wined3d: alphaop fixes for color keying.
[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 "wined3d_private_types.h"
42 #include "ddraw.h"
43 #include "wine/wined3d_interface.h"
44 #include "wine/wined3d_gl.h"
45 #include "wine/list.h"
46
47 /* Device caps */
48 #define MAX_PALETTES      256
49 #define MAX_STREAMS       16
50 #define MAX_TEXTURES      8
51 #define MAX_SAMPLERS      16
52 #define MAX_ACTIVE_LIGHTS 8
53 #define MAX_CLIPPLANES    WINED3DMAXUSERCLIPPLANES
54 #define MAX_LEVELS        256
55
56 #define MAX_CONST_I 16
57 #define MAX_CONST_B 16
58
59 /* Used for CreateStateBlock */
60 #define NUM_SAVEDPIXELSTATES_R     35
61 #define NUM_SAVEDPIXELSTATES_T     18
62 #define NUM_SAVEDPIXELSTATES_S     12
63 #define NUM_SAVEDVERTEXSTATES_R    31
64 #define NUM_SAVEDVERTEXSTATES_T    2
65 #define NUM_SAVEDVERTEXSTATES_S    1
66
67 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
68 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
69 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
70 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
71 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
72 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
73
74 typedef enum _WINELOOKUP {
75     WINELOOKUP_WARPPARAM = 0,
76     WINELOOKUP_MAGFILTER = 1,
77     MAX_LOOKUPS          = 2
78 } WINELOOKUP;
79
80 extern int minLookup[MAX_LOOKUPS];
81 extern int maxLookup[MAX_LOOKUPS];
82 extern DWORD *stateLookup[MAX_LOOKUPS];
83
84 extern DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
85
86 typedef struct _WINED3DGLTYPE {
87     int         d3dType;
88     GLint       size;
89     GLenum      glType;
90     GLboolean   normalized;
91     int         typesize;
92 } WINED3DGLTYPE;
93
94 /* NOTE: Make sure these are in the correct numerical order. (see /include/wined3d_types.h) */
95 static WINED3DGLTYPE const glTypeLookup[WINED3DDECLTYPE_UNUSED] = {
96                                   {WINED3DDECLTYPE_FLOAT1,    1, GL_FLOAT           , GL_FALSE ,sizeof(float)},
97                                   {WINED3DDECLTYPE_FLOAT2,    2, GL_FLOAT           , GL_FALSE ,sizeof(float)},
98                                   {WINED3DDECLTYPE_FLOAT3,    3, GL_FLOAT           , GL_FALSE ,sizeof(float)},
99                                   {WINED3DDECLTYPE_FLOAT4,    4, GL_FLOAT           , GL_FALSE ,sizeof(float)},
100                                   {WINED3DDECLTYPE_D3DCOLOR,  4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
101                                   {WINED3DDECLTYPE_UBYTE4,    4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
102                                   {WINED3DDECLTYPE_SHORT2,    2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
103                                   {WINED3DDECLTYPE_SHORT4,    4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
104                                   {WINED3DDECLTYPE_UBYTE4N,   4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
105                                   {WINED3DDECLTYPE_SHORT2N,   2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
106                                   {WINED3DDECLTYPE_SHORT4N,   4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
107                                   {WINED3DDECLTYPE_USHORT2N,  2, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
108                                   {WINED3DDECLTYPE_USHORT4N,  4, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
109                                   {WINED3DDECLTYPE_UDEC3,     3, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
110                                   {WINED3DDECLTYPE_DEC3N,     3, GL_SHORT           , GL_FALSE ,sizeof(short int)},
111                                   {WINED3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT           , GL_FALSE ,sizeof(short int)},
112                                   {WINED3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT           , GL_FALSE ,sizeof(short int)}};
113
114 #define WINED3D_ATR_TYPE(type)          glTypeLookup[type].d3dType
115 #define WINED3D_ATR_SIZE(type)          glTypeLookup[type].size
116 #define WINED3D_ATR_GLTYPE(type)        glTypeLookup[type].glType
117 #define WINED3D_ATR_NORMALIZED(type)    glTypeLookup[type].normalized
118 #define WINED3D_ATR_TYPESIZE(type)      glTypeLookup[type].typesize
119
120 /**
121  * Settings 
122  */
123 #define VS_NONE    0
124 #define VS_HW      1
125 #define VS_SW      2
126
127 #define PS_NONE    0
128 #define PS_HW      1
129
130 #define VBO_NONE   0
131 #define VBO_HW     1
132
133 #define NP2_NONE   0
134 #define NP2_REPACK 1
135 #define NP2_NATIVE 2
136
137 #define ORM_BACKBUFFER  0
138 #define ORM_PBUFFER     1
139 #define ORM_FBO         2
140
141 #define SHADER_SW   0
142 #define SHADER_ARB  1
143 #define SHADER_GLSL 2
144 #define SHADER_NONE 3
145
146 #define RTL_DISABLE   -1
147 #define RTL_AUTO       0
148 #define RTL_READDRAW   1
149 #define RTL_READTEX    2
150 #define RTL_TEXDRAW    3
151 #define RTL_TEXTEX     4
152
153 /* NOTE: When adding fields to this structure, make sure to update the default
154  * values in wined3d_main.c as well. */
155 typedef struct wined3d_settings_s {
156 /* vertex and pixel shader modes */
157   int vs_mode;
158   int ps_mode;
159   int vbo_mode;
160 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
161     we should use it.  However, until it's fully implemented, we'll leave it as a registry
162     setting for developers. */
163   BOOL glslRequested;
164   int offscreen_rendering_mode;
165   int rendertargetlock_mode;
166 /* Memory tracking and object counting */
167   unsigned int emulated_textureram;
168 } wined3d_settings_t;
169
170 extern wined3d_settings_t wined3d_settings;
171
172 /* Shader backends */
173
174 typedef struct {
175     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
176     void (*shader_select_depth_blt)(IWineD3DDevice *iface);
177     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
178     void (*shader_cleanup)(IWineD3DDevice *iface);
179 } shader_backend_t;
180
181 extern const shader_backend_t glsl_shader_backend;
182 extern const shader_backend_t arb_program_shader_backend;
183 extern const shader_backend_t none_shader_backend;
184
185 /* X11 locking */
186
187 extern void (*wine_tsx11_lock_ptr)(void);
188 extern void (*wine_tsx11_unlock_ptr)(void);
189
190 /* As GLX relies on X, this is needed */
191 extern int num_lock;
192
193 #if 0
194 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
195 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
196 #else
197 #define ENTER_GL() wine_tsx11_lock_ptr()
198 #define LEAVE_GL() wine_tsx11_unlock_ptr()
199 #endif
200
201 /*****************************************************************************
202  * Defines
203  */
204
205 /* GL related defines */
206 /* ------------------ */
207 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
208 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
209 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
210 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
211
212 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
213 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
214 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
215 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
216
217 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
218 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
219 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
220 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
221
222 #define D3DCOLORTOGLFLOAT4(dw, vec) \
223   (vec)[0] = D3DCOLOR_R(dw); \
224   (vec)[1] = D3DCOLOR_G(dw); \
225   (vec)[2] = D3DCOLOR_B(dw); \
226   (vec)[3] = D3DCOLOR_A(dw);
227
228 /* DirectX Device Limits */
229 /* --------------------- */
230 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
231
232 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
233                             See MaxStreams in MSDN under GetDeviceCaps */
234                          /* Maximum number of constants provided to the shaders */
235 #define HIGHEST_TRANSFORMSTATE 512 
236                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
237 #define MAX_PALETTES      256
238
239 /* Checking of API calls */
240 /* --------------------- */
241 #define checkGLcall(A)                                          \
242 {                                                               \
243     GLint err = glGetError();                                   \
244     if (err == GL_NO_ERROR) {                                   \
