wined3d: Make the mag filter lookup a separate array.
[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            65536
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     MAX_LOOKUPS          = 1
108 } WINELOOKUP;
109
110 extern int minLookup[MAX_LOOKUPS];
111 extern int maxLookup[MAX_LOOKUPS];
112 extern DWORD *stateLookup[MAX_LOOKUPS];
113
114 typedef DWORD magLookup_t[WINED3DTEXF_ANISOTROPIC + 1];
115 extern magLookup_t magLookup;
116
117 typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
118 extern minMipLookup_t minMipLookup;
119 extern minMipLookup_t minMipLookup_noFilter;
120
121 void init_type_lookup(WineD3D_GL_Info *gl_info);
122 #define WINED3D_ATR_TYPE(type)          GLINFO_LOCATION.glTypeLookup[type].d3dType
123 #define WINED3D_ATR_SIZE(type)          GLINFO_LOCATION.glTypeLookup[type].size
124 #define WINED3D_ATR_GLTYPE(type)        GLINFO_LOCATION.glTypeLookup[type].glType
125 #define WINED3D_ATR_NORMALIZED(type)    GLINFO_LOCATION.glTypeLookup[type].normalized
126 #define WINED3D_ATR_TYPESIZE(type)      GLINFO_LOCATION.glTypeLookup[type].typesize
127
128 /* The following functions convert 16 bit floats in the FLOAT16 data type
129  * to standard C floats and vice versa. They do not depend on the encoding
130  * of the C float, so they are platform independent, but slow. On x86 and
131  * other IEEE 754 compliant platforms the conversion can be accelerated with
132  * bitshifting the exponent and mantissa. There are also some SSE-based
133  * assembly routines out there
134  *
135  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
136  */
137 static inline float float_16_to_32(const unsigned short *in) {
138     const unsigned short s = ((*in) & 0x8000);
139     const unsigned short e = ((*in) & 0x7C00) >> 10;
140     const unsigned short m = (*in) & 0x3FF;
141     const float sgn = (s ? -1.0 : 1.0);
142
143     if(e == 0) {
144         if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
145         else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
146     } else if(e < 31) {
147         return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
148     } else {
149         if(m == 0) return sgn / 0.0; /* +INF / -INF */
150         else return 0.0 / 0.0; /* NAN */
151     }
152 }
153
154 static inline unsigned short float_32_to_16(const float *in) {
155     int exp = 0;
156     float tmp = fabs(*in);
157     unsigned int mantissa;
158     unsigned short ret;
159
160     /* Deal with special numbers */
161     if(*in == 0.0) return 0x0000;
162     if(isnan(*in)) return 0x7C01;
163     if(isinf(*in)) return (*in < 0.0 ? 0xFC00 : 0x7c00);
164
165     if(tmp < pow(2, 10)) {
166         do
167         {
168             tmp = tmp * 2.0;
169             exp--;
170         }while(tmp < pow(2, 10));
171     } else if(tmp >= pow(2, 11)) {
172         do
173         {
174             tmp /= 2.0;
175             exp++;
176         }while(tmp >= pow(2, 11));
177     }
178
179     mantissa = (unsigned int) tmp;
180     if(tmp - mantissa >= 0.5) mantissa++; /* round to nearest, away from zero */
181
182     exp += 10;  /* Normalize the mantissa */
183     exp += 15;  /* Exponent is encoded with excess 15 */
184
185     if(exp > 30) { /* too big */
186         ret = 0x7c00; /* INF */
187     } else if(exp <= 0) {
188         /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */
189         while(exp <= 0) {
190             mantissa = mantissa >> 1;
191             exp++;
192         }
193         ret = mantissa & 0x3ff;
194     } else {
195         ret = (exp << 10) | (mantissa & 0x3ff);
196     }
197
198     ret |= ((*in < 0.0 ? 1 : 0) << 15); /* Add the sign */
199     return ret;
200 }
201
202 /**
203  * Settings 
204  */
205 #define VS_NONE    0
206 #define VS_HW      1
207
208 #define PS_NONE    0
209 #define PS_HW      1
210
211 #define VBO_NONE   0
212 #define VBO_HW     1
213
214 #define NP2_NONE   0
215 #define NP2_REPACK 1
216 #define NP2_NATIVE 2
217
218 #define ORM_BACKBUFFER  0
219 #define ORM_PBUFFER     1
220 #define ORM_FBO         2
221
222 #define SHADER_ARB  1
223 #define SHADER_GLSL 2
224 #define SHADER_ATI  3
225 #define SHADER_NONE 4
226
227 #define RTL_DISABLE   -1
228 #define RTL_AUTO       0
229 #define RTL_READDRAW   1
230 #define RTL_READTEX    2
231 #define RTL_TEXDRAW    3
232 #define RTL_TEXTEX     4
233
234 /* NOTE: When adding fields to this structure, make sure to update the default
235  * values in wined3d_main.c as well. */
236 typedef struct wined3d_settings_s {
237 /* vertex and pixel shader modes */
238   int vs_mode;
239   int ps_mode;
240   int vbo_mode;
241 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
242     we should use it.  However, until it's fully implemented, we'll leave it as a registry
243     setting for developers. */
244   BOOL glslRequested;
245   int offscreen_rendering_mode;
246   int rendertargetlock_mode;
247 /* Memory tracking and object counting */
248   unsigned int emulated_textureram;
249   char *logo;
250 } wined3d_settings_t;
251
252 extern wined3d_settings_t wined3d_settings;
253
254 /* Shader backends */
255 struct SHADER_OPCODE_ARG;
256
257 #define SHADER_PGMSIZE 65535
258 typedef struct SHADER_BUFFER {
259     char* buffer;
260     unsigned int bsize;
261     unsigned int lineNo;
262     BOOL newline;
263 } SHADER_BUFFER;
264
265 struct shader_caps {
266     DWORD               PrimitiveMiscCaps;
267
268     DWORD               TextureOpCaps;
269     DWORD               MaxTextureBlendStages;
270     DWORD               MaxSimultaneousTextures;
271
272     DWORD               VertexShaderVersion;
273     DWORD               MaxVertexShaderConst;
274
275     DWORD               PixelShaderVersion;
276     float               PixelShader1xMaxValue;
277
278     WINED3DVSHADERCAPS2_0   VS20Caps;
279     WINED3DPSHADERCAPS2_0   PS20Caps;
280
281     DWORD               MaxVShaderInstructionsExecuted;
282     DWORD               MaxPShaderInstructionsExecuted;
283     DWORD               MaxVertexShader30InstructionSlots;
284     DWORD               MaxPixelShader30InstructionSlots;
285 };
286
287 typedef struct {
288     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
289     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
290     void (*shader_destroy_depth_blt)(IWineD3DDevice *iface);
291     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
292     void (*shader_cleanup)(IWineD3DDevice *iface);
293     void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
294     void (*shader_destroy)(IWineD3DBaseShader *iface);
295     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
296     void (*shader_free_private)(IWineD3DDevice *iface);
297     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
298     void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
299     void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
300     void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
301     void (*shader_dll_load_init)(void);
302     const struct StateEntry *StateTable;
303 } shader_backend_t;
304
305 extern const shader_backend_t atifs_shader_backend;
306 extern const shader_backend_t glsl_shader_backend;
307 extern const shader_backend_t arb_program_shader_backend;
308 extern const shader_backend_t none_shader_backend;
309
310 /* GLSL shader private data */
311 struct shader_glsl_priv {
312     GLhandleARB             depth_blt_glsl_program_id;
313 };
314
315 /* ARB_program_shader private data */
316 struct shader_arb_priv {
317     GLuint                  depth_blt_vprogram_id;
318     GLuint                  depth_blt_fprogram_id;
319 };
320
321 /* X11 locking */
322
323 extern void (*wine_tsx11_lock_ptr)(void);
324 extern void (*wine_tsx11_unlock_ptr)(void);
325
326 /* As GLX relies on X, this is needed */
327 extern int num_lock;
328
329 #if 0
330 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
331 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
332 #else
333 #define ENTER_GL() wine_tsx11_lock_ptr()
334 #define LEAVE_GL() wine_tsx11_unlock_ptr()
335 #endif
336
337 /*****************************************************************************
338  * Defines
339  */
340
341 /* GL related defines */
342 /* ------------------ */
343 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
344 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
345 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
346 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
347
348 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
349 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
350 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
351 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
352
353 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
354 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
355 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
356 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
357
358 #define D3DCOLORTOGLFLOAT4(dw, vec) \
359   (vec)[0] = D3DCOLOR_R(dw); \
360   (vec)[1] = D3DCOLOR_G(dw); \
361   (vec)[2] = D3DCOLOR_B(dw); \
362   (vec)[3] = D3DCOLOR_A(dw);
363
364 /* DirectX Device Limits */
365 /* --------------------- */
366 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
367
368 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
369                             See MaxStreams in MSDN under GetDeviceCaps */
370                          /* Maximum number of constants provided to the shaders */
371 #define HIGHEST_TRANSFORMSTATE 512 
372                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
373
374 /* Checking of API calls */
375 /* --------------------- */
376 #define checkGLcall(A)                                          \
377 {                                                               \
378     GLint err = glGetError();                                   \
379     if (err == GL_NO_ERROR) {                                   \
380        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
381                                                                 \
382     } else do {                                                 \
383         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
384             debug_glerror(err), err, A, __FILE__, __LINE__);    \
385        err = glGetError();                                      \
386     } while (err != GL_NO_ERROR);                               \
387
388
389 /* Trace routines / diagnostics */
390 /* ---------------------------- */
391
392 /* Dump out a matrix and copy it */
393 #define conv_mat(mat,gl_mat)                                                                \
394 do {                                                                                        \
395     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
396     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
397     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
398     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
399     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
400 } while (0)
401
402 /* Macro to dump out the current state of the light chain */
403 #define DUMP_LIGHT_CHAIN()                    \
404 {                                             \
405   PLIGHTINFOEL *el = This->stateBlock->lights;\
406   while (el) {                                \
407     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
408     el = el->next;                            \
