wined3d: Move samplers to the state table.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "d3d9.h"
41 #include "d3d9types.h"
42 #include "wined3d_private_types.h"
43 #include "ddraw.h"
44 #include "wine/wined3d_interface.h"
45 #include "wine/wined3d_gl.h"
46 #include "wine/list.h"
47
48 /* Device caps */
49 #define MAX_PALETTES      256
50 #define MAX_STREAMS       16
51 #define MAX_TEXTURES      8
52 #define MAX_SAMPLERS      16
53 #define MAX_ACTIVE_LIGHTS 8
54 #define MAX_CLIPPLANES    WINED3DMAXUSERCLIPPLANES
55 #define MAX_LEVELS        256
56
57 #define MAX_CONST_I 16
58 #define MAX_CONST_B 16
59
60 /* Used for CreateStateBlock */
61 #define NUM_SAVEDPIXELSTATES_R     35
62 #define NUM_SAVEDPIXELSTATES_T     18
63 #define NUM_SAVEDPIXELSTATES_S     12
64 #define NUM_SAVEDVERTEXSTATES_R    31
65 #define NUM_SAVEDVERTEXSTATES_T    2
66 #define NUM_SAVEDVERTEXSTATES_S    1
67
68 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
69 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
70 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
71 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
72 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
73 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
74
75 typedef enum _WINELOOKUP {
76     WINELOOKUP_WARPPARAM = 0,
77     WINELOOKUP_MAGFILTER = 1,
78     MAX_LOOKUPS          = 2
79 } WINELOOKUP;
80
81 extern int minLookup[MAX_LOOKUPS];
82 extern int maxLookup[MAX_LOOKUPS];
83 extern DWORD *stateLookup[MAX_LOOKUPS];
84
85 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
86
87 typedef struct _WINED3DGLTYPE {
88     int         d3dType;
89     GLint       size;
90     GLenum      glType;
91     GLboolean   normalized;
92     int         typesize;
93 } WINED3DGLTYPE;
94
95 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
96 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
97                                   {WINED3DDECLTYPE_FLOAT1,    1, GL_FLOAT           , GL_FALSE ,sizeof(float)},
98                                   {WINED3DDECLTYPE_FLOAT2,    2, GL_FLOAT           , GL_FALSE ,sizeof(float)},
99                                   {WINED3DDECLTYPE_FLOAT3,    3, GL_FLOAT           , GL_FALSE ,sizeof(float)},
100                                   {WINED3DDECLTYPE_FLOAT4,    4, GL_FLOAT           , GL_FALSE ,sizeof(float)},
101                                   {WINED3DDECLTYPE_D3DCOLOR,  4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
102                                   {WINED3DDECLTYPE_UBYTE4,    4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
103                                   {WINED3DDECLTYPE_SHORT2,    2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
104                                   {WINED3DDECLTYPE_SHORT4,    4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
105                                   {WINED3DDECLTYPE_UBYTE4N,   4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
106                                   {WINED3DDECLTYPE_SHORT2N,   2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
107                                   {WINED3DDECLTYPE_SHORT4N,   4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
108                                   {WINED3DDECLTYPE_USHORT2N,  2, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
109                                   {WINED3DDECLTYPE_USHORT4N,  4, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
110                                   {WINED3DDECLTYPE_UDEC3,     3, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
111                                   {WINED3DDECLTYPE_DEC3N,     3, GL_SHORT           , GL_FALSE ,sizeof(short int)},
112                                   {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT           , GL_FALSE ,sizeof(short int)},
113                                   {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT           , GL_FALSE ,sizeof(short int)}};
114
115 #define WINED3D_ATR_TYPE(type)          glTypeLookup[type].d3dType
116 #define WINED3D_ATR_SIZE(type)          glTypeLookup[type].size
117 #define WINED3D_ATR_GLTYPE(type)        glTypeLookup[type].glType
118 #define WINED3D_ATR_NORMALIZED(type)    glTypeLookup[type].normalized
119 #define WINED3D_ATR_TYPESIZE(type)      glTypeLookup[type].typesize
120
121 /**
122  * Settings 
123  */
124 #define VS_NONE    0
125 #define VS_HW      1
126 #define VS_SW      2
127
128 #define PS_NONE    0
129 #define PS_HW      1
130
131 #define VBO_NONE   0
132 #define VBO_HW     1
133
134 #define NP2_NONE   0
135 #define NP2_REPACK 1
136 #define NP2_NATIVE 2
137
138 #define ORM_BACKBUFFER  0
139 #define ORM_PBUFFER     1
140 #define ORM_FBO         2
141
142 #define SHADER_SW   0
143 #define SHADER_ARB  1
144 #define SHADER_GLSL 2
145 #define SHADER_NONE 3
146
147 #define RTL_DISABLE   -1
148 #define RTL_AUTO       0
149 #define RTL_READDRAW   1
150 #define RTL_READTEX    2
151 #define RTL_TEXDRAW    3
152 #define RTL_TEXTEX     4
153
154 /* NOTE: When adding fields to this structure, make sure to update the default
155  * values in wined3d_main.c as well. */
156 typedef struct wined3d_settings_s {
157 /* vertex and pixel shader modes */
158   int vs_mode;
159   int ps_mode;
160   int vbo_mode;
161 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
162     we should use it.  However, until it's fully implemented, we'll leave it as a registry
163     setting for developers. */
164   BOOL glslRequested;
165 /* nonpower 2 function */
166   int nonpower2_mode;
167   int offscreen_rendering_mode;
168   int rendertargetlock_mode;
169 /* Memory tracking and object counting */
170   unsigned int emulated_textureram;
171 } wined3d_settings_t;
172
173 extern wined3d_settings_t wined3d_settings;
174
175 /* Shader backends */
176
177 typedef struct {
178     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
179     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
180     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
181     void (*shader_cleanup)(BOOL usePS, BOOL useVS);
182 } shader_backend_t;
183
184 extern const shader_backend_t glsl_shader_backend;
185 extern const shader_backend_t arb_program_shader_backend;
186 extern const shader_backend_t none_shader_backend;
187
188 /* X11 locking */
189
190 extern void (*wine_tsx11_lock_ptr)(void);
191 extern void (*wine_tsx11_unlock_ptr)(void);
192
193 /* As GLX relies on X, this is needed */
194 extern int num_lock;
195
196 #if 0
197 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
198 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
199 #else
200 #define ENTER_GL() wine_tsx11_lock_ptr()
201 #define LEAVE_GL() wine_tsx11_unlock_ptr()
202 #endif
203
204 /*****************************************************************************
205  * Defines
206  */
207
208 /* GL related defines */
209 /* ------------------ */
210 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
211 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
212 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
213 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
214
215 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
216 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
217 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
218 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
219
220 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
221 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
222 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
223 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
224
225 #define D3DCOLORTOGLFLOAT4(dw, vec) \
226   (vec)[0] = D3DCOLOR_R(dw); \
227   (vec)[1] = D3DCOLOR_G(dw); \
228   (vec)[2] = D3DCOLOR_B(dw); \
229   (vec)[3] = D3DCOLOR_A(dw);
230
231 /* DirectX Device Limits */
232 /* --------------------- */
233 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
234
235 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
236                             See MaxStreams in MSDN under GetDeviceCaps */
237                          /* Maximum number of constants provided to the shaders */
238 #define HIGHEST_TRANSFORMSTATE 512 
239                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
240 #define MAX_PALETTES      256
241
242 /* Checking of API calls */
243 /* --------------------- */
244 #define checkGLcall(A)                                          \
245 {                                                               \
246     GLint err = glGetError();                                   \
247     if (err == GL_NO_ERROR) {                                   \
248        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
249                                                                 \
250     } else do {                                                 \
251        FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n",        \
252                 err, A, __FILE__, __LINE__);                    \
253        err = glGetError();                                      \
254     } while (err != GL_NO_ERROR);                               \
255
256
257 /* Trace routines / diagnostics */
258 /* ---------------------------- */
259
260 /* Dump out a matrix and copy it */
261 #define conv_mat(mat,gl_mat)                                                                \
262 do {                                                                                        \
263     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
264     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
265     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
266     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
267     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
268 } while (0)
269
270 /* Macro to dump out the current state of the light chain */
271 #define DUMP_LIGHT_CHAIN()                    \
272 {                                             \
273   PLIGHTINFOEL *el = This->stateBlock->lights;\
274   while (el) {                                \
275     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
276     el = el->next;                            \
277   }                                           \
278 }
279
280 /* Trace vector and strided data information */
281 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
282 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
283
284 /* Defines used for optimizations */
285
286 /*    Only reapply what is necessary */
287 #define REAPPLY_ALPHAOP  0x0001
288 #define REAPPLY_ALL      0xFFFF
289
290 /* Advance declaration of structures to satisfy compiler */
291 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
292 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
293 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
294
295 /* Tracking */
296
297 /* TODO: Move some of this to the device */
298 long globalChangeGlRam(long glram);
299
300 /* Memory and object tracking */
301
302 /*Structure for holding information on all direct3d objects
303 useful for making sure tracking is ok and when release is called on a device!
