mshtml: Added IHTMLStyleSheet::get_rules implementation.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
45
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
49
50 typedef struct {
51     void *key;
52     void *value;
53     unsigned int hash;
54     struct list entry;
55 } hash_table_entry_t;
56
57 typedef struct {
58     hash_function_t *hash_function;
59     compare_function_t *compare_function;
60     struct list *buckets;
61     unsigned int bucket_count;
62     hash_table_entry_t *entries;
63     unsigned int entry_count;
64     struct list free_entries;
65     unsigned int count;
66     unsigned int grow_size;
67     unsigned int shrink_size;
68 } hash_table_t;
69
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
75
76 /* Device caps */
77 #define MAX_PALETTES            256
78 #define MAX_STREAMS             16
79 #define MAX_TEXTURES            8
80 #define MAX_FRAGMENT_SAMPLERS   16
81 #define MAX_VERTEX_SAMPLERS     4
82 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS       8
84 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS              256
86
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
89
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R     35
92 #define NUM_SAVEDPIXELSTATES_T     18
93 #define NUM_SAVEDPIXELSTATES_S     12
94 #define NUM_SAVEDVERTEXSTATES_R    34
95 #define NUM_SAVEDVERTEXSTATES_T    2
96 #define NUM_SAVEDVERTEXSTATES_S    1
97
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
104
105 typedef enum _WINELOOKUP {
106     WINELOOKUP_WARPPARAM = 0,
107     WINELOOKUP_MAGFILTER = 1,
108     MAX_LOOKUPS          = 2
109 } WINELOOKUP;
110
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
114
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
116
117 typedef struct _WINED3DGLTYPE {
118     int         d3dType;
119     GLint       size;
120     GLenum      glType;
121     GLboolean   normalized;
122     int         typesize;
123 } WINED3DGLTYPE;
124
125 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
126 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
127                                   {WINED3DDECLTYPE_FLOAT1,    1, GL_FLOAT           , GL_FALSE ,sizeof(float)},
128                                   {WINED3DDECLTYPE_FLOAT2,    2, GL_FLOAT           , GL_FALSE ,sizeof(float)},
129                                   {WINED3DDECLTYPE_FLOAT3,    3, GL_FLOAT           , GL_FALSE ,sizeof(float)},
130                                   {WINED3DDECLTYPE_FLOAT4,    4, GL_FLOAT           , GL_FALSE ,sizeof(float)},
131                                   {WINED3DDECLTYPE_D3DCOLOR,  4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
132                                   {WINED3DDECLTYPE_UBYTE4,    4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
133                                   {WINED3DDECLTYPE_SHORT2,    2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
134                                   {WINED3DDECLTYPE_SHORT4,    4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
135                                   {WINED3DDECLTYPE_UBYTE4N,   4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
136                                   {WINED3DDECLTYPE_SHORT2N,   2, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
137                                   {WINED3DDECLTYPE_SHORT4N,   4, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
138                                   {WINED3DDECLTYPE_USHORT2N,  2, GL_UNSIGNED_SHORT  , GL_TRUE  ,sizeof(short int)},
139                                   {WINED3DDECLTYPE_USHORT4N,  4, GL_UNSIGNED_SHORT  , GL_TRUE  ,sizeof(short int)},
140                                   {WINED3DDECLTYPE_UDEC3,     3, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
141                                   {WINED3DDECLTYPE_DEC3N,     3, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
142                                   /* We should do an extension check for NV_HALF_FLOAT. However, without NV_HALF_FLOAT
143                                    * we won't be able to load the data at all, so at least for the moment it wouldn't
144                                    * gain us much. */
145                                   {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV   , GL_FALSE ,sizeof(GLhalfNV)},
146                                   {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV   , GL_FALSE ,sizeof(GLhalfNV)}};
147
148 #define WINED3D_ATR_TYPE(type)          glTypeLookup[type].d3dType
149 #define WINED3D_ATR_SIZE(type)          glTypeLookup[type].size
150 #define WINED3D_ATR_GLTYPE(type)        glTypeLookup[type].glType
151 #define WINED3D_ATR_NORMALIZED(type)    glTypeLookup[type].normalized
152 #define WINED3D_ATR_TYPESIZE(type)      glTypeLookup[type].typesize
153
154 /**
155  * Settings 
156  */
157 #define VS_NONE    0
158 #define VS_HW      1
159
160 #define PS_NONE    0
161 #define PS_HW      1
162
163 #define VBO_NONE   0
164 #define VBO_HW     1
165
166 #define NP2_NONE   0
167 #define NP2_REPACK 1
168 #define NP2_NATIVE 2
169
170 #define ORM_BACKBUFFER  0
171 #define ORM_PBUFFER     1
172 #define ORM_FBO         2
173
174 #define SHADER_ARB  1
175 #define SHADER_GLSL 2
176 #define SHADER_NONE 3
177
178 #define RTL_DISABLE   -1
179 #define RTL_AUTO       0
180 #define RTL_READDRAW   1
181 #define RTL_READTEX    2
182 #define RTL_TEXDRAW    3
183 #define RTL_TEXTEX     4
184
185 /* NOTE: When adding fields to this structure, make sure to update the default
186  * values in wined3d_main.c as well. */
187 typedef struct wined3d_settings_s {
188 /* vertex and pixel shader modes */
189   int vs_mode;
190   int ps_mode;
191   int vbo_mode;
192 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
193     we should use it.  However, until it's fully implemented, we'll leave it as a registry
194     setting for developers. */
195   BOOL glslRequested;
196   int offscreen_rendering_mode;
197   int rendertargetlock_mode;
198 /* Memory tracking and object counting */
199   unsigned int emulated_textureram;
200   char *logo;
201 } wined3d_settings_t;
202
203 extern wined3d_settings_t wined3d_settings;
204
205 /* Shader backends */
206 struct SHADER_OPCODE_ARG;
207
208 typedef struct {
209     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
210     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
211     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
212     void (*shader_cleanup)(IWineD3DDevice *iface);
213     void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
214     void (*shader_destroy)(IWineD3DBaseShader *iface);
215 } shader_backend_t;
216
217 extern const shader_backend_t glsl_shader_backend;
218 extern const shader_backend_t arb_program_shader_backend;
219 extern const shader_backend_t none_shader_backend;
220
221 /* X11 locking */
222
223 extern void (*wine_tsx11_lock_ptr)(void);
224 extern void (*wine_tsx11_unlock_ptr)(void);
225
226 /* As GLX relies on X, this is needed */
227 extern int num_lock;
228
229 #if 0
230 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
231 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
232 #else
233 #define ENTER_GL() wine_tsx11_lock_ptr()
234 #define LEAVE_GL() wine_tsx11_unlock_ptr()
235 #endif
236
237 /*****************************************************************************
238  * Defines
239  */
240
241 /* GL related defines */
242 /* ------------------ */
243 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
244 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
245 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
246 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
247
248 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
249 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
250 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
251 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
252
253 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
254 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
255 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
256 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
257
258 #define D3DCOLORTOGLFLOAT4(dw, vec) \
259   (vec)[0] = D3DCOLOR_R(dw); \
260   (vec)[1] = D3DCOLOR_G(dw); \
261   (vec)[2] = D3DCOLOR_B(dw); \
262   (vec)[3] = D3DCOLOR_A(dw);
263
264 /* DirectX Device Limits */
265 /* --------------------- */
266 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
267
268 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
269                             See MaxStreams in MSDN under GetDeviceCaps */
270                          /* Maximum number of constants provided to the shaders */
271 #define HIGHEST_TRANSFORMSTATE 512 
272                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
273 #define MAX_PALETTES      256
274
275 /* Checking of API calls */
276 /* --------------------- */
277 #define checkGLcall(A)                                          \
278 {                                                               \
279     GLint err = glGetError();                                   \
280     if (err == GL_NO_ERROR) {                                   \
281        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
282                                                                 \
283     } else do {                                                 \
284         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
285             debug_glerror(err), err, A, __FILE__, __LINE__);    \
286        err = glGetError();                                      \
287     } while (err != GL_NO_ERROR);                               \
288
289
290 /* Trace routines / diagnostics */
291 /* ---------------------------- */
292
293 /* Dump out a matrix and copy it */
294 #define conv_mat(mat,gl_mat)                                                                \
295 do {                                                                                        \
296     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
297     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
298     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
299     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
300     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
301 } while (0)
302
303 /* Macro to dump out the current state of the light chain */
304 #define DUMP_LIGHT_CHAIN()                    \
305 {                                             \
306   PLIGHTINFOEL *el = This->stateBlock->lights;\
307   while (el) {                                \
308     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
309     el = el->next;                            \
310   }                                           \
311 }
