advapi32: Create MachineGuid value if it doesn't exist.
[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_ATI  3
221 #define SHADER_NONE 4
222
223 #define RTL_DISABLE   -1
224 #define RTL_AUTO       0
225 #define RTL_READDRAW   1
226 #define RTL_READTEX    2
227 #define RTL_TEXDRAW    3
228 #define RTL_TEXTEX     4
229
230 /* NOTE: When adding fields to this structure, make sure to update the default
231  * values in wined3d_main.c as well. */
232 typedef struct wined3d_settings_s {
233 /* vertex and pixel shader modes */
234   int vs_mode;
235   int ps_mode;
236   int vbo_mode;
237 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
238     we should use it.  However, until it's fully implemented, we'll leave it as a registry
239     setting for developers. */
240   BOOL glslRequested;
241   int offscreen_rendering_mode;
242   int rendertargetlock_mode;
243 /* Memory tracking and object counting */
244   unsigned int emulated_textureram;
245   char *logo;
246 } wined3d_settings_t;
247
248 extern wined3d_settings_t wined3d_settings;
249
250 /* Shader backends */
251 struct SHADER_OPCODE_ARG;
252
253 #define SHADER_PGMSIZE 65535
254 typedef struct SHADER_BUFFER {
255     char* buffer;
256     unsigned int bsize;
257     unsigned int lineNo;
258     BOOL newline;
259 } SHADER_BUFFER;
260
261 struct shader_caps {
262     DWORD               TextureOpCaps;
263     DWORD               MaxTextureBlendStages;
264     DWORD               MaxSimultaneousTextures;
265
266     DWORD               VertexShaderVersion;
267     DWORD               MaxVertexShaderConst;
268
269     DWORD               PixelShaderVersion;
270     float               PixelShader1xMaxValue;
271
272     WINED3DVSHADERCAPS2_0   VS20Caps;
273     WINED3DPSHADERCAPS2_0   PS20Caps;
274
275     DWORD               MaxVShaderInstructionsExecuted;
276     DWORD               MaxPShaderInstructionsExecuted;
277     DWORD               MaxVertexShader30InstructionSlots;
278     DWORD               MaxPixelShader30InstructionSlots;
279 };
280
281 typedef struct {
282     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
283     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
284     void (*shader_destroy_depth_blt)(IWineD3DDevice *iface);
285     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
286     void (*shader_cleanup)(IWineD3DDevice *iface);
287     void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
288     void (*shader_destroy)(IWineD3DBaseShader *iface);
289     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
290     void (*shader_free_private)(IWineD3DDevice *iface);
291     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
292     void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
293     void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
294     void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
295     void (*shader_dll_load_init)(void);
296     const struct StateEntry *StateTable;
297 } shader_backend_t;
298
299 extern const shader_backend_t atifs_shader_backend;
300 extern const shader_backend_t glsl_shader_backend;
301 extern const shader_backend_t arb_program_shader_backend;
302 extern const shader_backend_t none_shader_backend;
303
304 /* GLSL shader private data */
305 struct shader_glsl_priv {
306     GLhandleARB             depth_blt_glsl_program_id;
307 };
308
309 /* ARB_program_shader private data */
310 struct shader_arb_priv {
311     GLuint                  depth_blt_vprogram_id;
312     GLuint                  depth_blt_fprogram_id;
313 };
314
315 /* X11 locking */
316
317 extern void (*wine_tsx11_lock_ptr)(void);
318 extern void (*wine_tsx11_unlock_ptr)(void);
319
320 /* As GLX relies on X, this is needed */
321 extern int num_lock;
322
323 #if 0
324 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
325 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
326 #else
327 #define ENTER_GL() wine_tsx11_lock_ptr()
328 #define LEAVE_GL() wine_tsx11_unlock_ptr()
329 #endif
330
331 /*****************************************************************************
332  * Defines
333  */
334
335 /* GL related defines */
336 /* ------------------ */
337 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
338 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
339 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
340 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
341
342 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
343 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
344 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
345 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
346
347 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
348 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
349 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
350 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
351
352 #define D3DCOLORTOGLFLOAT4(dw, vec) \
353   (vec)[0] = D3DCOLOR_R(dw); \
354   (vec)[1] = D3DCOLOR_G(dw); \
355   (vec)[2] = D3DCOLOR_B(dw); \
356   (vec)[3] = D3DCOLOR_A(dw);
357
358 /* DirectX Device Limits */
359 /* --------------------- */
360 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
361
362 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
363                             See MaxStreams in MSDN under GetDeviceCaps */
364                          /* Maximum number of constants provided to the shaders */
365 #define HIGHEST_TRANSFORMSTATE 512 
366                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
367 #define MAX_PALETTES      256
368
369 /* Checking of API calls */
370 /* --------------------- */
371 #define checkGLcall(A)                                          \
372 {                                                               \
373     GLint err = glGetError();                                   \
374     if (err == GL_NO_ERROR) {                                   \
375        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
376                                                                 \
377     } else do {                                                 \
378         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
379             debug_glerror(err), err, A, __FILE__, __LINE__);    \
380        err = glGetError();                                      \
381     } while (err != GL_NO_ERROR);                               \
382
383
384 /* Trace routines / diagnostics */
385 /* ---------------------------- */
386
387 /* Dump out a matrix and copy it */
388 #define conv_mat(mat,gl_mat)                                                                \
389 do {                                                                                        \
390     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
391     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
392     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
393     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
394     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
395 } while (0)
396
397 /* Macro to dump out the current state of the light chain */
398 #define DUMP_LIGHT_CHAIN()                    \
399 {                                             \
400   PLIGHTINFOEL *el = This->stateBlock->lights;\
401   while (el) {                                \
402     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
403     el = el->next;                            \
404   }                                           \
405 }
406
407 /* Trace vector and strided data information */
408 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
409 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
410         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);
411
412 /* Defines used for optimizations */
413
414 /*    Only reapply what is necessary */
415 #define REAPPLY_ALPHAOP  0x0001
416 #define REAPPLY_ALL      0xFFFF
417
418 /* Advance declaration of structures to satisfy compiler */
419 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
420 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
421 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
422 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
423
424 /* Global variables */
425 extern const float identity[16];
426
427 /*****************************************************************************
428  * Compilable extra diagnostics
429  */
430
431 /* Trace information per-vertex: (extremely high amount of trace) */
432 #if 0 /* NOTE: Must be 0 in cvs */
433 # define VTRACE(A) TRACE A
434 #else 
435 # define VTRACE(A) 
436 #endif
437
438 /* Checking of per-vertex related GL calls */
439 /* --------------------- */
440 #define vcheckGLcall(A)                                         \
441 {                                                               \
442     GLint err = glGetError();                                   \
443     if (err == GL_NO_ERROR) {                                   \
444        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
445                                                                 \
446     } else do {                                                 \
447         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
448             debug_glerror(err), err, A, __FILE__, __LINE__);    \
449        err = glGetError();                                      \
450     } while (err != GL_NO_ERROR);                               \
451 }
452
453 /* TODO: Confirm each of these works when wined3d move completed */
454 #if 0 /* NOTE: Must be 0 in cvs */
455   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
456      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
457      is enabled, and if it doesn't exist it is disabled. */
458 # define FRAME_DEBUGGING
459   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
460       the file is deleted                                                                            */
461 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
462 #  define SINGLE_FRAME_DEBUGGING
463 # endif  
464   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
465      It can only be enabled when FRAME_DEBUGGING is also enabled                               
466      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
467      array is drawn.                                                                            */
468 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
469 #  define SHOW_FRAME_MAKEUP 1
470 # endif  
471   /* The following, when enabled, lets you see the makeup of the all the textures used during each
472      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
473      The contents of the textures assigned to each stage are written into 
474      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
475 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
476 #  define SHOW_TEXTURE_MAKEUP 0
477 # endif  
478 extern BOOL isOn;
