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[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
45
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
49
50 typedef struct {
51     void *key;
52     void *value;
53     unsigned int hash;
54     struct list entry;
55 } hash_table_entry_t;
56
57 typedef struct {
58     hash_function_t *hash_function;
59     compare_function_t *compare_function;
60     struct list *buckets;
61     unsigned int bucket_count;
62     hash_table_entry_t *entries;
63     unsigned int entry_count;
64     struct list free_entries;
65     unsigned int count;
66     unsigned int grow_size;
67     unsigned int shrink_size;
68 } hash_table_t;
69
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
75
76 /* Device caps */
77 #define MAX_PALETTES            256
78 #define MAX_STREAMS             16
79 #define MAX_TEXTURES            8
80 #define MAX_FRAGMENT_SAMPLERS   16
81 #define MAX_VERTEX_SAMPLERS     4
82 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS       8
84 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS              256
86
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
89
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R     35
92 #define NUM_SAVEDPIXELSTATES_T     18
93 #define NUM_SAVEDPIXELSTATES_S     12
94 #define NUM_SAVEDVERTEXSTATES_R    34
95 #define NUM_SAVEDVERTEXSTATES_T    2
96 #define NUM_SAVEDVERTEXSTATES_S    1
97
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
104
105 typedef enum _WINELOOKUP {
106     WINELOOKUP_WARPPARAM = 0,
107     WINELOOKUP_MAGFILTER = 1,
108     MAX_LOOKUPS          = 2
109 } WINELOOKUP;
110
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
114
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
116
117 typedef struct _WINED3DGLTYPE {
118     int         d3dType;
119     GLint       size;
120     GLenum      glType;
121     GLboolean   normalized;
122     int         typesize;
123 } WINED3DGLTYPE;
124
125 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
126 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
127                                   {WINED3DDECLTYPE_FLOAT1,    1, GL_FLOAT           , GL_FALSE ,sizeof(float)},
128                                   {WINED3DDECLTYPE_FLOAT2,    2, GL_FLOAT           , GL_FALSE ,sizeof(float)},
129                                   {WINED3DDECLTYPE_FLOAT3,    3, GL_FLOAT           , GL_FALSE ,sizeof(float)},
130                                   {WINED3DDECLTYPE_FLOAT4,    4, GL_FLOAT           , GL_FALSE ,sizeof(float)},
131                                   {WINED3DDECLTYPE_D3DCOLOR,  4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
132                                   {WINED3DDECLTYPE_UBYTE4,    4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
133                                   {WINED3DDECLTYPE_SHORT2,    2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
134                                   {WINED3DDECLTYPE_SHORT4,    4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
135                                   {WINED3DDECLTYPE_UBYTE4N,   4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
136                                   {WINED3DDECLTYPE_SHORT2N,   2, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
137                                   {WINED3DDECLTYPE_SHORT4N,   4, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
138                                   {WINED3DDECLTYPE_USHORT2N,  2, GL_UNSIGNED_SHORT  , GL_TRUE  ,sizeof(short int)},
139                                   {WINED3DDECLTYPE_USHORT4N,  4, GL_UNSIGNED_SHORT  , GL_TRUE  ,sizeof(short int)},
140                                   {WINED3DDECLTYPE_UDEC3,     3, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
141                                   {WINED3DDECLTYPE_DEC3N,     3, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
142                                   /* We should do an extension check for NV_HALF_FLOAT. However, without NV_HALF_FLOAT
143                                    * we won't be able to load the data at all, so at least for the moment it wouldn't
144                                    * gain us much. */
145                                   {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV   , GL_FALSE ,sizeof(GLhalfNV)},
146                                   {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV   , GL_FALSE ,sizeof(GLhalfNV)}};
147
148 #define WINED3D_ATR_TYPE(type)          glTypeLookup[type].d3dType
149 #define WINED3D_ATR_SIZE(type)          glTypeLookup[type].size
150 #define WINED3D_ATR_GLTYPE(type)        glTypeLookup[type].glType
151 #define WINED3D_ATR_NORMALIZED(type)    glTypeLookup[type].normalized
152 #define WINED3D_ATR_TYPESIZE(type)      glTypeLookup[type].typesize
153
154 /**
155  * Settings 
156  */
157 #define VS_NONE    0
158 #define VS_HW      1
159
160 #define PS_NONE    0
161 #define PS_HW      1
162
163 #define VBO_NONE   0
164 #define VBO_HW     1
165
166 #define NP2_NONE   0
167 #define NP2_REPACK 1
168 #define NP2_NATIVE 2
169
170 #define ORM_BACKBUFFER  0
171 #define ORM_PBUFFER     1
172 #define ORM_FBO         2
173
174 #define SHADER_ARB  1
175 #define SHADER_GLSL 2
176 #define SHADER_NONE 3
177
178 #define RTL_DISABLE   -1
179 #define RTL_AUTO       0
180 #define RTL_READDRAW   1
181 #define RTL_READTEX    2
182 #define RTL_TEXDRAW    3
183 #define RTL_TEXTEX     4
184
185 /* NOTE: When adding fields to this structure, make sure to update the default
186  * values in wined3d_main.c as well. */
187 typedef struct wined3d_settings_s {
188 /* vertex and pixel shader modes */
189   int vs_mode;
190   int ps_mode;
191   int vbo_mode;
192 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
193     we should use it.  However, until it's fully implemented, we'll leave it as a registry
194     setting for developers. */
195   BOOL glslRequested;
196   int offscreen_rendering_mode;
197   int rendertargetlock_mode;
198 /* Memory tracking and object counting */
199   unsigned int emulated_textureram;
200   char *logo;
201 } wined3d_settings_t;
202
203 extern wined3d_settings_t wined3d_settings;
204
205 /* Shader backends */
206
207 typedef struct {
208     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
209     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
210     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
211     void (*shader_cleanup)(IWineD3DDevice *iface);
212 } shader_backend_t;
213
214 extern const shader_backend_t glsl_shader_backend;
215 extern const shader_backend_t arb_program_shader_backend;
216 extern const shader_backend_t none_shader_backend;
217
218 /* X11 locking */
219
220 extern void (*wine_tsx11_lock_ptr)(void);
221 extern void (*wine_tsx11_unlock_ptr)(void);
222
223 /* As GLX relies on X, this is needed */
224 extern int num_lock;
225
226 #if 0
227 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
228 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
229 #else
230 #define ENTER_GL() wine_tsx11_lock_ptr()
231 #define LEAVE_GL() wine_tsx11_unlock_ptr()
232 #endif
233
234 /*****************************************************************************
235  * Defines
236  */
237
238 /* GL related defines */
239 /* ------------------ */
240 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
241 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
242 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
243 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
244
245 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
246 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
247 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
248 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
249
250 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
251 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
252 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
253 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
254
255 #define D3DCOLORTOGLFLOAT4(dw, vec) \
256   (vec)[0] = D3DCOLOR_R(dw); \
257   (vec)[1] = D3DCOLOR_G(dw); \
258   (vec)[2] = D3DCOLOR_B(dw); \
259   (vec)[3] = D3DCOLOR_A(dw);
260
261 /* DirectX Device Limits */
262 /* --------------------- */
263 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
264
265 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
266                             See MaxStreams in MSDN under GetDeviceCaps */
267                          /* Maximum number of constants provided to the shaders */
268 #define HIGHEST_TRANSFORMSTATE 512 
269                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
270 #define MAX_PALETTES      256
271
272 /* Checking of API calls */
273 /* --------------------- */
274 #define checkGLcall(A)                                          \
275 {                                                               \
276     GLint err = glGetError();                                   \
277     if (err == GL_NO_ERROR) {                                   \
278        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
279                                                                 \
280     } else do {                                                 \
281         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
282             debug_glerror(err), err, A, __FILE__, __LINE__);    \
283        err = glGetError();                                      \
284     } while (err != GL_NO_ERROR);                               \
285
286
287 /* Trace routines / diagnostics */
288 /* ---------------------------- */
289
290 /* Dump out a matrix and copy it */
291 #define conv_mat(mat,gl_mat)                                                                \
292 do {                                                                                        \
293     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
294     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
295     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
296     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
297     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
298 } while (0)
299
300 /* Macro to dump out the current state of the light chain */
301 #define DUMP_LIGHT_CHAIN()                    \
302 {                                             \
303   PLIGHTINFOEL *el = This->stateBlock->lights;\
304   while (el) {                                \
305     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
306     el = el->next;                            \
307   }                                           \
308 }
309
310 /* Trace vector and strided data information */
311 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
312 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
313         sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
314
315 /* Defines used for optimizations */
316
317 /*    Only reapply what is necessary */
318 #define REAPPLY_ALPHAOP  0x0001
319 #define REAPPLY_ALL      0xFFFF
320
321 /* Advance declaration of structures to satisfy compiler */
322 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
323 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
324 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
325 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
326
327 /* Tracking */
328
329 /* TODO: Move some of this to the device */
330 long globalChangeGlRam(long glram);
331
332 /* Memory and object tracking */
333
334 /*Structure for holding information on all direct3d objects
335 useful for making sure tracking is ok and when release is called on a device!
