wined3d: Add Filtering to IWineD3DSurface::Blt and handle it.
[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 "ddraw.h"
42 #include "wine/wined3d_interface.h"
43 #include "wine/wined3d_caps.h"
44 #include "wine/wined3d_gl.h"
45 #include "wine/list.h"
46
47 /* Hash table functions */
48 typedef unsigned int (hash_function_t)(void *key);
49 typedef BOOL (compare_function_t)(void *keya, void *keyb);
50
51 typedef struct {
52     void *key;
53     void *value;
54     unsigned int hash;
55     struct list entry;
56 } hash_table_entry_t;
57
58 typedef struct {
59     hash_function_t *hash_function;
60     compare_function_t *compare_function;
61     struct list *buckets;
62     unsigned int bucket_count;
63     hash_table_entry_t *entries;
64     unsigned int entry_count;
65     struct list free_entries;
66     unsigned int count;
67     unsigned int grow_size;
68     unsigned int shrink_size;
69 } hash_table_t;
70
71 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
72 void hash_table_destroy(hash_table_t *table);
73 void *hash_table_get(hash_table_t *table, void *key);
74 void hash_table_put(hash_table_t *table, void *key, void *value);
75 void hash_table_remove(hash_table_t *table, void *key);
76
77 /* Device caps */
78 #define MAX_PALETTES      256
79 #define MAX_STREAMS       16
80 #define MAX_TEXTURES      8
81 #define MAX_SAMPLERS      16
82 #define MAX_ACTIVE_LIGHTS 8
83 #define MAX_CLIPPLANES    WINED3DMAXUSERCLIPPLANES
84 #define MAX_LEVELS        256
85
86 #define MAX_CONST_I 16
87 #define MAX_CONST_B 16
88
89 /* Used for CreateStateBlock */
90 #define NUM_SAVEDPIXELSTATES_R     35
91 #define NUM_SAVEDPIXELSTATES_T     18
92 #define NUM_SAVEDPIXELSTATES_S     12
93 #define NUM_SAVEDVERTEXSTATES_R    31
94 #define NUM_SAVEDVERTEXSTATES_T    2
95 #define NUM_SAVEDVERTEXSTATES_S    1
96
97 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
98 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
99 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
100 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
101 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
102 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
103
104 typedef enum _WINELOOKUP {
105     WINELOOKUP_WARPPARAM = 0,
106     WINELOOKUP_MAGFILTER = 1,
107     MAX_LOOKUPS          = 2
108 } WINELOOKUP;
109
110 extern int minLookup[MAX_LOOKUPS];
111 extern int maxLookup[MAX_LOOKUPS];
112 extern DWORD *stateLookup[MAX_LOOKUPS];
113
114 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
115
116 typedef struct _WINED3DGLTYPE {
117     int         d3dType;
118     GLint       size;
119     GLenum      glType;
120     GLboolean   normalized;
121     int         typesize;
122 } WINED3DGLTYPE;
123
124 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
125 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
126                                   {WINED3DDECLTYPE_FLOAT1,    1, GL_FLOAT           , GL_FALSE ,sizeof(float)},
127                                   {WINED3DDECLTYPE_FLOAT2,    2, GL_FLOAT           , GL_FALSE ,sizeof(float)},
128                                   {WINED3DDECLTYPE_FLOAT3,    3, GL_FLOAT           , GL_FALSE ,sizeof(float)},
129                                   {WINED3DDECLTYPE_FLOAT4,    4, GL_FLOAT           , GL_FALSE ,sizeof(float)},
130                                   {WINED3DDECLTYPE_D3DCOLOR,  4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
131                                   {WINED3DDECLTYPE_UBYTE4,    4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
132                                   {WINED3DDECLTYPE_SHORT2,    2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
133                                   {WINED3DDECLTYPE_SHORT4,    4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
134                                   {WINED3DDECLTYPE_UBYTE4N,   4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
135                                   {WINED3DDECLTYPE_SHORT2N,   2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
136                                   {WINED3DDECLTYPE_SHORT4N,   4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
137                                   {WINED3DDECLTYPE_USHORT2N,  2, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
138                                   {WINED3DDECLTYPE_USHORT4N,  4, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
139                                   {WINED3DDECLTYPE_UDEC3,     3, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
140                                   {WINED3DDECLTYPE_DEC3N,     3, GL_SHORT           , GL_FALSE ,sizeof(short int)},
141                                   {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT           , GL_FALSE ,sizeof(short int)},
142                                   {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT           , GL_FALSE ,sizeof(short int)}};
143
144 #define WINED3D_ATR_TYPE(type)          glTypeLookup[type].d3dType
145 #define WINED3D_ATR_SIZE(type)          glTypeLookup[type].size
146 #define WINED3D_ATR_GLTYPE(type)        glTypeLookup[type].glType
147 #define WINED3D_ATR_NORMALIZED(type)    glTypeLookup[type].normalized
148 #define WINED3D_ATR_TYPESIZE(type)      glTypeLookup[type].typesize
149
150 /**
151  * Settings 
152  */
153 #define VS_NONE    0
154 #define VS_HW      1
155
156 #define PS_NONE    0
157 #define PS_HW      1
158
159 #define VBO_NONE   0
160 #define VBO_HW     1
161
162 #define NP2_NONE   0
163 #define NP2_REPACK 1
164 #define NP2_NATIVE 2
165
166 #define ORM_BACKBUFFER  0
167 #define ORM_PBUFFER     1
168 #define ORM_FBO         2
169
170 #define SHADER_ARB  1
171 #define SHADER_GLSL 2
172 #define SHADER_NONE 3
173
174 #define RTL_DISABLE   -1
175 #define RTL_AUTO       0
176 #define RTL_READDRAW   1
177 #define RTL_READTEX    2
178 #define RTL_TEXDRAW    3
179 #define RTL_TEXTEX     4
180
181 /* NOTE: When adding fields to this structure, make sure to update the default
182  * values in wined3d_main.c as well. */
183 typedef struct wined3d_settings_s {
184 /* vertex and pixel shader modes */
185   int vs_mode;
186   int ps_mode;
187   int vbo_mode;
188 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
189     we should use it.  However, until it's fully implemented, we'll leave it as a registry
190     setting for developers. */
191   BOOL glslRequested;
192   int offscreen_rendering_mode;
193   int rendertargetlock_mode;
194 /* Memory tracking and object counting */
195   unsigned int emulated_textureram;
196 } wined3d_settings_t;
197
198 extern wined3d_settings_t wined3d_settings;
199
200 /* Shader backends */
201
202 typedef struct {
203     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
204     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
205     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
206     void (*shader_cleanup)(IWineD3DDevice *iface);
207 } shader_backend_t;
208
209 extern const shader_backend_t glsl_shader_backend;
210 extern const shader_backend_t arb_program_shader_backend;
211 extern const shader_backend_t none_shader_backend;
212
213 /* X11 locking */
214
215 extern void (*wine_tsx11_lock_ptr)(void);
216 extern void (*wine_tsx11_unlock_ptr)(void);
217
218 /* As GLX relies on X, this is needed */
219 extern int num_lock;
220
221 #if 0
222 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
223 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
224 #else
225 #define ENTER_GL() wine_tsx11_lock_ptr()
226 #define LEAVE_GL() wine_tsx11_unlock_ptr()
227 #endif
228
229 /*****************************************************************************
230  * Defines
231  */
232
233 /* GL related defines */
234 /* ------------------ */
235 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
236 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
237 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
238 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
239
240 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
241 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
242 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
243 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
244
245 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
246 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
247 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
248 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
249
250 #define D3DCOLORTOGLFLOAT4(dw, vec) \
251   (vec)[0] = D3DCOLOR_R(dw); \
252   (vec)[1] = D3DCOLOR_G(dw); \
253   (vec)[2] = D3DCOLOR_B(dw); \
254   (vec)[3] = D3DCOLOR_A(dw);
255
256 /* DirectX Device Limits */
257 /* --------------------- */
258 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
259
260 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
261                             See MaxStreams in MSDN under GetDeviceCaps */
262                          /* Maximum number of constants provided to the shaders */
263 #define HIGHEST_TRANSFORMSTATE 512 
264                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
265 #define MAX_PALETTES      256
266
267 /* Checking of API calls */
268 /* --------------------- */
269 #define checkGLcall(A)                                          \
270 {                                                               \
271     GLint err = glGetError();                                   \
272     if (err == GL_NO_ERROR) {                                   \
273        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
