wined3d: Don't use drawStridedFast() for drawing pretransformed vertices.
[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 "objbase.h"
41 #include "wined3d_private_types.h"
42 #include "wine/wined3d.h"
43 #include "wined3d_gl.h"
44 #include "wine/list.h"
45
46 /* Texture format fixups */
47
48 enum fixup_channel_source
49 {
50     CHANNEL_SOURCE_ZERO = 0,
51     CHANNEL_SOURCE_ONE = 1,
52     CHANNEL_SOURCE_X = 2,
53     CHANNEL_SOURCE_Y = 3,
54     CHANNEL_SOURCE_Z = 4,
55     CHANNEL_SOURCE_W = 5,
56     CHANNEL_SOURCE_YUV0 = 6,
57     CHANNEL_SOURCE_YUV1 = 7,
58 };
59
60 enum yuv_fixup
61 {
62     YUV_FIXUP_YUY2 = 0,
63     YUV_FIXUP_UYVY = 1,
64     YUV_FIXUP_YV12 = 2,
65 };
66
67 #include <pshpack2.h>
68 struct color_fixup_desc
69 {
70     unsigned x_sign_fixup : 1;
71     unsigned x_source : 3;
72     unsigned y_sign_fixup : 1;
73     unsigned y_source : 3;
74     unsigned z_sign_fixup : 1;
75     unsigned z_source : 3;
76     unsigned w_sign_fixup : 1;
77     unsigned w_source : 3;
78 };
79 #include <poppack.h>
80
81 static const struct color_fixup_desc COLOR_FIXUP_IDENTITY =
82         {0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_Y, 0, CHANNEL_SOURCE_Z, 0, CHANNEL_SOURCE_W};
83
84 static inline struct color_fixup_desc create_color_fixup_desc(
85         int sign0, enum fixup_channel_source src0, int sign1, enum fixup_channel_source src1,
86         int sign2, enum fixup_channel_source src2, int sign3, enum fixup_channel_source src3)
87 {
88     struct color_fixup_desc fixup =
89     {
90         sign0, src0,
91         sign1, src1,
92         sign2, src2,
93         sign3, src3,
94     };
95     return fixup;
96 }
97
98 static inline struct color_fixup_desc create_yuv_fixup_desc(enum yuv_fixup yuv_fixup)
99 {
100     struct color_fixup_desc fixup =
101     {
102         0, yuv_fixup & (1 << 0) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
103         0, yuv_fixup & (1 << 1) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
104         0, yuv_fixup & (1 << 2) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
105         0, yuv_fixup & (1 << 3) ? CHANNEL_SOURCE_YUV1 : CHANNEL_SOURCE_YUV0,
106     };
107     return fixup;
108 }
109
110 static inline BOOL is_identity_fixup(struct color_fixup_desc fixup)
111 {
112     return !memcmp(&fixup, &COLOR_FIXUP_IDENTITY, sizeof(fixup));
113 }
114
115 static inline BOOL is_yuv_fixup(struct color_fixup_desc fixup)
116 {
117     return fixup.x_source == CHANNEL_SOURCE_YUV0 || fixup.x_source == CHANNEL_SOURCE_YUV1;
118 }
119
120 static inline enum yuv_fixup get_yuv_fixup(struct color_fixup_desc fixup)
121 {
122     enum yuv_fixup yuv_fixup = 0;
123     if (fixup.x_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 0);
124     if (fixup.y_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 1);
125     if (fixup.z_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 2);
126     if (fixup.w_source == CHANNEL_SOURCE_YUV1) yuv_fixup |= (1 << 3);
127     return yuv_fixup;
128 }
129
130 /* Hash table functions */
131 typedef unsigned int (hash_function_t)(const void *key);
132 typedef BOOL (compare_function_t)(const void *keya, const void *keyb);
133
134 struct hash_table_entry_t {
135     void *key;
136     void *value;
137     unsigned int hash;
138     struct list entry;
139 };
140
141 struct hash_table_t {
142     hash_function_t *hash_function;
143     compare_function_t *compare_function;
144     struct list *buckets;
145     unsigned int bucket_count;
146     struct hash_table_entry_t *entries;
147     unsigned int entry_count;
148     struct list free_entries;
149     unsigned int count;
150     unsigned int grow_size;
151     unsigned int shrink_size;
152 };
153
154 struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
155 void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
156 void hash_table_for_each_entry(struct hash_table_t *table, void (*callback)(void *value, void *context), void *context);
157 void *hash_table_get(const struct hash_table_t *table, const void *key);
158 void hash_table_put(struct hash_table_t *table, void *key, void *value);
159 void hash_table_remove(struct hash_table_t *table, void *key);
160
161 /* Device caps */
162 #define MAX_PALETTES            65536
163 #define MAX_STREAMS             16
164 #define MAX_TEXTURES            8
165 #define MAX_FRAGMENT_SAMPLERS   16
166 #define MAX_VERTEX_SAMPLERS     4
167 #define MAX_COMBINED_SAMPLERS   (MAX_FRAGMENT_SAMPLERS + MAX_VERTEX_SAMPLERS)
168 #define MAX_ACTIVE_LIGHTS       8
169 #define MAX_CLIPPLANES          WINED3DMAXUSERCLIPPLANES
170 #define MAX_LEVELS              256
171
172 #define MAX_CONST_I 16
173 #define MAX_CONST_B 16
174
175 /* Used for CreateStateBlock */
176 #define NUM_SAVEDPIXELSTATES_R     35
177 #define NUM_SAVEDPIXELSTATES_T     18
178 #define NUM_SAVEDPIXELSTATES_S     12
179 #define NUM_SAVEDVERTEXSTATES_R    34
180 #define NUM_SAVEDVERTEXSTATES_T    2
181 #define NUM_SAVEDVERTEXSTATES_S    1
182
183 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
184 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
185 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
186 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
187 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
188 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
189
190 typedef enum _WINELOOKUP {
191     WINELOOKUP_WARPPARAM = 0,
192     MAX_LOOKUPS          = 1
193 } WINELOOKUP;
194
195 extern const int minLookup[MAX_LOOKUPS];
196 extern const int maxLookup[MAX_LOOKUPS];
197 extern DWORD *stateLookup[MAX_LOOKUPS];
198
199 struct min_lookup
200 {
201     GLenum mip[WINED3DTEXF_LINEAR + 1];
202 };
203
204 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
205 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
206 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
207 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1];
208
209 extern const struct filter_lookup filter_lookup_nofilter;
210 extern struct filter_lookup filter_lookup;
211
212 void init_type_lookup(WineD3D_GL_Info *gl_info);
213 #define WINED3D_ATR_TYPE(type)          GLINFO_LOCATION.glTypeLookup[type].d3dType
214 #define WINED3D_ATR_SIZE(type)          GLINFO_LOCATION.glTypeLookup[type].size
215 #define WINED3D_ATR_GLTYPE(type)        GLINFO_LOCATION.glTypeLookup[type].glType
216 #define WINED3D_ATR_FORMAT(type)        GLINFO_LOCATION.glTypeLookup[type].format
217 #define WINED3D_ATR_NORMALIZED(type)    GLINFO_LOCATION.glTypeLookup[type].normalized
218 #define WINED3D_ATR_TYPESIZE(type)      GLINFO_LOCATION.glTypeLookup[type].typesize
219
220 /* float_16_to_32() and float_32_to_16() (see implementation in
221  * surface_base.c) convert 16 bit floats in the FLOAT16 data type
222  * to standard C floats and vice versa. They do not depend on the encoding
223  * of the C float, so they are platform independent, but slow. On x86 and
224  * other IEEE 754 compliant platforms the conversion can be accelerated by
225  * bit shifting the exponent and mantissa. There are also some SSE-based
226  * assembly routines out there.
227  *
228  * See GL_NV_half_float for a reference of the FLOAT16 / GL_HALF format
229  */
230 static inline float float_16_to_32(const unsigned short *in) {
231     const unsigned short s = ((*in) & 0x8000);
232     const unsigned short e = ((*in) & 0x7C00) >> 10;
233     const unsigned short m = (*in) & 0x3FF;
234     const float sgn = (s ? -1.0 : 1.0);
235
236     if(e == 0) {
237         if(m == 0) return sgn * 0.0; /* +0.0 or -0.0 */
238         else return sgn * pow(2, -14.0) * ( (float) m / 1024.0);
239     } else if(e < 31) {
240         return sgn * pow(2, (float) e-15.0) * (1.0 + ((float) m / 1024.0));
241     } else {
242         if(m == 0) return sgn / 0.0; /* +INF / -INF */
243         else return 0.0 / 0.0; /* NAN */
244     }
245 }
246
247 /**
248  * Settings 
249  */
250 #define VS_NONE    0
251 #define VS_HW      1
252
253 #define PS_NONE    0
254 #define PS_HW      1
255
256 #define VBO_NONE   0
257 #define VBO_HW     1
258
259 #define NP2_NONE   0
260 #define NP2_REPACK 1
261 #define NP2_NATIVE 2
262
263 #define ORM_BACKBUFFER  0
264 #define ORM_PBUFFER     1
265 #define ORM_FBO         2
266
267 #define SHADER_ARB  1
268 #define SHADER_GLSL 2
269 #define SHADER_ATI  3
270 #define SHADER_NONE 4
271
272 #define RTL_DISABLE   -1
273 #define RTL_AUTO       0
274 #define RTL_READDRAW   1
275 #define RTL_READTEX    2
276 #define RTL_TEXDRAW    3
277 #define RTL_TEXTEX     4
278
279 #define PCI_VENDOR_NONE 0xffff /* e.g. 0x8086 for Intel and 0x10de for Nvidia */
280 #define PCI_DEVICE_NONE 0xffff /* e.g. 0x14f for a Geforce6200 */
281
282 /* NOTE: When adding fields to this structure, make sure to update the default
283  * values in wined3d_main.c as well. */
284 typedef struct wined3d_settings_s {
285 /* vertex and pixel shader modes */
286   int vs_mode;
287   int ps_mode;
288   int vbo_mode;
289 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
290     we should use it.  However, until it's fully implemented, we'll leave it as a registry
291     setting for developers. */
292   BOOL glslRequested;
293   int offscreen_rendering_mode;
294   int rendertargetlock_mode;
295   unsigned short pci_vendor_id;
296   unsigned short pci_device_id;
297 /* Memory tracking and object counting */
298   unsigned int emulated_textureram;
299   char *logo;
300   int allow_multisampling;
301 } wined3d_settings_t;
302
303 extern wined3d_settings_t wined3d_settings;
304
305 /* Shader backends */
306 struct SHADER_OPCODE_ARG;
307
308 #define SHADER_PGMSIZE 65535
309 typedef struct SHADER_BUFFER {
310     char* buffer;
311     unsigned int bsize;
312     unsigned int lineNo;
313     BOOL newline;
314 } SHADER_BUFFER;
315
316 enum WINED3D_SHADER_INSTRUCTION_HANDLER
317 {
318     WINED3DSIH_ABS,
319     WINED3DSIH_ADD,
320     WINED3DSIH_BEM,
321     WINED3DSIH_BREAK,
322     WINED3DSIH_BREAKC,
323     WINED3DSIH_BREAKP,
324     WINED3DSIH_CALL,
325     WINED3DSIH_CALLNZ,
326     WINED3DSIH_CMP,
327     WINED3DSIH_CND,
328     WINED3DSIH_CRS,
329     WINED3DSIH_DCL,
330     WINED3DSIH_DEF,
331     WINED3DSIH_DEFB,
332     WINED3DSIH_DEFI,
333     WINED3DSIH_DP2ADD,
334     WINED3DSIH_DP3,
335     WINED3DSIH_DP4,
336     WINED3DSIH_DST,
337     WINED3DSIH_DSX,
338     WINED3DSIH_DSY,
339     WINED3DSIH_ELSE,
340     WINED3DSIH_ENDIF,
341     WINED3DSIH_ENDLOOP,
342     WINED3DSIH_ENDREP,
343     WINED3DSIH_EXP,
344     WINED3DSIH_EXPP,
345     WINED3DSIH_FRC,
346     WINED3DSIH_IF,
347     WINED3DSIH_IFC,
348     WINED3DSIH_LABEL,
349     WINED3DSIH_LIT,
350     WINED3DSIH_LOG,
351     WINED3DSIH_LOGP,
352     WINED3DSIH_LOOP,
353     WINED3DSIH_LRP,
354     WINED3DSIH_M3x2,
355     WINED3DSIH_M3x3,
356     WINED3DSIH_M3x4,
357     WINED3DSIH_M4x3,
358     WINED3DSIH_M4x4,
359     WINED3DSIH_MAD,
360     WINED3DSIH_MAX,
361     WINED3DSIH_MIN,
362     WINED3DSIH_MOV,
363     WINED3DSIH_MOVA,
364     WINED3DSIH_MUL,
365     WINED3DSIH_NOP,
366     WINED3DSIH_NRM,
367     WINED3DSIH_PHASE,
368     WINED3DSIH_POW,
369     WINED3DSIH_RCP,
370     WINED3DSIH_REP,
371     WINED3DSIH_RET,
372     WINED3DSIH_RSQ,
373     WINED3DSIH_SETP,
374     WINED3DSIH_SGE,
375     WINED3DSIH_SGN,
376     WINED3DSIH_SINCOS,
377     WINED3DSIH_SLT,
378     WINED3DSIH_SUB,
379     WINED3DSIH_TEX,
380     WINED3DSIH_TEXBEM,
381     WINED3DSIH_TEXBEML,
382     WINED3DSIH_TEXCOORD,
383     WINED3DSIH_TEXDEPTH,
384     WINED3DSIH_TEXDP3,
385     WINED3DSIH_TEXDP3TEX,
386     WINED3DSIH_TEXKILL,
387     WINED3DSIH_TEXLDD,
388     WINED3DSIH_TEXLDL,
389     WINED3DSIH_TEXM3x2DEPTH,
390     WINED3DSIH_TEXM3x2PAD,
391     WINED3DSIH_TEXM3x2TEX,
392     WINED3DSIH_TEXM3x3,
393     WINED3DSIH_TEXM3x3DIFF,
394     WINED3DSIH_TEXM3x3PAD,
395     WINED3DSIH_TEXM3x3SPEC,
396     WINED3DSIH_TEXM3x3TEX,
397     WINED3DSIH_TEXM3x3VSPEC,
398     WINED3DSIH_TEXREG2AR,
399     WINED3DSIH_TEXREG2GB,
400     WINED3DSIH_TEXREG2RGB,
401     WINED3DSIH_TABLE_SIZE
402 };
403
404 typedef void (*SHADER_HANDLER)(const struct SHADER_OPCODE_ARG *);
405
406 struct shader_caps {
407     DWORD               VertexShaderVersion;
408     DWORD               MaxVertexShaderConst;
409
410     DWORD               PixelShaderVersion;
411     float               PixelShader1xMaxValue;
412
413     WINED3DVSHADERCAPS2_0   VS20Caps;
414     WINED3DPSHADERCAPS2_0   PS20Caps;
415
416     DWORD               MaxVShaderInstructionsExecuted;
417     DWORD               MaxPShaderInstructionsExecuted;
418     DWORD               MaxVertexShader30InstructionSlots;
419     DWORD               MaxPixelShader30InstructionSlots;
420 };
421
422 enum tex_types
423 {
424     tex_1d       = 0,
425     tex_2d       = 1,
426     tex_3d       = 2,
