wined3d: Create a FBO for each combination of render targets and depth stencil.
[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 struct hash_table_entry_t {
51     void *key;
52     void *value;
53     unsigned int hash;
54     struct list entry;
55 };
56
57 struct hash_table_t {
58     hash_function_t *hash_function;
59     compare_function_t *compare_function;
60     struct list *buckets;
61     unsigned int bucket_count;
62     struct 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 };
69
70 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
72 void *hash_table_get(struct hash_table_t *table, void *key);
73 void hash_table_put(struct hash_table_t *table, void *key, void *value);
74 void hash_table_remove(struct hash_table_t *table, void *key);
75
76 /* Device caps */
77 #define MAX_PALETTES            65536
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     MAX_LOOKUPS          = 1
108 } WINELOOKUP;
109
110 extern int minLookup[MAX_LOOKUPS];
111 extern int maxLookup[MAX_LOOKUPS];
112 extern DWORD *stateLookup[MAX_LOOKUPS];
113
114 typedef DWORD magLookup_t[WINED3DTEXF_ANISOTROPIC + 1];
115 extern magLookup_t magLookup;
116 extern magLookup_t magLookup_noFilter;
117
118 typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
119 extern minMipLookup_t minMipLookup;
120 extern minMipLookup_t minMipLookup_noFilter;
121
122 void init_type_lookup(WineD3D_GL_Info *gl_info);
123 #define WINED3D_ATR_TYPE(type)          GLINFO_LOCATION.glTypeLookup[type].d3dType
124 #define WINED3D_ATR_SIZE(type)          GLINFO_LOCATION.glTypeLookup[type].size
125 #define WINED3D_ATR_GLTYPE(type)        GLINFO_LOCATION.glTypeLookup[type].glType
126 #define WINED3D_ATR_NORMALIZED(type)    GLINFO_LOCATION.glTypeLookup[type].normalized
127 #define WINED3D_ATR_TYPESIZE(type)      GLINFO_LOCATION.glTypeLookup[type].typesize
128
129 /* float_16_to_32() and float_32_to_16() (see implementation in
130  * surface_base.c) convert 16 bit floats in the FLOAT16 data type
131  * to standard C floats and vice versa. They do not depend on the encoding
132  * of the C float, so they are platform independent, but slow. On x86 and
133  * other IEEE 754 compliant platforms the conversion can be accelerated by
134  * bit shifting the exponent and mantissa. There are also some SSE-based
135  * assembly routines out there.
136  *
137  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
138  */
139 static inline float float_16_to_32(const unsigned short *in) {
140     const unsigned short s = ((*in) & 0x8000);
141     const unsigned short e = ((*in) & 0x7C00) >> 10;
142     const unsigned short m = (*in) & 0x3FF;
143     const float sgn = (s ? -1.0 : 1.0);
144
145     if(e == 0) {
146         if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
147         else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
148     } else if(e < 31) {
149         return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
150     } else {
151         if(m == 0) return sgn / 0.0; /* +INF / -INF */
152         else return 0.0 / 0.0; /* NAN */
153     }
154 }
155
156 /**
157  * Settings 
158  */
159 #define VS_NONE    0
160 #define VS_HW      1
161
162 #define PS_NONE    0
163 #define PS_HW      1
164
165 #define VBO_NONE   0
166 #define VBO_HW     1
167
168 #define NP2_NONE   0
169 #define NP2_REPACK 1
170 #define NP2_NATIVE 2
171
172 #define ORM_BACKBUFFER  0
173 #define ORM_PBUFFER     1
174 #define ORM_FBO         2
175
176 #define SHADER_ARB  1
177 #define SHADER_GLSL 2
178 #define SHADER_ATI  3
179 #define SHADER_NONE 4
180
181 #define RTL_DISABLE   -1
182 #define RTL_AUTO       0
183 #define RTL_READDRAW   1
184 #define RTL_READTEX    2
185 #define RTL_TEXDRAW    3
186 #define RTL_TEXTEX     4
187
188 /* NOTE: When adding fields to this structure, make sure to update the default
189  * values in wined3d_main.c as well. */
190 typedef struct wined3d_settings_s {
191 /* vertex and pixel shader modes */
192   int vs_mode;
193   int ps_mode;
194   int vbo_mode;
195 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
196     we should use it.  However, until it's fully implemented, we'll leave it as a registry
197     setting for developers. */
198   BOOL glslRequested;
199   int offscreen_rendering_mode;
200   int rendertargetlock_mode;
201 /* Memory tracking and object counting */
202   unsigned int emulated_textureram;
203   char *logo;
204   int allow_multisampling;
205 } wined3d_settings_t;
206
207 extern wined3d_settings_t wined3d_settings;
208
209 /* Shader backends */
210 struct SHADER_OPCODE_ARG;
211
212 #define SHADER_PGMSIZE 65535
213 typedef struct SHADER_BUFFER {
214     char* buffer;
215     unsigned int bsize;
216     unsigned int lineNo;
217     BOOL newline;
218 } SHADER_BUFFER;
219
220 struct shader_caps {
221     DWORD               VertexShaderVersion;
222     DWORD               MaxVertexShaderConst;
223
224     DWORD               PixelShaderVersion;
225     float               PixelShader1xMaxValue;
226
227     WINED3DVSHADERCAPS2_0   VS20Caps;
228     WINED3DPSHADERCAPS2_0   PS20Caps;
229
230     DWORD               MaxVShaderInstructionsExecuted;
231     DWORD               MaxPShaderInstructionsExecuted;
232     DWORD               MaxVertexShader30InstructionSlots;
233     DWORD               MaxPixelShader30InstructionSlots;
234 };
235
236 typedef struct {
237     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
238     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
239     void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
240     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
241     void (*shader_cleanup)(IWineD3DDevice *iface);
242     void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
243     void (*shader_destroy)(IWineD3DBaseShader *iface);
244     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
245     void (*shader_free_private)(IWineD3DDevice *iface);
246     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
247     void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
248     void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
249     void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
250     BOOL (*shader_conv_supported)(WINED3DFORMAT conv);
251 } shader_backend_t;
252
253 extern const shader_backend_t atifs_shader_backend;
254 extern const shader_backend_t glsl_shader_backend;
255 extern const shader_backend_t arb_program_shader_backend;
256 extern const shader_backend_t none_shader_backend;
257
258 /* X11 locking */
259
260 extern void (*wine_tsx11_lock_ptr)(void);
261 extern void (*wine_tsx11_unlock_ptr)(void);
262
263 /* As GLX relies on X, this is needed */
264 extern int num_lock;
265
266 #if 0
267 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
268 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
269 #else
270 #define ENTER_GL() wine_tsx11_lock_ptr()
271 #define LEAVE_GL() wine_tsx11_unlock_ptr()
272 #endif
273
274 /*****************************************************************************
275  * Defines
276  */
277
278 /* GL related defines */
279 /* ------------------ */
280 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
281 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
282 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
283 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
284
285 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
286 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
287 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
288 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
289
290 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
291 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
292 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
293 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
294
295 #define D3DCOLORTOGLFLOAT4(dw, vec) \
296   (vec)[0] = D3DCOLOR_R(dw); \
297   (vec)[1] = D3DCOLOR_G(dw); \
298   (vec)[2] = D3DCOLOR_B(dw); \
299   (vec)[3] = D3DCOLOR_A(dw);
300
301 /* DirectX Device Limits */
302 /* --------------------- */
303 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
304
305 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
306                             See MaxStreams in MSDN under GetDeviceCaps */
307                          /* Maximum number of constants provided to the shaders */
308 #define HIGHEST_TRANSFORMSTATE 512 
309                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
310
311 /* Checking of API calls */
312 /* --------------------- */
313 #define checkGLcall(A)                                          \
314 {                                                               \
315     GLint err = glGetError();                                   \
316     if (err == GL_NO_ERROR) {                                   \
317        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
318                                                                 \
319     } else do {                                                 \
320         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
321             debug_glerror(err), err, A, __FILE__, __LINE__);    \
322        err = glGetError();                                      \
323     } while (err != GL_NO_ERROR);                               \
324
325
326 /* Trace routines / diagnostics */
327 /* ---------------------------- */
328
329 /* Dump out a matrix and copy it */
330 #define conv_mat(mat,gl_mat)                                                                \
331 do {                                                                                        \
332     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
333     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
334     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
335     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
336     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
337 } while (0)
338
339 /* Macro to dump out the current state of the light chain */
340 #define DUMP_LIGHT_CHAIN()                    \
341 {                                             \
342   PLIGHTINFOEL *el = This->stateBlock->lights;\
343   while (el) {                                \
344     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
345     el = el->next;                            \
346   }                                           \
347 }
348
349 /* Trace vector and strided data information */
350 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
351 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
352         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);
353
354 /* Defines used for optimizations */
355
356 /*    Only reapply what is necessary */
357 #define REAPPLY_ALPHAOP  0x0001
358 #define REAPPLY_ALL      0xFFFF
359
360 /* Advance declaration of structures to satisfy compiler */
361 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
362 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
363 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
364 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
365
366 /* Global variables */
367 extern const float identity[16];
368
369 /*****************************************************************************
370  * Compilable extra diagnostics
371  */
372
373 /* Trace information per-vertex: (extremely high amount of trace) */
374 #if 0 /* NOTE: Must be 0 in cvs */
375 # define VTRACE(A) TRACE A
376 #else 
377 # define VTRACE(A) 
378 #endif
379
380 /* Checking of per-vertex related GL calls */
381 /* --------------------- */
382 #define vcheckGLcall(A)                                         \
383 {                                                               \
384     GLint err = glGetError();                                   \
