wined3d: Add a viewport state to the state table.
[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 "d3d9.h"
41 #include "d3d9types.h"
42 #include "wined3d_private_types.h"
43 #include "ddraw.h"
44 #include "wine/wined3d_interface.h"
45 #include "wine/wined3d_gl.h"
46 #include "wine/list.h"
47
48 /* Device caps */
49 #define MAX_PALETTES      256
50 #define MAX_STREAMS       16
51 #define MAX_TEXTURES      8
52 #define MAX_SAMPLERS      16
53 #define MAX_ACTIVE_LIGHTS 8
54 #define MAX_CLIPPLANES    WINED3DMAXUSERCLIPPLANES
55 #define MAX_LEVELS        256
56
57 #define MAX_CONST_I 16
58 #define MAX_CONST_B 16
59
60 /* Used for CreateStateBlock */
61 #define NUM_SAVEDPIXELSTATES_R     35
62 #define NUM_SAVEDPIXELSTATES_T     18
63 #define NUM_SAVEDPIXELSTATES_S     12
64 #define NUM_SAVEDVERTEXSTATES_R    31
65 #define NUM_SAVEDVERTEXSTATES_T    2
66 #define NUM_SAVEDVERTEXSTATES_S    1
67
68 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
69 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
70 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
71 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
72 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
73 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
74
75 typedef enum _WINELOOKUP {
76     WINELOOKUP_WARPPARAM = 0,
77     WINELOOKUP_MAGFILTER = 1,
78     MAX_LOOKUPS          = 2
79 } WINELOOKUP;
80
81 extern int minLookup[MAX_LOOKUPS];
82 extern int maxLookup[MAX_LOOKUPS];
83 extern DWORD *stateLookup[MAX_LOOKUPS];
84
85 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
86
87 typedef struct _WINED3DGLTYPE {
88     int         d3dType;
89     GLint       size;
90     GLenum      glType;
91     GLboolean   normalized;
92     int         typesize;
93 } WINED3DGLTYPE;
94
95 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
96 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
97                                   {WINED3DDECLTYPE_FLOAT1,    1, GL_FLOAT           , GL_FALSE ,sizeof(float)},
98                                   {WINED3DDECLTYPE_FLOAT2,    2, GL_FLOAT           , GL_FALSE ,sizeof(float)},
99                                   {WINED3DDECLTYPE_FLOAT3,    3, GL_FLOAT           , GL_FALSE ,sizeof(float)},
100                                   {WINED3DDECLTYPE_FLOAT4,    4, GL_FLOAT           , GL_FALSE ,sizeof(float)},
101                                   {WINED3DDECLTYPE_D3DCOLOR,  4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
102                                   {WINED3DDECLTYPE_UBYTE4,    4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
103                                   {WINED3DDECLTYPE_SHORT2,    2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
104                                   {WINED3DDECLTYPE_SHORT4,    4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
105                                   {WINED3DDECLTYPE_UBYTE4N,   4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
106                                   {WINED3DDECLTYPE_SHORT2N,   2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
107                                   {WINED3DDECLTYPE_SHORT4N,   4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
108                                   {WINED3DDECLTYPE_USHORT2N,  2, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
109                                   {WINED3DDECLTYPE_USHORT4N,  4, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
110                                   {WINED3DDECLTYPE_UDEC3,     3, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
111                                   {WINED3DDECLTYPE_DEC3N,     3, GL_SHORT           , GL_FALSE ,sizeof(short int)},
112                                   {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT           , GL_FALSE ,sizeof(short int)},
113                                   {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT           , GL_FALSE ,sizeof(short int)}};
114
115 #define WINED3D_ATR_TYPE(type)          glTypeLookup[type].d3dType
116 #define WINED3D_ATR_SIZE(type)          glTypeLookup[type].size
117 #define WINED3D_ATR_GLTYPE(type)        glTypeLookup[type].glType
118 #define WINED3D_ATR_NORMALIZED(type)    glTypeLookup[type].normalized
119 #define WINED3D_ATR_TYPESIZE(type)      glTypeLookup[type].typesize
120
121 /**
122  * Settings 
123  */
124 #define VS_NONE    0
125 #define VS_HW      1
126 #define VS_SW      2
127
128 #define PS_NONE    0
129 #define PS_HW      1
130
131 #define VBO_NONE   0
132 #define VBO_HW     1
133
134 #define NP2_NONE   0
135 #define NP2_REPACK 1
136 #define NP2_NATIVE 2
137
138 #define ORM_BACKBUFFER  0
139 #define ORM_PBUFFER     1
140 #define ORM_FBO         2
141
142 #define SHADER_SW   0
143 #define SHADER_ARB  1
144 #define SHADER_GLSL 2
145 #define SHADER_NONE 3
146
147 #define RTL_DISABLE   -1
148 #define RTL_AUTO       0
149 #define RTL_READDRAW   1
150 #define RTL_READTEX    2
151 #define RTL_TEXDRAW    3
152 #define RTL_TEXTEX     4
153
154 /* NOTE: When adding fields to this structure, make sure to update the default
155  * values in wined3d_main.c as well. */
156 typedef struct wined3d_settings_s {
157 /* vertex and pixel shader modes */
158   int vs_mode;
159   int ps_mode;
160   int vbo_mode;
161 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
162     we should use it.  However, until it's fully implemented, we'll leave it as a registry
163     setting for developers. */
164   BOOL glslRequested;
165 /* nonpower 2 function */
166   int nonpower2_mode;
167   int offscreen_rendering_mode;
168   int rendertargetlock_mode;
169 /* Memory tracking and object counting */
170   unsigned int emulated_textureram;
171 } wined3d_settings_t;
172
173 extern wined3d_settings_t wined3d_settings;
174
175 /* Shader backends */
176
177 typedef struct {
178     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
179     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
180     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
181     void (*shader_cleanup)(BOOL usePS, BOOL useVS);
182 } shader_backend_t;
183
184 extern const shader_backend_t glsl_shader_backend;
185 extern const shader_backend_t arb_program_shader_backend;
186 extern const shader_backend_t none_shader_backend;
187
188 /* X11 locking */
189
190 extern void (*wine_tsx11_lock_ptr)(void);
191 extern void (*wine_tsx11_unlock_ptr)(void);
192
193 /* As GLX relies on X, this is needed */
194 extern int num_lock;
195
196 #if 0
197 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
198 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
199 #else
200 #define ENTER_GL() wine_tsx11_lock_ptr()
201 #define LEAVE_GL() wine_tsx11_unlock_ptr()
202 #endif
203
204 /*****************************************************************************
205  * Defines
206  */
207
208 /* GL related defines */
209 /* ------------------ */
210 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
211 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
212 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
213 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
214
215 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
216 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
217 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
218 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
219
220 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
221 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
222 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
223 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
224
225 #define D3DCOLORTOGLFLOAT4(dw, vec) \
226   (vec)[0] = D3DCOLOR_R(dw); \
227   (vec)[1] = D3DCOLOR_G(dw); \
228   (vec)[2] = D3DCOLOR_B(dw); \
229   (vec)[3] = D3DCOLOR_A(dw);
230
231 /* DirectX Device Limits */
232 /* --------------------- */
233 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
234
235 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
236                             See MaxStreams in MSDN under GetDeviceCaps */
237                          /* Maximum number of constants provided to the shaders */
238 #define HIGHEST_TRANSFORMSTATE 512 
239                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
240 #define MAX_PALETTES      256
241
242 /* Checking of API calls */
243 /* --------------------- */
244 #define checkGLcall(A)                                          \
245 {                                                               \
246     GLint err = glGetError();                                   \
247     if (err == GL_NO_ERROR) {                                   \
248        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
249                                                                 \
250     } else do {                                                 \
251        FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n",       \
252         err, A, __FILE__, __LINE__);                            \
253        err = glGetError();                                      \
254     } while (err != GL_NO_ERROR);                               \
255
256
257 /* Trace routines / diagnostics */
258 /* ---------------------------- */
259
260 /* Dump out a matrix and copy it */
261 #define conv_mat(mat,gl_mat)                                                                \
262 do {                                                                                        \
263     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
264     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
265     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
266     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
267     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
268 } while (0)
269
270 /* Macro to dump out the current state of the light chain */
271 #define DUMP_LIGHT_CHAIN()                    \
272 {                                             \
273   PLIGHTINFOEL *el = This->stateBlock->lights;\
274   while (el) {                                \
275     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
276     el = el->next;                            \
277   }                                           \
278 }
279
280 /* Trace vector and strided data information */
281 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
282 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
283
284 /* Defines used for optimizations */
285
286 /*    Only reapply what is necessary */
287 #define REAPPLY_ALPHAOP  0x0001
288 #define REAPPLY_ALL      0xFFFF
289
290 /* Advance declaration of structures to satisfy compiler */
291 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
292 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
293 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
294
295 /* Tracking */
296
297 /* TODO: Move some of this to the device */
298 long globalChangeGlRam(long glram);
299
300 /* Memory and object tracking */
301
302 /*Structure for holding information on all direct3d objects
303 useful for making sure tracking is ok and when release is called on a device!
