winejoystick.drv: Use CP_UNIXCP instead of CP_ACP when converting a string that comes...
[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 "objbase.h"
41 #include "wined3d_private_types.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
45
46 /* Texture format fixups */
47
48 enum fixup_channel_source
49 {
50     CHANNEL_SOURCE_ZERO = 0,
51     CHANNEL_SOURCE_ONE = 1,
52     CHANNEL_SOURCE_X = 2,
53     CHANNEL_SOURCE_Y = 3,
54     CHANNEL_SOURCE_Z = 4,
55     CHANNEL_SOURCE_W = 5,
56     CHANNEL_SOURCE_YUV0 = 6,
57     CHANNEL_SOURCE_YUV1 = 7,
58 };
59
60 enum yuv_fixup
61 {
62     YUV_FIXUP_YUY2 = 0,
63     YUV_FIXUP_UYVY = 1,
64     YUV_FIXUP_YV12 = 2,
65 };
66
67 #include <pshpack2.h>
68 struct color_fixup_desc
69 {
70     unsigned x_sign_fixup : 1;
71     unsigned x_source : 3;
72     unsigned y_sign_fixup : 1;
73     unsigned y_source : 3;
74     unsigned z_sign_fixup : 1;
75     unsigned z_source : 3;
76     unsigned w_sign_fixup : 1;
77     unsigned w_source : 3;
78 };
79 #include <poppack.h>
80
81 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
82         {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
83
84 static inline struct color_fixup_desc create_color_fixup_desc(
85         int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
86         int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
87 {
88     struct color_fixup_desc fixup =
89     {
90         sign0, src0,
91         sign1, src1,
92         sign2, src2,
93         sign3, src3,
94     };
95     return fixup;
96 }
97
98 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
99 {
100     struct color_fixup_desc fixup =
101     {
102         0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103         0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104         0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105         0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
106     };
107     return fixup;
108 }
109
110 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
111 {
112     return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
113 }
114
115 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
116 {
117     return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
118 }
119
120 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
121 {
122     enum yuv_fixup yuv_fixup = 0;
123     if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
124     if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
125     if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
126     if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
127     return yuv_fixup;
128 }
129
130 /* Hash table functions */
131 typedef unsigned int (hash_function_t)(const void *key);
132 typedef BOOL (compare_function_t)(const void *keya, const void *keyb);
133
134 struct hash_table_entry_t {
135     void *key;
136     void *value;
137     unsigned int hash;
138     struct list entry;
139 };
140
141 struct hash_table_t {
142     hash_function_t *hash_function;
143     compare_function_t *compare_function;
144     struct list *buckets;
145     unsigned int bucket_count;
146     struct hash_table_entry_t *entries;
147     unsigned int entry_count;
148     struct list free_entries;
149     unsigned int count;
150     unsigned int grow_size;
151     unsigned int shrink_size;
152 };
153
154 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
155 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
156 void hash_table_for_each_entry(struct hash_table_t *table, void (*callback)(void *value, void *context), void *context);
157 void *hash_table_get(const struct hash_table_t *table, const void *key);
158 void hash_table_put(struct hash_table_t *table, void *key, void *value);
159 void hash_table_remove(struct hash_table_t *table, void *key);
160
161 /* Device caps */
162 #define MAX_PALETTES            65536
163 #define MAX_STREAMS             16
164 #define MAX_TEXTURES            8
165 #define MAX_FRAGMENT_SAMPLERS   16
166 #define MAX_VERTEX_SAMPLERS     4
167 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
168 #define MAX_ACTIVE_LIGHTS       8
169 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
170 #define MAX_LEVELS              256
171
172 #define MAX_CONST_I 16
173 #define MAX_CONST_B 16
174
175 /* Used for CreateStateBlock */
176 #define NUM_SAVEDPIXELSTATES_R     35
177 #define NUM_SAVEDPIXELSTATES_T     18
178 #define NUM_SAVEDPIXELSTATES_S     12
179 #define NUM_SAVEDVERTEXSTATES_R    34
180 #define NUM_SAVEDVERTEXSTATES_T    2
181 #define NUM_SAVEDVERTEXSTATES_S    1
182
183 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
184 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
185 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
186 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
187 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
188 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
189
190 typedef enum _WINELOOKUP {
191     WINELOOKUP_WARPPARAM = 0,
192     MAX_LOOKUPS          = 1
193 } WINELOOKUP;
194
195 extern const int minLookup[MAX_LOOKUPS];
196 extern const int maxLookup[MAX_LOOKUPS];
197 extern DWORD *stateLookup[MAX_LOOKUPS];
198
199 struct min_lookup
200 {
201     GLenum mip[WINED3DTEXF_LINEAR + 1];
202 };
203
204 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
205 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
206 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
207 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
208
209 extern const struct filter_lookup filter_lookup_nofilter;
210 extern struct filter_lookup filter_lookup;
211
212 void init_type_lookup(WineD3D_GL_Info *gl_info);
213 #define WINED3D_ATR_TYPE(type)          GLINFO_LOCATION.glTypeLookup[type].d3dType
214 #define WINED3D_ATR_SIZE(type)          GLINFO_LOCATION.glTypeLookup[type].size
215 #define WINED3D_ATR_GLTYPE(type)        GLINFO_LOCATION.glTypeLookup[type].glType
216 #define WINED3D_ATR_FORMAT(type)        GLINFO_LOCATION.glTypeLookup[type].format
217 #define WINED3D_ATR_NORMALIZED(type)    GLINFO_LOCATION.glTypeLookup[type].normalized
218 #define WINED3D_ATR_TYPESIZE(type)      GLINFO_LOCATION.glTypeLookup[type].typesize
219
220 /* float_16_to_32() and float_32_to_16() (see implementation in
221  * surface_base.c) convert 16 bit floats in the FLOAT16 data type
222  * to standard C floats and vice versa. They do not depend on the encoding
223  * of the C float, so they are platform independent, but slow. On x86 and
224  * other IEEE 754 compliant platforms the conversion can be accelerated by
225  * bit shifting the exponent and mantissa. There are also some SSE-based
226  * assembly routines out there.
227  *
228  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
229  */
230 static inline float float_16_to_32(const unsigned short *in) {
231     const unsigned short s = ((*in) & 0x8000);
232     const unsigned short e = ((*in) & 0x7C00) >> 10;
233     const unsigned short m = (*in) & 0x3FF;
234     const float sgn = (s ? -1.0 : 1.0);
235
236     if(e == 0) {
237         if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
238         else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
239     } else if(e < 31) {
240         return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
241     } else {
242         if(m == 0) return sgn / 0.0; /* +INF / -INF */
243         else return 0.0 / 0.0; /* NAN */
244     }
245 }
246
247 /**
248  * Settings 
249  */
250 #define VS_NONE    0
251 #define VS_HW      1
252
253 #define PS_NONE    0
254 #define PS_HW      1
255
256 #define VBO_NONE   0
257 #define VBO_HW     1
258
259 #define NP2_NONE   0
260 #define NP2_REPACK 1
261 #define NP2_NATIVE 2
262
263 #define ORM_BACKBUFFER  0
264 #define ORM_PBUFFER     1
265 #define ORM_FBO         2
266
267 #define SHADER_ARB  1
268 #define SHADER_GLSL 2
269 #define SHADER_ATI  3
270 #define SHADER_NONE 4
271
272 #define RTL_DISABLE   -1
273 #define RTL_AUTO       0
274 #define RTL_READDRAW   1
275 #define RTL_READTEX    2
276 #define RTL_TEXDRAW    3
277 #define RTL_TEXTEX     4
278
279 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
280 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
281
282 /* NOTE: When adding fields to this structure, make sure to update the default
283  * values in wined3d_main.c as well. */
284 typedef struct wined3d_settings_s {
285 /* vertex and pixel shader modes */
286   int vs_mode;
287   int ps_mode;
288   int vbo_mode;
289 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
290     we should use it.  However, until it's fully implemented, we'll leave it as a registry
291     setting for developers. */
292   BOOL glslRequested;
293   int offscreen_rendering_mode;
294   int rendertargetlock_mode;
295   unsigned short pci_vendor_id;
296   unsigned short pci_device_id;
297 /* Memory tracking and object counting */
298   unsigned int emulated_textureram;
299   char *logo;
300   int allow_multisampling;
301 } wined3d_settings_t;
302
303 extern wined3d_settings_t wined3d_settings;
304
305 /* Shader backends */
306 struct SHADER_OPCODE_ARG;
307
308 #define SHADER_PGMSIZE 65535
309 typedef struct SHADER_BUFFER {
310     char* buffer;
311     unsigned int bsize;
312     unsigned int lineNo;
313     BOOL newline;
314 } SHADER_BUFFER;
315
316 enum WINED3D_SHADER_INSTRUCTION_HANDLER
317 {
318     WINED3DSIH_ABS,
319     WINED3DSIH_ADD,
320     WINED3DSIH_BEM,
321     WINED3DSIH_BREAK,
322     WINED3DSIH_BREAKC,
323     WINED3DSIH_BREAKP,
324     WINED3DSIH_CALL,
325     WINED3DSIH_CALLNZ,
326     WINED3DSIH_CMP,
327     WINED3DSIH_CND,
328     WINED3DSIH_CRS,
329     WINED3DSIH_DCL,
330     WINED3DSIH_DEF,
331     WINED3DSIH_DEFB,
332     WINED3DSIH_DEFI,
333     WINED3DSIH_DP2ADD,
334     WINED3DSIH_DP3,
335     WINED3DSIH_DP4,
336     WINED3DSIH_DST,
337     WINED3DSIH_DSX,
338     WINED3DSIH_DSY,
339     WINED3DSIH_ELSE,
340     WINED3DSIH_ENDIF,
341     WINED3DSIH_ENDLOOP,
342     WINED3DSIH_ENDREP,
343     WINED3DSIH_EXP,
344     WINED3DSIH_EXPP,
345     WINED3DSIH_FRC,
346     WINED3DSIH_IF,
347     WINED3DSIH_IFC,
348     WINED3DSIH_LABEL,
349     WINED3DSIH_LIT,
350     WINED3DSIH_LOG,
351     WINED3DSIH_LOGP,
352     WINED3DSIH_LOOP,
353     WINED3DSIH_LRP,
354     WINED3DSIH_M3x2,
355     WINED3DSIH_M3x3,
356     WINED3DSIH_M3x4,
357     WINED3DSIH_M4x3,
358     WINED3DSIH_M4x4,
359     WINED3DSIH_MAD,
360     WINED3DSIH_MAX,
361     WINED3DSIH_MIN,
362     WINED3DSIH_MOV,
363     WINED3DSIH_MOVA,
364     WINED3DSIH_MUL,
365     WINED3DSIH_NOP,
366     WINED3DSIH_NRM,
367     WINED3DSIH_PHASE,
368     WINED3DSIH_POW,
369     WINED3DSIH_RCP,
370     WINED3DSIH_REP,
371     WINED3DSIH_RET,
372     WINED3DSIH_RSQ,
373     WINED3DSIH_SETP,
374     WINED3DSIH_SGE,
375     WINED3DSIH_SGN,
376     WINED3DSIH_SINCOS,
377     WINED3DSIH_SLT,
378     WINED3DSIH_SUB,
379     WINED3DSIH_TEX,
380     WINED3DSIH_TEXBEM,
381     WINED3DSIH_TEXBEML,
382     WINED3DSIH_TEXCOORD,
383     WINED3DSIH_TEXDEPTH,
384     WINED3DSIH_TEXDP3,
385     WINED3DSIH_TEXDP3TEX,
386     WINED3DSIH_TEXKILL,
387     WINED3DSIH_TEXLDD,
388     WINED3DSIH_TEXLDL,
389     WINED3DSIH_TEXM3x2DEPTH,
390     WINED3DSIH_TEXM3x2PAD,
391     WINED3DSIH_TEXM3x2TEX,
392     WINED3DSIH_TEXM3x3,
393     WINED3DSIH_TEXM3x3DIFF,
394     WINED3DSIH_TEXM3x3PAD,
395     WINED3DSIH_TEXM3x3SPEC,
396     WINED3DSIH_TEXM3x3TEX,
397     WINED3DSIH_TEXM3x3VSPEC,
398     WINED3DSIH_TEXREG2AR,
399     WINED3DSIH_TEXREG2GB,
400     WINED3DSIH_TEXREG2RGB,
401     WINED3DSIH_TABLE_SIZE
402 };
403
404 typedef void (*SHADER_HANDLER)(const struct SHADER_OPCODE_ARG *);
405
406 struct shader_caps {
407     DWORD               VertexShaderVersion;
408     DWORD               MaxVertexShaderConst;
409
410     DWORD               PixelShaderVersion;
411     float               PixelShader1xMaxValue;
412
413     WINED3DVSHADERCAPS2_0   VS20Caps;
414     WINED3DPSHADERCAPS2_0   PS20Caps;
415
