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[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
45
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
49
50 typedef struct {
51     void *key;
52     void *value;
53     unsigned int hash;
54     struct list entry;
55 } hash_table_entry_t;
56
57 typedef struct {
58     hash_function_t *hash_function;
59     compare_function_t *compare_function;
60     struct list *buckets;
61     unsigned int bucket_count;
62     hash_table_entry_t *entries;
63     unsigned int entry_count;
64     struct list free_entries;
65     unsigned int count;
66     unsigned int grow_size;
67     unsigned int shrink_size;
68 } hash_table_t;
69
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
75
76 /* Device caps */
77 #define MAX_PALETTES            256
78 #define MAX_STREAMS             16
79 #define MAX_TEXTURES            8
80 #define MAX_FRAGMENT_SAMPLERS   16
81 #define MAX_VERTEX_SAMPLERS     4
82 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS       8
84 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS              256
86
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
89
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R     35
92 #define NUM_SAVEDPIXELSTATES_T     18
93 #define NUM_SAVEDPIXELSTATES_S     12
94 #define NUM_SAVEDVERTEXSTATES_R    34
95 #define NUM_SAVEDVERTEXSTATES_T    2
96 #define NUM_SAVEDVERTEXSTATES_S    1
97
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
104
105 typedef enum _WINELOOKUP {
106     WINELOOKUP_WARPPARAM = 0,
107     WINELOOKUP_MAGFILTER = 1,
108     MAX_LOOKUPS          = 2
109 } WINELOOKUP;
110
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
114
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
116
117 typedef struct _WINED3DGLTYPE {
118     int         d3dType;
119     GLint       size;
120     GLenum      glType;
121     GLboolean   normalized;
122     int         typesize;
123 } WINED3DGLTYPE;
124
125 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
126 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
127                                   {WINED3DDECLTYPE_FLOAT1,    1, GL_FLOAT           , GL_FALSE ,sizeof(float)},
128                                   {WINED3DDECLTYPE_FLOAT2,    2, GL_FLOAT           , GL_FALSE ,sizeof(float)},
129                                   {WINED3DDECLTYPE_FLOAT3,    3, GL_FLOAT           , GL_FALSE ,sizeof(float)},
130                                   {WINED3DDECLTYPE_FLOAT4,    4, GL_FLOAT           , GL_FALSE ,sizeof(float)},
131                                   {WINED3DDECLTYPE_D3DCOLOR,  4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
132                                   {WINED3DDECLTYPE_UBYTE4,    4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
133                                   {WINED3DDECLTYPE_SHORT2,    2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
134                                   {WINED3DDECLTYPE_SHORT4,    4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
135                                   {WINED3DDECLTYPE_UBYTE4N,   4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
136                                   {WINED3DDECLTYPE_SHORT2N,   2, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
137                                   {WINED3DDECLTYPE_SHORT4N,   4, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
138                                   {WINED3DDECLTYPE_USHORT2N,  2, GL_UNSIGNED_SHORT  , GL_TRUE  ,sizeof(short int)},
139                                   {WINED3DDECLTYPE_USHORT4N,  4, GL_UNSIGNED_SHORT  , GL_TRUE  ,sizeof(short int)},
140                                   {WINED3DDECLTYPE_UDEC3,     3, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
141                                   {WINED3DDECLTYPE_DEC3N,     3, GL_SHORT           , GL_TRUE  ,sizeof(short int)},
142                                   /* We should do an extension check for NV_HALF_FLOAT. However, without NV_HALF_FLOAT
143                                    * we won't be able to load the data at all, so at least for the moment it wouldn't
144                                    * gain us much. */
145                                   {WINED3DDECLTYPE_FLOAT16_2, 2, GL_HALF_FLOAT_NV   , GL_FALSE ,sizeof(GLhalfNV)},
146                                   {WINED3DDECLTYPE_FLOAT16_4, 4, GL_HALF_FLOAT_NV   , GL_FALSE ,sizeof(GLhalfNV)}};
147
148 #define WINED3D_ATR_TYPE(type)          glTypeLookup[type].d3dType
149 #define WINED3D_ATR_SIZE(type)          glTypeLookup[type].size
150 #define WINED3D_ATR_GLTYPE(type)        glTypeLookup[type].glType
151 #define WINED3D_ATR_NORMALIZED(type)    glTypeLookup[type].normalized
152 #define WINED3D_ATR_TYPESIZE(type)      glTypeLookup[type].typesize
153
154 /**
155  * Settings 
156  */
157 #define VS_NONE    0
158 #define VS_HW      1
159
160 #define PS_NONE    0
161 #define PS_HW      1
162
163 #define VBO_NONE   0
164 #define VBO_HW     1
165
166 #define NP2_NONE   0
167 #define NP2_REPACK 1
168 #define NP2_NATIVE 2
169
170 #define ORM_BACKBUFFER  0
171 #define ORM_PBUFFER     1
172 #define ORM_FBO         2
173
174 #define SHADER_ARB  1
175 #define SHADER_GLSL 2
176 #define SHADER_NONE 3
177
178 #define RTL_DISABLE   -1
179 #define RTL_AUTO       0
180 #define RTL_READDRAW   1
181 #define RTL_READTEX    2
182 #define RTL_TEXDRAW    3
183 #define RTL_TEXTEX     4
184
185 /* NOTE: When adding fields to this structure, make sure to update the default
186  * values in wined3d_main.c as well. */
187 typedef struct wined3d_settings_s {
188 /* vertex and pixel shader modes */
189   int vs_mode;
190   int ps_mode;
191   int vbo_mode;
192 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
193     we should use it.  However, until it's fully implemented, we'll leave it as a registry
194     setting for developers. */
195   BOOL glslRequested;
196   int offscreen_rendering_mode;
197   int rendertargetlock_mode;
198 /* Memory tracking and object counting */
199   unsigned int emulated_textureram;
200   char *logo;
201 } wined3d_settings_t;
202
203 extern wined3d_settings_t wined3d_settings;
204
205 /* Shader backends */
206 struct SHADER_OPCODE_ARG;
207
208 typedef struct {
209     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
210     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
211     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
212     void (*shader_cleanup)(IWineD3DDevice *iface);
213     void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
214 } shader_backend_t;
215
216 extern const shader_backend_t glsl_shader_backend;
217 extern const shader_backend_t arb_program_shader_backend;
218 extern const shader_backend_t none_shader_backend;
219
220 /* X11 locking */
221
222 extern void (*wine_tsx11_lock_ptr)(void);
223 extern void (*wine_tsx11_unlock_ptr)(void);
224
225 /* As GLX relies on X, this is needed */
226 extern int num_lock;
227
228 #if 0
229 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
230 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
231 #else
232 #define ENTER_GL() wine_tsx11_lock_ptr()
233 #define LEAVE_GL() wine_tsx11_unlock_ptr()
234 #endif
235
236 /*****************************************************************************
237  * Defines
238  */
239
240 /* GL related defines */
241 /* ------------------ */
242 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
243 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
244 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
245 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
246
247 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
248 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
249 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
250 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
251
252 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
253 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
254 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
255 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
256
257 #define D3DCOLORTOGLFLOAT4(dw, vec) \
258   (vec)[0] = D3DCOLOR_R(dw); \
259   (vec)[1] = D3DCOLOR_G(dw); \
260   (vec)[2] = D3DCOLOR_B(dw); \
261   (vec)[3] = D3DCOLOR_A(dw);
262
263 /* DirectX Device Limits */
264 /* --------------------- */
265 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
266
267 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
268                             See MaxStreams in MSDN under GetDeviceCaps */
269                          /* Maximum number of constants provided to the shaders */
270 #define HIGHEST_TRANSFORMSTATE 512 
271                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
272 #define MAX_PALETTES      256
273
274 /* Checking of API calls */
275 /* --------------------- */
276 #define checkGLcall(A)                                          \
277 {                                                               \
278     GLint err = glGetError();                                   \
279     if (err == GL_NO_ERROR) {                                   \
280        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
281                                                                 \
282     } else do {                                                 \
283         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
284             debug_glerror(err), err, A, __FILE__, __LINE__);    \
285        err = glGetError();                                      \
286     } while (err != GL_NO_ERROR);                               \
287
288
289 /* Trace routines / diagnostics */
290 /* ---------------------------- */
291
292 /* Dump out a matrix and copy it */
293 #define conv_mat(mat,gl_mat)                                                                \
294 do {                                                                                        \
295     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
296     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
297     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
298     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
299     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
300 } while (0)
301
302 /* Macro to dump out the current state of the light chain */
303 #define DUMP_LIGHT_CHAIN()                    \
304 {                                             \
305   PLIGHTINFOEL *el = This->stateBlock->lights;\
306   while (el) {                                \
307     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
308     el = el->next;                            \
309   }                                           \
310 }
311
312 /* Trace vector and strided data information */
313 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
314 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
315         sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType, sd->u.s.name.VBO, sd->u.s.name.streamNo);
316
317 /* Defines used for optimizations */
318
319 /*    Only reapply what is necessary */
320 #define REAPPLY_ALPHAOP  0x0001
321 #define REAPPLY_ALL      0xFFFF
322
323 /* Advance declaration of structures to satisfy compiler */
324 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
325 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
326 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
327 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
328
329 /* Tracking */
330
331 /* TODO: Move some of this to the device */
332 long globalChangeGlRam(long glram);
333
334 /* Memory and object tracking */
335
336 /*Structure for holding information on all direct3d objects
337 useful for making sure tracking is ok and when release is called on a device!
