wined3d: Add functions to initialize and free shader buffers.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "objbase.h"
41 #include "wined3d_private_types.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
45
46 /* Texture format fixups */
47
48 enum fixup_channel_source
49 {
50     CHANNEL_SOURCE_ZERO = 0,
51     CHANNEL_SOURCE_ONE = 1,
52     CHANNEL_SOURCE_X = 2,
53     CHANNEL_SOURCE_Y = 3,
54     CHANNEL_SOURCE_Z = 4,
55     CHANNEL_SOURCE_W = 5,
56     CHANNEL_SOURCE_YUV0 = 6,
57     CHANNEL_SOURCE_YUV1 = 7,
58 };
59
60 enum yuv_fixup
61 {
62     YUV_FIXUP_YUY2 = 0,
63     YUV_FIXUP_UYVY = 1,
64     YUV_FIXUP_YV12 = 2,
65 };
66
67 #include <pshpack2.h>
68 struct color_fixup_desc
69 {
70     unsigned x_sign_fixup : 1;
71     unsigned x_source : 3;
72     unsigned y_sign_fixup : 1;
73     unsigned y_source : 3;
74     unsigned z_sign_fixup : 1;
75     unsigned z_source : 3;
76     unsigned w_sign_fixup : 1;
77     unsigned w_source : 3;
78 };
79 #include <poppack.h>
80
81 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
82         {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
83
84 static inline struct color_fixup_desc create_color_fixup_desc(
85         int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
86         int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
87 {
88     struct color_fixup_desc fixup =
89     {
90         sign0, src0,
91         sign1, src1,
92         sign2, src2,
93         sign3, src3,
94     };
95     return fixup;
96 }
97
98 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
99 {
100     struct color_fixup_desc fixup =
101     {
102         0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103         0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104         0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105         0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
106     };
107     return fixup;
108 }
109
110 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
111 {
112     return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
113 }
114
115 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
116 {
117     return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
118 }
119
120 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
121 {
122     enum yuv_fixup yuv_fixup = 0;
123     if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
124     if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
125     if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
126     if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
127     return yuv_fixup;
128 }
129
130 /* Hash table functions */
131 typedef unsigned int (hash_function_t)(const void *key);
132 typedef BOOL (compare_function_t)(const void *keya, const void *keyb);
133
134 struct hash_table_entry_t {
135     void *key;
136     void *value;
137     unsigned int hash;
138     struct list entry;
139 };
140
141 struct hash_table_t {
142     hash_function_t *hash_function;
143     compare_function_t *compare_function;
144     struct list *buckets;
145     unsigned int bucket_count;
146     struct hash_table_entry_t *entries;
147     unsigned int entry_count;
148     struct list free_entries;
149     unsigned int count;
150     unsigned int grow_size;
151     unsigned int shrink_size;
152 };
153
154 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
155 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
156 void *hash_table_get(const struct hash_table_t *table, const void *key);
157 void hash_table_put(struct hash_table_t *table, void *key, void *value);
158 void hash_table_remove(struct hash_table_t *table, void *key);
159
160 /* Device caps */
161 #define MAX_PALETTES            65536
162 #define MAX_STREAMS             16
163 #define MAX_TEXTURES            8
164 #define MAX_FRAGMENT_SAMPLERS   16
165 #define MAX_VERTEX_SAMPLERS     4
166 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
167 #define MAX_ACTIVE_LIGHTS       8
168 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
169 #define MAX_LEVELS              256
170
171 #define MAX_CONST_I 16
172 #define MAX_CONST_B 16
173
174 /* Used for CreateStateBlock */
175 #define NUM_SAVEDPIXELSTATES_R     35
176 #define NUM_SAVEDPIXELSTATES_T     18
177 #define NUM_SAVEDPIXELSTATES_S     12
178 #define NUM_SAVEDVERTEXSTATES_R    34
179 #define NUM_SAVEDVERTEXSTATES_T    2
180 #define NUM_SAVEDVERTEXSTATES_S    1
181
182 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
183 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
184 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
185 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
186 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
187 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
188
189 typedef enum _WINELOOKUP {
190     WINELOOKUP_WARPPARAM = 0,
191     MAX_LOOKUPS          = 1
192 } WINELOOKUP;
193
194 extern const int minLookup[MAX_LOOKUPS];
195 extern const int maxLookup[MAX_LOOKUPS];
196 extern DWORD *stateLookup[MAX_LOOKUPS];
197
198 struct min_lookup
199 {
200     GLenum mip[WINED3DTEXF_LINEAR + 1];
201 };
202
203 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
204 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
205 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
206 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
207
208 extern const struct filter_lookup filter_lookup_nofilter;
209 extern struct filter_lookup filter_lookup;
210
211 void init_type_lookup(WineD3D_GL_Info *gl_info);
212 #define WINED3D_ATR_TYPE(type)          GLINFO_LOCATION.glTypeLookup[type].d3dType
213 #define WINED3D_ATR_SIZE(type)          GLINFO_LOCATION.glTypeLookup[type].size
214 #define WINED3D_ATR_GLTYPE(type)        GLINFO_LOCATION.glTypeLookup[type].glType
215 #define WINED3D_ATR_NORMALIZED(type)    GLINFO_LOCATION.glTypeLookup[type].normalized
216 #define WINED3D_ATR_TYPESIZE(type)      GLINFO_LOCATION.glTypeLookup[type].typesize
217
218 /* float_16_to_32() and float_32_to_16() (see implementation in
219  * surface_base.c) convert 16 bit floats in the FLOAT16 data type
220  * to standard C floats and vice versa. They do not depend on the encoding
221  * of the C float, so they are platform independent, but slow. On x86 and
222  * other IEEE 754 compliant platforms the conversion can be accelerated by
223  * bit shifting the exponent and mantissa. There are also some SSE-based
224  * assembly routines out there.
225  *
226  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
227  */
228 static inline float float_16_to_32(const unsigned short *in) {
229     const unsigned short s = ((*in) & 0x8000);
230     const unsigned short e = ((*in) & 0x7C00) >> 10;
231     const unsigned short m = (*in) & 0x3FF;
232     const float sgn = (s ? -1.0 : 1.0);
233
234     if(e == 0) {
235         if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
236         else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
237     } else if(e < 31) {
238         return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
239     } else {
240         if(m == 0) return sgn / 0.0; /* +INF / -INF */
241         else return 0.0 / 0.0; /* NAN */
242     }
243 }
244
245 /**
246  * Settings 
247  */
248 #define VS_NONE    0
249 #define VS_HW      1
250
251 #define PS_NONE    0
252 #define PS_HW      1
253
254 #define VBO_NONE   0
255 #define VBO_HW     1
256
257 #define NP2_NONE   0
258 #define NP2_REPACK 1
259 #define NP2_NATIVE 2
260
261 #define ORM_BACKBUFFER  0
262 #define ORM_PBUFFER     1
263 #define ORM_FBO         2
264
265 #define SHADER_ARB  1
266 #define SHADER_GLSL 2
267 #define SHADER_ATI  3
268 #define SHADER_NONE 4
269
270 #define RTL_DISABLE   -1
271 #define RTL_AUTO       0
272 #define RTL_READDRAW   1
273 #define RTL_READTEX    2
274 #define RTL_TEXDRAW    3
275 #define RTL_TEXTEX     4
276
277 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
278 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
279
280 /* NOTE: When adding fields to this structure, make sure to update the default
281  * values in wined3d_main.c as well. */
282 typedef struct wined3d_settings_s {
283 /* vertex and pixel shader modes */
284   int vs_mode;
285   int ps_mode;
286   int vbo_mode;
287 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
288     we should use it.  However, until it's fully implemented, we'll leave it as a registry
289     setting for developers. */
290   BOOL glslRequested;
291   int offscreen_rendering_mode;
292   int rendertargetlock_mode;
293   unsigned short pci_vendor_id;
294   unsigned short pci_device_id;
295 /* Memory tracking and object counting */
296   unsigned int emulated_textureram;
297   char *logo;
298   int allow_multisampling;
299 } wined3d_settings_t;
300
301 extern wined3d_settings_t wined3d_settings;
302
303 /* Shader backends */
304 struct SHADER_OPCODE_ARG;
305
306 #define SHADER_PGMSIZE 65535
307 typedef struct SHADER_BUFFER {
308     char* buffer;
309     unsigned int bsize;
310     unsigned int lineNo;
311     BOOL newline;
312 } SHADER_BUFFER;
313
314 enum WINED3D_SHADER_INSTRUCTION_HANDLER
315 {
316     WINED3DSIH_ABS,
317     WINED3DSIH_ADD,
318     WINED3DSIH_BEM,
319     WINED3DSIH_BREAK,
320     WINED3DSIH_BREAKC,
321     WINED3DSIH_BREAKP,
322     WINED3DSIH_CALL,
323     WINED3DSIH_CALLNZ,
324     WINED3DSIH_CMP,
325     WINED3DSIH_CND,
326     WINED3DSIH_CRS,
327     WINED3DSIH_DCL,
328     WINED3DSIH_DEF,
329     WINED3DSIH_DEFB,
330     WINED3DSIH_DEFI,
331     WINED3DSIH_DP2ADD,
332     WINED3DSIH_DP3,
333     WINED3DSIH_DP4,
334     WINED3DSIH_DST,
335     WINED3DSIH_DSX,
336     WINED3DSIH_DSY,
337     WINED3DSIH_ELSE,
338     WINED3DSIH_ENDIF,
339     WINED3DSIH_ENDLOOP,
340     WINED3DSIH_ENDREP,
341     WINED3DSIH_EXP,
342     WINED3DSIH_EXPP,
343     WINED3DSIH_FRC,
344     WINED3DSIH_IF,
345     WINED3DSIH_IFC,
346     WINED3DSIH_LABEL,
347     WINED3DSIH_LIT,
348     WINED3DSIH_LOG,
349     WINED3DSIH_LOGP,
350     WINED3DSIH_LOOP,
351     WINED3DSIH_LRP,
352     WINED3DSIH_M3x2,
353     WINED3DSIH_M3x3,
354     WINED3DSIH_M3x4,
355     WINED3DSIH_M4x3,
356     WINED3DSIH_M4x4,
357     WINED3DSIH_MAD,
358     WINED3DSIH_MAX,
359     WINED3DSIH_MIN,
360     WINED3DSIH_MOV,
361     WINED3DSIH_MOVA,
362     WINED3DSIH_MUL,
363     WINED3DSIH_NOP,
364     WINED3DSIH_NRM,
365     WINED3DSIH_PHASE,
366     WINED3DSIH_POW,
367     WINED3DSIH_RCP,
368     WINED3DSIH_REP,
369     WINED3DSIH_RET,
370     WINED3DSIH_RSQ,
371     WINED3DSIH_SETP,
372     WINED3DSIH_SGE,
373     WINED3DSIH_SGN,
374     WINED3DSIH_SINCOS,
375     WINED3DSIH_SLT,
376     WINED3DSIH_SUB,
377     WINED3DSIH_TEX,
378     WINED3DSIH_TEXBEM,
379     WINED3DSIH_TEXBEML,
380     WINED3DSIH_TEXCOORD,
381     WINED3DSIH_TEXDEPTH,
382     WINED3DSIH_TEXDP3,
383     WINED3DSIH_TEXDP3TEX,
384     WINED3DSIH_TEXKILL,
385     WINED3DSIH_TEXLDD,
386     WINED3DSIH_TEXLDL,
387     WINED3DSIH_TEXM3x2DEPTH,
388     WINED3DSIH_TEXM3x2PAD,
389     WINED3DSIH_TEXM3x2TEX,
390     WINED3DSIH_TEXM3x3,
391     WINED3DSIH_TEXM3x3DIFF,
392     WINED3DSIH_TEXM3x3PAD,
393     WINED3DSIH_TEXM3x3SPEC,
394     WINED3DSIH_TEXM3x3TEX,
395     WINED3DSIH_TEXM3x3VSPEC,
396     WINED3DSIH_TEXREG2AR,
397     WINED3DSIH_TEXREG2GB,
398     WINED3DSIH_TEXREG2RGB,
399     WINED3DSIH_TABLE_SIZE
400 };
401
402 typedef void (*SHADER_HANDLER)(const struct SHADER_OPCODE_ARG *);
403
404 struct shader_caps {
405     DWORD               VertexShaderVersion;
406     DWORD               MaxVertexShaderConst;
407
408     DWORD               PixelShaderVersion;
409     float               PixelShader1xMaxValue;
410
411     WINED3DVSHADERCAPS2_0   VS20Caps;
412     WINED3DPSHADERCAPS2_0   PS20Caps;
413
