wined3d: Use the "input_registers" bitmap for vertex shader attributes as well.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2002-2003, 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "objbase.h"
41 #include "wine/wined3d.h"
42 #include "wined3d_gl.h"
43 #include "wine/list.h"
44
45 /* Texture format fixups */
46
47 enum fixup_channel_source
48 {
49     CHANNEL_SOURCE_ZERO = 0,
50     CHANNEL_SOURCE_ONE = 1,
51     CHANNEL_SOURCE_X = 2,
52     CHANNEL_SOURCE_Y = 3,
53     CHANNEL_SOURCE_Z = 4,
54     CHANNEL_SOURCE_W = 5,
55     CHANNEL_SOURCE_YUV0 = 6,
56     CHANNEL_SOURCE_YUV1 = 7,
57 };
58
59 enum yuv_fixup
60 {
61     YUV_FIXUP_YUY2 = 0,
62     YUV_FIXUP_UYVY = 1,
63     YUV_FIXUP_YV12 = 2,
64 };
65
66 #include <pshpack2.h>
67 struct color_fixup_desc
68 {
69     unsigned x_sign_fixup : 1;
70     unsigned x_source : 3;
71     unsigned y_sign_fixup : 1;
72     unsigned y_source : 3;
73     unsigned z_sign_fixup : 1;
74     unsigned z_source : 3;
75     unsigned w_sign_fixup : 1;
76     unsigned w_source : 3;
77 };
78 #include <poppack.h>
79
80 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
81         {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
82
83 static inline struct color_fixup_desc create_color_fixup_desc(
84         int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
85         int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
86 {
87     struct color_fixup_desc fixup =
88     {
89         sign0, src0,
90         sign1, src1,
91         sign2, src2,
92         sign3, src3,
93     };
94     return fixup;
95 }
96
97 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
98 {
99     struct color_fixup_desc fixup =
100     {
101         0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
102         0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103         0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104         0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105     };
106     return fixup;
107 }
108
109 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
110 {
111     return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
112 }
113
114 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
115 {
116     return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
117 }
118
119 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
120 {
121     enum yuv_fixup yuv_fixup = 0;
122     if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
123     if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
124     if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
125     if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
126     return yuv_fixup;
127 }
128
129 /* Hash table functions */
130 typedef unsigned int (hash_function_t)(const void *key);
131 typedef BOOL (compare_function_t)(const void *keya, const void *keyb);
132
133 struct hash_table_entry_t {
134     void *key;
135     void *value;
136     unsigned int hash;
137     struct list entry;
138 };
139
140 struct hash_table_t {
141     hash_function_t *hash_function;
142     compare_function_t *compare_function;
143     struct list *buckets;
144     unsigned int bucket_count;
145     struct hash_table_entry_t *entries;
146     unsigned int entry_count;
147     struct list free_entries;
148     unsigned int count;
149     unsigned int grow_size;
150     unsigned int shrink_size;
151 };
152
153 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
154 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
155 void hash_table_for_each_entry(struct hash_table_t *table, void (*callback)(void *value, void *context), void *context);
156 void *hash_table_get(const struct hash_table_t *table, const void *key);
157 void hash_table_put(struct hash_table_t *table, void *key, void *value);
158 void hash_table_remove(struct hash_table_t *table, void *key);
159
160 /* Device caps */
161 #define MAX_PALETTES            65536
162 #define MAX_STREAMS             16
163 #define MAX_TEXTURES            8
164 #define MAX_FRAGMENT_SAMPLERS   16
165 #define MAX_VERTEX_SAMPLERS     4
166 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
167 #define MAX_ACTIVE_LIGHTS       8
168 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
169
170 /* Used for CreateStateBlock */
171 #define NUM_SAVEDPIXELSTATES_R     35
172 #define NUM_SAVEDPIXELSTATES_T     18
173 #define NUM_SAVEDPIXELSTATES_S     12
174 #define NUM_SAVEDVERTEXSTATES_R    34
175 #define NUM_SAVEDVERTEXSTATES_T    2
176 #define NUM_SAVEDVERTEXSTATES_S    1
177
178 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
179 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
180 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
181 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
182 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
183 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
184
185 typedef enum _WINELOOKUP {
186     WINELOOKUP_WARPPARAM = 0,
187     MAX_LOOKUPS          = 1
188 } WINELOOKUP;
189
190 extern const int minLookup[MAX_LOOKUPS];
191 extern const int maxLookup[MAX_LOOKUPS];
192 extern DWORD *stateLookup[MAX_LOOKUPS];
193
194 struct min_lookup
195 {
196     GLenum mip[WINED3DTEXF_LINEAR + 1];
197 };
198
199 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
200 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
201 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
202 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
203
204 extern const struct filter_lookup filter_lookup_nofilter;
205 extern struct filter_lookup filter_lookup;
206
207 /* float_16_to_32() and float_32_to_16() (see implementation in
208  * surface_base.c) convert 16 bit floats in the FLOAT16 data type
209  * to standard C floats and vice versa. They do not depend on the encoding
210  * of the C float, so they are platform independent, but slow. On x86 and
211  * other IEEE 754 compliant platforms the conversion can be accelerated by
212  * bit shifting the exponent and mantissa. There are also some SSE-based
213  * assembly routines out there.
214  *
215  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
216  */
217 static inline float float_16_to_32(const unsigned short *in) {
218     const unsigned short s = ((*in) & 0x8000);
219     const unsigned short e = ((*in) & 0x7C00) >> 10;
220     const unsigned short m = (*in) & 0x3FF;
221     const float sgn = (s ? -1.0 : 1.0);
222
223     if(e == 0) {
224         if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
225         else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
226     } else if(e < 31) {
227         return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
228     } else {
229         if(m == 0) return sgn / 0.0; /* +INF / -INF */
230         else return 0.0 / 0.0; /* NAN */
231     }
232 }
233
234 /**
235  * Settings 
236  */
237 #define VS_NONE    0
238 #define VS_HW      1
239
240 #define PS_NONE    0
241 #define PS_HW      1
242
243 #define VBO_NONE   0
244 #define VBO_HW     1
245
246 #define NP2_NONE   0
247 #define NP2_REPACK 1
248 #define NP2_NATIVE 2
249
250 #define ORM_BACKBUFFER  0
251 #define ORM_PBUFFER     1
252 #define ORM_FBO         2
253
254 #define SHADER_ARB  1
255 #define SHADER_GLSL 2
256 #define SHADER_ATI  3
257 #define SHADER_NONE 4
258
259 #define RTL_DISABLE   -1
260 #define RTL_AUTO       0
261 #define RTL_READDRAW   1
262 #define RTL_READTEX    2
263 #define RTL_TEXDRAW    3
264 #define RTL_TEXTEX     4
265
266 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
267 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
268
269 /* NOTE: When adding fields to this structure, make sure to update the default
270  * values in wined3d_main.c as well. */
271 typedef struct wined3d_settings_s {
272 /* vertex and pixel shader modes */
273   int vs_mode;
274   int ps_mode;
275   int vbo_mode;
276 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
277     we should use it.  However, until it's fully implemented, we'll leave it as a registry
278     setting for developers. */
279   BOOL glslRequested;
280   int offscreen_rendering_mode;
281   int rendertargetlock_mode;
282   unsigned short pci_vendor_id;
283   unsigned short pci_device_id;
284 /* Memory tracking and object counting */
285   unsigned int emulated_textureram;
286   char *logo;
287   int allow_multisampling;
288 } wined3d_settings_t;
289
290 extern wined3d_settings_t wined3d_settings;
291
292 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
293 {
294     WINED3DSTT_UNKNOWN = 0,
295     WINED3DSTT_1D = 1,
296     WINED3DSTT_2D = 2,
297     WINED3DSTT_CUBE = 3,
298     WINED3DSTT_VOLUME = 4,
299 } WINED3DSAMPLER_TEXTURE_TYPE;
300
301 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
302 {
303     WINED3DSPR_TEMP = 0,
304     WINED3DSPR_INPUT = 1,
305     WINED3DSPR_CONST = 2,
306     WINED3DSPR_ADDR = 3,
307     WINED3DSPR_TEXTURE = 3,
308     WINED3DSPR_RASTOUT = 4,
309     WINED3DSPR_ATTROUT = 5,
310     WINED3DSPR_TEXCRDOUT = 6,
311     WINED3DSPR_OUTPUT = 6,
312     WINED3DSPR_CONSTINT = 7,
313     WINED3DSPR_COLOROUT = 8,
314     WINED3DSPR_DEPTHOUT = 9,
315     WINED3DSPR_SAMPLER = 10,
316     WINED3DSPR_CONST2 = 11,
317     WINED3DSPR_CONST3 = 12,
318     WINED3DSPR_CONST4 = 13,
319     WINED3DSPR_CONSTBOOL = 14,
320     WINED3DSPR_LOOP = 15,
321     WINED3DSPR_TEMPFLOAT16 = 16,
322     WINED3DSPR_MISCTYPE = 17,
323     WINED3DSPR_LABEL = 18,
324     WINED3DSPR_PREDICATE = 19,
325     WINED3DSPR_IMMCONST,
326 } WINED3DSHADER_PARAM_REGISTER_TYPE;
327
328 enum wined3d_immconst_type
329 {
330     WINED3D_IMMCONST_FLOAT,
331     WINED3D_IMMCONST_FLOAT4,
332 };
333
334 typedef enum _WINED3DVS_RASTOUT_OFFSETS
335 {
336     WINED3DSRO_POSITION = 0,
337     WINED3DSRO_FOG = 1,
338     WINED3DSRO_POINT_SIZE = 2,
339 } WINED3DVS_RASTOUT_OFFSETS;
340
341 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
342
343 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
344 {
345     WINED3DSPSM_NONE = 0,
346     WINED3DSPSM_NEG = 1,
347     WINED3DSPSM_BIAS = 2,
348     WINED3DSPSM_BIASNEG = 3,
349     WINED3DSPSM_SIGN = 4,
350     WINED3DSPSM_SIGNNEG = 5,
351     WINED3DSPSM_COMP = 6,
352     WINED3DSPSM_X2 = 7,
353     WINED3DSPSM_X2NEG = 8,
354     WINED3DSPSM_DZ = 9,
355     WINED3DSPSM_DW = 10,
356     WINED3DSPSM_ABS = 11,
357     WINED3DSPSM_ABSNEG = 12,
358     WINED3DSPSM_NOT = 13,
359 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
360
361 #define WINED3DSP_WRITEMASK_0   0x1 /* .x r */
362 #define WINED3DSP_WRITEMASK_1   0x2 /* .y g */
363 #define WINED3DSP_WRITEMASK_2   0x4 /* .z b */
364 #define WINED3DSP_WRITEMASK_3   0x8 /* .w a */
365 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
366
367 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
368 {
369     WINED3DSPDM_NONE = 0,
370     WINED3DSPDM_SATURATE = 1,
371     WINED3DSPDM_PARTIALPRECISION = 2,
372     WINED3DSPDM_MSAMPCENTROID = 4,
373 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
374
375 typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
376 {
377     WINED3DSIO_NOP = 0,
378     WINED3DSIO_MOV = 1,
379     WINED3DSIO_ADD = 2,
380     WINED3DSIO_SUB = 3,
381     WINED3DSIO_MAD = 4,
382     WINED3DSIO_MUL = 5,
383     WINED3DSIO_RCP = 6,
384     WINED3DSIO_RSQ = 7,
385     WINED3DSIO_DP3 = 8,
386     WINED3DSIO_DP4 = 9,
387     WINED3DSIO_MIN = 10,
388     WINED3DSIO_MAX = 11,
389     WINED3DSIO_SLT = 12,
390     WINED3DSIO_SGE = 13,
391     WINED3DSIO_EXP = 14,
392     WINED3DSIO_LOG = 15,
393     WINED3DSIO_LIT = 16,
394     WINED3DSIO_DST = 17,
395     WINED3DSIO_LRP = 18,
396     WINED3DSIO_FRC = 19,
397     WINED3DSIO_M4x4 = 20,
398     WINED3DSIO_M4x3 = 21,
399     WINED3DSIO_M3x4 = 22,
400     WINED3DSIO_M3x3 = 23,
401     WINED3DSIO_M3x2 = 24,
402     WINED3DSIO_CALL = 25,
403     WINED3DSIO_CALLNZ = 26,
404     WINED3DSIO_LOOP = 27,
405     WINED3DSIO_RET = 28,
406     WINED3DSIO_ENDLOOP = 29,
407     WINED3DSIO_LABEL = 30,
408     WINED3DSIO_DCL = 31,
409     WINED3DSIO_POW = 32,
410     WINED3DSIO_CRS = 33,
411     WINED3DSIO_SGN = 34,
412     WINED3DSIO_ABS = 35,
413     WINED3DSIO_NRM = 36,
414     WINED3DSIO_SINCOS = 37,
415     WINED3DSIO_REP = 38,
416     WINED3DSIO_ENDREP = 39,
417     WINED3DSIO_IF = 40,
418     WINED3DSIO_IFC = 41,
419     WINED3DSIO_ELSE = 42,
420     WINED3DSIO_ENDIF = 43,
421     WINED3DSIO_BREAK = 44,
422     WINED3DSIO_BREAKC = 45,
423     WINED3DSIO_MOVA = 46,
424     WINED3DSIO_DEFB = 47,
425     WINED3DSIO_DEFI = 48,
426
427     WINED3DSIO_TEXCOORD = 64,
428     WINED3DSIO_TEXKILL = 65,
429     WINED3DSIO_TEX = 66,
430     WINED3DSIO_TEXBEM = 67,
431     WINED3DSIO_TEXBEML = 68,
432     WINED3DSIO_TEXREG2AR = 69,
433     WINED3DSIO_TEXREG2GB = 70,
434     WINED3DSIO_TEXM3x2PAD = 71,
435     WINED3DSIO_TEXM3x2TEX = 72,
436     WINED3DSIO_TEXM3x3PAD = 73,
437     WINED3DSIO_TEXM3x3TEX = 74,
438     WINED3DSIO_TEXM3x3DIFF = 75,
439     WINED3DSIO_TEXM3x3SPEC = 76,
440     WINED3DSIO_TEXM3x3VSPEC = 77,
441     WINED3DSIO_EXPP = 78,
442     WINED3DSIO_LOGP = 79,
443     WINED3DSIO_CND = 80,
444     WINED3DSIO_DEF = 81,
445     WINED3DSIO_TEXREG2RGB = 82,
446     WINED3DSIO_TEXDP3TEX = 83,
447     WINED3DSIO_TEXM3x2DEPTH = 84,
448     WINED3DSIO_TEXDP3 = 85,
449     WINED3DSIO_TEXM3x3 = 86,
450     WINED3DSIO_TEXDEPTH = 87,
451     WINED3DSIO_CMP = 88,
452     WINED3DSIO_BEM = 89,
453     WINED3DSIO_DP2ADD = 90,
454     WINED3DSIO_DSX = 91,