338 and probably quite handy for debugging and dumping states out
339 */
340 typedef struct WineD3DGlobalStatistics {
341     int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
342 } WineD3DGlobalStatistics;
343
344 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
345
346 /* Global variables */
347 extern const float identity[16];
348
349 /*****************************************************************************
350  * Compilable extra diagnostics
351  */
352
353 /* Trace information per-vertex: (extremely high amount of trace) */
354 #if 0 /* NOTE: Must be 0 in cvs */
355 # define VTRACE(A) TRACE A
356 #else 
357 # define VTRACE(A) 
358 #endif
359
360 /* Checking of per-vertex related GL calls */
361 /* --------------------- */
362 #define vcheckGLcall(A)                                         \
363 {                                                               \
364     GLint err = glGetError();                                   \
365     if (err == GL_NO_ERROR) {                                   \
366        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
367                                                                 \
368     } else do {                                                 \
369         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
370             debug_glerror(err), err, A, __FILE__, __LINE__);    \
371        err = glGetError();                                      \
372     } while (err != GL_NO_ERROR);                               \
373 }
374
375 /* TODO: Confirm each of these works when wined3d move completed */
376 #if 0 /* NOTE: Must be 0 in cvs */
377   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
378      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
379      is enabled, and if it doesn't exist it is disabled. */
380 # define FRAME_DEBUGGING
381   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
382       the file is deleted                                                                            */
383 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
384 #  define SINGLE_FRAME_DEBUGGING
385 # endif  
386   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
387      It can only be enabled when FRAME_DEBUGGING is also enabled                               
388      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
389      array is drawn.                                                                            */
390 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
391 #  define SHOW_FRAME_MAKEUP 1
392 # endif  
393   /* The following, when enabled, lets you see the makeup of the all the textures used during each
394      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
395      The contents of the textures assigned to each stage are written into 
396      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
397 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
398 #  define SHOW_TEXTURE_MAKEUP 0
399 # endif  
400 extern BOOL isOn;
401 extern BOOL isDumpingFrames;
402 extern LONG primCounter;
403 #endif
404
405 /*****************************************************************************
406  * Prototypes
407  */
408
409 /* Routine common to the draw primitive and draw indexed primitive routines */
410 void drawPrimitive(IWineD3DDevice *iface,
411                     int PrimitiveType,
412                     long NumPrimitives,
413                     /* for Indexed: */
414                     long  StartVertexIndex,
415                     UINT  numberOfVertices,
416                     long  StartIdx,
417                     short idxBytes,
418                     const void *idxData,
419                     int   minIndex);
420
421 void primitiveDeclarationConvertToStridedData(
422      IWineD3DDevice *iface,
423      BOOL useVertexShaderFunction,
424      WineDirect3DVertexStridedData *strided,
425      BOOL *fixup);
426
427 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
428
429 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface);
430
431 #define eps 1e-8
432
433 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
434     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
435
436 /* Routines and structures related to state management */
437 typedef struct WineD3DContext WineD3DContext;
438 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
439
440 #define STATE_RENDER(a) (a)
441 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
442
443 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
444 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
445
446 /* + 1 because samplers start with 0 */
447 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
448 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
449
450 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
451 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
452
453 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
454 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
455
456 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
457 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
458 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
459 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
460
461 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
462 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
463
464 #define STATE_VSHADER (STATE_VDECL + 1)
465 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
466
467 #define STATE_VIEWPORT (STATE_VSHADER + 1)
468 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
469
470 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
471 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
472 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
473 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
474
475 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
476 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
477
478 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
479 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
480
481 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
482 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
483
484 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
485
486 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
487
488 #define STATE_HIGHEST (STATE_FRONTFACE)
489
490 struct StateEntry
491 {
492     DWORD           representative;
493     APPLYSTATEFUNC  apply;
494 };
495
496 /* Global state table */
497 extern const struct StateEntry StateTable[];
498
499 /* The new context manager that should deal with onscreen and offscreen rendering */
500 struct WineD3DContext {
501     /* State dirtification
502      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
503      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
504      * 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
505      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
506      */
507     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
508     DWORD                   numDirtyEntries;
509     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
510
511     IWineD3DSurface         *surface;
512     DWORD                   tid;    /* Thread ID which owns this context at the moment */
513
514     /* Stores some inforation about the context state for optimization */
515     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
516     BOOL                    last_was_pshader;
517     BOOL                    last_was_vshader;
518     BOOL                    last_was_foggy_shader;
519     BOOL                    namedArraysLoaded, numberedArraysLoaded;
520     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
521     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
522     unsigned char           num_untracked_materials;
523     GLenum                  untracked_materials[2];
524     BOOL                    last_was_blit, last_was_ckey;
525     char                    texShaderBumpMap;
526     BOOL                    fog_coord;
527
528     /* The actual opengl context */
529     HGLRC                   glCtx;
530     HWND                    win_handle;
531     HDC                     hdc;
532     HPBUFFERARB             pbuffer;
533     BOOL                    isPBuffer;
534 };
535
536 typedef enum ContextUsage {
537     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
538     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfacs */
539     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
540     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
541 } ContextUsage;
542
543 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
544 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
545 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
546 void apply_fbo_state(IWineD3DDevice *iface);
547
548 /* Macros for doing basic GPU detection based on opengl capabilities */
549 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
550 #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])
551 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
552 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
553
554 /* Default callbacks for implicit object destruction */
555 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
556
557 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
558
559 /*****************************************************************************
560  * Internal representation of a light
561  */
562 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
563 struct PLIGHTINFOEL {
564     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
565     DWORD        OriginalIndex;
566     LONG         glIndex;
567     BOOL         changed;
568     BOOL         enabledChanged;
569
570     /* Converted parms to speed up swapping lights */
571     float                         lightPosn[4];
572     float                         lightDirn[4];
573     float                         exponent;
574     float                         cutoff;
575
576     struct list entry;
577 };
578
579 /* The default light parameters */
580 extern const WINED3DLIGHT WINED3D_default_light;
581
582 typedef struct WineD3D_PixelFormat
583 {
584     int iPixelFormat; /* WGL pixel format */
