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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 "objbase.h"
41 #include "wined3d_private_types.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
45
46 /* Texture format fixups */
47
48 enum fixup_channel_source
49 {
50     CHANNEL_SOURCE_ZERO = 0,
51     CHANNEL_SOURCE_ONE = 1,
52     CHANNEL_SOURCE_X = 2,
53     CHANNEL_SOURCE_Y = 3,
54     CHANNEL_SOURCE_Z = 4,
55     CHANNEL_SOURCE_W = 5,
56     CHANNEL_SOURCE_YUV0 = 6,
57     CHANNEL_SOURCE_YUV1 = 7,
58 };
59
60 enum yuv_fixup
61 {
62     YUV_FIXUP_YUY2 = 0,
63     YUV_FIXUP_UYVY = 1,
64     YUV_FIXUP_YV12 = 2,
65 };
66
67 #include <pshpack2.h>
68 struct color_fixup_desc
69 {
70     unsigned x_sign_fixup : 1;
71     unsigned x_source : 3;
72     unsigned y_sign_fixup : 1;
73     unsigned y_source : 3;
74     unsigned z_sign_fixup : 1;
75     unsigned z_source : 3;
76     unsigned w_sign_fixup : 1;
77     unsigned w_source : 3;
78 };
79 #include <poppack.h>
80
81 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
82         {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
83
84 static inline struct color_fixup_desc create_color_fixup_desc(
85         int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
86         int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
87 {
88     struct color_fixup_desc fixup =
89     {
90         sign0, src0,
91         sign1, src1,
92         sign2, src2,
93         sign3, src3,
94     };
95     return fixup;
96 }
97
98 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
99 {
100     struct color_fixup_desc fixup =
101     {
102         0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103         0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104         0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105         0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
106     };
107     return fixup;
108 }
109
110 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
111 {
112     return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
113 }
114
115 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
116 {
117     return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
118 }
119
120 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
121 {
122     enum yuv_fixup yuv_fixup = 0;
123     if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
124     if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
125     if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
126     if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
127     return yuv_fixup;
128 }
129
130 /* Hash table functions */
131 typedef unsigned int (hash_function_t)(const void *key);
132 typedef BOOL (compare_function_t)(const void *keya, const void *keyb);
133
134 struct hash_table_entry_t {
135     void *key;
136     void *value;
137     unsigned int hash;
138     struct list entry;
139 };
140
141 struct hash_table_t {
142     hash_function_t *hash_function;
143     compare_function_t *compare_function;
144     struct list *buckets;
145     unsigned int bucket_count;
146     struct hash_table_entry_t *entries;
147     unsigned int entry_count;
148     struct list free_entries;
149     unsigned int count;
150     unsigned int grow_size;
151     unsigned int shrink_size;
152 };
153
154 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
155 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
156 void hash_table_for_each_entry(struct hash_table_t *table, void (*callback)(void *value, void *context), void *context);
157 void *hash_table_get(const struct hash_table_t *table, const void *key);
158 void hash_table_put(struct hash_table_t *table, void *key, void *value);
159 void hash_table_remove(struct hash_table_t *table, void *key);
160
161 /* Device caps */
162 #define MAX_PALETTES            65536
163 #define MAX_STREAMS             16
164 #define MAX_TEXTURES            8
165 #define MAX_FRAGMENT_SAMPLERS   16
166 #define MAX_VERTEX_SAMPLERS     4
167 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
168 #define MAX_ACTIVE_LIGHTS       8
169 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
170 #define MAX_LEVELS              256
171
172 #define MAX_CONST_I 16
173 #define MAX_CONST_B 16
174
175 /* Used for CreateStateBlock */
176 #define NUM_SAVEDPIXELSTATES_R     35
177 #define NUM_SAVEDPIXELSTATES_T     18
178 #define NUM_SAVEDPIXELSTATES_S     12
179 #define NUM_SAVEDVERTEXSTATES_R    34
180 #define NUM_SAVEDVERTEXSTATES_T    2
181 #define NUM_SAVEDVERTEXSTATES_S    1
182
183 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
184 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
185 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
186 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
187 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
188 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
189
190 typedef enum _WINELOOKUP {
191     WINELOOKUP_WARPPARAM = 0,
192     MAX_LOOKUPS          = 1
193 } WINELOOKUP;
194
195 extern const int minLookup[MAX_LOOKUPS];
196 extern const int maxLookup[MAX_LOOKUPS];
197 extern DWORD *stateLookup[MAX_LOOKUPS];
198
199 struct min_lookup
200 {
201     GLenum mip[WINED3DTEXF_LINEAR + 1];
202 };
203
204 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
205 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
206 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
207 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
208
209 extern const struct filter_lookup filter_lookup_nofilter;
210 extern struct filter_lookup filter_lookup;
211
212 void init_type_lookup(WineD3D_GL_Info *gl_info);
213 #define WINED3D_ATR_TYPE(type)          GLINFO_LOCATION.glTypeLookup[type].d3dType
214 #define WINED3D_ATR_SIZE(type)          GLINFO_LOCATION.glTypeLookup[type].size
215 #define WINED3D_ATR_GLTYPE(type)        GLINFO_LOCATION.glTypeLookup[type].glType
216 #define WINED3D_ATR_NORMALIZED(type)    GLINFO_LOCATION.glTypeLookup[type].normalized
217 #define WINED3D_ATR_TYPESIZE(type)      GLINFO_LOCATION.glTypeLookup[type].typesize
218
219 /* float_16_to_32() and float_32_to_16() (see implementation in
220  * surface_base.c) convert 16 bit floats in the FLOAT16 data type
221  * to standard C floats and vice versa. They do not depend on the encoding
222  * of the C float, so they are platform independent, but slow. On x86 and
223  * other IEEE 754 compliant platforms the conversion can be accelerated by
224  * bit shifting the exponent and mantissa. There are also some SSE-based
225  * assembly routines out there.
226  *
227  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
228  */
229 static inline float float_16_to_32(const unsigned short *in) {
230     const unsigned short s = ((*in) & 0x8000);
231     const unsigned short e = ((*in) & 0x7C00) >> 10;
232     const unsigned short m = (*in) & 0x3FF;
233     const float sgn = (s ? -1.0 : 1.0);
234
235     if(e == 0) {
236         if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
237         else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
238     } else if(e < 31) {
239         return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
240     } else {
241         if(m == 0) return sgn / 0.0; /* +INF / -INF */
242         else return 0.0 / 0.0; /* NAN */
243     }
244 }
245
246 /**
247  * Settings 
248  */
249 #define VS_NONE    0
250 #define VS_HW      1
251
252 #define PS_NONE    0
253 #define PS_HW      1
254
255 #define VBO_NONE   0
256 #define VBO_HW     1
257
258 #define NP2_NONE   0
259 #define NP2_REPACK 1
260 #define NP2_NATIVE 2
261
262 #define ORM_BACKBUFFER  0
263 #define ORM_PBUFFER     1
264 #define ORM_FBO         2
265
266 #define SHADER_ARB  1
267 #define SHADER_GLSL 2
268 #define SHADER_ATI  3
269 #define SHADER_NONE 4
270
271 #define RTL_DISABLE   -1
272 #define RTL_AUTO       0
273 #define RTL_READDRAW   1
274 #define RTL_READTEX    2
275 #define RTL_TEXDRAW    3
276 #define RTL_TEXTEX     4
277
278 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
279 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
280
281 /* NOTE: When adding fields to this structure, make sure to update the default
282  * values in wined3d_main.c as well. */
283 typedef struct wined3d_settings_s {
284 /* vertex and pixel shader modes */
285   int vs_mode;
286   int ps_mode;
287   int vbo_mode;
288 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
289     we should use it.  However, until it's fully implemented, we'll leave it as a registry
290     setting for developers. */
291   BOOL glslRequested;
292   int offscreen_rendering_mode;
293   int rendertargetlock_mode;
294   unsigned short pci_vendor_id;
295   unsigned short pci_device_id;
296 /* Memory tracking and object counting */
297   unsigned int emulated_textureram;
298   char *logo;
299   int allow_multisampling;
300 } wined3d_settings_t;
301
302 extern wined3d_settings_t wined3d_settings;
303
304 /* Shader backends */
305 struct SHADER_OPCODE_ARG;
306
307 #define SHADER_PGMSIZE 65535
308 typedef struct SHADER_BUFFER {
309     char* buffer;
310     unsigned int bsize;
311     unsigned int lineNo;
312     BOOL newline;
313 } SHADER_BUFFER;
314
315 enum WINED3D_SHADER_INSTRUCTION_HANDLER
316 {
317     WINED3DSIH_ABS,
318     WINED3DSIH_ADD,
319     WINED3DSIH_BEM,
320     WINED3DSIH_BREAK,
321     WINED3DSIH_BREAKC,
322     WINED3DSIH_BREAKP,
323     WINED3DSIH_CALL,
324     WINED3DSIH_CALLNZ,
325     WINED3DSIH_CMP,
326     WINED3DSIH_CND,
327     WINED3DSIH_CRS,
328     WINED3DSIH_DCL,
329     WINED3DSIH_DEF,
330     WINED3DSIH_DEFB,
331     WINED3DSIH_DEFI,
332     WINED3DSIH_DP2ADD,
333     WINED3DSIH_DP3,
334     WINED3DSIH_DP4,
335     WINED3DSIH_DST,
336     WINED3DSIH_DSX,
337     WINED3DSIH_DSY,
338     WINED3DSIH_ELSE,
339     WINED3DSIH_ENDIF,
340     WINED3DSIH_ENDLOOP,
341     WINED3DSIH_ENDREP,
342     WINED3DSIH_EXP,
343     WINED3DSIH_EXPP,
344     WINED3DSIH_FRC,
345     WINED3DSIH_IF,
346     WINED3DSIH_IFC,
347     WINED3DSIH_LABEL,
348     WINED3DSIH_LIT,
349     WINED3DSIH_LOG,
350     WINED3DSIH_LOGP,
351     WINED3DSIH_LOOP,
352     WINED3DSIH_LRP,
353     WINED3DSIH_M3x2,
354     WINED3DSIH_M3x3,
355     WINED3DSIH_M3x4,
356     WINED3DSIH_M4x3,
357     WINED3DSIH_M4x4,
358     WINED3DSIH_MAD,
359     WINED3DSIH_MAX,
360     WINED3DSIH_MIN,
361     WINED3DSIH_MOV,
362     WINED3DSIH_MOVA,
363     WINED3DSIH_MUL,
364     WINED3DSIH_NOP,
365     WINED3DSIH_NRM,
366     WINED3DSIH_PHASE,
367     WINED3DSIH_POW,
368     WINED3DSIH_RCP,
369     WINED3DSIH_REP,
370     WINED3DSIH_RET,
371     WINED3DSIH_RSQ,
372     WINED3DSIH_SETP,
373     WINED3DSIH_SGE,
374     WINED3DSIH_SGN,
375     WINED3DSIH_SINCOS,
376     WINED3DSIH_SLT,
377     WINED3DSIH_SUB,
378     WINED3DSIH_TEX,
379     WINED3DSIH_TEXBEM,
380     WINED3DSIH_TEXBEML,
381     WINED3DSIH_TEXCOORD,
382     WINED3DSIH_TEXDEPTH,
383     WINED3DSIH_TEXDP3,
384     WINED3DSIH_TEXDP3TEX,
385     WINED3DSIH_TEXKILL,
386     WINED3DSIH_TEXLDD,
387     WINED3DSIH_TEXLDL,
388     WINED3DSIH_TEXM3x2DEPTH,
389     WINED3DSIH_TEXM3x2PAD,
390     WINED3DSIH_TEXM3x2TEX,
391     WINED3DSIH_TEXM3x3,
392     WINED3DSIH_TEXM3x3DIFF,
393     WINED3DSIH_TEXM3x3PAD,
394     WINED3DSIH_TEXM3x3SPEC,
395     WINED3DSIH_TEXM3x3TEX,
396     WINED3DSIH_TEXM3x3VSPEC,
397     WINED3DSIH_TEXREG2AR,
398     WINED3DSIH_TEXREG2GB,
399     WINED3DSIH_TEXREG2RGB,
400     WINED3DSIH_TABLE_SIZE
401 };
402
403 typedef void (*SHADER_HANDLER)(const struct SHADER_OPCODE_ARG *);
404
405 struct shader_caps {
406     DWORD               VertexShaderVersion;
407     DWORD               MaxVertexShaderConst;
408
409     DWORD               PixelShaderVersion;
410     float               PixelShader1xMaxValue;
411
