comdlg32: Remove spaces before '\n' (and some after) in resource strings.
[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            65536
78 #define MAX_STREAMS             16
79 #define MAX_TEXTURES            8
80 #define MAX_FRAGMENT_SAMPLERS   16
81 #define MAX_VERTEX_SAMPLERS     4
82 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS       8
84 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS              256
86
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
89
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R     35
92 #define NUM_SAVEDPIXELSTATES_T     18
93 #define NUM_SAVEDPIXELSTATES_S     12
94 #define NUM_SAVEDVERTEXSTATES_R    34
95 #define NUM_SAVEDVERTEXSTATES_T    2
96 #define NUM_SAVEDVERTEXSTATES_S    1
97
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
104
105 typedef enum _WINELOOKUP {
106     WINELOOKUP_WARPPARAM = 0,
107     MAX_LOOKUPS          = 1
108 } WINELOOKUP;
109
110 extern int minLookup[MAX_LOOKUPS];
111 extern int maxLookup[MAX_LOOKUPS];
112 extern DWORD *stateLookup[MAX_LOOKUPS];
113
114 typedef DWORD magLookup_t[WINED3DTEXF_ANISOTROPIC + 1];
115 extern magLookup_t magLookup;
116 extern magLookup_t magLookup_noFilter;
117
118 typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
119 extern minMipLookup_t minMipLookup;
120 extern minMipLookup_t minMipLookup_noFilter;
121
122 void init_type_lookup(WineD3D_GL_Info *gl_info);
123 #define WINED3D_ATR_TYPE(type)          GLINFO_LOCATION.glTypeLookup[type].d3dType
124 #define WINED3D_ATR_SIZE(type)          GLINFO_LOCATION.glTypeLookup[type].size
125 #define WINED3D_ATR_GLTYPE(type)        GLINFO_LOCATION.glTypeLookup[type].glType
126 #define WINED3D_ATR_NORMALIZED(type)    GLINFO_LOCATION.glTypeLookup[type].normalized
127 #define WINED3D_ATR_TYPESIZE(type)      GLINFO_LOCATION.glTypeLookup[type].typesize
128
129 /* The following functions convert 16 bit floats in the FLOAT16 data type
130  * to standard C floats and vice versa. They do not depend on the encoding
131  * of the C float, so they are platform independent, but slow. On x86 and
132  * other IEEE 754 compliant platforms the conversion can be accelerated by
133  * bit shifting the exponent and mantissa. There are also some SSE-based
134  * assembly routines out there.
135  *
136  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
137  */
138 static inline float float_16_to_32(const unsigned short *in) {
139     const unsigned short s = ((*in) & 0x8000);
140     const unsigned short e = ((*in) & 0x7C00) >> 10;
141     const unsigned short m = (*in) & 0x3FF;
142     const float sgn = (s ? -1.0 : 1.0);
143
144     if(e == 0) {
145         if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
146         else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
147     } else if(e < 31) {
148         return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
149     } else {
150         if(m == 0) return sgn / 0.0; /* +INF / -INF */
151         else return 0.0 / 0.0; /* NAN */
152     }
153 }
154
155 static inline unsigned short float_32_to_16(const float *in) {
156     int exp = 0;
157     float tmp = fabs(*in);
158     unsigned int mantissa;
159     unsigned short ret;
160
161     /* Deal with special numbers */
162     if(*in == 0.0) return 0x0000;
163     if(isnan(*in)) return 0x7C01;
164     if(isinf(*in)) return (*in < 0.0 ? 0xFC00 : 0x7c00);
165
166     if(tmp < pow(2, 10)) {
167         do
168         {
169             tmp = tmp * 2.0;
170             exp--;
171         }while(tmp < pow(2, 10));
172     } else if(tmp >= pow(2, 11)) {
173         do
174         {
175             tmp /= 2.0;
176             exp++;
177         }while(tmp >= pow(2, 11));
178     }
179
180     mantissa = (unsigned int) tmp;
181     if(tmp - mantissa >= 0.5) mantissa++; /* round to nearest, away from zero */
182
183     exp += 10;  /* Normalize the mantissa */
184     exp += 15;  /* Exponent is encoded with excess 15 */
185
186     if(exp > 30) { /* too big */
187         ret = 0x7c00; /* INF */
188     } else if(exp <= 0) {
189         /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
190         while(exp <= 0) {
191             mantissa = mantissa >> 1;
192             exp++;
193         }
194         ret = mantissa & 0x3ff;
195     } else {
196         ret = (exp << 10) | (mantissa & 0x3ff);
197     }
198
199     ret |= ((*in < 0.0 ? 1 : 0) << 15); /* Add the sign */
200     return ret;
201 }
202
203 /**
204  * Settings 
205  */
206 #define VS_NONE    0
207 #define VS_HW      1
208
209 #define PS_NONE    0
210 #define PS_HW      1
211
212 #define VBO_NONE   0
213 #define VBO_HW     1
214
215 #define NP2_NONE   0
216 #define NP2_REPACK 1
217 #define NP2_NATIVE 2
218
219 #define ORM_BACKBUFFER  0
220 #define ORM_PBUFFER     1
221 #define ORM_FBO         2
222
223 #define SHADER_ARB  1
224 #define SHADER_GLSL 2
225 #define SHADER_ATI  3
226 #define SHADER_NONE 4
227
228 #define RTL_DISABLE   -1
229 #define RTL_AUTO       0
230 #define RTL_READDRAW   1
231 #define RTL_READTEX    2
232 #define RTL_TEXDRAW    3
233 #define RTL_TEXTEX     4
234
235 /* NOTE: When adding fields to this structure, make sure to update the default
236  * values in wined3d_main.c as well. */
237 typedef struct wined3d_settings_s {
238 /* vertex and pixel shader modes */
239   int vs_mode;
240   int ps_mode;
241   int vbo_mode;
242 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
243     we should use it.  However, until it's fully implemented, we'll leave it as a registry
244     setting for developers. */
245   BOOL glslRequested;
246   int offscreen_rendering_mode;
247   int rendertargetlock_mode;
248 /* Memory tracking and object counting */
249   unsigned int emulated_textureram;
250   char *logo;
251   int allow_multisampling;
252 } wined3d_settings_t;
253
254 extern wined3d_settings_t wined3d_settings;
255
256 /* Shader backends */
257 struct SHADER_OPCODE_ARG;
258
259 #define SHADER_PGMSIZE 65535
260 typedef struct SHADER_BUFFER {
261     char* buffer;
262     unsigned int bsize;
263     unsigned int lineNo;
264     BOOL newline;
265 } SHADER_BUFFER;
266
267 struct shader_caps {
268     DWORD               PrimitiveMiscCaps;
269
270     DWORD               TextureOpCaps;
271     DWORD               MaxTextureBlendStages;
272     DWORD               MaxSimultaneousTextures;
273
274     DWORD               VertexShaderVersion;
275     DWORD               MaxVertexShaderConst;
276
277     DWORD               PixelShaderVersion;
278     float               PixelShader1xMaxValue;
279
280     WINED3DVSHADERCAPS2_0   VS20Caps;
281     WINED3DPSHADERCAPS2_0   PS20Caps;
282
283     DWORD               MaxVShaderInstructionsExecuted;
284     DWORD               MaxPShaderInstructionsExecuted;
285     DWORD               MaxVertexShader30InstructionSlots;
286     DWORD               MaxPixelShader30InstructionSlots;
287 };
288
289 typedef struct {
290     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
291     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
292     void (*shader_destroy_depth_blt)(IWineD3DDevice *iface);
293     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
294     void (*shader_cleanup)(IWineD3DDevice *iface);
295     void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
296     void (*shader_destroy)(IWineD3DBaseShader *iface);
297     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
298     void (*shader_free_private)(IWineD3DDevice *iface);
299     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
300     void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
301     void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
302     void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
303     void (*shader_dll_load_init)(void);
304     void (*shader_fragment_enable)(IWineD3DDevice *iface, BOOL enable);
305     const struct StateEntry *StateTable;
306 } shader_backend_t;
307
308 extern const shader_backend_t atifs_shader_backend;
309 extern const shader_backend_t glsl_shader_backend;
310 extern const shader_backend_t arb_program_shader_backend;
311 extern const shader_backend_t none_shader_backend;
312
313 /* GLSL shader private data */
314 struct shader_glsl_priv {
315     GLhandleARB             depth_blt_glsl_program_id;
316 };
317
318 /* ARB_program_shader private data */
319 struct shader_arb_priv {
320     GLuint                  depth_blt_vprogram_id;
321     GLuint                  depth_blt_fprogram_id;
322 };
323
324 /* X11 locking */
325
326 extern void (*wine_tsx11_lock_ptr)(void);
327 extern void (*wine_tsx11_unlock_ptr)(void);
328
329 /* As GLX relies on X, this is needed */
330 extern int num_lock;
331
332 #if 0
333 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
334 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
335 #else
336 #define ENTER_GL() wine_tsx11_lock_ptr()
337 #define LEAVE_GL() wine_tsx11_unlock_ptr()
338 #endif
339
340 /*****************************************************************************
341  * Defines
342  */
343
344 /* GL related defines */
345 /* ------------------ */
346 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
347 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
348 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
349 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
350
351 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
352 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
353 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
354 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
355
356 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
357 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
358 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
359 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
360
361 #define D3DCOLORTOGLFLOAT4(dw, vec) \
362   (vec)[0] = D3DCOLOR_R(dw); \
363   (vec)[1] = D3DCOLOR_G(dw); \
364   (vec)[2] = D3DCOLOR_B(dw); \
365   (vec)[3] = D3DCOLOR_A(dw);
366
367 /* DirectX Device Limits */
368 /* --------------------- */
369 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
370
371 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
372                             See MaxStreams in MSDN under GetDeviceCaps */
373                          /* Maximum number of constants provided to the shaders */
374 #define HIGHEST_TRANSFORMSTATE 512 
375                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
376
377 /* Checking of API calls */
378 /* --------------------- */
379 #define checkGLcall(A)                                          \
380 {                                                               \
381     GLint err = glGetError();                                   \
382     if (err == GL_NO_ERROR) {                                   \
383        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
384                                                                 \
385     } else do {                                                 \
386         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
387             debug_glerror(err), err, A, __FILE__, __LINE__);    \
388        err = glGetError();                                      \
389     } while (err != GL_NO_ERROR);                               \
390
391
392 /* Trace routines / diagnostics */
393 /* ---------------------------- */
394
395 /* Dump out a matrix and copy it */
396 #define conv_mat(mat,gl_mat)                                                                \
397 do {                                                                                        \