304 and probably quite handy for debugging and dumping states out
305 */
306 typedef struct WineD3DGlobalStatistics {
307     int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
308 } WineD3DGlobalStatistics;
309
310 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
311
312 /* Global variables */
313 extern const float identity[16];
314
315 /*****************************************************************************
316  * Compilable extra diagnostics
317  */
318
319 /* Trace information per-vertex: (extremely high amount of trace) */
320 #if 0 /* NOTE: Must be 0 in cvs */
321 # define VTRACE(A) TRACE A
322 #else 
323 # define VTRACE(A) 
324 #endif
325
326 /* Checking of per-vertex related GL calls */
327 /* --------------------- */
328 #define vcheckGLcall(A)                                         \
329 {                                                               \
330     GLint err = glGetError();                                   \
331     if (err == GL_NO_ERROR) {                                   \
332        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
333                                                                 \
334     } else do {                                                 \
335        FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n",        \
336                 err, A, __FILE__, __LINE__);                    \
337        err = glGetError();                                      \
338     } while (err != GL_NO_ERROR);                               \
339 }
340
341 /* TODO: Confirm each of these works when wined3d move completed */
342 #if 0 /* NOTE: Must be 0 in cvs */
343   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
344      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
345      is enabled, and if it doesn't exist it is disabled. */
346 # define FRAME_DEBUGGING
347   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
348       the file is deleted                                                                            */
349 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
350 #  define SINGLE_FRAME_DEBUGGING
351 # endif  
352   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
353      It can only be enabled when FRAME_DEBUGGING is also enabled                               
354      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
355      array is drawn.                                                                            */
356 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
357 #  define SHOW_FRAME_MAKEUP 1
358 # endif  
359   /* The following, when enabled, lets you see the makeup of the all the textures used during each
360      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
361      The contents of the textures assigned to each stage are written into 
362      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
363 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
364 #  define SHOW_TEXTURE_MAKEUP 0
365 # endif  
366 extern BOOL isOn;
367 extern BOOL isDumpingFrames;
368 extern LONG primCounter;
369 #endif
370
371 /*****************************************************************************
372  * Prototypes
373  */
374
375 /* Routine common to the draw primitive and draw indexed primitive routines */
376 void drawPrimitive(IWineD3DDevice *iface,
377                     int PrimitiveType,
378                     long NumPrimitives,
379                     /* for Indexed: */
380                     long  StartVertexIndex,
381                     UINT  numberOfVertices,
382                     long  StartIdx,
383                     short idxBytes,
384                     const void *idxData,
385                     int   minIndex,
386                     WineDirect3DVertexStridedData *DrawPrimStrideData);
387
388 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, LONG BaseVertexIndex, BOOL *fixup);
389
390 void primitiveDeclarationConvertToStridedData(
391      IWineD3DDevice *iface,
392      BOOL useVertexShaderFunction,
393      WineDirect3DVertexStridedData *strided,
394      LONG BaseVertexIndex, 
395      BOOL *fixup);
396
397 void primitiveConvertFVFtoOffset(DWORD thisFVF,
398                                  DWORD stride,
399                                  BYTE *data,
400                                  WineDirect3DVertexStridedData *strided,
401                                  GLint streamVBO);
402
403 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
404
405 #define eps 1e-8
406
407 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
408     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
409
410 /* Routines and structures related to state management */
411 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock);
412
413 #define STATE_RENDER(a) (a)
414 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
415
416 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
417 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
418
419 /* + 1 because samplers start with 0 */
420 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
421 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_SAMPLERS - 1))
422
423 #define STATE_HIGHEST (STATE_SAMPLER(MAX_SAMPLERS - 1))
424
425 struct StateEntry
426 {
427     DWORD           representative;
428     APPLYSTATEFUNC  apply;
429 };
430
431 /* Global state table */
432 extern const struct StateEntry StateTable[];
433
434 /* Routine to fill gl caps for swapchains and IWineD3D */
435 BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
436
437 /* Macros for doing basic GPU detection based on opengl capabilities */
438 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
439 #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])
440 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
441 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
442
443 /* Default callbacks for implicit object destruction */
444 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
445
446 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
447
448 /*****************************************************************************
449  * Internal representation of a light
450  */
451 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
452 struct PLIGHTINFOEL {
453     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
454     DWORD        OriginalIndex;
455     LONG         glIndex;
456     BOOL         lightEnabled;
457     BOOL         changed;
458     BOOL         enabledChanged;
459
460     /* Converted parms to speed up swapping lights */
461     float                         lightPosn[4];
462     float                         lightDirn[4];
463     float                         exponent;
464     float                         cutoff;
465
466     PLIGHTINFOEL *next;
467     PLIGHTINFOEL *prev;
468 };
469
470 /* The default light parameters */
471 extern const WINED3DLIGHT WINED3D_default_light;
472
473 /*****************************************************************************
474  * IWineD3D implementation structure
475  */
476 typedef struct IWineD3DImpl
477 {
478     /* IUnknown fields */
479     const IWineD3DVtbl     *lpVtbl;
480     LONG                    ref;     /* Note: Ref counting not required */
481
482     /* WineD3D Information */
483     IUnknown               *parent;
484     UINT                    dxVersion;
485
486     /* GL Information */
487     BOOL                    isGLInfoValid;
488     WineD3D_GL_Info         gl_info;
489 } IWineD3DImpl;
490
491 extern const IWineD3DVtbl IWineD3D_Vtbl;
492
493 /** Hacked out start of a context manager!! **/
494 typedef struct glContext {
495     int Width;
496     int Height;
497     int usedcount;
498     GLXContext context;
499
500     Drawable drawable;
501     IWineD3DSurface *pSurface;
502 #if 0 /* TODO: someway to represent the state of the context */
503     IWineD3DStateBlock *pStateBlock;
504 #endif
505 /* a few other things like format */
506 } glContext;
507
508 /* TODO: setup some flags in the regestry to enable, disable pbuffer support
509 (since it will break quite a few things until contexts are managed properly!) */
510 extern BOOL pbuffer_support;
511 /* allocate one pbuffer per surface */
512 extern BOOL pbuffer_per_surface;
513
514 /* Maximum number of contexts/pbuffers to keep in cache,
515 set to 100 because ATI's drivers don't support deleting pBuffers properly
516 this needs to be migrated to a list and some option availalbe for controle the cache size.
