wined3d: Add WINED3DTEXTUREFILTERTYPE to wined3d_types.h.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  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 "d3d9.h"
41 #include "d3d9types.h"
42 #include "wine/wined3d_interface.h"
43 #include "wine/wined3d_gl.h"
44
45 /* Device caps */
46 #define MAX_PALETTES      256
47 #define MAX_STREAMS       16
48 #define MAX_TEXTURES      8
49 #define MAX_SAMPLERS      16
50 #define MAX_ACTIVE_LIGHTS 8
51 #define MAX_CLIPPLANES    D3DMAXUSERCLIPPLANES
52 #define MAX_LEVELS        256
53
54 #define MAX_VSHADER_CONSTANTS 96
55 #define MAX_PSHADER_CONSTANTS 32
56
57 /* Used for CreateStateBlock */
58 #define NUM_SAVEDPIXELSTATES_R     35
59 #define NUM_SAVEDPIXELSTATES_T     18
60 #define NUM_SAVEDPIXELSTATES_S     12
61 #define NUM_SAVEDVERTEXSTATES_R    31
62 #define NUM_SAVEDVERTEXSTATES_T    2
63 #define NUM_SAVEDVERTEXSTATES_S    1
64
65 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
66 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
67 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
68 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
69 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
70 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
71
72 typedef enum _WINELOOKUP {
73     WINELOOKUP_WARPPARAM = 0,
74     WINELOOKUP_MAGFILTER = 1,
75     MAX_LOOKUPS          = 2
76 } WINELOOKUP;
77
78 extern int minLookup[MAX_LOOKUPS];
79 extern int maxLookup[MAX_LOOKUPS];
80 extern DWORD *stateLookup[MAX_LOOKUPS];
81
82 extern DWORD minMipLookup[D3DTEXF_ANISOTROPIC + 1][D3DTEXF_LINEAR + 1];
83
84 typedef struct _WINED3DGLTYPE {
85     int         d3dType;
86     GLint       size;
87     GLenum      glType;
88     GLboolean   normalized;
89     int         typesize;
90 } WINED3DGLTYPE;
91
92 /* NOTE: Make sure these are in the correct numerical order. (see /include/d3d9types.h typedef enum _D3DDECLTYPE) */
93 WINED3DGLTYPE static const glTypeLookup[D3DDECLTYPE_UNUSED] = {
94                                   {D3DDECLTYPE_FLOAT1,    1, GL_FLOAT           , GL_FALSE ,sizeof(float)},
95                                   {D3DDECLTYPE_FLOAT2,    2, GL_FLOAT           , GL_FALSE ,sizeof(float)},
96                                   {D3DDECLTYPE_FLOAT3,    3, GL_FLOAT           , GL_FALSE ,sizeof(float)},
97                                   {D3DDECLTYPE_FLOAT4,    4, GL_FLOAT           , GL_FALSE ,sizeof(float)},
98                                   {D3DDECLTYPE_D3DCOLOR,  4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
99                                   {D3DDECLTYPE_UBYTE4,    4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
100                                   {D3DDECLTYPE_SHORT2,    2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
101                                   {D3DDECLTYPE_SHORT4,    4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
102                                   {D3DDECLTYPE_UBYTE4N,   4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
103                                   {D3DDECLTYPE_SHORT2N,   2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
104                                   {D3DDECLTYPE_SHORT4N,   4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
105                                   {D3DDECLTYPE_USHORT2N,  2, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
106                                   {D3DDECLTYPE_USHORT4N,  4, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
107                                   {D3DDECLTYPE_UDEC3,     3, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
108                                   {D3DDECLTYPE_DEC3N,     3, GL_SHORT           , GL_FALSE ,sizeof(short int)},
109                                   {D3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT           , GL_FALSE ,sizeof(short int)},
110                                   {D3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT           , GL_FALSE ,sizeof(short int)}};
111
112 #define WINED3D_ATR_TYPE(_attribute)          glTypeLookup[sd->u.s._attribute.dwType].d3dType
113 #define WINED3D_ATR_SIZE(_attribute)          glTypeLookup[sd->u.s._attribute.dwType].size
114 #define WINED3D_ATR_GLTYPE(_attribute)        glTypeLookup[sd->u.s._attribute.dwType].glType
115 #define WINED3D_ATR_NORMALIZED(_attribute)    glTypeLookup[sd->u.s._attribute.dwType].normalized
116 #define WINED3D_ATR_TYPESIZE(_attribute)      glTypeLookup[sd->u.s._attribute.dwType].typesize
117
118 /**
119  * Settings 
120  */
121 #define VS_NONE    0
122 #define VS_HW      1
123 #define VS_SW      2
124
125 #define PS_NONE    0
126 #define PS_HW      1
127
128 #define VBO_NONE   0
129 #define VBO_HW     1
130
131 #define NP2_NONE   0
132 #define NP2_REPACK 1
133
134 typedef struct wined3d_settings_s {
135 /* vertex and pixel shader modes */
136   int vs_mode;
137   int ps_mode;
138   int vbo_mode;
139 /* nonpower 2 function */
140   int nonpower2_mode;
141 } wined3d_settings_t;
142
143 extern wined3d_settings_t wined3d_settings;
144
145 /* X11 locking */
146
147 extern void (*wine_tsx11_lock_ptr)(void);
148 extern void (*wine_tsx11_unlock_ptr)(void);
149
150 /* As GLX relies on X, this is needed */
151 extern int num_lock;
152
153 #if 0
154 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
155 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
156 #else
157 #define ENTER_GL() wine_tsx11_lock_ptr()
158 #define LEAVE_GL() wine_tsx11_unlock_ptr()
159 #endif
160
161 /*****************************************************************************
162  * Defines
163  */
164
165 /* GL related defines */
166 /* ------------------ */
167 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
