wined3d: Recompile glsl pixelshaders if the sampler format changes.
[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);
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            256
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     WINELOOKUP_MAGFILTER = 1,
108     MAX_LOOKUPS          = 2
109 } WINELOOKUP;
110
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
114
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
116
117 typedef struct _WINED3DGLTYPE {
118     int         d3dType;
119     GLint       size;
120     GLenum      glType;
121     GLboolean   normalized;
122     int         typesize;
123 } WINED3DGLTYPE;
124
125 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
126 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
127                                   {WINED3DDECLTYPE_FLOAT1,    1, GL_FLOAT           , GL_FALSE ,sizeof(float)},
128                                   {WINED3DDECLTYPE_FLOAT2,    2, GL_FLOAT           , GL_FALSE ,sizeof(float)},
129                                   {WINED3DDECLTYPE_FLOAT3,    3, GL_FLOAT           , GL_FALSE ,sizeof(float)},
130                                   {WINED3DDECLTYPE_FLOAT4,    4, GL_FLOAT           , GL_FALSE ,sizeof(float)},
131                                   {WINED3DDECLTYPE_D3DCOLOR,  4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
132                                   {WINED3DDECLTYPE_UBYTE4,    4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
133                                   {WINED3DDECLTYPE_SHORT2,    2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
134                                   {WINED3DDECLTYPE_SHORT4,    4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
135                                   {WINED3DDECLTYPE_UBYTE4N,   4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
136                                   {WINED3DDECLTYPE_SHORT2N,   2, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
137                                   {WINED3DDECLTYPE_SHORT4N,   4, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
138                                   {WINED3DDECLTYPE_USHORT2N,  2, GL_UNSIGNED_SHORT  , GL_TRUE  ,sizeof(short int)},
139                                   {WINED3DDECLTYPE_USHORT4N,  4, GL_UNSIGNED_SHORT  , GL_TRUE  ,sizeof(short int)},
140                                   {WINED3DDECLTYPE_UDEC3,     3, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
141                                   {WINED3DDECLTYPE_DEC3N,     3, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
142                                   /* We should do an extension check for NV_HALF_FLOAT. However, without NV_HALF_FLOAT
143                                    * we won't be able to load the data at all, so at least for the moment it wouldn't
144                                    * gain us much. */
145                                   {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV   , GL_FALSE ,sizeof(GLhalfNV)},
146                                   {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV   , GL_FALSE ,sizeof(GLhalfNV)}};
147
148 #define WINED3D_ATR_TYPE(type)          glTypeLookup[type].d3dType
149 #define WINED3D_ATR_SIZE(type)          glTypeLookup[type].size
150 #define WINED3D_ATR_GLTYPE(type)        glTypeLookup[type].glType
151 #define WINED3D_ATR_NORMALIZED(type)    glTypeLookup[type].normalized
152 #define WINED3D_ATR_TYPESIZE(type)      glTypeLookup[type].typesize
153
154 /**
155  * Settings 
156  */
157 #define VS_NONE    0
158 #define VS_HW      1
159
160 #define PS_NONE    0
161 #define PS_HW      1
162
163 #define VBO_NONE   0
164 #define VBO_HW     1
165
166 #define NP2_NONE   0
167 #define NP2_REPACK 1
168 #define NP2_NATIVE 2
169
170 #define ORM_BACKBUFFER  0
171 #define ORM_PBUFFER     1
172 #define ORM_FBO         2
173
174 #define SHADER_ARB  1
175 #define SHADER_GLSL 2
176 #define SHADER_NONE 3
177
178 #define RTL_DISABLE   -1
179 #define RTL_AUTO       0
180 #define RTL_READDRAW   1
181 #define RTL_READTEX    2
182 #define RTL_TEXDRAW    3
183 #define RTL_TEXTEX     4
184
185 /* NOTE: When adding fields to this structure, make sure to update the default
186  * values in wined3d_main.c as well. */
187 typedef struct wined3d_settings_s {
188 /* vertex and pixel shader modes */
189   int vs_mode;
190   int ps_mode;
191   int vbo_mode;
192 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
193     we should use it.  However, until it's fully implemented, we'll leave it as a registry
194     setting for developers. */
195   BOOL glslRequested;
196   int offscreen_rendering_mode;
197   int rendertargetlock_mode;
198 /* Memory tracking and object counting */
199   unsigned int emulated_textureram;
200   char *logo;
201 } wined3d_settings_t;
202
203 extern wined3d_settings_t wined3d_settings;
204
205 /* Shader backends */
206
207 typedef struct {
208     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
209     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
210     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
211     void (*shader_cleanup)(IWineD3DDevice *iface);
212 } shader_backend_t;
213
214 extern const shader_backend_t glsl_shader_backend;
215 extern const shader_backend_t arb_program_shader_backend;
216 extern const shader_backend_t none_shader_backend;
217
218 /* X11 locking */
219
220 extern void (*wine_tsx11_lock_ptr)(void);
221 extern void (*wine_tsx11_unlock_ptr)(void);
222
223 /* As GLX relies on X, this is needed */
224 extern int num_lock;
225
226 #if 0
227 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
228 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
229 #else
230 #define ENTER_GL() wine_tsx11_lock_ptr()
231 #define LEAVE_GL() wine_tsx11_unlock_ptr()
232 #endif
233
234 /*****************************************************************************
235  * Defines
236  */
237
238 /* GL related defines */
239 /* ------------------ */
240 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
241 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
242 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
243 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
244
245 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
246 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
247 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
248 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
249
250 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
251 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
252 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
253 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
254
255 #define D3DCOLORTOGLFLOAT4(dw, vec) \
256   (vec)[0] = D3DCOLOR_R(dw); \
257   (vec)[1] = D3DCOLOR_G(dw); \
258   (vec)[2] = D3DCOLOR_B(dw); \
259   (vec)[3] = D3DCOLOR_A(dw);
260
261 /* DirectX Device Limits */
262 /* --------------------- */
263 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
264
265 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
266                             See MaxStreams in MSDN under GetDeviceCaps */
267                          /* Maximum number of constants provided to the shaders */
268 #define HIGHEST_TRANSFORMSTATE 512 
269                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
270 #define MAX_PALETTES      256
271
272 /* Checking of API calls */
273 /* --------------------- */
274 #define checkGLcall(A)                                          \
275 {                                                               \
276     GLint err = glGetError();                                   \
277     if (err == GL_NO_ERROR) {                                   \
278        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
279                                                                 \
280     } else do {                                                 \
281         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
282             debug_glerror(err), err, A, __FILE__, __LINE__);    \
283        err = glGetError();                                      \
284     } while (err != GL_NO_ERROR);                               \
285
286
287 /* Trace routines / diagnostics */
288 /* ---------------------------- */
289
290 /* Dump out a matrix and copy it */
291 #define conv_mat(mat,gl_mat)                                                                \
292 do {                                                                                        \
293     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
294     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
295     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
296     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
297     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
298 } while (0)
299
300 /* Macro to dump out the current state of the light chain */
301 #define DUMP_LIGHT_CHAIN()                    \
302 {                                             \
303   PLIGHTINFOEL *el = This->stateBlock->lights;\
304   while (el) {                                \
305     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
306     el = el->next;                            \
307   }                                           \
308 }
309
310 /* Trace vector and strided data information */
311 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
312 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
313         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);
314
315 /* Defines used for optimizations */
316
317 /*    Only reapply what is necessary */
318 #define REAPPLY_ALPHAOP  0x0001
319 #define REAPPLY_ALL      0xFFFF
320
321 /* Advance declaration of structures to satisfy compiler */
322 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
323 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
324 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
325 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
326
327 /* Tracking */
328
329 /* TODO: Move some of this to the device */
330 long globalChangeGlRam(long glram);
331
332 /* Memory and object tracking */
333
334 /*Structure for holding information on all direct3d objects
335 useful for making sure tracking is ok and when release is called on a device!
