wined3d: General cross format blitting infrastrucutre, R32F->R16F blits.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
45
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
49
50 typedef struct {
51     void *key;
52     void *value;
53     unsigned int hash;
54     struct list entry;
55 } hash_table_entry_t;
56
57 typedef struct {
58     hash_function_t *hash_function;
59     compare_function_t *compare_function;
60     struct list *buckets;
61     unsigned int bucket_count;
62     hash_table_entry_t *entries;
63     unsigned int entry_count;
64     struct list free_entries;
65     unsigned int count;
66     unsigned int grow_size;
67     unsigned int shrink_size;
68 } hash_table_t;
69
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
75
76 /* Device caps */
77 #define MAX_PALETTES            256
78 #define MAX_STREAMS             16
79 #define MAX_TEXTURES            8
80 #define MAX_FRAGMENT_SAMPLERS   16
81 #define MAX_VERTEX_SAMPLERS     4
82 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS       8
84 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS              256
86
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
89
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R     35
92 #define NUM_SAVEDPIXELSTATES_T     18
93 #define NUM_SAVEDPIXELSTATES_S     12
94 #define NUM_SAVEDVERTEXSTATES_R    34
95 #define NUM_SAVEDVERTEXSTATES_T    2
96 #define NUM_SAVEDVERTEXSTATES_S    1
97
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
104
105 typedef enum _WINELOOKUP {
106     WINELOOKUP_WARPPARAM = 0,
107     WINELOOKUP_MAGFILTER = 1,
108     MAX_LOOKUPS          = 2
109 } WINELOOKUP;
110
111 extern int minLookup[MAX_LOOKUPS];
112 extern int maxLookup[MAX_LOOKUPS];
113 extern DWORD *stateLookup[MAX_LOOKUPS];
114
115 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
116
117 void init_type_lookup(WineD3D_GL_Info *gl_info);
118 #define WINED3D_ATR_TYPE(type)          GLINFO_LOCATION.glTypeLookup[type].d3dType
119 #define WINED3D_ATR_SIZE(type)          GLINFO_LOCATION.glTypeLookup[type].size
120 #define WINED3D_ATR_GLTYPE(type)        GLINFO_LOCATION.glTypeLookup[type].glType
121 #define WINED3D_ATR_NORMALIZED(type)    GLINFO_LOCATION.glTypeLookup[type].normalized
122 #define WINED3D_ATR_TYPESIZE(type)      GLINFO_LOCATION.glTypeLookup[type].typesize
123
124 /* The following functions convert 16 bit floats in the FLOAT16 data type
125  * to standard C floats and vice versa. They do not depend on the encoding
126  * of the C float, so they are platform independent, but slow. On x86 and
127  * other IEEE 754 compliant platforms the conversion can be accelerated with
128  * bitshifting the exponent and mantissa. There are also some SSE-based
129  * assembly routines out there
130  *
131  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
132  */
133 static inline float float_16_to_32(const unsigned short *in) {
134     const unsigned short s = ((*in) & 0x8000);
135     const unsigned short e = ((*in) & 0x7C00) >> 10;
136     const unsigned short m = (*in) & 0x3FF;
137     const float sgn = (s ? -1.0 : 1.0);
138
139     if(e == 0) {
140         if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
141         else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
142     } else if(e < 31) {
143         return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
144     } else {
145         if(m == 0) return sgn / 0.0; /* +INF / -INF */
146         else return 0.0 / 0.0; /* NAN */
147     }
148 }
149
150 static inline unsigned short float_32_to_16(const float *in) {
151     int exp = 0;
152     float tmp = fabs(*in);
153     unsigned int mantissa;
154     unsigned short ret;
155
156     /* Deal with special numbers */
157     if(*in == 0.0) return 0x0000;
158     if(isnan(*in)) return 0x7C01;
159     if(isinf(*in)) return (*in < 0.0 ? 0xFC00 : 0x7c00);
160
161     if(tmp < pow(2, 10)) {
162         do
163         {
164             tmp = tmp * 2.0;
165             exp--;
166         }while(tmp < pow(2, 10));
167     } else if(tmp >= pow(2, 11)) {
168         do
169         {
170             tmp /= 2.0;
171             exp++;
172         }while(tmp >= pow(2, 11));
173     }
174
175     mantissa = (unsigned int) tmp;
176     if(tmp - mantissa >= 0.5) mantissa++; /* round to nearest, away from zero */
177
178     exp += 10;  /* Normalize the mantissa */
179     exp += 15;  /* Exponent is encoded with excess 15 */
180
181     if(exp > 30) { /* too big */
182         ret = 0x7c00; /* INF */
183     } else if(exp <= 0) {
184         /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
185         while(exp <= 0) {
186             mantissa = mantissa >> 1;
187             exp++;
188         }
189         ret = mantissa & 0x3ff;
190     } else {
191         ret = (exp << 10) | (mantissa & 0x3ff);
192     }
193
194     ret |= ((*in < 0.0 ? 1 : 0) << 15); /* Add the sign */
195     return ret;
196 }
197
198 /**
199  * Settings 
200  */
201 #define VS_NONE    0
202 #define VS_HW      1
203
204 #define PS_NONE    0
205 #define PS_HW      1
206
207 #define VBO_NONE   0
208 #define VBO_HW     1
209
210 #define NP2_NONE   0
211 #define NP2_REPACK 1
212 #define NP2_NATIVE 2
213
214 #define ORM_BACKBUFFER  0
215 #define ORM_PBUFFER     1
216 #define ORM_FBO         2
217
218 #define SHADER_ARB  1
219 #define SHADER_GLSL 2
220 #define SHADER_NONE 3
221
222 #define RTL_DISABLE   -1
223 #define RTL_AUTO       0
224 #define RTL_READDRAW   1
225 #define RTL_READTEX    2
226 #define RTL_TEXDRAW    3
227 #define RTL_TEXTEX     4
228
229 /* NOTE: When adding fields to this structure, make sure to update the default
230  * values in wined3d_main.c as well. */
231 typedef struct wined3d_settings_s {
232 /* vertex and pixel shader modes */
233   int vs_mode;
234   int ps_mode;
235   int vbo_mode;
236 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
237     we should use it.  However, until it's fully implemented, we'll leave it as a registry
238     setting for developers. */
239   BOOL glslRequested;
240   int offscreen_rendering_mode;
241   int rendertargetlock_mode;
242 /* Memory tracking and object counting */
243   unsigned int emulated_textureram;
244   char *logo;
245 } wined3d_settings_t;
246
247 extern wined3d_settings_t wined3d_settings;
248
249 /* Shader backends */
250 struct SHADER_OPCODE_ARG;
251
252 typedef struct {
253     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
254     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
255     void (*shader_destroy_depth_blt)(IWineD3DDevice *iface);
256     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
257     void (*shader_cleanup)(IWineD3DDevice *iface);
258     void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
259     void (*shader_destroy)(IWineD3DBaseShader *iface);
260 } shader_backend_t;
261
262 extern const shader_backend_t glsl_shader_backend;
263 extern const shader_backend_t arb_program_shader_backend;
264 extern const shader_backend_t none_shader_backend;
265
266 /* X11 locking */
267
268 extern void (*wine_tsx11_lock_ptr)(void);
269 extern void (*wine_tsx11_unlock_ptr)(void);
270
271 /* As GLX relies on X, this is needed */
272 extern int num_lock;
273
274 #if 0
275 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
276 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
277 #else
278 #define ENTER_GL() wine_tsx11_lock_ptr()
279 #define LEAVE_GL() wine_tsx11_unlock_ptr()
280 #endif
281
282 /*****************************************************************************
283  * Defines
284  */
285
286 /* GL related defines */
287 /* ------------------ */
288 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
289 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
290 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
291 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
292
293 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
294 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
295 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
296 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
297
298 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
299 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
300 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
301 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
302
303 #define D3DCOLORTOGLFLOAT4(dw, vec) \
304   (vec)[0] = D3DCOLOR_R(dw); \
305   (vec)[1] = D3DCOLOR_G(dw); \
306   (vec)[2] = D3DCOLOR_B(dw); \
307   (vec)[3] = D3DCOLOR_A(dw);
308
309 /* DirectX Device Limits */
310 /* --------------------- */
311 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
312
313 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
314                             See MaxStreams in MSDN under GetDeviceCaps */
315                          /* Maximum number of constants provided to the shaders */
316 #define HIGHEST_TRANSFORMSTATE 512 
317                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
318 #define MAX_PALETTES      256
319
320 /* Checking of API calls */
321 /* --------------------- */
322 #define checkGLcall(A)                                          \
323 {                                                               \
324     GLint err = glGetError();                                   \
325     if (err == GL_NO_ERROR) {                                   \
326        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
327                                                                 \
328     } else do {                                                 \
329         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
330             debug_glerror(err), err, A, __FILE__, __LINE__);    \
331        err = glGetError();                                      \
332     } while (err != GL_NO_ERROR);                               \
333
334
335 /* Trace routines / diagnostics */
336 /* ---------------------------- */
337
338 /* Dump out a matrix and copy it */
339 #define conv_mat(mat,gl_mat)                                                                \
340 do {                                                                                        \
341     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
342     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
343     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
344     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
345     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
346 } while (0)
347
348 /* Macro to dump out the current state of the light chain */
349 #define DUMP_LIGHT_CHAIN()                    \
350 {                                             \
351   PLIGHTINFOEL *el = This->stateBlock->lights;\
352   while (el) {                                \
353     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
354     el = el->next;                            \
355   }                                           \
356 }
357
358 /* Trace vector and strided data information */
359 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
360 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