585     int redSize, greenSize, blueSize, alphaSize;
586     int depthSize, stencilSize;
587 } WineD3D_PixelFormat;
588
589 /* The adapter structure */
590 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
591 struct WineD3DAdapter
592 {
593     POINT                   monitorPoint;
594     WineD3D_GL_Info         gl_info;
595     const char              *driver;
596     const char              *description;
597     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
598     int                     nCfgs;
599     WineD3D_PixelFormat     *cfgs;
600 };
601
602 extern BOOL InitAdapters(void);
603 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
604
605 /*****************************************************************************
606  * High order patch management
607  */
608 struct WineD3DRectPatch
609 {
610     UINT                            Handle;
611     float                          *mem;
612     WineDirect3DVertexStridedData   strided;
613     WINED3DRECTPATCH_INFO           RectPatchInfo;
614     float                           numSegs[4];
615     char                            has_normals, has_texcoords;
616     struct list                     entry;
617 };
618
619 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
620
621 /*****************************************************************************
622  * IWineD3D implementation structure
623  */
624 typedef struct IWineD3DImpl
625 {
626     /* IUnknown fields */
627     const IWineD3DVtbl     *lpVtbl;
628     LONG                    ref;     /* Note: Ref counting not required */
629
630     /* WineD3D Information */
631     IUnknown               *parent;
632     UINT                    dxVersion;
633 } IWineD3DImpl;
634
635 extern const IWineD3DVtbl IWineD3D_Vtbl;
636
637 /* TODO: setup some flags in the registry to enable, disable pbuffer support
638 (since it will break quite a few things until contexts are managed properly!) */
639 extern BOOL pbuffer_support;
640 /* allocate one pbuffer per surface */
641 extern BOOL pbuffer_per_surface;
642
643 typedef struct ResourceList {
644     IWineD3DResource         *resource;
645     struct ResourceList      *next;
646 } ResourceList;
647
648 /* A helper function that dumps a resource list */
649 void dumpResources(ResourceList *resources);
650
651 /*****************************************************************************
652  * IWineD3DDevice implementation structure
653  */
654 struct IWineD3DDeviceImpl
655 {
656     /* IUnknown fields      */
657     const IWineD3DDeviceVtbl *lpVtbl;
658     LONG                    ref;     /* Note: Ref counting not required */
659
660     /* WineD3D Information  */
661     IUnknown               *parent;
662     IWineD3D               *wineD3D;
663     struct WineD3DAdapter  *adapter;
664
665     /* Window styles to restore when switching fullscreen mode */
666     LONG                    style;
667     LONG                    exStyle;
668
669     /* X and GL Information */
670     GLint                   maxConcurrentLights;
671     GLenum                  offscreenBuffer;
672
673     /* Selected capabilities */
674     int vs_selected_mode;
675     int ps_selected_mode;
676     const shader_backend_t *shader_backend;
677     hash_table_t *glsl_program_lookup;
678
679     /* To store */
680     BOOL                    view_ident;        /* true iff view matrix is identity                */
681     BOOL                    untransformed;
682     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
683     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
684
685     /* State block related */
686     BOOL                    isRecordingState;
687     IWineD3DStateBlockImpl *stateBlock;
688     IWineD3DStateBlockImpl *updateStateBlock;
689     BOOL                   isInDraw;
690
691     /* Internal use fields  */
692     WINED3DDEVICE_CREATION_PARAMETERS createParms;
693     UINT                            adapterNo;
694     WINED3DDEVTYPE                  devType;
695
696     IWineD3DSwapChain     **swapchains;
697     UINT                    NumberOfSwapChains;
698
699     ResourceList           *resources; /* a linked list to track resources created by the device */
700
701     /* Render Target Support */
702     IWineD3DSurface       **render_targets;
703     IWineD3DSurface        *depthStencilBuffer;
704     IWineD3DSurface       **fbo_color_attachments;
705     IWineD3DSurface        *fbo_depth_attachment;
706
707     IWineD3DSurface        *stencilBufferTarget;
708
709     /* Caches to avoid unneeded context changes */
710     IWineD3DSurface        *lastActiveRenderTarget;
711     IWineD3DSwapChain      *lastActiveSwapChain;
712
713     /* palettes texture management */
714     PALETTEENTRY            palettes[MAX_PALETTES][256];
715     UINT                    currentPalette;
716
717     /* For rendering to a texture using glCopyTexImage */
718     BOOL                    render_offscreen;
719     WINED3D_DEPTHCOPYSTATE  depth_copy_state;
720     GLuint                  fbo;
721     GLuint                  src_fbo;
722     GLuint                  dst_fbo;
723     GLenum                  *draw_buffers;
724
725     /* Cursor management */
726     BOOL                    bCursorVisible;
727     UINT                    xHotSpot;
728     UINT                    yHotSpot;
729     UINT                    xScreenSpace;
730     UINT                    yScreenSpace;
731     UINT                    cursorWidth, cursorHeight;
732     GLuint                  cursorTexture;
733     BOOL                    haveHardwareCursor;
734     HCURSOR                 hardwareCursor;
735
736     /* The Wine logo surface */
737     IWineD3DSurface        *logo_surface;
738
739     /* Textures for when no other textures are mapped */
740     UINT                          dummyTextureName[MAX_TEXTURES];
741
742     /* Debug stream management */
743     BOOL                     debug;
744
745     /* Device state management */
746     HRESULT                 state;
747     BOOL                    d3d_initialized;
748
749     /* A flag to check for proper BeginScene / EndScene call pairs */
750     BOOL inScene;
751
752     /* process vertex shaders using software or hardware */
753     BOOL softwareVertexProcessing;
754
755     /* DirectDraw stuff */
756     HWND ddraw_window;
757     IWineD3DSurface *ddraw_primary;
758     DWORD ddraw_width, ddraw_height;
759     WINED3DFORMAT ddraw_format;
760     BOOL ddraw_fullscreen;
761
762     /* Final position fixup constant */
763     float                       posFixup[4];
764
765     /* With register combiners we can skip junk texture stages */
766     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
767     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
768     BOOL                      fixed_function_usage_map[MAX_TEXTURES];
769
770     /* Stream source management */
771     WineDirect3DVertexStridedData strided_streams;
772     WineDirect3DVertexStridedData *up_strided;
773     BOOL                      useDrawStridedSlow;
774     BOOL                      instancedDraw;
775
776     /* Context management */
777     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
778     WineD3DContext          *activeContext;
779     DWORD                   lastThread;
780     UINT                    numContexts;
781     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
782     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
783
784     /* High level patch management */
785 #define PATCHMAP_SIZE 43
786 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
787     struct list             patches[PATCHMAP_SIZE];
788     struct WineD3DRectPatch *currentPatch;
789 };
790
791 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
792
793 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
794 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
795 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
796     DWORD idx = state >> 5;
797     BYTE shift = state & 0x1f;
798     return context->isStateDirty[idx] & (1 << shift);
799 }
800
801 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
802 typedef struct PrivateData
803 {
804     struct list entry;
805
806     GUID tag;
807     DWORD flags; /* DDSPD_* */
808     DWORD uniqueness_value;
809
810     union
811     {
812         LPVOID data;
813         LPUNKNOWN object;
814     } ptr;
815
816     DWORD size;
817 } PrivateData;
818
819 /*****************************************************************************
820  * IWineD3DResource implementation structure
821  */
822 typedef struct IWineD3DResourceClass
823 {
824     /* IUnknown fields */
825     LONG                    ref;     /* Note: Ref counting not required */
826
827     /* WineD3DResource Information */
828     IUnknown               *parent;
829     WINED3DRESOURCETYPE     resourceType;
830     IWineD3DDeviceImpl     *wineD3DDevice;
831     WINED3DPOOL             pool;
832     UINT                    size;
833     DWORD                   usage;
834     WINED3DFORMAT           format;
835     BYTE                   *allocatedMemory;
836     struct list             privateData;
837
838 } IWineD3DResourceClass;
839
840 typedef struct IWineD3DResourceImpl
841 {
842     /* IUnknown & WineD3DResource Information     */
843     const IWineD3DResourceVtbl *lpVtbl;
844     IWineD3DResourceClass   resource;
845 } IWineD3DResourceImpl;
846
847
848 /*****************************************************************************
849  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
850  */
851 typedef struct IWineD3DVertexBufferImpl
852 {
853     /* IUnknown & WineD3DResource Information     */
854     const IWineD3DVertexBufferVtbl *lpVtbl;
855     IWineD3DResourceClass     resource;
856
857     /* WineD3DVertexBuffer specifics */
858     DWORD                     fvf;
859
860     /* Vertex buffer object support */
861     GLuint                    vbo;
862     BYTE                      Flags;
863     LONG                      bindCount;
864
865     UINT                      dirtystart, dirtyend;
866     LONG                      lockcount;
867
868     LONG                      declChanges, draws;
869     /* Last description of the buffer */
