wined3d: Remove some unused code.
[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 "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 struct hash_table_entry_t {
51     void *key;
52     void *value;
53     unsigned int hash;
54     struct list entry;
55 };
56
57 struct hash_table_t {
58     hash_function_t *hash_function;
59     compare_function_t *compare_function;
60     struct list *buckets;
61     unsigned int bucket_count;
62     struct 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 };
69
70 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
71 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
72 void *hash_table_get(struct hash_table_t *table, void *key);
73 void hash_table_put(struct hash_table_t *table, void *key, void *value);
74 void hash_table_remove(struct hash_table_t *table, void *key);
75
76 /* Device caps */
77 #define MAX_PALETTES            65536
78 #define MAX_STREAMS             16
79 #define MAX_TEXTURES            8
80 #define MAX_FRAGMENT_SAMPLERS   16
81 #define MAX_VERTEX_SAMPLERS     4
82 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
83 #define MAX_ACTIVE_LIGHTS       8
84 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
85 #define MAX_LEVELS              256
86
87 #define MAX_CONST_I 16
88 #define MAX_CONST_B 16
89
90 /* Used for CreateStateBlock */
91 #define NUM_SAVEDPIXELSTATES_R     35
92 #define NUM_SAVEDPIXELSTATES_T     18
93 #define NUM_SAVEDPIXELSTATES_S     12
94 #define NUM_SAVEDVERTEXSTATES_R    34
95 #define NUM_SAVEDVERTEXSTATES_T    2
96 #define NUM_SAVEDVERTEXSTATES_S    1
97
98 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
99 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
100 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
101 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
102 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
103 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
104
105 typedef enum _WINELOOKUP {
106     WINELOOKUP_WARPPARAM = 0,
107     MAX_LOOKUPS          = 1
108 } WINELOOKUP;
109
110 extern int minLookup[MAX_LOOKUPS];
111 extern int maxLookup[MAX_LOOKUPS];
112 extern DWORD *stateLookup[MAX_LOOKUPS];
113
114 typedef DWORD magLookup_t[WINED3DTEXF_ANISOTROPIC + 1];
115 extern magLookup_t magLookup;
116 extern magLookup_t magLookup_noFilter;
117
118 typedef DWORD minMipLookup_t[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
119 extern minMipLookup_t minMipLookup;
120 extern minMipLookup_t minMipLookup_noFilter;
121
122 void init_type_lookup(WineD3D_GL_Info *gl_info);
123 #define WINED3D_ATR_TYPE(type)          GLINFO_LOCATION.glTypeLookup[type].d3dType
124 #define WINED3D_ATR_SIZE(type)          GLINFO_LOCATION.glTypeLookup[type].size
125 #define WINED3D_ATR_GLTYPE(type)        GLINFO_LOCATION.glTypeLookup[type].glType
126 #define WINED3D_ATR_NORMALIZED(type)    GLINFO_LOCATION.glTypeLookup[type].normalized
127 #define WINED3D_ATR_TYPESIZE(type)      GLINFO_LOCATION.glTypeLookup[type].typesize
128
129 /* float_16_to_32() and float_32_to_16() (see implementation in
130  * surface_base.c) convert 16 bit floats in the FLOAT16 data type
131  * to standard C floats and vice versa. They do not depend on the encoding
132  * of the C float, so they are platform independent, but slow. On x86 and
133  * other IEEE 754 compliant platforms the conversion can be accelerated by
134  * bit shifting the exponent and mantissa. There are also some SSE-based
135  * assembly routines out there.
136  *
137  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
138  */
139 static inline float float_16_to_32(const unsigned short *in) {
140     const unsigned short s = ((*in) & 0x8000);
141     const unsigned short e = ((*in) & 0x7C00) >> 10;
142     const unsigned short m = (*in) & 0x3FF;
143     const float sgn = (s ? -1.0 : 1.0);
144
145     if(e == 0) {
146         if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
147         else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
148     } else if(e < 31) {
149         return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
150     } else {
151         if(m == 0) return sgn / 0.0; /* +INF / -INF */
152         else return 0.0 / 0.0; /* NAN */
153     }
154 }
155
156 /**
157  * Settings 
158  */
159 #define VS_NONE    0
160 #define VS_HW      1
161
162 #define PS_NONE    0
163 #define PS_HW      1
164
165 #define VBO_NONE   0
166 #define VBO_HW     1
167
168 #define NP2_NONE   0
169 #define NP2_REPACK 1
170 #define NP2_NATIVE 2
171
172 #define ORM_BACKBUFFER  0
173 #define ORM_PBUFFER     1
174 #define ORM_FBO         2
175
176 #define SHADER_ARB  1
177 #define SHADER_GLSL 2
178 #define SHADER_ATI  3
179 #define SHADER_NONE 4
180
181 #define RTL_DISABLE   -1
182 #define RTL_AUTO       0
183 #define RTL_READDRAW   1
184 #define RTL_READTEX    2
185 #define RTL_TEXDRAW    3
186 #define RTL_TEXTEX     4
187
188 /* NOTE: When adding fields to this structure, make sure to update the default
189  * values in wined3d_main.c as well. */
190 typedef struct wined3d_settings_s {
191 /* vertex and pixel shader modes */
192   int vs_mode;
193   int ps_mode;
194   int vbo_mode;
195 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
196     we should use it.  However, until it's fully implemented, we'll leave it as a registry
197     setting for developers. */
198   BOOL glslRequested;
199   int offscreen_rendering_mode;
200   int rendertargetlock_mode;
201 /* Memory tracking and object counting */
202   unsigned int emulated_textureram;
203   char *logo;
204   int allow_multisampling;
205 } wined3d_settings_t;
206
207 extern wined3d_settings_t wined3d_settings;
208
209 /* Shader backends */
210 struct SHADER_OPCODE_ARG;
211
212 #define SHADER_PGMSIZE 65535
213 typedef struct SHADER_BUFFER {
214     char* buffer;
215     unsigned int bsize;
216     unsigned int lineNo;
217     BOOL newline;
218 } SHADER_BUFFER;
219
220 enum WINED3D_SHADER_INSTRUCTION_HANDLER
221 {
222     WINED3DSIH_ABS,
223     WINED3DSIH_ADD,
224     WINED3DSIH_BEM,
225     WINED3DSIH_BREAK,
226     WINED3DSIH_BREAKC,
227     WINED3DSIH_BREAKP,
228     WINED3DSIH_CALL,
229     WINED3DSIH_CALLNZ,
230     WINED3DSIH_CMP,
231     WINED3DSIH_CND,
232     WINED3DSIH_CRS,
233     WINED3DSIH_DCL,
234     WINED3DSIH_DEF,
235     WINED3DSIH_DEFB,
236     WINED3DSIH_DEFI,
237     WINED3DSIH_DP2ADD,
238     WINED3DSIH_DP3,
239     WINED3DSIH_DP4,
240     WINED3DSIH_DST,
241     WINED3DSIH_DSX,
242     WINED3DSIH_DSY,
243     WINED3DSIH_ELSE,
244     WINED3DSIH_ENDIF,
245     WINED3DSIH_ENDLOOP,
246     WINED3DSIH_ENDREP,
247     WINED3DSIH_EXP,
248     WINED3DSIH_EXPP,
249     WINED3DSIH_FRC,
250     WINED3DSIH_IF,
251     WINED3DSIH_IFC,
252     WINED3DSIH_LABEL,
253     WINED3DSIH_LIT,
254     WINED3DSIH_LOG,
255     WINED3DSIH_LOGP,
256     WINED3DSIH_LOOP,
257     WINED3DSIH_LRP,
258     WINED3DSIH_M3x2,
259     WINED3DSIH_M3x3,
260     WINED3DSIH_M3x4,
261     WINED3DSIH_M4x3,
262     WINED3DSIH_M4x4,
263     WINED3DSIH_MAD,
264     WINED3DSIH_MAX,
265     WINED3DSIH_MIN,
266     WINED3DSIH_MOV,
267     WINED3DSIH_MOVA,
268     WINED3DSIH_MUL,
269     WINED3DSIH_NOP,
270     WINED3DSIH_NRM,
271     WINED3DSIH_PHASE,
272     WINED3DSIH_POW,
273     WINED3DSIH_RCP,
274     WINED3DSIH_REP,
275     WINED3DSIH_RET,
276     WINED3DSIH_RSQ,
277     WINED3DSIH_SETP,
278     WINED3DSIH_SGE,
279     WINED3DSIH_SGN,
280     WINED3DSIH_SINCOS,
281     WINED3DSIH_SLT,
282     WINED3DSIH_SUB,
283     WINED3DSIH_TEX,
284     WINED3DSIH_TEXBEM,
285     WINED3DSIH_TEXBEML,
286     WINED3DSIH_TEXCOORD,
287     WINED3DSIH_TEXDEPTH,
288     WINED3DSIH_TEXDP3,
289     WINED3DSIH_TEXDP3TEX,
290     WINED3DSIH_TEXKILL,
291     WINED3DSIH_TEXLDD,
292     WINED3DSIH_TEXLDL,
293     WINED3DSIH_TEXM3x2DEPTH,
294     WINED3DSIH_TEXM3x2PAD,
295     WINED3DSIH_TEXM3x2TEX,
296     WINED3DSIH_TEXM3x3,
297     WINED3DSIH_TEXM3x3DIFF,
298     WINED3DSIH_TEXM3x3PAD,
299     WINED3DSIH_TEXM3x3SPEC,
300     WINED3DSIH_TEXM3x3TEX,
301     WINED3DSIH_TEXM3x3VSPEC,
302     WINED3DSIH_TEXREG2AR,
303     WINED3DSIH_TEXREG2GB,
304     WINED3DSIH_TEXREG2RGB,
305     WINED3DSIH_TABLE_SIZE
306 };
307
308 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
309
310 struct shader_caps {
311     DWORD               VertexShaderVersion;
312     DWORD               MaxVertexShaderConst;
313
314     DWORD               PixelShaderVersion;
315     float               PixelShader1xMaxValue;
316
317     WINED3DVSHADERCAPS2_0   VS20Caps;
318     WINED3DPSHADERCAPS2_0   PS20Caps;
319
320     DWORD               MaxVShaderInstructionsExecuted;
321     DWORD               MaxPShaderInstructionsExecuted;
322     DWORD               MaxVertexShader30InstructionSlots;
323     DWORD               MaxPixelShader30InstructionSlots;
324 };
325
326 enum tex_types
327 {
328     tex_1d       = 0,
329     tex_2d       = 1,
330     tex_3d       = 2,
331     tex_cube     = 3,
332     tex_rect     = 4,
333     tex_type_count = 5,
334 };
335
336 typedef struct {
337     const SHADER_HANDLER *shader_instruction_handler_table;
338     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
339     void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
340     void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
341     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
342     void (*shader_cleanup)(IWineD3DDevice *iface);
343     void (*shader_color_correction)(struct SHADER_OPCODE_ARG *arg);
344     void (*shader_destroy)(IWineD3DBaseShader *iface);
345     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
346     void (*shader_free_private)(IWineD3DDevice *iface);
347     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
348     void (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer);
349     void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
350     void (*shader_get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps);
351     BOOL (*shader_conv_supported)(WINED3DFORMAT conv);
352 } shader_backend_t;
353
354 extern const shader_backend_t glsl_shader_backend;
355 extern const shader_backend_t arb_program_shader_backend;
356 extern const shader_backend_t none_shader_backend;
357
358 /* X11 locking */
359
360 extern void (*wine_tsx11_lock_ptr)(void);
361 extern void (*wine_tsx11_unlock_ptr)(void);
362
363 /* As GLX relies on X, this is needed */
364 extern int num_lock;
365
366 #if 0
367 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
368 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
369 #else
370 #define ENTER_GL() wine_tsx11_lock_ptr()
371 #define LEAVE_GL() wine_tsx11_unlock_ptr()
372 #endif
373
374 /*****************************************************************************
375  * Defines
376  */
377
378 /* GL related defines */
379 /* ------------------ */
380 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
381 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
382 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
383 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
384
385 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
386 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
387 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
388 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
389
390 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
391 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
392 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
393 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
394
395 #define D3DCOLORTOGLFLOAT4(dw, vec) \
396   (vec)[0] = D3DCOLOR_R(dw); \
397   (vec)[1] = D3DCOLOR_G(dw); \