455     WINED3DSIO_DSY = 92,
456     WINED3DSIO_TEXLDD = 93,
457     WINED3DSIO_SETP = 94,
458     WINED3DSIO_TEXLDL = 95,
459     WINED3DSIO_BREAKP = 96,
460
461     WINED3DSIO_PHASE = 0xfffd,
462     WINED3DSIO_COMMENT = 0xfffe,
463     WINED3DSIO_END = 0Xffff,
464 } WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
465
466 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
467 #define WINED3DSI_TEXLD_PROJECT 1
468 #define WINED3DSI_TEXLD_BIAS    2
469
470 typedef enum COMPARISON_TYPE
471 {
472     COMPARISON_GT = 1,
473     COMPARISON_EQ = 2,
474     COMPARISON_GE = 3,
475     COMPARISON_LT = 4,
476     COMPARISON_NE = 5,
477     COMPARISON_LE = 6,
478 } COMPARISON_TYPE;
479
480 #define WINED3D_SM1_VS  0xfffe
481 #define WINED3D_SM1_PS  0xffff
482 #define WINED3D_SM4_PS  0x0000
483 #define WINED3D_SM4_VS  0x0001
484 #define WINED3D_SM4_GS  0x0002
485
486 /* Shader version tokens, and shader end tokens */
487 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
488 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
489
490 /* Shader backends */
491
492 /* TODO: Make this dynamic, based on shader limits ? */
493 #define MAX_ATTRIBS 16
494 #define MAX_REG_ADDR 1
495 #define MAX_REG_TEMP 32
496 #define MAX_REG_TEXCRD 8
497 #define MAX_REG_INPUT 12
498 #define MAX_REG_OUTPUT 12
499 #define MAX_CONST_I 16
500 #define MAX_CONST_B 16
501
502 /* FIXME: This needs to go up to 2048 for
503  * Shader model 3 according to msdn (and for software shaders) */
504 #define MAX_LABELS 16
505
506 #define SHADER_PGMSIZE 65535
507 typedef struct SHADER_BUFFER {
508     char* buffer;
509     unsigned int bsize;
510     unsigned int lineNo;
511     BOOL newline;
512 } SHADER_BUFFER;
513
514 enum WINED3D_SHADER_INSTRUCTION_HANDLER
515 {
516     WINED3DSIH_ABS,
517     WINED3DSIH_ADD,
518     WINED3DSIH_BEM,
519     WINED3DSIH_BREAK,
520     WINED3DSIH_BREAKC,
521     WINED3DSIH_BREAKP,
522     WINED3DSIH_CALL,
523     WINED3DSIH_CALLNZ,
524     WINED3DSIH_CMP,
525     WINED3DSIH_CND,
526     WINED3DSIH_CRS,
527     WINED3DSIH_DCL,
528     WINED3DSIH_DEF,
529     WINED3DSIH_DEFB,
530     WINED3DSIH_DEFI,
531     WINED3DSIH_DP2ADD,
532     WINED3DSIH_DP3,
533     WINED3DSIH_DP4,
534     WINED3DSIH_DST,
535     WINED3DSIH_DSX,
536     WINED3DSIH_DSY,
537     WINED3DSIH_ELSE,
538     WINED3DSIH_ENDIF,
539     WINED3DSIH_ENDLOOP,
540     WINED3DSIH_ENDREP,
541     WINED3DSIH_EXP,
542     WINED3DSIH_EXPP,
543     WINED3DSIH_FRC,
544     WINED3DSIH_IF,
545     WINED3DSIH_IFC,
546     WINED3DSIH_LABEL,
547     WINED3DSIH_LIT,
548     WINED3DSIH_LOG,
549     WINED3DSIH_LOGP,
550     WINED3DSIH_LOOP,
551     WINED3DSIH_LRP,
552     WINED3DSIH_M3x2,
553     WINED3DSIH_M3x3,
554     WINED3DSIH_M3x4,
555     WINED3DSIH_M4x3,
556     WINED3DSIH_M4x4,
557     WINED3DSIH_MAD,
558     WINED3DSIH_MAX,
559     WINED3DSIH_MIN,
560     WINED3DSIH_MOV,
561     WINED3DSIH_MOVA,
562     WINED3DSIH_MUL,
563     WINED3DSIH_NOP,
564     WINED3DSIH_NRM,
565     WINED3DSIH_PHASE,
566     WINED3DSIH_POW,
567     WINED3DSIH_RCP,
568     WINED3DSIH_REP,
569     WINED3DSIH_RET,
570     WINED3DSIH_RSQ,
571     WINED3DSIH_SETP,
572     WINED3DSIH_SGE,
573     WINED3DSIH_SGN,
574     WINED3DSIH_SINCOS,
575     WINED3DSIH_SLT,
576     WINED3DSIH_SUB,
577     WINED3DSIH_TEX,
578     WINED3DSIH_TEXBEM,
579     WINED3DSIH_TEXBEML,
580     WINED3DSIH_TEXCOORD,
581     WINED3DSIH_TEXDEPTH,
582     WINED3DSIH_TEXDP3,
583     WINED3DSIH_TEXDP3TEX,
584     WINED3DSIH_TEXKILL,
585     WINED3DSIH_TEXLDD,
586     WINED3DSIH_TEXLDL,
587     WINED3DSIH_TEXM3x2DEPTH,
588     WINED3DSIH_TEXM3x2PAD,
589     WINED3DSIH_TEXM3x2TEX,
590     WINED3DSIH_TEXM3x3,
591     WINED3DSIH_TEXM3x3DIFF,
592     WINED3DSIH_TEXM3x3PAD,
593     WINED3DSIH_TEXM3x3SPEC,
594     WINED3DSIH_TEXM3x3TEX,
595     WINED3DSIH_TEXM3x3VSPEC,
596     WINED3DSIH_TEXREG2AR,
597     WINED3DSIH_TEXREG2GB,
598     WINED3DSIH_TEXREG2RGB,
599     WINED3DSIH_TABLE_SIZE
600 };
601
602 enum wined3d_shader_type
603 {
604     WINED3D_SHADER_TYPE_PIXEL,
605     WINED3D_SHADER_TYPE_VERTEX,
606     WINED3D_SHADER_TYPE_GEOMETRY,
607 };
608
609 struct wined3d_shader_version
610 {
611     enum wined3d_shader_type type;
612     BYTE major;
613     BYTE minor;
614 };
615
616 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
617
618 typedef struct shader_reg_maps
619 {
620     struct wined3d_shader_version shader_version;
621     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
622     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
623     char address[MAX_REG_ADDR];             /* vertex */
624     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
625     char labels[MAX_LABELS];                /* pixel, vertex */
626     DWORD *constf;                          /* pixel, vertex */
627     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
628     WORD input_registers;                   /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
629     WORD integer_constants;                 /* MAX_CONST_I, 16 */
630     WORD boolean_constants;                 /* MAX_CONST_B, 16 */
631
632     WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
633     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
634     char usesnrm, vpos, usesdsy, usestexldd, usesmova;
635     char usesrelconstF;
636
637     /* Whether or not loops are used in this shader, and nesting depth */
638     unsigned loop_depth;
639
640     /* Whether or not this shader uses fog */
641     char fog;
642
643 } shader_reg_maps;
644
645 struct wined3d_shader_context
646 {
647     IWineD3DBaseShader *shader;
648     const struct shader_reg_maps *reg_maps;
649     SHADER_BUFFER *buffer;
650     void *backend_data;
651 };
652
653 struct wined3d_shader_register
654 {
655     WINED3DSHADER_PARAM_REGISTER_TYPE type;
656     UINT idx;
657     const struct wined3d_shader_src_param *rel_addr;
658     enum wined3d_immconst_type immconst_type;
659     DWORD immconst_data[4];
660 };
661
662 struct wined3d_shader_dst_param
663 {
664     struct wined3d_shader_register reg;
665     DWORD write_mask;
666     DWORD modifiers;
667     DWORD shift;
668 };
669
670 struct wined3d_shader_src_param
671 {
672     struct wined3d_shader_register reg;
673     DWORD swizzle;
674     DWORD modifiers;
675 };
676
677 struct wined3d_shader_instruction
678 {
679     const struct wined3d_shader_context *ctx;
680     enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
681     DWORD flags;
682     BOOL coissue;
683     DWORD predicate;
684     UINT dst_count;
685     const struct wined3d_shader_dst_param *dst;
686     UINT src_count;
687     const struct wined3d_shader_src_param *src;
688 };
689
690 struct wined3d_shader_semantic
691 {
692     WINED3DDECLUSAGE usage;
693     UINT usage_idx;
694     WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
695     struct wined3d_shader_dst_param reg;
696 };
697
698 struct wined3d_shader_frontend
699 {
700     void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
701     void (*shader_free)(void *data);
702     void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
703     void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
704     void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
705             struct wined3d_shader_src_param *src_rel_addr);
706     void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
707             struct wined3d_shader_src_param *dst_rel_addr);
708     void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
709     void (*shader_read_comment)(const DWORD **ptr, const char **comment);
710     BOOL (*shader_is_end)(void *data, const DWORD **ptr);
711 };
712
713 extern const struct wined3d_shader_frontend sm1_shader_frontend;
714 extern const struct wined3d_shader_frontend sm4_shader_frontend;
715
716 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
717
718 struct shader_caps {
719     DWORD               VertexShaderVersion;
720     DWORD               MaxVertexShaderConst;
721
722     DWORD               PixelShaderVersion;
723     float               PixelShader1xMaxValue;
724     DWORD               MaxPixelShaderConst;
725
726     WINED3DVSHADERCAPS2_0   VS20Caps;
727     WINED3DPSHADERCAPS2_0   PS20Caps;
728
729     DWORD               MaxVShaderInstructionsExecuted;
730     DWORD               MaxPShaderInstructionsExecuted;
731     DWORD               MaxVertexShader30InstructionSlots;
732     DWORD               MaxPixelShader30InstructionSlots;
733
734     BOOL                VSClipping;
735 };
736
737 enum tex_types
738 {
739     tex_1d       = 0,
740     tex_2d       = 1,
741     tex_3d       = 2,
742     tex_cube     = 3,
743     tex_rect     = 4,
744     tex_type_count = 5,
745 };
746
747 enum vertexprocessing_mode {
748     fixedfunction,
749     vertexshader,
750     pretransformed
751 };
752
753 #define WINED3D_CONST_NUM_UNUSED ~0U
754
755 struct stb_const_desc {
756     unsigned char           texunit;
757     UINT                    const_num;
758 };
759
760 enum fogmode {
761     FOG_OFF,
762     FOG_LINEAR,
763     FOG_EXP,
764     FOG_EXP2
765 };
766
767 /* Stateblock dependent parameters which have to be hardcoded
768  * into the shader code
769  */
770 struct ps_compile_args {
771     struct color_fixup_desc     color_fixup[MAX_FRAGMENT_SAMPLERS];
772     enum vertexprocessing_mode  vp_mode;
773     enum fogmode                fog;
774     /* Projected textures(ps 1.0-1.3) */
775     /* Texture types(2D, Cube, 3D) in ps 1.x */
776     BOOL                        srgb_correction;
777     WORD                        np2_fixup;
778     /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
779        D3D9 has a limit of 16 samplers and the fixup is superfluous
780        in D3D10 (unconditional NP2 support mandatory). */
781 };
782
783 enum fog_src_type {
784     VS_FOG_Z        = 0,
785     VS_FOG_COORD    = 1
786 };
787
788 struct vs_compile_args {
789     WORD                        fog_src;
790     WORD                        swizzle_map;   /* MAX_ATTRIBS, 16 */
791 };
792
793 typedef struct {
794     const SHADER_HANDLER *shader_instruction_handler_table;
795     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
796     void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
797     void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
798     void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
799     void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
800     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
801     void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
802     void (*shader_destroy)(IWineD3DBaseShader *iface);
803     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
804     void (*shader_free_private)(IWineD3DDevice *iface);
805     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
806     GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface,
807             SHADER_BUFFER *buffer, const struct ps_compile_args *args);
808     GLuint (*shader_generate_vshader)(IWineD3DVertexShader *iface,
809             SHADER_BUFFER *buffer, const struct vs_compile_args *args);
810     void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
811     BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
812     void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
813 } shader_backend_t;
814
815 extern const shader_backend_t glsl_shader_backend;
816 extern const shader_backend_t arb_program_shader_backend;
817 extern const shader_backend_t none_shader_backend;
818
819 /* X11 locking */
820
821 extern void (* CDECL wine_tsx11_lock_ptr)(void);
822 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
823
824 /* As GLX relies on X, this is needed */
825 extern int num_lock;
826
827 #if 0
828 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
829 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
830 #else
831 #define ENTER_GL() wine_tsx11_lock_ptr()
832 #define LEAVE_GL() wine_tsx11_unlock_ptr()
833 #endif
834
835 /*****************************************************************************
836  * Defines
837  */
838
839 /* GL related defines */
840 /* ------------------ */
841 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
842 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
843 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
844 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
845
846 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
847 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
848 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
849 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
850
851 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
852 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
853 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
854 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
855
856 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
857   (vec)[0] = D3DCOLOR_R(dw); \
858   (vec)[1] = D3DCOLOR_G(dw); \
859   (vec)[2] = D3DCOLOR_B(dw); \
860   (vec)[3] = D3DCOLOR_A(dw); \
861 } while(0)
862
863 /* DirectX Device Limits */
864 /* --------------------- */
865 #define MAX_MIP_LEVELS 32  /* Maximum number of mipmap levels. */
866 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
867                             See MaxStreams in MSDN under GetDeviceCaps */
868 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