312
313 /* Trace vector and strided data information */
314 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
315 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
316         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);
317
318 /* Defines used for optimizations */
319
320 /*    Only reapply what is necessary */
321 #define REAPPLY_ALPHAOP  0x0001
322 #define REAPPLY_ALL      0xFFFF
323
324 /* Advance declaration of structures to satisfy compiler */
325 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
326 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
327 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
328 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
329
330 /* Global variables */
331 extern const float identity[16];
332
333 /*****************************************************************************
334  * Compilable extra diagnostics
335  */
336
337 /* Trace information per-vertex: (extremely high amount of trace) */
338 #if 0 /* NOTE: Must be 0 in cvs */
339 # define VTRACE(A) TRACE A
340 #else 
341 # define VTRACE(A) 
342 #endif
343
344 /* Checking of per-vertex related GL calls */
345 /* --------------------- */
346 #define vcheckGLcall(A)                                         \
347 {                                                               \
348     GLint err = glGetError();                                   \
349     if (err == GL_NO_ERROR) {                                   \
350        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
351                                                                 \
352     } else do {                                                 \
353         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
354             debug_glerror(err), err, A, __FILE__, __LINE__);    \
355        err = glGetError();                                      \
356     } while (err != GL_NO_ERROR);                               \
357 }
358
359 /* TODO: Confirm each of these works when wined3d move completed */
360 #if 0 /* NOTE: Must be 0 in cvs */
361   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
362      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
363      is enabled, and if it doesn't exist it is disabled. */
364 # define FRAME_DEBUGGING
365   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
366       the file is deleted                                                                            */
367 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
368 #  define SINGLE_FRAME_DEBUGGING
369 # endif  
370   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
371      It can only be enabled when FRAME_DEBUGGING is also enabled                               
372      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
373      array is drawn.                                                                            */
374 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
375 #  define SHOW_FRAME_MAKEUP 1
376 # endif  
377   /* The following, when enabled, lets you see the makeup of the all the textures used during each
378      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
379      The contents of the textures assigned to each stage are written into 
380      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
381 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
382 #  define SHOW_TEXTURE_MAKEUP 0
383 # endif  
384 extern BOOL isOn;
385 extern BOOL isDumpingFrames;
386 extern LONG primCounter;
387 #endif
388
389 /*****************************************************************************
390  * Prototypes
391  */
392
393 /* Routine common to the draw primitive and draw indexed primitive routines */
394 void drawPrimitive(IWineD3DDevice *iface,
395                     int PrimitiveType,
396                     long NumPrimitives,
397                     /* for Indexed: */
398                     long  StartVertexIndex,
399                     UINT  numberOfVertices,
400                     long  StartIdx,
401                     short idxBytes,
402                     const void *idxData,
403                     int   minIndex);
404
405 void primitiveDeclarationConvertToStridedData(
406      IWineD3DDevice *iface,
407      BOOL useVertexShaderFunction,
408      WineDirect3DVertexStridedData *strided,
409      BOOL *fixup);
410
411 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
412
413 #define eps 1e-8
414
415 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
416     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
417
418 /* Routines and structures related to state management */
419 typedef struct WineD3DContext WineD3DContext;
420 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
421
422 #define STATE_RENDER(a) (a)
423 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
424
425 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
426 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
427
428 /* + 1 because samplers start with 0 */
429 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
430 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
431
432 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
433 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
434
435 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
436 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
437
438 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
439 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
440 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
441 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
442
443 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
444 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
445
446 #define STATE_VSHADER (STATE_VDECL + 1)
447 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
448
449 #define STATE_VIEWPORT (STATE_VSHADER + 1)
450 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
451
452 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
453 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
454 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
455 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
456
457 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
458 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
459
460 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
461 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
462
463 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
464 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
465
466 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
467
468 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
469
470 #define STATE_HIGHEST (STATE_FRONTFACE)
471
472 struct StateEntry
473 {
474     DWORD           representative;
475     APPLYSTATEFUNC  apply;
476 };
477
478 /* Global state table */
479 extern const struct StateEntry StateTable[];
480
481 /* The new context manager that should deal with onscreen and offscreen rendering */
482 struct WineD3DContext {
483     /* State dirtification
484      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
485      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
486      * 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
487      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
488      */
489     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
490     DWORD                   numDirtyEntries;
491     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
492
493     IWineD3DSurface         *surface;
494     DWORD                   tid;    /* Thread ID which owns this context at the moment */
495
496     /* Stores some inforation about the context state for optimization */
497     GLint                   last_draw_buffer;
498     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
499     BOOL                    last_was_pshader;
500     BOOL                    last_was_vshader;
501     BOOL                    last_was_foggy_shader;
502     BOOL                    namedArraysLoaded, numberedArraysLoaded;
503     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
504     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
505     unsigned char           num_untracked_materials;
506     GLenum                  untracked_materials[2];
507     BOOL                    last_was_blit, last_was_ckey;
508     char                    texShaderBumpMap;
509     BOOL                    fog_coord;
510
511     /* The actual opengl context */
512     HGLRC                   glCtx;
513     HWND                    win_handle;
514     HDC                     hdc;
515     HPBUFFERARB             pbuffer;
516     BOOL                    isPBuffer;
517 };
518
519 typedef enum ContextUsage {
520     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
521     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfacs */
522     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
523     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
524 } ContextUsage;
525
526 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
527 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
528 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
529 void apply_fbo_state(IWineD3DDevice *iface);
530
531 /* Macros for doing basic GPU detection based on opengl capabilities */
532 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
533 #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])
534 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
535 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
536
537 /* Default callbacks for implicit object destruction */
538 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
539
540 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
541
542 /*****************************************************************************
543  * Internal representation of a light
544  */
545 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
546 struct PLIGHTINFOEL {
547     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
548     DWORD        OriginalIndex;
549     LONG         glIndex;
550     BOOL         changed;
551     BOOL         enabledChanged;
552     BOOL         enabled;
553
554     /* Converted parms to speed up swapping lights */
555     float                         lightPosn[4];
556     float                         lightDirn[4];
557     float                         exponent;
558     float                         cutoff;
559
560     struct list entry;
561 };
562
563 /* The default light parameters */
564 extern const WINED3DLIGHT WINED3D_default_light;
565
566 typedef struct WineD3D_PixelFormat
567 {
568     int iPixelFormat; /* WGL pixel format */
569     int redSize, greenSize, blueSize, alphaSize;
570     int depthSize, stencilSize;