398   (vec)[2] = D3DCOLOR_B(dw); \
399   (vec)[3] = D3DCOLOR_A(dw);
400
401 /* DirectX Device Limits */
402 /* --------------------- */
403 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
404
405 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
406                             See MaxStreams in MSDN under GetDeviceCaps */
407                          /* Maximum number of constants provided to the shaders */
408 #define HIGHEST_TRANSFORMSTATE 512 
409                          /* Highest value in WINED3DTRANSFORMSTATETYPE */
410
411 /* Checking of API calls */
412 /* --------------------- */
413 #define checkGLcall(A)                                          \
414 {                                                               \
415     GLint err = glGetError();                                   \
416     if (err == GL_NO_ERROR) {                                   \
417        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
418                                                                 \
419     } else do {                                                 \
420         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
421             debug_glerror(err), err, A, __FILE__, __LINE__);    \
422        err = glGetError();                                      \
423     } while (err != GL_NO_ERROR);                               \
424
425
426 /* Trace routines / diagnostics */
427 /* ---------------------------- */
428
429 /* Dump out a matrix and copy it */
430 #define conv_mat(mat,gl_mat)                                                                \
431 do {                                                                                        \
432     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
433     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
434     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
435     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
436     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
437 } while (0)
438
439 /* Macro to dump out the current state of the light chain */
440 #define DUMP_LIGHT_CHAIN()                    \
441 {                                             \
442   PLIGHTINFOEL *el = This->stateBlock->lights;\
443   while (el) {                                \
444     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
445     el = el->next;                            \
446   }                                           \
447 }
448
449 /* Trace vector and strided data information */
450 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
451 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
452         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);
453
454 /* Defines used for optimizations */
455
456 /*    Only reapply what is necessary */
457 #define REAPPLY_ALPHAOP  0x0001
458 #define REAPPLY_ALL      0xFFFF
459
460 /* Advance declaration of structures to satisfy compiler */
461 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
462 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
463 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
464 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
465
466 /* Global variables */
467 extern const float identity[16];
468
469 /*****************************************************************************
470  * Compilable extra diagnostics
471  */
472
473 /* Trace information per-vertex: (extremely high amount of trace) */
474 #if 0 /* NOTE: Must be 0 in cvs */
475 # define VTRACE(A) TRACE A
476 #else 
477 # define VTRACE(A) 
478 #endif
479
480 /* Checking of per-vertex related GL calls */
481 /* --------------------- */
482 #define vcheckGLcall(A)                                         \
483 {                                                               \
484     GLint err = glGetError();                                   \
485     if (err == GL_NO_ERROR) {                                   \
486        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
487                                                                 \
488     } else do {                                                 \
489         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
490             debug_glerror(err), err, A, __FILE__, __LINE__);    \
491        err = glGetError();                                      \
492     } while (err != GL_NO_ERROR);                               \
493 }
494
495 /* TODO: Confirm each of these works when wined3d move completed */
496 #if 0 /* NOTE: Must be 0 in cvs */
497   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
498      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
499      is enabled, and if it doesn't exist it is disabled. */
500 # define FRAME_DEBUGGING
501   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
502       the file is deleted                                                                            */
503 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
504 #  define SINGLE_FRAME_DEBUGGING
505 # endif  
506   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
507      It can only be enabled when FRAME_DEBUGGING is also enabled                               
508      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
509      array is drawn.                                                                            */
510 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
511 #  define SHOW_FRAME_MAKEUP 1
512 # endif  
513   /* The following, when enabled, lets you see the makeup of the all the textures used during each
514      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
515      The contents of the textures assigned to each stage are written into 
516      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
517 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
518 #  define SHOW_TEXTURE_MAKEUP 0
519 # endif  
520 extern BOOL isOn;
521 extern BOOL isDumpingFrames;
522 extern LONG primCounter;
523 #endif
524
525 /*****************************************************************************
526  * Prototypes
527  */
528
529 /* Routine common to the draw primitive and draw indexed primitive routines */
530 void drawPrimitive(IWineD3DDevice *iface,
531                     int PrimitiveType,
532                     long NumPrimitives,
533                     /* for Indexed: */
534                     long  StartVertexIndex,
535                     UINT  numberOfVertices,
536                     long  StartIdx,
537                     short idxBytes,
538                     const void *idxData,
539                     int   minIndex);
540
541 void primitiveDeclarationConvertToStridedData(
542      IWineD3DDevice *iface,
543      BOOL useVertexShaderFunction,
544      WineDirect3DVertexStridedData *strided,
545      BOOL *fixup);
546
547 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
548
549 typedef void (WINE_GLAPI *glAttribFunc)(void *data);
550 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, void *data);
551 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
552 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
553 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
554 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
555 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
556 extern glAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
557
558 #define eps 1e-8
559
560 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
561     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
562
563 /* Routines and structures related to state management */
564 typedef struct WineD3DContext WineD3DContext;
565 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
566
567 #define STATE_RENDER(a) (a)
568 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
569
570 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + (stage) * WINED3D_HIGHEST_TEXTURE_STATE + (num))
571 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
572
573 /* + 1 because samplers start with 0 */
574 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
575 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
576
577 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
578 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
579
580 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
581 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
582
583 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
584 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
585 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
586 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
587
588 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
589 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
590
591 #define STATE_VSHADER (STATE_VDECL + 1)
592 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
593
594 #define STATE_VIEWPORT (STATE_VSHADER + 1)
595 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
596
597 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
598 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
599 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
600 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
601
602 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
603 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
604
605 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
606 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
607
608 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
609 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
610
611 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
612
613 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
614
615 #define STATE_HIGHEST (STATE_FRONTFACE)
616
617 struct StateEntry
618 {
619     DWORD               representative;
620     APPLYSTATEFUNC      apply;
621 };
622
623 struct StateEntryTemplate
624 {
625     DWORD               state;
626     struct StateEntry   content;
627     GL_SupportedExt     extension;
628 };
629
630 struct fragment_caps {
631     DWORD               PrimitiveMiscCaps;
632
633     DWORD               TextureOpCaps;
634     DWORD               MaxTextureBlendStages;
635     DWORD               MaxSimultaneousTextures;
636 };
637
638 struct fragment_pipeline {
639     void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
640     void (*get_caps)(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
641     HRESULT (*alloc_private)(IWineD3DDevice *iface);
642     void (*free_private)(IWineD3DDevice *iface);
643     BOOL (*conv_supported)(WINED3DFORMAT conv);
644     const struct StateEntryTemplate *states;
645     BOOL ffp_proj_control;
646 };
647
648 extern const struct StateEntryTemplate misc_state_template[];
649 extern const struct StateEntryTemplate ffp_vertexstate_template[];
650 extern const struct fragment_pipeline ffp_fragment_pipeline;
651 extern const struct fragment_pipeline atifs_fragment_pipeline;
652 extern const struct fragment_pipeline arbfp_fragment_pipeline;
653 extern const struct fragment_pipeline nvts_fragment_pipeline;
654 extern const struct fragment_pipeline nvrc_fragment_pipeline;
655
656 /* "Base" state table */
657 void compile_state_table(struct StateEntry *StateTable,
658                          APPLYSTATEFUNC **dev_multistate_funcs,
659                          WineD3D_GL_Info *gl_info,
660                          const struct StateEntryTemplate *vertex,
661                          const struct fragment_pipeline *fragment,
662                          const struct StateEntryTemplate *misc);
663
664 /* Shaders for color conversions in blits */