385     if (err == GL_NO_ERROR) {                                   \
386        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
387                                                                 \
388     } else do {                                                 \
389         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
390             debug_glerror(err), err, A, __FILE__, __LINE__);    \
391        err = glGetError();                                      \
392     } while (err != GL_NO_ERROR);                               \
393 }
394
395 /* TODO: Confirm each of these works when wined3d move completed */
396 #if 0 /* NOTE: Must be 0 in cvs */
397   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
398      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
399      is enabled, and if it doesn't exist it is disabled. */
400 # define FRAME_DEBUGGING
401   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
402       the file is deleted                                                                            */
403 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
404 #  define SINGLE_FRAME_DEBUGGING
405 # endif  
406   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
407      It can only be enabled when FRAME_DEBUGGING is also enabled                               
408      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
409      array is drawn.                                                                            */
410 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
411 #  define SHOW_FRAME_MAKEUP 1
412 # endif  
413   /* The following, when enabled, lets you see the makeup of the all the textures used during each
414      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
415      The contents of the textures assigned to each stage are written into 
416      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
417 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
418 #  define SHOW_TEXTURE_MAKEUP 0
419 # endif  
420 extern BOOL isOn;
421 extern BOOL isDumpingFrames;
422 extern LONG primCounter;
423 #endif
424
425 /*****************************************************************************
426  * Prototypes
427  */
428
429 /* Routine common to the draw primitive and draw indexed primitive routines */
430 void drawPrimitive(IWineD3DDevice *iface,
431                     int PrimitiveType,
432                     long NumPrimitives,
433                     /* for Indexed: */
434                     long  StartVertexIndex,
435                     UINT  numberOfVertices,
436                     long  StartIdx,
437                     short idxBytes,
438                     const void *idxData,
439                     int   minIndex);
440
441 void primitiveDeclarationConvertToStridedData(
442      IWineD3DDevice *iface,
443      BOOL useVertexShaderFunction,
444      WineDirect3DVertexStridedData *strided,
445      BOOL *fixup);
446
447 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
448
449 typedef void (WINE_GLAPI *glAttribFunc)(void *data);
450 typedef void (WINE_GLAPI *glTexAttribFunc)(GLuint unit, void *data);
451 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
452 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
453 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
454 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
455
456 #define eps 1e-8
457
458 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
459     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
460
461 /* Routines and structures related to state management */
462 typedef struct WineD3DContext WineD3DContext;
463 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
464
465 #define STATE_RENDER(a) (a)
466 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
467
468 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
469 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
470
471 /* + 1 because samplers start with 0 */
472 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
473 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
474
475 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
476 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
477
478 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
479 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
480
481 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
482 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
483 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
484 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
485
486 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
487 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
488
489 #define STATE_VSHADER (STATE_VDECL + 1)
490 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
491
492 #define STATE_VIEWPORT (STATE_VSHADER + 1)
493 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
494
495 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
496 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
497 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
498 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
499
500 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
501 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
502
503 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
504 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
505
506 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
507 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
508
509 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
510
511 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
512
513 #define STATE_HIGHEST (STATE_FRONTFACE)
514
515 struct StateEntry
516 {
517     DWORD               representative;
518     APPLYSTATEFUNC      apply;
519 };
520
521 struct StateEntryTemplate
522 {
523     DWORD               state;
524     struct StateEntry   content;
525     GL_SupportedExt     extension;
526 };
527
528 struct fragment_caps {
529     DWORD               PrimitiveMiscCaps;
530
531     DWORD               TextureOpCaps;
532     DWORD               MaxTextureBlendStages;
533     DWORD               MaxSimultaneousTextures;
534 };
535
536 struct fragment_pipeline {
537     void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
538     void (*get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
539     HRESULT (*alloc_private)(IWineD3DDevice *iface);
540     void (*free_private)(IWineD3DDevice *iface);
541     BOOL (*conv_supported)(WINED3DFORMAT conv);
542     const struct StateEntryTemplate *states;
543     BOOL ffp_proj_control;
544 };
545
546 extern const struct StateEntryTemplate misc_state_template[];
547 extern const struct StateEntryTemplate ffp_vertexstate_template[];
548 extern const struct fragment_pipeline ffp_fragment_pipeline;
549 extern const struct fragment_pipeline atifs_fragment_pipeline;
550 extern const struct fragment_pipeline arbfp_fragment_pipeline;
551 extern const struct fragment_pipeline nvts_fragment_pipeline;
552 extern const struct fragment_pipeline nvrc_fragment_pipeline;
553
554 /* "Base" state table */
555 void compile_state_table(struct StateEntry *StateTable,
556                          APPLYSTATEFUNC **dev_multistate_funcs,
557                          WineD3D_GL_Info *gl_info,
558                          const struct StateEntryTemplate *vertex,
559                          const struct fragment_pipeline *fragment,
560                          const struct StateEntryTemplate *misc);
561
562 /* Shaders for color conversions in blits */
563 struct blit_shader {
564     HRESULT (*alloc_private)(IWineD3DDevice *iface);
565     void (*free_private)(IWineD3DDevice *iface);
566     HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
567     void (*unset_shader)(IWineD3DDevice *iface);
568     BOOL (*conv_supported)(WINED3DFORMAT conv);
569 };
570
571 extern const struct blit_shader ffp_blit;
572 extern const struct blit_shader arbfp_blit;
573
574 /* The new context manager that should deal with onscreen and offscreen rendering */
575 struct WineD3DContext {
576     /* State dirtification
577      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
578      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
579      * 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
580      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
581      */
582     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
583     DWORD                   numDirtyEntries;
584     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
585
586     IWineD3DSurface         *surface;
587     DWORD                   tid;    /* Thread ID which owns this context at the moment */
588
589     /* Stores some information about the context state for optimization */
590     BOOL                    draw_buffer_dirty;
591     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
592     BOOL                    last_was_pshader;
593     BOOL                    last_was_vshader;
594     BOOL                    last_was_foggy_shader;
595     BOOL                    namedArraysLoaded, numberedArraysLoaded;
596     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
597     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
598     unsigned char           num_untracked_materials;
599     GLenum                  untracked_materials[2];
600     BOOL                    last_was_blit, last_was_ckey;
601     UINT                    blit_w, blit_h;
602     char                    texShaderBumpMap;
603     BOOL                    fog_coord;
604
605     char                    *vshader_const_dirty, *pshader_const_dirty;
606
607     /* The actual opengl context */
608     HGLRC                   glCtx;
609     HWND                    win_handle;
610     HDC                     hdc;
611     HPBUFFERARB             pbuffer;
612     BOOL                    isPBuffer;
613     GLint                   aux_buffers;
614
615     /* FBOs */
616     struct list             fbo_list;
617     struct fbo_entry        *current_fbo;
618     GLuint                  src_fbo;
619     GLuint                  dst_fbo;
620 };
621
622 typedef enum ContextUsage {
623     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
624     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
625     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
626     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
627 } ContextUsage;
628
629 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
630 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
631 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
632 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
633 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
634 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
635
636 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
637 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
638
639 /* Macros for doing basic GPU detection based on opengl capabilities */
640 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
641 #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])
642 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
643 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
644
645 /* Default callbacks for implicit object destruction */
646 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
647
648 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
649
650 /*****************************************************************************
651  * Internal representation of a light
652  */
653 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
654 struct PLIGHTINFOEL {
655     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
656     DWORD        OriginalIndex;
657     LONG         glIndex;
658     BOOL         changed;
659     BOOL         enabledChanged;
660     BOOL         enabled;
