wined3d: WINED3DTEXF_NONE only makes sense as a mip filter.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2002-2003, 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "objbase.h"
41 #include "wine/wined3d.h"
42 #include "wined3d_gl.h"
43 #include "wine/list.h"
44 #include "wine/rbtree.h"
45
46 /* Driver quirks */
47 #define WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT       0x00000001
48 #define WINED3D_QUIRK_SET_TEXCOORD_W            0x00000002
49 #define WINED3D_QUIRK_GLSL_CLIP_VARYING         0x00000004
50 #define WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA     0x00000008
51
52 /* Texture format fixups */
53
54 enum fixup_channel_source
55 {
56     CHANNEL_SOURCE_ZERO = 0,
57     CHANNEL_SOURCE_ONE = 1,
58     CHANNEL_SOURCE_X = 2,
59     CHANNEL_SOURCE_Y = 3,
60     CHANNEL_SOURCE_Z = 4,
61     CHANNEL_SOURCE_W = 5,
62     CHANNEL_SOURCE_YUV0 = 6,
63     CHANNEL_SOURCE_YUV1 = 7,
64 };
65
66 enum yuv_fixup
67 {
68     YUV_FIXUP_YUY2 = 0,
69     YUV_FIXUP_UYVY = 1,
70     YUV_FIXUP_YV12 = 2,
71 };
72
73 #include <pshpack2.h>
74 struct color_fixup_desc
75 {
76     unsigned x_sign_fixup : 1;
77     unsigned x_source : 3;
78     unsigned y_sign_fixup : 1;
79     unsigned y_source : 3;
80     unsigned z_sign_fixup : 1;
81     unsigned z_source : 3;
82     unsigned w_sign_fixup : 1;
83     unsigned w_source : 3;
84 };
85 #include <poppack.h>
86
87 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
88         {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
89
90 static inline struct color_fixup_desc create_color_fixup_desc(
91         int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
92         int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
93 {
94     struct color_fixup_desc fixup =
95     {
96         sign0, src0,
97         sign1, src1,
98         sign2, src2,
99         sign3, src3,
100     };
101     return fixup;
102 }
103
104 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
105 {
106     struct color_fixup_desc fixup =
107     {
108         0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
109         0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
110         0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
111         0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
112     };
113     return fixup;
114 }
115
116 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
117 {
118     return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
119 }
120
121 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
122 {
123     return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
124 }
125
126 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
127 {
128     enum yuv_fixup yuv_fixup = 0;
129     if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
130     if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
131     if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
132     if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
133     return yuv_fixup;
134 }
135
136 void *wined3d_rb_alloc(size_t size);
137 void *wined3d_rb_realloc(void *ptr, size_t size);
138 void wined3d_rb_free(void *ptr);
139
140 /* Device caps */
141 #define MAX_PALETTES            65536
142 #define MAX_STREAMS             16
143 #define MAX_TEXTURES            8
144 #define MAX_FRAGMENT_SAMPLERS   16
145 #define MAX_VERTEX_SAMPLERS     4
146 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
147 #define MAX_ACTIVE_LIGHTS       8
148 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
149
150 /* Used for CreateStateBlock */
151 #define NUM_SAVEDPIXELSTATES_R     35
152 #define NUM_SAVEDPIXELSTATES_T     18
153 #define NUM_SAVEDPIXELSTATES_S     12
154 #define NUM_SAVEDVERTEXSTATES_R    34
155 #define NUM_SAVEDVERTEXSTATES_T    2
156 #define NUM_SAVEDVERTEXSTATES_S    1
157
158 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
159 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
160 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
161 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
162 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
163 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
164
165 typedef enum _WINELOOKUP {
166     WINELOOKUP_WARPPARAM = 0,
167     MAX_LOOKUPS          = 1
168 } WINELOOKUP;
169
170 extern const int minLookup[MAX_LOOKUPS];
171 extern const int maxLookup[MAX_LOOKUPS];
172 extern DWORD *stateLookup[MAX_LOOKUPS];
173
174 struct min_lookup
175 {
176     GLenum mip[WINED3DTEXF_LINEAR + 1];
177 };
178
179 const struct min_lookup minMipLookup[WINED3DTEXF_LINEAR + 1];
180 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_LINEAR + 1];
181 const GLenum magLookup[WINED3DTEXF_LINEAR + 1];
182 const GLenum magLookup_noFilter[WINED3DTEXF_LINEAR + 1];
183
184 static inline GLenum wined3d_gl_mag_filter(const GLenum mag_lookup[], WINED3DTEXTUREFILTERTYPE mag_filter)
185 {
186     return mag_lookup[mag_filter];
187 }
188
189 static inline GLenum wined3d_gl_min_mip_filter(const struct min_lookup min_mip_lookup[],
190         WINED3DTEXTUREFILTERTYPE min_filter, WINED3DTEXTUREFILTERTYPE mip_filter)
191 {
192     return min_mip_lookup[min_filter].mip[mip_filter];
193 }
194
195 /* float_16_to_32() and float_32_to_16() (see implementation in
196  * surface_base.c) convert 16 bit floats in the FLOAT16 data type
197  * to standard C floats and vice versa. They do not depend on the encoding
198  * of the C float, so they are platform independent, but slow. On x86 and
199  * other IEEE 754 compliant platforms the conversion can be accelerated by
200  * bit shifting the exponent and mantissa. There are also some SSE-based
201  * assembly routines out there.
202  *
203  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
204  */
205 static inline float float_16_to_32(const unsigned short *in) {
206     const unsigned short s = ((*in) & 0x8000);
207     const unsigned short e = ((*in) & 0x7C00) >> 10;
208     const unsigned short m = (*in) & 0x3FF;
209     const float sgn = (s ? -1.0f : 1.0f);
210
211     if(e == 0) {
212         if(m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
213         else return sgn * pow(2, -14.0f) * ((float)m / 1024.0f);
214     } else if(e < 31) {
215         return sgn * pow(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f));
216     } else {
217         if(m == 0) return sgn / 0.0f; /* +INF / -INF */
218         else return 0.0f / 0.0f; /* NAN */
219     }
220 }
221
222 static inline float float_24_to_32(DWORD in)
223 {
224     const float sgn = in & 0x800000 ? -1.0f : 1.0f;
225     const unsigned short e = (in & 0x780000) >> 19;
226     const unsigned short m = in & 0x7ffff;
227
228     if (e == 0)
229     {
230         if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */
231         else return sgn * pow(2, -6.0f) * ((float)m / 524288.0f);
232     }
233     else if (e < 15)
234     {
235         return sgn * pow(2, (float)e - 7.0f) * (1.0f + ((float)m / 524288.0f));
236     }
237     else
238     {
239         if (m == 0) return sgn / 0.0f; /* +INF / -INF */
240         else return 0.0f / 0.0f; /* NAN */
241     }
242 }
243
244 /**
245  * Settings 
246  */
247 #define VS_NONE    0
248 #define VS_HW      1
249
250 #define PS_NONE    0
251 #define PS_HW      1
252
253 #define VBO_NONE   0
254 #define VBO_HW     1
255
256 #define NP2_NONE   0
257 #define NP2_REPACK 1
258 #define NP2_NATIVE 2
259
260 #define ORM_BACKBUFFER  0
261 #define ORM_PBUFFER     1
262 #define ORM_FBO         2
263
264 #define SHADER_ARB  1
265 #define SHADER_GLSL 2
266 #define SHADER_ATI  3
267 #define SHADER_NONE 4
268
269 #define RTL_DISABLE   -1
270 #define RTL_AUTO       0
271 #define RTL_READDRAW   1
272 #define RTL_READTEX    2
273 #define RTL_TEXDRAW    3
274 #define RTL_TEXTEX     4
275
276 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
277 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
278
279 /* NOTE: When adding fields to this structure, make sure to update the default
280  * values in wined3d_main.c as well. */
281 typedef struct wined3d_settings_s {
282 /* vertex and pixel shader modes */
283   int vs_mode;
284   int ps_mode;
285   int vbo_mode;
286 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
287     we should use it.  However, until it's fully implemented, we'll leave it as a registry
288     setting for developers. */
289   BOOL glslRequested;
290   int offscreen_rendering_mode;
291   int rendertargetlock_mode;
292   unsigned short pci_vendor_id;
293   unsigned short pci_device_id;
294 /* Memory tracking and object counting */
295   unsigned int emulated_textureram;
296   char *logo;
297   int allow_multisampling;
298 } wined3d_settings_t;
299
300 extern wined3d_settings_t wined3d_settings;
301
302 typedef enum _WINED3DSAMPLER_TEXTURE_TYPE
303 {
304     WINED3DSTT_UNKNOWN = 0,
305     WINED3DSTT_1D = 1,
306     WINED3DSTT_2D = 2,
307     WINED3DSTT_CUBE = 3,
308     WINED3DSTT_VOLUME = 4,
309 } WINED3DSAMPLER_TEXTURE_TYPE;
310
311 typedef enum _WINED3DSHADER_PARAM_REGISTER_TYPE
312 {
313     WINED3DSPR_TEMP = 0,
314     WINED3DSPR_INPUT = 1,
315     WINED3DSPR_CONST = 2,
316     WINED3DSPR_ADDR = 3,
317     WINED3DSPR_TEXTURE = 3,
318     WINED3DSPR_RASTOUT = 4,
319     WINED3DSPR_ATTROUT = 5,
320     WINED3DSPR_TEXCRDOUT = 6,
321     WINED3DSPR_OUTPUT = 6,
322     WINED3DSPR_CONSTINT = 7,
323     WINED3DSPR_COLOROUT = 8,
324     WINED3DSPR_DEPTHOUT = 9,
325     WINED3DSPR_SAMPLER = 10,
326     WINED3DSPR_CONST2 = 11,
327     WINED3DSPR_CONST3 = 12,
328     WINED3DSPR_CONST4 = 13,
329     WINED3DSPR_CONSTBOOL = 14,
330     WINED3DSPR_LOOP = 15,
331     WINED3DSPR_TEMPFLOAT16 = 16,
332     WINED3DSPR_MISCTYPE = 17,
333     WINED3DSPR_LABEL = 18,
334     WINED3DSPR_PREDICATE = 19,
335     WINED3DSPR_IMMCONST,
336     WINED3DSPR_CONSTBUFFER,
337 } WINED3DSHADER_PARAM_REGISTER_TYPE;
338
339 enum wined3d_immconst_type
340 {
341     WINED3D_IMMCONST_FLOAT,
342     WINED3D_IMMCONST_FLOAT4,
343 };
344
345 typedef enum _WINED3DVS_RASTOUT_OFFSETS
346 {
347     WINED3DSRO_POSITION = 0,
348     WINED3DSRO_FOG = 1,
349     WINED3DSRO_POINT_SIZE = 2,
350 } WINED3DVS_RASTOUT_OFFSETS;
351
352 #define WINED3DSP_NOSWIZZLE (0 | (1 << 2) | (2 << 4) | (3 << 6))
353
354 typedef enum _WINED3DSHADER_PARAM_SRCMOD_TYPE
355 {
356     WINED3DSPSM_NONE = 0,
357     WINED3DSPSM_NEG = 1,
358     WINED3DSPSM_BIAS = 2,
359     WINED3DSPSM_BIASNEG = 3,
360     WINED3DSPSM_SIGN = 4,
361     WINED3DSPSM_SIGNNEG = 5,
362     WINED3DSPSM_COMP = 6,
363     WINED3DSPSM_X2 = 7,
364     WINED3DSPSM_X2NEG = 8,
365     WINED3DSPSM_DZ = 9,
366     WINED3DSPSM_DW = 10,
367     WINED3DSPSM_ABS = 11,
368     WINED3DSPSM_ABSNEG = 12,
369     WINED3DSPSM_NOT = 13,
370 } WINED3DSHADER_PARAM_SRCMOD_TYPE;
371
372 #define WINED3DSP_WRITEMASK_0   0x1 /* .x r */
373 #define WINED3DSP_WRITEMASK_1   0x2 /* .y g */
374 #define WINED3DSP_WRITEMASK_2   0x4 /* .z b */
375 #define WINED3DSP_WRITEMASK_3   0x8 /* .w a */
376 #define WINED3DSP_WRITEMASK_ALL 0xf /* all */
377
378 typedef enum _WINED3DSHADER_PARAM_DSTMOD_TYPE
379 {
380     WINED3DSPDM_NONE = 0,
381     WINED3DSPDM_SATURATE = 1,
382     WINED3DSPDM_PARTIALPRECISION = 2,
383     WINED3DSPDM_MSAMPCENTROID = 4,
384 } WINED3DSHADER_PARAM_DSTMOD_TYPE;
385
386 typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE
387 {
388     WINED3DSIO_NOP = 0,
389     WINED3DSIO_MOV = 1,
390     WINED3DSIO_ADD = 2,
391     WINED3DSIO_SUB = 3,
392     WINED3DSIO_MAD = 4,
393     WINED3DSIO_MUL = 5,
394     WINED3DSIO_RCP = 6,
395     WINED3DSIO_RSQ = 7,
396     WINED3DSIO_DP3 = 8,
397     WINED3DSIO_DP4 = 9,
398     WINED3DSIO_MIN = 10,
399     WINED3DSIO_MAX = 11,
400     WINED3DSIO_SLT = 12,
401     WINED3DSIO_SGE = 13,
402     WINED3DSIO_EXP = 14,
403     WINED3DSIO_LOG = 15,
404     WINED3DSIO_LIT = 16,
405     WINED3DSIO_DST = 17,
406     WINED3DSIO_LRP = 18,
407     WINED3DSIO_FRC = 19,
408     WINED3DSIO_M4x4 = 20,
409     WINED3DSIO_M4x3 = 21,
410     WINED3DSIO_M3x4 = 22,
411     WINED3DSIO_M3x3 = 23,
412     WINED3DSIO_M3x2 = 24,
413     WINED3DSIO_CALL = 25,
414     WINED3DSIO_CALLNZ = 26,
415     WINED3DSIO_LOOP = 27,
416     WINED3DSIO_RET = 28,
417     WINED3DSIO_ENDLOOP = 29,
418     WINED3DSIO_LABEL = 30,
419     WINED3DSIO_DCL = 31,
420     WINED3DSIO_POW = 32,
421     WINED3DSIO_CRS = 33,
422     WINED3DSIO_SGN = 34,
423     WINED3DSIO_ABS = 35,
424     WINED3DSIO_NRM = 36,
425     WINED3DSIO_SINCOS = 37,
426     WINED3DSIO_REP = 38,
427     WINED3DSIO_ENDREP = 39,
428     WINED3DSIO_IF = 40,
429     WINED3DSIO_IFC = 41,
430     WINED3DSIO_ELSE = 42,
431     WINED3DSIO_ENDIF = 43,
432     WINED3DSIO_BREAK = 44,
433     WINED3DSIO_BREAKC = 45,
434     WINED3DSIO_MOVA = 46,
435     WINED3DSIO_DEFB = 47,
436     WINED3DSIO_DEFI = 48,
437
438     WINED3DSIO_TEXCOORD = 64,
439     WINED3DSIO_TEXKILL = 65,
440     WINED3DSIO_TEX = 66,
441     WINED3DSIO_TEXBEM = 67,
442     WINED3DSIO_TEXBEML = 68,
443     WINED3DSIO_TEXREG2AR = 69,
444     WINED3DSIO_TEXREG2GB = 70,
445     WINED3DSIO_TEXM3x2PAD = 71,
446     WINED3DSIO_TEXM3x2TEX = 72,
447     WINED3DSIO_TEXM3x3PAD = 73,
448     WINED3DSIO_TEXM3x3TEX = 74,
449     WINED3DSIO_TEXM3x3DIFF = 75,
450     WINED3DSIO_TEXM3x3SPEC = 76,
451     WINED3DSIO_TEXM3x3VSPEC = 77,
452     WINED3DSIO_EXPP = 78,
453     WINED3DSIO_LOGP = 79,
454     WINED3DSIO_CND = 80,
455     WINED3DSIO_DEF = 81,
456     WINED3DSIO_TEXREG2RGB = 82,
457     WINED3DSIO_TEXDP3TEX = 83,
458     WINED3DSIO_TEXM3x2DEPTH = 84,
459     WINED3DSIO_TEXDP3 = 85,
460     WINED3DSIO_TEXM3x3 = 86,
461     WINED3DSIO_TEXDEPTH = 87,
462     WINED3DSIO_CMP = 88,
463     WINED3DSIO_BEM = 89,
464     WINED3DSIO_DP2ADD = 90,
465     WINED3DSIO_DSX = 91,
