ARG *arg) +{ DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; glsl_src_param_t src0_param; glsl_src_param_t src1_param; @@ -1533,7 +1389,8 @@ static void shader_glsl_cross(SHADER_OPCODE_ARG *arg) { /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1) * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while * GLSL uses the value as-is. */ -static void shader_glsl_pow(SHADER_OPCODE_ARG *arg) { +static void shader_glsl_pow(const SHADER_OPCODE_ARG *arg) +{ SHADER_BUFFER *buffer = arg->buffer; glsl_src_param_t src0_param; glsl_src_param_t src1_param; @@ -1556,7 +1413,8 @@ static void shader_glsl_pow(SHADER_OPCODE_ARG *arg) { /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|)) * Src0 is a scalar. Note that D3D uses the absolute of src0, while * GLSL uses the value as-is. */ -static void shader_glsl_log(SHADER_OPCODE_ARG *arg) { +static void shader_glsl_log(const SHADER_OPCODE_ARG *arg) +{ SHADER_BUFFER *buffer = arg->buffer; glsl_src_param_t src0_param; DWORD dst_write_mask; @@ -1575,7 +1433,8 @@ static void shader_glsl_log(SHADER_OPCODE_ARG *arg) { } /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */ -static void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_map2gl(const SHADER_OPCODE_ARG *arg) +{ CONST SHADER_OPCODE* curOpcode = arg->opcode; SHADER_BUFFER* buffer = arg->buffer; glsl_src_param_t src_param; @@ -1626,7 +1485,8 @@ static void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg) { * For 2.0 shaders, just do this (honoring writemask and swizzle): * dst = 2^src; (partial precision is allowed, but optional) */ -static void shader_glsl_expp(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_expp(const SHADER_OPCODE_ARG *arg) +{ IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader; glsl_src_param_t src_param; @@ -1659,7 +1519,8 @@ static void shader_glsl_expp(SHADER_OPCODE_ARG* arg) { } /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */ -static void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_rcp(const SHADER_OPCODE_ARG *arg) +{ glsl_src_param_t src_param; DWORD write_mask; unsigned int mask_size; @@ -1675,7 +1536,8 @@ static void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) { } } -static void shader_glsl_rsq(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_rsq(const SHADER_OPCODE_ARG *arg) +{ SHADER_BUFFER* buffer = arg->buffer; glsl_src_param_t src_param; DWORD write_mask; @@ -1694,7 +1556,8 @@ static void shader_glsl_rsq(SHADER_OPCODE_ARG* arg) { } /** Process signed comparison opcodes in GLSL. */ -static void shader_glsl_compare(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_compare(const SHADER_OPCODE_ARG *arg) +{ glsl_src_param_t src0_param; glsl_src_param_t src1_param; DWORD write_mask; @@ -1741,7 +1604,8 @@ static void shader_glsl_compare(SHADER_OPCODE_ARG* arg) { } /** Process CMP instruction in GLSL (dst = src0 >= 0.0 ? src1 : src2), per channel */ -static void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_cmp(const SHADER_OPCODE_ARG *arg) +{ glsl_src_param_t src0_param; glsl_src_param_t src1_param; glsl_src_param_t src2_param; @@ -1817,7 +1681,8 @@ static void shader_glsl_cmp(SHADER_OPCODE_ARG* arg) { /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */ /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4 * the compare is done per component of src0. */ -static void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_cnd(const SHADER_OPCODE_ARG *arg) +{ IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; glsl_src_param_t src0_param; glsl_src_param_t src1_param; @@ -1863,7 +1728,8 @@ static void shader_glsl_cnd(SHADER_OPCODE_ARG* arg) { } /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */ -static void shader_glsl_mad(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_mad(const SHADER_OPCODE_ARG *arg) +{ glsl_src_param_t src0_param; glsl_src_param_t src1_param; glsl_src_param_t src2_param; @@ -1879,7 +1745,11 @@ static void shader_glsl_mad(SHADER_OPCODE_ARG* arg) { /** Handles transforming all WINED3DSIO_M?x? opcodes for Vertex shaders to GLSL codes */ -static void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_mnxn(const SHADER_OPCODE_ARG *arg) +{ + IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)arg->shader; + const SHADER_OPCODE *opcode_table = shader->baseShader.shader_ins; + DWORD shader_version = shader->baseShader.hex_version; int i; int nComponents = 0; SHADER_OPCODE_ARG tmpArg; @@ -1897,23 +1767,23 @@ static void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) { switch(arg->opcode->opcode) { case WINED3DSIO_M4x4: nComponents = 4; - tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4); + tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4); break; case WINED3DSIO_M4x3: nComponents = 3; - tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4); + tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP4); break; case WINED3DSIO_M3x4: nComponents = 4; - tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3); + tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3); break; case WINED3DSIO_M3x3: nComponents = 3; - tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3); + tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3); break; case WINED3DSIO_M3x2: nComponents = 2; - tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3); + tmpArg.opcode = shader_get_opcode(opcode_table, shader_version, WINED3DSIO_DP3); break; default: break; @@ -1932,7 +1802,8 @@ static void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) { blend factor. Equation: (dst = src2 + src0 * (src1 - src2)) This is equivalent to mix(src2, src1, src0); */ -static void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_lrp(const SHADER_OPCODE_ARG *arg) +{ glsl_src_param_t src0_param; glsl_src_param_t src1_param; glsl_src_param_t src2_param; @@ -1954,7 +1825,8 @@ static void shader_glsl_lrp(SHADER_OPCODE_ARG* arg) { * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0 * where src.w is clamped at +- 128 */ -static void shader_glsl_lit(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_lit(const SHADER_OPCODE_ARG *arg) +{ glsl_src_param_t src0_param; glsl_src_param_t src1_param; glsl_src_param_t src3_param; @@ -1998,7 +1870,8 @@ static void shader_glsl_lit(SHADER_OPCODE_ARG* arg) { * dst.z = src0.z * dst.w = src1.w */ -static void shader_glsl_dst(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_dst(const SHADER_OPCODE_ARG *arg) +{ glsl_src_param_t src0y_param; glsl_src_param_t src0z_param; glsl_src_param_t src1y_param; @@ -2026,7 +1899,8 @@ static void shader_glsl_dst(SHADER_OPCODE_ARG* arg) { * dst.z = dst.z * dst.w = dst.w */ -static void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_sincos(const SHADER_OPCODE_ARG *arg) +{ glsl_src_param_t src0_param; DWORD write_mask; @@ -2058,13 +1932,14 @@ static void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) { * Need to use a temporary variable for this operation. */ /* FIXME: I don't think nested loops will work correctly this way. */ -static void shader_glsl_loop(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_loop(const SHADER_OPCODE_ARG *arg) +{ glsl_src_param_t src1_param; IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; DWORD regtype = shader_get_regtype(arg->src[1]); DWORD reg = arg->src[1] & WINED3DSP_REGNUM_MASK; const DWORD *control_values = NULL; - local_constant *constant; + const local_constant *constant; shader_glsl_add_src_param(arg, arg->src[1], arg->src_addr[1], WINED3DSP_WRITEMASK_ALL, &src1_param); @@ -2110,7 +1985,8 @@ static void shader_glsl_loop(SHADER_OPCODE_ARG* arg) { shader->baseShader.cur_loop_regno++; } -static void shader_glsl_end(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_end(const SHADER_OPCODE_ARG *arg) +{ IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; shader_addline(arg->buffer, "}\n"); @@ -2124,7 +2000,8 @@ static void shader_glsl_end(SHADER_OPCODE_ARG* arg) { } } -static void shader_glsl_rep(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_rep(const SHADER_OPCODE_ARG *arg) +{ IWineD3DBaseShaderImpl* shader = (IWineD3DBaseShaderImpl*) arg->shader; glsl_src_param_t src0_param; @@ -2135,14 +2012,16 @@ static void shader_glsl_rep(SHADER_OPCODE_ARG* arg) { shader->baseShader.cur_loop_depth++; } -static void shader_glsl_if(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_if(const SHADER_OPCODE_ARG *arg) +{ glsl_src_param_t src0_param; shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, &src0_param); shader_addline(arg->buffer, "if (%s) {\n", src0_param.param_str); } -static void shader_glsl_ifc(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_ifc(const SHADER_OPCODE_ARG *arg) +{ glsl_src_param_t src0_param; glsl_src_param_t src1_param; @@ -2153,16 +2032,19 @@ static void shader_glsl_ifc(SHADER_OPCODE_ARG* arg) { src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str); } -static void shader_glsl_else(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_else(const SHADER_OPCODE_ARG *arg) +{ shader_addline(arg->buffer, "} else {\n"); } -static void shader_glsl_break(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_break(const SHADER_OPCODE_ARG *arg) +{ shader_addline(arg->buffer, "break;\n"); } /* FIXME: According to MSDN the compare is done per component. */ -static void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_breakc(const SHADER_OPCODE_ARG *arg) +{ glsl_src_param_t src0_param; glsl_src_param_t src1_param; @@ -2173,19 +2055,22 @@ static void shader_glsl_breakc(SHADER_OPCODE_ARG* arg) { src0_param.param_str, shader_get_comp_op(arg->opcode_token), src1_param.param_str); } -static void shader_glsl_label(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_label(const SHADER_OPCODE_ARG *arg) +{ DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK; shader_addline(arg->buffer, "}\n"); shader_addline(arg->buffer, "void subroutine%u () {\n", snum); } -static void shader_glsl_call(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_call(const SHADER_OPCODE_ARG *arg) +{ DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK; shader_addline(arg->buffer, "subroutine%u();\n", snum); } -static void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_callnz(const SHADER_OPCODE_ARG *arg) +{ glsl_src_param_t src1_param; DWORD snum = (arg->src[0]) & WINED3DSP_REGNUM_MASK; @@ -2196,7 +2081,8 @@ static void shader_glsl_callnz(SHADER_OPCODE_ARG* arg) { /********************************************* * Pixel Shader Specific Code begins here ********************************************/ -static void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_tex(const SHADER_OPCODE_ARG *arg) +{ IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; DWORD hex_version = This->baseShader.hex_version; @@ -2295,7 +2181,8 @@ static void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) { } } -static void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) { +static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg) +{ IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*)arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; glsl_sample_function_t sample_function; @@ -2330,8 +2217,8 @@ static void shader_glsl_texldl(SHADER_OPCODE_ARG* arg) { } } -static void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) { - +static void pshader_glsl_texcoord(const SHADER_OPCODE_ARG *arg) +{ /* FIXME: Make this work for more than just 2D textures */ IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; @@ -2382,7 +2269,8 @@ static void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL: * Take a 3-component dot product of the TexCoord[dstreg] and src, * then perform a 1D texture lookup from stage dstregnum, place into dst. */ -static void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texdp3tex(const SHADER_OPCODE_ARG *arg) +{ glsl_src_param_t src0_param; char dst_mask[6]; glsl_sample_function_t sample_function; @@ -2424,7 +2312,8 @@ static void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXDP3 instruction in GLSL: * Take a 3-component dot product of the TexCoord[dstreg] and src. */ -static void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texdp3(const SHADER_OPCODE_ARG *arg) +{ glsl_src_param_t src0_param; DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK; DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; @@ -2444,7 +2333,8 @@ static void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL: * Calculate the depth as dst.x / dst.y */ -static void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texdepth(const SHADER_OPCODE_ARG *arg) +{ glsl_dst_param_t dst_param; shader_glsl_add_dst_param(arg, arg->dst, 0, &dst_param); @@ -2463,7 +2353,8 @@ static void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg) { * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated) * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y */ -static void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texm3x2depth(const SHADER_OPCODE_ARG *arg) +{ DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD dstreg = arg->dst & WINED3DSP_REGNUM_MASK; glsl_src_param_t src0_param; @@ -2476,7 +2367,8 @@ static void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL * Calculate the 1st of a 2-row matrix multiplication. */ -static void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texm3x2pad(const SHADER_OPCODE_ARG *arg) +{ DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; @@ -2488,8 +2380,8 @@ static void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */ -static void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) { - +static void pshader_glsl_texm3x3pad(const SHADER_OPCODE_ARG* arg) +{ IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader; DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; @@ -2502,7 +2394,8 @@ static void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg) { current_state->texcoord_w[current_state->current_row++] = reg; } -static void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texm3x2tex(const SHADER_OPCODE_ARG *arg) +{ DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; @@ -2521,7 +2414,8 @@ static void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */ -static void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texm3x3tex(const SHADER_OPCODE_ARG *arg) +{ DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; glsl_src_param_t src0_param; char dst_mask[6]; @@ -2547,7 +2441,8 @@ static void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL * Perform the 3rd row of a 3x3 matrix multiply */ -static void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texm3x3(const SHADER_OPCODE_ARG *arg) +{ DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2; glsl_src_param_t src0_param; char dst_mask[6]; @@ -2566,8 +2461,8 @@ static void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */ -static void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) { - +static void pshader_glsl_texm3x3spec(const SHADER_OPCODE_ARG *arg) +{ IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; glsl_src_param_t src0_param; @@ -2600,8 +2495,8 @@ static void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */ -static void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) { - +static void pshader_glsl_texm3x3vspec(const SHADER_OPCODE_ARG *arg) +{ IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader; DWORD reg = arg->dst & WINED3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; @@ -2637,7 +2532,8 @@ static void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg) { * Apply a fake bump map transform. * texbem is pshader <= 1.3 only, this saves a few version checks */ -static void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texbem(const SHADER_OPCODE_ARG *arg) +{ IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; char dst_swizzle[6]; @@ -2692,7 +2588,8 @@ static void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg) { } } -static void pshader_glsl_bem(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_bem(const SHADER_OPCODE_ARG *arg) +{ glsl_src_param_t src0_param, src1_param; DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; @@ -2706,8 +2603,8 @@ static void pshader_glsl_bem(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */ -static void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) { - +static void pshader_glsl_texreg2ar(const SHADER_OPCODE_ARG *arg) +{ glsl_src_param_t src0_param; DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; char dst_mask[6]; @@ -2721,7 +2618,8 @@ static void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */ -static void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texreg2gb(const SHADER_OPCODE_ARG *arg) +{ glsl_src_param_t src0_param; DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; char dst_mask[6]; @@ -2735,7 +2633,8 @@ static void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */ -static void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texreg2rgb(const SHADER_OPCODE_ARG *arg) +{ glsl_src_param_t src0_param; char dst_mask[6]; DWORD sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK; @@ -2753,7 +2652,8 @@ static void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_TEXKILL instruction in GLSL. * If any of the first 3 components are < 0, discard this pixel */ -static void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_texkill(const SHADER_OPCODE_ARG *arg) +{ IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; DWORD hex_version = This->baseShader.hex_version; glsl_dst_param_t dst_param; @@ -2774,7 +2674,8 @@ static void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg) { /** Process the WINED3DSIO_DP2ADD instruction in GLSL. * dst = dot2(src0, src1) + src2 */ -static void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) { +static void pshader_glsl_dp2add(const SHADER_OPCODE_ARG *arg) +{ glsl_src_param_t src0_param; glsl_src_param_t src1_param; glsl_src_param_t src2_param; @@ -2795,11 +2696,9 @@ static void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg) { } } -static void pshader_glsl_input_pack( - SHADER_BUFFER* buffer, - semantic* semantics_in, - IWineD3DPixelShader *iface) { - +static void pshader_glsl_input_pack(SHADER_BUFFER* buffer, const struct semantic* semantics_in, + IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing) +{ unsigned int i; IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface; @@ -2819,7 +2718,7 @@ static void pshader_glsl_input_pack( switch(usage) { case WINED3DDECLUSAGE_TEXCOORD: - if(usage_idx < 8 && This->vertexprocessing == pretransformed) { + if(usage_idx < 8 && vertexprocessing == pretransformed) { shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n", This->input_reg_map[i], reg_mask, usage_idx, reg_mask); } else { @@ -2857,26 +2756,31 @@ static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_sh key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t)); key->vshader = entry->vshader; key->pshader = entry->pshader; + key->ps_args = entry->ps_args; hash_table_put(priv->glsl_program_lookup, key, entry); } static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv, - GLhandleARB vshader, GLhandleARB pshader) { + GLhandleARB vshader, IWineD3DPixelShader *pshader, struct ps_compile_args *ps_args) { glsl_program_key_t key; key.vshader = vshader; key.pshader = pshader; + key.ps_args = *ps_args; return (struct glsl_shader_prog_link *)hash_table_get(priv->glsl_program_lookup, &key); } -static void delete_glsl_program_entry(struct shader_glsl_priv *priv, WineD3D_GL_Info *gl_info, struct glsl_shader_prog_link *entry) { +static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD3D_GL_Info *gl_info, + struct glsl_shader_prog_link *entry) +{ glsl_program_key_t *key; key = HeapAlloc(GetProcessHeap(), 0, sizeof(glsl_program_key_t)); key->vshader = entry->vshader; key->pshader = entry->pshader; + key->ps_args = entry->ps_args; hash_table_remove(priv->glsl_program_lookup, key); GL_EXTCALL(glDeleteObjectARB(entry->programId)); @@ -2887,7 +2791,9 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, WineD3D_GL_ HeapFree(GetProcessHeap(), 0, entry); } -static void handle_ps3_input(SHADER_BUFFER *buffer, semantic *semantics_in, semantic *semantics_out, WineD3D_GL_Info *gl_info, DWORD *map) { +static void handle_ps3_input(SHADER_BUFFER *buffer, const struct semantic *semantics_in, + const struct semantic *semantics_out, const WineD3D_GL_Info *gl_info, const DWORD *map) +{ unsigned int i, j; DWORD usage_token, usage_token_out; DWORD register_token, register_token_out; @@ -3036,8 +2942,8 @@ static void handle_ps3_input(SHADER_BUFFER *buffer, semantic *semantics_in, sema } static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexshader, - IWineD3DPixelShader *pixelshader, - WineD3D_GL_Info *gl_info) { + IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info) +{ GLhandleARB ret = 0; IWineD3DVertexShaderImpl *vs = (IWineD3DVertexShaderImpl *) vertexshader; IWineD3DPixelShaderImpl *ps = (IWineD3DPixelShaderImpl *) pixelshader; @@ -3050,7 +2956,7 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs DWORD register_token; DWORD usage, usage_idx, writemask; char reg_mask[6]; - semantic *semantics_out, *semantics_in; + const struct semantic *semantics_out, *semantics_in; buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE); buffer.bsize = 0; @@ -3191,14 +3097,16 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs return ret; } -static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, WineD3D_GL_Info *gl_info, GLhandleARB programId, char prefix) { - local_constant* lconst; +static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD3D_GL_Info *gl_info, + GLhandleARB programId, char prefix) +{ + const local_constant *lconst; GLuint tmp_loc; - float *value; + const float *value; char glsl_name[8]; LIST_FOR_EACH_ENTRY(lconst, &shader->baseShader.constantsF, local_constant, entry) { - value = (float *) lconst->value; + value = (const float *)lconst->value; snprintf(glsl_name, sizeof(glsl_name), "%cLC%u", prefix, lconst->idx); tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name)); GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value)); @@ -3217,7 +3125,7 @@ static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, WineD3D_GL_ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use_vs) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv; - WineD3D_GL_Info *gl_info = &This->adapter->gl_info; + const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; IWineD3DPixelShader *pshader = This->stateBlock->pixelShader; IWineD3DVertexShader *vshader = This->stateBlock->vertexShader; struct glsl_shader_prog_link *entry = NULL; @@ -3225,10 +3133,22 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use GLhandleARB reorder_shader_id = 0; int i; char glsl_name[8]; + GLhandleARB vshader_id, pshader_id; + struct ps_compile_args compile_args; - GLhandleARB vshader_id = use_vs ? ((IWineD3DBaseShaderImpl*)vshader)->baseShader.prgId : 0; - GLhandleARB pshader_id = use_ps ? ((IWineD3DBaseShaderImpl*)pshader)->baseShader.prgId : 0; - entry = get_glsl_program_entry(priv, vshader_id, pshader_id); + if(use_vs) { + IWineD3DVertexShaderImpl_CompileShader(vshader); + vshader_id = ((IWineD3DVertexShaderImpl*)vshader)->prgId; + } else { + vshader_id = 0; + } + if(use_ps) { + find_ps_compile_args((IWineD3DPixelShaderImpl*)This->stateBlock->pixelShader, This->stateBlock, &compile_args); + } else { + /* FIXME: Do we really have to spend CPU cycles to generate a few zeroed bytes? */ + memset(&compile_args, 0, sizeof(compile_args)); + } + entry = get_glsl_program_entry(priv, vshader_id, pshader, &compile_args); if (entry) { priv->glsl_program = entry; return; @@ -3242,7 +3162,8 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link)); entry->programId = programId; entry->vshader = vshader_id; - entry->pshader = pshader_id; + entry->pshader = pshader; + entry->ps_args = compile_args; /* Add the hash table entry */ add_glsl_program_entry(priv, entry); @@ -3287,6 +3208,12 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use list_add_head(&((IWineD3DBaseShaderImpl *)vshader)->baseShader.linked_programs, &entry->vshader_entry); } + if(use_ps) { + pshader_id = find_gl_pshader((IWineD3DPixelShaderImpl *) pshader, &compile_args); + } else { + pshader_id = 0; + } + /* Attach GLSL pshader */ if (pshader_id) { TRACE("Attaching GLSL shader object %u to program %u\n", pshader_id, programId); @@ -3334,8 +3261,6 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup")); - entry->srgb_comparison_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_comparison")); - entry->srgb_mul_low_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_mul_low")); entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection")); checkGLcall("Find glsl program uniform locations"); @@ -3380,7 +3305,8 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use } } -static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info, enum tex_types tex_type) { +static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum tex_types tex_type) +{ GLhandleARB program_id; GLhandleARB vshader_id, pshader_id; const char *blt_vshader[] = { @@ -3454,7 +3380,7 @@ static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info, enum tex_typ static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv; - WineD3D_GL_Info *gl_info = &This->adapter->gl_info; + const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; GLhandleARB program_id = 0; GLenum old_vertex_color_clamp, current_vertex_color_clamp; @@ -3482,7 +3408,7 @@ static void shader_glsl_select(IWineD3DDevice *iface, BOOL usePS, BOOL useVS) { static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types tex_type) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; - WineD3D_GL_Info *gl_info = &This->adapter->gl_info; + const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv; GLhandleARB *blt_program = &priv->depth_blt_program[tex_type]; @@ -3499,7 +3425,7 @@ static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types t static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; - WineD3D_GL_Info *gl_info = &This->adapter->gl_info; + const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; struct shader_glsl_priv *priv = (struct shader_glsl_priv *) This->shader_priv; GLhandleARB program_id; @@ -3512,23 +3438,32 @@ static void shader_glsl_deselect_depth_blt(IWineD3DDevice *iface) { static void shader_glsl_cleanup(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; - WineD3D_GL_Info *gl_info = &This->adapter->gl_info; + const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; GL_EXTCALL(glUseProgramObjectARB(0)); } static void shader_glsl_destroy(IWineD3DBaseShader *iface) { - struct list *linked_programs; + const struct list *linked_programs; IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *) iface; IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device; struct shader_glsl_priv *priv = (struct shader_glsl_priv *)device->shader_priv; - WineD3D_GL_Info *gl_info = &device->adapter->gl_info; + const WineD3D_GL_Info *gl_info = &device->adapter->gl_info; + IWineD3DPixelShaderImpl *ps = NULL; + IWineD3DVertexShaderImpl *vs = NULL; /* Note: Do not use QueryInterface here to find out which shader type this is because this code * can be called from IWineD3DBaseShader::Release */ char pshader = shader_is_pshader_version(This->baseShader.hex_version); - if(This->baseShader.prgId == 0) return; + if(pshader) { + ps = (IWineD3DPixelShaderImpl *) This; + if(ps->num_gl_shaders == 0) return; + } else { + vs = (IWineD3DVertexShaderImpl *) This; + if(vs->prgId == 0) return; + } + linked_programs = &This->baseShader.linked_programs; TRACE("Deleting linked programs\n"); @@ -3546,17 +3481,35 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) { } } - TRACE("Deleting shader object %u\n", This->baseShader.prgId); - GL_EXTCALL(glDeleteObjectARB(This->baseShader.prgId)); - checkGLcall("glDeleteObjectARB"); - This->baseShader.prgId = 0; - This->baseShader.is_compiled = FALSE; + if(pshader) { + UINT i; + + ENTER_GL(); + for(i = 0; i < ps->num_gl_shaders; i++) { + TRACE("deleting pshader %u\n", ps->gl_shaders[i].prgId); + GL_EXTCALL(glDeleteObjectARB(ps->gl_shaders[i].prgId)); + checkGLcall("glDeleteObjectARB"); + } + LEAVE_GL(); + HeapFree(GetProcessHeap(), 0, ps->gl_shaders); + ps->gl_shaders = NULL; + ps->num_gl_shaders = 0; + } else { + TRACE("Deleting shader object %u\n", vs->prgId); + ENTER_GL(); + GL_EXTCALL(glDeleteObjectARB(vs->prgId)); + checkGLcall("glDeleteObjectARB"); + LEAVE_GL(); + vs->prgId = 0; + vs->baseShader.is_compiled = FALSE; + } } -static unsigned int glsl_program_key_hash(void *key) { - glsl_program_key_t *k = (glsl_program_key_t *)key; +static unsigned int glsl_program_key_hash(const void *key) +{ + const glsl_program_key_t *k = (const glsl_program_key_t *)key; - unsigned int hash = k->vshader | k->pshader << 16; + unsigned int hash = k->vshader | ((DWORD_PTR) k->pshader) << 16; hash += ~(hash << 15); hash ^= (hash >> 10); hash += (hash << 3); @@ -3567,11 +3520,13 @@ static unsigned int glsl_program_key_hash(void *key) { return hash; } -static BOOL glsl_program_key_compare(void *keya, void *keyb) { - glsl_program_key_t *ka = (glsl_program_key_t *)keya; - glsl_program_key_t *kb = (glsl_program_key_t *)keyb; +static BOOL glsl_program_key_compare(const void *keya, const void *keyb) +{ + const glsl_program_key_t *ka = (const glsl_program_key_t *)keya; + const glsl_program_key_t *kb = (const glsl_program_key_t *)keyb; - return ka->vshader == kb->vshader && ka->pshader == kb->pshader; + return ka->vshader == kb->vshader && ka->pshader == kb->pshader && + (memcmp(&ka->ps_args, &kb->ps_args, sizeof(kb->ps_args)) == 0); } static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) { @@ -3584,7 +3539,7 @@ static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) { static void shader_glsl_free(IWineD3DDevice *iface) { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; - WineD3D_GL_Info *gl_info = &This->adapter->gl_info; + const WineD3D_GL_Info *gl_info = &This->adapter->gl_info; struct shader_glsl_priv *priv = (struct shader_glsl_priv *)This->shader_priv; int i; @@ -3607,14 +3562,14 @@ static BOOL shader_glsl_dirty_const(IWineD3DDevice *iface) { return FALSE; } -static void shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) { +static GLuint shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer) { IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; - shader_reg_maps* reg_maps = &This->baseShader.reg_maps; + const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps; CONST DWORD *function = This->baseShader.function; const char *fragcolor; - WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info; + const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info; - /* Create the hw GLSL shader object and assign it as the baseShader.prgId */ + /* Create the hw GLSL shader object and assign it as the shader->prgId */ GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB)); shader_addline(buffer, "#version 120\n"); @@ -3636,13 +3591,9 @@ static void shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFF if (This->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) { if(((IWineD3DDeviceImpl *) This->baseShader.device)->strided_streams.u.s.position_transformed) { - This->vertexprocessing = pretransformed; - pshader_glsl_input_pack(buffer, This->semantics_in, iface); + pshader_glsl_input_pack(buffer, This->semantics_in, iface, pretransformed); } else if(!use_vs((IWineD3DDeviceImpl *) This->baseShader.device)) { - This->vertexprocessing = fixedfunction; - pshader_glsl_input_pack(buffer, This->semantics_in, iface); - } else { - This->vertexprocessing = vertexshader; + pshader_glsl_input_pack(buffer, This->semantics_in, iface, fixedfunction); } } @@ -3663,7 +3614,7 @@ static void shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFF } else { fragcolor = "gl_FragColor"; } - if(This->srgb_enabled) { + if(((IWineD3DDeviceImpl *)This->baseShader.device)->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE]) { shader_addline(buffer, "tmp0.xyz = pow(%s.xyz, vec3(%f, %f, %f)) * vec3(%f, %f, %f) - vec3(%f, %f, %f);\n", fragcolor, srgb_pow, srgb_pow, srgb_pow, srgb_mul_high, srgb_mul_high, srgb_mul_high, srgb_sub_high, srgb_sub_high, srgb_sub_high); @@ -3692,16 +3643,16 @@ static void shader_glsl_generate_pshader(IWineD3DPixelShader *iface, SHADER_BUFF print_glsl_info_log(&GLINFO_LOCATION, shader_obj); /* Store the shader object */ - This->baseShader.prgId = shader_obj; + return shader_obj; } static void shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer) { IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; - shader_reg_maps* reg_maps = &This->baseShader.reg_maps; + const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps; CONST DWORD *function = This->baseShader.function; - WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info; + const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info; - /* Create the hw GLSL shader program and assign it as the baseShader.prgId */ + /* Create the hw GLSL shader program and assign it as the shader->prgId */ GLhandleARB shader_obj = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)); shader_addline(buffer, "#version 120\n"); @@ -3749,10 +3700,11 @@ static void shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUF print_glsl_info_log(&GLINFO_LOCATION, shader_obj); /* Store the shader object */ - This->baseShader.prgId = shader_obj; + This->prgId = shader_obj; } -static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) { +static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *pCaps) +{ /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using * vs_nv_version which is based on NV_vertex_program. @@ -3800,21 +3752,23 @@ static void shader_glsl_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_inf TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (pCaps->PixelShaderVersion >> 8) & 0xff, pCaps->PixelShaderVersion & 0xff); } -static BOOL shader_glsl_conv_supported(WINED3DFORMAT fmt) { - TRACE("Checking shader format support for format %s:", debug_d3dformat(fmt)); - switch(fmt) { - case WINED3DFMT_V8U8: - case WINED3DFMT_V16U16: - case WINED3DFMT_X8L8V8U8: - case WINED3DFMT_L6V5U5: - case WINED3DFMT_Q8W8V8U8: - case WINED3DFMT_ATI2N: - TRACE("[OK]\n"); - return TRUE; - default: - TRACE("[FAILED\n"); - return FALSE; +static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup) +{ + if (TRACE_ON(d3d_shader) && TRACE_ON(d3d)) + { + TRACE("Checking support for fixup:\n"); + dump_color_fixup_desc(fixup); } + + /* We support everything except YUV conversions. */ + if (!is_yuv_fixup(fixup)) + { + TRACE("[OK]\n"); + return TRUE; + } + + TRACE("[FAILED]\n"); + return FALSE; } static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] = @@ -3919,5 +3873,5 @@ const shader_backend_t glsl_shader_backend = { shader_glsl_generate_pshader, shader_glsl_generate_vshader, shader_glsl_get_caps, - shader_glsl_conv_supported, + shader_glsl_color_fixup_supported, }; diff --git a/reactos/dll/directx/wine/wined3d/indexbuffer.c b/reactos/dll/directx/wine/wined3d/indexbuffer.c index 79423a197e0..0737892d1df 100644 --- a/reactos/dll/directx/wine/wined3d/indexbuffer.c +++ b/reactos/dll/directx/wine/wined3d/indexbuffer.c @@ -74,7 +74,7 @@ static ULONG WINAPI IWineD3DIndexBufferImpl_Release(IWineD3DIndexBuffer *iface) LEAVE_GL(); } - IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface); + resource_cleanup((IWineD3DResource *)iface); HeapFree(GetProcessHeap(), 0, This); } return ref; @@ -84,31 +84,31 @@ static ULONG WINAPI IWineD3DIndexBufferImpl_Release(IWineD3DIndexBuffer *iface) IWineD3DIndexBuffer IWineD3DResource parts follow **************************************************** */ static HRESULT WINAPI IWineD3DIndexBufferImpl_GetDevice(IWineD3DIndexBuffer *iface, IWineD3DDevice** ppDevice) { - return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice); + return resource_get_device((IWineD3DResource *)iface, ppDevice); } static HRESULT WINAPI IWineD3DIndexBufferImpl_SetPrivateData(IWineD3DIndexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { - return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); + return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); } static HRESULT WINAPI IWineD3DIndexBufferImpl_GetPrivateData(IWineD3DIndexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { - return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData); + return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData); } static HRESULT WINAPI IWineD3DIndexBufferImpl_FreePrivateData(IWineD3DIndexBuffer *iface, REFGUID refguid) { - return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid); + return resource_free_private_data((IWineD3DResource *)iface, refguid); } static DWORD WINAPI IWineD3DIndexBufferImpl_SetPriority(IWineD3DIndexBuffer *iface, DWORD PriorityNew) { - return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew); + return resource_set_priority((IWineD3DResource *)iface, PriorityNew); } static DWORD WINAPI IWineD3DIndexBufferImpl_GetPriority(IWineD3DIndexBuffer *iface) { - return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface); + return resource_get_priority((IWineD3DResource *)iface); } static void WINAPI IWineD3DIndexBufferImpl_PreLoad(IWineD3DIndexBuffer *iface) { - IWineD3DResourceImpl_PreLoad((IWineD3DResource *)iface); + FIXME("iface %p stub!\n", iface); } static void WINAPI IWineD3DIndexBufferImpl_UnLoad(IWineD3DIndexBuffer *iface) { @@ -133,11 +133,11 @@ static void WINAPI IWineD3DIndexBufferImpl_UnLoad(IWineD3DIndexBuffer *iface) { } static WINED3DRESOURCETYPE WINAPI IWineD3DIndexBufferImpl_GetType(IWineD3DIndexBuffer *iface) { - return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface); + return resource_get_type((IWineD3DResource *)iface); } static HRESULT WINAPI IWineD3DIndexBufferImpl_GetParent(IWineD3DIndexBuffer *iface, IUnknown **pParent) { - return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent); + return resource_get_parent((IWineD3DResource *)iface, pParent); } /* ****************************************************** diff --git a/reactos/dll/directx/wine/wined3d/nvidia_texture_shader.c b/reactos/dll/directx/wine/wined3d/nvidia_texture_shader.c index 29c4e98d26f..77f53655211 100644 --- a/reactos/dll/directx/wine/wined3d/nvidia_texture_shader.c +++ b/reactos/dll/directx/wine/wined3d/nvidia_texture_shader.c @@ -29,7 +29,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d); #define GLINFO_LOCATION stateblock->wineD3DDevice->adapter->gl_info -void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { +static void nvts_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { BOOL bumpmap = FALSE; if(stage > 0 && (stateblock->textureState[stage - 1][WINED3DTSS_COLOROP] == WINED3DTOP_BUMPENVMAPLUMINANCE || @@ -548,7 +548,7 @@ static void nvrc_colorop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3 } } -void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { +static void nvts_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { DWORD sampler = state - STATE_SAMPLER(0); DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[sampler]; @@ -610,7 +610,8 @@ static void nvts_enable(IWineD3DDevice *iface, BOOL enable) { } } -static void nvrc_fragment_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps) { +static void nvrc_fragment_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps) +{ pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD | WINED3DTEXOPCAPS_ADDSIGNED | WINED3DTEXOPCAPS_ADDSIGNED2X | @@ -672,12 +673,26 @@ static void nvrc_fragment_free(IWineD3DDevice *iface) {} * register combiners extension(Pre-GF3). */ -static BOOL nvts_conv_supported(WINED3DFORMAT fmt) { - TRACE("Checking shader format support for format %s: [FAILED]\n", debug_d3dformat(fmt)); +static BOOL nvts_color_fixup_supported(struct color_fixup_desc fixup) +{ + if (TRACE_ON(d3d)) + { + TRACE("Checking support for fixup:\n"); + dump_color_fixup_desc(fixup); + } + + /* We only support identity conversions. */ + if (is_identity_fixup(fixup)) + { + TRACE("[OK]\n"); + return TRUE; + } + + TRACE("[FAILED]\n"); return FALSE; } -const struct StateEntryTemplate nvrc_fragmentstate_template[] = { +static const struct StateEntryTemplate nvrc_fragmentstate_template[] = { { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, 0 }, { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG1), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, 0 }, { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG2), { STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP), nvrc_colorop }, 0 }, @@ -809,7 +824,7 @@ const struct fragment_pipeline nvts_fragment_pipeline = { nvrc_fragment_get_caps, nvrc_fragment_alloc, nvrc_fragment_free, - nvts_conv_supported, + nvts_color_fixup_supported, nvrc_fragmentstate_template, FALSE /* we cannot disable projected textures. The vertex pipe has to do it */ }; @@ -819,7 +834,7 @@ const struct fragment_pipeline nvrc_fragment_pipeline = { nvrc_fragment_get_caps, nvrc_fragment_alloc, nvrc_fragment_free, - nvts_conv_supported, + nvts_color_fixup_supported, nvrc_fragmentstate_template, FALSE /* we cannot disable projected textures. The vertex pipe has to do it */ }; diff --git a/reactos/dll/directx/wine/wined3d/palette.c b/reactos/dll/directx/wine/wined3d/palette.c index ff98333d86a..8f6e37a9013 100644 --- a/reactos/dll/directx/wine/wined3d/palette.c +++ b/reactos/dll/directx/wine/wined3d/palette.c @@ -105,7 +105,8 @@ static HRESULT WINAPI IWineD3DPaletteImpl_GetEntries(IWineD3DPalette *iface, DW return WINED3D_OK; } -static HRESULT WINAPI IWineD3DPaletteImpl_SetEntries(IWineD3DPalette *iface, DWORD Flags, DWORD Start, DWORD Count, PALETTEENTRY *PalEnt) +static HRESULT WINAPI IWineD3DPaletteImpl_SetEntries(IWineD3DPalette *iface, + DWORD Flags, DWORD Start, DWORD Count, const PALETTEENTRY *PalEnt) { IWineD3DPaletteImpl *This = (IWineD3DPaletteImpl *)iface; IWineD3DResourceImpl *res; diff --git a/reactos/dll/directx/wine/wined3d/pixelshader.c b/reactos/dll/directx/wine/wined3d/pixelshader.c index 246b58addf0..0557d86f1bb 100644 --- a/reactos/dll/directx/wine/wined3d/pixelshader.c +++ b/reactos/dll/directx/wine/wined3d/pixelshader.c @@ -272,32 +272,16 @@ static void pshader_set_limits( /** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB or GLSL and send it to the card */ -static inline VOID IWineD3DPixelShaderImpl_GenerateShader( - IWineD3DPixelShader *iface) { - IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; +static inline GLuint IWineD3DPixelShaderImpl_GenerateShader( + IWineD3DPixelShaderImpl *This) { SHADER_BUFFER buffer; -#if 0 /* FIXME: Use the buffer that is held by the device, this is ok since fixups will be skipped for software shaders - it also requires entering a critical section but cuts down the runtime footprint of wined3d and any memory fragmentation that may occur... */ - if (This->device->fixupVertexBufferSize < SHADER_PGMSIZE) { - HeapFree(GetProcessHeap(), 0, This->fixupVertexBuffer); - This->fixupVertexBuffer = HeapAlloc(GetProcessHeap() , 0, SHADER_PGMSIZE); - This->fixupVertexBufferSize = PGMSIZE; - This->fixupVertexBuffer[0] = 0; - } - buffer.buffer = This->device->fixupVertexBuffer; -#else - buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE); -#endif + buffer.buffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, SHADER_PGMSIZE); buffer.bsize = 0; buffer.lineNo = 0; buffer.newline = TRUE; - ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader(iface, &buffer); - -#if 1 /* if were using the data buffer of device then we don't need to free it */ - HeapFree(GetProcessHeap(), 0, buffer.buffer); -#endif + return ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader((IWineD3DPixelShader *) This, &buffer); } static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) { @@ -384,97 +368,18 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i return WINED3D_OK; } -static HRESULT WINAPI IWineD3DPixelShaderImpl_CompileShader(IWineD3DPixelShader *iface) { - - IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface; - IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; +static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps_compile_args *args) +{ CONST DWORD *function = This->baseShader.function; - UINT i, sampler; - IWineD3DBaseTextureImpl *texture; + HRESULT hr; + GLuint retval; - TRACE("(%p) : function %p\n", iface, function); + TRACE("(%p) : function %p\n", This, function); - /* We're already compiled, but check if any of the hardcoded stateblock assumptions - * changed. - */ - if (This->baseShader.is_compiled) { - char srgbenabled = deviceImpl->stateBlock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0; - for(i = 0; i < This->baseShader.num_sampled_samplers; i++) { - sampler = This->baseShader.sampled_samplers[i]; - texture = (IWineD3DBaseTextureImpl *) deviceImpl->stateBlock->textures[sampler]; - if(texture && texture->baseTexture.shader_conversion_group != This->baseShader.sampled_format[sampler]) { - WARN("Recompiling shader %p due to format change on sampler %d\n", This, sampler); - WARN("Old format group %s, new is %s\n", - debug_d3dformat(This->baseShader.sampled_format[sampler]), - debug_d3dformat(texture->baseTexture.shader_conversion_group)); - goto recompile; - } - } - - /* TODO: Check projected textures */ - /* TODO: Check texture types(2D, Cube, 3D) */ - - if(srgbenabled != This->srgb_enabled && This->srgb_mode_hardcoded) { - WARN("Recompiling shader because srgb correction is different and hardcoded\n"); - goto recompile; - } - if(This->baseShader.reg_maps.vpos && !This->vpos_uniform) { - if(This->render_offscreen != deviceImpl->render_offscreen || - This->height != ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height) { - WARN("Recompiling shader because vpos is used, hard compiled and changed\n"); - goto recompile; - } - } - if(This->baseShader.reg_maps.usesdsy && !This->vpos_uniform) { - if(This->render_offscreen ? 0 : 1 != deviceImpl->render_offscreen ? 0 : 1) { - WARN("Recompiling shader because dsy is used, hard compiled and render_offscreen changed\n"); - goto recompile; - } - } - if(This->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) { - if(((IWineD3DDeviceImpl *) This->baseShader.device)->strided_streams.u.s.position_transformed) { - if(This->vertexprocessing != pretransformed) { - WARN("Recompiling shader because pretransformed vertices are provided, which wasn't the case before\n"); - goto recompile; - } - } else if(!use_vs((IWineD3DDeviceImpl *) This->baseShader.device) && - This->vertexprocessing != fixedfunction) { - WARN("Recompiling shader because fixed function vp is in use, which wasn't the case before\n"); - goto recompile; - } else if(This->vertexprocessing != vertexshader) { - WARN("Recompiling shader because vertex shaders are in use, which wasn't the case before\n"); - goto recompile; - } - } - - return WINED3D_OK; - - recompile: - if(This->baseShader.recompile_count > 50) { - FIXME("Shader %p recompiled more than 50 times\n", This); - } else { - This->baseShader.recompile_count++; - } - - deviceImpl->shader_backend->shader_destroy((IWineD3DBaseShader *) iface); - } - - /* We don't need to compile */ - if (!function) { - This->baseShader.is_compiled = TRUE; - return WINED3D_OK; - } - - if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) { - shader_reg_maps *reg_maps = &This->baseShader.reg_maps; - HRESULT hr; - - /* Second pass: figure out which registers are used, what the semantics are, etc.. */ - memset(reg_maps, 0, sizeof(shader_reg_maps)); - hr = shader_get_registers_used((IWineD3DBaseShader*)This, reg_maps, - This->semantics_in, NULL, This->baseShader.function, deviceImpl->stateBlock); - if (FAILED(hr)) return hr; - /* FIXME: validate reg_maps against OpenGL */ + hr = IWineD3DPixelShader_UpdateSamplers((IWineD3DPixelShader *) This); + if(FAILED(hr)) { + ERR("Failed to update sampler information\n"); + return 0; } /* Reset fields tracking stateblock values being hardcoded in the shader */ @@ -482,11 +387,30 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_CompileShader(IWineD3DPixelShader /* Generate the HW shader */ TRACE("(%p) : Generating hardware program\n", This); - IWineD3DPixelShaderImpl_GenerateShader(iface); + retval = IWineD3DPixelShaderImpl_GenerateShader(This); This->baseShader.is_compiled = TRUE; - return WINED3D_OK; + return retval; +} + +static HRESULT WINAPI IWineD3DPixelShaderImpl_UpdateSamplers(IWineD3DPixelShader *iface) { + IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface; + + if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) == 1) { + IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device; + shader_reg_maps *reg_maps = &This->baseShader.reg_maps; + HRESULT hr; + + /* Second pass: figure out which registers are used, what the semantics are, etc.. */ + memset(reg_maps, 0, sizeof(shader_reg_maps)); + hr = shader_get_registers_used((IWineD3DBaseShader*)This, reg_maps, + This->semantics_in, NULL, This->baseShader.function, deviceImpl->stateBlock); + return hr; + /* FIXME: validate reg_maps against OpenGL */ + } else { + return WINED3D_OK; + } } const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl = @@ -499,8 +423,70 @@ const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl = IWineD3DPixelShaderImpl_GetParent, /*** IWineD3DBaseShader methods ***/ IWineD3DPixelShaderImpl_SetFunction, - IWineD3DPixelShaderImpl_CompileShader, /*** IWineD3DPixelShader methods ***/ + IWineD3DPixelShaderImpl_UpdateSamplers, IWineD3DPixelShaderImpl_GetDevice, IWineD3DPixelShaderImpl_GetFunction }; + +void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args) { + UINT i, sampler; + IWineD3DBaseTextureImpl *tex; + + args->srgb_correction = stateblock->renderState[WINED3DRS_SRGBWRITEENABLE] ? 1 : 0; + + memset(args->color_fixup, 0, sizeof(args->color_fixup)); + for(i = 0; i < shader->baseShader.num_sampled_samplers; i++) { + sampler = shader->baseShader.sampled_samplers[i]; + tex = (IWineD3DBaseTextureImpl *) stateblock->textures[sampler]; + if(!tex) { + args->color_fixup[sampler] = COLOR_FIXUP_IDENTITY; + continue; + } + args->color_fixup[sampler] = tex->baseTexture.shader_color_fixup; + } + if(shader->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) { + if(((IWineD3DDeviceImpl *) shader->baseShader.device)->strided_streams.u.s.position_transformed) { + args->vp_mode = pretransformed; + } else if(use_vs((IWineD3DDeviceImpl *) shader->baseShader.device)) { + args->vp_mode = vertexshader; + } else { + args->vp_mode = fixedfunction; + } + } else { + args->vp_mode = vertexshader; + } +} + +GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args) +{ + UINT i; + struct ps_compiled_shader *old_array; + + /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2), + * so a linear search is more performant than a hashmap + */ + for(i = 0; i < shader->num_gl_shaders; i++) { + if(memcmp(&shader->gl_shaders[i].args, args, sizeof(*args)) == 0) { + return shader->gl_shaders[i].prgId; + } + } + + TRACE("No matching GL shader found, compiling a new shader\n"); + old_array = shader->gl_shaders; + if(old_array) { + shader->gl_shaders = HeapReAlloc(GetProcessHeap(), 0, old_array, + (shader->num_gl_shaders + 1) * sizeof(*shader->gl_shaders)); + } else { + shader->gl_shaders = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader->gl_shaders)); + } + + if(!shader->gl_shaders) { + ERR("Out of memory\n"); + return 0; + } + + shader->gl_shaders[shader->num_gl_shaders].args = *args; + shader->gl_shaders[shader->num_gl_shaders].prgId = pixelshader_compile(shader, args); + return shader->gl_shaders[shader->num_gl_shaders++].prgId; +} diff --git a/reactos/dll/directx/wine/wined3d/resource.c b/reactos/dll/directx/wine/wined3d/resource.c index c75e09dcb6f..efcac7b2a7f 100644 --- a/reactos/dll/directx/wine/wined3d/resource.c +++ b/reactos/dll/directx/wine/wined3d/resource.c @@ -27,42 +27,8 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d); #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info -/* IWineD3DResource IUnknown parts follow: */ -HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, LPVOID *ppobj) +void resource_cleanup(IWineD3DResource *iface) { - IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface; - TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); - if (IsEqualGUID(riid, &IID_IUnknown) - || IsEqualGUID(riid, &IID_IWineD3DBase) - || IsEqualGUID(riid, &IID_IWineD3DResource)) { - IUnknown_AddRef(iface); - *ppobj = This; - return S_OK; - } - *ppobj = NULL; - return E_NOINTERFACE; -} - -ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface) { - IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface; - ULONG ref = InterlockedIncrement(&This->resource.ref); - TRACE("(%p) : AddRef increasing from %d\n", This, ref - 1); - return ref; -} - -ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface) { - IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface; - ULONG ref = InterlockedDecrement(&This->resource.ref); - TRACE("(%p) : Releasing from %d\n", This, ref + 1); - if (ref == 0) { - IWineD3DResourceImpl_CleanUp(iface); - HeapFree(GetProcessHeap(), 0, This); - } - return ref; -} - -/* class static (not in vtable) */ -void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface){ IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface; struct list *e1, *e2; PrivateData *data; @@ -76,7 +42,7 @@ void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface){ LIST_FOR_EACH_SAFE(e1, e2, &This->resource.privateData) { data = LIST_ENTRY(e1, PrivateData, entry); - hr = IWineD3DResourceImpl_FreePrivateData(iface, &data->tag); + hr = resource_free_private_data(iface, &data->tag); if(hr != WINED3D_OK) { ERR("Failed to free private data when destroying resource %p, hr = %08x\n", This, hr); } @@ -92,8 +58,8 @@ void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface){ return; } -/* IWineD3DResource Interface follows: */ -HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice** ppDevice) { +HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice** ppDevice) +{ IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface; TRACE("(%p) : returning %p\n", This, This->resource.wineD3DDevice); *ppDevice = (IWineD3DDevice *) This->resource.wineD3DDevice; @@ -101,8 +67,7 @@ HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DD return WINED3D_OK; } -static PrivateData* IWineD3DResourceImpl_FindPrivateData(IWineD3DResourceImpl *This, - REFGUID tag) +static PrivateData* resource_find_private_data(IWineD3DResourceImpl *This, REFGUID tag) { PrivateData *data; struct list *entry; @@ -120,21 +85,21 @@ static PrivateData* IWineD3DResourceImpl_FindPrivateData(IWineD3DResourceImpl *T return NULL; } -HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { +HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID refguid, + const void *pData, DWORD SizeOfData, DWORD Flags) +{ IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface; PrivateData *data; TRACE("(%p) : %s %p %d %d\n", This, debugstr_guid(refguid), pData, SizeOfData, Flags); - IWineD3DResourceImpl_FreePrivateData(iface, refguid); + resource_free_private_data(iface, refguid); data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*data)); if (NULL == data) return E_OUTOFMEMORY; data->tag = *refguid; data->flags = Flags; -#if 0 - (*data)->uniquenessValue = This->uniquenessValue; -#endif + if (Flags & WINED3DSPD_IUNKNOWN) { if(SizeOfData != sizeof(IUnknown *)) { WARN("IUnknown data with size %d, returning WINED3DERR_INVALIDCALL\n", SizeOfData); @@ -160,20 +125,15 @@ HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFG return WINED3D_OK; } -HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { +HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID refguid, void *pData, DWORD *pSizeOfData) +{ IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface; PrivateData *data; TRACE("(%p) : %p %p %p\n", This, refguid, pData, pSizeOfData); - data = IWineD3DResourceImpl_FindPrivateData(This, refguid); + data = resource_find_private_data(This, refguid); if (data == NULL) return WINED3DERR_NOTFOUND; - -#if 0 /* This may not be right. */ - if (((*data)->flags & WINED3DSPD_VOLATILE) - && (*data)->uniquenessValue != This->uniquenessValue) - return DDERR_EXPIRED; -#endif if (*pSizeOfData < data->size) { *pSizeOfData = data->size; return WINED3DERR_MOREDATA; @@ -195,12 +155,13 @@ HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFG return WINED3D_OK; } -HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid) { +HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID refguid) +{ IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface; PrivateData *data; TRACE("(%p) : %s\n", This, debugstr_guid(refguid)); - data = IWineD3DResourceImpl_FindPrivateData(This, refguid); + data = resource_find_private_data(This, refguid); if (data == NULL) return WINED3DERR_NOTFOUND; if (data->flags & WINED3DSPD_IUNKNOWN) @@ -217,7 +178,8 @@ HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REF return WINED3D_OK; } -DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew) { +DWORD resource_set_priority(IWineD3DResource *iface, DWORD PriorityNew) +{ IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface; DWORD PriorityOld = This->resource.priority; This->resource.priority = PriorityNew; @@ -225,30 +187,22 @@ DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, return PriorityOld; } -DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface) { +DWORD resource_get_priority(IWineD3DResource *iface) +{ IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface; TRACE("(%p) : returning %d\n", This, This->resource.priority ); return This->resource.priority; } -/* Preloading of resources is not supported yet */ -void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface) { - IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface; - FIXME("(%p) : stub\n", This); -} - -void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface) { - IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface; - FIXME("(%p) : stub\n", This); -} - -WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface) { +WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface) +{ IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface; TRACE("(%p) : returning %d\n", This, This->resource.resourceType); return This->resource.resourceType; } -HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent) { +HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **pParent) +{ IWineD3DResourceImpl *This = (IWineD3DResourceImpl *)iface; IUnknown_AddRef(This->resource.parent); *pParent = This->resource.parent; @@ -262,22 +216,3 @@ void dumpResources(struct list *list) { FIXME("Leftover resource %p with type %d,%s\n", resource, IWineD3DResource_GetType((IWineD3DResource *) resource), debug_d3dresourcetype(IWineD3DResource_GetType((IWineD3DResource *) resource))); } } - -static const IWineD3DResourceVtbl IWineD3DResource_Vtbl = -{ - /* IUnknown */ - IWineD3DResourceImpl_QueryInterface, - IWineD3DResourceImpl_AddRef, - IWineD3DResourceImpl_Release, - /* IWineD3DResource */ - IWineD3DResourceImpl_GetParent, - IWineD3DResourceImpl_GetDevice, - IWineD3DResourceImpl_SetPrivateData, - IWineD3DResourceImpl_GetPrivateData, - IWineD3DResourceImpl_FreePrivateData, - IWineD3DResourceImpl_SetPriority, - IWineD3DResourceImpl_GetPriority, - IWineD3DResourceImpl_PreLoad, - IWineD3DResourceImpl_UnLoad, - IWineD3DResourceImpl_GetType -}; diff --git a/reactos/dll/directx/wine/wined3d/state.c b/reactos/dll/directx/wine/wined3d/state.c index b9d28d4720c..0da9842a98a 100644 --- a/reactos/dll/directx/wine/wined3d/state.c +++ b/reactos/dll/directx/wine/wined3d/state.c @@ -244,7 +244,7 @@ static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D if (stateblock->renderState[WINED3DRS_ALPHABLENDENABLE] || stateblock->renderState[WINED3DRS_EDGEANTIALIAS] || stateblock->renderState[WINED3DRS_ANTIALIASEDLINEENABLE]) { - const GlPixelFormatDesc *glDesc; + const struct GlPixelFormatDesc *glDesc; getFormatDescEntry(target->resource.format, &GLINFO_LOCATION, &glDesc); /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty. @@ -702,7 +702,7 @@ state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCon checkGLcall("glFinalCombinerInputNV()"); } } else { - float black[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const GLfloat black[4] = {0.0f, 0.0f, 0.0f, 0.0f}; /* for the case of enabled lighting: */ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]); @@ -1224,7 +1224,7 @@ static void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, Wi static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { IWineD3DDeviceImpl *device = stateblock->wineD3DDevice; GLenum Parm = 0; - WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse; + const WineDirect3DStridedData *diffuse = &device->strided_streams.u.s.diffuse; BOOL isDiffuseSupplied; /* Depends on the decoded vertex declaration to read the existence of diffuse data. @@ -1323,7 +1323,7 @@ static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular); checkGLcall("glMaterialfv"); } else { - float black[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + const GLfloat black[4] = {0.0f, 0.0f, 0.0f, 0.0f}; glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]); checkGLcall("glMaterialfv"); } @@ -1566,10 +1566,10 @@ static void state_lastpixel(DWORD state, IWineD3DStateBlockImpl *stateblock, Win if(stateblock->renderState[WINED3DRS_LASTPIXEL]) { TRACE("Last Pixel Drawing Enabled\n"); } else { - static BOOL first = TRUE; - if(first) { + static BOOL warned; + if (!warned) { FIXME("Last Pixel Drawing Disabled, not handled yet\n"); - first = FALSE; + warned = TRUE; } else { TRACE("Last Pixel Drawing Disabled, not handled yet\n"); } @@ -3119,8 +3119,9 @@ static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) { } } -static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd, GLint *curVBO) { - UINT *offset = stateblock->streamOffset; +static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, const WineDirect3DVertexStridedData *sd, GLint *curVBO) +{ + const UINT *offset = stateblock->streamOffset; unsigned int mapped_stage = 0; unsigned int textureNo = 0; @@ -3174,6 +3175,10 @@ static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertex static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE; DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage]; + const GLfloat s_plane[] = { 1.0, 0.0, 0.0, 0.0 }; + const GLfloat t_plane[] = { 0.0, 1.0, 0.0, 0.0 }; + const GLfloat r_plane[] = { 0.0, 0.0, 1.0, 0.0 }; + const GLfloat q_plane[] = { 0.0, 0.0, 0.0, 1.0 }; if (mapped_stage == -1) { TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage); @@ -3223,10 +3228,6 @@ static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine * equates roughly to EYE_LINEAR */ { - float s_plane[] = { 1.0, 0.0, 0.0, 0.0 }; - float t_plane[] = { 0.0, 1.0, 0.0, 0.0 }; - float r_plane[] = { 0.0, 0.0, 1.0, 0.0 }; - float q_plane[] = { 0.0, 0.0, 0.0, 1.0 }; TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n"); glMatrixMode(GL_MODELVIEW); @@ -3257,10 +3258,6 @@ static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine case WINED3DTSS_TCI_CAMERASPACENORMAL: { if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) { - float s_plane[] = { 1.0, 0.0, 0.0, 0.0 }; - float t_plane[] = { 0.0, 1.0, 0.0, 0.0 }; - float r_plane[] = { 0.0, 0.0, 1.0, 0.0 }; - float q_plane[] = { 0.0, 0.0, 0.0, 1.0 }; TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n"); glMatrixMode(GL_MODELVIEW); @@ -3291,10 +3288,6 @@ static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR: { if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) { - float s_plane[] = { 1.0, 0.0, 0.0, 0.0 }; - float t_plane[] = { 0.0, 1.0, 0.0, 0.0 }; - float r_plane[] = { 0.0, 0.0, 1.0, 0.0 }; - float q_plane[] = { 0.0, 0.0, 0.0, 1.0 }; TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n"); glMatrixMode(GL_MODELVIEW); @@ -3480,7 +3473,7 @@ static void sampler(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCont } } -void apply_pshader_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { +static void apply_pshader_fog(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { IWineD3DDeviceImpl *device = stateblock->wineD3DDevice; if (use_ps(device)) { @@ -3518,9 +3511,6 @@ void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DC * if a different texture was bound. I don't have to do anything. */ } - - /* Compile and bind the shader */ - IWineD3DPixelShader_CompileShader(stateblock->pixelShader); } else { /* Disabled the pixel shader - color ops weren't applied * while it was enabled, so re-apply them. @@ -3637,12 +3627,12 @@ static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateblock, W */ if(stateblock->wineD3DDevice->view_ident) { glLoadMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]); - checkGLcall("glLoadMatrixf") + checkGLcall("glLoadMatrixf"); } else { glLoadMatrixf(&stateblock->transforms[WINED3DTS_VIEW].u.m[0][0]); - checkGLcall("glLoadMatrixf") + checkGLcall("glLoadMatrixf"); glMultMatrixf(&stateblock->transforms[WINED3DTS_WORLDMATRIX(matrix)].u.m[0][0]); - checkGLcall("glMultMatrixf") + checkGLcall("glMultMatrixf"); } } @@ -3716,7 +3706,7 @@ static void transform_view(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine * NOTE2: Apparently texture transforms do NOT need reapplying */ - PLIGHTINFOEL *light = NULL; + const PLIGHTINFOEL *light = NULL; glMatrixMode(GL_MODELVIEW); checkGLcall("glMatrixMode(GL_MODELVIEW)"); @@ -3907,10 +3897,27 @@ static inline void unloadVertexData(IWineD3DStateBlockImpl *stateblock) { unloadTexCoords(stateblock); } +static inline void unload_numbered_array(IWineD3DStateBlockImpl *stateblock, WineD3DContext *context, int i) +{ + GL_EXTCALL(glDisableVertexAttribArrayARB(i)); + checkGLcall("glDisableVertexAttribArrayARB(reg)"); + /* Some Windows drivers(NV GF 7) use the latest value that was used when drawing with the now + * deactivated stream disabled, some other drivers(ATI, NV GF 8) set the undefined values to 0x00. + * Let's set them to 0x00 to avoid hitting some undefined aspects of OpenGL. All that is really + * important here is the glDisableVertexAttribArrayARB call above. The test shows that the refrast + * keeps dereferencing the pointers, which would cause crashes in some games like Half Life 2: Episode Two. + */ + GL_EXTCALL(glVertexAttrib4NubARB(i, 0, 0, 0, 0)); + checkGLcall("glVertexAttrib4NubARB(i, 0, 0, 0, 0)"); + + context->numbered_array_mask &= ~(1 << i); +} + /* This should match any arrays loaded in loadNumberedArrays * TODO: Only load / unload arrays if we have to. */ -static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) { +static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) +{ /* disable any attribs (this is the same for both GLSL and ARB modes) */ GLint maxAttribs = 16; int i; @@ -3921,23 +3928,16 @@ static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) { if (glGetError() != GL_NO_ERROR) maxAttribs = 16; for (i = 0; i < maxAttribs; ++i) { - GL_EXTCALL(glDisableVertexAttribArrayARB(i)); - checkGLcall("glDisableVertexAttribArrayARB(reg)"); - /* Some Windows drivers(NV GF 7) use the latest value that was used when drawing with the now - * deactivated stream disabled, some other drivers(ATI, NV GF 8) set the undefined values to 0x00. - * Let's set them to 0x00 to avoid hitting some undefined aspects of OpenGL. All that is really - * important here is the glDisableVertexAttribArrayARB call above. The test shows that the refrast - * keeps dereferencing the pointers, which would cause crashes in some games like Half Life 2: Episode Two. - */ - GL_EXTCALL(glVertexAttrib4NubARB(i, 0, 0, 0, 0)); - checkGLcall("glVertexAttrib4NubARB(i, 0, 0, 0, 0)"); + unload_numbered_array(stateblock, context, i); } } -static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *strided) { +static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, + const WineDirect3DVertexStridedData *strided, WineD3DContext *context) +{ GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0; int i; - UINT *offset = stateblock->streamOffset; + const UINT *offset = stateblock->streamOffset; IWineD3DVertexBufferImpl *vb; DWORD_PTR shift_index; @@ -3945,13 +3945,15 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDi stateblock->wineD3DDevice->instancedDraw = FALSE; for (i = 0; i < MAX_ATTRIBS; i++) { - - if (!strided->u.input[i].lpData && !strided->u.input[i].VBO) + if (!strided->u.input[i].VBO && !strided->u.input[i].lpData) + { + if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i); continue; + } /* Do not load instance data. It will be specified using glTexCoord by drawprim */ if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) { - GL_EXTCALL(glDisableVertexAttribArrayARB(i)); + if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i); stateblock->wineD3DDevice->instancedDraw = TRUE; continue; } @@ -3996,31 +3998,37 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDi strided->u.input[i].lpData + stateblock->loadBaseVertexIndex * strided->u.input[i].dwStride + offset[strided->u.input[i].streamNo]) ); - } - GL_EXTCALL(glEnableVertexAttribArrayARB(i)); + } + + if (!(context->numbered_array_mask & (1 << i))) + { + GL_EXTCALL(glEnableVertexAttribArrayARB(i)); + context->numbered_array_mask |= (1 << i); + } } else { /* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and * set up the attribute statically. But we have to figure out the system memory address. */ - BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo]; + const BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo]; if(strided->u.input[i].VBO) { vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo]; ptr += (long) vb->resource.allocatedMemory; } - GL_EXTCALL(glDisableVertexAttribArrayARB(i)); + + if (context->numbered_array_mask & (1 << i)) unload_numbered_array(stateblock, context, i); switch(strided->u.input[i].dwType) { case WINED3DDECLTYPE_FLOAT1: - GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr)); + GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr)); break; case WINED3DDECLTYPE_FLOAT2: - GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr)); + GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr)); break; case WINED3DDECLTYPE_FLOAT3: - GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr)); + GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr)); break; case WINED3DDECLTYPE_FLOAT4: - GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr)); + GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr)); break; case WINED3DDECLTYPE_UBYTE4: @@ -4032,38 +4040,38 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDi break; case WINED3DDECLTYPE_SHORT2: - GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr)); + GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr)); break; case WINED3DDECLTYPE_SHORT4: - GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr)); + GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr)); break; case WINED3DDECLTYPE_SHORT2N: { - GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1}; + const GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1}; GL_EXTCALL(glVertexAttrib4NsvARB(i, s)); break; } case WINED3DDECLTYPE_USHORT2N: { - GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1}; + const GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1}; GL_EXTCALL(glVertexAttrib4NusvARB(i, s)); break; } case WINED3DDECLTYPE_SHORT4N: - GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr)); + GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr)); break; case WINED3DDECLTYPE_USHORT4N: - GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr)); + GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr)); break; case WINED3DDECLTYPE_UDEC3: FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n"); - /*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */ + /*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */ break; case WINED3DDECLTYPE_DEC3N: FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n"); - /*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */ + /*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */ break; case WINED3DDECLTYPE_FLOAT16_2: @@ -4088,8 +4096,9 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDi } /* Used from 2 different functions, and too big to justify making it inlined */ -static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVertexStridedData *sd) { - UINT *offset = stateblock->streamOffset; +static void loadVertexData(IWineD3DStateBlockImpl *stateblock, const WineDirect3DVertexStridedData *sd) +{ + const UINT *offset = stateblock->streamOffset; GLint curVBO = GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) ? -1 : 0; TRACE("Using fast vertex array code\n"); @@ -4130,10 +4139,11 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte checkGLcall("glWeightPointerARB"); if((sd->u.s.blendMatrixIndices.lpData) || (sd->u.s.blendMatrixIndices.VBO)){ - static BOOL showfixme = TRUE; - if(showfixme){ + static BOOL warned; + if (!warned) + { FIXME("blendMatrixIndices support\n"); - showfixme = FALSE; + warned = TRUE; } } } else { @@ -4271,9 +4281,9 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte WINED3D_ATR_GLTYPE(sd->u.s.specular.dwType), sd->u.s.specular.dwStride, sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]); - vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)"); + checkGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)"); glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT); - vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)"); + checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)"); } else { /* Missing specular color is not critical, no warnings */ @@ -4295,9 +4305,8 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, WineDirect3DVerte loadTexCoords(stateblock, sd, &curVBO); } -static inline void drawPrimitiveTraceDataLocations( - WineDirect3DVertexStridedData *dataLocations) { - +static inline void drawPrimitiveTraceDataLocations(const WineDirect3DVertexStridedData *dataLocations) +{ /* Dump out what parts we have supplied */ TRACE("Strided Data:\n"); TRACE_STRIDED((dataLocations), position); @@ -4332,6 +4341,8 @@ static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo BOOL fixup = FALSE; WineDirect3DVertexStridedData *dataLocations = &device->strided_streams; BOOL useVertexShaderFunction; + BOOL load_numbered = FALSE; + BOOL load_named = FALSE; if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader && ((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) { @@ -4365,41 +4376,51 @@ static void streamsrc(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCo useVertexShaderFunction = FALSE; } - /* Unload the old arrays before loading the new ones to get old junk out */ - if(context->numberedArraysLoaded) { - unloadNumberedArrays(stateblock); - context->numberedArraysLoaded = FALSE; - } - if(context->namedArraysLoaded) { - unloadVertexData(stateblock); - context->namedArraysLoaded = FALSE; - } - if(useVertexShaderFunction) { if(((IWineD3DVertexDeclarationImpl *) stateblock->vertexDecl)->half_float_conv_needed && !fixup) { TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion\n"); device->useDrawStridedSlow = TRUE; - context->numberedArraysLoaded = FALSE; } else { - TRACE("Loading numbered arrays\n"); - loadNumberedArrays(stateblock, dataLocations); + load_numbered = TRUE; device->useDrawStridedSlow = FALSE; - context->numberedArraysLoaded = TRUE; } } else if (fixup || (dataLocations->u.s.pSize.lpData == NULL && dataLocations->u.s.diffuse.lpData == NULL && dataLocations->u.s.specular.lpData == NULL)) { /* Load the vertex data using named arrays */ - TRACE("Loading vertex data\n"); - loadVertexData(stateblock, dataLocations); + load_named = TRUE; device->useDrawStridedSlow = FALSE; - context->namedArraysLoaded = TRUE; } else { TRACE("Not loading vertex data\n"); device->useDrawStridedSlow = TRUE; } + if (context->numberedArraysLoaded && !load_numbered) + { + unloadNumberedArrays(stateblock, context); + context->numberedArraysLoaded = FALSE; + context->numbered_array_mask = 0; + } + else if (context->namedArraysLoaded) + { + unloadVertexData(stateblock); + context->namedArraysLoaded = FALSE; + } + + if (load_numbered) + { + TRACE("Loading numbered arrays\n"); + loadNumberedArrays(stateblock, dataLocations, context); + context->numberedArraysLoaded = TRUE; + } + else if (load_named) + { + TRACE("Loading vertex data\n"); + loadVertexData(stateblock, dataLocations); + context->namedArraysLoaded = TRUE; + } + /* Generate some fixme's if unsupported functionality is being used */ #define BUFFER_OR_DATA(_attribute) dataLocations->u.s._attribute.lpData /* TODO: Either support missing functionality in fixupVertices or by creating a shader to replace the pipeline. */ @@ -4511,11 +4532,6 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W state_normalize(STATE_RENDER(WINED3DRS_NORMALIZENORMALS), stateblock, context); } } else { - /* We compile the shader here because we need the vertex declaration - * in order to determine if we need to do any swizzling for D3DCOLOR - * registers. If the shader is already compiled this call will do nothing. */ - IWineD3DVertexShader_CompileShader(stateblock->vertexShader); - if(!context->last_was_vshader) { int i; static BOOL warned = FALSE; @@ -4610,7 +4626,7 @@ static void viewport_vertexpart(DWORD state, IWineD3DStateBlockImpl *stateblock, static void light(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { UINT Index = state - STATE_ACTIVELIGHT(0); - PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index]; + const PLIGHTINFOEL *lightInfo = stateblock->activeLights[Index]; if(!lightInfo) { glDisable(GL_LIGHT0 + Index); @@ -5445,7 +5461,8 @@ static const struct StateEntryTemplate ffp_fragmentstate_template[] = { #define GLINFO_LOCATION (*gl_info) static void ffp_enable(IWineD3DDevice *iface, BOOL enable) { } -static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps) { +static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *pCaps) +{ pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD | WINED3DTEXOPCAPS_ADDSIGNED | WINED3DTEXOPCAPS_ADDSIGNED2X | @@ -5483,8 +5500,22 @@ static void ffp_fragment_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_in static HRESULT ffp_fragment_alloc(IWineD3DDevice *iface) { return WINED3D_OK; } static void ffp_fragment_free(IWineD3DDevice *iface) {} -static BOOL ffp_conv_supported(WINED3DFORMAT fmt) { - TRACE("Checking shader format support for format %s: [FAILED]\n", debug_d3dformat(fmt)); +static BOOL ffp_color_fixup_supported(struct color_fixup_desc fixup) +{ + if (TRACE_ON(d3d)) + { + TRACE("Checking support for fixup:\n"); + dump_color_fixup_desc(fixup); + } + + /* We only support identity conversions. */ + if (is_identity_fixup(fixup)) + { + TRACE("[OK]\n"); + return TRUE; + } + + TRACE("[FAILED]\n"); return FALSE; } @@ -5493,12 +5524,13 @@ const struct fragment_pipeline ffp_fragment_pipeline = { ffp_fragment_get_caps, ffp_fragment_alloc, ffp_fragment_free, - ffp_conv_supported, + ffp_color_fixup_supported, ffp_fragmentstate_template, FALSE /* we cannot disable projected textures. The vertex pipe has to do it */ }; -static int num_handlers(APPLYSTATEFUNC *funcs) { +static unsigned int num_handlers(const APPLYSTATEFUNC *funcs) +{ unsigned int i; for(i = 0; funcs[i]; i++); return i; @@ -5515,12 +5547,10 @@ static void multistate_apply_3(DWORD state, IWineD3DStateBlockImpl *stateblock, stateblock->wineD3DDevice->multistate_funcs[state][2](state, stateblock, context); } -void compile_state_table(struct StateEntry *StateTable, - APPLYSTATEFUNC **dev_multistate_funcs, - WineD3D_GL_Info *gl_info, - const struct StateEntryTemplate *vertex, - const struct fragment_pipeline *fragment, - const struct StateEntryTemplate *misc) { +void compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs, + const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex, + const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc) +{ unsigned int i, type, handlers; APPLYSTATEFUNC multistate_funcs[STATE_HIGHEST + 1][3]; const struct StateEntryTemplate *cur; diff --git a/reactos/dll/directx/wine/wined3d/stateblock.c b/reactos/dll/directx/wine/wined3d/stateblock.c index 0d9913439ef..3faa5a0411f 100644 --- a/reactos/dll/directx/wine/wined3d/stateblock.c +++ b/reactos/dll/directx/wine/wined3d/stateblock.c @@ -63,11 +63,8 @@ HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) { } /** Copy all members of one stateblock to another */ -void stateblock_savedstates_copy( - IWineD3DStateBlock* iface, - SAVEDSTATES* dest, - SAVEDSTATES* source) { - +static void stateblock_savedstates_copy(IWineD3DStateBlock* iface, SAVEDSTATES *dest, const SAVEDSTATES *source) +{ IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; unsigned bsize = sizeof(BOOL); @@ -90,10 +87,10 @@ void stateblock_savedstates_copy( memcpy(dest->textureState, source->textureState, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)); memcpy(dest->samplerState, source->samplerState, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1)); memcpy(dest->clipplane, source->clipplane, bsize * MAX_CLIPPLANES); - memcpy(dest->pixelShaderConstantsB, source->pixelShaderConstantsB, bsize * MAX_CONST_B); - memcpy(dest->pixelShaderConstantsI, source->pixelShaderConstantsI, bsize * MAX_CONST_I); - memcpy(dest->vertexShaderConstantsB, source->vertexShaderConstantsB, bsize * MAX_CONST_B); - memcpy(dest->vertexShaderConstantsI, source->vertexShaderConstantsI, bsize * MAX_CONST_I); + dest->pixelShaderConstantsB = source->pixelShaderConstantsB; + dest->pixelShaderConstantsI = source->pixelShaderConstantsI; + dest->vertexShaderConstantsB = source->vertexShaderConstantsB; + dest->vertexShaderConstantsI = source->vertexShaderConstantsI; /* Dynamically sized arrays */ memcpy(dest->pixelShaderConstantsF, source->pixelShaderConstantsF, bsize * GL_LIMITS(pshader_constantsF)); @@ -128,10 +125,10 @@ void stateblock_savedstates_set( memset(states->textureState, value, bsize * MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)); memset(states->samplerState, value, bsize * MAX_COMBINED_SAMPLERS * (WINED3D_HIGHEST_SAMPLER_STATE + 1)); memset(states->clipplane, value, bsize * MAX_CLIPPLANES); - memset(states->pixelShaderConstantsB, value, bsize * MAX_CONST_B); - memset(states->pixelShaderConstantsI, value, bsize * MAX_CONST_I); - memset(states->vertexShaderConstantsB, value, bsize * MAX_CONST_B); - memset(states->vertexShaderConstantsI, value, bsize * MAX_CONST_I); + states->pixelShaderConstantsB = value ? 0xffff : 0; + states->pixelShaderConstantsI = value ? 0xffff : 0; + states->vertexShaderConstantsB = value ? 0xffff : 0; + states->vertexShaderConstantsI = value ? 0xffff : 0; /* Dynamically sized arrays */ memset(states->pixelShaderConstantsF, value, bsize * GL_LIMITS(pshader_constantsF)); @@ -710,7 +707,7 @@ static inline void apply_lights(IWineD3DDevice *pDevice, IWineD3DStateBlockImpl struct list *e; LIST_FOR_EACH(e, &This->lightMap[i]) { - PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry); + const PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry); if(light->changed) { IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms); diff --git a/reactos/dll/directx/wine/wined3d/surface.c b/reactos/dll/directx/wine/wined3d/surface.c index 1849b83740c..01914030911 100644 --- a/reactos/dll/directx/wine/wined3d/surface.c +++ b/reactos/dll/directx/wine/wined3d/surface.c @@ -31,12 +31,11 @@ #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface); +WINE_DECLARE_DEBUG_CHANNEL(d3d); #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info -HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *surf); static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey); static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert); -static inline void clear_unused_channels(IWineD3DSurfaceImpl *This); static void surface_remove_pbo(IWineD3DSurfaceImpl *This); void surface_force_reload(IWineD3DSurface *iface) @@ -210,8 +209,9 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) { LEAVE_GL(); if (This->Flags & SFLAG_NONPOW2) { - LPBYTE src_data, dst_data; - int y; + const BYTE *src_data; + BYTE *dst_data; + UINT y; /* * Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing * the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to @@ -346,7 +346,7 @@ static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsi * activating the right context and binding the correct texture. */ static void surface_allocate_surface(IWineD3DSurfaceImpl *This, GLenum internal, GLsizei width, GLsizei height, GLenum format, GLenum type) { BOOL enable_client_storage = FALSE; - BYTE *mem = NULL; + const BYTE *mem = NULL; if(This->heightscale != 1.0 && This->heightscale != 0.0) height *= This->heightscale; @@ -443,7 +443,7 @@ void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int wi } if (!renderbuffer) { - const GlPixelFormatDesc *glDesc; + const struct GlPixelFormatDesc *glDesc; getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc); GL_EXTCALL(glGenRenderbuffersEXT(1, &renderbuffer)); @@ -480,7 +480,8 @@ GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchai return GL_BACK; } -ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) { +static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) +{ IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; ULONG ref = InterlockedDecrement(&This->resource.ref); TRACE("(%p) : Releasing from %d\n", This, ref + 1); @@ -527,7 +528,7 @@ ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) { HeapFree(GetProcessHeap(), 0, This->palette9); - IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface); + resource_cleanup((IWineD3DResource *)iface); if(This->overlay_dest) { list_remove(&This->overlay_entry); @@ -544,7 +545,8 @@ ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface) { IWineD3DSurface IWineD3DResource parts follow **************************************************** */ -void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) { +static void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) +{ /* TODO: check for locks */ IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; IWineD3DBaseTexture *baseTexture = NULL; @@ -674,22 +676,13 @@ static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) { IWineD3DSurface IWineD3DSurface parts follow ****************************************************** */ -void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) { +static void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) +{ IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; TRACE("(%p) : returning %p\n", This, &This->glDescription); *glDescription = &This->glDescription; } -/* TODO: think about moving this down to resource? */ -const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface) { - IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; - /* This should only be called for sysmem textures, it may be a good idea to extend this to all pools at some point in the future */ - if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) { - FIXME(" (%p)Attempting to get system memory for a non-system memory texture\n", iface); - } - return (CONST void*)(This->resource.allocatedMemory); -} - /* Read the framebuffer back into the surface */ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, void *dest, UINT pitch) { IWineD3DSwapChainImpl *swapchain; @@ -803,7 +796,7 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v local_rect.right - local_rect.left, local_rect.bottom - local_rect.top, fmt, type, mem); - vcheckGLcall("glReadPixels"); + checkGLcall("glReadPixels"); if(This->Flags & SFLAG_PBO) { GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0)); @@ -864,7 +857,7 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v * In case of P8 render targets, the index is stored in the alpha component so no conversion is needed. */ if((This->resource.format == WINED3DFMT_P8) && !primary_render_target_is_p8(myDevice)) { - PALETTEENTRY *pal = NULL; + const PALETTEENTRY *pal = NULL; DWORD width = pitch / 3; int x, y, c; @@ -879,9 +872,9 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v for(y = local_rect.top; y < local_rect.bottom; y++) { for(x = local_rect.left; x < local_rect.right; x++) { /* start lines pixels */ - BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3); - BYTE *green = blue + 1; - BYTE *red = green + 1; + const BYTE *blue = mem + y * pitch + x * (sizeof(BYTE) * 3); + const BYTE *green = blue + 1; + const BYTE *red = green + 1; for(c = 0; c < 256; c++) { if(*red == pal[c].peRed && @@ -951,8 +944,6 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This) This->pow2Height, format, type); } - clear_unused_channels(This); - ENTER_GL(); /* If !SrcIsUpsideDown we should flip the surface. * This can be done using glCopyTexSubImage2D but this @@ -968,7 +959,7 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This) checkGLcall("glCopyTexSubImage2D"); glReadBuffer(prevRead); - vcheckGLcall("glReadBuffer"); + checkGLcall("glReadBuffer"); LEAVE_GL(); TRACE("Updated target %d\n", This->glDescription.target); @@ -1216,18 +1207,18 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm } glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store); - vcheckGLcall("glIntegerv"); + checkGLcall("glIntegerv"); glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]); - vcheckGLcall("glIntegerv"); + checkGLcall("glIntegerv"); glPixelZoom(1.0, -1.0); - vcheckGLcall("glPixelZoom"); + checkGLcall("glPixelZoom"); /* If not fullscreen, we need to skip a number of bytes to find the next row of data */ glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes); glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width); glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1); - vcheckGLcall("glRasterPos2f"); + checkGLcall("glRasterPos2f"); /* Some drivers(radeon dri, others?) don't like exceptions during * glDrawPixels. If the surface is a DIB section, it might be in GDIMode @@ -1270,14 +1261,14 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm } glPixelZoom(1.0,1.0); - vcheckGLcall("glPixelZoom"); + checkGLcall("glPixelZoom"); glRasterPos3iv(&prev_rasterpos[0]); - vcheckGLcall("glRasterPos3iv"); + checkGLcall("glRasterPos3iv"); /* Reset to previous pack row length */ glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes); - vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH"); + checkGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH"); if(!swapchain) { glDrawBuffer(myDevice->offscreenBuffer); @@ -1405,7 +1396,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) { return WINED3D_OK; } -HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) { +static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) +{ IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; WINED3DLOCKED_RECT lock; HRESULT hr; @@ -1470,7 +1462,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) { /* GetDC on palettized formats is unsupported in D3D9, and the method is missing in D3D8, so this should only be used for DX <=7 surfaces (with non-device palettes) */ unsigned int n; - PALETTEENTRY *pal = NULL; + const PALETTEENTRY *pal = NULL; if(This->palette) { pal = This->palette->palents; @@ -1501,7 +1493,8 @@ HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) { return WINED3D_OK; } -HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) { +static HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) +{ IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; TRACE("(%p)->(%p)\n",This,hDC); @@ -1533,7 +1526,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) { HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode) { BOOL colorkey_active = need_alpha_ck && (This->CKeyFlags & WINEDDSD_CKSRCBLT); - const GlPixelFormatDesc *glDesc; + const struct GlPixelFormatDesc *glDesc; IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc); @@ -1707,38 +1700,6 @@ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_ *target_bpp = 2; break; - case WINED3DFMT_R32F: - /* Can be loaded in theory with fmt=GL_RED, type=GL_FLOAT, but this fails. The reason - * is that D3D expects the undefined green, blue and alpha channels to return 1.0 - * when sampling, but OpenGL sets green and blue to 0.0 instead. Thus we have to inject - * 1.0 instead. - * - * The alpha channel defaults to 1.0 in opengl, so nothing has to be done about it. - */ - *convert = CONVERT_R32F; - *format = GL_RGB; - *internal = GL_RGB32F_ARB; - *type = GL_FLOAT; - *target_bpp = 12; - break; - - case WINED3DFMT_R16F: - /* Similar to R32F */ - *convert = CONVERT_R16F; - *format = GL_RGB; - *internal = GL_RGB16F_ARB; - *type = GL_HALF_FLOAT_ARB; - *target_bpp = 6; - break; - - case WINED3DFMT_G16R16: - *convert = CONVERT_G16R16; - *format = GL_RGB; - *internal = GL_RGB16_EXT; - *type = GL_UNSIGNED_SHORT; - *target_bpp = 6; - break; - default: break; } @@ -1746,8 +1707,11 @@ HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_ return WINED3D_OK; } -HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This) { - BYTE *source, *dest; +static HRESULT d3dfmt_convert_surface(const BYTE *src, BYTE *dst, UINT pitch, UINT width, + UINT height, UINT outpitch, CONVERT_TYPES convert, IWineD3DSurfaceImpl *This) +{ + const BYTE *source; + BYTE *dest; TRACE("(%p)->(%p),(%d,%d,%d,%d,%p)\n", src, dst, pitch, height, outpitch, convert,This); switch (convert) { @@ -1798,13 +1762,13 @@ HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UIN on the same surface and disables color keying in such a case */ unsigned int x, y; - WORD *Source; + const WORD *Source; WORD *Dest; TRACE("Color keyed 565\n"); for (y = 0; y < height; y++) { - Source = (WORD *) (src + y * pitch); + Source = (const WORD *)(src + y * pitch); Dest = (WORD *) (dst + y * outpitch); for (x = 0; x < width; x++ ) { WORD color = *Source++; @@ -1823,11 +1787,11 @@ HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UIN { /* Converting X1R5G5B5 format to R5G5B5A1 to emulate color-keying. */ unsigned int x, y; - WORD *Source; + const WORD *Source; WORD *Dest; TRACE("Color keyed 5551\n"); for (y = 0; y < height; y++) { - Source = (WORD *) (src + y * pitch); + Source = (const WORD *)(src + y * pitch); Dest = (WORD *) (dst + y * outpitch); for (x = 0; x < width; x++ ) { WORD color = *Source++; @@ -1845,6 +1809,29 @@ HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UIN } break; + case CONVERT_CK_RGB24: + { + /* Converting R8G8B8 format to R8G8B8A8 with color-keying. */ + unsigned int x, y; + for (y = 0; y < height; y++) + { + source = src + pitch * y; + dest = dst + outpitch * y; + for (x = 0; x < width; x++) { + DWORD color = ((DWORD)source[0] << 16) + ((DWORD)source[1] << 8) + (DWORD)source[2] ; + DWORD dstcolor = color << 8; + if ((color < This->SrcBltCKey.dwColorSpaceLowValue) || + (color > This->SrcBltCKey.dwColorSpaceHighValue)) { + dstcolor |= 0xff; + } + *(DWORD*)dest = dstcolor; + source += 3; + dest += 4; + } + } + } + break; + case CONVERT_RGB32_888: { /* Converting X8R8G8B8 format to R8G8B8A8 with color-keying. */ @@ -1854,7 +1841,7 @@ HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UIN source = src + pitch * y; dest = dst + outpitch * y; for (x = 0; x < width; x++) { - DWORD color = 0xffffff & *(DWORD*)source; + DWORD color = 0xffffff & *(const DWORD*)source; DWORD dstcolor = color << 8; if ((color < This->SrcBltCKey.dwColorSpaceLowValue) || (color > This->SrcBltCKey.dwColorSpaceHighValue)) { @@ -1871,10 +1858,10 @@ HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UIN case CONVERT_V8U8: { unsigned int x, y; - short *Source; + const short *Source; unsigned char *Dest; for(y = 0; y < height; y++) { - Source = (short *) (src + y * pitch); + Source = (const short *)(src + y * pitch); Dest = dst + y * outpitch; for (x = 0; x < width; x++ ) { long color = (*Source++); @@ -1890,10 +1877,10 @@ HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UIN case CONVERT_V16U16: { unsigned int x, y; - DWORD *Source; + const DWORD *Source; unsigned short *Dest; for(y = 0; y < height; y++) { - Source = (DWORD *) (src + y * pitch); + Source = (const DWORD *)(src + y * pitch); Dest = (unsigned short *) (dst + y * outpitch); for (x = 0; x < width; x++ ) { DWORD color = (*Source++); @@ -1909,10 +1896,10 @@ HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UIN case CONVERT_Q8W8V8U8: { unsigned int x, y; - DWORD *Source; + const DWORD *Source; unsigned char *Dest; for(y = 0; y < height; y++) { - Source = (DWORD *) (src + y * pitch); + Source = (const DWORD *)(src + y * pitch); Dest = dst + y * outpitch; for (x = 0; x < width; x++ ) { long color = (*Source++); @@ -1929,7 +1916,7 @@ HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UIN case CONVERT_L6V5U5: { unsigned int x, y; - WORD *Source; + const WORD *Source; unsigned char *Dest; if(GL_SUPPORT(NV_TEXTURE_SHADER)) { @@ -1938,7 +1925,7 @@ HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UIN * loaded */ for(y = 0; y < height; y++) { - Source = (WORD *) (src + y * pitch); + Source = (const WORD *)(src + y * pitch); Dest = dst + y * outpitch; for (x = 0; x < width; x++ ) { short color = (*Source++); @@ -1963,7 +1950,7 @@ HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UIN } else { for(y = 0; y < height; y++) { unsigned short *Dest_s = (unsigned short *) (dst + y * outpitch); - Source = (WORD *) (src + y * pitch); + Source = (const WORD *)(src + y * pitch); for (x = 0; x < width; x++ ) { short color = (*Source++); unsigned char l = ((color >> 10) & 0xfc); @@ -1983,7 +1970,7 @@ HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UIN case CONVERT_X8L8V8U8: { unsigned int x, y; - DWORD *Source; + const DWORD *Source; unsigned char *Dest; if(GL_SUPPORT(NV_TEXTURE_SHADER)) { @@ -1991,7 +1978,7 @@ HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UIN * without further modification after converting the surface. */ for(y = 0; y < height; y++) { - Source = (DWORD *) (src + y * pitch); + Source = (const DWORD *)(src + y * pitch); Dest = dst + y * outpitch; for (x = 0; x < width; x++ ) { long color = (*Source++); @@ -2008,7 +1995,7 @@ HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UIN * standard fixed function pipeline anyway). */ for(y = 0; y < height; y++) { - Source = (DWORD *) (src + y * pitch); + Source = (const DWORD *)(src + y * pitch); Dest = dst + y * outpitch; for (x = 0; x < width; x++ ) { long color = (*Source++); @@ -2025,7 +2012,7 @@ HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UIN case CONVERT_A4L4: { unsigned int x, y; - unsigned char *Source; + const unsigned char *Source; unsigned char *Dest; for(y = 0; y < height; y++) { Source = src + y * pitch; @@ -2040,66 +2027,6 @@ HRESULT d3dfmt_convert_surface(BYTE *src, BYTE *dst, UINT pitch, UINT width, UIN break; } - case CONVERT_R32F: - { - unsigned int x, y; - float *Source; - float *Dest; - for(y = 0; y < height; y++) { - Source = (float *) (src + y * pitch); - Dest = (float *) (dst + y * outpitch); - for (x = 0; x < width; x++ ) { - float color = (*Source++); - Dest[0] = color; - Dest[1] = 1.0; - Dest[2] = 1.0; - Dest += 3; - } - } - break; - } - - case CONVERT_R16F: - { - unsigned int x, y; - WORD *Source; - WORD *Dest; - WORD one = 0x3c00; - for(y = 0; y < height; y++) { - Source = (WORD *) (src + y * pitch); - Dest = (WORD *) (dst + y * outpitch); - for (x = 0; x < width; x++ ) { - WORD color = (*Source++); - Dest[0] = color; - Dest[1] = one; - Dest[2] = one; - Dest += 3; - } - } - break; - } - - case CONVERT_G16R16: - { - unsigned int x, y; - WORD *Source; - WORD *Dest; - - for(y = 0; y < height; y++) { - Source = (WORD *) (src + y * pitch); - Dest = (WORD *) (dst + y * outpitch); - for (x = 0; x < width; x++ ) { - WORD green = (*Source++); - WORD red = (*Source++); - Dest[0] = green; - Dest[1] = red; - Dest[2] = 0xffff; - Dest += 3; - } - } - break; - } - default: ERR("Unsupported conversation type %d\n", convert); } @@ -2111,7 +2038,7 @@ static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4] IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; BOOL index_in_alpha = FALSE; int dxVersion = ( (IWineD3DImpl *) device->wineD3D)->dxVersion; - int i; + unsigned int i; /* Old games like StarCraft, C&C, Red Alert and others use P8 render targets. * Reading back the RGB output each lockrect (each frame as they lock the whole screen) @@ -2165,15 +2092,6 @@ static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4] } } -const char *fragment_palette_conversion = - "!!ARBfp1.0\n" - "TEMP index;\n" - "PARAM constants = { 0.996, 0.00195, 0, 0 };\n" /* { 255/256, 0.5/255*255/256, 0, 0 } */ - "TEX index, fragment.texcoord[0], texture[0], 2D;\n" /* The alpha-component contains the palette index */ - "MAD index.a, index.a, constants.x, constants.y;\n" /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */ - "TEX result.color, index.a, texture[1], 1D;\n" /* use the alpha-component as a index in the palette to get the final color */ - "END"; - /* This function is used in case of 8bit paletted textures to upload the palette. It supports GL_EXT_paletted_texture and GL_ARB_fragment_program, support for other extensions like ATI_fragment_shaders is possible. @@ -2200,6 +2118,19 @@ static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES conve /* Create the fragment program if we don't have it */ if(!device->paletteConversionShader) { + const char *fragment_palette_conversion = + "!!ARBfp1.0\n" + "TEMP index;\n" + /* { 255/256, 0.5/255*255/256, 0, 0 } */ + "PARAM constants = { 0.996, 0.00195, 0, 0 };\n" + /* The alpha-component contains the palette index */ + "TEX index, fragment.texcoord[0], texture[0], 2D;\n" + /* Scale the index by 255/256 and add a bias of '0.5' in order to sample in the middle */ + "MAD index.a, index.a, constants.x, constants.y;\n" + /* Use the alpha-component as an index in the palette to get the final color */ + "TEX result.color, index.a, texture[1], 1D;\n" + "END"; + glEnable(GL_FRAGMENT_PROGRAM_ARB); GL_EXTCALL(glGenProgramsARB(1, &device->paletteConversionShader)); GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, device->paletteConversionShader)); @@ -2247,41 +2178,6 @@ BOOL palette9_changed(IWineD3DSurfaceImpl *This) { return TRUE; } -static inline void clear_unused_channels(IWineD3DSurfaceImpl *This) { - GLboolean oldwrite[4]; - - /* Some formats have only some color channels, and the others are 1.0. - * since our rendering renders to all channels, and those pixel formats - * are emulated by using a full texture with the other channels set to 1.0 - * manually, clear the unused channels. - * - * This could be done with hacking colorwriteenable to mask the colors, - * but before drawing the buffer would have to be cleared too, so there's - * no gain in that - */ - switch(This->resource.format) { - case WINED3DFMT_R16F: - case WINED3DFMT_R32F: - TRACE("R16F or R32F format, clearing green, blue and alpha to 1.0\n"); - /* Do not activate a context, the correct drawable is active already - * though just the read buffer is set, make sure to have the correct draw - * buffer too - */ - glDrawBuffer(This->resource.wineD3DDevice->offscreenBuffer); - glDisable(GL_SCISSOR_TEST); - glGetBooleanv(GL_COLOR_WRITEMASK, oldwrite); - glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE); - glClearColor(0.0, 1.0, 1.0, 1.0); - glClear(GL_COLOR_BUFFER_BIT); - glColorMask(oldwrite[0], oldwrite[1], oldwrite[2], oldwrite[3]); - if(!This->resource.wineD3DDevice->render_offscreen) glDrawBuffer(GL_BACK); - checkGLcall("Unused channel clear\n"); - break; - - default: break; - } -} - static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; @@ -2407,14 +2303,14 @@ static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface) { #include #include -HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) { +static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) +{ FILE* f = NULL; - UINT i, y; IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; char *allocatedMemory; - char *textureRow; + const char *textureRow; IWineD3DSwapChain *swapChain = NULL; - int width, height; + int width, height, i, y; GLuint tmpTexture = 0; DWORD color; /*FIXME: @@ -2458,9 +2354,9 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const ch NULL); glGetIntegerv(GL_READ_BUFFER, &prevRead); - vcheckGLcall("glGetIntegerv"); + checkGLcall("glGetIntegerv"); glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer); - vcheckGLcall("glReadBuffer"); + checkGLcall("glReadBuffer"); glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, @@ -2528,7 +2424,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const ch textureRow = allocatedMemory; for (y = 0 ; y < height; y++) { for (i = 0; i < width; i++) { - color = *((DWORD*)textureRow); + color = *((const DWORD*)textureRow); fputc((color >> 16) & 0xFF, f); /* B */ fputc((color >> 8) & 0xFF, f); /* G */ fputc((color >> 0) & 0xFF, f); /* R */ @@ -2553,7 +2449,8 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const ch /** * Slightly inefficient way to handle multiple dirty rects but it works :) */ -HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) { +static HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) +{ IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; IWineD3DBaseTexture *baseTexture = NULL; @@ -2583,10 +2480,10 @@ HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RE return WINED3D_OK; } -HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) { +static HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; HRESULT hr; - const GlPixelFormatDesc *glDesc; + const struct GlPixelFormatDesc *glDesc; getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc); TRACE("(%p) : Calling base function first\n", This); @@ -2604,7 +2501,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORM return hr; } -HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) { +static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) { @@ -2797,7 +2694,10 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DS /* Does a direct frame buffer -> texture copy. Stretching is done * with single pixel copy calls */ -static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) { +static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, + IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect, + BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) +{ IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice; float xrel, yrel; UINT row; @@ -2875,13 +2775,16 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D } } } - vcheckGLcall("glCopyTexSubImage2D"); + checkGLcall("glCopyTexSubImage2D"); LEAVE_GL(); } /* Uses the hardware to stretch and flip the image */ -static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, IWineD3DSwapChainImpl *swapchain, WINED3DRECT *srect, WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) { +static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, + IWineD3DSwapChainImpl *swapchain, const WINED3DRECT *srect, const WINED3DRECT *drect, + BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) +{ GLuint src, backup = 0; IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice; IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface; @@ -2957,7 +2860,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine magLookup[Filter - WINED3DTEXF_NONE]); checkGLcall("glTexParameteri"); glTexParameteri(texture_target, GL_TEXTURE_MIN_FILTER, - minMipLookup[Filter][WINED3DTEXF_NONE]); + minMipLookup[Filter].mip[WINED3DTEXF_NONE]); checkGLcall("glTexParameteri"); if(!swapchain || (IWineD3DSurface *) Src == swapchain->backBuffer[0]) { @@ -3117,7 +3020,10 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine } /* Not called from the VTable */ -static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) { +static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const RECT *DestRect, + IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, + WINED3DTEXTUREFILTERTYPE Filter) +{ WINED3DRECT rect; IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice; IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL; @@ -3494,7 +3400,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT * magLookup[Filter - WINED3DTEXF_NONE]); checkGLcall("glTexParameteri"); glTexParameteri(Src->glDescription.target, GL_TEXTURE_MIN_FILTER, - minMipLookup[Filter][WINED3DTEXF_NONE]); + minMipLookup[Filter].mip[WINED3DTEXF_NONE]); checkGLcall("glTexParameteri"); glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(Src->glDescription.target, GL_TEXTURE_WRAP_T, GL_CLAMP); @@ -3648,7 +3554,8 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT * return WINED3DERR_INVALIDCALL; } -static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx) +static HRESULT IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, const RECT *DestRect, + IWineD3DSurface *SrcSurface, const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx) { IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice; float depth; @@ -3675,7 +3582,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT * return IWineD3DDevice_Clear((IWineD3DDevice *) myDevice, DestRect == NULL ? 0 : 1, - (WINED3DRECT *) DestRect, + (const WINED3DRECT *)DestRect, WINED3DCLEAR_ZBUFFER, 0x00000000, depth, @@ -3686,7 +3593,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_BltZ(IWineD3DSurfaceImpl *This, RECT * return WINED3DERR_INVALIDCALL; } -static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) { +static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface, + const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface; IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice; @@ -3725,7 +3633,9 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *Dest return IWineD3DBaseSurfaceImpl_Blt(iface, DestRect, SrcSurface, SrcRect, Flags, DDBltFx, Filter); } -HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans) { +static HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, + IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) +{ IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; IWineD3DSurfaceImpl *srcImpl = (IWineD3DSurfaceImpl *) Source; IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice; @@ -3785,7 +3695,8 @@ HRESULT WINAPI IWineD3DSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, D return IWineD3DBaseSurfaceImpl_BltFast(iface, dstx, dsty, Source, rsrc, trans); } -HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface) { +static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface) +{ IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; RGBQUAD col[256]; IWineD3DPaletteImpl *pal = This->palette; @@ -3849,7 +3760,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) { /** Check against the maximum texture sizes supported by the video card **/ IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; unsigned int pow2Width, pow2Height; - const GlPixelFormatDesc *glDesc; + const struct GlPixelFormatDesc *glDesc; getFormatDescEntry(This->resource.format, &GLINFO_LOCATION, &glDesc); /* Setup some glformat defaults */ @@ -4674,7 +4585,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D return WINED3D_OK; } -HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) { +static HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container) +{ IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; IWineD3DSwapChain *swapchain = NULL; @@ -4772,7 +4684,7 @@ const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl = IWineD3DSurfaceImpl_SaveSnapshot, IWineD3DSurfaceImpl_SetContainer, IWineD3DSurfaceImpl_GetGlDesc, - IWineD3DSurfaceImpl_GetData, + IWineD3DBaseSurfaceImpl_GetData, IWineD3DSurfaceImpl_SetFormat, IWineD3DSurfaceImpl_PrivateSetup, IWineD3DSurfaceImpl_ModifyLocation, @@ -4806,8 +4718,22 @@ static void ffp_blit_unset(IWineD3DDevice *iface) { } } -static BOOL ffp_blit_conv_supported(WINED3DFORMAT fmt) { - TRACE("Checking blit format support for format %s: [FAILED]\n", debug_d3dformat(fmt)); +static BOOL ffp_blit_color_fixup_supported(struct color_fixup_desc fixup) +{ + if (TRACE_ON(d3d_surface) && TRACE_ON(d3d)) + { + TRACE("Checking support for fixup:\n"); + dump_color_fixup_desc(fixup); + } + + /* We only support identity conversions. */ + if (is_identity_fixup(fixup)) + { + TRACE("[OK]\n"); + return TRUE; + } + + TRACE("[FAILED]\n"); return FALSE; } @@ -4816,5 +4742,5 @@ const struct blit_shader ffp_blit = { ffp_blit_free, ffp_blit_set, ffp_blit_unset, - ffp_blit_conv_supported + ffp_blit_color_fixup_supported }; diff --git a/reactos/dll/directx/wine/wined3d/surface_base.c b/reactos/dll/directx/wine/wined3d/surface_base.c index e683e922d6f..2710a8f59c5 100644 --- a/reactos/dll/directx/wine/wined3d/surface_base.c +++ b/reactos/dll/directx/wine/wined3d/surface_base.c @@ -119,37 +119,37 @@ ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface) { IWineD3DSurface IWineD3DResource parts follow **************************************************** */ HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice) { - return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice); + return resource_get_device((IWineD3DResource *)iface, ppDevice); } HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { - return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); + return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); } HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { - return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData); + return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData); } HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid) { - return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid); + return resource_free_private_data((IWineD3DResource *)iface, refguid); } DWORD WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew) { - return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew); + return resource_set_priority((IWineD3DResource *)iface, PriorityNew); } DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface) { - return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface); + return resource_get_priority((IWineD3DResource *)iface); } WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface) { TRACE("(%p) : calling resourceimpl_GetType\n", iface); - return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface); + return resource_get_type((IWineD3DResource *)iface); } HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent) { TRACE("(%p) : calling resourceimpl_GetParent\n", iface); - return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent); + return resource_get_parent((IWineD3DResource *)iface, pParent); } /* ****************************************************** @@ -269,7 +269,8 @@ HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD else return WINED3D_OK; } -HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey) { +HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey) +{ IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; TRACE("(%p)->(%08x,%p)\n", This, Flags, CKey); @@ -418,7 +419,9 @@ HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *ifac return WINED3D_OK; } -HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX) { +HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect, + IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX) +{ IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; IWineD3DSurfaceImpl *Dst = (IWineD3DSurfaceImpl *) DstSurface; TRACE("(%p)->(%p, %p, %p, %08x, %p)\n", This, SrcRect, Dst, DstRect, Flags, FX); @@ -682,14 +685,16 @@ HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface) { return WINED3D_OK; } -void convert_r32f_r16f(BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h) { +static void convert_r32f_r16f(const BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, + unsigned int w, unsigned int h) +{ unsigned int x, y; - float *src_f; + const float *src_f; unsigned short *dst_s; TRACE("Converting %dx%d pixels, pitches %d %d\n", w, h, pitch_in, pitch_out); for(y = 0; y < h; y++) { - src_f = (float *) (src + y * pitch_in); + src_f = (const float *)(src + y * pitch_in); dst_s = (unsigned short *) (dst + y * pitch_out); for(x = 0; x < w; x++) { dst_s[x] = float_32_to_16(src_f + x); @@ -699,14 +704,16 @@ void convert_r32f_r16f(BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, un struct d3dfmt_convertor_desc { WINED3DFORMAT from, to; - void (*convert)(BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h); + void (*convert)(const BYTE *src, BYTE *dst, DWORD pitch_in, DWORD pitch_out, unsigned int w, unsigned int h); }; -struct d3dfmt_convertor_desc convertors[] = { +static const struct d3dfmt_convertor_desc convertors[] = +{ {WINED3DFMT_R32F, WINED3DFMT_R16F, convert_r32f_r16f}, }; -static inline struct d3dfmt_convertor_desc *find_convertor(WINED3DFORMAT from, WINED3DFORMAT to) { +static inline const struct d3dfmt_convertor_desc *find_convertor(WINED3DFORMAT from, WINED3DFORMAT to) +{ unsigned int i; for(i = 0; i < (sizeof(convertors) / sizeof(convertors[0])); i++) { if(convertors[i].from == from && convertors[i].to == to) { @@ -727,9 +734,9 @@ static inline struct d3dfmt_convertor_desc *find_convertor(WINED3DFORMAT from, W * fmt: Requested destination format * *****************************************************************************/ -IWineD3DSurfaceImpl *surface_convert_format(IWineD3DSurfaceImpl *source, WINED3DFORMAT to_fmt) { +static IWineD3DSurfaceImpl *surface_convert_format(IWineD3DSurfaceImpl *source, WINED3DFORMAT to_fmt) { IWineD3DSurface *ret = NULL; - struct d3dfmt_convertor_desc *conv; + const struct d3dfmt_convertor_desc *conv; WINED3DLOCKED_RECT lock_src, lock_dst; HRESULT hr; @@ -862,14 +869,8 @@ static HRESULT * SrcSurface: Source surface, can be NULL * SrcRect: Source rectangle *****************************************************************************/ -HRESULT WINAPI -IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, - RECT *DestRect, - IWineD3DSurface *SrcSurface, - RECT *SrcRect, - DWORD Flags, - WINEDDBLTFX *DDBltFx, - WINED3DTEXTUREFILTERTYPE Filter) +HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface, + const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface; @@ -880,7 +881,8 @@ IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, int bpp, srcheight, srcwidth, dstheight, dstwidth, width; int x, y; const StaticPixelFormatDesc *sEntry, *dEntry; - LPBYTE dbuf, sbuf; + const BYTE *sbuf; + BYTE *dbuf; TRACE("(%p)->(%p,%p,%p,%x,%p)\n", This, DestRect, Src, SrcRect, Flags, DDBltFx); if (TRACE_ON(d3d_surface)) @@ -1171,7 +1173,7 @@ IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, /* Now the 'with source' blits */ if (Src) { - LPBYTE sbase; + const BYTE *sbase; int sx, xinc, sy, yinc; if (!dstwidth || !dstheight) /* hmm... stupid program ? */ @@ -1250,7 +1252,8 @@ IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, else { #define STRETCH_ROW(type) { \ - type *s = (type *) sbuf, *d = (type *) dbuf; \ + const type *s = (const type *)sbuf; \ + type *d = (type *)dbuf; \ for (x = sx = 0; x < dstwidth; x++, sx += xinc) \ d[x] = s[sx >> 16]; \ break; } @@ -1262,7 +1265,8 @@ IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, case 4: STRETCH_ROW(DWORD) case 3: { - LPBYTE s,d = dbuf; + const BYTE *s; + BYTE *d = dbuf; for (x = sx = 0; x < dstwidth; x++, sx+= xinc) { DWORD pixel; @@ -1416,9 +1420,10 @@ IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, } #define COPY_COLORKEY_FX(type) { \ - type *s, *d = (type *) dbuf, *dx, tmp; \ + const type *s; \ + type *d = (type *)dbuf, *dx, tmp; \ for (y = sy = 0; y < dstheight; y++, sy += yinc) { \ - s = (type*)(sbase + (sy >> 16) * slock.Pitch); \ + s = (const type*)(sbase + (sy >> 16) * slock.Pitch); \ dx = d; \ for (x = sx = 0; x < dstwidth; x++, sx += xinc) { \ tmp = s[sx >> 16]; \ @@ -1438,7 +1443,8 @@ IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, case 4: COPY_COLORKEY_FX(DWORD) case 3: { - LPBYTE s,d = dbuf, dx; + const BYTE *s; + BYTE *d = dbuf, *dx; for (y = sy = 0; y < dstheight; y++, sy += yinc) { sbuf = sbase + (sy >> 16) * slock.Pitch; @@ -1504,13 +1510,8 @@ release: * WINED3D_OK on success * *****************************************************************************/ -HRESULT WINAPI -IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, - DWORD dstx, - DWORD dsty, - IWineD3DSurface *Source, - RECT *rsrc, - DWORD trans) +HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, + IWineD3DSurface *Source, const RECT *rsrc, DWORD trans) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) Source; @@ -1520,7 +1521,8 @@ IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, HRESULT ret = WINED3D_OK; RECT rsrc2; RECT lock_src, lock_dst, lock_union; - BYTE *sbuf, *dbuf; + const BYTE *sbuf; + BYTE *dbuf; const StaticPixelFormatDesc *sEntry, *dEntry; if (TRACE_ON(d3d_surface)) @@ -1548,11 +1550,11 @@ IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, if (!rsrc) { WARN("rsrc is NULL!