Set the encoding of the Romanian resources to UTF-8.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2002-2003, 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "objbase.h"
41 #include "wine/wined3d.h"
42 #include "wined3d_gl.h"
43 #include "wine/list.h"
44 #include "wine/rbtree.h"
45
46 /* Driver quirks */
47 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT       0x00000001
48 #define WINED3D_QUIRK_SET_TEXCOORD_W            0x00000002
49 #define WINED3D_QUIRK_GLSL_CLIP_VARYING         0x00000004
50 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA     0x00000008
51
52 /* Texture format fixups */
53
54 enum fixup_channel_source
55 {
56     CHANNEL_SOURCE_ZERO = 0,
57     CHANNEL_SOURCE_ONE = 1,
58     CHANNEL_SOURCE_X = 2,
59     CHANNEL_SOURCE_Y = 3,
60     CHANNEL_SOURCE_Z = 4,
61     CHANNEL_SOURCE_W = 5,
62     CHANNEL_SOURCE_YUV0 = 6,
63     CHANNEL_SOURCE_YUV1 = 7,
64 };
65
66 enum yuv_fixup
67 {
68     YUV_FIXUP_YUY2 = 0,
69     YUV_FIXUP_UYVY = 1,
70     YUV_FIXUP_YV12 = 2,
71 };
72
73 #include <pshpack2.h>
74 struct color_fixup_desc
75 {
76     unsigned x_sign_fixup : 1;
77     unsigned x_source : 3;
78     unsigned y_sign_fixup : 1;
79     unsigned y_source : 3;
80     unsigned z_sign_fixup : 1;
81     unsigned z_source : 3;
82     unsigned w_sign_fixup : 1;
83     unsigned w_source : 3;
84 };
85 #include <poppack.h>
86
87 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
88         {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
89
90 static inline struct color_fixup_desc create_color_fixup_desc(
91         int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
92         int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
93 {
94     struct color_fixup_desc fixup =
95     {
96         sign0, src0,
97         sign1, src1,
98         sign2, src2,
99         sign3, src3,
100     };
101     return fixup;
102 }
103
104 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
105 {
106     struct color_fixup_desc fixup =
107     {
108         0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
109         0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
110         0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
111         0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
112     };
113     return fixup;
114 }
115
116 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
117 {
118     return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
119 }
120
121 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
122 {
123     return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
124 }
125
126 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
127 {
128     enum yuv_fixup yuv_fixup = 0;
129     if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
130     if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
131     if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
132     if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
133     return yuv_fixup;
134 }
135
136 void *wined3d_rb_alloc(size_t size);
137 void *wined3d_rb_realloc(void *ptr, size_t size);
138 void wined3d_rb_free(void *ptr);
139
140 /* Device caps */
141 #define MAX_PALETTES            65536
142 #define MAX_STREAMS             16
143 #define MAX_TEXTURES            8
144 #define MAX_FRAGMENT_SAMPLERS   16
145 #define MAX_VERTEX_SAMPLERS     4
146 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
147 #define MAX_ACTIVE_LIGHTS       8
148 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
149
150 /* Used for CreateStateBlock */
151 #define NUM_SAVEDPIXELSTATES_R     35
152 #define NUM_SAVEDPIXELSTATES_T     18
153 #define NUM_SAVEDPIXELSTATES_S     12
154 #define NUM_SAVEDVERTEXSTATES_R    34
155 #define NUM_SAVEDVERTEXSTATES_T    2
156 #define NUM_SAVEDVERTEXSTATES_S    1
157
158 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
159 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
160 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
161 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
162 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
163 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
164
165 typedef enum _WINELOOKUP {
166     WINELOOKUP_WARPPARAM = 0,
167     MAX_LOOKUPS          = 1
168 } WINELOOKUP;
169
170 extern const int minLookup[MAX_LOOKUPS];
171 extern const int maxLookup[MAX_LOOKUPS];
172 extern DWORD *stateLookup[MAX_LOOKUPS];
173
174 struct min_lookup
175 {
176     GLenum mip[WINED3DTEXF_LINEAR + 1];
177 };
178
179 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
180 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
181 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
182 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
183
184 extern const struct filter_lookup filter_lookup_nofilter;
185 extern struct filter_lookup filter_lookup;
186
187 /* float_16_to_32() and float_32_to_16() (see implementation in
188  * surface_base.c) convert 16 bit floats in the FLOAT16 data type
189  * to standard C floats and vice versa. They do not depend on the encoding
190  * of the C float, so they are platform independent, but slow. On x86 and
191  * other IEEE 754 compliant platforms the conversion can be accelerated by
192  * bit shifting the exponent and mantissa. There are also some SSE-based
193  * assembly routines out there.
194  *
195  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
196  */
197 static inline float float_16_to_32(const unsigned short *in) {
198     const unsigned short s = ((*in) & 0x8000);
199     const unsigned short e = ((*in) & 0x7C00) >> 10;
200     const unsigned short m = (*in) & 0x3FF;
201     const float sgn = (s ? -1.0f : 1.0f);
202
203     if(e == 0) {
204         if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
205         else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
206     } else if(e < 31) {
207         return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
208     } else {
209         if(m == 0) return sgn / 0.0f; /* +INF / -INF */
210         else return 0.0f / 0.0f; /* NAN */
211     }
212 }
213
214 static inline float float_24_to_32(DWORD in)
215 {
216     const float sgn = in & 0x800000 ? -1.0f : 1.0f;
217     const unsigned short e = (in & 0x780000) >> 19;
218     const unsigned short m = in & 0x7ffff;
219
220     if (e == 0)
221     {
222         if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
223         else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
224     }
225     else if (e < 15)
226     {
227         return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
228     }
229     else
230     {
231         if (m == 0) return sgn / 0.0f; /* +INF / -INF */
232         else return 0.0f / 0.0f; /* NAN */
233     }
234 }
235
236 /**
237  * Settings 
238  */
239 #define VS_NONE    0
240 #define VS_HW      1
241
242 #define PS_NONE    0
243 #define PS_HW      1
244
245 #define VBO_NONE   0
246 #define VBO_HW     1
247
248 #define NP2_NONE   0
249 #define NP2_REPACK 1
250 #define NP2_NATIVE 2
251
252 #define ORM_BACKBUFFER  0
253 #define ORM_PBUFFER     1
254 #define ORM_FBO         2
255
256 #define SHADER_ARB  1
257 #define SHADER_GLSL 2
258 #define SHADER_ATI  3
259 #define SHADER_NONE 4
260
261 #define RTL_DISABLE   -1
262 #define RTL_AUTO       0
263 #define RTL_READDRAW   1
264 #define RTL_READTEX    2
265 #define RTL_TEXDRAW    3
266 #define RTL_TEXTEX     4
267
268 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
269 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
270
271 /* NOTE: When adding fields to this structure, make sure to update the default
272  * values in wined3d_main.c as well. */
273 typedef struct wined3d_settings_s {
274 /* vertex and pixel shader modes */
275   int vs_mode;
276   int ps_mode;
277   int vbo_mode;
278 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
279     we should use it.  However, until it's fully implemented, we'll leave it as a registry
280     setting for developers. */
281   BOOL glslRequested;
282   int offscreen_rendering_mode;
283   int rendertargetlock_mode;
284   unsigned short pci_vendor_id;
285   unsigned short pci_device_id;
286 /* Memory tracking and object counting */
287   unsigned int emulated_textureram;
288   char *logo;
289   int allow_multisampling;
290 } wined3d_settings_t;
291
292 extern wined3d_settings_t wined3d_settings;
293
294 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
295 {
296     WINED3DSTT_UNKNOWN = 0,
297     WINED3DSTT_1D = 1,
298     WINED3DSTT_2D = 2,
299     WINED3DSTT_CUBE = 3,
300     WINED3DSTT_VOLUME = 4,
301 } WINED3DSAMPLER_TEXTURE_TYPE;
302
303 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
304 {
305     WINED3DSPR_TEMP = 0,
306     WINED3DSPR_INPUT = 1,
307     WINED3DSPR_CONST = 2,
308     WINED3DSPR_ADDR = 3,
309     WINED3DSPR_TEXTURE = 3,
310     WINED3DSPR_RASTOUT = 4,
311     WINED3DSPR_ATTROUT = 5,
312     WINED3DSPR_TEXCRDOUT = 6,
313     WINED3DSPR_OUTPUT = 6,
314     WINED3DSPR_CONSTINT = 7,
315     WINED3DSPR_COLOROUT = 8,
316     WINED3DSPR_DEPTHOUT = 9,
317     WINED3DSPR_SAMPLER = 10,
318     WINED3DSPR_CONST2 = 11,
319     WINED3DSPR_CONST3 = 12,
320     WINED3DSPR_CONST4 = 13,
321     WINED3DSPR_CONSTBOOL = 14,
322     WINED3DSPR_LOOP = 15,
323     WINED3DSPR_TEMPFLOAT16 = 16,
324     WINED3DSPR_MISCTYPE = 17,
325     WINED3DSPR_LABEL = 18,
326     WINED3DSPR_PREDICATE = 19,
327     WINED3DSPR_IMMCONST,
328 } WINED3DSHADER_PARAM_REGISTER_TYPE;
329
330 enum wined3d_immconst_type
331 {
332     WINED3D_IMMCONST_FLOAT,
333     WINED3D_IMMCONST_FLOAT4,
334 };
335
336 typedef enum _WINED3DVS_RASTOUT_OFFSETS
337 {
338     WINED3DSRO_POSITION = 0,
339     WINED3DSRO_FOG = 1,
340     WINED3DSRO_POINT_SIZE = 2,
341 } WINED3DVS_RASTOUT_OFFSETS;
342
343 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
344
345 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
346 {
347     WINED3DSPSM_NONE = 0,
348     WINED3DSPSM_NEG = 1,
349     WINED3DSPSM_BIAS = 2,
350     WINED3DSPSM_BIASNEG = 3,
351     WINED3DSPSM_SIGN = 4,
352     WINED3DSPSM_SIGNNEG = 5,
353     WINED3DSPSM_COMP = 6,
354     WINED3DSPSM_X2 = 7,
355     WINED3DSPSM_X2NEG = 8,
356     WINED3DSPSM_DZ = 9,
357     WINED3DSPSM_DW = 10,
358     WINED3DSPSM_ABS = 11,
359     WINED3DSPSM_ABSNEG = 12,
360     WINED3DSPSM_NOT = 13,
361 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
362
363 #define WINED3DSP_WRITEMASK_0   0x1 /* .x r */
364 #define WINED3DSP_WRITEMASK_1   0x2 /* .y g */
365 #define WINED3DSP_WRITEMASK_2   0x4 /* .z b */
366 #define WINED3DSP_WRITEMASK_3   0x8 /* .w a */
367 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
368
369 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
370 {
371     WINED3DSPDM_NONE = 0,
372     WINED3DSPDM_SATURATE = 1,
373     WINED3DSPDM_PARTIALPRECISION = 2,
374     WINED3DSPDM_MSAMPCENTROID = 4,
375 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
376
377 typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
378 {
379     WINED3DSIO_NOP = 0,
380     WINED3DSIO_MOV = 1,
381     WINED3DSIO_ADD = 2,
382     WINED3DSIO_SUB = 3,
383     WINED3DSIO_MAD = 4,
384     WINED3DSIO_MUL = 5,
385     WINED3DSIO_RCP = 6,
386     WINED3DSIO_RSQ = 7,
387     WINED3DSIO_DP3 = 8,
388     WINED3DSIO_DP4 = 9,
389     WINED3DSIO_MIN = 10,
390     WINED3DSIO_MAX = 11,
391     WINED3DSIO_SLT = 12,
392     WINED3DSIO_SGE = 13,
393     WINED3DSIO_EXP = 14,
394     WINED3DSIO_LOG = 15,
395     WINED3DSIO_LIT = 16,
396     WINED3DSIO_DST = 17,
397     WINED3DSIO_LRP = 18,
398     WINED3DSIO_FRC = 19,
399     WINED3DSIO_M4x4 = 20,
400     WINED3DSIO_M4x3 = 21,
401     WINED3DSIO_M3x4 = 22,
402     WINED3DSIO_M3x3 = 23,
403     WINED3DSIO_M3x2 = 24,
404     WINED3DSIO_CALL = 25,
405     WINED3DSIO_CALLNZ = 26,
406     WINED3DSIO_LOOP = 27,
407     WINED3DSIO_RET = 28,
408     WINED3DSIO_ENDLOOP = 29,
409     WINED3DSIO_LABEL = 30,
410     WINED3DSIO_DCL = 31,
411     WINED3DSIO_POW = 32,
412     WINED3DSIO_CRS = 33,
413     WINED3DSIO_SGN = 34,
414     WINED3DSIO_ABS = 35,
415     WINED3DSIO_NRM = 36,
416     WINED3DSIO_SINCOS = 37,
417     WINED3DSIO_REP = 38,
418     WINED3DSIO_ENDREP = 39,
419     WINED3DSIO_IF = 40,
420     WINED3DSIO_IFC = 41,
421     WINED3DSIO_ELSE = 42,
422     WINED3DSIO_ENDIF = 43,
423     WINED3DSIO_BREAK = 44,
424     WINED3DSIO_BREAKC = 45,
425     WINED3DSIO_MOVA = 46,
426     WINED3DSIO_DEFB = 47,
427     WINED3DSIO_DEFI = 48,
428
429     WINED3DSIO_TEXCOORD = 64,
430     WINED3DSIO_TEXKILL = 65,
431     WINED3DSIO_TEX = 66,
432     WINED3DSIO_TEXBEM = 67,
433     WINED3DSIO_TEXBEML = 68,
434     WINED3DSIO_TEXREG2AR = 69,
435     WINED3DSIO_TEXREG2GB = 70,
436     WINED3DSIO_TEXM3x2PAD = 71,
437     WINED3DSIO_TEXM3x2TEX = 72,
438     WINED3DSIO_TEXM3x3PAD = 73,
439     WINED3DSIO_TEXM3x3TEX = 74,
440     WINED3DSIO_TEXM3x3DIFF = 75,
441     WINED3DSIO_TEXM3x3SPEC = 76,
442     WINED3DSIO_TEXM3x3VSPEC = 77,
443     WINED3DSIO_EXPP = 78,
444     WINED3DSIO_LOGP = 79,
445     WINED3DSIO_CND = 80,
446     WINED3DSIO_DEF = 81,
447     WINED3DSIO_TEXREG2RGB = 82,
448     WINED3DSIO_TEXDP3TEX = 83,
449     WINED3DSIO_TEXM3x2DEPTH = 84,
450     WINED3DSIO_TEXDP3 = 85,
451     WINED3DSIO_TEXM3x3 = 86,
452     WINED3DSIO_TEXDEPTH = 87,
453     WINED3DSIO_CMP = 88,
454     WINED3DSIO_BEM = 89,
455     WINED3DSIO_DP2ADD = 90,