665 struct blit_shader {
666     HRESULT (*alloc_private)(IWineD3DDevice *iface);
667     void (*free_private)(IWineD3DDevice *iface);
668     HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
669     void (*unset_shader)(IWineD3DDevice *iface);
670     BOOL (*conv_supported)(WINED3DFORMAT conv);
671 };
672
673 extern const struct blit_shader ffp_blit;
674 extern const struct blit_shader arbfp_blit;
675
676 /* The new context manager that should deal with onscreen and offscreen rendering */
677 struct WineD3DContext {
678     /* State dirtification
679      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
680      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
681      * 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
682      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
683      */
684     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
685     DWORD                   numDirtyEntries;
686     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
687
688     IWineD3DSurface         *surface;
689     DWORD                   tid;    /* Thread ID which owns this context at the moment */
690
691     /* Stores some information about the context state for optimization */
692     BOOL                    draw_buffer_dirty;
693     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
694     BOOL                    last_was_pshader;
695     BOOL                    last_was_vshader;
696     BOOL                    last_was_foggy_shader;
697     BOOL                    namedArraysLoaded, numberedArraysLoaded;
698     BOOL                    lastWasPow2Texture[MAX_TEXTURES];
699     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
700     unsigned char           num_untracked_materials;
701     GLenum                  untracked_materials[2];
702     BOOL                    last_was_blit, last_was_ckey;
703     UINT                    blit_w, blit_h;
704     char                    texShaderBumpMap;
705     BOOL                    fog_coord;
706
707     char                    *vshader_const_dirty, *pshader_const_dirty;
708
709     /* The actual opengl context */
710     HGLRC                   glCtx;
711     HWND                    win_handle;
712     HDC                     hdc;
713     HPBUFFERARB             pbuffer;
714     BOOL                    isPBuffer;
715     GLint                   aux_buffers;
716
717     /* FBOs */
718     struct list             fbo_list;
719     struct fbo_entry        *current_fbo;
720     GLuint                  src_fbo;
721     GLuint                  dst_fbo;
722 };
723
724 typedef enum ContextUsage {
725     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
726     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
727     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
728     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
729 } ContextUsage;
730
731 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
732 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
733 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
734 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
735 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
736 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
737 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
738
739 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
740 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
741
742 /* Macros for doing basic GPU detection based on opengl capabilities */
743 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
744 #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])
745 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
746 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
747
748 /* Default callbacks for implicit object destruction */
749 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
750
751 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
752
753 /*****************************************************************************
754  * Internal representation of a light
755  */
756 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
757 struct PLIGHTINFOEL {
758     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
759     DWORD        OriginalIndex;
760     LONG         glIndex;
761     BOOL         changed;
762     BOOL         enabledChanged;
763     BOOL         enabled;
764
765     /* Converted parms to speed up swapping lights */
766     float                         lightPosn[4];
767     float                         lightDirn[4];
768     float                         exponent;
769     float                         cutoff;
770
771     struct list entry;
772 };
773
774 /* The default light parameters */
775 extern const WINED3DLIGHT WINED3D_default_light;
776
777 typedef struct WineD3D_PixelFormat
778 {
779     int iPixelFormat; /* WGL pixel format */
780     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
781     int redSize, greenSize, blueSize, alphaSize;
782     int depthSize, stencilSize;
783     BOOL windowDrawable;
784     BOOL pbufferDrawable;
785     BOOL doubleBuffer;
786     int auxBuffers;
787     int numSamples;
788 } WineD3D_PixelFormat;
789
790 /* The adapter structure */
791 struct WineD3DAdapter
792 {
793     UINT                    num;
794     BOOL                    opengl;
795     POINT                   monitorPoint;
796     WineD3D_GL_Info         gl_info;
797     const char              *driver;
798     const char              *description;
799     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
800     int                     nCfgs;
801     WineD3D_PixelFormat     *cfgs;
802     BOOL                    brokenStencil; /* Set on cards which only offer mixed depth+stencil */
803     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
804     unsigned int            UsedTextureRam;
805 };
806
807 extern BOOL InitAdapters(void);
808 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
809 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
810
811 /*****************************************************************************
812  * High order patch management
813  */
814 struct WineD3DRectPatch
815 {
816     UINT                            Handle;
817     float                          *mem;
818     WineDirect3DVertexStridedData   strided;
819     WINED3DRECTPATCH_INFO           RectPatchInfo;
820     float                           numSegs[4];
821     char                            has_normals, has_texcoords;
822     struct list                     entry;
823 };
824
825 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
826
827 enum projection_types
828 {
829     proj_none    = 0,
830     proj_count3  = 1,
831     proj_count4  = 2
832 };
833
834 enum dst_arg
835 {
836     resultreg    = 0,
837     tempreg      = 1
838 };
839
840 /*****************************************************************************
841  * Fixed function pipeline replacements
842  */
843 struct texture_stage_op
844 {
845     unsigned                cop : 5, aop : 5;
846 #define ARG_UNUSED          0x3f
847     unsigned                carg1 : 6, carg2 : 6, carg0 : 6;
848     unsigned                tex_type : 3;
849     unsigned                dst : 1;                        /* Total of 32 bits */
850     unsigned                aarg1 : 6, aarg2 : 6, aarg0 : 6;
851     unsigned                projected : 2;
852     unsigned                padding : 12;                   /* Total of 64 bits */
853     WINED3DFORMAT           color_correction;
854 };
855
856 struct ffp_frag_settings {
857     struct texture_stage_op     op[MAX_TEXTURES];
858     enum {
859         FOG_OFF,
860         FOG_LINEAR,
861         FOG_EXP,
862         FOG_EXP2
863     } fog;
864     /* Use an int instead of a char to get dword alignment */
865     unsigned int sRGB_write;
866 };
867
868 struct ffp_frag_desc
869 {
870     struct ffp_frag_settings    settings;
871 };
872
873 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
874 struct ffp_frag_desc *find_ffp_frag_shader(struct hash_table_t *fragment_shaders, struct ffp_frag_settings *settings);
875 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
876 BOOL ffp_frag_program_key_compare(void *keya, void *keyb);
877 unsigned int ffp_frag_program_key_hash(void *key);
878
879 /*****************************************************************************
880  * IWineD3D implementation structure
881  */
882 typedef struct IWineD3DImpl
883 {
884     /* IUnknown fields */
885     const IWineD3DVtbl     *lpVtbl;
886     LONG                    ref;     /* Note: Ref counting not required */
887
888     /* WineD3D Information */
889     IUnknown               *parent;
890     UINT                    dxVersion;
891 } IWineD3DImpl;
892
893 extern const IWineD3DVtbl IWineD3D_Vtbl;
894
895 /* TODO: setup some flags in the registry to enable, disable pbuffer support
896 (since it will break quite a few things until contexts are managed properly!) */
897 extern BOOL pbuffer_support;
898 /* allocate one pbuffer per surface */
899 extern BOOL pbuffer_per_surface;
900
901 /* A helper function that dumps a resource list */
902 void dumpResources(struct list *list);
903
904 /*****************************************************************************
905  * IWineD3DDevice implementation structure
906  */
907 struct IWineD3DDeviceImpl
908 {
909     /* IUnknown fields      */
910     const IWineD3DDeviceVtbl *lpVtbl;
911     LONG                    ref;     /* Note: Ref counting not required */
912
913     /* WineD3D Information  */
914     IUnknown               *parent;
915     IWineD3D               *wineD3D;
916     struct WineD3DAdapter  *adapter;
917
918     /* Window styles to restore when switching fullscreen mode */
919     LONG                    style;
920     LONG                    exStyle;
921
922     /* X and GL Information */
923     GLint                   maxConcurrentLights;
924     GLenum                  offscreenBuffer;
925
926     /* Selected capabilities */
927     int vs_selected_mode;
928     int ps_selected_mode;
929     const shader_backend_t *shader_backend;
930     void *shader_priv;
931     void *fragment_priv;
932     void *blit_priv;
933     struct StateEntry StateTable[STATE_HIGHEST + 1];
934     /* Array of functions for states which are handled by more than one pipeline part */
935     APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
936     const struct fragment_pipeline *frag_pipe;
937     const struct blit_shader *blitter;
938
939     unsigned int max_ffp_textures, max_ffp_texture_stages;
940
941     /* To store */
942     BOOL                    view_ident;        /* true iff view matrix is identity                */
943     BOOL                    untransformed;
944     BOOL                    vertexBlendUsed;   /* To avoid needless setting of the blend matrices */
945 #define DDRAW_PITCH_ALIGNMENT 8
946 #define D3D8_PITCH_ALIGNMENT 4
947     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
948
949     /* State block related */
950     BOOL                    isRecordingState;
951     IWineD3DStateBlockImpl *stateBlock;
952     IWineD3DStateBlockImpl *updateStateBlock;
953     BOOL                   isInDraw;
954
955     /* Internal use fields  */
956     WINED3DDEVICE_CREATION_PARAMETERS createParms;
957     UINT                            adapterNo;
958     WINED3DDEVTYPE                  devType;
959
960     IWineD3DSwapChain     **swapchains;
961     UINT                    NumberOfSwapChains;
962
963     struct list             resources; /* a linked list to track resources created by the device */
