wined3d: texkill ignores the .w only in ps 1.x.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
45
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
49
50 typedef struct {
51     void *key;
52     void *value;
53     unsigned int hash;
54     struct list entry;
55 } hash_table_entry_t;
56
57 typedef struct {
58     hash_function_t *hash_function;
59     compare_function_t *compare_function;
60     struct list *buckets;
61     unsigned int bucket_count;
62     hash_table_entry_t *entries;
63     unsigned int entry_count;
64     struct list free_entries;
65     unsigned int count;
66     unsigned int grow_size;
67     unsigned int shrink_size;
68 } hash_table_t;
69
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
75
76 /* Device caps */
77 #define MAX_PALETTES            256
78 #define MAX_STREAMS             16
79 #define MAX_TEXTURES            8
80 #define MAX_FRAGMENT_SAMPLERS   16
81 #define MAX_VERTEX_SAMPLERS     4
82 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS       8
84 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS              256
86
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
89
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R     35
92 #define NUM_SAVEDPIXELSTATES_T     18
93 #define NUM_SAVEDPIXELSTATES_S     12
94 #define NUM_SAVEDVERTEXSTATES_R    34
95 #define NUM_SAVEDVERTEXSTATES_T    2
96 #define NUM_SAVEDVERTEXSTATES_S    1
97
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
104
105 typedef enum _WINELOOKUP {
106     WINELOOKUP_WARPPARAM = 0,
107     WINELOOKUP_MAGFILTER = 1,
108     MAX_LOOKUPS          = 2
109 } WINELOOKUP;
110
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
114
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
116
117 typedef struct _WINED3DGLTYPE {
118     int         d3dType;
119     GLint       size;
120     GLenum      glType;
121     GLboolean   normalized;
122     int         typesize;
123 } WINED3DGLTYPE;
124
125 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
126 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
127                                   {WINED3DDECLTYPE_FLOAT1,    1, GL_FLOAT           , GL_FALSE ,sizeof(float)},
128                                   {WINED3DDECLTYPE_FLOAT2,    2, GL_FLOAT           , GL_FALSE ,sizeof(float)},
129                                   {WINED3DDECLTYPE_FLOAT3,    3, GL_FLOAT           , GL_FALSE ,sizeof(float)},
130                                   {WINED3DDECLTYPE_FLOAT4,    4, GL_FLOAT           , GL_FALSE ,sizeof(float)},
131                                   {WINED3DDECLTYPE_D3DCOLOR,  4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
132                                   {WINED3DDECLTYPE_UBYTE4,    4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
133                                   {WINED3DDECLTYPE_SHORT2,    2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
134                                   {WINED3DDECLTYPE_SHORT4,    4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
135                                   {WINED3DDECLTYPE_UBYTE4N,   4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
136                                   {WINED3DDECLTYPE_SHORT2N,   2, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
137                                   {WINED3DDECLTYPE_SHORT4N,   4, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
138                                   {WINED3DDECLTYPE_USHORT2N,  2, GL_UNSIGNED_SHORT  , GL_TRUE  ,sizeof(short int)},
139                                   {WINED3DDECLTYPE_USHORT4N,  4, GL_UNSIGNED_SHORT  , GL_TRUE  ,sizeof(short int)},
140                                   {WINED3DDECLTYPE_UDEC3,     3, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
141                                   {WINED3DDECLTYPE_DEC3N,     3, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
142                                   /* We should do an extension check for NV_HALF_FLOAT. However, without NV_HALF_FLOAT
143                                    * we won't be able to load the data at all, so at least for the moment it wouldn't
144                                    * gain us much. */
145                                   {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV   , GL_FALSE ,sizeof(GLhalfNV)},
146                                   {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV   , GL_FALSE ,sizeof(GLhalfNV)}};
147
148 #define WINED3D_ATR_TYPE(type)          glTypeLookup[type].d3dType
149 #define WINED3D_ATR_SIZE(type)          glTypeLookup[type].size
150 #define WINED3D_ATR_GLTYPE(type)        glTypeLookup[type].glType
151 #define WINED3D_ATR_NORMALIZED(type)    glTypeLookup[type].normalized
152 #define WINED3D_ATR_TYPESIZE(type)      glTypeLookup[type].typesize
153
154 /**
155  * Settings 
156  */
157 #define VS_NONE    0
158 #define VS_HW      1
159
160 #define PS_NONE    0
161 #define PS_HW      1
162
163 #define VBO_NONE   0
164 #define VBO_HW     1
165
166 #define NP2_NONE   0
167 #define NP2_REPACK 1
168 #define NP2_NATIVE 2
169
170 #define ORM_BACKBUFFER  0
171 #define ORM_PBUFFER     1
172 #define ORM_FBO         2
173
174 #define SHADER_ARB  1
175 #define SHADER_GLSL 2
176 #define SHADER_NONE 3
177
178 #define RTL_DISABLE   -1
179 #define RTL_AUTO       0
180 #define RTL_READDRAW   1
181 #define RTL_READTEX    2
182 #define RTL_TEXDRAW    3
183 #define RTL_TEXTEX     4
184
185 /* NOTE: When adding fields to this structure, make sure to update the default
186  * values in wined3d_main.c as well. */
187 typedef struct wined3d_settings_s {
188 /* vertex and pixel shader modes */
189   int vs_mode;
190   int ps_mode;
191   int vbo_mode;
192 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
193     we should use it.  However, until it's fully implemented, we'll leave it as a registry
194     setting for developers. */
195   BOOL glslRequested;
196   int offscreen_rendering_mode;
197   int rendertargetlock_mode;
198 /* Memory tracking and object counting */
199   unsigned int emulated_textureram;
200 } wined3d_settings_t;
201
202 extern wined3d_settings_t wined3d_settings;
203
204 /* Shader backends */
205
206 typedef struct {
207     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
208     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
209     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
210     void (*shader_cleanup)(IWineD3DDevice *iface);
211 } shader_backend_t;
212
213 extern const shader_backend_t glsl_shader_backend;
214 extern const shader_backend_t arb_program_shader_backend;
215 extern const shader_backend_t none_shader_backend;
216
217 /* X11 locking */
218
219 extern void (*wine_tsx11_lock_ptr)(void);
220 extern void (*wine_tsx11_unlock_ptr)(void);
221
222 /* As GLX relies on X, this is needed */
223 extern int num_lock;
224
225 #if 0
226 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
227 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
228 #else
229 #define ENTER_GL() wine_tsx11_lock_ptr()
230 #define LEAVE_GL() wine_tsx11_unlock_ptr()
231 #endif
232
233 /*****************************************************************************
234  * Defines
235  */
236
237 /* GL related defines */
238 /* ------------------ */
239 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
240 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
241 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
242 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
243
244 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
245 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
246 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
247 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
248
249 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
250 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
251 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
252 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
253
254 #define D3DCOLORTOGLFLOAT4(dw, vec) \
255   (vec)[0] = D3DCOLOR_R(dw); \
256   (vec)[1] = D3DCOLOR_G(dw); \
257   (vec)[2] = D3DCOLOR_B(dw); \
258   (vec)[3] = D3DCOLOR_A(dw);
259
260 /* DirectX Device Limits */
261 /* --------------------- */
262 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
263
264 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
265                             See MaxStreams in MSDN under GetDeviceCaps */
266                          /* Maximum number of constants provided to the shaders */
267 #define HIGHEST_TRANSFORMSTATE 512 
268                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
269 #define MAX_PALETTES      256
270
271 /* Checking of API calls */
272 /* --------------------- */
273 #define checkGLcall(A)                                          \
274 {                                                               \
275     GLint err = glGetError();                                   \
276     if (err == GL_NO_ERROR) {                                   \
277        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
278                                                                 \
279     } else do {                                                 \
280         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
281             debug_glerror(err), err, A, __FILE__, __LINE__);    \
282        err = glGetError();                                      \
283     } while (err != GL_NO_ERROR);                               \
284
285
286 /* Trace routines / diagnostics */
287 /* ---------------------------- */
288
289 /* Dump out a matrix and copy it */
290 #define conv_mat(mat,gl_mat)                                                                \
291 do {                                                                                        \
292     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
293     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
294     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
295     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
296     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
297 } while (0)
298
299 /* Macro to dump out the current state of the light chain */
300 #define DUMP_LIGHT_CHAIN()                    \
301 {                                             \
302   PLIGHTINFOEL *el = This->stateBlock->lights;\
303   while (el) {                                \
304     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
305     el = el->next;                            \
306   }                                           \
307 }
308
309 /* Trace vector and strided data information */
310 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
311 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
312         sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
313
314 /* Defines used for optimizations */
315
316 /*    Only reapply what is necessary */
317 #define REAPPLY_ALPHAOP  0x0001
318 #define REAPPLY_ALL      0xFFFF
319
320 /* Advance declaration of structures to satisfy compiler */
321 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
322 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
323 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
324 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
325
326 /* Tracking */
327
328 /* TODO: Move some of this to the device */
329 long globalChangeGlRam(long glram);
330
331 /* Memory and object tracking */
332
333 /*Structure for holding information on all direct3d objects
334 useful for making sure tracking is ok and when release is called on a device!
