wined3d: Fix a field in the wined3d header.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
45
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
49
50 typedef struct {
51     void *key;
52     void *value;
53     unsigned int hash;
54     struct list entry;
55 } hash_table_entry_t;
56
57 typedef struct {
58     hash_function_t *hash_function;
59     compare_function_t *compare_function;
60     struct list *buckets;
61     unsigned int bucket_count;
62     hash_table_entry_t *entries;
63     unsigned int entry_count;
64     struct list free_entries;
65     unsigned int count;
66     unsigned int grow_size;
67     unsigned int shrink_size;
68 } hash_table_t;
69
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
75
76 /* Device caps */
77 #define MAX_PALETTES            256
78 #define MAX_STREAMS             16
79 #define MAX_TEXTURES            8
80 #define MAX_FRAGMENT_SAMPLERS   16
81 #define MAX_VERTEX_SAMPLERS     4
82 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS       8
84 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS              256
86
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
89
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R     35
92 #define NUM_SAVEDPIXELSTATES_T     18
93 #define NUM_SAVEDPIXELSTATES_S     12
94 #define NUM_SAVEDVERTEXSTATES_R    31
95 #define NUM_SAVEDVERTEXSTATES_T    2
96 #define NUM_SAVEDVERTEXSTATES_S    1
97
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
104
105 typedef enum _WINELOOKUP {
106     WINELOOKUP_WARPPARAM = 0,
107     WINELOOKUP_MAGFILTER = 1,
108     MAX_LOOKUPS          = 2
109 } WINELOOKUP;
110
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
114
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
116
117 typedef struct _WINED3DGLTYPE {
118     int         d3dType;
119     GLint       size;
120     GLenum      glType;
121     GLboolean   normalized;
122     int         typesize;
123 } WINED3DGLTYPE;
124
125 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
126 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
127                                   {WINED3DDECLTYPE_FLOAT1,    1, GL_FLOAT           , GL_FALSE ,sizeof(float)},
128                                   {WINED3DDECLTYPE_FLOAT2,    2, GL_FLOAT           , GL_FALSE ,sizeof(float)},
129                                   {WINED3DDECLTYPE_FLOAT3,    3, GL_FLOAT           , GL_FALSE ,sizeof(float)},
130                                   {WINED3DDECLTYPE_FLOAT4,    4, GL_FLOAT           , GL_FALSE ,sizeof(float)},
131                                   {WINED3DDECLTYPE_D3DCOLOR,  4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
132                                   {WINED3DDECLTYPE_UBYTE4,    4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
133                                   {WINED3DDECLTYPE_SHORT2,    2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
134                                   {WINED3DDECLTYPE_SHORT4,    4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
135                                   {WINED3DDECLTYPE_UBYTE4N,   4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
136                                   {WINED3DDECLTYPE_SHORT2N,   2, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
137                                   {WINED3DDECLTYPE_SHORT4N,   4, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
138                                   {WINED3DDECLTYPE_USHORT2N,  2, GL_UNSIGNED_SHORT  , GL_TRUE  ,sizeof(short int)},
139                                   {WINED3DDECLTYPE_USHORT4N,  4, GL_UNSIGNED_SHORT  , GL_TRUE  ,sizeof(short int)},
140                                   {WINED3DDECLTYPE_UDEC3,     3, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
141                                   {WINED3DDECLTYPE_DEC3N,     3, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
142                                   /* We should do an extension check for NV_HALF_FLOAT. However, without NV_HALF_FLOAT
143                                    * we won't be able to load the data at all, so at least for the moment it wouldn't
144                                    * gain us much. */
145                                   {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV   , GL_FALSE ,sizeof(GLhalfNV)},
146                                   {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV   , GL_FALSE ,sizeof(GLhalfNV)}};
147
148 #define WINED3D_ATR_TYPE(type)          glTypeLookup[type].d3dType
149 #define WINED3D_ATR_SIZE(type)          glTypeLookup[type].size
150 #define WINED3D_ATR_GLTYPE(type)        glTypeLookup[type].glType
151 #define WINED3D_ATR_NORMALIZED(type)    glTypeLookup[type].normalized
152 #define WINED3D_ATR_TYPESIZE(type)      glTypeLookup[type].typesize
153
154 /**
155  * Settings 
156  */
157 #define VS_NONE    0
158 #define VS_HW      1
159
160 #define PS_NONE    0
161 #define PS_HW      1
162
163 #define VBO_NONE   0
164 #define VBO_HW     1
165
166 #define NP2_NONE   0
167 #define NP2_REPACK 1
168 #define NP2_NATIVE 2
169
170 #define ORM_BACKBUFFER  0
171 #define ORM_PBUFFER     1
172 #define ORM_FBO         2
173
174 #define SHADER_ARB  1
175 #define SHADER_GLSL 2
176 #define SHADER_NONE 3
177
178 #define RTL_DISABLE   -1
179 #define RTL_AUTO       0
180 #define RTL_READDRAW   1
181 #define RTL_READTEX    2
182 #define RTL_TEXDRAW    3
183 #define RTL_TEXTEX     4
184
185 /* NOTE: When adding fields to this structure, make sure to update the default
186  * values in wined3d_main.c as well. */
187 typedef struct wined3d_settings_s {
188 /* vertex and pixel shader modes */
189   int vs_mode;
190   int ps_mode;
191   int vbo_mode;
192 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
193     we should use it.  However, until it's fully implemented, we'll leave it as a registry
194     setting for developers. */
195   BOOL glslRequested;
196   int offscreen_rendering_mode;
197   int rendertargetlock_mode;
198 /* Memory tracking and object counting */
199   unsigned int emulated_textureram;
200 } wined3d_settings_t;
201
202 extern wined3d_settings_t wined3d_settings;
203
204 /* Shader backends */
205
206 typedef struct {
207     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
208     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
209     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
210     void (*shader_cleanup)(IWineD3DDevice *iface);
211 } shader_backend_t;
212
213 extern const shader_backend_t glsl_shader_backend;
214 extern const shader_backend_t arb_program_shader_backend;
215 extern const shader_backend_t none_shader_backend;
216
217 /* X11 locking */
218
219 extern void (*wine_tsx11_lock_ptr)(void);
220 extern void (*wine_tsx11_unlock_ptr)(void);
221
222 /* As GLX relies on X, this is needed */
223 extern int num_lock;
224
225 #if 0
226 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
227 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
228 #else
229 #define ENTER_GL() wine_tsx11_lock_ptr()
230 #define LEAVE_GL() wine_tsx11_unlock_ptr()
231 #endif
232
233 /*****************************************************************************
234  * Defines
235  */
236
237 /* GL related defines */
238 /* ------------------ */
239 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
240 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
241 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
242 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
243
244 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
245 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
246 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
247 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
248
249 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
250 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
251 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
252 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
253
254 #define D3DCOLORTOGLFLOAT4(dw, vec) \
255   (vec)[0] = D3DCOLOR_R(dw); \
256   (vec)[1] = D3DCOLOR_G(dw); \
257   (vec)[2] = D3DCOLOR_B(dw); \
258   (vec)[3] = D3DCOLOR_A(dw);
259
260 /* DirectX Device Limits */
261 /* --------------------- */
262 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
263
264 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
265                             See MaxStreams in MSDN under GetDeviceCaps */
266                          /* Maximum number of constants provided to the shaders */
267 #define HIGHEST_TRANSFORMSTATE 512 
268                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
269 #define MAX_PALETTES      256
270
271 /* Checking of API calls */
272 /* --------------------- */
273 #define checkGLcall(A)                                          \
274 {                                                               \
275     GLint err = glGetError();                                   \
276     if (err == GL_NO_ERROR) {                                   \
277        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
278                                                                 \
279     } else do {                                                 \
280         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
281             debug_glerror(err), err, A, __FILE__, __LINE__);    \
282        err = glGetError();                                      \
283     } while (err != GL_NO_ERROR);                               \
284
285
286 /* Trace routines / diagnostics */
287 /* ---------------------------- */
288
289 /* Dump out a matrix and copy it */
290 #define conv_mat(mat,gl_mat)                                                                \
291 do {                                                                                        \
292     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
293     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
294     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
295     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
296     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
297 } while (0)
298
299 /* Macro to dump out the current state of the light chain */
300 #define DUMP_LIGHT_CHAIN()                    \
301 {                                             \
302   PLIGHTINFOEL *el = This->stateBlock->lights;\
303   while (el) {                                \
304     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
305     el = el->next;                            \
306   }                                           \
307 }
308
309 /* Trace vector and strided data information */
310 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
311 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
312         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);
313
314 /* Defines used for optimizations */
315
316 /*    Only reapply what is necessary */
317 #define REAPPLY_ALPHAOP  0x0001
318 #define REAPPLY_ALL      0xFFFF
319
320 /* Advance declaration of structures to satisfy compiler */
321 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
322 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
323 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
324 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
325
326 /* Tracking */
327
328 /* TODO: Move some of this to the device */
329 long globalChangeGlRam(long glram);
330
331 /* Memory and object tracking */
332
333 /*Structure for holding information on all direct3d objects
334 useful for making sure tracking is ok and when release is called on a device!
