wined3d: Only update the screen when the frontbuffer was changed.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2002-2003, 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "objbase.h"
41 #include "wine/wined3d.h"
42 #include "wined3d_gl.h"
43 #include "wine/list.h"
44 #include "wine/rbtree.h"
45
46 /* Texture format fixups */
47
48 enum fixup_channel_source
49 {
50     CHANNEL_SOURCE_ZERO = 0,
51     CHANNEL_SOURCE_ONE = 1,
52     CHANNEL_SOURCE_X = 2,
53     CHANNEL_SOURCE_Y = 3,
54     CHANNEL_SOURCE_Z = 4,
55     CHANNEL_SOURCE_W = 5,
56     CHANNEL_SOURCE_YUV0 = 6,
57     CHANNEL_SOURCE_YUV1 = 7,
58 };
59
60 enum yuv_fixup
61 {
62     YUV_FIXUP_YUY2 = 0,
63     YUV_FIXUP_UYVY = 1,
64     YUV_FIXUP_YV12 = 2,
65 };
66
67 #include <pshpack2.h>
68 struct color_fixup_desc
69 {
70     unsigned x_sign_fixup : 1;
71     unsigned x_source : 3;
72     unsigned y_sign_fixup : 1;
73     unsigned y_source : 3;
74     unsigned z_sign_fixup : 1;
75     unsigned z_source : 3;
76     unsigned w_sign_fixup : 1;
77     unsigned w_source : 3;
78 };
79 #include <poppack.h>
80
81 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
82         {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
83
84 static inline struct color_fixup_desc create_color_fixup_desc(
85         int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
86         int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
87 {
88     struct color_fixup_desc fixup =
89     {
90         sign0, src0,
91         sign1, src1,
92         sign2, src2,
93         sign3, src3,
94     };
95     return fixup;
96 }
97
98 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
99 {
100     struct color_fixup_desc fixup =
101     {
102         0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103         0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104         0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105         0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
106     };
107     return fixup;
108 }
109
110 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
111 {
112     return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
113 }
114
115 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
116 {
117     return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
118 }
119
120 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
121 {
122     enum yuv_fixup yuv_fixup = 0;
123     if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
124     if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
125     if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
126     if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
127     return yuv_fixup;
128 }
129
130 void *wined3d_rb_alloc(size_t size);
131 void *wined3d_rb_realloc(void *ptr, size_t size);
132 void wined3d_rb_free(void *ptr);
133
134 /* Device caps */
135 #define MAX_PALETTES            65536
136 #define MAX_STREAMS             16
137 #define MAX_TEXTURES            8
138 #define MAX_FRAGMENT_SAMPLERS   16
139 #define MAX_VERTEX_SAMPLERS     4
140 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
141 #define MAX_ACTIVE_LIGHTS       8
142 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
143
144 /* Used for CreateStateBlock */
145 #define NUM_SAVEDPIXELSTATES_R     35
146 #define NUM_SAVEDPIXELSTATES_T     18
147 #define NUM_SAVEDPIXELSTATES_S     12
148 #define NUM_SAVEDVERTEXSTATES_R    34
149 #define NUM_SAVEDVERTEXSTATES_T    2
150 #define NUM_SAVEDVERTEXSTATES_S    1
151
152 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
153 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
154 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
155 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
156 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
157 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
158
159 typedef enum _WINELOOKUP {
160     WINELOOKUP_WARPPARAM = 0,
161     MAX_LOOKUPS          = 1
162 } WINELOOKUP;
163
164 extern const int minLookup[MAX_LOOKUPS];
165 extern const int maxLookup[MAX_LOOKUPS];
166 extern DWORD *stateLookup[MAX_LOOKUPS];
167
168 struct min_lookup
169 {
170     GLenum mip[WINED3DTEXF_LINEAR + 1];
171 };
172
173 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
174 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
175 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
176 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
177
178 extern const struct filter_lookup filter_lookup_nofilter;
179 extern struct filter_lookup filter_lookup;
180
181 /* float_16_to_32() and float_32_to_16() (see implementation in
182  * surface_base.c) convert 16 bit floats in the FLOAT16 data type
183  * to standard C floats and vice versa. They do not depend on the encoding
184  * of the C float, so they are platform independent, but slow. On x86 and
185  * other IEEE 754 compliant platforms the conversion can be accelerated by
186  * bit shifting the exponent and mantissa. There are also some SSE-based
187  * assembly routines out there.
188  *
189  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
190  */
191 static inline float float_16_to_32(const unsigned short *in) {
192     const unsigned short s = ((*in) & 0x8000);
193     const unsigned short e = ((*in) & 0x7C00) >> 10;
194     const unsigned short m = (*in) & 0x3FF;
195     const float sgn = (s ? -1.0 : 1.0);
196
197     if(e == 0) {
198         if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
199         else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
200     } else if(e < 31) {
201         return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
202     } else {
203         if(m == 0) return sgn / 0.0; /* +INF / -INF */
204         else return 0.0 / 0.0; /* NAN */
205     }
206 }
207
208 static inline float float_24_to_32(DWORD in)
209 {
210     const float sgn = in & 0x800000 ? -1.0f : 1.0f;
211     const unsigned short e = (in & 0x780000) >> 19;
212     const unsigned short m = in & 0x7ffff;
213
214     if (e == 0)
215     {
216         if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
217         else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
218     }
219     else if (e < 15)
220     {
221         return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
222     }
223     else
224     {
225         if (m == 0) return sgn / 0.0; /* +INF / -INF */
226         else return 0.0 / 0.0; /* NAN */
227     }
228 }
229
230 /**
231  * Settings 
232  */
233 #define VS_NONE    0
234 #define VS_HW      1
235
236 #define PS_NONE    0
237 #define PS_HW      1
238
239 #define VBO_NONE   0
240 #define VBO_HW     1
241
242 #define NP2_NONE   0
243 #define NP2_REPACK 1
244 #define NP2_NATIVE 2
245
246 #define ORM_BACKBUFFER  0
247 #define ORM_PBUFFER     1
248 #define ORM_FBO         2
249
250 #define SHADER_ARB  1
251 #define SHADER_GLSL 2
252 #define SHADER_ATI  3
253 #define SHADER_NONE 4
254
255 #define RTL_DISABLE   -1
256 #define RTL_AUTO       0
257 #define RTL_READDRAW   1
258 #define RTL_READTEX    2
259 #define RTL_TEXDRAW    3
260 #define RTL_TEXTEX     4
261
262 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
263 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
264
265 /* NOTE: When adding fields to this structure, make sure to update the default
266  * values in wined3d_main.c as well. */
267 typedef struct wined3d_settings_s {
268 /* vertex and pixel shader modes */
269   int vs_mode;
270   int ps_mode;
271   int vbo_mode;
272 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
273     we should use it.  However, until it's fully implemented, we'll leave it as a registry
274     setting for developers. */
275   BOOL glslRequested;
276   int offscreen_rendering_mode;
277   int rendertargetlock_mode;
278   unsigned short pci_vendor_id;
279   unsigned short pci_device_id;
280 /* Memory tracking and object counting */
281   unsigned int emulated_textureram;
282   char *logo;
283   int allow_multisampling;
284 } wined3d_settings_t;
285
286 extern wined3d_settings_t wined3d_settings;
287
288 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
289 {
290     WINED3DSTT_UNKNOWN = 0,
291     WINED3DSTT_1D = 1,
292     WINED3DSTT_2D = 2,
293     WINED3DSTT_CUBE = 3,
294     WINED3DSTT_VOLUME = 4,
295 } WINED3DSAMPLER_TEXTURE_TYPE;
296
297 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
298 {
299     WINED3DSPR_TEMP = 0,
300     WINED3DSPR_INPUT = 1,
301     WINED3DSPR_CONST = 2,
302     WINED3DSPR_ADDR = 3,
303     WINED3DSPR_TEXTURE = 3,
304     WINED3DSPR_RASTOUT = 4,
305     WINED3DSPR_ATTROUT = 5,
306     WINED3DSPR_TEXCRDOUT = 6,
307     WINED3DSPR_OUTPUT = 6,
308     WINED3DSPR_CONSTINT = 7,
309     WINED3DSPR_COLOROUT = 8,
310     WINED3DSPR_DEPTHOUT = 9,
311     WINED3DSPR_SAMPLER = 10,
312     WINED3DSPR_CONST2 = 11,
313     WINED3DSPR_CONST3 = 12,
314     WINED3DSPR_CONST4 = 13,
315     WINED3DSPR_CONSTBOOL = 14,
316     WINED3DSPR_LOOP = 15,
317     WINED3DSPR_TEMPFLOAT16 = 16,
318     WINED3DSPR_MISCTYPE = 17,
319     WINED3DSPR_LABEL = 18,
320     WINED3DSPR_PREDICATE = 19,
321     WINED3DSPR_IMMCONST,
322 } WINED3DSHADER_PARAM_REGISTER_TYPE;
323
324 enum wined3d_immconst_type
325 {
326     WINED3D_IMMCONST_FLOAT,
327     WINED3D_IMMCONST_FLOAT4,
328 };
329
330 typedef enum _WINED3DVS_RASTOUT_OFFSETS
331 {
332     WINED3DSRO_POSITION = 0,
333     WINED3DSRO_FOG = 1,
334     WINED3DSRO_POINT_SIZE = 2,
335 } WINED3DVS_RASTOUT_OFFSETS;
336
337 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
338
339 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
340 {
341     WINED3DSPSM_NONE = 0,
342     WINED3DSPSM_NEG = 1,
343     WINED3DSPSM_BIAS = 2,
344     WINED3DSPSM_BIASNEG = 3,
345     WINED3DSPSM_SIGN = 4,
346     WINED3DSPSM_SIGNNEG = 5,
347     WINED3DSPSM_COMP = 6,
348     WINED3DSPSM_X2 = 7,
349     WINED3DSPSM_X2NEG = 8,
350     WINED3DSPSM_DZ = 9,
351     WINED3DSPSM_DW = 10,
352     WINED3DSPSM_ABS = 11,
353     WINED3DSPSM_ABSNEG = 12,
354     WINED3DSPSM_NOT = 13,
355 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
356
357 #define WINED3DSP_WRITEMASK_0   0x1 /* .x r */
358 #define WINED3DSP_WRITEMASK_1   0x2 /* .y g */
359 #define WINED3DSP_WRITEMASK_2   0x4 /* .z b */
360 #define WINED3DSP_WRITEMASK_3   0x8 /* .w a */
361 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
362
363 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
364 {
365     WINED3DSPDM_NONE = 0,
366     WINED3DSPDM_SATURATE = 1,
367     WINED3DSPDM_PARTIALPRECISION = 2,
368     WINED3DSPDM_MSAMPCENTROID = 4,
369 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
370
371 typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
372 {
373     WINED3DSIO_NOP = 0,
374     WINED3DSIO_MOV = 1,
375     WINED3DSIO_ADD = 2,
376     WINED3DSIO_SUB = 3,
377     WINED3DSIO_MAD = 4,
378     WINED3DSIO_MUL = 5,
379     WINED3DSIO_RCP = 6,
380     WINED3DSIO_RSQ = 7,
381     WINED3DSIO_DP3 = 8,
382     WINED3DSIO_DP4 = 9,
383     WINED3DSIO_MIN = 10,
384     WINED3DSIO_MAX = 11,
385     WINED3DSIO_SLT = 12,
386     WINED3DSIO_SGE = 13,
387     WINED3DSIO_EXP = 14,
388     WINED3DSIO_LOG = 15,
389     WINED3DSIO_LIT = 16,
390     WINED3DSIO_DST = 17,
391     WINED3DSIO_LRP = 18,
392     WINED3DSIO_FRC = 19,
393     WINED3DSIO_M4x4 = 20,
394     WINED3DSIO_M4x3 = 21,
395     WINED3DSIO_M3x4 = 22,
396     WINED3DSIO_M3x3 = 23,
397     WINED3DSIO_M3x2 = 24,
398     WINED3DSIO_CALL = 25,
399     WINED3DSIO_CALLNZ = 26,
400     WINED3DSIO_LOOP = 27,
401     WINED3DSIO_RET = 28,
402     WINED3DSIO_ENDLOOP = 29,
403     WINED3DSIO_LABEL = 30,
404     WINED3DSIO_DCL = 31,
405     WINED3DSIO_POW = 32,
406     WINED3DSIO_CRS = 33,
407     WINED3DSIO_SGN = 34,
408     WINED3DSIO_ABS = 35,
409     WINED3DSIO_NRM = 36,
410     WINED3DSIO_SINCOS = 37,
411     WINED3DSIO_REP = 38,
412     WINED3DSIO_ENDREP = 39,
413     WINED3DSIO_IF = 40,
414     WINED3DSIO_IFC = 41,
415     WINED3DSIO_ELSE = 42,
416     WINED3DSIO_ENDIF = 43,
417     WINED3DSIO_BREAK = 44,
418     WINED3DSIO_BREAKC = 45,
419     WINED3DSIO_MOVA = 46,
420     WINED3DSIO_DEFB = 47,
421     WINED3DSIO_DEFI = 48,
422
423     WINED3DSIO_TEXCOORD = 64,
424     WINED3DSIO_TEXKILL = 65,
425     WINED3DSIO_TEX = 66,
426     WINED3DSIO_TEXBEM = 67,
427     WINED3DSIO_TEXBEML = 68,
428     WINED3DSIO_TEXREG2AR = 69,
429     WINED3DSIO_TEXREG2GB = 70,
430     WINED3DSIO_TEXM3x2PAD = 71,
431     WINED3DSIO_TEXM3x2TEX = 72,
432     WINED3DSIO_TEXM3x3PAD = 73,
433     WINED3DSIO_TEXM3x3TEX = 74,
434     WINED3DSIO_TEXM3x3DIFF = 75,
435     WINED3DSIO_TEXM3x3SPEC = 76,
436     WINED3DSIO_TEXM3x3VSPEC = 77,
437     WINED3DSIO_EXPP = 78,
438     WINED3DSIO_LOGP = 79,
439     WINED3DSIO_CND = 80,
440     WINED3DSIO_DEF = 81,
441     WINED3DSIO_TEXREG2RGB = 82,
442     WINED3DSIO_TEXDP3TEX = 83,
443     WINED3DSIO_TEXM3x2DEPTH = 84,
444     WINED3DSIO_TEXDP3 = 85,
445     WINED3DSIO_TEXM3x3 = 86,
446     WINED3DSIO_TEXDEPTH = 87,
447     WINED3DSIO_CMP = 88,
448     WINED3DSIO_BEM = 89,
449     WINED3DSIO_DP2ADD = 90,
450     WINED3DSIO_DSX = 91,
451     WINED3DSIO_DSY = 92,
452     WINED3DSIO_TEXLDD = 93,
453     WINED3DSIO_SETP = 94,
454     WINED3DSIO_TEXLDL = 95,
455     WINED3DSIO_BREAKP = 96,
456
457     WINED3DSIO_PHASE = 0xfffd,
458     WINED3DSIO_COMMENT = 0xfffe,
459     WINED3DSIO_END = 0Xffff,
460 } WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
461
462 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
463 #define WINED3DSI_TEXLD_PROJECT 1
