wined3d: Add support for immediate constants to the GLSL backend.
[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_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
625     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
626     char attributes[MAX_ATTRIBS];           /* vertex */
627     char labels[MAX_LABELS];                /* pixel, vertex */
628     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
629     WORD integer_constants;                 /* MAX_CONST_I, 16 */
630     WORD boolean_constants;                 /* MAX_CONST_B, 16 */
631
632     WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
633     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
634     char usesnrm, vpos, usesdsy, usestexldd;
635     char usesrelconstF;
636
637     /* Whether or not loops are used in this shader, and nesting depth */
638     unsigned loop_depth;
639
640     /* Whether or not this shader uses fog */
641     char fog;
642
643 } shader_reg_maps;
644
645 struct wined3d_shader_context
646 {
647     IWineD3DBaseShader *shader;
648     const struct shader_reg_maps *reg_maps;
649     SHADER_BUFFER *buffer;
650 };
651
652 struct wined3d_shader_register
653 {
654     WINED3DSHADER_PARAM_REGISTER_TYPE type;
655     UINT idx;
656     const struct wined3d_shader_src_param *rel_addr;
657     enum wined3d_immconst_type immconst_type;
658     DWORD immconst_data[4];
659 };
660
661 struct wined3d_shader_dst_param
662 {
663     struct wined3d_shader_register reg;
664     DWORD write_mask;
665     DWORD modifiers;
666     DWORD shift;
667 };
668
669 struct wined3d_shader_src_param
670 {
671     struct wined3d_shader_register reg;
672     DWORD swizzle;
673     DWORD modifiers;
674 };
675
676 struct wined3d_shader_instruction
677 {
678     const struct wined3d_shader_context *ctx;
679     enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
680     DWORD flags;
681     BOOL coissue;
682     DWORD predicate;
683     UINT dst_count;
684     const struct wined3d_shader_dst_param *dst;
685     UINT src_count;
686     const struct wined3d_shader_src_param *src;
687 };
688
689 struct wined3d_shader_semantic
690 {
691     WINED3DDECLUSAGE usage;
692     UINT usage_idx;
693     WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
694     struct wined3d_shader_dst_param reg;
695 };
696
697 struct wined3d_shader_frontend
698 {
699     void *(*shader_init)(const DWORD *ptr);
700     void (*shader_free)(void *data);
701     void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
702     void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
703     void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
704             struct wined3d_shader_src_param *src_rel_addr);
705     void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
706             struct wined3d_shader_src_param *dst_rel_addr);
707     void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
708     void (*shader_read_comment)(const DWORD **ptr, const char **comment);
709     BOOL (*shader_is_end)(void *data, const DWORD **ptr);
710 };
711
712 extern const struct wined3d_shader_frontend sm1_shader_frontend;
713 extern const struct wined3d_shader_frontend sm4_shader_frontend;
714
715 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
716
717 struct shader_caps {
718     DWORD               VertexShaderVersion;
719     DWORD               MaxVertexShaderConst;
720
721     DWORD               PixelShaderVersion;
722     float               PixelShader1xMaxValue;
723     DWORD               MaxPixelShaderConst;
724
725     WINED3DVSHADERCAPS2_0   VS20Caps;
726     WINED3DPSHADERCAPS2_0   PS20Caps;
727
728     DWORD               MaxVShaderInstructionsExecuted;
729     DWORD               MaxPShaderInstructionsExecuted;
730     DWORD               MaxVertexShader30InstructionSlots;
731     DWORD               MaxPixelShader30InstructionSlots;
732 };
733
734 enum tex_types
735 {
736     tex_1d       = 0,
737     tex_2d       = 1,
738     tex_3d       = 2,
739     tex_cube     = 3,
740     tex_rect     = 4,
741     tex_type_count = 5,
742 };
743
744 enum vertexprocessing_mode {
745     fixedfunction,
746     vertexshader,
747     pretransformed
748 };
749
750 #define WINED3D_CONST_NUM_UNUSED ~0U
751
752 struct stb_const_desc {
753     unsigned char           texunit;
754     UINT                    const_num;
755 };
756
757 enum fogmode {
758     FOG_OFF,
759     FOG_LINEAR,
760     FOG_EXP,
761     FOG_EXP2
762 };
763
764 /* Stateblock dependent parameters which have to be hardcoded
765  * into the shader code
766  */
767 struct ps_compile_args {
768     struct color_fixup_desc     color_fixup[MAX_FRAGMENT_SAMPLERS];
769     enum vertexprocessing_mode  vp_mode;
770     enum fogmode                fog;
771     /* Projected textures(ps 1.0-1.3) */
772     /* Texture types(2D, Cube, 3D) in ps 1.x */
773     BOOL                        srgb_correction;
774     WORD                        np2_fixup;
775     /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
776        D3D9 has a limit of 16 samplers and the fixup is superfluous
777        in D3D10 (unconditional NP2 support mandatory). */
778 };
779
780 enum fog_src_type {
781     VS_FOG_Z        = 0,
782     VS_FOG_COORD    = 1
783 };
784
785 struct vs_compile_args {
786     WORD                        fog_src;
787     WORD                        swizzle_map;   /* MAX_ATTRIBS, 16 */
788 };
789
790 typedef struct {
791     const SHADER_HANDLER *shader_instruction_handler_table;
792     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
793     void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
794     void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
795     void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
796     void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
797     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
798     void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
799     void (*shader_destroy)(IWineD3DBaseShader *iface);
800     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
801     void (*shader_free_private)(IWineD3DDevice *iface);
802     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
803     GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface,
804             SHADER_BUFFER *buffer, const struct ps_compile_args *args);
805     GLuint (*shader_generate_vshader)(IWineD3DVertexShader *iface,
806             SHADER_BUFFER *buffer, const struct vs_compile_args *args);
807     void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
808     BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
809 } shader_backend_t;
810
811 extern const shader_backend_t glsl_shader_backend;
812 extern const shader_backend_t arb_program_shader_backend;
813 extern const shader_backend_t none_shader_backend;
814
815 /* X11 locking */
816
817 extern void (* CDECL wine_tsx11_lock_ptr)(void);
818 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
819
820 /* As GLX relies on X, this is needed */
821 extern int num_lock;
822
823 #if 0
824 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
825 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
826 #else
827 #define ENTER_GL() wine_tsx11_lock_ptr()
828 #define LEAVE_GL() wine_tsx11_unlock_ptr()
829 #endif
830
831 /*****************************************************************************
832  * Defines
833  */
834
835 /* GL related defines */
836 /* ------------------ */
837 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
838 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
839 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
840 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
841
842 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
843 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
844 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
845 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
846
847 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
848 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
849 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
850 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
851
852 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
853   (vec)[0] = D3DCOLOR_R(dw); \
854   (vec)[1] = D3DCOLOR_G(dw); \
855   (vec)[2] = D3DCOLOR_B(dw); \
856   (vec)[3] = D3DCOLOR_A(dw); \
857 } while(0)
858
859 /* DirectX Device Limits */
860 /* --------------------- */
861 #define MAX_MIP_LEVELS 32  /* Maximum number of mipmap levels. */
862 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
863                             See MaxStreams in MSDN under GetDeviceCaps */
864 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
865
866 /* Checking of API calls */
867 /* --------------------- */
868 #ifndef WINE_NO_DEBUG_MSGS
869 #define checkGLcall(A)                                          \
870 do {                                                            \
871     GLint err = glGetError();                                   \
872     if (err == GL_NO_ERROR) {                                   \
873        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
874                                                                 \
875     } else do {                                                 \
876         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
877             debug_glerror(err), err, A, __FILE__, __LINE__);    \
878        err = glGetError();                                      \
879     } while (err != GL_NO_ERROR);                               \
880 } while(0)
881 #else
882 #define checkGLcall(A) do {} while(0)