427     tex_cube     = 3,
428     tex_rect     = 4,
429     tex_type_count = 5,
430 };
431
432 enum vertexprocessing_mode {
433     fixedfunction,
434     vertexshader,
435     pretransformed
436 };
437
438 struct stb_const_desc {
439     char                    texunit;
440     UINT                    const_num;
441 };
442
443 enum fogmode {
444     FOG_OFF,
445     FOG_LINEAR,
446     FOG_EXP,
447     FOG_EXP2
448 };
449
450 /* Stateblock dependent parameters which have to be hardcoded
451  * into the shader code
452  */
453 struct ps_compile_args {
454     struct color_fixup_desc     color_fixup[MAX_FRAGMENT_SAMPLERS];
455     BOOL                        srgb_correction;
456     enum vertexprocessing_mode  vp_mode;
457     enum fogmode                fog;
458     /* Projected textures(ps 1.0-1.3) */
459     /* Texture types(2D, Cube, 3D) in ps 1.x */
460 };
461
462 typedef struct {
463     const SHADER_HANDLER *shader_instruction_handler_table;
464     void (*shader_select)(IWineD3DDevice *iface, BOOL usePS, BOOL useVS);
465     void (*shader_select_depth_blt)(IWineD3DDevice *iface, enum tex_types tex_type);
466     void (*shader_deselect_depth_blt)(IWineD3DDevice *iface);
467     void (*shader_update_float_vertex_constants)(IWineD3DDevice *iface, UINT start, UINT count);
468     void (*shader_update_float_pixel_constants)(IWineD3DDevice *iface, UINT start, UINT count);
469     void (*shader_load_constants)(IWineD3DDevice *iface, char usePS, char useVS);
470     void (*shader_color_correction)(const struct SHADER_OPCODE_ARG *arg, struct color_fixup_desc fixup);
471     void (*shader_destroy)(IWineD3DBaseShader *iface);
472     HRESULT (*shader_alloc_private)(IWineD3DDevice *iface);
473     void (*shader_free_private)(IWineD3DDevice *iface);
474     BOOL (*shader_dirtifyable_constants)(IWineD3DDevice *iface);
475     GLuint (*shader_generate_pshader)(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer, const struct ps_compile_args *args);
476     void (*shader_generate_vshader)(IWineD3DVertexShader *iface, SHADER_BUFFER *buffer);
477     void (*shader_get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct shader_caps *caps);
478     BOOL (*shader_color_fixup_supported)(struct color_fixup_desc fixup);
479 } shader_backend_t;
480
481 extern const shader_backend_t glsl_shader_backend;
482 extern const shader_backend_t arb_program_shader_backend;
483 extern const shader_backend_t none_shader_backend;
484
485 /* X11 locking */
486
487 extern void (* CDECL wine_tsx11_lock_ptr)(void);
488 extern void (* CDECL wine_tsx11_unlock_ptr)(void);
489
490 /* As GLX relies on X, this is needed */
491 extern int num_lock;
492
493 #if 0
494 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
495 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
496 #else
497 #define ENTER_GL() wine_tsx11_lock_ptr()
498 #define LEAVE_GL() wine_tsx11_unlock_ptr()
499 #endif
500
501 /*****************************************************************************
502  * Defines
503  */
504
505 /* GL related defines */
506 /* ------------------ */
507 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
508 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
509 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
510 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
511
512 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
513 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
514 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
515 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
516
517 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
518 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
519 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
520 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
521
522 #define D3DCOLORTOGLFLOAT4(dw, vec) do { \
523   (vec)[0] = D3DCOLOR_R(dw); \
524   (vec)[1] = D3DCOLOR_G(dw); \
525   (vec)[2] = D3DCOLOR_B(dw); \
526   (vec)[3] = D3DCOLOR_A(dw); \
527 } while(0)
528
529 /* DirectX Device Limits */
530 /* --------------------- */
531 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
532
533 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
534                             See MaxStreams in MSDN under GetDeviceCaps */
535 #define HIGHEST_TRANSFORMSTATE WINED3DTS_WORLDMATRIX(255) /* Highest value in WINED3DTRANSFORMSTATETYPE */
536
537 /* Checking of API calls */
538 /* --------------------- */
539 #ifndef WINE_NO_DEBUG_MSGS
540 #define checkGLcall(A)                                          \
541 do {                                                            \
542     GLint err = glGetError();                                   \
543     if (err == GL_NO_ERROR) {                                   \
544        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
545                                                                 \
546     } else do {                                                 \
547         FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
548             debug_glerror(err), err, A, __FILE__, __LINE__);    \
549        err = glGetError();                                      \
550     } while (err != GL_NO_ERROR);                               \
551 } while(0)
552 #else
553 #define checkGLcall(A) do {} while(0)
554 #endif
555
556 /* Trace routines / diagnostics */
557 /* ---------------------------- */
558
559 /* Dump out a matrix and copy it */
560 #define conv_mat(mat,gl_mat)                                                                \
561 do {                                                                                        \
562     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
563     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
564     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
565     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
566     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
567 } while (0)
568
569 /* Macro to dump out the current state of the light chain */
570 #define DUMP_LIGHT_CHAIN()                    \
571 do {                                          \
572   PLIGHTINFOEL *el = This->stateBlock->lights;\
573   while (el) {                                \
574     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
575     el = el->next;                            \
576   }                                           \
577 } while(0)
578
579 /* Trace vector and strided data information */
580 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
581 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%d, type:%d, vbo %d, stream %u)\n", \
582         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);
583
584 /* Defines used for optimizations */
585
586 /*    Only reapply what is necessary */
587 #define REAPPLY_ALPHAOP  0x0001
588 #define REAPPLY_ALL      0xFFFF
589
590 /* Advance declaration of structures to satisfy compiler */
591 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
592 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
593 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
594 typedef struct IWineD3DDeviceImpl     IWineD3DDeviceImpl;
595
596 /* Global variables */
597 extern const float identity[16];
598
599 /*****************************************************************************
600  * Compilable extra diagnostics
601  */
602
603 /* Trace information per-vertex: (extremely high amount of trace) */
604 #if 0 /* NOTE: Must be 0 in cvs */
605 # define VTRACE(A) TRACE A
606 #else 
607 # define VTRACE(A) 
608 #endif
609
610 /* TODO: Confirm each of these works when wined3d move completed */
611 #if 0 /* NOTE: Must be 0 in cvs */
612   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
613      of each frame, a check is made for the existence of C:\D3DTRACE, and if it exists d3d trace
614      is enabled, and if it doesn't exist it is disabled. */
615 # define FRAME_DEBUGGING
616   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
617       the file is deleted                                                                            */
618 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
619 #  define SINGLE_FRAME_DEBUGGING
620 # endif  
621   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
622      It can only be enabled when FRAME_DEBUGGING is also enabled                               
623      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
624      array is drawn.                                                                            */
625 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
626 #  define SHOW_FRAME_MAKEUP 1
627 # endif  
628   /* The following, when enabled, lets you see the makeup of the all the textures used during each
629      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
630      The contents of the textures assigned to each stage are written into 
631      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
632 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
633 #  define SHOW_TEXTURE_MAKEUP 0
634 # endif  
635 extern BOOL isOn;
636 extern BOOL isDumpingFrames;
637 extern LONG primCounter;
638 #endif
639
640 /*****************************************************************************
641  * Prototypes
642  */
643
644 /* Routine common to the draw primitive and draw indexed primitive routines */
645 void drawPrimitive(IWineD3DDevice *iface, int PrimitiveType, long NumPrimitives,
646         UINT numberOfVertices, long start_idx, short idxBytes, const void *idxData, int minIndex);
647
648 void primitiveDeclarationConvertToStridedData(
649      IWineD3DDevice *iface,
650      BOOL useVertexShaderFunction,
651      WineDirect3DVertexStridedData *strided,
652      BOOL *fixup);
653
654 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
655
656 typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
657 typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
658 extern glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
659 extern glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
660 extern glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
661 extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
662 extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
663
664 #define eps 1e-8
665
666 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
667     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
668
669 /* Routines and structures related to state management */
670 typedef struct WineD3DContext WineD3DContext;
671 typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
672
673 #define STATE_RENDER(a) (a)
674 #define STATE_IS_RENDER(a) ((a) >= STATE_RENDER(1) && (a) <= STATE_RENDER(WINEHIGHEST_RENDER_STATE))
675
676 #define STATE_TEXTURESTAGE(stage, num) (STATE_RENDER(WINEHIGHEST_RENDER_STATE) + 1 + (stage) * (WINED3D_HIGHEST_TEXTURE_STATE + 1) + (num))
677 #define STATE_IS_TEXTURESTAGE(a) ((a) >= STATE_TEXTURESTAGE(0, 1) && (a) <= STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE))
678
679 /* + 1 because samplers start with 0 */
680 #define STATE_SAMPLER(num) (STATE_TEXTURESTAGE(MAX_TEXTURES - 1, WINED3D_HIGHEST_TEXTURE_STATE) + 1 + (num))
681 #define STATE_IS_SAMPLER(num) ((num) >= STATE_SAMPLER(0) && (num) <= STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1))
682
683 #define STATE_PIXELSHADER (STATE_SAMPLER(MAX_COMBINED_SAMPLERS - 1) + 1)
684 #define STATE_IS_PIXELSHADER(a) ((a) == STATE_PIXELSHADER)
685
686 #define STATE_TRANSFORM(a) (STATE_PIXELSHADER + (a))
687 #define STATE_IS_TRANSFORM(a) ((a) >= STATE_TRANSFORM(1) && (a) <= STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)))
688
689 #define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
690 #define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
691 #define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
692 #define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
693
694 #define STATE_VDECL (STATE_INDEXBUFFER + 1)
695 #define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
696
697 #define STATE_VSHADER (STATE_VDECL + 1)
698 #define STATE_IS_VSHADER(a) ((a) == STATE_VSHADER)
699
700 #define STATE_VIEWPORT (STATE_VSHADER + 1)
701 #define STATE_IS_VIEWPORT(a) ((a) == STATE_VIEWPORT)
702
703 #define STATE_VERTEXSHADERCONSTANT (STATE_VIEWPORT + 1)
704 #define STATE_PIXELSHADERCONSTANT (STATE_VERTEXSHADERCONSTANT + 1)
705 #define STATE_IS_VERTEXSHADERCONSTANT(a) ((a) == STATE_VERTEXSHADERCONSTANT)
706 #define STATE_IS_PIXELSHADERCONSTANT(a) ((a) == STATE_PIXELSHADERCONSTANT)
707
708 #define STATE_ACTIVELIGHT(a) (STATE_PIXELSHADERCONSTANT + (a) + 1)
709 #define STATE_IS_ACTIVELIGHT(a) ((a) >= STATE_ACTIVELIGHT(0) && (a) < STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS))
710
711 #define STATE_SCISSORRECT (STATE_ACTIVELIGHT(MAX_ACTIVE_LIGHTS - 1) + 1)
