wined3d: Add D3DSI and other opcode masks to the WINED3D namespace.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "d3d9.h"
41 #include "d3d9types.h"
42 #include "wined3d_private_types.h"
43 #include "ddraw.h"
44 #include "wine/wined3d_interface.h"
45 #include "wine/wined3d_gl.h"
46 #include "wine/list.h"
47
48 /* Device caps */
49 #define MAX_PALETTES      256
50 #define MAX_STREAMS       16
51 #define MAX_TEXTURES      8
52 #define MAX_SAMPLERS      16
53 #define MAX_ACTIVE_LIGHTS 8
54 #define MAX_CLIPPLANES    D3DMAXUSERCLIPPLANES
55 #define MAX_LEVELS        256
56
57 #define MAX_CONST_I 16
58 #define MAX_CONST_B 16
59
60 /* Used for CreateStateBlock */
61 #define NUM_SAVEDPIXELSTATES_R     35
62 #define NUM_SAVEDPIXELSTATES_T     18
63 #define NUM_SAVEDPIXELSTATES_S     12
64 #define NUM_SAVEDVERTEXSTATES_R    31
65 #define NUM_SAVEDVERTEXSTATES_T    2
66 #define NUM_SAVEDVERTEXSTATES_S    1
67
68 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
69 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
70 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
71 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
72 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
73 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
74
75 typedef enum _WINELOOKUP {
76     WINELOOKUP_WARPPARAM = 0,
77     WINELOOKUP_MAGFILTER = 1,
78     MAX_LOOKUPS          = 2
79 } WINELOOKUP;
80
81 extern int minLookup[MAX_LOOKUPS];
82 extern int maxLookup[MAX_LOOKUPS];
83 extern DWORD *stateLookup[MAX_LOOKUPS];
84
85 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
86
87 typedef struct _WINED3DGLTYPE {
88     int         d3dType;
89     GLint       size;
90     GLenum      glType;
91     GLboolean   normalized;
92     int         typesize;
93 } WINED3DGLTYPE;
94
95 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
96 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
97                                   {WINED3DDECLTYPE_FLOAT1,    1, GL_FLOAT           , GL_FALSE ,sizeof(float)},
98                                   {WINED3DDECLTYPE_FLOAT2,    2, GL_FLOAT           , GL_FALSE ,sizeof(float)},
99                                   {WINED3DDECLTYPE_FLOAT3,    3, GL_FLOAT           , GL_FALSE ,sizeof(float)},
100                                   {WINED3DDECLTYPE_FLOAT4,    4, GL_FLOAT           , GL_FALSE ,sizeof(float)},
101                                   {WINED3DDECLTYPE_D3DCOLOR,  4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
102                                   {WINED3DDECLTYPE_UBYTE4,    4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
103                                   {WINED3DDECLTYPE_SHORT2,    2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
104                                   {WINED3DDECLTYPE_SHORT4,    4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
105                                   {WINED3DDECLTYPE_UBYTE4N,   4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
106                                   {WINED3DDECLTYPE_SHORT2N,   2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
107                                   {WINED3DDECLTYPE_SHORT4N,   4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
108                                   {WINED3DDECLTYPE_USHORT2N,  2, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
109                                   {WINED3DDECLTYPE_USHORT4N,  4, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
110                                   {WINED3DDECLTYPE_UDEC3,     3, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
111                                   {WINED3DDECLTYPE_DEC3N,     3, GL_SHORT           , GL_FALSE ,sizeof(short int)},
112                                   {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT           , GL_FALSE ,sizeof(short int)},
113                                   {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT           , GL_FALSE ,sizeof(short int)}};
114
115 #define WINED3D_ATR_TYPE(type)          glTypeLookup[type].d3dType
116 #define WINED3D_ATR_SIZE(type)          glTypeLookup[type].size
117 #define WINED3D_ATR_GLTYPE(type)        glTypeLookup[type].glType
118 #define WINED3D_ATR_NORMALIZED(type)    glTypeLookup[type].normalized
119 #define WINED3D_ATR_TYPESIZE(type)      glTypeLookup[type].typesize
120
121 /**
122  * Settings 
123  */
124 #define VS_NONE    0
125 #define VS_HW      1
126 #define VS_SW      2
127
128 #define PS_NONE    0
129 #define PS_HW      1
130
131 #define VBO_NONE   0
132 #define VBO_HW     1
133
134 #define NP2_NONE   0
135 #define NP2_REPACK 1
136 #define NP2_NATIVE 2
137
138 #define SHADER_SW   0
139 #define SHADER_ARB  1
140 #define SHADER_GLSL 2
141 #define SHADER_NONE 3
142
143 #define RTL_DISABLE   -1
144 #define RTL_AUTO       0
145 #define RTL_READDRAW   1
146 #define RTL_READTEX    2
147 #define RTL_TEXDRAW    3
148 #define RTL_TEXTEX     4
149
150 /* NOTE: When adding fields to this structure, make sure to update the default
151  * values in wined3d_main.c as well. */
152 typedef struct wined3d_settings_s {
153 /* vertex and pixel shader modes */
154   int vs_mode;
155   int ps_mode;
156   int vbo_mode;
157 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
158     we should use it.  However, until it's fully implemented, we'll leave it as a registry
159     setting for developers. */
160   BOOL glslRequested;
161 /* nonpower 2 function */
162   int nonpower2_mode;
163   int rendertargetlock_mode;
164 /* Memory tracking and object counting */
165   unsigned int emulated_textureram;
166 } wined3d_settings_t;
167
168 extern wined3d_settings_t wined3d_settings;
169
170 /* X11 locking */
171
172 extern void (*wine_tsx11_lock_ptr)(void);
173 extern void (*wine_tsx11_unlock_ptr)(void);
174
175 /* As GLX relies on X, this is needed */
176 extern int num_lock;
177
178 #if 0
179 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
180 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
181 #else
182 #define ENTER_GL() wine_tsx11_lock_ptr()
183 #define LEAVE_GL() wine_tsx11_unlock_ptr()
184 #endif
185
186 /*****************************************************************************
187  * Defines
188  */
189
190 /* GL related defines */
191 /* ------------------ */
192 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
193 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
194 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
195 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
196
197 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
198 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
199 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
200 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
201
202 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
203 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
204 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
205 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
206
207 #define D3DCOLORTOGLFLOAT4(dw, vec) \
208   (vec)[0] = D3DCOLOR_R(dw); \
209   (vec)[1] = D3DCOLOR_G(dw); \
210   (vec)[2] = D3DCOLOR_B(dw); \
211   (vec)[3] = D3DCOLOR_A(dw);
212
213 #define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP_ARB
214
215 /* DirectX Device Limits */
216 /* --------------------- */
217 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
218
219 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
220                             See MaxStreams in MSDN under GetDeviceCaps */
221                          /* Maximum number of constants provided to the shaders */
222 #define HIGHEST_TRANSFORMSTATE 512 
223                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
224 #define MAX_CLIPPLANES  D3DMAXUSERCLIPPLANES
225
226 #define MAX_PALETTES      256
227
228 /* Checking of API calls */
229 /* --------------------- */
230 #define checkGLcall(A)                                          \
231 {                                                               \
232     GLint err = glGetError();                                   \
233     if (err == GL_NO_ERROR) {                                   \
234        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
235                                                                 \
236     } else do {                                                 \
237        FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n",        \
238                 err, A, __FILE__, __LINE__);                    \
239        err = glGetError();                                      \
240     } while (err != GL_NO_ERROR);                               \
241
242
243 /* Trace routines / diagnostics */
244 /* ---------------------------- */
245
246 /* Dump out a matrix and copy it */
247 #define conv_mat(mat,gl_mat)                                                                \
248 do {                                                                                        \
249     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
250     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
251     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
252     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
253     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
254 } while (0)
255
256 /* Macro to dump out the current state of the light chain */
257 #define DUMP_LIGHT_CHAIN()                    \
258 {                                             \
259   PLIGHTINFOEL *el = This->stateBlock->lights;\
260   while (el) {                                \
261     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
262     el = el->next;                            \
263   }                                           \
264 }
265
266 /* Trace vector and strided data information */
267 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
268 #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);
269
270 /* Defines used for optimizations */
271
272 /*    Only reapply what is necessary */
273 #define REAPPLY_ALPHAOP  0x0001
274 #define REAPPLY_ALL      0xFFFF
275
276 /* Advance declaration of structures to satisfy compiler */
277 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
278 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
279 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
280
281 /* Tracking */
282
283 /* TODO: Move some of this to the device */
284 long globalChangeGlRam(long glram);
285
286 /* Memory and object tracking */
287
288 /*Structure for holding information on all direct3d objects
289 useful for making sure tracking is ok and when release is called on a device!
