wined3d: Clear the last device in WineD3D_CreateFakeGLContext().
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2002-2003, 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "objbase.h"
41 #include "wine/wined3d.h"
42 #include "wined3d_gl.h"
43 #include "wine/list.h"
44 #include "wine/rbtree.h"
45
46 /* Driver quirks */
47 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT       0x00000001
48 #define WINED3D_QUIRK_SET_TEXCOORD_W            0x00000002
49 #define WINED3D_QUIRK_GLSL_CLIP_VARYING         0x00000004
50
51 /* Texture format fixups */
52
53 enum fixup_channel_source
54 {
55     CHANNEL_SOURCE_ZERO = 0,
56     CHANNEL_SOURCE_ONE = 1,
57     CHANNEL_SOURCE_X = 2,
58     CHANNEL_SOURCE_Y = 3,
59     CHANNEL_SOURCE_Z = 4,
60     CHANNEL_SOURCE_W = 5,
61     CHANNEL_SOURCE_YUV0 = 6,
62     CHANNEL_SOURCE_YUV1 = 7,
63 };
64
65 enum yuv_fixup
66 {
67     YUV_FIXUP_YUY2 = 0,
68     YUV_FIXUP_UYVY = 1,
69     YUV_FIXUP_YV12 = 2,
70 };
71
72 #include <pshpack2.h>
73 struct color_fixup_desc
74 {
75     unsigned x_sign_fixup : 1;
76     unsigned x_source : 3;
77     unsigned y_sign_fixup : 1;
78     unsigned y_source : 3;
79     unsigned z_sign_fixup : 1;
80     unsigned z_source : 3;
81     unsigned w_sign_fixup : 1;
82     unsigned w_source : 3;
83 };
84 #include <poppack.h>
85
86 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
87         {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
88
89 static inline struct color_fixup_desc create_color_fixup_desc(
90         int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
91         int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
92 {
93     struct color_fixup_desc fixup =
94     {
95         sign0, src0,
96         sign1, src1,
97         sign2, src2,
98         sign3, src3,
99     };
100     return fixup;
101 }
102
103 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
104 {
105     struct color_fixup_desc fixup =
106     {
107         0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
108         0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
109         0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
110         0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
111     };
112     return fixup;
113 }
114
115 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
116 {
117     return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
118 }
119
120 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
121 {
122     return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
123 }
124
125 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
126 {
127     enum yuv_fixup yuv_fixup = 0;
128     if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
129     if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
130     if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
131     if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
132     return yuv_fixup;
133 }
134
135 void *wined3d_rb_alloc(size_t size);
136 void *wined3d_rb_realloc(void *ptr, size_t size);
137 void wined3d_rb_free(void *ptr);
138
139 /* Device caps */
140 #define MAX_PALETTES            65536
141 #define MAX_STREAMS             16
142 #define MAX_TEXTURES            8
143 #define MAX_FRAGMENT_SAMPLERS   16
144 #define MAX_VERTEX_SAMPLERS     4
145 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
146 #define MAX_ACTIVE_LIGHTS       8
147 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
148
149 /* Used for CreateStateBlock */
150 #define NUM_SAVEDPIXELSTATES_R     35
151 #define NUM_SAVEDPIXELSTATES_T     18
152 #define NUM_SAVEDPIXELSTATES_S     12
153 #define NUM_SAVEDVERTEXSTATES_R    34
154 #define NUM_SAVEDVERTEXSTATES_T    2
155 #define NUM_SAVEDVERTEXSTATES_S    1
156
157 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
158 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
159 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
160 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
161 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
162 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
163
164 typedef enum _WINELOOKUP {
165     WINELOOKUP_WARPPARAM = 0,
166     MAX_LOOKUPS          = 1
167 } WINELOOKUP;
168
169 extern const int minLookup[MAX_LOOKUPS];
170 extern const int maxLookup[MAX_LOOKUPS];
171 extern DWORD *stateLookup[MAX_LOOKUPS];
172
173 struct min_lookup
174 {
175     GLenum mip[WINED3DTEXF_LINEAR + 1];
176 };
177
178 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
179 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
180 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
181 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
182
183 extern const struct filter_lookup filter_lookup_nofilter;
184 extern struct filter_lookup filter_lookup;
185
186 /* float_16_to_32() and float_32_to_16() (see implementation in
187  * surface_base.c) convert 16 bit floats in the FLOAT16 data type
188  * to standard C floats and vice versa. They do not depend on the encoding
189  * of the C float, so they are platform independent, but slow. On x86 and
190  * other IEEE 754 compliant platforms the conversion can be accelerated by
191  * bit shifting the exponent and mantissa. There are also some SSE-based
192  * assembly routines out there.
193  *
194  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
195  */
196 static inline float float_16_to_32(const unsigned short *in) {
197     const unsigned short s = ((*in) & 0x8000);
198     const unsigned short e = ((*in) & 0x7C00) >> 10;
199     const unsigned short m = (*in) & 0x3FF;
200     const float sgn = (s ? -1.0 : 1.0);
201
202     if(e == 0) {
203         if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
204         else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
205     } else if(e < 31) {
206         return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
207     } else {
208         if(m == 0) return sgn / 0.0; /* +INF / -INF */
209         else return 0.0 / 0.0; /* NAN */
210     }
211 }
212
213 static inline float float_24_to_32(DWORD in)
214 {
215     const float sgn = in & 0x800000 ? -1.0f : 1.0f;
216     const unsigned short e = (in & 0x780000) >> 19;
217     const unsigned short m = in & 0x7ffff;
218
219     if (e == 0)
220     {
221         if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
222         else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
223     }
224     else if (e < 15)
225     {
226         return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
227     }
228     else
229     {
230         if (m == 0) return sgn / 0.0; /* +INF / -INF */
231         else return 0.0 / 0.0; /* NAN */
232     }
233 }
234
235 /**
236  * Settings 
237  */
238 #define VS_NONE    0
239 #define VS_HW      1
240
241 #define PS_NONE    0
242 #define PS_HW      1
243
244 #define VBO_NONE   0
245 #define VBO_HW     1
246
247 #define NP2_NONE   0
248 #define NP2_REPACK 1
249 #define NP2_NATIVE 2
250
251 #define ORM_BACKBUFFER  0
252 #define ORM_PBUFFER     1
253 #define ORM_FBO         2
254
255 #define SHADER_ARB  1
256 #define SHADER_GLSL 2
257 #define SHADER_ATI  3
258 #define SHADER_NONE 4
259
260 #define RTL_DISABLE   -1
261 #define RTL_AUTO       0
262 #define RTL_READDRAW   1
263 #define RTL_READTEX    2
264 #define RTL_TEXDRAW    3
265 #define RTL_TEXTEX     4
266
267 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
268 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
269
270 /* NOTE: When adding fields to this structure, make sure to update the default
271  * values in wined3d_main.c as well. */
272 typedef struct wined3d_settings_s {
273 /* vertex and pixel shader modes */
274   int vs_mode;
275   int ps_mode;
276   int vbo_mode;
277 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
278     we should use it.  However, until it's fully implemented, we'll leave it as a registry
279     setting for developers. */
280   BOOL glslRequested;
281   int offscreen_rendering_mode;
282   int rendertargetlock_mode;
283   unsigned short pci_vendor_id;
284   unsigned short pci_device_id;
285 /* Memory tracking and object counting */
286   unsigned int emulated_textureram;
287   char *logo;
288   int allow_multisampling;
289 } wined3d_settings_t;
290
291 extern wined3d_settings_t wined3d_settings;
292
293 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
294 {
295     WINED3DSTT_UNKNOWN = 0,
296     WINED3DSTT_1D = 1,
297     WINED3DSTT_2D = 2,
298     WINED3DSTT_CUBE = 3,
299     WINED3DSTT_VOLUME = 4,
300 } WINED3DSAMPLER_TEXTURE_TYPE;
301
302 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
303 {
304     WINED3DSPR_TEMP = 0,
305     WINED3DSPR_INPUT = 1,
306     WINED3DSPR_CONST = 2,
307     WINED3DSPR_ADDR = 3,
308     WINED3DSPR_TEXTURE = 3,
309     WINED3DSPR_RASTOUT = 4,
310     WINED3DSPR_ATTROUT = 5,
311     WINED3DSPR_TEXCRDOUT = 6,
312     WINED3DSPR_OUTPUT = 6,
313     WINED3DSPR_CONSTINT = 7,
314     WINED3DSPR_COLOROUT = 8,
315     WINED3DSPR_DEPTHOUT = 9,
316     WINED3DSPR_SAMPLER = 10,
317     WINED3DSPR_CONST2 = 11,
318     WINED3DSPR_CONST3 = 12,
319     WINED3DSPR_CONST4 = 13,
320     WINED3DSPR_CONSTBOOL = 14,
321     WINED3DSPR_LOOP = 15,
322     WINED3DSPR_TEMPFLOAT16 = 16,
323     WINED3DSPR_MISCTYPE = 17,
324     WINED3DSPR_LABEL = 18,
325     WINED3DSPR_PREDICATE = 19,
326     WINED3DSPR_IMMCONST,
327 } WINED3DSHADER_PARAM_REGISTER_TYPE;
328
329 enum wined3d_immconst_type
330 {
331     WINED3D_IMMCONST_FLOAT,
332     WINED3D_IMMCONST_FLOAT4,
333 };
334
335 typedef enum _WINED3DVS_RASTOUT_OFFSETS
336 {
337     WINED3DSRO_POSITION = 0,
338     WINED3DSRO_FOG = 1,
339     WINED3DSRO_POINT_SIZE = 2,
340 } WINED3DVS_RASTOUT_OFFSETS;
341
342 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
343
344 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
345 {
346     WINED3DSPSM_NONE = 0,
347     WINED3DSPSM_NEG = 1,
348     WINED3DSPSM_BIAS = 2,
349     WINED3DSPSM_BIASNEG = 3,
350     WINED3DSPSM_SIGN = 4,
351     WINED3DSPSM_SIGNNEG = 5,
352     WINED3DSPSM_COMP = 6,
353     WINED3DSPSM_X2 = 7,
354     WINED3DSPSM_X2NEG = 8,
355     WINED3DSPSM_DZ = 9,
356     WINED3DSPSM_DW = 10,
357     WINED3DSPSM_ABS = 11,
358     WINED3DSPSM_ABSNEG = 12,
359     WINED3DSPSM_NOT = 13,
360 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
361
362 #define WINED3DSP_WRITEMASK_0   0x1 /* .x r */
363 #define WINED3DSP_WRITEMASK_1   0x2 /* .y g */
364 #define WINED3DSP_WRITEMASK_2   0x4 /* .z b */
365 #define WINED3DSP_WRITEMASK_3   0x8 /* .w a */
366 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
367
368 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
369 {
370     WINED3DSPDM_NONE = 0,
371     WINED3DSPDM_SATURATE = 1,
372     WINED3DSPDM_PARTIALPRECISION = 2,
373     WINED3DSPDM_MSAMPCENTROID = 4,
374 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
375
376 typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
377 {
378     WINED3DSIO_NOP = 0,
379     WINED3DSIO_MOV = 1,
380     WINED3DSIO_ADD = 2,
381     WINED3DSIO_SUB = 3,
382     WINED3DSIO_MAD = 4,
383     WINED3DSIO_MUL = 5,
384     WINED3DSIO_RCP = 6,
385     WINED3DSIO_RSQ = 7,
386     WINED3DSIO_DP3 = 8,
387     WINED3DSIO_DP4 = 9,
388     WINED3DSIO_MIN = 10,
389     WINED3DSIO_MAX = 11,
390     WINED3DSIO_SLT = 12,
391     WINED3DSIO_SGE = 13,
392     WINED3DSIO_EXP = 14,
393     WINED3DSIO_LOG = 15,
394     WINED3DSIO_LIT = 16,
395     WINED3DSIO_DST = 17,
396     WINED3DSIO_LRP = 18,
397     WINED3DSIO_FRC = 19,
398     WINED3DSIO_M4x4 = 20,
399     WINED3DSIO_M4x3 = 21,
400     WINED3DSIO_M3x4 = 22,
401     WINED3DSIO_M3x3 = 23,
402     WINED3DSIO_M3x2 = 24,
403     WINED3DSIO_CALL = 25,
404     WINED3DSIO_CALLNZ = 26,
405     WINED3DSIO_LOOP = 27,
406     WINED3DSIO_RET = 28,
407     WINED3DSIO_ENDLOOP = 29,
408     WINED3DSIO_LABEL = 30,
409     WINED3DSIO_DCL = 31,
410     WINED3DSIO_POW = 32,
411     WINED3DSIO_CRS = 33,
412     WINED3DSIO_SGN = 34,
413     WINED3DSIO_ABS = 35,
414     WINED3DSIO_NRM = 36,
415     WINED3DSIO_SINCOS = 37,
416     WINED3DSIO_REP = 38,
417     WINED3DSIO_ENDREP = 39,
418     WINED3DSIO_IF = 40,
419     WINED3DSIO_IFC = 41,
420     WINED3DSIO_ELSE = 42,
421     WINED3DSIO_ENDIF = 43,
422     WINED3DSIO_BREAK = 44,
423     WINED3DSIO_BREAKC = 45,
424     WINED3DSIO_MOVA = 46,
425     WINED3DSIO_DEFB = 47,
426     WINED3DSIO_DEFI = 48,
427
428     WINED3DSIO_TEXCOORD = 64,
429     WINED3DSIO_TEXKILL = 65,
430     WINED3DSIO_TEX = 66,
431     WINED3DSIO_TEXBEM = 67,
432     WINED3DSIO_TEXBEML = 68,
433     WINED3DSIO_TEXREG2AR = 69,
434     WINED3DSIO_TEXREG2GB = 70,
435     WINED3DSIO_TEXM3x2PAD = 71,
436     WINED3DSIO_TEXM3x2TEX = 72,
437     WINED3DSIO_TEXM3x3PAD = 73,
438     WINED3DSIO_TEXM3x3TEX = 74,
439     WINED3DSIO_TEXM3x3DIFF = 75,
440     WINED3DSIO_TEXM3x3SPEC = 76,
441     WINED3DSIO_TEXM3x3VSPEC = 77,
442     WINED3DSIO_EXPP = 78,
443     WINED3DSIO_LOGP = 79,
444     WINED3DSIO_CND = 80,
445     WINED3DSIO_DEF = 81,
446     WINED3DSIO_TEXREG2RGB = 82,
447     WINED3DSIO_TEXDP3TEX = 83,
448     WINED3DSIO_TEXM3x2DEPTH = 84,
449     WINED3DSIO_TEXDP3 = 85,
450     WINED3DSIO_TEXM3x3 = 86,
451     WINED3DSIO_TEXDEPTH = 87,
452     WINED3DSIO_CMP = 88,
453     WINED3DSIO_BEM = 89,
454     WINED3DSIO_DP2ADD = 90,
455     WINED3DSIO_DSX = 91,
456     WINED3DSIO_DSY = 92,
457     WINED3DSIO_TEXLDD = 93,
458     WINED3DSIO_SETP = 94,
459     WINED3DSIO_TEXLDL = 95,
460     WINED3DSIO_BREAKP = 96,
461
462     WINED3DSIO_PHASE = 0xfffd,
463     WINED3DSIO_COMMENT = 0xfffe,
