wined3d: Unified float constant register mapping between ARB pixel and vertex shaders.
[wine] / dlls / wined3d / wined3d_private.h
1 /*
2  * Direct3D wine internal private include file
3  *
4  * Copyright 2002-2003 The wine-d3d team
5  * Copyright 2002-2003 Raphael Junqueira
6  * Copyright 2004 Jason Edmeades
7  * Copyright 2005 Oliver Stieber
8  *
9  * This library is free software; you can redistribute it and/or
10  * modify it under the terms of the GNU Lesser General Public
11  * License as published by the Free Software Foundation; either
12  * version 2.1 of the License, or (at your option) any later version.
13  *
14  * This library is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
17  * Lesser General Public License for more details.
18  *
19  * You should have received a copy of the GNU Lesser General Public
20  * License along with this library; if not, write to the Free Software
21  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
22  */
23
24 #ifndef __WINE_WINED3D_PRIVATE_H
25 #define __WINE_WINED3D_PRIVATE_H
26
27 #include <stdarg.h>
28 #include <math.h>
29 #define NONAMELESSUNION
30 #define NONAMELESSSTRUCT
31 #define COBJMACROS
32 #include "windef.h"
33 #include "winbase.h"
34 #include "winreg.h"
35 #include "wingdi.h"
36 #include "winuser.h"
37 #include "wine/debug.h"
38 #include "wine/unicode.h"
39
40 #include "d3d9.h"
41 #include "d3d9types.h"
42 #include "ddraw.h"
43 #include "wine/wined3d_interface.h"
44 #include "wine/wined3d_gl.h"
45 #include "wine/list.h"
46
47 /* Device caps */
48 #define MAX_PALETTES      256
49 #define MAX_STREAMS       16
50 #define MAX_TEXTURES      8
51 #define MAX_SAMPLERS      16
52 #define MAX_ACTIVE_LIGHTS 8
53 #define MAX_CLIPPLANES    D3DMAXUSERCLIPPLANES
54 #define MAX_LEVELS        256
55
56 #define MAX_VSHADER_CONSTANTS 96
57 #define MAX_PSHADER_CONSTANTS 32
58
59 /* Used for CreateStateBlock */
60 #define NUM_SAVEDPIXELSTATES_R     35
61 #define NUM_SAVEDPIXELSTATES_T     18
62 #define NUM_SAVEDPIXELSTATES_S     12
63 #define NUM_SAVEDVERTEXSTATES_R    31
64 #define NUM_SAVEDVERTEXSTATES_T    2
65 #define NUM_SAVEDVERTEXSTATES_S    1
66
67 extern const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R];
68 extern const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T];
69 extern const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S];
70 extern const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R];
71 extern const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T];
72 extern const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S];
73
74 typedef enum _WINELOOKUP {
75     WINELOOKUP_WARPPARAM = 0,
76     WINELOOKUP_MAGFILTER = 1,
77     MAX_LOOKUPS          = 2
78 } WINELOOKUP;
79
80 extern int minLookup[MAX_LOOKUPS];
81 extern int maxLookup[MAX_LOOKUPS];
82 extern DWORD *stateLookup[MAX_LOOKUPS];
83
84 extern DWORD minMipLookup[D3DTEXF_ANISOTROPIC + 1][D3DTEXF_LINEAR + 1];
85
86 typedef struct _WINED3DGLTYPE {
87     int         d3dType;
88     GLint       size;
89     GLenum      glType;
90     GLboolean   normalized;
91     int         typesize;
92 } WINED3DGLTYPE;
93
94 /* NOTE: Make sure these are in the correct numerical order. (see /include/d3d9types.h typedef enum _D3DDECLTYPE) */
95 WINED3DGLTYPE static const glTypeLookup[D3DDECLTYPE_UNUSED] = {
96                                   {D3DDECLTYPE_FLOAT1,    1, GL_FLOAT           , GL_FALSE ,sizeof(float)},
97                                   {D3DDECLTYPE_FLOAT2,    2, GL_FLOAT           , GL_FALSE ,sizeof(float)},
98                                   {D3DDECLTYPE_FLOAT3,    3, GL_FLOAT           , GL_FALSE ,sizeof(float)},
99                                   {D3DDECLTYPE_FLOAT4,    4, GL_FLOAT           , GL_FALSE ,sizeof(float)},
100                                   {D3DDECLTYPE_D3DCOLOR,  4, GL_UNSIGNED_BYTE   , GL_TRUE  ,sizeof(BYTE)},
101                                   {D3DDECLTYPE_UBYTE4,    4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
102                                   {D3DDECLTYPE_SHORT2,    2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
103                                   {D3DDECLTYPE_SHORT4,    4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
104                                   {D3DDECLTYPE_UBYTE4N,   4, GL_UNSIGNED_BYTE   , GL_FALSE ,sizeof(BYTE)},
105                                   {D3DDECLTYPE_SHORT2N,   2, GL_SHORT           , GL_FALSE ,sizeof(short int)},
106                                   {D3DDECLTYPE_SHORT4N,   4, GL_SHORT           , GL_FALSE ,sizeof(short int)},
107                                   {D3DDECLTYPE_USHORT2N,  2, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
108                                   {D3DDECLTYPE_USHORT4N,  4, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
109                                   {D3DDECLTYPE_UDEC3,     3, GL_UNSIGNED_SHORT  , GL_FALSE ,sizeof(short int)},
110                                   {D3DDECLTYPE_DEC3N,     3, GL_SHORT           , GL_FALSE ,sizeof(short int)},
111                                   {D3DDECLTYPE_FLOAT16_2, 2, GL_FLOAT           , GL_FALSE ,sizeof(short int)},
112                                   {D3DDECLTYPE_FLOAT16_4, 4, GL_FLOAT           , GL_FALSE ,sizeof(short int)}};
113
114 #define WINED3D_ATR_TYPE(_attribute)          glTypeLookup[sd->u.s._attribute.dwType].d3dType
115 #define WINED3D_ATR_SIZE(_attribute)          glTypeLookup[sd->u.s._attribute.dwType].size
116 #define WINED3D_ATR_GLTYPE(_attribute)        glTypeLookup[sd->u.s._attribute.dwType].glType
117 #define WINED3D_ATR_NORMALIZED(_attribute)    glTypeLookup[sd->u.s._attribute.dwType].normalized
118 #define WINED3D_ATR_TYPESIZE(_attribute)      glTypeLookup[sd->u.s._attribute.dwType].typesize
119
120 /**
121  * Settings 
122  */
123 #define VS_NONE    0
124 #define VS_HW      1
125 #define VS_SW      2
126
127 #define PS_NONE    0
128 #define PS_HW      1
129
130 #define VBO_NONE   0
131 #define VBO_HW     1
132
133 #define NP2_NONE   0
134 #define NP2_REPACK 1
135
136 #define SHADER_SW   0
137 #define SHADER_ARB  1
138 #define SHADER_GLSL 2
139
140 typedef struct wined3d_settings_s {
141 /* vertex and pixel shader modes */
142   int vs_mode;
143   int ps_mode;
144   int vbo_mode;
145 /* Ideally, we don't want the user to have to request GLSL.  If the hardware supports GLSL,
146     we should use it.  However, until it's fully implemented, we'll leave it as a registry
147     setting for developers. */
148   BOOL glslRequested;
149   int shader_mode;
150 /* nonpower 2 function */
151   int nonpower2_mode;
152 } wined3d_settings_t;
153
154 extern wined3d_settings_t wined3d_settings;
155
156 /* X11 locking */
157
158 extern void (*wine_tsx11_lock_ptr)(void);
159 extern void (*wine_tsx11_unlock_ptr)(void);
160
161 /* As GLX relies on X, this is needed */
162 extern int num_lock;
163
164 #if 0
165 #define ENTER_GL() ++num_lock; if (num_lock > 1) FIXME("Recursive use of GL lock to: %d\n", num_lock); wine_tsx11_lock_ptr()
166 #define LEAVE_GL() if (num_lock != 1) FIXME("Recursive use of GL lock: %d\n", num_lock); --num_lock; wine_tsx11_unlock_ptr()
167 #else
168 #define ENTER_GL() wine_tsx11_lock_ptr()
169 #define LEAVE_GL() wine_tsx11_unlock_ptr()
170 #endif
171
172 /*****************************************************************************
173  * Defines
174  */
175
176 /* GL related defines */
177 /* ------------------ */
178 #define GL_SUPPORT(ExtName)           (GLINFO_LOCATION.supported[ExtName] != 0)
179 #define GL_LIMITS(ExtName)            (GLINFO_LOCATION.max_##ExtName)
180 #define GL_EXTCALL(FuncName)          (GLINFO_LOCATION.FuncName)