245        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
246                                                                 \
247     } else do {                                                 \
248        FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n",       \
249         err, A, __FILE__, __LINE__);                            \
250        err = glGetError();                                      \
251     } while (err != GL_NO_ERROR);                               \
252
253
254 /* Trace routines / diagnostics */
255 /* ---------------------------- */
256
257 /* Dump out a matrix and copy it */
258 #define conv_mat(mat,gl_mat)                                                                \
259 do {                                                                                        \
260     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
261     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
262     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
263     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
264     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
265 } while (0)
266
267 /* Macro to dump out the current state of the light chain */
268 #define DUMP_LIGHT_CHAIN()                    \
269 {                                             \
270   PLIGHTINFOEL *el = This->stateBlock->lights;\
271   while (el) {                                \
272     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
273     el = el->next;                            \
274   }                                           \
275 }
276
277 /* Trace vector and strided data information */
278 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
279 #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);
280
281 /* Defines used for optimizations */
282
283 /*    Only reapply what is necessary */
284 #define REAPPLY_ALPHAOP  0x0001
285 #define REAPPLY_ALL      0xFFFF
286
287 /* Advance declaration of structures to satisfy compiler */
288 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
289 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
290 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
291 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
292
293 /* Tracking */
294
295 /* TODO: Move some of this to the device */
296 long globalChangeGlRam(long glram);
297
298 /* Memory and object tracking */
299
300 /*Structure for holding information on all direct3d objects
301 useful for making sure tracking is ok and when release is called on a device!
302 and probably quite handy for debugging and dumping states out
303 */
304 typedef struct WineD3DGlobalStatistics {
305     int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
306 } WineD3DGlobalStatistics;
307
308 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
309
310 /* Global variables */
311 extern const float identity[16];
312
313 /*****************************************************************************
314  * Compilable extra diagnostics
315  */
316
317 /* Trace information per-vertex: (extremely high amount of trace) */
318 #if 0 /* NOTE: Must be 0 in cvs */
319 # define VTRACE(A) TRACE A
320 #else 
321 # define VTRACE(A) 
322 #endif
323
324 /* Checking of per-vertex related GL calls */
325 /* --------------------- */
326 #define vcheckGLcall(A)                                         \
327 {                                                               \
328     GLint err = glGetError();                                   \
329     if (err == GL_NO_ERROR) {                                   \
330        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
331                                                                 \
332     } else do {                                                 \
333        FIXME(">>>>>>>>>>>>>>>>> %#x from %s @ %s / %d\n",       \
334                 err, A, __FILE__, __LINE__);                    \
335        err = glGetError();                                      \
336     } while (err != GL_NO_ERROR);                               \
337 }
338
339 /* TODO: Confirm each of these works when wined3d move completed */
340 #if 0 /* NOTE: Must be 0 in cvs */
341   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
342      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
343      is enabled, and if it doesn't exist it is disabled. */
344 # define FRAME_DEBUGGING
345   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
346       the file is deleted                                                                            */
347 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
348 #  define SINGLE_FRAME_DEBUGGING
349 # endif  
350   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
351      It can only be enabled when FRAME_DEBUGGING is also enabled                               
352      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
353      array is drawn.                                                                            */
354 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
355 #  define SHOW_FRAME_MAKEUP 1
356 # endif  
357   /* The following, when enabled, lets you see the makeup of the all the textures used during each
358      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
359      The contents of the textures assigned to each stage are written into 
360      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
361 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
362 #  define SHOW_TEXTURE_MAKEUP 0
363 # endif  
364 extern BOOL isOn;
365 extern BOOL isDumpingFrames;
366 extern LONG primCounter;
367 #endif
368
369 /*****************************************************************************
370  * Prototypes
371  */
372
373 /* Routine common to the draw primitive and draw indexed primitive routines */
374 void drawPrimitive(IWineD3DDevice *iface,
375                     int PrimitiveType,
376                     long NumPrimitives,
377                     /* for Indexed: */
378                     long  StartVertexIndex,
379                     UINT  numberOfVertices,
380                     long  StartIdx,
381                     short idxBytes,
382                     const void *idxData,
383                     int   minIndex);
384
385 void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup);
386
387 void primitiveDeclarationConvertToStridedData(
388      IWineD3DDevice *iface,
389      BOOL useVertexShaderFunction,
390      WineDirect3DVertexStridedData *strided,
391      BOOL *fixup);
392
393 void primitiveConvertFVFtoOffset(DWORD thisFVF,
394                                  DWORD stride,
395                                  BYTE *data,
396                                  WineDirect3DVertexStridedData *strided,
397                                  GLint streamVBO,
398                                  UINT streamNo);
399
400 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
401
402 #define eps 1e-8
403
404 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
405     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
406
407 /* Routines and structures related to state management */
408 typedef struct WineD3DContext WineD3DContext;
409 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
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_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
440 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
441 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
442 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
443
444 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
445 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_PIXELSHADERCONSTANT(MAX_ACTIVE_LIGHTS))
446
447 #define STATE_HIGHEST (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1))
448
449 struct StateEntry
450 {
451     DWORD           representative;
452     APPLYSTATEFUNC  apply;
453 };
454
455 /* Global state table */
456 extern const struct StateEntry StateTable[];
457
458 /* The new context manager that should deal with onscreen and offscreen rendering */
459 struct WineD3DContext {
460     /* State dirtification
461      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
462      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
463      * 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
464      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
465      */
466     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
467     DWORD                   numDirtyEntries;
468     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
469
470     IWineD3DSurface         *surface;
