ntdll: Increase the buffer size dynamically for relay debug lists.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
45
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
49
50 typedef struct {
51     void *key;
52     void *value;
53     unsigned int hash;
54     struct list entry;
55 } hash_table_entry_t;
56
57 typedef struct {
58     hash_function_t *hash_function;
59     compare_function_t *compare_function;
60     struct list *buckets;
61     unsigned int bucket_count;
62     hash_table_entry_t *entries;
63     unsigned int entry_count;
64     struct list free_entries;
65     unsigned int count;
66     unsigned int grow_size;
67     unsigned int shrink_size;
68 } hash_table_t;
69
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
75
76 /* Device caps */
77 #define MAX_PALETTES            256
78 #define MAX_STREAMS             16
79 #define MAX_TEXTURES            8
80 #define MAX_FRAGMENT_SAMPLERS   16
81 #define MAX_VERTEX_SAMPLERS     4
82 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS       8
84 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS              256
86
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
89
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R     35
92 #define NUM_SAVEDPIXELSTATES_T     18
93 #define NUM_SAVEDPIXELSTATES_S     12
94 #define NUM_SAVEDVERTEXSTATES_R    34
95 #define NUM_SAVEDVERTEXSTATES_T    2
96 #define NUM_SAVEDVERTEXSTATES_S    1
97
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
104
105 typedef enum _WINELOOKUP {
106     WINELOOKUP_WARPPARAM = 0,
107     WINELOOKUP_MAGFILTER = 1,
108     MAX_LOOKUPS          = 2
109 } WINELOOKUP;
110
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
114
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
116
117 void init_type_lookup(WineD3D_GL_Info *gl_info);
118 #define WINED3D_ATR_TYPE(type)          GLINFO_LOCATION.glTypeLookup[type].d3dType
119 #define WINED3D_ATR_SIZE(type)          GLINFO_LOCATION.glTypeLookup[type].size
120 #define WINED3D_ATR_GLTYPE(type)        GLINFO_LOCATION.glTypeLookup[type].glType
121 #define WINED3D_ATR_NORMALIZED(type)    GLINFO_LOCATION.glTypeLookup[type].normalized
122 #define WINED3D_ATR_TYPESIZE(type)      GLINFO_LOCATION.glTypeLookup[type].typesize
123
124 /**
125  * Settings 
126  */
127 #define VS_NONE    0
128 #define VS_HW      1
129
130 #define PS_NONE    0
131 #define PS_HW      1
132
133 #define VBO_NONE   0
134 #define VBO_HW     1
135
136 #define NP2_NONE   0
137 #define NP2_REPACK 1
138 #define NP2_NATIVE 2
139
140 #define ORM_BACKBUFFER  0
141 #define ORM_PBUFFER     1
142 #define ORM_FBO         2
143
144 #define SHADER_ARB  1
145 #define SHADER_GLSL 2
146 #define SHADER_NONE 3
147
148 #define RTL_DISABLE   -1
149 #define RTL_AUTO       0
150 #define RTL_READDRAW   1
151 #define RTL_READTEX    2
152 #define RTL_TEXDRAW    3
153 #define RTL_TEXTEX     4
154
155 /* NOTE: When adding fields to this structure, make sure to update the default
156  * values in wined3d_main.c as well. */
157 typedef struct wined3d_settings_s {
158 /* vertex and pixel shader modes */
159   int vs_mode;
160   int ps_mode;
161   int vbo_mode;
162 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
163     we should use it.  However, until it's fully implemented, we'll leave it as a registry
164     setting for developers. */
165   BOOL glslRequested;
166   int offscreen_rendering_mode;
167   int rendertargetlock_mode;
168 /* Memory tracking and object counting */
169   unsigned int emulated_textureram;
170   char *logo;
171 } wined3d_settings_t;
172
173 extern wined3d_settings_t wined3d_settings;
174
175 /* Shader backends */
176 struct SHADER_OPCODE_ARG;
177
178 typedef struct {
179     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
180     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
181     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
182     void (*shader_cleanup)(IWineD3DDevice *iface);
183     void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
184     void (*shader_destroy)(IWineD3DBaseShader *iface);
185 } shader_backend_t;
186
187 extern const shader_backend_t glsl_shader_backend;
188 extern const shader_backend_t arb_program_shader_backend;
189 extern const shader_backend_t none_shader_backend;
190
191 /* X11 locking */
192
193 extern void (*wine_tsx11_lock_ptr)(void);
194 extern void (*wine_tsx11_unlock_ptr)(void);
195
196 /* As GLX relies on X, this is needed */
197 extern int num_lock;
198
199 #if 0
200 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
201 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
202 #else
203 #define ENTER_GL() wine_tsx11_lock_ptr()
204 #define LEAVE_GL() wine_tsx11_unlock_ptr()
205 #endif
206
207 /*****************************************************************************
208  * Defines
209  */
210
211 /* GL related defines */
212 /* ------------------ */
213 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
214 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
215 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
216 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
217
218 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
219 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
220 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
221 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
222
223 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
224 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
225 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
226 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
227
228 #define D3DCOLORTOGLFLOAT4(dw, vec) \
229   (vec)[0] = D3DCOLOR_R(dw); \
230   (vec)[1] = D3DCOLOR_G(dw); \
231   (vec)[2] = D3DCOLOR_B(dw); \
232   (vec)[3] = D3DCOLOR_A(dw);
233
234 /* DirectX Device Limits */
235 /* --------------------- */
236 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
237
238 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
239                             See MaxStreams in MSDN under GetDeviceCaps */
240                          /* Maximum number of constants provided to the shaders */
241 #define HIGHEST_TRANSFORMSTATE 512 
242                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
243 #define MAX_PALETTES      256
244
245 /* Checking of API calls */
246 /* --------------------- */
247 #define checkGLcall(A)                                          \
248 {                                                               \
249     GLint err = glGetError();                                   \
250     if (err == GL_NO_ERROR) {                                   \
251        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
252                                                                 \
253     } else do {                                                 \
254         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
255             debug_glerror(err), err, A, __FILE__, __LINE__);    \
256        err = glGetError();                                      \
257     } while (err != GL_NO_ERROR);                               \
258
259
260 /* Trace routines / diagnostics */
261 /* ---------------------------- */
262
263 /* Dump out a matrix and copy it */
264 #define conv_mat(mat,gl_mat)                                                                \
265 do {                                                                                        \
266     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
267     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
268     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
269     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
270     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
271 } while (0)
272
273 /* Macro to dump out the current state of the light chain */
274 #define DUMP_LIGHT_CHAIN()                    \
275 {                                             \
276   PLIGHTINFOEL *el = This->stateBlock->lights;\
277   while (el) {                                \
278     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
279     el = el->next;                            \
280   }                                           \
281 }
282
283 /* Trace vector and strided data information */
284 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
285 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
286         sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
287
288 /* Defines used for optimizations */
289
290 /*    Only reapply what is necessary */
291 #define REAPPLY_ALPHAOP  0x0001
292 #define REAPPLY_ALL      0xFFFF
293
294 /* Advance declaration of structures to satisfy compiler */
295 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
296 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
297 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
298 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
299
300 /* Global variables */
301 extern const float identity[16];
302
303 /*****************************************************************************
304  * Compilable extra diagnostics
305  */
306
307 /* Trace information per-vertex: (extremely high amount of trace) */
308 #if 0 /* NOTE: Must be 0 in cvs */
309 # define VTRACE(A) TRACE A
310 #else 
311 # define VTRACE(A) 
312 #endif
313
314 /* Checking of per-vertex related GL calls */
315 /* --------------------- */
316 #define vcheckGLcall(A)                                         \
317 {                                                               \
318     GLint err = glGetError();                                   \
319     if (err == GL_NO_ERROR) {                                   \
320        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
321                                                                 \
322     } else do {                                                 \
323         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
324             debug_glerror(err), err, A, __FILE__, __LINE__);    \
325        err = glGetError();                                      \
326     } while (err != GL_NO_ERROR);                               \
327 }
328
329 /* TODO: Confirm each of these works when wined3d move completed */
330 #if 0 /* NOTE: Must be 0 in cvs */
331   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
332      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
333      is enabled, and if it doesn't exist it is disabled. */
334 # define FRAME_DEBUGGING
335   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