274                                                                 \
275     } else do {                                                 \
276        FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n",       \
277         err, A, __FILE__, __LINE__);                            \
278        err = glGetError();                                      \
279     } while (err != GL_NO_ERROR);                               \
280
281
282 /* Trace routines / diagnostics */
283 /* ---------------------------- */
284
285 /* Dump out a matrix and copy it */
286 #define conv_mat(mat,gl_mat)                                                                \
287 do {                                                                                        \
288     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
289     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
290     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
291     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
292     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
293 } while (0)
294
295 /* Macro to dump out the current state of the light chain */
296 #define DUMP_LIGHT_CHAIN()                    \
297 {                                             \
298   PLIGHTINFOEL *el = This->stateBlock->lights;\
299   while (el) {                                \
300     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
301     el = el->next;                            \
302   }                                           \
303 }
304
305 /* Trace vector and strided data information */
306 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
307 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
308
309 /* Defines used for optimizations */
310
311 /*    Only reapply what is necessary */
312 #define REAPPLY_ALPHAOP  0x0001
313 #define REAPPLY_ALL      0xFFFF
314
315 /* Advance declaration of structures to satisfy compiler */
316 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
317 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
318 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
319 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
320
321 /* Tracking */
322
323 /* TODO: Move some of this to the device */
324 long globalChangeGlRam(long glram);
325
326 /* Memory and object tracking */
327
328 /*Structure for holding information on all direct3d objects
329 useful for making sure tracking is ok and when release is called on a device!
330 and probably quite handy for debugging and dumping states out
331 */
332 typedef struct WineD3DGlobalStatistics {
333     int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
334 } WineD3DGlobalStatistics;
335
336 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
337
338 /* Global variables */
339 extern const float identity[16];
340
341 /*****************************************************************************
342  * Compilable extra diagnostics
343  */
344
345 /* Trace information per-vertex: (extremely high amount of trace) */
346 #if 0 /* NOTE: Must be 0 in cvs */
347 # define VTRACE(A) TRACE A
348 #else 
349 # define VTRACE(A) 
350 #endif
351
352 /* Checking of per-vertex related GL calls */
353 /* --------------------- */
354 #define vcheckGLcall(A)                                         \
355 {                                                               \
356     GLint err = glGetError();                                   \
357     if (err == GL_NO_ERROR) {                                   \
358        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
359                                                                 \
360     } else do {                                                 \
361        FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n",       \
362                 err, A, __FILE__, __LINE__);                    \
363        err = glGetError();                                      \
364     } while (err != GL_NO_ERROR);                               \
365 }
366
367 /* TODO: Confirm each of these works when wined3d move completed */
368 #if 0 /* NOTE: Must be 0 in cvs */
369   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
370      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
371      is enabled, and if it doesn't exist it is disabled. */
372 # define FRAME_DEBUGGING
373   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
374       the file is deleted                                                                            */
375 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
376 #  define SINGLE_FRAME_DEBUGGING
377 # endif  
378   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
379      It can only be enabled when FRAME_DEBUGGING is also enabled                               
380      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
381      array is drawn.                                                                            */
382 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
383 #  define SHOW_FRAME_MAKEUP 1
384 # endif  
385   /* The following, when enabled, lets you see the makeup of the all the textures used during each
386      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
387      The contents of the textures assigned to each stage are written into 
388      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
389 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
390 #  define SHOW_TEXTURE_MAKEUP 0
391 # endif  
392 extern BOOL isOn;
393 extern BOOL isDumpingFrames;
394 extern LONG primCounter;
395 #endif
396
397 /*****************************************************************************
398  * Prototypes
399  */
400
401 /* Routine common to the draw primitive and draw indexed primitive routines */
402 void drawPrimitive(IWineD3DDevice *iface,
403                     int PrimitiveType,
404                     long NumPrimitives,
405                     /* for Indexed: */
406                     long  StartVertexIndex,
407                     UINT  numberOfVertices,
408                     long  StartIdx,
409                     short idxBytes,
410                     const void *idxData,
411                     int   minIndex);
412
413 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup);
414
415 void primitiveDeclarationConvertToStridedData(
416      IWineD3DDevice *iface,
417      BOOL useVertexShaderFunction,
418      WineDirect3DVertexStridedData *strided,
419      BOOL *fixup);
420
421 void primitiveConvertFVFtoOffset(DWORD thisFVF,
422                                  DWORD stride,
423                                  BYTE *data,
424                                  WineDirect3DVertexStridedData *strided,
425                                  GLint streamVBO,
426                                  UINT streamNo);
427
428 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
429
430 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface);
431
432 #define eps 1e-8
433
434 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
435     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
436
437 /* Routines and structures related to state management */
438 typedef struct WineD3DContext WineD3DContext;
439 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
440
441 #define STATE_RENDER(a) (a)
442 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
443
444 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
445 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
446
447 /* + 1 because samplers start with 0 */
448 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
449 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_SAMPLERS - 1))
450
451 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_SAMPLERS - 1) + 1)
452 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
453
454 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
455 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
456
457 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
458 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
459 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
460 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
461
462 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
463 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
464
465 #define STATE_VSHADER (STATE_VDECL + 1)
466 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
467
468 #define STATE_VIEWPORT (STATE_VSHADER + 1)
469 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
470
471 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
472 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
473 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
474 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
475
476 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
477 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_PIXELSHADERCONSTANT(MAX_ACTIVE_LIGHTS))
478
479 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
480 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
481
482 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
483 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
484
485 #define STATE_HIGHEST (STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
486
487 struct StateEntry
488 {
489     DWORD           representative;
490     APPLYSTATEFUNC  apply;
491 };
492
493 /* Global state table */
494 extern const struct StateEntry StateTable[];
495
496 /* The new context manager that should deal with onscreen and offscreen rendering */
497 struct WineD3DContext {
498     /* State dirtification