964     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
965     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
966
967     /* Render Target Support */
968     IWineD3DSurface       **render_targets;
969     IWineD3DSurface        *auto_depth_stencil_buffer;
970     IWineD3DSurface        *stencilBufferTarget;
971
972     /* Caches to avoid unneeded context changes */
973     IWineD3DSurface        *lastActiveRenderTarget;
974     IWineD3DSwapChain      *lastActiveSwapChain;
975
976     /* palettes texture management */
977     UINT                    NumberOfPalettes;
978     PALETTEENTRY            **palettes;
979     UINT                    currentPalette;
980     UINT                    paletteConversionShader;
981
982     /* For rendering to a texture using glCopyTexImage */
983     BOOL                    render_offscreen;
984     GLenum                  *draw_buffers;
985     GLuint                  depth_blt_texture;
986     GLuint                  depth_blt_rb;
987     UINT                    depth_blt_rb_w;
988     UINT                    depth_blt_rb_h;
989
990     /* Cursor management */
991     BOOL                    bCursorVisible;
992     UINT                    xHotSpot;
993     UINT                    yHotSpot;
994     UINT                    xScreenSpace;
995     UINT                    yScreenSpace;
996     UINT                    cursorWidth, cursorHeight;
997     GLuint                  cursorTexture;
998     BOOL                    haveHardwareCursor;
999     HCURSOR                 hardwareCursor;
1000
1001     /* The Wine logo surface */
1002     IWineD3DSurface        *logo_surface;
1003
1004     /* Textures for when no other textures are mapped */
1005     UINT                          dummyTextureName[MAX_TEXTURES];
1006
1007     /* Debug stream management */
1008     BOOL                     debug;
1009
1010     /* Device state management */
1011     HRESULT                 state;
1012     BOOL                    d3d_initialized;
1013
1014     /* A flag to check for proper BeginScene / EndScene call pairs */
1015     BOOL inScene;
1016
1017     /* process vertex shaders using software or hardware */
1018     BOOL softwareVertexProcessing;
1019
1020     /* DirectDraw stuff */
1021     DWORD ddraw_width, ddraw_height;
1022     WINED3DFORMAT ddraw_format;
1023
1024     /* Final position fixup constant */
1025     float                       posFixup[4];
1026
1027     /* With register combiners we can skip junk texture stages */
1028     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
1029     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1030     BOOL                      fixed_function_usage_map[MAX_TEXTURES];
1031
1032     /* Stream source management */
1033     WineDirect3DVertexStridedData strided_streams;
1034     WineDirect3DVertexStridedData *up_strided;
1035     BOOL                      useDrawStridedSlow;
1036     BOOL                      instancedDraw;
1037
1038     /* Context management */
1039     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
1040     WineD3DContext          *activeContext;
1041     DWORD                   lastThread;
1042     UINT                    numContexts;
1043     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
1044     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1045
1046     /* High level patch management */
1047 #define PATCHMAP_SIZE 43
1048 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1049     struct list             patches[PATCHMAP_SIZE];
1050     struct WineD3DRectPatch *currentPatch;
1051 };
1052
1053 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl, IWineD3DDevice_DirtyConst_Vtbl;
1054
1055 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
1056                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1057                                         float Z, DWORD Stencil);
1058 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1059 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1060 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1061     DWORD idx = state >> 5;
1062     BYTE shift = state & 0x1f;
1063     return context->isStateDirty[idx] & (1 << shift);
1064 }
1065
1066 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1067 typedef struct PrivateData
1068 {
1069     struct list entry;
1070
1071     GUID tag;
1072     DWORD flags; /* DDSPD_* */
1073     DWORD uniqueness_value;
1074
1075     union
1076     {
1077         LPVOID data;
1078         LPUNKNOWN object;
1079     } ptr;
1080
1081     DWORD size;
1082 } PrivateData;
1083
1084 /*****************************************************************************
1085  * IWineD3DResource implementation structure
1086  */
1087 typedef struct IWineD3DResourceClass
1088 {
1089     /* IUnknown fields */
1090     LONG                    ref;     /* Note: Ref counting not required */
1091
1092     /* WineD3DResource Information */
1093     IUnknown               *parent;
1094     WINED3DRESOURCETYPE     resourceType;
1095     IWineD3DDeviceImpl     *wineD3DDevice;
1096     WINED3DPOOL             pool;
1097     UINT                    size;
1098     DWORD                   usage;
1099     WINED3DFORMAT           format;
1100     DWORD                   priority;
1101     BYTE                   *allocatedMemory; /* Pointer to the real data location */
1102     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
1103     struct list             privateData;
1104     struct list             resource_list_entry;
1105
1106 } IWineD3DResourceClass;
1107
1108 typedef struct IWineD3DResourceImpl
1109 {
1110     /* IUnknown & WineD3DResource Information     */
1111     const IWineD3DResourceVtbl *lpVtbl;
1112     IWineD3DResourceClass   resource;
1113 } IWineD3DResourceImpl;
1114
1115 /* Tests show that the start address of resources is 32 byte aligned */
1116 #define RESOURCE_ALIGNMENT 32
1117
1118 /*****************************************************************************
1119  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1120  */
1121 enum vbo_conversion_type {
1122     CONV_NONE               = 0,
1123     CONV_D3DCOLOR           = 1,
1124     CONV_POSITIONT          = 2,
1125     CONV_FLOAT16_2          = 3 /* Also handles FLOAT16_4 */
1126
1127     /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1128      * fixed function semantics as D3DCOLOR or FLOAT16
1129      */
1130 };
1131
1132 typedef struct IWineD3DVertexBufferImpl
1133 {
1134     /* IUnknown & WineD3DResource Information     */
1135     const IWineD3DVertexBufferVtbl *lpVtbl;
1136     IWineD3DResourceClass     resource;
1137
1138     /* WineD3DVertexBuffer specifics */
1139     DWORD                     fvf;
1140
1141     /* Vertex buffer object support */
1142     GLuint                    vbo;
1143     BYTE                      Flags;
1144     LONG                      bindCount;
1145     LONG                      vbo_size;
1146     GLenum                    vbo_usage;
1147
1148     UINT                      dirtystart, dirtyend;
1149     LONG                      lockcount;
1150
1151     LONG                      declChanges, draws;
1152     /* Last description of the buffer */
1153     DWORD                     stride;       /* 0 if no conversion               */
1154     enum vbo_conversion_type  *conv_map;    /* NULL if no conversion            */
1155
1156     /* Extra load offsets, for FLOAT16 conversion */
1157     DWORD                     *conv_shift;  /* NULL if no shifted conversion    */
1158     DWORD                     conv_stride;  /* 0 if no shifted conversion       */
1159 } IWineD3DVertexBufferImpl;
1160
1161 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1162
1163 #define VBFLAG_OPTIMIZED      0x01    /* Optimize has been called for the VB */
1164 #define VBFLAG_DIRTY          0x02    /* Buffer data has been modified */
1165 #define VBFLAG_HASDESC        0x04    /* A vertex description has been found */
1166 #define VBFLAG_CREATEVBO      0x08    /* Attempt to create a VBO next PreLoad */
1167
1168 /*****************************************************************************
1169  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1170  */
1171 typedef struct IWineD3DIndexBufferImpl
1172 {
1173     /* IUnknown & WineD3DResource Information     */
1174     const IWineD3DIndexBufferVtbl *lpVtbl;
1175     IWineD3DResourceClass     resource;
1176
1177     GLuint                    vbo;
1178     UINT                      dirtystart, dirtyend;
1179     LONG                      lockcount;
1180
1181     /* WineD3DVertexBuffer specifics */
1182 } IWineD3DIndexBufferImpl;
1183
1184 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1185
1186 /*****************************************************************************
1187  * IWineD3DBaseTexture D3D- > openGL state map lookups
1188  */
1189 #define WINED3DFUNC_NOTSUPPORTED  -2
1190 #define WINED3DFUNC_UNIMPLEMENTED -1
1191
1192 typedef enum winetexturestates {
1193     WINED3DTEXSTA_ADDRESSU       = 0,
1194     WINED3DTEXSTA_ADDRESSV       = 1,
1195     WINED3DTEXSTA_ADDRESSW       = 2,
1196     WINED3DTEXSTA_BORDERCOLOR    = 3,
1197     WINED3DTEXSTA_MAGFILTER      = 4,
1198     WINED3DTEXSTA_MINFILTER      = 5,
1199     WINED3DTEXSTA_MIPFILTER      = 6,
1200     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1201     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1202     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1203     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1204     WINED3DTEXSTA_DMAPOFFSET     = 11,
1205     WINED3DTEXSTA_TSSADDRESSW    = 12,
1206     MAX_WINETEXTURESTATES        = 13,
1207 } winetexturestates;
1208
1209 /*****************************************************************************
1210  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1211  */
1212 typedef struct IWineD3DBaseTextureClass
1213 {
1214     UINT                    levels;
1215     BOOL                    dirty;
1216     UINT                    textureName;
1217     UINT                    LOD;
1218     WINED3DTEXTUREFILTERTYPE filterType;
1219     DWORD                   states[MAX_WINETEXTURESTATES];
1220     LONG                    bindCount;
1221     DWORD                   sampler;
1222     BOOL                    is_srgb;
1223     UINT                    srgb_mode_change_count;
1224     WINED3DFORMAT           shader_conversion_group;
1225     float                   pow2Matrix[16];
1226     minMipLookup_t          *minMipLookup;
1227     magLookup_t             *magLookup;
1228 } IWineD3DBaseTextureClass;
1229
1230 typedef struct IWineD3DBaseTextureImpl
1231 {
1232     /* IUnknown & WineD3DResource Information     */
1233     const IWineD3DBaseTextureVtbl *lpVtbl;
1234     IWineD3DResourceClass     resource;
1235     IWineD3DBaseTextureClass  baseTexture;
1236
1237 } IWineD3DBaseTextureImpl;
1238
1239 /*****************************************************************************
1240  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1241  */
1242 typedef struct IWineD3DTextureImpl
1243 {
1244     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1245     const IWineD3DTextureVtbl *lpVtbl;
1246     IWineD3DResourceClass     resource;
1247     IWineD3DBaseTextureClass  baseTexture;
1248
1249     /* IWineD3DTexture */
1250     IWineD3DSurface          *surfaces[MAX_LEVELS];
1251     
1252     UINT                      width;
1253     UINT                      height;
1254     UINT                      target;