168 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
169 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
170 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
171
172 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
173 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
174 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
175 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
176
177 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
178 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
179 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
180 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
181
182 #define D3DCOLORTOGLFLOAT4(dw, vec) \
183   (vec)[0] = D3DCOLOR_R(dw); \
184   (vec)[1] = D3DCOLOR_G(dw); \
185   (vec)[2] = D3DCOLOR_B(dw); \
186   (vec)[3] = D3DCOLOR_A(dw);
187   
188 /* Note: The following is purely to keep the source code as clear from #ifdefs as possible */
189 #if defined(GL_VERSION_1_3)
190 #define GLACTIVETEXTURE(textureNo)                          \
191             glActiveTexture(GL_TEXTURE0 + textureNo);       \
192             checkGLcall("glActiveTexture");      
193 #define GLCLIENTACTIVETEXTURE(textureNo)                    \
194             glClientActiveTexture(GL_TEXTURE0 + textureNo);
195 #define GLMULTITEXCOORD1F(a,b)                              \
196             glMultiTexCoord1f(GL_TEXTURE0 + a, b);
197 #define GLMULTITEXCOORD2F(a,b,c)                            \
198             glMultiTexCoord2f(GL_TEXTURE0 + a, b, c);
199 #define GLMULTITEXCOORD3F(a,b,c,d)                          \
200             glMultiTexCoord3f(GL_TEXTURE0 + a, b, c, d);
201 #define GLMULTITEXCOORD4F(a,b,c,d,e)                        \
202             glMultiTexCoord4f(GL_TEXTURE0 + a, b, c, d, e);
203 #define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP
204 #else 
205 #define GLACTIVETEXTURE(textureNo)                             \
206             glActiveTextureARB(GL_TEXTURE0_ARB + textureNo);   \
207             checkGLcall("glActiveTextureARB");
208 #define GLCLIENTACTIVETEXTURE(textureNo)                    \
209             glClientActiveTextureARB(GL_TEXTURE0_ARB + textureNo);
210 #define GLMULTITEXCOORD1F(a,b)                                 \
211             glMultiTexCoord1fARB(GL_TEXTURE0_ARB + a, b);
212 #define GLMULTITEXCOORD2F(a,b,c)                               \
213             glMultiTexCoord2fARB(GL_TEXTURE0_ARB + a, b, c);
214 #define GLMULTITEXCOORD3F(a,b,c,d)                             \
215             glMultiTexCoord3fARB(GL_TEXTURE0_ARB + a, b, c, d);
216 #define GLMULTITEXCOORD4F(a,b,c,d,e)                           \
217             glMultiTexCoord4fARB(GL_TEXTURE0_ARB + a, b, c, d, e);
218 #define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP_ARB
219 #endif
220
221 /* DirectX Device Limits */
222 /* --------------------- */
223 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
224
225 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
226                             See MaxStreams in MSDN under GetDeviceCaps */
227                          /* Maximum number of constants provided to the shaders */
228 #define HIGHEST_TRANSFORMSTATE 512 
229                          /* Highest value in D3DTRANSFORMSTATETYPE */
230 #define MAX_CLIPPLANES  D3DMAXUSERCLIPPLANES
231
232 #define MAX_PALETTES      256
233
234 /* Checking of API calls */
235 /* --------------------- */
236 #define checkGLcall(A) \
237 { \
238     GLint err = glGetError();   \
239     if (err != GL_NO_ERROR) { \
240        FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", err, A, __FILE__, __LINE__); \
241     } else { \
242        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__); \
243     } \
244 }
245
246 /* Trace routines / diagnostics */
247 /* ---------------------------- */
248
249 /* Dump out a matrix and copy it */
250 #define conv_mat(mat,gl_mat)                                                                \
251 do {                                                                                        \
252     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
253     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
254     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
255     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
256     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
257 } while (0)
258
259 /* Macro to dump out the current state of the light chain */
260 #define DUMP_LIGHT_CHAIN()                    \
261 {                                             \
262   PLIGHTINFOEL *el = This->stateBlock->lights;\
263   while (el) {                                \
264     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
265     el = el->next;                            \
266   }                                           \
267 }
268
269 /* Trace vector and strided data information */
270 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
271 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%ld, type:%ld)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
272
273 /* Defines used for optimizations */
274
275 /*    Only reapply what is necessary */
276 #define REAPPLY_ALPHAOP  0x0001
277 #define REAPPLY_ALL      0xFFFF
278
279 /* Advance declaration of structures to satisfy compiler */
280 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
281 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
282
283 /* Tracking */
284
285 /* TODO: Move some of this to the device */
286 long globalChangeGlRam(long glram);
287
288 /* Memory and object tracking */
289
290 /*Structure for holding information on all direct3d objects
291 useful for making sure tracking is ok and when release is called on a device!