464 #define WINED3DSI_TEXLD_BIAS    2
465
466 typedef enum COMPARISON_TYPE
467 {
468     COMPARISON_GT = 1,
469     COMPARISON_EQ = 2,
470     COMPARISON_GE = 3,
471     COMPARISON_LT = 4,
472     COMPARISON_NE = 5,
473     COMPARISON_LE = 6,
474 } COMPARISON_TYPE;
475
476 #define WINED3D_SM1_VS  0xfffe
477 #define WINED3D_SM1_PS  0xffff
478 #define WINED3D_SM4_PS  0x0000
479 #define WINED3D_SM4_VS  0x0001
480 #define WINED3D_SM4_GS  0x0002
481
482 /* Shader version tokens, and shader end tokens */
483 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
484 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
485
486 /* Shader backends */
487
488 /* TODO: Make this dynamic, based on shader limits ? */
489 #define MAX_ATTRIBS 16
490 #define MAX_REG_ADDR 1
491 #define MAX_REG_TEMP 32
492 #define MAX_REG_TEXCRD 8
493 #define MAX_REG_INPUT 12
494 #define MAX_REG_OUTPUT 12
495 #define MAX_CONST_I 16
496 #define MAX_CONST_B 16
497
498 /* FIXME: This needs to go up to 2048 for
499  * Shader model 3 according to msdn (and for software shaders) */
500 #define MAX_LABELS 16
501
502 #define SHADER_PGMSIZE 65535
503 typedef struct SHADER_BUFFER {
504     char* buffer;
505     unsigned int bsize;
506     unsigned int lineNo;
507     BOOL newline;
508 } SHADER_BUFFER;
509
510 enum WINED3D_SHADER_INSTRUCTION_HANDLER
511 {
512     WINED3DSIH_ABS,
513     WINED3DSIH_ADD,
514     WINED3DSIH_BEM,
515     WINED3DSIH_BREAK,
516     WINED3DSIH_BREAKC,
517     WINED3DSIH_BREAKP,
518     WINED3DSIH_CALL,
519     WINED3DSIH_CALLNZ,
520     WINED3DSIH_CMP,
521     WINED3DSIH_CND,
522     WINED3DSIH_CRS,
523     WINED3DSIH_DCL,
524     WINED3DSIH_DEF,
525     WINED3DSIH_DEFB,
526     WINED3DSIH_DEFI,
527     WINED3DSIH_DP2ADD,
528     WINED3DSIH_DP3,
529     WINED3DSIH_DP4,
530     WINED3DSIH_DST,
531     WINED3DSIH_DSX,
532     WINED3DSIH_DSY,
533     WINED3DSIH_ELSE,
534     WINED3DSIH_ENDIF,
535     WINED3DSIH_ENDLOOP,
536     WINED3DSIH_ENDREP,
537     WINED3DSIH_EXP,
538     WINED3DSIH_EXPP,
539     WINED3DSIH_FRC,
540     WINED3DSIH_IF,
541     WINED3DSIH_IFC,
542     WINED3DSIH_LABEL,
543     WINED3DSIH_LIT,
544     WINED3DSIH_LOG,
545     WINED3DSIH_LOGP,
546     WINED3DSIH_LOOP,
547     WINED3DSIH_LRP,
548     WINED3DSIH_M3x2,
549     WINED3DSIH_M3x3,
550     WINED3DSIH_M3x4,
551     WINED3DSIH_M4x3,
552     WINED3DSIH_M4x4,
553     WINED3DSIH_MAD,
554     WINED3DSIH_MAX,
555     WINED3DSIH_MIN,
556     WINED3DSIH_MOV,
557     WINED3DSIH_MOVA,
558     WINED3DSIH_MUL,
559     WINED3DSIH_NOP,
560     WINED3DSIH_NRM,
561     WINED3DSIH_PHASE,
562     WINED3DSIH_POW,
563     WINED3DSIH_RCP,
564     WINED3DSIH_REP,
565     WINED3DSIH_RET,
566     WINED3DSIH_RSQ,
567     WINED3DSIH_SETP,
568     WINED3DSIH_SGE,
569     WINED3DSIH_SGN,
570     WINED3DSIH_SINCOS,
571     WINED3DSIH_SLT,
572     WINED3DSIH_SUB,
573     WINED3DSIH_TEX,
574     WINED3DSIH_TEXBEM,
575     WINED3DSIH_TEXBEML,
576     WINED3DSIH_TEXCOORD,
577     WINED3DSIH_TEXDEPTH,
578     WINED3DSIH_TEXDP3,
579     WINED3DSIH_TEXDP3TEX,
580     WINED3DSIH_TEXKILL,
581     WINED3DSIH_TEXLDD,
582     WINED3DSIH_TEXLDL,
583     WINED3DSIH_TEXM3x2DEPTH,
584     WINED3DSIH_TEXM3x2PAD,
585     WINED3DSIH_TEXM3x2TEX,
586     WINED3DSIH_TEXM3x3,
587     WINED3DSIH_TEXM3x3DIFF,
588     WINED3DSIH_TEXM3x3PAD,
589     WINED3DSIH_TEXM3x3SPEC,
590     WINED3DSIH_TEXM3x3TEX,
591     WINED3DSIH_TEXM3x3VSPEC,
592     WINED3DSIH_TEXREG2AR,
593     WINED3DSIH_TEXREG2GB,
594     WINED3DSIH_TEXREG2RGB,
595     WINED3DSIH_TABLE_SIZE
596 };
597
598 enum wined3d_shader_type
599 {
600     WINED3D_SHADER_TYPE_PIXEL,
601     WINED3D_SHADER_TYPE_VERTEX,
602     WINED3D_SHADER_TYPE_GEOMETRY,
603 };
604
605 struct wined3d_shader_version
606 {
607     enum wined3d_shader_type type;
608     BYTE major;
609     BYTE minor;
610 };
611
612 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
613
614 typedef struct shader_reg_maps
615 {
616     struct wined3d_shader_version shader_version;
617     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
618     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
619     char address[MAX_REG_ADDR];             /* vertex */
620     char labels[MAX_LABELS];                /* pixel, vertex */
621     DWORD *constf;                          /* pixel, vertex */
622     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
623     WORD input_registers;                   /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
624     WORD output_registers;                  /* MAX_REG_OUTPUT, 12 */
625     WORD integer_constants;                 /* MAX_CONST_I, 16 */
626     WORD boolean_constants;                 /* MAX_CONST_B, 16 */
627     WORD local_int_consts;                  /* MAX_CONST_I, 16 */
628     WORD local_bool_consts;                 /* MAX_CONST_B, 16 */
629
630     WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
631     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
632
633     unsigned usesnrm        : 1;
634     unsigned vpos           : 1;
635     unsigned usesdsx        : 1;
636     unsigned usesdsy        : 1;
637     unsigned usestexldd     : 1;
638     unsigned usesmova       : 1;
639     unsigned usesfacing     : 1;
640     unsigned usesrelconstF  : 1;
641     unsigned fog            : 1;
642     unsigned usestexldl     : 1;
643     unsigned usesifc        : 1;
644     unsigned padding        : 5;
645
646     /* Whether or not loops are used in this shader, and nesting depth */
647     unsigned loop_depth;
648     unsigned highest_render_target;
649
650 } shader_reg_maps;
651
652 struct wined3d_shader_context
653 {
654     IWineD3DBaseShader *shader;
655     const struct shader_reg_maps *reg_maps;
656     SHADER_BUFFER *buffer;
657     void *backend_data;
658 };
659
660 struct wined3d_shader_register
661 {
662     WINED3DSHADER_PARAM_REGISTER_TYPE type;
663     UINT idx;
664     const struct wined3d_shader_src_param *rel_addr;
665     enum wined3d_immconst_type immconst_type;
666     DWORD immconst_data[4];
667 };
668
669 struct wined3d_shader_dst_param
670 {
671     struct wined3d_shader_register reg;
672     DWORD write_mask;
673     DWORD modifiers;
674     DWORD shift;
675 };
676
677 struct wined3d_shader_src_param
678 {
679     struct wined3d_shader_register reg;
680     DWORD swizzle;
681     DWORD modifiers;
682 };
683
684 struct wined3d_shader_instruction
685 {
686     const struct wined3d_shader_context *ctx;
687     enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
688     DWORD flags;
689     BOOL coissue;
690     DWORD predicate;
691     UINT dst_count;
692     const struct wined3d_shader_dst_param *dst;
693     UINT src_count;
694     const struct wined3d_shader_src_param *src;
695 };
696
697 struct wined3d_shader_semantic
698 {
699     WINED3DDECLUSAGE usage;
700     UINT usage_idx;
701     WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
702     struct wined3d_shader_dst_param reg;
703 };
704
705 struct wined3d_shader_attribute
706 {
707     WINED3DDECLUSAGE usage;
708     UINT usage_idx;
709 };
710
711 struct wined3d_shader_frontend
712 {
713     void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
714     void (*shader_free)(void *data);
715     void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
716     void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
717     void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
718             struct wined3d_shader_src_param *src_rel_addr);
719     void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
720             struct wined3d_shader_src_param *dst_rel_addr);
721     void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
722     void (*shader_read_comment)(const DWORD **ptr, const char **comment);
723     BOOL (*shader_is_end)(void *data, const DWORD **ptr);
724 };
725
726 extern const struct wined3d_shader_frontend sm1_shader_frontend;
727 extern const struct wined3d_shader_frontend sm4_shader_frontend;
728
729 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
730
731 struct shader_caps {
732     DWORD               VertexShaderVersion;
733     DWORD               MaxVertexShaderConst;
734
735     DWORD               PixelShaderVersion;
736     float               PixelShader1xMaxValue;
737     DWORD               MaxPixelShaderConst;
738
739     WINED3DVSHADERCAPS2_0   VS20Caps;
740     WINED3DPSHADERCAPS2_0   PS20Caps;
741
742     DWORD               MaxVShaderInstructionsExecuted;
743     DWORD               MaxPShaderInstructionsExecuted;
744     DWORD               MaxVertexShader30InstructionSlots;
745     DWORD               MaxPixelShader30InstructionSlots;
746
747     BOOL                VSClipping;
748 };
749
750 enum tex_types
751 {
752     tex_1d       = 0,
753     tex_2d       = 1,
754     tex_3d       = 2,
755     tex_cube     = 3,
756     tex_rect     = 4,
757     tex_type_count = 5,
758 };
759
760 enum vertexprocessing_mode {
761     fixedfunction,
762     vertexshader,
763     pretransformed
764 };
765
766 #define WINED3D_CONST_NUM_UNUSED ~0U
767
768 enum fogmode {
769     FOG_OFF,
770     FOG_LINEAR,
771     FOG_EXP,
772     FOG_EXP2
773 };
774
775 /* Stateblock dependent parameters which have to be hardcoded
776  * into the shader code
777  */
778 struct ps_compile_args {
779     struct color_fixup_desc     color_fixup[MAX_FRAGMENT_SAMPLERS];
780     enum vertexprocessing_mode  vp_mode;
781     enum fogmode                fog;
782     /* Projected textures(ps 1.0-1.3) */
783     /* Texture types(2D, Cube, 3D) in ps 1.x */
784     BOOL                        srgb_correction;
785     WORD                        np2_fixup;
786     /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
787        D3D9 has a limit of 16 samplers and the fixup is superfluous
788        in D3D10 (unconditional NP2 support mandatory). */
789 };
790
791 enum fog_src_type {
792     VS_FOG_Z        = 0,
793     VS_FOG_COORD    = 1
794 };
795
796 struct vs_compile_args {
797     WORD                        fog_src;
798     WORD                        swizzle_map;   /* MAX_ATTRIBS, 16 */
799 };
800
801 typedef struct {
802     void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
803     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
804     void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
805     void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
806     void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
807     void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
808     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
809     void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
810     void (*shader_destroy)(IWineD3DBaseShader *iface);
811     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
812     void (*shader_free_private)(IWineD3DDevice *iface);
813     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
814     void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
815     BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
816     void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
817 } shader_backend_t;
818
819 extern const shader_backend_t glsl_shader_backend;
820 extern const shader_backend_t arb_program_shader_backend;
821 extern const shader_backend_t none_shader_backend;
822
823 /* X11 locking */
824
825 extern void (* CDECL wine_tsx11_lock_ptr)(void);
826 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
827
828 /* As GLX relies on X, this is needed */
829 extern int num_lock;
830
831 #if 0
832 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
833 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
834 #else
835 #define ENTER_GL() wine_tsx11_lock_ptr()
836 #define LEAVE_GL() wine_tsx11_unlock_ptr()
837 #endif
838
839 /*****************************************************************************
840  * Defines
841  */
842
843 /* GL related defines */
844 /* ------------------ */
845 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
846 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
847 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
848 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
849
850 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
851 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
852 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
853 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
854
855 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
856 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
857 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
858 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
859
860 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
861   (vec)[0] = D3DCOLOR_R(dw); \
862   (vec)[1] = D3DCOLOR_G(dw); \
863   (vec)[2] = D3DCOLOR_B(dw); \
864   (vec)[3] = D3DCOLOR_A(dw); \
865 } while(0)
866
867 /* DirectX Device Limits */
868 /* --------------------- */
869 #define MAX_MIP_LEVELS 32  /* Maximum number of mipmap levels. */
870 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
871                             See MaxStreams in MSDN under GetDeviceCaps */
872 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
873
874 /* Checking of API calls */
875 /* --------------------- */
876 #ifndef WINE_NO_DEBUG_MSGS
877 #define checkGLcall(A)                                          \
878 do {                                                            \
879     GLint err = glGetError();                                   \