335 and probably quite handy for debugging and dumping states out
336 */
337 typedef struct WineD3DGlobalStatistics {
338     int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
339 } WineD3DGlobalStatistics;
340
341 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
342
343 /* Global variables */
344 extern const float identity[16];
345
346 /*****************************************************************************
347  * Compilable extra diagnostics
348  */
349
350 /* Trace information per-vertex: (extremely high amount of trace) */
351 #if 0 /* NOTE: Must be 0 in cvs */
352 # define VTRACE(A) TRACE A
353 #else 
354 # define VTRACE(A) 
355 #endif
356
357 /* Checking of per-vertex related GL calls */
358 /* --------------------- */
359 #define vcheckGLcall(A)                                         \
360 {                                                               \
361     GLint err = glGetError();                                   \
362     if (err == GL_NO_ERROR) {                                   \
363        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
364                                                                 \
365     } else do {                                                 \
366         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
367             debug_glerror(err), err, A, __FILE__, __LINE__);    \
368        err = glGetError();                                      \
369     } while (err != GL_NO_ERROR);                               \
370 }
371
372 /* TODO: Confirm each of these works when wined3d move completed */
373 #if 0 /* NOTE: Must be 0 in cvs */
374   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
375      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
376      is enabled, and if it doesn't exist it is disabled. */
377 # define FRAME_DEBUGGING
378   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
379       the file is deleted                                                                            */
380 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
381 #  define SINGLE_FRAME_DEBUGGING
382 # endif  
383   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
384      It can only be enabled when FRAME_DEBUGGING is also enabled                               
385      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
386      array is drawn.                                                                            */
387 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
388 #  define SHOW_FRAME_MAKEUP 1
389 # endif  
390   /* The following, when enabled, lets you see the makeup of the all the textures used during each
391      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
392      The contents of the textures assigned to each stage are written into 
393      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
394 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
395 #  define SHOW_TEXTURE_MAKEUP 0
396 # endif  
397 extern BOOL isOn;
398 extern BOOL isDumpingFrames;
399 extern LONG primCounter;
400 #endif
401
402 /*****************************************************************************
403  * Prototypes
404  */
405
406 /* Routine common to the draw primitive and draw indexed primitive routines */
407 void drawPrimitive(IWineD3DDevice *iface,
408                     int PrimitiveType,
409                     long NumPrimitives,
410                     /* for Indexed: */
411                     long  StartVertexIndex,
412                     UINT  numberOfVertices,
413                     long  StartIdx,
414                     short idxBytes,
415                     const void *idxData,
416                     int   minIndex);
417
418 void primitiveDeclarationConvertToStridedData(
419      IWineD3DDevice *iface,
420      BOOL useVertexShaderFunction,
421      WineDirect3DVertexStridedData *strided,
422      BOOL *fixup);
423
424 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
425
426 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface);
427
428 #define eps 1e-8
429
430 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
431     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
432
433 /* Routines and structures related to state management */
434 typedef struct WineD3DContext WineD3DContext;
435 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
436
437 #define STATE_RENDER(a) (a)
438 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
439
440 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
441 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
442
443 /* + 1 because samplers start with 0 */
444 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
445 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
446
447 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
448 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
449
450 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
451 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
452
453 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
454 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
455 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
456 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
457
458 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
459 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
460
461 #define STATE_VSHADER (STATE_VDECL + 1)
462 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
463
464 #define STATE_VIEWPORT (STATE_VSHADER + 1)
465 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
466
467 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
468 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
469 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
470 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
471
472 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
473 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
474
475 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
476 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
477
478 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
479 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
480
481 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
482
483 #define STATE_HIGHEST (STATE_MATERIAL)
484
485 struct StateEntry
486 {
487     DWORD           representative;
488     APPLYSTATEFUNC  apply;
489 };
490
491 /* Global state table */
492 extern const struct StateEntry StateTable[];
493
494 /* The new context manager that should deal with onscreen and offscreen rendering */
495 struct WineD3DContext {
496     /* State dirtification
497      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
498      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
499      * 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
500      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
501      */
502     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
503     DWORD                   numDirtyEntries;
504     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
505
506     IWineD3DSurface         *surface;
507     DWORD                   tid;    /* Thread ID which owns this context at the moment */
508
509     /* Stores some inforation about the context state for optimization */
510     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
511     BOOL                    last_was_pshader;
512     BOOL                    last_was_vshader;
513     BOOL                    last_was_foggy_shader;
514     BOOL                    namedArraysLoaded, numberedArraysLoaded;
515     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
516     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
517     unsigned char           num_untracked_materials;
518     GLenum                  untracked_materials[2];
519     BOOL                    last_was_blit, last_was_ckey;
520     char                    texShaderBumpMap;
521     BOOL                    fog_coord;
522
523     /* The actual opengl context */
524     HGLRC                   glCtx;
525     HWND                    win_handle;
526     HDC                     hdc;
527     HPBUFFERARB             pbuffer;
528     BOOL                    isPBuffer;
529 };
530
531 typedef enum ContextUsage {
532     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
533     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfacs */
534     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
535     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
536 } ContextUsage;
537
538 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
539 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
540 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
541 void apply_fbo_state(IWineD3DDevice *iface);
542
543 /* Macros for doing basic GPU detection based on opengl capabilities */
544 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
545 #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])
546 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
547 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
548
549 /* Default callbacks for implicit object destruction */
550 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
551
552 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
553
554 /*****************************************************************************
555  * Internal representation of a light
556  */
557 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
558 struct PLIGHTINFOEL {
559     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
560     DWORD        OriginalIndex;
561     LONG         glIndex;
562     BOOL         changed;
563     BOOL         enabledChanged;
564
565     /* Converted parms to speed up swapping lights */
566     float                         lightPosn[4];
567     float                         lightDirn[4];
568     float                         exponent;
569     float                         cutoff;
570
571     struct list entry;
572 };
573
574 /* The default light parameters */
575 extern const WINED3DLIGHT WINED3D_default_light;
576
577 typedef struct WineD3D_PixelFormat