292 and probably quite handy for debugging and dumping states out
293 */
294 typedef struct WineD3DGlobalStatistics {
295     int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
296 } WineD3DGlobalStatistics;
297
298 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
299
300 /* Global variables */
301 extern const float identity[16];
302
303 /*****************************************************************************
304  * Compilable extra diagnostics
305  */
306
307 /* Trace information per-vertex: (extremely high amount of trace) */
308 #if 0 /* NOTE: Must be 0 in cvs */
309 # define VTRACE(A) TRACE A
310 #else 
311 # define VTRACE(A) 
312 #endif
313
314 /* Checking of per-vertex related GL calls */
315 #define vcheckGLcall(A) \
316 { \
317     GLint err = glGetError();   \
318     if (err != GL_NO_ERROR) { \
319        FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n", err, A, __FILE__, __LINE__); \
320     } else { \
321        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
322     } \
323 }
324
325 /* TODO: Confirm each of these works when wined3d move completed */
326 #if 0 /* NOTE: Must be 0 in cvs */
327   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
328      of each frame, a check is made for the existence of C:\D3DTRACE, and if if exists d3d trace
329      is enabled, and if it doesn't exists it is disabled.                                           */
330 # define FRAME_DEBUGGING
331   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
332       the file is deleted                                                                            */
333 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
334 #  define SINGLE_FRAME_DEBUGGING
335 # endif  
336   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
337      It can only be enabled when FRAME_DEBUGGING is also enabled                               
338      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
339      array is drawn.                                                                            */
340 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
341 #  define SHOW_FRAME_MAKEUP 1
342 # endif  
343   /* The following, when enabled, lets you see the makeup of the all the textures used during each
344      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
345      The contents of the textures assigned to each stage are written into 
346      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
347 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
348 #  define SHOW_TEXTURE_MAKEUP 0
349 # endif  
350 extern BOOL isOn;
351 extern BOOL isDumpingFrames;
352 extern LONG primCounter;
353 #endif
354
355 /*****************************************************************************
356  * Prototypes
357  */
358
359 /* Routine common to the draw primitive and draw indexed primitive routines */
360 void drawPrimitive(IWineD3DDevice *iface,
361                     int PrimitiveType,
362                     long NumPrimitives,
363                     /* for Indexed: */
364                     long  StartVertexIndex,
365                     UINT  numberOfVertices,
366                     long  StartIdx,
367                     short idxBytes,
368                     const void *idxData,
369                     int   minIndex);
370
371 /*****************************************************************************
372  * Structures required to draw primitives 
373  */
374
375 typedef struct Direct3DStridedData {
376     BYTE     *lpData;        /* Pointer to start of data               */
377     DWORD     dwStride;      /* Stride between occurances of this data */
378     DWORD     dwType;        /* Type (as in D3DVSDT_TYPE)              */
379 } Direct3DStridedData;
380
381 typedef struct Direct3DVertexStridedData {
382     union {
383         struct {
384              Direct3DStridedData  position;
385              Direct3DStridedData  blendWeights;
386              Direct3DStridedData  blendMatrixIndices;
387              Direct3DStridedData  normal;
388              Direct3DStridedData  pSize;
389              Direct3DStridedData  diffuse;
390              Direct3DStridedData  specular;
391              Direct3DStridedData  texCoords[MAX_TEXTURES];
392              Direct3DStridedData  position2; /* tween data */
393              Direct3DStridedData  normal2;   /* tween data */
394              Direct3DStridedData  tangent;
395              Direct3DStridedData  binormal;
396              Direct3DStridedData  tessFactor;
397              Direct3DStridedData  fog;
398              Direct3DStridedData  depth;
399              Direct3DStridedData  sample;
400         } s;
401         Direct3DStridedData input[16];  /* Indexed by constants in D3DVSDE_REGISTER */
402     } u;
403 } Direct3DVertexStridedData;
404
405 /*****************************************************************************
406  * Internal representation of a light
407  */
408 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
409 struct PLIGHTINFOEL {
410     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
411     DWORD        OriginalIndex;
412     LONG         glIndex;
413     BOOL         lightEnabled;
414     BOOL         changed;
415     BOOL         enabledChanged;
416
417     /* Converted parms to speed up swapping lights */
418     float                         lightPosn[4];
419     float                         lightDirn[4];
420     float                         exponent;
421     float                         cutoff;
422
423     PLIGHTINFOEL *next;
424     PLIGHTINFOEL *prev;
425 };
426
427 /*****************************************************************************
428  * IWineD3D implementation structure
429  */
430 typedef struct IWineD3DImpl
431 {
432     /* IUnknown fields */
433     const IWineD3DVtbl     *lpVtbl;
434     LONG                    ref;     /* Note: Ref counting not required */
435
436     /* WineD3D Information */
437     IUnknown               *parent;
438     UINT                    dxVersion;
439
440     /* GL Information */
441     BOOL                    isGLInfoValid;
442     WineD3D_GL_Info         gl_info;
443 } IWineD3DImpl;
444
445 extern const IWineD3DVtbl IWineD3D_Vtbl;
446
447 typedef struct SwapChainList {
448     IWineD3DSwapChain         *swapchain;
449     struct SwapChainList      *next;
450 } SwapChainList;
451
452 /** Hacked out start of a context manager!! **/
453 typedef struct glContext {
454     int Width;
455     int Height;
456     int usedcount;
457     GLXContext context;
458
459     Drawable drawable;
460     IWineD3DSurface *pSurface;
461 #if 0 /* TODO: someway to represent the state of the context */
462     IWineD3DStateBlock *pStateBlock;
463 #endif
464 /* a few other things like format */
465 } glContext;
466
467 /* TODO: setup some flags in the regestry to enable, disable pbuffer support
468 (since it will break quite a few things until contexts are managed properly!) */
469 extern BOOL pbuffer_support;
470 /* allocate one pbuffer per surface */
471 extern BOOL pbuffer_per_surface;
472
473 /* Maximum number of contexts/pbuffers to keep in cache,
474 set to 100 because ATI's drivers don't support deleting pBuffers properly
475 this needs to be migrated to a list and some option availalbe for controle the cache size.