661
662     /* Converted parms to speed up swapping lights */
663     float                         lightPosn[4];
664     float                         lightDirn[4];
665     float                         exponent;
666     float                         cutoff;
667
668     struct list entry;
669 };
670
671 /* The default light parameters */
672 extern const WINED3DLIGHT WINED3D_default_light;
673
674 typedef struct WineD3D_PixelFormat
675 {
676     int iPixelFormat; /* WGL pixel format */
677     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
678     int redSize, greenSize, blueSize, alphaSize;
679     int depthSize, stencilSize;
680     BOOL windowDrawable;
681     BOOL pbufferDrawable;
682     BOOL doubleBuffer;
683     int auxBuffers;
684     int numSamples;
685 } WineD3D_PixelFormat;
686
687 /* The adapter structure */
688 struct WineD3DAdapter
689 {
690     UINT                    num;
691     BOOL                    opengl;
692     POINT                   monitorPoint;
693     WineD3D_GL_Info         gl_info;
694     const char              *driver;
695     const char              *description;
696     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
697     int                     nCfgs;
698     WineD3D_PixelFormat     *cfgs;
699     BOOL                    brokenStencil; /* Set on cards which only offer mixed depth+stencil */
700     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
701     unsigned int            UsedTextureRam;
702 };
703
704 extern BOOL InitAdapters(void);
705 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
706 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
707
708 /*****************************************************************************
709  * High order patch management
710  */
711 struct WineD3DRectPatch
712 {
713     UINT                            Handle;
714     float                          *mem;
715     WineDirect3DVertexStridedData   strided;
716     WINED3DRECTPATCH_INFO           RectPatchInfo;
717     float                           numSegs[4];
718     char                            has_normals, has_texcoords;
719     struct list                     entry;
720 };
721
722 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
723
724 enum projection_types
725 {
726     proj_none    = 0,
727     proj_count3  = 1,
728     proj_count4  = 2
729 };
730
731 enum tex_types
732 {
733     tex_1d       = 0,
734     tex_2d       = 1,
735     tex_3d       = 2,
736     tex_cube     = 3,
737     tex_rect     = 4
738 };
739
740 enum dst_arg
741 {
742     resultreg    = 0,
743     tempreg      = 1
744 };
745
746 /*****************************************************************************
747  * Fixed function pipeline replacements
748  */
749 struct texture_stage_op
750 {
751     unsigned                cop : 5, aop : 5;
752 #define ARG_UNUSED          0x3f
753     unsigned                carg1 : 6, carg2 : 6, carg0 : 6;
754     unsigned                tex_type : 3;
755     unsigned                dst : 1;                        /* Total of 32 bits */
756     unsigned                aarg1 : 6, aarg2 : 6, aarg0 : 6;
757     unsigned                projected : 2;
758     unsigned                padding : 12;                   /* Total of 64 bits */
759     WINED3DFORMAT           color_correction;
760 };
761
762 struct ffp_settings {
763     struct texture_stage_op     op[MAX_TEXTURES];
764     enum {
765         FOG_OFF,
766         FOG_LINEAR,
767         FOG_EXP,
768         FOG_EXP2
769     } fog;
770     /* Use an int instead of a char to get dword alignment */
771     unsigned int sRGB_write;
772 };
773
774 struct ffp_desc
775 {
776     struct ffp_settings         settings;
777 };
778
779 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock, struct ffp_settings *settings, BOOL ignore_textype);
780 struct ffp_desc *find_ffp_shader(struct hash_table_t *fragment_shaders, struct ffp_settings *settings);
781 void add_ffp_shader(struct hash_table_t *shaders, struct ffp_desc *desc);
782 BOOL ffp_program_key_compare(void *keya, void *keyb);
783 unsigned int ffp_program_key_hash(void *key);
784
785 /*****************************************************************************
786  * IWineD3D implementation structure
787  */
788 typedef struct IWineD3DImpl
789 {
790     /* IUnknown fields */
791     const IWineD3DVtbl     *lpVtbl;
792     LONG                    ref;     /* Note: Ref counting not required */
793
794     /* WineD3D Information */
795     IUnknown               *parent;
796     UINT                    dxVersion;
797 } IWineD3DImpl;
798
799 extern const IWineD3DVtbl IWineD3D_Vtbl;
800
801 /* TODO: setup some flags in the registry to enable, disable pbuffer support
802 (since it will break quite a few things until contexts are managed properly!) */
803 extern BOOL pbuffer_support;
804 /* allocate one pbuffer per surface */
805 extern BOOL pbuffer_per_surface;
806
807 /* A helper function that dumps a resource list */
808 void dumpResources(struct list *list);
809
810 /*****************************************************************************
811  * IWineD3DDevice implementation structure
812  */
813 struct IWineD3DDeviceImpl
814 {
815     /* IUnknown fields      */
816     const IWineD3DDeviceVtbl *lpVtbl;
817     LONG                    ref;     /* Note: Ref counting not required */
818
819     /* WineD3D Information  */
820     IUnknown               *parent;
821     IWineD3D               *wineD3D;
822     struct WineD3DAdapter  *adapter;
823
824     /* Window styles to restore when switching fullscreen mode */
825     LONG                    style;
826     LONG                    exStyle;
827
828     /* X and GL Information */
829     GLint                   maxConcurrentLights;
830     GLenum                  offscreenBuffer;
831
832     /* Selected capabilities */
833     int vs_selected_mode;
834     int ps_selected_mode;
835     const shader_backend_t *shader_backend;
836     void *shader_priv;
837     void *fragment_priv;
838     void *blit_priv;
839     struct StateEntry StateTable[STATE_HIGHEST + 1];
840     /* Array of functions for states which are handled by more than one pipeline part */
841     APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
842     const struct fragment_pipeline *frag_pipe;
843     const struct blit_shader *blitter;
844
845     unsigned int max_ffp_textures, max_ffp_texture_stages;
846
847     /* To store */
848     BOOL                    view_ident;        /* true iff view matrix is identity                */
849     BOOL                    untransformed;
850     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
851 #define DDRAW_PITCH_ALIGNMENT 8
852 #define D3D8_PITCH_ALIGNMENT 4
853     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
854
855     /* State block related */
856     BOOL                    isRecordingState;
857     IWineD3DStateBlockImpl *stateBlock;
858     IWineD3DStateBlockImpl *updateStateBlock;
859     BOOL                   isInDraw;
860
861     /* Internal use fields  */
862     WINED3DDEVICE_CREATION_PARAMETERS createParms;
863     UINT                            adapterNo;
864     WINED3DDEVTYPE                  devType;
865
866     IWineD3DSwapChain     **swapchains;
867     UINT                    NumberOfSwapChains;
868
869     struct list             resources; /* a linked list to track resources created by the device */
870     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
871     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
872
873     /* Render Target Support */
874     IWineD3DSurface       **render_targets;
875     IWineD3DSurface        *auto_depth_stencil_buffer;
876     IWineD3DSurface        *stencilBufferTarget;
877
878     /* Caches to avoid unneeded context changes */
879     IWineD3DSurface        *lastActiveRenderTarget;
880     IWineD3DSwapChain      *lastActiveSwapChain;
881
882     /* palettes texture management */
883     UINT                    NumberOfPalettes;
884     PALETTEENTRY            **palettes;
885     UINT                    currentPalette;
886     UINT                    paletteConversionShader;
887
888     /* For rendering to a texture using glCopyTexImage */
889     BOOL                    render_offscreen;
890     GLenum                  *draw_buffers;
891     GLuint                  depth_blt_texture;
892     GLuint                  depth_blt_rb;
893     UINT                    depth_blt_rb_w;
894     UINT                    depth_blt_rb_h;
895
896     /* Cursor management */
897     BOOL                    bCursorVisible;
898     UINT                    xHotSpot;
899     UINT                    yHotSpot;
900     UINT                    xScreenSpace;
901     UINT                    yScreenSpace;
902     UINT                    cursorWidth, cursorHeight;
903     GLuint                  cursorTexture;
904     BOOL                    haveHardwareCursor;
905     HCURSOR                 hardwareCursor;
906
907     /* The Wine logo surface */
908     IWineD3DSurface        *logo_surface;
909
910     /* Textures for when no other textures are mapped */
911     UINT                          dummyTextureName[MAX_TEXTURES];
912
913     /* Debug stream management */
914     BOOL                     debug;
915
916     /* Device state management */
917     HRESULT                 state;
918     BOOL                    d3d_initialized;
919
920     /* A flag to check for proper BeginScene / EndScene call pairs */
921     BOOL inScene;
922
923     /* process vertex shaders using software or hardware */
924     BOOL softwareVertexProcessing;
925
926     /* DirectDraw stuff */
927     DWORD ddraw_width, ddraw_height;
928     WINED3DFORMAT ddraw_format;
929
930     /* Final position fixup constant */
931     float                       posFixup[4];
932
933     /* With register combiners we can skip junk texture stages */
934     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
935     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
936     BOOL                      fixed_function_usage_map[MAX_TEXTURES];
937
938     /* Stream source management */
939     WineDirect3DVertexStridedData strided_streams;
940     WineDirect3DVertexStridedData *up_strided;
941     BOOL                      useDrawStridedSlow;
942     BOOL                      instancedDraw;
943
944     /* Context management */
945     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
946     WineD3DContext          *activeContext;
947     DWORD                   lastThread;
948     UINT                    numContexts;
949     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
950     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
951
952     /* High level patch management */
953 #define PATCHMAP_SIZE 43
954 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
955     struct list             patches[PATCHMAP_SIZE];
956     struct WineD3DRectPatch *currentPatch;
957 };
958
959 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
960
961 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
962                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
963                                         float Z, DWORD Stencil);
964 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
965 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
966 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
967     DWORD idx = state >> 5;
968     BYTE shift = state & 0x1f;
969     return context->isStateDirty[idx] & (1 << shift);
970 }
971
972 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
973 typedef struct PrivateData
974 {
975     struct list entry;
976
977     GUID tag;
978     DWORD flags; /* DDSPD_* */
979     DWORD uniqueness_value;
980
981     union
982     {
983         LPVOID data;
984         LPUNKNOWN object;