571 } WineD3D_PixelFormat;
572
573 /* The adapter structure */
574 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
575 struct WineD3DAdapter
576 {
577     POINT                   monitorPoint;
578     WineD3D_GL_Info         gl_info;
579     const char              *driver;
580     const char              *description;
581     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
582     int                     nCfgs;
583     WineD3D_PixelFormat     *cfgs;
584     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
585     unsigned int            UsedTextureRam;
586 };
587
588 extern BOOL InitAdapters(void);
589 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
590 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
591
592 /*****************************************************************************
593  * High order patch management
594  */
595 struct WineD3DRectPatch
596 {
597     UINT                            Handle;
598     float                          *mem;
599     WineDirect3DVertexStridedData   strided;
600     WINED3DRECTPATCH_INFO           RectPatchInfo;
601     float                           numSegs[4];
602     char                            has_normals, has_texcoords;
603     struct list                     entry;
604 };
605
606 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
607
608 /*****************************************************************************
609  * IWineD3D implementation structure
610  */
611 typedef struct IWineD3DImpl
612 {
613     /* IUnknown fields */
614     const IWineD3DVtbl     *lpVtbl;
615     LONG                    ref;     /* Note: Ref counting not required */
616
617     /* WineD3D Information */
618     IUnknown               *parent;
619     UINT                    dxVersion;
620 } IWineD3DImpl;
621
622 extern const IWineD3DVtbl IWineD3D_Vtbl;
623
624 /* TODO: setup some flags in the registry to enable, disable pbuffer support
625 (since it will break quite a few things until contexts are managed properly!) */
626 extern BOOL pbuffer_support;
627 /* allocate one pbuffer per surface */
628 extern BOOL pbuffer_per_surface;
629
630 /* A helper function that dumps a resource list */
631 void dumpResources(struct list *list);
632
633 /*****************************************************************************
634  * IWineD3DDevice implementation structure
635  */
636 struct IWineD3DDeviceImpl
637 {
638     /* IUnknown fields      */
639     const IWineD3DDeviceVtbl *lpVtbl;
640     LONG                    ref;     /* Note: Ref counting not required */
641
642     /* WineD3D Information  */
643     IUnknown               *parent;
644     IWineD3D               *wineD3D;
645     struct WineD3DAdapter  *adapter;
646
647     /* Window styles to restore when switching fullscreen mode */
648     LONG                    style;
649     LONG                    exStyle;
650
651     /* X and GL Information */
652     GLint                   maxConcurrentLights;
653     GLenum                  offscreenBuffer;
654
655     /* Selected capabilities */
656     int vs_selected_mode;
657     int ps_selected_mode;
658     const shader_backend_t *shader_backend;
659     hash_table_t *glsl_program_lookup;
660
661     /* To store */
662     BOOL                    view_ident;        /* true iff view matrix is identity                */
663     BOOL                    untransformed;
664     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
665     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
666
667     /* State block related */
668     BOOL                    isRecordingState;
669     IWineD3DStateBlockImpl *stateBlock;
670     IWineD3DStateBlockImpl *updateStateBlock;
671     BOOL                   isInDraw;
672
673     /* Internal use fields  */
674     WINED3DDEVICE_CREATION_PARAMETERS createParms;
675     UINT                            adapterNo;
676     WINED3DDEVTYPE                  devType;
677
678     IWineD3DSwapChain     **swapchains;
679     UINT                    NumberOfSwapChains;
680
681     struct list             resources; /* a linked list to track resources created by the device */
682
683     /* Render Target Support */
684     IWineD3DSurface       **render_targets;
685     IWineD3DSurface        *auto_depth_stencil_buffer;
686     IWineD3DSurface       **fbo_color_attachments;
687     IWineD3DSurface        *fbo_depth_attachment;
688
689     IWineD3DSurface        *stencilBufferTarget;
690
691     /* Caches to avoid unneeded context changes */
692     IWineD3DSurface        *lastActiveRenderTarget;
693     IWineD3DSwapChain      *lastActiveSwapChain;
694
695     /* palettes texture management */
696     PALETTEENTRY            palettes[MAX_PALETTES][256];
697     UINT                    currentPalette;
698     UINT                    paletteConversionShader;
699
700     /* For rendering to a texture using glCopyTexImage */
701     BOOL                    render_offscreen;
702     WINED3D_DEPTHCOPYSTATE  depth_copy_state;
703     GLuint                  fbo;
704     GLuint                  src_fbo;
705     GLuint                  dst_fbo;
706     GLenum                  *draw_buffers;
707
708     /* Cursor management */
709     BOOL                    bCursorVisible;
710     UINT                    xHotSpot;
711     UINT                    yHotSpot;
712     UINT                    xScreenSpace;
713     UINT                    yScreenSpace;
714     UINT                    cursorWidth, cursorHeight;
715     GLuint                  cursorTexture;
716     BOOL                    haveHardwareCursor;
717     HCURSOR                 hardwareCursor;
718
719     /* The Wine logo surface */
720     IWineD3DSurface        *logo_surface;
721
722     /* Textures for when no other textures are mapped */
723     UINT                          dummyTextureName[MAX_TEXTURES];
724
725     /* Debug stream management */
726     BOOL                     debug;
727
728     /* Device state management */
729     HRESULT                 state;
730     BOOL                    d3d_initialized;
731
732     /* A flag to check for proper BeginScene / EndScene call pairs */
733     BOOL inScene;
734
735     /* process vertex shaders using software or hardware */
736     BOOL softwareVertexProcessing;
737
738     /* DirectDraw stuff */
739     HWND ddraw_window;
740     IWineD3DSurface *ddraw_primary;
741     DWORD ddraw_width, ddraw_height;
742     WINED3DFORMAT ddraw_format;
743     BOOL ddraw_fullscreen;
744
745     /* Final position fixup constant */
746     float                       posFixup[4];
747
748     /* With register combiners we can skip junk texture stages */
749     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
750     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
751     BOOL                      fixed_function_usage_map[MAX_TEXTURES];
752
753     /* Stream source management */
754     WineDirect3DVertexStridedData strided_streams;
755     WineDirect3DVertexStridedData *up_strided;
756     BOOL                      useDrawStridedSlow;
757     BOOL                      instancedDraw;
758
759     /* Context management */
760     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
761     WineD3DContext          *activeContext;
762     DWORD                   lastThread;
763     UINT                    numContexts;
764     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
765     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
766
767     /* High level patch management */
768 #define PATCHMAP_SIZE 43
769 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
770     struct list             patches[PATCHMAP_SIZE];
771     struct WineD3DRectPatch *currentPatch;
772 };
773
774 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
775
776 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
777 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
778 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
779     DWORD idx = state >> 5;
780     BYTE shift = state & 0x1f;
781     return context->isStateDirty[idx] & (1 << shift);
782 }
783
784 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
785 typedef struct PrivateData
786 {
787     struct list entry;
788
789     GUID tag;
790     DWORD flags; /* DDSPD_* */
791     DWORD uniqueness_value;
792
793     union
794     {
795         LPVOID data;
796         LPUNKNOWN object;
797     } ptr;
798
799     DWORD size;
800 } PrivateData;
801
802 /*****************************************************************************
803  * IWineD3DResource implementation structure
804  */
805 typedef struct IWineD3DResourceClass
806 {
807     /* IUnknown fields */
808     LONG                    ref;     /* Note: Ref counting not required */
809
810     /* WineD3DResource Information */
811     IUnknown               *parent;
812     WINED3DRESOURCETYPE     resourceType;
813     IWineD3DDeviceImpl     *wineD3DDevice;
814     WINED3DPOOL             pool;
815     UINT                    size;
816     DWORD                   usage;
817     WINED3DFORMAT           format;
818     BYTE                   *allocatedMemory; /* Pointer to the real data location */
819     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
820     struct list             privateData;
821     struct list             resource_list_entry;
822
823 } IWineD3DResourceClass;
824
825 typedef struct IWineD3DResourceImpl
826 {
827     /* IUnknown & WineD3DResource Information     */
828     const IWineD3DResourceVtbl *lpVtbl;
829     IWineD3DResourceClass   resource;
830 } IWineD3DResourceImpl;
831
832 /* Tests show that the start address of resources is 32 byte aligned */
833 #define RESOURCE_ALIGNMENT 32
834
835 /*****************************************************************************
836  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
837  */
838 typedef struct IWineD3DVertexBufferImpl
839 {
840     /* IUnknown & WineD3DResource Information     */
841     const IWineD3DVertexBufferVtbl *lpVtbl;
842     IWineD3DResourceClass     resource;
843
844     /* WineD3DVertexBuffer specifics */
845     DWORD                     fvf;
846
847     /* Vertex buffer object support */
848     GLuint                    vbo;
849     BYTE                      Flags;
850     LONG                      bindCount;
851
852     UINT                      dirtystart, dirtyend;
853     LONG                      lockcount;
854
855     LONG                      declChanges, draws;
856     /* Last description of the buffer */
857     WineDirect3DVertexStridedData strided;
858 } IWineD3DVertexBufferImpl;
859
860 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
861
862 #define VBFLAG_LOAD           0x01    /* Data is written from allocatedMemory to the VBO */
