Spelling fixes.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
45
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
49
50 typedef struct {
51     void *key;
52     void *value;
53     unsigned int hash;
54     struct list entry;
55 } hash_table_entry_t;
56
57 typedef struct {
58     hash_function_t *hash_function;
59     compare_function_t *compare_function;
60     struct list *buckets;
61     unsigned int bucket_count;
62     hash_table_entry_t *entries;
63     unsigned int entry_count;
64     struct list free_entries;
65     unsigned int count;
66     unsigned int grow_size;
67     unsigned int shrink_size;
68 } hash_table_t;
69
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
75
76 /* Device caps */
77 #define MAX_PALETTES            65536
78 #define MAX_STREAMS             16
79 #define MAX_TEXTURES            8
80 #define MAX_FRAGMENT_SAMPLERS   16
81 #define MAX_VERTEX_SAMPLERS     4
82 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS       8
84 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS              256
86
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
89
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R     35
92 #define NUM_SAVEDPIXELSTATES_T     18
93 #define NUM_SAVEDPIXELSTATES_S     12
94 #define NUM_SAVEDVERTEXSTATES_R    34
95 #define NUM_SAVEDVERTEXSTATES_T    2
96 #define NUM_SAVEDVERTEXSTATES_S    1
97
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
104
105 typedef enum _WINELOOKUP {
106     WINELOOKUP_WARPPARAM = 0,
107     MAX_LOOKUPS          = 1
108 } WINELOOKUP;
109
110 extern int minLookup[MAX_LOOKUPS];
111 extern int maxLookup[MAX_LOOKUPS];
112 extern DWORD *stateLookup[MAX_LOOKUPS];
113
114 typedef DWORD magLookup_t[WINED3DTEXF_ANISOTROPIC + 1];
115 extern magLookup_t magLookup;
116 extern magLookup_t magLookup_noFilter;
117
118 typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
119 extern minMipLookup_t minMipLookup;
120 extern minMipLookup_t minMipLookup_noFilter;
121
122 void init_type_lookup(WineD3D_GL_Info *gl_info);
123 #define WINED3D_ATR_TYPE(type)          GLINFO_LOCATION.glTypeLookup[type].d3dType
124 #define WINED3D_ATR_SIZE(type)          GLINFO_LOCATION.glTypeLookup[type].size
125 #define WINED3D_ATR_GLTYPE(type)        GLINFO_LOCATION.glTypeLookup[type].glType
126 #define WINED3D_ATR_NORMALIZED(type)    GLINFO_LOCATION.glTypeLookup[type].normalized
127 #define WINED3D_ATR_TYPESIZE(type)      GLINFO_LOCATION.glTypeLookup[type].typesize
128
129 /* The following functions convert 16 bit floats in the FLOAT16 data type
130  * to standard C floats and vice versa. They do not depend on the encoding
131  * of the C float, so they are platform independent, but slow. On x86 and
132  * other IEEE 754 compliant platforms the conversion can be accelerated by
133  * bit shifting the exponent and mantissa. There are also some SSE-based
134  * assembly routines out there.
135  *
136  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
137  */
138 static inline float float_16_to_32(const unsigned short *in) {
139     const unsigned short s = ((*in) & 0x8000);
140     const unsigned short e = ((*in) & 0x7C00) >> 10;
141     const unsigned short m = (*in) & 0x3FF;
142     const float sgn = (s ? -1.0 : 1.0);
143
144     if(e == 0) {
145         if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
146         else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
147     } else if(e < 31) {
148         return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
149     } else {
150         if(m == 0) return sgn / 0.0; /* +INF / -INF */
151         else return 0.0 / 0.0; /* NAN */
152     }
153 }
154
155 static inline unsigned short float_32_to_16(const float *in) {
156     int exp = 0;
157     float tmp = fabs(*in);
158     unsigned int mantissa;
159     unsigned short ret;
160
161     /* Deal with special numbers */
162     if(*in == 0.0) return 0x0000;
163     if(isnan(*in)) return 0x7C01;
164     if(isinf(*in)) return (*in < 0.0 ? 0xFC00 : 0x7c00);
165
166     if(tmp < pow(2, 10)) {
167         do
168         {
169             tmp = tmp * 2.0;
170             exp--;
171         }while(tmp < pow(2, 10));
172     } else if(tmp >= pow(2, 11)) {
173         do
174         {
175             tmp /= 2.0;
176             exp++;
177         }while(tmp >= pow(2, 11));
178     }
179
180     mantissa = (unsigned int) tmp;
181     if(tmp - mantissa >= 0.5) mantissa++; /* round to nearest, away from zero */
182
183     exp += 10;  /* Normalize the mantissa */
184     exp += 15;  /* Exponent is encoded with excess 15 */
185
186     if(exp > 30) { /* too big */
187         ret = 0x7c00; /* INF */
188     } else if(exp <= 0) {
189         /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
190         while(exp <= 0) {
191             mantissa = mantissa >> 1;
192             exp++;
193         }
194         ret = mantissa & 0x3ff;
195     } else {
196         ret = (exp << 10) | (mantissa & 0x3ff);
197     }
198
199     ret |= ((*in < 0.0 ? 1 : 0) << 15); /* Add the sign */
200     return ret;
201 }
202
203 /**
204  * Settings 
205  */
206 #define VS_NONE    0
207 #define VS_HW      1
208
209 #define PS_NONE    0
210 #define PS_HW      1
211
212 #define VBO_NONE   0
213 #define VBO_HW     1
214
215 #define NP2_NONE   0
216 #define NP2_REPACK 1
217 #define NP2_NATIVE 2
218
219 #define ORM_BACKBUFFER  0
220 #define ORM_PBUFFER     1
221 #define ORM_FBO         2
222
223 #define SHADER_ARB  1
224 #define SHADER_GLSL 2
225 #define SHADER_ATI  3
226 #define SHADER_NONE 4
227
228 #define RTL_DISABLE   -1
229 #define RTL_AUTO       0
230 #define RTL_READDRAW   1
231 #define RTL_READTEX    2
232 #define RTL_TEXDRAW    3
233 #define RTL_TEXTEX     4
234
235 /* NOTE: When adding fields to this structure, make sure to update the default
236  * values in wined3d_main.c as well. */
237 typedef struct wined3d_settings_s {
238 /* vertex and pixel shader modes */
239   int vs_mode;
240   int ps_mode;
241   int vbo_mode;
242 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
243     we should use it.  However, until it's fully implemented, we'll leave it as a registry
244     setting for developers. */
245   BOOL glslRequested;
246   int offscreen_rendering_mode;
247   int rendertargetlock_mode;
248 /* Memory tracking and object counting */
249   unsigned int emulated_textureram;
250   char *logo;
251 } wined3d_settings_t;
252
253 extern wined3d_settings_t wined3d_settings;
254
255 /* Shader backends */
256 struct SHADER_OPCODE_ARG;
257
258 #define SHADER_PGMSIZE 65535
259 typedef struct SHADER_BUFFER {
260     char* buffer;
261     unsigned int bsize;
262     unsigned int lineNo;
263     BOOL newline;
264 } SHADER_BUFFER;
265
266 struct shader_caps {
267     DWORD               PrimitiveMiscCaps;
268
269     DWORD               TextureOpCaps;
270     DWORD               MaxTextureBlendStages;
271     DWORD               MaxSimultaneousTextures;
272
273     DWORD               VertexShaderVersion;
274     DWORD               MaxVertexShaderConst;
275
276     DWORD               PixelShaderVersion;
277     float               PixelShader1xMaxValue;
278
279     WINED3DVSHADERCAPS2_0   VS20Caps;
280     WINED3DPSHADERCAPS2_0   PS20Caps;
281
282     DWORD               MaxVShaderInstructionsExecuted;
283     DWORD               MaxPShaderInstructionsExecuted;
284     DWORD               MaxVertexShader30InstructionSlots;
285     DWORD               MaxPixelShader30InstructionSlots;
286 };
287
288 typedef struct {
289     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
290     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
291     void (*shader_destroy_depth_blt)(IWineD3DDevice *iface);
292     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
293     void (*shader_cleanup)(IWineD3DDevice *iface);
294     void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
295     void (*shader_destroy)(IWineD3DBaseShader *iface);
296     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
297     void (*shader_free_private)(IWineD3DDevice *iface);
298     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
299     void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
300     void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
301     void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
302     void (*shader_dll_load_init)(void);
303     const struct StateEntry *StateTable;
304 } shader_backend_t;
305
306 extern const shader_backend_t atifs_shader_backend;
307 extern const shader_backend_t glsl_shader_backend;
308 extern const shader_backend_t arb_program_shader_backend;
309 extern const shader_backend_t none_shader_backend;
310
311 /* GLSL shader private data */
312 struct shader_glsl_priv {
313     GLhandleARB             depth_blt_glsl_program_id;
314 };
315
316 /* ARB_program_shader private data */
317 struct shader_arb_priv {
318     GLuint                  depth_blt_vprogram_id;
319     GLuint                  depth_blt_fprogram_id;
320 };
321
322 /* X11 locking */
323
324 extern void (*wine_tsx11_lock_ptr)(void);
325 extern void (*wine_tsx11_unlock_ptr)(void);
326
327 /* As GLX relies on X, this is needed */
328 extern int num_lock;
329
330 #if 0
331 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
332 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
333 #else
334 #define ENTER_GL() wine_tsx11_lock_ptr()
335 #define LEAVE_GL() wine_tsx11_unlock_ptr()
336 #endif
337
338 /*****************************************************************************
339  * Defines
340  */
341
342 /* GL related defines */
343 /* ------------------ */
344 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
345 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
346 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
347 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
348
349 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
350 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
351 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
352 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
353
354 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
355 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
356 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
357 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
358
359 #define D3DCOLORTOGLFLOAT4(dw, vec) \
360   (vec)[0] = D3DCOLOR_R(dw); \
361   (vec)[1] = D3DCOLOR_G(dw); \
362   (vec)[2] = D3DCOLOR_B(dw); \
363   (vec)[3] = D3DCOLOR_A(dw);
364
365 /* DirectX Device Limits */
366 /* --------------------- */
367 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
368
369 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
370                             See MaxStreams in MSDN under GetDeviceCaps */
371                          /* Maximum number of constants provided to the shaders */
372 #define HIGHEST_TRANSFORMSTATE 512 
373                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
374
375 /* Checking of API calls */
376 /* --------------------- */
377 #define checkGLcall(A)                                          \
378 {                                                               \
379     GLint err = glGetError();                                   \
380     if (err == GL_NO_ERROR) {                                   \
381        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
382                                                                 \
383     } else do {                                                 \
384         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