456     WINED3DSIO_DSX = 91,
457     WINED3DSIO_DSY = 92,
458     WINED3DSIO_TEXLDD = 93,
459     WINED3DSIO_SETP = 94,
460     WINED3DSIO_TEXLDL = 95,
461     WINED3DSIO_BREAKP = 96,
462
463     WINED3DSIO_PHASE = 0xfffd,
464     WINED3DSIO_COMMENT = 0xfffe,
465     WINED3DSIO_END = 0Xffff,
466 } WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
467
468 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
469 #define WINED3DSI_TEXLD_PROJECT 1
470 #define WINED3DSI_TEXLD_BIAS    2
471
472 typedef enum COMPARISON_TYPE
473 {
474     COMPARISON_GT = 1,
475     COMPARISON_EQ = 2,
476     COMPARISON_GE = 3,
477     COMPARISON_LT = 4,
478     COMPARISON_NE = 5,
479     COMPARISON_LE = 6,
480 } COMPARISON_TYPE;
481
482 #define WINED3D_SM1_VS  0xfffe
483 #define WINED3D_SM1_PS  0xffff
484 #define WINED3D_SM4_PS  0x0000
485 #define WINED3D_SM4_VS  0x0001
486 #define WINED3D_SM4_GS  0x0002
487
488 /* Shader version tokens, and shader end tokens */
489 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
490 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
491
492 /* Shader backends */
493
494 /* TODO: Make this dynamic, based on shader limits ? */
495 #define MAX_ATTRIBS 16
496 #define MAX_REG_ADDR 1
497 #define MAX_REG_TEMP 32
498 #define MAX_REG_TEXCRD 8
499 #define MAX_REG_INPUT 12
500 #define MAX_REG_OUTPUT 12
501 #define MAX_CONST_I 16
502 #define MAX_CONST_B 16
503
504 /* FIXME: This needs to go up to 2048 for
505  * Shader model 3 according to msdn (and for software shaders) */
506 #define MAX_LABELS 16
507
508 #define SHADER_PGMSIZE 65535
509
510 struct wined3d_shader_buffer
511 {
512     char *buffer;
513     unsigned int bsize;
514     unsigned int lineNo;
515     BOOL newline;
516 };
517
518 enum WINED3D_SHADER_INSTRUCTION_HANDLER
519 {
520     WINED3DSIH_ABS,
521     WINED3DSIH_ADD,
522     WINED3DSIH_BEM,
523     WINED3DSIH_BREAK,
524     WINED3DSIH_BREAKC,
525     WINED3DSIH_BREAKP,
526     WINED3DSIH_CALL,
527     WINED3DSIH_CALLNZ,
528     WINED3DSIH_CMP,
529     WINED3DSIH_CND,
530     WINED3DSIH_CRS,
531     WINED3DSIH_DCL,
532     WINED3DSIH_DEF,
533     WINED3DSIH_DEFB,
534     WINED3DSIH_DEFI,
535     WINED3DSIH_DP2ADD,
536     WINED3DSIH_DP3,
537     WINED3DSIH_DP4,
538     WINED3DSIH_DST,
539     WINED3DSIH_DSX,
540     WINED3DSIH_DSY,
541     WINED3DSIH_ELSE,
542     WINED3DSIH_ENDIF,
543     WINED3DSIH_ENDLOOP,
544     WINED3DSIH_ENDREP,
545     WINED3DSIH_EXP,
546     WINED3DSIH_EXPP,
547     WINED3DSIH_FRC,
548     WINED3DSIH_IF,
549     WINED3DSIH_IFC,
550     WINED3DSIH_LABEL,
551     WINED3DSIH_LIT,
552     WINED3DSIH_LOG,
553     WINED3DSIH_LOGP,
554     WINED3DSIH_LOOP,
555     WINED3DSIH_LRP,
556     WINED3DSIH_M3x2,
557     WINED3DSIH_M3x3,
558     WINED3DSIH_M3x4,
559     WINED3DSIH_M4x3,
560     WINED3DSIH_M4x4,
561     WINED3DSIH_MAD,
562     WINED3DSIH_MAX,
563     WINED3DSIH_MIN,
564     WINED3DSIH_MOV,
565     WINED3DSIH_MOVA,
566     WINED3DSIH_MUL,
567     WINED3DSIH_NOP,
568     WINED3DSIH_NRM,
569     WINED3DSIH_PHASE,
570     WINED3DSIH_POW,
571     WINED3DSIH_RCP,
572     WINED3DSIH_REP,
573     WINED3DSIH_RET,
574     WINED3DSIH_RSQ,
575     WINED3DSIH_SETP,
576     WINED3DSIH_SGE,
577     WINED3DSIH_SGN,
578     WINED3DSIH_SINCOS,
579     WINED3DSIH_SLT,
580     WINED3DSIH_SUB,
581     WINED3DSIH_TEX,
582     WINED3DSIH_TEXBEM,
583     WINED3DSIH_TEXBEML,
584     WINED3DSIH_TEXCOORD,
585     WINED3DSIH_TEXDEPTH,
586     WINED3DSIH_TEXDP3,
587     WINED3DSIH_TEXDP3TEX,
588     WINED3DSIH_TEXKILL,
589     WINED3DSIH_TEXLDD,
590     WINED3DSIH_TEXLDL,
591     WINED3DSIH_TEXM3x2DEPTH,
592     WINED3DSIH_TEXM3x2PAD,
593     WINED3DSIH_TEXM3x2TEX,
594     WINED3DSIH_TEXM3x3,
595     WINED3DSIH_TEXM3x3DIFF,
596     WINED3DSIH_TEXM3x3PAD,
597     WINED3DSIH_TEXM3x3SPEC,
598     WINED3DSIH_TEXM3x3TEX,
599     WINED3DSIH_TEXM3x3VSPEC,
600     WINED3DSIH_TEXREG2AR,
601     WINED3DSIH_TEXREG2GB,
602     WINED3DSIH_TEXREG2RGB,
603     WINED3DSIH_TABLE_SIZE
604 };
605
606 enum wined3d_shader_type
607 {
608     WINED3D_SHADER_TYPE_PIXEL,
609     WINED3D_SHADER_TYPE_VERTEX,
610     WINED3D_SHADER_TYPE_GEOMETRY,
611 };
612
613 struct wined3d_shader_version
614 {
615     enum wined3d_shader_type type;
616     BYTE major;
617     BYTE minor;
618 };
619
620 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
621
622 typedef struct shader_reg_maps
623 {
624     struct wined3d_shader_version shader_version;
625     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
626     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
627     char address[MAX_REG_ADDR];             /* vertex */
628     char labels[MAX_LABELS];                /* pixel, vertex */
629     DWORD *constf;                          /* pixel, vertex */
630     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
631     WORD input_registers;                   /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
632     WORD output_registers;                  /* MAX_REG_OUTPUT, 12 */
633     WORD integer_constants;                 /* MAX_CONST_I, 16 */
634     WORD boolean_constants;                 /* MAX_CONST_B, 16 */
635     WORD local_int_consts;                  /* MAX_CONST_I, 16 */
636     WORD local_bool_consts;                 /* MAX_CONST_B, 16 */
637
638     WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
639     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
640
641     unsigned usesnrm        : 1;
642     unsigned vpos           : 1;
643     unsigned usesdsx        : 1;
644     unsigned usesdsy        : 1;
645     unsigned usestexldd     : 1;
646     unsigned usesmova       : 1;
647     unsigned usesfacing     : 1;
648     unsigned usesrelconstF  : 1;
649     unsigned fog            : 1;
650     unsigned usestexldl     : 1;
651     unsigned usesifc        : 1;
652     unsigned usescall       : 1;
653     unsigned padding        : 4;
654
655     /* Whether or not loops are used in this shader, and nesting depth */
656     unsigned loop_depth;
657     unsigned highest_render_target;
658
659 } shader_reg_maps;
660
661 struct wined3d_shader_context
662 {
663     IWineD3DBaseShader *shader;
664     const struct shader_reg_maps *reg_maps;
665     struct wined3d_shader_buffer *buffer;
666     void *backend_data;
667 };
668
669 struct wined3d_shader_register
670 {
671     WINED3DSHADER_PARAM_REGISTER_TYPE type;
672     UINT idx;
673     const struct wined3d_shader_src_param *rel_addr;
674     enum wined3d_immconst_type immconst_type;
675     DWORD immconst_data[4];
676 };
677
678 struct wined3d_shader_dst_param
679 {
680     struct wined3d_shader_register reg;
681     DWORD write_mask;
682     DWORD modifiers;
683     DWORD shift;
684 };
685
686 struct wined3d_shader_src_param
687 {
688     struct wined3d_shader_register reg;
689     DWORD swizzle;
690     DWORD modifiers;
691 };
692
693 struct wined3d_shader_instruction
694 {
695     const struct wined3d_shader_context *ctx;
696     enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
697     DWORD flags;
698     BOOL coissue;
699     DWORD predicate;
700     UINT dst_count;
701     const struct wined3d_shader_dst_param *dst;
702     UINT src_count;
703     const struct wined3d_shader_src_param *src;
704 };
705
706 struct wined3d_shader_semantic
707 {
708     WINED3DDECLUSAGE usage;
709     UINT usage_idx;
710     WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
711     struct wined3d_shader_dst_param reg;
712 };
713
714 struct wined3d_shader_attribute
715 {
716     WINED3DDECLUSAGE usage;
717     UINT usage_idx;
718 };
719
720 struct wined3d_shader_frontend
721 {
722     void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
723     void (*shader_free)(void *data);
724     void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
725     void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
726     void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
727             struct wined3d_shader_src_param *src_rel_addr);
728     void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
729             struct wined3d_shader_src_param *dst_rel_addr);
730     void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
731     void (*shader_read_comment)(const DWORD **ptr, const char **comment);
732     BOOL (*shader_is_end)(void *data, const DWORD **ptr);
733 };
734
735 extern const struct wined3d_shader_frontend sm1_shader_frontend;
736 extern const struct wined3d_shader_frontend sm4_shader_frontend;
737
738 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
739
740 struct shader_caps {
741     DWORD               VertexShaderVersion;
742     DWORD               MaxVertexShaderConst;
743
744     DWORD               PixelShaderVersion;
745     float               PixelShader1xMaxValue;
746     DWORD               MaxPixelShaderConst;
747
748     WINED3DVSHADERCAPS2_0   VS20Caps;
749     WINED3DPSHADERCAPS2_0   PS20Caps;
750
751     DWORD               MaxVShaderInstructionsExecuted;
752     DWORD               MaxPShaderInstructionsExecuted;
753     DWORD               MaxVertexShader30InstructionSlots;
754     DWORD               MaxPixelShader30InstructionSlots;
755
756     BOOL                VSClipping;
757 };
758
759 enum tex_types
760 {
761     tex_1d       = 0,
762     tex_2d       = 1,
763     tex_3d       = 2,
764     tex_cube     = 3,
765     tex_rect     = 4,
766     tex_type_count = 5,
767 };
768
769 enum vertexprocessing_mode {
770     fixedfunction,
771     vertexshader,
772     pretransformed
773 };
774
775 #define WINED3D_CONST_NUM_UNUSED ~0U
776
777 enum fogmode {
778     FOG_OFF,
779     FOG_LINEAR,
780     FOG_EXP,
781     FOG_EXP2
782 };
783
784 /* Stateblock dependent parameters which have to be hardcoded
785  * into the shader code
786  */
787 struct ps_compile_args {
788     struct color_fixup_desc     color_fixup[MAX_FRAGMENT_SAMPLERS];
789     enum vertexprocessing_mode  vp_mode;
790     enum fogmode                fog;
791     /* Projected textures(ps 1.0-1.3) */
792     /* Texture types(2D, Cube, 3D) in ps 1.x */
793     BOOL                        srgb_correction;
794     WORD                        np2_fixup;
795     /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
796        D3D9 has a limit of 16 samplers and the fixup is superfluous
797        in D3D10 (unconditional NP2 support mandatory). */
798 };
799
800 enum fog_src_type {
801     VS_FOG_Z        = 0,
802     VS_FOG_COORD    = 1
803 };
804
805 struct vs_compile_args {
806     WORD                        fog_src;
807     WORD                        swizzle_map;   /* MAX_ATTRIBS, 16 */
808 };
809
810 typedef struct {
811     void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
812     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
813     void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
814     void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
815     void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
816     void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
817     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
818     void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
819     void (*shader_destroy)(IWineD3DBaseShader *iface);
820     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
821     void (*shader_free_private)(IWineD3DDevice *iface);
822     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
823     void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
824     BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
825     void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
826 } shader_backend_t;
827
828 extern const shader_backend_t glsl_shader_backend;
829 extern const shader_backend_t arb_program_shader_backend;
830 extern const shader_backend_t none_shader_backend;
831
832 /* X11 locking */
833
834 extern void (* CDECL wine_tsx11_lock_ptr)(void);
835 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
836
837 /* As GLX relies on X, this is needed */
838 extern int num_lock;
839
840 #if 0
841 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
842 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
843 #else
844 #define ENTER_GL() wine_tsx11_lock_ptr()
845 #define LEAVE_GL() wine_tsx11_unlock_ptr()
846 #endif
847
848 /*****************************************************************************
849  * Defines
850  */
851
852 /* GL related defines */
853 /* ------------------ */
854 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
855 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
856 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
857 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
858
859 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
860 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
861 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
862 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
863
864 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
865 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
866 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
867 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
868
869 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
870   (vec)[0] = D3DCOLOR_R(dw); \
871   (vec)[1] = D3DCOLOR_G(dw); \
872   (vec)[2] = D3DCOLOR_B(dw); \
873   (vec)[3] = D3DCOLOR_A(dw); \