398     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
399     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
400     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
401     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
402     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
403 } while (0)
404
405 /* Macro to dump out the current state of the light chain */
406 #define DUMP_LIGHT_CHAIN()                    \
407 {                                             \
408   PLIGHTINFOEL *el = This->stateBlock->lights;\
409   while (el) {                                \
410     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
411     el = el->next;                            \
412   }                                           \
413 }
414
415 /* Trace vector and strided data information */
416 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
417 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
418         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);
419
420 /* Defines used for optimizations */
421
422 /*    Only reapply what is necessary */
423 #define REAPPLY_ALPHAOP  0x0001
424 #define REAPPLY_ALL      0xFFFF
425
426 /* Advance declaration of structures to satisfy compiler */
427 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
428 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
429 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
430 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
431
432 /* Global variables */
433 extern const float identity[16];
434
435 /*****************************************************************************
436  * Compilable extra diagnostics
437  */
438
439 /* Trace information per-vertex: (extremely high amount of trace) */
440 #if 0 /* NOTE: Must be 0 in cvs */
441 # define VTRACE(A) TRACE A
442 #else 
443 # define VTRACE(A) 
444 #endif
445
446 /* Checking of per-vertex related GL calls */
447 /* --------------------- */
448 #define vcheckGLcall(A)                                         \
449 {                                                               \
450     GLint err = glGetError();                                   \
451     if (err == GL_NO_ERROR) {                                   \
452        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
453                                                                 \
454     } else do {                                                 \
455         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
456             debug_glerror(err), err, A, __FILE__, __LINE__);    \
457        err = glGetError();                                      \
458     } while (err != GL_NO_ERROR);                               \
459 }
460
461 /* TODO: Confirm each of these works when wined3d move completed */
462 #if 0 /* NOTE: Must be 0 in cvs */
463   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
464      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
465      is enabled, and if it doesn't exist it is disabled. */
466 # define FRAME_DEBUGGING
467   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
468       the file is deleted                                                                            */
469 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
470 #  define SINGLE_FRAME_DEBUGGING
471 # endif  
472   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
473      It can only be enabled when FRAME_DEBUGGING is also enabled                               
474      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
475      array is drawn.                                                                            */
476 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
477 #  define SHOW_FRAME_MAKEUP 1
478 # endif  
479   /* The following, when enabled, lets you see the makeup of the all the textures used during each
480      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
481      The contents of the textures assigned to each stage are written into 
482      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
483 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
484 #  define SHOW_TEXTURE_MAKEUP 0
485 # endif  
486 extern BOOL isOn;
487 extern BOOL isDumpingFrames;
488 extern LONG primCounter;
489 #endif
490
491 /*****************************************************************************
492  * Prototypes
493  */
494
495 /* Routine common to the draw primitive and draw indexed primitive routines */
496 void drawPrimitive(IWineD3DDevice *iface,
497                     int PrimitiveType,
498                     long NumPrimitives,
499                     /* for Indexed: */
500                     long  StartVertexIndex,
501                     UINT  numberOfVertices,
502                     long  StartIdx,
503                     short idxBytes,
504                     const void *idxData,
505                     int   minIndex);
506
507 void primitiveDeclarationConvertToStridedData(
508      IWineD3DDevice *iface,
509      BOOL useVertexShaderFunction,
510      WineDirect3DVertexStridedData *strided,
511      BOOL *fixup);
512
513 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
514
515 typedef void (*glAttribFunc)(void *data);
516 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
517 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
518 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
519 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
520 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
521
522 #define eps 1e-8
523
524 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
525     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
526
527 void depth_copy(IWineD3DDevice *iface);
528
529 /* Routines and structures related to state management */
530 typedef struct WineD3DContext WineD3DContext;
531 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
532
533 #define STATE_RENDER(a) (a)
534 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
535
536 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
537 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
538
539 /* + 1 because samplers start with 0 */
540 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
541 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
542
543 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
544 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
545
546 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
547 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
548
549 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
550 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
551 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
552 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
553
554 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
555 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
556
557 #define STATE_VSHADER (STATE_VDECL + 1)
558 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
559
560 #define STATE_VIEWPORT (STATE_VSHADER + 1)
561 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
562
563 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
564 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
565 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
566 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
567
568 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
569 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
570
571 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
572 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
573
574 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
575 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
576
577 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
578
579 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
580
581 #define STATE_HIGHEST (STATE_FRONTFACE)
582
583 struct StateEntry
584 {
585     DWORD           representative;
586     APPLYSTATEFUNC  apply;
587 };
588
589 /* "Base" state table */
590 extern const struct StateEntry FFPStateTable[];
591
592 /* The new context manager that should deal with onscreen and offscreen rendering */
593 struct WineD3DContext {
594     /* State dirtification
595      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
596      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
597      * 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
598      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
599      */
600     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
601     DWORD                   numDirtyEntries;
602     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
603
604     IWineD3DSurface         *surface;
605     DWORD                   tid;    /* Thread ID which owns this context at the moment */
606
607     /* Stores some information about the context state for optimization */
608     GLint                   last_draw_buffer;
609     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
610     BOOL                    last_was_pshader;
611     BOOL                    last_was_vshader;
612     BOOL                    last_was_foggy_shader;
613     BOOL                    namedArraysLoaded, numberedArraysLoaded;
614     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
615     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
616     unsigned char           num_untracked_materials;
617     GLenum                  untracked_materials[2];
618     BOOL                    last_was_blit, last_was_ckey;
619     char                    texShaderBumpMap;
620     BOOL                    fog_coord;
621
622     char                    *vshader_const_dirty, *pshader_const_dirty;
623
624     /* The actual opengl context */
625     HGLRC                   glCtx;
626     HWND                    win_handle;
627     HDC                     hdc;
628     HPBUFFERARB             pbuffer;
629     BOOL                    isPBuffer;
630     GLint                   aux_buffers;
631 };
632
633 typedef enum ContextUsage {
634     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
635     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
636     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
637     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
638 } ContextUsage;
639
640 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
641 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
642 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
643 void apply_fbo_state(IWineD3DDevice *iface);
644
645 /* Macros for doing basic GPU detection based on opengl capabilities */
646 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
647 #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])
648 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
649 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
650
651 /* Default callbacks for implicit object destruction */
652 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
653
654 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
655
656 /*****************************************************************************
657  * Internal representation of a light
658  */
659 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
660 struct PLIGHTINFOEL {
661     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
662     DWORD        OriginalIndex;
663     LONG         glIndex;
664     BOOL         changed;
665     BOOL         enabledChanged;
666     BOOL         enabled;
667
668     /* Converted parms to speed up swapping lights */
669     float                         lightPosn[4];
670     float                         lightDirn[4];