985     } ptr;
986
987     DWORD size;
988 } PrivateData;
989
990 /*****************************************************************************
991  * IWineD3DResource implementation structure
992  */
993 typedef struct IWineD3DResourceClass
994 {
995     /* IUnknown fields */
996     LONG                    ref;     /* Note: Ref counting not required */
997
998     /* WineD3DResource Information */
999     IUnknown               *parent;
1000     WINED3DRESOURCETYPE     resourceType;
1001     IWineD3DDeviceImpl     *wineD3DDevice;
1002     WINED3DPOOL             pool;
1003     UINT                    size;
1004     DWORD                   usage;
1005     WINED3DFORMAT           format;
1006     BYTE                   *allocatedMemory; /* Pointer to the real data location */
1007     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
1008     struct list             privateData;
1009     struct list             resource_list_entry;
1010
1011 } IWineD3DResourceClass;
1012
1013 typedef struct IWineD3DResourceImpl
1014 {
1015     /* IUnknown & WineD3DResource Information     */
1016     const IWineD3DResourceVtbl *lpVtbl;
1017     IWineD3DResourceClass   resource;
1018 } IWineD3DResourceImpl;
1019
1020 /* Tests show that the start address of resources is 32 byte aligned */
1021 #define RESOURCE_ALIGNMENT 32
1022
1023 /*****************************************************************************
1024  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1025  */
1026 enum vbo_conversion_type {
1027     CONV_NONE               = 0,
1028     CONV_D3DCOLOR           = 1,
1029     CONV_POSITIONT          = 2,
1030     CONV_FLOAT16_2          = 3 /* Also handles FLOAT16_4 */
1031
1032     /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1033      * fixed function semantics as D3DCOLOR or FLOAT16
1034      */
1035 };
1036
1037 typedef struct IWineD3DVertexBufferImpl
1038 {
1039     /* IUnknown & WineD3DResource Information     */
1040     const IWineD3DVertexBufferVtbl *lpVtbl;
1041     IWineD3DResourceClass     resource;
1042
1043     /* WineD3DVertexBuffer specifics */
1044     DWORD                     fvf;
1045
1046     /* Vertex buffer object support */
1047     GLuint                    vbo;
1048     BYTE                      Flags;
1049     LONG                      bindCount;
1050     LONG                      vbo_size;
1051     GLenum                    vbo_usage;
1052
1053     UINT                      dirtystart, dirtyend;
1054     LONG                      lockcount;
1055
1056     LONG                      declChanges, draws;
1057     /* Last description of the buffer */
1058     DWORD                     stride;       /* 0 if no conversion               */
1059     enum vbo_conversion_type  *conv_map;    /* NULL if no conversion            */
1060
1061     /* Extra load offsets, for FLOAT16 conversion */
1062     DWORD                     *conv_shift;  /* NULL if no shifted conversion    */
1063     DWORD                     conv_stride;  /* 0 if no shifted conversion       */
1064 } IWineD3DVertexBufferImpl;
1065
1066 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1067
1068 #define VBFLAG_OPTIMIZED      0x01    /* Optimize has been called for the VB */
1069 #define VBFLAG_DIRTY          0x02    /* Buffer data has been modified */
1070 #define VBFLAG_HASDESC        0x04    /* A vertex description has been found */
1071 #define VBFLAG_CREATEVBO      0x08    /* Attempt to create a VBO next PreLoad */
1072
1073 /*****************************************************************************
1074  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1075  */
1076 typedef struct IWineD3DIndexBufferImpl
1077 {
1078     /* IUnknown & WineD3DResource Information     */
1079     const IWineD3DIndexBufferVtbl *lpVtbl;
1080     IWineD3DResourceClass     resource;
1081
1082     GLuint                    vbo;
1083     UINT                      dirtystart, dirtyend;
1084     LONG                      lockcount;
1085
1086     /* WineD3DVertexBuffer specifics */
1087 } IWineD3DIndexBufferImpl;
1088
1089 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1090
1091 /*****************************************************************************
1092  * IWineD3DBaseTexture D3D- > openGL state map lookups
1093  */
1094 #define WINED3DFUNC_NOTSUPPORTED  -2
1095 #define WINED3DFUNC_UNIMPLEMENTED -1
1096
1097 typedef enum winetexturestates {
1098     WINED3DTEXSTA_ADDRESSU       = 0,
1099     WINED3DTEXSTA_ADDRESSV       = 1,
1100     WINED3DTEXSTA_ADDRESSW       = 2,
1101     WINED3DTEXSTA_BORDERCOLOR    = 3,
1102     WINED3DTEXSTA_MAGFILTER      = 4,
1103     WINED3DTEXSTA_MINFILTER      = 5,
1104     WINED3DTEXSTA_MIPFILTER      = 6,
1105     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1106     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1107     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1108     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1109     WINED3DTEXSTA_DMAPOFFSET     = 11,
1110     WINED3DTEXSTA_TSSADDRESSW    = 12,
1111     MAX_WINETEXTURESTATES        = 13,
1112 } winetexturestates;
1113
1114 /*****************************************************************************
1115  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1116  */
1117 typedef struct IWineD3DBaseTextureClass
1118 {
1119     UINT                    levels;
1120     BOOL                    dirty;
1121     UINT                    textureName;
1122     UINT                    LOD;
1123     WINED3DTEXTUREFILTERTYPE filterType;
1124     DWORD                   states[MAX_WINETEXTURESTATES];
1125     LONG                    bindCount;
1126     DWORD                   sampler;
1127     BOOL                    is_srgb;
1128     UINT                    srgb_mode_change_count;
1129     WINED3DFORMAT           shader_conversion_group;
1130     float                   pow2Matrix[16];
1131     minMipLookup_t          *minMipLookup;
1132     magLookup_t             *magLookup;
1133 } IWineD3DBaseTextureClass;
1134
1135 typedef struct IWineD3DBaseTextureImpl
1136 {
1137     /* IUnknown & WineD3DResource Information     */
1138     const IWineD3DBaseTextureVtbl *lpVtbl;
1139     IWineD3DResourceClass     resource;
1140     IWineD3DBaseTextureClass  baseTexture;
1141
1142 } IWineD3DBaseTextureImpl;
1143
1144 /*****************************************************************************
1145  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1146  */
1147 typedef struct IWineD3DTextureImpl
1148 {
1149     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1150     const IWineD3DTextureVtbl *lpVtbl;
1151     IWineD3DResourceClass     resource;
1152     IWineD3DBaseTextureClass  baseTexture;
1153
1154     /* IWineD3DTexture */
1155     IWineD3DSurface          *surfaces[MAX_LEVELS];
1156     
1157     UINT                      width;
1158     UINT                      height;
1159     UINT                      target;
1160     BOOL                      cond_np2;
1161
1162 } IWineD3DTextureImpl;
1163
1164 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1165
1166 /*****************************************************************************
1167  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1168  */
1169 typedef struct IWineD3DCubeTextureImpl
1170 {
1171     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1172     const IWineD3DCubeTextureVtbl *lpVtbl;
1173     IWineD3DResourceClass     resource;
1174     IWineD3DBaseTextureClass  baseTexture;
1175
1176     /* IWineD3DCubeTexture */
1177     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
1178
1179     UINT                      edgeLength;
1180 } IWineD3DCubeTextureImpl;
1181
1182 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1183
1184 typedef struct _WINED3DVOLUMET_DESC
1185 {
1186     UINT                    Width;
1187     UINT                    Height;
1188     UINT                    Depth;
1189 } WINED3DVOLUMET_DESC;
1190
1191 /*****************************************************************************
1192  * IWineD3DVolume implementation structure (extends IUnknown)
1193  */
1194 typedef struct IWineD3DVolumeImpl
1195 {
1196     /* IUnknown & WineD3DResource fields */
1197     const IWineD3DVolumeVtbl  *lpVtbl;
1198     IWineD3DResourceClass      resource;
1199
1200     /* WineD3DVolume Information */
1201     WINED3DVOLUMET_DESC      currentDesc;
1202     IWineD3DBase            *container;
1203     UINT                    bytesPerPixel;
1204
1205     BOOL                    lockable;
1206     BOOL                    locked;
1207     WINED3DBOX              lockedBox;
1208     WINED3DBOX              dirtyBox;
1209     BOOL                    dirty;
1210
1211
1212 } IWineD3DVolumeImpl;
1213
1214 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1215
1216 /*****************************************************************************
1217  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1218  */
1219 typedef struct IWineD3DVolumeTextureImpl
1220 {
1221     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1222     const IWineD3DVolumeTextureVtbl *lpVtbl;
1223     IWineD3DResourceClass     resource;
1224     IWineD3DBaseTextureClass  baseTexture;
1225
1226     /* IWineD3DVolumeTexture */
1227     IWineD3DVolume           *volumes[MAX_LEVELS];
1228
1229     UINT                      width;
1230     UINT                      height;
1231     UINT                      depth;
1232 } IWineD3DVolumeTextureImpl;
1233
1234 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1235
1236 typedef struct _WINED3DSURFACET_DESC
1237 {
1238     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1239     DWORD                   MultiSampleQuality;
1240     UINT                    Width;
1241     UINT                    Height;
1242 } WINED3DSURFACET_DESC;
1243
1244 /*****************************************************************************
1245  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1246  */
1247 typedef struct wineD3DSurface_DIB {
1248     HBITMAP DIBsection;
1249     void* bitmap_data;
1250     UINT bitmap_size;
1251     HGDIOBJ holdbitmap;
1252     BOOL client_memory;
1253 } wineD3DSurface_DIB;
1254
1255 typedef struct {
1256     struct list entry;
1257     GLuint id;
1258     UINT width;
1259     UINT height;
1260 } renderbuffer_entry_t;
1261
1262 struct fbo_entry
1263 {
1264     struct list entry;
1265     IWineD3DSurface **render_targets;
1266     IWineD3DSurface *depth_stencil;
1267     BOOL attached;
1268     GLuint id;
1269 };
1270
1271 /*****************************************************************************
1272  * IWineD3DClipp implementation structure
1273  */
1274 typedef struct IWineD3DClipperImpl
1275 {
1276     const IWineD3DClipperVtbl *lpVtbl;
1277     LONG ref;
1278
1279     IUnknown *Parent;
1280     HWND hWnd;
1281 } IWineD3DClipperImpl;
1282
1283
1284 /*****************************************************************************
1285  * IWineD3DSurface implementation structure
1286  */
1287 struct IWineD3DSurfaceImpl
1288 {
1289     /* IUnknown & IWineD3DResource Information     */
1290     const IWineD3DSurfaceVtbl *lpVtbl;
1291     IWineD3DResourceClass     resource;
1292
1293     /* IWineD3DSurface fields */
1294     IWineD3DBase              *container;
1295     WINED3DSURFACET_DESC      currentDesc;
1296     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1297     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1298
1299     UINT                      bytesPerPixel;
1300
1301     /* TODO: move this off into a management class(maybe!) */
1302     DWORD                      Flags;
1303
1304     UINT                      pow2Width;
1305     UINT                      pow2Height;
1306     float                     heightscale;