336 and probably quite handy for debugging and dumping states out
337 */
338 typedef struct WineD3DGlobalStatistics {
339     int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
340 } WineD3DGlobalStatistics;
341
342 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
343
344 /* Global variables */
345 extern const float identity[16];
346
347 /*****************************************************************************
348  * Compilable extra diagnostics
349  */
350
351 /* Trace information per-vertex: (extremely high amount of trace) */
352 #if 0 /* NOTE: Must be 0 in cvs */
353 # define VTRACE(A) TRACE A
354 #else 
355 # define VTRACE(A) 
356 #endif
357
358 /* Checking of per-vertex related GL calls */
359 /* --------------------- */
360 #define vcheckGLcall(A)                                         \
361 {                                                               \
362     GLint err = glGetError();                                   \
363     if (err == GL_NO_ERROR) {                                   \
364        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
365                                                                 \
366     } else do {                                                 \
367         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
368             debug_glerror(err), err, A, __FILE__, __LINE__);    \
369        err = glGetError();                                      \
370     } while (err != GL_NO_ERROR);                               \
371 }
372
373 /* TODO: Confirm each of these works when wined3d move completed */
374 #if 0 /* NOTE: Must be 0 in cvs */
375   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
376      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
377      is enabled, and if it doesn't exist it is disabled. */
378 # define FRAME_DEBUGGING
379   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
380       the file is deleted                                                                            */
381 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
382 #  define SINGLE_FRAME_DEBUGGING
383 # endif  
384   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
385      It can only be enabled when FRAME_DEBUGGING is also enabled                               
386      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
387      array is drawn.                                                                            */
388 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
389 #  define SHOW_FRAME_MAKEUP 1
390 # endif  
391   /* The following, when enabled, lets you see the makeup of the all the textures used during each
392      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
393      The contents of the textures assigned to each stage are written into 
394      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
395 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
396 #  define SHOW_TEXTURE_MAKEUP 0
397 # endif  
398 extern BOOL isOn;
399 extern BOOL isDumpingFrames;
400 extern LONG primCounter;
401 #endif
402
403 /*****************************************************************************
404  * Prototypes
405  */
406
407 /* Routine common to the draw primitive and draw indexed primitive routines */
408 void drawPrimitive(IWineD3DDevice *iface,
409                     int PrimitiveType,
410                     long NumPrimitives,
411                     /* for Indexed: */
412                     long  StartVertexIndex,
413                     UINT  numberOfVertices,
414                     long  StartIdx,
415                     short idxBytes,
416                     const void *idxData,
417                     int   minIndex);
418
419 void primitiveDeclarationConvertToStridedData(
420      IWineD3DDevice *iface,
421      BOOL useVertexShaderFunction,
422      WineDirect3DVertexStridedData *strided,
423      BOOL *fixup);
424
425 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
426
427 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface);
428
429 #define eps 1e-8
430
431 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
432     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
433
434 /* Routines and structures related to state management */
435 typedef struct WineD3DContext WineD3DContext;
436 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
437
438 #define STATE_RENDER(a) (a)
439 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
440
441 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
442 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
443
444 /* + 1 because samplers start with 0 */
445 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
446 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
447
448 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
449 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
450
451 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
452 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
453
454 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
455 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
456 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
457 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
458
459 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
460 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
461
462 #define STATE_VSHADER (STATE_VDECL + 1)
463 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
464
465 #define STATE_VIEWPORT (STATE_VSHADER + 1)
466 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
467
468 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
469 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
470 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
471 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
472
473 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
474 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
475
476 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
477 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
478
479 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
480 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
481
482 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
483
484 #define STATE_HIGHEST (STATE_MATERIAL)
485
486 struct StateEntry
487 {
488     DWORD           representative;
489     APPLYSTATEFUNC  apply;
490 };
491
492 /* Global state table */
493 extern const struct StateEntry StateTable[];
494
495 /* The new context manager that should deal with onscreen and offscreen rendering */
496 struct WineD3DContext {
497     /* State dirtification
498      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
499      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
500      * 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
501      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
502      */
503     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
504     DWORD                   numDirtyEntries;
505     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
506
507     IWineD3DSurface         *surface;
508     DWORD                   tid;    /* Thread ID which owns this context at the moment */
509
510     /* Stores some inforation about the context state for optimization */
511     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
512     BOOL                    last_was_pshader;
513     BOOL                    last_was_vshader;
514     BOOL                    last_was_foggy_shader;
515     BOOL                    namedArraysLoaded, numberedArraysLoaded;
516     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
517     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
518     unsigned char           num_untracked_materials;
519     GLenum                  untracked_materials[2];
520     BOOL                    last_was_blit, last_was_ckey;
521     char                    texShaderBumpMap;
522     BOOL                    fog_coord;
523
524     /* The actual opengl context */
525     HGLRC                   glCtx;
526     HWND                    win_handle;
527     HDC                     hdc;
528     HPBUFFERARB             pbuffer;
529     BOOL                    isPBuffer;
530 };
531
532 typedef enum ContextUsage {
533     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
534     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfacs */
535     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
536     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
537 } ContextUsage;
538
539 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
540 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
541 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
542 void apply_fbo_state(IWineD3DDevice *iface);
543
544 /* Macros for doing basic GPU detection based on opengl capabilities */
545 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
546 #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])
547 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
548 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
549
550 /* Default callbacks for implicit object destruction */
551 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
552
553 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
554
555 /*****************************************************************************
556  * Internal representation of a light
557  */
558 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
559 struct PLIGHTINFOEL {
560     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
561     DWORD        OriginalIndex;
562     LONG         glIndex;
563     BOOL         changed;
564     BOOL         enabledChanged;
565
566     /* Converted parms to speed up swapping lights */
567     float                         lightPosn[4];
568     float                         lightDirn[4];
569     float                         exponent;
570     float                         cutoff;
571
572     struct list entry;
573 };
574
575 /* The default light parameters */
576 extern const WINED3DLIGHT WINED3D_default_light;
577
578 typedef struct WineD3D_PixelFormat
579 {
580     int iPixelFormat; /* WGL pixel format */