409   }                                           \
410 }
411
412 /* Trace vector and strided data information */
413 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
414 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
415         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);
416
417 /* Defines used for optimizations */
418
419 /*    Only reapply what is necessary */
420 #define REAPPLY_ALPHAOP  0x0001
421 #define REAPPLY_ALL      0xFFFF
422
423 /* Advance declaration of structures to satisfy compiler */
424 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
425 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
426 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
427 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
428
429 /* Global variables */
430 extern const float identity[16];
431
432 /*****************************************************************************
433  * Compilable extra diagnostics
434  */
435
436 /* Trace information per-vertex: (extremely high amount of trace) */
437 #if 0 /* NOTE: Must be 0 in cvs */
438 # define VTRACE(A) TRACE A
439 #else 
440 # define VTRACE(A) 
441 #endif
442
443 /* Checking of per-vertex related GL calls */
444 /* --------------------- */
445 #define vcheckGLcall(A)                                         \
446 {                                                               \
447     GLint err = glGetError();                                   \
448     if (err == GL_NO_ERROR) {                                   \
449        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
450                                                                 \
451     } else do {                                                 \
452         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
453             debug_glerror(err), err, A, __FILE__, __LINE__);    \
454        err = glGetError();                                      \
455     } while (err != GL_NO_ERROR);                               \
456 }
457
458 /* TODO: Confirm each of these works when wined3d move completed */
459 #if 0 /* NOTE: Must be 0 in cvs */
460   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
461      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
462      is enabled, and if it doesn't exist it is disabled. */
463 # define FRAME_DEBUGGING
464   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
465       the file is deleted                                                                            */
466 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
467 #  define SINGLE_FRAME_DEBUGGING
468 # endif  
469   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
470      It can only be enabled when FRAME_DEBUGGING is also enabled                               
471      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
472      array is drawn.                                                                            */
473 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
474 #  define SHOW_FRAME_MAKEUP 1
475 # endif  
476   /* The following, when enabled, lets you see the makeup of the all the textures used during each
477      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
478      The contents of the textures assigned to each stage are written into 
479      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
480 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
481 #  define SHOW_TEXTURE_MAKEUP 0
482 # endif  
483 extern BOOL isOn;
484 extern BOOL isDumpingFrames;
485 extern LONG primCounter;
486 #endif
487
488 /*****************************************************************************
489  * Prototypes
490  */
491
492 /* Routine common to the draw primitive and draw indexed primitive routines */
493 void drawPrimitive(IWineD3DDevice *iface,
494                     int PrimitiveType,
495                     long NumPrimitives,
496                     /* for Indexed: */
497                     long  StartVertexIndex,
498                     UINT  numberOfVertices,
499                     long  StartIdx,
500                     short idxBytes,
501                     const void *idxData,
502                     int   minIndex);
503
504 void primitiveDeclarationConvertToStridedData(
505      IWineD3DDevice *iface,
506      BOOL useVertexShaderFunction,
507      WineDirect3DVertexStridedData *strided,
508      BOOL *fixup);
509
510 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
511
512 typedef void (*glAttribFunc)(void *data);
513 typedef void (*glTexAttribFunc)(GLuint unit, void *data);
514 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
515 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
516 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
517 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
518
519 #define eps 1e-8
520
521 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
522     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
523
524 void depth_copy(IWineD3DDevice *iface);
525
526 /* Routines and structures related to state management */
527 typedef struct WineD3DContext WineD3DContext;
528 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
529
530 #define STATE_RENDER(a) (a)
531 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
532
533 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
534 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
535
536 /* + 1 because samplers start with 0 */
537 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
538 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
539
540 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
541 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
542
543 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
544 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
545
546 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
547 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
548 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
549 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
550
551 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
552 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
553
554 #define STATE_VSHADER (STATE_VDECL + 1)
555 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
556
557 #define STATE_VIEWPORT (STATE_VSHADER + 1)
558 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
559
560 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
561 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
562 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
563 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
564
565 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
566 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
567
568 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
569 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
570
571 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
572 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
573
574 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
575
576 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
577
578 #define STATE_HIGHEST (STATE_FRONTFACE)
579
580 struct StateEntry
581 {
582     DWORD           representative;
583     APPLYSTATEFUNC  apply;
584 };
585
586 /* "Base" state table */
587 extern const struct StateEntry FFPStateTable[];
588
589 /* The new context manager that should deal with onscreen and offscreen rendering */
590 struct WineD3DContext {
591     /* State dirtification
592      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
593      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
594      * 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
595      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
596      */
597     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
598     DWORD                   numDirtyEntries;
599     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
600
601     IWineD3DSurface         *surface;
602     DWORD                   tid;    /* Thread ID which owns this context at the moment */
603
604     /* Stores some information about the context state for optimization */
605     GLint                   last_draw_buffer;
606     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
607     BOOL                    last_was_pshader;
608     BOOL                    last_was_vshader;
609     BOOL                    last_was_foggy_shader;
610     BOOL                    namedArraysLoaded, numberedArraysLoaded;
611     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
612     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
613     unsigned char           num_untracked_materials;
614     GLenum                  untracked_materials[2];
615     BOOL                    last_was_blit, last_was_ckey;
616     char                    texShaderBumpMap;
617     BOOL                    fog_coord;
618
619     char                    *vshader_const_dirty, *pshader_const_dirty;
620
621     /* The actual opengl context */
622     HGLRC                   glCtx;
623     HWND                    win_handle;
624     HDC                     hdc;
625     HPBUFFERARB             pbuffer;
626     BOOL                    isPBuffer;
627     GLint                   aux_buffers;
628 };
629
630 typedef enum ContextUsage {
631     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
632     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
633     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
634     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
635 } ContextUsage;
636
637 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
638 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
639 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
640 void apply_fbo_state(IWineD3DDevice *iface);
641
642 /* Macros for doing basic GPU detection based on opengl capabilities */
643 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
644 #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])
645 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
646 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
647
648 /* Default callbacks for implicit object destruction */
649 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
650
651 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
652
653 /*****************************************************************************
654  * Internal representation of a light
655  */
656 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
657 struct PLIGHTINFOEL {
658     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
659     DWORD        OriginalIndex;
660     LONG         glIndex;
661     BOOL         changed;
662     BOOL         enabledChanged;
663     BOOL         enabled;
664
665     /* Converted parms to speed up swapping lights */
666     float                         lightPosn[4];
667     float                         lightDirn[4];
668     float                         exponent;
669     float                         cutoff;
670
671     struct list entry;
672 };
673
674 /* The default light parameters */
675 extern const WINED3DLIGHT WINED3D_default_light;
676
677 typedef struct WineD3D_PixelFormat
678 {
679     int iPixelFormat; /* WGL pixel format */
680     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
681     int redSize, greenSize, blueSize, alphaSize;
682     int depthSize, stencilSize;
683     BOOL windowDrawable;
684     BOOL pbufferDrawable;