880     if (err == GL_NO_ERROR) {                                   \
881        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
882                                                                 \
883     } else do {                                                 \
884         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
885             debug_glerror(err), err, A, __FILE__, __LINE__);    \
886        err = glGetError();                                      \
887     } while (err != GL_NO_ERROR);                               \
888 } while(0)
889 #else
890 #define checkGLcall(A) do {} while(0)
891 #endif
892
893 /* Trace routines / diagnostics */
894 /* ---------------------------- */
895
896 /* Dump out a matrix and copy it */
897 #define conv_mat(mat,gl_mat)                                                                \
898 do {                                                                                        \
899     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
900     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
901     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
902     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
903     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
904 } while (0)
905
906 /* Macro to dump out the current state of the light chain */
907 #define DUMP_LIGHT_CHAIN()                    \
908 do {                                          \
909   PLIGHTINFOEL *el = This->stateBlock->lights;\
910   while (el) {                                \
911     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
912     el = el->next;                            \
913   }                                           \
914 } while(0)
915
916 /* Trace vector and strided data information */
917 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
918 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
919         si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
920         si->elements[name].buffer_object, si->elements[name].stream_idx);
921
922 /* Defines used for optimizations */
923
924 /*    Only reapply what is necessary */
925 #define REAPPLY_ALPHAOP  0x0001
926 #define REAPPLY_ALL      0xFFFF
927
928 /* Advance declaration of structures to satisfy compiler */
929 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
930 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
931 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
932 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
933
934 /* Global variables */
935 extern const float identity[16];
936
937 /*****************************************************************************
938  * Compilable extra diagnostics
939  */
940
941 /* Trace information per-vertex: (extremely high amount of trace) */
942 #if 0 /* NOTE: Must be 0 in cvs */
943 # define VTRACE(A) TRACE A
944 #else 
945 # define VTRACE(A) 
946 #endif
947
948 /* TODO: Confirm each of these works when wined3d move completed */
949 #if 0 /* NOTE: Must be 0 in cvs */
950   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
951      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
952      is enabled, and if it doesn't exist it is disabled. */
953 # define FRAME_DEBUGGING
954   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
955       the file is deleted                                                                            */
956 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
957 #  define SINGLE_FRAME_DEBUGGING
958 # endif  
959   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
960      It can only be enabled when FRAME_DEBUGGING is also enabled                               
961      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
962      array is drawn.                                                                            */
963 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
964 #  define SHOW_FRAME_MAKEUP 1
965 # endif  
966   /* The following, when enabled, lets you see the makeup of the all the textures used during each
967      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
968      The contents of the textures assigned to each stage are written into 
969      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
970 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
971 #  define SHOW_TEXTURE_MAKEUP 0
972 # endif  
973 extern BOOL isOn;
974 extern BOOL isDumpingFrames;
975 extern LONG primCounter;
976 #endif
977
978 enum wined3d_ffp_idx
979 {
980     WINED3D_FFP_POSITION = 0,
981     WINED3D_FFP_BLENDWEIGHT = 1,
982     WINED3D_FFP_BLENDINDICES = 2,
983     WINED3D_FFP_NORMAL = 3,
984     WINED3D_FFP_PSIZE = 4,
985     WINED3D_FFP_DIFFUSE = 5,
986     WINED3D_FFP_SPECULAR = 6,
987     WINED3D_FFP_TEXCOORD0 = 7,
988     WINED3D_FFP_TEXCOORD1 = 8,
989     WINED3D_FFP_TEXCOORD2 = 9,
990     WINED3D_FFP_TEXCOORD3 = 10,
991     WINED3D_FFP_TEXCOORD4 = 11,
992     WINED3D_FFP_TEXCOORD5 = 12,
993     WINED3D_FFP_TEXCOORD6 = 13,
994     WINED3D_FFP_TEXCOORD7 = 14,
995 };
996
997 enum wined3d_ffp_emit_idx
998 {
999     WINED3D_FFP_EMIT_FLOAT1 = 0,
1000     WINED3D_FFP_EMIT_FLOAT2 = 1,
1001     WINED3D_FFP_EMIT_FLOAT3 = 2,
1002     WINED3D_FFP_EMIT_FLOAT4 = 3,
1003     WINED3D_FFP_EMIT_D3DCOLOR = 4,
1004     WINED3D_FFP_EMIT_UBYTE4 = 5,
1005     WINED3D_FFP_EMIT_SHORT2 = 6,
1006     WINED3D_FFP_EMIT_SHORT4 = 7,
1007     WINED3D_FFP_EMIT_UBYTE4N = 8,
1008     WINED3D_FFP_EMIT_SHORT2N = 9,
1009     WINED3D_FFP_EMIT_SHORT4N = 10,
1010     WINED3D_FFP_EMIT_USHORT2N = 11,
1011     WINED3D_FFP_EMIT_USHORT4N = 12,
1012     WINED3D_FFP_EMIT_UDEC3 = 13,
1013     WINED3D_FFP_EMIT_DEC3N = 14,
1014     WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1015     WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1016     WINED3D_FFP_EMIT_COUNT = 17
1017 };
1018
1019 struct wined3d_stream_info_element
1020 {
1021     const struct GlPixelFormatDesc *format_desc;
1022     GLsizei stride;
1023     const BYTE *data;
1024     UINT stream_idx;
1025     GLuint buffer_object;
1026 };
1027
1028 struct wined3d_stream_info
1029 {
1030     struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1031     BOOL position_transformed;
1032     WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1033     WORD use_map; /* MAX_ATTRIBS, 16 */
1034 };
1035
1036 /*****************************************************************************
1037  * Prototypes
1038  */
1039
1040 /* Routine common to the draw primitive and draw indexed primitive routines */
1041 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
1042         UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
1043 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
1044
1045 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1046 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1047 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
1048 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
1049 extern glAttribFunc specular_func_3ubv;
1050 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
1051 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
1052 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
1053
1054 #define eps 1e-8
1055
1056 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1057     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1058
1059 /* Routines and structures related to state management */
1060 typedef struct WineD3DContext WineD3DContext;
1061 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
1062
1063 #define STATE_RENDER(a) (a)
1064 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1065
1066 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1067 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1068
1069 /* + 1 because samplers start with 0 */
1070 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1071 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1072
1073 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1074 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1075
1076 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1077 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1078
1079 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1080 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1081 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1082 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1083
1084 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1085 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1086
1087 #define STATE_VSHADER (STATE_VDECL + 1)
1088 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1089
1090 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1091 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1092
1093 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1094 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1095 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1096 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1097
1098 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1099 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1100
1101 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1102 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1103
1104 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1105 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1106
1107 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1108
1109 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1110
1111 #define STATE_HIGHEST (STATE_FRONTFACE)
1112
1113 struct StateEntry
1114 {
1115     DWORD               representative;
1116     APPLYSTATEFUNC      apply;
1117 };
1118
1119 struct StateEntryTemplate
1120 {
1121     DWORD               state;
1122     struct StateEntry   content;
1123     GL_SupportedExt     extension;
1124 };
1125
1126 struct fragment_caps {
1127     DWORD               PrimitiveMiscCaps;
1128
1129     DWORD               TextureOpCaps;
1130     DWORD               MaxTextureBlendStages;
1131     DWORD               MaxSimultaneousTextures;
1132 };
1133
1134 struct fragment_pipeline {
1135     void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1136     void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
1137     HRESULT (*alloc_private)(IWineD3DDevice *iface);
1138     void (*free_private)(IWineD3DDevice *iface);
1139     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1140     const struct StateEntryTemplate *states;
1141     BOOL ffp_proj_control;
1142 };
1143
1144 extern const struct StateEntryTemplate misc_state_template[];
1145 extern const struct StateEntryTemplate ffp_vertexstate_template[];
1146 extern const struct fragment_pipeline ffp_fragment_pipeline;
1147 extern const struct fragment_pipeline atifs_fragment_pipeline;
1148 extern const struct fragment_pipeline arbfp_fragment_pipeline;
1149 extern const struct fragment_pipeline nvts_fragment_pipeline;
1150 extern const struct fragment_pipeline nvrc_fragment_pipeline;
1151
1152 /* "Base" state table */
1153 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1154         const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
1155         const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
1156
1157 /* Shaders for color conversions in blits */
1158 struct blit_shader {
1159     HRESULT (*alloc_private)(IWineD3DDevice *iface);
1160     void (*free_private)(IWineD3DDevice *iface);
1161     HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1162             GLenum textype, UINT width, UINT height);
1163     void (*unset_shader)(IWineD3DDevice *iface);
1164     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1165 };
1166
1167 extern const struct blit_shader ffp_blit;
1168 extern const struct blit_shader arbfp_blit;
1169
1170 enum fogsource {
1171     FOGSOURCE_FFP,
1172     FOGSOURCE_VS,
1173     FOGSOURCE_COORD,
1174 };
1175
1176 #define WINED3D_MAX_FBO_ENTRIES 64
1177
1178 /* The new context manager that should deal with onscreen and offscreen rendering */
1179 struct WineD3DContext {
1180     /* State dirtification
1181      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1182      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1183      * 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
1184      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1185      */
1186     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1187     DWORD                   numDirtyEntries;
1188     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1189
1190     IWineD3DSurface         *surface;
1191     DWORD                   tid;    /* Thread ID which owns this context at the moment */
1192
1193     /* Stores some information about the context state for optimization */
1194     WORD draw_buffer_dirty : 1;
1195     WORD last_was_rhw : 1;              /* true iff last draw_primitive was in xyzrhw mode */
1196     WORD last_was_pshader : 1;
1197     WORD last_was_vshader : 1;
1198     WORD namedArraysLoaded : 1;
1199     WORD numberedArraysLoaded : 1;
1200     WORD last_was_blit : 1;
1201     WORD last_was_ckey : 1;
1202     WORD fog_coord : 1;
1203     WORD isPBuffer : 1;
1204     WORD fog_enabled : 1;
1205     WORD num_untracked_materials : 2;   /* Max value 2 */
1206     WORD padding : 3;
1207     BYTE texShaderBumpMap;              /* MAX_TEXTURES, 8 */
1208     BYTE lastWasPow2Texture;            /* MAX_TEXTURES, 8 */
1209     DWORD                   numbered_array_mask;
1210     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