335 and probably quite handy for debugging and dumping states out
336 */
337 typedef struct WineD3DGlobalStatistics {
338     int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
339 } WineD3DGlobalStatistics;
340
341 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
342
343 /* Global variables */
344 extern const float identity[16];
345
346 /*****************************************************************************
347  * Compilable extra diagnostics
348  */
349
350 /* Trace information per-vertex: (extremely high amount of trace) */
351 #if 0 /* NOTE: Must be 0 in cvs */
352 # define VTRACE(A) TRACE A
353 #else 
354 # define VTRACE(A) 
355 #endif
356
357 /* Checking of per-vertex related GL calls */
358 /* --------------------- */
359 #define vcheckGLcall(A)                                         \
360 {                                                               \
361     GLint err = glGetError();                                   \
362     if (err == GL_NO_ERROR) {                                   \
363        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
364                                                                 \
365     } else do {                                                 \
366         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
367             debug_glerror(err), err, A, __FILE__, __LINE__);    \
368        err = glGetError();                                      \
369     } while (err != GL_NO_ERROR);                               \
370 }
371
372 /* TODO: Confirm each of these works when wined3d move completed */
373 #if 0 /* NOTE: Must be 0 in cvs */
374   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
375      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
376      is enabled, and if it doesn't exist it is disabled. */
377 # define FRAME_DEBUGGING
378   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
379       the file is deleted                                                                            */
380 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
381 #  define SINGLE_FRAME_DEBUGGING
382 # endif  
383   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
384      It can only be enabled when FRAME_DEBUGGING is also enabled                               
385      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
386      array is drawn.                                                                            */
387 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
388 #  define SHOW_FRAME_MAKEUP 1
389 # endif  
390   /* The following, when enabled, lets you see the makeup of the all the textures used during each
391      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
392      The contents of the textures assigned to each stage are written into 
393      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
394 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
395 #  define SHOW_TEXTURE_MAKEUP 0
396 # endif  
397 extern BOOL isOn;
398 extern BOOL isDumpingFrames;
399 extern LONG primCounter;
400 #endif
401
402 /*****************************************************************************
403  * Prototypes
404  */
405
406 /* Routine common to the draw primitive and draw indexed primitive routines */
407 void drawPrimitive(IWineD3DDevice *iface,
408                     int PrimitiveType,
409                     long NumPrimitives,
410                     /* for Indexed: */
411                     long  StartVertexIndex,
412                     UINT  numberOfVertices,
413                     long  StartIdx,
414                     short idxBytes,
415                     const void *idxData,
416                     int   minIndex);
417
418 void primitiveDeclarationConvertToStridedData(
419      IWineD3DDevice *iface,
420      BOOL useVertexShaderFunction,
421      WineDirect3DVertexStridedData *strided,
422      BOOL *fixup);
423
424 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
425
426 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface);
427
428 #define eps 1e-8
429
430 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
431     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
432
433 /* Routines and structures related to state management */
434 typedef struct WineD3DContext WineD3DContext;
435 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
436
437 #define STATE_RENDER(a) (a)
438 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
439
440 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
441 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
442
443 /* + 1 because samplers start with 0 */
444 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
445 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
446
447 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
448 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
449
450 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
451 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
452
453 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
454 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
455 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
456 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
457
458 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
459 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
460
461 #define STATE_VSHADER (STATE_VDECL + 1)
462 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
463
464 #define STATE_VIEWPORT (STATE_VSHADER + 1)
465 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
466
467 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
468 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
469 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
470 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
471
472 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
473 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
474
475 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
476 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
477
478 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
479 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
480
481 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
482
483 #define STATE_HIGHEST (STATE_MATERIAL)
484
485 struct StateEntry
486 {
487     DWORD           representative;
488     APPLYSTATEFUNC  apply;
489 };
490
491 /* Global state table */
492 extern const struct StateEntry StateTable[];
493
494 /* The new context manager that should deal with onscreen and offscreen rendering */
495 struct WineD3DContext {
496     /* State dirtification
497      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
498      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
499      * 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
500      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
501      */
502     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
503     DWORD                   numDirtyEntries;
504     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
505
506     IWineD3DSurface         *surface;
507     DWORD                   tid;    /* Thread ID which owns this context at the moment */
508
509     /* Stores some inforation about the context state for optimization */
510     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
511     BOOL                    last_was_pshader;
512     BOOL                    last_was_vshader;
513     BOOL                    last_was_foggy_shader;
514     BOOL                    namedArraysLoaded, numberedArraysLoaded;
515     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
516     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
517     unsigned char           num_untracked_materials;
518     GLenum                  untracked_materials[2];
519     BOOL                    last_was_blit, last_was_ckey;
520     char                    texShaderBumpMap;
521
522     /* The actual opengl context */
523     HGLRC                   glCtx;
524     HWND                    win_handle;
525     HDC                     hdc;
526     HPBUFFERARB             pbuffer;
527     BOOL                    isPBuffer;
528 };
529
530 typedef enum ContextUsage {
531     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
532     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfacs */
533     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
534     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
535 } ContextUsage;
536
537 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
538 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
539 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
540 void apply_fbo_state(IWineD3DDevice *iface);
541
542 /* Macros for doing basic GPU detection based on opengl capabilities */
543 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
544 #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])
545 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
546 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
547
548 /* Default callbacks for implicit object destruction */
549 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
550
551 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
552
553 /*****************************************************************************
554  * Internal representation of a light
555  */
556 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
557 struct PLIGHTINFOEL {
558     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
559     DWORD        OriginalIndex;
560     LONG         glIndex;
561     BOOL         changed;
562     BOOL         enabledChanged;
563
564     /* Converted parms to speed up swapping lights */
565     float                         lightPosn[4];
566     float                         lightDirn[4];
567     float                         exponent;
568     float                         cutoff;
569
570     struct list entry;
571 };
572