870     WineDirect3DVertexStridedData strided;
871 } IWineD3DVertexBufferImpl;
872
873 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
874
875 #define VBFLAG_LOAD           0x01    /* Data is written from allocatedMemory to the VBO */
876 #define VBFLAG_OPTIMIZED      0x02    /* Optimize has been called for the VB */
877 #define VBFLAG_DIRTY          0x04    /* Buffer data has been modified */
878 #define VBFLAG_HASDESC        0x08    /* A vertex description has been found */
879 #define VBFLAG_VBOCREATEFAIL  0x10    /* An attempt to create a vbo has failed */
880
881 /*****************************************************************************
882  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
883  */
884 typedef struct IWineD3DIndexBufferImpl
885 {
886     /* IUnknown & WineD3DResource Information     */
887     const IWineD3DIndexBufferVtbl *lpVtbl;
888     IWineD3DResourceClass     resource;
889
890     GLuint                    vbo;
891     UINT                      dirtystart, dirtyend;
892     LONG                      lockcount;
893
894     /* WineD3DVertexBuffer specifics */
895 } IWineD3DIndexBufferImpl;
896
897 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
898
899 /*****************************************************************************
900  * IWineD3DBaseTexture D3D- > openGL state map lookups
901  */
902 #define WINED3DFUNC_NOTSUPPORTED  -2
903 #define WINED3DFUNC_UNIMPLEMENTED -1
904
905 typedef enum winetexturestates {
906     WINED3DTEXSTA_ADDRESSU       = 0,
907     WINED3DTEXSTA_ADDRESSV       = 1,
908     WINED3DTEXSTA_ADDRESSW       = 2,
909     WINED3DTEXSTA_BORDERCOLOR    = 3,
910     WINED3DTEXSTA_MAGFILTER      = 4,
911     WINED3DTEXSTA_MINFILTER      = 5,
912     WINED3DTEXSTA_MIPFILTER      = 6,
913     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
914     WINED3DTEXSTA_MAXANISOTROPY  = 8,
915     WINED3DTEXSTA_SRGBTEXTURE    = 9,
916     WINED3DTEXSTA_ELEMENTINDEX   = 10,
917     WINED3DTEXSTA_DMAPOFFSET     = 11,
918     WINED3DTEXSTA_TSSADDRESSW    = 12,
919     MAX_WINETEXTURESTATES        = 13,
920 } winetexturestates;
921
922 /*****************************************************************************
923  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
924  */
925 typedef struct IWineD3DBaseTextureClass
926 {
927     UINT                    levels;
928     BOOL                    dirty;
929     UINT                    textureName;
930     UINT                    LOD;
931     WINED3DTEXTUREFILTERTYPE filterType;
932     DWORD                   states[MAX_WINETEXTURESTATES];
933     LONG                    bindCount;
934     DWORD                   sampler;
935     BOOL                    is_srgb;
936     UINT                    srgb_mode_change_count;
937     WINED3DFORMAT           shader_conversion_group;
938 } IWineD3DBaseTextureClass;
939
940 typedef struct IWineD3DBaseTextureImpl
941 {
942     /* IUnknown & WineD3DResource Information     */
943     const IWineD3DBaseTextureVtbl *lpVtbl;
944     IWineD3DResourceClass     resource;
945     IWineD3DBaseTextureClass  baseTexture;
946
947 } IWineD3DBaseTextureImpl;
948
949 /*****************************************************************************
950  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
951  */
952 typedef struct IWineD3DTextureImpl
953 {
954     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
955     const IWineD3DTextureVtbl *lpVtbl;
956     IWineD3DResourceClass     resource;
957     IWineD3DBaseTextureClass  baseTexture;
958
959     /* IWineD3DTexture */
960     IWineD3DSurface          *surfaces[MAX_LEVELS];
961     
962     UINT                      width;
963     UINT                      height;
964     float                     pow2scalingFactorX;
965     float                     pow2scalingFactorY;
966
967 } IWineD3DTextureImpl;
968
969 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
970
971 /*****************************************************************************
972  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
973  */
974 typedef struct IWineD3DCubeTextureImpl
975 {
976     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
977     const IWineD3DCubeTextureVtbl *lpVtbl;
978     IWineD3DResourceClass     resource;
979     IWineD3DBaseTextureClass  baseTexture;
980
981     /* IWineD3DCubeTexture */
982     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
983
984     UINT                      edgeLength;
985     float                     pow2scalingFactor;
986
987 } IWineD3DCubeTextureImpl;
988
989 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
990
991 typedef struct _WINED3DVOLUMET_DESC
992 {
993     UINT                    Width;
994     UINT                    Height;
995     UINT                    Depth;
996 } WINED3DVOLUMET_DESC;
997
998 /*****************************************************************************
999  * IWineD3DVolume implementation structure (extends IUnknown)
1000  */
1001 typedef struct IWineD3DVolumeImpl
1002 {
1003     /* IUnknown & WineD3DResource fields */
1004     const IWineD3DVolumeVtbl  *lpVtbl;
1005     IWineD3DResourceClass      resource;
1006
1007     /* WineD3DVolume Information */
1008     WINED3DVOLUMET_DESC      currentDesc;
1009     IWineD3DBase            *container;
1010     UINT                    bytesPerPixel;
1011
1012     BOOL                    lockable;
1013     BOOL                    locked;
1014     WINED3DBOX              lockedBox;
1015     WINED3DBOX              dirtyBox;
1016     BOOL                    dirty;
1017
1018
1019 } IWineD3DVolumeImpl;
1020
1021 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1022
1023 /*****************************************************************************
1024  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1025  */
1026 typedef struct IWineD3DVolumeTextureImpl
1027 {
1028     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1029     const IWineD3DVolumeTextureVtbl *lpVtbl;
1030     IWineD3DResourceClass     resource;
1031     IWineD3DBaseTextureClass  baseTexture;
1032
1033     /* IWineD3DVolumeTexture */
1034     IWineD3DVolume           *volumes[MAX_LEVELS];
1035
1036     UINT                      width;
1037     UINT                      height;
1038     UINT                      depth;
1039 } IWineD3DVolumeTextureImpl;
1040
1041 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1042
1043 typedef struct _WINED3DSURFACET_DESC
1044 {
1045     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1046     DWORD                   MultiSampleQuality;
1047     UINT                    Width;
1048     UINT                    Height;
1049 } WINED3DSURFACET_DESC;
1050
1051 /*****************************************************************************
1052  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1053  */
1054 typedef struct wineD3DSurface_DIB {
1055     HBITMAP DIBsection;
1056     void* bitmap_data;
1057     UINT bitmap_size;
1058     HGDIOBJ holdbitmap;
1059     BOOL client_memory;
1060 } wineD3DSurface_DIB;
1061
1062 typedef struct {
1063     struct list entry;
1064     GLuint id;
1065     UINT width;
1066     UINT height;
1067 } renderbuffer_entry_t;
1068
1069 /*****************************************************************************
1070  * IWineD3DClipp implementation structure
1071  */
1072 typedef struct IWineD3DClipperImpl
1073 {
1074     const IWineD3DClipperVtbl *lpVtbl;
1075     LONG ref;
1076
1077     IUnknown *Parent;
1078     HWND hWnd;
1079 } IWineD3DClipperImpl;
1080
1081
1082 /*****************************************************************************
1083  * IWineD3DSurface implementation structure
1084  */
1085 struct IWineD3DSurfaceImpl
1086 {
1087     /* IUnknown & IWineD3DResource Information     */
1088     const IWineD3DSurfaceVtbl *lpVtbl;
1089     IWineD3DResourceClass     resource;
1090
1091     /* IWineD3DSurface fields */
1092     IWineD3DBase              *container;
1093     WINED3DSURFACET_DESC      currentDesc;
1094     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1095     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1096
1097     UINT                      bytesPerPixel;
1098
1099     /* TODO: move this off into a management class(maybe!) */
1100     DWORD                      Flags;
1101
1102     UINT                      pow2Width;
1103     UINT                      pow2Height;
1104
1105     /* Oversized texture */
1106     RECT                      glRect;
1107
1108     /* PBO */
1109     GLuint                    pbo;
1110
1111 #if 0
1112     /* precalculated x and y scalings for texture coords */
1113     float                     pow2scalingFactorX; /* =  (Width  / pow2Width ) */
1114     float                     pow2scalingFactorY; /* =  (Height / pow2Height) */
1115 #endif
1116
1117     RECT                      lockedRect;
1118     RECT                      dirtyRect;
1119     int                       lockCount;
1120 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1121
1122     glDescriptor              glDescription;
1123
1124     /* For GetDC */
1125     wineD3DSurface_DIB        dib;
1126     HDC                       hDC;
1127
1128     /* Color keys for DDraw */
1129     WINEDDCOLORKEY            DestBltCKey;
1130     WINEDDCOLORKEY            DestOverlayCKey;
1131     WINEDDCOLORKEY            SrcOverlayCKey;
1132     WINEDDCOLORKEY            SrcBltCKey;
1133     DWORD                     CKeyFlags;
1134
1135     WINEDDCOLORKEY            glCKey;
1136
1137     struct list               renderbuffers;
1138     renderbuffer_entry_t      *current_renderbuffer;
1139
1140     /* DirectDraw clippers */
1141     IWineD3DClipper           *clipper;
1142 };
1143
1144 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1145 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1146
1147 /* Predeclare the shared Surface functions */