336 and probably quite handy for debugging and dumping states out
337 */
338 typedef struct WineD3DGlobalStatistics {
339     int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
340 } WineD3DGlobalStatistics;
341
342 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
343
344 /* Global variables */
345 extern const float identity[16];
346
347 /*****************************************************************************
348  * Compilable extra diagnostics
349  */
350
351 /* Trace information per-vertex: (extremely high amount of trace) */
352 #if 0 /* NOTE: Must be 0 in cvs */
353 # define VTRACE(A) TRACE A
354 #else 
355 # define VTRACE(A) 
356 #endif
357
358 /* Checking of per-vertex related GL calls */
359 /* --------------------- */
360 #define vcheckGLcall(A)                                         \
361 {                                                               \
362     GLint err = glGetError();                                   \
363     if (err == GL_NO_ERROR) {                                   \
364        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
365                                                                 \
366     } else do {                                                 \
367         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
368             debug_glerror(err), err, A, __FILE__, __LINE__);    \
369        err = glGetError();                                      \
370     } while (err != GL_NO_ERROR);                               \
371 }
372
373 /* TODO: Confirm each of these works when wined3d move completed */
374 #if 0 /* NOTE: Must be 0 in cvs */
375   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
376      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
377      is enabled, and if it doesn't exist it is disabled. */
378 # define FRAME_DEBUGGING
379   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
380       the file is deleted                                                                            */
381 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
382 #  define SINGLE_FRAME_DEBUGGING
383 # endif  
384   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
385      It can only be enabled when FRAME_DEBUGGING is also enabled                               
386      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
387      array is drawn.                                                                            */
388 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
389 #  define SHOW_FRAME_MAKEUP 1
390 # endif  
391   /* The following, when enabled, lets you see the makeup of the all the textures used during each
392      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
393      The contents of the textures assigned to each stage are written into 
394      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
395 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
396 #  define SHOW_TEXTURE_MAKEUP 0
397 # endif  
398 extern BOOL isOn;
399 extern BOOL isDumpingFrames;
400 extern LONG primCounter;
401 #endif
402
403 /*****************************************************************************
404  * Prototypes
405  */
406
407 /* Routine common to the draw primitive and draw indexed primitive routines */
408 void drawPrimitive(IWineD3DDevice *iface,
409                     int PrimitiveType,
410                     long NumPrimitives,
411                     /* for Indexed: */
412                     long  StartVertexIndex,
413                     UINT  numberOfVertices,
414                     long  StartIdx,
415                     short idxBytes,
416                     const void *idxData,
417                     int   minIndex);
418
419 void primitiveDeclarationConvertToStridedData(
420      IWineD3DDevice *iface,
421      BOOL useVertexShaderFunction,
422      WineDirect3DVertexStridedData *strided,
423      BOOL *fixup);
424
425 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
426
427 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface);
428
429 #define eps 1e-8
430
431 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
432     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
433
434 /* Routines and structures related to state management */
435 typedef struct WineD3DContext WineD3DContext;
436 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
437
438 #define STATE_RENDER(a) (a)
439 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
440
441 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
442 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
443
444 /* + 1 because samplers start with 0 */
445 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
446 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
447
448 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
449 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
450
451 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
452 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
453
454 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
455 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
456 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
457 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
458
459 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
460 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
461
462 #define STATE_VSHADER (STATE_VDECL + 1)
463 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
464
465 #define STATE_VIEWPORT (STATE_VSHADER + 1)
466 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
467
468 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
469 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
470 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
471 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
472
473 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
474 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
475
476 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
477 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
478
479 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
480 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
481
482 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
483
484 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
485
486 #define STATE_HIGHEST (STATE_FRONTFACE)
487
488 struct StateEntry
489 {
490     DWORD           representative;
491     APPLYSTATEFUNC  apply;
492 };
493
494 /* Global state table */
495 extern const struct StateEntry StateTable[];
496
497 /* The new context manager that should deal with onscreen and offscreen rendering */
498 struct WineD3DContext {
499     /* State dirtification
500      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
501      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
502      * 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
503      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
504      */
505     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
506     DWORD                   numDirtyEntries;
507     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
508
509     IWineD3DSurface         *surface;
510     DWORD                   tid;    /* Thread ID which owns this context at the moment */
511
512     /* Stores some inforation about the context state for optimization */
513     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
514     BOOL                    last_was_pshader;
515     BOOL                    last_was_vshader;
516     BOOL                    last_was_foggy_shader;
517     BOOL                    namedArraysLoaded, numberedArraysLoaded;
518     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
519     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
520     unsigned char           num_untracked_materials;
521     GLenum                  untracked_materials[2];
522     BOOL                    last_was_blit, last_was_ckey;
523     char                    texShaderBumpMap;
524     BOOL                    fog_coord;
525
526     /* The actual opengl context */
527     HGLRC                   glCtx;
528     HWND                    win_handle;
529     HDC                     hdc;
530     HPBUFFERARB             pbuffer;
531     BOOL                    isPBuffer;
532 };
533
534 typedef enum ContextUsage {
535     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
536     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfacs */
537     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
538     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
539 } ContextUsage;
540
541 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
542 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
543 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
544 void apply_fbo_state(IWineD3DDevice *iface);
545
546 /* Macros for doing basic GPU detection based on opengl capabilities */
547 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
548 #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])
549 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
550 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
551
552 /* Default callbacks for implicit object destruction */
553 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
554
555 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
556
557 /*****************************************************************************
558  * Internal representation of a light
559  */
560 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
561 struct PLIGHTINFOEL {
562     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
563     DWORD        OriginalIndex;
564     LONG         glIndex;
565     BOOL         changed;
566     BOOL         enabledChanged;
567
568     /* Converted parms to speed up swapping lights */
569     float                         lightPosn[4];
570     float                         lightDirn[4];
571     float                         exponent;
572     float                         cutoff;
573
574     struct list entry;
575 };
576
577 /* The default light parameters */
578 extern const WINED3DLIGHT WINED3D_default_light;
579
580 typedef struct WineD3D_PixelFormat