361         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);
362
363 /* Defines used for optimizations */
364
365 /*    Only reapply what is necessary */
366 #define REAPPLY_ALPHAOP  0x0001
367 #define REAPPLY_ALL      0xFFFF
368
369 /* Advance declaration of structures to satisfy compiler */
370 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
371 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
372 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
373 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
374
375 /* Global variables */
376 extern const float identity[16];
377
378 /*****************************************************************************
379  * Compilable extra diagnostics
380  */
381
382 /* Trace information per-vertex: (extremely high amount of trace) */
383 #if 0 /* NOTE: Must be 0 in cvs */
384 # define VTRACE(A) TRACE A
385 #else 
386 # define VTRACE(A) 
387 #endif
388
389 /* Checking of per-vertex related GL calls */
390 /* --------------------- */
391 #define vcheckGLcall(A)                                         \
392 {                                                               \
393     GLint err = glGetError();                                   \
394     if (err == GL_NO_ERROR) {                                   \
395        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
396                                                                 \
397     } else do {                                                 \
398         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
399             debug_glerror(err), err, A, __FILE__, __LINE__);    \
400        err = glGetError();                                      \
401     } while (err != GL_NO_ERROR);                               \
402 }
403
404 /* TODO: Confirm each of these works when wined3d move completed */
405 #if 0 /* NOTE: Must be 0 in cvs */
406   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
407      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
408      is enabled, and if it doesn't exist it is disabled. */
409 # define FRAME_DEBUGGING
410   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
411       the file is deleted                                                                            */
412 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
413 #  define SINGLE_FRAME_DEBUGGING
414 # endif  
415   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
416      It can only be enabled when FRAME_DEBUGGING is also enabled                               
417      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
418      array is drawn.                                                                            */
419 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
420 #  define SHOW_FRAME_MAKEUP 1
421 # endif  
422   /* The following, when enabled, lets you see the makeup of the all the textures used during each
423      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
424      The contents of the textures assigned to each stage are written into 
425      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
426 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
427 #  define SHOW_TEXTURE_MAKEUP 0
428 # endif  
429 extern BOOL isOn;
430 extern BOOL isDumpingFrames;
431 extern LONG primCounter;
432 #endif
433
434 /*****************************************************************************
435  * Prototypes
436  */
437
438 /* Routine common to the draw primitive and draw indexed primitive routines */
439 void drawPrimitive(IWineD3DDevice *iface,
440                     int PrimitiveType,
441                     long NumPrimitives,
442                     /* for Indexed: */
443                     long  StartVertexIndex,
444                     UINT  numberOfVertices,
445                     long  StartIdx,
446                     short idxBytes,
447                     const void *idxData,
448                     int   minIndex);
449
450 void primitiveDeclarationConvertToStridedData(
451      IWineD3DDevice *iface,
452      BOOL useVertexShaderFunction,
453      WineDirect3DVertexStridedData *strided,
454      BOOL *fixup);
455
456 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
457
458 typedef void (*glAttribFunc)(void *data);
459 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
460 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
461 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
462 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
463 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
464
465 #define eps 1e-8
466
467 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
468     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
469
470 void depth_copy(IWineD3DDevice *iface);
471
472 /* Routines and structures related to state management */
473 typedef struct WineD3DContext WineD3DContext;
474 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
475
476 #define STATE_RENDER(a) (a)
477 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
478
479 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
480 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
481
482 /* + 1 because samplers start with 0 */
483 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
484 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
485
486 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
487 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
488
489 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
490 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
491
492 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
493 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
494 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
495 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
496
497 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
498 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
499
500 #define STATE_VSHADER (STATE_VDECL + 1)
501 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
502
503 #define STATE_VIEWPORT (STATE_VSHADER + 1)
504 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
505
506 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
507 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
508 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
509 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
510
511 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
512 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
513
514 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
515 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
516
517 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
518 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
519
520 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
521
522 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
523
524 #define STATE_HIGHEST (STATE_FRONTFACE)
525
526 struct StateEntry
527 {
528     DWORD           representative;
529     APPLYSTATEFUNC  apply;
530 };
531
532 /* Global state table */
533 extern const struct StateEntry StateTable[];
534
535 /* The new context manager that should deal with onscreen and offscreen rendering */
536 struct WineD3DContext {
537     /* State dirtification
538      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
539      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
540      * 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
541      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
542      */
543     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
544     DWORD                   numDirtyEntries;
545     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
546
547     IWineD3DSurface         *surface;
548     DWORD                   tid;    /* Thread ID which owns this context at the moment */
549
550     /* Stores some information about the context state for optimization */
551     GLint                   last_draw_buffer;
552     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
553     BOOL                    last_was_pshader;
554     BOOL                    last_was_vshader;
555     BOOL                    last_was_foggy_shader;
556     BOOL                    namedArraysLoaded, numberedArraysLoaded;
557     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
558     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
559     unsigned char           num_untracked_materials;
560     GLenum                  untracked_materials[2];
561     BOOL                    last_was_blit, last_was_ckey;
562     char                    texShaderBumpMap;
563     BOOL                    fog_coord;
564
565     /* The actual opengl context */
566     HGLRC                   glCtx;
567     HWND                    win_handle;
568     HDC                     hdc;
569     HPBUFFERARB             pbuffer;
570     BOOL                    isPBuffer;
571 };
572
573 typedef enum ContextUsage {
574     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
575     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
576     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
577     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
578 } ContextUsage;
579
580 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
581 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
582 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
583 void apply_fbo_state(IWineD3DDevice *iface);
584
585 /* Macros for doing basic GPU detection based on opengl capabilities */
586 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
587 #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])
588 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
589 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
590
591 /* Default callbacks for implicit object destruction */
592 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
593
594 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
595
596 /*****************************************************************************
597  * Internal representation of a light
598  */
599 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
600 struct PLIGHTINFOEL {
601     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
602     DWORD        OriginalIndex;
603     LONG         glIndex;
604     BOOL         changed;
605     BOOL         enabledChanged;
606     BOOL         enabled;
607
608     /* Converted parms to speed up swapping lights */
609     float                         lightPosn[4];
610     float                         lightDirn[4];
611     float                         exponent;
612     float                         cutoff;
613
614     struct list entry;
615 };
616
617 /* The default light parameters */
618 extern const WINED3DLIGHT WINED3D_default_light;
619
620 typedef struct WineD3D_PixelFormat
621 {
622     int iPixelFormat; /* WGL pixel format */
623     int redSize, greenSize, blueSize, alphaSize;
624     int depthSize, stencilSize;
625 } WineD3D_PixelFormat;
626
627 /* The adapter structure */
628 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
629 struct WineD3DAdapter
630 {
631     UINT                    num;
632     POINT                   monitorPoint;