336       the file is deleted                                                                            */
337 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
338 #  define SINGLE_FRAME_DEBUGGING
339 # endif  
340   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
341      It can only be enabled when FRAME_DEBUGGING is also enabled                               
342      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
343      array is drawn.                                                                            */
344 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
345 #  define SHOW_FRAME_MAKEUP 1
346 # endif  
347   /* The following, when enabled, lets you see the makeup of the all the textures used during each
348      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
349      The contents of the textures assigned to each stage are written into 
350      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
351 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
352 #  define SHOW_TEXTURE_MAKEUP 0
353 # endif  
354 extern BOOL isOn;
355 extern BOOL isDumpingFrames;
356 extern LONG primCounter;
357 #endif
358
359 /*****************************************************************************
360  * Prototypes
361  */
362
363 /* Routine common to the draw primitive and draw indexed primitive routines */
364 void drawPrimitive(IWineD3DDevice *iface,
365                     int PrimitiveType,
366                     long NumPrimitives,
367                     /* for Indexed: */
368                     long  StartVertexIndex,
369                     UINT  numberOfVertices,
370                     long  StartIdx,
371                     short idxBytes,
372                     const void *idxData,
373                     int   minIndex);
374
375 void primitiveDeclarationConvertToStridedData(
376      IWineD3DDevice *iface,
377      BOOL useVertexShaderFunction,
378      WineDirect3DVertexStridedData *strided,
379      BOOL *fixup);
380
381 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
382
383 typedef void (*glAttribFunc)(void *data);
384 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
385 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
386 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
387 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
388 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
389
390 #define eps 1e-8
391
392 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
393     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
394
395 /* Routines and structures related to state management */
396 typedef struct WineD3DContext WineD3DContext;
397 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
398
399 #define STATE_RENDER(a) (a)
400 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
401
402 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
403 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
404
405 /* + 1 because samplers start with 0 */
406 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
407 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
408
409 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
410 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
411
412 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
413 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
414
415 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
416 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
417 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
418 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
419
420 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
421 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
422
423 #define STATE_VSHADER (STATE_VDECL + 1)
424 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
425
426 #define STATE_VIEWPORT (STATE_VSHADER + 1)
427 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
428
429 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
430 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
431 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
432 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
433
434 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
435 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
436
437 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
438 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
439
440 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
441 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
442
443 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
444
445 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
446
447 #define STATE_HIGHEST (STATE_FRONTFACE)
448
449 struct StateEntry
450 {
451     DWORD           representative;
452     APPLYSTATEFUNC  apply;
453 };
454
455 /* Global state table */
456 extern const struct StateEntry StateTable[];
457
458 /* The new context manager that should deal with onscreen and offscreen rendering */
459 struct WineD3DContext {
460     /* State dirtification
461      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
462      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
463      * 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
464      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
465      */
466     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
467     DWORD                   numDirtyEntries;
468     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
469
470     IWineD3DSurface         *surface;
471     DWORD                   tid;    /* Thread ID which owns this context at the moment */
472
473     /* Stores some inforation about the context state for optimization */
474     GLint                   last_draw_buffer;
475     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
476     BOOL                    last_was_pshader;
477     BOOL                    last_was_vshader;
478     BOOL                    last_was_foggy_shader;
479     BOOL                    namedArraysLoaded, numberedArraysLoaded;
480     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
481     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
482     unsigned char           num_untracked_materials;
483     GLenum                  untracked_materials[2];
484     BOOL                    last_was_blit, last_was_ckey;
485     char                    texShaderBumpMap;
486     BOOL                    fog_coord;
487
488     /* The actual opengl context */
489     HGLRC                   glCtx;
490     HWND                    win_handle;
491     HDC                     hdc;
492     HPBUFFERARB             pbuffer;
493     BOOL                    isPBuffer;
494 };
495
496 typedef enum ContextUsage {
497     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
498     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfacs */
499     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
500     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
501 } ContextUsage;
502
503 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
504 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
505 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
506 void apply_fbo_state(IWineD3DDevice *iface);
507
508 /* Macros for doing basic GPU detection based on opengl capabilities */
509 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
510 #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])
511 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
512 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
513
514 /* Default callbacks for implicit object destruction */
515 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
516
517 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
518
519 /*****************************************************************************
520  * Internal representation of a light
521  */
522 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
523 struct PLIGHTINFOEL {
524     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
525     DWORD        OriginalIndex;
526     LONG         glIndex;
527     BOOL         changed;
528     BOOL         enabledChanged;
529     BOOL         enabled;
530
531     /* Converted parms to speed up swapping lights */
532     float                         lightPosn[4];
533     float                         lightDirn[4];
534     float                         exponent;
535     float                         cutoff;
536
537     struct list entry;
538 };
539
540 /* The default light parameters */
541 extern const WINED3DLIGHT WINED3D_default_light;
542
543 typedef struct WineD3D_PixelFormat
544 {
545     int iPixelFormat; /* WGL pixel format */
546     int redSize, greenSize, blueSize, alphaSize;
547     int depthSize, stencilSize;
548 } WineD3D_PixelFormat;
549
550 /* The adapter structure */
551 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
552 struct WineD3DAdapter
553 {
554     UINT                    num;
555     POINT                   monitorPoint;
556     WineD3D_GL_Info         gl_info;
557     const char              *driver;
558     const char              *description;
559     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
560     int                     nCfgs;
561     WineD3D_PixelFormat     *cfgs;
562     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
563     unsigned int            UsedTextureRam;
564 };
565
566 extern BOOL InitAdapters(void);
567 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
568 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
569
570 /*****************************************************************************
571  * High order patch management
572  */
573 struct WineD3DRectPatch
574 {
575     UINT                            Handle;
576     float                          *mem;
577     WineDirect3DVertexStridedData   strided;
578     WINED3DRECTPATCH_INFO           RectPatchInfo;
579     float                           numSegs[4];
580     char                            has_normals, has_texcoords;
581     struct list                     entry;
582 };
583
584 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
585
586 /*****************************************************************************
587  * IWineD3D implementation structure
588  */
589 typedef struct IWineD3DImpl
590 {
591     /* IUnknown fields */
592     const IWineD3DVtbl     *lpVtbl;
593     LONG                    ref;     /* Note: Ref counting not required */
594
595     /* WineD3D Information */
596     IUnknown               *parent;
597     UINT                    dxVersion;
598 } IWineD3DImpl;
599