499      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
500      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
501      * 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
502      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
503      */
504     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
505     DWORD                   numDirtyEntries;
506     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
507
508     IWineD3DSurface         *surface;
509     DWORD                   tid;    /* Thread ID which owns this context at the moment */
510
511     /* Stores some inforation about the context state for optimization */
512     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
513     BOOL                    last_was_pshader;
514     BOOL                    last_was_vshader;
515     BOOL                    last_was_foggy_shader;
516     BOOL                    namedArraysLoaded, numberedArraysLoaded;
517     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
518     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
519     BOOL                    last_was_blit, last_was_ckey;
520
521     /* The actual opengl context */
522     GLXContext              glCtx;
523     Drawable                drawable;
524     Display                 *display;
525     BOOL                    isPBuffer;
526 };
527
528 typedef enum ContextUsage {
529     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
530     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfacs */
531     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
532 } ContextUsage;
533
534 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
535 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win);
536 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
537 void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target);
538
539 /* Routine to fill gl caps for swapchains and IWineD3D */
540 BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
541
542 /* Macros for doing basic GPU detection based on opengl capabilities */
543 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
544 #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])
545 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
546 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
547
548 /* Default callbacks for implicit object destruction */
549 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
550
551 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
552
553 /*****************************************************************************
554  * Internal representation of a light
555  */
556 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
557 struct PLIGHTINFOEL {
558     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
559     DWORD        OriginalIndex;
560     LONG         glIndex;
561     BOOL         changed;
562     BOOL         enabledChanged;
563
564     /* Converted parms to speed up swapping lights */
565     float                         lightPosn[4];
566     float                         lightDirn[4];
567     float                         exponent;
568     float                         cutoff;
569
570     struct list entry;
571 };
572
573 /* The default light parameters */
574 extern const WINED3DLIGHT WINED3D_default_light;
575
576 /*****************************************************************************
577  * IWineD3D implementation structure
578  */
579 typedef struct IWineD3DImpl
580 {
581     /* IUnknown fields */
582     const IWineD3DVtbl     *lpVtbl;
583     LONG                    ref;     /* Note: Ref counting not required */
584
585     /* WineD3D Information */
586     IUnknown               *parent;
587     UINT                    dxVersion;
588
589     /* GL Information */
590     BOOL                    isGLInfoValid;
591     WineD3D_GL_Info         gl_info;
592 } IWineD3DImpl;
593
594 extern const IWineD3DVtbl IWineD3D_Vtbl;
595
596 /* TODO: setup some flags in the registry to enable, disable pbuffer support
597 (since it will break quite a few things until contexts are managed properly!) */
598 extern BOOL pbuffer_support;
599 /* allocate one pbuffer per surface */
600 extern BOOL pbuffer_per_surface;
601
602 typedef struct ResourceList {
603     IWineD3DResource         *resource;
604     struct ResourceList      *next;
605 } ResourceList;
606
607 /* A helper function that dumps a resource list */
608 void dumpResources(ResourceList *resources);
609
610 /*****************************************************************************
611  * IWineD3DDevice implementation structure
612  */
613 struct IWineD3DDeviceImpl
614 {
615     /* IUnknown fields      */
616     const IWineD3DDeviceVtbl *lpVtbl;
617     LONG                    ref;     /* Note: Ref counting not required */
618
619     /* WineD3D Information  */
620     IUnknown               *parent;
621     IWineD3D               *wineD3D;
622
623     /* Window styles to restore when switching fullscreen mode */
624     LONG                    style;
625     LONG                    exStyle;
626
627     /* X and GL Information */
628     GLint                   maxConcurrentLights;
629     GLenum                  offscreenBuffer;
630
631     /* Selected capabilities */
632     int vs_selected_mode;
633     int ps_selected_mode;
634     const shader_backend_t *shader_backend;
635     hash_table_t *glsl_program_lookup;
636
637     /* To store */
638     BOOL                    view_ident;        /* true iff view matrix is identity                */
639     BOOL                    untransformed;
640
641     /* State block related */
642     BOOL                    isRecordingState;
643     IWineD3DStateBlockImpl *stateBlock;
644     IWineD3DStateBlockImpl *updateStateBlock;
645     BOOL                   isInDraw;
646
647     /* Internal use fields  */
648     WINED3DDEVICE_CREATION_PARAMETERS createParms;
649     UINT                            adapterNo;
650     WINED3DDEVTYPE                  devType;
651
652     IWineD3DSwapChain     **swapchains;
653     uint                    NumberOfSwapChains;
654
655     ResourceList           *resources; /* a linked list to track resources created by the device */
656
657     /* Render Target Support */
658     IWineD3DSurface       **render_targets;
659     IWineD3DSurface        *depthStencilBuffer;
660
661     IWineD3DSurface        *stencilBufferTarget;
662
663     /* Caches to avoid unneeded context changes */
664     IWineD3DSurface        *lastActiveRenderTarget;
665     IWineD3DSwapChain      *lastActiveSwapChain;
666
667     /* palettes texture management */
668     PALETTEENTRY            palettes[MAX_PALETTES][256];
669     UINT                    currentPalette;
670
671     /* For rendering to a texture using glCopyTexImage */
672     BOOL                    render_offscreen;
673     WINED3D_DEPTHCOPYSTATE  depth_copy_state;
674     GLuint                  fbo;
675     GLenum                  *draw_buffers;
676
677     /* Cursor management */
678     BOOL                    bCursorVisible;
679     UINT                    xHotSpot;
680     UINT                    yHotSpot;
681     UINT                    xScreenSpace;
682     UINT                    yScreenSpace;
683     UINT                    cursorWidth, cursorHeight;
684     GLuint                  cursorTexture;
685
686     /* Textures for when no other textures are mapped */
687     UINT                          dummyTextureName[MAX_TEXTURES];
688
689     /* Debug stream management */
690     BOOL                     debug;
691
692     /* Device state management */
693     HRESULT                 state;
694     BOOL                    d3d_initialized;
695
696     /* A flag to check for proper BeginScene / EndScene call pairs */
697     BOOL inScene;
698
699     /* process vertex shaders using software or hardware */
700     BOOL softwareVertexProcessing;
701
702     /* DirectDraw stuff */
703     HWND ddraw_window;
704     IWineD3DSurface *ddraw_primary;
705     DWORD ddraw_width, ddraw_height;
706     WINED3DFORMAT ddraw_format;
707     BOOL ddraw_fullscreen;
708
709     /* Final position fixup constant */
710     float                       posFixup[4];
711
712     /* With register combiners we can skip junk texture stages */
713     DWORD                     texUnitMap[MAX_SAMPLERS];
714     BOOL                      oneToOneTexUnitMap;
715
716     /* Stream source management */
717     WineDirect3DVertexStridedData strided_streams;
718     WineDirect3DVertexStridedData *up_strided;
719     BOOL                      useDrawStridedSlow;
720     BOOL                      instancedDraw;
721
722     /* Context management */
723     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
724     WineD3DContext          *activeContext;              /* Only 0 for now      */
725     UINT                    numContexts;                 /* Always 1 for now    */
726     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
727     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
728 };
729
730 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
731
732 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
733 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
734     DWORD idx = state >> 5;
735     BYTE shift = state & 0x1f;
736     return context->isStateDirty[idx] & (1 << shift);
737 }
738
739 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
740  * anybody uses it for much so a good implementation is optional. */
741 typedef struct PrivateData
742 {