633     WineD3D_GL_Info         gl_info;
634     const char              *driver;
635     const char              *description;
636     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
637     int                     nCfgs;
638     WineD3D_PixelFormat     *cfgs;
639     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
640     unsigned int            UsedTextureRam;
641 };
642
643 extern BOOL InitAdapters(void);
644 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
645 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
646
647 /*****************************************************************************
648  * High order patch management
649  */
650 struct WineD3DRectPatch
651 {
652     UINT                            Handle;
653     float                          *mem;
654     WineDirect3DVertexStridedData   strided;
655     WINED3DRECTPATCH_INFO           RectPatchInfo;
656     float                           numSegs[4];
657     char                            has_normals, has_texcoords;
658     struct list                     entry;
659 };
660
661 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
662
663 /*****************************************************************************
664  * IWineD3D implementation structure
665  */
666 typedef struct IWineD3DImpl
667 {
668     /* IUnknown fields */
669     const IWineD3DVtbl     *lpVtbl;
670     LONG                    ref;     /* Note: Ref counting not required */
671
672     /* WineD3D Information */
673     IUnknown               *parent;
674     UINT                    dxVersion;
675 } IWineD3DImpl;
676
677 extern const IWineD3DVtbl IWineD3D_Vtbl;
678
679 /* TODO: setup some flags in the registry to enable, disable pbuffer support
680 (since it will break quite a few things until contexts are managed properly!) */
681 extern BOOL pbuffer_support;
682 /* allocate one pbuffer per surface */
683 extern BOOL pbuffer_per_surface;
684
685 /* A helper function that dumps a resource list */
686 void dumpResources(struct list *list);
687
688 /*****************************************************************************
689  * IWineD3DDevice implementation structure
690  */
691 struct IWineD3DDeviceImpl
692 {
693     /* IUnknown fields      */
694     const IWineD3DDeviceVtbl *lpVtbl;
695     LONG                    ref;     /* Note: Ref counting not required */
696
697     /* WineD3D Information  */
698     IUnknown               *parent;
699     IWineD3D               *wineD3D;
700     struct WineD3DAdapter  *adapter;
701
702     /* Window styles to restore when switching fullscreen mode */
703     LONG                    style;
704     LONG                    exStyle;
705
706     /* X and GL Information */
707     GLint                   maxConcurrentLights;
708     GLenum                  offscreenBuffer;
709
710     /* Selected capabilities */
711     int vs_selected_mode;
712     int ps_selected_mode;
713     const shader_backend_t *shader_backend;
714     hash_table_t *glsl_program_lookup;
715
716     /* To store */
717     BOOL                    view_ident;        /* true iff view matrix is identity                */
718     BOOL                    untransformed;
719     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
720     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
721
722     /* State block related */
723     BOOL                    isRecordingState;
724     IWineD3DStateBlockImpl *stateBlock;
725     IWineD3DStateBlockImpl *updateStateBlock;
726     BOOL                   isInDraw;
727
728     /* Internal use fields  */
729     WINED3DDEVICE_CREATION_PARAMETERS createParms;
730     UINT                            adapterNo;
731     WINED3DDEVTYPE                  devType;
732
733     IWineD3DSwapChain     **swapchains;
734     UINT                    NumberOfSwapChains;
735
736     struct list             resources; /* a linked list to track resources created by the device */
737     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
738
739     /* Render Target Support */
740     IWineD3DSurface       **render_targets;
741     IWineD3DSurface        *auto_depth_stencil_buffer;
742     IWineD3DSurface       **fbo_color_attachments;
743     IWineD3DSurface        *fbo_depth_attachment;
744
745     IWineD3DSurface        *stencilBufferTarget;
746
747     /* Caches to avoid unneeded context changes */
748     IWineD3DSurface        *lastActiveRenderTarget;
749     IWineD3DSwapChain      *lastActiveSwapChain;
750
751     /* palettes texture management */
752     PALETTEENTRY            palettes[MAX_PALETTES][256];
753     UINT                    currentPalette;
754     UINT                    paletteConversionShader;
755
756     /* For rendering to a texture using glCopyTexImage */
757     BOOL                    render_offscreen;
758     WINED3D_DEPTHCOPYSTATE  depth_copy_state;
759     GLuint                  fbo;
760     GLuint                  src_fbo;
761     GLuint                  dst_fbo;
762     GLenum                  *draw_buffers;
763     GLuint                  depth_blt_texture;
764     GLuint                  depth_blt_vprogram_id;
765     GLuint                  depth_blt_fprogram_id;
766     GLhandleARB             depth_blt_glsl_program_id;
767
768     /* Cursor management */
769     BOOL                    bCursorVisible;
770     UINT                    xHotSpot;
771     UINT                    yHotSpot;
772     UINT                    xScreenSpace;
773     UINT                    yScreenSpace;
774     UINT                    cursorWidth, cursorHeight;
775     GLuint                  cursorTexture;
776     BOOL                    haveHardwareCursor;
777     HCURSOR                 hardwareCursor;
778
779     /* The Wine logo surface */
780     IWineD3DSurface        *logo_surface;
781
782     /* Textures for when no other textures are mapped */
783     UINT                          dummyTextureName[MAX_TEXTURES];
784
785     /* Debug stream management */
786     BOOL                     debug;
787
788     /* Device state management */
789     HRESULT                 state;
790     BOOL                    d3d_initialized;
791
792     /* A flag to check for proper BeginScene / EndScene call pairs */
793     BOOL inScene;
794
795     /* process vertex shaders using software or hardware */
796     BOOL softwareVertexProcessing;
797
798     /* DirectDraw stuff */
799     HWND ddraw_window;
800     IWineD3DSurface *ddraw_primary;
801     DWORD ddraw_width, ddraw_height;
802     WINED3DFORMAT ddraw_format;
803     BOOL ddraw_fullscreen;
804
805     /* Final position fixup constant */
806     float                       posFixup[4];
807
808     /* With register combiners we can skip junk texture stages */
809     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
810     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
811     BOOL                      fixed_function_usage_map[MAX_TEXTURES];
812
813     /* Stream source management */
814     WineDirect3DVertexStridedData strided_streams;
815     WineDirect3DVertexStridedData *up_strided;
816     BOOL                      useDrawStridedSlow;
817     BOOL                      instancedDraw;
818
819     /* Context management */
820     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
821     WineD3DContext          *activeContext;
822     DWORD                   lastThread;
823     UINT                    numContexts;
824     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
825     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
826
827     /* High level patch management */
828 #define PATCHMAP_SIZE 43
829 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
830     struct list             patches[PATCHMAP_SIZE];
831     struct WineD3DRectPatch *currentPatch;
832 };
833
834 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
835
836 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
837                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
838                                         float Z, DWORD Stencil);
839 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
840 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
841 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
842     DWORD idx = state >> 5;
843     BYTE shift = state & 0x1f;
844     return context->isStateDirty[idx] & (1 << shift);
845 }
846
847 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
848 typedef struct PrivateData
849 {
850     struct list entry;
851
852     GUID tag;
853     DWORD flags; /* DDSPD_* */
854     DWORD uniqueness_value;
855
856     union
857     {
858         LPVOID data;
859         LPUNKNOWN object;
860     } ptr;
861
862     DWORD size;
863 } PrivateData;
864
865 /*****************************************************************************
866  * IWineD3DResource implementation structure
867  */
868 typedef struct IWineD3DResourceClass
869 {
870     /* IUnknown fields */
871     LONG                    ref;     /* Note: Ref counting not required */
872
873     /* WineD3DResource Information */
874     IUnknown               *parent;
875     WINED3DRESOURCETYPE     resourceType;
876     IWineD3DDeviceImpl     *wineD3DDevice;
877     WINED3DPOOL             pool;
878     UINT                    size;
879     DWORD                   usage;
880     WINED3DFORMAT           format;
881     BYTE                   *allocatedMemory; /* Pointer to the real data location */
882     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
883     struct list             privateData;
884     struct list             resource_list_entry;
885
886 } IWineD3DResourceClass;
887
888 typedef struct IWineD3DResourceImpl
889 {
890     /* IUnknown & WineD3DResource Information     */
891     const IWineD3DResourceVtbl *lpVtbl;
892     IWineD3DResourceClass   resource;
893 } IWineD3DResourceImpl;
894
895 /* Tests show that the start address of resources is 32 byte aligned */
896 #define RESOURCE_ALIGNMENT 32
897
898 /*****************************************************************************
899  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
900  */
901 enum vbo_conversion_type {
902     CONV_NONE               = 0,
903     CONV_D3DCOLOR           = 1,
904     CONV_POSITIONT          = 2,
905     CONV_FLOAT16_2          = 3 /* Also handles FLOAT16_4 */
906
907     /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
908      * fixed function semantics as D3DCOLOR or FLOAT16
909      */
910 };
911
912 typedef struct IWineD3DVertexBufferImpl
913 {
914     /* IUnknown & WineD3DResource Information     */
915     const IWineD3DVertexBufferVtbl *lpVtbl;
916     IWineD3DResourceClass     resource;
917
918     /* WineD3DVertexBuffer specifics */
919     DWORD                     fvf;
920
921     /* Vertex buffer object support */
922     GLuint                    vbo;
923     BYTE                      Flags;
924     LONG                      bindCount;
925     LONG                      vbo_size;
926     GLenum                    vbo_usage;
927
928     UINT                      dirtystart, dirtyend;