304 and probably quite handy for debugging and dumping states out
305 */
306 typedef struct WineD3DGlobalStatistics {
307     int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
308 } WineD3DGlobalStatistics;
309
310 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
311
312 /* Global variables */
313 extern const float identity[16];
314
315 /*****************************************************************************
316  * Compilable extra diagnostics
317  */
318
319 /* Trace information per-vertex: (extremely high amount of trace) */
320 #if 0 /* NOTE: Must be 0 in cvs */
321 # define VTRACE(A) TRACE A
322 #else 
323 # define VTRACE(A) 
324 #endif
325
326 /* Checking of per-vertex related GL calls */
327 /* --------------------- */
328 #define vcheckGLcall(A)                                         \
329 {                                                               \
330     GLint err = glGetError();                                   \
331     if (err == GL_NO_ERROR) {                                   \
332        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
333                                                                 \
334     } else do {                                                 \
335        FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n",       \
336                 err, A, __FILE__, __LINE__);                    \
337        err = glGetError();                                      \
338     } while (err != GL_NO_ERROR);                               \
339 }
340
341 /* TODO: Confirm each of these works when wined3d move completed */
342 #if 0 /* NOTE: Must be 0 in cvs */
343   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
344      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
345      is enabled, and if it doesn't exist it is disabled. */
346 # define FRAME_DEBUGGING
347   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
348       the file is deleted                                                                            */
349 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
350 #  define SINGLE_FRAME_DEBUGGING
351 # endif  
352   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
353      It can only be enabled when FRAME_DEBUGGING is also enabled                               
354      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
355      array is drawn.                                                                            */
356 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
357 #  define SHOW_FRAME_MAKEUP 1
358 # endif  
359   /* The following, when enabled, lets you see the makeup of the all the textures used during each
360      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
361      The contents of the textures assigned to each stage are written into 
362      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
363 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
364 #  define SHOW_TEXTURE_MAKEUP 0
365 # endif  
366 extern BOOL isOn;
367 extern BOOL isDumpingFrames;
368 extern LONG primCounter;
369 #endif
370
371 /*****************************************************************************
372  * Prototypes
373  */
374
375 /* Routine common to the draw primitive and draw indexed primitive routines */
376 void drawPrimitive(IWineD3DDevice *iface,
377                     int PrimitiveType,
378                     long NumPrimitives,
379                     /* for Indexed: */
380                     long  StartVertexIndex,
381                     UINT  numberOfVertices,
382                     long  StartIdx,
383                     short idxBytes,
384                     const void *idxData,
385                     int   minIndex);
386
387 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup);
388
389 void primitiveDeclarationConvertToStridedData(
390      IWineD3DDevice *iface,
391      BOOL useVertexShaderFunction,
392      WineDirect3DVertexStridedData *strided,
393      BOOL *fixup);
394
395 void primitiveConvertFVFtoOffset(DWORD thisFVF,
396                                  DWORD stride,
397                                  BYTE *data,
398                                  WineDirect3DVertexStridedData *strided,
399                                  GLint streamVBO);
400
401 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
402
403 #define eps 1e-8
404
405 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
406     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
407
408 /* Routines and structures related to state management */
409 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock);
410
411 #define STATE_RENDER(a) (a)
412 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
413
414 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
415 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
416
417 /* + 1 because samplers start with 0 */
418 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
419 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_SAMPLERS - 1))
420
421 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_SAMPLERS - 1) + 1)
422 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
423
424 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
425 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
426
427 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
428 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
429
430 #define STATE_VDECL (STATE_STREAMSRC + 1)
431 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
432
433 #define STATE_VSHADER (STATE_VDECL + 1)
434 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
435
436 #define STATE_VIEWPORT (STATE_VSHADER + 1)
437 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
438
439 #define STATE_HIGHEST (STATE_VIEWPORT)
440
441 struct StateEntry
442 {
443     DWORD           representative;
444     APPLYSTATEFUNC  apply;
445 };
446
447 /* Global state table */
448 extern const struct StateEntry StateTable[];
449
450 /* Routine to fill gl caps for swapchains and IWineD3D */
451 BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
452
453 /* Macros for doing basic GPU detection based on opengl capabilities */
454 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
455 #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])
456 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
457 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
458
459 /* Default callbacks for implicit object destruction */
460 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
461
462 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
463
464 /*****************************************************************************
465  * Internal representation of a light
466  */
467 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
468 struct PLIGHTINFOEL {
469     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
470     DWORD        OriginalIndex;
471     LONG         glIndex;
472     BOOL         lightEnabled;
473     BOOL         changed;
474     BOOL         enabledChanged;
475
476     /* Converted parms to speed up swapping lights */
477     float                         lightPosn[4];
478     float                         lightDirn[4];
479     float                         exponent;
480     float                         cutoff;
481
482     PLIGHTINFOEL *next;
483     PLIGHTINFOEL *prev;
484 };
485
486 /* The default light parameters */
487 extern const WINED3DLIGHT WINED3D_default_light;
488
489 /*****************************************************************************
490  * IWineD3D implementation structure
491  */
492 typedef struct IWineD3DImpl
493 {
494     /* IUnknown fields */
495     const IWineD3DVtbl     *lpVtbl;
496     LONG                    ref;     /* Note: Ref counting not required */
497
498     /* WineD3D Information */
499     IUnknown               *parent;
500     UINT                    dxVersion;
501
502     /* GL Information */
503     BOOL                    isGLInfoValid;
504     WineD3D_GL_Info         gl_info;
505 } IWineD3DImpl;
506
507 extern const IWineD3DVtbl IWineD3D_Vtbl;
508
509 /** Hacked out start of a context manager!! **/
510 typedef struct glContext {
511     int Width;
512     int Height;
513     int usedcount;
514     GLXContext context;
515
516     Drawable drawable;
517     IWineD3DSurface *pSurface;
518 #if 0 /* TODO: someway to represent the state of the context */
519     IWineD3DStateBlock *pStateBlock;
520 #endif
521 /* a few other things like format */
522 } glContext;
523
524 /* TODO: setup some flags in the regestry to enable, disable pbuffer support
525 (since it will break quite a few things until contexts are managed properly!) */
526 extern BOOL pbuffer_support;
527 /* allocate one pbuffer per surface */
528 extern BOOL pbuffer_per_surface;
529
530 /* Maximum number of contexts/pbuffers to keep in cache,
531 set to 100 because ATI's drivers don't support deleting pBuffers properly
532 this needs to be migrated to a list and some option availalbe for controle the cache size.