581 {
582     int iPixelFormat; /* WGL pixel format */
583     int redSize, greenSize, blueSize, alphaSize;
584     int depthSize, stencilSize;
585 } WineD3D_PixelFormat;
586
587 /* The adapter structure */
588 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
589 struct WineD3DAdapter
590 {
591     POINT                   monitorPoint;
592     WineD3D_GL_Info         gl_info;
593     const char              *driver;
594     const char              *description;
595     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
596     int                     nCfgs;
597     WineD3D_PixelFormat     *cfgs;
598 };
599
600 extern BOOL InitAdapters(void);
601 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
602
603 /*****************************************************************************
604  * High order patch management
605  */
606 struct WineD3DRectPatch
607 {
608     UINT                            Handle;
609     float                          *mem;
610     WineDirect3DVertexStridedData   strided;
611     WINED3DRECTPATCH_INFO           RectPatchInfo;
612     float                           numSegs[4];
613     char                            has_normals, has_texcoords;
614     struct list                     entry;
615 };
616
617 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
618
619 /*****************************************************************************
620  * IWineD3D implementation structure
621  */
622 typedef struct IWineD3DImpl
623 {
624     /* IUnknown fields */
625     const IWineD3DVtbl     *lpVtbl;
626     LONG                    ref;     /* Note: Ref counting not required */
627
628     /* WineD3D Information */
629     IUnknown               *parent;
630     UINT                    dxVersion;
631 } IWineD3DImpl;
632
633 extern const IWineD3DVtbl IWineD3D_Vtbl;
634
635 /* TODO: setup some flags in the registry to enable, disable pbuffer support
636 (since it will break quite a few things until contexts are managed properly!) */
637 extern BOOL pbuffer_support;
638 /* allocate one pbuffer per surface */
639 extern BOOL pbuffer_per_surface;
640
641 typedef struct ResourceList {
642     IWineD3DResource         *resource;
643     struct ResourceList      *next;
644 } ResourceList;
645
646 /* A helper function that dumps a resource list */
647 void dumpResources(ResourceList *resources);
648
649 /*****************************************************************************
650  * IWineD3DDevice implementation structure
651  */
652 struct IWineD3DDeviceImpl
653 {
654     /* IUnknown fields      */
655     const IWineD3DDeviceVtbl *lpVtbl;
656     LONG                    ref;     /* Note: Ref counting not required */
657
658     /* WineD3D Information  */
659     IUnknown               *parent;
660     IWineD3D               *wineD3D;
661     struct WineD3DAdapter  *adapter;
662
663     /* Window styles to restore when switching fullscreen mode */
664     LONG                    style;
665     LONG                    exStyle;
666
667     /* X and GL Information */
668     GLint                   maxConcurrentLights;
669     GLenum                  offscreenBuffer;
670
671     /* Selected capabilities */
672     int vs_selected_mode;
673     int ps_selected_mode;
674     const shader_backend_t *shader_backend;
675     hash_table_t *glsl_program_lookup;
676
677     /* To store */
678     BOOL                    view_ident;        /* true iff view matrix is identity                */
679     BOOL                    untransformed;
680     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
681     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
682
683     /* State block related */
684     BOOL                    isRecordingState;
685     IWineD3DStateBlockImpl *stateBlock;
686     IWineD3DStateBlockImpl *updateStateBlock;
687     BOOL                   isInDraw;
688
689     /* Internal use fields  */
690     WINED3DDEVICE_CREATION_PARAMETERS createParms;
691     UINT                            adapterNo;
692     WINED3DDEVTYPE                  devType;
693
694     IWineD3DSwapChain     **swapchains;
695     UINT                    NumberOfSwapChains;
696
697     ResourceList           *resources; /* a linked list to track resources created by the device */
698
699     /* Render Target Support */
700     IWineD3DSurface       **render_targets;
701     IWineD3DSurface        *depthStencilBuffer;
702     IWineD3DSurface       **fbo_color_attachments;
703     IWineD3DSurface        *fbo_depth_attachment;
704
705     IWineD3DSurface        *stencilBufferTarget;
706
707     /* Caches to avoid unneeded context changes */
708     IWineD3DSurface        *lastActiveRenderTarget;
709     IWineD3DSwapChain      *lastActiveSwapChain;
710
711     /* palettes texture management */
712     PALETTEENTRY            palettes[MAX_PALETTES][256];
713     UINT                    currentPalette;
714
715     /* For rendering to a texture using glCopyTexImage */
716     BOOL                    render_offscreen;
717     WINED3D_DEPTHCOPYSTATE  depth_copy_state;
718     GLuint                  fbo;
719     GLuint                  src_fbo;
720     GLuint                  dst_fbo;
721     GLenum                  *draw_buffers;
722
723     /* Cursor management */
724     BOOL                    bCursorVisible;
725     UINT                    xHotSpot;
726     UINT                    yHotSpot;
727     UINT                    xScreenSpace;
728     UINT                    yScreenSpace;
729     UINT                    cursorWidth, cursorHeight;
730     GLuint                  cursorTexture;
731     BOOL                    haveHardwareCursor;
732     HCURSOR                 hardwareCursor;
733
734     /* The Wine logo surface */
735     IWineD3DSurface        *logo_surface;
736
737     /* Textures for when no other textures are mapped */
738     UINT                          dummyTextureName[MAX_TEXTURES];
739
740     /* Debug stream management */
741     BOOL                     debug;
742
743     /* Device state management */
744     HRESULT                 state;
745     BOOL                    d3d_initialized;
746
747     /* A flag to check for proper BeginScene / EndScene call pairs */
748     BOOL inScene;
749
750     /* process vertex shaders using software or hardware */
751     BOOL softwareVertexProcessing;
752
753     /* DirectDraw stuff */
754     HWND ddraw_window;
755     IWineD3DSurface *ddraw_primary;
756     DWORD ddraw_width, ddraw_height;
757     WINED3DFORMAT ddraw_format;
758     BOOL ddraw_fullscreen;
759
760     /* Final position fixup constant */
761     float                       posFixup[4];
762
763     /* With register combiners we can skip junk texture stages */
764     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
765     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
766     BOOL                      fixed_function_usage_map[MAX_TEXTURES];
767
768     /* Stream source management */
769     WineDirect3DVertexStridedData strided_streams;
770     WineDirect3DVertexStridedData *up_strided;
771     BOOL                      useDrawStridedSlow;
772     BOOL                      instancedDraw;
773
774     /* Context management */
775     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
776     WineD3DContext          *activeContext;
777     DWORD                   lastThread;
778     UINT                    numContexts;
779     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
780     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
781
782     /* High level patch management */
783 #define PATCHMAP_SIZE 43
784 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
785     struct list             patches[PATCHMAP_SIZE];
786     struct WineD3DRectPatch *currentPatch;
787 };
788
789 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
790
791 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
792 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
793 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
794     DWORD idx = state >> 5;
795     BYTE shift = state & 0x1f;
796     return context->isStateDirty[idx] & (1 << shift);
797 }
798
799 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
800 typedef struct PrivateData
801 {
802     struct list entry;
803
804     GUID tag;
805     DWORD flags; /* DDSPD_* */
806     DWORD uniqueness_value;
807
808     union
809     {
810         LPVOID data;
811         LPUNKNOWN object;
812     } ptr;
813
814     DWORD size;
815 } PrivateData;
816
817 /*****************************************************************************
818  * IWineD3DResource implementation structure
819  */
820 typedef struct IWineD3DResourceClass
821 {
822     /* IUnknown fields */
823     LONG                    ref;     /* Note: Ref counting not required */
824
825     /* WineD3DResource Information */
826     IUnknown               *parent;
827     WINED3DRESOURCETYPE     resourceType;
828     IWineD3DDeviceImpl     *wineD3DDevice;
829     WINED3DPOOL             pool;
830     UINT                    size;
831     DWORD                   usage;
832     WINED3DFORMAT           format;
833     BYTE                   *allocatedMemory;
834     struct list             privateData;
835
836 } IWineD3DResourceClass;
837
838 typedef struct IWineD3DResourceImpl
839 {
840     /* IUnknown & WineD3DResource Information     */
841     const IWineD3DResourceVtbl *lpVtbl;
842     IWineD3DResourceClass   resource;
843 } IWineD3DResourceImpl;
844
845
846 /*****************************************************************************
847  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
848  */
849 typedef struct IWineD3DVertexBufferImpl
850 {
851     /* IUnknown & WineD3DResource Information     */
852     const IWineD3DVertexBufferVtbl *lpVtbl;
853     IWineD3DResourceClass     resource;
854
855     /* WineD3DVertexBuffer specifics */
856     DWORD                     fvf;
857
858     /* Vertex buffer object support */
859     GLuint                    vbo;
860     BYTE                      Flags;
861     LONG                      bindCount;
862
863     UINT                      dirtystart, dirtyend;