929     LONG                      lockcount;
930
931     LONG                      declChanges, draws;
932     /* Last description of the buffer */
933     DWORD                     stride;       /* 0 if no conversion               */
934     enum vbo_conversion_type  *conv_map;    /* NULL if no conversion            */
935
936     /* Extra load offsets, for FLOAT16 conversion */
937     DWORD                     *conv_shift;  /* NULL if no shifted conversion    */
938     DWORD                     conv_stride;  /* 0 if no shifted conversion       */
939 } IWineD3DVertexBufferImpl;
940
941 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
942
943 #define VBFLAG_LOAD           0x01    /* Data is written from allocatedMemory to the VBO */
944 #define VBFLAG_OPTIMIZED      0x02    /* Optimize has been called for the VB */
945 #define VBFLAG_DIRTY          0x04    /* Buffer data has been modified */
946 #define VBFLAG_HASDESC        0x08    /* A vertex description has been found */
947 #define VBFLAG_CREATEVBO      0x10    /* Attempt to create a VBO next PreLoad */
948
949 /*****************************************************************************
950  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
951  */
952 typedef struct IWineD3DIndexBufferImpl
953 {
954     /* IUnknown & WineD3DResource Information     */
955     const IWineD3DIndexBufferVtbl *lpVtbl;
956     IWineD3DResourceClass     resource;
957
958     GLuint                    vbo;
959     UINT                      dirtystart, dirtyend;
960     LONG                      lockcount;
961
962     /* WineD3DVertexBuffer specifics */
963 } IWineD3DIndexBufferImpl;
964
965 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
966
967 /*****************************************************************************
968  * IWineD3DBaseTexture D3D- > openGL state map lookups
969  */
970 #define WINED3DFUNC_NOTSUPPORTED  -2
971 #define WINED3DFUNC_UNIMPLEMENTED -1
972
973 typedef enum winetexturestates {
974     WINED3DTEXSTA_ADDRESSU       = 0,
975     WINED3DTEXSTA_ADDRESSV       = 1,
976     WINED3DTEXSTA_ADDRESSW       = 2,
977     WINED3DTEXSTA_BORDERCOLOR    = 3,
978     WINED3DTEXSTA_MAGFILTER      = 4,
979     WINED3DTEXSTA_MINFILTER      = 5,
980     WINED3DTEXSTA_MIPFILTER      = 6,
981     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
982     WINED3DTEXSTA_MAXANISOTROPY  = 8,
983     WINED3DTEXSTA_SRGBTEXTURE    = 9,
984     WINED3DTEXSTA_ELEMENTINDEX   = 10,
985     WINED3DTEXSTA_DMAPOFFSET     = 11,
986     WINED3DTEXSTA_TSSADDRESSW    = 12,
987     MAX_WINETEXTURESTATES        = 13,
988 } winetexturestates;
989
990 /*****************************************************************************
991  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
992  */
993 typedef struct IWineD3DBaseTextureClass
994 {
995     UINT                    levels;
996     BOOL                    dirty;
997     UINT                    textureName;
998     UINT                    LOD;
999     WINED3DTEXTUREFILTERTYPE filterType;
1000     DWORD                   states[MAX_WINETEXTURESTATES];
1001     LONG                    bindCount;
1002     DWORD                   sampler;
1003     BOOL                    is_srgb;
1004     UINT                    srgb_mode_change_count;
1005     WINED3DFORMAT           shader_conversion_group;
1006     float                   pow2Matrix[16];
1007 } IWineD3DBaseTextureClass;
1008
1009 typedef struct IWineD3DBaseTextureImpl
1010 {
1011     /* IUnknown & WineD3DResource Information     */
1012     const IWineD3DBaseTextureVtbl *lpVtbl;
1013     IWineD3DResourceClass     resource;
1014     IWineD3DBaseTextureClass  baseTexture;
1015
1016 } IWineD3DBaseTextureImpl;
1017
1018 /*****************************************************************************
1019  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1020  */
1021 typedef struct IWineD3DTextureImpl
1022 {
1023     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1024     const IWineD3DTextureVtbl *lpVtbl;
1025     IWineD3DResourceClass     resource;
1026     IWineD3DBaseTextureClass  baseTexture;
1027
1028     /* IWineD3DTexture */
1029     IWineD3DSurface          *surfaces[MAX_LEVELS];
1030     
1031     UINT                      width;
1032     UINT                      height;
1033     UINT                      target;
1034
1035 } IWineD3DTextureImpl;
1036
1037 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1038
1039 /*****************************************************************************
1040  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1041  */
1042 typedef struct IWineD3DCubeTextureImpl
1043 {
1044     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1045     const IWineD3DCubeTextureVtbl *lpVtbl;
1046     IWineD3DResourceClass     resource;
1047     IWineD3DBaseTextureClass  baseTexture;
1048
1049     /* IWineD3DCubeTexture */
1050     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
1051
1052     UINT                      edgeLength;
1053 } IWineD3DCubeTextureImpl;
1054
1055 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1056
1057 typedef struct _WINED3DVOLUMET_DESC
1058 {
1059     UINT                    Width;
1060     UINT                    Height;
1061     UINT                    Depth;
1062 } WINED3DVOLUMET_DESC;
1063
1064 /*****************************************************************************
1065  * IWineD3DVolume implementation structure (extends IUnknown)
1066  */
1067 typedef struct IWineD3DVolumeImpl
1068 {
1069     /* IUnknown & WineD3DResource fields */
1070     const IWineD3DVolumeVtbl  *lpVtbl;
1071     IWineD3DResourceClass      resource;
1072
1073     /* WineD3DVolume Information */
1074     WINED3DVOLUMET_DESC      currentDesc;
1075     IWineD3DBase            *container;
1076     UINT                    bytesPerPixel;
1077
1078     BOOL                    lockable;
1079     BOOL                    locked;
1080     WINED3DBOX              lockedBox;
1081     WINED3DBOX              dirtyBox;
1082     BOOL                    dirty;
1083
1084
1085 } IWineD3DVolumeImpl;
1086
1087 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1088
1089 /*****************************************************************************
1090  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1091  */
1092 typedef struct IWineD3DVolumeTextureImpl
1093 {
1094     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1095     const IWineD3DVolumeTextureVtbl *lpVtbl;
1096     IWineD3DResourceClass     resource;
1097     IWineD3DBaseTextureClass  baseTexture;
1098
1099     /* IWineD3DVolumeTexture */
1100     IWineD3DVolume           *volumes[MAX_LEVELS];
1101
1102     UINT                      width;
1103     UINT                      height;
1104     UINT                      depth;
1105 } IWineD3DVolumeTextureImpl;
1106
1107 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1108
1109 typedef struct _WINED3DSURFACET_DESC
1110 {
1111     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1112     DWORD                   MultiSampleQuality;
1113     UINT                    Width;
1114     UINT                    Height;
1115 } WINED3DSURFACET_DESC;
1116
1117 /*****************************************************************************
1118  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1119  */
1120 typedef struct wineD3DSurface_DIB {
1121     HBITMAP DIBsection;
1122     void* bitmap_data;
1123     UINT bitmap_size;
1124     HGDIOBJ holdbitmap;
1125     BOOL client_memory;
1126 } wineD3DSurface_DIB;
1127
1128 typedef struct {
1129     struct list entry;
1130     GLuint id;
1131     UINT width;
1132     UINT height;
1133 } renderbuffer_entry_t;
1134
1135 /*****************************************************************************
1136  * IWineD3DClipp implementation structure
1137  */
1138 typedef struct IWineD3DClipperImpl
1139 {
1140     const IWineD3DClipperVtbl *lpVtbl;
1141     LONG ref;
1142
1143     IUnknown *Parent;
1144     HWND hWnd;
1145 } IWineD3DClipperImpl;
1146
1147
1148 /*****************************************************************************
1149  * IWineD3DSurface implementation structure
1150  */
1151 struct IWineD3DSurfaceImpl
1152 {
1153     /* IUnknown & IWineD3DResource Information     */
1154     const IWineD3DSurfaceVtbl *lpVtbl;
1155     IWineD3DResourceClass     resource;
1156
1157     /* IWineD3DSurface fields */
1158     IWineD3DBase              *container;
1159     WINED3DSURFACET_DESC      currentDesc;
1160     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1161     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1162
1163     UINT                      bytesPerPixel;
1164
1165     /* TODO: move this off into a management class(maybe!) */
1166     DWORD                      Flags;
1167
1168     UINT                      pow2Width;
1169     UINT                      pow2Height;
1170
1171     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1172     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1173
1174     /* Oversized texture */
1175     RECT                      glRect;
1176
1177     /* PBO */
1178     GLuint                    pbo;
1179
1180     RECT                      lockedRect;
1181     RECT                      dirtyRect;
1182     int                       lockCount;
1183 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1184
1185     glDescriptor              glDescription;
1186     BOOL                      srgb;
1187
1188     /* For GetDC */
1189     wineD3DSurface_DIB        dib;
1190     HDC                       hDC;
1191
1192     /* Color keys for DDraw */
1193     WINEDDCOLORKEY            DestBltCKey;
1194     WINEDDCOLORKEY            DestOverlayCKey;
1195     WINEDDCOLORKEY            SrcOverlayCKey;
1196     WINEDDCOLORKEY            SrcBltCKey;
1197     DWORD                     CKeyFlags;
1198
1199     WINEDDCOLORKEY            glCKey;
1200
1201     struct list               renderbuffers;
1202     renderbuffer_entry_t      *current_renderbuffer;
1203
1204     /* DirectDraw clippers */
1205     IWineD3DClipper           *clipper;
1206 };
1207
1208 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1209 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1210
1211 /* Predeclare the shared Surface functions */