581     int redSize, greenSize, blueSize, alphaSize;
582     int depthSize, stencilSize;
583 } WineD3D_PixelFormat;
584
585 /* The adapter structure */
586 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
587 struct WineD3DAdapter
588 {
589     POINT                   monitorPoint;
590     WineD3D_GL_Info         gl_info;
591     const char              *driver;
592     const char              *description;
593     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
594     int                     nCfgs;
595     WineD3D_PixelFormat     *cfgs;
596 };
597
598 extern BOOL InitAdapters(void);
599 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
600
601 /*****************************************************************************
602  * High order patch management
603  */
604 struct WineD3DRectPatch
605 {
606     UINT                            Handle;
607     float                          *mem;
608     WineDirect3DVertexStridedData   strided;
609     WINED3DRECTPATCH_INFO           RectPatchInfo;
610     float                           numSegs[4];
611     char                            has_normals, has_texcoords;
612     struct list                     entry;
613 };
614
615 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
616
617 /*****************************************************************************
618  * IWineD3D implementation structure
619  */
620 typedef struct IWineD3DImpl
621 {
622     /* IUnknown fields */
623     const IWineD3DVtbl     *lpVtbl;
624     LONG                    ref;     /* Note: Ref counting not required */
625
626     /* WineD3D Information */
627     IUnknown               *parent;
628     UINT                    dxVersion;
629 } IWineD3DImpl;
630
631 extern const IWineD3DVtbl IWineD3D_Vtbl;
632
633 /* TODO: setup some flags in the registry to enable, disable pbuffer support
634 (since it will break quite a few things until contexts are managed properly!) */
635 extern BOOL pbuffer_support;
636 /* allocate one pbuffer per surface */
637 extern BOOL pbuffer_per_surface;
638
639 typedef struct ResourceList {
640     IWineD3DResource         *resource;
641     struct ResourceList      *next;
642 } ResourceList;
643
644 /* A helper function that dumps a resource list */
645 void dumpResources(ResourceList *resources);
646
647 /*****************************************************************************
648  * IWineD3DDevice implementation structure
649  */
650 struct IWineD3DDeviceImpl
651 {
652     /* IUnknown fields      */
653     const IWineD3DDeviceVtbl *lpVtbl;
654     LONG                    ref;     /* Note: Ref counting not required */
655
656     /* WineD3D Information  */
657     IUnknown               *parent;
658     IWineD3D               *wineD3D;
659     struct WineD3DAdapter  *adapter;
660
661     /* Window styles to restore when switching fullscreen mode */
662     LONG                    style;
663     LONG                    exStyle;
664
665     /* X and GL Information */
666     GLint                   maxConcurrentLights;
667     GLenum                  offscreenBuffer;
668
669     /* Selected capabilities */
670     int vs_selected_mode;
671     int ps_selected_mode;
672     const shader_backend_t *shader_backend;
673     hash_table_t *glsl_program_lookup;
674
675     /* To store */
676     BOOL                    view_ident;        /* true iff view matrix is identity                */
677     BOOL                    untransformed;
678     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
679     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
680
681     /* State block related */
682     BOOL                    isRecordingState;
683     IWineD3DStateBlockImpl *stateBlock;
684     IWineD3DStateBlockImpl *updateStateBlock;
685     BOOL                   isInDraw;
686
687     /* Internal use fields  */
688     WINED3DDEVICE_CREATION_PARAMETERS createParms;
689     UINT                            adapterNo;
690     WINED3DDEVTYPE                  devType;
691
692     IWineD3DSwapChain     **swapchains;
693     UINT                    NumberOfSwapChains;
694
695     ResourceList           *resources; /* a linked list to track resources created by the device */
696
697     /* Render Target Support */
698     IWineD3DSurface       **render_targets;
699     IWineD3DSurface        *depthStencilBuffer;
700     IWineD3DSurface       **fbo_color_attachments;
701     IWineD3DSurface        *fbo_depth_attachment;
702
703     IWineD3DSurface        *stencilBufferTarget;
704
705     /* Caches to avoid unneeded context changes */
706     IWineD3DSurface        *lastActiveRenderTarget;
707     IWineD3DSwapChain      *lastActiveSwapChain;
708
709     /* palettes texture management */
710     PALETTEENTRY            palettes[MAX_PALETTES][256];
711     UINT                    currentPalette;
712
713     /* For rendering to a texture using glCopyTexImage */
714     BOOL                    render_offscreen;
715     WINED3D_DEPTHCOPYSTATE  depth_copy_state;
716     GLuint                  fbo;
717     GLuint                  src_fbo;
718     GLuint                  dst_fbo;
719     GLenum                  *draw_buffers;
720
721     /* Cursor management */
722     BOOL                    bCursorVisible;
723     UINT                    xHotSpot;
724     UINT                    yHotSpot;
725     UINT                    xScreenSpace;
726     UINT                    yScreenSpace;
727     UINT                    cursorWidth, cursorHeight;
728     GLuint                  cursorTexture;
729     BOOL                    haveHardwareCursor;
730     HCURSOR                 hardwareCursor;
731
732     /* The Wine logo surface */
733     IWineD3DSurface        *logo_surface;
734
735     /* Textures for when no other textures are mapped */
736     UINT                          dummyTextureName[MAX_TEXTURES];
737
738     /* Debug stream management */
739     BOOL                     debug;
740
741     /* Device state management */
742     HRESULT                 state;
743     BOOL                    d3d_initialized;
744
745     /* A flag to check for proper BeginScene / EndScene call pairs */
746     BOOL inScene;
747
748     /* process vertex shaders using software or hardware */
749     BOOL softwareVertexProcessing;
750
751     /* DirectDraw stuff */
752     HWND ddraw_window;
753     IWineD3DSurface *ddraw_primary;
754     DWORD ddraw_width, ddraw_height;
755     WINED3DFORMAT ddraw_format;
756     BOOL ddraw_fullscreen;
757
758     /* Final position fixup constant */
759     float                       posFixup[4];
760
761     /* With register combiners we can skip junk texture stages */
762     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
763     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
764     BOOL                      fixed_function_usage_map[MAX_TEXTURES];
765
766     /* Stream source management */
767     WineDirect3DVertexStridedData strided_streams;
768     WineDirect3DVertexStridedData *up_strided;
769     BOOL                      useDrawStridedSlow;
770     BOOL                      instancedDraw;
771
772     /* Context management */
773     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
774     WineD3DContext          *activeContext;
775     DWORD                   lastThread;
776     UINT                    numContexts;
777     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
778     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
779
780     /* High level patch management */
781 #define PATCHMAP_SIZE 43
782 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
783     struct list             patches[PATCHMAP_SIZE];
784     struct WineD3DRectPatch *currentPatch;
785 };
786
787 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
788
789 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
790 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
791 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
792     DWORD idx = state >> 5;
793     BYTE shift = state & 0x1f;
794     return context->isStateDirty[idx] & (1 << shift);
795 }
796
797 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
798 typedef struct PrivateData
799 {
800     struct list entry;
801
802     GUID tag;
803     DWORD flags; /* DDSPD_* */
804     DWORD uniqueness_value;
805
806     union
807     {
808         LPVOID data;
809         LPUNKNOWN object;
810     } ptr;
811
812     DWORD size;
813 } PrivateData;
814
815 /*****************************************************************************
816  * IWineD3DResource implementation structure
817  */
818 typedef struct IWineD3DResourceClass
819 {
820     /* IUnknown fields */
821     LONG                    ref;     /* Note: Ref counting not required */
822
823     /* WineD3DResource Information */
824     IUnknown               *parent;
825     WINED3DRESOURCETYPE     resourceType;
826     IWineD3DDeviceImpl     *wineD3DDevice;
827     WINED3DPOOL             pool;
828     UINT                    size;
829     DWORD                   usage;
830     WINED3DFORMAT           format;
831     BYTE                   *allocatedMemory;
832     struct list             privateData;
833
834 } IWineD3DResourceClass;
835
836 typedef struct IWineD3DResourceImpl
837 {
838     /* IUnknown & WineD3DResource Information     */
839     const IWineD3DResourceVtbl *lpVtbl;
840     IWineD3DResourceClass   resource;
841 } IWineD3DResourceImpl;
842
843
844 /*****************************************************************************
845  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
846  */
847 typedef struct IWineD3DVertexBufferImpl
848 {
849     /* IUnknown & WineD3DResource Information     */
850     const IWineD3DVertexBufferVtbl *lpVtbl;
851     IWineD3DResourceClass     resource;
852
853     /* WineD3DVertexBuffer specifics */
854     DWORD                     fvf;
855
856     /* Vertex buffer object support */
857     GLuint                    vbo;
858     BYTE                      Flags;
859     LONG                      bindCount;
860
861     UINT                      dirtystart, dirtyend;
862     LONG                      lockcount;
863