414     DWORD               MaxVShaderInstructionsExecuted;
415     DWORD               MaxPShaderInstructionsExecuted;
416     DWORD               MaxVertexShader30InstructionSlots;
417     DWORD               MaxPixelShader30InstructionSlots;
418 };
419
420 enum tex_types
421 {
422     tex_1d       = 0,
423     tex_2d       = 1,
424     tex_3d       = 2,
425     tex_cube     = 3,
426     tex_rect     = 4,
427     tex_type_count = 5,
428 };
429
430 typedef struct {
431     const SHADER_HANDLER *shader_instruction_handler_table;
432     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
433     void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
434     void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
435     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
436     void (*shader_cleanup)(IWineD3DDevice *iface);
437     void (*shader_color_correction)(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup);
438     void (*shader_destroy)(IWineD3DBaseShader *iface);
439     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
440     void (*shader_free_private)(IWineD3DDevice *iface);
441     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
442     GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
443     void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
444     void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
445     BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
446 } shader_backend_t;
447
448 extern const shader_backend_t glsl_shader_backend;
449 extern const shader_backend_t arb_program_shader_backend;
450 extern const shader_backend_t none_shader_backend;
451
452 /* X11 locking */
453
454 extern void (*wine_tsx11_lock_ptr)(void);
455 extern void (*wine_tsx11_unlock_ptr)(void);
456
457 /* As GLX relies on X, this is needed */
458 extern int num_lock;
459
460 #if 0
461 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
462 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
463 #else
464 #define ENTER_GL() wine_tsx11_lock_ptr()
465 #define LEAVE_GL() wine_tsx11_unlock_ptr()
466 #endif
467
468 /*****************************************************************************
469  * Defines
470  */
471
472 /* GL related defines */
473 /* ------------------ */
474 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
475 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
476 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
477 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
478
479 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
480 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
481 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
482 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
483
484 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
485 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
486 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
487 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
488
489 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
490   (vec)[0] = D3DCOLOR_R(dw); \
491   (vec)[1] = D3DCOLOR_G(dw); \
492   (vec)[2] = D3DCOLOR_B(dw); \
493   (vec)[3] = D3DCOLOR_A(dw); \
494 } while(0)
495
496 /* DirectX Device Limits */
497 /* --------------------- */
498 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
499
500 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
501                             See MaxStreams in MSDN under GetDeviceCaps */
502                          /* Maximum number of constants provided to the shaders */
503 #define HIGHEST_TRANSFORMSTATE 512 
504                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
505
506 /* Checking of API calls */
507 /* --------------------- */
508 #ifndef WINE_NO_DEBUG_MSGS
509 #define checkGLcall(A)                                          \
510 do {                                                            \
511     GLint err = glGetError();                                   \
512     if (err == GL_NO_ERROR) {                                   \
513        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
514                                                                 \
515     } else do {                                                 \
516         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
517             debug_glerror(err), err, A, __FILE__, __LINE__);    \
518        err = glGetError();                                      \
519     } while (err != GL_NO_ERROR);                               \
520 } while(0)
521 #else
522 #define checkGLcall(A) do {} while(0)
523 #endif
524
525 /* Trace routines / diagnostics */
526 /* ---------------------------- */
527
528 /* Dump out a matrix and copy it */
529 #define conv_mat(mat,gl_mat)                                                                \
530 do {                                                                                        \
531     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
532     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
533     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
534     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
535     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
536 } while (0)
537
538 /* Macro to dump out the current state of the light chain */
539 #define DUMP_LIGHT_CHAIN()                    \
540 do {                                          \
541   PLIGHTINFOEL *el = This->stateBlock->lights;\
542   while (el) {                                \
543     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
544     el = el->next;                            \
545   }                                           \
546 } while(0)
547
548 /* Trace vector and strided data information */
549 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
550 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
551         sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
552
553 /* Defines used for optimizations */
554
555 /*    Only reapply what is necessary */
556 #define REAPPLY_ALPHAOP  0x0001
557 #define REAPPLY_ALL      0xFFFF
558
559 /* Advance declaration of structures to satisfy compiler */
560 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
561 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
562 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
563 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
564
565 /* Global variables */
566 extern const float identity[16];
567
568 /*****************************************************************************
569  * Compilable extra diagnostics
570  */
571
572 /* Trace information per-vertex: (extremely high amount of trace) */
573 #if 0 /* NOTE: Must be 0 in cvs */
574 # define VTRACE(A) TRACE A
575 #else 
576 # define VTRACE(A) 
577 #endif
578
579 /* TODO: Confirm each of these works when wined3d move completed */
580 #if 0 /* NOTE: Must be 0 in cvs */
581   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
582      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
583      is enabled, and if it doesn't exist it is disabled. */
584 # define FRAME_DEBUGGING
585   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
586       the file is deleted                                                                            */
587 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
588 #  define SINGLE_FRAME_DEBUGGING
589 # endif  
590   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
591      It can only be enabled when FRAME_DEBUGGING is also enabled                               
592      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
593      array is drawn.                                                                            */
594 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
595 #  define SHOW_FRAME_MAKEUP 1
596 # endif  
597   /* The following, when enabled, lets you see the makeup of the all the textures used during each
598      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
599      The contents of the textures assigned to each stage are written into 
600      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
601 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
602 #  define SHOW_TEXTURE_MAKEUP 0
603 # endif  
604 extern BOOL isOn;
605 extern BOOL isDumpingFrames;
606 extern LONG primCounter;
607 #endif
608
609 /*****************************************************************************
610  * Prototypes
611  */
612
613 /* Routine common to the draw primitive and draw indexed primitive routines */
614 void drawPrimitive(IWineD3DDevice *iface,
615                     int PrimitiveType,
616                     long NumPrimitives,
617                     /* for Indexed: */
618                     long  StartVertexIndex,
619                     UINT  numberOfVertices,
620                     long  StartIdx,
621                     short idxBytes,
622                     const void *idxData,
623                     int   minIndex);
624
625 void primitiveDeclarationConvertToStridedData(
626      IWineD3DDevice *iface,
627      BOOL useVertexShaderFunction,
628      WineDirect3DVertexStridedData *strided,
629      BOOL *fixup);
630
631 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
632
633 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
634 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
635 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
636 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
637 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
638 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
639 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
640 extern glAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
641
642 #define eps 1e-8
643
644 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
645     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
646
647 /* Routines and structures related to state management */
648 typedef struct WineD3DContext WineD3DContext;
649 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
650
651 #define STATE_RENDER(a) (a)
652 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
653
654 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
655 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
656
657 /* + 1 because samplers start with 0 */
658 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
659 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
660
661 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
662 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
663
664 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
665 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
666
667 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
668 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
669 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
670 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
671
672 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
673 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
674
675 #define STATE_VSHADER (STATE_VDECL + 1)
676 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
677
678 #define STATE_VIEWPORT (STATE_VSHADER + 1)
679 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
680
681 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
682 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
683 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
684 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
685
686 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
687 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
688
689 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
690 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
