wined3d: Count the framerate per swapchain, not globally.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "d3d9.h"
41 #include "d3d9types.h"
42 #include "wined3d_private_types.h"
43 #include "ddraw.h"
44 #include "wine/wined3d_interface.h"
45 #include "wine/wined3d_gl.h"
46 #include "wine/list.h"
47
48 /* Device caps */
49 #define MAX_PALETTES      256
50 #define MAX_STREAMS       16
51 #define MAX_TEXTURES      8
52 #define MAX_SAMPLERS      16
53 #define MAX_ACTIVE_LIGHTS 8
54 #define MAX_CLIPPLANES    WINED3DMAXUSERCLIPPLANES
55 #define MAX_LEVELS        256
56
57 #define MAX_CONST_I 16
58 #define MAX_CONST_B 16
59
60 /* Used for CreateStateBlock */
61 #define NUM_SAVEDPIXELSTATES_R     35
62 #define NUM_SAVEDPIXELSTATES_T     18
63 #define NUM_SAVEDPIXELSTATES_S     12
64 #define NUM_SAVEDVERTEXSTATES_R    31
65 #define NUM_SAVEDVERTEXSTATES_T    2
66 #define NUM_SAVEDVERTEXSTATES_S    1
67
68 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
69 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
70 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
71 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
72 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
73 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
74
75 typedef enum _WINELOOKUP {
76     WINELOOKUP_WARPPARAM = 0,
77     WINELOOKUP_MAGFILTER = 1,
78     MAX_LOOKUPS          = 2
79 } WINELOOKUP;
80
81 extern int minLookup[MAX_LOOKUPS];
82 extern int maxLookup[MAX_LOOKUPS];
83 extern DWORD *stateLookup[MAX_LOOKUPS];
84
85 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
86
87 typedef struct _WINED3DGLTYPE {
88     int         d3dType;
89     GLint       size;
90     GLenum      glType;
91     GLboolean   normalized;
92     int         typesize;
93 } WINED3DGLTYPE;
94
95 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
96 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
97                                   {WINED3DDECLTYPE_FLOAT1,    1, GL_FLOAT           , GL_FALSE ,sizeof(float)},
98                                   {WINED3DDECLTYPE_FLOAT2,    2, GL_FLOAT           , GL_FALSE ,sizeof(float)},
99                                   {WINED3DDECLTYPE_FLOAT3,    3, GL_FLOAT           , GL_FALSE ,sizeof(float)},
100                                   {WINED3DDECLTYPE_FLOAT4,    4, GL_FLOAT           , GL_FALSE ,sizeof(float)},
101                                   {WINED3DDECLTYPE_D3DCOLOR,  4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
102                                   {WINED3DDECLTYPE_UBYTE4,    4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
103                                   {WINED3DDECLTYPE_SHORT2,    2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
104                                   {WINED3DDECLTYPE_SHORT4,    4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
105                                   {WINED3DDECLTYPE_UBYTE4N,   4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
106                                   {WINED3DDECLTYPE_SHORT2N,   2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
107                                   {WINED3DDECLTYPE_SHORT4N,   4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
108                                   {WINED3DDECLTYPE_USHORT2N,  2, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
109                                   {WINED3DDECLTYPE_USHORT4N,  4, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
110                                   {WINED3DDECLTYPE_UDEC3,     3, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
111                                   {WINED3DDECLTYPE_DEC3N,     3, GL_SHORT           , GL_FALSE ,sizeof(short int)},
112                                   {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT           , GL_FALSE ,sizeof(short int)},
113                                   {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT           , GL_FALSE ,sizeof(short int)}};
114
115 #define WINED3D_ATR_TYPE(type)          glTypeLookup[type].d3dType
116 #define WINED3D_ATR_SIZE(type)          glTypeLookup[type].size
117 #define WINED3D_ATR_GLTYPE(type)        glTypeLookup[type].glType
118 #define WINED3D_ATR_NORMALIZED(type)    glTypeLookup[type].normalized
119 #define WINED3D_ATR_TYPESIZE(type)      glTypeLookup[type].typesize
120
121 /**
122  * Settings 
123  */
124 #define VS_NONE    0
125 #define VS_HW      1
126 #define VS_SW      2
127
128 #define PS_NONE    0
129 #define PS_HW      1
130
131 #define VBO_NONE   0
132 #define VBO_HW     1
133
134 #define NP2_NONE   0
135 #define NP2_REPACK 1
136 #define NP2_NATIVE 2
137
138 #define ORM_BACKBUFFER  0
139 #define ORM_PBUFFER     1
140 #define ORM_FBO         2
141
142 #define SHADER_SW   0
143 #define SHADER_ARB  1
144 #define SHADER_GLSL 2
145 #define SHADER_NONE 3
146
147 #define RTL_DISABLE   -1
148 #define RTL_AUTO       0
149 #define RTL_READDRAW   1
150 #define RTL_READTEX    2
151 #define RTL_TEXDRAW    3
152 #define RTL_TEXTEX     4
153
154 /* NOTE: When adding fields to this structure, make sure to update the default
155  * values in wined3d_main.c as well. */
156 typedef struct wined3d_settings_s {
157 /* vertex and pixel shader modes */
158   int vs_mode;
159   int ps_mode;
160   int vbo_mode;
161 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
162     we should use it.  However, until it's fully implemented, we'll leave it as a registry
163     setting for developers. */
164   BOOL glslRequested;
165 /* nonpower 2 function */
166   int nonpower2_mode;
167   int offscreen_rendering_mode;
168   int rendertargetlock_mode;
169 /* Memory tracking and object counting */
170   unsigned int emulated_textureram;
171 } wined3d_settings_t;
172
173 extern wined3d_settings_t wined3d_settings;
174
175 /* Shader backends */
176
177 typedef struct {
178     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
179     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
180     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
181     void (*shader_cleanup)(BOOL usePS, BOOL useVS);
182 } shader_backend_t;
183
184 extern const shader_backend_t glsl_shader_backend;
185 extern const shader_backend_t arb_program_shader_backend;
186 extern const shader_backend_t none_shader_backend;
187
188 /* X11 locking */
189
190 extern void (*wine_tsx11_lock_ptr)(void);
191 extern void (*wine_tsx11_unlock_ptr)(void);
192
193 /* As GLX relies on X, this is needed */
194 extern int num_lock;
195
196 #if 0
197 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
198 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
199 #else
200 #define ENTER_GL() wine_tsx11_lock_ptr()
201 #define LEAVE_GL() wine_tsx11_unlock_ptr()
202 #endif
203
204 /*****************************************************************************
205  * Defines
206  */
207
208 /* GL related defines */
209 /* ------------------ */
210 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
211 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
212 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
213 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
214
215 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
216 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
217 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
218 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
219
220 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
221 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
222 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
223 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
224
225 #define D3DCOLORTOGLFLOAT4(dw, vec) \
226   (vec)[0] = D3DCOLOR_R(dw); \
227   (vec)[1] = D3DCOLOR_G(dw); \
228   (vec)[2] = D3DCOLOR_B(dw); \
229   (vec)[3] = D3DCOLOR_A(dw);
230
231 /* DirectX Device Limits */
232 /* --------------------- */
233 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
234
235 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
236                             See MaxStreams in MSDN under GetDeviceCaps */
237                          /* Maximum number of constants provided to the shaders */
238 #define HIGHEST_TRANSFORMSTATE 512 
239                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
240 #define MAX_PALETTES      256
241
242 /* Checking of API calls */
243 /* --------------------- */
244 #define checkGLcall(A)                                          \
245 {                                                               \
246     GLint err = glGetError();                                   \
247     if (err == GL_NO_ERROR) {                                   \
248        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
249                                                                 \
250     } else do {                                                 \
251        FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n",       \
252         err, A, __FILE__, __LINE__);                            \
253        err = glGetError();                                      \
254     } while (err != GL_NO_ERROR);                               \
255
256
257 /* Trace routines / diagnostics */
258 /* ---------------------------- */
259
260 /* Dump out a matrix and copy it */
261 #define conv_mat(mat,gl_mat)                                                                \
262 do {                                                                                        \
263     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
264     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
265     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
266     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
267     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
268 } while (0)
269
270 /* Macro to dump out the current state of the light chain */
271 #define DUMP_LIGHT_CHAIN()                    \
272 {                                             \
273   PLIGHTINFOEL *el = This->stateBlock->lights;\
274   while (el) {                                \
275     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
276     el = el->next;                            \
277   }                                           \
278 }
279
280 /* Trace vector and strided data information */
281 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
282 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
283
284 /* Defines used for optimizations */
285
286 /*    Only reapply what is necessary */
287 #define REAPPLY_ALPHAOP  0x0001
288 #define REAPPLY_ALL      0xFFFF
289
290 /* Advance declaration of structures to satisfy compiler */
291 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
292 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
293 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
294
295 /* Tracking */
296
297 /* TODO: Move some of this to the device */
298 long globalChangeGlRam(long glram);
299
300 /* Memory and object tracking */
301
302 /*Structure for holding information on all direct3d objects
303 useful for making sure tracking is ok and when release is called on a device!