471     /* TODO: Thread this ctx belongs to                    */
472
473     /* Stores some inforation about the context state for optimization */
474     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
475     BOOL                    last_was_pshader;
476     BOOL                    last_was_vshader;
477     BOOL                    last_was_foggy_shader;
478     BOOL                    namedArraysLoaded, numberedArraysLoaded;
479     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
480     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
481     BOOL                    last_was_blit, last_was_ckey;
482
483     /* The actual opengl context */
484     GLXContext              glCtx;
485     Drawable                drawable;
486     Display                 *display;
487     BOOL                    isPBuffer;
488 };
489
490 typedef enum ContextUsage {
491     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
492     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfacs */
493     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
494 } ContextUsage;
495
496 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
497 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, Display *display, Window win);
498 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
499 void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target);
500
501 /* Routine to fill gl caps for swapchains and IWineD3D */
502 BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display);
503
504 /* Macros for doing basic GPU detection based on opengl capabilities */
505 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
506 #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])
507 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
508 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
509
510 /* Default callbacks for implicit object destruction */
511 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
512
513 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
514
515 /*****************************************************************************
516  * Internal representation of a light
517  */
518 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
519 struct PLIGHTINFOEL {
520     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
521     DWORD        OriginalIndex;
522     LONG         glIndex;
523     BOOL         changed;
524     BOOL         enabledChanged;
525
526     /* Converted parms to speed up swapping lights */
527     float                         lightPosn[4];
528     float                         lightDirn[4];
529     float                         exponent;
530     float                         cutoff;
531
532     struct list entry;
533 };
534
535 /* The default light parameters */
536 extern const WINED3DLIGHT WINED3D_default_light;
537
538 /*****************************************************************************
539  * IWineD3D implementation structure
540  */
541 typedef struct IWineD3DImpl
542 {
543     /* IUnknown fields */
544     const IWineD3DVtbl     *lpVtbl;
545     LONG                    ref;     /* Note: Ref counting not required */
546
547     /* WineD3D Information */
548     IUnknown               *parent;
549     UINT                    dxVersion;
550
551     /* GL Information */
552     BOOL                    isGLInfoValid;
553     WineD3D_GL_Info         gl_info;
554 } IWineD3DImpl;
555
556 extern const IWineD3DVtbl IWineD3D_Vtbl;
557
558 /* TODO: setup some flags in the regestry to enable, disable pbuffer support
559 (since it will break quite a few things until contexts are managed properly!) */
560 extern BOOL pbuffer_support;
561 /* allocate one pbuffer per surface */
562 extern BOOL pbuffer_per_surface;
563
564 typedef struct ResourceList {
565     IWineD3DResource         *resource;
566     struct ResourceList      *next;
567 } ResourceList;
568
569 /* A helper function that dumps a resource list */
570 void dumpResources(ResourceList *resources);
571
572 /*****************************************************************************
573  * IWineD3DDevice implementation structure
574  */
575 struct IWineD3DDeviceImpl
576 {
577     /* IUnknown fields      */
578     const IWineD3DDeviceVtbl *lpVtbl;
579     LONG                    ref;     /* Note: Ref counting not required */
580
581     /* WineD3D Information  */
582     IUnknown               *parent;
583     IWineD3D               *wineD3D;
584
585     /* Window styles to restore when switching fullscreen mode */
586     LONG                    style;
587     LONG                    exStyle;
588
589     /* X and GL Information */
590     GLint                   maxConcurrentLights;
591
592     /* Selected capabilities */
593     int vs_selected_mode;
594     int ps_selected_mode;
595     const shader_backend_t *shader_backend;
596
597     /* To store */
598     BOOL                    view_ident;        /* true iff view matrix is identity                */
599     BOOL                    untransformed;
600
601     /* State block related */
602     BOOL                    isRecordingState;
603     IWineD3DStateBlockImpl *stateBlock;
604     IWineD3DStateBlockImpl *updateStateBlock;
605     BOOL                   isInDraw;
606
607     /* Internal use fields  */
608     WINED3DDEVICE_CREATION_PARAMETERS createParms;
609     UINT                            adapterNo;
610     WINED3DDEVTYPE                  devType;
611
612     IWineD3DSwapChain     **swapchains;
613     uint                    NumberOfSwapChains;
614
615     ResourceList           *resources; /* a linked list to track resources created by the device */
616
617     /* Render Target Support */
618     IWineD3DSurface       **render_targets;
619     IWineD3DSurface        *depthStencilBuffer;
620
621     IWineD3DSurface        *stencilBufferTarget;
622
623     /* Caches to avoid unneeded context changes */
624     IWineD3DSurface        *lastActiveRenderTarget;
625     IWineD3DSwapChain      *lastActiveSwapChain;
626
627     /* palettes texture management */
628     PALETTEENTRY            palettes[MAX_PALETTES][256];
629     UINT                    currentPalette;
630
631     /* For rendering to a texture using glCopyTexImage */
632     BOOL                    render_offscreen;
633     WINED3D_DEPTHCOPYSTATE  depth_copy_state;
634     GLuint                  fbo;
635     GLenum                  *draw_buffers;
636
637     /* Cursor management */
638     BOOL                    bCursorVisible;
639     UINT                    xHotSpot;
640     UINT                    yHotSpot;
641     UINT                    xScreenSpace;
642     UINT                    yScreenSpace;
643     UINT                    cursorWidth, cursorHeight;
644     GLuint                  cursorTexture;
645
646     /* Textures for when no other textures are mapped */
647     UINT                          dummyTextureName[MAX_TEXTURES];
648
649     /* Debug stream management */
650     BOOL                     debug;
651
652     /* Device state management */
653     HRESULT                 state;
654     BOOL                    d3d_initialized;
655
656     /* A flag to check for proper BeginScene / EndScene call pairs */
657     BOOL inScene;
658
659     /* process vertex shaders using software or hardware */
660     BOOL softwareVertexProcessing;
661
662     /* DirectDraw stuff */
663     HWND ddraw_window;
664     IWineD3DSurface *ddraw_primary;
665     DWORD ddraw_width, ddraw_height;
666     WINED3DFORMAT ddraw_format;
667     BOOL ddraw_fullscreen;
668
669     /* List of GLSL shader programs and their associated vertex & pixel shaders */
670     struct list glsl_shader_progs;
671
672
673     /* Final position fixup constant */
674     float                       posFixup[4];
675
676     /* With register combiners we can skip junk texture stages */
677     DWORD                     texUnitMap[MAX_SAMPLERS];
678     BOOL                      oneToOneTexUnitMap;
679
680     /* Stream source management */
681     WineDirect3DVertexStridedData strided_streams;
682     WineDirect3DVertexStridedData *up_strided;
683     BOOL                      useDrawStridedSlow;
684     BOOL                      instancedDraw;
685
686     /* Context management */
687     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
688     WineD3DContext          *activeContext;              /* Only 0 for now      */
689     UINT                    numContexts;                 /* Always 1 for now    */
690     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
691     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