466     WINED3DSIO_DSY = 92,
467     WINED3DSIO_TEXLDD = 93,
468     WINED3DSIO_SETP = 94,
469     WINED3DSIO_TEXLDL = 95,
470     WINED3DSIO_BREAKP = 96,
471
472     WINED3DSIO_PHASE = 0xfffd,
473     WINED3DSIO_COMMENT = 0xfffe,
474     WINED3DSIO_END = 0Xffff,
475 } WINED3DSHADER_INSTRUCTION_OPCODE_TYPE;
476
477 /* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
478 #define WINED3DSI_TEXLD_PROJECT 1
479 #define WINED3DSI_TEXLD_BIAS    2
480
481 typedef enum COMPARISON_TYPE
482 {
483     COMPARISON_GT = 1,
484     COMPARISON_EQ = 2,
485     COMPARISON_GE = 3,
486     COMPARISON_LT = 4,
487     COMPARISON_NE = 5,
488     COMPARISON_LE = 6,
489 } COMPARISON_TYPE;
490
491 #define WINED3D_SM1_VS  0xfffe
492 #define WINED3D_SM1_PS  0xffff
493 #define WINED3D_SM4_PS  0x0000
494 #define WINED3D_SM4_VS  0x0001
495 #define WINED3D_SM4_GS  0x0002
496
497 /* Shader version tokens, and shader end tokens */
498 #define WINED3DPS_VERSION(major, minor) ((WINED3D_SM1_PS << 16) | ((major) << 8) | (minor))
499 #define WINED3DVS_VERSION(major, minor) ((WINED3D_SM1_VS << 16) | ((major) << 8) | (minor))
500
501 /* Shader backends */
502
503 /* TODO: Make this dynamic, based on shader limits ? */
504 #define MAX_ATTRIBS 16
505 #define MAX_REG_ADDR 1
506 #define MAX_REG_TEMP 32
507 #define MAX_REG_TEXCRD 8
508 #define MAX_REG_INPUT 12
509 #define MAX_REG_OUTPUT 12
510 #define MAX_CONST_I 16
511 #define MAX_CONST_B 16
512
513 /* FIXME: This needs to go up to 2048 for
514  * Shader model 3 according to msdn (and for software shaders) */
515 #define MAX_LABELS 16
516
517 #define SHADER_PGMSIZE 65535
518
519 struct wined3d_shader_buffer
520 {
521     char *buffer;
522     unsigned int bsize;
523     unsigned int lineNo;
524     BOOL newline;
525 };
526
527 enum WINED3D_SHADER_INSTRUCTION_HANDLER
528 {
529     WINED3DSIH_ABS,
530     WINED3DSIH_ADD,
531     WINED3DSIH_BEM,
532     WINED3DSIH_BREAK,
533     WINED3DSIH_BREAKC,
534     WINED3DSIH_BREAKP,
535     WINED3DSIH_CALL,
536     WINED3DSIH_CALLNZ,
537     WINED3DSIH_CMP,
538     WINED3DSIH_CND,
539     WINED3DSIH_CRS,
540     WINED3DSIH_DCL,
541     WINED3DSIH_DEF,
542     WINED3DSIH_DEFB,
543     WINED3DSIH_DEFI,
544     WINED3DSIH_DP2ADD,
545     WINED3DSIH_DP3,
546     WINED3DSIH_DP4,
547     WINED3DSIH_DST,
548     WINED3DSIH_DSX,
549     WINED3DSIH_DSY,
550     WINED3DSIH_ELSE,
551     WINED3DSIH_ENDIF,
552     WINED3DSIH_ENDLOOP,
553     WINED3DSIH_ENDREP,
554     WINED3DSIH_EXP,
555     WINED3DSIH_EXPP,
556     WINED3DSIH_FRC,
557     WINED3DSIH_IF,
558     WINED3DSIH_IFC,
559     WINED3DSIH_LABEL,
560     WINED3DSIH_LIT,
561     WINED3DSIH_LOG,
562     WINED3DSIH_LOGP,
563     WINED3DSIH_LOOP,
564     WINED3DSIH_LRP,
565     WINED3DSIH_M3x2,
566     WINED3DSIH_M3x3,
567     WINED3DSIH_M3x4,
568     WINED3DSIH_M4x3,
569     WINED3DSIH_M4x4,
570     WINED3DSIH_MAD,
571     WINED3DSIH_MAX,
572     WINED3DSIH_MIN,
573     WINED3DSIH_MOV,
574     WINED3DSIH_MOVA,
575     WINED3DSIH_MUL,
576     WINED3DSIH_NOP,
577     WINED3DSIH_NRM,
578     WINED3DSIH_PHASE,
579     WINED3DSIH_POW,
580     WINED3DSIH_RCP,
581     WINED3DSIH_REP,
582     WINED3DSIH_RET,
583     WINED3DSIH_RSQ,
584     WINED3DSIH_SETP,
585     WINED3DSIH_SGE,
586     WINED3DSIH_SGN,
587     WINED3DSIH_SINCOS,
588     WINED3DSIH_SLT,
589     WINED3DSIH_SUB,
590     WINED3DSIH_TEX,
591     WINED3DSIH_TEXBEM,
592     WINED3DSIH_TEXBEML,
593     WINED3DSIH_TEXCOORD,
594     WINED3DSIH_TEXDEPTH,
595     WINED3DSIH_TEXDP3,
596     WINED3DSIH_TEXDP3TEX,
597     WINED3DSIH_TEXKILL,
598     WINED3DSIH_TEXLDD,
599     WINED3DSIH_TEXLDL,
600     WINED3DSIH_TEXM3x2DEPTH,
601     WINED3DSIH_TEXM3x2PAD,
602     WINED3DSIH_TEXM3x2TEX,
603     WINED3DSIH_TEXM3x3,
604     WINED3DSIH_TEXM3x3DIFF,
605     WINED3DSIH_TEXM3x3PAD,
606     WINED3DSIH_TEXM3x3SPEC,
607     WINED3DSIH_TEXM3x3TEX,
608     WINED3DSIH_TEXM3x3VSPEC,
609     WINED3DSIH_TEXREG2AR,
610     WINED3DSIH_TEXREG2GB,
611     WINED3DSIH_TEXREG2RGB,
612     WINED3DSIH_TABLE_SIZE
613 };
614
615 enum wined3d_shader_type
616 {
617     WINED3D_SHADER_TYPE_PIXEL,
618     WINED3D_SHADER_TYPE_VERTEX,
619     WINED3D_SHADER_TYPE_GEOMETRY,
620 };
621
622 struct wined3d_shader_version
623 {
624     enum wined3d_shader_type type;
625     BYTE major;
626     BYTE minor;
627 };
628
629 #define WINED3D_SHADER_VERSION(major, minor) (((major) << 8) | (minor))
630
631 typedef struct shader_reg_maps
632 {
633     struct wined3d_shader_version shader_version;
634     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
635     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
636     char address[MAX_REG_ADDR];             /* vertex */
637     char labels[MAX_LABELS];                /* pixel, vertex */
638     DWORD *constf;                          /* pixel, vertex */
639     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
640     WORD input_registers;                   /* max(MAX_REG_INPUT, MAX_ATTRIBS), 16 */
641     WORD output_registers;                  /* MAX_REG_OUTPUT, 12 */
642     WORD integer_constants;                 /* MAX_CONST_I, 16 */
643     WORD boolean_constants;                 /* MAX_CONST_B, 16 */
644     WORD local_int_consts;                  /* MAX_CONST_I, 16 */
645     WORD local_bool_consts;                 /* MAX_CONST_B, 16 */
646
647     WINED3DSAMPLER_TEXTURE_TYPE sampler_type[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
648     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
649
650     unsigned usesnrm        : 1;
651     unsigned vpos           : 1;
652     unsigned usesdsx        : 1;
653     unsigned usesdsy        : 1;
654     unsigned usestexldd     : 1;
655     unsigned usesmova       : 1;
656     unsigned usesfacing     : 1;
657     unsigned usesrelconstF  : 1;
658     unsigned fog            : 1;
659     unsigned usestexldl     : 1;
660     unsigned usesifc        : 1;
661     unsigned usescall       : 1;
662     unsigned padding        : 4;
663
664     /* Whether or not loops are used in this shader, and nesting depth */
665     unsigned loop_depth;
666     unsigned highest_render_target;
667
668 } shader_reg_maps;
669
670 struct wined3d_shader_context
671 {
672     IWineD3DBaseShader *shader;
673     const struct shader_reg_maps *reg_maps;
674     struct wined3d_shader_buffer *buffer;
675     void *backend_data;
676 };
677
678 struct wined3d_shader_register
679 {
680     WINED3DSHADER_PARAM_REGISTER_TYPE type;
681     UINT idx;
682     UINT array_idx;
683     const struct wined3d_shader_src_param *rel_addr;
684     enum wined3d_immconst_type immconst_type;
685     DWORD immconst_data[4];
686 };
687
688 struct wined3d_shader_dst_param
689 {
690     struct wined3d_shader_register reg;
691     DWORD write_mask;
692     DWORD modifiers;
693     DWORD shift;
694 };
695
696 struct wined3d_shader_src_param
697 {
698     struct wined3d_shader_register reg;
699     DWORD swizzle;
700     DWORD modifiers;
701 };
702
703 struct wined3d_shader_instruction
704 {
705     const struct wined3d_shader_context *ctx;
706     enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
707     DWORD flags;
708     BOOL coissue;
709     DWORD predicate;
710     UINT dst_count;
711     const struct wined3d_shader_dst_param *dst;
712     UINT src_count;
713     const struct wined3d_shader_src_param *src;
714 };
715
716 struct wined3d_shader_semantic
717 {
718     WINED3DDECLUSAGE usage;
719     UINT usage_idx;
720     WINED3DSAMPLER_TEXTURE_TYPE sampler_type;
721     struct wined3d_shader_dst_param reg;
722 };
723
724 struct wined3d_shader_attribute
725 {
726     WINED3DDECLUSAGE usage;
727     UINT usage_idx;
728 };
729
730 struct wined3d_shader_frontend
731 {
732     void *(*shader_init)(const DWORD *ptr, const struct wined3d_shader_signature *output_signature);
733     void (*shader_free)(void *data);
734     void (*shader_read_header)(void *data, const DWORD **ptr, struct wined3d_shader_version *shader_version);
735     void (*shader_read_opcode)(void *data, const DWORD **ptr, struct wined3d_shader_instruction *ins, UINT *param_size);
736     void (*shader_read_src_param)(void *data, const DWORD **ptr, struct wined3d_shader_src_param *src_param,
737             struct wined3d_shader_src_param *src_rel_addr);
738     void (*shader_read_dst_param)(void *data, const DWORD **ptr, struct wined3d_shader_dst_param *dst_param,
739             struct wined3d_shader_src_param *dst_rel_addr);
740     void (*shader_read_semantic)(const DWORD **ptr, struct wined3d_shader_semantic *semantic);
741     void (*shader_read_comment)(const DWORD **ptr, const char **comment);
742     BOOL (*shader_is_end)(void *data, const DWORD **ptr);
743 };
744
745 extern const struct wined3d_shader_frontend sm1_shader_frontend;
746 extern const struct wined3d_shader_frontend sm4_shader_frontend;
747
748 typedef void (*SHADER_HANDLER)(const struct wined3d_shader_instruction *);
749
750 struct shader_caps {
751     DWORD               VertexShaderVersion;
752     DWORD               MaxVertexShaderConst;
753
754     DWORD               PixelShaderVersion;
755     float               PixelShader1xMaxValue;
756     DWORD               MaxPixelShaderConst;
757
758     WINED3DVSHADERCAPS2_0   VS20Caps;
759     WINED3DPSHADERCAPS2_0   PS20Caps;
760
761     DWORD               MaxVShaderInstructionsExecuted;
762     DWORD               MaxPShaderInstructionsExecuted;
763     DWORD               MaxVertexShader30InstructionSlots;
764     DWORD               MaxPixelShader30InstructionSlots;
765
766     BOOL                VSClipping;
767 };
768
769 enum tex_types
770 {
771     tex_1d       = 0,
772     tex_2d       = 1,
773     tex_3d       = 2,
774     tex_cube     = 3,
775     tex_rect     = 4,
776     tex_type_count = 5,
777 };
778
779 enum vertexprocessing_mode {
780     fixedfunction,
781     vertexshader,
782     pretransformed
783 };
784
785 #define WINED3D_CONST_NUM_UNUSED ~0U
786
787 enum fogmode {
788     FOG_OFF,
789     FOG_LINEAR,
790     FOG_EXP,
791     FOG_EXP2
792 };
793
794 /* Stateblock dependent parameters which have to be hardcoded
795  * into the shader code
796  */
797 struct ps_compile_args {
798     struct color_fixup_desc     color_fixup[MAX_FRAGMENT_SAMPLERS];
799     enum vertexprocessing_mode  vp_mode;
800     enum fogmode                fog;
801     /* Projected textures(ps 1.0-1.3) */
802     /* Texture types(2D, Cube, 3D) in ps 1.x */
803     BOOL                        srgb_correction;
804     WORD                        np2_fixup;
805     /* Bitmap for NP2 texcoord fixups (16 samplers max currently).
806        D3D9 has a limit of 16 samplers and the fixup is superfluous
807        in D3D10 (unconditional NP2 support mandatory). */
808 };
809
810 enum fog_src_type {
811     VS_FOG_Z        = 0,
812     VS_FOG_COORD    = 1
813 };
814
815 struct vs_compile_args {
816     WORD                        fog_src;
817     WORD                        swizzle_map;   /* MAX_ATTRIBS, 16 */
818 };
819
820 typedef struct {
821     void (*shader_handle_instruction)(const struct wined3d_shader_instruction *);
822     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
823     void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
824     void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
825     void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
826     void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
827     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
828     void (*shader_load_np2fixup_constants)(IWineD3DDevice *iface, char usePS, char useVS);
829     void (*shader_destroy)(IWineD3DBaseShader *iface);
830     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
831     void (*shader_free_private)(IWineD3DDevice *iface);
832     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
833     void (*shader_get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct shader_caps *caps);
834     BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
835     void (*shader_add_instruction_modifiers)(const struct wined3d_shader_instruction *ins);
836 } shader_backend_t;
837
838 extern const shader_backend_t glsl_shader_backend;
839 extern const shader_backend_t arb_program_shader_backend;
840 extern const shader_backend_t none_shader_backend;
841
842 /* X11 locking */
843
844 extern void (* CDECL wine_tsx11_lock_ptr)(void);
845 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
846
847 /* As GLX relies on X, this is needed */
848 extern int num_lock;
849
850 #if 0
851 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
852 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
853 #else
854 #define ENTER_GL() wine_tsx11_lock_ptr()
855 #define LEAVE_GL() wine_tsx11_unlock_ptr()
856 #endif
857
858 /*****************************************************************************
859  * Defines
860  */
861
862 /* GL related defines */
863 /* ------------------ */
864 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
865 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
866 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
867 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
868
869 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
870 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
871 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
872 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
873
874 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
875 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
876 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
877 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
878
879 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
880   (vec)[0] = D3DCOLOR_R(dw); \