412     WINED3DVSHADERCAPS2_0   VS20Caps;
413     WINED3DPSHADERCAPS2_0   PS20Caps;
414
415     DWORD               MaxVShaderInstructionsExecuted;
416     DWORD               MaxPShaderInstructionsExecuted;
417     DWORD               MaxVertexShader30InstructionSlots;
418     DWORD               MaxPixelShader30InstructionSlots;
419 };
420
421 enum tex_types
422 {
423     tex_1d       = 0,
424     tex_2d       = 1,
425     tex_3d       = 2,
426     tex_cube     = 3,
427     tex_rect     = 4,
428     tex_type_count = 5,
429 };
430
431 enum vertexprocessing_mode {
432     fixedfunction,
433     vertexshader,
434     pretransformed
435 };
436
437 struct stb_const_desc {
438     char                    texunit;
439     UINT                    const_num;
440 };
441
442 enum fogmode {
443     FOG_OFF,
444     FOG_LINEAR,
445     FOG_EXP,
446     FOG_EXP2
447 };
448
449 /* Stateblock dependent parameters which have to be hardcoded
450  * into the shader code
451  */
452 struct ps_compile_args {
453     struct color_fixup_desc     color_fixup[MAX_FRAGMENT_SAMPLERS];
454     BOOL                        srgb_correction;
455     enum vertexprocessing_mode  vp_mode;
456     enum fogmode                fog;
457     /* Projected textures(ps 1.0-1.3) */
458     /* Texture types(2D, Cube, 3D) in ps 1.x */
459 };
460
461 typedef struct {
462     const SHADER_HANDLER *shader_instruction_handler_table;
463     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
464     void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
465     void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
466     void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
467     void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
468     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
469     void (*shader_color_correction)(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup);
470     void (*shader_destroy)(IWineD3DBaseShader *iface);
471     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
472     void (*shader_free_private)(IWineD3DDevice *iface);
473     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
474     GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args);
475     void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
476     void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
477     BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
478 } shader_backend_t;
479
480 extern const shader_backend_t glsl_shader_backend;
481 extern const shader_backend_t arb_program_shader_backend;
482 extern const shader_backend_t none_shader_backend;
483
484 /* X11 locking */
485
486 extern void (* CDECL wine_tsx11_lock_ptr)(void);
487 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
488
489 /* As GLX relies on X, this is needed */
490 extern int num_lock;
491
492 #if 0
493 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
494 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
495 #else
496 #define ENTER_GL() wine_tsx11_lock_ptr()
497 #define LEAVE_GL() wine_tsx11_unlock_ptr()
498 #endif
499
500 /*****************************************************************************
501  * Defines
502  */
503
504 /* GL related defines */
505 /* ------------------ */
506 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
507 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
508 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
509 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
510
511 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
512 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
513 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
514 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
515
516 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
517 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
518 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
519 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
520
521 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
522   (vec)[0] = D3DCOLOR_R(dw); \
523   (vec)[1] = D3DCOLOR_G(dw); \
524   (vec)[2] = D3DCOLOR_B(dw); \
525   (vec)[3] = D3DCOLOR_A(dw); \
526 } while(0)
527
528 /* DirectX Device Limits */
529 /* --------------------- */
530 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
531
532 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
533                             See MaxStreams in MSDN under GetDeviceCaps */
534                          /* Maximum number of constants provided to the shaders */
535 #define HIGHEST_TRANSFORMSTATE 512 
536                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
537
538 /* Checking of API calls */
539 /* --------------------- */
540 #ifndef WINE_NO_DEBUG_MSGS
541 #define checkGLcall(A)                                          \
542 do {                                                            \
543     GLint err = glGetError();                                   \
544     if (err == GL_NO_ERROR) {                                   \
545        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
546                                                                 \
547     } else do {                                                 \
548         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
549             debug_glerror(err), err, A, __FILE__, __LINE__);    \
550        err = glGetError();                                      \
551     } while (err != GL_NO_ERROR);                               \
552 } while(0)
553 #else
554 #define checkGLcall(A) do {} while(0)
555 #endif
556
557 /* Trace routines / diagnostics */
558 /* ---------------------------- */
559
560 /* Dump out a matrix and copy it */
561 #define conv_mat(mat,gl_mat)                                                                \
562 do {                                                                                        \
563     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
564     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
565     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
566     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
567     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
568 } while (0)
569
570 /* Macro to dump out the current state of the light chain */
571 #define DUMP_LIGHT_CHAIN()                    \
572 do {                                          \
573   PLIGHTINFOEL *el = This->stateBlock->lights;\
574   while (el) {                                \
575     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
576     el = el->next;                            \
577   }                                           \
578 } while(0)
579
580 /* Trace vector and strided data information */
581 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
582 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
583         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);
584
585 /* Defines used for optimizations */
586
587 /*    Only reapply what is necessary */
588 #define REAPPLY_ALPHAOP  0x0001
589 #define REAPPLY_ALL      0xFFFF
590
591 /* Advance declaration of structures to satisfy compiler */
592 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
593 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
594 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
595 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
596
597 /* Global variables */
598 extern const float identity[16];
599
600 /*****************************************************************************
601  * Compilable extra diagnostics
602  */
603
604 /* Trace information per-vertex: (extremely high amount of trace) */
605 #if 0 /* NOTE: Must be 0 in cvs */
606 # define VTRACE(A) TRACE A
607 #else 
608 # define VTRACE(A) 
609 #endif
610
611 /* TODO: Confirm each of these works when wined3d move completed */
612 #if 0 /* NOTE: Must be 0 in cvs */
613   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
614      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
615      is enabled, and if it doesn't exist it is disabled. */
616 # define FRAME_DEBUGGING
617   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
618       the file is deleted                                                                            */
619 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
620 #  define SINGLE_FRAME_DEBUGGING
621 # endif  
622   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
623      It can only be enabled when FRAME_DEBUGGING is also enabled                               
624      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
625      array is drawn.                                                                            */
626 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
627 #  define SHOW_FRAME_MAKEUP 1
628 # endif  
629   /* The following, when enabled, lets you see the makeup of the all the textures used during each
630      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
631      The contents of the textures assigned to each stage are written into 
632      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
633 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
634 #  define SHOW_TEXTURE_MAKEUP 0
635 # endif  
636 extern BOOL isOn;
637 extern BOOL isDumpingFrames;
638 extern LONG primCounter;
639 #endif
640
641 /*****************************************************************************
642  * Prototypes
643  */
644
645 /* Routine common to the draw primitive and draw indexed primitive routines */
646 void drawPrimitive(IWineD3DDevice *iface,
647                     int PrimitiveType,
648                     long NumPrimitives,
649                     /* for Indexed: */
650                     long  StartVertexIndex,
651                     UINT  numberOfVertices,
652                     long  StartIdx,
653                     short idxBytes,
654                     const void *idxData,
655                     int   minIndex);
656
657 void primitiveDeclarationConvertToStridedData(
658      IWineD3DDevice *iface,
659      BOOL useVertexShaderFunction,
660      WineDirect3DVertexStridedData *strided,
661      BOOL *fixup);
662
663 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
664
665 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
666 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
667 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
668 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
669 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
670 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
671 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
672
673 #define eps 1e-8
674
675 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
676     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
677
678 /* Routines and structures related to state management */
679 typedef struct WineD3DContext WineD3DContext;
680 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
681
682 #define STATE_RENDER(a) (a)
683 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
684
685 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
686 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
687
688 /* + 1 because samplers start with 0 */
689 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
690 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
691
692 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
693 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
694
695 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
696 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
697
698 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
699 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
700 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