304 and probably quite handy for debugging and dumping states out
305 */
306 typedef struct WineD3DGlobalStatistics {
307     int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
308 } WineD3DGlobalStatistics;
309
310 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
311
312 /* Global variables */
313 extern const float identity[16];
314
315 /*****************************************************************************
316  * Compilable extra diagnostics
317  */
318
319 /* Trace information per-vertex: (extremely high amount of trace) */
320 #if 0 /* NOTE: Must be 0 in cvs */
321 # define VTRACE(A) TRACE A
322 #else 
323 # define VTRACE(A) 
324 #endif
325
326 /* Checking of per-vertex related GL calls */
327 /* --------------------- */
328 #define vcheckGLcall(A)                                         \
329 {                                                               \
330     GLint err = glGetError();                                   \
331     if (err == GL_NO_ERROR) {                                   \
332        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
333                                                                 \
334     } else do {                                                 \
335        FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n",       \
336                 err, A, __FILE__, __LINE__);                    \
337        err = glGetError();                                      \
338     } while (err != GL_NO_ERROR);                               \
339 }
340
341 /* TODO: Confirm each of these works when wined3d move completed */
342 #if 0 /* NOTE: Must be 0 in cvs */
343   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
344      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
345      is enabled, and if it doesn't exist it is disabled. */
346 # define FRAME_DEBUGGING
347   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
348       the file is deleted                                                                            */
349 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
350 #  define SINGLE_FRAME_DEBUGGING
351 # endif  
352   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
353      It can only be enabled when FRAME_DEBUGGING is also enabled                               
354      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
355      array is drawn.                                                                            */
356 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
357 #  define SHOW_FRAME_MAKEUP 1
358 # endif  
359   /* The following, when enabled, lets you see the makeup of the all the textures used during each
360      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
361      The contents of the textures assigned to each stage are written into 
362      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
363 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
364 #  define SHOW_TEXTURE_MAKEUP 0
365 # endif  
366 extern BOOL isOn;
367 extern BOOL isDumpingFrames;
368 extern LONG primCounter;
369 #endif
370
371 /*****************************************************************************
372  * Prototypes
373  */
374
375 /* Routine common to the draw primitive and draw indexed primitive routines */
376 void drawPrimitive(IWineD3DDevice *iface,
377                     int PrimitiveType,
378                     long NumPrimitives,
379                     /* for Indexed: */
380                     long  StartVertexIndex,
381                     UINT  numberOfVertices,
382                     long  StartIdx,
383                     short idxBytes,
384                     const void *idxData,
385                     int   minIndex);
386
387 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup);
388
389 void primitiveDeclarationConvertToStridedData(
390      IWineD3DDevice *iface,
391      BOOL useVertexShaderFunction,
392      WineDirect3DVertexStridedData *strided,
393      BOOL *fixup);
394
395 void primitiveConvertFVFtoOffset(DWORD thisFVF,
396                                  DWORD stride,
397                                  BYTE *data,
398                                  WineDirect3DVertexStridedData *strided,
399                                  GLint streamVBO);
400
401 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
402
403 #define eps 1e-8
404
405 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
406     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
407
408 /* Routines and structures related to state management */
409 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock);
410
411 #define STATE_RENDER(a) (a)
412 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
413
414 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
415 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
416
417 /* + 1 because samplers start with 0 */
418 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
419 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_SAMPLERS - 1))
420
421 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_SAMPLERS - 1) + 1)
422 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
423
424 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
425 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
426
427 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
428 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
429
430 #define STATE_VDECL (STATE_STREAMSRC + 1)
431 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
432
433 #define STATE_VSHADER (STATE_VDECL + 1)
434 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
435
436 #define STATE_VIEWPORT (STATE_VSHADER + 1)
437 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
438
439 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
440 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
441 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
442 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
443
444 #define STATE_HIGHEST (STATE_PIXELSHADERCONSTANT)
445
446 struct StateEntry
447 {
448     DWORD           representative;
449     APPLYSTATEFUNC  apply;
450 };
451
452 /* Global state table */
453 extern const struct StateEntry StateTable[];
454
455 /* Routine to fill gl caps for swapchains and IWineD3D */
456 BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
457
458 /* Macros for doing basic GPU detection based on opengl capabilities */
459 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
460 #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])
461 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
462 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
463
464 /* Default callbacks for implicit object destruction */
465 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
466
467 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
468
469 /*****************************************************************************
470  * Internal representation of a light
471  */
472 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
473 struct PLIGHTINFOEL {
474     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
475     DWORD        OriginalIndex;
476     LONG         glIndex;
477     BOOL         lightEnabled;
478     BOOL         changed;
479     BOOL         enabledChanged;
480
481     /* Converted parms to speed up swapping lights */
482     float                         lightPosn[4];
483     float                         lightDirn[4];
484     float                         exponent;
485     float                         cutoff;
486
487     PLIGHTINFOEL *next;
488     PLIGHTINFOEL *prev;
489 };
490
491 /* The default light parameters */
492 extern const WINED3DLIGHT WINED3D_default_light;
493
494 /*****************************************************************************
495  * IWineD3D implementation structure
496  */
497 typedef struct IWineD3DImpl
498 {
499     /* IUnknown fields */
500     const IWineD3DVtbl     *lpVtbl;
501     LONG                    ref;     /* Note: Ref counting not required */
502
503     /* WineD3D Information */
504     IUnknown               *parent;
505     UINT                    dxVersion;
506
507     /* GL Information */
508     BOOL                    isGLInfoValid;
509     WineD3D_GL_Info         gl_info;
510 } IWineD3DImpl;
511
512 extern const IWineD3DVtbl IWineD3D_Vtbl;
513
514 /** Hacked out start of a context manager!! **/
515 typedef struct glContext {
516     int Width;
517     int Height;
518     int usedcount;
519     GLXContext context;
520
521     Drawable drawable;
522     IWineD3DSurface *pSurface;
523 #if 0 /* TODO: someway to represent the state of the context */
524     IWineD3DStateBlock *pStateBlock;
525 #endif
526 /* a few other things like format */
527 } glContext;
528
529 /* TODO: setup some flags in the regestry to enable, disable pbuffer support
530 (since it will break quite a few things until contexts are managed properly!) */
531 extern BOOL pbuffer_support;
532 /* allocate one pbuffer per surface */
533 extern BOOL pbuffer_per_surface;
534
535 /* Maximum number of contexts/pbuffers to keep in cache,
536 set to 100 because ATI's drivers don't support deleting pBuffers properly
537 this needs to be migrated to a list and some option availalbe for controle the cache size.