533 */
534 #define CONTEXT_CACHE 100
535
536 typedef struct ResourceList {
537     IWineD3DResource         *resource;
538     struct ResourceList      *next;
539 } ResourceList;
540
541 /* A helper function that dumps a resource list */
542 void dumpResources(ResourceList *resources);
543
544 /*****************************************************************************
545  * IWineD3DDevice implementation structure
546  */
547 typedef struct IWineD3DDeviceImpl
548 {
549     /* IUnknown fields      */
550     const IWineD3DDeviceVtbl *lpVtbl;
551     LONG                    ref;     /* Note: Ref counting not required */
552
553     /* WineD3D Information  */
554     IUnknown               *parent;
555     IWineD3D               *wineD3D;
556
557     /* X and GL Information */
558     GLint                   maxConcurrentLights;
559
560     /* Selected capabilities */
561     int vs_selected_mode;
562     int ps_selected_mode;
563     const shader_backend_t *shader_backend;
564
565     /* Optimization */
566     BOOL                    modelview_valid;
567     BOOL                    proj_valid;
568     BOOL                    view_ident;        /* true iff view matrix is identity                */
569     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
570     BOOL                    viewport_changed;  /* Was the viewport changed since the last draw?   */
571     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
572     LONG                    tracking_color;    /* used iff GL_COLOR_MATERIAL was enabled          */
573 #define                         DISABLED_TRACKING  0  /* Disabled                                 */
574 #define                         IS_TRACKING        1  /* tracking_parm is tracking diffuse color  */
575 #define                         NEEDS_TRACKING     2  /* Tracking needs to be enabled when needed */
576 #define                         NEEDS_DISABLE      3  /* Tracking needs to be disabled when needed*/
577     UINT                    srcBlend;
578     UINT                    dstBlend;
579     UINT                    alphafunc;
580     BOOL                    texture_shader_active;  /* TODO: Confirm use is correct */
581     BOOL                    last_was_notclipped;
582     BOOL                    untransformed;
583     BOOL                    last_was_pshader;
584
585     /* State block related */
586     BOOL                    isRecordingState;
587     IWineD3DStateBlockImpl *stateBlock;
588     IWineD3DStateBlockImpl *updateStateBlock;
589
590     /* Internal use fields  */
591     WINED3DDEVICE_CREATION_PARAMETERS createParms;
592     UINT                            adapterNo;
593     WINED3DDEVTYPE                  devType;
594
595     IWineD3DSwapChain     **swapchains;
596     uint                    NumberOfSwapChains;
597
598     ResourceList           *resources; /* a linked list to track resources created by the device */
599
600     /* Render Target Support */
601     IWineD3DSurface       **render_targets;
602     IWineD3DSurface        *depthStencilBuffer;
603
604     IWineD3DSurface        *stencilBufferTarget;
605
606     /* palettes texture management */
607     PALETTEENTRY            palettes[MAX_PALETTES][256];
608     UINT                    currentPalette;
609
610     /* For rendering to a texture using glCopyTexImage */
611     BOOL                    render_offscreen;
612     WINED3D_DEPTHCOPYSTATE  depth_copy_state;
613     GLuint                  fbo;
614     GLenum                  *draw_buffers;
615
616     /* Cursor management */
617     BOOL                    bCursorVisible;
618     UINT                    xHotSpot;
619     UINT                    yHotSpot;
620     UINT                    xScreenSpace;
621     UINT                    yScreenSpace;
622     UINT                    cursorWidth, cursorHeight;
623     GLuint                  cursorTexture;
624
625     /* Textures for when no other textures are mapped */
626     UINT                          dummyTextureName[MAX_TEXTURES];
627
628     /* Debug stream management */
629     BOOL                     debug;
630
631     /* Device state management */
632     HRESULT                 state;
633     BOOL                    d3d_initialized;
634
635     /* Screen buffer resources */
636     glContext contextCache[CONTEXT_CACHE];
637
638     /* A flag to check if endscene has been called before changing the render tartet */
639     BOOL sceneEnded;
640
641     /* process vertex shaders using software or hardware */
642     BOOL softwareVertexProcessing;
643
644     /* DirectDraw stuff */
645     HWND ddraw_window;
646     IWineD3DSurface *ddraw_primary;
647     DWORD ddraw_width, ddraw_height;
648     WINED3DFORMAT ddraw_format;
649     BOOL ddraw_fullscreen;
650
651     /* List of GLSL shader programs and their associated vertex & pixel shaders */
652     struct list glsl_shader_progs;
653
654
655     /* Final position fixup constant */
656     float                       posFixup[4];
657
658     /* State dirtification
659      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
660      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
661      * 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
662      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
663      */
664     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
665     DWORD                   numDirtyEntries;
666     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
667
668     /* With register combiners we can skip junk texture stages */
669     DWORD                     texUnitMap[MAX_SAMPLERS];
670     BOOL                      oneToOneTexUnitMap;
671
672     /* Stream source management */
673     WineDirect3DVertexStridedData strided_streams;
674     WineDirect3DVertexStridedData *up_strided;
675     BOOL                      streamFixedUp;
676
677 } IWineD3DDeviceImpl;
678
679 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
680
681 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
682 static inline BOOL isStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
683     DWORD idx = state >> 5;
684     BYTE shift = state & 0x1f;
685     return This->isStateDirty[idx] & (1 << shift);
686 }
687
688 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
689  * anybody uses it for much so a good implementation is optional. */
690 typedef struct PrivateData
691 {
692     struct PrivateData* next;
693
694     GUID tag;
695     DWORD flags; /* DDSPD_* */
696     DWORD uniqueness_value;
697
698     union
699     {
700         LPVOID data;
701         LPUNKNOWN object;
702     } ptr;
703
704     DWORD size;
705 } PrivateData;
706
707 void d3ddevice_set_ortho(IWineD3DDeviceImpl *This);
708
709 /*****************************************************************************
710  * IWineD3DResource implementation structure
711  */
712 typedef struct IWineD3DResourceClass
713 {
714     /* IUnknown fields */
715     LONG                    ref;     /* Note: Ref counting not required */
716
717     /* WineD3DResource Information */
718     IUnknown               *parent;
719     WINED3DRESOURCETYPE     resourceType;
720     IWineD3DDeviceImpl     *wineD3DDevice;
721     WINED3DPOOL             pool;
722     UINT                    size;
723     DWORD                   usage;
724     WINED3DFORMAT           format;
725     BYTE                   *allocatedMemory;
726     PrivateData            *privateData;
727
728 } IWineD3DResourceClass;
729
730 typedef struct IWineD3DResourceImpl
731 {
732     /* IUnknown & WineD3DResource Information     */
733     const IWineD3DResourceVtbl *lpVtbl;
734     IWineD3DResourceClass   resource;
735 } IWineD3DResourceImpl;
736
737
738 /*****************************************************************************