883 #endif
884
885 /* Trace routines / diagnostics */
886 /* ---------------------------- */
887
888 /* Dump out a matrix and copy it */
889 #define conv_mat(mat,gl_mat)                                                                \
890 do {                                                                                        \
891     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
892     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
893     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
894     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
895     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
896 } while (0)
897
898 /* Macro to dump out the current state of the light chain */
899 #define DUMP_LIGHT_CHAIN()                    \
900 do {                                          \
901   PLIGHTINFOEL *el = This->stateBlock->lights;\
902   while (el) {                                \
903     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
904     el = el->next;                            \
905   }                                           \
906 } while(0)
907
908 /* Trace vector and strided data information */
909 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
910 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
911         si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
912         si->elements[name].buffer_object, si->elements[name].stream_idx);
913
914 /* Defines used for optimizations */
915
916 /*    Only reapply what is necessary */
917 #define REAPPLY_ALPHAOP  0x0001
918 #define REAPPLY_ALL      0xFFFF
919
920 /* Advance declaration of structures to satisfy compiler */
921 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
922 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
923 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
924 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
925
926 /* Global variables */
927 extern const float identity[16];
928
929 /*****************************************************************************
930  * Compilable extra diagnostics
931  */
932
933 /* Trace information per-vertex: (extremely high amount of trace) */
934 #if 0 /* NOTE: Must be 0 in cvs */
935 # define VTRACE(A) TRACE A
936 #else 
937 # define VTRACE(A) 
938 #endif
939
940 /* TODO: Confirm each of these works when wined3d move completed */
941 #if 0 /* NOTE: Must be 0 in cvs */
942   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
943      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
944      is enabled, and if it doesn't exist it is disabled. */
945 # define FRAME_DEBUGGING
946   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
947       the file is deleted                                                                            */
948 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
949 #  define SINGLE_FRAME_DEBUGGING
950 # endif  
951   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
952      It can only be enabled when FRAME_DEBUGGING is also enabled                               
953      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
954      array is drawn.                                                                            */
955 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
956 #  define SHOW_FRAME_MAKEUP 1
957 # endif  
958   /* The following, when enabled, lets you see the makeup of the all the textures used during each
959      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
960      The contents of the textures assigned to each stage are written into 
961      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
962 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
963 #  define SHOW_TEXTURE_MAKEUP 0
964 # endif  
965 extern BOOL isOn;
966 extern BOOL isDumpingFrames;
967 extern LONG primCounter;
968 #endif
969
970 enum wined3d_ffp_idx
971 {
972     WINED3D_FFP_POSITION = 0,
973     WINED3D_FFP_BLENDWEIGHT = 1,
974     WINED3D_FFP_BLENDINDICES = 2,
975     WINED3D_FFP_NORMAL = 3,
976     WINED3D_FFP_PSIZE = 4,
977     WINED3D_FFP_DIFFUSE = 5,
978     WINED3D_FFP_SPECULAR = 6,
979     WINED3D_FFP_TEXCOORD0 = 7,
980     WINED3D_FFP_TEXCOORD1 = 8,
981     WINED3D_FFP_TEXCOORD2 = 9,
982     WINED3D_FFP_TEXCOORD3 = 10,
983     WINED3D_FFP_TEXCOORD4 = 11,
984     WINED3D_FFP_TEXCOORD5 = 12,
985     WINED3D_FFP_TEXCOORD6 = 13,
986     WINED3D_FFP_TEXCOORD7 = 14,
987 };
988
989 enum wined3d_ffp_emit_idx
990 {
991     WINED3D_FFP_EMIT_FLOAT1 = 0,
992     WINED3D_FFP_EMIT_FLOAT2 = 1,
993     WINED3D_FFP_EMIT_FLOAT3 = 2,
994     WINED3D_FFP_EMIT_FLOAT4 = 3,
995     WINED3D_FFP_EMIT_D3DCOLOR = 4,
996     WINED3D_FFP_EMIT_UBYTE4 = 5,
997     WINED3D_FFP_EMIT_SHORT2 = 6,
998     WINED3D_FFP_EMIT_SHORT4 = 7,
999     WINED3D_FFP_EMIT_UBYTE4N = 8,
1000     WINED3D_FFP_EMIT_SHORT2N = 9,
1001     WINED3D_FFP_EMIT_SHORT4N = 10,
1002     WINED3D_FFP_EMIT_USHORT2N = 11,
1003     WINED3D_FFP_EMIT_USHORT4N = 12,
1004     WINED3D_FFP_EMIT_UDEC3 = 13,
1005     WINED3D_FFP_EMIT_DEC3N = 14,
1006     WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1007     WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1008     WINED3D_FFP_EMIT_COUNT = 17
1009 };
1010
1011 struct wined3d_stream_info_element
1012 {
1013     const struct GlPixelFormatDesc *format_desc;
1014     GLsizei stride;
1015     const BYTE *data;
1016     UINT stream_idx;
1017     GLuint buffer_object;
1018 };
1019
1020 struct wined3d_stream_info
1021 {
1022     struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1023     BOOL position_transformed;
1024     WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1025     WORD use_map; /* MAX_ATTRIBS, 16 */
1026 };
1027
1028 /*****************************************************************************
1029  * Prototypes
1030  */
1031
1032 /* Routine common to the draw primitive and draw indexed primitive routines */
1033 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
1034         UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
1035 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
1036
1037 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1038 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1039 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
1040 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
1041 extern glAttribFunc specular_func_3ubv;
1042 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
1043 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
1044 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
1045
1046 #define eps 1e-8
1047
1048 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1049     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1050
1051 /* Routines and structures related to state management */
1052 typedef struct WineD3DContext WineD3DContext;
1053 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
1054
1055 #define STATE_RENDER(a) (a)
1056 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1057
1058 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1059 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1060
1061 /* + 1 because samplers start with 0 */
1062 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1063 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1064
1065 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1066 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1067
1068 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1069 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1070
1071 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1072 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1073 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1074 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1075
1076 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1077 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1078
1079 #define STATE_VSHADER (STATE_VDECL + 1)
1080 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1081
1082 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1083 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1084
1085 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1086 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1087 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1088 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1089
1090 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1091 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1092
1093 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1094 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1095
1096 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1097 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1098
1099 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1100
1101 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1102
1103 #define STATE_HIGHEST (STATE_FRONTFACE)
1104
1105 struct StateEntry
1106 {
1107     DWORD               representative;
1108     APPLYSTATEFUNC      apply;
1109 };
1110
1111 struct StateEntryTemplate
1112 {
1113     DWORD               state;
1114     struct StateEntry   content;
1115     GL_SupportedExt     extension;
1116 };
1117
1118 struct fragment_caps {
1119     DWORD               PrimitiveMiscCaps;
1120
1121     DWORD               TextureOpCaps;
1122     DWORD               MaxTextureBlendStages;
1123     DWORD               MaxSimultaneousTextures;
1124 };
1125
1126 struct fragment_pipeline {
1127     void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1128     void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
1129     HRESULT (*alloc_private)(IWineD3DDevice *iface);