685 } WineD3D_PixelFormat;
686
687 /* The adapter structure */
688 typedef struct GLPixelFormatDesc GLPixelFormatDesc;
689 struct WineD3DAdapter
690 {
691     UINT                    num;
692     BOOL                    opengl;
693     POINT                   monitorPoint;
694     WineD3D_GL_Info         gl_info;
695     const char              *driver;
696     const char              *description;
697     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
698     int                     nCfgs;
699     WineD3D_PixelFormat     *cfgs;
700     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
701     unsigned int            UsedTextureRam;
702 };
703
704 extern BOOL InitAdapters(void);
705 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
706 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
707
708 /*****************************************************************************
709  * High order patch management
710  */
711 struct WineD3DRectPatch
712 {
713     UINT                            Handle;
714     float                          *mem;
715     WineDirect3DVertexStridedData   strided;
716     WINED3DRECTPATCH_INFO           RectPatchInfo;
717     float                           numSegs[4];
718     char                            has_normals, has_texcoords;
719     struct list                     entry;
720 };
721
722 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
723
724 enum projection_types
725 {
726     proj_none,
727     proj_count3,
728     proj_count4
729 };
730
731 /*****************************************************************************
732  * Fixed function pipeline replacements
733  */
734 struct texture_stage_op
735 {
736     WINED3DTEXTUREOP        cop, aop;
737     DWORD                   carg1, carg2, carg0;
738     DWORD                   aarg1, aarg2, aarg0;
739     WINED3DFORMAT           color_correction;
740     DWORD                   dst;
741     enum projection_types   projected;
742 };
743
744 struct ffp_desc
745 {
746     struct texture_stage_op     op[MAX_TEXTURES];
747     struct list                 entry;
748 };
749
750 void gen_ffp_op(IWineD3DStateBlockImpl *stateblock,struct texture_stage_op op[MAX_TEXTURES]);
751 struct ffp_desc *find_ffp_shader(struct list *shaders, struct texture_stage_op op[MAX_TEXTURES]);
752 void add_ffp_shader(struct list *shaders, struct ffp_desc *desc);
753
754 /*****************************************************************************
755  * IWineD3D implementation structure
756  */
757 typedef struct IWineD3DImpl
758 {
759     /* IUnknown fields */
760     const IWineD3DVtbl     *lpVtbl;
761     LONG                    ref;     /* Note: Ref counting not required */
762
763     /* WineD3D Information */
764     IUnknown               *parent;
765     UINT                    dxVersion;
766 } IWineD3DImpl;
767
768 extern const IWineD3DVtbl IWineD3D_Vtbl;
769
770 /* TODO: setup some flags in the registry to enable, disable pbuffer support
771 (since it will break quite a few things until contexts are managed properly!) */
772 extern BOOL pbuffer_support;
773 /* allocate one pbuffer per surface */
774 extern BOOL pbuffer_per_surface;
775
776 /* A helper function that dumps a resource list */
777 void dumpResources(struct list *list);
778
779 /*****************************************************************************
780  * IWineD3DDevice implementation structure
781  */
782 struct IWineD3DDeviceImpl
783 {
784     /* IUnknown fields      */
785     const IWineD3DDeviceVtbl *lpVtbl;
786     LONG                    ref;     /* Note: Ref counting not required */
787
788     /* WineD3D Information  */
789     IUnknown               *parent;
790     IWineD3D               *wineD3D;
791     struct WineD3DAdapter  *adapter;
792
793     /* Window styles to restore when switching fullscreen mode */
794     LONG                    style;
795     LONG                    exStyle;
796
797     /* X and GL Information */
798     GLint                   maxConcurrentLights;
799     GLenum                  offscreenBuffer;
800
801     /* Selected capabilities */
802     int vs_selected_mode;
803     int ps_selected_mode;
804     const shader_backend_t *shader_backend;
805     hash_table_t *glsl_program_lookup;
806     void *shader_priv;
807
808     /* To store */
809     BOOL                    view_ident;        /* true iff view matrix is identity                */
810     BOOL                    untransformed;
811     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
812     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
813
814     /* State block related */
815     BOOL                    isRecordingState;
816     IWineD3DStateBlockImpl *stateBlock;
817     IWineD3DStateBlockImpl *updateStateBlock;
818     BOOL                   isInDraw;
819
820     /* Internal use fields  */
821     WINED3DDEVICE_CREATION_PARAMETERS createParms;
822     UINT                            adapterNo;
823     WINED3DDEVTYPE                  devType;
824
825     IWineD3DSwapChain     **swapchains;
826     UINT                    NumberOfSwapChains;
827
828     struct list             resources; /* a linked list to track resources created by the device */
829     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
830     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
831
832     /* Render Target Support */
833     IWineD3DSurface       **render_targets;
834     IWineD3DSurface        *auto_depth_stencil_buffer;
835     IWineD3DSurface       **fbo_color_attachments;
836     IWineD3DSurface        *fbo_depth_attachment;
837
838     IWineD3DSurface        *stencilBufferTarget;
839
840     /* Caches to avoid unneeded context changes */
841     IWineD3DSurface        *lastActiveRenderTarget;
842     IWineD3DSwapChain      *lastActiveSwapChain;
843
844     /* palettes texture management */
845     UINT                    NumberOfPalettes;
846     PALETTEENTRY            **palettes;
847     UINT                    currentPalette;
848     UINT                    paletteConversionShader;
849
850     /* For rendering to a texture using glCopyTexImage */
851     BOOL                    render_offscreen;
852     WINED3D_DEPTHCOPYSTATE  depth_copy_state;
853     GLuint                  fbo;
854     GLuint                  src_fbo;
855     GLuint                  dst_fbo;
856     GLenum                  *draw_buffers;
857     GLuint                  depth_blt_texture;
858
859     /* Cursor management */
860     BOOL                    bCursorVisible;
861     UINT                    xHotSpot;
862     UINT                    yHotSpot;
863     UINT                    xScreenSpace;
864     UINT                    yScreenSpace;
865     UINT                    cursorWidth, cursorHeight;
866     GLuint                  cursorTexture;
867     BOOL                    haveHardwareCursor;
868     HCURSOR                 hardwareCursor;
869
870     /* The Wine logo surface */
871     IWineD3DSurface        *logo_surface;
872
873     /* Textures for when no other textures are mapped */
874     UINT                          dummyTextureName[MAX_TEXTURES];
875
876     /* Debug stream management */
877     BOOL                     debug;
878
879     /* Device state management */
880     HRESULT                 state;
881     BOOL                    d3d_initialized;
882
883     /* A flag to check for proper BeginScene / EndScene call pairs */
884     BOOL inScene;
885
886     /* process vertex shaders using software or hardware */
887     BOOL softwareVertexProcessing;
888
889     /* DirectDraw stuff */
890     HWND ddraw_window;
891     IWineD3DSurface *ddraw_primary;
892     DWORD ddraw_width, ddraw_height;
893     WINED3DFORMAT ddraw_format;
894     BOOL ddraw_fullscreen;
895
896     /* Final position fixup constant */
897     float                       posFixup[4];
898
899     /* With register combiners we can skip junk texture stages */
900     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
901     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
902     BOOL                      fixed_function_usage_map[MAX_TEXTURES];
903
904     /* Stream source management */
905     WineDirect3DVertexStridedData strided_streams;
906     WineDirect3DVertexStridedData *up_strided;
907     BOOL                      useDrawStridedSlow;
908     BOOL                      instancedDraw;
909
910     /* Context management */
911     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
912     WineD3DContext          *activeContext;
913     DWORD                   lastThread;
914     UINT                    numContexts;
915     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
916     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
917
918     /* High level patch management */
919 #define PATCHMAP_SIZE 43
920 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
921     struct list             patches[PATCHMAP_SIZE];
922     struct WineD3DRectPatch *currentPatch;
923 };
924
925 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
926
927 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
928                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
929                                         float Z, DWORD Stencil);
930 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
931 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
932 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
933     DWORD idx = state >> 5;
934     BYTE shift = state & 0x1f;
935     return context->isStateDirty[idx] & (1 << shift);
936 }
937
938 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
939 typedef struct PrivateData
940 {
941     struct list entry;
942
943     GUID tag;
944     DWORD flags; /* DDSPD_* */
945     DWORD uniqueness_value;
946
947     union
948     {
949         LPVOID data;
950         LPUNKNOWN object;
951     } ptr;
952
953     DWORD size;
954 } PrivateData;
955
956 /*****************************************************************************
957  * IWineD3DResource implementation structure
958  */
959 typedef struct IWineD3DResourceClass
960 {
961     /* IUnknown fields */
962     LONG                    ref;     /* Note: Ref counting not required */
963
964     /* WineD3DResource Information */
965     IUnknown               *parent;
966     WINED3DRESOURCETYPE     resourceType;
967     IWineD3DDeviceImpl     *wineD3DDevice;
968     WINED3DPOOL             pool;
969     UINT                    size;
970     DWORD                   usage;
971     WINED3DFORMAT           format;
972     BYTE                   *allocatedMemory; /* Pointer to the real data location */
973     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
974     struct list             privateData;
975     struct list             resource_list_entry;
976
977 } IWineD3DResourceClass;
978
979 typedef struct IWineD3DResourceImpl
980 {
981     /* IUnknown & WineD3DResource Information     */
982     const IWineD3DResourceVtbl *lpVtbl;
983     IWineD3DResourceClass   resource;
984 } IWineD3DResourceImpl;
985
986 /* Tests show that the start address of resources is 32 byte aligned */
987 #define RESOURCE_ALIGNMENT 32
988
989 /*****************************************************************************
990  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
991  */
992 enum vbo_conversion_type {
993     CONV_NONE               = 0,
994     CONV_D3DCOLOR           = 1,
995     CONV_POSITIONT          = 2,
