wined3d: GL_ARB_fragment_program ffp implementation.
[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 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 "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
45
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
49
50 typedef struct {
51     void *key;
52     void *value;
53     unsigned int hash;
54     struct list entry;
55 } hash_table_entry_t;
56
57 typedef struct {
58     hash_function_t *hash_function;
59     compare_function_t *compare_function;
60     struct list *buckets;
61     unsigned int bucket_count;
62     hash_table_entry_t *entries;
63     unsigned int entry_count;
64     struct list free_entries;
65     unsigned int count;
66     unsigned int grow_size;
67     unsigned int shrink_size;
68 } hash_table_t;
69
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
75
76 /* Device caps */
77 #define MAX_PALETTES            65536
78 #define MAX_STREAMS             16
79 #define MAX_TEXTURES            8
80 #define MAX_FRAGMENT_SAMPLERS   16
81 #define MAX_VERTEX_SAMPLERS     4
82 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS       8
84 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS              256
86
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
89
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R     35
92 #define NUM_SAVEDPIXELSTATES_T     18
93 #define NUM_SAVEDPIXELSTATES_S     12
94 #define NUM_SAVEDVERTEXSTATES_R    34
95 #define NUM_SAVEDVERTEXSTATES_T    2
96 #define NUM_SAVEDVERTEXSTATES_S    1
97
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
104
105 typedef enum _WINELOOKUP {
106     WINELOOKUP_WARPPARAM = 0,
107     MAX_LOOKUPS          = 1
108 } WINELOOKUP;
109
110 extern int minLookup[MAX_LOOKUPS];
111 extern int maxLookup[MAX_LOOKUPS];
112 extern DWORD *stateLookup[MAX_LOOKUPS];
113
114 typedef DWORD magLookup_t[WINED3DTEXF_ANISOTROPIC + 1];
115 extern magLookup_t magLookup;
116 extern magLookup_t magLookup_noFilter;
117
118 typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
119 extern minMipLookup_t minMipLookup;
120 extern minMipLookup_t minMipLookup_noFilter;
121
122 void init_type_lookup(WineD3D_GL_Info *gl_info);
123 #define WINED3D_ATR_TYPE(type)          GLINFO_LOCATION.glTypeLookup[type].d3dType
124 #define WINED3D_ATR_SIZE(type)          GLINFO_LOCATION.glTypeLookup[type].size
125 #define WINED3D_ATR_GLTYPE(type)        GLINFO_LOCATION.glTypeLookup[type].glType
126 #define WINED3D_ATR_NORMALIZED(type)    GLINFO_LOCATION.glTypeLookup[type].normalized
127 #define WINED3D_ATR_TYPESIZE(type)      GLINFO_LOCATION.glTypeLookup[type].typesize
128
129 /* float_16_to_32() and float_32_to_16() (see implementation in
130  * surface_base.c) convert 16 bit floats in the FLOAT16 data type
131  * to standard C floats and vice versa. They do not depend on the encoding
132  * of the C float, so they are platform independent, but slow. On x86 and
133  * other IEEE 754 compliant platforms the conversion can be accelerated by
134  * bit shifting the exponent and mantissa. There are also some SSE-based
135  * assembly routines out there.
136  *
137  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
138  */
139 static inline float float_16_to_32(const unsigned short *in) {
140     const unsigned short s = ((*in) & 0x8000);
141     const unsigned short e = ((*in) & 0x7C00) >> 10;
142     const unsigned short m = (*in) & 0x3FF;
143     const float sgn = (s ? -1.0 : 1.0);
144
145     if(e == 0) {
146         if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
147         else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
148     } else if(e < 31) {
149         return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
150     } else {
151         if(m == 0) return sgn / 0.0; /* +INF / -INF */
152         else return 0.0 / 0.0; /* NAN */
153     }
154 }
155
156 /**
157  * Settings 
158  */
159 #define VS_NONE    0
160 #define VS_HW      1
161
162 #define PS_NONE    0
163 #define PS_HW      1
164
165 #define VBO_NONE   0
166 #define VBO_HW     1
167
168 #define NP2_NONE   0
169 #define NP2_REPACK 1
170 #define NP2_NATIVE 2
171
172 #define ORM_BACKBUFFER  0
173 #define ORM_PBUFFER     1
174 #define ORM_FBO         2
175
176 #define SHADER_ARB  1
177 #define SHADER_GLSL 2
178 #define SHADER_ATI  3
179 #define SHADER_NONE 4
180
181 #define RTL_DISABLE   -1
182 #define RTL_AUTO       0
183 #define RTL_READDRAW   1
184 #define RTL_READTEX    2
185 #define RTL_TEXDRAW    3
186 #define RTL_TEXTEX     4
187
188 /* NOTE: When adding fields to this structure, make sure to update the default
189  * values in wined3d_main.c as well. */
190 typedef struct wined3d_settings_s {
191 /* vertex and pixel shader modes */
192   int vs_mode;
193   int ps_mode;
194   int vbo_mode;
195 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
196     we should use it.  However, until it's fully implemented, we'll leave it as a registry
197     setting for developers. */
198   BOOL glslRequested;
199   int offscreen_rendering_mode;
200   int rendertargetlock_mode;
201 /* Memory tracking and object counting */
202   unsigned int emulated_textureram;
203   char *logo;
204   int allow_multisampling;
205 } wined3d_settings_t;
206
207 extern wined3d_settings_t wined3d_settings;
208
209 /* Shader backends */
210 struct SHADER_OPCODE_ARG;
211
212 #define SHADER_PGMSIZE 65535
213 typedef struct SHADER_BUFFER {
214     char* buffer;
215     unsigned int bsize;
216     unsigned int lineNo;
217     BOOL newline;
218 } SHADER_BUFFER;
219
220 struct shader_caps {
221     DWORD               VertexShaderVersion;
222     DWORD               MaxVertexShaderConst;
223
224     DWORD               PixelShaderVersion;
225     float               PixelShader1xMaxValue;
226
227     WINED3DVSHADERCAPS2_0   VS20Caps;
228     WINED3DPSHADERCAPS2_0   PS20Caps;
229
230     DWORD               MaxVShaderInstructionsExecuted;
231     DWORD               MaxPShaderInstructionsExecuted;
232     DWORD               MaxVertexShader30InstructionSlots;
233     DWORD               MaxPixelShader30InstructionSlots;
234 };
235
236 typedef struct {
237     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
238     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
239     void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
240     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
241     void (*shader_cleanup)(IWineD3DDevice *iface);
242     void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
243     void (*shader_destroy)(IWineD3DBaseShader *iface);
244     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
245     void (*shader_free_private)(IWineD3DDevice *iface);
246     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
247     void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
248     void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
249     void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
250 } shader_backend_t;
251
252 extern const shader_backend_t atifs_shader_backend;
253 extern const shader_backend_t glsl_shader_backend;
254 extern const shader_backend_t arb_program_shader_backend;
255 extern const shader_backend_t none_shader_backend;
256
257 /* GLSL shader private data */
258 struct shader_glsl_priv {
259     hash_table_t *glsl_program_lookup;
260     struct glsl_shader_prog_link *glsl_program;
261     GLhandleARB             depth_blt_glsl_program_id;
262 };
263
264 /* ARB_program_shader private data */
265 struct shader_arb_priv {
266     GLuint                  current_vprogram_id;
267     GLuint                  current_fprogram_id;
268     GLuint                  depth_blt_vprogram_id;
269     GLuint                  depth_blt_fprogram_id;
270     BOOL                    use_arbfp_fixed_func;
271     hash_table_t            *fragment_shaders;
272 };
273
274 /* X11 locking */
275
276 extern void (*wine_tsx11_lock_ptr)(void);
277 extern void (*wine_tsx11_unlock_ptr)(void);
278
279 /* As GLX relies on X, this is needed */
280 extern int num_lock;
281
282 #if 0
283 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
284 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
285 #else
286 #define ENTER_GL() wine_tsx11_lock_ptr()
287 #define LEAVE_GL() wine_tsx11_unlock_ptr()
288 #endif
289
290 /*****************************************************************************
291  * Defines
292  */
293
294 /* GL related defines */
295 /* ------------------ */
296 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
297 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
298 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
299 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
300
301 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
302 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
303 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
304 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
305
306 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
307 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
308 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
309 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
310
311 #define D3DCOLORTOGLFLOAT4(dw, vec) \
312   (vec)[0] = D3DCOLOR_R(dw); \
313   (vec)[1] = D3DCOLOR_G(dw); \
314   (vec)[2] = D3DCOLOR_B(dw); \
315   (vec)[3] = D3DCOLOR_A(dw);
316
317 /* DirectX Device Limits */
318 /* --------------------- */
319 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
320
321 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
322                             See MaxStreams in MSDN under GetDeviceCaps */
323                          /* Maximum number of constants provided to the shaders */
324 #define HIGHEST_TRANSFORMSTATE 512 
325                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
326
327 /* Checking of API calls */
328 /* --------------------- */
329 #define checkGLcall(A)                                          \
330 {                                                               \
331     GLint err = glGetError();                                   \
332     if (err == GL_NO_ERROR) {                                   \
333        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
334                                                                 \
335     } else do {                                                 \
336         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
337             debug_glerror(err), err, A, __FILE__, __LINE__);    \
338        err = glGetError();                                      \
339     } while (err != GL_NO_ERROR);                               \
340
341
342 /* Trace routines / diagnostics */
343 /* ---------------------------- */
344
345 /* Dump out a matrix and copy it */
346 #define conv_mat(mat,gl_mat)                                                                \
347 do {                                                                                        \
348     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
349     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
350     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
351     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
352     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
353 } while (0)
354
355 /* Macro to dump out the current state of the light chain */
356 #define DUMP_LIGHT_CHAIN()                    \
357 {                                             \
358   PLIGHTINFOEL *el = This->stateBlock->lights;\
359   while (el) {                                \
360     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
361     el = el->next;                            \
362   }                                           \
363 }
364
365 /* Trace vector and strided data information */
366 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
367 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
368         sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