691
692 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
693 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
694
695 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
696
697 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
698
699 #define STATE_HIGHEST (STATE_FRONTFACE)
700
701 struct StateEntry
702 {
703     DWORD               representative;
704     APPLYSTATEFUNC      apply;
705 };
706
707 struct StateEntryTemplate
708 {
709     DWORD               state;
710     struct StateEntry   content;
711     GL_SupportedExt     extension;
712 };
713
714 struct fragment_caps {
715     DWORD               PrimitiveMiscCaps;
716
717     DWORD               TextureOpCaps;
718     DWORD               MaxTextureBlendStages;
719     DWORD               MaxSimultaneousTextures;
720 };
721
722 struct fragment_pipeline {
723     void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
724     void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
725     HRESULT (*alloc_private)(IWineD3DDevice *iface);
726     void (*free_private)(IWineD3DDevice *iface);
727     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
728     const struct StateEntryTemplate *states;
729     BOOL ffp_proj_control;
730 };
731
732 extern const struct StateEntryTemplate misc_state_template[];
733 extern const struct StateEntryTemplate ffp_vertexstate_template[];
734 extern const struct fragment_pipeline ffp_fragment_pipeline;
735 extern const struct fragment_pipeline atifs_fragment_pipeline;
736 extern const struct fragment_pipeline arbfp_fragment_pipeline;
737 extern const struct fragment_pipeline nvts_fragment_pipeline;
738 extern const struct fragment_pipeline nvrc_fragment_pipeline;
739
740 /* "Base" state table */
741 void compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
742         const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
743         const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
744
745 /* Shaders for color conversions in blits */
746 struct blit_shader {
747     HRESULT (*alloc_private)(IWineD3DDevice *iface);
748     void (*free_private)(IWineD3DDevice *iface);
749     HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
750     void (*unset_shader)(IWineD3DDevice *iface);
751     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
752 };
753
754 extern const struct blit_shader ffp_blit;
755 extern const struct blit_shader arbfp_blit;
756
757 /* The new context manager that should deal with onscreen and offscreen rendering */
758 struct WineD3DContext {
759     /* State dirtification
760      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
761      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
762      * 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
763      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
764      */
765     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
766     DWORD                   numDirtyEntries;
767     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
768
769     IWineD3DSurface         *surface;
770     DWORD                   tid;    /* Thread ID which owns this context at the moment */
771
772     /* Stores some information about the context state for optimization */
773     BOOL                    draw_buffer_dirty;
774     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
775     BOOL                    last_was_pshader;
776     BOOL                    last_was_vshader;
777     BOOL                    last_was_foggy_shader;
778     BOOL                    namedArraysLoaded, numberedArraysLoaded;
779     DWORD                   numbered_array_mask;
780     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
781     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
782     unsigned char           num_untracked_materials;
783     GLenum                  untracked_materials[2];
784     BOOL                    last_was_blit, last_was_ckey;
785     UINT                    blit_w, blit_h;
786     char                    texShaderBumpMap;
787     BOOL                    fog_coord;
788
789     char                    *vshader_const_dirty, *pshader_const_dirty;
790
791     /* The actual opengl context */
792     HGLRC                   glCtx;
793     HWND                    win_handle;
794     HDC                     hdc;
795     HPBUFFERARB             pbuffer;
796     BOOL                    isPBuffer;
797     GLint                   aux_buffers;
798
799     /* FBOs */
800     struct list             fbo_list;
801     struct fbo_entry        *current_fbo;
802     GLuint                  src_fbo;
803     GLuint                  dst_fbo;
804 };
805
806 typedef enum ContextUsage {
807     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
808     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
809     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
810     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
811 } ContextUsage;
812
813 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
814 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
815 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
816 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
817 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
818 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
819 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
820
821 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
822 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
823
824 /* Macros for doing basic GPU detection based on opengl capabilities */
825 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
826 #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])
827 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
828 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
829
830 /* Default callbacks for implicit object destruction */
831 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
832
833 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
834
835 /*****************************************************************************
836  * Internal representation of a light
837  */
838 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
839 struct PLIGHTINFOEL {
840     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
841     DWORD        OriginalIndex;
842     LONG         glIndex;
843     BOOL         changed;
844     BOOL         enabledChanged;
845     BOOL         enabled;
846
847     /* Converted parms to speed up swapping lights */
848     float                         lightPosn[4];
849     float                         lightDirn[4];
850     float                         exponent;
851     float                         cutoff;
852
853     struct list entry;
854 };
855
856 /* The default light parameters */
857 extern const WINED3DLIGHT WINED3D_default_light;
858
859 typedef struct WineD3D_PixelFormat
860 {
861     int iPixelFormat; /* WGL pixel format */
862     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
863     int redSize, greenSize, blueSize, alphaSize;
864     int depthSize, stencilSize;
865     BOOL windowDrawable;
866     BOOL pbufferDrawable;
867     BOOL doubleBuffer;
868     int auxBuffers;
869     int numSamples;
870 } WineD3D_PixelFormat;
871
872 /* The adapter structure */
873 struct WineD3DAdapter
874 {
875     UINT                    num;
876     BOOL                    opengl;
877     POINT                   monitorPoint;
878     WineD3D_GL_Info         gl_info;
879     const char              *driver;
880     const char              *description;
881     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
882     int                     nCfgs;
883     WineD3D_PixelFormat     *cfgs;
884     BOOL                    brokenStencil; /* Set on cards which only offer mixed depth+stencil */
885     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
886     unsigned int            UsedTextureRam;
887 };
888
889 extern BOOL InitAdapters(void);
890 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
891 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
892
893 /*****************************************************************************
894  * High order patch management
895  */
896 struct WineD3DRectPatch
897 {
898     UINT                            Handle;
899     float                          *mem;
900     WineDirect3DVertexStridedData   strided;
901     WINED3DRECTPATCH_INFO           RectPatchInfo;
902     float                           numSegs[4];
903     char                            has_normals, has_texcoords;
904     struct list                     entry;
905 };
906
907 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
908
909 enum projection_types
910 {
911     proj_none    = 0,
912     proj_count3  = 1,
913     proj_count4  = 2
914 };
915
916 enum dst_arg
917 {
918     resultreg    = 0,
919     tempreg      = 1
920 };
921
922 /*****************************************************************************
923  * Fixed function pipeline replacements
924  */
925 #define ARG_UNUSED          0x3f
926 struct texture_stage_op
927 {
928     unsigned                cop : 8;
929     unsigned                carg1 : 8;
930     unsigned                carg2 : 8;
931     unsigned                carg0 : 8;
932
933     unsigned                aop : 8;
934     unsigned                aarg1 : 8;
935     unsigned                aarg2 : 8;
936     unsigned                aarg0 : 8;
937
938     struct color_fixup_desc color_correction;
939     unsigned                tex_type : 3;
940     unsigned                dst : 1;
941     unsigned                projected : 2;
942     unsigned                padding : 10;
943 };
944
945 struct ffp_frag_settings {
946     struct texture_stage_op     op[MAX_TEXTURES];
947     enum {
948         FOG_OFF,
949         FOG_LINEAR,
950         FOG_EXP,
951         FOG_EXP2
952     } fog;
953     /* Use an int instead of a char to get dword alignment */
954     unsigned int sRGB_write;
955 };
956
957 struct ffp_frag_desc
958 {
959     struct ffp_frag_settings    settings;
960 };
961
962 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
963 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
964         const struct ffp_frag_settings *settings);
965 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
966 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
967 unsigned int ffp_frag_program_key_hash(const void *key);
968
969 /*****************************************************************************
970  * IWineD3D implementation structure
971  */
972 typedef struct IWineD3DImpl
973 {
974     /* IUnknown fields */
975     const IWineD3DVtbl     *lpVtbl;
976     LONG                    ref;     /* Note: Ref counting not required */
977
978     /* WineD3D Information */
979     IUnknown               *parent;
980     UINT                    dxVersion;
981 } IWineD3DImpl;
982
983 extern const IWineD3DVtbl IWineD3D_Vtbl;
984
985 /* TODO: setup some flags in the registry to enable, disable pbuffer support
986 (since it will break quite a few things until contexts are managed properly!) */
987 extern BOOL pbuffer_support;
988 /* allocate one pbuffer per surface */
989 extern BOOL pbuffer_per_surface;
990
991 /* A helper function that dumps a resource list */
992 void dumpResources(struct list *list);
993
994 /*****************************************************************************
995  * IWineD3DDevice implementation structure
996  */
997 struct IWineD3DDeviceImpl
998 {
999     /* IUnknown fields      */
1000     const IWineD3DDeviceVtbl *lpVtbl;
1001     LONG                    ref;     /* Note: Ref counting not required */
1002
1003     /* WineD3D Information  */