181 #define GL_VEND(_VendName)            (GLINFO_LOCATION.gl_vendor == VENDOR_##_VendName ? TRUE : FALSE)
182
183 #define D3DCOLOR_B_R(dw) (((dw) >> 16) & 0xFF)
184 #define D3DCOLOR_B_G(dw) (((dw) >>  8) & 0xFF)
185 #define D3DCOLOR_B_B(dw) (((dw) >>  0) & 0xFF)
186 #define D3DCOLOR_B_A(dw) (((dw) >> 24) & 0xFF)
187
188 #define D3DCOLOR_R(dw) (((float) (((dw) >> 16) & 0xFF)) / 255.0f)
189 #define D3DCOLOR_G(dw) (((float) (((dw) >>  8) & 0xFF)) / 255.0f)
190 #define D3DCOLOR_B(dw) (((float) (((dw) >>  0) & 0xFF)) / 255.0f)
191 #define D3DCOLOR_A(dw) (((float) (((dw) >> 24) & 0xFF)) / 255.0f)
192
193 #define D3DCOLORTOGLFLOAT4(dw, vec) \
194   (vec)[0] = D3DCOLOR_R(dw); \
195   (vec)[1] = D3DCOLOR_G(dw); \
196   (vec)[2] = D3DCOLOR_B(dw); \
197   (vec)[3] = D3DCOLOR_A(dw);
198
199 #define GLTEXTURECUBEMAP GL_TEXTURE_CUBE_MAP_ARB
200
201 /* DirectX Device Limits */
202 /* --------------------- */
203 #define MAX_LEVELS  256  /* Maximum number of mipmap levels. Guessed at 256 */
204
205 #define MAX_STREAMS  16  /* Maximum possible streams - used for fixed size arrays
206                             See MaxStreams in MSDN under GetDeviceCaps */
207                          /* Maximum number of constants provided to the shaders */
208 #define HIGHEST_TRANSFORMSTATE 512 
209                          /* Highest value in D3DTRANSFORMSTATETYPE */
210 #define MAX_CLIPPLANES  D3DMAXUSERCLIPPLANES
211
212 #define MAX_PALETTES      256
213
214 /* Checking of API calls */
215 /* --------------------- */
216 #define checkGLcall(A)                                          \
217 {                                                               \
218     GLint err = glGetError();                                   \
219     if (err == GL_NO_ERROR) {                                   \
220        TRACE("%s call ok %s / %d\n", A, __FILE__, __LINE__);    \
221                                                                 \
222     } else do {                                                 \
223        FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n",        \
224                 err, A, __FILE__, __LINE__);                    \
225        err = glGetError();                                      \
226     } while (err != GL_NO_ERROR);                               \
227
228
229 /* Trace routines / diagnostics */
230 /* ---------------------------- */
231
232 /* Dump out a matrix and copy it */
233 #define conv_mat(mat,gl_mat)                                                                \
234 do {                                                                                        \
235     TRACE("%f %f %f %f\n", (mat)->u.s._11, (mat)->u.s._12, (mat)->u.s._13, (mat)->u.s._14); \
236     TRACE("%f %f %f %f\n", (mat)->u.s._21, (mat)->u.s._22, (mat)->u.s._23, (mat)->u.s._24); \
237     TRACE("%f %f %f %f\n", (mat)->u.s._31, (mat)->u.s._32, (mat)->u.s._33, (mat)->u.s._34); \
238     TRACE("%f %f %f %f\n", (mat)->u.s._41, (mat)->u.s._42, (mat)->u.s._43, (mat)->u.s._44); \
239     memcpy(gl_mat, (mat), 16 * sizeof(float));                                              \
240 } while (0)
241
242 /* Macro to dump out the current state of the light chain */
243 #define DUMP_LIGHT_CHAIN()                    \
244 {                                             \
245   PLIGHTINFOEL *el = This->stateBlock->lights;\
246   while (el) {                                \
247     TRACE("Light %p (glIndex %ld, d3dIndex %ld, enabled %d)\n", el, el->glIndex, el->OriginalIndex, el->lightEnabled);\
248     el = el->next;                            \
249   }                                           \
250 }
251
252 /* Trace vector and strided data information */
253 #define TRACE_VECTOR(name) TRACE( #name "=(%f, %f, %f, %f)\n", name.x, name.y, name.z, name.w);
254 #define TRACE_STRIDED(sd,name) TRACE( #name "=(data:%p, stride:%ld, type:%ld)\n", sd->u.s.name.lpData, sd->u.s.name.dwStride, sd->u.s.name.dwType);
255
256 /* Defines used for optimizations */
257
258 /*    Only reapply what is necessary */
259 #define REAPPLY_ALPHAOP  0x0001
260 #define REAPPLY_ALL      0xFFFF
261
262 /* Advance declaration of structures to satisfy compiler */
263 typedef struct IWineD3DStateBlockImpl IWineD3DStateBlockImpl;
264 typedef struct IWineD3DSurfaceImpl    IWineD3DSurfaceImpl;
265 typedef struct IWineD3DPaletteImpl    IWineD3DPaletteImpl;
266
267 /* Tracking */
268
269 /* TODO: Move some of this to the device */
270 long globalChangeGlRam(long glram);
271
272 /* Memory and object tracking */
273
274 /*Structure for holding information on all direct3d objects
275 useful for making sure tracking is ok and when release is called on a device!
276 and probably quite handy for debugging and dumping states out
277 */
278 typedef struct WineD3DGlobalStatistics {
279     int glsurfaceram; /* The aproximate amount of glTexture memory allocated for textures */
280 } WineD3DGlobalStatistics;
281
282 extern WineD3DGlobalStatistics* wineD3DGlobalStatistics;
283
284 /* Global variables */
285 extern const float identity[16];
286
287 /*****************************************************************************
288  * Compilable extra diagnostics
289  */
290
291 /* Trace information per-vertex: (extremely high amount of trace) */
292 #if 0 /* NOTE: Must be 0 in cvs */
293 # define VTRACE(A) TRACE A
294 #else 
295 # define VTRACE(A) 
296 #endif
297
298 /* Checking of per-vertex related GL calls */
299 /* --------------------- */
300 #define vcheckGLcall(A)                                         \
301 {                                                               \
302     GLint err = glGetError();                                   \
303     if (err == GL_NO_ERROR) {                                   \
304        VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
305                                                                 \
306     } else do {                                                 \
307        FIXME(">>>>>>>>>>>>>>>>> %x from %s @ %s / %d\n",        \
308                 err, A, __FILE__, __LINE__);                    \
309        err = glGetError();                                      \
310     } while (err != GL_NO_ERROR);                               \
311 }
312
313 /* TODO: Confirm each of these works when wined3d move completed */
314 #if 0 /* NOTE: Must be 0 in cvs */
315   /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
316      of each frame, a check is made for the existence of C:\D3DTRACE, and if if exists d3d trace
317      is enabled, and if it doesn't exists it is disabled.                                           */
318 # define FRAME_DEBUGGING
319   /*  Adding in the SINGLE_FRAME_DEBUGGING gives a trace of just what makes up a single frame, before
320       the file is deleted                                                                            */
321 # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */
322 #  define SINGLE_FRAME_DEBUGGING
323 # endif  
324   /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls.
325      It can only be enabled when FRAME_DEBUGGING is also enabled                               
326      The contents of the back buffer are written into /tmp/backbuffer_* after each primitive 
327      array is drawn.                                                                            */
328 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */                                                                                       
329 #  define SHOW_FRAME_MAKEUP 1
330 # endif  
331   /* The following, when enabled, lets you see the makeup of the all the textures used during each
332      of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled.