573 /* The default light parameters */
574 extern const WINED3DLIGHT WINED3D_default_light;
575
576 typedef struct WineD3D_PixelFormat
577 {
578     int iPixelFormat; /* WGL pixel format */
579     int redSize, greenSize, blueSize, alphaSize;
580     int depthSize, stencilSize;
581 } WineD3D_PixelFormat;
582
583 /* The adapter structure */
584 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
585 struct WineD3DAdapter
586 {
587     POINT                   monitorPoint;
588     WineD3D_GL_Info         gl_info;
589     const char              *driver;
590     const char              *description;
591     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
592     int                     nCfgs;
593     WineD3D_PixelFormat     *cfgs;
594 };
595
596 extern BOOL InitAdapters(void);
597 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
598
599 /*****************************************************************************
600  * High order patch management
601  */
602 struct WineD3DRectPatch
603 {
604     UINT                            Handle;
605     float                          *mem;
606     WineDirect3DVertexStridedData   strided;
607     WINED3DRECTPATCH_INFO           RectPatchInfo;
608     float                           numSegs[4];
609     char                            has_normals, has_texcoords;
610     struct list                     entry;
611 };
612
613 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
614
615 /*****************************************************************************
616  * IWineD3D implementation structure
617  */
618 typedef struct IWineD3DImpl
619 {
620     /* IUnknown fields */
621     const IWineD3DVtbl     *lpVtbl;
622     LONG                    ref;     /* Note: Ref counting not required */
623
624     /* WineD3D Information */
625     IUnknown               *parent;
626     UINT                    dxVersion;
627 } IWineD3DImpl;
628
629 extern const IWineD3DVtbl IWineD3D_Vtbl;
630
631 /* TODO: setup some flags in the registry to enable, disable pbuffer support
632 (since it will break quite a few things until contexts are managed properly!) */
633 extern BOOL pbuffer_support;
634 /* allocate one pbuffer per surface */
635 extern BOOL pbuffer_per_surface;
636
637 typedef struct ResourceList {
638     IWineD3DResource         *resource;
639     struct ResourceList      *next;
640 } ResourceList;
641
642 /* A helper function that dumps a resource list */
643 void dumpResources(ResourceList *resources);
644
645 /*****************************************************************************
646  * IWineD3DDevice implementation structure
647  */
648 struct IWineD3DDeviceImpl
649 {
650     /* IUnknown fields      */
651     const IWineD3DDeviceVtbl *lpVtbl;
652     LONG                    ref;     /* Note: Ref counting not required */
653
654     /* WineD3D Information  */
655     IUnknown               *parent;
656     IWineD3D               *wineD3D;
657     struct WineD3DAdapter  *adapter;
658
659     /* Window styles to restore when switching fullscreen mode */
660     LONG                    style;
661     LONG                    exStyle;
662
663     /* X and GL Information */
664     GLint                   maxConcurrentLights;
665     GLenum                  offscreenBuffer;
666
667     /* Selected capabilities */
668     int vs_selected_mode;
669     int ps_selected_mode;
670     const shader_backend_t *shader_backend;
671     hash_table_t *glsl_program_lookup;
672
673     /* To store */
674     BOOL                    view_ident;        /* true iff view matrix is identity                */
675     BOOL                    untransformed;
676     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
677     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
678
679     /* State block related */
680     BOOL                    isRecordingState;
681     IWineD3DStateBlockImpl *stateBlock;
682     IWineD3DStateBlockImpl *updateStateBlock;
683     BOOL                   isInDraw;
684
685     /* Internal use fields  */
686     WINED3DDEVICE_CREATION_PARAMETERS createParms;
687     UINT                            adapterNo;
688     WINED3DDEVTYPE                  devType;
689
690     IWineD3DSwapChain     **swapchains;
691     UINT                    NumberOfSwapChains;
692
693     ResourceList           *resources; /* a linked list to track resources created by the device */
694
695     /* Render Target Support */
696     IWineD3DSurface       **render_targets;
697     IWineD3DSurface        *depthStencilBuffer;
698     IWineD3DSurface       **fbo_color_attachments;
699     IWineD3DSurface        *fbo_depth_attachment;
700
701     IWineD3DSurface        *stencilBufferTarget;
702
703     /* Caches to avoid unneeded context changes */
704     IWineD3DSurface        *lastActiveRenderTarget;
705     IWineD3DSwapChain      *lastActiveSwapChain;
706
707     /* palettes texture management */
708     PALETTEENTRY            palettes[MAX_PALETTES][256];
709     UINT                    currentPalette;
710
711     /* For rendering to a texture using glCopyTexImage */
712     BOOL                    render_offscreen;
713     WINED3D_DEPTHCOPYSTATE  depth_copy_state;
714     GLuint                  fbo;
715     GLuint                  src_fbo;
716     GLuint                  dst_fbo;
717     GLenum                  *draw_buffers;
718
719     /* Cursor management */
720     BOOL                    bCursorVisible;
721     UINT                    xHotSpot;
722     UINT                    yHotSpot;
723     UINT                    xScreenSpace;
724     UINT                    yScreenSpace;
725     UINT                    cursorWidth, cursorHeight;
726     GLuint                  cursorTexture;
727     BOOL                    haveHardwareCursor;
728     HCURSOR                 hardwareCursor;
729
730     /* Textures for when no other textures are mapped */
731     UINT                          dummyTextureName[MAX_TEXTURES];
732
733     /* Debug stream management */
734     BOOL                     debug;
735
736     /* Device state management */
737     HRESULT                 state;
738     BOOL                    d3d_initialized;
739
740     /* A flag to check for proper BeginScene / EndScene call pairs */
741     BOOL inScene;
742
743     /* process vertex shaders using software or hardware */
744     BOOL softwareVertexProcessing;
745
746     /* DirectDraw stuff */
747     HWND ddraw_window;
748     IWineD3DSurface *ddraw_primary;
749     DWORD ddraw_width, ddraw_height;
750     WINED3DFORMAT ddraw_format;
751     BOOL ddraw_fullscreen;
752
753     /* Final position fixup constant */
754     float                       posFixup[4];
755
756     /* With register combiners we can skip junk texture stages */
757     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
758     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
759     BOOL                      fixed_function_usage_map[MAX_TEXTURES];
760
761     /* Stream source management */
762     WineDirect3DVertexStridedData strided_streams;
763     WineDirect3DVertexStridedData *up_strided;
764     BOOL                      useDrawStridedSlow;
765     BOOL                      instancedDraw;
766
767     /* Context management */
768     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
769     WineD3DContext          *activeContext;
770     DWORD                   lastThread;
771     UINT                    numContexts;
772     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
773     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
774
775     /* High level patch management */
776 #define PATCHMAP_SIZE 43
777 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
778     struct list             patches[PATCHMAP_SIZE];
779     struct WineD3DRectPatch *currentPatch;
780 };
781
782 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
783
784 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
785 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
786 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
787     DWORD idx = state >> 5;
788     BYTE shift = state & 0x1f;
789     return context->isStateDirty[idx] & (1 << shift);
790 }
791
792 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
793 typedef struct PrivateData
794 {
795     struct list entry;
796
797     GUID tag;
798     DWORD flags; /* DDSPD_* */
799     DWORD uniqueness_value;
800
801     union
802     {
803         LPVOID data;
804         LPUNKNOWN object;
805     } ptr;
806
807     DWORD size;
808 } PrivateData;
809
810 /*****************************************************************************
811  * IWineD3DResource implementation structure
812  */
813 typedef struct IWineD3DResourceClass
814 {
815     /* IUnknown fields */
816     LONG                    ref;     /* Note: Ref counting not required */
817
818     /* WineD3DResource Information */
819     IUnknown               *parent;
820     WINED3DRESOURCETYPE     resourceType;
821     IWineD3DDeviceImpl     *wineD3DDevice;
822     WINED3DPOOL             pool;
823     UINT                    size;
824     DWORD                   usage;
825     WINED3DFORMAT           format;
826     BYTE                   *allocatedMemory;
827     struct list             privateData;
828
829 } IWineD3DResourceClass;
830
831 typedef struct IWineD3DResourceImpl
832 {
833     /* IUnknown & WineD3DResource Information     */
834     const IWineD3DResourceVtbl *lpVtbl;
835     IWineD3DResourceClass   resource;
836 } IWineD3DResourceImpl;
837
838
839 /*****************************************************************************
840  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
841  */
842 typedef struct IWineD3DVertexBufferImpl
843 {
844     /* IUnknown & WineD3DResource Information     */
845     const IWineD3DVertexBufferVtbl *lpVtbl;
846     IWineD3DResourceClass     resource;
847
848     /* WineD3DVertexBuffer specifics */