864     LONG                      lockcount;
865
866     LONG                      declChanges, draws;
867     /* Last description of the buffer */
868     WineDirect3DVertexStridedData strided;
869 } IWineD3DVertexBufferImpl;
870
871 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
872
873 #define VBFLAG_LOAD           0x01    /* Data is written from allocatedMemory to the VBO */
874 #define VBFLAG_OPTIMIZED      0x02    /* Optimize has been called for the VB */
875 #define VBFLAG_DIRTY          0x04    /* Buffer data has been modified */
876 #define VBFLAG_HASDESC        0x08    /* A vertex description has been found */
877 #define VBFLAG_VBOCREATEFAIL  0x10    /* An attempt to create a vbo has failed */
878
879 /*****************************************************************************
880  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
881  */
882 typedef struct IWineD3DIndexBufferImpl
883 {
884     /* IUnknown & WineD3DResource Information     */
885     const IWineD3DIndexBufferVtbl *lpVtbl;
886     IWineD3DResourceClass     resource;
887
888     GLuint                    vbo;
889     UINT                      dirtystart, dirtyend;
890     LONG                      lockcount;
891
892     /* WineD3DVertexBuffer specifics */
893 } IWineD3DIndexBufferImpl;
894
895 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
896
897 /*****************************************************************************
898  * IWineD3DBaseTexture D3D- > openGL state map lookups
899  */
900 #define WINED3DFUNC_NOTSUPPORTED  -2
901 #define WINED3DFUNC_UNIMPLEMENTED -1
902
903 typedef enum winetexturestates {
904     WINED3DTEXSTA_ADDRESSU       = 0,
905     WINED3DTEXSTA_ADDRESSV       = 1,
906     WINED3DTEXSTA_ADDRESSW       = 2,
907     WINED3DTEXSTA_BORDERCOLOR    = 3,
908     WINED3DTEXSTA_MAGFILTER      = 4,
909     WINED3DTEXSTA_MINFILTER      = 5,
910     WINED3DTEXSTA_MIPFILTER      = 6,
911     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
912     WINED3DTEXSTA_MAXANISOTROPY  = 8,
913     WINED3DTEXSTA_SRGBTEXTURE    = 9,
914     WINED3DTEXSTA_ELEMENTINDEX   = 10,
915     WINED3DTEXSTA_DMAPOFFSET     = 11,
916     WINED3DTEXSTA_TSSADDRESSW    = 12,
917     MAX_WINETEXTURESTATES        = 13,
918 } winetexturestates;
919
920 /*****************************************************************************
921  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
922  */
923 typedef struct IWineD3DBaseTextureClass
924 {
925     UINT                    levels;
926     BOOL                    dirty;
927     UINT                    textureName;
928     UINT                    LOD;
929     WINED3DTEXTUREFILTERTYPE filterType;
930     DWORD                   states[MAX_WINETEXTURESTATES];
931     LONG                    bindCount;
932     DWORD                   sampler;
933     BOOL                    is_srgb;
934     UINT                    srgb_mode_change_count;
935     WINED3DFORMAT           shader_conversion_group;
936 } IWineD3DBaseTextureClass;
937
938 typedef struct IWineD3DBaseTextureImpl
939 {
940     /* IUnknown & WineD3DResource Information     */
941     const IWineD3DBaseTextureVtbl *lpVtbl;
942     IWineD3DResourceClass     resource;
943     IWineD3DBaseTextureClass  baseTexture;
944
945 } IWineD3DBaseTextureImpl;
946
947 /*****************************************************************************
948  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
949  */
950 typedef struct IWineD3DTextureImpl
951 {
952     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
953     const IWineD3DTextureVtbl *lpVtbl;
954     IWineD3DResourceClass     resource;
955     IWineD3DBaseTextureClass  baseTexture;
956
957     /* IWineD3DTexture */
958     IWineD3DSurface          *surfaces[MAX_LEVELS];
959     
960     UINT                      width;
961     UINT                      height;
962     float                     pow2scalingFactorX;
963     float                     pow2scalingFactorY;
964
965 } IWineD3DTextureImpl;
966
967 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
968
969 /*****************************************************************************
970  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
971  */
972 typedef struct IWineD3DCubeTextureImpl
973 {
974     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
975     const IWineD3DCubeTextureVtbl *lpVtbl;
976     IWineD3DResourceClass     resource;
977     IWineD3DBaseTextureClass  baseTexture;
978
979     /* IWineD3DCubeTexture */
980     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
981
982     UINT                      edgeLength;
983     float                     pow2scalingFactor;
984
985 } IWineD3DCubeTextureImpl;
986
987 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
988
989 typedef struct _WINED3DVOLUMET_DESC
990 {
991     UINT                    Width;
992     UINT                    Height;
993     UINT                    Depth;
994 } WINED3DVOLUMET_DESC;
995
996 /*****************************************************************************
997  * IWineD3DVolume implementation structure (extends IUnknown)
998  */
999 typedef struct IWineD3DVolumeImpl
1000 {
1001     /* IUnknown & WineD3DResource fields */
1002     const IWineD3DVolumeVtbl  *lpVtbl;
1003     IWineD3DResourceClass      resource;
1004
1005     /* WineD3DVolume Information */
1006     WINED3DVOLUMET_DESC      currentDesc;
1007     IWineD3DBase            *container;
1008     UINT                    bytesPerPixel;
1009
1010     BOOL                    lockable;
1011     BOOL                    locked;
1012     WINED3DBOX              lockedBox;
1013     WINED3DBOX              dirtyBox;
1014     BOOL                    dirty;
1015
1016
1017 } IWineD3DVolumeImpl;
1018
1019 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1020
1021 /*****************************************************************************
1022  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1023  */
1024 typedef struct IWineD3DVolumeTextureImpl
1025 {
1026     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1027     const IWineD3DVolumeTextureVtbl *lpVtbl;
1028     IWineD3DResourceClass     resource;
1029     IWineD3DBaseTextureClass  baseTexture;
1030
1031     /* IWineD3DVolumeTexture */
1032     IWineD3DVolume           *volumes[MAX_LEVELS];
1033
1034     UINT                      width;
1035     UINT                      height;
1036     UINT                      depth;
1037 } IWineD3DVolumeTextureImpl;
1038
1039 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1040
1041 typedef struct _WINED3DSURFACET_DESC
1042 {
1043     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1044     DWORD                   MultiSampleQuality;
1045     UINT                    Width;
1046     UINT                    Height;
1047 } WINED3DSURFACET_DESC;
1048
1049 /*****************************************************************************
1050  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1051  */
1052 typedef struct wineD3DSurface_DIB {
1053     HBITMAP DIBsection;
1054     void* bitmap_data;
1055     UINT bitmap_size;
1056     HGDIOBJ holdbitmap;
1057     BOOL client_memory;
1058 } wineD3DSurface_DIB;
1059
1060 typedef struct {
1061     struct list entry;
1062     GLuint id;
1063     UINT width;
1064     UINT height;
1065 } renderbuffer_entry_t;
1066
1067 /*****************************************************************************
1068  * IWineD3DClipp implementation structure
1069  */
1070 typedef struct IWineD3DClipperImpl
1071 {
1072     const IWineD3DClipperVtbl *lpVtbl;
1073     LONG ref;
1074
1075     IUnknown *Parent;
1076     HWND hWnd;
1077 } IWineD3DClipperImpl;
1078
1079
1080 /*****************************************************************************
1081  * IWineD3DSurface implementation structure
1082  */
1083 struct IWineD3DSurfaceImpl
1084 {
1085     /* IUnknown & IWineD3DResource Information     */
1086     const IWineD3DSurfaceVtbl *lpVtbl;
1087     IWineD3DResourceClass     resource;
1088
1089     /* IWineD3DSurface fields */
1090     IWineD3DBase              *container;
1091     WINED3DSURFACET_DESC      currentDesc;
1092     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1093     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1094
1095     UINT                      bytesPerPixel;
1096
1097     /* TODO: move this off into a management class(maybe!) */
1098     DWORD                      Flags;
1099
1100     UINT                      pow2Width;
1101     UINT                      pow2Height;
1102
1103     /* Oversized texture */
1104     RECT                      glRect;
1105
1106     /* PBO */
1107     GLuint                    pbo;
1108
1109 #if 0
1110     /* precalculated x and y scalings for texture coords */
1111     float                     pow2scalingFactorX; /* =  (Width  / pow2Width ) */
1112     float                     pow2scalingFactorY; /* =  (Height / pow2Height) */
1113 #endif
1114
1115     RECT                      lockedRect;
1116     RECT                      dirtyRect;
1117     int                       lockCount;
1118 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1119
1120     glDescriptor              glDescription;
1121
1122     /* For GetDC */
1123     wineD3DSurface_DIB        dib;
1124     HDC                       hDC;
1125
1126     /* Color keys for DDraw */
1127     WINEDDCOLORKEY            DestBltCKey;
1128     WINEDDCOLORKEY            DestOverlayCKey;
1129     WINEDDCOLORKEY            SrcOverlayCKey;
1130     WINEDDCOLORKEY            SrcBltCKey;
1131     DWORD                     CKeyFlags;
1132
1133     WINEDDCOLORKEY            glCKey;
1134
1135     struct list               renderbuffers;
1136     renderbuffer_entry_t      *current_renderbuffer;
1137
1138     /* DirectDraw clippers */
1139     IWineD3DClipper           *clipper;
1140 };
1141
1142 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1143 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1144
1145 /* Predeclare the shared Surface functions */