743     struct PrivateData* next;
744
745     GUID tag;
746     DWORD flags; /* DDSPD_* */
747     DWORD uniqueness_value;
748
749     union
750     {
751         LPVOID data;
752         LPUNKNOWN object;
753     } ptr;
754
755     DWORD size;
756 } PrivateData;
757
758 /*****************************************************************************
759  * IWineD3DResource implementation structure
760  */
761 typedef struct IWineD3DResourceClass
762 {
763     /* IUnknown fields */
764     LONG                    ref;     /* Note: Ref counting not required */
765
766     /* WineD3DResource Information */
767     IUnknown               *parent;
768     WINED3DRESOURCETYPE     resourceType;
769     IWineD3DDeviceImpl     *wineD3DDevice;
770     WINED3DPOOL             pool;
771     UINT                    size;
772     DWORD                   usage;
773     WINED3DFORMAT           format;
774     BYTE                   *allocatedMemory;
775     PrivateData            *privateData;
776
777 } IWineD3DResourceClass;
778
779 typedef struct IWineD3DResourceImpl
780 {
781     /* IUnknown & WineD3DResource Information     */
782     const IWineD3DResourceVtbl *lpVtbl;
783     IWineD3DResourceClass   resource;
784 } IWineD3DResourceImpl;
785
786
787 /*****************************************************************************
788  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
789  */
790 typedef struct IWineD3DVertexBufferImpl
791 {
792     /* IUnknown & WineD3DResource Information     */
793     const IWineD3DVertexBufferVtbl *lpVtbl;
794     IWineD3DResourceClass     resource;
795
796     /* WineD3DVertexBuffer specifics */
797     DWORD                     fvf;
798
799     /* Vertex buffer object support */
800     GLuint                    vbo;
801     BYTE                      Flags;
802     LONG                      bindCount;
803
804     UINT                      dirtystart, dirtyend;
805     LONG                      lockcount;
806
807     LONG                      declChanges, draws;
808     /* Last description of the buffer */
809     WineDirect3DVertexStridedData strided;
810 } IWineD3DVertexBufferImpl;
811
812 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
813
814 #define VBFLAG_LOAD           0x01    /* Data is written from allocatedMemory to the VBO */
815 #define VBFLAG_OPTIMIZED      0x02    /* Optimize has been called for the VB */
816 #define VBFLAG_DIRTY          0x04    /* Buffer data has been modified */
817 #define VBFLAG_HASDESC        0x08    /* A vertex description has been found */
818 #define VBFLAG_VBOCREATEFAIL  0x10    /* An attempt to create a vbo has failed */
819
820 /*****************************************************************************
821  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
822  */
823 typedef struct IWineD3DIndexBufferImpl
824 {
825     /* IUnknown & WineD3DResource Information     */
826     const IWineD3DIndexBufferVtbl *lpVtbl;
827     IWineD3DResourceClass     resource;
828
829     GLuint                    vbo;
830     UINT                      dirtystart, dirtyend;
831     LONG                      lockcount;
832
833     /* WineD3DVertexBuffer specifics */
834 } IWineD3DIndexBufferImpl;
835
836 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
837
838 /*****************************************************************************
839  * IWineD3DBaseTexture D3D- > openGL state map lookups
840  */
841 #define WINED3DFUNC_NOTSUPPORTED  -2
842 #define WINED3DFUNC_UNIMPLEMENTED -1
843
844 typedef enum winetexturestates {
845     WINED3DTEXSTA_ADDRESSU       = 0,
846     WINED3DTEXSTA_ADDRESSV       = 1,
847     WINED3DTEXSTA_ADDRESSW       = 2,
848     WINED3DTEXSTA_BORDERCOLOR    = 3,
849     WINED3DTEXSTA_MAGFILTER      = 4,
850     WINED3DTEXSTA_MINFILTER      = 5,
851     WINED3DTEXSTA_MIPFILTER      = 6,
852     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
853     WINED3DTEXSTA_MAXANISOTROPY  = 8,
854     WINED3DTEXSTA_SRGBTEXTURE    = 9,
855     WINED3DTEXSTA_ELEMENTINDEX   = 10,
856     WINED3DTEXSTA_DMAPOFFSET     = 11,
857     WINED3DTEXSTA_TSSADDRESSW    = 12,
858     MAX_WINETEXTURESTATES        = 13,
859 } winetexturestates;
860
861 typedef struct Wined3dTextureStateMap {
862     CONST int state;
863     int function;
864 } Wined3dTextureStateMap;
865
866 /*****************************************************************************
867  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
868  */
869 typedef struct IWineD3DBaseTextureClass
870 {
871     UINT                    levels;
872     BOOL                    dirty;
873     WINED3DFORMAT           format;
874     DWORD                   usage;
875     UINT                    textureName;
876     UINT                    LOD;
877     WINED3DTEXTUREFILTERTYPE filterType;
878     DWORD                   states[MAX_WINETEXTURESTATES];
879     LONG                    bindCount;
880     DWORD                   sampler;
881 } IWineD3DBaseTextureClass;
882
883 typedef struct IWineD3DBaseTextureImpl
884 {
885     /* IUnknown & WineD3DResource Information     */
886     const IWineD3DBaseTextureVtbl *lpVtbl;
887     IWineD3DResourceClass     resource;
888     IWineD3DBaseTextureClass  baseTexture;
889
890 } IWineD3DBaseTextureImpl;
891
892 /*****************************************************************************
893  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
894  */
895 typedef struct IWineD3DTextureImpl
896 {
897     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
898     const IWineD3DTextureVtbl *lpVtbl;
899     IWineD3DResourceClass     resource;
900     IWineD3DBaseTextureClass  baseTexture;
901
902     /* IWineD3DTexture */
903     IWineD3DSurface          *surfaces[MAX_LEVELS];
904     
905     UINT                      width;
906     UINT                      height;
907     float                     pow2scalingFactorX;
908     float                     pow2scalingFactorY;
909
910 } IWineD3DTextureImpl;
911
912 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
913
914 /*****************************************************************************
915  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
916  */
917 typedef struct IWineD3DCubeTextureImpl
918 {
919     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
920     const IWineD3DCubeTextureVtbl *lpVtbl;
921     IWineD3DResourceClass     resource;
922     IWineD3DBaseTextureClass  baseTexture;
923
924     /* IWineD3DCubeTexture */
925     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
926
927     UINT                      edgeLength;
928     float                     pow2scalingFactor;
929
930 } IWineD3DCubeTextureImpl;
931
932 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
933
934 typedef struct _WINED3DVOLUMET_DESC
935 {
936     UINT                    Width;
937     UINT                    Height;
938     UINT                    Depth;
939 } WINED3DVOLUMET_DESC;
940
941 /*****************************************************************************
942  * IWineD3DVolume implementation structure (extends IUnknown)
943  */
944 typedef struct IWineD3DVolumeImpl
945 {
946     /* IUnknown & WineD3DResource fields */
947     const IWineD3DVolumeVtbl  *lpVtbl;
948     IWineD3DResourceClass      resource;
949
950     /* WineD3DVolume Information */
951     WINED3DVOLUMET_DESC      currentDesc;
952     IWineD3DBase            *container;
953     UINT                    bytesPerPixel;
954
955     BOOL                    lockable;
956     BOOL                    locked;
957     WINED3DBOX              lockedBox;
958     WINED3DBOX              dirtyBox;
959     BOOL                    dirty;
960
961
962 } IWineD3DVolumeImpl;
963
964 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
965
966 /*****************************************************************************
967  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
968  */
969 typedef struct IWineD3DVolumeTextureImpl
970 {
971     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
972     const IWineD3DVolumeTextureVtbl *lpVtbl;
973     IWineD3DResourceClass     resource;
974     IWineD3DBaseTextureClass  baseTexture;
975
976     /* IWineD3DVolumeTexture */
977     IWineD3DVolume           *volumes[MAX_LEVELS];
978
979     UINT                      width;
980     UINT                      height;
981     UINT                      depth;
982 } IWineD3DVolumeTextureImpl;
983
984 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
985
986 typedef struct _WINED3DSURFACET_DESC
987 {
988     WINED3DMULTISAMPLE_TYPE MultiSampleType;
989     DWORD                   MultiSampleQuality;
990     UINT                    Width;
991     UINT                    Height;
992 } WINED3DSURFACET_DESC;
993
994 /*****************************************************************************
995  * Structure for DIB Surfaces (GetDC and GDI surfaces)
996  */
997 typedef struct wineD3DSurface_DIB {
998     HBITMAP DIBsection;
999     void* bitmap_data;
1000     HGDIOBJ holdbitmap;
1001     BOOL client_memory;
1002 } wineD3DSurface_DIB;
1003
1004 /*****************************************************************************
1005  * IWineD3DSurface implementation structure
1006  */
1007 struct IWineD3DSurfaceImpl
1008 {
1009     /* IUnknown & IWineD3DResource Information     */
1010     const IWineD3DSurfaceVtbl *lpVtbl;
1011     IWineD3DResourceClass     resource;
1012
1013     /* IWineD3DSurface fields */
1014     IWineD3DBase              *container;