600 extern const IWineD3DVtbl IWineD3D_Vtbl;
601
602 /* TODO: setup some flags in the registry to enable, disable pbuffer support
603 (since it will break quite a few things until contexts are managed properly!) */
604 extern BOOL pbuffer_support;
605 /* allocate one pbuffer per surface */
606 extern BOOL pbuffer_per_surface;
607
608 /* A helper function that dumps a resource list */
609 void dumpResources(struct list *list);
610
611 /*****************************************************************************
612  * IWineD3DDevice implementation structure
613  */
614 struct IWineD3DDeviceImpl
615 {
616     /* IUnknown fields      */
617     const IWineD3DDeviceVtbl *lpVtbl;
618     LONG                    ref;     /* Note: Ref counting not required */
619
620     /* WineD3D Information  */
621     IUnknown               *parent;
622     IWineD3D               *wineD3D;
623     struct WineD3DAdapter  *adapter;
624
625     /* Window styles to restore when switching fullscreen mode */
626     LONG                    style;
627     LONG                    exStyle;
628
629     /* X and GL Information */
630     GLint                   maxConcurrentLights;
631     GLenum                  offscreenBuffer;
632
633     /* Selected capabilities */
634     int vs_selected_mode;
635     int ps_selected_mode;
636     const shader_backend_t *shader_backend;
637     hash_table_t *glsl_program_lookup;
638
639     /* To store */
640     BOOL                    view_ident;        /* true iff view matrix is identity                */
641     BOOL                    untransformed;
642     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
643     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
644
645     /* State block related */
646     BOOL                    isRecordingState;
647     IWineD3DStateBlockImpl *stateBlock;
648     IWineD3DStateBlockImpl *updateStateBlock;
649     BOOL                   isInDraw;
650
651     /* Internal use fields  */
652     WINED3DDEVICE_CREATION_PARAMETERS createParms;
653     UINT                            adapterNo;
654     WINED3DDEVTYPE                  devType;
655
656     IWineD3DSwapChain     **swapchains;
657     UINT                    NumberOfSwapChains;
658
659     struct list             resources; /* a linked list to track resources created by the device */
660
661     /* Render Target Support */
662     IWineD3DSurface       **render_targets;
663     IWineD3DSurface        *auto_depth_stencil_buffer;
664     IWineD3DSurface       **fbo_color_attachments;
665     IWineD3DSurface        *fbo_depth_attachment;
666
667     IWineD3DSurface        *stencilBufferTarget;
668
669     /* Caches to avoid unneeded context changes */
670     IWineD3DSurface        *lastActiveRenderTarget;
671     IWineD3DSwapChain      *lastActiveSwapChain;
672
673     /* palettes texture management */
674     PALETTEENTRY            palettes[MAX_PALETTES][256];
675     UINT                    currentPalette;
676     UINT                    paletteConversionShader;
677
678     /* For rendering to a texture using glCopyTexImage */
679     BOOL                    render_offscreen;
680     WINED3D_DEPTHCOPYSTATE  depth_copy_state;
681     GLuint                  fbo;
682     GLuint                  src_fbo;
683     GLuint                  dst_fbo;
684     GLenum                  *draw_buffers;
685
686     /* Cursor management */
687     BOOL                    bCursorVisible;
688     UINT                    xHotSpot;
689     UINT                    yHotSpot;
690     UINT                    xScreenSpace;
691     UINT                    yScreenSpace;
692     UINT                    cursorWidth, cursorHeight;
693     GLuint                  cursorTexture;
694     BOOL                    haveHardwareCursor;
695     HCURSOR                 hardwareCursor;
696
697     /* The Wine logo surface */
698     IWineD3DSurface        *logo_surface;
699
700     /* Textures for when no other textures are mapped */
701     UINT                          dummyTextureName[MAX_TEXTURES];
702
703     /* Debug stream management */
704     BOOL                     debug;
705
706     /* Device state management */
707     HRESULT                 state;
708     BOOL                    d3d_initialized;
709
710     /* A flag to check for proper BeginScene / EndScene call pairs */
711     BOOL inScene;
712
713     /* process vertex shaders using software or hardware */
714     BOOL softwareVertexProcessing;
715
716     /* DirectDraw stuff */
717     HWND ddraw_window;
718     IWineD3DSurface *ddraw_primary;
719     DWORD ddraw_width, ddraw_height;
720     WINED3DFORMAT ddraw_format;
721     BOOL ddraw_fullscreen;
722
723     /* Final position fixup constant */
724     float                       posFixup[4];
725
726     /* With register combiners we can skip junk texture stages */
727     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
728     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
729     BOOL                      fixed_function_usage_map[MAX_TEXTURES];
730
731     /* Stream source management */
732     WineDirect3DVertexStridedData strided_streams;
733     WineDirect3DVertexStridedData *up_strided;
734     BOOL                      useDrawStridedSlow;
735     BOOL                      instancedDraw;
736
737     /* Context management */
738     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
739     WineD3DContext          *activeContext;
740     DWORD                   lastThread;
741     UINT                    numContexts;
742     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
743     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
744
745     /* High level patch management */
746 #define PATCHMAP_SIZE 43
747 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
748     struct list             patches[PATCHMAP_SIZE];
749     struct WineD3DRectPatch *currentPatch;
750 };
751
752 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
753
754 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
755 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
756 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
757     DWORD idx = state >> 5;
758     BYTE shift = state & 0x1f;
759     return context->isStateDirty[idx] & (1 << shift);
760 }
761
762 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
763 typedef struct PrivateData
764 {
765     struct list entry;
766
767     GUID tag;
768     DWORD flags; /* DDSPD_* */
769     DWORD uniqueness_value;
770
771     union
772     {
773         LPVOID data;
774         LPUNKNOWN object;
775     } ptr;
776
777     DWORD size;
778 } PrivateData;
779
780 /*****************************************************************************
781  * IWineD3DResource implementation structure
782  */
783 typedef struct IWineD3DResourceClass
784 {
785     /* IUnknown fields */
786     LONG                    ref;     /* Note: Ref counting not required */
787
788     /* WineD3DResource Information */
789     IUnknown               *parent;
790     WINED3DRESOURCETYPE     resourceType;
791     IWineD3DDeviceImpl     *wineD3DDevice;
792     WINED3DPOOL             pool;
793     UINT                    size;
794     DWORD                   usage;
795     WINED3DFORMAT           format;
796     BYTE                   *allocatedMemory; /* Pointer to the real data location */
797     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
798     struct list             privateData;
799     struct list             resource_list_entry;
800
801 } IWineD3DResourceClass;
802
803 typedef struct IWineD3DResourceImpl
804 {
805     /* IUnknown & WineD3DResource Information     */
806     const IWineD3DResourceVtbl *lpVtbl;
807     IWineD3DResourceClass   resource;
808 } IWineD3DResourceImpl;
809
810 /* Tests show that the start address of resources is 32 byte aligned */
811 #define RESOURCE_ALIGNMENT 32
812
813 /*****************************************************************************
814  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
815  */
816 typedef struct IWineD3DVertexBufferImpl
817 {
818     /* IUnknown & WineD3DResource Information     */
819     const IWineD3DVertexBufferVtbl *lpVtbl;
820     IWineD3DResourceClass     resource;
821
822     /* WineD3DVertexBuffer specifics */
823     DWORD                     fvf;
824
825     /* Vertex buffer object support */
826     GLuint                    vbo;
827     BYTE                      Flags;
828     LONG                      bindCount;
829
830     UINT                      dirtystart, dirtyend;
831     LONG                      lockcount;
832
833     LONG                      declChanges, draws;
834     /* Last description of the buffer */
835     WineDirect3DVertexStridedData strided;
836     BOOL                      last_was_vshader;
837     BOOL                      last_was_converted;
838 } IWineD3DVertexBufferImpl;
839
840 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
841
842 #define VBFLAG_LOAD           0x01    /* Data is written from allocatedMemory to the VBO */
843 #define VBFLAG_OPTIMIZED      0x02    /* Optimize has been called for the VB */
844 #define VBFLAG_DIRTY          0x04    /* Buffer data has been modified */
845 #define VBFLAG_HASDESC        0x08    /* A vertex description has been found */
846 #define VBFLAG_VBOCREATEFAIL  0x10    /* An attempt to create a vbo has failed */
847
848 /*****************************************************************************
849  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
850  */
851 typedef struct IWineD3DIndexBufferImpl
852 {
853     /* IUnknown & WineD3DResource Information     */
854     const IWineD3DIndexBufferVtbl *lpVtbl;
855     IWineD3DResourceClass     resource;
856
857     GLuint                    vbo;
858     UINT                      dirtystart, dirtyend;
859     LONG                      lockcount;
860
861     /* WineD3DVertexBuffer specifics */
862 } IWineD3DIndexBufferImpl;
863
864 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
865
866 /*****************************************************************************
867  * IWineD3DBaseTexture D3D- > openGL state map lookups
868  */
869 #define WINED3DFUNC_NOTSUPPORTED  -2
870 #define WINED3DFUNC_UNIMPLEMENTED -1
871
872 typedef enum winetexturestates {
873     WINED3DTEXSTA_ADDRESSU       = 0,
874     WINED3DTEXSTA_ADDRESSV       = 1,
875     WINED3DTEXSTA_ADDRESSW       = 2,
876     WINED3DTEXSTA_BORDERCOLOR    = 3,
877     WINED3DTEXSTA_MAGFILTER      = 4,
878     WINED3DTEXSTA_MINFILTER      = 5,