479 extern BOOL isDumpingFrames;
480 extern LONG primCounter;
481 #endif
482
483 /*****************************************************************************
484  * Prototypes
485  */
486
487 /* Routine common to the draw primitive and draw indexed primitive routines */
488 void drawPrimitive(IWineD3DDevice *iface,
489                     int PrimitiveType,
490                     long NumPrimitives,
491                     /* for Indexed: */
492                     long  StartVertexIndex,
493                     UINT  numberOfVertices,
494                     long  StartIdx,
495                     short idxBytes,
496                     const void *idxData,
497                     int   minIndex);
498
499 void primitiveDeclarationConvertToStridedData(
500      IWineD3DDevice *iface,
501      BOOL useVertexShaderFunction,
502      WineDirect3DVertexStridedData *strided,
503      BOOL *fixup);
504
505 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
506
507 typedef void (*glAttribFunc)(void *data);
508 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
509 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
510 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
511 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
512 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
513
514 #define eps 1e-8
515
516 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
517     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
518
519 void depth_copy(IWineD3DDevice *iface);
520
521 /* Routines and structures related to state management */
522 typedef struct WineD3DContext WineD3DContext;
523 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
524
525 #define STATE_RENDER(a) (a)
526 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
527
528 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
529 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
530
531 /* + 1 because samplers start with 0 */
532 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
533 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
534
535 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
536 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
537
538 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
539 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
540
541 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
542 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
543 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
544 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
545
546 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
547 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
548
549 #define STATE_VSHADER (STATE_VDECL + 1)
550 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
551
552 #define STATE_VIEWPORT (STATE_VSHADER + 1)
553 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
554
555 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
556 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
557 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
558 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
559
560 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
561 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
562
563 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
564 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
565
566 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
567 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
568
569 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
570
571 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
572
573 #define STATE_HIGHEST (STATE_FRONTFACE)
574
575 struct StateEntry
576 {
577     DWORD           representative;
578     APPLYSTATEFUNC  apply;
579 };
580
581 /* "Base" state table */
582 extern const struct StateEntry FFPStateTable[];
583
584 /* The new context manager that should deal with onscreen and offscreen rendering */
585 struct WineD3DContext {
586     /* State dirtification
587      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
588      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
589      * 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
590      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
591      */
592     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
593     DWORD                   numDirtyEntries;
594     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
595
596     IWineD3DSurface         *surface;
597     DWORD                   tid;    /* Thread ID which owns this context at the moment */
598
599     /* Stores some information about the context state for optimization */
600     GLint                   last_draw_buffer;
601     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
602     BOOL                    last_was_pshader;
603     BOOL                    last_was_vshader;
604     BOOL                    last_was_foggy_shader;
605     BOOL                    namedArraysLoaded, numberedArraysLoaded;
606     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
607     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
608     unsigned char           num_untracked_materials;
609     GLenum                  untracked_materials[2];
610     BOOL                    last_was_blit, last_was_ckey;
611     char                    texShaderBumpMap;
612     BOOL                    fog_coord;
613
614     char                    *vshader_const_dirty, *pshader_const_dirty;
615
616     /* The actual opengl context */
617     HGLRC                   glCtx;
618     HWND                    win_handle;
619     HDC                     hdc;
620     HPBUFFERARB             pbuffer;
621     BOOL                    isPBuffer;
622 };
623
624 typedef enum ContextUsage {
625     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
626     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
627     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
628     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
629 } ContextUsage;
630
631 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
632 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
633 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
634 void apply_fbo_state(IWineD3DDevice *iface);
635
636 /* Macros for doing basic GPU detection based on opengl capabilities */
637 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
638 #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])
639 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
640 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
641
642 /* Default callbacks for implicit object destruction */
643 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
644
645 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
646
647 /*****************************************************************************
648  * Internal representation of a light
649  */
650 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
651 struct PLIGHTINFOEL {
652     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
653     DWORD        OriginalIndex;
654     LONG         glIndex;
655     BOOL         changed;
656     BOOL         enabledChanged;
657     BOOL         enabled;
658
659     /* Converted parms to speed up swapping lights */
660     float                         lightPosn[4];
661     float                         lightDirn[4];
662     float                         exponent;
663     float                         cutoff;
664
665     struct list entry;
666 };
667
668 /* The default light parameters */
669 extern const WINED3DLIGHT WINED3D_default_light;
670
671 typedef struct WineD3D_PixelFormat
672 {
673     int iPixelFormat; /* WGL pixel format */
674     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
675     int redSize, greenSize, blueSize, alphaSize;
676     int depthSize, stencilSize;
677     BOOL windowDrawable;
678     BOOL pbufferDrawable;
679 } WineD3D_PixelFormat;
680
681 /* The adapter structure */
682 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
683 struct WineD3DAdapter
684 {
685     UINT                    num;
686     POINT                   monitorPoint;
687     WineD3D_GL_Info         gl_info;
688     const char              *driver;
689     const char              *description;
690     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
691     int                     nCfgs;
692     WineD3D_PixelFormat     *cfgs;
693     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
694     unsigned int            UsedTextureRam;
695 };
696
697 extern BOOL InitAdapters(void);
698 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
699 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
700
701 /*****************************************************************************
702  * High order patch management
703  */
704 struct WineD3DRectPatch
705 {
706     UINT                            Handle;
707     float                          *mem;
708     WineDirect3DVertexStridedData   strided;
709     WINED3DRECTPATCH_INFO           RectPatchInfo;
710     float                           numSegs[4];
711     char                            has_normals, has_texcoords;
712     struct list                     entry;
713 };
714
715 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
716
717 enum projection_types
718 {
719     proj_none,
720     proj_count3,
721     proj_count4
722 };
723
724 /*****************************************************************************
725  * Fixed function pipeline replacements
726  */
727 struct texture_stage_op
728 {
729     WINED3DTEXTUREOP        cop, aop;
730     DWORD                   carg1, carg2, carg0;
731     DWORD                   aarg1, aarg2, aarg0;
732     WINED3DFORMAT           color_correction;
733     enum projection_types   projected;
734 };
735
736 struct ffp_desc
737 {
738     struct texture_stage_op     op[MAX_TEXTURES];
739     struct list                 entry;
740 };
741
742 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock,struct texture_stage_op op[MAX_TEXTURES]);
743 struct ffp_desc *find_ffp_shader(struct list *shaders, struct texture_stage_op op[MAX_TEXTURES]);
744 void add_ffp_shader(struct list *shaders, struct ffp_desc *desc);
745
746 /*****************************************************************************
747  * IWineD3D implementation structure
748  */
749 typedef struct IWineD3DImpl
750 {
751     /* IUnknown fields */
752     const IWineD3DVtbl     *lpVtbl;
753     LONG                    ref;     /* Note: Ref counting not required */
754
755     /* WineD3D Information */
756     IUnknown               *parent;
757     UINT                    dxVersion;
758 } IWineD3DImpl;
759
760 extern const IWineD3DVtbl IWineD3D_Vtbl;
761
762 /* TODO: setup some flags in the registry to enable, disable pbuffer support
763 (since it will break quite a few things until contexts are managed properly!) */