671     float                         exponent;
672     float                         cutoff;
673
674     struct list entry;
675 };
676
677 /* The default light parameters */
678 extern const WINED3DLIGHT WINED3D_default_light;
679
680 typedef struct WineD3D_PixelFormat
681 {
682     int iPixelFormat; /* WGL pixel format */
683     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
684     int redSize, greenSize, blueSize, alphaSize;
685     int depthSize, stencilSize;
686     BOOL windowDrawable;
687     BOOL pbufferDrawable;
688     BOOL doubleBuffer;
689     int auxBuffers;
690     int numSamples;
691 } WineD3D_PixelFormat;
692
693 /* The adapter structure */
694 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
695 struct WineD3DAdapter
696 {
697     UINT                    num;
698     BOOL                    opengl;
699     POINT                   monitorPoint;
700     WineD3D_GL_Info         gl_info;
701     const char              *driver;
702     const char              *description;
703     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
704     int                     nCfgs;
705     WineD3D_PixelFormat     *cfgs;
706     BOOL                    brokenStencil; /* Set on cards which only offer mixed depth+stencil */
707     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
708     unsigned int            UsedTextureRam;
709 };
710
711 extern BOOL InitAdapters(void);
712 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
713 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
714
715 /*****************************************************************************
716  * High order patch management
717  */
718 struct WineD3DRectPatch
719 {
720     UINT                            Handle;
721     float                          *mem;
722     WineDirect3DVertexStridedData   strided;
723     WINED3DRECTPATCH_INFO           RectPatchInfo;
724     float                           numSegs[4];
725     char                            has_normals, has_texcoords;
726     struct list                     entry;
727 };
728
729 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
730
731 enum projection_types
732 {
733     proj_none,
734     proj_count3,
735     proj_count4
736 };
737
738 /*****************************************************************************
739  * Fixed function pipeline replacements
740  */
741 struct texture_stage_op
742 {
743     WINED3DTEXTUREOP        cop, aop;
744     DWORD                   carg1, carg2, carg0;
745     DWORD                   aarg1, aarg2, aarg0;
746     WINED3DFORMAT           color_correction;
747     DWORD                   dst;
748     enum projection_types   projected;
749 };
750
751 struct ffp_desc
752 {
753     struct texture_stage_op     op[MAX_TEXTURES];
754     struct list                 entry;
755 };
756
757 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock,struct texture_stage_op op[MAX_TEXTURES]);
758 struct ffp_desc *find_ffp_shader(struct list *shaders, struct texture_stage_op op[MAX_TEXTURES]);
759 void add_ffp_shader(struct list *shaders, struct ffp_desc *desc);
760
761 /*****************************************************************************
762  * IWineD3D implementation structure
763  */
764 typedef struct IWineD3DImpl
765 {
766     /* IUnknown fields */
767     const IWineD3DVtbl     *lpVtbl;
768     LONG                    ref;     /* Note: Ref counting not required */
769
770     /* WineD3D Information */
771     IUnknown               *parent;
772     UINT                    dxVersion;
773 } IWineD3DImpl;
774
775 extern const IWineD3DVtbl IWineD3D_Vtbl;
776
777 /* TODO: setup some flags in the registry to enable, disable pbuffer support
778 (since it will break quite a few things until contexts are managed properly!) */
779 extern BOOL pbuffer_support;
780 /* allocate one pbuffer per surface */
781 extern BOOL pbuffer_per_surface;
782
783 /* A helper function that dumps a resource list */
784 void dumpResources(struct list *list);
785
786 /*****************************************************************************
787  * IWineD3DDevice implementation structure
788  */
789 struct IWineD3DDeviceImpl
790 {
791     /* IUnknown fields      */
792     const IWineD3DDeviceVtbl *lpVtbl;
793     LONG                    ref;     /* Note: Ref counting not required */
794
795     /* WineD3D Information  */
796     IUnknown               *parent;
797     IWineD3D               *wineD3D;
798     struct WineD3DAdapter  *adapter;
799
800     /* Window styles to restore when switching fullscreen mode */
801     LONG                    style;
802     LONG                    exStyle;
803
804     /* X and GL Information */
805     GLint                   maxConcurrentLights;
806     GLenum                  offscreenBuffer;
807
808     /* Selected capabilities */
809     int vs_selected_mode;
810     int ps_selected_mode;
811     const shader_backend_t *shader_backend;
812     hash_table_t *glsl_program_lookup;
813     void *shader_priv;
814
815     /* To store */
816     BOOL                    view_ident;        /* true iff view matrix is identity                */
817     BOOL                    untransformed;
818     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
819     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
820
821     /* State block related */
822     BOOL                    isRecordingState;
823     IWineD3DStateBlockImpl *stateBlock;
824     IWineD3DStateBlockImpl *updateStateBlock;
825     BOOL                   isInDraw;
826
827     /* Internal use fields  */
828     WINED3DDEVICE_CREATION_PARAMETERS createParms;
829     UINT                            adapterNo;
830     WINED3DDEVTYPE                  devType;
831
832     IWineD3DSwapChain     **swapchains;
833     UINT                    NumberOfSwapChains;
834
835     struct list             resources; /* a linked list to track resources created by the device */
836     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
837     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
838
839     /* Render Target Support */
840     IWineD3DSurface       **render_targets;
841     IWineD3DSurface        *auto_depth_stencil_buffer;
842     IWineD3DSurface       **fbo_color_attachments;
843     IWineD3DSurface        *fbo_depth_attachment;
844
845     IWineD3DSurface        *stencilBufferTarget;
846
847     /* Caches to avoid unneeded context changes */
848     IWineD3DSurface        *lastActiveRenderTarget;
849     IWineD3DSwapChain      *lastActiveSwapChain;
850
851     /* palettes texture management */
852     UINT                    NumberOfPalettes;
853     PALETTEENTRY            **palettes;
854     UINT                    currentPalette;
855     UINT                    paletteConversionShader;
856
857     /* For rendering to a texture using glCopyTexImage */
858     BOOL                    render_offscreen;
859     WINED3D_DEPTHCOPYSTATE  depth_copy_state;
860     GLuint                  fbo;
861     GLuint                  src_fbo;
862     GLuint                  dst_fbo;
863     GLenum                  *draw_buffers;
864     GLuint                  depth_blt_texture;
865
866     /* Cursor management */
867     BOOL                    bCursorVisible;
868     UINT                    xHotSpot;
869     UINT                    yHotSpot;
870     UINT                    xScreenSpace;
871     UINT                    yScreenSpace;
872     UINT                    cursorWidth, cursorHeight;
873     GLuint                  cursorTexture;
874     BOOL                    haveHardwareCursor;
875     HCURSOR                 hardwareCursor;
876
877     /* The Wine logo surface */
878     IWineD3DSurface        *logo_surface;
879
880     /* Textures for when no other textures are mapped */
881     UINT                          dummyTextureName[MAX_TEXTURES];
882
883     /* Debug stream management */
884     BOOL                     debug;
885
886     /* Device state management */
887     HRESULT                 state;
888     BOOL                    d3d_initialized;
889
890     /* A flag to check for proper BeginScene / EndScene call pairs */
891     BOOL inScene;
892
893     /* process vertex shaders using software or hardware */
894     BOOL softwareVertexProcessing;
895
896     /* DirectDraw stuff */
897     HWND ddraw_window;
898     IWineD3DSurface *ddraw_primary;
899     DWORD ddraw_width, ddraw_height;
900     WINED3DFORMAT ddraw_format;
901     BOOL ddraw_fullscreen;
902
903     /* Final position fixup constant */
904     float                       posFixup[4];
905
906     /* With register combiners we can skip junk texture stages */
907     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
908     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
909     BOOL                      fixed_function_usage_map[MAX_TEXTURES];
910
911     /* Stream source management */
912     WineDirect3DVertexStridedData strided_streams;
913     WineDirect3DVertexStridedData *up_strided;
914     BOOL                      useDrawStridedSlow;
915     BOOL                      instancedDraw;
916
917     /* Context management */
918     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
919     WineD3DContext          *activeContext;
920     DWORD                   lastThread;
921     UINT                    numContexts;
922     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
923     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
924
925     /* High level patch management */
926 #define PATCHMAP_SIZE 43
927 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
928     struct list             patches[PATCHMAP_SIZE];
929     struct WineD3DRectPatch *currentPatch;
930 };
931
932 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
933
934 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
935                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
936                                         float Z, DWORD Stencil);
937 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
938 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
939 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
940     DWORD idx = state >> 5;
941     BYTE shift = state & 0x1f;
942     return context->isStateDirty[idx] & (1 << shift);
943 }
944
945 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
946 typedef struct PrivateData
947 {
948     struct list entry;
949
950     GUID tag;
951     DWORD flags; /* DDSPD_* */
952     DWORD uniqueness_value;
953
954     union
955     {
956         LPVOID data;
957         LPUNKNOWN object;
958     } ptr;
959
960     DWORD size;
961 } PrivateData;
962
963 /*****************************************************************************
964  * IWineD3DResource implementation structure
965  */
966 typedef struct IWineD3DResourceClass
967 {
968     /* IUnknown fields */
969     LONG                    ref;     /* Note: Ref counting not required */
970
971     /* WineD3DResource Information */
972     IUnknown               *parent;
973     WINED3DRESOURCETYPE     resourceType;
974     IWineD3DDeviceImpl     *wineD3DDevice;
975     WINED3DPOOL             pool;
976     UINT                    size;
977     DWORD                   usage;
978     WINED3DFORMAT           format;
979     BYTE                   *allocatedMemory; /* Pointer to the real data location */
980     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
981     struct list             privateData;
982     struct list             resource_list_entry;
983
984 } IWineD3DResourceClass;
985
986 typedef struct IWineD3DResourceImpl
