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