1130     void (*free_private)(IWineD3DDevice *iface);
1131     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1132     const struct StateEntryTemplate *states;
1133     BOOL ffp_proj_control;
1134 };
1135
1136 extern const struct StateEntryTemplate misc_state_template[];
1137 extern const struct StateEntryTemplate ffp_vertexstate_template[];
1138 extern const struct fragment_pipeline ffp_fragment_pipeline;
1139 extern const struct fragment_pipeline atifs_fragment_pipeline;
1140 extern const struct fragment_pipeline arbfp_fragment_pipeline;
1141 extern const struct fragment_pipeline nvts_fragment_pipeline;
1142 extern const struct fragment_pipeline nvrc_fragment_pipeline;
1143
1144 /* "Base" state table */
1145 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1146         const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
1147         const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
1148
1149 /* Shaders for color conversions in blits */
1150 struct blit_shader {
1151     HRESULT (*alloc_private)(IWineD3DDevice *iface);
1152     void (*free_private)(IWineD3DDevice *iface);
1153     HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1154             GLenum textype, UINT width, UINT height);
1155     void (*unset_shader)(IWineD3DDevice *iface);
1156     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1157 };
1158
1159 extern const struct blit_shader ffp_blit;
1160 extern const struct blit_shader arbfp_blit;
1161
1162 enum fogsource {
1163     FOGSOURCE_FFP,
1164     FOGSOURCE_VS,
1165     FOGSOURCE_COORD,
1166 };
1167
1168 /* The new context manager that should deal with onscreen and offscreen rendering */
1169 struct WineD3DContext {
1170     /* State dirtification
1171      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1172      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1173      * 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
1174      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1175      */
1176     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1177     DWORD                   numDirtyEntries;
1178     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1179
1180     IWineD3DSurface         *surface;
1181     DWORD                   tid;    /* Thread ID which owns this context at the moment */
1182
1183     /* Stores some information about the context state for optimization */
1184     WORD draw_buffer_dirty : 1;
1185     WORD last_was_rhw : 1;              /* true iff last draw_primitive was in xyzrhw mode */
1186     WORD last_was_pshader : 1;
1187     WORD last_was_vshader : 1;
1188     WORD namedArraysLoaded : 1;
1189     WORD numberedArraysLoaded : 1;
1190     WORD last_was_blit : 1;
1191     WORD last_was_ckey : 1;
1192     WORD fog_coord : 1;
1193     WORD isPBuffer : 1;
1194     WORD fog_enabled : 1;
1195     WORD num_untracked_materials : 2;   /* Max value 2 */
1196     WORD padding : 3;
1197     BYTE texShaderBumpMap;              /* MAX_TEXTURES, 8 */
1198     BYTE lastWasPow2Texture;            /* MAX_TEXTURES, 8 */
1199     DWORD                   numbered_array_mask;
1200     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
1201     GLenum                  untracked_materials[2];
1202     UINT                    blit_w, blit_h;
1203     enum fogsource          fog_source;
1204
1205     char                    *vshader_const_dirty, *pshader_const_dirty;
1206
1207     /* The actual opengl context */
1208     HGLRC                   glCtx;
1209     HWND                    win_handle;
1210     HDC                     hdc;
1211     HPBUFFERARB             pbuffer;
1212     GLint                   aux_buffers;
1213
1214     /* FBOs */
1215     struct list             fbo_list;
1216     struct fbo_entry        *current_fbo;
1217     GLuint                  src_fbo;
1218     GLuint                  dst_fbo;
1219
1220     /* Extension emulation */
1221     GLint                   gl_fog_source;
1222     GLfloat                 fog_coord_value;
1223     GLfloat                 color[4], fogstart, fogend, fogcolor[4];
1224 };
1225
1226 typedef enum ContextUsage {
1227     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
1228     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
1229     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
1230     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
1231 } ContextUsage;
1232
1233 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
1234 WineD3DContext *getActiveContext(void);
1235 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
1236 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
1237 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1238 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
1239 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1240 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1241
1242 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1243 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1244
1245 /* Macros for doing basic GPU detection based on opengl capabilities */
1246 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1247 #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])
1248 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1249 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1250
1251 /* Default callbacks for implicit object destruction */
1252 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1253
1254 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1255
1256 /*****************************************************************************
1257  * Internal representation of a light
1258  */
1259 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1260 struct PLIGHTINFOEL {
1261     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1262     DWORD        OriginalIndex;
1263     LONG         glIndex;
1264     BOOL         changed;
1265     BOOL         enabledChanged;
1266     BOOL         enabled;
1267
1268     /* Converted parms to speed up swapping lights */
1269     float                         lightPosn[4];
1270     float                         lightDirn[4];
1271     float                         exponent;
1272     float                         cutoff;
1273
1274     struct list entry;
1275 };
1276
1277 /* The default light parameters */
1278 extern const WINED3DLIGHT WINED3D_default_light;
1279
1280 typedef struct WineD3D_PixelFormat
1281 {
1282     int iPixelFormat; /* WGL pixel format */
1283     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1284     int redSize, greenSize, blueSize, alphaSize;
1285     int depthSize, stencilSize;
1286     BOOL windowDrawable;
1287     BOOL pbufferDrawable;
1288     BOOL doubleBuffer;
1289     int auxBuffers;
1290     int numSamples;
1291 } WineD3D_PixelFormat;
1292
1293 /* The adapter structure */
1294 struct WineD3DAdapter
1295 {
1296     UINT                    num;
1297     BOOL                    opengl;
1298     POINT                   monitorPoint;
1299     WineD3D_GL_Info         gl_info;
1300     const char              *driver;
1301     const char              *description;
1302     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1303     int                     nCfgs;
1304     WineD3D_PixelFormat     *cfgs;
1305     BOOL                    brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1306     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1307     unsigned int            UsedTextureRam;
1308 };
1309
1310 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
1311 BOOL initPixelFormatsNoGL(WineD3D_GL_Info *gl_info);
1312 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1313 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
1314
1315 /*****************************************************************************
1316  * High order patch management
1317  */
1318 struct WineD3DRectPatch
1319 {
1320     UINT                            Handle;
1321     float                          *mem;
1322     WineDirect3DVertexStridedData   strided;
1323     WINED3DRECTPATCH_INFO           RectPatchInfo;
1324     float                           numSegs[4];
1325     char                            has_normals, has_texcoords;
1326     struct list                     entry;
1327 };
1328
1329 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1330
1331 enum projection_types
1332 {
1333     proj_none    = 0,
1334     proj_count3  = 1,
1335     proj_count4  = 2
1336 };
1337
1338 enum dst_arg
1339 {
1340     resultreg    = 0,
1341     tempreg      = 1
1342 };
1343
1344 /*****************************************************************************
1345  * Fixed function pipeline replacements
1346  */
1347 #define ARG_UNUSED          0xff
1348 struct texture_stage_op
1349 {
1350     unsigned                cop : 8;
1351     unsigned                carg1 : 8;
1352     unsigned                carg2 : 8;
1353     unsigned                carg0 : 8;
1354
1355     unsigned                aop : 8;
1356     unsigned                aarg1 : 8;
1357     unsigned                aarg2 : 8;
1358     unsigned                aarg0 : 8;
1359
1360     struct color_fixup_desc color_fixup;
1361     unsigned                tex_type : 3;
1362     unsigned                dst : 1;
1363     unsigned                projected : 2;
1364     unsigned                padding : 10;
1365 };
1366
1367 struct ffp_frag_settings {
1368     struct texture_stage_op     op[MAX_TEXTURES];
1369     enum fogmode fog;
1370     /* Use an int instead of a char to get dword alignment */
1371     unsigned int sRGB_write;
1372 };
1373
1374 struct ffp_frag_desc
1375 {
1376     struct ffp_frag_settings    settings;