464     WINED3DSIO_END = 0Xffff,
465 } WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
466
467 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
468 #define WINED3DSI_TEXLD_PROJECT 1
469 #define WINED3DSI_TEXLD_BIAS    2
470
471 typedef enum COMPARISON_TYPE
472 {
473     COMPARISON_GT = 1,
474     COMPARISON_EQ = 2,
475     COMPARISON_GE = 3,
476     COMPARISON_LT = 4,
477     COMPARISON_NE = 5,
478     COMPARISON_LE = 6,
479 } COMPARISON_TYPE;
480
481 #define WINED3D_SM1_VS  0xfffe
482 #define WINED3D_SM1_PS  0xffff
483 #define WINED3D_SM4_PS  0x0000
484 #define WINED3D_SM4_VS  0x0001
485 #define WINED3D_SM4_GS  0x0002
486
487 /* Shader version tokens, and shader end tokens */
488 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
489 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
490
491 /* Shader backends */
492
493 /* TODO: Make this dynamic, based on shader limits ? */
494 #define MAX_ATTRIBS 16
495 #define MAX_REG_ADDR 1
496 #define MAX_REG_TEMP 32
497 #define MAX_REG_TEXCRD 8
498 #define MAX_REG_INPUT 12
499 #define MAX_REG_OUTPUT 12
500 #define MAX_CONST_I 16
501 #define MAX_CONST_B 16
502
503 /* FIXME: This needs to go up to 2048 for
504  * Shader model 3 according to msdn (and for software shaders) */
505 #define MAX_LABELS 16
506
507 #define SHADER_PGMSIZE 65535
508 typedef struct SHADER_BUFFER {
509     char* buffer;
510     unsigned int bsize;
511     unsigned int lineNo;
512     BOOL newline;
513 } SHADER_BUFFER;
514
515 enum WINED3D_SHADER_INSTRUCTION_HANDLER
516 {
517     WINED3DSIH_ABS,
518     WINED3DSIH_ADD,
519     WINED3DSIH_BEM,
520     WINED3DSIH_BREAK,
521     WINED3DSIH_BREAKC,
522     WINED3DSIH_BREAKP,
523     WINED3DSIH_CALL,
524     WINED3DSIH_CALLNZ,
525     WINED3DSIH_CMP,
526     WINED3DSIH_CND,
527     WINED3DSIH_CRS,
528     WINED3DSIH_DCL,
529     WINED3DSIH_DEF,
530     WINED3DSIH_DEFB,
531     WINED3DSIH_DEFI,
532     WINED3DSIH_DP2ADD,
533     WINED3DSIH_DP3,
534     WINED3DSIH_DP4,
535     WINED3DSIH_DST,
536     WINED3DSIH_DSX,
537     WINED3DSIH_DSY,
538     WINED3DSIH_ELSE,
539     WINED3DSIH_ENDIF,
540     WINED3DSIH_ENDLOOP,
541     WINED3DSIH_ENDREP,
542     WINED3DSIH_EXP,
543     WINED3DSIH_EXPP,
544     WINED3DSIH_FRC,
545     WINED3DSIH_IF,
546     WINED3DSIH_IFC,
547     WINED3DSIH_LABEL,
548     WINED3DSIH_LIT,
549     WINED3DSIH_LOG,
550     WINED3DSIH_LOGP,
551     WINED3DSIH_LOOP,
552     WINED3DSIH_LRP,
553     WINED3DSIH_M3x2,
554     WINED3DSIH_M3x3,
555     WINED3DSIH_M3x4,
556     WINED3DSIH_M4x3,
557     WINED3DSIH_M4x4,
558     WINED3DSIH_MAD,
559     WINED3DSIH_MAX,
560     WINED3DSIH_MIN,
561     WINED3DSIH_MOV,
562     WINED3DSIH_MOVA,
563     WINED3DSIH_MUL,
564     WINED3DSIH_NOP,
565     WINED3DSIH_NRM,
566     WINED3DSIH_PHASE,
567     WINED3DSIH_POW,
568     WINED3DSIH_RCP,
569     WINED3DSIH_REP,
570     WINED3DSIH_RET,
571     WINED3DSIH_RSQ,
572     WINED3DSIH_SETP,
573     WINED3DSIH_SGE,
574     WINED3DSIH_SGN,
575     WINED3DSIH_SINCOS,
576     WINED3DSIH_SLT,
577     WINED3DSIH_SUB,
578     WINED3DSIH_TEX,
579     WINED3DSIH_TEXBEM,
580     WINED3DSIH_TEXBEML,
581     WINED3DSIH_TEXCOORD,
582     WINED3DSIH_TEXDEPTH,
583     WINED3DSIH_TEXDP3,
584     WINED3DSIH_TEXDP3TEX,
585     WINED3DSIH_TEXKILL,
586     WINED3DSIH_TEXLDD,
587     WINED3DSIH_TEXLDL,
588     WINED3DSIH_TEXM3x2DEPTH,
589     WINED3DSIH_TEXM3x2PAD,
590     WINED3DSIH_TEXM3x2TEX,
591     WINED3DSIH_TEXM3x3,
592     WINED3DSIH_TEXM3x3DIFF,
593     WINED3DSIH_TEXM3x3PAD,
594     WINED3DSIH_TEXM3x3SPEC,
595     WINED3DSIH_TEXM3x3TEX,
596     WINED3DSIH_TEXM3x3VSPEC,
597     WINED3DSIH_TEXREG2AR,
598     WINED3DSIH_TEXREG2GB,
599     WINED3DSIH_TEXREG2RGB,
600     WINED3DSIH_TABLE_SIZE
601 };
602
603 enum wined3d_shader_type
604 {
605     WINED3D_SHADER_TYPE_PIXEL,
606     WINED3D_SHADER_TYPE_VERTEX,
607     WINED3D_SHADER_TYPE_GEOMETRY,
608 };
609
610 struct wined3d_shader_version
611 {
612     enum wined3d_shader_type type;
613     BYTE major;
614     BYTE minor;
615 };
616
617 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
618
619 typedef struct shader_reg_maps
620 {
621     struct wined3d_shader_version shader_version;
622     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
623     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
624     char address[MAX_REG_ADDR];             /* vertex */
625     char labels[MAX_LABELS];                /* pixel, vertex */
626     DWORD *constf;                          /* pixel, vertex */
627     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
628     WORD input_registers;                   /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
629     WORD output_registers;                  /* MAX_REG_OUTPUT, 12 */
630     WORD integer_constants;                 /* MAX_CONST_I, 16 */
631     WORD boolean_constants;                 /* MAX_CONST_B, 16 */
632     WORD local_int_consts;                  /* MAX_CONST_I, 16 */
633     WORD local_bool_consts;                 /* MAX_CONST_B, 16 */
634
635     WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
636     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
637
638     unsigned usesnrm        : 1;
639     unsigned vpos           : 1;
640     unsigned usesdsx        : 1;
641     unsigned usesdsy        : 1;
642     unsigned usestexldd     : 1;
643     unsigned usesmova       : 1;
644     unsigned usesfacing     : 1;
645     unsigned usesrelconstF  : 1;
646     unsigned fog            : 1;
647     unsigned usestexldl     : 1;
648     unsigned usesifc        : 1;
649     unsigned usescall       : 1;
650     unsigned padding        : 4;
651
652     /* Whether or not loops are used in this shader, and nesting depth */
653     unsigned loop_depth;
654     unsigned highest_render_target;
655
656 } shader_reg_maps;
657
658 struct wined3d_shader_context
659 {
660     IWineD3DBaseShader *shader;
661     const struct shader_reg_maps *reg_maps;
662     SHADER_BUFFER *buffer;
663     void *backend_data;
664 };
665
666 struct wined3d_shader_register
667 {
668     WINED3DSHADER_PARAM_REGISTER_TYPE type;
669     UINT idx;
670     const struct wined3d_shader_src_param *rel_addr;
671     enum wined3d_immconst_type immconst_type;
672     DWORD immconst_data[4];
673 };
674
675 struct wined3d_shader_dst_param
676 {
677     struct wined3d_shader_register reg;
678     DWORD write_mask;
679     DWORD modifiers;
680     DWORD shift;
681 };
682
683 struct wined3d_shader_src_param
684 {
685     struct wined3d_shader_register reg;
686     DWORD swizzle;
687     DWORD modifiers;
688 };
689
690 struct wined3d_shader_instruction
691 {
692     const struct wined3d_shader_context *ctx;
693     enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
694     DWORD flags;
695     BOOL coissue;
696     DWORD predicate;
697     UINT dst_count;
698     const struct wined3d_shader_dst_param *dst;
699     UINT src_count;
700     const struct wined3d_shader_src_param *src;
701 };
702
703 struct wined3d_shader_semantic
704 {
705     WINED3DDECLUSAGE usage;
706     UINT usage_idx;
707     WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
708     struct wined3d_shader_dst_param reg;
709 };
710
711 struct wined3d_shader_attribute
712 {
713     WINED3DDECLUSAGE usage;
714     UINT usage_idx;
715 };
716
717 struct wined3d_shader_frontend
718 {
719     void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
720     void (*shader_free)(void *data);
721     void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
722     void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
723     void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
724             struct wined3d_shader_src_param *src_rel_addr);
725     void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
726             struct wined3d_shader_src_param *dst_rel_addr);
727     void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
728     void (*shader_read_comment)(const DWORD **ptr, const char **comment);
729     BOOL (*shader_is_end)(void *data, const DWORD **ptr);
730 };
731
732 extern const struct wined3d_shader_frontend sm1_shader_frontend;
733 extern const struct wined3d_shader_frontend sm4_shader_frontend;
734
735 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
736
737 struct shader_caps {
738     DWORD               VertexShaderVersion;
739     DWORD               MaxVertexShaderConst;
740
741     DWORD               PixelShaderVersion;
742     float               PixelShader1xMaxValue;
743     DWORD               MaxPixelShaderConst;
744
745     WINED3DVSHADERCAPS2_0   VS20Caps;
746     WINED3DPSHADERCAPS2_0   PS20Caps;
747
748     DWORD               MaxVShaderInstructionsExecuted;
749     DWORD               MaxPShaderInstructionsExecuted;
750     DWORD               MaxVertexShader30InstructionSlots;
751     DWORD               MaxPixelShader30InstructionSlots;
752
753     BOOL                VSClipping;
754 };
755
756 enum tex_types
757 {
758     tex_1d       = 0,
759     tex_2d       = 1,
760     tex_3d       = 2,
761     tex_cube     = 3,
762     tex_rect     = 4,
763     tex_type_count = 5,
764 };
765
766 enum vertexprocessing_mode {
767     fixedfunction,
768     vertexshader,
769     pretransformed
770 };
771
772 #define WINED3D_CONST_NUM_UNUSED ~0U
773
774 enum fogmode {
775     FOG_OFF,
776     FOG_LINEAR,
777     FOG_EXP,
778     FOG_EXP2
779 };
780
781 /* Stateblock dependent parameters which have to be hardcoded
782  * into the shader code
783  */
784 struct ps_compile_args {
785     struct color_fixup_desc     color_fixup[MAX_FRAGMENT_SAMPLERS];
786     enum vertexprocessing_mode  vp_mode;
787     enum fogmode                fog;
788     /* Projected textures(ps 1.0-1.3) */
789     /* Texture types(2D, Cube, 3D) in ps 1.x */
790     BOOL                        srgb_correction;
791     WORD                        np2_fixup;
792     /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
793        D3D9 has a limit of 16 samplers and the fixup is superfluous
794        in D3D10 (unconditional NP2 support mandatory). */
795 };
796
797 enum fog_src_type {
798     VS_FOG_Z        = 0,
799     VS_FOG_COORD    = 1
800 };
801
802 struct vs_compile_args {
803     WORD                        fog_src;
804     WORD                        swizzle_map;   /* MAX_ATTRIBS, 16 */
805 };
806
807 typedef struct {
808     void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
809     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
810     void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
811     void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
812     void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
813     void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
814     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
815     void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
816     void (*shader_destroy)(IWineD3DBaseShader *iface);
817     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
818     void (*shader_free_private)(IWineD3DDevice *iface);
819     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
820     void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
821     BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
822     void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
823 } shader_backend_t;
824
825 extern const shader_backend_t glsl_shader_backend;
826 extern const shader_backend_t arb_program_shader_backend;
827 extern const shader_backend_t none_shader_backend;
828
829 /* X11 locking */
830
831 extern void (* CDECL wine_tsx11_lock_ptr)(void);
832 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
833
834 /* As GLX relies on X, this is needed */
835 extern int num_lock;
836
837 #if 0
838 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
839 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
840 #else
841 #define ENTER_GL() wine_tsx11_lock_ptr()
842 #define LEAVE_GL() wine_tsx11_unlock_ptr()
843 #endif
844
845 /*****************************************************************************
846  * Defines
847  */
848
849 /* GL related defines */
850 /* ------------------ */
851 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
852 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
853 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
854 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
855
856 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
857 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
858 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
859 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
860
861 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
862 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
863 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
864 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
865
866 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
867   (vec)[0] = D3DCOLOR_R(dw); \
868   (vec)[1] = D3DCOLOR_G(dw); \
869   (vec)[2] = D3DCOLOR_B(dw); \
870   (vec)[3] = D3DCOLOR_A(dw); \
871 } while(0)
872
873 /* DirectX Device Limits */
874 /* --------------------- */
875 #define MAX_MIP_LEVELS 32  /* Maximum number of mipmap levels. */
876 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
877                             See MaxStreams in MSDN under GetDeviceCaps */
878 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
879
880 /* Checking of API calls */
881 /* --------------------- */
882 #ifndef WINE_NO_DEBUG_MSGS
883 #define checkGLcall(A)                                          \