369
370 /* Defines used for optimizations */
371
372 /*    Only reapply what is necessary */
373 #define REAPPLY_ALPHAOP  0x0001
374 #define REAPPLY_ALL      0xFFFF
375
376 /* Advance declaration of structures to satisfy compiler */
377 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
378 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
379 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
380 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
381
382 /* Global variables */
383 extern const float identity[16];
384
385 /*****************************************************************************
386  * Compilable extra diagnostics
387  */
388
389 /* Trace information per-vertex: (extremely high amount of trace) */
390 #if 0 /* NOTE: Must be 0 in cvs */
391 # define VTRACE(A) TRACE A
392 #else 
393 # define VTRACE(A) 
394 #endif
395
396 /* Checking of per-vertex related GL calls */
397 /* --------------------- */
398 #define vcheckGLcall(A)                                         \
399 {                                                               \
400     GLint err = glGetError();                                   \
401     if (err == GL_NO_ERROR) {                                   \
402        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
403                                                                 \
404     } else do {                                                 \
405         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
406             debug_glerror(err), err, A, __FILE__, __LINE__);    \
407        err = glGetError();                                      \
408     } while (err != GL_NO_ERROR);                               \
409 }
410
411 /* TODO: Confirm each of these works when wined3d move completed */
412 #if 0 /* NOTE: Must be 0 in cvs */
413   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
414      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
415      is enabled, and if it doesn't exist it is disabled. */
416 # define FRAME_DEBUGGING
417   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
418       the file is deleted                                                                            */
419 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
420 #  define SINGLE_FRAME_DEBUGGING
421 # endif  
422   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
423      It can only be enabled when FRAME_DEBUGGING is also enabled                               
424      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
425      array is drawn.                                                                            */
426 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
427 #  define SHOW_FRAME_MAKEUP 1
428 # endif  
429   /* The following, when enabled, lets you see the makeup of the all the textures used during each
430      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
431      The contents of the textures assigned to each stage are written into 
432      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
433 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
434 #  define SHOW_TEXTURE_MAKEUP 0
435 # endif  
436 extern BOOL isOn;
437 extern BOOL isDumpingFrames;
438 extern LONG primCounter;
439 #endif
440
441 /*****************************************************************************
442  * Prototypes
443  */
444
445 /* Routine common to the draw primitive and draw indexed primitive routines */
446 void drawPrimitive(IWineD3DDevice *iface,
447                     int PrimitiveType,
448                     long NumPrimitives,
449                     /* for Indexed: */
450                     long  StartVertexIndex,
451                     UINT  numberOfVertices,
452                     long  StartIdx,
453                     short idxBytes,
454                     const void *idxData,
455                     int   minIndex);
456
457 void primitiveDeclarationConvertToStridedData(
458      IWineD3DDevice *iface,
459      BOOL useVertexShaderFunction,
460      WineDirect3DVertexStridedData *strided,
461      BOOL *fixup);
462
463 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
464
465 typedef void (*glAttribFunc)(void *data);
466 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
467 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
468 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
469 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
470 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
471
472 #define eps 1e-8
473
474 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
475     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
476
477 void depth_copy(IWineD3DDevice *iface);
478
479 /* Routines and structures related to state management */
480 typedef struct WineD3DContext WineD3DContext;
481 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
482
483 #define STATE_RENDER(a) (a)
484 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
485
486 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
487 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
488
489 /* + 1 because samplers start with 0 */
490 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
491 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
492
493 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
494 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
495
496 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
497 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
498
499 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
500 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
501 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
502 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
503
504 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
505 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
506
507 #define STATE_VSHADER (STATE_VDECL + 1)
508 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
509
510 #define STATE_VIEWPORT (STATE_VSHADER + 1)
511 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
512
513 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
514 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
515 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
516 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
517
518 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
519 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
520
521 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
522 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
523
524 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
525 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
526
527 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
528
529 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
530
531 #define STATE_HIGHEST (STATE_FRONTFACE)
532
533 struct StateEntry
534 {
535     DWORD               representative;
536     APPLYSTATEFUNC      apply;
537 };
538
539 struct StateEntryTemplate
540 {
541     DWORD               state;
542     struct StateEntry   content;
543     GL_SupportedExt     extension;
544 };
545
546 struct fragment_caps {
547     DWORD               PrimitiveMiscCaps;
548
549     DWORD               TextureOpCaps;
550     DWORD               MaxTextureBlendStages;
551     DWORD               MaxSimultaneousTextures;
552 };
553
554 struct fragment_pipeline {
555     void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
556     void (*get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
557     HRESULT (*alloc_private)(IWineD3DDevice *iface);
558     void (*free_private)(IWineD3DDevice *iface);
559     const struct StateEntryTemplate *states;
560 };
561
562 extern const struct StateEntryTemplate misc_state_template[];
563 extern const struct StateEntryTemplate ffp_vertexstate_template[];
564 extern const struct fragment_pipeline ffp_fragment_pipeline;
565 extern const struct fragment_pipeline atifs_fragment_pipeline;
566 extern const struct fragment_pipeline arbfp_fragment_pipeline;
567 extern const struct fragment_pipeline nvts_fragment_pipeline;
568 extern const struct fragment_pipeline nvrc_fragment_pipeline;
569
570 /* "Base" state table */
571 void compile_state_table(struct StateEntry *StateTable,
572                          APPLYSTATEFUNC **dev_multistate_funcs,
573                          WineD3D_GL_Info *gl_info,
574                          const struct StateEntryTemplate *vertex,
575                          const struct fragment_pipeline *fragment,
576                          const struct StateEntryTemplate *misc);
577
578 /* The new context manager that should deal with onscreen and offscreen rendering */
579 struct WineD3DContext {
580     /* State dirtification
581      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
582      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
583      * 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
584      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
585      */
586     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
587     DWORD                   numDirtyEntries;
588     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
589
590     IWineD3DSurface         *surface;
591     DWORD                   tid;    /* Thread ID which owns this context at the moment */
592
593     /* Stores some information about the context state for optimization */
594     GLint                   last_draw_buffer;
595     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
596     BOOL                    last_was_pshader;
597     BOOL                    last_was_vshader;
598     BOOL                    last_was_foggy_shader;
599     BOOL                    namedArraysLoaded, numberedArraysLoaded;
600     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
601     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
602     unsigned char           num_untracked_materials;
603     GLenum                  untracked_materials[2];
604     BOOL                    last_was_blit, last_was_ckey;
605     UINT                    blit_w, blit_h;
606     char                    texShaderBumpMap;
607     BOOL                    fog_coord;
608
609     char                    *vshader_const_dirty, *pshader_const_dirty;
610
611     /* The actual opengl context */
612     HGLRC                   glCtx;
613     HWND                    win_handle;
614     HDC                     hdc;
615     HPBUFFERARB             pbuffer;
616     BOOL                    isPBuffer;
617     GLint                   aux_buffers;
618 };
619
620 typedef enum ContextUsage {
621     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
622     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
623     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
624     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
625 } ContextUsage;
626
627 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
628 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
629 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
630 void apply_fbo_state(IWineD3DDevice *iface);
631
632 /* Macros for doing basic GPU detection based on opengl capabilities */
633 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
634 #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])
635 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
636 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
637
638 /* Default callbacks for implicit object destruction */
639 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
640
641 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
642
643 /*****************************************************************************
644  * Internal representation of a light
645  */
646 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
647 struct PLIGHTINFOEL {
648     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
649     DWORD        OriginalIndex;
650     LONG         glIndex;
651     BOOL         changed;