692 };
693
694 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
695
696 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
697 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
698     DWORD idx = state >> 5;
699     BYTE shift = state & 0x1f;
700     return context->isStateDirty[idx] & (1 << shift);
701 }
702
703 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
704  * anybody uses it for much so a good implementation is optional. */
705 typedef struct PrivateData
706 {
707     struct PrivateData* next;
708
709     GUID tag;
710     DWORD flags; /* DDSPD_* */
711     DWORD uniqueness_value;
712
713     union
714     {
715         LPVOID data;
716         LPUNKNOWN object;
717     } ptr;
718
719     DWORD size;
720 } PrivateData;
721
722 /*****************************************************************************
723  * IWineD3DResource implementation structure
724  */
725 typedef struct IWineD3DResourceClass
726 {
727     /* IUnknown fields */
728     LONG                    ref;     /* Note: Ref counting not required */
729
730     /* WineD3DResource Information */
731     IUnknown               *parent;
732     WINED3DRESOURCETYPE     resourceType;
733     IWineD3DDeviceImpl     *wineD3DDevice;
734     WINED3DPOOL             pool;
735     UINT                    size;
736     DWORD                   usage;
737     WINED3DFORMAT           format;
738     BYTE                   *allocatedMemory;
739     PrivateData            *privateData;
740
741 } IWineD3DResourceClass;
742
743 typedef struct IWineD3DResourceImpl
744 {
745     /* IUnknown & WineD3DResource Information     */
746     const IWineD3DResourceVtbl *lpVtbl;
747     IWineD3DResourceClass   resource;
748 } IWineD3DResourceImpl;
749
750
751 /*****************************************************************************
752  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
753  */
754 typedef struct IWineD3DVertexBufferImpl
755 {
756     /* IUnknown & WineD3DResource Information     */
757     const IWineD3DVertexBufferVtbl *lpVtbl;
758     IWineD3DResourceClass     resource;
759
760     /* WineD3DVertexBuffer specifics */
761     DWORD                     fvf;
762
763     /* Vertex buffer object support */
764     GLuint                    vbo;
765     BYTE                      Flags;
766     LONG                      bindCount;
767
768     UINT                      dirtystart, dirtyend;
769     LONG                      lockcount;
770
771     LONG                      declChanges, draws;
772     /* Last description of the buffer */
773     WineDirect3DVertexStridedData strided;
774 } IWineD3DVertexBufferImpl;
775
776 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
777
778 #define VBFLAG_LOAD           0x01    /* Data is written from allocatedMemory to the VBO */
779 #define VBFLAG_OPTIMIZED      0x02    /* Optimize has been called for the VB */
780 #define VBFLAG_DIRTY          0x04    /* Buffer data has been modified */
781 #define VBFLAG_HASDESC        0x08    /* A vertex description has been found */
782 #define VBFLAG_VBOCREATEFAIL  0x10    /* An attempt to create a vbo has failed */
783
784 /*****************************************************************************
785  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
786  */
787 typedef struct IWineD3DIndexBufferImpl
788 {
789     /* IUnknown & WineD3DResource Information     */
790     const IWineD3DIndexBufferVtbl *lpVtbl;
791     IWineD3DResourceClass     resource;
792
793     /* WineD3DVertexBuffer specifics */
794 } IWineD3DIndexBufferImpl;
795
796 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
797
798 /*****************************************************************************
799  * IWineD3DBaseTexture D3D- > openGL state map lookups
800  */
801 #define WINED3DFUNC_NOTSUPPORTED  -2
802 #define WINED3DFUNC_UNIMPLEMENTED -1
803
804 typedef enum winetexturestates {
805     WINED3DTEXSTA_ADDRESSU       = 0,
806     WINED3DTEXSTA_ADDRESSV       = 1,
807     WINED3DTEXSTA_ADDRESSW       = 2,
808     WINED3DTEXSTA_BORDERCOLOR    = 3,
809     WINED3DTEXSTA_MAGFILTER      = 4,
810     WINED3DTEXSTA_MINFILTER      = 5,
811     WINED3DTEXSTA_MIPFILTER      = 6,
812     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
813     WINED3DTEXSTA_MAXANISOTROPY  = 8,
814     WINED3DTEXSTA_SRGBTEXTURE    = 9,
815     WINED3DTEXSTA_ELEMENTINDEX   = 10,
816     WINED3DTEXSTA_DMAPOFFSET     = 11,
817     WINED3DTEXSTA_TSSADDRESSW    = 12,
818     MAX_WINETEXTURESTATES        = 13,
819 } winetexturestates;
820
821 typedef struct Wined3dTextureStateMap {
822     CONST int state;
823     int function;
824 } Wined3dTextureStateMap;
825
826 /*****************************************************************************
827  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
828  */
829 typedef struct IWineD3DBaseTextureClass
830 {
831     UINT                    levels;
832     BOOL                    dirty;
833     WINED3DFORMAT           format;
834     DWORD                   usage;
835     UINT                    textureName;
836     UINT                    LOD;
837     WINED3DTEXTUREFILTERTYPE filterType;
838     DWORD                   states[MAX_WINETEXTURESTATES];
839     LONG                    bindCount;
840     DWORD                   sampler;
841 } IWineD3DBaseTextureClass;
842
843 typedef struct IWineD3DBaseTextureImpl
844 {
845     /* IUnknown & WineD3DResource Information     */
846     const IWineD3DBaseTextureVtbl *lpVtbl;
847     IWineD3DResourceClass     resource;
848     IWineD3DBaseTextureClass  baseTexture;
849
850 } IWineD3DBaseTextureImpl;
851
852 /*****************************************************************************
853  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
854  */
855 typedef struct IWineD3DTextureImpl
856 {
857     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
858     const IWineD3DTextureVtbl *lpVtbl;
859     IWineD3DResourceClass     resource;
860     IWineD3DBaseTextureClass  baseTexture;
861
862     /* IWineD3DTexture */
863     IWineD3DSurface          *surfaces[MAX_LEVELS];
864     
865     UINT                      width;
866     UINT                      height;
867     float                     pow2scalingFactorX;
868     float                     pow2scalingFactorY;
869
870 } IWineD3DTextureImpl;
871
872 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
873
874 /*****************************************************************************
875  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
876  */
877 typedef struct IWineD3DCubeTextureImpl
878 {
879     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
880     const IWineD3DCubeTextureVtbl *lpVtbl;
881     IWineD3DResourceClass     resource;
882     IWineD3DBaseTextureClass  baseTexture;
883
884     /* IWineD3DCubeTexture */
885     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
886
887     UINT                      edgeLength;
888     float                     pow2scalingFactor;
889
890 } IWineD3DCubeTextureImpl;
891
892 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
893
894 typedef struct _WINED3DVOLUMET_DESC
895 {
896     UINT                    Width;
897     UINT                    Height;
898     UINT                    Depth;
899 } WINED3DVOLUMET_DESC;
900
901 /*****************************************************************************
902  * IWineD3DVolume implementation structure (extends IUnknown)
903  */
904 typedef struct IWineD3DVolumeImpl
905 {
906     /* IUnknown & WineD3DResource fields */
907     const IWineD3DVolumeVtbl  *lpVtbl;
908     IWineD3DResourceClass      resource;
909
910     /* WineD3DVolume Information */
911     WINED3DVOLUMET_DESC      currentDesc;
912     IWineD3DBase            *container;
913     UINT                    bytesPerPixel;
914
915     BOOL                    lockable;
916     BOOL                    locked;
917     WINED3DBOX              lockedBox;
918     WINED3DBOX              dirtyBox;
919     BOOL                    dirty;
920
921
922 } IWineD3DVolumeImpl;
923
924 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
925
926 /*****************************************************************************
927  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
928  */
929 typedef struct IWineD3DVolumeTextureImpl
930 {
931     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
932     const IWineD3DVolumeTextureVtbl *lpVtbl;
933     IWineD3DResourceClass     resource;
934     IWineD3DBaseTextureClass  baseTexture;
935
936     /* IWineD3DVolumeTexture */