849     DWORD                     fvf;
850
851     /* Vertex buffer object support */
852     GLuint                    vbo;
853     BYTE                      Flags;
854     LONG                      bindCount;
855
856     UINT                      dirtystart, dirtyend;
857     LONG                      lockcount;
858
859     LONG                      declChanges, draws;
860     /* Last description of the buffer */
861     WineDirect3DVertexStridedData strided;
862 } IWineD3DVertexBufferImpl;
863
864 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
865
866 #define VBFLAG_LOAD           0x01    /* Data is written from allocatedMemory to the VBO */
867 #define VBFLAG_OPTIMIZED      0x02    /* Optimize has been called for the VB */
868 #define VBFLAG_DIRTY          0x04    /* Buffer data has been modified */
869 #define VBFLAG_HASDESC        0x08    /* A vertex description has been found */
870 #define VBFLAG_VBOCREATEFAIL  0x10    /* An attempt to create a vbo has failed */
871
872 /*****************************************************************************
873  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
874  */
875 typedef struct IWineD3DIndexBufferImpl
876 {
877     /* IUnknown & WineD3DResource Information     */
878     const IWineD3DIndexBufferVtbl *lpVtbl;
879     IWineD3DResourceClass     resource;
880
881     GLuint                    vbo;
882     UINT                      dirtystart, dirtyend;
883     LONG                      lockcount;
884
885     /* WineD3DVertexBuffer specifics */
886 } IWineD3DIndexBufferImpl;
887
888 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
889
890 /*****************************************************************************
891  * IWineD3DBaseTexture D3D- > openGL state map lookups
892  */
893 #define WINED3DFUNC_NOTSUPPORTED  -2
894 #define WINED3DFUNC_UNIMPLEMENTED -1
895
896 typedef enum winetexturestates {
897     WINED3DTEXSTA_ADDRESSU       = 0,
898     WINED3DTEXSTA_ADDRESSV       = 1,
899     WINED3DTEXSTA_ADDRESSW       = 2,
900     WINED3DTEXSTA_BORDERCOLOR    = 3,
901     WINED3DTEXSTA_MAGFILTER      = 4,
902     WINED3DTEXSTA_MINFILTER      = 5,
903     WINED3DTEXSTA_MIPFILTER      = 6,
904     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
905     WINED3DTEXSTA_MAXANISOTROPY  = 8,
906     WINED3DTEXSTA_SRGBTEXTURE    = 9,
907     WINED3DTEXSTA_ELEMENTINDEX   = 10,
908     WINED3DTEXSTA_DMAPOFFSET     = 11,
909     WINED3DTEXSTA_TSSADDRESSW    = 12,
910     MAX_WINETEXTURESTATES        = 13,
911 } winetexturestates;
912
913 typedef struct Wined3dTextureStateMap {
914     CONST int state;
915     int function;
916 } Wined3dTextureStateMap;
917
918 /*****************************************************************************
919  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
920  */
921 typedef struct IWineD3DBaseTextureClass
922 {
923     UINT                    levels;
924     BOOL                    dirty;
925     UINT                    textureName;
926     UINT                    LOD;
927     WINED3DTEXTUREFILTERTYPE filterType;
928     DWORD                   states[MAX_WINETEXTURESTATES];
929     LONG                    bindCount;
930     DWORD                   sampler;
931     BOOL                    is_srgb;
932     UINT                    srgb_mode_change_count;
933 } IWineD3DBaseTextureClass;
934
935 typedef struct IWineD3DBaseTextureImpl
936 {
937     /* IUnknown & WineD3DResource Information     */
938     const IWineD3DBaseTextureVtbl *lpVtbl;
939     IWineD3DResourceClass     resource;
940     IWineD3DBaseTextureClass  baseTexture;
941
942 } IWineD3DBaseTextureImpl;
943
944 /*****************************************************************************
945  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
946  */
947 typedef struct IWineD3DTextureImpl
948 {
949     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
950     const IWineD3DTextureVtbl *lpVtbl;
951     IWineD3DResourceClass     resource;
952     IWineD3DBaseTextureClass  baseTexture;
953
954     /* IWineD3DTexture */
955     IWineD3DSurface          *surfaces[MAX_LEVELS];
956     
957     UINT                      width;
958     UINT                      height;
959     float                     pow2scalingFactorX;
960     float                     pow2scalingFactorY;
961
962 } IWineD3DTextureImpl;
963
964 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
965
966 /*****************************************************************************
967  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
968  */
969 typedef struct IWineD3DCubeTextureImpl
970 {
971     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
972     const IWineD3DCubeTextureVtbl *lpVtbl;
973     IWineD3DResourceClass     resource;
974     IWineD3DBaseTextureClass  baseTexture;
975
976     /* IWineD3DCubeTexture */
977     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
978
979     UINT                      edgeLength;
980     float                     pow2scalingFactor;
981
982 } IWineD3DCubeTextureImpl;
983
984 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
985
986 typedef struct _WINED3DVOLUMET_DESC
987 {
988     UINT                    Width;
989     UINT                    Height;
990     UINT                    Depth;
991 } WINED3DVOLUMET_DESC;
992
993 /*****************************************************************************
994  * IWineD3DVolume implementation structure (extends IUnknown)
995  */
996 typedef struct IWineD3DVolumeImpl
997 {
998     /* IUnknown & WineD3DResource fields */
999     const IWineD3DVolumeVtbl  *lpVtbl;
1000     IWineD3DResourceClass      resource;
1001
1002     /* WineD3DVolume Information */
1003     WINED3DVOLUMET_DESC      currentDesc;
1004     IWineD3DBase            *container;
1005     UINT                    bytesPerPixel;
1006
1007     BOOL                    lockable;
1008     BOOL                    locked;
1009     WINED3DBOX              lockedBox;
1010     WINED3DBOX              dirtyBox;
1011     BOOL                    dirty;
1012
1013
1014 } IWineD3DVolumeImpl;
1015
1016 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1017
1018 /*****************************************************************************
1019  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1020  */
1021 typedef struct IWineD3DVolumeTextureImpl
1022 {
1023     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1024     const IWineD3DVolumeTextureVtbl *lpVtbl;
1025     IWineD3DResourceClass     resource;
1026     IWineD3DBaseTextureClass  baseTexture;
1027
1028     /* IWineD3DVolumeTexture */
1029     IWineD3DVolume           *volumes[MAX_LEVELS];
1030
1031     UINT                      width;
1032     UINT                      height;
1033     UINT                      depth;
1034 } IWineD3DVolumeTextureImpl;
1035
1036 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1037
1038 typedef struct _WINED3DSURFACET_DESC
1039 {
1040     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1041     DWORD                   MultiSampleQuality;
1042     UINT                    Width;
1043     UINT                    Height;
1044 } WINED3DSURFACET_DESC;
1045
1046 /*****************************************************************************
1047  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1048  */
1049 typedef struct wineD3DSurface_DIB {
1050     HBITMAP DIBsection;
1051     void* bitmap_data;
1052     HGDIOBJ holdbitmap;
1053     BOOL client_memory;
1054 } wineD3DSurface_DIB;
1055
1056 typedef struct {
1057     struct list entry;
1058     GLuint id;
1059     UINT width;
1060     UINT height;
1061 } renderbuffer_entry_t;
1062
1063 /*****************************************************************************
1064  * IWineD3DClipp implementation structure
1065  */
1066 typedef struct IWineD3DClipperImpl
1067 {
1068     const IWineD3DClipperVtbl *lpVtbl;
1069     LONG ref;
1070
1071     IUnknown *Parent;
1072     HWND hWnd;
1073 } IWineD3DClipperImpl;
1074
1075
1076 /*****************************************************************************
1077  * IWineD3DSurface implementation structure
1078  */
1079 struct IWineD3DSurfaceImpl
1080 {
1081     /* IUnknown & IWineD3DResource Information     */
1082     const IWineD3DSurfaceVtbl *lpVtbl;
1083     IWineD3DResourceClass     resource;
1084
1085     /* IWineD3DSurface fields */
1086     IWineD3DBase              *container;
1087     WINED3DSURFACET_DESC      currentDesc;
1088     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1089     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1090
1091     UINT                      bytesPerPixel;
1092
1093     /* TODO: move this off into a management class(maybe!) */
1094     DWORD                      Flags;
1095
1096     UINT                      pow2Width;
1097     UINT                      pow2Height;
1098
1099     /* Oversized texture */
1100     RECT                      glRect;
1101
1102 #if 0
1103     /* precalculated x and y scalings for texture coords */
1104     float                     pow2scalingFactorX; /* =  (Width  / pow2Width ) */
1105     float                     pow2scalingFactorY; /* =  (Height / pow2Height) */
1106 #endif
1107
1108     RECT                      lockedRect;
1109     RECT                      dirtyRect;
1110     int                       lockCount;
1111 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1112
1113     glDescriptor              glDescription;
1114
1115     /* For GetDC */
1116     wineD3DSurface_DIB        dib;
1117     HDC                       hDC;
1118
1119     /* Color keys for DDraw */
1120     WINEDDCOLORKEY            DestBltCKey;
1121     WINEDDCOLORKEY            DestOverlayCKey;
1122     WINEDDCOLORKEY            SrcOverlayCKey;
1123     WINEDDCOLORKEY            SrcBltCKey;
1124     DWORD                     CKeyFlags;
1125
1126     WINEDDCOLORKEY            glCKey;
1127