\n"); + rsrc2.left = 0; + rsrc2.top = 0; + rsrc2.right = Src->currentDesc.Width; + rsrc2.bottom = Src->currentDesc.Height; rsrc = &rsrc2; - rsrc->left = 0; - rsrc->top = 0; - rsrc->right = Src->currentDesc.Width; - rsrc->bottom = Src->currentDesc.Height; } /* Check source rect for validity. Copied from normal Blt. Fixes Baldur's Gate.*/ @@ -1670,15 +1672,15 @@ IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, } #define COPYBOX_COLORKEY(type) { \ - type *d, *s, tmp; \ - s = (type *) sbuf; \ - d = (type *) dbuf; \ + const type *s = (const type *)sbuf; \ + type *d = (type *)dbuf; \ + type tmp; \ for (y = 0; y < h; y++) { \ for (x = 0; x < w; x++) { \ tmp = s[x]; \ if (tmp < keylow || tmp > keyhigh) d[x] = tmp; \ } \ - s = (type *)((BYTE *)s + slock.Pitch); \ + s = (const type *)((const BYTE *)s + slock.Pitch); \ d = (type *)((BYTE *)d + dlock.Pitch); \ } \ break; \ @@ -1690,7 +1692,8 @@ IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, case 4: COPYBOX_COLORKEY(DWORD) case 3: { - BYTE *d, *s; + const BYTE *s; + BYTE *d; DWORD tmp; s = sbuf; d = dbuf; @@ -1826,3 +1829,17 @@ void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface) { ERR("Should not be called on base texture\n"); return; } + +/* TODO: think about moving this down to resource? */ +const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface) +{ + IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; + + /* This should only be called for sysmem textures, it may be a good idea + * to extend this to all pools at some point in the future */ + if (This->resource.pool != WINED3DPOOL_SYSTEMMEM) + { + FIXME("(%p) Attempting to get system memory for a non-system memory texture\n", iface); + } + return This->resource.allocatedMemory; +} diff --git a/reactos/dll/directx/wine/wined3d/surface_gdi.c b/reactos/dll/directx/wine/wined3d/surface_gdi.c index a17c007aba7..d06245866d0 100644 --- a/reactos/dll/directx/wine/wined3d/surface_gdi.c +++ b/reactos/dll/directx/wine/wined3d/surface_gdi.c @@ -42,7 +42,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface); * to destroy all the GL things. * *****************************************************************************/ -ULONG WINAPI IWineGDISurfaceImpl_Release(IWineD3DSurface *iface) { +static ULONG WINAPI IWineGDISurfaceImpl_Release(IWineD3DSurface *iface) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; ULONG ref = InterlockedDecrement(&This->resource.ref); TRACE("(%p) : Releasing from %d\n", This, ref + 1); @@ -62,7 +62,7 @@ ULONG WINAPI IWineGDISurfaceImpl_Release(IWineD3DSurface *iface) { HeapFree(GetProcessHeap(), 0, This->palette9); - IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface); + resource_cleanup((IWineD3DResource *)iface); if(This->overlay_dest) { list_remove(&This->overlay_entry); @@ -245,7 +245,7 @@ IWineGDISurfaceImpl_Flip(IWineD3DSurface *iface, * D3DERR_INVALIDCALL * *****************************************************************************/ -HRESULT WINAPI +static HRESULT WINAPI IWineGDISurfaceImpl_LoadTexture(IWineD3DSurface *iface, BOOL srgb_mode) { ERR("Unsupported on X11 surfaces\n"); @@ -280,7 +280,7 @@ static int get_shift(DWORD color_mask) { } -HRESULT WINAPI +static HRESULT WINAPI IWineGDISurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename) { @@ -288,7 +288,7 @@ const char* filename) UINT y = 0, x = 0; IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; static char *output = NULL; - static int size = 0; + static UINT size = 0; const StaticPixelFormatDesc *formatEntry = getFormatDescEntry(This->resource.format, NULL, NULL); if (This->pow2Width > size) { @@ -340,7 +340,7 @@ const char* filename) alpha_shift = get_shift(formatEntry->alphaMask); for (y = 0; y < This->pow2Height; y++) { - unsigned char *src = This->resource.allocatedMemory + (y * 1 * IWineD3DSurface_GetPitch(iface)); + const unsigned char *src = This->resource.allocatedMemory + (y * 1 * IWineD3DSurface_GetPitch(iface)); for (x = 0; x < This->pow2Width; x++) { unsigned int color; unsigned int comp; @@ -366,7 +366,7 @@ const char* filename) return WINED3D_OK; } -HRESULT WINAPI IWineGDISurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) { +static HRESULT WINAPI IWineGDISurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; WINED3DLOCKED_RECT lock; HRESULT hr; @@ -405,7 +405,7 @@ HRESULT WINAPI IWineGDISurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) { if(This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) { unsigned int n; - PALETTEENTRY *pal = NULL; + const PALETTEENTRY *pal = NULL; if(This->palette) { pal = This->palette->palents; @@ -436,7 +436,7 @@ HRESULT WINAPI IWineGDISurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) { return WINED3D_OK; } -HRESULT WINAPI IWineGDISurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) { +static HRESULT WINAPI IWineGDISurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; TRACE("(%p)->(%p)\n",This,hDC); @@ -457,7 +457,7 @@ HRESULT WINAPI IWineGDISurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC) { return WINED3D_OK; } -HRESULT WINAPI IWineGDISurfaceImpl_RealizePalette(IWineD3DSurface *iface) { +static HRESULT WINAPI IWineGDISurfaceImpl_RealizePalette(IWineD3DSurface *iface) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; RGBQUAD col[256]; IWineD3DPaletteImpl *pal = This->palette; @@ -507,7 +507,7 @@ HRESULT WINAPI IWineGDISurfaceImpl_RealizePalette(IWineD3DSurface *iface) { * The return values of called methods on failure * *****************************************************************************/ -HRESULT WINAPI +static HRESULT WINAPI IWineGDISurfaceImpl_PrivateSetup(IWineD3DSurface *iface) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; @@ -534,13 +534,13 @@ IWineGDISurfaceImpl_PrivateSetup(IWineD3DSurface *iface) return WINED3D_OK; } -void WINAPI IWineGDISurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) { +static void WINAPI IWineGDISurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface; FIXME("(%p) : Should not be called on a GDI surface\n", This); *glDescription = NULL; } -HRESULT WINAPI IWineGDISurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) { +static HRESULT WINAPI IWineGDISurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect) { /* GDI surface data can only be in one location, the system memory dib section. So they are * always clean by definition. */ @@ -548,7 +548,7 @@ HRESULT WINAPI IWineGDISurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RE return WINED3D_OK; } -HRESULT WINAPI IWineGDISurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) { +static HRESULT WINAPI IWineGDISurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) { IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface; /* Render targets depend on their hdc, and we can't create an hdc on a user pointer */ @@ -679,7 +679,7 @@ const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl = IWineGDISurfaceImpl_SaveSnapshot, IWineD3DBaseSurfaceImpl_SetContainer, IWineGDISurfaceImpl_GetGlDesc, - IWineD3DSurfaceImpl_GetData, + IWineD3DBaseSurfaceImpl_GetData, IWineD3DBaseSurfaceImpl_SetFormat, IWineGDISurfaceImpl_PrivateSetup, IWineGDISurfaceImpl_ModifyLocation, diff --git a/reactos/dll/directx/wine/wined3d/swapchain.c b/reactos/dll/directx/wine/wined3d/swapchain.c index 6f4393ae0c6..d1a6520f633 100644 --- a/reactos/dll/directx/wine/wined3d/swapchain.c +++ b/reactos/dll/directx/wine/wined3d/swapchain.c @@ -39,7 +39,7 @@ WINE_DECLARE_DEBUG_CHANNEL(fps); static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyRenderTarget) { IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; WINED3DDISPLAYMODE mode; - int i; + unsigned int i; TRACE("Destroying swapchain %p\n", iface); @@ -54,7 +54,7 @@ static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB } if(This->backBuffer) { - int i; + UINT i; for(i = 0; i < This->presentParms.BackBufferCount; i++) { IWineD3DSurface_SetContainer(This->backBuffer[i], 0); if(D3DCB_DestroyRenderTarget(This->backBuffer[i]) > 0) { @@ -138,7 +138,7 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO IWineD3DSurface_BltFast(This->backBuffer[0], 0, 0, This->wineD3DDevice->logo_surface, NULL, WINEDDBLTFAST_SRCCOLORKEY); } - if (pSourceRect || pDestRect) FIXME("Unhandled present options %p/%p\n", pSourceRect, pDestRect); + if (pSourceRect || pDestRect) FIXME("Unhandled present rects %s/%s\n", wine_dbgstr_rect(pSourceRect), wine_dbgstr_rect(pDestRect)); /* TODO: If only source rect or dest rect are supplied then clip the window to match */ TRACE("presetting HDC %p\n", This->context[0]->hdc); diff --git a/reactos/dll/directx/wine/wined3d/swapchain_base.c b/reactos/dll/directx/wine/wined3d/swapchain_base.c index 363331c9d7b..7272c9575fe 100644 --- a/reactos/dll/directx/wine/wined3d/swapchain_base.c +++ b/reactos/dll/directx/wine/wined3d/swapchain_base.c @@ -122,13 +122,14 @@ HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus) { IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; - static BOOL showFixmes = TRUE; + static BOOL warned; pRasterStatus->InVBlank = TRUE; pRasterStatus->ScanLine = 0; /* No openGL equivalent */ - if(showFixmes) { + if (!warned) + { FIXME("(%p) : stub (once)\n", This); - showFixmes = FALSE; + warned = TRUE; } return WINED3D_OK; } diff --git a/reactos/dll/directx/wine/wined3d/swapchain_gdi.c b/reactos/dll/directx/wine/wined3d/swapchain_gdi.c index f634e50c146..596820157ee 100644 --- a/reactos/dll/directx/wine/wined3d/swapchain_gdi.c +++ b/reactos/dll/directx/wine/wined3d/swapchain_gdi.c @@ -44,7 +44,7 @@ static void WINAPI IWineGDISwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB } if(This->backBuffer) { - int i; + UINT i; for(i = 0; i < This->presentParms.BackBufferCount; i++) { IWineD3DSurface_SetContainer(This->backBuffer[i], 0); if(D3DCB_DestroyRenderback(This->backBuffer[i]) > 0) { @@ -80,7 +80,8 @@ static void WINAPI IWineGDISwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB * rc: Rectangle to copy * *****************************************************************************/ -void x11_copy_to_screen(IWineD3DSwapChainImpl *This, LPRECT rc) { +void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc) +{ IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer; if(front->resource.usage & WINED3DUSAGE_RENDERTARGET) { @@ -238,18 +239,6 @@ static HRESULT WINAPI IWineGDISwapChainImpl_Present(IWineD3DSwapChain *iface, CO return WINED3D_OK; } -/* FIXME: This should not be needed, the base version is OK */ -HRESULT WINAPI IWineGDIBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode) { - IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface; - IWineD3DDeviceImpl *device = This->wineD3DDevice; - - pMode->Width = device->ddraw_width; - pMode->Height = device->ddraw_height; - pMode->Format = device->ddraw_format; - pMode->RefreshRate = 0; - return WINED3D_OK; -} - const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl = { /* IUnknown */ diff --git a/reactos/dll/directx/wine/wined3d/texture.c b/reactos/dll/directx/wine/wined3d/texture.c index 98aea922dff..71fb455a35c 100644 --- a/reactos/dll/directx/wine/wined3d/texture.c +++ b/reactos/dll/directx/wine/wined3d/texture.c @@ -69,27 +69,27 @@ static ULONG WINAPI IWineD3DTextureImpl_Release(IWineD3DTexture *iface) { IWineD3DTexture IWineD3DResource parts follow **************************************************** */ static HRESULT WINAPI IWineD3DTextureImpl_GetDevice(IWineD3DTexture *iface, IWineD3DDevice** ppDevice) { - return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice); + return resource_get_device((IWineD3DResource *)iface, ppDevice); } static HRESULT WINAPI IWineD3DTextureImpl_SetPrivateData(IWineD3DTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { - return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); + return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); } static HRESULT WINAPI IWineD3DTextureImpl_GetPrivateData(IWineD3DTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { - return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData); + return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData); } static HRESULT WINAPI IWineD3DTextureImpl_FreePrivateData(IWineD3DTexture *iface, REFGUID refguid) { - return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid); + return resource_free_private_data((IWineD3DResource *)iface, refguid); } static DWORD WINAPI IWineD3DTextureImpl_SetPriority(IWineD3DTexture *iface, DWORD PriorityNew) { - return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew); + return resource_set_priority((IWineD3DResource *)iface, PriorityNew); } static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) { - return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface); + return resource_get_priority((IWineD3DResource *)iface); } static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) { @@ -165,51 +165,51 @@ static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) { surface_set_texture_name(This->surfaces[i], 0); } - IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture *) iface); + basetexture_unload((IWineD3DBaseTexture *)iface); } static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) { - return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface); + return resource_get_type((IWineD3DResource *)iface); } static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnknown **pParent) { - return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent); + return resource_get_parent((IWineD3DResource *)iface, pParent); } /* ****************************************************** IWineD3DTexture IWineD3DBaseTexture parts follow ****************************************************** */ static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) { - return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew); + return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew); } static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) { - return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface); + return basetexture_get_lod((IWineD3DBaseTexture *)iface); } static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) { - return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface); + return basetexture_get_level_count((IWineD3DBaseTexture *)iface); } static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) { - return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType); + return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType); } static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) { - return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface); + return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface); } static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) { - IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface); + basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface); } /* Internal function, No d3d mapping */ static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) { - return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty); + return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty); } static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) { - return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface); + return basetexture_get_dirty((IWineD3DBaseTexture *)iface); } static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) { @@ -219,7 +219,7 @@ static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) { TRACE("(%p) : relay to BaseTexture\n", This); - hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface); + hr = basetexture_bind((IWineD3DBaseTexture *)iface); if (set_gl_texture_desc && SUCCEEDED(hr)) { UINT i; for (i = 0; i < This->baseTexture.levels; ++i) { @@ -270,7 +270,7 @@ static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) { TRACE("(%p) : relay to BaseTexture\n", iface); - IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates); + basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates); } /* ******************************************* @@ -291,7 +291,7 @@ static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DES } } TRACE("(%p) : cleaning up base texture\n", This); - IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface); + basetexture_cleanup((IWineD3DBaseTexture *)iface); /* free the object */ HeapFree(GetProcessHeap(), 0, This); } diff --git a/reactos/dll/directx/wine/wined3d/utils.c b/reactos/dll/directx/wine/wined3d/utils.c index b49072fe4a5..fd4f4ee1987 100644 --- a/reactos/dll/directx/wine/wined3d/utils.c +++ b/reactos/dll/directx/wine/wined3d/utils.c @@ -318,7 +318,7 @@ BOOL initPixelFormats(WineD3D_GL_Info *gl_info) gl_info->gl_formats[dst].glGammaInternal = gl_formats_template[src].glGammaInternal; gl_info->gl_formats[dst].glFormat = gl_formats_template[src].glFormat; gl_info->gl_formats[dst].glType = gl_formats_template[src].glType; - gl_info->gl_formats[dst].conversion_group= WINED3DFMT_UNKNOWN; + gl_info->gl_formats[dst].color_fixup = COLOR_FIXUP_IDENTITY; gl_info->gl_formats[dst].Flags = gl_formats_template[src].Flags; gl_info->gl_formats[dst].heightscale = 1.0; @@ -363,29 +363,52 @@ BOOL initPixelFormats(WineD3D_GL_Info *gl_info) } } + dst = getFmtIdx(WINED3DFMT_R16F); + gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc( + 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W); + + dst = getFmtIdx(WINED3DFMT_R32F); + gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc( + 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W); + + dst = getFmtIdx(WINED3DFMT_G16R16); + gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc( + 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W); + + dst = getFmtIdx(WINED3DFMT_G16R16F); + gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc( + 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W); + + dst = getFmtIdx(WINED3DFMT_G32R32F); + gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc( + 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_W); + /* V8U8 is supported natively by GL_ATI_envmap_bumpmap and GL_NV_texture_shader. * V16U16 is only supported by GL_NV_texture_shader. The formats need fixup if - * their extensions are not available. + * their extensions are not available. GL_ATI_envmap_bumpmap is not used because + * the only driver that implements it(fglrx) has a buggy implementation. * - * In theory, V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL - * returns 0.0 when sampling from it, DirectX 1.0. This is disabled until we find - * an application that needs this because it causes performance problems due to - * shader recompiling in some games. + * V8U8 and V16U16 need a fixup of the undefined blue channel. OpenGL + * returns 0.0 when sampling from it, DirectX 1.0. So we always have in-shader + * conversion for this format. */ - if(!GL_SUPPORT(NV_TEXTURE_SHADER2)) { - /* signed -> unsigned fixup */ + if (!GL_SUPPORT(NV_TEXTURE_SHADER)) + { dst = getFmtIdx(WINED3DFMT_V8U8); - gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8; + gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc( + 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE); dst = getFmtIdx(WINED3DFMT_V16U16); - gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8; - } else { - /* Blue = 1.0 fixup, disabled for now */ - if(0) { - dst = getFmtIdx(WINED3DFMT_V8U8); - gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8; - dst = getFmtIdx(WINED3DFMT_V16U16); - gl_info->gl_formats[dst].conversion_group = WINED3DFMT_V8U8; - } + gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc( + 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE); + } + else + { + dst = getFmtIdx(WINED3DFMT_V8U8); + gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc( + 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE); + dst = getFmtIdx(WINED3DFMT_V16U16); + gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc( + 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE); } if(!GL_SUPPORT(NV_TEXTURE_SHADER)) { @@ -393,11 +416,14 @@ BOOL initPixelFormats(WineD3D_GL_Info *gl_info) * with each other */ dst = getFmtIdx(WINED3DFMT_L6V5U5); - gl_info->gl_formats[dst].conversion_group = WINED3DFMT_L6V5U5; + gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc( + 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_ONE); dst = getFmtIdx(WINED3DFMT_X8L8V8U8); - gl_info->gl_formats[dst].conversion_group = WINED3DFMT_X8L8V8U8; + gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc( + 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W); dst = getFmtIdx(WINED3DFMT_Q8W8V8U8); - gl_info->gl_formats[dst].conversion_group = WINED3DFMT_Q8W8V8U8; + gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc( + 1, CHANNEL_SOURCE_X, 1, CHANNEL_SOURCE_Y, 1, CHANNEL_SOURCE_Z, 1, CHANNEL_SOURCE_W); } else { /* If GL_NV_texture_shader is supported, WINED3DFMT_L6V5U5 and WINED3DFMT_X8L8V8U8 * are converted at surface loading time, but they do not need any modification in @@ -410,12 +436,14 @@ BOOL initPixelFormats(WineD3D_GL_Info *gl_info) dst = getFmtIdx(WINED3DFMT_ATI2N); gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT; gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_RED_GREEN_RGTC2_EXT; - gl_info->gl_formats[dst].conversion_group= WINED3DFMT_ATI2N; + gl_info->gl_formats[dst].color_fixup = create_color_fixup_desc( + 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE); } else if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC)) { dst = getFmtIdx(WINED3DFMT_ATI2N); gl_info->gl_formats[dst].glInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI; gl_info->gl_formats[dst].glGammaInternal = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI; - gl_info->gl_formats[dst].conversion_group= WINED3DFMT_ATI2N; + gl_info->gl_formats[dst].color_fixup= create_color_fixup_desc( + 0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE); } if(!GL_SUPPORT(APPLE_YCBCR_422)) { @@ -424,19 +452,19 @@ BOOL initPixelFormats(WineD3D_GL_Info *gl_info) gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */ gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA; gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE; - gl_info->gl_formats[dst].conversion_group = WINED3DFMT_YUY2; + gl_info->gl_formats[dst].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_YUY2); dst = getFmtIdx(WINED3DFMT_UYVY); gl_info->gl_formats[dst].glInternal = GL_LUMINANCE_ALPHA; gl_info->gl_formats[dst].glGammaInternal = GL_LUMINANCE_ALPHA; /* not srgb */ gl_info->gl_formats[dst].glFormat = GL_LUMINANCE_ALPHA; gl_info->gl_formats[dst].glType = GL_UNSIGNED_BYTE; - gl_info->gl_formats[dst].conversion_group = WINED3DFMT_UYVY; + gl_info->gl_formats[dst].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_UYVY); } dst = getFmtIdx(WINED3DFMT_YV12); gl_info->gl_formats[dst].heightscale = 1.5; - gl_info->gl_formats[dst].conversion_group = WINED3DFMT_YV12; + gl_info->gl_formats[dst].color_fixup = create_yuv_fixup_desc(YUV_FIXUP_YV12); return TRUE; } @@ -476,7 +504,8 @@ void init_type_lookup(WineD3D_GL_Info *gl_info) { #define GLINFO_LOCATION This->adapter->gl_info -const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, WineD3D_GL_Info *gl_info, const GlPixelFormatDesc **glDesc) +const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info, + const struct GlPixelFormatDesc **glDesc) { int idx = getFmtIdx(fmt); @@ -491,7 +520,7 @@ const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, WineD3D_GL_In * all gl caps check return "unsupported" than catching the lack of gl all over the code. ANSI C requires * static variables to be initialized to 0. */ - static const GlPixelFormatDesc dummyFmt; + static const struct GlPixelFormatDesc dummyFmt; *glDesc = &dummyFmt; } else { *glDesc = &gl_info->gl_formats[idx]; @@ -1125,6 +1154,55 @@ const char *debug_d3ddegree(WINED3DDEGREETYPE degree) { } } +const char *debug_fixup_channel_source(enum fixup_channel_source source) +{ + switch(source) + { +#define WINED3D_TO_STR(x) case x: return #x + WINED3D_TO_STR(CHANNEL_SOURCE_ZERO); + WINED3D_TO_STR(CHANNEL_SOURCE_ONE); + WINED3D_TO_STR(CHANNEL_SOURCE_X); + WINED3D_TO_STR(CHANNEL_SOURCE_Y); + WINED3D_TO_STR(CHANNEL_SOURCE_Z); + WINED3D_TO_STR(CHANNEL_SOURCE_W); + WINED3D_TO_STR(CHANNEL_SOURCE_YUV0); + WINED3D_TO_STR(CHANNEL_SOURCE_YUV1); +#undef WINED3D_TO_STR + default: + FIXME("Unrecognized fixup_channel_source %#x\n", source); + return "unrecognized"; + } +} + +const char *debug_yuv_fixup(enum yuv_fixup yuv_fixup) +{ + switch(yuv_fixup) + { +#define WINED3D_TO_STR(x) case x: return #x + WINED3D_TO_STR(YUV_FIXUP_YUY2); + WINED3D_TO_STR(YUV_FIXUP_UYVY); + WINED3D_TO_STR(YUV_FIXUP_YV12); +#undef WINED3D_TO_STR + default: + FIXME("Unrecognized YUV fixup %#x\n", yuv_fixup); + return "unrecognized"; + } +} + +void dump_color_fixup_desc(struct color_fixup_desc fixup) +{ + if (is_yuv_fixup(fixup)) + { + TRACE("\tYUV: %s\n", debug_yuv_fixup(get_yuv_fixup(fixup))); + return; + } + + TRACE("\tX: %s%s\n", debug_fixup_channel_source(fixup.x_source), fixup.x_sign_fixup ? ", SIGN_FIXUP" : ""); + TRACE("\tY: %s%s\n", debug_fixup_channel_source(fixup.y_source), fixup.y_sign_fixup ? ", SIGN_FIXUP" : ""); + TRACE("\tZ: %s%s\n", debug_fixup_channel_source(fixup.z_source), fixup.z_sign_fixup ? ", SIGN_FIXUP" : ""); + TRACE("\tW: %s%s\n", debug_fixup_channel_source(fixup.w_source), fixup.w_sign_fixup ? ", SIGN_FIXUP" : ""); +} + /***************************************************************************** * Useful functions mapping GL <-> D3D values */ @@ -1633,7 +1711,8 @@ void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *val HeapFree(GetProcessHeap(), 0, table); } -static inline struct hash_table_entry_t *hash_table_get_by_idx(struct hash_table_t *table, void *key, unsigned int idx) +static inline struct hash_table_entry_t *hash_table_get_by_idx(const struct hash_table_t *table, const void *key, + unsigned int idx) { struct hash_table_entry_t *entry; @@ -1781,7 +1860,7 @@ void hash_table_remove(struct hash_table_t *table, void *key) hash_table_put(table, key, NULL); } -void *hash_table_get(struct hash_table_t *table, void *key) +void *hash_table_get(const struct hash_table_t *table, const void *key) { unsigned int idx; struct hash_table_entry_t *entry; @@ -1838,7 +1917,7 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting settings->op[i].aop = WINED3DTOP_DISABLE; settings->op[i].carg0 = settings->op[i].carg1 = settings->op[i].carg2 = ARG_UNUSED; settings->op[i].aarg0 = settings->op[i].aarg1 = settings->op[i].aarg2 = ARG_UNUSED; - settings->op[i].color_correction = WINED3DFMT_UNKNOWN; + settings->op[i].color_correction = COLOR_FIXUP_IDENTITY; settings->op[i].dst = resultreg; settings->op[i].tex_type = tex_1d; settings->op[i].projected = proj_none; @@ -1848,7 +1927,7 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting texture = (IWineD3DBaseTextureImpl *) stateblock->textures[i]; if(texture) { - settings->op[i].color_correction = texture->baseTexture.shader_conversion_group; + settings->op[i].color_correction = texture->baseTexture.shader_color_fixup; if(ignore_textype) { settings->op[i].tex_type = tex_1d; } else { @@ -1871,7 +1950,7 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting } } } else { - settings->op[i].color_correction = WINED3DFMT_UNKNOWN; + settings->op[i].color_correction = COLOR_FIXUP_IDENTITY; settings->op[i].tex_type = tex_1d; } @@ -2013,9 +2092,11 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting } #undef GLINFO_LOCATION -struct ffp_frag_desc *find_ffp_frag_shader(struct hash_table_t *fragment_shaders, struct ffp_frag_settings *settings) +const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders, + const struct ffp_frag_settings *settings) { - return (struct ffp_frag_desc *)hash_table_get(fragment_shaders, settings);} + return (const struct ffp_frag_desc *)hash_table_get(fragment_shaders, settings); +} void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc) { struct ffp_frag_settings *key = HeapAlloc(GetProcessHeap(), 0, sizeof(*key)); @@ -2121,10 +2202,11 @@ void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCont } #undef GLINFO_LOCATION -unsigned int ffp_frag_program_key_hash(void *key) { - struct ffp_frag_settings *k = (struct ffp_frag_settings *)key; +unsigned int ffp_frag_program_key_hash(const void *key) +{ + const struct ffp_frag_settings *k = (const struct ffp_frag_settings *)key; unsigned int hash = 0, i; - DWORD *blob; + const DWORD *blob; /* This takes the texture op settings of stage 0 and 1 into account. * how exactly depends on the memory laybout of the compiler, but it @@ -2133,7 +2215,7 @@ unsigned int ffp_frag_program_key_hash(void *key) { * the ffp setup has distinct stage 0 and 1 settings. */ for(i = 0; i < 2; i++) { - blob = (DWORD *) &k->op[i]; + blob = (const DWORD *)&k->op[i]; hash ^= blob[0] ^ blob[1]; } @@ -2147,9 +2229,10 @@ unsigned int ffp_frag_program_key_hash(void *key) { return hash; } -BOOL ffp_frag_program_key_compare(void *keya, void *keyb) { - struct ffp_frag_settings *ka = (struct ffp_frag_settings *)keya; - struct ffp_frag_settings *kb = (struct ffp_frag_settings *)keyb; +BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb) +{ + const struct ffp_frag_settings *ka = (const struct ffp_frag_settings *)keya; + const struct ffp_frag_settings *kb = (const struct ffp_frag_settings *)keyb; return memcmp(ka, kb, sizeof(*ka)) == 0; } diff --git a/reactos/dll/directx/wine/wined3d/vertexbuffer.c b/reactos/dll/directx/wine/wined3d/vertexbuffer.c index 5f687ff0bfc..59640335ba7 100644 --- a/reactos/dll/directx/wine/wined3d/vertexbuffer.c +++ b/reactos/dll/directx/wine/wined3d/vertexbuffer.c @@ -72,7 +72,7 @@ static ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface LEAVE_GL(); } - IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface); + resource_cleanup((IWineD3DResource *)iface); HeapFree(GetProcessHeap(), 0, This); } return ref; @@ -82,27 +82,27 @@ static ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface IWineD3DVertexBuffer IWineD3DResource parts follow **************************************************** */ static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer *iface, IWineD3DDevice** ppDevice) { - return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice); + return resource_get_device((IWineD3DResource *)iface, ppDevice); } static HRESULT WINAPI IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { - return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); + return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); } static HRESULT WINAPI IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { - return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData); + return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData); } static HRESULT WINAPI IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid) { - return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid); + return resource_free_private_data((IWineD3DResource *)iface, refguid); } static DWORD WINAPI IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer *iface, DWORD PriorityNew) { - return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew); + return resource_set_priority((IWineD3DResource *)iface, PriorityNew); } static DWORD WINAPI IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer *iface) { - return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface); + return resource_get_priority((IWineD3DResource *)iface); } static inline void fixup_d3dcolor(DWORD *pos) { @@ -143,7 +143,8 @@ static inline void fixup_transformed_pos(float *p) { p[3] = w; } -DWORD *find_conversion_shift(IWineD3DVertexBufferImpl *This, WineDirect3DVertexStridedData *strided, DWORD stride) { +static DWORD *find_conversion_shift(IWineD3DVertexBufferImpl *This, const WineDirect3DVertexStridedData *strided, DWORD stride) +{ DWORD *ret, i, shift, j, type; DWORD orig_type_size; @@ -279,7 +280,7 @@ static inline BOOL check_attribute(IWineD3DVertexBufferImpl *This, const WineDir return ret; } -inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This) +static inline BOOL IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This) { IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; BOOL ret = FALSE; @@ -622,7 +623,7 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if case CONV_FLOAT16_2: { float *out = (float *) (&data[This->conv_stride * i + j + This->conv_shift[j]]); - WORD *in = (WORD *) (&This->resource.allocatedMemory[i * This->stride + j]); + const WORD *in = (WORD *) (&This->resource.allocatedMemory[i * This->stride + j]); out[1] = float_16_to_32(in + 1); out[0] = float_16_to_32(in + 0); @@ -703,11 +704,11 @@ static void WINAPI IWineD3DVertexBufferImpl_UnLoad(IWineD3DVertexBuffer *iface) } static WINED3DRESOURCETYPE WINAPI IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface) { - return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface); + return resource_get_type((IWineD3DResource *)iface); } static HRESULT WINAPI IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer *iface, IUnknown **pParent) { - return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent); + return resource_get_parent((IWineD3DResource *)iface, pParent); } /* ****************************************************** @@ -743,7 +744,7 @@ static HRESULT WINAPI IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */ return WINED3D_OK; } -HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) { +static HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) { IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface; LONG lockcount; TRACE("(%p)\n", This); @@ -796,7 +797,8 @@ const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl = IWineD3DVertexBufferImpl_GetDesc }; -BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo) { +const BYTE* IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo) +{ IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface; *vbo = This->vbo; @@ -806,15 +808,11 @@ BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWO This->Flags &= ~VBFLAG_CREATEVBO; if(This->vbo) { *vbo = This->vbo; - return (BYTE *) iOffset; + return (const BYTE *)iOffset; } } return This->resource.allocatedMemory + iOffset; } else { - return (BYTE *) iOffset; + return (const BYTE *)iOffset; } } - -HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface) { - return WINED3D_OK; -} diff --git a/reactos/dll/directx/wine/wined3d/vertexshader.c b/reactos/dll/directx/wine/wined3d/vertexshader.c index 05c6d6dec77..0f246f95867 100644 --- a/reactos/dll/directx/wine/wined3d/vertexshader.c +++ b/reactos/dll/directx/wine/wined3d/vertexshader.c @@ -316,11 +316,9 @@ static inline void find_swizzled_attribs(IWineD3DVertexDeclaration *declaration, } /** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB or GLSL and send it to the card */ -static VOID IWineD3DVertexShaderImpl_GenerateShader( - IWineD3DVertexShader *iface, - shader_reg_maps* reg_maps, - CONST DWORD *pFunction) { - +static void IWineD3DVertexShaderImpl_GenerateShader(IWineD3DVertexShader *iface, + const struct shader_reg_maps* reg_maps, const DWORD *pFunction) +{ IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; IWineD3DVertexDeclaration *decl = ((IWineD3DDeviceImpl *) This->baseShader.device)->stateBlock->vertexDecl; SHADER_BUFFER buffer; @@ -485,7 +483,7 @@ static void WINAPI IWineD3DVertexShaderImpl_FakeSemantics(IWineD3DVertexShader * int i; for (i = 0; i < vdecl->declarationWNumElements - 1; ++i) { - WINED3DVERTEXELEMENT* element = vdecl->pDeclarationWine + i; + const WINED3DVERTEXELEMENT *element = vdecl->pDeclarationWine + i; vshader_set_input(This, element->Reg, element->Usage, element->UsageIndex); } } @@ -563,7 +561,7 @@ static inline BOOL swizzled_attribs_differ(IWineD3DVertexShaderImpl *This, IWine return FALSE; } -static HRESULT WINAPI IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface) { +HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface) { IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; IWineD3DVertexDeclarationImpl *vdecl; CONST DWORD *function = This->baseShader.function; @@ -626,7 +624,6 @@ const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl = IWineD3DVertexShaderImpl_GetParent, /*** IWineD3DBaseShader methods ***/ IWineD3DVertexShaderImpl_SetFunction, - IWineD3DVertexShaderImpl_CompileShader, /*** IWineD3DVertexShader methods ***/ IWineD3DVertexShaderImpl_GetDevice, IWineD3DVertexShaderImpl_GetFunction, diff --git a/reactos/dll/directx/wine/wined3d/volume.c b/reactos/dll/directx/wine/wined3d/volume.c index 8faef0ca8fb..6700bb4a051 100644 --- a/reactos/dll/directx/wine/wined3d/volume.c +++ b/reactos/dll/directx/wine/wined3d/volume.c @@ -94,7 +94,7 @@ static ULONG WINAPI IWineD3DVolumeImpl_Release(IWineD3DVolume *iface) { TRACE("(%p) : Releasing from %d\n", This, This->resource.ref); ref = InterlockedDecrement(&This->resource.ref); if (ref == 0) { - IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface); + resource_cleanup((IWineD3DResource *)iface); HeapFree(GetProcessHeap(), 0, This); } return ref; @@ -104,35 +104,35 @@ static ULONG WINAPI IWineD3DVolumeImpl_Release(IWineD3DVolume *iface) { IWineD3DVolume IWineD3DResource parts follow **************************************************** */ static HRESULT WINAPI IWineD3DVolumeImpl_GetParent(IWineD3DVolume *iface, IUnknown **pParent) { - return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent); + return resource_get_parent((IWineD3DResource *)iface, pParent); } static HRESULT WINAPI IWineD3DVolumeImpl_GetDevice(IWineD3DVolume *iface, IWineD3DDevice** ppDevice) { - return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice); + return resource_get_device((IWineD3DResource *)iface, ppDevice); } static HRESULT WINAPI IWineD3DVolumeImpl_SetPrivateData(IWineD3DVolume *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { - return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); + return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); } static HRESULT WINAPI IWineD3DVolumeImpl_GetPrivateData(IWineD3DVolume *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { - return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData); + return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData); } static HRESULT WINAPI IWineD3DVolumeImpl_FreePrivateData(IWineD3DVolume *iface, REFGUID refguid) { - return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid); + return resource_free_private_data((IWineD3DResource *)iface, refguid); } static DWORD WINAPI IWineD3DVolumeImpl_SetPriority(IWineD3DVolume *iface, DWORD PriorityNew) { - return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew); + return resource_set_priority((IWineD3DResource *)iface, PriorityNew); } static DWORD WINAPI IWineD3DVolumeImpl_GetPriority(IWineD3DVolume *iface) { - return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface); + return resource_get_priority((IWineD3DResource *)iface); } static void WINAPI IWineD3DVolumeImpl_PreLoad(IWineD3DVolume *iface) { - IWineD3DResourceImpl_PreLoad((IWineD3DResource *)iface); + FIXME("iface %p stub!\n", iface); } static void WINAPI IWineD3DVolumeImpl_UnLoad(IWineD3DVolume *iface) { @@ -143,7 +143,7 @@ static void WINAPI IWineD3DVolumeImpl_UnLoad(IWineD3DVolume *iface) { } static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeImpl_GetType(IWineD3DVolume *iface) { - return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface); + return resource_get_type((IWineD3DResource *)iface); } /* ******************************************* @@ -310,7 +310,7 @@ static HRESULT WINAPI IWineD3DVolumeImpl_SetContainer(IWineD3DVolume *iface, IWi static HRESULT WINAPI IWineD3DVolumeImpl_LoadTexture(IWineD3DVolume *iface, int gl_level, BOOL srgb_mode) { IWineD3DVolumeImpl *This = (IWineD3DVolumeImpl *)iface; WINED3DFORMAT format = This->resource.format; - const GlPixelFormatDesc *glDesc; + const struct GlPixelFormatDesc *glDesc; getFormatDescEntry(format, &GLINFO_LOCATION, &glDesc); TRACE("(%p) : level %u, format %s (0x%08x)\n", This, gl_level, debug_d3dformat(format), format); diff --git a/reactos/dll/directx/wine/wined3d/volumetexture.c b/reactos/dll/directx/wine/wined3d/volumetexture.c index 53275e17ca7..9da4c95f20d 100644 --- a/reactos/dll/directx/wine/wined3d/volumetexture.c +++ b/reactos/dll/directx/wine/wined3d/volumetexture.c @@ -67,27 +67,27 @@ static ULONG WINAPI IWineD3DVolumeTextureImpl_Release(IWineD3DVolumeTexture *ifa IWineD3DVolumeTexture IWineD3DResource parts follow **************************************************** */ static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetDevice(IWineD3DVolumeTexture *iface, IWineD3DDevice** ppDevice) { - return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice); + return resource_get_device((IWineD3DResource *)iface, ppDevice); } static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { - return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); + return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); } static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetPrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { - return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData); + return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData); } static HRESULT WINAPI IWineD3DVolumeTextureImpl_FreePrivateData(IWineD3DVolumeTexture *iface, REFGUID refguid) { - return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid); + return resource_free_private_data((IWineD3DResource *)iface, refguid); } static DWORD WINAPI IWineD3DVolumeTextureImpl_SetPriority(IWineD3DVolumeTexture *iface, DWORD PriorityNew) { - return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew); + return resource_set_priority((IWineD3DResource *)iface, PriorityNew); } static DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture *iface) { - return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface); + return resource_get_priority((IWineD3DResource *)iface); } static void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *iface) { @@ -145,57 +145,57 @@ static void WINAPI IWineD3DVolumeTextureImpl_UnLoad(IWineD3DVolumeTexture *iface IWineD3DVolume_UnLoad(This->volumes[i]); } - IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture *) iface); + basetexture_unload((IWineD3DBaseTexture *)iface); } static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) { - return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface); + return resource_get_type((IWineD3DResource *)iface); } static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture *iface, IUnknown **pParent) { - return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent); + return resource_get_parent((IWineD3DResource *)iface, pParent); } /* ****************************************************** IWineD3DVolumeTexture IWineD3DBaseTexture parts follow ****************************************************** */ static DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) { - return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew); + return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew); } static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) { - return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface); + return basetexture_get_lod((IWineD3DBaseTexture *)iface); } static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DVolumeTexture *iface) { - return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface); + return basetexture_get_level_count((IWineD3DBaseTexture *)iface); } static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DVolumeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) { - return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType); + return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType); } static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DVolumeTexture *iface) { - return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface); + return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface); } static void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DVolumeTexture *iface) { - IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface); + basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface); } /* Internal function, No d3d mapping */ static BOOL WINAPI IWineD3DVolumeTextureImpl_SetDirty(IWineD3DVolumeTexture *iface, BOOL dirty) { - return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty); + return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty); } static BOOL WINAPI IWineD3DVolumeTextureImpl_GetDirty(IWineD3DVolumeTexture *iface) { - return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface); + return basetexture_get_dirty((IWineD3DBaseTexture *)iface); } static HRESULT WINAPI IWineD3DVolumeTextureImpl_BindTexture(IWineD3DVolumeTexture *iface) { IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface; TRACE("(%p) : relay to BaseTexture\n", This); - return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface); + return basetexture_bind((IWineD3DBaseTexture *)iface); } static UINT WINAPI IWineD3DVolumeTextureImpl_GetTextureDimensions(IWineD3DVolumeTexture *iface) { @@ -216,7 +216,7 @@ static void WINAPI IWineD3DVolumeTextureImpl_ApplyStateChanges(IWineD3DVolumeTex const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) { IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface; TRACE("(%p) : nothing to do, passing to base texture\n", This); - IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates); + basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates); } @@ -234,7 +234,7 @@ static void WINAPI IWineD3DVolumeTextureImpl_Destroy(IWineD3DVolumeTexture *ifac D3DCB_DestroyVolume(This->volumes[i]); } } - IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface); + basetexture_cleanup((IWineD3DBaseTexture *)iface); HeapFree(GetProcessHeap(), 0, This); } diff --git a/reactos/dll/directx/wine/wined3d/wined3d.idl b/reactos/dll/directx/wine/wined3d/wined3d.idl new file mode 100644 index 00000000000..abb0d3b13ef --- /dev/null +++ b/reactos/dll/directx/wine/wined3d/wined3d.idl @@ -0,0 +1,3429 @@ +/* + * Copyright 2002-2003 The wine-d3d team + * Copyright 2002-2003 Jason Edmeades + * Copyright 2002-2003 Raphael Junqueira + * Copyright 2005 Oliver Stieber + * Copyright 2006 Stefan Dösinger + * Copyright 2006 Stefan Dösinger for CodeWeavers + * Copyright 2007 Henri Verbeet + * Copyright 2008 Henri Verbeet for CodeWeavers + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 2.1 of the License, or (at your option) any later version. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA + */ + +import "unknwn.idl"; + +cpp_quote("#if 0") +typedef HANDLE HMONITOR; + +typedef struct _RGNDATAHEADER +{ + DWORD dwSize; + DWORD iType; + DWORD nCount; + DWORD nRgnSize; + RECT rcBound; +} RGNDATAHEADER; + +typedef struct _RGNDATA +{ + RGNDATAHEADER rdh; + char Buffer[1]; +} RGNDATA; +cpp_quote("#endif") + +cpp_quote("#define WINED3D_OK S_OK") + +const UINT _FACWINED3D = 0x876; +cpp_quote("#define MAKE_WINED3DSTATUS(code) MAKE_HRESULT(0, _FACWINED3D, code)") +cpp_quote("#define WINED3DOK_NOAUTOGEN MAKE_WINED3DSTATUS(2159)") + +cpp_quote("#define MAKE_WINED3DHRESULT(code) MAKE_HRESULT(1, _FACWINED3D, code)") +cpp_quote("#define WINED3DERR_WRONGTEXTUREFORMAT MAKE_WINED3DHRESULT(2072)") +cpp_quote("#define WINED3DERR_UNSUPPORTEDCOLOROPERATION MAKE_WINED3DHRESULT(2073)") +cpp_quote("#define WINED3DERR_UNSUPPORTEDCOLORARG MAKE_WINED3DHRESULT(2074)") +cpp_quote("#define WINED3DERR_UNSUPPORTEDALPHAOPERATION MAKE_WINED3DHRESULT(2075)") +cpp_quote("#define WINED3DERR_UNSUPPORTEDALPHAARG MAKE_WINED3DHRESULT(2076)") +cpp_quote("#define WINED3DERR_TOOMANYOPERATIONS MAKE_WINED3DHRESULT(2077)") +cpp_quote("#define WINED3DERR_CONFLICTINGTEXTUREFILTER MAKE_WINED3DHRESULT(2078)") +cpp_quote("#define WINED3DERR_UNSUPPORTEDFACTORVALUE MAKE_WINED3DHRESULT(2079)") +cpp_quote("#define WINED3DERR_CONFLICTINGRENDERSTATE MAKE_WINED3DHRESULT(2081)") +cpp_quote("#define WINED3DERR_UNSUPPORTEDTEXTUREFILTER MAKE_WINED3DHRESULT(2082)") +cpp_quote("#define WINED3DERR_CONFLICTINGTEXTUREPALETTE MAKE_WINED3DHRESULT(2086)") +cpp_quote("#define WINED3DERR_DRIVERINTERNALERROR MAKE_WINED3DHRESULT(2087)") +cpp_quote("#define WINED3DERR_NOTFOUND MAKE_WINED3DHRESULT(2150)") +cpp_quote("#define WINED3DERR_MOREDATA MAKE_WINED3DHRESULT(2151)") +cpp_quote("#define WINED3DERR_DEVICELOST MAKE_WINED3DHRESULT(2152)") +cpp_quote("#define WINED3DERR_DEVICENOTRESET MAKE_WINED3DHRESULT(2153)") +cpp_quote("#define WINED3DERR_NOTAVAILABLE MAKE_WINED3DHRESULT(2154)") +cpp_quote("#define WINED3DERR_OUTOFVIDEOMEMORY MAKE_WINED3DHRESULT(380)") +cpp_quote("#define WINED3DERR_INVALIDDEVICE MAKE_WINED3DHRESULT(2155)") +cpp_quote("#define WINED3DERR_INVALIDCALL MAKE_WINED3DHRESULT(2156)") +cpp_quote("#define WINED3DERR_DRIVERINVALIDCALL MAKE_WINED3DHRESULT(2157)") +cpp_quote("#define WINED3DERR_WASSTILLDRAWING MAKE_WINED3DHRESULT(540)") +cpp_quote("#define WINEDDERR_NOTAOVERLAYSURFACE MAKE_WINED3DHRESULT(580)") +cpp_quote("#define WINEDDERR_NODC MAKE_WINED3DHRESULT(586)") +cpp_quote("#define WINEDDERR_DCALREADYCREATED MAKE_WINED3DHRESULT(620)") +cpp_quote("#define WINEDDERR_NOTFLIPPABLE MAKE_WINED3DHRESULT(582)") +cpp_quote("#define WINEDDERR_SURFACEBUSY MAKE_WINED3DHRESULT(430)") +cpp_quote("#define WINEDDERR_INVALIDRECT MAKE_WINED3DHRESULT(150)") +cpp_quote("#define WINEDDERR_NOCLIPLIST MAKE_WINED3DHRESULT(205)") +cpp_quote("#define WINEDDERR_OVERLAYNOTVISIBLE MAKE_WINED3DHRESULT(577)") + +typedef DWORD WINED3DCOLOR; + +typedef enum _WINED3DLIGHTTYPE +{ + WINED3DLIGHT_POINT = 1, + WINED3DLIGHT_SPOT = 2, + WINED3DLIGHT_DIRECTIONAL = 3, + WINED3DLIGHT_PARALLELPOINT = 4, /* D3D7 */ + WINED3DLIGHT_GLSPOT = 5, /* D3D7 */ + WINED3DLIGHT_FORCE_DWORD = 0x7fffffff +} WINED3DLIGHTTYPE; + +typedef enum _WINED3DPRIMITIVETYPE +{ + WINED3DPT_POINTLIST = 1, + WINED3DPT_LINELIST = 2, + WINED3DPT_LINESTRIP = 3, + WINED3DPT_TRIANGLELIST = 4, + WINED3DPT_TRIANGLESTRIP = 5, + WINED3DPT_TRIANGLEFAN = 6, + WINED3DPT_FORCE_DWORD = 0x7fffffff +} WINED3DPRIMITIVETYPE; + +typedef enum _WINED3DDEVTYPE +{ + WINED3DDEVTYPE_HAL = 1, + WINED3DDEVTYPE_REF = 2, + WINED3DDEVTYPE_SW = 3, + WINED3DDEVTYPE_NULLREF = 4, + WINED3DDEVTYPE_FORCE_DWORD = 0xffffffff +} WINED3DDEVTYPE; + +typedef enum _WINED3DDEGREETYPE +{ + WINED3DDEGREE_LINEAR = 1, + WINED3DDEGREE_QUADRATIC = 2, + WINED3DDEGREE_CUBIC = 3, + WINED3DDEGREE_QUINTIC = 5, + WINED3DDEGREE_FORCE_DWORD = 0x7fffffff +} WINED3DDEGREETYPE; + +typedef enum _WINED3DFORMAT +{ + WINED3DFMT_UNKNOWN = 0, + WINED3DFMT_R8G8B8 = 20, + WINED3DFMT_A8R8G8B8 = 21, + WINED3DFMT_X8R8G8B8 = 22, + WINED3DFMT_R5G6B5 = 23, + WINED3DFMT_X1R5G5B5 = 24, + WINED3DFMT_A1R5G5B5 = 25, + WINED3DFMT_A4R4G4B4 = 26, + WINED3DFMT_R3G3B2 = 27, + WINED3DFMT_A8 = 28, + WINED3DFMT_A8R3G3B2 = 29, + WINED3DFMT_X4R4G4B4 = 30, + WINED3DFMT_A2B10G10R10 = 31, + WINED3DFMT_A8B8G8R8 = 32, + WINED3DFMT_X8B8G8R8 = 33, + WINED3DFMT_G16R16 = 34, + WINED3DFMT_A2R10G10B10 = 35, + WINED3DFMT_A16B16G16R16 = 36, + WINED3DFMT_A8P8 = 40, + WINED3DFMT_P8 = 41, + WINED3DFMT_L8 = 50, + WINED3DFMT_A8L8 = 51, + WINED3DFMT_A4L4 = 52, + WINED3DFMT_V8U8 = 60, + WINED3DFMT_L6V5U5 = 61, + WINED3DFMT_X8L8V8U8 = 62, + WINED3DFMT_Q8W8V8U8 = 63, + WINED3DFMT_V16U16 = 64, + WINED3DFMT_W11V11U10 = 65, + WINED3DFMT_A2W10V10U10 = 67, + WINED3DFMT_D16_LOCKABLE = 70, + WINED3DFMT_D32 = 71, + WINED3DFMT_D15S1 = 73, + WINED3DFMT_D24S8 = 75, + WINED3DFMT_D24X8 = 77, + WINED3DFMT_D24X4S4 = 79, + WINED3DFMT_D16 = 80, + WINED3DFMT_L16 = 81, + WINED3DFMT_D32F_LOCKABLE = 82, + WINED3DFMT_D24FS8 = 83, + WINED3DFMT_VERTEXDATA = 100, + WINED3DFMT_INDEX16 = 101, + WINED3DFMT_INDEX32 = 102, + WINED3DFMT_Q16W16V16U16 = 110, + WINED3DFMT_R16F = 111, + WINED3DFMT_G16R16F = 112, + WINED3DFMT_A16B16G16R16F = 113, + WINED3DFMT_R32F = 114, + WINED3DFMT_G32R32F = 115, + WINED3DFMT_A32B32G32R32F = 116, + WINED3DFMT_CxV8U8 = 117, + WINED3DFMT_FORCE_DWORD = 0xffffffff +} WINED3DFORMAT; +cpp_quote("#define WINEMAKEFOURCC(ch0, ch1, ch2, ch3) \\") +cpp_quote(" ((DWORD)(BYTE)(ch0) | ((DWORD)(BYTE)(ch1) << 8) | \\") +cpp_quote(" ((DWORD)(BYTE)(ch2) << 16) | ((DWORD)(BYTE)(ch3) << 24 ))") +cpp_quote("#define WINED3DFMT_UYVY WINEMAKEFOURCC('U', 'Y', 'V', 'Y')") +cpp_quote("#define WINED3DFMT_YUY2 WINEMAKEFOURCC('Y', 'U', 'Y', '2')") +cpp_quote("#define WINED3DFMT_YV12 WINEMAKEFOURCC('Y', 'V', '1', '2')") +cpp_quote("#define WINED3DFMT_DXT1 WINEMAKEFOURCC('D', 'X', 'T', '1')") +cpp_quote("#define WINED3DFMT_DXT2 WINEMAKEFOURCC('D', 'X', 'T', '2')") +cpp_quote("#define WINED3DFMT_DXT3 WINEMAKEFOURCC('D', 'X', 'T', '3')") +cpp_quote("#define WINED3DFMT_DXT4 WINEMAKEFOURCC('D', 'X', 'T', '4')") +cpp_quote("#define WINED3DFMT_DXT5 WINEMAKEFOURCC('D', 'X', 'T', '5')") +cpp_quote("#define WINED3DFMT_MULTI2_ARGB8 WINEMAKEFOURCC('M', 'E', 'T', '1')") +cpp_quote("#define WINED3DFMT_G8R8_G8B8 WINEMAKEFOURCC('G', 'R', 'G', 'B')") +cpp_quote("#define WINED3DFMT_R8G8_B8G8 WINEMAKEFOURCC('R', 'G', 'B', 'G')") +/* Vendor specific formats */ +cpp_quote("#define WINED3DFMT_ATI2N WINEMAKEFOURCC('A', 'T', 'I', '2')") +cpp_quote("#define WINED3DFMT_NVHU WINEMAKEFOURCC('N', 'V', 'H', 'U')") +cpp_quote("#define WINED3DFMT_NVHS WINEMAKEFOURCC('N', 'V', 'H', 'S')") + +typedef enum _WINED3DRENDERSTATETYPE +{ + WINED3DRS_TEXTUREHANDLE = 1, /* d3d7 */ + WINED3DRS_ANTIALIAS = 2, /* d3d7 */ + WINED3DRS_TEXTUREADDRESS = 3, /* d3d7 */ + WINED3DRS_TEXTUREPERSPECTIVE = 4, /* d3d7 */ + WINED3DRS_WRAPU = 5, /* d3d7 */ + WINED3DRS_WRAPV = 6, /* d3d7 */ + WINED3DRS_ZENABLE = 7, + WINED3DRS_FILLMODE = 8, + WINED3DRS_SHADEMODE = 9, + WINED3DRS_LINEPATTERN = 10, /* d3d7, d3d8 */ + WINED3DRS_MONOENABLE = 11, /* d3d7 */ + WINED3DRS_ROP2 = 12, /* d3d7 */ + WINED3DRS_PLANEMASK = 13, /* d3d7 */ + WINED3DRS_ZWRITEENABLE = 14, + WINED3DRS_ALPHATESTENABLE = 15, + WINED3DRS_LASTPIXEL = 16, + WINED3DRS_TEXTUREMAG = 17, /* d3d7 */ + WINED3DRS_TEXTUREMIN = 18, /* d3d7 */ + WINED3DRS_SRCBLEND = 19, + WINED3DRS_DESTBLEND = 20, + WINED3DRS_TEXTUREMAPBLEND = 21, /* d3d7 */ + WINED3DRS_CULLMODE = 22, + WINED3DRS_ZFUNC = 23, + WINED3DRS_ALPHAREF = 24, + WINED3DRS_ALPHAFUNC = 25, + WINED3DRS_DITHERENABLE = 26, + WINED3DRS_ALPHABLENDENABLE = 27, + WINED3DRS_FOGENABLE = 28, + WINED3DRS_SPECULARENABLE = 29, + WINED3DRS_ZVISIBLE = 30, /* d3d7, d3d8 */ + WINED3DRS_SUBPIXEL = 31, /* d3d7 */ + WINED3DRS_SUBPIXELX = 32, /* d3d7 */ + WINED3DRS_STIPPLEDALPHA = 33, /* d3d7 */ + WINED3DRS_FOGCOLOR = 34, + WINED3DRS_FOGTABLEMODE = 35, + WINED3DRS_FOGSTART = 36, + WINED3DRS_FOGEND = 37, + WINED3DRS_FOGDENSITY = 38, + WINED3DRS_STIPPLEENABLE = 39, /* d3d7 */ + WINED3DRS_EDGEANTIALIAS = 40, /* d3d7, d3d8 */ + WINED3DRS_COLORKEYENABLE = 41, /* d3d7 */ + WINED3DRS_BORDERCOLOR = 43, /* d3d7 */ + WINED3DRS_TEXTUREADDRESSU = 44, /* d3d7 */ + WINED3DRS_TEXTUREADDRESSV = 45, /* d3d7 */ + WINED3DRS_MIPMAPLODBIAS = 46, /* d3d7 */ + WINED3DRS_ZBIAS = 47, /* d3d7, d3d8 */ + WINED3DRS_RANGEFOGENABLE = 48, + WINED3DRS_ANISOTROPY = 49, /* d3d7 */ + WINED3DRS_FLUSHBATCH = 50, /* d3d7 */ + WINED3DRS_TRANSLUCENTSORTINDEPENDENT = 51, /* d3d7 */ + WINED3DRS_STENCILENABLE = 52, + WINED3DRS_STENCILFAIL = 53, + WINED3DRS_STENCILZFAIL = 54, + WINED3DRS_STENCILPASS = 55, + WINED3DRS_STENCILFUNC = 56, + WINED3DRS_STENCILREF = 57, + WINED3DRS_STENCILMASK = 58, + WINED3DRS_STENCILWRITEMASK = 59, + WINED3DRS_TEXTUREFACTOR = 60, + WINED3DRS_STIPPLEPATTERN00 = 64, + WINED3DRS_STIPPLEPATTERN01 = 65, + WINED3DRS_STIPPLEPATTERN02 = 66, + WINED3DRS_STIPPLEPATTERN03 = 67, + WINED3DRS_STIPPLEPATTERN04 = 68, + WINED3DRS_STIPPLEPATTERN05 = 69, + WINED3DRS_STIPPLEPATTERN06 = 70, + WINED3DRS_STIPPLEPATTERN07 = 71, + WINED3DRS_STIPPLEPATTERN08 = 72, + WINED3DRS_STIPPLEPATTERN09 = 73, + WINED3DRS_STIPPLEPATTERN10 = 74, + WINED3DRS_STIPPLEPATTERN11 = 75, + WINED3DRS_STIPPLEPATTERN12 = 76, + WINED3DRS_STIPPLEPATTERN13 = 77, + WINED3DRS_STIPPLEPATTERN14 = 78, + WINED3DRS_STIPPLEPATTERN15 = 79, + WINED3DRS_STIPPLEPATTERN16 = 80, + WINED3DRS_STIPPLEPATTERN17 = 81, + WINED3DRS_STIPPLEPATTERN18 = 82, + WINED3DRS_STIPPLEPATTERN19 = 83, + WINED3DRS_STIPPLEPATTERN20 = 84, + WINED3DRS_STIPPLEPATTERN21 = 85, + WINED3DRS_STIPPLEPATTERN22 = 86, + WINED3DRS_STIPPLEPATTERN23 = 87, + WINED3DRS_STIPPLEPATTERN24 = 88, + WINED3DRS_STIPPLEPATTERN25 = 89, + WINED3DRS_STIPPLEPATTERN26 = 90, + WINED3DRS_STIPPLEPATTERN27 = 91, + WINED3DRS_STIPPLEPATTERN28 = 92, + WINED3DRS_STIPPLEPATTERN29 = 93, + WINED3DRS_STIPPLEPATTERN30 = 94, + WINED3DRS_STIPPLEPATTERN31 = 95, + WINED3DRS_WRAP0 = 128, + WINED3DRS_WRAP1 = 129, + WINED3DRS_WRAP2 = 130, + WINED3DRS_WRAP3 = 131, + WINED3DRS_WRAP4 = 132, + WINED3DRS_WRAP5 = 133, + WINED3DRS_WRAP6 = 134, + WINED3DRS_WRAP7 = 135, + WINED3DRS_CLIPPING = 136, + WINED3DRS_LIGHTING = 137, + WINED3DRS_EXTENTS = 138, /* d3d7 */ + WINED3DRS_AMBIENT = 139, + WINED3DRS_FOGVERTEXMODE = 140, + WINED3DRS_COLORVERTEX = 141, + WINED3DRS_LOCALVIEWER = 142, + WINED3DRS_NORMALIZENORMALS = 143, + WINED3DRS_COLORKEYBLENDENABLE = 144, /* d3d7 */ + WINED3DRS_DIFFUSEMATERIALSOURCE = 145, + WINED3DRS_SPECULARMATERIALSOURCE = 146, + WINED3DRS_AMBIENTMATERIALSOURCE = 147, + WINED3DRS_EMISSIVEMATERIALSOURCE = 148, + WINED3DRS_VERTEXBLEND = 151, + WINED3DRS_CLIPPLANEENABLE = 152, + WINED3DRS_SOFTWAREVERTEXPROCESSING = 153, /* d3d8 */ + WINED3DRS_POINTSIZE = 154, + WINED3DRS_POINTSIZE_MIN = 155, + WINED3DRS_POINTSPRITEENABLE = 156, + WINED3DRS_POINTSCALEENABLE = 157, + WINED3DRS_POINTSCALE_A = 158, + WINED3DRS_POINTSCALE_B = 159, + WINED3DRS_POINTSCALE_C = 160, + WINED3DRS_MULTISAMPLEANTIALIAS = 161, + WINED3DRS_MULTISAMPLEMASK = 162, + WINED3DRS_PATCHEDGESTYLE = 163, + WINED3DRS_PATCHSEGMENTS = 164, /* d3d8 */ + WINED3DRS_DEBUGMONITORTOKEN = 165, + WINED3DRS_POINTSIZE_MAX = 166, + WINED3DRS_INDEXEDVERTEXBLENDENABLE = 167, + WINED3DRS_COLORWRITEENABLE = 168, + WINED3DRS_TWEENFACTOR = 170, + WINED3DRS_BLENDOP = 171, + WINED3DRS_POSITIONORDER = 172, + WINED3DRS_NORMALORDER = 173, + WINED3DRS_POSITIONDEGREE = 172, + WINED3DRS_NORMALDEGREE = 173, + WINED3DRS_SCISSORTESTENABLE = 174, + WINED3DRS_SLOPESCALEDEPTHBIAS = 175, + WINED3DRS_ANTIALIASEDLINEENABLE = 176, + WINED3DRS_MINTESSELLATIONLEVEL = 178, + WINED3DRS_MAXTESSELLATIONLEVEL = 179, + WINED3DRS_ADAPTIVETESS_X = 180, + WINED3DRS_ADAPTIVETESS_Y = 181, + WINED3DRS_ADAPTIVETESS_Z = 182, + WINED3DRS_ADAPTIVETESS_W = 183, + WINED3DRS_ENABLEADAPTIVETESSELLATION = 184, + WINED3DRS_TWOSIDEDSTENCILMODE = 185, + WINED3DRS_CCW_STENCILFAIL = 186, + WINED3DRS_CCW_STENCILZFAIL = 187, + WINED3DRS_CCW_STENCILPASS = 188, + WINED3DRS_CCW_STENCILFUNC = 189, + WINED3DRS_COLORWRITEENABLE1 = 190, + WINED3DRS_COLORWRITEENABLE2 = 191, + WINED3DRS_COLORWRITEENABLE3 = 192, + WINED3DRS_BLENDFACTOR = 193, + WINED3DRS_SRGBWRITEENABLE = 194, + WINED3DRS_DEPTHBIAS = 195, + WINED3DRS_WRAP8 = 198, + WINED3DRS_WRAP9 = 199, + WINED3DRS_WRAP10 = 200, + WINED3DRS_WRAP11 = 201, + WINED3DRS_WRAP12 = 202, + WINED3DRS_WRAP13 = 203, + WINED3DRS_WRAP14 = 204, + WINED3DRS_WRAP15 = 205, + WINED3DRS_SEPARATEALPHABLENDENABLE = 206, + WINED3DRS_SRCBLENDALPHA = 207, + WINED3DRS_DESTBLENDALPHA = 208, + WINED3DRS_BLENDOPALPHA = 209, + WINED3DRS_FORCE_DWORD = 0x7fffffff +} WINED3DRENDERSTATETYPE; +const UINT WINEHIGHEST_RENDER_STATE = WINED3DRS_BLENDOPALPHA; + +typedef enum _WINED3DBLEND +{ + WINED3DBLEND_ZERO = 1, + WINED3DBLEND_ONE = 2, + WINED3DBLEND_SRCCOLOR = 3, + WINED3DBLEND_INVSRCCOLOR = 4, + WINED3DBLEND_SRCALPHA = 5, + WINED3DBLEND_INVSRCALPHA = 