1146 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1147 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1148 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1149 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1150 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1151 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1152 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1153 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1154 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1155 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1156 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1157 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1158 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1159 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1160 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1161 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1162 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1163 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1164 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1165 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1166 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1167 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1168 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1169 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1170 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1171 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1172 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1173 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1174 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1175 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1176 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1177 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1178
1179 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1180
1181
1182 /* Surface flags: */
1183 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
1184 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
1185 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for getdc */
1186 #define SFLAG_LOCKABLE    0x00000008 /* Surface can be locked */
1187 #define SFLAG_DISCARD     0x00000010 /* ??? */
1188 #define SFLAG_LOCKED      0x00000020 /* Surface is locked atm */
1189 #define SFLAG_INTEXTURE   0x00000040 /* The GL texture contains the newest surface content */
1190 #define SFLAG_INDRAWABLE  0x00000080 /* The gl drawable contains the most up to date data */
1191 #define SFLAG_INSYSMEM    0x00000100 /* The system memory copy is most up to date */
1192 #define SFLAG_NONPOW2     0x00000200 /* Surface sizes are not a power of 2 */
1193 #define SFLAG_DYNLOCK     0x00000400 /* Surface is often locked by the app */
1194 #define SFLAG_DYNCHANGE   0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1195 #define SFLAG_DCINUSE     0x00001000 /* Set between GetDC and ReleaseDC calls */
1196 #define SFLAG_LOST        0x00002000 /* Surface lost flag for DDraw */
1197 #define SFLAG_USERPTR     0x00004000 /* The application allocated the memory for this surface */
1198 #define SFLAG_GLCKEY      0x00008000 /* The gl texture was created with a color key */
1199 #define SFLAG_CLIENT      0x00010000 /* GL_APPLE_client_storage is used on that texture */
1200 #define SFLAG_ALLOCATED   0x00020000 /* A gl texture is allocated for this surface */
1201 #define SFLAG_PBO         0x00040000 /* Has a PBO attached for speeding data transfer for dynamicly locked surfaces */
1202
1203 /* In some conditions the surface memory must not be freed:
1204  * SFLAG_OVERSIZE: Not all data can be kept in GL
1205  * SFLAG_CONVERTED: Converting the data back would take too long
1206  * SFLAG_DIBSECTION: The dib code manages the memory
1207  * SFLAG_LOCKED: The app requires access to the surface data
1208  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1209  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1210  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1211  * SFLAG_CLIENT: OpenGL uses our memory as backup
1212  */
1213 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
1214                           SFLAG_CONVERTED  | \
1215                           SFLAG_DIBSECTION | \
1216                           SFLAG_LOCKED     | \
1217                           SFLAG_DYNLOCK    | \
1218                           SFLAG_DYNCHANGE  | \
1219                           SFLAG_USERPTR    | \
1220                           SFLAG_PBO        | \
1221                           SFLAG_CLIENT)
1222
1223 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1224
1225 typedef enum {
1226     NO_CONVERSION,
1227     CONVERT_PALETTED,
1228     CONVERT_PALETTED_CK,
1229     CONVERT_CK_565,
1230     CONVERT_CK_5551,
1231     CONVERT_CK_4444,
1232     CONVERT_CK_4444_ARGB,
1233     CONVERT_CK_1555,
1234     CONVERT_555,
1235     CONVERT_CK_RGB24,
1236     CONVERT_CK_8888,
1237     CONVERT_CK_8888_ARGB,
1238     CONVERT_RGB32_888,
1239     CONVERT_V8U8,
1240     CONVERT_L6V5U5,
1241     CONVERT_X8L8V8U8,
1242     CONVERT_Q8W8V8U8,
1243     CONVERT_V16U16,
1244     CONVERT_A4L4,
1245     CONVERT_R32F,
1246     CONVERT_R16F
1247 } CONVERT_TYPES;
1248
1249 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);
1250
1251 /*****************************************************************************
1252  * IWineD3DVertexDeclaration implementation structure
1253  */
1254 typedef struct IWineD3DVertexDeclarationImpl {
1255     /* IUnknown  Information */
1256     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1257     LONG                    ref;
1258
1259     IUnknown                *parent;
1260     IWineD3DDeviceImpl      *wineD3DDevice;
1261
1262     WINED3DVERTEXELEMENT    *pDeclarationWine;
1263     UINT                    declarationWNumElements;
1264
1265     DWORD                   streams[MAX_STREAMS];
1266     UINT                    num_streams;
1267     BOOL                    position_transformed;
1268 } IWineD3DVertexDeclarationImpl;
1269
1270 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1271
1272 /*****************************************************************************
1273  * IWineD3DStateBlock implementation structure
1274  */
1275
1276 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1277 /*   Note: Very long winded but gl Lists are not flexible enough */
1278 /*   to resolve everything we need, so doing it manually for now */
1279 typedef struct SAVEDSTATES {
1280         BOOL                      indices;
1281         BOOL                      material;
1282         BOOL                      fvf;
1283         BOOL                      streamSource[MAX_STREAMS];
1284         BOOL                      streamFreq[MAX_STREAMS];
1285         BOOL                      textures[MAX_COMBINED_SAMPLERS];
1286         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1287         BOOL                      viewport;
1288         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1289         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1290         BOOL                      samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1291         BOOL                      clipplane[MAX_CLIPPLANES];
1292         BOOL                      vertexDecl;
1293         BOOL                      pixelShader;
1294         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1295         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1296         BOOL                     *pixelShaderConstantsF;
1297         BOOL                      vertexShader;
1298         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1299         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1300         BOOL                     *vertexShaderConstantsF;
1301         BOOL                      scissorRect;
1302 } SAVEDSTATES;
1303
1304 typedef struct {
1305     struct  list entry;
1306     DWORD   count;
1307     DWORD   idx[13];
1308 } constants_entry;
1309
1310 struct StageState {
1311     DWORD stage;
1312     DWORD state;
1313 };
1314
1315 struct IWineD3DStateBlockImpl
1316 {
1317     /* IUnknown fields */
1318     const IWineD3DStateBlockVtbl *lpVtbl;
1319     LONG                      ref;     /* Note: Ref counting not required */
1320
1321     /* IWineD3DStateBlock information */
1322     IUnknown                 *parent;
1323     IWineD3DDeviceImpl       *wineD3DDevice;
1324     WINED3DSTATEBLOCKTYPE     blockType;
1325
1326     /* Array indicating whether things have been set or changed */
1327     SAVEDSTATES               changed;
1328     struct list               set_vconstantsF;
1329     struct list               set_pconstantsF;
1330
1331     /* Drawing - Vertex Shader or FVF related */
1332     DWORD                     fvf;
1333     /* Vertex Shader Declaration */
1334     IWineD3DVertexDeclaration *vertexDecl;
1335
1336     IWineD3DVertexShader      *vertexShader;
1337
1338     /* Vertex Shader Constants */
1339     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1340     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1341     float                     *vertexShaderConstantF;
1342
1343     /* Stream Source */
1344     BOOL                      streamIsUP;
1345     UINT                      streamStride[MAX_STREAMS];
1346     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1347     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1348     UINT                      streamFreq[MAX_STREAMS + 1];
1349     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1350
1351     /* Indices */
1352     IWineD3DIndexBuffer*      pIndexData;
1353     INT                       baseVertexIndex;
1354     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1355
1356     /* Transform */
1357     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1358
1359     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1360 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1361 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1362     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1363     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1364
1365     /* Clipping */
1366     double                    clipplane[MAX_CLIPPLANES][4];
