quartz: Exclude unused headers.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "wined3d_private_types.h"
41 #include "wine/wined3d_interface.h"
42 #include "wine/wined3d_caps.h"
43 #include "wine/wined3d_gl.h"
44 #include "wine/list.h"
45
46 /* Hash table functions */
47 typedef unsigned int (hash_function_t)(void *key);
48 typedef BOOL (compare_function_t)(void *keya, void *keyb);
49
50 typedef struct {
51     void *key;
52     void *value;
53     unsigned int hash;
54     struct list entry;
55 } hash_table_entry_t;
56
57 typedef struct {
58     hash_function_t *hash_function;
59     compare_function_t *compare_function;
60     struct list *buckets;
61     unsigned int bucket_count;
62     hash_table_entry_t *entries;
63     unsigned int entry_count;
64     struct list free_entries;
65     unsigned int count;
66     unsigned int grow_size;
67     unsigned int shrink_size;
68 } hash_table_t;
69
70 hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(hash_table_t *table);
72 void *hash_table_get(hash_table_t *table, void *key);
73 void hash_table_put(hash_table_t *table, void *key, void *value);
74 void hash_table_remove(hash_table_t *table, void *key);
75
76 /* Device caps */
77 #define MAX_PALETTES      256
78 #define MAX_STREAMS       16
79 #define MAX_TEXTURES      8
80 #define MAX_SAMPLERS      16
81 #define MAX_ACTIVE_LIGHTS 8
82 #define MAX_CLIPPLANES    WINED3DMAXUSERCLIPPLANES
83 #define MAX_LEVELS        256
84
85 #define MAX_CONST_I 16
86 #define MAX_CONST_B 16
87
88 /* Used for CreateStateBlock */
89 #define NUM_SAVEDPIXELSTATES_R     35
90 #define NUM_SAVEDPIXELSTATES_T     18
91 #define NUM_SAVEDPIXELSTATES_S     12
92 #define NUM_SAVEDVERTEXSTATES_R    31
93 #define NUM_SAVEDVERTEXSTATES_T    2
94 #define NUM_SAVEDVERTEXSTATES_S    1
95
96 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
97 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
98 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
99 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
100 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
101 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
102
103 typedef enum _WINELOOKUP {
104     WINELOOKUP_WARPPARAM = 0,
105     WINELOOKUP_MAGFILTER = 1,
106     MAX_LOOKUPS          = 2
107 } WINELOOKUP;
108
109 extern int minLookup[MAX_LOOKUPS];
110 extern int maxLookup[MAX_LOOKUPS];
111 extern DWORD *stateLookup[MAX_LOOKUPS];
112
113 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
114
115 typedef struct _WINED3DGLTYPE {
116     int         d3dType;
117     GLint       size;
118     GLenum      glType;
119     GLboolean   normalized;
120     int         typesize;
121 } WINED3DGLTYPE;
122
123 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
124 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
125                                   {WINED3DDECLTYPE_FLOAT1,    1, GL_FLOAT           , GL_FALSE ,sizeof(float)},
126                                   {WINED3DDECLTYPE_FLOAT2,    2, GL_FLOAT           , GL_FALSE ,sizeof(float)},
127                                   {WINED3DDECLTYPE_FLOAT3,    3, GL_FLOAT           , GL_FALSE ,sizeof(float)},
128                                   {WINED3DDECLTYPE_FLOAT4,    4, GL_FLOAT           , GL_FALSE ,sizeof(float)},
129                                   {WINED3DDECLTYPE_D3DCOLOR,  4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
130                                   {WINED3DDECLTYPE_UBYTE4,    4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
131                                   {WINED3DDECLTYPE_SHORT2,    2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
132                                   {WINED3DDECLTYPE_SHORT4,    4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
133                                   {WINED3DDECLTYPE_UBYTE4N,   4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
134                                   {WINED3DDECLTYPE_SHORT2N,   2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
135                                   {WINED3DDECLTYPE_SHORT4N,   4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
136                                   {WINED3DDECLTYPE_USHORT2N,  2, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
137                                   {WINED3DDECLTYPE_USHORT4N,  4, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
138                                   {WINED3DDECLTYPE_UDEC3,     3, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
139                                   {WINED3DDECLTYPE_DEC3N,     3, GL_SHORT           , GL_FALSE ,sizeof(short int)},
140                                   {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT           , GL_FALSE ,sizeof(short int)},
141                                   {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT           , GL_FALSE ,sizeof(short int)}};
142
143 #define WINED3D_ATR_TYPE(type)          glTypeLookup[type].d3dType
144 #define WINED3D_ATR_SIZE(type)          glTypeLookup[type].size
145 #define WINED3D_ATR_GLTYPE(type)        glTypeLookup[type].glType
146 #define WINED3D_ATR_NORMALIZED(type)    glTypeLookup[type].normalized
147 #define WINED3D_ATR_TYPESIZE(type)      glTypeLookup[type].typesize
148
149 /**
150  * Settings 
151  */
152 #define VS_NONE    0
153 #define VS_HW      1
154
155 #define PS_NONE    0
156 #define PS_HW      1
157
158 #define VBO_NONE   0
159 #define VBO_HW     1
160
161 #define NP2_NONE   0
162 #define NP2_REPACK 1
163 #define NP2_NATIVE 2
164
165 #define ORM_BACKBUFFER  0
166 #define ORM_PBUFFER     1
167 #define ORM_FBO         2
168
169 #define SHADER_ARB  1
170 #define SHADER_GLSL 2
171 #define SHADER_NONE 3
172
173 #define RTL_DISABLE   -1
174 #define RTL_AUTO       0
175 #define RTL_READDRAW   1
176 #define RTL_READTEX    2
177 #define RTL_TEXDRAW    3
178 #define RTL_TEXTEX     4
179
180 /* NOTE: When adding fields to this structure, make sure to update the default
181  * values in wined3d_main.c as well. */
182 typedef struct wined3d_settings_s {
183 /* vertex and pixel shader modes */
184   int vs_mode;
185   int ps_mode;
186   int vbo_mode;
187 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
188     we should use it.  However, until it's fully implemented, we'll leave it as a registry
189     setting for developers. */
190   BOOL glslRequested;
191   int offscreen_rendering_mode;
192   int rendertargetlock_mode;
193 /* Memory tracking and object counting */
194   unsigned int emulated_textureram;
195 } wined3d_settings_t;
196
197 extern wined3d_settings_t wined3d_settings;
198
199 /* Shader backends */
200
201 typedef struct {
202     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
203     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
204     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
205     void (*shader_cleanup)(IWineD3DDevice *iface);
206 } shader_backend_t;
207
208 extern const shader_backend_t glsl_shader_backend;
209 extern const shader_backend_t arb_program_shader_backend;
210 extern const shader_backend_t none_shader_backend;
211
212 /* X11 locking */
213
214 extern void (*wine_tsx11_lock_ptr)(void);
215 extern void (*wine_tsx11_unlock_ptr)(void);
216
217 /* As GLX relies on X, this is needed */
218 extern int num_lock;
219
220 #if 0
221 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
222 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
223 #else
224 #define ENTER_GL() wine_tsx11_lock_ptr()
225 #define LEAVE_GL() wine_tsx11_unlock_ptr()
226 #endif
227
228 /*****************************************************************************
229  * Defines
230  */
231
232 /* GL related defines */
233 /* ------------------ */
234 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
235 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
236 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
237 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
238
239 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
240 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
241 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
242 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
243
244 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
245 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
246 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
247 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
248
249 #define D3DCOLORTOGLFLOAT4(dw, vec) \
250   (vec)[0] = D3DCOLOR_R(dw); \
251   (vec)[1] = D3DCOLOR_G(dw); \
252   (vec)[2] = D3DCOLOR_B(dw); \
253   (vec)[3] = D3DCOLOR_A(dw);
254
255 /* DirectX Device Limits */
256 /* --------------------- */
257 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
258
259 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
260                             See MaxStreams in MSDN under GetDeviceCaps */
261                          /* Maximum number of constants provided to the shaders */
262 #define HIGHEST_TRANSFORMSTATE 512 
263                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
264 #define MAX_PALETTES      256
265
266 /* Checking of API calls */
267 /* --------------------- */
268 #define checkGLcall(A)                                          \
269 {                                                               \
270     GLint err = glGetError();                                   \
271     if (err == GL_NO_ERROR) {                                   \
272        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
273                                                                 \
274     } else do {                                                 \
275         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
276             debug_glerror(err), err, A, __FILE__, __LINE__);    \
277        err = glGetError();                                      \
278     } while (err != GL_NO_ERROR);                               \
279
280
281 /* Trace routines / diagnostics */
282 /* ---------------------------- */
283
284 /* Dump out a matrix and copy it */
285 #define conv_mat(mat,gl_mat)                                                                \
286 do {                                                                                        \
287     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
288     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
289     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
290     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
291     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
292 } while (0)
293
294 /* Macro to dump out the current state of the light chain */
295 #define DUMP_LIGHT_CHAIN()                    \
296 {                                             \
297   PLIGHTINFOEL *el = This->stateBlock->lights;\
298   while (el) {                                \
299     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
300     el = el->next;                            \
301   }                                           \
302 }
303
304 /* Trace vector and strided data information */
305 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
306 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
307         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);
308
309 /* Defines used for optimizations */
310
311 /*    Only reapply what is necessary */
312 #define REAPPLY_ALPHAOP  0x0001
313 #define REAPPLY_ALL      0xFFFF
314
315 /* Advance declaration of structures to satisfy compiler */
316 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
317 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
318 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
319 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
320
321 /* Tracking */
322
323 /* TODO: Move some of this to the device */
324 long globalChangeGlRam(long glram);
325
326 /* Memory and object tracking */
327
328 /*Structure for holding information on all direct3d objects
329 useful for making sure tracking is ok and when release is called on a device!