701 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
702
703 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
704 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
705
706 #define STATE_VSHADER (STATE_VDECL + 1)
707 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
708
709 #define STATE_VIEWPORT (STATE_VSHADER + 1)
710 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
711
712 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
713 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
714 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
715 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
716
717 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
718 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
719
720 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
721 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
722
723 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
724 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
725
726 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
727
728 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
729
730 #define STATE_HIGHEST (STATE_FRONTFACE)
731
732 struct StateEntry
733 {
734     DWORD               representative;
735     APPLYSTATEFUNC      apply;
736 };
737
738 struct StateEntryTemplate
739 {
740     DWORD               state;
741     struct StateEntry   content;
742     GL_SupportedExt     extension;
743 };
744
745 struct fragment_caps {
746     DWORD               PrimitiveMiscCaps;
747
748     DWORD               TextureOpCaps;
749     DWORD               MaxTextureBlendStages;
750     DWORD               MaxSimultaneousTextures;
751 };
752
753 struct fragment_pipeline {
754     void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
755     void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
756     HRESULT (*alloc_private)(IWineD3DDevice *iface);
757     void (*free_private)(IWineD3DDevice *iface);
758     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
759     const struct StateEntryTemplate *states;
760     BOOL ffp_proj_control;
761 };
762
763 extern const struct StateEntryTemplate misc_state_template[];
764 extern const struct StateEntryTemplate ffp_vertexstate_template[];
765 extern const struct fragment_pipeline ffp_fragment_pipeline;
766 extern const struct fragment_pipeline atifs_fragment_pipeline;
767 extern const struct fragment_pipeline arbfp_fragment_pipeline;
768 extern const struct fragment_pipeline nvts_fragment_pipeline;
769 extern const struct fragment_pipeline nvrc_fragment_pipeline;
770
771 /* "Base" state table */
772 void compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
773         const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
774         const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
775
776 /* Shaders for color conversions in blits */
777 struct blit_shader {
778     HRESULT (*alloc_private)(IWineD3DDevice *iface);
779     void (*free_private)(IWineD3DDevice *iface);
780     HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
781     void (*unset_shader)(IWineD3DDevice *iface);
782     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
783 };
784
785 extern const struct blit_shader ffp_blit;
786 extern const struct blit_shader arbfp_blit;
787
788 /* The new context manager that should deal with onscreen and offscreen rendering */
789 struct WineD3DContext {
790     /* State dirtification
791      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
792      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
793      * 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
794      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
795      */
796     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
797     DWORD                   numDirtyEntries;
798     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
799
800     IWineD3DSurface         *surface;
801     DWORD                   tid;    /* Thread ID which owns this context at the moment */
802
803     /* Stores some information about the context state for optimization */
804     WORD draw_buffer_dirty : 1;
805     WORD last_was_rhw : 1;              /* true iff last draw_primitive was in xyzrhw mode */
806     WORD last_was_pshader : 1;
807     WORD last_was_vshader : 1;
808     WORD last_was_foggy_shader : 1;
809     WORD namedArraysLoaded : 1;
810     WORD numberedArraysLoaded : 1;
811     WORD last_was_blit : 1;
812     WORD last_was_ckey : 1;
813     WORD fog_coord : 1;
814     WORD isPBuffer : 1;
815     WORD fog_enabled : 1;
816     WORD num_untracked_materials : 2;   /* Max value 2 */
817     WORD padding : 2;
818     BYTE texShaderBumpMap;              /* MAX_TEXTURES, 8 */
819     BYTE lastWasPow2Texture;            /* MAX_TEXTURES, 8 */
820     DWORD                   numbered_array_mask;
821     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
822     GLenum                  untracked_materials[2];
823     UINT                    blit_w, blit_h;
824
825     char                    *vshader_const_dirty, *pshader_const_dirty;
826
827     /* The actual opengl context */
828     HGLRC                   glCtx;
829     HWND                    win_handle;
830     HDC                     hdc;
831     HPBUFFERARB             pbuffer;
832     GLint                   aux_buffers;
833
834     /* FBOs */
835     struct list             fbo_list;
836     struct fbo_entry        *current_fbo;
837     GLuint                  src_fbo;
838     GLuint                  dst_fbo;
839
840     /* Extension emulation */
841     GLint                   gl_fog_source;
842     GLfloat                 fog_coord_value;
843     GLfloat                 color[4], fogstart, fogend, fogcolor[4];
844 };
845
846 typedef enum ContextUsage {
847     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
848     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
849     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
850     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
851 } ContextUsage;
852
853 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
854 WineD3DContext *getActiveContext(void);
855 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
856 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
857 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
858 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
859 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
860 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
861
862 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
863 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
864
865 /* Macros for doing basic GPU detection based on opengl capabilities */
866 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
867 #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])
868 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
869 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
870
871 /* Default callbacks for implicit object destruction */
872 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
873
874 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
875
876 /*****************************************************************************
877  * Internal representation of a light
878  */
879 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
880 struct PLIGHTINFOEL {
881     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
882     DWORD        OriginalIndex;
883     LONG         glIndex;
884     BOOL         changed;
885     BOOL         enabledChanged;
886     BOOL         enabled;
887
888     /* Converted parms to speed up swapping lights */
889     float                         lightPosn[4];
890     float                         lightDirn[4];
891     float                         exponent;
892     float                         cutoff;
893
894     struct list entry;
895 };
896
897 /* The default light parameters */
898 extern const WINED3DLIGHT WINED3D_default_light;
899
900 typedef struct WineD3D_PixelFormat
901 {
902     int iPixelFormat; /* WGL pixel format */
903     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
904     int redSize, greenSize, blueSize, alphaSize;
905     int depthSize, stencilSize;
906     BOOL windowDrawable;
907     BOOL pbufferDrawable;
908     BOOL doubleBuffer;
909     int auxBuffers;
910     int numSamples;
911 } WineD3D_PixelFormat;
912
913 /* The adapter structure */
914 struct WineD3DAdapter
915 {
916     UINT                    num;
917     BOOL                    opengl;
918     POINT                   monitorPoint;
919     WineD3D_GL_Info         gl_info;
920     const char              *driver;
921     const char              *description;
922     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
923     int                     nCfgs;
924     WineD3D_PixelFormat     *cfgs;
925     BOOL                    brokenStencil; /* Set on cards which only offer mixed depth+stencil */
926     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
927     unsigned int            UsedTextureRam;
928 };
929
930 extern BOOL InitAdapters(void);
931 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
932 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
933 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
934
935 /*****************************************************************************
936  * High order patch management
937  */
938 struct WineD3DRectPatch
939 {
940     UINT                            Handle;
941     float                          *mem;
942     WineDirect3DVertexStridedData   strided;
943     WINED3DRECTPATCH_INFO           RectPatchInfo;
944     float                           numSegs[4];
945     char                            has_normals, has_texcoords;
946     struct list                     entry;
947 };
948
949 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
950
951 enum projection_types
952 {
953     proj_none    = 0,
954     proj_count3  = 1,
955     proj_count4  = 2
956 };
957
958 enum dst_arg
959 {
960     resultreg    = 0,
961     tempreg      = 1
962 };
963
964 /*****************************************************************************
965  * Fixed function pipeline replacements
966  */
967 #define ARG_UNUSED          0xff
968 struct texture_stage_op
969 {
970     unsigned                cop : 8;
971     unsigned                carg1 : 8;
972     unsigned                carg2 : 8;
973     unsigned                carg0 : 8;
974
975     unsigned                aop : 8;
976     unsigned                aarg1 : 8;
977     unsigned                aarg2 : 8;
978     unsigned                aarg0 : 8;
979
980     struct color_fixup_desc color_fixup;
981     unsigned                tex_type : 3;
982     unsigned                dst : 1;
983     unsigned                projected : 2;
984     unsigned                padding : 10;
985 };
986
987 struct ffp_frag_settings {
988     struct texture_stage_op     op[MAX_TEXTURES];
989     enum fogmode fog;
990     /* Use an int instead of a char to get dword alignment */
991     unsigned int sRGB_write;
992 };
993
994 struct ffp_frag_desc
995 {
996     struct ffp_frag_settings    settings;
997 };
998
999 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
1000 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
1001         const struct ffp_frag_settings *settings);
1002 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
1003 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
1004 unsigned int ffp_frag_program_key_hash(const void *key);
1005
1006 /*****************************************************************************
1007  * IWineD3D implementation structure
1008  */
1009 typedef struct IWineD3DImpl
1010 {
1011     /* IUnknown fields */