333      The contents of the textures assigned to each stage are written into 
334      /tmp/texture_*_<Stage>.ppm after each primitive array is drawn.                            */
335 # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */
336 #  define SHOW_TEXTURE_MAKEUP 0
337 # endif  
338 extern BOOL isOn;
339 extern BOOL isDumpingFrames;
340 extern LONG primCounter;
341 #endif
342
343 /*****************************************************************************
344  * Prototypes
345  */
346
347 /* Routine common to the draw primitive and draw indexed primitive routines */
348 void drawPrimitive(IWineD3DDevice *iface,
349                     int PrimitiveType,
350                     long NumPrimitives,
351                     /* for Indexed: */
352                     long  StartVertexIndex,
353                     UINT  numberOfVertices,
354                     long  StartIdx,
355                     short idxBytes,
356                     const void *idxData,
357                     int   minIndex,
358                     WineDirect3DVertexStridedData *DrawPrimStrideData);
359
360 void primitiveConvertToStridedData(IWineD3DDevice *iface,
361                                    WineDirect3DVertexStridedData *strided,
362                                    LONG BaseVertexIndex);
363
364 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType);
365
366 #define eps 1e-8
367
368 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
369     (((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
370
371 /* Routine to fill gl caps for swapchains and IWineD3D */
372 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info,
373                              Display* display);
374
375 /*****************************************************************************
376  * Internal representation of a light
377  */
378 typedef struct PLIGHTINFOEL PLIGHTINFOEL;
379 struct PLIGHTINFOEL {
380     WINED3DLIGHT OriginalParms; /* Note D3D8LIGHT == D3D9LIGHT */
381     DWORD        OriginalIndex;
382     LONG         glIndex;
383     BOOL         lightEnabled;
384     BOOL         changed;
385     BOOL         enabledChanged;
386
387     /* Converted parms to speed up swapping lights */
388     float                         lightPosn[4];
389     float                         lightDirn[4];
390     float                         exponent;
391     float                         cutoff;
392
393     PLIGHTINFOEL *next;
394     PLIGHTINFOEL *prev;
395 };
396
397 /* The default light parameters */
398 extern const WINED3DLIGHT WINED3D_default_light;
399
400 /*****************************************************************************
401  * IWineD3D implementation structure
402  */
403 typedef struct IWineD3DImpl
404 {
405     /* IUnknown fields */
406     const IWineD3DVtbl     *lpVtbl;
407     LONG                    ref;     /* Note: Ref counting not required */
408
409     /* WineD3D Information */
410     IUnknown               *parent;
411     UINT                    dxVersion;
412
413     /* GL Information */
414     BOOL                    isGLInfoValid;
415     WineD3D_GL_Info         gl_info;
416 } IWineD3DImpl;
417
418 extern const IWineD3DVtbl IWineD3D_Vtbl;
419
420 /** Hacked out start of a context manager!! **/
421 typedef struct glContext {
422     int Width;
423     int Height;
424     int usedcount;
425     GLXContext context;
426
427     Drawable drawable;
428     IWineD3DSurface *pSurface;
429 #if 0 /* TODO: someway to represent the state of the context */
430     IWineD3DStateBlock *pStateBlock;
431 #endif
432 /* a few other things like format */
433 } glContext;
434
435 /* TODO: setup some flags in the regestry to enable, disable pbuffer support
436 (since it will break quite a few things until contexts are managed properly!) */
437 extern BOOL pbuffer_support;
438 /* allocate one pbuffer per surface */
439 extern BOOL pbuffer_per_surface;
440
441 /* Maximum number of contexts/pbuffers to keep in cache,
442 set to 100 because ATI's drivers don't support deleting pBuffers properly
443 this needs to be migrated to a list and some option availalbe for controle the cache size.
444 */
445 #define CONTEXT_CACHE 100
446
447 typedef struct ResourceList {
448     IWineD3DResource         *resource;
449     struct ResourceList      *next;
450 } ResourceList;
451
452 /* A helper function that dumps a resource list */
453 void dumpResources(ResourceList *resources);
454
455 /*****************************************************************************
456  * IWineD3DDevice implementation structure
457  */
458 typedef struct IWineD3DDeviceImpl
459 {
460     /* IUnknown fields      */
461     const IWineD3DDeviceVtbl *lpVtbl;
462     LONG                    ref;     /* Note: Ref counting not required */
463
464     /* WineD3D Information  */
465     IUnknown               *parent;
466     IWineD3D               *wineD3D;
467
468     /* X and GL Information */
469     GLint                   maxConcurrentLights;
470
471     /* Optimization */
472     BOOL                    modelview_valid;
473     BOOL                    proj_valid;
474     BOOL                    view_ident;        /* true iff view matrix is identity                */
475     BOOL                    last_was_rhw;      /* true iff last draw_primitive was in xyzrhw mode */
476     BOOL                    viewport_changed;  /* Was the viewport changed since the last draw?   */
477     GLenum                  tracking_parm;     /* Which source is tracking current colour         */
478     LONG                    tracking_color;    /* used iff GL_COLOR_MATERIAL was enabled          */
479 #define                         DISABLED_TRACKING  0  /* Disabled                                 */
480 #define                         IS_TRACKING        1  /* tracking_parm is tracking diffuse color  */
481 #define                         NEEDS_TRACKING     2  /* Tracking needs to be enabled when needed */
482 #define                         NEEDS_DISABLE      3  /* Tracking needs to be disabled when needed*/
483     UINT                    srcBlend;
484     UINT                    dstBlend;
485     UINT                    alphafunc;
486     UINT                    stencilfunc;
487     BOOL                    texture_shader_active;  /* TODO: Confirm use is correct */
488     BOOL                    last_was_notclipped;
489
490     /* State block related */
491     BOOL                    isRecordingState;
492     IWineD3DStateBlockImpl *stateBlock;
493     IWineD3DStateBlockImpl *updateStateBlock;
494
495     /* Internal use fields  */
496     WINED3DDEVICE_CREATION_PARAMETERS createParms;
497     UINT                            adapterNo;
498     D3DDEVTYPE                      devType;
499
500     IWineD3DSwapChain     **swapchains;
501     uint                    NumberOfSwapChains;
502
503     ResourceList           *resources; /* a linked list to track resources created by the device */
504
505     /* Render Target Support */
506     IWineD3DSurface        *depthStencilBuffer;
507
508     IWineD3DSurface        *renderTarget;
509     IWineD3DSurface        *stencilBufferTarget;
510
511     /* palettes texture management */
512     PALETTEENTRY            palettes[MAX_PALETTES][256];
513     UINT                    currentPalette;
514
515     /* For rendering to a texture using glCopyTexImage */
516     BOOL                    renderUpsideDown;
517
518     /* Cursor management */
519     BOOL                    bCursorVisible;
520     UINT                    xHotSpot;
521     UINT                    yHotSpot;
522     UINT                    xScreenSpace;
523     UINT                    yScreenSpace;
524
525     /* Textures for when no other textures are mapped */
526     UINT                          dummyTextureName[MAX_TEXTURES];
527
528     /* Debug stream management */
529     BOOL                     debug;
530
531     /* Device state management */
532     HRESULT                 state;
533     BOOL                    d3d_initialized;
534
535     /* Screen buffer resources */
536     glContext contextCache[CONTEXT_CACHE];
537
538     /* A flag to check if endscene has been called before changing the render tartet */