652     BOOL         enabledChanged;
653     BOOL         enabled;
654
655     /* Converted parms to speed up swapping lights */
656     float                         lightPosn[4];
657     float                         lightDirn[4];
658     float                         exponent;
659     float                         cutoff;
660
661     struct list entry;
662 };
663
664 /* The default light parameters */
665 extern const WINED3DLIGHT WINED3D_default_light;
666
667 typedef struct WineD3D_PixelFormat
668 {
669     int iPixelFormat; /* WGL pixel format */
670     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
671     int redSize, greenSize, blueSize, alphaSize;
672     int depthSize, stencilSize;
673     BOOL windowDrawable;
674     BOOL pbufferDrawable;
675     BOOL doubleBuffer;
676     int auxBuffers;
677     int numSamples;
678 } WineD3D_PixelFormat;
679
680 /* The adapter structure */
681 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
682 struct WineD3DAdapter
683 {
684     UINT                    num;
685     BOOL                    opengl;
686     POINT                   monitorPoint;
687     WineD3D_GL_Info         gl_info;
688     const char              *driver;
689     const char              *description;
690     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
691     int                     nCfgs;
692     WineD3D_PixelFormat     *cfgs;
693     BOOL                    brokenStencil; /* Set on cards which only offer mixed depth+stencil */
694     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
695     unsigned int            UsedTextureRam;
696 };
697
698 extern BOOL InitAdapters(void);
699 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
700 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
701
702 /*****************************************************************************
703  * High order patch management
704  */
705 struct WineD3DRectPatch
706 {
707     UINT                            Handle;
708     float                          *mem;
709     WineDirect3DVertexStridedData   strided;
710     WINED3DRECTPATCH_INFO           RectPatchInfo;
711     float                           numSegs[4];
712     char                            has_normals, has_texcoords;
713     struct list                     entry;
714 };
715
716 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
717
718 enum projection_types
719 {
720     proj_none    = 0,
721     proj_count3  = 1,
722     proj_count4  = 2
723 };
724
725 enum tex_types
726 {
727     tex_1d       = 0,
728     tex_2d       = 1,
729     tex_3d       = 2,
730     tex_cube     = 3,
731     tex_rect     = 4
732 };
733
734 enum dst_arg
735 {
736     resultreg    = 0,
737     tempreg      = 1
738 };
739
740 /*****************************************************************************
741  * Fixed function pipeline replacements
742  */
743 struct texture_stage_op
744 {
745     unsigned                cop : 5, aop : 5;
746     unsigned                carg1 : 6, carg2 : 6, carg0 : 6;
747     unsigned                tex_type : 3;
748     unsigned                dst : 1;
749     unsigned                aarg1 : 6, aarg2 : 6, aarg0 : 6;
750     unsigned                projected : 2;
751     WINED3DFORMAT           color_correction;
752 };
753
754 struct ffp_settings {
755     struct texture_stage_op     op[MAX_TEXTURES];
756     enum {
757         FOG_OFF,
758         FOG_LINEAR,
759         FOG_EXP,
760         FOG_EXP2
761     } fog;
762 };
763
764 struct ffp_desc
765 {
766     struct ffp_settings         settings;
767 };
768
769 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct ffp_settings *settings, BOOL ignore_textype);
770 struct ffp_desc *find_ffp_shader(hash_table_t *fragment_shaders, struct ffp_settings *settings);
771 void add_ffp_shader(hash_table_t *shaders, struct ffp_desc *desc);
772 BOOL ffp_program_key_compare(void *keya, void *keyb);
773 unsigned int ffp_program_key_hash(void *key);
774
775 /*****************************************************************************
776  * IWineD3D implementation structure
777  */
778 typedef struct IWineD3DImpl
779 {
780     /* IUnknown fields */
781     const IWineD3DVtbl     *lpVtbl;
782     LONG                    ref;     /* Note: Ref counting not required */
783
784     /* WineD3D Information */
785     IUnknown               *parent;
786     UINT                    dxVersion;
787 } IWineD3DImpl;
788
789 extern const IWineD3DVtbl IWineD3D_Vtbl;
790
791 /* TODO: setup some flags in the registry to enable, disable pbuffer support
792 (since it will break quite a few things until contexts are managed properly!) */
793 extern BOOL pbuffer_support;
794 /* allocate one pbuffer per surface */
795 extern BOOL pbuffer_per_surface;
796
797 /* A helper function that dumps a resource list */
798 void dumpResources(struct list *list);
799
800 /*****************************************************************************
801  * IWineD3DDevice implementation structure
802  */
803 struct IWineD3DDeviceImpl
804 {
805     /* IUnknown fields      */
806     const IWineD3DDeviceVtbl *lpVtbl;
807     LONG                    ref;     /* Note: Ref counting not required */
808
809     /* WineD3D Information  */
810     IUnknown               *parent;
811     IWineD3D               *wineD3D;
812     struct WineD3DAdapter  *adapter;
813
814     /* Window styles to restore when switching fullscreen mode */
815     LONG                    style;
816     LONG                    exStyle;
817
818     /* X and GL Information */
819     GLint                   maxConcurrentLights;
820     GLenum                  offscreenBuffer;
821
822     /* Selected capabilities */
823     int vs_selected_mode;
824     int ps_selected_mode;
825     const shader_backend_t *shader_backend;
826     void *shader_priv;
827     void *fragment_priv;
828     struct StateEntry StateTable[STATE_HIGHEST + 1];
829     /* Array of functions for states which are handled by more than one pipeline part */
830     APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
831     const struct fragment_pipeline *frag_pipe;
832
833     /* To store */
834     BOOL                    view_ident;        /* true iff view matrix is identity                */
835     BOOL                    untransformed;
836     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
837     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
838
839     /* State block related */
840     BOOL                    isRecordingState;
841     IWineD3DStateBlockImpl *stateBlock;
842     IWineD3DStateBlockImpl *updateStateBlock;
843     BOOL                   isInDraw;
844
845     /* Internal use fields  */
846     WINED3DDEVICE_CREATION_PARAMETERS createParms;
847     UINT                            adapterNo;
848     WINED3DDEVTYPE                  devType;
849
850     IWineD3DSwapChain     **swapchains;
851     UINT                    NumberOfSwapChains;
852
853     struct list             resources; /* a linked list to track resources created by the device */
854     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
855     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
856
857     /* Render Target Support */
858     IWineD3DSurface       **render_targets;
859     IWineD3DSurface        *auto_depth_stencil_buffer;
860     IWineD3DSurface       **fbo_color_attachments;
861     IWineD3DSurface        *fbo_depth_attachment;
862
863     IWineD3DSurface        *stencilBufferTarget;
864
865     /* Caches to avoid unneeded context changes */
866     IWineD3DSurface        *lastActiveRenderTarget;
867     IWineD3DSwapChain      *lastActiveSwapChain;
868
869     /* palettes texture management */
870     UINT                    NumberOfPalettes;
871     PALETTEENTRY            **palettes;
872     UINT                    currentPalette;
873     UINT                    paletteConversionShader;
874
875     /* For rendering to a texture using glCopyTexImage */
876     BOOL                    render_offscreen;
877     GLuint                  fbo;
878     GLuint                  src_fbo;
879     GLuint                  dst_fbo;
880     GLenum                  *draw_buffers;
881     GLuint                  depth_blt_texture;
882     GLuint                  depth_blt_rb;
883     UINT                    depth_blt_rb_w;
884     UINT                    depth_blt_rb_h;
885
886     /* Cursor management */
887     BOOL                    bCursorVisible;
888     UINT                    xHotSpot;
889     UINT                    yHotSpot;
890     UINT                    xScreenSpace;
891     UINT                    yScreenSpace;
892     UINT                    cursorWidth, cursorHeight;
893     GLuint                  cursorTexture;
894     BOOL                    haveHardwareCursor;
895     HCURSOR                 hardwareCursor;
896
897     /* The Wine logo surface */
898     IWineD3DSurface        *logo_surface;
899
900     /* Textures for when no other textures are mapped */
901     UINT                          dummyTextureName[MAX_TEXTURES];
902
903     /* Debug stream management */
904     BOOL                     debug;
905
906     /* Device state management */
907     HRESULT                 state;
908     BOOL                    d3d_initialized;
909
910     /* A flag to check for proper BeginScene / EndScene call pairs */
911     BOOL inScene;
912
913     /* process vertex shaders using software or hardware */
914     BOOL softwareVertexProcessing;
915
916     /* DirectDraw stuff */
917     HWND ddraw_window;
918     IWineD3DSurface *ddraw_primary;
919     DWORD ddraw_width, ddraw_height;
920     WINED3DFORMAT ddraw_format;
921     BOOL ddraw_fullscreen;
922
923     /* Final position fixup constant */
924     float                       posFixup[4];
925
926     /* With register combiners we can skip junk texture stages */
927     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
928     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
929     BOOL                      fixed_function_usage_map[MAX_TEXTURES];
930
931     /* Stream source management */
932     WineDirect3DVertexStridedData strided_streams;
933     WineDirect3DVertexStridedData *up_strided;
934     BOOL                      useDrawStridedSlow;
935     BOOL                      instancedDraw;
936
937     /* Context management */
938     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
939     WineD3DContext          *activeContext;
940     DWORD                   lastThread;
941     UINT                    numContexts;
942     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
943     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
944
945     /* High level patch management */
946 #define PATCHMAP_SIZE 43
947 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
948     struct list             patches[PATCHMAP_SIZE];
949     struct WineD3DRectPatch *currentPatch;
950 };
951
952 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
953
954 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
955                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
956                                         float Z, DWORD Stencil);
957 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
958 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
959 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
960     DWORD idx = state >> 5;
961     BYTE shift = state & 0x1f;
962     return context->isStateDirty[idx] & (1 << shift);
963 }
964
965 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
966 typedef struct PrivateData
967 {
968     struct list entry;
969
970     GUID tag;
971     DWORD flags; /* DDSPD_* */
972     DWORD uniqueness_value;
973
974     union
975     {
976         LPVOID data;
977         LPUNKNOWN object;
978     } ptr;
979
980     DWORD size;
981 } PrivateData;
982
983 /*****************************************************************************
984  * IWineD3DResource implementation structure