884 do {                                                            \
885     GLint err = glGetError();                                   \
886     if (err == GL_NO_ERROR) {                                   \
887        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
888                                                                 \
889     } else do {                                                 \
890         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
891             debug_glerror(err), err, A, __FILE__, __LINE__);    \
892        err = glGetError();                                      \
893     } while (err != GL_NO_ERROR);                               \
894 } while(0)
895 #else
896 #define checkGLcall(A) do {} while(0)
897 #endif
898
899 /* Trace routines / diagnostics */
900 /* ---------------------------- */
901
902 /* Dump out a matrix and copy it */
903 #define conv_mat(mat,gl_mat)                                                                \
904 do {                                                                                        \
905     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
906     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
907     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
908     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
909     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
910 } while (0)
911
912 /* Macro to dump out the current state of the light chain */
913 #define DUMP_LIGHT_CHAIN()                    \
914 do {                                          \
915   PLIGHTINFOEL *el = This->stateBlock->lights;\
916   while (el) {                                \
917     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
918     el = el->next;                            \
919   }                                           \
920 } while(0)
921
922 /* Trace vector and strided data information */
923 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
924 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
925         si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
926         si->elements[name].buffer_object, si->elements[name].stream_idx);
927
928 /* Defines used for optimizations */
929
930 /*    Only reapply what is necessary */
931 #define REAPPLY_ALPHAOP  0x0001
932 #define REAPPLY_ALL      0xFFFF
933
934 /* Advance declaration of structures to satisfy compiler */
935 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
936 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
937 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
938 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
939
940 /* Global variables */
941 extern const float identity[16];
942
943 /*****************************************************************************
944  * Compilable extra diagnostics
945  */
946
947 /* Trace information per-vertex: (extremely high amount of trace) */
948 #if 0 /* NOTE: Must be 0 in cvs */
949 # define VTRACE(A) TRACE A
950 #else 
951 # define VTRACE(A) 
952 #endif
953
954 /* TODO: Confirm each of these works when wined3d move completed */
955 #if 0 /* NOTE: Must be 0 in cvs */
956   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
957      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
958      is enabled, and if it doesn't exist it is disabled. */
959 # define FRAME_DEBUGGING
960   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
961       the file is deleted                                                                            */
962 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
963 #  define SINGLE_FRAME_DEBUGGING
964 # endif  
965   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
966      It can only be enabled when FRAME_DEBUGGING is also enabled                               
967      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
968      array is drawn.                                                                            */
969 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
970 #  define SHOW_FRAME_MAKEUP 1
971 # endif  
972   /* The following, when enabled, lets you see the makeup of the all the textures used during each
973      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
974      The contents of the textures assigned to each stage are written into 
975      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
976 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
977 #  define SHOW_TEXTURE_MAKEUP 0
978 # endif  
979 extern BOOL isOn;
980 extern BOOL isDumpingFrames;
981 extern LONG primCounter;
982 #endif
983
984 enum wined3d_ffp_idx
985 {
986     WINED3D_FFP_POSITION = 0,
987     WINED3D_FFP_BLENDWEIGHT = 1,
988     WINED3D_FFP_BLENDINDICES = 2,
989     WINED3D_FFP_NORMAL = 3,
990     WINED3D_FFP_PSIZE = 4,
991     WINED3D_FFP_DIFFUSE = 5,
992     WINED3D_FFP_SPECULAR = 6,
993     WINED3D_FFP_TEXCOORD0 = 7,
994     WINED3D_FFP_TEXCOORD1 = 8,
995     WINED3D_FFP_TEXCOORD2 = 9,
996     WINED3D_FFP_TEXCOORD3 = 10,
997     WINED3D_FFP_TEXCOORD4 = 11,
998     WINED3D_FFP_TEXCOORD5 = 12,
999     WINED3D_FFP_TEXCOORD6 = 13,
1000     WINED3D_FFP_TEXCOORD7 = 14,
1001 };
1002
1003 enum wined3d_ffp_emit_idx
1004 {
1005     WINED3D_FFP_EMIT_FLOAT1 = 0,
1006     WINED3D_FFP_EMIT_FLOAT2 = 1,
1007     WINED3D_FFP_EMIT_FLOAT3 = 2,
1008     WINED3D_FFP_EMIT_FLOAT4 = 3,
1009     WINED3D_FFP_EMIT_D3DCOLOR = 4,
1010     WINED3D_FFP_EMIT_UBYTE4 = 5,
1011     WINED3D_FFP_EMIT_SHORT2 = 6,
1012     WINED3D_FFP_EMIT_SHORT4 = 7,
1013     WINED3D_FFP_EMIT_UBYTE4N = 8,
1014     WINED3D_FFP_EMIT_SHORT2N = 9,
1015     WINED3D_FFP_EMIT_SHORT4N = 10,
1016     WINED3D_FFP_EMIT_USHORT2N = 11,
1017     WINED3D_FFP_EMIT_USHORT4N = 12,
1018     WINED3D_FFP_EMIT_UDEC3 = 13,
1019     WINED3D_FFP_EMIT_DEC3N = 14,
1020     WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1021     WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1022     WINED3D_FFP_EMIT_COUNT = 17
1023 };
1024
1025 struct wined3d_stream_info_element
1026 {
1027     const struct GlPixelFormatDesc *format_desc;
1028     GLsizei stride;
1029     const BYTE *data;
1030     UINT stream_idx;
1031     GLuint buffer_object;
1032 };
1033
1034 struct wined3d_stream_info
1035 {
1036     struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1037     BOOL position_transformed;
1038     WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1039     WORD use_map; /* MAX_ATTRIBS, 16 */
1040 };
1041
1042 /*****************************************************************************
1043  * Prototypes
1044  */
1045
1046 /* Routine common to the draw primitive and draw indexed primitive routines */
1047 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
1048         UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
1049 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
1050
1051 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1052 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1053 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
1054 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
1055 extern glAttribFunc specular_func_3ubv;
1056 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
1057 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
1058 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
1059
1060 #define eps 1e-8
1061
1062 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1063     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1064
1065 /* Routines and structures related to state management */
1066 typedef struct WineD3DContext WineD3DContext;
1067 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
1068
1069 #define STATE_RENDER(a) (a)
1070 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1071
1072 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1073 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1074
1075 /* + 1 because samplers start with 0 */
1076 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1077 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1078
1079 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1080 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1081
1082 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1083 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1084
1085 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1086 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1087 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1088 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1089
1090 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1091 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1092
1093 #define STATE_VSHADER (STATE_VDECL + 1)
1094 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1095
1096 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1097 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1098
1099 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1100 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1101 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1102 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1103
1104 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1105 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1106
1107 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1108 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1109
1110 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1111 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1112
1113 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1114
1115 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1116
1117 #define STATE_HIGHEST (STATE_FRONTFACE)
1118
1119 struct StateEntry
1120 {
1121     DWORD               representative;
1122     APPLYSTATEFUNC      apply;
1123 };
1124
1125 struct StateEntryTemplate
1126 {
1127     DWORD               state;
1128     struct StateEntry   content;
1129     GL_SupportedExt     extension;
1130 };
1131
1132 struct fragment_caps {
1133     DWORD               PrimitiveMiscCaps;
1134
1135     DWORD               TextureOpCaps;
1136     DWORD               MaxTextureBlendStages;
1137     DWORD               MaxSimultaneousTextures;
1138 };
1139
1140 struct fragment_pipeline {
1141     void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1142     void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
1143     HRESULT (*alloc_private)(IWineD3DDevice *iface);
1144     void (*free_private)(IWineD3DDevice *iface);
1145     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1146     const struct StateEntryTemplate *states;
1147     BOOL ffp_proj_control;
1148 };
1149
1150 extern const struct StateEntryTemplate misc_state_template[];
1151 extern const struct StateEntryTemplate ffp_vertexstate_template[];
1152 extern const struct fragment_pipeline ffp_fragment_pipeline;
1153 extern const struct fragment_pipeline atifs_fragment_pipeline;
1154 extern const struct fragment_pipeline arbfp_fragment_pipeline;
1155 extern const struct fragment_pipeline nvts_fragment_pipeline;
1156 extern const struct fragment_pipeline nvrc_fragment_pipeline;
1157
1158 /* "Base" state table */
1159 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1160         const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
1161         const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
1162
1163 /* Shaders for color conversions in blits */
1164 struct blit_shader {
1165     HRESULT (*alloc_private)(IWineD3DDevice *iface);
1166     void (*free_private)(IWineD3DDevice *iface);
1167     HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1168             GLenum textype, UINT width, UINT height);
1169     void (*unset_shader)(IWineD3DDevice *iface);
1170     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1171 };
1172
1173 extern const struct blit_shader ffp_blit;
1174 extern const struct blit_shader arbfp_blit;
1175
1176 enum fogsource {
1177     FOGSOURCE_FFP,
1178     FOGSOURCE_VS,
1179     FOGSOURCE_COORD,
1180 };
1181
1182 #define WINED3D_MAX_FBO_ENTRIES 64
1183
1184 /* The new context manager that should deal with onscreen and offscreen rendering */
1185 struct WineD3DContext {
1186     /* State dirtification
1187      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1188      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1189      * 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
1190      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1191      */
1192     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1193     DWORD                   numDirtyEntries;
1194     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1195
1196     IWineD3DSurface         *surface;
1197     DWORD                   tid;    /* Thread ID which owns this context at the moment */
1198
1199     /* Stores some information about the context state for optimization */
1200     WORD draw_buffer_dirty : 1;
1201     WORD last_was_rhw : 1;              /* true iff last draw_primitive was in xyzrhw mode */
1202     WORD last_was_pshader : 1;
1203     WORD last_was_vshader : 1;
1204     WORD namedArraysLoaded : 1;
1205     WORD numberedArraysLoaded : 1;
1206     WORD last_was_blit : 1;
1207     WORD last_was_ckey : 1;
1208     WORD fog_coord : 1;
1209     WORD isPBuffer : 1;
1210     WORD fog_enabled : 1;
1211     WORD num_untracked_materials : 2;   /* Max value 2 */
1212     WORD padding : 3;
1213     BYTE texShaderBumpMap;              /* MAX_TEXTURES, 8 */
1214     BYTE lastWasPow2Texture;            /* MAX_TEXTURES, 8 */