937     IWineD3DVolume           *volumes[MAX_LEVELS];
938
939     UINT                      width;
940     UINT                      height;
941     UINT                      depth;
942 } IWineD3DVolumeTextureImpl;
943
944 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
945
946 typedef struct _WINED3DSURFACET_DESC
947 {
948     WINED3DMULTISAMPLE_TYPE MultiSampleType;
949     DWORD                   MultiSampleQuality;
950     UINT                    Width;
951     UINT                    Height;
952 } WINED3DSURFACET_DESC;
953
954 /*****************************************************************************
955  * Structure for DIB Surfaces (GetDC and GDI surfaces)
956  */
957 typedef struct wineD3DSurface_DIB {
958     HBITMAP DIBsection;
959     void* bitmap_data;
960     HGDIOBJ holdbitmap;
961     BOOL client_memory;
962 } wineD3DSurface_DIB;
963
964 /*****************************************************************************
965  * IWineD3DSurface implementation structure
966  */
967 struct IWineD3DSurfaceImpl
968 {
969     /* IUnknown & IWineD3DResource Information     */
970     const IWineD3DSurfaceVtbl *lpVtbl;
971     IWineD3DResourceClass     resource;
972
973     /* IWineD3DSurface fields */
974     IWineD3DBase              *container;
975     WINED3DSURFACET_DESC      currentDesc;
976     IWineD3DPaletteImpl      *palette;
977
978     UINT                      bytesPerPixel;
979
980     /* TODO: move this off into a management class(maybe!) */
981     DWORD                      Flags;
982
983     UINT                      pow2Width;
984     UINT                      pow2Height;
985     UINT                      pow2Size;
986
987     /* Oversized texture */
988     RECT                      glRect;
989
990 #if 0
991     /* precalculated x and y scalings for texture coords */
992     float                     pow2scalingFactorX; /* =  (Width  / pow2Width ) */
993     float                     pow2scalingFactorY; /* =  (Height / pow2Height) */
994 #endif
995
996     RECT                      lockedRect;
997     RECT                      dirtyRect;
998     int                       lockCount;
999 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1000
1001     glDescriptor              glDescription;
1002
1003     /* For GetDC */
1004     wineD3DSurface_DIB        dib;
1005     HDC                       hDC;
1006
1007     /* Color keys for DDraw */
1008     DDCOLORKEY                DestBltCKey;
1009     DDCOLORKEY                DestOverlayCKey;
1010     DDCOLORKEY                SrcOverlayCKey;
1011     DDCOLORKEY                SrcBltCKey;
1012     DWORD                     CKeyFlags;
1013
1014     DDCOLORKEY                glCKey;
1015 };
1016
1017 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1018 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1019
1020 /* Predeclare the shared Surface functions */
1021 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1022 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
1023 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
1024 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1025 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1026 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1027 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1028 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1029 DWORD   WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1030 DWORD   WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1031 void    WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
1032 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
1033 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1034 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1035 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1036 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1037 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
1038 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
1039 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
1040 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1041 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1042 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey);
1043 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
1044 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
1045 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1046 HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL  inTexture);
1047 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
1048 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
1049 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1050 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1051 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx);
1052 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1053 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1054 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
1055 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
1056 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1057 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1058 HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
1059 HRESULT WINAPI IWineD3DSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1060 HRESULT WINAPI IWineD3DSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1061 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1062 HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1063
1064 /* Surface flags: */
1065 #define SFLAG_OVERSIZE    0x00000001 /* Surface is bigger than gl size, blts only */
1066 #define SFLAG_CONVERTED   0x00000002 /* Converted for color keying or Palettized */
1067 #define SFLAG_DIBSECTION  0x00000004 /* Has a DIB section attached for getdc */
1068 #define SFLAG_DIRTY       0x00000008 /* Surface was locked by the app */
1069 #define SFLAG_LOCKABLE    0x00000010 /* Surface can be locked */
1070 #define SFLAG_DISCARD     0x00000020 /* ??? */
1071 #define SFLAG_LOCKED      0x00000040 /* Surface is locked atm */
1072 #define SFLAG_INTEXTURE   0x00000080 /* ??? */
1073 #define SFLAG_INPBUFFER   0x00000100 /* ??? */
1074 #define SFLAG_NONPOW2     0x00000200 /* Surface sizes are not a power of 2 */
1075 #define SFLAG_DYNLOCK     0x00000400 /* Surface is often locked by the app */
1076 #define SFLAG_DYNCHANGE   0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1077 #define SFLAG_DCINUSE     0x00001000 /* Set between GetDC and ReleaseDC calls */
1078 #define SFLAG_GLDIRTY     0x00002000 /* The opengl texture is more up to date than the surface mem */
1079 #define SFLAG_LOST        0x00004000 /* Surface lost flag for DDraw */
1080 #define SFLAG_FORCELOAD   0x00008000 /* To force PreLoading of a scratch cursor */
1081 #define SFLAG_USERPTR     0x00010000 /* The application allocated the memory for this surface */
1082 #define SFLAG_GLCKEY      0x00020000 /* The gl texture was created with a color key */
1083
1084 /* In some conditions the surface memory must not be freed:
1085  * SFLAG_OVERSIZE: Not all data can be kept in GL
1086  * SFLAG_CONVERTED: Converting the data back would take too long
1087  * SFLAG_DIBSECTION: The dib code manages the memory
1088  * SFLAG_DIRTY: GL surface isn't up to date
1089  * SFLAG_LOCKED: The app requires access to the surface data
1090  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1091  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1092  */
1093 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
1094                           SFLAG_CONVERTED  | \
1095                           SFLAG_DIBSECTION | \
1096                           SFLAG_DIRTY      | \
1097                           SFLAG_LOCKED     | \
1098                           SFLAG_DYNLOCK    | \
1099                           SFLAG_DYNCHANGE  | \
1100                           SFLAG_USERPTR)
1101
1102 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1103
1104 /* Alignment of the pitch */
1105 #define SURFACE_ALIGNMENT 4
1106
1107 /*****************************************************************************
1108  * IWineD3DVertexDeclaration implementation structure
1109  */
1110 typedef struct IWineD3DVertexDeclarationImpl {
1111  /* IUnknown  Information     */
1112   const IWineD3DVertexDeclarationVtbl *lpVtbl;
1113   LONG                    ref;     /* Note: Ref counting not required */
1114
1115   IUnknown               *parent;
1116   /** precomputed fvf if simple declaration */
1117   IWineD3DDeviceImpl     *wineD3DDevice;
1118   DWORD   fvf[MAX_STREAMS];
1119   DWORD   allFVF;
1120
1121   WINED3DVERTEXELEMENT  *pDeclarationWine;
1122   UINT                   declarationWNumElements;
