cryptui: Add a stub implementation of CryptUIDlgViewCertificateW.
[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 struct hash_table_entry_t {
51     void *key;
52     void *value;
53     unsigned int hash;
54     struct list entry;
55 };
56
57 struct hash_table_t {
58     hash_function_t *hash_function;
59     compare_function_t *compare_function;
60     struct list *buckets;
61     unsigned int bucket_count;
62     struct 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 };
69
70 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
72 void *hash_table_get(struct hash_table_t *table, void *key);
73 void hash_table_put(struct hash_table_t *table, void *key, void *value);
74 void hash_table_remove(struct hash_table_t *table, void *key);
75
76 /* Device caps */
77 #define MAX_PALETTES            65536
78 #define MAX_STREAMS             16
79 #define MAX_TEXTURES            8
80 #define MAX_FRAGMENT_SAMPLERS   16
81 #define MAX_VERTEX_SAMPLERS     4
82 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS       8
84 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS              256
86
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
89
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R     35
92 #define NUM_SAVEDPIXELSTATES_T     18
93 #define NUM_SAVEDPIXELSTATES_S     12
94 #define NUM_SAVEDVERTEXSTATES_R    34
95 #define NUM_SAVEDVERTEXSTATES_T    2
96 #define NUM_SAVEDVERTEXSTATES_S    1
97
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
104
105 typedef enum _WINELOOKUP {
106     WINELOOKUP_WARPPARAM = 0,
107     MAX_LOOKUPS          = 1
108 } WINELOOKUP;
109
110 extern int minLookup[MAX_LOOKUPS];
111 extern int maxLookup[MAX_LOOKUPS];
112 extern DWORD *stateLookup[MAX_LOOKUPS];
113
114 typedef DWORD magLookup_t[WINED3DTEXF_ANISOTROPIC + 1];
115 extern magLookup_t magLookup;
116 extern magLookup_t magLookup_noFilter;
117
118 typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
119 extern minMipLookup_t minMipLookup;
120 extern minMipLookup_t minMipLookup_noFilter;
121
122 void init_type_lookup(WineD3D_GL_Info *gl_info);
123 #define WINED3D_ATR_TYPE(type)          GLINFO_LOCATION.glTypeLookup[type].d3dType
124 #define WINED3D_ATR_SIZE(type)          GLINFO_LOCATION.glTypeLookup[type].size
125 #define WINED3D_ATR_GLTYPE(type)        GLINFO_LOCATION.glTypeLookup[type].glType
126 #define WINED3D_ATR_NORMALIZED(type)    GLINFO_LOCATION.glTypeLookup[type].normalized
127 #define WINED3D_ATR_TYPESIZE(type)      GLINFO_LOCATION.glTypeLookup[type].typesize
128
129 /* float_16_to_32() and float_32_to_16() (see implementation in
130  * surface_base.c) convert 16 bit floats in the FLOAT16 data type
131  * to standard C floats and vice versa. They do not depend on the encoding
132  * of the C float, so they are platform independent, but slow. On x86 and
133  * other IEEE 754 compliant platforms the conversion can be accelerated by
134  * bit shifting the exponent and mantissa. There are also some SSE-based
135  * assembly routines out there.
136  *
137  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
138  */
139 static inline float float_16_to_32(const unsigned short *in) {
140     const unsigned short s = ((*in) & 0x8000);
141     const unsigned short e = ((*in) & 0x7C00) >> 10;
142     const unsigned short m = (*in) & 0x3FF;
143     const float sgn = (s ? -1.0 : 1.0);
144
145     if(e == 0) {
146         if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
147         else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
148     } else if(e < 31) {
149         return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
150     } else {
151         if(m == 0) return sgn / 0.0; /* +INF / -INF */
152         else return 0.0 / 0.0; /* NAN */
153     }
154 }
155
156 /**
157  * Settings 
158  */
159 #define VS_NONE    0
160 #define VS_HW      1
161
162 #define PS_NONE    0
163 #define PS_HW      1
164
165 #define VBO_NONE   0
166 #define VBO_HW     1
167
168 #define NP2_NONE   0
169 #define NP2_REPACK 1
170 #define NP2_NATIVE 2
171
172 #define ORM_BACKBUFFER  0
173 #define ORM_PBUFFER     1
174 #define ORM_FBO         2
175
176 #define SHADER_ARB  1
177 #define SHADER_GLSL 2
178 #define SHADER_ATI  3
179 #define SHADER_NONE 4
180
181 #define RTL_DISABLE   -1
182 #define RTL_AUTO       0
183 #define RTL_READDRAW   1
184 #define RTL_READTEX    2
185 #define RTL_TEXDRAW    3
186 #define RTL_TEXTEX     4
187
188 /* NOTE: When adding fields to this structure, make sure to update the default
189  * values in wined3d_main.c as well. */
190 typedef struct wined3d_settings_s {
191 /* vertex and pixel shader modes */
192   int vs_mode;
193   int ps_mode;
194   int vbo_mode;
195 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
196     we should use it.  However, until it's fully implemented, we'll leave it as a registry
197     setting for developers. */
198   BOOL glslRequested;
199   int offscreen_rendering_mode;
200   int rendertargetlock_mode;
201 /* Memory tracking and object counting */
202   unsigned int emulated_textureram;
203   char *logo;
204   int allow_multisampling;
205 } wined3d_settings_t;
206
207 extern wined3d_settings_t wined3d_settings;
208
209 /* Shader backends */
210 struct SHADER_OPCODE_ARG;
211
212 #define SHADER_PGMSIZE 65535
213 typedef struct SHADER_BUFFER {
214     char* buffer;
215     unsigned int bsize;
216     unsigned int lineNo;
217     BOOL newline;
218 } SHADER_BUFFER;
219
220 struct shader_caps {
221     DWORD               VertexShaderVersion;
222     DWORD               MaxVertexShaderConst;
223
224     DWORD               PixelShaderVersion;
225     float               PixelShader1xMaxValue;
226
227     WINED3DVSHADERCAPS2_0   VS20Caps;
228     WINED3DPSHADERCAPS2_0   PS20Caps;
229
230     DWORD               MaxVShaderInstructionsExecuted;
231     DWORD               MaxPShaderInstructionsExecuted;
232     DWORD               MaxVertexShader30InstructionSlots;
233     DWORD               MaxPixelShader30InstructionSlots;
234 };
235
236 typedef struct {
237     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
238     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
239     void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
240     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
241     void (*shader_cleanup)(IWineD3DDevice *iface);
242     void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
243     void (*shader_destroy)(IWineD3DBaseShader *iface);
244     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
245     void (*shader_free_private)(IWineD3DDevice *iface);
246     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
247     void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
248     void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
249     void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
250     BOOL (*shader_conv_supported)(WINED3DFORMAT conv);
251 } shader_backend_t;
252
253 extern const shader_backend_t atifs_shader_backend;
254 extern const shader_backend_t glsl_shader_backend;
255 extern const shader_backend_t arb_program_shader_backend;
256 extern const shader_backend_t none_shader_backend;
257
258 /* GLSL shader private data */
259 struct shader_glsl_priv {
260     struct hash_table_t *glsl_program_lookup;
261     struct glsl_shader_prog_link *glsl_program;
262     GLhandleARB             depth_blt_glsl_program_id;
263 };
264
265 /* ARB_program_shader private data */
266 struct shader_arb_priv {
267     GLuint                  current_vprogram_id;
268     GLuint                  current_fprogram_id;
269     GLuint                  depth_blt_vprogram_id;
270     GLuint                  depth_blt_fprogram_id;
271     BOOL                    use_arbfp_fixed_func;
272     struct hash_table_t     *fragment_shaders;
273 };
274
275 /* X11 locking */
276
277 extern void (*wine_tsx11_lock_ptr)(void);
278 extern void (*wine_tsx11_unlock_ptr)(void);
279
280 /* As GLX relies on X, this is needed */
281 extern int num_lock;
282
283 #if 0
284 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
285 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
286 #else
287 #define ENTER_GL() wine_tsx11_lock_ptr()
288 #define LEAVE_GL() wine_tsx11_unlock_ptr()
289 #endif
290
291 /*****************************************************************************
292  * Defines
293  */
294
295 /* GL related defines */
296 /* ------------------ */
297 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
298 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
299 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
300 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
301
302 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
303 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
304 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
305 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
306
307 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
308 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
309 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
310 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
311
312 #define D3DCOLORTOGLFLOAT4(dw, vec) \
313   (vec)[0] = D3DCOLOR_R(dw); \
314   (vec)[1] = D3DCOLOR_G(dw); \
315   (vec)[2] = D3DCOLOR_B(dw); \
316   (vec)[3] = D3DCOLOR_A(dw);
317
318 /* DirectX Device Limits */
319 /* --------------------- */
320 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
321
322 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
323                             See MaxStreams in MSDN under GetDeviceCaps */
324                          /* Maximum number of constants provided to the shaders */
325 #define HIGHEST_TRANSFORMSTATE 512 
326                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
327
328 /* Checking of API calls */
329 /* --------------------- */
330 #define checkGLcall(A)                                          \
331 {                                                               \
332     GLint err = glGetError();                                   \
333     if (err == GL_NO_ERROR) {                                   \
334        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
335                                                                 \
336     } else do {                                                 \
337         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
338             debug_glerror(err), err, A, __FILE__, __LINE__);    \
339        err = glGetError();                                      \
340     } while (err != GL_NO_ERROR);                               \
341
342
343 /* Trace routines / diagnostics */
344 /* ---------------------------- */
345
346 /* Dump out a matrix and copy it */
347 #define conv_mat(mat,gl_mat)                                                                \
348 do {                                                                                        \
349     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
350     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
351     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
352     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
353     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
354 } while (0)
355
356 /* Macro to dump out the current state of the light chain */
357 #define DUMP_LIGHT_CHAIN()                    \
358 {                                             \
359   PLIGHTINFOEL *el = This->stateBlock->lights;\
360   while (el) {                                \
361     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
362     el = el->next;                            \
363   }                                           \
364 }
365
366 /* Trace vector and strided data information */
367 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
368 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
369         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);
370
371 /* Defines used for optimizations */
372
373 /*    Only reapply what is necessary */
374 #define REAPPLY_ALPHAOP  0x0001
375 #define REAPPLY_ALL      0xFFFF
376
377 /* Advance declaration of structures to satisfy compiler */
378 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
379 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