1367     WINED3DCLIPSTATUS         clip_status;
1368
1369     /* ViewPort */
1370     WINED3DVIEWPORT           viewport;
1371
1372     /* Material */
1373     WINED3DMATERIAL           material;
1374
1375     /* Pixel Shader */
1376     IWineD3DPixelShader      *pixelShader;
1377
1378     /* Pixel Shader Constants */
1379     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1380     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1381     float                     *pixelShaderConstantF;
1382
1383     /* RenderState */
1384     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1385
1386     /* Texture */
1387     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1388     int                       textureDimensions[MAX_COMBINED_SAMPLERS];
1389
1390     /* Texture State Stage */
1391     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1392     DWORD                     lowest_disabled_stage;
1393     /* Sampler States */
1394     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1395
1396     /* Current GLSL Shader Program */
1397     struct glsl_shader_prog_link *glsl_program;
1398
1399     /* Scissor test rectangle */
1400     RECT                      scissorRect;
1401
1402     /* Contained state management */
1403     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1404     unsigned int              num_contained_render_states;
1405     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1406     unsigned int              num_contained_transform_states;
1407     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1408     unsigned int              num_contained_vs_consts_i;
1409     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1410     unsigned int              num_contained_vs_consts_b;
1411     DWORD                     *contained_vs_consts_f;
1412     unsigned int              num_contained_vs_consts_f;
1413     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1414     unsigned int              num_contained_ps_consts_i;
1415     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1416     unsigned int              num_contained_ps_consts_b;
1417     DWORD                     *contained_ps_consts_f;
1418     unsigned int              num_contained_ps_consts_f;
1419     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1420     unsigned int              num_contained_tss_states;
1421     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1422     unsigned int              num_contained_sampler_states;
1423 };
1424
1425 extern void stateblock_savedstates_set(
1426     IWineD3DStateBlock* iface,
1427     SAVEDSTATES* states,
1428     BOOL value);
1429
1430 extern void stateblock_savedstates_copy(
1431     IWineD3DStateBlock* iface,
1432     SAVEDSTATES* dest,
1433     SAVEDSTATES* source);
1434
1435 extern void stateblock_copy(
1436     IWineD3DStateBlock* destination,
1437     IWineD3DStateBlock* source);
1438
1439 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1440
1441 /*****************************************************************************
1442  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1443  */
1444 typedef struct IWineD3DQueryImpl
1445 {
1446     const IWineD3DQueryVtbl  *lpVtbl;
1447     LONG                      ref;     /* Note: Ref counting not required */
1448     
1449     IUnknown                 *parent;
1450     /*TODO: replace with iface usage */
1451 #if 0
1452     IWineD3DDevice         *wineD3DDevice;
1453 #else
1454     IWineD3DDeviceImpl       *wineD3DDevice;
1455 #endif
1456
1457     /* IWineD3DQuery fields */
1458     WINED3DQUERYTYPE         type;
1459     /* TODO: Think about using a IUnknown instead of a void* */
1460     void                     *extendedData;
1461     
1462   
1463 } IWineD3DQueryImpl;
1464
1465 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1466
1467 /* Datastructures for IWineD3DQueryImpl.extendedData */
1468 typedef struct  WineQueryOcclusionData {
1469     GLuint  queryId;
1470     WineD3DContext *ctx;
1471 } WineQueryOcclusionData;
1472
1473 typedef struct  WineQueryEventData {
1474     GLuint  fenceId;
1475     WineD3DContext *ctx;
1476 } WineQueryEventData;
1477
1478 /*****************************************************************************
1479  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1480  */
1481
1482 typedef struct IWineD3DSwapChainImpl
1483 {
1484     /*IUnknown part*/
1485     const IWineD3DSwapChainVtbl *lpVtbl;
1486     LONG                      ref;     /* Note: Ref counting not required */
1487
1488     IUnknown                 *parent;
1489     IWineD3DDeviceImpl       *wineD3DDevice;
1490
1491     /* IWineD3DSwapChain fields */
1492     IWineD3DSurface         **backBuffer;
1493     IWineD3DSurface          *frontBuffer;
1494     BOOL                      wantsDepthStencilBuffer;
1495     WINED3DPRESENT_PARAMETERS presentParms;
1496     DWORD                     orig_width, orig_height;
1497     WINED3DFORMAT             orig_fmt;
1498
1499     long prev_time, frames;   /* Performance tracking */
1500     unsigned int vSyncCounter;
1501
1502     WineD3DContext        **context; /* Later a array for multithreading */
1503     unsigned int            num_contexts;
1504
1505     HWND                    win_handle;
1506 } IWineD3DSwapChainImpl;
1507
1508 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1509
1510 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1511
1512 /*****************************************************************************
1513  * Utility function prototypes 
1514  */
1515
1516 /* Trace routines */
1517 const char* debug_d3dformat(WINED3DFORMAT fmt);
1518 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1519 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1520 const char* debug_d3dusage(DWORD usage);
1521 const char* debug_d3dusagequery(DWORD usagequery);
1522 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1523 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1524 const char* debug_d3ddeclusage(BYTE usage);
1525 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1526 const char* debug_d3drenderstate(DWORD state);
1527 const char* debug_d3dsamplerstate(DWORD state);
1528 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1529 const char* debug_d3dtexturestate(DWORD state);
1530 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1531 const char* debug_d3dpool(WINED3DPOOL pool);
1532 const char *debug_fbostatus(GLenum status);
1533 const char *debug_glerror(GLenum error);
1534 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1535 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1536
1537 /* Routines for GL <-> D3D values */
1538 GLenum StencilOp(DWORD op);
1539 GLenum CompareFunc(DWORD func);
1540 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1541 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1542 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1543
1544 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1545 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1546
1547 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1548 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1549
1550 /* Math utils */
1551 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1552 unsigned int count_bits(unsigned int mask);
1553
1554 /*****************************************************************************
1555  * To enable calling of inherited functions, requires prototypes 
1556  *
1557  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1558  */
1559     /*** IUnknown methods ***/
1560     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1561     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1562     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1563     /*** IWineD3DResource methods ***/
1564     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1565     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1566     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1567     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1568     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1569     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1570     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1571     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1572     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1573     /*** class static members ***/
1574     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1575
1576     /*** IUnknown methods ***/
1577     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1578     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1579     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1580     /*** IWineD3DResource methods ***/
1581     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1582     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1583     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1584     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1585     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1586     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1587     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1588     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1589     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1590     /*** IWineD3DBaseTexture methods ***/
1591     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1592     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1593     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1594     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1595     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1596     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1597     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1598     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1599
1600     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1601     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1602     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1603     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1604     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1605     /*** class static members ***/