476 */
477 #define CONTEXT_CACHE 100
478
479 typedef struct ResourceList {
480     IWineD3DResource         *resource;
481     struct ResourceList      *next;
482 } ResourceList;
483
484 /*****************************************************************************
485  * IWineD3DDevice implementation structure
486  */
487 typedef struct IWineD3DDeviceImpl
488 {
489     /* IUnknown fields      */
490     const IWineD3DDeviceVtbl *lpVtbl;
491     LONG                    ref;     /* Note: Ref counting not required */
492
493     /* WineD3D Information  */
494     IUnknown               *parent;
495     IWineD3D               *wineD3D;
496
497     /* X and GL Information */
498     GLint                   maxConcurrentLights;
499
500     /* Optimization */
501     BOOL                    modelview_valid;
502     BOOL                    proj_valid;
503     BOOL                    view_ident;        /* true iff view matrix is identity                */
504     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
505     BOOL                    viewport_changed;  /* Was the viewport changed since the last draw?   */
506     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
507     LONG                    tracking_color;    /* used iff GL_COLOR_MATERIAL was enabled          */
508 #define                         DISABLED_TRACKING  0  /* Disabled                                 */
509 #define                         IS_TRACKING        1  /* tracking_parm is tracking diffuse color  */
510 #define                         NEEDS_TRACKING     2  /* Tracking needs to be enabled when needed */
511 #define                         NEEDS_DISABLE      3  /* Tracking needs to be disabled when needed*/
512     UINT                    srcBlend;
513     UINT                    dstBlend;
514     UINT                    alphafunc;
515     UINT                    stencilfunc;
516     BOOL                    texture_shader_active;  /* TODO: Confirm use is correct */
517
518     /* State block related */
519     BOOL                    isRecordingState;
520     IWineD3DStateBlockImpl *stateBlock;
521     IWineD3DStateBlockImpl *updateStateBlock;
522
523     /* Internal use fields  */
524     WINED3DDEVICE_CREATION_PARAMETERS createParms;
525     UINT                            adapterNo;
526     D3DDEVTYPE                      devType;
527
528     SwapChainList          *swapchains;
529
530     ResourceList           *resources; /* a linked list to track resources created by the device */
531
532     /* Render Target Support */
533     IWineD3DSurface        *depthStencilBuffer;
534
535     IWineD3DSurface        *renderTarget;
536     IWineD3DSurface        *stencilBufferTarget;
537
538     /* palettes texture management */
539     PALETTEENTRY            palettes[MAX_PALETTES][256];
540     UINT                    currentPalette;
541
542     /* For rendering to a texture using glCopyTexImage */
543     BOOL                    renderUpsideDown;
544
545     /* Cursor management */
546     BOOL                    bCursorVisible;
547     UINT                    xHotSpot;
548     UINT                    yHotSpot;
549     UINT                    xScreenSpace;
550     UINT                    yScreenSpace;
551
552     /* Textures for when no other textures are mapped */
553     UINT                          dummyTextureName[MAX_TEXTURES];
554
555     /* Debug stream management */
556     BOOL                     debug;
557
558     /* Device state management */
559     HRESULT                 state;
560
561     /* Screen buffer resources */
562     glContext contextCache[CONTEXT_CACHE];
563
564     /* A flag to check if endscene has been called before changing the render tartet */
565     BOOL sceneEnded;
566
567     /* process vertex shaders using software or hardware */
568     BOOL softwareVertexProcessing;
569     
570 } IWineD3DDeviceImpl;
571
572 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
573
574 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
575  * anybody uses it for much so a good implementation is optional. */
576 typedef struct PrivateData
577 {
578     struct PrivateData* next;
579
580     GUID tag;
581     DWORD flags; /* DDSPD_* */
582     DWORD uniqueness_value;
583
584     union
585     {
586         LPVOID data;
587         LPUNKNOWN object;
588     } ptr;
589
590     DWORD size;
591 } PrivateData;
592
593 /*****************************************************************************
594  * IWineD3DResource implementation structure
595  */
596 typedef struct IWineD3DResourceClass
597 {
598     /* IUnknown fields */
599     LONG                    ref;     /* Note: Ref counting not required */
600
601     /* WineD3DResource Information */
602     IUnknown               *parent;
603     WINED3DRESOURCETYPE     resourceType;
604     IWineD3DDeviceImpl     *wineD3DDevice;
605     WINED3DPOOL             pool;
606     UINT                    size;
607     DWORD                   usage;
608     WINED3DFORMAT           format;
609     BYTE                   *allocatedMemory;
610     PrivateData            *privateData;
611
612 } IWineD3DResourceClass;
613
614 typedef struct IWineD3DResourceImpl
615 {
616     /* IUnknown & WineD3DResource Information     */
617     const IWineD3DResourceVtbl *lpVtbl;
618     IWineD3DResourceClass   resource;
619 } IWineD3DResourceImpl;
620
621
622 /*****************************************************************************
623  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
624  */
625 typedef struct IWineD3DVertexBufferImpl
626 {
627     /* IUnknown & WineD3DResource Information     */
628     const IWineD3DVertexBufferVtbl *lpVtbl;
629     IWineD3DResourceClass     resource;
630
631     /* WineD3DVertexBuffer specifics */
632     DWORD                     fvf;
633
634 } IWineD3DVertexBufferImpl;
635
636 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
637
638
639 /*****************************************************************************
640  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
641  */
642 typedef struct IWineD3DIndexBufferImpl
643 {
644     /* IUnknown & WineD3DResource Information     */
645     const IWineD3DIndexBufferVtbl *lpVtbl;
646     IWineD3DResourceClass     resource;
647
648     /* WineD3DVertexBuffer specifics */
649 } IWineD3DIndexBufferImpl;
650
651 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
652
653 /*****************************************************************************
654  * IWineD3DBaseTexture D3D- > openGL state map lookups
655  */
656 #define WINED3DFUNC_NOTSUPPORTED  -2