416     DWORD               MaxVShaderInstructionsExecuted;
417     DWORD               MaxPShaderInstructionsExecuted;
418     DWORD               MaxVertexShader30InstructionSlots;
419     DWORD               MaxPixelShader30InstructionSlots;
420 };
421
422 enum tex_types
423 {
424     tex_1d       = 0,
425     tex_2d       = 1,
426     tex_3d       = 2,
427     tex_cube     = 3,
428     tex_rect     = 4,
429     tex_type_count = 5,
430 };
431
432 enum vertexprocessing_mode {
433     fixedfunction,
434     vertexshader,
435     pretransformed
436 };
437
438 struct stb_const_desc {
439     char                    texunit;
440     UINT                    const_num;
441 };
442
443 enum fogmode {
444     FOG_OFF,
445     FOG_LINEAR,
446     FOG_EXP,
447     FOG_EXP2
448 };
449
450 /* Stateblock dependent parameters which have to be hardcoded
451  * into the shader code
452  */
453 struct ps_compile_args {
454     struct color_fixup_desc     color_fixup[MAX_FRAGMENT_SAMPLERS];
455     BOOL                        srgb_correction;
456     enum vertexprocessing_mode  vp_mode;
457     enum fogmode                fog;
458     /* Projected textures(ps 1.0-1.3) */
459     /* Texture types(2D, Cube, 3D) in ps 1.x */
460 };
461
462 #define MAX_ATTRIBS 16
463
464 enum fog_src_type {
465     VS_FOG_Z        = 0,
466     VS_FOG_COORD    = 1
467 };
468
469 struct vs_compile_args {
470     WORD                        fog_src;
471     WORD                        swizzle_map;   /* MAX_ATTRIBS, 16 */
472 };
473
474 typedef struct {
475     const SHADER_HANDLER *shader_instruction_handler_table;
476     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
477     void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
478     void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
479     void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
480     void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
481     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
482     void (*shader_color_correction)(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup);
483     void (*shader_destroy)(IWineD3DBaseShader *iface);
484     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
485     void (*shader_free_private)(IWineD3DDevice *iface);
486     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
487     GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args);
488     GLuint (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer, const struct vs_compile_args *args);
489     void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
490     BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
491 } shader_backend_t;
492
493 extern const shader_backend_t glsl_shader_backend;
494 extern const shader_backend_t arb_program_shader_backend;
495 extern const shader_backend_t none_shader_backend;
496
497 /* X11 locking */
498
499 extern void (* CDECL wine_tsx11_lock_ptr)(void);
500 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
501
502 /* As GLX relies on X, this is needed */
503 extern int num_lock;
504
505 #if 0
506 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
507 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
508 #else
509 #define ENTER_GL() wine_tsx11_lock_ptr()
510 #define LEAVE_GL() wine_tsx11_unlock_ptr()
511 #endif
512
513 /*****************************************************************************
514  * Defines
515  */
516
517 /* GL related defines */
518 /* ------------------ */
519 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
520 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
521 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
522 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
523
524 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
525 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
526 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
527 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
528
529 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
530 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
531 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
532 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
533
534 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
535   (vec)[0] = D3DCOLOR_R(dw); \
536   (vec)[1] = D3DCOLOR_G(dw); \
537   (vec)[2] = D3DCOLOR_B(dw); \
538   (vec)[3] = D3DCOLOR_A(dw); \
539 } while(0)
540
541 /* DirectX Device Limits */
542 /* --------------------- */
543 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
544
545 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
546                             See MaxStreams in MSDN under GetDeviceCaps */
547 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
548
549 /* Checking of API calls */
550 /* --------------------- */
551 #ifndef WINE_NO_DEBUG_MSGS
552 #define checkGLcall(A)                                          \
553 do {                                                            \
554     GLint err = glGetError();                                   \
555     if (err == GL_NO_ERROR) {                                   \
556        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
557                                                                 \
558     } else do {                                                 \
559         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
560             debug_glerror(err), err, A, __FILE__, __LINE__);    \
561        err = glGetError();                                      \
562     } while (err != GL_NO_ERROR);                               \
563 } while(0)
564 #else
565 #define checkGLcall(A) do {} while(0)
566 #endif
567
568 /* Trace routines / diagnostics */
569 /* ---------------------------- */
570
571 /* Dump out a matrix and copy it */
572 #define conv_mat(mat,gl_mat)                                                                \
573 do {                                                                                        \
574     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
575     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
576     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
577     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
578     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
579 } while (0)
580
581 /* Macro to dump out the current state of the light chain */
582 #define DUMP_LIGHT_CHAIN()                    \
583 do {                                          \
584   PLIGHTINFOEL *el = This->stateBlock->lights;\
585   while (el) {                                \
586     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
587     el = el->next;                            \
588   }                                           \
589 } while(0)
590
591 /* Trace vector and strided data information */
592 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
593 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
594         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);
595
596 /* Defines used for optimizations */
597
598 /*    Only reapply what is necessary */
599 #define REAPPLY_ALPHAOP  0x0001
600 #define REAPPLY_ALL      0xFFFF
601
602 /* Advance declaration of structures to satisfy compiler */
603 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
604 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
605 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
606 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
607
608 /* Global variables */
609 extern const float identity[16];
610
611 /*****************************************************************************
612  * Compilable extra diagnostics
613  */
614
615 /* Trace information per-vertex: (extremely high amount of trace) */
616 #if 0 /* NOTE: Must be 0 in cvs */
617 # define VTRACE(A) TRACE A
618 #else 
619 # define VTRACE(A) 
620 #endif
621
622 /* TODO: Confirm each of these works when wined3d move completed */
623 #if 0 /* NOTE: Must be 0 in cvs */
624   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
625      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
626      is enabled, and if it doesn't exist it is disabled. */
627 # define FRAME_DEBUGGING
628   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
629       the file is deleted                                                                            */
630 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
631 #  define SINGLE_FRAME_DEBUGGING
632 # endif  
633   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
634      It can only be enabled when FRAME_DEBUGGING is also enabled                               
635      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
636      array is drawn.                                                                            */
637 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
638 #  define SHOW_FRAME_MAKEUP 1
639 # endif  
640   /* The following, when enabled, lets you see the makeup of the all the textures used during each
641      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
642      The contents of the textures assigned to each stage are written into 
643      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
644 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
645 #  define SHOW_TEXTURE_MAKEUP 0
646 # endif  
647 extern BOOL isOn;
648 extern BOOL isDumpingFrames;
649 extern LONG primCounter;
650 #endif
651
652 /*****************************************************************************
653  * Prototypes
654  */
655
656 /* Routine common to the draw primitive and draw indexed primitive routines */
657 void drawPrimitive(IWineD3DDevice *iface, int PrimitiveType, long NumPrimitives,
658         UINT numberOfVertices, long start_idx, short idxBytes, const void *idxData, int minIndex);
659
660 void primitiveDeclarationConvertToStridedData(
661      IWineD3DDevice *iface,
662      BOOL useVertexShaderFunction,
663      WineDirect3DVertexStridedData *strided,
664      BOOL *fixup);
665
666 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
667
668 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
669 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
670 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
671 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
672 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
673 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
674 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
675
676 #define eps 1e-8
677
678 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
679     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
680
681 /* Routines and structures related to state management */
682 typedef struct WineD3DContext WineD3DContext;
683 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
684
685 #define STATE_RENDER(a) (a)
686 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
687
688 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
689 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
690
691 /* + 1 because samplers start with 0 */
692 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
693 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
694
695 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
696 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
697
698 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
699 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
700
701 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
702 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
703 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
704 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
705
706 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
707 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
708
709 #define STATE_VSHADER (STATE_VDECL + 1)
710 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
711
712 #define STATE_VIEWPORT (STATE_VSHADER + 1)
713 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
714