879     WINED3DTEXSTA_MIPFILTER      = 6,
880     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
881     WINED3DTEXSTA_MAXANISOTROPY  = 8,
882     WINED3DTEXSTA_SRGBTEXTURE    = 9,
883     WINED3DTEXSTA_ELEMENTINDEX   = 10,
884     WINED3DTEXSTA_DMAPOFFSET     = 11,
885     WINED3DTEXSTA_TSSADDRESSW    = 12,
886     MAX_WINETEXTURESTATES        = 13,
887 } winetexturestates;
888
889 /*****************************************************************************
890  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
891  */
892 typedef struct IWineD3DBaseTextureClass
893 {
894     UINT                    levels;
895     BOOL                    dirty;
896     UINT                    textureName;
897     UINT                    LOD;
898     WINED3DTEXTUREFILTERTYPE filterType;
899     DWORD                   states[MAX_WINETEXTURESTATES];
900     LONG                    bindCount;
901     DWORD                   sampler;
902     BOOL                    is_srgb;
903     UINT                    srgb_mode_change_count;
904     WINED3DFORMAT           shader_conversion_group;
905     float                   pow2Matrix[16];
906 } IWineD3DBaseTextureClass;
907
908 typedef struct IWineD3DBaseTextureImpl
909 {
910     /* IUnknown & WineD3DResource Information     */
911     const IWineD3DBaseTextureVtbl *lpVtbl;
912     IWineD3DResourceClass     resource;
913     IWineD3DBaseTextureClass  baseTexture;
914
915 } IWineD3DBaseTextureImpl;
916
917 /*****************************************************************************
918  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
919  */
920 typedef struct IWineD3DTextureImpl
921 {
922     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
923     const IWineD3DTextureVtbl *lpVtbl;
924     IWineD3DResourceClass     resource;
925     IWineD3DBaseTextureClass  baseTexture;
926
927     /* IWineD3DTexture */
928     IWineD3DSurface          *surfaces[MAX_LEVELS];
929     
930     UINT                      width;
931     UINT                      height;
932     UINT                      target;
933
934 } IWineD3DTextureImpl;
935
936 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
937
938 /*****************************************************************************
939  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
940  */
941 typedef struct IWineD3DCubeTextureImpl
942 {
943     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
944     const IWineD3DCubeTextureVtbl *lpVtbl;
945     IWineD3DResourceClass     resource;
946     IWineD3DBaseTextureClass  baseTexture;
947
948     /* IWineD3DCubeTexture */
949     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
950
951     UINT                      edgeLength;
952 } IWineD3DCubeTextureImpl;
953
954 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
955
956 typedef struct _WINED3DVOLUMET_DESC
957 {
958     UINT                    Width;
959     UINT                    Height;
960     UINT                    Depth;
961 } WINED3DVOLUMET_DESC;
962
963 /*****************************************************************************
964  * IWineD3DVolume implementation structure (extends IUnknown)
965  */
966 typedef struct IWineD3DVolumeImpl
967 {
968     /* IUnknown & WineD3DResource fields */
969     const IWineD3DVolumeVtbl  *lpVtbl;
970     IWineD3DResourceClass      resource;
971
972     /* WineD3DVolume Information */
973     WINED3DVOLUMET_DESC      currentDesc;
974     IWineD3DBase            *container;
975     UINT                    bytesPerPixel;
976
977     BOOL                    lockable;
978     BOOL                    locked;
979     WINED3DBOX              lockedBox;
980     WINED3DBOX              dirtyBox;
981     BOOL                    dirty;
982
983
984 } IWineD3DVolumeImpl;
985
986 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
987
988 /*****************************************************************************
989  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
990  */
991 typedef struct IWineD3DVolumeTextureImpl
992 {
993     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
994     const IWineD3DVolumeTextureVtbl *lpVtbl;
995     IWineD3DResourceClass     resource;
996     IWineD3DBaseTextureClass  baseTexture;
997
998     /* IWineD3DVolumeTexture */
999     IWineD3DVolume           *volumes[MAX_LEVELS];
1000
1001     UINT                      width;
1002     UINT                      height;
1003     UINT                      depth;
1004 } IWineD3DVolumeTextureImpl;
1005
1006 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1007
1008 typedef struct _WINED3DSURFACET_DESC
1009 {
1010     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1011     DWORD                   MultiSampleQuality;
1012     UINT                    Width;
1013     UINT                    Height;
1014 } WINED3DSURFACET_DESC;
1015
1016 /*****************************************************************************
1017  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1018  */
1019 typedef struct wineD3DSurface_DIB {
1020     HBITMAP DIBsection;
1021     void* bitmap_data;
1022     UINT bitmap_size;
1023     HGDIOBJ holdbitmap;
1024     BOOL client_memory;
1025 } wineD3DSurface_DIB;
1026
1027 typedef struct {
1028     struct list entry;
1029     GLuint id;
1030     UINT width;
1031     UINT height;
1032 } renderbuffer_entry_t;
1033
1034 /*****************************************************************************
1035  * IWineD3DClipp implementation structure
1036  */
1037 typedef struct IWineD3DClipperImpl
1038 {
1039     const IWineD3DClipperVtbl *lpVtbl;
1040     LONG ref;
1041
1042     IUnknown *Parent;
1043     HWND hWnd;
1044 } IWineD3DClipperImpl;
1045
1046
1047 /*****************************************************************************
1048  * IWineD3DSurface implementation structure
1049  */
1050 struct IWineD3DSurfaceImpl
1051 {
1052     /* IUnknown & IWineD3DResource Information     */
1053     const IWineD3DSurfaceVtbl *lpVtbl;
1054     IWineD3DResourceClass     resource;
1055
1056     /* IWineD3DSurface fields */
1057     IWineD3DBase              *container;
1058     WINED3DSURFACET_DESC      currentDesc;
1059     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1060     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1061
1062     UINT                      bytesPerPixel;
1063
1064     /* TODO: move this off into a management class(maybe!) */
1065     DWORD                      Flags;
1066
1067     UINT                      pow2Width;
1068     UINT                      pow2Height;
1069
1070     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1071     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1072
1073     /* Oversized texture */
1074     RECT                      glRect;
1075
1076     /* PBO */
1077     GLuint                    pbo;
1078
1079     RECT                      lockedRect;
1080     RECT                      dirtyRect;
1081     int                       lockCount;
1082 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1083
1084     glDescriptor              glDescription;
1085     BOOL                      srgb;
1086
1087     /* For GetDC */
1088     wineD3DSurface_DIB        dib;
1089     HDC                       hDC;
1090
1091     /* Color keys for DDraw */
1092     WINEDDCOLORKEY            DestBltCKey;
1093     WINEDDCOLORKEY            DestOverlayCKey;
1094     WINEDDCOLORKEY            SrcOverlayCKey;
1095     WINEDDCOLORKEY            SrcBltCKey;
1096     DWORD                     CKeyFlags;
1097
1098     WINEDDCOLORKEY            glCKey;
1099
1100     struct list               renderbuffers;
1101     renderbuffer_entry_t      *current_renderbuffer;
1102
1103     /* DirectDraw clippers */
1104     IWineD3DClipper           *clipper;
1105 };
1106
1107 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1108 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1109
1110 /* Predeclare the shared Surface functions */
1111 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1112 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1113 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1114 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1115 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1116 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1117 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1118 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1119 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1120 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1121 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1122 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1123 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1124 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1125 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1126 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1127 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1128 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1129 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1130 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1131 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1132 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1133 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1134 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1135 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1136 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1137 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1138 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1139 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1140 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1141 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1142 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1143 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1144 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1145
1146 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1147
1148 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1149 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1150 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1151 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1152
1153 /* Surface flags: */
1154 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
1155 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
1156 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for getdc */
1157 #define SFLAG_LOCKABLE    0x00000008 /* Surface can be locked */
1158 #define SFLAG_DISCARD     0x00000010 /* ??? */