764 extern BOOL pbuffer_support;
765 /* allocate one pbuffer per surface */
766 extern BOOL pbuffer_per_surface;
767
768 /* A helper function that dumps a resource list */
769 void dumpResources(struct list *list);
770
771 /*****************************************************************************
772  * IWineD3DDevice implementation structure
773  */
774 struct IWineD3DDeviceImpl
775 {
776     /* IUnknown fields      */
777     const IWineD3DDeviceVtbl *lpVtbl;
778     LONG                    ref;     /* Note: Ref counting not required */
779
780     /* WineD3D Information  */
781     IUnknown               *parent;
782     IWineD3D               *wineD3D;
783     struct WineD3DAdapter  *adapter;
784
785     /* Window styles to restore when switching fullscreen mode */
786     LONG                    style;
787     LONG                    exStyle;
788
789     /* X and GL Information */
790     GLint                   maxConcurrentLights;
791     GLenum                  offscreenBuffer;
792
793     /* Selected capabilities */
794     int vs_selected_mode;
795     int ps_selected_mode;
796     const shader_backend_t *shader_backend;
797     hash_table_t *glsl_program_lookup;
798     void *shader_priv;
799
800     /* To store */
801     BOOL                    view_ident;        /* true iff view matrix is identity                */
802     BOOL                    untransformed;
803     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
804     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
805
806     /* State block related */
807     BOOL                    isRecordingState;
808     IWineD3DStateBlockImpl *stateBlock;
809     IWineD3DStateBlockImpl *updateStateBlock;
810     BOOL                   isInDraw;
811
812     /* Internal use fields  */
813     WINED3DDEVICE_CREATION_PARAMETERS createParms;
814     UINT                            adapterNo;
815     WINED3DDEVTYPE                  devType;
816
817     IWineD3DSwapChain     **swapchains;
818     UINT                    NumberOfSwapChains;
819
820     struct list             resources; /* a linked list to track resources created by the device */
821     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
822     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
823
824     /* Render Target Support */
825     IWineD3DSurface       **render_targets;
826     IWineD3DSurface        *auto_depth_stencil_buffer;
827     IWineD3DSurface       **fbo_color_attachments;
828     IWineD3DSurface        *fbo_depth_attachment;
829
830     IWineD3DSurface        *stencilBufferTarget;
831
832     /* Caches to avoid unneeded context changes */
833     IWineD3DSurface        *lastActiveRenderTarget;
834     IWineD3DSwapChain      *lastActiveSwapChain;
835
836     /* palettes texture management */
837     PALETTEENTRY            palettes[MAX_PALETTES][256];
838     UINT                    currentPalette;
839     UINT                    paletteConversionShader;
840
841     /* For rendering to a texture using glCopyTexImage */
842     BOOL                    render_offscreen;
843     WINED3D_DEPTHCOPYSTATE  depth_copy_state;
844     GLuint                  fbo;
845     GLuint                  src_fbo;
846     GLuint                  dst_fbo;
847     GLenum                  *draw_buffers;
848     GLuint                  depth_blt_texture;
849
850     /* Cursor management */
851     BOOL                    bCursorVisible;
852     UINT                    xHotSpot;
853     UINT                    yHotSpot;
854     UINT                    xScreenSpace;
855     UINT                    yScreenSpace;
856     UINT                    cursorWidth, cursorHeight;
857     GLuint                  cursorTexture;
858     BOOL                    haveHardwareCursor;
859     HCURSOR                 hardwareCursor;
860
861     /* The Wine logo surface */
862     IWineD3DSurface        *logo_surface;
863
864     /* Textures for when no other textures are mapped */
865     UINT                          dummyTextureName[MAX_TEXTURES];
866
867     /* Debug stream management */
868     BOOL                     debug;
869
870     /* Device state management */
871     HRESULT                 state;
872     BOOL                    d3d_initialized;
873
874     /* A flag to check for proper BeginScene / EndScene call pairs */
875     BOOL inScene;
876
877     /* process vertex shaders using software or hardware */
878     BOOL softwareVertexProcessing;
879
880     /* DirectDraw stuff */
881     HWND ddraw_window;
882     IWineD3DSurface *ddraw_primary;
883     DWORD ddraw_width, ddraw_height;
884     WINED3DFORMAT ddraw_format;
885     BOOL ddraw_fullscreen;
886
887     /* Final position fixup constant */
888     float                       posFixup[4];
889
890     /* With register combiners we can skip junk texture stages */
891     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
892     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
893     BOOL                      fixed_function_usage_map[MAX_TEXTURES];
894
895     /* Stream source management */
896     WineDirect3DVertexStridedData strided_streams;
897     WineDirect3DVertexStridedData *up_strided;
898     BOOL                      useDrawStridedSlow;
899     BOOL                      instancedDraw;
900
901     /* Context management */
902     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
903     WineD3DContext          *activeContext;
904     DWORD                   lastThread;
905     UINT                    numContexts;
906     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
907     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
908
909     /* High level patch management */
910 #define PATCHMAP_SIZE 43
911 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
912     struct list             patches[PATCHMAP_SIZE];
913     struct WineD3DRectPatch *currentPatch;
914 };
915
916 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
917
918 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
919                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
920                                         float Z, DWORD Stencil);
921 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
922 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
923 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
924     DWORD idx = state >> 5;
925     BYTE shift = state & 0x1f;
926     return context->isStateDirty[idx] & (1 << shift);
927 }
928
929 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
930 typedef struct PrivateData
931 {
932     struct list entry;
933
934     GUID tag;
935     DWORD flags; /* DDSPD_* */
936     DWORD uniqueness_value;
937
938     union
939     {
940         LPVOID data;
941         LPUNKNOWN object;
942     } ptr;
943
944     DWORD size;
945 } PrivateData;
946
947 /*****************************************************************************
948  * IWineD3DResource implementation structure
949  */
950 typedef struct IWineD3DResourceClass
951 {
952     /* IUnknown fields */
953     LONG                    ref;     /* Note: Ref counting not required */
954
955     /* WineD3DResource Information */
956     IUnknown               *parent;
957     WINED3DRESOURCETYPE     resourceType;
958     IWineD3DDeviceImpl     *wineD3DDevice;
959     WINED3DPOOL             pool;
960     UINT                    size;
961     DWORD                   usage;
962     WINED3DFORMAT           format;
963     BYTE                   *allocatedMemory; /* Pointer to the real data location */
964     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
965     struct list             privateData;
966     struct list             resource_list_entry;
967
968 } IWineD3DResourceClass;
969
970 typedef struct IWineD3DResourceImpl
971 {
972     /* IUnknown & WineD3DResource Information     */
973     const IWineD3DResourceVtbl *lpVtbl;
974     IWineD3DResourceClass   resource;
975 } IWineD3DResourceImpl;
976
977 /* Tests show that the start address of resources is 32 byte aligned */
978 #define RESOURCE_ALIGNMENT 32
979
980 /*****************************************************************************
981  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
982  */
983 enum vbo_conversion_type {
984     CONV_NONE               = 0,
985     CONV_D3DCOLOR           = 1,
986     CONV_POSITIONT          = 2,
987     CONV_FLOAT16_2          = 3 /* Also handles FLOAT16_4 */
988
989     /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
990      * fixed function semantics as D3DCOLOR or FLOAT16
991      */
992 };
993
994 typedef struct IWineD3DVertexBufferImpl
995 {
996     /* IUnknown & WineD3DResource Information     */
997     const IWineD3DVertexBufferVtbl *lpVtbl;
998     IWineD3DResourceClass     resource;
999
1000     /* WineD3DVertexBuffer specifics */
1001     DWORD                     fvf;
1002
1003     /* Vertex buffer object support */
1004     GLuint                    vbo;
1005     BYTE                      Flags;
1006     LONG                      bindCount;
1007     LONG                      vbo_size;
1008     GLenum                    vbo_usage;
1009
1010     UINT                      dirtystart, dirtyend;
1011     LONG                      lockcount;
1012
1013     LONG                      declChanges, draws;
1014     /* Last description of the buffer */
1015     DWORD                     stride;       /* 0 if no conversion               */
1016     enum vbo_conversion_type  *conv_map;    /* NULL if no conversion            */
1017
1018     /* Extra load offsets, for FLOAT16 conversion */
1019     DWORD                     *conv_shift;  /* NULL if no shifted conversion    */
1020     DWORD                     conv_stride;  /* 0 if no shifted conversion       */
1021 } IWineD3DVertexBufferImpl;
1022
1023 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1024
1025 #define VBFLAG_OPTIMIZED      0x01    /* Optimize has been called for the VB */
1026 #define VBFLAG_DIRTY          0x02    /* Buffer data has been modified */
1027 #define VBFLAG_HASDESC        0x04    /* A vertex description has been found */
1028 #define VBFLAG_CREATEVBO      0x08    /* Attempt to create a VBO next PreLoad */
1029
1030 /*****************************************************************************
1031  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1032  */
1033 typedef struct IWineD3DIndexBufferImpl
1034 {
1035     /* IUnknown & WineD3DResource Information     */
1036     const IWineD3DIndexBufferVtbl *lpVtbl;
1037     IWineD3DResourceClass     resource;
1038
1039     GLuint                    vbo;
1040     UINT                      dirtystart, dirtyend;
1041     LONG                      lockcount;
1042
1043     /* WineD3DVertexBuffer specifics */
1044 } IWineD3DIndexBufferImpl;
1045
1046 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1047
1048 /*****************************************************************************