539     BOOL sceneEnded;
540
541     /* process vertex shaders using software or hardware */
542     BOOL softwareVertexProcessing;
543
544     /* DirectDraw stuff */
545     HWND ddraw_window;
546     IWineD3DSurface *ddraw_primary;
547     DWORD ddraw_width, ddraw_height;
548     WINED3DFORMAT ddraw_format;
549
550     /* List of GLSL shader programs and their associated vertex & pixel shaders */
551     struct list glsl_shader_progs;
552
553 } IWineD3DDeviceImpl;
554
555 extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
556
557 /* Support for IWineD3DResource ::Set/Get/FreePrivateData. I don't think
558  * anybody uses it for much so a good implementation is optional. */
559 typedef struct PrivateData
560 {
561     struct PrivateData* next;
562
563     GUID tag;
564     DWORD flags; /* DDSPD_* */
565     DWORD uniqueness_value;
566
567     union
568     {
569         LPVOID data;
570         LPUNKNOWN object;
571     } ptr;
572
573     DWORD size;
574 } PrivateData;
575
576 void d3ddevice_set_ortho(IWineD3DDeviceImpl *This);
577
578 /*****************************************************************************
579  * IWineD3DResource implementation structure
580  */
581 typedef struct IWineD3DResourceClass
582 {
583     /* IUnknown fields */
584     LONG                    ref;     /* Note: Ref counting not required */
585
586     /* WineD3DResource Information */
587     IUnknown               *parent;
588     WINED3DRESOURCETYPE     resourceType;
589     IWineD3DDeviceImpl     *wineD3DDevice;
590     WINED3DPOOL             pool;
591     UINT                    size;
592     DWORD                   usage;
593     WINED3DFORMAT           format;
594     BYTE                   *allocatedMemory;
595     PrivateData            *privateData;
596
597 } IWineD3DResourceClass;
598
599 typedef struct IWineD3DResourceImpl
600 {
601     /* IUnknown & WineD3DResource Information     */
602     const IWineD3DResourceVtbl *lpVtbl;
603     IWineD3DResourceClass   resource;
604 } IWineD3DResourceImpl;
605
606
607 /*****************************************************************************
608  * IWineD3DVertexBuffer implementation structure (extends IWineD3DResourceImpl)
609  */
610 typedef struct IWineD3DVertexBufferImpl
611 {
612     /* IUnknown & WineD3DResource Information     */
613     const IWineD3DVertexBufferVtbl *lpVtbl;
614     IWineD3DResourceClass     resource;
615
616     /* WineD3DVertexBuffer specifics */
617     DWORD                     fvf;
618
619 } IWineD3DVertexBufferImpl;
620
621 extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
622
623
624 /*****************************************************************************
625  * IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
626  */
627 typedef struct IWineD3DIndexBufferImpl
628 {
629     /* IUnknown & WineD3DResource Information     */
630     const IWineD3DIndexBufferVtbl *lpVtbl;
631     IWineD3DResourceClass     resource;
632
633     /* WineD3DVertexBuffer specifics */
634 } IWineD3DIndexBufferImpl;
635
636 extern const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl;
637
638 /*****************************************************************************
639  * IWineD3DBaseTexture D3D- > openGL state map lookups
640  */
641 #define WINED3DFUNC_NOTSUPPORTED  -2
642 #define WINED3DFUNC_UNIMPLEMENTED -1
643
644 typedef enum winetexturestates {
645     WINED3DTEXSTA_ADDRESSU       = 0,
646     WINED3DTEXSTA_ADDRESSV       = 1,
647     WINED3DTEXSTA_ADDRESSW       = 2,
648     WINED3DTEXSTA_BORDERCOLOR    = 3,
649     WINED3DTEXSTA_MAGFILTER      = 4,
650     WINED3DTEXSTA_MINFILTER      = 5,
651     WINED3DTEXSTA_MIPFILTER      = 6,
652     WINED3DTEXSTA_MAXMIPLEVEL    = 7,
653     WINED3DTEXSTA_MAXANISOTROPY  = 8,
654     WINED3DTEXSTA_SRGBTEXTURE    = 9,
655     WINED3DTEXSTA_ELEMENTINDEX   = 10,
656     WINED3DTEXSTA_DMAPOFFSET     = 11,
657     WINED3DTEXSTA_TSSADDRESSW    = 12,
658     MAX_WINETEXTURESTATES        = 13,
659 } winetexturestates;
660
661 typedef struct Wined3dTextureStateMap {
662     CONST int state;
663     int function;
664 } Wined3dTextureStateMap;
665
666 /*****************************************************************************
667  * IWineD3DBaseTexture implementation structure (extends IWineD3DResourceImpl)
668  */
669 typedef struct IWineD3DBaseTextureClass
670 {
671     UINT                    levels;
672     BOOL                    dirty;
673     D3DFORMAT               format;
674     DWORD                   usage;
675     UINT                    textureName;
676     UINT                    LOD;
677     WINED3DTEXTUREFILTERTYPE filterType;
678     DWORD                   states[MAX_WINETEXTURESTATES];
679
680 } IWineD3DBaseTextureClass;
681
682 typedef struct IWineD3DBaseTextureImpl
683 {
684     /* IUnknown & WineD3DResource Information     */
685     const IWineD3DBaseTextureVtbl *lpVtbl;
686     IWineD3DResourceClass     resource;
687     IWineD3DBaseTextureClass  baseTexture;
688
689 } IWineD3DBaseTextureImpl;
690
691 /*****************************************************************************
692  * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
693  */
694 typedef struct IWineD3DTextureImpl
695 {
696     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
697     const IWineD3DTextureVtbl *lpVtbl;
698     IWineD3DResourceClass     resource;
699     IWineD3DBaseTextureClass  baseTexture;
700
701     /* IWineD3DTexture */
702     IWineD3DSurface          *surfaces[MAX_LEVELS];
703     
704     UINT                      width;
705     UINT                      height;
706     float                     pow2scalingFactorX;
707     float                     pow2scalingFactorY;
708
709 } IWineD3DTextureImpl;
710
711 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
712
713 /*****************************************************************************
714  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
715  */
716 typedef struct IWineD3DCubeTextureImpl
717 {
718     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
719     const IWineD3DCubeTextureVtbl *lpVtbl;
720     IWineD3DResourceClass     resource;
721     IWineD3DBaseTextureClass  baseTexture;
722
723     /* IWineD3DCubeTexture */
724     IWineD3DSurface          *surfaces[6][MAX_LEVELS];
725
726     UINT                      edgeLength;
727     float                     pow2scalingFactor;
728
729 } IWineD3DCubeTextureImpl;
730
731 extern const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl;
732
733 typedef struct _WINED3DVOLUMET_DESC
734 {
735     UINT                    Width;
736     UINT                    Height;
737     UINT                    Depth;
738 } WINED3DVOLUMET_DESC;
739
740 /*****************************************************************************
741  * IWineD3DVolume implementation structure (extends IUnknown)
742  */
743 typedef struct IWineD3DVolumeImpl
744 {
745     /* IUnknown & WineD3DResource fields */
746     const IWineD3DVolumeVtbl  *lpVtbl;
747     IWineD3DResourceClass      resource;
748
749     /* WineD3DVolume Information */
750     WINED3DVOLUMET_DESC      currentDesc;
751     IWineD3DBase            *container;
752     UINT                    bytesPerPixel;
753
754     BOOL                    lockable;
755     BOOL                    locked;
756     WINED3DBOX              lockedBox;
757     WINED3DBOX              dirtyBox;
758     BOOL                    dirty;
759
760
761 } IWineD3DVolumeImpl;
762
763 extern const IWineD3DVolumeVtbl IWineD3DVolume_Vtbl;
764
765 /*****************************************************************************
766  * IWineD3DVolumeTexture implementation structure (extends IWineD3DBaseTextureImpl)
767  */
768 typedef struct IWineD3DVolumeTextureImpl
769 {
770     /* IUnknown & WineD3DResource/WineD3DBaseTexture Information     */
771     const IWineD3DVolumeTextureVtbl *lpVtbl;
772     IWineD3DResourceClass     resource;
773     IWineD3DBaseTextureClass  baseTexture;
774
775     /* IWineD3DVolumeTexture */
776     IWineD3DVolume           *volumes[MAX_LEVELS];
777
778     UINT                      width;
779     UINT                      height;
780     UINT                      depth;