712 #define STATE_IS_SCISSORRECT(a) ((a) == STATE_SCISSORRECT)
713
714 #define STATE_CLIPPLANE(a) (STATE_SCISSORRECT + 1 + (a))
715 #define STATE_IS_CLIPPLANE(a) ((a) >= STATE_CLIPPLANE(0) && (a) <= STATE_CLIPPLANE(MAX_CLIPPLANES - 1))
716
717 #define STATE_MATERIAL (STATE_CLIPPLANE(MAX_CLIPPLANES))
718
719 #define STATE_FRONTFACE (STATE_MATERIAL + 1)
720
721 #define STATE_HIGHEST (STATE_FRONTFACE)
722
723 struct StateEntry
724 {
725     DWORD               representative;
726     APPLYSTATEFUNC      apply;
727 };
728
729 struct StateEntryTemplate
730 {
731     DWORD               state;
732     struct StateEntry   content;
733     GL_SupportedExt     extension;
734 };
735
736 struct fragment_caps {
737     DWORD               PrimitiveMiscCaps;
738
739     DWORD               TextureOpCaps;
740     DWORD               MaxTextureBlendStages;
741     DWORD               MaxSimultaneousTextures;
742 };
743
744 struct fragment_pipeline {
745     void (*enable_extension)(IWineD3DDevice *iface, BOOL enable);
746     void (*get_caps)(WINED3DDEVTYPE devtype, const WineD3D_GL_Info *gl_info, struct fragment_caps *caps);
747     HRESULT (*alloc_private)(IWineD3DDevice *iface);
748     void (*free_private)(IWineD3DDevice *iface);
749     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
750     const struct StateEntryTemplate *states;
751     BOOL ffp_proj_control;
752 };
753
754 extern const struct StateEntryTemplate misc_state_template[];
755 extern const struct StateEntryTemplate ffp_vertexstate_template[];
756 extern const struct fragment_pipeline ffp_fragment_pipeline;
757 extern const struct fragment_pipeline atifs_fragment_pipeline;
758 extern const struct fragment_pipeline arbfp_fragment_pipeline;
759 extern const struct fragment_pipeline nvts_fragment_pipeline;
760 extern const struct fragment_pipeline nvrc_fragment_pipeline;
761
762 /* "Base" state table */
763 HRESULT compile_state_table(struct StateEntry *StateTable, APPLYSTATEFUNC **dev_multistate_funcs,
764         const WineD3D_GL_Info *gl_info, const struct StateEntryTemplate *vertex,
765         const struct fragment_pipeline *fragment, const struct StateEntryTemplate *misc);
766
767 /* Shaders for color conversions in blits */
768 struct blit_shader {
769     HRESULT (*alloc_private)(IWineD3DDevice *iface);
770     void (*free_private)(IWineD3DDevice *iface);
771     HRESULT (*set_shader)(IWineD3DDevice *iface, WINED3DFORMAT fmt, GLenum textype, UINT width, UINT height);
772     void (*unset_shader)(IWineD3DDevice *iface);
773     BOOL (*color_fixup_supported)(struct color_fixup_desc fixup);
774 };
775
776 extern const struct blit_shader ffp_blit;
777 extern const struct blit_shader arbfp_blit;
778
779 enum fogsource {
780     FOGSOURCE_FFP,
781     FOGSOURCE_VS,
782     FOGSOURCE_COORD,
783 };
784
785 /* The new context manager that should deal with onscreen and offscreen rendering */
786 struct WineD3DContext {
787     /* State dirtification
788      * dirtyArray is an array that contains markers for dirty states. numDirtyEntries states are dirty, their numbers are in indices
789      * 0...numDirtyEntries - 1. isStateDirty is a redundant copy of the dirtyArray. Technically only one of them would be needed,
790      * 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
791      * only numDirtyEntries array elements have to be checked, not STATE_HIGHEST states.
792      */
793     DWORD                   dirtyArray[STATE_HIGHEST + 1]; /* Won't get bigger than that, a state is never marked dirty 2 times */
794     DWORD                   numDirtyEntries;
795     DWORD                   isStateDirty[STATE_HIGHEST/32 + 1]; /* Bitmap to find out quickly if a state is dirty */
796
797     IWineD3DSurface         *surface;
798     DWORD                   tid;    /* Thread ID which owns this context at the moment */
799
800     /* Stores some information about the context state for optimization */
801     WORD draw_buffer_dirty : 1;
802     WORD last_was_rhw : 1;              /* true iff last draw_primitive was in xyzrhw mode */
803     WORD last_was_pshader : 1;
804     WORD last_was_vshader : 1;
805     WORD namedArraysLoaded : 1;
806     WORD numberedArraysLoaded : 1;
807     WORD last_was_blit : 1;
808     WORD last_was_ckey : 1;
809     WORD fog_coord : 1;
810     WORD isPBuffer : 1;
811     WORD fog_enabled : 1;
812     WORD num_untracked_materials : 2;   /* Max value 2 */
813     WORD padding : 3;
814     BYTE texShaderBumpMap;              /* MAX_TEXTURES, 8 */
815     BYTE lastWasPow2Texture;            /* MAX_TEXTURES, 8 */
816     DWORD                   numbered_array_mask;
817     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
818     GLenum                  untracked_materials[2];
819     UINT                    blit_w, blit_h;
820     enum fogsource          fog_source;
821
822     char                    *vshader_const_dirty, *pshader_const_dirty;
823
824     /* The actual opengl context */
825     HGLRC                   glCtx;
826     HWND                    win_handle;
827     HDC                     hdc;
828     HPBUFFERARB             pbuffer;
829     GLint                   aux_buffers;
830
831     /* FBOs */
832     struct list             fbo_list;
833     struct fbo_entry        *current_fbo;
834     GLuint                  src_fbo;
835     GLuint                  dst_fbo;
836
837     /* Extension emulation */
838     GLint                   gl_fog_source;
839     GLfloat                 fog_coord_value;
840     GLfloat                 color[4], fogstart, fogend, fogcolor[4];
841 };
842
843 typedef enum ContextUsage {
844     CTXUSAGE_RESOURCELOAD       = 1,    /* Only loads textures: No State is applied */
845     CTXUSAGE_DRAWPRIM           = 2,    /* OpenGL states are set up for blitting DirectDraw surfaces */
846     CTXUSAGE_BLIT               = 3,    /* OpenGL states are set up 3D drawing */
847     CTXUSAGE_CLEAR              = 4,    /* Drawable and states are set up for clearing */
848 } ContextUsage;
849
850 void ActivateContext(IWineD3DDeviceImpl *device, IWineD3DSurface *target, ContextUsage usage);
851 WineD3DContext *getActiveContext(void);
852 WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, HWND win, BOOL create_pbuffer, const WINED3DPRESENT_PARAMETERS *pPresentParms);
853 void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context);
854 void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource, WINED3DRESOURCETYPE type);
855 void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
856 void context_attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
857 void context_attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
858
859 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
860 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain);
861
862 /* Macros for doing basic GPU detection based on opengl capabilities */
863 #define WINE_D3D6_CAPABLE(gl_info) (gl_info->supported[ARB_MULTITEXTURE])
864 #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])
865 #define WINE_D3D8_CAPABLE(gl_info) WINE_D3D7_CAPABLE(gl_info) && (gl_info->supported[ARB_MULTISAMPLE] && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
866 #define WINE_D3D9_CAPABLE(gl_info) WINE_D3D8_CAPABLE(gl_info) && (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[ARB_VERTEX_SHADER])
867
868 /* Default callbacks for implicit object destruction */
869 extern ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface);
870
871 extern ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pSurface);
872
873 /*****************************************************************************
874  * Internal representation of a light
875  */
876 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
877 struct PLIGHTINFOEL {
878     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
879     DWORD        OriginalIndex;
880     LONG         glIndex;
881     BOOL         changed;
882     BOOL         enabledChanged;
883     BOOL         enabled;
884
885     /* Converted parms to speed up swapping lights */
886     float                         lightPosn[4];
887     float                         lightDirn[4];
888     float                         exponent;
889     float                         cutoff;
890
891     struct list entry;
892 };
893
894 /* The default light parameters */
895 extern const WINED3DLIGHT WINED3D_default_light;
896
897 typedef struct WineD3D_PixelFormat
898 {
899     int iPixelFormat; /* WGL pixel format */
900     int iPixelType; /* WGL pixel type e.g. WGL_TYPE_RGBA_ARB, WGL_TYPE_RGBA_FLOAT_ARB or WGL_TYPE_COLORINDEX_ARB */
901     int redSize, greenSize, blueSize, alphaSize;
902     int depthSize, stencilSize;
903     BOOL windowDrawable;
904     BOOL pbufferDrawable;
905     BOOL doubleBuffer;
906     int auxBuffers;
907     int numSamples;
908 } WineD3D_PixelFormat;
909
910 /* The adapter structure */
911 struct WineD3DAdapter
912 {
913     UINT                    num;
914     BOOL                    opengl;
915     POINT                   monitorPoint;
916     WineD3D_GL_Info         gl_info;
917     const char              *driver;
918     const char              *description;
919     WCHAR                   DeviceName[CCHDEVICENAME]; /* DeviceName for use with e.g. ChangeDisplaySettings */
920     int                     nCfgs;
921     WineD3D_PixelFormat     *cfgs;
922     BOOL                    brokenStencil; /* Set on cards which only offer mixed depth+stencil */
923     unsigned int            TextureRam; /* Amount of texture memory both video ram + AGP/TurboCache/HyperMemory/.. */
924     unsigned int            UsedTextureRam;
925 };
926
927 extern BOOL InitAdapters(void);
928 extern BOOL initPixelFormats(WineD3D_GL_Info *gl_info);
929 extern long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram);
930 extern void add_gl_compat_wrappers(WineD3D_GL_Info *gl_info);
931
932 /*****************************************************************************
933  * High order patch management
934  */
935 struct WineD3DRectPatch
936 {
937     UINT                            Handle;
938     float                          *mem;
939     WineDirect3DVertexStridedData   strided;
940     WINED3DRECTPATCH_INFO           RectPatchInfo;
941     float                           numSegs[4];
942     char                            has_normals, has_texcoords;
943     struct list                     entry;
944 };
945
946 HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, struct WineD3DRectPatch *patch);
947
948 enum projection_types
949 {
950     proj_none    = 0,
951     proj_count3  = 1,
952     proj_count4  = 2
953 };
954
955 enum dst_arg
956 {
957     resultreg    = 0,
958     tempreg      = 1
959 };
960
961 /*****************************************************************************
962  * Fixed function pipeline replacements
963  */
964 #define ARG_UNUSED          0xff
965 struct texture_stage_op
966 {
967     unsigned                cop : 8;
968     unsigned                carg1 : 8;
969     unsigned                carg2 : 8;
970     unsigned                carg0 : 8;
971
972     unsigned                aop : 8;
973     unsigned                aarg1 : 8;
974     unsigned                aarg2 : 8;
975     unsigned                aarg0 : 8;
976
977     struct color_fixup_desc color_fixup;
978     unsigned                tex_type : 3;
979     unsigned                dst : 1;
980     unsigned                projected : 2;
981     unsigned                padding : 10;
982 };
983
984 struct ffp_frag_settings {
985     struct texture_stage_op     op[MAX_TEXTURES];
986     enum fogmode fog;
987     /* Use an int instead of a char to get dword alignment */
988     unsigned int sRGB_write;
989 };
990
991 struct ffp_frag_desc
992 {
993     struct ffp_frag_settings    settings;
994 };
995
996 void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
997 const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
998         const struct ffp_frag_settings *settings);
999 void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
1000 BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
1001 unsigned int ffp_frag_program_key_hash(const void *key);
1002
1003 /*****************************************************************************
1004  * IWineD3D implementation structure
1005  */
1006 typedef struct IWineD3DImpl
1007 {
1008     /* IUnknown fields */
1009     const IWineD3DVtbl     *lpVtbl;
1010     LONG                    ref;     /* Note: Ref counting not required */
1011
1012     /* WineD3D Information */
1013     IUnknown               *parent;
1014     UINT                    dxVersion;
1015 } IWineD3DImpl;
1016
1017 extern const IWineD3DVtbl IWineD3D_Vtbl;
1018