1128     struct list               renderbuffers;
1129     renderbuffer_entry_t      *current_renderbuffer;
1130
1131     /* DirectDraw clippers */
1132     IWineD3DClipper           *clipper;
1133 };
1134
1135 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1136 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1137
1138 /* Predeclare the shared Surface functions */
1139 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1140 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
1141 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1142 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1143 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1144 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1145 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1146 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1147 DWORD   WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1148 DWORD   WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1149 void    WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1150 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
1151 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1152 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1153 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1154 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1155 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
1156 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
1157 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1158 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1159 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1160 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1161 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1162 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1163 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1164 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1165 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1166 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1167 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1168 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1169 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1170 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1171 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1172 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1173 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1174 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1175 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1176 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1177 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1178 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1179 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1180 HRESULT WINAPI IWineD3DSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1181 HRESULT WINAPI IWineD3DSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1182
1183 /* Surface flags: */
1184 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
1185 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
1186 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for getdc */
1187 #define SFLAG_LOCKABLE    0x00000008 /* Surface can be locked */
1188 #define SFLAG_DISCARD     0x00000010 /* ??? */
1189 #define SFLAG_LOCKED      0x00000020 /* Surface is locked atm */
1190 #define SFLAG_INTEXTURE   0x00000040 /* The GL texture contains the newest surface content */
1191 #define SFLAG_INDRAWABLE  0x00000080 /* The gl drawable contains the most up to date data */
1192 #define SFLAG_INSYSMEM    0x00000100 /* The system memory copy is most up to date */
1193 #define SFLAG_NONPOW2     0x00000200 /* Surface sizes are not a power of 2 */
1194 #define SFLAG_DYNLOCK     0x00000400 /* Surface is often locked by the app */
1195 #define SFLAG_DYNCHANGE   0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1196 #define SFLAG_DCINUSE     0x00001000 /* Set between GetDC and ReleaseDC calls */
1197 #define SFLAG_LOST        0x00002000 /* Surface lost flag for DDraw */
1198 #define SFLAG_USERPTR     0x00004000 /* The application allocated the memory for this surface */
1199 #define SFLAG_GLCKEY      0x00008000 /* The gl texture was created with a color key */
1200 #define SFLAG_CLIENT      0x00010000 /* GL_APPLE_client_storage is used on that texture */
1201 #define SFLAG_ALLOCATED   0x00020000 /* A gl texture is allocated for this surface */
1202
1203 /* In some conditions the surface memory must not be freed:
1204  * SFLAG_OVERSIZE: Not all data can be kept in GL
1205  * SFLAG_CONVERTED: Converting the data back would take too long
1206  * SFLAG_DIBSECTION: The dib code manages the memory
1207  * SFLAG_LOCKED: The app requires access to the surface data
1208  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1209  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1210  * SFLAG_CLIENT: OpenGL uses our memory as backup
1211  */
1212 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
1213                           SFLAG_CONVERTED  | \
1214                           SFLAG_DIBSECTION | \
1215                           SFLAG_LOCKED     | \
1216                           SFLAG_DYNLOCK    | \
1217                           SFLAG_DYNCHANGE  | \
1218                           SFLAG_USERPTR    | \
1219                           SFLAG_CLIENT)
1220
1221 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1222
1223 /*****************************************************************************
1224  * IWineD3DVertexDeclaration implementation structure
1225  */
1226 typedef struct IWineD3DVertexDeclarationImpl {
1227     /* IUnknown  Information */
1228     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1229     LONG                    ref;
1230
1231     IUnknown                *parent;
1232     IWineD3DDeviceImpl      *wineD3DDevice;
1233
1234     WINED3DVERTEXELEMENT    *pDeclarationWine;
1235     UINT                    declarationWNumElements;
1236
1237     DWORD                   streams[MAX_STREAMS];
1238     UINT                    num_streams;
1239     BOOL                    position_transformed;
1240 } IWineD3DVertexDeclarationImpl;
1241
1242 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1243
1244 /*****************************************************************************
1245  * IWineD3DStateBlock implementation structure
1246  */
1247
1248 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1249 /*   Note: Very long winded but gl Lists are not flexible enough */
1250 /*   to resolve everything we need, so doing it manually for now */
1251 typedef struct SAVEDSTATES {
1252         BOOL                      indices;
1253         BOOL                      material;
1254         BOOL                      fvf;
1255         BOOL                      streamSource[MAX_STREAMS];
1256         BOOL                      streamFreq[MAX_STREAMS];
1257         BOOL                      textures[MAX_COMBINED_SAMPLERS];
1258         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1259         BOOL                      viewport;
1260         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1261         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1262         BOOL                      samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1263         BOOL                      clipplane[MAX_CLIPPLANES];
1264         BOOL                      vertexDecl;
1265         BOOL                      pixelShader;
1266         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1267         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1268         BOOL                     *pixelShaderConstantsF;
1269         BOOL                      vertexShader;
1270         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1271         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1272         BOOL                     *vertexShaderConstantsF;
1273         BOOL                      scissorRect;
1274 } SAVEDSTATES;
1275
1276 typedef struct {
1277     struct  list entry;
1278     DWORD   count;
1279     DWORD   idx[13];
1280 } constants_entry;
1281
1282 struct StageState {
1283     DWORD stage;
1284     DWORD state;
1285 };
1286
1287 struct IWineD3DStateBlockImpl
1288 {
1289     /* IUnknown fields */
1290     const IWineD3DStateBlockVtbl *lpVtbl;
1291     LONG                      ref;     /* Note: Ref counting not required */
1292
1293     /* IWineD3DStateBlock information */
1294     IUnknown                 *parent;
1295     IWineD3DDeviceImpl       *wineD3DDevice;
1296     WINED3DSTATEBLOCKTYPE     blockType;
1297
1298     /* Array indicating whether things have been set or changed */
1299     SAVEDSTATES               changed;
1300     struct list               set_vconstantsF;
1301     struct list               set_pconstantsF;
1302
1303     /* Drawing - Vertex Shader or FVF related */
1304     DWORD                     fvf;
1305     /* Vertex Shader Declaration */
1306     IWineD3DVertexDeclaration *vertexDecl;
1307
1308     IWineD3DVertexShader      *vertexShader;
1309
1310     /* Vertex Shader Constants */
1311     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1312     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1313     float                     *vertexShaderConstantF;
1314
1315     /* Stream Source */
1316     BOOL                      streamIsUP;
1317     UINT                      streamStride[MAX_STREAMS];
1318     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1319     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1320     UINT                      streamFreq[MAX_STREAMS + 1];
1321     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1322
1323     /* Indices */
1324     IWineD3DIndexBuffer*      pIndexData;
1325     UINT                      baseVertexIndex;
1326     UINT                      loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1327