996     CONV_FLOAT16_2          = 3 /* Also handles FLOAT16_4 */
997
998     /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
999      * fixed function semantics as D3DCOLOR or FLOAT16
1000      */
1001 };
1002
1003 typedef struct IWineD3DVertexBufferImpl
1004 {
1005     /* IUnknown & WineD3DResource Information     */
1006     const IWineD3DVertexBufferVtbl *lpVtbl;
1007     IWineD3DResourceClass     resource;
1008
1009     /* WineD3DVertexBuffer specifics */
1010     DWORD                     fvf;
1011
1012     /* Vertex buffer object support */
1013     GLuint                    vbo;
1014     BYTE                      Flags;
1015     LONG                      bindCount;
1016     LONG                      vbo_size;
1017     GLenum                    vbo_usage;
1018
1019     UINT                      dirtystart, dirtyend;
1020     LONG                      lockcount;
1021
1022     LONG                      declChanges, draws;
1023     /* Last description of the buffer */
1024     DWORD                     stride;       /* 0 if no conversion               */
1025     enum vbo_conversion_type  *conv_map;    /* NULL if no conversion            */
1026
1027     /* Extra load offsets, for FLOAT16 conversion */
1028     DWORD                     *conv_shift;  /* NULL if no shifted conversion    */
1029     DWORD                     conv_stride;  /* 0 if no shifted conversion       */
1030 } IWineD3DVertexBufferImpl;
1031
1032 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1033
1034 #define VBFLAG_OPTIMIZED      0x01    /* Optimize has been called for the VB */
1035 #define VBFLAG_DIRTY          0x02    /* Buffer data has been modified */
1036 #define VBFLAG_HASDESC        0x04    /* A vertex description has been found */
1037 #define VBFLAG_CREATEVBO      0x08    /* Attempt to create a VBO next PreLoad */
1038
1039 /*****************************************************************************
1040  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1041  */
1042 typedef struct IWineD3DIndexBufferImpl
1043 {
1044     /* IUnknown & WineD3DResource Information     */
1045     const IWineD3DIndexBufferVtbl *lpVtbl;
1046     IWineD3DResourceClass     resource;
1047
1048     GLuint                    vbo;
1049     UINT                      dirtystart, dirtyend;
1050     LONG                      lockcount;
1051
1052     /* WineD3DVertexBuffer specifics */
1053 } IWineD3DIndexBufferImpl;
1054
1055 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1056
1057 /*****************************************************************************
1058  * IWineD3DBaseTexture D3D- > openGL state map lookups
1059  */
1060 #define WINED3DFUNC_NOTSUPPORTED  -2
1061 #define WINED3DFUNC_UNIMPLEMENTED -1
1062
1063 typedef enum winetexturestates {
1064     WINED3DTEXSTA_ADDRESSU       = 0,
1065     WINED3DTEXSTA_ADDRESSV       = 1,
1066     WINED3DTEXSTA_ADDRESSW       = 2,
1067     WINED3DTEXSTA_BORDERCOLOR    = 3,
1068     WINED3DTEXSTA_MAGFILTER      = 4,
1069     WINED3DTEXSTA_MINFILTER      = 5,
1070     WINED3DTEXSTA_MIPFILTER      = 6,
1071     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1072     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1073     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1074     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1075     WINED3DTEXSTA_DMAPOFFSET     = 11,
1076     WINED3DTEXSTA_TSSADDRESSW    = 12,
1077     MAX_WINETEXTURESTATES        = 13,
1078 } winetexturestates;
1079
1080 /*****************************************************************************
1081  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1082  */
1083 typedef struct IWineD3DBaseTextureClass
1084 {
1085     UINT                    levels;
1086     BOOL                    dirty;
1087     UINT                    textureName;
1088     UINT                    LOD;
1089     WINED3DTEXTUREFILTERTYPE filterType;
1090     DWORD                   states[MAX_WINETEXTURESTATES];
1091     LONG                    bindCount;
1092     DWORD                   sampler;
1093     BOOL                    is_srgb;
1094     UINT                    srgb_mode_change_count;
1095     WINED3DFORMAT           shader_conversion_group;
1096     float                   pow2Matrix[16];
1097     minMipLookup_t          *minMipLookup;
1098 } IWineD3DBaseTextureClass;
1099
1100 typedef struct IWineD3DBaseTextureImpl
1101 {
1102     /* IUnknown & WineD3DResource Information     */
1103     const IWineD3DBaseTextureVtbl *lpVtbl;
1104     IWineD3DResourceClass     resource;
1105     IWineD3DBaseTextureClass  baseTexture;
1106
1107 } IWineD3DBaseTextureImpl;
1108
1109 /*****************************************************************************
1110  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1111  */
1112 typedef struct IWineD3DTextureImpl
1113 {
1114     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1115     const IWineD3DTextureVtbl *lpVtbl;
1116     IWineD3DResourceClass     resource;
1117     IWineD3DBaseTextureClass  baseTexture;
1118
1119     /* IWineD3DTexture */
1120     IWineD3DSurface          *surfaces[MAX_LEVELS];
1121     
1122     UINT                      width;
1123     UINT                      height;
1124     UINT                      target;
1125
1126 } IWineD3DTextureImpl;
1127
1128 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1129
1130 /*****************************************************************************
1131  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1132  */
1133 typedef struct IWineD3DCubeTextureImpl
1134 {
1135     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1136     const IWineD3DCubeTextureVtbl *lpVtbl;
1137     IWineD3DResourceClass     resource;
1138     IWineD3DBaseTextureClass  baseTexture;
1139
1140     /* IWineD3DCubeTexture */
1141     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
1142
1143     UINT                      edgeLength;
1144 } IWineD3DCubeTextureImpl;
1145
1146 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1147
1148 typedef struct _WINED3DVOLUMET_DESC
1149 {
1150     UINT                    Width;
1151     UINT                    Height;
1152     UINT                    Depth;
1153 } WINED3DVOLUMET_DESC;
1154
1155 /*****************************************************************************
1156  * IWineD3DVolume implementation structure (extends IUnknown)
1157  */
1158 typedef struct IWineD3DVolumeImpl
1159 {
1160     /* IUnknown & WineD3DResource fields */
1161     const IWineD3DVolumeVtbl  *lpVtbl;
1162     IWineD3DResourceClass      resource;
1163
1164     /* WineD3DVolume Information */
1165     WINED3DVOLUMET_DESC      currentDesc;
1166     IWineD3DBase            *container;
1167     UINT                    bytesPerPixel;
1168
1169     BOOL                    lockable;
1170     BOOL                    locked;
1171     WINED3DBOX              lockedBox;
1172     WINED3DBOX              dirtyBox;
1173     BOOL                    dirty;
1174
1175
1176 } IWineD3DVolumeImpl;
1177
1178 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1179
1180 /*****************************************************************************
1181  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1182  */
1183 typedef struct IWineD3DVolumeTextureImpl
1184 {
1185     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1186     const IWineD3DVolumeTextureVtbl *lpVtbl;
1187     IWineD3DResourceClass     resource;
1188     IWineD3DBaseTextureClass  baseTexture;
1189
1190     /* IWineD3DVolumeTexture */
1191     IWineD3DVolume           *volumes[MAX_LEVELS];
1192
1193     UINT                      width;
1194     UINT                      height;
1195     UINT                      depth;
1196 } IWineD3DVolumeTextureImpl;
1197
1198 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1199
1200 typedef struct _WINED3DSURFACET_DESC
1201 {
1202     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1203     DWORD                   MultiSampleQuality;
1204     UINT                    Width;
1205     UINT                    Height;
1206 } WINED3DSURFACET_DESC;
1207
1208 /*****************************************************************************
1209  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1210  */
1211 typedef struct wineD3DSurface_DIB {
1212     HBITMAP DIBsection;
1213     void* bitmap_data;
1214     UINT bitmap_size;
1215     HGDIOBJ holdbitmap;
1216     BOOL client_memory;
1217 } wineD3DSurface_DIB;
1218
1219 typedef struct {
1220     struct list entry;
1221     GLuint id;
1222     UINT width;
1223     UINT height;
1224 } renderbuffer_entry_t;
1225
1226 /*****************************************************************************
1227  * IWineD3DClipp implementation structure
1228  */
1229 typedef struct IWineD3DClipperImpl
1230 {
1231     const IWineD3DClipperVtbl *lpVtbl;
1232     LONG ref;
1233
1234     IUnknown *Parent;
1235     HWND hWnd;
1236 } IWineD3DClipperImpl;
1237
1238
1239 /*****************************************************************************
1240  * IWineD3DSurface implementation structure
1241  */
1242 struct IWineD3DSurfaceImpl
1243 {
1244     /* IUnknown & IWineD3DResource Information     */
1245     const IWineD3DSurfaceVtbl *lpVtbl;
1246     IWineD3DResourceClass     resource;
1247
1248     /* IWineD3DSurface fields */
1249     IWineD3DBase              *container;
1250     WINED3DSURFACET_DESC      currentDesc;
1251     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1252     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1253
1254     UINT                      bytesPerPixel;
1255
1256     /* TODO: move this off into a management class(maybe!) */
1257     DWORD                      Flags;
1258
1259     UINT                      pow2Width;
1260     UINT                      pow2Height;
1261
1262     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1263     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1264
1265     /* Oversized texture */
1266     RECT                      glRect;
1267
1268     /* PBO */
1269     GLuint                    pbo;
1270
1271     RECT                      lockedRect;
1272     RECT                      dirtyRect;
1273     int                       lockCount;
1274 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1275
1276     glDescriptor              glDescription;
1277     BOOL                      srgb;
1278
1279     /* For GetDC */
1280     wineD3DSurface_DIB        dib;
1281     HDC                       hDC;
1282
1283     /* Color keys for DDraw */
1284     WINEDDCOLORKEY            DestBltCKey;
1285     WINEDDCOLORKEY            DestOverlayCKey;
1286     WINEDDCOLORKEY            SrcOverlayCKey;
1287     WINEDDCOLORKEY            SrcBltCKey;
1288     DWORD                     CKeyFlags;
1289
1290     WINEDDCOLORKEY            glCKey;
1291
1292     struct list               renderbuffers;
1293     renderbuffer_entry_t      *current_renderbuffer;
1294
1295     /* DirectDraw clippers */
1296     IWineD3DClipper           *clipper;
1297 };
1298
1299 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1300 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1301
1302 /* Predeclare the shared Surface functions */