1004     IUnknown               *parent;
1005     IWineD3D               *wineD3D;
1006     struct WineD3DAdapter  *adapter;
1007
1008     /* Window styles to restore when switching fullscreen mode */
1009     LONG                    style;
1010     LONG                    exStyle;
1011
1012     /* X and GL Information */
1013     GLint                   maxConcurrentLights;
1014     GLenum                  offscreenBuffer;
1015
1016     /* Selected capabilities */
1017     int vs_selected_mode;
1018     int ps_selected_mode;
1019     const shader_backend_t *shader_backend;
1020     void *shader_priv;
1021     void *fragment_priv;
1022     void *blit_priv;
1023     struct StateEntry StateTable[STATE_HIGHEST + 1];
1024     /* Array of functions for states which are handled by more than one pipeline part */
1025     APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1026     const struct fragment_pipeline *frag_pipe;
1027     const struct blit_shader *blitter;
1028
1029     unsigned int max_ffp_textures, max_ffp_texture_stages;
1030
1031     /* To store */
1032     BOOL                    view_ident;        /* true iff view matrix is identity                */
1033     BOOL                    untransformed;
1034     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
1035 #define DDRAW_PITCH_ALIGNMENT 8
1036 #define D3D8_PITCH_ALIGNMENT 4
1037     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
1038
1039     /* State block related */
1040     BOOL                    isRecordingState;
1041     IWineD3DStateBlockImpl *stateBlock;
1042     IWineD3DStateBlockImpl *updateStateBlock;
1043     BOOL                   isInDraw;
1044
1045     /* Internal use fields  */
1046     WINED3DDEVICE_CREATION_PARAMETERS createParms;
1047     UINT                            adapterNo;
1048     WINED3DDEVTYPE                  devType;
1049
1050     IWineD3DSwapChain     **swapchains;
1051     UINT                    NumberOfSwapChains;
1052
1053     struct list             resources; /* a linked list to track resources created by the device */
1054     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
1055     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
1056
1057     /* Render Target Support */
1058     IWineD3DSurface       **render_targets;
1059     IWineD3DSurface        *auto_depth_stencil_buffer;
1060     IWineD3DSurface        *stencilBufferTarget;
1061
1062     /* Caches to avoid unneeded context changes */
1063     IWineD3DSurface        *lastActiveRenderTarget;
1064     IWineD3DSwapChain      *lastActiveSwapChain;
1065
1066     /* palettes texture management */
1067     UINT                    NumberOfPalettes;
1068     PALETTEENTRY            **palettes;
1069     UINT                    currentPalette;
1070     UINT                    paletteConversionShader;
1071
1072     /* For rendering to a texture using glCopyTexImage */
1073     BOOL                    render_offscreen;
1074     GLenum                  *draw_buffers;
1075     GLuint                  depth_blt_texture;
1076     GLuint                  depth_blt_rb;
1077     UINT                    depth_blt_rb_w;
1078     UINT                    depth_blt_rb_h;
1079
1080     /* Cursor management */
1081     BOOL                    bCursorVisible;
1082     UINT                    xHotSpot;
1083     UINT                    yHotSpot;
1084     UINT                    xScreenSpace;
1085     UINT                    yScreenSpace;
1086     UINT                    cursorWidth, cursorHeight;
1087     GLuint                  cursorTexture;
1088     BOOL                    haveHardwareCursor;
1089     HCURSOR                 hardwareCursor;
1090
1091     /* The Wine logo surface */
1092     IWineD3DSurface        *logo_surface;
1093
1094     /* Textures for when no other textures are mapped */
1095     UINT                          dummyTextureName[MAX_TEXTURES];
1096
1097     /* Debug stream management */
1098     BOOL                     debug;
1099
1100     /* Device state management */
1101     HRESULT                 state;
1102     BOOL                    d3d_initialized;
1103
1104     /* A flag to check for proper BeginScene / EndScene call pairs */
1105     BOOL inScene;
1106
1107     /* process vertex shaders using software or hardware */
1108     BOOL softwareVertexProcessing;
1109
1110     /* DirectDraw stuff */
1111     DWORD ddraw_width, ddraw_height;
1112     WINED3DFORMAT ddraw_format;
1113
1114     /* Final position fixup constant */
1115     float                       posFixup[4];
1116
1117     /* With register combiners we can skip junk texture stages */
1118     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
1119     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1120     BOOL                      fixed_function_usage_map[MAX_TEXTURES];
1121
1122     /* Stream source management */
1123     WineDirect3DVertexStridedData strided_streams;
1124     const WineDirect3DVertexStridedData *up_strided;
1125     BOOL                      useDrawStridedSlow;
1126     BOOL                      instancedDraw;
1127
1128     /* Context management */
1129     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
1130     WineD3DContext          *activeContext;
1131     DWORD                   lastThread;
1132     UINT                    numContexts;
1133     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
1134     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1135
1136     /* High level patch management */
1137 #define PATCHMAP_SIZE 43
1138 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1139     struct list             patches[PATCHMAP_SIZE];
1140     struct WineD3DRectPatch *currentPatch;
1141 };
1142
1143 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
1144
1145 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
1146                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1147                                         float Z, DWORD Stencil);
1148 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1149 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1150 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1151     DWORD idx = state >> 5;
1152     BYTE shift = state & 0x1f;
1153     return context->isStateDirty[idx] & (1 << shift);
1154 }
1155
1156 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1157 typedef struct PrivateData
1158 {
1159     struct list entry;
1160
1161     GUID tag;
1162     DWORD flags; /* DDSPD_* */
1163
1164     union
1165     {
1166         LPVOID data;
1167         LPUNKNOWN object;
1168     } ptr;
1169
1170     DWORD size;
1171 } PrivateData;
1172
1173 /*****************************************************************************
1174  * IWineD3DResource implementation structure
1175  */
1176 typedef struct IWineD3DResourceClass
1177 {
1178     /* IUnknown fields */
1179     LONG                    ref;     /* Note: Ref counting not required */
1180
1181     /* WineD3DResource Information */
1182     IUnknown               *parent;
1183     WINED3DRESOURCETYPE     resourceType;
1184     IWineD3DDeviceImpl     *wineD3DDevice;
1185     WINED3DPOOL             pool;
1186     UINT                    size;
1187     DWORD                   usage;
1188     WINED3DFORMAT           format;
1189     DWORD                   priority;
1190     BYTE                   *allocatedMemory; /* Pointer to the real data location */
1191     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
1192     struct list             privateData;
1193     struct list             resource_list_entry;
1194
1195 } IWineD3DResourceClass;
1196
1197 typedef struct IWineD3DResourceImpl
1198 {
1199     /* IUnknown & WineD3DResource Information     */
1200     const IWineD3DResourceVtbl *lpVtbl;
1201     IWineD3DResourceClass   resource;
1202 } IWineD3DResourceImpl;
1203
1204 void resource_cleanup(IWineD3DResource *iface);
1205 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1206 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1207 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1208 DWORD resource_get_priority(IWineD3DResource *iface);
1209 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1210         void *data, DWORD *data_size);
1211 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1212 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1213 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1214         const void *data, DWORD data_size, DWORD flags);
1215
1216 /* Tests show that the start address of resources is 32 byte aligned */
1217 #define RESOURCE_ALIGNMENT 32
1218
1219 /*****************************************************************************
1220  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1221  */
1222 enum vbo_conversion_type {
1223     CONV_NONE               = 0,
1224     CONV_D3DCOLOR           = 1,
1225     CONV_POSITIONT          = 2,
1226     CONV_FLOAT16_2          = 3 /* Also handles FLOAT16_4 */
1227
1228     /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1229      * fixed function semantics as D3DCOLOR or FLOAT16
1230      */
1231 };
1232
1233 typedef struct IWineD3DVertexBufferImpl
1234 {
1235     /* IUnknown & WineD3DResource Information     */
1236     const IWineD3DVertexBufferVtbl *lpVtbl;
1237     IWineD3DResourceClass     resource;
1238
1239     /* WineD3DVertexBuffer specifics */
1240     DWORD                     fvf;
1241
1242     /* Vertex buffer object support */
1243     GLuint                    vbo;
1244     BYTE                      Flags;
1245     LONG                      bindCount;
1246     LONG                      vbo_size;
1247     GLenum                    vbo_usage;
1248
1249     UINT                      dirtystart, dirtyend;
1250     LONG                      lockcount;
1251
1252     LONG                      declChanges, draws;
1253     /* Last description of the buffer */
1254     DWORD                     stride;       /* 0 if no conversion               */
1255     enum vbo_conversion_type  *conv_map;    /* NULL if no conversion            */
1256
1257     /* Extra load offsets, for FLOAT16 conversion */
1258     DWORD                     *conv_shift;  /* NULL if no shifted conversion    */
1259     DWORD                     conv_stride;  /* 0 if no shifted conversion       */
1260 } IWineD3DVertexBufferImpl;
1261
1262 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1263
1264 #define VBFLAG_OPTIMIZED      0x01    /* Optimize has been called for the VB */
1265 #define VBFLAG_DIRTY          0x02    /* Buffer data has been modified */
1266 #define VBFLAG_HASDESC        0x04    /* A vertex description has been found */
1267 #define VBFLAG_CREATEVBO      0x08    /* Attempt to create a VBO next PreLoad */
1268
1269 /*****************************************************************************
1270  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1271  */
1272 typedef struct IWineD3DIndexBufferImpl
1273 {
1274     /* IUnknown & WineD3DResource Information     */
1275     const IWineD3DIndexBufferVtbl *lpVtbl;
1276     IWineD3DResourceClass     resource;
1277
1278     GLuint                    vbo;
1279     UINT                      dirtystart, dirtyend;
1280     LONG                      lockcount;
1281
1282     /* WineD3DVertexBuffer specifics */
1283 } IWineD3DIndexBufferImpl;
1284
1285 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1286
1287 /*****************************************************************************
1288  * IWineD3DBaseTexture D3D- > openGL state map lookups
1289  */
1290 #define WINED3DFUNC_NOTSUPPORTED  -2
1291 #define WINED3DFUNC_UNIMPLEMENTED -1
1292
1293 typedef enum winetexturestates {
1294     WINED3DTEXSTA_ADDRESSU       = 0,