715 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
716 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
717 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
718 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
719
720 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
721 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
722
723 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
724 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
725
726 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
727 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
728
729 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
730
731 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
732
733 #define STATE_HIGHEST (STATE_FRONTFACE)
734
735 struct StateEntry
736 {
737     DWORD               representative;
738     APPLYSTATEFUNC      apply;
739 };
740
741 struct StateEntryTemplate
742 {
743     DWORD               state;
744     struct StateEntry   content;
745     GL_SupportedExt     extension;
746 };
747
748 struct fragment_caps {
749     DWORD               PrimitiveMiscCaps;
750
751     DWORD               TextureOpCaps;
752     DWORD               MaxTextureBlendStages;
753     DWORD               MaxSimultaneousTextures;
754 };
755
756 struct fragment_pipeline {
757     void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
758     void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
759     HRESULT (*alloc_private)(IWineD3DDevice *iface);
760     void (*free_private)(IWineD3DDevice *iface);
761     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
762     const struct StateEntryTemplate *states;
763     BOOL ffp_proj_control;
764 };
765
766 extern const struct StateEntryTemplate misc_state_template[];
767 extern const struct StateEntryTemplate ffp_vertexstate_template[];
768 extern const struct fragment_pipeline ffp_fragment_pipeline;
769 extern const struct fragment_pipeline atifs_fragment_pipeline;
770 extern const struct fragment_pipeline arbfp_fragment_pipeline;
771 extern const struct fragment_pipeline nvts_fragment_pipeline;
772 extern const struct fragment_pipeline nvrc_fragment_pipeline;
773
774 /* "Base" state table */
775 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
776         const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
777         const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
778
779 /* Shaders for color conversions in blits */
780 struct blit_shader {
781     HRESULT (*alloc_private)(IWineD3DDevice *iface);
782     void (*free_private)(IWineD3DDevice *iface);
783     HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
784     void (*unset_shader)(IWineD3DDevice *iface);
785     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
786 };
787
788 extern const struct blit_shader ffp_blit;
789 extern const struct blit_shader arbfp_blit;
790
791 enum fogsource {
792     FOGSOURCE_FFP,
793     FOGSOURCE_VS,
794     FOGSOURCE_COORD,
795 };
796
797 /* The new context manager that should deal with onscreen and offscreen rendering */
798 struct WineD3DContext {
799     /* State dirtification
800      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
801      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
802      * 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
803      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
804      */
805     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
806     DWORD                   numDirtyEntries;
807     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
808
809     IWineD3DSurface         *surface;
810     DWORD                   tid;    /* Thread ID which owns this context at the moment */
811
812     /* Stores some information about the context state for optimization */
813     WORD draw_buffer_dirty : 1;
814     WORD last_was_rhw : 1;              /* true iff last draw_primitive was in xyzrhw mode */
815     WORD last_was_pshader : 1;
816     WORD last_was_vshader : 1;
817     WORD namedArraysLoaded : 1;
818     WORD numberedArraysLoaded : 1;
819     WORD last_was_blit : 1;
820     WORD last_was_ckey : 1;
821     WORD fog_coord : 1;
822     WORD isPBuffer : 1;
823     WORD fog_enabled : 1;
824     WORD num_untracked_materials : 2;   /* Max value 2 */
825     WORD padding : 3;
826     BYTE texShaderBumpMap;              /* MAX_TEXTURES, 8 */
827     BYTE lastWasPow2Texture;            /* MAX_TEXTURES, 8 */
828     DWORD                   numbered_array_mask;
829     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
830     GLenum                  untracked_materials[2];
831     UINT                    blit_w, blit_h;
832     enum fogsource          fog_source;
833
834     char                    *vshader_const_dirty, *pshader_const_dirty;
835
836     /* The actual opengl context */
837     HGLRC                   glCtx;
838     HWND                    win_handle;
839     HDC                     hdc;
840     HPBUFFERARB             pbuffer;
841     GLint                   aux_buffers;
842
843     /* FBOs */
844     struct list             fbo_list;
845     struct fbo_entry        *current_fbo;
846     GLuint                  src_fbo;
847     GLuint                  dst_fbo;
848
849     /* Extension emulation */
850     GLint                   gl_fog_source;
851     GLfloat                 fog_coord_value;
852     GLfloat                 color[4], fogstart, fogend, fogcolor[4];
853 };
854
855 typedef enum ContextUsage {
856     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
857     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
858     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
859     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
860 } ContextUsage;
861
862 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
863 WineD3DContext *getActiveContext(void);
864 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
865 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
866 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
867 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
868 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
869 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
870
871 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
872 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
873
874 /* Macros for doing basic GPU detection based on opengl capabilities */
875 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
876 #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])
877 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
878 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
879
880 /* Default callbacks for implicit object destruction */
881 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
882
883 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
884
885 /*****************************************************************************
886  * Internal representation of a light
887  */
888 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
889 struct PLIGHTINFOEL {
890     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
891     DWORD        OriginalIndex;
892     LONG         glIndex;
893     BOOL         changed;
894     BOOL         enabledChanged;
895     BOOL         enabled;
896
897     /* Converted parms to speed up swapping lights */
898     float                         lightPosn[4];
899     float                         lightDirn[4];
900     float                         exponent;
901     float                         cutoff;
902
903     struct list entry;
904 };
905
906 /* The default light parameters */
907 extern const WINED3DLIGHT WINED3D_default_light;
908
909 typedef struct WineD3D_PixelFormat
910 {
911     int iPixelFormat; /* WGL pixel format */
912     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
913     int redSize, greenSize, blueSize, alphaSize;
914     int depthSize, stencilSize;
915     BOOL windowDrawable;
916     BOOL pbufferDrawable;
917     BOOL doubleBuffer;
918     int auxBuffers;
919     int numSamples;
920 } WineD3D_PixelFormat;
921
922 /* The adapter structure */
923 struct WineD3DAdapter
924 {
925     UINT                    num;
926     BOOL                    opengl;
927     POINT                   monitorPoint;
928     WineD3D_GL_Info         gl_info;
929     const char              *driver;
930     const char              *description;
931     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
932     int                     nCfgs;
933     WineD3D_PixelFormat     *cfgs;
934     BOOL                    brokenStencil; /* Set on cards which only offer mixed depth+stencil */
935     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
936     unsigned int            UsedTextureRam;
937 };
938
939 extern BOOL InitAdapters(void);
940 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
941 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
942 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
943
944 /*****************************************************************************
945  * High order patch management
946  */
947 struct WineD3DRectPatch
948 {
949     UINT                            Handle;
950     float                          *mem;
951     WineDirect3DVertexStridedData   strided;
952     WINED3DRECTPATCH_INFO           RectPatchInfo;
953     float                           numSegs[4];
954     char                            has_normals, has_texcoords;
955     struct list                     entry;
956 };
957
958 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
959
960 enum projection_types
961 {
962     proj_none    = 0,
963     proj_count3  = 1,
964     proj_count4  = 2
965 };
966
967 enum dst_arg
968 {
969     resultreg    = 0,
970     tempreg      = 1
971 };
972
973 /*****************************************************************************
974  * Fixed function pipeline replacements
975  */
976 #define ARG_UNUSED          0xff
977 struct texture_stage_op
978 {
979     unsigned                cop : 8;
980     unsigned                carg1 : 8;
981     unsigned                carg2 : 8;
982     unsigned                carg0 : 8;
983
984     unsigned                aop : 8;
985     unsigned                aarg1 : 8;
986     unsigned                aarg2 : 8;
987     unsigned                aarg0 : 8;
988
989     struct color_fixup_desc color_fixup;
990     unsigned                tex_type : 3;
991     unsigned                dst : 1;
992     unsigned                projected : 2;
993     unsigned                padding : 10;
994 };
995
996 struct ffp_frag_settings {
997     struct texture_stage_op     op[MAX_TEXTURES];
998     enum fogmode fog;
999     /* Use an int instead of a char to get dword alignment */
1000     unsigned int sRGB_write;
1001 };
1002
1003 struct ffp_frag_desc
1004 {
1005     struct ffp_frag_settings    settings;
1006 };
1007
1008 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1009 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
1010         const struct ffp_frag_settings *settings);
1011 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
1012 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
1013 unsigned int ffp_frag_program_key_hash(const void *key);
1014
1015 /*****************************************************************************
1016  * IWineD3D implementation structure
1017  */
1018 typedef struct IWineD3DImpl
1019 {
1020     /* IUnknown fields */
1021     const IWineD3DVtbl     *lpVtbl;
1022     LONG                    ref;     /* Note: Ref counting not required */
1023
1024     /* WineD3D Information */
1025     IUnknown               *parent;
1026     UINT                    dxVersion;
1027 } IWineD3DImpl;
1028
1029 extern const IWineD3DVtbl IWineD3D_Vtbl;
1030
1031 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1032 (since it will break quite a few things until contexts are managed properly!) */
1033 extern BOOL pbuffer_support;