538 */
539 #define CONTEXT_CACHE 100
540
541 typedef struct ResourceList {
542     IWineD3DResource         *resource;
543     struct ResourceList      *next;
544 } ResourceList;
545
546 /* A helper function that dumps a resource list */
547 void dumpResources(ResourceList *resources);
548
549 /*****************************************************************************
550  * IWineD3DDevice implementation structure
551  */
552 typedef struct IWineD3DDeviceImpl
553 {
554     /* IUnknown fields      */
555     const IWineD3DDeviceVtbl *lpVtbl;
556     LONG                    ref;     /* Note: Ref counting not required */
557
558     /* WineD3D Information  */
559     IUnknown               *parent;
560     IWineD3D               *wineD3D;
561
562     /* X and GL Information */
563     GLint                   maxConcurrentLights;
564
565     /* Selected capabilities */
566     int vs_selected_mode;
567     int ps_selected_mode;
568     const shader_backend_t *shader_backend;
569
570     /* Optimization */
571     BOOL                    view_ident;        /* true iff view matrix is identity                */
572     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
573     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
574     LONG                    tracking_color;    /* used iff GL_COLOR_MATERIAL was enabled          */
575 #define                         DISABLED_TRACKING  0  /* Disabled                                 */
576 #define                         IS_TRACKING        1  /* tracking_parm is tracking diffuse color  */
577 #define                         NEEDS_TRACKING     2  /* Tracking needs to be enabled when needed */
578 #define                         NEEDS_DISABLE      3  /* Tracking needs to be disabled when needed*/
579     BOOL                    texture_shader_active;  /* TODO: Confirm use is correct */
580     BOOL                    last_was_notclipped;
581     BOOL                    untransformed;
582     BOOL                    last_was_pshader;
583     BOOL                    last_was_vshader;
584     BOOL                    last_was_foggy_shader;
585     BOOL                    namedArraysLoaded, numberedArraysLoaded;
586     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
587
588     /* State block related */
589     BOOL                    isRecordingState;
590     IWineD3DStateBlockImpl *stateBlock;
591     IWineD3DStateBlockImpl *updateStateBlock;
592     BOOL                   isInDraw;
593
594     /* Internal use fields  */
595     WINED3DDEVICE_CREATION_PARAMETERS createParms;
596     UINT                            adapterNo;
597     WINED3DDEVTYPE                  devType;
598
599     IWineD3DSwapChain     **swapchains;
600     uint                    NumberOfSwapChains;
601
602     ResourceList           *resources; /* a linked list to track resources created by the device */
603
604     /* Render Target Support */
605     IWineD3DSurface       **render_targets;
606     IWineD3DSurface        *depthStencilBuffer;
607
608     IWineD3DSurface        *stencilBufferTarget;
609
610     /* palettes texture management */
611     PALETTEENTRY            palettes[MAX_PALETTES][256];
612     UINT                    currentPalette;
613
614     /* For rendering to a texture using glCopyTexImage */
615     BOOL                    render_offscreen;
616     WINED3D_DEPTHCOPYSTATE  depth_copy_state;
617     GLuint                  fbo;
618     GLenum                  *draw_buffers;
619
620     /* Cursor management */
621     BOOL                    bCursorVisible;
622     UINT                    xHotSpot;
623     UINT                    yHotSpot;
624     UINT                    xScreenSpace;
625     UINT                    yScreenSpace;
626     UINT                    cursorWidth, cursorHeight;
627     GLuint                  cursorTexture;
628
629     /* Textures for when no other textures are mapped */
630     UINT                          dummyTextureName[MAX_TEXTURES];
631
632     /* Debug stream management */
633     BOOL                     debug;
634
635     /* Device state management */
636     HRESULT                 state;
637     BOOL                    d3d_initialized;
638
639     /* Screen buffer resources */
640     glContext contextCache[CONTEXT_CACHE];
641
642     /* A flag to check if endscene has been called before changing the render tartet */
643     BOOL sceneEnded;
644
645     /* process vertex shaders using software or hardware */
646     BOOL softwareVertexProcessing;
647
648     /* DirectDraw stuff */
649     HWND ddraw_window;
650     IWineD3DSurface *ddraw_primary;
651     DWORD ddraw_width, ddraw_height;
652     WINED3DFORMAT ddraw_format;
653     BOOL ddraw_fullscreen;
654
655     /* List of GLSL shader programs and their associated vertex & pixel shaders */
656     struct list glsl_shader_progs;
657
658
659     /* Final position fixup constant */
660     float                       posFixup[4];
661
662     /* State dirtification
663      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
664      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
665      * 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
666      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
667      */
668     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
669     DWORD                   numDirtyEntries;
670     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
671
672     /* With register combiners we can skip junk texture stages */
673     DWORD                     texUnitMap[MAX_SAMPLERS];
674     BOOL                      oneToOneTexUnitMap;
675
676     /* Stream source management */
677     WineDirect3DVertexStridedData strided_streams;
678     WineDirect3DVertexStridedData *up_strided;
679     BOOL                      useDrawStridedSlow;
680
681 } IWineD3DDeviceImpl;
682
683 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
684
685 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
686 static inline BOOL isStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
687     DWORD idx = state >> 5;
688     BYTE shift = state & 0x1f;
689     return This->isStateDirty[idx] & (1 << shift);
690 }
691
692 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
693  * anybody uses it for much so a good implementation is optional. */
694 typedef struct PrivateData
695 {
696     struct PrivateData* next;
697
698     GUID tag;
699     DWORD flags; /* DDSPD_* */
700     DWORD uniqueness_value;
701
702     union
703     {
704         LPVOID data;
705         LPUNKNOWN object;
706     } ptr;
707
708     DWORD size;
709 } PrivateData;
710
711 /*****************************************************************************
712  * IWineD3DResource implementation structure
713  */
714 typedef struct IWineD3DResourceClass
715 {
716     /* IUnknown fields */
717     LONG                    ref;     /* Note: Ref counting not required */
718
719     /* WineD3DResource Information */
720     IUnknown               *parent;
721     WINED3DRESOURCETYPE     resourceType;
722     IWineD3DDeviceImpl     *wineD3DDevice;
723     WINED3DPOOL             pool;
724     UINT                    size;
725     DWORD                   usage;
726     WINED3DFORMAT           format;
727     BYTE                   *allocatedMemory;
728     PrivateData            *privateData;
729
730 } IWineD3DResourceClass;
731
732 typedef struct IWineD3DResourceImpl
733 {
734     /* IUnknown & WineD3DResource Information     */
735     const IWineD3DResourceVtbl *lpVtbl;
736     IWineD3DResourceClass   resource;
737 } IWineD3DResourceImpl;
738
739
740 /*****************************************************************************
741  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
742  */