864     LONG                      declChanges, draws;
865     /* Last description of the buffer */
866     WineDirect3DVertexStridedData strided;
867 } IWineD3DVertexBufferImpl;
868
869 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
870
871 #define VBFLAG_LOAD           0x01    /* Data is written from allocatedMemory to the VBO */
872 #define VBFLAG_OPTIMIZED      0x02    /* Optimize has been called for the VB */
873 #define VBFLAG_DIRTY          0x04    /* Buffer data has been modified */
874 #define VBFLAG_HASDESC        0x08    /* A vertex description has been found */
875 #define VBFLAG_VBOCREATEFAIL  0x10    /* An attempt to create a vbo has failed */
876
877 /*****************************************************************************
878  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
879  */
880 typedef struct IWineD3DIndexBufferImpl
881 {
882     /* IUnknown & WineD3DResource Information     */
883     const IWineD3DIndexBufferVtbl *lpVtbl;
884     IWineD3DResourceClass     resource;
885
886     GLuint                    vbo;
887     UINT                      dirtystart, dirtyend;
888     LONG                      lockcount;
889
890     /* WineD3DVertexBuffer specifics */
891 } IWineD3DIndexBufferImpl;
892
893 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
894
895 /*****************************************************************************
896  * IWineD3DBaseTexture D3D- > openGL state map lookups
897  */
898 #define WINED3DFUNC_NOTSUPPORTED  -2
899 #define WINED3DFUNC_UNIMPLEMENTED -1
900
901 typedef enum winetexturestates {
902     WINED3DTEXSTA_ADDRESSU       = 0,
903     WINED3DTEXSTA_ADDRESSV       = 1,
904     WINED3DTEXSTA_ADDRESSW       = 2,
905     WINED3DTEXSTA_BORDERCOLOR    = 3,
906     WINED3DTEXSTA_MAGFILTER      = 4,
907     WINED3DTEXSTA_MINFILTER      = 5,
908     WINED3DTEXSTA_MIPFILTER      = 6,
909     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
910     WINED3DTEXSTA_MAXANISOTROPY  = 8,
911     WINED3DTEXSTA_SRGBTEXTURE    = 9,
912     WINED3DTEXSTA_ELEMENTINDEX   = 10,
913     WINED3DTEXSTA_DMAPOFFSET     = 11,
914     WINED3DTEXSTA_TSSADDRESSW    = 12,
915     MAX_WINETEXTURESTATES        = 13,
916 } winetexturestates;
917
918 /*****************************************************************************
919  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
920  */
921 typedef struct IWineD3DBaseTextureClass
922 {
923     UINT                    levels;
924     BOOL                    dirty;
925     UINT                    textureName;
926     UINT                    LOD;
927     WINED3DTEXTUREFILTERTYPE filterType;
928     DWORD                   states[MAX_WINETEXTURESTATES];
929     LONG                    bindCount;
930     DWORD                   sampler;
931     BOOL                    is_srgb;
932     UINT                    srgb_mode_change_count;
933 } IWineD3DBaseTextureClass;
934
935 typedef struct IWineD3DBaseTextureImpl
936 {
937     /* IUnknown & WineD3DResource Information     */
938     const IWineD3DBaseTextureVtbl *lpVtbl;
939     IWineD3DResourceClass     resource;
940     IWineD3DBaseTextureClass  baseTexture;
941
942 } IWineD3DBaseTextureImpl;
943
944 /*****************************************************************************
945  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
946  */
947 typedef struct IWineD3DTextureImpl
948 {
949     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
950     const IWineD3DTextureVtbl *lpVtbl;
951     IWineD3DResourceClass     resource;
952     IWineD3DBaseTextureClass  baseTexture;
953
954     /* IWineD3DTexture */
955     IWineD3DSurface          *surfaces[MAX_LEVELS];
956     
957     UINT                      width;
958     UINT                      height;
959     float                     pow2scalingFactorX;
960     float                     pow2scalingFactorY;
961
962 } IWineD3DTextureImpl;
963
964 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
965
966 /*****************************************************************************
967  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
968  */
969 typedef struct IWineD3DCubeTextureImpl
970 {
971     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
972     const IWineD3DCubeTextureVtbl *lpVtbl;
973     IWineD3DResourceClass     resource;
974     IWineD3DBaseTextureClass  baseTexture;
975
976     /* IWineD3DCubeTexture */
977     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
978
979     UINT                      edgeLength;
980     float                     pow2scalingFactor;
981
982 } IWineD3DCubeTextureImpl;
983
984 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
985
986 typedef struct _WINED3DVOLUMET_DESC
987 {
988     UINT                    Width;
989     UINT                    Height;
990     UINT                    Depth;
991 } WINED3DVOLUMET_DESC;
992
993 /*****************************************************************************
994  * IWineD3DVolume implementation structure (extends IUnknown)
995  */
996 typedef struct IWineD3DVolumeImpl
997 {
998     /* IUnknown & WineD3DResource fields */
999     const IWineD3DVolumeVtbl  *lpVtbl;
1000     IWineD3DResourceClass      resource;
1001
1002     /* WineD3DVolume Information */
1003     WINED3DVOLUMET_DESC      currentDesc;
1004     IWineD3DBase            *container;
1005     UINT                    bytesPerPixel;
1006
1007     BOOL                    lockable;
1008     BOOL                    locked;
1009     WINED3DBOX              lockedBox;
1010     WINED3DBOX              dirtyBox;
1011     BOOL                    dirty;
1012
1013
1014 } IWineD3DVolumeImpl;
1015
1016 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1017
1018 /*****************************************************************************
1019  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1020  */
1021 typedef struct IWineD3DVolumeTextureImpl
1022 {
1023     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1024     const IWineD3DVolumeTextureVtbl *lpVtbl;
1025     IWineD3DResourceClass     resource;
1026     IWineD3DBaseTextureClass  baseTexture;
1027
1028     /* IWineD3DVolumeTexture */
1029     IWineD3DVolume           *volumes[MAX_LEVELS];
1030
1031     UINT                      width;
1032     UINT                      height;
1033     UINT                      depth;
1034 } IWineD3DVolumeTextureImpl;
1035
1036 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1037
1038 typedef struct _WINED3DSURFACET_DESC
1039 {
1040     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1041     DWORD                   MultiSampleQuality;
1042     UINT                    Width;
1043     UINT                    Height;
1044 } WINED3DSURFACET_DESC;
1045
1046 /*****************************************************************************
1047  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1048  */
1049 typedef struct wineD3DSurface_DIB {
1050     HBITMAP DIBsection;
1051     void* bitmap_data;
1052     UINT bitmap_size;
1053     HGDIOBJ holdbitmap;
1054     BOOL client_memory;
1055 } wineD3DSurface_DIB;
1056
1057 typedef struct {
1058     struct list entry;
1059     GLuint id;
1060     UINT width;
1061     UINT height;
1062 } renderbuffer_entry_t;
1063
1064 /*****************************************************************************
1065  * IWineD3DClipp implementation structure
1066  */
1067 typedef struct IWineD3DClipperImpl
1068 {
1069     const IWineD3DClipperVtbl *lpVtbl;
1070     LONG ref;
1071
1072     IUnknown *Parent;
1073     HWND hWnd;
1074 } IWineD3DClipperImpl;
1075
1076
1077 /*****************************************************************************
1078  * IWineD3DSurface implementation structure
1079  */
1080 struct IWineD3DSurfaceImpl
1081 {
1082     /* IUnknown & IWineD3DResource Information     */
1083     const IWineD3DSurfaceVtbl *lpVtbl;
1084     IWineD3DResourceClass     resource;
1085
1086     /* IWineD3DSurface fields */
1087     IWineD3DBase              *container;
1088     WINED3DSURFACET_DESC      currentDesc;
1089     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1090     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1091
1092     UINT                      bytesPerPixel;
1093
1094     /* TODO: move this off into a management class(maybe!) */
1095     DWORD                      Flags;
1096
1097     UINT                      pow2Width;
1098     UINT                      pow2Height;
1099
1100     /* Oversized texture */
1101     RECT                      glRect;
1102
1103     /* PBO */
1104     GLuint                    pbo;
1105
1106 #if 0
1107     /* precalculated x and y scalings for texture coords */
1108     float                     pow2scalingFactorX; /* =  (Width  / pow2Width ) */
1109     float                     pow2scalingFactorY; /* =  (Height / pow2Height) */
1110 #endif
1111
1112     RECT                      lockedRect;
1113     RECT                      dirtyRect;
1114     int                       lockCount;
1115 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1116
1117     glDescriptor              glDescription;
1118
1119     /* For GetDC */
1120     wineD3DSurface_DIB        dib;
1121     HDC                       hDC;
1122
1123     /* Color keys for DDraw */
1124     WINEDDCOLORKEY            DestBltCKey;
1125     WINEDDCOLORKEY            DestOverlayCKey;
1126     WINEDDCOLORKEY            SrcOverlayCKey;
1127     WINEDDCOLORKEY            SrcBltCKey;
1128     DWORD                     CKeyFlags;
1129
1130     WINEDDCOLORKEY            glCKey;
1131
1132     struct list               renderbuffers;
1133     renderbuffer_entry_t      *current_renderbuffer;
1134
1135     /* DirectDraw clippers */
1136     IWineD3DClipper           *clipper;
1137 };
1138
1139 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1140 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1141
1142 /* Predeclare the shared Surface functions */
1143 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1144 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