781 } IWineD3DVolumeTextureImpl;
782
783 extern const IWineD3DVolumeTextureVtbl IWineD3DVolumeTexture_Vtbl;
784
785 typedef struct _WINED3DSURFACET_DESC
786 {
787     WINED3DMULTISAMPLE_TYPE MultiSampleType;
788     DWORD                   MultiSampleQuality;
789     UINT                    Width;
790     UINT                    Height;
791 } WINED3DSURFACET_DESC;
792
793 /*****************************************************************************
794  * Structure for DIB Surfaces (GetDC and GDI surfaces)
795  */
796 typedef struct wineD3DSurface_DIB {
797     HBITMAP DIBsection;
798     void* bitmap_data;
799     HGDIOBJ holdbitmap;
800     BOOL client_memory;
801 } wineD3DSurface_DIB;
802
803 /*****************************************************************************
804  * IWineD3DSurface implementation structure
805  */
806 struct IWineD3DSurfaceImpl
807 {
808     /* IUnknown & IWineD3DResource Information     */
809     const IWineD3DSurfaceVtbl *lpVtbl;
810     IWineD3DResourceClass     resource;
811
812     /* IWineD3DSurface fields */
813     IWineD3DBase              *container;
814     WINED3DSURFACET_DESC      currentDesc;
815     IWineD3DPaletteImpl      *palette;
816
817     UINT                      textureName;
818     UINT                      bytesPerPixel;
819
820     /* TODO: move this off into a management class(maybe!) */
821     WORD                      Flags;
822
823     UINT                      pow2Width;
824     UINT                      pow2Height;
825     UINT                      pow2Size;
826
827     /* Oversized texture */
828     RECT                      glRect;
829
830 #if 0
831     /* precalculated x and y scalings for texture coords */
832     float                     pow2scalingFactorX; /* =  (Width  / pow2Width ) */
833     float                     pow2scalingFactorY; /* =  (Height / pow2Height) */
834 #endif
835
836     RECT                      lockedRect;
837     RECT                      dirtyRect;
838
839     glDescriptor              glDescription;
840
841     /* For GetDC */
842     wineD3DSurface_DIB        dib;
843     HDC                       hDC;
844
845     /* Color keys for DDraw */
846     DDCOLORKEY                DestBltCKey;
847     DDCOLORKEY                DestOverlayCKey;
848     DDCOLORKEY                SrcOverlayCKey;
849     DDCOLORKEY                SrcBltCKey;
850     DWORD                     CKeyFlags;
851
852 };
853
854 extern const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl;
855 extern const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl;
856
857 /* Predeclare the shared Surface functions */
858 HRESULT WINAPI IWineD3DSurfaceImpl_QueryInterface(IWineD3DSurface *iface, REFIID riid, LPVOID *ppobj);
859 ULONG WINAPI IWineD3DSurfaceImpl_AddRef(IWineD3DSurface *iface);
860 ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
861 HRESULT WINAPI IWineD3DSurfaceImpl_GetParent(IWineD3DSurface *iface, IUnknown **pParent);
862 HRESULT WINAPI IWineD3DSurfaceImpl_GetDevice(IWineD3DSurface *iface, IWineD3DDevice** ppDevice);
863 HRESULT WINAPI IWineD3DSurfaceImpl_SetPrivateData(IWineD3DSurface *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags);
864 HRESULT WINAPI IWineD3DSurfaceImpl_GetPrivateData(IWineD3DSurface *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData);
865 HRESULT WINAPI IWineD3DSurfaceImpl_FreePrivateData(IWineD3DSurface *iface, REFGUID refguid);
866 DWORD   WINAPI IWineD3DSurfaceImpl_SetPriority(IWineD3DSurface *iface, DWORD PriorityNew);
867 DWORD   WINAPI IWineD3DSurfaceImpl_GetPriority(IWineD3DSurface *iface);
868 void    WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
869 WINED3DRESOURCETYPE WINAPI IWineD3DSurfaceImpl_GetType(IWineD3DSurface *iface);
870 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainerParent(IWineD3DSurface* iface, IUnknown **ppContainerParent);
871 HRESULT WINAPI IWineD3DSurfaceImpl_GetContainer(IWineD3DSurface* iface, REFIID riid, void** ppContainer);
872 HRESULT WINAPI IWineD3DSurfaceImpl_GetDesc(IWineD3DSurface *iface, WINED3DSURFACE_DESC *pDesc);
873 HRESULT WINAPI IWineD3DSurfaceImpl_GetBltStatus(IWineD3DSurface *iface, DWORD Flags);
874 HRESULT WINAPI IWineD3DSurfaceImpl_GetFlipStatus(IWineD3DSurface *iface, DWORD Flags);
875 HRESULT WINAPI IWineD3DSurfaceImpl_IsLost(IWineD3DSurface *iface);
876 HRESULT WINAPI IWineD3DSurfaceImpl_Restore(IWineD3DSurface *iface);
877 HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
878 HRESULT WINAPI IWineD3DSurfaceImpl_GetPalette(IWineD3DSurface *iface, IWineD3DPalette **Pal);
879 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
880 HRESULT WINAPI IWineD3DSurfaceImpl_SetColorKey(IWineD3DSurface *iface, DWORD Flags, DDCOLORKEY *CKey);
881 HRESULT WINAPI IWineD3DSurfaceImpl_CleanDirtyRect(IWineD3DSurface *iface);
882 extern HRESULT WINAPI IWineD3DSurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RECT* pDirtyRect);
883 HRESULT WINAPI IWineD3DSurfaceImpl_SetContainer(IWineD3DSurface *iface, IWineD3DBase *container);
884 HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL inPBuffer, BOOL  inTexture);
885 void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT textureName, int target);
886 void WINAPI IWineD3DSurfaceImpl_GetGlDesc(IWineD3DSurface *iface, glDescriptor **glDescription);
887 const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
888 HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
889 HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx);
890 HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
891 HRESULT WINAPI IWineD3DSurfaceImpl_SetPalette(IWineD3DSurface *iface, IWineD3DPalette *Pal);
892 HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
893 HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
894 DWORD WINAPI IWineD3DSurfaceImpl_GetPitch(IWineD3DSurface *iface);
895 HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface);
896
897 /* Surface flags: */
898 #define SFLAG_OVERSIZE    0x0001 /* Surface is bigger than gl size, blts only */
899 #define SFLAG_CONVERTED   0x0002 /* Converted for color keying or Palettized */
900 #define SFLAG_DIBSECTION  0x0004 /* Has a DIB section attached for getdc */
901 #define SFLAG_DIRTY       0x0008 /* Surface was locked by the app */
902 #define SFLAG_LOCKABLE    0x0010 /* Surface can be locked */
903 #define SFLAG_DISCARD     0x0020 /* ??? */
904 #define SFLAG_LOCKED      0x0040 /* Surface is locked atm */
905 #define SFLAG_ACTIVELOCK  0x0080 /* Not locked, but surface memory is needed */
906 #define SFLAG_INTEXTURE   0x0100 /* ??? */
907 #define SFLAG_INPBUFFER   0x0200 /* ??? */
908 #define SFLAG_NONPOW2     0x0400 /* Surface sizes are not a power of 2 */
909 #define SFLAG_DYNLOCK     0x0800 /* Surface is often locked by the app */
910 #define SFLAG_DYNCHANGE   0x1800 /* Surface contents are changed very often, implies DYNLOCK */
911 #define SFLAG_DCINUSE     0x2000 /* Set between GetDC and ReleaseDC calls */
912 #define SFLAG_GLDIRTY     0x4000 /* The opengl texture is more up to date than the surface mem */
913 #define SFLAG_LOST        0x8000 /* Surface lost flag for DDraw */
914
915 /* In some conditions the surface memory must not be freed:
916  * SFLAG_OVERSIZE: Not all data can be kept in GL
917  * SFLAG_CONVERTED: Converting the data back would take too long
918  * SFLAG_DIBSECTION: The dib code manages the memory
919  * SFLAG_DIRTY: GL surface isn't up to date
920  * SFLAG_LOCKED: The app requires access to the surface data
921  * SFLAG_ACTIVELOCK: Some wined3d code needs the memory
922  * SFLAG_DYNLOCK: Avoid freeing the data for performance
923  * SFLAG_DYNCHANGE: Same reason as DYNLOCK
924  */
925 #define SFLAG_DONOTFREE  (SFLAG_OVERSIZE   | \
926                           SFLAG_CONVERTED  | \
927                           SFLAG_DIBSECTION | \
928                           SFLAG_DIRTY      | \
929                           SFLAG_LOCKED     | \
930                           SFLAG_ACTIVELOCK | \
931                           SFLAG_DYNLOCK    | \
932                           SFLAG_DYNCHANGE    )
933
934 BOOL CalculateTexRect(IWineD3DSurfaceImpl *This, RECT *Rect, float glTexCoord[4]);
935
936 /*****************************************************************************