987 {
988     /* IUnknown & WineD3DResource Information     */
989     const IWineD3DResourceVtbl *lpVtbl;
990     IWineD3DResourceClass   resource;
991 } IWineD3DResourceImpl;
992
993 /* Tests show that the start address of resources is 32 byte aligned */
994 #define RESOURCE_ALIGNMENT 32
995
996 /*****************************************************************************
997  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
998  */
999 enum vbo_conversion_type {
1000     CONV_NONE               = 0,
1001     CONV_D3DCOLOR           = 1,
1002     CONV_POSITIONT          = 2,
1003     CONV_FLOAT16_2          = 3 /* Also handles FLOAT16_4 */
1004
1005     /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1006      * fixed function semantics as D3DCOLOR or FLOAT16
1007      */
1008 };
1009
1010 typedef struct IWineD3DVertexBufferImpl
1011 {
1012     /* IUnknown & WineD3DResource Information     */
1013     const IWineD3DVertexBufferVtbl *lpVtbl;
1014     IWineD3DResourceClass     resource;
1015
1016     /* WineD3DVertexBuffer specifics */
1017     DWORD                     fvf;
1018
1019     /* Vertex buffer object support */
1020     GLuint                    vbo;
1021     BYTE                      Flags;
1022     LONG                      bindCount;
1023     LONG                      vbo_size;
1024     GLenum                    vbo_usage;
1025
1026     UINT                      dirtystart, dirtyend;
1027     LONG                      lockcount;
1028
1029     LONG                      declChanges, draws;
1030     /* Last description of the buffer */
1031     DWORD                     stride;       /* 0 if no conversion               */
1032     enum vbo_conversion_type  *conv_map;    /* NULL if no conversion            */
1033
1034     /* Extra load offsets, for FLOAT16 conversion */
1035     DWORD                     *conv_shift;  /* NULL if no shifted conversion    */
1036     DWORD                     conv_stride;  /* 0 if no shifted conversion       */
1037 } IWineD3DVertexBufferImpl;
1038
1039 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1040
1041 #define VBFLAG_OPTIMIZED      0x01    /* Optimize has been called for the VB */
1042 #define VBFLAG_DIRTY          0x02    /* Buffer data has been modified */
1043 #define VBFLAG_HASDESC        0x04    /* A vertex description has been found */
1044 #define VBFLAG_CREATEVBO      0x08    /* Attempt to create a VBO next PreLoad */
1045
1046 /*****************************************************************************
1047  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1048  */
1049 typedef struct IWineD3DIndexBufferImpl
1050 {
1051     /* IUnknown & WineD3DResource Information     */
1052     const IWineD3DIndexBufferVtbl *lpVtbl;
1053     IWineD3DResourceClass     resource;
1054
1055     GLuint                    vbo;
1056     UINT                      dirtystart, dirtyend;
1057     LONG                      lockcount;
1058
1059     /* WineD3DVertexBuffer specifics */
1060 } IWineD3DIndexBufferImpl;
1061
1062 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1063
1064 /*****************************************************************************
1065  * IWineD3DBaseTexture D3D- > openGL state map lookups
1066  */
1067 #define WINED3DFUNC_NOTSUPPORTED  -2
1068 #define WINED3DFUNC_UNIMPLEMENTED -1
1069
1070 typedef enum winetexturestates {
1071     WINED3DTEXSTA_ADDRESSU       = 0,
1072     WINED3DTEXSTA_ADDRESSV       = 1,
1073     WINED3DTEXSTA_ADDRESSW       = 2,
1074     WINED3DTEXSTA_BORDERCOLOR    = 3,
1075     WINED3DTEXSTA_MAGFILTER      = 4,
1076     WINED3DTEXSTA_MINFILTER      = 5,
1077     WINED3DTEXSTA_MIPFILTER      = 6,
1078     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1079     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1080     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1081     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1082     WINED3DTEXSTA_DMAPOFFSET     = 11,
1083     WINED3DTEXSTA_TSSADDRESSW    = 12,
1084     MAX_WINETEXTURESTATES        = 13,
1085 } winetexturestates;
1086
1087 /*****************************************************************************
1088  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1089  */
1090 typedef struct IWineD3DBaseTextureClass
1091 {
1092     UINT                    levels;
1093     BOOL                    dirty;
1094     UINT                    textureName;
1095     UINT                    LOD;
1096     WINED3DTEXTUREFILTERTYPE filterType;
1097     DWORD                   states[MAX_WINETEXTURESTATES];
1098     LONG                    bindCount;
1099     DWORD                   sampler;
1100     BOOL                    is_srgb;
1101     UINT                    srgb_mode_change_count;
1102     WINED3DFORMAT           shader_conversion_group;
1103     float                   pow2Matrix[16];
1104     minMipLookup_t          *minMipLookup;
1105     magLookup_t             *magLookup;
1106 } IWineD3DBaseTextureClass;
1107
1108 typedef struct IWineD3DBaseTextureImpl
1109 {
1110     /* IUnknown & WineD3DResource Information     */
1111     const IWineD3DBaseTextureVtbl *lpVtbl;
1112     IWineD3DResourceClass     resource;
1113     IWineD3DBaseTextureClass  baseTexture;
1114
1115 } IWineD3DBaseTextureImpl;
1116
1117 /*****************************************************************************
1118  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1119  */
1120 typedef struct IWineD3DTextureImpl
1121 {
1122     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1123     const IWineD3DTextureVtbl *lpVtbl;
1124     IWineD3DResourceClass     resource;
1125     IWineD3DBaseTextureClass  baseTexture;
1126
1127     /* IWineD3DTexture */
1128     IWineD3DSurface          *surfaces[MAX_LEVELS];
1129     
1130     UINT                      width;
1131     UINT                      height;
1132     UINT                      target;
1133
1134 } IWineD3DTextureImpl;
1135
1136 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1137
1138 /*****************************************************************************
1139  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1140  */
1141 typedef struct IWineD3DCubeTextureImpl
1142 {
1143     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1144     const IWineD3DCubeTextureVtbl *lpVtbl;
1145     IWineD3DResourceClass     resource;
1146     IWineD3DBaseTextureClass  baseTexture;
1147
1148     /* IWineD3DCubeTexture */
1149     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
1150
1151     UINT                      edgeLength;
1152 } IWineD3DCubeTextureImpl;
1153
1154 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1155
1156 typedef struct _WINED3DVOLUMET_DESC
1157 {
1158     UINT                    Width;
1159     UINT                    Height;
1160     UINT                    Depth;
1161 } WINED3DVOLUMET_DESC;
1162
1163 /*****************************************************************************
1164  * IWineD3DVolume implementation structure (extends IUnknown)
1165  */
1166 typedef struct IWineD3DVolumeImpl
1167 {
1168     /* IUnknown & WineD3DResource fields */
1169     const IWineD3DVolumeVtbl  *lpVtbl;
1170     IWineD3DResourceClass      resource;
1171
1172     /* WineD3DVolume Information */
1173     WINED3DVOLUMET_DESC      currentDesc;
1174     IWineD3DBase            *container;
1175     UINT                    bytesPerPixel;
1176
1177     BOOL                    lockable;
1178     BOOL                    locked;
1179     WINED3DBOX              lockedBox;
1180     WINED3DBOX              dirtyBox;
1181     BOOL                    dirty;
1182
1183
1184 } IWineD3DVolumeImpl;
1185
1186 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1187
1188 /*****************************************************************************
1189  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1190  */
1191 typedef struct IWineD3DVolumeTextureImpl
1192 {
1193     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1194     const IWineD3DVolumeTextureVtbl *lpVtbl;
1195     IWineD3DResourceClass     resource;
1196     IWineD3DBaseTextureClass  baseTexture;
1197
1198     /* IWineD3DVolumeTexture */
1199     IWineD3DVolume           *volumes[MAX_LEVELS];
1200
1201     UINT                      width;
1202     UINT                      height;
1203     UINT                      depth;
1204 } IWineD3DVolumeTextureImpl;
1205
1206 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1207
1208 typedef struct _WINED3DSURFACET_DESC
1209 {
1210     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1211     DWORD                   MultiSampleQuality;
1212     UINT                    Width;
1213     UINT                    Height;
1214 } WINED3DSURFACET_DESC;
1215
1216 /*****************************************************************************
1217  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1218  */
1219 typedef struct wineD3DSurface_DIB {
1220     HBITMAP DIBsection;
1221     void* bitmap_data;
1222     UINT bitmap_size;
1223     HGDIOBJ holdbitmap;
1224     BOOL client_memory;
1225 } wineD3DSurface_DIB;
1226
1227 typedef struct {
1228     struct list entry;
1229     GLuint id;
1230     UINT width;
1231     UINT height;
1232 } renderbuffer_entry_t;
1233
1234 /*****************************************************************************
1235  * IWineD3DClipp implementation structure
1236  */
1237 typedef struct IWineD3DClipperImpl
1238 {
1239     const IWineD3DClipperVtbl *lpVtbl;
1240     LONG ref;
1241
1242     IUnknown *Parent;
1243     HWND hWnd;
1244 } IWineD3DClipperImpl;
1245
1246
1247 /*****************************************************************************
1248  * IWineD3DSurface implementation structure
1249  */
1250 struct IWineD3DSurfaceImpl
1251 {
1252     /* IUnknown & IWineD3DResource Information     */
1253     const IWineD3DSurfaceVtbl *lpVtbl;
1254     IWineD3DResourceClass     resource;
1255
1256     /* IWineD3DSurface fields */
1257     IWineD3DBase              *container;
1258     WINED3DSURFACET_DESC      currentDesc;
1259     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1260     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1261
1262     UINT                      bytesPerPixel;
1263
1264     /* TODO: move this off into a management class(maybe!) */
1265     DWORD                      Flags;
1266
1267     UINT                      pow2Width;
1268     UINT                      pow2Height;
1269
1270     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1271     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1272
1273     /* Oversized texture */
1274     RECT                      glRect;
1275
1276     /* PBO */
1277     GLuint                    pbo;
1278
1279     RECT                      lockedRect;
1280     RECT                      dirtyRect;
1281     int                       lockCount;
1282 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1283
1284     glDescriptor              glDescription;
1285     BOOL                      srgb;
1286
1287     /* For GetDC */
1288     wineD3DSurface_DIB        dib;
1289     HDC                       hDC;
1290
1291     /* Color keys for DDraw */
1292     WINEDDCOLORKEY            DestBltCKey;
1293     WINEDDCOLORKEY            DestOverlayCKey;
1294     WINEDDCOLORKEY            SrcOverlayCKey;
1295     WINEDDCOLORKEY            SrcBltCKey;
1296     DWORD                     CKeyFlags;
1297
1298     WINEDDCOLORKEY            glCKey;
1299
1300     struct list               renderbuffers;
1301     renderbuffer_entry_t      *current_renderbuffer;