1211     GLenum                  untracked_materials[2];
1212     UINT                    blit_w, blit_h;
1213     enum fogsource          fog_source;
1214
1215     char                    *vshader_const_dirty, *pshader_const_dirty;
1216
1217     /* The actual opengl context */
1218     HGLRC                   glCtx;
1219     HWND                    win_handle;
1220     HDC                     hdc;
1221     HPBUFFERARB             pbuffer;
1222     GLint                   aux_buffers;
1223
1224     /* FBOs */
1225     UINT                    fbo_entry_count;
1226     struct list             fbo_list;
1227     struct fbo_entry        *current_fbo;
1228     GLuint                  src_fbo;
1229     GLuint                  dst_fbo;
1230
1231     /* Extension emulation */
1232     GLint                   gl_fog_source;
1233     GLfloat                 fog_coord_value;
1234     GLfloat                 color[4], fogstart, fogend, fogcolor[4];
1235     GLuint                  dummy_arbfp_prog;
1236 };
1237
1238 typedef enum ContextUsage {
1239     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
1240     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
1241     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
1242     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
1243 } ContextUsage;
1244
1245 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
1246 WineD3DContext *getActiveContext(void);
1247 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
1248 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
1249 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1250 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
1251 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1252 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1253
1254 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1255 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1256
1257 /* Macros for doing basic GPU detection based on opengl capabilities */
1258 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1259 #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])
1260 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1261 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1262
1263 /* Default callbacks for implicit object destruction */
1264 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1265
1266 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1267
1268 /*****************************************************************************
1269  * Internal representation of a light
1270  */
1271 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1272 struct PLIGHTINFOEL {
1273     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1274     DWORD        OriginalIndex;
1275     LONG         glIndex;
1276     BOOL         changed;
1277     BOOL         enabledChanged;
1278     BOOL         enabled;
1279
1280     /* Converted parms to speed up swapping lights */
1281     float                         lightPosn[4];
1282     float                         lightDirn[4];
1283     float                         exponent;
1284     float                         cutoff;
1285
1286     struct list entry;
1287 };
1288
1289 /* The default light parameters */
1290 extern const WINED3DLIGHT WINED3D_default_light;
1291
1292 typedef struct WineD3D_PixelFormat
1293 {
1294     int iPixelFormat; /* WGL pixel format */
1295     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1296     int redSize, greenSize, blueSize, alphaSize;
1297     int depthSize, stencilSize;
1298     BOOL windowDrawable;
1299     BOOL pbufferDrawable;
1300     BOOL doubleBuffer;
1301     int auxBuffers;
1302     int numSamples;
1303 } WineD3D_PixelFormat;
1304
1305 /* The adapter structure */
1306 struct WineD3DAdapter
1307 {
1308     UINT                    num;
1309     BOOL                    opengl;
1310     POINT                   monitorPoint;
1311     WineD3D_GL_Info         gl_info;
1312     const char              *driver;
1313     const char              *description;
1314     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1315     int                     nCfgs;
1316     WineD3D_PixelFormat     *cfgs;
1317     BOOL                    brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1318     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1319     unsigned int            UsedTextureRam;
1320 };
1321
1322 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
1323 BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info);
1324 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1325 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
1326
1327 /*****************************************************************************
1328  * High order patch management
1329  */
1330 struct WineD3DRectPatch
1331 {
1332     UINT                            Handle;
1333     float                          *mem;
1334     WineDirect3DVertexStridedData   strided;
1335     WINED3DRECTPATCH_INFO           RectPatchInfo;
1336     float                           numSegs[4];
1337     char                            has_normals, has_texcoords;
1338     struct list                     entry;
1339 };
1340
1341 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1342
1343 enum projection_types
1344 {
1345     proj_none    = 0,
1346     proj_count3  = 1,
1347     proj_count4  = 2
1348 };
1349
1350 enum dst_arg
1351 {
1352     resultreg    = 0,
1353     tempreg      = 1
1354 };
1355
1356 /*****************************************************************************
1357  * Fixed function pipeline replacements
1358  */
1359 #define ARG_UNUSED          0xff
1360 struct texture_stage_op
1361 {
1362     unsigned                cop : 8;
1363     unsigned                carg1 : 8;
1364     unsigned                carg2 : 8;
1365     unsigned                carg0 : 8;
1366
1367     unsigned                aop : 8;
1368     unsigned                aarg1 : 8;
1369     unsigned                aarg2 : 8;
1370     unsigned                aarg0 : 8;
1371
1372     struct color_fixup_desc color_fixup;
1373     unsigned                tex_type : 3;
1374     unsigned                dst : 1;
1375     unsigned                projected : 2;
1376     unsigned                padding : 10;
1377 };
1378
1379 struct ffp_frag_settings {
1380     struct texture_stage_op     op[MAX_TEXTURES];
1381     enum fogmode fog;
1382     /* Use shorts instead of chars to get dword alignment */
1383     unsigned short sRGB_write;
1384     unsigned short emul_clipplanes;
1385 };
1386
1387 struct ffp_frag_desc
1388 {
1389     struct wine_rb_entry entry;
1390     struct ffp_frag_settings    settings;
1391 };
1392
1393 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions;
1394
1395 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1396 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1397         const struct ffp_frag_settings *settings);
1398 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc);
1399
1400 /*****************************************************************************
1401  * IWineD3D implementation structure
1402  */
1403 typedef struct IWineD3DImpl
1404 {
1405     /* IUnknown fields */
1406     const IWineD3DVtbl     *lpVtbl;
1407     LONG                    ref;     /* Note: Ref counting not required */
1408
1409     /* WineD3D Information */
1410     IUnknown               *parent;
1411     UINT                    dxVersion;
1412
1413     UINT adapter_count;
1414     struct WineD3DAdapter adapters[1];
1415 } IWineD3DImpl;
1416
1417 extern const IWineD3DVtbl IWineD3D_Vtbl;
1418
1419 BOOL InitAdapters(IWineD3DImpl *This);
1420
1421 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1422 (since it will break quite a few things until contexts are managed properly!) */
1423 extern BOOL pbuffer_support;
1424 /* allocate one pbuffer per surface */
1425 extern BOOL pbuffer_per_surface;
1426
1427 /* A helper function that dumps a resource list */
1428 void dumpResources(struct list *list);
1429
1430 /*****************************************************************************
1431  * IWineD3DDevice implementation structure
1432  */
1433 #define WINED3D_UNMAPPED_STAGE ~0U
1434
1435 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1436 #define WINED3DCREATE_MULTITHREADED 0x00000004
1437
1438 struct IWineD3DDeviceImpl
1439 {
1440     /* IUnknown fields      */
1441     const IWineD3DDeviceVtbl *lpVtbl;
1442     LONG                    ref;     /* Note: Ref counting not required */
1443
1444     /* WineD3D Information  */
1445     IUnknown               *parent;
1446     IWineD3DDeviceParent   *device_parent;
1447     IWineD3D               *wineD3D;
1448     struct WineD3DAdapter  *adapter;
1449
1450     /* Window styles to restore when switching fullscreen mode */
1451     LONG                    style;
1452     LONG                    exStyle;
1453
1454     /* X and GL Information */
1455     GLint                   maxConcurrentLights;
1456     GLenum                  offscreenBuffer;
1457
1458     /* Selected capabilities */
1459     int vs_selected_mode;
1460     int ps_selected_mode;
1461     const shader_backend_t *shader_backend;
1462     void *shader_priv;
1463     void *fragment_priv;
1464     void *blit_priv;
1465     struct StateEntry StateTable[STATE_HIGHEST + 1];
1466     /* Array of functions for states which are handled by more than one pipeline part */
1467     APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1468     const struct fragment_pipeline *frag_pipe;
1469     const struct blit_shader *blitter;
1470
1471     unsigned int max_ffp_textures, max_ffp_texture_stages;
1472     DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1473     DWORD vs_clipping;
1474
1475     WORD view_ident : 1;                /* true iff view matrix is identity */
1476     WORD untransformed : 1;
1477     WORD vertexBlendUsed : 1;           /* To avoid needless setting of the blend matrices */
1478     WORD isRecordingState : 1;
1479     WORD isInDraw : 1;
1480     WORD render_offscreen : 1;
1481     WORD bCursorVisible : 1;
1482     WORD haveHardwareCursor : 1;
1483     WORD d3d_initialized : 1;
1484     WORD inScene : 1;                   /* A flag to check for proper BeginScene / EndScene call pairs */
1485     WORD softwareVertexProcessing : 1;  /* process vertex shaders using software or hardware */
1486     WORD useDrawStridedSlow : 1;
1487     WORD instancedDraw : 1;
1488     WORD padding : 3;
1489
1490     BYTE fixed_function_usage_map;      /* MAX_TEXTURES, 8 */
1491
1492 #define DDRAW_PITCH_ALIGNMENT 8
1493 #define D3D8_PITCH_ALIGNMENT 4
1494     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
1495
1496     /* State block related */
1497     IWineD3DStateBlockImpl *stateBlock;
1498     IWineD3DStateBlockImpl *updateStateBlock;
1499
1500     /* Internal use fields  */
1501     WINED3DDEVICE_CREATION_PARAMETERS createParms;
1502     UINT                            adapterNo;
1503     WINED3DDEVTYPE                  devType;
1504
1505     IWineD3DSwapChain     **swapchains;
1506     UINT                    NumberOfSwapChains;
1507
1508     struct list             resources; /* a linked list to track resources created by the device */
1509     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
1510     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
1511
1512     /* Render Target Support */
1513     IWineD3DSurface       **render_targets;
1514     IWineD3DSurface        *auto_depth_stencil_buffer;
1515     IWineD3DSurface        *stencilBufferTarget;
1516
1517     /* Caches to avoid unneeded context changes */
1518     IWineD3DSurface        *lastActiveRenderTarget;
1519     IWineD3DSwapChain      *lastActiveSwapChain;
1520
1521     /* palettes texture management */
1522     UINT                    NumberOfPalettes;
1523     PALETTEENTRY            **palettes;
1524     UINT                    currentPalette;
1525     UINT                    paletteConversionShader;
1526
1527     /* For rendering to a texture using glCopyTexImage */
1528     GLenum                  *draw_buffers;
1529     GLuint                  depth_blt_texture;
1530     GLuint                  depth_blt_rb;
1531     UINT                    depth_blt_rb_w;
1532     UINT                    depth_blt_rb_h;
1533
1534     /* Cursor management */
1535     UINT                    xHotSpot;
1536     UINT                    yHotSpot;
1537     UINT                    xScreenSpace;
1538     UINT                    yScreenSpace;
1539     UINT                    cursorWidth, cursorHeight;
1540     GLuint                  cursorTexture;
1541     HCURSOR                 hardwareCursor;
1542
1543     /* The Wine logo surface */
1544     IWineD3DSurface        *logo_surface;
1545
1546     /* Textures for when no other textures are mapped */
1547     UINT                          dummyTextureName[MAX_TEXTURES];
1548
1549     /* Device state management */
1550     HRESULT                 state;
1551
1552     /* DirectDraw stuff */
1553     DWORD ddraw_width, ddraw_height;
1554     WINED3DFORMAT ddraw_format;
1555
1556     /* Final position fixup constant */
1557     float                       posFixup[4];
1558
1559     /* With register combiners we can skip junk texture stages */
1560     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
1561     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1562
1563     /* Stream source management */
1564     struct wined3d_stream_info strided_streams;