1019 /* TODO: setup some flags in the registry to enable, disable pbuffer support
1020 (since it will break quite a few things until contexts are managed properly!) */
1021 extern BOOL pbuffer_support;
1022 /* allocate one pbuffer per surface */
1023 extern BOOL pbuffer_per_surface;
1024
1025 /* A helper function that dumps a resource list */
1026 void dumpResources(struct list *list);
1027
1028 /*****************************************************************************
1029  * IWineD3DDevice implementation structure
1030  */
1031 struct IWineD3DDeviceImpl
1032 {
1033     /* IUnknown fields      */
1034     const IWineD3DDeviceVtbl *lpVtbl;
1035     LONG                    ref;     /* Note: Ref counting not required */
1036
1037     /* WineD3D Information  */
1038     IUnknown               *parent;
1039     IWineD3DDeviceParent   *device_parent;
1040     IWineD3D               *wineD3D;
1041     struct WineD3DAdapter  *adapter;
1042
1043     /* Window styles to restore when switching fullscreen mode */
1044     LONG                    style;
1045     LONG                    exStyle;
1046
1047     /* X and GL Information */
1048     GLint                   maxConcurrentLights;
1049     GLenum                  offscreenBuffer;
1050
1051     /* Selected capabilities */
1052     int vs_selected_mode;
1053     int ps_selected_mode;
1054     const shader_backend_t *shader_backend;
1055     void *shader_priv;
1056     void *fragment_priv;
1057     void *blit_priv;
1058     struct StateEntry StateTable[STATE_HIGHEST + 1];
1059     /* Array of functions for states which are handled by more than one pipeline part */
1060     APPLYSTATEFUNC *multistate_funcs[STATE_HIGHEST + 1];
1061     const struct fragment_pipeline *frag_pipe;
1062     const struct blit_shader *blitter;
1063
1064     unsigned int max_ffp_textures, max_ffp_texture_stages;
1065
1066     WORD view_ident : 1;                /* true iff view matrix is identity */
1067     WORD untransformed : 1;
1068     WORD vertexBlendUsed : 1;           /* To avoid needless setting of the blend matrices */
1069     WORD isRecordingState : 1;
1070     WORD isInDraw : 1;
1071     WORD render_offscreen : 1;
1072     WORD bCursorVisible : 1;
1073     WORD haveHardwareCursor : 1;
1074     WORD d3d_initialized : 1;
1075     WORD inScene : 1;                   /* A flag to check for proper BeginScene / EndScene call pairs */
1076     WORD softwareVertexProcessing : 1;  /* process vertex shaders using software or hardware */
1077     WORD useDrawStridedSlow : 1;
1078     WORD instancedDraw : 1;
1079     WORD padding : 3;
1080
1081     BYTE fixed_function_usage_map;      /* MAX_TEXTURES, 8 */
1082
1083 #define DDRAW_PITCH_ALIGNMENT 8
1084 #define D3D8_PITCH_ALIGNMENT 4
1085     unsigned char           surface_alignment; /* Line Alignment of surfaces                      */
1086
1087     /* State block related */
1088     IWineD3DStateBlockImpl *stateBlock;
1089     IWineD3DStateBlockImpl *updateStateBlock;
1090
1091     /* Internal use fields  */
1092     WINED3DDEVICE_CREATION_PARAMETERS createParms;
1093     UINT                            adapterNo;
1094     WINED3DDEVTYPE                  devType;
1095
1096     IWineD3DSwapChain     **swapchains;
1097     UINT                    NumberOfSwapChains;
1098
1099     struct list             resources; /* a linked list to track resources created by the device */
1100     struct list             shaders;   /* a linked list to track shaders (pixel and vertex)      */
1101     unsigned int            highest_dirty_ps_const, highest_dirty_vs_const;
1102
1103     /* Render Target Support */
1104     IWineD3DSurface       **render_targets;
1105     IWineD3DSurface        *auto_depth_stencil_buffer;
1106     IWineD3DSurface        *stencilBufferTarget;
1107
1108     /* Caches to avoid unneeded context changes */
1109     IWineD3DSurface        *lastActiveRenderTarget;
1110     IWineD3DSwapChain      *lastActiveSwapChain;
1111
1112     /* palettes texture management */
1113     UINT                    NumberOfPalettes;
1114     PALETTEENTRY            **palettes;
1115     UINT                    currentPalette;
1116     UINT                    paletteConversionShader;
1117
1118     /* For rendering to a texture using glCopyTexImage */
1119     GLenum                  *draw_buffers;
1120     GLuint                  depth_blt_texture;
1121     GLuint                  depth_blt_rb;
1122     UINT                    depth_blt_rb_w;
1123     UINT                    depth_blt_rb_h;
1124
1125     /* Cursor management */
1126     UINT                    xHotSpot;
1127     UINT                    yHotSpot;
1128     UINT                    xScreenSpace;
1129     UINT                    yScreenSpace;
1130     UINT                    cursorWidth, cursorHeight;
1131     GLuint                  cursorTexture;
1132     HCURSOR                 hardwareCursor;
1133
1134     /* The Wine logo surface */
1135     IWineD3DSurface        *logo_surface;
1136
1137     /* Textures for when no other textures are mapped */
1138     UINT                          dummyTextureName[MAX_TEXTURES];
1139
1140     /* Device state management */
1141     HRESULT                 state;
1142
1143     /* DirectDraw stuff */
1144     DWORD ddraw_width, ddraw_height;
1145     WINED3DFORMAT ddraw_format;
1146
1147     /* Final position fixup constant */
1148     float                       posFixup[4];
1149
1150     /* With register combiners we can skip junk texture stages */
1151     DWORD                     texUnitMap[MAX_COMBINED_SAMPLERS];
1152     DWORD                     rev_tex_unit_map[MAX_COMBINED_SAMPLERS];
1153
1154     /* Stream source management */
1155     WineDirect3DVertexStridedData strided_streams;
1156     const WineDirect3DVertexStridedData *up_strided;
1157
1158     /* Context management */
1159     WineD3DContext          **contexts;                  /* Dynamic array containing pointers to context structures */
1160     WineD3DContext          *activeContext;
1161     DWORD                   lastThread;
1162     UINT                    numContexts;
1163     WineD3DContext          *pbufferContext;             /* The context that has a pbuffer as drawable */
1164     DWORD                   pbufferWidth, pbufferHeight; /* Size of the buffer drawable */
1165
1166     /* High level patch management */
1167 #define PATCHMAP_SIZE 43
1168 #define PATCHMAP_HASHFUNC(x) ((x) % PATCHMAP_SIZE) /* Primitive and simple function */
1169     struct list             patches[PATCHMAP_SIZE];
1170     struct WineD3DRectPatch *currentPatch;
1171 };
1172
1173 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
1174
1175 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This,  IWineD3DSurfaceImpl *target, DWORD Count,
1176                                         CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
1177                                         float Z, DWORD Stencil);
1178 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This);
1179 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state);
1180 static inline BOOL isStateDirty(WineD3DContext *context, DWORD state) {
1181     DWORD idx = state >> 5;
1182     BYTE shift = state & 0x1f;
1183     return context->isStateDirty[idx] & (1 << shift);
1184 }
1185
1186 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. */
1187 typedef struct PrivateData
1188 {
1189     struct list entry;
1190
1191     GUID tag;
1192     DWORD flags; /* DDSPD_* */
1193
1194     union
1195     {
1196         LPVOID data;
1197         LPUNKNOWN object;
1198     } ptr;
1199
1200     DWORD size;
1201 } PrivateData;
1202
1203 /*****************************************************************************
1204  * IWineD3DResource implementation structure
1205  */
1206 typedef struct IWineD3DResourceClass
1207 {
1208     /* IUnknown fields */
1209     LONG                    ref;     /* Note: Ref counting not required */
1210
1211     /* WineD3DResource Information */
1212     IUnknown               *parent;
1213     WINED3DRESOURCETYPE     resourceType;
1214     IWineD3DDeviceImpl     *wineD3DDevice;
1215     WINED3DPOOL             pool;
1216     UINT                    size;
1217     DWORD                   usage;
1218     WINED3DFORMAT           format;
1219     DWORD                   priority;
1220     BYTE                   *allocatedMemory; /* Pointer to the real data location */
1221     BYTE                   *heapMemory; /* Pointer to the HeapAlloced block of memory */
1222     struct list             privateData;
1223     struct list             resource_list_entry;
1224
1225 } IWineD3DResourceClass;
1226
1227 typedef struct IWineD3DResourceImpl
1228 {
1229     /* IUnknown & WineD3DResource Information     */
1230     const IWineD3DResourceVtbl *lpVtbl;
1231     IWineD3DResourceClass   resource;
1232 } IWineD3DResourceImpl;
1233
1234 void resource_cleanup(IWineD3DResource *iface);
1235 HRESULT resource_free_private_data(IWineD3DResource *iface, REFGUID guid);
1236 HRESULT resource_get_device(IWineD3DResource *iface, IWineD3DDevice **device);
1237 HRESULT resource_get_parent(IWineD3DResource *iface, IUnknown **parent);
1238 DWORD resource_get_priority(IWineD3DResource *iface);
1239 HRESULT resource_get_private_data(IWineD3DResource *iface, REFGUID guid,
1240         void *data, DWORD *data_size);
1241 HRESULT resource_init(struct IWineD3DResourceClass *resource, WINED3DRESOURCETYPE resource_type,
1242         IWineD3DDeviceImpl *device, UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
1243 WINED3DRESOURCETYPE resource_get_type(IWineD3DResource *iface);
1244 DWORD resource_set_priority(IWineD3DResource *iface, DWORD new_priority);
1245 HRESULT resource_set_private_data(IWineD3DResource *iface, REFGUID guid,
1246         const void *data, DWORD data_size, DWORD flags);
1247
1248 /* Tests show that the start address of resources is 32 byte aligned */
1249 #define RESOURCE_ALIGNMENT 32
1250
1251 /*****************************************************************************
1252  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
1253  */
1254 enum vbo_conversion_type {
1255     CONV_NONE               = 0,
1256     CONV_D3DCOLOR           = 1,
1257     CONV_POSITIONT          = 2,
1258     CONV_FLOAT16_2          = 3 /* Also handles FLOAT16_4 */
1259
1260     /* TODO: Add tests and support for FLOAT16_4 POSITIONT, D3DCOLOR position, other
1261      * fixed function semantics as D3DCOLOR or FLOAT16
1262      */
1263 };
1264
1265 typedef struct IWineD3DVertexBufferImpl
1266 {
1267     /* IUnknown & WineD3DResource Information     */
1268     const IWineD3DVertexBufferVtbl *lpVtbl;
1269     IWineD3DResourceClass     resource;
1270
1271     /* WineD3DVertexBuffer specifics */
1272     DWORD                     fvf;
1273
1274     /* Vertex buffer object support */
1275     GLuint                    vbo;
1276     BYTE                      Flags;
1277     LONG                      bindCount;
1278     LONG                      vbo_size;
1279     GLenum                    vbo_usage;
1280
1281     UINT                      dirtystart, dirtyend;
1282     LONG                      lockcount;
1283
1284     LONG                      declChanges, draws;
1285     /* Last description of the buffer */
1286     DWORD                     stride;       /* 0 if no conversion               */
1287     enum vbo_conversion_type  *conv_map;    /* NULL if no conversion            */
1288
1289     /* Extra load offsets, for FLOAT16 conversion */
1290     DWORD                     *conv_shift;  /* NULL if no shifted conversion    */
1291     DWORD                     conv_stride;  /* 0 if no shifted conversion       */
1292 } IWineD3DVertexBufferImpl;
1293
1294 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
1295
1296 #define VBFLAG_OPTIMIZED      0x01    /* Optimize has been called for the VB */
1297 #define VBFLAG_DIRTY          0x02    /* Buffer data has been modified */
1298 #define VBFLAG_HASDESC        0x04    /* A vertex description has been found */
1299 #define VBFLAG_CREATEVBO      0x08    /* Attempt to create a VBO next PreLoad */
1300
1301 /*****************************************************************************
1302  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
1303  */
1304 typedef struct IWineD3DIndexBufferImpl
1305 {
1306     /* IUnknown & WineD3DResource Information     */
1307     const IWineD3DIndexBufferVtbl *lpVtbl;
1308     IWineD3DResourceClass     resource;
1309
1310     GLuint                    vbo;
1311     UINT                      dirtystart, dirtyend;
1312     LONG                      lockcount;
1313
1314     /* WineD3DVertexBuffer specifics */
1315 } IWineD3DIndexBufferImpl;
1316