1212 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1213 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1214 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1215 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1216 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1217 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1218 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1219 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1220 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1221 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1222 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1223 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1224 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1225 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1226 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1227 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1228 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1229 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1230 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1231 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1232 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1233 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1234 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1235 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1236 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1237 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1238 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1239 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1240 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1241 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1242 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1243 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1244 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1245 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1246
1247 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1248
1249 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1250 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1251 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1252 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1253
1254 /* Surface flags: */
1255 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
1256 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
1257 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for getdc */
1258 #define SFLAG_LOCKABLE    0x00000008 /* Surface can be locked */
1259 #define SFLAG_DISCARD     0x00000010 /* ??? */
1260 #define SFLAG_LOCKED      0x00000020 /* Surface is locked atm */
1261 #define SFLAG_INTEXTURE   0x00000040 /* The GL texture contains the newest surface content */
1262 #define SFLAG_INDRAWABLE  0x00000080 /* The gl drawable contains the most up to date data */
1263 #define SFLAG_INSYSMEM    0x00000100 /* The system memory copy is most up to date */
1264 #define SFLAG_NONPOW2     0x00000200 /* Surface sizes are not a power of 2 */
1265 #define SFLAG_DYNLOCK     0x00000400 /* Surface is often locked by the app */
1266 #define SFLAG_DYNCHANGE   0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1267 #define SFLAG_DCINUSE     0x00001000 /* Set between GetDC and ReleaseDC calls */
1268 #define SFLAG_LOST        0x00002000 /* Surface lost flag for DDraw */
1269 #define SFLAG_USERPTR     0x00004000 /* The application allocated the memory for this surface */
1270 #define SFLAG_GLCKEY      0x00008000 /* The gl texture was created with a color key */
1271 #define SFLAG_CLIENT      0x00010000 /* GL_APPLE_client_storage is used on that texture */
1272 #define SFLAG_ALLOCATED   0x00020000 /* A gl texture is allocated for this surface */
1273 #define SFLAG_PBO         0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1274
1275 /* In some conditions the surface memory must not be freed:
1276  * SFLAG_OVERSIZE: Not all data can be kept in GL
1277  * SFLAG_CONVERTED: Converting the data back would take too long
1278  * SFLAG_DIBSECTION: The dib code manages the memory
1279  * SFLAG_LOCKED: The app requires access to the surface data
1280  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1281  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1282  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1283  * SFLAG_CLIENT: OpenGL uses our memory as backup
1284  */
1285 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
1286                           SFLAG_CONVERTED  | \
1287                           SFLAG_DIBSECTION | \
1288                           SFLAG_LOCKED     | \
1289                           SFLAG_DYNLOCK    | \
1290                           SFLAG_DYNCHANGE  | \
1291                           SFLAG_USERPTR    | \
1292                           SFLAG_PBO        | \
1293                           SFLAG_CLIENT)
1294
1295 #define SFLAG_LOCATIONS  (SFLAG_INSYSMEM   | \
1296                           SFLAG_INTEXTURE  | \
1297                           SFLAG_INDRAWABLE)
1298 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1299
1300 typedef enum {
1301     NO_CONVERSION,
1302     CONVERT_PALETTED,
1303     CONVERT_PALETTED_CK,
1304     CONVERT_CK_565,
1305     CONVERT_CK_5551,
1306     CONVERT_CK_4444,
1307     CONVERT_CK_4444_ARGB,
1308     CONVERT_CK_1555,
1309     CONVERT_555,
1310     CONVERT_CK_RGB24,
1311     CONVERT_CK_8888,
1312     CONVERT_CK_8888_ARGB,
1313     CONVERT_RGB32_888,
1314     CONVERT_V8U8,
1315     CONVERT_L6V5U5,
1316     CONVERT_X8L8V8U8,
1317     CONVERT_Q8W8V8U8,
1318     CONVERT_V16U16,
1319     CONVERT_A4L4,
1320     CONVERT_R32F,
1321     CONVERT_R16F,
1322     CONVERT_G16R16,
1323 } CONVERT_TYPES;
1324
1325 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);
1326
1327 /*****************************************************************************
1328  * IWineD3DVertexDeclaration implementation structure
1329  */
1330 typedef struct attrib_declaration {
1331     DWORD usage;
1332     DWORD idx;
1333 } attrib_declaration;
1334
1335 #define MAX_ATTRIBS 16
1336
1337 typedef struct IWineD3DVertexDeclarationImpl {
1338     /* IUnknown  Information */
1339     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1340     LONG                    ref;
1341
1342     IUnknown                *parent;
1343     IWineD3DDeviceImpl      *wineD3DDevice;
1344
1345     WINED3DVERTEXELEMENT    *pDeclarationWine;
1346     UINT                    declarationWNumElements;
1347
1348     DWORD                   streams[MAX_STREAMS];
1349     UINT                    num_streams;
1350     BOOL                    position_transformed;
1351     BOOL                    half_float_conv_needed;
1352
1353     /* Ordered array of declaration types that need swizzling in a vshader */
1354     attrib_declaration      swizzled_attribs[MAX_ATTRIBS];
1355     UINT                    num_swizzled_attribs;
1356 } IWineD3DVertexDeclarationImpl;
1357
1358 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1359
1360 /*****************************************************************************
1361  * IWineD3DStateBlock implementation structure
1362  */
1363
1364 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1365 /*   Note: Very long winded but gl Lists are not flexible enough */
1366 /*   to resolve everything we need, so doing it manually for now */
1367 typedef struct SAVEDSTATES {
1368         BOOL                      indices;
1369         BOOL                      material;
1370         BOOL                      fvf;
1371         BOOL                      streamSource[MAX_STREAMS];
1372         BOOL                      streamFreq[MAX_STREAMS];
1373         BOOL                      textures[MAX_COMBINED_SAMPLERS];
1374         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1375         BOOL                      viewport;
1376         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1377         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1378         BOOL                      samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1379         BOOL                      clipplane[MAX_CLIPPLANES];
1380         BOOL                      vertexDecl;
1381         BOOL                      pixelShader;
1382         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1383         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1384         BOOL                     *pixelShaderConstantsF;
1385         BOOL                      vertexShader;
1386         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1387         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1388         BOOL                     *vertexShaderConstantsF;
1389         BOOL                      scissorRect;
1390 } SAVEDSTATES;
1391
1392 typedef struct {
1393     struct  list entry;
1394     DWORD   count;
1395     DWORD   idx[13];
1396 } constants_entry;
1397
1398 struct StageState {
1399     DWORD stage;
1400     DWORD state;
1401 };
1402
1403 struct IWineD3DStateBlockImpl
1404 {
1405     /* IUnknown fields */
1406     const IWineD3DStateBlockVtbl *lpVtbl;
1407     LONG                      ref;     /* Note: Ref counting not required */
1408
1409     /* IWineD3DStateBlock information */
1410     IUnknown                 *parent;
1411     IWineD3DDeviceImpl       *wineD3DDevice;
1412     WINED3DSTATEBLOCKTYPE     blockType;
1413
1414     /* Array indicating whether things have been set or changed */
1415     SAVEDSTATES               changed;
1416     struct list               set_vconstantsF;
1417     struct list               set_pconstantsF;
1418
1419     /* Drawing - Vertex Shader or FVF related */
1420     DWORD                     fvf;
1421     /* Vertex Shader Declaration */
1422     IWineD3DVertexDeclaration *vertexDecl;
1423
1424     IWineD3DVertexShader      *vertexShader;
1425
1426     /* Vertex Shader Constants */
1427     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1428     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1429     float                     *vertexShaderConstantF;
1430
1431     /* Stream Source */
1432     BOOL                      streamIsUP;
1433     UINT                      streamStride[MAX_STREAMS];
1434     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1435     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1436     UINT                      streamFreq[MAX_STREAMS + 1];
1437     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1438
1439     /* Indices */
1440     IWineD3DIndexBuffer*      pIndexData;
1441     INT                       baseVertexIndex;
1442     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1443
1444     /* Transform */
1445     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1446
1447     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1448 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1449 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1450     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1451     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1452
1453     /* Clipping */
1454     double                    clipplane[MAX_CLIPPLANES][4];
1455     WINED3DCLIPSTATUS         clip_status;
1456
1457     /* ViewPort */
1458     WINED3DVIEWPORT           viewport;
1459
1460     /* Material */
1461     WINED3DMATERIAL           material;
1462
1463     /* Pixel Shader */
1464     IWineD3DPixelShader      *pixelShader;
1465
1466     /* Pixel Shader Constants */
1467     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1468     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1469     float                     *pixelShaderConstantF;
1470
1471     /* RenderState */
1472     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1473
1474     /* Texture */
1475     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1476     int                       textureDimensions[MAX_COMBINED_SAMPLERS];
1477
1478     /* Texture State Stage */