290 and probably quite handy for debugging and dumping states out
291 */
292 typedef struct WineD3DGlobalStatistics {
293     int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
294 } WineD3DGlobalStatistics;
295
296 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
297
298 /* Global variables */
299 extern const float identity[16];
300
301 /*****************************************************************************
302  * Compilable extra diagnostics
303  */
304
305 /* Trace information per-vertex: (extremely high amount of trace) */
306 #if 0 /* NOTE: Must be 0 in cvs */
307 # define VTRACE(A) TRACE A
308 #else 
309 # define VTRACE(A) 
310 #endif
311
312 /* Checking of per-vertex related GL calls */
313 /* --------------------- */
314 #define vcheckGLcall(A)                                         \
315 {                                                               \
316     GLint err = glGetError();                                   \
317     if (err == GL_NO_ERROR) {                                   \
318        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
319                                                                 \
320     } else do {                                                 \
321        FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n",        \
322                 err, A, __FILE__, __LINE__);                    \
323        err = glGetError();                                      \
324     } while (err != GL_NO_ERROR);                               \
325 }
326
327 /* TODO: Confirm each of these works when wined3d move completed */
328 #if 0 /* NOTE: Must be 0 in cvs */
329   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
330      of each frame, a check is made for the existence of C:\D3DTRACE, and if if exists d3d trace
331      is enabled, and if it doesn't exists it is disabled.                                           */
332 # define FRAME_DEBUGGING
333   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
334       the file is deleted                                                                            */
335 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
336 #  define SINGLE_FRAME_DEBUGGING
337 # endif  
338   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
339      It can only be enabled when FRAME_DEBUGGING is also enabled                               
340      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
341      array is drawn.                                                                            */
342 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
343 #  define SHOW_FRAME_MAKEUP 1
344 # endif  
345   /* The following, when enabled, lets you see the makeup of the all the textures used during each
346      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
347      The contents of the textures assigned to each stage are written into 
348      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
349 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
350 #  define SHOW_TEXTURE_MAKEUP 0
351 # endif  
352 extern BOOL isOn;
353 extern BOOL isDumpingFrames;
354 extern LONG primCounter;
355 #endif
356
357 /*****************************************************************************
358  * Prototypes
359  */
360
361 /* Routine common to the draw primitive and draw indexed primitive routines */
362 void drawPrimitive(IWineD3DDevice *iface,
363                     int PrimitiveType,
364                     long NumPrimitives,
365                     /* for Indexed: */
366                     long  StartVertexIndex,
367                     UINT  numberOfVertices,
368                     long  StartIdx,
369                     short idxBytes,
370                     const void *idxData,
371                     int   minIndex,
372                     WineDirect3DVertexStridedData *DrawPrimStrideData);
373
374 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, LONG BaseVertexIndex, BOOL *fixup);
375
376 void primitiveDeclarationConvertToStridedData(
377      IWineD3DDevice *iface,
378      BOOL useVertexShaderFunction,
379      WineDirect3DVertexStridedData *strided,
380      LONG BaseVertexIndex, 
381      BOOL *fixup);
382
383 void primitiveConvertFVFtoOffset(DWORD thisFVF,
384                                  DWORD stride,
385                                  BYTE *data,
386                                  WineDirect3DVertexStridedData *strided,
387                                  GLint streamVBO);
388
389 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
390
391 #define eps 1e-8
392
393 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
394     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
395
396 /* Routine to fill gl caps for swapchains and IWineD3D */
397 BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
398
399 /* Macros for doing basic GPU detection based on opengl capabilities */
400 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
401 #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])
402 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
403 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
404
405 /*****************************************************************************
406  * Internal representation of a light
407  */
408 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
409 struct PLIGHTINFOEL {
410     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
411     DWORD        OriginalIndex;
412     LONG         glIndex;
413     BOOL         lightEnabled;
414     BOOL         changed;
415     BOOL         enabledChanged;
416
417     /* Converted parms to speed up swapping lights */
418     float                         lightPosn[4];
419     float                         lightDirn[4];
420     float                         exponent;
421     float                         cutoff;
422
423     PLIGHTINFOEL *next;
424     PLIGHTINFOEL *prev;
425 };
426
427 /* The default light parameters */
428 extern const WINED3DLIGHT WINED3D_default_light;
429
430 /*****************************************************************************
431  * IWineD3D implementation structure
432  */
433 typedef struct IWineD3DImpl
434 {
435     /* IUnknown fields */
436     const IWineD3DVtbl     *lpVtbl;
437     LONG                    ref;     /* Note: Ref counting not required */
438
439     /* WineD3D Information */
440     IUnknown               *parent;
441     UINT                    dxVersion;
442
443     /* GL Information */
444     BOOL                    isGLInfoValid;
445     WineD3D_GL_Info         gl_info;
446 } IWineD3DImpl;
447
448 extern const IWineD3DVtbl IWineD3D_Vtbl;
449
450 /** Hacked out start of a context manager!! **/
451 typedef struct glContext {
452     int Width;
453     int Height;
454     int usedcount;
455     GLXContext context;
456
457     Drawable drawable;
458     IWineD3DSurface *pSurface;
459 #if 0 /* TODO: someway to represent the state of the context */
460     IWineD3DStateBlock *pStateBlock;
461 #endif
462 /* a few other things like format */
463 } glContext;
464
465 /* TODO: setup some flags in the regestry to enable, disable pbuffer support
466 (since it will break quite a few things until contexts are managed properly!) */
467 extern BOOL pbuffer_support;
468 /* allocate one pbuffer per surface */
469 extern BOOL pbuffer_per_surface;
470
471 /* Maximum number of contexts/pbuffers to keep in cache,
472 set to 100 because ATI's drivers don't support deleting pBuffers properly
473 this needs to be migrated to a list and some option availalbe for controle the cache size.