1148 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1149 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1150 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1151 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1152 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1153 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1154 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1155 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1156 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1157 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1158 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1159 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1160 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1161 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1162 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1163 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1164 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1165 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1166 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1167 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1168 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1169 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1170 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1171 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1172 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1173 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1174 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1175 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1176 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1177 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1178 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1179 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1180
1181 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1182
1183
1184 /* Surface flags: */
1185 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
1186 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
1187 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for getdc */
1188 #define SFLAG_LOCKABLE    0x00000008 /* Surface can be locked */
1189 #define SFLAG_DISCARD     0x00000010 /* ??? */
1190 #define SFLAG_LOCKED      0x00000020 /* Surface is locked atm */
1191 #define SFLAG_INTEXTURE   0x00000040 /* The GL texture contains the newest surface content */
1192 #define SFLAG_INDRAWABLE  0x00000080 /* The gl drawable contains the most up to date data */
1193 #define SFLAG_INSYSMEM    0x00000100 /* The system memory copy is most up to date */
1194 #define SFLAG_NONPOW2     0x00000200 /* Surface sizes are not a power of 2 */
1195 #define SFLAG_DYNLOCK     0x00000400 /* Surface is often locked by the app */
1196 #define SFLAG_DYNCHANGE   0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1197 #define SFLAG_DCINUSE     0x00001000 /* Set between GetDC and ReleaseDC calls */
1198 #define SFLAG_LOST        0x00002000 /* Surface lost flag for DDraw */
1199 #define SFLAG_USERPTR     0x00004000 /* The application allocated the memory for this surface */
1200 #define SFLAG_GLCKEY      0x00008000 /* The gl texture was created with a color key */
1201 #define SFLAG_CLIENT      0x00010000 /* GL_APPLE_client_storage is used on that texture */
1202 #define SFLAG_ALLOCATED   0x00020000 /* A gl texture is allocated for this surface */
1203 #define SFLAG_PBO         0x00040000 /* Has a PBO attached for speeding data transfer for dynamicly locked surfaces */
1204
1205 /* In some conditions the surface memory must not be freed:
1206  * SFLAG_OVERSIZE: Not all data can be kept in GL
1207  * SFLAG_CONVERTED: Converting the data back would take too long
1208  * SFLAG_DIBSECTION: The dib code manages the memory
1209  * SFLAG_LOCKED: The app requires access to the surface data
1210  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1211  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1212  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1213  * SFLAG_CLIENT: OpenGL uses our memory as backup
1214  */
1215 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
1216                           SFLAG_CONVERTED  | \
1217                           SFLAG_DIBSECTION | \
1218                           SFLAG_LOCKED     | \
1219                           SFLAG_DYNLOCK    | \
1220                           SFLAG_DYNCHANGE  | \
1221                           SFLAG_USERPTR    | \
1222                           SFLAG_PBO        | \
1223                           SFLAG_CLIENT)
1224
1225 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1226
1227 typedef enum {
1228     NO_CONVERSION,
1229     CONVERT_PALETTED,
1230     CONVERT_PALETTED_CK,
1231     CONVERT_CK_565,
1232     CONVERT_CK_5551,
1233     CONVERT_CK_4444,
1234     CONVERT_CK_4444_ARGB,
1235     CONVERT_CK_1555,
1236     CONVERT_555,
1237     CONVERT_CK_RGB24,
1238     CONVERT_CK_8888,
1239     CONVERT_CK_8888_ARGB,
1240     CONVERT_RGB32_888,
1241     CONVERT_V8U8,
1242     CONVERT_L6V5U5,
1243     CONVERT_X8L8V8U8,
1244     CONVERT_Q8W8V8U8,
1245     CONVERT_V16U16,
1246     CONVERT_A4L4,
1247     CONVERT_R32F,
1248     CONVERT_R16F
1249 } CONVERT_TYPES;
1250
1251 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);
1252
1253 /*****************************************************************************
1254  * IWineD3DVertexDeclaration implementation structure
1255  */
1256 typedef struct IWineD3DVertexDeclarationImpl {
1257     /* IUnknown  Information */
1258     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1259     LONG                    ref;
1260
1261     IUnknown                *parent;
1262     IWineD3DDeviceImpl      *wineD3DDevice;
1263
1264     WINED3DVERTEXELEMENT    *pDeclarationWine;
1265     UINT                    declarationWNumElements;
1266
1267     DWORD                   streams[MAX_STREAMS];
1268     UINT                    num_streams;
1269     BOOL                    position_transformed;
1270 } IWineD3DVertexDeclarationImpl;
1271
1272 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1273
1274 /*****************************************************************************
1275  * IWineD3DStateBlock implementation structure
1276  */
1277
1278 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1279 /*   Note: Very long winded but gl Lists are not flexible enough */
1280 /*   to resolve everything we need, so doing it manually for now */
1281 typedef struct SAVEDSTATES {
1282         BOOL                      indices;
1283         BOOL                      material;
1284         BOOL                      fvf;
1285         BOOL                      streamSource[MAX_STREAMS];
1286         BOOL                      streamFreq[MAX_STREAMS];
1287         BOOL                      textures[MAX_COMBINED_SAMPLERS];
1288         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1289         BOOL                      viewport;
1290         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1291         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1292         BOOL                      samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1293         BOOL                      clipplane[MAX_CLIPPLANES];
1294         BOOL                      vertexDecl;
1295         BOOL                      pixelShader;
1296         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1297         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1298         BOOL                     *pixelShaderConstantsF;
1299         BOOL                      vertexShader;
1300         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1301         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1302         BOOL                     *vertexShaderConstantsF;
1303         BOOL                      scissorRect;
1304 } SAVEDSTATES;
1305
1306 typedef struct {
1307     struct  list entry;
1308     DWORD   count;
1309     DWORD   idx[13];
1310 } constants_entry;
1311
1312 struct StageState {
1313     DWORD stage;
1314     DWORD state;
1315 };
1316
1317 struct IWineD3DStateBlockImpl
1318 {
1319     /* IUnknown fields */
1320     const IWineD3DStateBlockVtbl *lpVtbl;
1321     LONG                      ref;     /* Note: Ref counting not required */
1322
1323     /* IWineD3DStateBlock information */
1324     IUnknown                 *parent;
1325     IWineD3DDeviceImpl       *wineD3DDevice;
1326     WINED3DSTATEBLOCKTYPE     blockType;
1327
1328     /* Array indicating whether things have been set or changed */
1329     SAVEDSTATES               changed;
1330     struct list               set_vconstantsF;
1331     struct list               set_pconstantsF;
1332
1333     /* Drawing - Vertex Shader or FVF related */
1334     DWORD                     fvf;
1335     /* Vertex Shader Declaration */
1336     IWineD3DVertexDeclaration *vertexDecl;
1337
1338     IWineD3DVertexShader      *vertexShader;
1339
1340     /* Vertex Shader Constants */
1341     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1342     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1343     float                     *vertexShaderConstantF;
1344
1345     /* Stream Source */
1346     BOOL                      streamIsUP;
1347     UINT                      streamStride[MAX_STREAMS];
1348     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1349     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1350     UINT                      streamFreq[MAX_STREAMS + 1];
1351     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1352
1353     /* Indices */
1354     IWineD3DIndexBuffer*      pIndexData;
1355     INT                       baseVertexIndex;
1356     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1357
1358     /* Transform */
1359     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1360
1361     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1362 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1363 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1364     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1365     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1366
1367     /* Clipping */
1368     double                    clipplane[MAX_CLIPPLANES][4];
1369     WINED3DCLIPSTATUS         clip_status;
1370
1371     /* ViewPort */
1372     WINED3DVIEWPORT           viewport;
1373
1374     /* Material */
1375     WINED3DMATERIAL           material;
1376
1377     /* Pixel Shader */
1378     IWineD3DPixelShader      *pixelShader;