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         BOOL                      scissorRect;
1157 } SAVEDSTATES;
1158
1159 typedef struct {
1160     struct list entry;
1161     int idx;
1162 } constant_entry;
1163
1164 struct IWineD3DStateBlockImpl
1165 {
1166     /* IUnknown fields */
1167     const IWineD3DStateBlockVtbl *lpVtbl;
1168     LONG                      ref;     /* Note: Ref counting not required */
1169
1170     /* IWineD3DStateBlock information */
1171     IUnknown                 *parent;
1172     IWineD3DDeviceImpl       *wineD3DDevice;
1173     WINED3DSTATEBLOCKTYPE     blockType;
1174
1175     /* Array indicating whether things have been set or changed */
1176     SAVEDSTATES               changed;
1177     SAVEDSTATES               set;
1178     struct list               set_vconstantsF;
1179     struct list               set_pconstantsF;
1180
1181     /* Drawing - Vertex Shader or FVF related */
1182     DWORD                     fvf;
1183     /* Vertex Shader Declaration */
1184     IWineD3DVertexDeclaration *vertexDecl;
1185
1186     IWineD3DVertexShader      *vertexShader;
1187
1188     /* Vertex Shader Constants */
1189     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1190     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1191     float                     *vertexShaderConstantF;
1192
1193     /* Stream Source */
1194     BOOL                      streamIsUP;
1195     UINT                      streamStride[MAX_STREAMS];
1196     UINT                      streamOffset[MAX_STREAMS];
1197     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1198     UINT                      streamFreq[MAX_STREAMS];
1199     UINT                      streamFlags[MAX_STREAMS];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1200
1201     /* Indices */
1202     IWineD3DIndexBuffer*      pIndexData;
1203     UINT                      baseVertexIndex;
1204     UINT                      loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1205
1206     /* Transform */
1207     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1208
1209     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1210 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1211 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1212     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1213     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1214
1215     /* Clipping */
1216     double                    clipplane[MAX_CLIPPLANES][4];
1217     WINED3DCLIPSTATUS         clip_status;
1218
1219     /* ViewPort */
1220     WINED3DVIEWPORT           viewport;
1221
1222     /* Material */
1223     WINED3DMATERIAL           material;
1224
1225     /* Pixel Shader */
1226     IWineD3DPixelShader      *pixelShader;
1227
1228     /* Pixel Shader Constants */
1229     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1230     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1231     float                     *pixelShaderConstantF;
1232
1233     /* RenderState */
1234     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1235
1236     /* Texture */
1237     IWineD3DBaseTexture      *textures[MAX_SAMPLERS];
1238     int                       textureDimensions[MAX_SAMPLERS];
1239
1240     /* Texture State Stage */
1241     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1242     DWORD                     lowest_disabled_stage;
1243     /* Sampler States */
1244     DWORD                     samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1245
1246     /* Current GLSL Shader Program */
1247     struct glsl_shader_prog_link *glsl_program;
1248
1249     /* Scissor test rectangle */
1250     RECT                      scissorRect;
1251 };
1252
1253 extern void stateblock_savedstates_set(
1254     IWineD3DStateBlock* iface,
1255     SAVEDSTATES* states,
1256     BOOL value);
1257
1258 extern void stateblock_savedstates_copy(
1259     IWineD3DStateBlock* iface,
1260     SAVEDSTATES* dest,
1261     SAVEDSTATES* source);
1262
1263 extern void stateblock_copy(
1264     IWineD3DStateBlock* destination,
1265     IWineD3DStateBlock* source);
1266
1267 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1268
1269 /*****************************************************************************
1270  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1271  */
1272 typedef struct IWineD3DQueryImpl
1273 {
1274     const IWineD3DQueryVtbl  *lpVtbl;
1275     LONG                      ref;     /* Note: Ref counting not required */
1276     
1277     IUnknown                 *parent;
1278     /*TODO: replace with iface usage */
1279 #if 0
1280     IWineD3DDevice         *wineD3DDevice;
1281 #else
1282     IWineD3DDeviceImpl       *wineD3DDevice;
1283 #endif
1284
1285     /* IWineD3DQuery fields */
1286     WINED3DQUERYTYPE         type;
1287     /* TODO: Think about using a IUnknown instead of a void* */
1288     void                     *extendedData;
1289     
1290   
1291 } IWineD3DQueryImpl;
1292
1293 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1294
1295 /* Datastructures for IWineD3DQueryImpl.extendedData */
1296 typedef struct  WineQueryOcclusionData {
1297     GLuint  queryId;
1298 } WineQueryOcclusionData;
1299
1300
1301 /*****************************************************************************
1302  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1303  */
1304
1305 typedef struct IWineD3DSwapChainImpl
1306 {
1307     /*IUnknown part*/
1308     const IWineD3DSwapChainVtbl *lpVtbl;
1309     LONG                      ref;     /* Note: Ref counting not required */
1310
1311     IUnknown                 *parent;
1312     IWineD3DDeviceImpl       *wineD3DDevice;
1313
1314     /* IWineD3DSwapChain fields */
1315     IWineD3DSurface         **backBuffer;
1316     IWineD3DSurface          *frontBuffer;
1317     BOOL                      wantsDepthStencilBuffer;
1318     D3DPRESENT_PARAMETERS     presentParms;
1319     DWORD                     orig_width, orig_height;
1320
1321     long prev_time, frames;   /* Performance tracking */
1322
1323     WineD3DContext         *context; /* Later a array for multithreading */
1324
1325     HWND                    win_handle;
1326     Window                  win;
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     char bumpmat;
1472
1473     /* Whether or not a loop is used in this shader */
1474     char loop;
1475
1476     /* Whether or not this shader uses fog */
1477     char fog;
1478
1479 } shader_reg_maps;
1480
1481 #define SHADER_PGMSIZE 65535
1482 typedef struct SHADER_BUFFER {
1483     char* buffer;
1484     unsigned int bsize;
1485     unsigned int lineNo;
1486     BOOL newline;
1487 } SHADER_BUFFER;
1488
1489 /* Undocumented opcode controls */
1490 #define INST_CONTROLS_SHIFT 16
1491 #define INST_CONTROLS_MASK 0x00ff0000
1492
1493 typedef enum COMPARISON_TYPE {
1494     COMPARISON_GT = 1,
1495     COMPARISON_EQ = 2,
1496     COMPARISON_GE = 3,
1497     COMPARISON_LT = 4,
1498     COMPARISON_NE = 5,
1499     COMPARISON_LE = 6
1500 } COMPARISON_TYPE;
1501
1502 typedef struct SHADER_OPCODE {
1503     unsigned int  opcode;
1504     const char*   name;
1505     const char*   glname;
1506     char          dst_token;
1507     CONST UINT    num_params;
1508     shader_fct_t  soft_fct;
1509     SHADER_HANDLER hw_fct;
1510     SHADER_HANDLER hw_glsl_fct;
1511     DWORD         min_version;
1512     DWORD         max_version;
1513 } SHADER_OPCODE;
1514
1515 typedef struct SHADER_OPCODE_ARG {
1516     IWineD3DBaseShader* shader;
1517     shader_reg_maps* reg_maps;
1518     CONST SHADER_OPCODE* opcode;
1519     DWORD opcode_token;
1520     DWORD dst;
1521     DWORD dst_addr;
1522     DWORD predicate;
1523     DWORD src[4];
1524     DWORD src_addr[4];
1525     SHADER_BUFFER* buffer;
1526 } SHADER_OPCODE_ARG;
1527
1528 typedef struct SHADER_LIMITS {
1529     unsigned int temporary;
1530     unsigned int texcoord;
1531     unsigned int sampler;
1532     unsigned int constant_int;
1533     unsigned int constant_float;
1534     unsigned int constant_bool;
1535     unsigned int address;
1536     unsigned int packed_output;
1537     unsigned int packed_input;
1538     unsigned int attributes;
1539     unsigned int label;
1540 } SHADER_LIMITS;
1541
1542 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1543     maintain state information between multiple codes */
1544 typedef struct SHADER_PARSE_STATE {
1545     unsigned int current_row;
1546     DWORD texcoord_w[2];
1547 } SHADER_PARSE_STATE;
1548
1549 /* Base Shader utility functions. 