739  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
740  */
741 typedef struct IWineD3DVertexBufferImpl
742 {
743     /* IUnknown & WineD3DResource Information     */
744     const IWineD3DVertexBufferVtbl *lpVtbl;
745     IWineD3DResourceClass     resource;
746
747     /* WineD3DVertexBuffer specifics */
748     DWORD                     fvf;
749
750     /* Vertex buffer object support */
751     GLuint                    vbo;
752     BYTE                      Flags;
753     UINT                      stream;
754
755     UINT                      dirtystart, dirtyend;
756     LONG                      lockcount;
757
758     LONG                      declChanges, draws;
759     /* Last description of the buffer */
760     WineDirect3DVertexStridedData strided;
761 } IWineD3DVertexBufferImpl;
762
763 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
764
765 #define VBFLAG_LOAD           0x01    /* Data is written from allocatedMemory to the VBO */
766 #define VBFLAG_OPTIMIZED      0x02    /* Optimize has been called for the VB */
767 #define VBFLAG_DIRTY          0x04    /* Buffer data has been modified */
768 #define VBFLAG_STREAM         0x08    /* The vertex buffer is in a stream */
769 #define VBFLAG_HASDESC        0x10    /* A vertex description has been found */
770 #define VBFLAG_VBOCREATEFAIL  0x20    /* An attempt to create a vbo has failed */
771
772 /*****************************************************************************
773  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
774  */
775 typedef struct IWineD3DIndexBufferImpl
776 {
777     /* IUnknown & WineD3DResource Information     */
778     const IWineD3DIndexBufferVtbl *lpVtbl;
779     IWineD3DResourceClass     resource;
780
781     /* WineD3DVertexBuffer specifics */
782 } IWineD3DIndexBufferImpl;
783
784 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
785
786 /*****************************************************************************
787  * IWineD3DBaseTexture D3D- > openGL state map lookups
788  */
789 #define WINED3DFUNC_NOTSUPPORTED  -2
790 #define WINED3DFUNC_UNIMPLEMENTED -1
791
792 typedef enum winetexturestates {
793     WINED3DTEXSTA_ADDRESSU       = 0,
794     WINED3DTEXSTA_ADDRESSV       = 1,
795     WINED3DTEXSTA_ADDRESSW       = 2,
796     WINED3DTEXSTA_BORDERCOLOR    = 3,
797     WINED3DTEXSTA_MAGFILTER      = 4,
798     WINED3DTEXSTA_MINFILTER      = 5,
799     WINED3DTEXSTA_MIPFILTER      = 6,
800     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
801     WINED3DTEXSTA_MAXANISOTROPY  = 8,
802     WINED3DTEXSTA_SRGBTEXTURE    = 9,
803     WINED3DTEXSTA_ELEMENTINDEX   = 10,
804     WINED3DTEXSTA_DMAPOFFSET     = 11,
805     WINED3DTEXSTA_TSSADDRESSW    = 12,
806     MAX_WINETEXTURESTATES        = 13,
807 } winetexturestates;
808
809 typedef struct Wined3dTextureStateMap {
810     CONST int state;
811     int function;
812 } Wined3dTextureStateMap;
813
814 /*****************************************************************************
815  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
816  */
817 typedef struct IWineD3DBaseTextureClass
818 {
819     UINT                    levels;
820     BOOL                    dirty;
821     WINED3DFORMAT           format;
822     DWORD                   usage;
823     UINT                    textureName;
824     UINT                    LOD;
825     WINED3DTEXTUREFILTERTYPE filterType;
826     DWORD                   states[MAX_WINETEXTURESTATES];
827     LONG                    bindCount;
828     DWORD                   sampler;
829 } IWineD3DBaseTextureClass;
830
831 typedef struct IWineD3DBaseTextureImpl
832 {
833     /* IUnknown & WineD3DResource Information     */
834     const IWineD3DBaseTextureVtbl *lpVtbl;
835     IWineD3DResourceClass     resource;
836     IWineD3DBaseTextureClass  baseTexture;
837
838 } IWineD3DBaseTextureImpl;
839
840 /*****************************************************************************
841  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
842  */
843 typedef struct IWineD3DTextureImpl
844 {
845     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
846     const IWineD3DTextureVtbl *lpVtbl;
847     IWineD3DResourceClass     resource;
848     IWineD3DBaseTextureClass  baseTexture;
849
850     /* IWineD3DTexture */
851     IWineD3DSurface          *surfaces[MAX_LEVELS];
852     
853     UINT                      width;
854     UINT                      height;
855     float                     pow2scalingFactorX;
856     float                     pow2scalingFactorY;
857
858 } IWineD3DTextureImpl;
859
860 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
861
862 /*****************************************************************************
863  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
864  */
865 typedef struct IWineD3DCubeTextureImpl
866 {
867     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
868     const IWineD3DCubeTextureVtbl *lpVtbl;
869     IWineD3DResourceClass     resource;
870     IWineD3DBaseTextureClass  baseTexture;
871
872     /* IWineD3DCubeTexture */
873     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
874
875     UINT                      edgeLength;
876     float                     pow2scalingFactor;
877
878 } IWineD3DCubeTextureImpl;
879
880 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
881
882 typedef struct _WINED3DVOLUMET_DESC
883 {
884     UINT                    Width;
885     UINT                    Height;
886     UINT                    Depth;
887 } WINED3DVOLUMET_DESC;
888
889 /*****************************************************************************
890  * IWineD3DVolume implementation structure (extends IUnknown)
891  */
892 typedef struct IWineD3DVolumeImpl
893 {
894     /* IUnknown & WineD3DResource fields */
895     const IWineD3DVolumeVtbl  *lpVtbl;
896     IWineD3DResourceClass      resource;
897
898     /* WineD3DVolume Information */
899     WINED3DVOLUMET_DESC      currentDesc;
900     IWineD3DBase            *container;
901     UINT                    bytesPerPixel;
902
903     BOOL                    lockable;
904     BOOL                    locked;
905     WINED3DBOX              lockedBox;
906     WINED3DBOX              dirtyBox;
907     BOOL                    dirty;
908
909
910 } IWineD3DVolumeImpl;
911
912 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
913
914 /*****************************************************************************
915  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
916  */
917 typedef struct IWineD3DVolumeTextureImpl
918 {
919     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
920     const IWineD3DVolumeTextureVtbl *lpVtbl;
921     IWineD3DResourceClass     resource;
922     IWineD3DBaseTextureClass  baseTexture;
923
924     /* IWineD3DVolumeTexture */
925     IWineD3DVolume           *volumes[MAX_LEVELS];
926
927     UINT                      width;
928     UINT                      height;
929     UINT                      depth;
930 } IWineD3DVolumeTextureImpl;
931
932 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
933
934 typedef struct _WINED3DSURFACET_DESC
935 {
936     WINED3DMULTISAMPLE_TYPE MultiSampleType;
937     DWORD                   MultiSampleQuality;
938     UINT                    Width;
939     UINT                    Height;
940 } WINED3DSURFACET_DESC;
941
942 /*****************************************************************************
943  * Structure for DIB Surfaces (GetDC and GDI surfaces)
944  */
945 typedef struct wineD3DSurface_DIB {
946     HBITMAP DIBsection;
947     void* bitmap_data;
948     HGDIOBJ holdbitmap;
949     BOOL client_memory;
950 } wineD3DSurface_DIB;
951