330 and probably quite handy for debugging and dumping states out
331 */
332 typedef struct WineD3DGlobalStatistics {
333     int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
334 } WineD3DGlobalStatistics;
335
336 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
337
338 /* Global variables */
339 extern const float identity[16];
340
341 /*****************************************************************************
342  * Compilable extra diagnostics
343  */
344
345 /* Trace information per-vertex: (extremely high amount of trace) */
346 #if 0 /* NOTE: Must be 0 in cvs */
347 # define VTRACE(A) TRACE A
348 #else 
349 # define VTRACE(A) 
350 #endif
351
352 /* Checking of per-vertex related GL calls */
353 /* --------------------- */
354 #define vcheckGLcall(A)                                         \
355 {                                                               \
356     GLint err = glGetError();                                   \
357     if (err == GL_NO_ERROR) {                                   \
358        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
359                                                                 \
360     } else do {                                                 \
361         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
362             debug_glerror(err), err, A, __FILE__, __LINE__);    \
363        err = glGetError();                                      \
364     } while (err != GL_NO_ERROR);                               \
365 }
366
367 /* TODO: Confirm each of these works when wined3d move completed */
368 #if 0 /* NOTE: Must be 0 in cvs */
369   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
370      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
371      is enabled, and if it doesn't exist it is disabled. */
372 # define FRAME_DEBUGGING
373   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
374       the file is deleted                                                                            */
375 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
376 #  define SINGLE_FRAME_DEBUGGING
377 # endif  
378   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
379      It can only be enabled when FRAME_DEBUGGING is also enabled                               
380      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
381      array is drawn.                                                                            */
382 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
383 #  define SHOW_FRAME_MAKEUP 1
384 # endif  
385   /* The following, when enabled, lets you see the makeup of the all the textures used during each
386      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
387      The contents of the textures assigned to each stage are written into 
388      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
389 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
390 #  define SHOW_TEXTURE_MAKEUP 0
391 # endif  
392 extern BOOL isOn;
393 extern BOOL isDumpingFrames;
394 extern LONG primCounter;
395 #endif
396
397 /*****************************************************************************
398  * Prototypes
399  */
400
401 /* Routine common to the draw primitive and draw indexed primitive routines */
402 void drawPrimitive(IWineD3DDevice *iface,
403                     int PrimitiveType,
404                     long NumPrimitives,
405                     /* for Indexed: */
406                     long  StartVertexIndex,
407                     UINT  numberOfVertices,
408                     long  StartIdx,
409                     short idxBytes,
410                     const void *idxData,
411                     int   minIndex);
412
413 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup);
414
415 void primitiveDeclarationConvertToStridedData(
416      IWineD3DDevice *iface,
417      BOOL useVertexShaderFunction,
418      WineDirect3DVertexStridedData *strided,
419      BOOL *fixup);
420
421 void primitiveConvertFVFtoOffset(DWORD thisFVF,
422                                  DWORD stride,
423                                  BYTE *data,
424                                  WineDirect3DVertexStridedData *strided,
425                                  GLint streamVBO,
426                                  UINT streamNo);
427
428 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
429
430 void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface);
431
432 #define eps 1e-8
433
434 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
435     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
436
437 /* Routines and structures related to state management */
438 typedef struct WineD3DContext WineD3DContext;
439 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
440
441 #define STATE_RENDER(a) (a)
442 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
443
444 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
445 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
446
447 /* + 1 because samplers start with 0 */
448 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
449 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_SAMPLERS - 1))
450
451 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_SAMPLERS - 1) + 1)
452 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
453
454 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
455 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
456
457 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
458 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
459 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
460 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
461
462 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
463 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
464
465 #define STATE_VSHADER (STATE_VDECL + 1)
466 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
467
468 #define STATE_VIEWPORT (STATE_VSHADER + 1)
469 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
470
471 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
472 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
473 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
474 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
475
476 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
477 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_PIXELSHADERCONSTANT(MAX_ACTIVE_LIGHTS))
478
479 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
480 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
481
482 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
483 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
484
485 #define STATE_HIGHEST (STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
486
487 struct StateEntry
488 {
489     DWORD           representative;
490     APPLYSTATEFUNC  apply;
491 };
492
493 /* Global state table */
494 extern const struct StateEntry StateTable[];
495
496 /* The new context manager that should deal with onscreen and offscreen rendering */
497 struct WineD3DContext {
498     /* State dirtification
499      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
500      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
501      * 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
502      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
503      */
504     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
505     DWORD                   numDirtyEntries;
506     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
507
508     IWineD3DSurface         *surface;
509     DWORD                   tid;    /* Thread ID which owns this context at the moment */
510
511     /* Stores some inforation about the context state for optimization */
512     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
513     BOOL                    last_was_pshader;
514     BOOL                    last_was_vshader;
515     BOOL                    last_was_foggy_shader;
516     BOOL                    namedArraysLoaded, numberedArraysLoaded;
517     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
518     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
519     BOOL                    last_was_blit, last_was_ckey;
520     char                    texShaderBumpMap;
521
522     /* The actual opengl context */
523     GLXContext              glCtx;
524     Drawable                drawable;
525     Display                 *display;
526     BOOL                    isPBuffer;
527 };
528
529 typedef enum ContextUsage {
530     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
531     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfacs */
532     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
533 } ContextUsage;
534
535 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
536 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win);
537 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
538 void apply_fbo_state(IWineD3DDevice *iface);
539
540 /* Routine to fill gl caps for swapchains and IWineD3D */
541 BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
542
543 /* Macros for doing basic GPU detection based on opengl capabilities */
544 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
545 #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])
546 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
547 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
548
549 /* Default callbacks for implicit object destruction */
550 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
551