869
870 /* Checking of API calls */
871 /* --------------------- */
872 #ifndef WINE_NO_DEBUG_MSGS
873 #define checkGLcall(A)                                          \
874 do {                                                            \
875     GLint err = glGetError();                                   \
876     if (err == GL_NO_ERROR) {                                   \
877        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
878                                                                 \
879     } else do {                                                 \
880         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
881             debug_glerror(err), err, A, __FILE__, __LINE__);    \
882        err = glGetError();                                      \
883     } while (err != GL_NO_ERROR);                               \
884 } while(0)
885 #else
886 #define checkGLcall(A) do {} while(0)
887 #endif
888
889 /* Trace routines / diagnostics */
890 /* ---------------------------- */
891
892 /* Dump out a matrix and copy it */
893 #define conv_mat(mat,gl_mat)                                                                \
894 do {                                                                                        \
895     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
896     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
897     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
898     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
899     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
900 } while (0)
901
902 /* Macro to dump out the current state of the light chain */
903 #define DUMP_LIGHT_CHAIN()                    \
904 do {                                          \
905   PLIGHTINFOEL *el = This->stateBlock->lights;\
906   while (el) {                                \
907     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
908     el = el->next;                            \
909   }                                           \
910 } while(0)
911
912 /* Trace vector and strided data information */
913 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
914 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
915         si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
916         si->elements[name].buffer_object, si->elements[name].stream_idx);
917
918 /* Defines used for optimizations */
919
920 /*    Only reapply what is necessary */
921 #define REAPPLY_ALPHAOP  0x0001
922 #define REAPPLY_ALL      0xFFFF
923
924 /* Advance declaration of structures to satisfy compiler */
925 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
926 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
927 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
928 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
929
930 /* Global variables */
931 extern const float identity[16];
932
933 /*****************************************************************************
934  * Compilable extra diagnostics
935  */
936
937 /* Trace information per-vertex: (extremely high amount of trace) */
938 #if 0 /* NOTE: Must be 0 in cvs */
939 # define VTRACE(A) TRACE A
940 #else 
941 # define VTRACE(A) 
942 #endif
943
944 /* TODO: Confirm each of these works when wined3d move completed */
945 #if 0 /* NOTE: Must be 0 in cvs */
946   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
947      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
948      is enabled, and if it doesn't exist it is disabled. */
949 # define FRAME_DEBUGGING
950   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
951       the file is deleted                                                                            */
952 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
953 #  define SINGLE_FRAME_DEBUGGING
954 # endif  
955   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
956      It can only be enabled when FRAME_DEBUGGING is also enabled                               
957      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
958      array is drawn.                                                                            */
959 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
960 #  define SHOW_FRAME_MAKEUP 1
961 # endif  
962   /* The following, when enabled, lets you see the makeup of the all the textures used during each
963      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
964      The contents of the textures assigned to each stage are written into 
965      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
966 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
967 #  define SHOW_TEXTURE_MAKEUP 0
968 # endif  
969 extern BOOL isOn;
970 extern BOOL isDumpingFrames;
971 extern LONG primCounter;
972 #endif
973
974 enum wined3d_ffp_idx
975 {
976     WINED3D_FFP_POSITION = 0,
977     WINED3D_FFP_BLENDWEIGHT = 1,
978     WINED3D_FFP_BLENDINDICES = 2,
979     WINED3D_FFP_NORMAL = 3,
980     WINED3D_FFP_PSIZE = 4,
981     WINED3D_FFP_DIFFUSE = 5,
982     WINED3D_FFP_SPECULAR = 6,
983     WINED3D_FFP_TEXCOORD0 = 7,
984     WINED3D_FFP_TEXCOORD1 = 8,
985     WINED3D_FFP_TEXCOORD2 = 9,
986     WINED3D_FFP_TEXCOORD3 = 10,
987     WINED3D_FFP_TEXCOORD4 = 11,
988     WINED3D_FFP_TEXCOORD5 = 12,
989     WINED3D_FFP_TEXCOORD6 = 13,
990     WINED3D_FFP_TEXCOORD7 = 14,
991 };
992
993 enum wined3d_ffp_emit_idx
994 {
995     WINED3D_FFP_EMIT_FLOAT1 = 0,
996     WINED3D_FFP_EMIT_FLOAT2 = 1,
997     WINED3D_FFP_EMIT_FLOAT3 = 2,
998     WINED3D_FFP_EMIT_FLOAT4 = 3,
999     WINED3D_FFP_EMIT_D3DCOLOR = 4,
1000     WINED3D_FFP_EMIT_UBYTE4 = 5,
1001     WINED3D_FFP_EMIT_SHORT2 = 6,
1002     WINED3D_FFP_EMIT_SHORT4 = 7,
1003     WINED3D_FFP_EMIT_UBYTE4N = 8,
1004     WINED3D_FFP_EMIT_SHORT2N = 9,
1005     WINED3D_FFP_EMIT_SHORT4N = 10,
1006     WINED3D_FFP_EMIT_USHORT2N = 11,
1007     WINED3D_FFP_EMIT_USHORT4N = 12,
1008     WINED3D_FFP_EMIT_UDEC3 = 13,
1009     WINED3D_FFP_EMIT_DEC3N = 14,
1010     WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1011     WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1012     WINED3D_FFP_EMIT_COUNT = 17
1013 };
1014
1015 struct wined3d_stream_info_element
1016 {
1017     const struct GlPixelFormatDesc *format_desc;
1018     GLsizei stride;
1019     const BYTE *data;
1020     UINT stream_idx;
1021     GLuint buffer_object;
1022 };
1023
1024 struct wined3d_stream_info
1025 {
1026     struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1027     BOOL position_transformed;
1028     WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1029     WORD use_map; /* MAX_ATTRIBS, 16 */
1030 };
1031
1032 /*****************************************************************************
1033  * Prototypes
1034  */
1035
1036 /* Routine common to the draw primitive and draw indexed primitive routines */
1037 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
1038         UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
1039 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
1040
1041 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1042 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1043 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
1044 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
1045 extern glAttribFunc specular_func_3ubv;
1046 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
1047 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
1048 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
1049
1050 #define eps 1e-8
1051
1052 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1053     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1054
1055 /* Routines and structures related to state management */
1056 typedef struct WineD3DContext WineD3DContext;
1057 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
1058
1059 #define STATE_RENDER(a) (a)
1060 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1061
1062 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1063 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1064
1065 /* + 1 because samplers start with 0 */
1066 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1067 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1068
1069 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1070 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1071
1072 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1073 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1074
1075 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1076 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1077 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1078 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1079
1080 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1081 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1082
1083 #define STATE_VSHADER (STATE_VDECL + 1)
1084 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1085
1086 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1087 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1088
1089 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1090 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1091 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1092 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1093
1094 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1095 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1096
1097 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1098 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1099
1100 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1101 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1102
1103 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1104
1105 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1106
1107 #define STATE_HIGHEST (STATE_FRONTFACE)
1108
1109 struct StateEntry
1110 {
1111     DWORD               representative;
1112     APPLYSTATEFUNC      apply;
1113 };
1114
1115 struct StateEntryTemplate
1116 {
1117     DWORD               state;
1118     struct StateEntry   content;
1119     GL_SupportedExt     extension;
1120 };
1121
1122 struct fragment_caps {
1123     DWORD               PrimitiveMiscCaps;
1124
1125     DWORD               TextureOpCaps;
1126     DWORD               MaxTextureBlendStages;
1127     DWORD               MaxSimultaneousTextures;
1128 };
1129
1130 struct fragment_pipeline {
1131     void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1132     void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
1133     HRESULT (*alloc_private)(IWineD3DDevice *iface);
1134     void (*free_private)(IWineD3DDevice *iface);
1135     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1136     const struct StateEntryTemplate *states;
1137     BOOL ffp_proj_control;
1138 };
1139
1140 extern const struct StateEntryTemplate misc_state_template[];
1141 extern const struct StateEntryTemplate ffp_vertexstate_template[];
1142 extern const struct fragment_pipeline ffp_fragment_pipeline;
1143 extern const struct fragment_pipeline atifs_fragment_pipeline;
1144 extern const struct fragment_pipeline arbfp_fragment_pipeline;
1145 extern const struct fragment_pipeline nvts_fragment_pipeline;
1146 extern const struct fragment_pipeline nvrc_fragment_pipeline;
1147
1148 /* "Base" state table */
1149 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1150         const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
1151         const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
1152
1153 /* Shaders for color conversions in blits */
1154 struct blit_shader {
1155     HRESULT (*alloc_private)(IWineD3DDevice *iface);
1156     void (*free_private)(IWineD3DDevice *iface);
1157     HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1158             GLenum textype, UINT width, UINT height);
1159     void (*unset_shader)(IWineD3DDevice *iface);
1160     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1161 };
1162
1163 extern const struct blit_shader ffp_blit;
1164 extern const struct blit_shader arbfp_blit;
1165
1166 enum fogsource {
1167     FOGSOURCE_FFP,
1168     FOGSOURCE_VS,
1169     FOGSOURCE_COORD,
1170 };
1171
1172 #define WINED3D_MAX_FBO_ENTRIES 64
1173
1174 /* The new context manager that should deal with onscreen and offscreen rendering */
1175 struct WineD3DContext {
1176     /* State dirtification
1177      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1178      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1179      * but with the help of both it is easy to find out if a state is dirty(just check the array index), and for applying dirty states
1180      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1181      */
1182     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1183     DWORD                   numDirtyEntries;
1184     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1185
1186     IWineD3DSurface         *surface;
1187     DWORD                   tid;    /* Thread ID which owns this context at the moment */
1188
1189     /* Stores some information about the context state for optimization */
1190     WORD draw_buffer_dirty : 1;
1191     WORD last_was_rhw : 1;              /* true iff last draw_primitive was in xyzrhw mode */
1192     WORD last_was_pshader : 1;
1193     WORD last_was_vshader : 1;
1194     WORD namedArraysLoaded : 1;
1195     WORD numberedArraysLoaded : 1;
1196     WORD last_was_blit : 1;