1302
1303     /* DirectDraw clippers */
1304     IWineD3DClipper           *clipper;
1305 };
1306
1307 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1308 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1309
1310 /* Predeclare the shared Surface functions */
1311 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1312 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1313 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1314 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1315 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1316 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1317 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1318 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1319 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1320 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1321 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1322 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1323 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1324 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1325 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1326 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1327 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1328 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1329 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1330 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1331 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1332 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1333 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1334 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1335 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1336 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1337 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1338 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1339 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1340 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1341 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1342 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1343 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1344 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1345
1346 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1347
1348 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1349 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1350 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1351 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1352
1353 /* Surface flags: */
1354 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
1355 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
1356 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for GetDC */
1357 #define SFLAG_LOCKABLE    0x00000008 /* Surface can be locked */
1358 #define SFLAG_DISCARD     0x00000010 /* ??? */
1359 #define SFLAG_LOCKED      0x00000020 /* Surface is locked atm */
1360 #define SFLAG_INTEXTURE   0x00000040 /* The GL texture contains the newest surface content */
1361 #define SFLAG_INDRAWABLE  0x00000080 /* The gl drawable contains the most up to date data */
1362 #define SFLAG_INSYSMEM    0x00000100 /* The system memory copy is most up to date */
1363 #define SFLAG_NONPOW2     0x00000200 /* Surface sizes are not a power of 2 */
1364 #define SFLAG_DYNLOCK     0x00000400 /* Surface is often locked by the app */
1365 #define SFLAG_DYNCHANGE   0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1366 #define SFLAG_DCINUSE     0x00001000 /* Set between GetDC and ReleaseDC calls */
1367 #define SFLAG_LOST        0x00002000 /* Surface lost flag for DDraw */
1368 #define SFLAG_USERPTR     0x00004000 /* The application allocated the memory for this surface */
1369 #define SFLAG_GLCKEY      0x00008000 /* The gl texture was created with a color key */
1370 #define SFLAG_CLIENT      0x00010000 /* GL_APPLE_client_storage is used on that texture */
1371 #define SFLAG_ALLOCATED   0x00020000 /* A gl texture is allocated for this surface */
1372 #define SFLAG_PBO         0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1373 #define SFLAG_NORMCOORD   0x00080000   /* Set if the GL texture coords are normalized(non-texture rectangle) */
1374
1375 /* In some conditions the surface memory must not be freed:
1376  * SFLAG_OVERSIZE: Not all data can be kept in GL
1377  * SFLAG_CONVERTED: Converting the data back would take too long
1378  * SFLAG_DIBSECTION: The dib code manages the memory
1379  * SFLAG_LOCKED: The app requires access to the surface data
1380  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1381  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1382  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1383  * SFLAG_CLIENT: OpenGL uses our memory as backup
1384  */
1385 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
1386                           SFLAG_CONVERTED  | \
1387                           SFLAG_DIBSECTION | \
1388                           SFLAG_LOCKED     | \
1389                           SFLAG_DYNLOCK    | \
1390                           SFLAG_DYNCHANGE  | \
1391                           SFLAG_USERPTR    | \
1392                           SFLAG_PBO        | \
1393                           SFLAG_CLIENT)
1394
1395 #define SFLAG_LOCATIONS  (SFLAG_INSYSMEM   | \
1396                           SFLAG_INTEXTURE  | \
1397                           SFLAG_INDRAWABLE)
1398 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1399
1400 typedef enum {
1401     NO_CONVERSION,
1402     CONVERT_PALETTED,
1403     CONVERT_PALETTED_CK,
1404     CONVERT_CK_565,
1405     CONVERT_CK_5551,
1406     CONVERT_CK_4444,
1407     CONVERT_CK_4444_ARGB,
1408     CONVERT_CK_1555,
1409     CONVERT_555,
1410     CONVERT_CK_RGB24,
1411     CONVERT_CK_8888,
1412     CONVERT_CK_8888_ARGB,
1413     CONVERT_RGB32_888,
1414     CONVERT_V8U8,
1415     CONVERT_L6V5U5,
1416     CONVERT_X8L8V8U8,
1417     CONVERT_Q8W8V8U8,
1418     CONVERT_V16U16,
1419     CONVERT_A4L4,
1420     CONVERT_R32F,
1421     CONVERT_R16F,
1422     CONVERT_G16R16,
1423 } CONVERT_TYPES;
1424
1425 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);
1426
1427 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1428
1429 /*****************************************************************************
1430  * IWineD3DVertexDeclaration implementation structure
1431  */
1432 typedef struct attrib_declaration {
1433     DWORD usage;
1434     DWORD idx;
1435 } attrib_declaration;
1436
1437 #define MAX_ATTRIBS 16
1438
1439 typedef struct IWineD3DVertexDeclarationImpl {
1440     /* IUnknown  Information */
1441     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1442     LONG                    ref;
1443
1444     IUnknown                *parent;
1445     IWineD3DDeviceImpl      *wineD3DDevice;
1446
1447     WINED3DVERTEXELEMENT    *pDeclarationWine;
1448     UINT                    declarationWNumElements;
1449
1450     DWORD                   streams[MAX_STREAMS];
1451     UINT                    num_streams;
1452     BOOL                    position_transformed;
1453     BOOL                    half_float_conv_needed;
1454
1455     /* Ordered array of declaration types that need swizzling in a vshader */
1456     attrib_declaration      swizzled_attribs[MAX_ATTRIBS];
1457     UINT                    num_swizzled_attribs;
1458 } IWineD3DVertexDeclarationImpl;
1459
1460 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1461
1462 /*****************************************************************************
1463  * IWineD3DStateBlock implementation structure
1464  */
1465
1466 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1467 /*   Note: Very long winded but gl Lists are not flexible enough */
1468 /*   to resolve everything we need, so doing it manually for now */
1469 typedef struct SAVEDSTATES {
1470         BOOL                      indices;
1471         BOOL                      material;
1472         BOOL                      fvf;
1473         BOOL                      streamSource[MAX_STREAMS];
1474         BOOL                      streamFreq[MAX_STREAMS];
1475         BOOL                      textures[MAX_COMBINED_SAMPLERS];
1476         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1477         BOOL                      viewport;
1478         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1479         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1480         BOOL                      samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1481         BOOL                      clipplane[MAX_CLIPPLANES];
1482         BOOL                      vertexDecl;
1483         BOOL                      pixelShader;
1484         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1485         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1486         BOOL                     *pixelShaderConstantsF;
1487         BOOL                      vertexShader;
1488         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1489         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1490         BOOL                     *vertexShaderConstantsF;
1491         BOOL                      scissorRect;
1492 } SAVEDSTATES;
1493
1494 typedef struct {
1495     struct  list entry;
1496     DWORD   count;
1497     DWORD   idx[13];
1498 } constants_entry;
1499
1500 struct StageState {
1501     DWORD stage;
1502     DWORD state;
1503 };
1504
1505 struct IWineD3DStateBlockImpl
1506 {
1507     /* IUnknown fields */
1508     const IWineD3DStateBlockVtbl *lpVtbl;
1509     LONG                      ref;     /* Note: Ref counting not required */
1510
1511     /* IWineD3DStateBlock information */
1512     IUnknown                 *parent;
1513     IWineD3DDeviceImpl       *wineD3DDevice;
1514     WINED3DSTATEBLOCKTYPE     blockType;
1515
1516     /* Array indicating whether things have been set or changed */
1517     SAVEDSTATES               changed;
1518     struct list               set_vconstantsF;
1519     struct list               set_pconstantsF;
1520
1521     /* Drawing - Vertex Shader or FVF related */
1522     DWORD                     fvf;
1523     /* Vertex Shader Declaration */
1524     IWineD3DVertexDeclaration *vertexDecl;
1525
1526     IWineD3DVertexShader      *vertexShader;
1527
1528     /* Vertex Shader Constants */
1529     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1530     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1531     float                     *vertexShaderConstantF;
1532
1533     /* Stream Source */
1534     BOOL                      streamIsUP;
1535     UINT                      streamStride[MAX_STREAMS];
1536     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1537     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1538     UINT                      streamFreq[MAX_STREAMS + 1];
1539     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1540
1541     /* Indices */
1542     IWineD3DIndexBuffer*      pIndexData;
1543     INT                       baseVertexIndex;
1544     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1545
1546     /* Transform */
1547     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1548
1549     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1550 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1551 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1552     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1553     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1554
1555     /* Clipping */
1556     double                    clipplane[MAX_CLIPPLANES][4];