380 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
381 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
382
383 /* Global variables */
384 extern const float identity[16];
385
386 /*****************************************************************************
387  * Compilable extra diagnostics
388  */
389
390 /* Trace information per-vertex: (extremely high amount of trace) */
391 #if 0 /* NOTE: Must be 0 in cvs */
392 # define VTRACE(A) TRACE A
393 #else 
394 # define VTRACE(A) 
395 #endif
396
397 /* Checking of per-vertex related GL calls */
398 /* --------------------- */
399 #define vcheckGLcall(A)                                         \
400 {                                                               \
401     GLint err = glGetError();                                   \
402     if (err == GL_NO_ERROR) {                                   \
403        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
404                                                                 \
405     } else do {                                                 \
406         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
407             debug_glerror(err), err, A, __FILE__, __LINE__);    \
408        err = glGetError();                                      \
409     } while (err != GL_NO_ERROR);                               \
410 }
411
412 /* TODO: Confirm each of these works when wined3d move completed */
413 #if 0 /* NOTE: Must be 0 in cvs */
414   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
415      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
416      is enabled, and if it doesn't exist it is disabled. */
417 # define FRAME_DEBUGGING
418   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
419       the file is deleted                                                                            */
420 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
421 #  define SINGLE_FRAME_DEBUGGING
422 # endif  
423   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
424      It can only be enabled when FRAME_DEBUGGING is also enabled                               
425      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
426      array is drawn.                                                                            */
427 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
428 #  define SHOW_FRAME_MAKEUP 1
429 # endif  
430   /* The following, when enabled, lets you see the makeup of the all the textures used during each
431      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
432      The contents of the textures assigned to each stage are written into 
433      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
434 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
435 #  define SHOW_TEXTURE_MAKEUP 0
436 # endif  
437 extern BOOL isOn;
438 extern BOOL isDumpingFrames;
439 extern LONG primCounter;
440 #endif
441
442 /*****************************************************************************
443  * Prototypes
444  */
445
446 /* Routine common to the draw primitive and draw indexed primitive routines */
447 void drawPrimitive(IWineD3DDevice *iface,
448                     int PrimitiveType,
449                     long NumPrimitives,
450                     /* for Indexed: */
451                     long  StartVertexIndex,
452                     UINT  numberOfVertices,
453                     long  StartIdx,
454                     short idxBytes,
455                     const void *idxData,
456                     int   minIndex);
457
458 void primitiveDeclarationConvertToStridedData(
459      IWineD3DDevice *iface,
460      BOOL useVertexShaderFunction,
461      WineDirect3DVertexStridedData *strided,
462      BOOL *fixup);
463
464 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
465
466 typedef void (WINE_GLAPI *glAttribFunc)(void *data);
467 typedef void (WINE_GLAPI *glTexAttribFunc)(GLuint unit, void *data);
468 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
469 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
470 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
471 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
472
473 #define eps 1e-8
474
475 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
476     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
477
478 void depth_copy(IWineD3DDevice *iface);
479
480 /* Routines and structures related to state management */
481 typedef struct WineD3DContext WineD3DContext;
482 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
483
484 #define STATE_RENDER(a) (a)
485 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
486
487 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
488 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
489
490 /* + 1 because samplers start with 0 */
491 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
492 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
493
494 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
495 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
496
497 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
498 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
499
500 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
501 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
502 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
503 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
504
505 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
506 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
507
508 #define STATE_VSHADER (STATE_VDECL + 1)
509 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
510
511 #define STATE_VIEWPORT (STATE_VSHADER + 1)
512 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
513
514 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
515 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
516 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
517 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
518
519 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
520 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
521
522 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
523 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
524
525 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
526 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
527
528 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
529
530 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
531
532 #define STATE_HIGHEST (STATE_FRONTFACE)
533
534 struct StateEntry
535 {
536     DWORD               representative;
537     APPLYSTATEFUNC      apply;
538 };
539
540 struct StateEntryTemplate
541 {
542     DWORD               state;
543     struct StateEntry   content;
544     GL_SupportedExt     extension;
545 };
546
547 struct fragment_caps {
548     DWORD               PrimitiveMiscCaps;
549
550     DWORD               TextureOpCaps;
551     DWORD               MaxTextureBlendStages;
552     DWORD               MaxSimultaneousTextures;
553 };
554
555 struct fragment_pipeline {
556     void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
557     void (*get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
558     HRESULT (*alloc_private)(IWineD3DDevice *iface);
559     void (*free_private)(IWineD3DDevice *iface);
560     BOOL (*conv_supported)(WINED3DFORMAT conv);
561     const struct StateEntryTemplate *states;
562     BOOL ffp_proj_control;
563 };
564
565 extern const struct StateEntryTemplate misc_state_template[];
566 extern const struct StateEntryTemplate ffp_vertexstate_template[];
567 extern const struct fragment_pipeline ffp_fragment_pipeline;
568 extern const struct fragment_pipeline atifs_fragment_pipeline;
569 extern const struct fragment_pipeline arbfp_fragment_pipeline;
570 extern const struct fragment_pipeline nvts_fragment_pipeline;
571 extern const struct fragment_pipeline nvrc_fragment_pipeline;
572
573 /* "Base" state table */
574 void compile_state_table(struct StateEntry *StateTable,
575                          APPLYSTATEFUNC **dev_multistate_funcs,
576                          WineD3D_GL_Info *gl_info,
577                          const struct StateEntryTemplate *vertex,
578                          const struct fragment_pipeline *fragment,
579                          const struct StateEntryTemplate *misc);
580
581 /* Shaders for color conversions in blits */
582 struct blit_shader {
583     HRESULT (*alloc_private)(IWineD3DDevice *iface);
584     void (*free_private)(IWineD3DDevice *iface);
585     HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
586     void (*unset_shader)(IWineD3DDevice *iface);
587     BOOL (*conv_supported)(WINED3DFORMAT conv);
588 };
589
590 extern const struct blit_shader ffp_blit;
591 extern const struct blit_shader arbfp_blit;
592
593 /* The new context manager that should deal with onscreen and offscreen rendering */
594 struct WineD3DContext {
595     /* State dirtification
596      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
597      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
598      * 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
599      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
600      */
601     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
602     DWORD                   numDirtyEntries;
603     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
604
605     IWineD3DSurface         *surface;
606     DWORD                   tid;    /* Thread ID which owns this context at the moment */
607
608     /* Stores some information about the context state for optimization */
609     BOOL                    draw_buffer_dirty;
610     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
611     BOOL                    last_was_pshader;
612     BOOL                    last_was_vshader;
613     BOOL                    last_was_foggy_shader;
614     BOOL                    namedArraysLoaded, numberedArraysLoaded;
615     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
616     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
617     unsigned char           num_untracked_materials;
618     GLenum                  untracked_materials[2];
619     BOOL                    last_was_blit, last_was_ckey;
620     UINT                    blit_w, blit_h;
621     char                    texShaderBumpMap;
622     BOOL                    fog_coord;
623
624     char                    *vshader_const_dirty, *pshader_const_dirty;
625
626     /* The actual opengl context */
627     HGLRC                   glCtx;
628     HWND                    win_handle;
629     HDC                     hdc;
630     HPBUFFERARB             pbuffer;
631     BOOL                    isPBuffer;
632     GLint                   aux_buffers;
633
634     /* FBOs */
635     IWineD3DSurface       **fbo_color_attachments;
636     IWineD3DSurface        *fbo_depth_attachment;
637     GLuint                  fbo;
638     GLuint                  src_fbo;
639     GLuint                  dst_fbo;
640 };
641
642 typedef enum ContextUsage {
643     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
644     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
645     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
646     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
647 } ContextUsage;
648
649 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
650 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
651 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
652 void apply_fbo_state(IWineD3DDevice *iface);
653
654 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
655 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
656
657 /* Macros for doing basic GPU detection based on opengl capabilities */
658 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
659 #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])
660 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
661 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
662
663 /* Default callbacks for implicit object destruction */
664 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
665
666 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
667
668 /*****************************************************************************