1012     const IWineD3DVtbl     *lpVtbl;
1013     LONG                    ref;     /* Note: Ref counting not required */
1014
1015     /* WineD3D Information */
1016     IUnknown               *parent;
1017     UINT                    dxVersion;
1018 } IWineD3DImpl;
1019
1020 extern const IWineD3DVtbl IWineD3D_Vtbl;
1021
1022 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1023 (since it will break quite a few things until contexts are managed properly!) */
1024 extern BOOL pbuffer_support;
1025 /* allocate one pbuffer per surface */
1026 extern BOOL pbuffer_per_surface;
1027
1028 /* A helper function that dumps a resource list */
1029 void dumpResources(struct list *list);
1030
1031 /*****************************************************************************
1032  * IWineD3DDevice implementation structure
1033  */
1034 struct IWineD3DDeviceImpl
1035 {
1036     /* IUnknown fields      */
1037     const IWineD3DDeviceVtbl *lpVtbl;
1038     LONG                    ref;     /* Note: Ref counting not required */
1039
1040     /* WineD3D Information  */
1041     IUnknown               *parent;
1042     IWineD3D               *wineD3D;
1043     struct WineD3DAdapter  *adapter;
1044
1045     /* Window styles to restore when switching fullscreen mode */
1046     LONG                    style;
1047     LONG                    exStyle;
1048
1049     /* X and GL Information */
1050     GLint                   maxConcurrentLights;
1051     GLenum                  offscreenBuffer;
1052
1053     /* Selected capabilities */
1054     int vs_selected_mode;
1055     int ps_selected_mode;
1056     const shader_backend_t *shader_backend;
1057     void *shader_priv;
1058     void *fragment_priv;
1059     void *blit_priv;
1060     struct StateEntry StateTable[STATE_HIGHEST + 1];
1061     /* Array of functions for states which are handled by more than one pipeline part */
1062     APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1063     const struct fragment_pipeline *frag_pipe;
1064     const struct blit_shader *blitter;
1065
1066     unsigned int max_ffp_textures, max_ffp_texture_stages;
1067
1068     WORD view_ident : 1;                /* true iff view matrix is identity */
1069     WORD untransformed : 1;
1070     WORD vertexBlendUsed : 1;           /* To avoid needless setting of the blend matrices */
1071     WORD isRecordingState : 1;
1072     WORD isInDraw : 1;
1073     WORD render_offscreen : 1;
1074     WORD bCursorVisible : 1;
1075     WORD haveHardwareCursor : 1;
1076     WORD d3d_initialized : 1;
1077     WORD inScene : 1;                   /* A flag to check for proper BeginScene / EndScene call pairs */
1078     WORD softwareVertexProcessing : 1;  /* process vertex shaders using software or hardware */
1079     WORD useDrawStridedSlow : 1;
1080     WORD instancedDraw : 1;
1081     WORD padding : 3;
1082
1083     BYTE fixed_function_usage_map;      /* MAX_TEXTURES, 8 */
1084
1085 #define DDRAW_PITCH_ALIGNMENT 8
1086 #define D3D8_PITCH_ALIGNMENT 4
1087     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
1088
1089     /* State block related */
1090     IWineD3DStateBlockImpl *stateBlock;
1091     IWineD3DStateBlockImpl *updateStateBlock;
1092
1093     /* Internal use fields  */
1094     WINED3DDEVICE_CREATION_PARAMETERS createParms;
1095     UINT                            adapterNo;
1096     WINED3DDEVTYPE                  devType;
1097
1098     IWineD3DSwapChain     **swapchains;
1099     UINT                    NumberOfSwapChains;
1100
1101     struct list             resources; /* a linked list to track resources created by the device */
1102     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
1103     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
1104
1105     /* Render Target Support */
1106     IWineD3DSurface       **render_targets;
1107     IWineD3DSurface        *auto_depth_stencil_buffer;
1108     IWineD3DSurface        *stencilBufferTarget;
1109
1110     /* Caches to avoid unneeded context changes */
1111     IWineD3DSurface        *lastActiveRenderTarget;
1112     IWineD3DSwapChain      *lastActiveSwapChain;
1113
1114     /* palettes texture management */
1115     UINT                    NumberOfPalettes;
1116     PALETTEENTRY            **palettes;
1117     UINT                    currentPalette;
1118     UINT                    paletteConversionShader;
1119
1120     /* For rendering to a texture using glCopyTexImage */
1121     GLenum                  *draw_buffers;
1122     GLuint                  depth_blt_texture;
1123     GLuint                  depth_blt_rb;
1124     UINT                    depth_blt_rb_w;
1125     UINT                    depth_blt_rb_h;
1126
1127     /* Cursor management */
1128     UINT                    xHotSpot;
1129     UINT                    yHotSpot;
1130     UINT                    xScreenSpace;
1131     UINT                    yScreenSpace;
1132     UINT                    cursorWidth, cursorHeight;
1133     GLuint                  cursorTexture;
1134     HCURSOR                 hardwareCursor;
1135
1136     /* The Wine logo surface */
1137     IWineD3DSurface        *logo_surface;
1138
1139     /* Textures for when no other textures are mapped */
1140     UINT                          dummyTextureName[MAX_TEXTURES];
1141
1142     /* Device state management */
1143     HRESULT                 state;
1144
1145     /* DirectDraw stuff */
1146     DWORD ddraw_width, ddraw_height;
1147     WINED3DFORMAT ddraw_format;
1148
1149     /* Final position fixup constant */
1150     float                       posFixup[4];
1151
1152     /* With register combiners we can skip junk texture stages */
1153     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
1154     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1155
1156     /* Stream source management */
1157     WineDirect3DVertexStridedData strided_streams;
1158     const WineDirect3DVertexStridedData *up_strided;
1159
1160     /* Context management */
1161     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
1162     WineD3DContext          *activeContext;
1163     DWORD                   lastThread;
1164     UINT                    numContexts;
1165     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
1166     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1167
1168     /* High level patch management */
1169 #define PATCHMAP_SIZE 43
1170 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1171     struct list             patches[PATCHMAP_SIZE];
1172     struct WineD3DRectPatch *currentPatch;
1173 };
1174
1175 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1176
1177 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
1178                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1179                                         float Z, DWORD Stencil);
1180 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1181 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1182 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1183     DWORD idx = state >> 5;
1184     BYTE shift = state & 0x1f;
1185     return context->isStateDirty[idx] & (1 << shift);
1186 }
1187
1188 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1189 typedef struct PrivateData
1190 {
1191     struct list entry;
1192
1193     GUID tag;
1194     DWORD flags; /* DDSPD_* */
1195
1196     union
1197     {
1198         LPVOID data;
1199         LPUNKNOWN object;
1200     } ptr;
1201
1202     DWORD size;
1203 } PrivateData;
1204
1205 /*****************************************************************************
1206  * IWineD3DResource implementation structure
1207  */
1208 typedef struct IWineD3DResourceClass
1209 {
1210     /* IUnknown fields */
1211     LONG                    ref;     /* Note: Ref counting not required */
1212
1213     /* WineD3DResource Information */
1214     IUnknown               *parent;
1215     WINED3DRESOURCETYPE     resourceType;
1216     IWineD3DDeviceImpl     *wineD3DDevice;
1217     WINED3DPOOL             pool;
1218     UINT                    size;
1219     DWORD                   usage;
1220     WINED3DFORMAT           format;
1221     DWORD                   priority;
1222     BYTE                   *allocatedMemory; /* Pointer to the real data location */
1223     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
1224     struct list             privateData;
1225     struct list             resource_list_entry;
1226
1227 } IWineD3DResourceClass;
1228
1229 typedef struct IWineD3DResourceImpl
1230 {
1231     /* IUnknown & WineD3DResource Information     */
1232     const IWineD3DResourceVtbl *lpVtbl;
1233     IWineD3DResourceClass   resource;
1234 } IWineD3DResourceImpl;
1235
1236 void resource_cleanup(IWineD3DResource *iface);
1237 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1238 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1239 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1240 DWORD resource_get_priority(IWineD3DResource *iface);
1241 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1242         void *data, DWORD *data_size);
1243 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1244 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1245 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1246         const void *data, DWORD data_size, DWORD flags);
1247
1248 /* Tests show that the start address of resources is 32 byte aligned */
1249 #define RESOURCE_ALIGNMENT 32
1250
1251 /*****************************************************************************
1252  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1253  */
1254 enum vbo_conversion_type {
1255     CONV_NONE               = 0,
1256     CONV_D3DCOLOR           = 1,
1257     CONV_POSITIONT          = 2,
1258     CONV_FLOAT16_2          = 3 /* Also handles FLOAT16_4 */
1259
1260     /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1261      * fixed function semantics as D3DCOLOR or FLOAT16
1262      */
1263 };
1264
1265 typedef struct IWineD3DVertexBufferImpl
1266 {
1267     /* IUnknown & WineD3DResource Information     */
1268     const IWineD3DVertexBufferVtbl *lpVtbl;
1269     IWineD3DResourceClass     resource;
1270
1271     /* WineD3DVertexBuffer specifics */
1272     DWORD                     fvf;
1273
1274     /* Vertex buffer object support */
1275     GLuint                    vbo;
1276     BYTE                      Flags;
1277     LONG                      bindCount;
1278     LONG                      vbo_size;
1279     GLenum                    vbo_usage;
1280
1281     UINT                      dirtystart, dirtyend;
1282     LONG                      lockcount;
1283
1284     LONG                      declChanges, draws;
1285     /* Last description of the buffer */
1286     DWORD                     stride;       /* 0 if no conversion               */
1287     enum vbo_conversion_type  *conv_map;    /* NULL if no conversion            */
1288
1289     /* Extra load offsets, for FLOAT16 conversion */
1290     DWORD                     *conv_shift;  /* NULL if no shifted conversion    */
1291     DWORD                     conv_stride;  /* 0 if no shifted conversion       */
1292 } IWineD3DVertexBufferImpl;
1293
1294 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1295
1296 #define VBFLAG_OPTIMIZED      0x01    /* Optimize has been called for the VB */
1297 #define VBFLAG_DIRTY          0x02    /* Buffer data has been modified */
1298 #define VBFLAG_HASDESC        0x04    /* A vertex description has been found */
1299 #define VBFLAG_CREATEVBO      0x08    /* Attempt to create a VBO next PreLoad */
1300
1301 /*****************************************************************************
1302  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1303  */
