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