1377 };
1378
1379 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1380 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
1381         const struct ffp_frag_settings *settings);
1382 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
1383 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
1384 unsigned int ffp_frag_program_key_hash(const void *key);
1385
1386 /*****************************************************************************
1387  * IWineD3D implementation structure
1388  */
1389 typedef struct IWineD3DImpl
1390 {
1391     /* IUnknown fields */
1392     const IWineD3DVtbl     *lpVtbl;
1393     LONG                    ref;     /* Note: Ref counting not required */
1394
1395     /* WineD3D Information */
1396     IUnknown               *parent;
1397     UINT                    dxVersion;
1398
1399     UINT adapter_count;
1400     struct WineD3DAdapter adapters[1];
1401 } IWineD3DImpl;
1402
1403 extern const IWineD3DVtbl IWineD3D_Vtbl;
1404
1405 BOOL InitAdapters(IWineD3DImpl *This);
1406
1407 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1408 (since it will break quite a few things until contexts are managed properly!) */
1409 extern BOOL pbuffer_support;
1410 /* allocate one pbuffer per surface */
1411 extern BOOL pbuffer_per_surface;
1412
1413 /* A helper function that dumps a resource list */
1414 void dumpResources(struct list *list);
1415
1416 /*****************************************************************************
1417  * IWineD3DDevice implementation structure
1418  */
1419 #define WINED3D_UNMAPPED_STAGE ~0U
1420
1421 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1422 #define WINED3DCREATE_MULTITHREADED 0x00000004
1423
1424 struct IWineD3DDeviceImpl
1425 {
1426     /* IUnknown fields      */
1427     const IWineD3DDeviceVtbl *lpVtbl;
1428     LONG                    ref;     /* Note: Ref counting not required */
1429
1430     /* WineD3D Information  */
1431     IUnknown               *parent;
1432     IWineD3DDeviceParent   *device_parent;
1433     IWineD3D               *wineD3D;
1434     struct WineD3DAdapter  *adapter;
1435
1436     /* Window styles to restore when switching fullscreen mode */
1437     LONG                    style;
1438     LONG                    exStyle;
1439
1440     /* X and GL Information */
1441     GLint                   maxConcurrentLights;
1442     GLenum                  offscreenBuffer;
1443
1444     /* Selected capabilities */
1445     int vs_selected_mode;
1446     int ps_selected_mode;
1447     const shader_backend_t *shader_backend;
1448     void *shader_priv;
1449     void *fragment_priv;
1450     void *blit_priv;
1451     struct StateEntry StateTable[STATE_HIGHEST + 1];
1452     /* Array of functions for states which are handled by more than one pipeline part */
1453     APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1454     const struct fragment_pipeline *frag_pipe;
1455     const struct blit_shader *blitter;
1456
1457     unsigned int max_ffp_textures, max_ffp_texture_stages;
1458     DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1459
1460     WORD view_ident : 1;                /* true iff view matrix is identity */
1461     WORD untransformed : 1;
1462     WORD vertexBlendUsed : 1;           /* To avoid needless setting of the blend matrices */
1463     WORD isRecordingState : 1;
1464     WORD isInDraw : 1;
1465     WORD render_offscreen : 1;
1466     WORD bCursorVisible : 1;
1467     WORD haveHardwareCursor : 1;
1468     WORD d3d_initialized : 1;
1469     WORD inScene : 1;                   /* A flag to check for proper BeginScene / EndScene call pairs */
1470     WORD softwareVertexProcessing : 1;  /* process vertex shaders using software or hardware */
1471     WORD useDrawStridedSlow : 1;
1472     WORD instancedDraw : 1;
1473     WORD padding : 3;
1474
1475     BYTE fixed_function_usage_map;      /* MAX_TEXTURES, 8 */
1476
1477 #define DDRAW_PITCH_ALIGNMENT 8
1478 #define D3D8_PITCH_ALIGNMENT 4
1479     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
1480
1481     /* State block related */
1482     IWineD3DStateBlockImpl *stateBlock;
1483     IWineD3DStateBlockImpl *updateStateBlock;
1484
1485     /* Internal use fields  */
1486     WINED3DDEVICE_CREATION_PARAMETERS createParms;
1487     UINT                            adapterNo;
1488     WINED3DDEVTYPE                  devType;
1489
1490     IWineD3DSwapChain     **swapchains;
1491     UINT                    NumberOfSwapChains;
1492
1493     struct list             resources; /* a linked list to track resources created by the device */
1494     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
1495     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
1496
1497     /* Render Target Support */
1498     IWineD3DSurface       **render_targets;
1499     IWineD3DSurface        *auto_depth_stencil_buffer;
1500     IWineD3DSurface        *stencilBufferTarget;
1501
1502     /* Caches to avoid unneeded context changes */
1503     IWineD3DSurface        *lastActiveRenderTarget;
1504     IWineD3DSwapChain      *lastActiveSwapChain;
1505
1506     /* palettes texture management */
1507     UINT                    NumberOfPalettes;
1508     PALETTEENTRY            **palettes;
1509     UINT                    currentPalette;
1510     UINT                    paletteConversionShader;
1511
1512     /* For rendering to a texture using glCopyTexImage */
1513     GLenum                  *draw_buffers;
1514     GLuint                  depth_blt_texture;
1515     GLuint                  depth_blt_rb;
1516     UINT                    depth_blt_rb_w;
1517     UINT                    depth_blt_rb_h;
1518
1519     /* Cursor management */
1520     UINT                    xHotSpot;
1521     UINT                    yHotSpot;
1522     UINT                    xScreenSpace;
1523     UINT                    yScreenSpace;
1524     UINT                    cursorWidth, cursorHeight;
1525     GLuint                  cursorTexture;
1526     HCURSOR                 hardwareCursor;
1527
1528     /* The Wine logo surface */
1529     IWineD3DSurface        *logo_surface;
1530
1531     /* Textures for when no other textures are mapped */
1532     UINT                          dummyTextureName[MAX_TEXTURES];
1533
1534     /* Device state management */
1535     HRESULT                 state;
1536
1537     /* DirectDraw stuff */
1538     DWORD ddraw_width, ddraw_height;
1539     WINED3DFORMAT ddraw_format;
1540
1541     /* Final position fixup constant */
1542     float                       posFixup[4];
1543
1544     /* With register combiners we can skip junk texture stages */
1545     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
1546     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1547
1548     /* Stream source management */
1549     struct wined3d_stream_info strided_streams;
1550     const WineDirect3DVertexStridedData *up_strided;
1551
1552     /* Context management */
1553     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
1554     WineD3DContext          *activeContext;
1555     DWORD                   lastThread;
1556     UINT                    numContexts;
1557     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
1558     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1559
1560     /* High level patch management */
1561 #define PATCHMAP_SIZE 43
1562 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1563     struct list             patches[PATCHMAP_SIZE];
1564     struct WineD3DRectPatch *currentPatch;
1565 };
1566
1567 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1568
1569 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1570         BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1571 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1572         const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1573 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
1574                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1575                                         float Z, DWORD Stencil);
1576 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1577 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1578 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1579     DWORD idx = state >> 5;
1580     BYTE shift = state & 0x1f;
1581     return context->isStateDirty[idx] & (1 << shift);
1582 }
1583
1584 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1585 typedef struct PrivateData
1586 {
1587     struct list entry;
1588
1589     GUID tag;
1590     DWORD flags; /* DDSPD_* */
1591
1592     union
1593     {
1594         LPVOID data;
1595         LPUNKNOWN object;
1596     } ptr;
1597
1598     DWORD size;
1599 } PrivateData;
1600
1601 /*****************************************************************************
1602  * IWineD3DResource implementation structure
1603  */
1604 typedef struct IWineD3DResourceClass
1605 {
1606     /* IUnknown fields */
1607     LONG                    ref;     /* Note: Ref counting not required */
1608
1609     /* WineD3DResource Information */
1610     IUnknown               *parent;
1611     WINED3DRESOURCETYPE     resourceType;
1612     IWineD3DDeviceImpl     *wineD3DDevice;
1613     WINED3DPOOL             pool;
1614     UINT                    size;
1615     DWORD                   usage;
1616     const struct GlPixelFormatDesc *format_desc;
1617     DWORD                   priority;
1618     BYTE                   *allocatedMemory; /* Pointer to the real data location */
1619     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
1620     struct list             privateData;