1304 typedef struct IWineD3DIndexBufferImpl
1305 {
1306     /* IUnknown & WineD3DResource Information     */
1307     const IWineD3DIndexBufferVtbl *lpVtbl;
1308     IWineD3DResourceClass     resource;
1309
1310     GLuint                    vbo;
1311     UINT                      dirtystart, dirtyend;
1312     LONG                      lockcount;
1313
1314     /* WineD3DVertexBuffer specifics */
1315 } IWineD3DIndexBufferImpl;
1316
1317 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1318
1319 /*****************************************************************************
1320  * IWineD3DBaseTexture D3D- > openGL state map lookups
1321  */
1322 #define WINED3DFUNC_NOTSUPPORTED  -2
1323 #define WINED3DFUNC_UNIMPLEMENTED -1
1324
1325 typedef enum winetexturestates {
1326     WINED3DTEXSTA_ADDRESSU       = 0,
1327     WINED3DTEXSTA_ADDRESSV       = 1,
1328     WINED3DTEXSTA_ADDRESSW       = 2,
1329     WINED3DTEXSTA_BORDERCOLOR    = 3,
1330     WINED3DTEXSTA_MAGFILTER      = 4,
1331     WINED3DTEXSTA_MINFILTER      = 5,
1332     WINED3DTEXSTA_MIPFILTER      = 6,
1333     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1334     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1335     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1336     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1337     WINED3DTEXSTA_DMAPOFFSET     = 11,
1338     WINED3DTEXSTA_TSSADDRESSW    = 12,
1339     MAX_WINETEXTURESTATES        = 13,
1340 } winetexturestates;
1341
1342 /*****************************************************************************
1343  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1344  */
1345 typedef struct IWineD3DBaseTextureClass
1346 {
1347     DWORD                   states[MAX_WINETEXTURESTATES];
1348     UINT                    levels;
1349     BOOL                    dirty;
1350     UINT                    textureName;
1351     float                   pow2Matrix[16];
1352     UINT                    LOD;
1353     WINED3DTEXTUREFILTERTYPE filterType;
1354     LONG                    bindCount;
1355     DWORD                   sampler;
1356     BOOL                    is_srgb;
1357     UINT                    srgb_mode_change_count;
1358     const struct min_lookup *minMipLookup;
1359     const GLenum            *magLookup;
1360     struct color_fixup_desc shader_color_fixup;
1361 } IWineD3DBaseTextureClass;
1362
1363 typedef struct IWineD3DBaseTextureImpl
1364 {
1365     /* IUnknown & WineD3DResource Information     */
1366     const IWineD3DBaseTextureVtbl *lpVtbl;
1367     IWineD3DResourceClass     resource;
1368     IWineD3DBaseTextureClass  baseTexture;
1369
1370 } IWineD3DBaseTextureImpl;
1371
1372 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1373         const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1374         const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1375 HRESULT basetexture_bind(IWineD3DBaseTexture *iface);
1376 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1377 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1378 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1379 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1380 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1381 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1382 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1383 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1384 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1385 void basetexture_unload(IWineD3DBaseTexture *iface);
1386
1387 /*****************************************************************************
1388  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1389  */
1390 typedef struct IWineD3DTextureImpl
1391 {
1392     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1393     const IWineD3DTextureVtbl *lpVtbl;
1394     IWineD3DResourceClass     resource;
1395     IWineD3DBaseTextureClass  baseTexture;
1396
1397     /* IWineD3DTexture */
1398     IWineD3DSurface          *surfaces[MAX_LEVELS];
1399     
1400     UINT                      width;
1401     UINT                      height;
1402     UINT                      target;
1403     BOOL                      cond_np2;
1404
1405 } IWineD3DTextureImpl;
1406
1407 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1408
1409 /*****************************************************************************
1410  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1411  */
1412 typedef struct IWineD3DCubeTextureImpl
1413 {
1414     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1415     const IWineD3DCubeTextureVtbl *lpVtbl;
1416     IWineD3DResourceClass     resource;
1417     IWineD3DBaseTextureClass  baseTexture;
1418
1419     /* IWineD3DCubeTexture */
1420     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
1421 } IWineD3DCubeTextureImpl;
1422
1423 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1424
1425 typedef struct _WINED3DVOLUMET_DESC
1426 {
1427     UINT                    Width;
1428     UINT                    Height;
1429     UINT                    Depth;
1430 } WINED3DVOLUMET_DESC;
1431
1432 /*****************************************************************************
1433  * IWineD3DVolume implementation structure (extends IUnknown)
1434  */
1435 typedef struct IWineD3DVolumeImpl
1436 {
1437     /* IUnknown & WineD3DResource fields */
1438     const IWineD3DVolumeVtbl  *lpVtbl;
1439     IWineD3DResourceClass      resource;
1440
1441     /* WineD3DVolume Information */
1442     WINED3DVOLUMET_DESC      currentDesc;
1443     IWineD3DBase            *container;
1444     UINT                    bytesPerPixel;
1445
1446     BOOL                    lockable;
1447     BOOL                    locked;
1448     WINED3DBOX              lockedBox;
1449     WINED3DBOX              dirtyBox;
1450     BOOL                    dirty;
1451
1452
1453 } IWineD3DVolumeImpl;
1454
1455 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1456
1457 /*****************************************************************************
1458  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1459  */
1460 typedef struct IWineD3DVolumeTextureImpl
1461 {
1462     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1463     const IWineD3DVolumeTextureVtbl *lpVtbl;
1464     IWineD3DResourceClass     resource;
1465     IWineD3DBaseTextureClass  baseTexture;
1466
1467     /* IWineD3DVolumeTexture */
1468     IWineD3DVolume           *volumes[MAX_LEVELS];
1469 } IWineD3DVolumeTextureImpl;
1470
1471 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1472
1473 typedef struct _WINED3DSURFACET_DESC
1474 {
1475     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1476     DWORD                   MultiSampleQuality;
1477     UINT                    Width;
1478     UINT                    Height;
1479 } WINED3DSURFACET_DESC;
1480
1481 /*****************************************************************************
1482  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1483  */
1484 typedef struct wineD3DSurface_DIB {
1485     HBITMAP DIBsection;
1486     void* bitmap_data;
1487     UINT bitmap_size;
1488     HGDIOBJ holdbitmap;
1489     BOOL client_memory;
1490 } wineD3DSurface_DIB;
1491
1492 typedef struct {
1493     struct list entry;
1494     GLuint id;
1495     UINT width;
1496     UINT height;
1497 } renderbuffer_entry_t;
1498
1499 struct fbo_entry
1500 {
1501     struct list entry;
1502     IWineD3DSurface **render_targets;
1503     IWineD3DSurface *depth_stencil;
1504     BOOL attached;
1505     GLuint id;
1506 };
1507
1508 /*****************************************************************************
1509  * IWineD3DClipp implementation structure
1510  */
1511 typedef struct IWineD3DClipperImpl
1512 {
1513     const IWineD3DClipperVtbl *lpVtbl;
1514     LONG ref;
1515
1516     IUnknown *Parent;
1517     HWND hWnd;
1518 } IWineD3DClipperImpl;
1519
1520
1521 /*****************************************************************************
1522  * IWineD3DSurface implementation structure
1523  */
1524 struct IWineD3DSurfaceImpl
1525 {
1526     /* IUnknown & IWineD3DResource Information     */
1527     const IWineD3DSurfaceVtbl *lpVtbl;
1528     IWineD3DResourceClass     resource;
1529
1530     /* IWineD3DSurface fields */
1531     IWineD3DBase              *container;
1532     WINED3DSURFACET_DESC      currentDesc;
1533     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1534     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1535
1536     UINT                      bytesPerPixel;
1537
1538     /* TODO: move this off into a management class(maybe!) */
1539     DWORD                      Flags;
1540
1541     UINT                      pow2Width;
1542     UINT                      pow2Height;
1543     float                     heightscale;
1544
1545     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1546     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1547
1548     /* Oversized texture */
1549     RECT                      glRect;
1550
1551     /* PBO */
1552     GLuint                    pbo;
1553
1554     RECT                      lockedRect;
1555     RECT                      dirtyRect;
1556     int                       lockCount;
1557 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1558
1559     glDescriptor              glDescription;
1560     BOOL                      srgb;
1561
1562     /* For GetDC */
1563     wineD3DSurface_DIB        dib;
1564     HDC                       hDC;
1565
1566     /* Color keys for DDraw */
1567     WINEDDCOLORKEY            DestBltCKey;
1568     WINEDDCOLORKEY            DestOverlayCKey;
1569     WINEDDCOLORKEY            SrcOverlayCKey;
1570     WINEDDCOLORKEY            SrcBltCKey;
1571     DWORD                     CKeyFlags;
1572
1573     WINEDDCOLORKEY            glCKey;
1574
1575     struct list               renderbuffers;
1576     renderbuffer_entry_t      *current_renderbuffer;
1577
1578     /* DirectDraw clippers */
1579     IWineD3DClipper           *clipper;
1580
1581     /* DirectDraw Overlay handling */
1582     RECT                      overlay_srcrect;
1583     RECT                      overlay_destrect;
1584     IWineD3DSurfaceImpl       *overlay_dest;
1585     struct list               overlays;
1586     struct list               overlay_entry;
1587 };
1588
1589 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1590 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1591
1592 /* Predeclare the shared Surface functions */
1593 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1594 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1595 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1596 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1597 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1598 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1599 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1600 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1601 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1602 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1603 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1604 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1605 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1606 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1607 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1608 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1609 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1610 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1611 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1612 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1613 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1614 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1615 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1616 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1617 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1618 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1619         IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1620 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1621 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1622 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1623 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1624 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1625         const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1626 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1627         IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1628 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1629 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1630 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1631