1145 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1146 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1147 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1148 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1149 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1150 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1151 DWORD   WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1152 DWORD   WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1153 void    WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1154 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
1155 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1156 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1157 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1158 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1159 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
1160 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
1161 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1162 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1163 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1164 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1165 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1166 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1167 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1168 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1169 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1170 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1171 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1172 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1173 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1174 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1175 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1176 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1177 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1178 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1179 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1180 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1181 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1182 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1183 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1184 HRESULT WINAPI IWineD3DSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1185 HRESULT WINAPI IWineD3DSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1186
1187 /* Surface flags: */
1188 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
1189 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
1190 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for getdc */
1191 #define SFLAG_LOCKABLE    0x00000008 /* Surface can be locked */
1192 #define SFLAG_DISCARD     0x00000010 /* ??? */
1193 #define SFLAG_LOCKED      0x00000020 /* Surface is locked atm */
1194 #define SFLAG_INTEXTURE   0x00000040 /* The GL texture contains the newest surface content */
1195 #define SFLAG_INDRAWABLE  0x00000080 /* The gl drawable contains the most up to date data */
1196 #define SFLAG_INSYSMEM    0x00000100 /* The system memory copy is most up to date */
1197 #define SFLAG_NONPOW2     0x00000200 /* Surface sizes are not a power of 2 */
1198 #define SFLAG_DYNLOCK     0x00000400 /* Surface is often locked by the app */
1199 #define SFLAG_DYNCHANGE   0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1200 #define SFLAG_DCINUSE     0x00001000 /* Set between GetDC and ReleaseDC calls */
1201 #define SFLAG_LOST        0x00002000 /* Surface lost flag for DDraw */
1202 #define SFLAG_USERPTR     0x00004000 /* The application allocated the memory for this surface */
1203 #define SFLAG_GLCKEY      0x00008000 /* The gl texture was created with a color key */
1204 #define SFLAG_CLIENT      0x00010000 /* GL_APPLE_client_storage is used on that texture */
1205 #define SFLAG_ALLOCATED   0x00020000 /* A gl texture is allocated for this surface */
1206 #define SFLAG_PBO         0x00040000 /* Has a PBO attached for speeding data transfer for dynamicly locked surfaces */
1207
1208 /* In some conditions the surface memory must not be freed:
1209  * SFLAG_OVERSIZE: Not all data can be kept in GL
1210  * SFLAG_CONVERTED: Converting the data back would take too long
1211  * SFLAG_DIBSECTION: The dib code manages the memory
1212  * SFLAG_LOCKED: The app requires access to the surface data
1213  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1214  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1215  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1216  * SFLAG_CLIENT: OpenGL uses our memory as backup
1217  */
1218 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
1219                           SFLAG_CONVERTED  | \
1220                           SFLAG_DIBSECTION | \
1221                           SFLAG_LOCKED     | \
1222                           SFLAG_DYNLOCK    | \
1223                           SFLAG_DYNCHANGE  | \
1224                           SFLAG_USERPTR    | \
1225                           SFLAG_PBO        | \
1226                           SFLAG_CLIENT)
1227
1228 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1229
1230 typedef enum {
1231     NO_CONVERSION,
1232     CONVERT_PALETTED,
1233     CONVERT_PALETTED_CK,
1234     CONVERT_CK_565,
1235     CONVERT_CK_5551,
1236     CONVERT_CK_4444,
1237     CONVERT_CK_4444_ARGB,
1238     CONVERT_CK_1555,
1239     CONVERT_555,
1240     CONVERT_CK_RGB24,
1241     CONVERT_CK_8888,
1242     CONVERT_CK_8888_ARGB,
1243     CONVERT_RGB32_888,
1244     CONVERT_V8U8,
1245     CONVERT_L6V5U5,
1246     CONVERT_X8L8V8U8,
1247     CONVERT_Q8W8V8U8,
1248     CONVERT_V16U16,
1249     CONVERT_A4L4,
1250     CONVERT_R32F,
1251     CONVERT_R16F
1252 } CONVERT_TYPES;
1253
1254 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);
1255
1256 /*****************************************************************************
1257  * IWineD3DVertexDeclaration implementation structure
1258  */
1259 typedef struct IWineD3DVertexDeclarationImpl {
1260     /* IUnknown  Information */
1261     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1262     LONG                    ref;
1263
1264     IUnknown                *parent;
1265     IWineD3DDeviceImpl      *wineD3DDevice;
1266
1267     WINED3DVERTEXELEMENT    *pDeclarationWine;
1268     UINT                    declarationWNumElements;
1269
1270     DWORD                   streams[MAX_STREAMS];
1271     UINT                    num_streams;
1272     BOOL                    position_transformed;
1273 } IWineD3DVertexDeclarationImpl;
1274
1275 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1276
1277 /*****************************************************************************
1278  * IWineD3DStateBlock implementation structure
1279  */
1280
1281 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1282 /*   Note: Very long winded but gl Lists are not flexible enough */
1283 /*   to resolve everything we need, so doing it manually for now */
1284 typedef struct SAVEDSTATES {
1285         BOOL                      indices;
1286         BOOL                      material;
1287         BOOL                      fvf;
1288         BOOL                      streamSource[MAX_STREAMS];
1289         BOOL                      streamFreq[MAX_STREAMS];
1290         BOOL                      textures[MAX_COMBINED_SAMPLERS];
1291         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1292         BOOL                      viewport;
1293         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1294         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1295         BOOL                      samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1296         BOOL                      clipplane[MAX_CLIPPLANES];
1297         BOOL                      vertexDecl;
1298         BOOL                      pixelShader;
1299         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1300         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1301         BOOL                     *pixelShaderConstantsF;
1302         BOOL                      vertexShader;
1303         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1304         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1305         BOOL                     *vertexShaderConstantsF;
1306         BOOL                      scissorRect;
1307 } SAVEDSTATES;
1308
1309 typedef struct {
1310     struct  list entry;
1311     DWORD   count;
1312     DWORD   idx[13];
1313 } constants_entry;
1314
1315 struct StageState {
1316     DWORD stage;
1317     DWORD state;
1318 };
1319
1320 struct IWineD3DStateBlockImpl
1321 {
1322     /* IUnknown fields */
1323     const IWineD3DStateBlockVtbl *lpVtbl;
1324     LONG                      ref;     /* Note: Ref counting not required */
1325
1326     /* IWineD3DStateBlock information */
1327     IUnknown                 *parent;
1328     IWineD3DDeviceImpl       *wineD3DDevice;
1329     WINED3DSTATEBLOCKTYPE     blockType;
1330
1331     /* Array indicating whether things have been set or changed */
1332     SAVEDSTATES               changed;
1333     struct list               set_vconstantsF;
1334     struct list               set_pconstantsF;
1335
1336     /* Drawing - Vertex Shader or FVF related */
1337     DWORD                     fvf;
1338     /* Vertex Shader Declaration */
1339     IWineD3DVertexDeclaration *vertexDecl;
1340
1341     IWineD3DVertexShader      *vertexShader;
1342
1343     /* Vertex Shader Constants */
1344     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1345     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1346     float                     *vertexShaderConstantF;
1347
1348     /* Stream Source */
1349     BOOL                      streamIsUP;
1350     UINT                      streamStride[MAX_STREAMS];
1351     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1352     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1353     UINT                      streamFreq[MAX_STREAMS + 1];
1354     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1355
1356     /* Indices */
1357     IWineD3DIndexBuffer*      pIndexData;
1358     INT                       baseVertexIndex;