1621     struct list             resource_list_entry;
1622
1623 } IWineD3DResourceClass;
1624
1625 typedef struct IWineD3DResourceImpl
1626 {
1627     /* IUnknown & WineD3DResource Information     */
1628     const IWineD3DResourceVtbl *lpVtbl;
1629     IWineD3DResourceClass   resource;
1630 } IWineD3DResourceImpl;
1631
1632 void resource_cleanup(IWineD3DResource *iface);
1633 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1634 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1635 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1636 DWORD resource_get_priority(IWineD3DResource *iface);
1637 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1638         void *data, DWORD *data_size);
1639 HRESULT resource_init(struct IWineD3DResourceClass *resource, WINED3DRESOURCETYPE resource_type,
1640         IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1641         WINED3DPOOL pool, IUnknown *parent);
1642 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1643 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1644 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1645         const void *data, DWORD data_size, DWORD flags);
1646
1647 /* Tests show that the start address of resources is 32 byte aligned */
1648 #define RESOURCE_ALIGNMENT 32
1649
1650 /*****************************************************************************
1651  * IWineD3DBaseTexture D3D- > openGL state map lookups
1652  */
1653 #define WINED3DFUNC_NOTSUPPORTED  -2
1654 #define WINED3DFUNC_UNIMPLEMENTED -1
1655
1656 typedef enum winetexturestates {
1657     WINED3DTEXSTA_ADDRESSU       = 0,
1658     WINED3DTEXSTA_ADDRESSV       = 1,
1659     WINED3DTEXSTA_ADDRESSW       = 2,
1660     WINED3DTEXSTA_BORDERCOLOR    = 3,
1661     WINED3DTEXSTA_MAGFILTER      = 4,
1662     WINED3DTEXSTA_MINFILTER      = 5,
1663     WINED3DTEXSTA_MIPFILTER      = 6,
1664     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1665     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1666     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1667     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1668     WINED3DTEXSTA_DMAPOFFSET     = 11,
1669     WINED3DTEXSTA_TSSADDRESSW    = 12,
1670     MAX_WINETEXTURESTATES        = 13,
1671 } winetexturestates;
1672
1673 enum WINED3DSRGB
1674 {
1675     SRGB_ANY                                = 0,    /* Uses the cached value(e.g. external calls) */
1676     SRGB_RGB                                = 1,    /* Loads the rgb texture */
1677     SRGB_SRGB                               = 2,    /* Loads the srgb texture */
1678     SRGB_BOTH                               = 3,    /* Loads both textures */
1679 };
1680
1681 /*****************************************************************************
1682  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1683  */
1684 typedef struct IWineD3DBaseTextureClass
1685 {
1686     DWORD                   states[MAX_WINETEXTURESTATES];
1687     DWORD                   srgbstates[MAX_WINETEXTURESTATES];
1688     UINT                    levels;
1689     BOOL                    dirty, srgbDirty;
1690     UINT                    textureName, srgbTextureName;
1691     float                   pow2Matrix[16];
1692     UINT                    LOD;
1693     WINED3DTEXTUREFILTERTYPE filterType;
1694     LONG                    bindCount;
1695     DWORD                   sampler;
1696     BOOL                    is_srgb;
1697     BOOL                    pow2Matrix_identity;
1698     const struct min_lookup *minMipLookup;
1699     const GLenum            *magLookup;
1700     void                    (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1701 } IWineD3DBaseTextureClass;
1702
1703 void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1704 void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1705 void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1706 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1707
1708 typedef struct IWineD3DBaseTextureImpl
1709 {
1710     /* IUnknown & WineD3DResource Information     */
1711     const IWineD3DBaseTextureVtbl *lpVtbl;
1712     IWineD3DResourceClass     resource;
1713     IWineD3DBaseTextureClass  baseTexture;
1714
1715 } IWineD3DBaseTextureImpl;
1716
1717 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1718         const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1719         const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1720 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1721 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1722 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1723 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1724 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1725 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1726 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1727 void basetexture_init(struct IWineD3DBaseTextureClass *texture, UINT levels, DWORD usage);
1728 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1729 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1730 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1731 void basetexture_unload(IWineD3DBaseTexture *iface);
1732 static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) {
1733     IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
1734     This->baseTexture.is_srgb = srgb;
1735 }
1736
1737 /*****************************************************************************
1738  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1739  */
1740 typedef struct IWineD3DTextureImpl
1741 {
1742     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1743     const IWineD3DTextureVtbl *lpVtbl;
1744     IWineD3DResourceClass     resource;
1745     IWineD3DBaseTextureClass  baseTexture;
1746
1747     /* IWineD3DTexture */
1748     IWineD3DSurface          *surfaces[MAX_MIP_LEVELS];
1749     UINT                      target;
1750     BOOL                      cond_np2;
1751
1752 } IWineD3DTextureImpl;
1753
1754 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1755
1756 /*****************************************************************************
1757  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1758  */
1759 typedef struct IWineD3DCubeTextureImpl
1760 {
1761     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1762     const IWineD3DCubeTextureVtbl *lpVtbl;
1763     IWineD3DResourceClass     resource;
1764     IWineD3DBaseTextureClass  baseTexture;
1765
1766     /* IWineD3DCubeTexture */
1767     IWineD3DSurface          *surfaces[6][MAX_MIP_LEVELS];
1768 } IWineD3DCubeTextureImpl;
1769
1770 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1771
1772 typedef struct _WINED3DVOLUMET_DESC
1773 {
1774     UINT                    Width;
1775     UINT                    Height;
1776     UINT                    Depth;
1777 } WINED3DVOLUMET_DESC;
1778
1779 /*****************************************************************************
1780  * IWineD3DVolume implementation structure (extends IUnknown)
1781  */
1782 typedef struct IWineD3DVolumeImpl
1783 {
1784     /* IUnknown & WineD3DResource fields */
1785     const IWineD3DVolumeVtbl  *lpVtbl;
1786     IWineD3DResourceClass      resource;
1787
1788     /* WineD3DVolume Information */
1789     WINED3DVOLUMET_DESC      currentDesc;
1790     IWineD3DBase            *container;
1791     BOOL                    lockable;
1792     BOOL                    locked;
1793     WINED3DBOX              lockedBox;
1794     WINED3DBOX              dirtyBox;
1795     BOOL                    dirty;
1796 } IWineD3DVolumeImpl;
1797
1798 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1799
1800 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1801
1802 /*****************************************************************************
1803  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1804  */
1805 typedef struct IWineD3DVolumeTextureImpl
1806 {
1807     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1808     const IWineD3DVolumeTextureVtbl *lpVtbl;
1809     IWineD3DResourceClass     resource;
1810     IWineD3DBaseTextureClass  baseTexture;
1811
1812     /* IWineD3DVolumeTexture */
1813     IWineD3DVolume           *volumes[MAX_MIP_LEVELS];
1814 } IWineD3DVolumeTextureImpl;
1815
1816 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1817
1818 typedef struct _WINED3DSURFACET_DESC
1819 {
1820     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1821     DWORD                   MultiSampleQuality;
1822     UINT                    Width;
1823     UINT                    Height;
1824 } WINED3DSURFACET_DESC;
1825
1826 /*****************************************************************************
1827  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1828  */
1829 typedef struct wineD3DSurface_DIB {
1830     HBITMAP DIBsection;
1831     void* bitmap_data;
1832     UINT bitmap_size;
1833     HGDIOBJ holdbitmap;
1834     BOOL client_memory;
1835 } wineD3DSurface_DIB;
1836
1837 typedef struct {
1838     struct list entry;
1839     GLuint id;
1840     UINT width;
1841     UINT height;
1842 } renderbuffer_entry_t;
1843
1844 struct fbo_entry
1845 {
1846     struct list entry;
1847     IWineD3DSurface **render_targets;
1848     IWineD3DSurface *depth_stencil;
1849     BOOL attached;
1850     GLuint id;
1851 };
1852
1853 /*****************************************************************************
1854  * IWineD3DClipp implementation structure
1855  */
1856 typedef struct IWineD3DClipperImpl
1857 {
1858     const IWineD3DClipperVtbl *lpVtbl;
1859     LONG ref;
1860
1861     IUnknown *Parent;