1034 /* allocate one pbuffer per surface */
1035 extern BOOL pbuffer_per_surface;
1036
1037 /* A helper function that dumps a resource list */
1038 void dumpResources(struct list *list);
1039
1040 /*****************************************************************************
1041  * IWineD3DDevice implementation structure
1042  */
1043 struct IWineD3DDeviceImpl
1044 {
1045     /* IUnknown fields      */
1046     const IWineD3DDeviceVtbl *lpVtbl;
1047     LONG                    ref;     /* Note: Ref counting not required */
1048
1049     /* WineD3D Information  */
1050     IUnknown               *parent;
1051     IWineD3DDeviceParent   *device_parent;
1052     IWineD3D               *wineD3D;
1053     struct WineD3DAdapter  *adapter;
1054
1055     /* Window styles to restore when switching fullscreen mode */
1056     LONG                    style;
1057     LONG                    exStyle;
1058
1059     /* X and GL Information */
1060     GLint                   maxConcurrentLights;
1061     GLenum                  offscreenBuffer;
1062
1063     /* Selected capabilities */
1064     int vs_selected_mode;
1065     int ps_selected_mode;
1066     const shader_backend_t *shader_backend;
1067     void *shader_priv;
1068     void *fragment_priv;
1069     void *blit_priv;
1070     struct StateEntry StateTable[STATE_HIGHEST + 1];
1071     /* Array of functions for states which are handled by more than one pipeline part */
1072     APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1073     const struct fragment_pipeline *frag_pipe;
1074     const struct blit_shader *blitter;
1075
1076     unsigned int max_ffp_textures, max_ffp_texture_stages;
1077
1078     WORD view_ident : 1;                /* true iff view matrix is identity */
1079     WORD untransformed : 1;
1080     WORD vertexBlendUsed : 1;           /* To avoid needless setting of the blend matrices */
1081     WORD isRecordingState : 1;
1082     WORD isInDraw : 1;
1083     WORD render_offscreen : 1;
1084     WORD bCursorVisible : 1;
1085     WORD haveHardwareCursor : 1;
1086     WORD d3d_initialized : 1;
1087     WORD inScene : 1;                   /* A flag to check for proper BeginScene / EndScene call pairs */
1088     WORD softwareVertexProcessing : 1;  /* process vertex shaders using software or hardware */
1089     WORD useDrawStridedSlow : 1;
1090     WORD instancedDraw : 1;
1091     WORD padding : 3;
1092
1093     BYTE fixed_function_usage_map;      /* MAX_TEXTURES, 8 */
1094
1095 #define DDRAW_PITCH_ALIGNMENT 8
1096 #define D3D8_PITCH_ALIGNMENT 4
1097     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
1098
1099     /* State block related */
1100     IWineD3DStateBlockImpl *stateBlock;
1101     IWineD3DStateBlockImpl *updateStateBlock;
1102
1103     /* Internal use fields  */
1104     WINED3DDEVICE_CREATION_PARAMETERS createParms;
1105     UINT                            adapterNo;
1106     WINED3DDEVTYPE                  devType;
1107
1108     IWineD3DSwapChain     **swapchains;
1109     UINT                    NumberOfSwapChains;
1110
1111     struct list             resources; /* a linked list to track resources created by the device */
1112     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
1113     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
1114
1115     /* Render Target Support */
1116     IWineD3DSurface       **render_targets;
1117     IWineD3DSurface        *auto_depth_stencil_buffer;
1118     IWineD3DSurface        *stencilBufferTarget;
1119
1120     /* Caches to avoid unneeded context changes */
1121     IWineD3DSurface        *lastActiveRenderTarget;
1122     IWineD3DSwapChain      *lastActiveSwapChain;
1123
1124     /* palettes texture management */
1125     UINT                    NumberOfPalettes;
1126     PALETTEENTRY            **palettes;
1127     UINT                    currentPalette;
1128     UINT                    paletteConversionShader;
1129
1130     /* For rendering to a texture using glCopyTexImage */
1131     GLenum                  *draw_buffers;
1132     GLuint                  depth_blt_texture;
1133     GLuint                  depth_blt_rb;
1134     UINT                    depth_blt_rb_w;
1135     UINT                    depth_blt_rb_h;
1136
1137     /* Cursor management */
1138     UINT                    xHotSpot;
1139     UINT                    yHotSpot;
1140     UINT                    xScreenSpace;
1141     UINT                    yScreenSpace;
1142     UINT                    cursorWidth, cursorHeight;
1143     GLuint                  cursorTexture;
1144     HCURSOR                 hardwareCursor;
1145
1146     /* The Wine logo surface */
1147     IWineD3DSurface        *logo_surface;
1148
1149     /* Textures for when no other textures are mapped */
1150     UINT                          dummyTextureName[MAX_TEXTURES];
1151
1152     /* Device state management */
1153     HRESULT                 state;
1154
1155     /* DirectDraw stuff */
1156     DWORD ddraw_width, ddraw_height;
1157     WINED3DFORMAT ddraw_format;
1158
1159     /* Final position fixup constant */
1160     float                       posFixup[4];
1161
1162     /* With register combiners we can skip junk texture stages */
1163     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
1164     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1165
1166     /* Stream source management */
1167     WineDirect3DVertexStridedData strided_streams;
1168     const WineDirect3DVertexStridedData *up_strided;
1169
1170     /* Context management */
1171     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
1172     WineD3DContext          *activeContext;
1173     DWORD                   lastThread;
1174     UINT                    numContexts;
1175     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
1176     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1177
1178     /* High level patch management */
1179 #define PATCHMAP_SIZE 43
1180 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1181     struct list             patches[PATCHMAP_SIZE];
1182     struct WineD3DRectPatch *currentPatch;
1183 };
1184
1185 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1186
1187 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
1188                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1189                                         float Z, DWORD Stencil);
1190 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1191 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1192 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1193     DWORD idx = state >> 5;
1194     BYTE shift = state & 0x1f;
1195     return context->isStateDirty[idx] & (1 << shift);
1196 }
1197
1198 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1199 typedef struct PrivateData
1200 {
1201     struct list entry;
1202
1203     GUID tag;
1204     DWORD flags; /* DDSPD_* */
1205
1206     union
1207     {
1208         LPVOID data;
1209         LPUNKNOWN object;
1210     } ptr;
1211
1212     DWORD size;
1213 } PrivateData;
1214
1215 /*****************************************************************************
1216  * IWineD3DResource implementation structure
1217  */
1218 typedef struct IWineD3DResourceClass
1219 {
1220     /* IUnknown fields */
1221     LONG                    ref;     /* Note: Ref counting not required */
1222
1223     /* WineD3DResource Information */
1224     IUnknown               *parent;
1225     WINED3DRESOURCETYPE     resourceType;
1226     IWineD3DDeviceImpl     *wineD3DDevice;
1227     WINED3DPOOL             pool;
1228     UINT                    size;
1229     DWORD                   usage;
1230     WINED3DFORMAT           format;
1231     DWORD                   priority;
1232     BYTE                   *allocatedMemory; /* Pointer to the real data location */
1233     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
1234     struct list             privateData;
1235     struct list             resource_list_entry;
1236
1237 } IWineD3DResourceClass;
1238
1239 typedef struct IWineD3DResourceImpl
1240 {
1241     /* IUnknown & WineD3DResource Information     */
1242     const IWineD3DResourceVtbl *lpVtbl;
1243     IWineD3DResourceClass   resource;
1244 } IWineD3DResourceImpl;
1245
1246 void resource_cleanup(IWineD3DResource *iface);
1247 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1248 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1249 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1250 DWORD resource_get_priority(IWineD3DResource *iface);
1251 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1252         void *data, DWORD *data_size);
1253 HRESULT resource_init(struct IWineD3DResourceClass *resource, WINED3DRESOURCETYPE resource_type,
1254         IWineD3DDeviceImpl *device, UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1255 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1256 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1257 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1258         const void *data, DWORD data_size, DWORD flags);
1259
1260 /* Tests show that the start address of resources is 32 byte aligned */
1261 #define RESOURCE_ALIGNMENT 32
1262
1263 /*****************************************************************************
1264  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1265  */
1266 enum vbo_conversion_type {
1267     CONV_NONE               = 0,
1268     CONV_D3DCOLOR           = 1,
1269     CONV_POSITIONT          = 2,
1270     CONV_FLOAT16_2          = 3 /* Also handles FLOAT16_4 */
1271
1272     /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1273      * fixed function semantics as D3DCOLOR or FLOAT16
1274      */
1275 };
1276
1277 typedef struct IWineD3DVertexBufferImpl
1278 {
1279     /* IUnknown & WineD3DResource Information     */
1280     const IWineD3DVertexBufferVtbl *lpVtbl;
1281     IWineD3DResourceClass     resource;
1282
1283     /* WineD3DVertexBuffer specifics */
1284     DWORD                     fvf;
1285
1286     /* Vertex buffer object support */
1287     GLuint                    vbo;
1288     BYTE                      Flags;
1289     LONG                      bindCount;
1290     LONG                      vbo_size;
1291     GLenum                    vbo_usage;
1292
1293     UINT                      dirtystart, dirtyend;
1294     LONG                      lockcount;
1295
1296     LONG                      declChanges, draws;
1297     /* Last description of the buffer */
1298     DWORD                     stride;       /* 0 if no conversion               */
1299     enum vbo_conversion_type  *conv_map;    /* NULL if no conversion            */
1300
1301     /* Extra load offsets, for FLOAT16 conversion */
1302     DWORD                     *conv_shift;  /* NULL if no shifted conversion    */
1303     DWORD                     conv_stride;  /* 0 if no shifted conversion       */
1304 } IWineD3DVertexBufferImpl;
1305
1306 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1307
1308 #define VBFLAG_OPTIMIZED      0x01    /* Optimize has been called for the VB */
1309 #define VBFLAG_DIRTY          0x02    /* Buffer data has been modified */
1310 #define VBFLAG_HASDESC        0x04    /* A vertex description has been found */
1311 #define VBFLAG_CREATEVBO      0x08    /* Attempt to create a VBO next PreLoad */
1312
1313 /*****************************************************************************
1314  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1315  */
1316 typedef struct IWineD3DIndexBufferImpl
1317 {
1318     /* IUnknown & WineD3DResource Information     */
1319     const IWineD3DIndexBufferVtbl *lpVtbl;
1320     IWineD3DResourceClass     resource;
1321
1322     GLuint                    vbo;
1323     UINT                      dirtystart, dirtyend;
1324     LONG                      lockcount;
1325
1326     /* WineD3DVertexBuffer specifics */
1327 } IWineD3DIndexBufferImpl;
1328
1329 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1330