517 */
518 #define CONTEXT_CACHE 100
519
520 typedef struct ResourceList {
521     IWineD3DResource         *resource;
522     struct ResourceList      *next;
523 } ResourceList;
524
525 /* A helper function that dumps a resource list */
526 void dumpResources(ResourceList *resources);
527
528 /*****************************************************************************
529  * IWineD3DDevice implementation structure
530  */
531 typedef struct IWineD3DDeviceImpl
532 {
533     /* IUnknown fields      */
534     const IWineD3DDeviceVtbl *lpVtbl;
535     LONG                    ref;     /* Note: Ref counting not required */
536
537     /* WineD3D Information  */
538     IUnknown               *parent;
539     IWineD3D               *wineD3D;
540
541     /* X and GL Information */
542     GLint                   maxConcurrentLights;
543
544     /* Selected capabilities */
545     int vs_selected_mode;
546     int ps_selected_mode;
547     const shader_backend_t *shader_backend;
548
549     /* Optimization */
550     BOOL                    modelview_valid;
551     BOOL                    proj_valid;
552     BOOL                    view_ident;        /* true iff view matrix is identity                */
553     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
554     BOOL                    viewport_changed;  /* Was the viewport changed since the last draw?   */
555     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
556     LONG                    tracking_color;    /* used iff GL_COLOR_MATERIAL was enabled          */
557 #define                         DISABLED_TRACKING  0  /* Disabled                                 */
558 #define                         IS_TRACKING        1  /* tracking_parm is tracking diffuse color  */
559 #define                         NEEDS_TRACKING     2  /* Tracking needs to be enabled when needed */
560 #define                         NEEDS_DISABLE      3  /* Tracking needs to be disabled when needed*/
561     UINT                    srcBlend;
562     UINT                    dstBlend;
563     UINT                    alphafunc;
564     BOOL                    texture_shader_active;  /* TODO: Confirm use is correct */
565     BOOL                    last_was_notclipped;
566     BOOL                    untransformed;
567
568     /* State block related */
569     BOOL                    isRecordingState;
570     IWineD3DStateBlockImpl *stateBlock;
571     IWineD3DStateBlockImpl *updateStateBlock;
572
573     /* Internal use fields  */
574     WINED3DDEVICE_CREATION_PARAMETERS createParms;
575     UINT                            adapterNo;
576     WINED3DDEVTYPE                  devType;
577
578     IWineD3DSwapChain     **swapchains;
579     uint                    NumberOfSwapChains;
580
581     ResourceList           *resources; /* a linked list to track resources created by the device */
582
583     /* Render Target Support */
584     IWineD3DSurface       **render_targets;
585     IWineD3DSurface        *depthStencilBuffer;
586
587     IWineD3DSurface        *stencilBufferTarget;
588
589     /* palettes texture management */
590     PALETTEENTRY            palettes[MAX_PALETTES][256];
591     UINT                    currentPalette;
592
593     /* For rendering to a texture using glCopyTexImage */
594     BOOL                    render_offscreen;
595     WINED3D_DEPTHCOPYSTATE  depth_copy_state;
596     GLuint                  fbo;
597     GLenum                  *draw_buffers;
598
599     /* Cursor management */
600     BOOL                    bCursorVisible;
601     UINT                    xHotSpot;
602     UINT                    yHotSpot;
603     UINT                    xScreenSpace;
604     UINT                    yScreenSpace;
605     UINT                    cursorWidth, cursorHeight;
606     GLuint                  cursorTexture;
607
608     /* Textures for when no other textures are mapped */
609     UINT                          dummyTextureName[MAX_TEXTURES];
610
611     /* Debug stream management */
612     BOOL                     debug;
613
614     /* Device state management */
615     HRESULT                 state;
616     BOOL                    d3d_initialized;
617
618     /* Screen buffer resources */
619     glContext contextCache[CONTEXT_CACHE];
620
621     /* A flag to check if endscene has been called before changing the render tartet */
622     BOOL sceneEnded;
623
624     /* process vertex shaders using software or hardware */
625     BOOL softwareVertexProcessing;
626
627     /* DirectDraw stuff */
628     HWND ddraw_window;
629     IWineD3DSurface *ddraw_primary;
630     DWORD ddraw_width, ddraw_height;
631     WINED3DFORMAT ddraw_format;
632     BOOL ddraw_fullscreen;
633
634     /* List of GLSL shader programs and their associated vertex & pixel shaders */
635     struct list glsl_shader_progs;
636
637
638     /* Final position fixup constant */
639     float                       posFixup[4];
640
641     /* State dirtification
642      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
643      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
644      * 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
645      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
646      */
647     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
648     DWORD                   numDirtyEntries;
649     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
650
651 } IWineD3DDeviceImpl;
652
653 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
654
655 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
656 static inline BOOL isStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
657     DWORD idx = state >> 5;
658     BYTE shift = state & 0x1f;
659     return This->isStateDirty[idx] & (1 << shift);
660 }
661
662 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
663  * anybody uses it for much so a good implementation is optional. */
664 typedef struct PrivateData
665 {
666     struct PrivateData* next;
667
668     GUID tag;
669     DWORD flags; /* DDSPD_* */
670     DWORD uniqueness_value;
671
672     union
673     {
674         LPVOID data;
675         LPUNKNOWN object;
676     } ptr;
677
678     DWORD size;
679 } PrivateData;
680
681 void d3ddevice_set_ortho(IWineD3DDeviceImpl *This);
682
683 /*****************************************************************************
684  * IWineD3DResource implementation structure
685  */
686 typedef struct IWineD3DResourceClass
687 {
688     /* IUnknown fields */
689     LONG                    ref;     /* Note: Ref counting not required */
690
691     /* WineD3DResource Information */
692     IUnknown               *parent;
693     WINED3DRESOURCETYPE     resourceType;
694     IWineD3DDeviceImpl     *wineD3DDevice;
695     WINED3DPOOL             pool;
696     UINT                    size;
697     DWORD                   usage;
698     WINED3DFORMAT           format;
699     BYTE                   *allocatedMemory;
700     PrivateData            *privateData;
701
702 } IWineD3DResourceClass;
703
704 typedef struct IWineD3DResourceImpl
705 {
706     /* IUnknown & WineD3DResource Information     */
707     const IWineD3DResourceVtbl *lpVtbl;
708     IWineD3DResourceClass   resource;
709 } IWineD3DResourceImpl;
710
711
712 /*****************************************************************************
713  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
714  */
715 typedef struct IWineD3DVertexBufferImpl
716 {
717     /* IUnknown & WineD3DResource Information     */
718     const IWineD3DVertexBufferVtbl *lpVtbl;
719     IWineD3DResourceClass     resource;
720