1295     WINED3DTEXSTA_ADDRESSV       = 1,
1296     WINED3DTEXSTA_ADDRESSW       = 2,
1297     WINED3DTEXSTA_BORDERCOLOR    = 3,
1298     WINED3DTEXSTA_MAGFILTER      = 4,
1299     WINED3DTEXSTA_MINFILTER      = 5,
1300     WINED3DTEXSTA_MIPFILTER      = 6,
1301     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1302     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1303     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1304     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1305     WINED3DTEXSTA_DMAPOFFSET     = 11,
1306     WINED3DTEXSTA_TSSADDRESSW    = 12,
1307     MAX_WINETEXTURESTATES        = 13,
1308 } winetexturestates;
1309
1310 /*****************************************************************************
1311  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1312  */
1313 typedef struct IWineD3DBaseTextureClass
1314 {
1315     DWORD                   states[MAX_WINETEXTURESTATES];
1316     UINT                    levels;
1317     BOOL                    dirty;
1318     UINT                    textureName;
1319     float                   pow2Matrix[16];
1320     UINT                    LOD;
1321     WINED3DTEXTUREFILTERTYPE filterType;
1322     LONG                    bindCount;
1323     DWORD                   sampler;
1324     BOOL                    is_srgb;
1325     UINT                    srgb_mode_change_count;
1326     const struct min_lookup *minMipLookup;
1327     const GLenum            *magLookup;
1328     struct color_fixup_desc shader_color_fixup;
1329 } IWineD3DBaseTextureClass;
1330
1331 typedef struct IWineD3DBaseTextureImpl
1332 {
1333     /* IUnknown & WineD3DResource Information     */
1334     const IWineD3DBaseTextureVtbl *lpVtbl;
1335     IWineD3DResourceClass     resource;
1336     IWineD3DBaseTextureClass  baseTexture;
1337
1338 } IWineD3DBaseTextureImpl;
1339
1340 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1341         const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1342         const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1343 HRESULT basetexture_bind(IWineD3DBaseTexture *iface);
1344 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1345 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1346 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1347 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1348 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1349 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1350 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1351 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1352 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1353 void basetexture_unload(IWineD3DBaseTexture *iface);
1354
1355 /*****************************************************************************
1356  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1357  */
1358 typedef struct IWineD3DTextureImpl
1359 {
1360     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1361     const IWineD3DTextureVtbl *lpVtbl;
1362     IWineD3DResourceClass     resource;
1363     IWineD3DBaseTextureClass  baseTexture;
1364
1365     /* IWineD3DTexture */
1366     IWineD3DSurface          *surfaces[MAX_LEVELS];
1367     
1368     UINT                      width;
1369     UINT                      height;
1370     UINT                      target;
1371     BOOL                      cond_np2;
1372
1373 } IWineD3DTextureImpl;
1374
1375 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1376
1377 /*****************************************************************************
1378  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1379  */
1380 typedef struct IWineD3DCubeTextureImpl
1381 {
1382     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1383     const IWineD3DCubeTextureVtbl *lpVtbl;
1384     IWineD3DResourceClass     resource;
1385     IWineD3DBaseTextureClass  baseTexture;
1386
1387     /* IWineD3DCubeTexture */
1388     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
1389 } IWineD3DCubeTextureImpl;
1390
1391 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1392
1393 typedef struct _WINED3DVOLUMET_DESC
1394 {
1395     UINT                    Width;
1396     UINT                    Height;
1397     UINT                    Depth;
1398 } WINED3DVOLUMET_DESC;
1399
1400 /*****************************************************************************
1401  * IWineD3DVolume implementation structure (extends IUnknown)
1402  */
1403 typedef struct IWineD3DVolumeImpl
1404 {
1405     /* IUnknown & WineD3DResource fields */
1406     const IWineD3DVolumeVtbl  *lpVtbl;
1407     IWineD3DResourceClass      resource;
1408
1409     /* WineD3DVolume Information */
1410     WINED3DVOLUMET_DESC      currentDesc;
1411     IWineD3DBase            *container;
1412     UINT                    bytesPerPixel;
1413
1414     BOOL                    lockable;
1415     BOOL                    locked;
1416     WINED3DBOX              lockedBox;
1417     WINED3DBOX              dirtyBox;
1418     BOOL                    dirty;
1419
1420
1421 } IWineD3DVolumeImpl;
1422
1423 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1424
1425 /*****************************************************************************
1426  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1427  */
1428 typedef struct IWineD3DVolumeTextureImpl
1429 {
1430     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1431     const IWineD3DVolumeTextureVtbl *lpVtbl;
1432     IWineD3DResourceClass     resource;
1433     IWineD3DBaseTextureClass  baseTexture;
1434
1435     /* IWineD3DVolumeTexture */
1436     IWineD3DVolume           *volumes[MAX_LEVELS];
1437 } IWineD3DVolumeTextureImpl;
1438
1439 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1440
1441 typedef struct _WINED3DSURFACET_DESC
1442 {
1443     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1444     DWORD                   MultiSampleQuality;
1445     UINT                    Width;
1446     UINT                    Height;
1447 } WINED3DSURFACET_DESC;
1448
1449 /*****************************************************************************
1450  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1451  */
1452 typedef struct wineD3DSurface_DIB {
1453     HBITMAP DIBsection;
1454     void* bitmap_data;
1455     UINT bitmap_size;
1456     HGDIOBJ holdbitmap;
1457     BOOL client_memory;
1458 } wineD3DSurface_DIB;
1459
1460 typedef struct {
1461     struct list entry;
1462     GLuint id;
1463     UINT width;
1464     UINT height;
1465 } renderbuffer_entry_t;
1466
1467 struct fbo_entry
1468 {
1469     struct list entry;
1470     IWineD3DSurface **render_targets;
1471     IWineD3DSurface *depth_stencil;
1472     BOOL attached;
1473     GLuint id;
1474 };
1475
1476 /*****************************************************************************
1477  * IWineD3DClipp implementation structure
1478  */
1479 typedef struct IWineD3DClipperImpl
1480 {
1481     const IWineD3DClipperVtbl *lpVtbl;
1482     LONG ref;
1483
1484     IUnknown *Parent;
1485     HWND hWnd;
1486 } IWineD3DClipperImpl;
1487
1488
1489 /*****************************************************************************
1490  * IWineD3DSurface implementation structure
1491  */
1492 struct IWineD3DSurfaceImpl
1493 {
1494     /* IUnknown & IWineD3DResource Information     */
1495     const IWineD3DSurfaceVtbl *lpVtbl;
1496     IWineD3DResourceClass     resource;
1497
1498     /* IWineD3DSurface fields */
1499     IWineD3DBase              *container;
1500     WINED3DSURFACET_DESC      currentDesc;
1501     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1502     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1503
1504     UINT                      bytesPerPixel;
1505
1506     /* TODO: move this off into a management class(maybe!) */
1507     DWORD                      Flags;
1508
1509     UINT                      pow2Width;
1510     UINT                      pow2Height;
1511     float                     heightscale;
1512
1513     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1514     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1515
1516     /* Oversized texture */
1517     RECT                      glRect;
1518
1519     /* PBO */
1520     GLuint                    pbo;
1521
1522     RECT                      lockedRect;
1523     RECT                      dirtyRect;
1524     int                       lockCount;
1525 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1526
1527     glDescriptor              glDescription;
1528     BOOL                      srgb;
1529
1530     /* For GetDC */
1531     wineD3DSurface_DIB        dib;
1532     HDC                       hDC;
1533
1534     /* Color keys for DDraw */
1535     WINEDDCOLORKEY            DestBltCKey;
1536     WINEDDCOLORKEY            DestOverlayCKey;
1537     WINEDDCOLORKEY            SrcOverlayCKey;
1538     WINEDDCOLORKEY            SrcBltCKey;
1539     DWORD                     CKeyFlags;
1540
1541     WINEDDCOLORKEY            glCKey;
1542
1543     struct list               renderbuffers;
1544     renderbuffer_entry_t      *current_renderbuffer;
1545
1546     /* DirectDraw clippers */
1547     IWineD3DClipper           *clipper;
1548
1549     /* DirectDraw Overlay handling */
1550     RECT                      overlay_srcrect;
1551     RECT                      overlay_destrect;
1552     IWineD3DSurfaceImpl       *overlay_dest;
1553     struct list               overlays;
1554     struct list               overlay_entry;
1555 };
1556
1557 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1558 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1559
1560 /* Predeclare the shared Surface functions */
1561 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1562 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1563 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1564 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1565 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1566 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1567 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1568 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1569 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1570 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1571 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1572 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1573 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1574 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1575 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1576 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1577 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1578 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1579 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1580 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1581 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1582 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1583 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1584 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1585 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1586 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1587         IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1588 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1589 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1590 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1591 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1592 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1593         const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1594 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1595         IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1596 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1597 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1598 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1599