1862     HWND hWnd;
1863 } IWineD3DClipperImpl;
1864
1865
1866 /*****************************************************************************
1867  * IWineD3DSurface implementation structure
1868  */
1869 struct IWineD3DSurfaceImpl
1870 {
1871     /* IUnknown & IWineD3DResource Information     */
1872     const IWineD3DSurfaceVtbl *lpVtbl;
1873     IWineD3DResourceClass     resource;
1874
1875     /* IWineD3DSurface fields */
1876     IWineD3DBase              *container;
1877     WINED3DSURFACET_DESC      currentDesc;
1878     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1879     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1880
1881     /* TODO: move this off into a management class(maybe!) */
1882     DWORD                      Flags;
1883
1884     UINT                      pow2Width;
1885     UINT                      pow2Height;
1886
1887     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1888     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1889
1890     /* Oversized texture */
1891     RECT                      glRect;
1892
1893     /* PBO */
1894     GLuint                    pbo;
1895
1896     RECT                      lockedRect;
1897     RECT                      dirtyRect;
1898     int                       lockCount;
1899 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1900
1901     glDescriptor              glDescription;
1902
1903     /* For GetDC */
1904     wineD3DSurface_DIB        dib;
1905     HDC                       hDC;
1906
1907     /* Color keys for DDraw */
1908     WINEDDCOLORKEY            DestBltCKey;
1909     WINEDDCOLORKEY            DestOverlayCKey;
1910     WINEDDCOLORKEY            SrcOverlayCKey;
1911     WINEDDCOLORKEY            SrcBltCKey;
1912     DWORD                     CKeyFlags;
1913
1914     WINEDDCOLORKEY            glCKey;
1915
1916     struct list               renderbuffers;
1917     renderbuffer_entry_t      *current_renderbuffer;
1918
1919     /* DirectDraw clippers */
1920     IWineD3DClipper           *clipper;
1921
1922     /* DirectDraw Overlay handling */
1923     RECT                      overlay_srcrect;
1924     RECT                      overlay_destrect;
1925     IWineD3DSurfaceImpl       *overlay_dest;
1926     struct list               overlays;
1927     struct list               overlay_entry;
1928 };
1929
1930 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1931 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1932
1933 /* Predeclare the shared Surface functions */
1934 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1935 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1936 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1937 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1938 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1939 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1940 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1941 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1942 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1943 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1944 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1945 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1946 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1947 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1948 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1949 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1950 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1951 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1952 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1953 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1954 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1955 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1956 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1957 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1958 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1959 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1960         IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1961 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1962 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1963 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1964 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1965 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1966         const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1967 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1968         IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1969 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1970 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
1971 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1972
1973 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1974 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1975 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1976 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1977
1978 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1979
1980 /* Surface flags: */
1981 #define SFLAG_OVERSIZE      0x00000001 /* Surface is bigger than gl size, blts only */
1982 #define SFLAG_CONVERTED     0x00000002 /* Converted for color keying or Palettized */
1983 #define SFLAG_DIBSECTION    0x00000004 /* Has a DIB section attached for GetDC */
1984 #define SFLAG_LOCKABLE      0x00000008 /* Surface can be locked */
1985 #define SFLAG_DISCARD       0x00000010 /* ??? */
1986 #define SFLAG_LOCKED        0x00000020 /* Surface is locked atm */
1987 #define SFLAG_INTEXTURE     0x00000040 /* The GL texture contains the newest surface content */
1988 #define SFLAG_INSRGBTEX     0x00000080 /* The GL srgb texture contains the newest surface content */
1989 #define SFLAG_INDRAWABLE    0x00000100 /* The gl drawable contains the most up to date data */
1990 #define SFLAG_INSYSMEM      0x00000200 /* The system memory copy is most up to date */
1991 #define SFLAG_NONPOW2       0x00000400 /* Surface sizes are not a power of 2 */
1992 #define SFLAG_DYNLOCK       0x00000800 /* Surface is often locked by the app */
1993 #define SFLAG_DCINUSE       0x00001000 /* Set between GetDC and ReleaseDC calls */
1994 #define SFLAG_LOST          0x00002000 /* Surface lost flag for DDraw */
1995 #define SFLAG_USERPTR       0x00004000 /* The application allocated the memory for this surface */
1996 #define SFLAG_GLCKEY        0x00008000 /* The gl texture was created with a color key */
1997 #define SFLAG_CLIENT        0x00010000 /* GL_APPLE_client_storage is used on that texture */
1998 #define SFLAG_ALLOCATED     0x00020000 /* A gl texture is allocated for this surface */
1999 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2000 #define SFLAG_PBO           0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2001 #define SFLAG_NORMCOORD     0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2002 #define SFLAG_DS_ONSCREEN   0x00200000 /* Is a depth stencil, last modified onscreen */
2003 #define SFLAG_DS_OFFSCREEN  0x00400000 /* Is a depth stencil, last modified offscreen */
2004 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2005 #define SFLAG_SWAPCHAIN     0x01000000 /* The surface is part of a swapchain */
2006
2007 /* In some conditions the surface memory must not be freed:
2008  * SFLAG_OVERSIZE: Not all data can be kept in GL
2009  * SFLAG_CONVERTED: Converting the data back would take too long
2010  * SFLAG_DIBSECTION: The dib code manages the memory
2011  * SFLAG_LOCKED: The app requires access to the surface data
2012  * SFLAG_DYNLOCK: Avoid freeing the data for performance
2013  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2014  * SFLAG_CLIENT: OpenGL uses our memory as backup
2015  */
2016 #define SFLAG_DONOTFREE     (SFLAG_OVERSIZE   | \
2017                              SFLAG_CONVERTED  | \
2018                              SFLAG_DIBSECTION | \
2019                              SFLAG_LOCKED     | \
2020                              SFLAG_DYNLOCK    | \
2021                              SFLAG_USERPTR    | \
2022                              SFLAG_PBO        | \
2023                              SFLAG_CLIENT)
2024
2025 #define SFLAG_LOCATIONS     (SFLAG_INSYSMEM   | \
2026                              SFLAG_INTEXTURE  | \
2027                              SFLAG_INDRAWABLE | \
2028                              SFLAG_INSRGBTEX)
2029
2030 #define SFLAG_DS_LOCATIONS  (SFLAG_DS_ONSCREEN | \
2031                              SFLAG_DS_OFFSCREEN)
2032 #define SFLAG_DS_DISCARDED   SFLAG_DS_LOCATIONS
2033
2034 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
2035
2036 typedef enum {
2037     NO_CONVERSION,
2038     CONVERT_PALETTED,
2039     CONVERT_PALETTED_CK,
2040     CONVERT_CK_565,
2041     CONVERT_CK_5551,
2042     CONVERT_CK_4444,
2043     CONVERT_CK_4444_ARGB,
2044     CONVERT_CK_1555,
2045     CONVERT_555,
2046     CONVERT_CK_RGB24,
2047     CONVERT_CK_8888,
2048     CONVERT_CK_8888_ARGB,
2049     CONVERT_RGB32_888,
2050     CONVERT_V8U8,
2051     CONVERT_L6V5U5,
2052     CONVERT_X8L8V8U8,
2053     CONVERT_Q8W8V8U8,
2054     CONVERT_V16U16,
2055     CONVERT_A4L4,
2056     CONVERT_G16R16,
2057     CONVERT_R16G16F,
2058     CONVERT_R32G32F,
2059 } CONVERT_TYPES;
2060
2061 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);
2062
2063 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
2064
2065 /*****************************************************************************
2066  * IWineD3DVertexDeclaration implementation structure
2067  */
2068 #define MAX_ATTRIBS 16
2069
2070 struct wined3d_vertex_declaration_element