985  */
986 typedef struct IWineD3DResourceClass
987 {
988     /* IUnknown fields */
989     LONG                    ref;     /* Note: Ref counting not required */
990
991     /* WineD3DResource Information */
992     IUnknown               *parent;
993     WINED3DRESOURCETYPE     resourceType;
994     IWineD3DDeviceImpl     *wineD3DDevice;
995     WINED3DPOOL             pool;
996     UINT                    size;
997     DWORD                   usage;
998     WINED3DFORMAT           format;
999     BYTE                   *allocatedMemory; /* Pointer to the real data location */
1000     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
1001     struct list             privateData;
1002     struct list             resource_list_entry;
1003
1004 } IWineD3DResourceClass;
1005
1006 typedef struct IWineD3DResourceImpl
1007 {
1008     /* IUnknown & WineD3DResource Information     */
1009     const IWineD3DResourceVtbl *lpVtbl;
1010     IWineD3DResourceClass   resource;
1011 } IWineD3DResourceImpl;
1012
1013 /* Tests show that the start address of resources is 32 byte aligned */
1014 #define RESOURCE_ALIGNMENT 32
1015
1016 /*****************************************************************************
1017  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1018  */
1019 enum vbo_conversion_type {
1020     CONV_NONE               = 0,
1021     CONV_D3DCOLOR           = 1,
1022     CONV_POSITIONT          = 2,
1023     CONV_FLOAT16_2          = 3 /* Also handles FLOAT16_4 */
1024
1025     /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1026      * fixed function semantics as D3DCOLOR or FLOAT16
1027      */
1028 };
1029
1030 typedef struct IWineD3DVertexBufferImpl
1031 {
1032     /* IUnknown & WineD3DResource Information     */
1033     const IWineD3DVertexBufferVtbl *lpVtbl;
1034     IWineD3DResourceClass     resource;
1035
1036     /* WineD3DVertexBuffer specifics */
1037     DWORD                     fvf;
1038
1039     /* Vertex buffer object support */
1040     GLuint                    vbo;
1041     BYTE                      Flags;
1042     LONG                      bindCount;
1043     LONG                      vbo_size;
1044     GLenum                    vbo_usage;
1045
1046     UINT                      dirtystart, dirtyend;
1047     LONG                      lockcount;
1048
1049     LONG                      declChanges, draws;
1050     /* Last description of the buffer */
1051     DWORD                     stride;       /* 0 if no conversion               */
1052     enum vbo_conversion_type  *conv_map;    /* NULL if no conversion            */
1053
1054     /* Extra load offsets, for FLOAT16 conversion */
1055     DWORD                     *conv_shift;  /* NULL if no shifted conversion    */
1056     DWORD                     conv_stride;  /* 0 if no shifted conversion       */
1057 } IWineD3DVertexBufferImpl;
1058
1059 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1060
1061 #define VBFLAG_OPTIMIZED      0x01    /* Optimize has been called for the VB */
1062 #define VBFLAG_DIRTY          0x02    /* Buffer data has been modified */
1063 #define VBFLAG_HASDESC        0x04    /* A vertex description has been found */
1064 #define VBFLAG_CREATEVBO      0x08    /* Attempt to create a VBO next PreLoad */
1065
1066 /*****************************************************************************
1067  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1068  */
1069 typedef struct IWineD3DIndexBufferImpl
1070 {
1071     /* IUnknown & WineD3DResource Information     */
1072     const IWineD3DIndexBufferVtbl *lpVtbl;
1073     IWineD3DResourceClass     resource;
1074
1075     GLuint                    vbo;
1076     UINT                      dirtystart, dirtyend;
1077     LONG                      lockcount;
1078
1079     /* WineD3DVertexBuffer specifics */
1080 } IWineD3DIndexBufferImpl;
1081
1082 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1083
1084 /*****************************************************************************
1085  * IWineD3DBaseTexture D3D- > openGL state map lookups
1086  */
1087 #define WINED3DFUNC_NOTSUPPORTED  -2
1088 #define WINED3DFUNC_UNIMPLEMENTED -1
1089
1090 typedef enum winetexturestates {
1091     WINED3DTEXSTA_ADDRESSU       = 0,
1092     WINED3DTEXSTA_ADDRESSV       = 1,
1093     WINED3DTEXSTA_ADDRESSW       = 2,
1094     WINED3DTEXSTA_BORDERCOLOR    = 3,
1095     WINED3DTEXSTA_MAGFILTER      = 4,
1096     WINED3DTEXSTA_MINFILTER      = 5,
1097     WINED3DTEXSTA_MIPFILTER      = 6,
1098     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1099     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1100     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1101     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1102     WINED3DTEXSTA_DMAPOFFSET     = 11,
1103     WINED3DTEXSTA_TSSADDRESSW    = 12,
1104     MAX_WINETEXTURESTATES        = 13,
1105 } winetexturestates;
1106
1107 /*****************************************************************************
1108  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1109  */
1110 typedef struct IWineD3DBaseTextureClass
1111 {
1112     UINT                    levels;
1113     BOOL                    dirty;
1114     UINT                    textureName;
1115     UINT                    LOD;
1116     WINED3DTEXTUREFILTERTYPE filterType;
1117     DWORD                   states[MAX_WINETEXTURESTATES];
1118     LONG                    bindCount;
1119     DWORD                   sampler;
1120     BOOL                    is_srgb;
1121     UINT                    srgb_mode_change_count;
1122     WINED3DFORMAT           shader_conversion_group;
1123     float                   pow2Matrix[16];
1124     minMipLookup_t          *minMipLookup;
1125     magLookup_t             *magLookup;
1126 } IWineD3DBaseTextureClass;
1127
1128 typedef struct IWineD3DBaseTextureImpl
1129 {
1130     /* IUnknown & WineD3DResource Information     */
1131     const IWineD3DBaseTextureVtbl *lpVtbl;
1132     IWineD3DResourceClass     resource;
1133     IWineD3DBaseTextureClass  baseTexture;
1134
1135 } IWineD3DBaseTextureImpl;
1136
1137 /*****************************************************************************
1138  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1139  */
1140 typedef struct IWineD3DTextureImpl
1141 {
1142     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1143     const IWineD3DTextureVtbl *lpVtbl;
1144     IWineD3DResourceClass     resource;
1145     IWineD3DBaseTextureClass  baseTexture;
1146
1147     /* IWineD3DTexture */
1148     IWineD3DSurface          *surfaces[MAX_LEVELS];
1149     
1150     UINT                      width;
1151     UINT                      height;
1152     UINT                      target;
1153     BOOL                      cond_np2;
1154
1155 } IWineD3DTextureImpl;
1156
1157 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1158
1159 /*****************************************************************************
1160  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1161  */
1162 typedef struct IWineD3DCubeTextureImpl
1163 {
1164     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1165     const IWineD3DCubeTextureVtbl *lpVtbl;
1166     IWineD3DResourceClass     resource;
1167     IWineD3DBaseTextureClass  baseTexture;
1168
1169     /* IWineD3DCubeTexture */
1170     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
1171
1172     UINT                      edgeLength;
1173 } IWineD3DCubeTextureImpl;
1174
1175 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1176
1177 typedef struct _WINED3DVOLUMET_DESC
1178 {
1179     UINT                    Width;
1180     UINT                    Height;
1181     UINT                    Depth;
1182 } WINED3DVOLUMET_DESC;
1183
1184 /*****************************************************************************
1185  * IWineD3DVolume implementation structure (extends IUnknown)
1186  */
1187 typedef struct IWineD3DVolumeImpl
1188 {
1189     /* IUnknown & WineD3DResource fields */
1190     const IWineD3DVolumeVtbl  *lpVtbl;
1191     IWineD3DResourceClass      resource;
1192
1193     /* WineD3DVolume Information */
1194     WINED3DVOLUMET_DESC      currentDesc;
1195     IWineD3DBase            *container;
1196     UINT                    bytesPerPixel;
1197
1198     BOOL                    lockable;
1199     BOOL                    locked;
1200     WINED3DBOX              lockedBox;
1201     WINED3DBOX              dirtyBox;
1202     BOOL                    dirty;
1203
1204
1205 } IWineD3DVolumeImpl;
1206
1207 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1208
1209 /*****************************************************************************
1210  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1211  */
1212 typedef struct IWineD3DVolumeTextureImpl
1213 {
1214     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1215     const IWineD3DVolumeTextureVtbl *lpVtbl;
1216     IWineD3DResourceClass     resource;
1217     IWineD3DBaseTextureClass  baseTexture;
1218
1219     /* IWineD3DVolumeTexture */
1220     IWineD3DVolume           *volumes[MAX_LEVELS];
1221
1222     UINT                      width;
1223     UINT                      height;
1224     UINT                      depth;
1225 } IWineD3DVolumeTextureImpl;
1226
1227 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1228
1229 typedef struct _WINED3DSURFACET_DESC
1230 {
1231     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1232     DWORD                   MultiSampleQuality;
1233     UINT                    Width;
1234     UINT                    Height;
1235 } WINED3DSURFACET_DESC;
1236
1237 /*****************************************************************************
1238  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1239  */
1240 typedef struct wineD3DSurface_DIB {
1241     HBITMAP DIBsection;
1242     void* bitmap_data;
1243     UINT bitmap_size;
1244     HGDIOBJ holdbitmap;
1245     BOOL client_memory;
1246 } wineD3DSurface_DIB;
1247
1248 typedef struct {
1249     struct list entry;
1250     GLuint id;
1251     UINT width;
1252     UINT height;
1253 } renderbuffer_entry_t;
1254
1255 /*****************************************************************************
1256  * IWineD3DClipp implementation structure
1257  */
1258 typedef struct IWineD3DClipperImpl
1259 {
1260     const IWineD3DClipperVtbl *lpVtbl;
1261     LONG ref;
1262
1263     IUnknown *Parent;
1264     HWND hWnd;
1265 } IWineD3DClipperImpl;
1266
1267
1268 /*****************************************************************************
1269  * IWineD3DSurface implementation structure
1270  */
1271 struct IWineD3DSurfaceImpl
1272 {
1273     /* IUnknown & IWineD3DResource Information     */
1274     const IWineD3DSurfaceVtbl *lpVtbl;
1275     IWineD3DResourceClass     resource;
1276
1277     /* IWineD3DSurface fields */
1278     IWineD3DBase              *container;
1279     WINED3DSURFACET_DESC      currentDesc;
1280     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1281     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1282
1283     UINT                      bytesPerPixel;
1284
1285     /* TODO: move this off into a management class(maybe!) */
1286     DWORD                      Flags;
1287
1288     UINT                      pow2Width;
1289     UINT                      pow2Height;
1290
1291     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1292     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1293
1294     /* Oversized texture */
1295     RECT                      glRect;
1296
1297     /* PBO */
1298     GLuint                    pbo;
1299
1300     RECT                      lockedRect;
1301     RECT                      dirtyRect;
1302     int                       lockCount;
1303 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1304
1305     glDescriptor              glDescription;
1306     BOOL                      srgb;
1307
1308     /* For GetDC */