385             debug_glerror(err), err, A, __FILE__, __LINE__);    \
386        err = glGetError();                                      \
387     } while (err != GL_NO_ERROR);                               \
388
389
390 /* Trace routines / diagnostics */
391 /* ---------------------------- */
392
393 /* Dump out a matrix and copy it */
394 #define conv_mat(mat,gl_mat)                                                                \
395 do {                                                                                        \
396     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
397     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
398     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
399     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
400     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
401 } while (0)
402
403 /* Macro to dump out the current state of the light chain */
404 #define DUMP_LIGHT_CHAIN()                    \
405 {                                             \
406   PLIGHTINFOEL *el = This->stateBlock->lights;\
407   while (el) {                                \
408     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
409     el = el->next;                            \
410   }                                           \
411 }
412
413 /* Trace vector and strided data information */
414 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
415 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
416         sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
417
418 /* Defines used for optimizations */
419
420 /*    Only reapply what is necessary */
421 #define REAPPLY_ALPHAOP  0x0001
422 #define REAPPLY_ALL      0xFFFF
423
424 /* Advance declaration of structures to satisfy compiler */
425 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
426 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
427 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
428 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
429
430 /* Global variables */
431 extern const float identity[16];
432
433 /*****************************************************************************
434  * Compilable extra diagnostics
435  */
436
437 /* Trace information per-vertex: (extremely high amount of trace) */
438 #if 0 /* NOTE: Must be 0 in cvs */
439 # define VTRACE(A) TRACE A
440 #else 
441 # define VTRACE(A) 
442 #endif
443
444 /* Checking of per-vertex related GL calls */
445 /* --------------------- */
446 #define vcheckGLcall(A)                                         \
447 {                                                               \
448     GLint err = glGetError();                                   \
449     if (err == GL_NO_ERROR) {                                   \
450        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
451                                                                 \
452     } else do {                                                 \
453         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
454             debug_glerror(err), err, A, __FILE__, __LINE__);    \
455        err = glGetError();                                      \
456     } while (err != GL_NO_ERROR);                               \
457 }
458
459 /* TODO: Confirm each of these works when wined3d move completed */
460 #if 0 /* NOTE: Must be 0 in cvs */
461   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
462      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
463      is enabled, and if it doesn't exist it is disabled. */
464 # define FRAME_DEBUGGING
465   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
466       the file is deleted                                                                            */
467 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
468 #  define SINGLE_FRAME_DEBUGGING
469 # endif  
470   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
471      It can only be enabled when FRAME_DEBUGGING is also enabled                               
472      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
473      array is drawn.                                                                            */
474 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
475 #  define SHOW_FRAME_MAKEUP 1
476 # endif  
477   /* The following, when enabled, lets you see the makeup of the all the textures used during each
478      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
479      The contents of the textures assigned to each stage are written into 
480      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
481 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
482 #  define SHOW_TEXTURE_MAKEUP 0
483 # endif  
484 extern BOOL isOn;
485 extern BOOL isDumpingFrames;
486 extern LONG primCounter;
487 #endif
488
489 /*****************************************************************************
490  * Prototypes
491  */
492
493 /* Routine common to the draw primitive and draw indexed primitive routines */
494 void drawPrimitive(IWineD3DDevice *iface,
495                     int PrimitiveType,
496                     long NumPrimitives,
497                     /* for Indexed: */
498                     long  StartVertexIndex,
499                     UINT  numberOfVertices,
500                     long  StartIdx,
501                     short idxBytes,
502                     const void *idxData,
503                     int   minIndex);
504
505 void primitiveDeclarationConvertToStridedData(
506      IWineD3DDevice *iface,
507      BOOL useVertexShaderFunction,
508      WineDirect3DVertexStridedData *strided,
509      BOOL *fixup);
510
511 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
512
513 typedef void (*glAttribFunc)(void *data);
514 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
515 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
516 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
517 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
518 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
519
520 #define eps 1e-8
521
522 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
523     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
524
525 void depth_copy(IWineD3DDevice *iface);
526
527 /* Routines and structures related to state management */
528 typedef struct WineD3DContext WineD3DContext;
529 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
530
531 #define STATE_RENDER(a) (a)
532 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
533
534 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
535 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
536
537 /* + 1 because samplers start with 0 */
538 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
539 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
540
541 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
542 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
543
544 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
545 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
546
547 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
548 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
549 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
550 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
551
552 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
553 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
554
555 #define STATE_VSHADER (STATE_VDECL + 1)
556 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
557
558 #define STATE_VIEWPORT (STATE_VSHADER + 1)
559 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
560
561 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
562 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
563 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
564 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
565
566 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
567 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
568
569 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
570 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
571
572 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
573 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
574
575 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
576
577 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
578
579 #define STATE_HIGHEST (STATE_FRONTFACE)
580
581 struct StateEntry
582 {
583     DWORD           representative;
584     APPLYSTATEFUNC  apply;
585 };
586
587 /* "Base" state table */
588 extern const struct StateEntry FFPStateTable[];
589
590 /* The new context manager that should deal with onscreen and offscreen rendering */
591 struct WineD3DContext {
592     /* State dirtification
593      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
594      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
595      * 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
596      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
597      */
598     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
599     DWORD                   numDirtyEntries;
600     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
601
602     IWineD3DSurface         *surface;
603     DWORD                   tid;    /* Thread ID which owns this context at the moment */
604
605     /* Stores some information about the context state for optimization */
606     GLint                   last_draw_buffer;
607     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
608     BOOL                    last_was_pshader;
609     BOOL                    last_was_vshader;
610     BOOL                    last_was_foggy_shader;
611     BOOL                    namedArraysLoaded, numberedArraysLoaded;
612     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
613     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
614     unsigned char           num_untracked_materials;
615     GLenum                  untracked_materials[2];
616     BOOL                    last_was_blit, last_was_ckey;
617     char                    texShaderBumpMap;
618     BOOL                    fog_coord;
619
620     char                    *vshader_const_dirty, *pshader_const_dirty;
621
622     /* The actual opengl context */
623     HGLRC                   glCtx;
624     HWND                    win_handle;
625     HDC                     hdc;
626     HPBUFFERARB             pbuffer;
627     BOOL                    isPBuffer;
628     GLint                   aux_buffers;
629 };
630
631 typedef enum ContextUsage {
632     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
633     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
634     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
635     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
636 } ContextUsage;
637
638 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
639 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
640 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
641 void apply_fbo_state(IWineD3DDevice *iface);
642
643 /* Macros for doing basic GPU detection based on opengl capabilities */
644 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
645 #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])
646 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
647 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
648
649 /* Default callbacks for implicit object destruction */
650 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
651
652 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
653
654 /*****************************************************************************
655  * Internal representation of a light