1197     WORD last_was_ckey : 1;
1198     WORD fog_coord : 1;
1199     WORD isPBuffer : 1;
1200     WORD fog_enabled : 1;
1201     WORD num_untracked_materials : 2;   /* Max value 2 */
1202     WORD padding : 3;
1203     BYTE texShaderBumpMap;              /* MAX_TEXTURES, 8 */
1204     BYTE lastWasPow2Texture;            /* MAX_TEXTURES, 8 */
1205     DWORD                   numbered_array_mask;
1206     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
1207     GLenum                  untracked_materials[2];
1208     UINT                    blit_w, blit_h;
1209     enum fogsource          fog_source;
1210
1211     char                    *vshader_const_dirty, *pshader_const_dirty;
1212
1213     /* The actual opengl context */
1214     HGLRC                   glCtx;
1215     HWND                    win_handle;
1216     HDC                     hdc;
1217     HPBUFFERARB             pbuffer;
1218     GLint                   aux_buffers;
1219
1220     /* FBOs */
1221     UINT                    fbo_entry_count;
1222     struct list             fbo_list;
1223     struct fbo_entry        *current_fbo;
1224     GLuint                  src_fbo;
1225     GLuint                  dst_fbo;
1226
1227     /* Extension emulation */
1228     GLint                   gl_fog_source;
1229     GLfloat                 fog_coord_value;
1230     GLfloat                 color[4], fogstart, fogend, fogcolor[4];
1231 };
1232
1233 typedef enum ContextUsage {
1234     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
1235     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
1236     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
1237     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
1238 } ContextUsage;
1239
1240 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
1241 WineD3DContext *getActiveContext(void);
1242 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
1243 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
1244 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1245 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
1246 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1247 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1248
1249 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1250 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1251
1252 /* Macros for doing basic GPU detection based on opengl capabilities */
1253 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1254 #define WINE_D3D7_CAPABLE(gl_info) (gl_info->supported[ARB_TEXTURE_COMPRESSION] && gl_info->supported[ARB_TEXTURE_CUBE_MAP] && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1255 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1256 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1257
1258 /* Default callbacks for implicit object destruction */
1259 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1260
1261 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1262
1263 /*****************************************************************************
1264  * Internal representation of a light
1265  */
1266 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1267 struct PLIGHTINFOEL {
1268     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1269     DWORD        OriginalIndex;
1270     LONG         glIndex;
1271     BOOL         changed;
1272     BOOL         enabledChanged;
1273     BOOL         enabled;
1274
1275     /* Converted parms to speed up swapping lights */
1276     float                         lightPosn[4];
1277     float                         lightDirn[4];
1278     float                         exponent;
1279     float                         cutoff;
1280
1281     struct list entry;
1282 };
1283
1284 /* The default light parameters */
1285 extern const WINED3DLIGHT WINED3D_default_light;
1286
1287 typedef struct WineD3D_PixelFormat
1288 {
1289     int iPixelFormat; /* WGL pixel format */
1290     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1291     int redSize, greenSize, blueSize, alphaSize;
1292     int depthSize, stencilSize;
1293     BOOL windowDrawable;
1294     BOOL pbufferDrawable;
1295     BOOL doubleBuffer;
1296     int auxBuffers;
1297     int numSamples;
1298 } WineD3D_PixelFormat;
1299
1300 /* The adapter structure */
1301 struct WineD3DAdapter
1302 {
1303     UINT                    num;
1304     BOOL                    opengl;
1305     POINT                   monitorPoint;
1306     WineD3D_GL_Info         gl_info;
1307     const char              *driver;
1308     const char              *description;
1309     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1310     int                     nCfgs;
1311     WineD3D_PixelFormat     *cfgs;
1312     BOOL                    brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1313     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1314     unsigned int            UsedTextureRam;
1315 };
1316
1317 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
1318 BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info);
1319 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1320 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
1321
1322 /*****************************************************************************
1323  * High order patch management
1324  */
1325 struct WineD3DRectPatch
1326 {
1327     UINT                            Handle;
1328     float                          *mem;
1329     WineDirect3DVertexStridedData   strided;
1330     WINED3DRECTPATCH_INFO           RectPatchInfo;
1331     float                           numSegs[4];
1332     char                            has_normals, has_texcoords;
1333     struct list                     entry;
1334 };
1335
1336 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1337
1338 enum projection_types
1339 {
1340     proj_none    = 0,
1341     proj_count3  = 1,
1342     proj_count4  = 2
1343 };
1344
1345 enum dst_arg
1346 {
1347     resultreg    = 0,
1348     tempreg      = 1
1349 };
1350
1351 /*****************************************************************************
1352  * Fixed function pipeline replacements
1353  */
1354 #define ARG_UNUSED          0xff
1355 struct texture_stage_op
1356 {
1357     unsigned                cop : 8;
1358     unsigned                carg1 : 8;
1359     unsigned                carg2 : 8;
1360     unsigned                carg0 : 8;
1361
1362     unsigned                aop : 8;
1363     unsigned                aarg1 : 8;
1364     unsigned                aarg2 : 8;
1365     unsigned                aarg0 : 8;
1366
1367     struct color_fixup_desc color_fixup;
1368     unsigned                tex_type : 3;
1369     unsigned                dst : 1;
1370     unsigned                projected : 2;
1371     unsigned                padding : 10;
1372 };
1373
1374 struct ffp_frag_settings {
1375     struct texture_stage_op     op[MAX_TEXTURES];
1376     enum fogmode fog;
1377     /* Use an int instead of a char to get dword alignment */
1378     unsigned int sRGB_write;
1379 };
1380
1381 struct ffp_frag_desc
1382 {
1383     struct ffp_frag_settings    settings;
1384 };
1385
1386 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1387 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
1388         const struct ffp_frag_settings *settings);
1389 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
1390 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
1391 unsigned int ffp_frag_program_key_hash(const void *key);
1392
1393 /*****************************************************************************
1394  * IWineD3D implementation structure
1395  */
1396 typedef struct IWineD3DImpl
1397 {
1398     /* IUnknown fields */
1399     const IWineD3DVtbl     *lpVtbl;
1400     LONG                    ref;     /* Note: Ref counting not required */
1401
1402     /* WineD3D Information */
1403     IUnknown               *parent;
1404     UINT                    dxVersion;
1405
1406     UINT adapter_count;
1407     struct WineD3DAdapter adapters[1];
1408 } IWineD3DImpl;
1409
1410 extern const IWineD3DVtbl IWineD3D_Vtbl;
1411
1412 BOOL InitAdapters(IWineD3DImpl *This);
1413
1414 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1415 (since it will break quite a few things until contexts are managed properly!) */
1416 extern BOOL pbuffer_support;
1417 /* allocate one pbuffer per surface */
1418 extern BOOL pbuffer_per_surface;
1419
1420 /* A helper function that dumps a resource list */
1421 void dumpResources(struct list *list);
1422
1423 /*****************************************************************************
1424  * IWineD3DDevice implementation structure
1425  */
1426 #define WINED3D_UNMAPPED_STAGE ~0U
1427
1428 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1429 #define WINED3DCREATE_MULTITHREADED 0x00000004
1430
1431 struct IWineD3DDeviceImpl
1432 {
1433     /* IUnknown fields      */
1434     const IWineD3DDeviceVtbl *lpVtbl;
1435     LONG                    ref;     /* Note: Ref counting not required */
1436
1437     /* WineD3D Information  */
1438     IUnknown               *parent;
1439     IWineD3DDeviceParent   *device_parent;
1440     IWineD3D               *wineD3D;
1441     struct WineD3DAdapter  *adapter;
1442
1443     /* Window styles to restore when switching fullscreen mode */
1444     LONG                    style;
1445     LONG                    exStyle;
1446
1447     /* X and GL Information */
1448     GLint                   maxConcurrentLights;
1449     GLenum                  offscreenBuffer;
1450
1451     /* Selected capabilities */
1452     int vs_selected_mode;
1453     int ps_selected_mode;
1454     const shader_backend_t *shader_backend;
1455     void *shader_priv;
1456     void *fragment_priv;
1457     void *blit_priv;
1458     struct StateEntry StateTable[STATE_HIGHEST + 1];
1459     /* Array of functions for states which are handled by more than one pipeline part */
1460     APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1461     const struct fragment_pipeline *frag_pipe;
1462     const struct blit_shader *blitter;
1463
1464     unsigned int max_ffp_textures, max_ffp_texture_stages;
1465     DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1466     DWORD vs_clipping;
1467
1468     WORD view_ident : 1;                /* true iff view matrix is identity */
1469     WORD untransformed : 1;
1470     WORD vertexBlendUsed : 1;           /* To avoid needless setting of the blend matrices */
1471     WORD isRecordingState : 1;
1472     WORD isInDraw : 1;
1473     WORD render_offscreen : 1;
1474     WORD bCursorVisible : 1;
1475     WORD haveHardwareCursor : 1;
1476     WORD d3d_initialized : 1;
1477     WORD inScene : 1;                   /* A flag to check for proper BeginScene / EndScene call pairs */
1478     WORD softwareVertexProcessing : 1;  /* process vertex shaders using software or hardware */
1479     WORD useDrawStridedSlow : 1;
1480     WORD instancedDraw : 1;
1481     WORD padding : 3;
1482
1483     BYTE fixed_function_usage_map;      /* MAX_TEXTURES, 8 */
1484
1485 #define DDRAW_PITCH_ALIGNMENT 8
1486 #define D3D8_PITCH_ALIGNMENT 4
1487     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
1488
1489     /* State block related */
1490     IWineD3DStateBlockImpl *stateBlock;
1491     IWineD3DStateBlockImpl *updateStateBlock;
1492
1493     /* Internal use fields  */
1494     WINED3DDEVICE_CREATION_PARAMETERS createParms;
1495     UINT                            adapterNo;
1496     WINED3DDEVTYPE                  devType;
1497
1498     IWineD3DSwapChain     **swapchains;
1499     UINT                    NumberOfSwapChains;
1500
1501     struct list             resources; /* a linked list to track resources created by the device */
1502     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
1503     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
1504
1505     /* Render Target Support */
1506     IWineD3DSurface       **render_targets;
1507     IWineD3DSurface        *auto_depth_stencil_buffer;
1508     IWineD3DSurface        *stencilBufferTarget;
1509
1510     /* Caches to avoid unneeded context changes */
1511     IWineD3DSurface        *lastActiveRenderTarget;
1512     IWineD3DSwapChain      *lastActiveSwapChain;
1513
1514     /* palettes texture management */
1515     UINT                    NumberOfPalettes;
1516     PALETTEENTRY            **palettes;
1517     UINT                    currentPalette;
1518     UINT                    paletteConversionShader;
1519
1520     /* For rendering to a texture using glCopyTexImage */
1521     GLenum                  *draw_buffers;
1522     GLuint                  depth_blt_texture;
1523     GLuint                  depth_blt_rb;
1524     UINT                    depth_blt_rb_w;
1525     UINT                    depth_blt_rb_h;
1526
1527     /* Cursor management */
1528     UINT                    xHotSpot;
1529     UINT                    yHotSpot;
1530     UINT                    xScreenSpace;
1531     UINT                    yScreenSpace;
1532     UINT                    cursorWidth, cursorHeight;
1533     GLuint                  cursorTexture;
1534     HCURSOR                 hardwareCursor;
1535
1536     /* The Wine logo surface */
1537     IWineD3DSurface        *logo_surface;
1538
1539     /* Textures for when no other textures are mapped */
1540     UINT                          dummyTextureName[MAX_TEXTURES];