1307
1308     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1309     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1310
1311     /* Oversized texture */
1312     RECT                      glRect;
1313
1314     /* PBO */
1315     GLuint                    pbo;
1316
1317     RECT                      lockedRect;
1318     RECT                      dirtyRect;
1319     int                       lockCount;
1320 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1321
1322     glDescriptor              glDescription;
1323     BOOL                      srgb;
1324
1325     /* For GetDC */
1326     wineD3DSurface_DIB        dib;
1327     HDC                       hDC;
1328
1329     /* Color keys for DDraw */
1330     WINEDDCOLORKEY            DestBltCKey;
1331     WINEDDCOLORKEY            DestOverlayCKey;
1332     WINEDDCOLORKEY            SrcOverlayCKey;
1333     WINEDDCOLORKEY            SrcBltCKey;
1334     DWORD                     CKeyFlags;
1335
1336     WINEDDCOLORKEY            glCKey;
1337
1338     struct list               renderbuffers;
1339     renderbuffer_entry_t      *current_renderbuffer;
1340
1341     /* DirectDraw clippers */
1342     IWineD3DClipper           *clipper;
1343
1344     /* DirectDraw Overlay handling */
1345     RECT                      overlay_srcrect;
1346     RECT                      overlay_destrect;
1347     IWineD3DSurfaceImpl       *overlay_dest;
1348     struct list               overlays;
1349     struct list               overlay_entry;
1350 };
1351
1352 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1353 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1354
1355 /* Predeclare the shared Surface functions */
1356 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1357 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1358 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1359 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1360 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1361 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1362 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1363 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1364 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1365 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1366 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1367 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1368 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1369 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1370 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1371 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1372 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1373 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1374 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1375 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1376 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1377 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1378 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1379 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1380 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1381 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1382 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1383 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1384 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1385 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1386 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1387 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1388 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1389 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1390
1391 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1392
1393 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1394 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1395 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1396 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1397
1398 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1399
1400 /* Surface flags: */
1401 #define SFLAG_OVERSIZE      0x00000001 /* Surface is bigger than gl size, blts only */
1402 #define SFLAG_CONVERTED     0x00000002 /* Converted for color keying or Palettized */
1403 #define SFLAG_DIBSECTION    0x00000004 /* Has a DIB section attached for GetDC */
1404 #define SFLAG_LOCKABLE      0x00000008 /* Surface can be locked */
1405 #define SFLAG_DISCARD       0x00000010 /* ??? */
1406 #define SFLAG_LOCKED        0x00000020 /* Surface is locked atm */
1407 #define SFLAG_INTEXTURE     0x00000040 /* The GL texture contains the newest surface content */
1408 #define SFLAG_INDRAWABLE    0x00000080 /* The gl drawable contains the most up to date data */
1409 #define SFLAG_INSYSMEM      0x00000100 /* The system memory copy is most up to date */
1410 #define SFLAG_NONPOW2       0x00000200 /* Surface sizes are not a power of 2 */
1411 #define SFLAG_DYNLOCK       0x00000400 /* Surface is often locked by the app */
1412 #define SFLAG_DYNCHANGE     0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1413 #define SFLAG_DCINUSE       0x00001000 /* Set between GetDC and ReleaseDC calls */
1414 #define SFLAG_LOST          0x00002000 /* Surface lost flag for DDraw */
1415 #define SFLAG_USERPTR       0x00004000 /* The application allocated the memory for this surface */
1416 #define SFLAG_GLCKEY        0x00008000 /* The gl texture was created with a color key */
1417 #define SFLAG_CLIENT        0x00010000 /* GL_APPLE_client_storage is used on that texture */
1418 #define SFLAG_ALLOCATED     0x00020000 /* A gl texture is allocated for this surface */
1419 #define SFLAG_PBO           0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1420 #define SFLAG_NORMCOORD     0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1421 #define SFLAG_DS_ONSCREEN   0x00100000 /* Is a depth stencil, last modified onscreen */
1422 #define SFLAG_DS_OFFSCREEN  0x00200000 /* Is a depth stencil, last modified offscreen */
1423 #define SFLAG_INOVERLAYDRAW 0x00400000 /* Overlay drawing is in progress. Recursion prevention */
1424
1425 /* In some conditions the surface memory must not be freed:
1426  * SFLAG_OVERSIZE: Not all data can be kept in GL
1427  * SFLAG_CONVERTED: Converting the data back would take too long
1428  * SFLAG_DIBSECTION: The dib code manages the memory
1429  * SFLAG_LOCKED: The app requires access to the surface data
1430  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1431  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1432  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1433  * SFLAG_CLIENT: OpenGL uses our memory as backup
1434  */
1435 #define SFLAG_DONOTFREE     (SFLAG_OVERSIZE   | \
1436                              SFLAG_CONVERTED  | \
1437                              SFLAG_DIBSECTION | \
1438                              SFLAG_LOCKED     | \
1439                              SFLAG_DYNLOCK    | \
1440                              SFLAG_DYNCHANGE  | \
1441                              SFLAG_USERPTR    | \
1442                              SFLAG_PBO        | \
1443                              SFLAG_CLIENT)
1444
1445 #define SFLAG_LOCATIONS     (SFLAG_INSYSMEM   | \
1446                              SFLAG_INTEXTURE  | \
1447                              SFLAG_INDRAWABLE)
1448
1449 #define SFLAG_DS_LOCATIONS  (SFLAG_DS_ONSCREEN | \
1450                              SFLAG_DS_OFFSCREEN)
1451
1452 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1453
1454 typedef enum {
1455     NO_CONVERSION,
1456     CONVERT_PALETTED,
1457     CONVERT_PALETTED_CK,
1458     CONVERT_CK_565,
1459     CONVERT_CK_5551,
1460     CONVERT_CK_4444,
1461     CONVERT_CK_4444_ARGB,
1462     CONVERT_CK_1555,
1463     CONVERT_555,
1464     CONVERT_CK_RGB24,
1465     CONVERT_CK_8888,
1466     CONVERT_CK_8888_ARGB,
1467     CONVERT_RGB32_888,
1468     CONVERT_V8U8,
1469     CONVERT_L6V5U5,
1470     CONVERT_X8L8V8U8,
1471     CONVERT_Q8W8V8U8,
1472     CONVERT_V16U16,
1473     CONVERT_A4L4,
1474     CONVERT_R32F,
1475     CONVERT_R16F,
1476     CONVERT_G16R16,
1477 } CONVERT_TYPES;
1478
1479 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);
1480
1481 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1482
1483 /*****************************************************************************
1484  * IWineD3DVertexDeclaration implementation structure
1485  */
1486 typedef struct attrib_declaration {
1487     DWORD usage;
1488     DWORD idx;
1489 } attrib_declaration;
1490
1491 #define MAX_ATTRIBS 16
1492
1493 typedef struct IWineD3DVertexDeclarationImpl {
1494     /* IUnknown  Information */
1495     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1496     LONG                    ref;
1497
1498     IUnknown                *parent;
1499     IWineD3DDeviceImpl      *wineD3DDevice;
1500
1501     WINED3DVERTEXELEMENT    *pDeclarationWine;
1502     UINT                    declarationWNumElements;
1503
1504     DWORD                   streams[MAX_STREAMS];
1505     UINT                    num_streams;
1506     BOOL                    position_transformed;
1507     BOOL                    half_float_conv_needed;
1508
1509     /* Ordered array of declaration types that need swizzling in a vshader */
1510     attrib_declaration      swizzled_attribs[MAX_ATTRIBS];
1511     UINT                    num_swizzled_attribs;
1512 } IWineD3DVertexDeclarationImpl;
1513
1514 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1515
1516 /*****************************************************************************
1517  * IWineD3DStateBlock implementation structure
1518  */
1519
1520 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1521 /*   Note: Very long winded but gl Lists are not flexible enough */
1522 /*   to resolve everything we need, so doing it manually for now */
1523 typedef struct SAVEDSTATES {
1524         BOOL                      indices;
1525         BOOL                      material;
1526         BOOL                      fvf;
1527         BOOL                      streamSource[MAX_STREAMS];
1528         BOOL                      streamFreq[MAX_STREAMS];
1529         BOOL                      textures[MAX_COMBINED_SAMPLERS];
1530         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1531         BOOL                      viewport;
1532         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1533         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1534         BOOL                      samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1535         BOOL                      clipplane[MAX_CLIPPLANES];
1536         BOOL                      vertexDecl;
1537         BOOL                      pixelShader;
1538         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1539         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1540         BOOL                     *pixelShaderConstantsF;
1541         BOOL                      vertexShader;
1542         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1543         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1544         BOOL                     *vertexShaderConstantsF;
1545         BOOL                      scissorRect;
1546 } SAVEDSTATES;
1547
1548 typedef struct {
1549     struct  list entry;
1550     DWORD   count;
1551     DWORD   idx[13];
1552 } constants_entry;
1553
1554 struct StageState {
1555     DWORD stage;
1556     DWORD state;
1557 };
1558
1559 struct IWineD3DStateBlockImpl
1560 {
1561     /* IUnknown fields */
1562     const IWineD3DStateBlockVtbl *lpVtbl;
1563     LONG                      ref;     /* Note: Ref counting not required */
1564
1565     /* IWineD3DStateBlock information */
1566     IUnknown                 *parent;
1567     IWineD3DDeviceImpl       *wineD3DDevice;