1159 #define SFLAG_LOCKED      0x00000020 /* Surface is locked atm */
1160 #define SFLAG_INTEXTURE   0x00000040 /* The GL texture contains the newest surface content */
1161 #define SFLAG_INDRAWABLE  0x00000080 /* The gl drawable contains the most up to date data */
1162 #define SFLAG_INSYSMEM    0x00000100 /* The system memory copy is most up to date */
1163 #define SFLAG_NONPOW2     0x00000200 /* Surface sizes are not a power of 2 */
1164 #define SFLAG_DYNLOCK     0x00000400 /* Surface is often locked by the app */
1165 #define SFLAG_DYNCHANGE   0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1166 #define SFLAG_DCINUSE     0x00001000 /* Set between GetDC and ReleaseDC calls */
1167 #define SFLAG_LOST        0x00002000 /* Surface lost flag for DDraw */
1168 #define SFLAG_USERPTR     0x00004000 /* The application allocated the memory for this surface */
1169 #define SFLAG_GLCKEY      0x00008000 /* The gl texture was created with a color key */
1170 #define SFLAG_CLIENT      0x00010000 /* GL_APPLE_client_storage is used on that texture */
1171 #define SFLAG_ALLOCATED   0x00020000 /* A gl texture is allocated for this surface */
1172 #define SFLAG_PBO         0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1173
1174 /* In some conditions the surface memory must not be freed:
1175  * SFLAG_OVERSIZE: Not all data can be kept in GL
1176  * SFLAG_CONVERTED: Converting the data back would take too long
1177  * SFLAG_DIBSECTION: The dib code manages the memory
1178  * SFLAG_LOCKED: The app requires access to the surface data
1179  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1180  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1181  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1182  * SFLAG_CLIENT: OpenGL uses our memory as backup
1183  */
1184 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
1185                           SFLAG_CONVERTED  | \
1186                           SFLAG_DIBSECTION | \
1187                           SFLAG_LOCKED     | \
1188                           SFLAG_DYNLOCK    | \
1189                           SFLAG_DYNCHANGE  | \
1190                           SFLAG_USERPTR    | \
1191                           SFLAG_PBO        | \
1192                           SFLAG_CLIENT)
1193
1194 #define SFLAG_LOCATIONS  (SFLAG_INSYSMEM   | \
1195                           SFLAG_INTEXTURE  | \
1196                           SFLAG_INDRAWABLE)
1197 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1198
1199 typedef enum {
1200     NO_CONVERSION,
1201     CONVERT_PALETTED,
1202     CONVERT_PALETTED_CK,
1203     CONVERT_CK_565,
1204     CONVERT_CK_5551,
1205     CONVERT_CK_4444,
1206     CONVERT_CK_4444_ARGB,
1207     CONVERT_CK_1555,
1208     CONVERT_555,
1209     CONVERT_CK_RGB24,
1210     CONVERT_CK_8888,
1211     CONVERT_CK_8888_ARGB,
1212     CONVERT_RGB32_888,
1213     CONVERT_V8U8,
1214     CONVERT_L6V5U5,
1215     CONVERT_X8L8V8U8,
1216     CONVERT_Q8W8V8U8,
1217     CONVERT_V16U16,
1218     CONVERT_A4L4,
1219     CONVERT_R32F,
1220     CONVERT_R16F,
1221     CONVERT_G16R16,
1222 } CONVERT_TYPES;
1223
1224 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);
1225
1226 /*****************************************************************************
1227  * IWineD3DVertexDeclaration implementation structure
1228  */
1229 typedef struct attrib_declaration {
1230     DWORD usage;
1231     DWORD idx;
1232 } attrib_declaration;
1233
1234 #define MAX_ATTRIBS 16
1235
1236 typedef struct IWineD3DVertexDeclarationImpl {
1237     /* IUnknown  Information */
1238     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1239     LONG                    ref;
1240
1241     IUnknown                *parent;
1242     IWineD3DDeviceImpl      *wineD3DDevice;
1243
1244     WINED3DVERTEXELEMENT    *pDeclarationWine;
1245     UINT                    declarationWNumElements;
1246
1247     DWORD                   streams[MAX_STREAMS];
1248     UINT                    num_streams;
1249     BOOL                    position_transformed;
1250     BOOL                    half_float_conv_needed;
1251
1252     /* Ordered array of declaration types that need swizzling in a vshader */
1253     attrib_declaration      swizzled_attribs[MAX_ATTRIBS];
1254     UINT                    num_swizzled_attribs;
1255 } IWineD3DVertexDeclarationImpl;
1256
1257 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1258
1259 /*****************************************************************************
1260  * IWineD3DStateBlock implementation structure
1261  */
1262
1263 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1264 /*   Note: Very long winded but gl Lists are not flexible enough */
1265 /*   to resolve everything we need, so doing it manually for now */
1266 typedef struct SAVEDSTATES {
1267         BOOL                      indices;
1268         BOOL                      material;
1269         BOOL                      fvf;
1270         BOOL                      streamSource[MAX_STREAMS];
1271         BOOL                      streamFreq[MAX_STREAMS];
1272         BOOL                      textures[MAX_COMBINED_SAMPLERS];
1273         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1274         BOOL                      viewport;
1275         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1276         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1277         BOOL                      samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1278         BOOL                      clipplane[MAX_CLIPPLANES];
1279         BOOL                      vertexDecl;
1280         BOOL                      pixelShader;
1281         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1282         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1283         BOOL                     *pixelShaderConstantsF;
1284         BOOL                      vertexShader;
1285         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1286         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1287         BOOL                     *vertexShaderConstantsF;
1288         BOOL                      scissorRect;
1289 } SAVEDSTATES;
1290
1291 typedef struct {
1292     struct  list entry;
1293     DWORD   count;
1294     DWORD   idx[13];
1295 } constants_entry;
1296
1297 struct StageState {
1298     DWORD stage;
1299     DWORD state;
1300 };
1301
1302 struct IWineD3DStateBlockImpl
1303 {
1304     /* IUnknown fields */
1305     const IWineD3DStateBlockVtbl *lpVtbl;
1306     LONG                      ref;     /* Note: Ref counting not required */
1307
1308     /* IWineD3DStateBlock information */
1309     IUnknown                 *parent;
1310     IWineD3DDeviceImpl       *wineD3DDevice;
1311     WINED3DSTATEBLOCKTYPE     blockType;
1312
1313     /* Array indicating whether things have been set or changed */
1314     SAVEDSTATES               changed;
1315     struct list               set_vconstantsF;
1316     struct list               set_pconstantsF;
1317
1318     /* Drawing - Vertex Shader or FVF related */
1319     DWORD                     fvf;
1320     /* Vertex Shader Declaration */
1321     IWineD3DVertexDeclaration *vertexDecl;
1322
1323     IWineD3DVertexShader      *vertexShader;
1324
1325     /* Vertex Shader Constants */
1326     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1327     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1328     float                     *vertexShaderConstantF;
1329
1330     /* Stream Source */
1331     BOOL                      streamIsUP;
1332     UINT                      streamStride[MAX_STREAMS];
1333     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1334     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1335     UINT                      streamFreq[MAX_STREAMS + 1];
1336     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1337
1338     /* Indices */
1339     IWineD3DIndexBuffer*      pIndexData;
1340     INT                       baseVertexIndex;
1341     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1342
1343     /* Transform */
1344     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1345
1346     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1347 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1348 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1349     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1350     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1351
1352     /* Clipping */
1353     double                    clipplane[MAX_CLIPPLANES][4];
1354     WINED3DCLIPSTATUS         clip_status;
1355
1356     /* ViewPort */
1357     WINED3DVIEWPORT           viewport;
1358
1359     /* Material */
1360     WINED3DMATERIAL           material;
1361
1362     /* Pixel Shader */
1363     IWineD3DPixelShader      *pixelShader;
1364
1365     /* Pixel Shader Constants */
1366     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1367     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1368     float                     *pixelShaderConstantF;
1369
1370     /* RenderState */
1371     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1372
1373     /* Texture */
1374     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1375     int                       textureDimensions[MAX_COMBINED_SAMPLERS];
1376
1377     /* Texture State Stage */
1378     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1379     DWORD                     lowest_disabled_stage;
1380     /* Sampler States */
1381     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1382
1383     /* Current GLSL Shader Program */
1384     struct glsl_shader_prog_link *glsl_program;
1385
1386     /* Scissor test rectangle */
1387     RECT                      scissorRect;
1388
1389     /* Contained state management */
1390     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1391     unsigned int              num_contained_render_states;
1392     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1393     unsigned int              num_contained_transform_states;
1394     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1395     unsigned int              num_contained_vs_consts_i;
1396     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1397     unsigned int              num_contained_vs_consts_b;
1398     DWORD                     *contained_vs_consts_f;
1399     unsigned int              num_contained_vs_consts_f;
1400     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1401     unsigned int              num_contained_ps_consts_i;