578 {
579     int iPixelFormat; /* WGL pixel format */
580     int redSize, greenSize, blueSize, alphaSize;
581     int depthSize, stencilSize;
582 } WineD3D_PixelFormat;
583
584 /* The adapter structure */
585 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
586 struct WineD3DAdapter
587 {
588     POINT                   monitorPoint;
589     WineD3D_GL_Info         gl_info;
590     const char              *driver;
591     const char              *description;
592     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
593     int                     nCfgs;
594     WineD3D_PixelFormat     *cfgs;
595 };
596
597 extern BOOL InitAdapters(void);
598 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
599
600 /*****************************************************************************
601  * High order patch management
602  */
603 struct WineD3DRectPatch
604 {
605     UINT                            Handle;
606     float                          *mem;
607     WineDirect3DVertexStridedData   strided;
608     WINED3DRECTPATCH_INFO           RectPatchInfo;
609     float                           numSegs[4];
610     char                            has_normals, has_texcoords;
611     struct list                     entry;
612 };
613
614 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
615
616 /*****************************************************************************
617  * IWineD3D implementation structure
618  */
619 typedef struct IWineD3DImpl
620 {
621     /* IUnknown fields */
622     const IWineD3DVtbl     *lpVtbl;
623     LONG                    ref;     /* Note: Ref counting not required */
624
625     /* WineD3D Information */
626     IUnknown               *parent;
627     UINT                    dxVersion;
628 } IWineD3DImpl;
629
630 extern const IWineD3DVtbl IWineD3D_Vtbl;
631
632 /* TODO: setup some flags in the registry to enable, disable pbuffer support
633 (since it will break quite a few things until contexts are managed properly!) */
634 extern BOOL pbuffer_support;
635 /* allocate one pbuffer per surface */
636 extern BOOL pbuffer_per_surface;
637
638 typedef struct ResourceList {
639     IWineD3DResource         *resource;
640     struct ResourceList      *next;
641 } ResourceList;
642
643 /* A helper function that dumps a resource list */
644 void dumpResources(ResourceList *resources);
645
646 /*****************************************************************************
647  * IWineD3DDevice implementation structure
648  */
649 struct IWineD3DDeviceImpl
650 {
651     /* IUnknown fields      */
652     const IWineD3DDeviceVtbl *lpVtbl;
653     LONG                    ref;     /* Note: Ref counting not required */
654
655     /* WineD3D Information  */
656     IUnknown               *parent;
657     IWineD3D               *wineD3D;
658     struct WineD3DAdapter  *adapter;
659
660     /* Window styles to restore when switching fullscreen mode */
661     LONG                    style;
662     LONG                    exStyle;
663
664     /* X and GL Information */
665     GLint                   maxConcurrentLights;
666     GLenum                  offscreenBuffer;
667
668     /* Selected capabilities */
669     int vs_selected_mode;
670     int ps_selected_mode;
671     const shader_backend_t *shader_backend;
672     hash_table_t *glsl_program_lookup;
673
674     /* To store */
675     BOOL                    view_ident;        /* true iff view matrix is identity                */
676     BOOL                    untransformed;
677     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
678     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
679
680     /* State block related */
681     BOOL                    isRecordingState;
682     IWineD3DStateBlockImpl *stateBlock;
683     IWineD3DStateBlockImpl *updateStateBlock;
684     BOOL                   isInDraw;
685
686     /* Internal use fields  */
687     WINED3DDEVICE_CREATION_PARAMETERS createParms;
688     UINT                            adapterNo;
689     WINED3DDEVTYPE                  devType;
690
691     IWineD3DSwapChain     **swapchains;
692     UINT                    NumberOfSwapChains;
693
694     ResourceList           *resources; /* a linked list to track resources created by the device */
695
696     /* Render Target Support */
697     IWineD3DSurface       **render_targets;
698     IWineD3DSurface        *depthStencilBuffer;
699     IWineD3DSurface       **fbo_color_attachments;
700     IWineD3DSurface        *fbo_depth_attachment;
701
702     IWineD3DSurface        *stencilBufferTarget;
703
704     /* Caches to avoid unneeded context changes */
705     IWineD3DSurface        *lastActiveRenderTarget;
706     IWineD3DSwapChain      *lastActiveSwapChain;
707
708     /* palettes texture management */
709     PALETTEENTRY            palettes[MAX_PALETTES][256];
710     UINT                    currentPalette;
711
712     /* For rendering to a texture using glCopyTexImage */
713     BOOL                    render_offscreen;
714     WINED3D_DEPTHCOPYSTATE  depth_copy_state;
715     GLuint                  fbo;
716     GLuint                  src_fbo;
717     GLuint                  dst_fbo;
718     GLenum                  *draw_buffers;
719
720     /* Cursor management */
721     BOOL                    bCursorVisible;
722     UINT                    xHotSpot;
723     UINT                    yHotSpot;
724     UINT                    xScreenSpace;
725     UINT                    yScreenSpace;
726     UINT                    cursorWidth, cursorHeight;
727     GLuint                  cursorTexture;
728     BOOL                    haveHardwareCursor;
729     HCURSOR                 hardwareCursor;
730
731     /* Textures for when no other textures are mapped */
732     UINT                          dummyTextureName[MAX_TEXTURES];
733
734     /* Debug stream management */
735     BOOL                     debug;
736
737     /* Device state management */
738     HRESULT                 state;
739     BOOL                    d3d_initialized;
740
741     /* A flag to check for proper BeginScene / EndScene call pairs */
742     BOOL inScene;
743
744     /* process vertex shaders using software or hardware */
745     BOOL softwareVertexProcessing;
746
747     /* DirectDraw stuff */
748     HWND ddraw_window;
749     IWineD3DSurface *ddraw_primary;
750     DWORD ddraw_width, ddraw_height;
751     WINED3DFORMAT ddraw_format;
752     BOOL ddraw_fullscreen;
753
754     /* Final position fixup constant */
755     float                       posFixup[4];
756
757     /* With register combiners we can skip junk texture stages */
758     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
759     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
760     BOOL                      fixed_function_usage_map[MAX_TEXTURES];
761
762     /* Stream source management */
763     WineDirect3DVertexStridedData strided_streams;
764     WineDirect3DVertexStridedData *up_strided;
765     BOOL                      useDrawStridedSlow;
766     BOOL                      instancedDraw;
767
768     /* Context management */
769     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
770     WineD3DContext          *activeContext;
771     DWORD                   lastThread;
772     UINT                    numContexts;
773     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
774     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
775
776     /* High level patch management */
777 #define PATCHMAP_SIZE 43
778 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
779     struct list             patches[PATCHMAP_SIZE];
780     struct WineD3DRectPatch *currentPatch;
781 };
782
783 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
784
785 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
786 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
787 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
788     DWORD idx = state >> 5;
789     BYTE shift = state & 0x1f;
790     return context->isStateDirty[idx] & (1 << shift);
791 }
792
793 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
794 typedef struct PrivateData
795 {
796     struct list entry;
797
798     GUID tag;
799     DWORD flags; /* DDSPD_* */
800     DWORD uniqueness_value;
801
802     union
803     {
804         LPVOID data;
805         LPUNKNOWN object;
806     } ptr;
807
808     DWORD size;
809 } PrivateData;
810
811 /*****************************************************************************
812  * IWineD3DResource implementation structure
813  */
814 typedef struct IWineD3DResourceClass
815 {
816     /* IUnknown fields */
817     LONG                    ref;     /* Note: Ref counting not required */
818
819     /* WineD3DResource Information */
820     IUnknown               *parent;
821     WINED3DRESOURCETYPE     resourceType;
822     IWineD3DDeviceImpl     *wineD3DDevice;
823     WINED3DPOOL             pool;
824     UINT                    size;
825     DWORD                   usage;
826     WINED3DFORMAT           format;
827     BYTE                   *allocatedMemory;
828     struct list             privateData;
829
830 } IWineD3DResourceClass;
831
832 typedef struct IWineD3DResourceImpl
833 {
834     /* IUnknown & WineD3DResource Information     */
835     const IWineD3DResourceVtbl *lpVtbl;
836     IWineD3DResourceClass   resource;
837 } IWineD3DResourceImpl;
838
839
840 /*****************************************************************************
841  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
842  */
843 typedef struct IWineD3DVertexBufferImpl
844 {
845     /* IUnknown & WineD3DResource Information     */
846     const IWineD3DVertexBufferVtbl *lpVtbl;
847     IWineD3DResourceClass     resource;
848
849     /* WineD3DVertexBuffer specifics */
850     DWORD                     fvf;
851
852     /* Vertex buffer object support */
853     GLuint                    vbo;
854     BYTE                      Flags;
855     LONG                      bindCount;
856
857     UINT                      dirtystart, dirtyend;