656  */
657 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
658 struct PLIGHTINFOEL {
659     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
660     DWORD        OriginalIndex;
661     LONG         glIndex;
662     BOOL         changed;
663     BOOL         enabledChanged;
664     BOOL         enabled;
665
666     /* Converted parms to speed up swapping lights */
667     float                         lightPosn[4];
668     float                         lightDirn[4];
669     float                         exponent;
670     float                         cutoff;
671
672     struct list entry;
673 };
674
675 /* The default light parameters */
676 extern const WINED3DLIGHT WINED3D_default_light;
677
678 typedef struct WineD3D_PixelFormat
679 {
680     int iPixelFormat; /* WGL pixel format */
681     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
682     int redSize, greenSize, blueSize, alphaSize;
683     int depthSize, stencilSize;
684     BOOL windowDrawable;
685     BOOL pbufferDrawable;
686 } WineD3D_PixelFormat;
687
688 /* The adapter structure */
689 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
690 struct WineD3DAdapter
691 {
692     UINT                    num;
693     BOOL                    opengl;
694     POINT                   monitorPoint;
695     WineD3D_GL_Info         gl_info;
696     const char              *driver;
697     const char              *description;
698     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
699     int                     nCfgs;
700     WineD3D_PixelFormat     *cfgs;
701     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
702     unsigned int            UsedTextureRam;
703 };
704
705 extern BOOL InitAdapters(void);
706 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
707 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
708
709 /*****************************************************************************
710  * High order patch management
711  */
712 struct WineD3DRectPatch
713 {
714     UINT                            Handle;
715     float                          *mem;
716     WineDirect3DVertexStridedData   strided;
717     WINED3DRECTPATCH_INFO           RectPatchInfo;
718     float                           numSegs[4];
719     char                            has_normals, has_texcoords;
720     struct list                     entry;
721 };
722
723 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
724
725 enum projection_types
726 {
727     proj_none,
728     proj_count3,
729     proj_count4
730 };
731
732 /*****************************************************************************
733  * Fixed function pipeline replacements
734  */
735 struct texture_stage_op
736 {
737     WINED3DTEXTUREOP        cop, aop;
738     DWORD                   carg1, carg2, carg0;
739     DWORD                   aarg1, aarg2, aarg0;
740     WINED3DFORMAT           color_correction;
741     DWORD                   dst;
742     enum projection_types   projected;
743 };
744
745 struct ffp_desc
746 {
747     struct texture_stage_op     op[MAX_TEXTURES];
748     struct list                 entry;
749 };
750
751 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock,struct texture_stage_op op[MAX_TEXTURES]);
752 struct ffp_desc *find_ffp_shader(struct list *shaders, struct texture_stage_op op[MAX_TEXTURES]);
753 void add_ffp_shader(struct list *shaders, struct ffp_desc *desc);
754
755 /*****************************************************************************
756  * IWineD3D implementation structure
757  */
758 typedef struct IWineD3DImpl
759 {
760     /* IUnknown fields */
761     const IWineD3DVtbl     *lpVtbl;
762     LONG                    ref;     /* Note: Ref counting not required */
763
764     /* WineD3D Information */
765     IUnknown               *parent;
766     UINT                    dxVersion;
767 } IWineD3DImpl;
768
769 extern const IWineD3DVtbl IWineD3D_Vtbl;
770
771 /* TODO: setup some flags in the registry to enable, disable pbuffer support
772 (since it will break quite a few things until contexts are managed properly!) */
773 extern BOOL pbuffer_support;
774 /* allocate one pbuffer per surface */
775 extern BOOL pbuffer_per_surface;
776
777 /* A helper function that dumps a resource list */
778 void dumpResources(struct list *list);
779
780 /*****************************************************************************
781  * IWineD3DDevice implementation structure
782  */
783 struct IWineD3DDeviceImpl
784 {
785     /* IUnknown fields      */
786     const IWineD3DDeviceVtbl *lpVtbl;
787     LONG                    ref;     /* Note: Ref counting not required */
788
789     /* WineD3D Information  */
790     IUnknown               *parent;
791     IWineD3D               *wineD3D;
792     struct WineD3DAdapter  *adapter;
793
794     /* Window styles to restore when switching fullscreen mode */
795     LONG                    style;
796     LONG                    exStyle;
797
798     /* X and GL Information */
799     GLint                   maxConcurrentLights;
800     GLenum                  offscreenBuffer;
801
802     /* Selected capabilities */
803     int vs_selected_mode;
804     int ps_selected_mode;
805     const shader_backend_t *shader_backend;
806     hash_table_t *glsl_program_lookup;
807     void *shader_priv;
808
809     /* To store */
810     BOOL                    view_ident;        /* true iff view matrix is identity                */
811     BOOL                    untransformed;
812     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
813     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
814
815     /* State block related */
816     BOOL                    isRecordingState;
817     IWineD3DStateBlockImpl *stateBlock;
818     IWineD3DStateBlockImpl *updateStateBlock;
819     BOOL                   isInDraw;
820
821     /* Internal use fields  */
822     WINED3DDEVICE_CREATION_PARAMETERS createParms;
823     UINT                            adapterNo;
824     WINED3DDEVTYPE                  devType;
825
826     IWineD3DSwapChain     **swapchains;
827     UINT                    NumberOfSwapChains;
828
829     struct list             resources; /* a linked list to track resources created by the device */
830     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
831     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
832
833     /* Render Target Support */
834     IWineD3DSurface       **render_targets;
835     IWineD3DSurface        *auto_depth_stencil_buffer;
836     IWineD3DSurface       **fbo_color_attachments;
837     IWineD3DSurface        *fbo_depth_attachment;
838
839     IWineD3DSurface        *stencilBufferTarget;
840
841     /* Caches to avoid unneeded context changes */
842     IWineD3DSurface        *lastActiveRenderTarget;
843     IWineD3DSwapChain      *lastActiveSwapChain;
844
845     /* palettes texture management */
846     UINT                    NumberOfPalettes;
847     PALETTEENTRY            **palettes;
848     UINT                    currentPalette;
849     UINT                    paletteConversionShader;
850
851     /* For rendering to a texture using glCopyTexImage */
852     BOOL                    render_offscreen;
853     WINED3D_DEPTHCOPYSTATE  depth_copy_state;
854     GLuint                  fbo;
855     GLuint                  src_fbo;
856     GLuint                  dst_fbo;
857     GLenum                  *draw_buffers;
858     GLuint                  depth_blt_texture;
859
860     /* Cursor management */
861     BOOL                    bCursorVisible;
862     UINT                    xHotSpot;
863     UINT                    yHotSpot;
864     UINT                    xScreenSpace;
865     UINT                    yScreenSpace;
866     UINT                    cursorWidth, cursorHeight;
867     GLuint                  cursorTexture;
868     BOOL                    haveHardwareCursor;
869     HCURSOR                 hardwareCursor;
870
871     /* The Wine logo surface */
872     IWineD3DSurface        *logo_surface;
873
874     /* Textures for when no other textures are mapped */
875     UINT                          dummyTextureName[MAX_TEXTURES];
876
877     /* Debug stream management */
878     BOOL                     debug;
879
880     /* Device state management */
881     HRESULT                 state;
882     BOOL                    d3d_initialized;
883
884     /* A flag to check for proper BeginScene / EndScene call pairs */
885     BOOL inScene;
886
887     /* process vertex shaders using software or hardware */
888     BOOL softwareVertexProcessing;
889
890     /* DirectDraw stuff */
891     HWND ddraw_window;
892     IWineD3DSurface *ddraw_primary;
893     DWORD ddraw_width, ddraw_height;
894     WINED3DFORMAT ddraw_format;
895     BOOL ddraw_fullscreen;
896
897     /* Final position fixup constant */
898     float                       posFixup[4];
899
900     /* With register combiners we can skip junk texture stages */
901     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
902     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
903     BOOL                      fixed_function_usage_map[MAX_TEXTURES];
904
905     /* Stream source management */
906     WineDirect3DVertexStridedData strided_streams;
907     WineDirect3DVertexStridedData *up_strided;
908     BOOL                      useDrawStridedSlow;
909     BOOL                      instancedDraw;
910
911     /* Context management */
912     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
913     WineD3DContext          *activeContext;
914     DWORD                   lastThread;
915     UINT                    numContexts;
916     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
917     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
918
919     /* High level patch management */
920 #define PATCHMAP_SIZE 43
921 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
922     struct list             patches[PATCHMAP_SIZE];
923     struct WineD3DRectPatch *currentPatch;
924 };
925
926 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
927
928 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
929                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
930                                         float Z, DWORD Stencil);
931 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
932 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
933 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
934     DWORD idx = state >> 5;
935     BYTE shift = state & 0x1f;
936     return context->isStateDirty[idx] & (1 << shift);
937 }
938
939 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
940 typedef struct PrivateData
941 {
942     struct list entry;
943
944     GUID tag;
945     DWORD flags; /* DDSPD_* */
946     DWORD uniqueness_value;
947
948     union
949     {
950         LPVOID data;
951         LPUNKNOWN object;
952     } ptr;
953
954     DWORD size;
955 } PrivateData;
956
957 /*****************************************************************************
958  * IWineD3DResource implementation structure
959  */
960 typedef struct IWineD3DResourceClass
961 {
962     /* IUnknown fields */
963     LONG                    ref;     /* Note: Ref counting not required */
964
965     /* WineD3DResource Information */
966     IUnknown               *parent;
967     WINED3DRESOURCETYPE     resourceType;
968     IWineD3DDeviceImpl     *wineD3DDevice;
969     WINED3DPOOL             pool;
970     UINT                    size;
971     DWORD                   usage;
972     WINED3DFORMAT           format;