1479     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1480     DWORD                     lowest_disabled_stage;
1481     /* Sampler States */
1482     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1483
1484     /* Current GLSL Shader Program */
1485     struct glsl_shader_prog_link *glsl_program;
1486
1487     /* Scissor test rectangle */
1488     RECT                      scissorRect;
1489
1490     /* Contained state management */
1491     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1492     unsigned int              num_contained_render_states;
1493     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1494     unsigned int              num_contained_transform_states;
1495     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1496     unsigned int              num_contained_vs_consts_i;
1497     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1498     unsigned int              num_contained_vs_consts_b;
1499     DWORD                     *contained_vs_consts_f;
1500     unsigned int              num_contained_vs_consts_f;
1501     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1502     unsigned int              num_contained_ps_consts_i;
1503     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1504     unsigned int              num_contained_ps_consts_b;
1505     DWORD                     *contained_ps_consts_f;
1506     unsigned int              num_contained_ps_consts_f;
1507     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1508     unsigned int              num_contained_tss_states;
1509     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1510     unsigned int              num_contained_sampler_states;
1511 };
1512
1513 extern void stateblock_savedstates_set(
1514     IWineD3DStateBlock* iface,
1515     SAVEDSTATES* states,
1516     BOOL value);
1517
1518 extern void stateblock_savedstates_copy(
1519     IWineD3DStateBlock* iface,
1520     SAVEDSTATES* dest,
1521     SAVEDSTATES* source);
1522
1523 extern void stateblock_copy(
1524     IWineD3DStateBlock* destination,
1525     IWineD3DStateBlock* source);
1526
1527 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1528
1529 /* Direct3D terminology with little modifications. We do not have an issued state
1530  * because only the driver knows about it, but we have a created state because d3d
1531  * allows GetData on a created issue, but opengl doesn't
1532  */
1533 enum query_state {
1534     QUERY_CREATED,
1535     QUERY_SIGNALLED,
1536     QUERY_BUILDING
1537 };
1538 /*****************************************************************************
1539  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1540  */
1541 typedef struct IWineD3DQueryImpl
1542 {
1543     const IWineD3DQueryVtbl  *lpVtbl;
1544     LONG                      ref;     /* Note: Ref counting not required */
1545     
1546     IUnknown                 *parent;
1547     /*TODO: replace with iface usage */
1548 #if 0
1549     IWineD3DDevice         *wineD3DDevice;
1550 #else
1551     IWineD3DDeviceImpl       *wineD3DDevice;
1552 #endif
1553
1554     /* IWineD3DQuery fields */
1555     enum query_state         state;
1556     WINED3DQUERYTYPE         type;
1557     /* TODO: Think about using a IUnknown instead of a void* */
1558     void                     *extendedData;
1559     
1560   
1561 } IWineD3DQueryImpl;
1562
1563 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1564
1565 /* Datastructures for IWineD3DQueryImpl.extendedData */
1566 typedef struct  WineQueryOcclusionData {
1567     GLuint  queryId;
1568     WineD3DContext *ctx;
1569 } WineQueryOcclusionData;
1570
1571 typedef struct  WineQueryEventData {
1572     GLuint  fenceId;
1573     WineD3DContext *ctx;
1574 } WineQueryEventData;
1575
1576 /*****************************************************************************
1577  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1578  */
1579
1580 typedef struct IWineD3DSwapChainImpl
1581 {
1582     /*IUnknown part*/
1583     const IWineD3DSwapChainVtbl *lpVtbl;
1584     LONG                      ref;     /* Note: Ref counting not required */
1585
1586     IUnknown                 *parent;
1587     IWineD3DDeviceImpl       *wineD3DDevice;
1588
1589     /* IWineD3DSwapChain fields */
1590     IWineD3DSurface         **backBuffer;
1591     IWineD3DSurface          *frontBuffer;
1592     BOOL                      wantsDepthStencilBuffer;
1593     WINED3DPRESENT_PARAMETERS presentParms;
1594     DWORD                     orig_width, orig_height;
1595     WINED3DFORMAT             orig_fmt;
1596
1597     long prev_time, frames;   /* Performance tracking */
1598     unsigned int vSyncCounter;
1599
1600     WineD3DContext        **context; /* Later a array for multithreading */
1601     unsigned int            num_contexts;
1602
1603     HWND                    win_handle;
1604 } IWineD3DSwapChainImpl;
1605
1606 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1607
1608 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1609
1610 /*****************************************************************************
1611  * Utility function prototypes 
1612  */
1613
1614 /* Trace routines */
1615 const char* debug_d3dformat(WINED3DFORMAT fmt);
1616 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1617 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1618 const char* debug_d3dusage(DWORD usage);
1619 const char* debug_d3dusagequery(DWORD usagequery);
1620 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1621 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1622 const char* debug_d3ddeclusage(BYTE usage);
1623 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1624 const char* debug_d3drenderstate(DWORD state);
1625 const char* debug_d3dsamplerstate(DWORD state);
1626 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1627 const char* debug_d3dtexturestate(DWORD state);
1628 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1629 const char* debug_d3dpool(WINED3DPOOL pool);
1630 const char *debug_fbostatus(GLenum status);
1631 const char *debug_glerror(GLenum error);
1632 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1633 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1634
1635 /* Routines for GL <-> D3D values */
1636 GLenum StencilOp(DWORD op);
1637 GLenum CompareFunc(DWORD func);
1638 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1639 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1640 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1641
1642 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1643 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1644
1645 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1646 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1647
1648 /* Math utils */
1649 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1650 unsigned int count_bits(unsigned int mask);
1651
1652 /*****************************************************************************
1653  * To enable calling of inherited functions, requires prototypes 
1654  *
1655  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1656  */
1657     /*** IUnknown methods ***/
1658     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1659     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1660     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1661     /*** IWineD3DResource methods ***/
1662     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1663     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1664     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1665     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1666     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1667     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1668     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1669     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1670     extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1671     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1672     /*** class static members ***/
1673     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1674
1675     /*** IUnknown methods ***/
1676     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1677     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1678     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1679     /*** IWineD3DResource methods ***/
1680     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1681     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1682     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1683     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1684     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1685     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1686     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1687     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1688     extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1689     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1690     /*** IWineD3DBaseTexture methods ***/
1691     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1692     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1693     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1694     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1695     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1696     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1697     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1698     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1699
1700     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1701     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1702     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1703     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1704     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1705     /*** class static members ***/
1706     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1707
1708 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1709
1710 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1711  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1712  * used if the user is using GLSL shaders. */
1713 struct glsl_shader_prog_link {
1714     struct list             vshader_entry;
1715     struct list             pshader_entry;
1716     GLhandleARB             programId;
1717     GLhandleARB             *vuniformF_locations;
1718     GLhandleARB             *puniformF_locations;
1719     GLhandleARB             vuniformI_locations[MAX_CONST_I];
1720     GLhandleARB             puniformI_locations[MAX_CONST_I];
1721     GLhandleARB             posFixup_location;
1722     GLhandleARB             bumpenvmat_location;
1723     GLhandleARB             luminancescale_location;
1724     GLhandleARB             luminanceoffset_location;
1725     GLhandleARB             srgb_comparison_location;
1726     GLhandleARB             srgb_mul_low_location;
1727     GLhandleARB             ycorrection_location;
1728     GLhandleARB             vshader;
1729     GLhandleARB             pshader;
1730 };
1731
1732 typedef struct {
1733     GLhandleARB vshader;