937  * IWineD3DVertexDeclaration implementation structure
938  */
939 typedef struct IWineD3DVertexDeclarationImpl {
940  /* IUnknown  Information     */
941   const IWineD3DVertexDeclarationVtbl *lpVtbl;
942   LONG                    ref;     /* Note: Ref counting not required */
943
944   IUnknown               *parent;
945   /** precomputed fvf if simple declaration */
946   IWineD3DDeviceImpl     *wineD3DDevice;
947   DWORD   fvf[MAX_STREAMS];
948   DWORD   allFVF;
949
950   /** dx8 compatible Declaration fields */
951   DWORD*  pDeclaration8;
952   DWORD   declaration8Length;
953
954   /** dx9+ */
955   D3DVERTEXELEMENT9 *pDeclaration9;
956   UINT               declaration9NumElements;
957
958   WINED3DVERTEXELEMENT  *pDeclarationWine;
959   UINT                   declarationWNumElements;
960   
961   float                 *constants;
962   
963 } IWineD3DVertexDeclarationImpl;
964
965 extern const IWineD3DVertexDeclarationVtbl IWineD3DVertexDeclaration_Vtbl;
966
967 /*****************************************************************************
968  * IWineD3DStateBlock implementation structure
969  */
970
971 /* Internal state Block for Begin/End/Capture/Create/Apply info  */
972 /*   Note: Very long winded but gl Lists are not flexible enough */
973 /*   to resolve everything we need, so doing it manually for now */
974 typedef struct SAVEDSTATES {
975         BOOL                      indices;
976         BOOL                      material;
977         BOOL                      fvf;
978         BOOL                      streamSource[MAX_STREAMS];
979         BOOL                      streamFreq[MAX_STREAMS];
980         BOOL                      textures[MAX_TEXTURES];
981         BOOL                      transform[HIGHEST_TRANSFORMSTATE + 1];
982         BOOL                      viewport;
983         BOOL                      renderState[WINEHIGHEST_RENDER_STATE + 1];
984         BOOL                      textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
985         BOOL                      samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
986         BOOL                      clipplane[MAX_CLIPPLANES];
987         BOOL                      vertexDecl;
988         BOOL                      pixelShader;
989         BOOL                      pixelShaderConstantsB[MAX_PSHADER_CONSTANTS];
990         BOOL                      pixelShaderConstantsI[MAX_PSHADER_CONSTANTS];
991         BOOL                      pixelShaderConstantsF[MAX_PSHADER_CONSTANTS];
992         BOOL                      vertexShader;
993         BOOL                      vertexShaderConstantsB[MAX_VSHADER_CONSTANTS];
994         BOOL                      vertexShaderConstantsI[MAX_VSHADER_CONSTANTS];
995         BOOL                      vertexShaderConstantsF[MAX_VSHADER_CONSTANTS];
996 } SAVEDSTATES;
997
998 struct IWineD3DStateBlockImpl
999 {
1000     /* IUnknown fields */
1001     const IWineD3DStateBlockVtbl *lpVtbl;
1002     LONG                      ref;     /* Note: Ref counting not required */
1003
1004     /* IWineD3DStateBlock information */
1005     IUnknown                 *parent;
1006     IWineD3DDeviceImpl       *wineD3DDevice;
1007     WINED3DSTATEBLOCKTYPE     blockType;
1008
1009     /* Array indicating whether things have been set or changed */
1010     SAVEDSTATES               changed;
1011     SAVEDSTATES               set;
1012
1013     /* Drawing - Vertex Shader or FVF related */
1014     DWORD                     fvf;
1015     /* Vertex Shader Declaration */
1016     IWineD3DVertexDeclaration *vertexDecl;
1017
1018     IWineD3DVertexShader      *vertexShader;
1019
1020     /* Vertex Shader Constants */
1021     BOOL                       vertexShaderConstantB[MAX_VSHADER_CONSTANTS];
1022     INT                        vertexShaderConstantI[MAX_VSHADER_CONSTANTS * 4];
1023     float                      vertexShaderConstantF[MAX_VSHADER_CONSTANTS * 4];
1024
1025     /* Stream Source */
1026     BOOL                      streamIsUP;
1027     UINT                      streamStride[MAX_STREAMS];
1028     UINT                      streamOffset[MAX_STREAMS];
1029     IWineD3DVertexBuffer     *streamSource[MAX_STREAMS];
1030     UINT                      streamFreq[MAX_STREAMS];
1031     UINT                      streamFlags[MAX_STREAMS];     /*0 | D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA  */
1032
1033     /* Indices */
1034     IWineD3DIndexBuffer*      pIndexData;
1035     UINT                      baseVertexIndex; /* Note: only used for d3d8 */
1036
1037     /* Transform */
1038     D3DMATRIX                 transforms[HIGHEST_TRANSFORMSTATE + 1];
1039
1040     /* Lights */
1041     PLIGHTINFOEL             *lights; /* NOTE: active GL lights must be front of the chain */
1042
1043     /* Clipping */
1044     double                    clipplane[MAX_CLIPPLANES][4];
1045     WINED3DCLIPSTATUS         clip_status;
1046
1047     /* ViewPort */
1048     WINED3DVIEWPORT           viewport;
1049
1050     /* Material */
1051     WINED3DMATERIAL           material;
1052
1053     /* Pixel Shader */
1054     IWineD3DPixelShader      *pixelShader;
1055
1056     /* Pixel Shader Constants */
1057     BOOL                       pixelShaderConstantB[MAX_PSHADER_CONSTANTS];
1058     INT                        pixelShaderConstantI[MAX_PSHADER_CONSTANTS * 4];
1059     float                      pixelShaderConstantF[MAX_PSHADER_CONSTANTS * 4];
1060
1061     /* Indexed Vertex Blending */
1062     D3DVERTEXBLENDFLAGS       vertex_blend;
1063     FLOAT                     tween_factor;
1064
1065     /* RenderState */
1066     DWORD                     renderState[WINEHIGHEST_RENDER_STATE + 1];
1067
1068     /* Texture */
1069     IWineD3DBaseTexture      *textures[MAX_TEXTURES];
1070     int                       textureDimensions[MAX_SAMPLERS];
1071
1072     /* Texture State Stage */
1073     DWORD                     textureState[MAX_TEXTURES][WINED3D_HIGHEST_TEXTURE_STATE + 1];
1074     /* Sampler States */
1075     DWORD                     samplerState[MAX_SAMPLERS][WINED3D_HIGHEST_SAMPLER_STATE + 1];
1076
1077     /* Current GLSL Shader Program */
1078     GLhandleARB               shaderPrgId;
1079 };
1080
1081 extern const IWineD3DStateBlockVtbl IWineD3DStateBlock_Vtbl;
1082
1083 /*****************************************************************************
1084  * IWineD3DQueryImpl implementation structure (extends IUnknown)
1085  */
1086 typedef struct IWineD3DQueryImpl
1087 {
1088     const IWineD3DQueryVtbl  *lpVtbl;
1089     LONG                      ref;     /* Note: Ref counting not required */
1090     
1091     IUnknown                 *parent;
1092     /*TODO: replace with iface usage */
1093 #if 0
1094     IWineD3DDevice         *wineD3DDevice;
1095 #else
1096     IWineD3DDeviceImpl       *wineD3DDevice;
1097 #endif
1098     /* IWineD3DQuery fields */
1099
1100     D3DQUERYTYPE              type;
1101     /* TODO: Think about using a IUnknown instead of a void* */
1102     void                     *extendedData;
1103     
1104   
1105 } IWineD3DQueryImpl;
1106
1107 extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl;
1108
1109 /* Datastructures for IWineD3DQueryImpl.extendedData */
1110 typedef struct  WineQueryOcclusionData {
1111        unsigned int queryId;
1112 } WineQueryOcclusionData;
1113
1114
1115 /*****************************************************************************
1116  * IWineD3DSwapChainImpl implementation structure (extends IUnknown)
1117  */
1118
1119 typedef struct IWineD3DSwapChainImpl
1120 {
1121     /*IUnknown part*/
1122     IWineD3DSwapChainVtbl    *lpVtbl;
1123     LONG                      ref;     /* Note: Ref counting not required */
1124
1125     IUnknown                 *parent;
1126     IWineD3DDeviceImpl       *wineD3DDevice;
1127
1128     /* IWineD3DSwapChain fields */
1129     IWineD3DSurface          *backBuffer;
1130     IWineD3DSurface          *frontBuffer;
1131     BOOL                      wantsDepthStencilBuffer;
1132     D3DPRESENT_PARAMETERS     presentParms;
1133
1134     /* TODO: move everything up to drawable off into a context manager
1135       and store the 'data' in the contextManagerData interface.