721     /* WineD3DVertexBuffer specifics */
722     DWORD                     fvf;
723
724     /* Vertex buffer object support */
725     GLuint                    vbo;
726     BYTE                      Flags;
727     UINT                      stream;
728
729     UINT                      dirtystart, dirtyend;
730     LONG                      lockcount;
731
732     LONG                      declChanges, draws;
733     /* Last description of the buffer */
734     WineDirect3DVertexStridedData strided;
735 } IWineD3DVertexBufferImpl;
736
737 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
738
739 #define VBFLAG_LOAD           0x01    /* Data is written from allocatedMemory to the VBO */
740 #define VBFLAG_OPTIMIZED      0x02    /* Optimize has been called for the VB */
741 #define VBFLAG_DIRTY          0x04    /* Buffer data has been modified */
742 #define VBFLAG_STREAM         0x08    /* The vertex buffer is in a stream */
743 #define VBFLAG_HASDESC        0x10    /* A vertex description has been found */
744 #define VBFLAG_VBOCREATEFAIL  0x20    /* An attempt to create a vbo has failed */
745
746 /*****************************************************************************
747  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
748  */
749 typedef struct IWineD3DIndexBufferImpl
750 {
751     /* IUnknown & WineD3DResource Information     */
752     const IWineD3DIndexBufferVtbl *lpVtbl;
753     IWineD3DResourceClass     resource;
754
755     /* WineD3DVertexBuffer specifics */
756 } IWineD3DIndexBufferImpl;
757
758 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
759
760 /*****************************************************************************
761  * IWineD3DBaseTexture D3D- > openGL state map lookups
762  */
763 #define WINED3DFUNC_NOTSUPPORTED  -2
764 #define WINED3DFUNC_UNIMPLEMENTED -1
765
766 typedef enum winetexturestates {
767     WINED3DTEXSTA_ADDRESSU       = 0,
768     WINED3DTEXSTA_ADDRESSV       = 1,
769     WINED3DTEXSTA_ADDRESSW       = 2,
770     WINED3DTEXSTA_BORDERCOLOR    = 3,
771     WINED3DTEXSTA_MAGFILTER      = 4,
772     WINED3DTEXSTA_MINFILTER      = 5,
773     WINED3DTEXSTA_MIPFILTER      = 6,
774     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
775     WINED3DTEXSTA_MAXANISOTROPY  = 8,
776     WINED3DTEXSTA_SRGBTEXTURE    = 9,
777     WINED3DTEXSTA_ELEMENTINDEX   = 10,
778     WINED3DTEXSTA_DMAPOFFSET     = 11,
779     WINED3DTEXSTA_TSSADDRESSW    = 12,
780     MAX_WINETEXTURESTATES        = 13,
781 } winetexturestates;
782
783 typedef struct Wined3dTextureStateMap {
784     CONST int state;
785     int function;
786 } Wined3dTextureStateMap;
787
788 /*****************************************************************************
789  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
790  */
791 typedef struct IWineD3DBaseTextureClass
792 {
793     UINT                    levels;
794     BOOL                    dirty;
795     WINED3DFORMAT           format;
796     DWORD                   usage;
797     UINT                    textureName;
798     UINT                    LOD;
799     WINED3DTEXTUREFILTERTYPE filterType;
800     DWORD                   states[MAX_WINETEXTURESTATES];
801     LONG                    bindCount;
802     DWORD                   sampler;
803 } IWineD3DBaseTextureClass;
804
805 typedef struct IWineD3DBaseTextureImpl
806 {
807     /* IUnknown & WineD3DResource Information     */
808     const IWineD3DBaseTextureVtbl *lpVtbl;
809     IWineD3DResourceClass     resource;
810     IWineD3DBaseTextureClass  baseTexture;
811
812 } IWineD3DBaseTextureImpl;
813
814 /*****************************************************************************
815  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
816  */
817 typedef struct IWineD3DTextureImpl
818 {
819     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
820     const IWineD3DTextureVtbl *lpVtbl;
821     IWineD3DResourceClass     resource;
822     IWineD3DBaseTextureClass  baseTexture;
823
824     /* IWineD3DTexture */
825     IWineD3DSurface          *surfaces[MAX_LEVELS];
826     
827     UINT                      width;
828     UINT                      height;
829     float                     pow2scalingFactorX;
830     float                     pow2scalingFactorY;
831
832 } IWineD3DTextureImpl;
833
834 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
835
836 /*****************************************************************************
837  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
838  */
839 typedef struct IWineD3DCubeTextureImpl
840 {
841     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
842     const IWineD3DCubeTextureVtbl *lpVtbl;
843     IWineD3DResourceClass     resource;
844     IWineD3DBaseTextureClass  baseTexture;
845
846     /* IWineD3DCubeTexture */
847     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
848
849     UINT                      edgeLength;
850     float                     pow2scalingFactor;
851
852 } IWineD3DCubeTextureImpl;
853
854 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
855
856 typedef struct _WINED3DVOLUMET_DESC
857 {
858     UINT                    Width;
859     UINT                    Height;
860     UINT                    Depth;
861 } WINED3DVOLUMET_DESC;
862
863 /*****************************************************************************
864  * IWineD3DVolume implementation structure (extends IUnknown)
865  */
866 typedef struct IWineD3DVolumeImpl
867 {
868     /* IUnknown & WineD3DResource fields */
869     const IWineD3DVolumeVtbl  *lpVtbl;
870     IWineD3DResourceClass      resource;
871
872     /* WineD3DVolume Information */
873     WINED3DVOLUMET_DESC      currentDesc;
874     IWineD3DBase            *container;
875     UINT                    bytesPerPixel;
876
877     BOOL                    lockable;
878     BOOL                    locked;
879     WINED3DBOX              lockedBox;
880     WINED3DBOX              dirtyBox;
881     BOOL                    dirty;
882
883
884 } IWineD3DVolumeImpl;
885
886 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
887
888 /*****************************************************************************
889  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
890  */
891 typedef struct IWineD3DVolumeTextureImpl
892 {
893     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
894     const IWineD3DVolumeTextureVtbl *lpVtbl;
895     IWineD3DResourceClass     resource;
896     IWineD3DBaseTextureClass  baseTexture;
897
898     /* IWineD3DVolumeTexture */
899     IWineD3DVolume           *volumes[MAX_LEVELS];
900
901     UINT                      width;
902     UINT                      height;
903     UINT                      depth;
904 } IWineD3DVolumeTextureImpl;
905
906 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
907
908 typedef struct _WINED3DSURFACET_DESC
909 {
910     WINED3DMULTISAMPLE_TYPE MultiSampleType;
911     DWORD                   MultiSampleQuality;
912     UINT                    Width;
913     UINT                    Height;
914 } WINED3DSURFACET_DESC;
915
916 /*****************************************************************************
917  * Structure for DIB Surfaces (GetDC and GDI surfaces)
918  */
919 typedef struct wineD3DSurface_DIB {
920     HBITMAP DIBsection;
921     void* bitmap_data;
922     HGDIOBJ holdbitmap;
923     BOOL client_memory;
924 } wineD3DSurface_DIB;
925
926 /*****************************************************************************
927  * IWineD3DSurface implementation structure
928  */
929 struct IWineD3DSurfaceImpl
930 {
931     /* IUnknown & IWineD3DResource Information     */