1255     BOOL                      cond_np2;
1256
1257 } IWineD3DTextureImpl;
1258
1259 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1260
1261 /*****************************************************************************
1262  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1263  */
1264 typedef struct IWineD3DCubeTextureImpl
1265 {
1266     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1267     const IWineD3DCubeTextureVtbl *lpVtbl;
1268     IWineD3DResourceClass     resource;
1269     IWineD3DBaseTextureClass  baseTexture;
1270
1271     /* IWineD3DCubeTexture */
1272     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
1273
1274     UINT                      edgeLength;
1275 } IWineD3DCubeTextureImpl;
1276
1277 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1278
1279 typedef struct _WINED3DVOLUMET_DESC
1280 {
1281     UINT                    Width;
1282     UINT                    Height;
1283     UINT                    Depth;
1284 } WINED3DVOLUMET_DESC;
1285
1286 /*****************************************************************************
1287  * IWineD3DVolume implementation structure (extends IUnknown)
1288  */
1289 typedef struct IWineD3DVolumeImpl
1290 {
1291     /* IUnknown & WineD3DResource fields */
1292     const IWineD3DVolumeVtbl  *lpVtbl;
1293     IWineD3DResourceClass      resource;
1294
1295     /* WineD3DVolume Information */
1296     WINED3DVOLUMET_DESC      currentDesc;
1297     IWineD3DBase            *container;
1298     UINT                    bytesPerPixel;
1299
1300     BOOL                    lockable;
1301     BOOL                    locked;
1302     WINED3DBOX              lockedBox;
1303     WINED3DBOX              dirtyBox;
1304     BOOL                    dirty;
1305
1306
1307 } IWineD3DVolumeImpl;
1308
1309 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1310
1311 /*****************************************************************************
1312  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1313  */
1314 typedef struct IWineD3DVolumeTextureImpl
1315 {
1316     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1317     const IWineD3DVolumeTextureVtbl *lpVtbl;
1318     IWineD3DResourceClass     resource;
1319     IWineD3DBaseTextureClass  baseTexture;
1320
1321     /* IWineD3DVolumeTexture */
1322     IWineD3DVolume           *volumes[MAX_LEVELS];
1323
1324     UINT                      width;
1325     UINT                      height;
1326     UINT                      depth;
1327 } IWineD3DVolumeTextureImpl;
1328
1329 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1330
1331 typedef struct _WINED3DSURFACET_DESC
1332 {
1333     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1334     DWORD                   MultiSampleQuality;
1335     UINT                    Width;
1336     UINT                    Height;
1337 } WINED3DSURFACET_DESC;
1338
1339 /*****************************************************************************
1340  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1341  */
1342 typedef struct wineD3DSurface_DIB {
1343     HBITMAP DIBsection;
1344     void* bitmap_data;
1345     UINT bitmap_size;
1346     HGDIOBJ holdbitmap;
1347     BOOL client_memory;
1348 } wineD3DSurface_DIB;
1349
1350 typedef struct {
1351     struct list entry;
1352     GLuint id;
1353     UINT width;
1354     UINT height;
1355 } renderbuffer_entry_t;
1356
1357 struct fbo_entry
1358 {
1359     struct list entry;
1360     IWineD3DSurface **render_targets;
1361     IWineD3DSurface *depth_stencil;
1362     BOOL attached;
1363     GLuint id;
1364 };
1365
1366 /*****************************************************************************
1367  * IWineD3DClipp implementation structure
1368  */
1369 typedef struct IWineD3DClipperImpl
1370 {
1371     const IWineD3DClipperVtbl *lpVtbl;
1372     LONG ref;
1373
1374     IUnknown *Parent;
1375     HWND hWnd;
1376 } IWineD3DClipperImpl;
1377
1378
1379 /*****************************************************************************
1380  * IWineD3DSurface implementation structure
1381  */
1382 struct IWineD3DSurfaceImpl
1383 {
1384     /* IUnknown & IWineD3DResource Information     */
1385     const IWineD3DSurfaceVtbl *lpVtbl;
1386     IWineD3DResourceClass     resource;
1387
1388     /* IWineD3DSurface fields */
1389     IWineD3DBase              *container;
1390     WINED3DSURFACET_DESC      currentDesc;
1391     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1392     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1393
1394     UINT                      bytesPerPixel;
1395
1396     /* TODO: move this off into a management class(maybe!) */
1397     DWORD                      Flags;
1398
1399     UINT                      pow2Width;
1400     UINT                      pow2Height;
1401     float                     heightscale;
1402
1403     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1404     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1405
1406     /* Oversized texture */
1407     RECT                      glRect;
1408
1409     /* PBO */
1410     GLuint                    pbo;
1411
1412     RECT                      lockedRect;
1413     RECT                      dirtyRect;
1414     int                       lockCount;
1415 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1416
1417     glDescriptor              glDescription;
1418     BOOL                      srgb;
1419
1420     /* For GetDC */
1421     wineD3DSurface_DIB        dib;
1422     HDC                       hDC;
1423
1424     /* Color keys for DDraw */
1425     WINEDDCOLORKEY            DestBltCKey;
1426     WINEDDCOLORKEY            DestOverlayCKey;
1427     WINEDDCOLORKEY            SrcOverlayCKey;
1428     WINEDDCOLORKEY            SrcBltCKey;
1429     DWORD                     CKeyFlags;
1430
1431     WINEDDCOLORKEY            glCKey;
1432
1433     struct list               renderbuffers;
1434     renderbuffer_entry_t      *current_renderbuffer;
1435
1436     /* DirectDraw clippers */
1437     IWineD3DClipper           *clipper;
1438
1439     /* DirectDraw Overlay handling */
1440     RECT                      overlay_srcrect;
1441     RECT                      overlay_destrect;
1442     IWineD3DSurfaceImpl       *overlay_dest;
1443     struct list               overlays;
1444     struct list               overlay_entry;
1445 };
1446
1447 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1448 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1449
1450 /* Predeclare the shared Surface functions */
1451 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1452 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1453 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1454 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1455 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1456 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1457 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1458 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1459 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1460 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1461 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1462 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1463 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1464 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1465 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1466 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1467 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1468 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1469 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, WINEDDCOLORKEY *CKey);
1470 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1471 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1472 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1473 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1474 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1475 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1476 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *SrcRect, IWineD3DSurface *DstSurface, RECT *DstRect, DWORD Flags, WINEDDOVERLAYFX *FX);
1477 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1478 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1479 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1480 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1481 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1482 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
1483 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1484 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1485
1486 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
1487
1488 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1489 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1490 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1491 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1492
1493 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1494
1495 /* Surface flags: */
1496 #define SFLAG_OVERSIZE      0x00000001 /* Surface is bigger than gl size, blts only */
1497 #define SFLAG_CONVERTED     0x00000002 /* Converted for color keying or Palettized */
1498 #define SFLAG_DIBSECTION    0x00000004 /* Has a DIB section attached for GetDC */
1499 #define SFLAG_LOCKABLE      0x00000008 /* Surface can be locked */
1500 #define SFLAG_DISCARD       0x00000010 /* ??? */
1501 #define SFLAG_LOCKED        0x00000020 /* Surface is locked atm */
1502 #define SFLAG_INTEXTURE     0x00000040 /* The GL texture contains the newest surface content */
1503 #define SFLAG_INDRAWABLE    0x00000080 /* The gl drawable contains the most up to date data */
1504 #define SFLAG_INSYSMEM      0x00000100 /* The system memory copy is most up to date */
1505 #define SFLAG_NONPOW2       0x00000200 /* Surface sizes are not a power of 2 */
1506 #define SFLAG_DYNLOCK       0x00000400 /* Surface is often locked by the app */
1507 #define SFLAG_DYNCHANGE     0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1508 #define SFLAG_DCINUSE       0x00001000 /* Set between GetDC and ReleaseDC calls */
1509 #define SFLAG_LOST          0x00002000 /* Surface lost flag for DDraw */
1510 #define SFLAG_USERPTR       0x00004000 /* The application allocated the memory for this surface */
1511 #define SFLAG_GLCKEY        0x00008000 /* The gl texture was created with a color key */
1512 #define SFLAG_CLIENT        0x00010000 /* GL_APPLE_client_storage is used on that texture */
1513 #define SFLAG_ALLOCATED     0x00020000 /* A gl texture is allocated for this surface */
1514 #define SFLAG_PBO           0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1515 #define SFLAG_NORMCOORD     0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1516 #define SFLAG_DS_ONSCREEN   0x00100000 /* Is a depth stencil, last modified onscreen */
1517 #define SFLAG_DS_OFFSCREEN  0x00200000 /* Is a depth stencil, last modified offscreen */
1518 #define SFLAG_INOVERLAYDRAW 0x00400000 /* Overlay drawing is in progress. Recursion prevention */
1519
1520 /* In some conditions the surface memory must not be freed:
1521  * SFLAG_OVERSIZE: Not all data can be kept in GL
1522  * SFLAG_CONVERTED: Converting the data back would take too long
1523  * SFLAG_DIBSECTION: The dib code manages the memory
1524  * SFLAG_LOCKED: The app requires access to the surface data
1525  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1526  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1527  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1528  * SFLAG_CLIENT: OpenGL uses our memory as backup