1565     const WineDirect3DVertexStridedData *up_strided;
1566
1567     /* Context management */
1568     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
1569     WineD3DContext          *activeContext;
1570     DWORD                   lastThread;
1571     UINT                    numContexts;
1572     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
1573     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1574
1575     /* High level patch management */
1576 #define PATCHMAP_SIZE 43
1577 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1578     struct list             patches[PATCHMAP_SIZE];
1579     struct WineD3DRectPatch *currentPatch;
1580 };
1581
1582 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1583
1584 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1585 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1586 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1587         BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1588 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1589         const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1590 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
1591                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1592                                         float Z, DWORD Stencil);
1593 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1594 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1595 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1596     DWORD idx = state >> 5;
1597     BYTE shift = state & 0x1f;
1598     return context->isStateDirty[idx] & (1 << shift);
1599 }
1600
1601 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1602 typedef struct PrivateData
1603 {
1604     struct list entry;
1605
1606     GUID tag;
1607     DWORD flags; /* DDSPD_* */
1608
1609     union
1610     {
1611         LPVOID data;
1612         LPUNKNOWN object;
1613     } ptr;
1614
1615     DWORD size;
1616 } PrivateData;
1617
1618 /*****************************************************************************
1619  * IWineD3DResource implementation structure
1620  */
1621 typedef struct IWineD3DResourceClass
1622 {
1623     /* IUnknown fields */
1624     LONG                    ref;     /* Note: Ref counting not required */
1625
1626     /* WineD3DResource Information */
1627     IUnknown               *parent;
1628     WINED3DRESOURCETYPE     resourceType;
1629     IWineD3DDeviceImpl     *wineD3DDevice;
1630     WINED3DPOOL             pool;
1631     UINT                    size;
1632     DWORD                   usage;
1633     const struct GlPixelFormatDesc *format_desc;
1634     DWORD                   priority;
1635     BYTE                   *allocatedMemory; /* Pointer to the real data location */
1636     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
1637     struct list             privateData;
1638     struct list             resource_list_entry;
1639
1640 } IWineD3DResourceClass;
1641
1642 typedef struct IWineD3DResourceImpl
1643 {
1644     /* IUnknown & WineD3DResource Information     */
1645     const IWineD3DResourceVtbl *lpVtbl;
1646     IWineD3DResourceClass   resource;
1647 } IWineD3DResourceImpl;
1648
1649 void resource_cleanup(IWineD3DResource *iface);
1650 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1651 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1652 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1653 DWORD resource_get_priority(IWineD3DResource *iface);
1654 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1655         void *data, DWORD *data_size);
1656 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1657         IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1658         WINED3DPOOL pool, IUnknown *parent);
1659 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1660 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1661 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1662         const void *data, DWORD data_size, DWORD flags);
1663
1664 /* Tests show that the start address of resources is 32 byte aligned */
1665 #define RESOURCE_ALIGNMENT 32
1666
1667 /*****************************************************************************
1668  * IWineD3DBaseTexture D3D- > openGL state map lookups
1669  */
1670
1671 typedef enum winetexturestates {
1672     WINED3DTEXSTA_ADDRESSU       = 0,
1673     WINED3DTEXSTA_ADDRESSV       = 1,
1674     WINED3DTEXSTA_ADDRESSW       = 2,
1675     WINED3DTEXSTA_BORDERCOLOR    = 3,
1676     WINED3DTEXSTA_MAGFILTER      = 4,
1677     WINED3DTEXSTA_MINFILTER      = 5,
1678     WINED3DTEXSTA_MIPFILTER      = 6,
1679     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1680     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1681     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1682     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1683     WINED3DTEXSTA_DMAPOFFSET     = 11,
1684     WINED3DTEXSTA_TSSADDRESSW    = 12,
1685     MAX_WINETEXTURESTATES        = 13,
1686 } winetexturestates;
1687
1688 enum WINED3DSRGB
1689 {
1690     SRGB_ANY                                = 0,    /* Uses the cached value(e.g. external calls) */
1691     SRGB_RGB                                = 1,    /* Loads the rgb texture */
1692     SRGB_SRGB                               = 2,    /* Loads the srgb texture */
1693     SRGB_BOTH                               = 3,    /* Loads both textures */
1694 };
1695
1696 /*****************************************************************************
1697  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1698  */
1699 typedef struct IWineD3DBaseTextureClass
1700 {
1701     DWORD                   states[MAX_WINETEXTURESTATES];
1702     DWORD                   srgbstates[MAX_WINETEXTURESTATES];
1703     UINT                    levels;
1704     BOOL                    dirty, srgbDirty;
1705     UINT                    textureName, srgbTextureName;
1706     float                   pow2Matrix[16];
1707     UINT                    LOD;
1708     WINED3DTEXTUREFILTERTYPE filterType;
1709     LONG                    bindCount;
1710     DWORD                   sampler;
1711     BOOL                    is_srgb;
1712     BOOL                    pow2Matrix_identity;
1713     const struct min_lookup *minMipLookup;
1714     const GLenum            *magLookup;
1715     void                    (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1716 } IWineD3DBaseTextureClass;
1717
1718 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1719
1720 typedef struct IWineD3DBaseTextureImpl
1721 {
1722     /* IUnknown & WineD3DResource Information     */
1723     const IWineD3DBaseTextureVtbl *lpVtbl;
1724     IWineD3DResourceClass     resource;
1725     IWineD3DBaseTextureClass  baseTexture;
1726
1727 } IWineD3DBaseTextureImpl;
1728
1729 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1730         const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1731         const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1732 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1733 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1734 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1735 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1736 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1737 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1738 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1739 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1740         IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1741         WINED3DPOOL pool, IUnknown *parent);
1742 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1743 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1744 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1745 void basetexture_unload(IWineD3DBaseTexture *iface);
1746 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1747     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1748     This->baseTexture.is_srgb = srgb;
1749 }
1750
1751 /*****************************************************************************
1752  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1753  */
1754 typedef struct IWineD3DTextureImpl
1755 {
1756     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1757     const IWineD3DTextureVtbl *lpVtbl;
1758     IWineD3DResourceClass     resource;
1759     IWineD3DBaseTextureClass  baseTexture;
1760
1761     /* IWineD3DTexture */
1762     IWineD3DSurface          *surfaces[MAX_MIP_LEVELS];
1763     UINT                      target;
1764     BOOL                      cond_np2;
1765
1766 } IWineD3DTextureImpl;
1767
1768 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1769
1770 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1771         IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1772
1773 /*****************************************************************************
1774  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1775  */
1776 typedef struct IWineD3DCubeTextureImpl
1777 {
1778     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1779     const IWineD3DCubeTextureVtbl *lpVtbl;
1780     IWineD3DResourceClass     resource;
1781     IWineD3DBaseTextureClass  baseTexture;
1782
1783     /* IWineD3DCubeTexture */
1784     IWineD3DSurface          *surfaces[6][MAX_MIP_LEVELS];
1785 } IWineD3DCubeTextureImpl;
1786
1787 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1788
1789 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1790         IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1791
1792 typedef struct _WINED3DVOLUMET_DESC
1793 {
1794     UINT                    Width;
1795     UINT                    Height;
1796     UINT                    Depth;
1797 } WINED3DVOLUMET_DESC;
1798
1799 /*****************************************************************************
1800  * IWineD3DVolume implementation structure (extends IUnknown)
1801  */
1802 typedef struct IWineD3DVolumeImpl
1803 {
1804     /* IUnknown & WineD3DResource fields */
1805     const IWineD3DVolumeVtbl  *lpVtbl;
1806     IWineD3DResourceClass      resource;
1807
1808     /* WineD3DVolume Information */
1809     WINED3DVOLUMET_DESC      currentDesc;
1810     IWineD3DBase            *container;
1811     BOOL                    lockable;
1812     BOOL                    locked;
1813     WINED3DBOX              lockedBox;
1814     WINED3DBOX              dirtyBox;
1815     BOOL                    dirty;
1816 } IWineD3DVolumeImpl;
1817
1818 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1819
1820 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1821
1822 /*****************************************************************************
1823  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1824  */
1825 typedef struct IWineD3DVolumeTextureImpl
1826 {
1827     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1828     const IWineD3DVolumeTextureVtbl *lpVtbl;
1829     IWineD3DResourceClass     resource;
1830     IWineD3DBaseTextureClass  baseTexture;
1831
1832     /* IWineD3DVolumeTexture */
1833     IWineD3DVolume           *volumes[MAX_MIP_LEVELS];
1834 } IWineD3DVolumeTextureImpl;
1835
1836 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1837
1838 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height, UINT depth, UINT levels,
1839         IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1840
1841 typedef struct _WINED3DSURFACET_DESC
1842 {
1843     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1844     DWORD                   MultiSampleQuality;
1845     UINT                    Width;
1846     UINT                    Height;
1847 } WINED3DSURFACET_DESC;
1848
1849 /*****************************************************************************
1850  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1851  */
1852 typedef struct wineD3DSurface_DIB {
1853     HBITMAP DIBsection;
1854     void* bitmap_data;
1855     UINT bitmap_size;
1856     HGDIOBJ holdbitmap;
1857     BOOL client_memory;
1858 } wineD3DSurface_DIB;
1859
1860 typedef struct {
1861     struct list entry;
1862     GLuint id;
1863     UINT width;
1864     UINT height;
1865 } renderbuffer_entry_t;
1866
1867 struct fbo_entry
1868 {
1869     struct list entry;
1870     IWineD3DSurface **render_targets;
1871     IWineD3DSurface *depth_stencil;
1872     BOOL attached;
1873     GLuint id;
1874 };
1875
1876 /*****************************************************************************
1877  * IWineD3DClipp implementation structure
1878  */
1879 typedef struct IWineD3DClipperImpl
1880 {
1881     const IWineD3DClipperVtbl *lpVtbl;
1882     LONG ref;
1883
1884     IUnknown *Parent;
1885     HWND hWnd;
1886 } IWineD3DClipperImpl;
1887
1888
1889 /*****************************************************************************
1890  * IWineD3DSurface implementation structure
1891  */
1892 struct IWineD3DSurfaceImpl
1893 {
1894     /* IUnknown & IWineD3DResource Information     */
1895     const IWineD3DSurfaceVtbl *lpVtbl;
1896     IWineD3DResourceClass     resource;
1897
1898     /* IWineD3DSurface fields */
1899     IWineD3DBase              *container;
1900     WINED3DSURFACET_DESC      currentDesc;
1901     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1902     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1903
1904     /* TODO: move this off into a management class(maybe!) */
1905     DWORD                      Flags;
1906
1907     UINT                      pow2Width;