881   (vec)[1] = D3DCOLOR_G(dw); \
882   (vec)[2] = D3DCOLOR_B(dw); \
883   (vec)[3] = D3DCOLOR_A(dw); \
884 } while(0)
885
886 /* DirectX Device Limits */
887 /* --------------------- */
888 #define MAX_MIP_LEVELS 32  /* Maximum number of mipmap levels. */
889 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
890                             See MaxStreams in MSDN under GetDeviceCaps */
891 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
892
893 /* Checking of API calls */
894 /* --------------------- */
895 #ifndef WINE_NO_DEBUG_MSGS
896 #define checkGLcall(A)                                              \
897 do {                                                                \
898     GLint err;                                                      \
899     if(!__WINE_IS_DEBUG_ON(_FIXME, __wine_dbch___default)) break;   \
900     err = glGetError();                                             \
901     if (err == GL_NO_ERROR) {                                       \
902        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);        \
903                                                                     \
904     } else do {                                                     \
905         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n",     \
906             debug_glerror(err), err, A, __FILE__, __LINE__);        \
907        err = glGetError();                                          \
908     } while (err != GL_NO_ERROR);                                   \
909 } while(0)
910 #else
911 #define checkGLcall(A) do {} while(0)
912 #endif
913
914 /* Trace routines / diagnostics */
915 /* ---------------------------- */
916
917 /* Dump out a matrix and copy it */
918 #define conv_mat(mat,gl_mat)                                                                \
919 do {                                                                                        \
920     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
921     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
922     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
923     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
924     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
925 } while (0)
926
927 /* Macro to dump out the current state of the light chain */
928 #define DUMP_LIGHT_CHAIN()                    \
929 do {                                          \
930   PLIGHTINFOEL *el = This->stateBlock->lights;\
931   while (el) {                                \
932     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
933     el = el->next;                            \
934   }                                           \
935 } while(0)
936
937 /* Trace vector and strided data information */
938 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
939 #define TRACE_STRIDED(si, name) TRACE( #name "=(data:%p, stride:%d, format:%#x, vbo %d, stream %u)\n", \
940         si->elements[name].data, si->elements[name].stride, si->elements[name].format_desc->format, \
941         si->elements[name].buffer_object, si->elements[name].stream_idx);
942
943 /* Defines used for optimizations */
944
945 /*    Only reapply what is necessary */
946 #define REAPPLY_ALPHAOP  0x0001
947 #define REAPPLY_ALL      0xFFFF
948
949 /* Advance declaration of structures to satisfy compiler */
950 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
951 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
952 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
953 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
954
955 /* Global variables */
956 extern const float identity[16];
957
958 /*****************************************************************************
959  * Compilable extra diagnostics
960  */
961
962 /* Trace information per-vertex: (extremely high amount of trace) */
963 #if 0 /* NOTE: Must be 0 in cvs */
964 # define VTRACE(A) TRACE A
965 #else 
966 # define VTRACE(A) 
967 #endif
968
969 /* TODO: Confirm each of these works when wined3d move completed */
970 #if 0 /* NOTE: Must be 0 in cvs */
971   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
972      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
973      is enabled, and if it doesn't exist it is disabled. */
974 # define FRAME_DEBUGGING
975   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
976       the file is deleted                                                                            */
977 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
978 #  define SINGLE_FRAME_DEBUGGING
979 # endif  
980   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
981      It can only be enabled when FRAME_DEBUGGING is also enabled                               
982      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
983      array is drawn.                                                                            */
984 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
985 #  define SHOW_FRAME_MAKEUP 1
986 # endif  
987   /* The following, when enabled, lets you see the makeup of the all the textures used during each
988      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
989      The contents of the textures assigned to each stage are written into 
990      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
991 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
992 #  define SHOW_TEXTURE_MAKEUP 0
993 # endif  
994 extern BOOL isOn;
995 extern BOOL isDumpingFrames;
996 extern LONG primCounter;
997 #endif
998
999 enum wined3d_ffp_idx
1000 {
1001     WINED3D_FFP_POSITION = 0,
1002     WINED3D_FFP_BLENDWEIGHT = 1,
1003     WINED3D_FFP_BLENDINDICES = 2,
1004     WINED3D_FFP_NORMAL = 3,
1005     WINED3D_FFP_PSIZE = 4,
1006     WINED3D_FFP_DIFFUSE = 5,
1007     WINED3D_FFP_SPECULAR = 6,
1008     WINED3D_FFP_TEXCOORD0 = 7,
1009     WINED3D_FFP_TEXCOORD1 = 8,
1010     WINED3D_FFP_TEXCOORD2 = 9,
1011     WINED3D_FFP_TEXCOORD3 = 10,
1012     WINED3D_FFP_TEXCOORD4 = 11,
1013     WINED3D_FFP_TEXCOORD5 = 12,
1014     WINED3D_FFP_TEXCOORD6 = 13,
1015     WINED3D_FFP_TEXCOORD7 = 14,
1016 };
1017
1018 enum wined3d_ffp_emit_idx
1019 {
1020     WINED3D_FFP_EMIT_FLOAT1 = 0,
1021     WINED3D_FFP_EMIT_FLOAT2 = 1,
1022     WINED3D_FFP_EMIT_FLOAT3 = 2,
1023     WINED3D_FFP_EMIT_FLOAT4 = 3,
1024     WINED3D_FFP_EMIT_D3DCOLOR = 4,
1025     WINED3D_FFP_EMIT_UBYTE4 = 5,
1026     WINED3D_FFP_EMIT_SHORT2 = 6,
1027     WINED3D_FFP_EMIT_SHORT4 = 7,
1028     WINED3D_FFP_EMIT_UBYTE4N = 8,
1029     WINED3D_FFP_EMIT_SHORT2N = 9,
1030     WINED3D_FFP_EMIT_SHORT4N = 10,
1031     WINED3D_FFP_EMIT_USHORT2N = 11,
1032     WINED3D_FFP_EMIT_USHORT4N = 12,
1033     WINED3D_FFP_EMIT_UDEC3 = 13,
1034     WINED3D_FFP_EMIT_DEC3N = 14,
1035     WINED3D_FFP_EMIT_FLOAT16_2 = 15,
1036     WINED3D_FFP_EMIT_FLOAT16_4 = 16,
1037     WINED3D_FFP_EMIT_COUNT = 17
1038 };
1039
1040 struct wined3d_stream_info_element
1041 {
1042     const struct GlPixelFormatDesc *format_desc;
1043     GLsizei stride;
1044     const BYTE *data;
1045     UINT stream_idx;
1046     GLuint buffer_object;
1047 };
1048
1049 struct wined3d_stream_info
1050 {
1051     struct wined3d_stream_info_element elements[MAX_ATTRIBS];
1052     BOOL position_transformed;
1053     WORD swizzle_map; /* MAX_ATTRIBS, 16 */
1054     WORD use_map; /* MAX_ATTRIBS, 16 */
1055 };
1056
1057 /*****************************************************************************
1058  * Prototypes
1059  */
1060
1061 /* Routine common to the draw primitive and draw indexed primitive routines */
1062 void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertices,
1063         UINT start_idx, UINT idxBytes, const void *idxData, UINT minIndex);
1064 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
1065
1066 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
1067 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
1068 extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
1069 extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
1070 extern glAttribFunc specular_func_3ubv;
1071 extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
1072 extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
1073 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
1074
1075 #define eps 1e-8
1076
1077 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
1078     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
1079
1080 /* Routines and structures related to state management */
1081
1082 #define STATE_RENDER(a) (a)
1083 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
1084
1085 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
1086 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
1087
1088 /* + 1 because samplers start with 0 */
1089 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
1090 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
1091
1092 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
1093 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
1094
1095 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
1096 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
1097
1098 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
1099 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
1100 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
1101 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
1102
1103 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
1104 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
1105
1106 #define STATE_VSHADER (STATE_VDECL + 1)
1107 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
1108
1109 #define STATE_VIEWPORT (STATE_VSHADER + 1)
1110 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
1111
1112 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
1113 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
1114 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
1115 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
1116
1117 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
1118 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
1119
1120 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
1121 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
1122
1123 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
1124 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
1125
1126 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
1127
1128 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
1129
1130 #define STATE_HIGHEST (STATE_FRONTFACE)
1131
1132 enum fogsource {
1133     FOGSOURCE_FFP,
1134     FOGSOURCE_VS,
1135     FOGSOURCE_COORD,
1136 };
1137
1138 #define WINED3D_MAX_FBO_ENTRIES 64
1139
1140 struct wined3d_occlusion_query
1141 {
1142     struct list entry;
1143     GLuint id;
1144     struct wined3d_context *context;
1145 };
1146
1147 struct wined3d_event_query
1148 {
1149     struct list entry;
1150     GLuint id;
1151     struct wined3d_context *context;
1152 };
1153
1154 struct wined3d_context
1155 {
1156     const struct wined3d_gl_info *gl_info;
1157     /* State dirtification
1158      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
1159      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
1160      * 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
1161      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
1162      */
1163     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
1164     DWORD                   numDirtyEntries;
1165     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
1166
1167     IWineD3DSurface         *surface;
1168     IWineD3DSurface *current_rt;
1169     DWORD                   tid;    /* Thread ID which owns this context at the moment */
1170
1171     /* Stores some information about the context state for optimization */
1172     WORD draw_buffer_dirty : 1;
1173     WORD last_was_rhw : 1;              /* true iff last draw_primitive was in xyzrhw mode */
1174     WORD last_was_pshader : 1;
1175     WORD last_was_vshader : 1;
1176     WORD namedArraysLoaded : 1;
1177     WORD numberedArraysLoaded : 1;
1178     WORD last_was_blit : 1;
1179     WORD last_was_ckey : 1;
1180     WORD fog_coord : 1;
1181     WORD isPBuffer : 1;
1182     WORD fog_enabled : 1;
1183     WORD num_untracked_materials : 2;   /* Max value 2 */
1184     WORD current : 1;
1185     WORD destroyed : 1;
1186     WORD padding : 1;
1187     BYTE texShaderBumpMap;              /* MAX_TEXTURES, 8 */
1188     BYTE lastWasPow2Texture;            /* MAX_TEXTURES, 8 */
1189     DWORD                   numbered_array_mask;
1190     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
1191     GLenum                  untracked_materials[2];
1192     UINT                    blit_w, blit_h;
1193     enum fogsource          fog_source;
1194
1195     char                    *vshader_const_dirty, *pshader_const_dirty;
1196
1197     /* The actual opengl context */
1198     HGLRC                   glCtx;
1199     HWND                    win_handle;
1200     HDC                     hdc;
1201     HPBUFFERARB             pbuffer;
1202     GLint                   aux_buffers;
1203
1204     /* FBOs */
1205     UINT                    fbo_entry_count;
1206     struct list             fbo_list;
1207     struct fbo_entry        *current_fbo;
1208     GLuint                  src_fbo;
1209     GLuint                  dst_fbo;
1210     GLuint                  fbo_read_binding;
1211     GLuint                  fbo_draw_binding;
1212
1213     /* Queries */
1214     GLuint *free_occlusion_queries;
1215     UINT free_occlusion_query_size;
1216     UINT free_occlusion_query_count;
1217     struct list occlusion_queries;
1218
1219     GLuint *free_event_queries;
1220     UINT free_event_query_size;
1221     UINT free_event_query_count;