743 typedef struct IWineD3DVertexBufferImpl
744 {
745     /* IUnknown & WineD3DResource Information     */
746     const IWineD3DVertexBufferVtbl *lpVtbl;
747     IWineD3DResourceClass     resource;
748
749     /* WineD3DVertexBuffer specifics */
750     DWORD                     fvf;
751
752     /* Vertex buffer object support */
753     GLuint                    vbo;
754     BYTE                      Flags;
755     UINT                      stream;
756
757     UINT                      dirtystart, dirtyend;
758     LONG                      lockcount;
759
760     LONG                      declChanges, draws;
761     /* Last description of the buffer */
762     WineDirect3DVertexStridedData strided;
763 } IWineD3DVertexBufferImpl;
764
765 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
766
767 #define VBFLAG_LOAD           0x01    /* Data is written from allocatedMemory to the VBO */
768 #define VBFLAG_OPTIMIZED      0x02    /* Optimize has been called for the VB */
769 #define VBFLAG_DIRTY          0x04    /* Buffer data has been modified */
770 #define VBFLAG_STREAM         0x08    /* The vertex buffer is in a stream */
771 #define VBFLAG_HASDESC        0x10    /* A vertex description has been found */
772 #define VBFLAG_VBOCREATEFAIL  0x20    /* An attempt to create a vbo has failed */
773
774 /*****************************************************************************
775  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
776  */
777 typedef struct IWineD3DIndexBufferImpl
778 {
779     /* IUnknown & WineD3DResource Information     */
780     const IWineD3DIndexBufferVtbl *lpVtbl;
781     IWineD3DResourceClass     resource;
782
783     /* WineD3DVertexBuffer specifics */
784 } IWineD3DIndexBufferImpl;
785
786 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
787
788 /*****************************************************************************
789  * IWineD3DBaseTexture D3D- > openGL state map lookups
790  */
791 #define WINED3DFUNC_NOTSUPPORTED  -2
792 #define WINED3DFUNC_UNIMPLEMENTED -1
793
794 typedef enum winetexturestates {
795     WINED3DTEXSTA_ADDRESSU       = 0,
796     WINED3DTEXSTA_ADDRESSV       = 1,
797     WINED3DTEXSTA_ADDRESSW       = 2,
798     WINED3DTEXSTA_BORDERCOLOR    = 3,
799     WINED3DTEXSTA_MAGFILTER      = 4,
800     WINED3DTEXSTA_MINFILTER      = 5,
801     WINED3DTEXSTA_MIPFILTER      = 6,
802     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
803     WINED3DTEXSTA_MAXANISOTROPY  = 8,
804     WINED3DTEXSTA_SRGBTEXTURE    = 9,
805     WINED3DTEXSTA_ELEMENTINDEX   = 10,
806     WINED3DTEXSTA_DMAPOFFSET     = 11,
807     WINED3DTEXSTA_TSSADDRESSW    = 12,
808     MAX_WINETEXTURESTATES        = 13,
809 } winetexturestates;
810
811 typedef struct Wined3dTextureStateMap {
812     CONST int state;
813     int function;
814 } Wined3dTextureStateMap;
815
816 /*****************************************************************************
817  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
818  */
819 typedef struct IWineD3DBaseTextureClass
820 {
821     UINT                    levels;
822     BOOL                    dirty;
823     WINED3DFORMAT           format;
824     DWORD                   usage;
825     UINT                    textureName;
826     UINT                    LOD;
827     WINED3DTEXTUREFILTERTYPE filterType;
828     DWORD                   states[MAX_WINETEXTURESTATES];
829     LONG                    bindCount;
830     DWORD                   sampler;
831 } IWineD3DBaseTextureClass;
832
833 typedef struct IWineD3DBaseTextureImpl
834 {
835     /* IUnknown & WineD3DResource Information     */
836     const IWineD3DBaseTextureVtbl *lpVtbl;
837     IWineD3DResourceClass     resource;
838     IWineD3DBaseTextureClass  baseTexture;
839
840 } IWineD3DBaseTextureImpl;
841
842 /*****************************************************************************
843  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
844  */
845 typedef struct IWineD3DTextureImpl
846 {
847     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
848     const IWineD3DTextureVtbl *lpVtbl;
849     IWineD3DResourceClass     resource;
850     IWineD3DBaseTextureClass  baseTexture;
851
852     /* IWineD3DTexture */
853     IWineD3DSurface          *surfaces[MAX_LEVELS];
854     
855     UINT                      width;
856     UINT                      height;
857     float                     pow2scalingFactorX;
858     float                     pow2scalingFactorY;
859
860 } IWineD3DTextureImpl;
861
862 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
863
864 /*****************************************************************************
865  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
866  */
867 typedef struct IWineD3DCubeTextureImpl
868 {
869     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
870     const IWineD3DCubeTextureVtbl *lpVtbl;
871     IWineD3DResourceClass     resource;
872     IWineD3DBaseTextureClass  baseTexture;
873
874     /* IWineD3DCubeTexture */
875     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
876
877     UINT                      edgeLength;
878     float                     pow2scalingFactor;
879
880 } IWineD3DCubeTextureImpl;
881
882 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
883
884 typedef struct _WINED3DVOLUMET_DESC
885 {
886     UINT                    Width;
887     UINT                    Height;
888     UINT                    Depth;
889 } WINED3DVOLUMET_DESC;
890
891 /*****************************************************************************
892  * IWineD3DVolume implementation structure (extends IUnknown)
893  */
894 typedef struct IWineD3DVolumeImpl
895 {
896     /* IUnknown & WineD3DResource fields */
897     const IWineD3DVolumeVtbl  *lpVtbl;
898     IWineD3DResourceClass      resource;
899
900     /* WineD3DVolume Information */
901     WINED3DVOLUMET_DESC      currentDesc;
902     IWineD3DBase            *container;
903     UINT                    bytesPerPixel;
904
905     BOOL                    lockable;
906     BOOL                    locked;
907     WINED3DBOX              lockedBox;
908     WINED3DBOX              dirtyBox;
909     BOOL                    dirty;
910
911
912 } IWineD3DVolumeImpl;
913
914 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
915
916 /*****************************************************************************
917  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
918  */
919 typedef struct IWineD3DVolumeTextureImpl
920 {
921     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
922     const IWineD3DVolumeTextureVtbl *lpVtbl;
923     IWineD3DResourceClass     resource;
924     IWineD3DBaseTextureClass  baseTexture;
925
926     /* IWineD3DVolumeTexture */
927     IWineD3DVolume           *volumes[MAX_LEVELS];
928
929     UINT                      width;
930     UINT                      height;
931     UINT                      depth;
932 } IWineD3DVolumeTextureImpl;
933
934 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
935
936 typedef struct _WINED3DSURFACET_DESC
937 {
938     WINED3DMULTISAMPLE_TYPE MultiSampleType;
939     DWORD                   MultiSampleQuality;
940     UINT                    Width;
941     UINT                    Height;
942 } WINED3DSURFACET_DESC;
943
944 /*****************************************************************************
945  * Structure for DIB Surfaces (GetDC and GDI surfaces)
946  */
947 typedef struct wineD3DSurface_DIB {
948     HBITMAP DIBsection;
949     void* bitmap_data;
950     HGDIOBJ holdbitmap;
951     BOOL client_memory;
952 } wineD3DSurface_DIB;
953
954 /*****************************************************************************
955  * IWineD3DSurface implementation structure
956  */