1317 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
1318
1319 /*****************************************************************************
1320  * IWineD3DBaseTexture D3D- > openGL state map lookups
1321  */
1322 #define WINED3DFUNC_NOTSUPPORTED  -2
1323 #define WINED3DFUNC_UNIMPLEMENTED -1
1324
1325 typedef enum winetexturestates {
1326     WINED3DTEXSTA_ADDRESSU       = 0,
1327     WINED3DTEXSTA_ADDRESSV       = 1,
1328     WINED3DTEXSTA_ADDRESSW       = 2,
1329     WINED3DTEXSTA_BORDERCOLOR    = 3,
1330     WINED3DTEXSTA_MAGFILTER      = 4,
1331     WINED3DTEXSTA_MINFILTER      = 5,
1332     WINED3DTEXSTA_MIPFILTER      = 6,
1333     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
1334     WINED3DTEXSTA_MAXANISOTROPY  = 8,
1335     WINED3DTEXSTA_SRGBTEXTURE    = 9,
1336     WINED3DTEXSTA_ELEMENTINDEX   = 10,
1337     WINED3DTEXSTA_DMAPOFFSET     = 11,
1338     WINED3DTEXSTA_TSSADDRESSW    = 12,
1339     MAX_WINETEXTURESTATES        = 13,
1340 } winetexturestates;
1341
1342 /*****************************************************************************
1343  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
1344  */
1345 typedef struct IWineD3DBaseTextureClass
1346 {
1347     DWORD                   states[MAX_WINETEXTURESTATES];
1348     UINT                    levels;
1349     BOOL                    dirty;
1350     UINT                    textureName;
1351     float                   pow2Matrix[16];
1352     UINT                    LOD;
1353     WINED3DTEXTUREFILTERTYPE filterType;
1354     LONG                    bindCount;
1355     DWORD                   sampler;
1356     BOOL                    is_srgb;
1357     UINT                    srgb_mode_change_count;
1358     const struct min_lookup *minMipLookup;
1359     const GLenum            *magLookup;
1360     struct color_fixup_desc shader_color_fixup;
1361 } IWineD3DBaseTextureClass;
1362
1363 typedef struct IWineD3DBaseTextureImpl
1364 {
1365     /* IUnknown & WineD3DResource Information     */
1366     const IWineD3DBaseTextureVtbl *lpVtbl;
1367     IWineD3DResourceClass     resource;
1368     IWineD3DBaseTextureClass  baseTexture;
1369
1370 } IWineD3DBaseTextureImpl;
1371
1372 void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
1373         const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
1374         const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1375 HRESULT basetexture_bind(IWineD3DBaseTexture *iface);
1376 void basetexture_cleanup(IWineD3DBaseTexture *iface);
1377 void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
1378 WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
1379 BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
1380 DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
1381 DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
1382 void basetexture_init(struct IWineD3DBaseTextureClass *texture, UINT levels, DWORD usage);
1383 HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
1384 BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
1385 DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
1386 void basetexture_unload(IWineD3DBaseTexture *iface);
1387
1388 /*****************************************************************************
1389  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
1390  */
1391 typedef struct IWineD3DTextureImpl
1392 {
1393     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1394     const IWineD3DTextureVtbl *lpVtbl;
1395     IWineD3DResourceClass     resource;
1396     IWineD3DBaseTextureClass  baseTexture;
1397
1398     /* IWineD3DTexture */
1399     IWineD3DSurface          *surfaces[MAX_LEVELS];
1400     
1401     UINT                      width;
1402     UINT                      height;
1403     UINT                      target;
1404     BOOL                      cond_np2;
1405
1406 } IWineD3DTextureImpl;
1407
1408 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
1409
1410 /*****************************************************************************
1411  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1412  */
1413 typedef struct IWineD3DCubeTextureImpl
1414 {
1415     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1416     const IWineD3DCubeTextureVtbl *lpVtbl;
1417     IWineD3DResourceClass     resource;
1418     IWineD3DBaseTextureClass  baseTexture;
1419
1420     /* IWineD3DCubeTexture */
1421     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
1422 } IWineD3DCubeTextureImpl;
1423
1424 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
1425
1426 typedef struct _WINED3DVOLUMET_DESC
1427 {
1428     UINT                    Width;
1429     UINT                    Height;
1430     UINT                    Depth;
1431 } WINED3DVOLUMET_DESC;
1432
1433 /*****************************************************************************
1434  * IWineD3DVolume implementation structure (extends IUnknown)
1435  */
1436 typedef struct IWineD3DVolumeImpl
1437 {
1438     /* IUnknown & WineD3DResource fields */
1439     const IWineD3DVolumeVtbl  *lpVtbl;
1440     IWineD3DResourceClass      resource;
1441
1442     /* WineD3DVolume Information */
1443     WINED3DVOLUMET_DESC      currentDesc;
1444     IWineD3DBase            *container;
1445     UINT                    bytesPerPixel;
1446
1447     BOOL                    lockable;
1448     BOOL                    locked;
1449     WINED3DBOX              lockedBox;
1450     WINED3DBOX              dirtyBox;
1451     BOOL                    dirty;
1452
1453
1454 } IWineD3DVolumeImpl;
1455
1456 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
1457
1458 void volume_add_dirty_box(IWineD3DVolume *iface, const WINED3DBOX *dirty_box);
1459
1460 /*****************************************************************************
1461  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
1462  */
1463 typedef struct IWineD3DVolumeTextureImpl
1464 {
1465     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
1466     const IWineD3DVolumeTextureVtbl *lpVtbl;
1467     IWineD3DResourceClass     resource;
1468     IWineD3DBaseTextureClass  baseTexture;
1469
1470     /* IWineD3DVolumeTexture */
1471     IWineD3DVolume           *volumes[MAX_LEVELS];
1472 } IWineD3DVolumeTextureImpl;
1473
1474 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
1475
1476 typedef struct _WINED3DSURFACET_DESC
1477 {
1478     WINED3DMULTISAMPLE_TYPE MultiSampleType;
1479     DWORD                   MultiSampleQuality;
1480     UINT                    Width;
1481     UINT                    Height;
1482 } WINED3DSURFACET_DESC;
1483
1484 /*****************************************************************************
1485  * Structure for DIB Surfaces (GetDC and GDI surfaces)
1486  */
1487 typedef struct wineD3DSurface_DIB {
1488     HBITMAP DIBsection;
1489     void* bitmap_data;
1490     UINT bitmap_size;
1491     HGDIOBJ holdbitmap;
1492     BOOL client_memory;
1493 } wineD3DSurface_DIB;
1494
1495 typedef struct {
1496     struct list entry;
1497     GLuint id;
1498     UINT width;
1499     UINT height;
1500 } renderbuffer_entry_t;
1501
1502 struct fbo_entry
1503 {
1504     struct list entry;
1505     IWineD3DSurface **render_targets;
1506     IWineD3DSurface *depth_stencil;
1507     BOOL attached;
1508     GLuint id;
1509 };
1510
1511 /*****************************************************************************
1512  * IWineD3DClipp implementation structure
1513  */
1514 typedef struct IWineD3DClipperImpl
1515 {
1516     const IWineD3DClipperVtbl *lpVtbl;
1517     LONG ref;
1518
1519     IUnknown *Parent;
1520     HWND hWnd;
1521 } IWineD3DClipperImpl;
1522
1523
1524 /*****************************************************************************
1525  * IWineD3DSurface implementation structure
1526  */
1527 struct IWineD3DSurfaceImpl
1528 {
1529     /* IUnknown & IWineD3DResource Information     */
1530     const IWineD3DSurfaceVtbl *lpVtbl;
1531     IWineD3DResourceClass     resource;
1532
1533     /* IWineD3DSurface fields */
1534     IWineD3DBase              *container;
1535     WINED3DSURFACET_DESC      currentDesc;
1536     IWineD3DPaletteImpl       *palette; /* D3D7 style palette handling */
1537     PALETTEENTRY              *palette9; /* D3D8/9 style palette handling */
1538
1539     UINT                      bytesPerPixel;
1540
1541     /* TODO: move this off into a management class(maybe!) */
1542     DWORD                      Flags;
1543
1544     UINT                      pow2Width;
1545     UINT                      pow2Height;
1546     float                     heightscale;
1547
1548     /* A method to retrieve the drawable size. Not in the Vtable to make it changeable */
1549     void (*get_drawable_size)(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1550
1551     /* Oversized texture */
1552     RECT                      glRect;
1553
1554     /* PBO */
1555     GLuint                    pbo;
1556
1557     RECT                      lockedRect;
1558     RECT                      dirtyRect;
1559     int                       lockCount;
1560 #define MAXLOCKCOUNT          50 /* After this amount of locks do not free the sysmem copy */
1561
1562     glDescriptor              glDescription;
1563     BOOL                      srgb;
1564
1565     /* For GetDC */
1566     wineD3DSurface_DIB        dib;
1567     HDC                       hDC;
1568
1569     /* Color keys for DDraw */
1570     WINEDDCOLORKEY            DestBltCKey;
1571     WINEDDCOLORKEY            DestOverlayCKey;
1572     WINEDDCOLORKEY            SrcOverlayCKey;
1573     WINEDDCOLORKEY            SrcBltCKey;
1574     DWORD                     CKeyFlags;
1575
1576     WINEDDCOLORKEY            glCKey;
1577
1578     struct list               renderbuffers;
1579     renderbuffer_entry_t      *current_renderbuffer;
1580
1581     /* DirectDraw clippers */
1582     IWineD3DClipper           *clipper;
1583
1584     /* DirectDraw Overlay handling */
1585     RECT                      overlay_srcrect;
1586     RECT                      overlay_destrect;
1587     IWineD3DSurfaceImpl       *overlay_dest;
1588     struct list               overlays;
1589     struct list               overlay_entry;
1590 };
1591
1592 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
1593 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
1594
1595 /* Predeclare the shared Surface functions */
1596 HRESULT WINAPI IWineD3DBaseSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
1597 ULONG WINAPI IWineD3DBaseSurfaceImpl_AddRef(IWineD3DSurface *iface);
1598 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
1599 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
1600 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
1601 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
1602 HRESULT WINAPI IWineD3DBaseSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
1603 DWORD   WINAPI IWineD3DBaseSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
1604 DWORD   WINAPI IWineD3DBaseSurfaceImpl_GetPriority(IWineD3DSurface *iface);
1605 WINED3DRESOURCETYPE WINAPI IWineD3DBaseSurfaceImpl_GetType(IWineD3DSurface *iface);
1606 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
1607 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
1608 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
1609 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
1610 HRESULT WINAPI IWineD3DBaseSurfaceImpl_IsLost(IWineD3DSurface *iface);
1611 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Restore(IWineD3DSurface *iface);
1612 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
1613 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
1614 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, const WINEDDCOLORKEY *CKey);
1615 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
1616 DWORD WINAPI IWineD3DBaseSurfaceImpl_GetPitch(IWineD3DSurface *iface);
1617 HRESULT WINAPI IWineD3DBaseSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
1618 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetOverlayPosition(IWineD3DSurface *iface, LONG X, LONG Y);
1619 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetOverlayPosition(IWineD3DSurface *iface, LONG *X, LONG *Y);
1620 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder(IWineD3DSurface *iface, DWORD Flags, IWineD3DSurface *Ref);
1621 HRESULT WINAPI IWineD3DBaseSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, const RECT *SrcRect,
1622         IWineD3DSurface *DstSurface, const RECT *DstRect, DWORD Flags, const WINEDDOVERLAYFX *FX);
1623 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetClipper(IWineD3DSurface *iface, IWineD3DClipper *clipper);
1624 HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD3DClipper **clipper);
1625 HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