1309     wineD3DSurface_DIB        dib;
1310     HDC                       hDC;
1311
1312     /* Color keys for DDraw */
1313     WINEDDCOLORKEY            DestBltCKey;
1314     WINEDDCOLORKEY            DestOverlayCKey;
1315     WINEDDCOLORKEY            SrcOverlayCKey;
1316     WINEDDCOLORKEY            SrcBltCKey;
1317     DWORD                     CKeyFlags;
1318
1319     WINEDDCOLORKEY            glCKey;
1320
1321     struct list               renderbuffers;
1322     renderbuffer_entry_t      *current_renderbuffer;
1323
1324     /* DirectDraw clippers */
1325     IWineD3DClipper           *clipper;
1326 };
1327
1328 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1329 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1330
1331 /* Predeclare the shared Surface functions */
1332 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1333 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1334 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1335 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1336 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1337 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1338 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1339 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1340 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1341 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1342 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1343 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1344 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1345 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1346 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1347 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1348 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1349 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1350 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1351 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1352 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1353 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1354 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1355 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1356 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1357 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1358 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1359 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1360 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1361 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1362 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1363 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1364 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1365 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1366
1367 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1368
1369 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1370 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1371 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1372 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1373
1374 /* Surface flags: */
1375 #define SFLAG_OVERSIZE      0x00000001 /* Surface is bigger than gl size, blts only */
1376 #define SFLAG_CONVERTED     0x00000002 /* Converted for color keying or Palettized */
1377 #define SFLAG_DIBSECTION    0x00000004 /* Has a DIB section attached for GetDC */
1378 #define SFLAG_LOCKABLE      0x00000008 /* Surface can be locked */
1379 #define SFLAG_DISCARD       0x00000010 /* ??? */
1380 #define SFLAG_LOCKED        0x00000020 /* Surface is locked atm */
1381 #define SFLAG_INTEXTURE     0x00000040 /* The GL texture contains the newest surface content */
1382 #define SFLAG_INDRAWABLE    0x00000080 /* The gl drawable contains the most up to date data */
1383 #define SFLAG_INSYSMEM      0x00000100 /* The system memory copy is most up to date */
1384 #define SFLAG_NONPOW2       0x00000200 /* Surface sizes are not a power of 2 */
1385 #define SFLAG_DYNLOCK       0x00000400 /* Surface is often locked by the app */
1386 #define SFLAG_DYNCHANGE     0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1387 #define SFLAG_DCINUSE       0x00001000 /* Set between GetDC and ReleaseDC calls */
1388 #define SFLAG_LOST          0x00002000 /* Surface lost flag for DDraw */
1389 #define SFLAG_USERPTR       0x00004000 /* The application allocated the memory for this surface */
1390 #define SFLAG_GLCKEY        0x00008000 /* The gl texture was created with a color key */
1391 #define SFLAG_CLIENT        0x00010000 /* GL_APPLE_client_storage is used on that texture */
1392 #define SFLAG_ALLOCATED     0x00020000 /* A gl texture is allocated for this surface */
1393 #define SFLAG_PBO           0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1394 #define SFLAG_NORMCOORD     0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1395 #define SFLAG_DS_ONSCREEN   0x00100000 /* Is a depth stencil, last modified onscreen */
1396 #define SFLAG_DS_OFFSCREEN  0x00200000 /* Is a depth stencil, last modified offscreen */
1397
1398 /* In some conditions the surface memory must not be freed:
1399  * SFLAG_OVERSIZE: Not all data can be kept in GL
1400  * SFLAG_CONVERTED: Converting the data back would take too long
1401  * SFLAG_DIBSECTION: The dib code manages the memory
1402  * SFLAG_LOCKED: The app requires access to the surface data
1403  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1404  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1405  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1406  * SFLAG_CLIENT: OpenGL uses our memory as backup
1407  */
1408 #define SFLAG_DONOTFREE     (SFLAG_OVERSIZE   | \
1409                              SFLAG_CONVERTED  | \
1410                              SFLAG_DIBSECTION | \
1411                              SFLAG_LOCKED     | \
1412                              SFLAG_DYNLOCK    | \
1413                              SFLAG_DYNCHANGE  | \
1414                              SFLAG_USERPTR    | \
1415                              SFLAG_PBO        | \
1416                              SFLAG_CLIENT)
1417
1418 #define SFLAG_LOCATIONS     (SFLAG_INSYSMEM   | \
1419                              SFLAG_INTEXTURE  | \
1420                              SFLAG_INDRAWABLE)
1421
1422 #define SFLAG_DS_LOCATIONS  (SFLAG_DS_ONSCREEN | \
1423                              SFLAG_DS_OFFSCREEN)
1424
1425 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1426
1427 typedef enum {
1428     NO_CONVERSION,
1429     CONVERT_PALETTED,
1430     CONVERT_PALETTED_CK,
1431     CONVERT_CK_565,
1432     CONVERT_CK_5551,
1433     CONVERT_CK_4444,
1434     CONVERT_CK_4444_ARGB,
1435     CONVERT_CK_1555,
1436     CONVERT_555,
1437     CONVERT_CK_RGB24,
1438     CONVERT_CK_8888,
1439     CONVERT_CK_8888_ARGB,
1440     CONVERT_RGB32_888,
1441     CONVERT_V8U8,
1442     CONVERT_L6V5U5,
1443     CONVERT_X8L8V8U8,
1444     CONVERT_Q8W8V8U8,
1445     CONVERT_V16U16,
1446     CONVERT_A4L4,
1447     CONVERT_R32F,
1448     CONVERT_R16F,
1449     CONVERT_G16R16,
1450 } CONVERT_TYPES;
1451
1452 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);
1453
1454 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1455
1456 /*****************************************************************************
1457  * IWineD3DVertexDeclaration implementation structure
1458  */
1459 typedef struct attrib_declaration {
1460     DWORD usage;
1461     DWORD idx;
1462 } attrib_declaration;
1463
1464 #define MAX_ATTRIBS 16
1465
1466 typedef struct IWineD3DVertexDeclarationImpl {
1467     /* IUnknown  Information */
1468     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1469     LONG                    ref;
1470
1471     IUnknown                *parent;
1472     IWineD3DDeviceImpl      *wineD3DDevice;
1473
1474     WINED3DVERTEXELEMENT    *pDeclarationWine;
1475     UINT                    declarationWNumElements;
1476
1477     DWORD                   streams[MAX_STREAMS];
1478     UINT                    num_streams;
1479     BOOL                    position_transformed;
1480     BOOL                    half_float_conv_needed;
1481
1482     /* Ordered array of declaration types that need swizzling in a vshader */
1483     attrib_declaration      swizzled_attribs[MAX_ATTRIBS];
1484     UINT                    num_swizzled_attribs;
1485 } IWineD3DVertexDeclarationImpl;
1486
1487 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1488
1489 /*****************************************************************************
1490  * IWineD3DStateBlock implementation structure
1491  */
1492
1493 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1494 /*   Note: Very long winded but gl Lists are not flexible enough */
1495 /*   to resolve everything we need, so doing it manually for now */
1496 typedef struct SAVEDSTATES {
1497         BOOL                      indices;
1498         BOOL                      material;
1499         BOOL                      fvf;
1500         BOOL                      streamSource[MAX_STREAMS];
1501         BOOL                      streamFreq[MAX_STREAMS];
1502         BOOL                      textures[MAX_COMBINED_SAMPLERS];
1503         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1504         BOOL                      viewport;
1505         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1506         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1507         BOOL                      samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1508         BOOL                      clipplane[MAX_CLIPPLANES];
1509         BOOL                      vertexDecl;
1510         BOOL                      pixelShader;
1511         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1512         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1513         BOOL                     *pixelShaderConstantsF;
1514         BOOL                      vertexShader;
1515         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1516         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1517         BOOL                     *vertexShaderConstantsF;
1518         BOOL                      scissorRect;
1519 } SAVEDSTATES;
1520
1521 typedef struct {
1522     struct  list entry;
1523     DWORD   count;
1524     DWORD   idx[13];
1525 } constants_entry;
1526
1527 struct StageState {
1528     DWORD stage;
1529     DWORD state;
1530 };
1531
1532 struct IWineD3DStateBlockImpl
1533 {
1534     /* IUnknown fields */
1535     const IWineD3DStateBlockVtbl *lpVtbl;
1536     LONG                      ref;     /* Note: Ref counting not required */
1537
1538     /* IWineD3DStateBlock information */
1539     IUnknown                 *parent;
1540     IWineD3DDeviceImpl       *wineD3DDevice;
1541     WINED3DSTATEBLOCKTYPE     blockType;
1542
1543     /* Array indicating whether things have been set or changed */
1544     SAVEDSTATES               changed;
1545     struct list               set_vconstantsF;
1546     struct list               set_pconstantsF;
1547
1548     /* Drawing - Vertex Shader or FVF related */
1549     DWORD                     fvf;
1550     /* Vertex Shader Declaration */
1551     IWineD3DVertexDeclaration *vertexDecl;
1552
1553     IWineD3DVertexShader      *vertexShader;
1554
1555     /* Vertex Shader Constants */
1556     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1557     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1558     float                     *vertexShaderConstantF;
1559
1560     /* Stream Source */
1561     BOOL                      streamIsUP;
1562     UINT                      streamStride[MAX_STREAMS];
1563     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1564     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1565     UINT                      streamFreq[MAX_STREAMS + 1];
1566     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1567
1568     /* Indices */
1569     IWineD3DIndexBuffer*      pIndexData;
1570     INT                       baseVertexIndex;