1328     /* Transform */
1329     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1330
1331     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1332 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1333 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1334     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1335     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1336
1337     /* Clipping */
1338     double                    clipplane[MAX_CLIPPLANES][4];
1339     WINED3DCLIPSTATUS         clip_status;
1340
1341     /* ViewPort */
1342     WINED3DVIEWPORT           viewport;
1343
1344     /* Material */
1345     WINED3DMATERIAL           material;
1346
1347     /* Pixel Shader */
1348     IWineD3DPixelShader      *pixelShader;
1349
1350     /* Pixel Shader Constants */
1351     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1352     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1353     float                     *pixelShaderConstantF;
1354
1355     /* RenderState */
1356     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1357
1358     /* Texture */
1359     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1360     int                       textureDimensions[MAX_COMBINED_SAMPLERS];
1361
1362     /* Texture State Stage */
1363     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1364     DWORD                     lowest_disabled_stage;
1365     /* Sampler States */
1366     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1367
1368     /* Current GLSL Shader Program */
1369     struct glsl_shader_prog_link *glsl_program;
1370
1371     /* Scissor test rectangle */
1372     RECT                      scissorRect;
1373
1374     /* Contained state management */
1375     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1376     unsigned int              num_contained_render_states;
1377     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1378     unsigned int              num_contained_transform_states;
1379     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1380     unsigned int              num_contained_vs_consts_i;
1381     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1382     unsigned int              num_contained_vs_consts_b;
1383     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1384     unsigned int              num_contained_ps_consts_i;
1385     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1386     unsigned int              num_contained_ps_consts_b;
1387     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1388     unsigned int              num_contained_tss_states;
1389 };
1390
1391 extern void stateblock_savedstates_set(
1392     IWineD3DStateBlock* iface,
1393     SAVEDSTATES* states,
1394     BOOL value);
1395
1396 extern void stateblock_savedstates_copy(
1397     IWineD3DStateBlock* iface,
1398     SAVEDSTATES* dest,
1399     SAVEDSTATES* source);
1400
1401 extern void stateblock_copy(
1402     IWineD3DStateBlock* destination,
1403     IWineD3DStateBlock* source);
1404
1405 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1406
1407 /*****************************************************************************
1408  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1409  */
1410 typedef struct IWineD3DQueryImpl
1411 {
1412     const IWineD3DQueryVtbl  *lpVtbl;
1413     LONG                      ref;     /* Note: Ref counting not required */
1414     
1415     IUnknown                 *parent;
1416     /*TODO: replace with iface usage */
1417 #if 0
1418     IWineD3DDevice         *wineD3DDevice;
1419 #else
1420     IWineD3DDeviceImpl       *wineD3DDevice;
1421 #endif
1422
1423     /* IWineD3DQuery fields */
1424     WINED3DQUERYTYPE         type;
1425     /* TODO: Think about using a IUnknown instead of a void* */
1426     void                     *extendedData;
1427     
1428   
1429 } IWineD3DQueryImpl;
1430
1431 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1432
1433 /* Datastructures for IWineD3DQueryImpl.extendedData */
1434 typedef struct  WineQueryOcclusionData {
1435     GLuint  queryId;
1436 } WineQueryOcclusionData;
1437
1438 typedef struct  WineQueryEventData {
1439     GLuint  fenceId;
1440 } WineQueryEventData;
1441
1442 /*****************************************************************************
1443  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1444  */
1445
1446 typedef struct IWineD3DSwapChainImpl
1447 {
1448     /*IUnknown part*/
1449     const IWineD3DSwapChainVtbl *lpVtbl;
1450     LONG                      ref;     /* Note: Ref counting not required */
1451
1452     IUnknown                 *parent;
1453     IWineD3DDeviceImpl       *wineD3DDevice;
1454
1455     /* IWineD3DSwapChain fields */
1456     IWineD3DSurface         **backBuffer;
1457     IWineD3DSurface          *frontBuffer;
1458     BOOL                      wantsDepthStencilBuffer;
1459     WINED3DPRESENT_PARAMETERS presentParms;
1460     DWORD                     orig_width, orig_height;
1461     WINED3DFORMAT             orig_fmt;
1462
1463     long prev_time, frames;   /* Performance tracking */
1464     unsigned int vSyncCounter;
1465
1466     WineD3DContext        **context; /* Later a array for multithreading */
1467     unsigned int            num_contexts;
1468
1469     HWND                    win_handle;
1470 } IWineD3DSwapChainImpl;
1471
1472 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1473
1474 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1475
1476 /*****************************************************************************
1477  * Utility function prototypes 
1478  */
1479
1480 /* Trace routines */
1481 const char* debug_d3dformat(WINED3DFORMAT fmt);
1482 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1483 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1484 const char* debug_d3dusage(DWORD usage);
1485 const char* debug_d3dusagequery(DWORD usagequery);
1486 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1487 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1488 const char* debug_d3ddeclusage(BYTE usage);
1489 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1490 const char* debug_d3drenderstate(DWORD state);
1491 const char* debug_d3dsamplerstate(DWORD state);
1492 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1493 const char* debug_d3dtexturestate(DWORD state);
1494 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1495 const char* debug_d3dpool(WINED3DPOOL pool);
1496 const char *debug_fbostatus(GLenum status);
1497 const char *debug_glerror(GLenum error);
1498 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1499 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1500
1501 /* Routines for GL <-> D3D values */
1502 GLenum StencilOp(DWORD op);
1503 GLenum CompareFunc(DWORD func);
1504 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1505 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1506 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1507
1508 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1509 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1510
1511 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1512 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1513
1514 /* Math utils */
1515 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1516
1517 /*****************************************************************************
1518  * To enable calling of inherited functions, requires prototypes 
1519  *
1520  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1521  */
1522     /*** IUnknown methods ***/
1523     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1524     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1525     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1526     /*** IWineD3DResource methods ***/
1527     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1528     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1529     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1530     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1531     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1532     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1533     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1534     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1535     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1536     /*** class static members ***/
1537     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1538
1539     /*** IUnknown methods ***/
1540     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1541     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1542     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1543     /*** IWineD3DResource methods ***/
1544     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1545     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1546     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1547     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1548     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1549     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1550     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1551     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1552     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1553     /*** IWineD3DBaseTexture methods ***/
1554     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1555     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1556     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1557     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1558     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1559     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1560     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1561     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1562