1402     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1403     unsigned int              num_contained_ps_consts_b;
1404     DWORD                     *contained_ps_consts_f;
1405     unsigned int              num_contained_ps_consts_f;
1406     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1407     unsigned int              num_contained_tss_states;
1408     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1409     unsigned int              num_contained_sampler_states;
1410 };
1411
1412 extern void stateblock_savedstates_set(
1413     IWineD3DStateBlock* iface,
1414     SAVEDSTATES* states,
1415     BOOL value);
1416
1417 extern void stateblock_savedstates_copy(
1418     IWineD3DStateBlock* iface,
1419     SAVEDSTATES* dest,
1420     SAVEDSTATES* source);
1421
1422 extern void stateblock_copy(
1423     IWineD3DStateBlock* destination,
1424     IWineD3DStateBlock* source);
1425
1426 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1427
1428 /* Direct3D terminology with little modifications. We do not have an issued state
1429  * because only the driver knows about it, but we have a created state because d3d
1430  * allows GetData on a created issue, but opengl doesn't
1431  */
1432 enum query_state {
1433     QUERY_CREATED,
1434     QUERY_SIGNALLED,
1435     QUERY_BUILDING
1436 };
1437 /*****************************************************************************
1438  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1439  */
1440 typedef struct IWineD3DQueryImpl
1441 {
1442     const IWineD3DQueryVtbl  *lpVtbl;
1443     LONG                      ref;     /* Note: Ref counting not required */
1444     
1445     IUnknown                 *parent;
1446     /*TODO: replace with iface usage */
1447 #if 0
1448     IWineD3DDevice         *wineD3DDevice;
1449 #else
1450     IWineD3DDeviceImpl       *wineD3DDevice;
1451 #endif
1452
1453     /* IWineD3DQuery fields */
1454     enum query_state         state;
1455     WINED3DQUERYTYPE         type;
1456     /* TODO: Think about using a IUnknown instead of a void* */
1457     void                     *extendedData;
1458     
1459   
1460 } IWineD3DQueryImpl;
1461
1462 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1463
1464 /* Datastructures for IWineD3DQueryImpl.extendedData */
1465 typedef struct  WineQueryOcclusionData {
1466     GLuint  queryId;
1467     WineD3DContext *ctx;
1468 } WineQueryOcclusionData;
1469
1470 typedef struct  WineQueryEventData {
1471     GLuint  fenceId;
1472     WineD3DContext *ctx;
1473 } WineQueryEventData;
1474
1475 /*****************************************************************************
1476  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1477  */
1478
1479 typedef struct IWineD3DSwapChainImpl
1480 {
1481     /*IUnknown part*/
1482     const IWineD3DSwapChainVtbl *lpVtbl;
1483     LONG                      ref;     /* Note: Ref counting not required */
1484
1485     IUnknown                 *parent;
1486     IWineD3DDeviceImpl       *wineD3DDevice;
1487
1488     /* IWineD3DSwapChain fields */
1489     IWineD3DSurface         **backBuffer;
1490     IWineD3DSurface          *frontBuffer;
1491     BOOL                      wantsDepthStencilBuffer;
1492     WINED3DPRESENT_PARAMETERS presentParms;
1493     DWORD                     orig_width, orig_height;
1494     WINED3DFORMAT             orig_fmt;
1495
1496     long prev_time, frames;   /* Performance tracking */
1497     unsigned int vSyncCounter;
1498
1499     WineD3DContext        **context; /* Later a array for multithreading */
1500     unsigned int            num_contexts;
1501
1502     HWND                    win_handle;
1503 } IWineD3DSwapChainImpl;
1504
1505 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1506
1507 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1508
1509 /*****************************************************************************
1510  * Utility function prototypes 
1511  */
1512
1513 /* Trace routines */
1514 const char* debug_d3dformat(WINED3DFORMAT fmt);
1515 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1516 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1517 const char* debug_d3dusage(DWORD usage);
1518 const char* debug_d3dusagequery(DWORD usagequery);
1519 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1520 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1521 const char* debug_d3ddeclusage(BYTE usage);
1522 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1523 const char* debug_d3drenderstate(DWORD state);
1524 const char* debug_d3dsamplerstate(DWORD state);
1525 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1526 const char* debug_d3dtexturestate(DWORD state);
1527 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1528 const char* debug_d3dpool(WINED3DPOOL pool);
1529 const char *debug_fbostatus(GLenum status);
1530 const char *debug_glerror(GLenum error);
1531 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1532 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1533
1534 /* Routines for GL <-> D3D values */
1535 GLenum StencilOp(DWORD op);
1536 GLenum CompareFunc(DWORD func);
1537 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1538 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1539 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1540
1541 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1542 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1543
1544 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1545 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1546
1547 /* Math utils */
1548 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1549 unsigned int count_bits(unsigned int mask);
1550
1551 /*****************************************************************************
1552  * To enable calling of inherited functions, requires prototypes 
1553  *
1554  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1555  */
1556     /*** IUnknown methods ***/
1557     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1558     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1559     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1560     /*** IWineD3DResource methods ***/
1561     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1562     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1563     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1564     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1565     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1566     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1567     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1568     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1569     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1570     /*** class static members ***/
1571     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1572
1573     /*** IUnknown methods ***/
1574     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1575     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1576     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1577     /*** IWineD3DResource methods ***/
1578     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1579     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1580     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1581     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1582     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1583     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1584     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1585     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1586     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1587     /*** IWineD3DBaseTexture methods ***/
1588     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1589     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1590     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1591     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1592     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1593     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1594     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1595     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1596
1597     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1598     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1599     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1600     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1601     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1602     /*** class static members ***/
1603     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1604
1605 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1606
1607 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1608  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1609  * used if the user is using GLSL shaders. */
1610 struct glsl_shader_prog_link {
1611     struct list             vshader_entry;
1612     struct list             pshader_entry;
1613     GLhandleARB             programId;
1614     GLhandleARB             *vuniformF_locations;
1615     GLhandleARB             *puniformF_locations;
1616     GLhandleARB             vuniformI_locations[MAX_CONST_I];
1617     GLhandleARB             puniformI_locations[MAX_CONST_I];
1618     GLhandleARB             posFixup_location;
1619     GLhandleARB             bumpenvmat_location;
1620     GLhandleARB             luminancescale_location;
1621     GLhandleARB             luminanceoffset_location;
1622     GLhandleARB             srgb_comparison_location;
1623     GLhandleARB             srgb_mul_low_location;
1624     GLhandleARB             ycorrection_location;
1625     GLhandleARB             vshader;
1626     GLhandleARB             pshader;
1627 };
1628
1629 typedef struct {
1630     GLhandleARB vshader;
1631     GLhandleARB pshader;
1632 } glsl_program_key_t;
1633
1634 /* TODO: Make this dynamic, based on shader limits ? */
1635 #define MAX_REG_ADDR 1
1636 #define MAX_REG_TEMP 32
1637 #define MAX_REG_TEXCRD 8
1638 #define MAX_REG_INPUT 12
1639 #define MAX_REG_OUTPUT 12
1640 #define MAX_CONST_I 16
1641 #define MAX_CONST_B 16
1642
1643 /* FIXME: This needs to go up to 2048 for
1644  * Shader model 3 according to msdn (and for software shaders) */
1645 #define MAX_LABELS 16
1646
1647 typedef struct semantic {
1648     DWORD usage;
1649     DWORD reg;
1650 } semantic;
1651
1652 typedef struct local_constant {
1653     struct list entry;
1654     unsigned int idx;
1655     DWORD value[4];
1656 } local_constant;
1657