1015     WINED3DSURFACET_DESC      currentDesc;
1016     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1017     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1018
1019     UINT                      bytesPerPixel;
1020
1021     /* TODO: move this off into a management class(maybe!) */
1022     DWORD                      Flags;
1023
1024     UINT                      pow2Width;
1025     UINT                      pow2Height;
1026
1027     /* Oversized texture */
1028     RECT                      glRect;
1029
1030 #if 0
1031     /* precalculated x and y scalings for texture coords */
1032     float                     pow2scalingFactorX; /* =  (Width  / pow2Width ) */
1033     float                     pow2scalingFactorY; /* =  (Height / pow2Height) */
1034 #endif
1035
1036     RECT                      lockedRect;
1037     RECT                      dirtyRect;
1038     int                       lockCount;
1039 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1040
1041     glDescriptor              glDescription;
1042
1043     /* For GetDC */
1044     wineD3DSurface_DIB        dib;
1045     HDC                       hDC;
1046
1047     /* Color keys for DDraw */
1048     DDCOLORKEY                DestBltCKey;
1049     DDCOLORKEY                DestOverlayCKey;
1050     DDCOLORKEY                SrcOverlayCKey;
1051     DDCOLORKEY                SrcBltCKey;
1052     DWORD                     CKeyFlags;
1053
1054     DDCOLORKEY                glCKey;
1055 };
1056
1057 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1058 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1059
1060 /* Predeclare the shared Surface functions */
1061 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1062 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
1063 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1064 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1065 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1066 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1067 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1068 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1069 DWORD   WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1070 DWORD   WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1071 void    WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1072 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
1073 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1074 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1075 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1076 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1077 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
1078 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
1079 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1080 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1081 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1082 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey);
1083 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1084 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1085 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1086 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1087 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1088 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1089 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1090 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1091 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1092 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1093 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1094 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1095 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1096 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1097 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1098 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1099 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1100 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1101 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1102
1103 /* Surface flags: */
1104 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
1105 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
1106 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for getdc */
1107 #define SFLAG_LOCKABLE    0x00000008 /* Surface can be locked */
1108 #define SFLAG_DISCARD     0x00000010 /* ??? */
1109 #define SFLAG_LOCKED      0x00000020 /* Surface is locked atm */
1110 #define SFLAG_INTEXTURE   0x00000040 /* The GL texture contains the newest surface content */
1111 #define SFLAG_INDRAWABLE  0x00000080 /* The gl drawable contains the most up to date data */
1112 #define SFLAG_INSYSMEM    0x00000100 /* The system memory copy is most up to date */
1113 #define SFLAG_NONPOW2     0x00000200 /* Surface sizes are not a power of 2 */
1114 #define SFLAG_DYNLOCK     0x00000400 /* Surface is often locked by the app */
1115 #define SFLAG_DYNCHANGE   0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1116 #define SFLAG_DCINUSE     0x00001000 /* Set between GetDC and ReleaseDC calls */
1117 #define SFLAG_LOST        0x00002000 /* Surface lost flag for DDraw */
1118 #define SFLAG_USERPTR     0x00004000 /* The application allocated the memory for this surface */
1119 #define SFLAG_GLCKEY      0x00008000 /* The gl texture was created with a color key */
1120 #define SFLAG_CLIENT      0x00010000 /* GL_APPLE_client_storage is used on that texture */
1121
1122 /* In some conditions the surface memory must not be freed:
1123  * SFLAG_OVERSIZE: Not all data can be kept in GL
1124  * SFLAG_CONVERTED: Converting the data back would take too long
1125  * SFLAG_DIBSECTION: The dib code manages the memory
1126  * SFLAG_LOCKED: The app requires access to the surface data
1127  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1128  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1129  * SFLAG_CLIENT: OpenGL uses our memory as backup
1130  */
1131 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
1132                           SFLAG_CONVERTED  | \
1133                           SFLAG_DIBSECTION | \
1134                           SFLAG_LOCKED     | \
1135                           SFLAG_DYNLOCK    | \
1136                           SFLAG_DYNCHANGE  | \
1137                           SFLAG_USERPTR    | \
1138                           SFLAG_CLIENT)
1139
1140 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1141
1142 /* Alignment of the pitch */
1143 #define SURFACE_ALIGNMENT 4
1144
1145 /*****************************************************************************
1146  * IWineD3DVertexDeclaration implementation structure
1147  */
1148 typedef struct IWineD3DVertexDeclarationImpl {
1149     /* IUnknown  Information */
1150     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1151     LONG                    ref;
1152
1153     IUnknown                *parent;
1154     IWineD3DDeviceImpl      *wineD3DDevice;
1155
1156     WINED3DVERTEXELEMENT    *pDeclarationWine;
1157     UINT                    declarationWNumElements;
1158 } IWineD3DVertexDeclarationImpl;
1159
1160 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1161
1162 /*****************************************************************************
1163  * IWineD3DStateBlock implementation structure
1164  */
1165
1166 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1167 /*   Note: Very long winded but gl Lists are not flexible enough */
1168 /*   to resolve everything we need, so doing it manually for now */
1169 typedef struct SAVEDSTATES {
1170         BOOL                      indices;
1171         BOOL                      material;
1172         BOOL                      fvf;
1173         BOOL                      streamSource[MAX_STREAMS];
1174         BOOL                      streamFreq[MAX_STREAMS];
1175         BOOL                      textures[MAX_SAMPLERS];
1176         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1177         BOOL                      viewport;
1178         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1179         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1180         BOOL                      samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1181         BOOL                      clipplane[MAX_CLIPPLANES];
1182         BOOL                      vertexDecl;
1183         BOOL                      pixelShader;
1184         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1185         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1186         BOOL                     *pixelShaderConstantsF;
1187         BOOL                      vertexShader;
1188         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1189         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1190         BOOL                     *vertexShaderConstantsF;
1191         BOOL                      scissorRect;
1192 } SAVEDSTATES;
1193
1194 typedef struct {
1195     struct  list entry;
1196     DWORD   count;
1197     DWORD   idx[13];
1198 } constants_entry;
1199
1200 struct IWineD3DStateBlockImpl
1201 {
1202     /* IUnknown fields */
1203     const IWineD3DStateBlockVtbl *lpVtbl;
1204     LONG                      ref;     /* Note: Ref counting not required */
1205
1206     /* IWineD3DStateBlock information */
1207     IUnknown                 *parent;
1208     IWineD3DDeviceImpl       *wineD3DDevice;
1209     WINED3DSTATEBLOCKTYPE     blockType;
1210
1211     /* Array indicating whether things have been set or changed */