1136     IUnknown                  *contextManagerData;
1137     */
1138
1139     HWND                    win_handle;
1140     Window                  win;
1141     Display                *display;
1142
1143     GLXContext              glCtx;
1144     XVisualInfo            *visInfo;
1145     GLXContext              render_ctx;
1146     /* This has been left in device for now, but needs moving off into a rendertarget management class and separated out from swapchains and devices. */
1147     Drawable                drawable;
1148 } IWineD3DSwapChainImpl;
1149
1150 extern IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
1151
1152 /*****************************************************************************
1153  * Utility function prototypes 
1154  */
1155
1156 /* Trace routines */
1157 const char* debug_d3dformat(WINED3DFORMAT fmt);
1158 const char* debug_d3ddevicetype(D3DDEVTYPE devtype);
1159 const char* debug_d3dresourcetype(WINED3DRESOURCETYPE res);
1160 const char* debug_d3dusage(DWORD usage);
1161 const char* debug_d3dprimitivetype(D3DPRIMITIVETYPE PrimitiveType);
1162 const char* debug_d3drenderstate(DWORD state);
1163 const char* debug_d3dtexturestate(DWORD state);
1164 const char* debug_d3dpool(WINED3DPOOL pool);
1165
1166 /* Routines for GL <-> D3D values */
1167 GLenum StencilOp(DWORD op);
1168 void   set_tex_op(IWineD3DDevice *iface, BOOL isAlpha, int Stage, D3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3);
1169 void   set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords);
1170 void   GetSrcAndOpFromValue(DWORD iValue, BOOL isAlphaArg, GLenum* source, GLenum* operand);
1171
1172 SHORT  D3DFmtGetBpp(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
1173 GLenum D3DFmt2GLFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
1174 GLenum D3DFmt2GLType(IWineD3DDeviceImpl *This, D3DFORMAT fmt);
1175 GLint  D3DFmt2GLIntFmt(IWineD3DDeviceImpl* This, D3DFORMAT fmt);
1176
1177 int D3DFmtMakeGlCfg(D3DFORMAT BackBufferFormat, D3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
1178
1179 /* Math utils */
1180 void multiply_matrix(D3DMATRIX *dest, D3DMATRIX *src1, D3DMATRIX *src2);
1181
1182 /*****************************************************************************
1183  * To enable calling of inherited functions, requires prototypes 
1184  *
1185  * Note: Only require classes which are subclassed, ie resource, basetexture, 
1186  */
1187     /*** IUnknown methods ***/
1188     extern HRESULT WINAPI IWineD3DResourceImpl_QueryInterface(IWineD3DResource *iface, REFIID riid, void** ppvObject);
1189     extern ULONG WINAPI IWineD3DResourceImpl_AddRef(IWineD3DResource *iface);
1190     extern ULONG WINAPI IWineD3DResourceImpl_Release(IWineD3DResource *iface);
1191     /*** IWineD3DResource methods ***/
1192     extern HRESULT WINAPI IWineD3DResourceImpl_GetParent(IWineD3DResource *iface, IUnknown **pParent);
1193     extern HRESULT WINAPI IWineD3DResourceImpl_GetDevice(IWineD3DResource *iface, IWineD3DDevice ** ppDevice);
1194     extern HRESULT WINAPI IWineD3DResourceImpl_SetPrivateData(IWineD3DResource *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1195     extern HRESULT WINAPI IWineD3DResourceImpl_GetPrivateData(IWineD3DResource *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1196     extern HRESULT WINAPI IWineD3DResourceImpl_FreePrivateData(IWineD3DResource *iface, REFGUID  refguid);
1197     extern DWORD WINAPI IWineD3DResourceImpl_SetPriority(IWineD3DResource *iface, DWORD  PriorityNew);
1198     extern DWORD WINAPI IWineD3DResourceImpl_GetPriority(IWineD3DResource *iface);
1199     extern void WINAPI IWineD3DResourceImpl_PreLoad(IWineD3DResource *iface);
1200     extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
1201     /*** class static members ***/
1202     void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
1203
1204     /*** IUnknown methods ***/
1205     extern HRESULT WINAPI IWineD3DBaseTextureImpl_QueryInterface(IWineD3DBaseTexture *iface, REFIID riid, void** ppvObject);
1206     extern ULONG WINAPI IWineD3DBaseTextureImpl_AddRef(IWineD3DBaseTexture *iface);
1207     extern ULONG WINAPI IWineD3DBaseTextureImpl_Release(IWineD3DBaseTexture *iface);
1208     /*** IWineD3DResource methods ***/
1209     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetParent(IWineD3DBaseTexture *iface, IUnknown **pParent);
1210     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetDevice(IWineD3DBaseTexture *iface, IWineD3DDevice ** ppDevice);
1211     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, CONST void * pData, DWORD  SizeOfData, DWORD  Flags);
1212     extern HRESULT WINAPI IWineD3DBaseTextureImpl_GetPrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid, void * pData, DWORD * pSizeOfData);
1213     extern HRESULT WINAPI IWineD3DBaseTextureImpl_FreePrivateData(IWineD3DBaseTexture *iface, REFGUID  refguid);
1214     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetPriority(IWineD3DBaseTexture *iface, DWORD  PriorityNew);
1215     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetPriority(IWineD3DBaseTexture *iface);
1216     extern void WINAPI IWineD3DBaseTextureImpl_PreLoad(IWineD3DBaseTexture *iface);
1217     extern WINED3DRESOURCETYPE WINAPI IWineD3DBaseTextureImpl_GetType(IWineD3DBaseTexture *iface);
1218     /*** IWineD3DBaseTexture methods ***/
1219     extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
1220     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
1221     extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
1222     extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
1223     extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
1224     extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
1225     extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
1226     extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
1227
1228     extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset);
1229     extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
1230     extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
1231     extern HRESULT WINAPI IWineD3DBaseTextureImpl_UnBindTexture(IWineD3DBaseTexture *iface);
1232     extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
1233     /*** class static members ***/
1234     void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
1235
1236 struct SHADER_OPCODE_ARG;
1237 typedef void (*shader_fct_t)();
1238 typedef void (*SHADER_HANDLER) (struct SHADER_OPCODE_ARG*);
1239
1240 /* Struct to maintain a list of GLSL shader programs and their associated pixel and
1241  * vertex shaders.  A list of this type is maintained on the DeviceImpl, and is only
1242  * used if the user is using GLSL shaders. */
1243 struct glsl_shader_prog_link {
1244     struct list             entry;
1245     GLhandleARB             programId;
1246     IWineD3DVertexShader*   vertexShader;
1247     IWineD3DPixelShader*    pixelShader;
1248 };
1249
1250 typedef struct shader_reg_maps {
1251     DWORD texcoord;
1252     DWORD temporary;
1253     DWORD address;
1254     /* Constants */
1255     CHAR constantsF[256];  /* TODO: Make this dynamic */
1256     /* TODO: Integer and bool constants */
1257 } shader_reg_maps;
1258
1259 #define SHADER_PGMSIZE 65535
1260 typedef struct SHADER_BUFFER {
1261     char* buffer;
1262     size_t bsize;
1263     unsigned int lineNo;
1264 } SHADER_BUFFER;
1265
1266 typedef struct SHADER_OPCODE {
1267     unsigned int  opcode;
1268     const char*   name;
1269     const char*   glname;
1270     CONST UINT    num_params;
1271     shader_fct_t  soft_fct;
1272     SHADER_HANDLER hw_fct;
1273     SHADER_HANDLER hw_glsl_fct;
1274     DWORD         min_version;
1275     DWORD         max_version;
1276 } SHADER_OPCODE;
1277
1278 typedef struct SHADER_OPCODE_ARG {
1279     IWineD3DBaseShader* shader;
1280     shader_reg_maps* reg_maps;
1281     CONST SHADER_OPCODE* opcode;
1282     DWORD dst;
1283     DWORD dst_addr;
1284     DWORD predicate;
1285     DWORD src[4];
1286     DWORD src_addr[4];
1287     SHADER_BUFFER* buffer;
1288 } SHADER_OPCODE_ARG;
1289
1290 typedef struct SHADER_LIMITS {
1291     unsigned int temporary;
1292     unsigned int texture;
1293     unsigned int constant_int;
1294     unsigned int constant_float;
1295     unsigned int constant_bool;
1296     unsigned int address;
1297     unsigned int attributes;
1298 } SHADER_LIMITS;
1299
1300 /** Keeps track of details for TEX_M#x# shader opcodes which need to 
1301     maintain state information between multiple codes */
1302 typedef struct SHADER_PARSE_STATE {
1303     unsigned int current_row;
1304     DWORD texcoord_w[2];
1305 } SHADER_PARSE_STATE;
1306
1307 /* Base Shader utility functions. 