657 #define WINED3DFUNC_UNIMPLEMENTED -1
658
659 typedef enum winetexturestates {
660     WINED3DTEXSTA_ADDRESSU       = 0,
661     WINED3DTEXSTA_ADDRESSV       = 1,
662     WINED3DTEXSTA_ADDRESSW       = 2,
663     WINED3DTEXSTA_BORDERCOLOR    = 3,
664     WINED3DTEXSTA_MAGFILTER      = 4,
665     WINED3DTEXSTA_MINFILTER      = 5,
666     WINED3DTEXSTA_MIPFILTER      = 6,
667     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
668     WINED3DTEXSTA_MAXANISOTROPY  = 8,
669     WINED3DTEXSTA_SRGBTEXTURE    = 9,
670     WINED3DTEXSTA_ELEMENTINDEX   = 10,
671     WINED3DTEXSTA_DMAPOFFSET     = 11,
672     WINED3DTEXSTA_TSSADDRESSW    = 12,
673     MAX_WINETEXTURESTATES        = 13,
674 } winetexturestates;
675
676 typedef struct Wined3dTextureStateMap {
677     CONST int state;
678     int function;
679 } Wined3dTextureStateMap;
680
681 /*****************************************************************************
682  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
683  */
684 typedef struct IWineD3DBaseTextureClass
685 {
686     UINT                    levels;
687     BOOL                    dirty;
688     D3DFORMAT               format;
689     DWORD                   usage;
690     UINT                    textureName;
691     UINT                    LOD;
692     WINED3DTEXTUREFILTERTYPE filterType;
693     DWORD                   states[MAX_WINETEXTURESTATES];
694
695 } IWineD3DBaseTextureClass;
696
697 typedef struct IWineD3DBaseTextureImpl
698 {
699     /* IUnknown & WineD3DResource Information     */
700     const IWineD3DBaseTextureVtbl *lpVtbl;
701     IWineD3DResourceClass     resource;
702     IWineD3DBaseTextureClass  baseTexture;
703
704 } IWineD3DBaseTextureImpl;
705
706 /*****************************************************************************
707  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
708  */
709 typedef struct IWineD3DTextureImpl
710 {
711     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
712     const IWineD3DTextureVtbl *lpVtbl;
713     IWineD3DResourceClass     resource;
714     IWineD3DBaseTextureClass  baseTexture;
715
716     /* IWineD3DTexture */
717     IWineD3DSurface          *surfaces[MAX_LEVELS];
718     
719     UINT                      width;
720     UINT                      height;
721     float                     pow2scalingFactorX;
722     float                     pow2scalingFactorY;
723
724 } IWineD3DTextureImpl;
725
726 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
727
728 /*****************************************************************************
729  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
730  */
731 typedef struct IWineD3DCubeTextureImpl
732 {
733     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
734     const IWineD3DCubeTextureVtbl *lpVtbl;
735     IWineD3DResourceClass     resource;
736     IWineD3DBaseTextureClass  baseTexture;
737
738     /* IWineD3DCubeTexture */
739     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
740
741     UINT                      edgeLength;
742     float                     pow2scalingFactor;
743
744 } IWineD3DCubeTextureImpl;
745
746 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
747
748 /*****************************************************************************
749  * IWineD3DVolume implementation structure (extends IUnknown)
750  */
751 typedef struct IWineD3DVolumeImpl
752 {
753     /* IUnknown & WineD3DResource fields */
754     const IWineD3DVolumeVtbl  *lpVtbl;
755     IWineD3DResourceClass      resource;
756
757     /* WineD3DVolume Information */
758     D3DVOLUME_DESC          currentDesc;
759     IWineD3DBase            *container;
760     UINT                    bytesPerPixel;
761
762     BOOL                    lockable;
763     BOOL                    locked;
764     D3DBOX                  lockedBox;
765     D3DBOX                  dirtyBox;
766     BOOL                    dirty;
767
768
769 } IWineD3DVolumeImpl;
770
771 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
772
773 /*****************************************************************************
774  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
775  */
776 typedef struct IWineD3DVolumeTextureImpl
777 {
778     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
779     const IWineD3DVolumeTextureVtbl *lpVtbl;
780     IWineD3DResourceClass     resource;
781     IWineD3DBaseTextureClass  baseTexture;
782
783     /* IWineD3DVolumeTexture */
784     IWineD3DVolume           *volumes[MAX_LEVELS];
785
786     UINT                      width;
787     UINT                      height;
788     UINT                      depth;
789 } IWineD3DVolumeTextureImpl;
790
791 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
792
793 typedef struct _WINED3DSURFACET_DESC
794 {
795     WINED3DMULTISAMPLE_TYPE MultiSampleType;
796     DWORD                   MultiSampleQuality;
797     UINT                    Width;
798     UINT                    Height;
799 } WINED3DSURFACET_DESC;
800
801 /*****************************************************************************
802  * IWineD3DSurface implementation structure
803  */
804 struct IWineD3DSurfaceImpl
805 {
806     /* IUnknown & IWineD3DResource Information     */
807     const IWineD3DSurfaceVtbl *lpVtbl;
808     IWineD3DResourceClass     resource;
809
810     /* IWineD3DSurface fields */
811     IWineD3DBase              *container;
812     WINED3DSURFACET_DESC      currentDesc;
813
814     UINT                      textureName;
815     UINT                      bytesPerPixel;
816
817     /* TODO: move this off into a management class(maybe!) */
818     BOOL                      nonpow2;
819
820     UINT                      pow2Width;
821     UINT                      pow2Height;
822     UINT                      pow2Size;
823
824 #if 0
825     /* precalculated x and y scalings for texture coords */
826     float                     pow2scalingFactorX; /* =  (Width  / pow2Width ) */
827     float                     pow2scalingFactorY; /* =  (Height / pow2Height) */
828 #endif
829
830     BOOL                      lockable;
831     BOOL                      discard;
832     BOOL                      locked;
833     BOOL                      activeLock;
834     
835     RECT                      lockedRect;
836     RECT                      dirtyRect;
837     BOOL                      Dirty;
838     
839     BOOL                      inTexture;
840     BOOL                      inPBuffer;
841
842     glDescriptor              glDescription;
843 };
844
845 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
846