474 */
475 #define CONTEXT_CACHE 100
476
477 typedef struct ResourceList {
478     IWineD3DResource         *resource;
479     struct ResourceList      *next;
480 } ResourceList;
481
482 /* A helper function that dumps a resource list */
483 void dumpResources(ResourceList *resources);
484
485 /*****************************************************************************
486  * IWineD3DDevice implementation structure
487  */
488 typedef struct IWineD3DDeviceImpl
489 {
490     /* IUnknown fields      */
491     const IWineD3DDeviceVtbl *lpVtbl;
492     LONG                    ref;     /* Note: Ref counting not required */
493
494     /* WineD3D Information  */
495     IUnknown               *parent;
496     IWineD3D               *wineD3D;
497
498     /* X and GL Information */
499     GLint                   maxConcurrentLights;
500
501     /* Selected capabilities */
502     int vs_selected_mode;
503     int ps_selected_mode;
504
505     /* Optimization */
506     BOOL                    modelview_valid;
507     BOOL                    proj_valid;
508     BOOL                    view_ident;        /* true iff view matrix is identity                */
509     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
510     BOOL                    viewport_changed;  /* Was the viewport changed since the last draw?   */
511     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
512     LONG                    tracking_color;    /* used iff GL_COLOR_MATERIAL was enabled          */
513 #define                         DISABLED_TRACKING  0  /* Disabled                                 */
514 #define                         IS_TRACKING        1  /* tracking_parm is tracking diffuse color  */
515 #define                         NEEDS_TRACKING     2  /* Tracking needs to be enabled when needed */
516 #define                         NEEDS_DISABLE      3  /* Tracking needs to be disabled when needed*/
517     UINT                    srcBlend;
518     UINT                    dstBlend;
519     UINT                    alphafunc;
520     BOOL                    texture_shader_active;  /* TODO: Confirm use is correct */
521     BOOL                    last_was_notclipped;
522     BOOL                    untransformed;
523
524     /* State block related */
525     BOOL                    isRecordingState;
526     IWineD3DStateBlockImpl *stateBlock;
527     IWineD3DStateBlockImpl *updateStateBlock;
528
529     /* Internal use fields  */
530     WINED3DDEVICE_CREATION_PARAMETERS createParms;
531     UINT                            adapterNo;
532     WINED3DDEVTYPE                  devType;
533
534     IWineD3DSwapChain     **swapchains;
535     uint                    NumberOfSwapChains;
536
537     ResourceList           *resources; /* a linked list to track resources created by the device */
538
539     /* Render Target Support */
540     IWineD3DSurface        *depthStencilBuffer;
541
542     IWineD3DSurface        *renderTarget;
543     IWineD3DSurface        *stencilBufferTarget;
544
545     /* palettes texture management */
546     PALETTEENTRY            palettes[MAX_PALETTES][256];
547     UINT                    currentPalette;
548
549     /* For rendering to a texture using glCopyTexImage */
550     BOOL                    renderUpsideDown;
551
552     /* Cursor management */
553     BOOL                    bCursorVisible;
554     UINT                    xHotSpot;
555     UINT                    yHotSpot;
556     UINT                    xScreenSpace;
557     UINT                    yScreenSpace;
558     UINT                    cursorWidth, cursorHeight;
559     GLuint                  cursorTexture;
560
561     /* Textures for when no other textures are mapped */
562     UINT                          dummyTextureName[MAX_TEXTURES];
563
564     /* Debug stream management */
565     BOOL                     debug;
566
567     /* Device state management */
568     HRESULT                 state;
569     BOOL                    d3d_initialized;
570
571     /* Screen buffer resources */
572     glContext contextCache[CONTEXT_CACHE];
573
574     /* A flag to check if endscene has been called before changing the render tartet */
575     BOOL sceneEnded;
576
577     /* process vertex shaders using software or hardware */
578     BOOL softwareVertexProcessing;
579
580     /* DirectDraw stuff */
581     HWND ddraw_window;
582     IWineD3DSurface *ddraw_primary;
583     DWORD ddraw_width, ddraw_height;
584     WINED3DFORMAT ddraw_format;
585     BOOL ddraw_fullscreen;
586
587     /* List of GLSL shader programs and their associated vertex & pixel shaders */
588     struct list glsl_shader_progs;
589
590
591     /* Final position fixup constant */
592     float                       posFixup[4];
593 } IWineD3DDeviceImpl;
594
595 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
596
597 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
598  * anybody uses it for much so a good implementation is optional. */
599 typedef struct PrivateData
600 {
601     struct PrivateData* next;
602
603     GUID tag;
604     DWORD flags; /* DDSPD_* */
605     DWORD uniqueness_value;
606
607     union
608     {
609         LPVOID data;
610         LPUNKNOWN object;
611     } ptr;
612
613     DWORD size;
614 } PrivateData;
615
616 void d3ddevice_set_ortho(IWineD3DDeviceImpl *This);
617
618 /*****************************************************************************
619  * IWineD3DResource implementation structure
620  */
621 typedef struct IWineD3DResourceClass
622 {
623     /* IUnknown fields */
624     LONG                    ref;     /* Note: Ref counting not required */
625
626     /* WineD3DResource Information */
627     IUnknown               *parent;
628     WINED3DRESOURCETYPE     resourceType;
629     IWineD3DDeviceImpl     *wineD3DDevice;
630     WINED3DPOOL             pool;
631     UINT                    size;
632     DWORD                   usage;
633     WINED3DFORMAT           format;
634     BYTE                   *allocatedMemory;
635     PrivateData            *privateData;
636
637 } IWineD3DResourceClass;
638
639 typedef struct IWineD3DResourceImpl
640 {
641     /* IUnknown & WineD3DResource Information     */
642     const IWineD3DResourceVtbl *lpVtbl;
643     IWineD3DResourceClass   resource;
644 } IWineD3DResourceImpl;
645
646
647 /*****************************************************************************
648  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
649  */
650 typedef struct IWineD3DVertexBufferImpl
651 {
652     /* IUnknown & WineD3DResource Information     */
653     const IWineD3DVertexBufferVtbl *lpVtbl;
654     IWineD3DResourceClass     resource;
655
656     /* WineD3DVertexBuffer specifics */
657     DWORD                     fvf;
658
659     /* Vertex buffer object support */
660     GLuint                    vbo;
661     BYTE                      Flags;
662     UINT                      stream;
663
664     UINT                      dirtystart, dirtyend;
665     LONG                      lockcount;
666
667     LONG                      declChanges, draws;
668     /* Last description of the buffer */
669     WineDirect3DVertexStridedData strided;
670 } IWineD3DVertexBufferImpl;
671
672 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
673
674 #define VBFLAG_LOAD           0x01    /* Data is written from allocatedMemory to the VBO */
675 #define VBFLAG_OPTIMIZED      0x02    /* Optimize has been called for the VB */
676 #define VBFLAG_DIRTY          0x04    /* Buffer data has been modified */
677 #define VBFLAG_STREAM         0x08    /* The vertex buffer is in a stream */
678 #define VBFLAG_HASDESC        0x10    /* A vertex description has been found */
679 #define VBFLAG_VBOCREATEFAIL  0x20    /* An attempt to create a vbo has failed */
680
681 /*****************************************************************************
682  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
683  */
684 typedef struct IWineD3DIndexBufferImpl
685 {
686     /* IUnknown & WineD3DResource Information     */
687     const IWineD3DIndexBufferVtbl *lpVtbl;
688     IWineD3DResourceClass     resource;
689
690     /* WineD3DVertexBuffer specifics */
691 } IWineD3DIndexBufferImpl;
692
693 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
694
695 /*****************************************************************************
696  * IWineD3DBaseTexture D3D- > openGL state map lookups
697  */
698 #define WINED3DFUNC_NOTSUPPORTED  -2
699 #define WINED3DFUNC_UNIMPLEMENTED -1
700
701 typedef enum winetexturestates {
702     WINED3DTEXSTA_ADDRESSU       = 0,
703     WINED3DTEXSTA_ADDRESSV       = 1,