2071 {
2072     const struct GlPixelFormatDesc *format_desc;
2073     BOOL ffp_valid;
2074     WORD input_slot;
2075     WORD offset;
2076     UINT output_slot;
2077     BYTE method;
2078     BYTE usage;
2079     BYTE usage_idx;
2080 };
2081
2082 typedef struct IWineD3DVertexDeclarationImpl {
2083     /* IUnknown  Information */
2084     const IWineD3DVertexDeclarationVtbl *lpVtbl;
2085     LONG                    ref;
2086
2087     IUnknown                *parent;
2088     IWineD3DDeviceImpl      *wineD3DDevice;
2089
2090     struct wined3d_vertex_declaration_element *elements;
2091     UINT element_count;
2092
2093     DWORD                   streams[MAX_STREAMS];
2094     UINT                    num_streams;
2095     BOOL                    position_transformed;
2096     BOOL                    half_float_conv_needed;
2097 } IWineD3DVertexDeclarationImpl;
2098
2099 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
2100
2101 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
2102         const WINED3DVERTEXELEMENT *elements, UINT element_count);
2103
2104 /*****************************************************************************
2105  * IWineD3DStateBlock implementation structure
2106  */
2107
2108 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
2109 /*   Note: Very long winded but gl Lists are not flexible enough */
2110 /*   to resolve everything we need, so doing it manually for now */
2111 typedef struct SAVEDSTATES {
2112     DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2113     WORD streamSource;                          /* MAX_STREAMS, 16 */
2114     WORD streamFreq;                            /* MAX_STREAMS, 16 */
2115     DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2116     DWORD textureState[MAX_TEXTURES];           /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2117     WORD samplerState[MAX_COMBINED_SAMPLERS];   /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2118     DWORD textures;                             /* MAX_COMBINED_SAMPLERS, 20 */
2119     DWORD clipplane;                            /* WINED3DMAXUSERCLIPPLANES, 32 */
2120     WORD pixelShaderConstantsB;                 /* MAX_CONST_B, 16 */
2121     WORD pixelShaderConstantsI;                 /* MAX_CONST_I, 16 */
2122     BOOL *pixelShaderConstantsF;
2123     WORD vertexShaderConstantsB;                /* MAX_CONST_B, 16 */
2124     WORD vertexShaderConstantsI;                /* MAX_CONST_I, 16 */
2125     BOOL *vertexShaderConstantsF;
2126     WORD primitive_type : 1;
2127     WORD indices : 1;
2128     WORD material : 1;
2129     WORD viewport : 1;
2130     WORD vertexDecl : 1;
2131     WORD pixelShader : 1;
2132     WORD vertexShader : 1;
2133     WORD scissorRect : 1;
2134     WORD padding : 1;
2135 } SAVEDSTATES;
2136
2137 struct StageState {
2138     DWORD stage;
2139     DWORD state;
2140 };
2141
2142 struct IWineD3DStateBlockImpl
2143 {
2144     /* IUnknown fields */
2145     const IWineD3DStateBlockVtbl *lpVtbl;
2146     LONG                      ref;     /* Note: Ref counting not required */
2147
2148     /* IWineD3DStateBlock information */
2149     IUnknown                 *parent;
2150     IWineD3DDeviceImpl       *wineD3DDevice;
2151     WINED3DSTATEBLOCKTYPE     blockType;
2152
2153     /* Array indicating whether things have been set or changed */
2154     SAVEDSTATES               changed;
2155
2156     /* Vertex Shader Declaration */
2157     IWineD3DVertexDeclaration *vertexDecl;
2158
2159     IWineD3DVertexShader      *vertexShader;
2160
2161     /* Vertex Shader Constants */
2162     BOOL                       vertexShaderConstantB[MAX_CONST_B];
2163     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
2164     float                     *vertexShaderConstantF;
2165
2166     /* primitive type */
2167     GLenum gl_primitive_type;
2168
2169     /* Stream Source */
2170     BOOL                      streamIsUP;
2171     UINT                      streamStride[MAX_STREAMS];
2172     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2173     IWineD3DBuffer           *streamSource[MAX_STREAMS];
2174     UINT                      streamFreq[MAX_STREAMS + 1];
2175     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
2176
2177     /* Indices */
2178     IWineD3DBuffer*           pIndexData;
2179     WINED3DFORMAT             IndexFmt;
2180     INT                       baseVertexIndex;
2181     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2182
2183     /* Transform */
2184     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
2185
2186     /* Light hashmap . Collisions are handled using standard wine double linked lists */
2187 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2188 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2189     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
2190     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2191
2192     /* Clipping */
2193     double                    clipplane[MAX_CLIPPLANES][4];
2194     WINED3DCLIPSTATUS         clip_status;
2195
2196     /* ViewPort */
2197     WINED3DVIEWPORT           viewport;
2198
2199     /* Material */
2200     WINED3DMATERIAL           material;
2201
2202     /* Pixel Shader */
2203     IWineD3DPixelShader      *pixelShader;
2204
2205     /* Pixel Shader Constants */
2206     BOOL                       pixelShaderConstantB[MAX_CONST_B];
2207     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
2208     float                     *pixelShaderConstantF;
2209
2210     /* RenderState */
2211     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
2212
2213     /* Texture */
2214     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
2215
2216     /* Texture State Stage */
2217     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2218     DWORD                     lowest_disabled_stage;
2219     /* Sampler States */
2220     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2221
2222     /* Scissor test rectangle */
2223     RECT                      scissorRect;
2224
2225     /* Contained state management */
2226     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2227     unsigned int              num_contained_render_states;
2228     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2229     unsigned int              num_contained_transform_states;
2230     DWORD                     contained_vs_consts_i[MAX_CONST_I];
2231     unsigned int              num_contained_vs_consts_i;
2232     DWORD                     contained_vs_consts_b[MAX_CONST_B];
2233     unsigned int              num_contained_vs_consts_b;
2234     DWORD                     *contained_vs_consts_f;
2235     unsigned int              num_contained_vs_consts_f;
2236     DWORD                     contained_ps_consts_i[MAX_CONST_I];
2237     unsigned int              num_contained_ps_consts_i;
2238     DWORD                     contained_ps_consts_b[MAX_CONST_B];
2239     unsigned int              num_contained_ps_consts_b;
2240     DWORD                     *contained_ps_consts_f;
2241     unsigned int              num_contained_ps_consts_f;
2242     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2243     unsigned int              num_contained_tss_states;
2244     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2245     unsigned int              num_contained_sampler_states;
2246 };
2247
2248 extern void stateblock_savedstates_set(
2249     IWineD3DStateBlock* iface,
2250     SAVEDSTATES* states,
2251     BOOL value);
2252
2253 extern void stateblock_copy(
2254     IWineD3DStateBlock* destination,
2255     IWineD3DStateBlock* source);
2256
2257 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2258
2259 /* Direct3D terminology with little modifications. We do not have an issued state
2260  * because only the driver knows about it, but we have a created state because d3d
2261  * allows GetData on a created issue, but opengl doesn't
2262  */
2263 enum query_state {
2264     QUERY_CREATED,
2265     QUERY_SIGNALLED,
2266     QUERY_BUILDING
2267 };
2268 /*****************************************************************************
2269  * IWineD3DQueryImpl implementation structure (extends IUnknown)
2270  */
2271 typedef struct IWineD3DQueryImpl
2272 {
2273     const IWineD3DQueryVtbl  *lpVtbl;
2274     LONG                      ref;     /* Note: Ref counting not required */
2275     
2276     IUnknown                 *parent;
2277     /*TODO: replace with iface usage */
2278 #if 0
2279     IWineD3DDevice         *wineD3DDevice;
2280 #else
2281     IWineD3DDeviceImpl       *wineD3DDevice;
2282 #endif
2283
2284     /* IWineD3DQuery fields */
2285     enum query_state         state;
2286     WINED3DQUERYTYPE         type;
2287     /* TODO: Think about using a IUnknown instead of a void* */
2288     void                     *extendedData;
2289     
2290   
2291 } IWineD3DQueryImpl;
2292
2293 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2294 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2295 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2296
2297 /* Datastructures for IWineD3DQueryImpl.extendedData */
2298 typedef struct  WineQueryOcclusionData {
2299     GLuint  queryId;
2300     WineD3DContext *ctx;
2301 } WineQueryOcclusionData;
2302
2303 typedef struct  WineQueryEventData {
2304     GLuint  fenceId;
2305     WineD3DContext *ctx;
2306 } WineQueryEventData;
2307
2308 /* IWineD3DBuffer */
2309
2310 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2311  * fixed function semantics as D3DCOLOR or FLOAT16 */
2312 enum wined3d_buffer_conversion_type
2313 {