1049  * IWineD3DBaseTexture D3D- > openGL state map lookups
1050  */
1051 #define WINED3DFUNC_NOTSUPPORTED  -2
1052 #define WINED3DFUNC_UNIMPLEMENTED -1
1053
1054 typedef enum winetexturestates {
1055     WINED3DTEXSTA_ADDRESSU       = 0,
1056     WINED3DTEXSTA_ADDRESSV       = 1,
1057     WINED3DTEXSTA_ADDRESSW       = 2,
1058     WINED3DTEXSTA_BORDERCOLOR    = 3,
1059     WINED3DTEXSTA_MAGFILTER      = 4,
1060     WINED3DTEXSTA_MINFILTER      = 5,
1061     WINED3DTEXSTA_MIPFILTER      = 6,
1062     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1063     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1064     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1065     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1066     WINED3DTEXSTA_DMAPOFFSET     = 11,
1067     WINED3DTEXSTA_TSSADDRESSW    = 12,
1068     MAX_WINETEXTURESTATES        = 13,
1069 } winetexturestates;
1070
1071 /*****************************************************************************
1072  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1073  */
1074 typedef struct IWineD3DBaseTextureClass
1075 {
1076     UINT                    levels;
1077     BOOL                    dirty;
1078     UINT                    textureName;
1079     UINT                    LOD;
1080     WINED3DTEXTUREFILTERTYPE filterType;
1081     DWORD                   states[MAX_WINETEXTURESTATES];
1082     LONG                    bindCount;
1083     DWORD                   sampler;
1084     BOOL                    is_srgb;
1085     UINT                    srgb_mode_change_count;
1086     WINED3DFORMAT           shader_conversion_group;
1087     float                   pow2Matrix[16];
1088 } IWineD3DBaseTextureClass;
1089
1090 typedef struct IWineD3DBaseTextureImpl
1091 {
1092     /* IUnknown & WineD3DResource Information     */
1093     const IWineD3DBaseTextureVtbl *lpVtbl;
1094     IWineD3DResourceClass     resource;
1095     IWineD3DBaseTextureClass  baseTexture;
1096
1097 } IWineD3DBaseTextureImpl;
1098
1099 /*****************************************************************************
1100  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1101  */
1102 typedef struct IWineD3DTextureImpl
1103 {
1104     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1105     const IWineD3DTextureVtbl *lpVtbl;
1106     IWineD3DResourceClass     resource;
1107     IWineD3DBaseTextureClass  baseTexture;
1108
1109     /* IWineD3DTexture */
1110     IWineD3DSurface          *surfaces[MAX_LEVELS];
1111     
1112     UINT                      width;
1113     UINT                      height;
1114     UINT                      target;
1115
1116 } IWineD3DTextureImpl;
1117
1118 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1119
1120 /*****************************************************************************
1121  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1122  */
1123 typedef struct IWineD3DCubeTextureImpl
1124 {
1125     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1126     const IWineD3DCubeTextureVtbl *lpVtbl;
1127     IWineD3DResourceClass     resource;
1128     IWineD3DBaseTextureClass  baseTexture;
1129
1130     /* IWineD3DCubeTexture */
1131     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
1132
1133     UINT                      edgeLength;
1134 } IWineD3DCubeTextureImpl;
1135
1136 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1137
1138 typedef struct _WINED3DVOLUMET_DESC
1139 {
1140     UINT                    Width;
1141     UINT                    Height;
1142     UINT                    Depth;
1143 } WINED3DVOLUMET_DESC;
1144
1145 /*****************************************************************************
1146  * IWineD3DVolume implementation structure (extends IUnknown)
1147  */
1148 typedef struct IWineD3DVolumeImpl
1149 {
1150     /* IUnknown & WineD3DResource fields */
1151     const IWineD3DVolumeVtbl  *lpVtbl;
1152     IWineD3DResourceClass      resource;
1153
1154     /* WineD3DVolume Information */
1155     WINED3DVOLUMET_DESC      currentDesc;
1156     IWineD3DBase            *container;
1157     UINT                    bytesPerPixel;
1158
1159     BOOL                    lockable;
1160     BOOL                    locked;
1161     WINED3DBOX              lockedBox;
1162     WINED3DBOX              dirtyBox;
1163     BOOL                    dirty;
1164
1165
1166 } IWineD3DVolumeImpl;
1167
1168 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1169
1170 /*****************************************************************************
1171  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1172  */
1173 typedef struct IWineD3DVolumeTextureImpl
1174 {
1175     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1176     const IWineD3DVolumeTextureVtbl *lpVtbl;
1177     IWineD3DResourceClass     resource;
1178     IWineD3DBaseTextureClass  baseTexture;
1179
1180     /* IWineD3DVolumeTexture */
1181     IWineD3DVolume           *volumes[MAX_LEVELS];
1182
1183     UINT                      width;
1184     UINT                      height;
1185     UINT                      depth;
1186 } IWineD3DVolumeTextureImpl;
1187
1188 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1189
1190 typedef struct _WINED3DSURFACET_DESC
1191 {
1192     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1193     DWORD                   MultiSampleQuality;
1194     UINT                    Width;
1195     UINT                    Height;
1196 } WINED3DSURFACET_DESC;
1197
1198 /*****************************************************************************
1199  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1200  */
1201 typedef struct wineD3DSurface_DIB {
1202     HBITMAP DIBsection;
1203     void* bitmap_data;
1204     UINT bitmap_size;
1205     HGDIOBJ holdbitmap;
1206     BOOL client_memory;
1207 } wineD3DSurface_DIB;
1208
1209 typedef struct {
1210     struct list entry;
1211     GLuint id;
1212     UINT width;
1213     UINT height;
1214 } renderbuffer_entry_t;
1215
1216 /*****************************************************************************
1217  * IWineD3DClipp implementation structure
1218  */
1219 typedef struct IWineD3DClipperImpl
1220 {
1221     const IWineD3DClipperVtbl *lpVtbl;
1222     LONG ref;
1223
1224     IUnknown *Parent;
1225     HWND hWnd;
1226 } IWineD3DClipperImpl;
1227
1228
1229 /*****************************************************************************
1230  * IWineD3DSurface implementation structure
1231  */
1232 struct IWineD3DSurfaceImpl
1233 {
1234     /* IUnknown & IWineD3DResource Information     */
1235     const IWineD3DSurfaceVtbl *lpVtbl;
1236     IWineD3DResourceClass     resource;
1237
1238     /* IWineD3DSurface fields */
1239     IWineD3DBase              *container;
1240     WINED3DSURFACET_DESC      currentDesc;
1241     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1242     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1243
1244     UINT                      bytesPerPixel;
1245
1246     /* TODO: move this off into a management class(maybe!) */
1247     DWORD                      Flags;
1248
1249     UINT                      pow2Width;
1250     UINT                      pow2Height;
1251
1252     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1253     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1254
1255     /* Oversized texture */
1256     RECT                      glRect;
1257
1258     /* PBO */
1259     GLuint                    pbo;
1260
1261     RECT                      lockedRect;
1262     RECT                      dirtyRect;
1263     int                       lockCount;
1264 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1265
1266     glDescriptor              glDescription;
1267     BOOL                      srgb;
1268
1269     /* For GetDC */
1270     wineD3DSurface_DIB        dib;
1271     HDC                       hDC;
1272
1273     /* Color keys for DDraw */
1274     WINEDDCOLORKEY            DestBltCKey;
1275     WINEDDCOLORKEY            DestOverlayCKey;
1276     WINEDDCOLORKEY            SrcOverlayCKey;
1277     WINEDDCOLORKEY            SrcBltCKey;
1278     DWORD                     CKeyFlags;
1279
1280     WINEDDCOLORKEY            glCKey;
1281
1282     struct list               renderbuffers;
1283     renderbuffer_entry_t      *current_renderbuffer;
1284
1285     /* DirectDraw clippers */
1286     IWineD3DClipper           *clipper;
1287 };
1288
1289 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1290 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1291
1292 /* Predeclare the shared Surface functions */
1293 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1294 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1295 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1296 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1297 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1298 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1299 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1300 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1301 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1302 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1303 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1304 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1305 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1306 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1307 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1308 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1309 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1310 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1311 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1312 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1313 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1314 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1315 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1316 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1317 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1318 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1319 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1320 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1321 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1322 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1323 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1324 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1325 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1326 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1327
1328 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1329
1330 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1331 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1332 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1333 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1334