1541
1542     /* Device state management */
1543     HRESULT                 state;
1544
1545     /* DirectDraw stuff */
1546     DWORD ddraw_width, ddraw_height;
1547     WINED3DFORMAT ddraw_format;
1548
1549     /* Final position fixup constant */
1550     float                       posFixup[4];
1551
1552     /* With register combiners we can skip junk texture stages */
1553     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
1554     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1555
1556     /* Stream source management */
1557     struct wined3d_stream_info strided_streams;
1558     const WineDirect3DVertexStridedData *up_strided;
1559
1560     /* Context management */
1561     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
1562     WineD3DContext          *activeContext;
1563     DWORD                   lastThread;
1564     UINT                    numContexts;
1565     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
1566     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1567
1568     /* High level patch management */
1569 #define PATCHMAP_SIZE 43
1570 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1571     struct list             patches[PATCHMAP_SIZE];
1572     struct WineD3DRectPatch *currentPatch;
1573 };
1574
1575 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1576
1577 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1578         BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1579 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1580         const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1581 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
1582                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1583                                         float Z, DWORD Stencil);
1584 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1585 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1586 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1587     DWORD idx = state >> 5;
1588     BYTE shift = state & 0x1f;
1589     return context->isStateDirty[idx] & (1 << shift);
1590 }
1591
1592 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1593 typedef struct PrivateData
1594 {
1595     struct list entry;
1596
1597     GUID tag;
1598     DWORD flags; /* DDSPD_* */
1599
1600     union
1601     {
1602         LPVOID data;
1603         LPUNKNOWN object;
1604     } ptr;
1605
1606     DWORD size;
1607 } PrivateData;
1608
1609 /*****************************************************************************
1610  * IWineD3DResource implementation structure
1611  */
1612 typedef struct IWineD3DResourceClass
1613 {
1614     /* IUnknown fields */
1615     LONG                    ref;     /* Note: Ref counting not required */
1616
1617     /* WineD3DResource Information */
1618     IUnknown               *parent;
1619     WINED3DRESOURCETYPE     resourceType;
1620     IWineD3DDeviceImpl     *wineD3DDevice;
1621     WINED3DPOOL             pool;
1622     UINT                    size;
1623     DWORD                   usage;
1624     const struct GlPixelFormatDesc *format_desc;
1625     DWORD                   priority;
1626     BYTE                   *allocatedMemory; /* Pointer to the real data location */
1627     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
1628     struct list             privateData;
1629     struct list             resource_list_entry;
1630
1631 } IWineD3DResourceClass;
1632
1633 typedef struct IWineD3DResourceImpl
1634 {
1635     /* IUnknown & WineD3DResource Information     */
1636     const IWineD3DResourceVtbl *lpVtbl;
1637     IWineD3DResourceClass   resource;
1638 } IWineD3DResourceImpl;
1639
1640 void resource_cleanup(IWineD3DResource *iface);
1641 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1642 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1643 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1644 DWORD resource_get_priority(IWineD3DResource *iface);
1645 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1646         void *data, DWORD *data_size);
1647 HRESULT resource_init(struct IWineD3DResourceClass *resource, WINED3DRESOURCETYPE resource_type,
1648         IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1649         WINED3DPOOL pool, IUnknown *parent);
1650 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1651 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1652 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1653         const void *data, DWORD data_size, DWORD flags);
1654
1655 /* Tests show that the start address of resources is 32 byte aligned */
1656 #define RESOURCE_ALIGNMENT 32
1657
1658 /*****************************************************************************
1659  * IWineD3DBaseTexture D3D- > openGL state map lookups
1660  */
1661
1662 typedef enum winetexturestates {
1663     WINED3DTEXSTA_ADDRESSU       = 0,
1664     WINED3DTEXSTA_ADDRESSV       = 1,
1665     WINED3DTEXSTA_ADDRESSW       = 2,
1666     WINED3DTEXSTA_BORDERCOLOR    = 3,
1667     WINED3DTEXSTA_MAGFILTER      = 4,
1668     WINED3DTEXSTA_MINFILTER      = 5,
1669     WINED3DTEXSTA_MIPFILTER      = 6,
1670     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1671     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1672     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1673     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1674     WINED3DTEXSTA_DMAPOFFSET     = 11,
1675     WINED3DTEXSTA_TSSADDRESSW    = 12,
1676     MAX_WINETEXTURESTATES        = 13,
1677 } winetexturestates;
1678
1679 enum WINED3DSRGB
1680 {
1681     SRGB_ANY                                = 0,    /* Uses the cached value(e.g. external calls) */
1682     SRGB_RGB                                = 1,    /* Loads the rgb texture */
1683     SRGB_SRGB                               = 2,    /* Loads the srgb texture */
1684     SRGB_BOTH                               = 3,    /* Loads both textures */
1685 };
1686
1687 /*****************************************************************************
1688  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1689  */
1690 typedef struct IWineD3DBaseTextureClass
1691 {
1692     DWORD                   states[MAX_WINETEXTURESTATES];
1693     DWORD                   srgbstates[MAX_WINETEXTURESTATES];
1694     UINT                    levels;
1695     BOOL                    dirty, srgbDirty;
1696     UINT                    textureName, srgbTextureName;
1697     float                   pow2Matrix[16];
1698     UINT                    LOD;
1699     WINED3DTEXTUREFILTERTYPE filterType;
1700     LONG                    bindCount;
1701     DWORD                   sampler;
1702     BOOL                    is_srgb;
1703     BOOL                    pow2Matrix_identity;
1704     const struct min_lookup *minMipLookup;
1705     const GLenum            *magLookup;
1706     void                    (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1707 } IWineD3DBaseTextureClass;
1708
1709 void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1710 void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1711 void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1712 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1713
1714 typedef struct IWineD3DBaseTextureImpl
1715 {
1716     /* IUnknown & WineD3DResource Information     */
1717     const IWineD3DBaseTextureVtbl *lpVtbl;
1718     IWineD3DResourceClass     resource;
1719     IWineD3DBaseTextureClass  baseTexture;
1720
1721 } IWineD3DBaseTextureImpl;
1722
1723 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1724         const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1725         const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1726 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1727 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1728 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1729 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1730 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1731 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1732 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1733 void basetexture_init(struct IWineD3DBaseTextureClass *texture, UINT levels, DWORD usage);
1734 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1735 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1736 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1737 void basetexture_unload(IWineD3DBaseTexture *iface);
1738 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1739     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1740     This->baseTexture.is_srgb = srgb;
1741 }
1742
1743 /*****************************************************************************
1744  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1745  */
1746 typedef struct IWineD3DTextureImpl
1747 {
1748     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1749     const IWineD3DTextureVtbl *lpVtbl;
1750     IWineD3DResourceClass     resource;
1751     IWineD3DBaseTextureClass  baseTexture;
1752
1753     /* IWineD3DTexture */
1754     IWineD3DSurface          *surfaces[MAX_MIP_LEVELS];
1755     UINT                      target;
1756     BOOL                      cond_np2;
1757
1758 } IWineD3DTextureImpl;
1759
1760 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1761
1762 /*****************************************************************************
1763  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1764  */
1765 typedef struct IWineD3DCubeTextureImpl
1766 {
1767     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1768     const IWineD3DCubeTextureVtbl *lpVtbl;
1769     IWineD3DResourceClass     resource;
1770     IWineD3DBaseTextureClass  baseTexture;
1771
1772     /* IWineD3DCubeTexture */
1773     IWineD3DSurface          *surfaces[6][MAX_MIP_LEVELS];
1774 } IWineD3DCubeTextureImpl;
1775
1776 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1777
1778 typedef struct _WINED3DVOLUMET_DESC
1779 {
1780     UINT                    Width;
1781     UINT                    Height;
1782     UINT                    Depth;
1783 } WINED3DVOLUMET_DESC;
1784
1785 /*****************************************************************************
1786  * IWineD3DVolume implementation structure (extends IUnknown)
1787  */
1788 typedef struct IWineD3DVolumeImpl
1789 {
1790     /* IUnknown & WineD3DResource fields */
1791     const IWineD3DVolumeVtbl  *lpVtbl;
1792     IWineD3DResourceClass      resource;
1793
1794     /* WineD3DVolume Information */
1795     WINED3DVOLUMET_DESC      currentDesc;
1796     IWineD3DBase            *container;
1797     BOOL                    lockable;
1798     BOOL                    locked;
1799     WINED3DBOX              lockedBox;
1800     WINED3DBOX              dirtyBox;
1801     BOOL                    dirty;
1802 } IWineD3DVolumeImpl;
1803
1804 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1805
1806 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1807
1808 /*****************************************************************************
1809  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1810  */
1811 typedef struct IWineD3DVolumeTextureImpl
1812 {
1813     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1814     const IWineD3DVolumeTextureVtbl *lpVtbl;
1815     IWineD3DResourceClass     resource;
1816     IWineD3DBaseTextureClass  baseTexture;
1817
1818     /* IWineD3DVolumeTexture */
1819     IWineD3DVolume           *volumes[MAX_MIP_LEVELS];
1820 } IWineD3DVolumeTextureImpl;
1821
1822 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1823
1824 typedef struct _WINED3DSURFACET_DESC
1825 {
1826     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1827     DWORD                   MultiSampleQuality;
1828     UINT                    Width;
1829     UINT                    Height;
1830 } WINED3DSURFACET_DESC;
1831
1832 /*****************************************************************************
1833  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1834  */
1835 typedef struct wineD3DSurface_DIB {
1836     HBITMAP DIBsection;
1837     void* bitmap_data;
1838     UINT bitmap_size;
1839     HGDIOBJ holdbitmap;
1840     BOOL client_memory;
1841 } wineD3DSurface_DIB;
1842
1843 typedef struct {
1844     struct list entry;
1845     GLuint id;
1846     UINT width;
1847     UINT height;
1848 } renderbuffer_entry_t;
1849
1850 struct fbo_entry
1851 {
1852     struct list entry;
1853     IWineD3DSurface **render_targets;
1854     IWineD3DSurface *depth_stencil;
1855     BOOL attached;
1856     GLuint id;
1857 };
1858
1859 /*****************************************************************************
1860  * IWineD3DClipp implementation structure
1861  */
1862 typedef struct IWineD3DClipperImpl
1863 {
1864     const IWineD3DClipperVtbl *lpVtbl;
1865     LONG ref;
1866
1867     IUnknown *Parent;
1868     HWND hWnd;
1869 } IWineD3DClipperImpl;
1870
1871
1872 /*****************************************************************************
1873  * IWineD3DSurface implementation structure
1874  */
1875 struct IWineD3DSurfaceImpl
1876 {
1877     /* IUnknown & IWineD3DResource Information     */
1878     const IWineD3DSurfaceVtbl *lpVtbl;
1879     IWineD3DResourceClass     resource;
1880
1881     /* IWineD3DSurface fields */
1882     IWineD3DBase              *container;
1883     WINED3DSURFACET_DESC      currentDesc;