932     const IWineD3DSurfaceVtbl *lpVtbl;
933     IWineD3DResourceClass     resource;
934
935     /* IWineD3DSurface fields */
936     IWineD3DBase              *container;
937     WINED3DSURFACET_DESC      currentDesc;
938     IWineD3DPaletteImpl      *palette;
939
940     UINT                      bytesPerPixel;
941
942     /* TODO: move this off into a management class(maybe!) */
943     DWORD                      Flags;
944
945     UINT                      pow2Width;
946     UINT                      pow2Height;
947     UINT                      pow2Size;
948
949     /* Oversized texture */
950     RECT                      glRect;
951
952 #if 0
953     /* precalculated x and y scalings for texture coords */
954     float                     pow2scalingFactorX; /* =  (Width  / pow2Width ) */
955     float                     pow2scalingFactorY; /* =  (Height / pow2Height) */
956 #endif
957
958     RECT                      lockedRect;
959     RECT                      dirtyRect;
960
961     glDescriptor              glDescription;
962
963     /* For GetDC */
964     wineD3DSurface_DIB        dib;
965     HDC                       hDC;
966
967     /* Color keys for DDraw */
968     DDCOLORKEY                DestBltCKey;
969     DDCOLORKEY                DestOverlayCKey;
970     DDCOLORKEY                SrcOverlayCKey;
971     DDCOLORKEY                SrcBltCKey;
972     DWORD                     CKeyFlags;
973
974     DDCOLORKEY                glCKey;
975 };
976
977 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
978 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
979
980 /* Predeclare the shared Surface functions */
981 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
982 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
983 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
984 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
985 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
986 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
987 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
988 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
989 DWORD   WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
990 DWORD   WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
991 void    WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
992 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
993 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
994 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
995 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
996 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
997 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
998 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
999 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1000 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1001 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1002 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey);
1003 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1004 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1005 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1006 HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL  inTexture);
1007 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1008 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1009 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1010 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1011 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx);
1012 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1013 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1014 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1015 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1016 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1017 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1018 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1019 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1020 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1021 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1022 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1023
1024 /* Surface flags: */
1025 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
1026 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
1027 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for getdc */
1028 #define SFLAG_DIRTY       0x00000008 /* Surface was locked by the app */
1029 #define SFLAG_LOCKABLE    0x00000010 /* Surface can be locked */
1030 #define SFLAG_DISCARD     0x00000020 /* ??? */
1031 #define SFLAG_LOCKED      0x00000040 /* Surface is locked atm */
1032 #define SFLAG_ACTIVELOCK  0x00000080 /* Not locked, but surface memory is needed */
1033 #define SFLAG_INTEXTURE   0x00000100 /* ??? */
1034 #define SFLAG_INPBUFFER   0x00000200 /* ??? */
1035 #define SFLAG_NONPOW2     0x00000400 /* Surface sizes are not a power of 2 */
1036 #define SFLAG_DYNLOCK     0x00000800 /* Surface is often locked by the app */
1037 #define SFLAG_DYNCHANGE   0x00001800 /* Surface contents are changed very often, implies DYNLOCK */
1038 #define SFLAG_DCINUSE     0x00002000 /* Set between GetDC and ReleaseDC calls */
1039 #define SFLAG_GLDIRTY     0x00004000 /* The opengl texture is more up to date than the surface mem */
1040 #define SFLAG_LOST        0x00008000 /* Surface lost flag for DDraw */
1041 #define SFLAG_FORCELOAD   0x00010000 /* To force PreLoading of a scratch cursor */
1042 #define SFLAG_USERPTR     0x00020000 /* The application allocated the memory for this surface */
1043 #define SFLAG_GLCKEY      0x00040000 /* The gl texture was created with a color key */
1044
1045 /* In some conditions the surface memory must not be freed:
1046  * SFLAG_OVERSIZE: Not all data can be kept in GL
1047  * SFLAG_CONVERTED: Converting the data back would take too long
1048  * SFLAG_DIBSECTION: The dib code manages the memory
1049  * SFLAG_DIRTY: GL surface isn't up to date
1050  * SFLAG_LOCKED: The app requires access to the surface data
1051  * SFLAG_ACTIVELOCK: Some wined3d code needs the memory
1052  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1053  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1054  */
1055 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
1056                           SFLAG_CONVERTED  | \
1057                           SFLAG_DIBSECTION | \
1058                           SFLAG_DIRTY      | \
1059                           SFLAG_LOCKED     | \
1060                           SFLAG_ACTIVELOCK | \
1061                           SFLAG_DYNLOCK    | \
1062                           SFLAG_DYNCHANGE  | \
1063                           SFLAG_USERPTR)
1064
1065 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1066
1067 /* Alignment of the pitch */
1068 #define SURFACE_ALIGNMENT 4
1069
1070 /*****************************************************************************
1071  * IWineD3DVertexDeclaration implementation structure
1072  */
1073 typedef struct IWineD3DVertexDeclarationImpl {
1074  /* IUnknown  Information     */
1075   const IWineD3DVertexDeclarationVtbl *lpVtbl;
1076   LONG                    ref;     /* Note: Ref counting not required */
1077
1078   IUnknown               *parent;
1079   /** precomputed fvf if simple declaration */
1080   IWineD3DDeviceImpl     *wineD3DDevice;
1081   DWORD   fvf[MAX_STREAMS];
1082   DWORD   allFVF;
1083
1084   /** dx8 compatible Declaration fields */
1085   DWORD*  pDeclaration8;
1086   DWORD   declaration8Length;
1087
1088   /** dx9+ */
1089   D3DVERTEXELEMENT9 *pDeclaration9;
1090   UINT               declaration9NumElements;
1091