1734     GLhandleARB pshader;
1735 } glsl_program_key_t;
1736
1737 /* TODO: Make this dynamic, based on shader limits ? */
1738 #define MAX_REG_ADDR 1
1739 #define MAX_REG_TEMP 32
1740 #define MAX_REG_TEXCRD 8
1741 #define MAX_REG_INPUT 12
1742 #define MAX_REG_OUTPUT 12
1743 #define MAX_CONST_I 16
1744 #define MAX_CONST_B 16
1745
1746 /* FIXME: This needs to go up to 2048 for
1747  * Shader model 3 according to msdn (and for software shaders) */
1748 #define MAX_LABELS 16
1749
1750 typedef struct semantic {
1751     DWORD usage;
1752     DWORD reg;
1753 } semantic;
1754
1755 typedef struct local_constant {
1756     struct list entry;
1757     unsigned int idx;
1758     DWORD value[4];
1759 } local_constant;
1760
1761 typedef struct shader_reg_maps {
1762
1763     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1764     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1765     char address[MAX_REG_ADDR];             /* vertex */
1766     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1767     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1768     char attributes[MAX_ATTRIBS];           /* vertex */
1769     char labels[MAX_LABELS];                /* pixel, vertex */
1770     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
1771
1772     /* Sampler usage tokens 
1773      * Use 0 as default (bit 31 is always 1 on a valid token) */
1774     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1775     char bumpmat, luminanceparams;
1776     char usesnrm, vpos, usesdsy;
1777     char usesrelconstF;
1778
1779     /* Whether or not loops are used in this shader, and nesting depth */
1780     unsigned loop_depth;
1781
1782     /* Whether or not this shader uses fog */
1783     char fog;
1784
1785 } shader_reg_maps;
1786
1787 #define SHADER_PGMSIZE 65535
1788 typedef struct SHADER_BUFFER {
1789     char* buffer;
1790     unsigned int bsize;
1791     unsigned int lineNo;
1792     BOOL newline;
1793 } SHADER_BUFFER;
1794
1795 /* Undocumented opcode controls */
1796 #define INST_CONTROLS_SHIFT 16
1797 #define INST_CONTROLS_MASK 0x00ff0000
1798
1799 typedef enum COMPARISON_TYPE {
1800     COMPARISON_GT = 1,
1801     COMPARISON_EQ = 2,
1802     COMPARISON_GE = 3,
1803     COMPARISON_LT = 4,
1804     COMPARISON_NE = 5,
1805     COMPARISON_LE = 6
1806 } COMPARISON_TYPE;
1807
1808 typedef struct SHADER_OPCODE {
1809     unsigned int  opcode;
1810     const char*   name;
1811     const char*   glname;
1812     char          dst_token;
1813     CONST UINT    num_params;
1814     SHADER_HANDLER hw_fct;
1815     SHADER_HANDLER hw_glsl_fct;
1816     DWORD         min_version;
1817     DWORD         max_version;
1818 } SHADER_OPCODE;
1819
1820 typedef struct SHADER_OPCODE_ARG {
1821     IWineD3DBaseShader* shader;
1822     shader_reg_maps* reg_maps;
1823     CONST SHADER_OPCODE* opcode;
1824     DWORD opcode_token;
1825     DWORD dst;
1826     DWORD dst_addr;
1827     DWORD predicate;
1828     DWORD src[4];
1829     DWORD src_addr[4];
1830     SHADER_BUFFER* buffer;
1831 } SHADER_OPCODE_ARG;
1832
1833 typedef struct SHADER_LIMITS {
1834     unsigned int temporary;
1835     unsigned int texcoord;
1836     unsigned int sampler;
1837     unsigned int constant_int;
1838     unsigned int constant_float;
1839     unsigned int constant_bool;
1840     unsigned int address;
1841     unsigned int packed_output;
1842     unsigned int packed_input;
1843     unsigned int attributes;
1844     unsigned int label;
1845 } SHADER_LIMITS;
1846
1847 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1848     maintain state information between multiple codes */
1849 typedef struct SHADER_PARSE_STATE {
1850     unsigned int current_row;
1851     DWORD texcoord_w[2];
1852 } SHADER_PARSE_STATE;
1853
1854 #ifdef __GNUC__
1855 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1856 #else
1857 #define PRINTF_ATTR(fmt,args)
1858 #endif
1859
1860 /* Base Shader utility functions. 
1861  * (may move callers into the same file in the future) */
1862 extern int shader_addline(
1863     SHADER_BUFFER* buffer,
1864     const char* fmt, ...) PRINTF_ATTR(2,3);
1865
1866 extern const SHADER_OPCODE* shader_get_opcode(
1867     IWineD3DBaseShader *iface, 
1868     const DWORD code);
1869
1870 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1871
1872 /* Vertex shader utility functions */
1873 extern BOOL vshader_get_input(
1874     IWineD3DVertexShader* iface,
1875     BYTE usage_req, BYTE usage_idx_req,
1876     unsigned int* regnum);
1877
1878 extern BOOL vshader_input_is_color(
1879     IWineD3DVertexShader* iface,
1880     unsigned int regnum);
1881
1882 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1883
1884 /* ARB_[vertex/fragment]_program helper functions */
1885 extern void shader_arb_load_constants(
1886     IWineD3DDevice* device,
1887     char usePixelShader,
1888     char useVertexShader);
1889
1890 /* ARB shader program Prototypes */
1891 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1892
1893 /* ARB pixel shader prototypes */
1894 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1895 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1896 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1897 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1898 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1899 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1900 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1901 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1902 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1903 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1904 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1905 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1906 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1907 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1908 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1909 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1910 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1911 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
1912 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
1913 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
1914 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
1915 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
1916 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
1917
1918 /* ARB vertex / pixel shader common prototypes */
1919 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
1920 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
1921 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1922
1923 /* ARB vertex shader prototypes */
1924 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1925 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1926
1927 /* GLSL helper functions */
1928 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1929 extern void shader_glsl_load_constants(
1930     IWineD3DDevice* device,
1931     char usePixelShader,
1932     char useVertexShader);
1933
1934 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1935 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1936 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1937 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1938 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1939 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1940 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1941 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1942 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1943 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1944 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
1945 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1946 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1947 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1948 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1949 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1950 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1951 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1952 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1953 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1954 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1955 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1956 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1957 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1958 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1959 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1960 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1961 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1962 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1963 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1964 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1965 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1966 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1967 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
1968 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
1969
1970 /** GLSL Pixel Shader Prototypes */
1971 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1972 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1973 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1974 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1975 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1976 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1977 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1978 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1979 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1980 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1981 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1982 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1983 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1984 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1985 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1986 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1987 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1988 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1989 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1990 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1991 extern void pshader_glsl_input_pack(
1992    SHADER_BUFFER* buffer,
1993    semantic* semantics_out,
1994    IWineD3DPixelShader *iface);
1995
1996 /*****************************************************************************
1997  * IDirect3DBaseShader implementation structure
1998  */
1999 typedef struct IWineD3DBaseShaderClass
2000 {
2001     LONG                            ref;
2002     DWORD                           hex_version;
2003     SHADER_LIMITS                   limits;
2004     SHADER_PARSE_STATE              parse_state;
2005     CONST SHADER_OPCODE             *shader_ins;
2006     DWORD                          *function;
2007     UINT                            functionLength;
2008     GLuint                          prgId;
2009     BOOL                            is_compiled;
2010     UINT                            cur_loop_depth, cur_loop_regno;