1884     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1885     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1886
1887     /* TODO: move this off into a management class(maybe!) */
1888     DWORD                      Flags;
1889
1890     UINT                      pow2Width;
1891     UINT                      pow2Height;
1892
1893     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1894     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1895
1896     /* Oversized texture */
1897     RECT                      glRect;
1898
1899     /* PBO */
1900     GLuint                    pbo;
1901
1902     RECT                      lockedRect;
1903     RECT                      dirtyRect;
1904     int                       lockCount;
1905 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1906
1907     glDescriptor              glDescription;
1908
1909     /* For GetDC */
1910     wineD3DSurface_DIB        dib;
1911     HDC                       hDC;
1912
1913     /* Color keys for DDraw */
1914     WINEDDCOLORKEY            DestBltCKey;
1915     WINEDDCOLORKEY            DestOverlayCKey;
1916     WINEDDCOLORKEY            SrcOverlayCKey;
1917     WINEDDCOLORKEY            SrcBltCKey;
1918     DWORD                     CKeyFlags;
1919
1920     WINEDDCOLORKEY            glCKey;
1921
1922     struct list               renderbuffers;
1923     renderbuffer_entry_t      *current_renderbuffer;
1924
1925     /* DirectDraw clippers */
1926     IWineD3DClipper           *clipper;
1927
1928     /* DirectDraw Overlay handling */
1929     RECT                      overlay_srcrect;
1930     RECT                      overlay_destrect;
1931     IWineD3DSurfaceImpl       *overlay_dest;
1932     struct list               overlays;
1933     struct list               overlay_entry;
1934 };
1935
1936 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1937 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1938
1939 /* Predeclare the shared Surface functions */
1940 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1941 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1942 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1943 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1944 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1945 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1946 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1947 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1948 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1949 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1950 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1951 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1952 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1953 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1954 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1955 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1956 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1957 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1958 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1959 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1960 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1961 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1962 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1963 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1964 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1965 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1966         IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1967 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1968 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1969 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1970 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1971 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1972         const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1973 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1974         IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1975 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1976 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
1977 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1978
1979 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1980 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1981 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1982 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1983
1984 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1985
1986 /* Surface flags: */
1987 #define SFLAG_OVERSIZE      0x00000001 /* Surface is bigger than gl size, blts only */
1988 #define SFLAG_CONVERTED     0x00000002 /* Converted for color keying or Palettized */
1989 #define SFLAG_DIBSECTION    0x00000004 /* Has a DIB section attached for GetDC */
1990 #define SFLAG_LOCKABLE      0x00000008 /* Surface can be locked */
1991 #define SFLAG_DISCARD       0x00000010 /* ??? */
1992 #define SFLAG_LOCKED        0x00000020 /* Surface is locked atm */
1993 #define SFLAG_INTEXTURE     0x00000040 /* The GL texture contains the newest surface content */
1994 #define SFLAG_INSRGBTEX     0x00000080 /* The GL srgb texture contains the newest surface content */
1995 #define SFLAG_INDRAWABLE    0x00000100 /* The gl drawable contains the most up to date data */
1996 #define SFLAG_INSYSMEM      0x00000200 /* The system memory copy is most up to date */
1997 #define SFLAG_NONPOW2       0x00000400 /* Surface sizes are not a power of 2 */
1998 #define SFLAG_DYNLOCK       0x00000800 /* Surface is often locked by the app */
1999 #define SFLAG_DCINUSE       0x00001000 /* Set between GetDC and ReleaseDC calls */
2000 #define SFLAG_LOST          0x00002000 /* Surface lost flag for DDraw */
2001 #define SFLAG_USERPTR       0x00004000 /* The application allocated the memory for this surface */
2002 #define SFLAG_GLCKEY        0x00008000 /* The gl texture was created with a color key */
2003 #define SFLAG_CLIENT        0x00010000 /* GL_APPLE_client_storage is used on that texture */
2004 #define SFLAG_ALLOCATED     0x00020000 /* A gl texture is allocated for this surface */
2005 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2006 #define SFLAG_PBO           0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2007 #define SFLAG_NORMCOORD     0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2008 #define SFLAG_DS_ONSCREEN   0x00200000 /* Is a depth stencil, last modified onscreen */
2009 #define SFLAG_DS_OFFSCREEN  0x00400000 /* Is a depth stencil, last modified offscreen */
2010 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2011 #define SFLAG_SWAPCHAIN     0x01000000 /* The surface is part of a swapchain */
2012
2013 /* In some conditions the surface memory must not be freed:
2014  * SFLAG_OVERSIZE: Not all data can be kept in GL
2015  * SFLAG_CONVERTED: Converting the data back would take too long
2016  * SFLAG_DIBSECTION: The dib code manages the memory
2017  * SFLAG_LOCKED: The app requires access to the surface data
2018  * SFLAG_DYNLOCK: Avoid freeing the data for performance
2019  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2020  * SFLAG_CLIENT: OpenGL uses our memory as backup
2021  */
2022 #define SFLAG_DONOTFREE     (SFLAG_OVERSIZE   | \
2023                              SFLAG_CONVERTED  | \
2024                              SFLAG_DIBSECTION | \
2025                              SFLAG_LOCKED     | \
2026                              SFLAG_DYNLOCK    | \
2027                              SFLAG_USERPTR    | \
2028                              SFLAG_PBO        | \
2029                              SFLAG_CLIENT)
2030
2031 #define SFLAG_LOCATIONS     (SFLAG_INSYSMEM   | \
2032                              SFLAG_INTEXTURE  | \
2033                              SFLAG_INDRAWABLE | \
2034                              SFLAG_INSRGBTEX)
2035
2036 #define SFLAG_DS_LOCATIONS  (SFLAG_DS_ONSCREEN | \
2037                              SFLAG_DS_OFFSCREEN)
2038 #define SFLAG_DS_DISCARDED   SFLAG_DS_LOCATIONS
2039
2040 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
2041
2042 typedef enum {
2043     NO_CONVERSION,
2044     CONVERT_PALETTED,
2045     CONVERT_PALETTED_CK,
2046     CONVERT_CK_565,
2047     CONVERT_CK_5551,
2048     CONVERT_CK_4444,
2049     CONVERT_CK_4444_ARGB,
2050     CONVERT_CK_1555,
2051     CONVERT_555,
2052     CONVERT_CK_RGB24,
2053     CONVERT_CK_8888,
2054     CONVERT_CK_8888_ARGB,
2055     CONVERT_RGB32_888,
2056     CONVERT_V8U8,
2057     CONVERT_L6V5U5,
2058     CONVERT_X8L8V8U8,
2059     CONVERT_Q8W8V8U8,
2060     CONVERT_V16U16,
2061     CONVERT_A4L4,
2062     CONVERT_G16R16,
2063     CONVERT_R16G16F,
2064     CONVERT_R32G32F,
2065 } CONVERT_TYPES;
2066
2067 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);
2068
2069 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
2070
2071 /*****************************************************************************
2072  * IWineD3DVertexDeclaration implementation structure
2073  */
2074 #define MAX_ATTRIBS 16
2075
2076 struct wined3d_vertex_declaration_element
2077 {
2078     const struct GlPixelFormatDesc *format_desc;
2079     BOOL ffp_valid;
2080     WORD input_slot;
2081     WORD offset;
2082     UINT output_slot;
2083     BYTE method;
2084     BYTE usage;
2085     BYTE usage_idx;
2086 };
2087
2088 typedef struct IWineD3DVertexDeclarationImpl {
2089     /* IUnknown  Information */
2090     const IWineD3DVertexDeclarationVtbl *lpVtbl;
2091     LONG                    ref;
2092
2093     IUnknown                *parent;
2094     IWineD3DDeviceImpl      *wineD3DDevice;
2095
2096     struct wined3d_vertex_declaration_element *elements;
2097     UINT element_count;
2098
2099     DWORD                   streams[MAX_STREAMS];
2100     UINT                    num_streams;
2101     BOOL                    position_transformed;
2102     BOOL                    half_float_conv_needed;
2103 } IWineD3DVertexDeclarationImpl;
2104
2105 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
2106
2107 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
2108         const WINED3DVERTEXELEMENT *elements, UINT element_count);
2109
2110 /*****************************************************************************
2111  * IWineD3DStateBlock implementation structure
2112  */
2113
2114 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
2115 /*   Note: Very long winded but gl Lists are not flexible enough */
2116 /*   to resolve everything we need, so doing it manually for now */
2117 typedef struct SAVEDSTATES {
2118     DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2119     WORD streamSource;                          /* MAX_STREAMS, 16 */
2120     WORD streamFreq;                            /* MAX_STREAMS, 16 */
2121     DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2122     DWORD textureState[MAX_TEXTURES];           /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2123     WORD samplerState[MAX_COMBINED_SAMPLERS];   /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2124     DWORD textures;                             /* MAX_COMBINED_SAMPLERS, 20 */
2125     DWORD clipplane;                            /* WINED3DMAXUSERCLIPPLANES, 32 */
2126     WORD pixelShaderConstantsB;                 /* MAX_CONST_B, 16 */
2127     WORD pixelShaderConstantsI;                 /* MAX_CONST_I, 16 */
2128     BOOL *pixelShaderConstantsF;
2129     WORD vertexShaderConstantsB;                /* MAX_CONST_B, 16 */
2130     WORD vertexShaderConstantsI;                /* MAX_CONST_I, 16 */
2131     BOOL *vertexShaderConstantsF;
2132     WORD primitive_type : 1;
2133     WORD indices : 1;
2134     WORD material : 1;
2135     WORD viewport : 1;
2136     WORD vertexDecl : 1;
2137     WORD pixelShader : 1;
2138     WORD vertexShader : 1;
2139     WORD scissorRect : 1;
2140     WORD padding : 1;
2141 } SAVEDSTATES;
2142
2143 struct StageState {
2144     DWORD stage;
2145     DWORD state;
2146 };
2147
2148 struct IWineD3DStateBlockImpl
2149 {
2150     /* IUnknown fields */
2151     const IWineD3DStateBlockVtbl *lpVtbl;
2152     LONG                      ref;     /* Note: Ref counting not required */
2153
2154     /* IWineD3DStateBlock information */
2155     IUnknown                 *parent;
2156     IWineD3DDeviceImpl       *wineD3DDevice;
2157     WINED3DSTATEBLOCKTYPE     blockType;
2158
2159     /* Array indicating whether things have been set or changed */
2160     SAVEDSTATES               changed;
2161
2162     /* Vertex Shader Declaration */
2163     IWineD3DVertexDeclaration *vertexDecl;
2164
2165     IWineD3DVertexShader      *vertexShader;
2166
2167     /* Vertex Shader Constants */
2168     BOOL                       vertexShaderConstantB[MAX_CONST_B];
2169     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
2170     float                     *vertexShaderConstantF;
2171
2172     /* primitive type */
2173     GLenum gl_primitive_type;
2174
2175     /* Stream Source */
2176     BOOL                      streamIsUP;
2177     UINT                      streamStride[MAX_STREAMS];
2178     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2179     IWineD3DBuffer           *streamSource[MAX_STREAMS];
2180     UINT                      streamFreq[MAX_STREAMS + 1];
2181     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
2182
2183     /* Indices */