552 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
553
554 /*****************************************************************************
555  * Internal representation of a light
556  */
557 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
558 struct PLIGHTINFOEL {
559     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
560     DWORD        OriginalIndex;
561     LONG         glIndex;
562     BOOL         changed;
563     BOOL         enabledChanged;
564
565     /* Converted parms to speed up swapping lights */
566     float                         lightPosn[4];
567     float                         lightDirn[4];
568     float                         exponent;
569     float                         cutoff;
570
571     struct list entry;
572 };
573
574 /* The default light parameters */
575 extern const WINED3DLIGHT WINED3D_default_light;
576
577 /*****************************************************************************
578  * IWineD3D implementation structure
579  */
580 typedef struct IWineD3DImpl
581 {
582     /* IUnknown fields */
583     const IWineD3DVtbl     *lpVtbl;
584     LONG                    ref;     /* Note: Ref counting not required */
585
586     /* WineD3D Information */
587     IUnknown               *parent;
588     UINT                    dxVersion;
589
590     /* GL Information */
591     BOOL                    isGLInfoValid;
592     WineD3D_GL_Info         gl_info;
593 } IWineD3DImpl;
594
595 extern const IWineD3DVtbl IWineD3D_Vtbl;
596
597 /* TODO: setup some flags in the registry to enable, disable pbuffer support
598 (since it will break quite a few things until contexts are managed properly!) */
599 extern BOOL pbuffer_support;
600 /* allocate one pbuffer per surface */
601 extern BOOL pbuffer_per_surface;
602
603 typedef struct ResourceList {
604     IWineD3DResource         *resource;
605     struct ResourceList      *next;
606 } ResourceList;
607
608 /* A helper function that dumps a resource list */
609 void dumpResources(ResourceList *resources);
610
611 /*****************************************************************************
612  * IWineD3DDevice implementation structure
613  */
614 struct IWineD3DDeviceImpl
615 {
616     /* IUnknown fields      */
617     const IWineD3DDeviceVtbl *lpVtbl;
618     LONG                    ref;     /* Note: Ref counting not required */
619
620     /* WineD3D Information  */
621     IUnknown               *parent;
622     IWineD3D               *wineD3D;
623
624     /* Window styles to restore when switching fullscreen mode */
625     LONG                    style;
626     LONG                    exStyle;
627
628     /* X and GL Information */
629     GLint                   maxConcurrentLights;
630     GLenum                  offscreenBuffer;
631
632     /* Selected capabilities */
633     int vs_selected_mode;
634     int ps_selected_mode;
635     const shader_backend_t *shader_backend;
636     hash_table_t *glsl_program_lookup;
637
638     /* To store */
639     BOOL                    view_ident;        /* true iff view matrix is identity                */
640     BOOL                    untransformed;
641     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
642
643     /* State block related */
644     BOOL                    isRecordingState;
645     IWineD3DStateBlockImpl *stateBlock;
646     IWineD3DStateBlockImpl *updateStateBlock;
647     BOOL                   isInDraw;
648
649     /* Internal use fields  */
650     WINED3DDEVICE_CREATION_PARAMETERS createParms;
651     UINT                            adapterNo;
652     WINED3DDEVTYPE                  devType;
653
654     IWineD3DSwapChain     **swapchains;
655     uint                    NumberOfSwapChains;
656
657     ResourceList           *resources; /* a linked list to track resources created by the device */
658
659     /* Render Target Support */
660     IWineD3DSurface       **render_targets;
661     IWineD3DSurface        *depthStencilBuffer;
662     IWineD3DSurface       **fbo_color_attachments;
663     IWineD3DSurface        *fbo_depth_attachment;
664
665     IWineD3DSurface        *stencilBufferTarget;
666
667     /* Caches to avoid unneeded context changes */
668     IWineD3DSurface        *lastActiveRenderTarget;
669     IWineD3DSwapChain      *lastActiveSwapChain;
670
671     /* palettes texture management */
672     PALETTEENTRY            palettes[MAX_PALETTES][256];
673     UINT                    currentPalette;
674
675     /* For rendering to a texture using glCopyTexImage */
676     BOOL                    render_offscreen;
677     WINED3D_DEPTHCOPYSTATE  depth_copy_state;
678     GLuint                  fbo;
679     GLuint                  src_fbo;
680     GLuint                  dst_fbo;
681     GLenum                  *draw_buffers;
682
683     /* Cursor management */
684     BOOL                    bCursorVisible;
685     UINT                    xHotSpot;
686     UINT                    yHotSpot;
687     UINT                    xScreenSpace;
688     UINT                    yScreenSpace;
689     UINT                    cursorWidth, cursorHeight;
690     GLuint                  cursorTexture;
691     BOOL                    haveHardwareCursor;
692     HCURSOR                 hardwareCursor;
693
694     /* Textures for when no other textures are mapped */
695     UINT                          dummyTextureName[MAX_TEXTURES];
696
697     /* Debug stream management */
698     BOOL                     debug;
699
700     /* Device state management */
701     HRESULT                 state;
702     BOOL                    d3d_initialized;
703
704     /* A flag to check for proper BeginScene / EndScene call pairs */
705     BOOL inScene;
706
707     /* process vertex shaders using software or hardware */
708     BOOL softwareVertexProcessing;
709
710     /* DirectDraw stuff */
711     HWND ddraw_window;
712     IWineD3DSurface *ddraw_primary;
713     DWORD ddraw_width, ddraw_height;
714     WINED3DFORMAT ddraw_format;
715     BOOL ddraw_fullscreen;
716
717     /* Final position fixup constant */
718     float                       posFixup[4];
719
720     /* With register combiners we can skip junk texture stages */
721     DWORD                     texUnitMap[MAX_SAMPLERS];
722     BOOL                      oneToOneTexUnitMap;
723
724     /* Stream source management */
725     WineDirect3DVertexStridedData strided_streams;
726     WineDirect3DVertexStridedData *up_strided;
727     BOOL                      useDrawStridedSlow;
728     BOOL                      instancedDraw;
729
730     /* Context management */
731     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
732     WineD3DContext          *activeContext;              /* Only 0 for now      */
733     UINT                    numContexts;                 /* Always 1 for now    */
734     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
735     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
736 };
737
738 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
739
740 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
741 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
742     DWORD idx = state >> 5;
743     BYTE shift = state & 0x1f;
744     return context->isStateDirty[idx] & (1 << shift);
745 }
746
747 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
748 typedef struct PrivateData
749 {
750     struct list entry;
751
752     GUID tag;
753     DWORD flags; /* DDSPD_* */
754     DWORD uniqueness_value;
755
756     union
757     {
758         LPVOID data;
759         LPUNKNOWN object;
760     } ptr;
761
762     DWORD size;
763 } PrivateData;
764
765 /*****************************************************************************
766  * IWineD3DResource implementation structure
767  */
768 typedef struct IWineD3DResourceClass
769 {
770     /* IUnknown fields */
771     LONG                    ref;     /* Note: Ref counting not required */
772
773     /* WineD3DResource Information */
774     IUnknown               *parent;
775     WINED3DRESOURCETYPE     resourceType;
776     IWineD3DDeviceImpl     *wineD3DDevice;
777     WINED3DPOOL             pool;
778     UINT                    size;
779     DWORD                   usage;
780     WINED3DFORMAT           format;
781     BYTE                   *allocatedMemory;
782     struct list             privateData;
783
784 } IWineD3DResourceClass;
785
786 typedef struct IWineD3DResourceImpl
787 {
788     /* IUnknown & WineD3DResource Information     */
789     const IWineD3DResourceVtbl *lpVtbl;
790     IWineD3DResourceClass   resource;
791 } IWineD3DResourceImpl;
792
793
794 /*****************************************************************************
795  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
796  */
797 typedef struct IWineD3DVertexBufferImpl
798 {
799     /* IUnknown & WineD3DResource Information     */
800     const IWineD3DVertexBufferVtbl *lpVtbl;
801     IWineD3DResourceClass     resource;
802
803     /* WineD3DVertexBuffer specifics */
804     DWORD                     fvf;
805
806     /* Vertex buffer object support */
807     GLuint                    vbo;
808     BYTE                      Flags;
809     LONG                      bindCount;
810
811     UINT                      dirtystart, dirtyend;
812     LONG                      lockcount;
813
814     LONG                      declChanges, draws;
815     /* Last description of the buffer */
816     WineDirect3DVertexStridedData strided;
817 } IWineD3DVertexBufferImpl;