1215     DWORD                   numbered_array_mask;
1216     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
1217     GLenum                  untracked_materials[2];
1218     UINT                    blit_w, blit_h;
1219     enum fogsource          fog_source;
1220
1221     char                    *vshader_const_dirty, *pshader_const_dirty;
1222
1223     /* The actual opengl context */
1224     HGLRC                   glCtx;
1225     HWND                    win_handle;
1226     HDC                     hdc;
1227     HPBUFFERARB             pbuffer;
1228     GLint                   aux_buffers;
1229
1230     /* FBOs */
1231     UINT                    fbo_entry_count;
1232     struct list             fbo_list;
1233     struct fbo_entry        *current_fbo;
1234     GLuint                  src_fbo;
1235     GLuint                  dst_fbo;
1236
1237     /* Extension emulation */
1238     GLint                   gl_fog_source;
1239     GLfloat                 fog_coord_value;
1240     GLfloat                 color[4], fogstart, fogend, fogcolor[4];
1241     GLuint                  dummy_arbfp_prog;
1242 };
1243
1244 typedef enum ContextUsage {
1245     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
1246     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
1247     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
1248     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
1249 } ContextUsage;
1250
1251 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
1252 WineD3DContext *getActiveContext(void);
1253 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
1254 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
1255 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1256 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
1257 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1258 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1259 void context_set_last_device(IWineD3DDeviceImpl *device);
1260
1261 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1262 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1263
1264 /* Macros for doing basic GPU detection based on opengl capabilities */
1265 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1266 #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])
1267 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1268 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1269
1270 /* Default callbacks for implicit object destruction */
1271 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1272
1273 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1274
1275 /*****************************************************************************
1276  * Internal representation of a light
1277  */
1278 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1279 struct PLIGHTINFOEL {
1280     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1281     DWORD        OriginalIndex;
1282     LONG         glIndex;
1283     BOOL         changed;
1284     BOOL         enabledChanged;
1285     BOOL         enabled;
1286
1287     /* Converted parms to speed up swapping lights */
1288     float                         lightPosn[4];
1289     float                         lightDirn[4];
1290     float                         exponent;
1291     float                         cutoff;
1292
1293     struct list entry;
1294 };
1295
1296 /* The default light parameters */
1297 extern const WINED3DLIGHT WINED3D_default_light;
1298
1299 typedef struct WineD3D_PixelFormat
1300 {
1301     int iPixelFormat; /* WGL pixel format */
1302     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1303     int redSize, greenSize, blueSize, alphaSize;
1304     int depthSize, stencilSize;
1305     BOOL windowDrawable;
1306     BOOL pbufferDrawable;
1307     BOOL doubleBuffer;
1308     int auxBuffers;
1309     int numSamples;
1310 } WineD3D_PixelFormat;
1311
1312 /* The adapter structure */
1313 struct WineD3DAdapter
1314 {
1315     UINT                    num;
1316     BOOL                    opengl;
1317     POINT                   monitorPoint;
1318     WineD3D_GL_Info         gl_info;
1319     const char              *driver;
1320     const char              *description;
1321     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1322     int                     nCfgs;
1323     WineD3D_PixelFormat     *cfgs;
1324     BOOL                    brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1325     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1326     unsigned int            UsedTextureRam;
1327 };
1328
1329 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
1330 BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info);
1331 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1332 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
1333
1334 /*****************************************************************************
1335  * High order patch management
1336  */
1337 struct WineD3DRectPatch
1338 {
1339     UINT                            Handle;
1340     float                          *mem;
1341     WineDirect3DVertexStridedData   strided;
1342     WINED3DRECTPATCH_INFO           RectPatchInfo;
1343     float                           numSegs[4];
1344     char                            has_normals, has_texcoords;
1345     struct list                     entry;
1346 };
1347
1348 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1349
1350 enum projection_types
1351 {
1352     proj_none    = 0,
1353     proj_count3  = 1,
1354     proj_count4  = 2
1355 };
1356
1357 enum dst_arg
1358 {
1359     resultreg    = 0,
1360     tempreg      = 1
1361 };
1362
1363 /*****************************************************************************
1364  * Fixed function pipeline replacements
1365  */
1366 #define ARG_UNUSED          0xff
1367 struct texture_stage_op
1368 {
1369     unsigned                cop : 8;
1370     unsigned                carg1 : 8;
1371     unsigned                carg2 : 8;
1372     unsigned                carg0 : 8;
1373
1374     unsigned                aop : 8;
1375     unsigned                aarg1 : 8;
1376     unsigned                aarg2 : 8;
1377     unsigned                aarg0 : 8;
1378
1379     struct color_fixup_desc color_fixup;
1380     unsigned                tex_type : 3;
1381     unsigned                dst : 1;
1382     unsigned                projected : 2;
1383     unsigned                padding : 10;
1384 };
1385
1386 struct ffp_frag_settings {
1387     struct texture_stage_op     op[MAX_TEXTURES];
1388     enum fogmode fog;
1389     /* Use shorts instead of chars to get dword alignment */
1390     unsigned short sRGB_write;
1391     unsigned short emul_clipplanes;
1392 };
1393
1394 struct ffp_frag_desc
1395 {
1396     struct wine_rb_entry entry;
1397     struct ffp_frag_settings    settings;
1398 };
1399
1400 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions;
1401
1402 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1403 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1404         const struct ffp_frag_settings *settings);
1405 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc);
1406
1407 /*****************************************************************************
1408  * IWineD3D implementation structure
1409  */
1410 typedef struct IWineD3DImpl
1411 {
1412     /* IUnknown fields */
1413     const IWineD3DVtbl     *lpVtbl;
1414     LONG                    ref;     /* Note: Ref counting not required */
1415
1416     /* WineD3D Information */
1417     IUnknown               *parent;
1418     UINT                    dxVersion;
1419
1420     UINT adapter_count;
1421     struct WineD3DAdapter adapters[1];
1422 } IWineD3DImpl;
1423
1424 extern const IWineD3DVtbl IWineD3D_Vtbl;
1425
1426 BOOL InitAdapters(IWineD3DImpl *This);
1427
1428 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1429 (since it will break quite a few things until contexts are managed properly!) */
1430 extern BOOL pbuffer_support;
1431 /* allocate one pbuffer per surface */
1432 extern BOOL pbuffer_per_surface;
1433
1434 /* A helper function that dumps a resource list */
1435 void dumpResources(struct list *list);
1436
1437 /*****************************************************************************
1438  * IWineD3DDevice implementation structure
1439  */
1440 #define WINED3D_UNMAPPED_STAGE ~0U
1441
1442 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1443 #define WINED3DCREATE_MULTITHREADED 0x00000004
1444
1445 struct IWineD3DDeviceImpl
1446 {
1447     /* IUnknown fields      */
1448     const IWineD3DDeviceVtbl *lpVtbl;
1449     LONG                    ref;     /* Note: Ref counting not required */
1450
1451     /* WineD3D Information  */
1452     IUnknown               *parent;
1453     IWineD3DDeviceParent   *device_parent;
1454     IWineD3D               *wineD3D;
1455     struct WineD3DAdapter  *adapter;
1456
1457     /* Window styles to restore when switching fullscreen mode */
1458     LONG                    style;
1459     LONG                    exStyle;
1460
1461     /* X and GL Information */
1462     GLint                   maxConcurrentLights;
1463     GLenum                  offscreenBuffer;
1464
1465     /* Selected capabilities */
1466     int vs_selected_mode;
1467     int ps_selected_mode;
1468     const shader_backend_t *shader_backend;
1469     void *shader_priv;
1470     void *fragment_priv;
1471     void *blit_priv;
1472     struct StateEntry StateTable[STATE_HIGHEST + 1];
1473     /* Array of functions for states which are handled by more than one pipeline part */
1474     APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1475     const struct fragment_pipeline *frag_pipe;
1476     const struct blit_shader *blitter;
1477
1478     unsigned int max_ffp_textures, max_ffp_texture_stages;
1479     DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1480     DWORD vs_clipping;
1481
1482     WORD view_ident : 1;                /* true iff view matrix is identity */
1483     WORD untransformed : 1;
1484     WORD vertexBlendUsed : 1;           /* To avoid needless setting of the blend matrices */
1485     WORD isRecordingState : 1;
1486     WORD isInDraw : 1;
1487     WORD render_offscreen : 1;
1488     WORD bCursorVisible : 1;
1489     WORD haveHardwareCursor : 1;
1490     WORD d3d_initialized : 1;
1491     WORD inScene : 1;                   /* A flag to check for proper BeginScene / EndScene call pairs */
1492     WORD softwareVertexProcessing : 1;  /* process vertex shaders using software or hardware */
1493     WORD useDrawStridedSlow : 1;
1494     WORD instancedDraw : 1;
1495     WORD padding : 3;
1496
1497     BYTE fixed_function_usage_map;      /* MAX_TEXTURES, 8 */
1498
1499 #define DDRAW_PITCH_ALIGNMENT 8
1500 #define D3D8_PITCH_ALIGNMENT 4
1501     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
1502
1503     /* State block related */
1504     IWineD3DStateBlockImpl *stateBlock;
1505     IWineD3DStateBlockImpl *updateStateBlock;
1506
1507     /* Internal use fields  */
1508     WINED3DDEVICE_CREATION_PARAMETERS createParms;
1509     UINT                            adapterNo;
1510     WINED3DDEVTYPE                  devType;
1511
1512     IWineD3DSwapChain     **swapchains;
1513     UINT                    NumberOfSwapChains;
1514
1515     struct list             resources; /* a linked list to track resources created by the device */
1516     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
1517     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
1518
1519     /* Render Target Support */
1520     IWineD3DSurface       **render_targets;
1521     IWineD3DSurface        *auto_depth_stencil_buffer;
1522     IWineD3DSurface        *stencilBufferTarget;
1523
1524     /* Caches to avoid unneeded context changes */
1525     IWineD3DSurface        *lastActiveRenderTarget;
1526     IWineD3DSwapChain      *lastActiveSwapChain;
1527
1528     /* palettes texture management */
1529     UINT                    NumberOfPalettes;
1530     PALETTEENTRY            **palettes;
1531     UINT                    currentPalette;
1532     UINT                    paletteConversionShader;
1533
1534     /* For rendering to a texture using glCopyTexImage */
1535     GLenum                  *draw_buffers;
1536     GLuint                  depth_blt_texture;
1537     GLuint                  depth_blt_rb;
1538     UINT                    depth_blt_rb_w;
1539     UINT                    depth_blt_rb_h;
1540
1541     /* Cursor management */
1542     UINT                    xHotSpot;
1543     UINT                    yHotSpot;
1544     UINT                    xScreenSpace;
1545     UINT                    yScreenSpace;
1546     UINT                    cursorWidth, cursorHeight;
1547     GLuint                  cursorTexture;
1548     HCURSOR                 hardwareCursor;
1549
1550     /* The Wine logo surface */
1551     IWineD3DSurface        *logo_surface;
1552
1553     /* Textures for when no other textures are mapped */
1554     UINT                          dummyTextureName[MAX_TEXTURES];
1555
1556     /* Device state management */
1557     HRESULT                 state;
1558
1559     /* DirectDraw stuff */
1560     DWORD ddraw_width, ddraw_height;
1561     WINED3DFORMAT ddraw_format;
1562
1563     /* Final position fixup constant */
1564     float                       posFixup[4];
1565
1566     /* With register combiners we can skip junk texture stages */
1567     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