704     WINED3DTEXSTA_ADDRESSW       = 2,
705     WINED3DTEXSTA_BORDERCOLOR    = 3,
706     WINED3DTEXSTA_MAGFILTER      = 4,
707     WINED3DTEXSTA_MINFILTER      = 5,
708     WINED3DTEXSTA_MIPFILTER      = 6,
709     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
710     WINED3DTEXSTA_MAXANISOTROPY  = 8,
711     WINED3DTEXSTA_SRGBTEXTURE    = 9,
712     WINED3DTEXSTA_ELEMENTINDEX   = 10,
713     WINED3DTEXSTA_DMAPOFFSET     = 11,
714     WINED3DTEXSTA_TSSADDRESSW    = 12,
715     MAX_WINETEXTURESTATES        = 13,
716 } winetexturestates;
717
718 typedef struct Wined3dTextureStateMap {
719     CONST int state;
720     int function;
721 } Wined3dTextureStateMap;
722
723 /*****************************************************************************
724  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
725  */
726 typedef struct IWineD3DBaseTextureClass
727 {
728     UINT                    levels;
729     BOOL                    dirty;
730     WINED3DFORMAT           format;
731     DWORD                   usage;
732     UINT                    textureName;
733     UINT                    LOD;
734     WINED3DTEXTUREFILTERTYPE filterType;
735     DWORD                   states[MAX_WINETEXTURESTATES];
736
737 } IWineD3DBaseTextureClass;
738
739 typedef struct IWineD3DBaseTextureImpl
740 {
741     /* IUnknown & WineD3DResource Information     */
742     const IWineD3DBaseTextureVtbl *lpVtbl;
743     IWineD3DResourceClass     resource;
744     IWineD3DBaseTextureClass  baseTexture;
745
746 } IWineD3DBaseTextureImpl;
747
748 /*****************************************************************************
749  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
750  */
751 typedef struct IWineD3DTextureImpl
752 {
753     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
754     const IWineD3DTextureVtbl *lpVtbl;
755     IWineD3DResourceClass     resource;
756     IWineD3DBaseTextureClass  baseTexture;
757
758     /* IWineD3DTexture */
759     IWineD3DSurface          *surfaces[MAX_LEVELS];
760     
761     UINT                      width;
762     UINT                      height;
763     float                     pow2scalingFactorX;
764     float                     pow2scalingFactorY;
765
766 } IWineD3DTextureImpl;
767
768 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
769
770 /*****************************************************************************
771  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
772  */
773 typedef struct IWineD3DCubeTextureImpl
774 {
775     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
776     const IWineD3DCubeTextureVtbl *lpVtbl;
777     IWineD3DResourceClass     resource;
778     IWineD3DBaseTextureClass  baseTexture;
779
780     /* IWineD3DCubeTexture */
781     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
782
783     UINT                      edgeLength;
784     float                     pow2scalingFactor;
785
786 } IWineD3DCubeTextureImpl;
787
788 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
789
790 typedef struct _WINED3DVOLUMET_DESC
791 {
792     UINT                    Width;
793     UINT                    Height;
794     UINT                    Depth;
795 } WINED3DVOLUMET_DESC;
796
797 /*****************************************************************************
798  * IWineD3DVolume implementation structure (extends IUnknown)
799  */
800 typedef struct IWineD3DVolumeImpl
801 {
802     /* IUnknown & WineD3DResource fields */
803     const IWineD3DVolumeVtbl  *lpVtbl;
804     IWineD3DResourceClass      resource;
805
806     /* WineD3DVolume Information */
807     WINED3DVOLUMET_DESC      currentDesc;
808     IWineD3DBase            *container;
809     UINT                    bytesPerPixel;
810
811     BOOL                    lockable;
812     BOOL                    locked;
813     WINED3DBOX              lockedBox;
814     WINED3DBOX              dirtyBox;
815     BOOL                    dirty;
816
817
818 } IWineD3DVolumeImpl;
819
820 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
821
822 /*****************************************************************************
823  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
824  */
825 typedef struct IWineD3DVolumeTextureImpl
826 {
827     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
828     const IWineD3DVolumeTextureVtbl *lpVtbl;
829     IWineD3DResourceClass     resource;
830     IWineD3DBaseTextureClass  baseTexture;
831
832     /* IWineD3DVolumeTexture */
833     IWineD3DVolume           *volumes[MAX_LEVELS];
834
835     UINT                      width;
836     UINT                      height;
837     UINT                      depth;
838 } IWineD3DVolumeTextureImpl;
839
840 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
841
842 typedef struct _WINED3DSURFACET_DESC
843 {
844     WINED3DMULTISAMPLE_TYPE MultiSampleType;
845     DWORD                   MultiSampleQuality;
846     UINT                    Width;
847     UINT                    Height;
848 } WINED3DSURFACET_DESC;
849
850 /*****************************************************************************
851  * Structure for DIB Surfaces (GetDC and GDI surfaces)
852  */
853 typedef struct wineD3DSurface_DIB {
854     HBITMAP DIBsection;
855     void* bitmap_data;
856     HGDIOBJ holdbitmap;
857     BOOL client_memory;
858 } wineD3DSurface_DIB;
859
860 /*****************************************************************************
861  * IWineD3DSurface implementation structure
862  */
863 struct IWineD3DSurfaceImpl
864 {
865     /* IUnknown & IWineD3DResource Information     */
866     const IWineD3DSurfaceVtbl *lpVtbl;
867     IWineD3DResourceClass     resource;
868
869     /* IWineD3DSurface fields */
870     IWineD3DBase              *container;
871     WINED3DSURFACET_DESC      currentDesc;
872     IWineD3DPaletteImpl      *palette;
873
874     UINT                      bytesPerPixel;
875
876     /* TODO: move this off into a management class(maybe!) */
877     DWORD                      Flags;
878
879     UINT                      pow2Width;
880     UINT                      pow2Height;
881     UINT                      pow2Size;
882
883     /* Oversized texture */
884     RECT                      glRect;
885
886 #if 0
887     /* precalculated x and y scalings for texture coords */
888     float                     pow2scalingFactorX; /* =  (Width  / pow2Width ) */
889     float                     pow2scalingFactorY; /* =  (Height / pow2Height) */
890 #endif
891
892     RECT                      lockedRect;
893     RECT                      dirtyRect;
894
895     glDescriptor              glDescription;
896
897     /* For GetDC */
898     wineD3DSurface_DIB        dib;
899     HDC                       hDC;
900
901     /* Color keys for DDraw */
902     DDCOLORKEY                DestBltCKey;
903     DDCOLORKEY                DestOverlayCKey;
904     DDCOLORKEY                SrcOverlayCKey;
905     DDCOLORKEY                SrcBltCKey;
906     DWORD                     CKeyFlags;
907
908     DDCOLORKEY                glCKey;
909 };
910
911 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
912 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
913
914 /* Predeclare the shared Surface functions */
915 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
916 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
917 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
918 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
919 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
920 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
921 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
922 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
923 DWORD   WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
924 DWORD   WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
925 void    WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
926 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
927 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainerParent(IWineD3DSurface* iface, IUnknown **ppContainerParent);
928 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
929 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
930 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
931 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
932 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
933 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
934 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
935 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
936 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