1632 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1633 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1634 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1635 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1636
1637 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1638
1639 /* Surface flags: */
1640 #define SFLAG_OVERSIZE      0x00000001 /* Surface is bigger than gl size, blts only */
1641 #define SFLAG_CONVERTED     0x00000002 /* Converted for color keying or Palettized */
1642 #define SFLAG_DIBSECTION    0x00000004 /* Has a DIB section attached for GetDC */
1643 #define SFLAG_LOCKABLE      0x00000008 /* Surface can be locked */
1644 #define SFLAG_DISCARD       0x00000010 /* ??? */
1645 #define SFLAG_LOCKED        0x00000020 /* Surface is locked atm */
1646 #define SFLAG_INTEXTURE     0x00000040 /* The GL texture contains the newest surface content */
1647 #define SFLAG_INDRAWABLE    0x00000080 /* The gl drawable contains the most up to date data */
1648 #define SFLAG_INSYSMEM      0x00000100 /* The system memory copy is most up to date */
1649 #define SFLAG_NONPOW2       0x00000200 /* Surface sizes are not a power of 2 */
1650 #define SFLAG_DYNLOCK       0x00000400 /* Surface is often locked by the app */
1651 #define SFLAG_DYNCHANGE     0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1652 #define SFLAG_DCINUSE       0x00001000 /* Set between GetDC and ReleaseDC calls */
1653 #define SFLAG_LOST          0x00002000 /* Surface lost flag for DDraw */
1654 #define SFLAG_USERPTR       0x00004000 /* The application allocated the memory for this surface */
1655 #define SFLAG_GLCKEY        0x00008000 /* The gl texture was created with a color key */
1656 #define SFLAG_CLIENT        0x00010000 /* GL_APPLE_client_storage is used on that texture */
1657 #define SFLAG_ALLOCATED     0x00020000 /* A gl texture is allocated for this surface */
1658 #define SFLAG_PBO           0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1659 #define SFLAG_NORMCOORD     0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1660 #define SFLAG_DS_ONSCREEN   0x00100000 /* Is a depth stencil, last modified onscreen */
1661 #define SFLAG_DS_OFFSCREEN  0x00200000 /* Is a depth stencil, last modified offscreen */
1662 #define SFLAG_INOVERLAYDRAW 0x00400000 /* Overlay drawing is in progress. Recursion prevention */
1663
1664 /* In some conditions the surface memory must not be freed:
1665  * SFLAG_OVERSIZE: Not all data can be kept in GL
1666  * SFLAG_CONVERTED: Converting the data back would take too long
1667  * SFLAG_DIBSECTION: The dib code manages the memory
1668  * SFLAG_LOCKED: The app requires access to the surface data
1669  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1670  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1671  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1672  * SFLAG_CLIENT: OpenGL uses our memory as backup
1673  */
1674 #define SFLAG_DONOTFREE     (SFLAG_OVERSIZE   | \
1675                              SFLAG_CONVERTED  | \
1676                              SFLAG_DIBSECTION | \
1677                              SFLAG_LOCKED     | \
1678                              SFLAG_DYNLOCK    | \
1679                              SFLAG_DYNCHANGE  | \
1680                              SFLAG_USERPTR    | \
1681                              SFLAG_PBO        | \
1682                              SFLAG_CLIENT)
1683
1684 #define SFLAG_LOCATIONS     (SFLAG_INSYSMEM   | \
1685                              SFLAG_INTEXTURE  | \
1686                              SFLAG_INDRAWABLE)
1687
1688 #define SFLAG_DS_LOCATIONS  (SFLAG_DS_ONSCREEN | \
1689                              SFLAG_DS_OFFSCREEN)
1690 #define SFLAG_DS_DISCARDED   SFLAG_DS_LOCATIONS
1691
1692 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1693
1694 typedef enum {
1695     NO_CONVERSION,
1696     CONVERT_PALETTED,
1697     CONVERT_PALETTED_CK,
1698     CONVERT_CK_565,
1699     CONVERT_CK_5551,
1700     CONVERT_CK_4444,
1701     CONVERT_CK_4444_ARGB,
1702     CONVERT_CK_1555,
1703     CONVERT_555,
1704     CONVERT_CK_RGB24,
1705     CONVERT_CK_8888,
1706     CONVERT_CK_8888_ARGB,
1707     CONVERT_RGB32_888,
1708     CONVERT_V8U8,
1709     CONVERT_L6V5U5,
1710     CONVERT_X8L8V8U8,
1711     CONVERT_Q8W8V8U8,
1712     CONVERT_V16U16,
1713     CONVERT_A4L4,
1714     CONVERT_G16R16,
1715 } CONVERT_TYPES;
1716
1717 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);
1718
1719 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1720
1721 /*****************************************************************************
1722  * IWineD3DVertexDeclaration implementation structure
1723  */
1724 typedef struct attrib_declaration {
1725     DWORD usage;
1726     DWORD idx;
1727 } attrib_declaration;
1728
1729 #define MAX_ATTRIBS 16
1730
1731 typedef struct IWineD3DVertexDeclarationImpl {
1732     /* IUnknown  Information */
1733     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1734     LONG                    ref;
1735
1736     IUnknown                *parent;
1737     IWineD3DDeviceImpl      *wineD3DDevice;
1738
1739     WINED3DVERTEXELEMENT    *pDeclarationWine;
1740     BOOL                    *ffp_valid;
1741     UINT                    declarationWNumElements;
1742
1743     DWORD                   streams[MAX_STREAMS];
1744     UINT                    num_streams;
1745     BOOL                    position_transformed;
1746     BOOL                    half_float_conv_needed;
1747
1748     /* Ordered array of declaration types that need swizzling in a vshader */
1749     attrib_declaration      swizzled_attribs[MAX_ATTRIBS];
1750     UINT                    num_swizzled_attribs;
1751 } IWineD3DVertexDeclarationImpl;
1752
1753 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1754
1755 /*****************************************************************************
1756  * IWineD3DStateBlock implementation structure
1757  */
1758
1759 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1760 /*   Note: Very long winded but gl Lists are not flexible enough */
1761 /*   to resolve everything we need, so doing it manually for now */
1762 typedef struct SAVEDSTATES {
1763     BOOL streamSource[MAX_STREAMS];
1764     BOOL streamFreq[MAX_STREAMS];
1765     BOOL textures[MAX_COMBINED_SAMPLERS];
1766     BOOL transform[HIGHEST_TRANSFORMSTATE + 1];
1767     BOOL renderState[WINEHIGHEST_RENDER_STATE + 1];
1768     BOOL textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1769     BOOL samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1770     BOOL clipplane[MAX_CLIPPLANES];
1771     WORD pixelShaderConstantsB;     /* MAX_CONST_B, 16 */
1772     WORD pixelShaderConstantsI;     /* MAX_CONST_I, 16 */
1773     BOOL *pixelShaderConstantsF;
1774     WORD vertexShaderConstantsB;    /* MAX_CONST_B, 16 */
1775     WORD vertexShaderConstantsI;    /* MAX_CONST_I, 16 */
1776     BOOL *vertexShaderConstantsF;
1777     BYTE indices : 1;
1778     BYTE material : 1;
1779     BYTE viewport : 1;
1780     BYTE vertexDecl : 1;
1781     BYTE pixelShader : 1;
1782     BYTE vertexShader : 1;
1783     BYTE scissorRect : 1;
1784     BYTE padding : 1;
1785 } SAVEDSTATES;
1786
1787 struct StageState {
1788     DWORD stage;
1789     DWORD state;
1790 };
1791
1792 struct IWineD3DStateBlockImpl
1793 {
1794     /* IUnknown fields */
1795     const IWineD3DStateBlockVtbl *lpVtbl;
1796     LONG                      ref;     /* Note: Ref counting not required */
1797
1798     /* IWineD3DStateBlock information */
1799     IUnknown                 *parent;
1800     IWineD3DDeviceImpl       *wineD3DDevice;
1801     WINED3DSTATEBLOCKTYPE     blockType;
1802
1803     /* Array indicating whether things have been set or changed */
1804     SAVEDSTATES               changed;
1805
1806     /* Vertex Shader Declaration */
1807     IWineD3DVertexDeclaration *vertexDecl;
1808
1809     IWineD3DVertexShader      *vertexShader;
1810
1811     /* Vertex Shader Constants */
1812     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1813     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1814     float                     *vertexShaderConstantF;
1815
1816     /* Stream Source */
1817     BOOL                      streamIsUP;
1818     UINT                      streamStride[MAX_STREAMS];
1819     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1820     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1821     UINT                      streamFreq[MAX_STREAMS + 1];
1822     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1823
1824     /* Indices */
1825     IWineD3DIndexBuffer*      pIndexData;
1826     INT                       baseVertexIndex;
1827     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1828
1829     /* Transform */
1830     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1831
1832     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1833 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1834 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1835     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1836     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1837
1838     /* Clipping */
1839     double                    clipplane[MAX_CLIPPLANES][4];
1840     WINED3DCLIPSTATUS         clip_status;
1841
1842     /* ViewPort */
1843     WINED3DVIEWPORT           viewport;
1844
1845     /* Material */
1846     WINED3DMATERIAL           material;
1847
1848     /* Pixel Shader */
1849     IWineD3DPixelShader      *pixelShader;
1850
1851     /* Pixel Shader Constants */
1852     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1853     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1854     float                     *pixelShaderConstantF;
1855
1856     /* RenderState */
1857     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1858
1859     /* Texture */
1860     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1861
1862     /* Texture State Stage */
1863     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1864     DWORD                     lowest_disabled_stage;
1865     /* Sampler States */
1866     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1867
1868     /* Scissor test rectangle */
1869     RECT                      scissorRect;
1870
1871     /* Contained state management */
1872     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1873     unsigned int              num_contained_render_states;
1874     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1875     unsigned int              num_contained_transform_states;
1876     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1877     unsigned int              num_contained_vs_consts_i;