1568     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1569
1570     /* Stream source management */
1571     struct wined3d_stream_info strided_streams;
1572     const WineDirect3DVertexStridedData *up_strided;
1573
1574     /* Context management */
1575     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
1576     WineD3DContext          *activeContext;
1577     DWORD                   lastThread;
1578     UINT                    numContexts;
1579     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
1580     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1581
1582     /* High level patch management */
1583 #define PATCHMAP_SIZE 43
1584 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1585     struct list             patches[PATCHMAP_SIZE];
1586     struct WineD3DRectPatch *currentPatch;
1587 };
1588
1589 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1590
1591 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1592 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1593 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1594         BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1595 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1596         const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1597 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
1598                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1599                                         float Z, DWORD Stencil);
1600 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1601 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1602 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1603     DWORD idx = state >> 5;
1604     BYTE shift = state & 0x1f;
1605     return context->isStateDirty[idx] & (1 << shift);
1606 }
1607
1608 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1609 typedef struct PrivateData
1610 {
1611     struct list entry;
1612
1613     GUID tag;
1614     DWORD flags; /* DDSPD_* */
1615
1616     union
1617     {
1618         LPVOID data;
1619         LPUNKNOWN object;
1620     } ptr;
1621
1622     DWORD size;
1623 } PrivateData;
1624
1625 /*****************************************************************************
1626  * IWineD3DResource implementation structure
1627  */
1628 typedef struct IWineD3DResourceClass
1629 {
1630     /* IUnknown fields */
1631     LONG                    ref;     /* Note: Ref counting not required */
1632
1633     /* WineD3DResource Information */
1634     IUnknown               *parent;
1635     WINED3DRESOURCETYPE     resourceType;
1636     IWineD3DDeviceImpl     *wineD3DDevice;
1637     WINED3DPOOL             pool;
1638     UINT                    size;
1639     DWORD                   usage;
1640     const struct GlPixelFormatDesc *format_desc;
1641     DWORD                   priority;
1642     BYTE                   *allocatedMemory; /* Pointer to the real data location */
1643     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
1644     struct list             privateData;
1645     struct list             resource_list_entry;
1646
1647 } IWineD3DResourceClass;
1648
1649 typedef struct IWineD3DResourceImpl
1650 {
1651     /* IUnknown & WineD3DResource Information     */
1652     const IWineD3DResourceVtbl *lpVtbl;
1653     IWineD3DResourceClass   resource;
1654 } IWineD3DResourceImpl;
1655
1656 void resource_cleanup(IWineD3DResource *iface);
1657 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1658 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1659 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1660 DWORD resource_get_priority(IWineD3DResource *iface);
1661 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1662         void *data, DWORD *data_size);
1663 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1664         IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1665         WINED3DPOOL pool, IUnknown *parent);
1666 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1667 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1668 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1669         const void *data, DWORD data_size, DWORD flags);
1670
1671 /* Tests show that the start address of resources is 32 byte aligned */
1672 #define RESOURCE_ALIGNMENT 32
1673
1674 /*****************************************************************************
1675  * IWineD3DBaseTexture D3D- > openGL state map lookups
1676  */
1677
1678 typedef enum winetexturestates {
1679     WINED3DTEXSTA_ADDRESSU       = 0,
1680     WINED3DTEXSTA_ADDRESSV       = 1,
1681     WINED3DTEXSTA_ADDRESSW       = 2,
1682     WINED3DTEXSTA_BORDERCOLOR    = 3,
1683     WINED3DTEXSTA_MAGFILTER      = 4,
1684     WINED3DTEXSTA_MINFILTER      = 5,
1685     WINED3DTEXSTA_MIPFILTER      = 6,
1686     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1687     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1688     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1689     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1690     WINED3DTEXSTA_DMAPOFFSET     = 11,
1691     WINED3DTEXSTA_TSSADDRESSW    = 12,
1692     MAX_WINETEXTURESTATES        = 13,
1693 } winetexturestates;
1694
1695 enum WINED3DSRGB
1696 {
1697     SRGB_ANY                                = 0,    /* Uses the cached value(e.g. external calls) */
1698     SRGB_RGB                                = 1,    /* Loads the rgb texture */
1699     SRGB_SRGB                               = 2,    /* Loads the srgb texture */
1700     SRGB_BOTH                               = 3,    /* Loads both textures */
1701 };
1702
1703 /*****************************************************************************
1704  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1705  */
1706 typedef struct IWineD3DBaseTextureClass
1707 {
1708     DWORD                   states[MAX_WINETEXTURESTATES];
1709     DWORD                   srgbstates[MAX_WINETEXTURESTATES];
1710     UINT                    levels;
1711     BOOL                    dirty, srgbDirty;
1712     UINT                    textureName, srgbTextureName;
1713     float                   pow2Matrix[16];
1714     UINT                    LOD;
1715     WINED3DTEXTUREFILTERTYPE filterType;
1716     LONG                    bindCount;
1717     DWORD                   sampler;
1718     BOOL                    is_srgb;
1719     BOOL                    pow2Matrix_identity;
1720     const struct min_lookup *minMipLookup;
1721     const GLenum            *magLookup;
1722     void                    (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1723 } IWineD3DBaseTextureClass;
1724
1725 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1726
1727 typedef struct IWineD3DBaseTextureImpl
1728 {
1729     /* IUnknown & WineD3DResource Information     */
1730     const IWineD3DBaseTextureVtbl *lpVtbl;
1731     IWineD3DResourceClass     resource;
1732     IWineD3DBaseTextureClass  baseTexture;
1733
1734 } IWineD3DBaseTextureImpl;
1735
1736 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1737         const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1738         const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1739 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1740 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1741 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1742 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1743 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1744 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1745 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1746 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1747         IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1748         WINED3DPOOL pool, IUnknown *parent);
1749 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1750 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1751 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1752 void basetexture_unload(IWineD3DBaseTexture *iface);
1753 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1754     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1755     This->baseTexture.is_srgb = srgb;
1756 }
1757
1758 /*****************************************************************************
1759  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1760  */
1761 typedef struct IWineD3DTextureImpl
1762 {
1763     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1764     const IWineD3DTextureVtbl *lpVtbl;
1765     IWineD3DResourceClass     resource;
1766     IWineD3DBaseTextureClass  baseTexture;
1767
1768     /* IWineD3DTexture */
1769     IWineD3DSurface          *surfaces[MAX_MIP_LEVELS];
1770     UINT                      target;
1771     BOOL                      cond_np2;
1772
1773 } IWineD3DTextureImpl;
1774
1775 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1776
1777 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1778         IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1779
1780 /*****************************************************************************
1781  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1782  */
1783 typedef struct IWineD3DCubeTextureImpl
1784 {
1785     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1786     const IWineD3DCubeTextureVtbl *lpVtbl;
1787     IWineD3DResourceClass     resource;
1788     IWineD3DBaseTextureClass  baseTexture;
1789
1790     /* IWineD3DCubeTexture */
1791     IWineD3DSurface          *surfaces[6][MAX_MIP_LEVELS];
1792 } IWineD3DCubeTextureImpl;
1793
1794 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1795
1796 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1797         IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1798
1799 typedef struct _WINED3DVOLUMET_DESC
1800 {
1801     UINT                    Width;
1802     UINT                    Height;
1803     UINT                    Depth;
1804 } WINED3DVOLUMET_DESC;
1805
1806 /*****************************************************************************
1807  * IWineD3DVolume implementation structure (extends IUnknown)
1808  */
1809 typedef struct IWineD3DVolumeImpl
1810 {
1811     /* IUnknown & WineD3DResource fields */
1812     const IWineD3DVolumeVtbl  *lpVtbl;
1813     IWineD3DResourceClass      resource;
1814
1815     /* WineD3DVolume Information */
1816     WINED3DVOLUMET_DESC      currentDesc;
1817     IWineD3DBase            *container;
1818     BOOL                    lockable;
1819     BOOL                    locked;
1820     WINED3DBOX              lockedBox;
1821     WINED3DBOX              dirtyBox;
1822     BOOL                    dirty;
1823 } IWineD3DVolumeImpl;
1824
1825 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1826
1827 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1828
1829 /*****************************************************************************
1830  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1831  */
1832 typedef struct IWineD3DVolumeTextureImpl
1833 {
1834     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1835     const IWineD3DVolumeTextureVtbl *lpVtbl;
1836     IWineD3DResourceClass     resource;
1837     IWineD3DBaseTextureClass  baseTexture;
1838
1839     /* IWineD3DVolumeTexture */
1840     IWineD3DVolume           *volumes[MAX_MIP_LEVELS];
1841 } IWineD3DVolumeTextureImpl;
1842
1843 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1844
1845 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height, UINT depth, UINT levels,
1846         IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1847
1848 typedef struct _WINED3DSURFACET_DESC
1849 {
1850     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1851     DWORD                   MultiSampleQuality;
1852     UINT                    Width;
1853     UINT                    Height;
1854 } WINED3DSURFACET_DESC;
1855
1856 /*****************************************************************************
1857  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1858  */
1859 typedef struct wineD3DSurface_DIB {
1860     HBITMAP DIBsection;
1861     void* bitmap_data;
1862     UINT bitmap_size;
1863     HGDIOBJ holdbitmap;
1864     BOOL client_memory;
1865 } wineD3DSurface_DIB;
1866
1867 typedef struct {
1868     struct list entry;
1869     GLuint id;
1870     UINT width;
1871     UINT height;
1872 } renderbuffer_entry_t;
1873
1874 struct fbo_entry
1875 {
1876     struct list entry;
1877     IWineD3DSurface **render_targets;
1878     IWineD3DSurface *depth_stencil;
1879     BOOL attached;
1880     GLuint id;
1881 };
1882
1883 /*****************************************************************************
1884  * IWineD3DClipp implementation structure
1885  */
1886 typedef struct IWineD3DClipperImpl
1887 {
1888     const IWineD3DClipperVtbl *lpVtbl;
1889     LONG ref;
1890
1891     IUnknown *Parent;
1892     HWND hWnd;
1893 } IWineD3DClipperImpl;
1894
1895
1896 /*****************************************************************************
1897  * IWineD3DSurface implementation structure
1898  */
1899 struct IWineD3DSurfaceImpl
1900 {
1901     /* IUnknown & IWineD3DResource Information     */
1902     const IWineD3DSurfaceVtbl *lpVtbl;
1903     IWineD3DResourceClass     resource;
1904
1905     /* IWineD3DSurface fields */
1906     IWineD3DBase              *container;
1907     WINED3DSURFACET_DESC      currentDesc;
1908     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1909     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1910
1911     /* TODO: move this off into a management class(maybe!) */