1626 HRESULT IWineD3DBaseSurfaceImpl_CreateDIBSection(IWineD3DSurface *iface);
1627 HRESULT WINAPI IWineD3DBaseSurfaceImpl_Blt(IWineD3DSurface *iface, const RECT *DestRect, IWineD3DSurface *SrcSurface,
1628         const RECT *SrcRect, DWORD Flags, const WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
1629 HRESULT WINAPI IWineD3DBaseSurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty,
1630         IWineD3DSurface *Source, const RECT *rsrc, DWORD trans);
1631 HRESULT WINAPI IWineD3DBaseSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags);
1632 void WINAPI IWineD3DBaseSurfaceImpl_BindTexture(IWineD3DSurface *iface);
1633 const void *WINAPI IWineD3DBaseSurfaceImpl_GetData(IWineD3DSurface *iface);
1634
1635 void get_drawable_size_swapchain(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1636 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1637 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1638 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height);
1639
1640 void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back);
1641
1642 /* Surface flags: */
1643 #define SFLAG_OVERSIZE      0x00000001 /* Surface is bigger than gl size, blts only */
1644 #define SFLAG_CONVERTED     0x00000002 /* Converted for color keying or Palettized */
1645 #define SFLAG_DIBSECTION    0x00000004 /* Has a DIB section attached for GetDC */
1646 #define SFLAG_LOCKABLE      0x00000008 /* Surface can be locked */
1647 #define SFLAG_DISCARD       0x00000010 /* ??? */
1648 #define SFLAG_LOCKED        0x00000020 /* Surface is locked atm */
1649 #define SFLAG_INTEXTURE     0x00000040 /* The GL texture contains the newest surface content */
1650 #define SFLAG_INDRAWABLE    0x00000080 /* The gl drawable contains the most up to date data */
1651 #define SFLAG_INSYSMEM      0x00000100 /* The system memory copy is most up to date */
1652 #define SFLAG_NONPOW2       0x00000200 /* Surface sizes are not a power of 2 */
1653 #define SFLAG_DYNLOCK       0x00000400 /* Surface is often locked by the app */
1654 #define SFLAG_DYNCHANGE     0x00000C00 /* Surface contents are changed very often, implies DYNLOCK */
1655 #define SFLAG_DCINUSE       0x00001000 /* Set between GetDC and ReleaseDC calls */
1656 #define SFLAG_LOST          0x00002000 /* Surface lost flag for DDraw */
1657 #define SFLAG_USERPTR       0x00004000 /* The application allocated the memory for this surface */
1658 #define SFLAG_GLCKEY        0x00008000 /* The gl texture was created with a color key */
1659 #define SFLAG_CLIENT        0x00010000 /* GL_APPLE_client_storage is used on that texture */
1660 #define SFLAG_ALLOCATED     0x00020000 /* A gl texture is allocated for this surface */
1661 #define SFLAG_PBO           0x00040000 /* Has a PBO attached for speeding up data transfers for dynamically locked surfaces */
1662 #define SFLAG_NORMCOORD     0x00080000 /* Set if the GL texture coords are normalized(non-texture rectangle) */
1663 #define SFLAG_DS_ONSCREEN   0x00100000 /* Is a depth stencil, last modified onscreen */
1664 #define SFLAG_DS_OFFSCREEN  0x00200000 /* Is a depth stencil, last modified offscreen */
1665 #define SFLAG_INOVERLAYDRAW 0x00400000 /* Overlay drawing is in progress. Recursion prevention */
1666
1667 /* In some conditions the surface memory must not be freed:
1668  * SFLAG_OVERSIZE: Not all data can be kept in GL
1669  * SFLAG_CONVERTED: Converting the data back would take too long
1670  * SFLAG_DIBSECTION: The dib code manages the memory
1671  * SFLAG_LOCKED: The app requires access to the surface data
1672  * SFLAG_DYNLOCK: Avoid freeing the data for performance
1673  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
1674  * SFLAG_PBO: PBOs don't use 'normal' memory. It is either allocated by the driver or must be NULL.
1675  * SFLAG_CLIENT: OpenGL uses our memory as backup
1676  */
1677 #define SFLAG_DONOTFREE     (SFLAG_OVERSIZE   | \
1678                              SFLAG_CONVERTED  | \
1679                              SFLAG_DIBSECTION | \
1680                              SFLAG_LOCKED     | \
1681                              SFLAG_DYNLOCK    | \
1682                              SFLAG_DYNCHANGE  | \
1683                              SFLAG_USERPTR    | \
1684                              SFLAG_PBO        | \
1685                              SFLAG_CLIENT)
1686
1687 #define SFLAG_LOCATIONS     (SFLAG_INSYSMEM   | \
1688                              SFLAG_INTEXTURE  | \
1689                              SFLAG_INDRAWABLE)
1690
1691 #define SFLAG_DS_LOCATIONS  (SFLAG_DS_ONSCREEN | \
1692                              SFLAG_DS_OFFSCREEN)
1693 #define SFLAG_DS_DISCARDED   SFLAG_DS_LOCATIONS
1694
1695 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
1696
1697 typedef enum {
1698     NO_CONVERSION,
1699     CONVERT_PALETTED,
1700     CONVERT_PALETTED_CK,
1701     CONVERT_CK_565,
1702     CONVERT_CK_5551,
1703     CONVERT_CK_4444,
1704     CONVERT_CK_4444_ARGB,
1705     CONVERT_CK_1555,
1706     CONVERT_555,
1707     CONVERT_CK_RGB24,
1708     CONVERT_CK_8888,
1709     CONVERT_CK_8888_ARGB,
1710     CONVERT_RGB32_888,
1711     CONVERT_V8U8,
1712     CONVERT_L6V5U5,
1713     CONVERT_X8L8V8U8,
1714     CONVERT_Q8W8V8U8,
1715     CONVERT_V16U16,
1716     CONVERT_A4L4,
1717     CONVERT_G16R16,
1718 } CONVERT_TYPES;
1719
1720 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);
1721
1722 BOOL palette9_changed(IWineD3DSurfaceImpl *This);
1723
1724 /*****************************************************************************
1725  * IWineD3DVertexDeclaration implementation structure
1726  */
1727 #define MAX_ATTRIBS 16
1728
1729 typedef struct IWineD3DVertexDeclarationImpl {
1730     /* IUnknown  Information */
1731     const IWineD3DVertexDeclarationVtbl *lpVtbl;
1732     LONG                    ref;
1733
1734     IUnknown                *parent;
1735     IWineD3DDeviceImpl      *wineD3DDevice;
1736
1737     WINED3DVERTEXELEMENT    *pDeclarationWine;
1738     BOOL                    *ffp_valid;
1739     UINT                    declarationWNumElements;
1740
1741     DWORD                   streams[MAX_STREAMS];
1742     UINT                    num_streams;
1743     BOOL                    position_transformed;
1744     BOOL                    half_float_conv_needed;
1745 } IWineD3DVertexDeclarationImpl;
1746
1747 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
1748
1749 /*****************************************************************************
1750  * IWineD3DStateBlock implementation structure
1751  */
1752
1753 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
1754 /*   Note: Very long winded but gl Lists are not flexible enough */
1755 /*   to resolve everything we need, so doing it manually for now */
1756 typedef struct SAVEDSTATES {
1757     DWORD transform[(HIGHEST_TRANSFORMSTATE >> 5) + 1];
1758     WORD streamSource;                          /* MAX_STREAMS, 16 */
1759     WORD streamFreq;                            /* MAX_STREAMS, 16 */
1760     DWORD renderState[(WINEHIGHEST_RENDER_STATE >> 5) + 1];
1761     DWORD textureState[MAX_TEXTURES];           /* WINED3D_HIGHEST_TEXTURE_STATE + 1, 18 */
1762     WORD samplerState[MAX_COMBINED_SAMPLERS];   /* WINED3D_HIGHEST_SAMPLER_STATE + 1, 14 */
1763     DWORD textures;                             /* MAX_COMBINED_SAMPLERS, 20 */
1764     DWORD clipplane;                            /* WINED3DMAXUSERCLIPPLANES, 32 */
1765     WORD pixelShaderConstantsB;                 /* MAX_CONST_B, 16 */
1766     WORD pixelShaderConstantsI;                 /* MAX_CONST_I, 16 */
1767     BOOL *pixelShaderConstantsF;
1768     WORD vertexShaderConstantsB;                /* MAX_CONST_B, 16 */
1769     WORD vertexShaderConstantsI;                /* MAX_CONST_I, 16 */
1770     BOOL *vertexShaderConstantsF;
1771     BYTE indices : 1;
1772     BYTE material : 1;
1773     BYTE viewport : 1;
1774     BYTE vertexDecl : 1;
1775     BYTE pixelShader : 1;
1776     BYTE vertexShader : 1;
1777     BYTE scissorRect : 1;
1778     BYTE padding : 1;
1779 } SAVEDSTATES;
1780
1781 struct StageState {
1782     DWORD stage;
1783     DWORD state;
1784 };
1785
1786 struct IWineD3DStateBlockImpl
1787 {
1788     /* IUnknown fields */
1789     const IWineD3DStateBlockVtbl *lpVtbl;
1790     LONG                      ref;     /* Note: Ref counting not required */
1791
1792     /* IWineD3DStateBlock information */
1793     IUnknown                 *parent;
1794     IWineD3DDeviceImpl       *wineD3DDevice;
1795     WINED3DSTATEBLOCKTYPE     blockType;
1796
1797     /* Array indicating whether things have been set or changed */
1798     SAVEDSTATES               changed;
1799
1800     /* Vertex Shader Declaration */
1801     IWineD3DVertexDeclaration *vertexDecl;
1802
1803     IWineD3DVertexShader      *vertexShader;
1804
1805     /* Vertex Shader Constants */
1806     BOOL                       vertexShaderConstantB[MAX_CONST_B];
1807     INT                        vertexShaderConstantI[MAX_CONST_I * 4];
1808     float                     *vertexShaderConstantF;
1809
1810     /* Stream Source */
1811     BOOL                      streamIsUP;
1812     UINT                      streamStride[MAX_STREAMS];
1813     UINT                      streamOffset[MAX_STREAMS + 1 /* tesselated pseudo-stream */ ];
1814     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1815     UINT                      streamFreq[MAX_STREAMS + 1];
1816     UINT                      streamFlags[MAX_STREAMS + 1];     /*0 | WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA  */
1817
1818     /* Indices */
1819     IWineD3DIndexBuffer*      pIndexData;
1820     INT                       baseVertexIndex;
1821     INT                       loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
1822
1823     /* Transform */
1824     WINED3DMATRIX             transforms[HIGHEST_TRANSFORMSTATE + 1];
1825
1826     /* Light hashmap . Collisions are handled using standard wine double linked lists */
1827 #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */
1828 #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */
1829     struct list               lightMap[LIGHTMAP_SIZE]; /* Mashmap containing the lights */
1830     PLIGHTINFOEL             *activeLights[MAX_ACTIVE_LIGHTS]; /* Map of opengl lights to d3d lights */
1831
1832     /* Clipping */
1833     double                    clipplane[MAX_CLIPPLANES][4];
1834     WINED3DCLIPSTATUS         clip_status;
1835
1836     /* ViewPort */
1837     WINED3DVIEWPORT           viewport;
1838
1839     /* Material */
1840     WINED3DMATERIAL           material;
1841
1842     /* Pixel Shader */
1843     IWineD3DPixelShader      *pixelShader;
1844
1845     /* Pixel Shader Constants */
1846     BOOL                       pixelShaderConstantB[MAX_CONST_B];
1847     INT                        pixelShaderConstantI[MAX_CONST_I * 4];
1848     float                     *pixelShaderConstantF;
1849
1850     /* RenderState */
1851     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1852
1853     /* Texture */
1854     IWineD3DBaseTexture      *textures[MAX_COMBINED_SAMPLERS];
1855
1856     /* Texture State Stage */
1857     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1858     DWORD                     lowest_disabled_stage;
1859     /* Sampler States */
1860     DWORD                     samplerState[MAX_COMBINED_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1861
1862     /* Scissor test rectangle */
1863     RECT                      scissorRect;
1864
1865     /* Contained state management */
1866     DWORD                     contained_render_states[WINEHIGHEST_RENDER_STATE + 1];
1867     unsigned int              num_contained_render_states;
1868     DWORD                     contained_transform_states[HIGHEST_TRANSFORMSTATE + 1];
1869     unsigned int              num_contained_transform_states;
1870     DWORD                     contained_vs_consts_i[MAX_CONST_I];
1871     unsigned int              num_contained_vs_consts_i;
1872     DWORD                     contained_vs_consts_b[MAX_CONST_B];
1873     unsigned int              num_contained_vs_consts_b;
1874     DWORD                     *contained_vs_consts_f;
1875     unsigned int              num_contained_vs_consts_f;
1876     DWORD                     contained_ps_consts_i[MAX_CONST_I];
1877     unsigned int              num_contained_ps_consts_i;
1878     DWORD                     contained_ps_consts_b[MAX_CONST_B];
1879     unsigned int              num_contained_ps_consts_b;
1880     DWORD                     *contained_ps_consts_f;
1881     unsigned int              num_contained_ps_consts_f;
1882     struct StageState         contained_tss_states[MAX_TEXTURES * (WINED3D_HIGHEST_TEXTURE_STATE + 1)];