1359     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1360
1361     /* Transform */
1362     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1363
1364     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1365 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1366 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1367     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1368     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1369
1370     /* Clipping */
1371     double                    clipplane[MAX_CLIPPLANES][4];
1372     WINED3DCLIPSTATUS         clip_status;
1373
1374     /* ViewPort */
1375     WINED3DVIEWPORT           viewport;
1376
1377     /* Material */
1378     WINED3DMATERIAL           material;
1379
1380     /* Pixel Shader */
1381     IWineD3DPixelShader      *pixelShader;
1382
1383     /* Pixel Shader Constants */
1384     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1385     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1386     float                     *pixelShaderConstantF;
1387
1388     /* RenderState */
1389     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1390
1391     /* Texture */
1392     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1393     int                       textureDimensions[MAX_COMBINED_SAMPLERS];
1394
1395     /* Texture State Stage */
1396     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1397     DWORD                     lowest_disabled_stage;
1398     /* Sampler States */
1399     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1400
1401     /* Current GLSL Shader Program */
1402     struct glsl_shader_prog_link *glsl_program;
1403
1404     /* Scissor test rectangle */
1405     RECT                      scissorRect;
1406
1407     /* Contained state management */
1408     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1409     unsigned int              num_contained_render_states;
1410     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1411     unsigned int              num_contained_transform_states;
1412     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1413     unsigned int              num_contained_vs_consts_i;
1414     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1415     unsigned int              num_contained_vs_consts_b;
1416     DWORD                     *contained_vs_consts_f;
1417     unsigned int              num_contained_vs_consts_f;
1418     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1419     unsigned int              num_contained_ps_consts_i;
1420     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1421     unsigned int              num_contained_ps_consts_b;
1422     DWORD                     *contained_ps_consts_f;
1423     unsigned int              num_contained_ps_consts_f;
1424     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1425     unsigned int              num_contained_tss_states;
1426     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1427     unsigned int              num_contained_sampler_states;
1428 };
1429
1430 extern void stateblock_savedstates_set(
1431     IWineD3DStateBlock* iface,
1432     SAVEDSTATES* states,
1433     BOOL value);
1434
1435 extern void stateblock_savedstates_copy(
1436     IWineD3DStateBlock* iface,
1437     SAVEDSTATES* dest,
1438     SAVEDSTATES* source);
1439
1440 extern void stateblock_copy(
1441     IWineD3DStateBlock* destination,
1442     IWineD3DStateBlock* source);
1443
1444 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1445
1446 /*****************************************************************************
1447  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1448  */
1449 typedef struct IWineD3DQueryImpl
1450 {
1451     const IWineD3DQueryVtbl  *lpVtbl;
1452     LONG                      ref;     /* Note: Ref counting not required */
1453     
1454     IUnknown                 *parent;
1455     /*TODO: replace with iface usage */
1456 #if 0
1457     IWineD3DDevice         *wineD3DDevice;
1458 #else
1459     IWineD3DDeviceImpl       *wineD3DDevice;
1460 #endif
1461
1462     /* IWineD3DQuery fields */
1463     WINED3DQUERYTYPE         type;
1464     /* TODO: Think about using a IUnknown instead of a void* */
1465     void                     *extendedData;
1466     
1467   
1468 } IWineD3DQueryImpl;
1469
1470 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1471
1472 /* Datastructures for IWineD3DQueryImpl.extendedData */
1473 typedef struct  WineQueryOcclusionData {
1474     GLuint  queryId;
1475     WineD3DContext *ctx;
1476 } WineQueryOcclusionData;
1477
1478 typedef struct  WineQueryEventData {
1479     GLuint  fenceId;
1480     WineD3DContext *ctx;
1481 } WineQueryEventData;
1482
1483 /*****************************************************************************
1484  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1485  */
1486
1487 typedef struct IWineD3DSwapChainImpl
1488 {
1489     /*IUnknown part*/
1490     const IWineD3DSwapChainVtbl *lpVtbl;
1491     LONG                      ref;     /* Note: Ref counting not required */
1492
1493     IUnknown                 *parent;
1494     IWineD3DDeviceImpl       *wineD3DDevice;
1495
1496     /* IWineD3DSwapChain fields */
1497     IWineD3DSurface         **backBuffer;
1498     IWineD3DSurface          *frontBuffer;
1499     BOOL                      wantsDepthStencilBuffer;
1500     WINED3DPRESENT_PARAMETERS presentParms;
1501     DWORD                     orig_width, orig_height;
1502     WINED3DFORMAT             orig_fmt;
1503
1504     long prev_time, frames;   /* Performance tracking */
1505     unsigned int vSyncCounter;
1506
1507     WineD3DContext        **context; /* Later a array for multithreading */
1508     unsigned int            num_contexts;
1509
1510     HWND                    win_handle;
1511 } IWineD3DSwapChainImpl;
1512
1513 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1514
1515 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1516
1517 /*****************************************************************************
1518  * Utility function prototypes 
1519  */
1520
1521 /* Trace routines */
1522 const char* debug_d3dformat(WINED3DFORMAT fmt);
1523 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1524 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1525 const char* debug_d3dusage(DWORD usage);
1526 const char* debug_d3dusagequery(DWORD usagequery);
1527 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1528 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1529 const char* debug_d3ddeclusage(BYTE usage);
1530 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1531 const char* debug_d3drenderstate(DWORD state);
1532 const char* debug_d3dsamplerstate(DWORD state);
1533 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1534 const char* debug_d3dtexturestate(DWORD state);
1535 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1536 const char* debug_d3dpool(WINED3DPOOL pool);
1537 const char *debug_fbostatus(GLenum status);
1538 const char *debug_glerror(GLenum error);
1539 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1540 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1541
1542 /* Routines for GL <-> D3D values */
1543 GLenum StencilOp(DWORD op);
1544 GLenum CompareFunc(DWORD func);
1545 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1546 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1547 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1548
1549 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1550 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1551
1552 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1553 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1554
1555 /* Math utils */
1556 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1557 unsigned int count_bits(unsigned int mask);
1558
1559 /*****************************************************************************
1560  * To enable calling of inherited functions, requires prototypes 
1561  *
1562  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1563  */
1564     /*** IUnknown methods ***/
1565     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1566     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1567     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1568     /*** IWineD3DResource methods ***/
1569     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1570     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1571     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1572     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1573     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1574     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1575     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1576     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1577     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1578     /*** class static members ***/
1579     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1580
1581     /*** IUnknown methods ***/
1582     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1583     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1584     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1585     /*** IWineD3DResource methods ***/
1586     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1587     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1588     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1589     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1590     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1591     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1592     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1593     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1594     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1595     /*** IWineD3DBaseTexture methods ***/
1596     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1597     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1598     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1599     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1600     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1601     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1602     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1603     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1604