937 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey);
938 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
939 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
940 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
941 HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL  inTexture);
942 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
943 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
944 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
945 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
946 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx);
947 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
948 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
949 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
950 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
951 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
952 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
953 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
954 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
955 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
956 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
957 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
958
959 /* Surface flags: */
960 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
961 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
962 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for getdc */
963 #define SFLAG_DIRTY       0x00000008 /* Surface was locked by the app */
964 #define SFLAG_LOCKABLE    0x00000010 /* Surface can be locked */
965 #define SFLAG_DISCARD     0x00000020 /* ??? */
966 #define SFLAG_LOCKED      0x00000040 /* Surface is locked atm */
967 #define SFLAG_ACTIVELOCK  0x00000080 /* Not locked, but surface memory is needed */
968 #define SFLAG_INTEXTURE   0x00000100 /* ??? */
969 #define SFLAG_INPBUFFER   0x00000200 /* ??? */
970 #define SFLAG_NONPOW2     0x00000400 /* Surface sizes are not a power of 2 */
971 #define SFLAG_DYNLOCK     0x00000800 /* Surface is often locked by the app */
972 #define SFLAG_DYNCHANGE   0x00001800 /* Surface contents are changed very often, implies DYNLOCK */
973 #define SFLAG_DCINUSE     0x00002000 /* Set between GetDC and ReleaseDC calls */
974 #define SFLAG_GLDIRTY     0x00004000 /* The opengl texture is more up to date than the surface mem */
975 #define SFLAG_LOST        0x00008000 /* Surface lost flag for DDraw */
976 #define SFLAG_FORCELOAD   0x00010000 /* To force PreLoading of a scratch cursor */
977 #define SFLAG_USERPTR     0x00020000 /* The application allocated the memory for this surface */
978 #define SFLAG_GLCKEY      0x00040000 /* The gl texture was created with a color key */
979
980 /* In some conditions the surface memory must not be freed:
981  * SFLAG_OVERSIZE: Not all data can be kept in GL
982  * SFLAG_CONVERTED: Converting the data back would take too long
983  * SFLAG_DIBSECTION: The dib code manages the memory
984  * SFLAG_DIRTY: GL surface isn't up to date
985  * SFLAG_LOCKED: The app requires access to the surface data
986  * SFLAG_ACTIVELOCK: Some wined3d code needs the memory
987  * SFLAG_DYNLOCK: Avoid freeing the data for performance
988  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
989  */
990 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
991                           SFLAG_CONVERTED  | \
992                           SFLAG_DIBSECTION | \
993                           SFLAG_DIRTY      | \
994                           SFLAG_LOCKED     | \
995                           SFLAG_ACTIVELOCK | \
996                           SFLAG_DYNLOCK    | \
997                           SFLAG_DYNCHANGE  | \
998                           SFLAG_USERPTR)
999
1000 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1001
1002 /* Alignment of the pitch */
1003 #define SURFACE_ALIGNMENT 4
1004
1005 /*****************************************************************************
1006  * IWineD3DVertexDeclaration implementation structure
1007  */
1008 typedef struct IWineD3DVertexDeclarationImpl {
1009  /* IUnknown  Information     */
1010   const IWineD3DVertexDeclarationVtbl *lpVtbl;
1011   LONG                    ref;     /* Note: Ref counting not required */
1012
1013   IUnknown               *parent;
1014   /** precomputed fvf if simple declaration */
1015   IWineD3DDeviceImpl     *wineD3DDevice;
1016   DWORD   fvf[MAX_STREAMS];
1017   DWORD   allFVF;
1018
1019   /** dx8 compatible Declaration fields */
1020   DWORD*  pDeclaration8;
1021   DWORD   declaration8Length;
1022
1023   /** dx9+ */
1024   D3DVERTEXELEMENT9 *pDeclaration9;
1025   UINT               declaration9NumElements;
1026
1027   WINED3DVERTEXELEMENT  *pDeclarationWine;
1028   UINT                   declarationWNumElements;
1029   
1030   float                 *constants;
1031   
1032 } IWineD3DVertexDeclarationImpl;
1033
1034 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1035
1036 /*****************************************************************************
1037  * IWineD3DStateBlock implementation structure
1038  */
1039
1040 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1041 /*   Note: Very long winded but gl Lists are not flexible enough */
1042 /*   to resolve everything we need, so doing it manually for now */
1043 typedef struct SAVEDSTATES {
1044         BOOL                      indices;
1045         BOOL                      material;
1046         BOOL                      fvf;
1047         BOOL                      streamSource[MAX_STREAMS];
1048         BOOL                      streamFreq[MAX_STREAMS];
1049         BOOL                      textures[MAX_SAMPLERS];
1050         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1051         BOOL                      viewport;
1052         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1053         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1054         BOOL                      samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1055         BOOL                      clipplane[MAX_CLIPPLANES];
1056         BOOL                      vertexDecl;
1057         BOOL                      pixelShader;
1058         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1059         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1060         BOOL                     *pixelShaderConstantsF;
1061         BOOL                      vertexShader;
1062         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1063         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1064         BOOL                     *vertexShaderConstantsF;
1065 } SAVEDSTATES;
1066
1067 typedef struct {
1068     struct list entry;
1069     int idx;
1070 } constant_entry;
1071
1072 struct IWineD3DStateBlockImpl
1073 {
1074     /* IUnknown fields */
1075     const IWineD3DStateBlockVtbl *lpVtbl;
1076     LONG                      ref;     /* Note: Ref counting not required */
1077
1078     /* IWineD3DStateBlock information */
1079     IUnknown                 *parent;
1080     IWineD3DDeviceImpl       *wineD3DDevice;
1081     WINED3DSTATEBLOCKTYPE     blockType;
1082
1083     /* Array indicating whether things have been set or changed */
1084     SAVEDSTATES               changed;
1085     SAVEDSTATES               set;
1086     struct list               set_vconstantsF;
1087     struct list               set_pconstantsF;
1088
1089     /* Drawing - Vertex Shader or FVF related */
1090     DWORD                     fvf;
1091     /* Vertex Shader Declaration */
1092     IWineD3DVertexDeclaration *vertexDecl;
1093
1094     IWineD3DVertexShader      *vertexShader;
1095
1096     /* Vertex Shader Constants */
1097     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1098     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1099     float                     *vertexShaderConstantF;
1100
1101     /* Stream Source */
1102     BOOL                      streamIsUP;
1103     UINT                      streamStride[MAX_STREAMS];
1104     UINT                      streamOffset[MAX_STREAMS];
1105     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1106     UINT                      streamFreq[MAX_STREAMS];
1107     UINT                      streamFlags[MAX_STREAMS];     /*0 | D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA  */
1108
1109     /* Indices */
1110     IWineD3DIndexBuffer*      pIndexData;
1111     UINT                      baseVertexIndex; /* Note: only used for d3d8 */
1112
1113     /* Transform */
1114     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1115
1116     /* Lights */