1222     struct list event_queries;
1223
1224     /* Extension emulation */
1225     GLint                   gl_fog_source;
1226     GLfloat                 fog_coord_value;
1227     GLfloat                 color[4], fogstart, fogend, fogcolor[4];
1228     GLuint                  dummy_arbfp_prog;
1229 };
1230
1231 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *ctx);
1232
1233 struct StateEntry
1234 {
1235     DWORD representative;
1236     APPLYSTATEFUNC apply;
1237 };
1238
1239 struct StateEntryTemplate
1240 {
1241     DWORD state;
1242     struct StateEntry content;
1243     GL_SupportedExt extension;
1244 };
1245
1246 struct fragment_caps
1247 {
1248     DWORD PrimitiveMiscCaps;
1249     DWORD TextureOpCaps;
1250     DWORD MaxTextureBlendStages;
1251     DWORD MaxSimultaneousTextures;
1252 };
1253
1254 struct fragment_pipeline
1255 {
1256     void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
1257     void (*get_caps)(WINED3DDEVTYPE devtype, const struct wined3d_gl_info *gl_info, struct fragment_caps *caps);
1258     HRESULT (*alloc_private)(IWineD3DDevice *iface);
1259     void (*free_private)(IWineD3DDevice *iface);
1260     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1261     const struct StateEntryTemplate *states;
1262     BOOL ffp_proj_control;
1263 };
1264
1265 extern const struct StateEntryTemplate misc_state_template[];
1266 extern const struct StateEntryTemplate ffp_vertexstate_template[];
1267 extern const struct fragment_pipeline ffp_fragment_pipeline;
1268 extern const struct fragment_pipeline atifs_fragment_pipeline;
1269 extern const struct fragment_pipeline arbfp_fragment_pipeline;
1270 extern const struct fragment_pipeline nvts_fragment_pipeline;
1271 extern const struct fragment_pipeline nvrc_fragment_pipeline;
1272
1273 /* "Base" state table */
1274 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
1275         const struct wined3d_gl_info *gl_info, const struct StateEntryTemplate *vertex,
1276         const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
1277
1278 /* Shaders for color conversions in blits */
1279 struct blit_shader
1280 {
1281     HRESULT (*alloc_private)(IWineD3DDevice *iface);
1282     void (*free_private)(IWineD3DDevice *iface);
1283     HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc,
1284             GLenum textype, UINT width, UINT height);
1285     void (*unset_shader)(IWineD3DDevice *iface);
1286     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
1287 };
1288
1289 extern const struct blit_shader ffp_blit;
1290 extern const struct blit_shader arbfp_blit;
1291
1292 typedef enum ContextUsage {
1293     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
1294     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
1295     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
1296     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
1297 } ContextUsage;
1298
1299 struct wined3d_context *ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, enum ContextUsage usage);
1300 struct wined3d_context *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win,
1301         BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
1302 void DestroyContext(IWineD3DDeviceImpl *This, struct wined3d_context *context);
1303 void context_alloc_event_query(struct wined3d_context *context, struct wined3d_event_query *query);
1304 void context_alloc_occlusion_query(struct wined3d_context *context, struct wined3d_occlusion_query *query);
1305 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
1306 void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo);
1307 void context_attach_depth_stencil_fbo(struct wined3d_context *context,
1308         GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
1309 void context_attach_surface_fbo(const struct wined3d_context *context,
1310         GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
1311 void context_free_event_query(struct wined3d_event_query *query);
1312 void context_free_occlusion_query(struct wined3d_occlusion_query *query);
1313 struct wined3d_context *context_get_current(void);
1314 DWORD context_get_tls_idx(void);
1315 BOOL context_set_current(struct wined3d_context *ctx);
1316 void context_set_tls_idx(DWORD idx);
1317
1318 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1319 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
1320
1321 /* Macros for doing basic GPU detection based on opengl capabilities */
1322 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
1323 #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])
1324 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1325 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
1326
1327 /* Default callbacks for implicit object destruction */
1328 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
1329
1330 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
1331
1332 /*****************************************************************************
1333  * Internal representation of a light
1334  */
1335 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
1336 struct PLIGHTINFOEL {
1337     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
1338     DWORD        OriginalIndex;
1339     LONG         glIndex;
1340     BOOL         changed;
1341     BOOL         enabledChanged;
1342     BOOL         enabled;
1343
1344     /* Converted parms to speed up swapping lights */
1345     float                         lightPosn[4];
1346     float                         lightDirn[4];
1347     float                         exponent;
1348     float                         cutoff;
1349
1350     struct list entry;
1351 };
1352
1353 /* The default light parameters */
1354 extern const WINED3DLIGHT WINED3D_default_light;
1355
1356 typedef struct WineD3D_PixelFormat
1357 {
1358     int iPixelFormat; /* WGL pixel format */
1359     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
1360     int redSize, greenSize, blueSize, alphaSize;
1361     int depthSize, stencilSize;
1362     BOOL windowDrawable;
1363     BOOL pbufferDrawable;
1364     BOOL doubleBuffer;
1365     int auxBuffers;
1366     int numSamples;
1367 } WineD3D_PixelFormat;
1368
1369 /* The adapter structure */
1370 struct WineD3DAdapter
1371 {
1372     UINT                    num;
1373     BOOL                    opengl;
1374     POINT                   monitorPoint;
1375     struct wined3d_gl_info  gl_info;
1376     const char              *driver;
1377     const char              *description;
1378     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
1379     int                     nCfgs;
1380     WineD3D_PixelFormat     *cfgs;
1381     BOOL                    brokenStencil; /* Set on cards which only offer mixed depth+stencil */
1382     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
1383     unsigned int            UsedTextureRam;
1384 };
1385
1386 extern BOOL initPixelFormats(struct wined3d_gl_info *gl_info);
1387 BOOL initPixelFormatsNoGL(struct wined3d_gl_info *gl_info);
1388 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
1389 extern void add_gl_compat_wrappers(struct wined3d_gl_info *gl_info);
1390
1391 /*****************************************************************************
1392  * High order patch management
1393  */
1394 struct WineD3DRectPatch
1395 {
1396     UINT                            Handle;
1397     float                          *mem;
1398     WineDirect3DVertexStridedData   strided;
1399     WINED3DRECTPATCH_INFO           RectPatchInfo;
1400     float                           numSegs[4];
1401     char                            has_normals, has_texcoords;
1402     struct list                     entry;
1403 };
1404
1405 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
1406
1407 enum projection_types
1408 {
1409     proj_none    = 0,
1410     proj_count3  = 1,
1411     proj_count4  = 2
1412 };
1413
1414 enum dst_arg
1415 {
1416     resultreg    = 0,
1417     tempreg      = 1
1418 };
1419
1420 /*****************************************************************************
1421  * Fixed function pipeline replacements
1422  */
1423 #define ARG_UNUSED          0xff
1424 struct texture_stage_op
1425 {
1426     unsigned                cop : 8;
1427     unsigned                carg1 : 8;
1428     unsigned                carg2 : 8;
1429     unsigned                carg0 : 8;
1430
1431     unsigned                aop : 8;
1432     unsigned                aarg1 : 8;
1433     unsigned                aarg2 : 8;
1434     unsigned                aarg0 : 8;
1435
1436     struct color_fixup_desc color_fixup;
1437     unsigned                tex_type : 3;
1438     unsigned                dst : 1;
1439     unsigned                projected : 2;
1440     unsigned                padding : 10;
1441 };
1442
1443 struct ffp_frag_settings {
1444     struct texture_stage_op     op[MAX_TEXTURES];
1445     enum fogmode fog;
1446     /* Use shorts instead of chars to get dword alignment */
1447     unsigned short sRGB_write;
1448     unsigned short emul_clipplanes;
1449 };
1450
1451 struct ffp_frag_desc
1452 {
1453     struct wine_rb_entry entry;
1454     struct ffp_frag_settings    settings;
1455 };
1456
1457 extern const struct wine_rb_functions wined3d_ffp_frag_program_rb_functions;
1458
1459 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1460 const struct ffp_frag_desc *find_ffp_frag_shader(const struct wine_rb_tree *fragment_shaders,
1461         const struct ffp_frag_settings *settings);
1462 void add_ffp_frag_shader(struct wine_rb_tree *shaders, struct ffp_frag_desc *desc);
1463
1464 /*****************************************************************************
1465  * IWineD3D implementation structure
1466  */
1467 typedef struct IWineD3DImpl
1468 {
1469     /* IUnknown fields */
1470     const IWineD3DVtbl     *lpVtbl;
1471     LONG                    ref;     /* Note: Ref counting not required */
1472
1473     /* WineD3D Information */
1474     IUnknown               *parent;
1475     UINT                    dxVersion;
1476
1477     UINT adapter_count;
1478     struct WineD3DAdapter adapters[1];
1479 } IWineD3DImpl;
1480
1481 extern const IWineD3DVtbl IWineD3D_Vtbl;
1482
1483 BOOL InitAdapters(IWineD3DImpl *This);
1484
1485 /* A helper function that dumps a resource list */
1486 void dumpResources(struct list *list);
1487
1488 /*****************************************************************************
1489  * IWineD3DDevice implementation structure
1490  */
1491 #define WINED3D_UNMAPPED_STAGE ~0U
1492
1493 /* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
1494 #define WINED3DCREATE_MULTITHREADED 0x00000004
1495
1496 struct IWineD3DDeviceImpl
1497 {
1498     /* IUnknown fields      */
1499     const IWineD3DDeviceVtbl *lpVtbl;
1500     LONG                    ref;     /* Note: Ref counting not required */
1501
1502     /* WineD3D Information  */
1503     IUnknown               *parent;
1504     IWineD3DDeviceParent   *device_parent;
1505     IWineD3D               *wineD3D;
1506     struct WineD3DAdapter  *adapter;
1507
1508     /* Window styles to restore when switching fullscreen mode */
1509     LONG                    style;
1510     LONG                    exStyle;
1511
1512     /* X and GL Information */
1513     GLint                   maxConcurrentLights;
1514     GLenum                  offscreenBuffer;
1515
1516     /* Selected capabilities */
1517     int vs_selected_mode;
1518     int ps_selected_mode;
1519     const shader_backend_t *shader_backend;
1520     void *shader_priv;
1521     void *fragment_priv;
1522     void *blit_priv;
1523     struct StateEntry StateTable[STATE_HIGHEST + 1];
1524     /* Array of functions for states which are handled by more than one pipeline part */
1525     APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1526     const struct fragment_pipeline *frag_pipe;
1527     const struct blit_shader *blitter;
1528
1529     unsigned int max_ffp_textures, max_ffp_texture_stages;
1530     DWORD d3d_vshader_constantF, d3d_pshader_constantF; /* Advertised d3d caps, not GL ones */
1531     DWORD vs_clipping;
1532
1533     WORD view_ident : 1;                /* true iff view matrix is identity */
1534     WORD untransformed : 1;
1535     WORD vertexBlendUsed : 1;           /* To avoid needless setting of the blend matrices */
1536     WORD isRecordingState : 1;
1537     WORD isInDraw : 1;
1538     WORD render_offscreen : 1;
1539     WORD bCursorVisible : 1;
1540     WORD haveHardwareCursor : 1;
1541     WORD d3d_initialized : 1;
1542     WORD inScene : 1;                   /* A flag to check for proper BeginScene / EndScene call pairs */
1543     WORD softwareVertexProcessing : 1;  /* process vertex shaders using software or hardware */
1544     WORD useDrawStridedSlow : 1;
1545     WORD instancedDraw : 1;
1546     WORD padding : 3;
1547
1548     BYTE fixed_function_usage_map;      /* MAX_TEXTURES, 8 */
1549
1550 #define DDRAW_PITCH_ALIGNMENT 8
1551 #define D3D8_PITCH_ALIGNMENT 4
1552     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
1553
1554     /* State block related */
1555     IWineD3DStateBlockImpl *stateBlock;
1556     IWineD3DStateBlockImpl *updateStateBlock;
1557
1558     /* Internal use fields  */
1559     WINED3DDEVICE_CREATION_PARAMETERS createParms;
1560     UINT                            adapterNo;
1561     WINED3DDEVTYPE                  devType;
1562
1563     IWineD3DSwapChain     **swapchains;
1564     UINT                    NumberOfSwapChains;
1565
1566     struct list             resources; /* a linked list to track resources created by the device */
1567     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