1529  */
1530 #define SFLAG_DONOTFREE     (SFLAG_OVERSIZE   | \
1531                              SFLAG_CONVERTED  | \
1532                              SFLAG_DIBSECTION | \
1533                              SFLAG_LOCKED     | \
1534                              SFLAG_DYNLOCK    | \
1535                              SFLAG_DYNCHANGE  | \
1536                              SFLAG_USERPTR    | \
1537                              SFLAG_PBO        | \
1538                              SFLAG_CLIENT)
1539
1540 #define SFLAG_LOCATIONS     (SFLAG_INSYSMEM   | \
1541                              SFLAG_INTEXTURE  | \
1542                              SFLAG_INDRAWABLE)
1543
1544 #define SFLAG_DS_LOCATIONS  (SFLAG_DS_ONSCREEN | \
1545                              SFLAG_DS_OFFSCREEN)
1546 #define SFLAG_DS_DISCARDED   SFLAG_DS_LOCATIONS
1547
1548 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1549
1550 typedef enum {
1551     NO_CONVERSION,
1552     CONVERT_PALETTED,
1553     CONVERT_PALETTED_CK,
1554     CONVERT_CK_565,
1555     CONVERT_CK_5551,
1556     CONVERT_CK_4444,
1557     CONVERT_CK_4444_ARGB,
1558     CONVERT_CK_1555,
1559     CONVERT_555,
1560     CONVERT_CK_RGB24,
1561     CONVERT_CK_8888,
1562     CONVERT_CK_8888_ARGB,
1563     CONVERT_RGB32_888,
1564     CONVERT_V8U8,
1565     CONVERT_L6V5U5,
1566     CONVERT_X8L8V8U8,
1567     CONVERT_Q8W8V8U8,
1568     CONVERT_V16U16,
1569     CONVERT_A4L4,
1570     CONVERT_R32F,
1571     CONVERT_R16F,
1572     CONVERT_G16R16,
1573 } CONVERT_TYPES;
1574
1575 HRESULT d3dfmt_get_conv(IWineD3DSurfaceImpl *This, BOOL need_alpha_ck, BOOL use_texturing, GLenum *format, GLenum *internal, GLenum *type, CONVERT_TYPES *convert, int *target_bpp, BOOL srgb_mode);
1576
1577 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1578
1579 /*****************************************************************************
1580  * IWineD3DVertexDeclaration implementation structure
1581  */
1582 typedef struct attrib_declaration {
1583     DWORD usage;
1584     DWORD idx;
1585 } attrib_declaration;
1586
1587 #define MAX_ATTRIBS 16
1588
1589 typedef struct IWineD3DVertexDeclarationImpl {
1590     /* IUnknown  Information */
1591     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1592     LONG                    ref;
1593
1594     IUnknown                *parent;
1595     IWineD3DDeviceImpl      *wineD3DDevice;
1596
1597     WINED3DVERTEXELEMENT    *pDeclarationWine;
1598     BOOL                    *ffp_valid;
1599     UINT                    declarationWNumElements;
1600
1601     DWORD                   streams[MAX_STREAMS];
1602     UINT                    num_streams;
1603     BOOL                    position_transformed;
1604     BOOL                    half_float_conv_needed;
1605
1606     /* Ordered array of declaration types that need swizzling in a vshader */
1607     attrib_declaration      swizzled_attribs[MAX_ATTRIBS];
1608     UINT                    num_swizzled_attribs;
1609 } IWineD3DVertexDeclarationImpl;
1610
1611 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1612
1613 /*****************************************************************************
1614  * IWineD3DStateBlock implementation structure
1615  */
1616
1617 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1618 /*   Note: Very long winded but gl Lists are not flexible enough */
1619 /*   to resolve everything we need, so doing it manually for now */
1620 typedef struct SAVEDSTATES {
1621         BOOL                      indices;
1622         BOOL                      material;
1623         BOOL                      fvf;
1624         BOOL                      streamSource[MAX_STREAMS];
1625         BOOL                      streamFreq[MAX_STREAMS];
1626         BOOL                      textures[MAX_COMBINED_SAMPLERS];
1627         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
1628         BOOL                      viewport;
1629         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
1630         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1631         BOOL                      samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1632         BOOL                      clipplane[MAX_CLIPPLANES];
1633         BOOL                      vertexDecl;
1634         BOOL                      pixelShader;
1635         BOOL                      pixelShaderConstantsB[MAX_CONST_B];
1636         BOOL                      pixelShaderConstantsI[MAX_CONST_I];
1637         BOOL                     *pixelShaderConstantsF;
1638         BOOL                      vertexShader;
1639         BOOL                      vertexShaderConstantsB[MAX_CONST_B];
1640         BOOL                      vertexShaderConstantsI[MAX_CONST_I];
1641         BOOL                     *vertexShaderConstantsF;
1642         BOOL                      scissorRect;
1643 } SAVEDSTATES;
1644
1645 typedef struct {
1646     struct  list entry;
1647     DWORD   count;
1648     DWORD   idx[13];
1649 } constants_entry;
1650
1651 struct StageState {
1652     DWORD stage;
1653     DWORD state;
1654 };
1655
1656 struct IWineD3DStateBlockImpl
1657 {
1658     /* IUnknown fields */
1659     const IWineD3DStateBlockVtbl *lpVtbl;
1660     LONG                      ref;     /* Note: Ref counting not required */
1661
1662     /* IWineD3DStateBlock information */
1663     IUnknown                 *parent;
1664     IWineD3DDeviceImpl       *wineD3DDevice;
1665     WINED3DSTATEBLOCKTYPE     blockType;
1666
1667     /* Array indicating whether things have been set or changed */
1668     SAVEDSTATES               changed;
1669     struct list               set_vconstantsF;
1670     struct list               set_pconstantsF;
1671
1672     /* Drawing - Vertex Shader or FVF related */
1673     DWORD                     fvf;
1674     /* Vertex Shader Declaration */
1675     IWineD3DVertexDeclaration *vertexDecl;
1676
1677     IWineD3DVertexShader      *vertexShader;
1678
1679     /* Vertex Shader Constants */
1680     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1681     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1682     float                     *vertexShaderConstantF;
1683
1684     /* Stream Source */
1685     BOOL                      streamIsUP;
1686     UINT                      streamStride[MAX_STREAMS];
1687     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1688     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1689     UINT                      streamFreq[MAX_STREAMS + 1];
1690     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1691
1692     /* Indices */
1693     IWineD3DIndexBuffer*      pIndexData;
1694     INT                       baseVertexIndex;
1695     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1696
1697     /* Transform */
1698     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1699
1700     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1701 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1702 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1703     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1704     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1705
1706     /* Clipping */
1707     double                    clipplane[MAX_CLIPPLANES][4];
1708     WINED3DCLIPSTATUS         clip_status;
1709
1710     /* ViewPort */
1711     WINED3DVIEWPORT           viewport;
1712
1713     /* Material */
1714     WINED3DMATERIAL           material;
1715
1716     /* Pixel Shader */
1717     IWineD3DPixelShader      *pixelShader;
1718
1719     /* Pixel Shader Constants */
1720     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1721     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1722     float                     *pixelShaderConstantF;
1723
1724     /* RenderState */
1725     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1726
1727     /* Texture */
1728     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1729     int                       textureDimensions[MAX_COMBINED_SAMPLERS];
1730
1731     /* Texture State Stage */
1732     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1733     DWORD                     lowest_disabled_stage;
1734     /* Sampler States */
1735     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1736
1737     /* Scissor test rectangle */
1738     RECT                      scissorRect;
1739
1740     /* Contained state management */
1741     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1742     unsigned int              num_contained_render_states;
1743     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1744     unsigned int              num_contained_transform_states;
1745     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1746     unsigned int              num_contained_vs_consts_i;
1747     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1748     unsigned int              num_contained_vs_consts_b;
1749     DWORD                     *contained_vs_consts_f;
1750     unsigned int              num_contained_vs_consts_f;
1751     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1752     unsigned int              num_contained_ps_consts_i;
1753     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1754     unsigned int              num_contained_ps_consts_b;
1755     DWORD                     *contained_ps_consts_f;
1756     unsigned int              num_contained_ps_consts_f;
1757     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE)];
1758     unsigned int              num_contained_tss_states;
1759     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1760     unsigned int              num_contained_sampler_states;
1761 };
1762
1763 extern void stateblock_savedstates_set(
1764     IWineD3DStateBlock* iface,
1765     SAVEDSTATES* states,
1766     BOOL value);
1767
1768 extern void stateblock_savedstates_copy(
1769     IWineD3DStateBlock* iface,
1770     SAVEDSTATES* dest,
1771     SAVEDSTATES* source);
1772
1773 extern void stateblock_copy(
1774     IWineD3DStateBlock* destination,
1775     IWineD3DStateBlock* source);
1776
1777 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1778
1779 /* Direct3D terminology with little modifications. We do not have an issued state
1780  * because only the driver knows about it, but we have a created state because d3d
1781  * allows GetData on a created issue, but opengl doesn't
1782  */
1783 enum query_state {
1784     QUERY_CREATED,
1785     QUERY_SIGNALLED,
1786     QUERY_BUILDING
1787 };
1788 /*****************************************************************************
1789  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1790  */
1791 typedef struct IWineD3DQueryImpl
1792 {
1793     const IWineD3DQueryVtbl  *lpVtbl;
1794     LONG                      ref;     /* Note: Ref counting not required */
1795     
1796     IUnknown                 *parent;
1797     /*TODO: replace with iface usage */
1798 #if 0
1799     IWineD3DDevice         *wineD3DDevice;
1800 #else
1801     IWineD3DDeviceImpl       *wineD3DDevice;
1802 #endif
1803
1804     /* IWineD3DQuery fields */
1805     enum query_state         state;
1806     WINED3DQUERYTYPE         type;
1807     /* TODO: Think about using a IUnknown instead of a void* */
1808     void                     *extendedData;
1809     
1810   
1811 } IWineD3DQueryImpl;
1812
1813 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1814 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1815 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1816
1817 /* Datastructures for IWineD3DQueryImpl.extendedData */
1818 typedef struct  WineQueryOcclusionData {