863 #define VBFLAG_OPTIMIZED      0x02    /* Optimize has been called for the VB */
864 #define VBFLAG_DIRTY          0x04    /* Buffer data has been modified */
865 #define VBFLAG_HASDESC        0x08    /* A vertex description has been found */
866 #define VBFLAG_VBOCREATEFAIL  0x10    /* An attempt to create a vbo has failed */
867
868 /*****************************************************************************
869  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
870  */
871 typedef struct IWineD3DIndexBufferImpl
872 {
873     /* IUnknown & WineD3DResource Information     */
874     const IWineD3DIndexBufferVtbl *lpVtbl;
875     IWineD3DResourceClass     resource;
876
877     GLuint                    vbo;
878     UINT                      dirtystart, dirtyend;
879     LONG                      lockcount;
880
881     /* WineD3DVertexBuffer specifics */
882 } IWineD3DIndexBufferImpl;
883
884 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
885
886 /*****************************************************************************
887  * IWineD3DBaseTexture D3D- > openGL state map lookups
888  */
889 #define WINED3DFUNC_NOTSUPPORTED  -2
890 #define WINED3DFUNC_UNIMPLEMENTED -1
891
892 typedef enum winetexturestates {
893     WINED3DTEXSTA_ADDRESSU       = 0,
894     WINED3DTEXSTA_ADDRESSV       = 1,
895     WINED3DTEXSTA_ADDRESSW       = 2,
896     WINED3DTEXSTA_BORDERCOLOR    = 3,
897     WINED3DTEXSTA_MAGFILTER      = 4,
898     WINED3DTEXSTA_MINFILTER      = 5,
899     WINED3DTEXSTA_MIPFILTER      = 6,
900     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
901     WINED3DTEXSTA_MAXANISOTROPY  = 8,
902     WINED3DTEXSTA_SRGBTEXTURE    = 9,
903     WINED3DTEXSTA_ELEMENTINDEX   = 10,
904     WINED3DTEXSTA_DMAPOFFSET     = 11,
905     WINED3DTEXSTA_TSSADDRESSW    = 12,
906     MAX_WINETEXTURESTATES        = 13,
907 } winetexturestates;
908
909 /*****************************************************************************
910  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
911  */
912 typedef struct IWineD3DBaseTextureClass
913 {
914     UINT                    levels;
915     BOOL                    dirty;
916     UINT                    textureName;
917     UINT                    LOD;
918     WINED3DTEXTUREFILTERTYPE filterType;
919     DWORD                   states[MAX_WINETEXTURESTATES];
920     LONG                    bindCount;
921     DWORD                   sampler;
922     BOOL                    is_srgb;
923     UINT                    srgb_mode_change_count;
924     WINED3DFORMAT           shader_conversion_group;
925     float                   pow2Matrix[16];
926 } IWineD3DBaseTextureClass;
927
928 typedef struct IWineD3DBaseTextureImpl
929 {
930     /* IUnknown & WineD3DResource Information     */
931     const IWineD3DBaseTextureVtbl *lpVtbl;
932     IWineD3DResourceClass     resource;
933     IWineD3DBaseTextureClass  baseTexture;
934
935 } IWineD3DBaseTextureImpl;
936
937 /*****************************************************************************
938  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
939  */
940 typedef struct IWineD3DTextureImpl
941 {
942     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
943     const IWineD3DTextureVtbl *lpVtbl;
944     IWineD3DResourceClass     resource;
945     IWineD3DBaseTextureClass  baseTexture;
946
947     /* IWineD3DTexture */
948     IWineD3DSurface          *surfaces[MAX_LEVELS];
949     
950     UINT                      width;
951     UINT                      height;
952     UINT                      target;
953
954 } IWineD3DTextureImpl;
955
956 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
957
958 /*****************************************************************************
959  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
960  */
961 typedef struct IWineD3DCubeTextureImpl
962 {
963     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
964     const IWineD3DCubeTextureVtbl *lpVtbl;
965     IWineD3DResourceClass     resource;
966     IWineD3DBaseTextureClass  baseTexture;
967
968     /* IWineD3DCubeTexture */
969     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
970
971     UINT                      edgeLength;
972 } IWineD3DCubeTextureImpl;
973
974 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
975
976 typedef struct _WINED3DVOLUMET_DESC
977 {
978     UINT                    Width;
979     UINT                    Height;
980     UINT                    Depth;
981 } WINED3DVOLUMET_DESC;
982
983 /*****************************************************************************
984  * IWineD3DVolume implementation structure (extends IUnknown)
985  */
986 typedef struct IWineD3DVolumeImpl
987 {
988     /* IUnknown & WineD3DResource fields */
989     const IWineD3DVolumeVtbl  *lpVtbl;
990     IWineD3DResourceClass      resource;
991
992     /* WineD3DVolume Information */
993     WINED3DVOLUMET_DESC      currentDesc;
994     IWineD3DBase            *container;
995     UINT                    bytesPerPixel;
996
997     BOOL                    lockable;
998     BOOL                    locked;
999     WINED3DBOX              lockedBox;
1000     WINED3DBOX              dirtyBox;
1001     BOOL                    dirty;
1002
1003
1004 } IWineD3DVolumeImpl;
1005
1006 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1007
1008 /*****************************************************************************
1009  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1010  */
1011 typedef struct IWineD3DVolumeTextureImpl
1012 {
1013     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1014     const IWineD3DVolumeTextureVtbl *lpVtbl;
1015     IWineD3DResourceClass     resource;
1016     IWineD3DBaseTextureClass  baseTexture;
1017
1018     /* IWineD3DVolumeTexture */
1019     IWineD3DVolume           *volumes[MAX_LEVELS];
1020
1021     UINT                      width;
1022     UINT                      height;
1023     UINT                      depth;
1024 } IWineD3DVolumeTextureImpl;
1025
1026 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1027
1028 typedef struct _WINED3DSURFACET_DESC
1029 {
1030     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1031     DWORD                   MultiSampleQuality;
1032     UINT                    Width;
1033     UINT                    Height;
1034 } WINED3DSURFACET_DESC;
1035
1036 /*****************************************************************************
1037  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1038  */
1039 typedef struct wineD3DSurface_DIB {
1040     HBITMAP DIBsection;
1041     void* bitmap_data;
1042     UINT bitmap_size;
1043     HGDIOBJ holdbitmap;
1044     BOOL client_memory;
1045 } wineD3DSurface_DIB;
1046
1047 typedef struct {
1048     struct list entry;
1049     GLuint id;
1050     UINT width;
1051     UINT height;
1052 } renderbuffer_entry_t;
1053
1054 /*****************************************************************************
1055  * IWineD3DClipp implementation structure
1056  */
1057 typedef struct IWineD3DClipperImpl
1058 {
1059     const IWineD3DClipperVtbl *lpVtbl;
1060     LONG ref;
1061
1062     IUnknown *Parent;
1063     HWND hWnd;
1064 } IWineD3DClipperImpl;
1065
1066
1067 /*****************************************************************************
1068  * IWineD3DSurface implementation structure
1069  */
1070 struct IWineD3DSurfaceImpl
1071 {
1072     /* IUnknown & IWineD3DResource Information     */
1073     const IWineD3DSurfaceVtbl *lpVtbl;
1074     IWineD3DResourceClass     resource;
1075
1076     /* IWineD3DSurface fields */
1077     IWineD3DBase              *container;
1078     WINED3DSURFACET_DESC      currentDesc;
1079     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1080     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1081
1082     UINT                      bytesPerPixel;
1083
1084     /* TODO: move this off into a management class(maybe!) */
1085     DWORD                      Flags;
1086
1087     UINT                      pow2Width;
1088     UINT                      pow2Height;
1089
1090     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1091     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1092
1093     /* Oversized texture */
1094     RECT                      glRect;
1095
1096     /* PBO */
1097     GLuint                    pbo;
1098
1099     RECT                      lockedRect;
1100     RECT                      dirtyRect;
1101     int                       lockCount;
1102 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1103
1104     glDescriptor              glDescription;
1105     BOOL                      srgb;
1106
1107     /* For GetDC */
1108     wineD3DSurface_DIB        dib;
1109     HDC                       hDC;
1110
1111     /* Color keys for DDraw */
1112     WINEDDCOLORKEY            DestBltCKey;
1113     WINEDDCOLORKEY            DestOverlayCKey;
1114     WINEDDCOLORKEY            SrcOverlayCKey;
1115     WINEDDCOLORKEY            SrcBltCKey;
1116     DWORD                     CKeyFlags;
1117
1118     WINEDDCOLORKEY            glCKey;
1119
1120     struct list               renderbuffers;
1121     renderbuffer_entry_t      *current_renderbuffer;
1122
1123     /* DirectDraw clippers */
1124     IWineD3DClipper           *clipper;
1125 };
1126
1127 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1128 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1129
1130 /* Predeclare the shared Surface functions */
1131 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1132 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1133 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1134 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1135 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1136 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1137 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1138 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1139 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1140 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1141 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1142 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1143 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1144 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1145 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1146 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1147 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1148 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1149 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1150 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1151 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1152 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1153 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1154 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1155 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1156 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1157 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1158 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1159 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1160 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1161 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1162 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1163 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1164 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1165