1335 /* Surface flags: */
1336 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
1337 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
1338 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for getdc */
1339 #define SFLAG_LOCKABLE    0x00000008 /* Surface can be locked */
1340 #define SFLAG_DISCARD     0x00000010 /* ??? */
1341 #define SFLAG_LOCKED      0x00000020 /* Surface is locked atm */
1342 #define SFLAG_INTEXTURE   0x00000040 /* The GL texture contains the newest surface content */
1343 #define SFLAG_INDRAWABLE  0x00000080 /* The gl drawable contains the most up to date data */
1344 #define SFLAG_INSYSMEM    0x00000100 /* The system memory copy is most up to date */
1345 #define SFLAG_NONPOW2     0x00000200 /* Surface sizes are not a power of 2 */
1346 #define SFLAG_DYNLOCK     0x00000400 /* Surface is often locked by the app */
1347 #define SFLAG_DYNCHANGE   0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1348 #define SFLAG_DCINUSE     0x00001000 /* Set between GetDC and ReleaseDC calls */
1349 #define SFLAG_LOST        0x00002000 /* Surface lost flag for DDraw */
1350 #define SFLAG_USERPTR     0x00004000 /* The application allocated the memory for this surface */
1351 #define SFLAG_GLCKEY      0x00008000 /* The gl texture was created with a color key */
1352 #define SFLAG_CLIENT      0x00010000 /* GL_APPLE_client_storage is used on that texture */
1353 #define SFLAG_ALLOCATED   0x00020000 /* A gl texture is allocated for this surface */
1354 #define SFLAG_PBO         0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1355
1356 /* In some conditions the surface memory must not be freed:
1357  * SFLAG_OVERSIZE: Not all data can be kept in GL
1358  * SFLAG_CONVERTED: Converting the data back would take too long
1359  * SFLAG_DIBSECTION: The dib code manages the memory
1360  * SFLAG_LOCKED: The app requires access to the surface data
1361  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1362  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1363  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1364  * SFLAG_CLIENT: OpenGL uses our memory as backup
1365  */
1366 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
1367                           SFLAG_CONVERTED  | \
1368                           SFLAG_DIBSECTION | \
1369                           SFLAG_LOCKED     | \
1370                           SFLAG_DYNLOCK    | \
1371                           SFLAG_DYNCHANGE  | \
1372                           SFLAG_USERPTR    | \
1373                           SFLAG_PBO        | \
1374                           SFLAG_CLIENT)
1375
1376 #define SFLAG_LOCATIONS  (SFLAG_INSYSMEM   | \
1377                           SFLAG_INTEXTURE  | \
1378                           SFLAG_INDRAWABLE)
1379 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1380
1381 typedef enum {
1382     NO_CONVERSION,
1383     CONVERT_PALETTED,
1384     CONVERT_PALETTED_CK,
1385     CONVERT_CK_565,
1386     CONVERT_CK_5551,
1387     CONVERT_CK_4444,
1388     CONVERT_CK_4444_ARGB,
1389     CONVERT_CK_1555,
1390     CONVERT_555,
1391     CONVERT_CK_RGB24,
1392     CONVERT_CK_8888,
1393     CONVERT_CK_8888_ARGB,
1394     CONVERT_RGB32_888,
1395     CONVERT_V8U8,
1396     CONVERT_L6V5U5,
1397     CONVERT_X8L8V8U8,
1398     CONVERT_Q8W8V8U8,
1399     CONVERT_V16U16,
1400     CONVERT_A4L4,
1401     CONVERT_R32F,
1402     CONVERT_R16F,
1403     CONVERT_G16R16,
1404 } CONVERT_TYPES;
1405
1406 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);
1407
1408 /*****************************************************************************
1409  * IWineD3DVertexDeclaration implementation structure
1410  */
1411 typedef struct attrib_declaration {
1412     DWORD usage;
1413     DWORD idx;
1414 } attrib_declaration;
1415
1416 #define MAX_ATTRIBS 16
1417
1418 typedef struct IWineD3DVertexDeclarationImpl {
1419     /* IUnknown  Information */
1420     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1421     LONG                    ref;
1422
1423     IUnknown                *parent;
1424     IWineD3DDeviceImpl      *wineD3DDevice;
1425
1426     WINED3DVERTEXELEMENT    *pDeclarationWine;
1427     UINT                    declarationWNumElements;
1428
1429     DWORD                   streams[MAX_STREAMS];
1430     UINT                    num_streams;
1431     BOOL                    position_transformed;
1432     BOOL                    half_float_conv_needed;
1433
1434     /* Ordered array of declaration types that need swizzling in a vshader */
1435     attrib_declaration      swizzled_attribs[MAX_ATTRIBS];
1436     UINT                    num_swizzled_attribs;
1437 } IWineD3DVertexDeclarationImpl;
1438
1439 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1440
1441 /*****************************************************************************
1442  * IWineD3DStateBlock implementation structure
1443  */
1444
1445 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1446 /*   Note: Very long winded but gl Lists are not flexible enough */
1447 /*   to resolve everything we need, so doing it manually for now */
1448 typedef struct SAVEDSTATES {
1449         BOOL                      indices;
1450         BOOL                      material;
1451         BOOL                      fvf;
1452         BOOL                      streamSource[MAX_STREAMS];
1453         BOOL                      streamFreq[MAX_STREAMS];
1454         BOOL                      textures[MAX_COMBINED_SAMPLERS];
1455         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1456         BOOL                      viewport;
1457         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1458         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1459         BOOL                      samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1460         BOOL                      clipplane[MAX_CLIPPLANES];
1461         BOOL                      vertexDecl;
1462         BOOL                      pixelShader;
1463         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1464         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1465         BOOL                     *pixelShaderConstantsF;
1466         BOOL                      vertexShader;
1467         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1468         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1469         BOOL                     *vertexShaderConstantsF;
1470         BOOL                      scissorRect;
1471 } SAVEDSTATES;
1472
1473 typedef struct {
1474     struct  list entry;
1475     DWORD   count;
1476     DWORD   idx[13];
1477 } constants_entry;
1478
1479 struct StageState {
1480     DWORD stage;
1481     DWORD state;
1482 };
1483
1484 struct IWineD3DStateBlockImpl
1485 {
1486     /* IUnknown fields */
1487     const IWineD3DStateBlockVtbl *lpVtbl;
1488     LONG                      ref;     /* Note: Ref counting not required */
1489
1490     /* IWineD3DStateBlock information */
1491     IUnknown                 *parent;
1492     IWineD3DDeviceImpl       *wineD3DDevice;
1493     WINED3DSTATEBLOCKTYPE     blockType;
1494
1495     /* Array indicating whether things have been set or changed */
1496     SAVEDSTATES               changed;
1497     struct list               set_vconstantsF;
1498     struct list               set_pconstantsF;
1499
1500     /* Drawing - Vertex Shader or FVF related */
1501     DWORD                     fvf;
1502     /* Vertex Shader Declaration */
1503     IWineD3DVertexDeclaration *vertexDecl;
1504
1505     IWineD3DVertexShader      *vertexShader;
1506
1507     /* Vertex Shader Constants */
1508     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1509     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1510     float                     *vertexShaderConstantF;
1511
1512     /* Stream Source */
1513     BOOL                      streamIsUP;
1514     UINT                      streamStride[MAX_STREAMS];
1515     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1516     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1517     UINT                      streamFreq[MAX_STREAMS + 1];
1518     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1519
1520     /* Indices */
1521     IWineD3DIndexBuffer*      pIndexData;
1522     INT                       baseVertexIndex;
1523     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1524
1525     /* Transform */
1526     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1527
1528     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1529 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1530 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1531     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1532     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1533
1534     /* Clipping */
1535     double                    clipplane[MAX_CLIPPLANES][4];
1536     WINED3DCLIPSTATUS         clip_status;
1537
1538     /* ViewPort */
1539     WINED3DVIEWPORT           viewport;
1540
1541     /* Material */
1542     WINED3DMATERIAL           material;
1543
1544     /* Pixel Shader */
1545     IWineD3DPixelShader      *pixelShader;
1546
1547     /* Pixel Shader Constants */
1548     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1549     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1550     float                     *pixelShaderConstantF;
1551
1552     /* RenderState */
1553     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1554
1555     /* Texture */
1556     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1557     int                       textureDimensions[MAX_COMBINED_SAMPLERS];
1558
1559     /* Texture State Stage */
1560     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1561     DWORD                     lowest_disabled_stage;
1562     /* Sampler States */
1563     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1564
1565     /* Current GLSL Shader Program */
1566     struct glsl_shader_prog_link *glsl_program;
1567
1568     /* Scissor test rectangle */
1569     RECT                      scissorRect;
1570
1571     /* Contained state management */
1572     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1573     unsigned int              num_contained_render_states;
1574     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1575     unsigned int              num_contained_transform_states;
1576     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1577     unsigned int              num_contained_vs_consts_i;
1578     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1579     unsigned int              num_contained_vs_consts_b;
1580     DWORD                     *contained_vs_consts_f;
1581     unsigned int              num_contained_vs_consts_f;
1582     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1583     unsigned int              num_contained_ps_consts_i;