2184     IWineD3DBuffer*           pIndexData;
2185     WINED3DFORMAT             IndexFmt;
2186     INT                       baseVertexIndex;
2187     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2188
2189     /* Transform */
2190     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
2191
2192     /* Light hashmap . Collisions are handled using standard wine double linked lists */
2193 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2194 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2195     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
2196     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2197
2198     /* Clipping */
2199     double                    clipplane[MAX_CLIPPLANES][4];
2200     WINED3DCLIPSTATUS         clip_status;
2201
2202     /* ViewPort */
2203     WINED3DVIEWPORT           viewport;
2204
2205     /* Material */
2206     WINED3DMATERIAL           material;
2207
2208     /* Pixel Shader */
2209     IWineD3DPixelShader      *pixelShader;
2210
2211     /* Pixel Shader Constants */
2212     BOOL                       pixelShaderConstantB[MAX_CONST_B];
2213     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
2214     float                     *pixelShaderConstantF;
2215
2216     /* RenderState */
2217     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
2218
2219     /* Texture */
2220     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
2221
2222     /* Texture State Stage */
2223     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2224     DWORD                     lowest_disabled_stage;
2225     /* Sampler States */
2226     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2227
2228     /* Scissor test rectangle */
2229     RECT                      scissorRect;
2230
2231     /* Contained state management */
2232     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2233     unsigned int              num_contained_render_states;
2234     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2235     unsigned int              num_contained_transform_states;
2236     DWORD                     contained_vs_consts_i[MAX_CONST_I];
2237     unsigned int              num_contained_vs_consts_i;
2238     DWORD                     contained_vs_consts_b[MAX_CONST_B];
2239     unsigned int              num_contained_vs_consts_b;
2240     DWORD                     *contained_vs_consts_f;
2241     unsigned int              num_contained_vs_consts_f;
2242     DWORD                     contained_ps_consts_i[MAX_CONST_I];
2243     unsigned int              num_contained_ps_consts_i;
2244     DWORD                     contained_ps_consts_b[MAX_CONST_B];
2245     unsigned int              num_contained_ps_consts_b;
2246     DWORD                     *contained_ps_consts_f;
2247     unsigned int              num_contained_ps_consts_f;
2248     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2249     unsigned int              num_contained_tss_states;
2250     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2251     unsigned int              num_contained_sampler_states;
2252 };
2253
2254 extern void stateblock_savedstates_set(
2255     IWineD3DStateBlock* iface,
2256     SAVEDSTATES* states,
2257     BOOL value);
2258
2259 extern void stateblock_copy(
2260     IWineD3DStateBlock* destination,
2261     IWineD3DStateBlock* source);
2262
2263 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2264
2265 /* Direct3D terminology with little modifications. We do not have an issued state
2266  * because only the driver knows about it, but we have a created state because d3d
2267  * allows GetData on a created issue, but opengl doesn't
2268  */
2269 enum query_state {
2270     QUERY_CREATED,
2271     QUERY_SIGNALLED,
2272     QUERY_BUILDING
2273 };
2274 /*****************************************************************************
2275  * IWineD3DQueryImpl implementation structure (extends IUnknown)
2276  */
2277 typedef struct IWineD3DQueryImpl
2278 {
2279     const IWineD3DQueryVtbl  *lpVtbl;
2280     LONG                      ref;     /* Note: Ref counting not required */
2281     
2282     IUnknown                 *parent;
2283     /*TODO: replace with iface usage */
2284 #if 0
2285     IWineD3DDevice         *wineD3DDevice;
2286 #else
2287     IWineD3DDeviceImpl       *wineD3DDevice;
2288 #endif
2289
2290     /* IWineD3DQuery fields */
2291     enum query_state         state;
2292     WINED3DQUERYTYPE         type;
2293     /* TODO: Think about using a IUnknown instead of a void* */
2294     void                     *extendedData;
2295     
2296   
2297 } IWineD3DQueryImpl;
2298
2299 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2300 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2301 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2302
2303 /* Datastructures for IWineD3DQueryImpl.extendedData */
2304 typedef struct  WineQueryOcclusionData {
2305     GLuint  queryId;
2306     WineD3DContext *ctx;
2307 } WineQueryOcclusionData;
2308
2309 typedef struct  WineQueryEventData {
2310     GLuint  fenceId;
2311     WineD3DContext *ctx;
2312 } WineQueryEventData;
2313
2314 /* IWineD3DBuffer */
2315
2316 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2317  * fixed function semantics as D3DCOLOR or FLOAT16 */
2318 enum wined3d_buffer_conversion_type
2319 {
2320     CONV_NONE,
2321     CONV_D3DCOLOR,
2322     CONV_POSITIONT,
2323     CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2324 };
2325
2326 #define WINED3D_BUFFER_OPTIMIZED    0x01    /* Optimize has been called for the buffer */
2327 #define WINED3D_BUFFER_DIRTY        0x02    /* Buffer data has been modified */
2328 #define WINED3D_BUFFER_HASDESC      0x04    /* A vertex description has been found */
2329 #define WINED3D_BUFFER_CREATEBO     0x08    /* Attempt to create a buffer object next PreLoad */
2330 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10    /* Use a vbo and local allocated memory */
2331
2332 struct wined3d_buffer
2333 {
2334     const struct IWineD3DBufferVtbl *vtbl;
2335     IWineD3DResourceClass resource;
2336
2337     struct wined3d_buffer_desc desc;
2338
2339     GLuint buffer_object;
2340     GLenum buffer_object_usage;
2341     GLenum buffer_type_hint;
2342     UINT buffer_object_size;
2343     LONG bind_count;
2344     DWORD flags;
2345
2346     UINT dirty_start;
2347     UINT dirty_end;
2348     LONG lock_count;
2349
2350     /* conversion stuff */
2351     UINT conversion_count;
2352     UINT draw_count;
2353     UINT stride;                                            /* 0 if no conversion */
2354     UINT conversion_stride;                                 /* 0 if no shifted conversion */
2355     enum wined3d_buffer_conversion_type *conversion_map;    /* NULL if no conversion */
2356     /* Extra load offsets, for FLOAT16 conversion */
2357     UINT *conversion_shift;                                 /* NULL if no shifted conversion */
2358 };
2359
2360 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2361 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2362 const BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
2363
2364 /* IWineD3DRendertargetView */
2365 struct wined3d_rendertarget_view
2366 {
2367     const struct IWineD3DRendertargetViewVtbl *vtbl;
2368     LONG refcount;
2369
2370     IWineD3DResource *resource;
2371     IUnknown *parent;
2372 };
2373
2374 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2375
2376 /*****************************************************************************
2377  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2378  */
2379
2380 typedef struct IWineD3DSwapChainImpl
2381 {
2382     /*IUnknown part*/
2383     const IWineD3DSwapChainVtbl *lpVtbl;
2384     LONG                      ref;     /* Note: Ref counting not required */
2385
2386     IUnknown                 *parent;
2387     IWineD3DDeviceImpl       *wineD3DDevice;
2388
2389     /* IWineD3DSwapChain fields */
2390     IWineD3DSurface         **backBuffer;
2391     IWineD3DSurface          *frontBuffer;
2392     WINED3DPRESENT_PARAMETERS presentParms;
2393     DWORD                     orig_width, orig_height;
2394     WINED3DFORMAT             orig_fmt;
2395     WINED3DGAMMARAMP          orig_gamma;
2396
2397     long prev_time, frames;   /* Performance tracking */
2398     unsigned int vSyncCounter;
2399
2400     WineD3DContext        **context; /* Later a array for multithreading */
2401     unsigned int            num_contexts;
2402
2403     HWND                    win_handle;
2404 } IWineD3DSwapChainImpl;
2405
2406 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2407 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2408 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2409
2410 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2411 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2412 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2413 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2414 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2415 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2416 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2417 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2418 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2419 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2420 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2421 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2422
2423 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2424
2425 /*****************************************************************************
2426  * Utility function prototypes 
2427  */
2428
2429 /* Trace routines */
2430 const char* debug_d3dformat(WINED3DFORMAT fmt);
2431 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2432 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2433 const char* debug_d3dusage(DWORD usage);
2434 const char* debug_d3dusagequery(DWORD usagequery);
2435 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2436 const char* debug_d3ddeclusage(BYTE usage);
2437 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2438 const char* debug_d3drenderstate(DWORD state);
2439 const char* debug_d3dsamplerstate(DWORD state);
2440 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2441 const char* debug_d3dtexturestate(DWORD state);
2442 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2443 const char* debug_d3dpool(WINED3DPOOL pool);
2444 const char *debug_fbostatus(GLenum status);
2445 const char *debug_glerror(GLenum error);
2446 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2447 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2448 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2449 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2450 const char *debug_surflocation(DWORD flag);
2451
2452 /* Routines for GL <-> D3D values */
2453 GLenum StencilOp(DWORD op);
2454 GLenum CompareFunc(DWORD func);
2455 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2456 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
2457 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2458 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2459 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2460 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2461 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2462 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2463 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2464 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2465 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2466
2467 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2468 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2469 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2470 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2471 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2472 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2473 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2474
2475 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2476         short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2477 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2478
2479 /* Math utils */
2480 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2481 UINT wined3d_log2i(UINT32 x);
2482 unsigned int count_bits(unsigned int mask);
2483
2484 typedef struct local_constant {
2485     struct list entry;
2486     unsigned int idx;
2487     DWORD value[4];
2488 } local_constant;
2489
2490 typedef struct SHADER_LIMITS {
2491     unsigned int temporary;
2492     unsigned int texcoord;
2493     unsigned int sampler;
2494     unsigned int constant_int;
2495     unsigned int constant_float;
2496     unsigned int constant_bool;
2497     unsigned int address;
2498     unsigned int packed_output;
2499     unsigned int packed_input;
2500     unsigned int attributes;
2501     unsigned int label;
2502 } SHADER_LIMITS;
2503
2504 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
2505     maintain state information between multiple codes */
2506 typedef struct SHADER_PARSE_STATE {
2507     unsigned int current_row;
2508     DWORD texcoord_w[2];
2509 } SHADER_PARSE_STATE;
2510
2511 #ifdef __GNUC__
2512 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2513 #else
2514 #define PRINTF_ATTR(fmt,args)
2515 #endif
2516
2517 /* Base Shader utility functions. 