1568     WINED3DSTATEBLOCKTYPE     blockType;
1569
1570     /* Array indicating whether things have been set or changed */
1571     SAVEDSTATES               changed;
1572     struct list               set_vconstantsF;
1573     struct list               set_pconstantsF;
1574
1575     /* Drawing - Vertex Shader or FVF related */
1576     DWORD                     fvf;
1577     /* Vertex Shader Declaration */
1578     IWineD3DVertexDeclaration *vertexDecl;
1579
1580     IWineD3DVertexShader      *vertexShader;
1581
1582     /* Vertex Shader Constants */
1583     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1584     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1585     float                     *vertexShaderConstantF;
1586
1587     /* Stream Source */
1588     BOOL                      streamIsUP;
1589     UINT                      streamStride[MAX_STREAMS];
1590     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1591     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1592     UINT                      streamFreq[MAX_STREAMS + 1];
1593     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1594
1595     /* Indices */
1596     IWineD3DIndexBuffer*      pIndexData;
1597     INT                       baseVertexIndex;
1598     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1599
1600     /* Transform */
1601     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1602
1603     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1604 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1605 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1606     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1607     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1608
1609     /* Clipping */
1610     double                    clipplane[MAX_CLIPPLANES][4];
1611     WINED3DCLIPSTATUS         clip_status;
1612
1613     /* ViewPort */
1614     WINED3DVIEWPORT           viewport;
1615
1616     /* Material */
1617     WINED3DMATERIAL           material;
1618
1619     /* Pixel Shader */
1620     IWineD3DPixelShader      *pixelShader;
1621
1622     /* Pixel Shader Constants */
1623     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1624     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1625     float                     *pixelShaderConstantF;
1626
1627     /* RenderState */
1628     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1629
1630     /* Texture */
1631     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1632     int                       textureDimensions[MAX_COMBINED_SAMPLERS];
1633
1634     /* Texture State Stage */
1635     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1636     DWORD                     lowest_disabled_stage;
1637     /* Sampler States */
1638     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1639
1640     /* Scissor test rectangle */
1641     RECT                      scissorRect;
1642
1643     /* Contained state management */
1644     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1645     unsigned int              num_contained_render_states;
1646     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1647     unsigned int              num_contained_transform_states;
1648     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1649     unsigned int              num_contained_vs_consts_i;
1650     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1651     unsigned int              num_contained_vs_consts_b;
1652     DWORD                     *contained_vs_consts_f;
1653     unsigned int              num_contained_vs_consts_f;
1654     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1655     unsigned int              num_contained_ps_consts_i;
1656     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1657     unsigned int              num_contained_ps_consts_b;
1658     DWORD                     *contained_ps_consts_f;
1659     unsigned int              num_contained_ps_consts_f;
1660     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1661     unsigned int              num_contained_tss_states;
1662     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1663     unsigned int              num_contained_sampler_states;
1664 };
1665
1666 extern void stateblock_savedstates_set(
1667     IWineD3DStateBlock* iface,
1668     SAVEDSTATES* states,
1669     BOOL value);
1670
1671 extern void stateblock_savedstates_copy(
1672     IWineD3DStateBlock* iface,
1673     SAVEDSTATES* dest,
1674     SAVEDSTATES* source);
1675
1676 extern void stateblock_copy(
1677     IWineD3DStateBlock* destination,
1678     IWineD3DStateBlock* source);
1679
1680 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1681
1682 /* Direct3D terminology with little modifications. We do not have an issued state
1683  * because only the driver knows about it, but we have a created state because d3d
1684  * allows GetData on a created issue, but opengl doesn't
1685  */
1686 enum query_state {
1687     QUERY_CREATED,
1688     QUERY_SIGNALLED,
1689     QUERY_BUILDING
1690 };
1691 /*****************************************************************************
1692  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1693  */
1694 typedef struct IWineD3DQueryImpl
1695 {
1696     const IWineD3DQueryVtbl  *lpVtbl;
1697     LONG                      ref;     /* Note: Ref counting not required */
1698     
1699     IUnknown                 *parent;
1700     /*TODO: replace with iface usage */
1701 #if 0
1702     IWineD3DDevice         *wineD3DDevice;
1703 #else
1704     IWineD3DDeviceImpl       *wineD3DDevice;
1705 #endif
1706
1707     /* IWineD3DQuery fields */
1708     enum query_state         state;
1709     WINED3DQUERYTYPE         type;
1710     /* TODO: Think about using a IUnknown instead of a void* */
1711     void                     *extendedData;
1712     
1713   
1714 } IWineD3DQueryImpl;
1715
1716 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1717 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1718 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1719
1720 /* Datastructures for IWineD3DQueryImpl.extendedData */
1721 typedef struct  WineQueryOcclusionData {
1722     GLuint  queryId;
1723     WineD3DContext *ctx;
1724 } WineQueryOcclusionData;
1725
1726 typedef struct  WineQueryEventData {
1727     GLuint  fenceId;
1728     WineD3DContext *ctx;
1729 } WineQueryEventData;
1730
1731 /*****************************************************************************
1732  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1733  */
1734
1735 typedef struct IWineD3DSwapChainImpl
1736 {
1737     /*IUnknown part*/
1738     const IWineD3DSwapChainVtbl *lpVtbl;
1739     LONG                      ref;     /* Note: Ref counting not required */
1740
1741     IUnknown                 *parent;
1742     IWineD3DDeviceImpl       *wineD3DDevice;
1743
1744     /* IWineD3DSwapChain fields */
1745     IWineD3DSurface         **backBuffer;
1746     IWineD3DSurface          *frontBuffer;
1747     BOOL                      wantsDepthStencilBuffer;
1748     WINED3DPRESENT_PARAMETERS presentParms;
1749     DWORD                     orig_width, orig_height;
1750     WINED3DFORMAT             orig_fmt;
1751     WINED3DGAMMARAMP          orig_gamma;
1752
1753     long prev_time, frames;   /* Performance tracking */
1754     unsigned int vSyncCounter;
1755
1756     WineD3DContext        **context; /* Later a array for multithreading */
1757     unsigned int            num_contexts;
1758
1759     HWND                    win_handle;
1760 } IWineD3DSwapChainImpl;
1761
1762 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1763 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
1764 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, LPRECT rc);
1765
1766 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
1767 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
1768 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
1769 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
1770 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
1771 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
1772 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
1773 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
1774 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
1775 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
1776 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
1777 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
1778
1779 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1780
1781 /*****************************************************************************
1782  * Utility function prototypes 
1783  */
1784
1785 /* Trace routines */
1786 const char* debug_d3dformat(WINED3DFORMAT fmt);
1787 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1788 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1789 const char* debug_d3dusage(DWORD usage);
1790 const char* debug_d3dusagequery(DWORD usagequery);
1791 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1792 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1793 const char* debug_d3ddeclusage(BYTE usage);
1794 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1795 const char* debug_d3drenderstate(DWORD state);
1796 const char* debug_d3dsamplerstate(DWORD state);
1797 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1798 const char* debug_d3dtexturestate(DWORD state);
1799 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1800 const char* debug_d3dpool(WINED3DPOOL pool);
1801 const char *debug_fbostatus(GLenum status);
1802 const char *debug_glerror(GLenum error);
1803 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1804 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1805 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
1806
1807 /* Routines for GL <-> D3D values */
1808 GLenum StencilOp(DWORD op);
1809 GLenum CompareFunc(DWORD func);
1810 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1811 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
1812 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
1813 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1814 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1815 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1816 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1817
1818 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1819 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1820 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
1821 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
1822
1823 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1824 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1825
1826 /* Math utils */
1827 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1828 unsigned int count_bits(unsigned int mask);
1829
1830 /*****************************************************************************
1831  * To enable calling of inherited functions, requires prototypes 
1832  *
1833  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1834  */
1835     /*** IUnknown methods ***/
1836     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1837     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1838     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1839     /*** IWineD3DResource methods ***/
1840     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1841     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1842     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1843     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1844     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1845     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1846     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1847     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1848     extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1849     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1850     /*** class static members ***/