1568     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
1569
1570     /* Render Target Support */
1571     IWineD3DSurface       **render_targets;
1572     IWineD3DSurface        *auto_depth_stencil_buffer;
1573     IWineD3DSurface        *stencilBufferTarget;
1574
1575     /* palettes texture management */
1576     UINT                    NumberOfPalettes;
1577     PALETTEENTRY            **palettes;
1578     UINT                    currentPalette;
1579     UINT                    paletteConversionShader;
1580
1581     /* For rendering to a texture using glCopyTexImage */
1582     GLenum                  *draw_buffers;
1583     GLuint                  depth_blt_texture;
1584     GLuint                  depth_blt_rb;
1585     UINT                    depth_blt_rb_w;
1586     UINT                    depth_blt_rb_h;
1587
1588     /* Cursor management */
1589     UINT                    xHotSpot;
1590     UINT                    yHotSpot;
1591     UINT                    xScreenSpace;
1592     UINT                    yScreenSpace;
1593     UINT                    cursorWidth, cursorHeight;
1594     GLuint                  cursorTexture;
1595     HCURSOR                 hardwareCursor;
1596
1597     /* The Wine logo surface */
1598     IWineD3DSurface        *logo_surface;
1599
1600     /* Textures for when no other textures are mapped */
1601     UINT                          dummyTextureName[MAX_TEXTURES];
1602
1603     /* Device state management */
1604     HRESULT                 state;
1605
1606     /* DirectDraw stuff */
1607     DWORD ddraw_width, ddraw_height;
1608     WINED3DFORMAT ddraw_format;
1609
1610     /* Final position fixup constant */
1611     float                       posFixup[4];
1612
1613     /* With register combiners we can skip junk texture stages */
1614     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
1615     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1616
1617     /* Stream source management */
1618     struct wined3d_stream_info strided_streams;
1619     const WineDirect3DVertexStridedData *up_strided;
1620
1621     /* Context management */
1622     struct wined3d_context **contexts;
1623     UINT                    numContexts;
1624     struct wined3d_context *pbufferContext;              /* The context that has a pbuffer as drawable */
1625     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1626
1627     /* High level patch management */
1628 #define PATCHMAP_SIZE 43
1629 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1630     struct list             patches[PATCHMAP_SIZE];
1631     struct WineD3DRectPatch *currentPatch;
1632 };
1633
1634 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1635
1636 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1637 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource);
1638 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
1639         BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup);
1640 void device_stream_info_from_strided(IWineD3DDeviceImpl *This,
1641         const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info);
1642 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
1643                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1644                                         float Z, DWORD Stencil);
1645 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1646 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1647 static inline BOOL isStateDirty(struct wined3d_context *context, DWORD state)
1648 {
1649     DWORD idx = state >> 5;
1650     BYTE shift = state & 0x1f;
1651     return context->isStateDirty[idx] & (1 << shift);
1652 }
1653
1654 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1655 typedef struct PrivateData
1656 {
1657     struct list entry;
1658
1659     GUID tag;
1660     DWORD flags; /* DDSPD_* */
1661
1662     union
1663     {
1664         LPVOID data;
1665         LPUNKNOWN object;
1666     } ptr;
1667
1668     DWORD size;
1669 } PrivateData;
1670
1671 /*****************************************************************************
1672  * IWineD3DResource implementation structure
1673  */
1674 typedef struct IWineD3DResourceClass
1675 {
1676     /* IUnknown fields */
1677     LONG                    ref;     /* Note: Ref counting not required */
1678
1679     /* WineD3DResource Information */
1680     IUnknown               *parent;
1681     WINED3DRESOURCETYPE     resourceType;
1682     IWineD3DDeviceImpl     *wineD3DDevice;
1683     WINED3DPOOL             pool;
1684     UINT                    size;
1685     DWORD                   usage;
1686     const struct GlPixelFormatDesc *format_desc;
1687     DWORD                   priority;
1688     BYTE                   *allocatedMemory; /* Pointer to the real data location */
1689     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
1690     struct list             privateData;
1691     struct list             resource_list_entry;
1692
1693 } IWineD3DResourceClass;
1694
1695 typedef struct IWineD3DResourceImpl
1696 {
1697     /* IUnknown & WineD3DResource Information     */
1698     const IWineD3DResourceVtbl *lpVtbl;
1699     IWineD3DResourceClass   resource;
1700 } IWineD3DResourceImpl;
1701
1702 void resource_cleanup(IWineD3DResource *iface);
1703 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1704 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1705 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1706 DWORD resource_get_priority(IWineD3DResource *iface);
1707 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1708         void *data, DWORD *data_size);
1709 HRESULT resource_init(IWineD3DResource *iface, WINED3DRESOURCETYPE resource_type,
1710         IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1711         WINED3DPOOL pool, IUnknown *parent);
1712 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1713 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1714 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1715         const void *data, DWORD data_size, DWORD flags);
1716
1717 /* Tests show that the start address of resources is 32 byte aligned */
1718 #define RESOURCE_ALIGNMENT 32
1719
1720 /*****************************************************************************
1721  * IWineD3DBaseTexture D3D- > openGL state map lookups
1722  */
1723
1724 typedef enum winetexturestates {
1725     WINED3DTEXSTA_ADDRESSU       = 0,
1726     WINED3DTEXSTA_ADDRESSV       = 1,
1727     WINED3DTEXSTA_ADDRESSW       = 2,
1728     WINED3DTEXSTA_BORDERCOLOR    = 3,
1729     WINED3DTEXSTA_MAGFILTER      = 4,
1730     WINED3DTEXSTA_MINFILTER      = 5,
1731     WINED3DTEXSTA_MIPFILTER      = 6,
1732     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1733     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1734     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1735     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1736     WINED3DTEXSTA_DMAPOFFSET     = 11,
1737     WINED3DTEXSTA_TSSADDRESSW    = 12,
1738     MAX_WINETEXTURESTATES        = 13,
1739 } winetexturestates;
1740
1741 enum WINED3DSRGB
1742 {
1743     SRGB_ANY                                = 0,    /* Uses the cached value(e.g. external calls) */
1744     SRGB_RGB                                = 1,    /* Loads the rgb texture */
1745     SRGB_SRGB                               = 2,    /* Loads the srgb texture */
1746     SRGB_BOTH                               = 3,    /* Loads both textures */
1747 };
1748
1749 /*****************************************************************************
1750  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1751  */
1752 typedef struct IWineD3DBaseTextureClass
1753 {
1754     DWORD                   states[MAX_WINETEXTURESTATES];
1755     DWORD                   srgbstates[MAX_WINETEXTURESTATES];
1756     UINT                    levels;
1757     BOOL                    dirty, srgbDirty;
1758     UINT                    textureName, srgbTextureName;
1759     float                   pow2Matrix[16];
1760     UINT                    LOD;
1761     WINED3DTEXTUREFILTERTYPE filterType;
1762     LONG                    bindCount;
1763     DWORD                   sampler;
1764     BOOL                    is_srgb;
1765     BOOL                    pow2Matrix_identity;
1766     const struct min_lookup *minMipLookup;
1767     const GLenum            *magLookup;
1768     void                    (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
1769 } IWineD3DBaseTextureClass;
1770
1771 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
1772
1773 typedef struct IWineD3DBaseTextureImpl
1774 {
1775     /* IUnknown & WineD3DResource Information     */
1776     const IWineD3DBaseTextureVtbl *lpVtbl;
1777     IWineD3DResourceClass     resource;
1778     IWineD3DBaseTextureClass  baseTexture;
1779
1780 } IWineD3DBaseTextureImpl;
1781
1782 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1783         const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1784         const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1785 HRESULT basetexture_bind(IWineD3DBaseTexture *iface, BOOL srgb, BOOL *set_surface_desc);
1786 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1787 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1788 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1789 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1790 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1791 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1792 HRESULT basetexture_init(IWineD3DBaseTextureImpl *texture, UINT levels, WINED3DRESOURCETYPE resource_type,
1793         IWineD3DDeviceImpl *device, UINT size, DWORD usage, const struct GlPixelFormatDesc *format_desc,
1794         WINED3DPOOL pool, IUnknown *parent);
1795 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1796 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1797 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1798 void basetexture_unload(IWineD3DBaseTexture *iface);
1799
1800 /*****************************************************************************
1801  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1802  */
1803 typedef struct IWineD3DTextureImpl
1804 {
1805     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1806     const IWineD3DTextureVtbl *lpVtbl;
1807     IWineD3DResourceClass     resource;
1808     IWineD3DBaseTextureClass  baseTexture;
1809
1810     /* IWineD3DTexture */
1811     IWineD3DSurface          *surfaces[MAX_MIP_LEVELS];
1812     UINT                      target;
1813     BOOL                      cond_np2;
1814
1815 } IWineD3DTextureImpl;
1816
1817 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1818
1819 HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
1820         IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1821
1822 /*****************************************************************************
1823  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1824  */
1825 typedef struct IWineD3DCubeTextureImpl
1826 {
1827     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1828     const IWineD3DCubeTextureVtbl *lpVtbl;
1829     IWineD3DResourceClass     resource;
1830     IWineD3DBaseTextureClass  baseTexture;
1831
1832     /* IWineD3DCubeTexture */
1833     IWineD3DSurface          *surfaces[6][MAX_MIP_LEVELS];
1834 } IWineD3DCubeTextureImpl;
1835
1836 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1837
1838 HRESULT cubetexture_init(IWineD3DCubeTextureImpl *texture, UINT edge_length, UINT levels,
1839         IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1840
1841 typedef struct _WINED3DVOLUMET_DESC
1842 {
1843     UINT                    Width;
1844     UINT                    Height;
1845     UINT                    Depth;
1846 } WINED3DVOLUMET_DESC;
1847
1848 /*****************************************************************************
1849  * IWineD3DVolume implementation structure (extends IUnknown)
1850  */
1851 typedef struct IWineD3DVolumeImpl
1852 {
1853     /* IUnknown & WineD3DResource fields */
1854     const IWineD3DVolumeVtbl  *lpVtbl;
1855     IWineD3DResourceClass      resource;
1856
1857     /* WineD3DVolume Information */
1858     WINED3DVOLUMET_DESC      currentDesc;
1859     IWineD3DBase            *container;
1860     BOOL                    lockable;
1861     BOOL                    locked;
1862     WINED3DBOX              lockedBox;
1863     WINED3DBOX              dirtyBox;
1864     BOOL                    dirty;
1865 } IWineD3DVolumeImpl;
1866
1867 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1868
1869 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1870
1871 /*****************************************************************************
1872  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1873  */
1874 typedef struct IWineD3DVolumeTextureImpl
1875 {
1876     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1877     const IWineD3DVolumeTextureVtbl *lpVtbl;
1878     IWineD3DResourceClass     resource;
1879     IWineD3DBaseTextureClass  baseTexture;
1880
1881     /* IWineD3DVolumeTexture */
1882     IWineD3DVolume           *volumes[MAX_MIP_LEVELS];
1883 } IWineD3DVolumeTextureImpl;
1884
1885 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1886
1887 HRESULT volumetexture_init(IWineD3DVolumeTextureImpl *texture, UINT width, UINT height, UINT depth, UINT levels,
1888         IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1889
1890 typedef struct _WINED3DSURFACET_DESC
1891 {
1892     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1893     DWORD                   MultiSampleQuality;
1894     UINT                    Width;
1895     UINT                    Height;