2518  * (may move callers into the same file in the future) */
2519 extern int shader_addline(
2520     SHADER_BUFFER* buffer,
2521     const char* fmt, ...) PRINTF_ATTR(2,3);
2522 int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
2523
2524 /* Vertex shader utility functions */
2525 extern BOOL vshader_get_input(
2526     IWineD3DVertexShader* iface,
2527     BYTE usage_req, BYTE usage_idx_req,
2528     unsigned int* regnum);
2529
2530 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2531
2532 /*****************************************************************************
2533  * IDirect3DBaseShader implementation structure
2534  */
2535 typedef struct IWineD3DBaseShaderClass
2536 {
2537     LONG                            ref;
2538     SHADER_LIMITS                   limits;
2539     SHADER_PARSE_STATE              parse_state;
2540     DWORD                          *function;
2541     UINT                            functionLength;
2542     UINT                            cur_loop_depth, cur_loop_regno;
2543     BOOL                            load_local_constsF;
2544     const struct wined3d_shader_frontend *frontend;
2545     void *frontend_data;
2546
2547     /* Programs this shader is linked with */
2548     struct list linked_programs;
2549
2550     /* Immediate constants (override global ones) */
2551     struct list constantsB;
2552     struct list constantsF;
2553     struct list constantsI;
2554     shader_reg_maps reg_maps;
2555
2556     /* Pointer to the parent device */
2557     IWineD3DDevice *device;
2558     struct list     shader_list_entry;
2559
2560 } IWineD3DBaseShaderClass;
2561
2562 typedef struct IWineD3DBaseShaderImpl {
2563     /* IUnknown */
2564     const IWineD3DBaseShaderVtbl    *lpVtbl;
2565
2566     /* IWineD3DBaseShader */
2567     IWineD3DBaseShaderClass         baseShader;
2568 } IWineD3DBaseShaderImpl;
2569
2570 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2571 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2572 void shader_cleanup(IWineD3DBaseShader *iface);
2573 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2574         const struct wined3d_shader_version *shader_version);
2575 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2576         const struct wined3d_shader_version *shader_version);
2577 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2578         const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
2579 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2580         struct shader_reg_maps *reg_maps, struct wined3d_shader_semantic *semantics_in,
2581         struct wined3d_shader_semantic *semantics_out, const DWORD *byte_code, DWORD constf_size);
2582 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
2583 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
2584 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
2585
2586 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2587 {
2588     return type == WINED3D_SHADER_TYPE_PIXEL;
2589 }
2590
2591 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2592 {
2593     return type == WINED3D_SHADER_TYPE_VERTEX;
2594 }
2595
2596 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2597 {
2598     switch (reg->type)
2599     {
2600         case WINED3DSPR_RASTOUT:
2601             /* oFog & oPts */
2602             if (reg->idx != 0) return TRUE;
2603             /* oPos */
2604             return FALSE;
2605
2606         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2607         case WINED3DSPR_CONSTBOOL:  /* b# */
2608         case WINED3DSPR_LOOP:       /* aL */
2609         case WINED3DSPR_PREDICATE:  /* p0 */
2610             return TRUE;
2611
2612         case WINED3DSPR_MISCTYPE:
2613             switch(reg->idx)
2614             {
2615                 case 0: /* vPos */
2616                     return FALSE;
2617                 case 1: /* vFace */
2618                     return TRUE;
2619                 default:
2620                     return FALSE;
2621             }
2622
2623         case WINED3DSPR_IMMCONST:
2624             switch(reg->immconst_type)
2625             {
2626                 case WINED3D_IMMCONST_FLOAT:
2627                     return TRUE;
2628                 default:
2629                     return FALSE;
2630             }
2631
2632         default:
2633             return FALSE;
2634     }
2635 }
2636
2637 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2638     local_constant* lconst;
2639
2640     if(This->baseShader.load_local_constsF) return FALSE;
2641     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2642         if(lconst->idx == reg) return TRUE;
2643     }
2644     return FALSE;
2645
2646 }
2647
2648 /*****************************************************************************
2649  * IDirect3DVertexShader implementation structures
2650  */
2651
2652 struct vs_compiled_shader {
2653     struct vs_compile_args      args;
2654     GLuint                      prgId;
2655 };
2656
2657 typedef struct IWineD3DVertexShaderImpl {
2658     /* IUnknown parts*/   
2659     const IWineD3DVertexShaderVtbl *lpVtbl;
2660
2661     /* IWineD3DBaseShader */
2662     IWineD3DBaseShaderClass     baseShader;
2663
2664     /* IWineD3DVertexShaderImpl */
2665     IUnknown                    *parent;
2666
2667     DWORD                       usage;
2668
2669     /* The GL shader */
2670     struct vs_compiled_shader   *gl_shaders;
2671     UINT                        num_gl_shaders, shader_array_size;
2672
2673     /* Vertex shader input and output semantics */
2674     struct wined3d_shader_semantic semantics_in[MAX_ATTRIBS];
2675     struct wined3d_shader_semantic semantics_out[MAX_REG_OUTPUT];
2676
2677     UINT                       min_rel_offset, max_rel_offset;
2678     UINT                       rel_offset;
2679
2680     UINT                       recompile_count;
2681
2682     const struct vs_compile_args    *cur_args;
2683 } IWineD3DVertexShaderImpl;
2684 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2685
2686 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2687 GLuint find_gl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args);
2688
2689 /*****************************************************************************
2690  * IDirect3DPixelShader implementation structure
2691  */
2692 struct ps_compiled_shader {
2693     struct ps_compile_args      args;
2694     GLuint                      prgId;
2695 };
2696
2697 typedef struct IWineD3DPixelShaderImpl {
2698     /* IUnknown parts */
2699     const IWineD3DPixelShaderVtbl *lpVtbl;
2700
2701     /* IWineD3DBaseShader */
2702     IWineD3DBaseShaderClass     baseShader;
2703
2704     /* IWineD3DPixelShaderImpl */
2705     IUnknown                   *parent;
2706
2707     /* Pixel shader input semantics */
2708     struct wined3d_shader_semantic semantics_in[MAX_REG_INPUT];
2709     DWORD                 input_reg_map[MAX_REG_INPUT];
2710     BOOL                  input_reg_used[MAX_REG_INPUT];
2711     int                         declared_in_count;
2712
2713     /* The GL shader */
2714     struct ps_compiled_shader   *gl_shaders;
2715     UINT                        num_gl_shaders, shader_array_size;
2716
2717     /* Some information about the shader behavior */
2718     struct stb_const_desc       bumpenvmatconst[MAX_TEXTURES];
2719     unsigned char               numbumpenvmatconsts;
2720     struct stb_const_desc       luminanceconst[MAX_TEXTURES];
2721     char                        vpos_uniform;
2722
2723     const struct ps_compile_args *cur_args;
2724 } IWineD3DPixelShaderImpl;
2725
2726 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2727 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
2728 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2729
2730 /* sRGB correction constants */
2731 static const float srgb_cmp = 0.0031308;
2732 static const float srgb_mul_low = 12.92;
2733 static const float srgb_pow = 0.41666;
2734 static const float srgb_mul_high = 1.055;
2735 static const float srgb_sub_high = 0.055;
2736
2737 /*****************************************************************************
2738  * IWineD3DPalette implementation structure
2739  */
2740 struct IWineD3DPaletteImpl {
2741     /* IUnknown parts */
2742     const IWineD3DPaletteVtbl  *lpVtbl;
2743     LONG                       ref;
2744
2745     IUnknown                   *parent;
2746     IWineD3DDeviceImpl         *wineD3DDevice;
2747
2748     /* IWineD3DPalette */
2749     HPALETTE                   hpal;
2750     WORD                       palVersion;     /*|               */
2751     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2752     PALETTEENTRY               palents[256];   /*|               */
2753     /* This is to store the palette in 'screen format' */
2754     int                        screen_palents[256];
2755     DWORD                      Flags;
2756 };
2757
2758 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2759 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2760
2761 /* DirectDraw utility functions */
2762 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2763
2764 /*****************************************************************************
2765  * Pixel format management
2766  */
2767
2768 /* WineD3D pixel format flags */
2769 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2770 #define WINED3DFMT_FLAG_FILTERING                0x2
2771 #define WINED3DFMT_FLAG_DEPTH                    0x4
2772 #define WINED3DFMT_FLAG_STENCIL                  0x8
2773 #define WINED3DFMT_FLAG_RENDERTARGET             0x10
2774 #define WINED3DFMT_FLAG_FOURCC                   0x20
2775
2776 struct GlPixelFormatDesc
2777 {
2778     WINED3DFORMAT format;
2779     DWORD red_mask;
2780     DWORD green_mask;
2781     DWORD blue_mask;
2782     DWORD alpha_mask;
2783     UINT byte_count;
2784     WORD depth_size;
2785     WORD stencil_size;
2786
2787     enum wined3d_ffp_emit_idx emit_idx;
2788     GLint component_count;
2789     GLenum gl_vtx_type;
2790     GLint gl_vtx_format;
2791     GLboolean gl_normalized;
2792     unsigned int component_size;
2793
2794     GLint glInternal;
2795     GLint glGammaInternal;
2796     GLint rtInternal;
2797     GLint glFormat;
2798     GLint glType;
2799     unsigned int Flags;
2800     float heightscale;
2801     struct color_fixup_desc color_fixup;
2802 };
2803
2804 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info);
2805
2806 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2807 {
2808     return (stateblock->vertexShader
2809             && !stateblock->wineD3DDevice->strided_streams.position_transformed
2810             && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2811 }
2812
2813 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2814 {
2815     return (stateblock->pixelShader
2816             && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2817 }
2818
2819 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2820         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2821
2822 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2823 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2824
2825 #endif