1912     DWORD                      Flags;
1913
1914     UINT                      pow2Width;
1915     UINT                      pow2Height;
1916
1917     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1918     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1919
1920     /* Oversized texture */
1921     RECT                      glRect;
1922
1923     /* PBO */
1924     GLuint                    pbo;
1925
1926     RECT                      lockedRect;
1927     RECT                      dirtyRect;
1928     int                       lockCount;
1929 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1930
1931     glDescriptor              glDescription;
1932
1933     /* For GetDC */
1934     wineD3DSurface_DIB        dib;
1935     HDC                       hDC;
1936
1937     /* Color keys for DDraw */
1938     WINEDDCOLORKEY            DestBltCKey;
1939     WINEDDCOLORKEY            DestOverlayCKey;
1940     WINEDDCOLORKEY            SrcOverlayCKey;
1941     WINEDDCOLORKEY            SrcBltCKey;
1942     DWORD                     CKeyFlags;
1943
1944     WINEDDCOLORKEY            glCKey;
1945
1946     struct list               renderbuffers;
1947     renderbuffer_entry_t      *current_renderbuffer;
1948
1949     /* DirectDraw clippers */
1950     IWineD3DClipper           *clipper;
1951
1952     /* DirectDraw Overlay handling */
1953     RECT                      overlay_srcrect;
1954     RECT                      overlay_destrect;
1955     IWineD3DSurfaceImpl       *overlay_dest;
1956     struct list               overlays;
1957     struct list               overlay_entry;
1958 };
1959
1960 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1961 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1962
1963 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height);
1964 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This);
1965 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
1966         UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
1967         UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
1968         WINED3DPOOL pool, IUnknown *parent);
1969
1970 /* Predeclare the shared Surface functions */
1971 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1972 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1973 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1974 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1975 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1976 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1977 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1978 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1979 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1980 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1981 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1982 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1983 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1984 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1985 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1986 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1987 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1988 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1989 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1990 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1991 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1992 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1993 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1994 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1995 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1996 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1997         IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1998 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1999 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
2000 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
2001 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
2002 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2003         const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
2004 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2005         IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
2006 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
2007 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
2008 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
2009
2010 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2011 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2012 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2013 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
2014
2015 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
2016
2017 /* Surface flags: */
2018 #define SFLAG_OVERSIZE      0x00000001 /* Surface is bigger than gl size, blts only */
2019 #define SFLAG_CONVERTED     0x00000002 /* Converted for color keying or Palettized */
2020 #define SFLAG_DIBSECTION    0x00000004 /* Has a DIB section attached for GetDC */
2021 #define SFLAG_LOCKABLE      0x00000008 /* Surface can be locked */
2022 #define SFLAG_DISCARD       0x00000010 /* ??? */
2023 #define SFLAG_LOCKED        0x00000020 /* Surface is locked atm */
2024 #define SFLAG_INTEXTURE     0x00000040 /* The GL texture contains the newest surface content */
2025 #define SFLAG_INSRGBTEX     0x00000080 /* The GL srgb texture contains the newest surface content */
2026 #define SFLAG_INDRAWABLE    0x00000100 /* The gl drawable contains the most up to date data */
2027 #define SFLAG_INSYSMEM      0x00000200 /* The system memory copy is most up to date */
2028 #define SFLAG_NONPOW2       0x00000400 /* Surface sizes are not a power of 2 */
2029 #define SFLAG_DYNLOCK       0x00000800 /* Surface is often locked by the app */
2030 #define SFLAG_DCINUSE       0x00001000 /* Set between GetDC and ReleaseDC calls */
2031 #define SFLAG_LOST          0x00002000 /* Surface lost flag for DDraw */
2032 #define SFLAG_USERPTR       0x00004000 /* The application allocated the memory for this surface */
2033 #define SFLAG_GLCKEY        0x00008000 /* The gl texture was created with a color key */
2034 #define SFLAG_CLIENT        0x00010000 /* GL_APPLE_client_storage is used on that texture */
2035 #define SFLAG_ALLOCATED     0x00020000 /* A gl texture is allocated for this surface */
2036 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2037 #define SFLAG_PBO           0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2038 #define SFLAG_NORMCOORD     0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2039 #define SFLAG_DS_ONSCREEN   0x00200000 /* Is a depth stencil, last modified onscreen */
2040 #define SFLAG_DS_OFFSCREEN  0x00400000 /* Is a depth stencil, last modified offscreen */
2041 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2042 #define SFLAG_SWAPCHAIN     0x01000000 /* The surface is part of a swapchain */
2043
2044 /* In some conditions the surface memory must not be freed:
2045  * SFLAG_OVERSIZE: Not all data can be kept in GL
2046  * SFLAG_CONVERTED: Converting the data back would take too long
2047  * SFLAG_DIBSECTION: The dib code manages the memory
2048  * SFLAG_LOCKED: The app requires access to the surface data
2049  * SFLAG_DYNLOCK: Avoid freeing the data for performance
2050  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2051  * SFLAG_CLIENT: OpenGL uses our memory as backup
2052  */
2053 #define SFLAG_DONOTFREE     (SFLAG_OVERSIZE   | \
2054                              SFLAG_CONVERTED  | \
2055                              SFLAG_DIBSECTION | \
2056                              SFLAG_LOCKED     | \
2057                              SFLAG_DYNLOCK    | \
2058                              SFLAG_USERPTR    | \
2059                              SFLAG_PBO        | \
2060                              SFLAG_CLIENT)
2061
2062 #define SFLAG_LOCATIONS     (SFLAG_INSYSMEM   | \
2063                              SFLAG_INTEXTURE  | \
2064                              SFLAG_INDRAWABLE | \
2065                              SFLAG_INSRGBTEX)
2066
2067 #define SFLAG_DS_LOCATIONS  (SFLAG_DS_ONSCREEN | \
2068                              SFLAG_DS_OFFSCREEN)
2069 #define SFLAG_DS_DISCARDED   SFLAG_DS_LOCATIONS
2070
2071 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
2072
2073 typedef enum {
2074     NO_CONVERSION,
2075     CONVERT_PALETTED,
2076     CONVERT_PALETTED_CK,
2077     CONVERT_CK_565,
2078     CONVERT_CK_5551,
2079     CONVERT_CK_4444,
2080     CONVERT_CK_4444_ARGB,
2081     CONVERT_CK_1555,
2082     CONVERT_555,
2083     CONVERT_CK_RGB24,
2084     CONVERT_CK_8888,
2085     CONVERT_CK_8888_ARGB,
2086     CONVERT_RGB32_888,
2087     CONVERT_V8U8,
2088     CONVERT_L6V5U5,
2089     CONVERT_X8L8V8U8,
2090     CONVERT_Q8W8V8U8,
2091     CONVERT_V16U16,
2092     CONVERT_A4L4,
2093     CONVERT_G16R16,
2094     CONVERT_R16G16F,
2095     CONVERT_R32G32F,
2096     CONVERT_D15S1,
2097     CONVERT_D24X4S4,
2098     CONVERT_D24FS8,
2099 } CONVERT_TYPES;
2100
2101 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);
2102
2103 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
2104
2105 /*****************************************************************************
2106  * IWineD3DVertexDeclaration implementation structure
2107  */
2108 #define MAX_ATTRIBS 16
2109
2110 struct wined3d_vertex_declaration_element
2111 {
2112     const struct GlPixelFormatDesc *format_desc;
2113     BOOL ffp_valid;
2114     WORD input_slot;
2115     WORD offset;
2116     UINT output_slot;
2117     BYTE method;
2118     BYTE usage;
2119     BYTE usage_idx;
2120 };
2121
2122 typedef struct IWineD3DVertexDeclarationImpl {
2123     /* IUnknown  Information */
2124     const IWineD3DVertexDeclarationVtbl *lpVtbl;
2125     LONG                    ref;
2126
2127     IUnknown                *parent;
2128     IWineD3DDeviceImpl      *wineD3DDevice;
2129
2130     struct wined3d_vertex_declaration_element *elements;
2131     UINT element_count;
2132
2133     DWORD                   streams[MAX_STREAMS];
2134     UINT                    num_streams;
2135     BOOL                    position_transformed;
2136     BOOL                    half_float_conv_needed;
2137 } IWineD3DVertexDeclarationImpl;
2138
2139 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
2140
2141 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
2142         const WINED3DVERTEXELEMENT *elements, UINT element_count);
2143
2144 /*****************************************************************************
2145  * IWineD3DStateBlock implementation structure
2146  */
2147
2148 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
2149 /*   Note: Very long winded but gl Lists are not flexible enough */
2150 /*   to resolve everything we need, so doing it manually for now */
2151 typedef struct SAVEDSTATES {
2152     DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2153     WORD streamSource;                          /* MAX_STREAMS, 16 */
2154     WORD streamFreq;                            /* MAX_STREAMS, 16 */
2155     DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2156     DWORD textureState[MAX_TEXTURES];           /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2157     WORD samplerState[MAX_COMBINED_SAMPLERS];   /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2158     DWORD textures;                             /* MAX_COMBINED_SAMPLERS, 20 */
2159     DWORD clipplane;                            /* WINED3DMAXUSERCLIPPLANES, 32 */
2160     WORD pixelShaderConstantsB;                 /* MAX_CONST_B, 16 */
2161     WORD pixelShaderConstantsI;                 /* MAX_CONST_I, 16 */
2162     BOOL *pixelShaderConstantsF;
2163     WORD vertexShaderConstantsB;                /* MAX_CONST_B, 16 */
2164     WORD vertexShaderConstantsI;                /* MAX_CONST_I, 16 */
2165     BOOL *vertexShaderConstantsF;
2166     WORD primitive_type : 1;
2167     WORD indices : 1;
2168     WORD material : 1;
2169     WORD viewport : 1;
2170     WORD vertexDecl : 1;
2171     WORD pixelShader : 1;
2172     WORD vertexShader : 1;
2173     WORD scissorRect : 1;
2174     WORD padding : 1;
2175 } SAVEDSTATES;
2176
2177 struct StageState {
2178     DWORD stage;
2179     DWORD state;
2180 };
2181
2182 struct IWineD3DStateBlockImpl
2183 {
2184     /* IUnknown fields */
2185     const IWineD3DStateBlockVtbl *lpVtbl;
2186     LONG                      ref;     /* Note: Ref counting not required */
2187
2188     /* IWineD3DStateBlock information */
2189     IUnknown                 *parent;
2190     IWineD3DDeviceImpl       *wineD3DDevice;
2191     WINED3DSTATEBLOCKTYPE     blockType;
2192
2193     /* Array indicating whether things have been set or changed */
2194     SAVEDSTATES               changed;
2195
2196     /* Vertex Shader Declaration */
2197     IWineD3DVertexDeclaration *vertexDecl;
2198
2199     IWineD3DVertexShader      *vertexShader;
2200
2201     /* Vertex Shader Constants */
2202     BOOL                       vertexShaderConstantB[MAX_CONST_B];
2203     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
2204     float                     *vertexShaderConstantF;
2205
2206     /* primitive type */
2207     GLenum gl_primitive_type;
2208
2209     /* Stream Source */
2210     BOOL                      streamIsUP;
2211     UINT                      streamStride[MAX_STREAMS];
2212     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2213     IWineD3DBuffer           *streamSource[MAX_STREAMS];