847 /*****************************************************************************
848  * IWineD3DVertexDeclaration implementation structure
849  */
850 typedef struct IWineD3DVertexDeclarationImpl {
851  /* IUnknown  Information     */
852   const IWineD3DVertexDeclarationVtbl *lpVtbl;
853   LONG                    ref;     /* Note: Ref counting not required */
854
855   IUnknown               *parent;
856   /** precomputed fvf if simple declaration */
857   IWineD3DDeviceImpl     *wineD3DDevice;
858   DWORD   fvf[MAX_STREAMS];
859   DWORD   allFVF;
860
861   /** dx8 compatible Declaration fields */
862   DWORD*  pDeclaration8;
863   DWORD   declaration8Length;
864
865   /** dx9+ */
866   D3DVERTEXELEMENT9 *pDeclaration9;
867   UINT               declaration9NumElements;
868
869   WINED3DVERTEXELEMENT  *pDeclarationWine;
870   UINT                   declarationWNumElements;
871   
872   float                 *constants;
873   
874 } IWineD3DVertexDeclarationImpl;
875
876 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
877
878 /*****************************************************************************
879  * IWineD3DStateBlock implementation structure
880  */
881
882 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
883 /*   Note: Very long winded but gl Lists are not flexible enough */
884 /*   to resolve everything we need, so doing it manually for now */
885 typedef struct SAVEDSTATES {
886         BOOL                      indices;
887         BOOL                      material;
888         BOOL                      fvf;
889         BOOL                      streamSource[MAX_STREAMS];
890         BOOL                      streamFreq[MAX_STREAMS];
891         BOOL                      textures[MAX_TEXTURES];
892         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
893         BOOL                      viewport;
894         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
895         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
896         BOOL                      samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
897         BOOL                      clipplane[MAX_CLIPPLANES];
898         BOOL                      vertexDecl;
899         BOOL                      pixelShader;
900         BOOL                      pixelShaderConstants[MAX_PSHADER_CONSTANTS];
901         BOOL                      vertexShader;
902         BOOL                      vertexShaderConstants[MAX_VSHADER_CONSTANTS];
903 } SAVEDSTATES;
904
905 typedef enum {
906     WINESHADERCNST_NONE     = 0,
907     WINESHADERCNST_FLOAT    = 1,
908     WINESHADERCNST_INTEGER  = 2,
909     WINESHADERCNST_BOOL     = 3
910 } WINESHADERCNST;
911
912 struct IWineD3DStateBlockImpl
913 {
914     /* IUnknown fields */
915     const IWineD3DStateBlockVtbl *lpVtbl;
916     LONG                      ref;     /* Note: Ref counting not required */
917
918     /* IWineD3DStateBlock information */
919     IUnknown                 *parent;
920     IWineD3DDeviceImpl       *wineD3DDevice;
921     WINED3DSTATEBLOCKTYPE     blockType;
922
923     /* Array indicating whether things have been set or changed */
924     SAVEDSTATES               changed;
925     SAVEDSTATES               set;
926
927     /* Drawing - Vertex Shader or FVF related */
928     DWORD                     fvf;
929     /* Vertex Shader Declaration */
930     IWineD3DVertexDeclaration *vertexDecl;
931
932     IWineD3DVertexShader      *vertexShader;
933
934     /* Vertex Shader Constants */
935     BOOL                       vertexShaderConstantB[MAX_VSHADER_CONSTANTS];
936     INT                        vertexShaderConstantI[MAX_VSHADER_CONSTANTS * 4];
937     float                      vertexShaderConstantF[MAX_VSHADER_CONSTANTS * 4];
938     WINESHADERCNST             vertexShaderConstantT[MAX_VSHADER_CONSTANTS]; /* TODO: Think about changing this to a char to possibly save a little memory */
939
940     /* Stream Source */
941     BOOL                      streamIsUP;
942     UINT                      streamStride[MAX_STREAMS];
943     UINT                      streamOffset[MAX_STREAMS];
944     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
945     UINT                      streamFreq[MAX_STREAMS];
946     UINT                      streamFlags[MAX_STREAMS];     /*0 | D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA  */
947
948     /* Indices */
949     IWineD3DIndexBuffer*      pIndexData;
950     UINT                      baseVertexIndex; /* Note: only used for d3d8 */
951
952     /* Transform */
953     D3DMATRIX                 transforms[HIGHEST_TRANSFORMSTATE + 1];
954
955     /* Lights */
956     PLIGHTINFOEL             *lights; /* NOTE: active GL lights must be front of the chain */
957
958     /* Clipping */
959     double                    clipplane[MAX_CLIPPLANES][4];
960     WINED3DCLIPSTATUS         clip_status;
961
962     /* ViewPort */
963     WINED3DVIEWPORT           viewport;
964
965     /* Material */
966     WINED3DMATERIAL           material;
967
968     /* Pixel Shader */
969     IWineD3DPixelShader      *pixelShader;
970
971     /* Pixel Shader Constants */
972     BOOL                       pixelShaderConstantB[MAX_PSHADER_CONSTANTS];
973     INT                        pixelShaderConstantI[MAX_PSHADER_CONSTANTS * 4];
974     float                      pixelShaderConstantF[MAX_PSHADER_CONSTANTS * 4];
975     WINESHADERCNST             pixelShaderConstantT[MAX_PSHADER_CONSTANTS]; /* TODO: Think about changing this to a char to possibly save a little memory */
976
977     /* Indexed Vertex Blending */
978     D3DVERTEXBLENDFLAGS       vertex_blend;
979     FLOAT                     tween_factor;
980
981     /* RenderState */
982     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
983
984     /* Texture */
985     IWineD3DBaseTexture      *textures[MAX_TEXTURES];
986     int                       textureDimensions[MAX_SAMPLERS];
987
988     /* Texture State Stage */
989     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
990     /* Sampler States */
991     DWORD                     samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
992
993 };
994
995 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
996
997 /*****************************************************************************
998  * IWineD3DQueryImpl implementation structure (extends IUnknown)
999  */
1000 typedef struct IWineD3DQueryImpl
1001 {
1002     const IWineD3DQueryVtbl  *lpVtbl;
1003     LONG                      ref;     /* Note: Ref counting not required */
1004     
1005     IUnknown                 *parent;