1166 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1167
1168 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1169 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1170 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1171 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1172
1173 /* Surface flags: */
1174 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
1175 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
1176 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for getdc */
1177 #define SFLAG_LOCKABLE    0x00000008 /* Surface can be locked */
1178 #define SFLAG_DISCARD     0x00000010 /* ??? */
1179 #define SFLAG_LOCKED      0x00000020 /* Surface is locked atm */
1180 #define SFLAG_INTEXTURE   0x00000040 /* The GL texture contains the newest surface content */
1181 #define SFLAG_INDRAWABLE  0x00000080 /* The gl drawable contains the most up to date data */
1182 #define SFLAG_INSYSMEM    0x00000100 /* The system memory copy is most up to date */
1183 #define SFLAG_NONPOW2     0x00000200 /* Surface sizes are not a power of 2 */
1184 #define SFLAG_DYNLOCK     0x00000400 /* Surface is often locked by the app */
1185 #define SFLAG_DYNCHANGE   0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1186 #define SFLAG_DCINUSE     0x00001000 /* Set between GetDC and ReleaseDC calls */
1187 #define SFLAG_LOST        0x00002000 /* Surface lost flag for DDraw */
1188 #define SFLAG_USERPTR     0x00004000 /* The application allocated the memory for this surface */
1189 #define SFLAG_GLCKEY      0x00008000 /* The gl texture was created with a color key */
1190 #define SFLAG_CLIENT      0x00010000 /* GL_APPLE_client_storage is used on that texture */
1191 #define SFLAG_ALLOCATED   0x00020000 /* A gl texture is allocated for this surface */
1192 #define SFLAG_PBO         0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1193
1194 /* In some conditions the surface memory must not be freed:
1195  * SFLAG_OVERSIZE: Not all data can be kept in GL
1196  * SFLAG_CONVERTED: Converting the data back would take too long
1197  * SFLAG_DIBSECTION: The dib code manages the memory
1198  * SFLAG_LOCKED: The app requires access to the surface data
1199  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1200  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1201  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1202  * SFLAG_CLIENT: OpenGL uses our memory as backup
1203  */
1204 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
1205                           SFLAG_CONVERTED  | \
1206                           SFLAG_DIBSECTION | \
1207                           SFLAG_LOCKED     | \
1208                           SFLAG_DYNLOCK    | \
1209                           SFLAG_DYNCHANGE  | \
1210                           SFLAG_USERPTR    | \
1211                           SFLAG_PBO        | \
1212                           SFLAG_CLIENT)
1213
1214 #define SFLAG_LOCATIONS  (SFLAG_INSYSMEM   | \
1215                           SFLAG_INTEXTURE  | \
1216                           SFLAG_INDRAWABLE)
1217 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1218
1219 typedef enum {
1220     NO_CONVERSION,
1221     CONVERT_PALETTED,
1222     CONVERT_PALETTED_CK,
1223     CONVERT_CK_565,
1224     CONVERT_CK_5551,
1225     CONVERT_CK_4444,
1226     CONVERT_CK_4444_ARGB,
1227     CONVERT_CK_1555,
1228     CONVERT_555,
1229     CONVERT_CK_RGB24,
1230     CONVERT_CK_8888,
1231     CONVERT_CK_8888_ARGB,
1232     CONVERT_RGB32_888,
1233     CONVERT_V8U8,
1234     CONVERT_L6V5U5,
1235     CONVERT_X8L8V8U8,
1236     CONVERT_Q8W8V8U8,
1237     CONVERT_V16U16,
1238     CONVERT_A4L4,
1239     CONVERT_R32F,
1240     CONVERT_R16F
1241 } CONVERT_TYPES;
1242
1243 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);
1244
1245 /*****************************************************************************
1246  * IWineD3DVertexDeclaration implementation structure
1247  */
1248 typedef struct attrib_declaration {
1249     DWORD usage;
1250     DWORD idx;
1251 } attrib_declaration;
1252
1253 #define MAX_ATTRIBS 16
1254
1255 typedef struct IWineD3DVertexDeclarationImpl {
1256     /* IUnknown  Information */
1257     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1258     LONG                    ref;
1259
1260     IUnknown                *parent;
1261     IWineD3DDeviceImpl      *wineD3DDevice;
1262
1263     WINED3DVERTEXELEMENT    *pDeclarationWine;
1264     UINT                    declarationWNumElements;
1265
1266     DWORD                   streams[MAX_STREAMS];
1267     UINT                    num_streams;
1268     BOOL                    position_transformed;
1269
1270     /* Ordered array of declaration types that need swizzling in a vshader */
1271     attrib_declaration      swizzled_attribs[MAX_ATTRIBS];
1272     UINT                    num_swizzled_attribs;
1273 } IWineD3DVertexDeclarationImpl;
1274
1275 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1276
1277 /*****************************************************************************
1278  * IWineD3DStateBlock implementation structure
1279  */
1280
1281 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1282 /*   Note: Very long winded but gl Lists are not flexible enough */
1283 /*   to resolve everything we need, so doing it manually for now */
1284 typedef struct SAVEDSTATES {
1285         BOOL                      indices;
1286         BOOL                      material;
1287         BOOL                      fvf;
1288         BOOL                      streamSource[MAX_STREAMS];
1289         BOOL                      streamFreq[MAX_STREAMS];
1290         BOOL                      textures[MAX_COMBINED_SAMPLERS];
1291         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1292         BOOL                      viewport;
1293         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1294         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1295         BOOL                      samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1296         BOOL                      clipplane[MAX_CLIPPLANES];
1297         BOOL                      vertexDecl;
1298         BOOL                      pixelShader;
1299         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1300         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1301         BOOL                     *pixelShaderConstantsF;
1302         BOOL                      vertexShader;
1303         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1304         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1305         BOOL                     *vertexShaderConstantsF;
1306         BOOL                      scissorRect;
1307 } SAVEDSTATES;
1308
1309 typedef struct {
1310     struct  list entry;
1311     DWORD   count;
1312     DWORD   idx[13];
1313 } constants_entry;
1314
1315 struct StageState {
1316     DWORD stage;
1317     DWORD state;
1318 };
1319
1320 struct IWineD3DStateBlockImpl
1321 {
1322     /* IUnknown fields */
1323     const IWineD3DStateBlockVtbl *lpVtbl;
1324     LONG                      ref;     /* Note: Ref counting not required */
1325
1326     /* IWineD3DStateBlock information */
1327     IUnknown                 *parent;
1328     IWineD3DDeviceImpl       *wineD3DDevice;
1329     WINED3DSTATEBLOCKTYPE     blockType;
1330
1331     /* Array indicating whether things have been set or changed */
1332     SAVEDSTATES               changed;
1333     struct list               set_vconstantsF;
1334     struct list               set_pconstantsF;
1335
1336     /* Drawing - Vertex Shader or FVF related */
1337     DWORD                     fvf;
1338     /* Vertex Shader Declaration */
1339     IWineD3DVertexDeclaration *vertexDecl;
1340
1341     IWineD3DVertexShader      *vertexShader;
1342
1343     /* Vertex Shader Constants */
1344     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1345     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1346     float                     *vertexShaderConstantF;
1347
1348     /* Stream Source */
1349     BOOL                      streamIsUP;
1350     UINT                      streamStride[MAX_STREAMS];
1351     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1352     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1353     UINT                      streamFreq[MAX_STREAMS + 1];
1354     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1355
1356     /* Indices */
1357     IWineD3DIndexBuffer*      pIndexData;
1358     INT                       baseVertexIndex;
1359     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1360
1361     /* Transform */
1362     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1363
1364     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1365 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1366 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1367     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1368     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1369
1370     /* Clipping */
1371     double                    clipplane[MAX_CLIPPLANES][4];
1372     WINED3DCLIPSTATUS         clip_status;
1373
1374     /* ViewPort */
1375     WINED3DVIEWPORT           viewport;
1376
1377     /* Material */
1378     WINED3DMATERIAL           material;
1379
1380     /* Pixel Shader */
1381     IWineD3DPixelShader      *pixelShader;
1382
1383     /* Pixel Shader Constants */
1384     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1385     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1386     float                     *pixelShaderConstantF;
1387
1388     /* RenderState */
1389     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1390
1391     /* Texture */
1392     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1393     int                       textureDimensions[MAX_COMBINED_SAMPLERS];
1394
1395     /* Texture State Stage */
1396     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1397     DWORD                     lowest_disabled_stage;