1883     unsigned int              num_contained_tss_states;
1884     struct StageState         contained_sampler_states[MAX_COMBINED_SAMPLERS * WINED3D_HIGHEST_SAMPLER_STATE];
1885     unsigned int              num_contained_sampler_states;
1886 };
1887
1888 extern void stateblock_savedstates_set(
1889     IWineD3DStateBlock* iface,
1890     SAVEDSTATES* states,
1891     BOOL value);
1892
1893 extern void stateblock_copy(
1894     IWineD3DStateBlock* destination,
1895     IWineD3DStateBlock* source);
1896
1897 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1898
1899 /* Direct3D terminology with little modifications. We do not have an issued state
1900  * because only the driver knows about it, but we have a created state because d3d
1901  * allows GetData on a created issue, but opengl doesn't
1902  */
1903 enum query_state {
1904     QUERY_CREATED,
1905     QUERY_SIGNALLED,
1906     QUERY_BUILDING
1907 };
1908 /*****************************************************************************
1909  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1910  */
1911 typedef struct IWineD3DQueryImpl
1912 {
1913     const IWineD3DQueryVtbl  *lpVtbl;
1914     LONG                      ref;     /* Note: Ref counting not required */
1915     
1916     IUnknown                 *parent;
1917     /*TODO: replace with iface usage */
1918 #if 0
1919     IWineD3DDevice         *wineD3DDevice;
1920 #else
1921     IWineD3DDeviceImpl       *wineD3DDevice;
1922 #endif
1923
1924     /* IWineD3DQuery fields */
1925     enum query_state         state;
1926     WINED3DQUERYTYPE         type;
1927     /* TODO: Think about using a IUnknown instead of a void* */
1928     void                     *extendedData;
1929     
1930   
1931 } IWineD3DQueryImpl;
1932
1933 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1934 extern const IWineD3DQueryVtbl IWineD3DEventQuery_Vtbl;
1935 extern const IWineD3DQueryVtbl IWineD3DOcclusionQuery_Vtbl;
1936
1937 /* Datastructures for IWineD3DQueryImpl.extendedData */
1938 typedef struct  WineQueryOcclusionData {
1939     GLuint  queryId;
1940     WineD3DContext *ctx;
1941 } WineQueryOcclusionData;
1942
1943 typedef struct  WineQueryEventData {
1944     GLuint  fenceId;
1945     WineD3DContext *ctx;
1946 } WineQueryEventData;
1947
1948 /*****************************************************************************
1949  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1950  */
1951
1952 typedef struct IWineD3DSwapChainImpl
1953 {
1954     /*IUnknown part*/
1955     const IWineD3DSwapChainVtbl *lpVtbl;
1956     LONG                      ref;     /* Note: Ref counting not required */
1957
1958     IUnknown                 *parent;
1959     IWineD3DDeviceImpl       *wineD3DDevice;
1960
1961     /* IWineD3DSwapChain fields */
1962     IWineD3DSurface         **backBuffer;
1963     IWineD3DSurface          *frontBuffer;
1964     WINED3DPRESENT_PARAMETERS presentParms;
1965     DWORD                     orig_width, orig_height;
1966     WINED3DFORMAT             orig_fmt;
1967     WINED3DGAMMARAMP          orig_gamma;
1968
1969     long prev_time, frames;   /* Performance tracking */
1970     unsigned int vSyncCounter;
1971
1972     WineD3DContext        **context; /* Later a array for multithreading */
1973     unsigned int            num_contexts;
1974
1975     HWND                    win_handle;
1976 } IWineD3DSwapChainImpl;
1977
1978 extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1979 const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
1980 void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
1981
1982 HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
1983 ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
1984 ULONG WINAPI IWineD3DBaseSwapChainImpl_Release(IWineD3DSwapChain *iface);
1985 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetParent(IWineD3DSwapChain *iface, IUnknown ** ppParent);
1986 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetFrontBufferData(IWineD3DSwapChain *iface, IWineD3DSurface *pDestSurface);
1987 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetBackBuffer(IWineD3DSwapChain *iface, UINT iBackBuffer, WINED3DBACKBUFFER_TYPE Type, IWineD3DSurface **ppBackBuffer);
1988 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetRasterStatus(IWineD3DSwapChain *iface, WINED3DRASTER_STATUS *pRasterStatus);
1989 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDisplayMode(IWineD3DSwapChain *iface, WINED3DDISPLAYMODE*pMode);
1990 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetDevice(IWineD3DSwapChain *iface, IWineD3DDevice**ppDevice);
1991 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetPresentParameters(IWineD3DSwapChain *iface, WINED3DPRESENT_PARAMETERS *pPresentationParameters);
1992 HRESULT WINAPI IWineD3DBaseSwapChainImpl_SetGammaRamp(IWineD3DSwapChain *iface, DWORD Flags, CONST WINED3DGAMMARAMP *pRamp);
1993 HRESULT WINAPI IWineD3DBaseSwapChainImpl_GetGammaRamp(IWineD3DSwapChain *iface, WINED3DGAMMARAMP *pRamp);
1994
1995 WineD3DContext *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwapChain *iface);
1996
1997 /*****************************************************************************
1998  * Utility function prototypes 
1999  */
2000
2001 /* Trace routines */
2002 const char* debug_d3dformat(WINED3DFORMAT fmt);
2003 const char* debug_d3ddevicetype(WINED3DDEVTYPE devtype);
2004 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
2005 const char* debug_d3dusage(DWORD usage);
2006 const char* debug_d3dusagequery(DWORD usagequery);
2007 const char* debug_d3ddeclmethod(WINED3DDECLMETHOD method);
2008 const char* debug_d3ddecltype(WINED3DDECLTYPE type);
2009 const char* debug_d3ddeclusage(BYTE usage);
2010 const char* debug_d3dprimitivetype(WINED3DPRIMITIVETYPE PrimitiveType);
2011 const char* debug_d3drenderstate(DWORD state);
2012 const char* debug_d3dsamplerstate(DWORD state);
2013 const char* debug_d3dtexturefiltertype(WINED3DTEXTUREFILTERTYPE filter_type);
2014 const char* debug_d3dtexturestate(DWORD state);
2015 const char* debug_d3dtstype(WINED3DTRANSFORMSTATETYPE tstype);
2016 const char* debug_d3dpool(WINED3DPOOL pool);
2017 const char *debug_fbostatus(GLenum status);
2018 const char *debug_glerror(GLenum error);
2019 const char *debug_d3dbasis(WINED3DBASISTYPE basis);
2020 const char *debug_d3ddegree(WINED3DDEGREETYPE order);
2021 const char* debug_d3dtop(WINED3DTEXTUREOP d3dtop);
2022 const char *debug_fixup_channel_source(enum fixup_channel_source source);
2023 const char *debug_yuv_fixup(enum yuv_fixup yuv_fixup);
2024 void dump_color_fixup_desc(struct color_fixup_desc fixup);
2025
2026 /* Routines for GL <-> D3D values */
2027 GLenum StencilOp(DWORD op);
2028 GLenum CompareFunc(DWORD func);
2029 BOOL is_invalid_op(IWineD3DDeviceImpl *This, int stage, WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
2030 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);
2031 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords, BOOL transformed, DWORD coordtype, BOOL ffp_can_disable_proj);
2032 void texture_activate_dimensions(DWORD stage, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2033 void sampler_texdim(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2034 void tex_alphaop(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2035 void apply_pixelshader(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2036 void state_fogcolor(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2037 void state_fogdensity(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2038 void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2039 void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
2040
2041 void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
2042 void surface_force_reload(IWineD3DSurface *iface);
2043 GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
2044 void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
2045 void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
2046 void surface_set_compatible_renderbuffer(IWineD3DSurface *iface, unsigned int width, unsigned int height);
2047 void surface_set_texture_name(IWineD3DSurface *iface, GLuint name);
2048 void surface_set_texture_target(IWineD3DSurface *iface, GLenum target);
2049
2050 BOOL getColorBits(WINED3DFORMAT fmt, short *redSize, short *greenSize, short *blueSize, short *alphaSize, short *totalSize);
2051 BOOL getDepthStencilBits(WINED3DFORMAT fmt, short *depthSize, short *stencilSize);
2052
2053 /* Math utils */
2054 void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
2055 unsigned int count_bits(unsigned int mask);
2056 UINT wined3d_log2i(UINT32 x);
2057
2058 /*****************************************************************************
2059  * To enable calling of inherited functions, requires prototypes 
2060  *
2061  * Note: Only require classes which are subclassed, ie resource, basetexture, 
2062  */
2063
2064     /* IWineD3DVertexBuffer */
2065     extern const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
2066
2067 /* TODO: Make this dynamic, based on shader limits ? */
2068 #define MAX_REG_ADDR 1
2069 #define MAX_REG_TEMP 32
2070 #define MAX_REG_TEXCRD 8
2071 #define MAX_REG_INPUT 12
2072 #define MAX_REG_OUTPUT 12
2073 #define MAX_CONST_I 16
2074 #define MAX_CONST_B 16
2075
2076 /* FIXME: This needs to go up to 2048 for
2077  * Shader model 3 according to msdn (and for software shaders) */
2078 #define MAX_LABELS 16
2079
2080 typedef struct semantic {
2081     DWORD usage;
2082     DWORD reg;
2083 } semantic;
2084
2085 typedef struct local_constant {
2086     struct list entry;
2087     unsigned int idx;
2088     DWORD value[4];
2089 } local_constant;
2090
2091 typedef struct shader_reg_maps {
2092     DWORD shader_version;
2093     char texcoord[MAX_REG_TEXCRD];          /* pixel < 3.0 */
2094     char temporary[MAX_REG_TEMP];           /* pixel, vertex */
2095     char address[MAX_REG_ADDR];             /* vertex */
2096     char packed_input[MAX_REG_INPUT];       /* pshader >= 3.0 */
2097     char packed_output[MAX_REG_OUTPUT];     /* vertex >= 3.0 */
2098     char attributes[MAX_ATTRIBS];           /* vertex */
2099     char labels[MAX_LABELS];                /* pixel, vertex */
2100     DWORD texcoord_mask[MAX_REG_TEXCRD];    /* vertex < 3.0 */
2101
2102     /* Sampler usage tokens 
2103      * Use 0 as default (bit 31 is always 1 on a valid token) */
2104     DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
2105     BOOL bumpmat[MAX_TEXTURES], luminanceparams[MAX_TEXTURES];
2106     char usesnrm, vpos, usesdsy;
2107     char usesrelconstF;
2108
2109     /* Whether or not loops are used in this shader, and nesting depth */
2110     unsigned loop_depth;
2111
2112     /* Whether or not this shader uses fog */
2113     char fog;
2114
2115 } shader_reg_maps;
2116
2117 /* Undocumented opcode controls */
2118 #define INST_CONTROLS_SHIFT 16
2119 #define INST_CONTROLS_MASK 0x00ff0000
2120
2121 typedef enum COMPARISON_TYPE {
2122     COMPARISON_GT = 1,
2123     COMPARISON_EQ = 2,
2124     COMPARISON_GE = 3,
2125     COMPARISON_LT = 4,
2126     COMPARISON_NE = 5,
2127     COMPARISON_LE = 6
2128 } COMPARISON_TYPE;
2129
2130 typedef struct SHADER_OPCODE {
2131     unsigned int  opcode;
2132     const char*   name;
2133     char          dst_token;
2134     CONST UINT    num_params;
2135     enum WINED3D_SHADER_INSTRUCTION_HANDLER handler_idx;
2136     DWORD         min_version;
2137     DWORD         max_version;
2138 } SHADER_OPCODE;
2139
2140 typedef struct SHADER_OPCODE_ARG {
2141     IWineD3DBaseShader* shader;
2142     const shader_reg_maps *reg_maps;
2143     CONST SHADER_OPCODE* opcode;
2144     DWORD opcode_token;
2145     DWORD dst;
2146     DWORD dst_addr;
2147     DWORD predicate;
2148     DWORD src[4];
2149     DWORD src_addr[4];
2150     SHADER_BUFFER* buffer;
2151 } SHADER_OPCODE_ARG;
2152
2153 typedef struct SHADER_LIMITS {
2154     unsigned int temporary;
2155     unsigned int texcoord;
2156     unsigned int sampler;
2157     unsigned int constant_int;
2158     unsigned int constant_float;
2159     unsigned int constant_bool;
2160     unsigned int address;
2161     unsigned int packed_output;
2162     unsigned int packed_input;
2163     unsigned int attributes;
2164     unsigned int label;
2165 } SHADER_LIMITS;
2166
2167 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
2168     maintain state information between multiple codes */
2169 typedef struct SHADER_PARSE_STATE {
2170     unsigned int current_row;
2171     DWORD texcoord_w[2];
2172 } SHADER_PARSE_STATE;
2173
2174 #ifdef __GNUC__
2175 #define PRINTF_ATTR(fmt,args) __attribute__((format (printf,fmt,args)))
2176 #else
2177 #define PRINTF_ATTR(fmt,args)
2178 #endif
2179
2180 /* Base Shader utility functions. 