1571     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1572
1573     /* Transform */
1574     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1575
1576     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1577 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1578 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1579     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1580     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1581
1582     /* Clipping */
1583     double                    clipplane[MAX_CLIPPLANES][4];
1584     WINED3DCLIPSTATUS         clip_status;
1585
1586     /* ViewPort */
1587     WINED3DVIEWPORT           viewport;
1588
1589     /* Material */
1590     WINED3DMATERIAL           material;
1591
1592     /* Pixel Shader */
1593     IWineD3DPixelShader      *pixelShader;
1594
1595     /* Pixel Shader Constants */
1596     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1597     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1598     float                     *pixelShaderConstantF;
1599
1600     /* RenderState */
1601     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1602
1603     /* Texture */
1604     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1605     int                       textureDimensions[MAX_COMBINED_SAMPLERS];
1606
1607     /* Texture State Stage */
1608     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1609     DWORD                     lowest_disabled_stage;
1610     /* Sampler States */
1611     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1612
1613     /* Scissor test rectangle */
1614     RECT                      scissorRect;
1615
1616     /* Contained state management */
1617     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1618     unsigned int              num_contained_render_states;
1619     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1620     unsigned int              num_contained_transform_states;
1621     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1622     unsigned int              num_contained_vs_consts_i;
1623     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1624     unsigned int              num_contained_vs_consts_b;
1625     DWORD                     *contained_vs_consts_f;
1626     unsigned int              num_contained_vs_consts_f;
1627     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1628     unsigned int              num_contained_ps_consts_i;
1629     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1630     unsigned int              num_contained_ps_consts_b;
1631     DWORD                     *contained_ps_consts_f;
1632     unsigned int              num_contained_ps_consts_f;
1633     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1634     unsigned int              num_contained_tss_states;
1635     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1636     unsigned int              num_contained_sampler_states;
1637 };
1638
1639 extern void stateblock_savedstates_set(
1640     IWineD3DStateBlock* iface,
1641     SAVEDSTATES* states,
1642     BOOL value);
1643
1644 extern void stateblock_savedstates_copy(
1645     IWineD3DStateBlock* iface,
1646     SAVEDSTATES* dest,
1647     SAVEDSTATES* source);
1648
1649 extern void stateblock_copy(
1650     IWineD3DStateBlock* destination,
1651     IWineD3DStateBlock* source);
1652
1653 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1654
1655 /* Direct3D terminology with little modifications. We do not have an issued state
1656  * because only the driver knows about it, but we have a created state because d3d
1657  * allows GetData on a created issue, but opengl doesn't
1658  */
1659 enum query_state {
1660     QUERY_CREATED,
1661     QUERY_SIGNALLED,
1662     QUERY_BUILDING
1663 };
1664 /*****************************************************************************
1665  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1666  */
1667 typedef struct IWineD3DQueryImpl
1668 {
1669     const IWineD3DQueryVtbl  *lpVtbl;
1670     LONG                      ref;     /* Note: Ref counting not required */
1671     
1672     IUnknown                 *parent;
1673     /*TODO: replace with iface usage */
1674 #if 0
1675     IWineD3DDevice         *wineD3DDevice;
1676 #else
1677     IWineD3DDeviceImpl       *wineD3DDevice;
1678 #endif
1679
1680     /* IWineD3DQuery fields */
1681     enum query_state         state;
1682     WINED3DQUERYTYPE         type;
1683     /* TODO: Think about using a IUnknown instead of a void* */
1684     void                     *extendedData;
1685     
1686   
1687 } IWineD3DQueryImpl;
1688
1689 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1690 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1691 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1692
1693 /* Datastructures for IWineD3DQueryImpl.extendedData */
1694 typedef struct  WineQueryOcclusionData {
1695     GLuint  queryId;
1696     WineD3DContext *ctx;
1697 } WineQueryOcclusionData;
1698
1699 typedef struct  WineQueryEventData {
1700     GLuint  fenceId;
1701     WineD3DContext *ctx;
1702 } WineQueryEventData;
1703
1704 /*****************************************************************************
1705  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1706  */
1707
1708 typedef struct IWineD3DSwapChainImpl
1709 {
1710     /*IUnknown part*/
1711     const IWineD3DSwapChainVtbl *lpVtbl;
1712     LONG                      ref;     /* Note: Ref counting not required */
1713
1714     IUnknown                 *parent;
1715     IWineD3DDeviceImpl       *wineD3DDevice;
1716
1717     /* IWineD3DSwapChain fields */
1718     IWineD3DSurface         **backBuffer;
1719     IWineD3DSurface          *frontBuffer;
1720     BOOL                      wantsDepthStencilBuffer;
1721     WINED3DPRESENT_PARAMETERS presentParms;
1722     DWORD                     orig_width, orig_height;
1723     WINED3DFORMAT             orig_fmt;
1724     WINED3DGAMMARAMP          orig_gamma;
1725
1726     long prev_time, frames;   /* Performance tracking */
1727     unsigned int vSyncCounter;
1728
1729     WineD3DContext        **context; /* Later a array for multithreading */
1730     unsigned int            num_contexts;
1731
1732     HWND                    win_handle;
1733 } IWineD3DSwapChainImpl;
1734
1735 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1736
1737 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1738
1739 /*****************************************************************************
1740  * Utility function prototypes 
1741  */
1742
1743 /* Trace routines */
1744 const char* debug_d3dformat(WINED3DFORMAT fmt);
1745 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1746 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1747 const char* debug_d3dusage(DWORD usage);
1748 const char* debug_d3dusagequery(DWORD usagequery);
1749 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1750 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1751 const char* debug_d3ddeclusage(BYTE usage);
1752 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1753 const char* debug_d3drenderstate(DWORD state);
1754 const char* debug_d3dsamplerstate(DWORD state);
1755 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1756 const char* debug_d3dtexturestate(DWORD state);
1757 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1758 const char* debug_d3dpool(WINED3DPOOL pool);
1759 const char *debug_fbostatus(GLenum status);
1760 const char *debug_glerror(GLenum error);
1761 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1762 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1763 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
1764
1765 /* Routines for GL <-> D3D values */
1766 GLenum StencilOp(DWORD op);
1767 GLenum CompareFunc(DWORD func);
1768 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1769 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);
1770 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1771 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1772 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1773 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1774 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1775
1776 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1777 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1778 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
1779 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
1780
1781 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1782 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1783
1784 /* Math utils */
1785 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1786 unsigned int count_bits(unsigned int mask);
1787
1788 /*****************************************************************************
1789  * To enable calling of inherited functions, requires prototypes 
1790  *
1791  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1792  */
1793     /*** IUnknown methods ***/
1794     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1795     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1796     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1797     /*** IWineD3DResource methods ***/
1798     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1799     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1800     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1801     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1802     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1803     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1804     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1805     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1806     extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1807     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1808     /*** class static members ***/
1809     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1810
1811     /*** IUnknown methods ***/
1812     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1813     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1814     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1815     /*** IWineD3DResource methods ***/
1816     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1817     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1818     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1819     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1820     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1821     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1822     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1823     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1824     extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1825     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1826     /*** IWineD3DBaseTexture methods ***/
1827     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1828     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1829     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1830     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1831     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1832     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1833     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1834     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1835
1836     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1837     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1838     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1839     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1840     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1841     /*** class static members ***/
1842     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1843
1844 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1845
1846 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1847  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1848  * used if the user is using GLSL shaders. */