1584     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1585     unsigned int              num_contained_ps_consts_b;
1586     DWORD                     *contained_ps_consts_f;
1587     unsigned int              num_contained_ps_consts_f;
1588     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1589     unsigned int              num_contained_tss_states;
1590     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1591     unsigned int              num_contained_sampler_states;
1592 };
1593
1594 extern void stateblock_savedstates_set(
1595     IWineD3DStateBlock* iface,
1596     SAVEDSTATES* states,
1597     BOOL value);
1598
1599 extern void stateblock_savedstates_copy(
1600     IWineD3DStateBlock* iface,
1601     SAVEDSTATES* dest,
1602     SAVEDSTATES* source);
1603
1604 extern void stateblock_copy(
1605     IWineD3DStateBlock* destination,
1606     IWineD3DStateBlock* source);
1607
1608 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1609
1610 /* Direct3D terminology with little modifications. We do not have an issued state
1611  * because only the driver knows about it, but we have a created state because d3d
1612  * allows GetData on a created issue, but opengl doesn't
1613  */
1614 enum query_state {
1615     QUERY_CREATED,
1616     QUERY_SIGNALLED,
1617     QUERY_BUILDING
1618 };
1619 /*****************************************************************************
1620  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1621  */
1622 typedef struct IWineD3DQueryImpl
1623 {
1624     const IWineD3DQueryVtbl  *lpVtbl;
1625     LONG                      ref;     /* Note: Ref counting not required */
1626     
1627     IUnknown                 *parent;
1628     /*TODO: replace with iface usage */
1629 #if 0
1630     IWineD3DDevice         *wineD3DDevice;
1631 #else
1632     IWineD3DDeviceImpl       *wineD3DDevice;
1633 #endif
1634
1635     /* IWineD3DQuery fields */
1636     enum query_state         state;
1637     WINED3DQUERYTYPE         type;
1638     /* TODO: Think about using a IUnknown instead of a void* */
1639     void                     *extendedData;
1640     
1641   
1642 } IWineD3DQueryImpl;
1643
1644 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1645 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1646 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1647
1648 /* Datastructures for IWineD3DQueryImpl.extendedData */
1649 typedef struct  WineQueryOcclusionData {
1650     GLuint  queryId;
1651     WineD3DContext *ctx;
1652 } WineQueryOcclusionData;
1653
1654 typedef struct  WineQueryEventData {
1655     GLuint  fenceId;
1656     WineD3DContext *ctx;
1657 } WineQueryEventData;
1658
1659 /*****************************************************************************
1660  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1661  */
1662
1663 typedef struct IWineD3DSwapChainImpl
1664 {
1665     /*IUnknown part*/
1666     const IWineD3DSwapChainVtbl *lpVtbl;
1667     LONG                      ref;     /* Note: Ref counting not required */
1668
1669     IUnknown                 *parent;
1670     IWineD3DDeviceImpl       *wineD3DDevice;
1671
1672     /* IWineD3DSwapChain fields */
1673     IWineD3DSurface         **backBuffer;
1674     IWineD3DSurface          *frontBuffer;
1675     BOOL                      wantsDepthStencilBuffer;
1676     WINED3DPRESENT_PARAMETERS presentParms;
1677     DWORD                     orig_width, orig_height;
1678     WINED3DFORMAT             orig_fmt;
1679
1680     long prev_time, frames;   /* Performance tracking */
1681     unsigned int vSyncCounter;
1682
1683     WineD3DContext        **context; /* Later a array for multithreading */
1684     unsigned int            num_contexts;
1685
1686     HWND                    win_handle;
1687 } IWineD3DSwapChainImpl;
1688
1689 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1690
1691 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1692
1693 /*****************************************************************************
1694  * Utility function prototypes 
1695  */
1696
1697 /* Trace routines */
1698 const char* debug_d3dformat(WINED3DFORMAT fmt);
1699 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1700 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1701 const char* debug_d3dusage(DWORD usage);
1702 const char* debug_d3dusagequery(DWORD usagequery);
1703 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1704 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1705 const char* debug_d3ddeclusage(BYTE usage);
1706 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1707 const char* debug_d3drenderstate(DWORD state);
1708 const char* debug_d3dsamplerstate(DWORD state);
1709 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1710 const char* debug_d3dtexturestate(DWORD state);
1711 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1712 const char* debug_d3dpool(WINED3DPOOL pool);
1713 const char *debug_fbostatus(GLenum status);
1714 const char *debug_glerror(GLenum error);
1715 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1716 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1717
1718 /* Routines for GL <-> D3D values */
1719 GLenum StencilOp(DWORD op);
1720 GLenum CompareFunc(DWORD func);
1721 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1722 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1723 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1724
1725 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1726 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1727
1728 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1729 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1730
1731 /* Math utils */
1732 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1733 unsigned int count_bits(unsigned int mask);
1734
1735 /*****************************************************************************
1736  * To enable calling of inherited functions, requires prototypes 
1737  *
1738  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1739  */
1740     /*** IUnknown methods ***/
1741     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1742     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1743     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1744     /*** IWineD3DResource methods ***/
1745     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1746     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1747     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1748     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1749     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1750     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1751     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1752     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1753     extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1754     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1755     /*** class static members ***/
1756     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1757
1758     /*** IUnknown methods ***/
1759     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1760     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1761     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1762     /*** IWineD3DResource methods ***/
1763     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1764     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1765     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1766     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1767     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1768     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1769     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1770     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1771     extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1772     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1773     /*** IWineD3DBaseTexture methods ***/
1774     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1775     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1776     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1777     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1778     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1779     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1780     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1781     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1782
1783     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1784     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1785     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1786     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1787     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1788     /*** class static members ***/
1789     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1790
1791 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1792
1793 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1794  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1795  * used if the user is using GLSL shaders. */
1796 struct glsl_shader_prog_link {
1797     struct list             vshader_entry;
1798     struct list             pshader_entry;
1799     GLhandleARB             programId;
1800     GLhandleARB             *vuniformF_locations;
1801     GLhandleARB             *puniformF_locations;
1802     GLhandleARB             vuniformI_locations[MAX_CONST_I];
1803     GLhandleARB             puniformI_locations[MAX_CONST_I];
1804     GLhandleARB             posFixup_location;
1805     GLhandleARB             bumpenvmat_location[MAX_TEXTURES];
1806     GLhandleARB             luminancescale_location[MAX_TEXTURES];
1807     GLhandleARB             luminanceoffset_location[MAX_TEXTURES];
1808     GLhandleARB             srgb_comparison_location;
1809     GLhandleARB             srgb_mul_low_location;
1810     GLhandleARB             ycorrection_location;
1811     GLhandleARB             vshader;
1812     GLhandleARB             pshader;
1813 };
1814
1815 typedef struct {
1816     GLhandleARB vshader;
1817     GLhandleARB pshader;
1818 } glsl_program_key_t;
1819
1820 /* TODO: Make this dynamic, based on shader limits ? */
1821 #define MAX_REG_ADDR 1
1822 #define MAX_REG_TEMP 32
1823 #define MAX_REG_TEXCRD 8
1824 #define MAX_REG_INPUT 12
1825 #define MAX_REG_OUTPUT 12
1826 #define MAX_CONST_I 16
1827 #define MAX_CONST_B 16
1828
1829 /* FIXME: This needs to go up to 2048 for
1830  * Shader model 3 according to msdn (and for software shaders) */
1831 #define MAX_LABELS 16
1832
1833 typedef struct semantic {
1834     DWORD usage;
1835     DWORD reg;
1836 } semantic;
1837
1838 typedef struct local_constant {
1839     struct list entry;
1840     unsigned int idx;
1841     DWORD value[4];
1842 } local_constant;
1843
1844 typedef struct shader_reg_maps {
1845