1896 } WINED3DSURFACET_DESC;
1897
1898 /*****************************************************************************
1899  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1900  */
1901 typedef struct wineD3DSurface_DIB {
1902     HBITMAP DIBsection;
1903     void* bitmap_data;
1904     UINT bitmap_size;
1905     HGDIOBJ holdbitmap;
1906     BOOL client_memory;
1907 } wineD3DSurface_DIB;
1908
1909 typedef struct {
1910     struct list entry;
1911     GLuint id;
1912     UINT width;
1913     UINT height;
1914 } renderbuffer_entry_t;
1915
1916 struct fbo_entry
1917 {
1918     struct list entry;
1919     IWineD3DSurface **render_targets;
1920     IWineD3DSurface *depth_stencil;
1921     BOOL attached;
1922     GLuint id;
1923 };
1924
1925 /*****************************************************************************
1926  * IWineD3DClipp implementation structure
1927  */
1928 typedef struct IWineD3DClipperImpl
1929 {
1930     const IWineD3DClipperVtbl *lpVtbl;
1931     LONG ref;
1932
1933     IUnknown *Parent;
1934     HWND hWnd;
1935 } IWineD3DClipperImpl;
1936
1937
1938 /*****************************************************************************
1939  * IWineD3DSurface implementation structure
1940  */
1941 struct IWineD3DSurfaceImpl
1942 {
1943     /* IUnknown & IWineD3DResource Information     */
1944     const IWineD3DSurfaceVtbl *lpVtbl;
1945     IWineD3DResourceClass     resource;
1946
1947     /* IWineD3DSurface fields */
1948     IWineD3DBase              *container;
1949     WINED3DSURFACET_DESC      currentDesc;
1950     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1951     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1952
1953     /* TODO: move this off into a management class(maybe!) */
1954     DWORD                      Flags;
1955
1956     UINT                      pow2Width;
1957     UINT                      pow2Height;
1958
1959     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1960     void (*get_drawable_size)(struct wined3d_context *context, UINT *width, UINT *height);
1961
1962     /* Oversized texture */
1963     RECT                      glRect;
1964
1965     /* PBO */
1966     GLuint                    pbo;
1967     GLuint texture_name;
1968     GLuint texture_name_srgb;
1969     GLint texture_level;
1970     GLenum texture_target;
1971
1972     RECT                      lockedRect;
1973     RECT                      dirtyRect;
1974     int                       lockCount;
1975 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1976
1977     /* For GetDC */
1978     wineD3DSurface_DIB        dib;
1979     HDC                       hDC;
1980
1981     /* Color keys for DDraw */
1982     WINEDDCOLORKEY            DestBltCKey;
1983     WINEDDCOLORKEY            DestOverlayCKey;
1984     WINEDDCOLORKEY            SrcOverlayCKey;
1985     WINEDDCOLORKEY            SrcBltCKey;
1986     DWORD                     CKeyFlags;
1987
1988     WINEDDCOLORKEY            glCKey;
1989
1990     struct list               renderbuffers;
1991     renderbuffer_entry_t      *current_renderbuffer;
1992
1993     /* DirectDraw clippers */
1994     IWineD3DClipper           *clipper;
1995
1996     /* DirectDraw Overlay handling */
1997     RECT                      overlay_srcrect;
1998     RECT                      overlay_destrect;
1999     IWineD3DSurfaceImpl       *overlay_dest;
2000     struct list               overlays;
2001     struct list               overlay_entry;
2002 };
2003
2004 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
2005 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
2006
2007 UINT surface_calculate_size(const struct GlPixelFormatDesc *format_desc, UINT alignment, UINT width, UINT height);
2008 void surface_gdi_cleanup(IWineD3DSurfaceImpl *This);
2009 HRESULT surface_init(IWineD3DSurfaceImpl *surface, WINED3DSURFTYPE surface_type, UINT alignment,
2010         UINT width, UINT height, UINT level, BOOL lockable, BOOL discard, WINED3DMULTISAMPLE_TYPE multisample_type,
2011         UINT multisample_quality, IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format,
2012         WINED3DPOOL pool, IUnknown *parent);
2013
2014 /* Predeclare the shared Surface functions */
2015 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
2016 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
2017 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
2018 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
2019 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
2020 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
2021 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
2022 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
2023 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
2024 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
2025 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
2026 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
2027 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
2028 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
2029 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
2030 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
2031 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
2032 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
2033 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
2034 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
2035 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
2036 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
2037 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
2038 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
2039 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
2040 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
2041         IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
2042 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
2043 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
2044 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
2045 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
2046 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
2047         const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
2048 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
2049         IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
2050 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
2051 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb);
2052 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
2053
2054 void get_drawable_size_swapchain(struct wined3d_context *context, UINT *width, UINT *height);
2055 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height);
2056 void get_drawable_size_pbuffer(struct wined3d_context *context, UINT *width, UINT *height);
2057 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height);
2058
2059 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
2060
2061 /* Surface flags: */
2062 #define SFLAG_OVERSIZE      0x00000001 /* Surface is bigger than gl size, blts only */
2063 #define SFLAG_CONVERTED     0x00000002 /* Converted for color keying or Palettized */
2064 #define SFLAG_DIBSECTION    0x00000004 /* Has a DIB section attached for GetDC */
2065 #define SFLAG_LOCKABLE      0x00000008 /* Surface can be locked */
2066 #define SFLAG_DISCARD       0x00000010 /* ??? */
2067 #define SFLAG_LOCKED        0x00000020 /* Surface is locked atm */
2068 #define SFLAG_INTEXTURE     0x00000040 /* The GL texture contains the newest surface content */
2069 #define SFLAG_INSRGBTEX     0x00000080 /* The GL srgb texture contains the newest surface content */
2070 #define SFLAG_INDRAWABLE    0x00000100 /* The gl drawable contains the most up to date data */
2071 #define SFLAG_INSYSMEM      0x00000200 /* The system memory copy is most up to date */
2072 #define SFLAG_NONPOW2       0x00000400 /* Surface sizes are not a power of 2 */
2073 #define SFLAG_DYNLOCK       0x00000800 /* Surface is often locked by the app */
2074 #define SFLAG_DCINUSE       0x00001000 /* Set between GetDC and ReleaseDC calls */
2075 #define SFLAG_LOST          0x00002000 /* Surface lost flag for DDraw */
2076 #define SFLAG_USERPTR       0x00004000 /* The application allocated the memory for this surface */
2077 #define SFLAG_GLCKEY        0x00008000 /* The gl texture was created with a color key */
2078 #define SFLAG_CLIENT        0x00010000 /* GL_APPLE_client_storage is used on that texture */
2079 #define SFLAG_ALLOCATED     0x00020000 /* A gl texture is allocated for this surface */
2080 #define SFLAG_SRGBALLOCATED 0x00040000 /* A srgb gl texture is allocated for this surface */
2081 #define SFLAG_PBO           0x00080000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
2082 #define SFLAG_NORMCOORD     0x00100000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
2083 #define SFLAG_DS_ONSCREEN   0x00200000 /* Is a depth stencil, last modified onscreen */
2084 #define SFLAG_DS_OFFSCREEN  0x00400000 /* Is a depth stencil, last modified offscreen */
2085 #define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
2086 #define SFLAG_SWAPCHAIN     0x01000000 /* The surface is part of a swapchain */
2087
2088 /* In some conditions the surface memory must not be freed:
2089  * SFLAG_OVERSIZE: Not all data can be kept in GL
2090  * SFLAG_CONVERTED: Converting the data back would take too long
2091  * SFLAG_DIBSECTION: The dib code manages the memory
2092  * SFLAG_LOCKED: The app requires access to the surface data
2093  * SFLAG_DYNLOCK: Avoid freeing the data for performance
2094  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
2095  * SFLAG_CLIENT: OpenGL uses our memory as backup
2096  */
2097 #define SFLAG_DONOTFREE     (SFLAG_OVERSIZE   | \
2098                              SFLAG_CONVERTED  | \
2099                              SFLAG_DIBSECTION | \
2100                              SFLAG_LOCKED     | \
2101                              SFLAG_DYNLOCK    | \
2102                              SFLAG_USERPTR    | \
2103                              SFLAG_PBO        | \
2104                              SFLAG_CLIENT)
2105
2106 #define SFLAG_LOCATIONS     (SFLAG_INSYSMEM   | \
2107                              SFLAG_INTEXTURE  | \
2108                              SFLAG_INDRAWABLE | \
2109                              SFLAG_INSRGBTEX)
2110
2111 #define SFLAG_DS_LOCATIONS  (SFLAG_DS_ONSCREEN | \
2112                              SFLAG_DS_OFFSCREEN)
2113 #define SFLAG_DS_DISCARDED   SFLAG_DS_LOCATIONS
2114
2115 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
2116
2117 typedef enum {
2118     NO_CONVERSION,
2119     CONVERT_PALETTED,
2120     CONVERT_PALETTED_CK,
2121     CONVERT_CK_565,
2122     CONVERT_CK_5551,
2123     CONVERT_CK_4444,
2124     CONVERT_CK_4444_ARGB,
2125     CONVERT_CK_1555,
2126     CONVERT_555,
2127     CONVERT_CK_RGB24,
2128     CONVERT_CK_8888,
2129     CONVERT_CK_8888_ARGB,
2130     CONVERT_RGB32_888,
2131     CONVERT_V8U8,
2132     CONVERT_L6V5U5,
2133     CONVERT_X8L8V8U8,
2134     CONVERT_Q8W8V8U8,
2135     CONVERT_V16U16,
2136     CONVERT_A4L4,
2137     CONVERT_G16R16,
2138     CONVERT_R16G16F,
2139     CONVERT_R32G32F,
2140     CONVERT_D15S1,
2141     CONVERT_D24X4S4,
2142     CONVERT_D24FS8,
2143 } CONVERT_TYPES;
2144
2145 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
2146
2147 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
2148
2149 /*****************************************************************************
2150  * IWineD3DVertexDeclaration implementation structure
2151  */
2152 #define MAX_ATTRIBS 16
2153
2154 struct wined3d_vertex_declaration_element
2155 {
2156     const struct GlPixelFormatDesc *format_desc;
2157     BOOL ffp_valid;
2158     WORD input_slot;
2159     WORD offset;
2160     UINT output_slot;
2161     BYTE method;
2162     BYTE usage;
2163     BYTE usage_idx;
2164 };
2165
2166 typedef struct IWineD3DVertexDeclarationImpl {
2167     /* IUnknown  Information */
2168     const IWineD3DVertexDeclarationVtbl *lpVtbl;
2169     LONG                    ref;
2170
2171     IUnknown                *parent;
2172     IWineD3DDeviceImpl      *wineD3DDevice;
2173
2174     struct wined3d_vertex_declaration_element *elements;
2175     UINT element_count;
2176
2177     DWORD                   streams[MAX_STREAMS];
2178     UINT                    num_streams;
2179     BOOL                    position_transformed;
2180     BOOL                    half_float_conv_needed;
2181 } IWineD3DVertexDeclarationImpl;
2182
2183 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
2184
2185 HRESULT vertexdeclaration_init(IWineD3DVertexDeclarationImpl *This,
2186         const WINED3DVERTEXELEMENT *elements, UINT element_count);
2187
2188 /*****************************************************************************
2189  * IWineD3DStateBlock implementation structure
2190  */
2191
2192 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
2193 /*   Note: Very long winded but gl Lists are not flexible enough */
2194 /*   to resolve everything we need, so doing it manually for now */
2195 typedef struct SAVEDSTATES {
2196     DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
2197     WORD streamSource;                          /* MAX_STREAMS, 16 */
2198     WORD streamFreq;                            /* MAX_STREAMS, 16 */
2199     DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
2200     DWORD textureState[MAX_TEXTURES];           /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
2201     WORD samplerState[MAX_COMBINED_SAMPLERS];   /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
2202     DWORD textures;                             /* MAX_COMBINED_SAMPLERS, 20 */