669  * Internal representation of a light
670  */
671 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
672 struct PLIGHTINFOEL {
673     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
674     DWORD        OriginalIndex;
675     LONG         glIndex;
676     BOOL         changed;
677     BOOL         enabledChanged;
678     BOOL         enabled;
679
680     /* Converted parms to speed up swapping lights */
681     float                         lightPosn[4];
682     float                         lightDirn[4];
683     float                         exponent;
684     float                         cutoff;
685
686     struct list entry;
687 };
688
689 /* The default light parameters */
690 extern const WINED3DLIGHT WINED3D_default_light;
691
692 typedef struct WineD3D_PixelFormat
693 {
694     int iPixelFormat; /* WGL pixel format */
695     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
696     int redSize, greenSize, blueSize, alphaSize;
697     int depthSize, stencilSize;
698     BOOL windowDrawable;
699     BOOL pbufferDrawable;
700     BOOL doubleBuffer;
701     int auxBuffers;
702     int numSamples;
703 } WineD3D_PixelFormat;
704
705 /* The adapter structure */
706 struct WineD3DAdapter
707 {
708     UINT                    num;
709     BOOL                    opengl;
710     POINT                   monitorPoint;
711     WineD3D_GL_Info         gl_info;
712     const char              *driver;
713     const char              *description;
714     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
715     int                     nCfgs;
716     WineD3D_PixelFormat     *cfgs;
717     BOOL                    brokenStencil; /* Set on cards which only offer mixed depth+stencil */
718     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
719     unsigned int            UsedTextureRam;
720 };
721
722 extern BOOL InitAdapters(void);
723 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
724 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
725
726 /*****************************************************************************
727  * High order patch management
728  */
729 struct WineD3DRectPatch
730 {
731     UINT                            Handle;
732     float                          *mem;
733     WineDirect3DVertexStridedData   strided;
734     WINED3DRECTPATCH_INFO           RectPatchInfo;
735     float                           numSegs[4];
736     char                            has_normals, has_texcoords;
737     struct list                     entry;
738 };
739
740 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
741
742 enum projection_types
743 {
744     proj_none    = 0,
745     proj_count3  = 1,
746     proj_count4  = 2
747 };
748
749 enum tex_types
750 {
751     tex_1d       = 0,
752     tex_2d       = 1,
753     tex_3d       = 2,
754     tex_cube     = 3,
755     tex_rect     = 4
756 };
757
758 enum dst_arg
759 {
760     resultreg    = 0,
761     tempreg      = 1
762 };
763
764 /*****************************************************************************
765  * Fixed function pipeline replacements
766  */
767 struct texture_stage_op
768 {
769     unsigned                cop : 5, aop : 5;
770 #define ARG_UNUSED          0x3f
771     unsigned                carg1 : 6, carg2 : 6, carg0 : 6;
772     unsigned                tex_type : 3;
773     unsigned                dst : 1;                        /* Total of 32 bits */
774     unsigned                aarg1 : 6, aarg2 : 6, aarg0 : 6;
775     unsigned                projected : 2;
776     unsigned                padding : 12;                   /* Total of 64 bits */
777     WINED3DFORMAT           color_correction;
778 };
779
780 struct ffp_settings {
781     struct texture_stage_op     op[MAX_TEXTURES];
782     enum {
783         FOG_OFF,
784         FOG_LINEAR,
785         FOG_EXP,
786         FOG_EXP2
787     } fog;
788     /* Use an int instead of a char to get dword alignment */
789     unsigned int sRGB_write;
790 };
791
792 struct ffp_desc
793 {
794     struct ffp_settings         settings;
795 };
796
797 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct ffp_settings *settings, BOOL ignore_textype);
798 struct ffp_desc *find_ffp_shader(struct hash_table_t *fragment_shaders, struct ffp_settings *settings);
799 void add_ffp_shader(struct hash_table_t *shaders, struct ffp_desc *desc);
800 BOOL ffp_program_key_compare(void *keya, void *keyb);
801 unsigned int ffp_program_key_hash(void *key);
802
803 /*****************************************************************************
804  * IWineD3D implementation structure
805  */
806 typedef struct IWineD3DImpl
807 {
808     /* IUnknown fields */
809     const IWineD3DVtbl     *lpVtbl;
810     LONG                    ref;     /* Note: Ref counting not required */
811
812     /* WineD3D Information */
813     IUnknown               *parent;
814     UINT                    dxVersion;
815 } IWineD3DImpl;
816
817 extern const IWineD3DVtbl IWineD3D_Vtbl;
818
819 /* TODO: setup some flags in the registry to enable, disable pbuffer support
820 (since it will break quite a few things until contexts are managed properly!) */
821 extern BOOL pbuffer_support;
822 /* allocate one pbuffer per surface */
823 extern BOOL pbuffer_per_surface;
824
825 /* A helper function that dumps a resource list */
826 void dumpResources(struct list *list);
827
828 /*****************************************************************************
829  * IWineD3DDevice implementation structure
830  */
831 struct IWineD3DDeviceImpl
832 {
833     /* IUnknown fields      */
834     const IWineD3DDeviceVtbl *lpVtbl;
835     LONG                    ref;     /* Note: Ref counting not required */
836
837     /* WineD3D Information  */
838     IUnknown               *parent;
839     IWineD3D               *wineD3D;
840     struct WineD3DAdapter  *adapter;
841
842     /* Window styles to restore when switching fullscreen mode */
843     LONG                    style;
844     LONG                    exStyle;
845
846     /* X and GL Information */
847     GLint                   maxConcurrentLights;
848     GLenum                  offscreenBuffer;
849
850     /* Selected capabilities */
851     int vs_selected_mode;
852     int ps_selected_mode;
853     const shader_backend_t *shader_backend;
854     void *shader_priv;
855     void *fragment_priv;
856     void *blit_priv;
857     struct StateEntry StateTable[STATE_HIGHEST + 1];
858     /* Array of functions for states which are handled by more than one pipeline part */
859     APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
860     const struct fragment_pipeline *frag_pipe;
861     const struct blit_shader *blitter;
862
863     unsigned int max_ffp_textures, max_ffp_texture_stages;
864
865     /* To store */
866     BOOL                    view_ident;        /* true iff view matrix is identity                */
867     BOOL                    untransformed;
868     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
869 #define DDRAW_PITCH_ALIGNMENT 8
870 #define D3D8_PITCH_ALIGNMENT 4
871     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
872
873     /* State block related */
874     BOOL                    isRecordingState;
875     IWineD3DStateBlockImpl *stateBlock;
876     IWineD3DStateBlockImpl *updateStateBlock;
877     BOOL                   isInDraw;
878
879     /* Internal use fields  */
880     WINED3DDEVICE_CREATION_PARAMETERS createParms;
881     UINT                            adapterNo;
882     WINED3DDEVTYPE                  devType;
883
884     IWineD3DSwapChain     **swapchains;
885     UINT                    NumberOfSwapChains;
886
887     struct list             resources; /* a linked list to track resources created by the device */
888     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
889     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
890
891     /* Render Target Support */
892     IWineD3DSurface       **render_targets;
893     IWineD3DSurface        *auto_depth_stencil_buffer;
894     IWineD3DSurface        *stencilBufferTarget;
895
896     /* Caches to avoid unneeded context changes */
897     IWineD3DSurface        *lastActiveRenderTarget;
898     IWineD3DSwapChain      *lastActiveSwapChain;
899
900     /* palettes texture management */
901     UINT                    NumberOfPalettes;
902     PALETTEENTRY            **palettes;
903     UINT                    currentPalette;
904     UINT                    paletteConversionShader;
905
906     /* For rendering to a texture using glCopyTexImage */
907     BOOL                    render_offscreen;
908     GLenum                  *draw_buffers;
909     GLuint                  depth_blt_texture;
910     GLuint                  depth_blt_rb;
911     UINT                    depth_blt_rb_w;
912     UINT                    depth_blt_rb_h;
913
914     /* Cursor management */
915     BOOL                    bCursorVisible;
916     UINT                    xHotSpot;
917     UINT                    yHotSpot;
918     UINT                    xScreenSpace;
919     UINT                    yScreenSpace;
920     UINT                    cursorWidth, cursorHeight;
921     GLuint                  cursorTexture;
922     BOOL                    haveHardwareCursor;
923     HCURSOR                 hardwareCursor;
924
925     /* The Wine logo surface */
926     IWineD3DSurface        *logo_surface;
927
928     /* Textures for when no other textures are mapped */
929     UINT                          dummyTextureName[MAX_TEXTURES];
930
931     /* Debug stream management */
932     BOOL                     debug;
933
934     /* Device state management */
935     HRESULT                 state;
936     BOOL                    d3d_initialized;
937
938     /* A flag to check for proper BeginScene / EndScene call pairs */
939     BOOL inScene;
940
941     /* process vertex shaders using software or hardware */
942     BOOL softwareVertexProcessing;
943
944     /* DirectDraw stuff */
945     DWORD ddraw_width, ddraw_height;
946     WINED3DFORMAT ddraw_format;
947
948     /* Final position fixup constant */
949     float                       posFixup[4];
950
951     /* With register combiners we can skip junk texture stages */
952     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
953     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
954     BOOL                      fixed_function_usage_map[MAX_TEXTURES];
955
956     /* Stream source management */
957     WineDirect3DVertexStridedData strided_streams;
958     WineDirect3DVertexStridedData *up_strided;
959     BOOL                      useDrawStridedSlow;
960     BOOL                      instancedDraw;
961
962     /* Context management */
963     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
964     WineD3DContext          *activeContext;
965     DWORD                   lastThread;
966     UINT                    numContexts;
967     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
968     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
969
970     /* High level patch management */
971 #define PATCHMAP_SIZE 43
972 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
973     struct list             patches[PATCHMAP_SIZE];
974     struct WineD3DRectPatch *currentPatch;
975 };
976
977 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
978
979 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
980                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
981                                         float Z, DWORD Stencil);
982 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
983 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
984 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
985     DWORD idx = state >> 5;
986     BYTE shift = state & 0x1f;
987     return context->isStateDirty[idx] & (1 << shift);
988 }
989
990 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
991 typedef struct PrivateData
992 {
993     struct list entry;
994
995     GUID tag;
996     DWORD flags; /* DDSPD_* */
997     DWORD uniqueness_value;
998
999     union
1000     {
1001         LPVOID data;
1002         LPUNKNOWN object;
1003     } ptr;
1004
1005     DWORD size;
1006 } PrivateData;
1007