1308  * (may move callers into the same file in the future) */
1309 extern int shader_addline(
1310     SHADER_BUFFER* buffer,
1311     const char* fmt, ...);
1312
1313 extern const SHADER_OPCODE* shader_get_opcode(
1314     IWineD3DBaseShader *iface, 
1315     const DWORD code);
1316
1317 /* ARB shader program Prototypes */
1318 extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
1319
1320 /*****************************************************************************
1321  * IDirect3DBaseShader implementation structure
1322  */
1323 typedef struct IWineD3DBaseShaderClass
1324 {
1325     DWORD                           version;
1326     DWORD                           hex_version;
1327     SHADER_LIMITS                   limits;
1328     SHADER_PARSE_STATE              parse_state;
1329     CONST SHADER_OPCODE             *shader_ins;
1330     CONST DWORD                     *function;
1331     UINT                            functionLength;
1332     GLuint                          prgId;
1333 } IWineD3DBaseShaderClass;
1334
1335 typedef struct IWineD3DBaseShaderImpl {
1336     /* IUnknown */
1337     const IWineD3DBaseShaderVtbl    *lpVtbl;
1338     LONG                            ref;
1339
1340     /* IWineD3DBaseShader */
1341     IWineD3DBaseShaderClass         baseShader;
1342 } IWineD3DBaseShaderImpl;
1343
1344 extern void shader_program_dump_decl_usage(
1345     DWORD dcl,
1346     DWORD param);
1347
1348 extern void generate_base_shader(
1349     IWineD3DBaseShader *iface,
1350     SHADER_BUFFER* buffer,
1351     CONST DWORD* pFunction);
1352
1353 extern void shader_dump_ins_modifiers(
1354     const DWORD output);
1355
1356 extern void shader_dump_param(
1357     IWineD3DBaseShader *iface,
1358     const DWORD param,
1359     const DWORD addr_token,
1360     int input);
1361
1362 extern int shader_get_param(
1363     IWineD3DBaseShader* iface,
1364     const DWORD* pToken,
1365     DWORD* param,
1366     DWORD* addr_token);
1367
1368 extern int shader_skip_unrecognized(
1369     IWineD3DBaseShader* iface,
1370     const DWORD* pToken);
1371
1372 extern void print_glsl_info_log(
1373     WineD3D_GL_Info *gl_info,
1374     GLhandleARB obj);
1375
1376 inline static int shader_get_regtype(const DWORD param) {
1377     return (((param & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT) |
1378             ((param & D3DSP_REGTYPE_MASK2) >> D3DSP_REGTYPE_SHIFT2));
1379 }
1380
1381 extern unsigned int shader_get_float_offset(const DWORD reg);
1382
1383 inline static BOOL shader_is_pshader_version(DWORD token) {
1384     return 0xFFFF0000 == (token & 0xFFFF0000);
1385 }
1386
1387 inline static BOOL shader_is_vshader_version(DWORD token) {
1388     return 0xFFFE0000 == (token & 0xFFFF0000);
1389 }
1390
1391 inline static BOOL shader_is_comment(DWORD token) {
1392     return D3DSIO_COMMENT == (token & D3DSI_OPCODE_MASK);
1393 }
1394
1395 /*****************************************************************************
1396  * IDirect3DVertexShader implementation structure
1397  */
1398 typedef struct IWineD3DVertexShaderImpl {
1399     /* IUnknown parts*/   
1400     const IWineD3DVertexShaderVtbl *lpVtbl;
1401     LONG                        ref;     /* Note: Ref counting not required */
1402
1403     /* IWineD3DBaseShader */
1404     IWineD3DBaseShaderClass     baseShader;
1405
1406     /* IWineD3DVertexShaderImpl */
1407     IUnknown                    *parent;
1408     IWineD3DDeviceImpl          *wineD3DDevice;
1409
1410     DWORD usage;
1411
1412     /* vertex declaration array mapping */
1413     BOOL                        namedArrays;    /* don't map use named functions */
1414     BOOL                        declaredArrays; /* mapping requires */
1415     INT                         arrayUsageMap[WINED3DSHADERDECLUSAGE_MAX_USAGE];    /* lookup table for the maps */
1416     
1417     /* run time datas...  */
1418     VSHADERDATA                *data;
1419     IWineD3DVertexDeclaration  *vertexDeclaration;
1420 #if 0 /* needs reworking */
1421     /* run time datas */
1422     VSHADERINPUTDATA input;
1423     VSHADEROUTPUTDATA output;
1424 #endif
1425 } IWineD3DVertexShaderImpl;
1426 extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
1427 extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
1428
1429 /*****************************************************************************
1430  * IDirect3DPixelShader implementation structure
1431  */
1432 typedef struct IWineD3DPixelShaderImpl {
1433     /* IUnknown parts */
1434     const IWineD3DPixelShaderVtbl *lpVtbl;
1435     LONG                        ref;     /* Note: Ref counting not required */
1436
1437     /* IWineD3DBaseShader */
1438     IWineD3DBaseShaderClass     baseShader;
1439
1440     /* IWineD3DPixelShaderImpl */
1441     IUnknown                   *parent;
1442     IWineD3DDeviceImpl         *wineD3DDevice;
1443
1444     /* run time data */
1445     PSHADERDATA                *data;
1446
1447 #if 0 /* needs reworking */
1448     PSHADERINPUTDATA input;
1449     PSHADEROUTPUTDATA output;
1450 #endif
1451 } IWineD3DPixelShaderImpl;
1452
1453 extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
1454 extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
1455
1456 /*****************************************************************************
1457  * IWineD3DPalette implementation structure
1458  */
1459 struct IWineD3DPaletteImpl {
1460     /* IUnknown parts */
1461     const IWineD3DPaletteVtbl  *lpVtbl;
1462     LONG                       ref;
1463
1464     IUnknown                   *parent;
1465     IWineD3DDeviceImpl         *wineD3DDevice;
1466
1467     /* IWineD3DPalette */
1468     HPALETTE                   hpal;
1469     WORD                       palVersion;     /*|               */
1470     WORD                       palNumEntries;  /*|  LOGPALETTE   */
1471     PALETTEENTRY               palents[256];   /*|               */
1472     /* This is to store the palette in 'screen format' */
1473     int                        screen_palents[256];
1474     DWORD                      Flags;
1475 };
1476
1477 extern const IWineD3DPaletteVtbl IWineD3DPalette_Vtbl;
1478 DWORD IWineD3DPaletteImpl_Size(DWORD dwFlags);
1479
1480 /* DirectDraw utility functions */
1481 extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
1482 LONG get_bitmask_red(WINED3DFORMAT fmt);
1483 LONG get_bitmask_green(WINED3DFORMAT fmt);
1484 LONG get_bitmask_blue(WINED3DFORMAT fmt);
1485 LONG get_bitmask_alpha(WINED3DFORMAT fmt);
1486 BOOL isFourcc(WINED3DFORMAT fmt);
1487
1488 #endif