2181  * (may move callers into the same file in the future) */
2182 extern int shader_addline(
2183     SHADER_BUFFER* buffer,
2184     const char* fmt, ...) PRINTF_ATTR(2,3);
2185
2186 const SHADER_OPCODE *shader_get_opcode(const SHADER_OPCODE *shader_ins, DWORD shader_version, DWORD code);
2187
2188 /* Vertex shader utility functions */
2189 extern BOOL vshader_get_input(
2190     IWineD3DVertexShader* iface,
2191     BYTE usage_req, BYTE usage_idx_req,
2192     unsigned int* regnum);
2193
2194 extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
2195
2196 /* GLSL helper functions */
2197 extern void shader_glsl_add_instruction_modifiers(const SHADER_OPCODE_ARG *arg);
2198
2199 /*****************************************************************************
2200  * IDirect3DBaseShader implementation structure
2201  */
2202 typedef struct IWineD3DBaseShaderClass
2203 {
2204     LONG                            ref;
2205     SHADER_LIMITS                   limits;
2206     SHADER_PARSE_STATE              parse_state;
2207     CONST SHADER_OPCODE             *shader_ins;
2208     DWORD                          *function;
2209     UINT                            functionLength;
2210     BOOL                            is_compiled;
2211     UINT                            cur_loop_depth, cur_loop_regno;
2212     BOOL                            load_local_constsF;
2213     BOOL                            uses_bool_consts, uses_int_consts;
2214
2215     /* Type of shader backend */
2216     int shader_mode;
2217
2218     /* Programs this shader is linked with */
2219     struct list linked_programs;
2220
2221     /* Immediate constants (override global ones) */
2222     struct list constantsB;
2223     struct list constantsF;
2224     struct list constantsI;
2225     shader_reg_maps reg_maps;
2226
2227     UINT                sampled_samplers[MAX_COMBINED_SAMPLERS];
2228     UINT                num_sampled_samplers;
2229
2230     UINT recompile_count;
2231
2232     /* Pointer to the parent device */
2233     IWineD3DDevice *device;
2234     struct list     shader_list_entry;
2235
2236 } IWineD3DBaseShaderClass;
2237
2238 typedef struct IWineD3DBaseShaderImpl {
2239     /* IUnknown */
2240     const IWineD3DBaseShaderVtbl    *lpVtbl;
2241
2242     /* IWineD3DBaseShader */
2243     IWineD3DBaseShaderClass         baseShader;
2244 } IWineD3DBaseShaderImpl;
2245
2246 void shader_buffer_init(struct SHADER_BUFFER *buffer);
2247 void shader_buffer_free(struct SHADER_BUFFER *buffer);
2248 void shader_cleanup(IWineD3DBaseShader *iface);
2249 HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, struct shader_reg_maps *reg_maps,
2250         struct semantic *semantics_in, struct semantic *semantics_out, const DWORD *byte_code);
2251 void shader_init(struct IWineD3DBaseShaderClass *shader,
2252         IWineD3DDevice *device, const SHADER_OPCODE *instruction_table);
2253 void shader_trace_init(const DWORD *byte_code, const SHADER_OPCODE *opcode_table);
2254
2255 extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
2256         const shader_reg_maps *reg_maps, const DWORD *pFunction);
2257
2258 static inline int shader_get_regtype(const DWORD param) {
2259     return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
2260             ((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
2261 }
2262
2263 static inline int shader_get_writemask(const DWORD param) {
2264     return param & WINED3DSP_WRITEMASK_ALL;
2265 }
2266
2267 static inline BOOL shader_is_pshader_version(DWORD token) {
2268     return 0xFFFF0000 == (token & 0xFFFF0000);
2269 }
2270
2271 static inline BOOL shader_is_vshader_version(DWORD token) {
2272     return 0xFFFE0000 == (token & 0xFFFF0000);
2273 }
2274
2275 static inline BOOL shader_is_comment(DWORD token) {
2276     return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
2277 }
2278
2279 static inline BOOL shader_is_scalar(DWORD param) {
2280     DWORD reg_type = shader_get_regtype(param);
2281     DWORD reg_num;
2282
2283     switch (reg_type) {
2284         case WINED3DSPR_RASTOUT:
2285             if ((param & WINED3DSP_REGNUM_MASK) != 0) {
2286                 /* oFog & oPts */
2287                 return TRUE;
2288             }
2289             /* oPos */
2290             return FALSE;
2291
2292         case WINED3DSPR_DEPTHOUT:   /* oDepth */
2293         case WINED3DSPR_CONSTBOOL:  /* b# */
2294         case WINED3DSPR_LOOP:       /* aL */
2295         case WINED3DSPR_PREDICATE:  /* p0 */
2296             return TRUE;
2297
2298         case WINED3DSPR_MISCTYPE:
2299             reg_num = param & WINED3DSP_REGNUM_MASK;
2300             switch(reg_num) {
2301                 case 0: /* vPos */
2302                     return FALSE;
2303                 case 1: /* vFace */
2304                     return TRUE;
2305                 default:
2306                     return FALSE;
2307             }
2308
2309         default:
2310             return FALSE;
2311     }
2312 }
2313
2314 static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD reg) {
2315     local_constant* lconst;
2316
2317     if(This->baseShader.load_local_constsF) return FALSE;
2318     LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry) {
2319         if(lconst->idx == reg) return TRUE;
2320     }
2321     return FALSE;
2322
2323 }
2324
2325 /*****************************************************************************
2326  * IDirect3DVertexShader implementation structure
2327  */
2328 typedef struct IWineD3DVertexShaderImpl {
2329     /* IUnknown parts*/   
2330     const IWineD3DVertexShaderVtbl *lpVtbl;
2331
2332     /* IWineD3DBaseShader */
2333     IWineD3DBaseShaderClass     baseShader;
2334
2335     /* IWineD3DVertexShaderImpl */
2336     IUnknown                    *parent;
2337
2338     DWORD                       usage;
2339
2340     /* The GL shader */
2341     GLuint                          prgId;
2342
2343     /* Vertex shader input and output semantics */
2344     semantic semantics_in [MAX_ATTRIBS];
2345     semantic semantics_out [MAX_REG_OUTPUT];
2346
2347     WORD swizzle_map;   /* MAX_ATTRIBS, 16 */
2348
2349     UINT                       min_rel_offset, max_rel_offset;
2350     UINT                       rel_offset;
2351
2352     UINT                       recompile_count;
2353 } IWineD3DVertexShaderImpl;
2354 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
2355 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
2356 HRESULT IWineD3DVertexShaderImpl_CompileShader(IWineD3DVertexShader *iface);
2357
2358 /*****************************************************************************
2359  * IDirect3DPixelShader implementation structure
2360  */
2361 struct ps_compiled_shader {
2362     struct ps_compile_args      args;
2363     GLuint                      prgId;
2364 };
2365
2366 typedef struct IWineD3DPixelShaderImpl {
2367     /* IUnknown parts */
2368     const IWineD3DPixelShaderVtbl *lpVtbl;
2369
2370     /* IWineD3DBaseShader */
2371     IWineD3DBaseShaderClass     baseShader;
2372
2373     /* IWineD3DPixelShaderImpl */
2374     IUnknown                   *parent;
2375
2376     /* Pixel shader input semantics */
2377     semantic semantics_in [MAX_REG_INPUT];
2378     DWORD                 input_reg_map[MAX_REG_INPUT];
2379     BOOL                  input_reg_used[MAX_REG_INPUT];
2380     int                         declared_in_count;
2381
2382     /* The GL shader */
2383     struct ps_compiled_shader   *gl_shaders;
2384     UINT                        num_gl_shaders, shader_array_size;
2385
2386     /* Some information about the shader behavior */
2387     struct stb_const_desc       bumpenvmatconst[MAX_TEXTURES];
2388     char                        numbumpenvmatconsts;
2389     struct stb_const_desc       luminanceconst[MAX_TEXTURES];
2390     char                        vpos_uniform;
2391 } IWineD3DPixelShaderImpl;
2392
2393 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
2394 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
2395 GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
2396 void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
2397
2398 /* sRGB correction constants */
2399 static const float srgb_cmp = 0.0031308;
2400 static const float srgb_mul_low = 12.92;
2401 static const float srgb_pow = 0.41666;
2402 static const float srgb_mul_high = 1.055;
2403 static const float srgb_sub_high = 0.055;
2404
2405 /*****************************************************************************
2406  * IWineD3DPalette implementation structure
2407  */
2408 struct IWineD3DPaletteImpl {
2409     /* IUnknown parts */
2410     const IWineD3DPaletteVtbl  *lpVtbl;
2411     LONG                       ref;
2412
2413     IUnknown                   *parent;
2414     IWineD3DDeviceImpl         *wineD3DDevice;
2415
2416     /* IWineD3DPalette */
2417     HPALETTE                   hpal;
2418     WORD                       palVersion;     /*|               */
2419     WORD                       palNumEntries;  /*|  LOGPALETTE   */
2420     PALETTEENTRY               palents[256];   /*|               */
2421     /* This is to store the palette in 'screen format' */
2422     int                        screen_palents[256];
2423     DWORD                      Flags;
2424 };
2425
2426 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
2427 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
2428
2429 /* DirectDraw utility functions */
2430 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
2431
2432 /*****************************************************************************
2433  * Pixel format management
2434  */
2435
2436 struct GlPixelFormatDesc
2437 {
2438     GLint glInternal;
2439     GLint glGammaInternal;
2440     GLint rtInternal;
2441     GLint glFormat;
2442     GLint glType;
2443     unsigned int Flags;
2444     float heightscale;
2445     struct color_fixup_desc color_fixup;
2446 };
2447
2448 typedef struct {
2449     WINED3DFORMAT           format;
2450     DWORD                   alphaMask, redMask, greenMask, blueMask;
2451     UINT                    bpp;
2452     short                   depthSize, stencilSize;
2453     BOOL                    isFourcc;
2454 } StaticPixelFormatDesc;
2455
2456 const StaticPixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt,
2457         const WineD3D_GL_Info *gl_info, const struct GlPixelFormatDesc **glDesc);
2458
2459 static inline BOOL use_vs(IWineD3DStateBlockImpl *stateblock)
2460 {
2461     return (stateblock->vertexShader
2462             && !stateblock->wineD3DDevice->strided_streams.position_transformed
2463             && stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE);
2464 }
2465
2466 static inline BOOL use_ps(IWineD3DStateBlockImpl *stateblock)
2467 {
2468     return (stateblock->pixelShader
2469             && stateblock->wineD3DDevice->ps_selected_mode != SHADER_NONE);
2470 }
2471
2472 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
2473         IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
2474 #endif