1398     /* Sampler States */
1399     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1400
1401     /* Current GLSL Shader Program */
1402     struct glsl_shader_prog_link *glsl_program;
1403
1404     /* Scissor test rectangle */
1405     RECT                      scissorRect;
1406
1407     /* Contained state management */
1408     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1409     unsigned int              num_contained_render_states;
1410     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1411     unsigned int              num_contained_transform_states;
1412     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1413     unsigned int              num_contained_vs_consts_i;
1414     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1415     unsigned int              num_contained_vs_consts_b;
1416     DWORD                     *contained_vs_consts_f;
1417     unsigned int              num_contained_vs_consts_f;
1418     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1419     unsigned int              num_contained_ps_consts_i;
1420     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1421     unsigned int              num_contained_ps_consts_b;
1422     DWORD                     *contained_ps_consts_f;
1423     unsigned int              num_contained_ps_consts_f;
1424     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1425     unsigned int              num_contained_tss_states;
1426     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1427     unsigned int              num_contained_sampler_states;
1428 };
1429
1430 extern void stateblock_savedstates_set(
1431     IWineD3DStateBlock* iface,
1432     SAVEDSTATES* states,
1433     BOOL value);
1434
1435 extern void stateblock_savedstates_copy(
1436     IWineD3DStateBlock* iface,
1437     SAVEDSTATES* dest,
1438     SAVEDSTATES* source);
1439
1440 extern void stateblock_copy(
1441     IWineD3DStateBlock* destination,
1442     IWineD3DStateBlock* source);
1443
1444 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1445
1446 /*****************************************************************************
1447  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1448  */
1449 typedef struct IWineD3DQueryImpl
1450 {
1451     const IWineD3DQueryVtbl  *lpVtbl;
1452     LONG                      ref;     /* Note: Ref counting not required */
1453     
1454     IUnknown                 *parent;
1455     /*TODO: replace with iface usage */
1456 #if 0
1457     IWineD3DDevice         *wineD3DDevice;
1458 #else
1459     IWineD3DDeviceImpl       *wineD3DDevice;
1460 #endif
1461
1462     /* IWineD3DQuery fields */
1463     WINED3DQUERYTYPE         type;
1464     /* TODO: Think about using a IUnknown instead of a void* */
1465     void                     *extendedData;
1466     
1467   
1468 } IWineD3DQueryImpl;
1469
1470 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1471
1472 /* Datastructures for IWineD3DQueryImpl.extendedData */
1473 typedef struct  WineQueryOcclusionData {
1474     GLuint  queryId;
1475     WineD3DContext *ctx;
1476 } WineQueryOcclusionData;
1477
1478 typedef struct  WineQueryEventData {
1479     GLuint  fenceId;
1480     WineD3DContext *ctx;
1481 } WineQueryEventData;
1482
1483 /*****************************************************************************
1484  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1485  */
1486
1487 typedef struct IWineD3DSwapChainImpl
1488 {
1489     /*IUnknown part*/
1490     const IWineD3DSwapChainVtbl *lpVtbl;
1491     LONG                      ref;     /* Note: Ref counting not required */
1492
1493     IUnknown                 *parent;
1494     IWineD3DDeviceImpl       *wineD3DDevice;
1495
1496     /* IWineD3DSwapChain fields */
1497     IWineD3DSurface         **backBuffer;
1498     IWineD3DSurface          *frontBuffer;
1499     BOOL                      wantsDepthStencilBuffer;
1500     WINED3DPRESENT_PARAMETERS presentParms;
1501     DWORD                     orig_width, orig_height;
1502     WINED3DFORMAT             orig_fmt;
1503
1504     long prev_time, frames;   /* Performance tracking */
1505     unsigned int vSyncCounter;
1506
1507     WineD3DContext        **context; /* Later a array for multithreading */
1508     unsigned int            num_contexts;
1509
1510     HWND                    win_handle;
1511 } IWineD3DSwapChainImpl;
1512
1513 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1514
1515 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1516
1517 /*****************************************************************************
1518  * Utility function prototypes 
1519  */
1520
1521 /* Trace routines */
1522 const char* debug_d3dformat(WINED3DFORMAT fmt);
1523 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1524 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1525 const char* debug_d3dusage(DWORD usage);
1526 const char* debug_d3dusagequery(DWORD usagequery);
1527 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1528 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1529 const char* debug_d3ddeclusage(BYTE usage);
1530 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1531 const char* debug_d3drenderstate(DWORD state);
1532 const char* debug_d3dsamplerstate(DWORD state);
1533 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1534 const char* debug_d3dtexturestate(DWORD state);
1535 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1536 const char* debug_d3dpool(WINED3DPOOL pool);
1537 const char *debug_fbostatus(GLenum status);
1538 const char *debug_glerror(GLenum error);
1539 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1540 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1541
1542 /* Routines for GL <-> D3D values */
1543 GLenum StencilOp(DWORD op);
1544 GLenum CompareFunc(DWORD func);
1545 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1546 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1547 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1548
1549 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1550 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1551
1552 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1553 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1554
1555 /* Math utils */
1556 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1557 unsigned int count_bits(unsigned int mask);
1558
1559 /*****************************************************************************
1560  * To enable calling of inherited functions, requires prototypes 
1561  *
1562  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1563  */
1564     /*** IUnknown methods ***/
1565     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1566     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1567     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1568     /*** IWineD3DResource methods ***/
1569     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1570     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1571     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1572     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1573     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1574     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1575     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1576     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1577     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1578     /*** class static members ***/
1579     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1580
1581     /*** IUnknown methods ***/
1582     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1583     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1584     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1585     /*** IWineD3DResource methods ***/
1586     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1587     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1588     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1589     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1590     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1591     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1592     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1593     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1594     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1595     /*** IWineD3DBaseTexture methods ***/
1596     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1597     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1598     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1599     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1600     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1601     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1602     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1603     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1604
1605     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1606     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1607     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1608     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1609     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1610     /*** class static members ***/
1611     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1612
1613 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1614
1615 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1616  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1617  * used if the user is using GLSL shaders. */
1618 struct glsl_shader_prog_link {
1619     struct list             vshader_entry;
1620     struct list             pshader_entry;
1621     GLhandleARB             programId;
1622     GLhandleARB             *vuniformF_locations;
1623     GLhandleARB             *puniformF_locations;
1624     GLhandleARB             vuniformI_locations[MAX_CONST_I];
1625     GLhandleARB             puniformI_locations[MAX_CONST_I];
1626     GLhandleARB             posFixup_location;
1627     GLhandleARB             bumpenvmat_location;
1628     GLhandleARB             luminancescale_location;
1629     GLhandleARB             luminanceoffset_location;
1630     GLhandleARB             srgb_comparison_location;
1631     GLhandleARB             srgb_mul_low_location;
1632     GLhandleARB             ycorrection_location;
1633     GLhandleARB             vshader;
1634     GLhandleARB             pshader;
1635 };
1636
1637 typedef struct {
1638     GLhandleARB vshader;
1639     GLhandleARB pshader;
1640 } glsl_program_key_t;
1641
1642 /* TODO: Make this dynamic, based on shader limits ? */
1643 #define MAX_REG_ADDR 1
1644 #define MAX_REG_TEMP 32
1645 #define MAX_REG_TEXCRD 8