1563     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1564     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1565     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1566     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1567     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1568     /*** class static members ***/
1569     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1570
1571 struct SHADER_OPCODE_ARG;
1572 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1573
1574 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1575  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1576  * used if the user is using GLSL shaders. */
1577 struct glsl_shader_prog_link {
1578     struct list             vshader_entry;
1579     struct list             pshader_entry;
1580     GLhandleARB             programId;
1581     GLhandleARB             *vuniformF_locations;
1582     GLhandleARB             *puniformF_locations;
1583     GLhandleARB             vshader;
1584     GLhandleARB             pshader;
1585 };
1586
1587 typedef struct {
1588     GLhandleARB vshader;
1589     GLhandleARB pshader;
1590 } glsl_program_key_t;
1591
1592 /* TODO: Make this dynamic, based on shader limits ? */
1593 #define MAX_REG_ADDR 1
1594 #define MAX_REG_TEMP 32
1595 #define MAX_REG_TEXCRD 8
1596 #define MAX_REG_INPUT 12
1597 #define MAX_REG_OUTPUT 12
1598 #define MAX_ATTRIBS 16
1599 #define MAX_CONST_I 16
1600 #define MAX_CONST_B 16
1601
1602 /* FIXME: This needs to go up to 2048 for
1603  * Shader model 3 according to msdn (and for software shaders) */
1604 #define MAX_LABELS 16
1605
1606 typedef struct semantic {
1607     DWORD usage;
1608     DWORD reg;
1609 } semantic;
1610
1611 typedef struct local_constant {
1612     struct list entry;
1613     unsigned int idx;
1614     DWORD value[4];
1615 } local_constant;
1616
1617 typedef struct shader_reg_maps {
1618
1619     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1620     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1621     char address[MAX_REG_ADDR];             /* vertex */
1622     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1623     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1624     char attributes[MAX_ATTRIBS];           /* vertex */
1625     char labels[MAX_LABELS];                /* pixel, vertex */
1626
1627     /* Sampler usage tokens 
1628      * Use 0 as default (bit 31 is always 1 on a valid token) */
1629     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1630     char bumpmat;
1631
1632     /* Whether or not a loop is used in this shader */
1633     char loop;
1634
1635     /* Whether or not this shader uses fog */
1636     char fog;
1637
1638 } shader_reg_maps;
1639
1640 #define SHADER_PGMSIZE 65535
1641 typedef struct SHADER_BUFFER {
1642     char* buffer;
1643     unsigned int bsize;
1644     unsigned int lineNo;
1645     BOOL newline;
1646 } SHADER_BUFFER;
1647
1648 /* Undocumented opcode controls */
1649 #define INST_CONTROLS_SHIFT 16
1650 #define INST_CONTROLS_MASK 0x00ff0000
1651
1652 typedef enum COMPARISON_TYPE {
1653     COMPARISON_GT = 1,
1654     COMPARISON_EQ = 2,
1655     COMPARISON_GE = 3,
1656     COMPARISON_LT = 4,
1657     COMPARISON_NE = 5,
1658     COMPARISON_LE = 6
1659 } COMPARISON_TYPE;
1660
1661 typedef struct SHADER_OPCODE {
1662     unsigned int  opcode;
1663     const char*   name;
1664     const char*   glname;
1665     char          dst_token;
1666     CONST UINT    num_params;
1667     SHADER_HANDLER hw_fct;
1668     SHADER_HANDLER hw_glsl_fct;
1669     DWORD         min_version;
1670     DWORD         max_version;
1671 } SHADER_OPCODE;
1672
1673 typedef struct SHADER_OPCODE_ARG {
1674     IWineD3DBaseShader* shader;
1675     shader_reg_maps* reg_maps;
1676     CONST SHADER_OPCODE* opcode;
1677     DWORD opcode_token;
1678     DWORD dst;
1679     DWORD dst_addr;
1680     DWORD predicate;
1681     DWORD src[4];
1682     DWORD src_addr[4];
1683     SHADER_BUFFER* buffer;
1684 } SHADER_OPCODE_ARG;
1685
1686 typedef struct SHADER_LIMITS {
1687     unsigned int temporary;
1688     unsigned int texcoord;
1689     unsigned int sampler;
1690     unsigned int constant_int;
1691     unsigned int constant_float;
1692     unsigned int constant_bool;
1693     unsigned int address;
1694     unsigned int packed_output;
1695     unsigned int packed_input;
1696     unsigned int attributes;
1697     unsigned int label;
1698 } SHADER_LIMITS;
1699
1700 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1701     maintain state information between multiple codes */
1702 typedef struct SHADER_PARSE_STATE {
1703     unsigned int current_row;
1704     DWORD texcoord_w[2];
1705 } SHADER_PARSE_STATE;
1706
1707 /* Base Shader utility functions. 
1708  * (may move callers into the same file in the future) */
1709 extern int shader_addline(
1710     SHADER_BUFFER* buffer,
1711     const char* fmt, ...);
1712
1713 extern const SHADER_OPCODE* shader_get_opcode(
1714     IWineD3DBaseShader *iface, 
1715     const DWORD code);
1716
1717 extern void shader_delete_constant_list(
1718     struct list* clist);
1719
1720 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1721
1722 /* Vertex shader utility functions */
1723 extern BOOL vshader_get_input(
1724     IWineD3DVertexShader* iface,
1725     BYTE usage_req, BYTE usage_idx_req,
1726     unsigned int* regnum);
1727
1728 extern BOOL vshader_input_is_color(
1729     IWineD3DVertexShader* iface,
1730     unsigned int regnum);
1731
1732 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1733
1734 /* ARB_[vertex/fragment]_program helper functions */
1735 extern void shader_arb_load_constants(
1736     IWineD3DDevice* device,
1737     char usePixelShader,
1738     char useVertexShader);
1739
1740 /* ARB shader program Prototypes */
1741 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1742
1743 /* ARB pixel shader prototypes */
1744 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1745 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1746 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1747 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1748 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1749 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1750 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1751 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1752 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1753 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1754 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1755 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1756 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1757 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1758 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1759
1760 /* ARB vertex shader prototypes */
1761 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1762 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1763 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1764
1765 /* GLSL helper functions */
1766 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1767 extern void shader_glsl_load_constants(
1768     IWineD3DDevice* device,
1769     char usePixelShader,
1770     char useVertexShader);
1771
1772 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1773 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1774 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1775 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1776 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1777 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1778 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1779 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1780 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1781 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1782 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1783 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1784 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1785 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1786 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1787 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1788 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1789 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1790 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1791 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1792 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1793 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1794 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1795 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1796 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1797 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1798 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1799 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1800 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1801 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1802 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1803 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1804 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1805 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1806
1807 /** GLSL Pixel Shader Prototypes */
1808 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1809 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1810 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1811 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1812 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1813 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1814 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1815 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1816 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1817 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1818 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1819 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1820 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1821 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1822 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1823 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1824 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1825 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1826 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1827 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1828 extern void pshader_glsl_input_pack(