1303 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1304 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1305 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1306 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1307 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1308 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1309 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1310 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1311 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1312 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1313 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1314 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1315 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1316 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1317 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1318 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1319 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1320 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1321 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1322 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1323 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1324 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1325 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1326 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1327 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1328 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1329 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1330 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1331 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1332 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1333 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1334 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1335 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1336 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1337
1338 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1339
1340 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1341 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1342 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1343 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1344
1345 /* Surface flags: */
1346 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
1347 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
1348 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for getdc */
1349 #define SFLAG_LOCKABLE    0x00000008 /* Surface can be locked */
1350 #define SFLAG_DISCARD     0x00000010 /* ??? */
1351 #define SFLAG_LOCKED      0x00000020 /* Surface is locked atm */
1352 #define SFLAG_INTEXTURE   0x00000040 /* The GL texture contains the newest surface content */
1353 #define SFLAG_INDRAWABLE  0x00000080 /* The gl drawable contains the most up to date data */
1354 #define SFLAG_INSYSMEM    0x00000100 /* The system memory copy is most up to date */
1355 #define SFLAG_NONPOW2     0x00000200 /* Surface sizes are not a power of 2 */
1356 #define SFLAG_DYNLOCK     0x00000400 /* Surface is often locked by the app */
1357 #define SFLAG_DYNCHANGE   0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1358 #define SFLAG_DCINUSE     0x00001000 /* Set between GetDC and ReleaseDC calls */
1359 #define SFLAG_LOST        0x00002000 /* Surface lost flag for DDraw */
1360 #define SFLAG_USERPTR     0x00004000 /* The application allocated the memory for this surface */
1361 #define SFLAG_GLCKEY      0x00008000 /* The gl texture was created with a color key */
1362 #define SFLAG_CLIENT      0x00010000 /* GL_APPLE_client_storage is used on that texture */
1363 #define SFLAG_ALLOCATED   0x00020000 /* A gl texture is allocated for this surface */
1364 #define SFLAG_PBO         0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1365
1366 /* In some conditions the surface memory must not be freed:
1367  * SFLAG_OVERSIZE: Not all data can be kept in GL
1368  * SFLAG_CONVERTED: Converting the data back would take too long
1369  * SFLAG_DIBSECTION: The dib code manages the memory
1370  * SFLAG_LOCKED: The app requires access to the surface data
1371  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1372  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1373  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1374  * SFLAG_CLIENT: OpenGL uses our memory as backup
1375  */
1376 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
1377                           SFLAG_CONVERTED  | \
1378                           SFLAG_DIBSECTION | \
1379                           SFLAG_LOCKED     | \
1380                           SFLAG_DYNLOCK    | \
1381                           SFLAG_DYNCHANGE  | \
1382                           SFLAG_USERPTR    | \
1383                           SFLAG_PBO        | \
1384                           SFLAG_CLIENT)
1385
1386 #define SFLAG_LOCATIONS  (SFLAG_INSYSMEM   | \
1387                           SFLAG_INTEXTURE  | \
1388                           SFLAG_INDRAWABLE)
1389 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1390
1391 typedef enum {
1392     NO_CONVERSION,
1393     CONVERT_PALETTED,
1394     CONVERT_PALETTED_CK,
1395     CONVERT_CK_565,
1396     CONVERT_CK_5551,
1397     CONVERT_CK_4444,
1398     CONVERT_CK_4444_ARGB,
1399     CONVERT_CK_1555,
1400     CONVERT_555,
1401     CONVERT_CK_RGB24,
1402     CONVERT_CK_8888,
1403     CONVERT_CK_8888_ARGB,
1404     CONVERT_RGB32_888,
1405     CONVERT_V8U8,
1406     CONVERT_L6V5U5,
1407     CONVERT_X8L8V8U8,
1408     CONVERT_Q8W8V8U8,
1409     CONVERT_V16U16,
1410     CONVERT_A4L4,
1411     CONVERT_R32F,
1412     CONVERT_R16F,
1413     CONVERT_G16R16,
1414 } CONVERT_TYPES;
1415
1416 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);
1417
1418 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1419
1420 /*****************************************************************************
1421  * IWineD3DVertexDeclaration implementation structure
1422  */
1423 typedef struct attrib_declaration {
1424     DWORD usage;
1425     DWORD idx;
1426 } attrib_declaration;
1427
1428 #define MAX_ATTRIBS 16
1429
1430 typedef struct IWineD3DVertexDeclarationImpl {
1431     /* IUnknown  Information */
1432     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1433     LONG                    ref;
1434
1435     IUnknown                *parent;
1436     IWineD3DDeviceImpl      *wineD3DDevice;
1437
1438     WINED3DVERTEXELEMENT    *pDeclarationWine;
1439     UINT                    declarationWNumElements;
1440
1441     DWORD                   streams[MAX_STREAMS];
1442     UINT                    num_streams;
1443     BOOL                    position_transformed;
1444     BOOL                    half_float_conv_needed;
1445
1446     /* Ordered array of declaration types that need swizzling in a vshader */
1447     attrib_declaration      swizzled_attribs[MAX_ATTRIBS];
1448     UINT                    num_swizzled_attribs;
1449 } IWineD3DVertexDeclarationImpl;
1450
1451 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1452
1453 /*****************************************************************************
1454  * IWineD3DStateBlock implementation structure
1455  */
1456
1457 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1458 /*   Note: Very long winded but gl Lists are not flexible enough */
1459 /*   to resolve everything we need, so doing it manually for now */
1460 typedef struct SAVEDSTATES {
1461         BOOL                      indices;
1462         BOOL                      material;
1463         BOOL                      fvf;
1464         BOOL                      streamSource[MAX_STREAMS];
1465         BOOL                      streamFreq[MAX_STREAMS];
1466         BOOL                      textures[MAX_COMBINED_SAMPLERS];
1467         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1468         BOOL                      viewport;
1469         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1470         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1471         BOOL                      samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1472         BOOL                      clipplane[MAX_CLIPPLANES];
1473         BOOL                      vertexDecl;
1474         BOOL                      pixelShader;
1475         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1476         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1477         BOOL                     *pixelShaderConstantsF;
1478         BOOL                      vertexShader;
1479         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1480         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1481         BOOL                     *vertexShaderConstantsF;
1482         BOOL                      scissorRect;
1483 } SAVEDSTATES;
1484
1485 typedef struct {
1486     struct  list entry;
1487     DWORD   count;
1488     DWORD   idx[13];
1489 } constants_entry;
1490
1491 struct StageState {
1492     DWORD stage;
1493     DWORD state;
1494 };
1495
1496 struct IWineD3DStateBlockImpl
1497 {
1498     /* IUnknown fields */
1499     const IWineD3DStateBlockVtbl *lpVtbl;
1500     LONG                      ref;     /* Note: Ref counting not required */
1501
1502     /* IWineD3DStateBlock information */
1503     IUnknown                 *parent;
1504     IWineD3DDeviceImpl       *wineD3DDevice;
1505     WINED3DSTATEBLOCKTYPE     blockType;
1506
1507     /* Array indicating whether things have been set or changed */
1508     SAVEDSTATES               changed;
1509     struct list               set_vconstantsF;
1510     struct list               set_pconstantsF;
1511
1512     /* Drawing - Vertex Shader or FVF related */
1513     DWORD                     fvf;
1514     /* Vertex Shader Declaration */
1515     IWineD3DVertexDeclaration *vertexDecl;
1516
1517     IWineD3DVertexShader      *vertexShader;
1518
1519     /* Vertex Shader Constants */
1520     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1521     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1522     float                     *vertexShaderConstantF;
1523
1524     /* Stream Source */
1525     BOOL                      streamIsUP;
1526     UINT                      streamStride[MAX_STREAMS];
1527     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1528     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1529     UINT                      streamFreq[MAX_STREAMS + 1];
1530     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1531
1532     /* Indices */
1533     IWineD3DIndexBuffer*      pIndexData;
1534     INT                       baseVertexIndex;
1535     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1536
1537     /* Transform */
1538     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1539
1540     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1541 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1542 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1543     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1544     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1545
1546     /* Clipping */
1547     double                    clipplane[MAX_CLIPPLANES][4];
1548     WINED3DCLIPSTATUS         clip_status;
1549
1550     /* ViewPort */
1551     WINED3DVIEWPORT           viewport;
1552
1553     /* Material */
1554     WINED3DMATERIAL           material;
1555
1556     /* Pixel Shader */
1557     IWineD3DPixelShader      *pixelShader;
1558
1559     /* Pixel Shader Constants */
1560     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1561     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1562     float                     *pixelShaderConstantF;