1849 struct glsl_shader_prog_link {
1850     struct list             vshader_entry;
1851     struct list             pshader_entry;
1852     GLhandleARB             programId;
1853     GLhandleARB             *vuniformF_locations;
1854     GLhandleARB             *puniformF_locations;
1855     GLhandleARB             vuniformI_locations[MAX_CONST_I];
1856     GLhandleARB             puniformI_locations[MAX_CONST_I];
1857     GLhandleARB             posFixup_location;
1858     GLhandleARB             bumpenvmat_location[MAX_TEXTURES];
1859     GLhandleARB             luminancescale_location[MAX_TEXTURES];
1860     GLhandleARB             luminanceoffset_location[MAX_TEXTURES];
1861     GLhandleARB             srgb_comparison_location;
1862     GLhandleARB             srgb_mul_low_location;
1863     GLhandleARB             ycorrection_location;
1864     GLenum                  vertex_color_clamp;
1865     GLhandleARB             vshader;
1866     GLhandleARB             pshader;
1867 };
1868
1869 typedef struct {
1870     GLhandleARB vshader;
1871     GLhandleARB pshader;
1872 } glsl_program_key_t;
1873
1874 /* TODO: Make this dynamic, based on shader limits ? */
1875 #define MAX_REG_ADDR 1
1876 #define MAX_REG_TEMP 32
1877 #define MAX_REG_TEXCRD 8
1878 #define MAX_REG_INPUT 12
1879 #define MAX_REG_OUTPUT 12
1880 #define MAX_CONST_I 16
1881 #define MAX_CONST_B 16
1882
1883 /* FIXME: This needs to go up to 2048 for
1884  * Shader model 3 according to msdn (and for software shaders) */
1885 #define MAX_LABELS 16
1886
1887 typedef struct semantic {
1888     DWORD usage;
1889     DWORD reg;
1890 } semantic;
1891
1892 typedef struct local_constant {
1893     struct list entry;
1894     unsigned int idx;
1895     DWORD value[4];
1896 } local_constant;
1897
1898 typedef struct shader_reg_maps {
1899
1900     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1901     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1902     char address[MAX_REG_ADDR];             /* vertex */
1903     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1904     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1905     char attributes[MAX_ATTRIBS];           /* vertex */
1906     char labels[MAX_LABELS];                /* pixel, vertex */
1907     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
1908
1909     /* Sampler usage tokens 
1910      * Use 0 as default (bit 31 is always 1 on a valid token) */
1911     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1912     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1913     char usesnrm, vpos, usesdsy;
1914     char usesrelconstF;
1915
1916     /* Whether or not loops are used in this shader, and nesting depth */
1917     unsigned loop_depth;
1918
1919     /* Whether or not this shader uses fog */
1920     char fog;
1921
1922 } shader_reg_maps;
1923
1924 /* Undocumented opcode controls */
1925 #define INST_CONTROLS_SHIFT 16
1926 #define INST_CONTROLS_MASK 0x00ff0000
1927
1928 typedef enum COMPARISON_TYPE {
1929     COMPARISON_GT = 1,
1930     COMPARISON_EQ = 2,
1931     COMPARISON_GE = 3,
1932     COMPARISON_LT = 4,
1933     COMPARISON_NE = 5,
1934     COMPARISON_LE = 6
1935 } COMPARISON_TYPE;
1936
1937 typedef struct SHADER_OPCODE {
1938     unsigned int  opcode;
1939     const char*   name;
1940     const char*   glname;
1941     char          dst_token;
1942     CONST UINT    num_params;
1943     SHADER_HANDLER hw_fct;
1944     SHADER_HANDLER hw_glsl_fct;
1945     DWORD         min_version;
1946     DWORD         max_version;
1947 } SHADER_OPCODE;
1948
1949 typedef struct SHADER_OPCODE_ARG {
1950     IWineD3DBaseShader* shader;
1951     shader_reg_maps* reg_maps;
1952     CONST SHADER_OPCODE* opcode;
1953     DWORD opcode_token;
1954     DWORD dst;
1955     DWORD dst_addr;
1956     DWORD predicate;
1957     DWORD src[4];
1958     DWORD src_addr[4];
1959     SHADER_BUFFER* buffer;
1960 } SHADER_OPCODE_ARG;
1961
1962 typedef struct SHADER_LIMITS {
1963     unsigned int temporary;
1964     unsigned int texcoord;
1965     unsigned int sampler;
1966     unsigned int constant_int;
1967     unsigned int constant_float;
1968     unsigned int constant_bool;
1969     unsigned int address;
1970     unsigned int packed_output;
1971     unsigned int packed_input;
1972     unsigned int attributes;
1973     unsigned int label;
1974 } SHADER_LIMITS;
1975
1976 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1977     maintain state information between multiple codes */
1978 typedef struct SHADER_PARSE_STATE {
1979     unsigned int current_row;
1980     DWORD texcoord_w[2];
1981 } SHADER_PARSE_STATE;
1982
1983 #ifdef __GNUC__
1984 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1985 #else
1986 #define PRINTF_ATTR(fmt,args)
1987 #endif
1988
1989 /* Base Shader utility functions. 
1990  * (may move callers into the same file in the future) */
1991 extern int shader_addline(
1992     SHADER_BUFFER* buffer,
1993     const char* fmt, ...) PRINTF_ATTR(2,3);
1994
1995 extern const SHADER_OPCODE* shader_get_opcode(
1996     IWineD3DBaseShader *iface, 
1997     const DWORD code);
1998
1999 /* Vertex shader utility functions */
2000 extern BOOL vshader_get_input(
2001     IWineD3DVertexShader* iface,
2002     BYTE usage_req, BYTE usage_idx_req,
2003     unsigned int* regnum);
2004
2005 extern BOOL vshader_input_is_color(
2006     IWineD3DVertexShader* iface,
2007     unsigned int regnum);
2008
2009 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2010
2011 /* ARB_[vertex/fragment]_program helper functions */
2012 extern void shader_arb_load_constants(
2013     IWineD3DDevice* device,
2014     char usePixelShader,
2015     char useVertexShader);
2016
2017 /* ARB shader program Prototypes */
2018 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
2019
2020 /* ARB pixel shader prototypes */
2021 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
2022 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
2023 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
2024 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2025 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
2026 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
2027 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
2028 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
2029 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
2030 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
2031 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
2032 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
2033 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
2034 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
2035 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2036 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
2037 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
2038 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
2039 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
2040 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
2041 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
2042 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
2043 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
2044
2045 /* ARB vertex / pixel shader common prototypes */
2046 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
2047 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
2048 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
2049
2050 /* ARB vertex shader prototypes */
2051 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2052 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
2053
2054 /* GLSL helper functions */
2055 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2056 extern void shader_glsl_load_constants(
2057     IWineD3DDevice* device,
2058     char usePixelShader,
2059     char useVertexShader);
2060
2061 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2062 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
2063 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
2064 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
2065 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
2066 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
2067 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
2068 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
2069 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
2070 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
2071 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
2072 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
2073 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
2074 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
2075 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
2076 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
2077 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
2078 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
2079 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
2080 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
2081 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
2082 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
2083 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
2084 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
2085 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
2086 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
2087 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
2088 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
2089 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
2090 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
2091 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
2092 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
2093 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
2094 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
2095 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
2096
2097 /** GLSL Pixel Shader Prototypes */
2098 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
2099 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
2100 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
2101 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
2102 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
2103 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
2104 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
2105 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
2106 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
2107 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2108 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2109 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2110 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2111 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2112 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2113 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2114 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2115 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2116 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2117 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2118 extern void pshader_glsl_input_pack(
2119    SHADER_BUFFER* buffer,
2120    semantic* semantics_out,
2121    IWineD3DPixelShader *iface);
2122
2123 /*****************************************************************************
2124  * IDirect3DBaseShader implementation structure
2125  */
2126 typedef struct IWineD3DBaseShaderClass
2127 {
2128     LONG                            ref;
2129     DWORD                           hex_version;
2130     SHADER_LIMITS                   limits;
2131     SHADER_PARSE_STATE              parse_state;
2132     CONST SHADER_OPCODE             *shader_ins;
2133     DWORD                          *function;
2134     UINT                            functionLength;
2135     GLuint                          prgId;
2136     BOOL                            is_compiled;