2011     BOOL                            load_local_constsF;
2012
2013     /* Type of shader backend */
2014     int shader_mode;
2015
2016     /* Programs this shader is linked with */
2017     struct list linked_programs;
2018
2019     /* Immediate constants (override global ones) */
2020     struct list constantsB;
2021     struct list constantsF;
2022     struct list constantsI;
2023     shader_reg_maps reg_maps;
2024
2025     /* Pixel formats of sampled textures, for format conversion. This
2026      * represents the formats found during compilation, it is not initialized
2027      * on the first parser pass. It is needed to check if the shader
2028      * needs recompilation to adjust the format conversion
2029      */
2030     WINED3DFORMAT       sampled_format[MAX_COMBINED_SAMPLERS];
2031     UINT                sampled_samplers[MAX_COMBINED_SAMPLERS];
2032     UINT                num_sampled_samplers;
2033
2034     UINT recompile_count;
2035
2036     /* Pointer to the parent device */
2037     IWineD3DDevice *device;
2038     struct list     shader_list_entry;
2039
2040 } IWineD3DBaseShaderClass;
2041
2042 typedef struct IWineD3DBaseShaderImpl {
2043     /* IUnknown */
2044     const IWineD3DBaseShaderVtbl    *lpVtbl;
2045
2046     /* IWineD3DBaseShader */
2047     IWineD3DBaseShaderClass         baseShader;
2048 } IWineD3DBaseShaderImpl;
2049
2050 HRESULT  WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2051 ULONG  WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2052 ULONG  WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2053
2054 extern HRESULT shader_get_registers_used(
2055     IWineD3DBaseShader *iface,
2056     shader_reg_maps* reg_maps,
2057     semantic* semantics_in,
2058     semantic* semantics_out,
2059     CONST DWORD* pToken,
2060     IWineD3DStateBlockImpl *stateBlock);
2061
2062 extern void shader_generate_glsl_declarations(
2063     IWineD3DBaseShader *iface,
2064     shader_reg_maps* reg_maps,
2065     SHADER_BUFFER* buffer,
2066     WineD3D_GL_Info* gl_info);
2067
2068 extern void shader_generate_arb_declarations(
2069     IWineD3DBaseShader *iface,
2070     shader_reg_maps* reg_maps,
2071     SHADER_BUFFER* buffer,
2072     WineD3D_GL_Info* gl_info);
2073
2074 extern void shader_generate_main(
2075     IWineD3DBaseShader *iface,
2076     SHADER_BUFFER* buffer,
2077     shader_reg_maps* reg_maps,
2078     CONST DWORD* pFunction);
2079
2080 extern void shader_dump_ins_modifiers(
2081     const DWORD output);
2082
2083 extern void shader_dump_param(
2084     IWineD3DBaseShader *iface,
2085     const DWORD param,
2086     const DWORD addr_token,
2087     int input);
2088
2089 extern void shader_trace_init(
2090     IWineD3DBaseShader *iface,
2091     const DWORD* pFunction);
2092
2093 extern int shader_get_param(
2094     IWineD3DBaseShader* iface,
2095     const DWORD* pToken,
2096     DWORD* param,
2097     DWORD* addr_token);
2098
2099 extern int shader_skip_unrecognized(
2100     IWineD3DBaseShader* iface,
2101     const DWORD* pToken);
2102
2103 extern void print_glsl_info_log(
2104     WineD3D_GL_Info *gl_info,
2105     GLhandleARB obj);
2106
2107 static inline int shader_get_regtype(const DWORD param) {
2108     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2109             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2110 }
2111
2112 static inline int shader_get_writemask(const DWORD param) {
2113     return param & WINED3DSP_WRITEMASK_ALL;
2114 }
2115
2116 extern unsigned int shader_get_float_offset(const DWORD reg);
2117
2118 static inline BOOL shader_is_pshader_version(DWORD token) {
2119     return 0xFFFF0000 == (token & 0xFFFF0000);
2120 }
2121
2122 static inline BOOL shader_is_vshader_version(DWORD token) {
2123     return 0xFFFE0000 == (token & 0xFFFF0000);
2124 }
2125
2126 static inline BOOL shader_is_comment(DWORD token) {
2127     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2128 }
2129
2130 static inline BOOL shader_is_scalar(DWORD param) {
2131     DWORD reg_type = shader_get_regtype(param);
2132     DWORD reg_num;
2133
2134     switch (reg_type) {
2135         case WINED3DSPR_RASTOUT:
2136             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2137                 /* oFog & oPts */
2138                 return TRUE;
2139             }
2140             /* oPos */
2141             return FALSE;
2142
2143         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2144         case WINED3DSPR_CONSTBOOL:  /* b# */
2145         case WINED3DSPR_LOOP:       /* aL */
2146         case WINED3DSPR_PREDICATE:  /* p0 */
2147             return TRUE;
2148
2149         case WINED3DSPR_MISCTYPE:
2150             reg_num = param & WINED3DSP_REGNUM_MASK;
2151             switch(reg_num) {
2152                 case 0: /* vPos */
2153                     return FALSE;
2154                 case 1: /* vFace */
2155                     return TRUE;
2156                 default:
2157                     return FALSE;
2158             }
2159
2160         default:
2161             return FALSE;
2162     }
2163 }
2164
2165 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2166  * so upload them above that
2167  */
2168 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2169 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2170
2171 /*****************************************************************************
2172  * IDirect3DVertexShader implementation structure
2173  */
2174 typedef struct IWineD3DVertexShaderImpl {
2175     /* IUnknown parts*/   
2176     const IWineD3DVertexShaderVtbl *lpVtbl;
2177
2178     /* IWineD3DBaseShader */
2179     IWineD3DBaseShaderClass     baseShader;
2180
2181     /* IWineD3DVertexShaderImpl */
2182     IUnknown                    *parent;
2183
2184     DWORD                       usage;
2185
2186     /* Vertex shader input and output semantics */
2187     semantic semantics_in [MAX_ATTRIBS];
2188     semantic semantics_out [MAX_REG_OUTPUT];
2189
2190     /* Ordered array of attributes that are swizzled */
2191     attrib_declaration          swizzled_attribs [MAX_ATTRIBS];
2192     UINT                        num_swizzled_attribs;
2193
2194     /* run time datas...  */
2195     VSHADERDATA                *data;
2196     UINT                       min_rel_offset, max_rel_offset;
2197     UINT                       rel_offset;
2198
2199     UINT                       recompile_count;
2200 #if 0 /* needs reworking */
2201     /* run time datas */
2202     VSHADERINPUTDATA input;
2203     VSHADEROUTPUTDATA output;
2204 #endif
2205 } IWineD3DVertexShaderImpl;
2206 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2207 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2208
2209 /*****************************************************************************
2210  * IDirect3DPixelShader implementation structure
2211  */
2212
2213 enum vertexprocessing_mode {
2214     fixedfunction,
2215     vertexshader,
2216     pretransformed
2217 };
2218
2219 typedef struct IWineD3DPixelShaderImpl {
2220     /* IUnknown parts */
2221     const IWineD3DPixelShaderVtbl *lpVtbl;
2222
2223     /* IWineD3DBaseShader */
2224     IWineD3DBaseShaderClass     baseShader;
2225
2226     /* IWineD3DPixelShaderImpl */
2227     IUnknown                   *parent;
2228
2229     /* Pixel shader input semantics */
2230     semantic semantics_in [MAX_REG_INPUT];
2231     DWORD                 input_reg_map[MAX_REG_INPUT];
2232     BOOL                  input_reg_used[MAX_REG_INPUT];
2233
2234     /* run time data */
2235     PSHADERDATA                *data;
2236
2237     /* Some information about the shader behavior */
2238     char                        needsbumpmat;
2239     UINT                        bumpenvmatconst;
2240     UINT                        luminanceconst;
2241     char                        srgb_enabled;
2242     char                        srgb_mode_hardcoded;
2243     UINT                        srgb_low_const;
2244     UINT                        srgb_cmp_const;
2245     char                        vpos_uniform;
2246     BOOL                        render_offscreen;
2247     UINT                        height;
2248     enum vertexprocessing_mode  vertexprocessing;
2249
2250 #if 0 /* needs reworking */
2251     PSHADERINPUTDATA input;
2252     PSHADEROUTPUTDATA output;
2253 #endif
2254 } IWineD3DPixelShaderImpl;
2255
2256 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2257 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2258
2259 /* sRGB correction constants */
2260 static const float srgb_cmp = 0.0031308;
2261 static const float srgb_mul_low = 12.92;
2262 static const float srgb_pow = 0.41666;
2263 static const float srgb_mul_high = 1.055;
2264 static const float srgb_sub_high = 0.055;
2265
2266 /*****************************************************************************
2267  * IWineD3DPalette implementation structure
2268  */
2269 struct IWineD3DPaletteImpl {
2270     /* IUnknown parts */
2271     const IWineD3DPaletteVtbl  *lpVtbl;
2272     LONG                       ref;
2273
2274     IUnknown                   *parent;
2275     IWineD3DDeviceImpl         *wineD3DDevice;
2276
2277     /* IWineD3DPalette */
2278     HPALETTE                   hpal;
2279     WORD                       palVersion;     /*|               */
2280     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2281     PALETTEENTRY               palents[256];   /*|               */
2282     /* This is to store the palette in 'screen format' */
2283     int                        screen_palents[256];
2284     DWORD                      Flags;
2285 };
2286
2287 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2288 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2289
2290 /* DirectDraw utility functions */
2291 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2292
2293 /*****************************************************************************
2294  * Pixel format management
2295  */
2296 typedef struct {
2297     WINED3DFORMAT           format;
2298     DWORD                   alphaMask, redMask, greenMask, blueMask;
2299     UINT                    bpp;
2300     short                   depthSize, stencilSize;
2301     BOOL                    isFourcc;
2302 } StaticPixelFormatDesc;
2303
2304 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2305         WineD3D_GL_Info *gl_info,
2306         const GlPixelFormatDesc **glDesc);
2307
2308 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2309     return (device->vs_selected_mode != SHADER_NONE
2310             && device->stateBlock->vertexShader
2311             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2312             && !device->strided_streams.u.s.position_transformed);
2313 }
2314
2315 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2316     return (device->ps_selected_mode != SHADER_NONE
2317             && device->stateBlock->pixelShader
2318             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2319 }
2320
2321 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2322         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2323
2324 #endif