1563
1564     /* RenderState */
1565     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1566
1567     /* Texture */
1568     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1569     int                       textureDimensions[MAX_COMBINED_SAMPLERS];
1570
1571     /* Texture State Stage */
1572     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1573     DWORD                     lowest_disabled_stage;
1574     /* Sampler States */
1575     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1576
1577     /* Current GLSL Shader Program */
1578     struct glsl_shader_prog_link *glsl_program;
1579
1580     /* Scissor test rectangle */
1581     RECT                      scissorRect;
1582
1583     /* Contained state management */
1584     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1585     unsigned int              num_contained_render_states;
1586     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1587     unsigned int              num_contained_transform_states;
1588     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1589     unsigned int              num_contained_vs_consts_i;
1590     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1591     unsigned int              num_contained_vs_consts_b;
1592     DWORD                     *contained_vs_consts_f;
1593     unsigned int              num_contained_vs_consts_f;
1594     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1595     unsigned int              num_contained_ps_consts_i;
1596     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1597     unsigned int              num_contained_ps_consts_b;
1598     DWORD                     *contained_ps_consts_f;
1599     unsigned int              num_contained_ps_consts_f;
1600     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1601     unsigned int              num_contained_tss_states;
1602     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1603     unsigned int              num_contained_sampler_states;
1604 };
1605
1606 extern void stateblock_savedstates_set(
1607     IWineD3DStateBlock* iface,
1608     SAVEDSTATES* states,
1609     BOOL value);
1610
1611 extern void stateblock_savedstates_copy(
1612     IWineD3DStateBlock* iface,
1613     SAVEDSTATES* dest,
1614     SAVEDSTATES* source);
1615
1616 extern void stateblock_copy(
1617     IWineD3DStateBlock* destination,
1618     IWineD3DStateBlock* source);
1619
1620 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1621
1622 /* Direct3D terminology with little modifications. We do not have an issued state
1623  * because only the driver knows about it, but we have a created state because d3d
1624  * allows GetData on a created issue, but opengl doesn't
1625  */
1626 enum query_state {
1627     QUERY_CREATED,
1628     QUERY_SIGNALLED,
1629     QUERY_BUILDING
1630 };
1631 /*****************************************************************************
1632  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1633  */
1634 typedef struct IWineD3DQueryImpl
1635 {
1636     const IWineD3DQueryVtbl  *lpVtbl;
1637     LONG                      ref;     /* Note: Ref counting not required */
1638     
1639     IUnknown                 *parent;
1640     /*TODO: replace with iface usage */
1641 #if 0
1642     IWineD3DDevice         *wineD3DDevice;
1643 #else
1644     IWineD3DDeviceImpl       *wineD3DDevice;
1645 #endif
1646
1647     /* IWineD3DQuery fields */
1648     enum query_state         state;
1649     WINED3DQUERYTYPE         type;
1650     /* TODO: Think about using a IUnknown instead of a void* */
1651     void                     *extendedData;
1652     
1653   
1654 } IWineD3DQueryImpl;
1655
1656 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1657 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1658 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1659
1660 /* Datastructures for IWineD3DQueryImpl.extendedData */
1661 typedef struct  WineQueryOcclusionData {
1662     GLuint  queryId;
1663     WineD3DContext *ctx;
1664 } WineQueryOcclusionData;
1665
1666 typedef struct  WineQueryEventData {
1667     GLuint  fenceId;
1668     WineD3DContext *ctx;
1669 } WineQueryEventData;
1670
1671 /*****************************************************************************
1672  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1673  */
1674
1675 typedef struct IWineD3DSwapChainImpl
1676 {
1677     /*IUnknown part*/
1678     const IWineD3DSwapChainVtbl *lpVtbl;
1679     LONG                      ref;     /* Note: Ref counting not required */
1680
1681     IUnknown                 *parent;
1682     IWineD3DDeviceImpl       *wineD3DDevice;
1683
1684     /* IWineD3DSwapChain fields */
1685     IWineD3DSurface         **backBuffer;
1686     IWineD3DSurface          *frontBuffer;
1687     BOOL                      wantsDepthStencilBuffer;
1688     WINED3DPRESENT_PARAMETERS presentParms;
1689     DWORD                     orig_width, orig_height;
1690     WINED3DFORMAT             orig_fmt;
1691
1692     long prev_time, frames;   /* Performance tracking */
1693     unsigned int vSyncCounter;
1694
1695     WineD3DContext        **context; /* Later a array for multithreading */
1696     unsigned int            num_contexts;
1697
1698     HWND                    win_handle;
1699 } IWineD3DSwapChainImpl;
1700
1701 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1702
1703 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1704
1705 /*****************************************************************************
1706  * Utility function prototypes 
1707  */
1708
1709 /* Trace routines */
1710 const char* debug_d3dformat(WINED3DFORMAT fmt);
1711 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1712 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1713 const char* debug_d3dusage(DWORD usage);
1714 const char* debug_d3dusagequery(DWORD usagequery);
1715 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1716 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1717 const char* debug_d3ddeclusage(BYTE usage);
1718 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1719 const char* debug_d3drenderstate(DWORD state);
1720 const char* debug_d3dsamplerstate(DWORD state);
1721 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1722 const char* debug_d3dtexturestate(DWORD state);
1723 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1724 const char* debug_d3dpool(WINED3DPOOL pool);
1725 const char *debug_fbostatus(GLenum status);
1726 const char *debug_glerror(GLenum error);
1727 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1728 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1729
1730 /* Routines for GL <-> D3D values */
1731 GLenum StencilOp(DWORD op);
1732 GLenum CompareFunc(DWORD func);
1733 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1734 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
1735 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype);
1736
1737 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1738 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1739
1740 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1741 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1742
1743 /* Math utils */
1744 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1745 unsigned int count_bits(unsigned int mask);
1746
1747 /*****************************************************************************
1748  * To enable calling of inherited functions, requires prototypes 
1749  *
1750  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1751  */
1752     /*** IUnknown methods ***/
1753     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1754     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1755     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1756     /*** IWineD3DResource methods ***/
1757     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1758     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1759     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1760     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1761     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1762     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1763     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1764     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1765     extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1766     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1767     /*** class static members ***/
1768     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1769
1770     /*** IUnknown methods ***/
1771     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1772     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1773     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1774     /*** IWineD3DResource methods ***/
1775     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1776     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1777     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1778     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1779     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1780     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1781     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1782     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1783     extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1784     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1785     /*** IWineD3DBaseTexture methods ***/
1786     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1787     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1788     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1789     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1790     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1791     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1792     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1793     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1794
1795     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1796     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1797     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1798     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1799     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1800     /*** class static members ***/
1801     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1802
1803 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1804
1805 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1806  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1807  * used if the user is using GLSL shaders. */
1808 struct glsl_shader_prog_link {
1809     struct list             vshader_entry;
1810     struct list             pshader_entry;
1811     GLhandleARB             programId;
1812     GLhandleARB             *vuniformF_locations;
1813     GLhandleARB             *puniformF_locations;
1814     GLhandleARB             vuniformI_locations[MAX_CONST_I];
1815     GLhandleARB             puniformI_locations[MAX_CONST_I];
1816     GLhandleARB             posFixup_location;
1817     GLhandleARB             bumpenvmat_location[MAX_TEXTURES];
1818     GLhandleARB             luminancescale_location[MAX_TEXTURES];
1819     GLhandleARB             luminanceoffset_location[MAX_TEXTURES];
1820     GLhandleARB             srgb_comparison_location;