1646 #define MAX_REG_INPUT 12
1647 #define MAX_REG_OUTPUT 12
1648 #define MAX_CONST_I 16
1649 #define MAX_CONST_B 16
1650
1651 /* FIXME: This needs to go up to 2048 for
1652  * Shader model 3 according to msdn (and for software shaders) */
1653 #define MAX_LABELS 16
1654
1655 typedef struct semantic {
1656     DWORD usage;
1657     DWORD reg;
1658 } semantic;
1659
1660 typedef struct local_constant {
1661     struct list entry;
1662     unsigned int idx;
1663     DWORD value[4];
1664 } local_constant;
1665
1666 typedef struct shader_reg_maps {
1667
1668     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1669     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1670     char address[MAX_REG_ADDR];             /* vertex */
1671     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1672     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1673     char attributes[MAX_ATTRIBS];           /* vertex */
1674     char labels[MAX_LABELS];                /* pixel, vertex */
1675
1676     /* Sampler usage tokens 
1677      * Use 0 as default (bit 31 is always 1 on a valid token) */
1678     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1679     char bumpmat, luminanceparams;
1680     char usesnrm, vpos, usesdsy;
1681     char usesrelconstF;
1682
1683     /* Whether or not loops are used in this shader, and nesting depth */
1684     unsigned loop_depth;
1685
1686     /* Whether or not this shader uses fog */
1687     char fog;
1688
1689 } shader_reg_maps;
1690
1691 #define SHADER_PGMSIZE 65535
1692 typedef struct SHADER_BUFFER {
1693     char* buffer;
1694     unsigned int bsize;
1695     unsigned int lineNo;
1696     BOOL newline;
1697 } SHADER_BUFFER;
1698
1699 /* Undocumented opcode controls */
1700 #define INST_CONTROLS_SHIFT 16
1701 #define INST_CONTROLS_MASK 0x00ff0000
1702
1703 typedef enum COMPARISON_TYPE {
1704     COMPARISON_GT = 1,
1705     COMPARISON_EQ = 2,
1706     COMPARISON_GE = 3,
1707     COMPARISON_LT = 4,
1708     COMPARISON_NE = 5,
1709     COMPARISON_LE = 6
1710 } COMPARISON_TYPE;
1711
1712 typedef struct SHADER_OPCODE {
1713     unsigned int  opcode;
1714     const char*   name;
1715     const char*   glname;
1716     char          dst_token;
1717     CONST UINT    num_params;
1718     SHADER_HANDLER hw_fct;
1719     SHADER_HANDLER hw_glsl_fct;
1720     DWORD         min_version;
1721     DWORD         max_version;
1722 } SHADER_OPCODE;
1723
1724 typedef struct SHADER_OPCODE_ARG {
1725     IWineD3DBaseShader* shader;
1726     shader_reg_maps* reg_maps;
1727     CONST SHADER_OPCODE* opcode;
1728     DWORD opcode_token;
1729     DWORD dst;
1730     DWORD dst_addr;
1731     DWORD predicate;
1732     DWORD src[4];
1733     DWORD src_addr[4];
1734     SHADER_BUFFER* buffer;
1735 } SHADER_OPCODE_ARG;
1736
1737 typedef struct SHADER_LIMITS {
1738     unsigned int temporary;
1739     unsigned int texcoord;
1740     unsigned int sampler;
1741     unsigned int constant_int;
1742     unsigned int constant_float;
1743     unsigned int constant_bool;
1744     unsigned int address;
1745     unsigned int packed_output;
1746     unsigned int packed_input;
1747     unsigned int attributes;
1748     unsigned int label;
1749 } SHADER_LIMITS;
1750
1751 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1752     maintain state information between multiple codes */
1753 typedef struct SHADER_PARSE_STATE {
1754     unsigned int current_row;
1755     DWORD texcoord_w[2];
1756 } SHADER_PARSE_STATE;
1757
1758 #ifdef __GNUC__
1759 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1760 #else
1761 #define PRINTF_ATTR(fmt,args)
1762 #endif
1763
1764 /* Base Shader utility functions. 
1765  * (may move callers into the same file in the future) */
1766 extern int shader_addline(
1767     SHADER_BUFFER* buffer,
1768     const char* fmt, ...) PRINTF_ATTR(2,3);
1769
1770 extern const SHADER_OPCODE* shader_get_opcode(
1771     IWineD3DBaseShader *iface, 
1772     const DWORD code);
1773
1774 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1775
1776 /* Vertex shader utility functions */
1777 extern BOOL vshader_get_input(
1778     IWineD3DVertexShader* iface,
1779     BYTE usage_req, BYTE usage_idx_req,
1780     unsigned int* regnum);
1781
1782 extern BOOL vshader_input_is_color(
1783     IWineD3DVertexShader* iface,
1784     unsigned int regnum);
1785
1786 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1787
1788 /* ARB_[vertex/fragment]_program helper functions */
1789 extern void shader_arb_load_constants(
1790     IWineD3DDevice* device,
1791     char usePixelShader,
1792     char useVertexShader);
1793
1794 /* ARB shader program Prototypes */
1795 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1796
1797 /* ARB pixel shader prototypes */
1798 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1799 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1800 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1801 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1802 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1803 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1804 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1805 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1806 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1807 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1808 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1809 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1810 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1811 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1812 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1813 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1814 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1815 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
1816 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
1817 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
1818 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
1819 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
1820 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
1821
1822 /* ARB vertex / pixel shader common prototypes */
1823 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
1824 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
1825 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1826
1827 /* ARB vertex shader prototypes */
1828 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1829 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1830
1831 /* GLSL helper functions */
1832 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1833 extern void shader_glsl_load_constants(
1834     IWineD3DDevice* device,
1835     char usePixelShader,
1836     char useVertexShader);
1837
1838 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1839 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1840 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1841 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1842 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1843 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1844 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1845 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1846 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1847 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1848 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1849 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1850 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1851 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1852 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1853 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1854 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1855 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1856 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1857 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1858 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1859 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1860 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1861 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1862 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1863 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1864 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1865 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1866 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1867 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1868 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1869 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1870 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1871 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
1872 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1873
1874 /** GLSL Pixel Shader Prototypes */
1875 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1876 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1877 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1878 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1879 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1880 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1881 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1882 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1883 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1884 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1885 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1886 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1887 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1888 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1889 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1890 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1891 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1892 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1893 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1894 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1895 extern void pshader_glsl_input_pack(
1896    SHADER_BUFFER* buffer,
1897    semantic* semantics_out,
1898    IWineD3DPixelShader *iface);
1899
1900 /*****************************************************************************
1901  * IDirect3DBaseShader implementation structure
1902  */
1903 typedef struct IWineD3DBaseShaderClass
1904 {
1905     LONG                            ref;
1906     DWORD                           hex_version;
1907     SHADER_LIMITS                   limits;
1908     SHADER_PARSE_STATE              parse_state;
1909     CONST SHADER_OPCODE             *shader_ins;
1910     DWORD                          *function;
1911     UINT                            functionLength;
1912     GLuint                          prgId;