874 } while(0)
875
876 /* DirectX Device Limits */
877 /* --------------------- */
878 #define MAX_MIP_LEVELS 32  /* Maximum number of mipmap levels. */
879 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
880                             See MaxStreams in MSDN under GetDeviceCaps */
881 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
882
883 /* Checking of API calls */
884 /* --------------------- */
885 #ifndef WINE_NO_DEBUG_MSGS
886 #define checkGLcall(A)                                          \
887 do {                                                            \
888     GLint err = glGetError();                                   \
889     if (err == GL_NO_ERROR) {                                   \
890        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
891                                                                 \
892     } else do {                                                 \
893         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
894             debug_glerror(err), err, A, __FILE__, __LINE__);    \
895        err = glGetError();                                      \
896     } while (err != GL_NO_ERROR);                               \
897 } while(0)
898 #else
899 #define checkGLcall(A) do {} while(0)
900 #endif
901
902 /* Trace routines / diagnostics */
903 /* ---------------------------- */
904
905 /* Dump out a matrix and copy it */
906 #define conv_mat(mat,gl_mat)                                                                \
907 do {                                                                                        \
908     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
909     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
910     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
911     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
912     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
913 } while (0)
914
915 /* Macro to dump out the current state of the light chain */
916 #define DUMP_LIGHT_CHAIN()                    \
917 do {                                          \
918   PLIGHTINFOEL *el = This->stateBlock->lights;\
919   while (el) {                                \
920     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
921     el = el->next;                            \
922   }                                           \
923 } while(0)
924
925 /* Trace vector and strided data information */
926 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
927 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
928         si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
929         si->elements[name].buffer_object, si->elements[name].stream_idx);
930
931 /* Defines used for optimizations */
932
933 /*    Only reapply what is necessary */
934 #define REAPPLY_ALPHAOP  0x0001
935 #define REAPPLY_ALL      0xFFFF
936
937 /* Advance declaration of structures to satisfy compiler */
938 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
939 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
940 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
941 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
942
943 /* Global variables */
944 extern const float identity[16];
945
946 /*****************************************************************************
947  * Compilable extra diagnostics
948  */
949
950 /* Trace information per-vertex: (extremely high amount of trace) */
951 #if 0 /* NOTE: Must be 0 in cvs */
952 # define VTRACE(A) TRACE A
953 #else 
954 # define VTRACE(A) 
955 #endif
956
957 /* TODO: Confirm each of these works when wined3d move completed */
958 #if 0 /* NOTE: Must be 0 in cvs */
959   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
960      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
961      is enabled, and if it doesn't exist it is disabled. */
962 # define FRAME_DEBUGGING
963   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
964       the file is deleted                                                                            */
965 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
966 #  define SINGLE_FRAME_DEBUGGING
967 # endif  
968   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
969      It can only be enabled when FRAME_DEBUGGING is also enabled                               
970      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
971      array is drawn.                                                                            */
972 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
973 #  define SHOW_FRAME_MAKEUP 1
974 # endif  
975   /* The following, when enabled, lets you see the makeup of the all the textures used during each
976      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
977      The contents of the textures assigned to each stage are written into 
978      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
979 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
980 #  define SHOW_TEXTURE_MAKEUP 0
981 # endif  
982 extern BOOL isOn;
983 extern BOOL isDumpingFrames;
984 extern LONG primCounter;
985 #endif
986
987 enum wined3d_ffp_idx
988 {
989     WINED3D_FFP_POSITION = 0,
990     WINED3D_FFP_BLENDWEIGHT = 1,
991     WINED3D_FFP_BLENDINDICES = 2,
992     WINED3D_FFP_NORMAL = 3,
993     WINED3D_FFP_PSIZE = 4,
994     WINED3D_FFP_DIFFUSE = 5,
995     WINED3D_FFP_SPECULAR = 6,
996     WINED3D_FFP_TEXCOORD0 = 7,
997     WINED3D_FFP_TEXCOORD1 = 8,
998     WINED3D_FFP_TEXCOORD2 = 9,
999     WINED3D_FFP_TEXCOORD3 = 10,
1000     WINED3D_FFP_TEXCOORD4 = 11,
1001     WINED3D_FFP_TEXCOORD5 = 12,
1002     WINED3D_FFP_TEXCOORD6 = 13,
1003     WINED3D_FFP_TEXCOORD7 = 14,
1004 };
1005
1006 enum wined3d_ffp_emit_idx
1007 {
1008     WINED3D_FFP_EMIT_FLOAT1 = 0,
1009     WINED3D_FFP_EMIT_FLOAT2 = 1,
1010     WINED3D_FFP_EMIT_FLOAT3 = 2,
1011     WINED3D_FFP_EMIT_FLOAT4 = 3,
1012     WINED3D_FFP_EMIT_D3DCOLOR = 4,
1013     WINED3D_FFP_EMIT_UBYTE4 = 5,
1014     WINED3D_FFP_EMIT_SHORT2 = 6,
1015     WINED3D_FFP_EMIT_SHORT4 = 7,
1016     WINED3D_FFP_EMIT_UBYTE4N = 8,
1017     WINED3D_FFP_EMIT_SHORT2N = 9,
1018     WINED3D_FFP_EMIT_SHORT4N = 10,
1019     WINED3D_FFP_EMIT_USHORT2N = 11,
1020     WINED3D_FFP_EMIT_USHORT4N = 12,
1021     WINED3D_FFP_EMIT_UDEC3 = 13,
1022     WINED3D_FFP_EMIT_DEC3N = 14,
1023     WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1024     WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1025     WINED3D_FFP_EMIT_COUNT = 17
1026 };
1027
1028 struct wined3d_stream_info_element
1029 {
1030     const struct GlPixelFormatDesc *format_desc;
1031     GLsizei stride;
1032     const BYTE *data;
1033     UINT stream_idx;
1034     GLuint buffer_object;
1035 };
1036
1037 struct wined3d_stream_info
1038 {
1039     struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1040     BOOL position_transformed;
1041     WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1042     WORD use_map; /* MAX_ATTRIBS, 16 */
1043 };
1044
1045 /*****************************************************************************
1046  * Prototypes
1047  */
1048
1049 /* Routine common to the draw primitive and draw indexed primitive routines */
1050 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
1051         UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
1052 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
1053
1054 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1055 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1056 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
1057 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
1058 extern glAttribFunc specular_func_3ubv;
1059 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
1060 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
1061 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
1062
1063 #define eps 1e-8
1064
1065 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1066     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1067
1068 /* Routines and structures related to state management */
1069 typedef struct WineD3DContext WineD3DContext;
1070 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
1071
1072 #define STATE_RENDER(a) (a)
1073 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1074
1075 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1076 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1077
1078 /* + 1 because samplers start with 0 */
1079 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1080 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1081
1082 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1083 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1084
1085 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1086 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1087
1088 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1089 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1090 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1091 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1092
1093 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1094 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1095
1096 #define STATE_VSHADER (STATE_VDECL + 1)
1097 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1098
1099 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1100 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1101
1102 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1103 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1104 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1105 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1106
1107 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1108 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1109
1110 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1111 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1112
1113 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1114 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1115
1116 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1117
1118 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1119
1120 #define STATE_HIGHEST (STATE_FRONTFACE)
1121
1122 struct StateEntry
1123 {
1124     DWORD               representative;
1125     APPLYSTATEFUNC      apply;
1126 };
1127
1128 struct StateEntryTemplate
1129 {
1130     DWORD               state;
1131     struct StateEntry   content;
1132     GL_SupportedExt     extension;
1133 };
1134
1135 struct fragment_caps {
1136     DWORD               PrimitiveMiscCaps;
1137
1138     DWORD               TextureOpCaps;
1139     DWORD               MaxTextureBlendStages;
1140     DWORD               MaxSimultaneousTextures;
1141 };
1142
1143 struct fragment_pipeline {
1144     void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1145     void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
1146     HRESULT (*alloc_private)(IWineD3DDevice *iface);
1147     void (*free_private)(IWineD3DDevice *iface);
1148     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1149     const struct StateEntryTemplate *states;
1150     BOOL ffp_proj_control;
1151 };
1152
1153 extern const struct StateEntryTemplate misc_state_template[];
1154 extern const struct StateEntryTemplate ffp_vertexstate_template[];
1155 extern const struct fragment_pipeline ffp_fragment_pipeline;
1156 extern const struct fragment_pipeline atifs_fragment_pipeline;
1157 extern const struct fragment_pipeline arbfp_fragment_pipeline;
1158 extern const struct fragment_pipeline nvts_fragment_pipeline;
1159 extern const struct fragment_pipeline nvrc_fragment_pipeline;
1160
1161 /* "Base" state table */
1162 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1163         const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
1164         const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
1165
1166 /* Shaders for color conversions in blits */
1167 struct blit_shader {
1168     HRESULT (*alloc_private)(IWineD3DDevice *iface);
1169     void (*free_private)(IWineD3DDevice *iface);
1170     HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1171             GLenum textype, UINT width, UINT height);
1172     void (*unset_shader)(IWineD3DDevice *iface);
1173     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1174 };
1175
1176 extern const struct blit_shader ffp_blit;
1177 extern const struct blit_shader arbfp_blit;
1178
1179 enum fogsource {
1180     FOGSOURCE_FFP,
1181     FOGSOURCE_VS,
1182     FOGSOURCE_COORD,
1183 };
1184
1185 #define WINED3D_MAX_FBO_ENTRIES 64
1186
1187 /* The new context manager that should deal with onscreen and offscreen rendering */
1188 struct WineD3DContext {
1189     /* State dirtification
1190      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1191      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1192      * 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
1193      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1194      */
1195     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1196     DWORD                   numDirtyEntries;
1197     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1198
1199     IWineD3DSurface         *surface;
1200     DWORD                   tid;    /* Thread ID which owns this context at the moment */
1201