1908     UINT                      pow2Height;
1909
1910     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1911     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1912
1913     /* Oversized texture */
1914     RECT                      glRect;
1915
1916     /* PBO */
1917     GLuint                    pbo;
1918
1919     RECT                      lockedRect;
1920     RECT                      dirtyRect;
1921     int                       lockCount;
1922 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1923
1924     glDescriptor              glDescription;
1925
1926     /* For GetDC */
1927     wineD3DSurface_DIB        dib;
1928     HDC                       hDC;
1929
1930     /* Color keys for DDraw */
1931     WINEDDCOLORKEY            DestBltCKey;
1932     WINEDDCOLORKEY            DestOverlayCKey;
1933     WINEDDCOLORKEY            SrcOverlayCKey;
1934     WINEDDCOLORKEY            SrcBltCKey;
1935     DWORD                     CKeyFlags;
1936
1937     WINEDDCOLORKEY            glCKey;
1938
1939     struct list               renderbuffers;
1940     renderbuffer_entry_t      *current_renderbuffer;
1941
1942     /* DirectDraw clippers */
1943     IWineD3DClipper           *clipper;
1944
1945     /* DirectDraw Overlay handling */
1946     RECT                      overlay_srcrect;
1947     RECT                      overlay_destrect;
1948     IWineD3DSurfaceImpl       *overlay_dest;
1949     struct list               overlays;
1950     struct list               overlay_entry;
1951 };
1952
1953 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1954 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1955
1956 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height);
1957 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This);
1958 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
1959         UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
1960         UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1961         WINED3DPOOL pool, IUnknown *parent);
1962
1963 /* Predeclare the shared Surface functions */
1964 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1965 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1966 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1967 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1968 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1969 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1970 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1971 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1972 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1973 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1974 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1975 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1976 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1977 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1978 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1979 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1980 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1981 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1982 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1983 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1984 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1985 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1986 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1987 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1988 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1989 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1990         IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1991 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1992 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1993 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1994 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1995 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1996         const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1997 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1998         IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1999 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
2000 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
2001 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
2002
2003 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2004 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2005 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2006 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2007
2008 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
2009
2010 /* Surface flags: */
2011 #define SFLAG_OVERSIZE      0x00000001 /* Surface is bigger than gl size, blts only */
2012 #define SFLAG_CONVERTED     0x00000002 /* Converted for color keying or Palettized */
2013 #define SFLAG_DIBSECTION    0x00000004 /* Has a DIB section attached for GetDC */
2014 #define SFLAG_LOCKABLE      0x00000008 /* Surface can be locked */
2015 #define SFLAG_DISCARD       0x00000010 /* ??? */
2016 #define SFLAG_LOCKED        0x00000020 /* Surface is locked atm */
2017 #define SFLAG_INTEXTURE     0x00000040 /* The GL texture contains the newest surface content */
2018 #define SFLAG_INSRGBTEX     0x00000080 /* The GL srgb texture contains the newest surface content */
2019 #define SFLAG_INDRAWABLE    0x00000100 /* The gl drawable contains the most up to date data */
2020 #define SFLAG_INSYSMEM      0x00000200 /* The system memory copy is most up to date */
2021 #define SFLAG_NONPOW2       0x00000400 /* Surface sizes are not a power of 2 */
2022 #define SFLAG_DYNLOCK       0x00000800 /* Surface is often locked by the app */
2023 #define SFLAG_DCINUSE       0x00001000 /* Set between GetDC and ReleaseDC calls */
2024 #define SFLAG_LOST          0x00002000 /* Surface lost flag for DDraw */
2025 #define SFLAG_USERPTR       0x00004000 /* The application allocated the memory for this surface */
2026 #define SFLAG_GLCKEY        0x00008000 /* The gl texture was created with a color key */
2027 #define SFLAG_CLIENT        0x00010000 /* GL_APPLE_client_storage is used on that texture */
2028 #define SFLAG_ALLOCATED     0x00020000 /* A gl texture is allocated for this surface */
2029 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2030 #define SFLAG_PBO           0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2031 #define SFLAG_NORMCOORD     0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2032 #define SFLAG_DS_ONSCREEN   0x00200000 /* Is a depth stencil, last modified onscreen */
2033 #define SFLAG_DS_OFFSCREEN  0x00400000 /* Is a depth stencil, last modified offscreen */
2034 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2035 #define SFLAG_SWAPCHAIN     0x01000000 /* The surface is part of a swapchain */
2036
2037 /* In some conditions the surface memory must not be freed:
2038  * SFLAG_OVERSIZE: Not all data can be kept in GL
2039  * SFLAG_CONVERTED: Converting the data back would take too long
2040  * SFLAG_DIBSECTION: The dib code manages the memory
2041  * SFLAG_LOCKED: The app requires access to the surface data
2042  * SFLAG_DYNLOCK: Avoid freeing the data for performance
2043  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2044  * SFLAG_CLIENT: OpenGL uses our memory as backup
2045  */
2046 #define SFLAG_DONOTFREE     (SFLAG_OVERSIZE   | \
2047                              SFLAG_CONVERTED  | \
2048                              SFLAG_DIBSECTION | \
2049                              SFLAG_LOCKED     | \
2050                              SFLAG_DYNLOCK    | \
2051                              SFLAG_USERPTR    | \
2052                              SFLAG_PBO        | \
2053                              SFLAG_CLIENT)
2054
2055 #define SFLAG_LOCATIONS     (SFLAG_INSYSMEM   | \
2056                              SFLAG_INTEXTURE  | \
2057                              SFLAG_INDRAWABLE | \
2058                              SFLAG_INSRGBTEX)
2059
2060 #define SFLAG_DS_LOCATIONS  (SFLAG_DS_ONSCREEN | \
2061                              SFLAG_DS_OFFSCREEN)
2062 #define SFLAG_DS_DISCARDED   SFLAG_DS_LOCATIONS
2063
2064 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
2065
2066 typedef enum {
2067     NO_CONVERSION,
2068     CONVERT_PALETTED,
2069     CONVERT_PALETTED_CK,
2070     CONVERT_CK_565,
2071     CONVERT_CK_5551,
2072     CONVERT_CK_4444,
2073     CONVERT_CK_4444_ARGB,
2074     CONVERT_CK_1555,
2075     CONVERT_555,
2076     CONVERT_CK_RGB24,
2077     CONVERT_CK_8888,
2078     CONVERT_CK_8888_ARGB,
2079     CONVERT_RGB32_888,
2080     CONVERT_V8U8,
2081     CONVERT_L6V5U5,
2082     CONVERT_X8L8V8U8,
2083     CONVERT_Q8W8V8U8,
2084     CONVERT_V16U16,
2085     CONVERT_A4L4,
2086     CONVERT_G16R16,
2087     CONVERT_R16G16F,
2088     CONVERT_R32G32F,
2089     CONVERT_D15S1,
2090     CONVERT_D24X4S4,
2091     CONVERT_D24FS8,
2092 } CONVERT_TYPES;
2093
2094 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);
2095
2096 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
2097
2098 /*****************************************************************************
2099  * IWineD3DVertexDeclaration implementation structure
2100  */
2101 #define MAX_ATTRIBS 16
2102
2103 struct wined3d_vertex_declaration_element
2104 {
2105     const struct GlPixelFormatDesc *format_desc;
2106     BOOL ffp_valid;
2107     WORD input_slot;
2108     WORD offset;
2109     UINT output_slot;
2110     BYTE method;
2111     BYTE usage;
2112     BYTE usage_idx;
2113 };
2114
2115 typedef struct IWineD3DVertexDeclarationImpl {
2116     /* IUnknown  Information */
2117     const IWineD3DVertexDeclarationVtbl *lpVtbl;
2118     LONG                    ref;
2119
2120     IUnknown                *parent;
2121     IWineD3DDeviceImpl      *wineD3DDevice;
2122
2123     struct wined3d_vertex_declaration_element *elements;
2124     UINT element_count;
2125
2126     DWORD                   streams[MAX_STREAMS];
2127     UINT                    num_streams;
2128     BOOL                    position_transformed;
2129     BOOL                    half_float_conv_needed;
2130 } IWineD3DVertexDeclarationImpl;
2131
2132 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
2133
2134 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
2135         const WINED3DVERTEXELEMENT *elements, UINT element_count);
2136
2137 /*****************************************************************************
2138  * IWineD3DStateBlock implementation structure
2139  */
2140
2141 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
2142 /*   Note: Very long winded but gl Lists are not flexible enough */
2143 /*   to resolve everything we need, so doing it manually for now */
2144 typedef struct SAVEDSTATES {
2145     DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2146     WORD streamSource;                          /* MAX_STREAMS, 16 */
2147     WORD streamFreq;                            /* MAX_STREAMS, 16 */
2148     DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2149     DWORD textureState[MAX_TEXTURES];           /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2150     WORD samplerState[MAX_COMBINED_SAMPLERS];   /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2151     DWORD textures;                             /* MAX_COMBINED_SAMPLERS, 20 */
2152     DWORD clipplane;                            /* WINED3DMAXUSERCLIPPLANES, 32 */
2153     WORD pixelShaderConstantsB;                 /* MAX_CONST_B, 16 */
2154     WORD pixelShaderConstantsI;                 /* MAX_CONST_I, 16 */
2155     BOOL *pixelShaderConstantsF;
2156     WORD vertexShaderConstantsB;                /* MAX_CONST_B, 16 */
2157     WORD vertexShaderConstantsI;                /* MAX_CONST_I, 16 */
2158     BOOL *vertexShaderConstantsF;
2159     WORD primitive_type : 1;
2160     WORD indices : 1;
2161     WORD material : 1;
2162     WORD viewport : 1;
2163     WORD vertexDecl : 1;
2164     WORD pixelShader : 1;
2165     WORD vertexShader : 1;
2166     WORD scissorRect : 1;
2167     WORD padding : 1;
2168 } SAVEDSTATES;
2169
2170 struct StageState {
2171     DWORD stage;
2172     DWORD state;
2173 };
2174
2175 struct IWineD3DStateBlockImpl
2176 {
2177     /* IUnknown fields */
2178     const IWineD3DStateBlockVtbl *lpVtbl;
2179     LONG                      ref;     /* Note: Ref counting not required */
2180
2181     /* IWineD3DStateBlock information */
2182     IUnknown                 *parent;
2183     IWineD3DDeviceImpl       *wineD3DDevice;
2184     WINED3DSTATEBLOCKTYPE     blockType;
2185
2186     /* Array indicating whether things have been set or changed */
2187     SAVEDSTATES               changed;
2188
2189     /* Vertex Shader Declaration */
2190     IWineD3DVertexDeclaration *vertexDecl;
2191
2192     IWineD3DVertexShader      *vertexShader;
2193
2194     /* Vertex Shader Constants */
2195     BOOL                       vertexShaderConstantB[MAX_CONST_B];
2196     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
2197     float                     *vertexShaderConstantF;
2198
2199     /* primitive type */
2200     GLenum gl_primitive_type;
2201
2202     /* Stream Source */
2203     BOOL                      streamIsUP;
2204     UINT                      streamStride[MAX_STREAMS];
2205     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2206     IWineD3DBuffer           *streamSource[MAX_STREAMS];
2207     UINT                      streamFreq[MAX_STREAMS + 1];