6, + WINED3DBLEND_DESTALPHA = 7, + WINED3DBLEND_INVDESTALPHA = 8, + WINED3DBLEND_DESTCOLOR = 9, + WINED3DBLEND_INVDESTCOLOR = 10, + WINED3DBLEND_SRCALPHASAT = 11, + WINED3DBLEND_BOTHSRCALPHA = 12, + WINED3DBLEND_BOTHINVSRCALPHA = 13, + WINED3DBLEND_BLENDFACTOR = 14, + WINED3DBLEND_INVBLENDFACTOR = 15, + WINED3DBLEND_FORCE_DWORD = 0x7fffffff +} WINED3DBLEND; + +typedef enum _WINED3DBLENDOP +{ + WINED3DBLENDOP_ADD = 1, + WINED3DBLENDOP_SUBTRACT = 2, + WINED3DBLENDOP_REVSUBTRACT = 3, + WINED3DBLENDOP_MIN = 4, + WINED3DBLENDOP_MAX = 5, + WINED3DBLENDOP_FORCE_DWORD = 0x7fffffff +} WINED3DBLENDOP; + +typedef enum _WINED3DVERTEXBLENDFLAGS +{ + WINED3DVBF_DISABLE = 0, + WINED3DVBF_1WEIGHTS = 1, + WINED3DVBF_2WEIGHTS = 2, + WINED3DVBF_3WEIGHTS = 3, + WINED3DVBF_TWEENING = 255, + WINED3DVBF_0WEIGHTS = 256 +} WINED3DVERTEXBLENDFLAGS; + +typedef enum _WINED3DCMPFUNC +{ + WINED3DCMP_NEVER = 1, + WINED3DCMP_LESS = 2, + WINED3DCMP_EQUAL = 3, + WINED3DCMP_LESSEQUAL = 4, + WINED3DCMP_GREATER = 5, + WINED3DCMP_NOTEQUAL = 6, + WINED3DCMP_GREATEREQUAL = 7, + WINED3DCMP_ALWAYS = 8, + WINED3DCMP_FORCE_DWORD = 0x7fffffff +} WINED3DCMPFUNC; + +typedef enum _WINED3DZBUFFERTYPE +{ + WINED3DZB_FALSE = 0, + WINED3DZB_TRUE = 1, + WINED3DZB_USEW = 2, + WINED3DZB_FORCE_DWORD = 0x7fffffff +} WINED3DZBUFFERTYPE; + +typedef enum _WINED3DFOGMODE +{ + WINED3DFOG_NONE = 0, + WINED3DFOG_EXP = 1, + WINED3DFOG_EXP2 = 2, + WINED3DFOG_LINEAR = 3, + WINED3DFOG_FORCE_DWORD = 0x7fffffff +} WINED3DFOGMODE; + +typedef enum _WINED3DSHADEMODE +{ + WINED3DSHADE_FLAT = 1, + WINED3DSHADE_GOURAUD = 2, + WINED3DSHADE_PHONG = 3, + WINED3DSHADE_FORCE_DWORD = 0x7fffffff +} WINED3DSHADEMODE; + +typedef enum _WINED3DFILLMODE +{ + WINED3DFILL_POINT = 1, + WINED3DFILL_WIREFRAME = 2, + WINED3DFILL_SOLID = 3, + WINED3DFILL_FORCE_DWORD = 0x7fffffff +} WINED3DFILLMODE; + +typedef enum _WINED3DCULL +{ + WINED3DCULL_NONE = 1, + WINED3DCULL_CW = 2, + WINED3DCULL_CCW = 3, + WINED3DCULL_FORCE_DWORD = 0x7fffffff +} WINED3DCULL; + +typedef enum _WINED3DSTENCILOP +{ + WINED3DSTENCILOP_KEEP = 1, + WINED3DSTENCILOP_ZERO = 2, + WINED3DSTENCILOP_REPLACE = 3, + WINED3DSTENCILOP_INCRSAT = 4, + WINED3DSTENCILOP_DECRSAT = 5, + WINED3DSTENCILOP_INVERT = 6, + WINED3DSTENCILOP_INCR = 7, + WINED3DSTENCILOP_DECR = 8, + WINED3DSTENCILOP_FORCE_DWORD = 0x7fffffff +} WINED3DSTENCILOP; + +typedef enum _WINED3DMATERIALCOLORSOURCE +{ + WINED3DMCS_MATERIAL = 0, + WINED3DMCS_COLOR1 = 1, + WINED3DMCS_COLOR2 = 2, + WINED3DMCS_FORCE_DWORD = 0x7fffffff +} WINED3DMATERIALCOLORSOURCE; + +typedef enum _WINED3DPATCHEDGESTYLE +{ + WINED3DPATCHEDGE_DISCRETE = 0, + WINED3DPATCHEDGE_CONTINUOUS = 1, + WINED3DPATCHEDGE_FORCE_DWORD = 0x7fffffff +} WINED3DPATCHEDGESTYLE; + +typedef enum _WINED3DBACKBUFFER_TYPE +{ + WINED3DBACKBUFFER_TYPE_MONO = 0, + WINED3DBACKBUFFER_TYPE_LEFT = 1, + WINED3DBACKBUFFER_TYPE_RIGHT = 2, + WINED3DBACKBUFFER_TYPE_FORCE_DWORD = 0x7fffffff +} WINED3DBACKBUFFER_TYPE; + +typedef enum _WINED3DSWAPEFFECT +{ + WINED3DSWAPEFFECT_DISCARD = 1, + WINED3DSWAPEFFECT_FLIP = 2, + WINED3DSWAPEFFECT_COPY = 3, + WINED3DSWAPEFFECT_COPY_VSYNC = 4, + WINED3DSWAPEFFECT_FORCE_DWORD = 0xffffffff +} WINED3DSWAPEFFECT; + +typedef enum _WINED3DSAMPLERSTATETYPE +{ + WINED3DSAMP_ADDRESSU = 1, + WINED3DSAMP_ADDRESSV = 2, + WINED3DSAMP_ADDRESSW = 3, + WINED3DSAMP_BORDERCOLOR = 4, + WINED3DSAMP_MAGFILTER = 5, + WINED3DSAMP_MINFILTER = 6, + WINED3DSAMP_MIPFILTER = 7, + WINED3DSAMP_MIPMAPLODBIAS = 8, + WINED3DSAMP_MAXMIPLEVEL = 9, + WINED3DSAMP_MAXANISOTROPY = 10, + WINED3DSAMP_SRGBTEXTURE = 11, + WINED3DSAMP_ELEMENTINDEX = 12, + WINED3DSAMP_DMAPOFFSET = 13, + WINED3DSAMP_FORCE_DWORD = 0x7fffffff, +} WINED3DSAMPLERSTATETYPE; +const UINT WINED3D_HIGHEST_SAMPLER_STATE = WINED3DSAMP_DMAPOFFSET; + +typedef enum _WINED3DMULTISAMPLE_TYPE +{ + WINED3DMULTISAMPLE_NONE = 0, + WINED3DMULTISAMPLE_NONMASKABLE = 1, + WINED3DMULTISAMPLE_2_SAMPLES = 2, + WINED3DMULTISAMPLE_3_SAMPLES = 3, + WINED3DMULTISAMPLE_4_SAMPLES = 4, + WINED3DMULTISAMPLE_5_SAMPLES = 5, + WINED3DMULTISAMPLE_6_SAMPLES = 6, + WINED3DMULTISAMPLE_7_SAMPLES = 7, + WINED3DMULTISAMPLE_8_SAMPLES = 8, + WINED3DMULTISAMPLE_9_SAMPLES = 9, + WINED3DMULTISAMPLE_10_SAMPLES = 10, + WINED3DMULTISAMPLE_11_SAMPLES = 11, + WINED3DMULTISAMPLE_12_SAMPLES = 12, + WINED3DMULTISAMPLE_13_SAMPLES = 13, + WINED3DMULTISAMPLE_14_SAMPLES = 14, + WINED3DMULTISAMPLE_15_SAMPLES = 15, + WINED3DMULTISAMPLE_16_SAMPLES = 16, + WINED3DMULTISAMPLE_FORCE_DWORD = 0xffffffff +} WINED3DMULTISAMPLE_TYPE; + +typedef enum _WINED3DTEXTURESTAGESTATETYPE +{ + WINED3DTSS_COLOROP = 1, + WINED3DTSS_COLORARG1 = 2, + WINED3DTSS_COLORARG2 = 3, + WINED3DTSS_ALPHAOP = 4, + WINED3DTSS_ALPHAARG1 = 5, + WINED3DTSS_ALPHAARG2 = 6, + WINED3DTSS_BUMPENVMAT00 = 7, + WINED3DTSS_BUMPENVMAT01 = 8, + WINED3DTSS_BUMPENVMAT10 = 9, + WINED3DTSS_BUMPENVMAT11 = 10, + WINED3DTSS_TEXCOORDINDEX = 11, + WINED3DTSS_ADDRESS = 12, + WINED3DTSS_ADDRESSU = 13, + WINED3DTSS_ADDRESSV = 14, + WINED3DTSS_BORDERCOLOR = 15, + WINED3DTSS_MAGFILTER = 16, + WINED3DTSS_MINFILTER = 17, + WINED3DTSS_MIPFILTER = 18, + WINED3DTSS_MIPMAPLODBIAS = 19, + WINED3DTSS_MAXMIPLEVEL = 20, + WINED3DTSS_MAXANISOTROPY = 21, + WINED3DTSS_BUMPENVLSCALE = 22, + WINED3DTSS_BUMPENVLOFFSET = 23, + WINED3DTSS_TEXTURETRANSFORMFLAGS = 24, + WINED3DTSS_ADDRESSW = 25, + WINED3DTSS_COLORARG0 = 26, + WINED3DTSS_ALPHAARG0 = 27, + WINED3DTSS_RESULTARG = 28, + WINED3DTSS_CONSTANT = 32, + WINED3DTSS_FORCE_DWORD = 0x7fffffff +} WINED3DTEXTURESTAGESTATETYPE; +const UINT WINED3D_HIGHEST_TEXTURE_STATE = WINED3DTSS_CONSTANT; + +typedef enum _WINED3DTEXTURETRANSFORMFLAGS +{ + WINED3DTTFF_DISABLE = 0, + WINED3DTTFF_COUNT1 = 1, + WINED3DTTFF_COUNT2 = 2, + WINED3DTTFF_COUNT3 = 3, + WINED3DTTFF_COUNT4 = 4, + WINED3DTTFF_PROJECTED = 256, + WINED3DTTFF_FORCE_DWORD = 0x7fffffff +} WINED3DTEXTURETRANSFORMFLAGS; + +typedef enum _WINED3DTEXTUREOP +{ + WINED3DTOP_DISABLE = 1, + WINED3DTOP_SELECTARG1 = 2, + WINED3DTOP_SELECTARG2 = 3, + WINED3DTOP_MODULATE = 4, + WINED3DTOP_MODULATE2X = 5, + WINED3DTOP_MODULATE4X = 6, + WINED3DTOP_ADD = 7, + WINED3DTOP_ADDSIGNED = 8, + WINED3DTOP_ADDSIGNED2X = 9, + WINED3DTOP_SUBTRACT = 10, + WINED3DTOP_ADDSMOOTH = 11, + WINED3DTOP_BLENDDIFFUSEALPHA = 12, + WINED3DTOP_BLENDTEXTUREALPHA = 13, + WINED3DTOP_BLENDFACTORALPHA = 14, + WINED3DTOP_BLENDTEXTUREALPHAPM = 15, + WINED3DTOP_BLENDCURRENTALPHA = 16, + WINED3DTOP_PREMODULATE = 17, + WINED3DTOP_MODULATEALPHA_ADDCOLOR = 18, + WINED3DTOP_MODULATECOLOR_ADDALPHA = 19, + WINED3DTOP_MODULATEINVALPHA_ADDCOLOR = 20, + WINED3DTOP_MODULATEINVCOLOR_ADDALPHA = 21, + WINED3DTOP_BUMPENVMAP = 22, + WINED3DTOP_BUMPENVMAPLUMINANCE = 23, + WINED3DTOP_DOTPRODUCT3 = 24, + WINED3DTOP_MULTIPLYADD = 25, + WINED3DTOP_LERP = 26, + WINED3DTOP_FORCE_DWORD = 0x7fffffff, +} WINED3DTEXTUREOP; + +typedef enum _WINED3DTEXTUREADDRESS +{ + WINED3DTADDRESS_WRAP = 1, + WINED3DTADDRESS_MIRROR = 2, + WINED3DTADDRESS_CLAMP = 3, + WINED3DTADDRESS_BORDER = 4, + WINED3DTADDRESS_MIRRORONCE = 5, + WINED3DTADDRESS_FORCE_DWORD = 0x7fffffff +} WINED3DTEXTUREADDRESS; + +typedef enum _WINED3DTRANSFORMSTATETYPE +{ + WINED3DTS_VIEW = 2, + WINED3DTS_PROJECTION = 3, + WINED3DTS_TEXTURE0 = 16, + WINED3DTS_TEXTURE1 = 17, + WINED3DTS_TEXTURE2 = 18, + WINED3DTS_TEXTURE3 = 19, + WINED3DTS_TEXTURE4 = 20, + WINED3DTS_TEXTURE5 = 21, + WINED3DTS_TEXTURE6 = 22, + WINED3DTS_TEXTURE7 = 23, + WINED3DTS_FORCE_DWORD = 0x7fffffff +} WINED3DTRANSFORMSTATETYPE; +cpp_quote("#define WINED3DTS_WORLD WINED3DTS_WORLDMATRIX(0)") +cpp_quote("#define WINED3DTS_WORLD1 WINED3DTS_WORLDMATRIX(1)") +cpp_quote("#define WINED3DTS_WORLD2 WINED3DTS_WORLDMATRIX(2)") +cpp_quote("#define WINED3DTS_WORLD3 WINED3DTS_WORLDMATRIX(3)") +cpp_quote("#define WINED3DTS_WORLDMATRIX(index) (WINED3DTRANSFORMSTATETYPE)(index + 256)") + +typedef enum _WINED3DBASISTYPE +{ + WINED3DBASIS_BEZIER = 0, + WINED3DBASIS_BSPLINE = 1, + WINED3DBASIS_INTERPOLATE = 2, + WINED3DBASIS_FORCE_DWORD = 0x7fffffff +} WINED3DBASISTYPE; + +typedef enum _WINED3DCUBEMAP_FACES +{ + WINED3DCUBEMAP_FACE_POSITIVE_X = 0, + WINED3DCUBEMAP_FACE_NEGATIVE_X = 1, + WINED3DCUBEMAP_FACE_POSITIVE_Y = 2, + WINED3DCUBEMAP_FACE_NEGATIVE_Y = 3, + WINED3DCUBEMAP_FACE_POSITIVE_Z = 4, + WINED3DCUBEMAP_FACE_NEGATIVE_Z = 5, + WINED3DCUBEMAP_FACE_FORCE_DWORD = 0xffffffff +} WINED3DCUBEMAP_FACES; + +typedef enum _WINED3DTEXTUREFILTERTYPE +{ + WINED3DTEXF_NONE = 0, + WINED3DTEXF_POINT = 1, + WINED3DTEXF_LINEAR = 2, + WINED3DTEXF_ANISOTROPIC = 3, + WINED3DTEXF_FLATCUBIC = 4, + WINED3DTEXF_GAUSSIANCUBIC = 5, + WINED3DTEXF_PYRAMIDALQUAD = 6, + WINED3DTEXF_GAUSSIANQUAD = 7, + WINED3DTEXF_FORCE_DWORD = 0x7fffffff +} WINED3DTEXTUREFILTERTYPE; + +typedef enum _WINED3DRESOURCETYPE +{ + WINED3DRTYPE_SURFACE = 1, + WINED3DRTYPE_VOLUME = 2, + WINED3DRTYPE_TEXTURE = 3, + WINED3DRTYPE_VOLUMETEXTURE = 4, + WINED3DRTYPE_CUBETEXTURE = 5, + WINED3DRTYPE_VERTEXBUFFER = 6, + WINED3DRTYPE_INDEXBUFFER = 7, + WINED3DRTYPE_FORCE_DWORD = 0x7fffffff +} WINED3DRESOURCETYPE; +const UINT WINED3DRTYPECOUNT = WINED3DRTYPE_INDEXBUFFER + 1; + +typedef enum _WINED3DPOOL +{ + WINED3DPOOL_DEFAULT = 0, + WINED3DPOOL_MANAGED = 1, + WINED3DPOOL_SYSTEMMEM = 2, + WINED3DPOOL_SCRATCH = 3, + WINED3DPOOL_FORCE_DWORD = 0x7fffffff +} WINED3DPOOL; + +typedef enum _WINED3DQUERYTYPE +{ + WINED3DQUERYTYPE_VCACHE = 4, + WINED3DQUERYTYPE_RESOURCEMANAGER = 5, + WINED3DQUERYTYPE_VERTEXSTATS = 6, + WINED3DQUERYTYPE_EVENT = 8, + WINED3DQUERYTYPE_OCCLUSION = 9, + WINED3DQUERYTYPE_TIMESTAMP = 10, + WINED3DQUERYTYPE_TIMESTAMPDISJOINT = 11, + WINED3DQUERYTYPE_TIMESTAMPFREQ = 12, + WINED3DQUERYTYPE_PIPELINETIMINGS = 13, + WINED3DQUERYTYPE_INTERFACETIMINGS = 14, + WINED3DQUERYTYPE_VERTEXTIMINGS = 15, + WINED3DQUERYTYPE_PIXELTIMINGS = 16, + WINED3DQUERYTYPE_BANDWIDTHTIMINGS = 17, + WINED3DQUERYTYPE_CACHEUTILIZATION = 18 +} WINED3DQUERYTYPE; + +const UINT WINED3DISSUE_BEGIN = (1 << 1); +const UINT WINED3DISSUE_END = (1 << 0); +const UINT WINED3DGETDATA_FLUSH = (1 << 0); + +typedef enum _WINED3DSTATEBLOCKTYPE +{ + WINED3DSBT_INIT = 0, + WINED3DSBT_ALL = 1, + WINED3DSBT_PIXELSTATE = 2, + WINED3DSBT_VERTEXSTATE = 3, + WINED3DSBT_RECORDED = 4, /* WineD3D private */ + WINED3DSBT_FORCE_DWORD = 0xffffffff +} WINED3DSTATEBLOCKTYPE; + +typedef enum _WINED3DDECLMETHOD +{ + WINED3DDECLMETHOD_DEFAULT = 0, + WINED3DDECLMETHOD_PARTIALU = 1, + WINED3DDECLMETHOD_PARTIALV = 2, + WINED3DDECLMETHOD_CROSSUV = 3, + WINED3DDECLMETHOD_UV = 4, + WINED3DDECLMETHOD_LOOKUP = 5, + WINED3DDECLMETHOD_LOOKUPPRESAMPLED = 6 +} WINED3DDECLMETHOD; + +typedef enum _WINED3DDECLTYPE +{ + WINED3DDECLTYPE_FLOAT1 = 0, + WINED3DDECLTYPE_FLOAT2 = 1, + WINED3DDECLTYPE_FLOAT3 = 2, + WINED3DDECLTYPE_FLOAT4 = 3, + WINED3DDECLTYPE_D3DCOLOR = 4, + WINED3DDECLTYPE_UBYTE4 = 5, + WINED3DDECLTYPE_SHORT2 = 6, + WINED3DDECLTYPE_SHORT4 = 7, + /* VS 2.0 */ + WINED3DDECLTYPE_UBYTE4N = 8, + WINED3DDECLTYPE_SHORT2N = 9, + WINED3DDECLTYPE_SHORT4N = 10, + WINED3DDECLTYPE_USHORT2N = 11, + WINED3DDECLTYPE_USHORT4N = 12, + WINED3DDECLTYPE_UDEC3 = 13, + WINED3DDECLTYPE_DEC3N = 14, + WINED3DDECLTYPE_FLOAT16_2 = 15, + WINED3DDECLTYPE_FLOAT16_4 = 16, + WINED3DDECLTYPE_UNUSED = 17, +} WINED3DDECLTYPE; +cpp_quote("#define WINED3DDECL_END() {0xFF, 0, WINED3DDECLTYPE_UNUSED, 0, 0, 0, -1}") + +typedef enum _WINED3DDECLUSAGE +{ + WINED3DDECLUSAGE_POSITION = 0, + WINED3DDECLUSAGE_BLENDWEIGHT = 1, + WINED3DDECLUSAGE_BLENDINDICES = 2, + WINED3DDECLUSAGE_NORMAL = 3, + WINED3DDECLUSAGE_PSIZE = 4, + WINED3DDECLUSAGE_TEXCOORD = 5, + WINED3DDECLUSAGE_TANGENT = 6, + WINED3DDECLUSAGE_BINORMAL = 7, + WINED3DDECLUSAGE_TESSFACTOR = 8, + WINED3DDECLUSAGE_POSITIONT = 9, + WINED3DDECLUSAGE_COLOR = 10, + WINED3DDECLUSAGE_FOG = 11, + WINED3DDECLUSAGE_DEPTH = 12, + WINED3DDECLUSAGE_SAMPLE = 13 +} WINED3DDECLUSAGE; + +typedef enum _WINED3DSURFTYPE +{ + SURFACE_UNKNOWN = 0, /* Default / Unknown surface type */ + SURFACE_OPENGL, /* OpenGL surface: Renders using libGL, needed for 3D */ + SURFACE_GDI, /* User surface. No 3D, DirectDraw rendering with GDI */ +} WINED3DSURFTYPE; + +const UINT WINED3DCOLORWRITEENABLE_RED = (1<<0); +const UINT WINED3DCOLORWRITEENABLE_GREEN = (1<<1); +const UINT WINED3DCOLORWRITEENABLE_BLUE = (1<<2); +const UINT WINED3DCOLORWRITEENABLE_ALPHA = (1<<3); + +const UINT WINED3DADAPTER_DEFAULT = 0; +const UINT WINED3DENUM_NO_WHQL_LEVEL = 2; +const UINT WINED3DPRESENT_BACK_BUFFER_MAX = 3; + +const UINT WINED3DTSS_TCI_PASSTHRU = 0x00000; +const UINT WINED3DTSS_TCI_CAMERASPACENORMAL = 0x10000; +const UINT WINED3DTSS_TCI_CAMERASPACEPOSITION = 0x20000; +const UINT WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR = 0x30000; +const UINT WINED3DTSS_TCI_SPHEREMAP = 0x40000; + +const UINT WINED3DTA_SELECTMASK = 0x0000000f; +const UINT WINED3DTA_DIFFUSE = 0x00000000; +const UINT WINED3DTA_CURRENT = 0x00000001; +const UINT WINED3DTA_TEXTURE = 0x00000002; +const UINT WINED3DTA_TFACTOR = 0x00000003; +const UINT WINED3DTA_SPECULAR = 0x00000004; +const UINT WINED3DTA_TEMP = 0x00000005; +const UINT WINED3DTA_CONSTANT = 0x00000006; +const UINT WINED3DTA_COMPLEMENT = 0x00000010; +const UINT WINED3DTA_ALPHAREPLICATE = 0x00000020; + +const UINT WINED3DPRESENTFLAG_LOCKABLE_BACKBUFFER = 0x00000001; +const UINT WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL = 0x00000002; +const UINT WINED3DPRESENTFLAG_DEVICECLIP = 0x00000004; +const UINT WINED3DPRESENTFLAG_VIDEO = 0x00000010; +const UINT WINED3DPRESENTFLAG_NOAUTOROTATE = 0x00000020; +const UINT WINED3DPRESENTFLAG_UNPRUNEDMODE = 0x00000040; + +const UINT WINED3DDP_MAXTEXCOORD = 8; + +const UINT WINED3DUSAGE_RENDERTARGET = 0x00000001; +const UINT WINED3DUSAGE_DEPTHSTENCIL = 0x00000002; +const UINT WINED3DUSAGE_WRITEONLY = 0x00000008; +const UINT WINED3DUSAGE_SOFTWAREPROCESSING = 0x00000010; +const UINT WINED3DUSAGE_DONOTCLIP = 0x00000020; +const UINT WINED3DUSAGE_POINTS = 0x00000040; +const UINT WINED3DUSAGE_RTPATCHES = 0x00000080; +const UINT WINED3DUSAGE_NPATCHES = 0x00000100; +const UINT WINED3DUSAGE_DYNAMIC = 0x00000200; +const UINT WINED3DUSAGE_AUTOGENMIPMAP = 0x00000400; +const UINT WINED3DUSAGE_DMAP = 0x00004000; +const UINT WINED3DUSAGE_MASK = 0x00004fff; +const UINT WINED3DUSAGE_OVERLAY = 0x80000000; + +const UINT WINED3DUSAGE_QUERY_LEGACYBUMPMAP = 0x00008000; +const UINT WINED3DUSAGE_QUERY_FILTER = 0x00020000; +const UINT WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING = 0x00080000; +const UINT WINED3DUSAGE_QUERY_SRGBREAD = 0x00010000; +const UINT WINED3DUSAGE_QUERY_SRGBWRITE = 0x00040000; +const UINT WINED3DUSAGE_QUERY_VERTEXTEXTURE = 0x00100000; +const UINT WINED3DUSAGE_QUERY_WRAPANDMIP = 0x00200000; +const UINT WINED3DUSAGE_QUERY_MASK = 0x003f8000; + +const UINT WINED3DLOCK_READONLY = 0x0010; +const UINT WINED3DLOCK_NOSYSLOCK = 0x0800; +const UINT WINED3DLOCK_NOOVERWRITE = 0x1000; +const UINT WINED3DLOCK_DISCARD = 0x2000; +const UINT WINED3DLOCK_DONOTWAIT = 0x4000; +const UINT WINED3DLOCK_NO_DIRTY_UPDATE = 0x8000; + +const UINT WINED3DPRESENT_RATE_DEFAULT = 0x000000000; + +const UINT WINED3DPRESENT_INTERVAL_DEFAULT = 0x00000000; +const UINT WINED3DPRESENT_INTERVAL_ONE = 0x00000001; +const UINT WINED3DPRESENT_INTERVAL_TWO = 0x00000002; +const UINT WINED3DPRESENT_INTERVAL_THREE = 0x00000004; +const UINT WINED3DPRESENT_INTERVAL_FOUR = 0x00000008; +const UINT WINED3DPRESENT_INTERVAL_IMMEDIATE = 0x80000000; + +const UINT WINED3DMAXUSERCLIPPLANES = 32; +const UINT WINED3DCLIPPLANE0 = (1 << 0); +const UINT WINED3DCLIPPLANE1 = (1 << 1); +const UINT WINED3DCLIPPLANE2 = (1 << 2); +const UINT WINED3DCLIPPLANE3 = (1 << 3); +const UINT WINED3DCLIPPLANE4 = (1 << 4); +const UINT WINED3DCLIPPLANE5 = (1 << 5); + +/* FVF (Flexible Vertex Format) codes */ +const UINT WINED3DFVF_RESERVED0 = 0x0001; +const UINT WINED3DFVF_POSITION_MASK = 0x000e; +const UINT WINED3DFVF_XYZ = 0x0002; +const UINT WINED3DFVF_XYZRHW = 0x0004; +const UINT WINED3DFVF_XYZB1 = 0x0006; +const UINT WINED3DFVF_XYZB2 = 0x0008; +const UINT WINED3DFVF_XYZB3 = 0x000a; +const UINT WINED3DFVF_XYZB4 = 0x000c; +const UINT WINED3DFVF_XYZB5 = 0x000e; +const UINT WINED3DFVF_XYZW = 0x4002; +const UINT WINED3DFVF_NORMAL = 0x0010; +const UINT WINED3DFVF_PSIZE = 0x0020; +const UINT WINED3DFVF_DIFFUSE = 0x0040; +const UINT WINED3DFVF_SPECULAR = 0x0080; +const UINT WINED3DFVF_TEXCOUNT_MASK = 0x0f00; +const UINT WINED3DFVF_TEXCOUNT_SHIFT = 8; +const UINT WINED3DFVF_TEX0 = 0x0000; +const UINT WINED3DFVF_TEX1 = 0x0100; +const UINT WINED3DFVF_TEX2 = 0x0200; +const UINT WINED3DFVF_TEX3 = 0x0300; +const UINT WINED3DFVF_TEX4 = 0x0400; +const UINT WINED3DFVF_TEX5 = 0x0500; +const UINT WINED3DFVF_TEX6 = 0x0600; +const UINT WINED3DFVF_TEX7 = 0x0700; +const UINT WINED3DFVF_TEX8 = 0x0800; +const UINT WINED3DFVF_LASTBETA_UBYTE4 = 0x1000; +const UINT WINED3DFVF_LASTBETA_D3DCOLOR = 0x8000; +const UINT WINED3DFVF_RESERVED2 = 0x6000; + +const UINT WINED3DFVF_TEXTUREFORMAT1 = 3; +const UINT WINED3DFVF_TEXTUREFORMAT2 = 0; +const UINT WINED3DFVF_TEXTUREFORMAT3 = 1; +const UINT WINED3DFVF_TEXTUREFORMAT4 = 2; +cpp_quote("#define WINED3DFVF_TEXCOORDSIZE1(CoordIndex) (WINED3DFVF_TEXTUREFORMAT1 << (CoordIndex*2 + 16))") +cpp_quote("#define WINED3DFVF_TEXCOORDSIZE2(CoordIndex) (WINED3DFVF_TEXTUREFORMAT2)") +cpp_quote("#define WINED3DFVF_TEXCOORDSIZE3(CoordIndex) (WINED3DFVF_TEXTUREFORMAT3 << (CoordIndex*2 + 16))") +cpp_quote("#define WINED3DFVF_TEXCOORDSIZE4(CoordIndex) (WINED3DFVF_TEXTUREFORMAT4 << (CoordIndex*2 + 16))") + +/* Clear flags */ +const UINT WINED3DCLEAR_TARGET = 0x00000001; +const UINT WINED3DCLEAR_ZBUFFER = 0x00000002; +const UINT WINED3DCLEAR_STENCIL = 0x00000004; + +/* Stream source flags */ +const UINT WINED3DSTREAMSOURCE_INDEXEDDATA = (1 << 30); +const UINT WINED3DSTREAMSOURCE_INSTANCEDATA = (2 << 30); + +/* SetPrivateData flags */ +const UINT WINED3DSPD_IUNKNOWN = 0x00000001; + +/* IWineD3D::CreateDevice behaviour flags */ +const UINT WINED3DCREATE_FPU_PRESERVE = 0x00000002; +const UINT WINED3DCREATE_PUREDEVICE = 0x00000010; +const UINT WINED3DCREATE_SOFTWARE_VERTEXPROCESSING = 0x00000020; +const UINT WINED3DCREATE_HARDWARE_VERTEXPROCESSING = 0x00000040; +const UINT WINED3DCREATE_MIXED_VERTEXPROCESSING = 0x00000080; +const UINT WINED3DCREATE_DISABLE_DRIVER_MANAGEMENT = 0x00000100; +const UINT WINED3DCREATE_ADAPTERGROUP_DEVICE = 0x00000200; + +/* VTF defines */ +const UINT WINED3DDMAPSAMPLER = 0x100; +const UINT WINED3DVERTEXTEXTURESAMPLER0 = (WINED3DDMAPSAMPLER + 1); +const UINT WINED3DVERTEXTEXTURESAMPLER1 = (WINED3DDMAPSAMPLER + 2); +const UINT WINED3DVERTEXTEXTURESAMPLER2 = (WINED3DDMAPSAMPLER + 3); +const UINT WINED3DVERTEXTEXTURESAMPLER3 = (WINED3DDMAPSAMPLER + 4); + +const UINT WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD = 0x00000020; +const UINT WINED3DCAPS3_LINEAR_TO_SRGB_PRESENTATION = 0x00000080; +const UINT WINED3DCAPS3_COPY_TO_VIDMEM = 0x00000100; +const UINT WINED3DCAPS3_COPY_TO_SYSTEMMEM = 0x00000200; +const UINT WINED3DCAPS3_RESERVED = 0x8000001f; + +const UINT WINED3DDEVCAPS2_STREAMOFFSET = 0x00000001; +const UINT WINED3DDEVCAPS2_DMAPNPATCH = 0x00000002; +const UINT WINED3DDEVCAPS2_ADAPTIVETESSRTPATCH = 0x00000004; +const UINT WINED3DDEVCAPS2_ADAPTIVETESSNPATCH = 0x00000008; +const UINT WINED3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES = 0x00000010; +const UINT WINED3DDEVCAPS2_PRESAMPLEDDMAPNPATCH = 0x00000020; +const UINT WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET = 0x00000040; + +const UINT WINED3DDTCAPS_UBYTE4 = 0x00000001; +const UINT WINED3DDTCAPS_UBYTE4N = 0x00000002; +const UINT WINED3DDTCAPS_SHORT2N = 0x00000004; +const UINT WINED3DDTCAPS_SHORT4N = 0x00000008; +const UINT WINED3DDTCAPS_USHORT2N = 0x00000010; +const UINT WINED3DDTCAPS_USHORT4N = 0x00000020; +const UINT WINED3DDTCAPS_UDEC3 = 0x00000040; +const UINT WINED3DDTCAPS_DEC3N = 0x00000080; +const UINT WINED3DDTCAPS_FLOAT16_2 = 0x00000100; +const UINT WINED3DDTCAPS_FLOAT16_4 = 0x00000200; + +const UINT WINED3DFVFCAPS_TEXCOORDCOUNTMASK = 0x0000ffff; +const UINT WINED3DFVFCAPS_DONOTSTRIPELEMENTS = 0x00080000; +const UINT WINED3DFVFCAPS_PSIZE = 0x00100000; + +const UINT WINED3DLINECAPS_TEXTURE = 0x00000001; +const UINT WINED3DLINECAPS_ZTEST = 0x00000002; +const UINT WINED3DLINECAPS_BLEND = 0x00000004; +const UINT WINED3DLINECAPS_ALPHACMP = 0x00000008; +const UINT WINED3DLINECAPS_FOG = 0x00000010; +const UINT WINED3DLINECAPS_ANTIALIAS = 0x00000020; + +const UINT WINED3DMAX30SHADERINSTRUCTIONS = 32768; +const UINT WINED3DMIN30SHADERINSTRUCTIONS = 512; + +const UINT WINED3DPBLENDCAPS_ZERO = 0x00000001; +const UINT WINED3DPBLENDCAPS_ONE = 0x00000002; +const UINT WINED3DPBLENDCAPS_SRCCOLOR = 0x00000004; +const UINT WINED3DPBLENDCAPS_INVSRCCOLOR = 0x00000008; +const UINT WINED3DPBLENDCAPS_SRCALPHA = 0x00000010; +const UINT WINED3DPBLENDCAPS_INVSRCALPHA = 0x00000020; +const UINT WINED3DPBLENDCAPS_DESTALPHA = 0x00000040; +const UINT WINED3DPBLENDCAPS_INVDESTALPHA = 0x00000080; +const UINT WINED3DPBLENDCAPS_DESTCOLOR = 0x00000100; +const UINT WINED3DPBLENDCAPS_INVDESTCOLOR = 0x00000200; +const UINT WINED3DPBLENDCAPS_SRCALPHASAT = 0x00000400; +const UINT WINED3DPBLENDCAPS_BOTHSRCALPHA = 0x00000800; +const UINT WINED3DPBLENDCAPS_BOTHINVSRCALPHA = 0x00001000; +const UINT WINED3DPBLENDCAPS_BLENDFACTOR = 0x00002000; + +const UINT WINED3DPCMPCAPS_NEVER = 0x00000001; +const UINT WINED3DPCMPCAPS_LESS = 0x00000002; +const UINT WINED3DPCMPCAPS_EQUAL = 0x00000004; +const UINT WINED3DPCMPCAPS_LESSEQUAL = 0x00000008; +const UINT WINED3DPCMPCAPS_GREATER = 0x00000010; +const UINT WINED3DPCMPCAPS_NOTEQUAL = 0x00000020; +const UINT WINED3DPCMPCAPS_GREATEREQUAL = 0x00000040; +const UINT WINED3DPCMPCAPS_ALWAYS = 0x00000080; + +const UINT WINED3DPMISCCAPS_MASKZ = 0x00000002; +const UINT WINED3DPMISCCAPS_LINEPATTERNREP = 0x00000004; +const UINT WINED3DPMISCCAPS_CULLNONE = 0x00000010; +const UINT WINED3DPMISCCAPS_CULLCW = 0x00000020; +const UINT WINED3DPMISCCAPS_CULLCCW = 0x00000040; +const UINT WINED3DPMISCCAPS_COLORWRITEENABLE = 0x00000080; +const UINT WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS = 0x00000100; +const UINT WINED3DPMISCCAPS_CLIPTLVERTS = 0x00000200; +const UINT WINED3DPMISCCAPS_TSSARGTEMP = 0x00000400; +const UINT WINED3DPMISCCAPS_BLENDOP = 0x00000800; +const UINT WINED3DPMISCCAPS_NULLREFERENCE = 0x00001000; +const UINT WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS = 0x00004000; +const UINT WINED3DPMISCCAPS_PERSTAGECONSTANT = 0x00008000; +const UINT WINED3DPMISCCAPS_FOGANDSPECULARALPHA = 0x00010000; +const UINT WINED3DPMISCCAPS_SEPARATEALPHABLEND = 0x00020000; +const UINT WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS = 0x00040000; +const UINT WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING = 0x00080000; +const UINT WINED3DPMISCCAPS_FOGVERTEXCLAMPED = 0x00100000; + +const UINT WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH = 24; +const UINT WINED3DPS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0; +const UINT WINED3DPS20_MAX_NUMTEMPS = 32; +const UINT WINED3DPS20_MIN_NUMTEMPS = 12; +const UINT WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH = 4; +const UINT WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH = 0; +const UINT WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS = 512; +const UINT WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS = 96; + +const UINT WINED3DPS20CAPS_ARBITRARYSWIZZLE = 0x00000001; +const UINT WINED3DPS20CAPS_GRADIENTINSTRUCTIONS = 0x00000002; +const UINT WINED3DPS20CAPS_PREDICATION = 0x00000004; +const UINT WINED3DPS20CAPS_NODEPENDENTREADLIMIT = 0x00000008; +const UINT WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT = 0x00000010; + +const UINT WINED3DPTADDRESSCAPS_WRAP = 0x00000001; +const UINT WINED3DPTADDRESSCAPS_MIRROR = 0x00000002; +const UINT WINED3DPTADDRESSCAPS_CLAMP = 0x00000004; +const UINT WINED3DPTADDRESSCAPS_BORDER = 0x00000008; +const UINT WINED3DPTADDRESSCAPS_INDEPENDENTUV = 0x00000010; +const UINT WINED3DPTADDRESSCAPS_MIRRORONCE = 0x00000020; + +const UINT WINED3DSTENCILCAPS_KEEP = 0x00000001; +const UINT WINED3DSTENCILCAPS_ZERO = 0x00000002; +const UINT WINED3DSTENCILCAPS_REPLACE = 0x00000004; +const UINT WINED3DSTENCILCAPS_INCRSAT = 0x00000008; +const UINT WINED3DSTENCILCAPS_DECRSAT = 0x00000010; +const UINT WINED3DSTENCILCAPS_INVERT = 0x00000020; +const UINT WINED3DSTENCILCAPS_INCR = 0x00000040; +const UINT WINED3DSTENCILCAPS_DECR = 0x00000080; +const UINT WINED3DSTENCILCAPS_TWOSIDED = 0x00000100; + +const UINT WINED3DTEXOPCAPS_DISABLE = 0x00000001; +const UINT WINED3DTEXOPCAPS_SELECTARG1 = 0x00000002; +const UINT WINED3DTEXOPCAPS_SELECTARG2 = 0x00000004; +const UINT WINED3DTEXOPCAPS_MODULATE = 0x00000008; +const UINT WINED3DTEXOPCAPS_MODULATE2X = 0x00000010; +const UINT WINED3DTEXOPCAPS_MODULATE4X = 0x00000020; +const UINT WINED3DTEXOPCAPS_ADD = 0x00000040; +const UINT WINED3DTEXOPCAPS_ADDSIGNED = 0x00000080; +const UINT WINED3DTEXOPCAPS_ADDSIGNED2X = 0x00000100; +const UINT WINED3DTEXOPCAPS_SUBTRACT = 0x00000200; +const UINT WINED3DTEXOPCAPS_ADDSMOOTH = 0x00000400; +const UINT WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA = 0x00000800; +const UINT WINED3DTEXOPCAPS_BLENDTEXTUREALPHA = 0x00001000; +const UINT WINED3DTEXOPCAPS_BLENDFACTORALPHA = 0x00002000; +const UINT WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM = 0x00004000; +const UINT WINED3DTEXOPCAPS_BLENDCURRENTALPHA = 0x00008000; +const UINT WINED3DTEXOPCAPS_PREMODULATE = 0x00010000; +const UINT WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR = 0x00020000; +const UINT WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA = 0x00040000; +const UINT WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR = 0x00080000; +const UINT WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA = 0x00100000; +const UINT WINED3DTEXOPCAPS_BUMPENVMAP = 0x00200000; +const UINT WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE = 0x00400000; +const UINT WINED3DTEXOPCAPS_DOTPRODUCT3 = 0x00800000; +const UINT WINED3DTEXOPCAPS_MULTIPLYADD = 0x01000000; +const UINT WINED3DTEXOPCAPS_LERP = 0x02000000; + +const UINT WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH = 24; +const UINT WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0; +const UINT WINED3DVS20_MAX_NUMTEMPS = 32; +const UINT WINED3DVS20_MIN_NUMTEMPS = 12; +const UINT WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH = 4; +const UINT WINED3DVS20_MIN_STATICFLOWCONTROLDEPTH = 1; + +const UINT WINED3DVS20CAPS_PREDICATION = 0x00000001; + +const UINT WINED3DCAPS2_NO2DDURING3DSCENE = 0x00000002; +const UINT WINED3DCAPS2_FULLSCREENGAMMA = 0x00020000; +const UINT WINED3DCAPS2_CANRENDERWINDOWED = 0x00080000; +const UINT WINED3DCAPS2_CANCALIBRATEGAMMA = 0x00100000; +const UINT WINED3DCAPS2_RESERVED = 0x02000000; +const UINT WINED3DCAPS2_CANMANAGERESOURCE = 0x10000000; +const UINT WINED3DCAPS2_DYNAMICTEXTURES = 0x20000000; +const UINT WINED3DCAPS2_CANAUTOGENMIPMAP = 0x40000000; + +const UINT WINED3DPRASTERCAPS_DITHER = 0x00000001; +const UINT WINED3DPRASTERCAPS_ROP2 = 0x00000002; +const UINT WINED3DPRASTERCAPS_XOR = 0x00000004; +const UINT WINED3DPRASTERCAPS_PAT = 0x00000008; +const UINT WINED3DPRASTERCAPS_ZTEST = 0x00000010; +const UINT WINED3DPRASTERCAPS_SUBPIXEL = 0x00000020; +const UINT WINED3DPRASTERCAPS_SUBPIXELX = 0x00000040; +const UINT WINED3DPRASTERCAPS_FOGVERTEX = 0x00000080; +const UINT WINED3DPRASTERCAPS_FOGTABLE = 0x00000100; +const UINT WINED3DPRASTERCAPS_STIPPLE = 0x00000200; +const UINT WINED3DPRASTERCAPS_ANTIALIASSORTDEPENDENT = 0x00000400; +const UINT WINED3DPRASTERCAPS_ANTIALIASSORTINDEPENDENT = 0x00000800; +const UINT WINED3DPRASTERCAPS_ANTIALIASEDGES = 0x00001000; +const UINT WINED3DPRASTERCAPS_MIPMAPLODBIAS = 0x00002000; +const UINT WINED3DPRASTERCAPS_ZBIAS = 0x00004000; +const UINT WINED3DPRASTERCAPS_ZBUFFERLESSHSR = 0x00008000; +const UINT WINED3DPRASTERCAPS_FOGRANGE = 0x00010000; +const UINT WINED3DPRASTERCAPS_ANISOTROPY = 0x00020000; +const UINT WINED3DPRASTERCAPS_WBUFFER = 0x00040000; +const UINT WINED3DPRASTERCAPS_TRANSLUCENTSORTINDEPENDENT = 0x00080000; +const UINT WINED3DPRASTERCAPS_WFOG = 0x00100000; +const UINT WINED3DPRASTERCAPS_ZFOG = 0x00200000; +const UINT WINED3DPRASTERCAPS_COLORPERSPECTIVE = 0x00400000; +const UINT WINED3DPRASTERCAPS_SCISSORTEST = 0x01000000; +const UINT WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS = 0x02000000; +const UINT WINED3DPRASTERCAPS_DEPTHBIAS = 0x04000000; +const UINT WINED3DPRASTERCAPS_MULTISAMPLE_TOGGLE = 0x08000000; + +const UINT WINED3DPSHADECAPS_COLORFLATMONO = 0x00000001; +const UINT WINED3DPSHADECAPS_COLORFLATRGB = 0x00000002; +const UINT WINED3DPSHADECAPS_COLORGOURAUDMONO = 0x00000004; +const UINT WINED3DPSHADECAPS_COLORGOURAUDRGB = 0x00000008; +const UINT WINED3DPSHADECAPS_COLORPHONGMONO = 0x00000010; +const UINT WINED3DPSHADECAPS_COLORPHONGRGB = 0x00000020; +const UINT WINED3DPSHADECAPS_SPECULARFLATMONO = 0x00000040; +const UINT WINED3DPSHADECAPS_SPECULARFLATRGB = 0x00000080; +const UINT WINED3DPSHADECAPS_SPECULARGOURAUDMONO = 0x00000100; +const UINT WINED3DPSHADECAPS_SPECULARGOURAUDRGB = 0x00000200; +const UINT WINED3DPSHADECAPS_SPECULARPHONGMONO = 0x00000400; +const UINT WINED3DPSHADECAPS_SPECULARPHONGRGB = 0x00000800; +const UINT WINED3DPSHADECAPS_ALPHAFLATBLEND = 0x00001000; +const UINT WINED3DPSHADECAPS_ALPHAFLATSTIPPLED = 0x00002000; +const UINT WINED3DPSHADECAPS_ALPHAGOURAUDBLEND = 0x00004000; +const UINT WINED3DPSHADECAPS_ALPHAGOURAUDSTIPPLED = 0x00008000; +const UINT WINED3DPSHADECAPS_ALPHAPHONGBLEND = 0x00010000; +const UINT WINED3DPSHADECAPS_ALPHAPHONGSTIPPLED = 0x00020000; +const UINT WINED3DPSHADECAPS_FOGFLAT = 0x00040000; +const UINT WINED3DPSHADECAPS_FOGGOURAUD = 0x00080000; +const UINT WINED3DPSHADECAPS_FOGPHONG = 0x00100000; + +const UINT WINED3DPTEXTURECAPS_PERSPECTIVE = 0x00000001; +const UINT WINED3DPTEXTURECAPS_POW2 = 0x00000002; +const UINT WINED3DPTEXTURECAPS_ALPHA = 0x00000004; +const UINT WINED3DPTEXTURECAPS_TRANSPARENCY = 0x00000008; +const UINT WINED3DPTEXTURECAPS_BORDER = 0x00000010; +const UINT WINED3DPTEXTURECAPS_SQUAREONLY = 0x00000020; +const UINT WINED3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE = 0x00000040; +const UINT WINED3DPTEXTURECAPS_ALPHAPALETTE = 0x00000080; +const UINT WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL = 0x00000100; +const UINT WINED3DPTEXTURECAPS_PROJECTED = 0x00000400; +const UINT WINED3DPTEXTURECAPS_CUBEMAP = 0x00000800; +const UINT WINED3DPTEXTURECAPS_COLORKEYBLEND = 0x00001000; +const UINT WINED3DPTEXTURECAPS_VOLUMEMAP = 0x00002000; +const UINT WINED3DPTEXTURECAPS_MIPMAP = 0x00004000; +const UINT WINED3DPTEXTURECAPS_MIPVOLUMEMAP = 0x00008000; +const UINT WINED3DPTEXTURECAPS_MIPCUBEMAP = 0x00010000; +const UINT WINED3DPTEXTURECAPS_CUBEMAP_POW2 = 0x00020000; +const UINT WINED3DPTEXTURECAPS_VOLUMEMAP_POW2 = 0x00040000; +const UINT WINED3DPTEXTURECAPS_NOPROJECTEDBUMPENV = 0x00200000; + +const UINT WINED3DPTFILTERCAPS_NEAREST = 0x00000001; +const UINT WINED3DPTFILTERCAPS_LINEAR = 0x00000002; +const UINT WINED3DPTFILTERCAPS_MIPNEAREST = 0x00000004; +const UINT WINED3DPTFILTERCAPS_MIPLINEAR = 0x00000008; +const UINT WINED3DPTFILTERCAPS_LINEARMIPNEAREST = 0x00000010; +const UINT WINED3DPTFILTERCAPS_LINEARMIPLINEAR = 0x00000020; +const UINT WINED3DPTFILTERCAPS_MINFPOINT = 0x00000100; +const UINT WINED3DPTFILTERCAPS_MINFLINEAR = 0x00000200; +const UINT WINED3DPTFILTERCAPS_MINFANISOTROPIC = 0x00000400; +const UINT WINED3DPTFILTERCAPS_MIPFPOINT = 0x00010000; +const UINT WINED3DPTFILTERCAPS_MIPFLINEAR = 0x00020000; +const UINT WINED3DPTFILTERCAPS_MAGFPOINT = 0x01000000; +const UINT WINED3DPTFILTERCAPS_MAGFLINEAR = 0x02000000; +const UINT WINED3DPTFILTERCAPS_MAGFANISOTROPIC = 0x04000000; +const UINT WINED3DPTFILTERCAPS_MAGFPYRAMIDALQUAD = 0x08000000; +const UINT WINED3DPTFILTERCAPS_MAGFGAUSSIANQUAD = 0x10000000; + +const UINT WINED3DVTXPCAPS_TEXGEN = 0x00000001; +const UINT WINED3DVTXPCAPS_MATERIALSOURCE7 = 0x00000002; +const UINT WINED3DVTXPCAPS_VERTEXFOG = 0x00000004; +const UINT WINED3DVTXPCAPS_DIRECTIONALLIGHTS = 0x00000008; +const UINT WINED3DVTXPCAPS_POSITIONALLIGHTS = 0x00000010; +const UINT WINED3DVTXPCAPS_LOCALVIEWER = 0x00000020; +const UINT WINED3DVTXPCAPS_TWEENING = 0x00000040; +const UINT WINED3DVTXPCAPS_TEXGEN_SPHEREMAP = 0x00000100; +const UINT WINED3DVTXPCAPS_NO_TEXGEN_NONLOCALVIEWER = 0x00000200; + +const UINT WINED3DCURSORCAPS_COLOR = 0x00000001; +const UINT WINED3DCURSORCAPS_LOWRES = 0x00000002; + +const UINT WINED3DDEVCAPS_FLOATTLVERTEX = 0x00000001; +const UINT WINED3DDEVCAPS_SORTINCREASINGZ = 0x00000002; +const UINT WINED3DDEVCAPS_SORTDECREASINGZ = 0X00000004; +const UINT WINED3DDEVCAPS_SORTEXACT = 0x00000008; +const UINT WINED3DDEVCAPS_EXECUTESYSTEMMEMORY = 0x00000010; +const UINT WINED3DDEVCAPS_EXECUTEVIDEOMEMORY = 0x00000020; +const UINT WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY = 0x00000040; +const UINT WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY = 0x00000080; +const UINT WINED3DDEVCAPS_TEXTURESYSTEMMEMORY = 0x00000100; +const UINT WINED3DDEVCAPS_TEXTUREVIDEOMEMORY = 0x00000200; +const UINT WINED3DDEVCAPS_DRAWPRIMTLVERTEX = 0x00000400; +const UINT WINED3DDEVCAPS_CANRENDERAFTERFLIP = 0x00000800; +const UINT WINED3DDEVCAPS_TEXTURENONLOCALVIDMEM = 0x00001000; +const UINT WINED3DDEVCAPS_DRAWPRIMITIVES2 = 0x00002000; +const UINT WINED3DDEVCAPS_SEPARATETEXTUREMEMORIES = 0x00004000; +const UINT WINED3DDEVCAPS_DRAWPRIMITIVES2EX = 0x00008000; +const UINT WINED3DDEVCAPS_HWTRANSFORMANDLIGHT = 0x00010000; +const UINT WINED3DDEVCAPS_CANBLTSYSTONONLOCAL = 0x00020000; +const UINT WINED3DDEVCAPS_HWRASTERIZATION = 0x00080000; +const UINT WINED3DDEVCAPS_PUREDEVICE = 0x00100000; +const UINT WINED3DDEVCAPS_QUINTICRTPATCHES = 0x00200000; +const UINT WINED3DDEVCAPS_RTPATCHES = 0x00400000; +const UINT WINED3DDEVCAPS_RTPATCHHANDLEZERO = 0x00800000; +const UINT WINED3DDEVCAPS_NPATCHES = 0x01000000; + +/* dwDDFX */ +/* arithmetic stretching along y axis */ +const UINT WINEDDBLTFX_ARITHSTRETCHY = 0x00000001; +/* mirror on y axis */ +const UINT WINEDDBLTFX_MIRRORLEFTRIGHT = 0x00000002; +/* mirror on x axis */ +const UINT WINEDDBLTFX_MIRRORUPDOWN = 0x00000004; +/* do not tear */ +const UINT WINEDDBLTFX_NOTEARING = 0x00000008; +/* 180 degrees clockwise rotation */ +const UINT WINEDDBLTFX_ROTATE180 = 0x00000010; +/* 270 degrees clockwise rotation */ +const UINT WINEDDBLTFX_ROTATE270 = 0x00000020; +/* 90 degrees clockwise rotation */ +const UINT WINEDDBLTFX_ROTATE90 = 0x00000040; +/* dwZBufferLow and dwZBufferHigh specify limits to the copied Z values */ +const UINT WINEDDBLTFX_ZBUFFERRANGE = 0x00000080; +/* add dwZBufferBaseDest to every source z value before compare */ +const UINT WINEDDBLTFX_ZBUFFERBASEDEST = 0x00000100; + +/* dwFlags for Blt* */ +const UINT WINEDDBLT_ALPHADEST = 0x00000001; +const UINT WINEDDBLT_ALPHADESTCONSTOVERRIDE = 0x00000002; +const UINT WINEDDBLT_ALPHADESTNEG = 0x00000004; +const UINT WINEDDBLT_ALPHADESTSURFACEOVERRIDE = 0x00000008; +const UINT WINEDDBLT_ALPHAEDGEBLEND = 0x00000010; +const UINT WINEDDBLT_ALPHASRC = 0x00000020; +const UINT WINEDDBLT_ALPHASRCCONSTOVERRIDE = 0x00000040; +const UINT WINEDDBLT_ALPHASRCNEG = 0x00000080; +const UINT WINEDDBLT_ALPHASRCSURFACEOVERRIDE = 0x00000100; +const UINT WINEDDBLT_ASYNC = 0x00000200; +const UINT WINEDDBLT_COLORFILL = 0x00000400; +const UINT WINEDDBLT_DDFX = 0x00000800; +const UINT WINEDDBLT_DDROPS = 0x00001000; +const UINT WINEDDBLT_KEYDEST = 0x00002000; +const UINT WINEDDBLT_KEYDESTOVERRIDE = 0x00004000; +const UINT WINEDDBLT_KEYSRC = 0x00008000; +const UINT WINEDDBLT_KEYSRCOVERRIDE = 0x00010000; +const UINT WINEDDBLT_ROP = 0x00020000; +const UINT WINEDDBLT_ROTATIONANGLE = 0x00040000; +const UINT WINEDDBLT_ZBUFFER = 0x00080000; +const UINT WINEDDBLT_ZBUFFERDESTCONSTOVERRIDE = 0x00100000; +const UINT WINEDDBLT_ZBUFFERDESTOVERRIDE = 0x00200000; +const UINT WINEDDBLT_ZBUFFERSRCCONSTOVERRIDE = 0x00400000; +const UINT WINEDDBLT_ZBUFFERSRCOVERRIDE = 0x00800000; +const UINT WINEDDBLT_WAIT = 0x01000000; +const UINT WINEDDBLT_DEPTHFILL = 0x02000000; +const UINT WINEDDBLT_DONOTWAIT = 0x08000000; + +/* dwTrans for BltFast */ +const UINT WINEDDBLTFAST_NOCOLORKEY = 0x00000000; +const UINT WINEDDBLTFAST_SRCCOLORKEY = 0x00000001; +const UINT WINEDDBLTFAST_DESTCOLORKEY = 0x00000002; +const UINT WINEDDBLTFAST_WAIT = 0x00000010; +const UINT WINEDDBLTFAST_DONOTWAIT = 0x00000020; + +/* DDSURFACEDESC.dwFlags */ +const UINT WINEDDSD_CAPS = 0x00000001; +const UINT WINEDDSD_HEIGHT = 0x00000002; +const UINT WINEDDSD_WIDTH = 0x00000004; +const UINT WINEDDSD_PITCH = 0x00000008; +const UINT WINEDDSD_BACKBUFFERCOUNT = 0x00000020; +const UINT WINEDDSD_ZBUFFERBITDEPTH = 0x00000040; +const UINT WINEDDSD_ALPHABITDEPTH = 0x00000080; +const UINT WINEDDSD_LPSURFACE = 0x00000800; +const UINT WINEDDSD_PIXELFORMAT = 0x00001000; +const UINT WINEDDSD_CKDESTOVERLAY = 0x00002000; +const UINT WINEDDSD_CKDESTBLT = 0x00004000; +const UINT WINEDDSD_CKSRCOVERLAY = 0x00008000; +const UINT WINEDDSD_CKSRCBLT = 0x00010000; +const UINT WINEDDSD_MIPMAPCOUNT = 0x00020000; +const UINT WINEDDSD_REFRESHRATE = 0x00040000; +const UINT WINEDDSD_LINEARSIZE = 0x00080000; +const UINT WINEDDSD_TEXTURESTAGE = 0x00100000; +const UINT WINEDDSD_FVF = 0x00200000; +const UINT WINEDDSD_SRCVBHANDLE = 0x00400000; +const UINT WINEDDSD_ALL = 0x007ff9ee; + +/* Set/Get Colour Key Flags */ +const UINT WINEDDCKEY_COLORSPACE = 0x00000001; /* Struct is single colour space */ +const UINT WINEDDCKEY_DESTBLT = 0x00000002; /* To be used as dest for blt */ +const UINT WINEDDCKEY_DESTOVERLAY = 0x00000004; /* To be used as dest for CK overlays */ +const UINT WINEDDCKEY_SRCBLT = 0x00000008; /* To be used as src for blt */ +const UINT WINEDDCKEY_SRCOVERLAY = 0x00000010; /* To be used as src for CK overlays */ + +/* dwFlags for GetBltStatus */ +const UINT WINEDDGBS_CANBLT = 0x00000001; +const UINT WINEDDGBS_ISBLTDONE = 0x00000002; + +/* dwFlags for GetFlipStatus */ +const UINT WINEDDGFS_CANFLIP = 0x00000001; +const UINT WINEDDGFS_ISFLIPDONE = 0x00000002; + +/* dwFlags for Flip */ +const UINT WINEDDFLIP_WAIT = 0x00000001; +const UINT WINEDDFLIP_EVEN = 0x00000002; /* only valid for overlay */ +const UINT WINEDDFLIP_ODD = 0x00000004; /* only valid for overlay */ +const UINT WINEDDFLIP_NOVSYNC = 0x00000008; +const UINT WINEDDFLIP_STEREO = 0x00000010; +const UINT WINEDDFLIP_DONOTWAIT = 0x00000020; +const UINT WINEDDFLIP_INTERVAL2 = 0x02000000; +const UINT WINEDDFLIP_INTERVAL3 = 0x03000000; +const UINT WINEDDFLIP_INTERVAL4 = 0x04000000; + +const UINT WINEDDOVER_ALPHADEST = 0x00000001; +const UINT WINEDDOVER_ALPHADESTCONSTOVERRIDE = 0x00000002; +const UINT WINEDDOVER_ALPHADESTNEG = 0x00000004; +const UINT WINEDDOVER_ALPHADESTSURFACEOVERRIDE = 0x00000008; +const UINT WINEDDOVER_ALPHAEDGEBLEND = 0x00000010; +const UINT WINEDDOVER_ALPHASRC = 0x00000020; +const UINT WINEDDOVER_ALPHASRCCONSTOVERRIDE = 0x00000040; +const UINT WINEDDOVER_ALPHASRCNEG = 0x00000080; +const UINT WINEDDOVER_ALPHASRCSURFACEOVERRIDE = 0x00000100; +const UINT WINEDDOVER_HIDE = 0x00000200; +const UINT WINEDDOVER_KEYDEST = 0x00000400; +const UINT WINEDDOVER_KEYDESTOVERRIDE = 0x00000800; +const UINT WINEDDOVER_KEYSRC = 0x00001000; +const UINT WINEDDOVER_KEYSRCOVERRIDE = 0x00002000; +const UINT WINEDDOVER_SHOW = 0x00004000; +const UINT WINEDDOVER_ADDDIRTYRECT = 0x00008000; +const UINT WINEDDOVER_REFRESHDIRTYRECTS = 0x00010000; +const UINT WINEDDOVER_REFRESHALL = 0x00020000; +const UINT WINEDDOVER_DDFX = 0x00080000; +const UINT WINEDDOVER_AUTOFLIP = 0x00100000; +const UINT WINEDDOVER_BOB = 0x00200000; +const UINT WINEDDOVER_OVERRIDEBOBWEAVE = 0x00400000; +const UINT WINEDDOVER_INTERLEAVED = 0x00800000; + +/* DirectDraw Caps */ +const UINT WINEDDSCAPS_RESERVED1 = 0x00000001; +const UINT WINEDDSCAPS_ALPHA = 0x00000002; +const UINT WINEDDSCAPS_BACKBUFFER = 0x00000004; +const UINT WINEDDSCAPS_COMPLEX = 0x00000008; +const UINT WINEDDSCAPS_FLIP = 0x00000010; +const UINT WINEDDSCAPS_FRONTBUFFER = 0x00000020; +const UINT WINEDDSCAPS_OFFSCREENPLAIN = 0x00000040; +const UINT WINEDDSCAPS_OVERLAY = 0x00000080; +const UINT WINEDDSCAPS_PALETTE = 0x00000100; +const UINT WINEDDSCAPS_PRIMARYSURFACE = 0x00000200; +const UINT WINEDDSCAPS_PRIMARYSURFACELEFT = 0x00000400; +const UINT WINEDDSCAPS_SYSTEMMEMORY = 0x00000800; +const UINT WINEDDSCAPS_TEXTURE = 0x00001000; +const UINT WINEDDSCAPS_3DDEVICE = 0x00002000; +const UINT WINEDDSCAPS_VIDEOMEMORY = 0x00004000; +const UINT WINEDDSCAPS_VISIBLE = 0x00008000; +const UINT WINEDDSCAPS_WRITEONLY = 0x00010000; +const UINT WINEDDSCAPS_ZBUFFER = 0x00020000; +const UINT WINEDDSCAPS_OWNDC = 0x00040000; +const UINT WINEDDSCAPS_LIVEVIDEO = 0x00080000; +const UINT WINEDDSCAPS_HWCODEC = 0x00100000; +const UINT WINEDDSCAPS_MODEX = 0x00200000; +const UINT WINEDDSCAPS_MIPMAP = 0x00400000; +const UINT WINEDDSCAPS_RESERVED2 = 0x00800000; +const UINT WINEDDSCAPS_ALLOCONLOAD = 0x04000000; +const UINT WINEDDSCAPS_VIDEOPORT = 0x08000000; +const UINT WINEDDSCAPS_LOCALVIDMEM = 0x10000000; +const UINT WINEDDSCAPS_NONLOCALVIDMEM = 0x20000000; +const UINT WINEDDSCAPS_STANDARDVGAMODE = 0x40000000; +const UINT WINEDDSCAPS_OPTIMIZED = 0x80000000; + +const UINT WINEDDCKEYCAPS_DESTBLT = 0x00000001; +const UINT WINEDDCKEYCAPS_DESTBLTCLRSPACE = 0x00000002; +const UINT WINEDDCKEYCAPS_DESTBLTCLRSPACEYUV = 0x00000004; +const UINT WINEDDCKEYCAPS_DESTBLTYUV = 0x00000008; +const UINT WINEDDCKEYCAPS_DESTOVERLAY = 0x00000010; +const UINT WINEDDCKEYCAPS_DESTOVERLAYCLRSPACE = 0x00000020; +const UINT WINEDDCKEYCAPS_DESTOVERLAYCLRSPACEYUV = 0x00000040; +const UINT WINEDDCKEYCAPS_DESTOVERLAYONEACTIVE = 0x00000080; +const UINT WINEDDCKEYCAPS_DESTOVERLAYYUV = 0x00000100; +const UINT WINEDDCKEYCAPS_SRCBLT = 0x00000200; +const UINT WINEDDCKEYCAPS_SRCBLTCLRSPACE = 0x00000400; +const UINT WINEDDCKEYCAPS_SRCBLTCLRSPACEYUV = 0x00000800; +const UINT WINEDDCKEYCAPS_SRCBLTYUV = 0x00001000; +const UINT WINEDDCKEYCAPS_SRCOVERLAY = 0x00002000; +const UINT WINEDDCKEYCAPS_SRCOVERLAYCLRSPACE = 0x00004000; +const UINT WINEDDCKEYCAPS_SRCOVERLAYCLRSPACEYUV = 0x00008000; +const UINT WINEDDCKEYCAPS_SRCOVERLAYONEACTIVE = 0x00010000; +const UINT WINEDDCKEYCAPS_SRCOVERLAYYUV = 0x00020000; +const UINT WINEDDCKEYCAPS_NOCOSTOVERLAY = 0x00040000; + +const UINT WINEDDFXCAPS_BLTALPHA = 0x00000001; +const UINT WINEDDFXCAPS_OVERLAYALPHA = 0x00000004; +const UINT WINEDDFXCAPS_BLTARITHSTRETCHYN = 0x00000010; +const UINT WINEDDFXCAPS_BLTARITHSTRETCHY = 0x00000020; +const UINT WINEDDFXCAPS_BLTMIRRORLEFTRIGHT = 0x00000040; +const UINT WINEDDFXCAPS_BLTMIRRORUPDOWN = 0x00000080; +const UINT WINEDDFXCAPS_BLTROTATION = 0x00000100; +const UINT WINEDDFXCAPS_BLTROTATION90 = 0x00000200; +const UINT WINEDDFXCAPS_BLTSHRINKX = 0x00000400; +const UINT WINEDDFXCAPS_BLTSHRINKXN = 0x00000800; +const UINT WINEDDFXCAPS_BLTSHRINKY = 0x00001000; +const UINT WINEDDFXCAPS_BLTSHRINKYN = 0x00002000; +const UINT WINEDDFXCAPS_BLTSTRETCHX = 0x00004000; +const UINT WINEDDFXCAPS_BLTSTRETCHXN = 0x00008000; +const UINT WINEDDFXCAPS_BLTSTRETCHY = 0x00010000; +const UINT WINEDDFXCAPS_BLTSTRETCHYN = 0x00020000; +const UINT WINEDDFXCAPS_OVERLAYARITHSTRETCHY = 0x00040000; +const UINT WINEDDFXCAPS_OVERLAYARITHSTRETCHYN = 0x00000008; +const UINT WINEDDFXCAPS_OVERLAYSHRINKX = 0x00080000; +const UINT WINEDDFXCAPS_OVERLAYSHRINKXN = 0x00100000; +const UINT WINEDDFXCAPS_OVERLAYSHRINKY = 0x00200000; +const UINT WINEDDFXCAPS_OVERLAYSHRINKYN = 0x00400000; +const UINT WINEDDFXCAPS_OVERLAYSTRETCHX = 0x00800000; +const UINT WINEDDFXCAPS_OVERLAYSTRETCHXN = 0x01000000; +const UINT WINEDDFXCAPS_OVERLAYSTRETCHY = 0x02000000; +const UINT WINEDDFXCAPS_OVERLAYSTRETCHYN = 0x04000000; +const UINT WINEDDFXCAPS_OVERLAYMIRRORLEFTRIGHT = 0x08000000; +const UINT WINEDDFXCAPS_OVERLAYMIRRORUPDOWN = 0x10000000; + +const UINT WINEDDCAPS_3D = 0x00000001; +const UINT WINEDDCAPS_ALIGNBOUNDARYDEST = 0x00000002; +const UINT WINEDDCAPS_ALIGNSIZEDEST = 0x00000004; +const UINT WINEDDCAPS_ALIGNBOUNDARYSRC = 0x00000008; +const UINT WINEDDCAPS_ALIGNSIZESRC = 0x00000010; +const UINT WINEDDCAPS_ALIGNSTRIDE = 0x00000020; +const UINT WINEDDCAPS_BLT = 0x00000040; +const UINT WINEDDCAPS_BLTQUEUE = 0x00000080; +const UINT WINEDDCAPS_BLTFOURCC = 0x00000100; +const UINT WINEDDCAPS_BLTSTRETCH = 0x00000200; +const UINT WINEDDCAPS_GDI = 0x00000400; +const UINT WINEDDCAPS_OVERLAY = 0x00000800; +const UINT WINEDDCAPS_OVERLAYCANTCLIP = 0x00001000; +const UINT WINEDDCAPS_OVERLAYFOURCC = 0x00002000; +const UINT WINEDDCAPS_OVERLAYSTRETCH = 0x00004000; +const UINT WINEDDCAPS_PALETTE = 0x00008000; +const UINT WINEDDCAPS_PALETTEVSYNC = 0x00010000; +const UINT WINEDDCAPS_READSCANLINE = 0x00020000; +const UINT WINEDDCAPS_STEREOVIEW = 0x00040000; +const UINT WINEDDCAPS_VBI = 0x00080000; +const UINT WINEDDCAPS_ZBLTS = 0x00100000; +const UINT WINEDDCAPS_ZOVERLAYS = 0x00200000; +const UINT WINEDDCAPS_COLORKEY = 0x00400000; +const UINT WINEDDCAPS_ALPHA = 0x00800000; +const UINT WINEDDCAPS_COLORKEYHWASSIST = 0x01000000; +const UINT WINEDDCAPS_NOHARDWARE = 0x02000000; +const UINT WINEDDCAPS_BLTCOLORFILL = 0x04000000; +const UINT WINEDDCAPS_BANKSWITCHED = 0x08000000; +const UINT WINEDDCAPS_BLTDEPTHFILL = 0x10000000; +const UINT WINEDDCAPS_CANCLIP = 0x20000000; +const UINT WINEDDCAPS_CANCLIPSTRETCHED = 0x40000000; +const UINT WINEDDCAPS_CANBLTSYSMEM = 0x80000000; + +const UINT WINEDDCAPS2_CERTIFIED = 0x00000001; +const UINT WINEDDCAPS2_NO2DDURING3DSCENE = 0x00000002; +const UINT WINEDDCAPS2_VIDEOPORT = 0x00000004; +const UINT WINEDDCAPS2_AUTOFLIPOVERLAY = 0x00000008; +const UINT WINEDDCAPS2_CANBOBINTERLEAVED = 0x00000010; +const UINT WINEDDCAPS2_CANBOBNONINTERLEAVED = 0x00000020; +const UINT WINEDDCAPS2_COLORCONTROLOVERLAY = 0x00000040; +const UINT WINEDDCAPS2_COLORCONTROLPRIMARY = 0x00000080; +const UINT WINEDDCAPS2_CANDROPZ16BIT = 0x00000100; +const UINT WINEDDCAPS2_NONLOCALVIDMEM = 0x00000200; +const UINT WINEDDCAPS2_NONLOCALVIDMEMCAPS = 0x00000400; +const UINT WINEDDCAPS2_NOPAGELOCKREQUIRED = 0x00000800; +const UINT WINEDDCAPS2_WIDESURFACES = 0x00001000; +const UINT WINEDDCAPS2_CANFLIPODDEVEN = 0x00002000; +const UINT WINEDDCAPS2_CANBOBHARDWARE = 0x00004000; +const UINT WINEDDCAPS2_COPYFOURCC = 0x00008000; +const UINT WINEDDCAPS2_PRIMARYGAMMA = 0x00020000; +const UINT WINEDDCAPS2_CANRENDERWINDOWED = 0x00080000; +const UINT WINEDDCAPS2_CANCALIBRATEGAMMA = 0x00100000; +const UINT WINEDDCAPS2_FLIPINTERVAL = 0x00200000; +const UINT WINEDDCAPS2_FLIPNOVSYNC = 0x00400000; +const UINT WINEDDCAPS2_CANMANAGETEXTURE = 0x00800000; +const UINT WINEDDCAPS2_TEXMANINNONLOCALVIDMEM = 0x01000000; +const UINT WINEDDCAPS2_STEREO = 0x02000000; +const UINT WINEDDCAPS2_SYSTONONLOCAL_AS_SYSTOLOCAL = 0x04000000; + +/* DDCAPS.d */ +const UINT WINEDDPCAPS_4BIT = 0x00000001; +const UINT WINEDDPCAPS_8BITENTRIES = 0x00000002; +const UINT WINEDDPCAPS_8BIT = 0x00000004; +const UINT WINEDDPCAPS_INITIALIZE = 0x00000008; +const UINT WINEDDPCAPS_PRIMARYSURFACE = 0x00000010; +const UINT WINEDDPCAPS_PRIMARYSURFACELEFT = 0x00000020; +const UINT WINEDDPCAPS_ALLOW256 = 0x00000040; +const UINT WINEDDPCAPS_VSYNC = 0x00000080; +const UINT WINEDDPCAPS_1BIT = 0x00000100; +const UINT WINEDDPCAPS_2BIT = 0x00000200; +const UINT WINEDDPCAPS_ALPHA = 0x00000400; + +typedef struct _WINED3DDISPLAYMODE +{ + UINT Width; + UINT Height; + UINT RefreshRate; + WINED3DFORMAT Format; +} WINED3DDISPLAYMODE; + +typedef struct _WINED3DCOLORVALUE +{ + float r; + float g; + float b; + float a; +} WINED3DCOLORVALUE; + +typedef struct _WINED3DVECTOR +{ + float x; + float y; + float z; +} WINED3DVECTOR; + +typedef struct _WINED3DMATRIX +{ + union + { + struct + { + float _11, _12, _13, _14; + float _21, _22, _23, _24; + float _31, _32, _33, _34; + float _41, _42, _43, _44; + } DUMMYSTRUCTNAME; + float m[4][4]; + } DUMMYUNIONNAME; +} WINED3DMATRIX; + +typedef struct _WINED3DRECT +{ + LONG x1; + LONG y1; + LONG x2; + LONG y2; +} WINED3DRECT; + +typedef struct _WINED3DLIGHT +{ + WINED3DLIGHTTYPE Type; + WINED3DCOLORVALUE Diffuse; + WINED3DCOLORVALUE Specular; + WINED3DCOLORVALUE Ambient; + WINED3DVECTOR Position; + WINED3DVECTOR Direction; + float Range; + float Falloff; + float Attenuation0; + float Attenuation1; + float Attenuation2; + float Theta; + float Phi; +} WINED3DLIGHT; + +typedef struct _WINED3DMATERIAL +{ + WINED3DCOLORVALUE Diffuse; + WINED3DCOLORVALUE Ambient; + WINED3DCOLORVALUE Specular; + WINED3DCOLORVALUE Emissive; + float Power; +} WINED3DMATERIAL; + +typedef struct _WINED3DVIEWPORT +{ + DWORD X; + DWORD Y; + DWORD Width; + DWORD Height; + float MinZ; + float MaxZ; +} WINED3DVIEWPORT; + +typedef struct _WINED3DGAMMARAMP +{ + WORD red[256]; + WORD green[256]; + WORD blue[256]; +} WINED3DGAMMARAMP; + +typedef struct _WINED3DLINEPATTERN +{ + WORD wRepeatFactor; + WORD wLinePattern; +} WINED3DLINEPATTERN; + +typedef struct _WINEDD3DRECTPATCH_INFO +{ + UINT StartVertexOffsetWidth; + UINT StartVertexOffsetHeight; + UINT Width; + UINT Height; + UINT Stride; + WINED3DBASISTYPE Basis; + WINED3DDEGREETYPE Degree; +} WINED3DRECTPATCH_INFO; + +typedef struct _WINED3DTRIPATCH_INFO +{ + UINT StartVertexOffset; + UINT NumVertices; + WINED3DBASISTYPE Basis; + WINED3DDEGREETYPE Degree; +} WINED3DTRIPATCH_INFO; + +typedef struct _WINED3DADAPTER_IDENTIFIER +{ + char *Driver; + char *Description; + char *DeviceName; + LARGE_INTEGER *DriverVersion; + DWORD *VendorId; + DWORD *DeviceId; + DWORD *SubSysId; + DWORD *Revision; + GUID *DeviceIdentifier; + DWORD *WHQLLevel; +} WINED3DADAPTER_IDENTIFIER; + +typedef struct _WINED3DPRESENT_PARAMETERS +{ + UINT BackBufferWidth; + UINT BackBufferHeight; + WINED3DFORMAT BackBufferFormat; + UINT BackBufferCount; + WINED3DMULTISAMPLE_TYPE MultiSampleType; + DWORD MultiSampleQuality; + WINED3DSWAPEFFECT SwapEffect; + HWND hDeviceWindow; + BOOL Windowed; + BOOL EnableAutoDepthStencil; + WINED3DFORMAT AutoDepthStencilFormat; + DWORD Flags; + UINT FullScreen_RefreshRateInHz; + UINT PresentationInterval; + BOOL AutoRestoreDisplayMode; +} WINED3DPRESENT_PARAMETERS; + +typedef struct _WINED3DSURFACE_DESC +{ + WINED3DFORMAT *Format; + WINED3DRESOURCETYPE *Type; + DWORD *Usage; + WINED3DPOOL *Pool; + UINT *Size; + WINED3DMULTISAMPLE_TYPE *MultiSampleType; + DWORD *MultiSampleQuality; + UINT *Width; + UINT *Height; +} WINED3DSURFACE_DESC; + +typedef struct _WINED3DVOLUME_DESC +{ + WINED3DFORMAT *Format; + WINED3DRESOURCETYPE *Type; + DWORD *Usage; + WINED3DPOOL *Pool; + UINT *Size; + UINT *Width; + UINT *Height; + UINT *Depth; +} WINED3DVOLUME_DESC; + +typedef struct _WINED3DCLIPSTATUS +{ + DWORD ClipUnion; + DWORD ClipIntersection; +} WINED3DCLIPSTATUS; + +typedef struct _WINED3DVERTEXELEMENT +{ + WORD Stream; + WORD Offset; + BYTE Type; + BYTE Method; + BYTE Usage; + BYTE UsageIndex; + int Reg; /* DirectX 8 */ +} WINED3DVERTEXELEMENT, *LPWINED3DVERTEXELEMENT; + +typedef struct _WINED3DDEVICE_CREATION_PARAMETERS +{ + UINT AdapterOrdinal; + WINED3DDEVTYPE DeviceType; + HWND hFocusWindow; + DWORD BehaviorFlags; +} WINED3DDEVICE_CREATION_PARAMETERS; + +typedef struct _WINED3DDEVINFO_BANDWIDTHTIMINGS +{ + float MaxBandwidthUtilized; + float FrontEndUploadMemoryUtilizedPercent; + float VertexRateUtilizedPercent; + float TriangleSetupRateUtilizedPercent; + float FillRateUtilizedPercent; +} WINED3DDEVINFO_BANDWIDTHTIMINGS; + +typedef struct _WINED3DDEVINFO_CACHEUTILIZATION +{ + float TextureCacheHitRate; + float PostTransformVertexCacheHitRate; +} WINED3DDEVINFO_CACHEUTILIZATION; + +typedef struct _WINED3DDEVINFO_INTERFACETIMINGS +{ + float WaitingForGPUToUseApplicationResourceTimePercent; + float WaitingForGPUToAcceptMoreCommandsTimePercent; + float WaitingForGPUToStayWithinLatencyTimePercent; + float WaitingForGPUExclusiveResourceTimePercent; + float WaitingForGPUOtherTimePercent; +} WINED3DDEVINFO_INTERFACETIMINGS; + +typedef struct _WINED3DDEVINFO_PIPELINETIMINGS +{ + float VertexProcessingTimePercent; + float PixelProcessingTimePercent; + float OtherGPUProcessingTimePercent; + float GPUIdleTimePercent; +} WINED3DDEVINFO_PIPELINETIMINGS; + +typedef struct _WINED3DDEVINFO_STAGETIMINGS +{ + float MemoryProcessingPercent; + float ComputationProcessingPercent; +} WINED3DDEVINFO_STAGETIMINGS; + +typedef struct _WINED3DRASTER_STATUS +{ + BOOL InVBlank; + UINT ScanLine; +} WINED3DRASTER_STATUS; + +typedef struct WINED3DRESOURCESTATS +{ + BOOL bThrashing; + DWORD ApproxBytesDownloaded; + DWORD NumEvicts; + DWORD NumVidCreates; + DWORD LastPri; + DWORD NumUsed; + DWORD NumUsedInVidMem; + DWORD WorkingSet; + DWORD WorkingSetBytes; + DWORD TotalManaged; + DWORD TotalBytes; +} WINED3DRESOURCESTATS; + +typedef struct _WINED3DDEVINFO_RESOURCEMANAGER +{ + WINED3DRESOURCESTATS stats[WINED3DRTYPECOUNT]; +} WINED3DDEVINFO_RESOURCEMANAGER; + +typedef struct _WINED3DDEVINFO_VERTEXSTATS +{ + DWORD NumRenderedTriangles; + DWORD NumExtraClippingTriangles; +} WINED3DDEVINFO_VERTEXSTATS; + +typedef struct _WINED3DLOCKED_RECT +{ + INT Pitch; + void *pBits; +} WINED3DLOCKED_RECT; + +typedef struct _WINED3DLOCKED_BOX +{ + INT RowPitch; + INT SlicePitch; + void *pBits; +} WINED3DLOCKED_BOX; + +typedef struct _WINED3DBOX +{ + UINT Left; + UINT Top; + UINT Right; + UINT Bottom; + UINT Front; + UINT Back; +} WINED3DBOX; + +/*Vertex cache optimization hints.