1202     /* Stores some information about the context state for optimization */
1203     WORD draw_buffer_dirty : 1;
1204     WORD last_was_rhw : 1;              /* true iff last draw_primitive was in xyzrhw mode */
1205     WORD last_was_pshader : 1;
1206     WORD last_was_vshader : 1;
1207     WORD namedArraysLoaded : 1;
1208     WORD numberedArraysLoaded : 1;
1209     WORD last_was_blit : 1;
1210     WORD last_was_ckey : 1;
1211     WORD fog_coord : 1;
1212     WORD isPBuffer : 1;
1213     WORD fog_enabled : 1;
1214     WORD num_untracked_materials : 2;   /* Max value 2 */
1215     WORD padding : 3;
1216     BYTE texShaderBumpMap;              /* MAX_TEXTURES, 8 */
1217     BYTE lastWasPow2Texture;            /* MAX_TEXTURES, 8 */
1218     DWORD                   numbered_array_mask;
1219     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
1220     GLenum                  untracked_materials[2];
1221     UINT                    blit_w, blit_h;
1222     enum fogsource          fog_source;
1223
1224     char                    *vshader_const_dirty, *pshader_const_dirty;
1225
1226     /* The actual opengl context */
1227     HGLRC                   glCtx;
1228     HWND                    win_handle;
1229     HDC                     hdc;
1230     HPBUFFERARB             pbuffer;
1231     GLint                   aux_buffers;
1232
1233     /* FBOs */
1234     UINT                    fbo_entry_count;
1235     struct list             fbo_list;
1236     struct fbo_entry        *current_fbo;
1237     GLuint                  src_fbo;
1238     GLuint                  dst_fbo;
1239
1240     /* Extension emulation */
1241     GLint                   gl_fog_source;
1242     GLfloat                 fog_coord_value;
1243     GLfloat                 color[4], fogstart, fogend, fogcolor[4];
1244     GLuint                  dummy_arbfp_prog;
1245 };
1246
1247 typedef enum ContextUsage {
1248     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
1249     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
1250     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
1251     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
1252 } ContextUsage;
1253
1254 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
1255 WineD3DContext *getActiveContext(void);
1256 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
1257 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
1258 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1259 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
1260 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1261 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1262 void context_set_last_device(IWineD3DDeviceImpl *device);
1263
1264 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1265 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1266
1267 /* Macros for doing basic GPU detection based on opengl capabilities */
1268 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1269 #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])
1270 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1271 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1272
1273 /* Default callbacks for implicit object destruction */
1274 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1275
1276 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1277
1278 /*****************************************************************************
1279  * Internal representation of a light
1280  */
1281 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1282 struct PLIGHTINFOEL {
1283     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1284     DWORD        OriginalIndex;
1285     LONG         glIndex;
1286     BOOL         changed;
1287     BOOL         enabledChanged;
1288     BOOL         enabled;
1289
1290     /* Converted parms to speed up swapping lights */
1291     float                         lightPosn[4];
1292     float                         lightDirn[4];
1293     float                         exponent;
1294     float                         cutoff;
1295
1296     struct list entry;
1297 };
1298
1299 /* The default light parameters */
1300 extern const WINED3DLIGHT WINED3D_default_light;
1301
1302 typedef struct WineD3D_PixelFormat
1303 {
1304     int iPixelFormat; /* WGL pixel format */
1305     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1306     int redSize, greenSize, blueSize, alphaSize;
1307     int depthSize, stencilSize;
1308     BOOL windowDrawable;
1309     BOOL pbufferDrawable;
1310     BOOL doubleBuffer;
1311     int auxBuffers;
1312     int numSamples;
1313 } WineD3D_PixelFormat;
1314
1315 /* The adapter structure */
1316 struct WineD3DAdapter
1317 {
1318     UINT                    num;
1319     BOOL                    opengl;
1320     POINT                   monitorPoint;
1321     WineD3D_GL_Info         gl_info;
1322     const char              *driver;
1323     const char              *description;
1324     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1325     int                     nCfgs;
1326     WineD3D_PixelFormat     *cfgs;
1327     BOOL                    brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1328     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1329     unsigned int            UsedTextureRam;
1330 };
1331
1332 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
1333 BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info);
1334 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1335 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
1336
1337 /*****************************************************************************
1338  * High order patch management
1339  */
1340 struct WineD3DRectPatch
1341 {
1342     UINT                            Handle;
1343     float                          *mem;
1344     WineDirect3DVertexStridedData   strided;
1345     WINED3DRECTPATCH_INFO           RectPatchInfo;
1346     float                           numSegs[4];
1347     char                            has_normals, has_texcoords;
1348     struct list                     entry;
1349 };
1350
1351 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1352
1353 enum projection_types
1354 {
1355     proj_none    = 0,
1356     proj_count3  = 1,
1357     proj_count4  = 2
1358 };
1359
1360 enum dst_arg
1361 {
1362     resultreg    = 0,
1363     tempreg      = 1
1364 };
1365
1366 /*****************************************************************************
1367  * Fixed function pipeline replacements
1368  */
1369 #define ARG_UNUSED          0xff
1370 struct texture_stage_op
1371 {
1372     unsigned                cop : 8;
1373     unsigned                carg1 : 8;
1374     unsigned                carg2 : 8;
1375     unsigned                carg0 : 8;
1376
1377     unsigned                aop : 8;
1378     unsigned                aarg1 : 8;
1379     unsigned                aarg2 : 8;
1380     unsigned                aarg0 : 8;
1381
1382     struct color_fixup_desc color_fixup;
1383     unsigned                tex_type : 3;
1384     unsigned                dst : 1;
1385     unsigned                projected : 2;
1386     unsigned                padding : 10;
1387 };
1388
1389 struct ffp_frag_settings {
1390     struct texture_stage_op     op[MAX_TEXTURES];
1391     enum fogmode fog;
1392     /* Use shorts instead of chars to get dword alignment */
1393     unsigned short sRGB_write;
1394     unsigned short emul_clipplanes;
1395 };
1396
1397 struct ffp_frag_desc
1398 {
1399     struct wine_rb_entry entry;
1400     struct ffp_frag_settings    settings;
1401 };
1402
1403 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions;
1404
1405 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1406 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1407         const struct ffp_frag_settings *settings);
1408 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc);
1409
1410 /*****************************************************************************
1411  * IWineD3D implementation structure
1412  */
1413 typedef struct IWineD3DImpl
1414 {
1415     /* IUnknown fields */
1416     const IWineD3DVtbl     *lpVtbl;
1417     LONG                    ref;     /* Note: Ref counting not required */
1418
1419     /* WineD3D Information */
1420     IUnknown               *parent;
1421     UINT                    dxVersion;
1422
1423     UINT adapter_count;
1424     struct WineD3DAdapter adapters[1];
1425 } IWineD3DImpl;
1426
1427 extern const IWineD3DVtbl IWineD3D_Vtbl;
1428
1429 BOOL InitAdapters(IWineD3DImpl *This);
1430
1431 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1432 (since it will break quite a few things until contexts are managed properly!) */
1433 extern BOOL pbuffer_support;
1434 /* allocate one pbuffer per surface */
1435 extern BOOL pbuffer_per_surface;
1436
1437 /* A helper function that dumps a resource list */
1438 void dumpResources(struct list *list);
1439
1440 /*****************************************************************************
1441  * IWineD3DDevice implementation structure
1442  */
1443 #define WINED3D_UNMAPPED_STAGE ~0U
1444
1445 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1446 #define WINED3DCREATE_MULTITHREADED 0x00000004
1447
1448 struct IWineD3DDeviceImpl
1449 {
1450     /* IUnknown fields      */
1451     const IWineD3DDeviceVtbl *lpVtbl;
1452     LONG                    ref;     /* Note: Ref counting not required */
1453
1454     /* WineD3D Information  */
1455     IUnknown               *parent;
1456     IWineD3DDeviceParent   *device_parent;
1457     IWineD3D               *wineD3D;
1458     struct WineD3DAdapter  *adapter;
1459
1460     /* Window styles to restore when switching fullscreen mode */
1461     LONG                    style;
1462     LONG                    exStyle;
1463
1464     /* X and GL Information */
1465     GLint                   maxConcurrentLights;
1466     GLenum                  offscreenBuffer;
1467
1468     /* Selected capabilities */
1469     int vs_selected_mode;
1470     int ps_selected_mode;
1471     const shader_backend_t *shader_backend;
1472     void *shader_priv;
1473     void *fragment_priv;
1474     void *blit_priv;
1475     struct StateEntry StateTable[STATE_HIGHEST + 1];
1476     /* Array of functions for states which are handled by more than one pipeline part */
1477     APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1478     const struct fragment_pipeline *frag_pipe;
1479     const struct blit_shader *blitter;
1480
1481     unsigned int max_ffp_textures, max_ffp_texture_stages;
1482     DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1483     DWORD vs_clipping;
1484
1485     WORD view_ident : 1;                /* true iff view matrix is identity */
1486     WORD untransformed : 1;
1487     WORD vertexBlendUsed : 1;           /* To avoid needless setting of the blend matrices */
1488     WORD isRecordingState : 1;
1489     WORD isInDraw : 1;
1490     WORD render_offscreen : 1;
1491     WORD bCursorVisible : 1;
1492     WORD haveHardwareCursor : 1;
1493     WORD d3d_initialized : 1;
1494     WORD inScene : 1;                   /* A flag to check for proper BeginScene / EndScene call pairs */
1495     WORD softwareVertexProcessing : 1;  /* process vertex shaders using software or hardware */
1496     WORD useDrawStridedSlow : 1;
1497     WORD instancedDraw : 1;
1498     WORD padding : 3;
1499
1500     BYTE fixed_function_usage_map;      /* MAX_TEXTURES, 8 */
1501
1502 #define DDRAW_PITCH_ALIGNMENT 8
1503 #define D3D8_PITCH_ALIGNMENT 4
1504     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
1505
1506     /* State block related */
1507     IWineD3DStateBlockImpl *stateBlock;
1508     IWineD3DStateBlockImpl *updateStateBlock;
1509
1510     /* Internal use fields  */
1511     WINED3DDEVICE_CREATION_PARAMETERS createParms;
1512     UINT                            adapterNo;
1513     WINED3DDEVTYPE                  devType;
1514
1515     IWineD3DSwapChain     **swapchains;
1516     UINT                    NumberOfSwapChains;
1517
1518     struct list             resources; /* a linked list to track resources created by the device */
1519     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
1520     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
1521
1522     /* Render Target Support */
1523     IWineD3DSurface       **render_targets;
1524     IWineD3DSurface        *auto_depth_stencil_buffer;
1525     IWineD3DSurface        *stencilBufferTarget;
1526
1527     /* Caches to avoid unneeded context changes */
1528     IWineD3DSurface        *lastActiveRenderTarget;
1529     IWineD3DSwapChain      *lastActiveSwapChain;
1530
1531     /* palettes texture management */
1532     UINT                    NumberOfPalettes;
1533     PALETTEENTRY            **palettes;
1534     UINT                    currentPalette;
1535     UINT                    paletteConversionShader;
1536
1537     /* For rendering to a texture using glCopyTexImage */
1538     GLenum                  *draw_buffers;
1539     GLuint                  depth_blt_texture;
1540     GLuint                  depth_blt_rb;
1541     UINT                    depth_blt_rb_w;
1542     UINT                    depth_blt_rb_h;
1543
1544     /* Cursor management */
1545     UINT                    xHotSpot;
1546     UINT                    yHotSpot;