1878     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1879     unsigned int              num_contained_vs_consts_b;
1880     DWORD                     *contained_vs_consts_f;
1881     unsigned int              num_contained_vs_consts_f;
1882     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1883     unsigned int              num_contained_ps_consts_i;
1884     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1885     unsigned int              num_contained_ps_consts_b;
1886     DWORD                     *contained_ps_consts_f;
1887     unsigned int              num_contained_ps_consts_f;
1888     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1889     unsigned int              num_contained_tss_states;
1890     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1891     unsigned int              num_contained_sampler_states;
1892 };
1893
1894 extern void stateblock_savedstates_set(
1895     IWineD3DStateBlock* iface,
1896     SAVEDSTATES* states,
1897     BOOL value);
1898
1899 extern void stateblock_copy(
1900     IWineD3DStateBlock* destination,
1901     IWineD3DStateBlock* source);
1902
1903 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1904
1905 /* Direct3D terminology with little modifications. We do not have an issued state
1906  * because only the driver knows about it, but we have a created state because d3d
1907  * allows GetData on a created issue, but opengl doesn't
1908  */
1909 enum query_state {
1910     QUERY_CREATED,
1911     QUERY_SIGNALLED,
1912     QUERY_BUILDING
1913 };
1914 /*****************************************************************************
1915  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1916  */
1917 typedef struct IWineD3DQueryImpl
1918 {
1919     const IWineD3DQueryVtbl  *lpVtbl;
1920     LONG                      ref;     /* Note: Ref counting not required */
1921     
1922     IUnknown                 *parent;
1923     /*TODO: replace with iface usage */
1924 #if 0
1925     IWineD3DDevice         *wineD3DDevice;
1926 #else
1927     IWineD3DDeviceImpl       *wineD3DDevice;
1928 #endif
1929
1930     /* IWineD3DQuery fields */
1931     enum query_state         state;
1932     WINED3DQUERYTYPE         type;
1933     /* TODO: Think about using a IUnknown instead of a void* */
1934     void                     *extendedData;
1935     
1936   
1937 } IWineD3DQueryImpl;
1938
1939 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1940 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1941 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1942
1943 /* Datastructures for IWineD3DQueryImpl.extendedData */
1944 typedef struct  WineQueryOcclusionData {
1945     GLuint  queryId;
1946     WineD3DContext *ctx;
1947 } WineQueryOcclusionData;
1948
1949 typedef struct  WineQueryEventData {
1950     GLuint  fenceId;
1951     WineD3DContext *ctx;
1952 } WineQueryEventData;
1953
1954 /*****************************************************************************
1955  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1956  */
1957
1958 typedef struct IWineD3DSwapChainImpl
1959 {
1960     /*IUnknown part*/
1961     const IWineD3DSwapChainVtbl *lpVtbl;
1962     LONG                      ref;     /* Note: Ref counting not required */
1963
1964     IUnknown                 *parent;
1965     IWineD3DDeviceImpl       *wineD3DDevice;
1966
1967     /* IWineD3DSwapChain fields */
1968     IWineD3DSurface         **backBuffer;
1969     IWineD3DSurface          *frontBuffer;
1970     WINED3DPRESENT_PARAMETERS presentParms;
1971     DWORD                     orig_width, orig_height;
1972     WINED3DFORMAT             orig_fmt;
1973     WINED3DGAMMARAMP          orig_gamma;
1974
1975     long prev_time, frames;   /* Performance tracking */
1976     unsigned int vSyncCounter;
1977
1978     WineD3DContext        **context; /* Later a array for multithreading */
1979     unsigned int            num_contexts;
1980
1981     HWND                    win_handle;
1982 } IWineD3DSwapChainImpl;
1983
1984 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1985 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
1986 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
1987
1988 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
1989 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
1990 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
1991 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
1992 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
1993 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
1994 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
1995 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
1996 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
1997 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
1998 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
1999 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
2000
2001 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
2002
2003 /*****************************************************************************
2004  * Utility function prototypes 
2005  */
2006
2007 /* Trace routines */
2008 const char* debug_d3dformat(WINED3DFORMAT fmt);
2009 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2010 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2011 const char* debug_d3dusage(DWORD usage);
2012 const char* debug_d3dusagequery(DWORD usagequery);
2013 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2014 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
2015 const char* debug_d3ddeclusage(BYTE usage);
2016 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2017 const char* debug_d3drenderstate(DWORD state);
2018 const char* debug_d3dsamplerstate(DWORD state);
2019 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2020 const char* debug_d3dtexturestate(DWORD state);
2021 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2022 const char* debug_d3dpool(WINED3DPOOL pool);
2023 const char *debug_fbostatus(GLenum status);
2024 const char *debug_glerror(GLenum error);
2025 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2026 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2027 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2028 const char *debug_fixup_channel_source(enum fixup_channel_source source);
2029 const char *debug_yuv_fixup(enum yuv_fixup yuv_fixup);
2030 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2031
2032 /* Routines for GL <-> D3D values */
2033 GLenum StencilOp(DWORD op);
2034 GLenum CompareFunc(DWORD func);
2035 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2036 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
2037 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2038 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2039 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2040 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2041 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2042
2043 void surface_force_reload(IWineD3DSurface *iface);
2044 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2045 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2046 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2047 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2048 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name);
2049 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2050
2051 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2052 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
2053
2054 /* Math utils */
2055 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2056 unsigned int count_bits(unsigned int mask);
2057 UINT wined3d_log2i(UINT32 x);
2058
2059 /*****************************************************************************
2060  * To enable calling of inherited functions, requires prototypes 
2061  *
2062  * Note: Only require classes which are subclassed, ie resource, basetexture, 
2063  */
2064
2065     /* IWineD3DVertexBuffer */
2066     extern const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
2067
2068 /* TODO: Make this dynamic, based on shader limits ? */
2069 #define MAX_REG_ADDR 1
2070 #define MAX_REG_TEMP 32
2071 #define MAX_REG_TEXCRD 8
2072 #define MAX_REG_INPUT 12
2073 #define MAX_REG_OUTPUT 12
2074 #define MAX_CONST_I 16
2075 #define MAX_CONST_B 16
2076
2077 /* FIXME: This needs to go up to 2048 for
2078  * Shader model 3 according to msdn (and for software shaders) */
2079 #define MAX_LABELS 16
2080
2081 typedef struct semantic {
2082     DWORD usage;
2083     DWORD reg;
2084 } semantic;
2085
2086 typedef struct local_constant {
2087     struct list entry;
2088     unsigned int idx;
2089     DWORD value[4];
2090 } local_constant;
2091
2092 typedef struct shader_reg_maps {
2093     DWORD shader_version;
2094     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
2095     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
2096     char address[MAX_REG_ADDR];             /* vertex */
2097     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
2098     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
2099     char attributes[MAX_ATTRIBS];           /* vertex */
2100     char labels[MAX_LABELS];                /* pixel, vertex */
2101     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
2102
2103     /* Sampler usage tokens 
2104      * Use 0 as default (bit 31 is always 1 on a valid token) */
2105     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
2106     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
2107     char usesnrm, vpos, usesdsy;
2108     char usesrelconstF;
2109
2110     /* Whether or not loops are used in this shader, and nesting depth */
2111     unsigned loop_depth;
2112
2113     /* Whether or not this shader uses fog */
2114     char fog;
2115
2116 } shader_reg_maps;
2117
2118 /* Undocumented opcode controls */
2119 #define INST_CONTROLS_SHIFT 16
2120 #define INST_CONTROLS_MASK 0x00ff0000
2121
2122 typedef enum COMPARISON_TYPE {
2123     COMPARISON_GT = 1,
2124     COMPARISON_EQ = 2,
2125     COMPARISON_GE = 3,
2126     COMPARISON_LT = 4,
2127     COMPARISON_NE = 5,
2128     COMPARISON_LE = 6
2129 } COMPARISON_TYPE;
2130
2131 typedef struct SHADER_OPCODE {
2132     unsigned int  opcode;
2133     const char*   name;
2134     char          dst_token;
2135     CONST UINT    num_params;
2136     enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
2137     DWORD         min_version;
2138     DWORD         max_version;
2139 } SHADER_OPCODE;
2140
2141 typedef struct SHADER_OPCODE_ARG {
2142     IWineD3DBaseShader* shader;
2143     const shader_reg_maps *reg_maps;
2144     CONST SHADER_OPCODE* opcode;
2145     DWORD opcode_token;
2146     DWORD dst;
2147     DWORD dst_addr;
2148     DWORD predicate;
2149     DWORD src[4];
2150     DWORD src_addr[4];
2151     SHADER_BUFFER* buffer;
2152 } SHADER_OPCODE_ARG;
2153
2154 typedef struct SHADER_LIMITS {
2155     unsigned int temporary;
2156     unsigned int texcoord;
2157     unsigned int sampler;
2158     unsigned int constant_int;
2159     unsigned int constant_float;
2160     unsigned int constant_bool;
2161     unsigned int address;
2162     unsigned int packed_output;
2163     unsigned int packed_input;
2164     unsigned int attributes;
2165     unsigned int label;
2166 } SHADER_LIMITS;
2167
2168 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
2169     maintain state information between multiple codes */
2170 typedef struct SHADER_PARSE_STATE {
2171     unsigned int current_row;
2172     DWORD texcoord_w[2];
2173 } SHADER_PARSE_STATE;
2174
2175 #ifdef __GNUC__
2176 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2177 #else
2178 #define PRINTF_ATTR(fmt,args)
2179 #endif
2180
2181 /* Base Shader utility functions. 