1600 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1601 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1602 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1603 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1604
1605 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1606
1607 /* Surface flags: */
1608 #define SFLAG_OVERSIZE      0x00000001 /* Surface is bigger than gl size, blts only */
1609 #define SFLAG_CONVERTED     0x00000002 /* Converted for color keying or Palettized */
1610 #define SFLAG_DIBSECTION    0x00000004 /* Has a DIB section attached for GetDC */
1611 #define SFLAG_LOCKABLE      0x00000008 /* Surface can be locked */
1612 #define SFLAG_DISCARD       0x00000010 /* ??? */
1613 #define SFLAG_LOCKED        0x00000020 /* Surface is locked atm */
1614 #define SFLAG_INTEXTURE     0x00000040 /* The GL texture contains the newest surface content */
1615 #define SFLAG_INDRAWABLE    0x00000080 /* The gl drawable contains the most up to date data */
1616 #define SFLAG_INSYSMEM      0x00000100 /* The system memory copy is most up to date */
1617 #define SFLAG_NONPOW2       0x00000200 /* Surface sizes are not a power of 2 */
1618 #define SFLAG_DYNLOCK       0x00000400 /* Surface is often locked by the app */
1619 #define SFLAG_DYNCHANGE     0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1620 #define SFLAG_DCINUSE       0x00001000 /* Set between GetDC and ReleaseDC calls */
1621 #define SFLAG_LOST          0x00002000 /* Surface lost flag for DDraw */
1622 #define SFLAG_USERPTR       0x00004000 /* The application allocated the memory for this surface */
1623 #define SFLAG_GLCKEY        0x00008000 /* The gl texture was created with a color key */
1624 #define SFLAG_CLIENT        0x00010000 /* GL_APPLE_client_storage is used on that texture */
1625 #define SFLAG_ALLOCATED     0x00020000 /* A gl texture is allocated for this surface */
1626 #define SFLAG_PBO           0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1627 #define SFLAG_NORMCOORD     0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1628 #define SFLAG_DS_ONSCREEN   0x00100000 /* Is a depth stencil, last modified onscreen */
1629 #define SFLAG_DS_OFFSCREEN  0x00200000 /* Is a depth stencil, last modified offscreen */
1630 #define SFLAG_INOVERLAYDRAW 0x00400000 /* Overlay drawing is in progress. Recursion prevention */
1631
1632 /* In some conditions the surface memory must not be freed:
1633  * SFLAG_OVERSIZE: Not all data can be kept in GL
1634  * SFLAG_CONVERTED: Converting the data back would take too long
1635  * SFLAG_DIBSECTION: The dib code manages the memory
1636  * SFLAG_LOCKED: The app requires access to the surface data
1637  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1638  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1639  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1640  * SFLAG_CLIENT: OpenGL uses our memory as backup
1641  */
1642 #define SFLAG_DONOTFREE     (SFLAG_OVERSIZE   | \
1643                              SFLAG_CONVERTED  | \
1644                              SFLAG_DIBSECTION | \
1645                              SFLAG_LOCKED     | \
1646                              SFLAG_DYNLOCK    | \
1647                              SFLAG_DYNCHANGE  | \
1648                              SFLAG_USERPTR    | \
1649                              SFLAG_PBO        | \
1650                              SFLAG_CLIENT)
1651
1652 #define SFLAG_LOCATIONS     (SFLAG_INSYSMEM   | \
1653                              SFLAG_INTEXTURE  | \
1654                              SFLAG_INDRAWABLE)
1655
1656 #define SFLAG_DS_LOCATIONS  (SFLAG_DS_ONSCREEN | \
1657                              SFLAG_DS_OFFSCREEN)
1658 #define SFLAG_DS_DISCARDED   SFLAG_DS_LOCATIONS
1659
1660 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1661
1662 typedef enum {
1663     NO_CONVERSION,
1664     CONVERT_PALETTED,
1665     CONVERT_PALETTED_CK,
1666     CONVERT_CK_565,
1667     CONVERT_CK_5551,
1668     CONVERT_CK_4444,
1669     CONVERT_CK_4444_ARGB,
1670     CONVERT_CK_1555,
1671     CONVERT_555,
1672     CONVERT_CK_RGB24,
1673     CONVERT_CK_8888,
1674     CONVERT_CK_8888_ARGB,
1675     CONVERT_RGB32_888,
1676     CONVERT_V8U8,
1677     CONVERT_L6V5U5,
1678     CONVERT_X8L8V8U8,
1679     CONVERT_Q8W8V8U8,
1680     CONVERT_V16U16,
1681     CONVERT_A4L4,
1682 } CONVERT_TYPES;
1683
1684 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);
1685
1686 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1687
1688 /*****************************************************************************
1689  * IWineD3DVertexDeclaration implementation structure
1690  */
1691 typedef struct attrib_declaration {
1692     DWORD usage;
1693     DWORD idx;
1694 } attrib_declaration;
1695
1696 #define MAX_ATTRIBS 16
1697
1698 typedef struct IWineD3DVertexDeclarationImpl {
1699     /* IUnknown  Information */
1700     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1701     LONG                    ref;
1702
1703     IUnknown                *parent;
1704     IWineD3DDeviceImpl      *wineD3DDevice;
1705
1706     WINED3DVERTEXELEMENT    *pDeclarationWine;
1707     BOOL                    *ffp_valid;
1708     UINT                    declarationWNumElements;
1709
1710     DWORD                   streams[MAX_STREAMS];
1711     UINT                    num_streams;
1712     BOOL                    position_transformed;
1713     BOOL                    half_float_conv_needed;
1714
1715     /* Ordered array of declaration types that need swizzling in a vshader */
1716     attrib_declaration      swizzled_attribs[MAX_ATTRIBS];
1717     UINT                    num_swizzled_attribs;
1718 } IWineD3DVertexDeclarationImpl;
1719
1720 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1721
1722 /*****************************************************************************
1723  * IWineD3DStateBlock implementation structure
1724  */
1725
1726 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1727 /*   Note: Very long winded but gl Lists are not flexible enough */
1728 /*   to resolve everything we need, so doing it manually for now */
1729 typedef struct SAVEDSTATES {
1730         BOOL                      indices;
1731         BOOL                      material;
1732         BOOL                      fvf;
1733         BOOL                      streamSource[MAX_STREAMS];
1734         BOOL                      streamFreq[MAX_STREAMS];
1735         BOOL                      textures[MAX_COMBINED_SAMPLERS];
1736         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1737         BOOL                      viewport;
1738         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1739         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1740         BOOL                      samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1741         BOOL                      clipplane[MAX_CLIPPLANES];
1742         BOOL                      vertexDecl;
1743         BOOL                      pixelShader;
1744         WORD                      pixelShaderConstantsB;
1745         WORD                      pixelShaderConstantsI;
1746         BOOL                     *pixelShaderConstantsF;
1747         BOOL                      vertexShader;
1748         WORD                      vertexShaderConstantsB;
1749         WORD                      vertexShaderConstantsI;
1750         BOOL                     *vertexShaderConstantsF;
1751         BOOL                      scissorRect;
1752 } SAVEDSTATES;
1753
1754 typedef struct {
1755     struct  list entry;
1756     DWORD   count;
1757     DWORD   idx[13];
1758 } constants_entry;
1759
1760 struct StageState {
1761     DWORD stage;
1762     DWORD state;
1763 };
1764
1765 struct IWineD3DStateBlockImpl
1766 {
1767     /* IUnknown fields */
1768     const IWineD3DStateBlockVtbl *lpVtbl;
1769     LONG                      ref;     /* Note: Ref counting not required */
1770
1771     /* IWineD3DStateBlock information */
1772     IUnknown                 *parent;
1773     IWineD3DDeviceImpl       *wineD3DDevice;
1774     WINED3DSTATEBLOCKTYPE     blockType;
1775
1776     /* Array indicating whether things have been set or changed */
1777     SAVEDSTATES               changed;
1778     struct list               set_vconstantsF;
1779     struct list               set_pconstantsF;
1780
1781     /* Drawing - Vertex Shader or FVF related */
1782     DWORD                     fvf;
1783     /* Vertex Shader Declaration */
1784     IWineD3DVertexDeclaration *vertexDecl;
1785
1786     IWineD3DVertexShader      *vertexShader;
1787
1788     /* Vertex Shader Constants */
1789     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1790     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1791     float                     *vertexShaderConstantF;
1792
1793     /* Stream Source */
1794     BOOL                      streamIsUP;
1795     UINT                      streamStride[MAX_STREAMS];
1796     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1797     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1798     UINT                      streamFreq[MAX_STREAMS + 1];
1799     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1800
1801     /* Indices */
1802     IWineD3DIndexBuffer*      pIndexData;
1803     INT                       baseVertexIndex;
1804     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1805
1806     /* Transform */
1807     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1808
1809     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1810 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1811 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1812     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1813     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1814
1815     /* Clipping */
1816     double                    clipplane[MAX_CLIPPLANES][4];
1817     WINED3DCLIPSTATUS         clip_status;
1818
1819     /* ViewPort */
1820     WINED3DVIEWPORT           viewport;
1821
1822     /* Material */
1823     WINED3DMATERIAL           material;
1824
1825     /* Pixel Shader */
1826     IWineD3DPixelShader      *pixelShader;
1827
1828     /* Pixel Shader Constants */
1829     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1830     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1831     float                     *pixelShaderConstantF;
1832
1833     /* RenderState */
1834     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1835
1836     /* Texture */
1837     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1838     int                       textureDimensions[MAX_COMBINED_SAMPLERS];
1839
1840     /* Texture State Stage */
1841     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1842     DWORD                     lowest_disabled_stage;
1843     /* Sampler States */
1844     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1845
1846     /* Scissor test rectangle */
1847     RECT                      scissorRect;
1848
1849     /* Contained state management */
1850     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1851     unsigned int              num_contained_render_states;
1852     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1853     unsigned int              num_contained_transform_states;
1854     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1855     unsigned int              num_contained_vs_consts_i;