1846     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1847     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1848     char address[MAX_REG_ADDR];             /* vertex */
1849     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1850     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1851     char attributes[MAX_ATTRIBS];           /* vertex */
1852     char labels[MAX_LABELS];                /* pixel, vertex */
1853     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
1854
1855     /* Sampler usage tokens 
1856      * Use 0 as default (bit 31 is always 1 on a valid token) */
1857     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1858     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1859     char usesnrm, vpos, usesdsy;
1860     char usesrelconstF;
1861
1862     /* Whether or not loops are used in this shader, and nesting depth */
1863     unsigned loop_depth;
1864
1865     /* Whether or not this shader uses fog */
1866     char fog;
1867
1868 } shader_reg_maps;
1869
1870 /* Undocumented opcode controls */
1871 #define INST_CONTROLS_SHIFT 16
1872 #define INST_CONTROLS_MASK 0x00ff0000
1873
1874 typedef enum COMPARISON_TYPE {
1875     COMPARISON_GT = 1,
1876     COMPARISON_EQ = 2,
1877     COMPARISON_GE = 3,
1878     COMPARISON_LT = 4,
1879     COMPARISON_NE = 5,
1880     COMPARISON_LE = 6
1881 } COMPARISON_TYPE;
1882
1883 typedef struct SHADER_OPCODE {
1884     unsigned int  opcode;
1885     const char*   name;
1886     const char*   glname;
1887     char          dst_token;
1888     CONST UINT    num_params;
1889     SHADER_HANDLER hw_fct;
1890     SHADER_HANDLER hw_glsl_fct;
1891     DWORD         min_version;
1892     DWORD         max_version;
1893 } SHADER_OPCODE;
1894
1895 typedef struct SHADER_OPCODE_ARG {
1896     IWineD3DBaseShader* shader;
1897     shader_reg_maps* reg_maps;
1898     CONST SHADER_OPCODE* opcode;
1899     DWORD opcode_token;
1900     DWORD dst;
1901     DWORD dst_addr;
1902     DWORD predicate;
1903     DWORD src[4];
1904     DWORD src_addr[4];
1905     SHADER_BUFFER* buffer;
1906 } SHADER_OPCODE_ARG;
1907
1908 typedef struct SHADER_LIMITS {
1909     unsigned int temporary;
1910     unsigned int texcoord;
1911     unsigned int sampler;
1912     unsigned int constant_int;
1913     unsigned int constant_float;
1914     unsigned int constant_bool;
1915     unsigned int address;
1916     unsigned int packed_output;
1917     unsigned int packed_input;
1918     unsigned int attributes;
1919     unsigned int label;
1920 } SHADER_LIMITS;
1921
1922 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1923     maintain state information between multiple codes */
1924 typedef struct SHADER_PARSE_STATE {
1925     unsigned int current_row;
1926     DWORD texcoord_w[2];
1927 } SHADER_PARSE_STATE;
1928
1929 #ifdef __GNUC__
1930 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1931 #else
1932 #define PRINTF_ATTR(fmt,args)
1933 #endif
1934
1935 /* Base Shader utility functions. 
1936  * (may move callers into the same file in the future) */
1937 extern int shader_addline(
1938     SHADER_BUFFER* buffer,
1939     const char* fmt, ...) PRINTF_ATTR(2,3);
1940
1941 extern const SHADER_OPCODE* shader_get_opcode(
1942     IWineD3DBaseShader *iface, 
1943     const DWORD code);
1944
1945 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1946
1947 /* Vertex shader utility functions */
1948 extern BOOL vshader_get_input(
1949     IWineD3DVertexShader* iface,
1950     BYTE usage_req, BYTE usage_idx_req,
1951     unsigned int* regnum);
1952
1953 extern BOOL vshader_input_is_color(
1954     IWineD3DVertexShader* iface,
1955     unsigned int regnum);
1956
1957 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1958
1959 /* ARB_[vertex/fragment]_program helper functions */
1960 extern void shader_arb_load_constants(
1961     IWineD3DDevice* device,
1962     char usePixelShader,
1963     char useVertexShader);
1964
1965 /* ARB shader program Prototypes */
1966 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1967
1968 /* ARB pixel shader prototypes */
1969 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1970 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1971 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1972 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1973 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1974 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1975 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1976 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1977 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1978 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1979 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1980 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1981 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1982 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1983 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1984 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1985 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1986 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
1987 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
1988 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
1989 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
1990 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
1991 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
1992
1993 /* ARB vertex / pixel shader common prototypes */
1994 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
1995 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
1996 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1997
1998 /* ARB vertex shader prototypes */
1999 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2000 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
2001
2002 /* GLSL helper functions */
2003 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2004 extern void shader_glsl_load_constants(
2005     IWineD3DDevice* device,
2006     char usePixelShader,
2007     char useVertexShader);
2008
2009 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2010 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
2011 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
2012 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
2013 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
2014 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
2015 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
2016 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
2017 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
2018 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
2019 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
2020 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
2021 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
2022 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
2023 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
2024 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
2025 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
2026 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
2027 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
2028 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
2029 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
2030 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
2031 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
2032 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
2033 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
2034 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
2035 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
2036 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
2037 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
2038 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
2039 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
2040 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
2041 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
2042 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
2043 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
2044
2045 /** GLSL Pixel Shader Prototypes */
2046 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
2047 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
2048 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
2049 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
2050 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
2051 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
2052 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
2053 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
2054 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
2055 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2056 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2057 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2058 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2059 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2060 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2061 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2062 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2063 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2064 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2065 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2066 extern void pshader_glsl_input_pack(
2067    SHADER_BUFFER* buffer,
2068    semantic* semantics_out,
2069    IWineD3DPixelShader *iface);
2070
2071 /*****************************************************************************
2072  * IDirect3DBaseShader implementation structure
2073  */
2074 typedef struct IWineD3DBaseShaderClass
2075 {
2076     LONG                            ref;
2077     DWORD                           hex_version;
2078     SHADER_LIMITS                   limits;
2079     SHADER_PARSE_STATE              parse_state;
2080     CONST SHADER_OPCODE             *shader_ins;
2081     DWORD                          *function;
2082     UINT                            functionLength;
2083     GLuint                          prgId;
2084     BOOL                            is_compiled;
2085     UINT                            cur_loop_depth, cur_loop_regno;
2086     BOOL                            load_local_constsF;
2087
2088     /* Type of shader backend */
2089     int shader_mode;
2090
2091     /* Programs this shader is linked with */
2092     struct list linked_programs;
2093
2094     /* Immediate constants (override global ones) */
2095     struct list constantsB;
2096     struct list constantsF;
2097     struct list constantsI;
2098     shader_reg_maps reg_maps;
2099
2100     /* Pixel formats of sampled textures, for format conversion. This
2101      * represents the formats found during compilation, it is not initialized
2102      * on the first parser pass. It is needed to check if the shader
2103      * needs recompilation to adjust the format conversion