973     BYTE                   *allocatedMemory; /* Pointer to the real data location */
974     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
975     struct list             privateData;
976     struct list             resource_list_entry;
977
978 } IWineD3DResourceClass;
979
980 typedef struct IWineD3DResourceImpl
981 {
982     /* IUnknown & WineD3DResource Information     */
983     const IWineD3DResourceVtbl *lpVtbl;
984     IWineD3DResourceClass   resource;
985 } IWineD3DResourceImpl;
986
987 /* Tests show that the start address of resources is 32 byte aligned */
988 #define RESOURCE_ALIGNMENT 32
989
990 /*****************************************************************************
991  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
992  */
993 enum vbo_conversion_type {
994     CONV_NONE               = 0,
995     CONV_D3DCOLOR           = 1,
996     CONV_POSITIONT          = 2,
997     CONV_FLOAT16_2          = 3 /* Also handles FLOAT16_4 */
998
999     /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1000      * fixed function semantics as D3DCOLOR or FLOAT16
1001      */
1002 };
1003
1004 typedef struct IWineD3DVertexBufferImpl
1005 {
1006     /* IUnknown & WineD3DResource Information     */
1007     const IWineD3DVertexBufferVtbl *lpVtbl;
1008     IWineD3DResourceClass     resource;
1009
1010     /* WineD3DVertexBuffer specifics */
1011     DWORD                     fvf;
1012
1013     /* Vertex buffer object support */
1014     GLuint                    vbo;
1015     BYTE                      Flags;
1016     LONG                      bindCount;
1017     LONG                      vbo_size;
1018     GLenum                    vbo_usage;
1019
1020     UINT                      dirtystart, dirtyend;
1021     LONG                      lockcount;
1022
1023     LONG                      declChanges, draws;
1024     /* Last description of the buffer */
1025     DWORD                     stride;       /* 0 if no conversion               */
1026     enum vbo_conversion_type  *conv_map;    /* NULL if no conversion            */
1027
1028     /* Extra load offsets, for FLOAT16 conversion */
1029     DWORD                     *conv_shift;  /* NULL if no shifted conversion    */
1030     DWORD                     conv_stride;  /* 0 if no shifted conversion       */
1031 } IWineD3DVertexBufferImpl;
1032
1033 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1034
1035 #define VBFLAG_OPTIMIZED      0x01    /* Optimize has been called for the VB */
1036 #define VBFLAG_DIRTY          0x02    /* Buffer data has been modified */
1037 #define VBFLAG_HASDESC        0x04    /* A vertex description has been found */
1038 #define VBFLAG_CREATEVBO      0x08    /* Attempt to create a VBO next PreLoad */
1039
1040 /*****************************************************************************
1041  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1042  */
1043 typedef struct IWineD3DIndexBufferImpl
1044 {
1045     /* IUnknown & WineD3DResource Information     */
1046     const IWineD3DIndexBufferVtbl *lpVtbl;
1047     IWineD3DResourceClass     resource;
1048
1049     GLuint                    vbo;
1050     UINT                      dirtystart, dirtyend;
1051     LONG                      lockcount;
1052
1053     /* WineD3DVertexBuffer specifics */
1054 } IWineD3DIndexBufferImpl;
1055
1056 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1057
1058 /*****************************************************************************
1059  * IWineD3DBaseTexture D3D- > openGL state map lookups
1060  */
1061 #define WINED3DFUNC_NOTSUPPORTED  -2
1062 #define WINED3DFUNC_UNIMPLEMENTED -1
1063
1064 typedef enum winetexturestates {
1065     WINED3DTEXSTA_ADDRESSU       = 0,
1066     WINED3DTEXSTA_ADDRESSV       = 1,
1067     WINED3DTEXSTA_ADDRESSW       = 2,
1068     WINED3DTEXSTA_BORDERCOLOR    = 3,
1069     WINED3DTEXSTA_MAGFILTER      = 4,
1070     WINED3DTEXSTA_MINFILTER      = 5,
1071     WINED3DTEXSTA_MIPFILTER      = 6,
1072     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1073     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1074     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1075     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1076     WINED3DTEXSTA_DMAPOFFSET     = 11,
1077     WINED3DTEXSTA_TSSADDRESSW    = 12,
1078     MAX_WINETEXTURESTATES        = 13,
1079 } winetexturestates;
1080
1081 /*****************************************************************************
1082  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1083  */
1084 typedef struct IWineD3DBaseTextureClass
1085 {
1086     UINT                    levels;
1087     BOOL                    dirty;
1088     UINT                    textureName;
1089     UINT                    LOD;
1090     WINED3DTEXTUREFILTERTYPE filterType;
1091     DWORD                   states[MAX_WINETEXTURESTATES];
1092     LONG                    bindCount;
1093     DWORD                   sampler;
1094     BOOL                    is_srgb;
1095     UINT                    srgb_mode_change_count;
1096     WINED3DFORMAT           shader_conversion_group;
1097     float                   pow2Matrix[16];
1098     minMipLookup_t          *minMipLookup;
1099     magLookup_t             *magLookup;
1100 } IWineD3DBaseTextureClass;
1101
1102 typedef struct IWineD3DBaseTextureImpl
1103 {
1104     /* IUnknown & WineD3DResource Information     */
1105     const IWineD3DBaseTextureVtbl *lpVtbl;
1106     IWineD3DResourceClass     resource;
1107     IWineD3DBaseTextureClass  baseTexture;
1108
1109 } IWineD3DBaseTextureImpl;
1110
1111 /*****************************************************************************
1112  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1113  */
1114 typedef struct IWineD3DTextureImpl
1115 {
1116     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1117     const IWineD3DTextureVtbl *lpVtbl;
1118     IWineD3DResourceClass     resource;
1119     IWineD3DBaseTextureClass  baseTexture;
1120
1121     /* IWineD3DTexture */
1122     IWineD3DSurface          *surfaces[MAX_LEVELS];
1123     
1124     UINT                      width;
1125     UINT                      height;
1126     UINT                      target;
1127
1128 } IWineD3DTextureImpl;
1129
1130 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1131
1132 /*****************************************************************************
1133  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1134  */
1135 typedef struct IWineD3DCubeTextureImpl
1136 {
1137     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1138     const IWineD3DCubeTextureVtbl *lpVtbl;
1139     IWineD3DResourceClass     resource;
1140     IWineD3DBaseTextureClass  baseTexture;
1141
1142     /* IWineD3DCubeTexture */
1143     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
1144
1145     UINT                      edgeLength;
1146 } IWineD3DCubeTextureImpl;
1147
1148 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1149
1150 typedef struct _WINED3DVOLUMET_DESC
1151 {
1152     UINT                    Width;
1153     UINT                    Height;
1154     UINT                    Depth;
1155 } WINED3DVOLUMET_DESC;
1156
1157 /*****************************************************************************
1158  * IWineD3DVolume implementation structure (extends IUnknown)
1159  */
1160 typedef struct IWineD3DVolumeImpl
1161 {
1162     /* IUnknown & WineD3DResource fields */
1163     const IWineD3DVolumeVtbl  *lpVtbl;
1164     IWineD3DResourceClass      resource;
1165
1166     /* WineD3DVolume Information */
1167     WINED3DVOLUMET_DESC      currentDesc;
1168     IWineD3DBase            *container;
1169     UINT                    bytesPerPixel;
1170
1171     BOOL                    lockable;
1172     BOOL                    locked;
1173     WINED3DBOX              lockedBox;
1174     WINED3DBOX              dirtyBox;
1175     BOOL                    dirty;
1176
1177
1178 } IWineD3DVolumeImpl;
1179
1180 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1181
1182 /*****************************************************************************
1183  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1184  */
1185 typedef struct IWineD3DVolumeTextureImpl
1186 {
1187     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1188     const IWineD3DVolumeTextureVtbl *lpVtbl;
1189     IWineD3DResourceClass     resource;
1190     IWineD3DBaseTextureClass  baseTexture;
1191
1192     /* IWineD3DVolumeTexture */
1193     IWineD3DVolume           *volumes[MAX_LEVELS];
1194
1195     UINT                      width;
1196     UINT                      height;
1197     UINT                      depth;
1198 } IWineD3DVolumeTextureImpl;
1199
1200 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1201
1202 typedef struct _WINED3DSURFACET_DESC
1203 {
1204     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1205     DWORD                   MultiSampleQuality;
1206     UINT                    Width;
1207     UINT                    Height;
1208 } WINED3DSURFACET_DESC;
1209
1210 /*****************************************************************************
1211  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1212  */
1213 typedef struct wineD3DSurface_DIB {
1214     HBITMAP DIBsection;
1215     void* bitmap_data;
1216     UINT bitmap_size;
1217     HGDIOBJ holdbitmap;
1218     BOOL client_memory;
1219 } wineD3DSurface_DIB;
1220
1221 typedef struct {
1222     struct list entry;
1223     GLuint id;
1224     UINT width;
1225     UINT height;
1226 } renderbuffer_entry_t;
1227
1228 /*****************************************************************************
1229  * IWineD3DClipp implementation structure
1230  */
1231 typedef struct IWineD3DClipperImpl
1232 {
1233     const IWineD3DClipperVtbl *lpVtbl;
1234     LONG ref;
1235
1236     IUnknown *Parent;
1237     HWND hWnd;
1238 } IWineD3DClipperImpl;
1239
1240
1241 /*****************************************************************************
1242  * IWineD3DSurface implementation structure
1243  */
1244 struct IWineD3DSurfaceImpl
1245 {
1246     /* IUnknown & IWineD3DResource Information     */
1247     const IWineD3DSurfaceVtbl *lpVtbl;
1248     IWineD3DResourceClass     resource;
1249
1250     /* IWineD3DSurface fields */
1251     IWineD3DBase              *container;
1252     WINED3DSURFACET_DESC      currentDesc;
1253     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1254     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1255
1256     UINT                      bytesPerPixel;
1257
1258     /* TODO: move this off into a management class(maybe!) */
1259     DWORD                      Flags;
1260
1261     UINT                      pow2Width;
1262     UINT                      pow2Height;
1263
1264     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1265     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1266
1267     /* Oversized texture */
1268     RECT                      glRect;
1269
1270     /* PBO */
1271     GLuint                    pbo;
1272
1273     RECT                      lockedRect;
1274     RECT                      dirtyRect;
1275     int                       lockCount;
1276 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1277
1278     glDescriptor              glDescription;
1279     BOOL                      srgb;
1280
1281     /* For GetDC */
1282     wineD3DSurface_DIB        dib;
1283     HDC                       hDC;
1284
1285     /* Color keys for DDraw */
1286     WINEDDCOLORKEY            DestBltCKey;
1287     WINEDDCOLORKEY            DestOverlayCKey;
1288     WINEDDCOLORKEY            SrcOverlayCKey;