952 /*****************************************************************************
953  * IWineD3DSurface implementation structure
954  */
955 struct IWineD3DSurfaceImpl
956 {
957     /* IUnknown & IWineD3DResource Information     */
958     const IWineD3DSurfaceVtbl *lpVtbl;
959     IWineD3DResourceClass     resource;
960
961     /* IWineD3DSurface fields */
962     IWineD3DBase              *container;
963     WINED3DSURFACET_DESC      currentDesc;
964     IWineD3DPaletteImpl      *palette;
965
966     UINT                      bytesPerPixel;
967
968     /* TODO: move this off into a management class(maybe!) */
969     DWORD                      Flags;
970
971     UINT                      pow2Width;
972     UINT                      pow2Height;
973     UINT                      pow2Size;
974
975     /* Oversized texture */
976     RECT                      glRect;
977
978 #if 0
979     /* precalculated x and y scalings for texture coords */
980     float                     pow2scalingFactorX; /* =  (Width  / pow2Width ) */
981     float                     pow2scalingFactorY; /* =  (Height / pow2Height) */
982 #endif
983
984     RECT                      lockedRect;
985     RECT                      dirtyRect;
986
987     glDescriptor              glDescription;
988
989     /* For GetDC */
990     wineD3DSurface_DIB        dib;
991     HDC                       hDC;
992
993     /* Color keys for DDraw */
994     DDCOLORKEY                DestBltCKey;
995     DDCOLORKEY                DestOverlayCKey;
996     DDCOLORKEY                SrcOverlayCKey;
997     DDCOLORKEY                SrcBltCKey;
998     DWORD                     CKeyFlags;
999
1000     DDCOLORKEY                glCKey;
1001 };
1002
1003 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1004 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1005
1006 /* Predeclare the shared Surface functions */
1007 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1008 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
1009 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1010 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1011 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1012 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1013 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1014 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1015 DWORD   WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1016 DWORD   WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1017 void    WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1018 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
1019 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1020 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1021 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1022 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1023 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
1024 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
1025 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1026 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1027 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1028 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey);
1029 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1030 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1031 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1032 HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL  inTexture);
1033 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1034 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1035 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1036 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1037 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx);
1038 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1039 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1040 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1041 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1042 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1043 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1044 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1045 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1046 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1047 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1048 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1049
1050 /* Surface flags: */
1051 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
1052 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
1053 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for getdc */
1054 #define SFLAG_DIRTY       0x00000008 /* Surface was locked by the app */
1055 #define SFLAG_LOCKABLE    0x00000010 /* Surface can be locked */
1056 #define SFLAG_DISCARD     0x00000020 /* ??? */
1057 #define SFLAG_LOCKED      0x00000040 /* Surface is locked atm */
1058 #define SFLAG_ACTIVELOCK  0x00000080 /* Not locked, but surface memory is needed */
1059 #define SFLAG_INTEXTURE   0x00000100 /* ??? */
1060 #define SFLAG_INPBUFFER   0x00000200 /* ??? */
1061 #define SFLAG_NONPOW2     0x00000400 /* Surface sizes are not a power of 2 */
1062 #define SFLAG_DYNLOCK     0x00000800 /* Surface is often locked by the app */
1063 #define SFLAG_DYNCHANGE   0x00001800 /* Surface contents are changed very often, implies DYNLOCK */
1064 #define SFLAG_DCINUSE     0x00002000 /* Set between GetDC and ReleaseDC calls */
1065 #define SFLAG_GLDIRTY     0x00004000 /* The opengl texture is more up to date than the surface mem */
1066 #define SFLAG_LOST        0x00008000 /* Surface lost flag for DDraw */
1067 #define SFLAG_FORCELOAD   0x00010000 /* To force PreLoading of a scratch cursor */
1068 #define SFLAG_USERPTR     0x00020000 /* The application allocated the memory for this surface */
1069 #define SFLAG_GLCKEY      0x00040000 /* The gl texture was created with a color key */
1070
1071 /* In some conditions the surface memory must not be freed:
1072  * SFLAG_OVERSIZE: Not all data can be kept in GL
1073  * SFLAG_CONVERTED: Converting the data back would take too long
1074  * SFLAG_DIBSECTION: The dib code manages the memory
1075  * SFLAG_DIRTY: GL surface isn't up to date
1076  * SFLAG_LOCKED: The app requires access to the surface data
1077  * SFLAG_ACTIVELOCK: Some wined3d code needs the memory
1078  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1079  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1080  */
1081 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
1082                           SFLAG_CONVERTED  | \
1083                           SFLAG_DIBSECTION | \
1084                           SFLAG_DIRTY      | \
1085                           SFLAG_LOCKED     | \
1086                           SFLAG_ACTIVELOCK | \
1087                           SFLAG_DYNLOCK    | \
1088                           SFLAG_DYNCHANGE  | \
1089                           SFLAG_USERPTR)
1090
1091 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1092
1093 /* Alignment of the pitch */
1094 #define SURFACE_ALIGNMENT 4
1095
1096 /*****************************************************************************
1097  * IWineD3DVertexDeclaration implementation structure
1098  */
1099 typedef struct IWineD3DVertexDeclarationImpl {
1100  /* IUnknown  Information     */
1101   const IWineD3DVertexDeclarationVtbl *lpVtbl;
1102   LONG                    ref;     /* Note: Ref counting not required */
1103
1104   IUnknown               *parent;
1105   /** precomputed fvf if simple declaration */
1106   IWineD3DDeviceImpl     *wineD3DDevice;
1107   DWORD   fvf[MAX_STREAMS];
1108   DWORD   allFVF;
1109
1110   /** dx8 compatible Declaration fields */
1111   DWORD*  pDeclaration8;
1112   DWORD   declaration8Length;
1113
1114   /** dx9+ */