858     LONG                      lockcount;
859
860     LONG                      declChanges, draws;
861     /* Last description of the buffer */
862     WineDirect3DVertexStridedData strided;
863 } IWineD3DVertexBufferImpl;
864
865 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
866
867 #define VBFLAG_LOAD           0x01    /* Data is written from allocatedMemory to the VBO */
868 #define VBFLAG_OPTIMIZED      0x02    /* Optimize has been called for the VB */
869 #define VBFLAG_DIRTY          0x04    /* Buffer data has been modified */
870 #define VBFLAG_HASDESC        0x08    /* A vertex description has been found */
871 #define VBFLAG_VBOCREATEFAIL  0x10    /* An attempt to create a vbo has failed */
872
873 /*****************************************************************************
874  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
875  */
876 typedef struct IWineD3DIndexBufferImpl
877 {
878     /* IUnknown & WineD3DResource Information     */
879     const IWineD3DIndexBufferVtbl *lpVtbl;
880     IWineD3DResourceClass     resource;
881
882     GLuint                    vbo;
883     UINT                      dirtystart, dirtyend;
884     LONG                      lockcount;
885
886     /* WineD3DVertexBuffer specifics */
887 } IWineD3DIndexBufferImpl;
888
889 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
890
891 /*****************************************************************************
892  * IWineD3DBaseTexture D3D- > openGL state map lookups
893  */
894 #define WINED3DFUNC_NOTSUPPORTED  -2
895 #define WINED3DFUNC_UNIMPLEMENTED -1
896
897 typedef enum winetexturestates {
898     WINED3DTEXSTA_ADDRESSU       = 0,
899     WINED3DTEXSTA_ADDRESSV       = 1,
900     WINED3DTEXSTA_ADDRESSW       = 2,
901     WINED3DTEXSTA_BORDERCOLOR    = 3,
902     WINED3DTEXSTA_MAGFILTER      = 4,
903     WINED3DTEXSTA_MINFILTER      = 5,
904     WINED3DTEXSTA_MIPFILTER      = 6,
905     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
906     WINED3DTEXSTA_MAXANISOTROPY  = 8,
907     WINED3DTEXSTA_SRGBTEXTURE    = 9,
908     WINED3DTEXSTA_ELEMENTINDEX   = 10,
909     WINED3DTEXSTA_DMAPOFFSET     = 11,
910     WINED3DTEXSTA_TSSADDRESSW    = 12,
911     MAX_WINETEXTURESTATES        = 13,
912 } winetexturestates;
913
914 /*****************************************************************************
915  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
916  */
917 typedef struct IWineD3DBaseTextureClass
918 {
919     UINT                    levels;
920     BOOL                    dirty;
921     UINT                    textureName;
922     UINT                    LOD;
923     WINED3DTEXTUREFILTERTYPE filterType;
924     DWORD                   states[MAX_WINETEXTURESTATES];
925     LONG                    bindCount;
926     DWORD                   sampler;
927     BOOL                    is_srgb;
928     UINT                    srgb_mode_change_count;
929 } IWineD3DBaseTextureClass;
930
931 typedef struct IWineD3DBaseTextureImpl
932 {
933     /* IUnknown & WineD3DResource Information     */
934     const IWineD3DBaseTextureVtbl *lpVtbl;
935     IWineD3DResourceClass     resource;
936     IWineD3DBaseTextureClass  baseTexture;
937
938 } IWineD3DBaseTextureImpl;
939
940 /*****************************************************************************
941  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
942  */
943 typedef struct IWineD3DTextureImpl
944 {
945     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
946     const IWineD3DTextureVtbl *lpVtbl;
947     IWineD3DResourceClass     resource;
948     IWineD3DBaseTextureClass  baseTexture;
949
950     /* IWineD3DTexture */
951     IWineD3DSurface          *surfaces[MAX_LEVELS];
952     
953     UINT                      width;
954     UINT                      height;
955     float                     pow2scalingFactorX;
956     float                     pow2scalingFactorY;
957
958 } IWineD3DTextureImpl;
959
960 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
961
962 /*****************************************************************************
963  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
964  */
965 typedef struct IWineD3DCubeTextureImpl
966 {
967     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
968     const IWineD3DCubeTextureVtbl *lpVtbl;
969     IWineD3DResourceClass     resource;
970     IWineD3DBaseTextureClass  baseTexture;
971
972     /* IWineD3DCubeTexture */
973     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
974
975     UINT                      edgeLength;
976     float                     pow2scalingFactor;
977
978 } IWineD3DCubeTextureImpl;
979
980 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
981
982 typedef struct _WINED3DVOLUMET_DESC
983 {
984     UINT                    Width;
985     UINT                    Height;
986     UINT                    Depth;
987 } WINED3DVOLUMET_DESC;
988
989 /*****************************************************************************
990  * IWineD3DVolume implementation structure (extends IUnknown)
991  */
992 typedef struct IWineD3DVolumeImpl
993 {
994     /* IUnknown & WineD3DResource fields */
995     const IWineD3DVolumeVtbl  *lpVtbl;
996     IWineD3DResourceClass      resource;
997
998     /* WineD3DVolume Information */
999     WINED3DVOLUMET_DESC      currentDesc;
1000     IWineD3DBase            *container;
1001     UINT                    bytesPerPixel;
1002
1003     BOOL                    lockable;
1004     BOOL                    locked;
1005     WINED3DBOX              lockedBox;
1006     WINED3DBOX              dirtyBox;
1007     BOOL                    dirty;
1008
1009
1010 } IWineD3DVolumeImpl;
1011
1012 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1013
1014 /*****************************************************************************
1015  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1016  */
1017 typedef struct IWineD3DVolumeTextureImpl
1018 {
1019     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1020     const IWineD3DVolumeTextureVtbl *lpVtbl;
1021     IWineD3DResourceClass     resource;
1022     IWineD3DBaseTextureClass  baseTexture;
1023
1024     /* IWineD3DVolumeTexture */
1025     IWineD3DVolume           *volumes[MAX_LEVELS];
1026
1027     UINT                      width;
1028     UINT                      height;
1029     UINT                      depth;
1030 } IWineD3DVolumeTextureImpl;
1031
1032 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1033
1034 typedef struct _WINED3DSURFACET_DESC
1035 {
1036     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1037     DWORD                   MultiSampleQuality;
1038     UINT                    Width;
1039     UINT                    Height;
1040 } WINED3DSURFACET_DESC;
1041
1042 /*****************************************************************************
1043  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1044  */
1045 typedef struct wineD3DSurface_DIB {
1046     HBITMAP DIBsection;
1047     void* bitmap_data;
1048     HGDIOBJ holdbitmap;
1049     BOOL client_memory;
1050 } wineD3DSurface_DIB;
1051
1052 typedef struct {
1053     struct list entry;
1054     GLuint id;
1055     UINT width;
1056     UINT height;
1057 } renderbuffer_entry_t;
1058
1059 /*****************************************************************************
1060  * IWineD3DClipp implementation structure
1061  */
1062 typedef struct IWineD3DClipperImpl
1063 {
1064     const IWineD3DClipperVtbl *lpVtbl;
1065     LONG ref;
1066
1067     IUnknown *Parent;
1068     HWND hWnd;
1069 } IWineD3DClipperImpl;
1070
1071
1072 /*****************************************************************************
1073  * IWineD3DSurface implementation structure
1074  */
1075 struct IWineD3DSurfaceImpl
1076 {
1077     /* IUnknown & IWineD3DResource Information     */
1078     const IWineD3DSurfaceVtbl *lpVtbl;
1079     IWineD3DResourceClass     resource;
1080
1081     /* IWineD3DSurface fields */
1082     IWineD3DBase              *container;
1083     WINED3DSURFACET_DESC      currentDesc;
1084     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1085     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1086
1087     UINT                      bytesPerPixel;
1088
1089     /* TODO: move this off into a management class(maybe!) */
1090     DWORD                      Flags;
1091
1092     UINT                      pow2Width;
1093     UINT                      pow2Height;
1094
1095     /* Oversized texture */
1096     RECT                      glRect;
1097
1098 #if 0
1099     /* precalculated x and y scalings for texture coords */
1100     float                     pow2scalingFactorX; /* =  (Width  / pow2Width ) */
1101     float                     pow2scalingFactorY; /* =  (Height / pow2Height) */
1102 #endif
1103
1104     RECT                      lockedRect;
1105     RECT                      dirtyRect;
1106     int                       lockCount;
1107 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1108
1109     glDescriptor              glDescription;
1110
1111     /* For GetDC */
1112     wineD3DSurface_DIB        dib;
1113     HDC                       hDC;
1114
1115     /* Color keys for DDraw */
1116     WINEDDCOLORKEY            DestBltCKey;
1117     WINEDDCOLORKEY            DestOverlayCKey;
1118     WINEDDCOLORKEY            SrcOverlayCKey;
1119     WINEDDCOLORKEY            SrcBltCKey;
1120     DWORD                     CKeyFlags;
1121
1122     WINEDDCOLORKEY            glCKey;
1123
1124     struct list               renderbuffers;
1125     renderbuffer_entry_t      *current_renderbuffer;
1126
1127     /* DirectDraw clippers */
1128     IWineD3DClipper           *clipper;
1129 };
1130
1131 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1132 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1133
1134 /* Predeclare the shared Surface functions */
1135 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1136 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