1605     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1606     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1607     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1608     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1609     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1610     /*** class static members ***/
1611     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1612
1613 struct SHADER_OPCODE_ARG;
1614 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1615
1616 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1617  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1618  * used if the user is using GLSL shaders. */
1619 struct glsl_shader_prog_link {
1620     struct list             vshader_entry;
1621     struct list             pshader_entry;
1622     GLhandleARB             programId;
1623     GLhandleARB             *vuniformF_locations;
1624     GLhandleARB             *puniformF_locations;
1625     GLhandleARB             vshader;
1626     GLhandleARB             pshader;
1627 };
1628
1629 typedef struct {
1630     GLhandleARB vshader;
1631     GLhandleARB pshader;
1632 } glsl_program_key_t;
1633
1634 /* TODO: Make this dynamic, based on shader limits ? */
1635 #define MAX_REG_ADDR 1
1636 #define MAX_REG_TEMP 32
1637 #define MAX_REG_TEXCRD 8
1638 #define MAX_REG_INPUT 12
1639 #define MAX_REG_OUTPUT 12
1640 #define MAX_ATTRIBS 16
1641 #define MAX_CONST_I 16
1642 #define MAX_CONST_B 16
1643
1644 /* FIXME: This needs to go up to 2048 for
1645  * Shader model 3 according to msdn (and for software shaders) */
1646 #define MAX_LABELS 16
1647
1648 typedef struct semantic {
1649     DWORD usage;
1650     DWORD reg;
1651 } semantic;
1652
1653 typedef struct local_constant {
1654     struct list entry;
1655     unsigned int idx;
1656     DWORD value[4];
1657 } local_constant;
1658
1659 typedef struct shader_reg_maps {
1660
1661     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1662     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1663     char address[MAX_REG_ADDR];             /* vertex */
1664     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1665     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1666     char attributes[MAX_ATTRIBS];           /* vertex */
1667     char labels[MAX_LABELS];                /* pixel, vertex */
1668
1669     /* Sampler usage tokens 
1670      * Use 0 as default (bit 31 is always 1 on a valid token) */
1671     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1672     char bumpmat, luminanceparams;
1673
1674     /* Whether or not a loop is used in this shader */
1675     char loop;
1676
1677     /* Whether or not this shader uses fog */
1678     char fog;
1679
1680 } shader_reg_maps;
1681
1682 #define SHADER_PGMSIZE 65535
1683 typedef struct SHADER_BUFFER {
1684     char* buffer;
1685     unsigned int bsize;
1686     unsigned int lineNo;
1687     BOOL newline;
1688 } SHADER_BUFFER;
1689
1690 /* Undocumented opcode controls */
1691 #define INST_CONTROLS_SHIFT 16
1692 #define INST_CONTROLS_MASK 0x00ff0000
1693
1694 typedef enum COMPARISON_TYPE {
1695     COMPARISON_GT = 1,
1696     COMPARISON_EQ = 2,
1697     COMPARISON_GE = 3,
1698     COMPARISON_LT = 4,
1699     COMPARISON_NE = 5,
1700     COMPARISON_LE = 6
1701 } COMPARISON_TYPE;
1702
1703 typedef struct SHADER_OPCODE {
1704     unsigned int  opcode;
1705     const char*   name;
1706     const char*   glname;
1707     char          dst_token;
1708     CONST UINT    num_params;
1709     SHADER_HANDLER hw_fct;
1710     SHADER_HANDLER hw_glsl_fct;
1711     DWORD         min_version;
1712     DWORD         max_version;
1713 } SHADER_OPCODE;
1714
1715 typedef struct SHADER_OPCODE_ARG {
1716     IWineD3DBaseShader* shader;
1717     shader_reg_maps* reg_maps;
1718     CONST SHADER_OPCODE* opcode;
1719     DWORD opcode_token;
1720     DWORD dst;
1721     DWORD dst_addr;
1722     DWORD predicate;
1723     DWORD src[4];
1724     DWORD src_addr[4];
1725     SHADER_BUFFER* buffer;
1726 } SHADER_OPCODE_ARG;
1727
1728 typedef struct SHADER_LIMITS {
1729     unsigned int temporary;
1730     unsigned int texcoord;
1731     unsigned int sampler;
1732     unsigned int constant_int;
1733     unsigned int constant_float;
1734     unsigned int constant_bool;
1735     unsigned int address;
1736     unsigned int packed_output;
1737     unsigned int packed_input;
1738     unsigned int attributes;
1739     unsigned int label;
1740 } SHADER_LIMITS;
1741
1742 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1743     maintain state information between multiple codes */
1744 typedef struct SHADER_PARSE_STATE {
1745     unsigned int current_row;
1746     DWORD texcoord_w[2];
1747 } SHADER_PARSE_STATE;
1748
1749 /* Base Shader utility functions. 
1750  * (may move callers into the same file in the future) */
1751 extern int shader_addline(
1752     SHADER_BUFFER* buffer,
1753     const char* fmt, ...);
1754
1755 extern const SHADER_OPCODE* shader_get_opcode(
1756     IWineD3DBaseShader *iface, 
1757     const DWORD code);
1758
1759 extern void shader_delete_constant_list(
1760     struct list* clist);
1761
1762 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1763
1764 /* Vertex shader utility functions */
1765 extern BOOL vshader_get_input(
1766     IWineD3DVertexShader* iface,
1767     BYTE usage_req, BYTE usage_idx_req,
1768     unsigned int* regnum);
1769
1770 extern BOOL vshader_input_is_color(
1771     IWineD3DVertexShader* iface,
1772     unsigned int regnum);
1773
1774 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1775
1776 /* ARB_[vertex/fragment]_program helper functions */
1777 extern void shader_arb_load_constants(
1778     IWineD3DDevice* device,
1779     char usePixelShader,
1780     char useVertexShader);
1781
1782 /* ARB shader program Prototypes */
1783 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1784
1785 /* ARB pixel shader prototypes */
1786 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1787 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1788 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1789 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1790 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1791 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1792 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1793 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1794 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1795 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1796 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1797 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1798 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1799 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1800 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1801 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1802 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1803
1804 /* ARB vertex shader prototypes */
1805 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1806 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1807 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1808
1809 /* GLSL helper functions */
1810 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1811 extern void shader_glsl_load_constants(
1812     IWineD3DDevice* device,
1813     char usePixelShader,
1814     char useVertexShader);
1815
1816 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1817 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1818 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1819 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1820 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1821 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1822 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1823 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1824 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1825 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1826 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1827 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1828 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1829 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1830 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1831 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1832 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1833 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1834 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1835 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1836 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1837 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1838 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1839 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1840 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1841 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1842 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1843 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1844 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1845 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1846 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1847 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1848 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1849 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1850
1851 /** GLSL Pixel Shader Prototypes */