1557     WINED3DCLIPSTATUS         clip_status;
1558
1559     /* ViewPort */
1560     WINED3DVIEWPORT           viewport;
1561
1562     /* Material */
1563     WINED3DMATERIAL           material;
1564
1565     /* Pixel Shader */
1566     IWineD3DPixelShader      *pixelShader;
1567
1568     /* Pixel Shader Constants */
1569     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1570     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1571     float                     *pixelShaderConstantF;
1572
1573     /* RenderState */
1574     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1575
1576     /* Texture */
1577     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1578     int                       textureDimensions[MAX_COMBINED_SAMPLERS];
1579
1580     /* Texture State Stage */
1581     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1582     DWORD                     lowest_disabled_stage;
1583     /* Sampler States */
1584     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1585
1586     /* Current GLSL Shader Program */
1587     struct glsl_shader_prog_link *glsl_program;
1588
1589     /* Scissor test rectangle */
1590     RECT                      scissorRect;
1591
1592     /* Contained state management */
1593     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1594     unsigned int              num_contained_render_states;
1595     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1596     unsigned int              num_contained_transform_states;
1597     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1598     unsigned int              num_contained_vs_consts_i;
1599     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1600     unsigned int              num_contained_vs_consts_b;
1601     DWORD                     *contained_vs_consts_f;
1602     unsigned int              num_contained_vs_consts_f;
1603     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1604     unsigned int              num_contained_ps_consts_i;
1605     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1606     unsigned int              num_contained_ps_consts_b;
1607     DWORD                     *contained_ps_consts_f;
1608     unsigned int              num_contained_ps_consts_f;
1609     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1610     unsigned int              num_contained_tss_states;
1611     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1612     unsigned int              num_contained_sampler_states;
1613 };
1614
1615 extern void stateblock_savedstates_set(
1616     IWineD3DStateBlock* iface,
1617     SAVEDSTATES* states,
1618     BOOL value);
1619
1620 extern void stateblock_savedstates_copy(
1621     IWineD3DStateBlock* iface,
1622     SAVEDSTATES* dest,
1623     SAVEDSTATES* source);
1624
1625 extern void stateblock_copy(
1626     IWineD3DStateBlock* destination,
1627     IWineD3DStateBlock* source);
1628
1629 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1630
1631 /* Direct3D terminology with little modifications. We do not have an issued state
1632  * because only the driver knows about it, but we have a created state because d3d
1633  * allows GetData on a created issue, but opengl doesn't
1634  */
1635 enum query_state {
1636     QUERY_CREATED,
1637     QUERY_SIGNALLED,
1638     QUERY_BUILDING
1639 };
1640 /*****************************************************************************
1641  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1642  */
1643 typedef struct IWineD3DQueryImpl
1644 {
1645     const IWineD3DQueryVtbl  *lpVtbl;
1646     LONG                      ref;     /* Note: Ref counting not required */
1647     
1648     IUnknown                 *parent;
1649     /*TODO: replace with iface usage */
1650 #if 0
1651     IWineD3DDevice         *wineD3DDevice;
1652 #else
1653     IWineD3DDeviceImpl       *wineD3DDevice;
1654 #endif
1655
1656     /* IWineD3DQuery fields */
1657     enum query_state         state;
1658     WINED3DQUERYTYPE         type;
1659     /* TODO: Think about using a IUnknown instead of a void* */
1660     void                     *extendedData;
1661     
1662   
1663 } IWineD3DQueryImpl;
1664
1665 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1666 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1667 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1668
1669 /* Datastructures for IWineD3DQueryImpl.extendedData */
1670 typedef struct  WineQueryOcclusionData {
1671     GLuint  queryId;
1672     WineD3DContext *ctx;
1673 } WineQueryOcclusionData;
1674
1675 typedef struct  WineQueryEventData {
1676     GLuint  fenceId;
1677     WineD3DContext *ctx;
1678 } WineQueryEventData;
1679
1680 /*****************************************************************************
1681  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1682  */
1683
1684 typedef struct IWineD3DSwapChainImpl
1685 {
1686     /*IUnknown part*/
1687     const IWineD3DSwapChainVtbl *lpVtbl;
1688     LONG                      ref;     /* Note: Ref counting not required */
1689
1690     IUnknown                 *parent;
1691     IWineD3DDeviceImpl       *wineD3DDevice;
1692
1693     /* IWineD3DSwapChain fields */
1694     IWineD3DSurface         **backBuffer;
1695     IWineD3DSurface          *frontBuffer;
1696     BOOL                      wantsDepthStencilBuffer;
1697     WINED3DPRESENT_PARAMETERS presentParms;
1698     DWORD                     orig_width, orig_height;
1699     WINED3DFORMAT             orig_fmt;
1700
1701     long prev_time, frames;   /* Performance tracking */
1702     unsigned int vSyncCounter;
1703
1704     WineD3DContext        **context; /* Later a array for multithreading */
1705     unsigned int            num_contexts;
1706
1707     HWND                    win_handle;
1708 } IWineD3DSwapChainImpl;
1709
1710 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1711
1712 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1713
1714 /*****************************************************************************
1715  * Utility function prototypes 
1716  */
1717
1718 /* Trace routines */
1719 const char* debug_d3dformat(WINED3DFORMAT fmt);
1720 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1721 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1722 const char* debug_d3dusage(DWORD usage);
1723 const char* debug_d3dusagequery(DWORD usagequery);
1724 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1725 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1726 const char* debug_d3ddeclusage(BYTE usage);
1727 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1728 const char* debug_d3drenderstate(DWORD state);
1729 const char* debug_d3dsamplerstate(DWORD state);
1730 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1731 const char* debug_d3dtexturestate(DWORD state);
1732 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1733 const char* debug_d3dpool(WINED3DPOOL pool);
1734 const char *debug_fbostatus(GLenum status);
1735 const char *debug_glerror(GLenum error);
1736 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1737 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1738
1739 /* Routines for GL <-> D3D values */
1740 GLenum StencilOp(DWORD op);
1741 GLenum CompareFunc(DWORD func);
1742 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1743 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
1744 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1745 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1746
1747 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1748 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1749
1750 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1751 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1752
1753 /* Math utils */
1754 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1755 unsigned int count_bits(unsigned int mask);
1756
1757 /*****************************************************************************
1758  * To enable calling of inherited functions, requires prototypes 
1759  *
1760  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1761  */
1762     /*** IUnknown methods ***/
1763     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1764     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1765     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1766     /*** IWineD3DResource methods ***/
1767     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1768     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1769     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1770     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1771     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1772     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1773     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1774     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1775     extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1776     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1777     /*** class static members ***/
1778     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1779
1780     /*** IUnknown methods ***/
1781     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1782     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1783     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1784     /*** IWineD3DResource methods ***/
1785     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1786     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1787     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1788     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1789     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1790     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1791     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1792     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1793     extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1794     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1795     /*** IWineD3DBaseTexture methods ***/
1796     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1797     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1798     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1799     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1800     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1801     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1802     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1803     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1804
1805     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1806     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1807     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1808     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1809     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1810     /*** class static members ***/
1811     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1812
1813 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1814
1815 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1816  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1817  * used if the user is using GLSL shaders. */
1818 struct glsl_shader_prog_link {
1819     struct list             vshader_entry;
1820     struct list             pshader_entry;
1821     GLhandleARB             programId;
1822     GLhandleARB             *vuniformF_locations;
1823     GLhandleARB             *puniformF_locations;
1824     GLhandleARB             vuniformI_locations[MAX_CONST_I];
1825     GLhandleARB             puniformI_locations[MAX_CONST_I];