1117     PLIGHTINFOEL             *lights; /* NOTE: active GL lights must be front of the chain */
1118
1119     /* Clipping */
1120     double                    clipplane[MAX_CLIPPLANES][4];
1121     WINED3DCLIPSTATUS         clip_status;
1122
1123     /* ViewPort */
1124     WINED3DVIEWPORT           viewport;
1125
1126     /* Material */
1127     WINED3DMATERIAL           material;
1128
1129     /* Pixel Shader */
1130     IWineD3DPixelShader      *pixelShader;
1131
1132     /* Pixel Shader Constants */
1133     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1134     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1135     float                     *pixelShaderConstantF;
1136
1137     /* Indexed Vertex Blending */
1138     WINED3DVERTEXBLENDFLAGS   vertex_blend;
1139     FLOAT                     tween_factor;
1140
1141     /* RenderState */
1142     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1143
1144     /* Texture */
1145     IWineD3DBaseTexture      *textures[MAX_SAMPLERS];
1146     int                       textureDimensions[MAX_SAMPLERS];
1147
1148     /* Texture State Stage */
1149     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1150     /* Sampler States */
1151     DWORD                     samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1152
1153     /* Current GLSL Shader Program */
1154     struct glsl_shader_prog_link *glsl_program;
1155 };
1156
1157 extern void stateblock_savedstates_set(
1158     IWineD3DStateBlock* iface,
1159     SAVEDSTATES* states,
1160     BOOL value);
1161
1162 extern void stateblock_savedstates_copy(
1163     IWineD3DStateBlock* iface,
1164     SAVEDSTATES* dest,
1165     SAVEDSTATES* source);
1166
1167 extern void stateblock_copy(
1168     IWineD3DStateBlock* destination,
1169     IWineD3DStateBlock* source);
1170
1171 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1172
1173 /*****************************************************************************
1174  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1175  */
1176 typedef struct IWineD3DQueryImpl
1177 {
1178     const IWineD3DQueryVtbl  *lpVtbl;
1179     LONG                      ref;     /* Note: Ref counting not required */
1180     
1181     IUnknown                 *parent;
1182     /*TODO: replace with iface usage */
1183 #if 0
1184     IWineD3DDevice         *wineD3DDevice;
1185 #else
1186     IWineD3DDeviceImpl       *wineD3DDevice;
1187 #endif
1188
1189     /* IWineD3DQuery fields */
1190     WINED3DQUERYTYPE         type;
1191     /* TODO: Think about using a IUnknown instead of a void* */
1192     void                     *extendedData;
1193     
1194   
1195 } IWineD3DQueryImpl;
1196
1197 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1198
1199 /* Datastructures for IWineD3DQueryImpl.extendedData */
1200 typedef struct  WineQueryOcclusionData {
1201     GLuint  queryId;
1202 } WineQueryOcclusionData;
1203
1204
1205 /*****************************************************************************
1206  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1207  */
1208
1209 typedef struct IWineD3DSwapChainImpl
1210 {
1211     /*IUnknown part*/
1212     IWineD3DSwapChainVtbl    *lpVtbl;
1213     LONG                      ref;     /* Note: Ref counting not required */
1214
1215     IUnknown                 *parent;
1216     IWineD3DDeviceImpl       *wineD3DDevice;
1217
1218     /* IWineD3DSwapChain fields */
1219     IWineD3DSurface         **backBuffer;
1220     IWineD3DSurface          *frontBuffer;
1221     BOOL                      wantsDepthStencilBuffer;
1222     D3DPRESENT_PARAMETERS     presentParms;
1223
1224     /* TODO: move everything up to drawable off into a context manager
1225       and store the 'data' in the contextManagerData interface.
1226     IUnknown                  *contextManagerData;
1227     */
1228
1229     HWND                    win_handle;
1230     Window                  win;
1231     Display                *display;
1232
1233     GLXContext              glCtx;
1234     XVisualInfo            *visInfo;
1235     GLXContext              render_ctx;
1236     /* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
1237     Drawable                drawable;
1238 } IWineD3DSwapChainImpl;
1239
1240 extern IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1241
1242 /*****************************************************************************
1243  * Utility function prototypes 
1244  */
1245
1246 /* Trace routines */
1247 const char* debug_d3dformat(WINED3DFORMAT fmt);
1248 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1249 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1250 const char* debug_d3dusage(DWORD usage);
1251 const char* debug_d3dusagequery(DWORD usagequery);
1252 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1253 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1254 const char* debug_d3ddeclusage(BYTE usage);
1255 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1256 const char* debug_d3drenderstate(DWORD state);
1257 const char* debug_d3dsamplerstate(DWORD state);
1258 const char* debug_d3dtexturestate(DWORD state);
1259 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1260 const char* debug_d3dpool(WINED3DPOOL pool);
1261
1262 /* Routines for GL <-> D3D values */
1263 GLenum StencilOp(DWORD op);
1264 GLenum CompareFunc(DWORD func);
1265 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1266 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1267 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1268
1269 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1270
1271 /* Math utils */
1272 void multiply_matrix(WINED3DMATRIX *dest, WINED3DMATRIX *src1, WINED3DMATRIX *src2);
1273
1274 /*****************************************************************************
1275  * To enable calling of inherited functions, requires prototypes 
1276  *
1277  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1278  */
1279     /*** IUnknown methods ***/
1280     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1281     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1282     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1283     /*** IWineD3DResource methods ***/
1284     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1285     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1286     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1287     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1288     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1289     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1290     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1291     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1292     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1293     /*** class static members ***/
1294     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1295
1296     /*** IUnknown methods ***/
1297     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1298     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1299     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1300     /*** IWineD3DResource methods ***/
1301     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1302     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1303     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1304     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1305     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1306     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1307     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1308     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1309     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1310     /*** IWineD3DBaseTexture methods ***/
1311     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1312     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1313     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1314     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1315     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1316     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1317     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1318     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1319
1320     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1321     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1322     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1323     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1324     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1325     /*** class static members ***/
1326     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1327