1852 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1853 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1854 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1855 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1856 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1857 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1858 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1859 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1860 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1861 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1862 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1863 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1864 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1865 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1866 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1867 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1868 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1869 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1870 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1871 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1872 extern void pshader_glsl_input_pack(
1873    SHADER_BUFFER* buffer,
1874    semantic* semantics_out);
1875
1876 /** GLSL Vertex Shader Prototypes */
1877 extern void vshader_glsl_output_unpack(
1878    SHADER_BUFFER* buffer,
1879    semantic* semantics_out);
1880
1881 /*****************************************************************************
1882  * IDirect3DBaseShader implementation structure
1883  */
1884 typedef struct IWineD3DBaseShaderClass
1885 {
1886     DWORD                           hex_version;
1887     SHADER_LIMITS                   limits;
1888     SHADER_PARSE_STATE              parse_state;
1889     CONST SHADER_OPCODE             *shader_ins;
1890     CONST DWORD                     *function;
1891     UINT                            functionLength;
1892     GLuint                          prgId;
1893     BOOL                            is_compiled;
1894
1895     /* Type of shader backend */
1896     int shader_mode;
1897
1898     /* Programs this shader is linked with */
1899     struct list linked_programs;
1900
1901     /* Immediate constants (override global ones) */
1902     struct list constantsB;
1903     struct list constantsF;
1904     struct list constantsI;
1905     shader_reg_maps reg_maps;
1906
1907     /* Pointer to the parent device */
1908     IWineD3DDevice *device;
1909
1910 } IWineD3DBaseShaderClass;
1911
1912 typedef struct IWineD3DBaseShaderImpl {
1913     /* IUnknown */
1914     const IWineD3DBaseShaderVtbl    *lpVtbl;
1915     LONG                            ref;
1916
1917     /* IWineD3DBaseShader */
1918     IWineD3DBaseShaderClass         baseShader;
1919 } IWineD3DBaseShaderImpl;
1920
1921 extern HRESULT shader_get_registers_used(
1922     IWineD3DBaseShader *iface,
1923     shader_reg_maps* reg_maps,
1924     semantic* semantics_in,
1925     semantic* semantics_out,
1926     CONST DWORD* pToken,
1927     IWineD3DStateBlockImpl *stateBlock);
1928
1929 extern void shader_generate_glsl_declarations(
1930     IWineD3DBaseShader *iface,
1931     shader_reg_maps* reg_maps,
1932     SHADER_BUFFER* buffer,
1933     WineD3D_GL_Info* gl_info);
1934
1935 extern void shader_generate_arb_declarations(
1936     IWineD3DBaseShader *iface,
1937     shader_reg_maps* reg_maps,
1938     SHADER_BUFFER* buffer,
1939     WineD3D_GL_Info* gl_info);
1940
1941 extern void shader_generate_main(
1942     IWineD3DBaseShader *iface,
1943     SHADER_BUFFER* buffer,
1944     shader_reg_maps* reg_maps,
1945     CONST DWORD* pFunction);
1946
1947 extern void shader_dump_ins_modifiers(
1948     const DWORD output);
1949
1950 extern void shader_dump_param(
1951     IWineD3DBaseShader *iface,
1952     const DWORD param,
1953     const DWORD addr_token,
1954     int input);
1955
1956 extern void shader_trace_init(
1957     IWineD3DBaseShader *iface,
1958     const DWORD* pFunction);
1959
1960 extern int shader_get_param(
1961     IWineD3DBaseShader* iface,
1962     const DWORD* pToken,
1963     DWORD* param,
1964     DWORD* addr_token);
1965
1966 extern int shader_skip_unrecognized(
1967     IWineD3DBaseShader* iface,
1968     const DWORD* pToken);
1969
1970 extern void print_glsl_info_log(
1971     WineD3D_GL_Info *gl_info,
1972     GLhandleARB obj);
1973
1974 static inline int shader_get_regtype(const DWORD param) {
1975     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1976             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1977 }
1978
1979 extern unsigned int shader_get_float_offset(const DWORD reg);
1980
1981 static inline BOOL shader_is_pshader_version(DWORD token) {
1982     return 0xFFFF0000 == (token & 0xFFFF0000);
1983 }
1984
1985 static inline BOOL shader_is_vshader_version(DWORD token) {
1986     return 0xFFFE0000 == (token & 0xFFFF0000);
1987 }
1988
1989 static inline BOOL shader_is_comment(DWORD token) {
1990     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1991 }
1992
1993 /* TODO: vFace (ps_3_0) */
1994 static inline BOOL shader_is_scalar(DWORD param) {
1995     DWORD reg_type = shader_get_regtype(param);
1996
1997     switch (reg_type) {
1998         case WINED3DSPR_RASTOUT:
1999             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2000                 /* oFog & oPts */
2001                 return TRUE;
2002             }
2003             /* oPos */
2004             return FALSE;
2005
2006         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2007         case WINED3DSPR_CONSTBOOL:  /* b# */
2008         case WINED3DSPR_LOOP:       /* aL */
2009         case WINED3DSPR_PREDICATE:  /* p0 */
2010             return TRUE;
2011
2012         default:
2013             return FALSE;
2014     }
2015 }
2016
2017 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2018  * so upload them above that
2019  */
2020 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2021 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2022
2023 /*****************************************************************************
2024  * IDirect3DVertexShader implementation structure
2025  */
2026 typedef struct IWineD3DVertexShaderImpl {
2027     /* IUnknown parts*/   
2028     const IWineD3DVertexShaderVtbl *lpVtbl;
2029     LONG                        ref;     /* Note: Ref counting not required */
2030
2031     /* IWineD3DBaseShader */
2032     IWineD3DBaseShaderClass     baseShader;
2033
2034     /* IWineD3DVertexShaderImpl */
2035     IUnknown                    *parent;
2036
2037     DWORD                       usage;
2038
2039     /* Vertex shader input and output semantics */
2040     semantic semantics_in [MAX_ATTRIBS];
2041     semantic semantics_out [MAX_REG_OUTPUT];
2042
2043     /* run time datas...  */
2044     VSHADERDATA                *data;
2045 #if 0 /* needs reworking */
2046     /* run time datas */
2047     VSHADERINPUTDATA input;
2048     VSHADEROUTPUTDATA output;
2049 #endif
2050 } IWineD3DVertexShaderImpl;
2051 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2052 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2053
2054 /*****************************************************************************
2055  * IDirect3DPixelShader implementation structure
2056  */
2057 typedef struct IWineD3DPixelShaderImpl {
2058     /* IUnknown parts */
2059     const IWineD3DPixelShaderVtbl *lpVtbl;
2060     LONG                        ref;     /* Note: Ref counting not required */
2061
2062     /* IWineD3DBaseShader */
2063     IWineD3DBaseShaderClass     baseShader;
2064
2065     /* IWineD3DPixelShaderImpl */
2066     IUnknown                   *parent;
2067
2068     /* Pixel shader input semantics */
2069     semantic semantics_in [MAX_REG_INPUT];
2070
2071     /* run time data */
2072     PSHADERDATA                *data;
2073
2074     /* Some information about the shader behavior */
2075     char                        needsbumpmat;
2076     UINT                        bumpenvmatconst;
2077
2078 #if 0 /* needs reworking */
2079     PSHADERINPUTDATA input;
2080     PSHADEROUTPUTDATA output;
2081 #endif
2082 } IWineD3DPixelShaderImpl;
2083
2084 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2085 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2086
2087 /*****************************************************************************
2088  * IWineD3DPalette implementation structure
2089  */
2090 struct IWineD3DPaletteImpl {
2091     /* IUnknown parts */
2092     const IWineD3DPaletteVtbl  *lpVtbl;
2093     LONG                       ref;
2094
2095     IUnknown                   *parent;
2096     IWineD3DDeviceImpl         *wineD3DDevice;
2097
2098     /* IWineD3DPalette */
2099     HPALETTE                   hpal;
2100     WORD                       palVersion;     /*|               */
2101     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2102     PALETTEENTRY               palents[256];   /*|               */
2103     /* This is to store the palette in 'screen format' */
2104     int                        screen_palents[256];
2105     DWORD                      Flags;
2106 };
2107
2108 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2109 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2110
2111 /* DirectDraw utility functions */
2112 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2113
2114 /*****************************************************************************
2115  * Pixel format management
2116  */
2117 typedef struct {
2118     WINED3DFORMAT           format;
2119     DWORD                   alphaMask, redMask, greenMask, blueMask;
2120     UINT                    bpp;
2121     short                   depthSize, stencilSize;
2122     BOOL                    isFourcc;
2123 } StaticPixelFormatDesc;
2124
2125 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2126         WineD3D_GL_Info *gl_info,
2127         const GlPixelFormatDesc **glDesc);
2128
2129 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2130     return (device->vs_selected_mode != SHADER_NONE
2131             && device->stateBlock->vertexShader
2132             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2133             && !device->strided_streams.u.s.position_transformed);
2134 }
2135
2136 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2137     return (device->ps_selected_mode != SHADER_NONE
2138             && device->stateBlock->pixelShader
2139             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2140 }
2141
2142 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2143         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2144
2145 #endif