1137 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1138 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1139 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1140 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1141 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1142 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1143 DWORD   WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1144 DWORD   WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1145 void    WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1146 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
1147 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1148 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1149 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1150 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1151 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
1152 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
1153 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1154 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1155 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1156 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1157 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1158 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1159 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1160 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1161 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1162 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1163 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1164 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1165 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1166 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1167 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1168 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1169 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1170 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1171 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1172 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1173 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1174 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1175 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1176 HRESULT WINAPI IWineD3DSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1177 HRESULT WINAPI IWineD3DSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1178
1179 /* Surface flags: */
1180 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
1181 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
1182 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for getdc */
1183 #define SFLAG_LOCKABLE    0x00000008 /* Surface can be locked */
1184 #define SFLAG_DISCARD     0x00000010 /* ??? */
1185 #define SFLAG_LOCKED      0x00000020 /* Surface is locked atm */
1186 #define SFLAG_INTEXTURE   0x00000040 /* The GL texture contains the newest surface content */
1187 #define SFLAG_INDRAWABLE  0x00000080 /* The gl drawable contains the most up to date data */
1188 #define SFLAG_INSYSMEM    0x00000100 /* The system memory copy is most up to date */
1189 #define SFLAG_NONPOW2     0x00000200 /* Surface sizes are not a power of 2 */
1190 #define SFLAG_DYNLOCK     0x00000400 /* Surface is often locked by the app */
1191 #define SFLAG_DYNCHANGE   0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1192 #define SFLAG_DCINUSE     0x00001000 /* Set between GetDC and ReleaseDC calls */
1193 #define SFLAG_LOST        0x00002000 /* Surface lost flag for DDraw */
1194 #define SFLAG_USERPTR     0x00004000 /* The application allocated the memory for this surface */
1195 #define SFLAG_GLCKEY      0x00008000 /* The gl texture was created with a color key */
1196 #define SFLAG_CLIENT      0x00010000 /* GL_APPLE_client_storage is used on that texture */
1197 #define SFLAG_ALLOCATED   0x00020000 /* A gl texture is allocated for this surface */
1198
1199 /* In some conditions the surface memory must not be freed:
1200  * SFLAG_OVERSIZE: Not all data can be kept in GL
1201  * SFLAG_CONVERTED: Converting the data back would take too long
1202  * SFLAG_DIBSECTION: The dib code manages the memory
1203  * SFLAG_LOCKED: The app requires access to the surface data
1204  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1205  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1206  * SFLAG_CLIENT: OpenGL uses our memory as backup
1207  */
1208 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
1209                           SFLAG_CONVERTED  | \
1210                           SFLAG_DIBSECTION | \
1211                           SFLAG_LOCKED     | \
1212                           SFLAG_DYNLOCK    | \
1213                           SFLAG_DYNCHANGE  | \
1214                           SFLAG_USERPTR    | \
1215                           SFLAG_CLIENT)
1216
1217 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1218
1219 typedef enum {
1220     NO_CONVERSION,
1221     CONVERT_PALETTED,
1222     CONVERT_PALETTED_CK,
1223     CONVERT_CK_565,
1224     CONVERT_CK_5551,
1225     CONVERT_CK_4444,
1226     CONVERT_CK_4444_ARGB,
1227     CONVERT_CK_1555,
1228     CONVERT_555,
1229     CONVERT_CK_RGB24,
1230     CONVERT_CK_8888,
1231     CONVERT_CK_8888_ARGB,
1232     CONVERT_RGB32_888,
1233     CONVERT_V8U8,
1234     CONVERT_X8L8V8U8,
1235     CONVERT_Q8W8V8U8,
1236     CONVERT_V16U16,
1237     CONVERT_A4L4,
1238     CONVERT_R32F,
1239     CONVERT_R16F
1240 } CONVERT_TYPES;
1241
1242 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);
1243
1244 /*****************************************************************************
1245  * IWineD3DVertexDeclaration implementation structure
1246  */
1247 typedef struct IWineD3DVertexDeclarationImpl {
1248     /* IUnknown  Information */
1249     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1250     LONG                    ref;
1251
1252     IUnknown                *parent;
1253     IWineD3DDeviceImpl      *wineD3DDevice;
1254
1255     WINED3DVERTEXELEMENT    *pDeclarationWine;
1256     UINT                    declarationWNumElements;
1257
1258     DWORD                   streams[MAX_STREAMS];
1259     UINT                    num_streams;
1260     BOOL                    position_transformed;
1261 } IWineD3DVertexDeclarationImpl;
1262
1263 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1264
1265 /*****************************************************************************
1266  * IWineD3DStateBlock implementation structure
1267  */
1268
1269 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1270 /*   Note: Very long winded but gl Lists are not flexible enough */
1271 /*   to resolve everything we need, so doing it manually for now */
1272 typedef struct SAVEDSTATES {
1273         BOOL                      indices;
1274         BOOL                      material;
1275         BOOL                      fvf;
1276         BOOL                      streamSource[MAX_STREAMS];
1277         BOOL                      streamFreq[MAX_STREAMS];
1278         BOOL                      textures[MAX_COMBINED_SAMPLERS];
1279         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1280         BOOL                      viewport;
1281         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1282         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1283         BOOL                      samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1284         BOOL                      clipplane[MAX_CLIPPLANES];
1285         BOOL                      vertexDecl;
1286         BOOL                      pixelShader;
1287         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1288         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1289         BOOL                     *pixelShaderConstantsF;
1290         BOOL                      vertexShader;
1291         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1292         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1293         BOOL                     *vertexShaderConstantsF;
1294         BOOL                      scissorRect;
1295 } SAVEDSTATES;
1296
1297 typedef struct {
1298     struct  list entry;
1299     DWORD   count;
1300     DWORD   idx[13];
1301 } constants_entry;
1302
1303 struct StageState {
1304     DWORD stage;
1305     DWORD state;
1306 };
1307
1308 struct IWineD3DStateBlockImpl
1309 {
1310     /* IUnknown fields */
1311     const IWineD3DStateBlockVtbl *lpVtbl;
1312     LONG                      ref;     /* Note: Ref counting not required */
1313
1314     /* IWineD3DStateBlock information */
1315     IUnknown                 *parent;
1316     IWineD3DDeviceImpl       *wineD3DDevice;
1317     WINED3DSTATEBLOCKTYPE     blockType;
1318
1319     /* Array indicating whether things have been set or changed */
1320     SAVEDSTATES               changed;
1321     struct list               set_vconstantsF;
1322     struct list               set_pconstantsF;
1323
1324     /* Drawing - Vertex Shader or FVF related */
1325     DWORD                     fvf;
1326     /* Vertex Shader Declaration */
1327     IWineD3DVertexDeclaration *vertexDecl;
1328
1329     IWineD3DVertexShader      *vertexShader;
1330
1331     /* Vertex Shader Constants */
1332     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1333     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1334     float                     *vertexShaderConstantF;
1335
1336     /* Stream Source */
1337     BOOL                      streamIsUP;
1338     UINT                      streamStride[MAX_STREAMS];
1339     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1340     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1341     UINT                      streamFreq[MAX_STREAMS + 1];
1342     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1343
1344     /* Indices */
1345     IWineD3DIndexBuffer*      pIndexData;
1346     INT                       baseVertexIndex;
1347     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1348
1349     /* Transform */
1350     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1351