1851     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1852
1853     /*** IUnknown methods ***/
1854     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1855     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1856     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1857     /*** IWineD3DResource methods ***/
1858     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1859     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1860     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1861     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1862     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1863     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1864     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1865     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1866     extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1867     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1868     /*** IWineD3DBaseTexture methods ***/
1869     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1870     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1871     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1872     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1873     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1874     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1875     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1876     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1877
1878     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1879     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1880     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1881     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1882     /*** class static members ***/
1883     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1884
1885 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1886
1887 /* TODO: Make this dynamic, based on shader limits ? */
1888 #define MAX_REG_ADDR 1
1889 #define MAX_REG_TEMP 32
1890 #define MAX_REG_TEXCRD 8
1891 #define MAX_REG_INPUT 12
1892 #define MAX_REG_OUTPUT 12
1893 #define MAX_CONST_I 16
1894 #define MAX_CONST_B 16
1895
1896 /* FIXME: This needs to go up to 2048 for
1897  * Shader model 3 according to msdn (and for software shaders) */
1898 #define MAX_LABELS 16
1899
1900 typedef struct semantic {
1901     DWORD usage;
1902     DWORD reg;
1903 } semantic;
1904
1905 typedef struct local_constant {
1906     struct list entry;
1907     unsigned int idx;
1908     DWORD value[4];
1909 } local_constant;
1910
1911 typedef struct shader_reg_maps {
1912
1913     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1914     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1915     char address[MAX_REG_ADDR];             /* vertex */
1916     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1917     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1918     char attributes[MAX_ATTRIBS];           /* vertex */
1919     char labels[MAX_LABELS];                /* pixel, vertex */
1920     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
1921
1922     /* Sampler usage tokens 
1923      * Use 0 as default (bit 31 is always 1 on a valid token) */
1924     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1925     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1926     char usesnrm, vpos, usesdsy;
1927     char usesrelconstF;
1928
1929     /* Whether or not loops are used in this shader, and nesting depth */
1930     unsigned loop_depth;
1931
1932     /* Whether or not this shader uses fog */
1933     char fog;
1934
1935 } shader_reg_maps;
1936
1937 /* Undocumented opcode controls */
1938 #define INST_CONTROLS_SHIFT 16
1939 #define INST_CONTROLS_MASK 0x00ff0000
1940
1941 typedef enum COMPARISON_TYPE {
1942     COMPARISON_GT = 1,
1943     COMPARISON_EQ = 2,
1944     COMPARISON_GE = 3,
1945     COMPARISON_LT = 4,
1946     COMPARISON_NE = 5,
1947     COMPARISON_LE = 6
1948 } COMPARISON_TYPE;
1949
1950 typedef struct SHADER_OPCODE {
1951     unsigned int  opcode;
1952     const char*   name;
1953     const char*   glname;
1954     char          dst_token;
1955     CONST UINT    num_params;
1956     SHADER_HANDLER hw_fct;
1957     SHADER_HANDLER hw_glsl_fct;
1958     DWORD         min_version;
1959     DWORD         max_version;
1960 } SHADER_OPCODE;
1961
1962 typedef struct SHADER_OPCODE_ARG {
1963     IWineD3DBaseShader* shader;
1964     shader_reg_maps* reg_maps;
1965     CONST SHADER_OPCODE* opcode;
1966     DWORD opcode_token;
1967     DWORD dst;
1968     DWORD dst_addr;
1969     DWORD predicate;
1970     DWORD src[4];
1971     DWORD src_addr[4];
1972     SHADER_BUFFER* buffer;
1973 } SHADER_OPCODE_ARG;
1974
1975 typedef struct SHADER_LIMITS {
1976     unsigned int temporary;
1977     unsigned int texcoord;
1978     unsigned int sampler;
1979     unsigned int constant_int;
1980     unsigned int constant_float;
1981     unsigned int constant_bool;
1982     unsigned int address;
1983     unsigned int packed_output;
1984     unsigned int packed_input;
1985     unsigned int attributes;
1986     unsigned int label;
1987 } SHADER_LIMITS;
1988
1989 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1990     maintain state information between multiple codes */
1991 typedef struct SHADER_PARSE_STATE {
1992     unsigned int current_row;
1993     DWORD texcoord_w[2];
1994 } SHADER_PARSE_STATE;
1995
1996 #ifdef __GNUC__
1997 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1998 #else
1999 #define PRINTF_ATTR(fmt,args)
2000 #endif
2001
2002 /* Base Shader utility functions. 
2003  * (may move callers into the same file in the future) */
2004 extern int shader_addline(
2005     SHADER_BUFFER* buffer,
2006     const char* fmt, ...) PRINTF_ATTR(2,3);
2007
2008 extern const SHADER_OPCODE* shader_get_opcode(
2009     IWineD3DBaseShader *iface, 
2010     const DWORD code);
2011
2012 /* Vertex shader utility functions */
2013 extern BOOL vshader_get_input(
2014     IWineD3DVertexShader* iface,
2015     BYTE usage_req, BYTE usage_idx_req,
2016     unsigned int* regnum);
2017
2018 extern BOOL vshader_input_is_color(
2019     IWineD3DVertexShader* iface,
2020     unsigned int regnum);
2021
2022 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2023
2024 /* ARB shader program Prototypes */
2025 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
2026
2027 /* ARB pixel shader prototypes */
2028 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
2029 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
2030 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
2031 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2032 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
2033 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
2034 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
2035 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
2036 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
2037 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
2038 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
2039 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
2040 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
2041 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
2042 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2043 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
2044 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
2045 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
2046 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
2047 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
2048 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
2049 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
2050 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
2051
2052 /* ARB vertex / pixel shader common prototypes */
2053 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
2054 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
2055 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
2056
2057 /* ARB vertex shader prototypes */
2058 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2059 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
2060
2061 /* GLSL helper functions */
2062 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2063
2064 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2065 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
2066 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
2067 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
2068 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
2069 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
2070 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
2071 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
2072 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
2073 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
2074 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
2075 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
2076 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
2077 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
2078 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
2079 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
2080 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
2081 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
2082 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
2083 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
2084 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
2085 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
2086 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
2087 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
2088 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
2089 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
2090 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
2091 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
2092 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
2093 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
2094 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
2095 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
2096 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
2097 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
2098 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
2099
2100 /** GLSL Pixel Shader Prototypes */
2101 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
2102 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
2103 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
2104 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
2105 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
2106 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
2107 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
2108 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
2109 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
2110 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2111 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2112 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2113 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2114 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2115 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2116 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2117 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2118 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2119 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2120 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2121
2122 /*****************************************************************************