1547     UINT                    xScreenSpace;
1548     UINT                    yScreenSpace;
1549     UINT                    cursorWidth, cursorHeight;
1550     GLuint                  cursorTexture;
1551     HCURSOR                 hardwareCursor;
1552
1553     /* The Wine logo surface */
1554     IWineD3DSurface        *logo_surface;
1555
1556     /* Textures for when no other textures are mapped */
1557     UINT                          dummyTextureName[MAX_TEXTURES];
1558
1559     /* Device state management */
1560     HRESULT                 state;
1561
1562     /* DirectDraw stuff */
1563     DWORD ddraw_width, ddraw_height;
1564     WINED3DFORMAT ddraw_format;
1565
1566     /* Final position fixup constant */
1567     float                       posFixup[4];
1568
1569     /* With register combiners we can skip junk texture stages */
1570     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
1571     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1572
1573     /* Stream source management */
1574     struct wined3d_stream_info strided_streams;
1575     const WineDirect3DVertexStridedData *up_strided;
1576
1577     /* Context management */
1578     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
1579     WineD3DContext          *activeContext;
1580     DWORD                   lastThread;
1581     UINT                    numContexts;
1582     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
1583     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1584
1585     /* High level patch management */
1586 #define PATCHMAP_SIZE 43
1587 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1588     struct list             patches[PATCHMAP_SIZE];
1589     struct WineD3DRectPatch *currentPatch;
1590 };
1591
1592 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1593
1594 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1595 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1596 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1597         BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1598 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1599         const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1600 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
1601                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1602                                         float Z, DWORD Stencil);
1603 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1604 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1605 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1606     DWORD idx = state >> 5;
1607     BYTE shift = state & 0x1f;
1608     return context->isStateDirty[idx] & (1 << shift);
1609 }
1610
1611 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1612 typedef struct PrivateData
1613 {
1614     struct list entry;
1615
1616     GUID tag;
1617     DWORD flags; /* DDSPD_* */
1618
1619     union
1620     {
1621         LPVOID data;
1622         LPUNKNOWN object;
1623     } ptr;
1624
1625     DWORD size;
1626 } PrivateData;
1627
1628 /*****************************************************************************
1629  * IWineD3DResource implementation structure
1630  */
1631 typedef struct IWineD3DResourceClass
1632 {
1633     /* IUnknown fields */
1634     LONG                    ref;     /* Note: Ref counting not required */
1635
1636     /* WineD3DResource Information */
1637     IUnknown               *parent;
1638     WINED3DRESOURCETYPE     resourceType;
1639     IWineD3DDeviceImpl     *wineD3DDevice;
1640     WINED3DPOOL             pool;
1641     UINT                    size;
1642     DWORD                   usage;
1643     const struct GlPixelFormatDesc *format_desc;
1644     DWORD                   priority;
1645     BYTE                   *allocatedMemory; /* Pointer to the real data location */
1646     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
1647     struct list             privateData;
1648     struct list             resource_list_entry;
1649
1650 } IWineD3DResourceClass;
1651
1652 typedef struct IWineD3DResourceImpl
1653 {
1654     /* IUnknown & WineD3DResource Information     */
1655     const IWineD3DResourceVtbl *lpVtbl;
1656     IWineD3DResourceClass   resource;
1657 } IWineD3DResourceImpl;
1658
1659 void resource_cleanup(IWineD3DResource *iface);
1660 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1661 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1662 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1663 DWORD resource_get_priority(IWineD3DResource *iface);
1664 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1665         void *data, DWORD *data_size);
1666 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1667         IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1668         WINED3DPOOL pool, IUnknown *parent);
1669 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1670 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1671 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1672         const void *data, DWORD data_size, DWORD flags);
1673
1674 /* Tests show that the start address of resources is 32 byte aligned */
1675 #define RESOURCE_ALIGNMENT 32
1676
1677 /*****************************************************************************
1678  * IWineD3DBaseTexture D3D- > openGL state map lookups
1679  */
1680
1681 typedef enum winetexturestates {
1682     WINED3DTEXSTA_ADDRESSU       = 0,
1683     WINED3DTEXSTA_ADDRESSV       = 1,
1684     WINED3DTEXSTA_ADDRESSW       = 2,
1685     WINED3DTEXSTA_BORDERCOLOR    = 3,
1686     WINED3DTEXSTA_MAGFILTER      = 4,
1687     WINED3DTEXSTA_MINFILTER      = 5,
1688     WINED3DTEXSTA_MIPFILTER      = 6,
1689     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1690     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1691     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1692     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1693     WINED3DTEXSTA_DMAPOFFSET     = 11,
1694     WINED3DTEXSTA_TSSADDRESSW    = 12,
1695     MAX_WINETEXTURESTATES        = 13,
1696 } winetexturestates;
1697
1698 enum WINED3DSRGB
1699 {
1700     SRGB_ANY                                = 0,    /* Uses the cached value(e.g. external calls) */
1701     SRGB_RGB                                = 1,    /* Loads the rgb texture */
1702     SRGB_SRGB                               = 2,    /* Loads the srgb texture */
1703     SRGB_BOTH                               = 3,    /* Loads both textures */
1704 };
1705
1706 /*****************************************************************************
1707  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1708  */
1709 typedef struct IWineD3DBaseTextureClass
1710 {
1711     DWORD                   states[MAX_WINETEXTURESTATES];
1712     DWORD                   srgbstates[MAX_WINETEXTURESTATES];
1713     UINT                    levels;
1714     BOOL                    dirty, srgbDirty;
1715     UINT                    textureName, srgbTextureName;
1716     float                   pow2Matrix[16];
1717     UINT                    LOD;
1718     WINED3DTEXTUREFILTERTYPE filterType;
1719     LONG                    bindCount;
1720     DWORD                   sampler;
1721     BOOL                    is_srgb;
1722     BOOL                    pow2Matrix_identity;
1723     const struct min_lookup *minMipLookup;
1724     const GLenum            *magLookup;
1725     void                    (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1726 } IWineD3DBaseTextureClass;
1727
1728 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1729
1730 typedef struct IWineD3DBaseTextureImpl
1731 {
1732     /* IUnknown & WineD3DResource Information     */
1733     const IWineD3DBaseTextureVtbl *lpVtbl;
1734     IWineD3DResourceClass     resource;
1735     IWineD3DBaseTextureClass  baseTexture;
1736
1737 } IWineD3DBaseTextureImpl;
1738
1739 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1740         const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1741         const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1742 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1743 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1744 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1745 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1746 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1747 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1748 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1749 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1750         IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1751         WINED3DPOOL pool, IUnknown *parent);
1752 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1753 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1754 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1755 void basetexture_unload(IWineD3DBaseTexture *iface);
1756 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1757     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1758     This->baseTexture.is_srgb = srgb;
1759 }
1760
1761 /*****************************************************************************
1762  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1763  */
1764 typedef struct IWineD3DTextureImpl
1765 {
1766     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1767     const IWineD3DTextureVtbl *lpVtbl;
1768     IWineD3DResourceClass     resource;
1769     IWineD3DBaseTextureClass  baseTexture;
1770
1771     /* IWineD3DTexture */
1772     IWineD3DSurface          *surfaces[MAX_MIP_LEVELS];
1773     UINT                      target;
1774     BOOL                      cond_np2;
1775
1776 } IWineD3DTextureImpl;
1777
1778 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1779
1780 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1781         IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1782
1783 /*****************************************************************************
1784  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1785  */
1786 typedef struct IWineD3DCubeTextureImpl
1787 {
1788     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1789     const IWineD3DCubeTextureVtbl *lpVtbl;
1790     IWineD3DResourceClass     resource;
1791     IWineD3DBaseTextureClass  baseTexture;
1792
1793     /* IWineD3DCubeTexture */
1794     IWineD3DSurface          *surfaces[6][MAX_MIP_LEVELS];
1795 } IWineD3DCubeTextureImpl;
1796
1797 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1798
1799 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1800         IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1801
1802 typedef struct _WINED3DVOLUMET_DESC
1803 {
1804     UINT                    Width;
1805     UINT                    Height;
1806     UINT                    Depth;
1807 } WINED3DVOLUMET_DESC;
1808
1809 /*****************************************************************************
1810  * IWineD3DVolume implementation structure (extends IUnknown)
1811  */
1812 typedef struct IWineD3DVolumeImpl
1813 {
1814     /* IUnknown & WineD3DResource fields */
1815     const IWineD3DVolumeVtbl  *lpVtbl;
1816     IWineD3DResourceClass      resource;
1817
1818     /* WineD3DVolume Information */
1819     WINED3DVOLUMET_DESC      currentDesc;
1820     IWineD3DBase            *container;
1821     BOOL                    lockable;
1822     BOOL                    locked;
1823     WINED3DBOX              lockedBox;
1824     WINED3DBOX              dirtyBox;
1825     BOOL                    dirty;
1826 } IWineD3DVolumeImpl;
1827
1828 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1829
1830 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1831
1832 /*****************************************************************************
1833  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1834  */
1835 typedef struct IWineD3DVolumeTextureImpl
1836 {
1837     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1838     const IWineD3DVolumeTextureVtbl *lpVtbl;
1839     IWineD3DResourceClass     resource;
1840     IWineD3DBaseTextureClass  baseTexture;
1841
1842     /* IWineD3DVolumeTexture */
1843     IWineD3DVolume           *volumes[MAX_MIP_LEVELS];
1844 } IWineD3DVolumeTextureImpl;
1845
1846 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1847
1848 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height, UINT depth, UINT levels,
1849         IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1850
1851 typedef struct _WINED3DSURFACET_DESC
1852 {
1853     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1854     DWORD                   MultiSampleQuality;
1855     UINT                    Width;
1856     UINT                    Height;
1857 } WINED3DSURFACET_DESC;
1858
1859 /*****************************************************************************
1860  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1861  */
1862 typedef struct wineD3DSurface_DIB {
1863     HBITMAP DIBsection;
1864     void* bitmap_data;
1865     UINT bitmap_size;
1866     HGDIOBJ holdbitmap;
1867     BOOL client_memory;
1868 } wineD3DSurface_DIB;
1869
1870 typedef struct {
1871     struct list entry;
1872     GLuint id;
1873     UINT width;
1874     UINT height;
1875 } renderbuffer_entry_t;
1876
1877 struct fbo_entry
1878 {