1550  * (may move callers into the same file in the future) */
1551 extern int shader_addline(
1552     SHADER_BUFFER* buffer,
1553     const char* fmt, ...);
1554
1555 extern const SHADER_OPCODE* shader_get_opcode(
1556     IWineD3DBaseShader *iface, 
1557     const DWORD code);
1558
1559 extern void shader_delete_constant_list(
1560     struct list* clist);
1561
1562 /* Vertex shader utility functions */
1563 extern BOOL vshader_get_input(
1564     IWineD3DVertexShader* iface,
1565     BYTE usage_req, BYTE usage_idx_req,
1566     unsigned int* regnum);
1567
1568 extern BOOL vshader_input_is_color(
1569     IWineD3DVertexShader* iface,
1570     unsigned int regnum);
1571
1572 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
1573
1574 /* ARB_[vertex/fragment]_program helper functions */
1575 extern void shader_arb_load_constants(
1576     IWineD3DDevice* device,
1577     char usePixelShader,
1578     char useVertexShader);
1579
1580 /* ARB shader program Prototypes */
1581 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1582
1583 /* ARB pixel shader prototypes */
1584 extern void pshader_hw_cnd(SHADER_OPCODE_ARG* arg);
1585 extern void pshader_hw_cmp(SHADER_OPCODE_ARG* arg);
1586 extern void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1587 extern void pshader_hw_tex(SHADER_OPCODE_ARG* arg);
1588 extern void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg);
1589 extern void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg);
1590 extern void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg);
1591 extern void pshader_hw_texbem(SHADER_OPCODE_ARG* arg);
1592 extern void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg);
1593 extern void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg);
1594 extern void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg);
1595 extern void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg);
1596 extern void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg);
1597 extern void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1598
1599 /* ARB vertex shader prototypes */
1600 extern void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg);
1601 extern void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg);
1602
1603 /* GLSL helper functions */
1604 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
1605 extern void shader_glsl_load_constants(
1606     IWineD3DDevice* device,
1607     char usePixelShader,
1608     char useVertexShader);
1609
1610 /** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
1611 extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
1612 extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
1613 extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
1614 extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);
1615 extern void shader_glsl_mad(SHADER_OPCODE_ARG* arg);
1616 extern void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg);
1617 extern void shader_glsl_lrp(SHADER_OPCODE_ARG* arg);
1618 extern void shader_glsl_dot(SHADER_OPCODE_ARG* arg);
1619 extern void shader_glsl_rcp(SHADER_OPCODE_ARG* arg);
1620 extern void shader_glsl_cnd(SHADER_OPCODE_ARG* arg);
1621 extern void shader_glsl_compare(SHADER_OPCODE_ARG* arg);
1622 extern void shader_glsl_def(SHADER_OPCODE_ARG* arg);
1623 extern void shader_glsl_defi(SHADER_OPCODE_ARG* arg);
1624 extern void shader_glsl_defb(SHADER_OPCODE_ARG* arg);
1625 extern void shader_glsl_expp(SHADER_OPCODE_ARG* arg);
1626 extern void shader_glsl_cmp(SHADER_OPCODE_ARG* arg);
1627 extern void shader_glsl_lit(SHADER_OPCODE_ARG* arg);
1628 extern void shader_glsl_dst(SHADER_OPCODE_ARG* arg);
1629 extern void shader_glsl_sincos(SHADER_OPCODE_ARG* arg);
1630 extern void shader_glsl_loop(SHADER_OPCODE_ARG* arg);
1631 extern void shader_glsl_end(SHADER_OPCODE_ARG* arg);
1632 extern void shader_glsl_if(SHADER_OPCODE_ARG* arg);
1633 extern void shader_glsl_ifc(SHADER_OPCODE_ARG* arg);
1634 extern void shader_glsl_else(SHADER_OPCODE_ARG* arg);
1635 extern void shader_glsl_break(SHADER_OPCODE_ARG* arg);
1636 extern void shader_glsl_breakc(SHADER_OPCODE_ARG* arg);
1637 extern void shader_glsl_rep(SHADER_OPCODE_ARG* arg);
1638 extern void shader_glsl_call(SHADER_OPCODE_ARG* arg);
1639 extern void shader_glsl_callnz(SHADER_OPCODE_ARG* arg);
1640 extern void shader_glsl_label(SHADER_OPCODE_ARG* arg);
1641
1642 /** GLSL Pixel Shader Prototypes */
1643 extern void pshader_glsl_tex(SHADER_OPCODE_ARG* arg);
1644 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
1645 extern void pshader_glsl_texdp3tex(SHADER_OPCODE_ARG* arg);
1646 extern void pshader_glsl_texdp3(SHADER_OPCODE_ARG* arg);
1647 extern void pshader_glsl_texdepth(SHADER_OPCODE_ARG* arg);
1648 extern void pshader_glsl_texm3x2depth(SHADER_OPCODE_ARG* arg);
1649 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
1650 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
1651 extern void pshader_glsl_texm3x3(SHADER_OPCODE_ARG* arg);
1652 extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
1653 extern void pshader_glsl_texm3x3tex(SHADER_OPCODE_ARG* arg);
1654 extern void pshader_glsl_texm3x3spec(SHADER_OPCODE_ARG* arg);
1655 extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
1656 extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
1657 extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
1658 extern void pshader_glsl_texreg2ar(SHADER_OPCODE_ARG* arg);
1659 extern void pshader_glsl_texreg2gb(SHADER_OPCODE_ARG* arg);
1660 extern void pshader_glsl_texreg2rgb(SHADER_OPCODE_ARG* arg);
1661 extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
1662 extern void pshader_glsl_input_pack(
1663    SHADER_BUFFER* buffer,
1664    semantic* semantics_out);
1665
1666 /** GLSL Vertex Shader Prototypes */
1667 extern void vshader_glsl_output_unpack(
1668    SHADER_BUFFER* buffer,
1669    semantic* semantics_out);
1670
1671 /*****************************************************************************
1672  * IDirect3DBaseShader implementation structure
1673  */
1674 typedef struct IWineD3DBaseShaderClass
1675 {
1676     DWORD                           hex_version;
1677     SHADER_LIMITS                   limits;
1678     SHADER_PARSE_STATE              parse_state;
1679     CONST SHADER_OPCODE             *shader_ins;
1680     CONST DWORD                     *function;
1681     UINT                            functionLength;
1682     GLuint                          prgId;
1683     BOOL                            is_compiled;
1684
1685     /* Type of shader backend */
1686     int shader_mode;
1687
1688     /* Immediate constants (override global ones) */
1689     struct list constantsB;
1690     struct list constantsF;
1691     struct list constantsI;
1692     shader_reg_maps reg_maps;
1693
1694     /* Pointer to the parent device */