957 struct IWineD3DSurfaceImpl
958 {
959     /* IUnknown & IWineD3DResource Information     */
960     const IWineD3DSurfaceVtbl *lpVtbl;
961     IWineD3DResourceClass     resource;
962
963     /* IWineD3DSurface fields */
964     IWineD3DBase              *container;
965     WINED3DSURFACET_DESC      currentDesc;
966     IWineD3DPaletteImpl      *palette;
967
968     UINT                      bytesPerPixel;
969
970     /* TODO: move this off into a management class(maybe!) */
971     DWORD                      Flags;
972
973     UINT                      pow2Width;
974     UINT                      pow2Height;
975     UINT                      pow2Size;
976
977     /* Oversized texture */
978     RECT                      glRect;
979
980 #if 0
981     /* precalculated x and y scalings for texture coords */
982     float                     pow2scalingFactorX; /* =  (Width  / pow2Width ) */
983     float                     pow2scalingFactorY; /* =  (Height / pow2Height) */
984 #endif
985
986     RECT                      lockedRect;
987     RECT                      dirtyRect;
988
989     glDescriptor              glDescription;
990
991     /* For GetDC */
992     wineD3DSurface_DIB        dib;
993     HDC                       hDC;
994
995     /* Color keys for DDraw */
996     DDCOLORKEY                DestBltCKey;
997     DDCOLORKEY                DestOverlayCKey;
998     DDCOLORKEY                SrcOverlayCKey;
999     DDCOLORKEY                SrcBltCKey;
1000     DWORD                     CKeyFlags;
1001
1002     DDCOLORKEY                glCKey;
1003 };
1004
1005 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1006 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1007
1008 /* Predeclare the shared Surface functions */
1009 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1010 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
1011 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1012 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1013 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1014 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1015 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1016 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1017 DWORD   WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1018 DWORD   WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1019 void    WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1020 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
1021 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1022 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1023 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1024 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1025 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
1026 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
1027 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1028 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1029 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1030 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey);
1031 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1032 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1033 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1034 HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL  inTexture);
1035 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1036 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1037 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1038 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1039 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx);
1040 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1041 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1042 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1043 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1044 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1045 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1046 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1047 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1048 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1049 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1050 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1051
1052 /* Surface flags: */
1053 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
1054 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
1055 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for getdc */
1056 #define SFLAG_DIRTY       0x00000008 /* Surface was locked by the app */
1057 #define SFLAG_LOCKABLE    0x00000010 /* Surface can be locked */
1058 #define SFLAG_DISCARD     0x00000020 /* ??? */
1059 #define SFLAG_LOCKED      0x00000040 /* Surface is locked atm */
1060 #define SFLAG_ACTIVELOCK  0x00000080 /* Not locked, but surface memory is needed */
1061 #define SFLAG_INTEXTURE   0x00000100 /* ??? */
1062 #define SFLAG_INPBUFFER   0x00000200 /* ??? */
1063 #define SFLAG_NONPOW2     0x00000400 /* Surface sizes are not a power of 2 */
1064 #define SFLAG_DYNLOCK     0x00000800 /* Surface is often locked by the app */
1065 #define SFLAG_DYNCHANGE   0x00001800 /* Surface contents are changed very often, implies DYNLOCK */
1066 #define SFLAG_DCINUSE     0x00002000 /* Set between GetDC and ReleaseDC calls */
1067 #define SFLAG_GLDIRTY     0x00004000 /* The opengl texture is more up to date than the surface mem */
1068 #define SFLAG_LOST        0x00008000 /* Surface lost flag for DDraw */
1069 #define SFLAG_FORCELOAD   0x00010000 /* To force PreLoading of a scratch cursor */
1070 #define SFLAG_USERPTR     0x00020000 /* The application allocated the memory for this surface */
1071 #define SFLAG_GLCKEY      0x00040000 /* The gl texture was created with a color key */
1072
1073 /* In some conditions the surface memory must not be freed:
1074  * SFLAG_OVERSIZE: Not all data can be kept in GL
1075  * SFLAG_CONVERTED: Converting the data back would take too long
1076  * SFLAG_DIBSECTION: The dib code manages the memory
1077  * SFLAG_DIRTY: GL surface isn't up to date
1078  * SFLAG_LOCKED: The app requires access to the surface data
1079  * SFLAG_ACTIVELOCK: Some wined3d code needs the memory
1080  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1081  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1082  */
1083 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
1084                           SFLAG_CONVERTED  | \
1085                           SFLAG_DIBSECTION | \
1086                           SFLAG_DIRTY      | \
1087                           SFLAG_LOCKED     | \
1088                           SFLAG_ACTIVELOCK | \
1089                           SFLAG_DYNLOCK    | \
1090                           SFLAG_DYNCHANGE  | \
1091                           SFLAG_USERPTR)
1092
1093 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1094
1095 /* Alignment of the pitch */
1096 #define SURFACE_ALIGNMENT 4
1097
1098 /*****************************************************************************
1099  * IWineD3DVertexDeclaration implementation structure
1100  */
1101 typedef struct IWineD3DVertexDeclarationImpl {
1102  /* IUnknown  Information     */
1103   const IWineD3DVertexDeclarationVtbl *lpVtbl;
1104   LONG                    ref;     /* Note: Ref counting not required */
1105
1106   IUnknown               *parent;
1107   /** precomputed fvf if simple declaration */
1108   IWineD3DDeviceImpl     *wineD3DDevice;
1109   DWORD   fvf[MAX_STREAMS];
1110   DWORD   allFVF;
1111
1112   /** dx8 compatible Declaration fields */
1113   DWORD*  pDeclaration8;
1114   DWORD   declaration8Length;
1115
1116   /** dx9+ */
1117   D3DVERTEXELEMENT9 *pDeclaration9;
1118   UINT               declaration9NumElements;
1119
1120   WINED3DVERTEXELEMENT  *pDeclarationWine;