2208     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
2209
2210     /* Indices */
2211     IWineD3DBuffer*           pIndexData;
2212     WINED3DFORMAT             IndexFmt;
2213     INT                       baseVertexIndex;
2214     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2215
2216     /* Transform */
2217     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
2218
2219     /* Light hashmap . Collisions are handled using standard wine double linked lists */
2220 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2221 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2222     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
2223     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2224
2225     /* Clipping */
2226     double                    clipplane[MAX_CLIPPLANES][4];
2227     WINED3DCLIPSTATUS         clip_status;
2228
2229     /* ViewPort */
2230     WINED3DVIEWPORT           viewport;
2231
2232     /* Material */
2233     WINED3DMATERIAL           material;
2234
2235     /* Pixel Shader */
2236     IWineD3DPixelShader      *pixelShader;
2237
2238     /* Pixel Shader Constants */
2239     BOOL                       pixelShaderConstantB[MAX_CONST_B];
2240     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
2241     float                     *pixelShaderConstantF;
2242
2243     /* RenderState */
2244     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
2245
2246     /* Texture */
2247     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
2248
2249     /* Texture State Stage */
2250     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2251     DWORD                     lowest_disabled_stage;
2252     /* Sampler States */
2253     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2254
2255     /* Scissor test rectangle */
2256     RECT                      scissorRect;
2257
2258     /* Contained state management */
2259     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2260     unsigned int              num_contained_render_states;
2261     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2262     unsigned int              num_contained_transform_states;
2263     DWORD                     contained_vs_consts_i[MAX_CONST_I];
2264     unsigned int              num_contained_vs_consts_i;
2265     DWORD                     contained_vs_consts_b[MAX_CONST_B];
2266     unsigned int              num_contained_vs_consts_b;
2267     DWORD                     *contained_vs_consts_f;
2268     unsigned int              num_contained_vs_consts_f;
2269     DWORD                     contained_ps_consts_i[MAX_CONST_I];
2270     unsigned int              num_contained_ps_consts_i;
2271     DWORD                     contained_ps_consts_b[MAX_CONST_B];
2272     unsigned int              num_contained_ps_consts_b;
2273     DWORD                     *contained_ps_consts_f;
2274     unsigned int              num_contained_ps_consts_f;
2275     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2276     unsigned int              num_contained_tss_states;
2277     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2278     unsigned int              num_contained_sampler_states;
2279 };
2280
2281 extern void stateblock_savedstates_set(
2282     IWineD3DStateBlock* iface,
2283     SAVEDSTATES* states,
2284     BOOL value);
2285
2286 extern void stateblock_copy(
2287     IWineD3DStateBlock* destination,
2288     IWineD3DStateBlock* source);
2289
2290 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2291
2292 /* Direct3D terminology with little modifications. We do not have an issued state
2293  * because only the driver knows about it, but we have a created state because d3d
2294  * allows GetData on a created issue, but opengl doesn't
2295  */
2296 enum query_state {
2297     QUERY_CREATED,
2298     QUERY_SIGNALLED,
2299     QUERY_BUILDING
2300 };
2301 /*****************************************************************************
2302  * IWineD3DQueryImpl implementation structure (extends IUnknown)
2303  */
2304 typedef struct IWineD3DQueryImpl
2305 {
2306     const IWineD3DQueryVtbl  *lpVtbl;
2307     LONG                      ref;     /* Note: Ref counting not required */
2308     
2309     IUnknown                 *parent;
2310     /*TODO: replace with iface usage */
2311 #if 0
2312     IWineD3DDevice         *wineD3DDevice;
2313 #else
2314     IWineD3DDeviceImpl       *wineD3DDevice;
2315 #endif
2316
2317     /* IWineD3DQuery fields */
2318     enum query_state         state;
2319     WINED3DQUERYTYPE         type;
2320     /* TODO: Think about using a IUnknown instead of a void* */
2321     void                     *extendedData;
2322     
2323   
2324 } IWineD3DQueryImpl;
2325
2326 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2327 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2328 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2329
2330 /* Datastructures for IWineD3DQueryImpl.extendedData */
2331 typedef struct  WineQueryOcclusionData {
2332     GLuint  queryId;
2333     WineD3DContext *ctx;
2334 } WineQueryOcclusionData;
2335
2336 typedef struct  WineQueryEventData {
2337     GLuint  fenceId;
2338     WineD3DContext *ctx;
2339 } WineQueryEventData;
2340
2341 /* IWineD3DBuffer */
2342
2343 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2344  * fixed function semantics as D3DCOLOR or FLOAT16 */
2345 enum wined3d_buffer_conversion_type
2346 {
2347     CONV_NONE,
2348     CONV_D3DCOLOR,
2349     CONV_POSITIONT,
2350     CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2351 };
2352
2353 #define WINED3D_BUFFER_OPTIMIZED    0x01    /* Optimize has been called for the buffer */
2354 #define WINED3D_BUFFER_DIRTY        0x02    /* Buffer data has been modified */
2355 #define WINED3D_BUFFER_HASDESC      0x04    /* A vertex description has been found */
2356 #define WINED3D_BUFFER_CREATEBO     0x08    /* Attempt to create a buffer object next PreLoad */
2357 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10    /* Use a vbo and local allocated memory */
2358
2359 struct wined3d_buffer
2360 {
2361     const struct IWineD3DBufferVtbl *vtbl;
2362     IWineD3DResourceClass resource;
2363
2364     struct wined3d_buffer_desc desc;
2365
2366     GLuint buffer_object;
2367     GLenum buffer_object_usage;
2368     GLenum buffer_type_hint;
2369     UINT buffer_object_size;
2370     LONG bind_count;
2371     DWORD flags;
2372
2373     UINT dirty_start;
2374     UINT dirty_end;
2375     LONG lock_count;
2376
2377     /* conversion stuff */
2378     UINT conversion_count;
2379     UINT draw_count;
2380     UINT stride;                                            /* 0 if no conversion */
2381     UINT conversion_stride;                                 /* 0 if no shifted conversion */
2382     enum wined3d_buffer_conversion_type *conversion_map;    /* NULL if no conversion */
2383     /* Extra load offsets, for FLOAT16 conversion */
2384     UINT *conversion_shift;                                 /* NULL if no shifted conversion */
2385 };
2386
2387 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2388 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2389 const BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
2390
2391 /* IWineD3DRendertargetView */
2392 struct wined3d_rendertarget_view
2393 {
2394     const struct IWineD3DRendertargetViewVtbl *vtbl;
2395     LONG refcount;
2396
2397     IWineD3DResource *resource;
2398     IUnknown *parent;
2399 };
2400
2401 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2402
2403 /*****************************************************************************
2404  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2405  */
2406
2407 typedef struct IWineD3DSwapChainImpl
2408 {
2409     /*IUnknown part*/
2410     const IWineD3DSwapChainVtbl *lpVtbl;
2411     LONG                      ref;     /* Note: Ref counting not required */
2412
2413     IUnknown                 *parent;
2414     IWineD3DDeviceImpl       *wineD3DDevice;
2415
2416     /* IWineD3DSwapChain fields */
2417     IWineD3DSurface         **backBuffer;
2418     IWineD3DSurface          *frontBuffer;
2419     WINED3DPRESENT_PARAMETERS presentParms;
2420     DWORD                     orig_width, orig_height;
2421     WINED3DFORMAT             orig_fmt;
2422     WINED3DGAMMARAMP          orig_gamma;
2423
2424     long prev_time, frames;   /* Performance tracking */
2425     unsigned int vSyncCounter;
2426
2427     WineD3DContext        **context; /* Later a array for multithreading */
2428     unsigned int            num_contexts;
2429
2430     HWND                    win_handle;
2431 } IWineD3DSwapChainImpl;
2432
2433 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2434 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2435 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2436
2437 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2438 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2439 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2440 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2441 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2442 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2443 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2444 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2445 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2446 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2447 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2448 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2449
2450 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2451
2452 /*****************************************************************************
2453  * Utility function prototypes 
2454  */
2455
2456 /* Trace routines */
2457 const char* debug_d3dformat(WINED3DFORMAT fmt);
2458 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2459 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2460 const char* debug_d3dusage(DWORD usage);
2461 const char* debug_d3dusagequery(DWORD usagequery);
2462 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2463 const char* debug_d3ddeclusage(BYTE usage);
2464 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2465 const char* debug_d3drenderstate(DWORD state);
2466 const char* debug_d3dsamplerstate(DWORD state);
2467 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2468 const char* debug_d3dtexturestate(DWORD state);
2469 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2470 const char* debug_d3dpool(WINED3DPOOL pool);
2471 const char *debug_fbostatus(GLenum status);
2472 const char *debug_glerror(GLenum error);
2473 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2474 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2475 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2476 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2477 const char *debug_surflocation(DWORD flag);
2478
2479 /* Routines for GL <-> D3D values */
2480 GLenum StencilOp(DWORD op);
2481 GLenum CompareFunc(DWORD func);
2482 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2483 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);
2484 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2485 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2486 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2487 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2488 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2489 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2490 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2491 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2492 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2493
2494 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2495 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2496 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2497 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2498 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2499 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2500 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2501
2502 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2503         short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2504 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2505
2506 /* Math utils */
2507 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2508 UINT wined3d_log2i(UINT32 x);
2509 unsigned int count_bits(unsigned int mask);
2510
2511 typedef struct local_constant {
2512     struct list entry;
2513     unsigned int idx;
2514     DWORD value[4];
2515 } local_constant;
2516
2517 typedef struct SHADER_LIMITS {
2518     unsigned int temporary;
2519     unsigned int texcoord;
2520     unsigned int sampler;
2521     unsigned int constant_int;
2522     unsigned int constant_float;
2523     unsigned int constant_bool;
2524     unsigned int address;
2525     unsigned int packed_output;
2526     unsigned int packed_input;
2527     unsigned int attributes;
2528     unsigned int label;
2529 } SHADER_LIMITS;
2530
2531 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
2532     maintain state information between multiple codes */
2533 typedef struct SHADER_PARSE_STATE {
2534     unsigned int current_row;
2535     DWORD texcoord_w[2];
2536 } SHADER_PARSE_STATE;
2537
2538 #ifdef __GNUC__
2539 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2540 #else
2541 #define PRINTF_ATTR(fmt,args)
2542 #endif
2543
2544 /* Base Shader utility functions. 