1331 /*****************************************************************************
1332  * IWineD3DBaseTexture D3D- > openGL state map lookups
1333  */
1334 #define WINED3DFUNC_NOTSUPPORTED  -2
1335 #define WINED3DFUNC_UNIMPLEMENTED -1
1336
1337 typedef enum winetexturestates {
1338     WINED3DTEXSTA_ADDRESSU       = 0,
1339     WINED3DTEXSTA_ADDRESSV       = 1,
1340     WINED3DTEXSTA_ADDRESSW       = 2,
1341     WINED3DTEXSTA_BORDERCOLOR    = 3,
1342     WINED3DTEXSTA_MAGFILTER      = 4,
1343     WINED3DTEXSTA_MINFILTER      = 5,
1344     WINED3DTEXSTA_MIPFILTER      = 6,
1345     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1346     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1347     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1348     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1349     WINED3DTEXSTA_DMAPOFFSET     = 11,
1350     WINED3DTEXSTA_TSSADDRESSW    = 12,
1351     MAX_WINETEXTURESTATES        = 13,
1352 } winetexturestates;
1353
1354 enum WINED3DSRGB
1355 {
1356     SRGB_ANY                                = 0,    /* Uses the cached value(e.g. external calls) */
1357     SRGB_RGB                                = 1,    /* Loads the rgb texture */
1358     SRGB_SRGB                               = 2,    /* Loads the srgb texture */
1359     SRGB_BOTH                               = 3,    /* Loads both textures */
1360 };
1361
1362 /*****************************************************************************
1363  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1364  */
1365 typedef struct IWineD3DBaseTextureClass
1366 {
1367     DWORD                   states[MAX_WINETEXTURESTATES];
1368     DWORD                   srgbstates[MAX_WINETEXTURESTATES];
1369     UINT                    levels;
1370     BOOL                    dirty, srgbDirty;
1371     UINT                    textureName, srgbTextureName;
1372     float                   pow2Matrix[16];
1373     UINT                    LOD;
1374     WINED3DTEXTUREFILTERTYPE filterType;
1375     LONG                    bindCount;
1376     DWORD                   sampler;
1377     BOOL                    is_srgb;
1378     const struct min_lookup *minMipLookup;
1379     const GLenum            *magLookup;
1380     struct color_fixup_desc shader_color_fixup;
1381     void                    (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1382 } IWineD3DBaseTextureClass;
1383
1384 void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1385 void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1386 void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1387 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1388
1389 typedef struct IWineD3DBaseTextureImpl
1390 {
1391     /* IUnknown & WineD3DResource Information     */
1392     const IWineD3DBaseTextureVtbl *lpVtbl;
1393     IWineD3DResourceClass     resource;
1394     IWineD3DBaseTextureClass  baseTexture;
1395
1396 } IWineD3DBaseTextureImpl;
1397
1398 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1399         const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1400         const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1401 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1402 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1403 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1404 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1405 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1406 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1407 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1408 void basetexture_init(struct IWineD3DBaseTextureClass *texture, UINT levels, DWORD usage);
1409 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1410 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1411 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1412 void basetexture_unload(IWineD3DBaseTexture *iface);
1413 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1414     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1415     This->baseTexture.is_srgb = srgb;
1416 }
1417
1418 /*****************************************************************************
1419  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1420  */
1421 typedef struct IWineD3DTextureImpl
1422 {
1423     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1424     const IWineD3DTextureVtbl *lpVtbl;
1425     IWineD3DResourceClass     resource;
1426     IWineD3DBaseTextureClass  baseTexture;
1427
1428     /* IWineD3DTexture */
1429     IWineD3DSurface          *surfaces[MAX_LEVELS];
1430     
1431     UINT                      width;
1432     UINT                      height;
1433     UINT                      target;
1434     BOOL                      cond_np2;
1435
1436 } IWineD3DTextureImpl;
1437
1438 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1439
1440 /*****************************************************************************
1441  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1442  */
1443 typedef struct IWineD3DCubeTextureImpl
1444 {
1445     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1446     const IWineD3DCubeTextureVtbl *lpVtbl;
1447     IWineD3DResourceClass     resource;
1448     IWineD3DBaseTextureClass  baseTexture;
1449
1450     /* IWineD3DCubeTexture */
1451     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
1452 } IWineD3DCubeTextureImpl;
1453
1454 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1455
1456 typedef struct _WINED3DVOLUMET_DESC
1457 {
1458     UINT                    Width;
1459     UINT                    Height;
1460     UINT                    Depth;
1461 } WINED3DVOLUMET_DESC;
1462
1463 /*****************************************************************************
1464  * IWineD3DVolume implementation structure (extends IUnknown)
1465  */
1466 typedef struct IWineD3DVolumeImpl
1467 {
1468     /* IUnknown & WineD3DResource fields */
1469     const IWineD3DVolumeVtbl  *lpVtbl;
1470     IWineD3DResourceClass      resource;
1471
1472     /* WineD3DVolume Information */
1473     WINED3DVOLUMET_DESC      currentDesc;
1474     IWineD3DBase            *container;
1475     UINT                    bytesPerPixel;
1476
1477     BOOL                    lockable;
1478     BOOL                    locked;
1479     WINED3DBOX              lockedBox;
1480     WINED3DBOX              dirtyBox;
1481     BOOL                    dirty;
1482
1483
1484 } IWineD3DVolumeImpl;
1485
1486 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1487
1488 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1489
1490 /*****************************************************************************
1491  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1492  */
1493 typedef struct IWineD3DVolumeTextureImpl
1494 {
1495     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1496     const IWineD3DVolumeTextureVtbl *lpVtbl;
1497     IWineD3DResourceClass     resource;
1498     IWineD3DBaseTextureClass  baseTexture;
1499
1500     /* IWineD3DVolumeTexture */
1501     IWineD3DVolume           *volumes[MAX_LEVELS];
1502 } IWineD3DVolumeTextureImpl;
1503
1504 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1505
1506 typedef struct _WINED3DSURFACET_DESC
1507 {
1508     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1509     DWORD                   MultiSampleQuality;
1510     UINT                    Width;
1511     UINT                    Height;
1512 } WINED3DSURFACET_DESC;
1513
1514 /*****************************************************************************
1515  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1516  */
1517 typedef struct wineD3DSurface_DIB {
1518     HBITMAP DIBsection;
1519     void* bitmap_data;
1520     UINT bitmap_size;
1521     HGDIOBJ holdbitmap;
1522     BOOL client_memory;
1523 } wineD3DSurface_DIB;
1524
1525 typedef struct {
1526     struct list entry;
1527     GLuint id;
1528     UINT width;
1529     UINT height;
1530 } renderbuffer_entry_t;
1531
1532 struct fbo_entry
1533 {
1534     struct list entry;
1535     IWineD3DSurface **render_targets;
1536     IWineD3DSurface *depth_stencil;
1537     BOOL attached;
1538     GLuint id;
1539 };
1540
1541 /*****************************************************************************
1542  * IWineD3DClipp implementation structure
1543  */
1544 typedef struct IWineD3DClipperImpl
1545 {
1546     const IWineD3DClipperVtbl *lpVtbl;
1547     LONG ref;
1548
1549     IUnknown *Parent;
1550     HWND hWnd;
1551 } IWineD3DClipperImpl;
1552
1553
1554 /*****************************************************************************
1555  * IWineD3DSurface implementation structure
1556  */
1557 struct IWineD3DSurfaceImpl
1558 {
1559     /* IUnknown & IWineD3DResource Information     */
1560     const IWineD3DSurfaceVtbl *lpVtbl;
1561     IWineD3DResourceClass     resource;
1562
1563     /* IWineD3DSurface fields */
1564     IWineD3DBase              *container;
1565     WINED3DSURFACET_DESC      currentDesc;
1566     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1567     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1568
1569     UINT                      bytesPerPixel;
1570
1571     /* TODO: move this off into a management class(maybe!) */
1572     DWORD                      Flags;
1573
1574     UINT                      pow2Width;
1575     UINT                      pow2Height;
1576     float                     heightscale;
1577
1578     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1579     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1580
1581     /* Oversized texture */
1582     RECT                      glRect;
1583
1584     /* PBO */
1585     GLuint                    pbo;
1586
1587     RECT                      lockedRect;
1588     RECT                      dirtyRect;
1589     int                       lockCount;
1590 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1591
1592     glDescriptor              glDescription;
1593
1594     /* For GetDC */
1595     wineD3DSurface_DIB        dib;
1596     HDC                       hDC;
1597
1598     /* Color keys for DDraw */
1599     WINEDDCOLORKEY            DestBltCKey;
1600     WINEDDCOLORKEY            DestOverlayCKey;
1601     WINEDDCOLORKEY            SrcOverlayCKey;
1602     WINEDDCOLORKEY            SrcBltCKey;
1603     DWORD                     CKeyFlags;
1604
1605     WINEDDCOLORKEY            glCKey;
1606
1607     struct list               renderbuffers;
1608     renderbuffer_entry_t      *current_renderbuffer;
1609
1610     /* DirectDraw clippers */
1611     IWineD3DClipper           *clipper;
1612
1613     /* DirectDraw Overlay handling */
1614     RECT                      overlay_srcrect;
1615     RECT                      overlay_destrect;
1616     IWineD3DSurfaceImpl       *overlay_dest;
1617     struct list               overlays;
1618     struct list               overlay_entry;
1619 };
1620
1621 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1622 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1623
1624 /* Predeclare the shared Surface functions */