1008 /*****************************************************************************
1009  * IWineD3DResource implementation structure
1010  */
1011 typedef struct IWineD3DResourceClass
1012 {
1013     /* IUnknown fields */
1014     LONG                    ref;     /* Note: Ref counting not required */
1015
1016     /* WineD3DResource Information */
1017     IUnknown               *parent;
1018     WINED3DRESOURCETYPE     resourceType;
1019     IWineD3DDeviceImpl     *wineD3DDevice;
1020     WINED3DPOOL             pool;
1021     UINT                    size;
1022     DWORD                   usage;
1023     WINED3DFORMAT           format;
1024     BYTE                   *allocatedMemory; /* Pointer to the real data location */
1025     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
1026     struct list             privateData;
1027     struct list             resource_list_entry;
1028
1029 } IWineD3DResourceClass;
1030
1031 typedef struct IWineD3DResourceImpl
1032 {
1033     /* IUnknown & WineD3DResource Information     */
1034     const IWineD3DResourceVtbl *lpVtbl;
1035     IWineD3DResourceClass   resource;
1036 } IWineD3DResourceImpl;
1037
1038 /* Tests show that the start address of resources is 32 byte aligned */
1039 #define RESOURCE_ALIGNMENT 32
1040
1041 /*****************************************************************************
1042  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1043  */
1044 enum vbo_conversion_type {
1045     CONV_NONE               = 0,
1046     CONV_D3DCOLOR           = 1,
1047     CONV_POSITIONT          = 2,
1048     CONV_FLOAT16_2          = 3 /* Also handles FLOAT16_4 */
1049
1050     /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1051      * fixed function semantics as D3DCOLOR or FLOAT16
1052      */
1053 };
1054
1055 typedef struct IWineD3DVertexBufferImpl
1056 {
1057     /* IUnknown & WineD3DResource Information     */
1058     const IWineD3DVertexBufferVtbl *lpVtbl;
1059     IWineD3DResourceClass     resource;
1060
1061     /* WineD3DVertexBuffer specifics */
1062     DWORD                     fvf;
1063
1064     /* Vertex buffer object support */
1065     GLuint                    vbo;
1066     BYTE                      Flags;
1067     LONG                      bindCount;
1068     LONG                      vbo_size;
1069     GLenum                    vbo_usage;
1070
1071     UINT                      dirtystart, dirtyend;
1072     LONG                      lockcount;
1073
1074     LONG                      declChanges, draws;
1075     /* Last description of the buffer */
1076     DWORD                     stride;       /* 0 if no conversion               */
1077     enum vbo_conversion_type  *conv_map;    /* NULL if no conversion            */
1078
1079     /* Extra load offsets, for FLOAT16 conversion */
1080     DWORD                     *conv_shift;  /* NULL if no shifted conversion    */
1081     DWORD                     conv_stride;  /* 0 if no shifted conversion       */
1082 } IWineD3DVertexBufferImpl;
1083
1084 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1085
1086 #define VBFLAG_OPTIMIZED      0x01    /* Optimize has been called for the VB */
1087 #define VBFLAG_DIRTY          0x02    /* Buffer data has been modified */
1088 #define VBFLAG_HASDESC        0x04    /* A vertex description has been found */
1089 #define VBFLAG_CREATEVBO      0x08    /* Attempt to create a VBO next PreLoad */
1090
1091 /*****************************************************************************
1092  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1093  */
1094 typedef struct IWineD3DIndexBufferImpl
1095 {
1096     /* IUnknown & WineD3DResource Information     */
1097     const IWineD3DIndexBufferVtbl *lpVtbl;
1098     IWineD3DResourceClass     resource;
1099
1100     GLuint                    vbo;
1101     UINT                      dirtystart, dirtyend;
1102     LONG                      lockcount;
1103
1104     /* WineD3DVertexBuffer specifics */
1105 } IWineD3DIndexBufferImpl;
1106
1107 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1108
1109 /*****************************************************************************
1110  * IWineD3DBaseTexture D3D- > openGL state map lookups
1111  */
1112 #define WINED3DFUNC_NOTSUPPORTED  -2
1113 #define WINED3DFUNC_UNIMPLEMENTED -1
1114
1115 typedef enum winetexturestates {
1116     WINED3DTEXSTA_ADDRESSU       = 0,
1117     WINED3DTEXSTA_ADDRESSV       = 1,
1118     WINED3DTEXSTA_ADDRESSW       = 2,
1119     WINED3DTEXSTA_BORDERCOLOR    = 3,
1120     WINED3DTEXSTA_MAGFILTER      = 4,
1121     WINED3DTEXSTA_MINFILTER      = 5,
1122     WINED3DTEXSTA_MIPFILTER      = 6,
1123     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1124     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1125     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1126     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1127     WINED3DTEXSTA_DMAPOFFSET     = 11,
1128     WINED3DTEXSTA_TSSADDRESSW    = 12,
1129     MAX_WINETEXTURESTATES        = 13,
1130 } winetexturestates;
1131
1132 /*****************************************************************************
1133  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1134  */
1135 typedef struct IWineD3DBaseTextureClass
1136 {
1137     UINT                    levels;
1138     BOOL                    dirty;
1139     UINT                    textureName;
1140     UINT                    LOD;
1141     WINED3DTEXTUREFILTERTYPE filterType;
1142     DWORD                   states[MAX_WINETEXTURESTATES];
1143     LONG                    bindCount;
1144     DWORD                   sampler;
1145     BOOL                    is_srgb;
1146     UINT                    srgb_mode_change_count;
1147     WINED3DFORMAT           shader_conversion_group;
1148     float                   pow2Matrix[16];
1149     minMipLookup_t          *minMipLookup;
1150     magLookup_t             *magLookup;
1151 } IWineD3DBaseTextureClass;
1152
1153 typedef struct IWineD3DBaseTextureImpl
1154 {
1155     /* IUnknown & WineD3DResource Information     */
1156     const IWineD3DBaseTextureVtbl *lpVtbl;
1157     IWineD3DResourceClass     resource;
1158     IWineD3DBaseTextureClass  baseTexture;
1159
1160 } IWineD3DBaseTextureImpl;
1161
1162 /*****************************************************************************
1163  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1164  */
1165 typedef struct IWineD3DTextureImpl
1166 {
1167     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1168     const IWineD3DTextureVtbl *lpVtbl;
1169     IWineD3DResourceClass     resource;
1170     IWineD3DBaseTextureClass  baseTexture;
1171
1172     /* IWineD3DTexture */
1173     IWineD3DSurface          *surfaces[MAX_LEVELS];
1174     
1175     UINT                      width;
1176     UINT                      height;
1177     UINT                      target;
1178     BOOL                      cond_np2;
1179
1180 } IWineD3DTextureImpl;
1181
1182 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1183
1184 /*****************************************************************************
1185  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1186  */
1187 typedef struct IWineD3DCubeTextureImpl
1188 {
1189     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1190     const IWineD3DCubeTextureVtbl *lpVtbl;
1191     IWineD3DResourceClass     resource;
1192     IWineD3DBaseTextureClass  baseTexture;
1193
1194     /* IWineD3DCubeTexture */
1195     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
1196
1197     UINT                      edgeLength;
1198 } IWineD3DCubeTextureImpl;
1199
1200 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1201
1202 typedef struct _WINED3DVOLUMET_DESC
1203 {
1204     UINT                    Width;
1205     UINT                    Height;
1206     UINT                    Depth;
1207 } WINED3DVOLUMET_DESC;
1208
1209 /*****************************************************************************
1210  * IWineD3DVolume implementation structure (extends IUnknown)
1211  */
1212 typedef struct IWineD3DVolumeImpl
1213 {
1214     /* IUnknown & WineD3DResource fields */
1215     const IWineD3DVolumeVtbl  *lpVtbl;
1216     IWineD3DResourceClass      resource;
1217
1218     /* WineD3DVolume Information */
1219     WINED3DVOLUMET_DESC      currentDesc;
1220     IWineD3DBase            *container;
1221     UINT                    bytesPerPixel;
1222
1223     BOOL                    lockable;
1224     BOOL                    locked;
1225     WINED3DBOX              lockedBox;
1226     WINED3DBOX              dirtyBox;
1227     BOOL                    dirty;
1228
1229
1230 } IWineD3DVolumeImpl;
1231
1232 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1233
1234 /*****************************************************************************
1235  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1236  */
1237 typedef struct IWineD3DVolumeTextureImpl
1238 {
1239     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1240     const IWineD3DVolumeTextureVtbl *lpVtbl;
1241     IWineD3DResourceClass     resource;
1242     IWineD3DBaseTextureClass  baseTexture;
1243
1244     /* IWineD3DVolumeTexture */
1245     IWineD3DVolume           *volumes[MAX_LEVELS];
1246
1247     UINT                      width;
1248     UINT                      height;
1249     UINT                      depth;
1250 } IWineD3DVolumeTextureImpl;
1251
1252 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1253
1254 typedef struct _WINED3DSURFACET_DESC
1255 {
1256     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1257     DWORD                   MultiSampleQuality;
1258     UINT                    Width;
1259     UINT                    Height;
1260 } WINED3DSURFACET_DESC;
1261
1262 /*****************************************************************************
1263  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1264  */
1265 typedef struct wineD3DSurface_DIB {
1266     HBITMAP DIBsection;
1267     void* bitmap_data;
1268     UINT bitmap_size;
1269     HGDIOBJ holdbitmap;
1270     BOOL client_memory;
1271 } wineD3DSurface_DIB;
1272
1273 typedef struct {
1274     struct list entry;
1275     GLuint id;
1276     UINT width;
1277     UINT height;
1278 } renderbuffer_entry_t;
1279
1280 /*****************************************************************************
1281  * IWineD3DClipp implementation structure
1282  */
1283 typedef struct IWineD3DClipperImpl
1284 {
1285     const IWineD3DClipperVtbl *lpVtbl;
1286     LONG ref;
1287
1288     IUnknown *Parent;
1289     HWND hWnd;
1290 } IWineD3DClipperImpl;
1291
1292
1293 /*****************************************************************************
1294  * IWineD3DSurface implementation structure
1295  */
1296 struct IWineD3DSurfaceImpl
1297 {
1298     /* IUnknown & IWineD3DResource Information     */
1299     const IWineD3DSurfaceVtbl *lpVtbl;
1300     IWineD3DResourceClass     resource;
1301
1302     /* IWineD3DSurface fields */
1303     IWineD3DBase              *container;
1304     WINED3DSURFACET_DESC      currentDesc;
1305     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1306     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1307
1308     UINT                      bytesPerPixel;
1309
1310     /* TODO: move this off into a management class(maybe!) */
1311     DWORD                      Flags;
1312
1313     UINT                      pow2Width;
1314     UINT                      pow2Height;
1315     float                     heightscale;
1316
1317     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1318     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1319
1320     /* Oversized texture */
1321     RECT                      glRect;
1322
1323     /* PBO */
1324     GLuint                    pbo;
1325
1326     RECT                      lockedRect;
1327     RECT                      dirtyRect;
1328     int                       lockCount;
1329 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1330
1331     glDescriptor              glDescription;
1332     BOOL                      srgb;
1333
1334     /* For GetDC */
1335     wineD3DSurface_DIB        dib;
1336     HDC                       hDC;
1337
1338     /* Color keys for DDraw */