1913     BOOL                            is_compiled;
1914     UINT                            cur_loop_depth, cur_loop_regno;
1915     BOOL                            load_local_constsF;
1916
1917     /* Type of shader backend */
1918     int shader_mode;
1919
1920     /* Programs this shader is linked with */
1921     struct list linked_programs;
1922
1923     /* Immediate constants (override global ones) */
1924     struct list constantsB;
1925     struct list constantsF;
1926     struct list constantsI;
1927     shader_reg_maps reg_maps;
1928
1929     /* Pixel formats of sampled textures, for format conversion. This
1930      * represents the formats found during compilation, it is not initialized
1931      * on the first parser pass. It is needed to check if the shader
1932      * needs recompilation to adjust the format conversion
1933      */
1934     WINED3DFORMAT       sampled_format[MAX_COMBINED_SAMPLERS];
1935     UINT                sampled_samplers[MAX_COMBINED_SAMPLERS];
1936     UINT                num_sampled_samplers;
1937
1938     UINT recompile_count;
1939
1940     /* Pointer to the parent device */
1941     IWineD3DDevice *device;
1942
1943 } IWineD3DBaseShaderClass;
1944
1945 typedef struct IWineD3DBaseShaderImpl {
1946     /* IUnknown */
1947     const IWineD3DBaseShaderVtbl    *lpVtbl;
1948
1949     /* IWineD3DBaseShader */
1950     IWineD3DBaseShaderClass         baseShader;
1951 } IWineD3DBaseShaderImpl;
1952
1953 HRESULT  WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
1954 ULONG  WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
1955 ULONG  WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
1956
1957 extern HRESULT shader_get_registers_used(
1958     IWineD3DBaseShader *iface,
1959     shader_reg_maps* reg_maps,
1960     semantic* semantics_in,
1961     semantic* semantics_out,
1962     CONST DWORD* pToken,
1963     IWineD3DStateBlockImpl *stateBlock);
1964
1965 extern void shader_generate_glsl_declarations(
1966     IWineD3DBaseShader *iface,
1967     shader_reg_maps* reg_maps,
1968     SHADER_BUFFER* buffer,
1969     WineD3D_GL_Info* gl_info);
1970
1971 extern void shader_generate_arb_declarations(
1972     IWineD3DBaseShader *iface,
1973     shader_reg_maps* reg_maps,
1974     SHADER_BUFFER* buffer,
1975     WineD3D_GL_Info* gl_info);
1976
1977 extern void shader_generate_main(
1978     IWineD3DBaseShader *iface,
1979     SHADER_BUFFER* buffer,
1980     shader_reg_maps* reg_maps,
1981     CONST DWORD* pFunction);
1982
1983 extern void shader_dump_ins_modifiers(
1984     const DWORD output);
1985
1986 extern void shader_dump_param(
1987     IWineD3DBaseShader *iface,
1988     const DWORD param,
1989     const DWORD addr_token,
1990     int input);
1991
1992 extern void shader_trace_init(
1993     IWineD3DBaseShader *iface,
1994     const DWORD* pFunction);
1995
1996 extern int shader_get_param(
1997     IWineD3DBaseShader* iface,
1998     const DWORD* pToken,
1999     DWORD* param,
2000     DWORD* addr_token);
2001
2002 extern int shader_skip_unrecognized(
2003     IWineD3DBaseShader* iface,
2004     const DWORD* pToken);
2005
2006 extern void print_glsl_info_log(
2007     WineD3D_GL_Info *gl_info,
2008     GLhandleARB obj);
2009
2010 static inline int shader_get_regtype(const DWORD param) {
2011     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2012             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2013 }
2014
2015 extern unsigned int shader_get_float_offset(const DWORD reg);
2016
2017 static inline BOOL shader_is_pshader_version(DWORD token) {
2018     return 0xFFFF0000 == (token & 0xFFFF0000);
2019 }
2020
2021 static inline BOOL shader_is_vshader_version(DWORD token) {
2022     return 0xFFFE0000 == (token & 0xFFFF0000);
2023 }
2024
2025 static inline BOOL shader_is_comment(DWORD token) {
2026     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2027 }
2028
2029 /* TODO: vFace (ps_3_0) */
2030 static inline BOOL shader_is_scalar(DWORD param) {
2031     DWORD reg_type = shader_get_regtype(param);
2032
2033     switch (reg_type) {
2034         case WINED3DSPR_RASTOUT:
2035             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2036                 /* oFog & oPts */
2037                 return TRUE;
2038             }
2039             /* oPos */
2040             return FALSE;
2041
2042         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2043         case WINED3DSPR_CONSTBOOL:  /* b# */
2044         case WINED3DSPR_LOOP:       /* aL */
2045         case WINED3DSPR_PREDICATE:  /* p0 */
2046             return TRUE;
2047
2048         default:
2049             return FALSE;
2050     }
2051 }
2052
2053 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2054  * so upload them above that
2055  */
2056 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2057 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2058
2059 /*****************************************************************************
2060  * IDirect3DVertexShader implementation structure
2061  */
2062 typedef struct IWineD3DVertexShaderImpl {
2063     /* IUnknown parts*/   
2064     const IWineD3DVertexShaderVtbl *lpVtbl;
2065
2066     /* IWineD3DBaseShader */
2067     IWineD3DBaseShaderClass     baseShader;
2068
2069     /* IWineD3DVertexShaderImpl */
2070     IUnknown                    *parent;
2071
2072     DWORD                       usage;
2073
2074     /* Vertex shader input and output semantics */
2075     semantic semantics_in [MAX_ATTRIBS];
2076     semantic semantics_out [MAX_REG_OUTPUT];
2077
2078     /* Ordered array of attributes that are swizzled */
2079     attrib_declaration          swizzled_attribs [MAX_ATTRIBS];
2080     UINT                        num_swizzled_attribs;
2081
2082     /* run time datas...  */
2083     VSHADERDATA                *data;
2084     UINT                       min_rel_offset, max_rel_offset;
2085     UINT                       rel_offset;
2086
2087     UINT                       recompile_count;
2088 #if 0 /* needs reworking */
2089     /* run time datas */
2090     VSHADERINPUTDATA input;
2091     VSHADEROUTPUTDATA output;
2092 #endif
2093 } IWineD3DVertexShaderImpl;
2094 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2095 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2096
2097 /*****************************************************************************
2098  * IDirect3DPixelShader implementation structure
2099  */
2100
2101 enum vertexprocessing_mode {
2102     fixedfunction,
2103     vertexshader,
2104     pretransformed
2105 };
2106
2107 typedef struct IWineD3DPixelShaderImpl {
2108     /* IUnknown parts */
2109     const IWineD3DPixelShaderVtbl *lpVtbl;
2110
2111     /* IWineD3DBaseShader */
2112     IWineD3DBaseShaderClass     baseShader;
2113
2114     /* IWineD3DPixelShaderImpl */
2115     IUnknown                   *parent;
2116
2117     /* Pixel shader input semantics */
2118     semantic semantics_in [MAX_REG_INPUT];
2119     DWORD                 input_reg_map[MAX_REG_INPUT];
2120     BOOL                  input_reg_used[MAX_REG_INPUT];
2121
2122     /* run time data */
2123     PSHADERDATA                *data;
2124
2125     /* Some information about the shader behavior */
2126     char                        needsbumpmat;
2127     UINT                        bumpenvmatconst;
2128     UINT                        luminanceconst;
2129     char                        srgb_enabled;
2130     char                        srgb_mode_hardcoded;
2131     UINT                        srgb_low_const;
2132     UINT                        srgb_cmp_const;
2133     char                        vpos_uniform;
2134     BOOL                        render_offscreen;
2135     UINT                        height;
2136     enum vertexprocessing_mode  vertexprocessing;
2137
2138 #if 0 /* needs reworking */
2139     PSHADERINPUTDATA input;
2140     PSHADEROUTPUTDATA output;
2141 #endif
2142 } IWineD3DPixelShaderImpl;
2143
2144 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2145 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2146
2147 /* sRGB correction constants */
2148 static const float srgb_cmp = 0.0031308;
2149 static const float srgb_mul_low = 12.92;
2150 static const float srgb_pow = 0.41666;
2151 static const float srgb_mul_high = 1.055;
2152 static const float srgb_sub_high = 0.055;
2153
2154 /*****************************************************************************
2155  * IWineD3DPalette implementation structure
2156  */
2157 struct IWineD3DPaletteImpl {
2158     /* IUnknown parts */
2159     const IWineD3DPaletteVtbl  *lpVtbl;
2160     LONG                       ref;
2161
2162     IUnknown                   *parent;
2163     IWineD3DDeviceImpl         *wineD3DDevice;
2164
2165     /* IWineD3DPalette */
2166     HPALETTE                   hpal;
2167     WORD                       palVersion;     /*|               */
2168     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2169     PALETTEENTRY               palents[256];   /*|               */
2170     /* This is to store the palette in 'screen format' */
2171     int                        screen_palents[256];
2172     DWORD                      Flags;
2173 };
2174
2175 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2176 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2177
2178 /* DirectDraw utility functions */
2179 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2180
2181 /*****************************************************************************
2182  * Pixel format management
2183  */
2184 typedef struct {
2185     WINED3DFORMAT           format;
2186     DWORD                   alphaMask, redMask, greenMask, blueMask;
2187     UINT                    bpp;
2188     short                   depthSize, stencilSize;
2189     BOOL                    isFourcc;
2190 } StaticPixelFormatDesc;
2191
2192 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2193         WineD3D_GL_Info *gl_info,
2194         const GlPixelFormatDesc **glDesc);
2195
2196 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2197     return (device->vs_selected_mode != SHADER_NONE
2198             && device->stateBlock->vertexShader
2199             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2200             && !device->strided_streams.u.s.position_transformed);
2201 }
2202
2203 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2204     return (device->ps_selected_mode != SHADER_NONE
2205             && device->stateBlock->pixelShader
2206             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2207 }
2208
2209 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2210         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2211
2212 #endif