1289     WINEDDCOLORKEY            SrcBltCKey;
1290     DWORD                     CKeyFlags;
1291
1292     WINEDDCOLORKEY            glCKey;
1293
1294     struct list               renderbuffers;
1295     renderbuffer_entry_t      *current_renderbuffer;
1296
1297     /* DirectDraw clippers */
1298     IWineD3DClipper           *clipper;
1299 };
1300
1301 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1302 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1303
1304 /* Predeclare the shared Surface functions */
1305 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1306 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1307 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1308 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1309 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1310 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1311 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1312 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1313 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1314 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1315 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1316 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1317 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1318 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1319 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1320 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1321 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1322 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1323 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1324 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1325 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1326 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1327 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1328 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1329 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1330 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1331 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1332 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1333 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1334 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1335 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1336 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1337 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1338 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1339
1340 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1341
1342 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1343 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1344 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1345 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1346
1347 /* Surface flags: */
1348 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
1349 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
1350 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for GetDC */
1351 #define SFLAG_LOCKABLE    0x00000008 /* Surface can be locked */
1352 #define SFLAG_DISCARD     0x00000010 /* ??? */
1353 #define SFLAG_LOCKED      0x00000020 /* Surface is locked atm */
1354 #define SFLAG_INTEXTURE   0x00000040 /* The GL texture contains the newest surface content */
1355 #define SFLAG_INDRAWABLE  0x00000080 /* The gl drawable contains the most up to date data */
1356 #define SFLAG_INSYSMEM    0x00000100 /* The system memory copy is most up to date */
1357 #define SFLAG_NONPOW2     0x00000200 /* Surface sizes are not a power of 2 */
1358 #define SFLAG_DYNLOCK     0x00000400 /* Surface is often locked by the app */
1359 #define SFLAG_DYNCHANGE   0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1360 #define SFLAG_DCINUSE     0x00001000 /* Set between GetDC and ReleaseDC calls */
1361 #define SFLAG_LOST        0x00002000 /* Surface lost flag for DDraw */
1362 #define SFLAG_USERPTR     0x00004000 /* The application allocated the memory for this surface */
1363 #define SFLAG_GLCKEY      0x00008000 /* The gl texture was created with a color key */
1364 #define SFLAG_CLIENT      0x00010000 /* GL_APPLE_client_storage is used on that texture */
1365 #define SFLAG_ALLOCATED   0x00020000 /* A gl texture is allocated for this surface */
1366 #define SFLAG_PBO         0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1367
1368 /* In some conditions the surface memory must not be freed:
1369  * SFLAG_OVERSIZE: Not all data can be kept in GL
1370  * SFLAG_CONVERTED: Converting the data back would take too long
1371  * SFLAG_DIBSECTION: The dib code manages the memory
1372  * SFLAG_LOCKED: The app requires access to the surface data
1373  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1374  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1375  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1376  * SFLAG_CLIENT: OpenGL uses our memory as backup
1377  */
1378 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
1379                           SFLAG_CONVERTED  | \
1380                           SFLAG_DIBSECTION | \
1381                           SFLAG_LOCKED     | \
1382                           SFLAG_DYNLOCK    | \
1383                           SFLAG_DYNCHANGE  | \
1384                           SFLAG_USERPTR    | \
1385                           SFLAG_PBO        | \
1386                           SFLAG_CLIENT)
1387
1388 #define SFLAG_LOCATIONS  (SFLAG_INSYSMEM   | \
1389                           SFLAG_INTEXTURE  | \
1390                           SFLAG_INDRAWABLE)
1391 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1392
1393 typedef enum {
1394     NO_CONVERSION,
1395     CONVERT_PALETTED,
1396     CONVERT_PALETTED_CK,
1397     CONVERT_CK_565,
1398     CONVERT_CK_5551,
1399     CONVERT_CK_4444,
1400     CONVERT_CK_4444_ARGB,
1401     CONVERT_CK_1555,
1402     CONVERT_555,
1403     CONVERT_CK_RGB24,
1404     CONVERT_CK_8888,
1405     CONVERT_CK_8888_ARGB,
1406     CONVERT_RGB32_888,
1407     CONVERT_V8U8,
1408     CONVERT_L6V5U5,
1409     CONVERT_X8L8V8U8,
1410     CONVERT_Q8W8V8U8,
1411     CONVERT_V16U16,
1412     CONVERT_A4L4,
1413     CONVERT_R32F,
1414     CONVERT_R16F,
1415     CONVERT_G16R16,
1416 } CONVERT_TYPES;
1417
1418 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);
1419
1420 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1421
1422 /*****************************************************************************
1423  * IWineD3DVertexDeclaration implementation structure
1424  */
1425 typedef struct attrib_declaration {
1426     DWORD usage;
1427     DWORD idx;
1428 } attrib_declaration;
1429
1430 #define MAX_ATTRIBS 16
1431
1432 typedef struct IWineD3DVertexDeclarationImpl {
1433     /* IUnknown  Information */
1434     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1435     LONG                    ref;
1436
1437     IUnknown                *parent;
1438     IWineD3DDeviceImpl      *wineD3DDevice;
1439
1440     WINED3DVERTEXELEMENT    *pDeclarationWine;
1441     UINT                    declarationWNumElements;
1442
1443     DWORD                   streams[MAX_STREAMS];
1444     UINT                    num_streams;
1445     BOOL                    position_transformed;
1446     BOOL                    half_float_conv_needed;
1447
1448     /* Ordered array of declaration types that need swizzling in a vshader */
1449     attrib_declaration      swizzled_attribs[MAX_ATTRIBS];
1450     UINT                    num_swizzled_attribs;
1451 } IWineD3DVertexDeclarationImpl;
1452
1453 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1454
1455 /*****************************************************************************
1456  * IWineD3DStateBlock implementation structure
1457  */
1458
1459 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1460 /*   Note: Very long winded but gl Lists are not flexible enough */
1461 /*   to resolve everything we need, so doing it manually for now */
1462 typedef struct SAVEDSTATES {
1463         BOOL                      indices;
1464         BOOL                      material;
1465         BOOL                      fvf;
1466         BOOL                      streamSource[MAX_STREAMS];
1467         BOOL                      streamFreq[MAX_STREAMS];
1468         BOOL                      textures[MAX_COMBINED_SAMPLERS];
1469         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1470         BOOL                      viewport;
1471         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1472         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1473         BOOL                      samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1474         BOOL                      clipplane[MAX_CLIPPLANES];
1475         BOOL                      vertexDecl;
1476         BOOL                      pixelShader;
1477         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1478         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1479         BOOL                     *pixelShaderConstantsF;
1480         BOOL                      vertexShader;
1481         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1482         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1483         BOOL                     *vertexShaderConstantsF;
1484         BOOL                      scissorRect;
1485 } SAVEDSTATES;
1486
1487 typedef struct {
1488     struct  list entry;
1489     DWORD   count;
1490     DWORD   idx[13];
1491 } constants_entry;
1492
1493 struct StageState {
1494     DWORD stage;
1495     DWORD state;
1496 };
1497
1498 struct IWineD3DStateBlockImpl
1499 {
1500     /* IUnknown fields */
1501     const IWineD3DStateBlockVtbl *lpVtbl;
1502     LONG                      ref;     /* Note: Ref counting not required */
1503
1504     /* IWineD3DStateBlock information */
1505     IUnknown                 *parent;
1506     IWineD3DDeviceImpl       *wineD3DDevice;
1507     WINED3DSTATEBLOCKTYPE     blockType;
1508
1509     /* Array indicating whether things have been set or changed */
1510     SAVEDSTATES               changed;
1511     struct list               set_vconstantsF;
1512     struct list               set_pconstantsF;
1513
1514     /* Drawing - Vertex Shader or FVF related */
1515     DWORD                     fvf;
1516     /* Vertex Shader Declaration */
1517     IWineD3DVertexDeclaration *vertexDecl;
1518
1519     IWineD3DVertexShader      *vertexShader;
1520
1521     /* Vertex Shader Constants */
1522     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1523     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1524     float                     *vertexShaderConstantF;
1525
1526     /* Stream Source */
1527     BOOL                      streamIsUP;
1528     UINT                      streamStride[MAX_STREAMS];
1529     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1530     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1531     UINT                      streamFreq[MAX_STREAMS + 1];
1532     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1533
1534     /* Indices */
1535     IWineD3DIndexBuffer*      pIndexData;
1536     INT                       baseVertexIndex;
1537     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1538
1539     /* Transform */
1540     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1541
1542     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1543 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1544 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1545     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1546     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1547