2214     UINT                      streamFreq[MAX_STREAMS + 1];
2215     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
2216
2217     /* Indices */
2218     IWineD3DBuffer*           pIndexData;
2219     WINED3DFORMAT             IndexFmt;
2220     INT                       baseVertexIndex;
2221     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2222
2223     /* Transform */
2224     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
2225
2226     /* Light hashmap . Collisions are handled using standard wine double linked lists */
2227 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2228 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2229     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
2230     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2231
2232     /* Clipping */
2233     double                    clipplane[MAX_CLIPPLANES][4];
2234     WINED3DCLIPSTATUS         clip_status;
2235
2236     /* ViewPort */
2237     WINED3DVIEWPORT           viewport;
2238
2239     /* Material */
2240     WINED3DMATERIAL           material;
2241
2242     /* Pixel Shader */
2243     IWineD3DPixelShader      *pixelShader;
2244
2245     /* Pixel Shader Constants */
2246     BOOL                       pixelShaderConstantB[MAX_CONST_B];
2247     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
2248     float                     *pixelShaderConstantF;
2249
2250     /* RenderState */
2251     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
2252
2253     /* Texture */
2254     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
2255
2256     /* Texture State Stage */
2257     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2258     DWORD                     lowest_disabled_stage;
2259     /* Sampler States */
2260     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2261
2262     /* Scissor test rectangle */
2263     RECT                      scissorRect;
2264
2265     /* Contained state management */
2266     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2267     unsigned int              num_contained_render_states;
2268     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2269     unsigned int              num_contained_transform_states;
2270     DWORD                     contained_vs_consts_i[MAX_CONST_I];
2271     unsigned int              num_contained_vs_consts_i;
2272     DWORD                     contained_vs_consts_b[MAX_CONST_B];
2273     unsigned int              num_contained_vs_consts_b;
2274     DWORD                     *contained_vs_consts_f;
2275     unsigned int              num_contained_vs_consts_f;
2276     DWORD                     contained_ps_consts_i[MAX_CONST_I];
2277     unsigned int              num_contained_ps_consts_i;
2278     DWORD                     contained_ps_consts_b[MAX_CONST_B];
2279     unsigned int              num_contained_ps_consts_b;
2280     DWORD                     *contained_ps_consts_f;
2281     unsigned int              num_contained_ps_consts_f;
2282     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2283     unsigned int              num_contained_tss_states;
2284     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2285     unsigned int              num_contained_sampler_states;
2286 };
2287
2288 extern void stateblock_savedstates_set(
2289     IWineD3DStateBlock* iface,
2290     SAVEDSTATES* states,
2291     BOOL value);
2292
2293 extern void stateblock_copy(
2294     IWineD3DStateBlock* destination,
2295     IWineD3DStateBlock* source);
2296
2297 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2298
2299 /* Direct3D terminology with little modifications. We do not have an issued state
2300  * because only the driver knows about it, but we have a created state because d3d
2301  * allows GetData on a created issue, but opengl doesn't
2302  */
2303 enum query_state {
2304     QUERY_CREATED,
2305     QUERY_SIGNALLED,
2306     QUERY_BUILDING
2307 };
2308 /*****************************************************************************
2309  * IWineD3DQueryImpl implementation structure (extends IUnknown)
2310  */
2311 typedef struct IWineD3DQueryImpl
2312 {
2313     const IWineD3DQueryVtbl  *lpVtbl;
2314     LONG                      ref;     /* Note: Ref counting not required */
2315     
2316     IUnknown                 *parent;
2317     /*TODO: replace with iface usage */
2318 #if 0
2319     IWineD3DDevice         *wineD3DDevice;
2320 #else
2321     IWineD3DDeviceImpl       *wineD3DDevice;
2322 #endif
2323
2324     /* IWineD3DQuery fields */
2325     enum query_state         state;
2326     WINED3DQUERYTYPE         type;
2327     /* TODO: Think about using a IUnknown instead of a void* */
2328     void                     *extendedData;
2329     
2330   
2331 } IWineD3DQueryImpl;
2332
2333 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2334 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2335 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2336
2337 /* Datastructures for IWineD3DQueryImpl.extendedData */
2338 typedef struct  WineQueryOcclusionData {
2339     GLuint  queryId;
2340     WineD3DContext *ctx;
2341 } WineQueryOcclusionData;
2342
2343 typedef struct  WineQueryEventData {
2344     GLuint  fenceId;
2345     WineD3DContext *ctx;
2346 } WineQueryEventData;
2347
2348 /* IWineD3DBuffer */
2349
2350 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2351  * fixed function semantics as D3DCOLOR or FLOAT16 */
2352 enum wined3d_buffer_conversion_type
2353 {
2354     CONV_NONE,
2355     CONV_D3DCOLOR,
2356     CONV_POSITIONT,
2357     CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2358 };
2359
2360 #define WINED3D_BUFFER_OPTIMIZED    0x01    /* Optimize has been called for the buffer */
2361 #define WINED3D_BUFFER_DIRTY        0x02    /* Buffer data has been modified */
2362 #define WINED3D_BUFFER_HASDESC      0x04    /* A vertex description has been found */
2363 #define WINED3D_BUFFER_CREATEBO     0x08    /* Attempt to create a buffer object next PreLoad */
2364 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10    /* Use a vbo and local allocated memory */
2365
2366 struct wined3d_buffer
2367 {
2368     const struct IWineD3DBufferVtbl *vtbl;
2369     IWineD3DResourceClass resource;
2370
2371     struct wined3d_buffer_desc desc;
2372
2373     GLuint buffer_object;
2374     GLenum buffer_object_usage;
2375     GLenum buffer_type_hint;
2376     UINT buffer_object_size;
2377     LONG bind_count;
2378     DWORD flags;
2379
2380     UINT dirty_start;
2381     UINT dirty_end;
2382     LONG lock_count;
2383
2384     /* conversion stuff */
2385     UINT conversion_count;
2386     UINT draw_count;
2387     UINT stride;                                            /* 0 if no conversion */
2388     UINT conversion_stride;                                 /* 0 if no shifted conversion */
2389     enum wined3d_buffer_conversion_type *conversion_map;    /* NULL if no conversion */
2390     /* Extra load offsets, for FLOAT16 conversion */
2391     UINT *conversion_shift;                                 /* NULL if no shifted conversion */
2392 };
2393
2394 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2395 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2396 const BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
2397
2398 /* IWineD3DRendertargetView */
2399 struct wined3d_rendertarget_view
2400 {
2401     const struct IWineD3DRendertargetViewVtbl *vtbl;
2402     LONG refcount;
2403
2404     IWineD3DResource *resource;
2405     IUnknown *parent;
2406 };
2407
2408 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2409
2410 /*****************************************************************************
2411  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2412  */
2413
2414 typedef struct IWineD3DSwapChainImpl
2415 {
2416     /*IUnknown part*/
2417     const IWineD3DSwapChainVtbl *lpVtbl;
2418     LONG                      ref;     /* Note: Ref counting not required */
2419
2420     IUnknown                 *parent;
2421     IWineD3DDeviceImpl       *wineD3DDevice;
2422
2423     /* IWineD3DSwapChain fields */
2424     IWineD3DSurface         **backBuffer;
2425     IWineD3DSurface          *frontBuffer;
2426     WINED3DPRESENT_PARAMETERS presentParms;
2427     DWORD                     orig_width, orig_height;
2428     WINED3DFORMAT             orig_fmt;
2429     WINED3DGAMMARAMP          orig_gamma;
2430
2431     long prev_time, frames;   /* Performance tracking */
2432     unsigned int vSyncCounter;
2433
2434     WineD3DContext        **context; /* Later a array for multithreading */
2435     unsigned int            num_contexts;
2436
2437     HWND                    win_handle;
2438 } IWineD3DSwapChainImpl;
2439
2440 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2441 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2442 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2443
2444 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2445 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2446 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2447 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2448 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2449 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2450 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2451 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2452 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2453 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2454 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2455 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2456
2457 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2458
2459 /*****************************************************************************
2460  * Utility function prototypes 
2461  */
2462
2463 /* Trace routines */
2464 const char* debug_d3dformat(WINED3DFORMAT fmt);
2465 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2466 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2467 const char* debug_d3dusage(DWORD usage);
2468 const char* debug_d3dusagequery(DWORD usagequery);
2469 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2470 const char* debug_d3ddeclusage(BYTE usage);
2471 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2472 const char* debug_d3drenderstate(DWORD state);
2473 const char* debug_d3dsamplerstate(DWORD state);
2474 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2475 const char* debug_d3dtexturestate(DWORD state);
2476 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2477 const char* debug_d3dpool(WINED3DPOOL pool);
2478 const char *debug_fbostatus(GLenum status);
2479 const char *debug_glerror(GLenum error);
2480 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2481 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2482 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2483 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2484 const char *debug_surflocation(DWORD flag);
2485
2486 /* Routines for GL <-> D3D values */
2487 GLenum StencilOp(DWORD op);
2488 GLenum CompareFunc(DWORD func);
2489 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2490 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);
2491 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2492 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2493 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2494 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2495 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2496 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2497 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2498 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2499 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2500
2501 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2502 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2503 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2504 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2505 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2506 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2507 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2508
2509 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2510         short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2511 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2512
2513 /* Math utils */
2514 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2515 UINT wined3d_log2i(UINT32 x);
2516 unsigned int count_bits(unsigned int mask);
2517
2518 typedef struct local_constant {
2519     struct list entry;
2520     unsigned int idx;
2521     DWORD value[4];
2522 } local_constant;
2523
2524 typedef struct SHADER_LIMITS {
2525     unsigned int temporary;
2526     unsigned int texcoord;
2527     unsigned int sampler;
2528     unsigned int constant_int;
2529     unsigned int constant_float;
2530     unsigned int constant_bool;
2531     unsigned int address;
2532     unsigned int packed_output;
2533     unsigned int packed_input;
2534     unsigned int attributes;
2535     unsigned int label;
2536 } SHADER_LIMITS;
2537
2538 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
2539     maintain state information between multiple codes */
2540 typedef struct SHADER_PARSE_STATE {
2541     unsigned int current_row;
2542     DWORD texcoord_w[2];
2543 } SHADER_PARSE_STATE;
2544
2545 #ifdef __GNUC__
2546 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2547 #else
2548 #define PRINTF_ATTR(fmt,args)
2549 #endif
2550
2551 /* Base Shader utility functions. 