1339     WINEDDCOLORKEY            DestBltCKey;
1340     WINEDDCOLORKEY            DestOverlayCKey;
1341     WINEDDCOLORKEY            SrcOverlayCKey;
1342     WINEDDCOLORKEY            SrcBltCKey;
1343     DWORD                     CKeyFlags;
1344
1345     WINEDDCOLORKEY            glCKey;
1346
1347     struct list               renderbuffers;
1348     renderbuffer_entry_t      *current_renderbuffer;
1349
1350     /* DirectDraw clippers */
1351     IWineD3DClipper           *clipper;
1352
1353     /* DirectDraw Overlay handling */
1354     RECT                      overlay_srcrect;
1355     RECT                      overlay_destrect;
1356     IWineD3DSurfaceImpl       *overlay_dest;
1357     struct list               overlays;
1358     struct list               overlay_entry;
1359 };
1360
1361 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1362 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1363
1364 /* Predeclare the shared Surface functions */
1365 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1366 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1367 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1368 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1369 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1370 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1371 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1372 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1373 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1374 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1375 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1376 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1377 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1378 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1379 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1380 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1381 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1382 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1383 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1384 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1385 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1386 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1387 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1388 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1389 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1390 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1391 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1392 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1393 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1394 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1395 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1396 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1397 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1398 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1399
1400 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1401
1402 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1403 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1404 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1405 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1406
1407 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1408
1409 /* Surface flags: */
1410 #define SFLAG_OVERSIZE      0x00000001 /* Surface is bigger than gl size, blts only */
1411 #define SFLAG_CONVERTED     0x00000002 /* Converted for color keying or Palettized */
1412 #define SFLAG_DIBSECTION    0x00000004 /* Has a DIB section attached for GetDC */
1413 #define SFLAG_LOCKABLE      0x00000008 /* Surface can be locked */
1414 #define SFLAG_DISCARD       0x00000010 /* ??? */
1415 #define SFLAG_LOCKED        0x00000020 /* Surface is locked atm */
1416 #define SFLAG_INTEXTURE     0x00000040 /* The GL texture contains the newest surface content */
1417 #define SFLAG_INDRAWABLE    0x00000080 /* The gl drawable contains the most up to date data */
1418 #define SFLAG_INSYSMEM      0x00000100 /* The system memory copy is most up to date */
1419 #define SFLAG_NONPOW2       0x00000200 /* Surface sizes are not a power of 2 */
1420 #define SFLAG_DYNLOCK       0x00000400 /* Surface is often locked by the app */
1421 #define SFLAG_DYNCHANGE     0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1422 #define SFLAG_DCINUSE       0x00001000 /* Set between GetDC and ReleaseDC calls */
1423 #define SFLAG_LOST          0x00002000 /* Surface lost flag for DDraw */
1424 #define SFLAG_USERPTR       0x00004000 /* The application allocated the memory for this surface */
1425 #define SFLAG_GLCKEY        0x00008000 /* The gl texture was created with a color key */
1426 #define SFLAG_CLIENT        0x00010000 /* GL_APPLE_client_storage is used on that texture */
1427 #define SFLAG_ALLOCATED     0x00020000 /* A gl texture is allocated for this surface */
1428 #define SFLAG_PBO           0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1429 #define SFLAG_NORMCOORD     0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1430 #define SFLAG_DS_ONSCREEN   0x00100000 /* Is a depth stencil, last modified onscreen */
1431 #define SFLAG_DS_OFFSCREEN  0x00200000 /* Is a depth stencil, last modified offscreen */
1432 #define SFLAG_INOVERLAYDRAW 0x00400000 /* Overlay drawing is in progress. Recursion prevention */
1433
1434 /* In some conditions the surface memory must not be freed:
1435  * SFLAG_OVERSIZE: Not all data can be kept in GL
1436  * SFLAG_CONVERTED: Converting the data back would take too long
1437  * SFLAG_DIBSECTION: The dib code manages the memory
1438  * SFLAG_LOCKED: The app requires access to the surface data
1439  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1440  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1441  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1442  * SFLAG_CLIENT: OpenGL uses our memory as backup
1443  */
1444 #define SFLAG_DONOTFREE     (SFLAG_OVERSIZE   | \
1445                              SFLAG_CONVERTED  | \
1446                              SFLAG_DIBSECTION | \
1447                              SFLAG_LOCKED     | \
1448                              SFLAG_DYNLOCK    | \
1449                              SFLAG_DYNCHANGE  | \
1450                              SFLAG_USERPTR    | \
1451                              SFLAG_PBO        | \
1452                              SFLAG_CLIENT)
1453
1454 #define SFLAG_LOCATIONS     (SFLAG_INSYSMEM   | \
1455                              SFLAG_INTEXTURE  | \
1456                              SFLAG_INDRAWABLE)
1457
1458 #define SFLAG_DS_LOCATIONS  (SFLAG_DS_ONSCREEN | \
1459                              SFLAG_DS_OFFSCREEN)
1460
1461 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1462
1463 typedef enum {
1464     NO_CONVERSION,
1465     CONVERT_PALETTED,
1466     CONVERT_PALETTED_CK,
1467     CONVERT_CK_565,
1468     CONVERT_CK_5551,
1469     CONVERT_CK_4444,
1470     CONVERT_CK_4444_ARGB,
1471     CONVERT_CK_1555,
1472     CONVERT_555,
1473     CONVERT_CK_RGB24,
1474     CONVERT_CK_8888,
1475     CONVERT_CK_8888_ARGB,
1476     CONVERT_RGB32_888,
1477     CONVERT_V8U8,
1478     CONVERT_L6V5U5,
1479     CONVERT_X8L8V8U8,
1480     CONVERT_Q8W8V8U8,
1481     CONVERT_V16U16,
1482     CONVERT_A4L4,
1483     CONVERT_R32F,
1484     CONVERT_R16F,
1485     CONVERT_G16R16,
1486 } CONVERT_TYPES;
1487
1488 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);
1489
1490 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1491
1492 /*****************************************************************************
1493  * IWineD3DVertexDeclaration implementation structure
1494  */
1495 typedef struct attrib_declaration {
1496     DWORD usage;
1497     DWORD idx;
1498 } attrib_declaration;
1499
1500 #define MAX_ATTRIBS 16
1501
1502 typedef struct IWineD3DVertexDeclarationImpl {
1503     /* IUnknown  Information */
1504     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1505     LONG                    ref;
1506
1507     IUnknown                *parent;
1508     IWineD3DDeviceImpl      *wineD3DDevice;
1509
1510     WINED3DVERTEXELEMENT    *pDeclarationWine;
1511     UINT                    declarationWNumElements;
1512
1513     DWORD                   streams[MAX_STREAMS];
1514     UINT                    num_streams;
1515     BOOL                    position_transformed;
1516     BOOL                    half_float_conv_needed;
1517
1518     /* Ordered array of declaration types that need swizzling in a vshader */
1519     attrib_declaration      swizzled_attribs[MAX_ATTRIBS];
1520     UINT                    num_swizzled_attribs;
1521 } IWineD3DVertexDeclarationImpl;
1522
1523 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1524
1525 /*****************************************************************************
1526  * IWineD3DStateBlock implementation structure
1527  */
1528
1529 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1530 /*   Note: Very long winded but gl Lists are not flexible enough */
1531 /*   to resolve everything we need, so doing it manually for now */
1532 typedef struct SAVEDSTATES {
1533         BOOL                      indices;
1534         BOOL                      material;
1535         BOOL                      fvf;
1536         BOOL                      streamSource[MAX_STREAMS];
1537         BOOL                      streamFreq[MAX_STREAMS];
1538         BOOL                      textures[MAX_COMBINED_SAMPLERS];
1539         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1540         BOOL                      viewport;
1541         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1542         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1543         BOOL                      samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1544         BOOL                      clipplane[MAX_CLIPPLANES];
1545         BOOL                      vertexDecl;
1546         BOOL                      pixelShader;
1547         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1548         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1549         BOOL                     *pixelShaderConstantsF;
1550         BOOL                      vertexShader;
1551         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1552         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1553         BOOL                     *vertexShaderConstantsF;
1554         BOOL                      scissorRect;
1555 } SAVEDSTATES;
1556
1557 typedef struct {
1558     struct  list entry;
1559     DWORD   count;
1560     DWORD   idx[13];
1561 } constants_entry;
1562
1563 struct StageState {
1564     DWORD stage;
1565     DWORD state;
1566 };
1567
1568 struct IWineD3DStateBlockImpl
1569 {
1570     /* IUnknown fields */
1571     const IWineD3DStateBlockVtbl *lpVtbl;
1572     LONG                      ref;     /* Note: Ref counting not required */
1573
1574     /* IWineD3DStateBlock information */
1575     IUnknown                 *parent;
1576     IWineD3DDeviceImpl       *wineD3DDevice;
1577     WINED3DSTATEBLOCKTYPE     blockType;
1578
1579     /* Array indicating whether things have been set or changed */
1580     SAVEDSTATES               changed;
1581     struct list               set_vconstantsF;
1582     struct list               set_pconstantsF;
1583
1584     /* Drawing - Vertex Shader or FVF related */
1585     DWORD                     fvf;
1586     /* Vertex Shader Declaration */
1587     IWineD3DVertexDeclaration *vertexDecl;
1588
1589     IWineD3DVertexShader      *vertexShader;
1590
1591     /* Vertex Shader Constants */
1592     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1593     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1594     float                     *vertexShaderConstantF;
1595
1596     /* Stream Source */
1597     BOOL                      streamIsUP;
1598     UINT                      streamStride[MAX_STREAMS];
1599     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1600     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1601     UINT                      streamFreq[MAX_STREAMS + 1];
1602     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1603
1604     /* Indices */
1605     IWineD3DIndexBuffer*      pIndexData;