818
819 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
820
821 #define VBFLAG_LOAD           0x01    /* Data is written from allocatedMemory to the VBO */
822 #define VBFLAG_OPTIMIZED      0x02    /* Optimize has been called for the VB */
823 #define VBFLAG_DIRTY          0x04    /* Buffer data has been modified */
824 #define VBFLAG_HASDESC        0x08    /* A vertex description has been found */
825 #define VBFLAG_VBOCREATEFAIL  0x10    /* An attempt to create a vbo has failed */
826
827 /*****************************************************************************
828  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
829  */
830 typedef struct IWineD3DIndexBufferImpl
831 {
832     /* IUnknown & WineD3DResource Information     */
833     const IWineD3DIndexBufferVtbl *lpVtbl;
834     IWineD3DResourceClass     resource;
835
836     GLuint                    vbo;
837     UINT                      dirtystart, dirtyend;
838     LONG                      lockcount;
839
840     /* WineD3DVertexBuffer specifics */
841 } IWineD3DIndexBufferImpl;
842
843 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
844
845 /*****************************************************************************
846  * IWineD3DBaseTexture D3D- > openGL state map lookups
847  */
848 #define WINED3DFUNC_NOTSUPPORTED  -2
849 #define WINED3DFUNC_UNIMPLEMENTED -1
850
851 typedef enum winetexturestates {
852     WINED3DTEXSTA_ADDRESSU       = 0,
853     WINED3DTEXSTA_ADDRESSV       = 1,
854     WINED3DTEXSTA_ADDRESSW       = 2,
855     WINED3DTEXSTA_BORDERCOLOR    = 3,
856     WINED3DTEXSTA_MAGFILTER      = 4,
857     WINED3DTEXSTA_MINFILTER      = 5,
858     WINED3DTEXSTA_MIPFILTER      = 6,
859     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
860     WINED3DTEXSTA_MAXANISOTROPY  = 8,
861     WINED3DTEXSTA_SRGBTEXTURE    = 9,
862     WINED3DTEXSTA_ELEMENTINDEX   = 10,
863     WINED3DTEXSTA_DMAPOFFSET     = 11,
864     WINED3DTEXSTA_TSSADDRESSW    = 12,
865     MAX_WINETEXTURESTATES        = 13,
866 } winetexturestates;
867
868 typedef struct Wined3dTextureStateMap {
869     CONST int state;
870     int function;
871 } Wined3dTextureStateMap;
872
873 /*****************************************************************************
874  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
875  */
876 typedef struct IWineD3DBaseTextureClass
877 {
878     UINT                    levels;
879     BOOL                    dirty;
880     UINT                    textureName;
881     UINT                    LOD;
882     WINED3DTEXTUREFILTERTYPE filterType;
883     DWORD                   states[MAX_WINETEXTURESTATES];
884     LONG                    bindCount;
885     DWORD                   sampler;
886 } IWineD3DBaseTextureClass;
887
888 typedef struct IWineD3DBaseTextureImpl
889 {
890     /* IUnknown & WineD3DResource Information     */
891     const IWineD3DBaseTextureVtbl *lpVtbl;
892     IWineD3DResourceClass     resource;
893     IWineD3DBaseTextureClass  baseTexture;
894
895 } IWineD3DBaseTextureImpl;
896
897 /*****************************************************************************
898  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
899  */
900 typedef struct IWineD3DTextureImpl
901 {
902     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
903     const IWineD3DTextureVtbl *lpVtbl;
904     IWineD3DResourceClass     resource;
905     IWineD3DBaseTextureClass  baseTexture;
906
907     /* IWineD3DTexture */
908     IWineD3DSurface          *surfaces[MAX_LEVELS];
909     
910     UINT                      width;
911     UINT                      height;
912     float                     pow2scalingFactorX;
913     float                     pow2scalingFactorY;
914
915 } IWineD3DTextureImpl;
916
917 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
918
919 /*****************************************************************************
920  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
921  */
922 typedef struct IWineD3DCubeTextureImpl
923 {
924     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
925     const IWineD3DCubeTextureVtbl *lpVtbl;
926     IWineD3DResourceClass     resource;
927     IWineD3DBaseTextureClass  baseTexture;
928
929     /* IWineD3DCubeTexture */
930     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
931
932     UINT                      edgeLength;
933     float                     pow2scalingFactor;
934
935 } IWineD3DCubeTextureImpl;
936
937 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
938
939 typedef struct _WINED3DVOLUMET_DESC
940 {
941     UINT                    Width;
942     UINT                    Height;
943     UINT                    Depth;
944 } WINED3DVOLUMET_DESC;
945
946 /*****************************************************************************
947  * IWineD3DVolume implementation structure (extends IUnknown)
948  */
949 typedef struct IWineD3DVolumeImpl
950 {
951     /* IUnknown & WineD3DResource fields */
952     const IWineD3DVolumeVtbl  *lpVtbl;
953     IWineD3DResourceClass      resource;
954
955     /* WineD3DVolume Information */
956     WINED3DVOLUMET_DESC      currentDesc;
957     IWineD3DBase            *container;
958     UINT                    bytesPerPixel;
959
960     BOOL                    lockable;
961     BOOL                    locked;
962     WINED3DBOX              lockedBox;
963     WINED3DBOX              dirtyBox;
964     BOOL                    dirty;
965
966
967 } IWineD3DVolumeImpl;
968
969 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
970
971 /*****************************************************************************
972  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
973  */
974 typedef struct IWineD3DVolumeTextureImpl
975 {
976     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
977     const IWineD3DVolumeTextureVtbl *lpVtbl;
978     IWineD3DResourceClass     resource;
979     IWineD3DBaseTextureClass  baseTexture;
980
981     /* IWineD3DVolumeTexture */
982     IWineD3DVolume           *volumes[MAX_LEVELS];
983
984     UINT                      width;
985     UINT                      height;
986     UINT                      depth;
987 } IWineD3DVolumeTextureImpl;
988
989 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
990
991 typedef struct _WINED3DSURFACET_DESC
992 {
993     WINED3DMULTISAMPLE_TYPE MultiSampleType;
994     DWORD                   MultiSampleQuality;
995     UINT                    Width;
996     UINT                    Height;
997 } WINED3DSURFACET_DESC;
998
999 /*****************************************************************************
1000  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1001  */
1002 typedef struct wineD3DSurface_DIB {
1003     HBITMAP DIBsection;
1004     void* bitmap_data;
1005     HGDIOBJ holdbitmap;
1006     BOOL client_memory;
1007 } wineD3DSurface_DIB;
1008
1009 typedef struct {
1010     struct list entry;
1011     GLuint id;
1012     UINT width;
1013     UINT height;
1014 } renderbuffer_entry_t;
1015
1016 /*****************************************************************************
1017  * IWineD3DClipp implementation structure
1018  */
1019 typedef struct IWineD3DClipperImpl
1020 {
1021     const IWineD3DClipperVtbl *lpVtbl;
1022     LONG ref;
1023
1024     IUnknown *Parent;
1025     HWND hWnd;
1026 } IWineD3DClipperImpl;
1027
1028
1029 /*****************************************************************************
1030  * IWineD3DSurface implementation structure
1031  */
1032 struct IWineD3DSurfaceImpl
1033 {
1034     /* IUnknown & IWineD3DResource Information     */
1035     const IWineD3DSurfaceVtbl *lpVtbl;
1036     IWineD3DResourceClass     resource;
1037
1038     /* IWineD3DSurface fields */
1039     IWineD3DBase              *container;
1040     WINED3DSURFACET_DESC      currentDesc;
1041     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1042     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1043
1044     UINT                      bytesPerPixel;
1045
1046     /* TODO: move this off into a management class(maybe!) */
1047     DWORD                      Flags;
1048
1049     UINT                      pow2Width;
1050     UINT                      pow2Height;
1051
1052     /* Oversized texture */
1053     RECT                      glRect;
1054
1055 #if 0
1056     /* precalculated x and y scalings for texture coords */
1057     float                     pow2scalingFactorX; /* =  (Width  / pow2Width ) */
1058     float                     pow2scalingFactorY; /* =  (Height / pow2Height) */
1059 #endif
1060
1061     RECT                      lockedRect;
1062     RECT                      dirtyRect;
1063     int                       lockCount;
1064 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1065
1066     glDescriptor              glDescription;
1067
1068     /* For GetDC */
1069     wineD3DSurface_DIB        dib;
1070     HDC                       hDC;
1071
1072     /* Color keys for DDraw */
1073     WINEDDCOLORKEY            DestBltCKey;
1074     WINEDDCOLORKEY            DestOverlayCKey;
1075     WINEDDCOLORKEY            SrcOverlayCKey;
1076     WINEDDCOLORKEY            SrcBltCKey;
1077     DWORD                     CKeyFlags;
1078
1079     WINEDDCOLORKEY            glCKey;
1080
1081     struct list               renderbuffers;
1082     renderbuffer_entry_t      *current_renderbuffer;
1083
1084     /* DirectDraw clippers */
1085     IWineD3DClipper           *clipper;
1086 };
1087