2203     DWORD clipplane;                            /* WINED3DMAXUSERCLIPPLANES, 32 */
2204     WORD pixelShaderConstantsB;                 /* MAX_CONST_B, 16 */
2205     WORD pixelShaderConstantsI;                 /* MAX_CONST_I, 16 */
2206     BOOL *pixelShaderConstantsF;
2207     WORD vertexShaderConstantsB;                /* MAX_CONST_B, 16 */
2208     WORD vertexShaderConstantsI;                /* MAX_CONST_I, 16 */
2209     BOOL *vertexShaderConstantsF;
2210     WORD primitive_type : 1;
2211     WORD indices : 1;
2212     WORD material : 1;
2213     WORD viewport : 1;
2214     WORD vertexDecl : 1;
2215     WORD pixelShader : 1;
2216     WORD vertexShader : 1;
2217     WORD scissorRect : 1;
2218     WORD padding : 1;
2219 } SAVEDSTATES;
2220
2221 struct StageState {
2222     DWORD stage;
2223     DWORD state;
2224 };
2225
2226 struct IWineD3DStateBlockImpl
2227 {
2228     /* IUnknown fields */
2229     const IWineD3DStateBlockVtbl *lpVtbl;
2230     LONG                      ref;     /* Note: Ref counting not required */
2231
2232     /* IWineD3DStateBlock information */
2233     IUnknown                 *parent;
2234     IWineD3DDeviceImpl       *wineD3DDevice;
2235     WINED3DSTATEBLOCKTYPE     blockType;
2236
2237     /* Array indicating whether things have been set or changed */
2238     SAVEDSTATES               changed;
2239
2240     /* Vertex Shader Declaration */
2241     IWineD3DVertexDeclaration *vertexDecl;
2242
2243     IWineD3DVertexShader      *vertexShader;
2244
2245     /* Vertex Shader Constants */
2246     BOOL                       vertexShaderConstantB[MAX_CONST_B];
2247     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
2248     float                     *vertexShaderConstantF;
2249
2250     /* primitive type */
2251     GLenum gl_primitive_type;
2252
2253     /* Stream Source */
2254     BOOL                      streamIsUP;
2255     UINT                      streamStride[MAX_STREAMS];
2256     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
2257     IWineD3DBuffer           *streamSource[MAX_STREAMS];
2258     UINT                      streamFreq[MAX_STREAMS + 1];
2259     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
2260
2261     /* Indices */
2262     IWineD3DBuffer*           pIndexData;
2263     WINED3DFORMAT             IndexFmt;
2264     INT                       baseVertexIndex;
2265     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
2266
2267     /* Transform */
2268     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
2269
2270     /* Light hashmap . Collisions are handled using standard wine double linked lists */
2271 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
2272 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
2273     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
2274     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
2275
2276     /* Clipping */
2277     double                    clipplane[MAX_CLIPPLANES][4];
2278     WINED3DCLIPSTATUS         clip_status;
2279
2280     /* ViewPort */
2281     WINED3DVIEWPORT           viewport;
2282
2283     /* Material */
2284     WINED3DMATERIAL           material;
2285
2286     /* Pixel Shader */
2287     IWineD3DPixelShader      *pixelShader;
2288
2289     /* Pixel Shader Constants */
2290     BOOL                       pixelShaderConstantB[MAX_CONST_B];
2291     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
2292     float                     *pixelShaderConstantF;
2293
2294     /* RenderState */
2295     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
2296
2297     /* Texture */
2298     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
2299
2300     /* Texture State Stage */
2301     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
2302     DWORD                     lowest_disabled_stage;
2303     /* Sampler States */
2304     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
2305
2306     /* Scissor test rectangle */
2307     RECT                      scissorRect;
2308
2309     /* Contained state management */
2310     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
2311     unsigned int              num_contained_render_states;
2312     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
2313     unsigned int              num_contained_transform_states;
2314     DWORD                     contained_vs_consts_i[MAX_CONST_I];
2315     unsigned int              num_contained_vs_consts_i;
2316     DWORD                     contained_vs_consts_b[MAX_CONST_B];
2317     unsigned int              num_contained_vs_consts_b;
2318     DWORD                     *contained_vs_consts_f;
2319     unsigned int              num_contained_vs_consts_f;
2320     DWORD                     contained_ps_consts_i[MAX_CONST_I];
2321     unsigned int              num_contained_ps_consts_i;
2322     DWORD                     contained_ps_consts_b[MAX_CONST_B];
2323     unsigned int              num_contained_ps_consts_b;
2324     DWORD                     *contained_ps_consts_f;
2325     unsigned int              num_contained_ps_consts_f;
2326     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
2327     unsigned int              num_contained_tss_states;
2328     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
2329     unsigned int              num_contained_sampler_states;
2330 };
2331
2332 extern void stateblock_savedstates_set(
2333     IWineD3DStateBlock* iface,
2334     SAVEDSTATES* states,
2335     BOOL value);
2336
2337 extern void stateblock_copy(
2338     IWineD3DStateBlock* destination,
2339     IWineD3DStateBlock* source);
2340
2341 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
2342
2343 /* Direct3D terminology with little modifications. We do not have an issued state
2344  * because only the driver knows about it, but we have a created state because d3d
2345  * allows GetData on a created issue, but opengl doesn't
2346  */
2347 enum query_state {
2348     QUERY_CREATED,
2349     QUERY_SIGNALLED,
2350     QUERY_BUILDING
2351 };
2352 /*****************************************************************************
2353  * IWineD3DQueryImpl implementation structure (extends IUnknown)
2354  */
2355 typedef struct IWineD3DQueryImpl
2356 {
2357     const IWineD3DQueryVtbl  *lpVtbl;
2358     LONG                      ref;     /* Note: Ref counting not required */
2359     
2360     IUnknown                 *parent;
2361     /*TODO: replace with iface usage */
2362 #if 0
2363     IWineD3DDevice         *wineD3DDevice;
2364 #else
2365     IWineD3DDeviceImpl       *wineD3DDevice;
2366 #endif
2367
2368     /* IWineD3DQuery fields */
2369     enum query_state         state;
2370     WINED3DQUERYTYPE         type;
2371     /* TODO: Think about using a IUnknown instead of a void* */
2372     void                     *extendedData;
2373     
2374   
2375 } IWineD3DQueryImpl;
2376
2377 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
2378 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
2379 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
2380
2381 /* IWineD3DBuffer */
2382
2383 /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
2384  * fixed function semantics as D3DCOLOR or FLOAT16 */
2385 enum wined3d_buffer_conversion_type
2386 {
2387     CONV_NONE,
2388     CONV_D3DCOLOR,
2389     CONV_POSITIONT,
2390     CONV_FLOAT16_2, /* Also handles FLOAT16_4 */
2391 };
2392
2393 #define WINED3D_BUFFER_OPTIMIZED    0x01    /* Optimize has been called for the buffer */
2394 #define WINED3D_BUFFER_DIRTY        0x02    /* Buffer data has been modified */
2395 #define WINED3D_BUFFER_HASDESC      0x04    /* A vertex description has been found */
2396 #define WINED3D_BUFFER_CREATEBO     0x08    /* Attempt to create a buffer object next PreLoad */
2397 #define WINED3D_BUFFER_DOUBLEBUFFER 0x10    /* Use a vbo and local allocated memory */
2398
2399 struct wined3d_buffer
2400 {
2401     const struct IWineD3DBufferVtbl *vtbl;
2402     IWineD3DResourceClass resource;
2403
2404     struct wined3d_buffer_desc desc;
2405
2406     GLuint buffer_object;
2407     GLenum buffer_object_usage;
2408     GLenum buffer_type_hint;
2409     UINT buffer_object_size;
2410     LONG bind_count;
2411     DWORD flags;
2412
2413     UINT dirty_start;
2414     UINT dirty_end;
2415     LONG lock_count;
2416
2417     /* conversion stuff */
2418     UINT conversion_count;
2419     UINT draw_count;
2420     UINT stride;                                            /* 0 if no conversion */
2421     UINT conversion_stride;                                 /* 0 if no shifted conversion */
2422     enum wined3d_buffer_conversion_type *conversion_map;    /* NULL if no conversion */
2423     /* Extra load offsets, for FLOAT16 conversion */
2424     UINT *conversion_shift;                                 /* NULL if no shifted conversion */
2425 };
2426
2427 extern const IWineD3DBufferVtbl wined3d_buffer_vtbl;
2428 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object);
2429 BYTE *buffer_get_sysmem(struct wined3d_buffer *This);
2430
2431 /* IWineD3DRendertargetView */
2432 struct wined3d_rendertarget_view
2433 {
2434     const struct IWineD3DRendertargetViewVtbl *vtbl;
2435     LONG refcount;
2436
2437     IWineD3DResource *resource;
2438     IUnknown *parent;
2439 };
2440
2441 extern const IWineD3DRendertargetViewVtbl wined3d_rendertarget_view_vtbl;
2442
2443 /*****************************************************************************
2444  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
2445  */
2446
2447 typedef struct IWineD3DSwapChainImpl
2448 {
2449     /*IUnknown part*/
2450     const IWineD3DSwapChainVtbl *lpVtbl;
2451     LONG                      ref;     /* Note: Ref counting not required */
2452
2453     IUnknown                 *parent;
2454     IWineD3DDeviceImpl       *wineD3DDevice;
2455
2456     /* IWineD3DSwapChain fields */
2457     IWineD3DSurface         **backBuffer;
2458     IWineD3DSurface          *frontBuffer;
2459     WINED3DPRESENT_PARAMETERS presentParms;
2460     DWORD                     orig_width, orig_height;
2461     WINED3DFORMAT             orig_fmt;
2462     WINED3DGAMMARAMP          orig_gamma;
2463
2464     long prev_time, frames;   /* Performance tracking */
2465     unsigned int vSyncCounter;
2466
2467     struct wined3d_context **context;
2468     unsigned int            num_contexts;
2469
2470     HWND                    win_handle;
2471 } IWineD3DSwapChainImpl;
2472
2473 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
2474 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
2475 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
2476
2477 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
2478 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
2479 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
2480 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
2481 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
2482 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
2483 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
2484 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
2485 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
2486 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
2487 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
2488 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2489
2490 struct wined3d_context *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2491
2492 /*****************************************************************************
2493  * Utility function prototypes 
2494  */
2495
2496 /* Trace routines */
2497 const char* debug_d3dformat(WINED3DFORMAT fmt);
2498 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2499 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2500 const char* debug_d3dusage(DWORD usage);
2501 const char* debug_d3dusagequery(DWORD usagequery);
2502 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2503 const char* debug_d3ddeclusage(BYTE usage);
2504 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2505 const char* debug_d3drenderstate(DWORD state);
2506 const char* debug_d3dsamplerstate(DWORD state);
2507 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2508 const char* debug_d3dtexturestate(DWORD state);
2509 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2510 const char* debug_d3dpool(WINED3DPOOL pool);
2511 const char *debug_fbostatus(GLenum status);
2512 const char *debug_glerror(GLenum error);
2513 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2514 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2515 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2516 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2517 const char *debug_surflocation(DWORD flag);
2518
2519 /* Routines for GL <-> D3D values */
2520 GLenum StencilOp(DWORD op);
2521 GLenum CompareFunc(DWORD func);
2522 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2523 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
2524 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2525 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2526 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2527 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2528 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2529 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2530 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2531 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2532 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, struct wined3d_context *context);
2533
2534 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2535 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2536 void surface_load_ds_location(IWineD3DSurface *iface, struct wined3d_context *context, DWORD location);