1821     GLhandleARB             srgb_mul_low_location;
1822     GLhandleARB             ycorrection_location;
1823     GLhandleARB             vshader;
1824     GLhandleARB             pshader;
1825 };
1826
1827 typedef struct {
1828     GLhandleARB vshader;
1829     GLhandleARB pshader;
1830 } glsl_program_key_t;
1831
1832 /* TODO: Make this dynamic, based on shader limits ? */
1833 #define MAX_REG_ADDR 1
1834 #define MAX_REG_TEMP 32
1835 #define MAX_REG_TEXCRD 8
1836 #define MAX_REG_INPUT 12
1837 #define MAX_REG_OUTPUT 12
1838 #define MAX_CONST_I 16
1839 #define MAX_CONST_B 16
1840
1841 /* FIXME: This needs to go up to 2048 for
1842  * Shader model 3 according to msdn (and for software shaders) */
1843 #define MAX_LABELS 16
1844
1845 typedef struct semantic {
1846     DWORD usage;
1847     DWORD reg;
1848 } semantic;
1849
1850 typedef struct local_constant {
1851     struct list entry;
1852     unsigned int idx;
1853     DWORD value[4];
1854 } local_constant;
1855
1856 typedef struct shader_reg_maps {
1857
1858     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1859     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1860     char address[MAX_REG_ADDR];             /* vertex */
1861     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1862     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1863     char attributes[MAX_ATTRIBS];           /* vertex */
1864     char labels[MAX_LABELS];                /* pixel, vertex */
1865     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
1866
1867     /* Sampler usage tokens 
1868      * Use 0 as default (bit 31 is always 1 on a valid token) */
1869     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
1870     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
1871     char usesnrm, vpos, usesdsy;
1872     char usesrelconstF;
1873
1874     /* Whether or not loops are used in this shader, and nesting depth */
1875     unsigned loop_depth;
1876
1877     /* Whether or not this shader uses fog */
1878     char fog;
1879
1880 } shader_reg_maps;
1881
1882 /* Undocumented opcode controls */
1883 #define INST_CONTROLS_SHIFT 16
1884 #define INST_CONTROLS_MASK 0x00ff0000
1885
1886 typedef enum COMPARISON_TYPE {
1887     COMPARISON_GT = 1,
1888     COMPARISON_EQ = 2,
1889     COMPARISON_GE = 3,
1890     COMPARISON_LT = 4,
1891     COMPARISON_NE = 5,
1892     COMPARISON_LE = 6
1893 } COMPARISON_TYPE;
1894
1895 typedef struct SHADER_OPCODE {
1896     unsigned int  opcode;
1897     const char*   name;
1898     const char*   glname;
1899     char          dst_token;
1900     CONST UINT    num_params;
1901     SHADER_HANDLER hw_fct;
1902     SHADER_HANDLER hw_glsl_fct;
1903     DWORD         min_version;
1904     DWORD         max_version;
1905 } SHADER_OPCODE;
1906
1907 typedef struct SHADER_OPCODE_ARG {
1908     IWineD3DBaseShader* shader;
1909     shader_reg_maps* reg_maps;
1910     CONST SHADER_OPCODE* opcode;
1911     DWORD opcode_token;
1912     DWORD dst;
1913     DWORD dst_addr;
1914     DWORD predicate;
1915     DWORD src[4];
1916     DWORD src_addr[4];
1917     SHADER_BUFFER* buffer;
1918 } SHADER_OPCODE_ARG;
1919
1920 typedef struct SHADER_LIMITS {
1921     unsigned int temporary;
1922     unsigned int texcoord;
1923     unsigned int sampler;
1924     unsigned int constant_int;
1925     unsigned int constant_float;
1926     unsigned int constant_bool;
1927     unsigned int address;
1928     unsigned int packed_output;
1929     unsigned int packed_input;
1930     unsigned int attributes;
1931     unsigned int label;
1932 } SHADER_LIMITS;
1933
1934 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1935     maintain state information between multiple codes */
1936 typedef struct SHADER_PARSE_STATE {
1937     unsigned int current_row;
1938     DWORD texcoord_w[2];
1939 } SHADER_PARSE_STATE;
1940
1941 #ifdef __GNUC__
1942 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
1943 #else
1944 #define PRINTF_ATTR(fmt,args)
1945 #endif
1946
1947 /* Base Shader utility functions. 
1948  * (may move callers into the same file in the future) */
1949 extern int shader_addline(
1950     SHADER_BUFFER* buffer,
1951     const char* fmt, ...) PRINTF_ATTR(2,3);
1952
1953 extern const SHADER_OPCODE* shader_get_opcode(
1954     IWineD3DBaseShader *iface, 
1955     const DWORD code);
1956
1957 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1958
1959 /* Vertex shader utility functions */
1960 extern BOOL vshader_get_input(
1961     IWineD3DVertexShader* iface,
1962     BYTE usage_req, BYTE usage_idx_req,
1963     unsigned int* regnum);
1964
1965 extern BOOL vshader_input_is_color(
1966     IWineD3DVertexShader* iface,
1967     unsigned int regnum);
1968
1969 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1970
1971 /* ARB_[vertex/fragment]_program helper functions */
1972 extern void shader_arb_load_constants(
1973     IWineD3DDevice* device,
1974     char usePixelShader,
1975     char useVertexShader);
1976
1977 /* ARB shader program Prototypes */
1978 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1979
1980 /* ARB pixel shader prototypes */
1981 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1982 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1983 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1984 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1985 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1986 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1987 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1988 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1989 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1990 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1991 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1992 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1993 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1994 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1995 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1996 extern void pshader_hw_texdepth(SHADER_OPCODE_ARG* arg);
1997 extern void pshader_hw_texkill(SHADER_OPCODE_ARG* arg);
1998 extern void pshader_hw_texdp3tex(SHADER_OPCODE_ARG* arg);
1999 extern void pshader_hw_texdp3(SHADER_OPCODE_ARG* arg);
2000 extern void pshader_hw_texm3x3(SHADER_OPCODE_ARG* arg);
2001 extern void pshader_hw_texm3x2depth(SHADER_OPCODE_ARG* arg);
2002 extern void pshader_hw_dp2add(SHADER_OPCODE_ARG* arg);
2003 extern void pshader_hw_texreg2rgb(SHADER_OPCODE_ARG* arg);
2004
2005 /* ARB vertex / pixel shader common prototypes */
2006 extern void shader_hw_nrm(SHADER_OPCODE_ARG* arg);
2007 extern void shader_hw_sincos(SHADER_OPCODE_ARG* arg);
2008 extern void shader_hw_mnxn(SHADER_OPCODE_ARG* arg);
2009
2010 /* ARB vertex shader prototypes */
2011 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
2012 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
2013
2014 /* GLSL helper functions */
2015 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2016 extern void shader_glsl_load_constants(
2017     IWineD3DDevice* device,
2018     char usePixelShader,
2019     char useVertexShader);
2020
2021 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
2022 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
2023 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
2024 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
2025 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
2026 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
2027 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
2028 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
2029 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
2030 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
2031 extern void shader_glsl_rsq(SHADER_OPCODE_ARG* arg);
2032 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
2033 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
2034 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
2035 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
2036 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
2037 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
2038 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
2039 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
2040 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
2041 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
2042 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
2043 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
2044 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
2045 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
2046 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
2047 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
2048 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
2049 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
2050 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
2051 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
2052 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
2053 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
2054 extern void shader_glsl_log(SHADER_OPCODE_ARG* arg);
2055 extern void shader_glsl_texldl(SHADER_OPCODE_ARG* arg);
2056
2057 /** GLSL Pixel Shader Prototypes */
2058 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
2059 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
2060 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
2061 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
2062 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
2063 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
2064 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
2065 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
2066 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
2067 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
2068 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
2069 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
2070 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
2071 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
2072 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
2073 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
2074 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
2075 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
2076 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
2077 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
2078 extern void pshader_glsl_input_pack(
2079    SHADER_BUFFER* buffer,
2080    semantic* semantics_out,
2081    IWineD3DPixelShader *iface);
2082
2083 /*****************************************************************************
2084  * IDirect3DBaseShader implementation structure
2085  */
2086 typedef struct IWineD3DBaseShaderClass
2087 {
2088     LONG                            ref;
2089     DWORD                           hex_version;
2090     SHADER_LIMITS                   limits;
2091     SHADER_PARSE_STATE              parse_state;
2092     CONST SHADER_OPCODE             *shader_ins;
2093     DWORD                          *function;
2094     UINT                            functionLength;
2095     GLuint                          prgId;
2096     BOOL                            is_compiled;
2097     UINT                            cur_loop_depth, cur_loop_regno;
2098     BOOL                            load_local_constsF;
2099
2100     /* Type of shader backend */
2101     int shader_mode;
2102
2103     /* Programs this shader is linked with */