1606     INT                       baseVertexIndex;
1607     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1608
1609     /* Transform */
1610     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1611
1612     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1613 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1614 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1615     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1616     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1617
1618     /* Clipping */
1619     double                    clipplane[MAX_CLIPPLANES][4];
1620     WINED3DCLIPSTATUS         clip_status;
1621
1622     /* ViewPort */
1623     WINED3DVIEWPORT           viewport;
1624
1625     /* Material */
1626     WINED3DMATERIAL           material;
1627
1628     /* Pixel Shader */
1629     IWineD3DPixelShader      *pixelShader;
1630
1631     /* Pixel Shader Constants */
1632     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1633     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1634     float                     *pixelShaderConstantF;
1635
1636     /* RenderState */
1637     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1638
1639     /* Texture */
1640     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1641     int                       textureDimensions[MAX_COMBINED_SAMPLERS];
1642
1643     /* Texture State Stage */
1644     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1645     DWORD                     lowest_disabled_stage;
1646     /* Sampler States */
1647     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1648
1649     /* Scissor test rectangle */
1650     RECT                      scissorRect;
1651
1652     /* Contained state management */
1653     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1654     unsigned int              num_contained_render_states;
1655     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1656     unsigned int              num_contained_transform_states;
1657     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1658     unsigned int              num_contained_vs_consts_i;
1659     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1660     unsigned int              num_contained_vs_consts_b;
1661     DWORD                     *contained_vs_consts_f;
1662     unsigned int              num_contained_vs_consts_f;
1663     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1664     unsigned int              num_contained_ps_consts_i;
1665     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1666     unsigned int              num_contained_ps_consts_b;
1667     DWORD                     *contained_ps_consts_f;
1668     unsigned int              num_contained_ps_consts_f;
1669     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1670     unsigned int              num_contained_tss_states;
1671     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1672     unsigned int              num_contained_sampler_states;
1673 };
1674
1675 extern void stateblock_savedstates_set(
1676     IWineD3DStateBlock* iface,
1677     SAVEDSTATES* states,
1678     BOOL value);
1679
1680 extern void stateblock_savedstates_copy(
1681     IWineD3DStateBlock* iface,
1682     SAVEDSTATES* dest,
1683     SAVEDSTATES* source);
1684
1685 extern void stateblock_copy(
1686     IWineD3DStateBlock* destination,
1687     IWineD3DStateBlock* source);
1688
1689 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1690
1691 /* Direct3D terminology with little modifications. We do not have an issued state
1692  * because only the driver knows about it, but we have a created state because d3d
1693  * allows GetData on a created issue, but opengl doesn't
1694  */
1695 enum query_state {
1696     QUERY_CREATED,
1697     QUERY_SIGNALLED,
1698     QUERY_BUILDING
1699 };
1700 /*****************************************************************************
1701  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1702  */
1703 typedef struct IWineD3DQueryImpl
1704 {
1705     const IWineD3DQueryVtbl  *lpVtbl;
1706     LONG                      ref;     /* Note: Ref counting not required */
1707     
1708     IUnknown                 *parent;
1709     /*TODO: replace with iface usage */
1710 #if 0
1711     IWineD3DDevice         *wineD3DDevice;
1712 #else
1713     IWineD3DDeviceImpl       *wineD3DDevice;
1714 #endif
1715
1716     /* IWineD3DQuery fields */
1717     enum query_state         state;
1718     WINED3DQUERYTYPE         type;
1719     /* TODO: Think about using a IUnknown instead of a void* */
1720     void                     *extendedData;
1721     
1722   
1723 } IWineD3DQueryImpl;
1724
1725 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1726 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1727 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1728
1729 /* Datastructures for IWineD3DQueryImpl.extendedData */
1730 typedef struct  WineQueryOcclusionData {
1731     GLuint  queryId;
1732     WineD3DContext *ctx;
1733 } WineQueryOcclusionData;
1734
1735 typedef struct  WineQueryEventData {
1736     GLuint  fenceId;
1737     WineD3DContext *ctx;
1738 } WineQueryEventData;
1739
1740 /*****************************************************************************
1741  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1742  */
1743
1744 typedef struct IWineD3DSwapChainImpl
1745 {
1746     /*IUnknown part*/
1747     const IWineD3DSwapChainVtbl *lpVtbl;
1748     LONG                      ref;     /* Note: Ref counting not required */
1749
1750     IUnknown                 *parent;
1751     IWineD3DDeviceImpl       *wineD3DDevice;
1752
1753     /* IWineD3DSwapChain fields */
1754     IWineD3DSurface         **backBuffer;
1755     IWineD3DSurface          *frontBuffer;
1756     BOOL                      wantsDepthStencilBuffer;
1757     WINED3DPRESENT_PARAMETERS presentParms;
1758     DWORD                     orig_width, orig_height;
1759     WINED3DFORMAT             orig_fmt;
1760     WINED3DGAMMARAMP          orig_gamma;
1761
1762     long prev_time, frames;   /* Performance tracking */
1763     unsigned int vSyncCounter;
1764
1765     WineD3DContext        **context; /* Later a array for multithreading */
1766     unsigned int            num_contexts;
1767
1768     HWND                    win_handle;
1769 } IWineD3DSwapChainImpl;
1770
1771 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1772 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
1773 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, LPRECT rc);
1774
1775 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
1776 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
1777 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
1778 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
1779 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
1780 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
1781 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
1782 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
1783 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
1784 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
1785 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
1786 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
1787
1788 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1789
1790 /*****************************************************************************
1791  * Utility function prototypes 
1792  */
1793
1794 /* Trace routines */
1795 const char* debug_d3dformat(WINED3DFORMAT fmt);
1796 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1797 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1798 const char* debug_d3dusage(DWORD usage);
1799 const char* debug_d3dusagequery(DWORD usagequery);
1800 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1801 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1802 const char* debug_d3ddeclusage(BYTE usage);
1803 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1804 const char* debug_d3drenderstate(DWORD state);
1805 const char* debug_d3dsamplerstate(DWORD state);
1806 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1807 const char* debug_d3dtexturestate(DWORD state);
1808 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1809 const char* debug_d3dpool(WINED3DPOOL pool);
1810 const char *debug_fbostatus(GLenum status);
1811 const char *debug_glerror(GLenum error);
1812 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1813 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1814 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
1815
1816 /* Routines for GL <-> D3D values */
1817 GLenum StencilOp(DWORD op);
1818 GLenum CompareFunc(DWORD func);
1819 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1820 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
1821 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
1822 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1823 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1824 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1825 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1826
1827 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1828 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1829 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
1830 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
1831
1832 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1833 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1834
1835 /* Math utils */
1836 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1837 unsigned int count_bits(unsigned int mask);
1838
1839 /*****************************************************************************
1840  * To enable calling of inherited functions, requires prototypes 
1841  *
1842  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1843  */
1844     /*** IUnknown methods ***/
1845     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1846     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1847     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1848     /*** IWineD3DResource methods ***/
1849     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1850     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1851     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1852     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1853     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1854     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1855     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1856     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1857     extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1858     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1859     /*** class static members ***/
1860     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1861
1862     /*** IUnknown methods ***/
1863     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1864     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1865     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1866     /*** IWineD3DResource methods ***/
1867     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1868     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1869     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1870     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1871     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1872     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1873     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1874     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1875     extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1876     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1877     /*** IWineD3DBaseTexture methods ***/
1878     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1879     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1880     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1881     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1882     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1883     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1884     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1885     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1886