1856     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1857     unsigned int              num_contained_vs_consts_b;
1858     DWORD                     *contained_vs_consts_f;
1859     unsigned int              num_contained_vs_consts_f;
1860     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1861     unsigned int              num_contained_ps_consts_i;
1862     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1863     unsigned int              num_contained_ps_consts_b;
1864     DWORD                     *contained_ps_consts_f;
1865     unsigned int              num_contained_ps_consts_f;
1866     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1867     unsigned int              num_contained_tss_states;
1868     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1869     unsigned int              num_contained_sampler_states;
1870 };
1871
1872 extern void stateblock_savedstates_set(
1873     IWineD3DStateBlock* iface,
1874     SAVEDSTATES* states,
1875     BOOL value);
1876
1877 extern void stateblock_copy(
1878     IWineD3DStateBlock* destination,
1879     IWineD3DStateBlock* source);
1880
1881 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1882
1883 /* Direct3D terminology with little modifications. We do not have an issued state
1884  * because only the driver knows about it, but we have a created state because d3d
1885  * allows GetData on a created issue, but opengl doesn't
1886  */
1887 enum query_state {
1888     QUERY_CREATED,
1889     QUERY_SIGNALLED,
1890     QUERY_BUILDING
1891 };
1892 /*****************************************************************************
1893  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1894  */
1895 typedef struct IWineD3DQueryImpl
1896 {
1897     const IWineD3DQueryVtbl  *lpVtbl;
1898     LONG                      ref;     /* Note: Ref counting not required */
1899     
1900     IUnknown                 *parent;
1901     /*TODO: replace with iface usage */
1902 #if 0
1903     IWineD3DDevice         *wineD3DDevice;
1904 #else
1905     IWineD3DDeviceImpl       *wineD3DDevice;
1906 #endif
1907
1908     /* IWineD3DQuery fields */
1909     enum query_state         state;
1910     WINED3DQUERYTYPE         type;
1911     /* TODO: Think about using a IUnknown instead of a void* */
1912     void                     *extendedData;
1913     
1914   
1915 } IWineD3DQueryImpl;
1916
1917 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1918 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1919 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1920
1921 /* Datastructures for IWineD3DQueryImpl.extendedData */
1922 typedef struct  WineQueryOcclusionData {
1923     GLuint  queryId;
1924     WineD3DContext *ctx;
1925 } WineQueryOcclusionData;
1926
1927 typedef struct  WineQueryEventData {
1928     GLuint  fenceId;
1929     WineD3DContext *ctx;
1930 } WineQueryEventData;
1931
1932 /*****************************************************************************
1933  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1934  */
1935
1936 typedef struct IWineD3DSwapChainImpl
1937 {
1938     /*IUnknown part*/
1939     const IWineD3DSwapChainVtbl *lpVtbl;
1940     LONG                      ref;     /* Note: Ref counting not required */
1941
1942     IUnknown                 *parent;
1943     IWineD3DDeviceImpl       *wineD3DDevice;
1944
1945     /* IWineD3DSwapChain fields */
1946     IWineD3DSurface         **backBuffer;
1947     IWineD3DSurface          *frontBuffer;
1948     WINED3DPRESENT_PARAMETERS presentParms;
1949     DWORD                     orig_width, orig_height;
1950     WINED3DFORMAT             orig_fmt;
1951     WINED3DGAMMARAMP          orig_gamma;
1952
1953     long prev_time, frames;   /* Performance tracking */
1954     unsigned int vSyncCounter;
1955
1956     WineD3DContext        **context; /* Later a array for multithreading */
1957     unsigned int            num_contexts;
1958
1959     HWND                    win_handle;
1960 } IWineD3DSwapChainImpl;
1961
1962 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1963 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
1964 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
1965
1966 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
1967 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
1968 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
1969 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
1970 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
1971 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
1972 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
1973 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
1974 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
1975 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
1976 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
1977 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
1978
1979 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1980
1981 /*****************************************************************************
1982  * Utility function prototypes 
1983  */
1984
1985 /* Trace routines */
1986 const char* debug_d3dformat(WINED3DFORMAT fmt);
1987 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1988 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1989 const char* debug_d3dusage(DWORD usage);
1990 const char* debug_d3dusagequery(DWORD usagequery);
1991 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1992 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1993 const char* debug_d3ddeclusage(BYTE usage);
1994 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1995 const char* debug_d3drenderstate(DWORD state);
1996 const char* debug_d3dsamplerstate(DWORD state);
1997 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1998 const char* debug_d3dtexturestate(DWORD state);
1999 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2000 const char* debug_d3dpool(WINED3DPOOL pool);
2001 const char *debug_fbostatus(GLenum status);
2002 const char *debug_glerror(GLenum error);
2003 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2004 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2005 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2006 const char *debug_fixup_channel_source(enum fixup_channel_source source);
2007 const char *debug_yuv_fixup(enum yuv_fixup yuv_fixup);
2008 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2009
2010 /* Routines for GL <-> D3D values */
2011 GLenum StencilOp(DWORD op);
2012 GLenum CompareFunc(DWORD func);
2013 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2014 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);
2015 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2016 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2017 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2018 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2019 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2020
2021 void surface_force_reload(IWineD3DSurface *iface);
2022 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2023 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2024 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2025 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2026 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name);
2027 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2028
2029 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2030 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
2031
2032 /* Math utils */
2033 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2034 unsigned int count_bits(unsigned int mask);
2035
2036 /*****************************************************************************
2037  * To enable calling of inherited functions, requires prototypes 
2038  *
2039  * Note: Only require classes which are subclassed, ie resource, basetexture, 
2040  */
2041
2042     /* IWineD3DVertexBuffer */
2043     extern const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
2044
2045 /* TODO: Make this dynamic, based on shader limits ? */
2046 #define MAX_REG_ADDR 1
2047 #define MAX_REG_TEMP 32
2048 #define MAX_REG_TEXCRD 8
2049 #define MAX_REG_INPUT 12
2050 #define MAX_REG_OUTPUT 12
2051 #define MAX_CONST_I 16
2052 #define MAX_CONST_B 16
2053
2054 /* FIXME: This needs to go up to 2048 for
2055  * Shader model 3 according to msdn (and for software shaders) */
2056 #define MAX_LABELS 16
2057
2058 typedef struct semantic {
2059     DWORD usage;
2060     DWORD reg;
2061 } semantic;
2062
2063 typedef struct local_constant {
2064     struct list entry;
2065     unsigned int idx;
2066     DWORD value[4];
2067 } local_constant;
2068
2069 typedef struct shader_reg_maps {
2070
2071     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
2072     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
2073     char address[MAX_REG_ADDR];             /* vertex */
2074     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
2075     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
2076     char attributes[MAX_ATTRIBS];           /* vertex */
2077     char labels[MAX_LABELS];                /* pixel, vertex */
2078     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
2079
2080     /* Sampler usage tokens 
2081      * Use 0 as default (bit 31 is always 1 on a valid token) */
2082     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
2083     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
2084     char usesnrm, vpos, usesdsy;
2085     char usesrelconstF;
2086
2087     /* Whether or not loops are used in this shader, and nesting depth */
2088     unsigned loop_depth;
2089
2090     /* Whether or not this shader uses fog */
2091     char fog;
2092
2093 } shader_reg_maps;
2094
2095 /* Undocumented opcode controls */
2096 #define INST_CONTROLS_SHIFT 16
2097 #define INST_CONTROLS_MASK 0x00ff0000
2098
2099 typedef enum COMPARISON_TYPE {
2100     COMPARISON_GT = 1,
2101     COMPARISON_EQ = 2,
2102     COMPARISON_GE = 3,
2103     COMPARISON_LT = 4,
2104     COMPARISON_NE = 5,
2105     COMPARISON_LE = 6
2106 } COMPARISON_TYPE;
2107
2108 typedef struct SHADER_OPCODE {
2109     unsigned int  opcode;
2110     const char*   name;
2111     const char*   glname;
2112     char          dst_token;
2113     CONST UINT    num_params;
2114     enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
2115     DWORD         min_version;
2116     DWORD         max_version;
2117 } SHADER_OPCODE;
2118
2119 typedef struct SHADER_OPCODE_ARG {
2120     IWineD3DBaseShader* shader;
2121     const shader_reg_maps *reg_maps;
2122     CONST SHADER_OPCODE* opcode;
2123     DWORD opcode_token;
2124     DWORD dst;
2125     DWORD dst_addr;
2126     DWORD predicate;
2127     DWORD src[4];
2128     DWORD src_addr[4];
2129     SHADER_BUFFER* buffer;
2130 } SHADER_OPCODE_ARG;
2131
2132 typedef struct SHADER_LIMITS {
2133     unsigned int temporary;
2134     unsigned int texcoord;
2135     unsigned int sampler;
2136     unsigned int constant_int;
2137     unsigned int constant_float;
2138     unsigned int constant_bool;
2139     unsigned int address;
2140     unsigned int packed_output;
2141     unsigned int packed_input;
2142     unsigned int attributes;
2143     unsigned int label;
2144 } SHADER_LIMITS;
2145
2146 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
2147     maintain state information between multiple codes */
2148 typedef struct SHADER_PARSE_STATE {
2149     unsigned int current_row;
2150     DWORD texcoord_w[2];
2151 } SHADER_PARSE_STATE;
2152
2153 #ifdef __GNUC__
2154 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2155 #else
2156 #define PRINTF_ATTR(fmt,args)
2157 #endif
2158
2159 /* Base Shader utility functions. 