1328 struct SHADER_OPCODE_ARG;
1329 typedef void (*shader_fct_t)();
1330 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1331
1332 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1333  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1334  * used if the user is using GLSL shaders. */
1335 struct glsl_shader_prog_link {
1336     struct list             entry;
1337     GLhandleARB             programId;
1338     GLhandleARB             *vuniformF_locations;
1339     GLhandleARB             *puniformF_locations;
1340     IWineD3DVertexShader*   vertexShader;
1341     IWineD3DPixelShader*    pixelShader;
1342 };
1343
1344 /* TODO: Make this dynamic, based on shader limits ? */
1345 #define MAX_REG_ADDR 1
1346 #define MAX_REG_TEMP 32
1347 #define MAX_REG_TEXCRD 8
1348 #define MAX_REG_INPUT 12
1349 #define MAX_REG_OUTPUT 12
1350 #define MAX_ATTRIBS 16
1351 #define MAX_CONST_I 16
1352 #define MAX_CONST_B 16
1353
1354 /* FIXME: This needs to go up to 2048 for
1355  * Shader model 3 according to msdn (and for software shaders) */
1356 #define MAX_LABELS 16
1357
1358 typedef struct semantic {
1359     DWORD usage;
1360     DWORD reg;
1361 } semantic;
1362
1363 typedef struct local_constant {
1364     struct list entry;
1365     unsigned int idx;
1366     DWORD value[4];
1367 } local_constant;
1368
1369 typedef struct shader_reg_maps {
1370
1371     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1372     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1373     char address[MAX_REG_ADDR];             /* vertex */
1374     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1375     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1376     char attributes[MAX_ATTRIBS];           /* vertex */
1377     char labels[MAX_LABELS];                /* pixel, vertex */
1378
1379     /* Sampler usage tokens 
1380      * Use 0 as default (bit 31 is always 1 on a valid token) */
1381     DWORD samplers[MAX_SAMPLERS];
1382
1383     /* Whether or not a loop is used in this shader */
1384     char loop;
1385
1386     /* Whether or not this shader uses fog */
1387     char fog;
1388
1389 } shader_reg_maps;
1390
1391 #define SHADER_PGMSIZE 65535
1392 typedef struct SHADER_BUFFER {
1393     char* buffer;
1394     unsigned int bsize;
1395     unsigned int lineNo;
1396 } SHADER_BUFFER;
1397
1398 /* Undocumented opcode controls */
1399 #define INST_CONTROLS_SHIFT 16
1400 #define INST_CONTROLS_MASK 0x00ff0000
1401
1402 typedef enum COMPARISON_TYPE {
1403     COMPARISON_GT = 1,
1404     COMPARISON_EQ = 2,
1405     COMPARISON_GE = 3,
1406     COMPARISON_LT = 4,
1407     COMPARISON_NE = 5,
1408     COMPARISON_LE = 6
1409 } COMPARISON_TYPE;
1410
1411 typedef struct SHADER_OPCODE {
1412     unsigned int  opcode;
1413     const char*   name;
1414     const char*   glname;
1415     char          dst_token;
1416     CONST UINT    num_params;
1417     shader_fct_t  soft_fct;
1418     SHADER_HANDLER hw_fct;
1419     SHADER_HANDLER hw_glsl_fct;
1420     DWORD         min_version;
1421     DWORD         max_version;
1422 } SHADER_OPCODE;
1423
1424 typedef struct SHADER_OPCODE_ARG {
1425     IWineD3DBaseShader* shader;
1426     shader_reg_maps* reg_maps;
1427     CONST SHADER_OPCODE* opcode;
1428     DWORD opcode_token;
1429     DWORD dst;
1430     DWORD dst_addr;
1431     DWORD predicate;
1432     DWORD src[4];
1433     DWORD src_addr[4];
1434     SHADER_BUFFER* buffer;
1435 } SHADER_OPCODE_ARG;
1436
1437 typedef struct SHADER_LIMITS {
1438     unsigned int temporary;
1439     unsigned int texcoord;
1440     unsigned int sampler;
1441     unsigned int constant_int;
1442     unsigned int constant_float;
1443     unsigned int constant_bool;
1444     unsigned int address;
1445     unsigned int packed_output;
1446     unsigned int packed_input;
1447     unsigned int attributes;
1448     unsigned int label;
1449 } SHADER_LIMITS;
1450
1451 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1452     maintain state information between multiple codes */
1453 typedef struct SHADER_PARSE_STATE {
1454     unsigned int current_row;
1455     DWORD texcoord_w[2];
1456 } SHADER_PARSE_STATE;
1457
1458 /* Base Shader utility functions. 
1459  * (may move callers into the same file in the future) */
1460 extern int shader_addline(
1461     SHADER_BUFFER* buffer,
1462     const char* fmt, ...);
1463
1464 extern const SHADER_OPCODE* shader_get_opcode(
1465     IWineD3DBaseShader *iface, 
1466     const DWORD code);
1467
1468 extern void shader_delete_constant_list(
1469     struct list* clist);
1470
1471 /* Vertex shader utility functions */
1472 extern BOOL vshader_get_input(
1473     IWineD3DVertexShader* iface,
1474     BYTE usage_req, BYTE usage_idx_req,
1475     unsigned int* regnum);
1476
1477 extern BOOL vshader_input_is_color(
1478     IWineD3DVertexShader* iface,
1479     unsigned int regnum);
1480
1481 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1482
1483 /* ARB_[vertex/fragment]_program helper functions */
1484 extern void shader_arb_load_constants(
1485     IWineD3DDevice* device,
1486     char usePixelShader,
1487     char useVertexShader);
1488
1489 /* ARB shader program Prototypes */
1490 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1491
1492 /* ARB pixel shader prototypes */
1493 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1494 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1495 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1496 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1497 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1498 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1499 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1500 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1501 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1502 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1503 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1504 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1505 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1506 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1507
1508 /* ARB vertex shader prototypes */
1509 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1510 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1511
1512 /* GLSL helper functions */
1513 extern void set_glsl_shader_program(IWineD3DDevice *iface);
1514 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1515 extern void shader_glsl_load_constants(
1516     IWineD3DDevice* device,
1517     char usePixelShader,
1518     char useVertexShader);
1519
1520 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1521 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1522 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1523 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1524 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1525 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1526 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1527 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1528 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1529 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1530 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1531 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1532 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1533 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1534 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1535 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1536 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1537 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1538 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1539 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1540 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1541 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1542 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1543 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1544 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1545 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1546 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1547 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1548 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1549 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1550
1551 /** GLSL Pixel Shader Prototypes */