2104     struct list linked_programs;
2105
2106     /* Immediate constants (override global ones) */
2107     struct list constantsB;
2108     struct list constantsF;
2109     struct list constantsI;
2110     shader_reg_maps reg_maps;
2111
2112     /* Pixel formats of sampled textures, for format conversion. This
2113      * represents the formats found during compilation, it is not initialized
2114      * on the first parser pass. It is needed to check if the shader
2115      * needs recompilation to adjust the format conversion
2116      */
2117     WINED3DFORMAT       sampled_format[MAX_COMBINED_SAMPLERS];
2118     UINT                sampled_samplers[MAX_COMBINED_SAMPLERS];
2119     UINT                num_sampled_samplers;
2120
2121     UINT recompile_count;
2122
2123     /* Pointer to the parent device */
2124     IWineD3DDevice *device;
2125     struct list     shader_list_entry;
2126
2127 } IWineD3DBaseShaderClass;
2128
2129 typedef struct IWineD3DBaseShaderImpl {
2130     /* IUnknown */
2131     const IWineD3DBaseShaderVtbl    *lpVtbl;
2132
2133     /* IWineD3DBaseShader */
2134     IWineD3DBaseShaderClass         baseShader;
2135 } IWineD3DBaseShaderImpl;
2136
2137 HRESULT  WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2138 ULONG  WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2139 ULONG  WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2140
2141 extern HRESULT shader_get_registers_used(
2142     IWineD3DBaseShader *iface,
2143     shader_reg_maps* reg_maps,
2144     semantic* semantics_in,
2145     semantic* semantics_out,
2146     CONST DWORD* pToken,
2147     IWineD3DStateBlockImpl *stateBlock);
2148
2149 extern void shader_generate_glsl_declarations(
2150     IWineD3DBaseShader *iface,
2151     shader_reg_maps* reg_maps,
2152     SHADER_BUFFER* buffer,
2153     WineD3D_GL_Info* gl_info);
2154
2155 extern void shader_generate_arb_declarations(
2156     IWineD3DBaseShader *iface,
2157     shader_reg_maps* reg_maps,
2158     SHADER_BUFFER* buffer,
2159     WineD3D_GL_Info* gl_info);
2160
2161 extern void shader_generate_main(
2162     IWineD3DBaseShader *iface,
2163     SHADER_BUFFER* buffer,
2164     shader_reg_maps* reg_maps,
2165     CONST DWORD* pFunction);
2166
2167 extern void shader_dump_ins_modifiers(
2168     const DWORD output);
2169
2170 extern void shader_dump_param(
2171     IWineD3DBaseShader *iface,
2172     const DWORD param,
2173     const DWORD addr_token,
2174     int input);
2175
2176 extern void shader_trace_init(
2177     IWineD3DBaseShader *iface,
2178     const DWORD* pFunction);
2179
2180 extern int shader_get_param(
2181     IWineD3DBaseShader* iface,
2182     const DWORD* pToken,
2183     DWORD* param,
2184     DWORD* addr_token);
2185
2186 extern int shader_skip_unrecognized(
2187     IWineD3DBaseShader* iface,
2188     const DWORD* pToken);
2189
2190 extern void print_glsl_info_log(
2191     WineD3D_GL_Info *gl_info,
2192     GLhandleARB obj);
2193
2194 static inline int shader_get_regtype(const DWORD param) {
2195     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2196             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2197 }
2198
2199 static inline int shader_get_writemask(const DWORD param) {
2200     return param & WINED3DSP_WRITEMASK_ALL;
2201 }
2202
2203 extern unsigned int shader_get_float_offset(const DWORD reg);
2204
2205 static inline BOOL shader_is_pshader_version(DWORD token) {
2206     return 0xFFFF0000 == (token & 0xFFFF0000);
2207 }
2208
2209 static inline BOOL shader_is_vshader_version(DWORD token) {
2210     return 0xFFFE0000 == (token & 0xFFFF0000);
2211 }
2212
2213 static inline BOOL shader_is_comment(DWORD token) {
2214     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2215 }
2216
2217 static inline BOOL shader_is_scalar(DWORD param) {
2218     DWORD reg_type = shader_get_regtype(param);
2219     DWORD reg_num;
2220
2221     switch (reg_type) {
2222         case WINED3DSPR_RASTOUT:
2223             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2224                 /* oFog & oPts */
2225                 return TRUE;
2226             }
2227             /* oPos */
2228             return FALSE;
2229
2230         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2231         case WINED3DSPR_CONSTBOOL:  /* b# */
2232         case WINED3DSPR_LOOP:       /* aL */
2233         case WINED3DSPR_PREDICATE:  /* p0 */
2234             return TRUE;
2235
2236         case WINED3DSPR_MISCTYPE:
2237             reg_num = param & WINED3DSP_REGNUM_MASK;
2238             switch(reg_num) {
2239                 case 0: /* vPos */
2240                     return FALSE;
2241                 case 1: /* vFace */
2242                     return TRUE;
2243                 default:
2244                     return FALSE;
2245             }
2246
2247         default:
2248             return FALSE;
2249     }
2250 }
2251
2252 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2253     local_constant* lconst;
2254
2255     if(This->baseShader.load_local_constsF) return FALSE;
2256     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2257         if(lconst->idx == reg) return TRUE;
2258     }
2259     return FALSE;
2260
2261 }
2262
2263 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
2264  * so upload them above that
2265  */
2266 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
2267 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
2268
2269 /*****************************************************************************
2270  * IDirect3DVertexShader implementation structure
2271  */
2272 typedef struct IWineD3DVertexShaderImpl {
2273     /* IUnknown parts*/   
2274     const IWineD3DVertexShaderVtbl *lpVtbl;
2275
2276     /* IWineD3DBaseShader */
2277     IWineD3DBaseShaderClass     baseShader;
2278
2279     /* IWineD3DVertexShaderImpl */
2280     IUnknown                    *parent;
2281
2282     DWORD                       usage;
2283
2284     /* Vertex shader input and output semantics */
2285     semantic semantics_in [MAX_ATTRIBS];
2286     semantic semantics_out [MAX_REG_OUTPUT];
2287
2288     /* Ordered array of attributes that are swizzled */
2289     attrib_declaration          swizzled_attribs [MAX_ATTRIBS];
2290     UINT                        num_swizzled_attribs;
2291
2292     /* run time datas...  */
2293     VSHADERDATA                *data;
2294     UINT                       min_rel_offset, max_rel_offset;
2295     UINT                       rel_offset;
2296
2297     UINT                       recompile_count;
2298 #if 0 /* needs reworking */
2299     /* run time datas */
2300     VSHADERINPUTDATA input;
2301     VSHADEROUTPUTDATA output;
2302 #endif
2303 } IWineD3DVertexShaderImpl;
2304 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2305 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2306
2307 /*****************************************************************************
2308  * IDirect3DPixelShader implementation structure
2309  */
2310
2311 enum vertexprocessing_mode {
2312     fixedfunction,
2313     vertexshader,
2314     pretransformed
2315 };
2316
2317 struct stb_const_desc {
2318     char                    texunit;
2319     UINT                    const_num;
2320 };
2321
2322 typedef struct IWineD3DPixelShaderImpl {
2323     /* IUnknown parts */
2324     const IWineD3DPixelShaderVtbl *lpVtbl;
2325
2326     /* IWineD3DBaseShader */
2327     IWineD3DBaseShaderClass     baseShader;
2328
2329     /* IWineD3DPixelShaderImpl */
2330     IUnknown                   *parent;
2331
2332     /* Pixel shader input semantics */
2333     semantic semantics_in [MAX_REG_INPUT];
2334     DWORD                 input_reg_map[MAX_REG_INPUT];
2335     BOOL                  input_reg_used[MAX_REG_INPUT];
2336
2337     /* run time data */
2338     PSHADERDATA                *data;
2339
2340     /* Some information about the shader behavior */
2341     struct stb_const_desc       bumpenvmatconst[MAX_TEXTURES];
2342     char                        numbumpenvmatconsts;
2343     struct stb_const_desc       luminanceconst[MAX_TEXTURES];
2344     char                        srgb_enabled;
2345     char                        srgb_mode_hardcoded;
2346     UINT                        srgb_low_const;
2347     UINT                        srgb_cmp_const;
2348     char                        vpos_uniform;
2349     BOOL                        render_offscreen;
2350     UINT                        height;
2351     enum vertexprocessing_mode  vertexprocessing;
2352
2353 #if 0 /* needs reworking */
2354     PSHADERINPUTDATA input;
2355     PSHADEROUTPUTDATA output;
2356 #endif
2357 } IWineD3DPixelShaderImpl;
2358
2359 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2360 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2361
2362 /* sRGB correction constants */
2363 static const float srgb_cmp = 0.0031308;
2364 static const float srgb_mul_low = 12.92;
2365 static const float srgb_pow = 0.41666;
2366 static const float srgb_mul_high = 1.055;
2367 static const float srgb_sub_high = 0.055;
2368
2369 /*****************************************************************************
2370  * IWineD3DPalette implementation structure
2371  */
2372 struct IWineD3DPaletteImpl {
2373     /* IUnknown parts */
2374     const IWineD3DPaletteVtbl  *lpVtbl;
2375     LONG                       ref;
2376
2377     IUnknown                   *parent;
2378     IWineD3DDeviceImpl         *wineD3DDevice;
2379
2380     /* IWineD3DPalette */
2381     HPALETTE                   hpal;
2382     WORD                       palVersion;     /*|               */
2383     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2384     PALETTEENTRY               palents[256];   /*|               */
2385     /* This is to store the palette in 'screen format' */
2386     int                        screen_palents[256];
2387     DWORD                      Flags;
2388 };
2389
2390 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2391 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2392
2393 /* DirectDraw utility functions */
2394 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2395
2396 /*****************************************************************************
2397  * Pixel format management
2398  */
2399 typedef struct {
2400     WINED3DFORMAT           format;
2401     DWORD                   alphaMask, redMask, greenMask, blueMask;
2402     UINT                    bpp;
2403     short                   depthSize, stencilSize;
2404     BOOL                    isFourcc;
2405 } StaticPixelFormatDesc;
2406
2407 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2408         WineD3D_GL_Info *gl_info,
2409         const GlPixelFormatDesc **glDesc);
2410
2411 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2412     return (device->vs_selected_mode != SHADER_NONE
2413             && device->stateBlock->vertexShader
2414             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2415             && !device->strided_streams.u.s.position_transformed);
2416 }
2417
2418 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2419     return (device->ps_selected_mode != SHADER_NONE
2420             && device->stateBlock->pixelShader
2421             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2422 }
2423
2424 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2425         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2426 #endif