2160  * (may move callers into the same file in the future) */
2161 extern int shader_addline(
2162     SHADER_BUFFER* buffer,
2163     const char* fmt, ...) PRINTF_ATTR(2,3);
2164
2165 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *shader_ins, DWORD shader_version, DWORD code);
2166
2167 /* Vertex shader utility functions */
2168 extern BOOL vshader_get_input(
2169     IWineD3DVertexShader* iface,
2170     BYTE usage_req, BYTE usage_idx_req,
2171     unsigned int* regnum);
2172
2173 extern BOOL vshader_input_is_color(
2174     IWineD3DVertexShader* iface,
2175     unsigned int regnum);
2176
2177 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2178
2179 /* GLSL helper functions */
2180 extern void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG *arg);
2181
2182 /*****************************************************************************
2183  * IDirect3DBaseShader implementation structure
2184  */
2185 typedef struct IWineD3DBaseShaderClass
2186 {
2187     LONG                            ref;
2188     DWORD                           hex_version;
2189     SHADER_LIMITS                   limits;
2190     SHADER_PARSE_STATE              parse_state;
2191     CONST SHADER_OPCODE             *shader_ins;
2192     DWORD                          *function;
2193     UINT                            functionLength;
2194     BOOL                            is_compiled;
2195     UINT                            cur_loop_depth, cur_loop_regno;
2196     BOOL                            load_local_constsF;
2197
2198     /* Type of shader backend */
2199     int shader_mode;
2200
2201     /* Programs this shader is linked with */
2202     struct list linked_programs;
2203
2204     /* Immediate constants (override global ones) */
2205     struct list constantsB;
2206     struct list constantsF;
2207     struct list constantsI;
2208     shader_reg_maps reg_maps;
2209
2210     UINT                sampled_samplers[MAX_COMBINED_SAMPLERS];
2211     UINT                num_sampled_samplers;
2212
2213     UINT recompile_count;
2214
2215     /* Pointer to the parent device */
2216     IWineD3DDevice *device;
2217     struct list     shader_list_entry;
2218
2219 } IWineD3DBaseShaderClass;
2220
2221 typedef struct IWineD3DBaseShaderImpl {
2222     /* IUnknown */
2223     const IWineD3DBaseShaderVtbl    *lpVtbl;
2224
2225     /* IWineD3DBaseShader */
2226     IWineD3DBaseShaderClass         baseShader;
2227 } IWineD3DBaseShaderImpl;
2228
2229 HRESULT  WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2230 ULONG  WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2231 ULONG  WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2232 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2233 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2234
2235 extern HRESULT shader_get_registers_used(
2236     IWineD3DBaseShader *iface,
2237     shader_reg_maps* reg_maps,
2238     semantic* semantics_in,
2239     semantic* semantics_out,
2240     CONST DWORD* pToken,
2241     IWineD3DStateBlockImpl *stateBlock);
2242
2243 extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2244         const shader_reg_maps *reg_maps, const DWORD *pFunction);
2245
2246 extern void shader_trace_init(
2247     IWineD3DBaseShader *iface,
2248     const DWORD* pFunction);
2249
2250 static inline int shader_get_regtype(const DWORD param) {
2251     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2252             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2253 }
2254
2255 static inline int shader_get_writemask(const DWORD param) {
2256     return param & WINED3DSP_WRITEMASK_ALL;
2257 }
2258
2259 static inline BOOL shader_is_pshader_version(DWORD token) {
2260     return 0xFFFF0000 == (token & 0xFFFF0000);
2261 }
2262
2263 static inline BOOL shader_is_vshader_version(DWORD token) {
2264     return 0xFFFE0000 == (token & 0xFFFF0000);
2265 }
2266
2267 static inline BOOL shader_is_comment(DWORD token) {
2268     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2269 }
2270
2271 static inline BOOL shader_is_scalar(DWORD param) {
2272     DWORD reg_type = shader_get_regtype(param);
2273     DWORD reg_num;
2274
2275     switch (reg_type) {
2276         case WINED3DSPR_RASTOUT:
2277             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2278                 /* oFog & oPts */
2279                 return TRUE;
2280             }
2281             /* oPos */
2282             return FALSE;
2283
2284         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2285         case WINED3DSPR_CONSTBOOL:  /* b# */
2286         case WINED3DSPR_LOOP:       /* aL */
2287         case WINED3DSPR_PREDICATE:  /* p0 */
2288             return TRUE;
2289
2290         case WINED3DSPR_MISCTYPE:
2291             reg_num = param & WINED3DSP_REGNUM_MASK;
2292             switch(reg_num) {
2293                 case 0: /* vPos */
2294                     return FALSE;
2295                 case 1: /* vFace */
2296                     return TRUE;
2297                 default:
2298                     return FALSE;
2299             }
2300
2301         default:
2302             return FALSE;
2303     }
2304 }
2305
2306 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2307     local_constant* lconst;
2308
2309     if(This->baseShader.load_local_constsF) return FALSE;
2310     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2311         if(lconst->idx == reg) return TRUE;
2312     }
2313     return FALSE;
2314
2315 }
2316
2317 /*****************************************************************************
2318  * IDirect3DVertexShader implementation structure
2319  */
2320 typedef struct IWineD3DVertexShaderImpl {
2321     /* IUnknown parts*/   
2322     const IWineD3DVertexShaderVtbl *lpVtbl;
2323
2324     /* IWineD3DBaseShader */
2325     IWineD3DBaseShaderClass     baseShader;
2326
2327     /* IWineD3DVertexShaderImpl */
2328     IUnknown                    *parent;
2329
2330     DWORD                       usage;
2331
2332     /* The GL shader */
2333     GLuint                          prgId;
2334
2335     /* Vertex shader input and output semantics */
2336     semantic semantics_in [MAX_ATTRIBS];
2337     semantic semantics_out [MAX_REG_OUTPUT];
2338
2339     /* Ordered array of attributes that are swizzled */
2340     attrib_declaration          swizzled_attribs [MAX_ATTRIBS];
2341     UINT                        num_swizzled_attribs;
2342
2343     UINT                       min_rel_offset, max_rel_offset;
2344     UINT                       rel_offset;
2345
2346     UINT                       recompile_count;
2347 } IWineD3DVertexShaderImpl;
2348 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2349 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2350 HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface);
2351
2352 /*****************************************************************************
2353  * IDirect3DPixelShader implementation structure
2354  */
2355
2356 enum vertexprocessing_mode {
2357     fixedfunction,
2358     vertexshader,
2359     pretransformed
2360 };
2361
2362 struct stb_const_desc {
2363     char                    texunit;
2364     UINT                    const_num;
2365 };
2366
2367 /* Stateblock dependent parameters which have to be hardcoded
2368  * into the shader code
2369  */
2370 struct ps_compile_args {
2371     struct color_fixup_desc     color_fixup[MAX_FRAGMENT_SAMPLERS];
2372     BOOL                        srgb_correction;
2373     enum vertexprocessing_mode  vp_mode;
2374     /* Projected textures(ps 1.0-1.3) */
2375     /* Texture types(2D, Cube, 3D) in ps 1.x */
2376 };
2377
2378 struct ps_compiled_shader {
2379     struct ps_compile_args      args;
2380     GLuint                      prgId;
2381 };
2382
2383 typedef struct IWineD3DPixelShaderImpl {
2384     /* IUnknown parts */
2385     const IWineD3DPixelShaderVtbl *lpVtbl;
2386
2387     /* IWineD3DBaseShader */
2388     IWineD3DBaseShaderClass     baseShader;
2389
2390     /* IWineD3DPixelShaderImpl */
2391     IUnknown                   *parent;
2392
2393     /* Pixel shader input semantics */
2394     semantic semantics_in [MAX_REG_INPUT];
2395     DWORD                 input_reg_map[MAX_REG_INPUT];
2396     BOOL                  input_reg_used[MAX_REG_INPUT];
2397     int                         declared_in_count;
2398
2399     /* The GL shader */
2400     struct ps_compiled_shader   *gl_shaders;
2401     UINT                        num_gl_shaders;
2402
2403     /* Some information about the shader behavior */
2404     struct stb_const_desc       bumpenvmatconst[MAX_TEXTURES];
2405     char                        numbumpenvmatconsts;
2406     struct stb_const_desc       luminanceconst[MAX_TEXTURES];
2407     char                        vpos_uniform;
2408 } IWineD3DPixelShaderImpl;
2409
2410 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2411 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2412 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
2413 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2414
2415 /* sRGB correction constants */
2416 static const float srgb_cmp = 0.0031308;
2417 static const float srgb_mul_low = 12.92;
2418 static const float srgb_pow = 0.41666;
2419 static const float srgb_mul_high = 1.055;
2420 static const float srgb_sub_high = 0.055;
2421
2422 /*****************************************************************************
2423  * IWineD3DPalette implementation structure
2424  */
2425 struct IWineD3DPaletteImpl {
2426     /* IUnknown parts */
2427     const IWineD3DPaletteVtbl  *lpVtbl;
2428     LONG                       ref;
2429
2430     IUnknown                   *parent;
2431     IWineD3DDeviceImpl         *wineD3DDevice;
2432
2433     /* IWineD3DPalette */
2434     HPALETTE                   hpal;
2435     WORD                       palVersion;     /*|               */
2436     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2437     PALETTEENTRY               palents[256];   /*|               */
2438     /* This is to store the palette in 'screen format' */
2439     int                        screen_palents[256];
2440     DWORD                      Flags;
2441 };
2442
2443 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2444 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2445
2446 /* DirectDraw utility functions */
2447 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2448
2449 /*****************************************************************************
2450  * Pixel format management
2451  */
2452
2453 struct GlPixelFormatDesc
2454 {
2455     GLint glInternal;
2456     GLint glGammaInternal;
2457     GLint rtInternal;
2458     GLint glFormat;
2459     GLint glType;
2460     unsigned int Flags;
2461     float heightscale;
2462     struct color_fixup_desc color_fixup;
2463 };
2464
2465 typedef struct {
2466     WINED3DFORMAT           format;
2467     DWORD                   alphaMask, redMask, greenMask, blueMask;
2468     UINT                    bpp;
2469     short                   depthSize, stencilSize;
2470     BOOL                    isFourcc;
2471 } StaticPixelFormatDesc;
2472
2473 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2474         const WineD3D_GL_Info *gl_info, const struct GlPixelFormatDesc **glDesc);
2475
2476 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2477     return (device->vs_selected_mode != SHADER_NONE
2478             && device->stateBlock->vertexShader
2479             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2480             && !device->strided_streams.u.s.position_transformed);
2481 }
2482
2483 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2484     return (device->ps_selected_mode != SHADER_NONE
2485             && device->stateBlock->pixelShader
2486             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2487 }
2488
2489 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2490         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2491 #endif