1829    SHADER_BUFFER* buffer,
1830    semantic* semantics_out);
1831
1832 /** GLSL Vertex Shader Prototypes */
1833 extern void vshader_glsl_output_unpack(
1834    SHADER_BUFFER* buffer,
1835    semantic* semantics_out);
1836
1837 /*****************************************************************************
1838  * IDirect3DBaseShader implementation structure
1839  */
1840 typedef struct IWineD3DBaseShaderClass
1841 {
1842     DWORD                           hex_version;
1843     SHADER_LIMITS                   limits;
1844     SHADER_PARSE_STATE              parse_state;
1845     CONST SHADER_OPCODE             *shader_ins;
1846     CONST DWORD                     *function;
1847     UINT                            functionLength;
1848     GLuint                          prgId;
1849     BOOL                            is_compiled;
1850
1851     /* Type of shader backend */
1852     int shader_mode;
1853
1854     /* Programs this shader is linked with */
1855     struct list linked_programs;
1856
1857     /* Immediate constants (override global ones) */
1858     struct list constantsB;
1859     struct list constantsF;
1860     struct list constantsI;
1861     shader_reg_maps reg_maps;
1862
1863     /* Pointer to the parent device */
1864     IWineD3DDevice *device;
1865
1866 } IWineD3DBaseShaderClass;
1867
1868 typedef struct IWineD3DBaseShaderImpl {
1869     /* IUnknown */
1870     const IWineD3DBaseShaderVtbl    *lpVtbl;
1871     LONG                            ref;
1872
1873     /* IWineD3DBaseShader */
1874     IWineD3DBaseShaderClass         baseShader;
1875 } IWineD3DBaseShaderImpl;
1876
1877 extern HRESULT shader_get_registers_used(
1878     IWineD3DBaseShader *iface,
1879     shader_reg_maps* reg_maps,
1880     semantic* semantics_in,
1881     semantic* semantics_out,
1882     CONST DWORD* pToken,
1883     IWineD3DStateBlockImpl *stateBlock);
1884
1885 extern void shader_generate_glsl_declarations(
1886     IWineD3DBaseShader *iface,
1887     shader_reg_maps* reg_maps,
1888     SHADER_BUFFER* buffer,
1889     WineD3D_GL_Info* gl_info);
1890
1891 extern void shader_generate_arb_declarations(
1892     IWineD3DBaseShader *iface,
1893     shader_reg_maps* reg_maps,
1894     SHADER_BUFFER* buffer,
1895     WineD3D_GL_Info* gl_info);
1896
1897 extern void shader_generate_main(
1898     IWineD3DBaseShader *iface,
1899     SHADER_BUFFER* buffer,
1900     shader_reg_maps* reg_maps,
1901     CONST DWORD* pFunction);
1902
1903 extern void shader_dump_ins_modifiers(
1904     const DWORD output);
1905
1906 extern void shader_dump_param(
1907     IWineD3DBaseShader *iface,
1908     const DWORD param,
1909     const DWORD addr_token,
1910     int input);
1911
1912 extern void shader_trace_init(
1913     IWineD3DBaseShader *iface,
1914     const DWORD* pFunction);
1915
1916 extern int shader_get_param(
1917     IWineD3DBaseShader* iface,
1918     const DWORD* pToken,
1919     DWORD* param,
1920     DWORD* addr_token);
1921
1922 extern int shader_skip_unrecognized(
1923     IWineD3DBaseShader* iface,
1924     const DWORD* pToken);
1925
1926 extern void print_glsl_info_log(
1927     WineD3D_GL_Info *gl_info,
1928     GLhandleARB obj);
1929
1930 static inline int shader_get_regtype(const DWORD param) {
1931     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1932             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1933 }
1934
1935 extern unsigned int shader_get_float_offset(const DWORD reg);
1936
1937 static inline BOOL shader_is_pshader_version(DWORD token) {
1938     return 0xFFFF0000 == (token & 0xFFFF0000);
1939 }
1940
1941 static inline BOOL shader_is_vshader_version(DWORD token) {
1942     return 0xFFFE0000 == (token & 0xFFFF0000);
1943 }
1944
1945 static inline BOOL shader_is_comment(DWORD token) {
1946     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1947 }
1948
1949 /* TODO: vFace (ps_3_0) */
1950 static inline BOOL shader_is_scalar(DWORD param) {
1951     DWORD reg_type = shader_get_regtype(param);
1952
1953     switch (reg_type) {
1954         case WINED3DSPR_RASTOUT:
1955             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
1956                 /* oFog & oPts */
1957                 return TRUE;
1958             }
1959             /* oPos */
1960             return FALSE;
1961
1962         case WINED3DSPR_DEPTHOUT:   /* oDepth */
1963         case WINED3DSPR_CONSTBOOL:  /* b# */
1964         case WINED3DSPR_LOOP:       /* aL */
1965         case WINED3DSPR_PREDICATE:  /* p0 */
1966             return TRUE;
1967
1968         default:
1969             return FALSE;
1970     }
1971 }
1972
1973 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1974  * so upload them above that
1975  */
1976 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1977 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1978
1979 /*****************************************************************************
1980  * IDirect3DVertexShader implementation structure
1981  */
1982 typedef struct IWineD3DVertexShaderImpl {
1983     /* IUnknown parts*/   
1984     const IWineD3DVertexShaderVtbl *lpVtbl;
1985     LONG                        ref;     /* Note: Ref counting not required */
1986
1987     /* IWineD3DBaseShader */
1988     IWineD3DBaseShaderClass     baseShader;
1989
1990     /* IWineD3DVertexShaderImpl */
1991     IUnknown                    *parent;
1992
1993     DWORD                       usage;
1994
1995     /* Vertex shader input and output semantics */
1996     semantic semantics_in [MAX_ATTRIBS];
1997     semantic semantics_out [MAX_REG_OUTPUT];
1998
1999     /* run time datas...  */
2000     VSHADERDATA                *data;
2001 #if 0 /* needs reworking */
2002     /* run time datas */
2003     VSHADERINPUTDATA input;
2004     VSHADEROUTPUTDATA output;
2005 #endif
2006 } IWineD3DVertexShaderImpl;
2007 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2008 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2009
2010 /*****************************************************************************
2011  * IDirect3DPixelShader implementation structure
2012  */
2013 typedef struct IWineD3DPixelShaderImpl {
2014     /* IUnknown parts */
2015     const IWineD3DPixelShaderVtbl *lpVtbl;
2016     LONG                        ref;     /* Note: Ref counting not required */
2017
2018     /* IWineD3DBaseShader */
2019     IWineD3DBaseShaderClass     baseShader;
2020
2021     /* IWineD3DPixelShaderImpl */
2022     IUnknown                   *parent;
2023
2024     /* Pixel shader input semantics */
2025     semantic semantics_in [MAX_REG_INPUT];
2026
2027     /* run time data */
2028     PSHADERDATA                *data;
2029
2030     /* Some information about the shader behavior */
2031     char                        needsbumpmat;
2032     UINT                        bumpenvmatconst;
2033
2034 #if 0 /* needs reworking */
2035     PSHADERINPUTDATA input;
2036     PSHADEROUTPUTDATA output;
2037 #endif
2038 } IWineD3DPixelShaderImpl;
2039
2040 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2041 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2042
2043 /*****************************************************************************
2044  * IWineD3DPalette implementation structure
2045  */
2046 struct IWineD3DPaletteImpl {
2047     /* IUnknown parts */
2048     const IWineD3DPaletteVtbl  *lpVtbl;
2049     LONG                       ref;
2050
2051     IUnknown                   *parent;
2052     IWineD3DDeviceImpl         *wineD3DDevice;
2053
2054     /* IWineD3DPalette */
2055     HPALETTE                   hpal;
2056     WORD                       palVersion;     /*|               */
2057     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2058     PALETTEENTRY               palents[256];   /*|               */
2059     /* This is to store the palette in 'screen format' */
2060     int                        screen_palents[256];
2061     DWORD                      Flags;
2062 };
2063
2064 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2065 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2066
2067 /* DirectDraw utility functions */
2068 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2069
2070 /*****************************************************************************
2071  * Pixel format management
2072  */
2073 typedef struct {
2074     WINED3DFORMAT           format;
2075     DWORD                   alphaMask, redMask, greenMask, blueMask;
2076     UINT                    bpp;
2077     short                   depthSize, stencilSize;
2078     BOOL                    isFourcc;
2079 } StaticPixelFormatDesc;
2080
2081 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2082         WineD3D_GL_Info *gl_info,
2083         const GlPixelFormatDesc **glDesc);
2084
2085 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2086     return (device->vs_selected_mode != SHADER_NONE
2087             && device->stateBlock->vertexShader
2088             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2089             && !device->strided_streams.u.s.position_transformed);
2090 }
2091
2092 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2093     return (device->ps_selected_mode != SHADER_NONE
2094             && device->stateBlock->pixelShader
2095             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2096 }
2097
2098 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2099         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2100
2101 #endif