1606     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1607
1608 struct SHADER_OPCODE_ARG;
1609 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1610
1611 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1612  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1613  * used if the user is using GLSL shaders. */
1614 struct glsl_shader_prog_link {
1615     struct list             vshader_entry;
1616     struct list             pshader_entry;
1617     GLhandleARB             programId;
1618     GLhandleARB             *vuniformF_locations;
1619     GLhandleARB             *puniformF_locations;
1620     GLhandleARB             vshader;
1621     GLhandleARB             pshader;
1622 };
1623
1624 typedef struct {
1625     GLhandleARB vshader;
1626     GLhandleARB pshader;
1627 } glsl_program_key_t;
1628
1629 /* TODO: Make this dynamic, based on shader limits ? */
1630 #define MAX_REG_ADDR 1
1631 #define MAX_REG_TEMP 32
1632 #define MAX_REG_TEXCRD 8
1633 #define MAX_REG_INPUT 12
1634 #define MAX_REG_OUTPUT 12
1635 #define MAX_ATTRIBS 16
1636 #define MAX_CONST_I 16
1637 #define MAX_CONST_B 16
1638
1639 /* FIXME: This needs to go up to 2048 for
1640  * Shader model 3 according to msdn (and for software shaders) */
1641 #define MAX_LABELS 16
1642
1643 typedef struct semantic {
1644     DWORD usage;
1645     DWORD reg;
1646 } semantic;
1647
1648 typedef struct local_constant {
1649     struct list entry;
1650     unsigned int idx;
1651     DWORD value[4];
1652 } local_constant;
1653
1654 typedef struct shader_reg_maps {
1655
1656     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1657     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1658     char address[MAX_REG_ADDR];             /* vertex */
1659     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1660     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1661     char attributes[MAX_ATTRIBS];           /* vertex */
1662     char labels[MAX_LABELS];                /* pixel, vertex */
1663
1664     /* Sampler usage tokens 
1665      * Use 0 as default (bit 31 is always 1 on a valid token) */
1666     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1667     char bumpmat, luminanceparams;
1668
1669     /* Whether or not a loop is used in this shader */
1670     char loop;
1671
1672     /* Whether or not this shader uses fog */
1673     char fog;
1674
1675 } shader_reg_maps;
1676
1677 #define SHADER_PGMSIZE 65535
1678 typedef struct SHADER_BUFFER {
1679     char* buffer;
1680     unsigned int bsize;
1681     unsigned int lineNo;
1682     BOOL newline;
1683 } SHADER_BUFFER;
1684
1685 /* Undocumented opcode controls */
1686 #define INST_CONTROLS_SHIFT 16
1687 #define INST_CONTROLS_MASK 0x00ff0000
1688
1689 typedef enum COMPARISON_TYPE {
1690     COMPARISON_GT = 1,
1691     COMPARISON_EQ = 2,
1692     COMPARISON_GE = 3,
1693     COMPARISON_LT = 4,
1694     COMPARISON_NE = 5,
1695     COMPARISON_LE = 6
1696 } COMPARISON_TYPE;
1697
1698 typedef struct SHADER_OPCODE {
1699     unsigned int  opcode;
1700     const char*   name;
1701     const char*   glname;
1702     char          dst_token;
1703     CONST UINT    num_params;
1704     SHADER_HANDLER hw_fct;
1705     SHADER_HANDLER hw_glsl_fct;
1706     DWORD         min_version;
1707     DWORD         max_version;
1708 } SHADER_OPCODE;
1709
1710 typedef struct SHADER_OPCODE_ARG {
1711     IWineD3DBaseShader* shader;
1712     shader_reg_maps* reg_maps;
1713     CONST SHADER_OPCODE* opcode;
1714     DWORD opcode_token;
1715     DWORD dst;
1716     DWORD dst_addr;
1717     DWORD predicate;
1718     DWORD src[4];
1719     DWORD src_addr[4];
1720     SHADER_BUFFER* buffer;
1721 } SHADER_OPCODE_ARG;
1722
1723 typedef struct SHADER_LIMITS {
1724     unsigned int temporary;
1725     unsigned int texcoord;
1726     unsigned int sampler;
1727     unsigned int constant_int;
1728     unsigned int constant_float;
1729     unsigned int constant_bool;
1730     unsigned int address;
1731     unsigned int packed_output;
1732     unsigned int packed_input;
1733     unsigned int attributes;
1734     unsigned int label;
1735 } SHADER_LIMITS;
1736
1737 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1738     maintain state information between multiple codes */
1739 typedef struct SHADER_PARSE_STATE {
1740     unsigned int current_row;
1741     DWORD texcoord_w[2];
1742 } SHADER_PARSE_STATE;
1743
1744 /* Base Shader utility functions. 
1745  * (may move callers into the same file in the future) */
1746 extern int shader_addline(
1747     SHADER_BUFFER* buffer,
1748     const char* fmt, ...);
1749
1750 extern const SHADER_OPCODE* shader_get_opcode(
1751     IWineD3DBaseShader *iface, 
1752     const DWORD code);
1753
1754 extern void shader_delete_constant_list(
1755     struct list* clist);
1756
1757 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1758
1759 /* Vertex shader utility functions */
1760 extern BOOL vshader_get_input(
1761     IWineD3DVertexShader* iface,
1762     BYTE usage_req, BYTE usage_idx_req,
1763     unsigned int* regnum);
1764
1765 extern BOOL vshader_input_is_color(
1766     IWineD3DVertexShader* iface,
1767     unsigned int regnum);
1768
1769 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1770
1771 /* ARB_[vertex/fragment]_program helper functions */
1772 extern void shader_arb_load_constants(
1773     IWineD3DDevice* device,
1774     char usePixelShader,
1775     char useVertexShader);
1776
1777 /* ARB shader program Prototypes */
1778 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1779
1780 /* ARB pixel shader prototypes */
1781 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1782 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1783 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1784 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1785 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1786 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1787 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1788 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1789 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1790 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1791 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1792 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1793 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1794 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1795 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1796 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1797 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1798
1799 /* ARB vertex shader prototypes */
1800 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1801 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1802 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1803
1804 /* GLSL helper functions */
1805 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1806 extern void shader_glsl_load_constants(
1807     IWineD3DDevice* device,
1808     char usePixelShader,
1809     char useVertexShader);
1810
1811 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1812 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1813 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1814 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1815 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1816 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1817 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1818 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1819 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1820 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1821 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1822 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1823 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1824 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1825 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1826 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1827 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1828 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1829 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1830 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1831 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1832 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1833 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1834 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1835 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1836 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1837 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1838 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1839 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1840 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1841 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1842 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1843 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1844 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1845
1846 /** GLSL Pixel Shader Prototypes */
1847 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1848 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1849 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1850 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1851 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1852 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1853 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1854 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1855 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1856 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1857 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1858 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1859 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1860 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1861 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1862 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1863 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1864 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1865 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1866 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1867 extern void pshader_glsl_input_pack(