1879     struct list entry;
1880     IWineD3DSurface **render_targets;
1881     IWineD3DSurface *depth_stencil;
1882     BOOL attached;
1883     GLuint id;
1884 };
1885
1886 /*****************************************************************************
1887  * IWineD3DClipp implementation structure
1888  */
1889 typedef struct IWineD3DClipperImpl
1890 {
1891     const IWineD3DClipperVtbl *lpVtbl;
1892     LONG ref;
1893
1894     IUnknown *Parent;
1895     HWND hWnd;
1896 } IWineD3DClipperImpl;
1897
1898
1899 /*****************************************************************************
1900  * IWineD3DSurface implementation structure
1901  */
1902 struct IWineD3DSurfaceImpl
1903 {
1904     /* IUnknown & IWineD3DResource Information     */
1905     const IWineD3DSurfaceVtbl *lpVtbl;
1906     IWineD3DResourceClass     resource;
1907
1908     /* IWineD3DSurface fields */
1909     IWineD3DBase              *container;
1910     WINED3DSURFACET_DESC      currentDesc;
1911     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1912     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1913
1914     /* TODO: move this off into a management class(maybe!) */
1915     DWORD                      Flags;
1916
1917     UINT                      pow2Width;
1918     UINT                      pow2Height;
1919
1920     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1921     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1922
1923     /* Oversized texture */
1924     RECT                      glRect;
1925
1926     /* PBO */
1927     GLuint                    pbo;
1928     GLuint texture_name;
1929     GLuint texture_name_srgb;
1930     GLint texture_level;
1931     GLenum texture_target;
1932
1933     RECT                      lockedRect;
1934     RECT                      dirtyRect;
1935     int                       lockCount;
1936 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1937
1938     /* For GetDC */
1939     wineD3DSurface_DIB        dib;
1940     HDC                       hDC;
1941
1942     /* Color keys for DDraw */
1943     WINEDDCOLORKEY            DestBltCKey;
1944     WINEDDCOLORKEY            DestOverlayCKey;
1945     WINEDDCOLORKEY            SrcOverlayCKey;
1946     WINEDDCOLORKEY            SrcBltCKey;
1947     DWORD                     CKeyFlags;
1948
1949     WINEDDCOLORKEY            glCKey;
1950
1951     struct list               renderbuffers;
1952     renderbuffer_entry_t      *current_renderbuffer;
1953
1954     /* DirectDraw clippers */
1955     IWineD3DClipper           *clipper;
1956
1957     /* DirectDraw Overlay handling */
1958     RECT                      overlay_srcrect;
1959     RECT                      overlay_destrect;
1960     IWineD3DSurfaceImpl       *overlay_dest;
1961     struct list               overlays;
1962     struct list               overlay_entry;
1963 };
1964
1965 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1966 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1967
1968 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height);
1969 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This);
1970 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
1971         UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
1972         UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1973         WINED3DPOOL pool, IUnknown *parent);
1974
1975 /* Predeclare the shared Surface functions */
1976 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1977 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1978 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1979 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1980 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1981 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1982 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1983 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1984 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1985 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1986 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1987 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1988 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1989 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1990 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1991 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1992 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1993 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1994 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1995 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1996 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1997 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1998 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1999 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
2000 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
2001 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2002         IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
2003 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
2004 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
2005 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
2006 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
2007 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2008         const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
2009 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2010         IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
2011 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
2012 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
2013 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
2014
2015 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2016 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2017 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2018 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2019
2020 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
2021
2022 /* Surface flags: */
2023 #define SFLAG_OVERSIZE      0x00000001 /* Surface is bigger than gl size, blts only */
2024 #define SFLAG_CONVERTED     0x00000002 /* Converted for color keying or Palettized */
2025 #define SFLAG_DIBSECTION    0x00000004 /* Has a DIB section attached for GetDC */
2026 #define SFLAG_LOCKABLE      0x00000008 /* Surface can be locked */
2027 #define SFLAG_DISCARD       0x00000010 /* ??? */
2028 #define SFLAG_LOCKED        0x00000020 /* Surface is locked atm */
2029 #define SFLAG_INTEXTURE     0x00000040 /* The GL texture contains the newest surface content */
2030 #define SFLAG_INSRGBTEX     0x00000080 /* The GL srgb texture contains the newest surface content */
2031 #define SFLAG_INDRAWABLE    0x00000100 /* The gl drawable contains the most up to date data */
2032 #define SFLAG_INSYSMEM      0x00000200 /* The system memory copy is most up to date */
2033 #define SFLAG_NONPOW2       0x00000400 /* Surface sizes are not a power of 2 */
2034 #define SFLAG_DYNLOCK       0x00000800 /* Surface is often locked by the app */
2035 #define SFLAG_DCINUSE       0x00001000 /* Set between GetDC and ReleaseDC calls */
2036 #define SFLAG_LOST          0x00002000 /* Surface lost flag for DDraw */
2037 #define SFLAG_USERPTR       0x00004000 /* The application allocated the memory for this surface */
2038 #define SFLAG_GLCKEY        0x00008000 /* The gl texture was created with a color key */
2039 #define SFLAG_CLIENT        0x00010000 /* GL_APPLE_client_storage is used on that texture */
2040 #define SFLAG_ALLOCATED     0x00020000 /* A gl texture is allocated for this surface */
2041 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2042 #define SFLAG_PBO           0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2043 #define SFLAG_NORMCOORD     0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2044 #define SFLAG_DS_ONSCREEN   0x00200000 /* Is a depth stencil, last modified onscreen */
2045 #define SFLAG_DS_OFFSCREEN  0x00400000 /* Is a depth stencil, last modified offscreen */
2046 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2047 #define SFLAG_SWAPCHAIN     0x01000000 /* The surface is part of a swapchain */
2048
2049 /* In some conditions the surface memory must not be freed:
2050  * SFLAG_OVERSIZE: Not all data can be kept in GL
2051  * SFLAG_CONVERTED: Converting the data back would take too long
2052  * SFLAG_DIBSECTION: The dib code manages the memory
2053  * SFLAG_LOCKED: The app requires access to the surface data
2054  * SFLAG_DYNLOCK: Avoid freeing the data for performance
2055  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2056  * SFLAG_CLIENT: OpenGL uses our memory as backup
2057  */
2058 #define SFLAG_DONOTFREE     (SFLAG_OVERSIZE   | \
2059                              SFLAG_CONVERTED  | \
2060                              SFLAG_DIBSECTION | \
2061                              SFLAG_LOCKED     | \
2062                              SFLAG_DYNLOCK    | \
2063                              SFLAG_USERPTR    | \
2064                              SFLAG_PBO        | \
2065                              SFLAG_CLIENT)
2066
2067 #define SFLAG_LOCATIONS     (SFLAG_INSYSMEM   | \
2068                              SFLAG_INTEXTURE  | \
2069                              SFLAG_INDRAWABLE | \
2070                              SFLAG_INSRGBTEX)
2071
2072 #define SFLAG_DS_LOCATIONS  (SFLAG_DS_ONSCREEN | \
2073                              SFLAG_DS_OFFSCREEN)
2074 #define SFLAG_DS_DISCARDED   SFLAG_DS_LOCATIONS
2075
2076 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
2077
2078 typedef enum {
2079     NO_CONVERSION,
2080     CONVERT_PALETTED,
2081     CONVERT_PALETTED_CK,
2082     CONVERT_CK_565,
2083     CONVERT_CK_5551,
2084     CONVERT_CK_4444,
2085     CONVERT_CK_4444_ARGB,
2086     CONVERT_CK_1555,
2087     CONVERT_555,
2088     CONVERT_CK_RGB24,
2089     CONVERT_CK_8888,
2090     CONVERT_CK_8888_ARGB,
2091     CONVERT_RGB32_888,
2092     CONVERT_V8U8,
2093     CONVERT_L6V5U5,
2094     CONVERT_X8L8V8U8,
2095     CONVERT_Q8W8V8U8,
2096     CONVERT_V16U16,
2097     CONVERT_A4L4,
2098     CONVERT_G16R16,
2099     CONVERT_R16G16F,
2100     CONVERT_R32G32F,
2101     CONVERT_D15S1,
2102     CONVERT_D24X4S4,
2103     CONVERT_D24FS8,
2104 } CONVERT_TYPES;
2105
2106 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
2107
2108 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
2109
2110 /*****************************************************************************
2111  * IWineD3DVertexDeclaration implementation structure
2112  */
2113 #define MAX_ATTRIBS 16
2114
2115 struct wined3d_vertex_declaration_element
2116 {
2117     const struct GlPixelFormatDesc *format_desc;
2118     BOOL ffp_valid;
2119     WORD input_slot;
2120     WORD offset;
2121     UINT output_slot;
2122     BYTE method;
2123     BYTE usage;
2124     BYTE usage_idx;
2125 };
2126
2127 typedef struct IWineD3DVertexDeclarationImpl {
2128     /* IUnknown  Information */
2129     const IWineD3DVertexDeclarationVtbl *lpVtbl;
2130     LONG                    ref;
2131
2132     IUnknown                *parent;
2133     IWineD3DDeviceImpl      *wineD3DDevice;
2134
2135     struct wined3d_vertex_declaration_element *elements;
2136     UINT element_count;
2137
2138     DWORD                   streams[MAX_STREAMS];
2139     UINT                    num_streams;
2140     BOOL                    position_transformed;
2141     BOOL                    half_float_conv_needed;
2142 } IWineD3DVertexDeclarationImpl;
2143
2144 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
2145
2146 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
2147         const WINED3DVERTEXELEMENT *elements, UINT element_count);
2148
2149 /*****************************************************************************
2150  * IWineD3DStateBlock implementation structure
2151  */
2152
2153 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
2154 /*   Note: Very long winded but gl Lists are not flexible enough */
2155 /*   to resolve everything we need, so doing it manually for now */
2156 typedef struct SAVEDSTATES {
2157     DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2158     WORD streamSource;                          /* MAX_STREAMS, 16 */
2159     WORD streamFreq;                            /* MAX_STREAMS, 16 */
2160     DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2161     DWORD textureState[MAX_TEXTURES];           /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2162     WORD samplerState[MAX_COMBINED_SAMPLERS];   /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2163     DWORD textures;                             /* MAX_COMBINED_SAMPLERS, 20 */
2164     DWORD clipplane;                            /* WINED3DMAXUSERCLIPPLANES, 32 */
2165     WORD pixelShaderConstantsB;                 /* MAX_CONST_B, 16 */
2166     WORD pixelShaderConstantsI;                 /* MAX_CONST_I, 16 */
2167     BOOL *pixelShaderConstantsF;
2168     WORD vertexShaderConstantsB;                /* MAX_CONST_B, 16 */
2169     WORD vertexShaderConstantsI;                /* MAX_CONST_I, 16 */
2170     BOOL *vertexShaderConstantsF;
2171     WORD primitive_type : 1;
2172     WORD indices : 1;
2173     WORD material : 1;
2174     WORD viewport : 1;
2175     WORD vertexDecl : 1;
2176     WORD pixelShader : 1;