1379
1380     /* Pixel Shader Constants */
1381     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1382     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1383     float                     *pixelShaderConstantF;
1384
1385     /* RenderState */
1386     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1387
1388     /* Texture */
1389     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1390     int                       textureDimensions[MAX_COMBINED_SAMPLERS];
1391
1392     /* Texture State Stage */
1393     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1394     DWORD                     lowest_disabled_stage;
1395     /* Sampler States */
1396     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1397
1398     /* Current GLSL Shader Program */
1399     struct glsl_shader_prog_link *glsl_program;
1400
1401     /* Scissor test rectangle */
1402     RECT                      scissorRect;
1403
1404     /* Contained state management */
1405     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1406     unsigned int              num_contained_render_states;
1407     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1408     unsigned int              num_contained_transform_states;
1409     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1410     unsigned int              num_contained_vs_consts_i;
1411     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1412     unsigned int              num_contained_vs_consts_b;
1413     DWORD                     *contained_vs_consts_f;
1414     unsigned int              num_contained_vs_consts_f;
1415     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1416     unsigned int              num_contained_ps_consts_i;
1417     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1418     unsigned int              num_contained_ps_consts_b;
1419     DWORD                     *contained_ps_consts_f;
1420     unsigned int              num_contained_ps_consts_f;
1421     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1422     unsigned int              num_contained_tss_states;
1423     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1424     unsigned int              num_contained_sampler_states;
1425 };
1426
1427 extern void stateblock_savedstates_set(
1428     IWineD3DStateBlock* iface,
1429     SAVEDSTATES* states,
1430     BOOL value);
1431
1432 extern void stateblock_savedstates_copy(
1433     IWineD3DStateBlock* iface,
1434     SAVEDSTATES* dest,
1435     SAVEDSTATES* source);
1436
1437 extern void stateblock_copy(
1438     IWineD3DStateBlock* destination,
1439     IWineD3DStateBlock* source);
1440
1441 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1442
1443 /*****************************************************************************
1444  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1445  */
1446 typedef struct IWineD3DQueryImpl
1447 {
1448     const IWineD3DQueryVtbl  *lpVtbl;
1449     LONG                      ref;     /* Note: Ref counting not required */
1450     
1451     IUnknown                 *parent;
1452     /*TODO: replace with iface usage */
1453 #if 0
1454     IWineD3DDevice         *wineD3DDevice;
1455 #else
1456     IWineD3DDeviceImpl       *wineD3DDevice;
1457 #endif
1458
1459     /* IWineD3DQuery fields */
1460     WINED3DQUERYTYPE         type;
1461     /* TODO: Think about using a IUnknown instead of a void* */
1462     void                     *extendedData;
1463     
1464   
1465 } IWineD3DQueryImpl;
1466
1467 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1468
1469 /* Datastructures for IWineD3DQueryImpl.extendedData */
1470 typedef struct  WineQueryOcclusionData {
1471     GLuint  queryId;
1472     WineD3DContext *ctx;
1473 } WineQueryOcclusionData;
1474
1475 typedef struct  WineQueryEventData {
1476     GLuint  fenceId;
1477     WineD3DContext *ctx;
1478 } WineQueryEventData;
1479
1480 /*****************************************************************************
1481  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1482  */
1483
1484 typedef struct IWineD3DSwapChainImpl
1485 {
1486     /*IUnknown part*/
1487     const IWineD3DSwapChainVtbl *lpVtbl;
1488     LONG                      ref;     /* Note: Ref counting not required */
1489
1490     IUnknown                 *parent;
1491     IWineD3DDeviceImpl       *wineD3DDevice;
1492
1493     /* IWineD3DSwapChain fields */
1494     IWineD3DSurface         **backBuffer;
1495     IWineD3DSurface          *frontBuffer;
1496     BOOL                      wantsDepthStencilBuffer;
1497     WINED3DPRESENT_PARAMETERS presentParms;
1498     DWORD                     orig_width, orig_height;
1499     WINED3DFORMAT             orig_fmt;
1500
1501     long prev_time, frames;   /* Performance tracking */
1502     unsigned int vSyncCounter;
1503
1504     WineD3DContext        **context; /* Later a array for multithreading */
1505     unsigned int            num_contexts;
1506
1507     HWND                    win_handle;
1508 } IWineD3DSwapChainImpl;
1509
1510 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1511
1512 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1513
1514 /*****************************************************************************
1515  * Utility function prototypes 
1516  */
1517
1518 /* Trace routines */
1519 const char* debug_d3dformat(WINED3DFORMAT fmt);
1520 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1521 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1522 const char* debug_d3dusage(DWORD usage);
1523 const char* debug_d3dusagequery(DWORD usagequery);
1524 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1525 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1526 const char* debug_d3ddeclusage(BYTE usage);
1527 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1528 const char* debug_d3drenderstate(DWORD state);
1529 const char* debug_d3dsamplerstate(DWORD state);
1530 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1531 const char* debug_d3dtexturestate(DWORD state);
1532 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1533 const char* debug_d3dpool(WINED3DPOOL pool);
1534 const char *debug_fbostatus(GLenum status);
1535 const char *debug_glerror(GLenum error);
1536 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1537 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1538
1539 /* Routines for GL <-> D3D values */
1540 GLenum StencilOp(DWORD op);
1541 GLenum CompareFunc(DWORD func);
1542 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1543 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1544 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1545
1546 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1547 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1548
1549 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1550 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1551
1552 /* Math utils */
1553 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1554 unsigned int count_bits(unsigned int mask);
1555
1556 /*****************************************************************************
1557  * To enable calling of inherited functions, requires prototypes 
1558  *
1559  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1560  */
1561     /*** IUnknown methods ***/
1562     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1563     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1564     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1565     /*** IWineD3DResource methods ***/
1566     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1567     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1568     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1569     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1570     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1571     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1572     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1573     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1574     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1575     /*** class static members ***/
1576     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1577
1578     /*** IUnknown methods ***/
1579     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1580     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1581     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1582     /*** IWineD3DResource methods ***/
1583     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1584     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1585     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1586     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1587     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1588     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1589     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1590     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1591     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1592     /*** IWineD3DBaseTexture methods ***/
1593     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1594     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1595     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1596     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1597     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1598     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1599     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1600     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1601
1602     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1603     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1604     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1605     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1606     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1607     /*** class static members ***/
1608     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1609
1610 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1611
1612 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1613  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1614  * used if the user is using GLSL shaders. */