1088 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1089 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1090
1091 /* Predeclare the shared Surface functions */
1092 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1093 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
1094 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1095 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1096 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1097 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1098 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1099 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1100 DWORD   WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1101 DWORD   WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1102 void    WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1103 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
1104 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1105 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1106 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1107 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1108 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
1109 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
1110 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1111 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1112 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1113 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1114 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1115 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1116 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1117 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1118 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1119 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1120 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1121 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1122 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1123 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1124 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1125 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1126 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1127 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1128 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1129 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1130 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1131 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1132 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1133 HRESULT WINAPI IWineD3DSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1134 HRESULT WINAPI IWineD3DSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1135
1136 /* Surface flags: */
1137 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
1138 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
1139 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for getdc */
1140 #define SFLAG_LOCKABLE    0x00000008 /* Surface can be locked */
1141 #define SFLAG_DISCARD     0x00000010 /* ??? */
1142 #define SFLAG_LOCKED      0x00000020 /* Surface is locked atm */
1143 #define SFLAG_INTEXTURE   0x00000040 /* The GL texture contains the newest surface content */
1144 #define SFLAG_INDRAWABLE  0x00000080 /* The gl drawable contains the most up to date data */
1145 #define SFLAG_INSYSMEM    0x00000100 /* The system memory copy is most up to date */
1146 #define SFLAG_NONPOW2     0x00000200 /* Surface sizes are not a power of 2 */
1147 #define SFLAG_DYNLOCK     0x00000400 /* Surface is often locked by the app */
1148 #define SFLAG_DYNCHANGE   0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1149 #define SFLAG_DCINUSE     0x00001000 /* Set between GetDC and ReleaseDC calls */
1150 #define SFLAG_LOST        0x00002000 /* Surface lost flag for DDraw */
1151 #define SFLAG_USERPTR     0x00004000 /* The application allocated the memory for this surface */
1152 #define SFLAG_GLCKEY      0x00008000 /* The gl texture was created with a color key */
1153 #define SFLAG_CLIENT      0x00010000 /* GL_APPLE_client_storage is used on that texture */
1154 #define SFLAG_ALLOCATED   0x00020000 /* A gl texture is allocated for this surface */
1155
1156 /* In some conditions the surface memory must not be freed:
1157  * SFLAG_OVERSIZE: Not all data can be kept in GL
1158  * SFLAG_CONVERTED: Converting the data back would take too long
1159  * SFLAG_DIBSECTION: The dib code manages the memory
1160  * SFLAG_LOCKED: The app requires access to the surface data
1161  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1162  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1163  * SFLAG_CLIENT: OpenGL uses our memory as backup
1164  */
1165 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
1166                           SFLAG_CONVERTED  | \
1167                           SFLAG_DIBSECTION | \
1168                           SFLAG_LOCKED     | \
1169                           SFLAG_DYNLOCK    | \
1170                           SFLAG_DYNCHANGE  | \
1171                           SFLAG_USERPTR    | \
1172                           SFLAG_CLIENT)
1173
1174 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1175
1176 /* Alignment of the pitch */
1177 #define SURFACE_ALIGNMENT 4
1178
1179 /*****************************************************************************
1180  * IWineD3DVertexDeclaration implementation structure
1181  */
1182 typedef struct IWineD3DVertexDeclarationImpl {
1183     /* IUnknown  Information */
1184     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1185     LONG                    ref;
1186
1187     IUnknown                *parent;
1188     IWineD3DDeviceImpl      *wineD3DDevice;
1189
1190     WINED3DVERTEXELEMENT    *pDeclarationWine;
1191     UINT                    declarationWNumElements;
1192 } IWineD3DVertexDeclarationImpl;
1193
1194 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1195
1196 /*****************************************************************************
1197  * IWineD3DStateBlock implementation structure
1198  */
1199
1200 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1201 /*   Note: Very long winded but gl Lists are not flexible enough */
1202 /*   to resolve everything we need, so doing it manually for now */
1203 typedef struct SAVEDSTATES {
1204         BOOL                      indices;
1205         BOOL                      material;
1206         BOOL                      fvf;
1207         BOOL                      streamSource[MAX_STREAMS];
1208         BOOL                      streamFreq[MAX_STREAMS];
1209         BOOL                      textures[MAX_SAMPLERS];
1210         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1211         BOOL                      viewport;
1212         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1213         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1214         BOOL                      samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1215         BOOL                      clipplane[MAX_CLIPPLANES];
1216         BOOL                      vertexDecl;
1217         BOOL                      pixelShader;
1218         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1219         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1220         BOOL                     *pixelShaderConstantsF;
1221         BOOL                      vertexShader;
1222         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1223         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1224         BOOL                     *vertexShaderConstantsF;
1225         BOOL                      scissorRect;
1226 } SAVEDSTATES;
1227
1228 typedef struct {
1229     struct  list entry;
1230     DWORD   count;
1231     DWORD   idx[13];
1232 } constants_entry;
1233
1234 struct IWineD3DStateBlockImpl
1235 {
1236     /* IUnknown fields */
1237     const IWineD3DStateBlockVtbl *lpVtbl;
1238     LONG                      ref;     /* Note: Ref counting not required */
1239
1240     /* IWineD3DStateBlock information */
1241     IUnknown                 *parent;
1242     IWineD3DDeviceImpl       *wineD3DDevice;
1243     WINED3DSTATEBLOCKTYPE     blockType;
1244
1245     /* Array indicating whether things have been set or changed */
1246     SAVEDSTATES               changed;
1247     SAVEDSTATES               set;
1248     struct list               set_vconstantsF;
1249     struct list               set_pconstantsF;
1250
1251     /* Drawing - Vertex Shader or FVF related */
1252     DWORD                     fvf;
1253     /* Vertex Shader Declaration */
1254     IWineD3DVertexDeclaration *vertexDecl;
1255
1256     IWineD3DVertexShader      *vertexShader;
1257
1258     /* Vertex Shader Constants */
1259     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1260     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1261     float                     *vertexShaderConstantF;
1262
1263     /* Stream Source */
1264     BOOL                      streamIsUP;
1265     UINT                      streamStride[MAX_STREAMS];
1266     UINT                      streamOffset[MAX_STREAMS];
1267     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1268     UINT                      streamFreq[MAX_STREAMS];
1269     UINT                      streamFlags[MAX_STREAMS];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1270
1271     /* Indices */
1272     IWineD3DIndexBuffer*      pIndexData;
1273     UINT                      baseVertexIndex;