2137     UINT                            cur_loop_depth, cur_loop_regno;
2138     BOOL                            load_local_constsF;
2139
2140     /* Type of shader backend */
2141     int shader_mode;
2142
2143     /* Programs this shader is linked with */
2144     struct list linked_programs;
2145
2146     /* Immediate constants (override global ones) */
2147     struct list constantsB;
2148     struct list constantsF;
2149     struct list constantsI;
2150     shader_reg_maps reg_maps;
2151
2152     /* Pixel formats of sampled textures, for format conversion. This
2153      * represents the formats found during compilation, it is not initialized
2154      * on the first parser pass. It is needed to check if the shader
2155      * needs recompilation to adjust the format conversion
2156      */
2157     WINED3DFORMAT       sampled_format[MAX_COMBINED_SAMPLERS];
2158     UINT                sampled_samplers[MAX_COMBINED_SAMPLERS];
2159     UINT                num_sampled_samplers;
2160
2161     UINT recompile_count;
2162
2163     /* Pointer to the parent device */
2164     IWineD3DDevice *device;
2165     struct list     shader_list_entry;
2166
2167 } IWineD3DBaseShaderClass;
2168
2169 typedef struct IWineD3DBaseShaderImpl {
2170     /* IUnknown */
2171     const IWineD3DBaseShaderVtbl    *lpVtbl;
2172
2173     /* IWineD3DBaseShader */
2174     IWineD3DBaseShaderClass         baseShader;
2175 } IWineD3DBaseShaderImpl;
2176
2177 HRESULT  WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2178 ULONG  WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2179 ULONG  WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2180
2181 extern HRESULT shader_get_registers_used(
2182     IWineD3DBaseShader *iface,
2183     shader_reg_maps* reg_maps,
2184     semantic* semantics_in,
2185     semantic* semantics_out,
2186     CONST DWORD* pToken,
2187     IWineD3DStateBlockImpl *stateBlock);
2188
2189 extern void shader_generate_glsl_declarations(
2190     IWineD3DBaseShader *iface,
2191     shader_reg_maps* reg_maps,
2192     SHADER_BUFFER* buffer,
2193     WineD3D_GL_Info* gl_info);
2194
2195 extern void shader_generate_arb_declarations(
2196     IWineD3DBaseShader *iface,
2197     shader_reg_maps* reg_maps,
2198     SHADER_BUFFER* buffer,
2199     WineD3D_GL_Info* gl_info);
2200
2201 extern void shader_generate_main(
2202     IWineD3DBaseShader *iface,
2203     SHADER_BUFFER* buffer,
2204     shader_reg_maps* reg_maps,
2205     CONST DWORD* pFunction);
2206
2207 extern void shader_dump_ins_modifiers(
2208     const DWORD output);
2209
2210 extern void shader_dump_param(
2211     IWineD3DBaseShader *iface,
2212     const DWORD param,
2213     const DWORD addr_token,
2214     int input);
2215
2216 extern void shader_trace_init(
2217     IWineD3DBaseShader *iface,
2218     const DWORD* pFunction);
2219
2220 extern int shader_get_param(
2221     IWineD3DBaseShader* iface,
2222     const DWORD* pToken,
2223     DWORD* param,
2224     DWORD* addr_token);
2225
2226 extern int shader_skip_unrecognized(
2227     IWineD3DBaseShader* iface,
2228     const DWORD* pToken);
2229
2230 extern void print_glsl_info_log(
2231     WineD3D_GL_Info *gl_info,
2232     GLhandleARB obj);
2233
2234 static inline int shader_get_regtype(const DWORD param) {
2235     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2236             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2237 }
2238
2239 static inline int shader_get_writemask(const DWORD param) {
2240     return param & WINED3DSP_WRITEMASK_ALL;
2241 }
2242
2243 extern unsigned int shader_get_float_offset(const DWORD reg);
2244
2245 static inline BOOL shader_is_pshader_version(DWORD token) {
2246     return 0xFFFF0000 == (token & 0xFFFF0000);
2247 }
2248
2249 static inline BOOL shader_is_vshader_version(DWORD token) {
2250     return 0xFFFE0000 == (token & 0xFFFF0000);
2251 }
2252
2253 static inline BOOL shader_is_comment(DWORD token) {
2254     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2255 }
2256
2257 static inline BOOL shader_is_scalar(DWORD param) {
2258     DWORD reg_type = shader_get_regtype(param);
2259     DWORD reg_num;
2260
2261     switch (reg_type) {
2262         case WINED3DSPR_RASTOUT:
2263             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2264                 /* oFog & oPts */
2265                 return TRUE;
2266             }
2267             /* oPos */
2268             return FALSE;
2269
2270         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2271         case WINED3DSPR_CONSTBOOL:  /* b# */
2272         case WINED3DSPR_LOOP:       /* aL */
2273         case WINED3DSPR_PREDICATE:  /* p0 */
2274             return TRUE;
2275
2276         case WINED3DSPR_MISCTYPE:
2277             reg_num = param & WINED3DSP_REGNUM_MASK;
2278             switch(reg_num) {
2279                 case 0: /* vPos */
2280                     return FALSE;
2281                 case 1: /* vFace */
2282                     return TRUE;
2283                 default:
2284                     return FALSE;
2285             }
2286
2287         default:
2288             return FALSE;
2289     }
2290 }
2291
2292 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2293     local_constant* lconst;
2294
2295     if(This->baseShader.load_local_constsF) return FALSE;
2296     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2297         if(lconst->idx == reg) return TRUE;
2298     }
2299     return FALSE;
2300
2301 }
2302
2303 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2304  * so upload them above that
2305  */
2306 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2307 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2308
2309 /*****************************************************************************
2310  * IDirect3DVertexShader implementation structure
2311  */
2312 typedef struct IWineD3DVertexShaderImpl {
2313     /* IUnknown parts*/   
2314     const IWineD3DVertexShaderVtbl *lpVtbl;
2315
2316     /* IWineD3DBaseShader */
2317     IWineD3DBaseShaderClass     baseShader;
2318
2319     /* IWineD3DVertexShaderImpl */
2320     IUnknown                    *parent;
2321
2322     DWORD                       usage;
2323
2324     /* Vertex shader input and output semantics */
2325     semantic semantics_in [MAX_ATTRIBS];
2326     semantic semantics_out [MAX_REG_OUTPUT];
2327
2328     /* Ordered array of attributes that are swizzled */
2329     attrib_declaration          swizzled_attribs [MAX_ATTRIBS];
2330     UINT                        num_swizzled_attribs;
2331
2332     /* run time data...  */
2333     VSHADERDATA                *data;
2334     UINT                       min_rel_offset, max_rel_offset;
2335     UINT                       rel_offset;
2336
2337     UINT                       recompile_count;
2338 #if 0 /* needs reworking */
2339     /* run time data */
2340     VSHADERINPUTDATA input;
2341     VSHADEROUTPUTDATA output;
2342 #endif
2343 } IWineD3DVertexShaderImpl;
2344 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2345 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2346
2347 /*****************************************************************************
2348  * IDirect3DPixelShader implementation structure
2349  */
2350
2351 enum vertexprocessing_mode {
2352     fixedfunction,
2353     vertexshader,
2354     pretransformed
2355 };
2356
2357 struct stb_const_desc {
2358     char                    texunit;
2359     UINT                    const_num;
2360 };
2361
2362 typedef struct IWineD3DPixelShaderImpl {
2363     /* IUnknown parts */
2364     const IWineD3DPixelShaderVtbl *lpVtbl;
2365
2366     /* IWineD3DBaseShader */
2367     IWineD3DBaseShaderClass     baseShader;
2368
2369     /* IWineD3DPixelShaderImpl */
2370     IUnknown                   *parent;
2371
2372     /* Pixel shader input semantics */
2373     semantic semantics_in [MAX_REG_INPUT];
2374     DWORD                 input_reg_map[MAX_REG_INPUT];
2375     BOOL                  input_reg_used[MAX_REG_INPUT];
2376     int                         declared_in_count;
2377
2378     /* run time data */
2379     PSHADERDATA                *data;
2380
2381     /* Some information about the shader behavior */
2382     struct stb_const_desc       bumpenvmatconst[MAX_TEXTURES];
2383     char                        numbumpenvmatconsts;
2384     struct stb_const_desc       luminanceconst[MAX_TEXTURES];
2385     char                        srgb_enabled;
2386     char                        srgb_mode_hardcoded;
2387     UINT                        srgb_low_const;
2388     UINT                        srgb_cmp_const;
2389     char                        vpos_uniform;
2390     BOOL                        render_offscreen;
2391     UINT                        height;
2392     enum vertexprocessing_mode  vertexprocessing;
2393
2394 #if 0 /* needs reworking */
2395     PSHADERINPUTDATA input;
2396     PSHADEROUTPUTDATA output;
2397 #endif
2398 } IWineD3DPixelShaderImpl;
2399
2400 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2401 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2402
2403 /* sRGB correction constants */
2404 static const float srgb_cmp = 0.0031308;
2405 static const float srgb_mul_low = 12.92;
2406 static const float srgb_pow = 0.41666;
2407 static const float srgb_mul_high = 1.055;
2408 static const float srgb_sub_high = 0.055;
2409
2410 /*****************************************************************************
2411  * IWineD3DPalette implementation structure
2412  */
2413 struct IWineD3DPaletteImpl {
2414     /* IUnknown parts */
2415     const IWineD3DPaletteVtbl  *lpVtbl;
2416     LONG                       ref;
2417
2418     IUnknown                   *parent;
2419     IWineD3DDeviceImpl         *wineD3DDevice;
2420
2421     /* IWineD3DPalette */
2422     HPALETTE                   hpal;
2423     WORD                       palVersion;     /*|               */
2424     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2425     PALETTEENTRY               palents[256];   /*|               */
2426     /* This is to store the palette in 'screen format' */
2427     int                        screen_palents[256];
2428     DWORD                      Flags;
2429 };
2430
2431 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2432 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2433
2434 /* DirectDraw utility functions */
2435 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2436
2437 /*****************************************************************************
2438  * Pixel format management
2439  */
2440 typedef struct {
2441     WINED3DFORMAT           format;
2442     DWORD                   alphaMask, redMask, greenMask, blueMask;
2443     UINT                    bpp;
2444     short                   depthSize, stencilSize;
2445     BOOL                    isFourcc;
2446 } StaticPixelFormatDesc;
2447
2448 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2449         WineD3D_GL_Info *gl_info,
2450         const GlPixelFormatDesc **glDesc);
2451
2452 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2453     return (device->vs_selected_mode != SHADER_NONE
2454             && device->stateBlock->vertexShader
2455             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2456             && !device->strided_streams.u.s.position_transformed);
2457 }
2458
2459 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2460     return (device->ps_selected_mode != SHADER_NONE
2461             && device->stateBlock->pixelShader
2462             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2463 }
2464
2465 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2466         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2467 void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
2468 void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
2469 void depth_blt(IWineD3DDevice *iface, GLuint texture);
2470
2471 #endif