2545  * (may move callers into the same file in the future) */
2546 extern int shader_addline(
2547     SHADER_BUFFER* buffer,
2548     const char* fmt, ...) PRINTF_ATTR(2,3);
2549 int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
2550
2551 /* Vertex shader utility functions */
2552 extern BOOL vshader_get_input(
2553     IWineD3DVertexShader* iface,
2554     BYTE usage_req, BYTE usage_idx_req,
2555     unsigned int* regnum);
2556
2557 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2558
2559 /*****************************************************************************
2560  * IDirect3DBaseShader implementation structure
2561  */
2562 typedef struct IWineD3DBaseShaderClass
2563 {
2564     LONG                            ref;
2565     SHADER_LIMITS                   limits;
2566     SHADER_PARSE_STATE              parse_state;
2567     DWORD                          *function;
2568     UINT                            functionLength;
2569     UINT                            cur_loop_depth, cur_loop_regno;
2570     BOOL                            load_local_constsF;
2571     const struct wined3d_shader_frontend *frontend;
2572     void *frontend_data;
2573
2574     /* Programs this shader is linked with */
2575     struct list linked_programs;
2576
2577     /* Immediate constants (override global ones) */
2578     struct list constantsB;
2579     struct list constantsF;
2580     struct list constantsI;
2581     shader_reg_maps reg_maps;
2582
2583     /* Pointer to the parent device */
2584     IWineD3DDevice *device;
2585     struct list     shader_list_entry;
2586
2587 } IWineD3DBaseShaderClass;
2588
2589 typedef struct IWineD3DBaseShaderImpl {
2590     /* IUnknown */
2591     const IWineD3DBaseShaderVtbl    *lpVtbl;
2592
2593     /* IWineD3DBaseShader */
2594     IWineD3DBaseShaderClass         baseShader;
2595 } IWineD3DBaseShaderImpl;
2596
2597 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2598 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2599 void shader_cleanup(IWineD3DBaseShader *iface);
2600 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2601         const struct wined3d_shader_version *shader_version);
2602 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2603         const struct wined3d_shader_version *shader_version);
2604 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2605         const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
2606 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2607         struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
2608         struct wined3d_shader_signature_element *input_signature,
2609         struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size);
2610 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
2611 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage);
2612 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
2613 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
2614
2615 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2616 {
2617     return type == WINED3D_SHADER_TYPE_PIXEL;
2618 }
2619
2620 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2621 {
2622     return type == WINED3D_SHADER_TYPE_VERTEX;
2623 }
2624
2625 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2626 {
2627     switch (reg->type)
2628     {
2629         case WINED3DSPR_RASTOUT:
2630             /* oFog & oPts */
2631             if (reg->idx != 0) return TRUE;
2632             /* oPos */
2633             return FALSE;
2634
2635         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2636         case WINED3DSPR_CONSTBOOL:  /* b# */
2637         case WINED3DSPR_LOOP:       /* aL */
2638         case WINED3DSPR_PREDICATE:  /* p0 */
2639             return TRUE;
2640
2641         case WINED3DSPR_MISCTYPE:
2642             switch(reg->idx)
2643             {
2644                 case 0: /* vPos */
2645                     return FALSE;
2646                 case 1: /* vFace */
2647                     return TRUE;
2648                 default:
2649                     return FALSE;
2650             }
2651
2652         case WINED3DSPR_IMMCONST:
2653             switch(reg->immconst_type)
2654             {
2655                 case WINED3D_IMMCONST_FLOAT:
2656                     return TRUE;
2657                 default:
2658                     return FALSE;
2659             }
2660
2661         default:
2662             return FALSE;
2663     }
2664 }
2665
2666 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2667     local_constant* lconst;
2668
2669     if(This->baseShader.load_local_constsF) return FALSE;
2670     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2671         if(lconst->idx == reg) return TRUE;
2672     }
2673     return FALSE;
2674
2675 }
2676
2677 /*****************************************************************************
2678  * IDirect3DVertexShader implementation structures
2679  */
2680 typedef struct IWineD3DVertexShaderImpl {
2681     /* IUnknown parts*/   
2682     const IWineD3DVertexShaderVtbl *lpVtbl;
2683
2684     /* IWineD3DBaseShader */
2685     IWineD3DBaseShaderClass     baseShader;
2686
2687     /* IWineD3DVertexShaderImpl */
2688     IUnknown                    *parent;
2689
2690     DWORD                       usage;
2691
2692     /* The GL shader */
2693     void                        *backend_priv;
2694
2695     /* Vertex shader input and output semantics */
2696     struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2697     struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2698
2699     UINT                       min_rel_offset, max_rel_offset;
2700     UINT                       rel_offset;
2701
2702     UINT                       recompile_count;
2703 } IWineD3DVertexShaderImpl;
2704 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2705
2706 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2707
2708 /*****************************************************************************
2709  * IDirect3DPixelShader implementation structure
2710  */
2711
2712 /* Using additional shader constants (uniforms in GLSL / program environment
2713  * or local parameters in ARB) is costly:
2714  * ARB only knows float4 parameters and GLSL compiler are not really smart
2715  * when it comes to efficiently pack float2 uniforms, so no space is wasted
2716  * (in fact most compilers map a float2 to a full float4 uniform).
2717  *
2718  * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2719  * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2720  * into a single shader constant (uniform / program parameter).
2721  *
2722  * This structure is shared between the GLSL and the ARB backend.*/
2723 struct ps_np2fixup_info {
2724     unsigned char     idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2725     WORD              active; /* bitfield indicating if we can apply the fixup */
2726     WORD              num_consts;
2727 };
2728
2729 typedef struct IWineD3DPixelShaderImpl {
2730     /* IUnknown parts */
2731     const IWineD3DPixelShaderVtbl *lpVtbl;
2732
2733     /* IWineD3DBaseShader */
2734     IWineD3DBaseShaderClass     baseShader;
2735
2736     /* IWineD3DPixelShaderImpl */
2737     IUnknown                   *parent;
2738
2739     /* Pixel shader input semantics */
2740     struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
2741     DWORD                 input_reg_map[MAX_REG_INPUT];
2742     BOOL                  input_reg_used[MAX_REG_INPUT];
2743     int                         declared_in_count;
2744
2745     /* The GL shader */
2746     void                        *backend_priv;
2747
2748     /* Some information about the shader behavior */
2749     char                        vpos_uniform;
2750
2751     BOOL                        color0_mov;
2752     DWORD                       color0_reg;
2753
2754 } IWineD3DPixelShaderImpl;
2755
2756 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2757 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures);
2758 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2759
2760 /* sRGB correction constants */
2761 static const float srgb_cmp = 0.0031308;
2762 static const float srgb_mul_low = 12.92;
2763 static const float srgb_pow = 0.41666;
2764 static const float srgb_mul_high = 1.055;
2765 static const float srgb_sub_high = 0.055;
2766
2767 /*****************************************************************************
2768  * IWineD3DPalette implementation structure
2769  */
2770 struct IWineD3DPaletteImpl {
2771     /* IUnknown parts */
2772     const IWineD3DPaletteVtbl  *lpVtbl;
2773     LONG                       ref;
2774
2775     IUnknown                   *parent;
2776     IWineD3DDeviceImpl         *wineD3DDevice;
2777
2778     /* IWineD3DPalette */
2779     HPALETTE                   hpal;
2780     WORD                       palVersion;     /*|               */
2781     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2782     PALETTEENTRY               palents[256];   /*|               */
2783     /* This is to store the palette in 'screen format' */
2784     int                        screen_palents[256];
2785     DWORD                      Flags;
2786 };
2787
2788 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2789 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2790
2791 /* DirectDraw utility functions */
2792 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2793
2794 /*****************************************************************************
2795  * Pixel format management
2796  */
2797
2798 /* WineD3D pixel format flags */
2799 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2800 #define WINED3DFMT_FLAG_FILTERING                0x2
2801 #define WINED3DFMT_FLAG_DEPTH                    0x4
2802 #define WINED3DFMT_FLAG_STENCIL                  0x8
2803 #define WINED3DFMT_FLAG_RENDERTARGET             0x10
2804 #define WINED3DFMT_FLAG_FOURCC                   0x20
2805 #define WINED3DFMT_FLAG_FBO_ATTACHABLE           0x40
2806 #define WINED3DFMT_FLAG_COMPRESSED               0x80
2807
2808 struct GlPixelFormatDesc
2809 {
2810     WINED3DFORMAT format;
2811     DWORD red_mask;
2812     DWORD green_mask;
2813     DWORD blue_mask;
2814     DWORD alpha_mask;
2815     UINT byte_count;
2816     WORD depth_size;
2817     WORD stencil_size;
2818
2819     UINT block_width;
2820     UINT block_height;
2821     UINT block_byte_count;
2822
2823     enum wined3d_ffp_emit_idx emit_idx;
2824     GLint component_count;
2825     GLenum gl_vtx_type;
2826     GLint gl_vtx_format;
2827     GLboolean gl_normalized;
2828     unsigned int component_size;
2829
2830     GLint glInternal;
2831     GLint glGammaInternal;
2832     GLint rtInternal;
2833     GLint glFormat;
2834     GLint glType;
2835     unsigned int Flags;
2836     float heightscale;
2837     struct color_fixup_desc color_fixup;
2838 };
2839
2840 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info);
2841
2842 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2843 {
2844     return (stateblock->vertexShader
2845             && !stateblock->wineD3DDevice->strided_streams.position_transformed
2846             && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2847 }
2848
2849 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2850 {
2851     return (stateblock->pixelShader
2852             && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2853 }
2854
2855 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2856         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2857
2858 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2859 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2860
2861 #endif