2104      */
2105     WINED3DFORMAT       sampled_format[MAX_COMBINED_SAMPLERS];
2106     UINT                sampled_samplers[MAX_COMBINED_SAMPLERS];
2107     UINT                num_sampled_samplers;
2108
2109     UINT recompile_count;
2110
2111     /* Pointer to the parent device */
2112     IWineD3DDevice *device;
2113     struct list     shader_list_entry;
2114
2115 } IWineD3DBaseShaderClass;
2116
2117 typedef struct IWineD3DBaseShaderImpl {
2118     /* IUnknown */
2119     const IWineD3DBaseShaderVtbl    *lpVtbl;
2120
2121     /* IWineD3DBaseShader */
2122     IWineD3DBaseShaderClass         baseShader;
2123 } IWineD3DBaseShaderImpl;
2124
2125 HRESULT  WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2126 ULONG  WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2127 ULONG  WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2128
2129 extern HRESULT shader_get_registers_used(
2130     IWineD3DBaseShader *iface,
2131     shader_reg_maps* reg_maps,
2132     semantic* semantics_in,
2133     semantic* semantics_out,
2134     CONST DWORD* pToken,
2135     IWineD3DStateBlockImpl *stateBlock);
2136
2137 extern void shader_generate_glsl_declarations(
2138     IWineD3DBaseShader *iface,
2139     shader_reg_maps* reg_maps,
2140     SHADER_BUFFER* buffer,
2141     WineD3D_GL_Info* gl_info);
2142
2143 extern void shader_generate_arb_declarations(
2144     IWineD3DBaseShader *iface,
2145     shader_reg_maps* reg_maps,
2146     SHADER_BUFFER* buffer,
2147     WineD3D_GL_Info* gl_info);
2148
2149 extern void shader_generate_main(
2150     IWineD3DBaseShader *iface,
2151     SHADER_BUFFER* buffer,
2152     shader_reg_maps* reg_maps,
2153     CONST DWORD* pFunction);
2154
2155 extern void shader_dump_ins_modifiers(
2156     const DWORD output);
2157
2158 extern void shader_dump_param(
2159     IWineD3DBaseShader *iface,
2160     const DWORD param,
2161     const DWORD addr_token,
2162     int input);
2163
2164 extern void shader_trace_init(
2165     IWineD3DBaseShader *iface,
2166     const DWORD* pFunction);
2167
2168 extern int shader_get_param(
2169     IWineD3DBaseShader* iface,
2170     const DWORD* pToken,
2171     DWORD* param,
2172     DWORD* addr_token);
2173
2174 extern int shader_skip_unrecognized(
2175     IWineD3DBaseShader* iface,
2176     const DWORD* pToken);
2177
2178 extern void print_glsl_info_log(
2179     WineD3D_GL_Info *gl_info,
2180     GLhandleARB obj);
2181
2182 static inline int shader_get_regtype(const DWORD param) {
2183     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2184             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2185 }
2186
2187 static inline int shader_get_writemask(const DWORD param) {
2188     return param & WINED3DSP_WRITEMASK_ALL;
2189 }
2190
2191 extern unsigned int shader_get_float_offset(const DWORD reg);
2192
2193 static inline BOOL shader_is_pshader_version(DWORD token) {
2194     return 0xFFFF0000 == (token & 0xFFFF0000);
2195 }
2196
2197 static inline BOOL shader_is_vshader_version(DWORD token) {
2198     return 0xFFFE0000 == (token & 0xFFFF0000);
2199 }
2200
2201 static inline BOOL shader_is_comment(DWORD token) {
2202     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2203 }
2204
2205 static inline BOOL shader_is_scalar(DWORD param) {
2206     DWORD reg_type = shader_get_regtype(param);
2207     DWORD reg_num;
2208
2209     switch (reg_type) {
2210         case WINED3DSPR_RASTOUT:
2211             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2212                 /* oFog & oPts */
2213                 return TRUE;
2214             }
2215             /* oPos */
2216             return FALSE;
2217
2218         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2219         case WINED3DSPR_CONSTBOOL:  /* b# */
2220         case WINED3DSPR_LOOP:       /* aL */
2221         case WINED3DSPR_PREDICATE:  /* p0 */
2222             return TRUE;
2223
2224         case WINED3DSPR_MISCTYPE:
2225             reg_num = param & WINED3DSP_REGNUM_MASK;
2226             switch(reg_num) {
2227                 case 0: /* vPos */
2228                     return FALSE;
2229                 case 1: /* vFace */
2230                     return TRUE;
2231                 default:
2232                     return FALSE;
2233             }
2234
2235         default:
2236             return FALSE;
2237     }
2238 }
2239
2240 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2241     local_constant* lconst;
2242
2243     if(This->baseShader.load_local_constsF) return FALSE;
2244     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2245         if(lconst->idx == reg) return TRUE;
2246     }
2247     return FALSE;
2248
2249 }
2250
2251 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2252  * so upload them above that
2253  */
2254 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2255 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2256
2257 /*****************************************************************************
2258  * IDirect3DVertexShader implementation structure
2259  */
2260 typedef struct IWineD3DVertexShaderImpl {
2261     /* IUnknown parts*/   
2262     const IWineD3DVertexShaderVtbl *lpVtbl;
2263
2264     /* IWineD3DBaseShader */
2265     IWineD3DBaseShaderClass     baseShader;
2266
2267     /* IWineD3DVertexShaderImpl */
2268     IUnknown                    *parent;
2269
2270     DWORD                       usage;
2271
2272     /* Vertex shader input and output semantics */
2273     semantic semantics_in [MAX_ATTRIBS];
2274     semantic semantics_out [MAX_REG_OUTPUT];
2275
2276     /* Ordered array of attributes that are swizzled */
2277     attrib_declaration          swizzled_attribs [MAX_ATTRIBS];
2278     UINT                        num_swizzled_attribs;
2279
2280     /* run time datas...  */
2281     VSHADERDATA                *data;
2282     UINT                       min_rel_offset, max_rel_offset;
2283     UINT                       rel_offset;
2284
2285     UINT                       recompile_count;
2286 #if 0 /* needs reworking */
2287     /* run time datas */
2288     VSHADERINPUTDATA input;
2289     VSHADEROUTPUTDATA output;
2290 #endif
2291 } IWineD3DVertexShaderImpl;
2292 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2293 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2294
2295 /*****************************************************************************
2296  * IDirect3DPixelShader implementation structure
2297  */
2298
2299 enum vertexprocessing_mode {
2300     fixedfunction,
2301     vertexshader,
2302     pretransformed
2303 };
2304
2305 struct stb_const_desc {
2306     char                    texunit;
2307     UINT                    const_num;
2308 };
2309
2310 typedef struct IWineD3DPixelShaderImpl {
2311     /* IUnknown parts */
2312     const IWineD3DPixelShaderVtbl *lpVtbl;
2313
2314     /* IWineD3DBaseShader */
2315     IWineD3DBaseShaderClass     baseShader;
2316
2317     /* IWineD3DPixelShaderImpl */
2318     IUnknown                   *parent;
2319
2320     /* Pixel shader input semantics */
2321     semantic semantics_in [MAX_REG_INPUT];
2322     DWORD                 input_reg_map[MAX_REG_INPUT];
2323     BOOL                  input_reg_used[MAX_REG_INPUT];
2324
2325     /* run time data */
2326     PSHADERDATA                *data;
2327
2328     /* Some information about the shader behavior */
2329     struct stb_const_desc       bumpenvmatconst[MAX_TEXTURES];
2330     char                        numbumpenvmatconsts;
2331     struct stb_const_desc       luminanceconst[MAX_TEXTURES];
2332     char                        srgb_enabled;
2333     char                        srgb_mode_hardcoded;
2334     UINT                        srgb_low_const;
2335     UINT                        srgb_cmp_const;
2336     char                        vpos_uniform;
2337     BOOL                        render_offscreen;
2338     UINT                        height;
2339     enum vertexprocessing_mode  vertexprocessing;
2340
2341 #if 0 /* needs reworking */
2342     PSHADERINPUTDATA input;
2343     PSHADEROUTPUTDATA output;
2344 #endif
2345 } IWineD3DPixelShaderImpl;
2346
2347 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2348 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2349
2350 /* sRGB correction constants */
2351 static const float srgb_cmp = 0.0031308;
2352 static const float srgb_mul_low = 12.92;
2353 static const float srgb_pow = 0.41666;
2354 static const float srgb_mul_high = 1.055;
2355 static const float srgb_sub_high = 0.055;
2356
2357 /*****************************************************************************
2358  * IWineD3DPalette implementation structure
2359  */
2360 struct IWineD3DPaletteImpl {
2361     /* IUnknown parts */
2362     const IWineD3DPaletteVtbl  *lpVtbl;
2363     LONG                       ref;
2364
2365     IUnknown                   *parent;
2366     IWineD3DDeviceImpl         *wineD3DDevice;
2367
2368     /* IWineD3DPalette */
2369     HPALETTE                   hpal;
2370     WORD                       palVersion;     /*|               */
2371     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2372     PALETTEENTRY               palents[256];   /*|               */
2373     /* This is to store the palette in 'screen format' */
2374     int                        screen_palents[256];
2375     DWORD                      Flags;
2376 };
2377
2378 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2379 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2380
2381 /* DirectDraw utility functions */
2382 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2383
2384 /*****************************************************************************
2385  * Pixel format management
2386  */
2387 typedef struct {
2388     WINED3DFORMAT           format;
2389     DWORD                   alphaMask, redMask, greenMask, blueMask;
2390     UINT                    bpp;
2391     short                   depthSize, stencilSize;
2392     BOOL                    isFourcc;
2393 } StaticPixelFormatDesc;
2394
2395 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2396         WineD3D_GL_Info *gl_info,
2397         const GlPixelFormatDesc **glDesc);
2398
2399 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2400     return (device->vs_selected_mode != SHADER_NONE
2401             && device->stateBlock->vertexShader
2402             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2403             && !device->strided_streams.u.s.position_transformed);
2404 }
2405
2406 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2407     return (device->ps_selected_mode != SHADER_NONE
2408             && device->stateBlock->pixelShader
2409             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2410 }
2411
2412 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2413         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2414 #endif