1092   WINED3DVERTEXELEMENT  *pDeclarationWine;
1093   UINT                   declarationWNumElements;
1094   
1095   float                 *constants;
1096   
1097 } IWineD3DVertexDeclarationImpl;
1098
1099 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1100
1101 /*****************************************************************************
1102  * IWineD3DStateBlock implementation structure
1103  */
1104
1105 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1106 /*   Note: Very long winded but gl Lists are not flexible enough */
1107 /*   to resolve everything we need, so doing it manually for now */
1108 typedef struct SAVEDSTATES {
1109         BOOL                      indices;
1110         BOOL                      material;
1111         BOOL                      fvf;
1112         BOOL                      streamSource[MAX_STREAMS];
1113         BOOL                      streamFreq[MAX_STREAMS];
1114         BOOL                      textures[MAX_SAMPLERS];
1115         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1116         BOOL                      viewport;
1117         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1118         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1119         BOOL                      samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1120         BOOL                      clipplane[MAX_CLIPPLANES];
1121         BOOL                      vertexDecl;
1122         BOOL                      pixelShader;
1123         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1124         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1125         BOOL                     *pixelShaderConstantsF;
1126         BOOL                      vertexShader;
1127         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1128         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1129         BOOL                     *vertexShaderConstantsF;
1130 } SAVEDSTATES;
1131
1132 typedef struct {
1133     struct list entry;
1134     int idx;
1135 } constant_entry;
1136
1137 struct IWineD3DStateBlockImpl
1138 {
1139     /* IUnknown fields */
1140     const IWineD3DStateBlockVtbl *lpVtbl;
1141     LONG                      ref;     /* Note: Ref counting not required */
1142
1143     /* IWineD3DStateBlock information */
1144     IUnknown                 *parent;
1145     IWineD3DDeviceImpl       *wineD3DDevice;
1146     WINED3DSTATEBLOCKTYPE     blockType;
1147
1148     /* Array indicating whether things have been set or changed */
1149     SAVEDSTATES               changed;
1150     SAVEDSTATES               set;
1151     struct list               set_vconstantsF;
1152     struct list               set_pconstantsF;
1153
1154     /* Drawing - Vertex Shader or FVF related */
1155     DWORD                     fvf;
1156     /* Vertex Shader Declaration */
1157     IWineD3DVertexDeclaration *vertexDecl;
1158
1159     IWineD3DVertexShader      *vertexShader;
1160
1161     /* Vertex Shader Constants */
1162     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1163     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1164     float                     *vertexShaderConstantF;
1165
1166     /* Stream Source */
1167     BOOL                      streamIsUP;
1168     UINT                      streamStride[MAX_STREAMS];
1169     UINT                      streamOffset[MAX_STREAMS];
1170     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1171     UINT                      streamFreq[MAX_STREAMS];
1172     UINT                      streamFlags[MAX_STREAMS];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1173
1174     /* Indices */
1175     IWineD3DIndexBuffer*      pIndexData;
1176     UINT                      baseVertexIndex; /* Note: only used for d3d8 */
1177
1178     /* Transform */
1179     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1180
1181     /* Lights */
1182     PLIGHTINFOEL             *lights; /* NOTE: active GL lights must be front of the chain */
1183
1184     /* Clipping */
1185     double                    clipplane[MAX_CLIPPLANES][4];
1186     WINED3DCLIPSTATUS         clip_status;
1187
1188     /* ViewPort */
1189     WINED3DVIEWPORT           viewport;
1190
1191     /* Material */
1192     WINED3DMATERIAL           material;
1193
1194     /* Pixel Shader */
1195     IWineD3DPixelShader      *pixelShader;
1196
1197     /* Pixel Shader Constants */
1198     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1199     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1200     float                     *pixelShaderConstantF;
1201
1202     /* RenderState */
1203     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1204
1205     /* Texture */
1206     IWineD3DBaseTexture      *textures[MAX_SAMPLERS];
1207     int                       textureDimensions[MAX_SAMPLERS];
1208
1209     /* Texture State Stage */
1210     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1211     DWORD                     lowest_disabled_stage;
1212     /* Sampler States */
1213     DWORD                     samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1214
1215     /* Current GLSL Shader Program */
1216     struct glsl_shader_prog_link *glsl_program;
1217 };
1218
1219 extern void stateblock_savedstates_set(
1220     IWineD3DStateBlock* iface,
1221     SAVEDSTATES* states,
1222     BOOL value);
1223
1224 extern void stateblock_savedstates_copy(
1225     IWineD3DStateBlock* iface,
1226     SAVEDSTATES* dest,
1227     SAVEDSTATES* source);
1228
1229 extern void stateblock_copy(
1230     IWineD3DStateBlock* destination,
1231     IWineD3DStateBlock* source);
1232
1233 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1234
1235 /*****************************************************************************
1236  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1237  */
1238 typedef struct IWineD3DQueryImpl
1239 {
1240     const IWineD3DQueryVtbl  *lpVtbl;
1241     LONG                      ref;     /* Note: Ref counting not required */
1242     
1243     IUnknown                 *parent;
1244     /*TODO: replace with iface usage */
1245 #if 0
1246     IWineD3DDevice         *wineD3DDevice;
1247 #else
1248     IWineD3DDeviceImpl       *wineD3DDevice;
1249 #endif
1250
1251     /* IWineD3DQuery fields */
1252     WINED3DQUERYTYPE         type;
1253     /* TODO: Think about using a IUnknown instead of a void* */
1254     void                     *extendedData;
1255     
1256   
1257 } IWineD3DQueryImpl;
1258
1259 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1260
1261 /* Datastructures for IWineD3DQueryImpl.extendedData */
1262 typedef struct  WineQueryOcclusionData {
1263     GLuint  queryId;
1264 } WineQueryOcclusionData;
1265
1266
1267 /*****************************************************************************
1268  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1269  */
1270
1271 typedef struct IWineD3DSwapChainImpl
1272 {
1273     /*IUnknown part*/
1274     const IWineD3DSwapChainVtbl *lpVtbl;
1275     LONG                      ref;     /* Note: Ref counting not required */
1276
1277     IUnknown                 *parent;
1278     IWineD3DDeviceImpl       *wineD3DDevice;
1279
1280     /* IWineD3DSwapChain fields */
1281     IWineD3DSurface         **backBuffer;
1282     IWineD3DSurface          *frontBuffer;
1283     BOOL                      wantsDepthStencilBuffer;
1284     D3DPRESENT_PARAMETERS     presentParms;
1285     DWORD                     orig_width, orig_height;
1286
1287     /* TODO: move everything up to drawable off into a context manager
1288       and store the 'data' in the contextManagerData interface.