1274     UINT                      loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1275
1276     /* Transform */
1277     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1278
1279     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1280 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1281 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1282     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1283     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1284
1285     /* Clipping */
1286     double                    clipplane[MAX_CLIPPLANES][4];
1287     WINED3DCLIPSTATUS         clip_status;
1288
1289     /* ViewPort */
1290     WINED3DVIEWPORT           viewport;
1291
1292     /* Material */
1293     WINED3DMATERIAL           material;
1294
1295     /* Pixel Shader */
1296     IWineD3DPixelShader      *pixelShader;
1297
1298     /* Pixel Shader Constants */
1299     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1300     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1301     float                     *pixelShaderConstantF;
1302
1303     /* RenderState */
1304     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1305
1306     /* Texture */
1307     IWineD3DBaseTexture      *textures[MAX_SAMPLERS];
1308     int                       textureDimensions[MAX_SAMPLERS];
1309
1310     /* Texture State Stage */
1311     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1312     DWORD                     lowest_disabled_stage;
1313     /* Sampler States */
1314     DWORD                     samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1315
1316     /* Current GLSL Shader Program */
1317     struct glsl_shader_prog_link *glsl_program;
1318
1319     /* Scissor test rectangle */
1320     RECT                      scissorRect;
1321 };
1322
1323 extern void stateblock_savedstates_set(
1324     IWineD3DStateBlock* iface,
1325     SAVEDSTATES* states,
1326     BOOL value);
1327
1328 extern void stateblock_savedstates_copy(
1329     IWineD3DStateBlock* iface,
1330     SAVEDSTATES* dest,
1331     SAVEDSTATES* source);
1332
1333 extern void stateblock_copy(
1334     IWineD3DStateBlock* destination,
1335     IWineD3DStateBlock* source);
1336
1337 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1338
1339 /*****************************************************************************
1340  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1341  */
1342 typedef struct IWineD3DQueryImpl
1343 {
1344     const IWineD3DQueryVtbl  *lpVtbl;
1345     LONG                      ref;     /* Note: Ref counting not required */
1346     
1347     IUnknown                 *parent;
1348     /*TODO: replace with iface usage */
1349 #if 0
1350     IWineD3DDevice         *wineD3DDevice;
1351 #else
1352     IWineD3DDeviceImpl       *wineD3DDevice;
1353 #endif
1354
1355     /* IWineD3DQuery fields */
1356     WINED3DQUERYTYPE         type;
1357     /* TODO: Think about using a IUnknown instead of a void* */
1358     void                     *extendedData;
1359     
1360   
1361 } IWineD3DQueryImpl;
1362
1363 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1364
1365 /* Datastructures for IWineD3DQueryImpl.extendedData */
1366 typedef struct  WineQueryOcclusionData {
1367     GLuint  queryId;
1368 } WineQueryOcclusionData;
1369
1370 typedef struct  WineQueryEventData {
1371     GLuint  fenceId;
1372 } WineQueryEventData;
1373
1374 /*****************************************************************************
1375  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1376  */
1377
1378 typedef struct IWineD3DSwapChainImpl
1379 {
1380     /*IUnknown part*/
1381     const IWineD3DSwapChainVtbl *lpVtbl;
1382     LONG                      ref;     /* Note: Ref counting not required */
1383
1384     IUnknown                 *parent;
1385     IWineD3DDeviceImpl       *wineD3DDevice;
1386
1387     /* IWineD3DSwapChain fields */
1388     IWineD3DSurface         **backBuffer;
1389     IWineD3DSurface          *frontBuffer;
1390     BOOL                      wantsDepthStencilBuffer;
1391     WINED3DPRESENT_PARAMETERS presentParms;
1392     DWORD                     orig_width, orig_height;
1393     WINED3DFORMAT             orig_fmt;
1394
1395     long prev_time, frames;   /* Performance tracking */
1396
1397     WineD3DContext        **context; /* Later a array for multithreading */
1398     unsigned int            num_contexts;
1399
1400     HWND                    win_handle;
1401     Window                  win;
1402 } IWineD3DSwapChainImpl;
1403
1404 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1405
1406 /*****************************************************************************
1407  * Utility function prototypes 
1408  */
1409
1410 /* Trace routines */
1411 const char* debug_d3dformat(WINED3DFORMAT fmt);
1412 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1413 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1414 const char* debug_d3dusage(DWORD usage);
1415 const char* debug_d3dusagequery(DWORD usagequery);
1416 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1417 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1418 const char* debug_d3ddeclusage(BYTE usage);
1419 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1420 const char* debug_d3drenderstate(DWORD state);
1421 const char* debug_d3dsamplerstate(DWORD state);
1422 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1423 const char* debug_d3dtexturestate(DWORD state);
1424 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1425 const char* debug_d3dpool(WINED3DPOOL pool);
1426 const char *debug_fbostatus(GLenum status);
1427 const char *debug_glerror(GLenum error);
1428
1429 /* Routines for GL <-> D3D values */
1430 GLenum StencilOp(DWORD op);
1431 GLenum CompareFunc(DWORD func);
1432 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1433 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx);
1434 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1435
1436 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1437 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1438
1439 int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1440
1441 /* Math utils */
1442 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1443
1444 /*****************************************************************************
1445  * To enable calling of inherited functions, requires prototypes 
1446  *
1447  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1448  */
1449     /*** IUnknown methods ***/
1450     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1451     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1452     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1453     /*** IWineD3DResource methods ***/
1454     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1455     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1456     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1457     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1458     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1459     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1460     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1461     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1462     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1463     /*** class static members ***/
1464     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1465
1466     /*** IUnknown methods ***/
1467     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1468     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1469     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1470     /*** IWineD3DResource methods ***/
1471     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1472     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1473     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1474     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1475     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1476     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1477     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1478     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1479     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1480     /*** IWineD3DBaseTexture methods ***/
1481     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1482     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1483     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1484     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1485     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1486     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1487     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1488     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1489
1490     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1491     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1492     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1493     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1494     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1495     /*** class static members ***/
1496     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1497
1498 struct SHADER_OPCODE_ARG;
1499 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1500
1501 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1502  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1503  * used if the user is using GLSL shaders. */
1504 struct glsl_shader_prog_link {