1695     IWineD3DDevice *device;
1696
1697 } IWineD3DBaseShaderClass;
1698
1699 typedef struct IWineD3DBaseShaderImpl {
1700     /* IUnknown */
1701     const IWineD3DBaseShaderVtbl    *lpVtbl;
1702     LONG                            ref;
1703
1704     /* IWineD3DBaseShader */
1705     IWineD3DBaseShaderClass         baseShader;
1706 } IWineD3DBaseShaderImpl;
1707
1708 extern HRESULT shader_get_registers_used(
1709     IWineD3DBaseShader *iface,
1710     shader_reg_maps* reg_maps,
1711     semantic* semantics_in,
1712     semantic* semantics_out,
1713     CONST DWORD* pToken,
1714     IWineD3DStateBlockImpl *stateBlock);
1715
1716 extern void shader_generate_glsl_declarations(
1717     IWineD3DBaseShader *iface,
1718     shader_reg_maps* reg_maps,
1719     SHADER_BUFFER* buffer,
1720     WineD3D_GL_Info* gl_info);
1721
1722 extern void shader_generate_arb_declarations(
1723     IWineD3DBaseShader *iface,
1724     shader_reg_maps* reg_maps,
1725     SHADER_BUFFER* buffer,
1726     WineD3D_GL_Info* gl_info);
1727
1728 extern void shader_generate_main(
1729     IWineD3DBaseShader *iface,
1730     SHADER_BUFFER* buffer,
1731     shader_reg_maps* reg_maps,
1732     CONST DWORD* pFunction);
1733
1734 extern void shader_dump_ins_modifiers(
1735     const DWORD output);
1736
1737 extern void shader_dump_param(
1738     IWineD3DBaseShader *iface,
1739     const DWORD param,
1740     const DWORD addr_token,
1741     int input);
1742
1743 extern void shader_trace_init(
1744     IWineD3DBaseShader *iface,
1745     const DWORD* pFunction);
1746
1747 extern int shader_get_param(
1748     IWineD3DBaseShader* iface,
1749     const DWORD* pToken,
1750     DWORD* param,
1751     DWORD* addr_token);
1752
1753 extern int shader_skip_unrecognized(
1754     IWineD3DBaseShader* iface,
1755     const DWORD* pToken);
1756
1757 extern void print_glsl_info_log(
1758     WineD3D_GL_Info *gl_info,
1759     GLhandleARB obj);
1760
1761 inline static int shader_get_regtype(const DWORD param) {
1762     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
1763             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
1764 }
1765
1766 extern unsigned int shader_get_float_offset(const DWORD reg);
1767
1768 inline static BOOL shader_is_pshader_version(DWORD token) {
1769     return 0xFFFF0000 == (token & 0xFFFF0000);
1770 }
1771
1772 inline static BOOL shader_is_vshader_version(DWORD token) {
1773     return 0xFFFE0000 == (token & 0xFFFF0000);
1774 }
1775
1776 inline static BOOL shader_is_comment(DWORD token) {
1777     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
1778 }
1779
1780 /* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
1781  * so upload them above that
1782  */
1783 #define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
1784 #define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
1785
1786 /*****************************************************************************
1787  * IDirect3DVertexShader implementation structure
1788  */
1789 typedef struct IWineD3DVertexShaderImpl {
1790     /* IUnknown parts*/   
1791     const IWineD3DVertexShaderVtbl *lpVtbl;
1792     LONG                        ref;     /* Note: Ref counting not required */
1793
1794     /* IWineD3DBaseShader */
1795     IWineD3DBaseShaderClass     baseShader;
1796
1797     /* IWineD3DVertexShaderImpl */
1798     IUnknown                    *parent;
1799
1800     char                        usesFog;
1801     DWORD                       usage;
1802
1803     /* Vertex shader input and output semantics */
1804     semantic semantics_in [MAX_ATTRIBS];
1805     semantic semantics_out [MAX_REG_OUTPUT];
1806
1807     /* run time datas...  */
1808     VSHADERDATA                *data;
1809 #if 0 /* needs reworking */
1810     /* run time datas */
1811     VSHADERINPUTDATA input;
1812     VSHADEROUTPUTDATA output;
1813 #endif
1814 } IWineD3DVertexShaderImpl;
1815 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1816 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1817
1818 /*****************************************************************************
1819  * IDirect3DPixelShader implementation structure
1820  */
1821 typedef struct IWineD3DPixelShaderImpl {
1822     /* IUnknown parts */
1823     const IWineD3DPixelShaderVtbl *lpVtbl;
1824     LONG                        ref;     /* Note: Ref counting not required */
1825
1826     /* IWineD3DBaseShader */
1827     IWineD3DBaseShaderClass     baseShader;
1828
1829     /* IWineD3DPixelShaderImpl */
1830     IUnknown                   *parent;
1831
1832     /* Pixel shader input semantics */
1833     semantic semantics_in [MAX_REG_INPUT];
1834
1835     /* run time data */
1836     PSHADERDATA                *data;
1837
1838     /* Some information about the shader behavior */
1839     char                        needsbumpmat;
1840     UINT                        bumpenvmatconst;
1841
1842 #if 0 /* needs reworking */
1843     PSHADERINPUTDATA input;
1844     PSHADEROUTPUTDATA output;
1845 #endif
1846 } IWineD3DPixelShaderImpl;
1847
1848 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1849 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1850
1851 /*****************************************************************************
1852  * IWineD3DPalette implementation structure
1853  */
1854 struct IWineD3DPaletteImpl {
1855     /* IUnknown parts */
1856     const IWineD3DPaletteVtbl  *lpVtbl;
1857     LONG                       ref;
1858
1859     IUnknown                   *parent;
1860     IWineD3DDeviceImpl         *wineD3DDevice;
1861
1862     /* IWineD3DPalette */
1863     HPALETTE                   hpal;
1864     WORD                       palVersion;     /*|               */
1865     WORD                       palNumEntries;  /*|  LOGPALETTE   */
1866     PALETTEENTRY               palents[256];   /*|               */
1867     /* This is to store the palette in 'screen format' */
1868     int                        screen_palents[256];
1869     DWORD                      Flags;
1870 };
1871
1872 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1873 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1874
1875 /* DirectDraw utility functions */
1876 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
1877
1878 /*****************************************************************************
1879  * Pixel format management
1880  */
1881 typedef struct {
1882     WINED3DFORMAT           format;
1883     DWORD                   alphaMask, redMask, greenMask, blueMask;
1884     UINT                    bpp;
1885     BOOL                    isFourcc;
1886     GLint                   glInternal, glFormat, glType;
1887 } PixelFormatDesc;
1888
1889 const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);
1890 #endif