1006     /*TODO: replace with iface usage */
1007 #if 0
1008     IWineD3DDevice         *wineD3DDevice;
1009 #else
1010     IWineD3DDeviceImpl       *wineD3DDevice;
1011 #endif
1012     /* IWineD3DQuery fields */
1013
1014     D3DQUERYTYPE              type;
1015     /* TODO: Think about using a IUnknown instead of a void* */
1016     void                     *extendedData;
1017     
1018   
1019 } IWineD3DQueryImpl;
1020
1021 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1022
1023 /* Datastructures for IWineD3DQueryImpl.extendedData */
1024 typedef struct  WineQueryOcclusionData {
1025        unsigned int queryId;
1026 } WineQueryOcclusionData;
1027
1028
1029 /*****************************************************************************
1030  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1031  */
1032
1033 typedef struct IWineD3DSwapChainImpl
1034 {
1035     /*IUnknown part*/
1036     IWineD3DSwapChainVtbl    *lpVtbl;
1037     LONG                      ref;     /* Note: Ref counting not required */
1038
1039     IUnknown                 *parent;
1040     IWineD3DDeviceImpl       *wineD3DDevice;
1041
1042     /* IWineD3DSwapChain fields */
1043     IWineD3DSurface          *backBuffer;
1044     IWineD3DSurface          *frontBuffer;
1045     BOOL                      wantsDepthStencilBuffer;
1046     D3DPRESENT_PARAMETERS     presentParms;
1047
1048     /* TODO: move everything up to drawable off into a context manager
1049       and store the 'data' in the contextManagerData interface.
1050     IUnknown                  *contextManagerData;
1051     */
1052
1053     HWND                    win_handle;
1054     Window                  win;
1055     Display                *display;
1056
1057     GLXContext              glCtx;
1058     XVisualInfo            *visInfo;
1059     GLXContext              render_ctx;
1060     /* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
1061     Drawable                drawable;
1062 } IWineD3DSwapChainImpl;
1063
1064 extern IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1065
1066 /*****************************************************************************
1067  * Utility function prototypes 
1068  */
1069
1070 /* Trace routines */
1071 const char* debug_d3dformat(WINED3DFORMAT fmt);
1072 const char* debug_d3ddevicetype(D3DDEVTYPE devtype);
1073 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1074 const char* debug_d3dusage(DWORD usage);
1075 const char* debug_d3dprimitivetype(D3DPRIMITIVETYPE PrimitiveType);
1076 const char* debug_d3drenderstate(DWORD state);
1077 const char* debug_d3dtexturestate(DWORD state);
1078 const char* debug_d3dpool(WINED3DPOOL pool);
1079
1080 /* Routines for GL <-> D3D values */
1081 GLenum StencilOp(DWORD op);
1082 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1083 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1084 void   GetSrcAndOpFromValue(DWORD iValue, BOOL isAlphaArg, GLenum* source, GLenum* operand);
1085
1086 SHORT  D3DFmtGetBpp(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
1087 GLenum D3DFmt2GLFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
1088 GLenum D3DFmt2GLType(IWineD3DDeviceImpl *This, D3DFORMAT fmt);
1089 GLint  D3DFmt2GLIntFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
1090
1091 int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat, D3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1092
1093
1094 /*****************************************************************************
1095  * To enable calling of inherited functions, requires prototypes 
1096  *
1097  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1098  */
1099     /*** IUnknown methods ***/
1100     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1101     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1102     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1103     /*** IWineD3DResource methods ***/
1104     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1105     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1106     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1107     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1108     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1109     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1110     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1111     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1112     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1113     /*** class static members ***/
1114     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1115
1116     /*** IUnknown methods ***/
1117     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1118     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1119     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1120     /*** IWineD3DResource methods ***/
1121     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1122     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1123     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1124     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1125     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1126     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1127     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1128     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1129     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1130     /*** IWineD3DBaseTexture methods ***/
1131     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1132     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1133     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1134     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1135     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1136     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1137     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1138     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1139
1140     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset);
1141     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1142     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1143     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1144     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1145     /*** class static members ***/
1146     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1147
1148 /* An enum for the type of constants that are used... addressing causes
1149  * problems with being able to work out what's used and what's not.. so
1150  * maybe we'll have to rely on the server vertex shader const functions?