2537 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2538 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2539 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name, BOOL srgb_name);
2540 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2541
2542 BOOL getColorBits(const struct GlPixelFormatDesc *format_desc,
2543         short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2544 BOOL getDepthStencilBits(const struct GlPixelFormatDesc *format_desc, short *depthSize, short *stencilSize);
2545
2546 /* Math utils */
2547 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2548 UINT wined3d_log2i(UINT32 x);
2549 unsigned int count_bits(unsigned int mask);
2550
2551 typedef struct local_constant {
2552     struct list entry;
2553     unsigned int idx;
2554     DWORD value[4];
2555 } local_constant;
2556
2557 typedef struct SHADER_LIMITS {
2558     unsigned int temporary;
2559     unsigned int texcoord;
2560     unsigned int sampler;
2561     unsigned int constant_int;
2562     unsigned int constant_float;
2563     unsigned int constant_bool;
2564     unsigned int address;
2565     unsigned int packed_output;
2566     unsigned int packed_input;
2567     unsigned int attributes;
2568     unsigned int label;
2569 } SHADER_LIMITS;
2570
2571 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
2572     maintain state information between multiple codes */
2573 typedef struct SHADER_PARSE_STATE {
2574     unsigned int current_row;
2575     DWORD texcoord_w[2];
2576 } SHADER_PARSE_STATE;
2577
2578 #ifdef __GNUC__
2579 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2580 #else
2581 #define PRINTF_ATTR(fmt,args)
2582 #endif
2583
2584 /* Base Shader utility functions. */
2585 int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3);
2586 int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args);
2587
2588 /* Vertex shader utility functions */
2589 extern BOOL vshader_get_input(
2590     IWineD3DVertexShader* iface,
2591     BYTE usage_req, BYTE usage_idx_req,
2592     unsigned int* regnum);
2593
2594 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2595
2596 /*****************************************************************************
2597  * IDirect3DBaseShader implementation structure
2598  */
2599 typedef struct IWineD3DBaseShaderClass
2600 {
2601     LONG                            ref;
2602     SHADER_LIMITS                   limits;
2603     SHADER_PARSE_STATE              parse_state;
2604     DWORD                          *function;
2605     UINT                            functionLength;
2606     UINT                            cur_loop_depth, cur_loop_regno;
2607     BOOL                            load_local_constsF;
2608     const struct wined3d_shader_frontend *frontend;
2609     void *frontend_data;
2610
2611     /* Programs this shader is linked with */
2612     struct list linked_programs;
2613
2614     /* Immediate constants (override global ones) */
2615     struct list constantsB;
2616     struct list constantsF;
2617     struct list constantsI;
2618     shader_reg_maps reg_maps;
2619
2620     /* Pointer to the parent device */
2621     IWineD3DDevice *device;
2622     struct list     shader_list_entry;
2623
2624 } IWineD3DBaseShaderClass;
2625
2626 typedef struct IWineD3DBaseShaderImpl {
2627     /* IUnknown */
2628     const IWineD3DBaseShaderVtbl    *lpVtbl;
2629
2630     /* IWineD3DBaseShader */
2631     IWineD3DBaseShaderClass         baseShader;
2632 } IWineD3DBaseShaderImpl;
2633
2634 void shader_buffer_clear(struct wined3d_shader_buffer *buffer);
2635 BOOL shader_buffer_init(struct wined3d_shader_buffer *buffer);
2636 void shader_buffer_free(struct wined3d_shader_buffer *buffer);
2637 void shader_cleanup(IWineD3DBaseShader *iface);
2638 void shader_dump_src_param(const struct wined3d_shader_src_param *param,
2639         const struct wined3d_shader_version *shader_version);
2640 void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
2641         const struct wined3d_shader_version *shader_version);
2642 void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
2643         const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
2644 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
2645         struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
2646         struct wined3d_shader_signature_element *input_signature,
2647         struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size);
2648 void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
2649 BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage);
2650 const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
2651 void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
2652
2653 static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
2654 {
2655     return type == WINED3D_SHADER_TYPE_PIXEL;
2656 }
2657
2658 static inline BOOL shader_is_vshader_version(enum wined3d_shader_type type)
2659 {
2660     return type == WINED3D_SHADER_TYPE_VERTEX;
2661 }
2662
2663 static inline BOOL shader_is_scalar(const struct wined3d_shader_register *reg)
2664 {
2665     switch (reg->type)
2666     {
2667         case WINED3DSPR_RASTOUT:
2668             /* oFog & oPts */
2669             if (reg->idx != 0) return TRUE;
2670             /* oPos */
2671             return FALSE;
2672
2673         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2674         case WINED3DSPR_CONSTBOOL:  /* b# */
2675         case WINED3DSPR_LOOP:       /* aL */
2676         case WINED3DSPR_PREDICATE:  /* p0 */
2677             return TRUE;
2678
2679         case WINED3DSPR_MISCTYPE:
2680             switch(reg->idx)
2681             {
2682                 case 0: /* vPos */
2683                     return FALSE;
2684                 case 1: /* vFace */
2685                     return TRUE;
2686                 default:
2687                     return FALSE;
2688             }
2689
2690         case WINED3DSPR_IMMCONST:
2691             switch(reg->immconst_type)
2692             {
2693                 case WINED3D_IMMCONST_FLOAT:
2694                     return TRUE;
2695                 default:
2696                     return FALSE;
2697             }
2698
2699         default:
2700             return FALSE;
2701     }
2702 }
2703
2704 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2705     local_constant* lconst;
2706
2707     if(This->baseShader.load_local_constsF) return FALSE;
2708     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2709         if(lconst->idx == reg) return TRUE;
2710     }
2711     return FALSE;
2712
2713 }
2714
2715 /*****************************************************************************
2716  * IDirect3DVertexShader implementation structures
2717  */
2718 typedef struct IWineD3DVertexShaderImpl {
2719     /* IUnknown parts*/   
2720     const IWineD3DVertexShaderVtbl *lpVtbl;
2721
2722     /* IWineD3DBaseShader */
2723     IWineD3DBaseShaderClass     baseShader;
2724
2725     /* IWineD3DVertexShaderImpl */
2726     IUnknown                    *parent;
2727
2728     DWORD                       usage;
2729
2730     /* The GL shader */
2731     void                        *backend_priv;
2732
2733     /* Vertex shader input and output semantics */
2734     struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
2735     struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
2736
2737     UINT                       min_rel_offset, max_rel_offset;
2738     UINT                       rel_offset;
2739
2740     UINT                       recompile_count;
2741 } IWineD3DVertexShaderImpl;
2742 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2743
2744 void find_vs_compile_args(IWineD3DVertexShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct vs_compile_args *args);
2745
2746 /*****************************************************************************
2747  * IDirect3DPixelShader implementation structure
2748  */
2749
2750 /* Using additional shader constants (uniforms in GLSL / program environment
2751  * or local parameters in ARB) is costly:
2752  * ARB only knows float4 parameters and GLSL compiler are not really smart
2753  * when it comes to efficiently pack float2 uniforms, so no space is wasted
2754  * (in fact most compilers map a float2 to a full float4 uniform).
2755  *
2756  * For NP2 texcoord fixup we only need 2 floats (width and height) for each
2757  * 2D texture used in the shader. We therefore pack fixup info for 2 textures
2758  * into a single shader constant (uniform / program parameter).
2759  *
2760  * This structure is shared between the GLSL and the ARB backend.*/
2761 struct ps_np2fixup_info {
2762     unsigned char     idx[MAX_FRAGMENT_SAMPLERS]; /* indices to the real constant */
2763     WORD              active; /* bitfield indicating if we can apply the fixup */
2764     WORD              num_consts;
2765 };
2766
2767 typedef struct IWineD3DPixelShaderImpl {
2768     /* IUnknown parts */
2769     const IWineD3DPixelShaderVtbl *lpVtbl;
2770
2771     /* IWineD3DBaseShader */
2772     IWineD3DBaseShaderClass     baseShader;
2773
2774     /* IWineD3DPixelShaderImpl */
2775     IUnknown                   *parent;
2776
2777     /* Pixel shader input semantics */
2778     struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
2779     DWORD                 input_reg_map[MAX_REG_INPUT];
2780     BOOL                  input_reg_used[MAX_REG_INPUT];
2781     unsigned int declared_in_count;
2782
2783     /* The GL shader */
2784     void                        *backend_priv;
2785
2786     /* Some information about the shader behavior */
2787     char                        vpos_uniform;
2788
2789     BOOL                        color0_mov;
2790     DWORD                       color0_reg;
2791
2792 } IWineD3DPixelShaderImpl;
2793
2794 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2795 void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures);
2796 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2797
2798 /* sRGB correction constants */
2799 static const float srgb_cmp = 0.0031308f;
2800 static const float srgb_mul_low = 12.92f;
2801 static const float srgb_pow = 0.41666f;
2802 static const float srgb_mul_high = 1.055f;
2803 static const float srgb_sub_high = 0.055f;
2804
2805 /*****************************************************************************
2806  * IWineD3DPalette implementation structure
2807  */
2808 struct IWineD3DPaletteImpl {
2809     /* IUnknown parts */
2810     const IWineD3DPaletteVtbl  *lpVtbl;
2811     LONG                       ref;
2812
2813     IUnknown                   *parent;
2814     IWineD3DDeviceImpl         *wineD3DDevice;
2815
2816     /* IWineD3DPalette */
2817     HPALETTE                   hpal;
2818     WORD                       palVersion;     /*|               */
2819     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2820     PALETTEENTRY               palents[256];   /*|               */
2821     /* This is to store the palette in 'screen format' */
2822     int                        screen_palents[256];
2823     DWORD                      Flags;
2824 };
2825
2826 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2827 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2828
2829 /* DirectDraw utility functions */
2830 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2831
2832 /*****************************************************************************
2833  * Pixel format management
2834  */
2835
2836 /* WineD3D pixel format flags */
2837 #define WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING 0x1
2838 #define WINED3DFMT_FLAG_FILTERING                0x2
2839 #define WINED3DFMT_FLAG_DEPTH                    0x4
2840 #define WINED3DFMT_FLAG_STENCIL                  0x8
2841 #define WINED3DFMT_FLAG_RENDERTARGET             0x10
2842 #define WINED3DFMT_FLAG_FOURCC                   0x20
2843 #define WINED3DFMT_FLAG_FBO_ATTACHABLE           0x40
2844 #define WINED3DFMT_FLAG_COMPRESSED               0x80
2845
2846 struct GlPixelFormatDesc
2847 {
2848     WINED3DFORMAT format;
2849     DWORD red_mask;
2850     DWORD green_mask;
2851     DWORD blue_mask;
2852     DWORD alpha_mask;
2853     UINT byte_count;
2854     WORD depth_size;
2855     WORD stencil_size;
2856
2857     UINT block_width;
2858     UINT block_height;
2859     UINT block_byte_count;
2860
2861     enum wined3d_ffp_emit_idx emit_idx;
2862     GLint component_count;
2863     GLenum gl_vtx_type;
2864     GLint gl_vtx_format;
2865     GLboolean gl_normalized;
2866     unsigned int component_size;
2867
2868     GLint glInternal;
2869     GLint glGammaInternal;
2870     GLint rtInternal;
2871     GLint glFormat;
2872     GLint glType;
2873     unsigned int Flags;
2874     float heightscale;
2875     struct color_fixup_desc color_fixup;
2876 };
2877
2878 const struct GlPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt, const struct wined3d_gl_info *gl_info);
2879
2880 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2881 {
2882     return (stateblock->vertexShader
2883             && !stateblock->wineD3DDevice->strided_streams.position_transformed
2884             && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2885 }
2886
2887 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2888 {
2889     return (stateblock->pixelShader
2890             && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2891 }
2892
2893 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2894         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2895
2896 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
2897 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
2898
2899 #endif