1352     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1353 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1354 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1355     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1356     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1357
1358     /* Clipping */
1359     double                    clipplane[MAX_CLIPPLANES][4];
1360     WINED3DCLIPSTATUS         clip_status;
1361
1362     /* ViewPort */
1363     WINED3DVIEWPORT           viewport;
1364
1365     /* Material */
1366     WINED3DMATERIAL           material;
1367
1368     /* Pixel Shader */
1369     IWineD3DPixelShader      *pixelShader;
1370
1371     /* Pixel Shader Constants */
1372     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1373     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1374     float                     *pixelShaderConstantF;
1375
1376     /* RenderState */
1377     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1378
1379     /* Texture */
1380     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1381     int                       textureDimensions[MAX_COMBINED_SAMPLERS];
1382
1383     /* Texture State Stage */
1384     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1385     DWORD                     lowest_disabled_stage;
1386     /* Sampler States */
1387     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1388
1389     /* Current GLSL Shader Program */
1390     struct glsl_shader_prog_link *glsl_program;
1391
1392     /* Scissor test rectangle */
1393     RECT                      scissorRect;
1394
1395     /* Contained state management */
1396     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1397     unsigned int              num_contained_render_states;
1398     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1399     unsigned int              num_contained_transform_states;
1400     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1401     unsigned int              num_contained_vs_consts_i;
1402     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1403     unsigned int              num_contained_vs_consts_b;
1404     DWORD                     *contained_vs_consts_f;
1405     unsigned int              num_contained_vs_consts_f;
1406     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1407     unsigned int              num_contained_ps_consts_i;
1408     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1409     unsigned int              num_contained_ps_consts_b;
1410     DWORD                     *contained_ps_consts_f;
1411     unsigned int              num_contained_ps_consts_f;
1412     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1413     unsigned int              num_contained_tss_states;
1414     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1415     unsigned int              num_contained_sampler_states;
1416 };
1417
1418 extern void stateblock_savedstates_set(
1419     IWineD3DStateBlock* iface,
1420     SAVEDSTATES* states,
1421     BOOL value);
1422
1423 extern void stateblock_savedstates_copy(
1424     IWineD3DStateBlock* iface,
1425     SAVEDSTATES* dest,
1426     SAVEDSTATES* source);
1427
1428 extern void stateblock_copy(
1429     IWineD3DStateBlock* destination,
1430     IWineD3DStateBlock* source);
1431
1432 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1433
1434 /*****************************************************************************
1435  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1436  */
1437 typedef struct IWineD3DQueryImpl
1438 {
1439     const IWineD3DQueryVtbl  *lpVtbl;
1440     LONG                      ref;     /* Note: Ref counting not required */
1441     
1442     IUnknown                 *parent;
1443     /*TODO: replace with iface usage */
1444 #if 0
1445     IWineD3DDevice         *wineD3DDevice;
1446 #else
1447     IWineD3DDeviceImpl       *wineD3DDevice;
1448 #endif
1449
1450     /* IWineD3DQuery fields */
1451     WINED3DQUERYTYPE         type;
1452     /* TODO: Think about using a IUnknown instead of a void* */
1453     void                     *extendedData;
1454     
1455   
1456 } IWineD3DQueryImpl;
1457
1458 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1459
1460 /* Datastructures for IWineD3DQueryImpl.extendedData */
1461 typedef struct  WineQueryOcclusionData {
1462     GLuint  queryId;
1463     WineD3DContext *ctx;
1464 } WineQueryOcclusionData;
1465
1466 typedef struct  WineQueryEventData {
1467     GLuint  fenceId;
1468     WineD3DContext *ctx;
1469 } WineQueryEventData;
1470
1471 /*****************************************************************************
1472  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1473  */
1474
1475 typedef struct IWineD3DSwapChainImpl
1476 {
1477     /*IUnknown part*/
1478     const IWineD3DSwapChainVtbl *lpVtbl;
1479     LONG                      ref;     /* Note: Ref counting not required */
1480
1481     IUnknown                 *parent;
1482     IWineD3DDeviceImpl       *wineD3DDevice;
1483
1484     /* IWineD3DSwapChain fields */
1485     IWineD3DSurface         **backBuffer;
1486     IWineD3DSurface          *frontBuffer;
1487     BOOL                      wantsDepthStencilBuffer;
1488     WINED3DPRESENT_PARAMETERS presentParms;
1489     DWORD                     orig_width, orig_height;
1490     WINED3DFORMAT             orig_fmt;
1491
1492     long prev_time, frames;   /* Performance tracking */
1493     unsigned int vSyncCounter;
1494
1495     WineD3DContext        **context; /* Later a array for multithreading */
1496     unsigned int            num_contexts;
1497
1498     HWND                    win_handle;
1499 } IWineD3DSwapChainImpl;
1500
1501 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1502
1503 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1504
1505 /*****************************************************************************
1506  * Utility function prototypes 
1507  */
1508
1509 /* Trace routines */
1510 const char* debug_d3dformat(WINED3DFORMAT fmt);
1511 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1512 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1513 const char* debug_d3dusage(DWORD usage);
1514 const char* debug_d3dusagequery(DWORD usagequery);
1515 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1516 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1517 const char* debug_d3ddeclusage(BYTE usage);
1518 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1519 const char* debug_d3drenderstate(DWORD state);
1520 const char* debug_d3dsamplerstate(DWORD state);
1521 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1522 const char* debug_d3dtexturestate(DWORD state);
1523 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1524 const char* debug_d3dpool(WINED3DPOOL pool);
1525 const char *debug_fbostatus(GLenum status);
1526 const char *debug_glerror(GLenum error);
1527 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1528 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1529
1530 /* Routines for GL <-> D3D values */
1531 GLenum StencilOp(DWORD op);
1532 GLenum CompareFunc(DWORD func);
1533 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1534 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1535 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1536
1537 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1538 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1539
1540 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1541 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1542
1543 /* Math utils */
1544 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1545
1546 /*****************************************************************************
1547  * To enable calling of inherited functions, requires prototypes 
1548  *
1549  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1550  */
1551     /*** IUnknown methods ***/
1552     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1553     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1554     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1555     /*** IWineD3DResource methods ***/
1556     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1557     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1558     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1559     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1560     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1561     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1562     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1563     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1564     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1565     /*** class static members ***/
1566     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1567
1568     /*** IUnknown methods ***/
1569     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1570     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1571     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1572     /*** IWineD3DResource methods ***/
1573     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1574     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1575     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1576     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1577     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1578     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1579     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1580     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1581     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1582     /*** IWineD3DBaseTexture methods ***/
1583     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1584     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1585     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1586     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1587     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1588     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1589     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1590     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1591