1658 typedef struct shader_reg_maps {
1659
1660     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1661     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1662     char address[MAX_REG_ADDR];             /* vertex */
1663     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1664     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1665     char attributes[MAX_ATTRIBS];           /* vertex */
1666     char labels[MAX_LABELS];                /* pixel, vertex */
1667     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
1668
1669     /* Sampler usage tokens 
1670      * Use 0 as default (bit 31 is always 1 on a valid token) */
1671     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1672     char bumpmat, luminanceparams;
1673     char usesnrm, vpos, usesdsy;
1674     char usesrelconstF;
1675
1676     /* Whether or not loops are used in this shader, and nesting depth */
1677     unsigned loop_depth;
1678
1679     /* Whether or not this shader uses fog */
1680     char fog;
1681
1682 } shader_reg_maps;
1683
1684 #define SHADER_PGMSIZE 65535
1685 typedef struct SHADER_BUFFER {
1686     char* buffer;
1687     unsigned int bsize;
1688     unsigned int lineNo;
1689     BOOL newline;
1690 } SHADER_BUFFER;
1691
1692 /* Undocumented opcode controls */
1693 #define INST_CONTROLS_SHIFT 16
1694 #define INST_CONTROLS_MASK 0x00ff0000
1695
1696 typedef enum COMPARISON_TYPE {
1697     COMPARISON_GT = 1,
1698     COMPARISON_EQ = 2,
1699     COMPARISON_GE = 3,
1700     COMPARISON_LT = 4,
1701     COMPARISON_NE = 5,
1702     COMPARISON_LE = 6
1703 } COMPARISON_TYPE;
1704
1705 typedef struct SHADER_OPCODE {
1706     unsigned int  opcode;
1707     const char*   name;
1708     const char*   glname;
1709     char          dst_token;
1710     CONST UINT    num_params;
1711     SHADER_HANDLER hw_fct;
1712     SHADER_HANDLER hw_glsl_fct;
1713     DWORD         min_version;
1714     DWORD         max_version;
1715 } SHADER_OPCODE;
1716
1717 typedef struct SHADER_OPCODE_ARG {
1718     IWineD3DBaseShader* shader;
1719     shader_reg_maps* reg_maps;
1720     CONST SHADER_OPCODE* opcode;
1721     DWORD opcode_token;
1722     DWORD dst;
1723     DWORD dst_addr;
1724     DWORD predicate;
1725     DWORD src[4];
1726     DWORD src_addr[4];
1727     SHADER_BUFFER* buffer;
1728 } SHADER_OPCODE_ARG;
1729
1730 typedef struct SHADER_LIMITS {
1731     unsigned int temporary;
1732     unsigned int texcoord;
1733     unsigned int sampler;
1734     unsigned int constant_int;
1735     unsigned int constant_float;
1736     unsigned int constant_bool;
1737     unsigned int address;
1738     unsigned int packed_output;
1739     unsigned int packed_input;
1740     unsigned int attributes;
1741     unsigned int label;
1742 } SHADER_LIMITS;
1743
1744 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1745     maintain state information between multiple codes */
1746 typedef struct SHADER_PARSE_STATE {
1747     unsigned int current_row;
1748     DWORD texcoord_w[2];
1749 } SHADER_PARSE_STATE;
1750
1751 #ifdef __GNUC__
1752 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1753 #else
1754 #define PRINTF_ATTR(fmt,args)
1755 #endif
1756
1757 /* Base Shader utility functions. 
1758  * (may move callers into the same file in the future) */
1759 extern int shader_addline(
1760     SHADER_BUFFER* buffer,
1761     const char* fmt, ...) PRINTF_ATTR(2,3);
1762
1763 extern const SHADER_OPCODE* shader_get_opcode(
1764     IWineD3DBaseShader *iface, 
1765     const DWORD code);
1766
1767 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1768
1769 /* Vertex shader utility functions */
1770 extern BOOL vshader_get_input(
1771     IWineD3DVertexShader* iface,
1772     BYTE usage_req, BYTE usage_idx_req,
1773     unsigned int* regnum);
1774
1775 extern BOOL vshader_input_is_color(
1776     IWineD3DVertexShader* iface,
1777     unsigned int regnum);
1778
1779 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1780
1781 /* ARB_[vertex/fragment]_program helper functions */
1782 extern void shader_arb_load_constants(
1783     IWineD3DDevice* device,
1784     char usePixelShader,
1785     char useVertexShader);
1786
1787 /* ARB shader program Prototypes */
1788 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1789
1790 /* ARB pixel shader prototypes */
1791 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1792 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1793 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1794 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1795 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1796 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1797 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1798 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1799 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1800 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1801 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1802 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1803 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1804 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1805 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1806 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1807 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1808 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
1809 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
1810 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
1811 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
1812 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
1813 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
1814
1815 /* ARB vertex / pixel shader common prototypes */
1816 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
1817 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
1818 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1819
1820 /* ARB vertex shader prototypes */
1821 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1822 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1823
1824 /* GLSL helper functions */
1825 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1826 extern void shader_glsl_load_constants(
1827     IWineD3DDevice* device,
1828     char usePixelShader,
1829     char useVertexShader);
1830
1831 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1832 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1833 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1834 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1835 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1836 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1837 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1838 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1839 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1840 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1841 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1842 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1843 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1844 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1845 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1846 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1847 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1848 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1849 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1850 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1851 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1852 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1853 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1854 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1855 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1856 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1857 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1858 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1859 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1860 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1861 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1862 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1863 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1864 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
1865 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1866
1867 /** GLSL Pixel Shader Prototypes */
1868 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1869 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1870 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1871 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1872 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1873 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1874 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1875 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1876 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1877 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1878 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1879 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1880 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1881 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1882 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1883 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1884 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1885 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1886 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1887 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1888 extern void pshader_glsl_input_pack(
1889    SHADER_BUFFER* buffer,
1890    semantic* semantics_out,
1891    IWineD3DPixelShader *iface);
1892
1893 /*****************************************************************************
1894  * IDirect3DBaseShader implementation structure
1895  */
1896 typedef struct IWineD3DBaseShaderClass
1897 {
1898     LONG                            ref;
1899     DWORD                           hex_version;
1900     SHADER_LIMITS                   limits;
1901     SHADER_PARSE_STATE              parse_state;
1902     CONST SHADER_OPCODE             *shader_ins;
1903     DWORD                          *function;
1904     UINT                            functionLength;
1905     GLuint                          prgId;
1906     BOOL                            is_compiled;
1907     UINT                            cur_loop_depth, cur_loop_regno;
1908     BOOL                            load_local_constsF;
1909
1910     /* Type of shader backend */
1911     int shader_mode;
1912
1913     /* Programs this shader is linked with */