1548     /* Clipping */
1549     double                    clipplane[MAX_CLIPPLANES][4];
1550     WINED3DCLIPSTATUS         clip_status;
1551
1552     /* ViewPort */
1553     WINED3DVIEWPORT           viewport;
1554
1555     /* Material */
1556     WINED3DMATERIAL           material;
1557
1558     /* Pixel Shader */
1559     IWineD3DPixelShader      *pixelShader;
1560
1561     /* Pixel Shader Constants */
1562     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1563     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1564     float                     *pixelShaderConstantF;
1565
1566     /* RenderState */
1567     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1568
1569     /* Texture */
1570     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1571     int                       textureDimensions[MAX_COMBINED_SAMPLERS];
1572
1573     /* Texture State Stage */
1574     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1575     DWORD                     lowest_disabled_stage;
1576     /* Sampler States */
1577     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1578
1579     /* Current GLSL Shader Program */
1580     struct glsl_shader_prog_link *glsl_program;
1581
1582     /* Scissor test rectangle */
1583     RECT                      scissorRect;
1584
1585     /* Contained state management */
1586     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1587     unsigned int              num_contained_render_states;
1588     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1589     unsigned int              num_contained_transform_states;
1590     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1591     unsigned int              num_contained_vs_consts_i;
1592     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1593     unsigned int              num_contained_vs_consts_b;
1594     DWORD                     *contained_vs_consts_f;
1595     unsigned int              num_contained_vs_consts_f;
1596     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1597     unsigned int              num_contained_ps_consts_i;
1598     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1599     unsigned int              num_contained_ps_consts_b;
1600     DWORD                     *contained_ps_consts_f;
1601     unsigned int              num_contained_ps_consts_f;
1602     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1603     unsigned int              num_contained_tss_states;
1604     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1605     unsigned int              num_contained_sampler_states;
1606 };
1607
1608 extern void stateblock_savedstates_set(
1609     IWineD3DStateBlock* iface,
1610     SAVEDSTATES* states,
1611     BOOL value);
1612
1613 extern void stateblock_savedstates_copy(
1614     IWineD3DStateBlock* iface,
1615     SAVEDSTATES* dest,
1616     SAVEDSTATES* source);
1617
1618 extern void stateblock_copy(
1619     IWineD3DStateBlock* destination,
1620     IWineD3DStateBlock* source);
1621
1622 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1623
1624 /* Direct3D terminology with little modifications. We do not have an issued state
1625  * because only the driver knows about it, but we have a created state because d3d
1626  * allows GetData on a created issue, but opengl doesn't
1627  */
1628 enum query_state {
1629     QUERY_CREATED,
1630     QUERY_SIGNALLED,
1631     QUERY_BUILDING
1632 };
1633 /*****************************************************************************
1634  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1635  */
1636 typedef struct IWineD3DQueryImpl
1637 {
1638     const IWineD3DQueryVtbl  *lpVtbl;
1639     LONG                      ref;     /* Note: Ref counting not required */
1640     
1641     IUnknown                 *parent;
1642     /*TODO: replace with iface usage */
1643 #if 0
1644     IWineD3DDevice         *wineD3DDevice;
1645 #else
1646     IWineD3DDeviceImpl       *wineD3DDevice;
1647 #endif
1648
1649     /* IWineD3DQuery fields */
1650     enum query_state         state;
1651     WINED3DQUERYTYPE         type;
1652     /* TODO: Think about using a IUnknown instead of a void* */
1653     void                     *extendedData;
1654     
1655   
1656 } IWineD3DQueryImpl;
1657
1658 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1659 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1660 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1661
1662 /* Datastructures for IWineD3DQueryImpl.extendedData */
1663 typedef struct  WineQueryOcclusionData {
1664     GLuint  queryId;
1665     WineD3DContext *ctx;
1666 } WineQueryOcclusionData;
1667
1668 typedef struct  WineQueryEventData {
1669     GLuint  fenceId;
1670     WineD3DContext *ctx;
1671 } WineQueryEventData;
1672
1673 /*****************************************************************************
1674  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1675  */
1676
1677 typedef struct IWineD3DSwapChainImpl
1678 {
1679     /*IUnknown part*/
1680     const IWineD3DSwapChainVtbl *lpVtbl;
1681     LONG                      ref;     /* Note: Ref counting not required */
1682
1683     IUnknown                 *parent;
1684     IWineD3DDeviceImpl       *wineD3DDevice;
1685
1686     /* IWineD3DSwapChain fields */
1687     IWineD3DSurface         **backBuffer;
1688     IWineD3DSurface          *frontBuffer;
1689     BOOL                      wantsDepthStencilBuffer;
1690     WINED3DPRESENT_PARAMETERS presentParms;
1691     DWORD                     orig_width, orig_height;
1692     WINED3DFORMAT             orig_fmt;
1693
1694     long prev_time, frames;   /* Performance tracking */
1695     unsigned int vSyncCounter;
1696
1697     WineD3DContext        **context; /* Later a array for multithreading */
1698     unsigned int            num_contexts;
1699
1700     HWND                    win_handle;
1701 } IWineD3DSwapChainImpl;
1702
1703 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1704
1705 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1706
1707 /*****************************************************************************
1708  * Utility function prototypes 
1709  */
1710
1711 /* Trace routines */
1712 const char* debug_d3dformat(WINED3DFORMAT fmt);
1713 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1714 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1715 const char* debug_d3dusage(DWORD usage);
1716 const char* debug_d3dusagequery(DWORD usagequery);
1717 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1718 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1719 const char* debug_d3ddeclusage(BYTE usage);
1720 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1721 const char* debug_d3drenderstate(DWORD state);
1722 const char* debug_d3dsamplerstate(DWORD state);
1723 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1724 const char* debug_d3dtexturestate(DWORD state);
1725 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1726 const char* debug_d3dpool(WINED3DPOOL pool);
1727 const char *debug_fbostatus(GLenum status);
1728 const char *debug_glerror(GLenum error);
1729 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1730 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1731
1732 /* Routines for GL <-> D3D values */
1733 GLenum StencilOp(DWORD op);
1734 GLenum CompareFunc(DWORD func);
1735 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1736 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);
1737 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1738
1739 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1740 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1741
1742 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1743 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1744
1745 /* Math utils */
1746 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1747 unsigned int count_bits(unsigned int mask);
1748
1749 /*****************************************************************************
1750  * To enable calling of inherited functions, requires prototypes 
1751  *
1752  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1753  */
1754     /*** IUnknown methods ***/
1755     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1756     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1757     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1758     /*** IWineD3DResource methods ***/
1759     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1760     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1761     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1762     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1763     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1764     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1765     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1766     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1767     extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1768     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1769     /*** class static members ***/
1770     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1771
1772     /*** IUnknown methods ***/
1773     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1774     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1775     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1776     /*** IWineD3DResource methods ***/
1777     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1778     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1779     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1780     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1781     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1782     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1783     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1784     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1785     extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1786     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1787     /*** IWineD3DBaseTexture methods ***/
1788     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1789     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1790     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1791     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1792     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1793     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1794     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1795     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1796
1797     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1798     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1799     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1800     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1801     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1802     /*** class static members ***/
1803     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1804
1805 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1806
1807 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1808  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1809  * used if the user is using GLSL shaders. */
1810 struct glsl_shader_prog_link {
1811     struct list             vshader_entry;
1812     struct list             pshader_entry;
1813     GLhandleARB             programId;
1814     GLhandleARB             *vuniformF_locations;
1815     GLhandleARB             *puniformF_locations;
1816     GLhandleARB             vuniformI_locations[MAX_CONST_I];