2177     WORD vertexShader : 1;
2178     WORD scissorRect : 1;
2179     WORD padding : 1;
2180 } SAVEDSTATES;
2181
2182 struct StageState {
2183     DWORD stage;
2184     DWORD state;
2185 };
2186
2187 struct IWineD3DStateBlockImpl
2188 {
2189     /* IUnknown fields */
2190     const IWineD3DStateBlockVtbl *lpVtbl;
2191     LONG                      ref;     /* Note: Ref counting not required */
2192
2193     /* IWineD3DStateBlock information */
2194     IUnknown                 *parent;
2195     IWineD3DDeviceImpl       *wineD3DDevice;
2196     WINED3DSTATEBLOCKTYPE     blockType;
2197
2198     /* Array indicating whether things have been set or changed */
2199     SAVEDSTATES               changed;
2200
2201     /* Vertex Shader Declaration */
2202     IWineD3DVertexDeclaration *vertexDecl;
2203
2204     IWineD3DVertexShader      *vertexShader;
2205
2206     /* Vertex Shader Constants */
2207     BOOL                       vertexShaderConstantB[MAX_CONST_B];
2208     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
2209     float                     *vertexShaderConstantF;
2210
2211     /* primitive type */
2212     GLenum gl_primitive_type;
2213
2214     /* Stream Source */
2215     BOOL                      streamIsUP;
2216     UINT                      streamStride[MAX_STREAMS];
2217     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2218     IWineD3DBuffer           *streamSource[MAX_STREAMS];
2219     UINT                      streamFreq[MAX_STREAMS + 1];
2220     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
2221
2222     /* Indices */
2223     IWineD3DBuffer*           pIndexData;
2224     WINED3DFORMAT             IndexFmt;
2225     INT                       baseVertexIndex;
2226     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2227
2228     /* Transform */
2229     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
2230
2231     /* Light hashmap . Collisions are handled using standard wine double linked lists */
2232 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2233 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2234     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
2235     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2236
2237     /* Clipping */
2238     double                    clipplane[MAX_CLIPPLANES][4];
2239     WINED3DCLIPSTATUS         clip_status;
2240
2241     /* ViewPort */
2242     WINED3DVIEWPORT           viewport;
2243
2244     /* Material */
2245     WINED3DMATERIAL           material;
2246
2247     /* Pixel Shader */
2248     IWineD3DPixelShader      *pixelShader;
2249
2250     /* Pixel Shader Constants */
2251     BOOL                       pixelShaderConstantB[MAX_CONST_B];
2252     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
2253     float                     *pixelShaderConstantF;
2254
2255     /* RenderState */
2256     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
2257
2258     /* Texture */
2259     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
2260
2261     /* Texture State Stage */
2262     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2263     DWORD                     lowest_disabled_stage;
2264     /* Sampler States */
2265     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2266
2267     /* Scissor test rectangle */
2268     RECT                      scissorRect;
2269
2270     /* Contained state management */
2271     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2272     unsigned int              num_contained_render_states;
2273     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2274     unsigned int              num_contained_transform_states;
2275     DWORD                     contained_vs_consts_i[MAX_CONST_I];
2276     unsigned int              num_contained_vs_consts_i;
2277     DWORD                     contained_vs_consts_b[MAX_CONST_B];
2278     unsigned int              num_contained_vs_consts_b;
2279     DWORD                     *contained_vs_consts_f;
2280     unsigned int              num_contained_vs_consts_f;
2281     DWORD                     contained_ps_consts_i[MAX_CONST_I];
2282     unsigned int              num_contained_ps_consts_i;
2283     DWORD                     contained_ps_consts_b[MAX_CONST_B];
2284     unsigned int              num_contained_ps_consts_b;
2285     DWORD                     *contained_ps_consts_f;
2286     unsigned int              num_contained_ps_consts_f;
2287     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2288     unsigned int              num_contained_tss_states;
2289     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2290     unsigned int              num_contained_sampler_states;
2291 };
2292
2293 extern void stateblock_savedstates_set(
2294     IWineD3DStateBlock* iface,
2295     SAVEDSTATES* states,
2296     BOOL value);
2297
2298 extern void stateblock_copy(
2299     IWineD3DStateBlock* destination,
2300     IWineD3DStateBlock* source);
2301
2302 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2303
2304 /* Direct3D terminology with little modifications. We do not have an issued state
2305  * because only the driver knows about it, but we have a created state because d3d
2306  * allows GetData on a created issue, but opengl doesn't
2307  */
2308 enum query_state {
2309     QUERY_CREATED,
2310     QUERY_SIGNALLED,
2311     QUERY_BUILDING
2312 };
2313 /*****************************************************************************
2314  * IWineD3DQueryImpl implementation structure (extends IUnknown)
2315  */
2316 typedef struct IWineD3DQueryImpl
2317 {
2318     const IWineD3DQueryVtbl  *lpVtbl;
2319     LONG                      ref;     /* Note: Ref counting not required */
2320     
2321     IUnknown                 *parent;
2322     /*TODO: replace with iface usage */
2323 #if 0
2324     IWineD3DDevice         *wineD3DDevice;
2325 #else
2326     IWineD3DDeviceImpl       *wineD3DDevice;
2327 #endif
2328
2329     /* IWineD3DQuery fields */
2330     enum query_state         state;
2331     WINED3DQUERYTYPE         type;
2332     /* TODO: Think about using a IUnknown instead of a void* */
2333     void                     *extendedData;
2334     
2335   
2336 } IWineD3DQueryImpl;
2337
2338 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2339 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2340 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2341
2342 /* Datastructures for IWineD3DQueryImpl.extendedData */
2343 typedef struct  WineQueryOcclusionData {
2344     GLuint  queryId;
2345     WineD3DContext *ctx;
2346 } WineQueryOcclusionData;
2347
2348 typedef struct  WineQueryEventData {
2349     GLuint  fenceId;
2350     WineD3DContext *ctx;
2351 } WineQueryEventData;
2352
2353 /* IWineD3DBuffer */
2354
2355 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2356  * fixed function semantics as D3DCOLOR or FLOAT16 */
2357 enum wined3d_buffer_conversion_type
2358 {
2359     CONV_NONE,
2360     CONV_D3DCOLOR,
2361     CONV_POSITIONT,
2362     CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2363 };
2364
2365 #define WINED3D_BUFFER_OPTIMIZED    0x01    /* Optimize has been called for the buffer */
2366 #define WINED3D_BUFFER_DIRTY        0x02    /* Buffer data has been modified */
2367 #define WINED3D_BUFFER_HASDESC      0x04    /* A vertex description has been found */
2368 #define WINED3D_BUFFER_CREATEBO     0x08    /* Attempt to create a buffer object next PreLoad */
2369 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10    /* Use a vbo and local allocated memory */
2370
2371 struct wined3d_buffer
2372 {
2373     const struct IWineD3DBufferVtbl *vtbl;
2374     IWineD3DResourceClass resource;
2375
2376     struct wined3d_buffer_desc desc;
2377
2378     GLuint buffer_object;
2379     GLenum buffer_object_usage;
2380     GLenum buffer_type_hint;
2381     UINT buffer_object_size;
2382     LONG bind_count;
2383     DWORD flags;
2384
2385     UINT dirty_start;
2386     UINT dirty_end;
2387     LONG lock_count;
2388
2389     /* conversion stuff */
2390     UINT conversion_count;
2391     UINT draw_count;
2392     UINT stride;                                            /* 0 if no conversion */
2393     UINT conversion_stride;                                 /* 0 if no shifted conversion */
2394     enum wined3d_buffer_conversion_type *conversion_map;    /* NULL if no conversion */
2395     /* Extra load offsets, for FLOAT16 conversion */
2396     UINT *conversion_shift;                                 /* NULL if no shifted conversion */
2397 };
2398
2399 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2400 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2401 BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
2402
2403 /* IWineD3DRendertargetView */
2404 struct wined3d_rendertarget_view
2405 {
2406     const struct IWineD3DRendertargetViewVtbl *vtbl;
2407     LONG refcount;
2408
2409     IWineD3DResource *resource;
2410     IUnknown *parent;
2411 };
2412
2413 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2414
2415 /*****************************************************************************
2416  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2417  */
2418
2419 typedef struct IWineD3DSwapChainImpl
2420 {
2421     /*IUnknown part*/
2422     const IWineD3DSwapChainVtbl *lpVtbl;
2423     LONG                      ref;     /* Note: Ref counting not required */
2424
2425     IUnknown                 *parent;
2426     IWineD3DDeviceImpl       *wineD3DDevice;
2427
2428     /* IWineD3DSwapChain fields */
2429     IWineD3DSurface         **backBuffer;
2430     IWineD3DSurface          *frontBuffer;
2431     WINED3DPRESENT_PARAMETERS presentParms;
2432     DWORD                     orig_width, orig_height;
2433     WINED3DFORMAT             orig_fmt;
2434     WINED3DGAMMARAMP          orig_gamma;
2435
2436     long prev_time, frames;   /* Performance tracking */
2437     unsigned int vSyncCounter;
2438
2439     WineD3DContext        **context; /* Later a array for multithreading */
2440     unsigned int            num_contexts;
2441
2442     HWND                    win_handle;
2443 } IWineD3DSwapChainImpl;
2444
2445 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2446 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2447 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2448
2449 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2450 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2451 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2452 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2453 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2454 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2455 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2456 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2457 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2458 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2459 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2460 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2461
2462 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2463
2464 /*****************************************************************************
2465  * Utility function prototypes 
2466  */
2467
2468 /* Trace routines */
2469 const char* debug_d3dformat(WINED3DFORMAT fmt);
2470 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2471 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2472 const char* debug_d3dusage(DWORD usage);
2473 const char* debug_d3dusagequery(DWORD usagequery);
2474 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2475 const char* debug_d3ddeclusage(BYTE usage);
2476 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2477 const char* debug_d3drenderstate(DWORD state);
2478 const char* debug_d3dsamplerstate(DWORD state);
2479 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2480 const char* debug_d3dtexturestate(DWORD state);
2481 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2482 const char* debug_d3dpool(WINED3DPOOL pool);
2483 const char *debug_fbostatus(GLenum status);
2484 const char *debug_glerror(GLenum error);
2485 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2486 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2487 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2488 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2489 const char *debug_surflocation(DWORD flag);
2490
2491 /* Routines for GL <-> D3D values */
2492 GLenum StencilOp(DWORD op);
2493 GLenum CompareFunc(DWORD func);
2494 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2495 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
2496 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2497 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2498 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2499 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2500 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2501 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2502 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2503 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2504 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2505