1289     IUnknown                  *contextManagerData;
1290     */
1291
1292     HWND                    win_handle;
1293     Window                  win;
1294     Display                *display;
1295
1296     GLXContext              glCtx;
1297     XVisualInfo            *visInfo;
1298     GLXContext              render_ctx;
1299     /* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
1300     Drawable                drawable;
1301 } IWineD3DSwapChainImpl;
1302
1303 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1304
1305 /*****************************************************************************
1306  * Utility function prototypes 
1307  */
1308
1309 /* Trace routines */
1310 const char* debug_d3dformat(WINED3DFORMAT fmt);
1311 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1312 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1313 const char* debug_d3dusage(DWORD usage);
1314 const char* debug_d3dusagequery(DWORD usagequery);
1315 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1316 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1317 const char* debug_d3ddeclusage(BYTE usage);
1318 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1319 const char* debug_d3drenderstate(DWORD state);
1320 const char* debug_d3dsamplerstate(DWORD state);
1321 const char* debug_d3dtexturestate(DWORD state);
1322 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1323 const char* debug_d3dpool(WINED3DPOOL pool);
1324
1325 /* Routines for GL <-> D3D values */
1326 GLenum StencilOp(DWORD op);
1327 GLenum CompareFunc(DWORD func);
1328 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1329 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1330 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1331
1332 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1333
1334 /* Math utils */
1335 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1336
1337 /*****************************************************************************
1338  * To enable calling of inherited functions, requires prototypes 
1339  *
1340  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1341  */
1342     /*** IUnknown methods ***/
1343     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1344     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1345     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1346     /*** IWineD3DResource methods ***/
1347     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1348     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1349     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1350     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1351     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1352     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1353     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1354     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1355     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1356     /*** class static members ***/
1357     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1358
1359     /*** IUnknown methods ***/
1360     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1361     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1362     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1363     /*** IWineD3DResource methods ***/
1364     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1365     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1366     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1367     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1368     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1369     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1370     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1371     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1372     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1373     /*** IWineD3DBaseTexture methods ***/
1374     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1375     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1376     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1377     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1378     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1379     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1380     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1381     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1382
1383     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1384     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1385     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1386     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1387     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1388     /*** class static members ***/
1389     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1390
1391 struct SHADER_OPCODE_ARG;
1392 typedef void (*shader_fct_t)();
1393 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1394
1395 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1396  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1397  * used if the user is using GLSL shaders. */
1398 struct glsl_shader_prog_link {
1399     struct list             entry;
1400     GLhandleARB             programId;
1401     GLhandleARB             *vuniformF_locations;
1402     GLhandleARB             *puniformF_locations;
1403     IWineD3DVertexShader*   vertexShader;
1404     IWineD3DPixelShader*    pixelShader;
1405 };
1406
1407 /* TODO: Make this dynamic, based on shader limits ? */
1408 #define MAX_REG_ADDR 1
1409 #define MAX_REG_TEMP 32
1410 #define MAX_REG_TEXCRD 8
1411 #define MAX_REG_INPUT 12
1412 #define MAX_REG_OUTPUT 12
1413 #define MAX_ATTRIBS 16
1414 #define MAX_CONST_I 16
1415 #define MAX_CONST_B 16
1416
1417 /* FIXME: This needs to go up to 2048 for
1418  * Shader model 3 according to msdn (and for software shaders) */
1419 #define MAX_LABELS 16
1420
1421 typedef struct semantic {
1422     DWORD usage;
1423     DWORD reg;
1424 } semantic;
1425
1426 typedef struct local_constant {
1427     struct list entry;
1428     unsigned int idx;
1429     DWORD value[4];
1430 } local_constant;
1431
1432 typedef struct shader_reg_maps {
1433
1434     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1435     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1436     char address[MAX_REG_ADDR];             /* vertex */
1437     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1438     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1439     char attributes[MAX_ATTRIBS];           /* vertex */
1440     char labels[MAX_LABELS];                /* pixel, vertex */
1441
1442     /* Sampler usage tokens 
1443      * Use 0 as default (bit 31 is always 1 on a valid token) */
1444     DWORD samplers[MAX_SAMPLERS];
1445
1446     /* Whether or not a loop is used in this shader */
1447     char loop;
1448
1449     /* Whether or not this shader uses fog */
1450     char fog;
1451
1452 } shader_reg_maps;
1453
1454 #define SHADER_PGMSIZE 65535
1455 typedef struct SHADER_BUFFER {
1456     char* buffer;
1457     unsigned int bsize;
1458     unsigned int lineNo;
1459 } SHADER_BUFFER;
1460
1461 /* Undocumented opcode controls */
1462 #define INST_CONTROLS_SHIFT 16
1463 #define INST_CONTROLS_MASK 0x00ff0000
1464
1465 typedef enum COMPARISON_TYPE {
1466     COMPARISON_GT = 1,
1467     COMPARISON_EQ = 2,
1468     COMPARISON_GE = 3,
1469     COMPARISON_LT = 4,
1470     COMPARISON_NE = 5,
1471     COMPARISON_LE = 6
1472 } COMPARISON_TYPE;
1473
1474 typedef struct SHADER_OPCODE {
1475     unsigned int  opcode;
1476     const char*   name;
1477     const char*   glname;
1478     char          dst_token;
1479     CONST UINT    num_params;
1480     shader_fct_t  soft_fct;
1481     SHADER_HANDLER hw_fct;
1482     SHADER_HANDLER hw_glsl_fct;
1483     DWORD         min_version;
1484     DWORD         max_version;
1485 } SHADER_OPCODE;
1486
1487 typedef struct SHADER_OPCODE_ARG {
1488     IWineD3DBaseShader* shader;
1489     shader_reg_maps* reg_maps;
1490     CONST SHADER_OPCODE* opcode;
1491     DWORD opcode_token;
1492     DWORD dst;
1493     DWORD dst_addr;
1494     DWORD predicate;
1495     DWORD src[4];
1496     DWORD src_addr[4];
1497     SHADER_BUFFER* buffer;
1498 } SHADER_OPCODE_ARG;
1499
1500 typedef struct SHADER_LIMITS {
1501     unsigned int temporary;
1502     unsigned int texcoord;
1503     unsigned int sampler;
1504     unsigned int constant_int;
1505     unsigned int constant_float;
1506     unsigned int constant_bool;
1507     unsigned int address;
1508     unsigned int packed_output;
1509     unsigned int packed_input;
1510     unsigned int attributes;
1511     unsigned int label;
1512 } SHADER_LIMITS;
1513
1514 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1515     maintain state information between multiple codes */
1516 typedef struct SHADER_PARSE_STATE {
1517     unsigned int current_row;
1518     DWORD texcoord_w[2];
1519 } SHADER_PARSE_STATE;
1520
1521 /* Base Shader utility functions. 
1522  * (may move callers into the same file in the future) */
1523 extern int shader_addline(
1524     SHADER_BUFFER* buffer,
1525     const char* fmt, ...);
1526
1527 extern const SHADER_OPCODE* shader_get_opcode(
1528     IWineD3DBaseShader *iface, 
1529     const DWORD code);
1530
1531 extern void shader_delete_constant_list(
1532     struct list* clist);
1533
1534 /* Vertex shader utility functions */
1535 extern BOOL vshader_get_input(
1536     IWineD3DVertexShader* iface,
1537     BYTE usage_req, BYTE usage_idx_req,
1538     unsigned int* regnum);
1539
1540 extern BOOL vshader_input_is_color(
1541     IWineD3DVertexShader* iface,
1542     unsigned int regnum);
1543
1544 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1545
1546 /* ARB_[vertex/fragment]_program helper functions */
1547 extern void shader_arb_load_constants(
1548     IWineD3DDevice* device,
1549     char usePixelShader,
1550     char useVertexShader);
1551
1552 /* ARB shader program Prototypes */
1553 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1554
1555 /* ARB pixel shader prototypes */
1556 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1557 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1558 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1559 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1560 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1561 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1562 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1563 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1564 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1565 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1566 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1567 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1568 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1569 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1570
1571 /* ARB vertex shader prototypes */
1572 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1573 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1574