1625 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1626 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1627 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1628 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1629 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1630 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1631 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1632 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1633 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1634 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1635 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1636 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1637 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1638 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1639 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1640 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1641 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1642 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1643 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1644 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1645 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1646 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1647 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1648 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1649 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1650 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1651         IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1652 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1653 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1654 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1655 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1656 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1657         const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1658 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1659         IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1660 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1661 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
1662 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1663
1664 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1665 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1666 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1667 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1668
1669 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1670
1671 /* Surface flags: */
1672 #define SFLAG_OVERSIZE      0x00000001 /* Surface is bigger than gl size, blts only */
1673 #define SFLAG_CONVERTED     0x00000002 /* Converted for color keying or Palettized */
1674 #define SFLAG_DIBSECTION    0x00000004 /* Has a DIB section attached for GetDC */
1675 #define SFLAG_LOCKABLE      0x00000008 /* Surface can be locked */
1676 #define SFLAG_DISCARD       0x00000010 /* ??? */
1677 #define SFLAG_LOCKED        0x00000020 /* Surface is locked atm */
1678 #define SFLAG_INTEXTURE     0x00000040 /* The GL texture contains the newest surface content */
1679 #define SFLAG_INSRGBTEX     0x00000080 /* The GL srgb texture contains the newest surface content */
1680 #define SFLAG_INDRAWABLE    0x00000100 /* The gl drawable contains the most up to date data */
1681 #define SFLAG_INSYSMEM      0x00000200 /* The system memory copy is most up to date */
1682 #define SFLAG_NONPOW2       0x00000400 /* Surface sizes are not a power of 2 */
1683 #define SFLAG_DYNLOCK       0x00000800 /* Surface is often locked by the app */
1684 #define SFLAG_DCINUSE       0x00001000 /* Set between GetDC and ReleaseDC calls */
1685 #define SFLAG_LOST          0x00002000 /* Surface lost flag for DDraw */
1686 #define SFLAG_USERPTR       0x00004000 /* The application allocated the memory for this surface */
1687 #define SFLAG_GLCKEY        0x00008000 /* The gl texture was created with a color key */
1688 #define SFLAG_CLIENT        0x00010000 /* GL_APPLE_client_storage is used on that texture */
1689 #define SFLAG_ALLOCATED     0x00020000 /* A gl texture is allocated for this surface */
1690 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
1691 #define SFLAG_PBO           0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1692 #define SFLAG_NORMCOORD     0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1693 #define SFLAG_DS_ONSCREEN   0x00200000 /* Is a depth stencil, last modified onscreen */
1694 #define SFLAG_DS_OFFSCREEN  0x00400000 /* Is a depth stencil, last modified offscreen */
1695 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
1696
1697 /* In some conditions the surface memory must not be freed:
1698  * SFLAG_OVERSIZE: Not all data can be kept in GL
1699  * SFLAG_CONVERTED: Converting the data back would take too long
1700  * SFLAG_DIBSECTION: The dib code manages the memory
1701  * SFLAG_LOCKED: The app requires access to the surface data
1702  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1703  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1704  * SFLAG_CLIENT: OpenGL uses our memory as backup
1705  */
1706 #define SFLAG_DONOTFREE     (SFLAG_OVERSIZE   | \
1707                              SFLAG_CONVERTED  | \
1708                              SFLAG_DIBSECTION | \
1709                              SFLAG_LOCKED     | \
1710                              SFLAG_DYNLOCK    | \
1711                              SFLAG_USERPTR    | \
1712                              SFLAG_PBO        | \
1713                              SFLAG_CLIENT)
1714
1715 #define SFLAG_LOCATIONS     (SFLAG_INSYSMEM   | \
1716                              SFLAG_INTEXTURE  | \
1717                              SFLAG_INDRAWABLE | \
1718                              SFLAG_INSRGBTEX)
1719
1720 #define SFLAG_DS_LOCATIONS  (SFLAG_DS_ONSCREEN | \
1721                              SFLAG_DS_OFFSCREEN)
1722 #define SFLAG_DS_DISCARDED   SFLAG_DS_LOCATIONS
1723
1724 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1725
1726 typedef enum {
1727     NO_CONVERSION,
1728     CONVERT_PALETTED,
1729     CONVERT_PALETTED_CK,
1730     CONVERT_CK_565,
1731     CONVERT_CK_5551,
1732     CONVERT_CK_4444,
1733     CONVERT_CK_4444_ARGB,
1734     CONVERT_CK_1555,
1735     CONVERT_555,
1736     CONVERT_CK_RGB24,
1737     CONVERT_CK_8888,
1738     CONVERT_CK_8888_ARGB,
1739     CONVERT_RGB32_888,
1740     CONVERT_V8U8,
1741     CONVERT_L6V5U5,
1742     CONVERT_X8L8V8U8,
1743     CONVERT_Q8W8V8U8,
1744     CONVERT_V16U16,
1745     CONVERT_A4L4,
1746     CONVERT_G16R16,
1747 } CONVERT_TYPES;
1748
1749 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);
1750
1751 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1752
1753 /*****************************************************************************
1754  * IWineD3DVertexDeclaration implementation structure
1755  */
1756 #define MAX_ATTRIBS 16
1757
1758 typedef struct IWineD3DVertexDeclarationImpl {
1759     /* IUnknown  Information */
1760     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1761     LONG                    ref;
1762
1763     IUnknown                *parent;
1764     IWineD3DDeviceImpl      *wineD3DDevice;
1765
1766     WINED3DVERTEXELEMENT    *pDeclarationWine;
1767     BOOL                    *ffp_valid;
1768     UINT                    declarationWNumElements;
1769
1770     DWORD                   streams[MAX_STREAMS];
1771     UINT                    num_streams;
1772     BOOL                    position_transformed;
1773     BOOL                    half_float_conv_needed;
1774 } IWineD3DVertexDeclarationImpl;
1775
1776 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1777
1778 /*****************************************************************************
1779  * IWineD3DStateBlock implementation structure
1780  */
1781
1782 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1783 /*   Note: Very long winded but gl Lists are not flexible enough */
1784 /*   to resolve everything we need, so doing it manually for now */
1785 typedef struct SAVEDSTATES {
1786     DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
1787     WORD streamSource;                          /* MAX_STREAMS, 16 */
1788     WORD streamFreq;                            /* MAX_STREAMS, 16 */
1789     DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
1790     DWORD textureState[MAX_TEXTURES];           /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
1791     WORD samplerState[MAX_COMBINED_SAMPLERS];   /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
1792     DWORD textures;                             /* MAX_COMBINED_SAMPLERS, 20 */
1793     DWORD clipplane;                            /* WINED3DMAXUSERCLIPPLANES, 32 */
1794     WORD pixelShaderConstantsB;                 /* MAX_CONST_B, 16 */
1795     WORD pixelShaderConstantsI;                 /* MAX_CONST_I, 16 */
1796     BOOL *pixelShaderConstantsF;
1797     WORD vertexShaderConstantsB;                /* MAX_CONST_B, 16 */
1798     WORD vertexShaderConstantsI;                /* MAX_CONST_I, 16 */
1799     BOOL *vertexShaderConstantsF;
1800     BYTE indices : 1;
1801     BYTE material : 1;
1802     BYTE viewport : 1;
1803     BYTE vertexDecl : 1;
1804     BYTE pixelShader : 1;
1805     BYTE vertexShader : 1;
1806     BYTE scissorRect : 1;
1807     BYTE padding : 1;
1808 } SAVEDSTATES;
1809
1810 struct StageState {
1811     DWORD stage;
1812     DWORD state;
1813 };
1814
1815 struct IWineD3DStateBlockImpl
1816 {
1817     /* IUnknown fields */
1818     const IWineD3DStateBlockVtbl *lpVtbl;
1819     LONG                      ref;     /* Note: Ref counting not required */
1820
1821     /* IWineD3DStateBlock information */
1822     IUnknown                 *parent;
1823     IWineD3DDeviceImpl       *wineD3DDevice;
1824     WINED3DSTATEBLOCKTYPE     blockType;
1825
1826     /* Array indicating whether things have been set or changed */
1827     SAVEDSTATES               changed;
1828
1829     /* Vertex Shader Declaration */
1830     IWineD3DVertexDeclaration *vertexDecl;
1831
1832     IWineD3DVertexShader      *vertexShader;
1833
1834     /* Vertex Shader Constants */
1835     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1836     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1837     float                     *vertexShaderConstantF;
1838
1839     /* Stream Source */
1840     BOOL                      streamIsUP;
1841     UINT                      streamStride[MAX_STREAMS];
1842     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1843     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1844     UINT                      streamFreq[MAX_STREAMS + 1];
1845     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1846
1847     /* Indices */
1848     IWineD3DIndexBuffer*      pIndexData;
1849     INT                       baseVertexIndex;
1850     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1851
1852     /* Transform */
1853     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1854
1855     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1856 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1857 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1858     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1859     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1860
1861     /* Clipping */
1862     double                    clipplane[MAX_CLIPPLANES][4];
1863     WINED3DCLIPSTATUS         clip_status;
1864
1865     /* ViewPort */
1866     WINED3DVIEWPORT           viewport;
1867
1868     /* Material */
1869     WINED3DMATERIAL           material;
1870
1871     /* Pixel Shader */
1872     IWineD3DPixelShader      *pixelShader;
1873
1874     /* Pixel Shader Constants */
1875     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1876     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1877     float                     *pixelShaderConstantF;
1878
1879     /* RenderState */
1880     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1881
1882     /* Texture */
1883     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1884
1885     /* Texture State Stage */
1886     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1887     DWORD                     lowest_disabled_stage;
1888     /* Sampler States */
1889     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1890
1891     /* Scissor test rectangle */
1892     RECT                      scissorRect;
1893
1894     /* Contained state management */
1895     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1896     unsigned int              num_contained_render_states;
1897     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1898     unsigned int              num_contained_transform_states;
1899     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1900     unsigned int              num_contained_vs_consts_i;