1115   D3DVERTEXELEMENT9 *pDeclaration9;
1116   UINT               declaration9NumElements;
1117
1118   WINED3DVERTEXELEMENT  *pDeclarationWine;
1119   UINT                   declarationWNumElements;
1120   
1121   float                 *constants;
1122   
1123 } IWineD3DVertexDeclarationImpl;
1124
1125 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1126
1127 /*****************************************************************************
1128  * IWineD3DStateBlock implementation structure
1129  */
1130
1131 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1132 /*   Note: Very long winded but gl Lists are not flexible enough */
1133 /*   to resolve everything we need, so doing it manually for now */
1134 typedef struct SAVEDSTATES {
1135         BOOL                      indices;
1136         BOOL                      material;
1137         BOOL                      fvf;
1138         BOOL                      streamSource[MAX_STREAMS];
1139         BOOL                      streamFreq[MAX_STREAMS];
1140         BOOL                      textures[MAX_SAMPLERS];
1141         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1142         BOOL                      viewport;
1143         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1144         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1145         BOOL                      samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1146         BOOL                      clipplane[MAX_CLIPPLANES];
1147         BOOL                      vertexDecl;
1148         BOOL                      pixelShader;
1149         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1150         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1151         BOOL                     *pixelShaderConstantsF;
1152         BOOL                      vertexShader;
1153         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1154         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1155         BOOL                     *vertexShaderConstantsF;
1156 } SAVEDSTATES;
1157
1158 typedef struct {
1159     struct list entry;
1160     int idx;
1161 } constant_entry;
1162
1163 struct IWineD3DStateBlockImpl
1164 {
1165     /* IUnknown fields */
1166     const IWineD3DStateBlockVtbl *lpVtbl;
1167     LONG                      ref;     /* Note: Ref counting not required */
1168
1169     /* IWineD3DStateBlock information */
1170     IUnknown                 *parent;
1171     IWineD3DDeviceImpl       *wineD3DDevice;
1172     WINED3DSTATEBLOCKTYPE     blockType;
1173
1174     /* Array indicating whether things have been set or changed */
1175     SAVEDSTATES               changed;
1176     SAVEDSTATES               set;
1177     struct list               set_vconstantsF;
1178     struct list               set_pconstantsF;
1179
1180     /* Drawing - Vertex Shader or FVF related */
1181     DWORD                     fvf;
1182     /* Vertex Shader Declaration */
1183     IWineD3DVertexDeclaration *vertexDecl;
1184
1185     IWineD3DVertexShader      *vertexShader;
1186
1187     /* Vertex Shader Constants */
1188     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1189     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1190     float                     *vertexShaderConstantF;
1191
1192     /* Stream Source */
1193     BOOL                      streamIsUP;
1194     UINT                      streamStride[MAX_STREAMS];
1195     UINT                      streamOffset[MAX_STREAMS];
1196     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1197     UINT                      streamFreq[MAX_STREAMS];
1198     UINT                      streamFlags[MAX_STREAMS];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1199
1200     /* Indices */
1201     IWineD3DIndexBuffer*      pIndexData;
1202     UINT                      baseVertexIndex; /* Note: only used for d3d8 */
1203
1204     /* Transform */
1205     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1206
1207     /* Lights */
1208     PLIGHTINFOEL             *lights; /* NOTE: active GL lights must be front of the chain */
1209
1210     /* Clipping */
1211     double                    clipplane[MAX_CLIPPLANES][4];
1212     WINED3DCLIPSTATUS         clip_status;
1213
1214     /* ViewPort */
1215     WINED3DVIEWPORT           viewport;
1216
1217     /* Material */
1218     WINED3DMATERIAL           material;
1219
1220     /* Pixel Shader */
1221     IWineD3DPixelShader      *pixelShader;
1222
1223     /* Pixel Shader Constants */
1224     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1225     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1226     float                     *pixelShaderConstantF;
1227
1228     /* RenderState */
1229     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1230
1231     /* Texture */
1232     IWineD3DBaseTexture      *textures[MAX_SAMPLERS];
1233     int                       textureDimensions[MAX_SAMPLERS];
1234
1235     /* Texture State Stage */
1236     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1237     DWORD                     lowest_disabled_stage;
1238     /* Sampler States */
1239     DWORD                     samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1240
1241     /* Current GLSL Shader Program */
1242     struct glsl_shader_prog_link *glsl_program;
1243 };
1244
1245 extern void stateblock_savedstates_set(
1246     IWineD3DStateBlock* iface,
1247     SAVEDSTATES* states,
1248     BOOL value);
1249
1250 extern void stateblock_savedstates_copy(
1251     IWineD3DStateBlock* iface,
1252     SAVEDSTATES* dest,
1253     SAVEDSTATES* source);
1254
1255 extern void stateblock_copy(
1256     IWineD3DStateBlock* destination,
1257     IWineD3DStateBlock* source);
1258
1259 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1260
1261 /*****************************************************************************
1262  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1263  */
1264 typedef struct IWineD3DQueryImpl
1265 {
1266     const IWineD3DQueryVtbl  *lpVtbl;
1267     LONG                      ref;     /* Note: Ref counting not required */
1268     
1269     IUnknown                 *parent;
1270     /*TODO: replace with iface usage */
1271 #if 0
1272     IWineD3DDevice         *wineD3DDevice;
1273 #else
1274     IWineD3DDeviceImpl       *wineD3DDevice;
1275 #endif
1276
1277     /* IWineD3DQuery fields */
1278     WINED3DQUERYTYPE         type;
1279     /* TODO: Think about using a IUnknown instead of a void* */
1280     void                     *extendedData;
1281     
1282   
1283 } IWineD3DQueryImpl;
1284
1285 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1286
1287 /* Datastructures for IWineD3DQueryImpl.extendedData */
1288 typedef struct  WineQueryOcclusionData {
1289     GLuint  queryId;
1290 } WineQueryOcclusionData;
1291
1292
1293 /*****************************************************************************
1294  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1295  */
1296
1297 typedef struct IWineD3DSwapChainImpl
1298 {
1299     /*IUnknown part*/
1300     const IWineD3DSwapChainVtbl *lpVtbl;
1301     LONG                      ref;     /* Note: Ref counting not required */
1302
1303     IUnknown                 *parent;
1304     IWineD3DDeviceImpl       *wineD3DDevice;
1305
1306     /* IWineD3DSwapChain fields */
1307     IWineD3DSurface         **backBuffer;
1308     IWineD3DSurface          *frontBuffer;
1309     BOOL                      wantsDepthStencilBuffer;
1310     D3DPRESENT_PARAMETERS     presentParms;
1311     DWORD                     orig_width, orig_height;
1312
1313     /* TODO: move everything up to drawable off into a context manager
1314       and store the 'data' in the contextManagerData interface.