1817     GLhandleARB             puniformI_locations[MAX_CONST_I];
1818     GLhandleARB             posFixup_location;
1819     GLhandleARB             bumpenvmat_location[MAX_TEXTURES];
1820     GLhandleARB             luminancescale_location[MAX_TEXTURES];
1821     GLhandleARB             luminanceoffset_location[MAX_TEXTURES];
1822     GLhandleARB             srgb_comparison_location;
1823     GLhandleARB             srgb_mul_low_location;
1824     GLhandleARB             ycorrection_location;
1825     GLhandleARB             vshader;
1826     GLhandleARB             pshader;
1827 };
1828
1829 typedef struct {
1830     GLhandleARB vshader;
1831     GLhandleARB pshader;
1832 } glsl_program_key_t;
1833
1834 /* TODO: Make this dynamic, based on shader limits ? */
1835 #define MAX_REG_ADDR 1
1836 #define MAX_REG_TEMP 32
1837 #define MAX_REG_TEXCRD 8
1838 #define MAX_REG_INPUT 12
1839 #define MAX_REG_OUTPUT 12
1840 #define MAX_CONST_I 16
1841 #define MAX_CONST_B 16
1842
1843 /* FIXME: This needs to go up to 2048 for
1844  * Shader model 3 according to msdn (and for software shaders) */
1845 #define MAX_LABELS 16
1846
1847 typedef struct semantic {
1848     DWORD usage;
1849     DWORD reg;
1850 } semantic;
1851
1852 typedef struct local_constant {
1853     struct list entry;
1854     unsigned int idx;
1855     DWORD value[4];
1856 } local_constant;
1857
1858 typedef struct shader_reg_maps {
1859
1860     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1861     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1862     char address[MAX_REG_ADDR];             /* vertex */
1863     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1864     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1865     char attributes[MAX_ATTRIBS];           /* vertex */
1866     char labels[MAX_LABELS];                /* pixel, vertex */
1867     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
1868
1869     /* Sampler usage tokens 
1870      * Use 0 as default (bit 31 is always 1 on a valid token) */
1871     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1872     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1873     char usesnrm, vpos, usesdsy;
1874     char usesrelconstF;
1875
1876     /* Whether or not loops are used in this shader, and nesting depth */
1877     unsigned loop_depth;
1878
1879     /* Whether or not this shader uses fog */
1880     char fog;
1881
1882 } shader_reg_maps;
1883
1884 /* Undocumented opcode controls */
1885 #define INST_CONTROLS_SHIFT 16
1886 #define INST_CONTROLS_MASK 0x00ff0000
1887
1888 typedef enum COMPARISON_TYPE {
1889     COMPARISON_GT = 1,
1890     COMPARISON_EQ = 2,
1891     COMPARISON_GE = 3,
1892     COMPARISON_LT = 4,
1893     COMPARISON_NE = 5,
1894     COMPARISON_LE = 6
1895 } COMPARISON_TYPE;
1896
1897 typedef struct SHADER_OPCODE {
1898     unsigned int  opcode;
1899     const char*   name;
1900     const char*   glname;
1901     char          dst_token;
1902     CONST UINT    num_params;
1903     SHADER_HANDLER hw_fct;
1904     SHADER_HANDLER hw_glsl_fct;
1905     DWORD         min_version;
1906     DWORD         max_version;
1907 } SHADER_OPCODE;
1908
1909 typedef struct SHADER_OPCODE_ARG {
1910     IWineD3DBaseShader* shader;
1911     shader_reg_maps* reg_maps;
1912     CONST SHADER_OPCODE* opcode;
1913     DWORD opcode_token;
1914     DWORD dst;
1915     DWORD dst_addr;
1916     DWORD predicate;
1917     DWORD src[4];
1918     DWORD src_addr[4];
1919     SHADER_BUFFER* buffer;
1920 } SHADER_OPCODE_ARG;
1921
1922 typedef struct SHADER_LIMITS {
1923     unsigned int temporary;
1924     unsigned int texcoord;
1925     unsigned int sampler;
1926     unsigned int constant_int;
1927     unsigned int constant_float;
1928     unsigned int constant_bool;
1929     unsigned int address;
1930     unsigned int packed_output;
1931     unsigned int packed_input;
1932     unsigned int attributes;
1933     unsigned int label;
1934 } SHADER_LIMITS;
1935
1936 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1937     maintain state information between multiple codes */
1938 typedef struct SHADER_PARSE_STATE {
1939     unsigned int current_row;
1940     DWORD texcoord_w[2];
1941 } SHADER_PARSE_STATE;
1942
1943 #ifdef __GNUC__
1944 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1945 #else
1946 #define PRINTF_ATTR(fmt,args)
1947 #endif
1948
1949 /* Base Shader utility functions. 
1950  * (may move callers into the same file in the future) */
1951 extern int shader_addline(
1952     SHADER_BUFFER* buffer,
1953     const char* fmt, ...) PRINTF_ATTR(2,3);
1954
1955 extern const SHADER_OPCODE* shader_get_opcode(
1956     IWineD3DBaseShader *iface, 
1957     const DWORD code);
1958
1959 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1960
1961 /* Vertex shader utility functions */
1962 extern BOOL vshader_get_input(
1963     IWineD3DVertexShader* iface,
1964     BYTE usage_req, BYTE usage_idx_req,
1965     unsigned int* regnum);
1966
1967 extern BOOL vshader_input_is_color(
1968     IWineD3DVertexShader* iface,
1969     unsigned int regnum);
1970
1971 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1972
1973 /* ARB_[vertex/fragment]_program helper functions */
1974 extern void shader_arb_load_constants(
1975     IWineD3DDevice* device,
1976     char usePixelShader,
1977     char useVertexShader);
1978
1979 /* ARB shader program Prototypes */
1980 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1981
1982 /* ARB pixel shader prototypes */
1983 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1984 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1985 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1986 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1987 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1988 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1989 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1990 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1991 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1992 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1993 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1994 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1995 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1996 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1997 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1998 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1999 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
2000 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
2001 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
2002 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
2003 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
2004 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
2005 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
2006
2007 /* ARB vertex / pixel shader common prototypes */
2008 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
2009 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
2010 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
2011
2012 /* ARB vertex shader prototypes */
2013 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2014 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
2015
2016 /* GLSL helper functions */
2017 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2018 extern void shader_glsl_load_constants(
2019     IWineD3DDevice* device,
2020     char usePixelShader,
2021     char useVertexShader);
2022
2023 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2024 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
2025 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
2026 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
2027 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
2028 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
2029 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
2030 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
2031 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
2032 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
2033 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
2034 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
2035 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
2036 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
2037 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
2038 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
2039 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
2040 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
2041 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
2042 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
2043 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
2044 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
2045 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
2046 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
2047 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
2048 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
2049 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
2050 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
2051 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
2052 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
2053 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
2054 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
2055 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
2056 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
2057 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
2058
2059 /** GLSL Pixel Shader Prototypes */
2060 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
2061 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
2062 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
2063 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
2064 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
2065 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
2066 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
2067 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
2068 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
2069 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2070 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2071 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2072 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2073 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2074 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2075 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2076 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2077 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2078 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2079 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2080 extern void pshader_glsl_input_pack(
2081    SHADER_BUFFER* buffer,
2082    semantic* semantics_out,
2083    IWineD3DPixelShader *iface);
2084
2085 /*****************************************************************************
2086  * IDirect3DBaseShader implementation structure
2087  */
2088 typedef struct IWineD3DBaseShaderClass
2089 {
2090     LONG                            ref;
2091     DWORD                           hex_version;
2092     SHADER_LIMITS                   limits;
2093     SHADER_PARSE_STATE              parse_state;
2094     CONST SHADER_OPCODE             *shader_ins;
2095     DWORD                          *function;
2096     UINT                            functionLength;
2097     GLuint                          prgId;
2098     BOOL                            is_compiled;
2099     UINT                            cur_loop_depth, cur_loop_regno;