1212     SAVEDSTATES               changed;
1213     SAVEDSTATES               set;
1214     struct list               set_vconstantsF;
1215     struct list               set_pconstantsF;
1216
1217     /* Drawing - Vertex Shader or FVF related */
1218     DWORD                     fvf;
1219     /* Vertex Shader Declaration */
1220     IWineD3DVertexDeclaration *vertexDecl;
1221
1222     IWineD3DVertexShader      *vertexShader;
1223
1224     /* Vertex Shader Constants */
1225     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1226     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1227     float                     *vertexShaderConstantF;
1228
1229     /* Stream Source */
1230     BOOL                      streamIsUP;
1231     UINT                      streamStride[MAX_STREAMS];
1232     UINT                      streamOffset[MAX_STREAMS];
1233     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1234     UINT                      streamFreq[MAX_STREAMS];
1235     UINT                      streamFlags[MAX_STREAMS];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1236
1237     /* Indices */
1238     IWineD3DIndexBuffer*      pIndexData;
1239     UINT                      baseVertexIndex;
1240     UINT                      loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1241
1242     /* Transform */
1243     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1244
1245     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1246 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1247 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1248     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1249     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1250
1251     /* Clipping */
1252     double                    clipplane[MAX_CLIPPLANES][4];
1253     WINED3DCLIPSTATUS         clip_status;
1254
1255     /* ViewPort */
1256     WINED3DVIEWPORT           viewport;
1257
1258     /* Material */
1259     WINED3DMATERIAL           material;
1260
1261     /* Pixel Shader */
1262     IWineD3DPixelShader      *pixelShader;
1263
1264     /* Pixel Shader Constants */
1265     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1266     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1267     float                     *pixelShaderConstantF;
1268
1269     /* RenderState */
1270     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1271
1272     /* Texture */
1273     IWineD3DBaseTexture      *textures[MAX_SAMPLERS];
1274     int                       textureDimensions[MAX_SAMPLERS];
1275
1276     /* Texture State Stage */
1277     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1278     DWORD                     lowest_disabled_stage;
1279     /* Sampler States */
1280     DWORD                     samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1281
1282     /* Current GLSL Shader Program */
1283     struct glsl_shader_prog_link *glsl_program;
1284
1285     /* Scissor test rectangle */
1286     RECT                      scissorRect;
1287 };
1288
1289 extern void stateblock_savedstates_set(
1290     IWineD3DStateBlock* iface,
1291     SAVEDSTATES* states,
1292     BOOL value);
1293
1294 extern void stateblock_savedstates_copy(
1295     IWineD3DStateBlock* iface,
1296     SAVEDSTATES* dest,
1297     SAVEDSTATES* source);
1298
1299 extern void stateblock_copy(
1300     IWineD3DStateBlock* destination,
1301     IWineD3DStateBlock* source);
1302
1303 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1304
1305 /*****************************************************************************
1306  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1307  */
1308 typedef struct IWineD3DQueryImpl
1309 {
1310     const IWineD3DQueryVtbl  *lpVtbl;
1311     LONG                      ref;     /* Note: Ref counting not required */
1312     
1313     IUnknown                 *parent;
1314     /*TODO: replace with iface usage */
1315 #if 0
1316     IWineD3DDevice         *wineD3DDevice;
1317 #else
1318     IWineD3DDeviceImpl       *wineD3DDevice;
1319 #endif
1320
1321     /* IWineD3DQuery fields */
1322     WINED3DQUERYTYPE         type;
1323     /* TODO: Think about using a IUnknown instead of a void* */
1324     void                     *extendedData;
1325     
1326   
1327 } IWineD3DQueryImpl;
1328
1329 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1330
1331 /* Datastructures for IWineD3DQueryImpl.extendedData */
1332 typedef struct  WineQueryOcclusionData {
1333     GLuint  queryId;
1334 } WineQueryOcclusionData;
1335
1336 typedef struct  WineQueryEventData {
1337     GLuint  fenceId;
1338 } WineQueryEventData;
1339
1340 /*****************************************************************************
1341  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1342  */
1343
1344 typedef struct IWineD3DSwapChainImpl
1345 {
1346     /*IUnknown part*/
1347     const IWineD3DSwapChainVtbl *lpVtbl;
1348     LONG                      ref;     /* Note: Ref counting not required */
1349
1350     IUnknown                 *parent;
1351     IWineD3DDeviceImpl       *wineD3DDevice;
1352
1353     /* IWineD3DSwapChain fields */
1354     IWineD3DSurface         **backBuffer;
1355     IWineD3DSurface          *frontBuffer;
1356     BOOL                      wantsDepthStencilBuffer;
1357     WINED3DPRESENT_PARAMETERS presentParms;
1358     DWORD                     orig_width, orig_height;
1359     WINED3DFORMAT             orig_fmt;
1360
1361     long prev_time, frames;   /* Performance tracking */
1362
1363     WineD3DContext        **context; /* Later a array for multithreading */
1364     unsigned int            num_contexts;
1365
1366     HWND                    win_handle;
1367     Window                  win;
1368 } IWineD3DSwapChainImpl;
1369
1370 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1371
1372 /*****************************************************************************
1373  * Utility function prototypes 
1374  */
1375
1376 /* Trace routines */
1377 const char* debug_d3dformat(WINED3DFORMAT fmt);
1378 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1379 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1380 const char* debug_d3dusage(DWORD usage);
1381 const char* debug_d3dusagequery(DWORD usagequery);
1382 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1383 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1384 const char* debug_d3ddeclusage(BYTE usage);
1385 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1386 const char* debug_d3drenderstate(DWORD state);
1387 const char* debug_d3dsamplerstate(DWORD state);
1388 const char* debug_d3dtexturestate(DWORD state);
1389 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1390 const char* debug_d3dpool(WINED3DPOOL pool);
1391
1392 /* Routines for GL <-> D3D values */
1393 GLenum StencilOp(DWORD op);
1394 GLenum CompareFunc(DWORD func);
1395 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1396 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1397 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1398
1399 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1400
1401 /* Math utils */
1402 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1403
1404 /*****************************************************************************
1405  * To enable calling of inherited functions, requires prototypes 
1406  *
1407  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1408  */
1409     /*** IUnknown methods ***/
1410     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1411     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1412     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1413     /*** IWineD3DResource methods ***/
1414     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1415     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1416     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1417     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1418     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1419     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1420     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1421     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1422     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1423     /*** class static members ***/
1424     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1425
1426     /*** IUnknown methods ***/
1427     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1428     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1429     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1430     /*** IWineD3DResource methods ***/
1431     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1432     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1433     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1434     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1435     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1436     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1437     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1438     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1439     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1440     /*** IWineD3DBaseTexture methods ***/
1441     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1442     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1443     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1444     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1445     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1446     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1447     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1448     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1449