1315     IUnknown                  *contextManagerData;
1316     */
1317
1318     HWND                    win_handle;
1319     Window                  win;
1320     Display                *display;
1321
1322     GLXContext              glCtx;
1323     XVisualInfo            *visInfo;
1324     GLXContext              render_ctx;
1325     /* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
1326     Drawable                drawable;
1327 } IWineD3DSwapChainImpl;
1328
1329 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1330
1331 /*****************************************************************************
1332  * Utility function prototypes 
1333  */
1334
1335 /* Trace routines */
1336 const char* debug_d3dformat(WINED3DFORMAT fmt);
1337 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1338 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1339 const char* debug_d3dusage(DWORD usage);
1340 const char* debug_d3dusagequery(DWORD usagequery);
1341 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1342 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1343 const char* debug_d3ddeclusage(BYTE usage);
1344 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1345 const char* debug_d3drenderstate(DWORD state);
1346 const char* debug_d3dsamplerstate(DWORD state);
1347 const char* debug_d3dtexturestate(DWORD state);
1348 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1349 const char* debug_d3dpool(WINED3DPOOL pool);
1350
1351 /* Routines for GL <-> D3D values */
1352 GLenum StencilOp(DWORD op);
1353 GLenum CompareFunc(DWORD func);
1354 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1355 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1356 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1357
1358 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1359
1360 /* Math utils */
1361 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1362
1363 /*****************************************************************************
1364  * To enable calling of inherited functions, requires prototypes 
1365  *
1366  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1367  */
1368     /*** IUnknown methods ***/
1369     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1370     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1371     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1372     /*** IWineD3DResource methods ***/
1373     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1374     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1375     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1376     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1377     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1378     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1379     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1380     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1381     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1382     /*** class static members ***/
1383     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1384
1385     /*** IUnknown methods ***/
1386     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1387     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1388     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1389     /*** IWineD3DResource methods ***/
1390     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1391     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1392     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1393     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1394     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1395     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1396     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1397     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1398     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1399     /*** IWineD3DBaseTexture methods ***/
1400     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1401     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1402     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1403     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1404     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1405     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1406     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1407     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1408
1409     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1410     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1411     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1412     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1413     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1414     /*** class static members ***/
1415     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1416
1417 struct SHADER_OPCODE_ARG;
1418 typedef void (*shader_fct_t)();
1419 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1420
1421 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1422  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1423  * used if the user is using GLSL shaders. */
1424 struct glsl_shader_prog_link {
1425     struct list             entry;
1426     GLhandleARB             programId;
1427     GLhandleARB             *vuniformF_locations;
1428     GLhandleARB             *puniformF_locations;
1429     IWineD3DVertexShader*   vertexShader;
1430     IWineD3DPixelShader*    pixelShader;
1431 };
1432
1433 /* TODO: Make this dynamic, based on shader limits ? */
1434 #define MAX_REG_ADDR 1
1435 #define MAX_REG_TEMP 32
1436 #define MAX_REG_TEXCRD 8
1437 #define MAX_REG_INPUT 12
1438 #define MAX_REG_OUTPUT 12
1439 #define MAX_ATTRIBS 16
1440 #define MAX_CONST_I 16
1441 #define MAX_CONST_B 16
1442
1443 /* FIXME: This needs to go up to 2048 for
1444  * Shader model 3 according to msdn (and for software shaders) */
1445 #define MAX_LABELS 16
1446
1447 typedef struct semantic {
1448     DWORD usage;
1449     DWORD reg;
1450 } semantic;
1451
1452 typedef struct local_constant {
1453     struct list entry;
1454     unsigned int idx;
1455     DWORD value[4];
1456 } local_constant;
1457
1458 typedef struct shader_reg_maps {
1459
1460     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1461     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1462     char address[MAX_REG_ADDR];             /* vertex */
1463     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1464     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1465     char attributes[MAX_ATTRIBS];           /* vertex */
1466     char labels[MAX_LABELS];                /* pixel, vertex */
1467
1468     /* Sampler usage tokens 
1469      * Use 0 as default (bit 31 is always 1 on a valid token) */
1470     DWORD samplers[MAX_SAMPLERS];
1471
1472     /* Whether or not a loop is used in this shader */
1473     char loop;
1474
1475     /* Whether or not this shader uses fog */
1476     char fog;
1477
1478 } shader_reg_maps;
1479
1480 #define SHADER_PGMSIZE 65535
1481 typedef struct SHADER_BUFFER {
1482     char* buffer;
1483     unsigned int bsize;
1484     unsigned int lineNo;
1485 } SHADER_BUFFER;
1486
1487 /* Undocumented opcode controls */
1488 #define INST_CONTROLS_SHIFT 16
1489 #define INST_CONTROLS_MASK 0x00ff0000
1490
1491 typedef enum COMPARISON_TYPE {
1492     COMPARISON_GT = 1,
1493     COMPARISON_EQ = 2,
1494     COMPARISON_GE = 3,
1495     COMPARISON_LT = 4,
1496     COMPARISON_NE = 5,
1497     COMPARISON_LE = 6
1498 } COMPARISON_TYPE;
1499
1500 typedef struct SHADER_OPCODE {
1501     unsigned int  opcode;
1502     const char*   name;
1503     const char*   glname;
1504     char          dst_token;
1505     CONST UINT    num_params;
1506     shader_fct_t  soft_fct;
1507     SHADER_HANDLER hw_fct;
1508     SHADER_HANDLER hw_glsl_fct;
1509     DWORD         min_version;
1510     DWORD         max_version;
1511 } SHADER_OPCODE;
1512
1513 typedef struct SHADER_OPCODE_ARG {
1514     IWineD3DBaseShader* shader;
1515     shader_reg_maps* reg_maps;
1516     CONST SHADER_OPCODE* opcode;
1517     DWORD opcode_token;
1518     DWORD dst;
1519     DWORD dst_addr;
1520     DWORD predicate;
1521     DWORD src[4];
1522     DWORD src_addr[4];
1523     SHADER_BUFFER* buffer;
1524 } SHADER_OPCODE_ARG;
1525
1526 typedef struct SHADER_LIMITS {
1527     unsigned int temporary;
1528     unsigned int texcoord;
1529     unsigned int sampler;
1530     unsigned int constant_int;
1531     unsigned int constant_float;
1532     unsigned int constant_bool;
1533     unsigned int address;
1534     unsigned int packed_output;
1535     unsigned int packed_input;
1536     unsigned int attributes;
1537     unsigned int label;
1538 } SHADER_LIMITS;
1539
1540 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1541     maintain state information between multiple codes */
1542 typedef struct SHADER_PARSE_STATE {
1543     unsigned int current_row;
1544     DWORD texcoord_w[2];
1545 } SHADER_PARSE_STATE;
1546
1547 /* Base Shader utility functions. 
1548  * (may move callers into the same file in the future) */
1549 extern int shader_addline(
1550     SHADER_BUFFER* buffer,
1551     const char* fmt, ...);
1552
1553 extern const SHADER_OPCODE* shader_get_opcode(
1554     IWineD3DBaseShader *iface, 
1555     const DWORD code);
1556
1557 extern void shader_delete_constant_list(
1558     struct list* clist);
1559
1560 /* Vertex shader utility functions */
1561 extern BOOL vshader_get_input(
1562     IWineD3DVertexShader* iface,
1563     BYTE usage_req, BYTE usage_idx_req,
1564     unsigned int* regnum);
1565
1566 extern BOOL vshader_input_is_color(
1567     IWineD3DVertexShader* iface,
1568     unsigned int regnum);
1569
1570 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1571
1572 /* ARB_[vertex/fragment]_program helper functions */
1573 extern void shader_arb_load_constants(
1574     IWineD3DDevice* device,
1575     char usePixelShader,
1576     char useVertexShader);
1577
1578 /* ARB shader program Prototypes */
1579 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1580
1581 /* ARB pixel shader prototypes */
1582 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1583 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1584 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1585 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1586 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1587 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1588 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1589 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1590 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1591 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1592 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1593 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1594 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1595 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1596
1597 /* ARB vertex shader prototypes */