2552  * (may move callers into the same file in the future) */
2553 extern int shader_addline(
2554     SHADER_BUFFER* buffer,
2555     const char* fmt, ...) PRINTF_ATTR(2,3);
2556 int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
2557
2558 /* Vertex shader utility functions */
2559 extern BOOL vshader_get_input(
2560     IWineD3DVertexShader* iface,
2561     BYTE usage_req, BYTE usage_idx_req,
2562     unsigned int* regnum);
2563
2564 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2565
2566 /*****************************************************************************
2567  * IDirect3DBaseShader implementation structure
2568  */
2569 typedef struct IWineD3DBaseShaderClass
2570 {
2571     LONG                            ref;
2572     SHADER_LIMITS                   limits;
2573     SHADER_PARSE_STATE              parse_state;
2574     DWORD                          *function;
2575     UINT                            functionLength;
2576     UINT                            cur_loop_depth, cur_loop_regno;
2577     BOOL                            load_local_constsF;
2578     const struct wined3d_shader_frontend *frontend;
2579     void *frontend_data;
2580
2581     /* Programs this shader is linked with */
2582     struct list linked_programs;
2583
2584     /* Immediate constants (override global ones) */
2585     struct list constantsB;
2586     struct list constantsF;
2587     struct list constantsI;
2588     shader_reg_maps reg_maps;
2589
2590     /* Pointer to the parent device */
2591     IWineD3DDevice *device;
2592     struct list     shader_list_entry;
2593
2594 } IWineD3DBaseShaderClass;
2595
2596 typedef struct IWineD3DBaseShaderImpl {
2597     /* IUnknown */
2598     const IWineD3DBaseShaderVtbl    *lpVtbl;
2599
2600     /* IWineD3DBaseShader */
2601     IWineD3DBaseShaderClass         baseShader;
2602 } IWineD3DBaseShaderImpl;
2603
2604 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2605 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2606 void shader_cleanup(IWineD3DBaseShader *iface);
2607 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2608         const struct wined3d_shader_version *shader_version);
2609 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2610         const struct wined3d_shader_version *shader_version);
2611 void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2612         const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
2613 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2614         struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
2615         struct wined3d_shader_signature_element *input_signature,
2616         struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size);
2617 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
2618 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage);
2619 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
2620 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
2621
2622 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2623 {
2624     return type == WINED3D_SHADER_TYPE_PIXEL;
2625 }
2626
2627 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2628 {
2629     return type == WINED3D_SHADER_TYPE_VERTEX;
2630 }
2631
2632 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2633 {
2634     switch (reg->type)
2635     {
2636         case WINED3DSPR_RASTOUT:
2637             /* oFog & oPts */
2638             if (reg->idx != 0) return TRUE;
2639             /* oPos */
2640             return FALSE;
2641
2642         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2643         case WINED3DSPR_CONSTBOOL:  /* b# */
2644         case WINED3DSPR_LOOP:       /* aL */
2645         case WINED3DSPR_PREDICATE:  /* p0 */
2646             return TRUE;
2647
2648         case WINED3DSPR_MISCTYPE:
2649             switch(reg->idx)
2650             {
2651                 case 0: /* vPos */
2652                     return FALSE;
2653                 case 1: /* vFace */
2654                     return TRUE;
2655                 default:
2656                     return FALSE;
2657             }
2658
2659         case WINED3DSPR_IMMCONST:
2660             switch(reg->immconst_type)
2661             {
2662                 case WINED3D_IMMCONST_FLOAT:
2663                     return TRUE;
2664                 default:
2665                     return FALSE;
2666             }
2667
2668         default:
2669             return FALSE;
2670     }
2671 }
2672
2673 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2674     local_constant* lconst;
2675
2676     if(This->baseShader.load_local_constsF) return FALSE;
2677     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2678         if(lconst->idx == reg) return TRUE;
2679     }
2680     return FALSE;
2681
2682 }
2683
2684 /*****************************************************************************
2685  * IDirect3DVertexShader implementation structures
2686  */
2687 typedef struct IWineD3DVertexShaderImpl {
2688     /* IUnknown parts*/   
2689     const IWineD3DVertexShaderVtbl *lpVtbl;
2690
2691     /* IWineD3DBaseShader */
2692     IWineD3DBaseShaderClass     baseShader;
2693
2694     /* IWineD3DVertexShaderImpl */
2695     IUnknown                    *parent;
2696
2697     DWORD                       usage;
2698
2699     /* The GL shader */
2700     void                        *backend_priv;
2701
2702     /* Vertex shader input and output semantics */
2703     struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2704     struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2705
2706     UINT                       min_rel_offset, max_rel_offset;
2707     UINT                       rel_offset;
2708
2709     UINT                       recompile_count;
2710 } IWineD3DVertexShaderImpl;
2711 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2712
2713 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2714
2715 /*****************************************************************************
2716  * IDirect3DPixelShader implementation structure
2717  */
2718
2719 /* Using additional shader constants (uniforms in GLSL / program environment
2720  * or local parameters in ARB) is costly:
2721  * ARB only knows float4 parameters and GLSL compiler are not really smart
2722  * when it comes to efficiently pack float2 uniforms, so no space is wasted
2723  * (in fact most compilers map a float2 to a full float4 uniform).
2724  *
2725  * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2726  * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2727  * into a single shader constant (uniform / program parameter).
2728  *
2729  * This structure is shared between the GLSL and the ARB backend.*/
2730 struct ps_np2fixup_info {
2731     unsigned char     idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2732     WORD              active; /* bitfield indicating if we can apply the fixup */
2733     WORD              num_consts;
2734 };
2735
2736 typedef struct IWineD3DPixelShaderImpl {
2737     /* IUnknown parts */
2738     const IWineD3DPixelShaderVtbl *lpVtbl;
2739
2740     /* IWineD3DBaseShader */
2741     IWineD3DBaseShaderClass     baseShader;
2742
2743     /* IWineD3DPixelShaderImpl */
2744     IUnknown                   *parent;
2745
2746     /* Pixel shader input semantics */
2747     struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
2748     DWORD                 input_reg_map[MAX_REG_INPUT];
2749     BOOL                  input_reg_used[MAX_REG_INPUT];
2750     int                         declared_in_count;
2751
2752     /* The GL shader */
2753     void                        *backend_priv;
2754
2755     /* Some information about the shader behavior */
2756     char                        vpos_uniform;
2757
2758     BOOL                        color0_mov;
2759     DWORD                       color0_reg;
2760
2761 } IWineD3DPixelShaderImpl;
2762
2763 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2764 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures);
2765 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2766
2767 /* sRGB correction constants */
2768 static const float srgb_cmp = 0.0031308;
2769 static const float srgb_mul_low = 12.92;
2770 static const float srgb_pow = 0.41666;
2771 static const float srgb_mul_high = 1.055;
2772 static const float srgb_sub_high = 0.055;
2773
2774 /*****************************************************************************
2775  * IWineD3DPalette implementation structure
2776  */
2777 struct IWineD3DPaletteImpl {
2778     /* IUnknown parts */
2779     const IWineD3DPaletteVtbl  *lpVtbl;
2780     LONG                       ref;
2781
2782     IUnknown                   *parent;
2783     IWineD3DDeviceImpl         *wineD3DDevice;
2784
2785     /* IWineD3DPalette */
2786     HPALETTE                   hpal;
2787     WORD                       palVersion;     /*|               */
2788     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2789     PALETTEENTRY               palents[256];   /*|               */
2790     /* This is to store the palette in 'screen format' */
2791     int                        screen_palents[256];
2792     DWORD                      Flags;
2793 };
2794
2795 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2796 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2797
2798 /* DirectDraw utility functions */
2799 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2800
2801 /*****************************************************************************
2802  * Pixel format management
2803  */
2804
2805 /* WineD3D pixel format flags */
2806 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2807 #define WINED3DFMT_FLAG_FILTERING                0x2
2808 #define WINED3DFMT_FLAG_DEPTH                    0x4
2809 #define WINED3DFMT_FLAG_STENCIL                  0x8
2810 #define WINED3DFMT_FLAG_RENDERTARGET             0x10
2811 #define WINED3DFMT_FLAG_FOURCC                   0x20
2812 #define WINED3DFMT_FLAG_FBO_ATTACHABLE           0x40
2813 #define WINED3DFMT_FLAG_COMPRESSED               0x80
2814
2815 struct GlPixelFormatDesc
2816 {
2817     WINED3DFORMAT format;
2818     DWORD red_mask;
2819     DWORD green_mask;
2820     DWORD blue_mask;
2821     DWORD alpha_mask;
2822     UINT byte_count;
2823     WORD depth_size;
2824     WORD stencil_size;
2825
2826     UINT block_width;
2827     UINT block_height;
2828     UINT block_byte_count;
2829
2830     enum wined3d_ffp_emit_idx emit_idx;
2831     GLint component_count;
2832     GLenum gl_vtx_type;
2833     GLint gl_vtx_format;
2834     GLboolean gl_normalized;
2835     unsigned int component_size;
2836
2837     GLint glInternal;
2838     GLint glGammaInternal;
2839     GLint rtInternal;
2840     GLint glFormat;
2841     GLint glType;
2842     unsigned int Flags;
2843     float heightscale;
2844     struct color_fixup_desc color_fixup;
2845 };
2846
2847 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const WineD3D_GL_Info *gl_info);
2848
2849 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2850 {
2851     return (stateblock->vertexShader
2852             && !stateblock->wineD3DDevice->strided_streams.position_transformed
2853             && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2854 }
2855
2856 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2857 {
2858     return (stateblock->pixelShader
2859             && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2860 }
2861
2862 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2863         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2864
2865 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2866 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2867
2868 #endif