1450     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1451     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1452     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1453     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1454     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1455     /*** class static members ***/
1456     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1457
1458 struct SHADER_OPCODE_ARG;
1459 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1460
1461 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1462  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1463  * used if the user is using GLSL shaders. */
1464 struct glsl_shader_prog_link {
1465     struct list             vshader_entry;
1466     struct list             pshader_entry;
1467     GLhandleARB             programId;
1468     GLhandleARB             *vuniformF_locations;
1469     GLhandleARB             *puniformF_locations;
1470     GLhandleARB             vshader;
1471     GLhandleARB             pshader;
1472 };
1473
1474 typedef struct {
1475     GLhandleARB vshader;
1476     GLhandleARB pshader;
1477 } glsl_program_key_t;
1478
1479 /* TODO: Make this dynamic, based on shader limits ? */
1480 #define MAX_REG_ADDR 1
1481 #define MAX_REG_TEMP 32
1482 #define MAX_REG_TEXCRD 8
1483 #define MAX_REG_INPUT 12
1484 #define MAX_REG_OUTPUT 12
1485 #define MAX_ATTRIBS 16
1486 #define MAX_CONST_I 16
1487 #define MAX_CONST_B 16
1488
1489 /* FIXME: This needs to go up to 2048 for
1490  * Shader model 3 according to msdn (and for software shaders) */
1491 #define MAX_LABELS 16
1492
1493 typedef struct semantic {
1494     DWORD usage;
1495     DWORD reg;
1496 } semantic;
1497
1498 typedef struct local_constant {
1499     struct list entry;
1500     unsigned int idx;
1501     DWORD value[4];
1502 } local_constant;
1503
1504 typedef struct shader_reg_maps {
1505
1506     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1507     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1508     char address[MAX_REG_ADDR];             /* vertex */
1509     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1510     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1511     char attributes[MAX_ATTRIBS];           /* vertex */
1512     char labels[MAX_LABELS];                /* pixel, vertex */
1513
1514     /* Sampler usage tokens 
1515      * Use 0 as default (bit 31 is always 1 on a valid token) */
1516     DWORD samplers[MAX_SAMPLERS];
1517     char bumpmat;
1518
1519     /* Whether or not a loop is used in this shader */
1520     char loop;
1521
1522     /* Whether or not this shader uses fog */
1523     char fog;
1524
1525 } shader_reg_maps;
1526
1527 #define SHADER_PGMSIZE 65535
1528 typedef struct SHADER_BUFFER {
1529     char* buffer;
1530     unsigned int bsize;
1531     unsigned int lineNo;
1532     BOOL newline;
1533 } SHADER_BUFFER;
1534
1535 /* Undocumented opcode controls */
1536 #define INST_CONTROLS_SHIFT 16
1537 #define INST_CONTROLS_MASK 0x00ff0000
1538
1539 typedef enum COMPARISON_TYPE {
1540     COMPARISON_GT = 1,
1541     COMPARISON_EQ = 2,
1542     COMPARISON_GE = 3,
1543     COMPARISON_LT = 4,
1544     COMPARISON_NE = 5,
1545     COMPARISON_LE = 6
1546 } COMPARISON_TYPE;
1547
1548 typedef struct SHADER_OPCODE {
1549     unsigned int  opcode;
1550     const char*   name;
1551     const char*   glname;
1552     char          dst_token;
1553     CONST UINT    num_params;
1554     SHADER_HANDLER hw_fct;
1555     SHADER_HANDLER hw_glsl_fct;
1556     DWORD         min_version;
1557     DWORD         max_version;
1558 } SHADER_OPCODE;
1559
1560 typedef struct SHADER_OPCODE_ARG {
1561     IWineD3DBaseShader* shader;
1562     shader_reg_maps* reg_maps;
1563     CONST SHADER_OPCODE* opcode;
1564     DWORD opcode_token;
1565     DWORD dst;
1566     DWORD dst_addr;
1567     DWORD predicate;
1568     DWORD src[4];
1569     DWORD src_addr[4];
1570     SHADER_BUFFER* buffer;
1571 } SHADER_OPCODE_ARG;
1572
1573 typedef struct SHADER_LIMITS {
1574     unsigned int temporary;
1575     unsigned int texcoord;
1576     unsigned int sampler;
1577     unsigned int constant_int;
1578     unsigned int constant_float;
1579     unsigned int constant_bool;
1580     unsigned int address;
1581     unsigned int packed_output;
1582     unsigned int packed_input;
1583     unsigned int attributes;
1584     unsigned int label;
1585 } SHADER_LIMITS;
1586
1587 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1588     maintain state information between multiple codes */
1589 typedef struct SHADER_PARSE_STATE {
1590     unsigned int current_row;
1591     DWORD texcoord_w[2];
1592 } SHADER_PARSE_STATE;
1593
1594 /* Base Shader utility functions. 
1595  * (may move callers into the same file in the future) */
1596 extern int shader_addline(
1597     SHADER_BUFFER* buffer,
1598     const char* fmt, ...);
1599
1600 extern const SHADER_OPCODE* shader_get_opcode(
1601     IWineD3DBaseShader *iface, 
1602     const DWORD code);
1603
1604 extern void shader_delete_constant_list(
1605     struct list* clist);
1606
1607 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1608
1609 /* Vertex shader utility functions */
1610 extern BOOL vshader_get_input(
1611     IWineD3DVertexShader* iface,
1612     BYTE usage_req, BYTE usage_idx_req,
1613     unsigned int* regnum);
1614
1615 extern BOOL vshader_input_is_color(
1616     IWineD3DVertexShader* iface,
1617     unsigned int regnum);
1618
1619 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1620
1621 /* ARB_[vertex/fragment]_program helper functions */
1622 extern void shader_arb_load_constants(
1623     IWineD3DDevice* device,
1624     char usePixelShader,
1625     char useVertexShader);
1626
1627 /* ARB shader program Prototypes */
1628 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1629
1630 /* ARB pixel shader prototypes */
1631 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1632 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1633 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1634 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1635 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1636 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1637 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1638 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1639 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1640 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1641 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1642 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1643 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1644 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1645 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1646
1647 /* ARB vertex shader prototypes */
1648 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1649 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1650 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1651
1652 /* GLSL helper functions */
1653 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1654 extern void shader_glsl_load_constants(
1655     IWineD3DDevice* device,
1656     char usePixelShader,
1657     char useVertexShader);
1658
1659 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1660 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1661 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1662 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1663 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1664 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1665 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1666 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1667 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1668 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1669 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1670 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1671 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1672 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1673 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1674 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1675 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1676 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1677 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1678 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1679 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1680 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1681 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1682 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1683 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1684 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1685 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1686 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1687 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1688 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1689 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1690
1691 /** GLSL Pixel Shader Prototypes */