1901     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1902     unsigned int              num_contained_vs_consts_b;
1903     DWORD                     *contained_vs_consts_f;
1904     unsigned int              num_contained_vs_consts_f;
1905     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1906     unsigned int              num_contained_ps_consts_i;
1907     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1908     unsigned int              num_contained_ps_consts_b;
1909     DWORD                     *contained_ps_consts_f;
1910     unsigned int              num_contained_ps_consts_f;
1911     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
1912     unsigned int              num_contained_tss_states;
1913     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1914     unsigned int              num_contained_sampler_states;
1915 };
1916
1917 extern void stateblock_savedstates_set(
1918     IWineD3DStateBlock* iface,
1919     SAVEDSTATES* states,
1920     BOOL value);
1921
1922 extern void stateblock_copy(
1923     IWineD3DStateBlock* destination,
1924     IWineD3DStateBlock* source);
1925
1926 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1927
1928 /* Direct3D terminology with little modifications. We do not have an issued state
1929  * because only the driver knows about it, but we have a created state because d3d
1930  * allows GetData on a created issue, but opengl doesn't
1931  */
1932 enum query_state {
1933     QUERY_CREATED,
1934     QUERY_SIGNALLED,
1935     QUERY_BUILDING
1936 };
1937 /*****************************************************************************
1938  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1939  */
1940 typedef struct IWineD3DQueryImpl
1941 {
1942     const IWineD3DQueryVtbl  *lpVtbl;
1943     LONG                      ref;     /* Note: Ref counting not required */
1944     
1945     IUnknown                 *parent;
1946     /*TODO: replace with iface usage */
1947 #if 0
1948     IWineD3DDevice         *wineD3DDevice;
1949 #else
1950     IWineD3DDeviceImpl       *wineD3DDevice;
1951 #endif
1952
1953     /* IWineD3DQuery fields */
1954     enum query_state         state;
1955     WINED3DQUERYTYPE         type;
1956     /* TODO: Think about using a IUnknown instead of a void* */
1957     void                     *extendedData;
1958     
1959   
1960 } IWineD3DQueryImpl;
1961
1962 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1963 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1964 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1965
1966 /* Datastructures for IWineD3DQueryImpl.extendedData */
1967 typedef struct  WineQueryOcclusionData {
1968     GLuint  queryId;
1969     WineD3DContext *ctx;
1970 } WineQueryOcclusionData;
1971
1972 typedef struct  WineQueryEventData {
1973     GLuint  fenceId;
1974     WineD3DContext *ctx;
1975 } WineQueryEventData;
1976
1977 /*****************************************************************************
1978  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1979  */
1980
1981 typedef struct IWineD3DSwapChainImpl
1982 {
1983     /*IUnknown part*/
1984     const IWineD3DSwapChainVtbl *lpVtbl;
1985     LONG                      ref;     /* Note: Ref counting not required */
1986
1987     IUnknown                 *parent;
1988     IWineD3DDeviceImpl       *wineD3DDevice;
1989
1990     /* IWineD3DSwapChain fields */
1991     IWineD3DSurface         **backBuffer;
1992     IWineD3DSurface          *frontBuffer;
1993     WINED3DPRESENT_PARAMETERS presentParms;
1994     DWORD                     orig_width, orig_height;
1995     WINED3DFORMAT             orig_fmt;
1996     WINED3DGAMMARAMP          orig_gamma;
1997
1998     long prev_time, frames;   /* Performance tracking */
1999     unsigned int vSyncCounter;
2000
2001     WineD3DContext        **context; /* Later a array for multithreading */
2002     unsigned int            num_contexts;
2003
2004     HWND                    win_handle;
2005 } IWineD3DSwapChainImpl;
2006
2007 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2008 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2009 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2010
2011 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2012 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2013 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2014 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2015 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2016 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2017 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2018 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2019 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2020 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2021 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2022 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2023
2024 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2025
2026 /*****************************************************************************
2027  * Utility function prototypes 
2028  */
2029
2030 /* Trace routines */
2031 const char* debug_d3dformat(WINED3DFORMAT fmt);
2032 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2033 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2034 const char* debug_d3dusage(DWORD usage);
2035 const char* debug_d3dusagequery(DWORD usagequery);
2036 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2037 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
2038 const char* debug_d3ddeclusage(BYTE usage);
2039 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2040 const char* debug_d3drenderstate(DWORD state);
2041 const char* debug_d3dsamplerstate(DWORD state);
2042 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2043 const char* debug_d3dtexturestate(DWORD state);
2044 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2045 const char* debug_d3dpool(WINED3DPOOL pool);
2046 const char *debug_fbostatus(GLenum status);
2047 const char *debug_glerror(GLenum error);
2048 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2049 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2050 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2051 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2052 const char *debug_surflocation(DWORD flag);
2053
2054 /* Routines for GL <-> D3D values */
2055 GLenum StencilOp(DWORD op);
2056 GLenum CompareFunc(DWORD func);
2057 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2058 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);
2059 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2060 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2061 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2062 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2063 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2064 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2065 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2066 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2067 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2068
2069 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2070 void surface_force_reload(IWineD3DSurface *iface);
2071 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2072 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2073 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2074 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2075 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2076 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2077
2078 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2079 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
2080
2081 /* Math utils */
2082 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2083 unsigned int count_bits(unsigned int mask);
2084 UINT wined3d_log2i(UINT32 x);
2085
2086 /*****************************************************************************
2087  * To enable calling of inherited functions, requires prototypes 
2088  *
2089  * Note: Only require classes which are subclassed, ie resource, basetexture, 
2090  */
2091
2092     /* IWineD3DVertexBuffer */
2093     extern const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
2094
2095 /* TODO: Make this dynamic, based on shader limits ? */
2096 #define MAX_REG_ADDR 1
2097 #define MAX_REG_TEMP 32
2098 #define MAX_REG_TEXCRD 8
2099 #define MAX_REG_INPUT 12
2100 #define MAX_REG_OUTPUT 12
2101 #define MAX_CONST_I 16
2102 #define MAX_CONST_B 16
2103
2104 /* FIXME: This needs to go up to 2048 for
2105  * Shader model 3 according to msdn (and for software shaders) */
2106 #define MAX_LABELS 16
2107
2108 typedef struct semantic {
2109     DWORD usage;
2110     DWORD reg;
2111 } semantic;
2112
2113 typedef struct local_constant {
2114     struct list entry;
2115     unsigned int idx;
2116     DWORD value[4];
2117 } local_constant;
2118
2119 typedef struct shader_reg_maps {
2120     DWORD shader_version;
2121     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
2122     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
2123     char address[MAX_REG_ADDR];             /* vertex */
2124     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
2125     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
2126     char attributes[MAX_ATTRIBS];           /* vertex */
2127     char labels[MAX_LABELS];                /* pixel, vertex */
2128     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
2129
2130     /* Sampler usage tokens 
2131      * Use 0 as default (bit 31 is always 1 on a valid token) */
2132     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
2133     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
2134     char usesnrm, vpos, usesdsy;
2135     char usesrelconstF;
2136
2137     /* Whether or not loops are used in this shader, and nesting depth */
2138     unsigned loop_depth;
2139
2140     /* Whether or not this shader uses fog */
2141     char fog;
2142
2143 } shader_reg_maps;
2144
2145 /* Undocumented opcode controls */
2146 #define INST_CONTROLS_SHIFT 16
2147 #define INST_CONTROLS_MASK 0x00ff0000
2148
2149 typedef enum COMPARISON_TYPE {
2150     COMPARISON_GT = 1,
2151     COMPARISON_EQ = 2,
2152     COMPARISON_GE = 3,
2153     COMPARISON_LT = 4,
2154     COMPARISON_NE = 5,
2155     COMPARISON_LE = 6
2156 } COMPARISON_TYPE;
2157
2158 typedef struct SHADER_OPCODE {
2159     unsigned int  opcode;
2160     const char*   name;
2161     char          dst_token;
2162     CONST UINT    num_params;
2163     enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
2164     DWORD         min_version;
2165     DWORD         max_version;
2166 } SHADER_OPCODE;
2167
2168 typedef struct SHADER_OPCODE_ARG {
2169     IWineD3DBaseShader* shader;
2170     const shader_reg_maps *reg_maps;
2171     CONST SHADER_OPCODE* opcode;
2172     DWORD opcode_token;
2173     DWORD dst;
2174     DWORD dst_addr;
2175     DWORD predicate;
2176     DWORD src[4];
2177     DWORD src_addr[4];
2178     SHADER_BUFFER* buffer;
2179 } SHADER_OPCODE_ARG;
2180
2181 typedef struct SHADER_LIMITS {
2182     unsigned int temporary;
2183     unsigned int texcoord;
2184     unsigned int sampler;
2185     unsigned int constant_int;
2186     unsigned int constant_float;
2187     unsigned int constant_bool;
2188     unsigned int address;
2189     unsigned int packed_output;
2190     unsigned int packed_input;
2191     unsigned int attributes;
2192     unsigned int label;
2193 } SHADER_LIMITS;
2194
2195 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
2196     maintain state information between multiple codes */
2197 typedef struct SHADER_PARSE_STATE {
2198     unsigned int current_row;
2199     DWORD texcoord_w[2];
2200 } SHADER_PARSE_STATE;
2201
2202 #ifdef __GNUC__
2203 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2204 #else
2205 #define PRINTF_ATTR(fmt,args)
2206 #endif
2207
2208 /* Base Shader utility functions. 