2100     BOOL                            load_local_constsF;
2101
2102     /* Type of shader backend */
2103     int shader_mode;
2104
2105     /* Programs this shader is linked with */
2106     struct list linked_programs;
2107
2108     /* Immediate constants (override global ones) */
2109     struct list constantsB;
2110     struct list constantsF;
2111     struct list constantsI;
2112     shader_reg_maps reg_maps;
2113
2114     /* Pixel formats of sampled textures, for format conversion. This
2115      * represents the formats found during compilation, it is not initialized
2116      * on the first parser pass. It is needed to check if the shader
2117      * needs recompilation to adjust the format conversion
2118      */
2119     WINED3DFORMAT       sampled_format[MAX_COMBINED_SAMPLERS];
2120     UINT                sampled_samplers[MAX_COMBINED_SAMPLERS];
2121     UINT                num_sampled_samplers;
2122
2123     UINT recompile_count;
2124
2125     /* Pointer to the parent device */
2126     IWineD3DDevice *device;
2127     struct list     shader_list_entry;
2128
2129 } IWineD3DBaseShaderClass;
2130
2131 typedef struct IWineD3DBaseShaderImpl {
2132     /* IUnknown */
2133     const IWineD3DBaseShaderVtbl    *lpVtbl;
2134
2135     /* IWineD3DBaseShader */
2136     IWineD3DBaseShaderClass         baseShader;
2137 } IWineD3DBaseShaderImpl;
2138
2139 HRESULT  WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2140 ULONG  WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2141 ULONG  WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2142
2143 extern HRESULT shader_get_registers_used(
2144     IWineD3DBaseShader *iface,
2145     shader_reg_maps* reg_maps,
2146     semantic* semantics_in,
2147     semantic* semantics_out,
2148     CONST DWORD* pToken,
2149     IWineD3DStateBlockImpl *stateBlock);
2150
2151 extern void shader_generate_glsl_declarations(
2152     IWineD3DBaseShader *iface,
2153     shader_reg_maps* reg_maps,
2154     SHADER_BUFFER* buffer,
2155     WineD3D_GL_Info* gl_info);
2156
2157 extern void shader_generate_arb_declarations(
2158     IWineD3DBaseShader *iface,
2159     shader_reg_maps* reg_maps,
2160     SHADER_BUFFER* buffer,
2161     WineD3D_GL_Info* gl_info);
2162
2163 extern void shader_generate_main(
2164     IWineD3DBaseShader *iface,
2165     SHADER_BUFFER* buffer,
2166     shader_reg_maps* reg_maps,
2167     CONST DWORD* pFunction);
2168
2169 extern void shader_dump_ins_modifiers(
2170     const DWORD output);
2171
2172 extern void shader_dump_param(
2173     IWineD3DBaseShader *iface,
2174     const DWORD param,
2175     const DWORD addr_token,
2176     int input);
2177
2178 extern void shader_trace_init(
2179     IWineD3DBaseShader *iface,
2180     const DWORD* pFunction);
2181
2182 extern int shader_get_param(
2183     IWineD3DBaseShader* iface,
2184     const DWORD* pToken,
2185     DWORD* param,
2186     DWORD* addr_token);
2187
2188 extern int shader_skip_unrecognized(
2189     IWineD3DBaseShader* iface,
2190     const DWORD* pToken);
2191
2192 extern void print_glsl_info_log(
2193     WineD3D_GL_Info *gl_info,
2194     GLhandleARB obj);
2195
2196 static inline int shader_get_regtype(const DWORD param) {
2197     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2198             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2199 }
2200
2201 static inline int shader_get_writemask(const DWORD param) {
2202     return param & WINED3DSP_WRITEMASK_ALL;
2203 }
2204
2205 extern unsigned int shader_get_float_offset(const DWORD reg);
2206
2207 static inline BOOL shader_is_pshader_version(DWORD token) {
2208     return 0xFFFF0000 == (token & 0xFFFF0000);
2209 }
2210
2211 static inline BOOL shader_is_vshader_version(DWORD token) {
2212     return 0xFFFE0000 == (token & 0xFFFF0000);
2213 }
2214
2215 static inline BOOL shader_is_comment(DWORD token) {
2216     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2217 }
2218
2219 static inline BOOL shader_is_scalar(DWORD param) {
2220     DWORD reg_type = shader_get_regtype(param);
2221     DWORD reg_num;
2222
2223     switch (reg_type) {
2224         case WINED3DSPR_RASTOUT:
2225             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2226                 /* oFog & oPts */
2227                 return TRUE;
2228             }
2229             /* oPos */
2230             return FALSE;
2231
2232         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2233         case WINED3DSPR_CONSTBOOL:  /* b# */
2234         case WINED3DSPR_LOOP:       /* aL */
2235         case WINED3DSPR_PREDICATE:  /* p0 */
2236             return TRUE;
2237
2238         case WINED3DSPR_MISCTYPE:
2239             reg_num = param & WINED3DSP_REGNUM_MASK;
2240             switch(reg_num) {
2241                 case 0: /* vPos */
2242                     return FALSE;
2243                 case 1: /* vFace */
2244                     return TRUE;
2245                 default:
2246                     return FALSE;
2247             }
2248
2249         default:
2250             return FALSE;
2251     }
2252 }
2253
2254 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2255     local_constant* lconst;
2256
2257     if(This->baseShader.load_local_constsF) return FALSE;
2258     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2259         if(lconst->idx == reg) return TRUE;
2260     }
2261     return FALSE;
2262
2263 }
2264
2265 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2266  * so upload them above that
2267  */
2268 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2269 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2270
2271 /*****************************************************************************
2272  * IDirect3DVertexShader implementation structure
2273  */
2274 typedef struct IWineD3DVertexShaderImpl {
2275     /* IUnknown parts*/   
2276     const IWineD3DVertexShaderVtbl *lpVtbl;
2277
2278     /* IWineD3DBaseShader */
2279     IWineD3DBaseShaderClass     baseShader;
2280
2281     /* IWineD3DVertexShaderImpl */
2282     IUnknown                    *parent;
2283
2284     DWORD                       usage;
2285
2286     /* Vertex shader input and output semantics */
2287     semantic semantics_in [MAX_ATTRIBS];
2288     semantic semantics_out [MAX_REG_OUTPUT];
2289
2290     /* Ordered array of attributes that are swizzled */
2291     attrib_declaration          swizzled_attribs [MAX_ATTRIBS];
2292     UINT                        num_swizzled_attribs;
2293
2294     /* run time datas...  */
2295     VSHADERDATA                *data;
2296     UINT                       min_rel_offset, max_rel_offset;
2297     UINT                       rel_offset;
2298
2299     UINT                       recompile_count;
2300 #if 0 /* needs reworking */
2301     /* run time datas */
2302     VSHADERINPUTDATA input;
2303     VSHADEROUTPUTDATA output;
2304 #endif
2305 } IWineD3DVertexShaderImpl;
2306 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2307 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2308
2309 /*****************************************************************************
2310  * IDirect3DPixelShader implementation structure
2311  */
2312
2313 enum vertexprocessing_mode {
2314     fixedfunction,
2315     vertexshader,
2316     pretransformed
2317 };
2318
2319 struct stb_const_desc {
2320     char                    texunit;
2321     UINT                    const_num;
2322 };
2323
2324 typedef struct IWineD3DPixelShaderImpl {
2325     /* IUnknown parts */
2326     const IWineD3DPixelShaderVtbl *lpVtbl;
2327
2328     /* IWineD3DBaseShader */
2329     IWineD3DBaseShaderClass     baseShader;
2330
2331     /* IWineD3DPixelShaderImpl */
2332     IUnknown                   *parent;
2333
2334     /* Pixel shader input semantics */
2335     semantic semantics_in [MAX_REG_INPUT];
2336     DWORD                 input_reg_map[MAX_REG_INPUT];
2337     BOOL                  input_reg_used[MAX_REG_INPUT];
2338
2339     /* run time data */
2340     PSHADERDATA                *data;
2341
2342     /* Some information about the shader behavior */
2343     struct stb_const_desc       bumpenvmatconst[MAX_TEXTURES];
2344     char                        numbumpenvmatconsts;
2345     struct stb_const_desc       luminanceconst[MAX_TEXTURES];
2346     char                        srgb_enabled;
2347     char                        srgb_mode_hardcoded;
2348     UINT                        srgb_low_const;
2349     UINT                        srgb_cmp_const;
2350     char                        vpos_uniform;
2351     BOOL                        render_offscreen;
2352     UINT                        height;
2353     enum vertexprocessing_mode  vertexprocessing;
2354
2355 #if 0 /* needs reworking */
2356     PSHADERINPUTDATA input;
2357     PSHADEROUTPUTDATA output;
2358 #endif
2359 } IWineD3DPixelShaderImpl;
2360
2361 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2362 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2363
2364 /* sRGB correction constants */
2365 static const float srgb_cmp = 0.0031308;
2366 static const float srgb_mul_low = 12.92;
2367 static const float srgb_pow = 0.41666;
2368 static const float srgb_mul_high = 1.055;
2369 static const float srgb_sub_high = 0.055;
2370
2371 /*****************************************************************************
2372  * IWineD3DPalette implementation structure
2373  */
2374 struct IWineD3DPaletteImpl {
2375     /* IUnknown parts */
2376     const IWineD3DPaletteVtbl  *lpVtbl;
2377     LONG                       ref;
2378
2379     IUnknown                   *parent;
2380     IWineD3DDeviceImpl         *wineD3DDevice;
2381
2382     /* IWineD3DPalette */
2383     HPALETTE                   hpal;
2384     WORD                       palVersion;     /*|               */
2385     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2386     PALETTEENTRY               palents[256];   /*|               */
2387     /* This is to store the palette in 'screen format' */
2388     int                        screen_palents[256];
2389     DWORD                      Flags;
2390 };
2391
2392 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2393 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2394
2395 /* DirectDraw utility functions */
2396 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2397
2398 /*****************************************************************************
2399  * Pixel format management
2400  */
2401 typedef struct {
2402     WINED3DFORMAT           format;
2403     DWORD                   alphaMask, redMask, greenMask, blueMask;
2404     UINT                    bpp;
2405     short                   depthSize, stencilSize;
2406     BOOL                    isFourcc;
2407 } StaticPixelFormatDesc;
2408
2409 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2410         WineD3D_GL_Info *gl_info,
2411         const GlPixelFormatDesc **glDesc);
2412
2413 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2414     return (device->vs_selected_mode != SHADER_NONE
2415             && device->stateBlock->vertexShader
2416             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2417             && !device->strided_streams.u.s.position_transformed);
2418 }
2419
2420 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2421     return (device->ps_selected_mode != SHADER_NONE
2422             && device->stateBlock->pixelShader
2423             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2424 }
2425
2426 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2427         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2428 #endif