1826     GLhandleARB             posFixup_location;
1827     GLhandleARB             bumpenvmat_location[MAX_TEXTURES];
1828     GLhandleARB             luminancescale_location[MAX_TEXTURES];
1829     GLhandleARB             luminanceoffset_location[MAX_TEXTURES];
1830     GLhandleARB             srgb_comparison_location;
1831     GLhandleARB             srgb_mul_low_location;
1832     GLhandleARB             ycorrection_location;
1833     GLhandleARB             vshader;
1834     GLhandleARB             pshader;
1835 };
1836
1837 typedef struct {
1838     GLhandleARB vshader;
1839     GLhandleARB pshader;
1840 } glsl_program_key_t;
1841
1842 /* TODO: Make this dynamic, based on shader limits ? */
1843 #define MAX_REG_ADDR 1
1844 #define MAX_REG_TEMP 32
1845 #define MAX_REG_TEXCRD 8
1846 #define MAX_REG_INPUT 12
1847 #define MAX_REG_OUTPUT 12
1848 #define MAX_CONST_I 16
1849 #define MAX_CONST_B 16
1850
1851 /* FIXME: This needs to go up to 2048 for
1852  * Shader model 3 according to msdn (and for software shaders) */
1853 #define MAX_LABELS 16
1854
1855 typedef struct semantic {
1856     DWORD usage;
1857     DWORD reg;
1858 } semantic;
1859
1860 typedef struct local_constant {
1861     struct list entry;
1862     unsigned int idx;
1863     DWORD value[4];
1864 } local_constant;
1865
1866 typedef struct shader_reg_maps {
1867
1868     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1869     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1870     char address[MAX_REG_ADDR];             /* vertex */
1871     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1872     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1873     char attributes[MAX_ATTRIBS];           /* vertex */
1874     char labels[MAX_LABELS];                /* pixel, vertex */
1875     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
1876
1877     /* Sampler usage tokens 
1878      * Use 0 as default (bit 31 is always 1 on a valid token) */
1879     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1880     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1881     char usesnrm, vpos, usesdsy;
1882     char usesrelconstF;
1883
1884     /* Whether or not loops are used in this shader, and nesting depth */
1885     unsigned loop_depth;
1886
1887     /* Whether or not this shader uses fog */
1888     char fog;
1889
1890 } shader_reg_maps;
1891
1892 /* Undocumented opcode controls */
1893 #define INST_CONTROLS_SHIFT 16
1894 #define INST_CONTROLS_MASK 0x00ff0000
1895
1896 typedef enum COMPARISON_TYPE {
1897     COMPARISON_GT = 1,
1898     COMPARISON_EQ = 2,
1899     COMPARISON_GE = 3,
1900     COMPARISON_LT = 4,
1901     COMPARISON_NE = 5,
1902     COMPARISON_LE = 6
1903 } COMPARISON_TYPE;
1904
1905 typedef struct SHADER_OPCODE {
1906     unsigned int  opcode;
1907     const char*   name;
1908     const char*   glname;
1909     char          dst_token;
1910     CONST UINT    num_params;
1911     SHADER_HANDLER hw_fct;
1912     SHADER_HANDLER hw_glsl_fct;
1913     DWORD         min_version;
1914     DWORD         max_version;
1915 } SHADER_OPCODE;
1916
1917 typedef struct SHADER_OPCODE_ARG {
1918     IWineD3DBaseShader* shader;
1919     shader_reg_maps* reg_maps;
1920     CONST SHADER_OPCODE* opcode;
1921     DWORD opcode_token;
1922     DWORD dst;
1923     DWORD dst_addr;
1924     DWORD predicate;
1925     DWORD src[4];
1926     DWORD src_addr[4];
1927     SHADER_BUFFER* buffer;
1928 } SHADER_OPCODE_ARG;
1929
1930 typedef struct SHADER_LIMITS {
1931     unsigned int temporary;
1932     unsigned int texcoord;
1933     unsigned int sampler;
1934     unsigned int constant_int;
1935     unsigned int constant_float;
1936     unsigned int constant_bool;
1937     unsigned int address;
1938     unsigned int packed_output;
1939     unsigned int packed_input;
1940     unsigned int attributes;
1941     unsigned int label;
1942 } SHADER_LIMITS;
1943
1944 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1945     maintain state information between multiple codes */
1946 typedef struct SHADER_PARSE_STATE {
1947     unsigned int current_row;
1948     DWORD texcoord_w[2];
1949 } SHADER_PARSE_STATE;
1950
1951 #ifdef __GNUC__
1952 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1953 #else
1954 #define PRINTF_ATTR(fmt,args)
1955 #endif
1956
1957 /* Base Shader utility functions. 
1958  * (may move callers into the same file in the future) */
1959 extern int shader_addline(
1960     SHADER_BUFFER* buffer,
1961     const char* fmt, ...) PRINTF_ATTR(2,3);
1962
1963 extern const SHADER_OPCODE* shader_get_opcode(
1964     IWineD3DBaseShader *iface, 
1965     const DWORD code);
1966
1967 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1968
1969 /* Vertex shader utility functions */
1970 extern BOOL vshader_get_input(
1971     IWineD3DVertexShader* iface,
1972     BYTE usage_req, BYTE usage_idx_req,
1973     unsigned int* regnum);
1974
1975 extern BOOL vshader_input_is_color(
1976     IWineD3DVertexShader* iface,
1977     unsigned int regnum);
1978
1979 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1980
1981 /* ARB_[vertex/fragment]_program helper functions */
1982 extern void shader_arb_load_constants(
1983     IWineD3DDevice* device,
1984     char usePixelShader,
1985     char useVertexShader);
1986
1987 /* ARB shader program Prototypes */
1988 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1989
1990 /* ARB pixel shader prototypes */
1991 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1992 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1993 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1994 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1995 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1996 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1997 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1998 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1999 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
2000 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
2001 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
2002 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
2003 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
2004 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
2005 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2006 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
2007 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
2008 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
2009 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
2010 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
2011 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
2012 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
2013 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
2014
2015 /* ARB vertex / pixel shader common prototypes */
2016 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
2017 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
2018 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
2019
2020 /* ARB vertex shader prototypes */
2021 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2022 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
2023
2024 /* GLSL helper functions */
2025 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2026 extern void shader_glsl_load_constants(
2027     IWineD3DDevice* device,
2028     char usePixelShader,
2029     char useVertexShader);
2030
2031 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2032 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
2033 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
2034 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
2035 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
2036 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
2037 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
2038 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
2039 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
2040 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
2041 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
2042 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
2043 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
2044 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
2045 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
2046 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
2047 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
2048 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
2049 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
2050 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
2051 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
2052 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
2053 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
2054 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
2055 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
2056 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
2057 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
2058 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
2059 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
2060 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
2061 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
2062 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
2063 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
2064 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
2065 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
2066
2067 /** GLSL Pixel Shader Prototypes */
2068 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
2069 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
2070 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
2071 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
2072 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
2073 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
2074 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
2075 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
2076 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
2077 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2078 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2079 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2080 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2081 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2082 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2083 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2084 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2085 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2086 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2087 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2088 extern void pshader_glsl_input_pack(
2089    SHADER_BUFFER* buffer,
2090    semantic* semantics_out,
2091    IWineD3DPixelShader *iface);
2092
2093 /*****************************************************************************
2094  * IDirect3DBaseShader implementation structure
2095  */
2096 typedef struct IWineD3DBaseShaderClass
2097 {
2098     LONG                            ref;
2099     DWORD                           hex_version;
2100     SHADER_LIMITS                   limits;
2101     SHADER_PARSE_STATE              parse_state;
2102     CONST SHADER_OPCODE             *shader_ins;
2103     DWORD                          *function;
2104     UINT                            functionLength;
2105     GLuint                          prgId;
2106     BOOL                            is_compiled;
2107     UINT                            cur_loop_depth, cur_loop_regno;