1819     GLuint  queryId;
1820     WineD3DContext *ctx;
1821 } WineQueryOcclusionData;
1822
1823 typedef struct  WineQueryEventData {
1824     GLuint  fenceId;
1825     WineD3DContext *ctx;
1826 } WineQueryEventData;
1827
1828 /*****************************************************************************
1829  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1830  */
1831
1832 typedef struct IWineD3DSwapChainImpl
1833 {
1834     /*IUnknown part*/
1835     const IWineD3DSwapChainVtbl *lpVtbl;
1836     LONG                      ref;     /* Note: Ref counting not required */
1837
1838     IUnknown                 *parent;
1839     IWineD3DDeviceImpl       *wineD3DDevice;
1840
1841     /* IWineD3DSwapChain fields */
1842     IWineD3DSurface         **backBuffer;
1843     IWineD3DSurface          *frontBuffer;
1844     WINED3DPRESENT_PARAMETERS presentParms;
1845     DWORD                     orig_width, orig_height;
1846     WINED3DFORMAT             orig_fmt;
1847     WINED3DGAMMARAMP          orig_gamma;
1848
1849     long prev_time, frames;   /* Performance tracking */
1850     unsigned int vSyncCounter;
1851
1852     WineD3DContext        **context; /* Later a array for multithreading */
1853     unsigned int            num_contexts;
1854
1855     HWND                    win_handle;
1856 } IWineD3DSwapChainImpl;
1857
1858 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1859 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
1860 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, LPRECT rc);
1861
1862 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
1863 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
1864 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
1865 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
1866 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
1867 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
1868 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
1869 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
1870 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
1871 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
1872 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
1873 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
1874
1875 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1876
1877 /*****************************************************************************
1878  * Utility function prototypes 
1879  */
1880
1881 /* Trace routines */
1882 const char* debug_d3dformat(WINED3DFORMAT fmt);
1883 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
1884 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1885 const char* debug_d3dusage(DWORD usage);
1886 const char* debug_d3dusagequery(DWORD usagequery);
1887 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
1888 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
1889 const char* debug_d3ddeclusage(BYTE usage);
1890 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
1891 const char* debug_d3drenderstate(DWORD state);
1892 const char* debug_d3dsamplerstate(DWORD state);
1893 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
1894 const char* debug_d3dtexturestate(DWORD state);
1895 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
1896 const char* debug_d3dpool(WINED3DPOOL pool);
1897 const char *debug_fbostatus(GLenum status);
1898 const char *debug_glerror(GLenum error);
1899 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
1900 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
1901 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
1902
1903 /* Routines for GL <-> D3D values */
1904 GLenum StencilOp(DWORD op);
1905 GLenum CompareFunc(DWORD func);
1906 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1907 void   set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3, INT texture_idx, DWORD dst);
1908 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
1909 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1910 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1911 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1912 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
1913
1914 void surface_force_reload(IWineD3DSurface *iface);
1915 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
1916 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
1917 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
1918 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
1919 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name);
1920 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
1921
1922 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
1923 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
1924
1925 /* Math utils */
1926 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
1927 unsigned int count_bits(unsigned int mask);
1928
1929 /*****************************************************************************
1930  * To enable calling of inherited functions, requires prototypes 
1931  *
1932  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1933  */
1934     /*** IUnknown methods ***/
1935     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1936     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1937     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1938     /*** IWineD3DResource methods ***/
1939     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1940     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1941     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1942     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1943     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1944     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1945     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1946     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1947     extern void WINAPI IWineD3DResourceImpl_UnLoad(IWineD3DResource *iface);
1948     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1949     /*** class static members ***/
1950     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1951
1952     /*** IUnknown methods ***/
1953     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1954     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1955     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1956     /*** IWineD3DResource methods ***/
1957     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1958     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1959     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1960     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1961     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1962     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1963     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1964     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1965     extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
1966     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1967     /*** IWineD3DBaseTexture methods ***/
1968     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1969     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1970     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1971     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1972     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1973     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1974     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1975     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1976
1977     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
1978     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1979     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1980     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1981     /*** class static members ***/
1982     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1983
1984
1985 /* TODO: Make this dynamic, based on shader limits ? */
1986 #define MAX_REG_ADDR 1
1987 #define MAX_REG_TEMP 32
1988 #define MAX_REG_TEXCRD 8
1989 #define MAX_REG_INPUT 12
1990 #define MAX_REG_OUTPUT 12
1991 #define MAX_CONST_I 16
1992 #define MAX_CONST_B 16
1993
1994 /* FIXME: This needs to go up to 2048 for
1995  * Shader model 3 according to msdn (and for software shaders) */
1996 #define MAX_LABELS 16
1997
1998 typedef struct semantic {
1999     DWORD usage;
2000     DWORD reg;
2001 } semantic;
2002
2003 typedef struct local_constant {
2004     struct list entry;
2005     unsigned int idx;
2006     DWORD value[4];
2007 } local_constant;
2008
2009 typedef struct shader_reg_maps {
2010
2011     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
2012     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
2013     char address[MAX_REG_ADDR];             /* vertex */
2014     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
2015     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
2016     char attributes[MAX_ATTRIBS];           /* vertex */
2017     char labels[MAX_LABELS];                /* pixel, vertex */
2018     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
2019
2020     /* Sampler usage tokens 
2021      * Use 0 as default (bit 31 is always 1 on a valid token) */
2022     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
2023     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
2024     char usesnrm, vpos, usesdsy;
2025     char usesrelconstF;
2026
2027     /* Whether or not loops are used in this shader, and nesting depth */
2028     unsigned loop_depth;
2029
2030     /* Whether or not this shader uses fog */
2031     char fog;
2032
2033 } shader_reg_maps;
2034
2035 /* Undocumented opcode controls */
2036 #define INST_CONTROLS_SHIFT 16
2037 #define INST_CONTROLS_MASK 0x00ff0000
2038
2039 typedef enum COMPARISON_TYPE {
2040     COMPARISON_GT = 1,
2041     COMPARISON_EQ = 2,
2042     COMPARISON_GE = 3,
2043     COMPARISON_LT = 4,
2044     COMPARISON_NE = 5,
2045     COMPARISON_LE = 6
2046 } COMPARISON_TYPE;
2047
2048 typedef struct SHADER_OPCODE {
2049     unsigned int  opcode;
2050     const char*   name;
2051     const char*   glname;
2052     char          dst_token;
2053     CONST UINT    num_params;
2054     enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
2055     DWORD         min_version;
2056     DWORD         max_version;
2057 } SHADER_OPCODE;
2058
2059 typedef struct SHADER_OPCODE_ARG {
2060     IWineD3DBaseShader* shader;
2061     shader_reg_maps* reg_maps;
2062     CONST SHADER_OPCODE* opcode;
2063     DWORD opcode_token;
2064     DWORD dst;
2065     DWORD dst_addr;
2066     DWORD predicate;
2067     DWORD src[4];
2068     DWORD src_addr[4];
2069     SHADER_BUFFER* buffer;
2070 } SHADER_OPCODE_ARG;
2071
2072 typedef struct SHADER_LIMITS {
2073     unsigned int temporary;
2074     unsigned int texcoord;
2075     unsigned int sampler;
2076     unsigned int constant_int;
2077     unsigned int constant_float;
2078     unsigned int constant_bool;
2079     unsigned int address;
2080     unsigned int packed_output;
2081     unsigned int packed_input;
2082     unsigned int attributes;
2083     unsigned int label;
2084 } SHADER_LIMITS;
2085
2086 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
2087     maintain state information between multiple codes */
2088 typedef struct SHADER_PARSE_STATE {
2089     unsigned int current_row;
2090     DWORD texcoord_w[2];
2091 } SHADER_PARSE_STATE;
2092
2093 #ifdef __GNUC__
2094 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2095 #else
2096 #define PRINTF_ATTR(fmt,args)
2097 #endif
2098
2099 /* Base Shader utility functions. 