1592     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1593     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1594     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1595     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1596     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1597     /*** class static members ***/
1598     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1599
1600 struct SHADER_OPCODE_ARG;
1601 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1602
1603 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1604  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1605  * used if the user is using GLSL shaders. */
1606 struct glsl_shader_prog_link {
1607     struct list             vshader_entry;
1608     struct list             pshader_entry;
1609     GLhandleARB             programId;
1610     GLhandleARB             *vuniformF_locations;
1611     GLhandleARB             *puniformF_locations;
1612     GLhandleARB             vshader;
1613     GLhandleARB             pshader;
1614 };
1615
1616 typedef struct {
1617     GLhandleARB vshader;
1618     GLhandleARB pshader;
1619 } glsl_program_key_t;
1620
1621 /* TODO: Make this dynamic, based on shader limits ? */
1622 #define MAX_REG_ADDR 1
1623 #define MAX_REG_TEMP 32
1624 #define MAX_REG_TEXCRD 8
1625 #define MAX_REG_INPUT 12
1626 #define MAX_REG_OUTPUT 12
1627 #define MAX_ATTRIBS 16
1628 #define MAX_CONST_I 16
1629 #define MAX_CONST_B 16
1630
1631 /* FIXME: This needs to go up to 2048 for
1632  * Shader model 3 according to msdn (and for software shaders) */
1633 #define MAX_LABELS 16
1634
1635 typedef struct semantic {
1636     DWORD usage;
1637     DWORD reg;
1638 } semantic;
1639
1640 typedef struct local_constant {
1641     struct list entry;
1642     unsigned int idx;
1643     DWORD value[4];
1644 } local_constant;
1645
1646 typedef struct shader_reg_maps {
1647
1648     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1649     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1650     char address[MAX_REG_ADDR];             /* vertex */
1651     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1652     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1653     char attributes[MAX_ATTRIBS];           /* vertex */
1654     char labels[MAX_LABELS];                /* pixel, vertex */
1655
1656     /* Sampler usage tokens 
1657      * Use 0 as default (bit 31 is always 1 on a valid token) */
1658     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1659     char bumpmat;
1660
1661     /* Whether or not a loop is used in this shader */
1662     char loop;
1663
1664     /* Whether or not this shader uses fog */
1665     char fog;
1666
1667 } shader_reg_maps;
1668
1669 #define SHADER_PGMSIZE 65535
1670 typedef struct SHADER_BUFFER {
1671     char* buffer;
1672     unsigned int bsize;
1673     unsigned int lineNo;
1674     BOOL newline;
1675 } SHADER_BUFFER;
1676
1677 /* Undocumented opcode controls */
1678 #define INST_CONTROLS_SHIFT 16
1679 #define INST_CONTROLS_MASK 0x00ff0000
1680
1681 typedef enum COMPARISON_TYPE {
1682     COMPARISON_GT = 1,
1683     COMPARISON_EQ = 2,
1684     COMPARISON_GE = 3,
1685     COMPARISON_LT = 4,
1686     COMPARISON_NE = 5,
1687     COMPARISON_LE = 6
1688 } COMPARISON_TYPE;
1689
1690 typedef struct SHADER_OPCODE {
1691     unsigned int  opcode;
1692     const char*   name;
1693     const char*   glname;
1694     char          dst_token;
1695     CONST UINT    num_params;
1696     SHADER_HANDLER hw_fct;
1697     SHADER_HANDLER hw_glsl_fct;
1698     DWORD         min_version;
1699     DWORD         max_version;
1700 } SHADER_OPCODE;
1701
1702 typedef struct SHADER_OPCODE_ARG {
1703     IWineD3DBaseShader* shader;
1704     shader_reg_maps* reg_maps;
1705     CONST SHADER_OPCODE* opcode;
1706     DWORD opcode_token;
1707     DWORD dst;
1708     DWORD dst_addr;
1709     DWORD predicate;
1710     DWORD src[4];
1711     DWORD src_addr[4];
1712     SHADER_BUFFER* buffer;
1713 } SHADER_OPCODE_ARG;
1714
1715 typedef struct SHADER_LIMITS {
1716     unsigned int temporary;
1717     unsigned int texcoord;
1718     unsigned int sampler;
1719     unsigned int constant_int;
1720     unsigned int constant_float;
1721     unsigned int constant_bool;
1722     unsigned int address;
1723     unsigned int packed_output;
1724     unsigned int packed_input;
1725     unsigned int attributes;
1726     unsigned int label;
1727 } SHADER_LIMITS;
1728
1729 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1730     maintain state information between multiple codes */
1731 typedef struct SHADER_PARSE_STATE {
1732     unsigned int current_row;
1733     DWORD texcoord_w[2];
1734 } SHADER_PARSE_STATE;
1735
1736 /* Base Shader utility functions. 
1737  * (may move callers into the same file in the future) */
1738 extern int shader_addline(
1739     SHADER_BUFFER* buffer,
1740     const char* fmt, ...);
1741
1742 extern const SHADER_OPCODE* shader_get_opcode(
1743     IWineD3DBaseShader *iface, 
1744     const DWORD code);
1745
1746 extern void shader_delete_constant_list(
1747     struct list* clist);
1748
1749 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1750
1751 /* Vertex shader utility functions */
1752 extern BOOL vshader_get_input(
1753     IWineD3DVertexShader* iface,
1754     BYTE usage_req, BYTE usage_idx_req,
1755     unsigned int* regnum);
1756
1757 extern BOOL vshader_input_is_color(
1758     IWineD3DVertexShader* iface,
1759     unsigned int regnum);
1760
1761 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1762
1763 /* ARB_[vertex/fragment]_program helper functions */
1764 extern void shader_arb_load_constants(
1765     IWineD3DDevice* device,
1766     char usePixelShader,
1767     char useVertexShader);
1768
1769 /* ARB shader program Prototypes */
1770 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1771
1772 /* ARB pixel shader prototypes */
1773 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1774 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1775 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1776 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1777 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1778 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1779 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1780 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1781 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1782 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1783 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1784 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1785 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1786 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1787 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1788 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1789 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1790
1791 /* ARB vertex shader prototypes */
1792 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1793 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1794 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1795
1796 /* GLSL helper functions */
1797 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1798 extern void shader_glsl_load_constants(
1799     IWineD3DDevice* device,
1800     char usePixelShader,
1801     char useVertexShader);
1802
1803 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1804 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1805 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1806 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1807 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1808 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1809 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1810 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1811 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1812 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1813 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1814 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1815 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1816 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1817 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1818 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1819 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1820 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1821 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1822 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1823 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1824 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1825 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1826 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1827 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1828 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1829 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1830 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1831 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1832 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1833 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1834 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1835 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1836 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1837
1838 /** GLSL Pixel Shader Prototypes */
1839 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1840 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1841 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1842 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1843 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1844 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1845 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1846 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1847 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1848 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1849 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1850 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1851 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1852 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1853 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1854 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1855 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1856 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1857 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1858 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1859 extern void pshader_glsl_input_pack(