1615 struct glsl_shader_prog_link {
1616     struct list             vshader_entry;
1617     struct list             pshader_entry;
1618     GLhandleARB             programId;
1619     GLhandleARB             *vuniformF_locations;
1620     GLhandleARB             *puniformF_locations;
1621     GLhandleARB             vshader;
1622     GLhandleARB             pshader;
1623 };
1624
1625 typedef struct {
1626     GLhandleARB vshader;
1627     GLhandleARB pshader;
1628 } glsl_program_key_t;
1629
1630 /* TODO: Make this dynamic, based on shader limits ? */
1631 #define MAX_REG_ADDR 1
1632 #define MAX_REG_TEMP 32
1633 #define MAX_REG_TEXCRD 8
1634 #define MAX_REG_INPUT 12
1635 #define MAX_REG_OUTPUT 12
1636 #define MAX_ATTRIBS 16
1637 #define MAX_CONST_I 16
1638 #define MAX_CONST_B 16
1639
1640 /* FIXME: This needs to go up to 2048 for
1641  * Shader model 3 according to msdn (and for software shaders) */
1642 #define MAX_LABELS 16
1643
1644 typedef struct semantic {
1645     DWORD usage;
1646     DWORD reg;
1647 } semantic;
1648
1649 typedef struct local_constant {
1650     struct list entry;
1651     unsigned int idx;
1652     DWORD value[4];
1653 } local_constant;
1654
1655 typedef struct shader_reg_maps {
1656
1657     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1658     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1659     char address[MAX_REG_ADDR];             /* vertex */
1660     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1661     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1662     char attributes[MAX_ATTRIBS];           /* vertex */
1663     char labels[MAX_LABELS];                /* pixel, vertex */
1664
1665     /* Sampler usage tokens 
1666      * Use 0 as default (bit 31 is always 1 on a valid token) */
1667     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1668     char bumpmat, luminanceparams;
1669
1670     /* Whether or not a loop is used in this shader */
1671     char loop;
1672
1673     /* Whether or not this shader uses fog */
1674     char fog;
1675
1676 } shader_reg_maps;
1677
1678 #define SHADER_PGMSIZE 65535
1679 typedef struct SHADER_BUFFER {
1680     char* buffer;
1681     unsigned int bsize;
1682     unsigned int lineNo;
1683     BOOL newline;
1684 } SHADER_BUFFER;
1685
1686 /* Undocumented opcode controls */
1687 #define INST_CONTROLS_SHIFT 16
1688 #define INST_CONTROLS_MASK 0x00ff0000
1689
1690 typedef enum COMPARISON_TYPE {
1691     COMPARISON_GT = 1,
1692     COMPARISON_EQ = 2,
1693     COMPARISON_GE = 3,
1694     COMPARISON_LT = 4,
1695     COMPARISON_NE = 5,
1696     COMPARISON_LE = 6
1697 } COMPARISON_TYPE;
1698
1699 typedef struct SHADER_OPCODE {
1700     unsigned int  opcode;
1701     const char*   name;
1702     const char*   glname;
1703     char          dst_token;
1704     CONST UINT    num_params;
1705     SHADER_HANDLER hw_fct;
1706     SHADER_HANDLER hw_glsl_fct;
1707     DWORD         min_version;
1708     DWORD         max_version;
1709 } SHADER_OPCODE;
1710
1711 typedef struct SHADER_OPCODE_ARG {
1712     IWineD3DBaseShader* shader;
1713     shader_reg_maps* reg_maps;
1714     CONST SHADER_OPCODE* opcode;
1715     DWORD opcode_token;
1716     DWORD dst;
1717     DWORD dst_addr;
1718     DWORD predicate;
1719     DWORD src[4];
1720     DWORD src_addr[4];
1721     SHADER_BUFFER* buffer;
1722 } SHADER_OPCODE_ARG;
1723
1724 typedef struct SHADER_LIMITS {
1725     unsigned int temporary;
1726     unsigned int texcoord;
1727     unsigned int sampler;
1728     unsigned int constant_int;
1729     unsigned int constant_float;
1730     unsigned int constant_bool;
1731     unsigned int address;
1732     unsigned int packed_output;
1733     unsigned int packed_input;
1734     unsigned int attributes;
1735     unsigned int label;
1736 } SHADER_LIMITS;
1737
1738 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1739     maintain state information between multiple codes */
1740 typedef struct SHADER_PARSE_STATE {
1741     unsigned int current_row;
1742     DWORD texcoord_w[2];
1743 } SHADER_PARSE_STATE;
1744
1745 /* Base Shader utility functions. 
1746  * (may move callers into the same file in the future) */
1747 extern int shader_addline(
1748     SHADER_BUFFER* buffer,
1749     const char* fmt, ...);
1750
1751 extern const SHADER_OPCODE* shader_get_opcode(
1752     IWineD3DBaseShader *iface, 
1753     const DWORD code);
1754
1755 extern void shader_delete_constant_list(
1756     struct list* clist);
1757
1758 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1759
1760 /* Vertex shader utility functions */
1761 extern BOOL vshader_get_input(
1762     IWineD3DVertexShader* iface,
1763     BYTE usage_req, BYTE usage_idx_req,
1764     unsigned int* regnum);
1765
1766 extern BOOL vshader_input_is_color(
1767     IWineD3DVertexShader* iface,
1768     unsigned int regnum);
1769
1770 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1771
1772 /* ARB_[vertex/fragment]_program helper functions */
1773 extern void shader_arb_load_constants(
1774     IWineD3DDevice* device,
1775     char usePixelShader,
1776     char useVertexShader);
1777
1778 /* ARB shader program Prototypes */
1779 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1780
1781 /* ARB pixel shader prototypes */
1782 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1783 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1784 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1785 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1786 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1787 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1788 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1789 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1790 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1791 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1792 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1793 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1794 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1795 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1796 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1797 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1798 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1799
1800 /* ARB vertex shader prototypes */
1801 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1802 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1803 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1804
1805 /* GLSL helper functions */
1806 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1807 extern void shader_glsl_load_constants(
1808     IWineD3DDevice* device,
1809     char usePixelShader,
1810     char useVertexShader);
1811
1812 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1813 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1814 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1815 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1816 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1817 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1818 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1819 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1820 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1821 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1822 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1823 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1824 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1825 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1826 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1827 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1828 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1829 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1830 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1831 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1832 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1833 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1834 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1835 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1836 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1837 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1838 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1839 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1840 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1841 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1842 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1843 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1844 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1845 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1846
1847 /** GLSL Pixel Shader Prototypes */
1848 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1849 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1850 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1851 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1852 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1853 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1854 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1855 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1856 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1857 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1858 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1859 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1860 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1861 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1862 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1863 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1864 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1865 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1866 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1867 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1868 extern void pshader_glsl_input_pack(
1869    SHADER_BUFFER* buffer,
1870    semantic* semantics_out);
1871
1872 /** GLSL Vertex Shader Prototypes */
1873 extern void vshader_glsl_output_unpack(
1874    SHADER_BUFFER* buffer,
1875    semantic* semantics_out);
1876
1877 /*****************************************************************************