1914     struct list linked_programs;
1915
1916     /* Immediate constants (override global ones) */
1917     struct list constantsB;
1918     struct list constantsF;
1919     struct list constantsI;
1920     shader_reg_maps reg_maps;
1921
1922     /* Pixel formats of sampled textures, for format conversion. This
1923      * represents the formats found during compilation, it is not initialized
1924      * on the first parser pass. It is needed to check if the shader
1925      * needs recompilation to adjust the format conversion
1926      */
1927     WINED3DFORMAT       sampled_format[MAX_COMBINED_SAMPLERS];
1928     UINT                sampled_samplers[MAX_COMBINED_SAMPLERS];
1929     UINT                num_sampled_samplers;
1930
1931     UINT recompile_count;
1932
1933     /* Pointer to the parent device */
1934     IWineD3DDevice *device;
1935
1936 } IWineD3DBaseShaderClass;
1937
1938 typedef struct IWineD3DBaseShaderImpl {
1939     /* IUnknown */
1940     const IWineD3DBaseShaderVtbl    *lpVtbl;
1941
1942     /* IWineD3DBaseShader */
1943     IWineD3DBaseShaderClass         baseShader;
1944 } IWineD3DBaseShaderImpl;
1945
1946 HRESULT  WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
1947 ULONG  WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
1948 ULONG  WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
1949
1950 extern HRESULT shader_get_registers_used(
1951     IWineD3DBaseShader *iface,
1952     shader_reg_maps* reg_maps,
1953     semantic* semantics_in,
1954     semantic* semantics_out,
1955     CONST DWORD* pToken,
1956     IWineD3DStateBlockImpl *stateBlock);
1957
1958 extern void shader_generate_glsl_declarations(
1959     IWineD3DBaseShader *iface,
1960     shader_reg_maps* reg_maps,
1961     SHADER_BUFFER* buffer,
1962     WineD3D_GL_Info* gl_info);
1963
1964 extern void shader_generate_arb_declarations(
1965     IWineD3DBaseShader *iface,
1966     shader_reg_maps* reg_maps,
1967     SHADER_BUFFER* buffer,
1968     WineD3D_GL_Info* gl_info);
1969
1970 extern void shader_generate_main(
1971     IWineD3DBaseShader *iface,
1972     SHADER_BUFFER* buffer,
1973     shader_reg_maps* reg_maps,
1974     CONST DWORD* pFunction);
1975
1976 extern void shader_dump_ins_modifiers(
1977     const DWORD output);
1978
1979 extern void shader_dump_param(
1980     IWineD3DBaseShader *iface,
1981     const DWORD param,
1982     const DWORD addr_token,
1983     int input);
1984
1985 extern void shader_trace_init(
1986     IWineD3DBaseShader *iface,
1987     const DWORD* pFunction);
1988
1989 extern int shader_get_param(
1990     IWineD3DBaseShader* iface,
1991     const DWORD* pToken,
1992     DWORD* param,
1993     DWORD* addr_token);
1994
1995 extern int shader_skip_unrecognized(
1996     IWineD3DBaseShader* iface,
1997     const DWORD* pToken);
1998
1999 extern void print_glsl_info_log(
2000     WineD3D_GL_Info *gl_info,
2001     GLhandleARB obj);
2002
2003 static inline int shader_get_regtype(const DWORD param) {
2004     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2005             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2006 }
2007
2008 static inline int shader_get_writemask(const DWORD param) {
2009     return param & WINED3DSP_WRITEMASK_ALL;
2010 }
2011
2012 extern unsigned int shader_get_float_offset(const DWORD reg);
2013
2014 static inline BOOL shader_is_pshader_version(DWORD token) {
2015     return 0xFFFF0000 == (token & 0xFFFF0000);
2016 }
2017
2018 static inline BOOL shader_is_vshader_version(DWORD token) {
2019     return 0xFFFE0000 == (token & 0xFFFF0000);
2020 }
2021
2022 static inline BOOL shader_is_comment(DWORD token) {
2023     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2024 }
2025
2026 /* TODO: vFace (ps_3_0) */
2027 static inline BOOL shader_is_scalar(DWORD param) {
2028     DWORD reg_type = shader_get_regtype(param);
2029
2030     switch (reg_type) {
2031         case WINED3DSPR_RASTOUT:
2032             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2033                 /* oFog & oPts */
2034                 return TRUE;
2035             }
2036             /* oPos */
2037             return FALSE;
2038
2039         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2040         case WINED3DSPR_CONSTBOOL:  /* b# */
2041         case WINED3DSPR_LOOP:       /* aL */
2042         case WINED3DSPR_PREDICATE:  /* p0 */
2043             return TRUE;
2044
2045         default:
2046             return FALSE;
2047     }
2048 }
2049
2050 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2051  * so upload them above that
2052  */
2053 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2054 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2055
2056 /*****************************************************************************
2057  * IDirect3DVertexShader implementation structure
2058  */
2059 typedef struct IWineD3DVertexShaderImpl {
2060     /* IUnknown parts*/   
2061     const IWineD3DVertexShaderVtbl *lpVtbl;
2062
2063     /* IWineD3DBaseShader */
2064     IWineD3DBaseShaderClass     baseShader;
2065
2066     /* IWineD3DVertexShaderImpl */
2067     IUnknown                    *parent;
2068
2069     DWORD                       usage;
2070
2071     /* Vertex shader input and output semantics */
2072     semantic semantics_in [MAX_ATTRIBS];
2073     semantic semantics_out [MAX_REG_OUTPUT];
2074
2075     /* Ordered array of attributes that are swizzled */
2076     attrib_declaration          swizzled_attribs [MAX_ATTRIBS];
2077     UINT                        num_swizzled_attribs;
2078
2079     /* run time datas...  */
2080     VSHADERDATA                *data;
2081     UINT                       min_rel_offset, max_rel_offset;
2082     UINT                       rel_offset;
2083
2084     UINT                       recompile_count;
2085 #if 0 /* needs reworking */
2086     /* run time datas */
2087     VSHADERINPUTDATA input;
2088     VSHADEROUTPUTDATA output;
2089 #endif
2090 } IWineD3DVertexShaderImpl;
2091 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2092 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2093
2094 /*****************************************************************************
2095  * IDirect3DPixelShader implementation structure
2096  */
2097
2098 enum vertexprocessing_mode {
2099     fixedfunction,
2100     vertexshader,
2101     pretransformed
2102 };
2103
2104 typedef struct IWineD3DPixelShaderImpl {
2105     /* IUnknown parts */
2106     const IWineD3DPixelShaderVtbl *lpVtbl;
2107
2108     /* IWineD3DBaseShader */
2109     IWineD3DBaseShaderClass     baseShader;
2110
2111     /* IWineD3DPixelShaderImpl */
2112     IUnknown                   *parent;
2113
2114     /* Pixel shader input semantics */
2115     semantic semantics_in [MAX_REG_INPUT];
2116     DWORD                 input_reg_map[MAX_REG_INPUT];
2117     BOOL                  input_reg_used[MAX_REG_INPUT];
2118
2119     /* run time data */
2120     PSHADERDATA                *data;
2121
2122     /* Some information about the shader behavior */
2123     char                        needsbumpmat;
2124     UINT                        bumpenvmatconst;
2125     UINT                        luminanceconst;
2126     char                        srgb_enabled;
2127     char                        srgb_mode_hardcoded;
2128     UINT                        srgb_low_const;
2129     UINT                        srgb_cmp_const;
2130     char                        vpos_uniform;
2131     BOOL                        render_offscreen;
2132     UINT                        height;
2133     enum vertexprocessing_mode  vertexprocessing;
2134
2135 #if 0 /* needs reworking */
2136     PSHADERINPUTDATA input;
2137     PSHADEROUTPUTDATA output;
2138 #endif
2139 } IWineD3DPixelShaderImpl;
2140
2141 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2142 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2143
2144 /* sRGB correction constants */
2145 static const float srgb_cmp = 0.0031308;
2146 static const float srgb_mul_low = 12.92;
2147 static const float srgb_pow = 0.41666;
2148 static const float srgb_mul_high = 1.055;
2149 static const float srgb_sub_high = 0.055;
2150
2151 /*****************************************************************************
2152  * IWineD3DPalette implementation structure
2153  */
2154 struct IWineD3DPaletteImpl {
2155     /* IUnknown parts */
2156     const IWineD3DPaletteVtbl  *lpVtbl;
2157     LONG                       ref;
2158
2159     IUnknown                   *parent;
2160     IWineD3DDeviceImpl         *wineD3DDevice;
2161
2162     /* IWineD3DPalette */
2163     HPALETTE                   hpal;
2164     WORD                       palVersion;     /*|               */
2165     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2166     PALETTEENTRY               palents[256];   /*|               */
2167     /* This is to store the palette in 'screen format' */
2168     int                        screen_palents[256];
2169     DWORD                      Flags;
2170 };
2171
2172 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2173 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2174
2175 /* DirectDraw utility functions */
2176 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2177
2178 /*****************************************************************************
2179  * Pixel format management
2180  */
2181 typedef struct {
2182     WINED3DFORMAT           format;
2183     DWORD                   alphaMask, redMask, greenMask, blueMask;
2184     UINT                    bpp;
2185     short                   depthSize, stencilSize;
2186     BOOL                    isFourcc;
2187 } StaticPixelFormatDesc;
2188
2189 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2190         WineD3D_GL_Info *gl_info,
2191         const GlPixelFormatDesc **glDesc);
2192
2193 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2194     return (device->vs_selected_mode != SHADER_NONE
2195             && device->stateBlock->vertexShader
2196             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2197             && !device->strided_streams.u.s.position_transformed);
2198 }
2199
2200 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2201     return (device->ps_selected_mode != SHADER_NONE
2202             && device->stateBlock->pixelShader
2203             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2204 }
2205
2206 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2207         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2208
2209 #endif