1598 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1599 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1600
1601 /* GLSL helper functions */
1602 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1603 extern void shader_glsl_load_constants(
1604     IWineD3DDevice* device,
1605     char usePixelShader,
1606     char useVertexShader);
1607
1608 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1609 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1610 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1611 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1612 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1613 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1614 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1615 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1616 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1617 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1618 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1619 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1620 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1621 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1622 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1623 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1624 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1625 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1626 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1627 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1628 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1629 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1630 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1631 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1632 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1633 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1634 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1635 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1636 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1637 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1638
1639 /** GLSL Pixel Shader Prototypes */
1640 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1641 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1642 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1643 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1644 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1645 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1646 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1647 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1648 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1649 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1650 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1651 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1652 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1653 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1654 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1655 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1656 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1657 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1658 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1659 extern void pshader_glsl_input_pack(
1660    SHADER_BUFFER* buffer,
1661    semantic* semantics_out);
1662
1663 /** GLSL Vertex Shader Prototypes */
1664 extern void vshader_glsl_output_unpack(
1665    SHADER_BUFFER* buffer,
1666    semantic* semantics_out);
1667
1668 /*****************************************************************************
1669  * IDirect3DBaseShader implementation structure
1670  */
1671 typedef struct IWineD3DBaseShaderClass
1672 {
1673     DWORD                           hex_version;
1674     SHADER_LIMITS                   limits;
1675     SHADER_PARSE_STATE              parse_state;
1676     CONST SHADER_OPCODE             *shader_ins;
1677     CONST DWORD                     *function;
1678     UINT                            functionLength;
1679     GLuint                          prgId;
1680     BOOL                            is_compiled;
1681
1682     /* Type of shader backend */
1683     int shader_mode;
1684
1685     /* Immediate constants (override global ones) */
1686     struct list constantsB;
1687     struct list constantsF;
1688     struct list constantsI;
1689     shader_reg_maps reg_maps;
1690
1691     /* Pointer to the parent device */
1692     IWineD3DDevice *device;
1693
1694 } IWineD3DBaseShaderClass;
1695
1696 typedef struct IWineD3DBaseShaderImpl {
1697     /* IUnknown */
1698     const IWineD3DBaseShaderVtbl    *lpVtbl;
1699     LONG                            ref;
1700
1701     /* IWineD3DBaseShader */
1702     IWineD3DBaseShaderClass         baseShader;
1703 } IWineD3DBaseShaderImpl;
1704
1705 extern HRESULT shader_get_registers_used(
1706     IWineD3DBaseShader *iface,
1707     shader_reg_maps* reg_maps,
1708     semantic* semantics_in,
1709     semantic* semantics_out,
1710     CONST DWORD* pToken,
1711     IWineD3DStateBlockImpl *stateBlock);
1712
1713 extern void shader_generate_glsl_declarations(
1714     IWineD3DBaseShader *iface,
1715     shader_reg_maps* reg_maps,
1716     SHADER_BUFFER* buffer,
1717     WineD3D_GL_Info* gl_info);
1718
1719 extern void shader_generate_arb_declarations(
1720     IWineD3DBaseShader *iface,
1721     shader_reg_maps* reg_maps,
1722     SHADER_BUFFER* buffer,
1723     WineD3D_GL_Info* gl_info);
1724
1725 extern void shader_generate_main(
1726     IWineD3DBaseShader *iface,
1727     SHADER_BUFFER* buffer,
1728     shader_reg_maps* reg_maps,
1729     CONST DWORD* pFunction);
1730
1731 extern void shader_dump_ins_modifiers(
1732     const DWORD output);
1733
1734 extern void shader_dump_param(
1735     IWineD3DBaseShader *iface,
1736     const DWORD param,
1737     const DWORD addr_token,
1738     int input);
1739
1740 extern void shader_trace_init(
1741     IWineD3DBaseShader *iface,
1742     const DWORD* pFunction);
1743
1744 extern int shader_get_param(
1745     IWineD3DBaseShader* iface,
1746     const DWORD* pToken,
1747     DWORD* param,
1748     DWORD* addr_token);
1749
1750 extern int shader_skip_unrecognized(
1751     IWineD3DBaseShader* iface,
1752     const DWORD* pToken);
1753
1754 extern void print_glsl_info_log(
1755     WineD3D_GL_Info *gl_info,
1756     GLhandleARB obj);
1757
1758 inline static int shader_get_regtype(const DWORD param) {
1759     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1760             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1761 }
1762
1763 extern unsigned int shader_get_float_offset(const DWORD reg);
1764
1765 inline static BOOL shader_is_pshader_version(DWORD token) {
1766     return 0xFFFF0000 == (token & 0xFFFF0000);
1767 }
1768
1769 inline static BOOL shader_is_vshader_version(DWORD token) {
1770     return 0xFFFE0000 == (token & 0xFFFF0000);
1771 }
1772
1773 inline static BOOL shader_is_comment(DWORD token) {
1774     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1775 }
1776
1777 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1778  * so upload them above that
1779  */
1780 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1781 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1782
1783 /*****************************************************************************
1784  * IDirect3DVertexShader implementation structure
1785  */
1786 typedef struct IWineD3DVertexShaderImpl {
1787     /* IUnknown parts*/   
1788     const IWineD3DVertexShaderVtbl *lpVtbl;
1789     LONG                        ref;     /* Note: Ref counting not required */
1790
1791     /* IWineD3DBaseShader */
1792     IWineD3DBaseShaderClass     baseShader;
1793
1794     /* IWineD3DVertexShaderImpl */
1795     IUnknown                    *parent;
1796
1797     char                        usesFog;
1798     DWORD                       usage;
1799
1800     /* Vertex shader input and output semantics */
1801     semantic semantics_in [MAX_ATTRIBS];
1802     semantic semantics_out [MAX_REG_OUTPUT];
1803
1804     /* run time datas...  */
1805     VSHADERDATA                *data;
1806     IWineD3DVertexDeclaration  *vertexDeclaration;
1807 #if 0 /* needs reworking */
1808     /* run time datas */
1809     VSHADERINPUTDATA input;
1810     VSHADEROUTPUTDATA output;
1811 #endif
1812 } IWineD3DVertexShaderImpl;
1813 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1814 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1815
1816 /*****************************************************************************
1817  * IDirect3DPixelShader implementation structure
1818  */
1819 typedef struct IWineD3DPixelShaderImpl {
1820     /* IUnknown parts */
1821     const IWineD3DPixelShaderVtbl *lpVtbl;
1822     LONG                        ref;     /* Note: Ref counting not required */
1823
1824     /* IWineD3DBaseShader */
1825     IWineD3DBaseShaderClass     baseShader;
1826
1827     /* IWineD3DPixelShaderImpl */
1828     IUnknown                   *parent;
1829
1830     /* Pixel shader input semantics */
1831     semantic semantics_in [MAX_REG_INPUT];
1832
1833     /* run time data */
1834     PSHADERDATA                *data;
1835
1836 #if 0 /* needs reworking */
1837     PSHADERINPUTDATA input;
1838     PSHADEROUTPUTDATA output;
1839 #endif
1840 } IWineD3DPixelShaderImpl;
1841
1842 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1843 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1844
1845 /*****************************************************************************
1846  * IWineD3DPalette implementation structure
1847  */
1848 struct IWineD3DPaletteImpl {
1849     /* IUnknown parts */
1850     const IWineD3DPaletteVtbl  *lpVtbl;
1851     LONG                       ref;
1852
1853     IUnknown                   *parent;
1854     IWineD3DDeviceImpl         *wineD3DDevice;
1855
1856     /* IWineD3DPalette */
1857     HPALETTE                   hpal;
1858     WORD                       palVersion;     /*|               */
1859     WORD                       palNumEntries;  /*|  LOGPALETTE   */
1860     PALETTEENTRY               palents[256];   /*|               */
1861     /* This is to store the palette in 'screen format' */
1862     int                        screen_palents[256];
1863     DWORD                      Flags;
1864 };
1865
1866 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1867 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1868
1869 /* DirectDraw utility functions */
1870 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
1871
1872 /*****************************************************************************
1873  * Pixel format management
1874  */
1875 typedef struct {
1876     WINED3DFORMAT           format;
1877     DWORD                   alphaMask, redMask, greenMask, blueMask;
1878     UINT                    bpp;
1879     BOOL                    isFourcc;
1880     GLint                   glInternal, glFormat, glType;
1881 } PixelFormatDesc;
1882
1883 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);
1884 #endif