2123  * IDirect3DBaseShader implementation structure
2124  */
2125 typedef struct IWineD3DBaseShaderClass
2126 {
2127     LONG                            ref;
2128     DWORD                           hex_version;
2129     SHADER_LIMITS                   limits;
2130     SHADER_PARSE_STATE              parse_state;
2131     CONST SHADER_OPCODE             *shader_ins;
2132     DWORD                          *function;
2133     UINT                            functionLength;
2134     GLuint                          prgId;
2135     BOOL                            is_compiled;
2136     UINT                            cur_loop_depth, cur_loop_regno;
2137     BOOL                            load_local_constsF;
2138
2139     /* Type of shader backend */
2140     int shader_mode;
2141
2142     /* Programs this shader is linked with */
2143     struct list linked_programs;
2144
2145     /* Immediate constants (override global ones) */
2146     struct list constantsB;
2147     struct list constantsF;
2148     struct list constantsI;
2149     shader_reg_maps reg_maps;
2150
2151     /* Pixel formats of sampled textures, for format conversion. This
2152      * represents the formats found during compilation, it is not initialized
2153      * on the first parser pass. It is needed to check if the shader
2154      * needs recompilation to adjust the format conversion
2155      */
2156     WINED3DFORMAT       sampled_format[MAX_COMBINED_SAMPLERS];
2157     UINT                sampled_samplers[MAX_COMBINED_SAMPLERS];
2158     UINT                num_sampled_samplers;
2159
2160     UINT recompile_count;
2161
2162     /* Pointer to the parent device */
2163     IWineD3DDevice *device;
2164     struct list     shader_list_entry;
2165
2166 } IWineD3DBaseShaderClass;
2167
2168 typedef struct IWineD3DBaseShaderImpl {
2169     /* IUnknown */
2170     const IWineD3DBaseShaderVtbl    *lpVtbl;
2171
2172     /* IWineD3DBaseShader */
2173     IWineD3DBaseShaderClass         baseShader;
2174 } IWineD3DBaseShaderImpl;
2175
2176 HRESULT  WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2177 ULONG  WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2178 ULONG  WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2179
2180 extern HRESULT shader_get_registers_used(
2181     IWineD3DBaseShader *iface,
2182     shader_reg_maps* reg_maps,
2183     semantic* semantics_in,
2184     semantic* semantics_out,
2185     CONST DWORD* pToken,
2186     IWineD3DStateBlockImpl *stateBlock);
2187
2188 extern void shader_generate_main(
2189     IWineD3DBaseShader *iface,
2190     SHADER_BUFFER* buffer,
2191     shader_reg_maps* reg_maps,
2192     CONST DWORD* pFunction);
2193
2194 extern void shader_dump_ins_modifiers(
2195     const DWORD output);
2196
2197 extern void shader_dump_param(
2198     IWineD3DBaseShader *iface,
2199     const DWORD param,
2200     const DWORD addr_token,
2201     int input);
2202
2203 extern void shader_trace_init(
2204     IWineD3DBaseShader *iface,
2205     const DWORD* pFunction);
2206
2207 extern int shader_get_param(
2208     IWineD3DBaseShader* iface,
2209     const DWORD* pToken,
2210     DWORD* param,
2211     DWORD* addr_token);
2212
2213 extern int shader_skip_unrecognized(
2214     IWineD3DBaseShader* iface,
2215     const DWORD* pToken);
2216
2217 static inline int shader_get_regtype(const DWORD param) {
2218     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2219             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2220 }
2221
2222 static inline int shader_get_writemask(const DWORD param) {
2223     return param & WINED3DSP_WRITEMASK_ALL;
2224 }
2225
2226 extern unsigned int shader_get_float_offset(const DWORD reg);
2227
2228 static inline BOOL shader_is_pshader_version(DWORD token) {
2229     return 0xFFFF0000 == (token & 0xFFFF0000);
2230 }
2231
2232 static inline BOOL shader_is_vshader_version(DWORD token) {
2233     return 0xFFFE0000 == (token & 0xFFFF0000);
2234 }
2235
2236 static inline BOOL shader_is_comment(DWORD token) {
2237     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2238 }
2239
2240 static inline BOOL shader_is_scalar(DWORD param) {
2241     DWORD reg_type = shader_get_regtype(param);
2242     DWORD reg_num;
2243
2244     switch (reg_type) {
2245         case WINED3DSPR_RASTOUT:
2246             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2247                 /* oFog & oPts */
2248                 return TRUE;
2249             }
2250             /* oPos */
2251             return FALSE;
2252
2253         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2254         case WINED3DSPR_CONSTBOOL:  /* b# */
2255         case WINED3DSPR_LOOP:       /* aL */
2256         case WINED3DSPR_PREDICATE:  /* p0 */
2257             return TRUE;
2258
2259         case WINED3DSPR_MISCTYPE:
2260             reg_num = param & WINED3DSP_REGNUM_MASK;
2261             switch(reg_num) {
2262                 case 0: /* vPos */
2263                     return FALSE;
2264                 case 1: /* vFace */
2265                     return TRUE;
2266                 default:
2267                     return FALSE;
2268             }
2269
2270         default:
2271             return FALSE;
2272     }
2273 }
2274
2275 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2276     local_constant* lconst;
2277
2278     if(This->baseShader.load_local_constsF) return FALSE;
2279     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2280         if(lconst->idx == reg) return TRUE;
2281     }
2282     return FALSE;
2283
2284 }
2285
2286 /*****************************************************************************
2287  * IDirect3DVertexShader implementation structure
2288  */
2289 typedef struct IWineD3DVertexShaderImpl {
2290     /* IUnknown parts*/   
2291     const IWineD3DVertexShaderVtbl *lpVtbl;
2292
2293     /* IWineD3DBaseShader */
2294     IWineD3DBaseShaderClass     baseShader;
2295
2296     /* IWineD3DVertexShaderImpl */
2297     IUnknown                    *parent;
2298
2299     DWORD                       usage;
2300
2301     /* Vertex shader input and output semantics */
2302     semantic semantics_in [MAX_ATTRIBS];
2303     semantic semantics_out [MAX_REG_OUTPUT];
2304
2305     /* Ordered array of attributes that are swizzled */
2306     attrib_declaration          swizzled_attribs [MAX_ATTRIBS];
2307     UINT                        num_swizzled_attribs;
2308
2309     /* run time data...  */
2310     VSHADERDATA                *data;
2311     UINT                       min_rel_offset, max_rel_offset;
2312     UINT                       rel_offset;
2313
2314     UINT                       recompile_count;
2315 #if 0 /* needs reworking */
2316     /* run time data */
2317     VSHADERINPUTDATA input;
2318     VSHADEROUTPUTDATA output;
2319 #endif
2320 } IWineD3DVertexShaderImpl;
2321 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2322 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2323
2324 /*****************************************************************************
2325  * IDirect3DPixelShader implementation structure
2326  */
2327
2328 enum vertexprocessing_mode {
2329     fixedfunction,
2330     vertexshader,
2331     pretransformed
2332 };
2333
2334 struct stb_const_desc {
2335     char                    texunit;
2336     UINT                    const_num;
2337 };
2338
2339 typedef struct IWineD3DPixelShaderImpl {
2340     /* IUnknown parts */
2341     const IWineD3DPixelShaderVtbl *lpVtbl;
2342
2343     /* IWineD3DBaseShader */
2344     IWineD3DBaseShaderClass     baseShader;
2345
2346     /* IWineD3DPixelShaderImpl */
2347     IUnknown                   *parent;
2348
2349     /* Pixel shader input semantics */
2350     semantic semantics_in [MAX_REG_INPUT];
2351     DWORD                 input_reg_map[MAX_REG_INPUT];
2352     BOOL                  input_reg_used[MAX_REG_INPUT];
2353     int                         declared_in_count;
2354
2355     /* run time data */
2356     PSHADERDATA                *data;
2357
2358     /* Some information about the shader behavior */
2359     struct stb_const_desc       bumpenvmatconst[MAX_TEXTURES];
2360     char                        numbumpenvmatconsts;
2361     struct stb_const_desc       luminanceconst[MAX_TEXTURES];
2362     char                        srgb_enabled;
2363     char                        srgb_mode_hardcoded;
2364     UINT                        srgb_low_const;
2365     UINT                        srgb_cmp_const;
2366     char                        vpos_uniform;
2367     BOOL                        render_offscreen;
2368     UINT                        height;
2369     enum vertexprocessing_mode  vertexprocessing;
2370
2371 #if 0 /* needs reworking */
2372     PSHADERINPUTDATA input;
2373     PSHADEROUTPUTDATA output;
2374 #endif
2375 } IWineD3DPixelShaderImpl;
2376
2377 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2378 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2379
2380 /* sRGB correction constants */
2381 static const float srgb_cmp = 0.0031308;
2382 static const float srgb_mul_low = 12.92;
2383 static const float srgb_pow = 0.41666;
2384 static const float srgb_mul_high = 1.055;
2385 static const float srgb_sub_high = 0.055;
2386
2387 /*****************************************************************************
2388  * IWineD3DPalette implementation structure
2389  */
2390 struct IWineD3DPaletteImpl {
2391     /* IUnknown parts */
2392     const IWineD3DPaletteVtbl  *lpVtbl;
2393     LONG                       ref;
2394
2395     IUnknown                   *parent;
2396     IWineD3DDeviceImpl         *wineD3DDevice;
2397
2398     /* IWineD3DPalette */
2399     HPALETTE                   hpal;
2400     WORD                       palVersion;     /*|               */
2401     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2402     PALETTEENTRY               palents[256];   /*|               */
2403     /* This is to store the palette in 'screen format' */
2404     int                        screen_palents[256];
2405     DWORD                      Flags;
2406 };
2407
2408 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2409 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2410
2411 /* DirectDraw utility functions */
2412 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2413
2414 /*****************************************************************************
2415  * Pixel format management
2416  */
2417 typedef struct {
2418     WINED3DFORMAT           format;
2419     DWORD                   alphaMask, redMask, greenMask, blueMask;
2420     UINT                    bpp;
2421     short                   depthSize, stencilSize;
2422     BOOL                    isFourcc;
2423 } StaticPixelFormatDesc;
2424
2425 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2426         WineD3D_GL_Info *gl_info,
2427         const GlPixelFormatDesc **glDesc);
2428
2429 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2430     return (device->vs_selected_mode != SHADER_NONE
2431             && device->stateBlock->vertexShader
2432             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2433             && !device->strided_streams.u.s.position_transformed);
2434 }
2435
2436 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2437     return (device->ps_selected_mode != SHADER_NONE
2438             && device->stateBlock->pixelShader
2439             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2440 }
2441
2442 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2443         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2444 void depth_blt(IWineD3DDevice *iface, GLuint texture, GLsizei w, GLsizei h);
2445
2446 void context_destroy_fbo_entry(IWineD3DDeviceImpl *This, struct fbo_entry *entry);
2447 #endif