1552 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1553 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1554 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1555 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1556 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1557 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1558 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1559 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1560 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1561 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1562 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1563 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1564 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1565 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1566 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1567 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1568 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1569 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1570 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1571 extern void pshader_glsl_input_pack(
1572    SHADER_BUFFER* buffer,
1573    semantic* semantics_out);
1574
1575 /** GLSL Vertex Shader Prototypes */
1576 extern void vshader_glsl_output_unpack(
1577    SHADER_BUFFER* buffer,
1578    semantic* semantics_out);
1579
1580 /*****************************************************************************
1581  * IDirect3DBaseShader implementation structure
1582  */
1583 typedef struct IWineD3DBaseShaderClass
1584 {
1585     DWORD                           hex_version;
1586     SHADER_LIMITS                   limits;
1587     SHADER_PARSE_STATE              parse_state;
1588     CONST SHADER_OPCODE             *shader_ins;
1589     CONST DWORD                     *function;
1590     UINT                            functionLength;
1591     GLuint                          prgId;
1592     BOOL                            is_compiled;
1593
1594     /* Type of shader backend */
1595     int shader_mode;
1596
1597     /* Immediate constants (override global ones) */
1598     struct list constantsB;
1599     struct list constantsF;
1600     struct list constantsI;
1601     shader_reg_maps reg_maps;
1602
1603     /* Pointer to the parent device */
1604     IWineD3DDevice *device;
1605
1606 } IWineD3DBaseShaderClass;
1607
1608 typedef struct IWineD3DBaseShaderImpl {
1609     /* IUnknown */
1610     const IWineD3DBaseShaderVtbl    *lpVtbl;
1611     LONG                            ref;
1612
1613     /* IWineD3DBaseShader */
1614     IWineD3DBaseShaderClass         baseShader;
1615 } IWineD3DBaseShaderImpl;
1616
1617 extern HRESULT shader_get_registers_used(
1618     IWineD3DBaseShader *iface,
1619     shader_reg_maps* reg_maps,
1620     semantic* semantics_in,
1621     semantic* semantics_out,
1622     CONST DWORD* pToken,
1623     IWineD3DStateBlockImpl *stateBlock);
1624
1625 extern void shader_generate_glsl_declarations(
1626     IWineD3DBaseShader *iface,
1627     shader_reg_maps* reg_maps,
1628     SHADER_BUFFER* buffer,
1629     WineD3D_GL_Info* gl_info);
1630
1631 extern void shader_generate_arb_declarations(
1632     IWineD3DBaseShader *iface,
1633     shader_reg_maps* reg_maps,
1634     SHADER_BUFFER* buffer,
1635     WineD3D_GL_Info* gl_info);
1636
1637 extern void shader_generate_main(
1638     IWineD3DBaseShader *iface,
1639     SHADER_BUFFER* buffer,
1640     shader_reg_maps* reg_maps,
1641     CONST DWORD* pFunction);
1642
1643 extern void shader_dump_ins_modifiers(
1644     const DWORD output);
1645
1646 extern void shader_dump_param(
1647     IWineD3DBaseShader *iface,
1648     const DWORD param,
1649     const DWORD addr_token,
1650     int input);
1651
1652 extern void shader_trace_init(
1653     IWineD3DBaseShader *iface,
1654     const DWORD* pFunction);
1655
1656 extern int shader_get_param(
1657     IWineD3DBaseShader* iface,
1658     const DWORD* pToken,
1659     DWORD* param,
1660     DWORD* addr_token);
1661
1662 extern int shader_skip_unrecognized(
1663     IWineD3DBaseShader* iface,
1664     const DWORD* pToken);
1665
1666 extern void print_glsl_info_log(
1667     WineD3D_GL_Info *gl_info,
1668     GLhandleARB obj);
1669
1670 inline static int shader_get_regtype(const DWORD param) {
1671     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1672             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1673 }
1674
1675 extern unsigned int shader_get_float_offset(const DWORD reg);
1676
1677 inline static BOOL shader_is_pshader_version(DWORD token) {
1678     return 0xFFFF0000 == (token & 0xFFFF0000);
1679 }
1680
1681 inline static BOOL shader_is_vshader_version(DWORD token) {
1682     return 0xFFFE0000 == (token & 0xFFFF0000);
1683 }
1684
1685 inline static BOOL shader_is_comment(DWORD token) {
1686     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1687 }
1688
1689 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1690  * so upload them above that
1691  */
1692 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1693 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1694
1695 /*****************************************************************************
1696  * IDirect3DVertexShader implementation structure
1697  */
1698 typedef struct IWineD3DVertexShaderImpl {
1699     /* IUnknown parts*/   
1700     const IWineD3DVertexShaderVtbl *lpVtbl;
1701     LONG                        ref;     /* Note: Ref counting not required */
1702
1703     /* IWineD3DBaseShader */
1704     IWineD3DBaseShaderClass     baseShader;
1705
1706     /* IWineD3DVertexShaderImpl */
1707     IUnknown                    *parent;
1708
1709     char                        usesFog;
1710     DWORD                       usage;
1711
1712     /* Vertex shader input and output semantics */
1713     semantic semantics_in [MAX_ATTRIBS];
1714     semantic semantics_out [MAX_REG_OUTPUT];
1715
1716     /* run time datas...  */
1717     VSHADERDATA                *data;
1718     IWineD3DVertexDeclaration  *vertexDeclaration;
1719 #if 0 /* needs reworking */
1720     /* run time datas */
1721     VSHADERINPUTDATA input;
1722     VSHADEROUTPUTDATA output;
1723 #endif
1724 } IWineD3DVertexShaderImpl;
1725 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1726 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1727
1728 /*****************************************************************************
1729  * IDirect3DPixelShader implementation structure
1730  */
1731 typedef struct IWineD3DPixelShaderImpl {
1732     /* IUnknown parts */
1733     const IWineD3DPixelShaderVtbl *lpVtbl;
1734     LONG                        ref;     /* Note: Ref counting not required */
1735
1736     /* IWineD3DBaseShader */
1737     IWineD3DBaseShaderClass     baseShader;
1738
1739     /* IWineD3DPixelShaderImpl */
1740     IUnknown                   *parent;
1741
1742     /* Pixel shader input semantics */
1743     semantic semantics_in [MAX_REG_INPUT];
1744
1745     /* run time data */
1746     PSHADERDATA                *data;
1747
1748 #if 0 /* needs reworking */
1749     PSHADERINPUTDATA input;
1750     PSHADEROUTPUTDATA output;
1751 #endif
1752 } IWineD3DPixelShaderImpl;
1753
1754 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1755 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1756
1757 /*****************************************************************************
1758  * IWineD3DPalette implementation structure
1759  */
1760 struct IWineD3DPaletteImpl {
1761     /* IUnknown parts */
1762     const IWineD3DPaletteVtbl  *lpVtbl;
1763     LONG                       ref;
1764
1765     IUnknown                   *parent;
1766     IWineD3DDeviceImpl         *wineD3DDevice;
1767
1768     /* IWineD3DPalette */
1769     HPALETTE                   hpal;
1770     WORD                       palVersion;     /*|               */
1771     WORD                       palNumEntries;  /*|  LOGPALETTE   */
1772     PALETTEENTRY               palents[256];   /*|               */
1773     /* This is to store the palette in 'screen format' */
1774     int                        screen_palents[256];
1775     DWORD                      Flags;
1776 };
1777
1778 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1779 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1780
1781 /* DirectDraw utility functions */
1782 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
1783
1784 /*****************************************************************************
1785  * Pixel format management
1786  */
1787 typedef struct {
1788     WINED3DFORMAT           format;
1789     DWORD                   alphaMask, redMask, greenMask, blueMask;
1790     UINT                    bpp;
1791     BOOL                    isFourcc;
1792     GLint                   glInternal, glFormat, glType;
1793 } PixelFormatDesc;
1794
1795 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);
1796 #endif