1505     struct list             vshader_entry;
1506     struct list             pshader_entry;
1507     GLhandleARB             programId;
1508     GLhandleARB             *vuniformF_locations;
1509     GLhandleARB             *puniformF_locations;
1510     GLhandleARB             vshader;
1511     GLhandleARB             pshader;
1512 };
1513
1514 typedef struct {
1515     GLhandleARB vshader;
1516     GLhandleARB pshader;
1517 } glsl_program_key_t;
1518
1519 /* TODO: Make this dynamic, based on shader limits ? */
1520 #define MAX_REG_ADDR 1
1521 #define MAX_REG_TEMP 32
1522 #define MAX_REG_TEXCRD 8
1523 #define MAX_REG_INPUT 12
1524 #define MAX_REG_OUTPUT 12
1525 #define MAX_ATTRIBS 16
1526 #define MAX_CONST_I 16
1527 #define MAX_CONST_B 16
1528
1529 /* FIXME: This needs to go up to 2048 for
1530  * Shader model 3 according to msdn (and for software shaders) */
1531 #define MAX_LABELS 16
1532
1533 typedef struct semantic {
1534     DWORD usage;
1535     DWORD reg;
1536 } semantic;
1537
1538 typedef struct local_constant {
1539     struct list entry;
1540     unsigned int idx;
1541     DWORD value[4];
1542 } local_constant;
1543
1544 typedef struct shader_reg_maps {
1545
1546     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
1547     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
1548     char address[MAX_REG_ADDR];             /* vertex */
1549     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
1550     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
1551     char attributes[MAX_ATTRIBS];           /* vertex */
1552     char labels[MAX_LABELS];                /* pixel, vertex */
1553
1554     /* Sampler usage tokens 
1555      * Use 0 as default (bit 31 is always 1 on a valid token) */
1556     DWORD samplers[MAX_SAMPLERS];
1557     char bumpmat;
1558
1559     /* Whether or not a loop is used in this shader */
1560     char loop;
1561
1562     /* Whether or not this shader uses fog */
1563     char fog;
1564
1565 } shader_reg_maps;
1566
1567 #define SHADER_PGMSIZE 65535
1568 typedef struct SHADER_BUFFER {
1569     char* buffer;
1570     unsigned int bsize;
1571     unsigned int lineNo;
1572     BOOL newline;
1573 } SHADER_BUFFER;
1574
1575 /* Undocumented opcode controls */
1576 #define INST_CONTROLS_SHIFT 16
1577 #define INST_CONTROLS_MASK 0x00ff0000
1578
1579 typedef enum COMPARISON_TYPE {
1580     COMPARISON_GT = 1,
1581     COMPARISON_EQ = 2,
1582     COMPARISON_GE = 3,
1583     COMPARISON_LT = 4,
1584     COMPARISON_NE = 5,
1585     COMPARISON_LE = 6
1586 } COMPARISON_TYPE;
1587
1588 typedef struct SHADER_OPCODE {
1589     unsigned int  opcode;
1590     const char*   name;
1591     const char*   glname;
1592     char          dst_token;
1593     CONST UINT    num_params;
1594     SHADER_HANDLER hw_fct;
1595     SHADER_HANDLER hw_glsl_fct;
1596     DWORD         min_version;
1597     DWORD         max_version;
1598 } SHADER_OPCODE;
1599
1600 typedef struct SHADER_OPCODE_ARG {
1601     IWineD3DBaseShader* shader;
1602     shader_reg_maps* reg_maps;
1603     CONST SHADER_OPCODE* opcode;
1604     DWORD opcode_token;
1605     DWORD dst;
1606     DWORD dst_addr;
1607     DWORD predicate;
1608     DWORD src[4];
1609     DWORD src_addr[4];
1610     SHADER_BUFFER* buffer;
1611 } SHADER_OPCODE_ARG;
1612
1613 typedef struct SHADER_LIMITS {
1614     unsigned int temporary;
1615     unsigned int texcoord;
1616     unsigned int sampler;
1617     unsigned int constant_int;
1618     unsigned int constant_float;
1619     unsigned int constant_bool;
1620     unsigned int address;
1621     unsigned int packed_output;
1622     unsigned int packed_input;
1623     unsigned int attributes;
1624     unsigned int label;
1625 } SHADER_LIMITS;
1626
1627 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1628     maintain state information between multiple codes */
1629 typedef struct SHADER_PARSE_STATE {
1630     unsigned int current_row;
1631     DWORD texcoord_w[2];
1632 } SHADER_PARSE_STATE;
1633
1634 /* Base Shader utility functions. 
1635  * (may move callers into the same file in the future) */
1636 extern int shader_addline(
1637     SHADER_BUFFER* buffer,
1638     const char* fmt, ...);
1639
1640 extern const SHADER_OPCODE* shader_get_opcode(
1641     IWineD3DBaseShader *iface, 
1642     const DWORD code);
1643
1644 extern void shader_delete_constant_list(
1645     struct list* clist);
1646
1647 void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_link *entry);
1648
1649 /* Vertex shader utility functions */
1650 extern BOOL vshader_get_input(
1651     IWineD3DVertexShader* iface,
1652     BYTE usage_req, BYTE usage_idx_req,
1653     unsigned int* regnum);
1654
1655 extern BOOL vshader_input_is_color(
1656     IWineD3DVertexShader* iface,
1657     unsigned int regnum);
1658
1659 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1660
1661 /* ARB_[vertex/fragment]_program helper functions */
1662 extern void shader_arb_load_constants(
1663     IWineD3DDevice* device,
1664     char usePixelShader,
1665     char useVertexShader);
1666
1667 /* ARB shader program Prototypes */
1668 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1669
1670 /* ARB pixel shader prototypes */
1671 extern void pshader_hw_bem(SHADER_OPCODE_ARG* arg);
1672 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1673 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1674 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1675 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1676 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1677 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1678 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1679 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1680 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1681 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1682 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1683 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1684 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1685 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1686
1687 /* ARB vertex shader prototypes */
1688 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1689 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1690 extern void vshader_hw_rsq_rcp(SHADER_OPCODE_ARG* arg);
1691
1692 /* GLSL helper functions */
1693 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1694 extern void shader_glsl_load_constants(
1695     IWineD3DDevice* device,
1696     char usePixelShader,
1697     char useVertexShader);
1698
1699 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1700 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1701 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1702 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1703 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1704 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1705 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1706 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1707 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1708 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1709 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1710 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1711 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1712 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1713 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1714 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1715 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1716 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1717 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1718 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1719 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1720 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1721 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1722 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1723 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1724 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1725 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1726 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1727 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1728 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1729 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1730 extern void shader_glsl_pow(SHADER_OPCODE_ARG* arg);
1731
1732 /** GLSL Pixel Shader Prototypes */
1733 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1734 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1735 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1736 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1737 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1738 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1739 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1740 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1741 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1742 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1743 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1744 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1745 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1746 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1747 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1748 extern void pshader_glsl_bem(SHADER_OPCODE_ARG* arg);
1749 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1750 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1751 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1752 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1753 extern void pshader_glsl_input_pack(