1575 /* GLSL helper functions */
1576 extern void set_glsl_shader_program(IWineD3DDevice *iface);
1577 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1578 extern void shader_glsl_load_constants(
1579     IWineD3DDevice* device,
1580     char usePixelShader,
1581     char useVertexShader);
1582
1583 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1584 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1585 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1586 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1587 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1588 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1589 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1590 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1591 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1592 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1593 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1594 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1595 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1596 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1597 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1598 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1599 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1600 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1601 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1602 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1603 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1604 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1605 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1606 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1607 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1608 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1609 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1610 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1611 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1612 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1613
1614 /** GLSL Pixel Shader Prototypes */
1615 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1616 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1617 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1618 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1619 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1620 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1621 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1622 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1623 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1624 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1625 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1626 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1627 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1628 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1629 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1630 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1631 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1632 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1633 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1634 extern void pshader_glsl_input_pack(
1635    SHADER_BUFFER* buffer,
1636    semantic* semantics_out);
1637
1638 /** GLSL Vertex Shader Prototypes */
1639 extern void vshader_glsl_output_unpack(
1640    SHADER_BUFFER* buffer,
1641    semantic* semantics_out);
1642
1643 /*****************************************************************************
1644  * IDirect3DBaseShader implementation structure
1645  */
1646 typedef struct IWineD3DBaseShaderClass
1647 {
1648     DWORD                           hex_version;
1649     SHADER_LIMITS                   limits;
1650     SHADER_PARSE_STATE              parse_state;
1651     CONST SHADER_OPCODE             *shader_ins;
1652     CONST DWORD                     *function;
1653     UINT                            functionLength;
1654     GLuint                          prgId;
1655     BOOL                            is_compiled;
1656
1657     /* Type of shader backend */
1658     int shader_mode;
1659
1660     /* Immediate constants (override global ones) */
1661     struct list constantsB;
1662     struct list constantsF;
1663     struct list constantsI;
1664     shader_reg_maps reg_maps;
1665
1666     /* Pointer to the parent device */
1667     IWineD3DDevice *device;
1668
1669 } IWineD3DBaseShaderClass;
1670
1671 typedef struct IWineD3DBaseShaderImpl {
1672     /* IUnknown */
1673     const IWineD3DBaseShaderVtbl    *lpVtbl;
1674     LONG                            ref;
1675
1676     /* IWineD3DBaseShader */
1677     IWineD3DBaseShaderClass         baseShader;
1678 } IWineD3DBaseShaderImpl;
1679
1680 extern HRESULT shader_get_registers_used(
1681     IWineD3DBaseShader *iface,
1682     shader_reg_maps* reg_maps,
1683     semantic* semantics_in,
1684     semantic* semantics_out,
1685     CONST DWORD* pToken,
1686     IWineD3DStateBlockImpl *stateBlock);
1687
1688 extern void shader_generate_glsl_declarations(
1689     IWineD3DBaseShader *iface,
1690     shader_reg_maps* reg_maps,
1691     SHADER_BUFFER* buffer,
1692     WineD3D_GL_Info* gl_info);
1693
1694 extern void shader_generate_arb_declarations(
1695     IWineD3DBaseShader *iface,
1696     shader_reg_maps* reg_maps,
1697     SHADER_BUFFER* buffer,
1698     WineD3D_GL_Info* gl_info);
1699
1700 extern void shader_generate_main(
1701     IWineD3DBaseShader *iface,
1702     SHADER_BUFFER* buffer,
1703     shader_reg_maps* reg_maps,
1704     CONST DWORD* pFunction);
1705
1706 extern void shader_dump_ins_modifiers(
1707     const DWORD output);
1708
1709 extern void shader_dump_param(
1710     IWineD3DBaseShader *iface,
1711     const DWORD param,
1712     const DWORD addr_token,
1713     int input);
1714
1715 extern void shader_trace_init(
1716     IWineD3DBaseShader *iface,
1717     const DWORD* pFunction);
1718
1719 extern int shader_get_param(
1720     IWineD3DBaseShader* iface,
1721     const DWORD* pToken,
1722     DWORD* param,
1723     DWORD* addr_token);
1724
1725 extern int shader_skip_unrecognized(
1726     IWineD3DBaseShader* iface,
1727     const DWORD* pToken);
1728
1729 extern void print_glsl_info_log(
1730     WineD3D_GL_Info *gl_info,
1731     GLhandleARB obj);
1732
1733 inline static int shader_get_regtype(const DWORD param) {
1734     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1735             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1736 }
1737
1738 extern unsigned int shader_get_float_offset(const DWORD reg);
1739
1740 inline static BOOL shader_is_pshader_version(DWORD token) {
1741     return 0xFFFF0000 == (token & 0xFFFF0000);
1742 }
1743
1744 inline static BOOL shader_is_vshader_version(DWORD token) {
1745     return 0xFFFE0000 == (token & 0xFFFF0000);
1746 }
1747
1748 inline static BOOL shader_is_comment(DWORD token) {
1749     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1750 }
1751
1752 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1753  * so upload them above that
1754  */
1755 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1756 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1757
1758 /*****************************************************************************
1759  * IDirect3DVertexShader implementation structure
1760  */
1761 typedef struct IWineD3DVertexShaderImpl {
1762     /* IUnknown parts*/   
1763     const IWineD3DVertexShaderVtbl *lpVtbl;
1764     LONG                        ref;     /* Note: Ref counting not required */
1765
1766     /* IWineD3DBaseShader */
1767     IWineD3DBaseShaderClass     baseShader;
1768
1769     /* IWineD3DVertexShaderImpl */
1770     IUnknown                    *parent;
1771
1772     char                        usesFog;
1773     DWORD                       usage;
1774
1775     /* Vertex shader input and output semantics */
1776     semantic semantics_in [MAX_ATTRIBS];
1777     semantic semantics_out [MAX_REG_OUTPUT];
1778
1779     /* run time datas...  */
1780     VSHADERDATA                *data;
1781     IWineD3DVertexDeclaration  *vertexDeclaration;
1782 #if 0 /* needs reworking */
1783     /* run time datas */
1784     VSHADERINPUTDATA input;
1785     VSHADEROUTPUTDATA output;
1786 #endif
1787 } IWineD3DVertexShaderImpl;
1788 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1789 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1790
1791 /*****************************************************************************
1792  * IDirect3DPixelShader implementation structure
1793  */
1794 typedef struct IWineD3DPixelShaderImpl {
1795     /* IUnknown parts */
1796     const IWineD3DPixelShaderVtbl *lpVtbl;
1797     LONG                        ref;     /* Note: Ref counting not required */
1798
1799     /* IWineD3DBaseShader */
1800     IWineD3DBaseShaderClass     baseShader;
1801
1802     /* IWineD3DPixelShaderImpl */
1803     IUnknown                   *parent;
1804
1805     /* Pixel shader input semantics */
1806     semantic semantics_in [MAX_REG_INPUT];
1807
1808     /* run time data */
1809     PSHADERDATA                *data;
1810
1811 #if 0 /* needs reworking */
1812     PSHADERINPUTDATA input;
1813     PSHADEROUTPUTDATA output;
1814 #endif
1815 } IWineD3DPixelShaderImpl;
1816
1817 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1818 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1819
1820 /*****************************************************************************
1821  * IWineD3DPalette implementation structure
1822  */
1823 struct IWineD3DPaletteImpl {
1824     /* IUnknown parts */
1825     const IWineD3DPaletteVtbl  *lpVtbl;
1826     LONG                       ref;
1827
1828     IUnknown                   *parent;
1829     IWineD3DDeviceImpl         *wineD3DDevice;
1830
1831     /* IWineD3DPalette */
1832     HPALETTE                   hpal;
1833     WORD                       palVersion;     /*|               */
1834     WORD                       palNumEntries;  /*|  LOGPALETTE   */
1835     PALETTEENTRY               palents[256];   /*|               */
1836     /* This is to store the palette in 'screen format' */
1837     int                        screen_palents[256];
1838     DWORD                      Flags;
1839 };
1840
1841 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1842 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1843
1844 /* DirectDraw utility functions */
1845 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
1846
1847 /*****************************************************************************
1848  * Pixel format management
1849  */
1850 typedef struct {
1851     WINED3DFORMAT           format;
1852     DWORD                   alphaMask, redMask, greenMask, blueMask;
1853     UINT                    bpp;
1854     BOOL                    isFourcc;
1855     GLint                   glInternal, glFormat, glType;
1856 } PixelFormatDesc;
1857
1858 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);
1859 #endif