1887     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1888     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1889     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1890     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1891     /*** class static members ***/
1892     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1893
1894 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1895
1896 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1897  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1898  * used if the user is using GLSL shaders. */
1899 struct glsl_shader_prog_link {
1900     struct list             vshader_entry;
1901     struct list             pshader_entry;
1902     GLhandleARB             programId;
1903     GLhandleARB             *vuniformF_locations;
1904     GLhandleARB             *puniformF_locations;
1905     GLhandleARB             vuniformI_locations[MAX_CONST_I];
1906     GLhandleARB             puniformI_locations[MAX_CONST_I];
1907     GLhandleARB             posFixup_location;
1908     GLhandleARB             bumpenvmat_location[MAX_TEXTURES];
1909     GLhandleARB             luminancescale_location[MAX_TEXTURES];
1910     GLhandleARB             luminanceoffset_location[MAX_TEXTURES];
1911     GLhandleARB             srgb_comparison_location;
1912     GLhandleARB             srgb_mul_low_location;
1913     GLhandleARB             ycorrection_location;
1914     GLenum                  vertex_color_clamp;
1915     GLhandleARB             vshader;
1916     GLhandleARB             pshader;
1917 };
1918
1919 typedef struct {
1920     GLhandleARB vshader;
1921     GLhandleARB pshader;
1922 } glsl_program_key_t;
1923
1924 /* TODO: Make this dynamic, based on shader limits ? */
1925 #define MAX_REG_ADDR 1
1926 #define MAX_REG_TEMP 32
1927 #define MAX_REG_TEXCRD 8
1928 #define MAX_REG_INPUT 12
1929 #define MAX_REG_OUTPUT 12
1930 #define MAX_CONST_I 16
1931 #define MAX_CONST_B 16
1932
1933 /* FIXME: This needs to go up to 2048 for
1934  * Shader model 3 according to msdn (and for software shaders) */
1935 #define MAX_LABELS 16
1936
1937 typedef struct semantic {
1938     DWORD usage;
1939     DWORD reg;
1940 } semantic;
1941
1942 typedef struct local_constant {
1943     struct list entry;
1944     unsigned int idx;
1945     DWORD value[4];
1946 } local_constant;
1947
1948 typedef struct shader_reg_maps {
1949
1950     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1951     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1952     char address[MAX_REG_ADDR];             /* vertex */
1953     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1954     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1955     char attributes[MAX_ATTRIBS];           /* vertex */
1956     char labels[MAX_LABELS];                /* pixel, vertex */
1957     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
1958
1959     /* Sampler usage tokens 
1960      * Use 0 as default (bit 31 is always 1 on a valid token) */
1961     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1962     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1963     char usesnrm, vpos, usesdsy;
1964     char usesrelconstF;
1965
1966     /* Whether or not loops are used in this shader, and nesting depth */
1967     unsigned loop_depth;
1968
1969     /* Whether or not this shader uses fog */
1970     char fog;
1971
1972 } shader_reg_maps;
1973
1974 /* Undocumented opcode controls */
1975 #define INST_CONTROLS_SHIFT 16
1976 #define INST_CONTROLS_MASK 0x00ff0000
1977
1978 typedef enum COMPARISON_TYPE {
1979     COMPARISON_GT = 1,
1980     COMPARISON_EQ = 2,
1981     COMPARISON_GE = 3,
1982     COMPARISON_LT = 4,
1983     COMPARISON_NE = 5,
1984     COMPARISON_LE = 6
1985 } COMPARISON_TYPE;
1986
1987 typedef struct SHADER_OPCODE {
1988     unsigned int  opcode;
1989     const char*   name;
1990     const char*   glname;
1991     char          dst_token;
1992     CONST UINT    num_params;
1993     SHADER_HANDLER hw_fct;
1994     SHADER_HANDLER hw_glsl_fct;
1995     DWORD         min_version;
1996     DWORD         max_version;
1997 } SHADER_OPCODE;
1998
1999 typedef struct SHADER_OPCODE_ARG {
2000     IWineD3DBaseShader* shader;
2001     shader_reg_maps* reg_maps;
2002     CONST SHADER_OPCODE* opcode;
2003     DWORD opcode_token;
2004     DWORD dst;
2005     DWORD dst_addr;
2006     DWORD predicate;
2007     DWORD src[4];
2008     DWORD src_addr[4];
2009     SHADER_BUFFER* buffer;
2010 } SHADER_OPCODE_ARG;
2011
2012 typedef struct SHADER_LIMITS {
2013     unsigned int temporary;
2014     unsigned int texcoord;
2015     unsigned int sampler;
2016     unsigned int constant_int;
2017     unsigned int constant_float;
2018     unsigned int constant_bool;
2019     unsigned int address;
2020     unsigned int packed_output;
2021     unsigned int packed_input;
2022     unsigned int attributes;
2023     unsigned int label;
2024 } SHADER_LIMITS;
2025
2026 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
2027     maintain state information between multiple codes */
2028 typedef struct SHADER_PARSE_STATE {
2029     unsigned int current_row;
2030     DWORD texcoord_w[2];
2031 } SHADER_PARSE_STATE;
2032
2033 #ifdef __GNUC__
2034 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2035 #else
2036 #define PRINTF_ATTR(fmt,args)
2037 #endif
2038
2039 /* Base Shader utility functions. 
2040  * (may move callers into the same file in the future) */
2041 extern int shader_addline(
2042     SHADER_BUFFER* buffer,
2043     const char* fmt, ...) PRINTF_ATTR(2,3);
2044
2045 extern const SHADER_OPCODE* shader_get_opcode(
2046     IWineD3DBaseShader *iface, 
2047     const DWORD code);
2048
2049 /* Vertex shader utility functions */
2050 extern BOOL vshader_get_input(
2051     IWineD3DVertexShader* iface,
2052     BYTE usage_req, BYTE usage_idx_req,
2053     unsigned int* regnum);
2054
2055 extern BOOL vshader_input_is_color(
2056     IWineD3DVertexShader* iface,
2057     unsigned int regnum);
2058
2059 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2060
2061 /* ARB_[vertex/fragment]_program helper functions */
2062 extern void shader_arb_load_constants(
2063     IWineD3DDevice* device,
2064     char usePixelShader,
2065     char useVertexShader);
2066
2067 /* ARB shader program Prototypes */
2068 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
2069
2070 /* ARB pixel shader prototypes */
2071 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
2072 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
2073 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
2074 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2075 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
2076 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
2077 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
2078 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
2079 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
2080 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
2081 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
2082 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
2083 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
2084 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
2085 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2086 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
2087 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
2088 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
2089 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
2090 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
2091 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
2092 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
2093 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
2094
2095 /* ARB vertex / pixel shader common prototypes */
2096 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
2097 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
2098 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
2099
2100 /* ARB vertex shader prototypes */
2101 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2102 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
2103
2104 /* GLSL helper functions */
2105 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2106 extern void shader_glsl_load_constants(
2107     IWineD3DDevice* device,
2108     char usePixelShader,
2109     char useVertexShader);
2110
2111 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2112 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
2113 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
2114 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
2115 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
2116 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
2117 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
2118 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
2119 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
2120 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
2121 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
2122 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
2123 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
2124 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
2125 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
2126 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
2127 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
2128 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
2129 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
2130 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
2131 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
2132 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
2133 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
2134 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
2135 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
2136 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
2137 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
2138 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
2139 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
2140 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
2141 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
2142 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
2143 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
2144 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
2145 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
2146
2147 /** GLSL Pixel Shader Prototypes */
2148 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
2149 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
2150 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
2151 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
2152 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
2153 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
2154 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
2155 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
2156 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
2157 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2158 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2159 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2160 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2161 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2162 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2163 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2164 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2165 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2166 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2167 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2168 extern void pshader_glsl_input_pack(
2169    SHADER_BUFFER* buffer,
2170    semantic* semantics_out,
2171    IWineD3DPixelShader *iface);
2172
2173 /*****************************************************************************
2174  * IDirect3DBaseShader implementation structure
2175  */
2176 typedef struct IWineD3DBaseShaderClass
2177 {
2178     LONG                            ref;
2179     DWORD                           hex_version;
2180     SHADER_LIMITS                   limits;
2181     SHADER_PARSE_STATE              parse_state;