2182  * (may move callers into the same file in the future) */
2183 extern int shader_addline(
2184     SHADER_BUFFER* buffer,
2185     const char* fmt, ...) PRINTF_ATTR(2,3);
2186
2187 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *shader_ins, DWORD shader_version, DWORD code);
2188
2189 /* Vertex shader utility functions */
2190 extern BOOL vshader_get_input(
2191     IWineD3DVertexShader* iface,
2192     BYTE usage_req, BYTE usage_idx_req,
2193     unsigned int* regnum);
2194
2195 extern BOOL vshader_input_is_color(
2196     IWineD3DVertexShader* iface,
2197     unsigned int regnum);
2198
2199 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2200
2201 /* GLSL helper functions */
2202 extern void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG *arg);
2203
2204 /*****************************************************************************
2205  * IDirect3DBaseShader implementation structure
2206  */
2207 typedef struct IWineD3DBaseShaderClass
2208 {
2209     LONG                            ref;
2210     SHADER_LIMITS                   limits;
2211     SHADER_PARSE_STATE              parse_state;
2212     CONST SHADER_OPCODE             *shader_ins;
2213     DWORD                          *function;
2214     UINT                            functionLength;
2215     BOOL                            is_compiled;
2216     UINT                            cur_loop_depth, cur_loop_regno;
2217     BOOL                            load_local_constsF;
2218     BOOL                            uses_bool_consts, uses_int_consts;
2219
2220     /* Type of shader backend */
2221     int shader_mode;
2222
2223     /* Programs this shader is linked with */
2224     struct list linked_programs;
2225
2226     /* Immediate constants (override global ones) */
2227     struct list constantsB;
2228     struct list constantsF;
2229     struct list constantsI;
2230     shader_reg_maps reg_maps;
2231
2232     UINT                sampled_samplers[MAX_COMBINED_SAMPLERS];
2233     UINT                num_sampled_samplers;
2234
2235     UINT recompile_count;
2236
2237     /* Pointer to the parent device */
2238     IWineD3DDevice *device;
2239     struct list     shader_list_entry;
2240
2241 } IWineD3DBaseShaderClass;
2242
2243 typedef struct IWineD3DBaseShaderImpl {
2244     /* IUnknown */
2245     const IWineD3DBaseShaderVtbl    *lpVtbl;
2246
2247     /* IWineD3DBaseShader */
2248     IWineD3DBaseShaderClass         baseShader;
2249 } IWineD3DBaseShaderImpl;
2250
2251 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2252 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2253 void shader_cleanup(IWineD3DBaseShader *iface);
2254 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
2255         struct semantic *semantics_in, struct semantic *semantics_out, const DWORD *byte_code);
2256 void shader_trace_init(const DWORD *byte_code, const SHADER_OPCODE *opcode_table);
2257
2258 extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2259         const shader_reg_maps *reg_maps, const DWORD *pFunction);
2260
2261 static inline int shader_get_regtype(const DWORD param) {
2262     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2263             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2264 }
2265
2266 static inline int shader_get_writemask(const DWORD param) {
2267     return param & WINED3DSP_WRITEMASK_ALL;
2268 }
2269
2270 static inline BOOL shader_is_pshader_version(DWORD token) {
2271     return 0xFFFF0000 == (token & 0xFFFF0000);
2272 }
2273
2274 static inline BOOL shader_is_vshader_version(DWORD token) {
2275     return 0xFFFE0000 == (token & 0xFFFF0000);
2276 }
2277
2278 static inline BOOL shader_is_comment(DWORD token) {
2279     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2280 }
2281
2282 static inline BOOL shader_is_scalar(DWORD param) {
2283     DWORD reg_type = shader_get_regtype(param);
2284     DWORD reg_num;
2285
2286     switch (reg_type) {
2287         case WINED3DSPR_RASTOUT:
2288             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2289                 /* oFog & oPts */
2290                 return TRUE;
2291             }
2292             /* oPos */
2293             return FALSE;
2294
2295         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2296         case WINED3DSPR_CONSTBOOL:  /* b# */
2297         case WINED3DSPR_LOOP:       /* aL */
2298         case WINED3DSPR_PREDICATE:  /* p0 */
2299             return TRUE;
2300
2301         case WINED3DSPR_MISCTYPE:
2302             reg_num = param & WINED3DSP_REGNUM_MASK;
2303             switch(reg_num) {
2304                 case 0: /* vPos */
2305                     return FALSE;
2306                 case 1: /* vFace */
2307                     return TRUE;
2308                 default:
2309                     return FALSE;
2310             }
2311
2312         default:
2313             return FALSE;
2314     }
2315 }
2316
2317 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2318     local_constant* lconst;
2319
2320     if(This->baseShader.load_local_constsF) return FALSE;
2321     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2322         if(lconst->idx == reg) return TRUE;
2323     }
2324     return FALSE;
2325
2326 }
2327
2328 /*****************************************************************************
2329  * IDirect3DVertexShader implementation structure
2330  */
2331 typedef struct IWineD3DVertexShaderImpl {
2332     /* IUnknown parts*/   
2333     const IWineD3DVertexShaderVtbl *lpVtbl;
2334
2335     /* IWineD3DBaseShader */
2336     IWineD3DBaseShaderClass     baseShader;
2337
2338     /* IWineD3DVertexShaderImpl */
2339     IUnknown                    *parent;
2340
2341     DWORD                       usage;
2342
2343     /* The GL shader */
2344     GLuint                          prgId;
2345
2346     /* Vertex shader input and output semantics */
2347     semantic semantics_in [MAX_ATTRIBS];
2348     semantic semantics_out [MAX_REG_OUTPUT];
2349
2350     /* Ordered array of attributes that are swizzled */
2351     attrib_declaration          swizzled_attribs [MAX_ATTRIBS];
2352     UINT                        num_swizzled_attribs;
2353
2354     UINT                       min_rel_offset, max_rel_offset;
2355     UINT                       rel_offset;
2356
2357     UINT                       recompile_count;
2358 } IWineD3DVertexShaderImpl;
2359 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2360 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2361 HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface);
2362
2363 /*****************************************************************************
2364  * IDirect3DPixelShader implementation structure
2365  */
2366 struct ps_compiled_shader {
2367     struct ps_compile_args      args;
2368     GLuint                      prgId;
2369 };
2370
2371 typedef struct IWineD3DPixelShaderImpl {
2372     /* IUnknown parts */
2373     const IWineD3DPixelShaderVtbl *lpVtbl;
2374
2375     /* IWineD3DBaseShader */
2376     IWineD3DBaseShaderClass     baseShader;
2377
2378     /* IWineD3DPixelShaderImpl */
2379     IUnknown                   *parent;
2380
2381     /* Pixel shader input semantics */
2382     semantic semantics_in [MAX_REG_INPUT];
2383     DWORD                 input_reg_map[MAX_REG_INPUT];
2384     BOOL                  input_reg_used[MAX_REG_INPUT];
2385     int                         declared_in_count;
2386
2387     /* The GL shader */
2388     struct ps_compiled_shader   *gl_shaders;
2389     UINT                        num_gl_shaders;
2390
2391     /* Some information about the shader behavior */
2392     struct stb_const_desc       bumpenvmatconst[MAX_TEXTURES];
2393     char                        numbumpenvmatconsts;
2394     struct stb_const_desc       luminanceconst[MAX_TEXTURES];
2395     char                        vpos_uniform;
2396 } IWineD3DPixelShaderImpl;
2397
2398 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2399 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2400 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
2401 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2402
2403 /* sRGB correction constants */
2404 static const float srgb_cmp = 0.0031308;
2405 static const float srgb_mul_low = 12.92;
2406 static const float srgb_pow = 0.41666;
2407 static const float srgb_mul_high = 1.055;
2408 static const float srgb_sub_high = 0.055;
2409
2410 /*****************************************************************************
2411  * IWineD3DPalette implementation structure
2412  */
2413 struct IWineD3DPaletteImpl {
2414     /* IUnknown parts */
2415     const IWineD3DPaletteVtbl  *lpVtbl;
2416     LONG                       ref;
2417
2418     IUnknown                   *parent;
2419     IWineD3DDeviceImpl         *wineD3DDevice;
2420
2421     /* IWineD3DPalette */
2422     HPALETTE                   hpal;
2423     WORD                       palVersion;     /*|               */
2424     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2425     PALETTEENTRY               palents[256];   /*|               */
2426     /* This is to store the palette in 'screen format' */
2427     int                        screen_palents[256];
2428     DWORD                      Flags;
2429 };
2430
2431 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2432 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2433
2434 /* DirectDraw utility functions */
2435 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2436
2437 /*****************************************************************************
2438  * Pixel format management
2439  */
2440
2441 struct GlPixelFormatDesc
2442 {
2443     GLint glInternal;
2444     GLint glGammaInternal;
2445     GLint rtInternal;
2446     GLint glFormat;
2447     GLint glType;
2448     unsigned int Flags;
2449     float heightscale;
2450     struct color_fixup_desc color_fixup;
2451 };
2452
2453 typedef struct {
2454     WINED3DFORMAT           format;
2455     DWORD                   alphaMask, redMask, greenMask, blueMask;
2456     UINT                    bpp;
2457     short                   depthSize, stencilSize;
2458     BOOL                    isFourcc;
2459 } StaticPixelFormatDesc;
2460
2461 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2462         const WineD3D_GL_Info *gl_info, const struct GlPixelFormatDesc **glDesc);
2463
2464 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2465 {
2466     return (stateblock->vertexShader
2467             && !stateblock->wineD3DDevice->strided_streams.u.s.position_transformed
2468             && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2469 }
2470
2471 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2472 {
2473     return (stateblock->pixelShader
2474             && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2475 }
2476
2477 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2478         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2479 #endif