1121   UINT                   declarationWNumElements;
1122   
1123   float                 *constants;
1124   
1125 } IWineD3DVertexDeclarationImpl;
1126
1127 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1128
1129 /*****************************************************************************
1130  * IWineD3DStateBlock implementation structure
1131  */
1132
1133 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1134 /*   Note: Very long winded but gl Lists are not flexible enough */
1135 /*   to resolve everything we need, so doing it manually for now */
1136 typedef struct SAVEDSTATES {
1137         BOOL                      indices;
1138         BOOL                      material;
1139         BOOL                      fvf;
1140         BOOL                      streamSource[MAX_STREAMS];
1141         BOOL                      streamFreq[MAX_STREAMS];
1142         BOOL                      textures[MAX_SAMPLERS];
1143         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1144         BOOL                      viewport;
1145         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1146         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1147         BOOL                      samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1148         BOOL                      clipplane[MAX_CLIPPLANES];
1149         BOOL                      vertexDecl;
1150         BOOL                      pixelShader;
1151         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1152         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1153         BOOL                     *pixelShaderConstantsF;
1154         BOOL                      vertexShader;
1155         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1156         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1157         BOOL                     *vertexShaderConstantsF;
1158 } SAVEDSTATES;
1159
1160 typedef struct {
1161     struct list entry;
1162     int idx;
1163 } constant_entry;
1164
1165 struct IWineD3DStateBlockImpl
1166 {
1167     /* IUnknown fields */
1168     const IWineD3DStateBlockVtbl *lpVtbl;
1169     LONG                      ref;     /* Note: Ref counting not required */
1170
1171     /* IWineD3DStateBlock information */
1172     IUnknown                 *parent;
1173     IWineD3DDeviceImpl       *wineD3DDevice;
1174     WINED3DSTATEBLOCKTYPE     blockType;
1175
1176     /* Array indicating whether things have been set or changed */
1177     SAVEDSTATES               changed;
1178     SAVEDSTATES               set;
1179     struct list               set_vconstantsF;
1180     struct list               set_pconstantsF;
1181
1182     /* Drawing - Vertex Shader or FVF related */
1183     DWORD                     fvf;
1184     /* Vertex Shader Declaration */
1185     IWineD3DVertexDeclaration *vertexDecl;
1186
1187     IWineD3DVertexShader      *vertexShader;
1188
1189     /* Vertex Shader Constants */
1190     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1191     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1192     float                     *vertexShaderConstantF;
1193
1194     /* Stream Source */
1195     BOOL                      streamIsUP;
1196     UINT                      streamStride[MAX_STREAMS];
1197     UINT                      streamOffset[MAX_STREAMS];
1198     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1199     UINT                      streamFreq[MAX_STREAMS];
1200     UINT                      streamFlags[MAX_STREAMS];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1201
1202     /* Indices */
1203     IWineD3DIndexBuffer*      pIndexData;
1204     UINT                      baseVertexIndex;
1205     UINT                      loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1206
1207     /* Transform */
1208     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1209
1210     /* Lights */
1211     PLIGHTINFOEL             *lights; /* NOTE: active GL lights must be front of the chain */
1212
1213     /* Clipping */
1214     double                    clipplane[MAX_CLIPPLANES][4];
1215     WINED3DCLIPSTATUS         clip_status;
1216
1217     /* ViewPort */
1218     WINED3DVIEWPORT           viewport;
1219
1220     /* Material */
1221     WINED3DMATERIAL           material;
1222
1223     /* Pixel Shader */
1224     IWineD3DPixelShader      *pixelShader;
1225
1226     /* Pixel Shader Constants */
1227     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1228     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1229     float                     *pixelShaderConstantF;
1230
1231     /* RenderState */
1232     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1233
1234     /* Texture */
1235     IWineD3DBaseTexture      *textures[MAX_SAMPLERS];
1236     int                       textureDimensions[MAX_SAMPLERS];
1237
1238     /* Texture State Stage */
1239     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1240     DWORD                     lowest_disabled_stage;
1241     /* Sampler States */
1242     DWORD                     samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1243
1244     /* Current GLSL Shader Program */
1245     struct glsl_shader_prog_link *glsl_program;
1246 };
1247
1248 extern void stateblock_savedstates_set(
1249     IWineD3DStateBlock* iface,
1250     SAVEDSTATES* states,
1251     BOOL value);
1252
1253 extern void stateblock_savedstates_copy(
1254     IWineD3DStateBlock* iface,
1255     SAVEDSTATES* dest,
1256     SAVEDSTATES* source);
1257
1258 extern void stateblock_copy(
1259     IWineD3DStateBlock* destination,
1260     IWineD3DStateBlock* source);
1261
1262 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1263
1264 /*****************************************************************************
1265  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1266  */
1267 typedef struct IWineD3DQueryImpl
1268 {
1269     const IWineD3DQueryVtbl  *lpVtbl;
1270     LONG                      ref;     /* Note: Ref counting not required */
1271     
1272     IUnknown                 *parent;
1273     /*TODO: replace with iface usage */
1274 #if 0
1275     IWineD3DDevice         *wineD3DDevice;
1276 #else
1277     IWineD3DDeviceImpl       *wineD3DDevice;
1278 #endif
1279
1280     /* IWineD3DQuery fields */
1281     WINED3DQUERYTYPE         type;
1282     /* TODO: Think about using a IUnknown instead of a void* */
1283     void                     *extendedData;
1284     
1285   
1286 } IWineD3DQueryImpl;
1287
1288 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1289
1290 /* Datastructures for IWineD3DQueryImpl.extendedData */
1291 typedef struct  WineQueryOcclusionData {
1292     GLuint  queryId;
1293 } WineQueryOcclusionData;
1294
1295
1296 /*****************************************************************************
1297  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1298  */
1299
1300 typedef struct IWineD3DSwapChainImpl
1301 {
1302     /*IUnknown part*/
1303     const IWineD3DSwapChainVtbl *lpVtbl;
1304     LONG                      ref;     /* Note: Ref counting not required */
1305
1306     IUnknown                 *parent;
1307     IWineD3DDeviceImpl       *wineD3DDevice;
1308
1309     /* IWineD3DSwapChain fields */
1310     IWineD3DSurface         **backBuffer;
1311     IWineD3DSurface          *frontBuffer;
1312     BOOL                      wantsDepthStencilBuffer;
1313     D3DPRESENT_PARAMETERS     presentParms;
1314     DWORD                     orig_width, orig_height;
1315
1316     long prev_time, frames;   /* Performance tracking */
1317
1318     /* TODO: move everything up to drawable off into a context manager
1319       and store the 'data' in the contextManagerData interface.