*/ +typedef struct WINED3DDEVINFO_VCACHE +{ + DWORD Pattern; /* Must be a 4 char code FOURCC (e.g. CACH) */ + DWORD OptMethod; /* 0 to get the longest strips, 1 vertex cache */ + DWORD CacheSize; /* Cache size to use (only valid if OptMethod==1) */ + DWORD MagicNumber; /* Internal for deciding when to restart strips, + non user modifiable (only valid if OptMethod==1) */ +} WINED3DDEVINFO_VCACHE; + +typedef struct _WINED3DVERTEXBUFFER_DESC +{ + WINED3DFORMAT Format; + WINED3DRESOURCETYPE Type; + DWORD Usage; + WINED3DPOOL Pool; + UINT Size; + DWORD FVF; +} WINED3DVERTEXBUFFER_DESC; + +typedef struct _WINED3DINDEXBUFFER_DESC +{ + WINED3DFORMAT Format; + WINED3DRESOURCETYPE Type; + DWORD Usage; + WINED3DPOOL Pool; + UINT Size; +} WINED3DINDEXBUFFER_DESC; + +typedef struct glDescriptor +{ + UINT textureName; + int level; + int /*GLenum*/ target; + int /*GLenum*/ glFormat; + int /*GLenum*/ glFormatInternal; + int /*GLenum*/ glType; +} glDescriptor; + +typedef struct WineDirect3DStridedData +{ + const BYTE *lpData; /* Pointer to start of data */ + DWORD dwStride; /* Stride between occurrences of this data */ + DWORD dwType; /* Type (as in D3DVSDT_TYPE) */ + int VBO; /* Vertex buffer object this data is in */ + UINT streamNo; /* D3D stream number */ +} WineDirect3DStridedData; + +typedef struct WineDirect3DVertexStridedData +{ + /* + * IMPORTANT: + * This structure can be accessed in two ways: Named access, and array + * access. Please note that named access is only valid with the fixed + * function vertex pipeline, and the arrays are only valid with the + * programmable vertex pipeline(vertex shaders). + */ + union + { + struct + { + /* Do not add or reorder fields here, + * so this can be indexed as an array */ + WineDirect3DStridedData position; + WineDirect3DStridedData blendWeights; + WineDirect3DStridedData blendMatrixIndices; + WineDirect3DStridedData normal; + WineDirect3DStridedData pSize; + WineDirect3DStridedData diffuse; + WineDirect3DStridedData specular; + WineDirect3DStridedData texCoords[WINED3DDP_MAXTEXCOORD]; + WineDirect3DStridedData position2; /* tween data */ + WineDirect3DStridedData normal2; /* tween data */ + WineDirect3DStridedData tangent; + WineDirect3DStridedData binormal; + WineDirect3DStridedData tessFactor; + WineDirect3DStridedData fog; + WineDirect3DStridedData depth; + WineDirect3DStridedData sample; + + /* Add fields here */ + BOOL position_transformed; + } s; + WineDirect3DStridedData input[16]; /* Indexed by constants in D3DVSDE_REGISTER */ + } u; +} WineDirect3DVertexStridedData; + +typedef struct _WINED3DVSHADERCAPS2_0 +{ + DWORD Caps; + INT DynamicFlowControlDepth; + INT NumTemps; + INT StaticFlowControlDepth; +} WINED3DVSHADERCAPS2_0; + +typedef struct _WINED3DPSHADERCAPS2_0 +{ + DWORD Caps; + INT DynamicFlowControlDepth; + INT NumTemps; + INT StaticFlowControlDepth; + INT NumInstructionSlots; +} WINED3DPSHADERCAPS2_0; + +typedef struct _WINEDDCAPS +{ + DWORD Caps; + DWORD Caps2; + DWORD CKeyCaps; + DWORD FXCaps; + DWORD FXAlphaCaps; + DWORD PalCaps; + DWORD SVCaps; + DWORD SVBCaps; + DWORD SVBCKeyCaps; + DWORD SVBFXCaps; + DWORD VSBCaps; + DWORD VSBCKeyCaps; + DWORD VSBFXCaps; + DWORD SSBCaps; + DWORD SSBCKeyCaps; + DWORD SSBFXCaps; + DWORD ddsCaps; + DWORD StrideAlign; +} WINEDDCAPS; + +typedef struct _WINED3DCAPS +{ + WINED3DDEVTYPE DeviceType; + UINT AdapterOrdinal; + + DWORD Caps; + DWORD Caps2; + DWORD Caps3; + DWORD PresentationIntervals; + + DWORD CursorCaps; + DWORD DevCaps; + DWORD PrimitiveMiscCaps; + DWORD RasterCaps; + DWORD ZCmpCaps; + DWORD SrcBlendCaps; + DWORD DestBlendCaps; + DWORD AlphaCmpCaps; + DWORD ShadeCaps; + DWORD TextureCaps; + DWORD TextureFilterCaps; + DWORD CubeTextureFilterCaps; + DWORD VolumeTextureFilterCaps; + DWORD TextureAddressCaps; + DWORD VolumeTextureAddressCaps; + DWORD LineCaps; + + DWORD MaxTextureWidth; + DWORD MaxTextureHeight; + DWORD MaxVolumeExtent; + DWORD MaxTextureRepeat; + DWORD MaxTextureAspectRatio; + DWORD MaxAnisotropy; + float MaxVertexW; + + float GuardBandLeft; + float GuardBandTop; + float GuardBandRight; + float GuardBandBottom; + + float ExtentsAdjust; + DWORD StencilCaps; + + DWORD FVFCaps; + DWORD TextureOpCaps; + DWORD MaxTextureBlendStages; + DWORD MaxSimultaneousTextures; + + DWORD VertexProcessingCaps; + DWORD MaxActiveLights; + DWORD MaxUserClipPlanes; + DWORD MaxVertexBlendMatrices; + DWORD MaxVertexBlendMatrixIndex; + + float MaxPointSize; + + DWORD MaxPrimitiveCount; + DWORD MaxVertexIndex; + DWORD MaxStreams; + DWORD MaxStreamStride; + + DWORD VertexShaderVersion; + DWORD MaxVertexShaderConst; + + DWORD PixelShaderVersion; + float PixelShader1xMaxValue; + + /* DX 9 */ + DWORD DevCaps2; + + float MaxNpatchTessellationLevel; + DWORD Reserved5; /* undocumented */ + + UINT MasterAdapterOrdinal; + UINT AdapterOrdinalInGroup; + UINT NumberOfAdaptersInGroup; + DWORD DeclTypes; + DWORD NumSimultaneousRTs; + DWORD StretchRectFilterCaps; + WINED3DVSHADERCAPS2_0 VS20Caps; + WINED3DPSHADERCAPS2_0 PS20Caps; + DWORD VertexTextureFilterCaps; + DWORD MaxVShaderInstructionsExecuted; + DWORD MaxPShaderInstructionsExecuted; + DWORD MaxVertexShader30InstructionSlots; + DWORD MaxPixelShader30InstructionSlots; + DWORD Reserved2; /* Not in the microsoft headers but documented */ + DWORD Reserved3; + + WINEDDCAPS DirectDrawCaps; +} WINED3DCAPS; + +/* DirectDraw types */ + +typedef struct _WINEDDCOLORKEY +{ + DWORD dwColorSpaceLowValue; /* low boundary of color space that is to + * be treated as Color Key, inclusive */ + DWORD dwColorSpaceHighValue; /* high boundary of color space that is + * to be treated as Color Key, inclusive */ +} WINEDDCOLORKEY,*LPWINEDDCOLORKEY; + +typedef struct _WINEDDBLTFX +{ + DWORD dwSize; /* size of structure */ + DWORD dwDDFX; /* FX operations */ + DWORD dwROP; /* Win32 raster operations */ + DWORD dwDDROP; /* Raster operations new for DirectDraw */ + DWORD dwRotationAngle; /* Rotation angle for blt */ + DWORD dwZBufferOpCode; /* ZBuffer compares */ + DWORD dwZBufferLow; /* Low limit of Z buffer */ + DWORD dwZBufferHigh; /* High limit of Z buffer */ + DWORD dwZBufferBaseDest; /* Destination base value */ + DWORD dwZDestConstBitDepth; /* Bit depth used to specify Z constant for destination */ + union + { + DWORD dwZDestConst; /* Constant to use as Z buffer for dest */ + struct IWineD3DSurface *lpDDSZBufferDest; /* Surface to use as Z buffer for dest */ + } DUMMYUNIONNAME1; + DWORD dwZSrcConstBitDepth; /* Bit depth used to specify Z constant for source */ + union + { + DWORD dwZSrcConst; /* Constant to use as Z buffer for src */ + struct IWineD3DSurface *lpDDSZBufferSrc; /* Surface to use as Z buffer for src */ + } DUMMYUNIONNAME2; + DWORD dwAlphaEdgeBlendBitDepth; /* Bit depth used to specify constant for alpha edge blend */ + DWORD dwAlphaEdgeBlend; /* Alpha for edge blending */ + DWORD dwReserved; + DWORD dwAlphaDestConstBitDepth; /* Bit depth used to specify alpha constant for destination */ + union + { + DWORD dwAlphaDestConst; /* Constant to use as Alpha Channel */ + struct IWineD3DSurface *lpDDSAlphaDest; /* Surface to use as Alpha Channel */ + } DUMMYUNIONNAME3; + DWORD dwAlphaSrcConstBitDepth; /* Bit depth used to specify alpha constant for source */ + union + { + DWORD dwAlphaSrcConst; /* Constant to use as Alpha Channel */ + struct IWineD3DSurface *lpDDSAlphaSrc; /* Surface to use as Alpha Channel */ + } DUMMYUNIONNAME4; + union + { + DWORD dwFillColor; /* color in RGB or Palettized */ + DWORD dwFillDepth; /* depth value for z-buffer */ + DWORD dwFillPixel; /* pixel val for RGBA or RGBZ */ + struct IWineD3DSurface *lpDDSPattern; /* Surface to use as pattern */ + } DUMMYUNIONNAME5; + WINEDDCOLORKEY ddckDestColorkey; /* DestColorkey override */ + WINEDDCOLORKEY ddckSrcColorkey; /* SrcColorkey override */ +} WINEDDBLTFX,*LPWINEDDBLTFX; + +typedef struct _WINEDDOVERLAYFX +{ + DWORD dwSize; /* size of structure */ + DWORD dwAlphaEdgeBlendBitDepth; /* Bit depth used to specify constant for alpha edge blend */ + DWORD dwAlphaEdgeBlend; /* Constant to use as alpha for edge blend */ + DWORD dwReserved; + DWORD dwAlphaDestConstBitDepth; /* Bit depth used to specify alpha constant for destination */ + union + { + DWORD dwAlphaDestConst; /* Constant to use as alpha channel for dest */ + struct IWineD3DSurface *lpDDSAlphaDest; /* Surface to use as alpha channel for dest */ + } DUMMYUNIONNAME1; + DWORD dwAlphaSrcConstBitDepth; /* Bit depth used to specify alpha constant for source */ + union + { + DWORD dwAlphaSrcConst; /* Constant to use as alpha channel for src */ + struct IWineD3DSurface *lpDDSAlphaSrc; /* Surface to use as alpha channel for src */ + } DUMMYUNIONNAME2; + WINEDDCOLORKEY dckDestColorkey; /* DestColorkey override */ + WINEDDCOLORKEY dckSrcColorkey; /* SrcColorkey override */ + DWORD dwDDFX; /* Overlay FX */ + DWORD dwFlags; /* flags */ +} WINEDDOVERLAYFX; + +interface IWineD3DResource; +interface IWineD3DSurface; +interface IWineD3DVolume; +interface IWineD3DSwapChain; +interface IWineD3DDevice; + +typedef HRESULT (*D3DCB_CREATESURFACEFN)(IUnknown *pDevice, IUnknown *pSuperior, UINT Width, + UINT Height, WINED3DFORMAT Format, DWORD Usage, WINED3DPOOL Pool, UINT Level, WINED3DCUBEMAP_FACES Face, + IWineD3DSurface **ppSurface, HANDLE *pSharedHandle); +typedef HRESULT (*D3DCB_CREATERENDERTARGETFN)(IUnknown *pDevice, IUnknown *pSuperior, UINT Width, + UINT Height, WINED3DFORMAT Format, WINED3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, + BOOL Lockable, IWineD3DSurface **ppSurface, HANDLE *pSharedHandle); +typedef HRESULT (*D3DCB_CREATEDEPTHSTENCILSURFACEFN)(IUnknown *pDevice, IUnknown *pSuperior, UINT Width, + UINT Height, WINED3DFORMAT Format, WINED3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality, + BOOL Discard, IWineD3DSurface **ppSurface, HANDLE *pSharedHandle); +typedef ULONG (*D3DCB_DESTROYSURFACEFN)(IWineD3DSurface *pSurface); +typedef HRESULT (*D3DCB_CREATEVOLUMEFN)(IUnknown *pDevice, IUnknown *pSuperior, UINT Width, + UINT Height, UINT Depth, WINED3DFORMAT Format, WINED3DPOOL Pool, DWORD Usage, + IWineD3DVolume **ppVolume, HANDLE *pSharedHandle); +typedef ULONG (*D3DCB_DESTROYVOLUMEFN)(IWineD3DVolume *pVolume); +typedef HRESULT (*D3DCB_CREATESWAPCHAIN)(IUnknown *pDevice, WINED3DPRESENT_PARAMETERS *pPresentationParameters, + IWineD3DSwapChain **pSwapChain); +typedef ULONG (*D3DCB_DESTROYSWAPCHAINFN)(IWineD3DSwapChain *pSwapChain); +typedef HRESULT (*D3DCB_ENUMRESOURCES)(IWineD3DResource *resource, void *pData); + +[ + object, + local, + uuid(46799311-8e0e-40ce-b2ec-ddb99f18fcb4) +] +interface IWineD3DBase : IUnknown +{ + HRESULT GetParent( + [out] IUnknown **parent + ); +} + +[ + object, + local, + uuid(108f9c44-6f30-11d9-c687-00046142c14f) +] +interface IWineD3D : IWineD3DBase +{ + UINT GetAdapterCount( + ); + HRESULT RegisterSoftwareDevice( + [in] void *pInitializeFunction + ); + HMONITOR GetAdapterMonitor( + [in] UINT adapter_idx + ); + UINT GetAdapterModeCount( + [in] UINT adapter_idx, + [in] WINED3DFORMAT format + ); + HRESULT EnumAdapterModes( + [in] UINT adapter_idx, + [in] UINT mode_idx, + [in] WINED3DFORMAT format, + [out] WINED3DDISPLAYMODE *mode + ); + HRESULT GetAdapterDisplayMode( + [in] UINT adapter_idx, + [out] WINED3DDISPLAYMODE *mode + ); + HRESULT GetAdapterIdentifier( + [in] UINT adapter_idx, + [in] DWORD flags, + [out] WINED3DADAPTER_IDENTIFIER *identifier + ); + HRESULT CheckDeviceMultiSampleType( + [in] UINT adapter_idx, + [in] WINED3DDEVTYPE device_type, + [in] WINED3DFORMAT surface_format, + [in] BOOL windowed, + [in] WINED3DMULTISAMPLE_TYPE multisample_type, + [out] DWORD *quality_levels + ); + HRESULT CheckDepthStencilMatch( + [in] UINT adapter_idx, + [in] WINED3DDEVTYPE device_type, + [in] WINED3DFORMAT adapter_format, + [in] WINED3DFORMAT render_target_format, + [in] WINED3DFORMAT depth_stencil_format + ); + HRESULT CheckDeviceType( + [in] UINT adapter_idx, + [in] WINED3DDEVTYPE device_type, + [in] WINED3DFORMAT display_format, + [in] WINED3DFORMAT backbuffer_format, + [in] BOOL windowed + ); + HRESULT CheckDeviceFormat( + [in] UINT adaper_idx, + [in] WINED3DDEVTYPE device_type, + [in] WINED3DFORMAT adapter_format, + [in] DWORD usage, + [in] WINED3DRESOURCETYPE resource_type, + [in] WINED3DFORMAT check_format, + [in] WINED3DSURFTYPE surface_type + ); + HRESULT CheckDeviceFormatConversion( + [in] UINT adapter_idx, + [in] WINED3DDEVTYPE device_type, + [in] WINED3DFORMAT source_format, + [in] WINED3DFORMAT target_format + ); + HRESULT GetDeviceCaps( + [in] UINT adapter_idx, + [in] WINED3DDEVTYPE device_type, + [out] WINED3DCAPS *caps + ); + HRESULT CreateDevice( + [in] UINT adapter_idx, + [in] WINED3DDEVTYPE device_type, + [in] HWND focus_window, + [in] DWORD behaviour_flags, + [out] IWineD3DDevice **device, + [in] IUnknown *parent + ); +} + +[ + object, + local, + uuid(1f3bfb34-6f30-11d9-c687-00046142c14f) +] +interface IWineD3DResource : IWineD3DBase +{ + HRESULT GetDevice( + [out] IWineD3DDevice **device + ); + HRESULT SetPrivateData( + [in] REFGUID guid, + [in] const void *data, + [in] DWORD data_size, + [in] DWORD flags + ); + HRESULT GetPrivateData( + [in] REFGUID guid, + [out] void *data, + [in, out] DWORD *data_size + ); + HRESULT FreePrivateData( + [in] REFGUID guid + ); + DWORD SetPriority( + [in] DWORD new_priority + ); + DWORD GetPriority( + ); + void PreLoad( + ); + void UnLoad( + ); + WINED3DRESOURCETYPE GetType( + ); +} + +[ + object, + local, + uuid(217f671e-6f30-11d9-c687-00046142c14f) +] +interface IWineD3DVertexBuffer : IWineD3DResource +{ + HRESULT Lock( + [in] UINT offset, + [in] UINT size, + [out] BYTE **data, + [in] DWORD flags + ); + HRESULT Unlock( + ); + HRESULT GetDesc( + [out] WINED3DVERTEXBUFFER_DESC *desc + ); +} + +[ + object, + local, + uuid(3a02a54e-6f30-11d9-c687-00046142c14f) +] +interface IWineD3DIndexBuffer : IWineD3DResource +{ + HRESULT Lock( + [in] UINT offset, + [in] UINT size, + [out] BYTE **data, + [in] DWORD flags + ); + HRESULT Unlock( + ); + HRESULT GetDesc( + [out] WINED3DINDEXBUFFER_DESC *desc + ); +} + +[ + object, + local, + uuid(f756720c-32b9-4439-b5a3-1d6c97037d9e) +] +interface IWineD3DPalette : IWineD3DBase +{ + HRESULT GetEntries( + [in] DWORD flags, + [in] DWORD start, + [in] DWORD count, + [out] PALETTEENTRY *entries + ); + HRESULT GetCaps( + [out] DWORD *caps + ); + HRESULT SetEntries( + [in] DWORD flags, + [in] DWORD start, + [in] DWORD count, + [in] const PALETTEENTRY *entries + ); +} + +[ + object, + local, + uuid(8f2bceb1-d338-488c-ab7f-0ec980bf5d2d) +] +interface IWineD3DClipper : IWineD3DBase +{ + HRESULT GetClipList( + [in] const RECT *rect, + [out] RGNDATA *clip_list, + [in, out] DWORD *clip_list_size + ); + HRESULT GetHWnd( + [out] HWND *hwnd + ); + HRESULT IsClipListChanged( + [out] BOOL *changed + ); + HRESULT SetClipList( + [in] const RGNDATA *clip_list, + [in] DWORD flags + ); + HRESULT SetHWnd( + [in] DWORD flags, + [in] HWND hwnd + ); +} + +[ + object, + local, + uuid(37cd5526-6f30-11d9-c687-00046142c14f) +] +interface IWineD3DSurface : IWineD3DResource +{ + HRESULT GetContainer( + [in] REFIID riid, + [out] void **container + ); + HRESULT GetDesc( + [out] WINED3DSURFACE_DESC *desc + ); + HRESULT LockRect( + [out] WINED3DLOCKED_RECT *locked_rect, + [in] const RECT *rect, + [in] DWORD flags + ); + HRESULT UnlockRect( + ); + HRESULT GetDC( + [out] HDC *dc + ); + HRESULT ReleaseDC( + [in] HDC dc + ); + HRESULT Flip( + [in] IWineD3DSurface *override, + [in] DWORD flags + ); + HRESULT Blt( + [in] const RECT *dst_rect, + [in] IWineD3DSurface *src_surface, + [in] const RECT *src_rect, + [in] DWORD flags, + [in] const WINEDDBLTFX *blt_fx, + [in] WINED3DTEXTUREFILTERTYPE filter + ); + HRESULT GetBltStatus( + [in] DWORD flags + ); + HRESULT GetFlipStatus( + [in] DWORD flags + ); + HRESULT IsLost( + ); + HRESULT Restore( + ); + HRESULT BltFast( + [in] DWORD dst_x, + [in] DWORD dst_y, + [in] IWineD3DSurface *src_surface, + [in] const RECT *src_rect, + [in] DWORD trans + ); + HRESULT GetPalette( + [out] IWineD3DPalette **palette + ); + HRESULT SetPalette( + [in] IWineD3DPalette *palette + ); + HRESULT RealizePalette( + ); + HRESULT SetColorKey( + [in] DWORD flags, + [in] const WINEDDCOLORKEY *color_key + ); + DWORD GetPitch( + ); + HRESULT SetMem( + [in] void *mem + ); + HRESULT SetOverlayPosition( + [in] LONG x, + [in] LONG y + ); + HRESULT GetOverlayPosition( + [out] LONG *x, + [out] LONG *y + ); + HRESULT UpdateOverlayZOrder( + [in] DWORD flags, + [in] IWineD3DSurface *ref + ); + HRESULT UpdateOverlay( + [in] const RECT *src_rect, + [in] IWineD3DSurface *dst_surface, + [in] const RECT *dst_rect, + [in] DWORD flags, + [in] const WINEDDOVERLAYFX *fx + ); + HRESULT SetClipper( + [in] IWineD3DClipper *clipper + ); + HRESULT GetClipper( + [out] IWineD3DClipper **clipper + ); + HRESULT AddDirtyRect( + [in] const RECT *dirty_rect + ); + HRESULT LoadTexture( + [in] BOOL srgb_mode + ); + void BindTexture( + ); + HRESULT SaveSnapshot( + [in] const char *filename + ); + HRESULT SetContainer( + [in] IWineD3DBase *container + ); + void GetGlDesc( + [out] glDescriptor **desc + ); + const void *GetData( + ); + HRESULT SetFormat( + [in] WINED3DFORMAT format + ); + HRESULT PrivateSetup( + ); + void ModifyLocation( + [in] DWORD location, + [in] BOOL persistent + ); + HRESULT LoadLocation( + [in] DWORD location, + [in] const RECT *rect + ); + WINED3DSURFTYPE GetImplType( + ); + HRESULT DrawOverlay( + ); +} + +[ + object, + local, + uuid(24769ed8-6f30-11d9-c687-00046142c14f) +] +interface IWineD3DVolume : IWineD3DResource +{ + HRESULT GetContainer( + [in] REFIID riid, + [out] void **container + ); + HRESULT GetDesc( + [out] WINED3DVOLUME_DESC *desc + ); + HRESULT LockBox( + [out] WINED3DLOCKED_BOX *locked_box, + [in] const WINED3DBOX *box, + [in] DWORD flags + ); + HRESULT UnlockBox( + ); + HRESULT AddDirtyBox( + [in] const WINED3DBOX *dirty_box + ); + HRESULT CleanDirtyBox( + ); + HRESULT LoadTexture( + [in] int gl_level, + [in] BOOL srgb_mode + ); + HRESULT SetContainer( + [in] IWineD3DBase *container + ); +} + +[ + object, + local, + uuid(3c2aebf6-6f30-11d9-c687-00046142c14f) +] +interface IWineD3DBaseTexture : IWineD3DResource +{ + DWORD SetLOD( + [in] DWORD new_lod + ); + DWORD GetLOD( + ); + DWORD GetLevelCount( + ); + HRESULT SetAutoGenFilterType( + WINED3DTEXTUREFILTERTYPE filter_type + ); + WINED3DTEXTUREFILTERTYPE GetAutoGenFilterType( + ); + void GenerateMipSubLevels( + ); + BOOL SetDirty( + BOOL dirty + ); + BOOL GetDirty( + ); + HRESULT BindTexture( + ); + UINT GetTextureDimensions( + ); + BOOL IsCondNP2( + ); + void ApplyStateChanges( + const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1], + const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1] + ); +} + +[ + object, + local, + uuid(3e72cc1c-6f30-11d9-c687-00046142c14f) +] +interface IWineD3DTexture : IWineD3DBaseTexture +{ + void Destroy( + [in] D3DCB_DESTROYSURFACEFN destroy_surface_callback + ); + HRESULT GetLevelDesc( + [in] UINT level, + [out] WINED3DSURFACE_DESC *desc + ); + HRESULT GetSurfaceLevel( + [in] UINT level, + [out] IWineD3DSurface **surface + ); + HRESULT LockRect( + [in] UINT level, + [out] WINED3DLOCKED_RECT *locked_rect, + [in] const RECT *rect, + [in] DWORD flags + ); + HRESULT UnlockRect( + [in] UINT level + ); + HRESULT AddDirtyRect( + [in] const RECT *dirty_rect + ); +} + +[ + object, + local, + uuid(41752900-6f30-11d9-c687-00046142c14f) +] +interface IWineD3DCubeTexture : IWineD3DBaseTexture +{ + void Destroy( + [in] D3DCB_DESTROYSURFACEFN destroy_surface_callback + ); + HRESULT GetLevelDesc( + [in] UINT level, + [out] WINED3DSURFACE_DESC *desc + ); + HRESULT GetCubeMapSurface( + [in] WINED3DCUBEMAP_FACES face, + [in] UINT level, + [out] IWineD3DSurface **surface + ); + HRESULT LockRect( + [in] WINED3DCUBEMAP_FACES face, + [in] UINT level, + [out] WINED3DLOCKED_RECT *locked_rect, + [in] const RECT *rect, + [in] DWORD flags + ); + HRESULT UnlockRect( + [in] WINED3DCUBEMAP_FACES face, + [in] UINT level + ); + HRESULT AddDirtyRect( + [in] WINED3DCUBEMAP_FACES face, + [in] const RECT *dirty_rect + ); +} + +[ + object, + local, + uuid(7b39470c-6f30-11d9-c687-00046142c14f) +] +interface IWineD3DVolumeTexture : IWineD3DBaseTexture +{ + void Destroy( + [in] D3DCB_DESTROYVOLUMEFN destroy_volume_callback + ); + HRESULT GetLevelDesc( + [in] UINT level, + [out] WINED3DVOLUME_DESC *desc + ); + HRESULT GetVolumeLevel( + [in] UINT level, + [out] IWineD3DVolume **volume + ); + HRESULT LockBox( + [in] UINT level, + [out] WINED3DLOCKED_BOX *locked_box, + [in] const WINED3DBOX *box, + [in] DWORD flags + ); + HRESULT UnlockBox( + [in] UINT level + ); + HRESULT AddDirtyBox( + [in] const WINED3DBOX *dirty_box + ); +} + +[ + object, + local, + uuid(7cd55be6-6f30-11d9-c687-00046142c14f) +] +interface IWineD3DVertexDeclaration : IWineD3DBase +{ + HRESULT GetDevice( + [out] IWineD3DDevice **device + ); + HRESULT GetDeclaration( + [out] WINED3DVERTEXELEMENT *elements, + [out] UINT *element_count + ); + HRESULT SetDeclaration( + [in] const WINED3DVERTEXELEMENT *elements, + [in] UINT element_count + ); +} + +[ + object, + local, + uuid(83b073ce-6f30-11d9-c687-00046142c14f) +] +interface IWineD3DStateBlock : IWineD3DBase +{ + HRESULT GetDevice( + [out] IWineD3DDevice **device + ); + HRESULT Capture( + ); + HRESULT Apply( + ); + HRESULT InitStartupStateBlock( + ); +} + +[ + object, + local, + uuid(905ddbac-6f30-11d9-c687-00046142c14f) +] +interface IWineD3DQuery : IWineD3DBase +{ + HRESULT GetDevice( + [out] IWineD3DDevice **device + ); + HRESULT GetData( + [out] void *data, + [in] DWORD data_size, + [in] DWORD flags + ); + DWORD GetDataSize( + ); + WINED3DQUERYTYPE GetType( + ); + HRESULT Issue( + DWORD flags + ); +} + +[ + object, + local, + uuid(34d01b10-6f30-11d9-c687-00046142c14f) +] +interface IWineD3DSwapChain : IWineD3DBase +{ + void Destroy( + [in] D3DCB_DESTROYSURFACEFN destroy_surface_callback + ); + HRESULT GetDevice( + [out] IWineD3DDevice **device + ); + HRESULT Present( + [in] const RECT *src_rect, + [in] const RECT *dst_rect, + [in] HWND dst_window_override, + [in] const RGNDATA *dirty_region, + [in] DWORD flags + ); + HRESULT SetDestWindowOverride( + [in] HWND window + ); + HRESULT GetFrontBufferData( + [in] IWineD3DSurface *dst_surface + ); + HRESULT GetBackBuffer( + [in] UINT backbuffer_idx, + [in] WINED3DBACKBUFFER_TYPE backbuffer_type, + [out] IWineD3DSurface **backbuffer + ); + HRESULT GetRasterStatus( + [out] WINED3DRASTER_STATUS *raster_status + ); + HRESULT GetDisplayMode( + [out] WINED3DDISPLAYMODE *mode + ); + HRESULT GetPresentParameters( + [out] WINED3DPRESENT_PARAMETERS *present_parameters + ); + HRESULT SetGammaRamp( + [in] DWORD flags, + [in] const WINED3DGAMMARAMP *ramp + ); + HRESULT GetGammaRamp( + [out] WINED3DGAMMARAMP *ramp + ); +} + +[ + object, + local, + uuid(eac93065-a4df-446f-86a1-9ef2bca40a3c) +] +interface IWineD3DBaseShader : IWineD3DBase +{ + HRESULT SetFunction( + [in] const DWORD *function + ); +} + +[ + object, + local, + uuid(7f7a2b60-6f30-11d9-c687-00046142c14f) +] +interface IWineD3DVertexShader : IWineD3DBaseShader +{ + HRESULT GetDevice( + [out] IWineD3DDevice **device + ); + HRESULT GetFunction( + [out] void *data, + [in, out] UINT *data_size + ); + void FakeSemantics( + [in] IWineD3DVertexDeclaration *vertex_declaration + ); + HRESULT SetLocalConstantsF( + [in] UINT start_idx, + [in] const float *src_data, + [in] UINT vector4f_count + ); +} + +[ + object, + local, + uuid(818503da-6f30-11d9-c687-00046142c14f) +] +interface IWineD3DPixelShader : IWineD3DBaseShader +{ + HRESULT UpdateSamplers( + ); + HRESULT GetDevice( + [out] IWineD3DDevice **device + ); + HRESULT GetFunction( + [out] void *data, + [in, out] UINT *data_size + ); +} + +[ + object, + local, + uuid(6d10a2ce-09d0-4a53-a427-11388f9f8ca5) +] +interface IWineD3DDevice : IWineD3DBase +{ + HRESULT CreateVertexBuffer( + [in] UINT length, + [in] DWORD usage, + [in] DWORD fvf, + [in] WINED3DPOOL pool, + [out] IWineD3DVertexBuffer **vertex_buffer, + [in] HANDLE *shared_handle, + [in] IUnknown *parent + ); + HRESULT CreateIndexBuffer( + [in] UINT length, + [in] DWORD usage, + [in] WINED3DFORMAT format, + [in] WINED3DPOOL pool, + [out] IWineD3DIndexBuffer **index_buffer, + [in] HANDLE *shared_handle, + [in] IUnknown *parent + ); + HRESULT CreateStateBlock( + [in] WINED3DSTATEBLOCKTYPE type, + [out] IWineD3DStateBlock **stateblock, + [in] IUnknown *parent + ); + HRESULT CreateSurface( + [in] UINT width, + [in] UINT height, + [in] WINED3DFORMAT format, + [in] BOOL lockable, + [in] BOOL discard, + [in] UINT level, + [out] IWineD3DSurface **surface, + [in] WINED3DRESOURCETYPE resource_type, + [in] DWORD usage, + [in] WINED3DPOOL pool, + [in] WINED3DMULTISAMPLE_TYPE multisample_type, + [in] DWORD multisample_quality, + [in] HANDLE *shared_handle, + [in] WINED3DSURFTYPE surface_type, + [in] IUnknown *parent + ); + HRESULT CreateTexture( + [in] UINT width, + [in] UINT height, + [in] UINT levels, + [in] DWORD usage, + [in] WINED3DFORMAT format, + [in] WINED3DPOOL pool, + [out] IWineD3DTexture **texture, + [in] HANDLE *shared_handle, + [in] IUnknown *parent, + [in] D3DCB_CREATESURFACEFN create_surface_callback + ); + HRESULT CreateVolumeTexture( + [in] UINT width, + [in] UINT height, + [in] UINT depth, + [in] UINT levels, + [in] DWORD usage, + [in] WINED3DFORMAT format, + [in] WINED3DPOOL pool, + [out] IWineD3DVolumeTexture **texture, + [in] HANDLE *shared_handle, + [in] IUnknown *parent, + [in] D3DCB_CREATEVOLUMEFN create_volume_callback + ); + HRESULT CreateVolume( + [in] UINT width, + [in] UINT height, + [in] UINT depth, + [in] DWORD usage, + [in] WINED3DFORMAT format, + [in] WINED3DPOOL pool, + [out] IWineD3DVolume **volume, + [in] HANDLE *shared_handle, + [in] IUnknown *parent + ); + HRESULT CreateCubeTexture( + [in] UINT edge_length, + [in] UINT levels, + [in] DWORD usage, + [in] WINED3DFORMAT format, + [in] WINED3DPOOL pool, + [out] IWineD3DCubeTexture **texture, + [in] HANDLE *shared_handle, + [in] IUnknown *parent, + [in] D3DCB_CREATESURFACEFN create_surface_callback + ); + HRESULT CreateQuery( + [in] WINED3DQUERYTYPE type, + [out] IWineD3DQuery **query, + [in] IUnknown *parent + ); + HRESULT CreateSwapChain( + [in] WINED3DPRESENT_PARAMETERS *present_parameters, + [out] IWineD3DSwapChain **swapchain, + [in] IUnknown *parent, + [in] D3DCB_CREATERENDERTARGETFN create_render_target_callback, + [in] D3DCB_CREATEDEPTHSTENCILSURFACEFN create_depth_stencil_callback, + [in] WINED3DSURFTYPE surface_type + ); + HRESULT CreateVertexDeclaration( + [out] IWineD3DVertexDeclaration **declaration, + [in] IUnknown *parent, + [in] const WINED3DVERTEXELEMENT *elements, + [in] UINT element_count + ); + HRESULT CreateVertexDeclarationFromFVF( + [out] IWineD3DVertexDeclaration **declaration, + [in] IUnknown *parent, + [in] DWORD fvf + ); + HRESULT CreateVertexShader( + [in] IWineD3DVertexDeclaration *declaration, + [in] const DWORD *function, + [out] IWineD3DVertexShader **shader, + [in] IUnknown *parent + ); + HRESULT CreatePixelShader( + [in] const DWORD *function, + [out] IWineD3DPixelShader **shader, + [in] IUnknown *parent + ); + HRESULT CreatePalette( + [in] DWORD flags, + [in] const PALETTEENTRY *palette_entry, + [out] IWineD3DPalette **palette, + [in] IUnknown *parent + ); + HRESULT Init3D( + [in] WINED3DPRESENT_PARAMETERS *present_parameters, + [in] D3DCB_CREATESWAPCHAIN create_swapchain_callback + ); + HRESULT InitGDI( + [in] WINED3DPRESENT_PARAMETERS *present_parameters, + [in] D3DCB_CREATESWAPCHAIN create_swapchain_callback + ); + HRESULT Uninit3D( + [in] D3DCB_DESTROYSURFACEFN destroy_surface_callback, + [in] D3DCB_DESTROYSWAPCHAINFN destroy_swapchain_callback + ); + HRESULT UninitGDI( + [in] D3DCB_DESTROYSWAPCHAINFN destroy_swapchain_callback + ); + void SetMultithreaded( + ); + HRESULT EvictManagedResources( + ); + UINT GetAvailableTextureMem( + ); + HRESULT GetBackBuffer( + [in] UINT swapchain_idx, + [in] UINT backbuffer_idx, + [in] WINED3DBACKBUFFER_TYPE backbuffer_type, + [out] IWineD3DSurface **backbuffer + ); + HRESULT GetCreationParameters( + [out] WINED3DDEVICE_CREATION_PARAMETERS *creation_parameters + ); + HRESULT GetDeviceCaps( + [out] WINED3DCAPS *caps + ); + HRESULT GetDirect3D( + [out] IWineD3D** d3d + ); + HRESULT GetDisplayMode( + [in] UINT swapchain_idx, + [out] WINED3DDISPLAYMODE *mode + ); + HRESULT SetDisplayMode( + [in] UINT swapchain_idx, + [in] const WINED3DDISPLAYMODE *mode + ); + UINT GetNumberOfSwapChains( + ); + HRESULT GetRasterStatus( + [in] UINT swapchain_idx, + [out] WINED3DRASTER_STATUS *raster_status + ); + HRESULT GetSwapChain( + [in] UINT swapchain_idx, + [out] IWineD3DSwapChain **swapchain + ); + HRESULT Reset( + [in] WINED3DPRESENT_PARAMETERS *present_parameters + ); + HRESULT SetDialogBoxMode( + [in] BOOL enable_dialogs + ); + HRESULT SetCursorProperties( + [in] UINT x_hotspot, + [in] UINT y_hotspot, + [in] IWineD3DSurface *cursor_surface + ); + void SetCursorPosition( + [in] int x_screen_space, + [in] int y_screen_space, + [in] DWORD flags + ); + BOOL ShowCursor( + [in] BOOL show + ); + HRESULT TestCooperativeLevel( + ); + HRESULT SetClipPlane( + [in] DWORD plane_idx, + [in] const float *plane + ); + HRESULT GetClipPlane( + [in] DWORD plane_idx, + [out] float *plane + ); + HRESULT SetClipStatus( + [in] const WINED3DCLIPSTATUS *clip_status + ); + HRESULT GetClipStatus( + [out] WINED3DCLIPSTATUS *clip_status + ); + HRESULT SetCurrentTexturePalette( + [in] UINT palette_number + ); + HRESULT GetCurrentTexturePalette( + [out] UINT *palette_number + ); + HRESULT SetDepthStencilSurface( + [in] IWineD3DSurface *depth_stencil + ); + HRESULT GetDepthStencilSurface( + [out] IWineD3DSurface **depth_stencil + ); + HRESULT SetFVF( + [in] DWORD fvf + ); + HRESULT GetFVF( + [out] DWORD *fvf + ); + void SetGammaRamp( + [in] UINT swapchain_idx, + [in] DWORD flags, + [in] const WINED3DGAMMARAMP *ramp + ); + void GetGammaRamp( + [in] UINT swapchain_idx, + [out] WINED3DGAMMARAMP *ramp + ); + HRESULT SetIndices( + [in] IWineD3DIndexBuffer *index_buffer + ); + HRESULT GetIndices( + [out] IWineD3DIndexBuffer **index_buffer + ); + HRESULT SetBaseVertexIndex( + [in] INT base_index + ); + HRESULT GetBaseVertexIndex( + [out] INT *base_index + ); + HRESULT SetLight( + [in] DWORD light_idx, + [in] const WINED3DLIGHT *light + ); + HRESULT GetLight( + [in] DWORD light_idx, + [out] WINED3DLIGHT *light + ); + HRESULT SetLightEnable( + [in] DWORD light_idx, + [in] BOOL enable + ); + HRESULT GetLightEnable( + [in] DWORD light_idx, + [out] BOOL *enable + ); + HRESULT SetMaterial( + [in] const WINED3DMATERIAL *material + ); + HRESULT GetMaterial( + [out] WINED3DMATERIAL *material + ); + HRESULT SetNPatchMode( + [in] float segments + ); + float GetNPatchMode( + ); + HRESULT SetPaletteEntries( + [in] UINT palette_number, + [in] const PALETTEENTRY *entries + ); + HRESULT GetPaletteEntries( + [in] UINT palette_number, + [out] PALETTEENTRY *entries + ); + HRESULT SetPixelShader( + [in] IWineD3DPixelShader *shader + ); + HRESULT GetPixelShader( + [out] IWineD3DPixelShader **shader + ); + HRESULT SetPixelShaderConstantB( + [in] UINT start_register, + [in] const BOOL *constants, + [in] UINT bool_count + ); + HRESULT GetPixelShaderConstantB( + [in] UINT start_register, + [out] BOOL *constants, + [in] UINT bool_count + ); + HRESULT SetPixelShaderConstantI( + [in] UINT start_register, + [in] const int *constants, + [in] UINT vector4i_count + ); + HRESULT GetPixelShaderConstantI( + [in] UINT start_register, + [out] int *constants, + [in] UINT vector4i_count + ); + HRESULT SetPixelShaderConstantF( + [in] UINT start_register, + [in] const float *constants, + [in] UINT vector4f_count + ); + HRESULT GetPixelShaderConstantF( + [in] UINT start_register, + [out] float *constants, + [in] UINT vector4f_count + ); + HRESULT SetRenderState( + [in] WINED3DRENDERSTATETYPE state, + [in] DWORD value + ); + HRESULT GetRenderState( + [in] WINED3DRENDERSTATETYPE state, + [out] DWORD *value + ); + HRESULT SetRenderTarget( + [in] DWORD render_target_idx, + [in] IWineD3DSurface *render_target + ); + HRESULT GetRenderTarget( + [in] DWORD render_target_idx, + [out] IWineD3DSurface **render_target + ); + HRESULT SetFrontBackBuffers( + [in] IWineD3DSurface *front, + [in] IWineD3DSurface *back + ); + HRESULT SetSamplerState( + [in] DWORD sampler_idx, + [in] WINED3DSAMPLERSTATETYPE state, + [in] DWORD value + ); + HRESULT GetSamplerState( + [in] DWORD sampler_idx, + [in] WINED3DSAMPLERSTATETYPE state, + [out] DWORD *value + ); + HRESULT SetScissorRect( + [in] const RECT *rect + ); + HRESULT GetScissorRect( + [out] RECT *rect + ); + HRESULT SetSoftwareVertexProcessing( + [in] BOOL software + ); + BOOL GetSoftwareVertexProcessing( + ); + HRESULT SetStreamSource( + [in] UINT stream_idx, + [in] IWineD3DVertexBuffer *vertex_buffer, + [in] UINT offset, + [in] UINT stride + ); + HRESULT GetStreamSource( + [in] UINT stream_idx, + [out] IWineD3DVertexBuffer **vertex_buffer, + [out] UINT *offset, + [out] UINT *stride + ); + HRESULT SetStreamSourceFreq( + [in] UINT stream_idx, + [in] UINT divider + ); + HRESULT GetStreamSourceFreq( + [in] UINT stream_idx, + [out] UINT *divider + ); + HRESULT SetTexture( + [in] DWORD stage, + [in] IWineD3DBaseTexture *texture + ); + HRESULT GetTexture( + [in] DWORD stage, + [out] IWineD3DBaseTexture **texture + ); + HRESULT SetTextureStageState( + [in] DWORD stage, + [in] WINED3DTEXTURESTAGESTATETYPE state, + [in] DWORD value + ); + HRESULT GetTextureStageState( + [in] DWORD stage, + [in] WINED3DTEXTURESTAGESTATETYPE state, + [out] DWORD *value + ); + HRESULT SetTransform( + [in] WINED3DTRANSFORMSTATETYPE state, + [in] const WINED3DMATRIX *matrix + ); + HRESULT GetTransform( + [in] WINED3DTRANSFORMSTATETYPE state, + [out] WINED3DMATRIX *matrix + ); + HRESULT SetVertexDeclaration( + [in] IWineD3DVertexDeclaration *declaration + ); + HRESULT GetVertexDeclaration( + [out] IWineD3DVertexDeclaration **declaration + ); + HRESULT SetVertexShader( + [in] IWineD3DVertexShader *shader + ); + HRESULT GetVertexShader( + [out] IWineD3DVertexShader **shader + ); + HRESULT SetVertexShaderConstantB( + [in] UINT start_register, + [in] const BOOL *constants, + [in] UINT bool_count + ); + HRESULT GetVertexShaderConstantB( + [in] UINT start_register, + [out] BOOL *constants, + [in] UINT bool_count + ); + HRESULT SetVertexShaderConstantI( + [in] UINT start_register, + [in] const int *constants, + [in] UINT vector4i_count + ); + HRESULT GetVertexShaderConstantI( + [in] UINT start_register, + [out] int *constants, + [in] UINT vector4i_count + ); + HRESULT SetVertexShaderConstantF( + [in] UINT start_register, + [in] const float *constants, + [in] UINT vector4f_count + ); + HRESULT GetVertexShaderConstantF( + [in] UINT start_register, + [out] float *constants, + [in] UINT vector4f_count + ); + HRESULT SetViewport( + [in] const WINED3DVIEWPORT *viewport + ); + HRESULT GetViewport( + [out] WINED3DVIEWPORT *viewport + ); + HRESULT MultiplyTransform( + [in] WINED3DTRANSFORMSTATETYPE state, + [in] const WINED3DMATRIX *matrix + ); + HRESULT ValidateDevice( + [out] DWORD *num_passes + ); + HRESULT ProcessVertices( + [in] UINT src_start_idx, + [in] UINT dst_idx, + [in] UINT vertex_count, + [in] IWineD3DVertexBuffer *dest_buffer, + [in] IWineD3DVertexDeclaration *declaration, + [in] DWORD flags + ); + HRESULT BeginStateBlock( + ); + HRESULT EndStateBlock( + [out] IWineD3DStateBlock **stateblock + ); + HRESULT BeginScene( + ); + HRESULT EndScene( + ); + HRESULT Present( + [in] const RECT *src_rect, + [in] const RECT *dst_rect, + [in] HWND dst_window_override, + [in] const RGNDATA *dirty_region + ); + HRESULT Clear( + [in] DWORD rect_count, + [in] const WINED3DRECT *rects, + [in] DWORD flags, + [in] WINED3DCOLOR color, + [in] float z, + [in] DWORD stencil + ); + HRESULT DrawPrimitive( + [in] WINED3DPRIMITIVETYPE primitive_type, + [in] UINT start_vertex, + [in] UINT primitive_count + ); + HRESULT DrawIndexedPrimitive( + [in] WINED3DPRIMITIVETYPE primitive_type, + [in] UINT min_vertex_idx, + [in] UINT vertex_count, + [in] UINT start_idx, + [in] UINT primitive_count + ); + HRESULT DrawPrimitiveUP( + [in] WINED3DPRIMITIVETYPE primitive_type, + [in] UINT primitive_count, + [in] const void *stream_data, + [in] UINT stream_stride + ); + HRESULT DrawIndexedPrimitiveUP( + [in] WINED3DPRIMITIVETYPE primitive_type, + [in] UINT min_vertex_idx, + [in] UINT vertex_count, + [in] UINT primitive_count, + [in] const void *index_data, + [in] WINED3DFORMAT index_data_format, + [in] const void *stream_data, + [in] UINT stream_stride + ); + HRESULT DrawPrimitiveStrided( + [in] WINED3DPRIMITIVETYPE primitive_type, + [in] UINT primitive_count, + [in] const WineDirect3DVertexStridedData *strided_data + ); + HRESULT DrawIndexedPrimitiveStrided( + [in] WINED3DPRIMITIVETYPE primitive_type, + [in] UINT primitive_count, + [in] const WineDirect3DVertexStridedData *strided_data, + [in] UINT vertex_count, + [in] const void *index_data, + [in] WINED3DFORMAT index_data_format + ); + HRESULT DrawRectPatch( + [in] UINT handle, + [in] const float *num_segs, + [in] const WINED3DRECTPATCH_INFO *rect_patch_info + ); + HRESULT DrawTriPatch( + [in] UINT handle, + [in] const float *num_segs, + [in] const WINED3DTRIPATCH_INFO *tri_patch_info + ); + HRESULT DeletePatch( + [in] UINT handle + ); + HRESULT ColorFill( + [in] IWineD3DSurface *surface, + [in] const WINED3DRECT *rect, + [in] WINED3DCOLOR color + ); + HRESULT UpdateTexture( + [in] IWineD3DBaseTexture *src_texture, + [in] IWineD3DBaseTexture *dst_texture + ); + HRESULT UpdateSurface( + [in] IWineD3DSurface *src_surface, + [in] const RECT *src_rect, + [in] IWineD3DSurface *dst_surface, + [in] const POINT *dst_point + ); + HRESULT GetFrontBufferData( + [in] UINT swapchain_idx, + [in] IWineD3DSurface *dst_surface + ); + void ResourceReleased( + [in] IWineD3DResource *resource + ); + HRESULT EnumResources( + [in] D3DCB_ENUMRESOURCES callback, + [in] void *data + ); +} + +IWineD3D *WineDirect3DCreate(UINT dxVersion, IUnknown *parent); +IWineD3DClipper *WineDirect3DCreateClipper(IUnknown *parent); diff --git a/reactos/dll/directx/wine/wined3d/wined3d.rbuild b/reactos/dll/directx/wine/wined3d/wined3d.rbuild index ac972254a58..5fe0140827a 100644 --- a/reactos/dll/directx/wine/wined3d/wined3d.rbuild +++ b/reactos/dll/directx/wine/wined3d/wined3d.rbuild @@ -4,6 +4,7 @@ . include/reactos/wine + . @@ -49,4 +50,8 @@ volumetexture.c wined3d_main.c version.rc + wined3d_header + + wined3d.idl + \ No newline at end of file diff --git a/reactos/dll/directx/wine/wined3d/wined3d_gl.h b/reactos/dll/directx/wine/wined3d/wined3d_gl.h new file mode 100644 index 00000000000..f92adc6a730 --- /dev/null +++ b/reactos/dll/directx/wine/wined3d/wined3d_gl.h @@ -0,0 +1,3892 @@ +/* + * Direct3D wine OpenGL include file + * + * Copyright 2002-2003 The wine-d3d team + * Copyright 2002-2004 Jason Edmeades + * Raphael Junqueira + * Copyright 2007 Roderick Colenbrander + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 2.1 of the License, or (at your option) any later version. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA + * + * + * Most OpenGL 1.0/1.1/1.2/1.3 constants/types come from the Mesa-project: + * Copyright (C) 1999-2006 Brian Paul + * + * From the Mesa-license: + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + +#ifndef __WINE_WINED3D_GL_H +#define __WINE_WINED3D_GL_H + +#ifdef USE_WIN32_OPENGL +#define WINE_GLAPI __stdcall +#else +#define WINE_GLAPI +#endif + +/**************************************************** + * OpenGL 1.0/1.1/1.2/1.3 + * types, #defines and function pointers + ****************************************************/ + +/* Types */ +typedef unsigned int GLbitfield; +typedef unsigned char GLboolean; +typedef signed char GLbyte; +typedef unsigned char GLubyte; +typedef short GLshort; +typedef unsigned short GLushort; +typedef int GLint; +typedef unsigned int GLuint; +typedef unsigned int GLenum; +typedef float GLfloat; +typedef int GLsizei; +typedef float GLclampf; +typedef double GLdouble; +typedef double GLclampd; +typedef void GLvoid; + +/* Booleans */ +#define GL_FALSE 0x0 +#define GL_TRUE 0x1 + +/* Data types */ +#define GL_BYTE 0x1400 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_SHORT 0x1402 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_INT 0x1404 +#define GL_UNSIGNED_INT 0x1405 +#define GL_FLOAT 0x1406 +#define GL_DOUBLE 0x140A +#define GL_2_BYTES 0x1407 +#define GL_3_BYTES 0x1408 +#define GL_4_BYTES 0x1409 + +/* Errors */ +#define GL_NO_ERROR 0x0 +#define GL_INVALID_VALUE 0x0501 +#define GL_INVALID_ENUM 0x0500 +#define GL_INVALID_OPERATION 0x0502 +#define GL_STACK_OVERFLOW 0x0503 +#define GL_STACK_UNDERFLOW 0x0504 +#define GL_OUT_OF_MEMORY 0x0505 + +/* Utility */ +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 +#define GL_VERSION 0x1F02 +#define GL_EXTENSIONS 0x1F03 + +/* Accumulation buffer */ +#define GL_ACCUM_RED_BITS 0x0D58 +#define GL_ACCUM_GREEN_BITS 0x0D59 +#define GL_ACCUM_BLUE_BITS 0x0D5A +#define GL_ACCUM_ALPHA_BITS 0x0D5B +#define GL_ACCUM_CLEAR_VALUE 0x0B80 +#define GL_ACCUM 0x0100 +#define GL_ADD 0x0104 +#define GL_LOAD 0x0101 +#define GL_MULT 0x0103 +#define GL_RETURN 0x0102 + +/* Alpha testing */ +#define GL_ALPHA_TEST 0x0BC0 +#define GL_ALPHA_TEST_REF 0x0BC2 +#define GL_ALPHA_TEST_FUNC 0x0BC1 + +/* Blending */ +#define GL_BLEND 0x0BE2 +#define GL_BLEND_SRC 0x0BE1 +#define GL_BLEND_DST 0x0BE0 +#define GL_ZERO 0x0 +#define GL_ONE 0x1 +#define GL_SRC_COLOR 0x0300 +#define GL_ONE_MINUS_SRC_COLOR 0x0301 +#define GL_SRC_ALPHA 0x0302 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_DST_ALPHA 0x0304 +#define GL_ONE_MINUS_DST_ALPHA 0x0305 +#define GL_DST_COLOR 0x0306 +#define GL_ONE_MINUS_DST_COLOR 0x0307 +#define GL_SRC_ALPHA_SATURATE 0x0308 +#define GL_CONSTANT_COLOR 0x8001 +#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 +#define GL_CONSTANT_ALPHA 0x8003 +#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 + +/* Buffers, Pixel Drawing/Reading */ +#define GL_NONE 0x0 +#define GL_FRONT_LEFT 0x0400 +#define GL_FRONT_RIGHT 0x0401 +#define GL_BACK_LEFT 0x0402 +#define GL_BACK_RIGHT 0x0403 +#define GL_FRONT 0x0404 +#define GL_BACK 0x0405 +#define GL_LEFT 0x0406 +#define GL_RIGHT 0x0407 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_AUX0 0x0409 +#define GL_AUX1 0x040A +#define GL_AUX2 0x040B +#define GL_AUX3 0x040C +#define GL_COLOR_INDEX 0x1900 +#define GL_RED 0x1903 +#define GL_GREEN 0x1904 +#define GL_BLUE 0x1905 +#define GL_ALPHA 0x1906 +#define GL_LUMINANCE 0x1909 +#define GL_LUMINANCE_ALPHA 0x190A +#define GL_ALPHA_BITS 0x0D55 +#define GL_RED_BITS 0x0D52 +#define GL_GREEN_BITS 0x0D53 +#define GL_BLUE_BITS 0x0D54 +#define GL_INDEX_BITS 0x0D51 +#define GL_SUBPIXEL_BITS 0x0D50 +#define GL_AUX_BUFFERS 0x0C00 +#define GL_READ_BUFFER 0x0C02 +#define GL_DRAW_BUFFER 0x0C01 +#define GL_DOUBLEBUFFER 0x0C32 +#define GL_STEREO 0x0C33 +#define GL_BITMAP 0x1A00 +#define GL_COLOR 0x1800 +#define GL_DEPTH 0x1801 +#define GL_STENCIL 0x1802 +#define GL_DITHER 0x0BD0 +#define GL_RGB 0x1907 +#define GL_RGBA 0x1908 + +/* Clipping */ +#define GL_CLIP_PLANE0 0x3000 +#define GL_CLIP_PLANE1 0x3001 +#define GL_CLIP_PLANE2 0x3002 +#define GL_CLIP_PLANE3 0x3003 +#define GL_CLIP_PLANE4 0x3004 +#define GL_CLIP_PLANE5 0x3005 + +/* Depth buffer */ +#define GL_NEVER 0x0200 +#define GL_LESS 0x0201 +#define GL_EQUAL 0x0202 +#define GL_LEQUAL 0x0203 +#define GL_GREATER 0x0204 +#define GL_NOTEQUAL 0x0205 +#define GL_GEQUAL 0x0206 +#define GL_ALWAYS 0x0207 +#define GL_DEPTH_TEST 0x0B71 +#define GL_DEPTH_BITS 0x0D56 +#define GL_DEPTH_CLEAR_VALUE 0x0B73 +#define GL_DEPTH_FUNC 0x0B74 +#define GL_DEPTH_RANGE 0x0B70 +#define GL_DEPTH_WRITEMASK 0x0B72 +#define GL_DEPTH_COMPONENT 0x1902 + +/* Evaluators */ +#define GL_AUTO_NORMAL 0x0D80 +#define GL_MAP1_COLOR_4 0x0D90 +#define GL_MAP1_GRID_DOMAIN 0x0DD0 +#define GL_MAP1_GRID_SEGMENTS 0x0DD1 +#define GL_MAP1_INDEX 0x0D91 +#define GL_MAP1_NORMAL 0x0D92 +#define GL_MAP1_TEXTURE_COORD_1 0x0D93 +#define GL_MAP1_TEXTURE_COORD_2 0x0D94 +#define GL_MAP1_TEXTURE_COORD_3 0x0D95 +#define GL_MAP1_TEXTURE_COORD_4 0x0D96 +#define GL_MAP1_VERTEX_3 0x0D97 +#define GL_MAP1_VERTEX_4 0x0D98 +#define GL_MAP2_COLOR_4 0x0DB0 +#define GL_MAP2_GRID_DOMAIN 0x0DD2 +#define GL_MAP2_GRID_SEGMENTS 0x0DD3 +#define GL_MAP2_INDEX 0x0DB1 +#define GL_MAP2_NORMAL 0x0DB2 +#define GL_MAP2_TEXTURE_COORD_1 0x0DB3 +#define GL_MAP2_TEXTURE_COORD_2 0x0DB4 +#define GL_MAP2_TEXTURE_COORD_3 0x0DB5 +#define GL_MAP2_TEXTURE_COORD_4 0x0DB6 +#define GL_MAP2_VERTEX_3 0x0DB7 +#define GL_MAP2_VERTEX_4 0x0DB8 +#define GL_COEFF 0x0A00 +#define GL_DOMAIN 0x0A02 +#define GL_ORDER 0x0A01 + +/* Feedback */ +#define GL_2D 0x0600 +#define GL_3D 0x0601 +#define GL_3D_COLOR 0x0602 +#define GL_3D_COLOR_TEXTURE 0x0603 +#define GL_4D_COLOR_TEXTURE 0x0604 +#define GL_POINT_TOKEN 0x0701 +#define GL_LINE_TOKEN 0x0702 +#define GL_LINE_RESET_TOKEN 0x0707 +#define GL_POLYGON_TOKEN 0x0703 +#define GL_BITMAP_TOKEN 0x0704 +#define GL_DRAW_PIXEL_TOKEN 0x0705 +#define GL_COPY_PIXEL_TOKEN 0x0706 +#define GL_PASS_THROUGH_TOKEN 0x0700 +#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0 +#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1 +#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2 + +/* Fog */ +#define GL_FOG 0x0B60 +#define GL_FOG_MODE 0x0B65 +#define GL_FOG_DENSITY 0x0B62 +#define GL_FOG_COLOR 0x0B66 +#define GL_FOG_INDEX 0x0B61 +#define GL_FOG_START 0x0B63 +#define GL_FOG_END 0x0B64 +#define GL_LINEAR 0x2601 +#define GL_EXP 0x0800 +#define GL_EXP2 0x0801 + +/* Gets */ +#define GL_ATTRIB_STACK_DEPTH 0x0BB0 +#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1 +#define GL_COLOR_CLEAR_VALUE 0x0C22 +#define GL_COLOR_WRITEMASK 0x0C23 +#define GL_CURRENT_INDEX 0x0B01 +#define GL_CURRENT_COLOR 0x0B00 +#define GL_CURRENT_NORMAL 0x0B02 +#define GL_CURRENT_RASTER_COLOR 0x0B04 +#define GL_CURRENT_RASTER_DISTANCE 0x0B09 +#define GL_CURRENT_RASTER_INDEX 0x0B05 +#define GL_CURRENT_RASTER_POSITION 0x0B07 +#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06 +#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08 +#define GL_CURRENT_TEXTURE_COORDS 0x0B03 +#define GL_INDEX_CLEAR_VALUE 0x0C20 +#define GL_INDEX_MODE 0x0C30 +#define GL_INDEX_WRITEMASK 0x0C21 +#define GL_MODELVIEW_MATRIX 0x0BA6 +#define GL_MODELVIEW_STACK_DEPTH 0x0BA3 +#define GL_NAME_STACK_DEPTH 0x0D70 +#define GL_PROJECTION_MATRIX 0x0BA7 +#define GL_PROJECTION_STACK_DEPTH 0x0BA4 +#define GL_RENDER_MODE 0x0C40 +#define GL_RGBA_MODE 0x0C31 +#define GL_TEXTURE_MATRIX 0x0BA8 +#define GL_TEXTURE_STACK_DEPTH 0x0BA5 +#define GL_VIEWPORT 0x0BA2 + +/* Hints */ +#define GL_FOG_HINT 0x0C54 +#define GL_LINE_SMOOTH_HINT 0x0C52 +#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50 +#define GL_POINT_SMOOTH_HINT 0x0C51 +#define GL_POLYGON_SMOOTH_HINT 0x0C53 +#define GL_DONT_CARE 0x1100 +#define GL_FASTEST 0x1101 +#define GL_NICEST 0x1102 + +/* Implementation limits */ +#define GL_MAX_LIST_NESTING 0x0B31 +#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35 +#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36 +#define GL_MAX_NAME_STACK_DEPTH 0x0D37 +#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38 +#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39 +#define GL_MAX_EVAL_ORDER 0x0D30 +#define GL_MAX_LIGHTS 0x0D31 +#define GL_MAX_CLIP_PLANES 0x0D32 +#define GL_MAX_TEXTURE_SIZE 0x0D33 +#define GL_MAX_PIXEL_MAP_TABLE 0x0D34 +#define GL_MAX_VIEWPORT_DIMS 0x0D3A +#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B + +/* Lighting */ +#define GL_LIGHTING 0x0B50 +#define GL_LIGHT0 0x4000 +#define GL_LIGHT1 0x4001 +#define GL_LIGHT2 0x4002 +#define GL_LIGHT3 0x4003 +#define GL_LIGHT4 0x4004 +#define GL_LIGHT5 0x4005 +#define GL_LIGHT6 0x4006 +#define GL_LIGHT7 0x4007 +#define GL_SPOT_EXPONENT 0x1205 +#define GL_SPOT_CUTOFF 0x1206 +#define GL_CONSTANT_ATTENUATION 0x1207 +#define GL_LINEAR_ATTENUATION 0x1208 +#define GL_QUADRATIC_ATTENUATION 0x1209 +#define GL_AMBIENT 0x1200 +#define GL_DIFFUSE 0x1201 +#define GL_SPECULAR 0x1202 +#define GL_SHININESS 0x1601 +#define GL_EMISSION 0x1600 +#define GL_POSITION 0x1203 +#define GL_SPOT_DIRECTION 0x1204 +#define GL_AMBIENT_AND_DIFFUSE 0x1602 +#define GL_COLOR_INDEXES 0x1603 +#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52 +#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51 +#define GL_LIGHT_MODEL_AMBIENT 0x0B53 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_SHADE_MODEL 0x0B54 +#define GL_FLAT 0x1D00 +#define GL_SMOOTH 0x1D01 +#define GL_COLOR_MATERIAL 0x0B57 +#define GL_COLOR_MATERIAL_FACE 0x0B55 +#define GL_COLOR_MATERIAL_PARAMETER 0x0B56 +#define GL_NORMALIZE 0x0BA1 + +/* Lines */ +#define GL_LINE_SMOOTH 0x0B20 +#define GL_LINE_STIPPLE 0x0B24 +#define GL_LINE_STIPPLE_PATTERN 0x0B25 +#define GL_LINE_STIPPLE_REPEAT 0x0B26 +#define GL_LINE_WIDTH 0x0B21 +#define GL_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_LINE_WIDTH_RANGE 0x0B22 + +/* Logic Ops */ +#define GL_LOGIC_OP 0x0BF1 +#define GL_INDEX_LOGIC_OP 0x0BF1 +#define GL_COLOR_LOGIC_OP 0x0BF2 +#define GL_LOGIC_OP_MODE 0x0BF0 +#define GL_CLEAR 0x1500 +#define GL_SET 0x150F +#define GL_COPY 0x1503 +#define GL_COPY_INVERTED 0x150C +#define GL_NOOP 0x1505 +#define GL_INVERT 0x150A +#define GL_AND 0x1501 +#define GL_NAND 0x150E +#define GL_OR 0x1507 +#define GL_NOR 0x1508 +#define GL_XOR 0x1506 +#define GL_EQUIV 0x1509 +#define GL_AND_REVERSE 0x1502 +#define GL_AND_INVERTED 0x1504 +#define GL_OR_REVERSE 0x150B +#define GL_OR_INVERTED 0x150D + +/* Matrix Mode */ +#define GL_MATRIX_MODE 0x0BA0 +#define GL_MODELVIEW 0x1700 +#define GL_PROJECTION 0x1701 +#define GL_TEXTURE 0x1702 + +/* Pixel Mode / Transfer */ +#define GL_MAP_COLOR 0x0D10 +#define GL_MAP_STENCIL 0x0D11 +#define GL_INDEX_SHIFT 0x0D12 +#define GL_INDEX_OFFSET 0x0D13 +#define GL_RED_SCALE 0x0D14 +#define GL_RED_BIAS 0x0D15 +#define GL_GREEN_SCALE 0x0D18 +#define GL_GREEN_BIAS 0x0D19 +#define GL_BLUE_SCALE 0x0D1A +#define GL_BLUE_BIAS 0x0D1B +#define GL_ALPHA_SCALE 0x0D1C +#define GL_ALPHA_BIAS 0x0D1D +#define GL_DEPTH_SCALE 0x0D1E +#define GL_DEPTH_BIAS 0x0D1F +#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1 +#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0 +#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2 +#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3 +#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4 +#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5 +#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6 +#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7 +#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8 +#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9 +#define GL_PIXEL_MAP_S_TO_S 0x0C71 +#define GL_PIXEL_MAP_I_TO_I 0x0C70 +#define GL_PIXEL_MAP_I_TO_R 0x0C72 +#define GL_PIXEL_MAP_I_TO_G 0x0C73 +#define GL_PIXEL_MAP_I_TO_B 0x0C74 +#define GL_PIXEL_MAP_I_TO_A 0x0C75 +#define GL_PIXEL_MAP_R_TO_R 0x0C76 +#define GL_PIXEL_MAP_G_TO_G 0x0C77 +#define GL_PIXEL_MAP_B_TO_B 0x0C78 +#define GL_PIXEL_MAP_A_TO_A 0x0C79 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_PACK_LSB_FIRST 0x0D01 +#define GL_PACK_ROW_LENGTH 0x0D02 +#define GL_PACK_SKIP_PIXELS 0x0D04 +#define GL_PACK_SKIP_ROWS 0x0D03 +#define GL_PACK_SWAP_BYTES 0x0D00 +#define GL_UNPACK_ALIGNMENT 0x0CF5 +#define GL_UNPACK_LSB_FIRST 0x0CF1 +#define GL_UNPACK_ROW_LENGTH 0x0CF2 +#define GL_UNPACK_SKIP_PIXELS 0x0CF4 +#define GL_UNPACK_SKIP_ROWS 0x0CF3 +#define GL_UNPACK_SWAP_BYTES 0x0CF0 +#define GL_ZOOM_X 0x0D16 +#define GL_ZOOM_Y 0x0D17 + +/* Points */ +#define GL_POINT_SMOOTH 0x0B10 +#define GL_POINT_SIZE 0x0B11 +#define GL_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_POINT_SIZE_RANGE 0x0B12 + +/* Polygons */ +#define GL_POINT 0x1B00 +#define GL_LINE 0x1B01 +#define GL_FILL 0x1B02 +#define GL_CW 0x0900 +#define GL_CCW 0x0901 +#define GL_FRONT 0x0404 +#define GL_BACK 0x0405 +#define GL_POLYGON_MODE 0x0B40 +#define GL_POLYGON_SMOOTH 0x0B41 +#define GL_POLYGON_STIPPLE 0x0B42 +#define GL_EDGE_FLAG 0x0B43 +#define GL_CULL_FACE 0x0B44 +#define GL_CULL_FACE_MODE 0x0B45 +#define GL_FRONT_FACE 0x0B46 +#define GL_POLYGON_OFFSET_FACTOR 0x8038 +#define GL_POLYGON_OFFSET_UNITS 0x2A00 +#define GL_POLYGON_OFFSET_POINT 0x2A01 +#define GL_POLYGON_OFFSET_LINE 0x2A02 +#define GL_POLYGON_OFFSET_FILL 0x8037 + +/* Primitives */ +#define GL_POINTS 0x0000 +#define GL_LINES 0x0001 +#define GL_LINE_LOOP 0x0002 +#define GL_LINE_STRIP 0x0003 +#define GL_TRIANGLES 0x0004 +#define GL_TRIANGLE_STRIP 0x0005 +#define GL_TRIANGLE_FAN 0x0006 +#define GL_QUADS 0x0007 +#define GL_QUAD_STRIP 0x0008 +#define GL_POLYGON 0x0009 + +/* Push/Pop bits */ +#define GL_CURRENT_BIT 0x00000001 +#define GL_POINT_BIT 0x00000002 +#define GL_LINE_BIT 0x00000004 +#define GL_POLYGON_BIT 0x00000008 +#define GL_POLYGON_STIPPLE_BIT 0x00000010 +#define GL_PIXEL_MODE_BIT 0x00000020 +#define GL_LIGHTING_BIT 0x00000040 +#define GL_FOG_BIT 0x00000080 +#define GL_DEPTH_BUFFER_BIT 0x00000100 +#define GL_ACCUM_BUFFER_BIT 0x00000200 +#define GL_STENCIL_BUFFER_BIT 0x00000400 +#define GL_VIEWPORT_BIT 0x00000800 +#define GL_TRANSFORM_BIT 0x00001000 +#define GL_ENABLE_BIT 0x00002000 +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_HINT_BIT 0x00008000 +#define GL_EVAL_BIT 0x00010000 +#define GL_LIST_BIT 0x00020000 +#define GL_TEXTURE_BIT 0x00040000 +#define GL_SCISSOR_BIT 0x00080000 +#define GL_ALL_ATTRIB_BITS 0x000FFFFF + +/* Render Mode */ +#define GL_FEEDBACK 0x1C01 +#define GL_RENDER 0x1C00 +#define GL_SELECT 0x1C02 + +/* Scissor box */ +#define GL_SCISSOR_TEST 0x0C11 +#define GL_SCISSOR_BOX 0x0C10 + +/* Stencil */ +#define GL_STENCIL_TEST 0x0B90 +#define GL_STENCIL_WRITEMASK 0x0B98 +#define GL_STENCIL_BITS 0x0D57 +#define GL_STENCIL_FUNC 0x0B92 +#define GL_STENCIL_VALUE_MASK 0x0B93 +#define GL_STENCIL_REF 0x0B97 +#define GL_STENCIL_FAIL 0x0B94 +#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 +#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 +#define GL_STENCIL_CLEAR_VALUE 0x0B91 +#define GL_STENCIL_INDEX 0x1901 +#define GL_KEEP 0x1E00 +#define GL_REPLACE 0x1E01 +#define GL_INCR 0x1E02 +#define GL_DECR 0x1E03 + +/* Texture mapping */ +#define GL_TEXTURE_ENV 0x2300 +#define GL_TEXTURE_ENV_MODE 0x2200 +#define GL_TEXTURE_1D 0x0DE0 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_TEXTURE_WRAP_S 0x2802 +#define GL_TEXTURE_WRAP_T 0x2803 +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 +#define GL_TEXTURE_ENV_COLOR 0x2201 +#define GL_TEXTURE_GEN_S 0x0C60 +#define GL_TEXTURE_GEN_T 0x0C61 +#define GL_TEXTURE_GEN_MODE 0x2500 +#define GL_TEXTURE_BORDER_COLOR 0x1004 +#define GL_TEXTURE_WIDTH 0x1000 +#define GL_TEXTURE_HEIGHT 0x1001 +#define GL_TEXTURE_BORDER 0x1005 +#define GL_TEXTURE_COMPONENTS 0x1003 +#define GL_TEXTURE_RED_SIZE 0x805C +#define GL_TEXTURE_GREEN_SIZE 0x805D +#define GL_TEXTURE_BLUE_SIZE 0x805E +#define GL_TEXTURE_ALPHA_SIZE 0x805F +#define GL_TEXTURE_LUMINANCE_SIZE 0x8060 +#define GL_TEXTURE_INTENSITY_SIZE 0x8061 +#define GL_NEAREST_MIPMAP_NEAREST 0x2700 +#define GL_NEAREST_MIPMAP_LINEAR 0x2702 +#define GL_LINEAR_MIPMAP_NEAREST 0x2701 +#define GL_LINEAR_MIPMAP_LINEAR 0x2703 +#define GL_OBJECT_LINEAR 0x2401 +#define GL_OBJECT_PLANE 0x2501 +#define GL_EYE_LINEAR 0x2400 +#define GL_EYE_PLANE 0x2502 +#define GL_SPHERE_MAP 0x2402 +#define GL_DECAL 0x2101 +#define GL_MODULATE 0x2100 +#define GL_NEAREST 0x2600 +#define GL_REPEAT 0x2901 +#define GL_CLAMP 0x2900 +#define GL_S 0x2000 +#define GL_T 0x2001 +#define GL_R 0x2002 +#define GL_Q 0x2003 +#define GL_TEXTURE_GEN_R 0x0C62 +#define GL_TEXTURE_GEN_Q 0x0C63 + +/* Vertex Arrays */ +#define GL_VERTEX_ARRAY 0x8074 +#define GL_NORMAL_ARRAY 0x8075 +#define GL_COLOR_ARRAY 0x8076 +#define GL_INDEX_ARRAY 0x8077 +#define GL_TEXTURE_COORD_ARRAY 0x8078 +#define GL_EDGE_FLAG_ARRAY 0x8079 +#define GL_VERTEX_ARRAY_SIZE 0x807A +#define GL_VERTEX_ARRAY_TYPE 0x807B +#define GL_VERTEX_ARRAY_STRIDE 0x807C +#define GL_NORMAL_ARRAY_TYPE 0x807E +#define GL_NORMAL_ARRAY_STRIDE 0x807F +#define GL_COLOR_ARRAY_SIZE 0x8081 +#define GL_COLOR_ARRAY_TYPE 0x8082 +#define GL_COLOR_ARRAY_STRIDE 0x8083 +#define GL_INDEX_ARRAY_TYPE 0x8085 +#define GL_INDEX_ARRAY_STRIDE 0x8086 +#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088 +#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089 +#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A +#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C +#define GL_VERTEX_ARRAY_POINTER 0x808E +#define GL_NORMAL_ARRAY_POINTER 0x808F +#define GL_COLOR_ARRAY_POINTER 0x8090 +#define GL_INDEX_ARRAY_POINTER 0x8091 +#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092 +#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093 +#define GL_V2F 0x2A20 +#define GL_V3F 0x2A21 +#define GL_C4UB_V2F 0x2A22 +#define GL_C4UB_V3F 0x2A23 +#define GL_C3F_V3F 0x2A24 +#define GL_N3F_V3F 0x2A25 +#define GL_C4F_N3F_V3F 0x2A26 +#define GL_T2F_V3F 0x2A27 +#define GL_T4F_V4F 0x2A28 +#define GL_T2F_C4UB_V3F 0x2A29 +#define GL_T2F_C3F_V3F 0x2A2A +#define GL_T2F_N3F_V3F 0x2A2B +#define GL_T2F_C4F_N3F_V3F 0x2A2C +#define GL_T4F_C4F_N3F_V4F 0x2A2D + +/* OpenGL 1.1 */ +#define GL_PROXY_TEXTURE_1D 0x8063 +#define GL_PROXY_TEXTURE_2D 0x8064 +#define GL_TEXTURE_PRIORITY 0x8066 +#define GL_TEXTURE_RESIDENT 0x8067 +#define GL_TEXTURE_BINDING_1D 0x8068 +#define GL_TEXTURE_BINDING_2D 0x8069 +#define GL_TEXTURE_INTERNAL_FORMAT 0x1003 +#define GL_ALPHA4 0x803B +#define GL_ALPHA8 0x803C +#define GL_ALPHA12 0x803D +#define GL_ALPHA16 0x803E +#define GL_LUMINANCE4 0x803F +#define GL_LUMINANCE8 0x8040 +#define GL_LUMINANCE12 0x8041 +#define GL_LUMINANCE16 0x8042 +#define GL_LUMINANCE4_ALPHA4 0x8043 +#define GL_LUMINANCE6_ALPHA2 0x8044 +#define GL_LUMINANCE8_ALPHA8 0x8045 +#define GL_LUMINANCE12_ALPHA4 0x8046 +#define GL_LUMINANCE12_ALPHA12 0x8047 +#define GL_LUMINANCE16_ALPHA16 0x8048 +#define GL_INTENSITY 0x8049 +#define GL_INTENSITY4 0x804A +#define GL_INTENSITY8 0x804B +#define GL_INTENSITY12 0x804C +#define GL_INTENSITY16 0x804D +#define GL_R3_G3_B2 0x2A10 +#define GL_RGB4 0x804F +#define GL_RGB5 0x8050 +#define GL_RGB8 0x8051 +#define GL_RGB10 0x8052 +#define GL_RGB12 0x8053 +#define GL_RGB16 0x8054 +#define GL_RGBA2 0x8055 +#define GL_RGBA4 0x8056 +#define GL_RGB5_A1 0x8057 +#define GL_RGBA8 0x8058 +#define GL_RGB10_A2 0x8059 +#define GL_RGBA12 0x805A +#define GL_RGBA16 0x805B +#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001 +#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002 +#define GL_ALL_CLIENT_ATTRIB_BITS 0xFFFFFFFF +#define GL_CLIENT_ALL_ATTRIB_BITS 0xFFFFFFFF + +/* OpenGL 1.2 constants */ +#define GL_PACK_SKIP_IMAGES 0x806B +#define GL_PACK_IMAGE_HEIGHT 0x806C +#define GL_UNPACK_SKIP_IMAGES 0x806D +#define GL_UNPACK_IMAGE_HEIGHT 0x806E +#define GL_TEXTURE_3D 0x806F +#define GL_PROXY_TEXTURE_3D 0x8070 +#define GL_TEXTURE_DEPTH 0x8071 +#define GL_TEXTURE_WRAP_R 0x8072 +#define GL_MAX_3D_TEXTURE_SIZE 0x8073 +#define GL_BGR 0x80E0 +#define GL_BGRA 0x80E1 +#define GL_UNSIGNED_BYTE_3_3_2 0x8032 +#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 +#define GL_UNSIGNED_SHORT_5_6_5 0x8363 +#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 +#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 +#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 +#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 +#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 +#define GL_UNSIGNED_INT_8_8_8_8 0x8035 +#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 +#define GL_UNSIGNED_INT_10_10_10_2 0x8036 +#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 +#define GL_RESCALE_NORMAL 0x803A +#define GL_TEXTURE_BINDING_3D 0x806A +#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8 +#define GL_SINGLE_COLOR 0x81F9 +#define GL_SEPARATE_SPECULAR_COLOR 0x81FA +#define GL_CLAMP_TO_EDGE 0x812F +#define GL_TEXTURE_MIN_LOD 0x813A +#define GL_TEXTURE_MAX_LOD 0x813B +#define GL_TEXTURE_BASE_LEVEL 0x813C +#define GL_TEXTURE_MAX_LEVEL 0x813D +#define GL_MAX_ELEMENTS_VERTICES 0x80E8 +#define GL_MAX_ELEMENTS_INDICES 0x80E9 +#define GL_ALIASED_POINT_SIZE_RANGE 0x846D +#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E + +/* OpenGL 1.3 constants */ +#define GL_ACTIVE_TEXTURE 0x84E0 +#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1 +#define GL_MAX_TEXTURE_UNITS 0x84E2 +#define GL_TEXTURE0 0x84C0 +#define GL_TEXTURE1 0x84C1 +#define GL_TEXTURE2 0x84C2 +#define GL_TEXTURE3 0x84C3 +#define GL_TEXTURE4 0x84C4 +#define GL_TEXTURE5 0x84C5 +#define GL_TEXTURE6 0x84C6 +#define GL_TEXTURE7 0x84C7 +#define GL_TEXTURE8 0x84C8 +#define GL_TEXTURE9 0x84C9 +#define GL_TEXTURE10 0x84CA +#define GL_TEXTURE11 0x84CB +#define GL_TEXTURE12 0x84CC +#define GL_TEXTURE13 0x84CD +#define GL_TEXTURE14 0x84CE +#define GL_TEXTURE15 0x84CF +#define GL_TEXTURE16 0x84D0 +#define GL_TEXTURE17 0x84D1 +#define GL_TEXTURE18 0x84D2 +#define GL_TEXTURE19 0x84D3 +#define GL_TEXTURE20 0x84D4 +#define GL_TEXTURE21 0x84D5 +#define GL_TEXTURE22 0x84D6 +#define GL_TEXTURE23 0x84D7 +#define GL_TEXTURE24 0x84D8 +#define GL_TEXTURE25 0x84D9 +#define GL_TEXTURE26 0x84DA +#define GL_TEXTURE27 0x84DB +#define GL_TEXTURE28 0x84DC +#define GL_TEXTURE29 0x84DD +#define GL_TEXTURE30 0x84DE +#define GL_TEXTURE31 0x84DF +#define GL_NORMAL_MAP 0x8511 +#define GL_REFLECTION_MAP 0x8512 +#define GL_TEXTURE_CUBE_MAP 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A +#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C +#define GL_COMBINE 0x8570 +#define GL_COMBINE_RGB 0x8571 +#define GL_COMBINE_ALPHA 0x8572 +#define GL_RGB_SCALE 0x8573 +#define GL_ADD_SIGNED 0x8574 +#define GL_INTERPOLATE 0x8575 +#define GL_CONSTANT 0x8576 +#define GL_PRIMARY_COLOR 0x8577 +#define GL_PREVIOUS 0x8578 +#define GL_SOURCE0_RGB 0x8580 +#define GL_SOURCE1_RGB 0x8581 +#define GL_SOURCE2_RGB 0x8582 +#define GL_SOURCE0_ALPHA 0x8588 +#define GL_SOURCE1_ALPHA 0x8589 +#define GL_SOURCE2_ALPHA 0x858A +#define GL_OPERAND0_RGB 0x8590 +#define GL_OPERAND1_RGB 0x8591 +#define GL_OPERAND2_RGB 0x8592 +#define GL_OPERAND0_ALPHA 0x8598 +#define GL_OPERAND1_ALPHA 0x8599 +#define GL_OPERAND2_ALPHA 0x859A +#define GL_SUBTRACT 0x84E7 +#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3 +#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4 +#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5 +#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6 +#define GL_COMPRESSED_ALPHA 0x84E9 +#define GL_COMPRESSED_LUMINANCE 0x84EA +#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB +#define GL_COMPRESSED_INTENSITY 0x84EC +#define GL_COMPRESSED_RGB 0x84ED +#define GL_COMPRESSED_RGBA 0x84EE +#define GL_TEXTURE_COMPRESSION_HINT 0x84EF +#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 +#define GL_TEXTURE_COMPRESSED 0x86A1 +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 +#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 +#define GL_DOT3_RGB 0x86AE +#define GL_DOT3_RGBA 0x86AF +#define GL_CLAMP_TO_BORDER 0x812D +#define GL_MULTISAMPLE 0x809D +#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE 0x809F +#define GL_SAMPLE_COVERAGE 0x80A0 +#define GL_SAMPLE_BUFFERS 0x80A8 +#define GL_SAMPLES 0x80A9 +#define GL_SAMPLE_COVERAGE_VALUE 0x80AA +#define GL_SAMPLE_COVERAGE_INVERT 0x80AB +#define GL_MULTISAMPLE_BIT 0x20000000 + +void (WINE_GLAPI *glAccum) (GLenum op, GLfloat value); +void (WINE_GLAPI *glAlphaFunc) (GLenum func, GLclampf ref); +GLboolean (WINE_GLAPI *glAreTexturesResident) (GLsizei n, const GLuint* textures, GLboolean* residences); +void (WINE_GLAPI *glArrayElement) (GLint i); +void (WINE_GLAPI *glBegin) (GLenum mode); +void (WINE_GLAPI *glBindTexture) (GLenum target, GLuint texture); +void (WINE_GLAPI *glBitmap) (GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte* bitmap); +void (WINE_GLAPI *glBlendFunc) (GLenum sfactor, GLenum dfactor); +void (WINE_GLAPI *glCallList) (GLuint list); +void (WINE_GLAPI *glCallLists) (GLsizei n, GLenum type, const GLvoid* lists); +void (WINE_GLAPI *glClear) (GLbitfield mask); +void (WINE_GLAPI *glClearAccum) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +void (WINE_GLAPI *glClearColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); +void (WINE_GLAPI *glClearDepth) (GLclampd depth); +void (WINE_GLAPI *glClearIndex) (GLfloat c); +void (WINE_GLAPI *glClearStencil) (GLint s); +void (WINE_GLAPI *glClipPlane) (GLenum plane, const GLdouble* equation); +void (WINE_GLAPI *glColor3b) (GLbyte red, GLbyte green, GLbyte blue); +void (WINE_GLAPI *glColor3bv) (const GLbyte* v); +void (WINE_GLAPI *glColor3d) (GLdouble red, GLdouble green, GLdouble blue); +void (WINE_GLAPI *glColor3dv) (const GLdouble* v); +void (WINE_GLAPI *glColor3f) (GLfloat red, GLfloat green, GLfloat blue); +void (WINE_GLAPI *glColor3fv) (const GLfloat* v); +void (WINE_GLAPI *glColor3i) (GLint red, GLint green, GLint blue); +void (WINE_GLAPI *glColor3iv) (const GLint* v); +void (WINE_GLAPI *glColor3s) (GLshort red, GLshort green, GLshort blue); +void (WINE_GLAPI *glColor3sv) (const GLshort* v); +void (WINE_GLAPI *glColor3ub) (GLubyte red, GLubyte green, GLubyte blue); +void (WINE_GLAPI *glColor3ubv) (const GLubyte* v); +void (WINE_GLAPI *glColor3ui) (GLuint red, GLuint green, GLuint blue); +void (WINE_GLAPI *glColor3uiv) (const GLuint* v); +void (WINE_GLAPI *glColor3us) (GLushort red, GLushort green, GLushort blue); +void (WINE_GLAPI *glColor3usv) (const GLushort* v); +void (WINE_GLAPI *glColor4b) (GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha); +void (WINE_GLAPI *glColor4bv) (const GLbyte* v); +void (WINE_GLAPI *glColor4d) (GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha); +void (WINE_GLAPI *glColor4dv) (const GLdouble* v); +void (WINE_GLAPI *glColor4f) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +void (WINE_GLAPI *glColor4fv) (const GLfloat* v); +void (WINE_GLAPI *glColor4i) (GLint red, GLint green, GLint blue, GLint alpha); +void (WINE_GLAPI *glColor4iv) (const GLint* v); +void (WINE_GLAPI *glColor4s) (GLshort red, GLshort green, GLshort blue, GLshort alpha); +void (WINE_GLAPI *glColor4sv) (const GLshort* v); +void (WINE_GLAPI *glColor4ub) (GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); +void (WINE_GLAPI *glColor4ubv) (const GLubyte* v); +void (WINE_GLAPI *glColor4ui) (GLuint red, GLuint green, GLuint blue, GLuint alpha); +void (WINE_GLAPI *glColor4uiv) (const GLuint* v); +void (WINE_GLAPI *glColor4us) (GLushort red, GLushort green, GLushort blue, GLushort alpha); +void (WINE_GLAPI *glColor4usv) (const GLushort* v); +void (WINE_GLAPI *glColorMask) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +void (WINE_GLAPI *glColorMaterial) (GLenum face, GLenum mode); +void (WINE_GLAPI *glColorPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid* pointer); +void (WINE_GLAPI *glCopyPixels) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum type); +void (WINE_GLAPI *glCopyTexImage1D) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +void (WINE_GLAPI *glCopyTexImage2D) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +void (WINE_GLAPI *glCopyTexSubImage1D) (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +void (WINE_GLAPI *glCopyTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +void (WINE_GLAPI *glCullFace) (GLenum mode); +void (WINE_GLAPI *glDeleteLists) (GLuint list, GLsizei range); +void (WINE_GLAPI *glDeleteTextures) (GLsizei n, const GLuint* textures); +void (WINE_GLAPI *glDepthFunc) (GLenum func); +void (WINE_GLAPI *glDepthMask) (GLboolean flag); +void (WINE_GLAPI *glDepthRange) (GLclampd nearParam, GLclampd farParam); +void (WINE_GLAPI *glDisable) (GLenum cap); +void (WINE_GLAPI *glDisableClientState) (GLenum array); +void (WINE_GLAPI *glDrawArrays) (GLenum mode, GLint first, GLsizei count); +void (WINE_GLAPI *glDrawBuffer) (GLenum mode); +void (WINE_GLAPI *glDrawElements) (GLenum mode, GLsizei count, GLenum type, const GLvoid* indices); +void (WINE_GLAPI *glDrawPixels) (GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels); +void (WINE_GLAPI *glEdgeFlag) (GLboolean flag); +void (WINE_GLAPI *glEdgeFlagPointer) (GLsizei stride, const GLvoid* pointer); +void (WINE_GLAPI *glEdgeFlagv) (const GLboolean* flag); +void (WINE_GLAPI *glEnable) (GLenum cap); +void (WINE_GLAPI *glEnableClientState) (GLenum array); +void (WINE_GLAPI *glEnd) (); +void (WINE_GLAPI *glEndList) (); +void (WINE_GLAPI *glEvalCoord1d) (GLdouble u); +void (WINE_GLAPI *glEvalCoord1dv) (const GLdouble* u); +void (WINE_GLAPI *glEvalCoord1f) (GLfloat u); +void (WINE_GLAPI *glEvalCoord1fv) (const GLfloat* u); +void (WINE_GLAPI *glEvalCoord2d) (GLdouble u, GLdouble v); +void (WINE_GLAPI *glEvalCoord2dv) (const GLdouble* u); +void (WINE_GLAPI *glEvalCoord2f) (GLfloat u, GLfloat v); +void (WINE_GLAPI *glEvalCoord2fv) (const GLfloat* u); +void (WINE_GLAPI *glEvalMesh1) (GLenum mode, GLint i1, GLint i2); +void (WINE_GLAPI *glEvalMesh2) (GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2); +void (WINE_GLAPI *glEvalPoint1) (GLint i); +void (WINE_GLAPI *glEvalPoint2) (GLint i, GLint j); +void (WINE_GLAPI *glFeedbackBuffer) (GLsizei size, GLenum type, GLfloat* buffer); +void (WINE_GLAPI *glFogf) (GLenum pname, GLfloat param); +void (WINE_GLAPI *glFogfv) (GLenum pname, const GLfloat* params); +void (WINE_GLAPI *glFogi) (GLenum pname, GLint param); +void (WINE_GLAPI *glFogiv) (GLenum pname, const GLint* params); +void (WINE_GLAPI *glFrontFace) (GLenum mode); +void (WINE_GLAPI *glFrustum) (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +GLuint (WINE_GLAPI *glGenLists) (GLsizei range); +void (WINE_GLAPI *glGenTextures) (GLsizei n, GLuint* textures); +void (WINE_GLAPI *glGetBooleanv) (GLenum pname, GLboolean* params); +void (WINE_GLAPI *glGetClipPlane) (GLenum plane, GLdouble* equation); +void (WINE_GLAPI *glGetDoublev) (GLenum pname, GLdouble* params); +GLenum (WINE_GLAPI *glGetError) (); +void (WINE_GLAPI *glGetFloatv) (GLenum pname, GLfloat* params); +void (WINE_GLAPI *glGetIntegerv) (GLenum pname, GLint* params); +void (WINE_GLAPI *glGetLightfv) (GLenum light, GLenum pname, GLfloat* params); +void (WINE_GLAPI *glGetLightiv) (GLenum light, GLenum pname, GLint* params); +void (WINE_GLAPI *glGetMapdv) (GLenum target, GLenum query, GLdouble* v); +void (WINE_GLAPI *glGetMapfv) (GLenum target, GLenum query, GLfloat* v); +void (WINE_GLAPI *glGetMapiv) (GLenum target, GLenum query, GLint* v); +void (WINE_GLAPI *glGetMaterialfv) (GLenum face, GLenum pname, GLfloat* params); +void (WINE_GLAPI *glGetMaterialiv) (GLenum face, GLenum pname, GLint* params); +void (WINE_GLAPI *glGetPixelMapfv) (GLenum map, GLfloat* values); +void (WINE_GLAPI *glGetPixelMapuiv) (GLenum map, GLuint* values); +void (WINE_GLAPI *glGetPixelMapusv) (GLenum map, GLushort* values); +void (WINE_GLAPI *glGetPointerv) (GLenum pname, GLvoid** params); +void (WINE_GLAPI *glGetPolygonStipple) (GLubyte* mask); +const GLubyte * (WINE_GLAPI *glGetString) (GLenum name); +void (WINE_GLAPI *glGetTexEnvfv) (GLenum target, GLenum pname, GLfloat* params); +void (WINE_GLAPI *glGetTexEnviv) (GLenum target, GLenum pname, GLint* params); +void (WINE_GLAPI *glGetTexGendv) (GLenum coord, GLenum pname, GLdouble* params); +void (WINE_GLAPI *glGetTexGenfv) (GLenum coord, GLenum pname, GLfloat* params); +void (WINE_GLAPI *glGetTexGeniv) (GLenum coord, GLenum pname, GLint* params); +void (WINE_GLAPI *glGetTexImage) (GLenum target, GLint level, GLenum format, GLenum type, GLvoid* pixels); +void (WINE_GLAPI *glGetTexLevelParameterfv) (GLenum target, GLint level, GLenum pname, GLfloat* params); +void (WINE_GLAPI *glGetTexLevelParameteriv) (GLenum target, GLint level, GLenum pname, GLint* params); +void (WINE_GLAPI *glGetTexParameterfv) (GLenum target, GLenum pname, GLfloat* params); +void (WINE_GLAPI *glGetTexParameteriv) (GLenum target, GLenum pname, GLint* params); +void (WINE_GLAPI *glHint) (GLenum target, GLenum mode); +void (WINE_GLAPI *glIndexMask) (GLuint mask); +void (WINE_GLAPI *glIndexPointer) (GLenum type, GLsizei stride, const GLvoid* pointer); +void (WINE_GLAPI *glIndexd) (GLdouble c); +void (WINE_GLAPI *glIndexdv) (const GLdouble* c); +void (WINE_GLAPI *glIndexf) (GLfloat c); +void (WINE_GLAPI *glIndexfv) (const GLfloat* c); +void (WINE_GLAPI *glIndexi) (GLint c); +void (WINE_GLAPI *glIndexiv) (const GLint* c); +void (WINE_GLAPI *glIndexs) (GLshort c); +void (WINE_GLAPI *glIndexsv) (const GLshort* c); +void (WINE_GLAPI *glIndexub) (GLubyte c); +void (WINE_GLAPI *glIndexubv) (const GLubyte* c); +void (WINE_GLAPI *glInitNames) (); +void (WINE_GLAPI *glInterleavedArrays) (GLenum format, GLsizei stride, const GLvoid* pointer); +GLboolean (WINE_GLAPI *glIsEnabled) (GLenum cap); +GLboolean (WINE_GLAPI *glIsList) (GLuint list); +GLboolean (WINE_GLAPI *glIsTexture) (GLuint texture); +void (WINE_GLAPI *glLightModelf) (GLenum pname, GLfloat param); +void (WINE_GLAPI *glLightModelfv) (GLenum pname, const GLfloat* params); +void (WINE_GLAPI *glLightModeli) (GLenum pname, GLint param); +void (WINE_GLAPI *glLightModeliv) (GLenum pname, const GLint* params); +void (WINE_GLAPI *glLightf) (GLenum light, GLenum pname, GLfloat param); +void (WINE_GLAPI *glLightfv) (GLenum light, GLenum pname, const GLfloat* params); +void (WINE_GLAPI *glLighti) (GLenum light, GLenum pname, GLint param); +void (WINE_GLAPI *glLightiv) (GLenum light, GLenum pname, const GLint* params); +void (WINE_GLAPI *glLineStipple) (GLint factor, GLushort pattern); +void (WINE_GLAPI *glLineWidth) (GLfloat width); +void (WINE_GLAPI *glListBase) (GLuint base); +void (WINE_GLAPI *glLoadIdentity) (); +void (WINE_GLAPI *glLoadMatrixd) (const GLdouble* m); +void (WINE_GLAPI *glLoadMatrixf) (const GLfloat* m); +void (WINE_GLAPI *glLoadName) (GLuint name); +void (WINE_GLAPI *glLogicOp) (GLenum opcode); +void (WINE_GLAPI *glMap1d) (GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble* points); +void (WINE_GLAPI *glMap1f) (GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat* points); +void (WINE_GLAPI *glMap2d) (GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble* points); +void (WINE_GLAPI *glMap2f) (GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat* points); +void (WINE_GLAPI *glMapGrid1d) (GLint un, GLdouble u1, GLdouble u2); +void (WINE_GLAPI *glMapGrid1f) (GLint un, GLfloat u1, GLfloat u2); +void (WINE_GLAPI *glMapGrid2d) (GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2); +void (WINE_GLAPI *glMapGrid2f) (GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2); +void (WINE_GLAPI *glMaterialf) (GLenum face, GLenum pname, GLfloat param); +void (WINE_GLAPI *glMaterialfv) (GLenum face, GLenum pname, const GLfloat* params); +void (WINE_GLAPI *glMateriali) (GLenum face, GLenum pname, GLint param); +void (WINE_GLAPI *glMaterialiv) (GLenum face, GLenum pname, const GLint* params); +void (WINE_GLAPI *glMatrixMode) (GLenum mode); +void (WINE_GLAPI *glMultMatrixd) (const GLdouble* m); +void (WINE_GLAPI *glMultMatrixf) (const GLfloat* m); +void (WINE_GLAPI *glNewList) (GLuint list, GLenum mode); +void (WINE_GLAPI *glNormal3b) (GLbyte nx, GLbyte ny, GLbyte nz); +void (WINE_GLAPI *glNormal3bv) (const GLbyte* v); +void (WINE_GLAPI *glNormal3d) (GLdouble nx, GLdouble ny, GLdouble nz); +void (WINE_GLAPI *glNormal3dv) (const GLdouble* v); +void (WINE_GLAPI *glNormal3f) (GLfloat nx, GLfloat ny, GLfloat nz); +void (WINE_GLAPI *glNormal3fv) (const GLfloat* v); +void (WINE_GLAPI *glNormal3i) (GLint nx, GLint ny, GLint nz); +void (WINE_GLAPI *glNormal3iv) (const GLint* v); +void (WINE_GLAPI *glNormal3s) (GLshort nx, GLshort ny, GLshort nz); +void (WINE_GLAPI *glNormal3sv) (const GLshort* v); +void (WINE_GLAPI *glNormalPointer) (GLenum type, GLsizei stride, const GLvoid* pointer); +void (WINE_GLAPI *glOrtho) (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +void (WINE_GLAPI *glPassThrough) (GLfloat token); +void (WINE_GLAPI *glPixelMapfv) (GLenum map, GLint mapsize, const GLfloat* values); +void (WINE_GLAPI *glPixelMapuiv) (GLenum map, GLint mapsize, const GLuint* values); +void (WINE_GLAPI *glPixelMapusv) (GLenum map, GLint mapsize, const GLushort* values); +void (WINE_GLAPI *glPixelStoref) (GLenum pname, GLfloat param); +void (WINE_GLAPI *glPixelStorei) (GLenum pname, GLint param); +void (WINE_GLAPI *glPixelTransferf) (GLenum pname, GLfloat param); +void (WINE_GLAPI *glPixelTransferi) (GLenum pname, GLint param); +void (WINE_GLAPI *glPixelZoom) (GLfloat xfactor, GLfloat yfactor); +void (WINE_GLAPI *glPointSize) (GLfloat size); +void (WINE_GLAPI *glPolygonMode) (GLenum face, GLenum mode); +void (WINE_GLAPI *glPolygonOffset) (GLfloat factor, GLfloat units); +void (WINE_GLAPI *glPolygonStipple) (const GLubyte* mask); +void (WINE_GLAPI *glPopAttrib) (); +void (WINE_GLAPI *glPopClientAttrib) (); +void (WINE_GLAPI *glPopMatrix) (); +void (WINE_GLAPI *glPopName) (); +void (WINE_GLAPI *glPrioritizeTextures) (GLsizei n, const GLuint* textures, const GLclampf* priorities); +void (WINE_GLAPI *glPushAttrib) (GLbitfield mask); +void (WINE_GLAPI *glPushClientAttrib) (GLbitfield mask); +void (WINE_GLAPI *glPushMatrix) (); +void (WINE_GLAPI *glPushName) (GLuint name); +void (WINE_GLAPI *glRasterPos2d) (GLdouble x, GLdouble y); +void (WINE_GLAPI *glRasterPos2dv) (const GLdouble* v); +void (WINE_GLAPI *glRasterPos2f) (GLfloat x, GLfloat y); +void (WINE_GLAPI *glRasterPos2fv) (const GLfloat* v); +void (WINE_GLAPI *glRasterPos2i) (GLint x, GLint y); +void (WINE_GLAPI *glRasterPos2iv) (const GLint* v); +void (WINE_GLAPI *glRasterPos2s) (GLshort x, GLshort y); +void (WINE_GLAPI *glRasterPos2sv) (const GLshort* v); +void (WINE_GLAPI *glRasterPos3d) (GLdouble x, GLdouble y, GLdouble z); +void (WINE_GLAPI *glRasterPos3dv) (const GLdouble* v); +void (WINE_GLAPI *glRasterPos3f) (GLfloat x, GLfloat y, GLfloat z); +void (WINE_GLAPI *glRasterPos3fv) (const GLfloat* v); +void (WINE_GLAPI *glRasterPos3i) (GLint x, GLint y, GLint z); +void (WINE_GLAPI *glRasterPos3iv) (const GLint* v); +void (WINE_GLAPI *glRasterPos3s) (GLshort x, GLshort y, GLshort z); +void (WINE_GLAPI *glRasterPos3sv) (const GLshort* v); +void (WINE_GLAPI *glRasterPos4d) (GLdouble x, GLdouble y, GLdouble z, GLdouble w); +void (WINE_GLAPI *glRasterPos4dv) (const GLdouble* v); +void (WINE_GLAPI *glRasterPos4f) (GLfloat x, GLfloat y, GLfloat z, GLfloat w); +void (WINE_GLAPI *glRasterPos4fv) (const GLfloat* v); +void (WINE_GLAPI *glRasterPos4i) (GLint x, GLint y, GLint z, GLint w); +void (WINE_GLAPI *glRasterPos4iv) (const GLint* v); +void (WINE_GLAPI *glRasterPos4s) (GLshort x, GLshort y, GLshort z, GLshort w); +void (WINE_GLAPI *glRasterPos4sv) (const GLshort* v); +void (WINE_GLAPI *glReadBuffer) (GLenum mode); +void (WINE_GLAPI *glReadPixels) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels); +void (WINE_GLAPI *glRectd) (GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2); +void (WINE_GLAPI *glRectdv) (const GLdouble* v1, const GLdouble* v2); +void (WINE_GLAPI *glRectf) (GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2); +void (WINE_GLAPI *glRectfv) (const GLfloat* v1, const GLfloat* v2); +void (WINE_GLAPI *glRecti) (GLint x1, GLint y1, GLint x2, GLint y2); +void (WINE_GLAPI *glRectiv) (const GLint* v1, const GLint* v2); +void (WINE_GLAPI *glRects) (GLshort x1, GLshort y1, GLshort x2, GLshort y2); +void (WINE_GLAPI *glRectsv) (const GLshort* v1, const GLshort* v2); +GLint (WINE_GLAPI *glRenderMode) (GLenum mode); +void (WINE_GLAPI *glRotated) (GLdouble angle, GLdouble x, GLdouble y, GLdouble z); +void (WINE_GLAPI *glRotatef) (GLfloat angle, GLfloat x, GLfloat y, GLfloat z); +void (WINE_GLAPI *glScaled) (GLdouble x, GLdouble y, GLdouble z); +void (WINE_GLAPI *glScalef) (GLfloat x, GLfloat y, GLfloat z); +void (WINE_GLAPI *glScissor) (GLint x, GLint y, GLsizei width, GLsizei height); +void (WINE_GLAPI *glSelectBuffer) (GLsizei size, GLuint* buffer); +void (WINE_GLAPI *glShadeModel) (GLenum mode); +void (WINE_GLAPI *glStencilFunc) (GLenum func, GLint ref, GLuint mask); +void (WINE_GLAPI *glStencilMask) (GLuint mask); +void (WINE_GLAPI *glStencilOp) (GLenum fail, GLenum zfail, GLenum zpass); +void (WINE_GLAPI *glTexCoord1d) (GLdouble s); +void (WINE_GLAPI *glTexCoord1dv) (const GLdouble* v); +void (WINE_GLAPI *glTexCoord1f) (GLfloat s); +void (WINE_GLAPI *glTexCoord1fv) (const GLfloat* v); +void (WINE_GLAPI *glTexCoord1i) (GLint s); +void (WINE_GLAPI *glTexCoord1iv) (const GLint* v); +void (WINE_GLAPI *glTexCoord1s) (GLshort s); +void (WINE_GLAPI *glTexCoord1sv) (const GLshort* v); +void (WINE_GLAPI *glTexCoord2d) (GLdouble s, GLdouble t); +void (WINE_GLAPI *glTexCoord2dv) (const GLdouble* v); +void (WINE_GLAPI *glTexCoord2f) (GLfloat s, GLfloat t); +void (WINE_GLAPI *glTexCoord2fv) (const GLfloat* v); +void (WINE_GLAPI *glTexCoord2i) (GLint s, GLint t); +void (WINE_GLAPI *glTexCoord2iv) (const GLint* v); +void (WINE_GLAPI *glTexCoord2s) (GLshort s, GLshort t); +void (WINE_GLAPI *glTexCoord2sv) (const GLshort* v); +void (WINE_GLAPI *glTexCoord3d) (GLdouble s, GLdouble t, GLdouble r); +void (WINE_GLAPI *glTexCoord3dv) (const GLdouble* v); +void (WINE_GLAPI *glTexCoord3f) (GLfloat s, GLfloat t, GLfloat r); +void (WINE_GLAPI *glTexCoord3fv) (const GLfloat* v); +void (WINE_GLAPI *glTexCoord3i) (GLint s, GLint t, GLint r); +void (WINE_GLAPI *glTexCoord3iv) (const GLint* v); +void (WINE_GLAPI *glTexCoord3s) (GLshort s, GLshort t, GLshort r); +void (WINE_GLAPI *glTexCoord3sv) (const GLshort* v); +void (WINE_GLAPI *glTexCoord4d) (GLdouble s, GLdouble t, GLdouble r, GLdouble q); +void (WINE_GLAPI *glTexCoord4dv) (const GLdouble* v); +void (WINE_GLAPI *glTexCoord4f) (GLfloat s, GLfloat t, GLfloat r, GLfloat q); +void (WINE_GLAPI *glTexCoord4fv) (const GLfloat* v); +void (WINE_GLAPI *glTexCoord4i) (GLint s, GLint t, GLint r, GLint q); +void (WINE_GLAPI *glTexCoord4iv) (const GLint* v); +void (WINE_GLAPI *glTexCoord4s) (GLshort s, GLshort t, GLshort r, GLshort q); +void (WINE_GLAPI *glTexCoord4sv) (const GLshort* v); +void (WINE_GLAPI *glTexCoordPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid* pointer); +void (WINE_GLAPI *glTexEnvf) (GLenum target, GLenum pname, GLfloat param); +void (WINE_GLAPI *glTexEnvfv) (GLenum target, GLenum pname, const GLfloat* params); +void (WINE_GLAPI *glTexEnvi) (GLenum target, GLenum pname, GLint param); +void (WINE_GLAPI *glTexEnviv) (GLenum target, GLenum pname, const GLint* params); +void (WINE_GLAPI *glTexGend) (GLenum coord, GLenum pname, GLdouble param); +void (WINE_GLAPI *glTexGendv) (GLenum coord, GLenum pname, const GLdouble* params); +void (WINE_GLAPI *glTexGenf) (GLenum coord, GLenum pname, GLfloat param); +void (WINE_GLAPI *glTexGenfv) (GLenum coord, GLenum pname, const GLfloat* params); +void (WINE_GLAPI *glTexGeni) (GLenum coord, GLenum pname, GLint param); +void (WINE_GLAPI *glTexGeniv) (GLenum coord, GLenum pname, const GLint* params); +void (WINE_GLAPI *glTexImage1D) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid* pixels); +void (WINE_GLAPI *glTexImage2D) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels); +void (WINE_GLAPI *glTexParameterf) (GLenum target, GLenum pname, GLfloat param); +void (WINE_GLAPI *glTexParameterfv) (GLenum target, GLenum pname, const GLfloat* params); +void (WINE_GLAPI *glTexParameteri) (GLenum target, GLenum pname, GLint param); +void (WINE_GLAPI *glTexParameteriv) (GLenum target, GLenum pname, const GLint* params); +void (WINE_GLAPI *glTexSubImage1D) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid* pixels); +void (WINE_GLAPI *glTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels); +void (WINE_GLAPI *glTranslated) (GLdouble x, GLdouble y, GLdouble z); +void (WINE_GLAPI *glTranslatef) (GLfloat x, GLfloat y, GLfloat z); +void (WINE_GLAPI *glVertex2d) (GLdouble x, GLdouble y); +void (WINE_GLAPI *glVertex2dv) (const GLdouble* v); +void (WINE_GLAPI *glVertex2f) (GLfloat x, GLfloat y); +void (WINE_GLAPI *glVertex2fv) (const GLfloat* v); +void (WINE_GLAPI *glVertex2i) (GLint x, GLint y); +void (WINE_GLAPI *glVertex2iv) (const GLint* v); +void (WINE_GLAPI *glVertex2s) (GLshort x, GLshort y); +void (WINE_GLAPI *glVertex2sv) (const GLshort* v); +void (WINE_GLAPI *glVertex3d) (GLdouble x, GLdouble y, GLdouble z); +void (WINE_GLAPI *glVertex3dv) (const GLdouble* v); +void (WINE_GLAPI *glVertex3f) (GLfloat x, GLfloat y, GLfloat z); +void (WINE_GLAPI *glVertex3fv) (const GLfloat* v); +void (WINE_GLAPI *glVertex3i) (GLint x, GLint y, GLint z); +void (WINE_GLAPI *glVertex3iv) (const GLint* v); +void (WINE_GLAPI *glVertex3s) (GLshort x, GLshort y, GLshort z); +void (WINE_GLAPI *glVertex3sv) (const GLshort* v); +void (WINE_GLAPI *glVertex4d) (GLdouble x, GLdouble y, GLdouble z, GLdouble w); +void (WINE_GLAPI *glVertex4dv) (const GLdouble* v); +void (WINE_GLAPI *glVertex4f) (GLfloat x, GLfloat y, GLfloat z, GLfloat w); +void (WINE_GLAPI *glVertex4fv) (const GLfloat* v); +void (WINE_GLAPI *glVertex4i) (GLint x, GLint y, GLint z, GLint w); +void (WINE_GLAPI *glVertex4iv) (const GLint* v); +void (WINE_GLAPI *glVertex4s) (GLshort x, GLshort y, GLshort z, GLshort w); +void (WINE_GLAPI *glVertex4sv) (const GLshort* v); +void (WINE_GLAPI *glVertexPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid* pointer); +void (WINE_GLAPI *glViewport) (GLint x, GLint y, GLsizei width, GLsizei height); +void (WINE_GLAPI *glPointParameterfv) (GLenum pname, const GLfloat *params); + +/* glFinish and glFlush are always loaded from opengl32.dll, thus they always have + * __stdcall calling convention + */ +void (__stdcall *glFinish) (); +void (__stdcall *glFlush) (); + +/* WGL functions */ +HGLRC (WINAPI *pwglCreateContext)(HDC); +BOOL (WINAPI *pwglDeleteContext)(HGLRC); +HGLRC (WINAPI *pwglGetCurrentContext)(void); +HDC (WINAPI *pwglGetCurrentDC)(void); +PROC (WINAPI *pwglGetProcAddress)(LPCSTR); +BOOL (WINAPI *pwglMakeCurrent)(HDC,HGLRC); +BOOL (WINAPI *pwglShareLists)(HGLRC,HGLRC); + +#define GL_FUNCS_GEN \ + USE_GL_FUNC(glAccum) \ + USE_GL_FUNC(glAlphaFunc) \ + USE_GL_FUNC(glAreTexturesResident) \ + USE_GL_FUNC(glArrayElement) \ + USE_GL_FUNC(glBegin) \ + USE_GL_FUNC(glBindTexture) \ + USE_GL_FUNC(glBitmap) \ + USE_GL_FUNC(glBlendFunc) \ + USE_GL_FUNC(glCallList) \ + USE_GL_FUNC(glCallLists) \ + USE_GL_FUNC(glClear) \ + USE_GL_FUNC(glClearAccum) \ + USE_GL_FUNC(glClearColor) \ + USE_GL_FUNC(glClearDepth) \ + USE_GL_FUNC(glClearIndex) \ + USE_GL_FUNC(glClearStencil) \ + USE_GL_FUNC(glClipPlane) \ + USE_GL_FUNC(glColor3b) \ + USE_GL_FUNC(glColor3bv) \ + USE_GL_FUNC(glColor3d) \ + USE_GL_FUNC(glColor3dv) \ + USE_GL_FUNC(glColor3f) \ + USE_GL_FUNC(glColor3fv) \ + USE_GL_FUNC(glColor3i) \ + USE_GL_FUNC(glColor3iv) \ + USE_GL_FUNC(glColor3s) \ + USE_GL_FUNC(glColor3sv) \ + USE_GL_FUNC(glColor3ub) \ + USE_GL_FUNC(glColor3ubv) \ + USE_GL_FUNC(glColor3ui) \ + USE_GL_FUNC(glColor3uiv) \ + USE_GL_FUNC(glColor3us) \ + USE_GL_FUNC(glColor3usv) \ + USE_GL_FUNC(glColor4b) \ + USE_GL_FUNC(glColor4bv) \ + USE_GL_FUNC(glColor4d) \ + USE_GL_FUNC(glColor4dv) \ + USE_GL_FUNC(glColor4f) \ + USE_GL_FUNC(glColor4fv) \ + USE_GL_FUNC(glColor4i) \ + USE_GL_FUNC(glColor4iv) \ + USE_GL_FUNC(glColor4s) \ + USE_GL_FUNC(glColor4sv) \ + USE_GL_FUNC(glColor4ub) \ + USE_GL_FUNC(glColor4ubv) \ + USE_GL_FUNC(glColor4ui) \ + USE_GL_FUNC(glColor4uiv) \ + USE_GL_FUNC(glColor4us) \ + USE_GL_FUNC(glColor4usv) \ + USE_GL_FUNC(glColorMask) \ + USE_GL_FUNC(glColorMaterial) \ + USE_GL_FUNC(glColorPointer) \ + USE_GL_FUNC(glCopyPixels) \ + USE_GL_FUNC(glCopyTexImage1D) \ + USE_GL_FUNC(glCopyTexImage2D) \ + USE_GL_FUNC(glCopyTexSubImage1D) \ + USE_GL_FUNC(glCopyTexSubImage2D) \ + USE_GL_FUNC(glCullFace) \ + USE_GL_FUNC(glDeleteLists) \ + USE_GL_FUNC(glDeleteTextures) \ + USE_GL_FUNC(glDepthFunc) \ + USE_GL_FUNC(glDepthMask) \ + USE_GL_FUNC(glDepthRange) \ + USE_GL_FUNC(glDisable) \ + USE_GL_FUNC(glDisableClientState) \ + USE_GL_FUNC(glDrawArrays) \ + USE_GL_FUNC(glDrawBuffer) \ + USE_GL_FUNC(glDrawElements) \ + USE_GL_FUNC(glDrawPixels) \ + USE_GL_FUNC(glEdgeFlag) \ + USE_GL_FUNC(glEdgeFlagPointer) \ + USE_GL_FUNC(glEdgeFlagv) \ + USE_GL_FUNC(glEnable) \ + USE_GL_FUNC(glEnableClientState) \ + USE_GL_FUNC(glEnd) \ + USE_GL_FUNC(glEndList) \ + USE_GL_FUNC(glEvalCoord1d) \ + USE_GL_FUNC(glEvalCoord1dv) \ + USE_GL_FUNC(glEvalCoord1f) \ + USE_GL_FUNC(glEvalCoord1fv) \ + USE_GL_FUNC(glEvalCoord2d) \ + USE_GL_FUNC(glEvalCoord2dv) \ + USE_GL_FUNC(glEvalCoord2f) \ + USE_GL_FUNC(glEvalCoord2fv) \ + USE_GL_FUNC(glEvalMesh1) \ + USE_GL_FUNC(glEvalMesh2) \ + USE_GL_FUNC(glEvalPoint1) \ + USE_GL_FUNC(glEvalPoint2) \ + USE_GL_FUNC(glFeedbackBuffer) \ + USE_GL_FUNC(glFogf) \ + USE_GL_FUNC(glFogfv) \ + USE_GL_FUNC(glFogi) \ + USE_GL_FUNC(glFogiv) \ + USE_GL_FUNC(glFrontFace) \ + USE_GL_FUNC(glFrustum) \ + USE_GL_FUNC(glGenLists) \ + USE_GL_FUNC(glGenTextures) \ + USE_GL_FUNC(glGetBooleanv) \ + USE_GL_FUNC(glGetClipPlane) \ + USE_GL_FUNC(glGetDoublev) \ + USE_GL_FUNC(glGetError) \ + USE_GL_FUNC(glGetFloatv) \ + USE_GL_FUNC(glGetIntegerv) \ + USE_GL_FUNC(glGetLightfv) \ + USE_GL_FUNC(glGetLightiv) \ + USE_GL_FUNC(glGetMapdv) \ + USE_GL_FUNC(glGetMapfv) \ + USE_GL_FUNC(glGetMapiv) \ + USE_GL_FUNC(glGetMaterialfv) \ + USE_GL_FUNC(glGetMaterialiv) \ + USE_GL_FUNC(glGetPixelMapfv) \ + USE_GL_FUNC(glGetPixelMapuiv) \ + USE_GL_FUNC(glGetPixelMapusv) \ + USE_GL_FUNC(glGetPointerv) \ + USE_GL_FUNC(glGetPolygonStipple) \ + USE_GL_FUNC(glGetString) \ + USE_GL_FUNC(glGetTexEnvfv) \ + USE_GL_FUNC(glGetTexEnviv) \ + USE_GL_FUNC(glGetTexGendv) \ + USE_GL_FUNC(glGetTexGenfv) \ + USE_GL_FUNC(glGetTexGeniv) \ + USE_GL_FUNC(glGetTexImage) \ + USE_GL_FUNC(glGetTexLevelParameterfv) \ + USE_GL_FUNC(glGetTexLevelParameteriv) \ + USE_GL_FUNC(glGetTexParameterfv) \ + USE_GL_FUNC(glGetTexParameteriv) \ + USE_GL_FUNC(glHint) \ + USE_GL_FUNC(glIndexMask) \ + USE_GL_FUNC(glIndexPointer) \ + USE_GL_FUNC(glIndexd) \ + USE_GL_FUNC(glIndexdv) \ + USE_GL_FUNC(glIndexf) \ + USE_GL_FUNC(glIndexfv) \ + USE_GL_FUNC(glIndexi) \ + USE_GL_FUNC(glIndexiv) \ + USE_GL_FUNC(glIndexs) \ + USE_GL_FUNC(glIndexsv) \ + USE_GL_FUNC(glIndexub) \ + USE_GL_FUNC(glIndexubv) \ + USE_GL_FUNC(glInitNames) \ + USE_GL_FUNC(glInterleavedArrays) \ + USE_GL_FUNC(glIsEnabled) \ + USE_GL_FUNC(glIsList) \ + USE_GL_FUNC(glIsTexture) \ + USE_GL_FUNC(glLightModelf) \ + USE_GL_FUNC(glLightModelfv) \ + USE_GL_FUNC(glLightModeli) \ + USE_GL_FUNC(glLightModeliv) \ + USE_GL_FUNC(glLightf) \ + USE_GL_FUNC(glLightfv) \ + USE_GL_FUNC(glLighti) \ + USE_GL_FUNC(glLightiv) \ + USE_GL_FUNC(glLineStipple) \ + USE_GL_FUNC(glLineWidth) \ + USE_GL_FUNC(glListBase) \ + USE_GL_FUNC(glLoadIdentity) \ + USE_GL_FUNC(glLoadMatrixd) \ + USE_GL_FUNC(glLoadMatrixf) \ + USE_GL_FUNC(glLoadName) \ + USE_GL_FUNC(glLogicOp) \ + USE_GL_FUNC(glMap1d) \ + USE_GL_FUNC(glMap1f) \ + USE_GL_FUNC(glMap2d) \ + USE_GL_FUNC(glMap2f) \ + USE_GL_FUNC(glMapGrid1d) \ + USE_GL_FUNC(glMapGrid1f) \ + USE_GL_FUNC(glMapGrid2d) \ + USE_GL_FUNC(glMapGrid2f) \ + USE_GL_FUNC(glMaterialf) \ + USE_GL_FUNC(glMaterialfv) \ + USE_GL_FUNC(glMateriali) \ + USE_GL_FUNC(glMaterialiv) \ + USE_GL_FUNC(glMatrixMode) \ + USE_GL_FUNC(glMultMatrixd) \ + USE_GL_FUNC(glMultMatrixf) \ + USE_GL_FUNC(glNewList) \ + USE_GL_FUNC(glNormal3b) \ + USE_GL_FUNC(glNormal3bv) \ + USE_GL_FUNC(glNormal3d) \ + USE_GL_FUNC(glNormal3dv) \ + USE_GL_FUNC(glNormal3f) \ + USE_GL_FUNC(glNormal3fv) \ + USE_GL_FUNC(glNormal3i) \ + USE_GL_FUNC(glNormal3iv) \ + USE_GL_FUNC(glNormal3s) \ + USE_GL_FUNC(glNormal3sv) \ + USE_GL_FUNC(glNormalPointer) \ + USE_GL_FUNC(glOrtho) \ + USE_GL_FUNC(glPassThrough) \ + USE_GL_FUNC(glPixelMapfv) \ + USE_GL_FUNC(glPixelMapuiv) \ + USE_GL_FUNC(glPixelMapusv) \ + USE_GL_FUNC(glPixelStoref) \ + USE_GL_FUNC(glPixelStorei) \ + USE_GL_FUNC(glPixelTransferf) \ + USE_GL_FUNC(glPixelTransferi) \ + USE_GL_FUNC(glPixelZoom) \ + USE_GL_FUNC(glPointSize) \ + USE_GL_FUNC(glPolygonMode) \ + USE_GL_FUNC(glPolygonOffset) \ + USE_GL_FUNC(glPolygonStipple) \ + USE_GL_FUNC(glPopAttrib) \ + USE_GL_FUNC(glPopClientAttrib) \ + USE_GL_FUNC(glPopMatrix) \ + USE_GL_FUNC(glPopName) \ + USE_GL_FUNC(glPrioritizeTextures) \ + USE_GL_FUNC(glPushAttrib) \ + USE_GL_FUNC(glPushClientAttrib) \ + USE_GL_FUNC(glPushMatrix) \ + USE_GL_FUNC(glPushName) \ + USE_GL_FUNC(glRasterPos2d) \ + USE_GL_FUNC(glRasterPos2dv) \ + USE_GL_FUNC(glRasterPos2f) \ + USE_GL_FUNC(glRasterPos2fv) \ + USE_GL_FUNC(glRasterPos2i) \ + USE_GL_FUNC(glRasterPos2iv) \ + USE_GL_FUNC(glRasterPos2s) \ + USE_GL_FUNC(glRasterPos2sv) \ + USE_GL_FUNC(glRasterPos3d) \ + USE_GL_FUNC(glRasterPos3dv) \ + USE_GL_FUNC(glRasterPos3f) \ + USE_GL_FUNC(glRasterPos3fv) \ + USE_GL_FUNC(glRasterPos3i) \ + USE_GL_FUNC(glRasterPos3iv) \ + USE_GL_FUNC(glRasterPos3s) \ + USE_GL_FUNC(glRasterPos3sv) \ + USE_GL_FUNC(glRasterPos4d) \ + USE_GL_FUNC(glRasterPos4dv) \ + USE_GL_FUNC(glRasterPos4f) \ + USE_GL_FUNC(glRasterPos4fv) \ + USE_GL_FUNC(glRasterPos4i) \ + USE_GL_FUNC(glRasterPos4iv) \ + USE_GL_FUNC(glRasterPos4s) \ + USE_GL_FUNC(glRasterPos4sv) \ + USE_GL_FUNC(glReadBuffer) \ + USE_GL_FUNC(glReadPixels) \ + USE_GL_FUNC(glRectd) \ + USE_GL_FUNC(glRectdv) \ + USE_GL_FUNC(glRectf) \ + USE_GL_FUNC(glRectfv) \ + USE_GL_FUNC(glRecti) \ + USE_GL_FUNC(glRectiv) \ + USE_GL_FUNC(glRects) \ + USE_GL_FUNC(glRectsv) \ + USE_GL_FUNC(glRenderMode) \ + USE_GL_FUNC(glRotated) \ + USE_GL_FUNC(glRotatef) \ + USE_GL_FUNC(glScaled) \ + USE_GL_FUNC(glScalef) \ + USE_GL_FUNC(glScissor) \ + USE_GL_FUNC(glSelectBuffer) \ + USE_GL_FUNC(glShadeModel) \ + USE_GL_FUNC(glStencilFunc) \ + USE_GL_FUNC(glStencilMask) \ + USE_GL_FUNC(glStencilOp) \ + USE_GL_FUNC(glTexCoord1d) \ + USE_GL_FUNC(glTexCoord1dv) \ + USE_GL_FUNC(glTexCoord1f) \ + USE_GL_FUNC(glTexCoord1fv) \ + USE_GL_FUNC(glTexCoord1i) \ + USE_GL_FUNC(glTexCoord1iv) \ + USE_GL_FUNC(glTexCoord1s) \ + USE_GL_FUNC(glTexCoord1sv) \ + USE_GL_FUNC(glTexCoord2d) \ + USE_GL_FUNC(glTexCoord2dv) \ + USE_GL_FUNC(glTexCoord2f) \ + USE_GL_FUNC(glTexCoord2fv) \ + USE_GL_FUNC(glTexCoord2i) \ + USE_GL_FUNC(glTexCoord2iv) \ + USE_GL_FUNC(glTexCoord2s) \ + USE_GL_FUNC(glTexCoord2sv) \ + USE_GL_FUNC(glTexCoord3d) \ + USE_GL_FUNC(glTexCoord3dv) \ + USE_GL_FUNC(glTexCoord3f) \ + USE_GL_FUNC(glTexCoord3fv) \ + USE_GL_FUNC(glTexCoord3i) \ + USE_GL_FUNC(glTexCoord3iv) \ + USE_GL_FUNC(glTexCoord3s) \ + USE_GL_FUNC(glTexCoord3sv) \ + USE_GL_FUNC(glTexCoord4d) \ + USE_GL_FUNC(glTexCoord4dv) \ + USE_GL_FUNC(glTexCoord4f) \ + USE_GL_FUNC(glTexCoord4fv) \ + USE_GL_FUNC(glTexCoord4i) \ + USE_GL_FUNC(glTexCoord4iv) \ + USE_GL_FUNC(glTexCoord4s) \ + USE_GL_FUNC(glTexCoord4sv) \ + USE_GL_FUNC(glTexCoordPointer) \ + USE_GL_FUNC(glTexEnvf) \ + USE_GL_FUNC(glTexEnvfv) \ + USE_GL_FUNC(glTexEnvi) \ + USE_GL_FUNC(glTexEnviv) \ + USE_GL_FUNC(glTexGend) \ + USE_GL_FUNC(glTexGendv) \ + USE_GL_FUNC(glTexGenf) \ + USE_GL_FUNC(glTexGenfv) \ + USE_GL_FUNC(glTexGeni) \ + USE_GL_FUNC(glTexGeniv) \ + USE_GL_FUNC(glTexImage1D) \ + USE_GL_FUNC(glTexImage2D) \ + USE_GL_FUNC(glTexParameterf) \ + USE_GL_FUNC(glTexParameterfv) \ + USE_GL_FUNC(glTexParameteri) \ + USE_GL_FUNC(glTexParameteriv) \ + USE_GL_FUNC(glTexSubImage1D) \ + USE_GL_FUNC(glTexSubImage2D) \ + USE_GL_FUNC(glTranslated) \ + USE_GL_FUNC(glTranslatef) \ + USE_GL_FUNC(glVertex2d) \ + USE_GL_FUNC(glVertex2dv) \ + USE_GL_FUNC(glVertex2f) \ + USE_GL_FUNC(glVertex2fv) \ + USE_GL_FUNC(glVertex2i) \ + USE_GL_FUNC(glVertex2iv) \ + USE_GL_FUNC(glVertex2s) \ + USE_GL_FUNC(glVertex2sv) \ + USE_GL_FUNC(glVertex3d) \ + USE_GL_FUNC(glVertex3dv) \ + USE_GL_FUNC(glVertex3f) \ + USE_GL_FUNC(glVertex3fv) \ + USE_GL_FUNC(glVertex3i) \ + USE_GL_FUNC(glVertex3iv) \ + USE_GL_FUNC(glVertex3s) \ + USE_GL_FUNC(glVertex3sv) \ + USE_GL_FUNC(glVertex4d) \ + USE_GL_FUNC(glVertex4dv) \ + USE_GL_FUNC(glVertex4f) \ + USE_GL_FUNC(glVertex4fv) \ + USE_GL_FUNC(glVertex4i) \ + USE_GL_FUNC(glVertex4iv) \ + USE_GL_FUNC(glVertex4s) \ + USE_GL_FUNC(glVertex4sv) \ + USE_GL_FUNC(glVertexPointer) \ + USE_GL_FUNC(glViewport) \ + USE_GL_FUNC(glPointParameterfv) \ + +#define WGL_FUNCS_GEN \ + USE_WGL_FUNC(wglCreateContext) \ + USE_WGL_FUNC(wglDeleteContext) \ + USE_WGL_FUNC(wglGetCurrentContext) \ + USE_WGL_FUNC(wglGetCurrentDC) \ + USE_WGL_FUNC(wglGetProcAddress) \ + USE_WGL_FUNC(wglMakeCurrent) \ + USE_WGL_FUNC(wglShareLists) + + +/**************************************************** + * OpenGL Extensions (EXT and ARB) + * #defines and functions pointer + ****************************************************/ + +/* GL_ARB_color_buffer_float */ +#ifndef GL_ARB_color_buffer_float +#define GL_RGBA_FLOAT_MODE_ARB 0x8820 +#define GL_CLAMP_VERTEX_COLOR_ARB 0x891A +#define GL_CLAMP_FRAGMENT_COLOR_ARB 0x891B +#define GL_CLAMP_READ_COLOR_ARB 0x891C +#define GL_FIXED_ONLY_ARB 0x891D +#endif +typedef void (WINE_GLAPI *PGLFNCLAMPCOLORARBPROC) (GLenum target, GLenum clamp); + +/* GL_ARB_depth_texture */ +#ifndef GL_ARB_depth_texture +#define GL_ARB_depth_texture 1 +#define GL_DEPTH_COMPONENT16_ARB 0x81A5 +#define GL_DEPTH_COMPONENT24_ARB 0x81A6 +#define GL_DEPTH_COMPONENT32_ARB 0x81A7 +#define GL_TEXTURE_DEPTH_SIZE_ARB 0x884A +#define GL_DEPTH_TEXTURE_MODE_ARB 0x884B +#endif + +/* GL_ARB_draw_buffers */ +#ifndef GL_ARB_draw_buffers +#define GL_ARB_draw_buffers 1 +#define GL_MAX_DRAW_BUFFERS_ARB 0x8824 +#define GL_DRAW_BUFFER0_ARB 0x8825 +#define GL_DRAW_BUFFER1_ARB 0x8826 +#define GL_DRAW_BUFFER2_ARB 0x8827 +#define GL_DRAW_BUFFER3_ARB 0x8828 +#define GL_DRAW_BUFFER4_ARB 0x8829 +#define GL_DRAW_BUFFER5_ARB 0x882A +#define GL_DRAW_BUFFER6_ARB 0x882B +#define GL_DRAW_BUFFER7_ARB 0x882C +#define GL_DRAW_BUFFER8_ARB 0x882D +#define GL_DRAW_BUFFER9_ARB 0x882E +#define GL_DRAW_BUFFER10_ARB 0x882F +#define GL_DRAW_BUFFER11_ARB 0x8830 +#define GL_DRAW_BUFFER12_ARB 0x8831 +#define GL_DRAW_BUFFER13_ARB 0x8832 +#define GL_DRAW_BUFFER14_ARB 0x8833 +#define GL_DRAW_BUFFER15_ARB 0x8834 +#endif +typedef void (WINE_GLAPI *PGLFNDRAWBUFFERSARBPROC) (GLsizei n, const GLenum *bufs); + +/* GL_ARB_imaging */ +#ifndef GL_ARB_imaging +#define GL_ARB_imaging 1 +#define GL_CONSTANT_COLOR 0x8001 +#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 +#define GL_CONSTANT_ALPHA 0x8003 +#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 +#define GL_BLEND_COLOR 0x8005 +#define GL_FUNC_ADD 0x8006 +#define GL_MIN 0x8007 +#define GL_MAX 0x8008 +#define GL_BLEND_EQUATION 0x8009 +#define GL_FUNC_SUBTRACT 0x800A +#define GL_FUNC_REVERSE_SUBTRACT 0x800B +#define GL_CONVOLUTION_1D 0x8010 +#define GL_CONVOLUTION_2D 0x8011 +#define GL_SEPARABLE_2D 0x8012 +#define GL_CONVOLUTION_BORDER_MODE 0x8013 +#define GL_CONVOLUTION_FILTER_SCALE 0x8014 +#define GL_CONVOLUTION_FILTER_BIAS 0x8015 +#define GL_REDUCE 0x8016 +#define GL_CONVOLUTION_FORMAT 0x8017 +#define GL_CONVOLUTION_WIDTH 0x8018 +#define GL_CONVOLUTION_HEIGHT 0x8019 +#define GL_MAX_CONVOLUTION_WIDTH 0x801A +#define GL_MAX_CONVOLUTION_HEIGHT 0x801B +#define GL_POST_CONVOLUTION_RED_SCALE 0x801C +#define GL_POST_CONVOLUTION_GREEN_SCALE 0x801D +#define GL_POST_CONVOLUTION_BLUE_SCALE 0x801E +#define GL_POST_CONVOLUTION_ALPHA_SCALE 0x801F +#define GL_POST_CONVOLUTION_RED_BIAS 0x8020 +#define GL_POST_CONVOLUTION_GREEN_BIAS 0x8021 +#define GL_POST_CONVOLUTION_BLUE_BIAS 0x8022 +#define GL_POST_CONVOLUTION_ALPHA_BIAS 0x8023 +#define GL_HISTOGRAM 0x8024 +#define GL_PROXY_HISTOGRAM 0x8025 +#define GL_HISTOGRAM_WIDTH 0x8026 +#define GL_HISTOGRAM_FORMAT 0x8027 +#define GL_HISTOGRAM_RED_SIZE 0x8028 +#define GL_HISTOGRAM_GREEN_SIZE 0x8029 +#define GL_HISTOGRAM_BLUE_SIZE 0x802A +#define GL_HISTOGRAM_ALPHA_SIZE 0x802B +#define GL_HISTOGRAM_LUMINANCE_SIZE 0x802C +#define GL_HISTOGRAM_SINK 0x802D +#define GL_MINMAX 0x802E +#define GL_MINMAX_FORMAT 0x802F +#define GL_MINMAX_SINK 0x8030 +#define GL_TABLE_TOO_LARGE 0x8031 +#define GL_COLOR_MATRIX 0x80B1 +#define GL_COLOR_MATRIX_STACK_DEPTH 0x80B2 +#define GL_MAX_COLOR_MATRIX_STACK_DEPTH 0x80B3 +#define GL_POST_COLOR_MATRIX_RED_SCALE 0x80B4 +#define GL_POST_COLOR_MATRIX_GREEN_SCALE 0x80B5 +#define GL_POST_COLOR_MATRIX_BLUE_SCALE 0x80B6 +#define GL_POST_COLOR_MATRIX_ALPHA_SCALE 0x80B7 +#define GL_POST_COLOR_MATRIX_RED_BIAS 0x80B8 +#define GL_POST_COLOR_MATRIX_GREEN_BIAS 0x80B9 +#define GL_POST_COLOR_MATRIX_BLUE_BIAS 0x80BA +#define GL_POST_COLOR_MATRIX_ALPHA_BIAS 0x80BB +#define GL_COLOR_TABLE 0x80D0 +#define GL_POST_CONVOLUTION_COLOR_TABLE 0x80D1 +#define GL_POST_COLOR_MATRIX_COLOR_TABLE 0x80D2 +#define GL_PROXY_COLOR_TABLE 0x80D3 +#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE 0x80D4 +#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5 +#define GL_COLOR_TABLE_SCALE 0x80D6 +#define GL_COLOR_TABLE_BIAS 0x80D7 +#define GL_COLOR_TABLE_FORMAT 0x80D8 +#define GL_COLOR_TABLE_WIDTH 0x80D9 +#define GL_COLOR_TABLE_RED_SIZE 0x80DA +#define GL_COLOR_TABLE_GREEN_SIZE 0x80DB +#define GL_COLOR_TABLE_BLUE_SIZE 0x80DC +#define GL_COLOR_TABLE_ALPHA_SIZE 0x80DD +#define GL_COLOR_TABLE_LUMINANCE_SIZE 0x80DE +#define GL_COLOR_TABLE_INTENSITY_SIZE 0x80DF +#define GL_CONSTANT_BORDER 0x8151 +#define GL_REPLICATE_BORDER 0x8153 +#define GL_CONVOLUTION_BORDER_COLOR 0x8154 +#endif +typedef void (WINE_GLAPI *PGLFNBLENDCOLORPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); +typedef void (WINE_GLAPI *PGLFNBLENDEQUATIONPROC) (GLenum mode); +/* GL_ARB_multitexture */ +#ifndef GL_ARB_multitexture +#define GL_ARB_multitexture 1 +#define GL_TEXTURE0_ARB 0x84C0 +#define GL_TEXTURE1_ARB 0x84C1 +#define GL_TEXTURE2_ARB 0x84C2 +#define GL_TEXTURE3_ARB 0x84C3 +#define GL_TEXTURE4_ARB 0x84C4 +#define GL_TEXTURE5_ARB 0x84C5 +#define GL_TEXTURE6_ARB 0x84C6 +#define GL_TEXTURE7_ARB 0x84C7 +#define GL_TEXTURE8_ARB 0x84C8 +#define GL_TEXTURE9_ARB 0x84C9 +#define GL_TEXTURE10_ARB 0x84CA +#define GL_TEXTURE11_ARB 0x84CB +#define GL_TEXTURE12_ARB 0x84CC +#define GL_TEXTURE13_ARB 0x84CD +#define GL_TEXTURE14_ARB 0x84CE +#define GL_TEXTURE15_ARB 0x84CF +#define GL_TEXTURE16_ARB 0x84D0 +#define GL_TEXTURE17_ARB 0x84D1 +#define GL_TEXTURE18_ARB 0x84D2 +#define GL_TEXTURE19_ARB 0x84D3 +#define GL_TEXTURE20_ARB 0x84D4 +#define GL_TEXTURE21_ARB 0x84D5 +#define GL_TEXTURE22_ARB 0x84D6 +#define GL_TEXTURE23_ARB 0x84D7 +#define GL_TEXTURE24_ARB 0x84D8 +#define GL_TEXTURE25_ARB 0x84D9 +#define GL_TEXTURE26_ARB 0x84DA +#define GL_TEXTURE27_ARB 0x84DB +#define GL_TEXTURE28_ARB 0x84DC +#define GL_TEXTURE29_ARB 0x84DD +#define GL_TEXTURE30_ARB 0x84DE +#define GL_TEXTURE31_ARB 0x84DF +#define GL_ACTIVE_TEXTURE_ARB 0x84E0 +#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1 +#define GL_MAX_TEXTURE_UNITS_ARB 0x84E2 +#endif +typedef void (WINE_GLAPI *WINED3D_PFNGLACTIVETEXTUREARBPROC) (GLenum texture); +typedef void (WINE_GLAPI *WINED3D_PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture); +typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD1FARBPROC) (GLenum target, GLfloat s); +typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD1FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t); +typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD2FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD3FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r); +typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD3FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD4FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD4FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD2SVARBPROC) (GLenum target, const GLshort *v); +typedef void (WINE_GLAPI *WINED3D_PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLshort *v); + +/* GL_ARB_texture_cube_map */ +#ifndef GL_ARB_texture_cube_map +#define GL_ARB_texture_cube_map 1 +#define GL_NORMAL_MAP_ARB 0x8511 +#define GL_REFLECTION_MAP_ARB 0x8512 +#define GL_TEXTURE_CUBE_MAP_ARB 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARB 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x851A +#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB 0x851C +#endif + +/* GL_ARB_point_parameters */ +#ifndef GL_ARB_point_parameters +#define GL_ARB_point_parameters 1 +#define GL_POINT_SIZE_MIN_ARB 0x8126 +#define GL_POINT_SIZE_MAX_ARB 0x8127 +#define GL_POINT_FADE_THRESHOLD_SIZE_ARB 0x8128 +#define GL_POINT_DISTANCE_ATTENUATION_ARB 0x8129 +#endif +typedef void (WINE_GLAPI * PGLFNGLPOINTPARAMETERFARBPROC) (GLenum pname, GLfloat param); +typedef void (WINE_GLAPI * PGLFNGLPOINTPARAMETERFVARBPROC) (GLenum pname, const GLfloat *params); +/* GL_ARB_vertex_blend */ +#ifndef GL_ARB_vertex_blend +#define GL_ARB_vertex_blend 1 +#define GL_MAX_VERTEX_UNITS_ARB 0x86A4 +#define GL_ACTIVE_VERTEX_UNITS_ARB 0x86A5 +#define GL_WEIGHT_SUM_UNITY_ARB 0x86A6 +#define GL_VERTEX_BLEND_ARB 0x86A7 +#define GL_CURRENT_WEIGHT_ARB 0x86A8 +#define GL_WEIGHT_ARRAY_TYPE_ARB 0x86A9 +#define GL_WEIGHT_ARRAY_STRIDE_ARB 0x86AA +#define GL_WEIGHT_ARRAY_SIZE_ARB 0x86AB +#define GL_WEIGHT_ARRAY_POINTER_ARB 0x86AC +#define GL_WEIGHT_ARRAY_ARB 0x86AD +#define GL_MODELVIEW0_ARB 0x1700 +#define GL_MODELVIEW1_ARB 0x850A +#define GL_MODELVIEW2_ARB 0x8722 +#define GL_MODELVIEW3_ARB 0x8723 +#define GL_MODELVIEW4_ARB 0x8724 +#define GL_MODELVIEW5_ARB 0x8725 +#define GL_MODELVIEW6_ARB 0x8726 +#define GL_MODELVIEW7_ARB 0x8727 +#define GL_MODELVIEW8_ARB 0x8728 +#define GL_MODELVIEW9_ARB 0x8729 +#define GL_MODELVIEW10_ARB 0x872A +#define GL_MODELVIEW11_ARB 0x872B +#define GL_MODELVIEW12_ARB 0x872C +#define GL_MODELVIEW13_ARB 0x872D +#define GL_MODELVIEW14_ARB 0x872E +#define GL_MODELVIEW15_ARB 0x872F +#define GL_MODELVIEW16_ARB 0x8730 +#define GL_MODELVIEW17_ARB 0x8731 +#define GL_MODELVIEW18_ARB 0x8732 +#define GL_MODELVIEW19_ARB 0x8733 +#define GL_MODELVIEW20_ARB 0x8734 +#define GL_MODELVIEW21_ARB 0x8735 +#define GL_MODELVIEW22_ARB 0x8736 +#define GL_MODELVIEW23_ARB 0x8737 +#define GL_MODELVIEW24_ARB 0x8738 +#define GL_MODELVIEW25_ARB 0x8739 +#define GL_MODELVIEW26_ARB 0x873A +#define GL_MODELVIEW27_ARB 0x873B +#define GL_MODELVIEW28_ARB 0x873C +#define GL_MODELVIEW29_ARB 0x873D +#define GL_MODELVIEW30_ARB 0x873E +#define GL_MODELVIEW31_ARB 0x873F +#endif +typedef void (WINE_GLAPI * PGLFNGLWEIGHTPOINTERARB) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); +typedef void (WINE_GLAPI * PGLFNGLWEIGHTBV) (GLint size, const GLbyte *weights); +typedef void (WINE_GLAPI * PGLFNGLWEIGHTSV) (GLint size, const GLshort *weights); +typedef void (WINE_GLAPI * PGLFNGLWEIGHTIV) (GLint size, const GLint *weights); +typedef void (WINE_GLAPI * PGLFNGLWEIGHTFV) (GLint size, const GLfloat *weights); +typedef void (WINE_GLAPI * PGLFNGLWEIGHTDV) (GLint size, const GLdouble *weights); +typedef void (WINE_GLAPI * PGLFNGLWEIGHTUBV) (GLint size, const GLubyte *weights); +typedef void (WINE_GLAPI * PGLFNGLWEIGHTUSV) (GLint size, const GLushort *weights); +typedef void (WINE_GLAPI * PGLFNGLWEIGHTUIV) (GLint size, const GLuint *weights); +typedef void (WINE_GLAPI * PGLFNGLVERTEXBLENDARB) (GLint count); +/* GL_ARB_pixel_buffer_object */ +#ifndef GL_ARB_pixel_buffer_object +#define GL_ARB_pixel_buffer_object 1 +#endif +#define GL_PIXEL_PACK_BUFFER_ARB 0x88EB +#define GL_PIXEL_UNPACK_BUFFER_ARB 0x88EC +#define GL_PIXEL_PACK_BUFFER_BINDING_ARB 0x88ED +#define GL_PIXEL_UNPACK_BUFFER_BINDING_ARB 0x88EF +/* GL_EXT_framebuffer_object */ +#ifndef GL_EXT_framebuffer_object +#define GL_EXT_framebuffer_object 1 +#define GL_FRAMEBUFFER_EXT 0x8D40 +#define GL_RENDERBUFFER_EXT 0x8D41 +#define GL_STENCIL_INDEX1_EXT 0x8D46 +#define GL_STENCIL_INDEX4_EXT 0x8D47 +#define GL_STENCIL_INDEX8_EXT 0x8D48 +#define GL_STENCIL_INDEX16_EXT 0x8D49 +#define GL_RENDERBUFFER_WIDTH_EXT 0x8D42 +#define GL_RENDERBUFFER_HEIGHT_EXT 0x8D43 +#define GL_RENDERBUFFER_INTERNAL_FORMAT_EXT 0x8D44 +#define GL_RENDERBUFFER_RED_SIZE_EXT 0x8D50 +#define GL_RENDERBUFFER_GREEN_SIZE_EXT 0x8D51 +#define GL_RENDERBUFFER_BLUE_SIZE_EXT 0x8D52 +#define GL_RENDERBUFFER_ALPHA_SIZE_EXT 0x8D53 +#define GL_RENDERBUFFER_DEPTH_SIZE_EXT 0x8D54 +#define GL_RENDERBUFFER_STENCIL_SIZE_EXT 0x8D55 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT 0x8CD0 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT 0x8CD1 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT 0x8CD2 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT 0x8CD3 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT 0x8CD4 +#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0 +#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1 +#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2 +#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3 +#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4 +#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5 +#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6 +#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7 +#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8 +#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9 +#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA +#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB +#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC +#define GL_COLOR_ATTACHMENT13_EXT 0x8CED +#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE +#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF +#define GL_DEPTH_ATTACHMENT_EXT 0x8D00 +#define GL_STENCIL_ATTACHMENT_EXT 0x8D20 +#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5 +#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT 0x8CD6 +#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT 0x8CD7 +#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT 0x8CD9 +#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT 0x8CDA +#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT 0x8CDB +#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT 0x8CDC +#define GL_FRAMEBUFFER_UNSUPPORTED_EXT 0x8CDD +#define GL_FRAMEBUFFER_BINDING_EXT 0x8CA6 +#define GL_RENDERBUFFER_BINDING_EXT 0x8CA7 +#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF +#define GL_MAX_RENDERBUFFER_SIZE_EXT 0x84E8 +#define GL_INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506 + +#endif +typedef GLboolean (WINE_GLAPI * PGLFNGLISRENDERBUFFEREXTPROC)(GLuint renderbuffer); +typedef void (WINE_GLAPI * PGLFNGLBINDRENDERBUFFEREXTPROC)(GLenum target, GLuint renderbuffer); +typedef void (WINE_GLAPI * PGLFNGLDELETERENDERBUFFERSEXTPROC)(GLsizei n, const GLuint *renderbuffers); +typedef void (WINE_GLAPI * PGLFNGLGENRENDERBUFFERSEXTPROC)(GLsizei n, GLuint *renderbuffers); +typedef void (WINE_GLAPI * PGLFNGLRENDERBUFFERSTORAGEEXTPROC)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (WINE_GLAPI * PGLFNGLGETRENDERBUFFERPARAMETERIVEXTPROC)(GLenum target, GLenum pname, GLint *params); +typedef GLboolean (WINE_GLAPI * PGLFNGLISFRAMEBUFFEREXTPROC)(GLuint framebuffer); +typedef void (WINE_GLAPI * PGLFNGLBINDFRAMEBUFFEREXTPROC)(GLenum target, GLuint framebuffer); +typedef void (WINE_GLAPI * PGLFNGLDELETEFRAMEBUFFERSEXTPROC)(GLsizei n, const GLuint *framebuffers); +typedef void (WINE_GLAPI * PGLFNGLGENFRAMEBUFFERSEXTPROC)(GLsizei n, GLuint *framebuffers); +typedef GLenum (WINE_GLAPI * PGLFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)(GLenum target); +typedef void (WINE_GLAPI * PGLFNGLFRAMEBUFFERTEXTURE1DEXTPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (WINE_GLAPI * PGLFNGLFRAMEBUFFERTEXTURE2DEXTPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (WINE_GLAPI * PGLFNGLFRAMEBUFFERTEXTURE3DEXTPROC)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +typedef void (WINE_GLAPI * PGLFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void (WINE_GLAPI * PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC)(GLenum target, GLenum attachment, GLenum pname, GLint *params); +typedef void (WINE_GLAPI * PGLFNGLGENERATEMIPMAPEXTPROC)(GLenum target); +/* GL_EXT_framebuffer_blit */ +#ifndef GL_EXT_framebuffer_blit +#define GL_EXT_framebuffer_blit 1 +#define GL_READ_FRAMEBUFFER_EXT 0x8CA8 +#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9 +#define GL_DRAW_FRAMEBUFFER_BINDING_EXT 0x8CA6 +#define GL_READ_FRAMEBUFFER_BINDING_EXT 0x8CAA +#endif +typedef void (WINE_GLAPI * PGLFNGLBLITFRAMEBUFFEREXTPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); + +/* GL_EXT_framebuffer_multisample */ +#ifndef GL_EXT_framebuffer_multisample +#define GL_EXT_framebuffer_multisample 1 +#define GL_RENDERBUFFER_SAMPLES_EXT 0x8cab +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8d56 +#define GL_MAX_SAMPLES_EXT 0x8d57 +#endif +typedef void (WINE_GLAPI * PGLFNRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); + +/* GL_EXT_secondary_color */ +#ifndef GL_EXT_secondary_color +#define GL_EXT_secondary_color 1 +#define GL_COLOR_SUM_EXT 0x8458 +#define GL_CURRENT_SECONDARY_COLOR_EXT 0x8459 +#define GL_SECONDARY_COLOR_ARRAY_SIZE_EXT 0x845A +#define GL_SECONDARY_COLOR_ARRAY_TYPE_EXT 0x845B +#define GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT 0x845C +#define GL_SECONDARY_COLOR_ARRAY_POINTER_EXT 0x845D +#define GL_SECONDARY_COLOR_ARRAY_EXT 0x845E +#endif +typedef void (WINE_GLAPI * PGLFNGLSECONDARYCOLOR3FEXTPROC) (GLfloat red, GLfloat green, GLfloat blue); +typedef void (WINE_GLAPI * PGLFNGLSECONDARYCOLOR3FVEXTPROC) (const GLfloat *v); +typedef void (WINE_GLAPI * PGLFNGLSECONDARYCOLOR3UBEXTPROC) (GLubyte red, GLubyte green, GLubyte blue); +typedef void (WINE_GLAPI * PGLFNGLSECONDARYCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); +/* GL_EXT_paletted_texture */ +#ifndef GL_EXT_paletted_texture +#define GL_EXT_paletted_texture 1 +#define GL_COLOR_INDEX1_EXT 0x80E2 +#define GL_COLOR_INDEX2_EXT 0x80E3 +#define GL_COLOR_INDEX4_EXT 0x80E4 +#define GL_COLOR_INDEX8_EXT 0x80E5 +#define GL_COLOR_INDEX12_EXT 0x80E6 +#define GL_COLOR_INDEX16_EXT 0x80E7 +#define GL_TEXTURE_INDEX_SIZE_EXT 0x80ED +#endif +typedef void (WINE_GLAPI * PGLFNGLCOLORTABLEEXTPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const GLvoid *table); +/* GL_EXT_point_parameters */ +#ifndef GL_EXT_point_parameters +#define GL_EXT_point_parameters 1 +#define GL_POINT_SIZE_MIN_EXT 0x8126 +#define GL_POINT_SIZE_MAX_EXT 0x8127 +#define GL_POINT_FADE_THRESHOLD_SIZE_EXT 0x8128 +#define GL_DISTANCE_ATTENUATION_EXT 0x8129 +#endif +typedef void (WINE_GLAPI * PGLFNGLPOINTPARAMETERFEXTPROC) (GLenum pname, GLfloat param); +typedef void (WINE_GLAPI * PGLFNGLPOINTPARAMETERFVEXTPROC) (GLenum pname, const GLfloat *params); +/* GL_EXT_texture3D */ +#ifndef GL_EXT_texture3D +#define GL_EXT_texture3D 1 +#define GL_PACK_SKIP_IMAGES_EXT 0x806B +#define GL_PACK_IMAGE_HEIGHT_EXT 0x806C +#define GL_UNPACK_SKIP_IMAGES_EXT 0x806D +#define GL_UNPACK_IMAGE_HEIGHT_EXT 0x806E +#define GL_TEXTURE_3D_EXT 0x806F +#define GL_PROXY_TEXTURE_3D_EXT 0x8070 +#define GL_TEXTURE_DEPTH_EXT 0x8071 +#define GL_TEXTURE_WRAP_R_EXT 0x8072 +#define GL_MAX_3D_TEXTURE_SIZE_EXT 0x8073 +#endif +typedef void (WINE_GLAPI * PGLFNGLTEXIMAGE3DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels); +typedef void (WINE_GLAPI * PGLFNGLTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels); +/* GL_EXT_texture_env_combine */ +#ifndef GL_EXT_texture_env_combine +#define GL_EXT_texture_env_combine 1 +#define GL_COMBINE_EXT 0x8570 +#define GL_COMBINE_RGB_EXT 0x8571 +#define GL_COMBINE_ALPHA_EXT 0x8572 +#define GL_RGB_SCALE_EXT 0x8573 +#define GL_ADD_SIGNED_EXT 0x8574 +#define GL_INTERPOLATE_EXT 0x8575 +#define GL_SUBTRACT_EXT 0x84E7 +#define GL_CONSTANT_EXT 0x8576 +#define GL_PRIMARY_COLOR_EXT 0x8577 +#define GL_PREVIOUS_EXT 0x8578 +#define GL_SOURCE0_RGB_EXT 0x8580 +#define GL_SOURCE1_RGB_EXT 0x8581 +#define GL_SOURCE2_RGB_EXT 0x8582 +#define GL_SOURCE3_RGB_EXT 0x8583 +#define GL_SOURCE4_RGB_EXT 0x8584 +#define GL_SOURCE5_RGB_EXT 0x8585 +#define GL_SOURCE6_RGB_EXT 0x8586 +#define GL_SOURCE7_RGB_EXT 0x8587 +#define GL_SOURCE0_ALPHA_EXT 0x8588 +#define GL_SOURCE1_ALPHA_EXT 0x8589 +#define GL_SOURCE2_ALPHA_EXT 0x858A +#define GL_SOURCE3_ALPHA_EXT 0x858B +#define GL_SOURCE4_ALPHA_EXT 0x858C +#define GL_SOURCE5_ALPHA_EXT 0x858D +#define GL_SOURCE6_ALPHA_EXT 0x858E +#define GL_SOURCE7_ALPHA_EXT 0x858F +#define GL_OPERAND0_RGB_EXT 0x8590 +#define GL_OPERAND1_RGB_EXT 0x8591 +#define GL_OPERAND2_RGB_EXT 0x8592 +#define GL_OPERAND3_RGB_EXT 0x8593 +#define GL_OPERAND4_RGB_EXT 0x8594 +#define GL_OPERAND5_RGB_EXT 0x8595 +#define GL_OPERAND6_RGB_EXT 0x8596 +#define GL_OPERAND7_RGB_EXT 0x8597 +#define GL_OPERAND0_ALPHA_EXT 0x8598 +#define GL_OPERAND1_ALPHA_EXT 0x8599 +#define GL_OPERAND2_ALPHA_EXT 0x859A +#define GL_OPERAND3_ALPHA_EXT 0x859B +#define GL_OPERAND4_ALPHA_EXT 0x859C +#define GL_OPERAND5_ALPHA_EXT 0x859D +#define GL_OPERAND6_ALPHA_EXT 0x859E +#define GL_OPERAND7_ALPHA_EXT 0x859F +#endif +/* GL_EXT_texture_env_dot3 */ +#ifndef GL_EXT_texture_env_dot3 +#define GL_EXT_texture_env_dot3 1 +#define GL_DOT3_RGB_EXT 0x8740 +#define GL_DOT3_RGBA_EXT 0x8741 +#endif +/* GL_EXT_texture_lod_bias */ +#ifndef GL_EXT_texture_lod_bias +#define GL_EXT_texture_lod_bias 1 +#define GL_MAX_TEXTURE_LOD_BIAS_EXT 0x84FD +#define GL_TEXTURE_FILTER_CONTROL_EXT 0x8500 +#define GL_TEXTURE_LOD_BIAS_EXT 0x8501 +#endif +/* GL_ARB_texture_border_clamp */ +#ifndef GL_ARB_texture_border_clamp +#define GL_ARB_texture_border_clamp 1 +#define GL_CLAMP_TO_BORDER_ARB 0x812D +#endif +/* GL_EXT_texture_filter_anisotropic */ +#ifndef GL_EXT_texture_filter_anisotropic +#define GL_EXT_texture_filter_anisotropic 1 +#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE +#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF +#endif +/* GL_ARB_texture_mirrored_repeat (full support GL1.4) */ +#ifndef GL_ARB_texture_mirrored_repeat +#define GL_ARB_texture_mirrored_repeat 1 +#define GL_MIRRORED_REPEAT_ARB 0x8370 +#endif +/* GL_ATI_texture_mirror_once */ +#ifndef GL_ATI_texture_mirror_once +#define GL_ATI_texture_mirror_once 1 +#define GL_MIRROR_CLAMP_ATI 0x8742 +#define GL_MIRROR_CLAMP_TO_EDGE_ATI 0x8743 +#endif +/* GL_ARB_texture_env_dot3 */ +#ifndef GL_ARB_texture_env_dot3 +#define GL_ARB_texture_env_dot3 1 +#define GL_DOT3_RGB_ARB 0x86AE +#define GL_DOT3_RGBA_ARB 0x86AF +#endif +/* GL_EXT_texture_env_dot3 */ +#ifndef GL_EXT_texture_env_dot3 +#define GL_EXT_texture_env_dot3 1 +#define GL_DOT3_RGB_EXT 0x8740 +#define GL_DOT3_RGBA_EXT 0x8741 +#endif +/* GL_EXT_texture_sRGB */ +#ifndef GL_EXT_texture_sRGB +#define GL_EXT_texture_sRGB 1 +#define GL_SRGB_EXT 0x8C40 +#define GL_SRGB8_EXT 0x8C41 +#define GL_SRGB_ALPHA_EXT 0x8C42 +#define GL_SRGB8_ALPHA8_EXT 0x8C43 +#define GL_SLUMINANCE_ALPHA_EXT 0x8C44 +#define GL_SLUMINANCE8_ALPHA8_EXT 0x8C45 +#define GL_SLUMINANCE_EXT 0x8C46 +#define GL_SLUMINANCE8_EXT 0x8C47 +#define GL_COMPRESSED_SRGB_EXT 0x8C48 +#define GL_COMPRESSED_SRGB_ALPHA_EXT 0x8C49 +#define GL_COMPRESSED_SLUMINANCE_EXT 0x8C4A +#define GL_COMPRESSED_SLUMINANCE_ALPHA_EXT 0x8C4B +#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F +#endif +/* GL_ARB_texture_float */ +#ifndef GL_ARB_texture_float +#define GL_ARB_texture_float 1 +#define GL_RGBA32F_ARB 0x8814 +#define GL_RGB32F_ARB 0x8815 +#define GL_RGBA16F_ARB 0x881A +#define GL_RGB16F_ARB 0x881B +#endif +/* GL_ARB_half_float_pixel */ +#ifndef GL_ARB_half_float_pixel +#define GL_ARB_half_float_pixel +#define GL_HALF_FLOAT_ARB 0x140B +#endif +/* GL_ARB_vertex_program */ +#ifndef GL_ARB_vertex_program +#define GL_ARB_vertex_program 1 +#define GL_VERTEX_PROGRAM_ARB 0x8620 +#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642 +#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643 +#define GL_COLOR_SUM_ARB 0x8458 +#define GL_PROGRAM_FORMAT_ASCII_ARB 0x8875 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625 +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A +#define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645 +#define GL_PROGRAM_LENGTH_ARB 0x8627 +#define GL_PROGRAM_FORMAT_ARB 0x8876 +#define GL_PROGRAM_BINDING_ARB 0x8677 +#define GL_PROGRAM_INSTRUCTIONS_ARB 0x88A0 +#define GL_MAX_PROGRAM_INSTRUCTIONS_ARB 0x88A1 +#define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2 +#define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3 +#define GL_PROGRAM_TEMPORARIES_ARB 0x88A4 +#define GL_MAX_PROGRAM_TEMPORARIES_ARB 0x88A5 +#define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6 +#define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7 +#define GL_PROGRAM_PARAMETERS_ARB 0x88A8 +#define GL_MAX_PROGRAM_PARAMETERS_ARB 0x88A9 +#define GL_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AA +#define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB +#define GL_PROGRAM_ATTRIBS_ARB 0x88AC +#define GL_MAX_PROGRAM_ATTRIBS_ARB 0x88AD +#define GL_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AE +#define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF +#define GL_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B0 +#define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1 +#define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2 +#define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3 +#define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4 +#define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5 +#define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6 +#define GL_PROGRAM_STRING_ARB 0x8628 +#define GL_PROGRAM_ERROR_POSITION_ARB 0x864B +#define GL_CURRENT_MATRIX_ARB 0x8641 +#define GL_TRANSPOSE_CURRENT_MATRIX_ARB 0x88B7 +#define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640 +#define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869 +#define GL_MAX_PROGRAM_MATRICES_ARB 0x862F +#define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E +#define GL_PROGRAM_ERROR_STRING_ARB 0x8874 +#define GL_MATRIX0_ARB 0x88C0 +#define GL_MATRIX1_ARB 0x88C1 +#define GL_MATRIX2_ARB 0x88C2 +#define GL_MATRIX3_ARB 0x88C3 +#define GL_MATRIX4_ARB 0x88C4 +#define GL_MATRIX5_ARB 0x88C5 +#define GL_MATRIX6_ARB 0x88C6 +#define GL_MATRIX7_ARB 0x88C7 +#define GL_MATRIX8_ARB 0x88C8 +#define GL_MATRIX9_ARB 0x88C9 +#define GL_MATRIX10_ARB 0x88CA +#define GL_MATRIX11_ARB 0x88CB +#define GL_MATRIX12_ARB 0x88CC +#define GL_MATRIX13_ARB 0x88CD +#define GL_MATRIX14_ARB 0x88CE +#define GL_MATRIX15_ARB 0x88CF +#define GL_MATRIX16_ARB 0x88D0 +#define GL_MATRIX17_ARB 0x88D1 +#define GL_MATRIX18_ARB 0x88D2 +#define GL_MATRIX19_ARB 0x88D3 +#define GL_MATRIX20_ARB 0x88D4 +#define GL_MATRIX21_ARB 0x88D5 +#define GL_MATRIX22_ARB 0x88D6 +#define GL_MATRIX23_ARB 0x88D7 +#define GL_MATRIX24_ARB 0x88D8 +#define GL_MATRIX25_ARB 0x88D9 +#define GL_MATRIX26_ARB 0x88DA +#define GL_MATRIX27_ARB 0x88DB +#define GL_MATRIX28_ARB 0x88DC +#define GL_MATRIX29_ARB 0x88DD +#define GL_MATRIX30_ARB 0x88DE +#define GL_MATRIX31_ARB 0x88DF +#endif +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1DARBPROC) (GLuint index, GLdouble x); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1DVARBPROC) (GLuint index, const GLdouble *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1FARBPROC) (GLuint index, GLfloat x); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1FVARBPROC) (GLuint index, const GLfloat *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1SARBPROC) (GLuint index, GLshort x); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1SVARBPROC) (GLuint index, const GLshort *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2DARBPROC) (GLuint index, GLdouble x, GLdouble y); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2DVARBPROC) (GLuint index, const GLdouble *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2FARBPROC) (GLuint index, GLfloat x, GLfloat y); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2FVARBPROC) (GLuint index, const GLfloat *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2SARBPROC) (GLuint index, GLshort x, GLshort y); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2SVARBPROC) (GLuint index, const GLshort *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3DVARBPROC) (GLuint index, const GLdouble *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3FVARBPROC) (GLuint index, const GLfloat *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3SVARBPROC) (GLuint index, const GLshort *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NBVARBPROC) (GLuint index, const GLbyte *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NIVARBPROC) (GLuint index, const GLint *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NSVARBPROC) (GLuint index, const GLshort *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NUBARBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NUBVARBPROC) (GLuint index, const GLubyte *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NUIVARBPROC) (GLuint index, const GLuint *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NUSVARBPROC) (GLuint index, const GLushort *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4BVARBPROC) (GLuint index, const GLbyte *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4DVARBPROC) (GLuint index, const GLdouble *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4FVARBPROC) (GLuint index, const GLfloat *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4IVARBPROC) (GLuint index, const GLint *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4SVARBPROC) (GLuint index, const GLshort *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4UBVARBPROC) (GLuint index, const GLubyte *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4UIVARBPROC) (GLuint index, const GLuint *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4USVARBPROC) (GLuint index, const GLushort *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIBPOINTERARBPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer); +typedef void (WINE_GLAPI * PGLFNENABLEVERTEXATTRIBARRAYARBPROC) (GLuint index); +typedef void (WINE_GLAPI * PGLFNDISABLEVERTEXATTRIBARRAYARBPROC) (GLuint index); +typedef void (WINE_GLAPI * PGLFNPROGRAMSTRINGARBPROC) (GLenum target, GLenum format, GLsizei len, const GLvoid *string); +typedef void (WINE_GLAPI * PGLFNBINDPROGRAMARBPROC) (GLenum target, GLuint program); +typedef void (WINE_GLAPI * PGLFNDELETEPROGRAMSARBPROC) (GLsizei n, const GLuint *programs); +typedef void (WINE_GLAPI * PGLFNGENPROGRAMSARBPROC) (GLsizei n, GLuint *programs); +typedef void (WINE_GLAPI * PGLFNPROGRAMENVPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (WINE_GLAPI * PGLFNPROGRAMENVPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble *params); +typedef void (WINE_GLAPI * PGLFNPROGRAMENVPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (WINE_GLAPI * PGLFNPROGRAMENVPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat *params); +typedef void (WINE_GLAPI * PGLFNPROGRAMLOCALPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (WINE_GLAPI * PGLFNPROGRAMLOCALPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble *params); +typedef void (WINE_GLAPI * PGLFNPROGRAMLOCALPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (WINE_GLAPI * PGLFNPROGRAMLOCALPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat *params); +typedef void (WINE_GLAPI * PGLFNGETPROGRAMENVPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble *params); +typedef void (WINE_GLAPI * PGLFNGETPROGRAMENVPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat *params); +typedef void (WINE_GLAPI * PGLFNGETPROGRAMLOCALPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble *params); +typedef void (WINE_GLAPI * PGLFNGETPROGRAMLOCALPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat *params); +typedef void (WINE_GLAPI * PGLFNGETPROGRAMIVARBPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (WINE_GLAPI * PGLFNGETPROGRAMSTRINGARBPROC) (GLenum target, GLenum pname, GLvoid *string); +typedef void (WINE_GLAPI * PGLFNGETVERTEXATTRIBDVARBPROC) (GLuint index, GLenum pname, GLdouble *params); +typedef void (WINE_GLAPI * PGLFNGETVERTEXATTRIBFVARBPROC) (GLuint index, GLenum pname, GLfloat *params); +typedef void (WINE_GLAPI * PGLFNGETVERTEXATTRIBIVARBPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (WINE_GLAPI * PGLFNGETVERTEXATTRIBPOINTERVARBPROC) (GLuint index, GLenum pname, GLvoid* *pointer); +typedef GLboolean (WINE_GLAPI * PGLFNISPROGRAMARBPROC) (GLuint program); +#ifndef GL_ARB_fragment_program +#define GL_ARB_fragment_program 1 +#define GL_FRAGMENT_PROGRAM_ARB 0x8804 +#define GL_PROGRAM_ALU_INSTRUCTIONS_ARB 0x8805 +#define GL_PROGRAM_TEX_INSTRUCTIONS_ARB 0x8806 +#define GL_PROGRAM_TEX_INDIRECTIONS_ARB 0x8807 +#define GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x8808 +#define GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x8809 +#define GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x880A +#define GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB 0x880B +#define GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB 0x880C +#define GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB 0x880D +#define GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x880E +#define GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x880F +#define GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x8810 +#define GL_MAX_TEXTURE_COORDS_ARB 0x8871 +#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872 +/* All ARB_fragment_program entry points are shared with ARB_vertex_program. */ +#endif +/* GL_ARB_multisample */ +#ifndef GL_ARB_multisample +#define GL_ARB_multisample 1 +#define GL_MULTISAMPLE_ARB 0x809D +#define GL_SAMPLE_ALPHA_TO_COVERAGE_ARB 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE_ARB 0x809F +#define GL_SAMPLE_COVERAGE_ARB 0x80A0 +#define GL_SAMPLE_BUFFERS_ARB 0x80A8 +#define GL_SAMPLES_ARB 0x80A9 +#define GL_SAMPLE_COVERAGE_VALUE_ARB 0x80AA +#define GL_SAMPLE_COVERAGE_INVERT_ARB 0x80AB +#define GL_MULTISAMPLE_BIT_ARB 0x20000000 +#endif +typedef void (WINE_GLAPI * WINED3D_PFNGLSAMPLECOVERAGEARBPROC) (GLclampf value, GLboolean invert); +/* GL_ARB_vertex_buffer_object */ +#ifndef GL_ARB_vertex_buffer_object +#define GL_ARB_vertex_buffer_object 1 +#define GL_BUFFER_SIZE_ARB 0x8764 +#define GL_BUFFER_USAGE_ARB 0x8765 +#define GL_ARRAY_BUFFER_ARB 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER_ARB 0x8893 +#define GL_ARRAY_BUFFER_BINDING_ARB 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB 0x8895 +#define GL_VERTEX_ARRAY_BUFFER_BINDING_ARB 0x8896 +#define GL_NORMAL_ARRAY_BUFFER_BINDING_ARB 0x8897 +#define GL_COLOR_ARRAY_BUFFER_BINDING_ARB 0x8898 +#define GL_INDEX_ARRAY_BUFFER_BINDING_ARB 0x8899 +#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB 0x889A +#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB 0x889B +#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB 0x889C +#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB 0x889D +#define GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB 0x889E +#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB 0x889F +#define GL_READ_ONLY_ARB 0x88B8 +#define GL_WRITE_ONLY_ARB 0x88B9 +#define GL_READ_WRITE_ARB 0x88BA +#define GL_BUFFER_ACCESS_ARB 0x88BB +#define GL_BUFFER_MAPPED_ARB 0x88BC +#define GL_BUFFER_MAP_POINTER_ARB 0x88BD +#define GL_STREAM_DRAW_ARB 0x88E0 +#define GL_STREAM_READ_ARB 0x88E1 +#define GL_STREAM_COPY_ARB 0x88E2 +#define GL_STATIC_DRAW_ARB 0x88E4 +#define GL_STATIC_READ_ARB 0x88E5 +#define GL_STATIC_COPY_ARB 0x88E6 +#define GL_DYNAMIC_DRAW_ARB 0x88E8 +#define GL_DYNAMIC_READ_ARB 0x88E9 +#define GL_DYNAMIC_COPY_ARB 0x88EA +#endif +typedef void (WINE_GLAPI * PGLFNBINDBUFFERARBPROC) (GLenum target, GLuint buffer); +typedef void (WINE_GLAPI * PGLFNDELETEBUFFERSARBPROC) (GLsizei n, const GLuint *buffers); +typedef void (WINE_GLAPI * PGLFNGENBUFFERSARBPROC) (GLsizei n, GLuint *buffers); +typedef GLboolean (WINE_GLAPI * PGLFNISBUFFERARBPROC) (GLuint buffer); +typedef void (WINE_GLAPI * PGLFNBUFFERDATAARBPROC) (GLenum target, ptrdiff_t size, const GLvoid *data, GLenum usage); +typedef void (WINE_GLAPI * PGLFNBUFFERSUBDATAARBPROC) (GLenum target, ptrdiff_t offset, ptrdiff_t size, const GLvoid *data); +typedef void (WINE_GLAPI * PGLFNGETBUFFERSUBDATAARBPROC) (GLenum target, ptrdiff_t offset, ptrdiff_t size, GLvoid *data); +typedef GLvoid* (WINE_GLAPI * PGLFNMAPBUFFERARBPROC) (GLenum target, GLenum access); +typedef GLboolean (WINE_GLAPI * PGLFNUNMAPBUFFERARBPROC) (GLenum target); +typedef void (WINE_GLAPI * PGLFNGETBUFFERPARAMETERIVARBPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (WINE_GLAPI * PGLFNGETBUFFERPOINTERVARBPROC) (GLenum target, GLenum pname, GLvoid* *params); +/* GL_EXT_blend_equation_separate */ +typedef void (WINE_GLAPI * PGLFNBLENDFUNCSEPARATEEXTPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +/* GL_EXT_blend_func_separate */ +#ifndef GL_EXT_blend_func_separate +#define GL_BLEND_DST_RGB_EXT 0x80C8 +#define GL_BLEND_SRC_RGB_EXT 0x80C9 +#define GL_BLEND_DST_ALPHA_EXT 0x80CA +#define GL_BLEND_SRC_ALPHA_EXT 0x80CB +#endif +typedef void (WINE_GLAPI * PGLFNBLENDEQUATIONSEPARATEEXTPROC) (GLenum modeRGB, GLenum modeAlpha); +/* GL_EXT_fog_coord */ +#ifndef GL_EXT_fog_coord +#define GL_EXT_fog_coord 1 +#define GL_FOG_COORDINATE_SOURCE_EXT 0x8450 +#define GL_FOG_COORDINATE_EXT 0x8451 +#define GL_FRAGMENT_DEPTH_EXT 0x8452 +#define GL_CURRENT_FOG_COORDINATE_EXT 0x8453 +#define GL_FOG_COORDINATE_ARRAY_TYPE_EXT 0x8454 +#define GL_FOG_COORDINATE_ARRAY_STRIDE_EXT 0x8455 +#define GL_FOG_COORDINATE_ARRAY_POINTER_EXT 0x8456 +#define GL_FOG_COORDINATE_ARRAY_EXT 0x8457 +#endif /* GL_EXT_fog_coord */ +typedef void (WINE_GLAPI * PGLFNGLFOGCOORDFEXTPROC) (GLfloat intesity); +typedef void (WINE_GLAPI * PGLFNGLFOGCOORDFVEXTPROC) (GLfloat intesity); +typedef void (WINE_GLAPI * PGLFNGLFOGCOORDDEXTPROC) (GLfloat intesity); +typedef void (WINE_GLAPI * PGLFNGLFOGCOORDDVEXTPROC) (GLfloat intesity); +typedef void (WINE_GLAPI * PGLFNGLFOGCOORDPOINTEREXTPROC) (GLenum type, GLsizei stride, GLvoid *data); +/* GL_ARB_shader_objects (GLSL) */ +#ifndef GL_ARB_shader_objects +#define GL_ARB_shader_objects 1 +typedef char GLcharARB; +typedef unsigned int GLhandleARB; +#define GL_PROGRAM_OBJECT_ARB 0x8B40 +#define GL_OBJECT_TYPE_ARB 0x8B4E +#define GL_OBJECT_SUBTYPE_ARB 0x8B4F +#define GL_OBJECT_DELETE_STATUS_ARB 0x8B80 +#define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81 +#define GL_OBJECT_LINK_STATUS_ARB 0x8B82 +#define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83 +#define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84 +#define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85 +#define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86 +#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87 +#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88 +#define GL_SHADER_OBJECT_ARB 0x8B48 +#define GL_FLOAT_VEC2_ARB 0x8B50 +#define GL_FLOAT_VEC3_ARB 0x8B51 +#define GL_FLOAT_VEC4_ARB 0x8B52 +#define GL_INT_VEC2_ARB 0x8B53 +#define GL_INT_VEC3_ARB 0x8B54 +#define GL_INT_VEC4_ARB 0x8B55 +#define GL_BOOL_ARB 0x8B56 +#define GL_BOOL_VEC2_ARB 0x8B57 +#define GL_BOOL_VEC3_ARB 0x8B58 +#define GL_BOOL_VEC4_ARB 0x8B59 +#define GL_FLOAT_MAT2_ARB 0x8B5A +#define GL_FLOAT_MAT3_ARB 0x8B5B +#define GL_FLOAT_MAT4_ARB 0x8B5C +#define GL_SAMPLER_1D_ARB 0x8B5D +#define GL_SAMPLER_2D_ARB 0x8B5E +#define GL_SAMPLER_3D_ARB 0x8B5F +#define GL_SAMPLER_CUBE_ARB 0x8B60 +#define GL_SAMPLER_1D_SHADOW_ARB 0x8B61 +#define GL_SAMPLER_2D_SHADOW_ARB 0x8B62 +#define GL_SAMPLER_2D_RECT_ARB 0x8B63 +#define GL_SAMPELR_2D_RECT_SHADOW_ARB 0x8B64 +#endif +#ifndef GL_ARB_shading_language_100 +#define GL_ARB_shading_language_100 1 +#define GL_SHADING_LANGUAGE_VERSION_ARB 0x8B8C +#endif +#ifndef GL_ARB_fragment_shader +#define GL_ARB_fragment_shader 1 +#define GL_FRAGMENT_SHADER_ARB 0x8B30 +#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49 +#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B +#endif +#ifndef GL_ARB_vertex_shader +#define GL_ARB_vertex_shader 1 +#define GL_VERTEX_SHADER_ARB 0x8B31 +#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A +#define GL_MAX_VARYING_FLOATS_ARB 0x8B4B +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D +#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89 +#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A +#endif +typedef void (WINE_GLAPI * WINED3D_PFNGLGETOBJECTPARAMETERIVARBPROC) (GLhandleARB obj, GLenum pname, GLint *params); +typedef void (WINE_GLAPI * WINED3D_PFNGLGETOBJECTPARAMETERFVARBPROC) (GLhandleARB obj, GLenum pname, GLfloat *params); +typedef GLint (WINE_GLAPI * WINED3D_PFNGLGETUNIFORMLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB *name); +typedef void (WINE_GLAPI * WINED3D_PFNGLGETACTIVEUNIFORMARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name); +typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM1IARBPROC) (GLint location, GLint v0); +typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM2IARBPROC) (GLint location, GLint v0, GLint v1); +typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM3IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2); +typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM4IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM1FARBPROC) (GLint location, GLfloat v0); +typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM2FARBPROC) (GLint location, GLfloat v0, GLfloat v1); +typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM3FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM4FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM1IVARBPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM2IVARBPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM3IVARBPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM4IVARBPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM1FVARBPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM2FVARBPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM3FVARBPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORM4FVARBPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORMMATRIX2FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORMMATRIX3FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (WINE_GLAPI * WINED3D_PFNGLUNIFORMMATRIX4FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (WINE_GLAPI * WINED3D_PFNGLGETUNIFORMFVARBPROC) (GLhandleARB programObj, GLint location, GLfloat *params); +typedef void (WINE_GLAPI * WINED3D_PFNGLGETUNIFORMIVARBPROC) (GLhandleARB programObj, GLint location, GLint *params); +typedef void (WINE_GLAPI * WINED3D_PFNGLGETINFOLOGARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog); +typedef void (WINE_GLAPI * WINED3D_PFNGLUSEPROGRAMOBJECTARBPROC) (GLhandleARB programObj); +typedef GLhandleARB (WINE_GLAPI * WINED3D_PFNGLCREATESHADEROBJECTARBPROC) (GLenum shaderType); +typedef void (WINE_GLAPI * WINED3D_PFNGLSHADERSOURCEARBPROC) (GLhandleARB shaderObj, GLsizei count, const GLcharARB* *string, const GLint *length); +typedef void (WINE_GLAPI * WINED3D_PFNGLCOMPILESHADERARBPROC) (GLhandleARB shaderObj); +typedef GLhandleARB (WINE_GLAPI * WINED3D_PFNGLCREATEPROGRAMOBJECTARBPROC) (void); +typedef void (WINE_GLAPI * WINED3D_PFNGLATTACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB obj); +typedef void (WINE_GLAPI * WINED3D_PFNGLLINKPROGRAMARBPROC) (GLhandleARB programObj); +typedef void (WINE_GLAPI * WINED3D_PFNGLDETACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB attachedObj); +typedef void (WINE_GLAPI * WINED3D_PFNGLDELETEOBJECTARBPROC) (GLhandleARB obj); +typedef void (WINE_GLAPI * WINED3D_PFNGLVALIDATEPROGRAMARBPROC) (GLhandleARB programObj); +typedef void (WINE_GLAPI * WINED3D_PFNGLGETATTACHEDOBJECTSARBPROC) (GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj); +typedef GLhandleARB (WINE_GLAPI * WINED3D_PFNGLGETHANDLEARBPROC) (GLenum pname); +typedef void (WINE_GLAPI * WINED3D_PFNGLGETSHADERSOURCEARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source); +typedef void (WINE_GLAPI * WINED3D_PFNGLBINDATTRIBLOCATIONARBPROC) (GLhandleARB programObj, GLuint index, const GLcharARB *name); +typedef GLint (WINE_GLAPI * WINED3D_PFNGLGETATTRIBLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB *name); +/* GL_ARB_pixel_buffer_object */ +#ifndef GL_ARB_pixel_buffer_object +#define GL_PIXEL_PACK_BUFFER_ARB 0x88EB +#define GL_PIXEL_UNPACK_BUFFER_ARB 0x88EC +#define GL_PIXEL_PACK_BUFFER_BINDING_ARB 0x88ED +#define GL_PIXEL_UNPACK_BUFFER_BINDING_ARB 0x88EF +#endif +/* GL_EXT_texture */ +#ifndef GL_EXT_texture +#define GL_EXT_texture 1 +#define GL_ALPHA4_EXT 0x803B +#define GL_ALPHA8_EXT 0x803C +#define GL_ALPHA12_EXT 0x803D +#define GL_ALPHA16_EXT 0x803E +#define GL_LUMINANCE4_EXT 0x803F +#define GL_LUMINANCE8_EXT 0x8040 +#define GL_LUMINANCE12_EXT 0x8041 +#define GL_LUMINANCE16_EXT 0x8042 +#define GL_LUMINANCE4_ALPHA4_EXT 0x8043 +#define GL_LUMINANCE6_ALPHA2_EXT 0x8044 +#define GL_LUMINANCE8_ALPHA8_EXT 0x8045 +#define GL_LUMINANCE12_ALPHA4_EXT 0x8046 +#define GL_LUMINANCE12_ALPHA12_EXT 0x8047 +#define GL_LUMINANCE16_ALPHA16_EXT 0x8048 +#define GL_INTENSITY_EXT 0x8049 +#define GL_INTENSITY4_EXT 0x804A +#define GL_INTENSITY8_EXT 0x804B +#define GL_INTENSITY12_EXT 0x804C +#define GL_INTENSITY16_EXT 0x804D +#define GL_RGB2_EXT 0x804E +#define GL_RGB4_EXT 0x804F +#define GL_RGB5_EXT 0x8050 +#define GL_RGB8_EXT 0x8051 +#define GL_RGB10_EXT 0x8052 +#define GL_RGB12_EXT 0x8053 +#define GL_RGB16_EXT 0x8054 +#define GL_RGBA2_EXT 0x8055 +#define GL_RGBA4_EXT 0x8056 +#define GL_RGB5_A1_EXT 0x8057 +#define GL_RGBA8_EXT 0x8058 +#define GL_RGB10_A2_EXT 0x8059 +#define GL_RGBA12_EXT 0x805A +#define GL_RGBA16_EXT 0x805B +#define GL_TEXTURE_RED_SIZE_EXT 0x805C +#define GL_TEXTURE_GREEN_SIZE_EXT 0x805D +#define GL_TEXTURE_BLUE_SIZE_EXT 0x805E +#define GL_TEXTURE_ALPHA_SIZE_EXT 0x805F +#define GL_TEXTURE_LUMINANCE_SIZE_EXT 0x8060 +#define GL_TEXTURE_INTENSITY_SIZE_EXT 0x8061 +#define GL_REPLACE_EXT 0x8062 +#define GL_PROXY_TEXTURE_1D_EXT 0x8063 +#define GL_PROXY_TEXTURE_2D_EXT 0x8064 +#define GL_TEXTURE_TOO_LARGE_EXT 0x8065 +#endif +/* GL_EXT_texture_compression_s3tc */ +#ifndef GL_EXT_texture_compression_s3tc +#define GL_EXT_texture_compression_s3tc 1 +#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 +#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 +#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 +#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 +#endif +typedef void (WINE_GLAPI * PGLFNCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data); +typedef void (WINE_GLAPI * PGLFNCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data); +typedef void (WINE_GLAPI * PGLFNCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data); +typedef void (WINE_GLAPI * PGLFNCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data); +typedef void (WINE_GLAPI * PGLFNCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data); +typedef void (WINE_GLAPI * PGLFNCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data); +typedef void (WINE_GLAPI * PGLFNGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint level, void *img); +/* GL_EXT_stencil_wrap */ +#ifndef GL_EXT_stencil_wrap +#define GL_EXT_stencil_wrap 1 +#define GL_INCR_WRAP_EXT 0x8507 +#define GL_DECR_WRAP_EXT 0x8508 +#endif + +/* GL_NV_half_float */ +#ifndef GL_NV_half_float +#define GL_NV_half_float 1 +typedef unsigned short GLhalfNV; +#define GL_HALF_FLOAT_NV 0x140B +#endif +typedef void (WINE_GLAPI * PGLFNVERTEX2HNVPROC) (GLhalfNV x, GLhalfNV y); +typedef void (WINE_GLAPI * PGLFNVERTEX2HVNVPROC) (const GLhalfNV *v); +typedef void (WINE_GLAPI * PGLFNVERTEX3HNVPROC) (GLhalfNV x, GLhalfNV y, GLhalfNV z); +typedef void (WINE_GLAPI * PGLFNVERTEX3HVNVPROC) (const GLhalfNV *v); +typedef void (WINE_GLAPI * PGLFNVERTEX4HNVPROC) (GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w); +typedef void (WINE_GLAPI * PGLFNVERTEX4HVNVPROC) (const GLhalfNV *v); +typedef void (WINE_GLAPI * PGLFNNORMAL3HNVPROC) (GLhalfNV nx, GLhalfNV ny, GLhalfNV nz); +typedef void (WINE_GLAPI * PGLFNNORMAL3HVNVPROC) (const GLhalfNV *v); +typedef void (WINE_GLAPI * PGLFNCOLOR3HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue); +typedef void (WINE_GLAPI * PGLFNCOLOR3HVNVPROC) (const GLhalfNV *v); +typedef void (WINE_GLAPI * PGLFNCOLOR4HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue, GLhalfNV alpha); +typedef void (WINE_GLAPI * PGLFNCOLOR4HVNVPROC) (const GLhalfNV *v); +typedef void (WINE_GLAPI * PGLFNTEXCOORD1HNVPROC) (GLhalfNV s); +typedef void (WINE_GLAPI * PGLFNTEXCOORD1HVNVPROC) (const GLhalfNV *v); +typedef void (WINE_GLAPI * PGLFNTEXCOORD2HNVPROC) (GLhalfNV s, GLhalfNV t); +typedef void (WINE_GLAPI * PGLFNTEXCOORD2HVNVPROC) (const GLhalfNV *v); +typedef void (WINE_GLAPI * PGLFNTEXCOORD3HNVPROC) (GLhalfNV s, GLhalfNV t, GLhalfNV r); +typedef void (WINE_GLAPI * PGLFNTEXCOORD3HVNVPROC) (const GLhalfNV *v); +typedef void (WINE_GLAPI * PGLFNTEXCOORD4HNVPROC) (GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q); +typedef void (WINE_GLAPI * PGLFNTEXCOORD4HVNVPROC) (const GLhalfNV *v); +typedef void (WINE_GLAPI * PGLFNMULTITEXCOORD1HNVPROC) (GLenum target, GLhalfNV s); +typedef void (WINE_GLAPI * PGLFNMULTITEXCOORD1HVNVPROC) (GLenum target, const GLhalfNV *v); +typedef void (WINE_GLAPI * PGLFNMULTITEXCOORD2HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t); +typedef void (WINE_GLAPI * PGLFNMULTITEXCOORD2HVNVPROC) (GLenum target, const GLhalfNV *v); +typedef void (WINE_GLAPI * PGLFNMULTITEXCOORD3HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r); +typedef void (WINE_GLAPI * PGLFNMULTITEXCOORD3HVNVPROC) (GLenum target, const GLhalfNV *v); +typedef void (WINE_GLAPI * PGLFNMULTITEXCOORD4HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q); +typedef void (WINE_GLAPI * PGLFNMULTITEXCOORD4HVNVPROC) (GLenum target, const GLhalfNV *v); +typedef void (WINE_GLAPI * PGLFNFOGCOORDHNVPROC) (GLhalfNV fog); +typedef void (WINE_GLAPI * PGLFNFOGCOORDHVNVPROC) (const GLhalfNV *fog); +typedef void (WINE_GLAPI * PGLFNSECONDARYCOLOR3HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue); +typedef void (WINE_GLAPI * PGLFNSECONDARYCOLOR3HVNVPROC) (const GLhalfNV *v); +typedef void (WINE_GLAPI * PGLFNVERTEXWEIGHTHNVPROC) (GLhalfNV weight); +typedef void (WINE_GLAPI * PGLFNVERTEXWEIGHTHVNVPROC) (const GLhalfNV *weight); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1HNVPROC) (GLuint index, GLhalfNV x); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1HVNVPROC) (GLuint index, const GLhalfNV *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2HVNVPROC) (GLuint index, const GLhalfNV *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3HVNVPROC) (GLuint index, const GLhalfNV *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4HVNVPROC) (GLuint index, const GLhalfNV *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIBS1HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIBS2HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIBS3HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIBS4HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v); + +/* GL_NV_fog_distance */ +#ifndef GL_NV_fog_distance +#define GL_NV_fog_distance 1 +#define GL_FOG_DISTANCE_MODE_NV 0x855A +#define GL_EYE_RADIAL_NV 0x855B +#define GL_EYE_PLANE_ABSOLUTE_NV 0x855C +/* reuse GL_EYE_PLANE */ +#endif +/* GL_NV_texgen_reflection */ +#ifndef GL_NV_texgen_reflection +#define GL_NV_texgen_reflection 1 +#define GL_NORMAL_MAP_NV 0x8511 +#define GL_REFLECTION_MAP_NV 0x8512 +#endif +/* GL_NV_texture_env_combine4 */ +#ifndef GL_NV_texture_env_combine4 +#define GL_NV_texture_env_combine4 1 +#define GL_COMBINE4_NV 0x8503 +#define GL_SOURCE3_RGB_NV 0x8583 +#define GL_SOURCE3_ALPHA_NV 0x858B +#define GL_OPERAND3_RGB_NV 0x8593 +#define GL_OPERAND3_ALPHA_NV 0x859B +#endif +/* GL_NV_register_combiners */ +#ifndef GL_NV_register_combiners +#define GL_NV_register_combiners 1 +#define GL_REGISTER_COMBINERS_NV 0x8522 +#define GL_VARIABLE_A_NV 0x8523 +#define GL_VARIABLE_B_NV 0x8524 +#define GL_VARIABLE_C_NV 0x8525 +#define GL_VARIABLE_D_NV 0x8526 +#define GL_VARIABLE_E_NV 0x8527 +#define GL_VARIABLE_F_NV 0x8528 +#define GL_VARIABLE_G_NV 0x8529 +#define GL_CONSTANT_COLOR0_NV 0x852A +#define GL_CONSTANT_COLOR1_NV 0x852B +#define GL_PRIMARY_COLOR_NV 0x852C +#define GL_SECONDARY_COLOR_NV 0x852D +#define GL_SPARE0_NV 0x852E +#define GL_SPARE1_NV 0x852F +#define GL_DISCARD_NV 0x8530 +#define GL_E_TIMES_F_NV 0x8531 +#define GL_SPARE0_PLUS_SECONDARY_COLOR_NV 0x8532 +#define GL_UNSIGNED_IDENTITY_NV 0x8536 +#define GL_UNSIGNED_INVERT_NV 0x8537 +#define GL_EXPAND_NORMAL_NV 0x8538 +#define GL_EXPAND_NEGATE_NV 0x8539 +#define GL_HALF_BIAS_NORMAL_NV 0x853A +#define GL_HALF_BIAS_NEGATE_NV 0x853B +#define GL_SIGNED_IDENTITY_NV 0x853C +#define GL_SIGNED_NEGATE_NV 0x853D +#define GL_SCALE_BY_TWO_NV 0x853E +#define GL_SCALE_BY_FOUR_NV 0x853F +#define GL_SCALE_BY_ONE_HALF_NV 0x8540 +#define GL_BIAS_BY_NEGATIVE_ONE_HALF_NV 0x8541 +#define GL_COMBINER_INPUT_NV 0x8542 +#define GL_COMBINER_MAPPING_NV 0x8543 +#define GL_COMBINER_COMPONENT_USAGE_NV 0x8544 +#define GL_COMBINER_AB_DOT_PRODUCT_NV 0x8545 +#define GL_COMBINER_CD_DOT_PRODUCT_NV 0x8546 +#define GL_COMBINER_MUX_SUM_NV 0x8547 +#define GL_COMBINER_SCALE_NV 0x8548 +#define GL_COMBINER_BIAS_NV 0x8549 +#define GL_COMBINER_AB_OUTPUT_NV 0x854A +#define GL_COMBINER_CD_OUTPUT_NV 0x854B +#define GL_COMBINER_SUM_OUTPUT_NV 0x854C +#define GL_MAX_GENERAL_COMBINERS_NV 0x854D +#define GL_NUM_GENERAL_COMBINERS_NV 0x854E +#define GL_COLOR_SUM_CLAMP_NV 0x854F +#define GL_COMBINER0_NV 0x8550 +#define GL_COMBINER1_NV 0x8551 +#define GL_COMBINER2_NV 0x8552 +#define GL_COMBINER3_NV 0x8553 +#define GL_COMBINER4_NV 0x8554 +#define GL_COMBINER5_NV 0x8555 +#define GL_COMBINER6_NV 0x8556 +#define GL_COMBINER7_NV 0x8557 +/* reuse GL_TEXTURE0_ARB */ +/* reuse GL_TEXTURE1_ARB */ +/* reuse GL_ZERO */ +/* reuse GL_NONE */ +/* reuse GL_FOG */ +#endif +typedef void (WINE_GLAPI * PGLFNCOMBINERPARAMETERFVNVPROC) (GLenum pname, const GLfloat *params); +typedef void (WINE_GLAPI * PGLFNCOMBINERPARAMETERFNVPROC) (GLenum pname, GLfloat param); +typedef void (WINE_GLAPI * PGLFNCOMBINERPARAMETERIVNVPROC) (GLenum pname, const GLint *params); +typedef void (WINE_GLAPI * PGLFNCOMBINERPARAMETERINVPROC) (GLenum pname, GLint param); +typedef void (WINE_GLAPI * PGLFNCOMBINERINPUTNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); +typedef void (WINE_GLAPI * PGLFNCOMBINEROUTPUTNVPROC) (GLenum stage, GLenum portion, GLenum abOutput, GLenum cdOutput, GLenum sumOutput, GLenum scale, GLenum bias, GLboolean abDotProduct, GLboolean cdDotProduct, GLboolean muxSum); +typedef void (WINE_GLAPI * PGLFNFINALCOMBINERINPUTNVPROC) (GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); +typedef void (WINE_GLAPI * PGLFNGETCOMBINERINPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLfloat *params); +typedef void (WINE_GLAPI * PGLFNGETCOMBINERINPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLint *params); +typedef void (WINE_GLAPI * PGLFNGETCOMBINEROUTPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLfloat *params); +typedef void (WINE_GLAPI * PGLFNGETCOMBINEROUTPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLint *params); +typedef void (WINE_GLAPI * PGLFNGETFINALCOMBINERINPUTPARAMETERFVNVPROC) (GLenum variable, GLenum pname, GLfloat *params); +typedef void (WINE_GLAPI * PGLFNGETFINALCOMBINERINPUTPARAMETERIVNVPROC) (GLenum variable, GLenum pname, GLint *params); +/* GL_NV_register_combiners2 */ +#ifndef GL_NV_register_combiners2 +#define GL_NV_register_combiners2 1 +#define GL_PER_STAGE_CONSTANTS_NV 0x8535 +#endif +typedef void (WINE_GLAPI * PGLFNCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, const GLfloat *params); +typedef void (WINE_GLAPI * PGLFNGETCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, GLfloat *params); +/* GL_NV_texture_shader */ +#ifndef GL_NV_texture_shader +#define GL_NV_texture_shader 1 +#define GL_OFFSET_TEXTURE_RECTANGLE_NV 0x864C +#define GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV 0x864D +#define GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV 0x864E +#define GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV 0x86D9 +#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA +#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB +#define GL_DSDT_MAG_INTENSITY_NV 0x86DC +#define GL_SHADER_CONSISTENT_NV 0x86DD +#define GL_TEXTURE_SHADER_NV 0x86DE +#define GL_SHADER_OPERATION_NV 0x86DF +#define GL_CULL_MODES_NV 0x86E0 +#define GL_OFFSET_TEXTURE_MATRIX_NV 0x86E1 +#define GL_OFFSET_TEXTURE_SCALE_NV 0x86E2 +#define GL_OFFSET_TEXTURE_BIAS_NV 0x86E3 +#define GL_OFFSET_TEXTURE_2D_MATRIX_NV GL_OFFSET_TEXTURE_MATRIX_NV +#define GL_OFFSET_TEXTURE_2D_SCALE_NV GL_OFFSET_TEXTURE_SCALE_NV +#define GL_OFFSET_TEXTURE_2D_BIAS_NV GL_OFFSET_TEXTURE_BIAS_NV +#define GL_PREVIOUS_TEXTURE_INPUT_NV 0x86E4 +#define GL_CONST_EYE_NV 0x86E5 +#define GL_PASS_THROUGH_NV 0x86E6 +#define GL_CULL_FRAGMENT_NV 0x86E7 +#define GL_OFFSET_TEXTURE_2D_NV 0x86E8 +#define GL_DEPENDENT_AR_TEXTURE_2D_NV 0x86E9 +#define GL_DEPENDENT_GB_TEXTURE_2D_NV 0x86EA +#define GL_DOT_PRODUCT_NV 0x86EC +#define GL_DOT_PRODUCT_DEPTH_REPLACE_NV 0x86ED +#define GL_DOT_PRODUCT_TEXTURE_2D_NV 0x86EE +#define GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV 0x86F0 +#define GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV 0x86F1 +#define GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV 0x86F2 +#define GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV 0x86F3 +#define GL_HILO_NV 0x86F4 +#define GL_DSDT_NV 0x86F5 +#define GL_DSDT_MAG_NV 0x86F6 +#define GL_DSDT_MAG_VIB_NV 0x86F7 +#define GL_HILO16_NV 0x86F8 +#define GL_SIGNED_HILO_NV 0x86F9 +#define GL_SIGNED_HILO16_NV 0x86FA +#define GL_SIGNED_RGBA_NV 0x86FB +#define GL_SIGNED_RGBA8_NV 0x86FC +#define GL_SIGNED_RGB_NV 0x86FE +#define GL_SIGNED_RGB8_NV 0x86FF +#define GL_SIGNED_LUMINANCE_NV 0x8701 +#define GL_SIGNED_LUMINANCE8_NV 0x8702 +#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703 +#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704 +#define GL_SIGNED_ALPHA_NV 0x8705 +#define GL_SIGNED_ALPHA8_NV 0x8706 +#define GL_SIGNED_INTENSITY_NV 0x8707 +#define GL_SIGNED_INTENSITY8_NV 0x8708 +#define GL_DSDT8_NV 0x8709 +#define GL_DSDT8_MAG8_NV 0x870A +#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B +#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C +#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D +#define GL_HI_SCALE_NV 0x870E +#define GL_LO_SCALE_NV 0x870F +#define GL_DS_SCALE_NV 0x8710 +#define GL_DT_SCALE_NV 0x8711 +#define GL_MAGNITUDE_SCALE_NV 0x8712 +#define GL_VIBRANCE_SCALE_NV 0x8713 +#define GL_HI_BIAS_NV 0x8714 +#define GL_LO_BIAS_NV 0x8715 +#define GL_DS_BIAS_NV 0x8716 +#define GL_DT_BIAS_NV 0x8717 +#define GL_MAGNITUDE_BIAS_NV 0x8718 +#define GL_VIBRANCE_BIAS_NV 0x8719 +#define GL_TEXTURE_BORDER_VALUES_NV 0x871A +#define GL_TEXTURE_HI_SIZE_NV 0x871B +#define GL_TEXTURE_LO_SIZE_NV 0x871C +#define GL_TEXTURE_DS_SIZE_NV 0x871D +#define GL_TEXTURE_DT_SIZE_NV 0x871E +#define GL_TEXTURE_MAG_SIZE_NV 0x871F +#endif +/* GL_NV_texture_shader2 */ +#ifndef GL_NV_texture_shader2 +#define GL_NV_texture_shader2 1 +#define GL_DOT_PRODUCT_TEXTURE_3D_NV 0x86EF +#endif +/* GL_NV_texture_shader3 */ +#ifndef GL_NV_texture_shader3 +#define GL_NV_texture_shader3 1 +#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV 0x8850 +#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV 0x8851 +#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8852 +#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV 0x8853 +#define GL_OFFSET_HILO_TEXTURE_2D_NV 0x8854 +#define GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV 0x8855 +#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV 0x8856 +#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8857 +#define GL_DEPENDENT_HILO_TEXTURE_2D_NV 0x8858 +#define GL_DEPENDENT_RGB_TEXTURE_3D_NV 0x8859 +#define GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV 0x885A +#define GL_DOT_PRODUCT_PASS_THROUGH_NV 0x885B +#define GL_DOT_PRODUCT_TEXTURE_1D_NV 0x885C +#define GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV 0x885D +#define GL_HILO8_NV 0x885E +#define GL_SIGNED_HILO8_NV 0x885F +#define GL_FORCE_BLUE_TO_ONE_NV 0x8860 +#endif +/* GL_ATI_texture_env_combine3 */ +#ifndef GL_ATI_texture_env_combine3 +#define GL_ATI_texture_env_combine3 1 +#define GL_MODULATE_ADD_ATI 0x8744 +#define GL_MODULATE_SIGNED_ADD_ATI 0x8745 +#define GL_MODULATE_SUBTRACT_ATI 0x8746 +/* #define ONE */ +/* #define ZERO */ +#endif + +/** + * Point sprites + */ +/* GL_ARB_point_sprite */ +#ifndef GL_ARB_point_sprite +#define GL_ARB_point_sprite 1 +#define GL_POINT_SPRITE_ARB 0x8861 +#define GL_COORD_REPLACE_ARB 0x8862 +#endif +/** + * @TODO: GL_NV_point_sprite + */ + +/** + * Occlusion Queries + */ +/* GL_ARB_occlusion_query */ +#ifndef GL_ARB_occlusion_query +#define GL_ARB_occlusion_query 1 +#define GL_SAMPLES_PASSED_ARB 0x8914 +#define GL_QUERY_COUNTER_BITS_ARB 0x8864 +#define GL_CURRENT_QUERY_ARB 0x8865 +#define GL_QUERY_RESULT_ARB 0x8866 +#define GL_QUERY_RESULT_AVAILABLE_ARB 0x8867 +#endif +typedef void (WINE_GLAPI * PGLFNGENQUERIESARBPROC) (GLsizei n, GLuint *queries); +typedef void (WINE_GLAPI * PGLFNDELETEQUERIESARBPROC) (GLsizei n, const GLuint *queries); +typedef GLboolean (WINE_GLAPI * PGLFNISQUERYARBPROC) (GLuint query); +typedef void (WINE_GLAPI * PGLFNBEGINQUERYARBPROC) (GLenum target, GLuint query); +typedef void (WINE_GLAPI * PGLFNENDQUERYARBPROC) (GLenum target); +typedef void (WINE_GLAPI * PGLFNGETQUERYIVARBPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (WINE_GLAPI * PGLFNGETQUERYOBJECTIVARBPROC) (GLuint query, GLenum pname, GLint *params); +typedef void (WINE_GLAPI * PGLFNGETQUERYOBJECTUIVARBPROC) (GLuint query, GLenum pname, GLuint *params); +/* GL_HP_occlusion_test isn't complete, but it's constants are used by GL_NV_occlusion_query */ +#ifndef GL_HP_occlusion_test +#define GL_HP_occlusion_test 1 +#define GL_OCCLUSION_TEST_HP 0x8165 +#define GL_OCCLUSION_TEST_RESULT_HP 0x8165 +#endif +/* GL_NV_occlusion_query */ +#ifndef GL_NV_occlusion_query +#define GL_NV_occlusion_query 1 +#define GL_PIXEL_COUNTER_BITS_NV 0x8864 +#define GL_CURRENT_OCCLUSION_QUERY_ID_NV 0x8865 +#define GL_PIXEL_COUNT_NV 0x8866 +#define GL_PIXEL_COUNT_AVAILABLE_NV 0x8867 +#endif +typedef void (WINE_GLAPI * PGLFNGENOCCLUSIONQUERIESNVPROC) (GLsizei n, GLuint *ids); +typedef void (WINE_GLAPI * PGLFNDELETEOCCLUSIONQUERIESNVPROC) (GLsizei n, const GLuint *ids); +typedef GLboolean (WINE_GLAPI * PGLFNISOCCLUSIONQUERYNVPROC) (GLuint id); +typedef void (WINE_GLAPI * PGLFNBEGINOCCLUSIONQUERYNVPROC) (GLuint id); +typedef void (WINE_GLAPI * PGLFNENDOCCLUSIONQUERYNVPROC) (void); +typedef void (WINE_GLAPI * PGLFNGETOCCLUSIONQUERYIVNVPROC) (GLuint id, GLenum pname, GLint *params); +typedef void (WINE_GLAPI * PGLFNGETOCCLUSIONQUERYUIVNVPROC) (GLuint id, GLenum pname, GLuint *params); +/* GL_EXT_stencil_two_side */ +#ifndef GL_EXT_stencil_two_side +#define GL_EXT_stencil_two_side 1 +#define GL_STENCIL_TEST_TWO_SIDE_EXT 0x8910 +#define GL_ACTIVE_STENCIL_FACE_EXT 0x8911 +#endif +typedef void (WINE_GLAPI * PGLFNACTIVESTENCILFACEEXTPROC) (GLenum face); +/* GL_ATI_separate_stencil */ +#ifndef GL_ATI_separate_stencil +#define GL_ATI_separate_stencil 1 +#define GL_STENCIL_BACK_FUNC_ATI 0x8800 +#define GL_STENCIL_BACK_FAIL_ATI 0x8801 +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI 0x8802 +#define GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI 0x8803 +#endif +typedef void (WINE_GLAPI * PGLFNSTENCILOPSEPARATEATIPROC) (GLenum, GLenum, GLenum, GLenum); +typedef void (WINE_GLAPI * PGLFNSTENCILFUNCSEPARATEATIPROC) (GLenum, GLenum, GLint, GLuint); +/* GL_NV_fence */ +#ifndef GL_NV_fence +#define GL_NV_fence 1 +#define GL_ALL_COMPLETED_NV 0x84F2 +#define GL_FENCE_STATUS_NV 0x84F3 +#define GL_FENCE_CONDITION_NV 0x84F4 +#endif +typedef void (WINE_GLAPI * PGLFNGENFENCESNVPROC) (GLsizei, GLuint *); +typedef void (WINE_GLAPI * PGLFNDELETEFENCESNVPROC) (GLuint, const GLuint *); +typedef void (WINE_GLAPI * PGLFNSETFENCENVPROC) (GLuint, GLenum); +typedef GLboolean (WINE_GLAPI * PGLFNTESTFENCENVPROC) (GLuint); +typedef void (WINE_GLAPI * PGLFNFINISHFENCENVPROC) (GLuint); +typedef GLboolean (WINE_GLAPI * PGLFNISFENCENVPROC) (GLuint); +typedef void (WINE_GLAPI * PGLFNGETFENCEIVNVPROC) (GLuint, GLenum, GLint *); +/* GL_APPLE_fence */ +#ifndef GL_APPLE_fence +#define GL_APPLE_fence 1 +#define GL_DRAW_PIXELS_APPLE 0x8A0A +#define GL_FENCE_APPLE 0x84F3 +#endif +typedef void (WINE_GLAPI * PGLFNGENFENCESAPPLEPROC) (GLsizei, GLuint *); +typedef void (WINE_GLAPI * PGLFNDELETEFENCESAPPLEPROC) (GLuint, const GLuint *); +typedef void (WINE_GLAPI * PGLFNSETFENCEAPPLEPROC) (GLuint); +typedef GLboolean (WINE_GLAPI * PGLFNTESTFENCEAPPLEPROC) (GLuint); +typedef void (WINE_GLAPI * PGLFNFINISHFENCEAPPLEPROC) (GLuint); +typedef GLboolean (WINE_GLAPI * PGLFNISFENCEAPPLEPROC) (GLuint); +typedef GLboolean (WINE_GLAPI * PGLFNTESTOBJECTAPPLEPROC) (GLenum, GLuint); +typedef void (WINE_GLAPI * PGLFNFINISHOBJECTAPPLEPROC) (GLenum, GLuint); +/* GL_APPLE_client_storage */ +#ifndef GL_APPLE_client_storage +#define GL_APPLE_client_storage 1 +#define GL_UNPACK_CLIENT_STORAGE_APPLE 0x85B2 +#endif +/* GLX_SGI_video_sync */ +typedef int (WINE_GLAPI * PGLXFNGETVIDEOSYNCSGIPROC) (unsigned int *); +typedef int (WINE_GLAPI * PGLXFNWAITVIDEOSYNCSGIPROC) (int, int, unsigned int *); + +/* GL_SGIS_generate_mipmap */ +#ifndef GLX_SGIS_generate_mipmap +#define GL_GENERATE_MIPMAP_SGIS 0x8191 +#define GL_GENERATE_MIPMAP_HINT_SGIS 0x8192 +#define GLX_SGIS_generate_mipmap +#endif + +/* GL_NV_depth_clamp */ +#ifndef GL_NV_depth_clamp +#define GL_DEPTH_CLAMP_NV 0x864F +#endif + +/* GL_APPLE_flush_render */ +typedef void (WINE_GLAPI * PGLFNFLUSHRENDERAPPLEPROC) (void); +typedef void (WINE_GLAPI * PGLFNFINISHRENDERAPPLEPROC) (void); + +/* GL_APPLE_ycbcr_422 */ +#ifndef GL_APPLE_ycbcr_422 +#define GL_APPLE_ycbcr_422 +#define GL_YCBCR_422_APPLE 0x85B9 +#define UNSIGNED_SHORT_8_8_APPLE 0x85BA +#define UNSIGNED_SHORT_8_8_REV_APPLE 0x85BB +#endif + +/* GL_ARB_texture_rectangle */ +#ifndef GL_ARB_texture_rectangle +#define GL_ARB_texture_rectangle +#define GL_TEXTURE_RECTANGLE_ARB 0x84F5 +#define GL_TEXTURE_BINDING_RECTANGLE_ARB 0x84F6 +#define GL_PROXY_TEXTURE_RECTANGLE_ARB 0x84F7 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8 +#define GL_SAMPLER_2D_RECT_ARB 0x8B63 +#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64 +#endif + +/* GL_APPLE_float_pixels */ +#ifndef GL_APPLE_float_pixels +#define GL_APPLE_float_pixels +#define GL_HALF_APPLE 0x140B +#define GL_COLOR_FLOAT_APPLE 0x8A0F +#define GL_RGBA_FLOAT32_APPLE 0x8814 +#define GL_RGB_FLOAT32_APPLE 0x8815 +#define GL_ALPHA_FLOAT32_APPLE 0x8816 +#define GL_INTENSITY_FLOAT32_APPLE 0x8817 +#define GL_LUMINANCE_FLOAT32_APPLE 0x8818 +#define GL_LUMINANCE_ALPHA_FLOAT32_APPLE 0x8819 +#define GL_RGBA_FLOAT16_APPLE 0x881A +#define GL_RGB_FLOAT16_APPLE 0x881B +#define GL_ALPHA_FLOAT16_APPLE 0x881C +#define GL_INTENSITY_FLOAT16_APPLE 0x881D +#define GL_LUMINANCE_FLOAT16_APPLE 0x881E +#define GL_LUMINANCE_ALPHA_FLOAT16_APPLE 0x881F +#endif + +/* GL_EXT_gpu_program_parameters */ +#ifndef GL_EXT_gpu_program_parameters +#define GL_EXT_gpu_program_parameters +typedef void (WINE_GLAPI * PGLFNPROGRAMENVPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const float *params); +typedef void (WINE_GLAPI * PGLFNPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const float *params); +#endif + +/* GL_NV_light_max_exponent */ +#ifndef GL_NV_light_max_exponent +#define GL_NV_light_max_exponent +#define GL_MAX_SHININESS_NV 0x8504 +#define GL_MAX_SPOT_EXPONENT_NV 0x8505 +#endif + +/* GL_ATI_fragment_shader */ +#ifndef GL_ATI_fragment_shader +#define GL_ATI_fragment_shader +typedef GLuint (WINE_GLAPI *PGLFNGENFRAGMENTSHADERSATI) (GLuint range); +typedef void (WINE_GLAPI *PGLFNBINDFRAGMENTSHADERATI) (GLuint id); +typedef void (WINE_GLAPI *PGLFNDELETEFRAGMENTSHADERATI) (GLuint id); +typedef void (WINE_GLAPI *PGLFNBEGINFRAGMENTSHADERATI) (); +typedef void (WINE_GLAPI *PGLFNENDFRAGMENTSHADERATI) (); +typedef void (WINE_GLAPI *PGLFNPASSTEXCOORDATI) (GLuint dst, GLuint coord, GLenum swizzle); +typedef void (WINE_GLAPI *PGLFNSAMPLEMAPATI) (GLuint dst, GLuint interp, GLenum swizzle); +typedef void (WINE_GLAPI *PGLFNCOLORFRAGMENTOP1ATI) (GLenum op, GLuint dst, GLuint dstMask, + GLuint dstMod, GLuint arg1, GLuint arg1Rep, + GLuint arg1Mod); +typedef void (WINE_GLAPI *PGLFNCOLORFRAGMENTOP2ATI) (GLenum op, GLuint dst, GLuint dstMask, + GLuint dstMod, GLuint arg1, GLuint arg1Rep, + GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, + GLuint arg2Mod); +typedef void (WINE_GLAPI *PGLFNCOLORFRAGMENTOP3ATI) (GLenum op, GLuint dst, GLuint dstMask, + GLuint dstMod, GLuint arg1, GLuint arg1Rep, + GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, + GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, + GLuint arg3Mod); +typedef void (WINE_GLAPI *PGLFNALPHAFRAGMENTOP1ATI) (GLenum op, GLuint dst, GLuint dstMod, + GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); +typedef void (WINE_GLAPI *PGLFNALPHAFRAGMENTOP2ATI) (GLenum op, GLuint dst, GLuint dstMod, + GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, + GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); +typedef void (WINE_GLAPI *PGLFNALPHAFRAGMENTOP3ATI) (GLenum op, GLuint dst, GLuint dstMod, + GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, + GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, + GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); +typedef void (WINE_GLAPI *PGLFNSETFRAGMENTSHADERCONSTANTATI) (GLuint dst, const GLfloat *value); +#define GL_FRAGMENT_SHADER_ATI 0x8920 +#define GL_REG_0_ATI 0x8921 +#define GL_REG_1_ATI 0x8922 +#define GL_REG_2_ATI 0x8923 +#define GL_REG_3_ATI 0x8924 +#define GL_REG_4_ATI 0x8925 +#define GL_REG_5_ATI 0x8926 +#define GL_CON_0_ATI 0x8941 +#define GL_CON_1_ATI 0x8942 +#define GL_CON_2_ATI 0x8943 +#define GL_CON_3_ATI 0x8944 +#define GL_CON_4_ATI 0x8945 +#define GL_CON_5_ATI 0x8946 +#define GL_CON_6_ATI 0x8947 +#define GL_CON_7_ATI 0x8948 +#define GL_MOV_ATI 0x8961 +#define GL_ADD_ATI 0x8963 +#define GL_MUL_ATI 0x8964 +#define GL_SUB_ATI 0x8965 +#define GL_DOT3_ATI 0x8966 +#define GL_DOT4_ATI 0x8967 +#define GL_MAD_ATI 0x8968 +#define GL_LERP_ATI 0x8969 +#define GL_CND_ATI 0x896A +#define GL_CND0_ATI 0x896B +#define GL_DOT2_ADD_ATI 0x896C +#define GL_SECONDARY_INTERPOLATOR_ATI 0x896D +#define GL_SWIZZLE_STR_ATI 0x8976 +#define GL_SWIZZLE_STQ_ATI 0x8977 +#define GL_SWIZZLE_STR_DR_ATI 0x8978 +#define GL_SWIZZLE_STQ_DQ_ATI 0x8979 +#define GL_RED_BIT_ATI 0x00000001 +#define GL_GREEN_BIT_ATI 0x00000002 +#define GL_BLUE_BIT_ATI 0x00000004 +#define GL_2X_BIT_ATI 0x00000001 +#define GL_4X_BIT_ATI 0x00000002 +#define GL_8X_BIT_ATI 0x00000004 +#define GL_HALF_BIT_ATI 0x00000008 +#define GL_QUARTER_BIT_ATI 0x00000010 +#define GL_EIGHTH_BIT_ATI 0x00000020 +#define GL_SATURATE_BIT_ATI 0x00000040 +#define GL_2X_BIT_ATI 0x00000001 +#define GL_COMP_BIT_ATI 0x00000002 +#define GL_NEGATE_BIT_ATI 0x00000004 +#define GL_BIAS_BIT_ATI 0x00000008 +#endif +/* GL_ATI_texture_compression_3dc */ +#ifndef GL_ATI_texture_compression_3dc +#define GL_ATI_texture_compression_3dc +#define GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI 0x8837 +#endif +/* GL_EXT_texture_compression_rgtc */ +#ifndef GL_EXT_texture_compression_rgtc +#define GL_EXT_texture_compression_rgtc +#define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB +#define GL_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC +#define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD +#define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE +#endif + +/* GL_VERSION_2_0 */ +#ifndef GL_VERSION_2_0 +#define GL_VERSION_2_0 1 +#define GL_BLEND_EQUATION_RGB GL_BLEND_EQUATION +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_CURRENT_VERTEX_ATTRIB 0x8626 +#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 +#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_STENCIL_BACK_FUNC 0x8800 +#define GL_STENCIL_BACK_FAIL 0x8801 +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 +#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 +#define GL_MAX_DRAW_BUFFERS 0x8824 +#define GL_DRAW_BUFFER0 0x8825 +#define GL_DRAW_BUFFER1 0x8826 +#define GL_DRAW_BUFFER2 0x8827 +#define GL_DRAW_BUFFER3 0x8828 +#define GL_DRAW_BUFFER4 0x8829 +#define GL_DRAW_BUFFER5 0x882A +#define GL_DRAW_BUFFER6 0x882B +#define GL_DRAW_BUFFER7 0x882C +#define GL_DRAW_BUFFER8 0x882D +#define GL_DRAW_BUFFER9 0x882E +#define GL_DRAW_BUFFER10 0x882F +#define GL_DRAW_BUFFER11 0x8830 +#define GL_DRAW_BUFFER12 0x8831 +#define GL_DRAW_BUFFER13 0x8832 +#define GL_DRAW_BUFFER14 0x8833 +#define GL_DRAW_BUFFER15 0x8834 +#define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_POINT_SPRITE 0x8861 +#define GL_COORD_REPLACE 0x8862 +#define GL_MAX_VERTEX_ATTRIBS 0x8869 +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_MAX_TEXTURE_COORDS 0x8871 +#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 +#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A +#define GL_MAX_VARYING_FLOATS 0x8B4B +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D +#define GL_SHADER_TYPE 0x8B4F +#define GL_FLOAT_VEC2 0x8B50 +#define GL_FLOAT_VEC3 0x8B51 +#define GL_FLOAT_VEC4 0x8B52 +#define GL_INT_VEC2 0x8B53 +#define GL_INT_VEC3 0x8B54 +#define GL_INT_VEC4 0x8B55 +#define GL_BOOL 0x8B56 +#define GL_BOOL_VEC2 0x8B57 +#define GL_BOOL_VEC3 0x8B58 +#define GL_BOOL_VEC4 0x8B59 +#define GL_FLOAT_MAT2 0x8B5A +#define GL_FLOAT_MAT3 0x8B5B +#define GL_FLOAT_MAT4 0x8B5C +#define GL_SAMPLER_1D 0x8B5D +#define GL_SAMPLER_2D 0x8B5E +#define GL_SAMPLER_3D 0x8B5F +#define GL_SAMPLER_CUBE 0x8B60 +#define GL_SAMPLER_1D_SHADOW 0x8B61 +#define GL_SAMPLER_2D_SHADOW 0x8B62 +#define GL_DELETE_STATUS 0x8B80 +#define GL_COMPILE_STATUS 0x8B81 +#define GL_LINK_STATUS 0x8B82 +#define GL_VALIDATE_STATUS 0x8B83 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_ATTACHED_SHADERS 0x8B85 +#define GL_ACTIVE_UNIFORMS 0x8B86 +#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 +#define GL_SHADER_SOURCE_LENGTH 0x8B88 +#define GL_ACTIVE_ATTRIBUTES 0x8B89 +#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A +#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B +#define GL_SHADING_LANGUAGE_VERSION 0x8B8C +#define GL_CURRENT_PROGRAM 0x8B8D +#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 +#define GL_LOWER_LEFT 0x8CA1 +#define GL_UPPER_LEFT 0x8CA2 +#define GL_STENCIL_BACK_REF 0x8CA3 +#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 +#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 +typedef char GLchar; +#endif +typedef void (WINE_GLAPI * PGLFNBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha); +typedef void (WINE_GLAPI * PGLFNDRAWBUFFERSPROC) (GLsizei n, const GLenum *bufs); +typedef void (WINE_GLAPI * PGLFNSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +typedef void (WINE_GLAPI * PGLFNSTENCILFUNCSEPARATEPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask); +typedef void (WINE_GLAPI * PGLFNSTENCILMASKSEPARATEPROC) (GLenum face, GLuint mask); +typedef void (WINE_GLAPI * PGLFNATTACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (WINE_GLAPI * PGLFNBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar *name); +typedef void (WINE_GLAPI * PGLFNCOMPILESHADERPROC) (GLuint shader); +typedef GLuint (WINE_GLAPI * PGLFNCREATEPROGRAMPROC) (void); +typedef GLuint (WINE_GLAPI * PGLFNCREATESHADERPROC) (GLenum type); +typedef void (WINE_GLAPI * PGLFNDELETEPROGRAMPROC) (GLuint program); +typedef void (WINE_GLAPI * PGLFNDELETESHADERPROC) (GLuint shader); +typedef void (WINE_GLAPI * PGLFNDETACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (WINE_GLAPI * PGLFNDISABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef void (WINE_GLAPI * PGLFNENABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef void (WINE_GLAPI * PGLFNGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +typedef void (WINE_GLAPI * PGLFNGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +typedef void (WINE_GLAPI * PGLFNGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj); +typedef GLint (WINE_GLAPI * PGLFNGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (WINE_GLAPI * PGLFNGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params); +typedef void (WINE_GLAPI * PGLFNGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (WINE_GLAPI * PGLFNGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); +typedef void (WINE_GLAPI * PGLFNGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (WINE_GLAPI * PGLFNGETSHADERSOURCEPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +typedef GLint (WINE_GLAPI * PGLFNGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (WINE_GLAPI * PGLFNGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat *params); +typedef void (WINE_GLAPI * PGLFNGETUNIFORMIVPROC) (GLuint program, GLint location, GLint *params); +typedef void (WINE_GLAPI * PGLFNGETVERTEXATTRIBDVPROC) (GLuint index, GLenum pname, GLdouble *params); +typedef void (WINE_GLAPI * PGLFNGETVERTEXATTRIBFVPROC) (GLuint index, GLenum pname, GLfloat *params); +typedef void (WINE_GLAPI * PGLFNGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (WINE_GLAPI * PGLFNGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, GLvoid* *pointer); +typedef GLboolean (WINE_GLAPI * PGLFNISPROGRAMPROC) (GLuint program); +typedef GLboolean (WINE_GLAPI * PGLFNISSHADERPROC) (GLuint shader); +typedef void (WINE_GLAPI * PGLFNLINKPROGRAMPROC) (GLuint program); +typedef void (WINE_GLAPI * PGLFNSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar* *string, const GLint *length); +typedef void (WINE_GLAPI * PGLFNUSEPROGRAMPROC) (GLuint program); +typedef void (WINE_GLAPI * PGLFNUNIFORM1FPROC) (GLint location, GLfloat v0); +typedef void (WINE_GLAPI * PGLFNUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1); +typedef void (WINE_GLAPI * PGLFNUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (WINE_GLAPI * PGLFNUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (WINE_GLAPI * PGLFNUNIFORM1IPROC) (GLint location, GLint v0); +typedef void (WINE_GLAPI * PGLFNUNIFORM2IPROC) (GLint location, GLint v0, GLint v1); +typedef void (WINE_GLAPI * PGLFNUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2); +typedef void (WINE_GLAPI * PGLFNUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (WINE_GLAPI * PGLFNUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (WINE_GLAPI * PGLFNUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (WINE_GLAPI * PGLFNUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (WINE_GLAPI * PGLFNUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (WINE_GLAPI * PGLFNUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (WINE_GLAPI * PGLFNUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (WINE_GLAPI * PGLFNUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (WINE_GLAPI * PGLFNUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (WINE_GLAPI * PGLFNUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (WINE_GLAPI * PGLFNUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (WINE_GLAPI * PGLFNUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (WINE_GLAPI * PGLFNVALIDATEPROGRAMPROC) (GLuint program); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1DPROC) (GLuint index, GLdouble x); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1DVPROC) (GLuint index, const GLdouble *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1FPROC) (GLuint index, GLfloat x); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1SPROC) (GLuint index, GLshort x); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB1SVPROC) (GLuint index, const GLshort *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2DPROC) (GLuint index, GLdouble x, GLdouble y); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2DVPROC) (GLuint index, const GLdouble *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2SPROC) (GLuint index, GLshort x, GLshort y); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB2SVPROC) (GLuint index, const GLshort *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3DVPROC) (GLuint index, const GLdouble *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3SPROC) (GLuint index, GLshort x, GLshort y, GLshort z); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB3SVPROC) (GLuint index, const GLshort *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NBVPROC) (GLuint index, const GLbyte *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NIVPROC) (GLuint index, const GLint *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NSVPROC) (GLuint index, const GLshort *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NUBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NUBVPROC) (GLuint index, const GLubyte *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NUIVPROC) (GLuint index, const GLuint *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4NUSVPROC) (GLuint index, const GLushort *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4BVPROC) (GLuint index, const GLbyte *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4DVPROC) (GLuint index, const GLdouble *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4IVPROC) (GLuint index, const GLint *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4SPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4SVPROC) (GLuint index, const GLshort *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4UBVPROC) (GLuint index, const GLubyte *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4UIVPROC) (GLuint index, const GLuint *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIB4USVPROC) (GLuint index, const GLushort *v); +typedef void (WINE_GLAPI * PGLFNVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer); + + +/**************************************************** + * OpenGL Official Version + * defines + ****************************************************/ +/* GL_VERSION_1_3 */ +#if !defined(GL_DOT3_RGBA) +# define GL_DOT3_RGBA 0x8741 +#endif +#if !defined(GL_SUBTRACT) +# define GL_SUBTRACT 0x84E7 +#endif + + +/**************************************************** + * Enumerated types + ****************************************************/ +typedef enum _GL_Vendors { + VENDOR_WINE = 0x0, + VENDOR_MESA = 0x1, + VENDOR_ATI = 0x1002, + VENDOR_NVIDIA = 0x10de, + VENDOR_INTEL = 0x8086 +} GL_Vendors; + +typedef enum _GL_Cards { + CARD_WINE = 0x0, + + CARD_ATI_RAGE_128PRO = 0x5246, + CARD_ATI_RADEON_7200 = 0x5144, + CARD_ATI_RADEON_8500 = 0x514c, + CARD_ATI_RADEON_9500 = 0x4144, + CARD_ATI_RADEON_X700 = 0x5e4c, + CARD_ATI_RADEON_X1600 = 0x71c2, + CARD_ATI_RADEON_HD2300 = 0x7210, + CARD_ATI_RADEON_HD2600 = 0x9581, + CARD_ATI_RADEON_HD2900 = 0x9400, + CARD_ATI_RADEON_HD3200 = 0x9620, + + CARD_NVIDIA_RIVA_128 = 0x0018, + CARD_NVIDIA_RIVA_TNT = 0x0020, + CARD_NVIDIA_RIVA_TNT2 = 0x0028, + CARD_NVIDIA_GEFORCE = 0x0100, + CARD_NVIDIA_GEFORCE2_MX = 0x0110, + CARD_NVIDIA_GEFORCE2 = 0x0150, + CARD_NVIDIA_GEFORCE3 = 0x0200, + CARD_NVIDIA_GEFORCE4_MX = 0x0170, + CARD_NVIDIA_GEFORCE4_TI4200 = 0x0253, + CARD_NVIDIA_GEFORCEFX_5200 = 0x0320, + CARD_NVIDIA_GEFORCEFX_5600 = 0x0312, + CARD_NVIDIA_GEFORCEFX_5800 = 0x0302, + CARD_NVIDIA_GEFORCE_6200 = 0x014f, + CARD_NVIDIA_GEFORCE_6600GT = 0x0140, + CARD_NVIDIA_GEFORCE_6800 = 0x0041, + CARD_NVIDIA_GEFORCE_7400 = 0x01d8, + CARD_NVIDIA_GEFORCE_7300 = 0x01d7, /* GeForce Go 7300 */ + CARD_NVIDIA_GEFORCE_7600 = 0x0391, + CARD_NVIDIA_GEFORCE_7800GT = 0x0092, + CARD_NVIDIA_GEFORCE_8300GS = 0x0423, + CARD_NVIDIA_GEFORCE_8600GT = 0x0402, + CARD_NVIDIA_GEFORCE_8600MGT = 0x0407, + CARD_NVIDIA_GEFORCE_8800GTS = 0x0193, + CARD_NVIDIA_GEFORCE_9600GT = 0x0622, + CARD_NVIDIA_GEFORCE_9800GT = 0x0614, + CARD_NVIDIA_GEFORCE_GTX280 = 0x05e1, + + CARD_INTEL_845G = 0x2562, + CARD_INTEL_I830G = 0x3577, + CARD_INTEL_I855G = 0x3582, + CARD_INTEL_I865G = 0x2572, + CARD_INTEL_I915G = 0x2582, + CARD_INTEL_I915GM = 0x2592, + CARD_INTEL_I945GM = 0x27a2, /* Same as GMA 950?? */ +} GL_Cards; + +#define WINE_DEFAULT_VIDMEM 64*1024*1024 + +typedef enum _GL_VSVersion { + VS_VERSION_NOT_SUPPORTED = 0x0, + VS_VERSION_10 = 0x10, + VS_VERSION_11 = 0x11, + VS_VERSION_20 = 0x20, + VS_VERSION_30 = 0x30, + /*Force 32-bits*/ + VS_VERSION_FORCE_DWORD = 0x7FFFFFFF +} GL_VSVersion; + +typedef enum _GL_PSVersion { + PS_VERSION_NOT_SUPPORTED = 0x0, + PS_VERSION_10 = 0x10, + PS_VERSION_11 = 0x11, + PS_VERSION_12 = 0x12, + PS_VERSION_13 = 0x13, + PS_VERSION_14 = 0x14, + PS_VERSION_20 = 0x20, + PS_VERSION_30 = 0x30, + /*Force 32-bits*/ + PS_VERSION_FORCE_DWORD = 0x7FFFFFFF +} GL_PSVersion; + +#define MAKEDWORD_VERSION(maj, min) ((maj & 0x0000FFFF) << 16) | (min & 0x0000FFFF) + +/* OpenGL Supported Extensions (ARB and EXT) */ +typedef enum _GL_SupportedExt { + /* ARB */ + ARB_COLOR_BUFFER_FLOAT, + ARB_DRAW_BUFFERS, + ARB_FRAGMENT_PROGRAM, + ARB_FRAGMENT_SHADER, + ARB_IMAGING, + ARB_MULTISAMPLE, + ARB_MULTITEXTURE, + ARB_OCCLUSION_QUERY, + ARB_POINT_PARAMETERS, + ARB_PIXEL_BUFFER_OBJECT, + ARB_POINT_SPRITE, + ARB_TEXTURE_COMPRESSION, + ARB_TEXTURE_CUBE_MAP, + ARB_TEXTURE_ENV_ADD, + ARB_TEXTURE_ENV_COMBINE, + ARB_TEXTURE_ENV_DOT3, + ARB_TEXTURE_FLOAT, + ARB_HALF_FLOAT_PIXEL, + ARB_TEXTURE_BORDER_CLAMP, + ARB_TEXTURE_MIRRORED_REPEAT, + ARB_TEXTURE_NON_POWER_OF_TWO, + ARB_TEXTURE_RECTANGLE, + ARB_VERTEX_PROGRAM, + ARB_VERTEX_BLEND, + ARB_VERTEX_BUFFER_OBJECT, + ARB_VERTEX_SHADER, + ARB_SHADER_OBJECTS, + /* EXT */ + EXT_BLEND_COLOR, + EXT_BLEND_MINMAX, + EXT_BLEND_EQUATION_SEPARATE, + EXT_BLEND_FUNC_SEPARATE, + EXT_FOG_COORD, + EXT_FRAMEBUFFER_OBJECT, + EXT_FRAMEBUFFER_BLIT, + EXT_FRAMEBUFFER_MULTISAMPLE, + EXT_PALETTED_TEXTURE, + EXT_PIXEL_BUFFER_OBJECT, + EXT_POINT_PARAMETERS, + EXT_SECONDARY_COLOR, + EXT_STENCIL_TWO_SIDE, + EXT_STENCIL_WRAP, + EXT_TEXTURE3D, + EXT_TEXTURE_COMPRESSION_S3TC, + EXT_TEXTURE_COMPRESSION_RGTC, + EXT_TEXTURE_FILTER_ANISOTROPIC, + EXT_TEXTURE_LOD, + EXT_TEXTURE_LOD_BIAS, + EXT_TEXTURE_ENV_ADD, + EXT_TEXTURE_ENV_COMBINE, + EXT_TEXTURE_ENV_DOT3, + EXT_TEXTURE_SRGB, + EXT_GPU_PROGRAM_PARAMETERS, + /* NVIDIA */ + NV_HALF_FLOAT, + NV_FOG_DISTANCE, + NV_FRAGMENT_PROGRAM, + NV_FRAGMENT_PROGRAM2, + NV_OCCLUSION_QUERY, + NV_REGISTER_COMBINERS, + NV_REGISTER_COMBINERS2, + NV_TEXGEN_REFLECTION, + NV_TEXTURE_ENV_COMBINE4, + NV_TEXTURE_SHADER, + NV_TEXTURE_SHADER2, + NV_TEXTURE_SHADER3, + NV_VERTEX_PROGRAM, + NV_VERTEX_PROGRAM1_1, + NV_VERTEX_PROGRAM2, + NV_VERTEX_PROGRAM3, + NV_FENCE, + NV_DEPTH_CLAMP, + NV_LIGHT_MAX_EXPONENT, + /* ATI */ + ATI_SEPARATE_STENCIL, + ATI_TEXTURE_ENV_COMBINE3, + ATI_TEXTURE_MIRROR_ONCE, + EXT_VERTEX_SHADER, + ATI_FRAGMENT_SHADER, + ATI_TEXTURE_COMPRESSION_3DC, + /* APPLE */ + APPLE_FENCE, + APPLE_CLIENT_STORAGE, + APPLE_FLUSH_RENDER, + APPLE_YCBCR_422, + APPLE_FLOAT_PIXELS, + /* SGI */ + SGI_VIDEO_SYNC, + SGIS_GENERATE_MIPMAP, + + /* Internally used */ + WINE_NORMALIZED_TEXRECT, + + /* WGL extensions */ + WGL_ARB_PBUFFER, + WGL_WINE_PIXEL_FORMAT_PASSTHROUGH, + + OPENGL_SUPPORTED_EXT_END +} GL_SupportedExt; + + +/**************************************************** + * #Defines + ****************************************************/ +#define GL_EXT_FUNCS_GEN \ + /** ARB Extensions **/ \ + /* GL_ARB_color_buffer_float */ \ + USE_GL_FUNC(PGLFNCLAMPCOLORARBPROC, glClampColorARB, ARB_COLOR_BUFFER_FLOAT, NULL )\ + /* GL_ARB_draw_buffers */ \ + USE_GL_FUNC(PGLFNDRAWBUFFERSARBPROC, glDrawBuffersARB, ARB_DRAW_BUFFERS, NULL )\ + /* GL_ARB_imaging, GL_EXT_blend_minmax */ \ + USE_GL_FUNC(PGLFNBLENDCOLORPROC, glBlendColorEXT, EXT_BLEND_COLOR, NULL )\ + USE_GL_FUNC(PGLFNBLENDEQUATIONPROC, glBlendEquationEXT, EXT_BLEND_MINMAX, NULL )\ + /* GL_ARB_multisample */ \ + USE_GL_FUNC(WINED3D_PFNGLSAMPLECOVERAGEARBPROC, glSampleCoverageARB, ARB_MULTISAMPLE, NULL )\ + /* GL_ARB_multitexture */ \ + USE_GL_FUNC(WINED3D_PFNGLACTIVETEXTUREARBPROC, glActiveTextureARB, ARB_MULTITEXTURE, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLCLIENTACTIVETEXTUREARBPROC, glClientActiveTextureARB, ARB_MULTITEXTURE, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD1FARBPROC, glMultiTexCoord1fARB, ARB_MULTITEXTURE, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD1FVARBPROC, glMultiTexCoord1fvARB, ARB_MULTITEXTURE, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD2FARBPROC, glMultiTexCoord2fARB, ARB_MULTITEXTURE, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD2FVARBPROC, glMultiTexCoord2fvARB, ARB_MULTITEXTURE, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD3FARBPROC, glMultiTexCoord3fARB, ARB_MULTITEXTURE, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD3FVARBPROC, glMultiTexCoord3fvARB, ARB_MULTITEXTURE, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD4FARBPROC, glMultiTexCoord4fARB, ARB_MULTITEXTURE, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD4FVARBPROC, glMultiTexCoord4fvARB, ARB_MULTITEXTURE, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD2SVARBPROC, glMultiTexCoord2svARB, ARB_MULTITEXTURE, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLMULTITEXCOORD4SVARBPROC, glMultiTexCoord4svARB, ARB_MULTITEXTURE, NULL )\ + /* GL_ARB_occlusion_query */ \ + USE_GL_FUNC(PGLFNGENQUERIESARBPROC, glGenQueriesARB, ARB_OCCLUSION_QUERY, NULL )\ + USE_GL_FUNC(PGLFNDELETEQUERIESARBPROC, glDeleteQueriesARB, ARB_OCCLUSION_QUERY, NULL )\ + USE_GL_FUNC(PGLFNBEGINQUERYARBPROC, glBeginQueryARB, ARB_OCCLUSION_QUERY, NULL )\ + USE_GL_FUNC(PGLFNENDQUERYARBPROC, glEndQueryARB, ARB_OCCLUSION_QUERY, NULL )\ + USE_GL_FUNC(PGLFNGETQUERYOBJECTIVARBPROC, glGetQueryObjectivARB, ARB_OCCLUSION_QUERY, NULL )\ + USE_GL_FUNC(PGLFNGETQUERYOBJECTUIVARBPROC, glGetQueryObjectuivARB, ARB_OCCLUSION_QUERY, NULL )\ + /* GL_ARB_point_parameters */ \ + USE_GL_FUNC(PGLFNGLPOINTPARAMETERFARBPROC, glPointParameterfARB, ARB_POINT_PARAMETERS, NULL )\ + USE_GL_FUNC(PGLFNGLPOINTPARAMETERFVARBPROC, glPointParameterfvARB, ARB_POINT_PARAMETERS, NULL )\ + /* GL_ARB_texture_compression */ \ + USE_GL_FUNC(PGLFNCOMPRESSEDTEXIMAGE2DPROC, glCompressedTexImage2DARB, ARB_TEXTURE_COMPRESSION,NULL )\ + USE_GL_FUNC(PGLFNCOMPRESSEDTEXIMAGE3DPROC, glCompressedTexImage3DARB, ARB_TEXTURE_COMPRESSION,NULL )\ + USE_GL_FUNC(PGLFNCOMPRESSEDTEXSUBIMAGE2DPROC, glCompressedTexSubImage2DARB, ARB_TEXTURE_COMPRESSION,NULL )\ + USE_GL_FUNC(PGLFNCOMPRESSEDTEXSUBIMAGE3DPROC, glCompressedTexSubImage3DARB, ARB_TEXTURE_COMPRESSION,NULL )\ + USE_GL_FUNC(PGLFNGETCOMPRESSEDTEXIMAGEPROC, glGetCompressedTexImageARB, ARB_TEXTURE_COMPRESSION,NULL )\ + /* GL_ARB_vertex_blend */ \ + USE_GL_FUNC(PGLFNGLWEIGHTPOINTERARB, glWeightPointerARB, ARB_VERTEX_BLEND, NULL )\ + USE_GL_FUNC(PGLFNGLWEIGHTBV, glWeightbvARB, ARB_VERTEX_BLEND, NULL )\ + USE_GL_FUNC(PGLFNGLWEIGHTSV, glWeightsvARB, ARB_VERTEX_BLEND, NULL )\ + USE_GL_FUNC(PGLFNGLWEIGHTIV, glWeightivARB, ARB_VERTEX_BLEND, NULL )\ + USE_GL_FUNC(PGLFNGLWEIGHTFV, glWeightfvARB, ARB_VERTEX_BLEND, NULL )\ + USE_GL_FUNC(PGLFNGLWEIGHTDV, glWeightdvARB, ARB_VERTEX_BLEND, NULL )\ + USE_GL_FUNC(PGLFNGLWEIGHTUBV, glWeightubvARB, ARB_VERTEX_BLEND, NULL )\ + USE_GL_FUNC(PGLFNGLWEIGHTUSV, glWeightusvARB, ARB_VERTEX_BLEND, NULL )\ + USE_GL_FUNC(PGLFNGLWEIGHTUIV, glWeightuivARB, ARB_VERTEX_BLEND, NULL )\ + USE_GL_FUNC(PGLFNGLVERTEXBLENDARB, glVertexBlendARB, ARB_VERTEX_BLEND, NULL )\ + /* GL_ARB_vertex_buffer_object */ \ + USE_GL_FUNC(PGLFNBINDBUFFERARBPROC, glBindBufferARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\ + USE_GL_FUNC(PGLFNDELETEBUFFERSARBPROC, glDeleteBuffersARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\ + USE_GL_FUNC(PGLFNGENBUFFERSARBPROC, glGenBuffersARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\ + USE_GL_FUNC(PGLFNISBUFFERARBPROC, glIsBufferARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\ + USE_GL_FUNC(PGLFNBUFFERDATAARBPROC, glBufferDataARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\ + USE_GL_FUNC(PGLFNBUFFERSUBDATAARBPROC, glBufferSubDataARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\ + USE_GL_FUNC(PGLFNGETBUFFERSUBDATAARBPROC, glGetBufferSubDataARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\ + USE_GL_FUNC(PGLFNMAPBUFFERARBPROC, glMapBufferARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\ + USE_GL_FUNC(PGLFNUNMAPBUFFERARBPROC, glUnmapBufferARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\ + USE_GL_FUNC(PGLFNGETBUFFERPARAMETERIVARBPROC, glGetBufferParameterivARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\ + USE_GL_FUNC(PGLFNGETBUFFERPOINTERVARBPROC, glGetBufferPointervARB, ARB_VERTEX_BUFFER_OBJECT,NULL)\ + /** EXT Extensions **/ \ + /* GL_EXT_blend_equation_separate */ \ + USE_GL_FUNC(PGLFNBLENDFUNCSEPARATEEXTPROC, glBlendFuncSeparateEXT, EXT_BLEND_FUNC_SEPARATE, NULL)\ + /* GL_EXT_blend_func_separate */ \ + USE_GL_FUNC(PGLFNBLENDEQUATIONSEPARATEEXTPROC, glBlendEquationSeparateEXT, EXT_BLEND_EQUATION_SEPARATE, NULL)\ + /* GL_EXT_fog_coord */ \ + USE_GL_FUNC(PGLFNGLFOGCOORDFEXTPROC, glFogCoordfEXT, EXT_FOG_COORD, NULL )\ + USE_GL_FUNC(PGLFNGLFOGCOORDFVEXTPROC, glFogCoordfvEXT, EXT_FOG_COORD, NULL )\ + USE_GL_FUNC(PGLFNGLFOGCOORDDEXTPROC, glFogCoorddEXT, EXT_FOG_COORD, NULL )\ + USE_GL_FUNC(PGLFNGLFOGCOORDDVEXTPROC, glFogCoordvEXT, EXT_FOG_COORD, NULL )\ + USE_GL_FUNC(PGLFNGLFOGCOORDPOINTEREXTPROC, glFogCoordPointerEXT, EXT_FOG_COORD, NULL )\ + /* GL_EXT_framebuffer_object */ \ + USE_GL_FUNC(PGLFNGLISRENDERBUFFEREXTPROC, glIsRenderbufferEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\ + USE_GL_FUNC(PGLFNGLBINDRENDERBUFFEREXTPROC, glBindRenderbufferEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\ + USE_GL_FUNC(PGLFNGLDELETERENDERBUFFERSEXTPROC, glDeleteRenderbuffersEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\ + USE_GL_FUNC(PGLFNGLGENRENDERBUFFERSEXTPROC, glGenRenderbuffersEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\ + USE_GL_FUNC(PGLFNGLRENDERBUFFERSTORAGEEXTPROC, glRenderbufferStorageEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\ + USE_GL_FUNC(PGLFNGLISFRAMEBUFFEREXTPROC, glIsFramebufferEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\ + USE_GL_FUNC(PGLFNGLBINDFRAMEBUFFEREXTPROC, glBindFramebufferEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\ + USE_GL_FUNC(PGLFNGLDELETEFRAMEBUFFERSEXTPROC, glDeleteFramebuffersEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\ + USE_GL_FUNC(PGLFNGLGENFRAMEBUFFERSEXTPROC, glGenFramebuffersEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\ + USE_GL_FUNC(PGLFNGLCHECKFRAMEBUFFERSTATUSEXTPROC, glCheckFramebufferStatusEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\ + USE_GL_FUNC(PGLFNGLFRAMEBUFFERTEXTURE1DEXTPROC, glFramebufferTexture1DEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\ + USE_GL_FUNC(PGLFNGLFRAMEBUFFERTEXTURE2DEXTPROC, glFramebufferTexture2DEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\ + USE_GL_FUNC(PGLFNGLFRAMEBUFFERTEXTURE3DEXTPROC, glFramebufferTexture3DEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\ + USE_GL_FUNC(PGLFNGLFRAMEBUFFERRENDERBUFFEREXTPROC, glFramebufferRenderbufferEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\ + USE_GL_FUNC(PGLFNGLGENERATEMIPMAPEXTPROC, glGenerateMipmapEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\ + USE_GL_FUNC(PGLFNGLGETRENDERBUFFERPARAMETERIVEXTPROC, glGetRenderbufferParameterivEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\ + USE_GL_FUNC(PGLFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC, glGetFramebufferAttachmentParameterivEXT, EXT_FRAMEBUFFER_OBJECT, NULL )\ + /* GL_EXT_framebuffer_blit */ \ + USE_GL_FUNC(PGLFNGLBLITFRAMEBUFFEREXTPROC, glBlitFramebufferEXT, EXT_FRAMEBUFFER_BLIT, NULL )\ + /* GL_EXT_framebuffer_multisample */ \ + USE_GL_FUNC(PGLFNRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC, glRenderbufferStorageMultisampleEXT, EXT_FRAMEBUFFER_MULTISAMPLE, NULL )\ + /* GL_EXT_paletted_texture */ \ + USE_GL_FUNC(PGLFNGLCOLORTABLEEXTPROC, glColorTableEXT, EXT_PALETTED_TEXTURE, NULL )\ + /* GL_EXT_point_parameters */ \ + USE_GL_FUNC(PGLFNGLPOINTPARAMETERFEXTPROC, glPointParameterfEXT, EXT_POINT_PARAMETERS, NULL )\ + USE_GL_FUNC(PGLFNGLPOINTPARAMETERFVEXTPROC, glPointParameterfvEXT, EXT_POINT_PARAMETERS, NULL )\ + /* GL_EXT_secondary_color */ \ + USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3UBEXTPROC, glSecondaryColor3ubEXT, EXT_SECONDARY_COLOR, NULL )\ + USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FEXTPROC, glSecondaryColor3fEXT, EXT_SECONDARY_COLOR, NULL )\ + USE_GL_FUNC(PGLFNGLSECONDARYCOLOR3FVEXTPROC, glSecondaryColor3fvEXT, EXT_SECONDARY_COLOR, NULL )\ + USE_GL_FUNC(PGLFNGLSECONDARYCOLORPOINTEREXTPROC, glSecondaryColorPointerEXT, EXT_SECONDARY_COLOR, NULL )\ + /* GL_EXT_texture3D */ \ + USE_GL_FUNC(PGLFNGLTEXIMAGE3DEXTPROC, glTexImage3DEXT, EXT_TEXTURE3D, glTexImage3D)\ + USE_GL_FUNC(PGLFNGLTEXSUBIMAGE3DEXTPROC, glTexSubImage3DEXT, EXT_TEXTURE3D, glTexSubImage3D)\ + /* GL_ARB_vertex_program */ \ + USE_GL_FUNC(PGLFNGENPROGRAMSARBPROC, glGenProgramsARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNBINDPROGRAMARBPROC, glBindProgramARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNPROGRAMSTRINGARBPROC, glProgramStringARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNDELETEPROGRAMSARBPROC, glDeleteProgramsARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNPROGRAMENVPARAMETER4FVARBPROC, glProgramEnvParameter4fvARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNPROGRAMLOCALPARAMETER4FVARBPROC, glProgramLocalParameter4fvARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIBPOINTERARBPROC, glVertexAttribPointerARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNENABLEVERTEXATTRIBARRAYARBPROC, glEnableVertexAttribArrayARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNDISABLEVERTEXATTRIBARRAYARBPROC, glDisableVertexAttribArrayARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB1DARBPROC, glVertexAttrib1dARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB1DVARBPROC, glVertexAttrib1dvARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB1FARBPROC, glVertexAttrib1fARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB1FVARBPROC, glVertexAttrib1fvARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB1SARBPROC, glVertexAttrib1sARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB1SVARBPROC, glVertexAttrib1svARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB2DARBPROC, glVertexAttrib2dARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB2DVARBPROC, glVertexAttrib2dvARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB2FARBPROC, glVertexAttrib2fARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB2FVARBPROC, glVertexAttrib2fvARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB2SARBPROC, glVertexAttrib2sARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB2SVARBPROC, glVertexAttrib2svARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB3DARBPROC, glVertexAttrib3dARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB3DVARBPROC, glVertexAttrib3dvARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB3FARBPROC, glVertexAttrib3fARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB3FVARBPROC, glVertexAttrib3fvARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB3SARBPROC, glVertexAttrib3sARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB3SVARBPROC, glVertexAttrib3svARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB4NBVARBPROC, glVertexAttrib4NbvARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB4NIVARBPROC, glVertexAttrib4NivARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB4NSVARBPROC, glVertexAttrib4NsvARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB4NUBARBPROC, glVertexAttrib4NubARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB4NUBVARBPROC, glVertexAttrib4NubvARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB4NUIVARBPROC, glVertexAttrib4NuivARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB4NUSVARBPROC, glVertexAttrib4NusvARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB4BVARBPROC, glVertexAttrib4bvARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB4DARBPROC, glVertexAttrib4dARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB4DVARBPROC, glVertexAttrib4dvARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB4FARBPROC, glVertexAttrib4fARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB4FVARBPROC, glVertexAttrib4fvARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB4IVARBPROC, glVertexAttrib4ivARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB4SARBPROC, glVertexAttrib4sARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB4SVARBPROC, glVertexAttrib4svARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB4UBVARBPROC, glVertexAttrib4ubvARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB4UIVARBPROC, glVertexAttrib4uivARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB4USVARBPROC, glVertexAttrib4usvARB, ARB_VERTEX_PROGRAM, NULL )\ + USE_GL_FUNC(PGLFNGETPROGRAMIVARBPROC, glGetProgramivARB, ARB_VERTEX_PROGRAM, NULL )\ + /* GL_ARB_shader_objects */ \ + USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERIVARBPROC, glGetObjectParameterivARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLGETOBJECTPARAMETERFVARBPROC, glGetObjectParameterfvARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMLOCATIONARBPROC, glGetUniformLocationARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLGETACTIVEUNIFORMARBPROC, glGetActiveUniformARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IARBPROC, glUniform1iARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IARBPROC, glUniform2iARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IARBPROC, glUniform3iARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLUNIFORM4IARBPROC, glUniform4iARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IARBPROC, glUniform1fARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLUNIFORM2FARBPROC, glUniform2fARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLUNIFORM3FARBPROC, glUniform3fARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FARBPROC, glUniform4fARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLUNIFORM1FVARBPROC, glUniform1fvARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLUNIFORM2FVARBPROC, glUniform2fvARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLUNIFORM3FVARBPROC, glUniform3fvARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLUNIFORM4FVARBPROC, glUniform4fvARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLUNIFORM1IVARBPROC, glUniform1ivARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLUNIFORM2IVARBPROC, glUniform2ivARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLUNIFORM3IVARBPROC, glUniform3ivARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLUNIFORM4IVARBPROC, glUniform4ivARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX2FVARBPROC, glUniformMatrix2fvARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX3FVARBPROC, glUniformMatrix3fvARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLUNIFORMMATRIX4FVARBPROC, glUniformMatrix4fvARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMFVARBPROC, glGetUniform4fvARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLGETUNIFORMIVARBPROC, glGetUniform4ivARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLGETINFOLOGARBPROC, glGetInfoLogARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLUSEPROGRAMOBJECTARBPROC, glUseProgramObjectARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLCREATESHADEROBJECTARBPROC, glCreateShaderObjectARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLSHADERSOURCEARBPROC, glShaderSourceARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLCOMPILESHADERARBPROC, glCompileShaderARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLCREATEPROGRAMOBJECTARBPROC, glCreateProgramObjectARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLATTACHOBJECTARBPROC, glAttachObjectARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLLINKPROGRAMARBPROC, glLinkProgramARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLDETACHOBJECTARBPROC, glDetachObjectARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLDELETEOBJECTARBPROC, glDeleteObjectARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLVALIDATEPROGRAMARBPROC, glValidateProgramARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLGETATTACHEDOBJECTSARBPROC, glGetAttachedObjectsARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLGETHANDLEARBPROC, glGetHandleARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLGETSHADERSOURCEARBPROC, glGetShaderSourceARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLBINDATTRIBLOCATIONARBPROC, glBindAttribLocationARB, ARB_SHADER_OBJECTS, NULL )\ + USE_GL_FUNC(WINED3D_PFNGLGETATTRIBLOCATIONARBPROC, glGetAttribLocationARB, ARB_SHADER_OBJECTS, NULL )\ + /* GL_EXT_stencil_two_side */ \ + USE_GL_FUNC(PGLFNACTIVESTENCILFACEEXTPROC, glActiveStencilFaceEXT, EXT_STENCIL_TWO_SIDE, NULL )\ + /* GL_ATI_separate_stencil */ \ + USE_GL_FUNC(PGLFNSTENCILOPSEPARATEATIPROC, glStencilOpSeparateATI, ATI_SEPARATE_STENCIL, NULL )\ + USE_GL_FUNC(PGLFNSTENCILFUNCSEPARATEATIPROC, glStencilFuncSeparateATI, ATI_SEPARATE_STENCIL, NULL )\ + /* GL_NV_half_float */ \ + USE_GL_FUNC(PGLFNVERTEX2HNVPROC, glVertex2hNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNVERTEX2HVNVPROC, glVertex2hvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNVERTEX3HNVPROC, glVertex3hNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNVERTEX3HVNVPROC, glVertex3hvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNVERTEX4HNVPROC, glVertex4hNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNVERTEX4HVNVPROC, glVertex4hvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNNORMAL3HNVPROC, glNormal3hNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNNORMAL3HVNVPROC, glNormal3hvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNCOLOR3HNVPROC, glColor3hNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNCOLOR3HVNVPROC, glColor3hvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNCOLOR4HNVPROC, glColor4hNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNCOLOR4HVNVPROC, glColor4hvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNTEXCOORD1HNVPROC, glTexCoord1hNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNTEXCOORD1HVNVPROC, glTexCoord1hvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNTEXCOORD2HNVPROC, glTexCoord2hNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNTEXCOORD2HVNVPROC, glTexCoord2hvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNTEXCOORD3HNVPROC, glTexCoord3hNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNTEXCOORD3HVNVPROC, glTexCoord3hvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNTEXCOORD4HNVPROC, glTexCoord4hNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNTEXCOORD4HVNVPROC, glTexCoord4hvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNMULTITEXCOORD1HNVPROC, glMultiTexCoord1hNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNMULTITEXCOORD1HVNVPROC, glMultiTexCoord1hvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNMULTITEXCOORD2HNVPROC, glMultiTexCoord2hNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNMULTITEXCOORD2HVNVPROC, glMultiTexCoord2hvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNMULTITEXCOORD3HNVPROC, glMultiTexCoord3hNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNMULTITEXCOORD3HVNVPROC, glMultiTexCoord3hvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNMULTITEXCOORD4HNVPROC, glMultiTexCoord4hNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNMULTITEXCOORD4HVNVPROC, glMultiTexCoord4hvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNFOGCOORDHNVPROC, glFogCoordhNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNFOGCOORDHVNVPROC, glFogCoordhvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNSECONDARYCOLOR3HNVPROC, glSecondaryColor3hNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNSECONDARYCOLOR3HVNVPROC, glSecondaryColor3hvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNVERTEXWEIGHTHNVPROC, glVertexWeighthNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNVERTEXWEIGHTHVNVPROC, glVertexWeighthvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB1HNVPROC, glVertexAttrib1hNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB1HVNVPROC, glVertexAttrib1hvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB2HNVPROC, glVertexAttrib2hNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB2HVNVPROC, glVertexAttrib2hvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB3HNVPROC, glVertexAttrib3hNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB3HVNVPROC, glVertexAttrib3hvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB4HNVPROC, glVertexAttrib4hNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIB4HVNVPROC, glVertexAttrib4hvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIBS1HVNVPROC, glVertexAttribs1hvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIBS2HVNVPROC, glVertexAttribs2hvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIBS3HVNVPROC, glVertexAttribs3hvNV, NV_HALF_FLOAT, NULL )\ + USE_GL_FUNC(PGLFNVERTEXATTRIBS4HVNVPROC, glVertexAttribs4hvNV, NV_HALF_FLOAT, NULL )\ + /* GL_NV_register_combiners */ \ + USE_GL_FUNC(PGLFNCOMBINERINPUTNVPROC, glCombinerInputNV, NV_REGISTER_COMBINERS, NULL )\ + USE_GL_FUNC(PGLFNCOMBINEROUTPUTNVPROC, glCombinerOutputNV, NV_REGISTER_COMBINERS, NULL )\ + USE_GL_FUNC(PGLFNCOMBINERPARAMETERFNVPROC, glCombinerParameterfNV, NV_REGISTER_COMBINERS, NULL )\ + USE_GL_FUNC(PGLFNCOMBINERPARAMETERFVNVPROC, glCombinerParameterfvNV, NV_REGISTER_COMBINERS, NULL )\ + USE_GL_FUNC(PGLFNCOMBINERPARAMETERINVPROC, glCombinerParameteriNV, NV_REGISTER_COMBINERS, NULL )\ + USE_GL_FUNC(PGLFNCOMBINERPARAMETERIVNVPROC, glCombinerParameterivNV, NV_REGISTER_COMBINERS, NULL )\ + USE_GL_FUNC(PGLFNFINALCOMBINERINPUTNVPROC, glFinalCombinerInputNV, NV_REGISTER_COMBINERS, NULL )\ + /* GL_NV_fence */ \ + USE_GL_FUNC(PGLFNGENFENCESNVPROC, glGenFencesNV, NV_FENCE, NULL )\ + USE_GL_FUNC(PGLFNDELETEFENCESNVPROC, glDeleteFencesNV, NV_FENCE, NULL )\ + USE_GL_FUNC(PGLFNSETFENCENVPROC, glSetFenceNV, NV_FENCE, NULL )\ + USE_GL_FUNC(PGLFNTESTFENCENVPROC, glTestFenceNV, NV_FENCE, NULL )\ + USE_GL_FUNC(PGLFNFINISHFENCENVPROC, glFinishFenceNV, NV_FENCE, NULL )\ + USE_GL_FUNC(PGLFNISFENCENVPROC, glIsFenceNV, NV_FENCE, NULL )\ + USE_GL_FUNC(PGLFNGETFENCEIVNVPROC, glGetFenceivNV, NV_FENCE, NULL )\ + /* GL_APPLE_fence */ \ + USE_GL_FUNC(PGLFNGENFENCESAPPLEPROC, glGenFencesAPPLE, APPLE_FENCE, NULL )\ + USE_GL_FUNC(PGLFNDELETEFENCESAPPLEPROC, glDeleteFencesAPPLE, APPLE_FENCE, NULL )\ + USE_GL_FUNC(PGLFNSETFENCEAPPLEPROC, glSetFenceAPPLE, APPLE_FENCE, NULL )\ + USE_GL_FUNC(PGLFNTESTFENCEAPPLEPROC, glTestFenceAPPLE, APPLE_FENCE, NULL )\ + USE_GL_FUNC(PGLFNFINISHFENCEAPPLEPROC, glFinishFenceAPPLE, APPLE_FENCE, NULL )\ + USE_GL_FUNC(PGLFNISFENCEAPPLEPROC, glIsFenceAPPLE, APPLE_FENCE, NULL )\ + USE_GL_FUNC(PGLFNTESTOBJECTAPPLEPROC, glTestObjectAPPLE, APPLE_FENCE, NULL )\ + USE_GL_FUNC(PGLFNFINISHOBJECTAPPLEPROC, glFinishObjectAPPLE, APPLE_FENCE, NULL )\ + /* GLX_SGI_video_sync */ \ + USE_GL_FUNC(PGLXFNGETVIDEOSYNCSGIPROC, glXGetVideoSyncSGI, SGI_VIDEO_SYNC, NULL )\ + USE_GL_FUNC(PGLXFNWAITVIDEOSYNCSGIPROC, glXWaitVideoSyncSGI, SGI_VIDEO_SYNC, NULL )\ + /* GL_APPLE_flush_render */ \ + USE_GL_FUNC(PGLFNFLUSHRENDERAPPLEPROC, glFlushRenderApple, APPLE_FLUSH_RENDER, NULL )\ + USE_GL_FUNC(PGLFNFINISHRENDERAPPLEPROC, glFinishRenderApple, APPLE_FLUSH_RENDER, NULL )\ + /* GL_EXT_gpu_program_parameters */ \ + USE_GL_FUNC(PGLFNPROGRAMENVPARAMETERS4FVEXTPROC, glProgramEnvParameters4fvEXT, EXT_GPU_PROGRAM_PARAMETERS,NULL )\ + USE_GL_FUNC(PGLFNPROGRAMLOCALPARAMETERS4FVEXTPROC, glProgramLocalParameters4fvEXT, EXT_GPU_PROGRAM_PARAMETERS,NULL )\ + /* GL_ATI_fragment_shader */ \ + USE_GL_FUNC(PGLFNGENFRAGMENTSHADERSATI, glGenFragmentShadersATI, ATI_FRAGMENT_SHADER, NULL )\ + USE_GL_FUNC(PGLFNBINDFRAGMENTSHADERATI, glBindFragmentShaderATI, ATI_FRAGMENT_SHADER, NULL )\ + USE_GL_FUNC(PGLFNDELETEFRAGMENTSHADERATI, glDeleteFragmentShaderATI, ATI_FRAGMENT_SHADER, NULL )\ + USE_GL_FUNC(PGLFNBEGINFRAGMENTSHADERATI, glBeginFragmentShaderATI, ATI_FRAGMENT_SHADER, NULL )\ + USE_GL_FUNC(PGLFNENDFRAGMENTSHADERATI, glEndFragmentShaderATI, ATI_FRAGMENT_SHADER, NULL )\ + USE_GL_FUNC(PGLFNPASSTEXCOORDATI, glPassTexCoordATI, ATI_FRAGMENT_SHADER, NULL )\ + USE_GL_FUNC(PGLFNSAMPLEMAPATI, glSampleMapATI, ATI_FRAGMENT_SHADER, NULL )\ + USE_GL_FUNC(PGLFNCOLORFRAGMENTOP1ATI, glColorFragmentOp1ATI, ATI_FRAGMENT_SHADER, NULL )\ + USE_GL_FUNC(PGLFNCOLORFRAGMENTOP2ATI, glColorFragmentOp2ATI, ATI_FRAGMENT_SHADER, NULL )\ + USE_GL_FUNC(PGLFNCOLORFRAGMENTOP3ATI, glColorFragmentOp3ATI, ATI_FRAGMENT_SHADER, NULL )\ + USE_GL_FUNC(PGLFNALPHAFRAGMENTOP1ATI, glAlphaFragmentOp1ATI, ATI_FRAGMENT_SHADER, NULL )\ + USE_GL_FUNC(PGLFNALPHAFRAGMENTOP2ATI, glAlphaFragmentOp2ATI, ATI_FRAGMENT_SHADER, NULL )\ + USE_GL_FUNC(PGLFNALPHAFRAGMENTOP3ATI, glAlphaFragmentOp3ATI, ATI_FRAGMENT_SHADER, NULL )\ + USE_GL_FUNC(PGLFNSETFRAGMENTSHADERCONSTANTATI, glSetFragmentShaderConstantATI, ATI_FRAGMENT_SHADER, NULL ) + +/**************************************************** + * OpenGL WGL defines and functions pointer + ****************************************************/ + +/* WGL_ARB_extensions_string */ +typedef const char * (WINAPI * WINED3D_PFNWGLGETEXTENSIONSSTRINGARBPROC) (HDC hdc); +/* WGL_ARB_multisample */ +#ifndef WGL_ARB_multisample +#define WGL_SAMPLE_BUFFERS_ARB 0x2041 +#define WGL_SAMPLES_ARB 0x2042 +#endif +/* WGL_ARB_pixel_format */ +#ifndef WGL_ARB_pixel_format +#define WGL_ARB_pixel_format 1 +#define WGL_NUMBER_PIXEL_FORMATS_ARB 0x2000 +#define WGL_DRAW_TO_WINDOW_ARB 0x2001 +#define WGL_DRAW_TO_BITMAP_ARB 0x2002 +#define WGL_ACCELERATION_ARB 0x2003 +#define WGL_NEED_PALETTE_ARB 0x2004 +#define WGL_NEED_SYSTEM_PALETTE_ARB 0x2005 +#define WGL_SWAP_LAYER_BUFFERS_ARB 0x2006 +#define WGL_SWAP_METHOD_ARB 0x2007 +#define WGL_NUMBER_OVERLAYS_ARB 0x2008 +#define WGL_NUMBER_UNDERLAYS_ARB 0x2009 +#define WGL_TRANSPARENT_ARB 0x200A +#define WGL_TRANSPARENT_RED_VALUE_ARB 0x2037 +#define WGL_TRANSPARENT_GREEN_VALUE_ARB 0x2038 +#define WGL_TRANSPARENT_BLUE_VALUE_ARB 0x2039 +#define WGL_TRANSPARENT_ALPHA_VALUE_ARB 0x203A +#define WGL_TRANSPARENT_INDEX_VALUE_ARB 0x203B +#define WGL_SHARE_DEPTH_ARB 0x200C +#define WGL_SHARE_STENCIL_ARB 0x200D +#define WGL_SHARE_ACCUM_ARB 0x200E +#define WGL_SUPPORT_GDI_ARB 0x200F +#define WGL_SUPPORT_OPENGL_ARB 0x2010 +#define WGL_DOUBLE_BUFFER_ARB 0x2011 +#define WGL_STEREO_ARB 0x2012 +#define WGL_PIXEL_TYPE_ARB 0x2013 +#define WGL_COLOR_BITS_ARB 0x2014 +#define WGL_RED_BITS_ARB 0x2015 +#define WGL_RED_SHIFT_ARB 0x2016 +#define WGL_GREEN_BITS_ARB 0x2017 +#define WGL_GREEN_SHIFT_ARB 0x2018 +#define WGL_BLUE_BITS_ARB 0x2019 +#define WGL_BLUE_SHIFT_ARB 0x201A +#define WGL_ALPHA_BITS_ARB 0x201B +#define WGL_ALPHA_SHIFT_ARB 0x201C +#define WGL_ACCUM_BITS_ARB 0x201D +#define WGL_ACCUM_RED_BITS_ARB 0x201E +#define WGL_ACCUM_GREEN_BITS_ARB 0x201F +#define WGL_ACCUM_BLUE_BITS_ARB 0x2020 +#define WGL_ACCUM_ALPHA_BITS_ARB 0x2021 +#define WGL_DEPTH_BITS_ARB 0x2022 +#define WGL_STENCIL_BITS_ARB 0x2023 +#define WGL_AUX_BUFFERS_ARB 0x2024 +#define WGL_NO_ACCELERATION_ARB 0x2025 +#define WGL_GENERIC_ACCELERATION_ARB 0x2026 +#define WGL_FULL_ACCELERATION_ARB 0x2027 +#define WGL_SWAP_EXCHANGE_ARB 0x2028 +#define WGL_SWAP_COPY_ARB 0x2029 +#define WGL_SWAP_UNDEFINED_ARB 0x202A +#define WGL_TYPE_RGBA_ARB 0x202B +#define WGL_TYPE_COLORINDEX_ARB 0x202C +#endif +typedef BOOL (WINAPI * WINED3D_PFNWGLGETPIXELFORMATATTRIBIVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int *piAttributes, int *piValues); +typedef BOOL (WINAPI * WINED3D_PFNWGLGETPIXELFORMATATTRIBFVARBPROC) (HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int *piAttributes, FLOAT *pfValues); +typedef BOOL (WINAPI * WINED3D_PFNWGLCHOOSEPIXELFORMATARBPROC) (HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats); +/* WGL_ARB_make_current_read */ +typedef BOOL (WINAPI * WINED3D_PFNWGLMAKECONTEXTCURRENTARBPROC) (HDC hDrawDC, HDC hReadDC, HGLRC hglrc); +typedef HDC (WINAPI * WINED3D_PFNWGLGETCURRENTREADDCARBPROC) (void); +/* WGL_ARB_pbuffer */ +#ifndef WGL_ARB_pbuffer +#define WGL_ARB_pbuffer 1 +#define WGL_DRAW_TO_PBUFFER_ARB 0x202D +#define WGL_MAX_PBUFFER_PIXELS_ARB 0x202E +#define WGL_MAX_PBUFFER_WIDTH_ARB 0x202F +#define WGL_MAX_PBUFFER_HEIGHT_ARB 0x2030 +#define WGL_PBUFFER_LARGEST_ARB 0x2033 +#define WGL_PBUFFER_WIDTH_ARB 0x2034 +#define WGL_PBUFFER_HEIGHT_ARB 0x2035 +#define WGL_PBUFFER_LOST_ARB 0x2036 +#endif +DECLARE_HANDLE(HPBUFFERARB); +typedef HPBUFFERARB (WINAPI * WINED3D_PFNWGLCREATEPBUFFERARBPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int *piAttribList); +typedef HDC (WINAPI * WINED3D_PFNWGLGETPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer); +typedef int (WINAPI * WINED3D_PFNWGLRELEASEPBUFFERDCARBPROC) (HPBUFFERARB hPbuffer, HDC hDC); +typedef BOOL (WINAPI * WINED3D_PFNWGLDESTROYPBUFFERARBPROC) (HPBUFFERARB hPbuffer); +typedef BOOL (WINAPI * WINED3D_PFNWGLQUERYPBUFFERARBPROC) (HPBUFFERARB hPbuffer, int iAttribute, int *piValue); +#ifndef WGL_ARB_pixel_format_float +#define WGL_ARB_pixel_format_float 1 +#define WGL_TYPE_RGBA_FLOAT_ARB 0x21A0 +#endif +/* WGL_WINE_pixel_format_passthrough */ +typedef BOOL (WINAPI * WINED3D_PFNWGLSETPIXELFORMATWINE) (HDC hdc, int iPixelFormat, const PIXELFORMATDESCRIPTOR* ppfd); + +#define WGL_EXT_FUNCS_GEN \ + USE_GL_FUNC(WINED3D_PFNWGLGETEXTENSIONSSTRINGARBPROC, wglGetExtensionsStringARB, 0, NULL) \ + USE_GL_FUNC(WINED3D_PFNWGLGETPIXELFORMATATTRIBIVARBPROC, wglGetPixelFormatAttribivARB, 0, NULL) \ + USE_GL_FUNC(WINED3D_PFNWGLGETPIXELFORMATATTRIBFVARBPROC, wglGetPixelFormatAttribfvARB, 0, NULL) \ + USE_GL_FUNC(WINED3D_PFNWGLCHOOSEPIXELFORMATARBPROC, wglChoosePixelFormatARB, 0, NULL) \ + USE_GL_FUNC(WINED3D_PFNWGLMAKECONTEXTCURRENTARBPROC, wglMakeContextCurrentARB, 0, NULL) \ + USE_GL_FUNC(WINED3D_PFNWGLGETCURRENTREADDCARBPROC, wglGetCurrentReadDCARB, 0, NULL) \ + USE_GL_FUNC(WINED3D_PFNWGLCREATEPBUFFERARBPROC, wglCreatePbufferARB, 0, NULL) \ + USE_GL_FUNC(WINED3D_PFNWGLGETPBUFFERDCARBPROC, wglGetPbufferDCARB, 0, NULL) \ + USE_GL_FUNC(WINED3D_PFNWGLRELEASEPBUFFERDCARBPROC, wglReleasePbufferDCARB, 0, NULL) \ + USE_GL_FUNC(WINED3D_PFNWGLDESTROYPBUFFERARBPROC, wglDestroyPbufferARB, 0, NULL) \ + USE_GL_FUNC(WINED3D_PFNWGLQUERYPBUFFERARBPROC, wglQueryPbufferARB, 0, NULL) \ + USE_GL_FUNC(WINED3D_PFNWGLSETPIXELFORMATWINE, wglSetPixelFormatWINE, 0, NULL) + + +/**************************************************** + * Structures + ****************************************************/ + +typedef struct _WINED3DGLTYPE { + int d3dType; + GLint size; + GLenum glType; + GLboolean normalized; + int typesize; +} WINED3DGLTYPE; + +#define USE_GL_FUNC(type, pfn, ext, replace) type pfn; +typedef struct _WineD3D_GL_Info { + + DWORD glx_version; + DWORD gl_version; + + GL_Vendors gl_vendor; + GL_Cards gl_card; + UINT vidmem; + DWORD driver_version; + DWORD driver_version_hipart; + CHAR gl_renderer[255]; + /** + * CAPS Constants + */ + UINT max_buffers; + UINT max_lights; + UINT max_textures; + UINT max_texture_stages; + UINT max_fragment_samplers; + UINT max_vertex_samplers; + UINT max_combined_samplers; + UINT max_sampler_stages; + UINT max_clipplanes; + UINT max_texture_size; + UINT max_texture3d_size; + float max_pointsize, max_pointsizemin; + UINT max_blends; + UINT max_anisotropy; + UINT max_glsl_varyings; + float max_shininess; + + unsigned max_vshader_constantsF; + unsigned max_pshader_constantsF; + + unsigned vs_arb_constantsF; + unsigned vs_arb_max_instructions; + unsigned vs_arb_max_temps; + unsigned ps_arb_constantsF; + unsigned ps_arb_max_instructions; + unsigned ps_arb_max_temps; + unsigned vs_glsl_constantsF; + unsigned ps_glsl_constantsF; + + GL_PSVersion ps_arb_version; + GL_PSVersion ps_nv_version; + + GL_VSVersion vs_arb_version; + GL_VSVersion vs_nv_version; + GL_VSVersion vs_ati_version; + + BOOL arb_vs_offset_limit; + BOOL set_texcoord_w; + + BOOL supported[OPENGL_SUPPORTED_EXT_END + 1]; + + /** OpenGL EXT and ARB functions ptr */ + GL_EXT_FUNCS_GEN + /** OpenGL WGL functions ptr */ + WGL_EXT_FUNCS_GEN + + struct GlPixelFormatDesc *gl_formats; + + /* Vertex data types */ + WINED3DGLTYPE glTypeLookup[WINED3DDECLTYPE_UNUSED]; +} WineD3D_GL_Info; +#undef USE_GL_FUNC + +#endif /* __WINE_WINED3D_GL */ diff --git a/reactos/dll/directx/wine/wined3d/wined3d_main.c b/reactos/dll/directx/wine/wined3d/wined3d_main.c index fa1d0284f61..ee8f07f42ed 100644 --- a/reactos/dll/directx/wine/wined3d/wined3d_main.c +++ b/reactos/dll/directx/wine/wined3d/wined3d_main.c @@ -43,6 +43,8 @@ wined3d_settings_t wined3d_settings = TRUE, /* Use of GLSL enabled by default */ ORM_BACKBUFFER, /* Use the backbuffer to do offscreen rendering */ RTL_AUTO, /* Automatically determine best locking method */ + PCI_VENDOR_NONE,/* PCI Vendor ID */ + PCI_DEVICE_NONE,/* PCI Device ID */ 0, /* The default of memory is set in FillGLCaps */ NULL, /* No wine logo by default */ FALSE /* Disable multisampling for now due to Nvidia driver bugs which happens for some users */ @@ -77,6 +79,15 @@ static inline DWORD get_config_key(HKEY defkey, HKEY appkey, const char* name, c return ERROR_FILE_NOT_FOUND; } +static inline DWORD get_config_key_dword(HKEY defkey, HKEY appkey, const char* name, DWORD *data) +{ + DWORD type; + DWORD size = sizeof(DWORD); + if (0 != appkey && !RegQueryValueExA( appkey, name, 0, &type, (LPBYTE) data, &size ) && (type == REG_DWORD)) return 0; + if (0 != defkey && !RegQueryValueExA( defkey, name, 0, &type, (LPBYTE) data, &size ) && (type == REG_DWORD)) return 0; + return ERROR_FILE_NOT_FOUND; +} + static void wined3d_do_nothing(void) { } @@ -92,7 +103,7 @@ BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv) DWORD size = sizeof(buffer); HKEY hkey = 0; HKEY appkey = 0; - DWORD len; + DWORD len, tmpvalue; WNDCLASSA wc; /* We need our own window class for a fake window which we use to retrieve GL capabilities */ @@ -238,6 +249,36 @@ BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv) wined3d_settings.rendertargetlock_mode = RTL_TEXTEX; } } + if ( !get_config_key_dword( hkey, appkey, "VideoPciDeviceID", &tmpvalue) ) + { + int pci_device_id = tmpvalue; + + /* A pci device id is 16-bit */ + if(pci_device_id > 0xffff) + { + ERR("Invalid value for VideoPciDeviceID. The value should be smaller or equal to 65535 or 0xffff\n"); + } + else + { + TRACE("Using PCI Device ID %04x\n", pci_device_id); + wined3d_settings.pci_device_id = pci_device_id; + } + } + if ( !get_config_key_dword( hkey, appkey, "VideoPciVendorID", &tmpvalue) ) + { + int pci_vendor_id = tmpvalue; + + /* A pci device id is 16-bit */ + if(pci_vendor_id > 0xffff) + { + ERR("Invalid value for VideoPciVendorID. The value should be smaller or equal to 65535 or 0xffff\n"); + } + else + { + TRACE("Using PCI Vendor ID %04x\n", pci_vendor_id); + wined3d_settings.pci_vendor_id = pci_vendor_id; + } + } if ( !get_config_key( hkey, appkey, "VideoMemorySize", buffer, size) ) { int TmpVideoMemorySize = atoi(buffer); diff --git a/reactos/dll/directx/wine/wined3d/wined3d_private.h b/reactos/dll/directx/wine/wined3d/wined3d_private.h index 100b324c86f..038c7609226 100644 --- a/reactos/dll/directx/wine/wined3d/wined3d_private.h +++ b/reactos/dll/directx/wine/wined3d/wined3d_private.h @@ -37,15 +37,99 @@ #include "wine/debug.h" #include "wine/unicode.h" +#include "objbase.h" #include "wined3d_private_types.h" -#include "wine/wined3d_interface.h" -#include "wine/wined3d_caps.h" +#include "wined3d.h" #include "wined3d_gl.h" #include "wine/list.h" +/* Texture format fixups */ + +enum fixup_channel_source +{ + CHANNEL_SOURCE_ZERO = 0, + CHANNEL_SOURCE_ONE = 1, + CHANNEL_SOURCE_X = 2, + CHANNEL_SOURCE_Y = 3, + CHANNEL_SOURCE_Z = 4, + CHANNEL_SOURCE_W = 5, + CHANNEL_SOURCE_YUV0 = 6, + CHANNEL_SOURCE_YUV1 = 7, +}; + +enum yuv_fixup +{ + YUV_FIXUP_YUY2 = 0, + YUV_FIXUP_UYVY = 1, + YUV_FIXUP_YV12 = 2, +}; + +#include +struct color_fixup_desc +{ + unsigned x_sign_fixup : 1; + unsigned x_source : 3; + unsigned y_sign_fixup : 1; + unsigned y_source : 3; + unsigned z_sign_fixup : 1; + unsigned z_source : 3; + unsigned w_sign_fixup : 1; + unsigned w_source : 3; +}; +#include + +static const struct color_fixup_desc COLOR_FIXUP_IDENTITY = + {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W}; + +static inline 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) +{ + struct color_fixup_desc fixup = + { + sign0, src0, + sign1, src1, + sign2, src2, + sign3, src3, + }; + return fixup; +} + +static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup) +{ + struct color_fixup_desc fixup = + { + 0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0, + 0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0, + 0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0, + 0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0, + }; + return fixup; +} + +static inline BOOL is_identity_fixup(struct color_fixup_desc fixup) +{ + return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup)); +} + +static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup) +{ + return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1; +} + +static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup) +{ + enum yuv_fixup yuv_fixup = 0; + if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0); + if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1); + if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2); + if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3); + return yuv_fixup; +} + /* Hash table functions */ -typedef unsigned int (hash_function_t)(void *key); -typedef BOOL (compare_function_t)(void *keya, void *keyb); +typedef unsigned int (hash_function_t)(const void *key); +typedef BOOL (compare_function_t)(const void *keya, const void *keyb); #define ceilf(x) (float)ceil((double)x) @@ -71,7 +155,7 @@ struct hash_table_t { struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function); void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb); -void *hash_table_get(struct hash_table_t *table, void *key); +void *hash_table_get(const struct hash_table_t *table, const void *key); void hash_table_put(struct hash_table_t *table, void *key, void *value); void hash_table_remove(struct hash_table_t *table, void *key); @@ -109,17 +193,22 @@ typedef enum _WINELOOKUP { MAX_LOOKUPS = 1 } WINELOOKUP; -extern int minLookup[MAX_LOOKUPS]; -extern int maxLookup[MAX_LOOKUPS]; +extern const int minLookup[MAX_LOOKUPS]; +extern const int maxLookup[MAX_LOOKUPS]; extern DWORD *stateLookup[MAX_LOOKUPS]; -typedef DWORD magLookup_t[WINED3DTEXF_ANISOTROPIC + 1]; -extern magLookup_t magLookup; -extern magLookup_t magLookup_noFilter; +struct min_lookup +{ + GLenum mip[WINED3DTEXF_LINEAR + 1]; +}; -typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1]; -extern minMipLookup_t minMipLookup; -extern minMipLookup_t minMipLookup_noFilter; +struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1]; +const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1]; +GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1]; +const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1]; + +extern const struct filter_lookup filter_lookup_nofilter; +extern struct filter_lookup filter_lookup; void init_type_lookup(WineD3D_GL_Info *gl_info); #define WINED3D_ATR_TYPE(type) GLINFO_LOCATION.glTypeLookup[type].d3dType @@ -187,6 +276,9 @@ static inline float float_16_to_32(const unsigned short *in) { #define RTL_TEXDRAW 3 #define RTL_TEXTEX 4 +#define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */ +#define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */ + /* NOTE: When adding fields to this structure, make sure to update the default * values in wined3d_main.c as well. */ typedef struct wined3d_settings_s { @@ -200,6 +292,8 @@ typedef struct wined3d_settings_s { BOOL glslRequested; int offscreen_rendering_mode; int rendertargetlock_mode; + unsigned short pci_vendor_id; + unsigned short pci_device_id; /* Memory tracking and object counting */ unsigned int emulated_textureram; char *logo; @@ -307,7 +401,7 @@ enum WINED3D_SHADER_INSTRUCTION_HANDLER WINED3DSIH_TABLE_SIZE }; -typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*); +typedef void (*SHADER_HANDLER)(const struct SHADER_OPCODE_ARG *); struct shader_caps { DWORD VertexShaderVersion; @@ -342,15 +436,15 @@ typedef struct { void (*shader_deselect_depth_blt)(IWineD3DDevice *iface); void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS); void (*shader_cleanup)(IWineD3DDevice *iface); - void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg); + void (*shader_color_correction)(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup); void (*shader_destroy)(IWineD3DBaseShader *iface); HRESULT (*shader_alloc_private)(IWineD3DDevice *iface); void (*shader_free_private)(IWineD3DDevice *iface); BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface); - void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer); + GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer); void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer); - void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps); - BOOL (*shader_conv_supported)(WINED3DFORMAT conv); + void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps); + BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup); } shader_backend_t; extern const shader_backend_t glsl_shader_backend; @@ -394,11 +488,12 @@ extern int num_lock; #define D3DCOLOR_B(dw) (((float) (((dw) >> 0) & 0xFF)) / 255.0f) #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f) -#define D3DCOLORTOGLFLOAT4(dw, vec) \ +#define D3DCOLORTOGLFLOAT4(dw, vec) do { \ (vec)[0] = D3DCOLOR_R(dw); \ (vec)[1] = D3DCOLOR_G(dw); \ (vec)[2] = D3DCOLOR_B(dw); \ - (vec)[3] = D3DCOLOR_A(dw); + (vec)[3] = D3DCOLOR_A(dw); \ +} while(0) /* DirectX Device Limits */ /* --------------------- */ @@ -412,8 +507,9 @@ extern int num_lock; /* Checking of API calls */ /* --------------------- */ +#ifndef WINE_NO_DEBUG_MSGS #define checkGLcall(A) \ -{ \ +do { \ GLint err = glGetError(); \ if (err == GL_NO_ERROR) { \ TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \ @@ -423,7 +519,10 @@ extern int num_lock; debug_glerror(err), err, A, __FILE__, __LINE__); \ err = glGetError(); \ } while (err != GL_NO_ERROR); \ -} +} while(0) +#else +#define checkGLcall(A) do {} while(0) +#endif /* Trace routines / diagnostics */ /* ---------------------------- */ @@ -440,13 +539,13 @@ do { /* Macro to dump out the current state of the light chain */ #define DUMP_LIGHT_CHAIN() \ -{ \ +do { \ PLIGHTINFOEL *el = This->stateBlock->lights;\ while (el) { \ TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\ el = el->next; \ } \ -} +} while(0) /* Trace vector and strided data information */ #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w); @@ -479,21 +578,6 @@ extern const float identity[16]; # define VTRACE(A) #endif -/* Checking of per-vertex related GL calls */ -/* --------------------- */ -#define vcheckGLcall(A) \ -{ \ - GLint err = glGetError(); \ - if (err == GL_NO_ERROR) { \ - VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \ - \ - } else do { \ - FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \ - debug_glerror(err), err, A, __FILE__, __LINE__); \ - err = glGetError(); \ - } while (err != GL_NO_ERROR); \ -} - /* TODO: Confirm each of these works when wined3d move completed */ #if 0 /* NOTE: Must be 0 in cvs */ /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start @@ -548,8 +632,8 @@ void primitiveDeclarationConvertToStridedData( DWORD get_flexible_vertex_size(DWORD d3dvtVertexType); -typedef void (WINE_GLAPI *glAttribFunc)(void *data); -typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, void *data); +typedef void (WINE_GLAPI *glAttribFunc)(const void *data); +typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data); extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED]; extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED]; extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED]; @@ -639,10 +723,10 @@ struct fragment_caps { struct fragment_pipeline { void (*enable_extension)(IWineD3DDevice *iface, BOOL enable); - void (*get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps); + void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps); HRESULT (*alloc_private)(IWineD3DDevice *iface); void (*free_private)(IWineD3DDevice *iface); - BOOL (*conv_supported)(WINED3DFORMAT conv); + BOOL (*color_fixup_supported)(struct color_fixup_desc fixup); const struct StateEntryTemplate *states; BOOL ffp_proj_control; }; @@ -656,12 +740,9 @@ extern const struct fragment_pipeline nvts_fragment_pipeline; extern const struct fragment_pipeline nvrc_fragment_pipeline; /* "Base" state table */ -void compile_state_table(struct StateEntry *StateTable, - APPLYSTATEFUNC **dev_multistate_funcs, - WineD3D_GL_Info *gl_info, - const struct StateEntryTemplate *vertex, - const struct fragment_pipeline *fragment, - const struct StateEntryTemplate *misc); +void compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs, + const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex, + const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc); /* Shaders for color conversions in blits */ struct blit_shader { @@ -669,7 +750,7 @@ struct blit_shader { void (*free_private)(IWineD3DDevice *iface); HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height); void (*unset_shader)(IWineD3DDevice *iface); - BOOL (*conv_supported)(WINED3DFORMAT conv); + BOOL (*color_fixup_supported)(struct color_fixup_desc fixup); }; extern const struct blit_shader ffp_blit; @@ -697,6 +778,7 @@ struct WineD3DContext { BOOL last_was_vshader; BOOL last_was_foggy_shader; BOOL namedArraysLoaded, numberedArraysLoaded; + DWORD numbered_array_mask; BOOL lastWasPow2Texture[MAX_TEXTURES]; GLenum tracking_parm; /* Which source is tracking current colour */ unsigned char num_untracked_materials; @@ -842,17 +924,24 @@ enum dst_arg /***************************************************************************** * Fixed function pipeline replacements */ +#define ARG_UNUSED 0x3f struct texture_stage_op { - unsigned cop : 5, aop : 5; -#define ARG_UNUSED 0x3f - unsigned carg1 : 6, carg2 : 6, carg0 : 6; + unsigned cop : 8; + unsigned carg1 : 8; + unsigned carg2 : 8; + unsigned carg0 : 8; + + unsigned aop : 8; + unsigned aarg1 : 8; + unsigned aarg2 : 8; + unsigned aarg0 : 8; + + struct color_fixup_desc color_correction; unsigned tex_type : 3; - unsigned dst : 1; /* Total of 32 bits */ - unsigned aarg1 : 6, aarg2 : 6, aarg0 : 6; + unsigned dst : 1; unsigned projected : 2; - unsigned padding : 12; /* Total of 64 bits */ - WINED3DFORMAT color_correction; + unsigned padding : 10; }; struct ffp_frag_settings { @@ -873,10 +962,11 @@ struct ffp_frag_desc }; void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype); -struct ffp_frag_desc *find_ffp_frag_shader(struct hash_table_t *fragment_shaders, struct ffp_frag_settings *settings); +const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders, + const struct ffp_frag_settings *settings); void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc); -BOOL ffp_frag_program_key_compare(void *keya, void *keyb); -unsigned int ffp_frag_program_key_hash(void *key); +BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb); +unsigned int ffp_frag_program_key_hash(const void *key); /***************************************************************************** * IWineD3D implementation structure @@ -1033,7 +1123,7 @@ struct IWineD3DDeviceImpl /* Stream source management */ WineDirect3DVertexStridedData strided_streams; - WineDirect3DVertexStridedData *up_strided; + const WineDirect3DVertexStridedData *up_strided; BOOL useDrawStridedSlow; BOOL instancedDraw; @@ -1072,7 +1162,6 @@ typedef struct PrivateData GUID tag; DWORD flags; /* DDSPD_* */ - DWORD uniqueness_value; union { @@ -1114,6 +1203,18 @@ typedef struct IWineD3DResourceImpl IWineD3DResourceClass resource; } IWineD3DResourceImpl; +void resource_cleanup(IWineD3DResource *iface); +HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid); +HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device); +HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent); +DWORD resource_get_priority(IWineD3DResource *iface); +HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid, + void *data, DWORD *data_size); +WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface); +DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority); +HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid, + const void *data, DWORD data_size, DWORD flags); + /* Tests show that the start address of resources is 32 byte aligned */ #define RESOURCE_ALIGNMENT 32 @@ -1213,20 +1314,20 @@ typedef enum winetexturestates { */ typedef struct IWineD3DBaseTextureClass { + DWORD states[MAX_WINETEXTURESTATES]; UINT levels; BOOL dirty; UINT textureName; + float pow2Matrix[16]; UINT LOD; WINED3DTEXTUREFILTERTYPE filterType; - DWORD states[MAX_WINETEXTURESTATES]; LONG bindCount; DWORD sampler; BOOL is_srgb; UINT srgb_mode_change_count; - WINED3DFORMAT shader_conversion_group; - float pow2Matrix[16]; - minMipLookup_t *minMipLookup; - magLookup_t *magLookup; + const struct min_lookup *minMipLookup; + const GLenum *magLookup; + struct color_fixup_desc shader_color_fixup; } IWineD3DBaseTextureClass; typedef struct IWineD3DBaseTextureImpl @@ -1238,6 +1339,21 @@ typedef struct IWineD3DBaseTextureImpl } IWineD3DBaseTextureImpl; +void basetexture_apply_state_changes(IWineD3DBaseTexture *iface, + const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1], + const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]); +HRESULT basetexture_bind(IWineD3DBaseTexture *iface); +void basetexture_cleanup(IWineD3DBaseTexture *iface); +void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface); +WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface); +BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface); +DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface); +DWORD basetexture_get_lod(IWineD3DBaseTexture *iface); +HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type); +BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty); +DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod); +void basetexture_unload(IWineD3DBaseTexture *iface); + /***************************************************************************** * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl) */ @@ -1272,8 +1388,6 @@ typedef struct IWineD3DCubeTextureImpl /* IWineD3DCubeTexture */ IWineD3DSurface *surfaces[6][MAX_LEVELS]; - - UINT edgeLength; } IWineD3DCubeTextureImpl; extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl; @@ -1322,10 +1436,6 @@ typedef struct IWineD3DVolumeTextureImpl /* IWineD3DVolumeTexture */ IWineD3DVolume *volumes[MAX_LEVELS]; - - UINT width; - UINT height; - UINT depth; } IWineD3DVolumeTextureImpl; extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl; @@ -1468,24 +1578,26 @@ HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface); HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface); HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal); HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal); -HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey); +HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey); HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container); DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface); HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface); HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y); HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y); HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref); -HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX); +HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect, + IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX); HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper); HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper); HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format); HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface); -HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter); -HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans); +HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface, + const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter); +HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, + IWineD3DSurface *Source, const RECT *rsrc, DWORD trans); HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags); void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface); - -const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface); +const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface); void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height); void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height); @@ -1569,9 +1681,6 @@ typedef enum { CONVERT_Q8W8V8U8, CONVERT_V16U16, CONVERT_A4L4, - CONVERT_R32F, - CONVERT_R16F, - CONVERT_G16R16, } CONVERT_TYPES; HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode); @@ -1634,12 +1743,12 @@ typedef struct SAVEDSTATES { BOOL clipplane[MAX_CLIPPLANES]; BOOL vertexDecl; BOOL pixelShader; - BOOL pixelShaderConstantsB[MAX_CONST_B]; - BOOL pixelShaderConstantsI[MAX_CONST_I]; + WORD pixelShaderConstantsB; + WORD pixelShaderConstantsI; BOOL *pixelShaderConstantsF; BOOL vertexShader; - BOOL vertexShaderConstantsB[MAX_CONST_B]; - BOOL vertexShaderConstantsI[MAX_CONST_I]; + WORD vertexShaderConstantsB; + WORD vertexShaderConstantsI; BOOL *vertexShaderConstantsF; BOOL scissorRect; } SAVEDSTATES; @@ -1767,11 +1876,6 @@ extern void stateblock_savedstates_set( SAVEDSTATES* states, BOOL value); -extern void stateblock_savedstates_copy( - IWineD3DStateBlock* iface, - SAVEDSTATES* dest, - SAVEDSTATES* source); - extern void stateblock_copy( IWineD3DStateBlock* destination, IWineD3DStateBlock* source); @@ -1859,7 +1963,7 @@ typedef struct IWineD3DSwapChainImpl extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl; const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl; -void x11_copy_to_screen(IWineD3DSwapChainImpl *This, LPRECT rc); +void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc); HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj); ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface); @@ -1901,6 +2005,9 @@ const char *debug_glerror(GLenum error); const char *debug_d3dbasis(WINED3DBASISTYPE basis); const char *debug_d3ddegree(WINED3DDEGREETYPE order); const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop); +const char *debug_fixup_channel_source(enum fixup_channel_source source); +const char *debug_yuv_fixup(enum yuv_fixup yuv_fixup); +void dump_color_fixup_desc(struct color_fixup_desc fixup); /* Routines for GL <-> D3D values */ GLenum StencilOp(DWORD op); @@ -1933,56 +2040,9 @@ unsigned int count_bits(unsigned int mask); * * Note: Only require classes which are subclassed, ie resource, basetexture, */ - /*** IUnknown methods ***/ - extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject); - extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface); - extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface); - /*** IWineD3DResource methods ***/ - extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent); - extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice); - extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags); - extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData); - extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID refguid); - extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD PriorityNew); - extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface); - extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface); - extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface); - extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface); - /*** class static members ***/ - void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface); - - /*** IUnknown methods ***/ - extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject); - extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface); - extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface); - /*** IWineD3DResource methods ***/ - extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent); - extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice); - extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, CONST void * pData, DWORD SizeOfData, DWORD Flags); - extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID refguid, void * pData, DWORD * pSizeOfData); - extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID refguid); - extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD PriorityNew); - extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface); - extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface); - extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface); - extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface); - /*** IWineD3DBaseTexture methods ***/ - extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew); - extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface); - extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface); - extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType); - extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface); - extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface); - extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL); - extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface); - - extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo); - extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface); - extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface); - extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]); - /*** class static members ***/ - void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface); + /* IWineD3DVertexBuffer */ + extern const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo); /* TODO: Make this dynamic, based on shader limits ? */ #define MAX_REG_ADDR 1 @@ -2060,7 +2120,7 @@ typedef struct SHADER_OPCODE { typedef struct SHADER_OPCODE_ARG { IWineD3DBaseShader* shader; - shader_reg_maps* reg_maps; + const shader_reg_maps *reg_maps; CONST SHADER_OPCODE* opcode; DWORD opcode_token; DWORD dst; @@ -2104,9 +2164,7 @@ extern int shader_addline( SHADER_BUFFER* buffer, const char* fmt, ...) PRINTF_ATTR(2,3); -extern const SHADER_OPCODE* shader_get_opcode( - IWineD3DBaseShader *iface, - const DWORD code); +const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *shader_ins, DWORD shader_version, DWORD code); /* Vertex shader utility functions */ extern BOOL vshader_get_input( @@ -2121,7 +2179,7 @@ extern BOOL vshader_input_is_color( extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object); /* GLSL helper functions */ -extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg); +extern void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG *arg); /***************************************************************************** * IDirect3DBaseShader implementation structure @@ -2135,7 +2193,6 @@ typedef struct IWineD3DBaseShaderClass CONST SHADER_OPCODE *shader_ins; DWORD *function; UINT functionLength; - GLuint prgId; BOOL is_compiled; UINT cur_loop_depth, cur_loop_regno; BOOL load_local_constsF; @@ -2152,12 +2209,6 @@ typedef struct IWineD3DBaseShaderClass struct list constantsI; shader_reg_maps reg_maps; - /* Pixel formats of sampled textures, for format conversion. This - * represents the formats found during compilation, it is not initialized - * on the first parser pass. It is needed to check if the shader - * needs recompilation to adjust the format conversion - */ - WINED3DFORMAT sampled_format[MAX_COMBINED_SAMPLERS]; UINT sampled_samplers[MAX_COMBINED_SAMPLERS]; UINT num_sampled_samplers; @@ -2189,35 +2240,13 @@ extern HRESULT shader_get_registers_used( CONST DWORD* pToken, IWineD3DStateBlockImpl *stateBlock); -extern void shader_generate_main( - IWineD3DBaseShader *iface, - SHADER_BUFFER* buffer, - shader_reg_maps* reg_maps, - CONST DWORD* pFunction); - -extern void shader_dump_ins_modifiers( - const DWORD output); - -extern void shader_dump_param( - IWineD3DBaseShader *iface, - const DWORD param, - const DWORD addr_token, - int input); +extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer, + const shader_reg_maps *reg_maps, const DWORD *pFunction); extern void shader_trace_init( IWineD3DBaseShader *iface, const DWORD* pFunction); -extern int shader_get_param( - IWineD3DBaseShader* iface, - const DWORD* pToken, - DWORD* param, - DWORD* addr_token); - -extern int shader_skip_unrecognized( - IWineD3DBaseShader* iface, - const DWORD* pToken); - static inline int shader_get_regtype(const DWORD param) { return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) | ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2)); @@ -2227,8 +2256,6 @@ static inline int shader_get_writemask(const DWORD param) { return param & WINED3DSP_WRITEMASK_ALL; } -extern unsigned int shader_get_float_offset(const DWORD reg); - static inline BOOL shader_is_pshader_version(DWORD token) { return 0xFFFF0000 == (token & 0xFFFF0000); } @@ -2302,6 +2329,9 @@ typedef struct IWineD3DVertexShaderImpl { DWORD usage; + /* The GL shader */ + GLuint prgId; + /* Vertex shader input and output semantics */ semantic semantics_in [MAX_ATTRIBS]; semantic semantics_out [MAX_REG_OUTPUT]; @@ -2317,6 +2347,7 @@ typedef struct IWineD3DVertexShaderImpl { } IWineD3DVertexShaderImpl; extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[]; extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl; +HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface); /***************************************************************************** * IDirect3DPixelShader implementation structure @@ -2333,6 +2364,22 @@ struct stb_const_desc { UINT const_num; }; +/* Stateblock dependent parameters which have to be hardcoded + * into the shader code + */ +struct ps_compile_args { + struct color_fixup_desc color_fixup[MAX_FRAGMENT_SAMPLERS]; + BOOL srgb_correction; + enum vertexprocessing_mode vp_mode; + /* Projected textures(ps 1.0-1.3) */ + /* Texture types(2D, Cube, 3D) in ps 1.x */ +}; + +struct ps_compiled_shader { + struct ps_compile_args args; + GLuint prgId; +}; + typedef struct IWineD3DPixelShaderImpl { /* IUnknown parts */ const IWineD3DPixelShaderVtbl *lpVtbl; @@ -2349,22 +2396,21 @@ typedef struct IWineD3DPixelShaderImpl { BOOL input_reg_used[MAX_REG_INPUT]; int declared_in_count; + /* The GL shader */ + struct ps_compiled_shader *gl_shaders; + UINT num_gl_shaders; + /* Some information about the shader behavior */ struct stb_const_desc bumpenvmatconst[MAX_TEXTURES]; char numbumpenvmatconsts; struct stb_const_desc luminanceconst[MAX_TEXTURES]; - char srgb_enabled; - char srgb_mode_hardcoded; - UINT srgb_low_const; - UINT srgb_cmp_const; char vpos_uniform; - BOOL render_offscreen; - UINT height; - enum vertexprocessing_mode vertexprocessing; } IWineD3DPixelShaderImpl; extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[]; extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl; +GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args); +void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args); /* sRGB correction constants */ static const float srgb_cmp = 0.0031308; @@ -2403,6 +2449,19 @@ extern WINED3DFORMAT pixelformat_for_depth(DWORD depth); /***************************************************************************** * Pixel format management */ + +struct GlPixelFormatDesc +{ + GLint glInternal; + GLint glGammaInternal; + GLint rtInternal; + GLint glFormat; + GLint glType; + unsigned int Flags; + float heightscale; + struct color_fixup_desc color_fixup; +}; + typedef struct { WINED3DFORMAT format; DWORD alphaMask, redMask, greenMask, blueMask; @@ -2412,8 +2471,7 @@ typedef struct { } StaticPixelFormatDesc; const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, - WineD3D_GL_Info *gl_info, - const GlPixelFormatDesc **glDesc); + const WineD3D_GL_Info *gl_info, const struct GlPixelFormatDesc **glDesc); static inline BOOL use_vs(IWineD3DDeviceImpl *device) { return (device->vs_selected_mode != SHADER_NONE