2182     CONST SHADER_OPCODE             *shader_ins;
2183     DWORD                          *function;
2184     UINT                            functionLength;
2185     GLuint                          prgId;
2186     BOOL                            is_compiled;
2187     UINT                            cur_loop_depth, cur_loop_regno;
2188     BOOL                            load_local_constsF;
2189
2190     /* Type of shader backend */
2191     int shader_mode;
2192
2193     /* Programs this shader is linked with */
2194     struct list linked_programs;
2195
2196     /* Immediate constants (override global ones) */
2197     struct list constantsB;
2198     struct list constantsF;
2199     struct list constantsI;
2200     shader_reg_maps reg_maps;
2201
2202     /* Pixel formats of sampled textures, for format conversion. This
2203      * represents the formats found during compilation, it is not initialized
2204      * on the first parser pass. It is needed to check if the shader
2205      * needs recompilation to adjust the format conversion
2206      */
2207     WINED3DFORMAT       sampled_format[MAX_COMBINED_SAMPLERS];
2208     UINT                sampled_samplers[MAX_COMBINED_SAMPLERS];
2209     UINT                num_sampled_samplers;
2210
2211     UINT recompile_count;
2212
2213     /* Pointer to the parent device */
2214     IWineD3DDevice *device;
2215     struct list     shader_list_entry;
2216
2217 } IWineD3DBaseShaderClass;
2218
2219 typedef struct IWineD3DBaseShaderImpl {
2220     /* IUnknown */
2221     const IWineD3DBaseShaderVtbl    *lpVtbl;
2222
2223     /* IWineD3DBaseShader */
2224     IWineD3DBaseShaderClass         baseShader;
2225 } IWineD3DBaseShaderImpl;
2226
2227 HRESULT  WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2228 ULONG  WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2229 ULONG  WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2230
2231 extern HRESULT shader_get_registers_used(
2232     IWineD3DBaseShader *iface,
2233     shader_reg_maps* reg_maps,
2234     semantic* semantics_in,
2235     semantic* semantics_out,
2236     CONST DWORD* pToken,
2237     IWineD3DStateBlockImpl *stateBlock);
2238
2239 extern void shader_generate_glsl_declarations(
2240     IWineD3DBaseShader *iface,
2241     shader_reg_maps* reg_maps,
2242     SHADER_BUFFER* buffer,
2243     WineD3D_GL_Info* gl_info);
2244
2245 extern void shader_generate_arb_declarations(
2246     IWineD3DBaseShader *iface,
2247     shader_reg_maps* reg_maps,
2248     SHADER_BUFFER* buffer,
2249     WineD3D_GL_Info* gl_info);
2250
2251 extern void shader_generate_main(
2252     IWineD3DBaseShader *iface,
2253     SHADER_BUFFER* buffer,
2254     shader_reg_maps* reg_maps,
2255     CONST DWORD* pFunction);
2256
2257 extern void shader_dump_ins_modifiers(
2258     const DWORD output);
2259
2260 extern void shader_dump_param(
2261     IWineD3DBaseShader *iface,
2262     const DWORD param,
2263     const DWORD addr_token,
2264     int input);
2265
2266 extern void shader_trace_init(
2267     IWineD3DBaseShader *iface,
2268     const DWORD* pFunction);
2269
2270 extern int shader_get_param(
2271     IWineD3DBaseShader* iface,
2272     const DWORD* pToken,
2273     DWORD* param,
2274     DWORD* addr_token);
2275
2276 extern int shader_skip_unrecognized(
2277     IWineD3DBaseShader* iface,
2278     const DWORD* pToken);
2279
2280 extern void print_glsl_info_log(
2281     WineD3D_GL_Info *gl_info,
2282     GLhandleARB obj);
2283
2284 static inline int shader_get_regtype(const DWORD param) {
2285     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2286             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2287 }
2288
2289 static inline int shader_get_writemask(const DWORD param) {
2290     return param & WINED3DSP_WRITEMASK_ALL;
2291 }
2292
2293 extern unsigned int shader_get_float_offset(const DWORD reg);
2294
2295 static inline BOOL shader_is_pshader_version(DWORD token) {
2296     return 0xFFFF0000 == (token & 0xFFFF0000);
2297 }
2298
2299 static inline BOOL shader_is_vshader_version(DWORD token) {
2300     return 0xFFFE0000 == (token & 0xFFFF0000);
2301 }
2302
2303 static inline BOOL shader_is_comment(DWORD token) {
2304     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2305 }
2306
2307 static inline BOOL shader_is_scalar(DWORD param) {
2308     DWORD reg_type = shader_get_regtype(param);
2309     DWORD reg_num;
2310
2311     switch (reg_type) {
2312         case WINED3DSPR_RASTOUT:
2313             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2314                 /* oFog & oPts */
2315                 return TRUE;
2316             }
2317             /* oPos */
2318             return FALSE;
2319
2320         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2321         case WINED3DSPR_CONSTBOOL:  /* b# */
2322         case WINED3DSPR_LOOP:       /* aL */
2323         case WINED3DSPR_PREDICATE:  /* p0 */
2324             return TRUE;
2325
2326         case WINED3DSPR_MISCTYPE:
2327             reg_num = param & WINED3DSP_REGNUM_MASK;
2328             switch(reg_num) {
2329                 case 0: /* vPos */
2330                     return FALSE;
2331                 case 1: /* vFace */
2332                     return TRUE;
2333                 default:
2334                     return FALSE;
2335             }
2336
2337         default:
2338             return FALSE;
2339     }
2340 }
2341
2342 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2343     local_constant* lconst;
2344
2345     if(This->baseShader.load_local_constsF) return FALSE;
2346     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2347         if(lconst->idx == reg) return TRUE;
2348     }
2349     return FALSE;
2350
2351 }
2352
2353 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2354  * so upload them above that
2355  */
2356 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2357 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2358
2359 /*****************************************************************************
2360  * IDirect3DVertexShader implementation structure
2361  */
2362 typedef struct IWineD3DVertexShaderImpl {
2363     /* IUnknown parts*/   
2364     const IWineD3DVertexShaderVtbl *lpVtbl;
2365
2366     /* IWineD3DBaseShader */
2367     IWineD3DBaseShaderClass     baseShader;
2368
2369     /* IWineD3DVertexShaderImpl */
2370     IUnknown                    *parent;
2371
2372     DWORD                       usage;
2373
2374     /* Vertex shader input and output semantics */
2375     semantic semantics_in [MAX_ATTRIBS];
2376     semantic semantics_out [MAX_REG_OUTPUT];
2377
2378     /* Ordered array of attributes that are swizzled */
2379     attrib_declaration          swizzled_attribs [MAX_ATTRIBS];
2380     UINT                        num_swizzled_attribs;
2381
2382     /* run time data...  */
2383     VSHADERDATA                *data;
2384     UINT                       min_rel_offset, max_rel_offset;
2385     UINT                       rel_offset;
2386
2387     UINT                       recompile_count;
2388 #if 0 /* needs reworking */
2389     /* run time data */
2390     VSHADERINPUTDATA input;
2391     VSHADEROUTPUTDATA output;
2392 #endif
2393 } IWineD3DVertexShaderImpl;
2394 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2395 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2396
2397 /*****************************************************************************
2398  * IDirect3DPixelShader implementation structure
2399  */
2400
2401 enum vertexprocessing_mode {
2402     fixedfunction,
2403     vertexshader,
2404     pretransformed
2405 };
2406
2407 struct stb_const_desc {
2408     char                    texunit;
2409     UINT                    const_num;
2410 };
2411
2412 typedef struct IWineD3DPixelShaderImpl {
2413     /* IUnknown parts */
2414     const IWineD3DPixelShaderVtbl *lpVtbl;
2415
2416     /* IWineD3DBaseShader */
2417     IWineD3DBaseShaderClass     baseShader;
2418
2419     /* IWineD3DPixelShaderImpl */
2420     IUnknown                   *parent;
2421
2422     /* Pixel shader input semantics */
2423     semantic semantics_in [MAX_REG_INPUT];
2424     DWORD                 input_reg_map[MAX_REG_INPUT];
2425     BOOL                  input_reg_used[MAX_REG_INPUT];
2426     int                         declared_in_count;
2427
2428     /* run time data */
2429     PSHADERDATA                *data;
2430
2431     /* Some information about the shader behavior */
2432     struct stb_const_desc       bumpenvmatconst[MAX_TEXTURES];
2433     char                        numbumpenvmatconsts;
2434     struct stb_const_desc       luminanceconst[MAX_TEXTURES];
2435     char                        srgb_enabled;
2436     char                        srgb_mode_hardcoded;
2437     UINT                        srgb_low_const;
2438     UINT                        srgb_cmp_const;
2439     char                        vpos_uniform;
2440     BOOL                        render_offscreen;
2441     UINT                        height;
2442     enum vertexprocessing_mode  vertexprocessing;
2443
2444 #if 0 /* needs reworking */
2445     PSHADERINPUTDATA input;
2446     PSHADEROUTPUTDATA output;
2447 #endif
2448 } IWineD3DPixelShaderImpl;
2449
2450 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2451 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2452
2453 /* sRGB correction constants */
2454 static const float srgb_cmp = 0.0031308;
2455 static const float srgb_mul_low = 12.92;
2456 static const float srgb_pow = 0.41666;
2457 static const float srgb_mul_high = 1.055;
2458 static const float srgb_sub_high = 0.055;
2459
2460 /*****************************************************************************
2461  * IWineD3DPalette implementation structure
2462  */
2463 struct IWineD3DPaletteImpl {
2464     /* IUnknown parts */
2465     const IWineD3DPaletteVtbl  *lpVtbl;
2466     LONG                       ref;
2467
2468     IUnknown                   *parent;
2469     IWineD3DDeviceImpl         *wineD3DDevice;
2470
2471     /* IWineD3DPalette */
2472     HPALETTE                   hpal;
2473     WORD                       palVersion;     /*|               */
2474     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2475     PALETTEENTRY               palents[256];   /*|               */
2476     /* This is to store the palette in 'screen format' */
2477     int                        screen_palents[256];
2478     DWORD                      Flags;
2479 };
2480
2481 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2482 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2483
2484 /* DirectDraw utility functions */
2485 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2486
2487 /*****************************************************************************
2488  * Pixel format management
2489  */
2490 typedef struct {
2491     WINED3DFORMAT           format;
2492     DWORD                   alphaMask, redMask, greenMask, blueMask;
2493     UINT                    bpp;
2494     short                   depthSize, stencilSize;
2495     BOOL                    isFourcc;
2496 } StaticPixelFormatDesc;
2497
2498 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2499         WineD3D_GL_Info *gl_info,
2500         const GlPixelFormatDesc **glDesc);
2501
2502 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2503     return (device->vs_selected_mode != SHADER_NONE
2504             && device->stateBlock->vertexShader
2505             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2506             && !device->strided_streams.u.s.position_transformed);
2507 }
2508
2509 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2510     return (device->ps_selected_mode != SHADER_NONE
2511             && device->stateBlock->pixelShader
2512             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2513 }
2514
2515 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2516         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2517 void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
2518 void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
2519 void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
2520 void depth_blt(IWineD3DDevice *iface, GLuint texture, GLsizei w, GLsizei h);
2521
2522 #endif