2108     BOOL                            load_local_constsF;
2109
2110     /* Type of shader backend */
2111     int shader_mode;
2112
2113     /* Programs this shader is linked with */
2114     struct list linked_programs;
2115
2116     /* Immediate constants (override global ones) */
2117     struct list constantsB;
2118     struct list constantsF;
2119     struct list constantsI;
2120     shader_reg_maps reg_maps;
2121
2122     /* Pixel formats of sampled textures, for format conversion. This
2123      * represents the formats found during compilation, it is not initialized
2124      * on the first parser pass. It is needed to check if the shader
2125      * needs recompilation to adjust the format conversion
2126      */
2127     WINED3DFORMAT       sampled_format[MAX_COMBINED_SAMPLERS];
2128     UINT                sampled_samplers[MAX_COMBINED_SAMPLERS];
2129     UINT                num_sampled_samplers;
2130
2131     UINT recompile_count;
2132
2133     /* Pointer to the parent device */
2134     IWineD3DDevice *device;
2135     struct list     shader_list_entry;
2136
2137 } IWineD3DBaseShaderClass;
2138
2139 typedef struct IWineD3DBaseShaderImpl {
2140     /* IUnknown */
2141     const IWineD3DBaseShaderVtbl    *lpVtbl;
2142
2143     /* IWineD3DBaseShader */
2144     IWineD3DBaseShaderClass         baseShader;
2145 } IWineD3DBaseShaderImpl;
2146
2147 HRESULT  WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2148 ULONG  WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2149 ULONG  WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2150
2151 extern HRESULT shader_get_registers_used(
2152     IWineD3DBaseShader *iface,
2153     shader_reg_maps* reg_maps,
2154     semantic* semantics_in,
2155     semantic* semantics_out,
2156     CONST DWORD* pToken,
2157     IWineD3DStateBlockImpl *stateBlock);
2158
2159 extern void shader_generate_glsl_declarations(
2160     IWineD3DBaseShader *iface,
2161     shader_reg_maps* reg_maps,
2162     SHADER_BUFFER* buffer,
2163     WineD3D_GL_Info* gl_info);
2164
2165 extern void shader_generate_arb_declarations(
2166     IWineD3DBaseShader *iface,
2167     shader_reg_maps* reg_maps,
2168     SHADER_BUFFER* buffer,
2169     WineD3D_GL_Info* gl_info);
2170
2171 extern void shader_generate_main(
2172     IWineD3DBaseShader *iface,
2173     SHADER_BUFFER* buffer,
2174     shader_reg_maps* reg_maps,
2175     CONST DWORD* pFunction);
2176
2177 extern void shader_dump_ins_modifiers(
2178     const DWORD output);
2179
2180 extern void shader_dump_param(
2181     IWineD3DBaseShader *iface,
2182     const DWORD param,
2183     const DWORD addr_token,
2184     int input);
2185
2186 extern void shader_trace_init(
2187     IWineD3DBaseShader *iface,
2188     const DWORD* pFunction);
2189
2190 extern int shader_get_param(
2191     IWineD3DBaseShader* iface,
2192     const DWORD* pToken,
2193     DWORD* param,
2194     DWORD* addr_token);
2195
2196 extern int shader_skip_unrecognized(
2197     IWineD3DBaseShader* iface,
2198     const DWORD* pToken);
2199
2200 extern void print_glsl_info_log(
2201     WineD3D_GL_Info *gl_info,
2202     GLhandleARB obj);
2203
2204 static inline int shader_get_regtype(const DWORD param) {
2205     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2206             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2207 }
2208
2209 static inline int shader_get_writemask(const DWORD param) {
2210     return param & WINED3DSP_WRITEMASK_ALL;
2211 }
2212
2213 extern unsigned int shader_get_float_offset(const DWORD reg);
2214
2215 static inline BOOL shader_is_pshader_version(DWORD token) {
2216     return 0xFFFF0000 == (token & 0xFFFF0000);
2217 }
2218
2219 static inline BOOL shader_is_vshader_version(DWORD token) {
2220     return 0xFFFE0000 == (token & 0xFFFF0000);
2221 }
2222
2223 static inline BOOL shader_is_comment(DWORD token) {
2224     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2225 }
2226
2227 static inline BOOL shader_is_scalar(DWORD param) {
2228     DWORD reg_type = shader_get_regtype(param);
2229     DWORD reg_num;
2230
2231     switch (reg_type) {
2232         case WINED3DSPR_RASTOUT:
2233             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2234                 /* oFog & oPts */
2235                 return TRUE;
2236             }
2237             /* oPos */
2238             return FALSE;
2239
2240         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2241         case WINED3DSPR_CONSTBOOL:  /* b# */
2242         case WINED3DSPR_LOOP:       /* aL */
2243         case WINED3DSPR_PREDICATE:  /* p0 */
2244             return TRUE;
2245
2246         case WINED3DSPR_MISCTYPE:
2247             reg_num = param & WINED3DSP_REGNUM_MASK;
2248             switch(reg_num) {
2249                 case 0: /* vPos */
2250                     return FALSE;
2251                 case 1: /* vFace */
2252                     return TRUE;
2253                 default:
2254                     return FALSE;
2255             }
2256
2257         default:
2258             return FALSE;
2259     }
2260 }
2261
2262 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2263     local_constant* lconst;
2264
2265     if(This->baseShader.load_local_constsF) return FALSE;
2266     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2267         if(lconst->idx == reg) return TRUE;
2268     }
2269     return FALSE;
2270
2271 }
2272
2273 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2274  * so upload them above that
2275  */
2276 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2277 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2278
2279 /*****************************************************************************
2280  * IDirect3DVertexShader implementation structure
2281  */
2282 typedef struct IWineD3DVertexShaderImpl {
2283     /* IUnknown parts*/   
2284     const IWineD3DVertexShaderVtbl *lpVtbl;
2285
2286     /* IWineD3DBaseShader */
2287     IWineD3DBaseShaderClass     baseShader;
2288
2289     /* IWineD3DVertexShaderImpl */
2290     IUnknown                    *parent;
2291
2292     DWORD                       usage;
2293
2294     /* Vertex shader input and output semantics */
2295     semantic semantics_in [MAX_ATTRIBS];
2296     semantic semantics_out [MAX_REG_OUTPUT];
2297
2298     /* Ordered array of attributes that are swizzled */
2299     attrib_declaration          swizzled_attribs [MAX_ATTRIBS];
2300     UINT                        num_swizzled_attribs;
2301
2302     /* run time data...  */
2303     VSHADERDATA                *data;
2304     UINT                       min_rel_offset, max_rel_offset;
2305     UINT                       rel_offset;
2306
2307     UINT                       recompile_count;
2308 #if 0 /* needs reworking */
2309     /* run time data */
2310     VSHADERINPUTDATA input;
2311     VSHADEROUTPUTDATA output;
2312 #endif
2313 } IWineD3DVertexShaderImpl;
2314 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2315 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2316
2317 /*****************************************************************************
2318  * IDirect3DPixelShader implementation structure
2319  */
2320
2321 enum vertexprocessing_mode {
2322     fixedfunction,
2323     vertexshader,
2324     pretransformed
2325 };
2326
2327 struct stb_const_desc {
2328     char                    texunit;
2329     UINT                    const_num;
2330 };
2331
2332 typedef struct IWineD3DPixelShaderImpl {
2333     /* IUnknown parts */
2334     const IWineD3DPixelShaderVtbl *lpVtbl;
2335
2336     /* IWineD3DBaseShader */
2337     IWineD3DBaseShaderClass     baseShader;
2338
2339     /* IWineD3DPixelShaderImpl */
2340     IUnknown                   *parent;
2341
2342     /* Pixel shader input semantics */
2343     semantic semantics_in [MAX_REG_INPUT];
2344     DWORD                 input_reg_map[MAX_REG_INPUT];
2345     BOOL                  input_reg_used[MAX_REG_INPUT];
2346
2347     /* run time data */
2348     PSHADERDATA                *data;
2349
2350     /* Some information about the shader behavior */
2351     struct stb_const_desc       bumpenvmatconst[MAX_TEXTURES];
2352     char                        numbumpenvmatconsts;
2353     struct stb_const_desc       luminanceconst[MAX_TEXTURES];
2354     char                        srgb_enabled;
2355     char                        srgb_mode_hardcoded;
2356     UINT                        srgb_low_const;
2357     UINT                        srgb_cmp_const;
2358     char                        vpos_uniform;
2359     BOOL                        render_offscreen;
2360     UINT                        height;
2361     enum vertexprocessing_mode  vertexprocessing;
2362
2363 #if 0 /* needs reworking */
2364     PSHADERINPUTDATA input;
2365     PSHADEROUTPUTDATA output;
2366 #endif
2367 } IWineD3DPixelShaderImpl;
2368
2369 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2370 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2371
2372 /* sRGB correction constants */
2373 static const float srgb_cmp = 0.0031308;
2374 static const float srgb_mul_low = 12.92;
2375 static const float srgb_pow = 0.41666;
2376 static const float srgb_mul_high = 1.055;
2377 static const float srgb_sub_high = 0.055;
2378
2379 /*****************************************************************************
2380  * IWineD3DPalette implementation structure
2381  */
2382 struct IWineD3DPaletteImpl {
2383     /* IUnknown parts */
2384     const IWineD3DPaletteVtbl  *lpVtbl;
2385     LONG                       ref;
2386
2387     IUnknown                   *parent;
2388     IWineD3DDeviceImpl         *wineD3DDevice;
2389
2390     /* IWineD3DPalette */
2391     HPALETTE                   hpal;
2392     WORD                       palVersion;     /*|               */
2393     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2394     PALETTEENTRY               palents[256];   /*|               */
2395     /* This is to store the palette in 'screen format' */
2396     int                        screen_palents[256];
2397     DWORD                      Flags;
2398 };
2399
2400 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2401 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2402
2403 /* DirectDraw utility functions */
2404 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2405
2406 /*****************************************************************************
2407  * Pixel format management
2408  */
2409 typedef struct {
2410     WINED3DFORMAT           format;
2411     DWORD                   alphaMask, redMask, greenMask, blueMask;
2412     UINT                    bpp;
2413     short                   depthSize, stencilSize;
2414     BOOL                    isFourcc;
2415 } StaticPixelFormatDesc;
2416
2417 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2418         WineD3D_GL_Info *gl_info,
2419         const GlPixelFormatDesc **glDesc);
2420
2421 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2422     return (device->vs_selected_mode != SHADER_NONE
2423             && device->stateBlock->vertexShader
2424             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2425             && !device->strided_streams.u.s.position_transformed);
2426 }
2427
2428 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2429     return (device->ps_selected_mode != SHADER_NONE
2430             && device->stateBlock->pixelShader
2431             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2432 }
2433
2434 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2435         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2436 #endif