1754    SHADER_BUFFER* buffer,
1755    semantic* semantics_out);
1756
1757 /** GLSL Vertex Shader Prototypes */
1758 extern void vshader_glsl_output_unpack(
1759    SHADER_BUFFER* buffer,
1760    semantic* semantics_out);
1761
1762 /*****************************************************************************
1763  * IDirect3DBaseShader implementation structure
1764  */
1765 typedef struct IWineD3DBaseShaderClass
1766 {
1767     DWORD                           hex_version;
1768     SHADER_LIMITS                   limits;
1769     SHADER_PARSE_STATE              parse_state;
1770     CONST SHADER_OPCODE             *shader_ins;
1771     CONST DWORD                     *function;
1772     UINT                            functionLength;
1773     GLuint                          prgId;
1774     BOOL                            is_compiled;
1775
1776     /* Type of shader backend */
1777     int shader_mode;
1778
1779     /* Programs this shader is linked with */
1780     struct list linked_programs;
1781
1782     /* Immediate constants (override global ones) */
1783     struct list constantsB;
1784     struct list constantsF;
1785     struct list constantsI;
1786     shader_reg_maps reg_maps;
1787
1788     /* Pointer to the parent device */
1789     IWineD3DDevice *device;
1790
1791 } IWineD3DBaseShaderClass;
1792
1793 typedef struct IWineD3DBaseShaderImpl {
1794     /* IUnknown */
1795     const IWineD3DBaseShaderVtbl    *lpVtbl;
1796     LONG                            ref;
1797
1798     /* IWineD3DBaseShader */
1799     IWineD3DBaseShaderClass         baseShader;
1800 } IWineD3DBaseShaderImpl;
1801
1802 extern HRESULT shader_get_registers_used(
1803     IWineD3DBaseShader *iface,
1804     shader_reg_maps* reg_maps,
1805     semantic* semantics_in,
1806     semantic* semantics_out,
1807     CONST DWORD* pToken,
1808     IWineD3DStateBlockImpl *stateBlock);
1809
1810 extern void shader_generate_glsl_declarations(
1811     IWineD3DBaseShader *iface,
1812     shader_reg_maps* reg_maps,
1813     SHADER_BUFFER* buffer,
1814     WineD3D_GL_Info* gl_info);
1815
1816 extern void shader_generate_arb_declarations(
1817     IWineD3DBaseShader *iface,
1818     shader_reg_maps* reg_maps,
1819     SHADER_BUFFER* buffer,
1820     WineD3D_GL_Info* gl_info);
1821
1822 extern void shader_generate_main(
1823     IWineD3DBaseShader *iface,
1824     SHADER_BUFFER* buffer,
1825     shader_reg_maps* reg_maps,
1826     CONST DWORD* pFunction);
1827
1828 extern void shader_dump_ins_modifiers(
1829     const DWORD output);
1830
1831 extern void shader_dump_param(
1832     IWineD3DBaseShader *iface,
1833     const DWORD param,
1834     const DWORD addr_token,
1835     int input);
1836
1837 extern void shader_trace_init(
1838     IWineD3DBaseShader *iface,
1839     const DWORD* pFunction);
1840
1841 extern int shader_get_param(
1842     IWineD3DBaseShader* iface,
1843     const DWORD* pToken,
1844     DWORD* param,
1845     DWORD* addr_token);
1846
1847 extern int shader_skip_unrecognized(
1848     IWineD3DBaseShader* iface,
1849     const DWORD* pToken);
1850
1851 extern void print_glsl_info_log(
1852     WineD3D_GL_Info *gl_info,
1853     GLhandleARB obj);
1854
1855 static inline int shader_get_regtype(const DWORD param) {
1856     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1857             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1858 }
1859
1860 extern unsigned int shader_get_float_offset(const DWORD reg);
1861
1862 static inline BOOL shader_is_pshader_version(DWORD token) {
1863     return 0xFFFF0000 == (token & 0xFFFF0000);
1864 }
1865
1866 static inline BOOL shader_is_vshader_version(DWORD token) {
1867     return 0xFFFE0000 == (token & 0xFFFF0000);
1868 }
1869
1870 static inline BOOL shader_is_comment(DWORD token) {
1871     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1872 }
1873
1874 /* TODO: vFace (ps_3_0) */
1875 static inline BOOL shader_is_scalar(DWORD param) {
1876     DWORD reg_type = shader_get_regtype(param);
1877
1878     switch (reg_type) {
1879         case WINED3DSPR_RASTOUT:
1880             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
1881                 /* oFog & oPts */
1882                 return TRUE;
1883             }
1884             /* oPos */
1885             return FALSE;
1886
1887         case WINED3DSPR_DEPTHOUT:   /* oDepth */
1888         case WINED3DSPR_CONSTBOOL:  /* b# */
1889         case WINED3DSPR_LOOP:       /* aL */
1890         case WINED3DSPR_PREDICATE:  /* p0 */
1891             return TRUE;
1892
1893         default:
1894             return FALSE;
1895     }
1896 }
1897
1898 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1899  * so upload them above that
1900  */
1901 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1902 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1903
1904 /*****************************************************************************
1905  * IDirect3DVertexShader implementation structure
1906  */
1907 typedef struct IWineD3DVertexShaderImpl {
1908     /* IUnknown parts*/   
1909     const IWineD3DVertexShaderVtbl *lpVtbl;
1910     LONG                        ref;     /* Note: Ref counting not required */
1911
1912     /* IWineD3DBaseShader */
1913     IWineD3DBaseShaderClass     baseShader;
1914
1915     /* IWineD3DVertexShaderImpl */
1916     IUnknown                    *parent;
1917
1918     DWORD                       usage;
1919
1920     /* Vertex shader input and output semantics */
1921     semantic semantics_in [MAX_ATTRIBS];
1922     semantic semantics_out [MAX_REG_OUTPUT];
1923
1924     /* run time datas...  */
1925     VSHADERDATA                *data;
1926 #if 0 /* needs reworking */
1927     /* run time datas */
1928     VSHADERINPUTDATA input;
1929     VSHADEROUTPUTDATA output;
1930 #endif
1931 } IWineD3DVertexShaderImpl;
1932 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1933 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1934
1935 /*****************************************************************************
1936  * IDirect3DPixelShader implementation structure
1937  */
1938 typedef struct IWineD3DPixelShaderImpl {
1939     /* IUnknown parts */
1940     const IWineD3DPixelShaderVtbl *lpVtbl;
1941     LONG                        ref;     /* Note: Ref counting not required */
1942
1943     /* IWineD3DBaseShader */
1944     IWineD3DBaseShaderClass     baseShader;
1945
1946     /* IWineD3DPixelShaderImpl */
1947     IUnknown                   *parent;
1948
1949     /* Pixel shader input semantics */
1950     semantic semantics_in [MAX_REG_INPUT];
1951
1952     /* run time data */
1953     PSHADERDATA                *data;
1954
1955     /* Some information about the shader behavior */
1956     char                        needsbumpmat;
1957     UINT                        bumpenvmatconst;
1958
1959 #if 0 /* needs reworking */
1960     PSHADERINPUTDATA input;
1961     PSHADEROUTPUTDATA output;
1962 #endif
1963 } IWineD3DPixelShaderImpl;
1964
1965 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1966 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1967
1968 /*****************************************************************************
1969  * IWineD3DPalette implementation structure
1970  */
1971 struct IWineD3DPaletteImpl {
1972     /* IUnknown parts */
1973     const IWineD3DPaletteVtbl  *lpVtbl;
1974     LONG                       ref;
1975
1976     IUnknown                   *parent;
1977     IWineD3DDeviceImpl         *wineD3DDevice;
1978
1979     /* IWineD3DPalette */
1980     HPALETTE                   hpal;
1981     WORD                       palVersion;     /*|               */
1982     WORD                       palNumEntries;  /*|  LOGPALETTE   */
1983     PALETTEENTRY               palents[256];   /*|               */
1984     /* This is to store the palette in 'screen format' */
1985     int                        screen_palents[256];
1986     DWORD                      Flags;
1987 };
1988
1989 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1990 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1991
1992 /* DirectDraw utility functions */
1993 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
1994
1995 /*****************************************************************************
1996  * Pixel format management
1997  */
1998 typedef struct {
1999     WINED3DFORMAT           format;
2000     DWORD                   alphaMask, redMask, greenMask, blueMask;
2001     UINT                    bpp;
2002     BOOL                    isFourcc;
2003     GLint                   glInternal, glFormat, glType;
2004 } PixelFormatDesc;
2005
2006 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);
2007
2008 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2009     return (device->vs_selected_mode != SHADER_NONE
2010             && device->stateBlock->vertexShader
2011             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2012             && !device->strided_streams.u.s.position_transformed);
2013 }
2014
2015 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2016     return (device->ps_selected_mode != SHADER_NONE
2017             && device->stateBlock->pixelShader
2018             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2019 }
2020
2021 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2022         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2023
2024 #endif