1151  */
1152 enum vsConstantsEnum {
1153     VS_CONSTANT_NOT_USED = 0,
1154     VS_CONSTANT_CONSTANT,
1155     VS_CONSTANT_INTEGER,
1156     VS_CONSTANT_BOOLEAN,
1157     VS_CONSTANT_FLOAT
1158 };
1159
1160 typedef void (*shader_fct_t)();
1161
1162 typedef struct SHADER_OPCODE {
1163     unsigned int  opcode;
1164     const char*   name;
1165     const char*   glname;
1166     CONST UINT    num_params;
1167     shader_fct_t  soft_fct;
1168     DWORD         min_version;
1169     DWORD         max_version;
1170 } SHADER_OPCODE;
1171
1172 /*****************************************************************************
1173  * IDirect3DBaseShader implementation structure
1174  */
1175 typedef struct IWineD3DBaseShaderClass
1176 {
1177     DWORD                           version;
1178     CONST SHADER_OPCODE             *shader_ins;
1179     CONST DWORD                     *function;
1180     UINT                            functionLength;
1181     GLuint                          prgId;
1182 } IWineD3DBaseShaderClass;
1183
1184 typedef struct IWineD3DBaseShaderImpl {
1185     /* IUnknown */
1186     const IWineD3DBaseShaderVtbl    *lpVtbl;
1187     LONG                            ref;
1188
1189     /* IWineD3DBaseShader */
1190     IWineD3DBaseShaderClass         baseShader;
1191 } IWineD3DBaseShaderImpl;
1192
1193 /*****************************************************************************
1194  * IDirect3DVertexShader implementation structure
1195  */
1196 typedef struct IWineD3DVertexShaderImpl {
1197     /* IUnknown parts*/   
1198     const IWineD3DVertexShaderVtbl *lpVtbl;
1199     LONG                        ref;     /* Note: Ref counting not required */
1200
1201     /* IWineD3DBaseShader */
1202     IWineD3DBaseShaderClass     baseShader;
1203
1204     /* IWineD3DVertexShaderImpl */
1205     IUnknown                    *parent;
1206     IWineD3DDeviceImpl          *wineD3DDevice;
1207
1208     DWORD usage;
1209
1210     /* vertex declaration array mapping */
1211     BOOL                        namedArrays;    /* don't map use named functions */
1212     BOOL                        declaredArrays; /* mapping requires */
1213     INT                         arrayUsageMap[WINED3DSHADERDECLUSAGE_MAX_USAGE];    /* lookup table for the maps */
1214     INT                         highestConstant;
1215     CHAR                        constantsUsedBitmap[256];
1216     /* FIXME: This needs to be populated with some flags of VS_CONSTANT_NOT_USED, VS_CONSTANT_CONSTANT, VS_CONSTANT_INTEGER, VS_CONSTANT_BOOLEAN, VS_CONSTANT_FLOAT, a half byte bitmap will be the best option, but I'll keep it as chards for siplicity */
1217     /* run time datas...  */
1218     VSHADERDATA                *data;
1219     IWineD3DVertexDeclaration  *vertexDeclaration;
1220 #if 0 /* needs reworking */
1221     /* run time datas */
1222     VSHADERINPUTDATA input;
1223     VSHADEROUTPUTDATA output;
1224 #endif
1225 } IWineD3DVertexShaderImpl;
1226 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1227 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1228
1229 /*****************************************************************************
1230  * IDirect3DPixelShader implementation structure
1231  */
1232 typedef struct IWineD3DPixelShaderImpl {
1233     /* IUnknown parts */
1234     const IWineD3DPixelShaderVtbl *lpVtbl;
1235     LONG                        ref;     /* Note: Ref counting not required */
1236
1237     /* IWineD3DBaseShader */
1238     IWineD3DBaseShaderClass     baseShader;
1239
1240     /* IWineD3DPixelShaderImpl */
1241     IUnknown                   *parent;
1242     IWineD3DDeviceImpl         *wineD3DDevice;
1243
1244     CHAR                        constants[WINED3D_PSHADER_MAX_CONSTANTS];
1245
1246     /* run time data */
1247     PSHADERDATA                *data;
1248
1249 #if 0 /* needs reworking */
1250     PSHADERINPUTDATA input;
1251     PSHADEROUTPUTDATA output;
1252 #endif
1253 } IWineD3DPixelShaderImpl;
1254
1255 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1256 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1257 #endif