1878  * IDirect3DBaseShader implementation structure
1879  */
1880 typedef struct IWineD3DBaseShaderClass
1881 {
1882     DWORD                           hex_version;
1883     SHADER_LIMITS                   limits;
1884     SHADER_PARSE_STATE              parse_state;
1885     CONST SHADER_OPCODE             *shader_ins;
1886     CONST DWORD                     *function;
1887     UINT                            functionLength;
1888     GLuint                          prgId;
1889     BOOL                            is_compiled;
1890
1891     /* Type of shader backend */
1892     int shader_mode;
1893
1894     /* Programs this shader is linked with */
1895     struct list linked_programs;
1896
1897     /* Immediate constants (override global ones) */
1898     struct list constantsB;
1899     struct list constantsF;
1900     struct list constantsI;
1901     shader_reg_maps reg_maps;
1902
1903     /* Pixel formats of sampled textures, for format conversion. This
1904      * represents the formats found during compilation, it is not initialized
1905      * on the first parser pass. It is needed to check if the shader
1906      * needs recompilation to adjust the format conversion
1907      */
1908     WINED3DFORMAT       sampled_format[MAX_COMBINED_SAMPLERS];
1909     UINT                sampled_samplers[MAX_COMBINED_SAMPLERS];
1910     UINT                num_sampled_samplers;
1911
1912     UINT recompile_count;
1913
1914     /* Pointer to the parent device */
1915     IWineD3DDevice *device;
1916
1917 } IWineD3DBaseShaderClass;
1918
1919 typedef struct IWineD3DBaseShaderImpl {
1920     /* IUnknown */
1921     const IWineD3DBaseShaderVtbl    *lpVtbl;
1922     LONG                            ref;
1923
1924     /* IWineD3DBaseShader */
1925     IWineD3DBaseShaderClass         baseShader;
1926 } IWineD3DBaseShaderImpl;
1927
1928 extern HRESULT shader_get_registers_used(
1929     IWineD3DBaseShader *iface,
1930     shader_reg_maps* reg_maps,
1931     semantic* semantics_in,
1932     semantic* semantics_out,
1933     CONST DWORD* pToken,
1934     IWineD3DStateBlockImpl *stateBlock);
1935
1936 extern void shader_generate_glsl_declarations(
1937     IWineD3DBaseShader *iface,
1938     shader_reg_maps* reg_maps,
1939     SHADER_BUFFER* buffer,
1940     WineD3D_GL_Info* gl_info);
1941
1942 extern void shader_generate_arb_declarations(
1943     IWineD3DBaseShader *iface,
1944     shader_reg_maps* reg_maps,
1945     SHADER_BUFFER* buffer,
1946     WineD3D_GL_Info* gl_info);
1947
1948 extern void shader_generate_main(
1949     IWineD3DBaseShader *iface,
1950     SHADER_BUFFER* buffer,
1951     shader_reg_maps* reg_maps,
1952     CONST DWORD* pFunction);
1953
1954 extern void shader_dump_ins_modifiers(
1955     const DWORD output);
1956
1957 extern void shader_dump_param(
1958     IWineD3DBaseShader *iface,
1959     const DWORD param,
1960     const DWORD addr_token,
1961     int input);
1962
1963 extern void shader_trace_init(
1964     IWineD3DBaseShader *iface,
1965     const DWORD* pFunction);
1966
1967 extern int shader_get_param(
1968     IWineD3DBaseShader* iface,
1969     const DWORD* pToken,
1970     DWORD* param,
1971     DWORD* addr_token);
1972
1973 extern int shader_skip_unrecognized(
1974     IWineD3DBaseShader* iface,
1975     const DWORD* pToken);
1976
1977 extern void print_glsl_info_log(
1978     WineD3D_GL_Info *gl_info,
1979     GLhandleARB obj);
1980
1981 static inline int shader_get_regtype(const DWORD param) {
1982     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1983             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1984 }
1985
1986 extern unsigned int shader_get_float_offset(const DWORD reg);
1987
1988 static inline BOOL shader_is_pshader_version(DWORD token) {
1989     return 0xFFFF0000 == (token & 0xFFFF0000);
1990 }
1991
1992 static inline BOOL shader_is_vshader_version(DWORD token) {
1993     return 0xFFFE0000 == (token & 0xFFFF0000);
1994 }
1995
1996 static inline BOOL shader_is_comment(DWORD token) {
1997     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1998 }
1999
2000 /* TODO: vFace (ps_3_0) */
2001 static inline BOOL shader_is_scalar(DWORD param) {
2002     DWORD reg_type = shader_get_regtype(param);
2003
2004     switch (reg_type) {
2005         case WINED3DSPR_RASTOUT:
2006             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2007                 /* oFog & oPts */
2008                 return TRUE;
2009             }
2010             /* oPos */
2011             return FALSE;
2012
2013         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2014         case WINED3DSPR_CONSTBOOL:  /* b# */
2015         case WINED3DSPR_LOOP:       /* aL */
2016         case WINED3DSPR_PREDICATE:  /* p0 */
2017             return TRUE;
2018
2019         default:
2020             return FALSE;
2021     }
2022 }
2023
2024 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2025  * so upload them above that
2026  */
2027 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2028 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2029
2030 /*****************************************************************************
2031  * IDirect3DVertexShader implementation structure
2032  */
2033 typedef struct IWineD3DVertexShaderImpl {
2034     /* IUnknown parts*/   
2035     const IWineD3DVertexShaderVtbl *lpVtbl;
2036     LONG                        ref;     /* Note: Ref counting not required */
2037
2038     /* IWineD3DBaseShader */
2039     IWineD3DBaseShaderClass     baseShader;
2040
2041     /* IWineD3DVertexShaderImpl */
2042     IUnknown                    *parent;
2043
2044     DWORD                       usage;
2045
2046     /* Vertex shader input and output semantics */
2047     semantic semantics_in [MAX_ATTRIBS];
2048     semantic semantics_out [MAX_REG_OUTPUT];
2049
2050     /* run time datas...  */
2051     VSHADERDATA                *data;
2052 #if 0 /* needs reworking */
2053     /* run time datas */
2054     VSHADERINPUTDATA input;
2055     VSHADEROUTPUTDATA output;
2056 #endif
2057 } IWineD3DVertexShaderImpl;
2058 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2059 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2060
2061 /*****************************************************************************
2062  * IDirect3DPixelShader implementation structure
2063  */
2064 typedef struct IWineD3DPixelShaderImpl {
2065     /* IUnknown parts */
2066     const IWineD3DPixelShaderVtbl *lpVtbl;
2067     LONG                        ref;     /* Note: Ref counting not required */
2068
2069     /* IWineD3DBaseShader */
2070     IWineD3DBaseShaderClass     baseShader;
2071
2072     /* IWineD3DPixelShaderImpl */
2073     IUnknown                   *parent;
2074
2075     /* Pixel shader input semantics */
2076     semantic semantics_in [MAX_REG_INPUT];
2077
2078     /* run time data */
2079     PSHADERDATA                *data;
2080
2081     /* Some information about the shader behavior */
2082     char                        needsbumpmat;
2083     UINT                        bumpenvmatconst;
2084     char                        srgb_enabled;
2085     char                        srgb_mode_hardcoded;
2086     UINT                        srgb_low_const;
2087     UINT                        srgb_cmp_const;
2088
2089 #if 0 /* needs reworking */
2090     PSHADERINPUTDATA input;
2091     PSHADEROUTPUTDATA output;
2092 #endif
2093 } IWineD3DPixelShaderImpl;
2094
2095 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2096 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2097
2098 /* sRGB correction constants */
2099 static const float srgb_cmp = 0.0031308;
2100 static const float srgb_mul_low = 12.92;
2101 static const float srgb_pow = 0.41666;
2102 static const float srgb_mul_high = 1.055;
2103 static const float srgb_sub_high = 0.055;
2104
2105 /*****************************************************************************
2106  * IWineD3DPalette implementation structure
2107  */
2108 struct IWineD3DPaletteImpl {
2109     /* IUnknown parts */
2110     const IWineD3DPaletteVtbl  *lpVtbl;
2111     LONG                       ref;
2112
2113     IUnknown                   *parent;
2114     IWineD3DDeviceImpl         *wineD3DDevice;
2115
2116     /* IWineD3DPalette */
2117     HPALETTE                   hpal;
2118     WORD                       palVersion;     /*|               */
2119     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2120     PALETTEENTRY               palents[256];   /*|               */
2121     /* This is to store the palette in 'screen format' */
2122     int                        screen_palents[256];
2123     DWORD                      Flags;
2124 };
2125
2126 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2127 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2128
2129 /* DirectDraw utility functions */
2130 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2131
2132 /*****************************************************************************
2133  * Pixel format management
2134  */
2135 typedef struct {
2136     WINED3DFORMAT           format;
2137     DWORD                   alphaMask, redMask, greenMask, blueMask;
2138     UINT                    bpp;
2139     short                   depthSize, stencilSize;
2140     BOOL                    isFourcc;
2141 } StaticPixelFormatDesc;
2142
2143 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2144         WineD3D_GL_Info *gl_info,
2145         const GlPixelFormatDesc **glDesc);
2146
2147 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2148     return (device->vs_selected_mode != SHADER_NONE
2149             && device->stateBlock->vertexShader
2150             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2151             && !device->strided_streams.u.s.position_transformed);
2152 }
2153
2154 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2155     return (device->ps_selected_mode != SHADER_NONE
2156             && device->stateBlock->pixelShader
2157             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2158 }
2159
2160 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2161         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2162
2163 #endif