2506 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2507 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2508 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2509 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2510 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2511 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2512 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2513
2514 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2515         short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2516 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2517
2518 /* Math utils */
2519 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2520 UINT wined3d_log2i(UINT32 x);
2521 unsigned int count_bits(unsigned int mask);
2522
2523 typedef struct local_constant {
2524     struct list entry;
2525     unsigned int idx;
2526     DWORD value[4];
2527 } local_constant;
2528
2529 typedef struct SHADER_LIMITS {
2530     unsigned int temporary;
2531     unsigned int texcoord;
2532     unsigned int sampler;
2533     unsigned int constant_int;
2534     unsigned int constant_float;
2535     unsigned int constant_bool;
2536     unsigned int address;
2537     unsigned int packed_output;
2538     unsigned int packed_input;
2539     unsigned int attributes;
2540     unsigned int label;
2541 } SHADER_LIMITS;
2542
2543 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
2544     maintain state information between multiple codes */
2545 typedef struct SHADER_PARSE_STATE {
2546     unsigned int current_row;
2547     DWORD texcoord_w[2];
2548 } SHADER_PARSE_STATE;
2549
2550 #ifdef __GNUC__
2551 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2552 #else
2553 #define PRINTF_ATTR(fmt,args)
2554 #endif
2555
2556 /* Base Shader utility functions. */
2557 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3);
2558 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args);
2559
2560 /* Vertex shader utility functions */
2561 extern BOOL vshader_get_input(
2562     IWineD3DVertexShader* iface,
2563     BYTE usage_req, BYTE usage_idx_req,
2564     unsigned int* regnum);
2565
2566 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2567
2568 /*****************************************************************************
2569  * IDirect3DBaseShader implementation structure
2570  */
2571 typedef struct IWineD3DBaseShaderClass
2572 {
2573     LONG                            ref;
2574     SHADER_LIMITS                   limits;
2575     SHADER_PARSE_STATE              parse_state;
2576     DWORD                          *function;
2577     UINT                            functionLength;
2578     UINT                            cur_loop_depth, cur_loop_regno;
2579     BOOL                            load_local_constsF;
2580     const struct wined3d_shader_frontend *frontend;
2581     void *frontend_data;
2582
2583     /* Programs this shader is linked with */
2584     struct list linked_programs;
2585
2586     /* Immediate constants (override global ones) */
2587     struct list constantsB;
2588     struct list constantsF;
2589     struct list constantsI;
2590     shader_reg_maps reg_maps;
2591
2592     /* Pointer to the parent device */
2593     IWineD3DDevice *device;
2594     struct list     shader_list_entry;
2595
2596 } IWineD3DBaseShaderClass;
2597
2598 typedef struct IWineD3DBaseShaderImpl {
2599     /* IUnknown */
2600     const IWineD3DBaseShaderVtbl    *lpVtbl;
2601
2602     /* IWineD3DBaseShader */
2603     IWineD3DBaseShaderClass         baseShader;
2604 } IWineD3DBaseShaderImpl;
2605
2606 void shader_buffer_clear(struct wined3d_shader_buffer *buffer);
2607 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer);
2608 void shader_buffer_free(struct wined3d_shader_buffer *buffer);
2609 void shader_cleanup(IWineD3DBaseShader *iface);
2610 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2611         const struct wined3d_shader_version *shader_version);
2612 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2613         const struct wined3d_shader_version *shader_version);
2614 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2615         const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
2616 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2617         struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
2618         struct wined3d_shader_signature_element *input_signature,
2619         struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size);
2620 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
2621 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage);
2622 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
2623 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
2624
2625 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2626 {
2627     return type == WINED3D_SHADER_TYPE_PIXEL;
2628 }
2629
2630 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2631 {
2632     return type == WINED3D_SHADER_TYPE_VERTEX;
2633 }
2634
2635 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2636 {
2637     switch (reg->type)
2638     {
2639         case WINED3DSPR_RASTOUT:
2640             /* oFog & oPts */
2641             if (reg->idx != 0) return TRUE;
2642             /* oPos */
2643             return FALSE;
2644
2645         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2646         case WINED3DSPR_CONSTBOOL:  /* b# */
2647         case WINED3DSPR_LOOP:       /* aL */
2648         case WINED3DSPR_PREDICATE:  /* p0 */
2649             return TRUE;
2650
2651         case WINED3DSPR_MISCTYPE:
2652             switch(reg->idx)
2653             {
2654                 case 0: /* vPos */
2655                     return FALSE;
2656                 case 1: /* vFace */
2657                     return TRUE;
2658                 default:
2659                     return FALSE;
2660             }
2661
2662         case WINED3DSPR_IMMCONST:
2663             switch(reg->immconst_type)
2664             {
2665                 case WINED3D_IMMCONST_FLOAT:
2666                     return TRUE;
2667                 default:
2668                     return FALSE;
2669             }
2670
2671         default:
2672             return FALSE;
2673     }
2674 }
2675
2676 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2677     local_constant* lconst;
2678
2679     if(This->baseShader.load_local_constsF) return FALSE;
2680     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2681         if(lconst->idx == reg) return TRUE;
2682     }
2683     return FALSE;
2684
2685 }
2686
2687 /*****************************************************************************
2688  * IDirect3DVertexShader implementation structures
2689  */
2690 typedef struct IWineD3DVertexShaderImpl {
2691     /* IUnknown parts*/   
2692     const IWineD3DVertexShaderVtbl *lpVtbl;
2693
2694     /* IWineD3DBaseShader */
2695     IWineD3DBaseShaderClass     baseShader;
2696
2697     /* IWineD3DVertexShaderImpl */
2698     IUnknown                    *parent;
2699
2700     DWORD                       usage;
2701
2702     /* The GL shader */
2703     void                        *backend_priv;
2704
2705     /* Vertex shader input and output semantics */
2706     struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2707     struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2708
2709     UINT                       min_rel_offset, max_rel_offset;
2710     UINT                       rel_offset;
2711
2712     UINT                       recompile_count;
2713 } IWineD3DVertexShaderImpl;
2714 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2715
2716 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2717
2718 /*****************************************************************************
2719  * IDirect3DPixelShader implementation structure
2720  */
2721
2722 /* Using additional shader constants (uniforms in GLSL / program environment
2723  * or local parameters in ARB) is costly:
2724  * ARB only knows float4 parameters and GLSL compiler are not really smart
2725  * when it comes to efficiently pack float2 uniforms, so no space is wasted
2726  * (in fact most compilers map a float2 to a full float4 uniform).
2727  *
2728  * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2729  * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2730  * into a single shader constant (uniform / program parameter).
2731  *
2732  * This structure is shared between the GLSL and the ARB backend.*/
2733 struct ps_np2fixup_info {
2734     unsigned char     idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2735     WORD              active; /* bitfield indicating if we can apply the fixup */
2736     WORD              num_consts;
2737 };
2738
2739 typedef struct IWineD3DPixelShaderImpl {
2740     /* IUnknown parts */
2741     const IWineD3DPixelShaderVtbl *lpVtbl;
2742
2743     /* IWineD3DBaseShader */
2744     IWineD3DBaseShaderClass     baseShader;
2745
2746     /* IWineD3DPixelShaderImpl */
2747     IUnknown                   *parent;
2748
2749     /* Pixel shader input semantics */
2750     struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
2751     DWORD                 input_reg_map[MAX_REG_INPUT];
2752     BOOL                  input_reg_used[MAX_REG_INPUT];
2753     unsigned int declared_in_count;
2754
2755     /* The GL shader */
2756     void                        *backend_priv;
2757
2758     /* Some information about the shader behavior */
2759     char                        vpos_uniform;
2760
2761     BOOL                        color0_mov;
2762     DWORD                       color0_reg;
2763
2764 } IWineD3DPixelShaderImpl;
2765
2766 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2767 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures);
2768 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2769
2770 /* sRGB correction constants */
2771 static const float srgb_cmp = 0.0031308f;
2772 static const float srgb_mul_low = 12.92f;
2773 static const float srgb_pow = 0.41666f;
2774 static const float srgb_mul_high = 1.055f;
2775 static const float srgb_sub_high = 0.055f;
2776
2777 /*****************************************************************************
2778  * IWineD3DPalette implementation structure
2779  */
2780 struct IWineD3DPaletteImpl {
2781     /* IUnknown parts */
2782     const IWineD3DPaletteVtbl  *lpVtbl;
2783     LONG                       ref;
2784
2785     IUnknown                   *parent;
2786     IWineD3DDeviceImpl         *wineD3DDevice;
2787
2788     /* IWineD3DPalette */
2789     HPALETTE                   hpal;
2790     WORD                       palVersion;     /*|               */
2791     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2792     PALETTEENTRY               palents[256];   /*|               */
2793     /* This is to store the palette in 'screen format' */
2794     int                        screen_palents[256];
2795     DWORD                      Flags;
2796 };
2797
2798 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2799 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2800
2801 /* DirectDraw utility functions */
2802 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2803
2804 /*****************************************************************************
2805  * Pixel format management
2806  */
2807
2808 /* WineD3D pixel format flags */
2809 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2810 #define WINED3DFMT_FLAG_FILTERING                0x2
2811 #define WINED3DFMT_FLAG_DEPTH                    0x4
2812 #define WINED3DFMT_FLAG_STENCIL                  0x8
2813 #define WINED3DFMT_FLAG_RENDERTARGET             0x10
2814 #define WINED3DFMT_FLAG_FOURCC                   0x20
2815 #define WINED3DFMT_FLAG_FBO_ATTACHABLE           0x40
2816 #define WINED3DFMT_FLAG_COMPRESSED               0x80
2817
2818 struct GlPixelFormatDesc
2819 {
2820     WINED3DFORMAT format;
2821     DWORD red_mask;
2822     DWORD green_mask;
2823     DWORD blue_mask;
2824     DWORD alpha_mask;
2825     UINT byte_count;
2826     WORD depth_size;
2827     WORD stencil_size;
2828
2829     UINT block_width;
2830     UINT block_height;
2831     UINT block_byte_count;
2832
2833     enum wined3d_ffp_emit_idx emit_idx;
2834     GLint component_count;
2835     GLenum gl_vtx_type;
2836     GLint gl_vtx_format;
2837     GLboolean gl_normalized;
2838     unsigned int component_size;
2839
2840     GLint glInternal;
2841     GLint glGammaInternal;
2842     GLint rtInternal;
2843     GLint glFormat;
2844     GLint glType;
2845     unsigned int Flags;
2846     float heightscale;
2847     struct color_fixup_desc color_fixup;
2848 };
2849
2850 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info);
2851
2852 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2853 {
2854     return (stateblock->vertexShader
2855             && !stateblock->wineD3DDevice->strided_streams.position_transformed
2856             && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2857 }
2858
2859 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2860 {
2861     return (stateblock->pixelShader
2862             && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2863 }
2864
2865 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2866         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2867
2868 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2869 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2870
2871 #endif