1692 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1693 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1694 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1695 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1696 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1697 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1698 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1699 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1700 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1701 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1702 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1703 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1704 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1705 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1706 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1707 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1708 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1709 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1710 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1711 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1712 extern void pshader_glsl_input_pack(
1713    SHADER_BUFFER* buffer,
1714    semantic* semantics_out);
1715
1716 /** GLSL Vertex Shader Prototypes */
1717 extern void vshader_glsl_output_unpack(
1718    SHADER_BUFFER* buffer,
1719    semantic* semantics_out);
1720
1721 /*****************************************************************************
1722  * IDirect3DBaseShader implementation structure
1723  */
1724 typedef struct IWineD3DBaseShaderClass
1725 {
1726     DWORD                           hex_version;
1727     SHADER_LIMITS                   limits;
1728     SHADER_PARSE_STATE              parse_state;
1729     CONST SHADER_OPCODE             *shader_ins;
1730     CONST DWORD                     *function;
1731     UINT                            functionLength;
1732     GLuint                          prgId;
1733     BOOL                            is_compiled;
1734
1735     /* Type of shader backend */
1736     int shader_mode;
1737
1738     /* Programs this shader is linked with */
1739     struct list linked_programs;
1740
1741     /* Immediate constants (override global ones) */
1742     struct list constantsB;
1743     struct list constantsF;
1744     struct list constantsI;
1745     shader_reg_maps reg_maps;
1746
1747     /* Pointer to the parent device */
1748     IWineD3DDevice *device;
1749
1750 } IWineD3DBaseShaderClass;
1751
1752 typedef struct IWineD3DBaseShaderImpl {
1753     /* IUnknown */
1754     const IWineD3DBaseShaderVtbl    *lpVtbl;
1755     LONG                            ref;
1756
1757     /* IWineD3DBaseShader */
1758     IWineD3DBaseShaderClass         baseShader;
1759 } IWineD3DBaseShaderImpl;
1760
1761 extern HRESULT shader_get_registers_used(
1762     IWineD3DBaseShader *iface,
1763     shader_reg_maps* reg_maps,
1764     semantic* semantics_in,
1765     semantic* semantics_out,
1766     CONST DWORD* pToken,
1767     IWineD3DStateBlockImpl *stateBlock);
1768
1769 extern void shader_generate_glsl_declarations(
1770     IWineD3DBaseShader *iface,
1771     shader_reg_maps* reg_maps,
1772     SHADER_BUFFER* buffer,
1773     WineD3D_GL_Info* gl_info);
1774
1775 extern void shader_generate_arb_declarations(
1776     IWineD3DBaseShader *iface,
1777     shader_reg_maps* reg_maps,
1778     SHADER_BUFFER* buffer,
1779     WineD3D_GL_Info* gl_info);
1780
1781 extern void shader_generate_main(
1782     IWineD3DBaseShader *iface,
1783     SHADER_BUFFER* buffer,
1784     shader_reg_maps* reg_maps,
1785     CONST DWORD* pFunction);
1786
1787 extern void shader_dump_ins_modifiers(
1788     const DWORD output);
1789
1790 extern void shader_dump_param(
1791     IWineD3DBaseShader *iface,
1792     const DWORD param,
1793     const DWORD addr_token,
1794     int input);
1795
1796 extern void shader_trace_init(
1797     IWineD3DBaseShader *iface,
1798     const DWORD* pFunction);
1799
1800 extern int shader_get_param(
1801     IWineD3DBaseShader* iface,
1802     const DWORD* pToken,
1803     DWORD* param,
1804     DWORD* addr_token);
1805
1806 extern int shader_skip_unrecognized(
1807     IWineD3DBaseShader* iface,
1808     const DWORD* pToken);
1809
1810 extern void print_glsl_info_log(
1811     WineD3D_GL_Info *gl_info,
1812     GLhandleARB obj);
1813
1814 static inline int shader_get_regtype(const DWORD param) {
1815     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1816             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1817 }
1818
1819 extern unsigned int shader_get_float_offset(const DWORD reg);
1820
1821 static inline BOOL shader_is_pshader_version(DWORD token) {
1822     return 0xFFFF0000 == (token & 0xFFFF0000);
1823 }
1824
1825 static inline BOOL shader_is_vshader_version(DWORD token) {
1826     return 0xFFFE0000 == (token & 0xFFFF0000);
1827 }
1828
1829 static inline BOOL shader_is_comment(DWORD token) {
1830     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1831 }
1832
1833 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1834  * so upload them above that
1835  */
1836 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1837 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1838
1839 /*****************************************************************************
1840  * IDirect3DVertexShader implementation structure
1841  */
1842 typedef struct IWineD3DVertexShaderImpl {
1843     /* IUnknown parts*/   
1844     const IWineD3DVertexShaderVtbl *lpVtbl;
1845     LONG                        ref;     /* Note: Ref counting not required */
1846
1847     /* IWineD3DBaseShader */
1848     IWineD3DBaseShaderClass     baseShader;
1849
1850     /* IWineD3DVertexShaderImpl */
1851     IUnknown                    *parent;
1852
1853     char                        usesFog;
1854     DWORD                       usage;
1855
1856     /* Vertex shader input and output semantics */
1857     semantic semantics_in [MAX_ATTRIBS];
1858     semantic semantics_out [MAX_REG_OUTPUT];
1859
1860     /* run time datas...  */
1861     VSHADERDATA                *data;
1862 #if 0 /* needs reworking */
1863     /* run time datas */
1864     VSHADERINPUTDATA input;
1865     VSHADEROUTPUTDATA output;
1866 #endif
1867 } IWineD3DVertexShaderImpl;
1868 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1869 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1870
1871 /*****************************************************************************
1872  * IDirect3DPixelShader implementation structure
1873  */
1874 typedef struct IWineD3DPixelShaderImpl {
1875     /* IUnknown parts */
1876     const IWineD3DPixelShaderVtbl *lpVtbl;
1877     LONG                        ref;     /* Note: Ref counting not required */
1878
1879     /* IWineD3DBaseShader */
1880     IWineD3DBaseShaderClass     baseShader;
1881
1882     /* IWineD3DPixelShaderImpl */
1883     IUnknown                   *parent;
1884
1885     /* Pixel shader input semantics */
1886     semantic semantics_in [MAX_REG_INPUT];
1887
1888     /* run time data */
1889     PSHADERDATA                *data;
1890
1891     /* Some information about the shader behavior */
1892     char                        needsbumpmat;
1893     UINT                        bumpenvmatconst;
1894
1895 #if 0 /* needs reworking */
1896     PSHADERINPUTDATA input;
1897     PSHADEROUTPUTDATA output;
1898 #endif
1899 } IWineD3DPixelShaderImpl;
1900
1901 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1902 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1903
1904 /*****************************************************************************
1905  * IWineD3DPalette implementation structure
1906  */
1907 struct IWineD3DPaletteImpl {
1908     /* IUnknown parts */
1909     const IWineD3DPaletteVtbl  *lpVtbl;
1910     LONG                       ref;
1911
1912     IUnknown                   *parent;
1913     IWineD3DDeviceImpl         *wineD3DDevice;
1914
1915     /* IWineD3DPalette */
1916     HPALETTE                   hpal;
1917     WORD                       palVersion;     /*|               */
1918     WORD                       palNumEntries;  /*|  LOGPALETTE   */
1919     PALETTEENTRY               palents[256];   /*|               */
1920     /* This is to store the palette in 'screen format' */
1921     int                        screen_palents[256];
1922     DWORD                      Flags;
1923 };
1924
1925 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1926 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1927
1928 /* DirectDraw utility functions */
1929 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
1930
1931 /*****************************************************************************
1932  * Pixel format management
1933  */
1934 typedef struct {
1935     WINED3DFORMAT           format;
1936     DWORD                   alphaMask, redMask, greenMask, blueMask;
1937     UINT                    bpp;
1938     BOOL                    isFourcc;
1939     GLint                   glInternal, glFormat, glType;
1940 } PixelFormatDesc;
1941
1942 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);
1943
1944 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
1945     return (device->vs_selected_mode != SHADER_NONE
1946             && device->stateBlock->vertexShader
1947             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
1948             && !device->strided_streams.u.s.position_transformed);
1949 }
1950
1951 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
1952     return (device->ps_selected_mode != SHADER_NONE
1953             && device->stateBlock->pixelShader
1954             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
1955 }
1956
1957 #endif