2314     CONV_NONE,
2315     CONV_D3DCOLOR,
2316     CONV_POSITIONT,
2317     CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2318 };
2319
2320 #define WINED3D_BUFFER_OPTIMIZED    0x01    /* Optimize has been called for the buffer */
2321 #define WINED3D_BUFFER_DIRTY        0x02    /* Buffer data has been modified */
2322 #define WINED3D_BUFFER_HASDESC      0x04    /* A vertex description has been found */
2323 #define WINED3D_BUFFER_CREATEBO     0x08    /* Attempt to create a buffer object next PreLoad */
2324 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10    /* Use a vbo and local allocated memory */
2325
2326 struct wined3d_buffer
2327 {
2328     const struct IWineD3DBufferVtbl *vtbl;
2329     IWineD3DResourceClass resource;
2330
2331     struct wined3d_buffer_desc desc;
2332
2333     GLuint buffer_object;
2334     GLenum buffer_object_usage;
2335     GLenum buffer_type_hint;
2336     UINT buffer_object_size;
2337     LONG bind_count;
2338     DWORD flags;
2339
2340     UINT dirty_start;
2341     UINT dirty_end;
2342     LONG lock_count;
2343
2344     /* conversion stuff */
2345     UINT conversion_count;
2346     UINT draw_count;
2347     UINT stride;                                            /* 0 if no conversion */
2348     UINT conversion_stride;                                 /* 0 if no shifted conversion */
2349     enum wined3d_buffer_conversion_type *conversion_map;    /* NULL if no conversion */
2350     /* Extra load offsets, for FLOAT16 conversion */
2351     UINT *conversion_shift;                                 /* NULL if no shifted conversion */
2352 };
2353
2354 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2355 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2356 const BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
2357
2358 /* IWineD3DRendertargetView */
2359 struct wined3d_rendertarget_view
2360 {
2361     const struct IWineD3DRendertargetViewVtbl *vtbl;
2362     LONG refcount;
2363
2364     IWineD3DResource *resource;
2365     IUnknown *parent;
2366 };
2367
2368 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2369
2370 /*****************************************************************************
2371  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2372  */
2373
2374 typedef struct IWineD3DSwapChainImpl
2375 {
2376     /*IUnknown part*/
2377     const IWineD3DSwapChainVtbl *lpVtbl;
2378     LONG                      ref;     /* Note: Ref counting not required */
2379
2380     IUnknown                 *parent;
2381     IWineD3DDeviceImpl       *wineD3DDevice;
2382
2383     /* IWineD3DSwapChain fields */
2384     IWineD3DSurface         **backBuffer;
2385     IWineD3DSurface          *frontBuffer;
2386     WINED3DPRESENT_PARAMETERS presentParms;
2387     DWORD                     orig_width, orig_height;
2388     WINED3DFORMAT             orig_fmt;
2389     WINED3DGAMMARAMP          orig_gamma;
2390
2391     long prev_time, frames;   /* Performance tracking */
2392     unsigned int vSyncCounter;
2393
2394     WineD3DContext        **context; /* Later a array for multithreading */
2395     unsigned int            num_contexts;
2396
2397     HWND                    win_handle;
2398 } IWineD3DSwapChainImpl;
2399
2400 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2401 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2402 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2403
2404 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2405 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2406 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2407 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2408 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2409 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2410 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2411 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2412 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2413 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2414 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2415 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2416
2417 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2418
2419 /*****************************************************************************
2420  * Utility function prototypes 
2421  */
2422
2423 /* Trace routines */
2424 const char* debug_d3dformat(WINED3DFORMAT fmt);
2425 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2426 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2427 const char* debug_d3dusage(DWORD usage);
2428 const char* debug_d3dusagequery(DWORD usagequery);
2429 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2430 const char* debug_d3ddeclusage(BYTE usage);
2431 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2432 const char* debug_d3drenderstate(DWORD state);
2433 const char* debug_d3dsamplerstate(DWORD state);
2434 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2435 const char* debug_d3dtexturestate(DWORD state);
2436 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2437 const char* debug_d3dpool(WINED3DPOOL pool);
2438 const char *debug_fbostatus(GLenum status);
2439 const char *debug_glerror(GLenum error);
2440 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2441 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2442 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2443 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2444 const char *debug_surflocation(DWORD flag);
2445
2446 /* Routines for GL <-> D3D values */
2447 GLenum StencilOp(DWORD op);
2448 GLenum CompareFunc(DWORD func);
2449 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2450 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);
2451 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2452 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2453 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2454 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2455 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2456 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2457 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2458 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2459 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2460
2461 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2462 void surface_force_reload(IWineD3DSurface *iface);
2463 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2464 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2465 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2466 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2467 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2468 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2469
2470 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2471         short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2472 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2473
2474 /* Math utils */
2475 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2476 UINT wined3d_log2i(UINT32 x);
2477 unsigned int count_bits(unsigned int mask);
2478
2479 typedef struct local_constant {
2480     struct list entry;
2481     unsigned int idx;
2482     DWORD value[4];
2483 } local_constant;
2484
2485 typedef struct SHADER_LIMITS {
2486     unsigned int temporary;
2487     unsigned int texcoord;
2488     unsigned int sampler;
2489     unsigned int constant_int;
2490     unsigned int constant_float;
2491     unsigned int constant_bool;
2492     unsigned int address;
2493     unsigned int packed_output;
2494     unsigned int packed_input;
2495     unsigned int attributes;
2496     unsigned int label;
2497 } SHADER_LIMITS;
2498
2499 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
2500     maintain state information between multiple codes */
2501 typedef struct SHADER_PARSE_STATE {
2502     unsigned int current_row;
2503     DWORD texcoord_w[2];
2504 } SHADER_PARSE_STATE;
2505
2506 #ifdef __GNUC__
2507 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2508 #else
2509 #define PRINTF_ATTR(fmt,args)
2510 #endif
2511
2512 /* Base Shader utility functions. 
2513  * (may move callers into the same file in the future) */
2514 extern int shader_addline(
2515     SHADER_BUFFER* buffer,
2516     const char* fmt, ...) PRINTF_ATTR(2,3);
2517 int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
2518
2519 /* Vertex shader utility functions */
2520 extern BOOL vshader_get_input(
2521     IWineD3DVertexShader* iface,
2522     BYTE usage_req, BYTE usage_idx_req,
2523     unsigned int* regnum);
2524
2525 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2526
2527 /* GLSL helper functions */
2528 extern void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins);
2529
2530 /*****************************************************************************
2531  * IDirect3DBaseShader implementation structure
2532  */
2533 typedef struct IWineD3DBaseShaderClass
2534 {
2535     LONG                            ref;
2536     SHADER_LIMITS                   limits;
2537     SHADER_PARSE_STATE              parse_state;
2538     DWORD                          *function;
2539     UINT                            functionLength;
2540     UINT                            cur_loop_depth, cur_loop_regno;
2541     BOOL                            load_local_constsF;
2542     const struct wined3d_shader_frontend *frontend;
2543     void *frontend_data;
2544
2545     /* Type of shader backend */
2546     int shader_mode;
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);
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);
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 #endif