1860    SHADER_BUFFER* buffer,
1861    semantic* semantics_out);
1862
1863 /** GLSL Vertex Shader Prototypes */
1864 extern void vshader_glsl_output_unpack(
1865    SHADER_BUFFER* buffer,
1866    semantic* semantics_out);
1867
1868 /*****************************************************************************
1869  * IDirect3DBaseShader implementation structure
1870  */
1871 typedef struct IWineD3DBaseShaderClass
1872 {
1873     DWORD                           hex_version;
1874     SHADER_LIMITS                   limits;
1875     SHADER_PARSE_STATE              parse_state;
1876     CONST SHADER_OPCODE             *shader_ins;
1877     CONST DWORD                     *function;
1878     UINT                            functionLength;
1879     GLuint                          prgId;
1880     BOOL                            is_compiled;
1881
1882     /* Type of shader backend */
1883     int shader_mode;
1884
1885     /* Programs this shader is linked with */
1886     struct list linked_programs;
1887
1888     /* Immediate constants (override global ones) */
1889     struct list constantsB;
1890     struct list constantsF;
1891     struct list constantsI;
1892     shader_reg_maps reg_maps;
1893
1894     /* Pointer to the parent device */
1895     IWineD3DDevice *device;
1896
1897 } IWineD3DBaseShaderClass;
1898
1899 typedef struct IWineD3DBaseShaderImpl {
1900     /* IUnknown */
1901     const IWineD3DBaseShaderVtbl    *lpVtbl;
1902     LONG                            ref;
1903
1904     /* IWineD3DBaseShader */
1905     IWineD3DBaseShaderClass         baseShader;
1906 } IWineD3DBaseShaderImpl;
1907
1908 extern HRESULT shader_get_registers_used(
1909     IWineD3DBaseShader *iface,
1910     shader_reg_maps* reg_maps,
1911     semantic* semantics_in,
1912     semantic* semantics_out,
1913     CONST DWORD* pToken,
1914     IWineD3DStateBlockImpl *stateBlock);
1915
1916 extern void shader_generate_glsl_declarations(
1917     IWineD3DBaseShader *iface,
1918     shader_reg_maps* reg_maps,
1919     SHADER_BUFFER* buffer,
1920     WineD3D_GL_Info* gl_info);
1921
1922 extern void shader_generate_arb_declarations(
1923     IWineD3DBaseShader *iface,
1924     shader_reg_maps* reg_maps,
1925     SHADER_BUFFER* buffer,
1926     WineD3D_GL_Info* gl_info);
1927
1928 extern void shader_generate_main(
1929     IWineD3DBaseShader *iface,
1930     SHADER_BUFFER* buffer,
1931     shader_reg_maps* reg_maps,
1932     CONST DWORD* pFunction);
1933
1934 extern void shader_dump_ins_modifiers(
1935     const DWORD output);
1936
1937 extern void shader_dump_param(
1938     IWineD3DBaseShader *iface,
1939     const DWORD param,
1940     const DWORD addr_token,
1941     int input);
1942
1943 extern void shader_trace_init(
1944     IWineD3DBaseShader *iface,
1945     const DWORD* pFunction);
1946
1947 extern int shader_get_param(
1948     IWineD3DBaseShader* iface,
1949     const DWORD* pToken,
1950     DWORD* param,
1951     DWORD* addr_token);
1952
1953 extern int shader_skip_unrecognized(
1954     IWineD3DBaseShader* iface,
1955     const DWORD* pToken);
1956
1957 extern void print_glsl_info_log(
1958     WineD3D_GL_Info *gl_info,
1959     GLhandleARB obj);
1960
1961 static inline int shader_get_regtype(const DWORD param) {
1962     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1963             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1964 }
1965
1966 extern unsigned int shader_get_float_offset(const DWORD reg);
1967
1968 static inline BOOL shader_is_pshader_version(DWORD token) {
1969     return 0xFFFF0000 == (token & 0xFFFF0000);
1970 }
1971
1972 static inline BOOL shader_is_vshader_version(DWORD token) {
1973     return 0xFFFE0000 == (token & 0xFFFF0000);
1974 }
1975
1976 static inline BOOL shader_is_comment(DWORD token) {
1977     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1978 }
1979
1980 /* TODO: vFace (ps_3_0) */
1981 static inline BOOL shader_is_scalar(DWORD param) {
1982     DWORD reg_type = shader_get_regtype(param);
1983
1984     switch (reg_type) {
1985         case WINED3DSPR_RASTOUT:
1986             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
1987                 /* oFog & oPts */
1988                 return TRUE;
1989             }
1990             /* oPos */
1991             return FALSE;
1992
1993         case WINED3DSPR_DEPTHOUT:   /* oDepth */
1994         case WINED3DSPR_CONSTBOOL:  /* b# */
1995         case WINED3DSPR_LOOP:       /* aL */
1996         case WINED3DSPR_PREDICATE:  /* p0 */
1997             return TRUE;
1998
1999         default:
2000             return FALSE;
2001     }
2002 }
2003
2004 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2005  * so upload them above that
2006  */
2007 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2008 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2009
2010 /*****************************************************************************
2011  * IDirect3DVertexShader implementation structure
2012  */
2013 typedef struct IWineD3DVertexShaderImpl {
2014     /* IUnknown parts*/   
2015     const IWineD3DVertexShaderVtbl *lpVtbl;
2016     LONG                        ref;     /* Note: Ref counting not required */
2017
2018     /* IWineD3DBaseShader */
2019     IWineD3DBaseShaderClass     baseShader;
2020
2021     /* IWineD3DVertexShaderImpl */
2022     IUnknown                    *parent;
2023
2024     DWORD                       usage;
2025
2026     /* Vertex shader input and output semantics */
2027     semantic semantics_in [MAX_ATTRIBS];
2028     semantic semantics_out [MAX_REG_OUTPUT];
2029
2030     /* run time datas...  */
2031     VSHADERDATA                *data;
2032 #if 0 /* needs reworking */
2033     /* run time datas */
2034     VSHADERINPUTDATA input;
2035     VSHADEROUTPUTDATA output;
2036 #endif
2037 } IWineD3DVertexShaderImpl;
2038 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2039 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2040
2041 /*****************************************************************************
2042  * IDirect3DPixelShader implementation structure
2043  */
2044 typedef struct IWineD3DPixelShaderImpl {
2045     /* IUnknown parts */
2046     const IWineD3DPixelShaderVtbl *lpVtbl;
2047     LONG                        ref;     /* Note: Ref counting not required */
2048
2049     /* IWineD3DBaseShader */
2050     IWineD3DBaseShaderClass     baseShader;
2051
2052     /* IWineD3DPixelShaderImpl */
2053     IUnknown                   *parent;
2054
2055     /* Pixel shader input semantics */
2056     semantic semantics_in [MAX_REG_INPUT];
2057
2058     /* run time data */
2059     PSHADERDATA                *data;
2060
2061     /* Some information about the shader behavior */
2062     char                        needsbumpmat;
2063     UINT                        bumpenvmatconst;
2064
2065 #if 0 /* needs reworking */
2066     PSHADERINPUTDATA input;
2067     PSHADEROUTPUTDATA output;
2068 #endif
2069 } IWineD3DPixelShaderImpl;
2070
2071 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2072 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2073
2074 /*****************************************************************************
2075  * IWineD3DPalette implementation structure
2076  */
2077 struct IWineD3DPaletteImpl {
2078     /* IUnknown parts */
2079     const IWineD3DPaletteVtbl  *lpVtbl;
2080     LONG                       ref;
2081
2082     IUnknown                   *parent;
2083     IWineD3DDeviceImpl         *wineD3DDevice;
2084
2085     /* IWineD3DPalette */
2086     HPALETTE                   hpal;
2087     WORD                       palVersion;     /*|               */
2088     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2089     PALETTEENTRY               palents[256];   /*|               */
2090     /* This is to store the palette in 'screen format' */
2091     int                        screen_palents[256];
2092     DWORD                      Flags;
2093 };
2094
2095 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2096 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2097
2098 /* DirectDraw utility functions */
2099 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2100
2101 /*****************************************************************************
2102  * Pixel format management
2103  */
2104 typedef struct {
2105     WINED3DFORMAT           format;
2106     DWORD                   alphaMask, redMask, greenMask, blueMask;
2107     UINT                    bpp;
2108     short                   depthSize, stencilSize;
2109     BOOL                    isFourcc;
2110 } StaticPixelFormatDesc;
2111
2112 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2113         WineD3D_GL_Info *gl_info,
2114         const GlPixelFormatDesc **glDesc);
2115
2116 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2117     return (device->vs_selected_mode != SHADER_NONE
2118             && device->stateBlock->vertexShader
2119             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2120             && !device->strided_streams.u.s.position_transformed);
2121 }
2122
2123 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2124     return (device->ps_selected_mode != SHADER_NONE
2125             && device->stateBlock->pixelShader
2126             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2127 }
2128
2129 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2130         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2131
2132 #endif