2209  * (may move callers into the same file in the future) */
2210 extern int shader_addline(
2211     SHADER_BUFFER* buffer,
2212     const char* fmt, ...) PRINTF_ATTR(2,3);
2213
2214 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *shader_ins, DWORD shader_version, DWORD code);
2215
2216 /* Vertex shader utility functions */
2217 extern BOOL vshader_get_input(
2218     IWineD3DVertexShader* iface,
2219     BYTE usage_req, BYTE usage_idx_req,
2220     unsigned int* regnum);
2221
2222 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2223
2224 /* GLSL helper functions */
2225 extern void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG *arg);
2226
2227 /*****************************************************************************
2228  * IDirect3DBaseShader implementation structure
2229  */
2230 typedef struct IWineD3DBaseShaderClass
2231 {
2232     LONG                            ref;
2233     SHADER_LIMITS                   limits;
2234     SHADER_PARSE_STATE              parse_state;
2235     CONST SHADER_OPCODE             *shader_ins;
2236     DWORD                          *function;
2237     UINT                            functionLength;
2238     UINT                            cur_loop_depth, cur_loop_regno;
2239     BOOL                            load_local_constsF;
2240     BOOL                            uses_bool_consts, uses_int_consts;
2241
2242     /* Type of shader backend */
2243     int shader_mode;
2244
2245     /* Programs this shader is linked with */
2246     struct list linked_programs;
2247
2248     /* Immediate constants (override global ones) */
2249     struct list constantsB;
2250     struct list constantsF;
2251     struct list constantsI;
2252     shader_reg_maps reg_maps;
2253
2254     UINT                sampled_samplers[MAX_COMBINED_SAMPLERS];
2255     UINT                num_sampled_samplers;
2256
2257     UINT recompile_count;
2258
2259     /* Pointer to the parent device */
2260     IWineD3DDevice *device;
2261     struct list     shader_list_entry;
2262
2263 } IWineD3DBaseShaderClass;
2264
2265 typedef struct IWineD3DBaseShaderImpl {
2266     /* IUnknown */
2267     const IWineD3DBaseShaderVtbl    *lpVtbl;
2268
2269     /* IWineD3DBaseShader */
2270     IWineD3DBaseShaderClass         baseShader;
2271 } IWineD3DBaseShaderImpl;
2272
2273 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2274 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2275 void shader_cleanup(IWineD3DBaseShader *iface);
2276 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
2277         struct semantic *semantics_in, struct semantic *semantics_out, const DWORD *byte_code);
2278 void shader_init(struct IWineD3DBaseShaderClass *shader,
2279         IWineD3DDevice *device, const SHADER_OPCODE *instruction_table);
2280 void shader_trace_init(const DWORD *byte_code, const SHADER_OPCODE *opcode_table);
2281
2282 extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2283         const shader_reg_maps *reg_maps, const DWORD *pFunction);
2284
2285 static inline int shader_get_regtype(const DWORD param) {
2286     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2287             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2288 }
2289
2290 static inline int shader_get_writemask(const DWORD param) {
2291     return param & WINED3DSP_WRITEMASK_ALL;
2292 }
2293
2294 static inline BOOL shader_is_pshader_version(DWORD token) {
2295     return 0xFFFF0000 == (token & 0xFFFF0000);
2296 }
2297
2298 static inline BOOL shader_is_vshader_version(DWORD token) {
2299     return 0xFFFE0000 == (token & 0xFFFF0000);
2300 }
2301
2302 static inline BOOL shader_is_comment(DWORD token) {
2303     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2304 }
2305
2306 static inline BOOL shader_is_scalar(DWORD param) {
2307     DWORD reg_type = shader_get_regtype(param);
2308     DWORD reg_num;
2309
2310     switch (reg_type) {
2311         case WINED3DSPR_RASTOUT:
2312             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2313                 /* oFog & oPts */
2314                 return TRUE;
2315             }
2316             /* oPos */
2317             return FALSE;
2318
2319         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2320         case WINED3DSPR_CONSTBOOL:  /* b# */
2321         case WINED3DSPR_LOOP:       /* aL */
2322         case WINED3DSPR_PREDICATE:  /* p0 */
2323             return TRUE;
2324
2325         case WINED3DSPR_MISCTYPE:
2326             reg_num = param & WINED3DSP_REGNUM_MASK;
2327             switch(reg_num) {
2328                 case 0: /* vPos */
2329                     return FALSE;
2330                 case 1: /* vFace */
2331                     return TRUE;
2332                 default:
2333                     return FALSE;
2334             }
2335
2336         default:
2337             return FALSE;
2338     }
2339 }
2340
2341 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2342     local_constant* lconst;
2343
2344     if(This->baseShader.load_local_constsF) return FALSE;
2345     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2346         if(lconst->idx == reg) return TRUE;
2347     }
2348     return FALSE;
2349
2350 }
2351
2352 /*****************************************************************************
2353  * IDirect3DVertexShader implementation structures
2354  */
2355
2356 struct vs_compiled_shader {
2357     struct vs_compile_args      args;
2358     GLuint                      prgId;
2359 };
2360
2361 typedef struct IWineD3DVertexShaderImpl {
2362     /* IUnknown parts*/   
2363     const IWineD3DVertexShaderVtbl *lpVtbl;
2364
2365     /* IWineD3DBaseShader */
2366     IWineD3DBaseShaderClass     baseShader;
2367
2368     /* IWineD3DVertexShaderImpl */
2369     IUnknown                    *parent;
2370
2371     DWORD                       usage;
2372
2373     /* The GL shader */
2374     struct vs_compiled_shader   *gl_shaders;
2375     UINT                        num_gl_shaders, shader_array_size;
2376
2377     /* Vertex shader input and output semantics */
2378     semantic semantics_in [MAX_ATTRIBS];
2379     semantic semantics_out [MAX_REG_OUTPUT];
2380
2381     UINT                       min_rel_offset, max_rel_offset;
2382     UINT                       rel_offset;
2383
2384     UINT                       recompile_count;
2385
2386     const struct vs_compile_args    *cur_args;
2387 } IWineD3DVertexShaderImpl;
2388 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2389 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2390
2391 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2392 GLuint find_gl_vshader(IWineD3DVertexShaderImpl *shader, const struct vs_compile_args *args);
2393
2394 /*****************************************************************************
2395  * IDirect3DPixelShader implementation structure
2396  */
2397 struct ps_compiled_shader {
2398     struct ps_compile_args      args;
2399     GLuint                      prgId;
2400 };
2401
2402 typedef struct IWineD3DPixelShaderImpl {
2403     /* IUnknown parts */
2404     const IWineD3DPixelShaderVtbl *lpVtbl;
2405
2406     /* IWineD3DBaseShader */
2407     IWineD3DBaseShaderClass     baseShader;
2408
2409     /* IWineD3DPixelShaderImpl */
2410     IUnknown                   *parent;
2411
2412     /* Pixel shader input semantics */
2413     semantic semantics_in [MAX_REG_INPUT];
2414     DWORD                 input_reg_map[MAX_REG_INPUT];
2415     BOOL                  input_reg_used[MAX_REG_INPUT];
2416     int                         declared_in_count;
2417
2418     /* The GL shader */
2419     struct ps_compiled_shader   *gl_shaders;
2420     UINT                        num_gl_shaders, shader_array_size;
2421
2422     /* Some information about the shader behavior */
2423     struct stb_const_desc       bumpenvmatconst[MAX_TEXTURES];
2424     char                        numbumpenvmatconsts;
2425     struct stb_const_desc       luminanceconst[MAX_TEXTURES];
2426     char                        vpos_uniform;
2427 } IWineD3DPixelShaderImpl;
2428
2429 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2430 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2431 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
2432 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2433
2434 /* sRGB correction constants */
2435 static const float srgb_cmp = 0.0031308;
2436 static const float srgb_mul_low = 12.92;
2437 static const float srgb_pow = 0.41666;
2438 static const float srgb_mul_high = 1.055;
2439 static const float srgb_sub_high = 0.055;
2440
2441 /*****************************************************************************
2442  * IWineD3DPalette implementation structure
2443  */
2444 struct IWineD3DPaletteImpl {
2445     /* IUnknown parts */
2446     const IWineD3DPaletteVtbl  *lpVtbl;
2447     LONG                       ref;
2448
2449     IUnknown                   *parent;
2450     IWineD3DDeviceImpl         *wineD3DDevice;
2451
2452     /* IWineD3DPalette */
2453     HPALETTE                   hpal;
2454     WORD                       palVersion;     /*|               */
2455     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2456     PALETTEENTRY               palents[256];   /*|               */
2457     /* This is to store the palette in 'screen format' */
2458     int                        screen_palents[256];
2459     DWORD                      Flags;
2460 };
2461
2462 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2463 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2464
2465 /* DirectDraw utility functions */
2466 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2467
2468 /*****************************************************************************
2469  * Pixel format management
2470  */
2471
2472 struct GlPixelFormatDesc
2473 {
2474     GLint glInternal;
2475     GLint glGammaInternal;
2476     GLint rtInternal;
2477     GLint glFormat;
2478     GLint glType;
2479     unsigned int Flags;
2480     float heightscale;
2481     struct color_fixup_desc color_fixup;
2482 };
2483
2484 typedef struct {
2485     WINED3DFORMAT           format;
2486     DWORD                   alphaMask, redMask, greenMask, blueMask;
2487     UINT                    bpp;
2488     short                   depthSize, stencilSize;
2489     BOOL                    isFourcc;
2490 } StaticPixelFormatDesc;
2491
2492 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2493         const WineD3D_GL_Info *gl_info, const struct GlPixelFormatDesc **glDesc);
2494
2495 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2496 {
2497     return (stateblock->vertexShader
2498             && !stateblock->wineD3DDevice->strided_streams.position_transformed
2499             && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2500 }
2501
2502 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2503 {
2504     return (stateblock->pixelShader
2505             && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2506 }
2507
2508 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2509         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2510 #endif