1868    SHADER_BUFFER* buffer,
1869    semantic* semantics_out);
1870
1871 /** GLSL Vertex Shader Prototypes */
1872 extern void vshader_glsl_output_unpack(
1873    SHADER_BUFFER* buffer,
1874    semantic* semantics_out);
1875
1876 /*****************************************************************************
1877  * IDirect3DBaseShader implementation structure
1878  */
1879 typedef struct IWineD3DBaseShaderClass
1880 {
1881     DWORD                           hex_version;
1882     SHADER_LIMITS                   limits;
1883     SHADER_PARSE_STATE              parse_state;
1884     CONST SHADER_OPCODE             *shader_ins;
1885     CONST DWORD                     *function;
1886     UINT                            functionLength;
1887     GLuint                          prgId;
1888     BOOL                            is_compiled;
1889
1890     /* Type of shader backend */
1891     int shader_mode;
1892
1893     /* Programs this shader is linked with */
1894     struct list linked_programs;
1895
1896     /* Immediate constants (override global ones) */
1897     struct list constantsB;
1898     struct list constantsF;
1899     struct list constantsI;
1900     shader_reg_maps reg_maps;
1901
1902     /* Pixel formats of sampled textures, for format conversion. This
1903      * represents the formats found during compilation, it is not initialized
1904      * on the first parser pass. It is needed to check if the shader
1905      * needs recompilation to adjust the format conversion
1906      */
1907     WINED3DFORMAT       sampled_format[MAX_COMBINED_SAMPLERS];
1908     UINT                sampled_samplers[MAX_COMBINED_SAMPLERS];
1909     UINT                num_sampled_samplers;
1910
1911     UINT recompile_count;
1912
1913     /* Pointer to the parent device */
1914     IWineD3DDevice *device;
1915
1916 } IWineD3DBaseShaderClass;
1917
1918 typedef struct IWineD3DBaseShaderImpl {
1919     /* IUnknown */
1920     const IWineD3DBaseShaderVtbl    *lpVtbl;
1921     LONG                            ref;
1922
1923     /* IWineD3DBaseShader */
1924     IWineD3DBaseShaderClass         baseShader;
1925 } IWineD3DBaseShaderImpl;
1926
1927 extern HRESULT shader_get_registers_used(
1928     IWineD3DBaseShader *iface,
1929     shader_reg_maps* reg_maps,
1930     semantic* semantics_in,
1931     semantic* semantics_out,
1932     CONST DWORD* pToken,
1933     IWineD3DStateBlockImpl *stateBlock);
1934
1935 extern void shader_generate_glsl_declarations(
1936     IWineD3DBaseShader *iface,
1937     shader_reg_maps* reg_maps,
1938     SHADER_BUFFER* buffer,
1939     WineD3D_GL_Info* gl_info);
1940
1941 extern void shader_generate_arb_declarations(
1942     IWineD3DBaseShader *iface,
1943     shader_reg_maps* reg_maps,
1944     SHADER_BUFFER* buffer,
1945     WineD3D_GL_Info* gl_info);
1946
1947 extern void shader_generate_main(
1948     IWineD3DBaseShader *iface,
1949     SHADER_BUFFER* buffer,
1950     shader_reg_maps* reg_maps,
1951     CONST DWORD* pFunction);
1952
1953 extern void shader_dump_ins_modifiers(
1954     const DWORD output);
1955
1956 extern void shader_dump_param(
1957     IWineD3DBaseShader *iface,
1958     const DWORD param,
1959     const DWORD addr_token,
1960     int input);
1961
1962 extern void shader_trace_init(
1963     IWineD3DBaseShader *iface,
1964     const DWORD* pFunction);
1965
1966 extern int shader_get_param(
1967     IWineD3DBaseShader* iface,
1968     const DWORD* pToken,
1969     DWORD* param,
1970     DWORD* addr_token);
1971
1972 extern int shader_skip_unrecognized(
1973     IWineD3DBaseShader* iface,
1974     const DWORD* pToken);
1975
1976 extern void print_glsl_info_log(
1977     WineD3D_GL_Info *gl_info,
1978     GLhandleARB obj);
1979
1980 static inline int shader_get_regtype(const DWORD param) {
1981     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1982             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1983 }
1984
1985 extern unsigned int shader_get_float_offset(const DWORD reg);
1986
1987 static inline BOOL shader_is_pshader_version(DWORD token) {
1988     return 0xFFFF0000 == (token & 0xFFFF0000);
1989 }
1990
1991 static inline BOOL shader_is_vshader_version(DWORD token) {
1992     return 0xFFFE0000 == (token & 0xFFFF0000);
1993 }
1994
1995 static inline BOOL shader_is_comment(DWORD token) {
1996     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1997 }
1998
1999 /* TODO: vFace (ps_3_0) */
2000 static inline BOOL shader_is_scalar(DWORD param) {
2001     DWORD reg_type = shader_get_regtype(param);
2002
2003     switch (reg_type) {
2004         case WINED3DSPR_RASTOUT:
2005             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2006                 /* oFog & oPts */
2007                 return TRUE;
2008             }
2009             /* oPos */
2010             return FALSE;
2011
2012         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2013         case WINED3DSPR_CONSTBOOL:  /* b# */
2014         case WINED3DSPR_LOOP:       /* aL */
2015         case WINED3DSPR_PREDICATE:  /* p0 */
2016             return TRUE;
2017
2018         default:
2019             return FALSE;
2020     }
2021 }
2022
2023 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2024  * so upload them above that
2025  */
2026 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2027 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2028
2029 /*****************************************************************************
2030  * IDirect3DVertexShader implementation structure
2031  */
2032 typedef struct IWineD3DVertexShaderImpl {
2033     /* IUnknown parts*/   
2034     const IWineD3DVertexShaderVtbl *lpVtbl;
2035     LONG                        ref;     /* Note: Ref counting not required */
2036
2037     /* IWineD3DBaseShader */
2038     IWineD3DBaseShaderClass     baseShader;
2039
2040     /* IWineD3DVertexShaderImpl */
2041     IUnknown                    *parent;
2042
2043     DWORD                       usage;
2044
2045     /* Vertex shader input and output semantics */
2046     semantic semantics_in [MAX_ATTRIBS];
2047     semantic semantics_out [MAX_REG_OUTPUT];
2048
2049     /* run time datas...  */
2050     VSHADERDATA                *data;
2051 #if 0 /* needs reworking */
2052     /* run time datas */
2053     VSHADERINPUTDATA input;
2054     VSHADEROUTPUTDATA output;
2055 #endif
2056 } IWineD3DVertexShaderImpl;
2057 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2058 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2059
2060 /*****************************************************************************
2061  * IDirect3DPixelShader implementation structure
2062  */
2063 typedef struct IWineD3DPixelShaderImpl {
2064     /* IUnknown parts */
2065     const IWineD3DPixelShaderVtbl *lpVtbl;
2066     LONG                        ref;     /* Note: Ref counting not required */
2067
2068     /* IWineD3DBaseShader */
2069     IWineD3DBaseShaderClass     baseShader;
2070
2071     /* IWineD3DPixelShaderImpl */
2072     IUnknown                   *parent;
2073
2074     /* Pixel shader input semantics */
2075     semantic semantics_in [MAX_REG_INPUT];
2076
2077     /* run time data */
2078     PSHADERDATA                *data;
2079
2080     /* Some information about the shader behavior */
2081     char                        needsbumpmat;
2082     UINT                        bumpenvmatconst;
2083
2084 #if 0 /* needs reworking */
2085     PSHADERINPUTDATA input;
2086     PSHADEROUTPUTDATA output;
2087 #endif
2088 } IWineD3DPixelShaderImpl;
2089
2090 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2091 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2092
2093 /*****************************************************************************
2094  * IWineD3DPalette implementation structure
2095  */
2096 struct IWineD3DPaletteImpl {
2097     /* IUnknown parts */
2098     const IWineD3DPaletteVtbl  *lpVtbl;
2099     LONG                       ref;
2100
2101     IUnknown                   *parent;
2102     IWineD3DDeviceImpl         *wineD3DDevice;
2103
2104     /* IWineD3DPalette */
2105     HPALETTE                   hpal;
2106     WORD                       palVersion;     /*|               */
2107     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2108     PALETTEENTRY               palents[256];   /*|               */
2109     /* This is to store the palette in 'screen format' */
2110     int                        screen_palents[256];
2111     DWORD                      Flags;
2112 };
2113
2114 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2115 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2116
2117 /* DirectDraw utility functions */
2118 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2119
2120 /*****************************************************************************
2121  * Pixel format management
2122  */
2123 typedef struct {
2124     WINED3DFORMAT           format;
2125     DWORD                   alphaMask, redMask, greenMask, blueMask;
2126     UINT                    bpp;
2127     short                   depthSize, stencilSize;
2128     BOOL                    isFourcc;
2129 } StaticPixelFormatDesc;
2130
2131 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2132         WineD3D_GL_Info *gl_info,
2133         const GlPixelFormatDesc **glDesc);
2134
2135 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2136     return (device->vs_selected_mode != SHADER_NONE
2137             && device->stateBlock->vertexShader
2138             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2139             && !device->strided_streams.u.s.position_transformed);
2140 }
2141
2142 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2143     return (device->ps_selected_mode != SHADER_NONE
2144             && device->stateBlock->pixelShader
2145             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2146 }
2147
2148 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2149         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2150
2151 #endif