2100  * (may move callers into the same file in the future) */
2101 extern int shader_addline(
2102     SHADER_BUFFER* buffer,
2103     const char* fmt, ...) PRINTF_ATTR(2,3);
2104
2105 extern const SHADER_OPCODE* shader_get_opcode(
2106     IWineD3DBaseShader *iface, 
2107     const DWORD code);
2108
2109 /* Vertex shader utility functions */
2110 extern BOOL vshader_get_input(
2111     IWineD3DVertexShader* iface,
2112     BYTE usage_req, BYTE usage_idx_req,
2113     unsigned int* regnum);
2114
2115 extern BOOL vshader_input_is_color(
2116     IWineD3DVertexShader* iface,
2117     unsigned int regnum);
2118
2119 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2120
2121 /* GLSL helper functions */
2122 extern void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG *arg);
2123
2124 /*****************************************************************************
2125  * IDirect3DBaseShader implementation structure
2126  */
2127 typedef struct IWineD3DBaseShaderClass
2128 {
2129     LONG                            ref;
2130     DWORD                           hex_version;
2131     SHADER_LIMITS                   limits;
2132     SHADER_PARSE_STATE              parse_state;
2133     CONST SHADER_OPCODE             *shader_ins;
2134     DWORD                          *function;
2135     UINT                            functionLength;
2136     GLuint                          prgId;
2137     BOOL                            is_compiled;
2138     UINT                            cur_loop_depth, cur_loop_regno;
2139     BOOL                            load_local_constsF;
2140
2141     /* Type of shader backend */
2142     int shader_mode;
2143
2144     /* Programs this shader is linked with */
2145     struct list linked_programs;
2146
2147     /* Immediate constants (override global ones) */
2148     struct list constantsB;
2149     struct list constantsF;
2150     struct list constantsI;
2151     shader_reg_maps reg_maps;
2152
2153     /* Pixel formats of sampled textures, for format conversion. This
2154      * represents the formats found during compilation, it is not initialized
2155      * on the first parser pass. It is needed to check if the shader
2156      * needs recompilation to adjust the format conversion
2157      */
2158     WINED3DFORMAT       sampled_format[MAX_COMBINED_SAMPLERS];
2159     UINT                sampled_samplers[MAX_COMBINED_SAMPLERS];
2160     UINT                num_sampled_samplers;
2161
2162     UINT recompile_count;
2163
2164     /* Pointer to the parent device */
2165     IWineD3DDevice *device;
2166     struct list     shader_list_entry;
2167
2168 } IWineD3DBaseShaderClass;
2169
2170 typedef struct IWineD3DBaseShaderImpl {
2171     /* IUnknown */
2172     const IWineD3DBaseShaderVtbl    *lpVtbl;
2173
2174     /* IWineD3DBaseShader */
2175     IWineD3DBaseShaderClass         baseShader;
2176 } IWineD3DBaseShaderImpl;
2177
2178 HRESULT  WINAPI IWineD3DBaseShaderImpl_QueryInterface(IWineD3DBaseShader *iface, REFIID riid, LPVOID *ppobj);
2179 ULONG  WINAPI IWineD3DBaseShaderImpl_AddRef(IWineD3DBaseShader *iface);
2180 ULONG  WINAPI IWineD3DBaseShaderImpl_Release(IWineD3DBaseShader *iface);
2181
2182 extern HRESULT shader_get_registers_used(
2183     IWineD3DBaseShader *iface,
2184     shader_reg_maps* reg_maps,
2185     semantic* semantics_in,
2186     semantic* semantics_out,
2187     CONST DWORD* pToken,
2188     IWineD3DStateBlockImpl *stateBlock);
2189
2190 extern void shader_generate_main(
2191     IWineD3DBaseShader *iface,
2192     SHADER_BUFFER* buffer,
2193     shader_reg_maps* reg_maps,
2194     CONST DWORD* pFunction);
2195
2196 extern void shader_dump_ins_modifiers(
2197     const DWORD output);
2198
2199 extern void shader_dump_param(
2200     IWineD3DBaseShader *iface,
2201     const DWORD param,
2202     const DWORD addr_token,
2203     int input);
2204
2205 extern void shader_trace_init(
2206     IWineD3DBaseShader *iface,
2207     const DWORD* pFunction);
2208
2209 extern int shader_get_param(
2210     IWineD3DBaseShader* iface,
2211     const DWORD* pToken,
2212     DWORD* param,
2213     DWORD* addr_token);
2214
2215 extern int shader_skip_unrecognized(
2216     IWineD3DBaseShader* iface,
2217     const DWORD* pToken);
2218
2219 static inline int shader_get_regtype(const DWORD param) {
2220     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2221             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2222 }
2223
2224 static inline int shader_get_writemask(const DWORD param) {
2225     return param & WINED3DSP_WRITEMASK_ALL;
2226 }
2227
2228 extern unsigned int shader_get_float_offset(const DWORD reg);
2229
2230 static inline BOOL shader_is_pshader_version(DWORD token) {
2231     return 0xFFFF0000 == (token & 0xFFFF0000);
2232 }
2233
2234 static inline BOOL shader_is_vshader_version(DWORD token) {
2235     return 0xFFFE0000 == (token & 0xFFFF0000);
2236 }
2237
2238 static inline BOOL shader_is_comment(DWORD token) {
2239     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2240 }
2241
2242 static inline BOOL shader_is_scalar(DWORD param) {
2243     DWORD reg_type = shader_get_regtype(param);
2244     DWORD reg_num;
2245
2246     switch (reg_type) {
2247         case WINED3DSPR_RASTOUT:
2248             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2249                 /* oFog & oPts */
2250                 return TRUE;
2251             }
2252             /* oPos */
2253             return FALSE;
2254
2255         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2256         case WINED3DSPR_CONSTBOOL:  /* b# */
2257         case WINED3DSPR_LOOP:       /* aL */
2258         case WINED3DSPR_PREDICATE:  /* p0 */
2259             return TRUE;
2260
2261         case WINED3DSPR_MISCTYPE:
2262             reg_num = param & WINED3DSP_REGNUM_MASK;
2263             switch(reg_num) {
2264                 case 0: /* vPos */
2265                     return FALSE;
2266                 case 1: /* vFace */
2267                     return TRUE;
2268                 default:
2269                     return FALSE;
2270             }
2271
2272         default:
2273             return FALSE;
2274     }
2275 }
2276
2277 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2278     local_constant* lconst;
2279
2280     if(This->baseShader.load_local_constsF) return FALSE;
2281     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2282         if(lconst->idx == reg) return TRUE;
2283     }
2284     return FALSE;
2285
2286 }
2287
2288 /*****************************************************************************
2289  * IDirect3DVertexShader implementation structure
2290  */
2291 typedef struct IWineD3DVertexShaderImpl {
2292     /* IUnknown parts*/   
2293     const IWineD3DVertexShaderVtbl *lpVtbl;
2294
2295     /* IWineD3DBaseShader */
2296     IWineD3DBaseShaderClass     baseShader;
2297
2298     /* IWineD3DVertexShaderImpl */
2299     IUnknown                    *parent;
2300
2301     DWORD                       usage;
2302
2303     /* Vertex shader input and output semantics */
2304     semantic semantics_in [MAX_ATTRIBS];
2305     semantic semantics_out [MAX_REG_OUTPUT];
2306
2307     /* Ordered array of attributes that are swizzled */
2308     attrib_declaration          swizzled_attribs [MAX_ATTRIBS];
2309     UINT                        num_swizzled_attribs;
2310
2311     UINT                       min_rel_offset, max_rel_offset;
2312     UINT                       rel_offset;
2313
2314     UINT                       recompile_count;
2315 } IWineD3DVertexShaderImpl;
2316 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2317 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2318
2319 /*****************************************************************************
2320  * IDirect3DPixelShader implementation structure
2321  */
2322
2323 enum vertexprocessing_mode {
2324     fixedfunction,
2325     vertexshader,
2326     pretransformed
2327 };
2328
2329 struct stb_const_desc {
2330     char                    texunit;
2331     UINT                    const_num;
2332 };
2333
2334 typedef struct IWineD3DPixelShaderImpl {
2335     /* IUnknown parts */
2336     const IWineD3DPixelShaderVtbl *lpVtbl;
2337
2338     /* IWineD3DBaseShader */
2339     IWineD3DBaseShaderClass     baseShader;
2340
2341     /* IWineD3DPixelShaderImpl */
2342     IUnknown                   *parent;
2343
2344     /* Pixel shader input semantics */
2345     semantic semantics_in [MAX_REG_INPUT];
2346     DWORD                 input_reg_map[MAX_REG_INPUT];
2347     BOOL                  input_reg_used[MAX_REG_INPUT];
2348     int                         declared_in_count;
2349
2350     /* Some information about the shader behavior */
2351     struct stb_const_desc       bumpenvmatconst[MAX_TEXTURES];
2352     char                        numbumpenvmatconsts;
2353     struct stb_const_desc       luminanceconst[MAX_TEXTURES];
2354     char                        srgb_enabled;
2355     char                        srgb_mode_hardcoded;
2356     UINT                        srgb_low_const;
2357     UINT                        srgb_cmp_const;
2358     char                        vpos_uniform;
2359     BOOL                        render_offscreen;
2360     UINT                        height;
2361     enum vertexprocessing_mode  vertexprocessing;
2362 } IWineD3DPixelShaderImpl;
2363
2364 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2365 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2366
2367 /* sRGB correction constants */
2368 static const float srgb_cmp = 0.0031308;
2369 static const float srgb_mul_low = 12.92;
2370 static const float srgb_pow = 0.41666;
2371 static const float srgb_mul_high = 1.055;
2372 static const float srgb_sub_high = 0.055;
2373
2374 /*****************************************************************************
2375  * IWineD3DPalette implementation structure
2376  */
2377 struct IWineD3DPaletteImpl {
2378     /* IUnknown parts */
2379     const IWineD3DPaletteVtbl  *lpVtbl;
2380     LONG                       ref;
2381
2382     IUnknown                   *parent;
2383     IWineD3DDeviceImpl         *wineD3DDevice;
2384
2385     /* IWineD3DPalette */
2386     HPALETTE                   hpal;
2387     WORD                       palVersion;     /*|               */
2388     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2389     PALETTEENTRY               palents[256];   /*|               */
2390     /* This is to store the palette in 'screen format' */
2391     int                        screen_palents[256];
2392     DWORD                      Flags;
2393 };
2394
2395 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2396 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2397
2398 /* DirectDraw utility functions */
2399 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2400
2401 /*****************************************************************************
2402  * Pixel format management
2403  */
2404 typedef struct {
2405     WINED3DFORMAT           format;
2406     DWORD                   alphaMask, redMask, greenMask, blueMask;
2407     UINT                    bpp;
2408     short                   depthSize, stencilSize;
2409     BOOL                    isFourcc;
2410 } StaticPixelFormatDesc;
2411
2412 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2413         WineD3D_GL_Info *gl_info,
2414         const GlPixelFormatDesc **glDesc);
2415
2416 static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
2417     return (device->vs_selected_mode != SHADER_NONE
2418             && device->stateBlock->vertexShader
2419             && ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
2420             && !device->strided_streams.u.s.position_transformed);
2421 }
2422
2423 static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
2424     return (device->ps_selected_mode != SHADER_NONE
2425             && device->stateBlock->pixelShader
2426             && ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
2427 }
2428
2429 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2430         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2431 #endif