1320     IUnknown                  *contextManagerData;
1321     */
1322
1323     HWND                    win_handle;
1324     Window                  win;
1325     Display                *display;
1326
1327     GLXContext              glCtx;
1328     XVisualInfo            *visInfo;
1329     GLXContext              render_ctx;
1330     /* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
1331     Drawable                drawable;
1332 } IWineD3DSwapChainImpl;
1333
1334 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1335
1336 /*****************************************************************************
1337  * Utility function prototypes 
1338  */
1339
1340 /* Trace routines */
1341 const char* debug_d3dformat(WINED3DFORMAT fmt);
1342 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1343 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1344 const char* debug_d3dusage(DWORD usage);
1345 const char* debug_d3dusagequery(DWORD usagequery);
1346 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1347 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1348 const char* debug_d3ddeclusage(BYTE usage);
1349 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1350 const char* debug_d3drenderstate(DWORD state);
1351 const char* debug_d3dsamplerstate(DWORD state);
1352 const char* debug_d3dtexturestate(DWORD state);
1353 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1354 const char* debug_d3dpool(WINED3DPOOL pool);
1355
1356 /* Routines for GL <-> D3D values */
1357 GLenum StencilOp(DWORD op);
1358 GLenum CompareFunc(DWORD func);
1359 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1360 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1361 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1362
1363 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1364
1365 /* Math utils */
1366 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1367
1368 /*****************************************************************************
1369  * To enable calling of inherited functions, requires prototypes 
1370  *
1371  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1372  */
1373     /*** IUnknown methods ***/
1374     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1375     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1376     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1377     /*** IWineD3DResource methods ***/
1378     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1379     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1380     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1381     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1382     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1383     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1384     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1385     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1386     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1387     /*** class static members ***/
1388     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1389
1390     /*** IUnknown methods ***/
1391     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1392     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1393     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1394     /*** IWineD3DResource methods ***/
1395     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1396     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1397     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1398     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1399     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1400     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1401     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1402     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1403     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1404     /*** IWineD3DBaseTexture methods ***/
1405     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1406     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1407     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1408     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1409     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1410     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1411     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1412     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1413
1414     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1415     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1416     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1417     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1418     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1419     /*** class static members ***/
1420     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1421
1422 struct SHADER_OPCODE_ARG;
1423 typedef void (*shader_fct_t)();
1424 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1425
1426 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1427  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1428  * used if the user is using GLSL shaders. */
1429 struct glsl_shader_prog_link {
1430     struct list             entry;
1431     GLhandleARB             programId;
1432     GLhandleARB             *vuniformF_locations;
1433     GLhandleARB             *puniformF_locations;
1434     IWineD3DVertexShader*   vertexShader;
1435     IWineD3DPixelShader*    pixelShader;
1436 };
1437
1438 /* TODO: Make this dynamic, based on shader limits ? */
1439 #define MAX_REG_ADDR 1
1440 #define MAX_REG_TEMP 32
1441 #define MAX_REG_TEXCRD 8
1442 #define MAX_REG_INPUT 12
1443 #define MAX_REG_OUTPUT 12
1444 #define MAX_ATTRIBS 16
1445 #define MAX_CONST_I 16
1446 #define MAX_CONST_B 16
1447
1448 /* FIXME: This needs to go up to 2048 for
1449  * Shader model 3 according to msdn (and for software shaders) */
1450 #define MAX_LABELS 16
1451
1452 typedef struct semantic {
1453     DWORD usage;
1454     DWORD reg;
1455 } semantic;
1456
1457 typedef struct local_constant {
1458     struct list entry;
1459     unsigned int idx;
1460     DWORD value[4];
1461 } local_constant;
1462
1463 typedef struct shader_reg_maps {
1464
1465     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1466     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1467     char address[MAX_REG_ADDR];             /* vertex */
1468     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1469     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1470     char attributes[MAX_ATTRIBS];           /* vertex */
1471     char labels[MAX_LABELS];                /* pixel, vertex */
1472
1473     /* Sampler usage tokens 
1474      * Use 0 as default (bit 31 is always 1 on a valid token) */
1475     DWORD samplers[MAX_SAMPLERS];
1476
1477     /* Whether or not a loop is used in this shader */
1478     char loop;
1479
1480     /* Whether or not this shader uses fog */
1481     char fog;
1482
1483 } shader_reg_maps;
1484
1485 #define SHADER_PGMSIZE 65535
1486 typedef struct SHADER_BUFFER {
1487     char* buffer;
1488     unsigned int bsize;
1489     unsigned int lineNo;
1490 } SHADER_BUFFER;
1491
1492 /* Undocumented opcode controls */
1493 #define INST_CONTROLS_SHIFT 16
1494 #define INST_CONTROLS_MASK 0x00ff0000
1495
1496 typedef enum COMPARISON_TYPE {
1497     COMPARISON_GT = 1,
1498     COMPARISON_EQ = 2,
1499     COMPARISON_GE = 3,
1500     COMPARISON_LT = 4,
1501     COMPARISON_NE = 5,
1502     COMPARISON_LE = 6
1503 } COMPARISON_TYPE;
1504
1505 typedef struct SHADER_OPCODE {
1506     unsigned int  opcode;
1507     const char*   name;
1508     const char*   glname;
1509     char          dst_token;
1510     CONST UINT    num_params;
1511     shader_fct_t  soft_fct;
1512     SHADER_HANDLER hw_fct;
1513     SHADER_HANDLER hw_glsl_fct;
1514     DWORD         min_version;
1515     DWORD         max_version;
1516 } SHADER_OPCODE;
1517
1518 typedef struct SHADER_OPCODE_ARG {
1519     IWineD3DBaseShader* shader;
1520     shader_reg_maps* reg_maps;
1521     CONST SHADER_OPCODE* opcode;
1522     DWORD opcode_token;
1523     DWORD dst;
1524     DWORD dst_addr;
1525     DWORD predicate;
1526     DWORD src[4];
1527     DWORD src_addr[4];
1528     SHADER_BUFFER* buffer;
1529 } SHADER_OPCODE_ARG;
1530
1531 typedef struct SHADER_LIMITS {
1532     unsigned int temporary;
1533     unsigned int texcoord;
1534     unsigned int sampler;
1535     unsigned int constant_int;
1536     unsigned int constant_float;
1537     unsigned int constant_bool;
1538     unsigned int address;
1539     unsigned int packed_output;
1540     unsigned int packed_input;
1541     unsigned int attributes;
1542     unsigned int label;
1543 } SHADER_LIMITS;
1544
1545 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1546     maintain state information between multiple codes */
1547 typedef struct SHADER_PARSE_STATE {
1548     unsigned int current_row;
1549     DWORD texcoord_w[2];
1550 } SHADER_PARSE_STATE;
1551
1552 /* Base Shader utility functions. 
1553  * (may move callers into the same file in the future) */
1554 extern int shader_addline(
1555     SHADER_BUFFER* buffer,
1556     const char* fmt, ...);
1557
1558 extern const SHADER_OPCODE* shader_get_opcode(
1559     IWineD3DBaseShader *iface, 
1560     const DWORD code);
1561
1562 extern void shader_delete_constant_list(
1563     struct list* clist);
1564
1565 /* Vertex shader utility functions */
1566 extern BOOL vshader_get_input(
1567     IWineD3DVertexShader* iface,
1568     BYTE usage_req, BYTE usage_idx_req,
1569     unsigned int* regnum);
1570
1571 extern BOOL vshader_input_is_color(
1572     IWineD3DVertexShader* iface,
1573     unsigned int regnum);
1574
1575 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1576
1577 /* ARB_[vertex/fragment]_program helper functions */
1578 extern void shader_arb_load_constants(
1579     IWineD3DDevice* device,
1580     char usePixelShader,
1581     char useVertexShader);
1582
1583 /* ARB shader program Prototypes */
1584 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1585
1586 /* ARB pixel shader prototypes */
1587 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1588 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1589 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1590 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1591 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1592 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1593 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1594 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1595 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1596 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1597 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1598 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1599 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1600 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1601
1602 /* ARB vertex shader prototypes */
1603 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1604 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1605
1606 /* GLSL helper functions */
1607 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1608 extern void shader_glsl_load_constants(
1609     IWineD3DDevice* device,
1610     char usePixelShader,
1611     char useVertexShader);
1612
1613 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1614 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1615 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1616 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1617 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1618 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1619 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1620 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1621 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1622 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1623 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1624 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1625 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1626 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1627 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1628 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1629 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1630 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1631 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1632 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1633 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1634 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1635 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1636 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1637 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1638 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1639 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1640 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1641 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1642 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1643
1644 /** GLSL Pixel Shader Prototypes */
1645 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1646 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1647 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1648 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1649 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1650 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1651 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1652 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1653 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1654 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1655 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1656 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1657 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1658 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1659 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1660 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1661 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1662 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1663 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1664 extern void pshader_glsl_input_pack(
1665    SHADER_BUFFER* buffer,
1666    semantic* semantics_out);
1667
1668 /** GLSL Vertex Shader Prototypes */
1669 extern void vshader_glsl_output_unpack(
1670    SHADER_BUFFER* buffer,
1671    semantic* semantics_out);
1672
1673 /*****************************************************************************
1674  * IDirect3DBaseShader implementation structure
1675  */
1676 typedef struct IWineD3DBaseShaderClass
1677 {
1678     DWORD                           hex_version;
1679     SHADER_LIMITS                   limits;
1680     SHADER_PARSE_STATE              parse_state;
1681     CONST SHADER_OPCODE             *shader_ins;
1682     CONST DWORD                     *function;
1683     UINT                            functionLength;
1684     GLuint                          prgId;
1685     BOOL                            is_compiled;
1686
1687     /* Type of shader backend */
1688     int shader_mode;
1689
1690     /* Immediate constants (override global ones) */
1691     struct list constantsB;
1692     struct list constantsF;
1693     struct list constantsI;
1694     shader_reg_maps reg_maps;
1695
1696     /* Pointer to the parent device */
1697     IWineD3DDevice *device;
1698
1699 } IWineD3DBaseShaderClass;
1700
1701 typedef struct IWineD3DBaseShaderImpl {
1702     /* IUnknown */
1703     const IWineD3DBaseShaderVtbl    *lpVtbl;
1704     LONG                            ref;
1705
1706     /* IWineD3DBaseShader */
1707     IWineD3DBaseShaderClass         baseShader;
1708 } IWineD3DBaseShaderImpl;
1709
1710 extern HRESULT shader_get_registers_used(
1711     IWineD3DBaseShader *iface,
1712     shader_reg_maps* reg_maps,
1713     semantic* semantics_in,
1714     semantic* semantics_out,
1715     CONST DWORD* pToken,
1716     IWineD3DStateBlockImpl *stateBlock);
1717
1718 extern void shader_generate_glsl_declarations(
1719     IWineD3DBaseShader *iface,
1720     shader_reg_maps* reg_maps,
1721     SHADER_BUFFER* buffer,
1722     WineD3D_GL_Info* gl_info);
1723
1724 extern void shader_generate_arb_declarations(
1725     IWineD3DBaseShader *iface,
1726     shader_reg_maps* reg_maps,
1727     SHADER_BUFFER* buffer,
1728     WineD3D_GL_Info* gl_info);
1729
1730 extern void shader_generate_main(
1731     IWineD3DBaseShader *iface,
1732     SHADER_BUFFER* buffer,
1733     shader_reg_maps* reg_maps,
1734     CONST DWORD* pFunction);
1735
1736 extern void shader_dump_ins_modifiers(
1737     const DWORD output);
1738
1739 extern void shader_dump_param(
1740     IWineD3DBaseShader *iface,
1741     const DWORD param,
1742     const DWORD addr_token,
1743     int input);
1744
1745 extern void shader_trace_init(
1746     IWineD3DBaseShader *iface,
1747     const DWORD* pFunction);
1748
1749 extern int shader_get_param(
1750     IWineD3DBaseShader* iface,
1751     const DWORD* pToken,
1752     DWORD* param,
1753     DWORD* addr_token);
1754
1755 extern int shader_skip_unrecognized(
1756     IWineD3DBaseShader* iface,
1757     const DWORD* pToken);
1758
1759 extern void print_glsl_info_log(
1760     WineD3D_GL_Info *gl_info,
1761     GLhandleARB obj);
1762
1763 inline static int shader_get_regtype(const DWORD param) {
1764     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1765             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1766 }
1767
1768 extern unsigned int shader_get_float_offset(const DWORD reg);
1769
1770 inline static BOOL shader_is_pshader_version(DWORD token) {
1771     return 0xFFFF0000 == (token & 0xFFFF0000);
1772 }
1773
1774 inline static BOOL shader_is_vshader_version(DWORD token) {
1775     return 0xFFFE0000 == (token & 0xFFFF0000);
1776 }
1777
1778 inline static BOOL shader_is_comment(DWORD token) {
1779     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1780 }
1781
1782 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1783  * so upload them above that
1784  */
1785 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1786 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1787
1788 /*****************************************************************************
1789  * IDirect3DVertexShader implementation structure
1790  */
1791 typedef struct IWineD3DVertexShaderImpl {
1792     /* IUnknown parts*/   
1793     const IWineD3DVertexShaderVtbl *lpVtbl;
1794     LONG                        ref;     /* Note: Ref counting not required */
1795
1796     /* IWineD3DBaseShader */
1797     IWineD3DBaseShaderClass     baseShader;
1798
1799     /* IWineD3DVertexShaderImpl */
1800     IUnknown                    *parent;
1801
1802     char                        usesFog;
1803     DWORD                       usage;
1804
1805     /* Vertex shader input and output semantics */
1806     semantic semantics_in [MAX_ATTRIBS];
1807     semantic semantics_out [MAX_REG_OUTPUT];
1808
1809     /* run time datas...  */
1810     VSHADERDATA                *data;
1811     IWineD3DVertexDeclaration  *vertexDeclaration;
1812 #if 0 /* needs reworking */
1813     /* run time datas */
1814     VSHADERINPUTDATA input;
1815     VSHADEROUTPUTDATA output;
1816 #endif
1817 } IWineD3DVertexShaderImpl;
1818 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1819 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1820
1821 /*****************************************************************************
1822  * IDirect3DPixelShader implementation structure
1823  */
1824 typedef struct IWineD3DPixelShaderImpl {
1825     /* IUnknown parts */
1826     const IWineD3DPixelShaderVtbl *lpVtbl;
1827     LONG                        ref;     /* Note: Ref counting not required */
1828
1829     /* IWineD3DBaseShader */
1830     IWineD3DBaseShaderClass     baseShader;
1831
1832     /* IWineD3DPixelShaderImpl */
1833     IUnknown                   *parent;
1834
1835     /* Pixel shader input semantics */
1836     semantic semantics_in [MAX_REG_INPUT];
1837
1838     /* run time data */
1839     PSHADERDATA                *data;
1840
1841 #if 0 /* needs reworking */
1842     PSHADERINPUTDATA input;
1843     PSHADEROUTPUTDATA output;
1844 #endif
1845 } IWineD3DPixelShaderImpl;
1846
1847 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1848 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1849
1850 /*****************************************************************************
1851  * IWineD3DPalette implementation structure
1852  */
1853 struct IWineD3DPaletteImpl {
1854     /* IUnknown parts */
1855     const IWineD3DPaletteVtbl  *lpVtbl;
1856     LONG                       ref;
1857
1858     IUnknown                   *parent;
1859     IWineD3DDeviceImpl         *wineD3DDevice;
1860
1861     /* IWineD3DPalette */
1862     HPALETTE                   hpal;
1863     WORD                       palVersion;     /*|               */
1864     WORD                       palNumEntries;  /*|  LOGPALETTE   */
1865     PALETTEENTRY               palents[256];   /*|               */
1866     /* This is to store the palette in 'screen format' */
1867     int                        screen_palents[256];
1868     DWORD                      Flags;
1869 };
1870
1871 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1872 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1873
1874 /* DirectDraw utility functions */
1875 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
1876
1877 /*****************************************************************************
1878  * Pixel format management
1879  */
1880 typedef struct {
1881     WINED3DFORMAT           format;
1882     DWORD                   alphaMask, redMask, greenMask, blueMask;
1883     UINT                    bpp;
1884     BOOL                    isFourcc;
1885     GLint                   glInternal, glFormat, glType;
1886 } PixelFormatDesc;
1887
1888 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);
1889 #endif